TEXT:  
  COR3-05 
   
   
   
   
   
   
   
   
   
  Circle of Sin 
   
  A One-Round D&D LIVING GREYHAWK
  ® 
  Core Adventure 
  Version 1 
   
   
   
  By Stuart Kerrigan 
  Circle Reviewer: Creighton Broadhurst 
   
   
   
   
   
   
  Something is wrong in the Free City of Greyhawk. Tensions in the River Quarter have begun to rise as what was good 
  has become evil, a demented dying man screams something about iniquity being your downfall and a zealot is one step 
  ahead of you everywhere you turn. The bonds that kept an old and terrible evil in check are being loosened by an insane 
  circle of malcontents in this scenario for levels 1 to 12. 
   
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network. 
  
  Circle of Sin 
   
  Page 2 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three hours. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and 
  the Monster Manual. We also assume that you have a set 
  of dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, 
  or the Monster Manual when confronted with a 
  monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the players 
  and DM score the game. The RPGA has three ways to 
  score its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run in 
  tournament format with winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  
  Circle of Sin 
   
  Page 3 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant 
  then have any players without a character create on.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. animal 
  companions, familiars paladin’s mounts, etc) 
  use the following chart to determine the 
  number of levels you add to the sum above. 
  Add each character’s animals separately. A 
  single PC may only bring four or fewer 
  animals of this type, and animals with 
  different CRs are added separately. 
   
  CR 
  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 
   
   
  7 
  7 
  9 
  10 
  11 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the nearest whole 
  number. 
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your character 
  is three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Three or four, or sometimes even 
  five 1
  st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If 
  your group is APL 1 there are three things that you can 
  do to help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not 
  attack that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
   
  This is a standard one-round Core adventure, set in the 
  Iuz occupied lands. This event costs two Time Units to 
  play.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
   
   
   
  
  Circle of Sin 
   
  Page 4 
  Background 
   
  In 585 CY a group of adventurers from Greyhawk 
  aided a powerful cleric of Pholtus, Pholemius 
  Brightmantle, banish a powerful Tanar’ri called 
  Xazivort within the Gnarley Forest. Pholemius himself 
  was a Sin Eater from the Theocracy of the Pale – a sect 
  that believe that by consuming victuals in front of 
  dying believers will bring the soul of the departing 
  closer towards perfection and approval of Pholtus. 
  Pholemius was seeking Ragaer, a dying member of the 
  Church Militant but what he found was Ragaer 
  possessed by the fiend. 
   
  However, Xazivort was banished, and not 
  destroyed. He left in his wake a minor cult that were in 
  fact responsible for directing the fools who released 
  Xazivort from imprisonment the first time, and they 
  have spent the last eight years plotting his return in 
  the hopes of earning boons he has falsely promised 
  them. 
   
  Xazivort’s age-long struggle with servants of 
  Pholtus has led to him being obsessed with the four 
  sins of the creed of Pholtus, cowardice, avarice, self-
  indulgence and self-will. The cult believe these are the 
  key to Xazivort’s release, and thus if these sins are 
  committed on a large enough scale they will provide 
  enough power for a ritual to summon Xazivort and he 
  will once more walk the Oerth. Needless to say this 
  must not be allowed to pass as it would be dire for the 
  people of the Flanaess. 
   
  It has come to the attention of the cult that 
  Greyhawk City’s River Quarter has seen numerous 
  clashes between the resident churches of Trithereon 
  and Pholtus. Being highly chaotic and lawful 
  respectively there have been verbal and even physical 
  conflicts between the two religions. The Cult intends 
  to play upon this and to this end two of their number 
  have infiltrated both clergy. 
   
  They intend to orchestrate a series of events, each 
  one representative of one of the Four Deadly Sins that 
  will culminate in a lethal confrontation between elite 
  followers of Trithereon, the Knights of the Chase, and 
  the Pholtans.  
   
  The first, the act of Cowardice, shall bring the PCs 
  into the adventure as a cleric of Pholtus, tortured and 
  drugged, dies at the feet of the PCs. 
   
  For the second act, Avarice, the cult has worked 
  out that there are templars acting as couriers from the 
  Church of Pholtus carrying gems to the Pale to aid the 
  war in Tenh. This fact is not known by most of the 
  Lawful Good clerics of Pholtus, but these actions are 
  sanctioned by Arkandy Benris the High Priest of 
  Pholtus in Greyhawk, who is sympathetic to the Palish. 
  During the recent upheaval in Tenh, Arkandy ceased 
  paying his secret tribute to the Church of the One True 
  Path in Wintershiven, until the Council of Nine sent 
  couriers to put pressure on Arkandy to resume sending 
  gems. 
   
  If these facts came to light, it would be most 
  embarrassing as the Lawful Good faction of the 
  religion are often denounced as heretic by the Palish. 
  According to Arkandy, the church moneys are being 
  spent on “church upkeep” (though he has not lied – he 
  simply did not explain he meant the upkeep of the 
  Church of Wintershiven). The cult has decided to 
  attack one of these couriers within the city and frame 
  Trithereon-worshippers.  
   
  For the third, Self-Indulgence, they will sacrifice 
  one of their own as he indulges in pleasure of the flesh 
  at a local brothel. Mistaking this man for one of their 
  own the local clerics of Trithereon will take to the 
  streets for vengeance, but this murder will however, 
  provide the PCs with the information they need to deal 
  with the cult… 
   
  Not before the Fourth Act of Self-Will. With 
  tensions running high on both sides, they intend to 
  fuel both Pholtan and some Knights of the Chase 
  (Templars of Trithereon) into an all-out confrontation 
  on the streets of Greyhawk. They believe that the death 
  and destruction of so many followers of good-aligned 
  powers will be of such a scale to summon their master, 
  Xazivort. 
   
  The PCs will however interrupt the ritual, but not 
  be able to stop its completion. In the dramatic 
  conclusion to this scenario they go toe-to-toe with 
  Xazivort himself, a very real and evil Tanar’ri! 
   
  Note to the DM 
  Circle of Sin is designed to be a roleplay intensive 
  scenario. Interplay and dialogue between NPCs should 
  take precedence over combat and acquiring treasure. 
   
  This is primarily an investigative scenario though 
  there is some combat. The scenario relies on the PCs to 
  piece together what is going on. You should roleplay 
  interacting with suspects and witnesses, though if you 
  wish you could reduce the interaction to Gather 
  Information rolls to save time but this would only 
  dilute the experience.  
   
  There are contingency encounters if you need to 
  help speed the PCs on their way into the plot. You 
  certainly should not need to or expect to run every 
  single encounter given in this scenario within four 
  hours. 
   
  
  Circle of Sin 
   
  Page 5 
  Encounter One:  
  Cowardice 
  Blissfully unaware of what is about to befall them, the 
  PCs are relaxing in the Green Dragon (R2 on the 
  Living Greyhawk City Map). It is not uncommon to 
  find adventuresome fellows in the River Quarter – and 
  the delights of the quarter are easy upon one’s coin 
  pouch.  
   
  After allowing the PCs to speak and introduce 
  each other briefly, read the following:- 
   
  As you continue what you are doing, something 
  catches your eye. A wild-eyed, old man staggers 
  towards you, bearing a strange mark of a claw upon 
  his forehead.  
   
  He is dressed in what might have once been 
  white robes, now caked in dirt and grime. As he 
  reaches you, before you can speak he points to each 
  of you, “You… you I have seen! Great Evil – beware 
  the Four Sins of Pholtus lest they bring you low. 
  Each of them seeks a stranglehold on your very 
  soul… Repent and deny their embrace!” 
   
  It is only at this point you realize that the man 
  is spitting blood as he speaks, “I have seen it… I 
  have seen His eyes… He seeks the death… of one 
  who shall be close to you…”  
   
  He looks into space, and his begins to tremble. 
  He points with a shaking hand, but when you look 
  there is nothing unusual. Finally, as more blood 
  comes from his lips, he whimpers and howls before 
  suddenly dropping to the floor and convulses for a 
  few seconds and lies still… 
   
  This man was Suneris Moroth, a cleric of Pholtus who 
  disappeared last month. He was taken by the cult and 
  was forced to take mind-altering drugs to allow him to 
  see visions of the future. He was subjected to a 
  constant revelry of pure sin, with dark voices 
  alternating between whispering and screaming of 
  Xazivort’s imminent return, all within his own mind. 
  They were growing more vivid with each day. Both his 
  mind and body have suffered, and he has now died of 
  fright. 
   
  Furthermore, as a direct consequence of an 
  ancient rune of a four-pronged claw tattooed on his 
  forehead Suneris may not be resurrected, except by a 
  wish or miracle spell. 
   
  Any PCs from either the Theocracy of the Pale 
  region or who play clerics or paladins of Pholtus will 
  understand the significance of the Four Sins of Pholtus 
  Suneris mentioned.  Other PCs must make a 
  Knowledge (religion) check (DC 15) to understand 
  what the Sins are. In either case eventuality give them 
  Handout One. 
   
  Attempts to aid this man either mundanely or 
  magically are fruitless. He dies within seconds of 
  finishing his monologue even if the PCs try to heal 
  him. If this encounter occurs in the inn, several 
  patrons leave to fetch the watch and a cleric if the party 
  does not have one. 
   
  Searching the body reveals nothing; he has naught 
  except his once-ornamental robes and a holy symbol of 
  Pholtus (the sun and moon) around his neck. The 
  authorities will expect these to be returned to the 
  temple. 
   
  Finally, the watch arrives, and assuming all the 
  PCs have remained where they are, want to question 
  the PCs. Other witnesses agree that the man seemed to 
  choose them randomly out of the crowd, so the watch 
  does not press too far, unless PCs have a previous 
  record of being troublemakers in Greyhawk City. 
   
  Eventually someone sends for a representative of 
  the Church of Pholtus when the dead man’s holy 
  symbol is found. The body is taken away for 
  examination. Incidentally speak with dead spells are 
  cast on Suneris in the Temple, but these do not work. 
  Due to the intense damage to his mind Suneris cannot 
  answer questions coherently and the divination on this 
  troubled soul yields no concrete findings. 
   
  Encounter Two:  
  The Sin Eater 
  Upon recovering from the shock of all these events, 
  regardless of what the PCs are doing that evening a 
  messenger from the Temple of Pholtus (location R8 on 
  the Living Greyhawk City Map) seeks them out 
  unerringly to deliver the message given in Handout 
  Two. The messenger is quite insistent that each PC 
  returns with him. Pholemius is a very important 
  person, and when a Sin-Eater seeks you it is best you go 
  straight to him. 
   
  When the PCs are ready to go read the following: 
   
  The Temple of Pholtus is easy to find – it stands as a 
  beacon of light in the dreariness of the River 
  Quarter. Glowing orbs of divine light and golden 
  flames that gently lick at the sunset from braziers 
  illuminate the building. Even the walls themselves 
  have their own bright glow, no doubt caused by the 
  prayers of the brethren. 
   
  The messenger leads you through several 
  corridors that contain doors leading into spartan 
  and monastical cells. Eventually you are brought 
  into a meeting area where a tall !! 
  
  Circle of Sin 
   
  Page 6 
   
  “I am Pholemius,” he booms loudly, “and 
  Pholtus has guided you to me, all the way from the 
  Theocracy of the Pale - his sacred lands.” 
   
  Pholemius can tell the PCs the following: 
  • 
  He is a Sin-Eater of Pholtus. He won’t elaborate on 
  what that is unless the PCs have the brains to ask 
  him. 
  • 
  A Sin Eater is a cleric who travels to where there 
  are dying servants of Pholtus. By eating and 
  drinking in their presence he makes their life’s 
  shortcomings more tolerated by Pholtus through a 
  symbolic ritual. PCs of the Pale or who worship 
  Pholtus know this is an accepted death-rite of 
  Pholtus. 
  • 
  He was told by Pholtus to seek Suneris, a cleric 
  within the Jewel of the Flanaess. Pholtus speaks to 
  him and guides him to where he is needed. 
  Unfortunately this time it seems he was too late. 
  • 
  Pholemius asks the PCs of what transpired with 
  Suneris. If mention of the Four Sins of Pholtus is 
  made, Pholemius is quite interested, but makes no 
  attempt to explain the Four Sins unless asked to. If 
  Pholemius does explain the Four Sins, give the 
  PCs Handout One if they don’t already have it. 
  • 
  Pholtus has obviously guided the PCs to him. He 
  may seek their aid again in investigating Suneris’s 
  death, which the High Priest of Pholtus, Arkandy 
  Benris has given him jurisdiction over. Something 
  drove the dead priest Suneris quite mad. He asks 
  where he can contact the PCs and tell them to 
  remain vigilant. 
   
  Encounter Three: 
  Avarice 
  As the party return from their audience with 
  Pholemius, and pass through the River Quarter, they 
  hear a moan from a side-alley. A man dressed in mail is 
  being attacked by shadowy figures in the alley. They 
  are dressed in blue robes, and wear their hoods over 
  their faces. This being the River Quarter none of the 
  locals out “see” anything. It is up to the PCs to 
  intervene, if they wish. 
   
  APL 2 (EL 3) 
  �Cultists, male human War1 (4): hp 8; see Appendix 
  One. 
   
  APL 4 (EL 5) 
  �Cultists, male human War2 (4): hp 15; see 
  Appendix One. 
   
  APL 6 (EL 6) 
  �Cultists, male human War3 (4): hp 22; see 
  Appendix One. 
   
  APL 8 (EL 7) 
  �Cultists, male human War4 (4): hp 29; see 
  Appendix One. 
   
  APL 10 (EL 8) 
  �Cultists, male human War5 (4): hp 36; see 
  Appendix One. 
   
  APL 12 (EL 9) 
  �Cultists, male human War6 (4): hp 43; see 
  Appendix One. 
   
  ALL APLs 
  �Verstan, male human Rog 8: AC 28, hp 66. 
   
  Note: Verstan is not factored into the ELs, he is non-
  combatant and should not be killed or captured during 
  this encounter. He intends to escape, and has no 
  interest in attacking the PCs. Thus full statistics for this 
  rogue are not provided to help the DM wing his 
  escape. 
   
  Tactics 
  Round One: The four cultists, fanatics of the Cult of 
  Xazivort, try to delay the PCs while their leader deals 
  his victim a coup-de-grace. They should not go down 
  this round, but continue to fight even if the PCs appear 
  to be gaining the upper hand. You should ensure at 
  least one enemy is left standing by the end of this 
  round while Verstan, slits the throat of his victim, 
  grabs a silken pouch and runs deeper into the alley, 
  escaping out onto the main street. 
  To spot the pouch, in the heat of battle have the 
  PCs make Spot checks at an easy (DC 5). This roll is 
  deliberately easy but do not tell that!  
   
  Round Three: The remaining attackers attempt to 
  withdraw though one or two of them (if more than two 
  are still alive) will remain behind to delay the PCs. 
   
  Cultists 
  Searching these attackers reveals a holy symbol of 
  Trithereon the Summoner (deliberately planted!) If 
  any attackers are subdued and questioned they claim to 
  be acting for the Glory of the Summoner, and refuse to 
  talk. Unless specifically bound they kill themselves in 
  any manner possible (falling on their captor’s sword, 
  stabbing themselves with a concealed dagger, hanging 
  in a cell before being questioned etc.) before any 
  divination spells can be cast to determine the truth. 
  
  Circle of Sin 
   
  Page 7 
  However if suitable precautions are taken it is possible 
  for at least one of the cultists to be taken prisoner for 
  questioning. 
   
  The Victim 
  The body of the warrior is of Aulric, a warrior-cleric of 
  Pholtus. Contained in his backpack are several weeks’ 
  rations implying a long journey and the robes of a 
  gleaming cleric of Pholtus.  Aulric was in fact a courier 
  between the church in Greyhawk and the Theocracy of 
  the Pale. He carried valuable gems to the Pale to aid 
  them in their endeavours, such as when they resume 
  the war in Tenh. These gems are now in the hands of 
  his killer, the cultist and assassin Verstan. 
   
  Trouble with the Law 
  The Nightwatch is alerted and comes to the scene 
  quickly. Being followers of St. Cuthbert, these fellows 
  try to wash their hands of the affair as quickly as 
  possible. The PCs will be picked up (whether they 
  intervened or not) and taken to a City Watch station 
  where they will be questioned again (albeit more 
  thoroughly – they have been linked with the death of 
  two clerics of Pholtus in one day) by a rather burly 
  constable named Urich (human male War 7, AL LN, 
  Sense Motive +9, Intimidate +5). 
   
  Despite the fact that there is evidence to the 
  contrary, the watchmen present (not being in the best 
  of moods at this time of day) are aggressive in their 
  questioning. Smart-mouthed PCs are knocked around a 
  little bit, but just when there seems to be talk of 
  spending the rest of the night in the cells, another 
  messenger arrives from the Temple of Pholtus. This 
  time however it is Pholemius, who vouches for the 
  PCs.  
   
  He produces the seal of the High Priest of Pholtus 
  as assurance that he is genuine, and eventually gets the 
  PCs released assuming they have not misbehaved too 
  much. Outside the station he speaks once more. 
   
  “As I’m sure the worthy constable will have pointed 
  out, the death of two clerics of my faith in your 
  vicinity is no coincidence. Unlike the heathen 
  constable though, I believe Pholtus is guiding you 
  for the greater good. Whatever his plan is, it is 
  mysterious indeed. 
  “The man who died was Aulric, a templar and 
  courier for the church here. It seems once again I 
  was too late to save his soul.” 
   
  If told about or shown the Summoner symbols then 
  Pholemius scowls:- 
   
  “The misguided heathens of Trithereon have long 
  been a thorn in the side of the righteous in this city 
  by all accounts. However misguided these fools are 
  it is difficult to believe they would be so brazen 
  about attacking those of the One True Path.” 
   
  If he has been told about the Four Sins, and the 
  missing pouch from the templar Pholemius mentions 
  that he believes these killings may be following a 
  pattern. 
   
  Pholemius should weave the following facts into 
  any conversation he has with the PC:- 
  • 
  He has learned that Suneris died of sheer terror, or 
  fear. This was in many ways representative of the 
  sin of Cowardice. (Remember Pholtus’s clerics are 
  very intolerant of shortcomings, the cowardice 
  was in fact also on the part of those who did this to 
  Suneris). 
  • 
  The attack on Aulric was simply to steal a pouch? 
  If it contained something valuable and was a 
  simple theft then it was an act of Avarice. 
  • 
  The next sin is Self-Indulgence. (This is a valuable 
  clue – it can be used to work out the site of the 
  next crime, an infamous brothel named the Silver 
  Garter, F18 on the Living Greyhawk City map). 
  • 
  Pholemius does NOT know that Aulric the 
  Templar was carrying gems intended for the Pale 
  war effort in Tenh. He is not interested in such 
  temporal matters. 
   
  Given the involvement of the Church of the 
  Summoner, Pholeius decides it would seem prudent 
  that the PCs, as an independent party, investigate the 
  crimes. The temple is willing to pay a reward if the 
  killers can be found and what was stolen, returned. 
  Pholemius does not “handle money” as it provides a 
  distraction from the purity of his purpose. He can be 
  contacted at the Temple of Pholtus. Pholemius then 
  bids the PCs farewell, and walks off into the night, 
  bound for the Temple of Pholtus 
   
  Encounter Four: 
  Investigating the Crimes 
  The PCs have numerous leads they could use to find 
  the killer. Their goal here is to find out that the killer 
  Verstan is in fact to be found in the Silver Garter – a 
  brothel in the Foreign Quarter (location F18), and 
  when they go there move on to Encounter Five: Self 
  Indulgence. 
   
  
  Circle of Sin 
   
  Page 8 
  Word on the Street 
  If asked about Suneris, and described in his ragged 
  manner that the PCs saw him in, several persons say 
  that they saw him all over town that day, ranting and 
  talking to himself. 
   
  The Temple of Trithereon 
  Clerics at the Temple of Trithereon (location F19) are 
  less than helpful. This is partly because they do not 
  know anything of use, but also word has got around 
  that the PCs were involved in fighting the thugs the 
  previous night. The PCs speak with a cleric named 
  Veris Tremmel, who is decidedly unhelpful, while 
  protesting the innocence of his order. Unfortunately 
  he knows little of use, and only continues to protest 
  vehemently about the injustice of his church being a 
  suspect in these murders. 
   
  The Temple of Pholtus 
  The Clerics at the Temple of Pholtus (location R8) try 
  to be helpful. What the PCs learn about the two clerics 
  depends on the time they are willing to commit here, 
  and what questions they ask. Not everything listed 
  here is relevant, but here is what is possible to learn: 
   
  The Reward 
  The Temple of Pholtus is willing to pay for the PCs to 
  investigate Suneris and Aulric’s death. They will offer 
  to pay the PCs the following amount dependant on the 
  APL of the table: 
   
  APL 2: Gold: 50 gp. 
   
  APL 4: Gold: 100 gp. 
   
  APL 6: Gold: 150 gp. 
   
  APL 8: Gold: 200 gp.  
   
  APL 10: Gold: 250 gp.  
   
  APL 12: Gold: 300 gp. 
   
  This is not negotiable, besides the temple is only hiring 
  them because Pholemius recommended them. 
   
  If the PCs ask about the two deceased clerics they 
  can learn the following:- 
   
  Suneris 
  • 
  Suneris was a kindly old man. He was well liked 
  among the Lawful Good faction of the Pholtan 
  priesthood in Greyhawk. He was a scholarly-type 
  and liked to read the books of Pholtus’s Law. He 
  would never have harmed anyone – he subscribed 
  to the pacifist Pholtan doctrine. 
  • 
  He went missing about a month ago when 
  campaigning for converts and funds – part of the 
  duties of the clerics is to go out into the street and 
  beg passers-by to convert to the One True Path 
  and receive donations. 
  • 
  Suneris was no mad man. He was perhaps one of 
  the most level-headed and devoted of the 
  brethren. If any criticism could be made of him it 
  was that he was not terribly ambitious – he was 
  only a Glimmering Follower and entering into his 
  old age! Then again he was originally a soldier 
  before he converted to Pholtus and became a 
  cleric.  
  • 
  The cleric that examined him found traces of some 
  sort of poison or hallucinogenic – though it was 
  not this that killed him they say. The poor man 
  died of a heart attack brought on by fear and 
  nerves. 
   
  Aulric 
  • 
  Not many folk knew Aulric, although the loss of 
  such a devoted servant of Pholtus is felt by all. PCs 
  are directed to clerics of a more Lawful Neutral 
  tendency. These clerics are more “fire and 
  brimstone” fellows – eager to convert the PCs by 
  any means, and quick to chastise them if they 
  reject the attempts. They are deliberately rude if 
  they are speaking with non-Pholtus clerics by 
  denouncing their faith as misguided heresy at 
  every turn. 
  • 
  The general consensus amongst these clerics is 
  that Aulric was a very devout follower of Pholtus, 
  more so than some of the brethren (a remark 
  aimed at the more liberal Lawful Good clerics of 
  Pholtus). Then again he was born and raised in the 
  Theocracy of the Pale before coming to Greyhawk 
  City. 
  • 
  An acolyte on duty in the main chapel saw Aulric 
  leave early on in the evening. He looked like he 
  was leaving the city the way he was packed. 
  • 
  One of the temple guards remarks that Aulric was 
  called to see one of the High Priest’s aides, Jorgas, 
  before he left to meet his grisly fate. (This is when 
  he was given the gems to take to the Pale). 
  • 
  If confronted, the aide, Jorgas, says that he was 
  merely speaking with Aulric who was going on a 
  pilgrimage.  He wanted to know if there was 
  anything else the man needed. Alas it is too late 
  for him. 
   
  Holy Symbol - One Previous Owner! 
  A peddler on Horseshoe Road is selling a holy symbol 
  of Trithereon for a very reasonable cost. If 
  intimidated/interrogated or beaten up sufficiently he 
  says he found it outside Rotwater Way. It was just lying 
  there in the filth on the road! In truth, Verstan 
  
  Circle of Sin 
   
  Page 9 
  discarded the symbol in his haste to visit the Silver 
  Garter (F18), though the PCs won’t be able to work this 
  out immediately. 
   
  Who Would Do Such A Thing? Thieves 
  MiLord! 
  The thieves’ guild in Greyhawk knows much. They are an 
  obvious contact. A rogue or bard could possibly use local 
  contacts, friends of friends etc. to try and hear the word 
  on the street about the dead clerics or any recent heists of 
  note. 
   
  Depending on how long they take they can learn the 
  following:- 
  • 
  Not every footpad and murderer is in the Thieves’ 
  Guild you know! 
  • 
  Dead clerics are bad for business. The Guild wants 
  to know who did it as well – they run this city and 
  like decent level of law and order as much as the 
  Pholtines! 
  • 
  There was a fellow in the Silver Garter who was 
  boasting to several of the ladies of the night how 
  he had been asked to steal something, but his 
  employers had changed their mind and told him 
  to keep the items as payment. 
   
  Spells 
  The PCs may have access to most of the divination-type 
  spells listed here, they may try to persuade others to 
  use them in their stead to further the investigation. If 
  asked to cast spells for them Pholemius says he will not 
  aid them through the casting of clerical magics but 
  there are clerics in the Temple of Pholtus who are 
  willing to cast one 1
  st-3
  rd level spells for the party 
  (including 
  healing 
  spells 
  should 
  this 
  become 
  necessary). For higher-level spells PCs have to use their 
  own influence with the temple, if they have any. 
   
  Locate object places the pouch in the Silver Garter 
  (location F18 on the Living Greyhawk City Map). This 
  enables the PCs to move on to the section Self-
  Indulgence. Speak with dead does not gain anything 
  useful with regards contacting either cleric in this 
  instance because Suneris’s shade is quite mad, and 
  Aulric did not see his attacker (and will not even in 
  death reveal his mission to the Pale). 
   
  Still No Leads? 
  If it seems that after half an hour’s play the PCs are still 
  not getting anywhere play this encounter anywhere.  
   
  As evening falls and they have had no luck, a man 
  dressed in white livery named Aeroth finds the party, 
  whether they are walking through town, or staying in the 
  inn. It is a messenger from the Temple of Pholtus with 
  the following facts- 
  • 
  A man was found dead in that den of evil the 
  Silver Garter (an infamous brothel in the River 
  Quarter). His robes  - those of a cleric of the 
  Summoner - were hidden in a pile in the corner. 
  • 
  The body is still there if you go quickly. 
  • 
  We don’t know who was killed or how he was 
  killed, it was enough that he was one of us and 
  that he was killed! It was assassins working in the 
  pay of the Church of Trithereon! They have to be 
  behind this don’t they? That’s what Sacred Brother 
  Kaeris said. (Kaeris being one of the cult, Thoxart, 
  who was stirring trouble to increase tensions 
  between the two religions). 
   
  Encounter Five: 
  Self-Indulgence 
  Having tracked the killer to the Silver Garter (location 
  F18 on the Living Greyhawk City Map), the PCs either 
  arrive before or after the watch were alerted. 
   
  Just in the nick of time 
  If they have arrived without being prompted by the 
  Trithereon rabble, read the following text to them:- 
   
  The scene at the Silver Garter is one of disarray. 
  Several panicked looking courtesans are sat by the 
  bar, being comforted by gentlemen customers. In 
  the corridors there is a great deal of commotion, as 
  men, some of them concealing their faces by hoods 
  or masks, seem to be leaving en-masse. 
  As you begin to wonder, you are noticed and 
  confronted by a woman whose size seems to dwarf 
  most of you. Judging by the worn lines upon her 
  face she is of at least two score summers and is well 
  over six feet tall. Two folded arms of extraordinary 
  length cover her stout barrelled chest, and she says 
  in a deep and husky voice in accented common, 
  “Dead 
  customers! 
  And 
  now 
  ruffians 
  come 
  wondering into my establishment bearing arms! 
  This is a gentleman’s club, and I doubt very much 
  you are members! What do you want?” 
   
  This is Rhina (female ogre, Ftr 10, hp 83, Sense Motive 
  +11), affectionately named the Ogress, the local owner 
  of the establishment. Her people have just discovered 
  that one of the clients has been stabbed as he lay 
  awaiting a massage. Needless to say the client in 
  question is Aulric’s killer. 
   
  Rhina is not just going to let the PCs into the 
  Silver Garter unless they can come up with a very 
  convincing reason. Stating that they are working with 
  the Temple of Pholtus is not going to cut it as the 
  
  Circle of Sin 
   
  Page 10 
  Temple has been trying to shut down the Silver Garter 
  for years. What gets them in is stating the possibility 
  that a killer is here, and justifying it (mentioning the 
  holy symbol that was found near here, results of locate 
  object spells when looking for the missing templar’s 
  pouch etc). PCs can also excuse themselves and then 
  sneak in with a successful Hide check (DC of 10). They 
  should be encouraged not to fight their way in here! 
  Rhina is an influential woman in the River Quarter as 
  its representative on the Public Council of Greyhawk. 
   
  Eventually the PCs are either able to find their 
  way to the room, or be shown by Rhina herself, who 
  will excuse herself to tend to her panicked employees.  
   
  The room itself is plushly decorated with silk 
  curtains and intricately patterned walls. Two 
  windows provide a view of the River Quarter and 
  provide the only other light source than the single 
  waxy candle. Ornate silk sheets hide the body of a 
  man who is lying chest down with a knife plunged 
  into his back. 
   
  Examining the scene can reveal the following:- 
  • 
  A Search check (DC 15) finds a set of blue robes 
  untidily rolled up in a sack in the corner of a 
  room. (This is where Verstan placed them before 
  he was murdered. Robes are harder to discard than 
  a holy symbol). 
  • 
  A Heal check (DC 20) can place the time of death 
  as two hours before the PCs arrived. 
  • 
  The bag of gems is hanging from his belt, and the 
  Pholtans will want these returned discretely. 
  • 
  Another Heal check (DC 17) reveals the knife was 
  poisoned. While the knife wound was near the 
  man’s spine, it was the poison that finished him 
  off. 
  • 
  There is no sign of forced entry. The attacker did 
  not exit via the windows, and the door was not 
  locked. (In fact, the killer was Jandice who 
  entered, posing as a courtesan and stabbed the 
  unsuspecting Verstan). 
   
  Late for the murder 
  Of course if the PCs learned second hand of the 
  murder, turning up to the Silver Garter still proves 
  useful as they can question the courtesans if they can 
  persuade Rhina to let them in. The City Watch though, 
  has taken Verstan’s body, and the scene of the crime 
  has been thoroughly tampered with since then 
  (opened windows, the door is locked, the knife and 
  sheets taken away). 
   
  Asking questions 
  Whether or not the PCs were on time to investigate 
  the scene of the crime questioning the courtesans of 
  the Silver Garter eventually reveals the following:- 
  • 
  The man was not a member of the club when he 
  came last night. Worse yet he was somewhat 
  drunk, but his gold was good enough for Rhina to 
  grant him a provisional membership and 
  companionship for the night. 
  • 
  He signed his name as Verstan, but most folk 
  around here generally use pseudonyms. This 
  fellow was rather drunk though, so it might be his 
  real name eh? 
  • 
  The woman who was attending to the man, who 
  gave his name as Verstan, was called Mellathe. 
  • 
  Mellathe vigorously denies that she killed 
  Verstan, as she was getting oils for his massage 
  from the stores. A few of the other courtesans can 
  corroborate her story if necessary (which is true!) 
  • 
  There was a strange woman in the corridors. 
  People figured she was a new arrival but now no 
  one can find her now. 
   
  Speaking with the Dead 
  The watch eventually takes the body away (if they 
  hadn’t already done so by the time the PCs arrive). 
   
  If the PCs suggest that speak with dead is used, the 
  watchmen are more than happy to turn the body over 
  to the PCs and the Church of Pholtus for investigation. 
  If they don’t, Pholemius certainly thinks of doing so 
  and sends a messenger to request the PCs presence. 
  Pholemius thinks that perhaps the killer’s tongue has 
  been loosened in death since he himself has been 
  murdered. This thinking is correct. 
   
  If it is Pholemius who suggests using speak with 
  dead, the next part of the Encounter occurs in the 
  Temple of Pholtus. Arkandy, Pholemius and Constable 
  Urich are present – Urich acting as an impartial 
  witness. If the PCs themselves have the idea and the 
  means to cast the spell and do so without the Temple of 
  Pholtus, then adjust the rest of the encounter 
  accordingly. 
   
  The spell is cast and the dead man’s body twitches 
  where he lies. In a ragged and ghostly voice the 
  corpse groans, “Ask your questions. I will answer 
  what I wish.” 
   
  Remember the PCs get one question per caster level. If 
  they got a cleric to cast the spell at the Temple of 
  Pholtus, Arkandy himself casts the spell, allowing the 
  PCs to choose six questions. If they are unwise in their 
  questioning, they shall be stuck! 
  
  Circle of Sin 
   
  Page 11 
  When (or if) Xazivort’s name is mentioned, and 
  Pholemius is present, read the section labeled 
  Pholemius’s Illness. Otherwise, his illness occurs off-
  camera. 
  • 
  Who are you? Verstan gives his name in life as 
  “Verstan.” (obviously). 
  • 
  Who killed you? Verstan’s corpse will twist and 
  turn restlessly and he will speak of “that bitch 
  Jandice”. 
  • 
  Who is Jandice? “A sister of mine in the Cult.” 
  • 
  Why did you rob and kill Aulric? “It was one of 
  the Four Acts of Sins the Cult needed to summon 
  Xazivort.” 
  • 
  What Cult? “The Cult of Xazivort.” 
  • 
  Who (or what) is Xazivort? “He who was bound 
  and shall be set free. A Tanar’ri most powerful.” 
  • 
  Why did she kill you? “To take my place in the 
  ritual to summon our master Xazivort.” 
  • 
  What/where is this ritual? “The ritual is to 
  unbind the Tanar’ri Xazivort. That is why the Four 
  Acts of Deadly Sin are taking place. Once they are 
  complete the ritual shall take place in Mertwig’s 
  warehouse.” 
  • 
  What are the acts of Four Deadly Sins? “These 
  are four acts that embody each of the deadly sins. 
  For Cowardice we caused such fear in Suneris he 
  died of it. For Avarice we stole the templar’s gems. 
  For self-indulgence it seems my whoring and 
  subsequent death was the act.”  
  • 
  What is the last act? “I know not. These things 
  were on a need to know basis.” 
  • 
  Where is the warehouse where the ritual is 
  being done? Verstan gives directions to the 
  warehouse within the River Quarter. 
  • 
  Why are you being so cooperative? “I want 
  revenge on the Cult and on Xazivort for 
  abandoning me.” 
   
  Pholemius’s Illness 
  If Pholemius is present during the questioning 
  Verstan, at the point when Xazivort’s name is 
  mentioned read the following:- 
   
  The corpse raggedly breathes, and its head spins to 
  face Pholemius. 
   
  “You, Eater of the Sins, he who saw him bound 
  once more, know that he seeks your death above 
  all. Know even now he strikes at you…” 
  Pholemius moves to speak, but his eyes roll 
  inwards, his face grows pale and sweat cultivates on 
  his body as he collapses to the floor… 
   
  This should be a shock to the PCs as speak with dead is 
  not supposed to do this! 
   
  Pholemius 
  has 
  fallen 
  unconscious 
  in 
  an 
  ensorcelled fever. No amount of magic can revive him 
  – only the defeat of the Tanar’ri Xazivort. Clerics tend 
  him, but to no avail unless the PCs succeed. 
   
  The clerics’ prayers reveal that it is an extra-planar 
  threat that threatens Pholemius – perhaps this 
  Xazivort. No one at the temple knows anything of 
  Xazivort. 
   
  Where to Now? 
  If the PCs questioned Verstan outside of the Temple of 
  Pholtus and the incident of Pholemius’s Illness does 
  not occur, a messenger arrives from the Temple of 
  Pholtus as soon as possible, requesting their presence. 
  There they are asked to report on their findings to 
  Arkandy Benris, and may learn of Pholemius’s fever 
  which has occurred as outlined above (but without the 
  corpse speaking to Pholemius obviously!) 
   
  After the PCs go to the Temple of Pholtus their 
  next destination should be Mertwig’s warehouse in the 
  River Quarter, though run Encounter Six as they leave 
  the Temple. 
   
  Incidentally if the PCs request backup in the form 
  of templars, clerics, watchmen etc. allow them 
  reasonable resources, but ensure they are lost 
  maintaining order or fighting in Encounter Six. 
   
  Troubleshooting Speak with Dead 
  It is entirely possible the PCs will either squander their 
  questions to Verstan or simply have insufficient 
  questions if they cast it themselves. In the event of 
  doing so, the PCs may be unable to recast the spell for 
  one week on Verstan, but they can arrange a raise dead 
  from the Temple if necessary. The Pholtans will be 
  unhappy about rewarding a heathen and a thief and 
  murder, but will assent to do so either for 900 gp. If the 
  PCs are unable to pay this they can forfeit payment and 
  favour with the temple to gain the information 
  outlined above. A further condition the Pholtans have 
  is that Verstan is incarcerated in the Temple grounds 
  until he can be tried for his part in all this. 
   
  Encounter Six:  
  Self-Will 
  As the PCs prepare the leave the Temple, to go to the 
  warehouse present the following:- 
   
  As you reach the steps of the temple the scent of 
  burning metal assails your nostrils. Your eyes fall 
  upon a red-hot iron brand heating in one of the 
  
  Circle of Sin 
   
  Page 12 
  temple braziers and you note a crowd gathering 
  around the steps. 
  Tied to one of the many columns on the steps 
  is a man dressed in the robes of the Summoner, and 
  before him is a man dressed in plate decorates with 
  the livery of the Church of Pholtus. Around him 
  are gathered twelve more members of Pholtus’s 
  clergy, who watch the crowd impassively, their 
  arms folded and their expressions grim. Swords are 
  girthed at their hips. 
  Their leader reaches for the heated brand, 
  “Aulric was a brother of mine in our church!” he 
  says, pointing the glowing brand close to the 
  subdued man’s face. “I know that you and your 
  accursed order had a hand in it! Tell me your part in 
  it now! REPENT!” 
   
  The man, Luminem, is another carrier from the Pale, 
  and as he said quite truthfully one of Aulric’s brethren. 
  Having just arrived at the temple in Greyhawk for his 
  consignment of gems he was informed of Aulric’s 
  murder, and heard the prevailing theory that the 
  Summoner’s clergy were behind it. Incensed by this he 
  wasted no time in finding the first poor Trithereonite 
  (a man named Geric) in the city and questioning him 
  in his unique way. 
   
  The characters have roughly half a minute to react 
  to the situation and persuade Luminem to abandon his 
  torturing of the Trithereonite. Summoning Arkandy 
  works as a delaying tactic but Arkandy is unable to 
  dissuade Luminem from this course of action. The 
  delay is enough though to save Geric from the 
  branding iron. 
   
  If they fail within half a minute, Luminem reaches 
  with the brand and places it on the man’s face. All falls 
  silent, as there is an anguished scream, a loud hiss and 
  the stench of burning flesh, much to the horror, and in 
  the cases of the more unruly elements, encouragement 
  of the crowd. 
   
  Irrespective of the results of this, after another 
  half minute read the following: - 
   
  The edge of the crowd parts to reveal a man dressed 
  in silvery chain mail and wearing a blue tabard 
  emblazoned the Rune of Pursuit. Many other men 
  of similar attire follow him. 
   
  This injustice has gone on long enough!” he 
  yells, drawing his sword for emphasis. “You, sir,” he 
  points at Luminem, “are naught but a bigot and a 
  torturer and will pay for what you are doing to 
  Geric there.” 
   
  He pats the hilt of his sword menacingly, 
  “Come on lads! Let’s show these scum our street 
  justice!” 
   
  Some of the crowd continues to part as he and 
  his men surge forward, their blades drawn, while 
  others produce their own and attack, yelling the 
  name of Pholtus.  
   
  A mass battle is about to ensure between Luminem’s 
  Pholtines and the Trithereonites, led by a Knight of the 
  Chase named Kelmur Trantris. The zeal of each faction 
  is so great the PCs face a –10 circumstance penalty to 
  Diplomacy checks to dissuade either side from 
  violence, while the Trithereonites and Pholtans receive 
  a +10 circumstance bonus to any Will Saves against 
  mind-affecting magics. 
   
  It is possible that the PCs may wish to dash to 
  their destination, or try to stop the fighting. If they try 
  to make for the warehouse, they spend five rounds in 
  the battle trying to get out of it (all the while open to 
  combat). Either way they have to deal with 
  Trithereonites and Pholtines (depending on which 
  religion they appear to follow) attacking them in the 
  midst of the fighting. The DM is encouraged to use his 
  own judgment in determining which opponents 
  waylay the PCs (one on each pair of PCs would be 
  logical). Note however that the PCs should not be 
  placed in any real danger during this encounter 
  (although they may certainly feel threatened). This 
  encounter is designed to highlight the smouldering 
  tensions between two diametrically opposed but 
  general good faiths. 
   
  Opponents in the Battle 
  The PCs will be engaged by either Pholtan or 
  Trithereon worshippers in this battle. Statisstics for 
  such “zealots” are provided, as are statistics for 
  Luminem and Kelmur Trantris in the unlikely event 
  the PCs attempt to intervene. 
   
  Roughly thirty combatants are involved on each 
  side. 
   
  �Luminem of Pholtus, Ftr2/Clr3: CR 5; Medium 
  Humanoid; HD 2d10+2 plus 3d8+3; hp 29; Init +0; Spd 
  20 ft.; AC 16 (+5 chainmail, +1 buckler); Atks +4 melee 
  (1d8 [19-20/x2], longsword); SQ Spontaneous casting 
  (cure spells), +1 caster level to Law spells (Law 
  Domain), greater turning once per day (Sun Domain); 
  AL LN; SV Fort +6, Ref +1, Will +3; Str 12, Dex 11, Con 
  13, Int 11, Wis 15, Cha 12;  
   
  Skills and Feats: Climb +5, Concentration +6, 
  Diplomacy +3, Ride +4, Knowledge (religion) +2; 
  Combat Casting, Extra Turning, Toughness, Improved 
  Initiative,   
   
  Spells: Luminem will not cast spells, preferring to 
  use his blade. 
  
  Circle of Sin 
   
  Page 13 
   
  Domains: Law and Sun. 
   
  �Kelmur Trantris of the Chase, Ftr2/Clr3: CR 5; 
  Medium Humanoid; HD 2d10+2 plus 3d8+3; hp 22; 
  Init +2 (+2 Dex); Spd 20 ft.; AC 18 (+2 Dex, +5 
  chainmail, +1 buckler); Atks +4 melee (1d8[x2/19-20], 
  longsword); SQ Spontaneous casting (cure spells), +1 
  caster level to Good spells (Good Domain), protective 
  ward (Protection Domain); AL LN; SV Fort +6, Ref +1, 
  Will +3; Str 13, Dex 15, Con 12, Int 10, Wis 14, Cha 14. 
   
  Skills and Feats: Climb +5, Concentration +6, 
  Diplomacy +3, Ride +4, Knowledge (religion) +2; 
  Combat Casting, Extra Turning, Toughness, Improved 
  Initiative,   
   
  Spells: Kelmur Trantris will not cast spells in the 
  battle, preferring to use his blade. 
   
  Domains: Good and Protection. 
   
  APL 2 - APL 4 
  �Zealot of Trithereon or Pholtus, War1 (30): hp 7, 
  see Appendix One. 
   
  APL6 - APL 8 
  �Zealot of Trithereon/Pholtus, War3 (30): hp 17, 
  see Appendix One. 
   
  APL 10 - APL 12 
  �Zealot of Trithereon/Pholtus, War5 (30): hp 35, 
  see Appendix One. 
   
  The combat ensues for ten rounds, before Arkandy and 
  Janziduur Euroz-Slayer restore order. It is a pitched, 
  chaotic battle on the steps and street before the Temple 
  of Pholtus. Roughly two men on each side go down per 
  round, plus any that the PCs take down. 
   
  Without radical intervention on the part of the 
  PCs (for which you must use your own judgment) the 
  flow of the battle goes as follows: - 
   
  Round 
  1: The PCs are unengaged, The 
  Trithereonites and Pholtines begin to fight each other 
  in a chaotic mob. Only clerical vestments are used to 
  distinguish between the sides. 
   
  Round 2: Arkandy and his assistants arrive on the 
  steps of the temple if they had not been summoned 
  already. He begins an impassioned plea to his brethren 
  to stop this chaos. He is mostly ignored. 
   
  Round 4: The leader of the Trithereonites, 
  Kelmur Trantris, faces Luminem in a one-on-one 
  combat. They are able to shrug off any “peon” attackers. 
   
  Round 7: Despite suffering a grievous wound and 
  needing to be taken to the Temple of the Summoner, 
  he manages to cleave Luminem’s head neatly off its 
  shoulders. 
   
  Round 8: Jazinduur and a group of escorts arrive 
  at the outskirts of the battle. One of her escorts rings 
  the High Priestess’s bell, which most of the 
  Trithereonites recognize. They stop fighting and look 
  around briefly. Jazinduur implores them to stop this 
  madness, as she did not sanction the attack. A few 
  zealots ignore the High Priestess. This also gives some 
  Pholtines the chance to take stock of the situation and 
  hear their own High Priest’s orders. 
   
  Round 9-10: People on both sides start shouting 
  for the fighting to stop. The Trithereonites sheepishly 
  begin to carry their injured back to their temple, and 
  the Pholtines do likewise. Some fighting still ensues, 
  but is quickly suppressed. Jazinduur approaches 
  Arkandy in the centre of the street and mutter some 
  words to each other. Both High Priests depart, leaving 
  their aides to handle the situation. 
   
  Out of the Pholtines ten are left lying on the 
  ground injured and a further ten are dead. The 
  Trithereonites suffer similar casualties. These are on 
  top of any casualties the PCs inflict on either side. 
   
  The Aftermath of the Battle 
  If the PCs stick around after the battle, they might be 
  curious as to who whipped Luminem into such a 
  zealous frenzy, and who also tipped off Kelmur 
  Trantris. 
   
  A Gather Information check (DC 18) reveals from 
  the scene of the battle the name of Sacred Brother 
  Kaeris (really called Thoxart, one of the Cult of 
  Xazivort) who told Kelmur to watch the Temple of 
  Pholtus for trouble. 
   
  Luminem and the other Pholtans were told by a 
  cleric named Karyn that the Trithereonites had done it, 
  and that there was proof. Karyn was of course Jandice, 
  a cleric of Xazivort, but the Pholtans are blissfully 
  unaware of this duplicity. 
   
  Encounter Seven: 
  The Warehouse 
  The PCs should have no trouble in locating Mertwig’s 
  warehouse. Directions can be given if necessary, but 
  there are no guards outside the warehouse, which is 
  unusual in the River Quarter. 
   
  Inside 
  The reason for there being no guards outside is because 
  an alarm spell has been cast on the door. Upon opening 
  the door, the alarm goes off alerting the Cult’s guard. 
  What ensues should be a tense fight in confined 
  quarters as the PCs and NPCs use the empty crates for 
  
  Circle of Sin 
   
  Page 14 
  cover and hiding, never quite sure of each others 
  position. 
   
  Cunning PCs should be able to effectively use 
  their Hide, Sneak and Climb skills around this area to 
  aid their reconnaissance and to surprise the guards. 
   
  It is possible to reach the rafters of the warehouse 
  by climbing the crates shown on the map by way of a 
  Climb check (DC 10) or Jump check (DC 20). Indeed, 
  the PCs need to do this to disarm the crate trap. 
   
  APL 2 (EL 3) 
  �Cult Guards (5), male human War1: hp 11, see 
  Appendix One. 
   
  APL 4 (EL 4) 
  �Cult Guards (6), male human War1: hp 11, see 
  Appendix One. 
  �Cult Guard Captain, male human War2 (1): hp 17, 
  see Appendix One. 
   
  APL 6 (EL 7) 
  �Cult Guards (12), male human War1: hp 11, see 
  Appendix One. 
  �Cult Guard Lieutenant, male human War2 (3): hp 
  17, see Appendix One. 
  �Cult Guard Captain, male human War3 (1): hp 16, 
  see Appendix One. 
   
  Tactics: The cult has significant funds and has been 
  able to equip their guards with heavy crossbows, which 
  they attempt to use to pin down the PCs. They also 
  attempt to use the crates for half-cover. 
   
  They are reasonably competent soldiers, and 
  should be deployed tactically to catch the PCs in the 
  crossfire. Once the alarm has gone off, they spread out 
  across the warehouse, hide within the crates and fight a 
  fanatical delaying action, pinning the PCs down with 
  their crossbow fire. They are anxious to prevent the 
  PCs from reaching the door to the ritual. 
   
  APL 8 (EL 9) 
  �Succubis (Tanar’ri): hp 45, see Monster Manual, 
  page 41. 
  �Jilia, female human Com1: AC 10, hp 1 (normally 
  4), AL N, Bluff +4. 
   
  Tactics: Igg’azza is a particularly strong and striking 
  succubi who has served Xazivort well in the past, both 
  as an assassin and as a consort. The demon has 
  contacted his former associate and she has come from 
  her home plane to answer him. 
   
  She additionally has a charmed courtesan from the 
  village of Five Oaks, near her old hunting grounds in 
  the Gnarley Forest, who is ‘trapped’ down the trapdoor. 
  Jilia is Igg’azza’s companion, hopelessly compelled to 
  serve the demoness as a handmaiden and by acting as a 
  second part of her ruse. 
   
  When the PCs appear Jilia appears to climb out of 
  the trapdoor, dressed in rags and covered in claw and 
  bite marks (all three gifts from Igg’azza). Jilia attempts 
  to tell the PCs that she and her friend were taken as 
  sacrifices for the room below. She cries and asks that 
  the PCs help her and her companion (Bluff +4), who is 
  finding it difficult to climb the ladder (see Trapdoor! 
  below).  
   
  Jilia swoons in the arms of any male PC, and 
  reward their chivalrousness with a kiss on the lips – a 
  mundane one to disarm the PCs to the fact the Igg’azza, 
  or Igana as Jilia will refer to her, is a succubis. After 
  being helped up the ladder, the succubis attempts to 
  charm any male PCs wearing her mask of gratitude and 
  similar attire. She attempts to delay the PCs with idle 
  chatter and failing that to reward her rescuers in a 
  similar manner, but with the level draining effect of a 
  succubus. She then attacks the PCs while Jilia remains 
  non-combatant and screams that the PCs have driven 
  Igana mad! 
   
   A clue to the fact all is not as it seems - Igg’azza got 
  hungry awaiting her consort to turn up and decided to 
  eat the cult’s guards. Consequently she and Jilia drew 
  guard duty – but both girls claim they heard a wild and 
  feral beast slaughtering people above their cell. The 
  succubus does not try to summon any extra-planar help 
  at any time. 
   
  APL 10 (EL 11) 
  �Bebileth (Tanar’ri) (2): hp 109, see Monster Manual 
  page 41. 
   
  Tactics: These two arachnid demons were brought by 
  the cult from the Gnarley Forest and one is poised over 
  the entrance to the warehouse, the other over the 
  entrance to the ritual room. They attempt to slow the 
  PCs with poison, web and brute force for as long as 
  possible. 
   
  APL 12 (EL 13) 
  �Vrock (Tanar’ri) (1): hp 60, see Monster Manual 
  page 41. 
   
  Tactics: This Vrock Tanar’ri is Xazivort’s intended 
  general See’rach who observes the PCs while hidden in 
  the rafters as they enter the warehouse. A successful 
  Spot check (DC 29) reveals his presence. As soon as the 
  PCs are well within the warehouse where he can reach 
  them he attempts to use his darkness ability before 
  
  Circle of Sin 
   
  Page 15 
  swooping down on the terrified PCs and rending them 
  with claws and other attacks at will. 
   
  Treasure 
   
  APL 2: Loot: 49 gp. 
   
  APL 4: Loot: 68 gp.  
   
  APL 6: Loot: 135 gp. 
   
  APL 8: Loot: 168 gp. 
   
  APL 10: Loot 186 gp 
   
  APL 12: Loot 213 gp. 
   
  Trapdoor! 
  This trapdoor opens to a metal ladder going down into 
  a shallow pool of water. There is a corridor to the left of 
  the ladder just above water level. The rungs on the 
  ladder are one foot apart and there are fifty rungs in 
  total. Forty rungs down there is a glyph loaded with 
  lightning bolt awaiting any unsuspecting meddler. 
   
  Anyone making a successful save avoids being 
  thrown from the ladder into the electrically charged 
  water taking damage as shown (in addition to any 
  falling damage). Anyone failing their saving throw will 
  fall into the electrically charged water. 
   
  APL 2 
  �Lightning Blast: CR 2; 5 ft-wide, 50 ft-long blast 
  (2d6), Reflex save (DC 13) avoids Search (DC 27); 
  Disable Device (DC 25).  
   
  APL 4 - 6 
  �Lightning Blast: CR 3; 5 ft-wide, 50 ft-long blast 
  (4d6), Reflex save (DC 15) avoids Search (DC 27); 
  Disable Device (DC 25).  
   
  APL 8 
  �Lightning Blast: CR 4; 5 ft-wide, 50 ft-long blast 
  (6d6), Reflex save (DC 17) avoids Search (DC 27); 
  Disable Device (DC 25). 
   
  APL 10 
  �Lightning Blast: CR 5; 5 ft-wide, 50 ft-long blast 
  (8d6), Reflex save (DC 19) avoids Search (DC 27); 
  Disable Device (DC 25). 
   
  APL 12 
  �Lightning Blast: CR 6; 5 ft-wide, 50 ft-long blast 
  (10d6), Reflex save (DC 21) avoids Search (DC 27); 
  Disable Device (DC 25). 
   
  Encounter Eight:  
  The Ritual 
  This is it! The climax of the adventure, and what the 
  PCs have been working for so far. By the time they 
  have arrived the ritual is well underway to summon 
  Xazivort. Once they have made it through the door on 
  the map, present the following:- 
   
  The sound of chanting emanates from this dimly lit 
  room. Candles arranged around the room in a circle 
  provide the only illumination, and allow you to see 
  the angry faces of the room’s occupants. 
  Four of the people are stood at four points on 
  the circle, one is a mailed warrior of medium build, 
  another a plump halfling, the third is a strikingly 
  beautiful woman of Olven descent and lastly a 
  robed woman with scars across her face. She fingers 
  a blood red round symbol menacingly. Seeing you 
  though, she stops and points at you, “Look well on 
  the Circle of Sin, for it shall be the last thing you 
  see. Your deaths shall amplify our ritual and speed 
  the coming of our master Xazivort!” 
  The others turn to face you, reaching for their 
  weapons, but stand their ground and continue the 
  chanting, “He who was bound shall be set free in 
  sin!” 
   
  APL 2 (EL 4) 
  �Mertwig, male halfling Com1: hp 4, see Appendix 
  One. 
  �Thoxart, male human War1: hp 13, see Appendix 
  One. 
  �Jandice, female human Adp1/Clr1: hp 17, see 
  Appendix One. 
  �Lillyth, female human Wiz1: hp 5, see Appendix 
  One. 
   
  APL 4 (EL 6) 
  �Mertwig, male halfling Rog1: hp 6, see Appendix 
  One. 
  �Thoxart, male human War1/Ftr1: hp 24, see 
  Appendix One. 
  �Jandice female human Clr2/Adp1: hp 30, see 
  Appendix One. 
  �Lillyth, female human Wiz3: hp 7, see Appendix 
  One. 
   
  APL 6 (EL 8) 
  �Mertwig, male halfling Rog3: hp 18, see Appendix 
  1. 
  
  Circle of Sin 
   
  Page 16 
  �Thoxart, male human War1/Ftr3: hp 39, see 
  Appendix 1. 
  �Jandice female human Clr4/Adp1: hp 44, see 
  Appendix 1. 
  �Lillyth, female human Wiz5: hp 15, see Appendix 
  1. 
   
  APL 8 (EL 10) 
  �Mertwig, male halfling Rog5: hp 27, see Appendix 
  One. 
  �Thoxart, male human War1/Ftr5: hp 60, see 
  Appendix One. 
  �Jandice female human Clr6/Adp1: hp 53, see 
  Appendix One. 
  �Lillyth, female human Wiz6: hp 20, see Appendix 
  One. 
   
  APL 10 (EL 12) 
  �Mertwig, male halfling Rog7: hp 33, see Appendix 
  One. 
  �Thoxart, male human War1/Ftr7: hp 76, see 
  Appendix One. 
  �Jandice female human Clr8/Adp1: hp 80, see 
  Appendix One. 
  �Lillyth, female human Wiz8 hp 25, see Appendix 
  One. 
   
  APL 12 (EL 14) 
  �Mertwig, male halfling Rog9: hp 51, see Appendix 
  One. 
  �Thoxart, male human War1/Ftr9: hp 95, see 
  Appendix One. 
  �Jandice female human Clr10/Adp1: hp 87, 
  Appendix One. 
  �Lillyth, female human Wiz10 hp 32, see Appendix 
  One. 
   
  Specifics 
  In keeping with their theme of the Four Deadly Sins, 
  each of the four participants on the circle represents 
  one of the Deadly Sins. 
   
  The four “sins” have one final task to perform 
  before completing the ritual, and each alternates each 
  turn. They do succeed in summoning Xazivort, but if 
  the PCs efforts in combating the cultists are successful 
  they stand a better chance against the weakened 
  Tanar’ri itself! 
   
  Representing Cowardice 
  Thoxart is a deserter from the Great Northern Crusade 
  and an ex-Shield Lander. Despite this he is something 
  of a competent warrior.  
   
  Using the identity of Sacred Brother Kaeris he was 
  able to infiltrate the ranks of the Church of Trithereon 
  and help increase tensions with the Pholtans of late. 
  Indeed it was he who told Kelmur there “might” be an 
  incident outside the Temple of Pholtus today. 
   
  Representing Avarice 
  Mertwig is a halfling merchant who lost all his funds 
  in the Greyhawk Wars. Since taking up the placation of 
  Xazivort in 586 CY his fortunes have reversed. He is 
  obese for a halfling and perhaps the weak point in the 
  circle. 
   
  Representing Self-Indulgence 
  A lesser-known half-elven courtesan from Greyhawk’s 
  River Quarter, Lillyth is also a formidable spell-caster. 
   
  Representing Self-Will 
  Jandice, the mastermind of this piece is truly a rarity! 
  Of all of the gathered people she is perhaps the only 
  Cleric of Xazivort in Flanaess. However she is 
  fortunately not a particularly powerful one, but under 
  the name of Karyn she infiltrated the Church of 
  Pholtus 
  and 
  increased 
  tensions 
  with 
  the 
  Trithereonites. She is quite proud of the fact that she 
  was right under the Pholtines noses all the times and 
  they didn’t know. She was also responsible for killing 
  Verstan in the Silver Garter, as he was becoming a risk 
  to her leadership of the cult. 
   
  She is quite simply insane. If the ritual succeeds 
  she intends to offer herself as Xazivort’s high priest – 
  little realizing Xazivort has other plans for her body! To 
  this end she wields a wicked looking poisoned dagger. 
   
  Before You Begin The Combat 
  Each of the “Sin” NPCs has a specific task to achieve in 
  the first four rounds of combat. If they do not, then 
  Xazivort, when he manifests, is weaker. They cannot 
  attack on rounds where they must complete their task. 
   
  Round One: Thoxart allows a white feather to 
  flutter to the center of the circle. 
   
  Round Two: Mertwig throws some of his gold 
  dust into the circle. 
   
  Round Three: Lillyth throws a miniature carving 
  of a succubus into the center. 
   
  Round Four: Jandice throws a wooden (non-
  magical) symbol of discord into the circle. 
   
  The PCs can interfere in these actions (catch the 
  symbols before they land in the circle, cut Mertwig’s 
  pouch before Round Two, whatever they do). Indeed, 
  their doing this is a good thing because the PCs 
  performance in these four rounds of combat affects the 
  
  Circle of Sin 
   
  Page 17 
  difficulty of actually defeating Xazivort when he 
  manifests himself. 
   
  The PCs actions affect Xazivort’s hit points like 
  this: - 
   
  Interfering in a Sin’s Participation: -2 hp 
   
  Wounding Each of the Sins: -1 hp 
  or 
   
  Killing Each of the Sins: -4 hp 
   
  Killing the Host: -10 hp 
   
  Xazivort’s Manifestation 
  When you believe the combat has gone on long 
  enough (i.e. more than five rounds), read the 
  following:- 
   
  Before you can act you are shocked and surprised 
  when those candles in the circle that have not been 
  extinguished in the fighting suddenly belch out a 
  gust of flame almost two feet high! Just as quickly 
  as this bizarre occurrence came it ends, as the 
  candles extinguish leaving you in darkness. 
  After a mere heartbeat, the sound of evil 
  menacing laughter permeates the air around you 
  and you begin to feel very warm. The furniture in 
  the room begins to move!  
  Suddenly, an eerie grey light fills the room. 
  The scene before you is in disarray! The candles of 
  the Circle of Sin have melted into a pool of molten 
  wax, the tables and chairs spin with a will of their 
  own and the participants of the ritual all lie 
  slumped to the ground, all unmoving… except for 
  the woman in the centre. 
  Her skin is now an unhealthy shade of gray, 
  and sweat covers her body. Her face, looking at 
  each of you, shows the feral grin of a madwoman as 
  she convulses on the floor. 
   
  Attacking Jandice has no effect now other than 
  proving somewhat messy (and she has been 
  resurrected if she was somehow killed in combat). 
  Xazivort possesses her, but she is not powerful enough 
  to hold his essence. 
   
  Essence of Sin 
  Xazivort’s essence is what lights the room. It takes the 
  form as a ball of red light above Jandice’s head. 
   
  At APLs 2-4 Xazivort’s essence can be attacked by 
  conventional weapons and spells, but for only half 
  damage (although blows always hit). Magical weapons 
  (such as those the cultists wielded) do maximum 
  damage. Xazivort is too weak from his recent 
  summoning to receive his standard immunities to non-
  magical weapons. 
   
  At APLs 6-8 Xazivort has damage reduction of 
  25/+1, and at APL 10-12 damage reduction of 25/+2. 
   
  Xazivort’s essence may cast 1d2 spell effects per 
  round. Choose these spells randomly; the creature 
  cannot cast the same spell in any two adjacent rounds. 
   
  APL 2 
  �Xazviort, Unique Tana’ari Manifestation: hp 50, 
  Atk +5 (melee for spells); SQ Immune to poison and 
  electricity, resistance cold, fire and acid 20, telepathy 
  100 ft. 
   
  Spells Known (base DC = 13 + spell level; Caster 
  Lvl 2
  nd): 0- cause minor wounds, daze, flare, light, mage 
  hand; 1
  st- cause fear, charm person, inflict light 
  wounds. 
   
  APL 4 
  �Xazviort, Unique Tana’ari Manifestation: hp 75, 
  Atk +7 (melee for spells); SQ Immune to poison and 
  electricity, resistance cold, fire and acid 20, telepathy 
  100 ft. 
   
  Spells Known (base DC = 13 + spell level; Caster 
  Lvl 3
  rd): 0- cause minor wounds, daze, flare, light, mage 
  hand; 1
  st- cause fear, command, charm person, 
  deathwatch, doom, inflict light wounds, obscuring 
  mist, random action, ray of enfeeblement; 2
  nd enthrall, 
  hold person, inflict moderate wounds, shatter, sound 
  burst. 
    
  APL 6 
  �Xazviort, Unique Tana’ari Manifestation: hp 105, 
  Atk +9 (melee for spells) SQ Damage reduction 25/+1, 
  immune to poison and electricity, resistance cold, fire 
  and acid 20, telepathy 100 ft. 
   
  Spells Known (base DC = 13 + spell level; Caster 
  Lvl 5
  th): 0- cause minor wounds, daze, flare, light, mage 
  hand; 1
  st- cause fear, command, charm person, 
  deathwatch, doom, inflict light wounds, obscuring 
  mist, random action, ray of enfeeblement; 2
  nd enthrall, 
  hold person, inflict moderate wounds, shatter, sound 
  burst; 3
  rd inflict serious wounds, - vampiric touch. 
   
  APL 8 
  �Xazviort, Unique Tana’ari Manifestation: hp 150, 
  Atk +10 (melee for spells); Damage reduction 25/+1, 
  immune to poison and electricity, resistance cold, fire 
  and acid 20, telepathy 100 ft. 
   
  Spells Known (base DC = 16 + spell level; Caster 
  Lvl 7
  th): 0- cause minor wounds, daze, flare, light, mage 
  hand; 1
  st- cause fear, command, charm person, 
  deathwatch, doom, inflict light wounds, obscuring 
  mist, random action, ray of enfeeblement; 2
  nd enthrall, 
  hold person, inflict moderate wounds, shatter, sound 
  
  Circle of Sin 
   
  Page 18 
  burst; 3
  rd inflict serious wounds, vampiric touch; 4
  th 
  enervation, inflict critical wounds, poison. 
   
  APL 10 
  �Xazviort, Unique Tana’ari Manifestation: hp 200, 
  Atk +11; Damage reduction 25/+2, immune to poison 
  and electricity, resistance cold, fire and acid 20, 
  telepathy 100 ft. 
   
  Spells Known (base DC = 16 + spell level; Caster 
  Lvl 9
  th): 0- cause minor wounds, daze, flare, light, mage 
  hand; 1
  st- cause fear, command, charm person, 
  deathwatch, doom, inflict light wounds, obscuring 
  mist, random action, ray of enfeeblement; 2
  nd enthrall, 
  hold person, inflict moderate wounds, shatter, sound 
  burst; 3
  rd inflict serious wounds, vampiric touch; 4
  th 
  enervation, inflict critical wounds, poison; 5
  th insect 
  plague, slay living, telekinesis. 
   
  APL 12 
  �Xazviort, Unique Tana’ari Manifestation: hp 275, 
  Atk +13 (melee for spells); Damage reduction 25/+2, 
  immune to poison and electricity, resistance cold, fire 
  and acid 20, telepathy 100 ft. 
   
  Spells Known (base DC = 16 + spell level; Caster 
  Lvl 11
  th): 0- cause minor wounds, daze, flare, light, mage 
  hand; 1
  st- cause fear, command, charm person, 
  deathwatch, doom, inflict light wounds, obscuring 
  mist, random action, ray of enfeeblement; 2
  nd enthrall, 
  hold person, inflict moderate wounds, shatter, sound 
  burst; 3
  rd inflict serious wounds, vampiric touch; 4
  th 
  enervation, inflict critical wounds, poison; 5
  th insect 
  plague, slay living, telekinesis; 6
  th harm. 
   
  Treasure 
  APL 2: Loot 154 gp; Magic potion of protection from 
  elements (fire) (5) (63 gp each), +1 cloak of resistance 
  (83 gp). 
   
  APL 4: Loot 166 gp; Magic potion of protection 
  from elements (fire) (5) (63 gp each), +1 cloak of 
  resistance (2) (83 gp), pearl of power (1
  st) (83 gp), bead 
  of force (166 gp) 
   
  APL 6: Loot 216 gp; Magic potion of protection 
  from elements (fire) (5) (63 gp each), +1 cloak of 
  resistance (2) (83 gp), pearl of power (1
  st) (83 gp), bead 
  of force (2) (166 gp each), pearl of power (2
  nd) (333 gp). 
   
  APL 8: Loot 216 gp; Magic potion of protection 
  from elements (fire) (5) (63 gp each), +1 cloak of 
  resistance (2) (83 gp), pearl of power (1
  st) (83 gp), bead 
  of force (2) (166 gp each), pearl of power (2
  nd) (333 gp), 
  +2 cloak of resistance (333 gp). 
   
   
  APL 10: Loot 216 gp; Magic potion of protection 
  from elements (fire) (5) (63 gp each), +1 cloak of 
  resistance (2) (83 gp), pearl of power (1
  st) (83 gp), bead 
  of force (2) (166 gp each), pearl of power (2
  nd) (333 gp), 
  +2 cloak of resistance (333 gp), +2 greatsword (696 gp). 
   
  APL 12: Loot 216 gp; Magic potion of protection 
  from elements (fire) (5) (63 gp each), +1 cloak of 
  resistance (2) (83 gp), pearl of power (1
  st) (83 gp), bead 
  of force (2) (166 gp each), pearl of power (2
  nd) (333 gp), 
  +2 cloak of resistance (333 gp), +3 greatsword (1,529 
  gp). 
   
  Conclusion 
  Victory 
  After being reduced to 0 hp the whole bizarre 
  phenomenon ends – Xazivort has been banished once 
  more, leaving the PCs and any Cultists who weren’t 
  killed. Jandice and her cultists are catatonic, and at the 
  mercy of the PCs. 
   
  What ever the PCs do from here cannot change 
  the fact they have succeeded in their mission. They 
  have a lot of explaining to do. They have possibly only 
  now hear the tale of the fight outside the Temple of 
  Pholtus, and of Kelmur’s victory over Luminem. You 
  may wish to tell them this story to provide closure. 
  However, to conclude the scenario present the 
  following: - 
   
  After bearing the tale of your victory to the eager 
  ears of the now-recovered Pholemius and the other 
  Clerics of Pholtus the conversation turns to your 
  reward. Arkandy agrees that you have truly earned 
  your reward. 
  As you prepare to leave the temple, Pholemius 
  and Arkandy both await you. Pholemius still shows 
  signs of his illness as he leans heavily on his staff, 
  but he is clearly glad to see you. 
  Arkandy produces several pouches and says, 
  “The Church is pleased to give you all this gold.” He 
  hands you each a share of the reward and coughs, 
  and produces a second set of pouches, “The Temple 
  of the Summoner however, not to be outdone by us, 
  has also agreed to match our reward, for clearing 
  their name in this matter.” He hands you the 
  second set of pouches, which do indeed contain an 
  equal amount of gold. Regaining his composure he 
  smiles and leaves you and Pholemius, “May you 
  continue to walk the One True Path.” 
  Pholemius appears much more serious though, 
  “Since my recovery I have been trying to divine 
  Xazivort’s fate, but my divinations have proven 
  inconclusive as to whether or not you have actually 
  banished him or he retreated to fight another day.  
  “I shall travel to the haven that is the 
  Theocracy where those who know more of this 
  
  Circle of Sin 
   
  Page 19 
  Fiend shall aid me in my divinations. If my worse 
  fears are met, we may meet again sooner that you 
  think…” 
  With that he turns and leaves you to your grim 
  thoughts… 
   
  Certainly, whether or not Xazivort merely retreated 
  from the warehouse or not remains to be seen in future 
  scenarios. Think of it this way though - in a city the size 
  of Greyhawk there are ample people he could possess 
  in order to make his escape! 
   
  Defeat 
  If the PCs were all slain or driven off by Xazivort or the 
  cult’s magic then there are no such questions about the 
  fate of the Tanar’ri. He is most definitely free from his 
  banishment, and ready to wreak havoc on the PCs, 
  Pholemius and all who have opposed him in the past. 
  Surviving PCs are commiserated with by the kinder 
  Pholtans, but berated verbally by the conservative 
  clerics who say they would have succeeded had they 
  not been heathens. 
   
  Pholemius dies of his fever after three days, and 
  thus ends this grim turn of events… 
   
  The End? 
   
   
  
  Circle of Sin 
   
  Page 20 
  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 3: Avarice 
  Defeating the Cultists 
  APL 2: 
   90 XP  
  APL 4:  
   150 XP 
  APL 6:  
  180 XP 
  APL 8:  
  210 XP 
  APL 10: 
  240 XP 
   
  APL 12:  
  270 XP 
   
  Encounter 7: The Warehouse 
  Defeating the ‘guards’ 
  APL 2:  
  90 XP 
  APL 4:  
  120 XP 
  APL 6:  
  210 XP 
  APL 8:  
  270 XP 
  APL 10:  
  330 XP 
  APL 12:  
  390 XP 
   
  Surviving the lightning trap 
  APL 2: 
  60 XP 
  APL 4:  
  90 XP 
  APL 6:  
  90 XP 
  APL 8:  
  120 XP 
  APL 10:  
  150 XP 
  APL 12:  
  180 XP 
   
  Encounter 8: The Ritual 
  Defeating Xazivort and the Ritualists 
  APL 2:  
  120 XP 
  APL 4:  
  180 XP 
  APL 6:  
  240 XP 
  APL 8:  
  300 XP 
  APL 10:  
  360 XP 
  APL 12:  
  420 XP 
   
  OR 
   
  Defeating the Ritualists 
  APL 2:  
  60 XP 
  APL 4:  
  90 XP 
  APL 6:  
  120 XP 
  APL 8:  
  150 XP 
  APL 10:  
  180 XP 
   
  APL 12:  
  210 XP 
   
  Bonus Roleplaying Experience 
  Maximum roleplay awards for superb play. Award half 
  XP for average parties. 
  APL 2:  
  90 XP 
  APL 4:  
  135 XP 
  APL 6:  
  180 XP 
  APL 8:  
  225 XP 
  APL 10:  
  270 XP 
   
  APL 12: 
  315 XP 
   
  Total Possible Experience 
  Experience totals 
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 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 Equipment. 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.) 
  
  Circle of Sin 
   
  Page 21 
  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 character’s 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 (calculated at 50% of 
  book price); C = Coin, Gems, Jewelry, and other 
  valuables (calculated at 100% of value); M = Magic Items 
  (calculated at 75% of book price). 
   
  Encounter Three: Avarice 
  Defeat the Cultists 
   
  APL 2: Loot: 9 gp. 
   
  APL 4: Loot: 9 gp. 
   
  APL 6: Loot: 9 gp. 
   
  APL 8: Loot: 9 gp. 
   
  APL 10: Loot: 9 gp. 
   
  APL 12: Loot: 9 gp. 
   
  Encounter Seven: The Warehouse 
  Looting the cult guardsmen 
   
  APL 2: Loot: 49 gp. 
   
  APL 4: Loot: 68 gp.  
   
  APL 6: Loot: 135 gp. 
   
  APL 8: Loot: 168 gp. 
   
  APL 10: Loot 186 gp 
   
  APL 12: Loot 213 gp. 
   
  Encounter Eight: The Ritual 
  Slaying the Circle of Sin 
   
  APL 2: Loot 154 gp; Magic potion of protection 
  from elements (fire) (5) (63 gp each), +1 cloak of 
  resistance (83 gp). 
   
  APL 4: Loot 166 gp; Magic potion of protection 
  from elements (fire) (5) (63 gp each), +1 cloak of 
  resistance (2) (83 gp), pearl of power (1
  st) (83 gp), bead 
  of force (166 gp) 
   
  APL 6: Loot 216 gp; Magic potion of protection 
  from elements (fire) (5) (63 gp each), +1 cloak of 
  resistance (2) (83 gp), pearl of power (1
  st) (83 gp), bead 
  of force (2) (166 gp each), pearl of power (2
  nd) (333 gp). 
   
  APL 8: Loot 216 gp; Magic potion of protection 
  from elements (fire) (5) (63 gp each), +1 cloak of 
  resistance (2) (83 gp), pearl of power (1
  st) (83 gp), bead 
  of force (2) (166 gp each), pearl of power (2
  nd) (333 gp), 
  +2 cloak of resistance (333 gp). 
   
   
  APL 10: Loot 216 gp; Magic potion of protection 
  from elements (fire) (5) (63 gp each), +1 cloak of 
  resistance (2) (83 gp), pearl of power (1
  st) (83 gp), bead 
  of force (2) (166 gp each), pearl of power (2
  nd) (333 gp), 
  +2 cloak of resistance (333 gp), +2 greatsword (696 gp). 
   
  APL 12: Loot 216 gp; Magic potion of protection 
  from elements (fire) (5) (63 gp each), +1 cloak of 
  resistance (2) (83 gp), pearl of power (1
  st) (83 gp), bead 
  of force (2) (166 gp each), pearl of power (2
  nd) (333 gp), 
  +2 cloak of resistance (333 gp), +3 greatsword (1,529 
  gp). 
   
  Conclusion: 
  Monetary Reward from Arkandy Benris and the 
  Temple of Trithereon 
   
  APL 2: Gold: 50 gp. 
   
  APL 4: Gold: 100 gp. 
   
  APL 6: Gold: 150 gp. 
   
  APL 8: Gold: 200 gp.  
   
  APL 10: Gold: 250 gp.  
   
  APL 12: Gold: 300 gp. 
   
  Total Possible Treasure 
   
  APL 2:  
  400 gp 
  APL 4:  
  600 gp 
  APL 6:  
  800 gp 
  APL 8:  
  1,125 gp 
  APL 10:  
  2,100 gp 
  APL12:  
  3,000 gp 
   
  
  Circle of Sin 
   
  Page 22 
  Appendix One: 
  NPCs
  APL 2 
  Encounter Three: Avarice 
  �Cultist, male human War1: CR ½; Medium 
  Humanoid; HD 1d8+1; hp 8; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 13 (flat-footed 12, 
  touch 11); Atk +3 (1d6+1, short sword); AL CE; SV Fort 
  +3, Ref +1, Will -1; Str 12, Dex 12, Con 12, Int 10, Wis 9, 
  Cha 9. 
   
  Skills and Feats: Climb +5, Jump +5; Improved 
  Initiative, Weapon Focus (short sword). 
   
  Possessions: Leather armour, robes of Trithereon, 
  holy symbol of Trithereon, short sword.  
   
  Encounter Six: Self-Will 
  �Zealot of Trithereon or Pholtus, War1: CR ½; 
  Medium Humanoid; HD 1d8; hp 7; Init +0; Spd 30 ft.; AC 
  16, (flat-footed 16, touch 10); Atks +2 melee (1d8[19-
  20/x2], longsword), +1 ranged (1d4[19-20/x2], dagger); 
  AL CN or LN; SV Fort +2, Ref +0, Will +0. 
   
  Str 11, Dex 11, Con 10, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Spot +2, Listen +2, Climb +3; 
  Endurance, Weapon Focus (long sword). 
   
  Possessions: Scale mail, large steel shield, long 
  sword, dagger. PCs should not be able to remove 
  equipment from their opponents in this battle. To do so 
  would incur several attacks of opportunity on the PC. 
   
  Encounter Seven: The Warehouse 
  �Cult Guards, male human War1: CR ½; Medium 
  Humanoid; HD 1d8+3; hp 11; Init +2 (+2 Dex); Spd 20 ft.; 
  AC 16 (flat-footed 14, touch 12); Atk +4 (1d10, heavy 
  crossbow), +3 (1d8+2 [19-20/x2], longsword); AL CE; SV 
  Fort +2, Ref +2, Will +0; Str 15, Dex 14, Con 10, Int 11, 
  Wis 10, Cha 10. 
  Skills and Feats: Spot +1, Listen +1, Climb +0; 
  Toughness, Weapon Focus (heavy crossbow). 
   
  Possessions: Scale mail, long sword, heavy crossbow, 
  10 crossbow bolts. 
   
  Encounter Eight: The Ritual 
  �Thoxart, male human War1: CR ½; Medium 
  Humanoid; HD 1d8+2; hp 13; Init +3 (+3 Dex); Spd 20 ft.; 
  AC 17 (flat-footed 17, touch 10); Atk +5 (2d6+4 [19-
  20/x2], greatsword); AL CE; SV Fort +4, Ref +3, Will +2; 
  Str 17, Dex 16, Con 15, Int 10, Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +6, Intimidate +7, Jump -2; 
  Toughness, Weapon Focus (greatsword).  
   
  Possessions: 
  greatsword, 
  half-plate, 
  potion 
  of 
  protection from elements (fire)  
   
  �Mertwig, male halfling Com1: CR ½; small 
  humanoid; HD 1d4; hp 4; Init +2 (+2 Dex); Spd 20 ft.; AC 
  15 (flat-footed 13, touch 12); Atk +2 melee (1d4+1, 
  dagger); +3 ranged (1d2+1, sling); SQ: Halfling traits; AL 
  CE; SV Fort +1, Ref +3, Will +0; Str 12, Dex 14, Con 11, 
  Int 12, Wis 8, Cha 9. 
   
  Skills and Feats: Appraise +2, Climb +3, Hide +6, 
  Jump +5, Listen +4, Move Silently +4, Ride +4, Spot +2; 
  Dodge. 
   
  Possessions: Sling, sling bullets (20); dagger, leather 
  armour, potion of protection from elements (fire). 
   
  �Jandice 
  female 
  human 
  Clr1/Adp1: 
  Medium 
  Humanoid; HD 1d8+3 plus 1d6+3; hp 17; Init +2 (+2 
  Dex); Spd 20 ft.; AC 17 (flat-footed 15, touch 12); Atk +2 
  melee (1d8+3 [x3], shortspear); SA Spontaneous casting, 
  rebuke undead; AL CE; SV Fort +6, Ref +3, Will +9; Str 
  15, Dex 14, Con 16, Int 13, Wis 18, Cha 17. 
   
  Skills and Feats: Concentration +8, Diplomacy +8, 
  Heal +7, Knowledge (arcana) +4, Knowledge (religion) 
  +4, Spellcraft +2; Combat Casting, Dodge. 
   
  Spells Prepared (3/2+1; base DC = 14 + spell level): 0 - 
  resistance (2), virtue; 1
  st- bane, cause fear, protection from 
  law*. 
   
  Spells Prepared (Adp 3/2; base DC = 14 + spell level): 
  0- ghost sound, guidance, light; 1
  st- burning hands, 
  command. 
   
  *Domain Spell; Chaos (cast chaos spells at +1 caster 
  level. Evil (cast evil spells at +1 caster level). 
   
  Possessions: 
  Shortspear, 
  half-plate, 
  potion 
  of 
  protection from elements (fire) (2), +1 cloak of resistance. 
   
  �Lillyth, female elf Wiz (Enchanter)1: Medium 
  Humanoid; HD 1d4; hp 5; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 13 (flat-footed 10, touch 13); Atk 
  +0 melee (1d4, dagger) or +3 ranged (1d4, dagger); SQ: 
  Elven traits; AL CE; SV Fort +0, Ref +3, Will +3; Str 10, 
  Dex 16, Con 10, Int 17, Wis 12, Cha 10. 
   
  Skills and Feats: Alchemy +7, Concentration +4, 
  Knowledge (arcana) +7, Listen +3, Scry +7, Search +5, 
  Spellcraft +7, Spot +3; Improved Initiative, Scribe Scroll. 
   
  Spells Prepared (4/3; base DC = 13 + spell level): 0 - 
  daze*, light, mage hand, resistance; 1
  st- - burning hands, 
  charm person* (2), sleep. 
   
  Possessions: Dagger, potion of protection from 
  elements (fire)  
   
  *Enchantment spell. 
   
   
  
  Circle of Sin 
   
  Page 23 
  APL 4 
  Encounter Three: Avarice 
  �Cultist, male human War2: CR 1; Medium 
  Humanoid; HD 2d8+2; hp 10; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 13 (flat-footed 12, 
  touch 11); Atk +4 (1d6+1, short sword); AL CE; SV Fort 
  +4, Ref +1, Will -1; Str 12, Dex 12, Con 12, Int 10, Wis 9, 
  Cha 9. 
   
  Skills and Feats: Climb +6, Jump +6; Improved 
  Initiative, Weapon Focus (short sword). 
   
  Possessions: Leather armour, robes of Trithereon, 
  holy symbol of Trithereon, short sword.  
   
  Encounter Six: Self-Will 
  �Zealot of Trithereon or Pholtus, War1: CR ½; 
  Medium Humanoid; HD 1d8; hp 7; Init +0; Spd 30 feet; 
  AC 16 (flat-footed 16, touch 10); Atks +2 melee (1d8[19-
  20/x2], longsword), +1 ranged (1d4[19-20/x2], dagger); 
  AL CN or LN; SV Fort +2, Ref +0, Will +0;  
  Str 11, Dex 
  11, Con 10, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Spot +2, Listen +2, Climb +3; 
  Endurance, Weapon Focus (longsword). 
   
  Possessions: Scale mail, large steel shield, long 
  sword, dagger. PCs should not be able to remove 
  equipment from their opponents in this battle. To do so 
  would incur several attacks of opportunity on the PC. 
   
  Encounter Seven: The Warehouse 
  �Cult Guard, male human War1: CR ½; Medium 
  Humanoid; HD 1d8+3; hp 11; Init +2 (+2 Dex); Spd 20 ft.; 
  AC 16 (flat-footed 14, touch 12); Atk +4 (1d10, heavy 
  crossbow), +3 (1d8+2 [19-20/x2], longsword); AL CE; SV 
  Fort +2, Ref +2, Will +0; Str 15, Dex 14, Con 10, Int 11, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Spot +1, Listen +1, Climb +0; 
  Toughness, Weapon Focus (heavy crossbow). 
   
  Possessions: Scale mail, long sword, heavy crossbow, 
  10 crossbow bolts. 
   
  �Cult Guard Captain, male human War2; CR 1; 
  Medium Humanoid; HD 2d8+3; hp 16; Init +2 (+2 Dex); 
  Spd 20 ft.; AC 16 (flat-footed 14, touch 12); Atk +5 (1d10, 
  heavy crossbow), +4 (1d8+2 [19-20/x2], longsword); AL 
  CE; SV Fort +3, Ref +2, Will +0; Str 11, Dex 14, Con 10, 
  Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +1, Jump-3, Listen +1, Spot 
  +1; Toughness, Weapon Focus (heavy crossbow). 
   
  Possessions: Scale mail, long sword, heavy crossbow, 
  10 crossbow bolts. 
   
  Encounter Eight: The Ritual 
  �Thoxart, male human War1/Ftr1: CR 1; Medium 
  Humanoid; HD 1d8+2 plus 1d10+5; hp 24; Init +3 (+3 
  Dex); Spd 20 ft.; AC 17 (flat-footed 17, touch 10); +6 melee 
  (2d6+4 [19-20/x2], greatsword); AL CE; SV Fort +6, Ref 
  +3, Will +2; Str 17, Dex 16, Con 15, Int 10, Wis 14, Cha 
  16. 
   
  Skills and Feats: Bluff +6, Intimidate +7, Jump -2, 
  Swim +6; Power Attack, Toughness, Weapon Focus 
  (greatsword). 
   
  Possessions: Greatsword, masterwork half-plate, 
  potion of protection from elements (fire). 
   
  �Mertwig, male halfling Rog1: CR 1; Small Humanoid 
  ; HD 1d6; hp 6; Init +2 (+2 Dex); Spd 20 ft.; AC 16 (flat-
  footed 14, touch 12); Atk +2 melee (1d6+1, short sword) 
  or +3 ranged (1d6 [x3], shortbow), SA Sneak attack +1d6; 
  SQ Halfling traits; AL CE; SV Fort +1, Ref +5, Will +0; Str 
  12, Dex 14, Con 11, Int 12, Wis 8, Cha 9. 
   
  Skills and Feats: Appraise +5, Balance +5, Bluff +3, 
  Climb +6, Disguise+ 1, Escape Artist +5, Gather 
  Information +1, Hide +9, Jump +2, Listen +1, Move 
  Silently +3, Open Lock +2, Pick Pockets +3, Spot +3; 
  Dodge. 
   
  Possessions: Shortbow, arrows (20), short sword, 
  studded leather armour, potion of protection from 
  elements (fire), bead of force. 
   
  �Jandice 
  female 
  human 
  Clr2/Adp1: 
  Medium 
  Humanoid; HD 2d8+6 plus 1d6+6; hp 30; Init +2 (+2 
  Dex); Spd 20 ft.; AC 17 (flat-footed 17, touch 10); Atk +3 
  melee (1d8+3 [x3], shortspear); SA Spontaneous casting, 
  rebuke undead; AL CE; SV Fort +7, Ref +3, Will +10; Str 
  15, Dex 14, Con 16, Int 13, Wis 18, Cha 17. 
   
  Skills and Feats: Concentration +8, Diplomacy +8, 
  Heal +7, Knowledge (arcana)+7, Knowledge (religion) +4, 
  Spellcraft +3; Combat Casting, Dodge, Toughness. 
   
  Spells Prepared (4/3+1; base DC = 14 + spell level): 0- 
  cure minor wounds, resistance (2), virtue; 1
  st- bane, cure 
  light wounds, cause fear, protection from law*. 
   
  Spells Prepared (Adp 3/2; base DC = 14 + spell level): 
  0- ghost sound, guidance, light; 1
  st- burning hands, 
  command. 
   
  *Domain Spell; Chaos (cast chaos spells at +1 caster 
  level. Evil (cast evil spells at +1 caster level). 
   
  Possessions: 
  Shortspear, 
  half-plate, 
  potion 
  of 
  protection from elements (fire) (2), +1 cloak of resistance 
   
  �Lillyth, female elf Wiz (Enchanter) 2: Medium 
  Humanoid; HD 2d4; hp 7; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 13 (flat-footed 10, touch 13); Atk 
  +1 melee (1d4, dagger); or +4 ranged (1d4, dagger); SQ 
  Elven traits; AL CE; SV Fort +1, Ref +4, Will +5; Str 10, 
  Dex 16, Con 10, Int 17, Wis 12, Cha 10. 
   
  Skills and Feats: Alchemy +8, Concentration +5, 
  Knowledge (arcana) +8, Listen +3, Scry +8, Search +5, 
  Spellcraft +8, Spot +3; Improved Initiative, Scribe Scroll. 
  
  Circle of Sin 
   
  Page 24 
   
  Spells Prepared (5/4; base DC = 13 + spell level): 0- 
  daze* (2), light, mage hand, resistance; 1
  st- burning hands, 
  cause fear, charm person*, sleep*. 
   
  *Enchantment spell. 
   
  Possessions: Dagger, potion of protection from 
  elements (fire), +1 cloak of resistance, pearl of power (1
  st) 
   
   
   
  
  Circle of Sin 
   
  Page 25 
  APL 6 
  Encounter Three: Avarice 
  �Cultist, Male Human War3: CR 2; Medium 
  Humanoid; HD 3d8+3; hp 17; Init +5 (+1 Dex, +4 
  Improved Initiative; Spd 30 ft.; AC 13 (flat-footed 12, 
  touch 11); Atk +5 (1d6+1, short sword); AL CE; SV Fort 
  +4, Ref +2, Will +0; Str 12, Dex 12, Con 12, Int 10, Wis 9, 
  Cha 9. 
   
  Skills and Feats: Climb +7, Jump +7; Combat 
  Reflexes, Improved Initiative, Weapon Focus (short 
  sword). 
   
  Possessions: Leather armour, robes of Trithereon, 
  holy symbol of Trithereon, short sword.  
   
  Encounter Six: Self-Will 
  �Zealot of Trithereon or Pholtus, War3: CR 2; 
  Medium Humanoid; HD 3d8; hp 17; Init +0; Spd 30 ft.; 
  AC 16 (flat-footed 16, touch 10); Atks +4 melee (1d8[19-
  20/x2], longsword), +3 ranged (1d4[19-20/x2], dagger); 
  AL CN or LN; SV Fort +3, Ref +1, Will +1; Str 11, Dex 11, 
  Con 10, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Spot +4, Listen +4, Climb +3; 
  Endurance, Weapon Focus (longsword), Weapon Focus 
  (dagger). 
   
  Possessions: Scale mail, large steel shield, long sword 
  and dagger. PCs should not be able to remove equipment 
  from their opponents in this battle. To do so would incur 
  several attacks of opportunity on the PC. 
   
  Encounter Seven: The Warehouse 
  �Cult Guard, male human War1: CR ½; Medium 
  Humanoid; HD 1d8+3; hp 11; Init +2 (+2 Dex); Spd 20 ft.; 
  AC 16 (flat-footed 14, touch 12); Atk +4 (1d10, heavy 
  crossbow), +3 (1d8+2 [19-20/x2], longsword); AL CE; SV 
  Fort +2, Ref +2, Will +0; Str 15, Dex 14, Con 10, Int 11, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Spot +1, Listen +1, Climb +0; 
  Toughness, Weapon Focus (heavy crossbow). 
   
  Possessions: Scale mail, long sword, heavy crossbow, 
  10 crossbow bolts. 
   
  �Cult Guard Captain, male human War2; CR 1; 
  Medium Humanoid; HD 2d8+3; hp 16; Init +2 (+2 Dex); 
  Spd 20 ft.; AC 16 (flat-footed 14, touch 12); Atk +5 (1d10, 
  heavy crossbow), +4 (1d8+2, longsword); AL CE; SV Fort 
  +3, Ref +2, Will +0; Str 11, Dex 14, Con 10, Int 11, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Climb +1, Jump-3, Listen +1, Spot 
  +1; Toughness, Weapon Focus (heavy crossbow). 
   
  Possessions: Scale mail, long sword, heavy crossbow, 
  10 crossbow bolts. 
   
  Encounter Eight: The Ritual 
  �Thoxart, male human War1/Ftr3: CR 3; Medium 
  Humanoid; HD 1d8+2 plus 3d10+6; hp 39; Init +7 (+3 
  Dex, +4 Improved Initiative; Spd 20 ft.; AC 17 (flat-footed 
  17, touch 17); Atk +8 melee (2d6+6 [19-20/x2], 
  greatsword); AL CE; SV Fort +7, Ref +4, Will +3; Str 18, 
  Dex 16, Con 15, Int 10, Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +6, Climb +2, Intimidate +7, 
  Jump-2, Swim +6; Dodge, Improved Initiative, Power 
  Attack, Toughness, Weapon Focus: (greatsword). 
   
  Possessions: Greatsword, masterwork half-plate, 
  potion of protection from elements (fire). 
   
  �Mertwig, 
  male halfling Rog3: CR 3; Small 
  Humanoid; HD 3d6; hp 18; Init +6 (+” Dex, +$ Improved 
  Initiative); Spd 20 ft.; AC 16 (flat-footed 14, touch 12); Atk 
  +4 melee (1d6+1, shortsword) or +5 ranged (1d6 [x3], 
  shortbow); SA Sneak attack +2d6; SQ Halfling traits, 
  evasion, uncanny dodge; AL CE; SV Fort +2, Ref +6, Will 
  +1; Str 12, Dex 14, Con 11, Int 12, Wis 8, Cha 9. 
   
  Skills and Feats: Appraise +7, Balance +7, Bluff +5, 
  Climb +6, Disguise +1, Escape Artist +7, Gather 
  Information +1, Hide +11, Jump +2, Listen +1, Move 
  Silently +7, Open Lock +6, Pick Pocket +3, Spot +3; 
  Dodge, Improved Initiative. 
   
  Possessions: Shortbow, arrows (20), short sword, 
  studded leather, potion of protection from elements (fire) 
  (2), bead of force (2) 
   
  �Jandice 
  female 
  human 
  Clr4/Adp1: 
  Medium 
  Humanoid; HD 4d8+12 plus 1d6+6; hp 44; Init +2 (+2 
  Dex); Spd 20 ft.; AC 17 (flat-footed 17, touch 10); +5 melee 
  (1d8+3 [x3], shortspear); SA Spontaneous casting, rebuke 
  undead; AL CE; SV Fort +8, Ref +4, Will +11; Str 15, Dex 
  14, Con 16, Int 13, Wis 18, Cha 17. 
   
  Skills and Feats: Concentration +11, Diplomacy +11, 
  Heal +7, Knowledge (arcana) +7, Knowledge (religion) 
  +4, Spellcraft +3; Combat Casting, Dodge, Toughness. 
   
  Spells Prepared (5/4+1/3+1): 0- cure minor wounds, 
  detect magic, resistance (2), virtue; 1
  st- bane, cause fear, 
  command, magic weapon, protection from law*; 2
  nd- bull's 
  strength, enthrall, hold person, shatter*. 
   
  Spells Prepared (3/2; base DC = 14 + spell level): 0- 
  ghost sound, guidance, light; 1
  st- burning hands, 
  command. 
   
  *Domain Spell; Chaos (cast chaos spells at +1 caster 
  level. Evil (cast evil spells at +1 caster level). 
   
  Possessions: Shortspear, masterwork half-plate, 
  potion of protection from elements (fire) (2), +1 cloak of 
  protection, pearl of power (2
  nd). 
   
  �Lillyth, female elf Wiz (Enchanter)4: Medium 
  Humanoid; HD 4d4; hp 15; Init +7 (+3 Dex, +4 Improved 
  
  Circle of Sin 
   
  Page 26 
  Initiative); Spd 30 ft.; AC 13 (+3 Dex); Atk +2 melee, (1d4, 
  dagger) or  +5 ranged (1d4, dagger); SQ Elven traits; AL 
  CE; SV Fort +2, Ref +5, Will +6; Str 10, Dex 16, Con 11, 
  Int 17, Wis 12, Cha 10. 
   
  Skills and Feats: Alchemy +10, Concentration +7, 
  Knowledge (arcana) +10, Listen +3, Scry +10, Search +5, 
  Spellcraft +10, Spot +3; Improved Initiative, Scribe Scroll, 
  Combat Casting. 
   
  Spells Prepared (5/5/4; base DC 13 + spell level): 0- 
  daze* (2), light, mage hand, resistance; 1
  st- burning hands, 
  cause fear, charm person*, magic missile, sleep; 2
  nd- bull's 
  strength, melf's acid arrow, scare, tasha's hideous 
  laughter*. 
   
  * indicates an enchantment spell 
   
  Possessions: Dagger, potion of protection from 
  elements (fire), pearl of power (1
  st), +1 cloak of protection 
   
  
  Circle of Sin 
   
  Page 27 
  APL 8 
  Encounter Three: Avarice 
  �Cultist, Male Human War4: CR 3; Medium 
  Humanoid; HD 4d8+4; hp 21; Init +5 (+1 Dex, +4 
  Improved Initiative; Spd 30 ft.; AC 13 (flat-footed 12, 
  touch 11); Atk +6 melee (1d6+1, short sword) or +5 melee 
  (1d3, unarmed); AL CE; SV Fort +5, Ref +2, Will +0; Str 
  12, Dex 12, Con 12, Int 10, Wis 9, Cha 9. 
  Skills and Feats: Climb +8, Jump +8; Combat 
  Reflexes, Improved Initiative, Weapon Focus (short 
  sword). 
  Possessions: 
  Leather 
  armour, 
  robes 
  of 
  Trithereon, holy symbol of Trithereon, short sword.  
   
  Encounter Six: Self-Will 
  �Zealot of Trithereon or Pholtus, War3: CR 2; 
  Medium Humanoid; HD 3d8; hp 17; Init +0; Spd 30 ft.; 
  AC 16 (flat-footed 16, touch 10); Atks +4 melee (1d8[19-
  20/x2], longsword), +3 ranged (1d4[19-20/x2], dagger); 
  AL CN or LN; SV Fort +3, Ref +1, Will +1; Str 11, Dex 11, 
  Con 10, Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Spot +4, Listen +4, Climb +3; 
  Endurance, Weapon Focus (longsword), Weapon Focus 
  (dagger). 
   
  Possessions: Scale mail, large steel shield, long sword 
  and dagger. PCs should not be able to remove equipment 
  from their opponents in this battle. To do so would incur 
  several attacks of opportunity on the PC. 
   
  Encounter Eight: The Ritual 
  �Thoxart, male human War1/Ftr5: CR 5; Medium 
  Humanoid; HD 1d8+2 and 5d10+10; hp 60; Init +7 (+3 
  Dex, +4 Improved Initiative); Spd 20 ft.; AC 17 (flat-
  footed 17, touch 10); Atk +11/+6 melee (2d6+8 [19-20/x2], 
  greatsword); AL CE; SV Fort +8, Ref +4, Will +3; Str 18, 
  Dex 16, Con 15, Int 10, Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +6, Climb +5, Intimidate +8, 
  Jump-2, Swim +6; Combat Reflexes, Dodge, Improved 
  Initiative, Power Attack, Toughness, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword). 
   
  Possessions: Greatsword, masterwork half-plate, 
  potion of protection from elements (fire) 
   
  �Mertwig, 
  male halfling Rog5: CR 5; Small 
  Humanoid; HD 5d6; hp 27; Init +6 (+2 Dex, +4 Improved 
  Initiative); Spd 20 ft.; AC 16 (flat-footed 13, touch 13); Atk 
  +5 melee (1d6+1, shortsword) or +6 ranged (1d6 [x3], 
  shortbow); SA Sneak attack +3d6, evasion, uncanny 
  dodge; SQ Halfling traits; AL CE; SV Fort +2, Ref +7, Will 
  +1; Str 12, Dex 15, Con 11, Int 12, Wis 9, Cha 9. 
   
  Skills and Feats: Appraise +9, Balance +7, Bluff +7, 
  Climb +10, Disguise +1, Escape Artist +9, Gather 
  Information +1, Hide +11, Jump +2, Listen +9, Move 
  Silently +7, Open Lock +6, Pick Pocket +3, Spot +3; 
  Dodge, Improved Initiative. 
   
  Possessions: Shortbow, arrows (20), short sword, 
  studded leather, potion of protection from elements 
  (fire), bead of force (2) 
   
  �Jandice 
  female 
  human 
  Clr6/Adp1: 
  Medium 
  Humanoid; HD 6d8+18 plus 1d6+6; hp 53; Init +6 (+2 
  Dex, +4 Improved Initiaitive); Spd 20 ft.; AC 17 (flat-
  footed 17, touch 10); Atk +6 melee (1d8+3 [x3], 
  shortspear); SA Spontaneous casting, rebuke undead; AL 
  CE; SV Fort +10, Ref +6, Will +13; Str 15, Dex 14, Con 16, 
  Int 13, Wis 18, Cha 17. 
   
  Skills and Feats: Concentration +11, Diplomacy +13, 
  Heal +9, Knowledge (arcana) +11, Knowledge (religion) 
  +8, Spellcraft +3; Combat Casting, Dodge, Improved 
  Initiative, Toughness. 
   
  Spells Prepared (5/4+1/4+1/3+1; base DC = 14 + spell 
  level): 0- detect magic (2), resistance (2), virtue; 1
  st- bane, 
  cause fear, command, magic weapon, protection from 
  law*; 2
  nd- bull's strength, enthrall, hold person, shatter*, 
  spiritual weapon; 3
  rd- bestow curse, blindness/deafness, 
  contagion*, dispel magic. 
   
  Spells Prepared (3/2; base DC = 14 + spell level): 0- 
  ghost sound, guidance, light; 1
  st- burning hands, 
  command. 
   
  *Domain Spell; Chaos (cast chaos spells at +1 caster 
  level. Evil (cast evil spells at +1 caster level). 
   
  Possessions: Shortspear, masterwork half-plate, 
  potion of protection from elements (fire) (2), pearl of 
  power (2
  nd), +2 cloak of protection 
   
  �Lillyth, female elf Wiz (Enchanter)6: Medium 
  Humanoid; HD 6d4; hp 20; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 13 (flat-footed 10, touch 13); Atk 
  +3 melee (1d4, dagger), +6 ranged (1d4, dagger); SQ Elven 
  traits;  AL CE; SV Fort +3, Ref +6, Will +7; Str 10, Dex 16, 
  Con 11, Int 17, Wis 12, Cha 10. 
   
  Skills and Feats: Alchemy +12, Concentration +9, 
  Knowledge (arcana) +12, Listen +3, Scry +12, Search +5, 
  Spellcraft +12, Spot +3; Combat Casting, Extend Spell, 
  Improved Initiative, Scribe Scroll , Spell Focus 
  (Enchantment). 
   
  Spells Prepared (5/5/5/4; base DC = 13 + spell level): 
  0 - daze* (2), light, mage hand, resistance; 1
  st- burning 
  hands, cause fear, charm person*, magic missile, sleep; 
  2
  nd- bull's strength, cat's grace, melf's acid arrow, scare, 
  tasha's hideous laughter*; 3
  rd- dispel magic, fireball, flame 
  arrow, hold person*. 
   
  Possessions: Dagger, pearl of power (1
  st), +1 cloak of 
  protection 
   
  * indicates an enchantment spell 
   
  
  Circle of Sin 
   
  Page 28 
  APL 10 
  Encounter Three: Avarice 
  �Cultist, male human War5: CR 4; Medium 
  Humanoid ; HD 5d8+5; hp 24; Init +5 (+1 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 13 (flat-footed 12, 
  touch 11); Atk +7 melee (1d6+1, short sword); AL CE; SV 
  Fort +5, Ref +2, Will +0; Str 12, Dex 12, Con 12, Int 10, 
  Wis 9, Cha 9. 
   
  Skills and Feats: Climb +9, Jump +9; Improved 
  Initiative, Combat Reflexes, Weapon Focus (short 
  sword). 
   
  Possessions: Leather armour, robes of Trithereon, 
  holy symbol of Trithereon, short sword.  
   
  Encounter Six: Self-Will 
  �Zealot of Trithereon/Pholtus, War5: CR 4; Medium 
  Humanoid; HD 5d8+3; hp 20; Init +0; Spd 30 ft.; AC 16 
  (flat-footed 16, touch 10) Atk +6 melee (1d8[19-20/x2], 
  longsword), +5 ranged (1d4[19-20/x2], dagger); AL CN or 
  LN; SV Fort +4, Ref +1, Will +1; Str 11, Dex 11, Con 10, 
  Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Spot +6, Listen +6, Climb +5; 
  Endurance, Toughness, Weapon Focus (long sword), 
  Weapon Focus (dagger). 
   
  Possessions: Scale mail, large steel shield, long 
  sword, dagger. PCs should not be able to remove 
  equipment from their opponents in this battle. To do so 
  would incur several attacks of opportunity on the PC. 
   
  Encounter Eight: The Ritual 
  �Thoxart, male human War1/Ftr7: CR 7; Medium 
  Humanoid ; HD 1d8+2 plus 7d10+14; hp 76; Init +7 (+3 
  Dex, +4 Improved Initiative; Spd 20 ft.; AC 17 (flat-footed 
  17, touch 10); Atk +15/+10 melee (2d6+10 [19-20/x2], +2 
  greatsword); AL CE; SV Fort +9, Ref +5, Will +4; Str 18, 
  Dex 16, Con 15, Int 10, Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +6, Climb +7, Handle Animal 
  +7, Intimidate +8, Jump -2, Swim +6; Combat Reflexes, 
  Dodge, Improved Critical (greatsword), Improved 
  Initiative, Power Attack, Toughness, Weapon Focus 
  (greatsword), Weapon Specialization (greatsword). 
   
  Possessions: +2 greatsword, masterwork half-plate, 
  potion of protection from elements (fire) 
   
  �Mertwig, male halfling Rog7: Small Humanoid; HD 
  7d6; hp 33; Init +6 (+2 Dex, +4 Improved Initiative); Spd 
  20 ft.; AC 16 (flat-footed 14, touch 12); Atk +7 melee (1d6, 
  short sword) or +8 ranged (1d6 [X3], shortbow); SA Sneak 
  attack +4d6 SQ Evasion, uncanny dodge, halfling traits; 
  AL N; SV Fort +3, Ref +8, Will +2; Str 12, Dex 14, Con 11, 
  Int 12, Wis 8, Cha 9. 
   
  Skills and Feats: Appraise +11, Balance +7, Bluff +11, 
  Climb +10, Disguise +1, Escape Artist +11, Gather 
  Information +1, Hide +15, Jump +2, Listen +9, Move 
  Silently +9, Open Lock +6, Pick Pocket +3, Spot +9; 
  Dodge, Improved Initiative, Skill Focus: Bluff. 
   
  Possessions: Shortbow, arrows (20), short sword, 
  studded leather armour, potion of protection from 
  elements (fire), bead of force (2) 
   
  �Jandice 
  female 
  human 
  Clr8/Adp1: 
  Medium 
  Humanoid; HD 8d8+24 plus 1d6+6; hp 80; Init +6 (+2 
  Dex, +4 Improved Initiative; Spd 20 ft.; AC 17 (flat-footed 
  17, touch 10); Atk +8 melee (1d8+3, shortspear); SA 
  Spontaneous casting, rebuke undead; AL CE; SV Fort 
  +11, Ref +6, Will +14; Str 15, Dex 14, Con 16, Int 13, Wis 
  18, Cha 17. 
   
  Skills and Feats: Concentration +15, Diplomacy +15, 
  Heal +9, Knowledge (arcana) +13, Knowledge (religion) 
  +8, Spellcraft +3; Combat Casting, Dodge, Improved 
  Initiative, Maximize Spell, Toughness. 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1; base DC = 14 + 
  spell level): 0- detect magic, mending, read magic, 
  resistance (2), virtue; 1
  st- bane, cause fear, command, 
  magic weapon, protection from law*, random action; 2
  nd- 
  bull's strength, enthrall, hold person, shatter*, spiritual 
  weapon; 
  3
  rd- 
  bestow 
  curse, 
  blindness/deafness, 
  contagion*, searing light; 4
  th- chaos hammer*, dispel 
  magic, divine power, greater magic weapon, spell 
  immunity (magic missile, fireball). 
   
  Spells Prepared (3/2; base DC = 14 + spell level): 0- 
  ghost sound, guidance, light; 1
  st- burning hands, 
  command. 
   
  *Domain Spell; Chaos (cast chaos spells at +1 caster 
  level. Evil (cast evil spells at +1 caster level). 
   
  Possessions: Shortspear, MW half-plate, potion of 
  protection from elements (fire)(2), +2 cloak of protection 
   
  �Lillyth, female elf Wiz (Enchanter)8: Medium 
  Humanoid; HD 8d4; hp 25; Init +7 (+3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 13 (flat-footed 10, touch 13)); 
  Atk +4 melee(1d4, dagger) or  +7 ranged (1d4, dagger); SQ 
  Elven traits AL CE; SV Fort +3, Ref +6, Will +8; Str 10, 
  Dex 16, Con 11, Int 18, Wis 12, Cha 10. 
   
  Skills and Feats: Alchemy +15, Concentration +11, 
  Knowledge (arcana)+15, Listen +3, Scry +15, Search +6, 
  Spellcraft +15, Spot +5.5; Combat Casting, Extend Spell, 
  Improved 
  Initiative, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (Enchantment). 
   
  Spells Prepared (5/6/5/5/4): 0- daze* (2), light, mage 
  hand, resistance; 1
  st- burning hands, cause fear, charm 
  person*, magic missile (2), sleep*; 2
  nd- bull's strength, cat's 
  grace, melf's acid arrow, scare, tasha's hideous laughter*; 
  3
  rd- dispel magic, fireball, flame arrow, hold person* (2); 
  4
  th- confusion* (2), contagion, stoneskin. 
   
  *Enchantment spell 
  
  Circle of Sin 
   
  Page 29 
   
  Possessions: Dagger, potion of protection from 
  elements (fire), +1 cloak of protection, pearl of power (1
  st) 
  
  Circle of Sin 
   
  Page 30 
  APL 12 
  Encounter Three: Avarice 
  �Cultist, male human War6: CR 5; Medium 
  Humanoid; HD 6d8+6; hp 27; Init +5 (+1 Dex. +4 
  Improved Initiative); Spd 30 ft.; AC 13 (flat-footed 12, 
  touch 11); Atk +8 (1d6+1, short sword); AL CE; SV Fort 
  +6, Ref +3, Will +1; Str 12, Dex 12, Con 12, Int 10, Wis 9, 
  Cha 9. 
  Skills and Feats: Climb +10, Jump +10; 
  Improved Initiative, Quick Draw, Combat Reflexes, 
  Weapon Focus (short sword). 
  Possessions: 
  Leather 
  armour, 
  robes 
  of 
  Trithereon, holy symbol of Trithereon, short sword.  
   
  Encounter Six: Self-Will 
  �Zealot of Trithereon/Pholtus, War5: CR 4; Medium 
  Humanoid; HD 5d8+3; hp 20; Init +0; Spd 30 ft.; AC 16 
  (flat-footed 16, touch 10) Atk +6 melee (1d8[19-20/x2], 
  longsword), +5 ranged (1d4[19-20/x2], dagger); AL CN or 
  LN; SV Fort +4, Ref +1, Will +1; Str 11, Dex 11, Con 10, 
  Int 11, Wis 10, Cha 10. 
   
  Skills and Feats: Spot +6, Listen +6, Climb +5; 
  Endurance, Toughness, Weapon Focus (long sword), 
  Weapon Focus (dagger). 
   
  Possessions: Scale mail, large steel shield, long 
  sword, dagger. PCs should not be able to remove 
  equipment from their opponents in this battle. To do so 
  would incur several attacks of opportunity on the PC. 
   
  Encounter Eight: The Ritual 
  �Thoxart, male human War1/Ftr9: CR 9; Medium 
  Humanoid; HD 1d8+5 plus 9d10+21; hp 95; Init +7 (+3 
  Dex, +4 Improved Initiative); Spd 20 ft.; AC 17 (flat-
  footed 17, touch 10); Atk +18/+13 melee (2d6+11 [19-
  20/x2], +3 greatsword); AL CE; SV Fort +10, Ref +6, Will 
  +5; Str 18, Dex 16, Con 15, Int 10, Wis 14, Cha 16. 
   
  Skills and Feats: Bluff +9, Climb +7, Handle Animal 
  +7, Intimidate +8, Jump -2, Swim +6; Combat Reflexes, 
  Dodge, Improved Critical (greatsword), Improved 
  Initiative, Power Attack, Run, Toughness (2), Weapon 
  Focus (greatsword), Weapon Specialization (greatsword). 
   
  Possessions: +2 greatsword, half-plate, potion of 
  protection from elements (fire) 
   
  �Mertwig, male halfling Rog9: Small Humanoid; HD 
  9d6+9 hp 51; Init +6 (+2 Dex, +4 Improved Initiative); 
  Spd 20 ft.; AC 16 (flat-footed 14, touch 12); Atk +9 melee 
  (1d6, shortsword) or +9 ranged (1d6 [x3], shortbow); SA 
  Sneak attack +5d6; SQ Halfling traits, evasion, uncanny 
  dodge; AL N; SV Fort +4, Ref +9, Will +3; Str 12, Dex 14, 
  Con 12, Int 12, Wis 8, Cha 9. 
   
  Skills and Feats: Appraise +13, Balance +11, Bluff 
  +13, Climb +14, Disguise +1, Escape Artist +11, Gather 
  Information +1, Hide +15, Jump +2, Listen +13, Move 
  Silently +9, Open Lock +6, Pick Pocket +3, Spot +11; 
  Dodge, Improved Initiative, Skill Focus (Bluff), Weapon 
  Focus (short sword) 
   
  Possessions: Shortbow, arrows (20), short sword, 
  studded leather armour, potion of protection from 
  elements (fire), bead of force (2). 
   
  �Jandice 
  female 
  human 
  Clr10/Adp1: 
  Medium 
  Humanoid; HD 10d8+33 plus 1d6+3; hp 87; Init +6 (+2 
  Dex, +4 Improved Initiative); Spd 20 ft.; AC 17 (flat-
  footed 17, touch 10); Atk +9 melee (1d8+3, shortspear); 
  SA Spontaneous casting, rebuke undead; AL CE; SV Fort 
  +12, Ref +7, Will +15; Str 15, Dex 14, Con 16, Int 13, Wis 
  18, Cha 17. 
   
  Skills and Feats: Concentration +16, Diplomacy +16, 
  Heal +15, Knowledge (arcana) +13, Knowledge (religion) 
  +8, Spellcraft +3; Combat Casting, Dodge, Improved 
  Initiative, Maximize Spell, Toughness. 
   
  Spells Prepared (6/5+1/5+1/4+1/4+1/2+1; base DC = 
  14 + spell level): 0- detect magic, mending, read magic, 
  resistance (2), virtue; 1
  st- bane, cause fear, command, 
  magic weapon, protection from law*, random action; 2
  nd- 
  bull's strength, enthrall, hold person, shatter*, silence, 
  spiritual weapon; 3
  rd- bestow curse, blindness/deafness, 
  contagion*, prayer, searing light; 4
  th- chaos hammer*, 
  divine power, greater magic weapon, lesser planar ally, 
  spell immunity (*magic missile, fireball); 5
  th- dispel 
  good*, flame strike, slay living. 
   
  Spells Prepared (3/2; base DC = 14 + spell level): 0- 
  ghost sound, guidance, light; 1
  st- burning hands, 
  command. 
   
  *Domain Spell; Chaos (cast chaos spells at +1 caster 
  level. Evil (cast evil spells at +1 caster level). 
   
  Possessions: Shortspear, masterwork half-plate, 
  potion of protection from elements (fire) (2), +2 cloak of 
  resistance 
   
  �Lillyth, female elf Wiz (Enchanter) 10: Medium 
  Humanoid; HD 10d4; hp 32; Init +7 +3 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 13 (flat-footed 10, touch 13); Atk 
  +5 melee (1d4, dagger) or +8 ranged (1d4, dagger); SQ 
  Elven traits AL CE; SV Fort +4, Ref +7, Will +9; Str 10, 
  Dex 16, Con 11, Int 18, Wis 12, Cha 10. 
   
  Skills and Feats: Alchemy +17, Concentration +13, 
  Knowledge (arcana) +17, Listen +3, Scry +17, Search +6, 
  Spellcraft +17, Spot +6.5; Combat Casting, Extend Spell, 
  Improved Initiative, Maximize Spell, Scribe Scroll, Spell 
  Focus (Enchantment), Still Spell. 
   
  Spells Prepared (5/6/6/5/5/3): 0- daze* (2), light, 
  mage hand, resistance; 1
  st- burning hands, cause fear, 
  charm person*, magic missile (2), sleep; 2
  nd- bull's 
  strength, cat's grace, melf's acid arrow, scare, rope trick, 
  tasha's hideous laughter*; 3
  rd- dispel magic, flame arrow, 
  
  Circle of Sin 
   
  Page 31 
  hold 
  person*(2), 
  suggestion; 
  4
  th- 
  confusion* 
  (2), 
  contagion, emotion, stoneskin; 5
  th– cone of cold, 
  dominate person*, feeblemind. 
   
  *Enchantment spell 
   
  Possessions: Dagger, potion of protection from 
  elements (fire), pearl of power (1
  st), +1 cloak of protection. 
   
   
   
  
  Circle of Sin 
   
  Page 32 
  Map One: 
  Map of River Quarter and Areas of Interest 
   
   
  Areas featured in Circle of Sin: 
   
  R8 – Temple of Pholtus 
  F8 – Silver Garter 
  F19 – Temple of Trithereon 
  
  Circle of Sin 
   
  Page 33 
  Map Two:  
  Alley Map for Encounter Three 
   
   
   
  
  Circle of Sin 
   
  Page 34 
  Map Three:  
  Map of Mertwig’s Warehouse 
   
   
  
  Circle of Sin 
   
  Page 35 
  Handout One:  
  The Seven Deadly Sins
   
  From the Piesetical of Pholtus, as translated and transcribed from the original Old Oeridian into the Common 
  Tongue by the Gleaming Follower Veldamonth of Ogburg in the Common Year 570. 
   
  Here Brethren are the Four Deadly Sins of the 
  Creed of Pholtus, that you might know them 
  and avoid their all-too tempting embrace. 
   
  Cowardice – One must have courage in the 
  face of danger, and the strength to stand with 
  valor against those who oppose the One True 
  Path. To show a lack of courage in the face of 
  adversity, to avoid exposing oneself to danger 
  or pain when one is called to are considered a 
  terrible sin. 
   
  Avarice – Worldly goods distract one from 
  following the One True Path. They are but 
  temporal, while the Path is spiritual. When 
  death occurs, the spirit moves on, leaving 
  possessions 
  behind. 
  Therefore 
  wanton 
  cupidity is Sin Eaters usually have little more 
  than their robes, their holy symbol, their staff 
  and accoutrements, as well as any equipment 
  necessary for travel. 
  
  Circle of Sin 
   
  Page 36 
   
  Self-Indulgence – The pleasures of the flesh 
  are a distraction from the pursuit of 
  perfection in Pholtus’s image. Indulging 
  desires without thought for others is a great 
  sin. Gluttony, promiscuity and so forth are all 
  considered negative concepts and a true 
  follower of the Way is expected to never fall 
  prey to their clutches. 
   
  Self-Will – To flaunt the will of others and 
  carry out one’s one desires is a sin. Pholtus is a 
  highly lawful deity. He expects unity in his 
  followers at all times, and brooks no bickering 
  between followers when action is called for. A 
  factioned group of followers is easily 
  subverted by evil and chaos.
  
  Circle of Sin 
   
  Page 37 
  Handout Two: 
  The Summons 
   
  To whom it may concern, 
   
    I understand that you were present at the 
  time when the life of the Glimmering Follower 
  Suneris ended and that out of all those present he 
  did single you out for his attentions. 
   
    I humbly ask that you travel to the Temple of 
  Pholtus with this messenger, who is a man of 
  irreproachable character. There I would have you 
  find me, for I demand an audience to question 
  you in the hopes of finding exactly what 
  happened to one as righteous and virtuous as 
  Suneris. In assisting in such an undertaking you 
  would be doing the Church a great favor, and, if 
  this is not enough to move you to action, it would 
  also profit yourself by starting you on the One 
  True Path to salvation. 
   
  May His Radiance light thy Path to me, 
  Brightmantle 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR3-05 Circle of Sin (3E).pdf