TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  FUR3−07 
   
   
   
   
   
   
  Assault on Molag 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Furyondy Regional Adventure 
  Version 1.0 
   
  by Scott Reid and John Wyatt 
  Reviewed by Jason Bulmahn 
   
   
  A declaration of war has been announced throughout the kingdom of Furyondy against the Horned Lands’ capital city, 
  Molag.  King Belvor IV has instituted a draft on all experienced adventurers in the Kingdom of Furyondy to fill the 
  ranks of the Furyondian Military in this crusade.  This is a very dangerous military mission for character of 5
  th level or 
  above.  Characters with infamy in the Furyondy Military should not play this scenario.  Part 2 of the Operation: Molag 
  series. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Assault on Molag 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Furyondy.  Characters native to Furyondy 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. 
   
   
  Assault on Molag 
   
  Page 3 
  
  Adventure Summary  
  After several missions of scouting and spying on the 
  defense of Molag by the Furyondian Military, King 
  Belvor IV has given his generals permission to launch an 
  assault on the capital city of the Horned Lands.  
  Gathering together the Southern reserves and Eastern 
  Military forces, along with conscripts from allied nations, 
  mercenaries, and drafted adventurers, Furyondy forces, 
  now 30 thousand strong, head toward the base of 
  operations on the eastern front, Fort Belvor. 
   
  Introduction: The PCs are put through a quick basic 
  training program and told of the plans of the first stage of 
  operations, to set up a command center on the eastern 
  banks of the Veng River.  
   
  Interlude 1: Box text describing the crossing of the 
  Veng and the battle for the eastern riverbanks.  A 
  command post is established here.  
   
  Encounter 1: By the order of the PC’s captain, the 
  PCs have been sent to scout the perimeter of Molag, to 
  eliminate scouting patrols and to report back.  
   
  Encounter 2: Sent out into the fields, this time 
  scouting a southern route to the eastern gates of Molag, 
  the PCs spy a large group of mercenaries heading toward 
  Molag from the south.  The small army flies the old flags 
  and banners of the Horned Society.     
   
  Interlude 2: Assault on Molag: Box text describing 
  the battle to get to the walls of Molag.  
   
  Encounter 3: Flight of the Half-Fiends: Hundreds of 
  half-fiends and fiends emerge from the ground and fly 
  out from behind the walls of Molag to begin attacking 
  the military.  
   
  Interlude 3: Molag Breached: Box text of Furyondian 
  Military arriving at the gates of Molag. 
   
  Encounter 4: Enemies at the Gate: After a short rest 
  upon arriving at the eastern gates of Molag, the Furyondy 
  Military launches a three-stage attack at all three gates of 
  Molag.  
   
  Encounter 5: Disturbing Discovery (optional): A 
  captured spy describes the source of the half-fiends and 
  the “fiend factory.” 
   
  Encounter 6: The Half-Fiend Factory (optional): 
  Asked to go on a stealth mission, the PCs are tasked with 
  entering Molag and destroying the machine creating the 
  half-fiends.   
   
  Conclusion: With the three gates captured, the 
  Furyondy Military begins to plan its next step to take the 
  outer and inner city of Molag. 
     
   
  Introduction 
  Give the PCs player’s handout #1: Draft notice and then 
  read the following: 
   
  War never changes.  In 582 CY Iuz launched the 
  Greyhawk Wars, a campaign that shaped Oerth into 
  what it is today.  The Greyhawk Wars ended in 585 
  CY with a pact signed by all surviving nations in the 
  city of Greyhawk.  Events that followed the Greyhawk 
  Wars led King Belvor IV of Furyondy to declare an 
  unending war on Iuz.  It has now been over five years 
  since the Great Northern Crusade; the campaign 
  launched by Furyondy and its allies to regain their 
  lost lands from the tyrant Iuz.  Furyondy now 
  prepares for the next stage of its never-ending battle 
  against Iuz. 
   
     
  Character must be at least 5
  th level or higher to participate 
  in this scenario.  Character with infamy in the Furyondy 
  Military will be seen as spies and thrown in the dungeons 
  of Fort Belvor for one year (note in play notes on the AR, 
  imprisonment 1 year (52 TU)). 
        
  Arriving at Fort Belvor after heeding the draft 
  summons of the King, you are funneled into a general 
  courtyard, where several clerics o  Heironeous, Saint 
  Cuthbert, and Rao cast spells upon you and others. 
  f
   
   
  The priests are casting detect magic and detect evil spells. 
   Any PC that detects as evil will be restrained until the 
  reason is known. If it is a item causing the effect, the item 
  will be taken away from the PC and destroyed, then the 
  PC will be released to participate in the assault on Molag. 
   Be it a curse, the PC will be able to participate under 
  close watch.  Any PC that radiates overwhelming magic 
  will be watched closely. 
   
  After a few minutes the line you have been funneled 
  into moves into a large hall.  Individuals are then 
  taken into rooms by a cleric of Rao and several 
  Furyondian Military personnel.   
  The cleric of Rao casts a zone of truth (Will DC 16) spell 
  in the room and asks several personal questions to learn 
  more about each PC.  You may role-play this out if 
  desired. 
   
   
  Several hours later, after you have been questioned 
  thoroughly, you are lead to a large assembly hall.  
  Here you are seated on one of the many benches in 
  the hall.  At the front of the hall, behind a podium, 
  stands a huge Oeridian man with piercing eyes and 
  wild unkempt black hair.  He wears white plate mail 
  with the emblems of Furyondy, the Warmasters, and 
  the Knights of Furyondy.   
   
  After the room is filled, the man at the podium 
  begins to speak. His voice carries throughout the hall 
  easily, as if by magic, “I am General Saxon, I am here 
  Assault on Molag 
   
  Page 4 
  
  to brief you on why you are here and what you will be 
  doing during your service to your King and country.” 
    
   
  t
  l
   
   
  i
   
  f
   
   
   
  “Several months have passed since Operation 
  Molag has begun. It is possible that some of you may 
  have been involved in its initial stages.  The 
  Operation has now reached its second stage, the 
  assault on Molag.  This is not going to be an easy task, 
  and it may take months to obtain our objectives.  
  Every soldier in the Furyondian Military is expected 
  to do his or her best and die for king and country if 
  needed.” 
   
  “Our first objective will be to establish a base of 
  operations on the eastern banks of the Veng River.  
  Once our base is established, o her p ans will be put 
  into motion, at which time you will be informed of 
  your duties by your unit’s commander.” 
   
  With the general battle plan announced, General 
  Saxon turns over the podium to another man who 
  approaches from the first row of benches.  This man 
  is of Oeridian decent and is about the same size as the 
  general but wears a suit of polished plate armor 
  bearing the emblems of Furyondy and has slicked-
  back brown hair. The man speaks, “Greetings, I am 
  Commander Wynters. You have been assigned to my 
  division in the forthcoming battle.  I will let you 
  know now, I expect everyone to do his or her part n 
  war.  Is this understood? 
  “After I gauge your skills in combat, mentally and 
  physically, I will assign you to a specific captain to 
  report to.  From this person you will take all o  your 
  orders and will complete the task necessary to win 
  this war.  Does anyone have a problem with this?  No? 
  Good.  Now line up.” 
   
  The PCs are asked a series of questions about their 
  abilities and then are drilled for 2 hours by a sergeant.  
  PCs may lie if they choose, but if this is found out, they 
  may be thrown in the dungeon, thought to be a spy for 3 
  months (13 TU).  Once it is determined what the PCs can 
  do, go over the following with the PCs based on the 
  criteria below: 
   
  � Bards – will be expected to bolster the troops during 
  all combats. 
  � Clerics – will give the blessings of his god to the 
  troops. 
  � Druids – will be expected to take care of the animals 
  (horses, dogs, etc,) including healing them. 
  � Divine spell casting (Healing) – expected to heal the 
  troops during and after a battle. 
  � Rogues and Rangers – will be expected to go on 
  perimeter scouting missions.  
  � Arcane spell casting – expected to support the troops 
  with transportation of equipment through spells and 
  combative spells. 
  � If the PC does not fall into a category above, he will 
  provide front line fighting in the infantry or cavalry 
  which ever the PC is better in.   
   
  Throughout the scenario, the PCs will take damage or 
  will have to cast a spell during an interlude.  This is to 
  represent their interaction during the interludes.  What 
  happens or is required of the PC is noted at the end of an 
  interlude box text.  
   
  Interlude One 
  In between many of the encounters are interludes, which 
  describe the advancement of the siege on Molag.  Each 
  interlude contains box text of the events that have 
  happened.  The PCs are considered part of each interlude. 
   At the end of the box text, a bulleted section will 
  describe the PCs interaction in the events and the result 
  upon the PCs as mentioned above at the end of the 
  Introduction.  PCs that fail to comply will be charged 
  with disobedience and earn the Animosity of the 
  Furyondian Military; if failure to comply happens twice 
  the PC is dismissed from this operation (end of scenario 
  for the PC).  
   
  After several hours of preparation, the time has come 
  for the Furyondian Military to begin the first stage of
  the 
  operation: 
  crossing 
  the Veng River and 
  establishing a command base.  In the early morning, 
  several horns blow, marking the beginning of the 
  assault. 
  Squads of archers head for the banks of the Veng 
  River followed by the tactical squads.  Infantry and 
  cavalry troops remain on standby waiting for the 
  Royal Navy to ferry them across the river. 
   
  Arriving at the riverbank, the archers begin the 
  assault by launching arrows at the hobgoblins 
  patrolling the opposite side of the Veng. The archers 
  are relentless, giving the enemies of Furyondy no 
  quarter. The arrows continue to fly as the Royal Navy 
  begins ferrying troops of infantry and cavalry across 
  the river.  The tactical squads use magic to create 
  various bridges across the 300 hundred-foot span of 
  the river.  The horns and whistles of the Molag 
  patrols ring throughout the air as arrows strike them 
  dead.   
   
  Within hours, several thousand Furyondy troops 
  have landed on Horned Land soil to combat the large 
  contingent of Molag’s northern army.  The battle is 
  brutal, though it lasts mere hours. Hundreds of 
  Furyondians are slain, but in the end the Furyondian 
  Assault on Molag 
   
  Page 5 
  
  Military claims victory over the northern army of 
  Molag.   
   
  Securing a section of the eastern riverbanks, the 
  tactical team sets up camp and a command center, as 
  squads of infantry and cavalry clean up the remaining 
  stragglers of this initial battle.      
   
  During this interlude PCs are expected to do one of the 
  following to aid the transport of the military troops 
  across the Veng River or combat the armies of the 
  Horned Land.  Using your discretion, select one of the 
  following effects for each character. 
   
  � Bards – lose a Bardic Music use bolstering the 
  troops. 
  � Clerics – lose either a bless or prayer spell that is in 
  memory; giving the blessings of his god to the 
  troops. 
  � Divine spell casting (Healing) – loses two cure light 
  wounds spell or one higher-level cure spell healing 
  the troops during the battle.  
  � Divine spell casting – loses one of the following 
  spells in memory casting it upon troops: calm 
  animal, control water, transmute mud to rock, wall 
  of stone, water breathing, water walk.   
  � Arcane spell casting – loses one of the following 
  spells if memorized: animate rope, control water, 
  fabricate, 
  move 
  earth, 
  reduce, 
  stone 
  shape, 
  telekinesis, tenser’s floating disk, transmute mud to 
  rock, wall of stone, water breathing. 
  � PCs that do not fall into a category above (or that do 
  not have the listed spells available) aid in the taking 
  of the eastern riverbank and each receive 3d6 points 
  of damage from wounds incurred during the brutal 
  battle.  The majority of PCs should be able to take 
  this damage, but in the case of a PC that fall into 
  negative hit points, a cleric will restore the PC with a 
  cure moderate wounds spell (2d8+7).  No PC will die 
  from this encounter, at worse they are saved at –9 hit 
  points.   
   
  Encounter One  
  Advance Scouts  
  With the establishment of an eastern bank base of 
  operations, the PCs, along with the other squads of scouts 
  are ordered to scout and search the outer perimeter of the 
  base for enemies.  
   
  Approaching your group is a battle-hardened woman 
  wearing the signets of a captain accompanied by 
  several war dogs, "I am Captain Lhana Trailblazer.  I 
  have been put in charge of this troop.  First things 
  first: I don’t like being here so we are going to do 
  what needs to be done the first time around.  I do not 
  and will not accept failure.  You’d best understand 
  that now rather than later.  We are tasked with 
  making sure that the perimeter of this base camp is 
  secure.  You will be broken up into small scouting 
  teams to accomplish this.  I expect resistance from 
  enemy scouting patrols; your objective is to eliminate 
  or capture any you find and inform me of any unusual 
  activity.  Is this understood?” 
   
  Some PCs may recognize Lhana if they played Fur2-07 
  Redstone as the warrior woman in the tavern pouring 
  over old maps of the Horned Lands. 
   
  Marynnek, commander of the Molag armies, is 
  aware that Furyondy is preparing to lay siege upon 
  Molag.  In response to this, he has set up special scouting 
  patrols to spy and report back to his generals.  The 
  scouting patrols will attempt to defeat the party only if 
  they think that the odds are in their favor (having the 
  element of surprise) or if they are attacked.  The quasit 
  will remain invisible for as long as possible.  The PCs will 
  happen upon the scouting patrol after about an hour of 
  scouting.  The scouting patrol will be doing their best not 
  to be seen, so the base DC to spot the Molag scouting 
  patrol is 33 (25 base hiding DC + 8 Howler's hide skill 
  modifier) plus any applicable modifiers.  See chapter 3 in 
  the DMG on Spotting Difficulty.  Be sure to be familiar 
  with the encounter distance rules in this section. 
   
  APL 6 (EL 6) 
  � Howlers (2): hp 39 ea; see MM 
  � Quasit (demon): hp 13; see MM  
   
  APL 8 (EL 8) 
  � Howlers (4): hp 39 ea; see MM 
  � Quasit Rogue: hp 19; see Appendix. 
   
  APL 10 (EL 10) 
  � Howlers (8): hp 39 ea; see MM  
  � Quasit Assassin: hp 24; see Appendix. 
   
  APL 12 (EL 12) 
  � Howlers (8): hp 39 ea; see MM 
  � Quasit Assassin: hp 36; see Appendix. 
   
  Tactics: In all APLs the quasit will remain invisible, 
  observing the PCs as the hiding howlers close the 
  distance (moving ½ speed) to the PCs through light 
  brush (1/4 concealment).  The quasit will only attack a PC 
  if he is confident that he can slay that PC.  Otherwise, it 
  will stay invisible, observe, and then flee once half of the 
  Assault on Molag 
   
  Page 6 
  
  howlers have been slain.  At the APLs that the quasit has 
  Assassins levels, he will attempt to slay an arcane or 
  divine casting PC using a death attack before fleeing. 
   
  Development: If the quasit is captured and returned 
  to base, it is interrogated and a half-fiend factory is 
  learned about.  This opens optional encounters at the end 
  of the assault (encounter 4). 
   
  Encounter Two  
  Unlikely Allies?  
  After the initial contact with the first enemy scouting 
  group, the PCs are sent back out into the field to explore 
  the southern side of Molag.  After two hours in the fields, 
  the PCs spot a small army approaching from the south of 
  Molag.   
   
  After several hours trekking through the brush south 
  of Molag, a sight catches your eye in the afternoon 
  sun.  A small army, maybe two thousand strong, is 
  approaching Molag from the south.  The banners they 
  carry are not those of Old Wicked.  As the small army 
  approaches, you note several small teams break off 
  and scatter in several directions.  One heads your way. 
   
  PCs making a Knowledge (nobility and royalty) check 
  DC 20 will note that the sigil on the banner is that of the 
  Old Horned Society.  The group that heads toward the 
  PCs is a scouting party.  These scouts will spot the PCs 
  unless the PCs take measures to hide themselves; in 
  which case make opposed hide/spot checks. 
   
  If a PC has the Enmity of the Hierarch and is 
  recognized, the scouts will automatically attack.  If one of 
  the scouts survives this attack and escapes, the PCs will 
  earn the Enmity of the Hierarch. 
   
  Should the PCs engage in conversation with the 
  scouts, convincing them of their intentions on Molag 
  (Diplomacy check DC 20) and requesting assistance, one 
  of the scouts will leave to request an audience with his 
  leader. In this case go to Encounter 2a.   
   
  If the PCs show hostility toward the scouts, the 
  scouts will attack them, attempting to capture at least one 
  of them.   
   
  APL 6 (EL 6) 
  � Rothgal, Half-orc male: hp 31; see Appendix. 
  � Tiny, Halfling male: hp 20; see Appendix. 
  � Wyman, Human male: hp 28; see Appendix. 
   
  APL 8 (EL 8) 
  � Rothgal, half-orc male: hp 54; see Appendix. 
  � Tiny, Halfling male: hp 32; see Appendix. 
  � Wyman, Human male: hp 49; see Appendix. 
   
  APL 10 (EL 10) 
  � Rothgal, half-orc male: hp 74 see Appendix. 
  � Tiny, Halfling male: hp 44; see Appendix. 
  � Wyman, Human male: hp 67; see Appendix. 
   
  APL 12 (EL 12) 
  � Rothgal, half-orc male: hp 94; see Appendix. 
  � Tiny, Halfling male Rog9: hp 56; see Appendix. 
  � Wyman, Human male Rgr9: hp 85; see Appendix. 
   
  Tactics: Should a fight break out, Rothgal and Wyman 
  will focus on one target, preferably an arcane or divine 
  caster, while Tiny peppers another target with arrows.  
   
  Development: Should the PCs report their findings 
  of the Hierarch army to command, no interference will 
  occur from this quarter during Encounter 4, as the 
  Furyondian forces will drive the Hierarch army away 
  from the main fight.  Should this occur, read Interlude 3a 
  after Interlude 3.  
   
  Encounter 2a 
  Should the PCs be permitted an audience, they will be 
  led to meet with a diplomatic contingency from the small 
  army.  The diplomatic contingency is armed and ready 
  for a fight.  If the PCs decide to attack, or if they push the 
  diplomats too far with verbal abuse, then they will 
  retaliate.  Note that this is meant to be a diplomatic 
  encounter.  The PCs are expected to use every diplomatic 
  resource at their disposal in order to overcome this 
  obstacle.  As a result, combat will not be easy.  
   
  "Greetings servants of Furyondy.  I am Alander 
  Darksban.  Know that some compatriots of yours 
  informed my lord o  your country’s plans many 
  months ago.  They attempted to strike a bargain with 
  him while scouting the area surrounding Molag, but 
  were unwilling to meet h s terms.  But my lord is a 
  benevolent master and he seeks the same goal as 
  Furyondy, the destruction of Molag and the evil 
  forces that occupy it.  I am here to tell you, 'Have no 
  fear.'  He will not interfere with your quest." 
  f
  i
   
  Creatures: The speaker is Alander Darksban.  He speaks 
  the truth only when it suits him, or when it makes his 
  lies more believable (Bluff +17).  Alander is a tall human, 
  at 6' 4", but thin and sinewy.  Standing beside him, in 
  addition to several bodyguards, is the familiar face of 
  Arinor (from Operation: Molag).   
   
  Alander is one of many commanders in the 
  Hierarch’s army.  The army is traveling from the south 
  towards Molag and is about five miles away while 
  Assault on Molag 
   
  Page 7 
  
  Alander’s contingent is only two miles away.  He is aware 
  of the Furyondy army and is concerned that it might 
  interfere with his commander's plans to retake Molag.  
  Alander is a skilled politician and speaker.  He has been 
  given leave to inform the PCs of the existence of 
  Hierarch’s army (although not who leads it), a rough 
  approximation of its strength and an estimate of the time 
  it would take to reach Molag (although not its exact 
  position).  He is quite good at lying and wants to make 
  sure that Furyondy continues its attack on Molag.  He is 
  here as a precaution against Furyondy scouts finding his 
  army encamped nearby and deciding that Molag had set a 
  trap for them. 
   
  Should the PCs impress on him the importance of an 
  alliance between his army and the Furyondian Army 
  against Molag (Diplomacy check DC 25), he will consider 
  aiding the Furyondian army later on, once the siege is 
  laid upon the city. 
   
  If any PC has the Enmity of the Hierarch and is 
  recognized, all of the PCs will be attacked with the 
  intentions of capture.  However, should only one PC 
  survive that suits the needs of Alander.  Should the PCs 
  attack or insult Alander in any way (this includes failing 
  the Diplomacy by more than 10), they will earn the 
  Enmity of the Hierarch and he will retaliate with force.   
   
  All APLs (EL 17) 
  � Alander, human male: hp 127; see Appendix. 
  � Bodyguards, human males (6): hp 101, 100, 99, 98, 
  96, 92; see Appendix. 
   
  Tactics: Should the PCs be so stupid to attack, show no 
  mercy.  Every two rounds of combat will attract 3 more 
  bodyguards to the fight (no more than 6 will be present at 
  a time, with 15 on stand-by). 
   
  Development: If the Diplomacy check is successful, 
  Alander will send reinforcements to aid during 
  Encounter 4.  If the Diplomacy check fails, Alander will 
  still send reinforcements to “aid” Encounter 4, but will 
  not care about Furyondian causalities.  Read Interlude 3b 
  after Interlude 3. 
   
   
  Interlude Two 
  With the command center up and fully running and 
  scouting reports coming in on a regular basis, the call 
  to action is once again invoked.  Gathering all of the 
  commanders together, General Saxon orders the 
  assault on Molag.  The command funnels down the 
  ladder to the troops, which will split into three 
  divisions and march on each gate of Molag.       
   
  As the hours progress, little resistance is met as 
  advance infantry archers and teams of tactical arcane 
  casters keep the humanoid battlement archers and 
  airborne fiends on the defensive and any ground 
  resistance is crushed beneath the might of Furyondy’s 
  forces. 
   
  During this interlude PCs are expected to do one of the 
  following listed actions. This represents their aid in 
  defending the troops marching towards Molag gates.   
  Using your discretion, select one of the following effects 
  for each character. 
   
  � Bards – lose one Bardic Music use bolstering the 
  troops. 
  � Clerics –lose either a bless or prayer spell that is in 
  memory giving the blessings of his god to the troops. 
  � Divine spell casting (Healing) – lose two cure minor 
  wounds or one cure light wounds spell stabilizing a 
  NPC Furyondian soldier downed by a arrow.   
  � Arcane/Divine spell casting – loses one offensive 
  spells of second level or higher in memory casting it 
  upon some ground resistance. 
  � PCs that do not fall into a category above aid in the 
  taking any resistance during the march on the gate 
  and each receive 1d8 points of damage from a wound 
  incurred during the battle. The majority of PCs 
  should be able to take this damage, but in the case of 
  a PC that fall into negative hit points, a cleric will 
  restore the PC with a cure moderate wounds spell 
  (2d8+7).  No PC will die from this encounter, at 
  worse they are saved at –9 hit points.   
   
    Encounter Three  
  Flight of the Half−Fiends 
  As the Furyondian Armies advance toward the walls of 
  Molag and begin circling around to lay siege on all three 
  entrances of the capital city, hundreds of half-fiends dig 
  out of the earth and fly from the walls towards the armies 
  of Furyondy. 
   
   
  i
  i
  t!
  As the armies of Furyondy spread out and begin 
  encircling Molag to secure the gates, a strange sight 
  begins to form over the city. Halfway through the 
  march there appears a wispy black cloud which grows 
  ever darker and comes closer by the second.  The 
  earth begins to quake sl ghtly as a Furyondian officer 
  with a spyglass points at the cloud yells, “Fiends! 
  F ends in fligh  To arms, men! To arms – blast the 
  fiends from the sky!”  Not more than a second passes 
  before the ground erupts around the officer and 
  several fiend-like creatures materialize before him.  
  Assault on Molag 
   
  Page 8 
  
  The ever-growing black cloud of fiends closes the 
  distance between Molag and the armies of Furyondy.  
        
  Hundreds of half-fiends and fiends descend on the troops 
  of Furyondy.  The creatures below are what lands in the 
  PCs’ vicinity.  Describe to the PCs that they must deal 
  with this threat alone as other fiends land nearby, 
  keeping the other troops occupied.  Burrowing fiends 
  and fiends with the ability to teleport (or phase) appear 
  within 10 to 30 feet of the PCs at the start of the combat, 
  while all flying fiends start triple their movement away 
  (or 90 to 120 feet) from the PCs. 
   
  APL 6 (EL 8) 
  � Half-fiend Ankheg (3): hp 31 ea; see Appendix.  
  � Half-fiend Cockatrice: hp 32; see Appendix. 
   
  APL 8 (EL 10) 
  � Half-fiend Girallon: hp 67; see Appendix.  
  � Half-fiend Phase Spider, advanced : hp 77; see 
  Appendix.  
   
  APL 10 (EL 12) 
  � Half-fiend Bulette: hp 103; see Appendix.  
  � Half-fiend Dragonne: hp 85; see Appendix.  
  � Zovvut (demon): hp 65; see Appendix.  
   
  APL 12 (EL 14) 
  � Jarilith (demon): hp 125; see Appendix.  
  � Zovvut (demon)(2): hp 65 ea; see Appendix.  
   
  Tactics: All of these fiends have been trained in military 
  tactics and will target arcane and divine casters first, 
  attacking them until dead before moving on to lesser 
  opponents.  
   
    
  Interlude Three 
  The flight of the fiends inflicted hundreds of 
  causalities.  After several hours, the fighting outside 
  the walls o  Molag dies down to small skirmishes. In
  the end, the fiendish forces of Molag are either 
  destroyed or routed back from whence they came.  A 
  gathering of this many fiends had not been witnessed 
  in over five years, since the Greyhawk Wars.  
  However, there is little time for thinking on the 
  ramifications 
  of 
  this 
  fact. 
   
  The 
  Furyondian 
  commanders 
  begin 
  gathering 
  the 
  troops 
  and 
  strengthening the morale of the soldiers.  Pushing the 
  troops, the encircling of Molag is completed.  The 
  siege on the three gates of Molag is begun. 
  f
   
   
   
  During this interlude PCs are expected to do one of the 
  tasks listed below to aid the military troops’ morale and 
  the final march to the gates of Molag. Using your 
  discretion, select one of the following effects for each 
  character. 
   
  � Bards – lose one Bardic Music use bolstering the 
  troops. 
  � Clerics – lose either a bless, prayer, or remove fear 
  spell that is in memory giving the blessings of his 
  god to the troops. 
  � Divine spell casting (Healing) – loses two cure 
  minor wounds or one cure light wounds spell 
  stabilizing a NPC Furyondian soldier downed by a 
  fiend.  
   
  Development: Proceed with either Interlude 3A or 3B, 
  depending on the results of Encounter 2 and/or 2A.   
   
  Interlude 3a 
  During the maneuver to encircle Molag, Hydra 
  division (Division 3) has spotted a small army waiting 
  on the southern outskirts of Molag.  Seeing the flags 
  of the Old Horned Society, Commander Wynters 
  detours the troops to engage with this potential 
  threat.  After several minutes of exchanging archery 
  fire, The Horned Society army sounds a retreat.  
  Commander Wynters recalls the troops and returns 
  to the task at hand, taking the gates of Molag. 
   
   
  During this interlude, PCs who did not expend resources 
  in Interlude 3 above take 1d8 damage from enemy 
  archery fire.  The majority of PCs should be able to take 
  this damage, but in the case of a PC that fall into negative 
  hit points, a cleric will restore the PC with a cure 
  moderate wounds spell (2d8+7).  No PC will die from this 
  encounter, at worst they are saved at –9 hit points.   
   
  Interlude 3b 
  During the maneuver to encircle Molag, Hydra 
  division (Division 3) has spotted a small army waiting 
  on the southern outskirts of Molag.  Seeing the flags 
  of the Old Horned Society, Commander Wynters 
  detours a contingent of troops and a diplomatic envoy 
  to parlay with this potential threat.  After several long 
  minutes of exchanging comments, The Horned 
  Society’s small army forms an uneasy alliance with 
  the forces of Furyondy and joins the Furyondian 
  troops as mercenary support.  Commander Wynters 
  calls for the troops and returns to the task at hand, 
  taking the gates of Molag with the aid of some 
  temporary allies. 
   
   
  Assault on Molag 
   
  Page 9 
  
   
  Encounter Four  
  The Gates of Molag  
  The Furyondian Military has defeated the fiend threat 
  and completed the encircling of Molag, laying siege to 
  the three gates into the city.  Now the military must 
  defeat the gate guards to proceed taking the city.  
   
  With Hydra Division in place and the siege 
  equipment put to use against the large iron double 
  doors of the eastern gate, you have been given your 
  first break since the battle began.  However, the 
  break, as refreshing as it was, does not last.  After an 
  hours rest, Captain Lhana looks over your troop and 
  begins to speak, “At dawn we take the gates of Molag 
  and lay full siege to the outer city.  I expect this to be 
  a very difficult task. I will not lie to you; there is great 
  evil beyond those gates and there will be many 
  casualties.  Take the next few minutes to prepare, for 
  the gates have cracked and will be breached soon.” 
   
  Allow the PCs to rest and regain spells at this juncture, 
  and then continue. 
   
  Al  night long smal  skirmishes happen around your 
  base camp outside the gates, as well as the droning 
  sound of battering rams smashing into the gates.  You 
  are awoken after a somewhat restful rest period just 
  before daybreak and told to prepare as the gates are 
  nearly breached. 
  l
  l
  i
  i
  i
   
  The PCs have 30 minutes to memorize spells and 
  equipment themselves, before the following: 
   
  After several hours of the battering rams smashing 
  the great twenty-foot tall iron doors accompanied by 
  various weakening spells, the doors are breached.  
  The archers remain focused on the battlements, 
  p cking off any goblino ds foolish enough to stick 
  their heads up.  The orders for the infantry to advance 
  to the gates are given.  Upon arrival at the gates, a 
  large boulder crashes to the ground, crushing several 
  front-line infantrymen as it lands on them. From 
  beh nd the remaining walls of Molag, several giant 
  sized creatures emerge. 
   
  Depending on previous developments, forces of the 
  Hierarch may appear in this combat.  If the forces of the 
  hierarch appear they will show up after the first round of 
  combat.  A small group of the Hierarch’s army appears 
  120 feet from the battle, approaching from the south.  
  They will aid the forces of Furyondy and the three scouts 
  from Encounter 2 will aid the PCs.   
   
  If one or more of the PCs insulted one of Hierarch’s 
  commanders or have the Enmity of the Hierarch from 
  Operation Molag and they are recognized, then these 
  troops will still aid as they were commanded, but will not 
  worry about casualties on the Furyondian side (refer to 
  the table below).  If the PCs did not combat the Hierarchs 
  army in Encounter 2, the PCs can claim the equipment of 
  the 3 scouts whom are killed in this battle only if they 
  state after the battle that they are looting the Hierarchs 
  dead soldiers.   
   
  Spells cast from the Hierarch Mercenary Corp 
  Roll 1d10 + APL at the start of each round and add the 
  results into the combat below.  
   
   7-12  
  No area affecting spells this round. 
   13-14  Fireball cast at 7
  th level (Reflex DC 17) 
   15-16  Lightning Bolt cast at 7
  th level (Reflex DC 17) 
   17-18  Confusion cast at 7
  th level (Will DC 18) 
   19-20  Cloudkill cast at 9
  th level (Reflex DC 19) 
   21-22  Circle of Doom cast at 9
  th level (Fort DC 20) 
   
  The PCs will have to deal with two waves of attackers.  
  Once the first wave has been defeated the second wave 
  will move forward and appear 30 feet behind the gates 
  after a round, roll a new initiative for this group.  If more 
  than 2 or more PCs are dead or dying, Lhana will come to 
  the remaining PCs aid.  Remember this is the PCs’ threat; 
  other NPCs of the Furyondian army are fighting similar 
  creatures.  Also it is just before dawn, so the sun is not 
  out, but is cresting the horizon for the purpose of the 
  undead in wave 2. 
   
  All APLs 
  � Lhana Trailblazer, human female: hp 158; see 
  Appendix. 
   
  First Wave 
   
  APL 6 (EL 8) 
  � Ettin: hp 65; see MM. 
  � Hill Giant: hp 102; see MM; possessions: huge 
  halberd, large chain shirt, ring of force shield. (722gp [L 
  14; C 0; M 708]) 
   
  APL 8 (EL 10) 
  � Hill Giant Brb 2: hp 124; see Appendix. 
  � Ettins (2): hp 65 ea; see MM. 
   
  Assault on Molag 
   
  Page 10 
  
  APL 10 (EL 12) 
  � Hill Giant Brb 4: hp 146; see Appendix. 
  � Bebilith; hp 102; see MM. 
   
  APL 12 (EL 14) 
  � Hill Giant Brb 5: hp 157; see Appendix. 
  � Bebilith (2): hp 102; see MM. 
  � Half-Fiend Wyvern: hp 84; see Appendix. 
   
  Tactics:  The hill giant will remain in the gate and ready 
  an action to set against a charge attack on the first round 
  (he has combat reflexes), then proceed on the following 
  rounds to attack anyone attempting to move through the 
  gate or toss rocks at PCs if they do not attempt to engage. 
   All of the other creatures will move to engage the PCs.  
   
  Second Wave 
   
  APL 6 (EL 7) 
  � Wights (4): hp 26 ea; turn resistance +4; see MM. 
   
  APL 8 (EL 9) 
  � Wraiths (4): hp 32 ea; turn resistance +4; see MM. 
   
  APL 10 (EL 11) 
  � Mohrgs (3): hp 91 ea; turn resistance +4; see MM. 
   
  APL 12 (EL 14) 
  � Nightshade, Nightwing: hp 110; turn resistance +4; 
  see MM. 
   
  Tactics: The undead will close with the PCs and attempt 
  to turn them into undead by destroying them.  They will 
  focus on clerics of good aligned gods first.  
   
  Development: If the PCs are successful in defeating 
  the two waves of attackers without the aid of Lhana, 
  Lhana and her personal bodyguards manage to capture a 
  quasit spy.  After it is interrogated, a half-fiend factory is 
  learned about just several blocks inside the gates.  This 
  opens optional encounters at the end of this encounter 4. 
   If the optional encounter pre-requisite is not made in 
  encounter 1 or this encounter go to Conclusion. 
   
  Encounter Five  
  Disturbing Discovery 
  (Optional Encounter) 
  If the PCs captured the quasit in Encounter 1 or 
  succeeded in defeating the two-waves of attackers 
  without aid from Lhana in Encounter 4, then this 
  optional encounter is open to them at the cost of one 
  additional time unit.   
   
  It is getting late in the day.  The sound o  skirmish 
  fighting still permeates the air.  But above it all is a 
  cry for all available Special Forces teams.  It appears 
  as though your team is requested to gather at the 
  mobile combat station for debriefing. 
  f
  i
  l
   
   
  .  
  i
  i
   
   
  Allow the PCs to ignore the orders if they want to.  
  However remind them that disobeying orders has 
  unwanted consequences.  If the PCs meet at the 
  designated spot, read or paraphrase the following. 
   
  Your group stands among three other Hydra Div sion 
  Special Forces units.  The other units look visibly 
  beaten and tired.  The scars of war shine like badges 
  of honor on most faces while other simply look weary 
  and ready for rest.  Captain Lhana Trailblazer 
  approaches your gathered group: "Congratulations on 
  a job wel  done.  I know that you've expended much 
  of your strength and resources today.  I want you to 
  know that the extraordinary efforts of one team, in 
  particular, have allowed us to gather some dire 
  information.  The incredible numbers of fiendish 
  creatures that our troops fought here today were the 
  result of a magical device within Molag.  Our 
  questioners have gathered the location of this device. 
   We cannot allow the enemy to escape with this 
  device.  However, we cannot just send you off on a 
  suicide mission, either.  That is why we're asking for 
  volunteers.  For the good of Furyondy, and quite 
  possibly, all of Oerth, if you feel that your team is still 
  capable of taking on one more assignment, please step 
  forward.  But know this... This mission will not be 
  easy
  I wasn’t jok ng when I sa d that this might be a
  suicide mission."  With that, the captain waits for a 
  response. 
   
  Make sure it is clear to the players that this is an optional 
  encounter and they have the choice to choose whether or 
  not they play these encounters (encounters 5 and 6), it 
  must be a full group decision. 
   
  Regardless of the PCs response (to accept or decline the 
  optional mission), one of the other groups will step 
  forward to accept the mission.   
   
  If the PCs decide to accept the mission, the captain 
  will be even more pleased and will attempt to coordinate 
  the teams so that the likelihood of success is maximized.  
  Either way, only the PCs will make it to the fiend factory 
  if they are stealthy enough.  Read the following: 
   
  Assault on Molag 
   
  Page 11 
  
  Upon your acceptance of the mission, Captain Lhana 
  briefs you; “First and foremost, several powerful 
  fiends are in the area of your target destination 
  patrolling the streets, so you need to use stealth to 
  avoid them.” Un-scrolling a detailed map of the 
  eastern gate and neighboring building of Molag, 
  Lhana points to a building, “This is your destination, 
  the fiend factory.  It is about 425 yards (1275 feet) to 
  the west of the gates and slightly north.  Inside this 
  factory is some sort of apparatus or magical device 
  creating fiends, destroy this device and find any clues 
  as to it creation.  Dismissed and good luck.”  
   
  Development: If the PCs decline the offer, then the 
  encounter is concluded.  The captain will wish the 
  remaining groups good day, and continue with the 
  volunteers. Proceed to the Conclusion. 
   
  Encounter 5A  
  A patrol of fiends is patrolling the streets of Molag about 
  300 feet from the warehouse location.  The PCs will 
  happen upon the demons (8 total) fighting another such 
  group of Furyondian volunteers much like themselves.  
  Should the PCs draw attention to themselves four of the 
  demons will attack the PCs while the other four continue 
  fighting the other group of soldiers.  If the PCs use 
  stealth moving at half speed attempting to move silently 
  and hide and give a wide berth to the combat, they can 
  get by this fight without attracting the attention of the 
  demons whom are busy (-20 (plus -1 per 10 feet from 
  characters) to spot checks). 
   
  All APLs (EL 13) 
  � Vrock (demon) (4): hp 60 ea; spot +24; see MM.  
   
    
  Encounter Six  
  The Half−Fiend Factory 
  The PCs have navigated their way to the supposed 
  location of the Half-fiend Factory just inside the inner 
  city of Molag. 
   
  Avoiding several alert patrols of fiends, you have 
  arrived at what you believe to be your destination: the 
  fiend factory.  The building appears to be well 
  constructed, using mostly stone and metal.  It stands 
  20 feet tall, bears no windows and has only one visible 
  entrance: 15 feet tall stout reinforced oak double 
  doors covered in symbols and ruins.   
   
  On the roof of the building is a large, ten foot square 
  hatch-door used to let out large half-fiends with the 
  capability of flight.  Both set of the doors (ground and 
  roof) are covered with the runes and symbols and are 
  trapped with a Symbol spell cast by a Balor.  The doors are 
  not locked, but are heavy and require a Strength check 
  (DC 12) to open. 
   
  APL 6 and 8 
  � Symbol of Pain Trap: CR 6; magic device; proximity 
  trigger; no reset; spell effect symbol of pain, 13
  th level 
  caster, Fort save resists (DC 21); Search (DC 30); Disable 
  Device (DC 30). 
   
  Proximity Trigger: When a good-aligned creature 
  comes within 15 feet of the trap, the trap is activated as 
  per the symbol of pain spell. 
   
  APL 10 and 12 
  � Symbol of Weakness Trap: CR 8; magic device; 
  proximity trigger; no reset; spell effect symbol of 
  weakness, 15
  th level sorcerer, Fort save resists (DC 21); 
  Search (DC 32); Disable Device (DC 32). 
   
  Proximity Trigger: When a good-aligned creature 
  comes within 15 feet of the trap, the trap is activated as 
  per the symbol of weakness spell. 
   
  Allow the PCs a Spot check (DC 20 [+1 per 10 feet from 
  the door]) to notice the symbol spell in the midst of the 
  ruins and other symbols.  The symbol that triggers the 
  spell is not covered or hidden; it is displayed with 
  distractions around it.    
   
  Should the PCs trigger either symbol, Drucela will 
  be alerted to their presence and begin casting protection 
  spells upon herself.  Keep track of how many rounds it 
  takes the PCs to gain entrance once the symbol is 
  triggered to determine the number of pre-cast spells.  
  Refer to Appendix 6 for a general map of the warehouse. 
   
  APL 6 (EL 8) 
  � Drucela, human female:  hp 52; see Appendix.  
  � Breathdrinker: hp 60; see Appendix.  
   
  APL 8 (EL 10) 
  � Drucela, human female:  hp 73; see Appendix.  
  � Breathdrinker, advanced: hp 90; see Appendix. 
   
  APL 10 (EL 12) 
  � Drucela, human female: hp 99; see Appendix.  
  � Breathdrinker, advanced: hp 152; see Appendix. 
  � Invisible Stalker: hp 52; see MM. 
   
  APL 12 (EL 14) 
  � Drucela, human female:  hp 115; see Appendix.  
  � Breathdrinker, advanced: hp 152; see Appendix. 
  Assault on Molag 
   
  Page 12 
  
  � Devourer: hp 78; see MM. 
    
  Tactics: Drucela will command her bodyguards (the 
  breathdrinker, invisible stalker, and/or devourer) to 
  destroy the PCs while she casts spells from a distance.  At 
  APL 10 and 12 if the Breathdrinker dies it explodes and 
  affect everything in its blast radius, see the Final Strike 
  feat in Appendix 3 for more details. 
   
  After Drucela has been defeated, the PCs may look 
  around the warehouse.  The warehouse consists of a 
  ground level as well as a basement.   
   
  The ground level has an office and an outer area with 
  three large iron grates in the floor that look down into 
  large cages on the basement level.  One cage houses 
  several types of monstrous humanoids; another magical 
  beasts; and the third aberrations.  An ornately carved evil 
  stone archway stands near the back of the warehouse.  
  The archway is covered with demon symbols and 
  depictions of fiends merging with non-fiends and 
  shimmers with gray haze (see below). 
   
  The office houses a desk and chest.  The desk holds a 
  log of all-successful merging of creature to half-fiend is 
  recorded.  The chest holds an unholy symbol of Iuz, an 
  unholy cannon of Iuz, and several empty potion vials. 
   
  The basement consists of the three cages that house 
  the creatures mentioned above. 
   
  � Demonic Archway: reinforced masonry; hp 180; 
  hardness 8; break DC 45; detects as enchantment, 
  transmutation, and universal magic. 
   
  Development: If the PCs destroy the archway and collect 
  the parchment detailing the merging of creatures into 
  half-fiends, they will receive a recommendation for 
  promotion in the Furyondian Military or Militia. 
    
   
  Conclusion 
  The day has been tiring with scouting missions and 
  several short battles, but in the end Furyondy has 
  captured the three gates of Molag.  Several 
  commanders of the tactical squad leaders have 
  gathered at the base of operations to discuss plans 
  concerning further assault on the outer and inner city 
  of Molag.  You and several other mercenaries have 
  been granted leave, but are required to report back 
  when the assault into the inner city begins. 
   
  To be concluded in The Fall of Molag…  
   
   
  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 One 
  Defeat Scouts 
   
  APL6 180 xp; APL8 240 xp; APL10 300 xp;  
  APL12 360 xp 
   
  Encounter Two 
  Defeat Scouts 
   
  APL6 180 xp; APL8 240 xp; APL10 300 xp;  
  APL12 360 xp 
   
  Encounter Three 
  Defeat the Half-fiends 
   
  APL6 240 xp; APL8 300 xp; APL10 360 xp;  
  APL12 420 xp 
   
  Encounter Four 
  Defeat Wave A 
   
  APL6 240 xp; APL8 300 xp; APL10 360 xp;  
  APL12 420 xp 
  Defeat Wave B 
   
  APL6 210 xp; APL8 270 xp; APL10 330 xp;  
  APL12 390 xp 
  (1/2 xp if Lhana helps in above combat, apply to both if 
  help is used) 
   
   
  Story Award 
  Capture Quasit: 
  APL6 30 xp; APL8 35 xp; APL10 40 xp;  
  APL12 45 xp 
   
  Negotiate successfully with the Hierarchs army  
  APL6 30 xp; APL8 35 xp; APL10 40 xp;  
  APL12 45 xp 
   
  Discretionary roleplaying award 
  APL6 30 xp; APL8 35 xp; APL10 40 xp;  
  APL12 45 xp 
   
  Total possible experience:  
   
  APL6 900 xp; APL8 1125 xp; APL10 1350 xp; 
  APL12 1575 xp 
   
  Optional Encounter Experience 
  Encounter Six 
  Defeat Drucela and Bodyguards 
   
  Assault on Molag 
   
  Page 13 
  
  APL6 240 xp; APL8 300 xp; APL10 360 xp;  
  APL12 420 xp 
   
  Story Award (with optional encounter) 
  Destroy Demonic Archway  
  APL6 70 xp; APL8 87 xp; APL10 105 xp;  
  APL12 122 xp 
   
  Retrieve Half-Fiend merging reports 
  APL6 70 xp; APL8 87 xp; APL10 105 xp;  
  APL12 122 xp 
   
  Discretionary roleplaying award (for optional 
  encounters) 
  APL6 70 xp; APL8 88 xp; APL10 105 xp;  
  APL12 123 xp 
   
  Total 
  possible 
  experience 
  (for 
  optional 
  encounters):  
   
  APL6 450 xp; APL8 562 xp; APL10 675 xp; 
  APL12 787 xp 
   
  Total possible experience (including optional 
  encounters and awards) 
  APL6 1116 xp; APL8 1389 xp; APL10 1662 xp; 
  APL12 1935 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  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 One:  Advanced Scouts 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 192 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 856 gp 
   
  Encounter Two:  Unlikely Allies? 
   
  APL 6: L: 48 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 148 gp; C: 0 gp; M: 11 gp 
   
  APL 10: L: 93 gp; C: 0 gp; M: 506 gp 
   
  APL 12: L: 66 gp; C: 0 gp; M: 711 gp 
   
  Encounter Four:  Gates of Molag 
   
  APL 6: L: 14 gp; C: 0 gp; M: 708 gp 
   
  APL 8: L: 14 gp; C: 0 gp; M: 1041 gp 
   
  APL 10: L: 14 gp; C: 0 gp; M: 1291 gp 
   
  APL 12: L: 14 gp; C: 0 gp; M: 1291 gp 
   
  Total Possible Treasure 
   
  APL 6: L: 62 gp; C: 0 gp; M: 708 gp 
   
  APL 8: L: 162 gp; C: 0 gp; M: 1052 gp 
   
  APL 10: L: 107 gp; C: 0 gp; M: 1989 gp 
   
  APL 12: L: 80 gp; C: 0 gp; M: 2858 gp 
   
  Optional Encounters Treasure 
  Encounter Six: The Half-Fiend Factory 
   
  APL 6: L: 67 gp; C: 0 gp; M: 333 gp 
  Assault on Molag 
   
  Page 14 
  
   
  APL 8: L: 25 gp; C: 0 gp; M: 543 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 927 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 1327 gp 
   
  Total Possible Treasure (including optional 
  encounters) 
   
  APL 6: L: 129 gp; C: 0 gp; M: 1041 gp 
   
  APL 8: L: 187 gp; C: 0 gp; M: 1595 gp 
   
  APL 10: L: 107 gp; C: 0 gp; M: 2916 gp 
   
  APL 12: L: 80 gp; C: 0 gp; M: 4185 gp 
   
  Special 
  Furyondy Military Invitation:  For successfully aiding 
  in the assault on Molag, Furyondian PCs are offered an 
  invitation 
  to 
  join 
  the 
  Furyondian 
  Military 
  by 
  Commander Wynters at no initial cost.  PCs must still 
  meet all of the requirements as outlined in the Furyondy 
  Rules and Meta-Campaign Handbook.  This invitation 
  must be used before your next adventure and serves as 
  campaign documentation.   
   
  Furyondy Military / Militia Promotion:  For 
  successfully completing destroying a demonic archway 
  and retrieving notes on it, Furyondian PCs earn a 
  recommendation for promotion in the Furyondian 
  Military or Militia.  PCs accepting this promotion must 
  meet all of the requirements as outlined in the Furyondy 
  Rules and Meta-Campaign Handbook.  This promotion 
  overrides the outline time period required for 
  promotions and serves as campaign documentation for 
  the promotion. 
   
  Animosity of the Furyondian Military: Based on the 
  PCs actions, the PC has gained the Animosity of the 
  Furyondian Military.  The PC has become infamous with 
  the military, militia, and knighthoods in Furyondy.  The 
  PC is banned from joining the following meta-
  organizations within Furyondy (military, militia, green 
  jerkins, mage council, and any knighthoods).  Further 
  actions may allow the named PC to overcome this 
  animosity. 
   
  Enmity of the Hierarch:  Based on the character’s action 
  in this adventure, the character has gained the Enmity of 
  the last remaining Hierarch of the Horned Society.  
  Anytime the character comes into contact with an agent 
  of Hierarch Nezmajen’s army or a cleric of Nerull, there 
  is a 25% chance that they will be recognized as a “traitor.”  
  If recognized the character will be treated with hostility.  
  If the character already has this enmity, the recognition 
  is increased to 35%. 
   
  Favor of the Furyondy Military 
  For aiding Furyondy in the military assault against 
  Molag, the amenities office at Fort Belvor is willing to 
  upgrade one suit of armor or a shield to a maximum 
  bonus as followed by APL played (APL 6 +1, APL 8 +2, 
  APL 10 +3, APL 12 +4).  The player must pay the cost 
  difference between the new armor and the old armor.   
   
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 6:   
   
  Ring of Force Shield (Adventure, DMG) 
  Periapt of Wisdom (+2)  (Adventure, DMG) 
   
  APL 8:   
   
  Sleep Arrow (Adventure, DMG) 
   
  Cloak of Resistance (+2) (Adventure, DMG) 
   
  APL 10:   
  Slaying Arrow (elves) (Adventure, DMG) 
  Bag of Tricks (rust) (Adventure, DMG)
   
  APL 12:   
  Assassin’s Dagger (Adventure, DMG) 
  Bone Shortspear +2 (Adventure, DMG) 
  Assault on Molag 
   
  Page 15 
  
  Appendix One: APLs 
  Encounter 1: Advance Scouts 
   
   
  APL 8 (EL 8) 
  � Quasit Rog 2: CR 5; Tiny outsider; HD 3d8+2d6; hp 
  27; Init +8; Spd 20 ft., fly 50 ft. (perfect); AC 19 (touch 
  16, flat-footed 15) [[+4 Dex, +2 size, +3 natural]]; Base 
  Atk +4; Grp -4; Atk +9 melee (1d3-1 and poison, claw); 
  Full Atk +9/+9 melee (1d3-1 and poison, claws) and +4 
  melee (1d4-1, bite); SA Poison, spell-like abilities, sneak 
  attack +1d6; SQ Alternate form damage reduction 
  5/cold iron or good, darkvision 60 ft., fast healing 2, 
  immunity to poison, resistance to fire 10, evasion; AL 
  CE; SV Fort +3, Ref +10, Will +4; Str 8, Dex 18, Con 10, 
  Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Disguise +4, Hide +15, Listen +8, 
  Move Silently +12, Search +6, Spellcraft +4, Spot +9; 
  Improved Initiative, Weapon Finesse (bite, claw). 
   
  Spell-Like Abilities: At will – detect good, detect 
  magic, invisibility (self only); 1/day – cause fear (as 
  spell, except that its area is a 30-foot radius from the 
  quasit). Caster level 6
  th; save DC 10 + spell level. 
   
  Poison (Ex): Claw, Fortitude save (DC 13); initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action.  This ability 
  functions a polymorph self cast by a 12
  th-level sorcerer, 
  except that this quasit may only assume the forms of a 
  bat or wolf. 
   
  Regeneration (Ex): Quasits take nomal damage 
  from acid and from holy and blessed weapons. 
   
  APL 10 (EL 10) 
  � Quasit Rog 3 Asn 1: CR 7; Tiny outsider; HD 
  3d8+3d6+1d6; hp 36; Init +8; Spd 20 ft., fly 50 ft. 
  (perfect); AC 19 (touch 16, flat-footed 15) [[+4 Dex, +2 
  size, +3 natural]]; Base Atk +5; Grp -3; Atk +7 melee 
  (1d4+1 and poison, 19-20/x2, dagger); Full Atk +10/+10 
  melee (1d3-1 and poison, claws) and +5 melee (1d4-1, 
  bite) or +7 melee (1d4+1 and poison, 19-20/x2, dagger); 
  SA Poison, spell-like abilities, sneak attack +3d6; SQ 
  Alternate form damage reduction 5/cold iron or good, 
  darkvision 60 ft., fast healing 2, immunity to poison, 
  resistance to fire 10, evasion, uncanny dodge, poison 
  use; AL CE; SV Fort +4, Ref +12, Will +5; Str 8, Dex 18, 
  Con 10, Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Disguise +4, Hide +15, Listen +10, 
  Move Silently +12, Search +8, Spellcraft +4, Spot +12, 
  Tumble +9; Improved Initiative, Weapon Finesse (bite, 
  claw, dagger). 
  Spell-Like Abilities: At will – detect good, detect 
  magic, invisibility (self only); 1/day – cause fear (as 
  spell, except that its area is a 30-foot radius from the 
  quasit). Caster level 6
  th; save DC 10 + spell level. 
   
  Poison (Ex): Claw, Fortitude save (DC 13); initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. 
   
  Poison: Dagger, Fortitude save (DC 17); initial 
  damage 2d6 temporary Constitution, secondary 
  damage 2d6 temporary Constitution. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action.  This ability 
  functions a polymorph self cast by a 12
  th-level sorcerer, 
  except that this quasit may only assume the forms of a 
  bat or wolf. 
   
  Regeneration (Ex): Quasits take nomal damage 
  from acid and from holy and blessed weapons. 
   
  Possessions: Dagger +1 (coated with Wyvern 
  poison). (192gp [L 0; C 0; M 192]) 
   
  APL 12 (EL 12) 
  � Quasit Rog 5 Asn 3: CR 11; Tiny outsider; HD 
  3d8+5d6+3d6; hp 54; Init +8; Spd 20 ft., fly 50 ft. 
  (perfect); AC 19 (touch 16, flat-footed 15) [[+4 Dex, +2 
  size, +3 natural]]; Base Atk +8; Grp +0; Atk +13 melee 
  (1d4+1 and poison, 17-20/x2, dagger); Full Atk +13 
  melee (1d3-1, 2 claws) and +7 melee (1d4-1, bite) or +11 
  melee (1d4+1, 17-20/x2, dagger); SA Poison, spell-like 
  abilities, sneak attack +5d6; SQ Alternate form damage 
  reduction 5/cold iron or good, darkvision 60 ft., fast 
  healing 2, immunity to poison, resistance to fire 10, 
  evasion, uncanny dodge, poison use; AL CE; SV Fort 
  +5, Ref +14, Will +6; Str 9, Dex 18, Con 10, Int 10, Wis 
  12, Cha 10.  
   
  Skills and Feats: Disguise +5, Hide +15, Listen +13, 
  Move Silently +15, Search +14, Spellcraft +6, Spot +14, 
  Tumble +15; Improved Critical (dagger), Improved 
  Initiative, Weapon Finesse (bite, claw, dagger). 
   
  Spell-Like Abilities: At will – detect good, detect 
  magic, invisibility (self only); 1/day – cause fear (as 
  spell, except that its area is a 30-foot radius from the 
  quasit). Caster level 6
  th; save DC 10 + spell level. 
   
  Poison (Ex): Claw, Fortitude save (DC 13); initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. 
   
  Poison: Dagger, Fortitude save (DC 17); initial 
  damage 2d6 temporary Constitution, secondary 
  damage 2d6 temporary Constitution. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action.  This ability 
  functions a polymorph self cast by a 12
  th-level sorcerer, 
  Assault on Molag 
   
  Page 16 
  
  except that this quasit may only assume the forms of a 
  bat or wolf. 
   
  Regeneration (Ex): Quasits take nomal damage 
  from acid and from holy and blessed weapons. 
   
  Possessions: 
  Assassin’s 
  Dagger 
  coated 
  with 
  Wyvern’s Poison. (856gp [L 0; C 0; M 856]) 
   
   
   
  Encounter 2: Unlikely Allies? 
  APL 6 (EL 6) 
  � Rothgal, half-orc male Ftr3: CR 3; medium 
  humanoid; HD 3d10+9; hp 31; Init +0; Spd 20 ft.; AC 15 
  (touch 10, flat-footed 15); Base Atk +3; Grp +8; Atk +9 
  melee (1d12+7, x3, greataxe); Full Atk +9 melee 
  (1d12+7, x3, greataxe); SQ darkvision 60ft.; AL NE; SV 
  Fort +6, Ref +1, Will +0; Str 20, Dex 10, Con 16, Int 8, 
  Wis 8, Cha 6.  
   
  Skills and Feats: Climb +8, Jump +8, Swim +1; 
  Cleave, Power Attack, Power Lunge, Weapon Focus 
  (greataxe). 
   
  Possessions: Masterwork breastplate, greataxe. 
  (31gp [L 31; C 0; M 0]) 
   
  � Tiny, Halfling male Rog3: CR 3; small humanoid; 
  HD 3d6+6; hp 20; Init +5; Spd 20 ft.; AC 18 (touch 15, 
  flat-footed 18); Base Atk +2; Grp -3; Atk +2 melee (1d6-
  1, 19-20, x2, short sword) or +8 ranged (1d6, x3, 
  composite shortbow); Full Atk +2 melee (1d6-1, 19-20, 
  x2, short sword) or +8 ranged (1d6, x3, composite 
  shortbow); SA Sneak attack +2d6; SQ Trapfinding, 
  evasion, uncanny dodge, trap sense +1; AL N; SV Fort 
  +4, Ref +9, Will +2; Str 8, Dex 20, Con 14, Int 12, Wis 8, 
  Cha 12.  
   
  Skills and Feats: Bluff +6, Diplomacy +6, Hide +13, 
  Listen +6, Move Silently +11, Search +6, Sense Motive 
  +5, Spot +4, Tumble +9; Point Blank Shot, Precise Shot. 
   
  Possessions: 
  Leather 
  armor, 
  short 
  sword, 
  composite shortbow, 20 arrows. (8gp [L 8; C 0; M 0]) 
   
  � Wyman, Human male Rgr3: CR 3; medium 
  humanoid; HD 3d10+6; hp 28; Init +2; Spd 30 ft.; AC 16 
  (touch 12, flat-footed 14); Base Atk +3; Grp +5; Atk +6 
  melee (1d8+2, 19-20, x2, longsword) or +5 ranged (1d8, 
  x3, longbow); Full Atk +4 melee (1d8+2, 19-20, x2, 
  longsword) and +4 melee (1d6+2, 19-20, x2, short 
  sword) or +5 ranged (1d8, x3, longbow); SA Favored 
  enemy (gnomes); AL CN; SV Fort +5, Ref +3, Will +3; 
  Str 14, Dex 14, Con 15, Int 12, Wis 14, Cha 10.  
   
  Skills and Feats: Hide +8, Listen +8, Move Silently 
  +7, Search +7, Spot +7, Survival +8; Blind Fight, 
  Tracking, Two-Weapon Fighting, Weapon Focus 
  (longsword), Weapon Focus (shortsword). 
   
  Possessions: Chain shirt, longsword, short sword, 
  longbow, 20 arrows. (Xgp [L X; C 0; M 0]) 
   
  APL 8 (EL 8) 
  � Rothgal, half-orc male Ftr5: CR 5; medium 
  humanoid; HD 5d10+15; hp 49; Init +0; Spd 20 ft.; AC 
  15 (touch 10, flat-footed 15); Base Atk +5; Grp +10; Atk 
  +12 melee (1d12+9, x3, greataxe); Full Atk +12 melee 
  (1d12+9 x3, masterwork greataxe); SQ darkvision 60ft.; 
  AL NE; SV Fort +7, Ref +1, Will +0; Str 20, Dex 10, Con 
  17, Int 8, Wis 8, Cha 6.  
   
  Skills and Feats: Climb +9, Jump +9, Swim +1; 
  Cleave, Power Attack, Power Lunge, Weapon Focus 
  (greataxe) Weapon Specialization (greataxe). 
   
  Possessions: Masterwork breastplate, masterwork 
  greataxe. (56gp [L 56; C 0; M 0]) 
   
  � Tiny, Halfling male Rog5: CR 5; small humanoid; 
  HD 5d6+10; hp 32; Init +5; Spd 20 ft.; AC 18 (touch 15, 
  flat-footed 18) Base Atk +3; Grp -2; Atk +4 melee (1d6-1, 
  19-20, x2, short sword) or +9 ranged (1d6, x3, 
  composite shortbow); Full Atk +4 melee (1d6-1, 19-20, 
  x2, short sword) or +9 ranged (1d6, x3, composite 
  shortbow); SA Sneak attack +3d6; SQ Trapfinding, 
  evasion, uncanny dodge, trap sense +1; AL N; SV Fort 
  +4, Ref +10, Will +1; Str 8, Dex 20, Con 14, Int 13, Wis 
  8, Cha 12.  
   
  Skills and Feats: Bluff +9, Diplomacy +8, Hide +15, 
  Listen +8, Move Silently +13, Search +7, Sense Motive 
  +7, Spot +6, Tumble +11; Point Blank Shot, Precise 
  Shot. 
   
  Possessions: Leather armor, masterwork short 
  sword, composite shortbow, 20 arrows, 1 sleep arrow. 
  (55gp [L 33; C 0; M 11]) 
   
  � Wyman, Human male Rgr5: CR 5; medium 
  humanoid; HD 5d10+15; hp 49; Init +2; Spd 30 ft.; AC 
  16 (touch 12, flat-footed 14) Base Atk +5; Grp +7; Atk +7 
  melee (1d8+2, 19-20, x2, longsword) or +7 ranged (1d8, 
  x3, longbow); Full Atk +7 melee (1d8+2, 19-20, x2, 
  longsword) and +7 melee (1d6+2, 19-20, x2, short 
  sword) or +7 ranged (1d8, x3, longbow); SA Favored 
  enemies (gnomes and dwarves); AL CN; SV Fort +6, 
  Ref +3, Will +3; Str 14, Dex 14, Con 16, Int 12, Wis 14, 
  Cha 10.  
   
  Skills and Feats: Hide +10, Listen +10, Move 
  Silently +9, Search +9, Spot +9, Survival +10; 
  Ambidexterity, Blind Fight, Tracking, Two-Weapon 
  Fighting, Weapon Focus (longsword), Weapon Focus 
  (shortsword). 
   
  Possessions: 
  Leather 
  armor, 
  masterwork 
  longsword, masterwork short sword, longbow, 20 
  arrows. (59gp [L 59; C 0; M 0]) 
  Assault on Molag 
   
  Page 17 
  
   
  Spells Prepared (1; base DC = 12 + spell level): 
  1st—[Entangle]. 
   
  APL 10 (EL 10) 
  � Rothgal, half-orc male Ftr7: CR 7; medium 
  humanoid; HD 7d10+21+6; hp 73; Init +0; Spd 20 ft.; 
  AC 16 (touch 10, flat-footed 16); Base Atk +7; Grp +12; 
  Atk +14 melee (1d12+9, x3, greataxe); Full Atk +14/+9 
  melee (1d12+9, x3, greataxe); SQ darkvision 60ft.; AL 
  NE; SV Fort +8, Ref +2, Will +1; Str 20, Dex 10, Con 17, 
  Int 8, Wis 8, Cha 6.  
   
  Skills and Feats: Climb +10, Jump +10, Swim +1; 
  Cleave, Dwarves Toughness, Great Cleave, Power 
  Attack, Power Lunge, Weapon Focus (greataxe), 
  Weapon Specialization (greataxe). 
   
  Possessions: Breastplate +1, masterwork greataxe. 
  (139gp [L 27; C 0; M 112]) 
   
  � Tiny, Halfling male Rog7: CR 7; small humanoid; 
  HD 7d6+14; hp 44; Init +5; Spd 20 ft.; AC 18 (touch 15, 
  flat-footed 18); Base Atk +5; Grp +0; Atk +6 melee (1d6-
  1, 19-20, x2, short sword) or +10 ranged (1d6, x3, 
  composite shortbow); Full Atk +6 melee (1d6-1, 19-
  20x2, short sword) or +10 ranged (1d6, x3, composite 
  shortbow); SA Sneak attack +4d6; SQ Trapfinding, 
  evasion, uncanny dodge, trap sense +2; AL N; SV Fort 
  +5, Ref +11, Will +2; Str 8, Dex 20, Con 14, Int 13, Wis 
  8, Cha 12.  
   
  Skills and Feats: Bluff +11, Diplomacy +10, Hide 
  +17, Listen +10, Move Silently +15, Search +7, Sense 
  Motive +11, Spot +8, Tumble +13; Point Blank Shot, 
  Precise Shot, Rapid Shot. 
   
  Possessions: Leather armor, masterwork short 
  sword, composite shortbow, 20 arrows, 1 sleep arrows, 
  slaying arrow (elves). (245gp [L 33; C 0; M 201]) 
   
  � Wyman, Human male Rgr7: CR 7; medium 
  humanoid; HD 7d10+21; hp 67; Init +2; Spd 30 ft.; AC 
  16 (touch 12, flat-footed 14) Base Atk +7; Grp +9; Atk +9 
  melee (1d8+2, 19-20, x2, longsword) or +9 ranged (1d8, 
  x3, longbow); Full Atk +9/+4 melee (1d8+3/19-20x2 or 
  17-20 {gnomes} longsword) and +9/-1 melee (1d6+2/19-
  20/x2 or 17-20 {gnomes} short sword) or +9/+4 ranged 
  (1d8, x3, longbow); SA Favored enemies (gnomes and 
  dwarves); AL CN; SV Fort +7, Ref +4, Will +4; Str 14, 
  Dex 14, Con 16, Int 12, Wis 14, Cha 10.  
   
  Skills and Feats: Hide +12, Listen +12, Move 
  Silently +11, Search +11, Spot +11, Survival +12; 
  Ambidexterity, Blind Fight, Favored Critical (gnomes), 
  Tracking, Two-Weapon Fighting, Weapon Focus 
  (longsword), Weapon Focus (shortsword). 
   
  Possessions: 
  Leather 
  armor, 
  longsword 
  +1, 
  masterwork short sword, longbow, 20 arrows. (225gp 
  [L 33; C 0; M 193]) 
   
  Spells Prepared (2; base DC = 12 + spell level): 
  1st—[Entangle, Speak with Animals]. 
   
  Animal companion: Dire Badger, see MM.  
   
  APL 12 (EL 12) 
  � Rothgal, half-orc male Ftr9: CR 9; medium 
  humanoid; HD 9d10+36+6; hp 100; Init +0; Spd 20 ft.; 
  AC 16 (touch 10, flat-footed 16); Base Atk +9; Grp +14; 
  Atk +16 melee (1d12+10, 19-20/x3, greataxe +1); Full 
  Atk +16/+11 melee (1d12+10, 19-20/x3, greataxe +1); 
  SQ darkvision 60ft.; AL NE; SV Fort +8, Ref +3, Will 
  +2; Str 20, Dex 10, Con 18, Int 8, Wis 8, Cha 6.  
   
  Skills and Feats: Climb +11, Jump +11, Swim +1; 
  Blind-Fight, Cleave, Dwarves Toughness, Great Cleave, 
  Improved Critical (greataxe), Power Attack, Power 
  Lunge, 
  Weapon 
  Focus 
  (greataxe), 
  Weapon 
  Specialization (greataxe). 
   
  Possessions: Breastplate +1, greataxe +1. (306gp [L 
  0; C 0; M 306]) 
   
  � Tiny, Halfling male Rog9: CR 9; small humanoid; 
  HD 9d6+22; hp 56; Init +5; Spd 20 ft.; AC 18 (touch 15, 
  flat-footed 18) Base Atk +6; Grp +1; Atk +7 melee (1d6-
  1, 19-20, x2, short sword) or +12 ranged (1d6, x3, 
  composite shortbow); Full Atk +7/+2 melee (1d6-1, 19-
  20, x2, short sword) or +12/+7 ranged (1d6, x3, 
  composite shortbow); SA Sneak attack +5d6; SQ 
  Trapfinding, evasion, improved uncanny dodge, trap 
  sense +3; AL N; SV Fort +6, Ref +12, Will +3; Str 8, Dex 
  20, Con 14, Int 14, Wis 8, Cha 12.  
   
  Skills and Feats: Bluff +13, Diplomacy +13, Hide 
  +20, Listen +13, Move Silently +18, Search +14, Sense 
  Motive +13, Spot +12, Tumble +16; Point Blank Shot, 
  Precise Shot, Quicker than the Eye, Rapid Shot. 
   
  Possessions: Leather armor, masterwork short 
  sword, composite shortbow, 20 arrows, 2 sleep arrows, 
  slaying arrow (elves). (245gp [L 33; C 0; M 212]) 
   
  � Wyman, Human male Rgr9: CR 9; medium 
  humanoid; HD 9d10+27; hp 85; Init +2; Spd 30 ft.; AC 
  16 (touch 12, flat-footed 14); Base Atk +11; Grp +13; Atk 
  +11 melee (1d8+2, 19-20, x2, longsword) or +11 ranged 
  (1d8, x3, longbow); Full Atk +11/+6 melee (1d8+3/17-
  20/x2 longsword) and +11/+1 melee (1d6+2/19-20/x2 
  or 17-20 {gnomes} short sword) or +11/+6 ranged (1d8, 
  x3, longbow); SA Favored enemy (gnomes and 
  dwarves); SQ Evasion; AL CN; SV Fort +8, Ref +5, Will 
  +5; Str 15, Dex 14, Con 16, Int 12, Wis 14, Cha 10.  
   
  Skills and Feats: Hide +14, Listen +14, Move 
  Silently +13, Search +13, Spot +13, Survival +14; 
  Ambidexterity, Blind Fight, Favored Critical (gnomes), 
  Improved Critical (longsword), Tracking, Two-Weapon 
  Fighting, Weapon Focus (longsword), Weapon Focus 
  (shortsword). 
  Assault on Molag 
   
  Page 18 
  
   
  Possessions: 
  Leather 
  armor, 
  longsword 
  +1, 
  masterwork short sword, longbow, 20 arrows. (225gp 
  [L 33; C 0; M 193]) 
   
  Spells Prepared (2/1; base DC = 12 + spell level): 
  1st—[Entangle, Speak with Animals] 2nd—[Cure 
  Light Wounds]. 
   
  Animal companion: Dire Badger, see MM.  
   
  All APLs (EL 17) 
  � Alander, human male Ftr5/Rog9: CR 14; Medium-
  size human (6ft. tall); HD 5d10+9d6+42; hp 127; Init 
  +9; Spd 30ft; AC 20 (touch 15, flat-footed 20; Base Atk 
  +11; Grp +15; Atk +20 melee (1d6+6 {or 1d6+10 sneak 
  attack}, 17-20/x2, Short Sword of Subtlety); Full Atks 
  +20/+15/+10 melee (1d6+6 {or 1d6+10 sneak attack}, 
  17-20/x2, Short Sword of Subtlety); SA sneak attack 
  +5d6; SQ Trapfinding, evasion, improved uncanny 
  dodge, trap sense +3; AL LN; Fort +10, Ref +12 Will +5; 
  Str 18, Dex 20, Con 16, Int 16, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +14, Climb +16, Disable 
  Device +17, Hide +17, Intimidate +6, Jump +16, Listen 
  +13, Move Silently +17, Sleight of Hand +17, Spot +13, 
  Search +15, Swim +11, Tumble +17; Blind-Fight, 
  Combat Reflexes, Dodge, Expert Tactician, Improved 
  Critical (Short Sword), Improved Initiative, Mobility, 
  Spring Attack, Weapon Focus (Short Sword), Weapon 
  Specialization (Short Sword). 
   
  Possessions: Sword of Subtlety (+4 to attack 
  roll/damage when sneak attacking), Leather Armor of 
  Medium Fortification +3, Potion of Haste. 
   
  � Bodyguards, human male Ftr 5 Rog 5 (6): CR 10; 
  Medium-size human (6ft. tall); HD 5d10 + 5d6 +30; hp 
  82; Init +8; Spd 30ft; AC 15 (touch 12, flatfooted 15)[+2 
  dex, +3 armor]; Base Atk +8; Grp +12; Atk +15 melee 
  (1d8+6, 19-20/x2, longsword +2); Full Atks +15/+10 
  melee (1d8+6, 19-20/x2, longsword +2); SA Sneak 
  attack +3d6; SQ Trapfinding, evasion, uncanny dodge, 
  trap sense +1; SR nil; AL LN; Fort +8, Ref +7 Will +2; 
  Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +15, Disable Device +12, 
  Hide +10, Intimidate +11, Listen +11, Spot +11, Search 
  +8, Tumble +14; Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Spring Attack, Weapon Focus 
  (long sword), Weapon Specialization (long sword). 
   
  Possessions: Longsword +2, Leather Armor of 
  Light Fortification +1, Potion of Haste 
   
  Encounter 3: Flight of the Fiends 
  APL 6 (EL 8) 
  � Half-fiend Ankheg (3): CR 4; Large outsider 
  (native); HD 3d10+12; hp 31, 31, 31; Init +2; Spd 30 ft., 
  burrow 20 ft., fly 30 ft. (average); AC 21 (touch 11, flat-
  footed 19); Base Atk +3; Grp +14; Atk +8 melee (2d6+9, 
  bite); Full Atk +8 melee (2d6+9, bite) and +4 melee 
  (1d6+4, 2 claws); Space/Reach 10 ft./5 ft.; SA Improved 
  Grab, spit acid, darkness 3/day, desecrate; SQ 
  Tremorsense 60 ft., immunity to poison, darkvison 60 
  ft., resistance to acid 10, cold 10, electricity 10, fire 10, 
  damage reduction 5/magic, spell resistance 13; AL NE; 
  SV Fort +7, Ref +5, Will +2; Str 25, Dex 14, Con 19, Int 
  5, Wis 13, Cha 8.  
   
  Skills and Feats: Climb +13, Listen +9, Spot +9; 
  Alertness, Toughness. 
   
  Improved Grab (Ex): To use this ability, the 
  ankheg must hit with it bite attack.  It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity.  
   
  Spit Acid (Ex): Stream of acid 5 feet high, 5 feet 
  wide, and 30 feet long, once every 6 hours; damage 4d4, 
  Reflex half DC 14.  One such attack depletes the 
  ankheg’s acid supply for 6 hours.   
   
   
  � Half-fiend Cockatrice: CR 7; Small outsider 
  (native); HD 5d10+5; hp 32; Init +5; Spd 20 ft., fly 60 ft. 
  (average); AC 17 (touch 16, flat-footed 12); Base Atk +5; 
  Grp +1; Atk +11 melee (1d4, bite); Full Atk +11 melee 
  (1d4, bite) and +3 melee (1d3, 2 claws); SA Petrification, 
  darkness 3/day, desecrate; SQ Petrification immunity, 
  immunity to poison, darkvison 60 ft., resistance to acid 
  10, cold 10, electricity 10, fire 10, damage reduction 
  5/magic, spell resistance 15; AL NE; SV Fort +5, Ref +9, 
  Will +2; Str 10, Dex 21, Con 13, Int 6, Wis 13, Cha 11.  
   
  Skills and Feats: Escape Artist +9, Hide +8, Listen 
  +11, Move Silently +8, Spot +11, Tumble +9; Alertness, 
  Dodge, Weapon Finesse. 
   
  Petrification (Su):  Creatures hit by a cockatrice’s 
  bite attack must succeed a Fortitude save DC 12 or 
  instantly be turned to stone.  Cockatrices are immune 
  to the petrifying abilities of other cockatrices, but other 
  petrifying attacks affect them normally. 
   
  APL 8 (EL 10) 
  � Half-fiend Girallon: CR 8; Large outsider (native); 
  HD 7d10+21; hp 67; Init +5; Spd 40 ft., climb 40 ft., fly 
  40 ft. (average); AC 19 (touch 14, flat-footed 14); Base 
  Atk +7; Grp +19; Atk +14 melee (1d6+8, claw); Full Atk 
  +14 melee (1d6+8, 4 claws) and +7 melee (1d8+4, bite); 
  Space/Reach 10 ft./10 ft.; SA Rend 2d4+16, darkness 
  3/day, desecrate, unholy blight, poison 3/day; SQ 
  Scent, immunity to poison, darkvison 60 ft., resistance 
  to acid 10, cold 10, electricity 10, fire 10, damage 
  reduction 5/magic, spell resistance 17; AL CE; SV Fort 
  +8, Ref +10, Will +3; Str 26, Dex 21, Con 16, Int 6, Wis 
  12, Cha 9.  
  Assault on Molag 
   
  Page 19 
  
   
  Skills and Feats: Climb +25, Jump +13, Move 
  Silently +15, Spot +11, Tumble +11; Iron Will, 
  Toughness (2). 
   
  Rend (Ex): A girallion that hits with two claw 
  attacks latches onto the opponent’s body and tears the 
  flesh.  This attack automatically deals an additional 
  2d4+16 points of damage. 
   
   
  � Half-fiend Phase Spider, advanced: CR 8; Large 
  outsider (native); HD 8d10+32; hp 77; Init +9; Spd 40 
  ft., climb 20 ft., fly 40 ft. (average); AC 18 (touch 14, 
  flat-footed 13); Base Atk +6; Grp +14; Atk +9 melee 
  (1d8+5 and poison, bite); Full Atk +9 melee (1d8+5 and 
  poison, bite) and +4 melee (1d6, 2 claws); Space/Reach 
  10 ft./5 ft.; SA Poison, darkness 3/day, desecrate,
  unholy blight; SQ ethereal jaunt, low-light vision, 
  immunity to poison, darkvison 60 ft., resistance to acid 
  10, cold 10, electricity 10, fire 10, damage reduction 
  5/magic, spell resistance 16; AL NE; SV Fort +8, Ref 
  +11, Will +2; Str 21, Dex 21, Con 18, Int 11, Wis 13, 
  Cha 12.  
   
   
  Skills and Feats: Balance +11, Climb +21, Hide 
  +14, Jump +14, Move Silently +15, Spot +12; Ability 
  Focus (poison), Improved Initiative. 
   
  Ethereal Jaunt (Su):  A phase spider can shift 
  from the Ethereal to the Material Plane as a free action, 
  and shift back again as a move action.  The ability is 
  otherwise identical with ethereal jaunt (caster level 
  15
  th). 
   
  Poison (Ex):  Bite, Fortitude save DC 17; initial 
  and secondary damage 1d8 Constitution. 
   
  APL 10 (EL 12) 
  � Half-fiend Bulette: CR 9; Huge outsider (native); 
  HD 9d10+54; hp 103; Init +4; Spd 40 ft., burrow 10 ft., 
  fly 40 ft. (average); AC 25 (touch 12, flat-footed 21); 
  Base Atk +9; Grp +27; Atk +18 melee (2d8+10, bite); 
  Full Atk +18 melee (2d8+10, bite) and +12 melee 
  (2d6+5, 2 claws); Space/Reach 15 ft./10 ft.; SA Leap, 
  darkness 3/day, desecrate, unholy blight, poison 3/day, 
  contagion; SQ Scent, tremorsense 60ft., low-light 
  vision, immunity to poison, darkvison 60 ft., resistance 
  to acid 10, cold 10, electricity 10, fire 10, damage 
  reduction 5/magic, spell resistance 19; AL NE; SV Fort 
  +12, Ref +10, Will +6; Str 31, Dex 19, Con 22, Int 6, Wis 
  13, Cha 8.  
   
  Skills and Feats: Balance +9, Climb +15, Intimidate 
  +4, Jump +22, Listen +13; Alertness, Iron Will, Track, 
  Weapon Focus (bite). 
   
  Leap (Ex): A bulette can jump into the air during 
  combat.  This allows it to make four claw attacks 
  instead of two, but it cannot bite.  The attack bonus is 
  +16. 
   
   
  � Half-fiend Dragonne: CR 9; Large outsider 
  (native); HD 9d10+36; hp 85; Init +8; Spd 40 ft., fly 30 
  ft. (average); AC 21 (touch 13, flat-footed 17); Base Atk 
  +9; Grp +19; Atk +14 melee (2d6+6, bite); Full Atk +14 
  melee (2d6+6, bite) and +8 melee (2d4+3, 2 claws); 
  Space/Reach 10 ft./5 ft.; SA Pounce, roar, darkness 
  3/day, desecrate, unholy blight, poison 3/day, 
  contagion; SQ Scent, low-light vision, immunity to 
  poison, darkvison 60 ft., resistance to acid 10, cold 10, 
  electricity 10, fire 10, damage reduction 5/magic, spell 
  resistance 19; AL NE; SV Fort +10, Ref +10, Will +6; Str 
  23, Dex 19, Con 19, Int 10, Wis 12, Cha 14.  
   
  Skills and Feats: Bluff +7, Intimidate +8, 
  Knowledge (arcane) + 2, Listen +15, Move Silently +10, 
  Sense Motive +6, Spot +15, Tumble +10; Blind Fight, 
  Combat Reflexes, Improved Initiative, Track. 
   
  Pounce (Ex): If a dragonne charges, it can make a 
  full attack action in the same round. 
   
  Roar (Su): A dragonne can loose a devastating roar 
  every 1d4 rounds.  All creatures except dragonnes 
  within 120 feet must succeed a Will save DC 15 or 
  become fatigued.  Those within 30 feet who fail their 
  saves become exhausted. 
   
  � Zovvut (demon, per MM II): CR 9; Medium 
  outsider (chaotic, evil); HD 10d8+20; hp 65; Init +1; 
  Spd 30 ft., fly 50 ft. (average); AC 20 (touch 11, flat-
  footed 19); Base Atk +10; Grp +13; Atk +13 melee 
  (1d12+3, claw); Full Atk +13 melee (1d12+3, 2 claws); 
  SA Draining gaze, spell-like abilities; SQ Create spawn, 
  damage reduction 10/good, spell resistance 20, 
  outsider traits; AL CE; SV Fort +9, Ref +8, Will +10; Str 
  17, Dex 13, Con 15, Int 14, Wis 16, Cha 14.  
   
  Skills and Feats: Bluff +15, Concentration +15, 
  Diplomacy +12, Hide +14, Intimidate +11, Listen +18, 
  Move Siliently +14, Search +15, Sense Motive +16, 
  Spellcraft +15, Spot +18; Alertness, Dodge, Mobility, 
  Spring Attack. 
   
  Draining Gaze (Su): Any living creature within 
  30 feet of a zovvut that meets it glowing red eyes must 
  succeed at a Will saving throw DC 17 or gain one 
  negative level.  For each negative level bestowed, the 
  zovvut heals 5 points of damage.  If the amount of 
  healing is more than the damage the creature has 
  taken, it gains any excess as temporary hit points.  If 
  the negative level has not been removed before 24 
  hours have passed, the afflicted opponent must 
  succeed a Fortitude save DC 17 to remove.  Failure 
  mean the opponent’s level is reduced by one.  
   
  Spell-Like 
  Abilities: 
  At 
  will 
  – 
  clairaudience/clairvoyance, darkness, desecrate, detect 
  good, detect thoughts, doom, suggestion, teleport 
  without error (self plus 50 pounds of objects only).  
  Caster level 12
  th; save DC 12 + spell level. 
  Assault on Molag 
   
  Page 20 
  
   
  Create Spawn (Su): Any humanoid slain by the 
  zovvut’s gaze attack become a wight in 1d4 rounds.  
  This creature is under the command of the zovvut that 
  killed it, and remains enslaved until either it or the 
  zovvut dies.  Spawn do not possess any of the abilities 
  they had in life. 
   
  Outsider Traits: A demon has darkvision (60 foot 
  range).  It cannot be raised or resurrected.   
   
  Physical Description: A zovvut is a muscular, pale-
  skinned, hairless creature of humanoid shape.  Its arms 
  end in sharp, barbed claws that are well designed for 
  rending flesh.  Foul, feathered wings stretch upward 
  from the zovvut’s shoulders.  A third eye is set into the 
  center of its forehead. 
   
  APL 12 (EL 14) 
  � Jarilith (demon): CR 13; Large outsider (chaotic, 
  evil); HD 10d8+80; hp 125; Init +9; Spd 60 ft.; AC 32 
  (touch 18, flat-footed 23); Base Atk +10; Grp +26; Atk 
  +22 melee (2d6+12, 18-20/x3, claw); Full Atk +22 melee 
  (2d6+12, 18-20/x3, 2 claws) and +19 (2d8+6, 18-20/x3, 
  bite); Space/Reach 10 ft./5 ft.; SA Frightful presence, 
  improved grab, pounce, rake 2d6+6 18-20/x3, spell-like 
  abilities; SQ Augmented critical, damage reduction 
  15/good, spell resistance 25, outsider traits, summon 
  tanar’ri, tanar’ri traits; AL CE; SV Fort +15, Ref +16, 
  Will +8; Str 35, Dex 29, Con 27, Int 8, Wis 12, Cha 14.  
   
  Skills and Feats: Balance +19, Climb +19, 
  Concentration +21, Hide +22, Jump +31, Listen +14, 
  Move Silently +26, Search +5, Spot +14; Improved Bull 
  Rush, Multiattack, Power Attack, Weapon Focus 
  (claw). 
   
  Frightful Presence (Ex): With a jarilith charges 
  or attacks, it inspires terror in all creatures within 30 
  feet that have fewer Hit Dice or levels than it has.  Each 
  potentially affected opponent must succeed at a Will 
  save DC 17 or become shaken – a condition that lasts 
  until the opponent is out of range.  A successful save 
  leaves that opponent immune to that jarilith’s frightful 
  presence for 24 hours. 
   
  Improved Grab (Ex): If a jarilith hits an opponent 
  that is at least one size category smaller than itself with 
  a bite attack, its deals normal damage and attempts to 
  start a grapple as a free action without provoking an 
  attack of opportunity (grapple bonus +26).  If it gets a 
  hold, it can attempt to rake in the same round.  
  Thereafter, the jarilith has the option to conduct the 
  grapple normally, or simply use its jaws to hold the 
  opponent (-20 penalty on grapple check, but the jarilith 
  is not considered grappled).  In either case, each 
  successful grapple check it makes during successive 
  rounds automatically deals bite damage and allows 
  another rake attempt.  
   
  Pounce (Ex): If a jarilith charges, it can make a 
  full attack (including a rake attempt) even though it 
  has moved. 
   
  Rake (Ex): On any round that a jarilith has a hold 
  on an opponent (see Improved Grab, above), it can 
  make two rake attack (+21 melee) with its hid legs for 
  2d6+6 points of damage each.  The jarilith can also 
  attempt to rake when it pounces on an opponent. 
   
  Spell-Like 
  Abilities: 
  At 
  will 
  – 
  clairaudience/clairvoyance, darkness, detect good, 
  detect thoughts, doom.  Caster level 12
  th; save DC 12 + 
  spell level. 
   
  Augmented Critical (Ex): A jarilith threatens a 
  critical hit on a natural attack roll of 18-20.  On a 
  successful critical hit with a bite, claw, or rake attack, it 
  deals triple damage. 
   
  Scent (Ex): A jarilith can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Summon Tanar’ri (Sp): Once per day, a jarilith 
  can attempt to summon another jarilith with a 35% 
  chance of success. 
   
  Outsider Traits: A demon has darkvision (60 foot 
  range).  It cannot be raised or resurrected.   
   
  Tanar’ri 
  Traits: 
  Tanar’ri 
  can 
  communicate 
  telepathically with any creature within 100 feet that 
  has a language.  A tanar’ri is immune to electricity and 
  poison, and it has acid, cold, fire resistance 20.   
   
  Physical Description: A jarilith resembles a 
  slightly larger than average male lion, complete with a 
  glorious mane.  Long teeth extend from its jaws, and its 
  claws are longer still.  The creature’s blood-red coat and 
  slight reek of brimstone reveals its origin.  
   
  � Zovvut (demon, per MM II): CR 9; Medium 
  outsider (chaotic, evil); HD 10d8+20; hp 65; Init +1; 
  Spd 30 ft., fly 50 ft. (average); AC 20 (touch 11, flat-
  footed 19); Base Atk +10; Grp +13; Atk +13 melee 
  (1d12+3, claw); Full Atk +13 melee (1d12+3, 2 claws); 
  SA Draining gaze, spell-like abilities; SQ Create spawn, 
  damage reduction 10/good, spell resistance 20, 
  outsider traits; AL CE; SV Fort +9, Ref +8, Will +10; Str 
  17, Dex 13, Con 15, Int 14, Wis 16, Cha 14.  
   
  Skills and Feats: Bluff +15, Concentration +15, 
  Diplomacy +12, Hide +14, Intimidate +11, Listen +18, 
  Move Siliently +14, Search +15, Sense Motive +16, 
  Spellcraft +15, Spot +18; Alertness, Dodge, Mobility, 
  Spring Attack. 
   
  Draining Gaze (Su): Any living creature within 
  30 feet of a zovvut that meets it glowing red eyes must 
  succeed at a Will saving throw DC 17 or gain one 
  negative level.  For each negative level bestowed, the 
  zovvut heals 5 points of damage.  If the amount of 
  healing is more than the damage the creature has 
  Assault on Molag 
   
  Page 21 
  
  taken, it gains any excess as temporary hit points.  If 
  the negative level has not been removed before 24 
  hours have passed, the afflicted opponent must 
  succeed a Fortitude save DC 17 to remove.  Failure 
  mean the opponent’s level is reduced by one.  
   
  Spell-Like 
  Abilities: 
  At 
  will 
  – 
  clairaudience/clairvoyance, darkness, desecrate, detect 
  good, detect thoughts, doom, suggestion, teleport 
  without error (self plus 50 pounds of objects only).  
  Caster level 12
  th; save DC 12 + spell level. 
   
  Create Spawn (Su): Any humanoid slain by the 
  zovvut’s gaze attack become a wight in 1d4 rounds.  
  This creature is under the command of the zovvut that 
  killed it, and remains enslaved until either it or the 
  zovvut dies.  Spawn do not possess any of the abilities 
  they had in life. 
   
  Outsider Traits: A demon has darkvision (60 foot 
  range).  It cannot be raised or resurrected.   
   
  Physical Description: A zovvut is a muscular, pale-
  skinned, hairless creature of humanoid shape.  Its arms 
  end in sharp, barbed claws that are well designed for 
  rending flesh.  Foul, feathered wings stretch upward 
  from the zovvut’s shoulders.  A third eye is set into the 
  center of its forehead. 
   
  Encounter 4: Enemies at the Gate 
   
  APL 8 (EL 10) 
  � Hill Giant Bbn 2: CR 9; Large Giant; HD 
  12d8+2d12+56; hp 124; Init -1; Spd 50 ft.; AC 21 (touch 
  8, flat-footed 20); Base Atk +11; Grp +22; Atk Atk +18 
  melee (2d8+10, huge halberd) or +10 ranged (2d6+7, 
  rock); Full Atk +18/+13 melee (2d8+10, huge halberd) 
  or +10/+5 ranged (2d6+7, rock); Space/Reach 10 ft./10 
  ft.; SA Rage, Rock throwing; SQ Fast Movement, Rock 
  catching, Uncanny Dodge; AL CE; SV Fort +15, Ref +3, 
  Will +4; Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7.  
   
  Skills and Feats: Climb +9, Intimidate +8, Jump 
  +11, Spot +4; Cleave, Combat Reflexes, Power Attack, 
  Weapon Focus (halberd). 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  Giants 
  are 
  accomplished rock-throwers and receive +1 racial 
  bonus to attack rolls when throwing rocks.  A giant of 
  at least Large size can hurl rocks weighing 40 to 50 
  pounds each (small object) up to 5 range increments 
  (120 feet). 
    
  Rock Catching (Ex): A giant of at least large can 
  catch a Small, Medium, or Large size rocks (or 
  projectiles of similar shape).  Once per round, a giant 
  that would normally be hit by a rock can make a Reflex 
  save to catch it as a free action.  The DC is 15 for a 
  Small rock, 20 for a Medium rock, and 25 for a Large 
  rock (If the projectile has a magical bonus to attack, the 
  DC increase by that amount).  The giant must be ready 
  and aware of the attack.  
   
  Possessions: Huge Halberd, large chain shirt, 
  cloak of resistance +2, ring of force shield. 
   (1055gp [L 14; C 0; M 1041]) 
   
  APL 10 (EL 12) 
  � Hill Giant Bbn 4: CR 11; Large Giant; HD 
  12d8+4d12+64; hp 146; Init -1; Spd 50 ft.; AC 21 (touch 
  8, flat-footed 20); Base Atk +13; Grp +24; Atk +20 melee 
  (2d8+10, huge halberd) or +12 ranged (2d6+7, rock); 
  Full Atk +20/+15/+10 melee (2d8+11, 19-20/x3 huge 
  halberd) 
  or 
  +12/+7/+2 
  ranged 
  (2d6+8, 
  rock); 
  Space/Reach 5 ft. by 5 ft./10 ft.; SA Rage (2/day), Rock 
  throwing; SQ Fast Movement, Rock catching, 
  Uncanny Dodge, Trap Sense +1; AL CE; SV Fort +16, 
  Ref +5, Will +6; Str 26, Dex 8, Con 19, Int 6, Wis 10, 
  Cha 17.  
   
  Skills and Feats: Climb +9, Intimidate +10, Jump 
  +13, Spot +4; Cleave, Combat Reflexes, Improved 
  Critical (halberd), Power Attack, Weapon Focus 
  (halberd). 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  Giants 
  are 
  accomplished rock-throwers and receive +1 racial 
  bonus to attack rolls when throwing rocks.  A giant of 
  at least Large size can hurl rocks weighing 40 to 50 
  pounds each (small object) up to 5 range increments 
  (120 feet). 
    
  Rock Catching (Ex): A giant of at least large can 
  catch a Small, Medium, or Large size rocks (or 
  projectiles of similar shape).  Once per round, a giant 
  that would normally be hit by a rock can make a Reflex 
  save to catch it as a free action.  The DC is 15 for a 
  Small rock, 20 for a Medium rock, and 25 for a Large 
  rock (If the projectile has a magical bonus to attack, the 
  DC increase by that amount).  The giant must be ready 
  and aware of the attack.  
   
  Possessions: Huge Halberd, large chain shirt, bag 
  of tricks (rust), cloak of resistance +2, ring of force 
  shield. 
   (1305gp [L 14; C 0; M 1291]) 
   
  APL 12 (EL 14) 
  � Hill Giant Bbn 5 CR 12; Large Giant; HD 
  12d8+5d12+68; hp 157; Init -1; Spd 50 ft.; AC 21 (touch 
  8, flat-footed 20); Base Atk +14; Grp +25; Atk +21 melee 
  (2d8+10, huge halberd) or +13 ranged (2d6+7, rock); 
  Full Atk +21/+16/+11 melee (2d8+12, 19-20/x3 huge 
  halberd) 
  or 
  +13/+8/+3 
  ranged 
  (2d6+8, 
  rock); 
  Space/Reach 10 ft./10 ft.; SA Rage (2/day), Rock 
  throwing; SQ Fast Movement, Rock catching, 
  Improved Uncanny Dodge, Trap Sense +1; AL CE; SV 
  Fort +15, Ref +4, Will +5; Str 26, Dex 8, Con 19, Int 6, 
  Wis 10, Cha 17.  
  Assault on Molag 
   
  Page 22 
  
   
  Skills and Feats: Climb +9, Intimidate +10, Jump 
  +15, Spot +6; Cleave, Combat Reflexes, Improved 
  Critical (halberd), Power Attack, Weapon Focus 
  (halberd). 
   
  Rock 
  Throwing 
  (Ex): 
  Adult 
  Giants 
  are 
  accomplished rock-throwers and receive +1 racial 
  bonus to attack rolls when throwing rocks.  A giant of 
  at least Large size can hurl rocks weighing 40 to 50 
  pounds each (small object) up to 5 range increments 
  (120 feet). 
    
  Rock Catching (Ex): A giant of at least large can 
  catch a Small, Medium, or Large size rocks (or 
  projectiles of similar shape).  Once per round, a giant 
  that would normally be hit by a rock can make a Reflex 
  save to catch it as a free action.  The DC is 15 for a 
  Small rock, 20 for a Medium rock, and 25 for a Large 
  rock (If the projectile has a magical bonus to attack, the 
  DC increase by that amount).  The giant must be ready 
  and aware of the attack.  
   
  Possessions: Huge Halberd, large chain shirt, bag 
  of tricks (rust), cloak of resistance +2, ring of force 
  shield. (1305gp [L 14; C 0; M 1291]) 
   
  � Half-Fiend Wyvern Ftr2: CR 10; Huge Outsider; 
  HD 7d12+2d10+27; hp 84; Init +3; Spd 20ft., fly 60ft. 
  (average); AC 20 (touch 11, flat-footed 17); Base Atk 
  +11; Grp +19; Atk +13 melee (1d6+6 and poison, sting) 
  or +13 melee (2d8+3, bite) or +14 melee (2d8+6/19-20, 
  talon); Full Atks +13 melee (1d6+6 and poison, tail), +6 
  melee (2d8+3, bite) and +6 melee (1d8+3, 2 wings) or 
  +14 melee (2d8+6/19-20, 2 talons); Space/Reach 
  10ft./5ft.; 
  SA: 
  Poison, 
  improved 
  grab, 
  snatch, 
  contagion, darkness (3/day), desecrate, poison (3/day), 
  unholy blight; SQ Scent, immunity to poison, 
  darkvison 60 ft., resistance to acid 10, cold 10, 
  electricity 10, fire 10, damage reduction 5/magic, spell 
  resistance 17; AL NE; Fort +11, Ref +8 Will +6. 
   
  Str 23, Dex 16, Con 17, Int 10, Wis 12, Cha 11. 
   
  Skills and Feats: Bluff +6, Intimidate +9, Intuit 
  Direction +2, Listen +13, Move Silently +13, Spot +16; 
  Ability Focus (poison), Alertness, Flyby Attack, 
  Improved Critical (talon), Multiattack, Weapon Focus 
  (talon). 
   
  Improved Grab (Ex): To use this ability, the 
  wyvern must hit with talon attack.  It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and stings. 
   
  Poison (Ex): Injury, Fortitude save DC 17; initial 
  and secondary damage 2d6 Constitution. 
   
  Encounter 6: The Half−Fiend Factory 
   
  APL 6 (EL 9) 
  � Drucela, human female Clr7 (Iuz): CR 7; medium 
  humanoid; HD 7d8+14; hp 52; Init +0; Spd 20 ft.; AC 17 
  (touch 10, flat-footed 15); Base Atk +5; Grp +6; Atk +8 
  melee (1d8+1, x3, shortspear); Full Atk +8 melee 
  (1d8+1, x3, shortspear); AL CE; SV Fort +7, Ref +2, Will 
  +10; Str 12, Dex 10, Con 14, Int 10, Wis 19 (21), Cha 10.  
   
  Skills and Feats: Concentration +16, Diplomacy 
  +3, Heal +10, Knowledge (arcana) +2, Knowledge 
  (religion) +6, Spellcraft +4; Combat Casting, Extend 
  Spell, Spell Focus (evocation), Weapon Focus 
  (shortspear). 
   
  Possessions: masterwork breastplate, masterwork 
  large steel shield, masterwork bone shortspear, Periapt 
  of Wisdom +2. (401gp [L 68; C 0; M 333])  
   
  Spells Prepared (6/6+1/4+1/3+1/2+1) base DC = 15 
  + spell level; evocation spells base DC = 17 + spell 
  level: 0 — Detect magic, cure minor wounds, light, 
  read magic, resistance (2); 1
  st — Protection from good*, 
  bane, bless, divine favor, cure light wounds, magic 
  weapon, shield of faith; 2
  nd —Shatter*, bulls strength, 
  death knell, hold person, major resistance; 3
  rd — Magic 
  circle against good*, blindness/deafness, dispel magic, 
  cure serious wounds; 4
  th — Unholy blight*, cure 
  critical wounds, poison. 
   
   
  *Domain spell. Domains: Chaos (cast chaos spells 
  at +1 level); Evil (cast evil spells at +1 level). 
   
  � Breathdrinker: CR 7; medium elemental (air, evil); 
  HD 8d8+24; hp 60; Init +6; Spd fly 80 ft. (perfect); AC 
  16 (touch 12, flat-footed 14); Base Atk +6; Grp +6; Atk 
  +6 melee (2d4 wind scythe); Full Atk +6 melee (2d4 
  wind scythe); SA Fear gaze, steal breath; SQ Air 
  mastery, damage reduction 10/magic, elemental traits, 
  invisibility; AL CE; SV Fort +5, Ref +8, Will +3; Str 11, 
  Dex 15, Con 16, Int 14, Wis 13, Cha 14.  
   
  Skills and Feats: Hide +12, Move Silently +10, 
  Search +12, Spot +9, Survival+9; Flyby Attack, 
  Improved Initiative, Track. 
  Fear Gaze (Su): Anyone within 30 feet of a 
  breathdrinker who meets the creature’s glowing red 
  eyes must succeed at a Will saving throw (DC 16) or be 
  paralyzed with fear for 1d4 rounds. 
   
  Steal Breath (Su): As a full-round action, a 
  breathdrinker can attempt to suck the air from the 
  lungs of any helpless creature within reach.  The target 
  must make a Fortitude saving throw (DC 17) or take 
  1d6 points of Constitution damage.  The target dies 
  when his or her Constitution score reaches 0.  The 
  breathdrinker heals 5 points of damage for each point 
  of Constitution the target loses, gaining any excess as 
  temporary hit points.  So long as the target remains 
  helpless, the breathdrinker continues to use this attack 
  against that creature every round until it dies.  
  Assault on Molag 
   
  Page 23 
  
   
  Air Mastery (Ex): Any airborne creature takes a –
  1 penalty on attack and damage rolls made against a 
  breathdrinker. 
   
  Elemental Traits (Ex): The breathdrinker is 
  immune to poison, sleep, paralysis, and stunning.  It is 
  not subject to critical hits or flanking, and it cannot be 
  raised or resurrected.  The creature also has darkvision 
  60 ft. 
   
  Invisibility (Su): A breathdrinker can make itself 
  invisible at will as a free action.  This ability functions 
  like an invisibility spell (8
  th level caster), except that it 
  lasts until the breathdrinker ends the effect, either by 
  choice or by attacking.   
   
  APL 8 (EL 11) 
  � Drucela, human female Clr10 (Iuz): CR 10; 
  medium humanoid; HD 10d8+20; hp 73; Init +1; Spd 
  20 ft.; AC 19 (touch 10, flat-footed 19); Base Atk +7; Grp 
  +8; Atk +10 melee (1d8+1, x3, shortspear); Full Atk 
  +10/+5 melee (1d8+1, x3, shortspear); AL CE; SV Fort 
  +9, Ref +3, Will +13; Str 12, Dex 10, Con 14, Int 10, Wis 
  20 (22), Cha 10.  
   
  Skills and Feats: Concentration +18, Diplomacy 
  +4, Heal +11, Knowledge (arcana) +2, Knowledge 
  (religion) +8, Spellcraft +6; Combat Casting, Extend 
  Spell, 
  Spell 
  Focus 
  (evocation), 
  Spell 
  Focus 
  (necromantic), Weapon Focus (shortspear). 
   
  Possessions: Breastplate +1, large steel shield +1, 
  masterwork bone shortspear, periapt of Wisdom (+2). 
  (568gp [L 25; C 0; M 543])  
   
  Spells Prepared (6/6+1/6+1/4+1/4+1/3+1) base DC 
  = 16 + spell level; evocation and necromantic spells 
  base DC = 18 + spell level: 0 — Detect magic, cure 
  minor wound, light, read magic, resistance (2); 1
  st — 
  Protection from good*, bane, bless, divine favor, cure 
  light wounds, magic weapon, shield of faith; 2
  nd — 
  Shatter*, black lungs, bulls strength, death knell, hold 
  person (2), major resistance; 3
  rd — Magic circle against 
  good*, blindness/deafness, dispel magic, cure serious 
  wounds, protection from elements; 4
  th — Unholy 
  blight*, cure critical wounds, divine power, spell 
  immunity, poison; 5
  th — Dispel Law*, Flame Strike, 
  Slay Living, Spell Resistance. 
   
   
  *Domain spell. Domains: Choas (cast chaos spells 
  at +1 level); Evil (cast evil spells at +1 level). 
   
  Breathdrinker, advanced: CR 8; large elemental (air, 
  evil); HD 12d8+60; hp 106; Init +5; Spd fly 80 ft. 
  (perfect); AC 16 (touch 10, flat-footed 15); Base Atk +9; 
  Grp +17; Atk +13 melee (2d6+4/19-20 wind scythe); 
  Full Atk +13/+8 melee (2d6+4/19-20 wind scythe); SA 
  Fear gaze, steal breath; SQ Air mastery, damage 
  reduction 10/magic, elemental traits, invisibility; AL 
  CE; SV Fort +7, Ref +10, Will +5; Str 19, Dex 13, Con 
  20, Int 14, Wis 13, Cha 14.  
   
  Skills and Feats: Hide +13, Move Silently +9, 
  Search +13, Spot +9, Survival+10; Flyby Attack, 
  Improved Critical (wind scythe), Improved Initiative, 
  Track. 
  Fear Gaze (Su): Anyone within 30 feet of a 
  breathdrinker who meets the creature’s glowing red 
  eyes must succeed at a Will saving throw (DC 16) or be 
  paralyzed with fear for 1d4 rounds. 
   
  Steal Breath (Su): As a full-round action, a 
  breathdrinker can attempt to suck the air from the 
  lungs of any helpless creature within reach.  The target 
  must make a Fortitude saving throw (DC 17) or take 
  1d6 points of Constitution damage.  The target dies 
  when his or her Constitution score reaches 0.  The 
  breathdrinker heals 5 points of damage for each point 
  of Constitution the target loses, gaining any excess as 
  temporary hit points.  So long as the target remains 
  helpless, the breathdrinker continues to use this attack 
  against that creature every round until it dies.  
   
  Air Mastery (Ex): Any airborne creature takes a –
  1 penalty on attack and damage rolls made against a 
  breathdrinker. 
   
  Elemental Traits (Ex): The breathdrinker is 
  immune to poison, sleep, paralysis, and stunning.  It is 
  not subject to critical hits or flanking, and it cannot be 
  raised or resurrected.  The creature also has darkvision 
  60 ft. 
   
  Invisibility (Su): A breathdrinker can make itself 
  invisible at will as a free action.  This ability functions 
  like an invisibility spell (8
  th level caster), except that it 
  lasts until the breathdrinker ends the effect, either by 
  choice or by attacking.   
   
  APL 10 (EL 13) 
  � Drucela, human female Clr12 (Iuz): CR 12; medium 
  humanoid; HD 12d8+24; hp 87; Init +1; Spd 20 ft.; AC 
  19 (touch 10, flat-footed 19; Base Atk +9; Grp +10; Atk 
  +17 melee (1d8+7, x3, shortspear); Full Atk +17/+12 
  melee (1d8+7, x3, bone shortspear +4); AL CE; SV Fort 
  +10, Ref +4, Will +14; Str 12, Dex 10, Con 15, Int 10, 
  Wis 20 (22), Cha 10.  
   
  Skills and Feats: Concentration +20, Diplomacy 
  +4, Heal +13, Knowledge (arcana) +2, Knowledge 
  (religion) +8, Spellcraft +8; Combat Casting, Extend 
  Spell, Greater Spell Focus (evocation); Spell Focus 
  (evocation), Spell Focus (necromantic), Weapon Focus 
  (shortspear). 
   
  Possessions: Breastplate +1, large steel shield +1, 
  bone shortspear +1 (with precast Greater Magic 
  Weapon {+4}), Periapt of Wisdom +2. (927gp [L 0; C 0; 
  M 927])  
  Assault on Molag 
   
  Page 24 
  
   
  Spells Prepared  (6/7+1/6+1/5+1/4+1/4+1/ 3+1) 
  base DC = 16 + spell level; necromantic spells base DC 
  = 18 + spell level; evocation spells base DC = 20 + spell 
  level: 0 — Detect magic, cure minor wounds, light, 
  read magic, resistance (2); 1
  st — Protection from good*, 
  bane, bless, cure light wounds (2), divine favor, magic 
  weapon, shield of faith; 2
  nd — Shatter*, black lungs, 
  bulls strength, death knell, hold person (2), major 
  resistance; 3
  rd — Magic circle against good*, 
  blindness/deafness, dispel magic, cure serious wounds, 
  searing light, protection from elements; 4
  th — Unholy 
  blight*, cure critical wounds, divine power, spell 
  immunity, poison; 5
  th — Dispel Law*, Circle of Doom, 
  Flame Strike, Greater Magic Weapon (extended), Slay 
  Living; 6
  th — Animate Objects*, Blade Barrier, Harm, 
  Spell Resistance (extended). 
   
   
  *Domain spell. Domains: Choas (cast chaos spells 
  at +1 level); Evil (cast evil spells at +1 level). 
   
  � Breathdrinker, advanced: CR 9; large elemental 
  (air, evil); HD 16d8+80; hp 156; Init +5; Spd fly 80 ft. 
  (perfect); AC 15 (touch 10, flat-footed 14); Base Atk 
  +12; Grp +20; Atk +16 melee (2d6+4/19-20 wind 
  scythe); Full Atk +16/+11/+6 melee (2d6+4/19-20 wind 
  scythe); SA Fear gaze, steal breath; SQ Air mastery, 
  damage 
  reduction 
  10/magic, 
  elemental 
  traits, 
  invisibility; AL CE; SV Fort +10, Ref +11, Will +6; Str 
  19, Dex 13, Con 20, Int 14, Wis 13, Cha 14.  
   
  Skills and Feats: Hide +13, Move Silently +12, 
  Search +14, Spot +11, Survival+12; Final Strike, Flyby 
  Attack, Improved Critical (wind scythe), Improved 
  Initiative, Track. 
  Fear Gaze (Su): Anyone within 30 feet of a 
  breathdrinker who meets the creature’s glowing red 
  eyes must succeed at a Will saving throw (DC 16) or be 
  paralyzed with fear for 1d4 rounds. 
   
  Steal Breath (Su): As a full-round action, a 
  breathdrinker can attempt to suck the air from the 
  lungs of any helpless creature within reach.  The target 
  must make a Fortitude saving throw (DC 17) or take 
  1d6 points of Constitution damage.  The target dies 
  when his or her Constitution score reaches 0.  The 
  breathdrinker heals 5 points of damage for each point 
  of Constitution the target loses, gaining any excess as 
  temporary hit points.  So long as the target remains 
  helpless, the breathdrinker continues to use this attack 
  against that creature every round until it dies.  
   
  Air Mastery (Ex): Any airborne creature takes a –
  1 penalty on attack and damage rolls made against a 
  breathdrinker. 
   
  Elemental Traits (Ex): The breathdrinker is 
  immune to poison, sleep, paralysis, and stunning.  It is 
  not subject to critical hits or flanking, and it cannot be 
  raised or resurrected.  The creature also has darkvision 
  60 ft. 
   
  Invisibility (Su): A breathdrinker can make itself 
  invisible at will as a free action.  This ability functions 
  like an invisibility spell (8
  th level caster), except that it 
  lasts until the breathdrinker ends the effect, either by 
  choice or by attacking.   
   
  APL 12 (EL 15) 
  � Drucela, human female Clr14 (Iuz): CR 14; 
  medium humanoid; HD 14d8+28; hp 115; Init +1; Spd 
  20 ft.; AC 19 (touch 10, flat-footed 19); Base Atk +10; 
  Grp +11; Atk +18 melee (1d8+7, x3, shortspear); Full 
  Atk +18/+13 melee (1d8+7, x3, bone shortspear +4); AL 
  CE; SV Fort +11, Ref +4, Will +15; Str 12, Dex 10, Con 
  15, Int 10, Wis 20 (22), Cha 10.  
   
  Skills and Feats: Concentration +22, Diplomacy 
  +5, Heal +13, Knowledge (arcana) +2, Knowledge 
  (religion) +9, Spellcraft +10; Combat Casting, Extend 
  Spell, Greater Spell Focus (evocation); Spell Focus 
  (evocation), Spell Focus (necromantic), Weapon Focus 
  (shortspear). 
   
  Possessions: Breastplate +1, large steel shield +1, 
  bone shortspear +2 (with precast Greater Magic 
  Weapon +4), Periapt of Wisdom +2. (1327gp [L 0; C 0; 
  M 1327]) 
   
  Spells Prepared  (6/7+1/6+1/5+1/4+1/4+1/ 3+1) 
  base DC = 16 + spell level; necromantic spells base DC 
  = 18 + spell level; evocation spells base DC = 20 + spell 
  level: 0 — Detect magic, cure minor wounds, light, 
  read magic, resistance (2); 1
  st — Protection from good*, 
  bane, bless, cure light wounds (2), divine favor, magic 
  weapon, shield of faith; 2
  nd — Shatter*, black lungs (2), 
  bulls strength, death knell, hold person (2), major 
  resistance; 3
  rd — Magic circle against good*, 
  blindness/deafness, dispel magic, cure serious wounds, 
  searing light, protection from elements; 4
  th — Unholy 
  blight*, cure critical wounds, death ward, divine power, 
  spell immunity, poison; 5
  th — Dispel Law*, Circle of 
  Doom, 
  Flame 
  Strike, 
  Greater 
  Magic 
  Weapon 
  (extended), Slay Living; 6
  th — Animate Objects*, Blade 
  Barrier, Harm, Heal, Spell Resistance (extended); 7
  th — 
  Word of Chaos*, Blasphemy, Holy S ar. 
  t
   
  *Domain spell. Domains: Choas (cast chaos spells 
  at +1 level); Evil (cast evil spells at +1 level). 
   
  � Breathdrinker, advanced: CR 9; large elemental 
  (air, evil); HD 16d8+80; hp 156; Init +5; Spd fly 80 ft. 
  (perfect); AC 15 (touch 10, flat-footed 14); Base Atk 
  +12; Grp +20; Atk +16 melee (2d6+4/19-20 wind 
  scythe); Full Atk +16/+11/+6 melee (2d6+4/19-20 wind 
  scythe); SA Fear gaze, steal breath; SQ Air mastery, 
  damage 
  reduction 
  10/magic, 
  elemental 
  traits, 
  Assault on Molag 
   
  Page 25 
  
  invisibility; AL CE; SV Fort +10, Ref +11, Will +6; Str 
  19, Dex 13, Con 20, Int 14, Wis 13, Cha 14.  
   
  Skills and Feats: Hide +13, Move Silently +12, 
  Search +14, Spot +11, Survival+12; Final Strike, Flyby 
  Attack, Improved Critical (wind scythe), Improved 
  Initiative, Track. 
   
  Fear Gaze (Su): Anyone within 30 feet of a 
  breathdrinker who meets the creature’s glowing red 
  eyes must succeed at a Will saving throw (DC 16) or be 
  paralyzed with fear for 1d4 rounds. 
   
  Steal Breath (Su): As a full-round action, a 
  breathdrinker can attempt to suck the air from the 
  lungs of any helpless creature within reach.  The target 
  must make a Fortitude saving throw (DC 17) or take 
  1d6 points of Constitution damage.  The target dies 
  when his or her Constitution score reaches 0.  The 
  breathdrinker heals 5 points of damage for each point 
  of Constitution the target loses, gaining any excess as 
  temporary hit points.  So long as the target remains 
  helpless, the breathdrinker continues to use this attack 
  against that creature every round until it dies.  
   
  Air Mastery (Ex): Any airborne creature takes a –
  1 penalty on attack and damage rolls made against a 
  breathdrinker. 
   
  Elemental Traits (Ex): The breathdrinker is 
  immune to poison, sleep, paralysis, and stunning.  It is 
  not subject to critical hits or flanking, and it cannot be 
  raised or resurrected.  The creature also has darkvision 
  60 ft. 
   
  Invisibility (Su): A breathdrinker can make itself 
  invisible at will as a free action.  This ability functions 
  like an invisibility spell (8
  th level caster), except that it 
  lasts until the breathdrinker ends the effect, either by 
  choice or by attacking.   
   
  Assault on Molag 
   
  Page 26 
  
  Appendix Two: NPCs 
  � Lhana Trailblazer, human female Ftr 5/Rog 9: CR 
  14; Medium-size human (6ft. tall); HD 5d10+9d6+42; 
  hp 127; Init +9; Spd 30ft; AC 20 (touch 15, flat-footed 
  20; Base Atk +11; Grp +15; Atk +20 melee (1d6+6 {or 
  1d6+10 sneak attack}, 17-20/x2, Short Sword of 
  Subtlety); Full Atks +20/+15/+10 melee (1d6+6 {or 
  1d6+10 sneak attack}, 17-20/x2, Short Sword of 
  Subtlety); SA sneak attack +5d6; SQ Trapfinding, 
  evasion, improved uncanny dodge, trap sense +3; AL 
  LN; Fort +10, Ref +12 Will +5; Str 18, Dex 20, Con 16, 
  Int 16, Wis 12, Cha 12. 
   
  Skills and Feats: Bluff +14, Climb +16, Disable 
  Device +17, Hide +17, Intimidate +6, Jump +16, Listen 
  +13, Move Silently +17, Sleight of Hand +17, Spot +13, 
  Search +15, Swim +11, Tumble +17; Blind-Fight, 
  Combat Reflexes, Dodge, Expert Tactician, Improved 
  Critical (Short Sword), Improved Initiative, Mobility, 
  Spring Attack, Weapon Focus (Short Sword), Weapon 
  Specialization (Short Sword). 
   
  Possessions: Sword of Subtlety (+4 to attack 
  roll/damage when sneak attacking), Leather Armor of 
  Medium Fortification +3, Potion of Haste. 
   
   
  Assault on Molag 
   
  Page 27 
  
  Appendix 3: New Feats 
  Final Strike [Monstrous] 
  Your death throes are destructive. 
   
  Prerequisites: Acid, air, cold, earth, fire, or water 
  subtype. 
   
  Benefit: When you are killed (that is, when your 
  hit points drop to –10 or lower), your body explodes in 
  a final strike – a blast of elemental destruction.  
  Everything within 60 feet is subject to the effect.  Your 
  final strike deals 1d6 points of damage per Hit Die, up 
  to a maximum of 20d6.  Each creature in the area may 
  make a successful Reflex save (DC 10 +1/2 your Hit 
  Dice + your Con modifier) to halve the damage dealt.  
  The blast also has a secondary effect, which can be 
  reduced or negated by a second successful save of the 
  same type indicated (same DC as the primary). 
   
  Subtype 
  Primary 
  Damage 
  Secondary 
  Damage 
   
  Air 
  Blast of Wind  
  (bludgeoning 
  damage) 
  Destructive 
  harmonics 
  (1d6 
  sonic damage per 
  Hit Dice; Reflex 
  half) 
  Reference: Savage Species, p. 34.   
    
  Dwarves Toughness [General] 
  You are tougher than you were before. 
   
  Prerequisites: Base Fort save bonus +5. 
   
  Benefit: You gain +6 hit points. 
   
  Special: You can take this feat multiple times. 
   
  Reference: Masters of the Wild, p. 22. 
   
  Expert Tactician [General] 
  Your tactical skills work to your advantage. 
   
  Prerequisites: Dex 13+, base attack bonus +2, 
  Combat Reflexes. 
   
  Benefit: You can make one extra melee attack (or 
  do anything that can be done as a melee attack or a 
  melee touch attack, including attempts to disarm, trip 
  or make a grab to start a grapple) against one foe who is 
  within melee reach and denied a Dexterity bonus 
  against your melee attack for any reason.  You take 
  your extra attack when its your turn, either before or 
  after your regular action.  If several foes are within 
  melee reach and denied Dexterity bonuses against your 
  attacks, you can use this feat against only one of them.  
   
  Reference: Song and Silence, p. 39. 
   
  Favored Critical [General] 
  You know how to hit your enemies where it hurts. 
   
  Prerequisites: Base attack bonus +5, at least one 
  favored enemy. 
   
  Benefit: Select one of your favored enemies that is 
  subject to critical hits.  Whenever you attack this type 
  of creature, the threat range of whatever weapon you 
  are using is doubled. For example, a longsword usually 
  threatens a critical hit on a die roll of 19 or 20 (two 
  numbers).  In the hands of a character with Favored 
  Critical using it against the selected favored enemy, its 
  threat range becomes 17 to 20 (four numbers).  If it is 
  also a keen longsword, its threat range becomes 15 
  through 20 (six numbers).   
   
  Special: You can take this feat multiple times.  
  Each time you do so, it applies to a new favored enemy. 
   The effects of this feat do not stack with those of 
  Improved Critical.   
   
  Reference: Masters of the Wild, p. 23. 
   
  Greater Spell Focus [General] 
  Choose a school of magic to which you already have 
  applied the Spell Focus feat.  Your magic spells of that 
  school are now even more potent than before. 
   
  Prerequisites: Spell Focus. 
   
  Benefit: Add +4 to the DC for all saving throws 
  against spells from the school of magic you select to 
  focus on.  This supersedes (does not stack with) the 
  bonus from Spell Focus. 
   
  Reference: Tome and Blood, p. 40. 
   
  Power Lunge [General] 
  Your ferocious attack may catch an opponent 
  unprepared. 
   
  Prerequisites: Base attack bonus +3, Power Attack. 
   
  Benefit: A successful attack roll during a charge 
  allows you to inflict double your normal strength 
  modifier in addition to the attack’s damage.  You 
  provoke an attack of opportunity from the opponent 
  you charge. 
   
  Reference: Sword and Fist, p.8.  
   
  Quicker Than the Eye [General] 
  Your hands can move so quickly that observers don’t 
  see what you have done. 
   
  Prerequisites: Dexterity 19+. 
   
  Benefit: While under direct observation, you can 
  make a Bluff check as a move-equivalent action, 
  opposed by the Spot check of any observers.  If you 
  succeed, your misdirection makes them look elsewhere 
  while you take a partial action.  If your partial action is 
  an attack against someone who failed the opposed 
  check, that opponent is denied a Dexterity bonus to 
  AC.  
   
  Reference: Song and Silence, p. 40. 
  Assault on Molag 
   
  Page 28 
  
  Appendix 4: New Spells 
  Black Lungs (taken from Ghostwalk) 
  Necromancy 
  Level: Clr 2 
  Components: V, S 
  Casting Time: 1 action 
  Range: Touch 
  Effect: Living creature touched 
  Duration: 1 hour/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes  
   
  You cause the target to succumb to an infection and 
  corruption of the lungs.  An affected creatures speed is 
  reduced by half, it loses any Dexterity bonus to Armor 
  Class, and it takes a –2 penalty on attack rolls.  Remove 
  disease may end the effects of this spell early. 
   
   
  Holy Star (taken from Savage Species) 
  Abjuration 
  Level: Clr 7 
  Components: V, S 
  Casting Time: 1 action 
  Range: Personal 
  Effect: Protective star of energy 
  Duration: 1 round/level 
   
  You create a glowing mote of energy that stays near 
  your shoulder, providing light equal to a candle.  It has 
  three functions to activate as a free action on your turn. 
   
  Spell Turning: The holy star can turn 1d4+3 spell 
  levels as the spell turning spell.  Any spell levels turned 
  are gone for the remainder of the spell (the holy star 
  does not recover these spent levels every time you 
  choose this function).  If all of the spell levels are 
  expended, this function no longer works, but the other 
  functions still do. 
   
  Cover: The holy star gives you a +10 cover bonus 
  to Armor Class without affecting your actions. 
   
  Fire Bolt: The holy star lashes out with a beam of 
  energy as a ranged touch attack against a creature up to 
  90 feet away, dealing fire damage equal to 1d4+1 point 
  per two caster levels (maximum +10). 
   
   
  Major Resistance (taken from Savage Species) 
  Abjuration 
  Level: Brd 2, Clr 2, Drd 2, Pal 2, Sor/Wiz 2 
  Components: V, S, M /DF 
  Casting Time: 1 action 
  Range: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You imbue the subject with a strong magical energy 
  that protects her from harm, granting a +3 resistance 
  bonus on saves. 
   
  Arcane Material Component: A miniature cloak of 
  fine cloth. 
   
  Assault on Molag 
   
  Page 29 
  
  Appendix 5: Timeline of Progression 
   
  Timeline  
  5 AM – Furyondian Troops are rallied and begin the March to the Veng River. 
  7 AM – Furyondian archers reach the western bank of the Veng River and proceed to provide cover fire for the 
  tacticians to create bridges and the Royal Navy to transport troops. 
  10 AM – The Northern Armies of The Horned Lands are engaged on the eastern bank of the Veng River.   
  12 PM – The Northern Armies of The Horned Lands defeated. 
  1 PM – Command Base established on eastern banks of the Veng River. 
  2 PM – Scouts sent out to check the perimeter of the base camp and to report on the perimeter of Molag 
  4 PM – Scouts report a new army coming on to the battlefield from the south. 
  5 PM – The Furyondian Troops split into three Divisions and begin to encircle Molag heading toward the three Gates of 
  Molag to lay Siege. 
  6 PM – Flight of the Half-Fiends. 
  9 PM – Western Gate Breached; The Horned Society’s Army appears south of Molag. 
  10 PM – Northern Gate Breached. 
  11 PM – Eastern Gates Breached. 
  12 PM – All Gates Controlled by Furyondian Troops; Conclusion or Optional encounter. 
   
   
   
   
   
   
   
   
   
  Assault on Molag 
   
  Page 30 
  
  Appendix 6: Maps  
   
   
   
   
  Ground Level of the Half Fiend Factory 
   
  Assault on Molag 
   
  Page 31 
  
  Player Handout #1 
   
  Draft Notice from King Belvor IV 
   
   
  By order of King Belvor IV, all experienced 
  adventurers that reside or adventure within the 
  Kingdom of Furyondy are hereby ordered to go to 
  the nearest Military Recruitment station to sign 
  up for service in the forthcoming war against allies 
  of Iuz.  Failure to enlist or report to duty after 
  enlistment will result in banishment from the 
  Kingdom of Furyondy.  
   
   
  Assault on Molag 
   
  Page 32 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/593/Normal Scenarios/FUR3-07 - Assault on Molag (APL 6-12)/FUR3-07 - Assault on Molag.pdf