TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in 
  the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  NMR6−03 
   
   
   
   
   
  Privilege of the Dead 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  Meta−Regional Adventure set in Ratik 
  Version 2.0 
   
   
  by Eric W, Brittain & John Ruff 
  Circle Reviewers: Colleen Simpson  
  Reviewers: Mark Somers, Derek Schubert, Matt Thompson, JP Chapleau, Denise Maudlin, Shelton Yee 
   
  “The pain comes in waves now, almost more than I can bear. My hope is fading, and I don’t know how much longer I 
  can hold on or even if there is any reason for me to keep trying.” A very challenging search and rescue module for 
  players and PCs that are comfortable with leaving what they know behind (APLs 8 thru 16). 
   
  Resources for this adventure [and the authors of those works] include title [author], title [author], title 
  [author], and title [author]. List in alphabetical order. Include all rules- and setting-based sources.
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
  NMR6-03 Privilege of the Dead 
   
  Page 1 
  
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round meta-regional adventure, set 
  in the Nyrond Metaregion. Characters from Nyrond and 
  her environs pay one (1) Time Unit per round, while all 
  other characters pay two (2) Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  A ADVENTURE BACKGROUND 
  A very bad man sacrificed all the attendees of his carnival 
  in order to escape the Ether Threat and live forever. This 
  turned him into a strange planar entity that must feed on 
  souls from the Material Plane to survive. While he can 
  survive on animals he prefers more intelligent prey. 
   
  ADVENTURE SUMMARY 
  Encounter One: The PCs find themselves at the gates of 
  an abandoned carnival in the middle of a featureless grey 
  plain surrounded by fog. They have no memory of how 
  they came to be there or even why they are there. 
  Encounter Two: They encounter the Ticket Booth and 
  get invited further into the carnival by an apparent 
  illusion of a ringmaster. 
  Encounter Three: They get to explore the carnival’s 
  midway with its strange collection of games. These games 
  can alter the PCs’ statistics. 
  Encounter Four: A gruesome repeating rapidly scaling 
  encounter where the PCs meet various small children 
  who were sacrificed in the creation of the carnival. Once 
  the PCs fight the children this encounter stops repeating. 
  Encounter Five: The PCs encounter a grisly carousel 
  where a unicorn is trapped and slowly dying. If they are 
  perceptive and act quickly, they will have the chance to 
  save the unicorn. 
  Encounter Six: This is an encounter the PCs can only 
  access after having each spent a ticket to get on the 
  carousel. They get to witness the strange fate of Rel 
  Mord’s dock 22. 
  Encounter Seven: This is an encounter the PCs can only 
  access after having each spent a ticket to get on the 
  carousel. They find a menagerie that was once filled with 
  monsters that all had powerful gaze attacks. Looking a 
  little closer it appears that all of the creatures have 
  escaped and are apparently taking refuge in a nearby 
  house of mirrors. 
  Encounter Eight: A hall of mirrors filled with a 
  different threat than the PCs might be expecting. They 
  end up having to face . . . one of their own. 
  Encounter Nine: After journeying through the house of 
  mirrors the PCs can visit the carnivals puppet show. This 
  hideous Punch and Judy show features a real little girl as 
  Judy. If the PCs don’t act the ‘Judy’ girl will die. If they 
  interrupt the show the puppet audience will get angry 
  and attack. 
  Encounter Ten: Should the PCs defeat the puppets in 
  the puppet show they will have the chance to destroy the 
  entire carnival, if they don’t listen to the lies that the 
  ringmaster spins in an attempt to get the PCs to leave. 
   
  PREPARATION FOR PLAY 
  PREPARATION FOR PLAY 
  THIS 
  IS 
  NOT 
  A 
  MODULE 
  TO 
  RUN 
  UNPREPARED!  
  There are a lot of new rules items, environmental effects 
  and unique challenges about running this module. Make 
  sure that you are aware of, or familiar with, the following: 
  • 
  Get to know your players in order to think about 
  how you are going to handle the descriptive portions 
  of Encounters 4, 5 and 9. In particular, determine if 
  you have any minors at the table and ask if anyone is 
  likely to be distressed by those potentially gruesome 
  NMR6-03 Privilege of the Dead 
   
  Page 2 
  
  sections. If there are any minors, or if even one 
  person does not want to hear the details, then DO 
  NOT go into detail in describing any scene marked 
  with a warning. 
  • 
  Make sure to thoroughly read DM’s Aid A – The 
  Environment and DM’s Aid B – Spells and Magic 
  very carefully before running this adventure. There 
  are a lot of environmental factors present in this 
  pocket dimension. It may be helpful to keep this 
  appendix handy while running the module. 
  • 
  Remember that everything the Player Characters 
  encounter in this pocket dimension is all actually a 
  part of one creature, the ringmaster. He is the entire 
  dimension. All of the creatures that are encountered 
  all simply a part of the ringmaster. They are not what 
  they were based on (Wheeps, Deathshriekers, Quth-
  Maren, Plague Walkers, Entombers, etc.). The same 
  holds true for the mirror trap in Encounter 8. This is 
  also just another part of the ringmaster. 
  • 
  This module starts immediately and does not give 
  casters the ability to select spells in response to their 
  situation. With this in mind let players of spell 
  casters know that they should select spells based on 
  the blurb. It is perfectly acceptable for PCs, should 
  they have the ability, to leave spell slots empty (so 
  that they can fill them later). Insure that they have 
  selected their spells before you read the opening box 
  text.  
  • 
  If casters have spells that last 12 hours or longer they 
  can start the module with them in effect. 
  • 
  Check and see if any PC has the Magical Tattoo from 
  COR4-04 Red Tide’s Suel AR (Tattooed on upper left 
  arm with the ancient Suel word “shar” which roughly 
  translates in common to “purity”). This will have in 
  game effects detailed in DMs aid A – The 
  Environment  
  • 
  This module is supposed to be creepy and unnerve 
  players. Play it up! Feel free to improvise based on 
  the reactions at the table. 
  • 
  In order to support the horror factor of this module 
  the box text is intentionally sparse. Feel free to 
  embellish it based on the enjoyment and comfort 
  level of your players.  
   
  INTRODUCTION 
  The PCs find themselves at the gates of an abandoned 
  carnival in the midst of a featureless grey field. They have 
  no knowledge (at least at this point in time) of what they 
  are doing here. Their memories stop at the end of their 
  last adventure (the end of the last AR). Faint ghostly 
  sounds of activity are all around, but when investigated 
  there is nothing there. 
  NOTE THE FOLLOWING INFORMATION IS NOT 
  AVAILABLE TO THE PCS UNTIL AFTER THEY HAVE 
  COMPLETED THE MODULE. 
  When the PCs awake after completing the module they 
  remember everything. Lady Deerskin, an ancient elven 
  druid of the Nutherwood contacted them to assist in the 
  tracking down of a missing unicorn (the unicorn on the 
  Carousel). The druid explained that she was able to 
  determine that a strange planar entity was responsible for 
  the unicorn’s abduction, in addition this entity had been 
  depopulating vast areas of wilderness. She had also found 
  out that she would need help in order to eliminate the 
  problem. Thus the PCs were contacted. She began by 
  leading the PCs to a swath of destruction cutting through 
  the Nutherwood forest. As the PCs began to follow the 
  trail it passed near to a small village. They saw a little girl 
  (Judy, the girl in the Puppet Show) playing in a field get 
  sucked up by the entity. The PCs either charged after her 
  or got talked into it. And the next thing they knew they 
  were standing in a featureless grey field in front of the 
  gates of an abandoned carnival. 
  The PCs later experience a dream about the Flan 
  ringleader (Cade Courtley – unnamed in the module). 
  They see him delving into subjects that are better left not 
  understood (the Ur-Flan magics). His carnival was 
  performing in Tenh when the ether invasion arrived. He 
  created the shadow carnival in a desperate attempt to save 
  himself from the Ether Threat. He sacrificed all of the 
  carnivals attendees (including the children in the ghost 
  scene) in order to survive forever. He became the entire 
  Carnival. This module takes place inside of the entity that 
  he has become. 
   
  ENCOUNTER ONE: AT THE 
  GATES 
  Put down Map#1 and place the PCs’ figures on the battle 
  map in the positions that their players are sitting at the 
  table, with minimal space between the PCs’ figures. The 
  PCs can move after the game begins but not before. 
   
  The air is utterly still. It smells thick, musty and has an under 
  taste of rot. Your body surges with the feeling you normally get 
  right before a combat. You find yourself staring at the decaying 
  wooden gates of an abandoned carnival. Faint sounds of activity 
  can be heard beyond its battered arch. Looking around you see . . 
  . nothing. You stand on a flat plain of grey gravel surrounded on 
  all sides by a murky grey mist. Although there is no obvious 
  source of light you can easily see 60 feet in any direction. 
  Wherever you are it feels old and somehow dead. What you are 
  doing here is a complete mystery. Indeed you have no memory at 
  all of how you came to be in this spot with these people. You can 
  remember back to the conclusion of your last adventure, but 
  beyond that there is . . . nothing. It’s almost as if you were 
  immediately plucked from the face of Oerth at the end of that 
  adventure and dropped here in front of this gate, on this flat grey 
  plain in this murky grey fog. Other people stand near, and 
  somehow you know their names and talents. A ticket vending 
  station is dimly visible ahead. 
  NMR6-03 Privilege of the Dead 
   
  Page 3 
  
   
  The PCs appear arrayed on the battle mat in the positions 
  that their players are sitting at the table. They can 
  rearrange their order once the game begins, but not 
  before. 
   
  Let the players know that they can only see 60’ in any 
  direction regardless of the type of vision they have. 
   
  The PCs already know the names of each other, and 
  what skills and talents they bring to the table (at least to 
  the level that PCs would know after adventuring with 
  one another). 
  Carnival Gate: 1 in. thick; hardness 3; hp 7; AC 3; Break 
  DC 13. 
  Rickety Carnival Fence: 1/2 in. thick; hardness 3; hp 3; 
  AC 4; Break DC 11. 
  Development: Remember anything that is destroyed 
  will be repaired/returned to its prior state once the PCs 
  leave the area.  
   
  ENCOUNTER TWO: TICKET 
  BOOTH 
  The PCs are likely return to this encounter many times. 
   
  The pea-sized gravel crunches underfoot as you 
  move closer. A dull metal box with a coin slot, lever 
  and catch bin rests on a 3-foot high wooden table. 
  Floating in the air just slightly above the box is an 
  obvious illusion of the upper body of a human 
  ringmaster. He is an attractive Flan, wearing a top 
  hat and tails, and his frozen smile shines blankly. It 
  is obviously an illusion because you can see right 
  through him. 
   
  A sign is attached to the box that reads “One Ticket: 
  One Silver; 12 Tickets: One Gold.” 
   
  In the distance an arrow shaped sign with the word 
  “Midway” painted on it points into the mist 
   
  If any of the PCs attempt to interact with the illusion, 
  they will encounter nothing that responds in any way 
  different from a low-level illusion spell in their attempts. 
  The ringmaster will only become corporeal, and an 
  opponent, once the PCs have defeated the rest of the 
  Carnival. 
   
  The PCs can indeed buy tickets from this machine. 
  Once a PC puts coins into the slot and pulls the lever the 
  illusionary ringmaster animates and begins to speak. The 
  first time this happens read the following:  
   
  Just as the lever is released a small gold foil ticket 
  drops into the catch bin and the illusion of the 
  ringmaster animates to vibrant life. He looks you in 
  the eye, smiles brightly and waves his hand to 
  encompass the entire carnival and, in a rich 
  baritone, says: “Make you see all we have to offer.” 
  After this grand gesture, the illusion returns to its 
  former, lifeless state. 
   
  MAKE SURE THAT YOU KEEP TRACK OF THE 
  NUMBER OF TICKETS THAT EACH PC BUYS AS 
  WELL 
  AS 
  THE 
  NUMBER 
  THAT 
  EACH 
  PC 
  CURRENTLY HAS. 
   
  What the Ringmaster says on subsequent visits will 
  come from the list of things found below under 
  Ringmaster Quotes. 
   
  All of the tickets are gold foil and about the size of a 
  playing card. If the PC has the intention to spend a ticket 
  and is in a location where it can be spent, then the ticket 
  will be spent and disappear. 
   
  The PCs can return to the ticket booth and buy more 
  tickets, but the ticket booth will only sell a maximum of 
  206 tickets (the same as the average number of bones in 
  the human body).  
   
  The ticket machine will not make change, but it will 
  take 10 coppers for 1 silver. If disassembled by an 
  industrious trapfinder the illusion will immediately 
  flicker out of existence and the PCs will find 1 ticket left 
  as well as any gold previously inserted into the coin box 
  earlier during the encounter. If the PCs leave and return 
  later, the coin box and illusion will be back in their 
  original state.  
   
  Ringmaster Quotes 
  1. 
  “Buy more! You never know what you’ll need 
  them for.” (Always the second thing he says) 
  2. 
  “Don’t leave now! You’re not done yet.” (Only if 
  the PCs attempt to leave through the gate)  
  3. 
  “You’ll never see another show like this one”. 
  4. 
  “Enjoy this once in a lifetime experience” 
  5. 
  “You’ll see things here that you will remember 
  forever.” 
  6. 
  “Try your skill, or luck at the Midway!” (If they 
  haven’t played any of the Midway games) 
  7. 
  “You must ride the carousel!” (If the PCs haven’t 
  rescued the unicorn) 
  8. 
  “The house of mirrors will give you a scare! (If 
  they haven’t dealt with the house of mirrors)  
  9. 
  “Seen the puppet show? It’s a classic! 
  Guaranteed to keep you coming back for more. 
  (If they haven’t had the fight with the puppets) 
   
  Feel free to ad lib on the Ringmaster’s speech to the PCs 
  as you see fit. The intention is to have him be creepy, but 
  not to react to what the players do. He should appear 
  almost like an automaton until Encounter 10-Show time! 
  NMR6-03 Privilege of the Dead 
   
  Page 4 
  
  ENCOUNTER THREE: 
  MIDWAY 
  The Midway is deserted. It is as if the space is quietly 
  waiting for the return of the people that must have 
  once thronged through it. There are many game 
  booths, but almost all of them are dark. A large 
  number of the booths have parts missing, and pieces 
  lying on the floor. Only three of the game booths are 
  lit; the rest are dark and empty. 
   
  The nearest booth is labeled: ‘the Cyclops’. It has a 
  brightly lit pole about 20 ft. tall. A sledge-hammer 
  lies next to a lever with a large leather-wrapped disk 
  that has a target painted on it. The pole is 
  surrounded by a wooden frame, painted with the 
  garish image of a giant one-eyed monster with a 
  huge club raised over its head. The eye of the beast is 
  actually a bell. Resting at the bottom of the pole, and 
  on the other side of the lever, is a battered, 
  cylindrical weight, sporting a brightly-painted 
  arrow. The words: “Hit the eye of the Cyclops – Win 
  a Prize! One swing, one ticket.” are written on a 
  wooden plaque near the hammer. 
   
  Another lit booth is labeled: “Whack a Gnome!” A 
  small mallet, wrapped with padded leather, is 
  chained to a small table that has nine, blue circles 
  painted on it. The image of a leering gnome is 
  painted above the words: “Beat back the gnomish 
  invasion! One ticket to play.” 
   
  The sign above the last booth reads: “Spectra-Grab’. 
  The rules for this game are posted in large print at 
  the back of the booth. “From 4-10 players. One 
  Ticket, One Play. The more players, the bigger the 
  prize! A winner EVERY time!” There are 10 chairs 
  ranged around a counter, each facing inwards, 
  surrounding an empty spot where a barker would 
  stand. In front of each chair are two metallic 
  handles. One handle is painted white, and reads: 
  “give”. The other handle is painted black and is 
  labeled: “take”.  
   
  None of the games appear to have any prizes. 
   
  At the edge of your vision, a sign points the way to 
  the : “Carousel”; and another points towards: 
  “Tickets”. 
  In order for the PCs to interact with a game, they need to 
  have a ticket. Remember all that they need is to possess a 
  ticket and the express desire to play the game in order for 
  them to be able to play.  
   
  Once a game has been played it turns dark like the 
  rest of the booths on the Midway. Games cannot be 
  played more than once. 
   
  Once a player decides to play a game, read the 
  appropriate text below. 
   
  KEEP TRACK OF WHICH PCs PLAY MIDWAY 
  GAMES. If a PC does not play a midway game, they will 
  receive slightly less experience for this adventure.  
  NOTE: MIDWAY GAMES WILL NOT KNOCK OUT 
  PCs DUE TO ABILITY DAMAGE. PCS WILL TAKE (AT 
  MAXIMUM) ONLY ENOUGH DAMAGE TO REDUCE 
  A STAT TO 1 (ONE)  
   
  A PC does not have to succeed at a game to get 
  experience for playing the game. 
   
  THE CYCLOPS 
  Stepping up to the Cyclops, you lift the hammer. 
  Sliding both of your hands down to the end to get a 
  good grip, it seems that the hammer gets an even 
  better grip on you. Your flesh melds seamlessly with 
  the hammer and you are starting to have the 
  growing urge to take your best swing at the target. 
   
  The hammer acts as a cursed weapon. Once a ticket is 
  paid, and the PC picks up the hammer, it melds with the 
  wielder. There is no save for this effect. The PC has given 
  up their attempt to make a save by voluntarily playing the 
  game. The wielder must make a Will save (DC APL+14) 
  each round or be compelled to do all in their power to 
  take a swing at the target and try to ‘slay’ the Cyclops. This 
  works by turning the PCs own power against them. The 
  higher level the PC, the harder they find it to resist the 
  urge to swing. The PC is free to say what ever they wish. 
  Protection from evil, or the like, will have no effect on this 
  curse. 
   
  The PC takes one swing a round, regardless of the 
  number of attacks they get. 
   
  Each swing takes one ticket and does one point of 
  Wisdom damage to the PC wielding the hammer.  
   
  If the PCs’ Wisdom drops to 1 (one) the hammer will 
  fade out, reappearing in its original position, freeing the 
  PC’s hands. At this point, the booth will go dark, and the 
  game is no longer playable. If a PC attempts to pick up 
  the hammer after this has happened it will break at their 
  slightest touch. 
   
  If the wielder runs out of tickets, they do all in their 
  power to buy or obtain more tickets. Not having hands 
  any more while under this curse may, however, pose 
  some problems. 
   
  The hammer can only be wielded against the 
  Cyclops. It can not be used as a weapon or against other 
  PCs in any manner.  
   
  For the hammer’s wielder to ring the bell, they need 
  to make a DC 20+1/2 APL Strength check.  
   
  Ringing the bell by any means (including the other 
  characters finding a way to ring it by any means) ends the 
  curse effect, the hammer separates from the wielder 
  (freeing his hands), and the wielder of the hammer gains 
  +3 circumstance bonus to Strength for the duration of the 
  module. 
  NOTE: Anything can ring the bell. Hitting the bell (AC 
  12) with any physical projectile will ring it. 
  NMR6-03 Privilege of the Dead 
   
  Page 5 
  
   
  A remove curse (or similar effect) targeted on the 
  hammer’s wielder (must be Caster Level APL+5) frees the 
  wielder. In this case, however, the wielder will not get the 
  Strength bonus, the hammer will fade out and the booth 
  will go dark as if it has been played. 
   
  Any penalty or bonus gained by playing this game is 
  in effect until the module ends. 
   
  SPECTRA−GRAB 
  Once all of the required players/PCs (there needs to be a 
  minimum of 4 players) are seated, have paid their tickets 
  and have a hold of the handles the game beings. Read or 
  paraphrase the following: 
   
  Spectra-Grab is the most unusual game in the 
  Midway. Finding your seat, you grab the handles in 
  front of you. The handles are cold. For a moment, 
  nothing happens, then the handles begin to vibrate, 
  the right ‘give’ handle grows icy cold while the left 
  ‘take’ handle begins to warm up. 
   
  Round 1 – Negative and positive energy start flowing 
  through the take and give handles respectively. Each PC 
  must make a DC2 (two) Con check to continue to hold 
  on. If anyone fails the check at this point, the game stops 
  and allows them to try again with no further loss of 
  tickets. PCs do not have to try again but will not be 
  allowed to rejoin the game if they pass on this 
  opportunity. Four players must participate in order for 
  the game to progress. If four players do not continue 
  playing into Round 2, this will not count as ‘playing a 
  Midway game’ for experience calculations. 
  Round 2 – All players lose 1 point of Int per player in the 
  game (from the “Take” handle). Let the PCs know that 
  they can begin to feel their Int beginning to come back 
  almost immediately, but very slowly, through the “Give” 
  handle. A DC 5 (five) CON check will allow the PCs to 
  continue to hold on. A PC can let go at any time. When a 
  PC drops all other players who continue to hold on gain 
  back 1 (one) point of Int per PC who dropped. IF ANY PC 
  IS REDUCED TO 1 INT BY THE DAMAGE, THEN 
  THEY AUTOMATICALLY LET GO.  
  Rounds 3 and onward – Each have the PCs make a 
  CON check. The PC that got the lowest check drops. 
  When a PC drops all other players who continue to hold 
  on gain back 1 (one) point of Int. The “Winner” (last PC 
  to let go) gets all of their original Int back plus a bonus of 
  1 per PC participating in the game. Resolve ties by 
  random roll. 
   
  Any penalty/bonus gained by playing this game is in 
  effect until the module ends. 
   
  WHACK A GNOME 
  When a PC wishes to play this game, read or paraphrase 
  the following: 
   
  Picking up the mallet, you quickly the illusion of a 
  leering gnome that pops up from one of the blue 
  circles. It makes an insulting gesture at you. What 
  do you do? 
   
  When this game is played, the PC takes the mallet and 
  watches the blue circles. At random intervals an illusion 
  of the leering gnome’s head appears above one of the 
  circles. It lingers for a short while and then disappears. 
  This happens 10 times in one game. 
   
  Have the PC roll 10 Dex checks. The DC starts at 10 
  and goes up by 1 each time. Hitting the gnome causes 
  him to squeak ‘Ow!’ and disappear. 
   
  When the game ends the PC playing this game gains 
  the following temporary Charisma bonus or penalty:  
   
  Successes 
  Charisma bonus or 
  penalty 
  0 
  -8 
  1 
  -7 
  2 
  -6 
  3 
  -5 
  4 
  -4 
  5 
  -3 
  6 
  -2 
  7 
  -1 
  8 
  0 
  9 
  +1 
  10 
  +2 
   
  The PC will feel either a great excitement (bonus to 
  Charisma) or overwhelming disappointment (penalty to 
  Charisma) about their performance in the game. Any 
  penalty/bonus gained by playing this game is in effect 
  until the module ends. A PC can only be reduced to a 
  minimum Charisma of 1 by this temporary penalty. 
   
  ENCOUNTER FOUR: GHOSTS 
  IN THE MACHINE 
  WARNING: The following scene is meant to be both 
  gruesome and disturbing. Please be careful when running 
  this to take into account the make up of your table. If you 
  have younger players (minors) at the table or players who 
  are simply uncomfortable with the material, please gloss 
  over the details.  
   
  NOTE: This encounter can repeated multiple times. 
  However, once the PCs fight the children this encounter 
  stops repeating. Future travels towards the carousel donot 
  NMR6-03 Privilege of the Dead 
   
  Page 6 
  
  reveal any more children. The PCs simply arrive at the 
  carousel without meeting any visitors along the way. 
   
  You hear, in the distance, the gentle sound of 
  carousel music. It winds down to a stop as you get 
  closer. The tune is hauntingly familiar but 
  impossible to place. 
   
  FIRST VISIT 
  Read the following the FIRST time the PCs head towards 
  the Carousel. This encounter happens in the mist in 
  between leaving the Midway and before the Carousel. : 
   
  Walking out of the mist directly in front of you is a 
  young, Flan boy. He might be eleven or twelve years 
  old. In a flash, you recall that part of whatever 
  caused you to come here had something to do with a 
  young child. 
   
  Seeing your group, he eagerly asks, “Could you give 
  me a silver so I can ride the carousel again?” 
   
  Creatures: A typical 11-year-old boy (4 feet tall 56 
  pounds). If any PC gets in back of the boy, they notice 
  that the entire back of his head is caved in (not evident 
  from the front, the wound is similar to one from an ether 
  spitter). All of the PCs notice this as he leaves. 
  UP UNTIL HIS TRANSFORMATION, THE YOUNG 
  BOY DOES NOT DETECT AS EVIL. 
  The boy is one of the children that were sacrificed when 
  the Carnival of Shadows was created. There are many 
  others that the PCs may see on returning to this 
  encounter later. 
   
  The boy stops at a point directly in front of the lead 
  PC. 
   
  If the PCs ask, they feel that their mission had 
  something to do with a young child, but not this boy (or 
  any of the other children in this encounter) in particular. 
   
  The boy responds to questions by repeating his pleas 
  for a silver to ride the carousel. The more questions he is 
  asked (up to his limit for the encounter) the more 
  desperate and frantic his pleas become. If the PCs give 
  him a silver or a ticket, he immediately snatches it and 
  runs off into the fog before the PCs can react. The next 
  time the PCs approach the carousel run the Second Visit 
  version of this encounter.  
  ASK THE PLAYER THAT GAVE THE BOY A SILVER 
  OR A TICKET TO HAND YOU THEIR MAGIC ITEM 
  LIST (MIL). WRITE DOWN THE ITEM WITH THE 
  HIGHEST VALUE ON THE MIL. Do not answer any 
  questions to the players as to why you want this 
  information. This has no in-game effect other than to 
  trigger the player’s meta-game paranoia and to raise 
  doubts. 
  When the boy is asked 4 (FOUR) questions read the 
  following: 
   
  The young looks pained as he begs: “PLEASE! 
  Talking is just going to make it worse…” He sobs: 
  “All I want is a silver. Just give me one silver.” Tears 
  start to roll down his young face, dropping gently to 
  the gravel below. 
   
  Let the PCs know that their questions seem to be causing 
  the boy great pain and that continuing to ask him 
  questions MIGHT not be a good act. 
   
  If the PCs fail to heed the young boy’s warning and 
  ask him more than 6 (SIX) questions, read the following 
  boxed text: 
   
  With your last question, the boy lets loose a howl of 
  mindless rage. His eyes burst, and, from the sockets, 
  a foul, black ichor pours down his face into his still-
  bellowing mouth. 
   
  Tactics: Attack the PCs, giving preference to those who 
  asked the most questions. If attacked first he will attack 
  back, focusing on the attacking PC. 
   
  Development: Once the PCs defeat this opponent do 
  not continue to come back and rerun this encounter each 
  time they head towards the carousel. They will encounter 
  no more children on the way to the carousel. 
   
  APL 8 (EL 12) 
  �Young Boy (male wheep): hp 81; see Combat 
  Appendix. 
  APL 10 (EL 14) 
  �Young Boy Visit (male wheep): hp 144; see 
  Combat Appendix. 
  APL 12 (EL 16) 
  �Young Boy Visit (male wheep): hp 240; see 
  Combat Appendix. 
  APL 14 (EL 18) 
  �Young Boy Visit (male wheep): hp 254; see 
  Combat Appendix. 
  APL 16 (EL 20) 
  �Young Boy Visit (male wheep): hp 266; see 
  Combat Appendix. 
   
  SECOND VISIT 
  Read the following the SECOND time the PCs head 
  towards the Carousel. Again this encounter will happen 
  on the featureless grey plane that exists between 
  encounters.  
   
  If the PCs fought the young boy in his first visit do 
  not run this encounter. Go directly to Encounter 5: 
  Carousel of the Dying. 
   
  If the PCs did not fight the young boy on their First 
  Visit, read or paraphrase the following: 
  NMR6-03 Privilege of the Dead 
   
  Page 7 
  
   
  Walking out of the mist directly in front of you is 
  the same, young, Flan boy you saw before. He is 
  followed by a shy, young, Flan girl. She clutches a red 
  balloon, and she is obviously very uncomfortable 
  being near you. Her skin is deathly pale and her 
  cheeks are sunken. 
   
  Seeing your group, the boy grins and asks: “She 
  wants to ride as well. You got two silver for us?” 
   
  Creatures: The same boy from the previous encounter. 
  The young girl is deathly pale (she stand 3 foot 6 inches 
  and weighs 45 pounds, she has the look of someone who 
  has suffered enormous blood loss). These are both 
  children that were sacrificed when the Carnival of 
  Shadows was created.  
   
  UP UNTIL THEIR TRANSFORMATION, NEITHER 
  THE YOUNG BOY NOR THE YOUNG GIRL DETECT 
  AS EVIL. 
   
   
  If the PCs ask, let them know that they feel that their 
  mission had something to do with a young girl, but not 
  this girl (or any of the other children in this encounter) 
  in particular. 
   
  Again, the boy is the only one who will speak. His 
  responses will become more desperate and frantic the 
  more questions he is asked. He responds to questions by 
  repeating his pleas for  silver/tickets to ride the carousel. 
  If the PCs give him the silver or two tickets, he snatches 
  them and runs off with the little girl, into the fog, before 
  the PCs can react (regardless of their Dexterity or other 
  abilities, if a PC asks tell them that they felt for a moment 
  that moving would be a bad idea). The girl looks back 
  over her shoulder at the last moment, and the PCs have a 
  terrible feeling that something horrific is going to 
  happen to her. The next time the PCs continue to 
  approach the carousel run the Third Visit version of this 
  encounter.  
   
  ASK THE PLAYER(s) THAT GAVE THE CHILDREN 
  THE SILVERS OR THE TICKETS TO HAND YOU 
  THEIR MAGIC ITEM LISTS (MILs). WRITE DOWN 
  THE ITEMS WITH THE TWO HIGHEST VALUE ON 
  THE MILs. DO NOT COUNT ANY ITEMS THAT YOU 
  HAVE ALREADY WRITTEN DOWN. Again do not 
  answer any questions to the players as to why you want 
  this information.  
   
   
  When the boy or the young girl (who will not 
  answer) is asked 2 (TWO) questions read the following 
   
  Both children wince as if your last question were a 
  slap. “Don’t make it happen again. Please! Just a 
  couple of silver is all we need…” the boy begs. 
   
  The young girl freezes in place, like a mouse caught 
  by the eyes of a snake. 
   
  Let the PCs know that their questions seem to be causing 
  the children great pain and that continuing to ask him 
  questions MIGHT not be a good act. 
   
  If the boy or the girl (who will not answer) is asked 
  more than 4 (FOUR)  questions , read the following box 
  text: 
   
  With your last question, the boy groans and begins 
  to shake violently as his flesh pours from his body 
  like water. 
   
  The young girl takes a deep breath. Her face twists in 
  horrible pain as she begins to scream. As she 
  continues to scream, her face becomes more and 
  more skeletal. Her balloon pops with the force of her 
  shrieks. 
   
  Tactics: Attack the PCs giving preference to those who 
  asked the questions. If attacked first they will attack back, 
  focusing on the attacking PC. 
   
  Development: Once the PCs defeat these opponents 
  they will not encounter any more Ghosts in the Machine.  
   
  APL 8 (EL 10) 
  �Young Boy (advanced corpse-crafted quth-maren 
  Rog1): hp 114; see Combat Appendix. 
  �Young Girl (gloom golem): hp 90; see Combat 
  Appendix. 
  APL 10 (EL 12) 
  �Young Boy (advanced corpse-crafted quth-maren 
  Rog2): hp 122; see Combat Appendix. 
  �Young Girl (gloom golem): hp 174; see Combat 
  Appendix. 
  APL 12 (EL 14) 
  �Young Boy (advanced corpse-crafted quth-maren 
  Rog3): hp 134, see Combat Appendix. 
  �Young Girl (reduced death shrieker): hp 53; see 
  Combat Appendix. 
  APL 14 (EL 16) 
  �Young Boy (advanced corpse-crafted quth-maren 
  Rog6): hp 140; see Combat Appendix. 
  �Young Girl (reduced death shrieker): hp 126, see 
  Combat Appendix. 
  APL 16 (EL 18) 
  �Young Boy (advanced corpse-crafted quth-maren 
  Rog8): hp 158; see Combat Appendix. 
  �Young Girl (death shrieker): hp 178, see Combat 
  Appendix. 
   
  NMR6-03 Privilege of the Dead 
   
  Page 8 
  
  THIRD VISIT 
  If the PCs fought the children in any of the earlier 
  visits do not run this encounter. Go directly to 
  Encounter 5: Carousel of the Dying. 
   
  If the PCs did not fight the children in any of the 
  earlier visits, read or paraphrase the following: 
   
  Walking out of the mist are five children. The young 
  boy and girl have been joined by three more young 
  boys. 
   
  The first boy you met, eagerly darts in your 
  direction, dragging the young girl close behind him. 
  Nearing you, he asks: “Can we have five silver for 
  another ride?” 
   
  The other children shamble slowly in your direction. 
   
  Creatures: The same young boy and girl from before 
  with 3 more boys. Each has an obviously fatal wound. 
  Feel free to improvise the exact description of the boys. 
  These are all children that were sacrificed when the 
  Carnival of Shadows was created. The girl stares at one PC 
  the entire time, as if she is wordless asking for something. 
  A DC 25 Sense Motive check gives the PC making the 
  check the impression that she wants them to kill her.  
   
  UP UNTIL THEIR TRANSFORMATION, NONE OF 
  THE CHILDREN DETECT AS EVIL. 
   
   
  The pattern of this encounter should be familiar. 
  Only the boy speaks. Any questions that are asked make 
  the boy desperate and frantic. He continues to repeat his 
  plea for silver or tickets. If the PCs give him 5 silver or 5 
  Tickets, he snatches them and all the children run off 
  into the fog before the PCs can react. The next time the 
  PCs approach the carousel run the Fourth Visit version of 
  this encounter.  
   
  ASK THE PLAYER(s) THAT GAVE THE CHILDREN 
  SILVER OR TICKET(s) TO HAND YOU THEIR 
  MAGIC ITEM LISTS (MILs). WRITE DOWN THE 
  FIVE ITEMS WITH THE HIGHEST VALUES ON THE 
  MILs. DO NOT COUNT ANY ITEMS THAT YOU 
  HAVE ALREADY WRITTEN DOWN. Again do not 
  answer any player questions regarding why you want this 
  information.  
   
   
  When the boy or any of the other children (who will 
  not answer) is asked a question read the following: 
   
  All of the children’s eyes lock onto yours, almost as 
  if your words were knives flying through the air to 
  strike home in their flesh. 
   
  The young boy staggers with the impact. Hands 
  clenched into fists at his sides, eyes screwed tightly 
  shut, he forces his plea out: “Silver … please…!” 
  through clenched teeth. 
   
  The young girl shakes so hard with fear that it seems 
  that, at any moment, she could collapse. 
   
  Let the PC know that their question physically seemed to 
  hurt the children and that continuing to ask him 
  questions MIGHT not be a good act. 
   
  If the Boy or the other children (who will not 
  answer) is asked 2 (TWO) questions read the following 
  box text. 
   
  With your last question, the boy groans as his body 
  shakes 
  violently. 
  He 
  shrinks 
  and 
  becomes 
  disfigured. The details become blurred beneath a 
  coating of filth and grave dirt. 
   
  The young girl takes a deep breath. Her face twists in 
  horrible pain as she begins to scream. As she 
  continues to scream, her face becomes more and 
  more skeletal. Tormented visages press out from 
  beneath her membranous skin as though clamoring 
  for release. Her balloon pops with the force of her 
  shriek. The string that once held it grows wicked-
  looking barbs. 
   
  The other young boys swell into large spheres of 
  bloated, rotting flesh. Their bloodshot eyes dart back 
  and forth as they stagger forward with an uneven 
  gait. A gurgling sound issues from deep within their 
  throats. 
   
  Tactics: Attack the PCs giving preference to those who 
  asked the questions. If attacked first they will attack back, 
  focusing on the attacking PC. 
   
  Development: Once the PCs defeat these opponents 
  they will not encounter any more Ghosts in the Machine.  
   
  APL 8 (EL 8) 
  �Young Boy (entomber): hp 72; see Combat 
  Appendix. 
  �Young Girl (reduced gloom golem): hp 60; see 
  Combat Appendix.  
  �Young Kid (plaguewalker): hp 54; see Combat 
  Appendix. 
  APL 10 (EL 10) 
  �Young Boy (corpse-crafted, evolved entomber): 
  hp 88; see Combat Appendix. 
  �Young Girl (gloom golem): hp 90; see Combat 
  Appendix.  
  �Young Kids (evolved corpse-crafted plague 
  walkers): hp 69, 69; see Combat Appendix. 
  NMR6-03 Privilege of the Dead 
   
  Page 9 
  
  APL 12 (EL 12) 
  �Young Boy (advanced, evolved, corpse-crafted 
  quth-maren Rog1): hp 114; see Combat Appendix. 
  �Young Girl (advanced gloom golem): hp 174; see 
  Combat Appendix.  
  �Young Kids (advanced, evolved, corpse-crafted 
  plague walkers): hp 157, 157; see Combat Appendix. 
  APL 14 (EL 14) 
  �Young Boy (advanced, evolved, corpse-crafted 
  entomber): hp296; see Combat Appendix. 
  �Young Girl (reduced death shrieker): hp 53; see 
  Combat Appendix.  
  �Young Kids (advanced, evolved, corpse-crafted 
  plague walkers): hp 157, 157; see Combat Appendix. 
  APL 16 (EL 16) 
  �Young Boy (advanced, evolved, corpse-crafted 
  quth-maren Rog3): hp128; see Combat Appendix. 
  �Young Girl (reduced death shrieker): hp 126; see 
  Combat Appendix.  
  �Young Kids (advanced, evolved, corpse-crafted 
  plague walkers): hp 263, 263; see Combat Appendix. 
   
  FOURTH (AND FINAL) VISIT 
  If the PCs fought the children in any of the earlier 
  visits do not run this encounter. Go directly to 
  Encounter 5: Carousel of the Dying. 
   
  If the PCs did not fight the children in any of the 
  earlier visits, read or paraphrase the following: 
   
  Looming out of this mist is a mob of hundreds and 
  hundreds of children led by the first young boy. He 
  is grinning broadly. They are all begging for silver. 
   
  Creatures: The PCs are incredibly outnumbered by the 
  children. But anything the PCs do to defeat or avoid them 
  will work (even a feeble turning attempt would destroy 
  them all). The PCs will get full experience for defeating 
  this encounter. 
   
  ENCOUNTER FIVE: 
  CAROUSEL OF THE DYING 
  WARNING: The following scene is meant to be both 
  gruesome and disturbing. Please be careful when running 
  this to take into account the make up of your table. If you 
  have younger players (minors) at the table or players who 
  are simply uncomfortable with the material, please gloss 
  over the details.  
   
  The carousel in front of you is silent and still. It is a 
  typical representative of this gnomish invention 
  except that the carousel animals are all incredibly 
  realistic. They are almost lifelike, and their 
  reflections shine off the slick, bright red floor 
  beneath them. 
   
  A small sign sits near the attraction reading: “One 
  Ticket to Ride”. 
   
  In another flash of recollection, you remember that 
  your mission had something to do with animals or 
  nature.  
   
  A sign points to the “Midway”. 
   
  Every time the PCs see the carousel it always seems as if it 
  has just stopped moving in the moments before they 
  glimpse it. It rotates counterclockwise. 
   
  A PC making a DC20 Wisdom check remembers 
  that their mission had something to do with a special 
  horse. 
   
  As the PCs get closer, let them know that the animals 
  on the carousel are unusually well-crafted, and that the 
  standard poles appear to have been replaced by spears 
  thrusting up from below. The parts of the spears visible 
  below the animals are all uniformly bright arterial red. 
  Let the PCs know, before they are close enough to touch 
  them, that the animals (mostly forest animals – like the 
  type that would be found in the Nutherwood – bears, 
  deer, horses, large cats, etc.) could in fact REAL. Let any 
  nature-oriented PC know that it looks like they died in 
  extreme pain.  
   
  Getting on to the carousel costs one ticket. It is not 
  possible to interact with the animals without entering the 
  Carousel. 
   
  Once a PC gets on the carousel it is apparent that all 
  of the figures are made of wood (not really true) and that 
  the floor appears to be covered in sticky red paint (also 
  not true). True seeing cast at this point reveals the truth (if 
  the character has a light source) that these are real 
  animals impaled by black spikes. 
   
  When on the carousel, the PCs can detect 
  movement, as though something is walking somewhere 
  else on it.  
   
  A DC15 Listen check detects the faintest whinnying. 
  A DC 20 Listen check detects the words, “Help me” from 
  within the sound. This check can be repeated every 6 
  rounds.  
   
  If the players investigate they find that the sound is 
  coming from a black unicorn. The unicorn is physically 
  located on carousel between a dire boar (with glowing red 
  eyes) to its front and a black bear behind it. There is a 
  white horse to its left and a wolverine to its right.  
   
  Dire Boar 
   
  White Horse 
  Black Unicorn 
  Wolverine 
   
  Black Bear 
   
   
  NMR6-03 Privilege of the Dead 
   
  Page 10 
  
   
  Play up the other animals “looking” at the PCs. 
  Whenever the PCs aren’t looking, it seems like the 
  animals have moved, especially the dire boar. None of the 
  animals will animate and nothing will keep the PCs from 
  attempting to rescue the unicorn or any other animal. 
   
  The PCs need to separate the spear, currently 
  pinning the unicorn, from the carousel, in order to be 
  able to free it. Any plan that you think is reasonable 
  succeeds in freeing the unicorn or any other animal. Any 
  PC watching this with True seeing notices that the black 
  spike leaks an ichor, almost like it was alive when 
  attacked. None of the other animals will survive being 
  removed from the carousel. 
   
  �Wooden Spear: 1 in. thick; hardness 2; hp 6; AC 5; 
  Break DC 15. 
   
  �Carousel: large object, hardness 2; hp 33, AC 3, Break 
  DC 22 
   
   
  If the PCs choose to rescue the unicorn nothing 
  happens until they get it off the carousel. The unicorn 
  will slowly recover from the stiffness. As it recovers it 
  regains its normal white color. It is severely injured but is 
  able to be healed. It cannot use any of its abilities. It 
  thanks the PCs and attempts to go to sleep immediately. 
  The unicorn will not be able to stay awake regardless of 
  PC actions. After going to sleep over the course of 5 
  minutes the unicorn fades away and eventually 
  disappears (see the ‘Sleep’ section in DM’s Aid A: The 
  Environment). If the PCs stay with the unicorn, they 
  notice the puppets appearing at the edge of their vision 
  after 3 minutes. If the PCs stay with the unicorn and by 
  their presence prevent the puppets from taking it (if the 
  PCs are present the puppets will stay at the edge of their 
  vision), the unicorn will fade from view  (it will return in 
  the conclusion of the module). If the PCs do not stay with 
  the unicorn the puppets recapture and remount the 
  unicorn on the carousel and it dies in the process. 
   
  Any damage done to the carousel is repaired when 
  the PCs next return. 
   
  Anyone who looks for it finds that the carousel is 
  powered by what appears to be clockwork. Anyone with 
  either ranks in Knowledge (architecture and/or 
  engineering), or any gnome with an Int of 12 or greater 
  will know that there is no way that this machinery would 
  ever be able to actually run the carousel. 
   
  Once the PCs are done with the carousel, any PC that 
  paid their ticket and got on the carousel is able to see the 
  following, but PCs that never got on the carousel see 
  nothing new. 
   
  Two arrow-shaped signs at the edge of your vision 
  point the way to the “Big Top” and the “Menagerie”. 
  You could swear that they weren’t there a moment 
  ago. 
   
  Development: When the PCs return to the carousel after 
  visiting the Big Top, several of the animals will have been 
  replaced by very large fish and any damage that they had 
  done previously has been repaired. 
   
  ENCOUNTER SIX: BIG TOP 
  The huge Big Top tent crouches silently before you. 
  Its once-festive red and white stripes are faded with 
  age. It is even sadder-looking than the vacant 
  Midway. If the Midway is the life’s blood of the 
  carnival, then the Big Top is its soul. 
   
  Read the following once the PCs decide to enter. 
   
  The big top sits empty, its bleachers abandoned, the 
  30-foot performance ring is deserted. About 50 ft in 
  the air, a lone tight-rope crosses the ring. 
   
  If the PCs do anything other than immediately leave, give 
  them a moment to start looking around and then, prior to 
  any of them entering the performance ring, read the 
  following: 
   
  Suddenly the big top is plunged into absolute 
  darkness 
   
  Tension starts to build; you can feel it in the air. 
   
  A single drop spot illuminates the center of the 
  performance ring. 
   
  An instant later, a section of sheared-off dock, of all 
  things, and a huge amount of water and debris 
  appear from nowhere, floating in the air above the 
  center of the ring. 
   
  For a brief moment, they hang suspended and 
  weightless, before plummeting into the center ring, 
  where they land with an enormous, wet crash. The 
  smell of the sea is strong and fish flop helplessly on 
  the ground amid broken timbers. 
   
  A round of applause washes out of the darkness in 
  response. 
   
  Any PCs investigating the debris will find dying fish, 
  broken timbers, lots of blood in the water, approximately 
  100 used arrows and few scraps of very fine silk-like black 
  cloth. A DC 24 Spellcraft check will identify this cloth as 
  once belonging to a portable hole. They will also find a 
  metal plaque that reads ‘Dock 22’. It is apparent that a 
  battle of some sort had taken place on the dock prior to its 
  strange appearance in the big top. 
   
  For residents of Nyrond or any PC that participated 
  in the “For King and Country” interactive a DC 17 
  Knowledge (Local – NMR) reveals the information that 
  led up to the disappearance of Dock 22 from Rel Mord. 
  For PCs that are not residents of Nyrond, a DC 27 
  NMR6-03 Privilege of the Dead 
   
  Page 11 
  
  Knowledge (Local – NMR) or Knowledge (Local – NMR) 
  or a DC 25 Bardic Knowledge check reveals the same 
  information. What has happened is that a dock 
  disappeared in the Nyrond “For King and Country” 
  interactive, when a group of PCs escaped from an almost 
  TPK by thrusting a bag of holding into a portable hole 
  ripping everything in a 20’ radius into the astral plane The 
  PCs returned to the Material Plane, while the dock 
  happened to intersect with this demi-plane. 
   
  When the PCs leave this area the puppets appear in 
  the tent. They capture the dying fish and make them part 
  of the carousel and, in the meantime, clean up the Big 
  Top. 
   
  Any PCs daring to walk the tight rope (DC 20 
  Balance check) elicit a fainter, more polite, round of 
  applause from wherever in the tent the PCs can’t see. This 
  only happens once.  
   
  From the tightrope it is possible to see a single, red 
  balloon trapped at the top of the tent.   
   
  IF 
  A 
  PC 
  SUCCESSFULLY 
  WALKS 
  THE 
  TIGHROPE ON THEIR FIRST TRY THEN THE 
  BLACK BALL (THE VASUTHANT) WILL NOT BE A 
  PART OF THE ENCOUNTER NINE: THE PUPPET 
  SHOW COMBAT. IT IS A CREATURE OF RISK AND 
  CHOOSES NOT TO FIGHT IF THE PLAYER 
  CHARACTER TOOK THIS RISK AND SUCCEEDED 
   
  If the PCs take the time to search the big top, they 
  will find a wadded up note under the stands Player 
  Handout 2 
   
  The only other thing of note is that flying from the 
  absolute top pillar of the outside Big Top is a flag that 
  reads “Courtley’s Traveling Carnival”. It is out of sight 
  from the ground and is not visible unless a player flies 
  over the Big Top. A DC25 Bardic Knowledge check 
  reveals that this was once the name of a traveling carnival 
  that worked mostly in Tenh before the ether invasion. A 
  result of DC 30 on this check reveals that they had a dark 
  reputation and that they haven’t been heard of since the 
  ether invasion. A result of DC 35 on this check reveals 
  that the owner of this carnival was reported to look a lot 
  like the illusion floating over the ticket box. 
   
  Development: This fish may end up being added to the 
  carousel; this will take a few minutes for the puppets to 
  accomplish. 
   
  ENCOUNTER SEVEN: 
  MENAGERIE 
   
  The menagerie is in ruins. A hand-painted sign 
  reads: “Closed for repairs”. 
   
  All six of the cages have been destroyed, 
  apparently by whatever they once held. 
   
  They are labeled: 
   
  Sea Hag 
  Basilisk 
  Medusa 
  Umberhulk 
  Bodak 
  Nightwalker 
   
  Tracks lead away from each of the cages. They all 
  seem to head in a similar direction. 
   
  All of the cages appear to have been broken from the 
  inside. It appears that whatever creature the cage once 
  held broke the bars and escaped. 
   
  The trail is incredibly easy to follow, requiring no 
  training (DC 10 Survival). If a PC actually has the Track 
  feat, a DC 15 Survival check reveals that the tracks are 
  fairly recent (about 2 days old) and that all of the tracks 
  are consistent with the creatures listed. The trail leads 
  directly to the Hall of Mirrors. 
   
  ENCOUNTER EIGHT: HALL OF 
  MIRRORS 
  NOTE: Modify how you handle the ‘trap’ in this 
  encounter depending on the players at your table. 
   
  The tracks from the Menagerie lead straight to the 
  entrance of the Hall of Mirrors, a brightly-painted 
  building, standing quietly in the distance. 
   
  Painted on the door is: “Can you find your way 
  out of our Hall of Mirrors? One ticket to enter.” 
   
  The first PC to enter the Hall of Mirrors finds themselves 
  facing a mirror maze. They also encounter the following 
  trap: 
   
  �Mirror: ¼ in. thick; hardness 0; hp 2; AC 5; Break DC 
  5. 
   
  �Trap: The inside of the House of Mirrors is trapped 
  with a combination of a mirror of opposition and a mirror of 
  life trapping. 
   
  �Mirror Trap: CR 2; magical; proximity trigger; 
  automatic reset; lock bypass (Open Lock DC 12); Life 
  Trapping and Opposition, DC 25 Will save resists both 
  effects; Search DC 12; Disable Device DC 12; Market 
  value 285,400 gp 
   
  NOTE: If the mirror is destroyed, the ‘trapped’ PC re-
  appears (this is due to the fact that everything in this 
  dimension is merely a part of the ringmaster and this is 
  not an actual mirror of opposition/life trapping). This 
  could result in them fighting their duplicate. 
   
  If the trap is not detected, hand the first player to 
  triggered it and fail their Will save Player Handout #1.  
  The other PCs end up fighting their companion. If this 
  happens inside of the hall of mirrors set the combat in a 5 
  foot wide corridor. Upon being defeated the opposition-
  NMR6-03 Privilege of the Dead 
   
  Page 12 
  
  PC shatters (like a dropped mirror) and the ‘trapped’ PC is 
  freed.  
   
  Depending on the player, you can either choose to 
  run the PC yourself or allow the player to run their own 
  PC. The ‘evil’ PC is not able to use any favors or 
  consumables possessed by the original PC. They are 
  under the same buff spells and use the same equipment 
  (sans consumables) as the original PC. 
   
  Creatures: A mirror image of the character who failed 
  their save. 
   
  Tactics: Immediately attack the other PCs, no 
  monologuing! 
   
  Development: Once the trap has been triggered or 
  bypassed it does not affect any other PC for the rest of the 
  game. 
   
  If the trap is not triggered it goes unnoticed in the hall 
  of mirrors. If all of the PCs make their Will save they 
  have defeated this encounter and earn full experience. 
   
  ENCOUNTER NINE: PUPPET 
  SHOW 
  WARNING: The following scene is meant to be both 
  gruesome and disturbing. Please be careful when running 
  this to take into account the make up of your table. If you 
  have younger players (minors) at the table or players who 
  are simply uncomfortable with the material, please gloss 
  over the details.  
   
  NOTE: If a PC successfully walked the tightrope in 
  Encounter Six: The Big Top on their first attempt, then 
  the Black Ball (the Vasuthant) will not participate in this 
  combat. It will lie dormant, only using its powers to 
  protect itself. 
   
  Please feel free to improvise on the descriptions of the 
  puppets watching the show. They could easily be 
  reflections of prior challenges that PCs might have faced 
  in the history of their region. 
   
  The puppet show is housed in a tent theater. Its 
  faded red and white stripes echo those on the big 
  top. The sounds of children laughing gleefully can 
  be heard from inside. 
   
  On entering 
   
  The inside of the tent is dim. A central stage lies 
  directly ahead. The audience laughs gleefully at the 
  antics of the two performers cavorting in the 
  spotlight – a young boy and a girl. These child 
  performers are tethered by strings connecting to 
  their wrists, ankles, and heads. The strings climb out 
  of sight, into the darkness above, and pull them 
  through their paces. They appear to be acting out a 
  scene from Punch and Judy. 
   
  Bleachers filled with many small forms ascend 
  on either side of you. Looking closer, you see that 
  the audience appears to be made up entirely of dolls 
  and other childhood toys. The sound of laughter 
  continues to come from the audience, even though 
  none of the toys are moving. 
   
  The boy looks like the illusion above the ticket box.  
   
  Any PC that makes a DC 13 Intelligence check has a 
  strong feeling that the young girl is critical to their goal.  
   
  Have the PCs roll DC15 Spot checks. Any PC with 
  any ranks in Perform (Acting) or Profession (Puppeteer) 
  can roll that instead with the same DC. Anyone 
  succeeding at this check realizes that, while the boy is a 
  puppet, the girl is in fact a “real” child and she is terrified 
  beyond belief, but something compels her to act out this 
  horrible scene. 
   
  Anyone getting a DC40 Spot check thinks they 
  briefly glimpse large, gloved hands manipulating the 
  puppets’ strings high above the stage (much higher above 
  than would fit inside of this tent). This image is very faint, 
  but the gloves look like the ones worn by the illusion 
  above the ticket box. 
   
  Feel free to add notable dolls in the audience that 
  your players would recognize (members of houses that 
  have died, characters from prior regional modules, 
  notable enemies). 
   
  Just after this check, Punch hits the point in the 
  scene where he starts beating Judy to death. Punch will 
  kill the girl if he is not stopped. Read or paraphrase the 
  following: 
   
  Punch is snatching at, and struggling for, the stick 
  that Judy holds. He wrenches it from her hands and 
  strikes her on the head with it, while she runs 
  around the stage, trying to get out of his way. Hitting 
  her, he yells gleefully: “How do you like my teaching, 
  Judy, my dear?” 
   
  Judy replies tearfully: “No more, Mr. Punch. No 
  more!” 
   
  Punch smiles: “One more little lesson.” He hits 
  her again. Judy falls with her head almost off the 
  small stage as Punch continues to hit her. She puts 
  up her hand to try and guard her head. Blood 
  splatters the inside of the tent as Punch continues 
  his relentless beating. 
   
  If the PCs attempt to stop the performance, the audience 
  erupts in an angry chorus and the dolls attack. Cutting 
  the strings, or stepping into the spotlight, causes the 
  strings controlling both Punch and Judy to fall from the 
  heights above, dropping both Punch and Judy bonelessly 
  to the ground. The strings actually enter Judy’s body 
  though small wounds and stretch nearly 100 feet up into 
  the darkness above.  
   
  The girl can be healed, but falls immediately asleep 
  after murmuring: “You came for me.” and passing out 
  from exhaustion. She begins to fade away and is gone 5 
  NMR6-03 Privilege of the Dead 
   
  Page 13 
  
  minutes later. If, somehow, her exhaustion is removed, 
  she is not able to answer any questions about what is 
  happening here. She was playing in the field and then she 
  woke up here. The dolls came for her and put her in the 
  show at just about the time the PCs showed up. It is 
  highly likely that, if combat happens within the tent, she 
  will die from area effect damage. 
   
  If the PCs don’t stop the performance, Punch kills 
  Judy. He then laughs and says: “To lose a wife is to gain a 
  fortune”. Spying the heroes, he calls out for them to join 
  him on stage because Punch needs more “students”. 
  Entering the spotlight as well as any attack directed at 
  him causes Punch to fall lifeless to the ground. This also 
  triggers the dolls’ attack. 
  Once the dolls attack read the following text:  
   
  The audience erupts into an angry chorus at your 
  actions. They sound like a crowd just about ready to 
  riot. Three dolls stand and climb down from the 
  bleachers towards you. The angry sounds turn to 
  threats as these champions descend. 
   
  The first is a small, girl doll, dressed in a bridal 
  gown. Her brightly-painted red fingernails seem 
  very long and very sharp. Her small fingers twist and 
  writhe like snakes. 
   
  The next is a toy knight crafted from some 
  matte black metal that seems to absorb light. This 
  knight moves slowly and silently, hovering slightly 
  above the ground. His passing disturbs a small black 
  ball that rolls down to the foot of the bleachers. 
   
  The last toy is a rather beat-up stuffed dog. One 
  of its button eyes is missing. 
   
  The audience cheers on their champions, 
  hoping for a new show to replace the one that you 
  ruined. 
   
  APL 8 (EL 9) 
  �Child Bride (corpse-crafted boneclaw: hp 150; see 
  Combat Appendix. 
  �Metal Knight (reduced shadesteel golem): hp 35; 
  see Combat Appendix. 
  �Stuffed Dog (spellwarped worg): hp 38; see 
  Combat Appendix.  
  �Black Ball (reduced vasuthant): hp 84; see Combat 
  Appendix.  
  APL 10 (EL 11) 
  �Child Bride (corpse-crafted, evolved boneclaw): 
  hp 210; see Combat Appendix. 
  �Metal Knight (reduced shadesteel golem): hp 95; 
  see Combat Appendix. 
  �Stuffed Dog (spellwarped worg of legend): hp 80; 
  see Combat Appendix.  
  �Black Ball (reduced vasuthant): hp 196; see 
  Combat Appendix.  
  APL 12 (EL 13) 
  �Child Bride (advanced, corpse-crafted, evolved 
  boneclaw Ftr1): hp 284; see Combat Appendix. 
  �Metal Knight (reduced shadesteel golem): hp 
  155; see Combat Appendix. 
  �Stuffed Dog (advanced spell-warped winter wolf 
  of legend): hp 99; see Combat Appendix.  
  �Black Ball (reduced vasuthant): hp 236; see 
  Combat Appendix.  
  APL 14 (EL 14) 
  �Child Bride (advanced, corpse-crafted, evolved, 
  boneclaw Ftr2): hp 368; see Combat Appendix. 
  �Metal Knight shadesteel golem: hp 155; see 
  Combat Appendix. 
  �Stuffed Dog (advanced spell-warped winter wolf 
  of legend): hp 144; see Combat Appendix.  
  �Black Ball (vasuthant): hp 312; see Combat 
  Appendix.  
  �Trilloch: hp 72; see Combat Appendix. 
  APL 16 (EL 16) 
  �Child Bride (advanced, evolved, corpse-crafted 
  boneclaw Ftr3): hp 509; see Combat Appendix. 
  �Metal Knight (advanced shadesteel golem): hp 
  216; see Combat Appendix. 
  �Stuffed Dog (advanced, spellwarped winter wolf 
  of legend): hp 207; see Combat Appendix.  
  �Black Ball (advanced vasuthant): hp 384; see 
  Combat Appendix.  
  �Trilloch: hp 72; see Combat Appendix. 
   
  Tactics APLs 8-12: If the vasuthant has not been 
  impressed by a PC’s derring-do on the high-wire, it tries 
  to stay hidden and not draw attention to itself, although it 
  will use its reality distortion power against anything that 
  causes major damage to the Metal Knight. Its only goal is 
  to keep the Metal Knight alive as long as possible. If it has 
  been impressed by a PC’s derring-do on the high-wire, it 
  remains dormant and does not participate in this combat. 
  Defeating the vasuthant by walking the wire counts the 
  same as for defeating it in combat for the purpose of xp 
  for this encounter. 
   
  Tactics APLs14-16: The trilloch  hovers above the PCs. It 
  immediately turns on its inspire rage ability and uses its 
  death knell ability every round. At these levels the 
  vasuthant attempts to remain unnoticed for the 
  encounter using its reality distortion powers from hiding. 
  If found out will pitch in however it can. 
   
  NMR6-03 Privilege of the Dead 
   
  Page 14 
  
  Development: Once the dolls are dealt with, everything 
  will go quiet and the spot light on the stage will begin to 
  dim. Once the PCs have dealt with every other encounter 
  (1 through 9) in the Carnival they will be able to move on 
  to Encounter 10 Show Down and fight the Ringmaster. 
   
  ENCOUNTER TEN: AND 
  THAT’S THE SHOW 
  The PCs are only able to deal with this encounter after 
  encountering all of the Carnival (Midway, Carousel, the 
  Ghosts, The Menagerie, The House of Mirrors, The Big 
  Top and surviving the Puppet attack). If the PCs travel to 
  the Puppet Show prior to visiting the Big Top, modify the 
  following boxed text to reflect their current location. 
   
  After leaving the puppet show, a single drop spot can 
  be seen in the distance, back in the direction of the 
  front gate. 
   
  Allow the PCs to take as much time as they like before 
  they return to the front gates. The Ringmaster will use 
  this time to begin casting his long term buff spells. He 
  should have at least 4 rounds of casting time.  
   
  Returning to the gates of the carnival, you see the 
  illusion floating above the ticket box turn your way 
  with a cheerful smile. It appears more solid than in 
  your previous encounters. 
   
  I want to thank you for freeing all of us,” it says, 
  with a glimmer in its eyes and a broad smile on its 
  lips. “We were trapped in this unlife when our 
  fortune-teller, Hocedwyr, foretold the coming of the 
  ether invasion. Rather than warn anyone, she used 
  her studies of dark UR-Flan magic to create this 
  place.”  
   
  The ringmaster waves his cane in a theatrical 
  gesture. He slams it into the table with a loud ‘thock’ 
  and continues: “She sacrificed all of us so that she 
  could live forever. She became the carnival, and we 
  were her unwilling puppets.” He bows his head 
  slightly: “Now that you have…” he gathers himself 
  for a moment, obviously extremely emotional, 
  “triumphed… we can all move on.” 
   
  The ringmaster’s goal at this point is to get the PCs to 
  leave voluntarily.  
   
  A DC (25) Sense Motive reveals that there is 
  something amiss in the ringmaster’s responses and 
  reactions to the PCs. He is obviously very emotional 
  (barely restrained fury), and appears to be anxious for the 
  PCs to leave. If asked about his anxiousness for the PCs to 
  leave, he replies that the show can’t close down until all of 
  the patrons leave. 
   
  Any PC that speaks Flan, or is from the Duchy of 
  Tenh, can make a DC22 Intelligence check to recognize 
  that Hocedwyr is not actually a name but more of an old 
  Flannish insult (teller of lies/cheater). Any bard who 
  speaks Flan can make a DC19 Bardic Knowledge check to 
  get this same information. If called on this the ringmaster 
  professes his ignorance of that bit of knowledge. 
   
  Smart PCs should start to realize that something is 
  not quite right. But don’t help them. They need to come 
  to a conclusion on their own. If the Ringmaster catches 
  on to the fact that the PCs aren’t buying his story (and 
  with his high Sense Motive score, he should), or that, by 
  continuing the conversation, he is risking having some of 
  his buff spells drop he will preemptively attack the PCs, 
  perhaps waiting for an opportune moment, or feigning an 
  emotional breakdown. THERE WILL BE NO SURPRISE 
  ROUND FOR THIS ACTION. HAVE THE PCS ROLL 
  INTIATIVE NORMALLY.  
   
  During the conversation, the ringmaster conveys the 
  following information: 
   
  How do we get back? 
  The way out of this trap is easy. All you need to do is 
  go to sleep. You have defeated the puppets that 
  would have taken you as you slept. Once you awaken 
  you will be back on Oerth.  
   
  Who are you/what is your name? 
  In life I was once the ringmaster of this traveling 
  carnival. I was hired due to my silver tongue and 
  talent with the crowds. (smiles) My name I have 
  forgotten as a part of my transformation.  
   
  What’s up with the reaction to the tattoo? (regarding the 
  Magical Tattoo from COR4-04 Red Tide) 
  His eyes smolder as he answers, “I apologize, my 
  savior, but it seems that even the dead have some 
  standards”. 
  What is the privilege of the dead? 
  He looks confused and answers, “To die no more.”  
   
  Read the following when, and if, the ringmaster attacks: 
   
  The ringmaster’s torso settles on top of the ticket 
  box, fusing together with the table into some 
  hideous whole. The legs of the table flex, and grow 
  clawed feet: “You couldn’t leave well enough alone, 
  could you? Couldn’t just go home and let me be? 
  Well, so be it! You’re in my world now, and it’s show 
  time!” With that, a large drop spot illuminates the 
  entire area, burning away the mist. 
   
  The mists that have been ever present until this 
  encounter burn away.  
   
  Note: The ringmaster can not move more than 60 feet 
  away from any PC on the map due to limitations of the 
  demi-plane. 
   
  NMR6-03 Privilege of the Dead 
   
  Page 15 
  
  Creatures: The ringmaster is a human torso that grows 
  out of the ticket box that is bolted to the table.  
   
  APL 8 (EL 11) 
  �Ringmaster (bone naga) : hp 135, see Combat 
  Appendix. 
  APL 10 (EL 13) 
  �Ringmaster (bone naga Sor2) : hp 141, see Combat 
  Appendix. 
  APL 12 (EL 15) 
  �Ringmaster  (bone naga Sor4): hp 147,see Combat 
  Appendix. 
  APL 14 (EL 17) 
  �Ringmaster  (bone naga Sor6): hp 153, see Combat 
  Appendix. 
  APL 16 (EL 19) 
  �Ringmaster (bone naga Sor8) : hp 159, see Combat 
  Appendix. 
   
  Tactics: The ringmaster does his best to destroy the PCs. 
  He uses any knowledge that he has gained from 
  observing them as they bought tickets to his advantage. 
  He will not hesitate to catch downed PCs in area effects.  
   
  At APLs 8 and 10 he will only use disintegrate against wall 
  of force spells. He will also use it against PCs that try and 
  cast it on him. 
   
  At APL 14 and above his first spell is timestop. 
   
  CONCLUSION 
  Some time later, you waken to find yourself looking 
  up into the most perfectly blue sky, and it all comes 
  back to you in a rush. 
   
  You remember Lady Deerskin, the ancient elven 
  druid of the Nutherwood who contacted you to help 
  in the tracking down of a missing unicorn. 
   
  She explained that, through divination, she was 
  able to discover that an odd planar entity was 
  responsible 
  for, 
  not 
  only 
  the 
  unicorn’s 
  disappearance, but for much other pain and 
  destruction in the Nutherwood. Lady Deerskin 
  guided you to the beginnings of a trail of devastation 
  that cut through the forest like a knife. Dead 
  animals and trees stretched out for miles. Following 
  the trail of death, it led you close to a small village, 
  where you saw a little girl – the girl from the puppet 
  show, playing joyfully in a field. There was a bright 
  flash, and a tearing sound as loud as thunder, and 
  then a hole in space opened near the little girl. Wind 
  rushed into the void, and the child’s look of horror 
  as she was drawn inexorably towards this rip in the 
  fabric of reality, either touched your heroic soul, or 
  led your companions to convince you to follow, in an 
  attempt to rescue this innocent. 
   
  If the PCs rescued both the young girl and the 
  unicorn: they will hear her laugh and they can see her a 
  short distance away laughing as she pets the rescued 
  unicorn.  
   
  If the PCs rescued the little girl but not the unicorn: 
  she will be holding the hand of the PC who was most 
  sympathetic to her plight. 
   
  If the PCs did not rescue the little girl (she died) but 
  rescued the unicorn: the unicorn will be gently nosing 
  her battered body at the edge of the clearing. 
   
  If the PCs failed to rescue either the little girl OR 
  the unicorn: then they are alone in the clearing. 
   
  If the PCs defeated the ringmaster: it starts (slowly at 
  first) raining silver pieces. This only happens in the glade. 
  The PCs soon realize that all of this money is from the 
  people who had been caught by the carnival prior to the 
  PCs victory. This is the primary source of gold for this 
  module. Read or paraphrase the following: 
   
  Later that evening, you have a dream, or maybe a 
  vision, of the ringmaster and how this parody of a 
  carnival came to be. You see the carnival thriving in 
  the Duchy of Tenh. You watch the ringmaster 
  delving into subjects better left unknown. You 
  watch the ether threat sweep through Tenh and 
  threaten to overwhelm the carnival. You witness the 
  ringmaster’s creation of the shadow carnival in his 
  attempt to escape. He sacrificed all the attendees 
  present that day in order to allow himself to survive 
  in some sort of strange half-life. Apparently this 
  sacrifice was enough to begin his change. 
   
  If the PCs DID NOT defeat the ringmaster OR fell 
  for his ruse and simply slept their way home 
  without defeating him:: read the following: 
   
  Suddenly, you see the ringmaster again. That same, 
  mocking smile broadens his lips, as his eyes twinkle. 
  It seems that he can see you, and that you cannot 
  move. He takes a grand bow, and everything fades to 
  black. You realize, with horror, that he is still out 
  there, still hunting, and still feeding on pain and 
  desperation. 
   
  Weeks later, you hear of how another, more 
  successful 
  adventuring 
  company 
  from 
  Ratik, 
  encountered and destroyed the carnival. 
   
  The End 
  CRITICAL EVENTS SUMMARY 
   
  Please make sure to send the answers to the events 
  summary to EricBrittain2002@yahoo.com as there will be 
  NMR6-03 Privilege of the Dead 
   
  Page 16 
  
  potential in game impacts affecting the meta-region from 
  the results of this module. 
  1. 
  On which meeting did the Ghost in the 
  Machine attack the players? 
  2. 
  Was the unicorn rescued? 
  3. 
  Did the girl in the puppet show die? 
  4. 
  Did the PCs defeat the ringmaster or did they 
  simply leave? 
  NMR6-03 Privilege of the Dead 
   
  Page 17 
  
  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 Three 
  Individual PC participated in a Midway game All 
  APLs 
  30 xp 
  Encounter Four 
  PCs defeated the children 
   
  APL8   180 xp 
   
  APL10 240 xp 
   
  APL12 300 xp 
   
  APL14 360 xp 
   
  APL16 420 xp 
  Encounter Six 
  PCs rescued the Unicorn from the Carousel of the Dying 
   
  All APLs 75 xp 
  Encounter Eight 
  Did the PCs deal with the trapped Hall of Mirrors? 
   
  All APLs 60 xp 
  Encounter Nine 
  PCs defeated the evil puppets. 
   
  APL8   300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  APL14 480 xp 
   
  APL16 540 xp 
  Encounter Ten 
  PCs defeated the ringmaster 
   
  APL8   330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  APL14 510 xp 
   
  APL16 570 xp 
  Or  
   
  PCs simply left. 
   
  All APLs 10 xp 
  Discretionary Roleplay experience: 
   
  APL8   150 xp 
   
  APL10 195 xp 
   
  APL12 240 xp 
   
  APL14 285 xp 
   
  APL16 330 xp 
  Total possible experience: 
   
  APL8   1,125 xp 
   
  APL10 1,350 xp 
   
  APL12 1,575 xp 
   
  APL14 1,800 xp 
   
  APL16 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 “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the item 
  does and how to activate it.  Other times they may attempt 
  to use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Conclusion:  
   
  Deerskins reward 
   
  APL   8: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 175 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 250 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 500 gp; M: 0 gp 
   
  APL 16: L: 0 gp; C: 750 gp; M: 0 gp 
   
  Defeating the Ringmaster 
   
  APL   8: L: 0 gp; C: 1,150 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 1,925 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 2,750 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 5,500 gp; M: 0 gp 
   
  APL 16: L: 0 gp; C: 8,250 gp; M: 0 gp 
   
  Total Possible Treasure 
  APL   8: L: 0 gp; C: 1,250 gp; M: 0 gp  - Total: 1,250 gp 
  NMR6-03 Privilege of the Dead 
   
  Page 18 
  
  APL 10: L: 0 gp; C: 2,100 gp; M: 0 gp  - Total: 2,100 gp 
  APL 12: L: 0 gp; C: 3,000 gp; M: 0 gp  - Total: 3,000 gp 
  APL 14: L: 0 gp; C: 6,000 gp; M: 0 gp  - Total: 6,000 gp 
  APL 16: L: 0 gp; C: 9,000 gp; M: 0 gp  - Total: 9,000 gp 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Lesser Favor of Deerskin: For attempting to save her 
  unicorn friend the ancient elven druid Lady Deerskin 
  grants you a token. It is a small dark cocoon. When 
  crushed (an immediate action that does not provoke 
  attacks of opportunity) it duplicates the effects of the 
  rejuvenating cocoon (Complete Divine, page 177) as cast by 
  a 17th level druid. Cross off this favor once it is used. 
   
  Greater Favor of Deerskin: For returning alive the her 
  abducted unicorn friend as well as the young girl and for 
  additionally destroying the shadow carnival that had 
  wrought so much destruction, Lady Deerskins has 
  granted you a token. It is a small pale cocoon. When 
  crushed (an immediate action that does not provoke 
  attacks of opportunity) it duplicates either the effects of 
  the rejuvenating cocoon spell (Complete Divine, page 177) 
  or the cocoon spell (Spell Compendium, page 49) as if cast 
  by a 17th level druid. Cross off this favor once it is used. 
   
  Fortune Favors the Bold: As a boon from your journeys 
  into the strange demi-plane of the shadow carnival you 
  can reroll any natural one rolled on a d20 a total of three 
  times. Cross off this favor once it is completely used.    
   
  Item Access 
  APL 8: 
   
  • 
  Wand of Lesser Vigor – Caster Level 1 
  (Metaregion; SC, 750 gp) 
  • 
  Ring of Counterspells (Adventure; DMG, 4,000 
  gp) 
  • 
  Boots of Striding and Springing (Adventure; 
  DMG, 5,500gp) 
  • 
  Dust of Tracelessness (Metaregional; DMG 
  250gp) 
   
  APL 10 (all of APL 8 plus the following): 
  • 
  Potion of Barkskin +5 (Metaregional; DMG, 
  1,200 gp) 
  • 
  Decanter of Endless Water (Adventure; DMG, 
  9,000 gp) 
   
  APL 12 (all of APL S 8-10 plus the following):  
  • 
  Potion of Greater Magic Fang +5 (Metaregional; 
  DMG, 3,000 gp)  
   
  APL 14 (all of APL S 8-12 plus the following):  
  • 
  Gauntlet of Rust (Adventure; DMG,  11,500gp) 
   
  APL 16 (all of APL S 8-14 plus the following):  
  • 
  Staff of the Woodlands (Adventure; DMG, 
  101,250gp) 
   
  NMR6-03 Privilege of the Dead 
   
  Page 19 
  
  APL 8 
  4.1 FIRST VISIT 
   
   
   
  W H E E P 
  CR  11 
  Male wheep 
  Always LE small undead  
  Init +2; Senses Blindsight 60 ft., Darkvision 60ft, 
  Listen +8 Spot +8 
  Aura  
  Languages Common  
  AC 29, touch 17, flat-footed 27 
   (-1 size, +2 Dex, +5 deflection, +12 natural) 
  hp 81 (9 HD); fast healing 10; DR5/magic and 
  piercing 
  Immune undead traits 
  Resist  turn resistance +4 
  Fort +8, Ref +10, Will +13 
  Speed 20 ft. (6 squares), base movement 20 ft. 
  Melee claws x2 +14 (1d8+11 plus poison tears) and 
  bite +9 (1d6+5 plus poison tears) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +11 
  Atk Options weeping dirge, poison tears 
  Abilities Str 32, Dex 15, Con -, Int 6, Wis 14, Cha 20  
  SQ Unholy grace 
  Feats Dodge, Mobility, Multiattack, Weapon Focus 
  [claws]  
  Skills Hide +12, Listen +8, Move Silently +8, Spot +8 
  Possessions combat gear plus  
  Spellbook spells prepared plus 0— 
  Poison Tears (Ex) The poison tears that continually 
  pour from a wheep’s empty eyes are actually an 
  injury poison that coats the creature’s claws and 
  fills its mouth. Whenever a wheep succeeds on a 
  claw or bite attack, its foe is subject to the poison—
  injury, Fortitude DC19, initial and secondary 
  damage 1d6 Con. The save DC is Charisma-
  based. 
  After 
  an 
  hour, 
  the 
  poisonous 
  bile 
  decomposes and evaporates, losing all efficacy. 
  Unholy Grace (Su) A wheep adds its Charisma 
  modifier as a bonus on all its saving throws and as 
  a deflection bonus to its Armor Class (already 
  figured into the statistic above). 
  Weeping Dirge (Su) When it chooses (which is 
  almost always, unless moving silently), a wheep 
  can spend a free action each round crying and 
  blubbering. All who hear the wheep’s awful, grave-
  born sorrow must make DC19 Will saves or be 
  shaken for the duration of the encounter. Once a 
  particular creature saves against a wheep’s dirge, 
  that creature cannot be affected again by the same 
  wheep for 24 hours. This is a sonic effect. The 
  save DC is Charisma-based. 
   
  4.2 SECOND VISIT 
   
   
   
  Y O U N G  B O Y  V I S I T 
  CR  9 
  Male advanced corpsecrafted Qthmaren Rog1 
  CE small undead 
  Init +1; Senses Listen +15, Spot +14 
  Languages Common  
  AC 15, touch 12, flat-footed 14 
   (+1 size, +1 Dex, +3 natural) 
  hp 114 (11 HD); fast healing 4;  
  Immune acid, undead traits 
  Resist electricity 15, fire 15, turn undead +2 
  Fort +3, Ref +6, Will +9 
  Speed 20 ft. in base movement 20 ft.; 
  Melee 2 slams +12 (1d6+5 plus 1d6 acid damage)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Atk Options horrifying gaze, spit blood 
  Special Actions command undead 
  Abilities Str 20, Dex 13, Con -, Int 13, Wis 14, Cha 
  15 
  SQ caustic blood, 
  Feats Alertness, Blind-Fight, Power Attack, Weapon 
  Focus (slam)  
  Skills Climb +19, Hide +20,Listen +17, Move Silently 
  +20, Search +13, Spot +15 
  Caustic Blood (Ex) Any target hit by a quth-maren’s 
  slam attack takes 1d6 points of additional acid 
  damage from the creature’s caustic blood. Cretures 
  that hit a quth-maren with natural weapons or 
  unarmed attacks also take 1d6 points of acid 
  damage. 
  Command Undead (Su) A quth-maren commands 
  undead as a 5th-level evil cleric. It cannot rebuke 
  undead, but it can dispel turning or bolster other 
  undead. 
  Horrifying Gaze (Su) A living creature within 30 feet 
  that meets a quth-maren’s deathless gaze must 
  succeed on a Will save (DC17) or cower in fear. 
  Cowering creatures lose their Dexterity bonus to 
  Armor Class (if any) and can take no actions. Foes 
  gain a +2 bonus on attack rolls to hit cowering 
  characters. 
  Spit Blood (Ex) Once every 1d4 rounds, as a 
  standard action, a quth-maren can spit a glob of its 
  acidic blood as a grenadelike weapon attack. The 
  quth-maren must make a ranged touch attack to hit 
  its target. This attack has a range increment of 10 
  feet, with a maximum range of five range 
  increments. The glob deals 2d6 points of acid 
  damage on a direct hit, and 2 points of acid 
  damage to all creatureswithin 5 feet of where it 
  lands. 
  Fast Healing (Ex) A wuth-maren regains lost hit 
  points at the rate of 4 per round as long as it has at 
  least 1 hit pint. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, 
  and it does not allow a quth-maren to regrow or 
  reattach lost body parts. 
  Turn Resistance (Ex) A quth-maren is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A quth-maren is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  NMR6-03 Privilege of the Dead 
   
  Page 20 
  
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A quth-maren cannot be raised, 
  and resurrection works only if it is willing. A quth-
  maren has darkvision 60-foot range) 
  Skills Quth-marens have a +4 racial bonus on Move 
  Silently and Spot checks. 
   
  Y O U N G  G I RL  V I S I T 
  CR  7 
  Female gloom golem 
  Always NE small construct (evil, extraplanar) 
  Init +2; Senses Darkvision 60 ft., Low-light vision, 
  Listen +0, Spot +0 
  Languages Common  
  AC 22, touch 11, flat-footed 20 
   (+1 size, +2 Dex, +8 natural) 
  hp 90 (8 HD); DR 10/good 
  Immune magic, mind-affecting spells and abilities, 
  poison, sleep effects, paralysis, stunning, disease, 
  death effects, necromancy effects, no massive 
  damage, immune to any effect requiring a Fort 
  save 
  Fort +3, Ref +5, Will +3 
  Speed 20 ft., base movement 20 ft. 
  Melee 2 claws +9 (1d8+4 plus 1d6 Cha) or spiked 
  chain +9/+4  (2d6+^ plus 1d6 Cha) 
  Space 5 ft.; Reach 5 ft. (spiked chain up to 10 feet) 
  Base Atk +6; Grp +4 
  Combat Gear spiked chain 
  Special Actions crushing despair, touch of woe 
  Abilities Str 15, Dex 15, Con -, Int -, Wis 11 Cha 15 
  SQ construct traits 
  Feats - 
  Skills Listen +0, Move Silently -8,Spot +0 
  Possessions combat gear  
  Crushing Despair (Su) Creatures within 30 feet of a 
  gloom golem who hear its incessant howl must 
  succeed on a DC16 Will save or take a -2 penalty 
  on attack rolls, saving throws, skill checks, ability 
  checks, and weapon damage rolls. The penalties 
  last until the golem is destroyed, for only then is the 
  victim’s despair lifted. A good hope spell cunters 
  this mind-affecting compulsion. The save DC is 
  Charisma-based. 
  Touch of Woe (Ex) A creature wounded by a gloom 
  golem must succeed on a DC 16 Will save or take 
  1d6 points of Charisma drain. As the creature loses 
  Charisma, it becomes more miserable and 
  withdrawn until, at 0 Charisma, it collapses into a 
  nightmare filled coma. The save DC is Charisma-
  based. 
  Skills Due to its incessant howling, a gloom golem 
  takes a -10 penalty on Move Silently checks. 
   
  4.3: THIRD VISIT 
   
   
   
  Y O U N G  B O Y  V I S I T 
  CR  5 
  Male entomber 
  Always LE small undead 
  Init +0; Senses Darkvision 60 ft., Listen +8, Spot +8 
  Languages Common  
  AC 22, touch 11, flat-footed 22 
   (+1 size, +0 Dex, +11 natural) 
  Miss Chance  
  hp 72 (8 HD); DR 5/silver 
  Immune undead traits 
  Fort +4, Ref +4, Will +8 
  Weakness  
  Speed 20 ft. (6 squares), base movement 20 ft., 
  burrow 10 ft. 
  Melee Slam +11 (1d6+9)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +7 
  Special Actions entomb, exhume 
  Abilities Str 23, Dex 10, Con -, Int 6, Wis 14, Cha 15 
  SQ undead traits 
  Feats Alertness, Great Fortitude, Lightning Reflexes   
  Skills Hide +11, Listen +8, Move Silently +7, Spot +8 
  Entomb (Su) Whenever an entomber succeeds on a 
  slam attack, it can attempt to entomb its foe. The 
  foe must make a DC 16 Reflex save or be pounded 
  bodily into a shallow grave. The save DC is 
  Charisma-based. This ability doesn’t work in 
  locations 
  with 
  a 
  basement 
  or 
  open 
  level 
  immediately below, nor can the creature entomb 
  victims in magical, living, or animate materials, or 
  materials with a hardness higher than 8.  
   
   The upthrust bulge of cracked flooring material, 
  earth, or stone reveals the location of the victim to 
  compatriots. Two standard actions spent clearing 
  away the broken flooring material reveals the 
  entombed victim, who can use his or her next 
  action to stand from a prone (and dusty) position. 
  Attempting to rescue a friend in this way can 
  provoke attacks of opportunity. 
   
   The victim is treated as if pinned by an opponent 
  (the earth) with a grappling check of 20. Breaking 
  free of first the ‘pin’ and then the ‘grapple’ allows 
  the victim to stand from a prone position on his or 
  her next round. If compatriots of the victim have 
  partially cleared away the covering material, then 
  the victim need only make a single check before 
  standing from the prone position. Each round the 
  victim spends fully or partially entombed is a round 
  in which the victim suffocates (see Suffocation, 
  page 304 of the Dungeon Master’s Guide) 
  Exhume (Su) When an entomber spends a standard 
  action and touches the top of a grave or space 
  where a creature is buried no deeper than 10 feet, 
  the body immediately rises to the surface, leaving 
  no hole or runnel. A body is not harmed when 
  brought to the surface in this manner. 
   
  Y O U N G  G I RL  V I S I T 
  CR  5 
  Female reduced gloom golem 
  Always NE small construct (evil, extraplanar) 
  Init +2; Senses Darkvision 60 ft., Low-light vision, 
  Listen +0, Spot +0 
  Languages Common  
  AC 22, touch 11, flat-footed 20 
   (+1 size, +2 Dex, +8 natural) 
  NMR6-03 Privilege of the Dead 
   
  Page 21 
  
  hp 60 (4 HD); DR 10/good 
  Immune magic, mind-affecting spells and abilities, 
  poison, sleep effects, paralysis, stunning, disease, 
  death effects, necromancy effects, no massive 
  damage, immune to any effect requiring a Fort 
  save 
  Fort +2, Ref +4, Will +2 
  Speed 20 ft., base movement 20 ft. 
  Melee 2 claws +6 (1d8+4) or spiked chain +6  
  (2d6+6) 
  Space 5 ft.; Reach 5 ft. (spiked chain up to 10 feet) 
  Base Atk +3; Grp +1 
  Combat Gear spiked chain 
  Special Actions crushing despair 
  Abilities Str 15, Dex 14, Con -, Int -, Wis 11 Cha 15 
  SQ construct traits 
  Feats - 
  Skills Listen +0, Move Silently -8,Spot +0 
  Possessions combat gear  
  Crushing Despair (Su) Creatures within 30 feet of a 
  gloom golem who hear its incessant howl must 
  succeed on a DC16 Will save or take a -2 penalty 
  on attack rolls, saving throws, skill checks, ability 
  checks, and weapon damage rolls. The penalties 
  last until the golem is destroyed, for only then is the 
  victim’s despair lifted. A good hope spell cunters 
  this mind-affecting compulsion. The save DC is 
  Charisma-based. 
  Skills Due to its incessant howling, a gloom golem 
  takes a -10 penalty on Move Silently checks. 
  Note: Removed Touch of Woe (-1CR) and 4 Hit 
  Dice (-1 CR) to achieve -2CR. 
   
  O THE R V I S I T S  (1) 
  CR  5 
  Plague walker 
  Always CE small undead 
  Init -2; Senses Listen +10, Spot +1 
  Aura  
  Languages Common  
  AC 13, touch 9, flat-footed 15 
   (+1 size, -2 Dex, +4 natural) 
  hp 54 (6 HD);  
  Immune undead immunities 
  Fort +2, Ref +0, Will +6 
   
  Speed 10 ft. (2 squares), base movement 10 ft. 
  Melee 2 claws +8 each (1d6+4 plus diseased touch) o 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +0 
  Atk Options diseased touch 
  Special Actions putrid burst 
  Abilities Str 18, Dex 6, Con -, Int 4, Wis 13, Cha 3  
  SQ bloated target, undead traits 
  Feats Skill Focus (Listen), Toughness, Weapon 
  Focus (claws),  
  Skills Climb +7, Listen +10, Spot +1 
  Diseased Touch (Su) Any living creature struck by a 
  plague walker’s claws must succeed on a DC13 
  Fortitude save or be overcome with racking pain 
  and nausea, causing that creature to become 
  sickened 
  for 
  1 
  minute. 
  The 
  save 
  DC 
  is 
  Constitution-based. Creatures that have immunity 
  to disease are not affected by this ability. 
  Putrid Burst (Ex) When reduced to one-quarter of its 
  starting hit pints or fewer, a plague walker can use 
  a swift action to explode. This burst has a 30-foot 
  radius and deals 3d6 points of damage to 
  everything in the area. All living creatures in the 
  area are nauseated for 1 round; a DC 15 Reflex 
  save halves the damage and negates the 
  nauseated effect. The save DC is Constitution-
  based and includes a +2 racial bonus. If reduced to 
  0 hit points before it can activate its putrid burst, a 
  plague walker simply dissolves into a pile of rotting 
  flesh. 
  Bloated Target (Ex) The -4 penalty for firing into 
  melee does not apply to ranged attacks made 
  against a plague walker. This penalty does, 
  however, apply to other creatures in melee with it. 
   
  9: PUPPET SHOW 
   
   
   
  C HI LD B RI D E 
  CR  5 
  Female corpse-crafted boneclaw 
  Always CE small undead 
  Init +8; Senses Darkvision 60 feet, Listen +15, Spot 
  +15 
  Languages Common, Abyssall 
  AC 17, touch 15, flat-footed 13 
   (+1 size, +4 Dex, +2 natural) 
  hp 150 (10 HD); DR 5/bludgeoning 
  Immune undead immunities, cold 
  Resist  +2 turn resistance;  
  Fort +4, Ref +4 Will +8 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee 2 claws +10 (1d6+8*)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +9 
  Atk Options Power Attack, reaching claws (10 feet) 
  Abilities Str 17, Dex 18 Con -, Int 14, Wis 14, Cha 19 
  SQ Unholy toughness 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Attack (claw),Power Attack 
  Skills Hide +13, Intimidate +17, Move Silently +17, 
  Listen +15Search +15, Spot +15, 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending 
  them as part of an attack to a distance of up to 10 
  feet (thereby allowing the boneclaw to threaten 
  more squares than it would otherwise be able to. 
  Unholy Toughness (Ex) A boneclaw gains a bonus 
  to its hit points equal to its Charisma modifier x its 
  Hit Dice 
   
  M E T AL  K NI G HT 
  CR  5 
  Male reduced shadesteel golem 
  Always neutral small construct (extraplanar) 
  Init +2; Senses Darkvision 60 ft., Lowlight vision, 
  Listen +0, Spot +0 
  Languages Common  
  AC 34, touch 14, flat-footed 31 
  NMR6-03 Privilege of the Dead 
   
  Page 22 
  
   (+1 size, +3 Dex, +20 natural) 
  hp 35 (2 HD); DR 10/adamantine 
  Immune magic 
  Fort +0, Ref +2, Will +0 
  Speed 20 ft. (4 squares), base movement 20 ft., fly 20 
  ft. (perfect) 
  Melee 2 slams +6 (1d6+4)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Abilities Str 19, Dex 15, Con -, Int -, Wis 10, Cha 6  
  SQ construct traits 
  Feats - 
  Skills Hide +18, Move Silently +18 
  Immunity to Magic (Ex) A shadesteel golem is 
  immune to any spell, supernatural ability, or spell-
  like ability that allows spell resistance. In addition, 
  certain spells and effects function differently 
  against the creature, as noted below:  
   
   A magical effect that has the light descriptor 
  (such as continual flame) causes the golem to 
  speed up as if affected by the spell haste for 2d4 
  rounds. The golem is also hasted whenever it is 
  subject to a positive energy effect, such as the 
  turning attempt of a cleric. This might happen if the 
  cleric has mistakenly identified the creature as a 
  nightwalker or other undead, or if the golem is 
  standing near undead. 
   
   If a shadesteel golem is targeted by or within the 
  area of a spell with the darkness descriptor, the 
  golem is healed of 1 point of damage per level of 
  the spell. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
  Skills A shadesteel golem has a +16 racial bonus on 
  Move Silently checks and a +12 racial bonus on 
  Hide checks. 
  Note Removed negative pulse wave (-2CR), removed 
  16HD (-4CR) in order to reduce CR by 6 
   
  S T UF FE D D O G 
  CR  4 
  Spellwarped worg 
  NE small magical aberration 
  Init +3; Senses Listen +4, Spot +4 
  Languages Common  
  AC 17, touch 13, flat-footed 15 
   (+1 size, +2 Dex, +4 natural) 
  hp 38 (4 HD); regeneration/fast healing; DR  
  Immune  
  SR 15 
  Fort +8, Ref +7, Will +3 
  Weakness  
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee bite +8 (1d4+3 and Trip)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Atk Options  
  Special Actions Trip 
  Abilities Str 17, Dex 17, Con 19, Int 10, Wis 14, Cha 
  10 
  SQ spell absorption 
  FeatsAlertnessTrip,  
  Skills Hide +8 , Listen +9 , Move Silently +9 , Spot +8  
  Survival  
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate 
  a 
  spellwarped 
  creature’s 
  spell 
  resistance, the creature gains one of the following 
  benefits, chosen at the time that the spell resolves. 
   
   Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute. 
   
   Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute. 
   
   Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute. 
   
   Life: The spellwarped creature gains temporary 
  hit points equal to 5 x the level of the failed spell. 
   
   Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5 x the level 
  of the failed spell. 
   
   Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
  Note: Since this template affords the creature with 
  ‘significant combat bonuses’ a +2 CR adjustment 
  has been made. 
   
  B L AC K  B AL L 
  CR  5 
  Advanced corpsecrafted, evolved vasuthant 
  Always CE small undead 
  Init +7; Senses Blindsight, Darkvision 60 ft., Listen 
  +5, Spot +6 
  Languages Nil 
  AC 17, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +4 natural) 
  hp 84 (6HD); fast healing 3 
  Immune undead immunities, immune to acid, cold, 
  light 
  Resist +2 turn resistance, electricity 5, fire 5;  
  Fort +2, Ref +5, Will +6 
  Speed fly 30 ft. (perfect) (6 squares),  
  Melee slam +10 (1d4 +3) and up to 4 enervating 
  crushes (1d4 plus 1d4 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Atk Options enervating crush, improved grab,  
  Special Actions reality distortion 
  Abilities Str 16, Dex 16, Con -, Int 4, Wis 12, Cha 16 
  SQ spell-like ability (see invisibility), trap light, undead 
  traits, unholy toughness 
  Feats Flyby Attack, Improved Grapple, Improved 
  Initiative 
  Skills Hide +16*, Listen +5 Spot +6, 
  Enervating Crush (Su) A successful grapple attempt 
  by a vasuthant against a living creature of the 
  same size of smaller pulls the victim into the center 
  of the vasuthant. In that round and every round 
  thereafter, a grappled victim takes 1d4 points of 
  Strength damage. A creature reduced to 0 Strength 
  NMR6-03 Privilege of the Dead 
   
  Page 23 
  
  by a vasuthant dies. This is a negative energy 
  effect. 
   
   Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, 
  or gives it 1 temporary hit point if the creature is at 
  full normal hit points. These temporary hit points 
  last for 10 minutes. 
   
   A vasuthant can grapple with one creature of its 
  size, or can simultaneously grapple one or two 
  creatures one size smaller or up to four creatures 
  two or more sizes smaller. Creatures that become 
  pinned are suspended inside the vasuthant while 
  their life energy is crushed out of their bodies. 
   
   The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or 
  using its spell-like abilities. 
  Improved Grab (Ex) To use this ability, a vasuthant 
  must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, a vasuthant immediately employs 
  its enervating crush attack. 
  Reality Distortion (Ex) A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), a 
  vasuthant can take a free action to reroll any 
  unfavorable die roll or force its opponent to reroll a 
  favorable die roll. The vasuthant must accept the 
  result of the roll. 
  Immunity to Light (Ex) Unlike many other undead 
  creatures, the vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric 
  spells of the Sun domain as well as other spells 
  with the light descriptor (such as daylight) produce 
  no adverse effects on a vasuthant. 
  Trap Light (Ex) A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 
  60-foot emanation of shadow. All creatures within 
  this 
  area, 
  including 
  the 
  vasuthant, 
  gain 
  concealment. Creatures with lowlight vision or 
  darkvision can see normally within the area of the 
  emanation. Light sources within the area are 
  suppressed not dispelled. If a vasuthant moves out 
  of range before the light source’s duration expires, 
  the light source illuminates again (though its 
  illumination still cannot extend within the area of 
  the vasuthant’s trap light effect). 
  Unholy Toughness (Ex) A vasuthant gains a bonus 
  to its hit points equal to its Charisma modifier x its 
  Hit Dice. 
  Skills Vasuthants have a +2 racial bonus on Hide 
  checks and Spot checks. *A vasuthant gains a +4 
  racial bonus on Hide checks in areas of shadowy 
  illumination. In areas of bright illumination, it takes 
  a -4 penalty on Hide checks. 
   
  10: AND THAT’S THE SHOW  
   
   
  T H E  R I NG M AS T E R 
  CR  11 
  Male bone naga 
  LE large undead 
  Init +7; Senses Listen +12, Spot +12 
  Aura  
  Languages Common  
  AC 16, touch 10, flat-footed 15 
   (-1 size, +1 Dex, +6 natural) 
  hp 135 (15 HD); regeneration/fast healing; DR Half 
  damage from piercing weapons 
  Immune cold, undead traits 
  SR 23 
  Fort +5, Ref +8, Will +11 
  Speed 40 ft. (40 squares), base movement 40 ft. 
  Melee Sting +9 (2d4+3 plus poison) and Bite 
  +4(1d4+1 plus poison) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +11; Grp +18 
  Atk Options spells,  
  Sorceror Spells Known (CL 14th): 
   6th (5/day)— disintegrate, fleshshiver 
   5th (6/day)— arc of lightning, ball lightning, wall of 
  force, 
   4th (6/day)— dimension door, greater invisibility, 
  shadow well, stoneskin 
   3rd (7/day)— blacklight, dispel magic, fly, sonorous 
  hum 
   2nd (7/day)— bone fiddle, false life, fireburst, 
  glitterdust, scorching ray 
   1st (7/day)— backbiter, mage armor, magic 
  missile, shield, true strike 
   0 (6/day)— acid splash, dancing lights, detect 
  magic, ghost sound, light, mage hand, mending, 
  read magic, touch of fatigue 
  �Already cast 
  Abilities Str 16, Dex 13, Con -, Int 16, Wis 15, Cha 
  23 
  SQ detect thoughts, guarded thoughts,  
  Feats Alertness, Combat Casting, Dodge, Improved 
  Initiative, Lightning Reflexes, Empower spell, Spell 
  Focus Necromancy 
  Skills Bluff +12, Concentration +14, Diplomacy +7, 
  Hide +11, Intimidate, +12, Listen +12, Sense 
  Motive +8, Spellcraft +14, Spot +12 
  Possessions Cloak of Charisma +6, Circlet of 
  Persuasion, Rod of Extend- lesser 
  Poison (Ex) A bone naga delivers its poison via 
  successfully bite or sting attacks. The poison from 
  its bite (Fortitude save DC 17) has the same initial 
  nd secondary damage (ad4 points of Strength 
  damage). The poison from its sting (Fortitude save 
  DC 17) is more virulent; its initial damage is 1d4 
  points of Constitution drain, and the secondary 
  damage is 1d4 points of constitution damage. 
  Spells A bone naga casts spells as a 14th-level 
  sorcerer (spells known 9/5/5/4/4/3/2/1l soekks.dat 
  6/7/7/7/6/6/5/3; save DC 13 + spell level  
  Detect Thoughts (Su) A bone naga can continuously 
  detect the thought of those around it. This ability 
  functions like a detect thoughts spell (caster level 
  9th; Will save DC 15), and it is always active. 
  Guarded Thoughts (Ex) Because of their ability to 
  shield their thoughts, bone nagas are immune to 
  any form of mind-reading. 
  NMR6-03 Privilege of the Dead 
   
  Page 24 
  
  Telepathy (Ex) A bonenaga can communicate 
  telepathically with any creature within 250 feet that 
  has a language. 
  Undead Traits (A bone naga is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, 
  death 
  effects, 
  necromantic 
  effects, 
  andany effect that requires a Fortitude save unless 
  it also works on objects. It is not subject to critical 
  hits, subdual dmage, ability damage, ability drain, 
  or death fro mssive damage. A bone naga cannot 
  be raised, and resurrection works only if it is willing. 
  The creature has darkvision (60 foot range). 
   Possessions:  
  NMR6-03 Privilege of the Dead 
   
  Page 25 
  
  APL 10 
  4.1 FIRST VISIT 
   
   
   
  W H E E P 
  CR  13 
  Male evolved, advanced wheep 
  Always LE small undead  
  Init +3; Senses Blindsight 60 ft., Darkvision 60ft, 
  Listen +11 Spot +11 
  Aura  
  Languages Common  
  AC 32, touch 19, flat-footed 28 
   (+1 size, +3 Dex, +5 deflection, +12 natural) 
  hp 144 (16 HD); fast healing 10; DR5/magic and 
  piercing 
  Immune undead traits 
  Resist  turn resistance +4 
  Fort +11, Ref +15, Will +18 
  Weakness  
  Speed 20 ft. (6 squares), base movement 20 ft. 
  Melee claws x2 +22 (1d8+9 plus poison tears) and 
  bite +17 (1d6+4 plus poison tears) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +14 
  Atk Options weeping dirge, poison tears 
  Abilities Str 36, Dex 16, Con -, Int 6, Wis 14, Cha 22  
  SQ Unholy grace 
  Feats Dodge, Elusive Target Mobility, Multiattack, 
  Quickened spell-like ability (haste)12 Weapon 
  Focus [claws]  
  Skills Hide +16, Listen +11, Move Silently 11, Spot 
  +11 
  Possessions combat gear  
  Poison Tears (Ex) The poison tears that continually 
  pour from a wheep’s empty eyes are actually an 
  injury poison that coats the creature’s claws and 
  fills its mouth. Whenever a wheep succeeds on a 
  claw or bite attack, its foe is subject to the poison—
  injury, Fortitude DC19, initial and secondary 
  damage 1d6 Con. The save DC is Charisma-
  based. 
  After 
  an 
  hour, 
  the 
  poisonous 
  bile 
  decomposes and evaporates, losing all efficacy. 
  Unholy Grace (Su) A wheep adds its Charisma 
  modifier as a bonus on all its saving throws and as 
  a deflection bonus to its Armor Class (already 
  figured into the statistic above). 
  Weeping Dirge (Su) When it chooses (which is 
  almost always, unless moving silently), a wheep 
  can spend a free action each round crying and 
  blubbering. All who hear the wheep’s awful, grave-
  born sorrow mustmake DC19 Will saves or be 
  shaken for the duration of the encounter. Once a 
  particular creature saves against a wheep’s dirge, 
  that creature cannot be affected again by the same 
  wheep for 24 hours. This is a sonic effect. The 
  save DC is Charisma-based. 
   
  4.2 SECOND VISIT 
   
   
   
  Y O U N G  B O Y  V I S I T 
  CR  11 
  Male evolved corpsecrafted Qthmaren Rog2 
  CE small undead 
  Init +2; Senses Listen +18, Spot +17 
  Languages Common  
  AC 15, touch 12, flat-footed 14 
   (+1 size, +1 Dex, +3 natural) 
  hp 122 (12 HD); fast healing 4;  
  Immune acid, undead traits 
  Resist electricity 15, fire 15, turn undead +2 
  Fort +3, Ref +9, Will +9 
  Speed 20 ft. in base movement 20 ft.; 
  Melee 2 slams +13 (1d6+5 plus 1d6 acid damage)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +7 
  Atk Options horrifying gaze, sneak attack +1d6, spit 
  blood 
  Special Actions command undead 
  Abilities Str 20, Dex 14, Con -, Int 13, Wis 14, Cha 
  15 
  SQ caustic blood, trap finding 
  Feats Alertness, Blind-Fight, Evasion, Lightning 
  Reflexes, Power Attack, Weapon Focus (slam)  
  Skills Climb +20, Hide +25,Listen +19, Move Silently 
  +21, Search +14, Spot +19 
  Caustic Blood (Ex) Any target hit by a quth-maren’s 
  slam attack takes 1d6 points of additional acid 
  damage from the creature’s caustic blood. Cretures 
  that hit a quth-maren with natural weapons or 
  unarmed attacks also take 1d6 points of acid 
  damage. 
  Command Undead (Su) A quth-maren commands 
  undead as a 5th-level evil cleric. It cannot rebuke 
  undead, but it can dispel turning or bolster other 
  undead. 
  Horrifying Gaze (Su) A living creature within 30 feet 
  that meets a quth-maren’s deathless gaze must 
  succeed on a Will save (DC17) or cower in fear. 
  Cowering creatures lose their Dexterity bonus to 
  Armor Class (if any) and can take no actions. Foes 
  gain a +2 bonus on attack rolls to hit cowering 
  characters. 
  Spit Blood (Ex) Once every 1d4 rounds, as a 
  standard action, a quth-maren can spit a glob of its 
  acidic blood as a grenadelike weapon attack. The 
  quth-maren must make a ranged touch attack to hit 
  its target. This attack has a range increment of 10 
  feet, with a maximum range of five range 
  increments. The glob deals 2d6 points of acid 
  damage on a direct hit, and 2 points of acid 
  damage to all creatures within 5 feet of where it 
  lands. 
  Fast Healing (Ex) A quth-maren regains lost hit 
  points at the rate of 4 per round as long as it has at 
  least 1 hit pint. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, 
  and it does not allow a quth-maren to regrow or 
  reattach lost body parts. 
  Turn Resistance (Ex) A quth-maren is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  NMR6-03 Privilege of the Dead 
   
  Page 26 
  
  Undead Traits A quth-maren is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A quth-maren cannot be raised, 
  and resurrection works only if it is willing. A quth-
  maren has darkvision 60-foot range) 
  Skills Quth-marens have a +4 racial bonus on Move 
  Silently and Spot checks. 
   
  Y O U N G  G I RL  V I S I T 
  CR  9 
  Female advanced gloom golem 
  Always NE small construct (evil, extraplanar) 
  Init +2; Senses Darkvision 60 ft., Low-light vision, 
  Listen +0, Spot +0 
  Languages Common  
  AC 22, touch 11, flat-footed 20 
   (+1 size, +2 Dex, +8 natural) 
  hp 174 (16 HD); DR 10/good 
  Immune magic, mind-affecting spells and abilities, 
  poison, sleep effects, paralysis, stunning, disease, 
  death effects, necromancy effects, no massive 
  damage, immune to any effect requiring a Fort 
  save 
  Fort +5, Ref +7, Will +5 
  Speed 20 ft., base movement 20 ft. 
  Melee 2 claws +16 (1d8+4 plus 1d6 Cha) or spiked 
  chain +16/+11/+6  (2d6+^ plus 1d6 Cha) 
  Space 5 ft.; Reach 5 ft. (spiked chain up to 10 feet) 
  Base Atk +12; Grp +15 
  Combat Gear spiked chain 
  Special Actions crushing despair, touch of woe 
  Abilities Str 16, Dex 16, Con -, Int -, Wis 11 Cha 15 
  SQ construct traits 
  Feats - 
  Skills Listen +0, Move Silently -7,Spot +0 
  Possessions combat gear  
  Crushing Despair (Su) Creatures within 30 feet of a 
  gloom golem who hear its incessant howl must 
  succeed on a DC16 Will save or take a -2 penalty 
  on attack rolls, saving throws, skill checks, ability 
  checks, and weapon damage rolls. The penalties 
  last until the golem is destroyed, for only then is the 
  victim’s despair lifted. A good hope spell cunters 
  this mind-affecting compulsion. The save DC is 
  Charisma-based. 
  Touch of Woe (Ex) A creature wounded by a gloom 
  golem must succeed on a DC 16 Will save or take 
  1d6 points of Charisma drain. As the creature loses 
  Charisma, it becomes more miserable and 
  withdrawn until, at 0 Charisma, it collapses into a 
  nightmare filled coma. The save DC is Charisma-
  based. 
  Skills Due to its incessant howling, a gloom golem 
  takes a -10 penalty on Move Silently checks. 
   
  4.3: THIRD VISIT 
   
   
   
  Y O U N G  B O Y  V I S I T 
  CR  7 
  Male corpsecrafted, evolved entomber 
  Always LE small undead 
  Init +0; Senses Darkvision 60 ft., Listen +8, Spot +8 
  Languages Common  
  AC 23, touch 11, flat-footed 23 
   (+1 size, +0 Dex, +12 natural) 
  Miss Chance  
  hp 88 (8 HD); fast healing +3, DR 5/silver 
  Immune undead traits 
  Fort +4, Ref +4, Will +8 
  Weakness  
  Speed 20 ft. (6 squares), base movement 20 ft., 
  burrow 10 ft. 
  Melee Slam +14 (1d6+12)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +10 
  Special Actions entomb, exhume, spell-like ability 
  (haste) 
  Abilities Str 29, Dex 10, Con -, Int 6, Wis 14, Cha 17 
  SQ undead traits 
  Feats Alertness, Great Fortitude, Lightning Reflexes   
  Skills Hide +11, Listen +8, Move Silently +7, Spot +8 
  Entomb (Su) Whenever an entomber succeeds on a 
  slam attack, it can attempt to entomb its foe. The 
  foe must make a DC 16 Reflex save or be pounded 
  bodily into a shallow grave. The save DC is 
  Charisma-based. This ability doesn’t work in 
  locations 
  with 
  a 
  basement 
  or 
  open 
  level 
  immediately below, nor can the creature entomb 
  victims in magical, living, or animate materials, or 
  materials with a hardness higher than 8.  
   
   The upthrust bulge of cracked flooring material, 
  earth, or stone reveals the location of the victim to 
  compatriots. Two standard actions spent clearing 
  away the broken flooring material reveals the 
  entombed victim, who can use his or her next 
  action to stand from a prone (and dusty) position. 
  Attempting to rescue a friend in this way can 
  provoke attacks of opportunity. 
   
   The victim is treated as if pinned by an opponent 
  (the earth) with a grappling check of 20. Breaking 
  free of first the ‘pin’ and then the ‘grapple’ allows 
  the victim to stand from a prone position on his or 
  her next round. If compatriots of the victim have 
  partially cleared away the covering material, then 
  the victim need only make a single check before 
  standing from the prone position. Each round the 
  victim spends fully or partially entombed is a round 
  in which the victim suffocates (see Suffocation, 
  page 304 of the Dungeon Master’s Guide) 
  Exhume (Su) When an entomber spends a standard 
  action and touches the top of a grave or space 
  where a creature is buried no deeper than 10 feet, 
  the body immediately rises to the surface, leaving 
  no hole or runnel. A body is not harmed when 
  brought to the surface in this manner. 
   
  Y O U N G  G I RL  V I S I T 
  CR  7 
  Female gloom golem 
  NMR6-03 Privilege of the Dead 
   
  Page 27 
  
  Always NE small construct (evil, extraplanar) 
  Init +2; Senses Darkvision 60 ft., Low-light vision, 
  Listen +0, Spot +0 
  Languages Common  
  AC 22, touch 11, flat-footed 20 
   (+1 size, +2 Dex, +8 natural) 
  hp 90 (8 HD); DR 10/good 
  Immune magic, mind-affecting spells and abilities, 
  poison, sleep effects, paralysis, stunning, disease, 
  death effects, necromancy effects, no massive 
  damage, immune to any effect requiring a Fort 
  save 
  Fort +3, Ref +5, Will +3 
  Speed 20 ft., base movement 20 ft. 
  Melee 2 claws +9 (1d8+4 plus 1d6 Cha) or spiked 
  chain +9/+4  (2d6+^ plus 1d6 Cha) 
  Space 5 ft.; Reach 5 ft. (spiked chain up to 10 feet) 
  Base Atk +6; Grp +4 
  Combat Gear spiked chain 
  Special Actions crushing despair, touch of woe 
  Abilities Str 15, Dex 15, Con -, Int -, Wis 11 Cha 15 
  SQ construct traits 
  Feats - 
  Skills Listen +0, Move Silently -8,Spot +0 
  Possessions combat gear  
  Crushing Despair (Su) Creatures within 30 feet of a 
  gloom golem who hear its incessant howl must 
  succeed on a DC16 Will save or take a -2 penalty 
  on attack rolls, saving throws, skill checks, ability 
  checks, and weapon damage rolls. The penalties 
  last until the golem is destroyed, for only then is the 
  victim’s despair lifted. A good hope spell cunters 
  this mind-affecting compulsion. The save DC is 
  Charisma-based. 
  Touch of Woe (Ex) A creature wounded by a gloom 
  golem must succeed on a DC 16 Will save or take 
  1d6 points of Charisma drain. As the creature loses 
  Charisma, it becomes more miserable and 
  withdrawn until, at 0 Charisma, it collapses into a 
  nightmare filled coma. The save DC is Charisma-
  based. 
  Skills Due to its incessant howling, a gloom golem 
  takes a -10 penalty on Move Silently checks. 
   
  O THE R V I S I T S  (2) 
  CR  5 
  Evolved corpse-crafted, plague walkers 
  Always CE small undead 
  Init -2; Senses Listen +10, Spot +1 
  Languages Common  
  AC 13, touch 9, flat-footed 15 
   (+1 size, -2 Dex, +4 natural) 
  hp 69 (6 HD); fast healing 3 
  Immune undead immunities 
  Fort +2, Ref +0, Will +6 
   
  Speed 10 ft. (2 squares), base movement 10 ft. 
  Melee 2 claws +12 each (1d6+4 plus diseased touch)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7 
  Atk Options diseased touch 
  Special Actions putrid burst 
  Abilities Str 24, Dex 6, Con -, Int 4, Wis 13, Cha 3  
  SQ bloated target, spell-like ability (haste), undead 
  traits 
  Feats Skill Focus (Listen), Toughness, Weapon 
  Focus (claws),  
  Skills Climb +10, Listen +10, Spot +1 
  Diseased Touch (Su) Any living creature struck by a 
  plague walker’s claws must succeed on a DC13 
  Fortitude save or be overcome with racking pain 
  and nausea, causing that creature to become 
  sickened 
  for 
  1 
  minute. 
  The 
  save 
  DC 
  is 
  Constitution-based. Creatures that have immunity 
  to disease are not affected by this ability. 
  Putrid Burst (Ex) When reduced to one-quarter of its 
  starting hit pints or fewer, a plague walker can use 
  a swift action to explode. This burst has a 30-foot 
  radius and deals 3d6 points of damage to 
  everything in the area. All living creatures in the 
  area are nauseated for 1 round; a DC 15 Reflex 
  save halves the damage and negates the 
  nauseated effect. The save DC is Constitution-
  based and includes a +2 racial bonus. If reduced to 
  0 hit points before it can activate its putrid burst, a 
  plague walker simply dissolves into a pile of rotting 
  flesh. 
  Bloated Target (Ex) The -4 penalty for firing into 
  melee does not apply to ranged attacks made 
  against a plague walker. This penalty does, 
  however, apply to other creatures in melee with it. 
   
  9: PUPPET SHOW 
   
   
   
  C HI LD B RI D E 
  CR  7 
  Female advanced, evolved, corpse-crafted boneclaw 
  Always CE small undead 
  Init +8; Senses Darkvision 60 feet, Listen +19, Spot 
  +19 
  Languages Common, Abyssall 
  AC 18, touch 15, flat-footed 14 
   (+1 size, +4 Dex, +3 natural) 
  hp 210 (14 HD); fast healing 3; DR 5/bludgeoning 
  Immune undead immunities, cold 
  Resist  +2 turn resistance;  
  Fort +5, Ref +5 Will +10 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee 2 claws +14 (1d6+8*)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +12 
  Atk Options Power Attack, reaching claws (10 feet) 
  Special Actions spell-like ability (haste) 
  Abilities Str 19, Dex 19, Con -, Int 14, Wis 14, Cha 
  21 
  SQ Unholy toughness 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Attack (claw), Power Attack, Toughness,  
  Weapon Focus (claw) 
  Skills Hide +21, Intimidate +22, Move Silently +21, 
  Listen +19Search +19, Spot +19, 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending 
  them as part of an attack to a distance of up to 10 
  NMR6-03 Privilege of the Dead 
   
  Page 28 
  
  feet (thereby allowing the boneclaw to threaten 
  more squares than it would otherwise be able to. 
  Unholy Toughness (Ex) A boneclaw gains a bonus 
  to its hit points equal to its Charisma modifier x its 
  Hit Dice 
   
  M E T AL  K NI G HT 
  CR  7 
  Male reduced shadesteel golem 
  Always neutral small construct (extraplanar) 
  Init +3; Senses Darkvision 60 ft., Lowlight vision, 
  Listen +0, Spot +0 
  Languages Common  
  AC 34, touch 14, flat-footed 31 
   (+1 size, +3 Dex, +20 natural) 
  hp 95 (10 HD); DR 10/adamantine 
  Immune magic 
  Fort +3, Ref +6, Will +3 
  Speed 20 ft. (4 squares), base movement 20 ft., fly 20 
  ft. (perfect) 
  Melee 2 slams +12 (1d6+5)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Abilities Str 19, Dex 16, Con -, Int -, Wis 10, Cha 6  
  SQ construct traits 
  Feats - 
  Skills Hide +19, Move Silently +19 
  Immunity to Magic (Ex) A shadesteel golem is 
  immune to any spell, supernatural ability, or spell-
  like ability that allows spell resistance. In addition, 
  certain spells and effects function differently 
  against the creature, as noted below:  
   
   A magical effect that has the light descriptor 
  (such as continual flame) causes the golem to 
  speed up as if affected by the spell haste for 2d4 
  rounds. The golem is also hasted whenever it is 
  subject to a positive energy effect, such as the 
  turning attempt of a cleric. This might happen if the 
  cleric has mistakenly identified the creature as a 
  nightwalker or other undead, or if the golem is 
  standing near undead. 
   
   If a shadesteel golem is targeted by or within the 
  area of a spell with the darkness descriptor, the 
  golem is healed of 1 point of damage per level of 
  the spell. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
  Skills A shadesteel golem has a +16 racial bonus on 
  Move Silently checks and a +12 racial bonus on 
  Hide checks. 
  Note Removed negative pulse wave (-2CR), removed 
  8HD (-2CR) in order to reduce CR by 4 
   
  S T UF FE D D O G 
  CR  7 
  Advanced spellwarped worg of legend 
  NE small magical aberration 
  Init +10; Senses Listen +13 , Spot +12  
  Languages Common  
  AC 21, touch 17, flat-footed 15 
   (+1 size, +6 Dex, +4 natural) 
  hp 80 (7 HD); fast healing 5;  
  SR 15 
  Fort +15, Ref +14, Will +10 
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee bite +12 (1d4+8 and Trip)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12 
  Atk Options  
  Special Actions Trip 
  Abilities Str 27, Dex 23, Con 29, Int 12, Wis 16, Cha 
  14 
  SQ spell absorption, tomb-tainted soul 
  FeatsAlertnessImproved 
  Initiative, 
  Multi-Attack, 
  Tomb-Tainted Soul, Track, Trip,  
  Skills Hide +18 , Listen +13 , Move Silently +15 , 
  Spot +12  Survival  
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate 
  a 
  spellwarped 
  creature’s 
  spell 
  resistance, the creature gains one of the following 
  benefits, chosen at the time that the spell resolves. 
   
   Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute. 
   
   Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute. 
   
   Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute. 
   
   Life: The spellwarped creature gains temporary 
  hit points equal to 5 x the level of the failed spell. 
   
   Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5 x the level 
  of the failed spell. 
   
   Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
  Note: Since this template affords the creature with 
  ‘significant combat bonuses’ a +2 CR adjustment 
  has been made. 
   
  B L AC K  B AL L 
  CR  7 
  Advanced corpsecrafted, evolved vasuthant 
  Always CE small undead 
  Init +7; Senses Blindsight, Darkvision 60 ft., Listen 
  +9, Spot +10 
  Languages Nil 
  AC 17, touch 14, flat-footed 14 
   (+1 size, +3 Dex, +4 natural) 
  hp 196 (14HD); fast healing 3 
  Immune undead immunities, immune to acid, cold, 
  light 
  Resist +2 turn resistance, electricity 5, fire 5;  
  Fort +6, Ref +7, Will +12 
  Speed fly 30 ft. (perfect) (6 squares),  
  Melee slam +14/+7 (1d4 +3) and up to 4 enervating 
  crushes (1d4 plus 1d4 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Atk Options enervating crush, improved grab,  
  Special Actions reality distortion 
  Abilities Str 17, Dex 17, Con -, Int 4, Wis 12, Cha 16 
  NMR6-03 Privilege of the Dead 
   
  Page 29 
  
  SQ spell-like ability (see invisibility), trap light, undead 
  traits, unholy toughness 
  Feats  Flyby Attack, Greater Fortitude, Improved 
  Grapple, Improved Initiative, Iron Will 
  Skills Hide +16*, Listen +9 Spot +10, 
  Enervating Crush (Su) A successful grapple attempt 
  by a vasuthant against a living creature of the 
  same size of smaller pulls the victim into the center 
  of the vasuthant. In that round and every round 
  thereafter, a grappled victim takes 1d4 points of 
  Strength damage. A creature reduced to 0 Strength 
  by a vasuthant dies. This is a negative energy 
  effect. 
   
   Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, 
  or gives it 1 temporary hit point if the creature is at 
  full normal hit points. These temporary hit points 
  last for 10 minutes. 
   
   A vasuthant can grapple with one creature of its 
  size, or can simultaneously grapple one or two 
  creatures one size smaller or up to four creatures 
  two or more sizes smaller. Creatures that become 
  pinned are suspended inside the vasuthant while 
  their life energy is crushed out of their bodies. 
   
   The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or 
  using its spell-like abilities. 
  Improved Grab (Ex) To use this ability, a vasuthant 
  must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, a vasuthant immediately employs 
  its enervating crush attack. 
  Reality Distortion (Ex) A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), a 
  vasuthant can take a free action to reroll any 
  unfavorable die roll or force its opponent to reroll a 
  favorable die roll. The vasuthant must accept the 
  result of the roll. 
  Immunity to Light (Ex) Unlike many other undead 
  creatures, the vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric 
  spells of the Sun domain as well as other spells 
  with the light descriptor (such as daylight) produce 
  no adverse effects on a vasuthant. 
  Trap Light (Ex) A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 
  60-foot emanation of shadow. All creatures within 
  this 
  area, 
  including 
  the 
  vasuthant, 
  gain 
  concealment. Creatures with lowlight vision or 
  darkvision can see normally within the area of the 
  emanation. Light sources within the area are 
  suppressed not dispelled. If a vasuthant moves out 
  of range before the light source’s duration expires, 
  the light source illuminates again (though its 
  illumination still cannot extend within the area of 
  the vasuthant’s trap light effect). 
  Unholy Toughness (Ex) A vasuthant gains a bonus 
  to its hit points equal to its Charisma modifier x its 
  Hit Dice. 
  Skills Vasuthants have a +2 racial bonus on Hide 
  checks and Spot checks. *A vasuthant gains a +4 
  racial bonus on Hide checks in areas of shadowy 
  illumination. In areas of bright illumination, it takes 
  a -4 penalty on Hide checks. 
   
  10: AND THAT’S THE SHOW  
   
   
  T H E  R I N G M AS T E R 
  CR  13 
  Male bone naga, Sor2 
  LE large undead 
  Init +7; Senses Listen +12, Spot +12 
  Aura  
  Languages Common  
  AC 16, touch 10, flat-footed 15 
   (-1 size, +1 Dex, +6 natural) 
  hp 141 (17 HD); Half damage from piercing weapons 
  Immune cold, undead traits 
  SR 23 
  Fort +5, Ref +8, Will +14 
  Speed 40 ft. (40 squares), base movement 40 ft. 
  Melee Sting +10 (2d4+3 plus poison) and Bite 
  +4(1d4+1 plus poison) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +12; Grp +19 
  Atk Options spells,  
  Sorceror Spells Known (CL 14th): 
   7th (3/day)— power word blind, wave of exhaustion 
   6th (5/day)— disintegrate, fleshshiver 
  5th (6/day)— arc of lightning, ball lightning, wall of 
  force, 
   4th (6/day)— dimension door, greater invisibility, 
  shadow well, stoneskin 
   3rd (7/day)— blacklight, dispel magic, fly, sonorous 
  hum 
   2nd (7/day)— bone fiddle, false life, fireburst, 
  glitterdust, scorching ray 
   1st (7/day)— backbiter, mage armor, magic 
  missile, shield, true strike 
   0 (6/day)— acid splash, dancing lights, detect 
  magic, ghost sound, light, mage hand, mending, 
  read magic, touch of fatigue 
  �Already cast 
  Abilities Str 16, Dex 13, Con -, Int 17, Wis 15, Cha 
  23 
  SQ detect thoughts, guarded thoughts,  
  Feats Alertness, Combat Casting, Dodge, Improved 
  Initiative, Lightning Reflexes, Empower spell, Spell 
  Focus Necromancy 
  Skills Bluff +16, Concentration +20, Diplomacy +7, 
  Hide +11, Intimidate, +12, Listen +12, Sense 
  Motive +8, Spellcraft +14, Spot +12 
  Possessions Cloak of Charisma +6, Circlet of 
  Persuasion, Rod of Extend- lesser 
  Poison (Ex) A bone naga delivers its poison via 
  successfully bite or sting attacks. The poison from 
  its bite (Fortitude save DC 17) has the same initial 
  nd secondary damage (ad4 points of Strength 
  damage). The poison from its sting (Fortitude save 
  DC 17) is more virulent; its initial damage is 1d4 
  points of Constitution drain, and the secondary 
  damage is 1d4 points of constitution damage. 
  NMR6-03 Privilege of the Dead 
   
  Page 30 
  
  Spells A bone naga casts spells as a 14th-level 
  sorcerer (spells known 9/5/5/4/4/3/2/1l spells/day 
  6/7/7/7/6/6/5/3; save DC 13 + spell level  
  Detect Thoughts (Su) A bone naga can continuously 
  detect the thought of those around it. This ability 
  functions like a detect thoughts spell (caster level 
  9th; Will save DC 15), and it is always active. 
  Guarded Thoughts (Ex) Because of their ability to 
  shield their thoughts, bone nagas are immune to 
  any form of mind-reading. 
  Telepathy (Ex) A bonenaga can communicate 
  telepathically with any creature within 250 feet that 
  has a language. 
  Undead Traits (A bone naga is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, 
  death 
  effects, 
  necromantic 
  effects, 
  andany effect that requires a Fortitude save unless 
  it also works on objects. It is not subject to critical 
  hits, subdual dmage, ability damage, ability drain, 
  or death fro mssive damage. A bone naga cannot 
  be raised, and resurrection works only if it is willing. 
  The creature has darkvision (60 foot range). 
   Possessions:  
   
   
  NMR6-03 Privilege of the Dead 
   
  Page 31 
  
  APL 12 
  FIRST VISIT 
   
   
   
  W H E E P 
  CR  15 
  Male evolved, advanced wheep 
  Always LE medium undead  
  Init +3; Senses Blindsight 60 ft., Darkvision 60ft, 
  Listen +15 Spot +15 
  Aura  
  Languages Common  
  AC 30, touch 18, flat-footed 27 
   (+3 Dex, +5 deflection, +12 natural) 
  hp 240 (16 HD); fast healing 10; DR5/magic and 
  piercing 
  Immune undead traits 
  Resist  turn resistance +4 
  Fort +15, Ref +19, Will +23 
  Weakness  
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee claws x2 +25/20/15 (1d8+13 plus poison tears) 
  and bite +20 (1d6+6 plus poison tears) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +25 
  Atk Options weeping dirge, poison tears 
  Abilities Str 30, Dex 16, Con -, Int 6, Wis 14, Cha 24  
  SQ Unholy grace 
  Feats Dodge, Elusive Target Force of Personality, 
  Improved Toughness, Mobility, Multiattack, Positive 
  Energy 
  ResistanceQuickened 
  spell-like 
  ability 
  (haste) Weapon Focus [claws]  
  Skills Hide +16, Listen +15, Move Silently 15, Spot 
  +15 
  Possessions combat gear  
  Poison Tears (Ex) The poison tears that continually 
  pour from a wheep’s empty eyes are actually an 
  injury poison that coats the creature’s claws and 
  fills its mouth. Whenever a wheep succeeds on a 
  claw or bite attack, its foe is subject to the poison—
  injury, Fortitude DC19, initial and secondary 
  damage 1d6 Con. The save DC is Charisma-
  based. 
  After 
  an 
  hour, 
  the 
  poisonous 
  bile 
  decomposes and evaporates, losing all efficacy. 
  Unholy Grace (Su) A wheep adds its Charisma 
  modifier as a bonus on all its saving throws and as 
  a deflection bonus to its Armor Class (already 
  figured into the statistic above). 
  Weeping Dirge (Su) When it chooses (which is 
  almost always, unless moving silently), a wheep 
  can spend a free action each round crying and 
  blubbering. All who hear the wheep’s awful, grave-
  born sorrow must make DC19 Will saves or be 
  shaken for the duration of the encounter. Once a 
  particular creature saves against a wheep’s dirge, 
  that creature cannot be affected again by the same 
  wheep for 24 hours. This is a sonic effect. The 
  save DC is Charisma-based. 
   
  . SECOND VISIT 
   
   
   
  Y O U N G  B O Y  V I S I T 
  CR  13 
  Male evolved corpsecrafted Qthmaren Rog3 
  CE small undead 
  Init +2; Senses Listen +20, Spot +19 
  Languages Common  
  AC 15, touch 12, flat-footed 14 
   (+1 size, +1 Dex, +3 natural) 
  hp 128 (14 HD); fast healing 4;  
  Immune acid, undead traits 
  Resist electricity 15, fire 15, turn undead +2 
  Fort +4, Ref +9, Will +10 
  Speed 20 ft. in base movement 20 ft.; 
  Melee 2 slams +14 (1d6+5 plus 1d6 acid damage)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +8 
  Atk Options horrifying gaze, sneak attack +2d6, spit 
  blood 
  Special Actions command undead 
  Abilities Str 20, Dex 14, Con -, Int 13, Wis 14, Cha 
  15 
  SQ caustic blood, trap finding, trap sense +1 
  Feats Alertness, Blind-Fight, Evasion, Lightning 
  Reflexes, Power Attack, Weapon Focus (slam)  
  Skills Climb +21, Hide +22, Listen +20, Move Silently 
  +24, Search +13, Spot +19 
  Caustic Blood (Ex) Any target hit by a quth-maren’s 
  slam attack takes 1d6 points of additional acid 
  damage from the creature’s caustic blood. Cretures 
  that hit a quth-maren with natural weapons or 
  unarmed attacks also take 1d6 points of acid 
  damage. 
  Command Undead (Su) A quth-maren commands 
  undead as a 5th-level evil cleric. It cannot rebuke 
  undead, but it can dispel turning or bolster other 
  undead. 
  Horrifying Gaze (Su) A living creature within 30 feet 
  that meets a quth-maren’s deathless gaze must 
  succeed on a Will save (DC17) or cower in fear. 
  Cowering creatures lose their Dexterity bonus to 
  Armor Class (if any) and can take no actions. Foes 
  gain a +2 bonus on attack rolls to hit cowering 
  characters. 
  Spit Blood (Ex) Once every 1d4 rounds, as a 
  standard action, a quth-maren can spit a glob of its 
  acidic blood as a grenadelike weapon attack. The 
  quth-maren must make a ranged touch attack to hit 
  its target. This attack has a range increment of 10 
  feet, with a maximum range of five range 
  increments. The glob deals 2d6 points of acid 
  damage on a direct hit, and 2 points of acid 
  damage to all creatureswithin 5 feet of where it 
  lands. 
  Fast Healing (Ex) A wuth-maren regains lost hit 
  points at the rate of 4 per round as long as it has at 
  least 1 hit pint. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, 
  and it does not allow a quth-maren to regrow or 
  reattach lost body parts. 
  Turn Resistance (Ex) A quth-maren is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  NMR6-03 Privilege of the Dead 
   
  Page 32 
  
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A quth-maren is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A quth-maren cannot be raised, 
  and resurrection works only if it is willing. A quth-
  maren has darkvision 60-foot range) 
  Skills Quth-marens have a +4 racial bonus on Move 
  Silently and Spot checks. 
   
  D E AT H S H RI E KE R 
  CR  11 
  Female reduced deathshrieker  
  Always CE small undead (incorporeal) 
  Init +10; Senses Listen +11, Spot +1+11, 
  Languages Common  
  AC 24, touch 24, flat-footed 18 
   (+1 size, +6 Dex, +5 deflection, +2 profane) 
  Miss Chance 50% 
  hp 53 (6 HD);  
  Immune to mind-affecting spells and abilities, poison, 
  sleep effects, paralysis, stunning, disease, death 
  effects, takes no damage from physical ability 
  scores, immune to fatigue and exhaustion, immune 
  to any effect requiring a Fortitude save, no massive 
  damage 
  Resist +4 turn resistance;  
  Fort +2, Ref +8, Will +9 
  Weakness silence vulnerability 
  Speed fly 40 ft (good); 
  Melee incorporeal touch +7/+2 (damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6 Grp - 
  Atk Options Death rattle, scream of the dying 
  Abilities Str -, Dex 23, Con -, Int 8, Wis 14, Cha 19 
  SQ Charisma drain, death’s grace, incorporeal traits, 
  undead traits 
  Feats Alertness, Improved Initiative Iron Will 
  Skills Hide +11, Intimidate +12, Listen +11, Search 
  +7, Spot +11, 
  Charisma Drain (Su) An individual struck by a 
  deathshrieker must make a DC 17 Fortitude save 
  orpermanently lose 1d4 points of Charisma (2d4 
  points on a critical hit). The deathshrieker deals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Charisma, gaining any excess as temporary 
  hit points. The save DC is Charisma-based. 
  Death Rattle (Su) When a deathshrieker is reduced 
  to 0 hit points, it releases a final, devastating 
  shriek. All living creatures within a 300-foot spread 
  must succeed on a DC 17 Will save or gain 1d4 
  negative levels. Creatures that cannot hear or are 
  under the effect of a silence spell gain a +4 bonus 
  on the save to resist this effect. The save DC is 
  Charisma-based. 
  Scream of the Dying (Su) Once per day, as a full-
  round action, a deathshrieker can release a soul-
  numbing scream that lasts for up to 3 rounds. After 
  this first round, a deathshrieker can use a standard 
  action to sustain the scream. This attack affects all 
  living creatures within a 30-foot spread centered on 
  the deathshrieker, or within a 60-foot cone 
  extending from the deathshrieker, at the creature’s 
  option. Once the deathshrieker chooses the shape 
  of this effect, it must maintain that effect for all 
  three rounds. In the case of a cone, it can aim in a 
  single direction during its turn. Creatures caught in 
  this area must make a DC19 Will save or suffer the 
  effects described below. The save DC is Charisma-
  based. Creatures that cannot hear or are under the 
  effect of a silence spell gain a +4 bonus on their 
  Will saves. The effects are cumulative and 
  concurrent: 
  Round 1: The creature is deafened for 1d4 rounds. 
  Round 2: The creature is stunned for 1d3 rounds. 
  Round 3: The creature suffers the effects of insanity, 
  as the spell cast by an 18th-level sorcerer. 
   
   This effect is so loud that normal conversation is 
  impossible. Spellcasters who attempt to cast spells 
  with a verbal component must make a DC19 
  Concentration check or the spell is negated 
  Death’s Grace (Ex) A deathshrieker gains a +1 
  profane bonus to AC for every 3 Hit Dice it 
  possesses. 
  Silence Vulnerability (Su) Deathshriekers cannot 
  abide silence and are harmed by it. To even into 
  the radius of a silence spell, a deathshrieker must 
  make a Will save (DC 12 + caster level). Each 
  round that a deathshrieker remains within the area 
  of a silence spell, it takes 1d10 points of damage 
  (Will save for half). 
  Note: Removed 12 HD (-3CR) and Despair (-
  1CR) to reduce CR by 4. Saves for other 
  abilities have also been recalculated to account 
  for reduced HD and Cha. 
   
  4.3: THIRD VISIT 
   
   
   
  Y O U N G  B O Y  V I S I T 
  CR  9 
  Male advanced corpsecrafted Qthmaren Rog1 
  CE small undead 
  Init +1; Senses Listen +15, Spot +14 
  Languages Common  
  AC 15, touch 12, flat-footed 14 
   (+1 size, +1 Dex, +3 natural) 
  hp 114 (11 HD); fast healing 4;  
  Immune acid, undead traits 
  Resist electricity 15, fire 15, turn undead +2 
  Fort +3, Ref +6, Will +9 
  Speed 20 ft. in base movement 20 ft.; 
  Melee 2 slams +12 (1d6+5 plus 1d6 acid damage)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +6 
  Atk Options horrifying gaze, spit blood 
  Special Actions command undead 
  Abilities Str 20, Dex 13, Con -, Int 13, Wis 14, Cha 
  15 
  SQ caustic blood, 
  NMR6-03 Privilege of the Dead 
   
  Page 33 
  
  Feats Alertness, Blind-Fight, Power Attack, Weapon 
  Focus (slam)  
  Skills Climb +19, Hide +20,Listen +17, Move Silently 
  +20, Search +13, Spot +15 
  Caustic Blood (Ex) Any target hit by a quth-maren’s 
  slam attack takes 1d6 points of additional acid 
  damage from the creature’s caustic blood. Cretures 
  that hit a quth-maren with natural weapons or 
  unarmed attacks also take 1d6 points of acid 
  damage. 
  Command Undead (Su) A quth-maren commands 
  undead as a 5th-level evil cleric. It cannot rebuke 
  undead, but it can dispel turning or bolster other 
  undead. 
  Horrifying Gaze (Su) A living creature within 30 feet 
  that meets a quth-maren’s deathless gaze must 
  succeed on a Will save (DC17) or cower in fear. 
  Cowering creatures lose their Dexterity bonus to 
  Armor Class (if any) and can take no actions. Foes 
  gain a +2 bonus on attack rolls to hit cowering 
  characters. 
  Spit Blood (Ex) Once every 1d4 rounds, as a 
  standard action, a quth-maren can spit a glob of its 
  acidic blood as a grenadelike weapon attack. The 
  quth-maren must make a ranged touch attack to hit 
  its target. This attack has a range increment of 10 
  feet, with a maximum range of five range 
  increments. The glob deals 2d6 points of acid 
  damage on a direct hit, and 2 points of acid 
  damage to all creatureswithin 5 feet of where it 
  lands. 
  Fast Healing (Ex) A wuth-maren regains lost hit 
  points at the rate of 4 per round as long as it has at 
  least 1 hit pint. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, 
  and it does not allow a quth-maren to regrow or 
  reattach lost body parts. 
  Turn Resistance (Ex) A quth-maren is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A quth-maren is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A quth-maren cannot be raised, 
  and resurrection works only if it is willing. A quth-
  maren has darkvision 60-foot range) 
  Skills Quth-marens have a +4 racial bonus on Move 
  Silently and Spot checks. 
   
  Y O U N G  G I RL  V I S I T 
  CR  9 
  Female advanced gloom golem 
  Always NE small construct (evil, extraplanar) 
  Init +2; Senses Darkvision 60 ft., Low-light vision, 
  Listen +0, Spot +0 
  Languages Common  
  AC 22, touch 11, flat-footed 20 
   (+1 size, +2 Dex, +8 natural) 
  hp 174 (16 HD); DR 10/good 
  Immune magic, mind-affecting spells and abilities, 
  poison, sleep effects, paralysis, stunning, disease, 
  death effects, necromancy effects, no massive 
  damage, immune to any effect requiring a Fort 
  save 
  Fort +5, Ref +7, Will +5 
  Speed 20 ft., base movement 20 ft. 
  Melee 2 claws +16 (1d8+4 plus 1d6 Cha) or spiked 
  chain +16/+11/+6  (2d6+^ plus 1d6 Cha) 
  Space 5 ft.; Reach 5 ft. (spiked chain up to 10 feet) 
  Base Atk +12; Grp +15 
  Combat Gear spiked chain 
  Special Actions crushing despair, touch of woe 
  Abilities Str 16, Dex 16, Con -, Int -, Wis 11 Cha 15 
  SQ construct traits 
  Feats - 
  Skills Listen +0, Move Silently -7,Spot +0 
  Possessions combat gear  
  Crushing Despair (Su) Creatures within 30 feet of a 
  gloom golem who hear its incessant howl must 
  succeed on a DC16 Will save or take a -2 penalty 
  on attack rolls, saving throws, skill checks, ability 
  checks, and weapon damage rolls. The penalties 
  last until the golem is destroyed, for only then is the 
  victim’s despair lifted. A good hope spell cunters 
  this mind-affecting compulsion. The save DC is 
  Charisma-based. 
  Touch of Woe (Ex) A creature wounded by a gloom 
  golem must succeed on a DC 16 Will save or take 
  1d6 points of Charisma drain. As the creature loses 
  Charisma, it becomes more miserable and 
  withdrawn until, at 0 Charisma, it collapses into a 
  nightmare filled coma. The save DC is Charisma-
  based. 
  Skills Due to its incessant howling, a gloom golem 
  takes a -10 penalty on Move Silently checks. 
   
  O THE R V I S I T S  (2) 
  CR  7 
  Advanced Evolved corpse-crafted, plague walkers 
  Always CE small undead 
  Init -1; Senses Listen +11, Spot +3 
  Languages Common  
  AC 13, touch 10, flat-footed 15 
   (+1 size, -1 Dex, +4 natural) 
  hp 157 (10 HD); fast healing 3 
  Immune undead immunities 
  Fort +4, Ref +3, Will +10 
   
  Speed 10 ft. (2 squares), base movement 10 ft. 
  Melee 2 claws +16/+1 each (1d6+7 plus diseased 
  touch)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10 
  Atk Options diseased touch, Power Attack, Improved 
  Bull Rush 
  Special Actions putrid burst 
  Abilities Str 24, Dex 8, Con -, Int 4, Wis 13, Cha 3  
  SQ bloated target, spell-like ability (haste), undead 
  traits 
  NMR6-03 Privilege of the Dead 
   
  Page 34 
  
  Feats Improved Bull Rush, Power AttackSkill Focus 
  (Listen), Toughness, Weapon Focus (claws),  
  Skills Climb +12, Listen +11, Spot +3 
  Diseased Touch (Su) Any living creature struck by a 
  plague walker’s claws must succeed on a DC13 
  Fortitude save or be overcome with racking pain 
  and nausea, causing that creature to become 
  sickened 
  for 
  1 
  minute. 
  The 
  save 
  DC 
  is 
  Constitution-based. Creatures that have immunity 
  to disease are not affected by this ability. 
  Putrid Burst (Ex) When reduced to one-quarter of its 
  starting hit pints or fewer, a plague walker can use 
  a swift action to explode. This burst has a 30-foot 
  radius and deals 3d6 points of damage to 
  everything in the area. All living creatures in the 
  area are nauseated for 1 round; a DC 15 Reflex 
  save halves the damage and negates the 
  nauseated effect. The save DC is Constitution-
  based and includes a +2 racial bonus. If reduced to 
  0 hit points before it can activate its putrid burst, a 
  plague walker simply dissolves into a pile of rotting 
  flesh. 
  Bloated Target (Ex) The -4 penalty for firing 
  into melee does not apply to ranged attacks 
  made against a plague walker. This penalty 
  does, however, apply to other creatures in 
  melee with it   
   
  9: PUPPET SHOW 
   
   
   
  C HI LD B RI D E 
  CR  9 
  Female advanced, evolved, corpse-crafted boneclaw 
  Ftr1 
  Always CE small undead 
  Init +9; Senses Darkvision 60 feet, Listen +23, Spot 
  +23 
  Languages Common, Abyssall 
  AC 19, touch 16, flat-footed 14 
   (+1 size, +5 Dex, +3 natural) 
  hp 284 (14 HD); fast healing 3; DR 5/bludgeoning 
  Immune undead immunities, cold 
  Resist  +2 turn resistance;  
  Fort +8, Ref +7 Will +12 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee 2 claws +14 (1d6+8*)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +12 
  Atk Options Power Attack, reaching claws (10 feet) 
  Special Actions spell-like ability (haste) 
  Abilities Str 19, Dex 20,  Con -, Int 14, Wis 14, Cha 
  21 
  SQ Unholy toughness 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Attack (claw), Improved Two-Weapon 
  Fighting, Power Attack, Toughness,  Weapon 
  Focus (claw) 
  Skills Hide +30, Intimidate +26, Move Silently +26, 
  Listen +23Search +23, Spot +23, 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending 
  them as part of an attack to a distance of up to 10 
  feet (thereby allowing the boneclaw to threaten 
  more squares than it would otherwise be able to. 
  Unholy Toughness (Ex) A boneclaw gains a bonus 
  to its hit points equal to its Charisma modifier x its 
  Hit Dice 
   
  M E T AL  K NI G HT 
  CR  9 
  Male reduced shadesteel golem 
  Always neutral small construct (extraplanar) 
  Init +3; Senses Darkvision 60 ft., Lowlight vision, 
  Listen +0, Spot +0 
  Languages Common  
  AC 34, touch 14, flat-footed 31 
   (+1 size, +3 Dex, +20 natural) 
  hp 155 (18 HD); DR 10/adamantine 
  Immune magic 
  Fort +6, Ref +9, Will +6 
  Speed 20 ft. (4 squares), base movement 20 ft., fly 20 
  ft. (perfect) 
  Melee 2 slams +19 (1d6+5)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +16 
  Abilities Str 20, Dex 16, Con -, Int -, Wis 11, Cha 7  
  SQ construct traits 
  Feats - 
  Skills Hide +19, Move Silently +19 
  Immunity to Magic (Ex) A shadesteel golem is 
  immune to any spell, supernatural ability, or spell-
  like ability that allows spell resistance. In addition, 
  certain spells and effects function differently 
  against the creature, as noted below:  
   
   A magical effect that has the light descriptor 
  (such as continual flame) causes the golem to 
  speed up as if affected by the spell haste for 2d4 
  rounds. The golem is also hasted whenever it is 
  subject to a positive energy effect, such as the 
  turning attempt of a cleric. This might happen if the 
  cleric has mistakenly identified the creature as a 
  nightwalker or other undead, or if the golem is 
  standing near undead. 
   
   If a shadesteel golem is targeted by or within the 
  area of a spell with the darkness descriptor, the 
  golem is healed of 1 point of damage per level of 
  the spell. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
  Skills A shadesteel golem has a +16 racial bonus on 
  Move Silently checks and a +12 racial bonus on 
  Hide checks. 
  Note Removed negative pulse wave (-2CR), in order 
  to reduce CR by 2 
   
  S T UF FE D D O G 
  CR  9 
  Spellwarped worg of legend 
  NE small magical aberration 
  Init +8; Senses Darkvision 60 ft., Lowlight Vision, 
  Listen +8 , Spot +8  
  NMR6-03 Privilege of the Dead 
   
  Page 35 
  
  Languages Common  
  AC 24, touch 17, flat-footed 18 
   (+1 size, +6 Dex, +7 natural) 
  hp 99 (6 HD); fast healing 5;  
  Immune cold 
  SR 17 
  Fort +15, Ref +14, Will +10 
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee bite +16 (1d4+9 plus poison – DC23 Fortitude 
  1d6Str/1d6Str; and Trip)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12 
  Atk Options  
  Special Actions Trip 
  Abilities Str 28, Dex 21, Con 30, Int 11, Wis 15, Cha 
  14 
  SQ spell absorption, tomb-tainted soul 
  FeatsAlertnessImproved 
  Initiative, 
  Multi-Attack, 
  Track, Trip,  
  Skills Hide +12* , Listen +8 , Move Silently +12 , 
  Spot +8 , Survival +4*  
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate 
  a 
  spellwarped 
  creature’s 
  spell 
  resistance, the creature gains one of the following 
  benefits, chosen at the time that the spell resolves. 
   
   Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute. 
   
   Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute. 
   
   Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute. 
   
   Life: The spellwarped creature gains temporary 
  hit points equal to 5 x the level of the failed spell. 
   
   Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5 x the level 
  of the failed spell. 
   
   Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
  Note: Since the spellwarped template affords the 
  creature with ‘significant combat bonuses’ a +2 CR 
  adjustment has been made. 
   
   
  B L AC K  B AL L 
  CR  9 
  Advanced corpsecrafted, evolved vasuthant 
  Always CE small undead 
  Init +8; Senses Blindsight, Darkvision 60 ft., Listen 
  +9, Spot +10 
  Languages Nil 
  AC 19, touch 14, flat-footed 16 
   (+1 size, +3 Dex, +5 natural) 
  hp 236 (22HD); fast healing 3 
  Immune undead immunities, immune to acid, cold, 
  light 
  Resist +2 turn resistance, electricity 5, fire 5;  
  Fort +9, Ref +11, Will +16 
  Speed fly 30 ft. (perfect) (6 squares),  
  Melee slam +15/+8 (1d4 +4) and up to 4 enervating 
  crushes (1d4 plus 1d4 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +16; Grp +15 
  Atk Options enervating crush, improved grab,  
  Special Actions reality distortion 
  Abilities Str 18, Dex 18, Con -, Int 4, Wis 12, Cha 16 
  SQ spell-like ability (see invisibility), trap light, undead 
  traits, unholy toughness 
  Feats  Flyby Attack, Greater Fortitude, Hover, 
  Improved Grapple, Improved Initiative, Improved 
  Natural Armor, Iron Will 
  Skills Hide +17*, Listen +9 Spot +10, 
  Enervating Crush (Su) A successful grapple attempt 
  by a vasuthant against a living creature of the 
  same size of smaller pulls the victim into the center 
  of the vasuthant. In that round and every round 
  thereafter, a grappled victim takes 1d4 points of 
  Strength damage. A creature reduced to 0 Strength 
  by a vasuthant dies. This is a negative energy 
  effect. 
   
   Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, 
  or gives it 1 temporary hit point if the creature is at 
  full normal hit points. These temporary hit points 
  last for 10 minutes. 
   
   A vasuthant can grapple with one creature of its 
  size, or can simultaneously grapple one or two 
  creatures one size smaller or up to four creatures 
  two or more sizes smaller. Creatures that become 
  pinned are suspended inside the vasuthant while 
  their life energy is crushed out of their bodies. 
   
   The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or 
  using its spell-like abilities. 
  Improved Grab (Ex) To use this ability, a vasuthant 
  must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, a vasuthant immediately employs 
  its enervating crush attack. 
  Reality Distortion (Ex) A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), a 
  vasuthant can take a free action to reroll any 
  unfavorable die roll or force its opponent to reroll a 
  favorable die roll. The vasuthant must accept the 
  result of the roll. 
  Immunity to Light (Ex) Unlike many other undead 
  creatures, the vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric 
  spells of the Sun domain as well as other spells 
  with the light descriptor (such as daylight) produce 
  no adverse effects on a vasuthant. 
  Trap Light (Ex) A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 
  60-foot emanation of shadow. All creatures within 
  this 
  area, 
  including 
  the 
  vasuthant, 
  gain 
  concealment. Creatures with lowlight vision or 
  darkvision can see normally within the area of the 
  emanation. Light sources within the area are 
  suppressed not dispelled. If a vasuthant moves out 
  of range before the light source’s duration expires, 
  the light source illuminates again (though its 
  NMR6-03 Privilege of the Dead 
   
  Page 36 
  
  illumination still cannot extend within the area of 
  the vasuthant’s trap light effect). 
  Unholy Toughness (Ex) A vasuthant gains a bonus 
  to its hit points equal to its Charisma modifier x its 
  Hit Dice. 
  Skills Vasuthants have a +2 racial bonus on Hide 
  checks and Spot checks. *A vasuthant gains a +4 
  racial bonus on Hide checks in areas of shadowy 
  illumination. In areas of bright illumination, it takes 
  a -4 penalty on Hide checks. 
   
  10: AND THAT’S THE SHOW  
   
   
  T H E  R I NG M AS T E R 
  CR  15 
  Male bone naga, Sor4 
  LE large undead 
  Init +7; Senses Listen +12, Spot +12 
  Aura  
  Languages Common  
  AC 16, touch 10, flat-footed 15 
   (-1 size, +1 Dex, +6 natural) 
  hp 147 (19 HD); Half damage from piercing weapons 
  Immune cold, undead traits 
  SR 23 
  Fort +6, Ref +9, Will +18 
  Speed 40 ft. (40 squares), base movement 40 ft. 
  Melee Sting +11 (2d4+3 plus poison) and Bite 
  +6(1d4+1 plus poison) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +13; Grp +20 
  Atk Options spells,  
  Sorceror Spells Known (CL 14th): 
   7th 
  (3/day)— 
  power 
  word 
  blind, 
  wave 
  of 
  exhaustion, spell-turning 
   6th (5/day)— disintegrate, fleshshiver, globe of 
  invulnerability 
  5th (6/day)— arc of lightning, ball lightning, wall of 
  force, contingent energy resistance 
   4th (6/day)— dimension door, greater invisibility, 
  shadow well, stoneskin 
   3rd (7/day)— blacklight, dispel magic, fly, sonorous 
  hum 
   2nd (7/day)— bone fiddle, false life, fireburst, 
  glitterdust, scorching ray 
   1st (7/day)— backbiter, mage armor, magic 
  missile, shield, true strike 
   0 (6/day)— acid splash, dancing lights, detect 
  magic, ghost sound, light, mage hand, mending, 
  read magic, touch of fatigue 
  �Already cast 
  Abilities Str 16, Dex 13, Con -, Int 17, Wis 15, Cha 
  23 
  SQ detect thoughts, guarded thoughts,  
  Feats Alertness, Combat Casting, Corpse Crafter, 
  Dodge, Improved Initiative, Lightning Reflexes, 
  Empower spell, Spell Focus Necromancy 
  Skills Bluff +16, Concentration +22, Diplomacy +20, 
  Hide +11, Intimidate, +12, Listen +12, Sense 
  Motive +8, Spellcraft +14, Spot +12 
  Possessions Cloak of Charisma +6, Circlet of 
  Persuasion, Rod of Extend- lesser 
  Poison (Ex) A bone naga delivers its poison via 
  successfully bite or sting attacks. The poison from 
  its bite (Fortitude save DC 17) has the same initial 
  nd secondary damage (ad4 points of Strength 
  damage). The poison from its sting (Fortitude save 
  DC 17) is more virulent; its initial damage is 1d4 
  points of Constitution drain, and the secondary 
  damage is 1d4 points of constitution damage. 
  Spells A bone naga casts spells as a 14th-level 
  sorcerer (spells known 9/5/5/4/4/3/2/1l spells/day 
  6/7/7/7/6/6/5/3; save DC 13 + spell level  
  Detect Thoughts (Su) A bone naga can continuously 
  detect the thought of those around it. This ability 
  functions like a detect thoughts spell (caster level 
  9th; Will save DC 15), and it is always active. 
  Guarded Thoughts (Ex) Because of their ability to 
  shield their thoughts, bone nagas are immune to 
  any form of mind-reading. 
  Telepathy (Ex) A bonenaga can communicate 
  telepathically with any creature within 250 feet that 
  has a language. 
  Undead Traits (A bone naga is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, 
  death 
  effects, 
  necromantic 
  effects, 
  andany effect that requires a Fortitude save unless 
  it also works on objects. It is not subject to critical 
  hits, subdual dmage, ability damage, ability drain, 
  or death fro mssive damage. A bone naga cannot 
  be raised, and resurrection works only if it is willing. 
  The creature has darkvision (60 foot range). 
   
  NMR6-03 Privilege of the Dead 
   
  Page 37 
  
  APL 14 
  FIRST VISIT 
   
   
   
  W H E E P 
  CR  17 
  Male evolved, advanced wheep monk2 
  Always LE medium undead  
  Init +3; Senses Blindsight 60 ft., Darkvision 60ft, 
  Listen +16 Spot +16 
  Aura  
  Languages Common  
  AC 30, touch 18, flat-footed 27 
   (+3 Dex, +5 deflection, +12 natural) 
  hp 254 (26 HD); fast healing 10; DR7/magic and 
  piercing 
  Immune undead traits 
  Resist  turn resistance +4 
  Fort +15, Ref +19, Will +23 
  Weakness  
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee claws x2 +25/20/15 (1d8+13 plus poison tears) 
  and bite +20 (1d6+6 plus poison tears) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +26 
  Atk Options flurry of blows (-1/-1 atk bonus, 1d6+13 
  dmg) poison tears , stunning fist (2/day – DC 13 
  Fort);weeping dirge,  
  Abilities Str 36, Dex 16, Con -, Int 6, Wis 14, Cha 24  
  SQ Unholy grace 
  Feats Combat Reflexes, Dodge, Elusive Target 
  Evasion, Flurry of Blows, Force of Personality, 
  Improved Toughness, Mobility, Multiattack, Positive 
  Energy 
  ResistanceQuickened 
  spell-like 
  ability 
  (haste) Stunning FistUnarmed Strike, Weapon 
  Focus [claws]  
  Skills Hide +17, Listen +16, Move Silently 16, Spot 
  +16 
  Possessions combat gear  
  Poison Tears (Ex) The poison tears that continually 
  pour from a wheep’s empty eyes are actually an 
  injury poison that coats the creature’s claws and 
  fills its mouth. Whenever a wheep succeeds on a 
  claw or bite attack, its foe is subject to the poison—
  injury, Fortitude DC19, initial and secondary 
  damage 1d6 Con. The save DC is Charisma-
  based. 
  After 
  an 
  hour, 
  the 
  poisonous 
  bile 
  decomposes and evaporates, losing all efficacy. 
  Unholy Grace (Su) A wheep adds its Charisma 
  modifier as a bonus on all its saving throws and as 
  a deflection bonus to its Armor Class (already 
  figured into the statistic above). 
  Weeping Dirge (Su) When it chooses (which is 
  almost always, unless moving silently), a wheep 
  can spend a free action each round crying and 
  blubbering. All who hear the wheep’s awful, grave-
  born sorrow must make DC19 Will saves or be 
  shaken for the duration of the encounter. Once a 
  particular creature saves against a wheep’s dirge, 
  that creature cannot be affected again by the same 
  wheep for 24 hours. This is a sonic effect. The 
  save DC is Charisma-based. 
  .  
  SECOND VISIT 
   
   
   
  Y O U N G  B O Y  V I S I T 
  CR  15 
  Male evolved corpsecrafted Qthmaren Rog6 
  CE small undead 
  Init +2; Senses Listen +22, Spot +19 
  Languages Common  
  AC 15, touch 12, flat-footed 14 
   (+1 size, +1 Dex, +3 natural) 
  hp 140 (16 HD); fast healing 4;  
  Immune acid, undead traits 
  Resist electricity 15, fire 15, turn undead +2 
  Fort +5, Ref +9, Will +10 
  Speed 20 ft. in base movement 20 ft.; 
  Melee 2 slams +16 (1d6+5 plus 1d6 acid damage)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +9 
  Atk Options horrifying gaze, sneak attack +3d6, spit 
  blood 
  Special Actions command undead 
  Abilities Str 20, Dex 15, Con -, Int 13, Wis 14, Cha 
  15 
  SQ caustic blood, trap finding, trap sense +1 
  Feats Alertness, Blind-Fight, Evasion, Lightning 
  Reflexes, Power Attack, Uncanny Dodge, Weapon 
  Focus (slam)  
  Skills Climb +24, Hide +29, Listen +23, Move Silently 
  +25, Search +21, Spot +23 
  Caustic Blood (Ex) Any target hit by a quth-maren’s 
  slam attack takes 1d6 points of additional acid 
  damage from the creature’s caustic blood. Cretures 
  that hit a quth-maren with natural weapons or 
  unarmed attacks also take 1d6 points of acid 
  damage. 
  Command Undead (Su) A quth-maren commands 
  undead as a 5th-level evil cleric. It cannot rebuke 
  undead, but it can dispel turning or bolster other 
  undead. 
  Horrifying Gaze (Su) A living creature within 30 feet 
  that meets a quth-maren’s deathless gaze must 
  succeed on a Will save (DC17) or cower in fear. 
  Cowering creatures lose their Dexterity bonus to 
  Armor Class (if any) and can take no actions. Foes 
  gain a +2 bonus on attack rolls to hit cowering 
  characters. 
  Spit Blood (Ex) Once every 1d4 rounds, as a 
  standard action, a quth-maren can spit a glob of its 
  acidic blood as a grenadelike weapon attack. The 
  quth-maren must make a ranged touch attack to hit 
  its target. This attack has a range increment of 10 
  feet, with a maximum range of five range 
  increments. The glob deals 2d6 points of acid 
  damage on a direct hit, and 2 points of acid 
  damage to all creatureswithin 5 feet of where it 
  lands. 
  Fast Healing (Ex) A wuth-maren regains lost hit 
  points at the rate of 4 per round as long as it has at 
  least 1 hit pint. Fast healing does not restore hit 
  NMR6-03 Privilege of the Dead 
   
  Page 38 
  
  points lost from starvation, thirst, or suffocation, 
  and it does not allow a quth-maren to regrow or 
  reattach lost body parts. 
  Turn Resistance (Ex) A quth-maren is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A quth-maren is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A quth-maren cannot be raised, 
  and resurrection works only if it is willing. A quth-
  maren has darkvision 60-foot range) 
  Skills Quth-marens have a +4 racial bonus on Move 
  Silently and Spot checks. 
   
  Y O U N G  G I RL  V I S I T 
  CR  13 
  Female reduced deathshrieker  
  Always CE small undead (incorporeal) 
  Init +11; Senses Listen +17, Spot +17, 
  Languages Common  
  AC 27, touch 27, flat-footed 20 
   (+1 size, +7 Dex, +5 deflection, +4 profane) 
  Miss Chance 50% 
  hp 126 (14 HD);  
  Immune to mind-affecting spells and abilities, poison, 
  sleep effects, paralysis, stunning, disease, death 
  effects, takes no damage from physical ability 
  scores, immune to fatigue and exhaustion, immune 
  to any effect requiring a Fortitude save, no massive 
  damage 
  Resist +4 turn resistance;  
  Fort +6, Ref +11, Will +13 
  Weakness silence vulnerability 
  Speed fly 40 ft (good); 
  Melee incorporeal touch +11/+6 (damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10 Grp - 
  Atk Options Death rattle, scream of the dying 
  Abilities Str -, Dex 24, Con -, Int 8, Wis 14, Cha 20 
  SQ Charisma drain, death’s grace, incorporeal traits, 
  undead traits 
  Feats Alertness, Improved Initiative Great Fortitude, 
  Improved Toughness, Iron Will 
  Skills Hide +11, Intimidate +12, Listen +17, Search 
  +7, Spot +17, 
  Charisma Drain (Su) An individual struck by a 
  deathshrieker must make a DC 22 Fortitude save 
  orpermanently lose 1d4 points of Charisma (2d4 
  points on a critical hit). The deathshrieker deals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Charisma, gaining any excess as temporary 
  hit points. The save DC is Charisma-based. 
  Death Rattle (Su) When a deathshrieker is reduced 
  to 0 hit points, it releases a final, devastating 
  shriek. All living creatures within a 300-foot spread 
  must succeed on a DC 22 Will save or gain 1d4 
  negative levels. Creatures that cannot hear or are 
  under the effect of a silence spell gain a +4 bonus 
  on the save to resist this effect. The save DC is 
  Charisma-based. 
  Scream of the Dying (Su) Once per day, as a full-
  round action, a deathshrieker can release a soul-
  numbing scream that lasts for up to 3 rounds. After 
  this first round, a deathshrieker can use a standard 
  action to sustain the scream. This attack affects all 
  living creatures within a 30-foot spread centered on 
  the deathshrieker, or within a 60-foot cone 
  extending from the deathshrieker, at the creature’s 
  option. Once the deathshrieker chooses the shape 
  of this effect, it must maintain that effect for all 
  three rounds. In the case of a cone, it can aim in a 
  single direction during its turn. Creatures caught in 
  this area must make a DC24 Will save or suffer the 
  effects described below. The save DC is Charisma-
  based. Creatures that cannot hear or are under the 
  effect of a silence spell gain a +4 bonus on their 
  Will saves. The effects are cumulative and 
  concurrent: 
  Round 1: The creature is deafened for 1d4 rounds. 
  Round 2: The creature is stunned for 1d3 rounds. 
  Round 3: The creature suffers the effects of insanity, 
  as the spell cast by an 18th-level sorcerer. 
   
   This effect is so loud that normal conversation is 
  impossible. Spellcasters who attempt to cast spells 
  with a verbal component must make a DC24 
  Concentration check or the spell is negated 
  Death’s Grace (Ex) A deathshrieker gains a +1 
  profane bonus to AC for every 3 Hit Dice it 
  possesses. 
  Silence Vulnerability (Su) Deathshriekers cannot 
  abide silence and are harmed by it. To even into 
  the radius of a silence spell, a deathshrieker must 
  make a Will save (DC 12 + caster level). Each 
  round that a deathshrieker remains within the area 
  of a silence spell, it takes 1d10 points of damage 
  (Will save for half). 
  Note: Removed 4 HD (-1CR) and Despair (-
  1CR) to reduce CR by 2. Saves for other 
  abilities have also been recalculated to account 
  for reduced HD and Cha. 
   
  4.3: THIRD VISIT 
   
   
   
  Y O U N G  B O Y  V I S I T 
  CR  11 
  Male advanced, corpsecrafted, evolved entomber 
  Always LE small undead 
  Init +5; Senses Darkvision 60 ft., Listen +8, Spot +8 
  Languages Common  
  AC 23, touch 11, flat-footed 23 
   (+1 size, +0 Dex, +12 natural) 
  Miss Chance  
  hp 296 (24 HD); fast healing +3, DR 5/silver 
  Immune undead traits 
  Fort +10, Ref +12, Will +16 
  Weakness  
  Speed 20 ft. (6 squares), base movement 20 ft., 
  burrow 10 ft. 
  Melee Slam +23/+18/+13 (1d6+13)  
  NMR6-03 Privilege of the Dead 
   
  Page 39 
  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +18 
  Attack Options Power Attack 
  Special Actions blindfighting, entomb, exhume, 
  quickened spell-like ability (haste) 
  Abilities Str 29, Dex 14, Con -, Int 6, Wis 14, Cha 17 
  SQ undead traits 
  Feats 
  Alertness, 
  Blindfighting 
  Great 
  Fortitude, 
  Improved Initiative Improved ToughnessLightning 
  Reflexes  Power Attack, Quickened Spell-Like 
  Ability (haste), Weapon Focus (slam) 
  Skills Hide +21, Listen +16, Move Silently +16, Spot 
  +17 
  Entomb (Su) Whenever an entomber succeeds on a 
  slam attack, it can attempt to entomb its foe. The 
  foe must make a DC 16 Reflex save or be pounded 
  bodily into a shallow grave. The save DC is 
  Charisma-based. This ability doesn’t work in 
  locations 
  with 
  a 
  basement 
  or 
  open 
  level 
  immediately below, nor can the creature entomb 
  victims in magical, living, or animate materials, or 
  materials with a hardness higher than 8.  
   
   The upthrust bulge of cracked flooring material, 
  earth, or stone reveals the location of the victim to 
  compatriots. Two standard actions spent clearing 
  away the broken flooring material reveals the 
  entombed victim, who can use his or her next 
  action to stand from a prone (and dusty) position. 
  Attempting to rescue a friend in this way can 
  provoke attacks of opportunity. 
   
   The victim is treated as if pinned by an opponent 
  (the earth) with a grappling check of 20. Breaking 
  free of first the ‘pin’ and then the ‘grapple’ allows 
  the victim to stand from a prone position on his or 
  her next round. If compatriots of the victim have 
  partially cleared away the covering material, then 
  the victim need only make a single check before 
  standing from the prone position. Each round the 
  victim spends fully or partially entombed is a round 
  in which the victim suffocates (see Suffocation, 
  page 304 of the Dungeon Master’s Guide) 
  Exhume (Su) When an entomber spends a standard 
  action and touches the top of a grave or space 
  where a creature is buried no deeper than 10 feet, 
  the body immediately rises to the surface, leaving 
  no hole or runnel. A body is not harmed when 
  brought to the surface in this manner. 
   
  D E AT H S H RI E KE R 
  CR  11 
  Female reduced deathshrieker  
  Always CE small undead (incorporeal) 
  Init +10; Senses Listen +11, Spot +1+11, 
  Languages Common  
  AC 24, touch 24, flat-footed 18 
   (+1 size, +6 Dex, +5 deflection, +2 profane) 
  Miss Chance 50% 
  hp 53 (6 HD);  
  Immune to mind-affecting spells and abilities, poison, 
  sleep effects, paralysis, stunning, disease, death 
  effects, takes no damage from physical ability 
  scores, immune to fatigue and exhaustion, immune 
  to any effect requiring a Fortitude save, no massive 
  damage 
  Resist +4 turn resistance;  
  Fort +2, Ref +8, Will +9 
  Weakness silence vulnerability 
  Speed fly 40 ft (good); 
  Melee incorporeal touch +7/+2 (damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6 Grp - 
  Atk Options Death rattle, scream of the dying 
  Abilities Str -, Dex 23, Con -, Int 8, Wis 14, Cha 19 
  SQ Charisma drain, death’s grace, incorporeal traits, 
  undead traits 
  Feats Alertness, Improved Initiative Iron Will 
  Skills Hide +11, Intimidate +12, Listen +11, Search 
  +7, Spot +11, 
  Charisma Drain (Su) An individual struck by a 
  deathshrieker must make a DC 17 Fortitude save 
  orpermanently lose 1d4 points of Charisma (2d4 
  points on a critical hit). The deathshrieker deals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Charisma, gaining any excess as temporary 
  hit points. The save DC is Charisma-based. 
  Death Rattle (Su) When a deathshrieker is reduced 
  to 0 hit points, it releases a final, devastating 
  shriek. All living creatures within a 300-foot spread 
  must succeed on a DC 17 Will save or gain 1d4 
  negative levels. Creatures that cannot hear or are 
  under the effect of a silence spell gain a +4 bonus 
  on the save to resist this effect. The save DC is 
  Charisma-based. 
  Scream of the Dying (Su) Once per day, as a full-
  round action, a deathshrieker can release a soul-
  numbing scream that lasts for up to 3 rounds. After 
  this first round, a deathshrieker can use a standard 
  action to sustain the scream. This attack affects all 
  living creatures within a 30-foot spread centered on 
  the deathshrieker, or within a 60-foot cone 
  extending from the deathshrieker, at the creature’s 
  option. Once the deathshrieker chooses the shape 
  of this effect, it must maintain that effect for all 
  three rounds. In the case of a cone, it can aim in a 
  single direction during its turn. Creatures caught in 
  this area must make a DC19 Will save or suffer the 
  effects described below. The save DC is Charisma-
  based. Creatures that cannot hear or are under the 
  effect of a silence spell gain a +4 bonus on their 
  Will saves. The effects are cumulative and 
  concurrent: 
  Round 1: The creature is deafened for 1d4 rounds. 
  Round 2: The creature is stunned for 1d3 rounds. 
  Round 3: The creature suffers the effects of insanity, 
  as the spell cast by an 18th-level sorcerer. 
   
   This effect is so loud that normal conversation is 
  impossible. Spellcasters who attempt to cast spells 
  with a verbal component must make a DC19 
  Concentration check or the spell is negated 
  Death’s Grace (Ex) A deathshrieker gains a +1 
  profane bonus to AC for every 3 Hit Dice it 
  possesses. 
  Silence Vulnerability (Su) Deathshriekers cannot 
  abide silence and are harmed by it. To even into 
  NMR6-03 Privilege of the Dead 
   
  Page 40 
  
  the radius of a silence spell, a deathshrieker must 
  make a Will save (DC 12 + caster level). Each 
  round that a deathshrieker remains within the area 
  of a silence spell, it takes 1d10 points of damage 
  (Will save for half). 
  Note: Removed 12 HD (-3CR) and Despair (-
  1CR) to reduce CR by 4. Saves for other 
  abilities have also been recalculated to account 
  for reduced HD and Cha. 
   
  O THE R V I S I T S  (2) 
  CR  9 
  Advanced Evolved corpse-crafted, plague walkers 
  Always CE small undead 
  Init -1; Senses Listen +11, Spot +3 
  Languages Common  
  AC 13, touch 10, flat-footed 15 
   (+1 size, -1 Dex, +4 natural) 
  hp 157 (10 HD); fast healing 3 
  Immune undead immunities 
  Fort +4, Ref +3, Will +10 
   
  Speed 10 ft. (2 squares), base movement 10 ft. 
  Melee 2 claws +16/+1 each (1d6+7 plus diseased 
  touch)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +10 
  Atk Options diseased touch, Power Attack, Improved 
  Bull Rush 
  Special Actions putrid burst 
  Abilities Str 24, Dex 8, Con -, Int 4, Wis 13, Cha 3  
  SQ bloated target, spell-like ability (haste), undead 
  traits 
  Feats Improved Bull Rush, Power AttackSkill Focus 
  (Listen), Toughness, Weapon Focus (claws),  
  Skills Climb +12, Listen +11, Spot +3 
  Diseased Touch (Su) Any living creature struck by a 
  plague walker’s claws must succeed on a DC13 
  Fortitude save or be overcome with racking pain 
  and nausea, causing that creature to become 
  sickened 
  for 
  1 
  minute. 
  The 
  save 
  DC 
  is 
  Constitution-based. Creatures that have immunity 
  to disease are not affected by this ability. 
  Putrid Burst (Ex) When reduced to one-quarter of its 
  starting hit pints or fewer, a plague walker can use 
  a swift action to explode. This burst has a 30-foot 
  radius and deals 3d6 points of damage to 
  everything in the area. All living creatures in the 
  area are nauseated for 1 round; a DC 15 Reflex 
  save halves the damage and negates the 
  nauseated effect. The save DC is Constitution-
  based and includes a +2 racial bonus. If reduced to 
  0 hit points before it can activate its putrid burst, a 
  plague walker simply dissolves into a pile of rotting 
  flesh. 
  Bloated Target (Ex) The -4 penalty for firing 
  into melee does not apply to ranged attacks 
  made against a plague walker. This penalty 
  does, however, apply to other creatures in 
  melee with it   
   
  9: PUPPET SHOW 
   
   
   
  C HI LD B RI D E 
  CR  11 
  Female advanced, evolved, corpse-crafted boneclaw 
  Ftr2 
  Always CE small undead 
  Init +10; Senses Darkvision 60 feet, Listen +24, Spot 
  +24 
  Languages Common, Abyssall 
  AC 20, touch 17, flat-footed 14 
   (+1 size, +6 Dex, +3 natural) 
  hp 368 (18 HD); fast healing 3; DR 5/bludgeoning 
  Immune undead immunities, cold 
  Resist  +2 turn resistance;  
  Fort +10, Ref +8 Will +12 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee 2 claws +16/+11 (1d6+10*)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +14 
  Atk Options Power Attack, reaching claws (10 feet) 
  Special Actions spell-like ability (haste) 
  Abilities Str 19, Dex 22, Con -, Int 14, Wis 14, Cha 
  21 
  SQ Unholy toughness 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Attack (claw), Improved Two-Weapon 
  Fighting, Power Attack, Toughness,  Weapon 
  Focus (claw)Weapon Specialization (claw) 
  Skills Hide +32, Intimidate +27, Move Silently +28, 
  Listen +24Search +24, Spot +24, 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending 
  them as part of an attack to a distance of up to 10 
  feet (thereby allowing the boneclaw to threaten 
  more squares than it would otherwise be able to. 
  Unholy Toughness (Ex) A boneclaw gains a bonus 
  to its hit points equal to its Charisma modifier x its 
  Hit Dice 
   
  M E T AL  K NI G HT 
  CR  11 
  Male shadesteel golem 
  Always neutral small construct (extraplanar) 
  Init +3; Senses Darkvision 60 ft., Lowlight vision, 
  Listen +0, Spot +0 
  Languages Common  
  AC 34, touch 14, flat-footed 31 
   (+1 size, +3 Dex, +20 natural) 
  hp 155 (18 HD); DR 10/adamantine 
  Immune magic 
  Fort +6, Ref +9, Will +6 
  Speed 20 ft. (4 squares), base movement 20 ft., fly 20 
  ft. (perfect) 
  Melee 2 slams +19 (1d6+5)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +16 
  Special Attacks Negative pulse wave 
  Abilities Str 20, Dex 16, Con -, Int -, Wis 11, Cha 7  
  SQ construct traits 
  Feats - 
  Skills Hide +19, Move Silently +19 
  NMR6-03 Privilege of the Dead 
   
  Page 41 
  
  Negative Pulse Wave (Su) The shadesteel golem 
  can radiate a burst ofinky black negative energy as 
  a free action every 1d4+1 rounds. The pulse wave 
  drains life from all living creatures within 40 feet of 
  the golem, dealing 12d6 points of negative energy 
  damage.  DC 19 Fortitude save halves the 
  damage; the save DC is Constitution-based. 
  Undead creatures within the area are healed of 
  12d6 points of damage instead, and any turning 
  effect they are under is broken. A death ward spell 
  or similar effect protects a creature from a 
  shadesteel golem’s negative pulse wave. 
  Immunity to Magic (Ex) A shadesteel golem is 
  immune to any spell, supernatural ability, or spell-
  like ability that allows spell resistance. In addition, 
  certain spells and effects function differently 
  against the creature, as noted below:  
   
   A magical effect that has the light descriptor 
  (such as continual flame) causes the golem to 
  speed up as if affected by the spell haste for 2d4 
  rounds. The golem is also hasted whenever it is 
  subject to a positive energy effect, such as the 
  turning attempt of a cleric. This might happen if the 
  cleric has mistakenly identified the creature as a 
  nightwalker or other undead, or if the golem is 
  standing near undead. 
   
   If a shadesteel golem is targeted by or within the 
  area of a spell with the darkness descriptor, the 
  golem is healed of 1 point of damage per level of 
  the spell. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
  Skills A shadesteel golem has a +16 racial bonus on 
  Move Silently checks and a +12 racial bonus on 
  Hide checks. 
   
  S T UF FE D D O G 
  CR  11 
  Advanced spellwarped winter wolf of legend 
  NE small magical aberration 
  Init +9; Senses Darkvision 60 ft., Lowlight vision, 
  Listen +12 , Scent, Spot +11  
  Languages Common  
  AC 23, touch 16, flat-footed 18 
   (+1 size, +5 Dex, +7 natural) 
  hp 144 (12 HD); fast healing 5;  
  Immune to cold 
  SR 17 
  Fort +20, Ref +16, Will +9 
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee bite +12 (1d4+9 and Trip)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +11; Grp +16 
  Atk Options  
  Special Actions Trip 
  Abilities Str 29, Dex 22, Con 30, Int 11, Wis 15, Cha 
  14 
  SQ spell absorption, tomb-tainted soul 
  FeatsAlertnessImproved 
  Initiative, 
  Multi-Attack, 
  Power Attack, Tomb-Tainted Soul, Track, Trip,  
  Skills (Hide +17* , Listen +12 , Move Silently +17 , 
  Spot +11 , Survival +7*  
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate 
  a 
  spellwarped 
  creature’s 
  spell 
  resistance, the creature gains one of the following 
  benefits, chosen at the time that the spell resolves. 
   
   Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute. 
   
   Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute. 
   
   Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute. 
   
   Life: The spellwarped creature gains temporary 
  hit points equal to 5 x the level of the failed spell. 
   
   Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5 x the level 
  of the failed spell. 
   
   Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
  Note: Since the spellwarped template affords the 
  creature with ‘significant combat bonuses’ a +2 CR 
  adjustment has been made. 
   
  B L AC K  B AL L 
  CR  11 
  Advanced corpsecrafted, evolved vasuthant 
  Always CE small undead 
  Init +7; Senses Blindsight, Darkvision 60 ft., Listen 
  +9, Spot +10 
  Languages Nil 
  AC 19, touch 15, flat-footed 16 
   (+1 size, +4 Dex, +5 natural) 
  hp 312 (22HD); fast healing 3 
  Immune undead immunities, immune to acid, cold, 
  light 
  Resist +2 turn resistance, electricity 5, fire 5;  
  Fort +9, Ref +13, Will +16 
  Speed fly 30 ft. (perfect) (6 squares),  
  Melee slam +15/+8 (1d4 +3) and up to 4 enervating 
  crushes (1d4 plus 1d4 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +19; Grp +19 
  Atk Options enervating crush, improved grab,  
  Special Actions reality distortion 
  Abilities Str 19, Dex 19, Con -, Int 4, Wis 12, Cha 16 
  SQ spell-like ability (see invisibility), trap light, undead 
  traits, unholy toughness 
  Feats  Ability Focus (Enervating Crush), Flyby Attack, 
  Greater Fortitude, Hover, Improved Grapple, 
  Improved Initiative, Improved Natural Armor, Iron 
  Will, Lightning Reflexes 
  Skills Hide +16*, Listen +9 Spot +10, 
  Enervating Crush (Su) A successful grapple attempt 
  by a vasuthant against a living creature of the 
  same size of smaller pulls the victim into the center 
  of the vasuthant. In that round and every round 
  thereafter, a grappled victim takes 1d4 points of 
  Strength damage. A creature reduced to 0 Strength 
  NMR6-03 Privilege of the Dead 
   
  Page 42 
  
  by a vasuthant dies. This is a negative energy 
  effect. 
   
   Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, 
  or gives it 1 temporary hit point if the creature is at 
  full normal hit points. These temporary hit points 
  last for 10 minutes. 
   
   A vasuthant can grapple with one creature of its 
  size, or can simultaneously grapple one or two 
  creatures one size smaller or up to four creatures 
  two or more sizes smaller. Creatures that become 
  pinned are suspended inside the vasuthant while 
  their life energy is crushed out of their bodies. 
   
   The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or 
  using its spell-like abilities. 
  Improved Grab (Ex) To use this ability, a vasuthant 
  must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, a vasuthant immediately employs 
  its enervating crush attack. 
  Reality Distortion (Ex) A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), a 
  vasuthant can take a free action to reroll any 
  unfavorable die roll or force its opponent to reroll a 
  favorable die roll. The vasuthant must accept the 
  result of the roll. 
  Immunity to Light (Ex) Unlike many other undead 
  creatures, the vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric 
  spells of the Sun domain as well as other spells 
  with the light descriptor (such as daylight) produce 
  no adverse effects on a vasuthant. 
  Trap Light (Ex) A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 
  60-foot emanation of shadow. All creatures within 
  this 
  area, 
  including 
  the 
  vasuthant, 
  gain 
  concealment. Creatures with lowlight vision or 
  darkvision can see normally within the area of the 
  emanation. Light sources within the area are 
  suppressed not dispelled. If a vasuthant moves out 
  of range before the light source’s duration expires, 
  the light source illuminates again (though its 
  illumination still cannot extend within the area of 
  the vasuthant’s trap light effect). 
  Unholy Toughness (Ex) A vasuthant gains a bonus 
  to its hit points equal to its Charisma modifier x its 
  Hit Dice. 
  Skills Vasuthants have a +2 racial bonus on Hide 
  checks and Spot checks. *A vasuthant gains a +4 
  racial bonus on Hide checks in areas of shadowy 
  illumination. In areas of bright illumination, it takes 
  a -4 penalty on Hide checks. 
   
  T R I L L O C H 
  CR  8 
  Trilloch 
  CN small outsider (chaotic, extraplanar, incorporeal) 
  Init +8; Senses Blindsight, Darkvision 60 ft, Listen 
  +15 Spot +15 
  Languages Common  
  AC 19, touch 19, flat-footed 15 
   (+1size, +4 Dex, +4 deflection,) 
  Miss Chance 50% 
  hp 72 (8 HD); DR 15/lawful 
  Immune magic, incorporeal traits, outsider traits- 
  Fort +9, Ref +10 Will +10 
  Speed 40 ft. (perfect) (8 squares), base movement 40 
  ft. 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +4 
  Atk Options control rage, death knell 
  Abilities Str - Dex 19, Con 17, Int 11, Wis 18 Cha 18 
  SQ incorporeal traits, natural invisibility, outsider traits 
  Feats Ability Focus (control rage), Improved Initiative, 
  Quickened spell-like Ability (death knell) 
  Skills Concentration +14, Hide +19, Intimidate +15, 
  Listen +15, Move Silently +15, Listen +15, Move 
  Silently +15, Search +11, Spot +15, Survival +15 
  (+17 following tracks) 
  Control Rage (Sp) A trilloch can inspire rage (as rage 
  spell, but with a DC 19 Will save allowed to negate 
  the effect) in all living creatures within 180 feet at 
  will. Each creature gains a +4 morale bonus on Will 
  saves, and a -4 penalty to AC. This effect 
  isotherwise identical to a barbarin’s rage ability, 
  except that the subjects aren’t fatigued at the end 
  of the rage.If a creature hasthe rage ability and its 
  bonuses when raging are greater than those given 
  here, it can use its other bonuses instead. The 
  save DC is Charisma-based. This is a mind-
  affecting compulsion effect. 
   
   The affected creature can end its rage by making 
  a DC 19 Will save The trilloch can end the rage for 
  any number of creatures prematurely, without 
  affecting other raging creatures. It can also end a 
  rage caused by any other effect, such as a 
  barbarian’s rage ability, and in that case, the 
  barbarian would become fatigued. A trilloch always 
  ends the rage for a creature who has gone beyond 
  its normal hit points into those granted by the rage, 
  likely killing it. This effect lasts for as long as the 
  trilloch concentrates on it, plus 1 round per Hit Die 
  of the creature. 
  Death Knell (Sp) As a quickened action at will, a 
  trilloch can create an effect similar to death knell on 
  all creatures within 180 feet. Any living creature in 
  the area that has -1 or fewer hit points must 
  succeed on a DC 16 Fortitude save or die. The 
  trilloch gains no hit points or other benefit from the 
  death knell. 
  Immunity to Magic (Ex) A trilloch is immune to most 
  spells 
  or 
  spell-like 
  abilities 
  that 
  allowspell 
  resistance, except the following: Detect magic and 
  deathwatch show its location. Deathward protects 
  a creature from a trilloch’s control rage and death 
  knell abilities. Holy word and banishment return it 
  to its home plane. It is treated as an undead 
  creature for the purposes of being affected by cure 
  spells and positive and negative levels. 
  Natural Invisibility (Su) This ability is inherent and 
  not subject to the invisibility purge spell 
  NMR6-03 Privilege of the Dead 
   
  Page 43 
  
  Skills  
   
  10: AND THAT’S THE SHOW  
   
   
  T H E  R I NG M AS T E R 
  CR  17 
  Male bone naga, Sor6 
  LE large undead 
  Init +7; Senses Listen +12, Spot +12 
  Aura  
  Languages Common  
  AC 16, touch 10, flat-footed 15 
   (-1 size, +1 Dex, +6 natural) 
  hp 153 (21 HD); Half damage from piercing weapons 
  Immune cold, undead traits 
  SR 23 
  Fort +6, Ref +9, Will +18 
  Speed 40 ft. (40 squares), base movement 40 ft. 
  Melee Sting +12 (2d4+3 plus poison) and Bite 
  +6(1d4+1 plus poison) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +14; Grp +20 
  Atk Options spells,  
  Sorceror Spells Known (CL 14th): 
   8th – mind blank. 
   7th 
  (3/day)— 
  power 
  word 
  blind, 
  wave 
  of 
  exhaustion, spell-turning 
   6th (5/day)— disintegrate, fleshshiver, globe of 
  invulnerability 
  5th (6/day)— arc of lightning, ball lightning, wall of 
  force, contingent energy resistance 
   4th (6/day)— dimension door, greater invisibility, 
  shadow well, stoneskin 
   3rd (7/day)— blacklight, dispel magic, fly, sonorous 
  hum 
   2nd (7/day)— bone fiddle, false life, fireburst, 
  glitterdust, scorching ray 
   1st (7/day)— backbiter, mage armor, magic 
  missile, shield, true strike 
   0 (6/day)— acid splash, dancing lights, detect 
  magic, ghost sound, light, mage hand, mending, 
  read magic, touch of fatigue 
  �Already cast 
  Abilities Str 16, Dex 13, Con -, Int 18, Wis 15, Cha 
  23 
  SQ detect thoughts, guarded thoughts,  
  Feats Alertness, Combat Casting, Corpse Crafter, 
  Dodge, Improved Initiative, Lightning Reflexes, 
  Maximize Spell, Empower spell, Spell Focus 
  Necromancy 
  Skills Bluff +24, Concentration +24, Diplomacy +20, 
  Hide +11, Intimidate, +12, Listen +12, Sense 
  Motive +8, Spellcraft +14, Spot +12 
  Possessions Cloak of Charisma +6, Circlet of 
  Persuasion, Rod of Extend- lesser 
  Poison (Ex) A bone naga delivers its poison via 
  successfully bite or sting attacks. The poison from 
  its bite (Fortitude save DC 17) has the same initial 
  nd secondary damage (ad4 points of Strength 
  damage). The poison from its sting (Fortitude save 
  DC 17) is more virulent; its initial damage is 1d4 
  points of Constitution drain, and the secondary 
  damage is 1d4 points of constitution damage. 
  Spells A bone naga casts spells as a 14th-level 
  sorcerer (spells known 9/5/5/4/4/3/2/1l spells/day 
  6/7/7/7/6/6/5/3; save DC 13 + spell level  
  Detect Thoughts (Su) A bone naga can continuously 
  detect the thought of those around it. This ability 
  functions like a detect thoughts spell (caster level 
  9th; Will save DC 15), and it is always active. 
  Guarded Thoughts (Ex) Because of their ability to 
  shield their thoughts, bone nagas are immune to 
  any form of mind-reading. 
  Telepathy (Ex) A bonenaga can communicate 
  telepathically with any creature within 250 feet that 
  has a language. 
  Undead Traits (A bone naga is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and 
  any effect that requires a Fortitude save unless it 
  also works on objects. It is not subject to critical 
  hits, subdual damage, ability damage, ability drain, 
  or death fro massive damage. A bone naga cannot 
  be raised, and resurrection works only if it is willing. 
  The creature has darkvision (60 foot range). 
   
   
  NMR6-03 Privilege of the Dead 
   
  Page 44 
  
  APL 16 
  FIRST VISIT 
   
   
   
  W H E E P 
  CR  19 
  Male evolved, advanced wheep monk4 
  Always LE medium undead  
  Init +7; Senses Blindsight 60 ft., Darkvision 60ft, 
  Listen +17 Spot +17 
  Aura  
  Languages Common  
  AC 30, touch 18, flat-footed 27 
   (+3 Dex, +5 deflection, +12 natural) 
  hp 266 (28 HD); fast healing 10; DR7/magic and 
  piercing 
  Immune undead traits 
  Resist  turn resistance +4 
  Fort +16, Ref +20, Will +24 (+2 vs enchantment 
  spells  and effects) 
  Weakness  
  Speed 40 ft. (6 squares), base movement 40 ft. 
  Melee claws x2 +28/23/18 (1d8+13 plus poison tears) 
  and bite +23 (1d6+6 plus poison tears) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15; Grp +28 
  Atk Options flurry of blows (+1/+1 atk bonus, 1d8+13 
  dmg) poison tears , stunning fist (2/day – DC 13 
  Fort);weeping dirge,  
  Abilities Str 36, Dex 16, Con -, Int 6, Wis 14, Cha 24  
  SQ Ki Strike (magic), Slow Fall, Still Mind), Unholy 
  grace 
  Feats Combat Reflexes, Dodge, Elusive Target 
  Evasion, Flurry of Blows, Force of Personality, 
  Improved Initiative Improved Toughness, Mobility, 
  Multiattack, Positive Energy ResistanceQuickened 
  spell-like ability (haste) Stunning FistUnarmed 
  Strike, Weapon Focus [claws]  
  Skills Hide +19, Listen +17, Move Silently 19, Spot 
  +17 
  Possessions combat gear  
  Poison Tears (Ex) The poison tears that continually 
  pour from a wheep’s empty eyes are actually an 
  injury poison that coats the creature’s claws and 
  fills its mouth. Whenever a wheep succeeds on a 
  claw or bite attack, its foe is subject to the poison—
  injury, Fortitude DC19, initial and secondary 
  damage 1d6 Con. The save DC is Charisma-
  based. 
  After 
  an 
  hour, 
  the 
  poisonous 
  bile 
  decomposes and evaporates, losing all efficacy. 
  Unholy Grace (Su) A wheep adds its Charisma 
  modifier as a bonus on all its saving throws and as 
  a deflection bonus to its Armor Class (already 
  figured into the statistic above). 
  Weeping Dirge (Su) When it chooses (which is 
  almost always, unless moving silently), a wheep 
  can spend a free action each round crying and 
  blubbering. All who hear the wheep’s awful, grave-
  born sorrow must make DC19 Will saves or be 
  shaken for the duration of the encounter. Once a 
  particular creature saves against a wheep’s dirge, 
  that creature cannot be affected again by the same 
  wheep for 24 hours. This is a sonic effect. The 
  save DC is Charisma-based. 
   
  SECOND VISIT 
   
   
   
  Q TH- M ARE N 
  CR  17 
  Male evolved corpsecrafted Qthmaren Rog8 
  CE small undead 
  Init +2; Senses Listen +22, Spot +19 
  Languages Common  
  AC 16, touch 13, flat-footed 14 
   (+1 size, +2 Dex, +3 natural) 
  hp 158 (18 HD); fast healing 4;  
  Immune acid, undead traits 
  Resist electricity 15, fire 15, turn undead +2 
  Fort +6, Ref +11, Will +13 
  Speed 20 ft. in base movement 20 ft.; 
  Melee 2 slams +19 (1d6+5 plus 1d6 acid damage)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +8 
  Atk Options cleave, horrifying gaze, power attack, 
  sneak attack +4d6, spit blood 
  Special Actions command undead 
  Abilities Str 21, Dex 15, Con -, Int 13, Wis 14, Cha 
  15 
  SQ caustic blood, trap finding, trap sense +2 
  Feats Alertness, Blind-Fight, Cleave Evasion, Iron 
  Will, Lightning Reflexes, Power Attack, Uncanny 
  Dodge, Weapon Focus (slam)  
  Skills Climb +25, Hide +30, Listen +22, Move Silently 
  +26, Search +22, Spot +24Tumble +5 
  Caustic Blood (Ex) Any target hit by a quth-maren’s 
  slam attack takes 1d6 points of additional acid 
  damage from the creature’s caustic blood. Cretures 
  that hit a quth-maren with natural weapons or 
  unarmed attacks also take 1d6 points of acid 
  damage. 
  Command Undead (Su) A quth-maren commands 
  undead as a 5th-level evil cleric. It cannot rebuke 
  undead, but it can dispel turning or bolster other 
  undead. 
  Horrifying Gaze (Su) A living creature within 30 feet 
  that meets a quth-maren’s deathless gaze must 
  succeed on a Will save (DC17) or cower in fear. 
  Cowering creatures lose their Dexterity bonus to 
  Armor Class (if any) and can take no actions. Foes 
  gain a +2 bonus on attack rolls to hit cowering 
  characters. 
  Spit Blood (Ex) Once every 1d4 rounds, as a 
  standard action, a quth-maren can spit a glob of its 
  acidic blood as a grenadelike weapon attack. The 
  quth-maren must make a ranged touch attack to hit 
  its target. This attack has a range increment of 10 
  feet, with a maximum range of five range 
  increments. The glob deals 2d6 points of acid 
  damage on a direct hit, and 2 points of acid 
  damage to all creatureswithin 5 feet of where it 
  lands. 
  NMR6-03 Privilege of the Dead 
   
  Page 45 
  
  Fast Healing (Ex) A wuth-maren regains lost hit 
  points at the rate of 4 per round as long as it has at 
  least 1 hit pint. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, 
  and it does not allow a quth-maren to regrow or 
  reattach lost body parts. 
  Turn Resistance (Ex) A quth-maren is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A quth-maren is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A quth-maren cannot be raised, 
  and resurrection works only if it is willing. A quth-
  maren has darkvision 60-foot range) 
  Skills Quth-marens have a +4 racial bonus on Move 
  Silently and Spot checks. 
   
  Y O U N G  G I RL  V I S I T 
  CR  15 
  Female deathshrieker  
  Always CE small undead (incorporeal) 
  Init +11; Senses Listen +17, Spot +17, 
  Languages Common  
  AC 26, touch 26, flat-footed 20 
   (+1 size, +7 Dex, +5 deflection, +6 profane) 
  Miss Chance 50% 
  hp 178 (18 HD);  
  Immune to mind-affecting spells and abilities, poison, 
  sleep effects, paralysis, stunning, disease, death 
  effects, takes no damage from physical ability 
  scores, immune to fatigue and exhaustion, immune 
  to any effect requiring a Fortitude save, no massive 
  damage 
  Resist +4 turn resistance;  
  Fort +7, Ref +13, Will +15 
  Weakness silence vulnerability 
  Speed fly 40 ft (good); 
  Melee incorporeal touch +10/+5 (damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9 Grp - 
  Atk Options Death rattle, scream of the dying 
  Abilities Str -, Dex 25, Con -, Int 8, Wis 14, Cha 20 
  SQ Charisma drain, death’s grace, incorporeal traits, 
  undead traits 
  Feats Ability Focus (scream of the dying)Alertness, 
  Combat 
  Reflexes 
  Improved 
  Initiative 
  Great 
  Fortitude, Improved Toughness, Iron Will 
  Skills Hide +22, Intimidate +19, Listen +17, Search 
  +12, Spot +17, 
  Charisma Drain (Su) An individual struck by a 
  deathshrieker must make a DC 24 Fortitude save 
  orpermanently lose 1d4 points of Charisma (2d4 
  points on a critical hit). The deathshrieker deals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Charisma, gaining any excess as temporary 
  hit points. The save DC is Charisma-based. 
  Death Rattle (Su) When a deathshrieker is reduced 
  to 0 hit points, it releases a final, devastating 
  shriek. All living creatures within a 300-foot spread 
  must succeed on a DC 24 Will save or gain 1d4 
  negative levels. Creatures that cannot hear or are 
  under the effect of a silence spell gain a +4 bonus 
  on the save to resist this effect. The save DC is 
  Charisma-based. 
  Despair (Su) At the mere sight of a deathshrieker, the 
  viewer must succeed on a DC24 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not 
  the save is successful, that creature cannot be 
  affected again by the same deathshrieker’s despair 
  ability for 24 hours. The save DC is Charisma-
  based. 
  Scream of the Dying (Su) Once per day, as a full-
  round action, a deathshrieker can release a soul-
  numbing scream that lasts for up to 3 rounds. After 
  this first round, a deathshrieker can use a standard 
  action to sustain the scream. This attack affects all 
  living creatures within a 30-foot spread centered on 
  the deathshrieker, or within a 60-foot cone 
  extending from the deathshrieker, at the creature’s 
  option. Once the deathshrieker chooses the shape 
  of this effect, it must maintain that effect for all 
  three rounds. In the case of a cone, it can aim in a 
  single direction during its turn. Creatures caught in 
  this area must make a DC26 Will save or suffer the 
  effects described below. The save DC is Charisma-
  based. Creatures that cannot hear or are under the 
  effect of a silence spell gain a +4 bonus on their 
  Will saves. The effects are cumulative and 
  concurrent: 
  Round 1: The creature is deafened for 1d4 rounds. 
  Round 2: The creature is stunned for 1d3 rounds. 
  Round 3: The creature suffers the effects of insanity, 
  as the spell cast by an 18th-level sorcerer. 
   
   This effect is so loud that normal conversation is 
  impossible. Spellcasters who attempt to cast spells 
  with a verbal component must make a DC26 
  Concentration check or the spell is negated 
  Death’s Grace (Ex) A deathshrieker gains a +1 
  profane bonus to AC for every 3 Hit Dice it 
  possesses. 
  Silence Vulnerability (Su) Deathshriekers cannot 
  abide silence and are harmed by it. To even into 
  the radius of a silence spell, a deathshrieker must 
  make a Will save (DC 12 + caster level). Each 
  round that a deathshrieker remains within the area 
  of a silence spell, it takes 1d10 points of damage 
  (Will save for half). 
   
  4.3: THIRD VISIT 
   
   
   
  Y O U N G  B O Y  V I S I T 
  CR  13 
  Male evolved corpsecrafted Qthmaren Rog3 
  CE small undead 
  Init +2; Senses Listen +20, Spot +19 
  Languages Common  
  AC 15, touch 12, flat-footed 14 
   (+1 size, +1 Dex, +3 natural) 
  hp 128 (14 HD); fast healing 4;  
  NMR6-03 Privilege of the Dead 
   
  Page 46 
  
  Immune acid, undead traits 
  Resist electricity 15, fire 15, turn undead +2 
  Fort +4, Ref +9, Will +10 
  Speed 20 ft. in base movement 20 ft.; 
  Melee 2 slams +14 (1d6+5 plus 1d6 acid damage)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +8 
  Atk Options horrifying gaze, sneak attack +2d6, spit 
  blood 
  Special Actions command undead 
  Abilities Str 20, Dex 14, Con -, Int 13, Wis 14, Cha 
  15 
  SQ caustic blood, trap finding, trap sense +1 
  Feats Alertness, Blind-Fight, Evasion, Lightning 
  Reflexes, Power Attack, Weapon Focus (slam)  
  Skills Climb +21, Hide +22, Listen +20, Move Silently 
  +24, Search +13, Spot +19 
  Caustic Blood (Ex) Any target hit by a quth-maren’s 
  slam attack takes 1d6 points of additional acid 
  damage from the creature’s caustic blood. Cretures 
  that hit a quth-maren with natural weapons or 
  unarmed attacks also take 1d6 points of acid 
  damage. 
  Command Undead (Su) A quth-maren commands 
  undead as a 5th-level evil cleric. It cannot rebuke 
  undead, but it can dispel turning or bolster other 
  undead. 
  Horrifying Gaze (Su) A living creature within 30 feet 
  that meets a quth-maren’s deathless gaze must 
  succeed on a Will save (DC17) or cower in fear. 
  Cowering creatures lose their Dexterity bonus to 
  Armor Class (if any) and can take no actions. Foes 
  gain a +2 bonus on attack rolls to hit cowering 
  characters. 
  Spit Blood (Ex) Once every 1d4 rounds, as a 
  standard action, a quth-maren can spit a glob of its 
  acidic blood as a grenadelike weapon attack. The 
  quth-maren must make a ranged touch attack to hit 
  its target. This attack has a range increment of 10 
  feet, with a maximum range of five range 
  increments. The glob deals 2d6 points of acid 
  damage on a direct hit, and 2 points of acid 
  damage to all creatureswithin 5 feet of where it 
  lands. 
  Fast Healing (Ex) A wuth-maren regains lost hit 
  points at the rate of 4 per round as long as it has at 
  least 1 hit pint. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, 
  and it does not allow a quth-maren to regrow or 
  reattach lost body parts. 
  Turn Resistance (Ex) A quth-maren is treated as an 
  undead with 2 more Hit Dice than it actually has for 
  the purposes of turn, rebuke, command, or bolster 
  attempts. 
  Undead Traits A quth-maren is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects (unless 
  they specifically affect undead), and any effect that 
  requires a Fortitude save unless it also works on 
  objects. It is not subject to critical hits, subdual 
  damage, ability damage, ability drain, or death from 
  massive damage. A quth-maren cannot be raised, 
  and resurrection works only if it is willing. A quth-
  maren has darkvision 60-foot range) 
  Skills Quth-marens have a +4 racial bonus on Move 
  Silently and Spot checks. 
   
  Y O U N G  G I RL  V I S I T 
  CR  13 
  Female reduced deathshrieker  
  Always CE small undead (incorporeal) 
  Init +11; Senses Listen +17, Spot +17, 
  Languages Common  
  AC 27, touch 27, flat-footed 20 
   (+1 size, +7 Dex, +5 deflection, +4 profane) 
  Miss Chance 50% 
  hp 126 (14 HD);  
  Immune to mind-affecting spells and abilities, poison, 
  sleep effects, paralysis, stunning, disease, death 
  effects, takes no damage from physical ability 
  scores, immune to fatigue and exhaustion, immune 
  to any effect requiring a Fortitude save, no massive 
  damage 
  Resist +4 turn resistance;  
  Fort +6, Ref +11, Will +13 
  Weakness silence vulnerability 
  Speed fly 40 ft (good); 
  Melee incorporeal touch +11/+6 (damage) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10 Grp - 
  Atk Options Death rattle, scream of the dying 
  Abilities Str -, Dex 24, Con -, Int 8, Wis 14, Cha 20 
  SQ Charisma drain, death’s grace, incorporeal traits, 
  undead traits 
  Feats Alertness, Improved Initiative Great Fortitude, 
  Improved Toughness, Iron Will 
  Skills Hide +11, Intimidate +12, Listen +17, Search 
  +7, Spot +17, 
  Charisma Drain (Su) An individual struck by a 
  deathshrieker must make a DC 22 Fortitude save 
  orpermanently lose 1d4 points of Charisma (2d4 
  points on a critical hit). The deathshrieker deals 5 
  points of damage (10 on a critical hit) whenever it 
  drains Charisma, gaining any excess as temporary 
  hit points. The save DC is Charisma-based. 
  Death Rattle (Su) When a deathshrieker is reduced 
  to 0 hit points, it releases a final, devastating 
  shriek. All living creatures within a 300-foot spread 
  must succeed on a DC 22 Will save or gain 1d4 
  negative levels. Creatures that cannot hear or are 
  under the effect of a silence spell gain a +4 bonus 
  on the save to resist this effect. The save DC is 
  Charisma-based. 
  Scream of the Dying (Su) Once per day, as a full-
  round action, a deathshrieker can release a soul-
  numbing scream that lasts for up to 3 rounds. After 
  this first round, a deathshrieker can use a standard 
  action to sustain the scream. This attack affects all 
  living creatures within a 30-foot spread centered on 
  the deathshrieker, or within a 60-foot cone 
  extending from the deathshrieker, at the creature’s 
  option. Once the deathshrieker chooses the shape 
  of this effect, it must maintain that effect for all 
  three rounds. In the case of a cone, it can aim in a 
  NMR6-03 Privilege of the Dead 
   
  Page 47 
  
  single direction during its turn. Creatures caught in 
  this area must make a DC24 Will save or suffer the 
  effects described below. The save DC is Charisma-
  based. Creatures that cannot hear or are under the 
  effect of a silence spell gain a +4 bonus on their 
  Will saves. The effects are cumulative and 
  concurrent: 
  Round 1: The creature is deafened for 1d4 rounds. 
  Round 2: The creature is stunned for 1d3 rounds. 
  Round 3: The creature suffers the effects of insanity, 
  as the spell cast by an 18th-level sorcerer. 
   
   This effect is so loud that normal conversation is 
  impossible. Spellcasters who attempt to cast spells 
  with a verbal component must make a DC24 
  Concentration check or the spell is negated 
  Death’s Grace (Ex) A deathshrieker gains a +1 
  profane bonus to AC for every 3 Hit Dice it 
  possesses. 
  Silence Vulnerability (Su) Deathshriekers cannot 
  abide silence and are harmed by it. To even into 
  the radius of a silence spell, a deathshrieker must 
  make a Will save (DC 12 + caster level). Each 
  round that a deathshrieker remains within the area 
  of a silence spell, it takes 1d10 points of damage 
  (Will save for half). 
  Note: Removed 4 HD (-1CR) and Despair (-
  1CR) to reduce CR by 2. Saves for other 
  abilities have also been recalculated to account 
  for reduced HD and Cha. 
   
  O THE R V I S I T S  (2) 
  CR  9 
  Advanced Evolved corpse-crafted, plague walkers 
  Always CE small undead 
  Init -1; Senses Listen +14, Spot +8 
  Languages Common  
  AC 16, touch 11, flat-footed 16 
   (+1 size, +0 Dex, +5 natural) 
  hp 263 (18 HD); fast healing 3 
  Immune undead immunities 
  Fort +6, Ref +6, Will +18 
   
  Speed 10 ft. (2 squares), base movement 10 ft. 
  Melee 2 claws +20/+15 each (1d6+7 plus diseased 
  touch)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +14 
  Atk Options diseased touch, Power Attack, Improved 
  Bull Rush 
  Special Actions putrid burst, quickened spell-like 
  ability (haste) 
  Abilities Str 24, Dex 10, Con -, Int 4, Wis 13, Cha 3  
  SQ bloated target, undead traits 
  Feats Improved Bull Rush, Improved Toughness 
  Power Attack Quickened Spell-like Ability (haste), 
  Skill Focus (Listen), Toughness, Weapon Focus 
  (claws),  
  Skills Climb +14, Listen +15, Spot +8 
  Diseased Touch (Su) Any living creature struck by a 
  plague walker’s claws must succeed on a DC13 
  Fortitude save or be overcome with racking pain 
  and nausea, causing that creature to become 
  sickened 
  for 
  1 
  minute. 
  The 
  save 
  DC 
  is 
  Constitution-based. Creatures that have immunity 
  to disease are not affected by this ability. 
  Putrid Burst (Ex) When reduced to one-quarter of its 
  starting hit pints or fewer, a plague walker can use 
  a swift action to explode. This burst has a 30-foot 
  radius and deals 3d6 points of damage to 
  everything in the area. All living creatures in the 
  area are nauseated for 1 round; a DC 15 Reflex 
  save halves the damage and negates the 
  nauseated effect. The save DC is Constitution-
  based and includes a +2 racial bonus. If reduced to 
  0 hit points before it can activate its putrid burst, a 
  plague walker simply dissolves into a pile of rotting 
  flesh. 
  Bloated Target (Ex) The -4 penalty for firing 
  into melee does not apply to ranged attacks 
  made against a plague walker. This penalty 
  does, however, apply to other creatures in 
  melee with it   
   
  9: PUPPET SHOW 
   
   
   
  C HI LD B RI D E 
  CR  13 
  Female advanced, evolved, corpse-crafted boneclaw 
  Ftr3 
  Always CE small undead 
  Init +10; Senses Darkvision 60 feet, Listen +25, Spot 
  +25 
  Languages Common, Abyssall 
  AC 20, touch 17, flat-footed 14 
   (+1 size, +6 Dex, +3 natural) 
  hp 509 (20 HD); fast healing 3; DR 5/bludgeoning 
  Immune undead immunities, cold 
  Resist  +2 turn resistance;  
  Fort +13, Ref +12 Will +18 
  Speed 30 ft. (6 squares), base movement 30 ft. 
  Melee 2 claws +18/+13 (1d6+10*)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +16 
  Atk Options Power Attack, reaching claws (10 feet) 
  Special Actions spell-like ability (haste) 
  Abilities Str 19, Dex 23, Con -, Int 14, Wis 14, Cha 
  21 
  SQ Unholy toughness 
  Feats Combat Reflexes, Improved Initiative, Improved 
  Natural Attack (claw), Improved Two-Weapon 
  Fighting, Improved Toughness, Power Attack, 
  Toughness, 
   
  Weapon 
  Focus 
  (claw)Weapon 
  Specialization (claw) 
  Skills Hide +34, Intimidate +29, Move Silently +30, 
  Listen +26Search +24, Spot +26, 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending 
  them as part of an attack to a distance of up to 10 
  feet (thereby allowing the boneclaw to threaten 
  more squares than it would otherwise be able to. 
  Unholy Toughness (Ex) A boneclaw gains a bonus 
  to its hit points equal to its Charisma modifier x its 
  Hit Dice 
   
  NMR6-03 Privilege of the Dead 
   
  Page 48 
  
  M E T AL  K NI G HT 
  CR  13 
  Male advanced shadesteel golem 
  Always neutral small construct (extraplanar) 
  Init +5; Senses Darkvision 60 ft., Lowlight vision, 
  Listen +0, Spot +0 
  Languages Common  
  AC 36, touch 16, flat-footed 31 
   (+1 size, +5 Dex, +20 natural) 
  hp 216 (26 HD); DR 10/adamantine 
  Immune magic 
  Fort +8, Ref +13, Will +8 
  Speed 20 ft. (4 squares), base movement 20 ft., fly 20 
  ft. (perfect) 
  Melee 2 slams +25 (1d6+5)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +19; Grp +22 
  Special Attacks Negative pulse wave 
  Abilities Str 20, Dex 20, Con -, Int -, Wis 11, Cha 7  
  SQ construct traits 
  Feats - 
  Skills Hide +21, Move Silently +21 
  Negative Pulse Wave (Su) The shadesteel golem 
  can radiate a burst ofinky black negative energy as 
  a free action every 1d4+1 rounds. The pulse wave 
  drains life from all living creatures within 40 feet of 
  the golem, dealing 12d6 points of negative energy 
  damage.  DC 19 Fortitude save halves the 
  damage; the save DC is Constitution-based. 
  Undead creatures within the area are healed of 
  12d6 points of damage instead, and any turning 
  effect they are under is broken. A death ward spell 
  or similar effect protects a creature from a 
  shadesteel golem’s negative pulse wave. 
  Immunity to Magic (Ex) A shadesteel golem is 
  immune to any spell, supernatural ability, or spell-
  like ability that allows spell resistance. In addition, 
  certain spells and effects function differently 
  against the creature, as noted below:  
   
   A magical effect that has the light descriptor 
  (such as continual flame) causes the golem to 
  speed up as if affected by the spell haste for 2d4 
  rounds. The golem is also hasted whenever it is 
  subject to a positive energy effect, such as the 
  turning attempt of a cleric. This might happen if the 
  cleric has mistakenly identified the creature as a 
  nightwalker or other undead, or if the golem is 
  standing near undead. 
   
   If a shadesteel golem is targeted by or within the 
  area of a spell with the darkness descriptor, the 
  golem is healed of 1 point of damage per level of 
  the spell. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
  Skills A shadesteel golem has a +16 racial bonus on 
  Move Silently checks and a +12 racial bonus on 
  Hide checks. 
   
  S T UF FE D D O G 
  CR  11 
  Advanced spellwarped winter wolf of legend 
  NE small magical aberration 
  Init +9; Senses Darkvision 60 ft., Lowlight vision, 
  Listen +15 , Scent, Spot +15 
  Languages Common  
  AC 23, touch 16, flat-footed 18 
   (+1 size, +5 Dex, +7 natural) 
  hp 207 (18 HD); fast healing 5;  
  Immune to cold 
  SR 17 
  Fort +25, Ref +19, Will +9 
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee bite +25 (1d4+9 and Trip)  
  Space 10 ft.; Reach 5 ft. 
  Base Atk +15; Grp +20 
  Atk Options breath weapon, freezing bite, poison 
  Special Actions Trip 
  Abilities Str 29, Dex 22, Con 30, Int 13, Wis 15, Cha 
  14 
  SQ spell absorption, tomb-tainted soul 
  FeatsAlertnessCombat Expertise, Improved Initiative, 
  Improved Toughness, Multi-Attack, Power Attack, 
  Tomb-Tainted Soul, Track  
  Skills Hide +10* , Listen +15 , Move Silently +19, 
  Spot +15, Survival +11*  
  Spell Absorption (Su) Whenever a spell fails to 
  penetrate 
  a 
  spellwarped 
  creature’s 
  spell 
  resistance, the creature gains one of the following 
  benefits, chosen at the time that the spell resolves. 
   
   Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute. 
   
   Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 minute. 
   
   Endurance: The spellwarped creature gains a +4 
  enhancement bonus to Constitution for 1 minute. 
   
   Life: The spellwarped creature gains temporary 
  hit points equal to 5 x the level of the failed spell. 
   
   Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5 x the level 
  of the failed spell. 
   
   Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
  Note: Since the spellwarped template affords the 
  creature with ‘significant combat bonuses’ a +2 CR 
  adjustment has been made. 
   
  B L AC K  B AL L 
  CR  13 
  Advanced corpsecrafted, evolved vasuthant 
  Always CE small undead 
  Init +9; Senses Blindsight, Darkvision 60 ft., Listen 
  +13, Spot +14 
  Languages Nil 
  AC 20, touch 16, flat-footed 16 
   (+1 size, +5 Dex, +5 natural) 
  hp 384 (30HD); fast healing 3 
  Immune undead immunities, immune to acid, cold, 
  light 
  Resist +2 turn resistance, electricity 5, fire 5;  
  Fort +12, Ref +17, Will +23 
  NMR6-03 Privilege of the Dead 
   
  Page 49 
  
  Speed fly 30 ft. (perfect) (6 squares),  
  Melee slam +31 (1d4 +5) and up to 4 enervating 
  crushes (1d4 plus 1d4 Str) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +25; Grp +26 
  Atk Options enervating crush, improved grab,  
  Special Actions reality distortion 
  Abilities Str 20, Dex 20, Con -, Int 4, Wis 12, Cha 16 
  SQ spell-like ability (see invisibility), trap light, undead 
  traits, unholy toughness 
  Feats  Ability Focus (Enervating Crush), Alertness, 
  Flyby Attack, Greater Fortitude, Hover, Improved 
  Grapple, Improved Initiative, Improved Natural 
  Armor, Iron Will, Lightning Reflexes, Skill Focus 
  (Hide) 
  Skills Hide +20*, Listen +13 Spot +14, 
  Enervating Crush (Su) A successful grapple attempt 
  by a vasuthant against a living creature of the 
  same size of smaller pulls the victim into the center 
  of the vasuthant. In that round and every round 
  thereafter, a grappled victim takes 1d4 points of 
  Strength damage. A creature reduced to 0 Strength 
  by a vasuthant dies. This is a negative energy 
  effect. 
   
   Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, 
  or gives it 1 temporary hit point if the creature is at 
  full normal hit points. These temporary hit points 
  last for 10 minutes. 
   
   A vasuthant can grapple with one creature of its 
  size, or can simultaneously grapple one or two 
  creatures one size smaller or up to four creatures 
  two or more sizes smaller. Creatures that become 
  pinned are suspended inside the vasuthant while 
  their life energy is crushed out of their bodies. 
   
   The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or 
  using its spell-like abilities. 
  Improved Grab (Ex) To use this ability, a vasuthant 
  must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, a vasuthant immediately employs 
  its enervating crush attack. 
  Reality Distortion (Ex) A vasuthant has limited 
  influence over the forces of time and reality. Three 
  times per day (but only once per round), a 
  vasuthant can take a free action to reroll any 
  unfavorable die roll or force its opponent to reroll a 
  favorable die roll. The vasuthant must accept the 
  result of the roll. 
  Immunity to Light (Ex) Unlike many other undead 
  creatures, the vasuthant is immune to any harmful 
  effects of light, either natural or magical. All cleric 
  spells of the Sun domain as well as other spells 
  with the light descriptor (such as daylight) produce 
  no adverse effects on a vasuthant. 
  Trap Light (Ex) A vasuthant effectively absorbs 
  nearby magical and nonmagical light, creating a 
  60-foot emanation of shadow. All creatures within 
  this 
  area, 
  including 
  the 
  vasuthant, 
  gain 
  concealment. Creatures with lowlight vision or 
  darkvision can see normally within the area of the 
  emanation. Light sources within the area are 
  suppressed not dispelled. If a vasuthant moves out 
  of range before the light source’s duration expires, 
  the light source illuminates again (though its 
  illumination still cannot extend within the area of 
  the vasuthant’s trap light effect). 
  Unholy Toughness (Ex) A vasuthant gains a bonus 
  to its hit points equal to its Charisma modifier x its 
  Hit Dice. 
  Skills Vasuthants have a +2 racial bonus on Hide 
  checks and Spot checks. *A vasuthant gains a +4 
  racial bonus on Hide checks in areas of shadowy 
  illumination. In areas of bright illumination, it takes 
  a -4 penalty on Hide checks. 
   
  T R I L L O C H 
  CR  8 
  Trilloch 
  CN small outsider (chaotic, extraplanar, incorporeal) 
  Init +8; Senses Blindsight, Darkvision 60 ft, Listen 
  +15 Spot +15 
  Languages Common  
  AC 19, touch 19, flat-footed 15 
   (+1size, +4 Dex, +4 deflection,) 
  Miss Chance 50% 
  hp 72 (8 HD); DR 15/lawful 
  Immune magic, incorporeal traits, outsider traits- 
  Fort +9, Ref +10 Will +10 
  Speed 40 ft. (perfect) (8 squares), base movement 40 
  ft. 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +4 
  Atk Options control rage, death knell 
  Abilities Str - Dex 19, Con 17, Int 11, Wis 18 Cha 18 
  SQ incorporeal traits, natural invisibility, outsider traits 
  Feats Ability Focus (control rage), Improved Initiative, 
  Quickened spell-like Ability (death knell) 
  Skills Concentration +14, Hide +19, Intimidate +15, 
  Listen +15, Move Silently +15, Listen +15, Move 
  Silently +15, Search +11, Spot +15, Survival +15 
  (+17 following tracks) 
  Control Rage (Sp) A trilloch can inspire rage (as rage 
  spell, but with a DC 19 Will save allowed to negate 
  the effect) in all living creatures within 180 feet at 
  will. Each creature gains a +4 morale bonus on Will 
  saves, and a -4 penalty to AC. This effect 
  isotherwise identical to a barbarin’s rage ability, 
  except that the subjects aren’t fatigued at the end 
  of the rage.If a creature hasthe rage ability and its 
  bonuses when raging are greater than those given 
  here, it can use its other bonuses instead. The 
  save DC is Charisma-based. This is a mind-
  affecting compulsion effect. 
   
   The affected creature can end its rage by making 
  a DC 19 Will save The trilloch can end the rage for 
  any number of creatures prematurely, without 
  affecting other raging creatures. It can also end a 
  rage caused by any other effect, such as a 
  barbarian’s rage ability, and in that case, the 
  barbarian would become fatigued. A trilloch always 
  ends the rage for a creature who has gone beyond 
  NMR6-03 Privilege of the Dead 
   
  Page 50 
  
  its normal hit points into those granted by the rage, 
  likely killing it. This effect lasts for as long as the 
  trilloch concentrates on it, plus 1 round per Hit Die 
  of the creature. 
  Death Knell (Sp) As a quickened action at will, a 
  trilloch can create an effect similar to death knell on 
  all creatures within 180 feet. Any living creature in 
  the area that has -1 or fewer hit points must 
  succeed on a DC 16 Fortitude save or die. The 
  trilloch gains no hit points or other benefit from the 
  death knell. 
  Immunity to Magic (Ex) A trilloch is immune to most 
  spells 
  or 
  spell-like 
  abilities 
  that 
  allowspell 
  resistance, except the following: Detect magic and 
  deathwatch show its location. Deathward protects 
  a creature from a trilloch’s control rage and death 
  knell abilities. Holy word and banishment return it 
  to its home plane. It is treated as an undead 
  creature for the purposes of being affected by cure 
  spells and positive and negative levels. 
  Natural Invisibility (Su) This ability is inherent and 
  not subject to the invisibility purge spell 
   
  10: AND THAT’S THE SHOW  
   
   
  T H E  R I NG M AS T E R 
  CR  17 
  Male bone naga, Sor8 
  LE large undead 
  Init +7; Senses Listen +12, Spot +12 
  Aura  
  Languages Common  
  AC 16, touch 10, flat-footed 15 
   (-1 size, +1 Dex, +6 natural) 
  hp 159 (23 HD); Half damage from piercing weapons 
  Immune cold, undead traits 
  SR 23 
  Fort +7, Ref +10, Will +15 
  Speed 40 ft. (40 squares), base movement 40 ft. 
  Melee Sting +13 (2d4+3 plus poison) and Bite 
  +8(1d4+1 plus poison) 
  Space 5 ft.; Reach 10 ft. 
  Base Atk +15; Grp +20 
  Atk Options spells,  
  Sorceror Spells Known (CL 14th): 
   8th (3/day) – flensing, mind blank. 
   7th 
  (3/day)— 
  power 
  word 
  blind, 
  wave 
  of 
  exhaustion, spell-turning 
   6th (5/day)— disintegrate, fleshshiver, globe of 
  invulnerability 
  5th (6/day)— arc of lightning, ball lightning, wall of 
  force, contingent energy resistance 
   4th (6/day)— dimension door, greater invisibility, 
  shadow well, stoneskin 
   3rd (7/day)— blacklight, dispel magic, fly, sonorous 
  hum 
   2nd (7/day)— bone fiddle, false life, fireburst, 
  glitterdust, scorching ray 
   1st (7/day)— backbiter, mage armor, magic 
  missile, shield, true strike 
   0 (6/day)— acid splash, dancing lights, detect 
  magic, ghost sound, light, mage hand, mending, 
  read magic, touch of fatigue 
  �Already cast 
  Abilities Str 16, Dex 13, Con -, Int 18, Wis 15, Cha 
  23 
  SQ detect thoughts, guarded thoughts,  
  Feats Alertness, Combat Casting, Corpse Crafter, 
  Danger 
  Sense, 
  Dodge, 
  Improved 
  Initiative, 
  Lightning Reflexes, Maximize Spell, Empower 
  spell, Spell Focus Necromancy 
  Skills Bluff +24, Concentration +24, Diplomacy +20, 
  Hide +11, Intimidate, +12, Listen +12, Sense 
  Motive +8, Spellcraft +14, Spot +12 
  Possessions Cloak of Charisma +6, Circlet of 
  Persuasion, Rod of Extend- lesser 
  Poison (Ex) A bone naga delivers its poison via 
  successfully bite or sting attacks. The poison from 
  its bite (Fortitude save DC 17) has the same initial 
  nd secondary damage (ad4 points of Strength 
  damage). The poison from its sting (Fortitude save 
  DC 17) is more virulent; its initial damage is 1d4 
  points of Constitution drain, and the secondary 
  damage is 1d4 points of constitution damage. 
  Spells A bone naga casts spells as a 14th-level 
  sorcerer (spells known 9/5/5/4/4/3/2/1l spells/day 
  6/7/7/7/6/6/5/3; save DC 13 + spell level  
  Detect Thoughts (Su) A bone naga can continuously 
  detect the thought of those around it. This ability 
  functions like a detect thoughts spell (caster level 
  9th; Will save DC 15), and it is always active. 
  Guarded Thoughts (Ex) Because of their ability to 
  shield their thoughts, bone nagas are immune to 
  any form of mind-reading. 
  Telepathy (Ex) A bonenaga can communicate 
  telepathically with any creature within 250 feet that 
  has a language. 
  Undead Traits (A bone naga is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, 
  death 
  effects, 
  necromantic 
  effects, 
  andany effect that requires a Fortitude save unless 
  it also works on objects. It is not subject to critical 
  hits, subdual dmage, ability damage, ability drain, 
  or death fro mssive damage. A bone naga cannot 
  be raised, and resurrection works only if it is willing. 
  The creature has darkvision (60 foot range). 
   
   
  NMR6-03 Privilege of the Dead 
   
  Page 51 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  List alphabetically. Include source and page 
  reference like so: 
   
  Corpsecrafter 
  Undead you raise are tougher than normal. 
   
  Benefit: Each undead you raise or create 
  with 
  any 
  necromancy 
  spell 
  gains 
  a 
  +4 
  enhancement bonus to Strength and +2 hit 
  points per Hit Die. 
   
  Source: Libris Mortis, page 25 
   
  Danger Sense 
  You are one twitchy individual 
   
  Prerequisite: Improved Initiative 
   
  Benefit: Once per day, you can Reroll an 
  initiative check you have just made. You use the 
  better of your two rolls. You must decide to 
  Reroll before the round starts. 
  Source: Complete Adventurer, page 106 
   
  Elusive Target 
  Trying to land a blow against you can be a 
  maddening experience. 
   
  Prerequisite: Dodge, Mobility, base attack 
  bonus of +6 
   
  Benefit: The Elusive Target feat enables the 
  use of three tactical maneuvers. 
   
  Negate 
  Power 
  Attack: 
  To 
  use 
  this 
  maneuver, you must designate a specific foe to 
  be affected by your Dodge feat. If that foe uses 
  the Power Attack feat against you, the foe gains 
  no bonus on the damage roll but still takes the 
  corresponding penalty on the attack roll. 
   
  Diverting Defense: To use this maneuver, 
  you must be flanked and you must designate 
  one of the flanking attackers to be affected by 
  your Dodge feat. The first attack of the round 
  from the designated attacker automatically 
  misses you and may strike the other flanking foe 
  instead; the attacking creature makes the attack 
  roll normally, and its ally is considered flat-
  footed. If the designated attacker is making a full 
  attack against you, its second and subsequent 
  attacks function normally. 
   
  Cause Overreach: To use this maneuver, 
  you must provoke an attack of opportunity from 
  a foe by moving out of a threatened square. If 
  the foe misses you, you can make a free trip 
  attempt against the foe, and the foe does not get 
  a chance to trip you if your attempt fails.  
   
  Source: Complete Warrior, page 110 
   
  Force of personality  
  You have cultivated an unshakable belief in your 
  self-worth. Your sense of self and purpose are 
  so strong that they bolster your will power. 
   
  Prerequisite: Cha 13 
   
  Benefit: You add your Charisma modifier 
  (instead of your Wisdom modifier) to Will saves 
  against mind-affecting spells and abilities. 
   
  Source: Complete Adventurer, page 109 
   
  Improved Toughness  
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2 
   
  Benefit: You gain a number of hit points 
  equal to your current Hit Dice. Each time you 
  gain a Hit Die (such as by gaining a level), you 
  gain 1 additional hit point. If you lose a Hit Die 
  (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Source: Libris Mortis, page 27 
   
  Positive Energy Resistance  
  You are resistant to the damage dealt by 
  positive energy effects. 
   
  Prerequisite: Undead type. 
   
  Benefit: You gain resistance 10 against 
  positive energy effects such as cure spells. 
   
  Source: Libris Mortis, page 29 
   
  Thick Skinned () 
  Your tough hide grants improved damage 
  reduction. 
   
  Prerequisite: Damage reduction 
   
  Benefit: Your damage reduction improves 
  by 2/ 
   
  Special: You can gain this feat multiple 
  times. Each time you take it, it improves your 
  damage reduction by 2, up to a maximum of 
  twice your original damage reduction. 
   
  Source: Savage Species, page 40 
   
  Tomb Tainted Soul  
  Your soul is tainted by the foul touch of undeath. 
   
  Prerequisite: Nongood alignment. 
   
  Benefit: You are healed by negative energy 
  and harmed by positive energy as if you were an  
  undead creature. This feat gives you no other 
  penalties or benefits of the undead type. 
   
  Source: Libris Mortis, page 31 
   
   
  NMR6-03 Privilege of the Dead 
   
  Page 52 
  
  SPELLS 
  Arc of Lightning 
  Conjuration (Creation) [Electricity] 
  Level: Druid 4, sorcerer/wizard 5, Windstorm 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Close (25ft. + 5 ft./2 levels) 
  Area: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
  Static fills the air as you complete the spell. With 
  a gesture you create magical conductivity 
  between two creatures, and a bolt of electricity 
  arcs between them with a shockingly loud 
  crackle. 
  This bolt deals 1d6 points of electricity damage 
  per caster level (maximum 15d6) to both 
  creatures and to anything in the line between 
  them. 
   
  Both creatures must be in range, and you 
  must be able to target them both (as if this spell 
  had them as its targets). Draw the line from any 
  corner in one creature’s space to any corner in 
  the other’s space. The bolt affects all squares in 
  this line. 
   
  Arcane Material Component: Two small iron 
  rods. 
  Source: Spell Compendium, page 15 
   
  Backbiter 
  Necromancy 
  Level: Sorcerer/wizard 1 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25ft. + 5 ft./2 levels) 
  Target: One weapon 
  Duration: 1 round/level or until discharged 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes (object) 
  The weapon you indicated during the spell’s 
  casting briefly shimmers with a black aura that 
  disappears in an eyeblink. 
  You cast this spell on any melee weapon. The 
  next time that weapon is used to make a melee 
  attack, its shaft twists around so that the weapon 
  strikes the wielder instead. The weapon hits 
  automatically, and no attack roll is made. 
   
  The wielder gets no warning or knowledge 
  of the spell’s effect on his weapon, and although 
  he makes the attack, the self-dealt damage can’t 
  be 
  consciously 
  reduced 
  (though 
  damage 
  reduction applies) or changed to nonlethal 
  damage. Once the weapon attacks its wielder 
  (whether successfully or not), the spell is 
  discharged. 
   
  Magic weapons targeted by this spell 
  receive a Will save. An item in a creature’s 
  possession uses its own Will save bonus or its 
  wielder’s bonus, whichever is higher. 
   
  Focus: A dagger 
  Source: Spell Compendium, page 23 
   
  Ball Lightning  
  Evocation [Electricity] 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100ft. + 10ft./level) 
  Effect: One lightning ball 
  Duration: 1 round/level 
  Saving Throw: Reflex negates 
  Spell Resistance: Yes 
  With a circuitous pass of your hand through the 
  air, a crackling ball of lightning appears before 
  you, accompanied by the smell of ozone.. 
  You 
  create 
  a 
  5-foor-diameter 
  ball 
  of 
  concentrated electricity that rolls in whichever 
  direction you point, dealing electricity damage to 
  creatures it strikes. It moves 30 feet per round. 
  As part of this movement it can ascend or jump 
  up to 30 feet to strike a subject. If it enters a 
  space with a creature it stops moving for the 
  round and deals 1d6 points of electricity 
  damager per caster level (maximum of 15d6), 
  though a successful Reflex save negates that 
  damage. 
   
  The ball moves as long as you actively 
  direct it (a move action for you), otherwise it 
  merely stays at rest, damaging any creature in 
  its space. It cannot push aside unwilling 
  creatures or batter down large obstacles. The 
  lightning winks out if it exceeds the spell’s range. 
   
  Material Component: A handful of capper 
  and iron pellets. 
  Source: Spell Compendium, page 23 
   
  Blackfire 
  Necromancy [Evil] 
  Level: Sorcerer/wizard 8 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100ft. + 10 ft./level) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: Fortitude partial and Reflex 
  negates; see text 
  Spell Resistance: Yes 
  With the dark words still on your tongue, a ray of 
  black energy springs from your hand to wrap the 
  NMR6-03 Privilege of the Dead 
   
  Page 53 
  
  indicated target in black flames that absorb heat 
  rather than create it. The black fire crackles and 
  hisses, emanating the smalls of hot metal and 
  sulfur. 
  You must succeed on a ranged touch attack with 
  the ray to strike a target. On a successful attack, 
  a living target is engulfed in chill black flames 
  that feed on the fuel of their victim’s life force. A 
  creature engulfed in blackfire must make a 
  successful Fortitude save each round that the 
  spell is in effect or take 1d4 points of 
  Constitution damage and become nauseated. A 
  creature that makes its Fortitude save takes no 
  damage for that round and is sickened instead. 
  In addition to its effects on the subject, blackfire 
  can spread rapidly. Each round on its turn, any 
  living creature adjacent to a creature engulfed in 
  blackfire must succeed on a Reflex save or 
  become engulfed itself. 
   
  Any creature that has its Constitution 
  reduced to 0 or lower by the spell is turned into a 
  pile of black ash and can be returned to life only 
  by true resurrection or wish, the caster of which 
  must succeed on a DC 30 caster level check to 
  restore the victim to life. If a creature succeeds 
  on its Fortitude save in 3 consecutive rounds, 
  the blackfire affecting it gutters out. The flack 
  flames cannot otherwise be extinguished by 
  normal means (such as immersion in water or 
  smothering), but antimagic field, a successful 
  dispel 
  magic, 
  remove 
  curse, 
  or 
  break 
  enchantment snuffs it out. As well, a creature 
  protected by death ward has immunity to 
  blackfire’s effects. 
   
  Material Component: A pinch of dust from a 
  vampire destroyed by sunlight. 
  Source: Spell Compendium, page 29 
   
  Blacklight  
  Evocation [Darkness] 
  Level: Darkness 3, sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25ft. + 5 ft./2 levels) 
  Area: A 20-ft.-radius emanation centered on a 
  creature, object, or point in space 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates or none (object) 
  Spell Resistance: Yes or no (object) 
  With a few short words of power, you draw the 
  light from the surrounding area. Within just a few 
  seconds, the light dims to utter darkness. 
  You create an area of total darkness. The 
  darkness is impenetrable to normal vision and 
  darkvision, but you can see normally within the 
  blacklit area. Creatures outside the spell’s area, 
  even you, cannot see through it. 
   
  You can cast the spell on a point in space, 
  but the effect is stationary unless you cast it on a 
  mobile object. You can cast the spell on a 
  creature, and the effect then radiates from the 
  creature and moves as it moves. Unattended 
  objects and points in space do not get saving 
  throws or benefit from spell resistance. 
   
  Blacklight counters or dispels any light spell 
  of equal or lower level, such as daylight. 
   
  Material Component: A piece of coal and the 
  dried eyeball of any creature.  
  Source: Spell Compendium, page 30 
   
  Bonefiddle  
  Necromancy 
  Level: Bard 2, sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Close (25ft. + 5 ft./2 levels) 
  Target: One creature with a skeleton or 
  exoskeleton 
  Duration: Concentration, up to 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  You rub your middle finger across your thumb 
  like a bow against a fiddle while simultaneously 
  humming a discordant tune under your breath. 
  Nearby, you see a translucent bone-white fiddle 
  bow appear and sink into the flesh of your 
  target. It begins sawing, as if playing your target 
  like a fiddle. 
  You call up a ghostly fiddle bow in the air above 
  the targeted creature. This bow immediately 
  begins to saw back and forth against its 
  skeleton. Although the music produced is eerily 
  beautiful, it causes intense pain and anguish in 
  the victim. Each round on its turn, the victim 
  must make a Fortitude save of take 3d6 points 
  of sonic damage and a -20 penalty on Move 
  Silently checks. A successful save negates the 
  damage and ends the spell. The spell’s effects 
  continue even if the subject moves so that you 
  no longer have line of sight or line of effect to it. 
   
  Focus: A miniature silver fiddle worth at 
  least 30 gp. 
  Source: Spell Compendium, page 37 
   
  Contingent Energy Resistance  
  Abjuration 
  Level: Cleric 4, druid 4, sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 minute 
  Duration: 1 hour/level (D) 
  NMR6-03 Privilege of the Dead 
   
  Page 54 
  
  As you finish chanting the words, a pearlescent 
  film covers your body before fading into your 
  skin, a pale rainbow of colors offering their 
  protection against potential damage to come. 
  This spell functions similarly to contingency 
  (PH213), but with a more limited scope. While 
  contingent energy resistance is in effect, if you 
  are dealt damage associated with one of the five 
  types of energy (acid, cold, electricity, fire, or 
  sonic), the spell automatically grants you 
  resistance 10 against that type of energy for up 
  to 10 minutes per caster level, or until the 
  remainder of the spell’s duration, just as if you 
  were under the effect of a resist energy spell of 
  the appropriate type. 
   
  Once the energy type protected against by a 
  particular casting of this spell is determined, it 
  can’t be changed. You can’t have more than one 
  contingent energy resistance in effect on 
  yourself at the same time – if you cast the spell 
  a second time while an earlier casting is still in 
  effect, the earlier spell automatically expires. 
   
  The energy resistance granted by this spell 
  does not stack with similar benefits against the 
  same energy type (such as from the resist 
  energy spell)> However, it is possible to be 
  simultaneously under the effect of resist energy 
  (fire) 
  and 
  contingent 
  energy 
  resistance 
  (electricity), or any other two such spells that 
  protect against different types of energy. 
   
  Material Component: An oyster shell. 
  Source: Spell Compendium, page 52 
   
  Fireburst  
  Evocation [Fire] 
  Level: Sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 10 ft. 
  Effect: Burst of fire extending 10 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  With a grand circular gesture the air around you 
  fills with flame. An instant later the fire explodes 
  outward, engulfing everything close to you. 
  Fireburst causes a powerful explosion of flame 
  to burst from you, damaging anyone within 10 
  feet of you. All creatures and objects within that 
  area, except for you and any creatures or 
  objects that share your space, take 1d8 points of 
  fire damage per caster level (maximum 5d8). 
   
  Material Component: A bit of sulfur. 
  Source: Spell Compendium, page 93 
   
  Flensing  
  Transmutation [Evil] 
  Level: Sorcerer/wizard 8 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25ft. + 5 ft./2 levels) 
  Target: One corporeal creature 
  Duration: 4 rounds 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
  With a cruel utterance, you complete the spell 
  and unleash its terrible energy. A sickeningly 
  wet sound accompanies the sight of strips of 
  flesh being torn away, as if some invisible hand 
  was attempting to peel your target like an onion. 
  When you cast this spell, you literally strip the 
  flesh from a corporeal creature’s body, inflicting 
  incredible pain and psychological trauma. Each 
  round the subject takes 2d6 points of damage, 
  1d6 points of Charisma damage, and 1d6 points 
  of Constitution damage. A successful Fortitude 
  save negates the ability damage and reduces 
  the hit point damage by half for that round, but 
  does not end the spell.  
   
  Flensing has no effect on creatures in 
  gaseous form. 
   
  Material Component: An onion 
  Source: Spell Compendium, page 95 
   
  Fleshshiver  
  Necromancy 
  Level: Sorcerer/wizard 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
  Breaking the bone in the grip of your fist, you 
  hear the sickening but satisfying crunch of your 
  foe’s bones breaking beneath his squeezing 
  flesh. 
  A creature with Hit Dice less than or equal to 
  your caster level is automatically stunned for 1 
  round (no saving throw). A creature with Hit Dice 
  greater than your caster level is allowed a 
  saving throw to negate the stunning effect. 
   
  In the following round, the target must make 
  a Fortitude save or take 1d6 points of damage 
  per caster level (maximum 15d6) and be 
  nauseated by the pain for 1d4+2 rounds. 
   
  Material Component: A bone, which is 
  snapped during the casting of the spell. 
  Source: Spell Compendium, page 95 
  NMR6-03 Privilege of the Dead 
   
  Page 55 
  
   
  Shadow Well  
  Illusion (Shadow) 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates; see text 
  Spell Resistance: Yes 
  You spit out the words of the spell, and the 
  shadow of your foe darkens, becoming a solid 
  black pit, Your opponent pinwheels its arms as it 
  topples backward into the darkness. 
  You case the target’s shadow to become a 
  temporary gateway to a pocket realm within the 
  Plane of Shadow. The target must make a Will 
  save or be pulled into the gateway. Inside the 
  pocket realm, the creature sees a deserted, 
  gloomy duplicate of the real world, while 
  shadowy phantasms stalk and taunt it without 
  causing it actual harm. Each round, the creature 
  can attempt another Will save to return from the 
  shadow well. Otherwise, the subject returns to 
  the real world when the spell’s duration expires. 
   
  Being trapped in a shadow well can be 
  terrifying; upon returning to the real world, the 
  subject must succeed on another Will save or be 
  frightened for 1d4 rounds. 
   
  Upon leaving the pocket realm, the subject 
  reappears in the spot it had been in when the 
  shadow well spell was cast. If this spot is filled 
  with a solid object, the subject appears in the 
  nearest adjacent empty space. 
   
  Spells and abilities that move a creature 
  within a plane, such as teleport and dimension 
  door, do not help a creature escape a shadow 
  well spell, although a plane shift spell allows it to 
  flee to another plane as normal. The target 
  might still become frightened upon leaving. 
  Source: Spell Compendium, page 186 
   
  Sonorous Hum 
  Evocation [Sonic] 
  Level: Bard 2, cleric 3, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  You finish casting this spell, and the area around 
  you is abuzz with a low, droning hum that 
  improves your concentration. 
  After you cast this spell, the next spell you cast 
  within the duration that requires concentration to 
  maintain is maintained for you until the sonorous 
  hum spell expires. This effect allows you to cast 
  other spells, even another spell that also 
  requires concentration. If the spell maintained by 
  the sonorous hum has a shorter duration than 
  that of this spell, the maintained spell expires as 
  it normally would, and you gain no further 
  benefits from this casting of sonorous hum. The 
  sound created by the spell is as loud as a 
  person in armor walking at a slow pace trying 
  not to make noise (normally a DC 5 Listen check 
  to detect). You can end the spell as a free 
  action. 
   
  For example, you could cast this spell, then 
  cast detect thoughts, and this spell maintains the 
  concentration on detect thoughts while you cast 
  discern lies and maintain concentration on that 
  spell yourself. You control all aspects of both 
  spells, so you could change the orientation of 
  the detect thoughts effect and select a different 
  target for your discern lies spell in the same 
  round. 
   
  If you take damage, you must still make a 
  Concentration check to maintain the spell. 
  Source: Spell Compendium, page 196 
   
  NMR6-03 Privilege of the Dead 
   
  Page 56 
  
  DM’S AID #1 – THE ENVIRONMENT 
  1. 
  Visibility 
  a. 
  Is a constant 60’ - type of vision, magic or light source does not change visibility 
  b. 
  It is not possible to see beyond 60’ in this module. 
  c. 
  The PCs will never be able to see the next encounter location from within their current location 
  (other than the Front Gate/Ticket Booth combo). For example the PCs cannot see the Big Top from 
  the Carousel.  
  2. 
  Sleeping 
  a. 
  Anyone who falls asleep or goes unconscious (including having statistics drained to zero) in the 
  carnival begins to fade out of existence after 5 minutes. 
  i. At 2 minutes the fading effect is easily noticeable 
  ii. At 3 minutes the PCs will notice that the puppets (a random assortment from the puppet 
  show – not the ones that they fight in Encounter Nine “Puppet Show”) that appear at the 
  absolute edge of their vision 
  iii. At 5 minutes the PC completely fades away 
  b. 
  If a PC actually sleeps or is unconscious for 5 minutes they fade out of existence and leave the mod. 
  iv. If for some reason all of the PCs fall asleep at once, one PC will be selected at random to be 
  awakened as the puppets come for him/her.  
  v. If all the PCs are unconscious the PCs’ deaths will be unrecoverable.  
  c. 
  When a PC sleeps or becomes unconscious (including having statistics drained to zero) the puppets 
  from the puppet show can be seen at the edge of the PC’s vision. They do not move except to remain 
  at the edge of visibility. These puppets will always move to stay at the edge of the PCs vision. They 
  will NEVER attack. 
  d. 
  If the unconscious or sleeping PC is not watched or guarded, the puppets will come for them in order 
  to include them in the puppet show. This always happens slightly before the PC fades out. If a PC is 
  taken by the puppets they can be found hanging (with strings connecting to their head, hands and 
  feet) in the backstage of the puppet show in Encounter 9 “Puppet Show”. 
  e. 
  If the puppets in Encounter 9 “Puppet Show” are defeated no more puppets will come to claim 
  sleeping or. unconscious people. 
  3. 
  Trying to leave.  
  Walking away from the gates of the carnival leads you out into darkness and eventually leads right back to the 
  gates. The amount of time it takes to return to the carnival shortens with each attempt until eventually after 
  moving 60 feet away from the gates the PCs finds themselves approaching it again. 
   
  4. 
  Signposts 
  There are signs at each location that indicate directions to other locations that will be visible to PCs who have 
  completed the encounter (for example: Until a PC has passed through the hall of mirrors they will not be able 
  to see the sign leading to the puppet show, nor will they be able to follow a PC who can see the sign). The only 
  exception to this is the Ticket Booth/Midway/Carousel encounters.  
  a. 
  If a PC can see the sign pointing to the next encounter and follows it, once the prior encounter 
  location is out of sight (beyond 60’) the next location comes into view.  
  b. 
  If a PC (or PCs) who cannot see the sign pointing to the next encounter try to follow someone who 
  can see the sign in an attempt to get to the next encounter, the ones who can’t see the sign will fall 
  rapidly behind the ones who can and will soon find themselves back at the prior encounter. This will 
  happen regardless of any attempts to have the PC (or PCs) who could see the sign stop and wait or 
  turn back. It will happen even if the PCs hold hands or otherwise link themselves together. 
   
  Privilege of the Dead 
  Round 1 
  Page 57 
  
  5. 
  The gravel  
  The gravel that lies underneath the PCs’ feet is actually ground-up bone. A DC10 Heal check or any character 
  with skill ranks in Profession (Mortician) will reveal this information. 
  a. 
  Asherati will not be able to swim in it since it is too course and densely packed.  
  b. 
  Earth Dreamers will not be able to see through it.  
   
  6. 
  The Magical Tattoo from COR4-04 – Red Tide 
  Any PC with this tattoo will be the primary target of all undead in this module. The Undead will attack him to 
  the exclusion of all other PCs.  A silvery glowing image of the tattoo will appear in the air next to the tattoo’s 
  general location on the PC body. This glowing image cannot be hidden by any means. If the PC drops in 
  combat any undead in the area will spend 1 additional round attacking the tattooed PC. Apparently even the 
  undead have some standards. 
   
  Privilege of the Dead 
  Round 1 
  Page 58 
  
  DM AID 2 – SPELLS AND MAGIC 
  Due to the unique nature of the shadow carnival not all magic works in the same manner as it does back on the Material 
  Plane. Specific differences are noted here: 
  Divination –spells such as augury, commune, divination, etc. will only return the message that “It needs to be destroyed. 
  We can’t tell you any more without risking to much.” 
  Extra dimensional refuges - Such as Rope Trick, Mordekainen’s Magnificent Mansion, etc. will only last for rounds 
  per level. 
  True seeing – This spell will only work if the PC has some source of light. If they do they will be able to see the other 
  PCs and them selves surrounded by masses of shadowy tentacles. They do not see the environments described in the 
  box text (but they would see the creatures on the carousel as well as the little girl in the puppet show), only endless 
  vistas of shadowy tentacles stretching off in all directions. 
  Anti-Magic – If a PC casts this spell without some source of non-magical light, they will be surrounded in a sphere of 
  absolute darkness (treat as blindness) and will no longer be able to feel the ground beneath their feet. If they have non-
  magical light they will see thing as described under the True seeing entry above. 
  Plane Shift – Casting this spell would allow the PCs to return to the Material Plane without having to go to sleep. 
  Summoning – Feel free to change the appearance of what the creatures that the PCs summon to fit in with the Carnival 
  theme. 
  Turning – Using turning will actually damage Carnival objects in the area. 
  Scrying – This will not function in this demi plane 
  Animal Companions – An animal companion will not want to be more than 30 feet from its master. Any attempt to 
  order an animal companion to do so will need a DC20 handle animal check each round. 
  Paladin’s Mounts – Paladin’s mounts that are summoned into the shadow carnival will be appear injured (negative 
  energy) and have taken (1/2 APL)d8 points of damage as a part of getting to this demi plane. 
   
  Privilege of the Dead 
  Round 1 
  Page 59 
  
  MAP 1 – THE FRONT GATE 
   
   
  PCs appear 10 feet off the map, directly in front of the gates 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ticket Booth 
   
   
   
   
   
  Privilege of the Dead 
  Round 1 
  Page 60 
  
  MAP 2 
   
   
   
       PCs enter here 
   
   
   
   
   
   
   
  Puppets  
  enter here 
   
   
   
   
   
  Judy  
   
   
   
   
   
  falls  
   
   
   
   
   
  here 
   
   
   
   
   
   
  Captured PCs found here. 
  Privilege of the Dead 
  Round 1 
  Page 61 
  
  PLAYER HANDOUT 1 
  You have just triggered a trap. While working your way through the house of mirrors one mirror in 
  particular caught your attention. Looking closer you were compelled to touch it. As soon as you did your 
  image grabbed you and pulled you into the mirror while it stepped out into the world. You watch as your 
  reflection gives you an evil grin before going to join your companions.  
  Your reflection will attack your companions to the best of its, that is to say your, ability.  
   
  Privilege of the Dead 
  Round 1 
  Page 62 
  
  PLAYER HANDOUT 2 
  A crumpled note found under the stands in the big top. It is completely dry. 
  Wealsun 7 596CY Radigast City 
  Grey says 3 months 
  W.F.T.C. is the carrier. 
  A harvest in Harvester? 
   
   
  Privilege of the Dead 
  Round 1 
  Page 63 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/596/Normal Scenarios/NMR6-03 - Privilage of the Dead (APL 8-16)/NMR6-03 - Privilege of the Dead.pdf