TEXT:  
  COR04-17 
   
   
   
   
  THE REAL HERO 
  BLUES 
   
  A ONE-ROUND D&D® LIVING GREYHAWK™ 
  CORE ADVENTURE 
  Version 1.0 
   
  By: Theron Martin 
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
   
  Defeating the forces of evil, assisting those in need, protecting the common folk from dire threats, and undertaking 
  special missions: all these are the purview of heroic adventurers. But what happens when such heroes are themselves in 
  need of help? And what connection might this have to events of the past? That is where you come in. A sequel to Witch 
  Hunt for APLs 8 to 16. 
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. ©2004 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com 
  
   
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  LIVING GREYHAWK campaign—a worldwide, ongoing 
  D&D campaign set in the GREYHAWK setting—you must 
  sanction it as part of an RPGA event. This event could be 
  as elaborate as a big convention, or as simple as a group of 
  friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in charge 
  of making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and 
  then reported back to the RPGA in a 
  timely manner. The person who runs 
  the game is called the table DM (or 
  usually just DM). Sometimes (and 
  almost all the time in the cases of 
  home events) the senior gamemaster 
  is also the table DM. You don’t have to 
  be a HERALD-LEVEL GM to run this 
  adventure if you are not the senior 
  GM.  
   
  By sanctioning and reporting 
  this adventure you accomplish a 
  couple of things. First it is an official 
  game, and you can use the AR to 
  advance your LIVING GREYHAWK 
  character. Second player and DMs 
  gain rewards for sanctioned RPGA 
  play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2005.  
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this adventure 
  is for the DM only. If you read farther than this section, 
  you’ll know too much about its challenges, which kills the 
  fun. Also, if you’re playing this adventure as part of an 
  RPGA-sanctioned event, reading beyond this point makes 
  you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING 
  GREYHAWK 
  LEVELS OF PLAY 
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, this adventure’s challenges 
  are proportionate to the modified 
  average character level of the PCs 
  participating in the adventure. To 
  determine this modified Average 
  Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level 
  for 
  each 
  of 
  the 
  PCs 
  participating in the adventure. 
  • 
  If PCs bring animals that have 
  been trained for combat (most likely dogs trained for 
  war), other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a character with 
  the Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the sum 
  of step one. Add each character’s animals separately. 
  A single PC may only bring four or fewer animals of 
  this type, and animals with different CRs are added 
  separately.  
  • 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  • 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. Based 
  on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  # 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 
  
   
  character is three character levels or more either higher or 
  lower than the APL at which this adventure is being 
  played, that character recieves only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not play 
  the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances of 
  success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  NOTE: This LIVING GREYHAWK adventure is designed 
  for mid and higher-level characters. Since characters 
  below 6th level are unlikely to have the skills and 
  resources necessary to complete this adventure, players 
  using lower-level characters should be advised that they 
  are participating at great risk. This is not an adventure for 
  beginning characters! 
   
  Time Units and Upkeep 
  This is a standard one-round Core adventure set in the 
  Hold of the Sea Princes.  All characters pay two Time 
  Units.  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit.  Rich Upkeep costs 50 gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
  BACKGROUND 
  During the time of Vecna’s reign in the Flanaess, one of 
  his greatest resources were the vile Ur-Flan necromancers 
  who conducted horrid experiments on his behalf and 
  helped him administer the Occluded Empire. At the 
  height of his empire Vecna instructed these servants to 
  develop a device capable of remotely animating and 
  controlling an army of undead. Among the many 
  experimental devices developed was an idol made of a 
  curious, super-dense stone not indigenous to Oerth, 
  which proved to be unusually efficient at absorbing and 
  containing necromantic energies. Though small and 
  crudely carved, the Ur-Flan were able to imbue the idol 
  with tremendous amounts of necromantic power, 
  including the souls of countless sacrificed victims. 
   
  The idol proved quite capable at performing the task 
  for which it was designed, but an odd side effect 
  eventually became apparent: the confluence of mystical 
  energies and life forces within the idol allowed it generate 
  a consciousness and ultimately achieve sentience. Loyalist 
  Ur-Flan nurtured this new sentience in the hopes that it 
  could become a valuable servant of Vecna, while another 
  faction of Ur-Flan, who had come to secretly wish to see 
  Vecna deposed, encouraged it to align itself with other 
  dark powers so that it could be used as a tool towards their 
  purpose. Its undisciplined practices ultimately earned the 
  idol Vecna’s personal displeasure, however. He had it 
  drained of its energies and stored away as punishment for 
  its lack of strict obedience. 
   
  The idol was not forgotten. Altena, an Ur-Flan 
  loyalist who had worked on constructing the idol, 
  recovered it and took it with her when she fled the 
  empire’s collapse, intending to reactivate it and tame it 
  properly this time. She never got the chance, for the Flan 
  tribe she led was harried all the way to the area that is now 
  Tenh by migrating Suloise. Eventually the idol was lost in 
  the Bluff Hills when most of her tribe was wiped out by 
  Oeridians. Still believing that the idol was a key to power, 
  Altena and a couple of loyal servants slipped away into 
  seclusion and cast a spell that would alert them to the 
  idol’s reawakening. They then went into a long, deep 
  slumber. 
   
  Centuries later, in late 592 CY, an agent of Iuz named 
  Meison was leading an archeological dig in the Bluff Hills 
  when he came across the idol. Though it still lay dormant, 
  he could sense its onetime power, and resolved to return 
  it to the Old One when his dig was complete. On the way 
  back to Dorakaa in mid-593 CY, however, the idol 
  suddenly awoke. Though Meison did not know it at the 
  time, the event that triggered the awakening was the 
  reestablishment of a link to ancient Dark Powers in the 
  Welkwood far to the south, the same Dark Powers to 
  which the idol had once allied itself. (For those familiar 
  with COR3-08 Witch Hunt, the beginning of Jenasay’s 
  quest for vengeance was the cause.) A chance battle 
  between Meison’s guards and bandit holdouts opposing 
  Iuz allowed it to absorb enough souls from dying 
  combatants to partly reenergize itself. 
   
  Using its new power, the idol influenced Meison to 
  instead carry it south towards the Welkwood, where it 
  could link directly with the channel to Dark Powers that 
  it sensed. Along the way it used its necromantic abilities 
  to generate suffering and death in its immediate environs, 
  which allowed it to absorb more souls and thus continue 
  to renew its power. By using Meison’s own knowledge of 
  the lands through which it traveled, the idol limited the 
  damage it inflicted to prevent Meison’s path from being 
  conspicuous. Because of this and the idol’s own ability to 
  generate nondetection, Meison was able to reach the 
  environs of the Woolly Bay before being confronted and 
  slain by the Crusaders, a group of adventurers led by the 
  paladin Gerardann. 
   
  At first the Crusaders did not realize what they had 
  found, and since they seemed to be headed generally in 
  the right direction the idol did not bother to influence 
  them. Once they started to pass south of the Welkwood 
  on their journey down the Wild Coast, however, the idol 
  realized it was being carried away from its intended 
  destination and so attempted to influence them. This time, 
  though, it found its manipulations much more difficult to 
  carry out, for the adventurers were a more resilient bunch 
  than Meison. Janna, the wise Pelorite priestess amongst 
  
   
  the Crusaders (and Gerardann’s wife), also quickly figured 
  out what was happening. 
   
  Through divinations the Crusaders were partly able 
  to determine what the idol was. Realizing that such an 
  item needed to be destroyed before it could fully 
  empower itself and wreak great harm, they used all the 
  divinations at their disposal to determine how to do it. 
  The answer they received: “seek the Room of the Stars 
  beneath the Hellfurnaces, for there will be the means to 
  destroy the idol.” Further divinations revealed that the 
  Room of the Stars was near Lake Spendlowe, on the 
  southwestern fringe of the Hold of the Sea Princes, so 
  they immediately headed in that direction. 
   
  Almost from the start, though, their mission was 
  fraught with problems. The idol, sensing what the 
  Crusaders were about, started resisting them as best it 
  could by fostering sicknesses amongst its number, 
  making a more concerted effort to influence the minds of 
  whomever was carrying it, and attempting to escape 
  whenever it could. It also drew on its connection to the 
  cave in the Welkwood to call the Dark Powers to send 
  forces to retrieve it. These forces began harrying the 
  Crusaders with regularity and intercepting their attempts 
  to summon help as they passed south and west towards 
  the Hold of the Sea Princes. The idol also discouraged the 
  Crusaders from stopping to rest and recuperate by casting 
  sicknesses about whenever they attempted to do so. 
   
  Other forces also sought out the Crusaders. Altena, 
  awakened from her centuries of stasis by the growing 
  power of the idol, set out on the idol’s trail. Upon 
  discovering that followers of Vecna still traversed the land, 
  she sought to capture the idol and bring it to the loyal of 
  Vecna in the hope that they could, this time, figure out 
  how to master the idol before allowing it to be energized 
  by the cave in the Welkwood. To this end Vecna, now 
  with power in the Flanaess as a god, granted Altena the 
  ability to call upon a powerful undead champion to help 
  her complete her task. 
   
  Iuz himself also eventually became aware of the idol’s 
  awakening. Though he does not yet comprehend its 
  nature, he is aware that it is a creature linked to Vecna 
  from the ancient past, and that poses a threat to him. He 
  has sent his own agents to investigate and see that the idol 
  is destroyed or rendered dormant again if it seems 
  unlikely to be influenced to his cause. 
   
  Eventually and with considerable difficulty the 
  Crusaders reached the Hold of the Sea Princes. As they 
  passed the city of Hokar one of their pleas for help sent 
  indirectly to Kalinin, their arcane sponsor in Greyhawk 
  City, finally got through. Kalinin, upon reading the 
  message, decided to recruit additional adventurers and 
  send them to help the Crusaders. Time is running short 
  for the Crusaders, however, for the forces of the Dark 
  Powers are converging on their location (which they do 
  know about) as well as Altena and the agents of Iuz 
  (which they don’t know about). Though they have held 
  over in the village of Tomin for a few days, the sickness 
  they brought with them and the feeling that the forces of 
  evil are approaching them convinces them to move out 
  sooner than they intended and before help can reach 
  them. 
   
  Alas, most of the Crusaders are not fated to see the 
  mission through to its end. That is the task for the PCs. 
   
   
  On Connections to the Past  
  This scenario is a sequel to COR3-08 Witch Hunt. Players 
  should be made aware of this up front and should be 
  encouraged to use the same character in this scenario as 
  was used in that one. Familiarity with Witch Hunt and/or 
  character continuity between the scenarios is not required, 
  since this adventure stands on its own, but these scenarios 
  should not be played out of order. 
   
  This adventure is also a prequel to the 3rd Edition 
  Classic adventures Family Matters. In that scenario the 
  pregnant PC Janna (she is very early into a pregnancy 
  during this scenario but doesn’t know it yet) summons 
  her siblings (the other PCs, mentioned in Epilogue B) to 
  help her live long enough to give birth, for she has been 
  affected by a death curse for her hand in destroying an 
  evil artifact—an action that also killed her husband and 
  adventuring companions. The events of The Real Hero 
  Blues are a revised version of her tragic backstory.  If the 
  players get Epilogue A and seem frustrated by their 
  inability to help Janna at the end, or if they comment that 
  certain circumstances sound familiar, mention this 
  connection. It is not otherwise important to how this 
  scenario plays out.  
   
  On Janna and the Idol 
  For more than half of this scenario the NPC Janna, who is 
  carrying the idol, accompanies the PCs. Be sure to keep in 
  mind the basics of her personality as described in 
  Appendix 1 (saddened, gentle, and pacifistic but also 
  fiercely determined), as playing her correctly is key to 
  fostering the tragic mood of this scenario. 
   
  Also note that, because the idol is using its 
  nondetection ability to cover all the Crusaders, a PC 
  cannot divine anything about the Crusaders prior to 
  Encounter 4 unless he makes a DC 33 caster level check. 
   
  The idol itself may appear to the PCs to be an artifact. 
  Do not discourage this assumption if they make it, though 
  in fact the idol is only a sentient magic item prior to 
  Encounter 10. It is possible for PCs to harm the idol, and 
  it is theoretically possible that PCs at the highest APLs 
  may come up with creative means to destroy it prior to 
  Encounter 10. If such circumstances should arise, have 
  Janna receive a vision from Pelor warning her that 
  destroying the idol outside of the Room of the Stars could 
  have nasty side effects. If the PCs insist on doing it 
  anyway at any point, then go to Epilogue D. 
   
  On Guidebook Material 
  This scenario uses some elements from Complete Warrior 
  and Complete Divine; these are described in Appendix 4 
  for those who do not have the books available. 
   
   
  
   
  ADVENTURE SUMMARY 
   
  Introduction: The wizard Kalinin recruits The PCs. 
   
  Encounter 1: The PCs arrive near Hokar in the Hold 
  of the Sea Princes and set off for Tomin. They may 
  question Dryden, Kalinin’s contact in the Hold, about 
  recent events. 
   
  Encounter 2: The PCs arrive at Tomin, where they 
  discover a disease outbreak and that the Crusaders have 
  already left town. 
   
  Encounter 3: While following after Gerardann’s 
  group the PCs meet a farmer whose cart has been upset. 
  He tells of just meeting Gerardann and his group and that 
  fiendish creatures attacked the adventurers as they passed 
  by. From a distance the PCs might hear the sounds of a 
  battle—Gerardann’s group making their final stand! 
  While pursuing the sounds, they find the body of one of 
  the Crusaders. 
   
  Encounter 4: The PCs reach the battle scene, where 
  demons prevail and only Janna and Gerardann’s mount 
  Palanor remain alive under the protection of a magical 
  sphere. The PCs must rescue her from the attacking 
  fiends before the sphere fails. 
   
  Encounter 5: In the aftermath of the battle, the PCs 
  must destroy the bodies of the adventurers or deal with 
  their animated remnants, then speak with Janna and learn 
  what must be done. 
   
  Encounter 6: One of the PCs on night watch 
  encounters an agent of Iuz, who, curiously, wants only to 
  talk.  
   
  Encounter 7: The next night the idol is able to talk 
  through Janna while she sleeps. This is a role-playing 
  opportunity, though the PCs must figure out how to break 
  the idol’s hold on Janna. 
   
  Encounter 8: The forces of Altena attack the PCs in a 
  night encounter during a storm. 
   
  Encounter 9: The PCs reach the Grand Duchy of 
  Berghof, where they must inquire of locals about the 
  location of the Room of the Stars. 
   
  Encounter 10: The PCs must enter the mine and 
  traverse down to the Room of the Stars, possibly 
  following a map obtained in town. When they reach the 
  Room of the Stars, the idol transforms and attacks them. 
  It’s a battle to the finish! 
   
  Concerning The Time Frame 
  This scenario is likely to run over four hours if fully 
  played out. If the scenario must be completed within a 
  four-hour time frame then some or all of the following 
  abbreviations are recommended: 
  • Summarize Encounters 1 and 9. 
  • In Encounter 10, just assume that the PCs eventually 
  find the Room of the Stars in the mine rather than 
  acting out their exploration of the mine.  
  • Eliminate the part of Encounter 6 where the PCs meet 
  and interact with Sora. 
   
  Do not abbreviate Encounters 5 and 7 in any case, as these 
  are critical for conveying crucial information and 
  establishing mood. 
   
  PLAYER’S INTRODUCTION 
  Once again your travels have brought you to the fair city 
  of Greyhawk. You look forward to some rest and 
  relaxation before heading home, but alas, the life of a true 
  adventurer is rarely so dull. 
   
  At this point read or give out Player’s Handout 1a to any 
  PC(s) who participated in Witch Hunt. Those that did 
  not and aren’t traveling with someone who did get 
  Player’s Handout 1b if they are clerics, paladins, or monks 
  of a particular god (Iuz isn’t the only god who has noticed 
  the idol!) or Player’s Handout 1c if they are associated 
  with a magical meta-organization in their home region. 
  Those not covered by any of these handouts notice a flier 
  advertising for “seasoned adventurers of good heart 
  needed for a potentially dangerous mission. Pays well. 
  See the wizard Kalinin.” 
   
  PCs who decide to seek out Kalinin have no trouble 
  getting directions to his place, for he is well known in 
  town. Those who make a DC 20 Gather Information or 
  Knowledge (Local—core) check know that he is a 
  wealthy and enterprising wizard with a reputation as a 
  do-gooder and sponsor of adventuring parties. 
   
  When the PCs do seek him out: 
   
  The directions you get lead you to a modest but 
  well-maintained manor house. The servant who answers 
  the door escorts you into a sitting room, where you are 
  served tea and cakes. A couple of minutes later a trim, 
  middle-aged man with graying hair and a neatly trimmed 
  beard and moustache joins you. He is dressed in a 
  gentleman’s casual clothing, and while there is nothing 
  extravagant about what he wears, it is obviously 
  custom-tailored and scrupulously clean. The formality 
  with which he sits and prepares a cup of tea before 
  speaking to you suggests of a very proper upbringing. 
   
  (Voice the role of Kalinin as a proper British 
  gentleman if you can manage it.) “Ah, my thanks to all of 
  you for responding so quickly to my summons. I am the 
  wizard Kalinin. I have a task suitable for a group of 
  adventurers for which time may be of the essence. I must 
  admit, though, that I am surprised to receive a response 
  so quickly.” 
   
  Give the PCs a chance to respond. If they mention 
  anything about strange dreams or celestial servants 
  suggesting that they should come see him he frowns and 
  comments about how this is “quite strange” and that 
  “perhaps the stakes are higher here than I realized” before 
  continuing on: 
   
  Kalinin takes a sip from his tea and sets the delicate china 
  cup down on a matching coaster. “I am a man who 
  accumulated considerable wealth in my early years as an 
  
   
  adventurer and tradesman in magical goods. As you may 
  or may not know, one of the things I have chosen to do 
  with my wealth is sponsor adventuring parties on 
  missions that combat evil and further the causes of good 
  in the land. It is my way of giving back to a world that has 
  offered me so much, you might say. 
   
  “One such group under my sponsorship has deigned 
  to call themselves the Crusaders, for they are mostly 
  composed of knights from disparate orders who have 
  banded together for the cause of the common good. A 
  particularly noble chap named Gerardann leads them. 
   
  “A couple of months ago I dispatched Gerardann 
  and his fellow Crusaders to investigate some things for 
  me in the Suss Forest on the southern fringe of the Wild 
  Coast. Before they got there, though, something 
  sidetracked them. I not only lost track of them for several 
  weeks but also was unable to divine anything of their 
  whereabouts. It was as if something was hiding them 
  from the world. This struck me as very unusual, since 
  Gerardann normally faithfully checks in with me on at 
  least a weekly basis, so I became worried. 
   
  “Finally, just yesterday, I received a disturbing 
  message from Gerardann. That it was hand-written in 
  code and passed on to me by a third party concerned me 
  almost as much as what the message said when I decoded 
  it. Here is a translated copy.” 
   
  Give Player’s Handout 2 to the best-groomed PC as this 
  point. Once the players have had a chance to read it and 
  comment, continue: 
   
  “It so happens that I have an associate who lives just 
  outside of Hokar,” Kalinin says, “so I can teleport you all 
  at least that far. My associate, a man named Dryden, can 
  also help arrange mounts for your travel from there. 
   
  “Can I count on you for this task?” 
   
  Any Sense Motive check against Kalinin registers him as 
  being utterly sincere and genuinely concerned. If the PCs 
  ask about payment, Kalinin offers 20 x APL gp up front 
  plus an equivalent amount for completing whatever task 
  Gerardann and his group are trying to do and bringing 
  any survivors safely back to him. He can be bargained up 
  to 25 x APL gp for each, but he is a shrewd businessman 
  and will only give up the extra gold if the player makes a 
  convincing in-character argument and succeeds at a 
  Diplomacy check (DC 25 for APLs 8-10, DC 30 for APLs 
  12+). If the PCs do not ask about payment then he 
  automatically gives them the maximum amount at the 
  end, but won’t tell them that up front. (He respects those 
  who act solely for the sake of good.) 
   
  The PCs may have questions. Use the following for 
  guidelines to his responses: 
   
  What is the composition of the Crusaders? 
  “They originally numbered eight in all. Six are warriors 
  equally capable on horseback or on foot. One is a diviner 
  who has achieved the status of a Divine Oracle. The only 
  woman among their number is their eighth member, a 
  Pelorite priestess.” 
   
  What were their names? 
  “Gerardann is their leader, and the priestess’s name is 
  Janna. Their Divine Oracle is Slayn, and the other 
  warriors include Kurz, Parn, Aster, Migel, and Amon.” 
   
  What were they originally investigating? 
  “I’ve heard rumors that the Scarlet Brotherhood is 
  sending forays into the Suss Forest. I distrust their 
  motives, so I asked the Crusaders to find out what they’re 
  doing.  
   
  Side Note: The Scarlet Brotherhood is looking for an 
  ancient Suloise city rumored to be somewhere in the 
  depths of the forest, but that has no relevance to this 
  scenario. 
   
  Why are the Crusaders down in the Hold of the Sea 
  Princes? 
  “My good man/woman, I have absolutely no idea. It is 
  nowhere near where I sent them.” 
   
  Do you trust Gerardann? 
  “Absolutely! I have never met a man of greater integrity, 
  nor one whose judgment I trust more.” 
   
  We need proof that we are working for you. 
  “Use my name and the phrase ‘toy box’ in the same 
  sentence when first addressing them and they will know 
  you work for me.” 
   
  Kalinin cannot help the PCs beyond this. Once they are 
  ready: 
   
  “Excellent!” says Kalinin. “Please gather your gear and be 
  back here and ready to depart in an hour.” 
   
  When the PCs are ready to go, proceed to Encounter 1. 
  Assume that it is early afternoon when they depart. 
   
  All APLs 
   
  � Kalinin: Human male Wiz16. 
   
  ENCOUNTER 1: ARRIVAL 
  Using greater teleport and his bead of karma, Kalinin can 
  transport the whole group at once, though he cannot 
  transport mounts or animal companions unless there are 
  less than six PCs: 
   
  Kalinin casts his spell, and a moment later you all find 
  yourselves standing in the courtyard of a walled 
  compound. From the looks of the place it might be the 
  headquarters of a trading company, for there is a 
  substantial stables and two warehouses within the walls 
  in addition to a barracks and a sizable manor house. A lot 
  of the activity of the sort you would expect at a trading 
  company—the loading and unloading of wagons, horses 
  
   
  being fitted with tack or removed from it, and so 
  forth—abounds, 
  but 
  the 
  workers 
  pause 
  only 
  momentarily to gawk at your arrival. The temperature 
  here is considerably warmer than it was in Greyhawk 
  City, and the trees visible outside the courtyard bear little 
  resemblance to those seen in the lands around the Nyr 
  Dyv. 
   
  As you survey the scene, a well-dressed middle-aged 
  human man of Oeridian features approaches you. 
  Following him are two young men dressed in the 
  leathers of stable hands. 
   
  “Well, met, Kalinin!” He says cheerily as he firmly 
  shakes the wizard’s hand. He then eyes the rest of you. 
  “So, this is the lot you told me about. Well, I’m ready for 
  them.” He turns to address all of you. “What’s your 
  preference for mounts? I’ve got riding horses, warhorses, 
  and ponies, even a couple of riding dogs. All of ‘em can 
  be ready to go in a matter of moments.” 
   
  This is Dryden, a very businesslike, no-nonsense 
  individual. If some of the PCs can produce mounts of 
  their own, he shrugs and says, “as you like” and 
  immediately moves on to the others. Unless PCs ask for 
  something specific he provides them with a normal riding 
  horse or riding dog. He can provide light or heavy 
  warhorses (with military saddles but no barding) or 
  ponies on request. 
   
  Dryden has been told the circumstances by Kalinin 
  via magical communication, so he makes every effort to 
  urge the PCs to a quick departure. He can tell the PCs the 
  following things: 
   
  • 
  It is a full day’s ride (at least two days on foot) to 
  Tomin from here. By riding hard through the night one 
  could make it by mid-morning. 
  • 
  Recent accounts claim that disease is now rampant in 
  the area of Tomin. Apparently the plagues prevalent in 
  the north the last couple of years have finally moved 
  south. Dryden doesn’t know the specifics. (Actually this 
  sickness is being caused by the idol.) 
  • 
  The PCs should be careful not to draw undue 
  attention to themselves. Though things have calmed 
  down a bit of late, the Hold has been wracked by strife 
  between 
  the 
  Scarlet 
  Brotherhood, 
  the 
  “Black” 
  Brotherhood, the Olman ex-slaves, and the Fraternity of 
  the Brazen Blade in recent years, and there’s still a major 
  power struggle between those groups going on across 
  the Hold. If asked about the Black Brotherhood, Dryden 
  describes them as an offshoot of the Scarlet 
  Brotherhood that started when some ancient temple 
  was discovered in the Hellfurnaces to the west. (The 
  PCs also know this on a DC 20 Knowledge (Local—core) 
  or bardic knowledge check if the subject of the Black 
  Brotherhood comes up. None of this has any relevance 
  to this adventure, however.) 
  • 
  There have been accounts coming in the last few days 
  of fiendish creatures roaming the land. They seem to be 
  looking for something, though no one knows what. 
  (They are looking for the Crusaders.) 
  • 
  No, he hasn’t seen the Crusaders and doesn’t know 
  anything about them. (They didn’t know that he was an 
  associate of Kalinin’s so they didn’t stop here.) 
   
  If the PCs insist on traveling by foot, waiting until the 
  morning to leave (it’s early afternoon now), or stopping to 
  rest during the night, then they arrive too late to help save 
  Janna in Encounter 4. Drop hints to the PCs about the 
  urgency of their mission if they seem so inclined, 
  including having Kalinin comment that the “fiendish 
  creatures” are probably looking for the Crusaders, so time 
  is of the essence.  
   
  All APLs 
  � Dryden, Human male Wiz10 (retired). 
   
  ENCOUNTER 2: TOMIN 
  At best riding speed and by riding through the night the 
  PCs can reach Tomin by mid-morning. If the entire group 
  has magically-enhanced speed (beyond 60 base speed) 
  then they reach Tomin first thing in the morning. At 
  higher APLs certain spells could allow the PCs to arrive 
  even faster than that; with wind walk, for instance, the 
  group could arrive by mid-afternoon of the same day. 
  Regardless of how fast the PCs travel, however, they 
  cannot catch the Crusaders at Tomin, for the Crusaders 
  moved on about the same time that the PCs arrived at 
  Dryden’s compound. 
   
  The following descriptions assume that the PCs are 
  arriving at Tomin at mid-morning. Adjust the descriptions 
  accordingly if they arrive earlier: 
   
  The village of Tomin consists of a collection of four to 
  five dozen buildings guarded by a trench and wooden 
  palisade. Your first impression is that Tomin is probably a 
  center for agricultural trade in the area, for located 
  within the walls are two large grain silos and the road 
  leading up to its gates is wide enough to accommodate 
  passing wagons. There seems to be considerably less 
  activity around the village than you would expect for this 
  time of day, however. One possible clue is a sign bearing 
  a large red ‘X’ on a post a short distance out from the 
  gates. 
   
  A PC with any ranks in Healing automatically recognizes 
  this display as a universal indicator that the village is 
  experiencing an outbreak of disease; for all others this is a 
  DC 12 Wisdom check to realize this. The two guards 
  posted at the gate also warn the PCs of this if they seem 
  intent on entering, but do not bar the PCs from entry. 
   
  The people of Tomin are primarily of Oeridian-Flan 
  mix. Although they tolerate Olmans and Suel, they don’t 
  particularly like either since both groups have given them 
  considerable trouble over the past few years. Any PC of 
  either background has a -2 penalty on any Charisma-based 
  skill checks while interacting with the locals. 
   
  Tomin has a single inn: the Happy Traveler Inn, 
  located near the center of town. If the PCs ask around 
  
   
  about the Crusaders anywhere else, a successful DC 15 
  Gather Information check earns them the tidbit that a 
  group of knights with a “scholarly type” and a “Suel 
  priestess” has been staying at the Happy Traveler of late. 
  The locals speak fondly of the priestess, commenting on 
  how “she’s not like other Suel” and how she’s been a great 
  help with this dreadful burning fever that has afflicted the 
  town the last few days. 
   
  When the PCs go to the Happy Traveler: 
   
  The Happy Traveler Inn has a tropical feel to it, complete 
  with potted palm trees in the corners and candles affixed 
  in large, hairy, melon-like fruits on each table. [Side note: 
  these are coconuts.] A dozen or so tables are scattered 
  about a common room open to the second floor, where 
  you can see several numbered doors off a balcony. The 
  smell of cooking pork and eggs (cooking chicken and 
  vegetables 
  instead 
  if 
  the 
  PCs 
  arrive 
  in 
  the 
  afternoon/evening) wafts out from beyond a set of 
  swinging doors behind the bar. 
   
  Although you saw several horses tied to the posts 
  outside, the inn’s common room has few current 
  occupants. A burly bald man with a black beard stands 
  behind the bar, while a small dog sleeps in one corner. Of 
  the four patrons currently present, two are human men 
  dressed as merchants, who are discussing something over 
  drinks at one of the tables. A third is a tall, comely Suel 
  woman in fashionable scarlet traveling clothes who is 
  seated at a table in one corner. She looks up impatiently 
  as you enter, then sighs and returns back to her drink as 
  if expecting someone else. The fourth is a man dressed in 
  studded leather who is seated at the bar with a halberd 
  propped up beside him. He is chatting amiably with the 
  bartender as he eats his meal.  
   
  A PC who makes a DC 25 Spot check notices the soldier 
  occasionally casting sly glances at the Suel woman. If he is 
  asked about this later, he admits unashamedly that he 
  can’t resist taking a peek at “a beautiful woman” like her. 
  He similarly eyes any good-looking female PC that enters 
  the inn. 
   
  The PCs can learn the following from the NPCs 
  present: 
  Merchants: They are negotiating a delicate business 
  transaction, and so will be quite put off if interrupted; 
  treat them as unfriendly to the PCs. If Diplomacy is used 
  to sweet-talk them up to friendly (see the chart on page 72 
  of the Player’s Handbook), they are willing to tell the PCs 
  that there was a group of “adventurer-types” in here a 
  while ago, but they left yesterday (or earlier in the day, if 
  the PCs get here the same day). If the PCs arrive here the 
  same day they arrived at Dryden’s place then there are still 
  two merchants here, but they are a different two that are 
  Indifferent to the PCs to start. 
  Soldier: He’s friendly enough in a womanizing way, 
  but can only tell the PCs that there was a pretty Suel 
  priestess around the last couple of days using her “holy 
  power” to help cure people of this burning fever, but he 
  hasn’t seen her lately. If pressed, he’ll describe her holy 
  symbol as “shaped like a sun.” On a DC 25 Diplomacy 
  check (+4 circumstance bonus for any human, half-elven, 
  or elven female PC making this check) he also comments 
  that she was always carrying some wrapped-up object and 
  that there were always a couple of “warrior-types” 
  hovering around her. He just assumed it was something 
  particularly valuable and they were her bodyguards. 
  Suel Woman: She is actually a succubus using her 
  polymorph ability. She was assigned to watch Tomin after 
  the Crusaders left and see if anyone arrives looking for 
  them. She is not here to seduce anyone, so if spoken to 
  about them, she takes the typical attitude of a Scarlet 
  Brotherhood member (cold, unfriendly, and racist). If the 
  PCs do not talk to her, she attempts to listen in on any 
  conversation they have with her +19 Listen check and 
  uses her +19 Bluff check to make it look like she isn’t 
  paying attention. If the PCs’ intent is not clear from what 
  they say, she uses detect thoughts on the person she 
  judges to be the weakest-willed. Once she does learn the 
  PCs’ motivation, or if she is discovered and attacked, she 
  uses greater teleport to depart and warn her compatriots.  
  Innkeeper: This laid-back, easy-going man with a 
  slight drawl introduces himself as Jetbeard. He does not 
  recognize the name “Crusaders” if asked about them 
  because Gerardann and his group never referred to 
  themselves as such in his presence. If Gerardann’s group 
  is described to him, however, he tells the PCs that such a 
  group including a man named Gerardann was staying 
  here for a few days, but left yesterday/a few hours earlier. 
  “Real shame they’re gone, too,” he says wistfully, “’cause 
  that priestess was a might good help when this fever came 
  down on the village the last couple of days. Cured both 
  me and my missus of it.” If asked about the well being of 
  the group, Jet comments that they seemed quite 
  travel-worn to him. He also comments that he never saw 
  the priestess go anywhere without at least a couple of the 
  warriors nearby and they never really seemed to relax. 
   
  If asked which way Gerardann’s group went, Jet calls 
  back into the kitchen for someone named Edin. A 
  moment later a gangly, rail-thin human child of perhaps a 
  dozen years (who could be male or female, it’s hard to tell) 
  bounds out. When Jetbeard asks if Edin heard the 
  adventurer talk about where they were going: 
   
  Edin twirls around in place. “Oh, yes, Ed heard them 
  talking,” the child proclaims enthusiastically. “Ed has 
  good ears! Ed heard them say they had to go to Lake 
  Spendlowe- lowe-lowe, and Ed saw ‘em heading out of 
  town in that direction.” At that, Ed twirls around again 
  and dances back into the kitchen. 
   
  PCs who make a DC 15 Knowledge (geography) check 
  know that Lake Spendlowe is a sizable lake in a valley 
  west and south of here, or Jet can provide that 
  information. (If asked, he’ll call the valley the Duchy of 
  Berghof.) 
   
  If the conversation with Jetbeard takes place in the 
  morning and the PCs have been friendly and/or were 
  generous in tipping him, he comments at some point that 
  
   
  it’s curious that the PCs are interested in Gerardann and 
  his group because they aren’t the only ones who have 
  been here looking for them since their departure. A 
  woman came in late last night asking about them, too. If 
  they ask about her, Jet can tell the PCs that she was 
  pure-blood Flan, “which is really out of place around 
  here,” and had such a thick accent he could barely 
  understand her, but it was an accent like none he’d ever 
  heard before. She also gave him “a really bad vibe” and Ein 
  (the dog) was barking almost constantly when she was in 
  here, and he doesn’t normally bark at anyone, so he didn’t 
  tell the lady anything useful. 
   
  All APLs 
  � Succubus (demon): hp 33; see Monster Manual p. 
  47. 
   
  ENCOUNTER 3:  
  ON THE ROAD 
  PCs who rode hard through the night to reach Tomin 
  must replace their mounts before continuing, as they are 
  worn down from the hard ride. They can be exchanged for 
  fresh mounts at the local trading post for a fee of 10 gp 
  each. PCs who rode through the night also must make a 
  DC 10 Constitution check at this point or be fatigued (-2 
  to Str and Dex, cannot run or charge) until they receive a 
  proper 8 hours of rest; the Endurance feat is applicable to 
  this check. 
   
  Because of the watcher in the Happy Traveler Inn, 
  the PCs are not able to reach the Crusaders before the 
  demons make their attack. They were planning to attack 
  around midday the day after the PCs arrive at Dryden’s 
  place, when the Crusaders are well down the road and 
  nowhere near any possible help. If the PCs arrive at the 
  Happy Traveler the same day or early in the morning, 
  though, then the warning of the succubus from 
  Encounter 2 causes them to move up their timetable. 
  Regardless of how fast the PCs are moving or how far they 
  have to go to catch up, as long as they are trying to move 
  quickly the attack hits the Crusaders only a few minutes 
  before the PCs reach this encounter. If the PCs take their 
  time, then they arrive too late. 
   
  If the PCs arrived at Tomin in the early morning and 
  did not tarry there long, it takes them three hours of hard 
  riding to reach Encounter 3. If they arrived at Tomin in 
  the mid-morning then it takes them five hours of hard 
  riding to reach Encounter 3. If they arrived the previous 
  day via magical transportation and that transportation is 
  still available to them, they reach Encounter 3 in a 
  half-hour. (If they are using wind walk, remember the five 
  rounds of transition time between physical and gaseous 
  states.) 
   
  Edit the following description accordingly if the PCs 
  are not traveling by land-based mounts: 
   
  You have been traveling at your best speed for (see time 
  frame above) down the road to the west of Tomin. You 
  have passed a few travelers and one military patrol along 
  the way that are headed in the direction of Tomin, and 
  brief questions asked of them indicate that they did pass 
  a group matching the description of the Crusaders some 
  distance back. It would seem that you are, indeed, on the 
  right track. 
   
  As you crest the top of a hill you see an odd sight on 
  the road in the dale below. A farmer’s wagon is tipped on 
  its side, and a man is sprawled out in the dirt beside it. 
  Though you can see a hitch on the front of the wagon, 
  there is no sign of any animal that might have been 
  pulling it. 
   
  Once the PCs ride down to investigate, start keeping 
  careful track of elapsed time. At this point the Otiluke’s 
  resilient sphere in Encounter 4 has seven minutes of 
  duration left. 
   
  The tall, wiry man in peasant dress sprawled in the 
  road beside the wagon is Speigel, a very lackadaisical man. 
  He is conscious but hurt himself badly falling from the 
  wagon when it tipped over (currently at 0 hp), so he isn’t 
  doing anything without some healing. Depending on 
  what the PCs ask him, he can tell them the following: 
  • 
  He’s just laying around relaxing while waiting for 
  help to arrive or his wife Fayvale to come back from 
  tracking down the horse.  
  • 
  The horse got loose and ran off when the wagon 
  tipped, of course. 
  • 
  Yes, he has seen a group like the Crusaders. They 
  were part of the incident that caused the wagon to tip. 
  • 
  He and his wife were just passing a group with a 
  scholar, a priestess, and their knightly-looking escort 
  when all of a sudden these fiendish creatures swarmed 
  from out of nowhere and started attacking. The 
  creatures spooked his horse and tipped the wagon over 
  and threw him and his wife to the ground, though 
  Fayvale (his wife) didn’t get hurt like he did. 
  • 
  He thought that he and Fayvale were goners for sure, 
  but the knights managed to lead the fiends off down the 
  road to the west. 
  • 
  That happened “a few minutes ago.” 
   
  Speigel was too flustered by the appearance of the fiends 
  to be able to describe them with any accuracy, except that 
  there were “a lot of them” and some were “real big.” 
   
  PCs searching the area for tracks can note, on a DC 15 
  Search check, that a horse did, indeed, gallop off the road 
  to the south and that strange, inhuman footprints of sizes 
  varying from Medium to Huge converge on the scene 
  from the north. On a DC 20 Survival check PCs with the 
  Track feat can tell that a group of riders galloped down the 
  road to the west with various creatures in pursuit. 
   
  If the PCs are present for more than a minute, they 
  see a thin, relatively young woman with short dark hair 
  approaching from the south leading a horse. This is 
  Fayvale. If the PCs wait for her (another minute), she can 
  tell them the same things that Speigel told them, but with 
  more than a tinge of annoyance and disgust in her voice. 
  
   
   
  If the PCs help tip the wagon back up, it requires a 
  DC 25 Strength check. This takes one round per attempt. 
  A “take 20” on this roll requires two minutes of effort. 
   
  Two minutes after arriving at this scene—regardless 
  of whether they have moved on yet or not—the PCs hear 
  a high-pitched wail coming from beyond hills ahead. Any 
  PC who makes a DC 20 Knowledge (nature) check can tell 
  that no natural creature made that sound; it had an 
  otherworldly timber to it. This should spur the PCs ahead 
  if they haven’t begun to move already. 
   
  Assuming the PCs are traveling at a full gallop (i.e. 
  running speed), it takes them the following amount of 
  time to reach “The Dead Man” scene, below: 
   
   
   
   
  Base Speed 
  (in feet) 
  Travel Time 
  30 
  4 minutes 
  40 
  3 minutes 
  50 
  2.5 minutes 
  60 
  2 minutes 
   
  If one or more PCs (or their mounts) have a base 
  movement faster than 60 or slower than 30 then divide 
  1200 by the base movement to get the number of rounds 
  it takes. If a PC is on foot and using the Run feat then 
  divide 960 by the PC’s base movement instead. If a PC on 
  foot or mount is encumbered enough to be slowed to a x3 
  run then divide 1,600 by the PC’s base movement instead. 
   
  The Dead Man 
  The body of a human man dressed in plate armor and a 
  horse with traveling pack lie in the road ahead. Both are 
  marred by many savage claw marks, some of which were 
  obviously fatal. A lance and sword stained with blood and 
  ichor lay nearby, and the dark stains and gory bits 
  scattered about the scene suggest that this man did not 
  fall easily. 
   
  From up ahead, over the next hill, you can here 
  screeching, throaty shouts in a foul-sounding language. 
   
  If a PC has true seeing, see invisibility, or the equivalent 
  active at this point, then a DC 30 Spot check allows her to 
  notice a quasit observing them from the top of the next 
  hill, 100 feet ahead. The quasit disappears over the other 
  side of the hill after one round or if approached or 
  attacked. 
   
  If any of the PCs can understand Abyssal and make a 
  DC 20 Listen check, they can make out the shouts as 
  being in the vein of “try again, dretch-spawn!” 
   
  If a PC is at least 40 feet in the air at this point then 
  part or all of the battle scene in Encounter 4 can be made 
  out. (Refer to the DM’s Diagram for this encounter.) That 
  also means that the demons there can probably spot the 
  PC, however! 
   
  If the PCs asked Kalinin for detailed descriptions of 
  all the Crusaders, they can identify this man as being one 
  of them. He is obviously dead, and a DC 15 Heal check 
  (taking one round of examination time) can determine 
  that he has been that way for a few minutes. If any PC has 
  an active ability to detect undead at this point then the 
  man’s body also detects as an undead. The idol has already 
  seized his soul and triggered the animation process, but it 
  will be one minute before he can rise as a zombie. Only 
  destroying the body in some fashion can keep it from 
  rising at this point. 
   
  The PCs must travel 100 feet up a hill, at 2/3 speed, to 
  reach Encounter 4 from this point. 
   
  All APLs  
  � Speigel: Human Male Com2; hp 0 (8). 
    
  � Fayvale: Human female Com1; hp 5. 
  � Quasit: hp 13; see Monster Manual p. 46. 
   
  ENCOUNTER 4: THE STAND 
  How The Situation Got To This Point: The Crusaders had 
  paused to advise Speigel and Fayvale of the disease 
  conditions in Tomin when the demon horde attacked. 
  Gerardann realized that the two civilians would be 
  imperiled if they stood and fought there, so he 
  immediately led a fighting withdrawal. As he had hoped, 
  the demons pursued them and left Speigel and Fayvale 
  alone. 
   
  Unfortunately for the Crusaders, the demons 
  targeted their mounts in an effort to slow them down. The 
  fighter Kurz’s mount went down first, and he was 
  overcome himself when the demons swarmed him 
  (though he took a couple down with him). His is the body 
  found in Encounter 3. Further slain mounts forced the 
  Crusaders to regroup over the next hill. With only Palanor, 
  Gerardann’s celestial warhorse, remaining, the Crusaders 
  had no choice but to make a stand. Gerardann placed 
  Janna (who has the idol) on Palanor, and the rest of the 
  Crusaders encircled them so that they could both protect 
  her and be most easily aided by her healing. Though Janna 
  exhausted her healing spells trying to keep the Crusaders 
  alive, they eventually began to fall one by one. Soon the 
  fighters Parn and Aster were slain. The biggest blow came 
  when Palanor was struck down, for Janna was unable to 
  roll free and was trapped under his bulk. 
   
  Slayn, their divine oracle, had foreseen that help was 
  on the way, but it was becoming clear they wouldn’t be 
  able to hold out much longer and retreat wasn’t an option. 
  In an effort to thwart the demons as long as possible, he 
  used his last upper-level spell—Otiluke’s resilient 
  sphere—on Janna. Moments later he was struck down as 
  well. This is the point where Encounter 3 begins. 
   
  Gerardann and Migel, the remaining fighter, 
  valiantly stood for a couple more minutes, slaying a few 
  demons before being overwhelmed as well. Slayn’s spell 
  worked, however, for the demons are unable to break 
  through the resilient sphere before the PCs arrive on the 
  scene. 
  The following descriptions assume the PCs reached 
  the combat scene before the resilient sphere elapsed. If 
  
   
  they did not, then references to the demons being 
  thwarted by the spell should be changed to descriptions of 
  the demons moving in for the kill.  
   
  ALL APLs 
  Unless the quasit was dealt with in encounter #3, it has 
  warned the rest of the demons about the approach of the 
  PCs, so they are not surprised and may, at some APLs, be 
  prepared for the PCs. If the quasit was dealt with before it 
  could report, then eliminate it from the listings below and 
  have the demons make Listen checks to detect the arrival 
  of the PCs. The tactical considerations given in the 
  individual APL descriptions assume that the demons are 
  not surprised. 
  Concerning the Terrain: The resilient sphere is 60 
  feet from the crest of the hill and the land around it is a bit 
  lower than the crest. (See the DM’s Diagram for this 
  encounter for a cross-view.) For sake of simplicity, assume 
  that anyone more than 10 feet away from the crest of the 
  hill has cover from anyone below the crest. Medium-sized 
  demons cannot be targeted at all by anyone more that 15 
  feet down the slope, while Large and Huge-size demons 
  can’t be targeted at all by anyone more than 20 and 30 feet 
  down the slope, respectively. An area effect spell whose 
  range goes beyond the slope does not affect anyone more 
  than 10 feet down the slope unless it is a spread effect. 
   
  Upon cresting the top of the hill you have come across 
  the remnants of what looks like a desperate battle. The 
  mangled and burnt bodies of several horses are scattered 
  about a scene that is scorched to the dirt and stained with 
  dark blood. At the very center of the scene, sixty feet 
  away, is a hemispherical globe of shimmering force, 
  about ten feet in diameter, which seems to contain a 
  person and a large white horse; both of them are laying 
  on the ground, but it is difficult to make out other details. 
  Scattered immediately around the hemisphere are a 
  half-dozen 
  human-sized 
  bodies, 
  most 
  of 
  them 
  heavily-armored. Their positioning suggests that they 
  were trying to protect whomever is in the sphere. Off to 
  the left a tall, comely Suel woman dressed in scarlet 
  traveling clothes stands in the tall grass, casually 
  observing the scene. She is the same woman that you saw 
  at the inn in Tomin. 
   
  The Suel woman however is not alone amongst the 
  living and active in this scene. Also present are: 
  (APL 8:). . .a trio of gaunt humanoids covered in 
  black, leathery skin who stand around the globe. A large, 
  curved horn rises out of the back of their skulls, while a 
  mouth of jagged teeth take up half of the foul creatures’ 
  heads. As you came upon the scene, one of the creatures 
  was taking an ineffectual and seemingly frustrated swipe 
  with its claws at the hemispherical globe. Now, however, 
  they seem much more interested in you. 
  (APL 10:). . .a trio of gaunt humanoids covered in 
  black, leathery skin who stand around the globe. A large, 
  curved horn rises out of the back of their skulls, while a 
  mouth of jagged teeth take up half of the foul creatures’ 
  heads. Amongst them is a fourth creature which looks 
  like a cross between a large human and a huge vulture. 
   
  As you came upon the scene, one of the creatures 
  was taking an ineffectual and seemingly frustrated swipe 
  with its claws at the hemispherical globe. Now, however, 
  they seem much more interested in you. 
  (APL 12:). . .a quartet of large creatures which look 
  like crosses between a big human and a huge vulture. 
  Three of them seemed to be concentrating on trying to 
  break through the magical hemisphere as you arrived on 
  the scene, while the other looked like it was standing 
  guard. Now the attention of all four turn towards you. 
  (APL14:)  
  . . .a quartet of large creatures which 
  look like crosses between a big human and a huge 
  vulture. They seemed to be concentrating on trying to 
  break through the magical hemisphere as you arrived on 
  the scene. Standing nearby is a giant-sized dog-headed 
  humanoid with two arms that end in wicked pincers and 
  two others that end in claws. It seems as if it was waiting 
  for someone to arrive. 
  (APL 16:). . .a quartet of massive creatures which look 
  like crosses between a giant human and a huge vulture. 
  Three are clustered in a group by the magical hemisphere, 
  as if they are trying to figure out how to break through it, 
  while one is standing closer to you, as if posted as a guard. 
  Between these creatures is an equally huge bipedal 
  creature that looks like a grotesque blending of an ape 
  and a corpulent boar. Oddly, it has a small set of wings on 
  its back. 
    
  Once PCs get within 20 feet of the resilient sphere they 
  can see on a DC 20 Spot check (or if they take a standard 
  action to look) that it contains a woman dressed in robes 
  laying face down with a pure white horse laying partly on 
  top of her. Both seem to be breathing. Refer to Encounter 
  5 if the PCs try to make contact with Janna before the end 
  of the battle. Note that a PC doing a detect evil during the 
  battle and while the resilient sphere is in the area of effect 
  does pick up a source of evil from within the sphere, 
  though specifics cannot be pinned down due to the 
  sphere’s interference. A detect magic done during the 
  battle cannot read the idol due to the resilient sphere 
  being in the way. A detect thoughts done during the 
  battle does pick up one more set of thoughts than the user 
  can account for based on the combat scene (and 
  discounting the quasit); if this is used to focus on the 
  mystery set, refer to “Divining the Idol” in Encounter 5. 
   
  The Suel woman is the succubus from Encounter 2, 
  unless the PCs somehow managed to detect and dispose 
  of her there. She does not get involved in the combat in 
  any meaningful way, though she may taunt or throw jabs 
  at the PCs if they seem to be having any difficulty in the 
  fight. If approached aggressively during the fight, she 
  attempts to use charm monster to deflect the potential 
  attacker back towards the main fight; her main concern is 
  protecting herself, not aiding her demonic allies, so she 
  won’t bother to specify who a charmed creature should 
  fight.  (“Be a dearie and take care of that mess for me and 
  I’ll reward you with something special later on,” she 
  might say coyly to a male target.) If that doesn’t work, she 
  
   
  uses her polymorph ability to regain her wings and flies 
  above the battle. If she is damaged by any attack, or once 
  the fight ends, she departs via greater teleportation. 
   
  The quasit is also present and hovering 10’ directly 
  above the resilient sphere. It is merely a scout and 
  watcher, so it will not get involved in the combat in any 
  significant way. 
   
  If any of the PCs stop and check the bodies of the 
  Crusaders, there are four in heavy armor and one only in 
  robes but with various magical accoutrements. They are 
  all dead from obvious and clearly mortal wounds. All of 
  them are in some state of being turned into undead, so 
  they do register as undead if such status is detected for. 
  They do not animate until after the fight is over, however, 
  regardless of the time factor. 
   
  At all APLs demons with the ability to summon other 
  demons are assumed to have already used this ability for 
  the day. Also note that all of the demons present in this 
  encounter were sent to Oerth rather than summoned, so 
  they are not subject to effects that specifically affect 
  summoned creatures.  
   
  ALL APLs 
  � Succubus: hp 33; see Monster Manual p. 47. 
  � Quasit : hp 13; See Monster Manual p. 46. 
   
  APL 8 (CR 9) 
  � Babau (3): hp 66, 66, 66; see Monster Manual p. 40. 
   
  When the PCs get closer, they can see that the babau have 
  a slimy red jelly coating their bodies. A PC who makes a 
  DC 17 Knowledge (the planes) check knows that this 
  coating is highly corrosive. 
  Tactics: All of the babau have see invisibility active 
  when the PCs arrive. They are devious creatures by nature, 
  so they gang up on PCs and flank them so that they can 
  use their sneak attack ability. They concentrate on the 
  strongest warrior-types first. If being significantly 
  hindered by static spells then one or more will attempt to 
  break them via dispel magic. (They were unable to break 
  through the resilient sphere with this ability despite 
  several attempts.) 
   
  APL 10 (EL 11) 
  � Vrock: hp 115; See Monster Manual p. 48. 
  � Babau (3): hp 66, 66, 66; See Monster Manual p. 40. 
   
  When the PCs get closer, they can see that the babau have 
  a slimy red jelly coating their bodies. A PC who makes a 
  DC 17 Knowledge (the planes) knows that this coating is 
  highly corrosive. 
  Tactics: Tactics and preparations for the babau are 
  identical to those for APL 8. At the time the encounter 
  begins the vrock still has heroism active from the battle 
  with the Crusaders, which gives it a +2 morale bonus on 
  attack rolls, saves, and skill checks. The vrock’s first action 
  in combat is to fly to within 30 feet of multiple PCs and 
  use its stunning screech. It then swoops in to join in 
  combat, using its mirror image first if the PCs have 
  obvious archers among them. The first time that it has two 
  or more PCs in adjacent squares it uses its spores. 
   
  APL 12 (El 13) 
  �Vrock (4): hp 115, 115, 115, 115; see Monster 
  Manual p. 48. 
   
  Tactics: All of the vrocks have heroism still active from 
  the battle against the Crusaders, which gives them a +2 
  morale bonus on attack rolls, saves, and skill checks. 
  Unless two or more are engaged in melee before they can 
  act, three of the vrock begin a dance of ruin while the 
  fourth attempts to run interference. PCs with Knowledge 
  (the planes) can recognize what they are doing on a DC 20 
  check. The dancers devote their full efforts to the dance 
  until it is complete, regardless of what the PCs do. Only 
  the death or incapacitation of one of the dancing vrocks 
  will stop the dance, which provokes the others to attack 
  instead. 
   
  The one running interference uses mirror image first, 
  then its stunning screech and spores once it has multiple 
  PCs in appropriate range. After using its screech it attacks 
  the nearest foe. Once the dance is complete or disrupted, 
  the others join in by flying into position to maximize 
  their screech (if not engaged in melee) or using spores 
  and attacking back viciously (if they are engaged in 
  melee). If three or more vrock are all fighting at the same 
  time, one flies after obvious spellcaster-types while the 
  others engage fighter-types. If a flying opponent ever 
  shows up, one of the vrock immediately goes after that 
  target. 
   
  APL 14 (EL 15) 
  � Glazerbu: hp 174; See Monster Manual p. 43. 
  � Vrock (4): hp 115, 115, 115, 115; see Monster 
  Manual p. 48. 
   
  Tactics: Vrock tactics and preparations are identical to 
  those listed for APL 12. The glazerbu has a readied action 
  to drop a confusion spell on the PCs once multiple targets 
  have come over the crest of the hill. (Remember, it has 
  true seeing naturally.) On its first initiative action it uses 
  power word: stun on the PC it judges to be most 
  dangerous. After this it uses its spell-like abilities as 
  appropriate, with its primary intent being to stall the PCs 
  until the Dance of Ruin goes off. Once engaged in melee 
  it brings its full physical attacks to bear. 
    
  APL 16 (EL 17) 
  � Nalfeshnee (demon): hp 175; see Monster Manual 
  p. 45. 
  � Elite vrock (4): hp 202, 202, 202, 202; see Appendix 
  3. 
   
  Any character who makes a DC 20 Knowledge (the planes) 
  check can recognize that these are vrocks but much larger 
  than normal. 
  Tactics: The vrocks all have heroism still active from 
  their earlier battle with the Crusaders, which gives them a 
  
   
  +2 morale bonus on attack rolls, saves, and skill checks. 
  The three vrocks in the cluster all have readied actions to 
  begin a Dance of Ruin once the PCs appear over the crest 
  of the hill; a DC 20 Knowledge (the planes) check is 
  required to determine what they are doing. On their third 
  initiative round the effect goes off unless one or more has 
  been slain or incapacitated. After that point, or if the 
  Dance is disrupted, the vrock savagely attack nearby 
  enemies, with at least one flying forward to get up close 
  and personal with any archer, spellcaster, or flying PC. 
   
  The vrock that is not dancing concentrates on 
  running interference for the others. He has a readied 
  action to do an Awesome Blow (see the feat in the 
  Monster Manual) on any PC that approaches him or 
  attempts to go by him.  
   
  All of the vrock, regardless of their roles, lead with 
  their stunning screech before attacking in melee. They 
  don’t bother with mirror image unless beset by ranged 
  attacks that are doing them significant damage.  
   
  The nalfeshnee has a readied action to begin its Smite 
  ability once PCs start appearing over the hill. It has 
  already used this ability twice, so it can only use it once 
  more. It also has a call lightning still active from the 
  earlier battle with the Crusaders, with three possible bolts 
  and one minute of duration left. (The sky is only partly 
  cloudy, so these are not full-strength bolts.) Once the 
  Smite has gone off, the nalfeshnee’s first combat action is 
  to use unholy aura. After this its primary interest is in 
  neutralizing particularly powerful spellcasters; against 
  such foes it flies 25 feet up and uses feeblemind and 
  greater dispel magic, the latter useful both for 
  counterspelling and removing troublesome effects of PC 
  casters (including summoned creatures). If there is not an 
  obvious strong spellcaster or it is assaulted in the sky then 
  the nalfeshnee fights back in melee. 
   
  At all APLs the demons except for the succubus and 
  quasit fight to the death. When one dies, it suddenly turns 
  pitch black and implodes, releasing an unearthly wail as it 
  does so. PCs that have played Witch Hunt recognize this 
  as the same effect that the fiendish creatures in that 
  scenario underwent when they were destroyed. Any PC 
  who has not played Witch Hunt must make a Will save at 
  a DC equal to 12 + 2 APL upon seeing this effect for the 
  first time or be shaken for 2d4 rounds. Later occurrences 
  do not have this effect. 
   
  Once the fight is over, go immediately to Encounter 
  5. 
   
  ENCOUNTER 5:  
  THE IDOL SINGER 
  This encounter takes place in the immediate wake of 
  Encounter 4. However, it is possible you may need to 
  refer back to it at later points if the PCs do not do all of 
  their role-playing with Janna at once. 
   
  Now that the magical sphere is no longer in the way, you 
  can clearly see that the woman on the ground is a 
  frail-looking blond human woman of distinctly Suel 
  heritage who is probably in her early 30s. She wears the 
  white robes of a priestess, though they are torn in places 
  and badly blood-stained. The lower half of her body is 
  pinned under a magnificent but also badly bloodied 
  white stallion outfitted as a war horse, complete with fine 
  chain shirt barding. A quarterstaff lays nearby and she 
  seems to be holding some kind of medallion in one 
  outstretched arm. Her other arm is tucked against her 
  side, as if clutching something tightly. She is most 
  definitely alive and conscious, for you can hear her 
  weeping. 
   
  If PCs do any divination spells or effects at this point, see 
  the “Divining the Idol” subheading below. If the PCs 
  examine the horse or attempt to move it off Janna, see the 
  “Palanor” subheading, below. If a PC examines Janna, one 
  who makes a DC 15 Heal check notes that most of the 
  blood on her probably isn’t hers. The medallion in her 
  hand is a holy symbol of Pelor. 
   
  If any PC who is not obviously a paladin or cleric of a 
  good-aligned god approaches her, Janna shrinks back in 
  fear (as best she can), even if the PCs move to get Palanor 
  off of her. PCs that are obvious devotees of a good-aligned 
  god, or who speak soothingly to her and/or use Kalinin’s 
  name and code phrase (“toy box”) get the following reply: 
   
  She looks up at you with a face that is a mask of pain, 
  both physical and emotional. 
   
  “Please, you must hurry,” she says in a choked but 
  earnest voice as tears stream down dirt and blood-stained 
  cheeks, “you have to destroy them, destroy them all, 
  before it is too late.” 
   
  Assuming that the PCs claim that the demons have 
  already been dealt with or ask what she means: 
   
  “No, you don’t understand,” she says, “you have to destroy 
  their bodies.” She lowers her head and sobs. “You have to 
  destroy the bodies before they rise.” 
   
  At this point have any PC with a view down the hill make 
  Spot or Listen check (whichever is better). On a success 
  against DC 15 the PC notices that the body back at the 
  bottom of the hill has risen and started walking up the hill, 
  zombie-like. Over the next four rounds the other 
  Crusaders, except for Gerardann, rise one at a time as 
  zombies. 
   
  All APLs 
  � Janna: hp 6 currently, otherwise see Appendix 1. 
  � Idol: See Appendix 2. 
  � Human Commoner Zombies (5): hp 16, 16, 16, 16, 
  16 see Monster Manual p. 266, except that four are 
  wearing full plate armor (AC 19). 
   
  At these APLs dealing with the zombie Crusaders should 
  be a trivial matter for the PCs; a cleric of 5th level or 
  greater or a paladin of 8th level or greater can 
  automatically destroy them on a turn check. If the PCs do 
  
   
  not have a cleric or paladin capable of doing it, Janna turns 
  and destroys them all, albeit with a cry of anguish each 
  time. The PCs could also burn the bodies or destroy them 
  through other means, but destruction by turning is the 
  fastest and most efficient method; imply striking them 
  down isn’t enough. 
   
  At these APLs the PCs may have a cleric capable of 
  raise dead or even resurrection or a druid capable of 
  reincarnation. Janna is willing to let the PCs try this on 
  one of her former comrades if they offer to do it, but any 
  such spells fail since the idol has already used its soul 
  drain on them. 
   
  When the PCs move to deal with Gerardann’s body 
  (his is distinguishable by the holy symbol of Heironeous 
  emblazoned on his tabard, the adamantine sword in his 
  hand, and, at APL 16, by the mithral plate armor), Janna 
  stops them and insists that she must be the one to deal 
  with him. Refer to the “Gerardann” subheading, below. 
   
  Palanor 
  Though severely injured, the bonded mount of Gerardann 
  is not dead. Janna was able to use her last cure minor 
  wounds to stabilize him at -8 hp. A PC examining him 
  who is a paladin or makes a DC 15 Knowledge (the planes) 
  check can recognize him instantly as a celestial heavy war 
  horse, and any paladin of 5th level or higher also senses 
  that he is a bonded mount—or, at least, he was. 
   
  If the PCs have the means to heal and do not 
  automatically do so for Palanor, Janna requests it of them. 
  Once he is healed to positive hit points he carefully gets 
  up off Janna; otherwise a DC 20 Strength check is 
  required to lift him enough for Janna to be pulled free. 
  (Consider Palanor to weigh around 1,400 pounds if 
  magical means are used to move him.)  
   
  If healed, Palanor hangs around the scene and 
  observes what transpires. He can only remain in this 
  realm for an hour more, at which point the duration of 
  Gerardann’s summoning expires. He is more intelligent 
  than the norm for a paladinic bonded mount, so he is 
  quite aware of the situation and what still needs to be 
  done and thus will seem to be listening intently to the 
  PCs’ conversations with Janna. If a Medium-sized paladin 
  of 6th level or greater who does not already have a bonded 
  mount is present amongst the PCs, give Player’s Handout 
  #3 to that character before Palanor’s time is up. 
   
  Janna 
  Once extricated from under Palanor, it is immediately 
  apparent that Janna has a badly broken right leg. A DC 15 
  Heal check determines that she is also fatigued; this is a 
  side effect of carrying the idol, so nothing the PCs can do 
  removes this effect. (See Appendix II for more details.) A 
  cure serious wounds or better healing spell, or the 
  restoration of her full hit points from lesser sources, is 
  required for her to regain her mobility. Otherwise she 
  directs the PCs on how to properly splint and bandage her 
  leg. Any PC examining her notes that she has a heavily 
  wrapped object about the size of a loaf of bread tucked 
  firmly in the crook of her left arm. A particularly astute 
  PC who sees her and Gerardann together might notice 
  (on a DC 30 Spot check) that she wears a silver ring on her 
  left hand identical to the one on Gerardann’s right hand. 
   
  Janna does not answer any PC questions until 
  Gerardann is dealt with.  
   
  Gerardann 
  Once Janna moves/is moved over to Gerardann:  
   
  The priestess lays down beside the fallen warrior and 
  places her right hand, with her sun medallion still in it, 
  on the warrior’s chest. As if in response, the warrior’s 
  eyes suddenly open and he struggles to rise, but it is the 
  blank stare of the mindless undead that you see in his 
  eyes. 
   
  Allow the PCs to react. If they approach or start to take 
  action, Janna shakes her head in their direction. 
   
  Though you had thought the priestess too frail to hold 
  down the undead warrior, he seems unable to move 
  under her gentle touch. Weeping as she does so, the 
  priestess begins to sing: 
   
  “Shine, bright Pelor’s light, 
    
  Now in this time that life is passing. 
    
  Please find me again 
    
  For our love is everlasting. 
    
  Keep your eyes on me 
    
  Now we’re on the edge of Hell 
    
  Dear my love, sweet Pelor’s light 
    
  Be at peace, you’ve gone much farther, too far.” 
   
  As she completes her song, a bright light flashes 
  from the medallion and the body of the dead warrior 
  collapses into ash. The priestess releases the medallion 
  and briefly fumbles through the ashes. Upon finding 
  whatever she was looking for, she grasps an object in her 
  hand and lowers her head as she whispers some kind of 
  prayer. She then looks back at you with reddened eyes 
  and wearied expression. 
   
  “I am Janna,” she says, her voice strained by grief. “I 
  must assume that you are here to help. May I please 
  know your names?” 
   
  You can have Janna make a Perform check for this, but the 
  result is irrelevant to the effectiveness of what she is 
  doing. Any PC who makes a DC 20 Knowledge (religion) 
  check realizes that Janna melded a greater turning into 
  the song. A PC who asks what Janna picked up and makes 
  a DC 25 Spot check saw that it was a silver ring she 
  grabbed, identical to the one she wears herself. 
   
  For the rest of this encounter Janna seems very sad 
  but remarkably composed. PCs who make a DC 20 Sense 
  Motive check while talking to her recognize that that 
  she’s only “keeping it together” by an act of sheer will. 
   
  Once introductions are made, Janna asks why the 
  PCs have come if they have not already explained that. 
  Once it has been clarified that they were sent by Kalinin: 
   
  Janna sighs heavily. “I am relieved that one of our 
  
   
  messages finally got through; we had feared that the 
  forces trying to destroy us were also blocking our 
  attempts to seek help. I just wish we could have reached 
  Kalinin sooner. . .” She trails off as tears again come to 
  her eyes. It takes her a moment to regain her composure. 
   
  “I am sorry,” she says. “For your help, you deserve 
  more than me sitting here blubbering in front of you. 
  Gerardann and I had talked many times about the 
  possibility that one of us might come to a bitter end, and 
  we both agreed that the survivor would have to move on, 
  no matter the circumstances. I just didn’t think it would 
  be so hard to handle. . . but I am losing myself again. I’m 
  sure you have questions.” 
   
  Speaking With Janna 
   
  Use the following responses as guidelines for how to 
  conduct Janna’s conversation with the PCs. Material in 
  bold italics should be read verbatim, but otherwise 
  paraphrase as necessary. Also refer to Appendix 1 for 
  notes on how to role-play Janna. 
   
  Why were the demons after you? 
  “They were after this,” Janna says as she unwraps the item 
  she has been cradling in her left arm up until this point. 
  The object she reveals is an idol about the size of a 
  newborn halfling babe which has been crudely carved 
  into the form of a leering, squatting human man. It is 
  made of a strange dark metallic stone and seems quite old, 
  but nothing else about it is outwardly remarkable. A cord 
  has been tied around its neck that also, you can now see, 
  wraps around the priestess’s waist. 
   
  “This is why we have been hounded for weeks now 
  by the forces of evil,” she explains. “The power they 
  answer to wants this item badly, but that cannot be 
  allowed. It must be destroyed instead.” 
   
  As she speaks, you notice that she does not release 
  her hold on the idol for even the briefest of moments. 
  Nor, it now occurs to you, has she loosened her hold on 
  the bundle the idol was wrapped in at any point since 
  you first saw her. 
   
  If the PCs perform any kind of divination on the idol 
  (including various detect spells), refer to the “Divining 
  the Idol” subheading, below. If players inquire about what 
  kind of substance the idol is made out of, they can identify 
  it as adamantine ore on a DC 25 Appraise check. 
   
  Why must the idol be destroyed/what does it do? 
  “It is an item of foulest necromancy. It seems to be 
  connected to ancient powers of evil, although even Slayn, 
  our Oracle, was not able to determine what purpose it 
  was supposed to serve. 
   
  “I could care less whether it is part of some 
  world-shaking plot, though. What concerns me is that 
  this idol hurts people. It makes people sick, twists their 
  minds, provokes them to acts of violence against one 
  another. It then feeds off the death and anguish it 
  engenders. It also animates the corpses of those that die 
  in its presence and uses them to who know what 
  dastardly end. It may even eat their souls.” The priestess 
  begins to tear up again as her grief threatens to overcome 
  her. “You must understand, as a devoted healer this is not 
  something I can allow to continue, regardless of the cost 
  or what its true purpose may be.” 
   
  How does the idol influence people? 
  “It whispers into their mind and plants thoughts about 
  committing acts of violence that they have trouble 
  distinguishing from their own. One who carries it is also 
  plagued with terrible dreams and can feel its malevolence 
  attempting to seize control of them.” She shudders. 
   
  Sounds rough. 
  “It is both physically and mentally taxing for the carrier to 
  resist its effects, because it weakens you in an attempt to 
  make you more vulnerable. None of my companions, not 
  even my dear Gerardann, could resist it for long. I am the 
  only one of us who has been able to carry it for more than 
  a couple of days at a time without being corrupted by it.” 
   
  How are you able to resist it when the others couldn’t? 
  “We have never been sure about that. I am a pacifist by 
  nature and calling, so maybe that makes it harder for the 
  idol to influence me.” 
   
  Isn’t 
  pacifism 
  an 
  impractical 
  choice 
  for 
  an 
  adventurer/inappropriate for the time? (Or any other 
  comments that are generally critical of pacifism.) 
  (Possible Reponse #1:) “When I became an acolyte of 
  Pelor, I chose to devote myself to His older doctrines of 
  peace and healing. When I did that, I swore an oath that I 
  would do no harm. That oath is sacred to me, even at the 
  cost of my life.” 
  (Possible Response #2:) “There are enough people in 
  this world devoted to the cause of violence and bloodshed; 
  if there are not at least a few dedicated wholeheartedly to 
  peace to balance them out, then what hope has this world 
  for seeing better days?” 
  Note: Any cleric of Pelor, or any other PC who makes 
  a DC 20 Knowledge (religion) check, knows that Pelor’s 
  doctrine has only recently become more militant. It was 
  originally more peaceful and gentle, and there are factions 
  within the Church of Pelor that still retain that focus. 
   
  What “ancient powers of evil” did you mean? 
  “We know for sure it was associated with—and perhaps 
  even created by the Ur-Flan, who were known for their 
  terrible necromancy. Slayn also got a sense of godlike 
  Dark Powers being connected to it, though he couldn’t 
  put a name to them. We have also seen what I believe is a 
  lich in the visions cast by the idol.” 
  Note: If a PC asks for and makes a DC 20 bardic 
  knowledge or Knowledge (history) check in response to 
  these comments, she recalls hearing that Vecna was 
  supposedly associated with the Ur-Flan and, by some 
  accounts, may have been one himself. 
   
  Lich? You mean Vecna/The Whispered One? 
  
   
  Janna pales, then shrugs. “The thought had occurred to us, 
  too, but I sincerely hope that is not the case. If you want to 
  judge for yourself, try a detect evil on the idol.” 
   
  Visions? 
  “Yes. When you focus even basic divination magic on the 
  idol you get visions. We thought they were from the idol’s 
  past.”  
   
  Can I see/examine the idol more closely? 
  Janna hesitates at this, but will temporarily relinquish the 
  idol to a PC if they succeed at a Diplomacy check opposed 
  by her Sense Motive check. If the check fails then she is 
  unwilling to part with the idol “because I don’t want to 
  risk anyone else being tainted by it. It’s already ruined 
  enough lives.” (And she is quite sincere about this.) If the 
  check succeeds then she warns the PC not to let go of the 
  idol for any reason. Consult Appendix II: The Idol for 
  details on what transpires. 
   
  Why do you always keep a hold on the idol? 
  “The idol can move on its own when it is not in the direct 
  possession of a person and its influence is more powerful 
  that way. Always being in contact with a person somehow 
  limits it.” 
   
  Why don’t you just carry it in a bag of holding (or other 
  extradimensional space)? 
  “We tried, but the idol won’t go into such a space. The 
  person carrying it can’t teleport or do anything equivalent 
  to that, either. Slayn thought it might be generating a 
  dimensional anchor.” 
   
  Where did you find/get the idol? 
  “We were heading south down the Wild Coast on a 
  mission for Kalinin when we happened across a trail of 
  deadly diseases also heading south. We thought at first 
  that we were dealing with a plague carrier, but when we 
  caught up to the man we discovered that he was an agent 
  of Iuz. He never called upon the power of Old Wicked 
  during our fight with him, though, and I got the sense 
  that he was being controlled by something. After we had 
  slain him and destroyed his reanimated corpse we found 
  the idol.” 
   
  Do you know where the agent of Iuz was going? 
  “He was headed southwest, basically in the direction of 
  Narwell and the eastern Welkwood. After we passed 
  south of that point the warrior Aster, who was carrying 
  the idol at the time, told us of dreaming of a cave in a 
  rocky crag deep in the forest where a skeleton was pinned 
  to the ground by spikes. We think that was its intended 
  destination.” 
  Note: Any PC who has played Witch Hunt should 
  recognize this immediately as the evil cave from that 
  scenario. If the player of such a PC doesn’t recall this, 
  allow them a DC 10 Intelligence check to remember. 
   
  Why are you in the Hold of the Sea Princes/ how can the 
  idol be destroyed? 
  “Slayn determined through divinations that we had to 
  seek ‘The Room of the Stars beneath the Hellfurnaces,’ for 
  there we would find ‘the means to destroy the idol.’ We 
  don’t know what those ‘means’ are, but we were able to 
  find out that the Room of the Stars is located somewhere 
  near Lake Spendlowe, which is in the Duchy of Berghof 
  in the southwest part of the Hold of the Sea Princes. We 
  aren’t far from that area now.” 
  Note: A DC 30 bardic knowledge or Knowledge 
  (geography) check is required to know of the Room of the 
  Stars, since that name is extremely obscure outside of the 
  Duchy of Berghof. A PC who makes such a check has 
  heard of a cave with strange crystalline formations in its 
  dome which was found many years ago by a mining 
  operation in the mountains immediately to the west of 
  Lake Spendlowe. It is called the Room of the Stars 
  because gazing at its roof while a light source is present is 
  like gazing at a star-filled sky at night. 
   
  Can the idol be harmed by normal means? 
  “I don’t believe so. Even Aster, our strongest warrior, 
  couldn’t scratch it, and it seems at least partly resistant to 
  magic. Someone also has to hold it while a strike is made 
  against it, and that can be tricky.” 
   
  Was Gerardann your husband? 
  “Yes.” She looks down at the ring in her hand. “He won 
  my heart eight years ago when he turned up wounded at 
  the hospice I was running at the time. The times with him 
  were not always easy because of the lifestyle he led, but 
  they were the happiest years of my life.” 
   
  You don’t seem cut out for the adventuring life. 
  “I could not agree more,” she says with a half-smile. 
  “Gerardann was the adventurer, not me. I was content to 
  spend my life operating my hospice, but he convinced me 
  that sometimes the most good could be done by 
  confronting the sources of the evil in the world instead of 
  just the symptoms.” She looks mournfully down at the 
  ring in her hand. “Unfortunately the greatest good does 
  not come without great cost, it seems.” Then she looks 
  back at the PCs. “I will see this task completed, but after 
  that my adventuring days are done. Without Gerardann, I 
  will retire.” 
   
  What about the equipment of your companions/the 
  Crusaders? 
  Janna glances back over the battle scene and the piles of 
  equipment lying here and there. “I would like 
  Gerardann’s sword, but beyond that, if you can make use 
  of their equipment then take it and bear it with honor. I 
  can imagine no more fitting tribute for them than for 
  their armaments to continue the fight against evil in their 
  absence.” 
  Note: Janna will wear Gerardann’s sword (the sword 
  of Gerardann described at the end of the scenario) at her 
  waist for the rest of the scenario, although she will not 
  draw it at any point before Encounter 10. 
  
   
   
  We will finish this task for you, so that you can properly 
  mourn. 
  “No. Mourning can wait. I must see this task through to 
  completion.” 
   
  At some point the PCs should make assurances that they 
  will help Janna finish her task. If they do, she accepts their 
  offer graciously as long as the PCs understand the danger 
  they will be in while doing so. If they don’t offer, Janna 
  asks them if they would be willing to help her. If the PCs, 
  for some reason, refuse to do so, then Janna resolutely 
  continues on her own and meets with a violent end that 
  night. The round is over at this point. 
   
  It is also possible that the PCs may attempt to damage 
  or destroy the idol at this point. If they do so, refer to 
  Appendix II. 
   
  Once the PCs are ready to continue on, Janna asks a 
  favor of them: 
   
  “Before we go any further, there are two things I must 
  ask of you,” Janna says as looks around and meets the 
  gaze of each of you in turn. “First, should I be slain before 
  this task is completed, you must promise that you will 
  immediately burn my body. I cannot imagine a more 
  onerous fate than to join the walking dead.” 
   
  Once the PCs agree: 
   
  Janna nods. “And second, should I come to an ill fate, I 
  want you to use this for me.” She  pulls a silver chain 
  from its hiding place under the collar of her robes. 
  Attached to the chain is a small black disk. “To use it, 
  break the disk and speak a few words about what 
  happened to me. It will alert my family.” (If there is a PC 
  who is an obvious cleric or arcane caster of significant 
  levels, she turns to that PC and adds:) “I believe you 
  would understand it as a variation of a sending spell.” 
   
  If a PC uses detect magic on the necklace, it radiates 
  moderate evocation magic. The item works as a sending 
  spell, except that it is keyed to five specific people (the 
  others who possess such charms) and does not allow a 
  reply. This is the charm of sending listed in Janna’s 
  possessions. 
  Once the immediately previous two issues are settled, 
  go to Encounter 6. 
   
  Treasure (salvaged from Crusaders): 
  APL 8: L: 801 gp; C: 0 gp. 
   
  APL 10: L: 801 gp; C: 0 gp. 
   
  APL 12: L: 801 gp; C: 0 gp; +1 mithral full plate (958 
  gp per character). 
   
  APL 14: L: 801 gp; C: 0 gp; +2 mithral full plate (1,208 
  gp per character) 
   
  APL 16: L: 696 gp; C: 0 gp; +3 mithral full plate (1,625 
  gp per character), 4 +1 longsword (193 gp each per 
  character), +2 chain shirt barding (379 gp per character). 
   
  Divining the Idol 
  The idol is unusually sensitive to divination magic. It can 
  use nondetection to block divinations focused on it, but 
  usually only does so for long-range divinations. Any such 
  magic focused specifically on it that is used in its presence 
  provokes a vision in response. The PC performing the 
  divination is automatically fascinated for one round per 
  handout received while the vision plays out. On the 
  second round the PC in question can make a Will save 
  equal to DC 10 + APL to break the fascination, or someone 
  else can bring them around by striking a blow against 
  them or giving them a good shake. Dramatize the 
  after-effects of what the PC experiences appropriately to 
  the handout they get: 
  • For detect magic, the PC reads strong Necromancy 
  magic, then sees the vision described in Player 
  Handout 4a. 
  • For detect evil or the equivalent, the PC reads strong 
  evil, then gets the vision described in Player Handout 
  4b. 
  • For detect thoughts, the PC senses a definite 
  consciousness present. When the PC first attempts to 
  read the idol’s thoughts, she experiences what is 
  described in Player Handout 4c. Further attempts get 
  overwhelming desires for death and violence if the 
  idol fails its saving throw.  
  • For identify or analyze dweomer, give out a handout 
  from the above options that the players haven’t 
  already received. 
  • For legend lore or vision, give all three above 
  handouts to the appropriate player. 
  • For divination spells that call on answers from other 
  planes—such as augury, divination, commune, and 
  contact other plane—the PC gets a vision in place of 
  one answer that would normally be received, 
  regardless of the success or failure rate on the die roll. 
  If the PC is using a spell that allows multiple 
  questions, multiple visions may be experienced. Give 
  any or all of the above Player Handouts, as 
  appropriate. 
  • If any effect is used which detects life, the idol 
  registers as being a living creature. This is the only 
  divination effect that doesn’t produce a vision. 
   
  In the case of planar contact divinations, the PC is being 
  given the vision by a higher power and so do not suffer 
  the fascination side effect. In all other cases the vision is 
  being telepathically passed on to the PC by the idol. 
   
  Janna has personally seen the vision in Player 
  Handout 4a and has had the other two described to her by 
  Gerardann and Slayn, respectively, so she can fill the PCs 
  in on the generalities of the descriptions of whatever 
  visions the PCs don’t get. 
   
  
   
  ENCOUNTER 6:  
  NIGHT VISITOR 
  Note: If the PCs used wind walk spells to move to Lake 
  Spendlowe from Encounter 5 then skip this encounter 
  entirely.  
   
  As the PCs travel on they are being tailed by both a 
  quasit (who answers to the Dark Powers the idol 
  commiserates with) and an imp (Altena’s familiar). The 
  imp flies invisibly in raven form at a height of 150 feet 
  above the PCs, being careful to stay above and upwind of 
  any flying familiar or animal companion the PCs may 
  have. The quasit is flying invisibly at a height of 100 feet 
  unless the PCs demonstrated in Encounters 3 and/or 4 
  that they can detect invisible creatures, in which case it is 
  instead tailing the PCs overland in wolf form at a distance 
  of a couple hundred feet. A sharp PC who makes a Spot 
  check against the quasit’s Hide check in the latter case (at 
  a -5 penalty on the Hide for moving quickly) might notice 
  it. If either creature is somehow detected and fired upon, 
  it retreats immediately. 
   
  The day is sunny and warm as you continue down the 
  road towards Lake Spendlowe. Traffic is light until you 
  reach a series of hamlets a few miles down the road and 
  there have been few signs of military patrols. Janna is 
  quiet as you travel along, and seems internally distracted 
  most of the time; you have to nudge her or call her name 
  more than once when you need to get her attention. 
  When you ask her about it, she explains that it’s taking a 
  lot more effort than before to resist the idol; it seems to 
  be taking advantage of her sorrow to push its influence. 
  She insists that she has it under control for now, but 
  none of you find her weak smile to be reassuring. 
   
  Have all of the PCs and any accompanying companions, 
  familiars, or bonded mounts make both a DC 17 Will save 
  and a DC 18 Fortitude save. The former is for the 
  suggestion that the idol will whisper telepathically to each 
  person in turn over the course of the day, while the latter 
  is for the contagion that the idol will use on each person 
  in turn via a spectral hand. The suggestion, if successful, is 
  always along the lines of how the target should take 
  tremendous offense at some perceived slight by another 
  PC and seek to strike that person over it. The contagion, if 
  successful, inflicts the target with Red Ache, which cause 
  the skin to turn red, bloated, and warm to the touch (the 
  “burning fever” mentioned by those in Tomin). The 
  victim suffers 1d6 Strength damage initially and must 
  make a DC 15 Fortitude save each ensuing day or lose an 
  additional 1d6 Strength. A remove disease cures it, and 
  being attended by Janna overnight allows the victim to 
  automatically make his saving throw the next day by 
  using Janna’s Heal check instead. If Janna is allowed to do 
  this, however, then she will not get sufficient sleep 
  overnight and will be treated as exhausted (half speed, -6 
  penalty to Str and Dex until receiving at least 1 full hour 
  of sleep) the next day. 
   
  As evening approaches the PCs come across several 
  small hamlets that might provide lodging for the night, 
  but Janna insists on them avoiding these; she doesn’t want 
  to run the risk of anyone else getting sickened by the idol. 
  If asked why she and the Crusaders stayed in Tomin for a 
  few days in light of this, she explains, with regret, that 
  they were exhausted so they had to chance it, and she 
  thought (wrongly, she admits) that she could keep the 
  idol sufficiently under control to restrain its sickening 
  power. 
   
  Once camp is made Janna merely sits with her head 
  in her lap and goes to bed immediately after eating supper. 
  It should be clear to all PCs that she is not fit for standing 
  watch, but she agrees to do so if the PCs ask. During the 
  night PCs on all watches note that she sleeps fitfully, as if 
  occasionally experiencing nightmares. If awoken and 
  asked about this, she admits no clear memory of her 
  dreams, except that they generally involved people dying 
  in violent acts. 
   
  The real action happens on the second watch, in the 
  dead of night. Have any PCs on watch make a Listen 
  check, and a Spot check as well if the PC in question has 
  darkvision. Any PC making a DC 15 on the former or a 
  DC 20 on the latter notices something moving in the dark 
  out beyond the edge of camp. If the PC(s) immediately 
  investigate, they discover a human male dressed in dark 
  leathers and dark face paint; if the PCs wait even a round 
  before investigating then the man has retreated, but a DC 
  15 tracking check allows the PCs to follow his trail to his 
  hidden camp a couple hundred yards away, where they 
  can find him. 
   
  The man is Sora, and he is an agent of Iuz sent to 
  keep an eye on the idol. He was instructed to observe and 
  only interfere if it looks like those carrying the idol are 
  deviating from a path leading to its destruction. He was 
  not witness to the fight that killed the Crusaders, so he is 
  greatly concerned about this sudden change of personnel 
  even though the PCs are headed in the same direction 
  that the Crusaders originally were. To find out more, he is 
  allowing himself to be caught by the PCs so that he can 
  learn their intentions. 
   
  While dealing with the PCs, Sora comes across as a 
  sniveling, simpering coward who tries to show bravado 
  but meekly submits in the face of any threatening action 
  or words from a powerful-looking PC; they should get the 
  impression that he would sell out his own mother to avoid 
  being hurt. In reality he is as cold and calculating as they 
  come, but a PC trying to determine if his behavior is an 
  act must successfully oppose his Bluff check with a Sense 
  Motive check. His main objective is to learn whether or 
  not the PCs still intend to see the idol destroyed. To that 
  end he is willing to give up the following information: 
   
  • His professional name is Ransack—at least that’s 
  what everyone calls him. (A lie—Ransack is actually 
  an associate of his.) 
  • His job is to keep an eye on that idol and report to his 
  boss about it. (Mostly true.) 
  
   
  • His boss is someone the PCs don’t want to mess with. 
  If pressed, he adds “okay, okay, he’s most often called 
  Old Wicked. There, are you happy now?” (True.) 
  • His boss wants to see the idol destroyed, and would 
  probably look favorably on the PCs if they did it for 
  him. (Partly true; Iuz actually just sees the PCs as tools 
  for a cause.) 
  • “Are you sure you can trust that lady with that idol? 
  She apparently got her last group killed off, so you 
  might want to watch yourselves around her or you 
  could end up the same way.” 
   
  Once Sora has learned the PCs’ intentions, he takes 
  advantage of the first good opportunity to escape. If not 
  bound or in a PC’s grasp, he uses his Hide in Plain Sight 
  ability and slinks off. If bound, he uses his Escape Artist to 
  slip free when PCs aren’t looking. If held by a PC, he waits 
  until that PC lets go of him for any reason and then makes 
  a break for it, hiding as he does so. Only if magically 
  restrained should the PCs be able to contain Sora, and 
  then not easily. In any case Sora does not let his true skill 
  show until he knows he has a good chance to get away. 
  Once Sora is gone, the rest of the night passes 
  uneventfully. 
   
  All APLs 
  � Quasit: hp 13; see Monster Manual p. 46. 
  � Imp (familiar): See Appendix 3, Encounter 8. 
  � Sora: See Appendix 3: NPCs. 
   
  ENCOUNTER 7:  
  IDOL CONVERSATION 
  If the PCs are mounted after Encounter 5 then it takes 
  them three and a half days to reach Lake Spendlowe; in 
  this case this encounter happens the night after 
  Encounter 6. If the PCs are on foot then the trip takes six 
  days and this encounter happens the second night after 
  Encounter 6. In both cases the PCs and Janna are again 
  trailed by the imp and quasit, as described in Encounter 6. 
   
  If the PCs are using wind walk spells to hasten their 
  pace to Lake Spendlowe then insert this encounter 
  wherever they first stop for a night of rest. 
   
  The idol has gradually been gathering its strength, 
  and on the designated night it will make its boldest 
  attempt yet to take over Janna. While she sleeps it uses its 
  telepathy to take control of her voice and speak out 
  through her. Its intent is to convince the PCs that it has 
  possessed Janna and that the only way to break the 
  possession is to separate the idol from her. This is not the 
  truth, but it has otherwise been unable to break Janna’s 
  resistance and so it is getting desperate. 
   
  Since Janna has her spells back in the morning, she 
  uses whatever healing spells are necessary to bring the 
  PCs back up to full strength if they aren’t already. 
   
  The next day is breezy, overcast, and quite warm as you 
  continue your journey down the road towards Lake 
  Spendlowe. Traffic is heavier here as you come across 
  several small villages—but, as before, Janna insists on 
  skipping around them. It is the only time during the day 
  that she speaks out except when spoken to, for she seems 
  lost deep in her thoughts most of the time. 
   
  Before continuing, ask the PCs whether or not they would 
  actively avoid patrols wearing the trappings of the Scarlet 
  Brotherhood. If Janna is allowed to register an opinion, 
  she mentions that the Crusaders had no trouble with the 
  Brotherhood in previous encounters, as they seemed to 
  not be especially interested in adventurers. (She is not 
  aware that the Crusaders weren’t bothered by the patrols 
  because she was assumed to be a Suel noblewoman riding 
  with an escort.) The PCs can avoid the Brotherhood 
  patrols if they make an effort to do so. 
   
  During the day you are stopped and briefly questioned 
  about your business by patrols of humans wearing the 
  trappings of the Scarlet Brotherhood. 
   
  Ask the PCs how they respond to such questions. Unless 
  they give a totally flippant answer the Brotherhood 
  soldiers won’t pester them further, for they are much 
  more concerned with the activities of the Black 
  Brotherhood than they are with what a group of 
  adventurers escorting a Suel noblewoman is up to. If the 
  PCs seem inclined to attack the patrol, Janna counsels 
  them against it, advising that doing so would draw 
  needless attention. If the PCs still insist on fighting, 
  assume the patrol is no match for the PCs. This will have 
  consequences at the end of the adventure, however. 
  Since Janna is Suel, the Brotherhood patrol assumes 
  that the group is merely her escort and addresses the PCs 
  as such. They also treat any other Suel human amongst 
  the PCs with respect and all others with disdain. If asked 
  about threats in the area, the soldiers urge the PCs to keep 
  a wary eye out for Olman bandits and the “traitorous 
  scum” in the darker tunics (the Black Brotherhood). 
   
  If the PCs are on foot, the evening passes 
  uneventfully and the next day passes in a similar fashion. 
  When the night of the encounter arrives, Janna again 
  insists on camping away from any village. She collapses 
  into her bedroll the moment camp is set, not even 
  bothering to wait for the evening meal, and is asleep 
  almost immediately. 
   
  This time the action happens early in third watch. 
  Have any PCs on watch in the vicinity of Janna make DC 
  10 Listen checks. Take those players that succeed aside 
  and read them the following: 
   
  A strong, steady wind throughout the night rustles the 
  nearby trees, but other than that the night seems fairly 
  calm. Janna stirs and shifts fitfully in her sleep on a 
  regular basis, but you have become used to that. After a 
  little while, though, you notice that she has started 
  speaking out in her sleep —a murmur at first, but the 
  clarity of her words gradually increases. This she has not 
  done before. The language she uses is not Common, and 
  
   
  has an unfamiliar accent. 
   
  If any PC hearing this can understand Flan, her words at 
  first sound like “is this working? Yes, it is. I have her 
  voice!” 
   
  For the first minute or so that the idol speaks through 
  Janna, the tone and pitch constantly changes as the idol 
  searches for Janna’s proper speaking voice. Eventually it 
  settles into a somewhat deeper pitch of her regular voice. 
   
  Assuming the PCs listen more closely: 
   
  Soon Janna’s words shift to the Common tongue but her 
  tone is odd. “Ah, a voice again, and with the current 
  language! Splendid, splendid! Oh, the havoc I will be 
  able to wreak once I get control of the rest of this one. . .”  
  And then you hear her chuckling, a sound of 
  disconcerting menace given the priestess’s normally 
  gentle nature. 
   
  If the PCs just listen, they hear comments along the lines 
  of, “now, let’s see if I can move any body parts yet. . . nope, 
  arm’s not working. Maybe raise the head?” This continues 
  for as long as the PCs are willing to let it go on 
  uninterrupted. The idol cannot actually control Janna’s 
  body, but it is clever enough to make some of its 
  comments in tune with her shifting in her sleep and 
  congratulate itself on successes over having intended to 
  do what just happened. It also occasionally descends into 
  random gleeful comments about death, suffering and 
  destruction, maybe even a nifty little morbid rhyme that 
  gives itself a chuckle. (“Ring around the rosies, rot off 
  your nosies, achoo, achoo, all fall dead!”) Try to give the 
  impression that this is one psychotic and twisted 
  individual speaking here, and make sure you do it in 
  whatever voice you have used so far for Janna. 
   
  The idol’s ability to talk through Janna can be ended 
  by separating her from contact with the idol (which 
  involves cutting a rope, as it is still tied to her), by putting 
  her under the effect of a protection from evil or magic 
  circle against evil, or by waking her up, which can be done 
  by any normal means. The PCs could also try to talk to the 
  idol through Janna. 
   
  Should the PCs converse with Janna while the idol is 
  talking through her, they notice that she does not open 
  her eyes at any point, and her movements beyond 
  speaking are more in tune with someone who is still 
  asleep. On a DC 25 Spot check a PC can also note that her 
  breathing pattern has the steady rhythm of one who is 
  asleep. When addressing the PCs, the idol gleefully refers 
  to them as victims-to- be; be as clever as you can here, with 
  possible 
  addresses 
  including 
  “you-who-will-soon-fall-ill-and-die” 
  or 
  “you-whose-soul-will-soon-be-mine” and so forth. 
   
  Use 
  the 
  following 
  guidelines 
  for 
  typical 
  responses/comments given by the idol. Tone should be 
  cheerfully snotty. 
   
  Who are you/What is your name? 
  “I don’t need a name. I am.” 
   
  What are you? 
  “I’m the eater of souls and engine of the damned, of 
  course. Who did you think you were dealing with, the 
  tooth fairy?” 
   
  What is your purpose? 
  “To make armies of undead to fight for my master. But for 
  fun I like to watch people waste away from nasty plagues. 
  That’s the best kind of entertainment.” 
   
  Who is your master? 
  “I’m my own master, of course! Well, okay, I did work for 
  this dead king for a while, but I got bored with that and 
  started to do my own thing. Now I work with my dark 
  friends, though I might go back to work for that dead king 
  guy if he apologizes for putting me to sleep.” 
   
  Dark friends? 
  “Yep. They came back into this world about the same time 
  I woke up. They liked what I was all about, so they’ve been 
  sending me their servants to help get me away from this 
  woman. But I’ve got the better of her now.” 
   
  We’re going to destroy you. 
  “Oh? And what makes you’re going to do any better than 
  this last group?” (If the PCs make claims about their 
  power:) “Heh, well, you haven’t seen my full might, either. 
  I’ll enjoy chewing on your souls and sucking out their 
  power to create more undead playmates.” 
   
  At some point during the conversation the idol comments, 
  “you know this woman here is cursed, don’t you? 
  Everybody that associates with her dies and I get to eat 
  them up afterwards. It happened to her mate and his 
  friends, and you people are next on the menu. I juuust 
  about have her body figured out, and then it’ll be play 
  time for real!” 
   
  If the PCs break the idol’s control without waking 
  Janna up (as describe above) then she returns to a more 
  sedate sleep. If the PCs wake her up: 
   
  Janna’s eyes gradually open, revealing a dazed, glassy look. 
  Then she shudders violently and clenches her fists. A 
  moment later she looks around at all of you with a clear 
  gaze but a horrified expression on her face. 
   
  “Was it. . . talking through me?” She exclaims, her 
  voice filled with terror. 
   
  Janna does not try to hide her fear when the PCs confirm. 
  She is visibly and badly shaken by this incident, to the 
  point that her whole body trembles. Caring PCs who try 
  to calm her down must make a Diplomacy check (if using 
  soothing words) or a Perform check (if using a soothing 
  song or music) opposed by her Sense Motive check, with 
  retries allowed and a +1 to +4 circumstance bonus to the 
  PCs’ rolls applicable if you feel they are doing a 
  particularly good job of role-playing it out. Without being 
  calmed down she just curls up into a ball and stares at the 
  
   
  fire for the rest of the night, regardless of what the PCs say 
  or do. If the PCs do succeed in calming her down then 
  Janna can be talked to and reasoned with, although she 
  absolutely refuses to go back to sleep; she doesn’t intend 
  to give the idol another chance, she’ll say. 
   
  A PC who observed Janna while the idol was 
  speaking through her and whose player asks for it may 
  make a Knowledge: Arcana check to determine whether 
  or not the idol could really accomplish more than just 
  speaking through Janna based on what is known of it so 
  far; give the PC a +2 circumstance bonus to this roll if the 
  PC is an enchanter or mindbender. What the PC knows is 
  based on the result: 
  DC 20+: The idol had no more control over her than 
  her voice and didn’t seem like it was gaining any more 
  control than that. 
  DC 25+: Although some mind control effects are 
  keyed to sleeping targets, the ability to resist mind control 
  doesn’t diminish while the target is asleep. Hence, if 
  Janna can resist the idol while awake, then she can resist it 
  while asleep, too. 
  DC 30+ and the PCs have previously talked with 
  Janna about how the idol controls people: The idol 
  probably manipulates its possessor through ego conflict 
  rather than domination or possession, and that kind of 
  control would never allow it to manipulate the possessor’s 
  body the way it was claiming it would. 
   
  If the PCs try to get Janna to go back to sleep for her own 
  good, it requires an opposed Diplomacy check (+2 on the 
  roll if the DC 25 Knowledge (arcane) check was made 
  above and announced to all, +4 on the roll if the DC 30 
  check was made and announced) and assurances that she 
  will be watched carefully and woken immediately if the 
  idol starts in again. 
  The idol cannot resume its speech this night even if 
  Janna does go back to sleep. The rest of the third watch 
  passes uneventfully. 
   
  ENCOUNTER 8:  
  ALTENA STRIKES 
  Note: If the PCs used wind walk to advance quickly to 
  Lake Spendlowe then they miss this encounter entirely.  
   
  The imp watcher from the previous days of travel is back 
  the next day, but the quasit it not. That is because Altena 
  has come into contact with the demons sent by the Dark 
  Powers and dealt with them. This has prevented her from 
  making her own strike for the idol up until this point, but 
  she will do so on the second night after Encounter 7 
  regardless of whether the PCs are mounted or on foot. At 
  all APLs she sends Guaran, an undead champion of Vecna, 
  against the PCs with lesser undead in supporting roles. At 
  lower APLs she also sends Miyu, one of her personal 
  assistants. At APL 16 Altena intervenes directly, for she 
  recognizes that the power of the PCs will require a 
  personal touch. 
   
  If the PCs did not convince Janna to go back to sleep 
  in Encounter 7, and don’t make successful efforts along 
  that line now, then she attempts to stay awake as long as 
  possible; she doesn’t intend to let the idol have another 
  chance to violate her like that, she claims. If the 
  suggestion is made to her that she should be safe under 
  the protection of a magic circle against evil, then she 
  prepares one herself and takes advantage of any that the 
  PCs can provide for her to get some sleep when she can. 
  Unless the PCs have convinced her as described in 
  Encounter 7, though, she does not allow herself to sleep 
  without this protection. 
   
  It is also possible that the PCs may convince Janna to 
  let one of them hold the idol for her while she sleeps. The 
  DC for this Diplomacy check is 15+APL because Janna is 
  fearful of letting more powerful individuals have 
  possession of the idol because of the more dire 
  consequences if they can’t resist it. In this case, the idol 
  waits until the most opportune moment to launch an ego 
  conflict, and sets about a new round of suggestion and 
  contagion effects immediately. 
   
  If Janna gets no sleep then she is considered 
  exhausted by the second night. If she gets less than five 
  hours each night then she is considered exhausted by the 
  fourth night.  
   
  The next day is cloudy, breezy, and quite warm, with 
  occasional light showers muddying up the road just 
  enough to make travel a little sloppy. Far in the distance 
  to the south and west the imposing granite peaks of a 
  spur of the Hellfurnaces loom. Beyond that spur, 
  supposedly, is your destination. 
   
  Janna speaks with you much more today about 
  casual things, such as how she has younger sisters who 
  are identical twins, a father who was a powerful wizard 
  but died when she was young, and another younger sister 
  who’s an up-and-coming bard. She also, for the first time, 
  speaks at length about her companions among the 
  Crusaders and Gerardann in particular. There’s a definite 
  edge to her voice, however. What happened last night 
  still has her spooked. She still insists on skipping the 
  occasional village you come across and limiting your 
  contact with other travelers to a minimum. 
   
  The day passes uneventfully, as does the night beyond 
  Janna’s sleeping arrangements—but have the PCs go 
  through watches and Listen/Spot checks anyway. If Janna 
  was somehow convinced to sleep without magic circle 
  against evil protection then the idol talks through her 
  incessantly throughout the night, but doesn’t do anything 
  else.  
   
  The next day the sky is still overcast, but the clouds are 
  darker and more ominous. As the day lingers on the wind 
  picks up and the temperature drops significantly. Late in 
  the day there are even rumblings of thunder in the 
  mountains visible to the south. 
   
  Again, ask if the PCs would avoid an obvious Brotherhood 
  patrol. They can easily do so if they choose. Otherwise 
  
   
  read the following: 
   
   Travel on the road gradually thins out as the day wears 
  on, but little of interest happens beyond an encounter 
  with a military patrol that you at first took to be more 
  Scarlet Brotherhood troops. The shade of their uniforms 
  is noticeably darker, however, and they wear black bands 
  on their arms. 
   
  As with the Scarlet Brotherhood soldiers, these “Black 
  Brotherhood” soldiers treat Janna with respect and all 
  non-Suel PCs as inferiors and underlings. They briefly 
  question the PCs about their activities but don’t pester 
  them much as long as they give any kind of reasonable 
  answer. Janna again counsels against starting a fight, but if 
  the PCs cannot be dissuaded then the PCs can defeat the 
  patrol without serious effort. However, there will be 
  consequences at the end of this adventure in this case! 
  If the PCs talk to the patrol, they warn the PCs to be 
  wary of the “infidel Brotherhood” soldiers that have not 
  learned “the new and righteous path.” If asked about any 
  threats in the area, they tell the PCs that there have been 
  stories of otherworldly creatures battling each other 
  during the past night in the general vicinity, so they 
  should stay on their guard and “make sure the lady is 
  protected.” (This was Altena and her minions dealing with 
  the demons sent by the Dark Powers.) 
   
  When the PCs are ready to camp for the night, it is 
  obvious to anyone with ranks in Survival that a 
  thunderstorm is due within a couple of hours. Ask them if 
  they take any particular precautions. They can find an 
  isolated barn to bed down in if they look for one, and the 
  farmer it belongs to will allow them to stay there without 
  a fuss for only 1 gp for the whole group—but the idol will 
  try contagion on him the moment the PCs arrange this. 
  (Assume the farmer has a +1 Fortitude save.) The PCs may 
  also have magical means of keeping themselves dry. 
   
  The Storm 
  The storm strikes early during first watch. If the PCs are 
  just camping out in the open then they get soaked and all 
  have a chance of getting struck by lightning. The chance 
  is 5% for PCs not carrying/wearing any significant 
  amount of metal, a 15% chance for those carrying/wearing 
  significant metal (light or medium metal armor and metal 
  weapons) and a 25% chance for those carrying/wearing 
  substantial metal (such as plate armor and metal weapons). 
  Damage from a lightning strike is a number of d8s equal 
  to half the APL, with a DC 20 Reflex save for half. 
   
  The attack happens once the brunt of the storm has 
  passed, about halfway through first watch. Exact 
  circumstances depend on how the PCs are  sheltering 
  themselves from the weather, but it is assumed that the 
  PCs are keeping some kind of watch outside. (If they 
  aren’t, then they deserve to get surprised.) Have alert PCs 
  looking outside make a DC 22 Spot check (this includes 
  the weather-related adjustments). If successful, read them 
  the following: 
   
  The worst of the storm has passed, but the wind still 
  blows briskly and a light but steady rain still falls. Off in 
  the distance lightning still flashes and you can still hear 
  the now-distant rumbling of thunder. Highlighted 
  against one lightning flash is a odd sight: an ominous 
  figure on a hill, not too far away. [At APLs 8-14:] It is a 
  mounted rider, apparently clad all in black, [At APL 16:] 
  It is a giant humanoid composed of utter darkness, [all 
  APLs:] which is gone the next time the lightning flashes. 
   
  At this point the start of the attack is two minutes 
  away—just enough time for PCs to hastily don half or full 
  plate armor, or completely don lighter armors, with 
  assistance. (See the rules for donning armor on p. 123 of 
  the Player’s Handbook.) Janna is an expert at assisting 
  with this, and so can aid up to two PCs even while holding 
  on to the idol. The idol uses its waves of fatigue ability 
  while the PCs are prepping, since it can sense that trouble 
  favorable to it is coming. Since Janna will be moving 
  around assisting the PCs in getting ready, assume that 
  1d4+2 randomly-chosen PCs are in the area of effect when 
  it happens. 
   
  During 
  this 
  encounter 
  the 
  outside 
  weather 
  conditions are strong wind and light rain. This gives a 
  total -3 penalty to any ranged attacks, reduces sighting 
  distances to 2/3 normal, and gives a -2 penalty to Spot, 
  Search, and Listen checks. Tiny-sized creatures must 
  make a DC 10 Fortitude save each round or be knocked 
  down, and flying creatures of Small size or smaller must 
  make the same Fortitude save or be blown back 1d6x10 
  feet. Conditions are appropriate for the stronger versions 
  of call lightning and call lightning storm, and fog-like 
  magical effects vulnerable to winds of 25 mph are blown 
  away in one round. A nightmare’s snort of smoke is only 
  instantaneous in these conditions, and the nightmare 
  gains only concealment (not total concealment) from its 
  smoke. 
   
  All APLs 
  If the PCs are sheltering in a Leomund’s tiny hut or 
  Leomund’s secure shelter then Altena uses a greater dispel 
  magic to attempt to eliminate it two rounds before the 
  attack starts; at APLs lower than 16 she does not otherwise 
  involve herself in the combat, however. She can do this 
  from a distance of up to 150 feet away if the PCs have a 
  light source, from 40 feet away if they do not. If the PCs 
  are sheltering in a Mordenkainen’s magnificent mansion 
  then Altena knows about it (via see invisibility and 
  familiar spying) and where the entrance is and attempts to 
  greater dispel it; if this fails and the PCs do not come out, 
  then this fight does not happen. 
   
  The vampires present do not summon bat or rat 
  swarms because of the weather conditions, but may 
  summon a wolf pack equal to the APL in number if the 
  PCs summon creatures themselves or seem particularly 
  strong for the APL. These arrive in 1d4 rounds and are 
  primarily tasked with keeping other summoned creatures 
  at bay.  
  Concerning Appearances: When the PCs first get a 
  
   
  good look at Miyu or Altena, make a point to mention that 
  she has pure Flan features and wears black robes of a style 
  and cut only seen in ancient pictures. For any PCs who 
  have played COR3-17 Through Nature to Eternity, 
  comment that she reminds them distinctly of the 
  black-robed figures in the frescoes depicting the scenes of 
  Vecna and Kas. If Altena is present, then tell any PC who 
  received Player Handout 4a or 4b that the woman is the 
  same one from those visions. (Janna comments on this if 
  the PCs don’t.) It is not immediately obvious from the 
  appearance of Miyu, Altena, or Gauran that they are 
  vampires, however. 
  Concerning Gaseous Form: A vampire who goes into 
  gaseous form in this encounter is at the mercy of the wind, 
  which blows her away at a speed of 180 feet. Miyu is as 
  good as destroyed if this happens, while Altena is saved by 
  her contingency triggering.  
  Concerning Turning Vampires: It is possible at most 
  APLs that the vampires could be turned by a cleric of 
  equal or greater level to the vampire. If this happens then 
  the vampire(s) in question are gone for one minute, after 
  which point they return as stealthily as possible to finish 
  the job. No turning short of destruction permanently 
  keeps the vampires away. 
  Janna’s Tactics: During this fight Janna turns undead 
  that are within her capability to turn but otherwise 
  concentrates on healing PCs, aiding them with things like 
  magic weapon spells, and generally staying out of the way. 
  Note that she can keep a vampire at bay with her holy 
  symbol even if she can’t turn the vampire by taking a 
  standard action to do so, although the vampire could get 
  around that via handy use of a shatter spell. 
  NPC Tactics Towards Janna: All intelligent undead 
  present are aware that Janna has the idol, but they are 
  under orders from Altena not to kill her if this can be 
  avoided. (Altena doesn’t want to give the idol a chance to 
  act on its own and wants to study how Janna is able to 
  resist it so effectively.) For this reason the undead may 
  attempt to incapacitate Janna but will not outright kill her 
  if it can be avoided and will always attack any PC in her 
  immediate vicinity in preference to her. This does not 
  exempt her from being in a damaging area effect spell, 
  though the caster attempts to avoid catching her in one 
  should she be knocked unconscious or otherwise 
  incapacitated. 
   
  Despite this, it is still quite possible that Janna could 
  die in this encounter, especially at higher APLs or if the 
  PCs aren’t very cautious about protecting her. Her death 
  does cost the PCs experience points at the end but is not a 
  serious impediment to the PCs completing their mission, 
  so don’t go out of your way to prevent this from 
  happening. 
   
  Also note that, if Janna is slain, she reanimates as a 
  zombie completely under the idol’s control in 2d4 
  minutes. She cannot be raised or resurrected unless she 
  makes a DC 33 Will save at the time of her death. If any 
  PC dies during this encounter, that PC must make a DC 
  23 Will save or suffer the same fate. See Appendix II for 
  details. 
  Concerning Encounter Distance:  If the PCs have a 
  light source out then all of the undead begin the combat 
  at a distance of 50 feet or just beyond the range of 
  low-light vision with the given light source, whichever is 
  greater. If the PCs do not have light sources out then the 
  undead begin the combat at a distance of 40 feet, which is 
  the edge of darkvision range under the conditions. See 
  individual APLs for surprise chances. 
   
  APL 8 (EL 11) 
  � Gauran, Vampire Ftr7: hp 53; see Appendix 3. 
  � Gauran’s Mount, Nightmare: hp 45; see Monster 
  Manual p. 194-95. 
  � Miyu, Vampire Sor6: hp 39; see Appendix 3: 
  NPCs. 
  � Ghasts (3): hp 29, 29, 29; see Monster Manual p. 
  119. 
   
  APL 10 (EL 13) 
  � Gauran, Vampire Ftr9: hp 68; see Appendix 3. 
  � Gauran’s Mount, Nightmare: hp 45; see Monster 
  Manual p. 194-95. 
  � Miyu, Vampire Sor8:  hp 52; see Appendix 3. 
  � Morgh: hp 91; See Monster Manual p. 189. 
   
  APL 12 (EL 15) 
  � Gauran, Vampire Ftr11: hp 83; see Appendix 3 
  � Gauran’s Mount, Advanced Nightmare: hp 60; See 
  Appendix 3 
  � Miyu, vampire Sor10: hp 65, see Appendix 3. 
  � Morgh (2): hp 91; See Monster Manual p. 189 
   
  If the PCs do not have a sighting on the undead to start 
  then they must make DC 12 Listen checks to avoid being 
  surprised. 
  Tactics: Lower-level undead are merely muscle. 
  Gauran’s primary tactic is to make ride-by charges on PCs 
  from a height of 10 feet above the ground. He uses the 
  “leaping charge” option for his Cavalry Charger feat to 
  deal an extra 2 points of damage on any charge hit (he 
  makes the Ride check automatically). He also attempts to 
  dismount any mounted PCs, as detailed in the Cavalry 
  Charger feat. If confronted in melee, charging is no 
  longer an option, or he senses that PCs are readying 
  actions against his charges (give him a Sense Motive 
  check), he draws his greatsword and attacks in melee. He 
  does not retreat or surrender. His mount fights as long as 
  he is around, but retreats to the Ethereal plane if Gauran is 
  destroyed. 
   
  At the beginning of combat Miyu has both shield and 
  see invisibility active and has cast cat’s grace on herself, 
  Gauran, and Gauran’s mount; bonuses for these spells are 
  included in the stat blocks in Appendix 3. In combat she 
  leads with haste at APL 12 and concentrates first on using 
  enervation (if she has it) or ray of enfeeblement (if she 
  doesn’t) on stronger-looking PCs. Thereafter she uses 
  damaging spells, shatter (on the holy symbols of clerics 
  turning undead), or glitterdust as appropriate. 
  
   
   
  In this fight Miyu avoids melee if possible. If it isn’t, 
  she first tries to dominate a PC attacking her and use that 
  PC to defend herself. Failing this, or if she runs out of 
  functional spells, she changes into dire wolf form. This 
  reduces her touch AC (but not regular AC) by 3, improves 
  her grapple by +7, and replaces her slam attack with a bite 
  attack equal to her base attack +6 for 1d8+10 damage + 
  energy drain. She also gains the dire wolf’s trip ability in 
  this form. 
   
  APL 14 (EL 17) 
  �Gauran, Vampire Ftr13: hp 94; see Appendix 3. 
  �Gauran’s Mount, Advanced Nightmare: hp 75; see 
  Appendix 3. 
  �Miyu, Vampire Sor12: hp 78; see Appendix III: 
  NPCs. 
  �Dread Wraiths (2): hp 104; see Monster Manual p. 
  258 
   
  If the PCs do not have a sighting on the bad guys to start 
  then they must make DC 12 Listen checks to avoid being 
  surprised. 
  Tactics: Gauran’s tactics are the same as in lower 
  APLs except that he draws Life-Drinker (see Dungeon 
  Master’s Guide p. 227) when ride-by attacks are no longer 
  an option. 
   
  Miyu starts with stoneskin up on herself and Gauran. 
  At this APL she has flesh to stone for arcane casters and 
  dismissal for dangerous summoned creatures. She can 
  also use her rod to empower three spells of 3rd level or 
  lower; ray of enfeeblement against a fighter-type would be 
  a particularly good choice. (Remember, though, that this 
  is a full-round action for her since she is a sorcerer.) Her 
  tactics and preparations otherwise resemble those for 
  lower APLs. 
    
  The primary task of the dread wraiths is to attack 
  those hidden from other NPCs (such as shadowdancers) 
  and those that attack Miyu. Failing that, they attempt to 
  take out PC fighters. They ignore Janna and any other PC 
  who is not trying to fight in melee or damage them with 
  spells except as noted above. As a general rule they use 
  spring attack out of the ground when the PCs clearly have 
  strong ways to harm them (like ghost touch weapons and 
  spells that do extra damage against undead) and stand and 
  fight otherwise. They do not retreat unless turned. 
  Concerning Overlapping DRs: At APLs 14 and 16 the 
  vampires present and Gauran have DR/silver from 
  creature type traits as well as DR/adamantine from 
  stoneskin. When the subject is struck by a weapon, the 
  most favorable DR to the subject applies. Hence, an 
  adamantine weapon is lessened by the “silver and magic” 
  DR and a magical silver weapon is lessened by the 
  adamantine DR. Weapons that break neither DR are 
  reduced by the “silver and magic” DR. 
   
  APL 16 (EL 19) 
  � Gauran, Nightwalker: hp 176; see Monster 
  Manual p. 198 
  � Altena, Vampire Wiz15: hp 98; see Appendix 3. 
  � Altena’s Imp Familiar: hp 49; see Appendix 3. 
  � Dread Wraiths (3): hp 104; see Monster Manual p. 
  258 
   
  If the PCs do not have a sighting on the undead then they 
  must make Listen checks opposed by the worst of Altena 
  (at +14) and Gauran’s (at +26) Move Silently checks to 
  avoid being surprised; the dread wraiths automatically 
  gain surprise unless the PCs have undead detection active. 
  If the PCs do have sighting distance on the undead then 
  they must make Spot checks against the dread wraiths (at 
  +26 Hide) and either Listen or Spot checks against Altena 
  (at +14 Hide) and Gauran (currently at +28 Hide). 
   
  Prior to combat Altena has cast mage armor, shield, 
  protection from good, false life, resist energy (acid, fire, or 
  cold at your discretion), fly, protection from energy 
  (against an energy type not chosen for resist), stoneskin, 
  true seeing, and spell turning (9 levels) on herself (and, by 
  extension, her familiar). She has also activated freedom of 
  movement on herself off a ring, imbued her familiar with 
  a bestow curse, cast a stoneskin on Gauran, and cast a mass 
  cat’s grace on all undead. Gauran has activated see 
  invisibility and haste (15 rounds left) on all undead. 
  Modifications for these spells are included for Altena and 
  her familiar in the stat blocks in Appendix 3. 
  Modifications for Gauran and the dread wraiths are listed 
  below.  
  Desecrate: Altena gains an extra +30 hp, the dread 
  wraiths each gain +32 hp, and all gain +2 on attacks, 
  damage, and saving throws when within 20 feet of Gauran 
  due to his desecrate aura. Also note that PCs attempting to 
  turn undead in this area have a -6 profane penalty to the 
  Charisma check. 
  Gauran—+2 initiative, +3 to AC [+1 dodge, +2 Dex], 
  +1/+3 on melee/ranged attacks and one additional 
  attack/round with full attack option, 70 ft. move, DR 
  10/adamantine, +3 on Reflex saves. 
  Dread Wraiths - +2 initiative, +3 to AC [+1 dodge, +2 
  Dex], +1 on attacks and one additional attack/round with 
  full attack option, fly 90 ft. (good), +3 on Reflex saves. 
   
  APL 16 Tactics  
  Dread Wraiths: Their priorities in this combat, in order, 
  are to 1) go after PCs effectively hiding from the other bad 
  guys (such as shadowdancers, who cannot hide from them 
  due to their lifesense), 2) go after PCs attempting to attack 
  Altena directly, and 3) cripple PC clerics and fighter-types 
  with their draining touch. They concentrate on spring 
  attacking into and out of the ground if the PCs prove to 
  have effective ways to hurt them (such as ghost touch 
  weapons and sunbeam spells), but otherwise stand and 
  fight at ground level. They use ground cover liberally to 
  gain the most advantageous positioning and do not worry 
  about staying in Gauran’s desecrate aura.  
  Gauran: His first action in combat is to step forward 
  to 30 foot range or the limit of the PCs’ light source 
  (whichever is lesser), allowing himself to be seen and 
  bringing his gaze attack into play. He uses his spell 
  abilities - confusion, cone of cold, finger of death (usually 
  
   
  on a spellcaster) - until they are exhausted or he is 
  engaged in melee, although he may use them later if 
  appropriate for the situation. For each of his first three 
  rounds he also uses a quickened unholy blight regardless 
  of what else happens. When he does engage in melee, he 
  uses his full attacks on a single target until the person is 
  down. If his target has a weapon that is proving 
  particularly effective against him (i.e. getting by his DR), 
  then he uses one or more melee attacks in a round to 
  attempt to disarm his opponent—which for him means 
  gaining possession of the target’s weapon if successful. In 
  this case he uses a standard action the next round to crush 
  the weapon before the PC unless he can be disarmed back. 
   
  Concerning Disarms and Weapon Saves 
  Consult p. 155 of the Player’s Handbook for specifics. 
  Since Gauran has Improved Disarm, his disarm attack 
  does not provoke an attack of opportunity and his bonus 
  for the feat negates his penalty for not using a weapon. 
  Thus Gauran’s side of the opposed attack roll is modified 
  only by his size advantage (+4 per category). The PC’s 
  attack roll is modified by weapon size (+4 if two-handed, 
  -4 if light) and by the presence of a locked gauntlet (+10 
  bonus if present); a PC wearing spiked gauntlets can’t be 
  disarmed, and Gauran knows this. 
   
  For resisting the Crush Item attack, a weapon’s 
  Fortitude save bonus is equal to 2 + ½ the highest caster 
  level used in the weapon + any other bonuses specifically 
  against the item being broken. In most cases this means 
  the item must roll a 20 to successfully save against 
  Gauran! 
  Gauran fights until destruction as long as Altena is 
  around. If she departs or is slain, he plane shifts away once 
  reduced to single-hit-left range. 
  Altena: She spends as much of the combat as possible 
  flying 10 feet above and no more than 10 feet laterally  
  away from Gauran, which puts her 30 feet off the ground 
  and gives her the benefits of his desecrate aura. From 
  there she rains down destruction upon the PCs. [Note that 
  this positioning reduces the effective range of her 
  close-range spells by 10 feet and increases the range to her 
  by PC ranged attacks by 10 feet. For sake of simplicity, 
  assumes that sightings of her and by her under current 
  lighting conditions are also reduced by 10 feet.] 
   
  Altena leads with maze on an obvious high-level 
  cleric or druid unless she has a compelling reason to cast 
  something else. She otherwise uses the most effective 
  spell for the situation. She is extremely intelligent, so she 
  prioritizes spells based on apparent threat rating and 
  ability to resist attacks. 
  Quickened true strike is used to ensure that one of 
  her ranged touch spells hits, and she can use her rod to 
  Empower three spells of up to 6th level; best choices for 
  this are chain lightning, cone of cold, and ray of 
  enfeeblement. Utility spells for her include shatter (on 
  clerical holy symbols), dismissal (on summoned 
  creatures), blink (if targeted by an archer or engaged in 
  melee), and fire shield (if approached in melee). Her 
  catchall spell—and spell of last resort—is limited wish. 
   
  Altena endeavors to stay out of melee as much as 
  possible. If approached, she attempts to dominate the PC 
  and/or slow him down with an Empowered ray of 
  enfeeblement while her familiar attempts to deliver 
  bestow curse. If melee cannot be avoided, her tactic of last 
  resort is a limited wish for a Tenser’s transformation. She 
  then battles it out until reduced to gaseous form at 0 hit 
  points, at which point her contingency kicks in and 
  whisks her way. If limited wish is not available to her at 
  that point then she turns to gaseous form once into 
  single-digit hit points and is thus whisked away by 
  contingency. If the contingency is somehow neutralized 
  prior to this then it’s all over for Altena, since the winds 
  will blow her gaseous form away before she can reach a 
  place to reform. If Altena does go to gaseous form, she 
  drops the rod and loses the ioun stone and headband of 
  intellect. All other equipment goes with her. 
  Development: Once this battle is concluded the rest 
  of the night passes uneventfully unless Janna was killed 
  and one of the PCs has to take over the idol. In that case 
  the night could be quite eventful still! Altena (if she 
  survives or was not involved in the first place) does not 
  bother the PCs again, since in her judgment recovering 
  the idol is no longer worth the risk. If Janna is still alive 
  and the PCs took no fatalities then the idol is much 
  quieter than normal. If Janna died or the PCs took 
  casualties, then the idol uses its telepathy to congratulate 
  the group on a successful death. 
   
  Treasure: 
  APL 8: L: 33 gp; C: 0 gp; +1 full plate (221 gp per character), 
  +1 greatsword (196 gp per character), +1 lance (192 gp per 
  character), +1 ring of protection (167 gp per character). 
  APL 10: L: 0 gp; C: 0 gp; +1 full plate (221 gp per 
  character), +2 greatsword (696 gp per character), +1 cloak 
  of resistance (83 gp per character), +1 lance (192 gp per 
  character), +1 ring of protection (167 gp per character), +1 
  chain shirt barding (129 gp per character). 
  APL 12: L: 0 gp; C: 0 gp; +2 full plate (471 gp per 
  character), +2 greatsword (696 gp per character), +1 cloak 
  of resistance (83 gp per character), +2 lance (692 gp per 
  character), +1 ring of protection (167 gp per character), +1 
  chain shirt barding (129 gp per character). 
  APL 14: L: 0 gp; C: 0 gp; +2 full plate (471 gp per 
  character), Life-Drinker (3,360 gp per character), +1 cloak 
  of resistance (83 gp per character), +2 lance (692 gp per 
  character), +2 ring of protection (667 gp per character), +1 
  chain shirt barding (129 gp per character), rod of 
  metamagic, empower, lesser (750 gp per character). 
   
  APL 16: L: 0 gp; C 0 gp; rod of metamagic, empower 
  (2708 gp), dusty rose ioun stone (417 gp), +6 headband of 
  intellect (3,000 gp per character). 
   
  ENCOUNTER 9:  
  LAKE SPENDLOWE 
  By this point all the forces attempting to retrieve the idol 
  have been temporarily thwarted. Thus the PCs have no 
  further threats or watchers until they reach the finale in 
  
   
  Encounter 10. 
   
  The northern shores of Lake Spendlowe are 
  predominately populated by Olman ex-slaves and those of 
  the Oeridian-Flan mix that compose the bulk of the 
  human population of the Hold. The valley as a whole is a 
  refuge of peace and tranquility against the strife that tears 
  apart the rest of the Hold. This is heavily due to the efforts 
  of the Grand Duke of Berghof (who has kept his Duchy 
  avowedly neutral) and partly due to the attitudes of the 
  common people who live here. There are also rumors of 
  some faint magical effect in the lake which promotes 
  tranquility in the region, but these are unsubstantiated. 
  This has not stopped the somewhat paranoid Olman 
  ex-slaves from fortifying their temples, but these are the 
  only places beyond the duke’s castle on the eastern shore 
  of the lake where armed soldiers and defensive structures 
  can be seen while the PCs are within the valley. 
   
  Human PCs who are clearly of a Suel heritage have a 
  -2 circumstance penalty on all Charisma- based checks 
  while within the valley due to the intense dislike of the 
  Olmans for the race of their former slave masters. All 
  others are welcomed (treat NPCs as Friendly) provided 
  that the PCs don’t go around making open, overt displays 
  of violence. 
   
  Another day of travel (four days if the PCs are on foot) 
  gradually uphill brings you beyond a north-jutting spur 
  of the Hellfurnaces and into the broad, flat valley that is 
  the Grand Duchy of Berghof. Laid out before you is a 
  land of striking beauty, one carpeted with grass and 
  foliage of a vibrant green. Scattered about are orchards, 
  farms, small villages, and large stone pyramids that might 
  be some kind of temples, but you notice with interest 
  that the villages are not walled. Nor, it would appear, is 
  there much for fortifications of any kind that you can see 
  in this valley. Dominating the center of the valley is a 
  massive lake of tranquil water; this must be Lake 
  Spendlowe. 
   
  The time is mid-afternoon at this point. If Janna is still 
  with the PCs, she is uncertain about how to proceed. If 
  the PCs seem stumped about what to do, she suggests that 
  representatives for the group might go into one of the 
  villages and inquire about the location of the Room of the 
  Stars. “Surely someone around here must know,” she says. 
  She refuses to go into a village herself because she does 
  not want to give the idol a chance to infect more people 
  with its evil effects. 
   
  If Janna has been lost, the PCs are going to have to 
  figure out to do this on their own. If they seem stumped, 
  have them encounter a passing traveler who suggests the 
  above course of action to them. If a PC carrying the idol 
  approaches a village or farmstead, the idol gleefully tries 
  to use contagion via spectral hand and suggestion (to an 
  act of violence) on anyone the PCs meet, including said 
  traveler! 
   
  Hamlets, 
  small 
  villages, 
  and 
  Olman 
  temple 
  complexes are scattered throughout the valley. Most of 
  the inhabitants of the valley have heard stories about the 
  Room of the Stars and know that it is supposedly located 
  in the old silver mine “off to the west;” getting this 
  information requires only a DC 15 Gather Information 
  check. On a DC 20 Gather information check the PCs get 
  directed to an “old timer” who worked in the Berghof 
  silver mine before it played out 25 years ago. This takes an 
  hour if the PCs roll for it, or four hours if they “take 20.” 
  The PCs can get multiple attempts at this by visiting 
  multiple different locations, but it takes an hour for each 
  attempt plus another hour to reach a new location. 
   
  If the PCs ask around for general local rumors and 
  make a DC 15 Gather Information check, they learn one 
  rumor plus one additional rumor for every five points by 
  which the PC exceeds the check. Most of these rumors, 
  listed below, have no relevance to this scenario; they are 
  just flavor. This effort costs the PCs 2d4 gp. 
   
  • 
  The Grand Duke has been trying hard to keep those 
  “Scarlet Brotherhood goons” from interfering with the 
  valley. So far he’s succeeded. 
  • 
  Did you hear that some temple to some ancient god 
  was found deep into the Hellfurnaces northwest of here? 
  The Brotherhood creeps are fighting each other over 
  what that temple means. 
  • 
  Yeah, there are some plant-like people called 
  marodin living on the south shore of the lake. Real 
  peaceful folk, by all accounts. 
  • 
  (Only if the previous was also given) Legend has it 
  that a spell was cast on the lake long ago to make the 
  whole valley feel serene so it would be a refuge for the 
  plant people, who were killed off everywhere else. 
  • 
  Some people say the mine was really closed down 
  because dark creatures from beneath the mountains 
  took exception to how deep the miners were digging 
  and chased them out. 
   
  When the PCs talk to the “old timer” (regardless of where 
  they do it) they find a well-worn man of past 60 years who 
  is a bit crotchety and, as he puts it, “down on his luck.” 
  He’ll tell the PCs anything they want to know about the 
  mine for a fee equal to 10xAPL gp. (At higher APLs the 
  PCs look richer to him, and thus more able to afford a 
  higher fee.) PCs who effectively use Diplomacy here can 
  bargain him down to half that; assume he has a Sense 
  Motive of +2 for the opposed checks. For this price he 
  describes the location of the mine to the PCs in sufficient 
  detail for them to find the mine. If asked about the Room 
  of the Stars itself: 
   
  “It’s a cavern with crystals imbedded in the domed 
  ceiling off one of the main tunnels,” the man says. “When 
  you shine a lantern into it the crystals glitter like stars in 
  the night sky. We came across it by accident ‘bout thirty 
  years ago. Seemed almost like it was a holy place of some 
  sort, so no one messed with it. We sealed it off with 
  boards and rubble when we closed the mine up. Just 
  seemed like the thing to do.” 
   
  
   
  If asked why the mine closed, the miner insists that it just 
  played out; it had nothing to do with these “crazy rumors 
  about dark beings scaring people off;” he was there on the 
  mine’s last day, so he should know. 
   
  If asked for a map, the miner can provide one for how 
  to get to the Room of the Stars for an extra fee of 5 gp + 
  APL; this can also be bargained down if the PCs try. Give 
  the players Player’s Map—The Mine. 
   
  On foot it takes the PCs a whole day to reach the 
  mine; on horseback it can be done in six hours, but even 
  that way it’s likely the PCs will have to camp another 
  night before going into the mine. If  
  they do then the night passes uneventfully. 
   
  ENCOUNTER 10:  
  DESTINY IN THE MINE 
  If the PCs did not get exact directions to the mine then 
  they have to spend six hours searching for it beyond their 
  travel time; a DC 30 Search check can turn up an old, 
  weed-overgrown path leading towards the mine, which 
  cuts the search time in half. 
   
  Up ahead must be your destination: a large cave set into 
  the back of a gully, with a stone sign fixed above it 
  reading “Berghof Silver Mine No. 1.” The entrance has 
  been securely boarded up, and metal tracks leading 
  towards the mine entrance can be seen. There are no 
  obvious signs of structures or that anyone has been here 
  anytime recently. 
   
  A DC 25 Search check here turns up stones positioned 
  appropriately to be the foundations for several buildings. 
  The area was well stripped when the mine was closed, 
  though, so there is nothing else of interest or value to find 
  here. 
   
  A DC 13 Strength check is sufficient to break 
  through the boards blocking the cave entrance, or they 
  can be pried aside on two successful DC 10 Strength 
  checks. Inside the mineshafts are generally 7 feet high 
  and appropriately braced by sturdy wooden beams. Except 
  where noted on DM’s Map: Berghof Mine, the shafts are 
  quite safe; a DC 15 Knowledge (architecture and 
  engineering) check can determine this, as can a dwarf on a 
  DC 15 Search check with their stonecunning bonus. 
  Equivalent checks at the locations marked “unsafe” on the 
  map can determine that those areas are prone to cave-ins. 
  PCs who do not act cautiously in those areas can cause a 
  partial cave-in which does 3d6 damage (at APLs 8-10) or 
  5d6 damage (at APLs 12+), with a DC 16 Reflex save for 
  half damage. 
   
  The only place in the mine where there is anything 
  of particular interest beyond the Room of the Stars and 
  the cave-in is at Point A, where a cleverly-concealed secret 
  door can be found on a DC 40 Search check. This opens 
  onto a passage that leads to the Underdark. The miner’s 
  map does not indicate this, nor does any description about 
  where in the mine the Room of the Stars is suggest that 
  this is the way to go. If Janna is with the PCs then she 
  comments that she doesn’t think this is the right way. If 
  the PCs insist on exploring this direction then ask the PCs 
  how many days they want to spend wandering around in 
  deep caves fighting illithid and their minions, because 
  that’s what they find. If the PCs actually go ahead with 
  this then add 2 extra TUs onto the normal cost for this 
  scenario (the time the PCs spend extricating themselves 
  from that mess) with no extra experience or gold benefit 
  to show for it. 
   
  ENCOUNTER 10A:  
  THE ROOM OF THE STARS 
  In ages long past the illithid discovered a chamber whose 
  crystal-embedded walls created an unusually potent 
  resonance when psychic energies were used within. For 
  countless years they used the chamber for special 
  ceremonies, but eventually they had to abandon it due to 
  shifts in power in the Underdark that made continuing 
  trips to it to be impractical. Decades later humans 
  discovered the cave when one of their mining shafts 
  breached its wall. The illithid, upon learning of this, were 
  unhappy that their holy sanctum had been breached, so 
  they sent agents to covertly convince the miners, via wide 
  use of suggestion effects, that the silver in the mine had 
  played out. 
   
  The same psychic resonance that the illithid found 
  appealing is also the key to destroying the idol, for it 
  allows the idol to transform into a form that frees it of its 
  entrapment 
  by 
  its 
  possessor—but 
  that 
  same 
  transformation also leaves the idol vulnerable enough that 
  the PCs can more easily harm it. For, in the end, the PCs 
  themselves are “the means to destroy the idol” referred to 
  in Slayn’s divination. 
   
  The entrance to the Room of the Stars is boarded up 
  and covered by piled rubble. It takes a half-hour minus 
  one minute for each point of Strength bonus among PCs 
  doing the clearing for the rubble and boards to be moved 
  out of the way. Once the PCs can enter, describe only an 
  empty cave if they are not using a light source. If the PCs 
  do have a light source: 
   
  The roughly circular chamber is about forty feet across 
  with a domed ceiling twenty-five feet high at its center. 
  Your light source glints off of crystals imbedded in the 
  ceiling, giving one the impression of looking up at 
  constellations in the night sky. There are no obvious 
  exits from this room beyond the one that you entered 
  through, nor does there appear to be anything else in the 
  chamber. A thick layer of dust covers the floor, and it 
  does not show any signs of having been disturbed.  
   
  Anyone who uses detect thoughts or any other form of 
  mind-reading or telepathy within the chamber must make 
  a DC 18 Fortitude save the first time they do it or take 2d6 
  subdual damage and be stunned for one round when the 
  thoughts echoing through their head at tenfold volume 
  momentarily overcome them. This is not a magical effect, 
  and later attempts do not require a saving throw. A PC 
  
   
  who does experience this effect and thereafter makes a 
  DC 25 Knowledge (arcane) check can determine that 
  some special property of the crystalline arrangement is 
  the cause of the amplification. 
   
  There are no magical auras in this room and no secret 
  doors or compartments to be found, although the PCs 
  should be allowed to check. On a DC 15 Knowledge 
  (dungeoneering) check (or an equivalent Intelligence 
  check for a dwarf using stonecunning), PCs can 
  determine that the walls are natural. On a DC 25 check 
  PCs can determine instead that the walls are mostly 
  natural but have been subtly shaped here and there for 
  some effect. PCs examining the ceiling can determine, on 
  a DC 15 Knowledge (dungeoneering) check, that the 
  crystals scattered through the exposed ceiling are highly 
  unusual but not necessarily unnatural. 
   
  The idol realizes almost immediately that the psychic 
  resonance of this place will empower it enough to free 
  itself and transform, but it waits for a few minutes while 
  the PCs search futilely for some clue about what they’re 
  supposed to do (and thus allows some pump spells to wear 
  off, perhaps!). Once it seems like the PCs are exhausting 
  their search options, or once they start questioning Janna 
  further, it is time for the idol to act. 
   
  If Janna is still with the PCs and carrying the idol, 
  read Option A. If Janna is gone and one of the PCs is 
  carrying the idol, take that player aside and inform her 
  that the idol is projecting a painfully loud evil laugh into 
  the PC’s mind while trying to squirm out of the PCs’ grasp, 
  bindings, or however else the idol might be carried. That 
  PC may take a single standard action. Regardless of what 
  the PC does, though, the idol twists free of whatever 
  confinement or grasp the PC has it in; treat it as having 
  freedom of movement for purposes of this effect. Once it 
  is free, read Option B. 
   
  Option A 
  Janna shakes her head, a confused look on her face. “I do 
  not understand this,” she says. “Slayn’s divination was 
  very specific about us finding the ‘means to destroy the 
  idol’ here.” She holds the idol out in front of her. “So 
  what are we supposed to do with you?” she says, seeming 
  to address the idol. 
   
  Suddenly the idol twists in her hands and pops free 
  of her grasp. The rope securing it to the priestess snaps. 
  Before any of you can react, the idol flies into the center 
  of the room and begins to pulse. You hear a painfully 
  loud voice shouting in your heads. 
   
  “Free!” it exclaims. “Free free free! No longer am I 
  that witch’s prisoner! Oh, the death and havoc that I will 
  wreak!” 
   
  With each pulse the idol seems to be growing larger. 
   
  Option B 
  The idol suddenly twists free of the grasp of (PC’s name). 
  Before any of you can react, the idol flies into the center 
  of the room and begins to pulse. You hear a painfully 
  loud voice shouting in your heads. 
   
  “Free!” it exclaims. “Free free free! No longer am I 
  anyone’s prisoner! Oh, the death and havoc that I will 
  wreak!” 
   
  With each pulse the idol seems to be growing larger. 
   
  The idol is 15 feet off the ground when it starts to 
  transform, but its corporeal aspect (see below) is standing 
  on the ground once it is done. The PCs have one round to 
  react before the idol fully transforms. Strikes against the 
  idol while it is transforming are still counted as if striking 
  the idol as a magic item (hardness of 26) Nothing the PCs 
  can do stops the transformation, but any damage dealt to 
  the idol while it is transforming carries over to its 
  corporeal form. 
   
  With a final pulse the idol settles at a medium (APL 
  8)/large (APLs 10-14)/huge (APL 16) size. A dark, sinister 
  red glow fills its eye sockets. From out of its mouth 
  streams what you at first think is a plume of smoke, but it 
  quickly coalesces into a ghostly figure. This is not any 
  ordinary spirit, however, for although its insubstantial 
  form is vaguely humanoid, its body is composed of the 
  faces of tortured souls crying out in agony. Its face, a pale 
  white mask of generic features, cackles gleefully. 
   
  “Thanks to you all for allowing me this 
  transformation,” it says. “Now I must feast on your souls 
  and add them to my collection.” 
   
  (If Janna is present, add:) Janna shrieks in despair as 
  she points at various face within the ghostly form. 
  “Gerardann. . . Aster. . . Slayne. . . oh, no, all there. . .” 
   
  If any PC died in Encounter 8 and failed to resist the idol’s 
  soul drain, that PC’s face is also present in the mix. 
   
  At this point all PCs in the Room of the Stars must 
  make saving throws against the spirit’s horrific 
  appearance. (PCs not in the room and not looking in must 
  make this save when they first see the spirit.) Combat 
  then ensues unless the PCs try to talk to the spirit, but that 
  only earns them further comments about sucking the 
  souls out of the PCs (and Janna) and feasting on them. The 
  idol is thoroughly and irredeemably evil and cannot be 
  reasoned with. 
   
  APL 8 (EL 10) 
  � Idol Spirit, Ghost Sor6: hp 39, see Appendix 3. 
  � Idol Body, Lesser Stone Golem, Modified: hp 64, 
  see Appendix 3. 
   
  APL 10 (EL 12) 
  � Idol Spirit, Ghost Sor7: hp 46; see Appendix 3. 
  � Idol Body Stone Golem, Modified: hp 107; see 
  Appendix 3. 
   
  APL 12 (EL 14) 
  � Idol Spirit, Ghost Sor11: hp 72; see Appendix 3. 
  � Idol Body, Stone Golem, Modified: hp 107; see 
  Appendix 3. 
   
  APL 14 (EL 16) 
  
   
  � Idol Spirit, Ghost Sor12: hp 78, see Appendix 3. 
  � Idol Spirit, Advanced Stone Golem, Modified: hp 
  161; see Appendix 3. 
   
  APL 16 (EL 18) 
  � Idol Spirit, Ghost Sor14: hp 91; see Appendix 3. 
  � Idol body, Greater Stone Golem, Modified: hp 205; 
  see Appendix 3. 
   
  At all APLs the idol body is treated as a stone golem with 
  the following modifications: 
  • It is unaffected by rock to mud and mud to rock. 
  Instead, necromancy spells repair 1d8+1 hit points per 
  spell level, while healing spells damage it as if it were 
  undead. 
  • Instead of slow, it may use eyebite once every other 
  round (at APLs 8 and 10) or once every round (at APLs 
  12+) as a free action. 
  • For the next hour the golem only has fire, cold, acid, 
  sonic, and electricity resistance 10 (at APL 8), 15 (at 
  APLs 10-12), or 20 (at APLs 14-16) and can be harmed 
  by magical force effects. It is still immune to all other 
  magical effects that allow spell resistance. 
  • After one hour the body solidifies into its final form, 
  which becomes DR 20/-, loses all above vulnerability 
  to energy attacks, and effectively becomes an 
  adamantine golem. 
   
  Any PC attempting to identify the body believes it to be a 
  stone golem on a DC 15 Knowledge (arcane) check. On a 
  DC 30 check the “golem” will be recognized as being very 
  atypical for its type. 
   
  The spirit of the idol is a composite, quasi-living 
  entity made of all the souls the idol has absorbed since its 
  reactivation. For most practical purposes it is treated as a 
  ghost, though it is considered a living creature instead in 
  cases where that would be to its advantage (such as when 
  struck by a searing light). It also responds differently to 
  turning. Any attempts to rebuke or command it 
  automatically fail, but any successful turn attempt against 
  it strips the spirit of one of its absorbed souls (describe it 
  as one of the faces disappearing from the spirit’s body), 
  which affects the spirit as if it had taken a negative energy 
  level. The spirit also controls the body. 
   
  Both the spirit and the body have special 
  vulnerabilities to Janna, who was able to resist the idol for 
  considerable time. (If Janna is dead, then a PC who has 
  carried the idol and always resisted its ego conflict gets 
  this benefit instead.) Against her the body has no DR or 
  natural armor class and the spirit has a -2 rather than +4 
  turn resistance. Additionally, the body and spirit both 
  have a -4 penalty on attack and damage rolls against her 
  and she gains a +4 bonus on saving throws against their 
  effects. The idol’s consciousness is not aware of this and so 
  will not regard her as a significant threat until the 
  vulnerability is revealed. 
  Idol Tactics: These are simple: bash anyone within 
  range and target PCs (and Janna) indiscriminately with 
  eyebite as often as possible. The spirit directs it to give 
  first priority to targets wielding adamantine weapons, but 
  otherwise it strikes at random when multiple targets are 
  within reach. 
  Spirit Tactics: At all APLs the spirit begins the fight 
  with an active spectral hand. At APLs 12+ it also begins 
  combat with an active cat’s grace and at APLs 14+ it begins 
  with an active shield; these are included in its stats in 
  Appendix III. The spirit spends the fight hovering 
  directly above the body unless it has specific reason to 
  lower itself to the ground (which it shouldn’t, unless it’s 
  trying to use its malevolence). 
   
  At APLs 8 and 10 the spirit leads with its waves of 
  fatigue ability and then concentrates primarily on using 
  vampiric touch via spectral hand until its 3rd level spell 
  slots are exhausted, after which it uses the most 
  appropriate spells for the situation. If effectively targeted 
  by clerical turning or magical attacks, it uses blindness on 
  those offenders. 
   
  At APLs 12 and 14 the spirit leads with waves of 
  fatigue then uses shout (if the PCs are grouped nicely), 
  enervation (on spellcasters and clerics), telekinesis (on 
  fighter-types), or vampiric touch (on anyone) as 
  appropriate; it focuses on the latter in particular if it is 
  starting to get low in hit points. Blindness/deafness is 
  used on those attacking it with ranged attacks, while 
  bestow curse (give the attacker a 50% chance to do 
  nothing each round) is for foes that melee it. At APL 14 it 
  uses circle of death if the PCs start pulling out summoned 
  creatures in numbers. (Note that Janna can be affected by 
  this spell.) Otherwise those slots are used by lower-level 
  spells, but the spirit always keeps at least one 6th level slot 
  open just in case. 
   
  At APL 16 the spirit leads with wave of exhaustion 
  and has a happy time disintegrating people and things, 
  though it will always save one 6th level slot for 
  “emergencies.” Beyond this its tactics are similar to those 
  for APL 14. 
   
  At all APLs the spirit uses its animate dead ability 
  immediately on any slain PC, even if that wouldn’t be its 
  most prudent course of action. (It’s obsessive about 
  animating corpses.) It also may use a necromancy spell (all 
  but the bold ones on its spell list) to repair the body if you 
  deem it appropriate for the situation. Once the spirit 
  perceives itself to be reduced to a “danger zone” it 
  attempts to use its malevolence effect on the PC it judges 
  to have the worst Will save; remember, it has been able to 
  test and observe the PCs for several days now, so it should 
  have a good idea of who the best target is. If successful, it 
  forces that PC to attack its fellows until the body is 
  immobilized, rendered unconscious/slain, or the spirit is 
  forced out by protection from evil, magic circle vs. evil, or 
  the ability of the Exorcism domain. Once finished with 
  the body, the spirit moves on to the next target if able. 
  Janna’s Tactics: If the PCs go into this encounter 
  lacking adamantine weapons and/or seem likely to 
  struggle against the golem, then Janna draws the sword of 
  Gerardann on her first action and offers it to a 
  good-aligned PC, with preference given to a paladin or 
  
   
  open worshiper of Heironeous. (If Janna is not alive then 
  one of the PCs is carrying this sword and thus could use it.) 
  If there are no obviously good -aligned PCs then she does 
  not make this offer.  Janna otherwise concentrates on 
  healing PCs and countering the effects of the spirit’s spells. 
  If the PCs are well equipped for healing and the APL is 
  10+, then Janna concentrates on attempting to turn the 
  spirit whenever she is not needed to heal someone.  
   
  When the idol body is reduced to single-digit hit 
  points it begins to wobble on its feet and shows stress 
  fractures across its frame. If Janna is present and still on 
  her feet at this point then she calls upon the PCs to stand 
  down, for she should be the one to strike the final blow. If 
  PCs object on any grounds, she politely but quite firmly 
  insists that this is the way it should be. This is her task to 
  finish, and so she should be the one to take the risk of 
  whatever consequences might result from the destruction 
  of such a powerful item. Because of its vulnerabilities 
  against her, Janna should have little problem hitting the 
  body and landing the remaining few points of damage. 
   
  If Janna was slain in encounter 8 and her soul drained 
  by the idol, then she is able to muster enough will to 
  assert herself against the spirit from within once it starts 
  attempting to use its malevolence. Describe this to the 
  PCs as the spirit struggling violently against itself. After a 
  moment the PCs hear Janna’s voice coming from the 
  spirit telling them that she can hold the spirit in check 
  long enough for them to finish destroying the body 
  without interference. Make this a suitably dramatic and 
  tearful scene if it comes up! 
   
  If the PCs must retreat from this fight to regroup, 
  keep in mind that the idol gets stronger after one hour. 
  You can have a PC make a DC 25 Knowledge (arcane) 
  check to judge that it might be only temporarily weaker. 
  If they forsake trying to destroy the idol, read Epilogue C. 
  Development: The character who lands the final 
  blow against the idol body—whether it is Janna or a 
  PC—must make a Fortitude save at a DC equal to 16+APL 
  or be inflicted with the curse of the idol; this is detailed in 
  the Conclusion. 
   
  When the body is struck down, read the following: 
   
  As the final blow lands against the idol’s body cracks 
  spread across the entirety of its surface. A low, heavy 
  rumbling sound, so strong that you can feel it in your gut, 
  reverberates throughout the room. The idol’s mouth 
  opens as it releases a high-pitched scream, while a dark, 
  reddish light seeps through the cracks in the idol’s body. 
  Below the wail you can hear—no, rather, feel—the 
  rumbling sound gradually increasing in pitch and 
  intensity. 
   
  At this point the PCs have eight rounds to reach a 
  “minimum safe distance.” If they don’t start acting 
  immediately and Janna is still alive, she realizes what is 
  happening and urges the PCs to flee with all haste. A PC 
  who makes a DC 20 Knowledge (arcane) check can also 
  estimate that the idol body is probably building to a 
  detonation. 
   
  Anyone and anything in the chamber when the idol 
  detonates takes 10xAPL damage, with a DC 20+½ APL 
  Reflex save for half damage. Half of this damage is force 
  damage, the other half is from adamantine and rock 
  shrapnel, so nothing short of a magical force barrier 
  contains or protects against the blast. Those outside the 
  room but within 30 feet of its entrance take a number of 
  d6s of damage equal to the APL and are knocked to the 
  ground, with a Reflex save for half damage and to prevent 
  being knocked down (DC=14+ ½ APL). PCs out of the 
  blast range hear and feel a mighty explosion from the 
  Room of the Stars.  
   
  Within a round after the explosion the mine itself 
  starts to tremble, for the explosion has triggered an 
  earthquake. Stone chunks start falling from the ceiling 
  and support beams begin to creak and splinter. For the 
  first minute the PCs are not in danger of taking damage. 
  After that point PCs still in the mine must make a DC 18 
  Reflex save each round or take 3d6 damage from falling 
  rocks. Anyone not out of the mine within two minutes 
  after the explosion is dead and buried—literally—unless 
  they have some really creative way to stay alive. It will 
  take quite some doing to dig out the body in this case. 
   
  Once the PCs are well clear of the mine: 
   
  A cloud of dust belches forth from the old mine as rocks 
  continue to tumble down. The ground trembles slightly 
  under your feet for almost a full minute before subsiding. 
  When the dust clears the mine’s entrance has been 
  buried under a rockslide. 
   
  If Janna is still with the PCs and is conscious, or once 
  she is restored to consciousness, also read the following: 
   
  Janna looks back in the direction of the mine as tears 
  come to her eyes. The stolid determination that has so 
  characterized her for the past few days falls away as her 
  face becomes a mask of grief and her whole body 
  trembles. She collapses to her knees (or into the arms of a 
  PC, if one or more of the PCs has made a specific effort to 
  console her since Encounter 4) and allows herself to be 
  overcome by her sorrow. Now that she is released from 
  her task, it seems she no longer needs to hold it all in. 
   
  “Oh, Gerardann, it is done,” you hear her say, “but 
  the cost. . . the cost. . .” 
   
  Use Epilogue A if Janna survives, Epilogue B if she 
  does not. 
   
  EPILOGUE 
  Any PC who was slain this adventure and had their soul 
  drained by the idol may be recovered to life by a raise dead 
  (if the PCs prevent the corpse from animating) or a 
  resurrection (if they didn’t) once the idol’s body is 
  destroyed. 
   
  If the idol spirit was not destroyed before the idol 
  body then the PCs can determine through divinations 
  that the spirit still lingers but has been rendered 
  
   
  powerless—and stripped of its absorbed souls—by the 
  destruction of the body. It should remain trapped in the 
  mine for a good long time. (Or Kalinin can determine this 
  for the PCs if they ask him to look into it upon their 
  return.) 
   
  Any PC who helps in the idol’s destruction in any 
  way and also played Witch Hunt receives the Enemy of 
  the Dark Powers certification on the AR. 
   
  Epilogue A: Mission Complete, Janna Survives 
  It is assumed that the PCs escort Janna back to Dryden’s 
  compound, from where Kalinin can be contacted. 
  High-level PCs might have the means to transport her 
  directly back to Kalinin. Either way read the following if 
  Janna was the one to strike the fatal blow: 
   
  It is always a sad day when heroes are lost furthering a 
  great cause, but it appears the cost of ridding the world of 
  the idol may not be over yet. A few days after leaving the 
  mine Janna starts to fall sick, and no attempts to cure the 
  sickness prove successful. It seems that the idol has 
  struck one final blow. 
   
  “You need not worry about me,” Janna assures you as 
  she smiles sadly, “for if the cost should ultimately be my 
  life then it is a price I am willing to pay. I will summon 
  my family and spend what time I have remaining with 
  them. I wish you all well.” 
   
  Nothing short of a wish or a remove curse cast by an 18th 
  level or higher necromancer can negate the curse on 
  Janna. In the highly unlikely event that a PC can break it, 
  Janna is profusely thankful. Either way, with this ending 
  Janna offers any PC access to her sash of the healer (see 
  New Items summary). A single PC who is a paladin 
  and/or a worshiper of Heironeous is also allowed to claim 
  the sword of Gerardann as a token of Janna’s esteem, and a 
  paladin who made the agreement with Palanor in 
  Encounter 5 can claim Palanor as a bonded mount, under 
  the conditions described on the AR. The PCs are also paid 
  by Kalinin and gain access to the starred magic items 
  listed on the AR through his connections.  
   
  At APL 14 Janna and Kalinin offer to exchange 
  general access to a lesser duplicate of the sword of 
  Gerardann for the hideous Life-Drinker that the PCs 
  recovered in Encounter 8. This weapon is also made 
  available at APL 16.  
   
  Epilogue B: Mission Complete, Janna has died 
  It is assumed that the PCs return to Dryden’s compound 
  (or to Kalinin directly) and report on what has happened. 
  Kalinin is saddened by the loss but accepts that the PCs 
  did what they could and is heartened that at least some 
  good (the destruction of the idol) came out of it. The PCs 
  do get paid by him and get the access to the magic items 
  listed under the Favor of Kalinin but do not get access to 
  the sash of the healer or sword of Gerardann. Any paladin 
  who made the agreement with Palanor in Encounter 5 
  also loses that opportunity.  
   
  If the PCs did what Janna asked and used her charm 
  of sending upon her death, also read the following: 
   
  A week later, as you are traveling down the road to your 
  next destination, your group is met by five individuals. 
  One is a human man of middle years dressed in robes, 
  another is a somewhat younger burly man dressed in 
  medium armor and carrying several weapons. Two more 
  are slightly younger sturdily-built human women in 
  ranger garb who are striking for the fact that they are 
  identical twins; they even dress exactly the same. The 
  fifth and youngest is a short, petite human woman 
  wearing light armor and carrying a mandolin on her back. 
  For a moment you think they look familiar even though 
  you’re sure you’ve never met them before, and then it 
  occurs to you: they all have some feature that, to one 
  degree or another, strongly resembles those of Janna. 
   
  “We are the siblings of Janna,” the eldest says. “We 
  understand that you were with her at her end. Please, tell 
  us of how this came to pass.” 
   
  These people are as advertised and are the other PCs from 
  the Classic event Family Matters, as described in the DM’s 
  Introduction. If time remains and both you and the 
  players have the inclination, role-play this out. Otherwise 
  the round is over. 
   
   
  Epilogue C: The PCs Fail 
  If the corporeal idol is not destroyed then no means can 
  bring back PCs that died in its presence and failed their 
  save against its soul drain effect. 
   
  In this instance an adamantine golem directed by a 
  powerful evil spirit is now loose in the land—certainly 
  not a good thing! PCs that survived and manage to return 
  to report to Kalinin (whether directly or via Dryden) 
  receive only the up-front pay guaranteed to them. They 
  also hear stories in coming weeks about the Duchy of 
  Berghof—and, later, other parts of the Hold of the Sea 
  Princes—being ravaged by some powerful and seemingly 
  unstoppable new creature. 
   
  Epilogue D: The PCs Destroy The Idol Early 
  Unless the idol was destroyed inside an antimagic field, 
  the PC striking the final blow earns the curse of the idol 
  given on the AR unless he makes a DC 16+APL Fortitude 
  save. The idol also detonates one round later. Use the 
  effects described in Encounter 10, with a blast radius of 30 
  feet for the full effect an 80 feet for the lesser effect; an 
  antimagic field only suppresses the blast until the field is 
  removed. Also read the following: 
   
  As the shockwave from the blast dissipates, you notice an 
  ugly green miasma hanging in the air. It quickly thins 
  out as wisps rapidly stray away in all directions. 
   
  Janna sheds tears of relief over the destruction of the 
  idol and the end of a quest that has cost her so much, but 
  your rejoicing over your success is short-lived. Over the 
  next couple of days you hear reports of rampant, 
  widespread diseases that have suddenly popped up 
  throughout the surrounding land. It seems the idol had 
  
   
  the last laugh. 
   
  The rest is a story for another day… 
   
  
   
  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 Four 
  Demons are defeated:  
  APL8 
   
   
   
   
   
   
   
  270 XP 
  APL10    
   
   
   
   
   
   
  330 XP 
  APL 12  
   
   
   
   
   
   
  390 XP 
  APL 14   
   
   
   
   
   
   
  450 XP 
  APL 16   
   
   
   
   
   
   
  510 XP 
   
  Encounter Eight 
  Undead are defeated: 
  APL 8  
   
   
   
   
   
   
   
  330 XP 
  APL 10   
   
   
   
   
   
   
  390 XP  
  APL 12   
   
   
   
   
   
   
  450 XP 
  APL 14   
   
   
   
   
   
   
  510 XP 
  APL 16   
   
   
   
   
   
   
  570 XP 
   
  Encounter Ten 
  Idol is defeated: 
  APL 8    
   
   
   
   
   
   
  300 XP 
  APL 10   
   
   
   
   
   
   
  360 XP  
  APL 12   
   
   
   
   
   
   
  420 XP 
  APL 14   
   
   
   
   
   
   
  480 XP 
  APL 16   
   
   
   
   
   
   
  540 XP 
   
  Epilogue D 
  Idol is destroyed somewhere other than the Cave of Stars: 
  APL 8    
   
   
   
   
   
   
  180 XP 
  APL 10   
   
   
   
   
   
   
  240 XP  
  APL 12   
   
   
   
   
   
   
  300 XP 
  APL 14   
   
   
   
   
   
   
  360 XP 
  APL 16   
   
   
   
   
   
   
  420 XP 
   
  Story Award 
  Janna is alive at the end: 
  APL 8  
   
   
   
   
   
   
   
  60 XP 
  APL 10   
   
   
   
   
   
   
  90 XP  
  APL 12   
   
   
   
   
   
   
  120 XP 
  APL 14   
   
   
   
   
   
   
  150 XP 
  APL 16   
   
   
   
   
   
   
  180 XP 
   
  Discretionary role-playing award 
  Awarded if the PCs employed a significant amount of 
  role-playing to complete the scenario: 
  APL 8  
   
   
   
   
   
   
   
  165 XP 
  APL 10   
   
   
   
   
   
   
  180 XP  
  APL 12   
   
   
   
   
   
   
  195 XP 
  APL 14   
   
   
   
   
   
   
  210 XP 
  APL 16   
   
   
   
   
   
   
  225 XP 
   
  Total possible experience:  
   
  APL8  
   
   
   
   
   
   
   
  1,125 XP 
  APL10   
   
   
   
   
   
   
  1,350 XP 
  APL 12   
   
   
   
   
   
   
  1,575 XP 
  APL 14   
   
   
   
   
   
   
  1,800 XP 
  APL 16   
   
   
   
   
   
   
  2,025 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 Atreasure@ 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 up the remainder. That 
  is the number of gold pieces a character=s total coin value 
  increases at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure record.  
   
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Encounter Five: 
  Recovered from Crusaders: 
   
  APL 8: L: 801 gp; C: 0 gp. 
   
  APL 10: L: 801 gp; C: 0 gp. 
   
  APL 12: L: 801 gp; C: 0 gp; +1 mithral full plate (958 
  gp per character). 
   
  APL 14: L: 801 gp; C: 0 gp; +2 mithral full plate (1,208 
  
   
  gp per character) 
   
  APL 16: L: 696 gp; C: 0 gp; +3 mithral full plate (1,625 
  gp per character), 4 +1 longsword (193 gp each per 
  character), +2 chain shirt barding (379 gp per character). 
   
  Encounter Eight: 
  Defeat the undead: 
   
  APL 8: L: 33 gp; C: 0 gp; +1 full plate (221 gp per 
  character), +1 greatsword (196 gp per character), +1 lance 
  (192 gp per character), +1 ring of protection (167 gp per 
  character). 
  APL 10: L: 0 gp; C: 0 gp; +1 full plate (221 gp per 
  character), +2 greatsword (696 gp per character), +1 cloak 
  of resistance (83 gp per character), +1 lance (192 gp per 
  character), +1 ring of protection (167 gp per character), +1 
  chain shirt barding (129 gp per character). 
  APL 12: L: 0 gp; C: 0 gp; +2 full plate (471 gp per 
  character), +2 greatsword (696 gp per character), +1 cloak 
  of resistance (83 gp per character), +2 lance (692 gp per 
  character), +1 ring of protection (167 gp per character), +1 
  chain shirt barding (129 gp per character). 
  APL 14: L: 0 gp; C: 0 gp; +2 full plate (471 gp per 
  character), Life-Drinker (3,360 gp per character), +1 cloak 
  of resistance (83 gp per character), +2 lance (692 gp per 
  character), +2 ring of protection (667 gp per character), +1 
  chain shirt barding (129 gp per character), rod of 
  metamagic, empower, lesser (750 gp per character). 
   
  APL 16: L: 0 gp; C 0 gp; rod of metamagic, empower 
  (2708 gp), dusty rose ioun stone (417 gp), +6 headband of 
  intellect (3,000 gp per character). 
   
  Conclusion: 
  Payment by Kalinin (includes up-front amount): 
  APL 8: L: 0 gp; C: up to 400 gp; M: 0 gp 
  APL 10: L: 0 gp; C: up to 500 gp; M: 0 gp 
  APL 12: L: 0 gp; C: up to 600 gp; M: 0 gp 
  APL 14: L: 0 gp; C: up to 700 gp; M: 0 gp 
  APL 16: L: 0 gp; C: up to 800 gp; M: 0 gp 
   
  Total Possible Treasure 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
  APL 12: 3,300 gp 
  APL 14: 6,600 gp 
  APL 16: 9,900 gp 
   
  Special 
  Sash of the Healer: This decorative sash, which takes up 
  the belt slot when worn, gives the wearer a +5 
  competency bonus to all Heal checks. A wearer who is a 
  divine spellcaster may also use it to empower three 
  healing spells per day of up to 3rd level, just as if she had 
  prepared the spells with the Empower Spell feat. This is a 
  use-activation device, although casting the spell provokes 
  an attack of opportunity as normal. 
   
  Strong conjuration; CL 17th; Craft Wondrous Items, 
  Empower Spell, cure serious wounds; Price 9,000 gp. 
   
  Sword of Gerardann: This +2 adamantine longsword has a 
  holy symbol of Heironeous set into its cross guard, and so 
  can be used as a divine focus by a worshiper of 
  Heironeous.  It may be upgraded with holy at the end of 
  any Core adventure beginning or ending in the domain of 
  Greyhawk for half the  normal cost (12,000 gp instead of 
  24,000 gp).  
   
  Moderate evocation [good]; CL 7th; Craft Magic Arms 
  and Armor, holy smite, creator must be good; Price 11,015 
  gp.  
   
  Curse of the Idol: The idol’s dying curse has afflicted the 
  PC with the equivalent of a dreadful wasting disease. 
  While this curse is in effect the PC heals naturally at 1/3 
  the normal rate and steadily loses weight. For each TU 
  spent beyond this adventure, the PC loses one point each 
  of Strength and Constitution, with losses assessed at the 
  end of the adventure. These losses cannot be restored by 
  any normal means while the curse is in effect. Only a 
  remove curse by a 16th level or higher caster can break this 
  curse. 
   
  Palanor: This paladin of 6th level or greater has proven 
  worthy of claiming Palanor, Gerardann’s former bonded 
  mount, as his or her bonded mount. Palanor has an 
  Intelligence of 10 and can speak telepathically to his 
  chosen owner but otherwise conforms to the normal stats 
  for a bonded celestial warhorse. This paladin must spend 
  one additional TU to assimilate to Palanor and takes half 
  xp and gp for the adventure. 
   
  Enemy of the Dark Powers: This PC has twice thwarted 
  the workings of the Dark Powers in their efforts to regain 
  a foothold in the Flanaess. The Dark Powers do not 
  quickly forget or forgive such interference. 
   
  Favor of Kalinin: Through Kalinin’s connections the PC 
  has access to all starred magic items listed below. 
   
  APL 8 
  +1 chain shirt barding (Adventure, CL 3rd, DMG) 
  sash of the healer (Adventure, CL 17th, DMG) 
  *+2 cloak of resistance (Core, CL 8th, DMG) 
  *wand of magic missiles (Core, CL 3rd, DMG) 
  *Quaal’s feather token: whip (Core, CL 12th, DMG) 
  *goggles of minute seeing (Core, CL 3rd, DMG) 
   
  APL 10 
  +2 greatsword (Adventure, CL 8th, DMG) 
  +2 full plate (Adventure, CL 8th, DMG) 
  *+1 shield, bashing (any size, metal or wooden; Core, CL 
  8th, DMG) 
  *scroll of summon monster V (Core, CL 9th, DMG) 
  *lens of detection (Core, CL 9th, DMG) 
  *pearl of power (3rd level; Core, CL 17th, DMG) 
   
  APL 12 
  +2 lance (Adventure, CL 8th, DMG) 
  +1 mithral full plate (Adventure, CL 5th, DMG) 
  *Boccob’s blessed book (Core, CL 7th, DMG) 
  
   
  *boots, winged (Core, CL 5th, DMG) 
   
  APL 14 
  +2 chain shirt barding (Adventure, CL 8th, DMG) 
  +2 mithral full plate (Adventure, CL 8th, DMG) 
  lesser rod of metamagic: empower (Adventure, CL 17th, 
  DMG) 
  *+1 holy adamantine sword (any sword type; Core, CL 7th, 
  DMG) 
  *minor ring of energy resistance: fire (Core, CL 3rd, DMG) 
  *ring of spell storing, minor (Core, CL 5th, DMG) 
    
  APL 16 
  rod of metamagic: empower (Adventure, CL 17th, DMG) 
  +3 mithral full plate (Adventure, CL 11th, DMG) 
  dusty rose ioun stone (Adventure, CL 12th, DMG) 
  +6 headband of intellect (Adventure, CL 8th, DMG) 
  *pearl of power (4th level; Core, CL 17th, DMG) 
   
   
  
   
  APPENDIX 1: JANNA 
  �Janna Camarillo, female human C6/RSP2; HD 6d8-6 + 
  2d6-2; hp 25; Init +0; Spd 30 ft.; AC 16 (touch 10, 
  flat-footed 16); Base Attack +5; Grapple +4; Atk/Full Atk 
  +6 melee (quarterstaff, 1d6+1) or +5 ranged (as spell); SA 
  turn undead (+4 on check), greater turning 4/day 
  (destroys undead); SQ spontaneous casting, radiance, +1 
  caster level on healing spells; AL NG; SV Fort +9, Ref +4, 
  Will +18; Str 8, Dex 10, Con 8, Int 13, Wis 22, Cha 13. 
   
  Skills and Feats: Concentration +10, Diplomacy +10, 
  Heal +21,  Knowledge: Religion +10, Perform (singing) +2; 
  Profession: Herbalist +7, Sense Motive +8, Spot +6; 
  Augment Healing (CD), Combat Expertise, Extra Turning, 
  Iron Will. 
   
  Turn Undead (Su): Turn as 8th level cleric, 4/day with 
  a +4 bonus to the roll, turn 2d6+8 HD and destroy undead 
  of 4 HD or less. Four times per day a Greater Turning can 
  be performed, destroying any undead that would 
  normally be turned. 
   
  Radiance: The radius of illumination of any spell 
  with the light descriptor is doubled, and all such spells are 
  cast at +1 caster level. 
   
  Divine Health (Ex): Immune to all natural and 
  magical diseases. 
   
  Empower Healing (Ex): Any domain spell from the 
  Healing domain (those in starred in Janna’s spell listing) is 
  treated as Empowered. 
   
  Possessions: +2 periapt of wisdom, +2 mithral chain 
  shirt, +2 cloak of resistance, sash of the healer (see Special 
  Items listing; wearer has a +5 circumstance bonus on Heal 
  checks and can Empower three healing spells of up to 3rd 
  level per day), +2 defender quarterstaff, holy symbol of 
  Pelor, charm of sending (special; see Encounter 5). 
   
  Typical Spells Prepared—Cleric (6/6/5/4/3 + sphere 
  spells, base DC = 16 + spell level): 0-create water, detect 
  magic, 
  guidance(x2), 
  mending, 
  purify 
  food 
  and 
  drink,1st-bless, cure light wounds*, consecrate, remove 
  fear, protection from evil, sanctuary, shield of faith; 
  2nd-align weapon(x2), calm emotions, cure moderate 
  wounds*, remove paralysis, status; 3rd-cure serious 
  wounds*, 
  prayer, 
  remove 
  disease(x2), 
  remove 
  blindness/deafness; 4th-cure critical wounds*, divination, 
  neutralize poison, restoration 
   
  Description: 5 ft. 4 in. tall, weight 100 lb., 32-year-old 
  Suloise woman with dark blond hair, tanned skin, blue 
  eyes, and a slender build. 
   
   
  Janna is a kind, gentle, and caring soul who 
  understands the need for violence in some situations but 
  hates it all the same. She is utterly committed to her 
  healing craft and will not deny aid to those who need or 
  request it, regardless of mitigating factors or personal risk 
  to herself. Because of a sacred oath she made when she 
  became a cleric of Pelor, she has completely forsworn 
  violence; she will not strike to harm another living 
  creature even in defense of her own life. Whenever 
  possible she seeks to mediate situations to avoid conflict, 
  and she never raises her voice in anger. If insulted or 
  treated rudely, she attempts to ignore or deflect the 
  offending remarks with grace. It should be extremely 
  difficult to provoke a hostile response from her.  
   
  Though Janna’s outward appearance and demeanor 
  suggest frailty, meekness, and humility, she is a woman of 
  indomitable will and passionate devotion to her 
  convictions; this should come through clearly when 
  role-playing her. She will bear through any physical or 
  emotional pain necessary to see through to completion a 
  cause to which she has committed herself. 
   
  Tactics: See individual encounters for how Janna acts 
  in particular combat situations. In general, if she is 
  threatened personally then she fights defensively and 
  with maximum expertise and weapon defense, giving her 
  a -11 modifier on melee attacks but a +9 bonus to both 
  regular and touch AC. 
  
   
  APPENDIX 2: THE IDOL 
  The idol is a unique life form, essentially a living 
  construct. In Encounter 10 the idol is fully awakened and 
  able to transform into its true nature; refer to the stats 
  given in Appendix III at that point. Prior to encounter 10 
  it is still functionally an intelligent magic item. 
   
  The idol grants a +3 deflection bonus to AC, a 
  continual deathwatch ability, and 120 foot lifesense to any 
  creature who carries the idol and willingly subordinates 
  its will to the idol. A possessor who denies the idol’s will 
  receives none of these benefits, is continually fatigued, 
  and must make an ego conflict check against it once each 
  day (see Ego Conflict, below). 
    
  Size: Tiny 
  Hardness: 23 
  Hit points: 190 
  Move: fly 60 [perfect], as spell 
  Armor Class: 22 [+2 size, +4 Dex, +3 armor, +3 deflection], 
  touch 19  
  Attack (touch via spectral hand): +13 
  Spell Resistance: 12+APL. 
  Saving Throws: Fort +10, Ref +14, Will +14. 
  Abilities: Str --, Dex 18 (but only when unattended), Con --, 
  Int 18, Wis 18, Cha 18. 
   
  Physical Traits: The idol is carved crudely from a piece of 
  unrefined adamantine ore. Various magical effects poured 
  into its creation give its surface a toughness equivalent to 
  a +3 magic armor. When attended by a living creature the 
  idol shares armor class and saves with the person 
  possessing it unless they are worse. 
   
  The idol can be harmed by most normal means for 
  damaging magical items. The one exception to this is 
  disintegrate, against which the idol is immune. See the 
  sidebar for rules on damaging objects. 
  Control Undead (Su): The idol can sense the 
  presence of undead within 400 feet and can automatically 
  control any unintelligent undead within that range. Treat 
  as an 18th level cleric for purposes of controlling 
  intelligent undead. 
  Dimensional Anchor (Su): The idol constantly 
  generates a dimensional anchor at 18th level, which also 
  extends to its possessor. The field automatically renews 
  the next round if dispelled. 
  Divination Sensitivity (Su): The idol can sense any 
  divination directed at it or about it within 120 feet. It 
  often sends visions to those doing the divination. See 
  Encounter 5 for details. 
  Ego Conflict: The idol insists that whoever possesses 
  it or carries it suborns herself to the idol’s will. Those that 
  do not cooperate must make an ego conflict check once 
  each day against the idol. This is a Will save whose base 
  DC is 18 + ½ of the APL. (At higher APLs it is assumed 
  that the idol has regained more of its potency, hence its 
  ego is stronger.) Because the idol specifically influences 
  its possessors through their violent urges, apply the 
  circumstantial modifiers listed below to the DC for the 
  Will save. Use the highest modifier if multiple ones apply. 
   
  Carrier. . . 
   
   
      
                    Modifier    
  Has the ability to rage   
   
   
   
  +6 
  Has a favored enemy (or the equivalent) +4 
  Is a fighter, warmaster, war priest 
   
  +4 
  Is a cleric with the War domain  
   
  +3 
  Is a spellcaster who heavily uses  
   
  +2 
    damaging spells* 
  Is a rogue or spellcaster who engages  
   
  +2 
    in combat by choice 
  Is a paladin 
   
   
   
   
   
   
  +2 
  Is a spellcaster who uses any  
   
   
  +1 
  damaging spells 
   
  These additional modifiers are cumulative: 
  Is evil 
   
   
   
   
   
   
   
  +2 
  Is particularly diplomatic or otherwise  
   -2 
     avoids violence when possible* 
  Is a dedicated pacifist*  
   
   
   
   -4 
  Is less/more inclined towards violence  
  -2/+2 
     than the norm for her above type* 
   
  * - The applicability of these modifiers is subject to the 
  DM’s judgment 
   
  If the possessor is mindless or does not successfully resist 
  the ego conflict, then the idol can direct the possessor’s 
  actions for the next day within the boundaries outlined 
  for ego conflicts with intelligent magic items (see page 
  270 of the Dungeon Master’s Guide). 
  Lifesense (Su): The idol can sense the presence and 
  location of any living creatures within 120 feet. It can 
  sense the status of such creatures as per the deathwatch 
  spell.  
  Mental Immunity: The idol is immune to 
  mind-affecting spells and effects other than detect 
  thoughts. 
  Speak Through Others (Su):  The idol cannot speak 
  itself, but may speak through a willing or unconscious 
  possessor or a conscious one that fails a DC 20 Will save. 
  Succeeding at this save prevents the idol from speaking 
  through the possessor for one day. 
  Soul Drain (Su): The idol’s most dread power is its 
  ability to drain the souls of living creatures that die in its 
  presence (within 70 feet). This ability is equivalent to a 
  soul bind spell, except that there is no limitation on the 
  power or number of the souls that the idol may absorb. 
  The Will save to resist this effect is DC 23, or DC 33 for 
  any creature that possesses the idol at the time of death or 
  has possessed it in the past. It may use this ability once per 
  round as a standard action. The idol gradually consumes 
  the souls it drains to empower its abilities. These souls can 
  only be freed by destroying the idol. 
  Spell-Like Abilities (Sp):  Once per round at will the 
  
   
  idol may use animate dead, spectral hand, suggestion (DC 
  17), contagion (DC 18), touch of fatigue (DC 14), or 
  nondetection. 3/day - create undead and protection from 
  energy. 1/day - create greater undead, waves of fatigue 
  (DC 19), eyebite (DC 20), and heal (self only; effectively 
  repairs itself). All abilities are at 18th caster level. The DC 
  for all abilities is Charisma-based. 
  Telepathy 
  (Ex): 
  The 
  idol 
  can 
  telepathically 
  communicate with any intelligent creature within 100 
  feet. 
  Vulnerabilities: A possessor who resists the idol’s ego 
  conflict renders it immobile as long as he stays in contact 
  with the idol and can limit the idol’s targeted spell-like 
  abilities if he chooses. In this case the idol cannot use 
  them on the same target more than once for as long as the 
  ego conflict is resisted.  
   
   
  Strong Necromancy [evil]; Caster Level 18th. Cannot 
  be duplicated. Weight 10 pounds. 
   
  On Damaging Objects: 
  The hardness rating of an object is subtracted from all 
  weapon damage and many forms of energy damage. Only 
  damage that goes beyond the hardness actually affects the 
  object. In the case of magic weapons and armor, only a 
  weapon with a plus equal to or greater than that of the 
  weapon/armor can actually damage the object. (Thus the 
  idol cannot be harmed by anything less than +3 weapons.) 
  Specific cases are described below. 
  Adamantine weapons: They bypass any hardness less 
  than 20—which means they do not bypass the idol’s 
  hardness. 
  Ranged weapons: Damage is halved before applying 
  hardness. 
  Fire and electricity: Damage is halved before 
  applying hardness. 
  Cold: Damage is quartered before applying hardness. 
  Sonic, acid, force effects: Normal damage without 
  regards for hardness, assuming they bypass the idol’s SR. 
  (Note, however, that some force effects - like magic 
  missile - cannot target objects.) 
  Holy: Normally damage of this type does not affect 
  objects, but against the idol it counts as part of the 
  weapon’s normal damage because of the idol’s thoroughly 
  corrupt nature 
  Sacred: Damage of this nature also does not normally 
  affect objects, but against the idol it counts in full for 
  purposes of breaking the idol’s hardness because of the 
  idol’s thoroughly corrupt nature. 
   
   
   
   
  
   
  APPENDIX 3: NPCs 
   
  ALL APLs 
  Encounter 6: 
  �Sora: Male Human Rog8/ShD2; Medium Human; HD 
  7d6+7 plus 3d8+3; hp 49; Init +8; Spd 30 ft.; AC 19 (touch 
  14, flat-footed 19) [+5 armor, +4 Dex]; BA/Grapple +7/+8; 
  Atk +9 melee (rapier, 1d6+2); Full Atk +9/+4 melee (rapier, 
  1d6+2); SA sneak attack +4d6; SQ darkvision 60 feet, hide 
  in plain sight, evasion, improved uncanny dodge, trap 
  sense +2; AL CE; SV Fort +2, Ref +9, Will +2; Str 12, Dex 
  18, Con 12, Int 12, Wis 10, Cha 12. 5 ft. 9 in. Weight 145 
  lb. 
   
  Skills and Feats: Balance +8, Bluff +12, Disguise +10, 
  Escape Artist +22, Disable Device +8, Gather Information 
  +6, Hide +24, Jump +7, Move Silently +24, Open Locks 
  +16, Perform (Dance) +7, Search +12, Sleight of Hand +10, 
  Spot +10, Tumble +15, Combat Reflexes, Dodge, 
  Improved Initiative, Mobility, Stealthy. 
   
  Hide in Plain Sight (Su): Can use the Hide skill even 
  while being observed and without anything to hide 
  behind, as long as the shadowdancer is within 10 feet of a 
  shadow other than his own. 
   
  Trap Sense (Ex): +2 AC and Reflex save bonus against 
  traps. 
   
  Possessions: masterwork thieves’ tools, +1 rapier, +1 
  mithral chain shirt, cloak of elvenkind, boots of elvenkind, 
  vest of escape. 
   
  Encounter 8 
  Undead Traits: Immune to mind-affecting effects, poison, 
  sleep, paralysis, stunning, disease, death effects, and any 
  effect that requires a Fortitude save unless it also affects 
  objects. Not subject to critical hits, nonlethal damage, 
  ability or energy drain, or death from massive damage. 
   
  Vampire Abilities (all) 
   
  Alternate Form (Su): Can assume the form of a dire 
  wolf, as per a polymorph spell at 12th level, except that the 
  vampire does not regain hit points and loses its dominate 
  ability. 
   
  Blood Drain (Ex): If an opponent is successfully 
  grappled and pinned, it can be drained for 1d4 points of 
  Constitution each round the pin is maintained. Each 
  successful attack gives the vampire 5 temporary hit points. 
   
  Children of the Night (Su): Once per day the 
  vampire can call 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. Summoned 
  creatures arrive in 2d6 rounds and serve the vampire for 
  up to one hour. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial. 
   
  Fast Healing (Ex): Heals 5 damage/round as long as 
  the vampire has at least 1 hit point. If reduced to 0 hit 
  points it automatically turns into gaseous form and 
  retreats. It is utterly destroyed if it does not reach its 
  coffin within 2 hours. 
   
  Gaseous Form (Su): Assume gaseous form as spell at 
  5th level, except that duration is indefinite and fly speed is 
  20 feet. This is a standard action. 
   
  Vampire Vulnerabilities: A vampire can be held at 
  bay by a mirror or holy symbol as a standard action. Also 
  cannot cross running water. Two rounds of continuous 
  exposure to sunlight destroys a vampire, and immersing it 
  in running war robs it of 1/3 of its hit points each round 
  with the vampire being destroyed at the end of the third 
  round. Driving a wooden stake into a vampire’s heart 
  instantly slays it, though it can return to life if the stake is 
  removed before the body is destroyed. 
   
  APL 8 
  Encounter 8 
  �Gauran, vampire Ftr7: Medium Undead (formerly Flan 
  male); HD 7d12, hp 53; Init +6(+8); Spd 20 ft., as mount 
  when mounted; AC 26 (touch 11, flat-footed 25) [+9 armor, 
  +6 natural, +1 Dex]; BA/Grapple +7/+14; Atk +15 melee 
  [lance, 1d8+8 (20/x3)] or +16 melee [greatsword, 2d6+13 
  (19-20/x2)]; Full Atk +15/+10 melee [lance, 1d8+8 (20/x3)] 
  or +16/+11 melee [greatsword, 2d6+13 (19-20/x2)] or +14 
  melee [slam, 1d6+7 +2 negative levels]; SA energy drain, 
  create spawn, dominate, children of the night, blood drain, 
  slam treated as magical for purposes of DR; SQ darkvision 
  60 ft, alternate form (dire wolf), DR 10/silver and magic, 
  cold and electricity resistance 10, fast healing 5, assume 
  gaseous form, spider climb (as spell), +4 turn resistance, 
  undead traits; AL LE; SV Fort +5, Ref +6 (+8), Will +3; Str 
  24, Dex 14 (18), Con --, Int 12, Wis 12, Cha 16. 
   
  Skills and Feats: Bluff +11, Handle Animal +8, Hide 
  +5 (+7), Intimidate +13, Jump +12, Listen +9, Move 
  Silently +5 (+7), Ride +12 (+14), Search +9, Sense Motive 
  +9, Spot +9; Alertness, Cavalry Charger (CW), Combat 
  Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Improved 
  Toughness (CW), Lightning Reflexes, Mounted Combat, 
  Ride-By Attack, Spirited Charge, Trample, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword) 
   
  Dominate (Su): Gaze attack at 30 foot range, requires 
  a standard action to use, Will save DC 16. Equivalent to a 
  dominate person at 12th level. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam or other natural attack gain two negative 
  energy levels. The vampire gains 5 hit points per level 
  drained. A DC 16 Fortitude save is required after 24 hours 
  or the level loss is permanent. 
   
  Possessions: +1 full plate armor, +1 greatsword, +1 
  heavy lance. 
   
  �Miyu, vampire Sor6:  Medium Undead (formerly 
  human female); HD 6d12, hp 39; Init +8(+10); Spd 30 ft., 
  fly 20 ft (perfect, gaseous form only); AC 27 (touch 21, 
  flat-footed 21) [+6 Dex, +6 natural, +1 deflection, +4 shield]; 
  BA/Grapple +3/+7; Atk/Full Atk slam +7 [1d6+4 +2 
  
   
  negative levels] or ranged touch +9 (as spell); SA energy 
  drain, create spawn, dominate, children of the night, 
  blood drain, natural weapons treated as magical for 
  purposes of DR; SQ darkvision 60 ft, alternate form (dire 
  wolf) DR 10/silver and magic, cold and electricity 
  resistance 10, fast healing 5, assume gaseous form, spider 
  climb (as spell), +4 turn resistance, undead traits; AL LE; 
  SV Fort +2, Ref +8 (+10), Will +7; Str 18, Dex 18 (22), Con 
  --, Int 14, Wis 14, Cha 20. Height 5 ft. 7 in. Weight 135 lb. 
   
  Skills and Feats: Bluff +22, Concentration +9 (+13 
  when casting defensively), Craft (carving, +11), Hide +14, 
  Knowledge: Arcana +11, Listen +12, Move Silently +14, 
  Search +10, Sense Motive +10, Spellcraft +13, Spot +12; 
  Alertness, Combat Casting, Combat Reflexes, Craft 
  Wondrous Item, Dodge, Improved Initiative, Lightning 
  Reflexes, Silent Spell, Extra Slot (2nd). 
   
  Alternate Form (Su): Can assume the form of a dire 
  wolf, as per a polymorph spell at 12th level, except that the 
  vampire does not regain hit points and loses its dominate 
  ability. 
   
  Blood Drain (Ex): If an opponent is successfully 
  grappled and pinned, it can be drained for 1d4 points of 
  Constitution each round the pin is maintained. Each 
  successful attack gives the vampire 5 temporary hit points. 
   
  Children of the Night (Su): Once per day the 
  vampire can call 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. Summoned 
  creatures arrive in 2d6 rounds and serve the vampire for 
  up to one hour. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial. 
   
  Dominate (Su): Gaze attack at 30 foot range, requires 
  a standard action to use, Will save DC 18. Equivalent to a 
  dominate person at 12th level. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam or other natural attack gain two negative 
  energy levels. The vampire gains 5 hit points per level 
  drained. A DC 18 Fortitude save is required after 24 hours 
  or the level loss is permanent. 
   
  Fast Healing (Ex): Heals 5 damage/round as long as 
  the vampire has at least 1 hit point. If reduced to 0 hit 
  points it automatically turns into gaseous form and 
  retreats. It is utterly destroyed if it does not reach its 
  coffin within 2 hours. 
   
  Gaseous Form (Su): Assume gaseous form as spell at 
  5th level, except that duration is indefinite and fly speed is 
  20 feet. This is a standard action. 
   
  Possessions: +1 ring of protection, spell components 
   
  Spells Known (6/7/2/4; base DC = 15 + spell level): 0 
  level-acid splash, detect magic, disrupt undead, mage 
  hand, message, ray of frost, read magic; 1st level-magic 
  missile, ray of enfeeblement, shield, shocking grasp; 2nd 
  level-cat’s grace, scorching ray, see invisibility; 3rd 
  level-lightning bolt 
   
  Physical Description: Distinctly Flan features. 
   
  Encounter 10 
  �Idol body (lesser stone golem): Medium Construct: HD 
  8d10+20; hp 64; Init +0; Spd 20 ft.; AC 22 (touch 10, 
  flat-footed 10) [+12 natural]; BA/Grapple +6/+11; Atk slam 
  +11 melee (2d6+5); Full Atk 2 slams +11 melee (2d6+5); SA 
  eyebite; SQ construct traits, DR 10/adamantium, 
  darkvision 60 ft., low-light vision, partial magic immunity; 
  AL N; SV Fort +2, Ref +2, Will +3; Str 21, Dex 11, Con --, 
  Int --, Wis 11, Cha 1.  
   
  Skills and Feats: none. 
   
  Construct Traits: Immunity to all mind- affecting 
  effects, poison, sleep effects, paralysis, stunning, disease, 
  and death effects. Not subject to critical hits, nonlethal or 
  ability damage, ability or energy drain, massive damage, 
  fatigue, or exhaustion. Immune to any effect requiring a 
  Fortitude save, unless the effect is harmless or also works 
  on objects. 
   
  Eyebite (Su): Once every two rounds the idol body 
  can use eyebite (as the spell at 11th level) as a free action 
  on a person within 10 feet. The Fortitude save to resist is 
  DC 14 and is Constitution-based. 
   
  Immunity to Magic (Ex): Healing effects inflict 
  damage on the idol body equal to the hit points healed, 
  while necromancy spells repair damage equal to 1d8 hit 
  points per level of the spell. A stone to flesh spell does not 
  actually change the body’s structure but negates its 
  damage reduction and magic immunity for 1 round. It is 
  otherwise immune to any magical effect that allows spell 
  resistance except as noted in Encounter 10a. 
   
  �Idol spirit (treat as ghost Sor6): Medium Undead 
  (incorporeal); HD 6d12; hp 39; Init +3; Spd Fly 30 
  ft.[perfect]; AC 17 (touch 17, flat-footed 14) [+4 deflection, 
  +3 Dex]; BA/Grapple +3/--; Atk/Full Atk touch +7 (as spell) 
  or ranged touch +6 (as spell); SA horrific appearance, 
  manifestation, soul drain, spell-like abilities; SQ telepathy 
  100 feet, incorporeal, undead immunities, darkvision 60 
  feet, rejuvenation, turn resistance +4 (but also see text), 
  deathwatch sight; SR 20; AL CE ; SV Fort +2, Ref +5, Will 
  +9; Str --, Dex 17, Con --, Int 18, Wis 18, Cha 18. 
   
  Skills and Feats: Bluff +13, Concentration +9 (+13 
  when casting on the defensive), Hide +11, Knowledge: 
  Arcana +13, Knowledge: Religion +5, Listen +12, 
  Spellcraft +13, Search +12, Spot +16, Tumble +7; Combat 
  Casting, Spell Focus (necromancy), Weapon Focus 
  (touch). 
   
  Control Undead (Su): The spirit can automatically 
  control any undead within 400 feet and is treated as an 
  18th level cleric for purposes of controlling intelligent 
  undead. No undead creature will attack it. 
   
  Horrific Appearance (Su): Any living creature within 
  60 feet that views the spirit must succeed at a DC 17 
  Fortitude save or immediately take 1d4 points each of 
  Strength, Constitution, and Dexterity damage. A creature 
  that successfully saves cannot be affected again for 24 
  hours. 
   
  Malevolence (Su): Once per round the spirit can 
  merge its body with a creature on the Material Plane. This 
  ability is similar to a magic jar at 10th level, except that no 
  receptacle is required. To use this ability, the spirit must 
  be manifested and move into the target’s space; this action 
  
   
  does not provoke attacks of opportunity. DC 19 Will save 
  to resist; on a failed save the spirit merges with the 
  person’s body and disappears, on a successful save the 
  target is immune to further attempts for 24 hours. 
   
  Manifestation (Su): The spirit is visible on the 
  Material Plane and treated as incorporeal when it 
  manifests. In this form the spirit can use its touch attack, 
  cast spells on targets on the Material Plane, and use its 
  malevolence. It can be attacked normally on the Ethereal 
  Plane. 
   
  Soul Drain (Su): Any creature that dies within 70 feet 
  of the idol spirit must make a DC 23 Will save (DC 33 if 
  the victim is a former possessor of the idol) or have its 
  soul drawn into the idol spirit as per a soul bind spell. The 
  idol spirit gains one hit die each time this happens. Only 
  destroying both parts of the idol releases the soul. 
   
  Spell-Like Abilities (Sp): Once per round at will the 
  spirit can use animate dead or contagion. Thrice per day 
  the idol can use create undead. Once per day the idol can 
  use create greater undead and waves of fatigue. All of 
  these abilities have a save DC of 17 and are at 18th caster 
  level. The DC for all spell-like abilities is Charisma-based. 
   
  Rejuvenation (Su): The idol spirit cannot be 
  permanently destroyed while the body is intact. It 
  automatically restores itself after one day. 
   
  Special Vulnerability: When a turn attempt is 
  successful against the spirit, it loses one hit die as if 
  affected by a negative energy level. 
   
  Spells Available (6/7/6/4; base DC=15+spell level): 0 
  level-mage hand, touch of fatigue; 1st level-cause fear, chill 
  touch, ray of enfeeblement; 2nd level-blindness/deafness, 
  spectral hand; 3rd level-vampiric touch 
   
  APL 10 
  Encounter 8 
  �Gauran, vampire Ftr9: Medium Undead (formerly Flan 
  male); HD 9d12, hp 68; Init +6(+8); Spd 20 ft., as mount 
  when mounted; AC 26 (touch 11, flat-footed 25) [+9 armor, 
  +6 natural, +1 Dex]; BA/Grapple +9/+16; Atk +17 melee 
  [lance, 1d8+8 (20/x3)] or +18 melee [greatsword, 2d6+13 
  (19-20/x2)]; Full Atk +17/+12 melee [lance, 1d8+8 (20/x3)] 
  or +19/+14 melee [greatsword, 2d6+13 (19-20/x2)] or +15 
  melee [slam, 1d6+7 +2 negative levels]; SA energy drain, 
  create spawn, dominate, children of the night, blood drain, 
  slam treated as magical for purposes of DR; SQ darkvision 
  60 ft, alternate form (dire wolf), DR 10/silver and magic, 
  cold and electricity resistance 10, fast healing 5, assume 
  gaseous form, spider climb (as spell), +4 turn resistance, 
  undead traits; AL LE; SV Fort +7, Ref +8 (+10), Will +5; Str 
  25, Dex 14 (18), Con --, Int 12, Wis 12, Cha 16. 
   
  Skills and Feats: Bluff +11, Handle Animal +8, Hide 
  +5 (+7), Intimidate +15, Jump +9, Listen +9, Move Silently 
  +5 (+7), Ride +14 (+16), Search +9, Sense Motive +9, Spot 
  +9; Alertness, Cavalry Charger (CW), Combat Reflexes, 
  Dodge, Improved Initiative, Improved Toughness (CW), 
  Lightning Reflexes, Mounted Combat, Power Attack, 
  Quick Draw, Ride-By Attack, Spirited Charge, Trample, 
  Weapon Focus (greatsword), Weapon Specialization 
  (greatsword) 
   
  Dominate (Su): Gaze attack at 30 foot range, requires 
  a standard action to use, Will save DC 17. Equivalent to a 
  dominate person at 12th level. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam or other natural attack gain two negative 
  energy levels. The vampire gains 5 hit points per level 
  drained. A DC 17 Fortitude save is required after 24 hours 
  or the level loss is permanent. 
   
  Possessions: +1 full plate armor, +2 greatsword, +1 
  lance, +1 cloak of resistance. 
   
  �Gauran’s mount, nightmare: Large Outsider (evil, 
  extraplanar); HD 6d8+18, hp 45; Init as Gauran; Spd 40 ft, 
  fly 90 ft. (good); AC 29 (31) (touch 12, flat-footed 25) [-1 
  size, +2(+4) Dex, +13 natural, +5 armor]; BA/Grapple 
  +6/+14; Atk Hoof +9 melee (1d8+4 + 1d4 fire); Full Atk 2 
  hooves +9 melee (1d8+4 + 1d4 fire) and bite +4 melee 
  (1d8+2); Face/Reach 10ft./5 ft.; SA flaming hooves, smoke; 
  SQ darkvision 60 feet, etherealness, astral; AL NE; SV Fort 
  +8, Ref +7(+9), Will +6; Str 18, Dex 15(19), Con 16, Int 13, 
  Wis 13, Cha 12. 
   
  Skills and Feats: Concentration +12, Diplomacy +3, 
  Intimidate +10, Knowledge (the planes) +10, Listen +12, 
  Move Silently +10, Search +10, Sense Motive +10, Spot 
  +12, Survival +10 (+12); Alertness, Improved Initiative, 
  Run. 
   
  Flaming Hooves (Su): A blow from a nightmare’s 
  flaming hooves can set combustibles alight. 
   
  Smoke (Su): The smoke a nightmare gives off gives it 
  concealment against foes 5 feet away and total 
  concealment against foes 10+ feet away, but does not 
  hinder the nightmare. In addition, as a free action once 
  per round a nightmare may snort a 15-foot cone of smoke 
  which lasts for 1 round. Anyone in the cone must make a 
  DC 16 Fortitude save or take a -2 penalty on attack and 
  damage rolls until after leaving the cone for 1d6 minutes. 
   
  Astral Projection/Etherealness (Su): As spells at 20th 
  caster level, at will. 
   
  Possessions: +1 chain shirt barding, military saddle, 
  bit and bridle. 
   
  �Miyu, vampire Sor8:  Medium Undead (formerly 
  human female); HD 8d12, hp 52; Init +8(+10); Spd 30 ft., 
  fly 20 ft (perfect, gaseous form only); AC 27 (touch 21, 
  flat-footed 21) [+4(+6) Dex, +6 natural, +1 deflection, +4 
  shield]; BA/Grapple +4/+8; Atk/Full Atk slam +8 [1d6+4 
  +2 negative levels] or ranged touch +8(+10) [as spell]; SA 
  energy drain, create spawn, dominate, children of the 
  night, blood drain, natural weapons treated as magical for 
  purposes of DR; SQ darkvision 60 ft, alternate form (dire 
  wolf) DR 10/silver and magic, cold and electricity 
  resistance 10, fast healing 5, assume gaseous form, spider 
  climb (as spell), +4 turn resistance, undead traits; AL LE; 
  SV Fort +2, Ref +8, Will +8; Str 18, Dex 18, Con --, Int 14, 
  Wis 14, Cha 21. Height 5 ft. 7 in. Weight 135 lb. 
   
  Skills and Feats: Bluff +24, Concentration +11 (+15 
  when casting defensively), Craft (carving, +13), Hide +12, 
  Knowledge: Arcana +13, Listen +12, Move Silently +12, 
  Search +10, Sense Motive +10, Spellcraft +15, Spot +12; 
  
   
  Alertness, Combat Casting Combat Reflexes, Craft 
  Wondrous Item, Dodge, Improved Initiative, Lightning 
  Reflexes, Silent Spell, Extra Slot (2nd). 
   
  Alternate Form (Su): Can assume the form of a dire 
  wolf, as per a polymorph spell at 12th level, except that the 
  vampire does not regain hit points and loses its dominate 
  ability. 
   
  Blood Drain (Ex): If an opponent is successfully 
  grappled and pinned, it can be drained for 1d4 points of 
  Constitution each round the pin is maintained. Each 
  successful attack gives the vampire 5 temporary hit points. 
   
  Children of the Night (Su): Once per day the 
  vampire can call 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. Summoned 
  creatures arrive in 2d6 rounds and serve the vampire for 
  up to one hour. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial. 
   
  Dominate (Su): Gaze attack at 30 foot range, requires 
  a standard action to use, Will save DC 19. Equivalent to a 
  dominate person at 12th level. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam or other natural attack gain two negative 
  energy levels. The vampire gains 5 hit points per level 
  drained. A DC 19 Fortitude save is required after 24 hours 
  or the level loss is permanent. 
   
  Fast Healing (Ex): Heals 5 damage/round as long as 
  the vampire has at least 1 hit point. If reduced to 0 hit 
  points it automatically turns into gaseous form and 
  retreats. It is utterly destroyed if it does not reach its 
  coffin within 2 hours. 
   
  Gaseous Form (Su): Assume gaseous form as spell at 
  5th level, except that duration is indefinite and fly speed is 
  20 feet. This is a standard action. 
   
  Possessions: +1 ring of protection, spell components 
   
  Spells Known (6/7/3/6/4; base DC = 15 + spell level): 
  0 level-acid splash, dancing lights, detect magic, disrupt 
  undead, mage hand, message, ray of frost, read magic; 1st 
  level-magic missile, ray of enfeeblement, shield, shocking 
  grasp, unseen servant; 2nd level-cat’s grace, scorching ray, 
  see invisibility, shatter; 3rd level-dispel magic, lightning 
  bolt; 4th level-enervation. 
   
  Physical Description: Distinctly Flan features. 
   
  Encounter 10 
  �Idol body (stone golem): Large Construct: HD 
  14d10+30; hp 107; Init -1; Spd 20 ft.; AC 26 (touch 8, 
  flat-footed 26) [-1 size, -1 Dex, +18 natural]; Face/Reach 10 
  ft./10 ft.; BA/Grapple +10/+23; Atk slam +18 melee 
  (2d10+9); Full Atk 2 slams +18 melee (2d10+9); SA eyebite; 
  SQ construct traits, DR 10/adamantium, darkvision 60 ft., 
  low-light vision, partial magic immunity; AL N; SV Fort 
  +4, Ref +3, Will +4; Str 29, Dex 9, Con --, Int --, Wis 11, Cha 
  1.  
   
  Skills and Feats: none. 
   
  Construct Traits: Immunity to all mind- affecting 
  effects, poison, sleep effects,  paralysis, stunning, disease, 
  and death effects. Not subject to critical hits, nonlethal or 
  ability damage, ability or energy drain, massive damage, 
  fatigue, or exhaustion. Immune to any effect requiring a 
  Fortitude save, unless the effect is harmless or also works 
  on objects. 
   
  Eyebite (Su): Once every two rounds the idol body 
  can use eyebite (as the spell at 11th level) as a free action 
  on a person within 10 feet. The Fortitude save to resist is 
  DC 17 and is Constitution-based. 
   
  Immunity to Magic (Ex): Healing effects inflict 
  damage on the idol body equal to the hit points healed, 
  while necromancy spells repair damage equal to 1d8 hit 
  points per level of the spell. A stone to flesh spell does not 
  actually change the body’s structure but negates its 
  damage reduction and magic immunity for 1 round. It is 
  otherwise immune to any magical effect that allows spell 
  resistance except as noted in Encounter 10a. 
   
  �Idol spirit (treat as ghost Sor7): Medium Undead 
  (incorporeal); HD 7d12; hp 46; Init +3; Spd Fly 30 
  ft.[perfect]; AC 17 (touch 17, flat-footed 14) [+4 deflection, 
  +3 Dex]; BA/Grapple +3/--; Atk/Full Atk touch +7 (as spell) 
  or ranged touch +6 (as spell); SA horrific appearance, 
  manifestation, soul drain, spell-like abilities; SQ telepathy 
  100 feet, incorporeal, undead immunities, darkvision 60 
  feet, rejuvenation, turn resistance +4 (but also see text), 
  deathwatch sight; SR 20; AL CE ; SV Fort +2, Ref +5, Will 
  +9; Str --, Dex 17, Con --, Int 18, Wis 18, Cha 18. 
   
  Skills and Feats: Bluff +14, Concentration +10 (+14 
  when casting on the defensive), Hide +11, Knowledge: 
  Arcana +14, Knowledge: Religion +5, Listen +12, 
  Spellcraft +14, Search +12, Spot +17, Tumble +7; Combat 
  Casting, Spell Focus (necromancy), Weapon Focus 
  (touch). 
   
  Control Undead (Su): The spirit can automatically 
  control any undead within 400 feet and is treated as an 
  18th level cleric for purposes of controlling intelligent 
  undead. No undead creature will attack it. 
   
  Horrific Appearance (Su): Any living creature within 
  60 feet that views the spirit must succeed at a DC 18 
  Fortitude save or immediately take 1d4 points each of 
  Strength, Constitution, and Dexterity damage. A creature 
  that successfully saves cannot be affected again for 24 
  hours. 
   
  Malevolence (Su): Once per round the spirit can 
  merge its body with a creature on the Material Plane. This 
  ability is similar to a magic jar at 10th level, except that no 
  receptacle is required. To use this ability, the spirit must 
  be manifested and move into the target’s space; this action 
  does not provoke attacks of opportunity. DC 19 Will save 
  to resist; on a failed save the spirit merges with the 
  person’s body and disappears, on a successful save the 
  target is immune to further attempts for 24 hours. 
   
  Manifestation (Su): The spirit is visible on the 
  Material Plane and treated as incorporeal when it 
  manifests. In this form the spirit can use its touch attack, 
  cast spells on targets on the Material Plane, and use its 
  malevolence. It can be attacked normally on the Ethereal 
  Plane. 
   
  Soul Drain (Su): Any creature that dies within 70 feet 
  
   
  of the idol spirit must make a DC 23 Will save (DC 33 if 
  the victim is a former possessor of the idol) or have its 
  soul drawn into the idol spirit as per a soul bind spell. The 
  idol spirit gains one hit die each time this happens. Only 
  destroying both parts of the idol releases the soul. 
   
  Spell-Like Abilities (Sp): Once per round at will the 
  spirit can use animate dead or contagion. Thrice per day 
  the idol can use create undead. Once per day the idol can 
  use create greater undead and waves of fatigue. All of 
  these abilities have a save DC of 18 and are at 18th caster 
  level. The DC for all spell-like abilities is Charisma-based. 
   
  Rejuvenation (Su): The idol spirit cannot be 
  permanently destroyed while the body is intact. It 
  automatically restores itself after one day. 
   
  Special Vulnerability: When a turn attempt is 
  successful against the spirit, it loses one hit die as if 
  affected by a negative energy level. 
   
  Spells Available (6/7/7/5; base DC= 15+spell level: 0 
  level-mage hand, touch of fatigue; 1st level-cause fear, chill 
  touch, ray of enfeeblement; 2nd level-blindness/deafness, 
  spectral hand; 3rd level-vampiric touch, ray of exhaustion 
   
  APL 12 
  Encounter 8 
  �Gauran, vampire Ftr11: Medium Undead (formerly 
  Flan male); HD 11d12, hp 83; Init +6(+8); Spd 20 ft., as 
  mount when mounted; AC 27 (touch 11, flat-footed 26) 
  [+10 armor, +6 natural, +1 Dex]; BA/Grapple +11/+18; Atk 
  +20 melee [lance, 1d8+9 (20/x3)] or +20 melee [greatsword, 
  2d6+13 (19-20/x2)]; Full Atk +20/+15/+10 melee [lance, 
  1d8+9 (20/x3)] or +21/+16/+11 melee [greatsword, 2d6+13 
  (19-20/x2)] or +17 melee [slam, 1d6+7 +2 negative levels]; 
  SA energy drain, create spawn, dominate, children of the 
  night, blood drain, slam treated as magical for purposes of 
  DR; SQ darkvision 60 ft, alternate form (dire wolf), DR 
  10/silver and magic, cold and electricity resistance 10, fast 
  healing 5, assume gaseous form, spider climb (as spell), +4 
  turn resistance, undead traits; AL LE; SV Fort +8, Ref +8 
  (+10), Will +5; Str 25, Dex 14 (18), Con --, Int 12, Wis 12, 
  Cha 16. 
   
  Skills and Feats: Bluff +11, Handle Animal +8, Hide 
  +5 (+7), Intimidate +17, Jump +9, Listen +9, Move Silently 
  +5 (+7), Ride +16 (+18), Search +9, Sense Motive +9, Spot 
  +9; Alertness, Cavalry Charger (CW), Combat Reflexes, 
  Dodge, Hold the Line (CW), Improved Initiative, 
  Improved 
  Toughness 
  (CW), 
  Lightning 
  Reflexes, 
  Mounted Combat, Power Attack, Quick Draw, Ride-By 
  Attack, Spirited Charge, Trample, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword). 
   
  Dominate (Su): Gaze attack at 30 foot range, requires 
  a standard action to use, Will save DC 18. Equivalent to a 
  dominate person at 12th level. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam or other natural attack gain two negative 
  energy levels. The vampire gains 5 hit points per level 
  drained. A DC 18 Fortitude save is required after 24 hours 
  or the level loss is permanent. 
   
  Possessions: +2 full plate armor, +2 greatsword, +2 
  heavy lance, +1 cloak of resistance. 
   
  �Gauran’s mount, advanced nightmare: Large Outsider 
  (evil, extraplanar); HD 8d8+24, hp 60; Init as Gauran; Spd 
  40 ft, fly 90 ft. (good); AC 29 (31) (touch 12, flat-footed 25) 
  [-1 size, +2(+4) Dex, +13 natural, +5 armor]; BA/Grapple 
  +8/+16; Atk Hoof +11 melee (1d8+4 + 1d4 fire); Full Atk 2 
  hooves +11 melee (1d8+4 + 1d4 fire) and bite +6 melee 
  (1d8+2); Face/Reach 10ft./5 ft.; SA flaming hooves, smoke; 
  SQ darkvision 60 feet, etherealness, astral; AL NE; SV Fort 
  +9, Ref +8(+10), Will +7; Str 19, Dex 15(19), Con 16, Int 13, 
  Wis 13, Cha 12. 
   
  Skills and Feats: Concentration +14, Diplomacy +3, 
  Intimidate +12, Knowledge (the planes) +12, Listen +14, 
  Move Silently +12, Search +12, Sense Motive +12, Spot 
  +14, Survival +12 (+14); Alertness, Improved Initiative, 
  Run. 
   
  Flaming Hooves (Su): A blow from a nightmare’s 
  flaming hooves can set combustibles alight. 
   
  Smoke (Su): The smoke a nightmare gives off gives it 
  concealment against foes 5 feet away and total 
  concealment against foes 10+ feet away, but does not 
  hinder the nightmare. In addition, as a free action once 
  per round a nightmare may snort a 15-foot cone of smoke 
  which lasts for 1 round. Anyone in the cone must make a 
  DC 16 Fortitude save or take a -2 penalty on attack and 
  damage rolls until after leaving the cone for 1d6 minutes. 
   
  Astral Projection/Etherealness (Su): As spells at 20th 
  caster level, at will. 
   
  Possessions: +1 chain shirt barding, military saddle, 
  bit and bridle. 
   
  �Miyu, vampire Sor10:  Medium Undead (formerly 
  human female); HD 10d12, hp 65; Init +8(+10); Spd 30 ft., 
  fly 20 ft (perfect, gaseous form only); AC 27 (touch 21, 
  flat-footed 21) [+4(+6) Dex, +6 natural, +1 deflection, +4 
  shield]; BA/Grapple +5/+9; Atk/ Full Atk slam +9 [1d6+4 
  +2 negative levels] or ranged touch +10 (+12) [as spell]; SA 
  energy drain, create spawn, dominate, children of the 
  night, blood drain, natural weapons treated as magical for 
  purposes of DR; SQ darkvision 60 ft, alternate form (dire 
  wolf) DR 10/silver and magic, cold and electricity 
  resistance 10, fast healing 5, assume gaseous form, spider 
  climb (as spell), +4 turn resistance, undead traits; AL LE; 
  SV Fort +3, Ref +9(+11), Will +9; Str 18, Dex 18(22), Con --, 
  Int 14, Wis 14, Cha 21. Height 5 ft. 7 in. Weight 135 lb. 
   
  Skills and Feats: Bluff +24, Concentration +15 (+19 
  when casting defensively), Craft (carving, +17), Hide +12, 
  Knowledge: Arcana +17, Listen +12, Move Silently +12, 
  Search +10, Sense Motive +10, Spellcraft +17, Spot +14; 
  Alertness, Combat Casting Combat Reflexes, Craft 
  Wondrous Item, Dodge, Extra Slot*, Improved Initiative, 
  Lightning Reflexes, Silent Spell, Weapon Focus (ray) 
   
  Alternate Form (Su): Can assume the form of a dire 
  wolf, as per a polymorph spell at 12th level, except that the 
  vampire does not regain hit points and loses its dominate 
  ability. 
   
  Blood Drain (Ex): If an opponent is successfully 
  grappled and pinned, it can be drained for 1d4 points of 
  Constitution each round the pin is maintained. Each 
  
   
  successful attack gives the vampire 5 temporary hit points. 
   
  Children of the Night (Su): Once per day the 
  vampire can call 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. Summoned 
  creatures arrive in 2d6 rounds and serve the vampire for 
  up to one hour. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial. 
   
  Dominate (Su): Gaze attack at 30 foot range, requires 
  a standard action to use, Will save DC 20. Equivalent to a 
  dominate person at 12th level. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam or other natural attack gain two negative 
  energy levels. The vampire gains 5 hit points per level 
  drained. A DC 20 Fortitude save is required after 24 hours 
  or the level loss is permanent. 
   
  Fast Healing (Ex): Heals 5 damage/round as long as 
  the vampire has at least 1 hit point. If reduced to 0 hit 
  points it automatically turns into gaseous form and 
  retreats. It is utterly destroyed if it does not reach its 
  coffin within 2 hours. 
   
  Gaseous Form (Su): Assume gaseous form as spell at 
  5th level, except that duration is indefinite and fly speed is 
  20 feet. This is a standard action. 
   
  Possessions: +1 ring of protection, spell components 
   
  Spells Known (6/7/3/7/6/4; base DC = 15 + spell 
  level): 0 level-acid splash, dancing lights, detect magic, 
  disrupt undead, mage hand, message, open/close, ray of 
  frost, read magic; 1st level-magic missile, ray of 
  enfeeblement, shield, shocking grasp, unseen servant; 2nd 
  level-cat’s grace, glitterdust, scorching ray, see invisibility, 
  shatter; 3rd level-dispel magic, haste, lightning bolt; 4th 
  level-enervation, ice storm; 5th level-telekinesis. 
   
  Physical Description: Distinctly Flan features. 
   
  Encounter 10 
  �Idol body (stone golem): Large Construct: HD 
  14d10+30; hp 107; Init -1; Spd 20 ft.; AC 26 (touch 8, 
  flat-footed 26) [-1 size, -1 Dex, +18 natural]; Face/Reach 10 
  ft./10 ft.; BA/Grapple +10/+23; Atk slam +18 melee 
  (2d10+9); Full Atk 2 slams +18 melee (2d10+9); SA eyebite; 
  SQ construct traits, DR 10/adamantium, darkvision 60 ft., 
  low-light vision, partial magic immunity; AL N; SV Fort 
  +4, Ref +3, Will +4; Str 29, Dex 9, Con --, Int --, Wis 11, Cha 
  1.  
   
  Skills and Feats: none. 
   
  Construct Traits: Immunity to all mind- affecting 
  effects, poison, sleep effects,  paralysis, stunning, disease, 
  and death effects. Not subject to critical hits, nonlethal or 
  ability damage, ability or energy drain, massive damage, 
  fatigue, or exhaustion. Immune to any effect requiring a 
  Fortitude save, unless the effect is harmless or also works 
  on objects. 
   
  Eyebite (Su): Once every round the idol body can use 
  eyebite (as the spell at 11th level) as a free action on a 
  person within 10 feet. The Fortitude save to resist is DC 17 
  and is Constitution-based. 
   
  Immunity to Magic (Ex): Healing effects inflict 
  damage on the idol body equal to the hit points healed, 
  while necromancy spells repair damage equal to 1d8 hit 
  points per level of the spell. A stone to flesh spell does not 
  actually change the body’s structure but negates its 
  damage reduction and magic immunity for 1 round. It is 
  otherwise immune to any magical effect that allows spell 
  resistance except as noted in Encounter 10a. 
   
  �Idol spirit (treat as ghost Sor11): Medium Undead 
  (incorporeal); HD 11d12; hp 72; Init +4; Spd Fly 30 
  ft.[perfect]; AC 20*(touch 20*, flat-footed 14) [+4 
  deflection, +6* Dex]; BA/Grapple +5/--; Atk/Full Atk 
  touch or ranged touch +12* (as spell); SA horrific 
  appearance, manifestation, soul drain, spell-like abilities; 
  SQ telepathy, incorporeal, undead immunities, darkvision 
  60 feet, rejuvenation, turn resistance +4 (but also see text), 
  deathwatch sight; SR 20; AL CE; SV Fort +3, Ref +9*, Will 
  +11; Str --, Dex 17, Con --, Int 18, Wis 18, Cha 18. 
   
  Skills and Feats: Bluff +18, Concentration +14 (+18 
  when casting on the defensive), Hide +11, Knowledge: 
  Arcana +18, Knowledge: Religion +5, Listen +12, 
  Spellcraft +18, Search +12, Spot +19, Tumble +9; Combat 
  Casting, Spell Focus (necromancy), Weapon Focus 
  (touch), Weapon Focus (ray). 
   
  Control Undead (Su): The spirit can automatically 
  control any undead within 400 feet and is treated as an 
  18th level cleric for purposes of controlling intelligent 
  undead. No undead creature will attack it. 
   
  Horrific Appearance (Su): Any living creature within 
  60 feet that views the spirit must succeed at a DC 20 
  Fortitude save or immediately take 1d4 points each of 
  Strength, Constitution, and Dexterity damage. A creature 
  that successfully saves cannot be affected again for 24 
  hours. 
   
  Malevolence (Su): Once per round the spirit can 
  merge its body with a creature on the Material Plane. This 
  ability is similar to a magic jar at 10th level, except that no 
  receptacle is required. To use this ability, the spirit must 
  be manifested and move into the target’s space; this action 
  does not provoke attacks of opportunity. DC 19 Will save 
  to resist; on a failed save the spirit merges with the 
  person’s body and disappears, on a successful save the 
  target is immune to further attempts for 24 hours. 
   
  Manifestation (Su): The spirit is visible on the 
  Material Plane and treated as incorporeal when it 
  manifests. In this form the spirit can use its touch attack, 
  cast spells on targets on the Material Plane, and use its 
  malevolence. It can be attacked normally on the Ethereal 
  Plane. 
   
  Soul Drain (Su): Any creature that dies within 70 feet 
  of the idol spirit must make a DC 23 Will save (DC 33 if 
  the victim is a former possessor of the idol) or have its 
  soul drawn into the idol spirit as per a soul bind spell. The 
  idol spirit gains one hit die each time this happens. Only 
  destroying both parts of the idol releases the soul. 
   
  Spell-Like Abilities (Sp): Once per round at will the 
  spirit can use animate dead or contagion. Thrice per day 
  the idol can use create undead. Once per day the idol can 
  use create greater undead. All of these abilities have a save 
  
   
  DC of 20 and are at 18th caster level. The DC for all 
  spell-like abilities is Charisma-based. 
   
  Rejuvenation (Su): The idol spirit cannot be 
  permanently destroyed while the body is intact. It 
  automatically restores itself after one day. 
   
  Special Vulnerability: When a turn attempt is 
  successful against the spirit, it loses one hit die as if 
  affected by a negative energy level. 
   
  Spells Available (6/7/7/7/7/5; base DC= 14+spell 
  level for spells in bold, 15+spell level otherwise): 0 
  level-mage hand, touch of fatigue; 1st level-cause fear, chill 
  touch, 
  ray 
  of 
  enfeeblement, 
  shield; 
  2nd 
  level-blindness/deafness, cat’s grace, spectral hand; 3rd 
  level-vampiric touch, ray of exhaustion; 4th level-bestow 
  curse, enervation, shout; 5th level-waves of fatigue, 
  telekinesis 
  * - includes the effect of a cat’s grace 
   
  APL 14 
  Encounter 8 
  �Gauran, vampire Ftr13: Medium Undead (formerly 
  Flan male); HD 13d12, hp 94; Init +6(+8); Spd 20 ft., as 
  mount when mounted; AC 27 (touch 11, flat-footed 26) 
  [+10 armor, +6 natural, +1 Dex]; BA/Grapple +13/+21; Atk 
  +24 melee [lance, 1d8+12 (20/x3)] or +23 melee [greataxe, 
  1d12+15 +2 negative levels (20/x3)]; Full Atk +24/+19/+14 
  melee [lance, 1d8+12 (20/x3)] or +23/+18/+13 melee 
  [greataxe, 1d12+15 +2 negative levels (20/x3)] or +21 
  melee [slam, 1d6+8 +2 negative levels]; SA energy drain, 
  create spawn, dominate, children of the night, blood drain, 
  slam treated as magical for purposes of DR; SQ darkvision 
  60 ft, alternate form (dire wolf), DR 10/silver and magic, 
  DR 10/adamantine (from stoneskin; 120 points) cold and 
  electricity resistance 10, fast healing 5, assume gaseous 
  form, spider climb (as spell), +4 turn resistance, undead 
  traits; AL LE; SV Fort +9, Ref +9 (+11), Will +6; Str 26, Dex 
  14 (18), Con --, Int 12, Wis 12, Cha 16. 
   
  Skills and Feats: Bluff +11, Handle Animal +8, Hide 
  +5 (+7), Intimidate +19, Jump +11, Listen +9, Move 
  Silently +5 (+7), Ride +18 (+20), Search +9, Sense Motive 
  +9, Spot +9; Alertness, Cavalry Charger (CW), Combat 
  Reflexes, Dodge, Hold the Line (CW), Improved 
  Initiative, Improved Toughness (CW), Lightning Reflexes, 
  Mounted Combat, Power Attack, Quick Draw, Ride-By 
  Attack, Spirited Charge, Trample, Weapon Focus 
  (greataxe, lance), Weapon Specialization (greataxe, lance). 
   
  Dominate (Su): Gaze attack at 30 foot range, requires 
  a standard action to use, Will save DC 18. Equivalent to a 
  dominate person at 12th level. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam or other natural attack gain two negative 
  energy levels. The vampire gains 5 hit points per level 
  drained. A DC 18 Fortitude save is required after 24 hours 
  or the level loss is permanent. 
   
  Possessions: +2 full plate armor, Life-Drinker (see 
  DMG p. 227), +2 lance, +1 cloak of resistance. 
   
  �Gauran’s mount, advanced nightmare: Large Outsider 
  (evil, extraplanar); HD 10d8+30, hp 75; Init as Gauran; Spd 
  40 ft, fly 90 ft. (good); AC 30 (32) (touch 12, flat-footed 26) 
  [-1 size, +2(+4) Dex, +13 natural, +6 armor]; BA/Grapple 
  +10/+18; Atk Hoof +13 melee (2d6+4 + 1d4 fire); Full Atk 
  2 hooves +13 melee (2d6+4 + 1d4 fire) and bite +8 melee 
  (1d8+2); Face/Reach 10ft./5 ft.; SA flaming hooves, smoke; 
  SQ darkvision 60 feet, etherealness, astral; AL NE; SV Fort 
  +10, Ref +9(+11), Will +8; Str 19, Dex 15(19), Con 16, Int 
  13, Wis 13, Cha 12. 
   
  Skills and Feats: Concentration +16, Diplomacy +3, 
  Intimidate +14, Knowledge (the planes) +14, Listen +16, 
  Move Silently +14, Search +14, Sense Motive +14, Spot 
  +14, Survival +14 (+16); Alertness, Improved Initiative, 
  Improved Natural Attack (hoof), Run. 
   
  Flaming Hooves (Su): A blow from a nightmare’s 
  flaming hooves can set combustibles alight. 
   
  Smoke (Su): The smoke a nightmare gives off gives it 
  concealment against foes 5 feet away and total 
  concealment against foes 10+ feet away, but does not 
  hinder the nightmare. In addition, as a free action once 
  per round a nightmare may snort a 15-foot cone of smoke 
  which lasts for 1 round. Anyone in the cone must make a 
  DC 16 Fortitude save or take a -2 penalty on attack and 
  damage rolls until after leaving the cone for 1d6 minutes. 
   
  Astral Projection/Etherealness (Su): As spells at 20th 
  caster level, at will. 
   
  Possessions: +2 chain shirt barding, military saddle, 
  bit and bridle. 
   
  �Miyu, vampire Sor12:  Medium Undead (formerly 
  human female); HD 12d12, hp 78; Init +8(+10); Spd 30 ft., 
  fly 20 ft (perfect, gaseous form only); AC 28 (touch 22, 
  flat-footed 22) [+4(+6) Dex, +6 natural, +2 deflection, +4 
  shield]; BA/Grapple +6/+10; Atk melee slam +10 [1d6+4 
  +2 negative levels] or ranged touch ray +10 (dependent on 
  spell); Full Atk melee slam +10/+5 [1d6+4 +2 negative 
  levels] or ranged touch +11(+13) [as spell]; SA energy 
  drain, create spawn, dominate, children of the night, 
  blood drain, natural weapons treated as magical for 
  purposes of DR; SQ darkvision 60 ft, alternate form (dire 
  wolf) DR 10/silver and magic, DR 10/adamantine (via 
  stoneskin) cold and electricity resistance 10, fast healing 5, 
  assume gaseous form, spider climb (as spell), +4 turn 
  resistance, undead traits; AL LE; SV Fort +4, Ref +10, Will 
  +10; Str 18, Dex 18, Con --, Int 14, Wis 14, Cha 22. Height 
  5 ft. 7 in. Weight 135 lb. 
   
  Skills and Feats: Bluff +24, Concentration +15 (+19 
  when casting defensively), Craft (carving, +15), Hide +12, 
  Knowledge: Arcana +17, Listen +13, Move Silently +12, 
  Search +10, Sense Motive +10, Spellcraft +19, Spot +14; 
  Alertness, Combat Casting Combat Reflexes, Craft 
  Wondrous Item, Dodge, Energy Substitution (acid), Extra 
  Slot(5th)*, Improved Initiative, Lightning Reflexes, Silent 
  Spell, Weapon Focus (ray) 
   
  Alternate Form (Su): Can assume the form of a dire 
  wolf, as per a polymorph spell at 12th level, except that the 
  vampire does not regain hit points and loses its dominate 
  ability. 
   
  Blood Drain (Ex): If an opponent is successfully 
  grappled and pinned, it can be drained for 1d4 points of 
  
   
  Constitution each round the pin is maintained. Each 
  successful attack gives the vampire 5 temporary hit points. 
   
  Children of the Night (Su): Once per day the 
  vampire can call 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. Summoned 
  creatures arrive in 2d6 rounds and serve the vampire for 
  up to one hour. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial. 
   
  Dominate (Su): Gaze attack at 30 foot range, requires 
  a standard action to use, Will save DC 22. Equivalent to a 
  dominate person at 12th level. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam or other natural attack gain two negative 
  energy levels. The vampire gains 5 hit points per level 
  drained. A DC 22 Fortitude save is required after 24 hours 
  or the level loss is permanent. 
   
  Fast Healing (Ex): Heals 5 damage/round as long as 
  the vampire has at least 1 hit point. If reduced to 0 hit 
  points it automatically turns into gaseous form and 
  retreats. It is utterly destroyed if it does not reach its 
  coffin within 2 hours. 
   
  Gaseous Form (Su): Assume gaseous form as spell at 
  5th level, except that duration is indefinite and fly speed is 
  20 feet. This is a standard action. 
   
  Possessions: +2 ring of protection, lesser rod of 
  metamagic: empower, spell components 
   
  Spells Known (6/7/4/7/5/6/4; base DC = 16 + spell 
  level): 0 level-acid splash, dancing lights, detect magic, 
  disrupt undead, mage hand, message, open/close, ray of 
  frost, read magic; 1st level-magic missile, ray of 
  enfeeblement, shield, shocking grasp, unseen servant; 2nd 
  level-cat’s grace, glitterdust, scorching ray, see invisibility, 
  shatter; 3rd level- dispel magic, fireball, haste, lightning 
  bolt; 4th level- enervation, ice storm, stoneskin; 5th 
  level-cone of cold, dismissal, telekinesis; 6th level-flesh to 
  stone. 
   
  Physical Description: Distinctly Flan features. 
   
  Encounter 10 
  �Idol body (advanced stone golem): Huge Construct; 
  HD 22d10+40; hp 161; Init -2; Spd 20 ft.; AC 27 (touch 8, 
  flat-footed 26) [-2 size, -2 Dex, +21 natural]; Face/Reach 15 
  ft./15 ft.; BA/Grapple +16/ +37; Atk slam +27 melee 
  (4d8+13); Full Atk 2 slams +27 melee (4d8+13); SA eyebite; 
  SQ construct traits, DR 10/adamantium, darkvision 60 ft., 
  low-light vision, partial magic immunity; AL N; SV Fort 
  +7, Ref +5, Will +7; Str 37, Dex 7, Con --, Int --, Wis 11, Cha 
  1.  
   
  Skills and Feats: none. 
   
  Construct Traits: Immunity to all mind- affecting 
  effects, poison, sleep effects,  paralysis, stunning, disease, 
  and death effects. Not subject to critical hits, nonlethal or 
  ability damage, ability or energy drain, massive damage, 
  fatigue, or exhaustion. Immune to any effect requiring a 
  Fortitude save, unless the effect is harmless or also works 
  on objects. 
   
  Eyebite (Su): Once every round the idol body can use 
  eyebite (as the spell at 11th level) as a free action on a 
  person within 10 feet. The Fortitude save to resist is DC 21 
  and is Constitution-based. 
   
  Immunity to Magic (Ex): Healing effects inflict 
  damage on the idol body equal to the hit points healed, 
  while necromancy spells repair damage equal to 1d8 hit 
  points per level of the spell. A stone to flesh spell does not 
  actually change the body’s structure but negates its 
  damage reduction and magic immunity for 1 round. It is 
  otherwise immune to any magical effect that allows spell 
  resistance except as noted in Encounter 10a. 
   
  �Idol spirit (treat as ghost Sor12): Medium Undead 
  (incorporeal); HD 12d12; hp 78; Init +8; Spd Fly 30 
  ft.[perfect]; AC 24* (touch 20*, flat-footed 18*) [+4 
  deflection, +4 shield, +6 Dex]; BA/Grapple +6/--; Atk/Full 
  Atk touch or ranged touch +13* (as spell); SA horrific 
  appearance, manifestation, soul drain, spell-like abilities; 
  SQ telepathy 100 feet, incorporeal, undead immunities, 
  darkvision 60 feet, rejuvenation, turn resistance +4 (but 
  also see text), deathwatch sight; SR 24; AL CE; SV Fort +4, 
  Ref +10*, Will +12; Str --, Dex 22*, Con --, Int 18, Wis 18, 
  Cha 19. 
   
  Skills and Feats: Bluff +18, Concentration +15 (+19 
  when casting on the defensive), Hide +11, Knowledge: 
  Arcana +18, Knowledge: Religion +5, Listen +12, 
  Spellcraft +19, Search +12, Spot +19, Tumble +11; Combat 
  Casting, Improved Initiative, Spell Focus (necromancy), 
  Weapon Focus (touch), Weapon Focus (ray). 
   
  Control Undead (Su): The spirit can automatically 
  control any undead within 400 feet and is treated as an 
  18th level cleric for purposes of controlling intelligent 
  undead. No undead creature will attack it. 
   
  Horrific Appearance (Su): Any living creature within 
  60 feet that views the spirit must succeed at a DC 20 
  Fortitude save or immediately take 1d4 points each of 
  Strength, Constitution, and Dexterity damage. A creature 
  that successfully saves cannot be affected again for 24 
  hours. 
   
  Malevolence (Su): Once per round the spirit can 
  merge its body with a creature on the Material Plane. This 
  ability is similar to a magic jar at 10th level, except that no 
  receptacle is required. To use this ability, the spirit must 
  be manifested and move into the target’s space; this action 
  does not provoke attacks of opportunity. DC 19 Will save 
  to resist; on a failed save the spirit merges with the 
  person’s body and disappears, on a successful save the 
  target is immune to further attempts for 24 hours. 
   
  Manifestation (Su): The spirit is visible on the 
  Material Plane and treated as incorporeal when it 
  manifests. In this form the spirit can use its touch attack, 
  cast spells on targets on the Material Plane, and use its 
  malevolence. It can be attacked normally on the Ethereal 
  Plane. 
   
  Soul Drain (Su): Any creature that dies within 70 feet 
  of the idol spirit must make a DC 23 Will save (DC 33 if 
  the victim is a former possessor of the idol) or have its 
  soul drawn into the idol spirit as per a soul bind spell. The 
  idol spirit gains one hit die each time this happens. Only 
  
   
  destroying both parts of the idol releases the soul. 
   
  Spell-Like Abilities (Sp): Once per round at will the 
  spirit can use animate dead or contagion. Thrice per day 
  the idol can use create undead. Once per day the idol can 
  use create greater undead. All of these abilities have a save 
  DC of 20 and are at 18th caster level. The DC for all 
  spell-like abilities is Charisma-based. 
   
  Rejuvenation (Su):  The idol spirit cannot be 
  permanently destroyed while the body is intact. It 
  automatically restores itself after one day. 
   
  Special Vulnerability: When a turn attempt is 
  successful against the spirit, it loses one hit die as if 
  affected by a negative energy level. 
   
  Spells Available (6/6*/6*/7/7/5/3; base DC= 14+spell 
  level for spells in bold, 15+spell level otherwise): 0 
  level-mage hand, touch of fatigue; 1st level-cause fear, chill 
  touch, 
  ray 
  of 
  enfeeblement, 
  shield; 
  2nd 
  level-blindness/deafness, cat’s grace, spectral hand; 3rd 
  level-vampiric touch, ray of exhaustion; 4th level-bestow 
  curse, enervation, shout; 5th level-waves of fatigue, 
  telekinesis; 6th level-circle of death 
  * - includes the effects of cat’s grace and shield 
   
  APL 16 
  Encounter 4 
  �Elite vrock (advanced): Huge Outsider (tanar’ri);  HD 
  15d8+135; hp 202; Init +2; Spd 30 ft., fly 50 ft. (average); 
  AC 24 (touch 10, flat-footed 22) [-2 size, +2 Dex, +14 
  natural]; BA/Grapple +15/+33; Atk Claw +23 melee 
  (3d6+10); Full Atk 2 claws +23 melee (3d6+10) and bite 
  +21 melee (2d6+5) and 2 talons +21 melee (1d8+5); 
  Size/Reach 15 ft./15 ft.; SA Dance of ruin, spell-like 
  abilities, spores, stunning screech, summon tanar’ri; SQ 
  DR 10/good, darkvision 50 ft., immunity to electricity and 
  poison, telepathy 100 ft., resistance to acid 10, cold 10, and 
  fire 10; SR 17; AL CE; SV Fort +18, Ref +11, Will +12; Str 
  31, Dex 14, Con 29, Int 14, Wis 16, Cha 16. 
   
  Skills and Feats: Concentration +27, Diplomacy +6, 
  Hide +15, Intimidate +21, Knowledge: Planes +20, Listen 
  +29, Move Silently +15, Search +20, Sense Motive +21, 
  Spellcraft +15, Spot +29, Survival +13 (+15 for following 
  tracks); Awesome Blow, Cleave, Combat Reflexes, 
  Improved Bull Rush, Multiattack, Power Attack. 
   
  Dance of Ruin (Su): Requires three or more vrocks 
  joining hands in a circle, dancing wildly and chanting. At 
  the end of 3 rounds of dancing, a wave of crackling energy 
  flashes outward in a 100-foot radius. All creatures except 
  demons within the area of effect take 20d6 damage 
  (Reflex DC 18 save for half). Stunning, paralyzing, or 
  slaying one of the vrocks stops the dance. 
   
  Spell-like 
  Abilities: 
  At 
  will—mirror 
  image, 
  telekinesis (DC 20), greater teleport (self plus 50 pounds 
  of objects only). 1/day—heroism. Caster level 12th. 
   
  Spores (Ex): A vrock can release spores from its body 
  once every 3 rounds as a free action. The spores 
  automatically deal 1d8 damage to each creature adjacent 
  to the vrock. They then penetrate the skin and grow, 
  doing an additional 1d4 damage each round for 10 rounds. 
  At the end of that time the victim is covered with a tangle 
  of (harmless) viny growths that wither away in 1d4 days. 
  Delay poison stops the growth for its duration, while bless, 
  neutralize poison, remove disease, or sprinkling the 
  victim with holy water kills the spores. 
   
  Stunning Screech (Su): Once per hour a vrock can 
  emit a piercing screech. All creatures except demons 
  within a 30-foot radius must make a DC 26 Fortitude save 
  or be stunned for one round. 
   
  Summon Tanar’ri (Sp): This ability is not available to 
  the vrock in this scenario. 
   
  Encounter 8 
  �Altena, vampire Nec15: Medium Undead (formerly 
  human female); HD 15d12, hp 98 (114); Init +8(+10); Spd 
  30(60) ft., fly 60(90) ft. (good, fly) or 20(50) ft (perfect, 
  gaseous form only); AC 35 (touch 21, flat-footed 28) [+1 
  dodge, +4(+6) Dex, +6 natural, +4 mage armor, +4 shield, 
  +3 deflection, +1 insight]; BA/Grapple +7/+11; Atk melee 
  slam +13(+14) [1d6+6 +2 negative levels] or ranged touch 
  +11(+14) [as spell]; Full Atk melee slam +13/+8 
  (+14/+9/+14) [1d6+6 +2 negative levels] or ranged touch 
  +12 (+15) [as spell]; SA energy drain, create spawn, 
  dominate, children of the night, blood drain, natural 
  weapons treated as magical for purposes of DR; SQ 
  darkvision 60 ft, alternate form (dire wolf) DR 10/silver 
  and magic, DR 10/adamantine (via stoneskin, cold and 
  electricity resistance 10, fast healing 5, assume gaseous 
  form, spider climb (as spell), +4 turn resistance, undead 
  traits, scry on familiar; AL LE; SV Fort +6, Ref +12 (+15), 
  Will +12; Str 18, Dex 18 (22), Con --, Int 27, Wis 14, Cha 16. 
  Height 5 ft. 9 in., Weight 155 lb. 
   
  Skills and Feats: Bluff +11, Concentration +18 (+22 
  when casting defensively), Craft (alchemy) +26, Decipher 
  Script +26, Hide +12, Knowledge: Arcana +26, Knowledge: 
  Planes +26, Knowledge: Religion +26, Listen +10, Move 
  Silently +12, Search +10, Sense Motive +10, Spellcraft +28, 
  Spot +19; Alertness, Combat Casting, Combat Reflexes, 
  Craft Staff, Craft Wondrous Item, Dodge, Energy  
  Substitution (acid), Improved Initiative, Improved 
  Familiar, Lightning Reflexes, Maximize Spell, Scribe 
  Scroll, Spell Focus: Necromancy, Spell Penetration, 
  Quicken Spell, Weapon Focus (ray) 
   
  Alternate Form (Su): Can assume the form of a dire 
  wolf, as per a polymorph spell at 12th level, except that the 
  vampire does not regain hit points and loses its dominate 
  ability. 
   
  Blood Drain (Ex): If an opponent is successfully 
  grappled and pinned, it can be drained for 1d4 points of 
  Constitution each round the pin is maintained. Each 
  successful attack gives the vampire 5 temporary hit points. 
   
  Children of the Night (Su): Once per day the 
  vampire can call 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action. Summoned 
  creatures arrive in 2d6 rounds and serve the vampire for 
  up to one hour. 
   
  Contingency (Sp): Turning into gaseous form with 
  single digit or fewer hit points left triggers a contingency 
  spell, which teleports her away. 
   
  Create Spawn (Su): A humanoid or monstrous 
  
   
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn 1d4 days after burial. 
   
  Dominate (Su): Gaze attack at 30 foot range, requires 
  a standard action to use, Will save DC 20. Equivalent to a 
  dominate person at 12th level. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam or other natural attack gain two negative 
  energy levels. The vampire gains 5 hit points per level 
  drained. A DC 20 Fortitude save is required after 24 hours 
  or the level loss is permanent. 
   
  Fast Healing (Ex): Heals 5 damage/round as long as 
  the vampire has at least 1 hit point. If reduced to 0 hit 
  points it automatically turns into gaseous form and 
  retreats. It is utterly destroyed if it does not reach its 
  coffin within 2 hours. 
   
  Gaseous Form (Su): Assume gaseous form as spell at 
  5th level, except that duration is indefinite and fly speed is 
  20 feet. This is a standard action. 
   
  Scry on Familiar (Sp): May scry on familiar (as if 
  casting scrying) once per day. 
   
  Possessions: +3 ring of protection, headband of 
  intellect +6, rod of metamagic: empower, dusty rose ioun 
  stone, amulet of mighty fists +2, ring of spell storing 
  (contains freedom of movement at 15th level), +2 cloak of 
  resistance, spell components 
   
  Spells Prepared (5/7/7/7/7/6/5/4/3, DC 18+spell 
  level, or 19+spell level for necromancy [in bold]): 0 
  level-acid splash, detect magic, disrupt undead, mage 
  hand, read magic; 1st level-mage armor, magic missile(x2), 
  protection from good, shield, ray of enfeeblement, unseen 
  servant; 2nd level-Melf’s acid arrow, false life, glitterdust, 
  resist energy, shatter, see invisibility, spectral hand; 3rd 
  level-blink, dispel magic, fireball, fly, lightning bolt, 
  protection 
  from 
  energy, 
  ray 
  of 
  exhaustion; 
  4th 
  level-bestow curse, dimension door, enervation, ice storm, 
  fire shield, magic missile, stoneskin (x2); 5th level-cone of 
  cold, dismissal, magic missile (quickened), true strike 
  (quickened), waves of fatigue, wall of fire; 6th level-chain 
  lightning, create undead, greater dispel magic, mass cat’s 
  grace, true seeing; 7th level- finger of death, limited wish, 
  prismatic spray, spell turning; 8th level-maze, horrid 
  wilting, polar ray 
   
  �Altena’s imp familiar: Tiny outsider (evil, lawful, 
  extraplanar; HD 15, hp 49; Init as Altena; Spd 20(50) ft., fly 
  50(80) ft . (perfect); AC 39 (touch 18, flat-footed 33) [+1 
  dodge, +2 size, +3(+5) Dex, +13 natural, +4 mage armor, +4 
  shield]; BA/Grapple +7/-1;Atk/Full Atk Sting +12(+13) 
  melee [1d4 +poison]; Face/Reach 2½ ft./0 ft.; SA poison, 
  spell-like abilities, imbued with bestow curse; SQ 
  alternate form (raven), DR 5/good or silver, DR 
  10/adamantine (via stoneskin), darkvision 60 ft., fast 
  healing 2, fire resistance 5, immunity to poison, improved 
  evasion, share spells with master, empathic link, deliver 
  touch spells, speak with master ; SR 20; AL LE; SV Fort +5, 
  Ref +8(+11), Will +10; Str 10, Dex 10(14), Con 10, Int 13, 
  Wis 12, Cha 14. 
   
  Skills and Feats: Concentration +18, Decipher Script 
  +19, Diplomacy +8, Hide +17(+19), Knowledge: Arcana 
  +19, Knowledge: Planes +19, Knowledge: Religion +19, 
  Listen +7, Move Silently +9(+11), Search +7, Spellcraft +19, 
  Spot +7, Survival +1 (+3 for following tracks); Dodge, 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial damage 
  1d4 Dex, secondary damage 2d4 Dex. The save is 
  Constitution-based and includes a +2 racial bonus. 
   
  Spell-like Abilities: At will-detect good, detect magic, 
  invisibility (self only); 1/day-suggestion (DC 15). Caster 
  level 6th. The DC is Charisma-based. 
   
  Once per week an imp can use commune to ask six 
  questions. This ability otherwise works as the spell at 12th 
  level. 
   
  Alternate Form (Sp): The imp can assume the form of 
  a raven as a standard action. Treat as a polymorph spell at 
  12th level, except that the imp does not regain hit points 
  for changing form. 
   
  Improved Evasion (Ex): Take no damage on 
  successful Reflex save and half damage on a failed save 
  against attacks that normally allow a Reflex save for half 
  damage. 
   
  Share Spells:  Any spell Altena casts on herself also 
  affects the imp unless it moves more than 5 feet from her. 
  Altena may also cast spells with the target “You” on the 
  imp. 
   
  Deliver Touch Spells (Su): The imp can deliver touch 
  spells for Altena. 
   
  Encounter 10 
  �Idol body (advanced stone golem): Huge Construct; 
  HD 30d10+40; hp 205; Init -2; Spd 20 ft.; AC 27 (touch 8, 
  flat-footed 26) [-2 size, -2 Dex, +21 natural]; Face/Reach 15 
  ft./15 ft.; BA/Grapple +22/ +43; Atk slam +33 melee 
  (4d8+13); Full Atk 2 slams +33 melee (4d8+13); SA eyebite; 
  SQ construct traits, DR 10/adamantium, darkvision 60 ft., 
  low-light vision, partial magic immunity; AL N; SV Fort 
  +10, Ref +8, Will +10; Str 37, Dex 7, Con --, Int --, Wis 11, 
  Cha 1.  
   
  Skills and Feats: none. 
   
  Construct Traits: Immunity to all mind- affecting 
  effects, poison, sleep effects,  paralysis, stunning, disease, 
  and death effects. Not subject to critical hits, nonlethal or 
  ability damage, ability or energy drain, massive damage, 
  fatigue, or exhaustion. Immune to any effect requiring a 
  Fortitude save, unless the effect is harmless or also works 
  on objects. 
   
  Eyebite (Su): Once every round the idol body can use 
  eyebite (as the spell at 11th level) as a free action on a 
  person within 10 feet. The Fortitude save to resist is DC 25 
  and is Constitution-based. 
   
  Immunity to Magic (Ex): Healing effects inflict 
  damage on the idol body equal to the hit points healed, 
  while necromancy spells repair damage equal to 1d8 hit 
  points per level of the spell. A stone to flesh spell does not 
  actually change the body’s structure but negates its 
  damage reduction and magic immunity for 1 round. It is 
  otherwise immune to any magical effect that allows spell 
  resistance except as noted in Encounter 10a. 
   
  
   
  �Idol spirit (treat as ghost Sor14): Medium Undead 
  (incorporeal); HD 14d12; hp 91; Init +8; Spd Fly 30 
  ft.[perfect]; AC 24* (touch 20*, flat-footed 18) [+4 
  deflection, +4 shield, +6 Dex]; BA/Grapple +7/--; Atk/Full 
  Atk touch or ranged touch +14* (as spell); SA horrific 
  appearance, manifestation, soul drain, spell-like abilities; 
  SQ telepathy 100 feet, incorporeal, undead immunities, 
  darkvision 60 feet, rejuvenation, turn resistance +4 (but 
  also see text), deathwatch sight; SR 24; AL CE; SV Fort +4, 
  Ref +10*, Will +13; Str --, Dex 23*, Con --, Int 18, Wis 18, 
  Cha 18. 
   
  Skills and Feats: Bluff +18, Concentration +17 (+21 
  when casting on the defensive), Hide +11, Knowledge: 
  Arcana +20, Knowledge: Religion +5, Listen +12, 
  Spellcraft +21, Search +12, Spot +20, Tumble +12; Combat 
  Casting, Improved Initiative, Spell Focus (necromancy), 
  Weapon Focus (touch), Weapon Focus (ray). 
   
  Control Undead (Su): The spirit can automatically 
  control any undead within 400 feet and is treated as an 
  18th level cleric for purposes of controlling intelligent 
  undead. No undead creature will attack it. 
   
  Horrific Appearance (Su): Any living creature within 
  60 feet that views the spirit must succeed at a DC 20 
  Fortitude save or immediately take 1d4 points each of 
  Strength, Constitution, and Dexterity damage. A creature 
  that successfully saves cannot be affected again for 24 
  hours. 
   
  Malevolence (Su): Once per round the spirit can 
  merge its body with a creature on the Material Plane. This 
  ability is similar to a magic jar at 10th level, except that no 
  receptacle is required. To use this ability, the spirit must 
  be manifested and move into the target’s space; this action 
  does not provoke attacks of opportunity. DC 19 Will save 
  to resist; on a failed save the spirit merges with the 
  person’s body and disappears, on a successful save the 
  target is immune to further attempts for 24 hours. 
   
  Manifestation (Su): The spirit is visible on the 
  Material Plane and treated as incorporeal when it 
  manifests. In this form the spirit can use its touch attack, 
  cast spells on targets on the Material Plane, and use its 
  malevolence. It can be attacked normally on the Ethereal 
  Plane. 
   
  Soul Drain (Su): Any creature that dies within 70 feet 
  of the idol spirit must make a DC 23 Will save (DC 33 if 
  the victim is a former possessor of the idol) or have its 
  soul drawn into the idol spirit as per a soul bind spell. The 
  idol spirit gains one hit die each time this happens. Only 
  destroying both parts of the idol releases the soul. 
   
  Spell-Like Abilities (Sp): Once per round at will the 
  spirit can use animate dead or contagion. Thrice per day 
  the idol can use create undead. Once per day the idol can 
  use create greater undead. All of these abilities have a save 
  DC of 21 and are at 18th caster level. The DC for all 
  spell-like abilities is Charisma-based. 
   
  Rejuvenation (Su):  The idol spirit cannot be 
  permanently destroyed while the body is intact. It 
  automatically restores itself after one day. 
   
  Special Vulnerability: When a turn attempt is 
  successful against the spirit, it loses one hit die as if 
  affected by a negative energy level. 
   
  Spells Available (6/6*/6*/7/7/7/5/3; base DC= 
  14+spell level for spells in bold, 15+spell level otherwise): 
  0 level-mage hand, touch of fatigue; 1st level-cause fear, 
  chill 
  touch, 
  ray 
  of 
  enfeeblement, 
  shield; 
  2nd 
  level-blindness/deafness, cat’s grace, spectral hand; 3rd 
  level-vampiric touch, ray of exhaustion; 4th level-bestow 
  curse, enervation, shout; 5th level-waves of fatigue, 
  telekinesis; 6th level-circle of death, disintegrate; 7th 
  level-wave of exhaustion 
  * - includes effects of cat’s grace and shield 
  
   
  APPENDIX 4: NEW RULES 
   
  Feats 
  AUGMENT HEALING [General] 
  from Complete Divine 
  Prerequisite: Heal 4 ranks 
  Benefit: Add +2 points per spell level to the amount of 
  damage healed by any Conjuration [Healing] spell that 
  you cast. 
   
  CAVALRY CHARGER [Tactical] 
  From Complete Warrior 
  Prerequisites: Mounted Combat, Spirited Charge, 
  Trample, BAB +6 
  Benefit: This feat allows three tactical maneuvers: 
   
  Unhorse: When mounted and charging a mounted 
  foe, you may make a free bull rush attempt upon a 
  successful hit. If the bull rush attempt succeeds, you move 
  your foe normally, but the mount remains where it was. 
   
  Leaping Charge: This maneuver can only be used 
  when mounted and charging a foe one size class smaller 
  than your mount. At the conclusion of the movement 
  portion of the action, you may choose to make a DC 10 
  Ride check for a chance to deal 2 extra points of damage 
  or a DC 20 ride check for a chance to do 4 extra points of 
  damage. If the check fails, you miss the target, and if the 
  check fails by 5 or more you also fall off your mount into 
  an adjacent square. 
   
  Fell Trample: You can make mounted overrun 
  attempts against multiple foes, with the mount getting a 
  hoof attack on each foe. 
  Special: A fighter may take this feat as a fighter bonus feat. 
   
  HOLD THE LINE [General] 
  From Complete Warrior 
  Prerequisites: Combat Reflexes, BAB +2 
  Benefit: You may make an attack of opportunity against a 
  charging opponent who enters a square you threaten. The 
  AOO happens immediately before the charge attack is 
  resolved. 
  Normal: You only get an AOO against an opponent who 
  exits a square you threaten. 
   
  IMPROVED TOUGNESS [General] 
  From Complete Warrior 
  Prerequisite: Base Fortitude save bonus +2 
  Benefit: +1 hp/HD. Retroactively assessed. 
  Special: A fighter may select this feat as a fighter bonus 
  feat. 
   
  Prestige Class: Radiant Servant of Pelor  (From 
  Complete Divine) 
  Note: only class abilities used are listed. 
  Hit Dice: d6 
   
  REQUIREMENTS 
   
  To become a radiant servant of Pelor, a character 
  must fulfill all of the following criteria. 
  Alignment: Neutral good. 
  Base Save Bonus: Will +5. 
  Skills: Heal 5 ranks, Knowledge (religion) 9 ranks. 
  Feat: Extra Turning 
  Spells: Able to cast 1st-level divine spells and access to the 
  Sun domain. 
  Special: Must have Pelor as a patron deity. 
   
  CLASS SKILLS 
  The radiant servant of Pelor’s class skills are 
  Concentration (Con), Craft (Int), Diplomacy (Cha), Heal 
  (Wis), Knowledge (arcane) (Int), Knowledge (religion) 
  (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft 
  (Int). 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  CLASS FEATURES 
   
  Weapon and Armor Proficiency: Proficient with all 
  simple and martial weapons and armor and with shields. 
   
  Radiance: The radius of illumination of any spell 
  with the light descriptor cast by the radiant servant of 
  Pelor is doubled, and all such spells are cast at +1 caster 
  level. 
   
  Extra Greater Turning: The radiant servant of Pelor 
  can perform a greater turning a number of timers per day 
  equal to 3 + her Charisma modifier. 
   
  Spells per Day/Spells Known: Add radiant servant of 
  Pelor level to the level of whatever other spellcasting class 
  the character has, then determine spells per day and spells 
  known accordingly. 
   
  Turn Undead (Ex): Radiant servant of Pelor levels 
  stack with clerical levels for all purposes related to 
  turning undead. 
   
  Divine Health (Ex): Immune to all natural and  
  magical diseases.  
   
  Empower Healing (Ex): Any domain spell from the 
  Healing domain (those in starred in Janna’s spell listing) is 
  treated as Empowered. 
   
  BAB/Save Advancement: As a cleric. 
  
   
  PLAYER HANDOUT 1a 
   
   
  While taking an afternoon nap/reverie you experience a strange dream. You find yourself walking through a forest 
  that looks vaguely familiar. You step into a semicircular clearing which has a dilapidated shack built into the side of a hill 
  at its far end. Standing in the doorway is a woman with long dark blond hair dressed in simple clothing. As you step 
  closer you realize not only that you can see through this woman, but that you recognize her as well: it is the ghost Tanalee, 
  the once-accused witch from that awful business at Dunmarsh. 
   
  “Greetings,” she says. She motions to encompass the entire clearing. “It would seem the ugliness that you helped 
  resolve here has left its mark far beyond the confines of this forest. The evil of the cave has long tendrils. A wizard in the 
  city named Kalinin is seeking adventurers for a cause that may be related. If you be of good heart, I would ask that you 
  hear what he has to say. So request my spirit friends.” 
   
  Before you can ask any questions, the dream fades. 
   
   
   
   
  PLAYER HANDOUT 1b 
   
  While relaxing in a tavern, a barmaid approaches you and sets a mug of your favorite drink down in front of you. 
   
  “Compliments of the man sitting at the bar,” she says, indicating a nondescript middle-aged man seated at the bar. By 
  the quality and style of his clothing you would guess him to be a moderately successful tradesman. He motions for you to 
  join him. When you do, he speaks to you. 
   
  “Well met, my friend. Please, sit and have a drink with me.” He takes a draught from his own drink, looks you up and 
  down, and comments, “you know, I’ve heard of a wizard named Kalinin who is seeking adventurers for a particular task. 
  Seeing as how you’re one of the faithful of <insert your god’s name here>, that task of his is something that you might 
  want to be looking into.” 
   
  You look at him curiously, and note with a start that the stranger now has golden eyes! He smiles at you, stands, and 
  walks out of the tavern before you can react. By the time you reach the front door, he has disappeared, though a white 
  feather wafts down to rest in your hands. 
   
   
   
   
  PLAYER HANDOUT 1c 
   
  While checking in with a representative of your organization in the City of Greyhawk, you are told an interesting 
  rumor: a wizard in the city named Kalinin, who is well-regarded by your organization, is looking for adventurers for an 
  important mission, and there is a suggestion that a capable and knowledgeable spellcaster might be crucial to the mission 
  he has in mind. No other details are available beyond where to find this Kalinin. 
  
   
  PLAYER HANDOUT 2 
   
   
  Have tried to contact you through other means, but without success. 
  Dark forces seem intent on stopping us from contacting you. 
   
   
  We are in trouble. A new and urgent mission has arisen, one that must 
  be completed with all possible haste, but minions of evil constantly beset us. 
  We know not their origin, but they are intent on stopping our mission. We 
  have already lost one of our numbers, and many of the rest of us are 
  weakened. We need strong and capable help or our mission will fail, and it 
  is vital that it succeeds. 
   
   
  I dare not comment on the specifics, for I fear prying eyes and do not 
  want to call more attention to us than we have already drawn. Trust me 
  when I say that this is a task that those dedicated to the cause of good 
  cannot ignore. We will wait as long as possible for help in the village of 
  Tomin, one day’s hard ride to the west of Hokar in the Hold of the Sea 
  Princes, but we dare not wait long. 
   
   
  Gerardann 
   
   
   
   
   
   
   
  PLAYER HANDOUT  3 
   
   
  You hear a voice in your head: 
   
   
  “I can sense that you are a noble and honorable soul,” it says. Looking around, you are amazed to see the white 
  stallion nodding at you. “My time on this world grows short, so I cannot see Lady Janna through to the completion of 
  her mission. I cannot return on my own, so I make this offer to you.” 
   
  It appears as if the horse is actually bowing to you as it continues to speak in your mind! “Prove your merit to me by 
  seeing Lady Janna through to the end of her task and protecting her from all harm and I will allow you to call for me. I 
  will answer, and become your companion. What say you?” 
  
   
  PLAYER HANDOUT 4a 
   
  You experience a vision: 
   
   
  You see a large circular clearing in a wooded area. Standing in the middle of the clearing is a stone altar, and 
  behind it a great stone statue of a leering man with outstretched palms brought together in front of him. In the statue’s 
  palms is the idol, and strapped to the stone altar before the statue is a Suel man stripped naked and painted with arcane 
  symbols. Standing before the altar is a sturdily-built woman with bronzed skin and curly brown hair. Her face is 
  painted to resemble a skull and she stands naked except for an elaborate headpiece of archaic design and a cape of 
  darkest night. In her raised hands is an ornate sacrificial dagger designed so that its blade seems to extend out from the 
  mouth of a human skull. Others are also standing around the clearing, a few dressed similarly to the woman, a couple in 
  armor, and several others squatting on the ground, chained together and under the guard for the armored warriors. All 
  those standing are pureblood Flan, all those in chains are of other races, both human and demi-human. 
   
  As you watch, the woman shouts a series of arcane phrases that sound very much like a spell, but one of a kind 
  you’ve never heard before. The dagger crackles with energy as the woman thrusts it into the Suel man’s body and splits 
  him open from sternum to abdomen. The man tries to cry out, but seems unable to do so. As he breathes his last, a 
  stream of wispy energy surges out from his eyes, lips, and gaping wound and streams into the idol, which glows briefly. 
   
  After a few moments the body rises off the altar, moving stiffly as you might expect from a zombie. The remaining 
  individuals in chains are brought to the altar one by one and sacrificed in a like manner, each time with the same result. 
  As the vision ends you see a small army of new zombies standing in the clearing and get the sense that the idol controls 
  them. 
   
  PLAYER HANDOUT  4b 
   
   
  You experience a vision: 
   
   
  You find yourself face-to-face with a gaunt and skeletal humanoid whose withered flesh is stretched tightly over its 
  horrifyingly visible bones. Bright points of crimson light burn in the depths of eyes that, somewhat surprisingly, are 
  still intact, while rich robes hang loosely from its frame. It seems to be holding you at arm’s length at it examines you 
  carefully. When it speaks, you cannot understand it at first (unless you can speak Flan) but a translation in your native 
  language kicks in almost immediately. 
   
  “You are right, Altena,” it speaks to someone beyond your field of vision. The perspective of the scene shifts 
  somewhat, and you can now see the skeletal humanoid holding the idol in one outstretched hand while its other 
  hovers above it, the twinkle of magic glittering from its bony fingers. Behind the figure and to the left is a sturdily-built 
  Flan woman with bronzed skin and curly brown hair who is clothed in a cape of darkest night. Other figures clad in 
  dark cloaks with their hood pulled up line the walls of the dimly-lit circular stone chamber. “Though it is fascinating 
  how it came to develop this consciousness, it has too much of its own mind to be of use to me. I will not have an entity 
  serving me that is not bound absolutely to my will.” 
   
  “What do you want us to do with it, High One?” the woman says. 
   
  “Mmmm. Drain it of its power and use it towards the creation of the sword. I will leave it dormant for a time to 
  teach it proper respect. Its capacity to channel necromantic energies is immense, so perhaps it can still serve as a 
  valuable tool at some future date.” The creature hands the idol to the woman. “Make it the top priority of the Ur-Flan 
  after the sword.” 
  
   
  PLAYER HANDOUT 4c 
   
   
  You have a sensation of laying in perpetual darkness, so weak that you cannot move. The being who was supposed to 
  be your master—the Dead Lord—had ordered the Ur-Flan who served him to strip you of your power as punishment for 
  being too independent. As if that was your fault! They were the ones that linked you to the Dark Powers who taught you 
  how to best exploit your abilities. So what if you occasionally went off and did your own thing? You were still (basically) 
  serving the Dead Lord, weren’t you? 
   
  Damn, you miss the succulent taste of the sentient soul, the joy of manipulating corpses like puppets! It has been 
  soooo long since you were able to bask in the wonder of unrestrained violence and suffering. . .  
   
  . . .and then you feel it, a presence long absent but now returned. A power long since passed has returned to this 
  world, one that you resonate with and whose intimate embrace would reinvigorate you. Something is calling to you, a 
  voice perhaps. . . and then you can see the place, a cave in a rocky crag deep in the woods with a skeleton inside pinned to 
  the ground (another body to play with!) and a radiant evil blossoming within. You must go there and restore yourself to 
  power. If the Dead Lord is still around, then perhaps you can prove yourself worthy this time. If not, then there’s always 
  those Dark Powers, especially the one so bent on destruction that it would consume the world given a chance. My, 
  wouldn’t that be fun! 
   
  
   
  DM’S DIAGRAM—Encounter 4 
  (Side View) 
   
   
   
   
   
   
   
   
   
   
        
   
   
   
   
   
       resilient sphere 
   
   
                   35 feet 
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
         60 feet 
   
   
  Body here 
   
   
   
   
     100 feet 
   
  DM’S MAP—BERGHOF MINE (Encounter 10) 
   
   
   
   
  
   
  PLAYER’S MAP—THE MINE 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/594/COR4-17 Real Hero Blues (APL 8-16)/COR4-17 Real Hero Blues.pdf