TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
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  coincidental. © 2005 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document, please e-mail your regional representative at poc@shieldlands.net; for LIVING GREYHAWK campaign questions 
  email rpgahq@wizards.com. 
  IUZ8-01 
   
   
   
  End of the Line 
   
  A Two-Round Dungeons & Dragons® Living Greyhawk™  
  Iuz’s Border States Metaregional Adventure 
  Version 1.0 
   
  by Joshua B. Grace and Chris Hoffman 
   
  Circle Reviewer: Britt F. Frey 
  Playtesters: AJ Buechler, James Crook, Joe Crook, Jeremy Feist, David Haga, Zachary Magnuson 
   
   
  After years of scheming, the chromatic dragon cultists take a daring new step as they move toward the completion of 
  their plans, and you are recruited to thwart them. Meanwhile, the Drinkers of the Midnight Cup want you to help 
  investigate a startling new connection between the cultists and Iuz. Finally, another party wants your assistance, too, for 
  what could be the strangest mission you’ve ever undertaken. What does all this mean? You’re going deep into lands 
  swarming with orcs, demons and undead to find out. A two-round Iuz’s Border States metaregional adventure for APLs 
  10-16. This adventure includes untiered encounters and an extended play opportunity. 
   
  
  IUZ7-08 Love’s Price 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA event from 
  the RPGA website, or you received it from your senior gamemaster. To 
  play this adventure as part of the LIVING GREYHAWK campaign—a 
  worldwide, ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a HERALD-
  LEVEL™ gamemaster. The person who sanctions the event is called the 
  senior gamemaster, and is in charge of making sure the event is 
  sanctioned before play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The person who runs 
  the game is called the session Dungeon Master (or usually just DM). 
  Sometimes (and almost all the time in the cases of home events) the 
  senior gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. By sanctioning and reporting 
  this adventure, you accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING GREYHAWK 
  character. Second, players and DMs gain rewards for sanctioned RPGA 
  play if they are members of the DUNGEONS & DRAGONS REWARDS 
  program. Playing this adventure is worth two (2) points. 
   
  To learn more about the LIVING GREYHAWK character creation 
  and development, RPGA event sanctioning, and DUNGEONS & 
  DRAGONS REWARDS, visit the RPGA website at www.rpga.com. This 
  adventure retires from RPGA-sanctioned play on December 31, 2008. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop reading now. The 
  rest of the information in this adventure is for the DM only. If you read 
  farther than this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure as part of an 
  RPGA-sanctioned event, reading beyond this point makes you ineligible 
  to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of the following 
  D&D rule books: Player’s Handbook, Dungeon Master’s Guide, and the 
  Monster Manual. 
   
  Throughout this adventure, text in bold italics provides player 
  information for you to paraphrase or read aloud when appropriate. 
  Information on nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your convenience, Appendix 1 
  is split by APL. 
   
  Along with this adventure, you’ll find a RPGA session tracking 
  sheet. If you’re playing this adventure as part of an RPGA-sanctioned 
  event, complete and turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign Sourcebook for details 
  on APLs. If the APL of your group is an odd number, ask them before 
  the adventure begins whether they would like to play the higher or the 
  lower adjacent APL. 
   
  LIVING GREYHAWK adventures are designed for APL 2 and higher. 
  Four or five 1st-level characters may find the challenge of an APL 2 
  adventure difficult. Suggest the following to these groups to help 
  increase their chances of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help protect them and fight 
  for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard Regional adventure, set in the Shield Lands. 
  Characters native to the Shield Lands pay 1 Time Unit per round; all 
  other characters pay 2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can be found in the 
  Living Greyhawk Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  Working on behalf of Gildor Arcanix and his Oathsworn 
  Slayers throughout much of 597 CY, a number of 
  adventurers pieced together a worrisome story from the 
  increased activity of draconic cultists and dragonspawn: 
  The dracolich, Dragotha, former consort of Tiamat, had 
  sent his minions scouring much of the Flanaess in search 
  of… something. However, neither the adventurers nor 
  Gildor have yet managed to guess at Dragotha’s ultimate 
  aim. 
   
  Meanwhile, Iuz, back from the Abyss, has been 
  combing the Flanaess for the artifacts which once 
  belonged to the Dark God, Tharizdun. When he learned 
  of Dragotha’s intent to regain his mortal form and glory 
  and aspirations to once more earn favor as Tiamat’s 
  consort, Iuz saw a way to use Dragotha in order to further 
  his objectives. The demigod offered to give Dragotha 
  what he wanted – the knowledge of a ritual that would 
  restore him to his mortal form – in exchange for a few 
  small favors: Iuz wanted to learn what Dragotha knew 
  about the Dark Seed, a phylactery formerly belonging to 
  Tharizdun and rumored to have fallen into the possession 
  of Falazure, the Night Dragon, god of energy draining, 
  undeath, decay and exhaustion. Iuz also hoped to use 
  Dragotha to get rid of a nagging nuisance, Gildor Arcanix, 
  the gold dragon whose good deeds and constant 
  networking continue to snag his plans, and Dragotha’s. 
  Ultimately, of course, Iuz plans to betray Dragotha; the 
  ritual he taught Dragotha won’t restore the dracolich to 
  life in all his former glory but will instead return him to 
  life as an aged, decrepit dragon and will summon the 
  Night Dragon, to whom Dragotha’s rejection of undeath 
  will prove a personal affront. 
   
  Furthermore, Iuz is wily enough to know that 
  Dragotha will anticipate betrayal, so he intends to reward 
  the dracolich’s suspicions with a second treachery: When 
  the dracolich’s forces capture Gildor to drain his essence 
  as part of the ritual, they will be met by forces sent by Iuz 
  to disrupt their efforts… the PCs. To ensure that the 
  adventurers play their part in all these machinations, Iuz 
  has dispatched not just one, but a pair, of his 
  Boneshadows to keep tabs on the adventurers’ 
  whereabouts and to steer them toward Old Wicked’s 
  interests. 
   
  By the beginning of this adventure Dragotha’s forces 
  have already taken the first steps to lure Gildor to his 
  doom. The cultists have kidnapped several of Gildor’s 
  wyrmlings, forcing Gildor to respond swiftly to the 
  obvious trap. Gildor, however, feels that he has little 
  choice other than to call upon the assistance of several 
  adventuring parties, of which the PCs are one, and also to 
  travel himself, in order to simultaneously confront the 
  cultists at all the sites where his wyrmlings are being held 
  hostage. 
   
  Thus begins the adventure, as the PCs each respond 
  to missives delivered to them by Sir Rayvelis Lanistor, 
  asking them to travel to Chendl in Furyondy where they 
  will meet with Gildor Arcanix. 
  
  IUZ7-08 Love’s Price 
   
  Page 2 
  ADVENTURE SUMMARY 
  The adventure begins with Player Handout 1 which 
  requests that the PCs each meet with Sir Rayvelis 
  Lanistor in Chendl. The PCs attend and are asked to help 
  save one of Gildor’s kidnapped wyrmlings. 
   
  Encounter 1: The PCs travel to the Tangles where 
  they fight a trio of redspawn arcanisses, who have begun 
  to conduct a ritual that will kill Gildor’s wyrmling 
  permanently. The PCs save the wyrmling and defeat the 
  redspawn. 
   
  Encounter 2: The PCs travel to Torkeep in the Shield 
  Lands where they are supposed to meet Gildor, but 
  Gildor doesn’t show.  
   
  Encounter 3: After the PCs have some time to 
  wonder why Gildor has failed to arrive, the PCs are 
  contacted by a high-ranking member of the Drinkers of 
  the Cup of Midnight, Lord Freud Laven, who asks that 
  the PCs investigate a potential tie between the draconic 
  cultists and the minions of Iuz. 
   
  Encounter 4: The PCs travel to Molag, in occupied 
  territories, where they encounter a grisly procession and 
  must use their own resources to locate the draconic cult 
  rumored to be in the area. 
   
  Encounter 5: Pursuing one of their leads, the PCs 
  travel into the tunnels beneath Molag where they find 
  the cultists’ hide-out, except a number of signs – 
  including the massacre of all the cultists – indicate 
  someone else was following the same trail and did so just 
  ahead of the PCs. 
   
  Encounter 6: In the cultists’ lair, the PCs find a 
  number of envelopes with their names on them. As soon 
  as one of them touches an envelope, the party is 
  “transported” to a meeting with Iuz himself. Iuz demands 
  they disrupt the ritual by which Dragotha hopes to return 
  to mortal form, and he mentions that Gildor’s intended to 
  be an unwilling part of the ritual. 
   
  Encounter 7: The PCs use their resources to pinpoint 
  the ritual site from among the many possible locations 
  Iuz revealed to them. 
   
  Encounter 8: The party travels to Rookroost where 
  they learn other groups were asking similar questions 
  shortly before them. The other groups headed to Old 
  Gulpa’s estate, roughly 20 minutes’ walk north of town. 
   
  Encounter 9: On their way to Old Gulpa’s shop, the 
  PCs encounter a caravan of undead citizens concerned 
  with protecting the Bandit Kingdoms from meddling 
  adventurers such as the PCs. The undead begin by acting 
  quite civil but push toward combat. 
   
  Encounter 10: After defeating the undead, the party 
  reaches Old Gulpa’s estate without incident, where they 
  find the ancient gnome quite irritable and reserved. With 
  enough finesse or gold, they manage to convince him to 
  speak, and he discloses the location of Dragotha’s ritual. 
   
  Encounter 11: As the party leaves Old Gulpa’s shop, 
  they encounter another Drinker contact, Sarian Van 
  Mattiaun, who has come to warn them that their lives are 
  in danger. He offers them a word of recall token to use to 
  flee if the fight turns against them. 
   
  Encounter 12: The PCs fight a pair of elite 
  wyvernriders and their wyvern mounts outside of the 
  ritual site. 
   
  Encounter 13: The party moves into the ritual site, 
  first encountering a trapped door, then an alarm trap, 
  before confronting several cultists intent on getting some 
  of Gildor’s essence through a portal to Dragotha. 
  Meanwhile, two Boneshadows slip into the lair after the 
  PCs in order to ensure that the cultists’ complete their 
  ritual. 
   
  Encounter 14: After 5 rounds of combat with the 
  cultists, the PCs find themselves flanked by a number of 
  demons that have come to capture Gildor’s essence. 
   
  Encounter 15: This encounter takes place as soon as 
  one of the cultists manages to carry any of the crystal 
  beakers with Gildor’s essence through the portal into 
  Dragotha’s ritual chamber. The ritual begins, and Iuz’s 
  treachery is revealed as the ritual has consequences far 
  different than Dragotha had anticipated. 
   
  Encounter 16: Once they break the word of recall 
  token, the PCs are transported back to Molag where they 
  prepare to deal with an entire temple full of minor clergy 
  and demons. Instead, every creature in Molag is dead. 
   
  Conclusion: The PCs are rewarded for their efforts or 
  are asked to help restore Gildor. 
   
  Extended Play Encounter: PCs may choose 
  individually to participate in this extended play 
  encounter. They meet once again with Sarian Van 
  Mattiaun and Lord Laven as the two Drinkers reveal a 
  plan to resurrect Gildor. The PCs are asked to ensure that 
  the plan succeeds. As they sail to meet with the Shade at 
  an appointed rendez-vous, they are confronted by two 
  Boneshadows and a number of succubi. The PCs must 
  ensure that the Shade’s contribution to the resurrection 
  effort remains unharmed, or Gildor is lost forever. 
   
   
  PREPARATION FOR PLAY 
  This adventure uses numerous new feats, classes and 
  items. Please familiarize yourself with them. 
   
  ACKNOWLEDGMENTS 
  Thanks to Gordon Smith for help with New Rules items 
  and to Jolyon Bloomfield for help with maps. 
  
  IUZ7-08 Love’s Price 
   
  Page 3 
  INTRODUCTION 
  Give a copy of Player Handout 1 to each player at the 
  table.  
   
  Allow players to change their PCs, or allow their PCs 
  to take measures to avoid detecting as evil before they 
  travel.  
   
  When everyone is able to travel to Chendl, read the 
  following introduction: 
   
  You sit at a large oak table in a large dining hall. 
  Tapestries displaying the crests of Furyondy and 
  several noble houses adorn the walls. A few dozen 
  other adventurers occupy seats around the table, 
  talking loudly, rudely propping their feet upon the 
  table, belching, chastising the belchers, and rapidly 
  consuming the ale and wine the servants hasten to 
  resupply. There are dwarves who sit stiffly in their 
  full plate, even at the table; a half-orc scratching his 
  nose and staring at the light sparkling off the 
  chandelier; 
  a 
  pair 
  of 
  gnomes 
  employing 
  prestidigitation to adjust the aromas of their glasses 
  of wine; a halfling standing on his chair, seasoning 
  his mead with spices from his own backpack – 
  altogether the motley sort of crew one might expect 
  when multiple adventurers are united for one 
  common cause. 
   
  At length, the master of the estate, Sir Rayvelis 
  Lanistor, enters the hall, followed by the young, 
  straw-haired man most know as Gildor Arcanix. As 
  Sir Lanistor begins to address the assembly, you 
  notice that Gildor scarcely seems to pay attention, 
  preoccupied by something that keeps his features 
  set in a grim scowl. Gildor leans his walking staff 
  against the table and sits silently into his chair. 
   
  PCs who have met Gildor a number of times previously 
  or who succeed at a Knowledge (local: Iuz’s border states) 
  (DC 20) may find Gildor’s behavior odd, as he is typically 
  congenial – if not cheerful – and aloof. Despite the 
  amount of work he’s invested in counteracting the efforts 
  of the evil draconic cultists, he has almost never 
  displayed anything other than a casual and breezy front 
  to the PCs. 
   
  “I want to thank each of you for coming,” says Sir 
  Lanistor. “His Majesty, King Belvor IV, would have 
  liked to conduct this business personally, but the 
  recent events of the wedding, funeral, wedding and 
  honeymoon have otherwise occupied his time. 
  Nevertheless, the King feels that he owes Gildor 
  Arcanix, here, a great debt for the services Master 
  Arcanix provided the realm recently, and the King is 
  concerned 
  that 
  Master 
  Arcanix’s 
  personal 
  involvement in the efforts against a number of 
  draconic cultists on Furyondy’s behalf may have, in 
  fact, drawn the ire of those cultists and brought us 
  to the situation in which we now find ourselves. 
   
  “A number of Master Arcanix’s children have 
  been kidnapped and are being held in far-removed 
  locations about the Flanaess. We need you to help 
  recover his children. You may have noticed that 
  we’ve recruited a large group of adventurers today. 
  That’s because we’re concerned if a group rescues 
  one of his children, it will only be a short time 
  before the others might suffer some form of 
  retribution. We need to strike at all the locations 
  simultaneously.” 
   
  Gildor looks up from the table. Dark lines show 
  under his eyes which seem to burn with a great fire. 
  “Of course,” he says, grinning wryly, “it’s a trap. But,” 
  he continues, “it’s a trap for me and not for you.” 
   
  Lanistor nods. “Before we assign you to your 
  individual locations or share further information, 
  we need to ask that you swear an oath to keep 
  several matters secret.” With a wave, Lanistor 
  dismisses his servants from the room, and they 
  close the doors behind them. 
   
  Quickly, the various adventurers nod their 
  assents, eloquently swear voluminous oaths to 
  uphold the good cause in secrecy, and generally 
  agree – as the halfling says – to: “Keep my mouth 
  shut so long as it ain’t evil stuff I’m s’posed to keep 
  secret.”  
   
  Lanistor waits for the rest of you to swear 
  secrecy. 
   
  PCs who refuse to swear secrecy are thanked for their 
  time and asked to leave the estate. 
   
  After 
  you 
  take 
  your 
  oaths, 
  Gildor 
  speaks, 
  “Unfortunately, my true identity has become one of 
  the least well-maintained secrets of this part of the 
  Flanaess, and it becomes necessary for me to inform 
  you of it because you’ll need to look for the correct 
  species of children, shortly. 
   
  “You will want to look for gold wyrmlings. 
  Seven of my wyrmlings were abducted shortly after 
  they were first able to travel on their own. When you 
  find them, they may appear either in draconic or 
  human form, but you won’t find anyone resembling 
  a human child. If they appear human, they’ll likely 
  look like young men and women. 
   
  “I was contacted with a note requesting a 
  ransom. That ransom is due in three days. I traveled 
  here, instead, to request the kingdom’s assistance in 
  divining the wyrmlings’ locations. We have located 
  all but one. You will recover the six we have already 
  located, and I will deal with whomever has tried to 
  hide my youngest daughter. 
   
  “I have business to attend in the Shield Lands, 
  at Torkeep, once this matter is concluded, so I ask 
  that you bring my wyrmlings to meet me there.” 
   
  Lanistor concludes. “Tomorrow morning, we’ll 
  have a few of the King’s mages to transport you close 
  to the various sites. Furyondy remembers its allies, 
  and I believe His Majesty was drawing some 
  measure of reward from the coffers. In the 
  
  IUZ7-08 Love’s Price 
   
  Page 4 
  meantime, please make yourself at ease within my 
  home. You will eat and drink well. We have 
  designated a number of teams and will call you aside 
  to inform you of your missions individually.” 
   
  With that, both Lanistor and Gildor stand, and 
  Lanistor reads off [number of characters at the table] 
  names. As your names are read, you realize there is 
  little to do but follow. 
   
  You are led into a smaller, guarded room 
  wherein dozens of maps scroll down along the walls. 
  Another map lies unfurled on a table before you. 
  “Have you ever been to the Tangles?” asks Sir 
  Lanistor, and the long, dreary, detailed mission 
  briefing begins. 
   
   
  PCs are informed they have sworn to keep the following 
  items secret: 1) Gildor’s identity as a gold dragon, 2) the 
  kidnapping of his wyrmlings, 3) the location of the site 
  where they are to proceed to rescue a wyrmling, and 4) 
  the identities of the wyrmlings. 
   
  PCs may ask any number of questions. The DM 
  should feel free to answer them as best as able.  
   
  Essentially, Gildor requested that the King’s diviners 
  locate his wyrmlings, and they were able to determine 
  that one, a son, Gemmerung, was being held somewhere 
  in the central Tangles, roughly two days’ march north of 
  Splinter Keep by foot.  
   
  The diviners confirmed that the kidnappers were 
  members of the evil, chromatic draconic cultists but, 
  otherwise, learned nothing of their identities or 
  numbers.  
   
  They confirmed that the wyrmling’s life was in 
  danger, and that he would likely die within four days if 
  Gildor failed to arrive at his meeting place with the 
  ransom. 
   
  The diviners also confirmed Gildor’s suspicions that 
  the ransom – twenty-five thousand gold pieces in 
  diamonds - was a ruse and that he, in fact, was the real 
  target. 
   
  Treasure: Upon completion of their mission (at the end of the 
  module), the PCs are awarded 100 x APL gp in coin. 
   
  Development: 
  Two of the assembled adventurers are, in fact, 
  Boneshadows sent to keep tabs on Gildor’s activities. The 
  gnome, Gleed, and the Halfling, Griswald Hairhand, have 
  insinuated themselves into Gildor’s good graces as the 
  dragon’s increased demand for the support of adventurers 
  has limited the amount of effort he could invest in 
  researching their backgrounds. The two have served him 
  successfully in disrupting some draconic cultist activities 
  in the past – which amused Iuz – and have now come to 
  Chendl to learn Gildor’s next move, then send the word 
  to Iuz, and Dragotha. 
   
  It is highly unlikely that anyone would suspect them 
  at this point or be able to detect them, even if they have 
  their suspicions, but if the PCs somehow manage to 
  corner one or the other, the cornered Boneshadow will 
  teleport to Dorakaa via a contingency. 
  1: YET MORE EVIL DRACONIC CULTISTS 
  The mage directed to teleport the party will inform them 
  that he’s aiming to land a day and a half’s march north of 
  Splinter Keep. 
   
  In the morning, you are teleported into a thick, dead 
  forest. Deadened, gnarled trees protrude from a 
  loose, yellowish soil, from which nothing grows. 
  The denuded branches tangle above you where the 
  canopy must have once been a lush green, perhaps 
  shimmering with emerald light when the sun shone 
  through it. Instead, the bare brown branches weave 
  beneath gray, roiling clouds. An eerie silence 
  pervades the entire area. 
   
  The mage who teleported you looks about a 
  moment and whistles softly to himself. “Well, right 
  then,” he says, “I’m off.” And with a short series of 
  arcane syllables, he disappears. 
   
  Have the party make a Survival check (DC 15) to discern 
  north. At this point, the PCs have no idea exactly how far 
  they are from the site where Gildor’s wyrmling is being 
  held captive. 
   
  As in IUZ7-04 Blue with Envy, PCs who succeed at a 
  Knowledge (nature) or Survival check (DC 20) will 
  recognize that the soil is unnaturally tainted and that 
  nothing can grow in it. Druids and other casters capable 
  of casting entangle and similar spells will instantly 
  recognize that the ground is too far deadened for the 
  spells to function. 
   
  The party is within five hours march of the draconic 
  cultists’ lair. The cultists have traveled a number of north-
  south and east-west paths through the Tangles and have 
  left tracks behind them. The PCs will eventually travel 
  across the tracks no matter in which direction they travel. 
  Allow them a Spot or Survival check (DC 21) to notice 
  the tracks when they first cut across one of the old game 
  trails that cut through the Tangles. A PC with the Track 
  feat may attempt a Survival check (DC 21) to follow the 
  tracks (three medium monstrous humanoids, one 
  weighed under a burden), or the party may simply follow 
  the trail as it leads north into the Tangles (Survival DC 15 
  to discern north). The tracks are 2 days old. 
   
  Movement through the dense wood (even though 
  it’s deadened) is severely impeded. Off of a game trail, 
  large or smaller creatures are limited to one-half 
  movement. Game trails are 5-ft. wide, and movement on 
  them is three-quarters base speed (but does allow for 5-ft. 
  adjustments). Huge or larger creatures are limited to one-
  half movement in all cases. 
   
  Read or paraphrase the following text as the PCs first 
  get within sight of the cultists’ location: 
   
  As you travel through the tangled and deadened 
  woods, you suddenly see a number of lights 
  sparking through the trees in the distance. 
   
  
  IUZ7-08 Love’s Price 
   
  Page 5 
  The PCs begin 300 feet from a stone ring in the Tangles. 
  Have the players take actions round-by-round, going 
  around the table, starting with the PC in the front of the 
  marching order. Try to give the PCs a sense of urgency at 
  this point; after 5 rounds, the lights are getting faster and 
  begin to coalesce. After 8 rounds, the cultists begin to cut 
  into Gemmerung, each doing 1 point of damage, cutting 
  into him per round (for a total of 3 hit points per round). 
  If the PCs take more than 12 rounds to reach the edge of 
  the cultists’ clearing, they find Gemmerung already dead. 
   
  Though the Tangles is a deadened forest, it is still 
  extremely dense. Vision through the trees is limited to 80 
  feet.  
   
  The forest canopy is 50 ft. tall and starts at 20 ft. from 
  the ground, meaning that from 20 ft. to 50 ft. above the 
  ground, flight is half-movement, maneuverability is 
  reduced by 2 steps (to a minimum of poor), and large or 
  larger creatures may not Hover. It is easier to see through 
  the canopy than through the forest at ground-level; 
  visibility is reduced to a minimum of 120 ft. 
   
  Once they can see into the stone ring, read or 
  paraphrase the following: 
   
  As you peer into a clearing circled by stones, you see 
  a drugged, semi-conscious man chained high upon a 
  stone slab. There are barbs on the chain and each 
  time he breaths, one of the barbs cuts into the man’s 
  chest. Surrounding the man are three people 
  wearing robes. They form a triangle around the altar, 
  with the man’s head positioned as if to indicate a 
  pyramid. The robed individual standing near the 
  man’s head has a dragon-tooth dagger with which he 
  is carving into the chained man’s chest. 
   
  PCs who succeed at a Spot check (DC 20), modified by 
  distance, recognize that the robed individuals aren’t 
  human at all, but red-scaled monstrous humanoids. 
   
  CREATURES 
  The creature strapped to the pedestal is Gemmerung, 
  Gildor’s wyrmling. 
   
  Gemmerung: Wyrmling male gold dragon; hp 16; 
  Monster Manual pg 84. 
   
  APL 10 (EL 13) 
  Redspawn Arcaniss Sorcerer (3): hp 83; Appendix 1. 
   
  APL 12 (EL 15) 
  Redspawn Arcaniss Sorcerer (3): hp 95; Appendix 1. 
   
  APL 14 (EL 17) 
  Redspawn Arcaniss Sorcerer (3): hp 123; Appendix 1. 
   
  APL 16 (EL 19) 
  Redspawn Arcaniss Sorcerer (3): hp 137; Appendix 1. 
   
   
  Tactics: 
  When the PCs attack, all 3 robed creatures attack 
  Gemmerung to kill him before the PCs can save him. 
  Roll initiative separately for each redspawn sorcerer. 
   
  The PCs will likely cast spells such as delay death to 
  stop them from actually killing him. Once they’ve killed 
  him, or believe they have killed him, the redspawn will 
  focus on any PCs who have enmity of dragonkind.  
   
  NOTE: Please be conscientious of how delay death 
  really works. It can not be cast after damage that would 
  kill the PC/NPC. It has to be active prior to the killing 
  blow is struck, and it is a close-range spell. 
   
  Treasure: The PCs can gain the following treasure here: 
   
   
  APL 10: Loot 75 gp; Coin 0 gp; Magic 3600 gp; +1 chain 
  shirt (104 gp each), +1 buckler (97 gp each), amulet of health +2 
  (333 gp each), cloak of charisma +2 (333 gp), vest of resistance +2 
  (333 gp each); Total 3675 gp 
   
  APL 12: Loot 75 gp; Coin 0 gp; Magic 6600 gp; +1 chain 
  shirt (104 gp each), +1 buckler (97 gp each), amulet of health +2 
  (333 gp each), cloak of charisma +4 (1333 gp), vest of resistance +2 
  (333 gp each); Total 6675 gp 
   
  APL 14: Loot 75 gp; Coin 0 gp; Magic 10,098 gp; +2 chain 
  shirt (354 gp each), +2 buckler (347 gp each), amulet of health +2 
  (333 gp each), cloak of charisma +4 (1333 gp), vest of resistance +2 
  (333 gp each), ring of protection +2 (666 gp each); Total 10,173 gp 
   
  APL 16: Loot 75 gp; Coin 0 gp; Magic 19,347 gp; +3 chain 
  shirt (770 gp each), +2 buckler (347 gp each), amulet of health +2 
  (333 gp each), cloak of charisma +6 (3000 gp), vest of resistance +4 
  (1333 gp each), ring of protection +2 (666 gp each); Total 19,422 gp 
   
  Detect Magic Results: +1 chain shirt (faint abjuration), +2 chain 
  shirt (faint abjuration), +3 chain shirt (moderate abjuration), +1 
  buckler (faint abjuration), +2 buckler (faint abjuration), +3 buckler 
  (moderate abjuration), amulet of health +2 (faint transmutation), 
  cloak of charisma +2 (faint transmutation), cloak of charisma +4 
  (faint transmutation), cloak of charisma +6 (faint transmutation), 
  vest of resistance +2 (faint abjuration), vest of resistance +4 (moderate 
  abjuration), ring of protection +2 (faint abjuration) 
   
  DEVELOPMENT 
  Once the PCs rescue Gemmerung, they are free to travel 
  as they wish to Torkeep, in the Shield Lands. Their travel 
  is uneventful if they employ magical means. Otherwise, 
  they fight a few small skirmishes of no significance 
  against roving bands of orcs, swarms of red-eyed ravens, 
  and other lesser monsters – wolves, owlbears, and lesser 
  undead – that would give no pause to high-level 
  adventurers. Of course, if the PCs intend to travel to 
  Torkeep by foot, the journey will take them just over two 
  weeks, and the DM may need to adjust the following 
  encounters accordingly. 
   
  PCs who study the slab of stone and succeed at a 
  Knowledge (arcana) check (DC 20) determine that if the 
  cultists had successfully completed their ritual (or do) 
  Gemmerung would have been permanently killed. 
  Additionally, PCs who succeed at a Knowledge (religion) 
  check (DC 20) determine that the various runes on the 
  altar pay fealty to both the Night Dragon, Falazure – the 
  dragon god of undeath and energy drain - and Tiamat. 
   
  
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  Page 6 
  2: NO ONE EVER EXPECTS THE 
  HEIRONEAN INQUISITION 
  PCs unfamiliar with recent developments in the Shield 
  Lands may be surprised by how stringent its security 
  measures have become. The region has appointed a 
  Council of Inquisition to secure the land against the 
  corrupting influence of spies, seditionists, doppelgangers 
  and other treacherous forces. 
   
  Meanwhile, the references to Badges of Revelation 
  all stem from events in the Shield Lands. The Badges 
  provide magical proof of identity, nearly impossible to 
  falsify. To get Badges of Revelation, PCs must submit 
  themselves to an arduous – and somewhat demeaning – 
  ritual, and the Badges then allow Inquisitors and 
  members of the Shield Lands’ lawful churches to verify 
  their bearers’ identities. PCs without Badges will, in all 
  cases, be treated with a measure of reserve and polite 
  suspicion. Inside Shield Lands’ cities, like Torkeep, PCs 
  without Badges of Revelation will be asked to purchase 
  (for 20 gp, or as part of Rich or Luxury upkeep) Badges of 
  Visitation and to wear them at all times, identifying them 
  as foreign visitors. Only PCs with Badges of Revelation 
  are able to gain access to various “sensitive” locations, 
  though they don’t play into this module except as flavor. 
   
  Torkeep is a military outpost. Every aspect of life 
  within the walls of the city serves to reinforce the 
  appearance of order, precision and purpose. Soldiers 
  stand watch about the walls and march through the 
  streets. They associate with clerics of Heironeous 
  and wizards of the Shield Lands’ Arcanists’ Society. 
  Members of the Standing Army keep their uniforms 
  spotless and polished and snap to attention when 
  ranking officers approach. 
   
  Even the commoners in the marketplace seem 
  imbued with an uncanny sense of order. The 
  blacksmith’s hammer blows strike his anvil almost 
  perfectly in step with soldiers’ footsteps. Cattle and 
  livestock in pens waiting for the butcher seem to 
  stand in tidy lines. Grocers’ fruits and vegetables 
  appear almost uniformly free of defect and all 
  roughly the same size and shape. Down to the 
  smallest detail, it appears that in Torkeep, anything 
  worth doing is worth doing correctly. 
   
  Armor-clad 
  men, 
  wearing 
  white 
  tabards 
  emblazoned with the standard of the Shield Lands, 
  patrol the grounds, halting invidiuals from time to 
  time, denying some people entry to various 
  locations. 
   
  Those turned aside shrug and turn to the local 
  tavern, hitching their packs up their shoulders. 
   
  The PCs are free, at this point, to do as they wish for some 
  time. It’s likely they’ll head to the tavern to look for 
  Gildor. The local tavern is called the Green Goblin Inn, 
  and there’s a sign hanging at the door reading, “Under 
  new ownership!” 
   
  They’ll recognize some of the other adventurers 
  from Furyondy and, perhaps, even catch sight of some 
  battered, straw-haired young men and women, but they’ll 
  see no sign of Gildor. 
   
  If the PCs ask about Gildor, allow them a Gather 
  Information check: 
   
  • DC 10 (outside the tavern): “Naw, I ain’t seen anyone 
  like that. Is he from ‘round here? If not, you might 
  wanna check out the tavern over there.” (points) 
  • DC 15 (inside the tavern): “Straw-haired young man? 
  There’s a bunch of them here today. Are they 
  related? Maybe you want to talk to one of them. Just 
  came in a couple days ago with some adventurers.” 
  • DC 25 or following lead from DC 15 (inside the 
  tavern): “Hey, didn’t I see you back in Chendl? Yeah? 
  We got back a little over a day ago, and we haven’t 
  seen sign of old Gil. I figure he’ll show up sooner or 
  later. Turns out, though, that our drinks are already 
  paid. That’s Gil for you… I just wonder if he’s got 
  one of his buddies covering the tab. Hah!” 
   
  Gildor’s wyrmlings are happy to see each other and greet 
  each other. Their feelings don’t really matter for the mod, 
  but the DM may feel free to have the PCs interact with 
  them. Their mother is a silver dragon. They’re all between 
  the ages of 20 and 100. They think it will be safest for 
  them to stick together for the foreseeable future but feel 
  that they’ll be safe enough if they do. Their names are 
  Glemmerung, 
  Gwendolyn, 
  Garraneth, 
  Gilliana, 
  Grannaruch, Gwyvven, and Gottfried. They have little 
  other information to offer. 
   
  The PCs are free to spend some leisure time in 
  Torkeep. PCs without Badges of Revelation will not be 
  permitted to enter any of the military buildings, stables, 
  or any portions of the temples beyond the main 
  sanctums. Additionally, the city enforces a curfew after 
  dusk for all persons without Badges of Revelation. 
   
  Any attempts to divine Gildor’s location will fail. He 
  is currently under the effect of a mind blank. 
   
  Eventually, they’ll notice other adventuring parties 
  begin to trickle into Torkeep. None will have heard from 
  Gildor. If the PCs do not report their concern to the local 
  authorities, then one of the other groups will. 
   
  By evening, the innkeep (the tavern is part of an 
  inn), will inform the PCs that their rooms have been 
  arranged. As the PCs retire for the evening, they’ll hear 
  knocks at their doors, and find envelopes slipped under 
  the door. They will not be able to locate the individual 
  who slipped the envelopes under their doors.  
   
  Give the players Player Handout 2. 
   
  It will not be terribly difficult for the PCs to sneak 
  out of Torkeep. Describe a number of guards marching 
  around on patrol, but all attention is focused outward on 
  threats that might approach. So long as PCs take actions 
  to avoid clanking about in full plate or marching their 
  mounts out the gate, they’ll succeed in eluding notice. 
   
  
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  Page 7 
  3: CARE FOR A DRINK? 
  PCs who head out of Torkeep for their secret rendez-vous 
  travel a couple miles east to the banks along a tributary of 
  the Veng River. 
   
  Read or paraphrase the following text: 
   
  A low fog rises off a small river to the east. A gentle 
  breeze rustles through the tall grasses and trees. 
   
  The fog is thick enough that you scarcely see the 
  man seated at a small crate along the river bank 
  until you’re nearly upon him. 
   
  The tall Flan man stands and greets you, 
  indicating the crate, upon which are set several 
  glasses and a bottle of wine. “Come. Sit down. It’s a 
  beautiful night for a drink to our health. Then we’ll 
  get down to business.” 
   
  He seems to await your response. 
   
  Once the PCs provide the proper counter phrase, the 
  man will relax. 
   
  A Knowledge (nobility and royalty) or Bardic 
  knowledge check (DC 20) or a Knowledge (local: Iuz’s 
  border states) check (DC 30) will identify the man as 
  Lord Freud Laven, recently appointed to the Council of 
  Lords in the Shield Lands as the Lord of Bright Sentry. 
  PCs who have met Freud before will recognize him 
  instantly. 
   
  Lord Laven is a 16th-level cleric of Pelor who eschews 
  the happy-shiny tendencies of many who share his faith 
  in favor of renewal built through strength. As a cleric, he 
  believes that the best way to provide healing is pre-
  emptively, by smiting evil before it can inflict suffering 
  on others. As a person, his outlook is similarly stern, 
  sharp and pragmatic. 
   
  Allow the PCs to interact with Freud as they wish, 
  then read or paraphrase the following: 
   
  “I was in Torkeep while you were waiting for 
  Gildor,” says Freud. “Word spread, and I had some 
  pages deliver those notes. 
   
  “Gildor’s disappearance concerns my associates 
  and me as it seems to reinforce some other 
  information we’d gathered, but first… What can you 
  tell me about your recent mission?” 
   
  Note that the PCs previously swore to keep much of their 
  mission secret. Parties which refuse to divulge any of the 
  secret information receive the favor “Good as Your Word” 
  while those who break their oaths receive the disfavor 
  “Oathbreaker.” 
   
  Freud will listen as the PCs share whatever 
  information they choose; then he will explain: 
   
  “Some of my drinking friends planted a little birdie 
  deep inside of a temple near Delcomben. Now, this 
  little birdie had to move when Law’s Crusade started 
  pressing upon the temple’s doorstep. 
   
  “Traveling with the minions of Old Wicked, this 
  little birdie ended up near Molag, or the ruins 
  thereof, where he happened to witness a meeting 
  between the Old One’s stooges and a party of robed 
  figures who hid their faces beneath their cowls. But 
  this birdie is particularly keen-eyed, so he noticed 
  that the road-weary travelers were all scaled and 
  lizard-faced, with different chromatic hues to their 
  scales. 
   
  “Normally, I don’t care about the draconic 
  cultists. I helped Gildor with a task or two, myself, 
  but my friends and I have more important tasks 
  before us. We happen to remember who the real 
  threat is. 
   
  “Furthermore, this birdie is also keen-eared and 
  managed to pick up a few references to a ‘deal.’ I 
  wasn’t immediately able to figure out what sort of 
  deal the cultists may have struck with followers of 
  Old Wicked, but when you started poking about 
  Torkeep, I put two and two together. It all seems to 
  add up to Gildor. I don’t know where he is, but if 
  these irritating cultists have now started making 
  deals with the Old One, it’s worth looking into the 
  matter. 
   
  “And, of course, we might find out what’s 
  happened to Gildor.” 
   
  Lord Laven expects the PCs to look into the matter. If 
  they don’t volunteer, he’ll explain that he expect them to 
  find out what the two sides might have wanted from this 
  “deal.” If the PCs expect compensation, Lord Laven will 
  offer to teach them some unique spells after they 
  successfully complete their mission. 
   
  Once the PCs accept his mission, Lord Laven 
  explains that they’ll need to travel near Molag and 
  investigate any draconic cults in the area. 
   
  If PCs ask, he’ll explain they don’t need to check on 
  the Iuzian forces in that area, since the “birdie” is keeping 
  his drinking friends suitably informed at the moment. 
   
  Lord Laven will also give the party a scroll of sending 
  with instructions to contact him if they learn anything 
  important. 
   
  Your meeting adjourned, Lord Laven looks at you 
  sharply. “I was never here,” he says. He packs the 
  glasses, empty wine bottle, and crate, then mutters 
  several words while fingering his holy symbol 
  before dissolving into a white mist and disappearing 
  into the fog. 
   
  
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  Page 8 
  4: THE RUINS OF MOLAG 
  This is primarily a roleplaying encounter. First, allow the 
  PCs a Knowledge (local: Iuz’s border states) check (DC 
  10) to know that Molag was recently taken away from the 
  nation of Furyondy hordes of demons. By all reports, the 
  town was put to ruin. 
   
  Additionally, this means that the town is now once 
  again part of the Empire of Iuz. 
   
  PCs who fail a Knowledge (local) check will be left 
  to their own devices as they approach the evil lands of 
  Iuz. 
   
  NOTE: Because the DC is only 10, PCs may attempt 
  the check untrained. 
   
  PCs who fail to disguise or hide themselves will 
  draw all manner of attention, most of it hostile. In order 
  to look about the area surrounding the ruins of Molag for 
  the draconic cultists, the PCs should disguise themselves 
  as somehow evil. When they do, have the players 
  describe how evil they look and interact with the orcs, 
  hobgoblins and other creatures that infest the area. 
   
  Any special mounts frequently associated with good 
  characters, such as griffons or unicorns, or any special 
  cohorts, such as pixies or good outsiders, should 
  automatically foil the PCs’ Bluff and Disguise attempts 
  unless the PCs come up with an exceptionally clever and 
  interesting plan (DM’s discretion). 
   
  WELCOME TO MOLAG 
  Once the PCs come up with a plan, they may proceed to 
  Molag. Read or paraphrase the following text: 
   
  Situated beneath perpetually ominous skies of black 
  and grey, the ruins of Molag are not abandoned by 
  any stretch of the imagination. Skeletal riders on 
  skeletal horses with glowing red eyes patrol the 
  region’s perimeter, though it’s hard to tell what 
  they’re meant to stop as they never even look twice 
  at you as you approach. Outside the city’s borders, 
  orcs form large camps around roaring fires, roasting 
  meat and spilling into the air a sickeningly sweet 
  aroma. Several of them grunt at you, bristling in 
  their armor and weaponry and laughing as you pass 
  by. 
   
  In the city itself, once large enough to house 
  thousands, the buildings are collapsed. The skies 
  teem with large winged shapes that duck below the 
  clouds and fly back into them. Sometimes you pass 
  buildings that still stand, mostly intact, and think 
  you see pairs of glowing red eyes before makeshift 
  shutters slam closed. 
   
  A caravan passes. A dozen or so armored orcs 
  escort a man or woman in a terrifying suit of black 
  and red spiked full plate who sits astride a horse 
  plucked right from nightmares, its red eyes filled 
  with a malevolent intelligence and its hooves 
  shrouded in smoke. The rider holds a chain, 
  attached to a beaten man, stripped of arms and 
  armor, but still obviously trying to maintain a sense 
  of dignity and poise as he is jerked about at the end 
  of the procession. A beautiful, coy woman with bat 
  wings encourages him, from time to time, to take 
  heart; he’ll soon have his rest. And at the rear of the 
  procession, a massive demonic creature with a dog-
  like head and four arms, two ending in pincers and 
  two 
  in 
  hands, 
  chortles 
  as 
  it 
  surveys 
  the 
  surroundings. 
   
  “All you have to do, little knight,” says the 
  massive demon, “is wish that this were all over… 
  Imagine, you, back in the arms of your beloved… Or 
  better yet, in Elyshra’s fond embrace…” 
   
  Suddenly, the demon pauses and looks in your 
  direction. “You look lost. Are you headed to the 
  marketplace?” 
   
  The demons and blackguard have captured a Knight of 
  the Hart, whom they intend to torture before plucking 
  out his still beating heart as paladin hearts are rare 
  commodities and much in demand. They currently have 
  no interest in the PCs, other than the glabrezu’s curiosity. 
  If the PCs indicate that they are, in fact, lost, the glabrezu 
  will point them in the direction of the marketplace. The 
  caravan wishes to arrive to their destination quickly and 
  therefore won’t stop to talk with the PCs for any 
  extended period of time unless the PCs succeed at a 
  Diplomacy check (DC 15), in which case the PCs will be 
  able to gather from the caravan most of the information 
  for which they would otherwise have to ask about the 
  town. 
   
  The caravan is not initially hostile, actually 
  beginning at Indifferent, but will defend itself if the PCs 
  attack. 
   
  CREATURES 
  For the orc barbarians, use the statistics for the sample 
  5th-level half-orc barbarian from the DMG (pg. 112).  
   
  For the blackguard, use the statistics for the sample 
  15th-level paladin from the DMG (pg. 120), making a few 
  necessary substitutions – smite good for smite evil, CE for 
  LG, and so forth. 
   
  PCs receive no XP for this encounter as it is 
  immaterial to their mission; however, they may count the 
  treasure among their earnings (provided they are able to 
  take it with them before they flee). 
   
  All APLs 
  Orc barbarian (12): hp 43; DMG pg. 112. 
  Succubus (Elyshra): hp 33; MM pg. 47. 
  Human blackguard: hp 102; DMG pg. 120. 
  Glabrezu (Alazhak’ra): hp 174; MM pg. 43. 
  Captured paladin (Sir Duberry): hp 17. 
  
  IUZ7-08 Love’s Price 
   
  Page 9 
  DEVELOPMENT 
  PCs likely pursue one of the following options: 1) 
  diplomacy, 2) leave and gather information, or 3) attack. 
   
  Should the PCs attack, they jeopardize their entire 
  mission. As overwhelming numbers of orcs and demons 
  will eventually arrive at the battle, initially out of 
  curiousity, but eventually to battle the forces of good, the 
  PCs will need to escape, but furthermore, their faces will 
  become known. In order to return to the area, they’ll each 
  need to succeed at Disguise checks (DC 25), or any force 
  of orcs, hobgoblins and/or demons will sound an alarm 
  and attack them at once. If they are delayed by more than 
  10 days, Gildor will die (see Encounter 5), and the PCs 
  will fail their mission. 
   
  GATHERING INFORMATION 
  The marketplace in the ruins of Molag is a squalid 
  assortment of small stands of crates and racks, upon 
  which various items rot beneath the stormy skies. 
  Demons stroll about and push goblin merchants 
  aside, taking what they wish; hobgoblins haul dead 
  bodies – animal and human – to stands to be 
  butchered and sold; and a number of Iuzian clerics 
  in black robes stroll between the stands, pausing to 
  look at the displays, escorted by trains of undead 
  servants. 
   
   
  The PCs need to learn the location of the draconic 
  cultists’ lair. There are a few, though not many, 
  individuals in Molag who suspect they know where it is. 
   
  The PCs may attempt Gather Information checks as 
  often as they like, but they receive only one check per 
  group (meaning: if they wish to split up, they may cover 
  more ground), and each check takes 1d4 hours and 1d4x5 
  gold pieces. Each retry imposes a cumulative -2 
  circumstance modifier to the check. For each 25 gp 
  beyond the base cost of the Gather Information check, 
  the PCs gain a cumulative +2 circumstance modifier. As 
  PCs gauge the NPCs’ responses, they may continue to 
  spend money to increase their result until they decide 
  they have reached their limit. At that point, the DC is set, 
  and the PCs may not spend money afterward; in order to 
  gain more information, they will have to make another 
  attempt. 
   
  PCs who fail to loosen the lips of the NPC contacts 
  may notice (Sense Motive check [DC 20]) that they seem 
  to be reticent to share information and might be trying to 
  milk the PCs for more gold. 
   
  PCs may also attempt to use other methods to pry 
  information from the NPCs. For these matters, consider 
  the informants any mixture of orc, half-orc, hobgoblin 
  and human with base Fortitude and Will saves of +10. 
   
  Gather Information results: 
  • DC 30: “Others may talk about strange creatures in the 
  wilds, but if you ask me, I think they’re hiding 
  somewhere in Molag itself. There are networks of 
  tunnels beneath the ruins of this city. I don’t know 
  where they may be, but for the right price, I can take 
  you to a tunnel entrance.” 
  • DC 35: “I don’t know why you’re asking, and I don’t 
  want to know why, but I can tell you that I’ve seen 
  some strange-looking figures walking around the 
  streets. They’ve spent some time near the 
  marketplace, then slipped away. They wore dark 
  brown robes and kept their faces covered. I don’t 
  think they were human.” 
  • DC 40: “Yeah, I can tell you they had scaled faces, and 
  no noses. They had little slits in their faces like 
  snakes and narrow, snake-like eyes. Maybe they were 
  yuan-ti. I’ve heard about them. One of them wanted 
  to buy some rare items from me: ground unicorn 
  horn, metallic dragon scales, and a still-beating 
  paladin heart. I didn’t have the paladin heart. They 
  had a peculiar smell about them, like incense mixed 
  with something I’d only smelled once before – a 
  strange smell from a Green Jerkin I’d killed who had 
  been hiding in the tunnels to the southwest of 
  town.” 
   
  When the PCs attempt their first Gather Information 
  check attempt, they are now “On the Clock” (see 
  Encounter 5) as there is only so much time remaining 
  until the cultists permanently drain all of Gildor’s life 
  essence. 
  
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  Page 10 
  5: ON THE CLOCK & UNDER THE 
  GROUND 
  The PCs are “on the clock” to save Gildor as the cultists 
  holding him intend to proceed with their ritual, rudely 
  neglecting to wait for the PCs to rest and/or locate them. 
  Indeed, it’s as though they have their own agenda in a 
  world that doesn’t bend itself to the PCs whims! (How 
  rude!) They are slowly extracting Gildor’s life essence and 
  refining it for the ritual Dragotha intends to conduct to 
  restore himself to mortal form. Each day the PCs fail to 
  disrupt the ritual is another day the cultists extract part of 
  Gildor’s essence. From the point when the PCs first start 
  asking questions in Molag, there are 10 days until all of 
  Gildor’s life essence has been drained and altered for the 
  ritual, rendering him permanently and irrevocably dead. 
   
  When the PCs learn that the cultists have 
  established themselves in the tunnels beneath Molag, 
  they must still locate the particular stretch of tunnels in 
  which the cultists lair. They may locate the specific 
  location either by:  
  • succeeding at the initial Diplomacy check with the 
  demonic caravan,  
  • by succeeding at the initial DC 40 Gather Information 
  check,  
  • by charming or dominating an NPC informant,  
  • by succeeding at a successful Gather Information 
  check (DC 35) after an initial Gather Information 
  check placed the cultists somewhere in the tunnels,  
  • or by wandering through the extensive network of 
  tunnels (32 miles total, PCs travel at half speed).  
   
  If the PCs randomly begin scouring the tunnels it takes 
  them one day to search 12 miles at a 30-foot base move; 
  roll 1d4, and have the PCs locate the cultists’ site on that 
  day. 
   Once the PCs locate the cultists’ site, read or 
  paraphrase the following text: 
   
  The dark and eerie tunnels beneath Molag form 
  almost an entire subterranean realm. Abundant 
  signs of humanoid, animal… and other… activity 
  pervade the passages. 
   
  At length, your journey leads you to a hewn 
  stairwell that spirals downward. A number of 
  scythes protrude from the walls, darts lie scattered 
  about the floor, and a panel lies open where 
  someone must have disabled the strange rune or 
  glyph on the opened door at the bottom of the 
  stairwell. 
   
  Even before you have a chance to enter the 
  chamber, you notice that something’s wrong, a fresh 
  taint of a coppery odor fills the air, combined with a 
  faint, burnt aroma of incense… 
  The PCs are free to enter the cultists’ lair. All the cultists, 
  twelve of them, lie dead, strewn about the wreckage of 
  their site – overturned tables, papers smeared with blood, 
  scorched books and maps, shattered vials, opened and 
  broken chests and drawers. 
   
  A Heal check (DC 20) successfully determines the 
  cultists were massacred roughly 2 days earlier, and all of 
  them died from a number of small piercing wounds. 
   
  A Heal check (DC 30) further determines that the 
  cultists also appeared to have been magically weakened, 
  as though through ability damage. 
   
  A Track check (DC 30) locates, among the cultists’ 
  prints, two sets of small-sized prints left roughly 2 days 
  prior. A subsequent Knowledge (nature) check (DC 21) 
  determines that one set was from a booted gnome and 
  the other set from a booted Halfling. 
   
  There is nothing of value left to loot, though as the 
  PCs move about the room (before the players exhaust 
  their curiosity!), they should find the following scene: 
   
  Amid all the devastation, perhaps the oddest sight of 
  all is an upright table, upon which have carefully 
  been placed a number of envelopes. Each bears the 
  name of one of your party. 
   
  The envelopes are not trapped and do not appear magical 
  (due to a non-detection spell at caster level 30; caster level 
  check DC 41 to pierce). 
   
  Ask the PCs, individually, whether or not he or she 
  chooses to open the envelope. 
   
  As soon as one PC touches an envelope, tell each PC 
  that he/she feels his or her mind being ripped from 
  reality, and ask each PC to make a Will save (DC 40 – 
  against a programmed image) if they choose to resist the 
  effect. If any succeed, hand the player(s), a slip of paper 
  indicating that they see through the shadowy forms of an 
  illusion – BUT DON’T TELL THE OTHER PLAYERS! 
   
  Proceed to Encounter 6. 
  
  IUZ7-08 Love’s Price 
   
  Page 11 
  6: DEAL WITH THE DEVIL 
  As soon as the first of you touches one of the 
  envelopes, the world around you explodes in a puff 
  of sulphurous smoke, and you reappear on a plane of 
  blasted lands. You know it’s not the Prime just by 
  glancing about the environs in which you find 
  yourselves. The screams, seemingly coming from 
  everywhere and nowhere all at once, are similar to 
  the screeches of nails on a chalkboard. Occasionally 
  the screams grow particularly piercing, as if a child 
  were being tortured.  
   
  Around you, the landscape is continuously 
  changing shape. Trees suddenly appear from 
  nowhere, warp and erupt into flame, until they are 
  mere charred remnants of their former beauty. They 
  then become ash in mere seconds. 
   
  A DC 20 Knowledge (Planes) check recognizes the place 
  as part of a layer of the Abyss. 
   
  Suddenly, appearing out of nowhere, without even a 
  pop or flash of light or puff of smoke, is a bloated, 
  red-skinned figure of some demonic origin.  
   
  A DC 25 Knowledge (Religion) check recognizes the 
  creature as one of the two forms Iuz takes, the other 
  being that of a gnarled and old human  male. 
   
  NOTE: This is a programmed image resembling a realm 
  where Iuz has full control. The PCs appear as they 
  normally would, but anything they do, Iuz will merely 
  laugh, ignore the effect, and then – when the PCs tire of 
  being ineffectual - he closes by asking, “You done yet?” 
  After the PCs calm down, read or paraphrase the 
  following: 
   
  If the PCs attacked: 
  “Thank you for your ‘warm’ welcome. It feels good to 
  know that one is as welcome as you have made me 
  feel today. Welcomes like this give me goosebumps 
  all over my body. Thanks.”  
   
  If the PCs choose not to attack, or after you read the 
  above: 
  “Well, let’s get down to business, shall we? We have a 
  common enemy. His name is Dragotha, and he is 
  attempting to complete a ritual to return to his 
  former glory. I don’t want him mucking about my 
  backyard, and I don’t really care what you think. 
  So… here is what you’re going to do.” With a simple 
  wave of his hand, a map of the central lands of Iuz’s 
  empire appears on the ground in front of you.  
   
  “You’re going to disrupt Dragotha’s ritual. The 
  marks on this map are locations that I can’t scry. It’s 
  going to be taking place in one of the locations I 
  can’t see. Study the map well, because it won’t be 
  available when you return to the Prime.” 
   
  NOTE: The map contains dozens of locations where Iuz’s 
  scrying is blocked. Several are fairly large and remote, 
  and many are smaller. Some are so small as to possibly 
  indicate solitary creatures. (See Encounter 7 for more 
  information about the map.) 
   
  The PCs may have some questions. The few that Iuz 
  will answer are detailed below: 
   
  Why us? 
  “Because I don’t like you. You’ve been poking about 
  places you shouldn’t, and now it’s time to redirect 
  you. If you succeed, you ruin Dragotha’s plans, and 
  I’m happy. If you fail, you’re all dead, and I’m 
  happy.” 
   
  How do we stop the ritual? 
  “Really? You need to ask? I summoned you here 
  because you’ve spent years honing your abilities to 
  solve problems through violence, and I expect you’ll 
  do more of the same. Go find the ritual site, and kill 
  everyone.” 
   
  How are we supposed to find the ritual site if you can’t 
  scry it? How do we find the site? 
  “Normally, when my minions act like simpering, 
  whining fools, I wrack them with great pains and 
  suffering… But for you – you’re special – I’ll just go 
  after all those you hold dear. 
   
  “I don’t care how you get the job done. Just do 
  it.” 
   
  What’s in it for us? Why should we trust you? 
  “You mean you aren’t going to do this out of the 
  kindness of your hearts? I’m soooo disappointed. 
  Well, how about this? I happen to know that your 
  little gold dragon friend is on the bad end of the 
  ritual I want disrupted.” 
   
  What happens if we do nothing? What happens if the 
  ritual succeeds? 
  “Then Dragotha once again becomes a red dragon, 
  eager to wander the Flanaess to wreak havoc in 
  order to impress his old gal, Tiamat. I will kindly 
  steer him to your homes. 
   
  “Oh, and I’ll make sure to have your loved ones 
  assassinated.”  
   
  When he’s finished sharing information, Iuz “dismisses 
  the PCs” (ending the programmed image): 
   
  “Well, I’m about ready to head out. Time’s running 
  short. I don’t expect it will be long before Dragotha 
  completes his ritual now that he has your golden 
  friend… Happy hunting. You’re going to need it.” 
   
  With another pulsing red flash of light, the PCs are 
  “dismissed” to the draconic cultists’ lair where everything 
  is as it was before, except for a faint, lingering smell of 
  sulphur in the air. 
   
  
  IUZ7-08 Love’s Price 
   
  Page 12 
  7: FINDING THEIR WAY 
  The PCs now have before them the somewhat daunting 
  task of locating the ritual site with the limited 
  information they’ve obtained. Nonetheless, they have 
  several methods available, all of which may provide them 
  with a key lead. 
   
  THE MAP 
  The PCs had an opportunity to study the map Iuz 
  presented them and may use several skills or checks to 
  gain pertinent information from it: 
  • First, the map indicated dozens of sites, distributed 
  unevenly across all of Iuz’s empire and adjacent regions 
  – far too many to investigate individually in a short 
  period of time. 
  • With an INT check (DC 15), the PCs can “recreate” a 
  reasonable facsimile of the map by circling or 
  otherwise marking most of the indicated locations on a 
  map of the Flanaess (or the Empire of Iuz). 
  • With an INT check (DC 20), the PCs may recreate a 
  reasonable facsimile of Iuz’s map without a map of the 
  Flanaess or Empire of Iuz. 
  • A Knowledge (geography) check (DC 15), Knowledge 
  (local: Iuz’s border states) check (DC 20), or Bardic 
  knowledge check (DC 25) identifies many of the sites 
  where Iuz’s scrying appears to be blocked (e.g. 
  Flameflower, Ringland, portions of Chendl, portions of 
  Critwall and Bright Sentry, portions of Highfolk Town, 
  etc.). 
  • PCs who successfully recreate the map to study it or 
  who succeed at an INT check (DC 20) or WIS check 
  (DC 20) note that while many of the locations are 
  widely dispersed (as remote as the Land of Black Ice, 
  the Yatils and the Phostwood), there is a greater 
  concentration of indicated sites in the Bandit 
  Kingdoms than in other areas. 
   
  DIVINATIONS 
  The PCs may attempt to employ a number of divinations, 
  including but not limited to such spells as divination, 
  commune, contact other plane and discern location. It is 
  important that the DM understands how such spells 
  work before providing answers to any divination spells. 
   
  Most importantly, the following targets are off-
  limits: Dragotha, Gildor, the Boneshadows Gleed and 
  Griswald Hairhand, Iuz, and the ritual site. The 
  individuals either have active mind blank spells or are 
  blocking divination attempts through deific power (Iuz). 
  The site is off-limits via Mordenkainen’s private sanctum. 
   
  Nonetheless, clever PCs may learn to ask indirect 
  questions that provide valuable information. For 
  example, if the PCs attempted a commune, while the 
  question “Is Dragotha’s ritual site located in the Bandit 
  Kingdoms?” would be met with no answer, the question 
  “Have the chromatic dragon cultists been preparing for a 
  ritual within the Bandit Kingdoms?” would receive the 
  answer, “Yes.” The difference is that the first question 
  specifically references two off-limits targets, while the 
  second references no off-limits targets and encompasses 
  activities beyond those specifically occurring within the 
  off-limits ritual site. 
   
  Questions about the location(s) of the ritual 
  components and/or major draconic cultist activity 
  leading up to the ritual should eventually lead the PCs to 
  the area in the Bandit Kingdoms surrounding Rookroost. 
   
  Divination: This spell, which specifically yields an 
  oblique piece of advice, should lead the PCs to follow the 
  trail of the ritual components. Provided the PCs phrase a 
  divination question that does not specify any of the off-
  limits targets (and the percentile roll rewards the PCs 
  with a successful answer), the DM should provide the 
  following reply (or a paraphrased version): 
   
  “Goodness crushed, a heart that beats but no longer 
  bleeds, and little sorrows collected – all point to the 
  evil awaiting new form.” 
   
  KNOWLEDGE CHECKS 
  The PCs may wish to attempt a series of Knowledge 
  checks to guess what might be involved in such a ritual as 
  Iuz described: 
  • Knowledge arcana or Spellcraft (DC 35): While it’s 
  difficult to say what, precisely, the ritual might entail – 
  if it’s even possible – an educated guess would suggest 
  such a ritual would likely demand the presence of 
  components of vitality, powerful elements of good and 
  life, such as unicorn horns, paladin hearts, and metallic 
  dragon scales. 
  • Knowledge religion (DC 40): It’s possible that a ritual 
  meant to restore a dracolich to mortal form could be 
  considered an offense to Falazure, the Night Dragon, 
  god of undeath, decay, energy drain and undead 
  dragons. 
   
  GATHERING INFORMATION 
  The PCs may also choose to Gather Information, possibly 
  beginning in Molag. 
   
  Within Molag, they may inquire among the various 
  people at the marketplace (a series of little stands and 
  tents amidst the city’s ruins). 
   
  The PCs may ask about any number of items, but 
  only inquiring about one or more of several key topics 
  will provide them with pertinent information. 
   
  NOTE: As before, the PCs must spend 1d4 hours and 
  1d4x5 gps to Gather Information. Also, they may 
  continue to spend gold to increase their results: 
   
  Asking about what it would require to restore a dracolich 
  to mortal form: 
  • DC 30: A bald and tattooed man with glowing blue 
  eyes and wizard’s robes stands at a spell component 
  booth, advertising rare spell components. He has a sign 
  that reads, “Discretion is my business,” and as the PCs 
  approach, he waves to call for his “muscle” to support 
  him. (His muscle is a pair of fully-advanced invisible 
  
  IUZ7-08 Love’s Price 
   
  Page 13 
  stalkers.) He doesn’t know the answer, but for 500 gp, 
  he’ll look into it and provide the PCs with a response 
  the next morning. He is good as his word and after the 
  PCs show him the money, informs them, the next 
  morning, that he suspects such a ritual would require 
  powerful components of uncanny vitality such as 
  crushed unicorn horn, a still-beating paladin’s heart, a 
  vial of baby’s tears, and/or metallic dragon scales. He 
  informs the PCs that someone else had asked a similar 
  question only a couple days prior. 
   
  Asking about if anyone has been looking for ritual 
  components as describe above: 
  • DC 25: The bald and tattooed man described above 
  indicates that there’s been a bit of interest, lately, in 
  crushed unicorn horn, still-beating paladin hearts, and 
  vials of baby’s tears. He says two previous groups asked 
  him about the components. He wasn’t able to supply 
  the first with the still-beating paladin’s heart. The 
  second group wasn’t interested in purchasing 
  anything; they seemed more interested in information. 
  If the PCs ask for more information about either group, 
  he points at his sign, “Discretion is my business.” 
  • DC 35: If the PCs adjust his attitude through further 
  expenditure of gold, a higher Gather Information 
  result, or sufficient Diplomacy and/or Intimidate 
  checks (from Unfriendly to Helpful), the bald, tattooed 
  man will reveal that the first group that asked about 
  components was robed and appeared scaled beneath 
  their cowls. The second group consisted of a gnome 
  and a halfling whom he has never seen … if the PCs 
  catch his drift. A Sense Motive check (DC 20) 
  recognizes the man may know more about the small-
  sized duo, though he appears reticent as though 
  revealing more would endanger his life. 
  • DC 40: The bald, tattooed man tells the PCs that, while 
  he was unable to sell the first group the paladin hear 
  they sought, he arranged to have one transported to 
  them in Rookroost, in the Bandit Kingdoms. The deal 
  should have been completed the previous day. 
   
  Asking about draconic activity in the area: 
  • DC 20: The PCs find a quasit who tells them he spied 
  on draconic cultist activity in a number of different 
  areas. He wasn’t impressed, as it all seemed a bit 
  haphazard, but they all seemed to be really interested 
  in old draconic lore. 
  • DC 25: The quasit informs the PCs that all the cults he 
  investigated followed a chain of command that all led 
  back to someone named “Dragotha.” The Dragotha 
  fellow gave a bunch of the different groups these giant 
  dragon scales of different colors. One was “this big” 
  (spreading his arms far apart), “bigger than a blue 
  dragon scale should be… or so I was told.” The quasit 
  thinks the different scales were supposed to confuse 
  people so they wouldn’t recognize this Dragotha 
  person was behind everything, but the quasit was 
  terribly unimpressed as the scheme “obviously didn’t 
  work.” 
  • DC 30: The quasit refuses to say exactly where he went 
  to spy on the cultists but that it was generally “all over 
  the place. Well, all over the place within the Empire.” 
  He explains that he had to chase dragon cultists and 
  dragon spawn from Furyondy to Perrenland to the 
  Shield Lands to the Rift Barrens. He confides in the 
  PCs that he hopes he never again sees another dragon 
  spawn! 
   
  Asking about the pair of small-sized creatures who left 
  their prints in the cultists’ lair: 
  • DC 20: The PCs encounter a number of different 
  creatures – orc, goblin, human, demon – who all 
  immediately hush at the mere mention of the small-
  sized duo. 
  • DC 30: A goblin food merchant dressed in a white 
  apron and chef’s hat that both look as though they 
  were originally made for a halfling (and are stained 
  with blood) thinks for a moment and says there were a 
  couple of good customers that were both small: a 
  gnome and a halfling. They bought lots of food… As 
  he begins talking about the food the two bought, he 
  suddenly pauses, as though he just realized who they 
  were, and stops talking. 
  • DC 40: If the PCs manage to adjust the goblin’s attitude 
  to Helpful or simply pay him enough money to 
  continue talking (or appear amazingly friendly with 
  their original Gather Information check), the goblin 
  says the gnome and halfling were in the marketplace 
  just a couple days ago and were asking lots of questions 
  from the other merchants. They ate a lot and bought 
  some of the goblin’s favorite spices – purple worm 
  juice, wyvern spice, and carrion crawler jelly. 
   
  SCROLL OF SENDING 
  The PCs may use their scroll of sending to contact Lord 
  Freud Laven. Depending on what information they have 
  at the time, he will tell them either to: 
  • Continue investigating the tie between the draconic 
  cultists and Iuzian involvement 
  • Try to find out where the ritual is taking place 
  • Remember if the Old One can’t scry an area, he might 
  be sending agents there. The PCs should stay one step 
  ahead of the Iuzians 
  • Find the ritual site at once. The PCs may be running 
  out of time 
  • Head south of Molag, to meet him inside of the 
  Furyondy border, if the PCs can’t travel across the 
  border states quickly on their own. 
   
  Development: 
  Again, the PCs are running out of time to save Gildor. 
  Track the amount of time it takes them to follow their 
  leads to the Bandit Kingdoms. It is important to roll the 
  1d4 hours for each Gather Information check and to 
  track travel time, etc. 
   
  For more details on the ritual’s timeframe, see 
  Encounter 12. 
  
  IUZ7-08 Love’s Price 
   
  Page 14 
  8: ROOKROOST 
  Eventually, the PCs’ investigations should lead them toward Rookroost. 
   
  The large, walled city of Rookroost has stood since 
  its foundation in 329 CY. Legends hold that the city 
  on the hill will never be conquered as long as its 
  huge raven population roosts in the city’s central 
  square. This prophecy proved true recently when 
  Rhaedrick Avenfear claimed the city from Iuzian 
  forces as the ravens left their roost. 
   
  On this overcast day, the streets are filled with 
  merchants hawking their wares, city guards that 
  look obviously new to their jobs and seem to be 
  overlooking some shady individuals that slip 
  through the crowds, then into alleyways with 
  heavier pockets. 
   
  By the time the PCs arrive in Rookroost, both the 
  draconic cultists and the Boneshadows will have already 
  passed through the city. 
   
  However, while they walk through the streets of 
  Rookroost, they are being observed by a number of 
  agents the Boneshadows recruited to keep them apprised 
  of the PCs’ movements. Unless the PCs are actively 
  watching to see if they’re being followed, give the NPC 
  agents a +10 circumstance bonus to their Bluff and Hide 
  checks to remain undetected (due to the fact they blend 
  into the crowds). Remember, also, to modify any Listen 
  and/or Spot checks by distance. 
   
  CREATURES 
  Street urchin: Female halfling Expert 6; Bluff +10, Hide +16, Move 
  Silently +14, Spot +11; Will +6. 
  Sleazy merchant: Male half-fiend Expert 8; Bluff +15, Gather 
  Information +15, Listen +12, Sense Motive +12, Spot +12; Will +8. 
  Wererat informant (dire rat form): Male wererat Rogue 6; Bluff 
  +10, Hide +17, Listen +13, Move Silently +13, Spot +13; Will +6. 
   
  Development: 
  If the PCs manage to detect the NPC agents, the agents will try 
  to slip away into a crowd, hoping to elude the PCs without 
  causing too much of a fuss. If the PCs manage to catch them, 
  they NPCs will confess that they were paid to watch the PCs 
  (“That’s all. I was just supposed to watch you and then send 
  word when you was about to leave town. I swear.”). It will take 
  magical compulsion in order to force the agents to confess that 
  they were working for a halfling they’ve seen before: He’s a 
  cook, and word on the street is that he’s something else, too, 
  ‘cause people fear him. I was just supposed to leave a note for 
  Jonesy at the Dirty Dog Tavern. I don’t know his real name, but 
  I’m pretty sure it ain’t Jonesy.” PCs who investigate the Dirty 
  Dog Tavern will find the only person who might know 
  anything about Jonesy is out of town on a two-week vacation. 
   
  GATHERING INFORMATION 
  PCs who Gather Information in Rookroost will most likely learn that 
  their targets have already passed through the city. PCs may continue to 
  spend gold for circumstance modifiers as in the previous encounters: 
   
  Asking about the ritual components: 
  • DC 15: “I don’t know if you could find all that stuff 
  here. Some of it, probably, sure. But that’s quite the list. 
  You might want to check with Old Gulpa at his shop. 
  It’s a few hours west, along the edge of the forest, in 
  areas still monitored by the Old One’s forces.” 
  • DC 30: “Come to think of it, there were some others 
  who were looking for that same stuff earlier. I didn’t 
  have it to sell them, but I heard a shipment passed 
  through the city… Well, all of it, except for a paladin’s 
  heart. But if anyone was likely to have one, it would be 
  Old Gulpa. He has the oddest collection.” 
   
  Asking about the draconic cultists: 
  • DC 20: “I can’t say that I’ve seen anyone like that. If 
  they’re around here, they’re not likely in Rookroost.” 
  • DC 35: (an effete book merchant) “Yes, I met with 
  some individuals who bore an undeniable resemblance 
  to such types. They sought a tome I had recently 
  recovered from the ruins of a small temple formerly 
  dedicated to Nerull. It was a dusty old thing, bound in 
  bone and leather, though it had the most remarkably 
  vivid ink. I would have thought it was scribed in blood, 
  except I’ve certainly never… Oh, sorry. Yes, they 
  sought my tome. They contacted me via a middle man, 
  an old thief of some small reputation for brokering 
  alliances, and we met about a mile northeast of 
  Riftcrag. It was a dreadful long wait, too, as they 
  happened to prove tardy. I think they might have 
  planned to ambush me, but I had enough foresight to 
  recruit the services of a number of thugs such as you. 
  We ended up dealing amicably enough. They were 
  surly lot, though. Given their choice of locale, I 
  wonder if they didn’t live in the Rift somewhere…” 
   
  Asking about the two small-sized individuals: 
  • DC 25: “There aren’t too many halflings in these parts 
  and even fewer that ask about crushed unicorn horn 
  and vials of baby’s tears, but he said he needed to know 
  where he could get them for a special cake. Apparently, 
  he’s some kind of famous chef in Greyhawk and needs 
  to make a cake for someone who wants a ‘taste of the 
  celestial realms.’” 
  • DC 40: “I have to be careful how much I say, 
  understand?” At this point, the NPC contact holds out 
  his or her hand as if to indicate he/she needs further 
  payment to continue – no less than 250 gold to 
  endanger his/her life. If the PCs pay, the NPC 
  continues, “Those two are dangerous, dangerous 
  individuals. I’ve only seen them a couple times 
  throughout the years, but they’re always asking very, 
  very careful questions. Very keen. But they make it 
  look loose and easy. And whenever they come around, 
  people eventually go missing. If you’re on the same 
  path, or crossing paths, you’d best watch your backs. 
  And I can tell you, I’m no big fan of demons – they 
  give the rest of us no respect – but I know if you see a 
  gnome and a halfling talking to the demons, and the 
  demons seem to nod and do what they’re told, those 
  aren’t ordinary gnomes and halflings. That’s all I’m 
  saying.” 
   
  
  IUZ7-08 Love’s Price 
   
  Page 15 
  9: WANTED! 
  On their way to Old Gulpa’s shop, the PCs encounter a 
  caravan of undead who are outwardly quite civil but 
  nevertheless prove quite eager for a fight. 
   
  If any of the PCs are Wanted by the Church of Iuz, 
  allow the undead Spot checks against the PCs’ Disguise 
  checks. If none of the PCs are Wanted but would, 
  nonetheless, qualify for the Dissenter or Malcontent tiers 
  based on their race or that of a cohort or mount 
  (Dissenter: non-drow elf or asherati; Malcontent: aasimar, 
  centaur, pixie or unicorn), the undead will happily 
  “mistake” them for someone else. If none of the PCs draw 
  the attention of the undead through these means, they 
  most likely still look like adventurers – the sort who have 
  been harassing the citizens of the Bandit Kingdoms along 
  this stretch of road of late. The undead will demand that 
  the PCs step off the road to make room, they’ll inquire 
  about holy symbols – even hidden holy symbols (if 
  someone has tried to hide a holy symbol, have that PC 
  make a Sleight of Hand check opposed by each undead’s 
  Spot check), they’ll note they still have a coffin yet to fill 
  and demand that the PCs offer a cleric to fill the coffin in 
  order for the undead to leave the others alone… 
  Eventually, the encounter should lead to initiative. 
   
  At the beginning of the encounter, read or 
  paraphrase the following text: 
   
  As you head westward along the road, it leads into a 
  small, but dense, strand of trees. Before you see the 
  caravan approaching, you can hear its members 
  talking: 
   
  “Why, yes, it was a lovely sermon. I would say 
  that if I could be moved, I would have been most 
  deeply and profoundly touched, my dear Mortimer.” 
   
  “You flatter me, sir. You flatter me greatly.” 
   
  “Not at all, Mortimer! Your eloquence is 
  unmatched. Never have I heard another provide 
  such… stirring… and concise eulogies. Did you say 
  you had met the individual?” 
   
  A 
  low 
  funereal 
  dirge 
  accompanies 
  and 
  underscores the conversation as you see a number of 
  zombie porters carrying valises and marching 
  alongside four skeletal horses that draw forward a 
  long, flat hearse. Upon the hearse, in front of the 
  black, closed caskets, an elf sits with the reins in 
  hand, wearing a long black coat that reaches from its 
  large collar down to the elf’s knees. Atop his head 
  sits a tall, flat-topped hat with a brim running all the 
  way around it. Despite the black veil that drapes in 
  front of his face, you make out black scales covering 
  his skin. Next to the elf is a ten-foot tall, emaciated 
  figure wearing black robes like a monk’s. He holds 
  his elbows to his sides and waggles his fingers 
  together at shoulder height; his long, slender 
  fingers appear like sharp, bony claws. 
   
  APL 10 to 14: 
  A third figure hovers behind them, above the 
  caskets, seeming to peer into the caskets from 
  moment to moment, and blows upon a flute, 
  creating an eerily beautiful music. 
   
  APL 16: 
  Two other figures hover behind them, above the 
  caskets, seeming to peer into the caskets from 
  moment to moment. Each blows upon a flute, 
  creating an eerily beautiful music. 
   
  All APLs: 
  The tall, emaciated creature looks at your party as 
  the caravan rounds a distant bend. “I say! Who have 
  we here?” 
   
  The elf surveys your party. “They look like 
  ruffians, old chap, filthy bandits, perhaps. Do you 
  recognize any of them?” 
   
  CREATURES 
  The caravan consists of the following creatures. The 
  zombies and skeletal horses are non-combatants, but turn 
  attempts will affect them before they affect the other 
  undead. 
   
  APL 10 (EL 13) 
  Mortimer: hp 105; Appendix 1. 
  Advanced Crypt Chanter: hp 135; Appendix 1. 
  Advanced Boneclaw: hp 232; Appendix 1. 
  Skeletal horses (4): 4 HD, 36 hp each. 
  Zombie porters/Human commoner zombie (2): 2 HD/16 
  hp; Monster Manual pg. 266. 
   
  APL 12 (EL 15) 
  Mortimer: hp 123; Appendix 1. 
  Advanced Crypt Chanter: hp 175; Appendix 1. 
  Advanced Boneclaw: hp 309; Appendix 1. 
  Skeletal horses (4): 4 HD, 36 hp each. 
  Zombie porters/Human commoner zombie (4): 2 HD/16 
  hp; Monster Manual pg. 266. 
   
  APL 14 (EL 17) 
  Mortimer: hp 141; Appendix 1. 
  Advanced Crypt Chanter: hp 175; Appendix 1. 
  Advanced Boneclaw: hp 353; Appendix 1. 
  Skeletal horses (4): 4 HD, 36 hp each. 
  Zombie porters/Human commoner zombie (6): 2 HD/16 
  hp; Monster Manual pg. 266. 
   
  APL 16 (EL 19) 
  Mortimer: hp 141; Appendix 1. 
  Advanced Crypt Chanter (2): hp 199; Appendix 1. 
  Advanced Boneclaw: hp 375; Appendix 1. 
  Skeletal horses (4): 4 HD, 36 hp each. 
  Zombie porters/Human commoner zombie (8): 2 HD/16 
  hp; Monster Manual pg. 266. 
  
  IUZ7-08 Love’s Price 
   
  Page 16 
  Tactics: 
  At APLs 10 and 12, Mortimer begins the encounter by 
  casting nerveskitter to go first, if possible. At APL 14 and 
  16, he expends his moment of prescience for +15 to his 
  initiative modifier and only uses nerveskitter if one of the 
  PCs looks like a competent wizard. 
   
  At all APLs, Mortimer avoids melee combat and tries 
  to limit the number of opponents capable of retaliating 
  against him and his companions. DMs, please be certain 
  to use Mortimer’s move, standard and swift actions every 
  round (unless you have used an immediate action the 
  previous round, removing his ability to use a swift 
  action). At APL 10, Mortimer has little battlefield control 
  other than wall of force, so he will begin with his fell drain 
  cone of cold or a fell drain fireball to damage as many 
  spellcasters as possible and to inflict negative levels. At 
  APL 12, his first action will almost always be to cast his 
  fell drain acid fog to catch as many spellcasters as possible, 
  limiting their ability to approach and/or target his party 
  with spells. At APLs 14 and 16, he begins either with his 
  fell drain acid fog or, if he won initiative against a party 
  without a wizard, by activating his vest of the master evoker 
  and casting his fell drain radiant assault. 
   
  For the purposes of this combat, a fell drain magic 
  missile may give no more than 1 negative level to a single 
  PC, so Mortimer targets as many PCs as possible with his 
  missiles. Additionally, fell drain acid fog deals a negative 
  level each time it damages a PC. 
   
  DMs should note Mortimer’s contingencies as they 
  vary by APL and are central to his tactics. DMs should 
  also read battlemagic perception in the New Rules Items 
  section as it allows Mortimer to counter a spell cast 
  within 100 feet as a free action outside of his initiative 
  (though not while he is flat-footed). 
   
  The advanced boneclaw will move toward the front 
  of the caravan and attack with his reach. Against medium 
  and smaller opponents, he will try to trip PCs after they 
  move within 15 feet of him. He typically uses Power 
  Attack for 2 and only uses Combat Expertise if he is 
  being hit consistently or finds himself threatened by 
  more than one melee combatant. 
   
  The crypt chanter moves forward and remains at 
  least 20 feet in the air to sing. If a round begins in which 
  no one is dazed, the crypt chanter will end its song for 1 
  full round in order to begin again the next round. 
   
  Treasure: The PCs can gain the following treasure here: 
   
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 3039 gp; ring of 
  silent spells (166 gp), headband of intellect +4 (1333 gp), lesser 
  metamagic rod of extend (250 gp), cloak of charisma +2 (333 
  gp), vest of resistance +2 (333 gp each), ring of protection +1 
  (166 gp), brooch of shielding (125 gp); Total 3039 gp 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 5455 gp; ring of 
  silent spells (166 gp), headband of intellect +4 (1333 gp), vest of 
  the master evoker (833 gp), gloves of dexterity +2 (333 gp 
  each), lesser metamagic rod of extend (250 gp), cloak of 
  charisma +2 (333 gp), vest of resistance +2 (333 gp), vest of 
  resistance +3 (750 gp), ring of protection +1 (166 gp), brooch of 
  shielding (125 gp), amulet of mighty fists +1 (500 gp); Total 
  5455 gp 
   
  APL 14: Loot 0 gp; Coin 0 gp; Magic 9087 gp; ring of 
  silent spells (166 gp), headband of intellect +6 (3000 gp), vest of 
  the master evoker (833 gp), gloves of dexterity +2 (333 gp 
  each), lesser metamagic rod of extend (250 gp), dusty rose prism 
  ioun stone (416 gp), cloak of charisma +2 (333 gp), vest of 
  resistance +2 (333 gp), vest of resistance +3 (750 gp), ring of 
  protection +1 (166 gp), brooch of shielding (125 gp), amulet of 
  mighty fists +1 (500 gp), armbands of might (341 gp), boots of 
  speed (1000 gp), eyes of the eagle (208 gp); Total 9087 gp 
   
  APL 16: Loot 0 gp; Coin 0 gp; Magic 18,560 gp; ring 
  of silent spells (166 gp), headband of intellect +6 (3000 gp), vest 
  of the master evoker (833 gp), gloves of dexterity +2 (333 gp 
  each), lesser metamagic rod of extend (250 gp), dusty rose prism 
  ioun stone (416 gp each), cloak of charisma +6 (3000 gp 
  each), vest of resistance +2 (333 gp), vest of resistance +3 (750 
  gp each), hexbands (258 gp each), ring of protection +1 (166 
  gp), brooch of shielding (125 gp each), amulet of mighty fists 
  +1 (500 gp), armbands of might (341 gp), boots of speed (1000 
  gp), eyes of the eagle (208 gp), cloak of charisma +2 (333 gp), 
  belt of giant strength +4 (1333 gp); Total 18,560 gp 
   
  Detect Magic Results: ring of silent spells (faint illusion), 
  headband of intellect +2 (faint transmutation), headband of 
  intellect +6 (moderate transmutation), vest of the master 
  evoker (moderate evocation), gloves of dexterity +2 (faint 
  transmutation), lesser metamagic rod of extend (strong, no 
  school), dusty rose prism ioun stone (moderate abjuration), 
  cloak of charisma +6 (moderate transmutation), vest of 
  resistance +2 (faint abjuration), vest of resistance +3 
  (moderate 
  abjuration), 
  hexbands 
  (moderate 
  transmutation), ring of protection +1 (faint abjuration), 
  brooch of shielding (faint ajburation), amulet of mighty fists +1 
  (faint evocation), armbands of might (faint transmutation), 
  boots of speed (moderate transmutation), eyes of the eagle 
  (faint 
  divination), 
  cloak 
  of 
  charisma 
  +2 
  (faint 
  transmutation), belt of giant strength +4 (moderate 
  transmutation) 
   
  Development: 
  If, after the PCs defeat the undead, they search the 
  caskets on the hearse, they’ll find one familiar man, 
  recently dead, with a gaping hole in his chest. The PCs 
  need to make an INT or WIS check (DC 10) to recognize 
  the man as the knight the demons were escorting in 
  Molag. Oddly enough, though there is a gaping hole 
  where his heart should be, there is almost no blood 
  staining the area or his clothes. 
   
  If the PCs rescued Sir Duberry from the previous 
  encounter, this is a different individual. 
  
  IUZ7-08 Love’s Price 
   
  Page 17 
  10: OLD GULPA  
  In this encounter, the PCs need to use one or another 
  method to extract information from Old Gulpa. 
   
  Just off the main road, twenty minutes north of 
  Rookroost, a five-foot wide cobblestone pathway 
  leads to a small stone cottage. Blackened and thorny 
  vines snake up the walls; a light, greenish smoke 
  rises from the chimney; and white shutters match 
  the white picket fence. A bell hangs at the opened 
  gate. 
   
  No matter what the PCs do here, they can’t win: If they 
  ring the bell, Old Gulpa comes out and chastises them, 
  saying that the gate was already open. If they pass 
  through the gate and approach his building, he’ll whip 
  open the front door as they come within knocking 
  distance, and he’ll chastise them for failing to ring the 
  bell. 
   
  “Old” is an apt moniker for Old Gulpa. An ancient 
  gnome dressed in mismatched garments of purple 
  and orange, Gulpa has gone mostly bald, and his 
  small, circular, black cap sits jauntily atop a broader 
  patch of shiny scalp, the edges of which are ringed 
  by wisps of hair that resemble lazy streams of smoke 
  floating groundward as much as they resemble 
  anything. His face has creased into wrinkles so 
  thick, his eyes look like shadows between two 
  wrinkles. They’d be hard to locate, except they hover 
  darkly beneath the tufted clouds of his white, 
  unruly eyebrows. 
   
  As Gulpa decides what to make of your group, 
  he suddenly bursts into a coughing fit, which ends 
  abruptly as he spits out a thick, viscous, greenish 
  blob that lands on the ground with a small sizzle. 
   
  His voice rasps as he asks you, “So… What can 
  Old Gulpa do for you youngsters?” 
   
  Gulpa knows roughly where the draconic cultists are 
  completing their ritual (in a small group of hills on the 
  east end of the Rift). He has had to arrange two 
  shipments of components to them, though neither 
  courier returned (nor was expected to return). 
  Furthermore, he knows the timing of their most recent 
  request and supplied them with a still-beating paladin’s 
  heart. He also knows that the gnome and halfling were 
  following the cultists with some vested interest, and he 
  further knows that the two were Boneshadows. However, 
  getting Gulpa to reveal these matters may prove 
  extremely difficult. 
   
  NOTE: The “tactics” below detail Old Gulpa’s 
  preferred method for luring the PCs into conducting 
  profitable business, but the DM may feel free to use his or 
  her own discretion to make this an interesting, 
  challenging and rewarding roleplay encounter. 
   
  CREATURES 
  Old Gulpa: NE Male gnome Wizard 6/Rogue 3/Expert 
  10; Appraise +15, Bluff +29, Craft (alchemy) +20, 
  Knowledge (arcana) +20, Knowledge (local: Iuz’s border 
  states) +28, Listen +24, Sense Motive +25, Spellcraft +30, 
  Spot +15; Will +18. 
   
  Tactics: 
  While the PCs offer less than 1,000 gp for his 
  information, Old Gulpa tries to play the part of a 
  doddering old gnome who can scarcely stay focused on 
  the conversation at hand. He’ll drift onto topics ranging 
  from the various rare spell components he has available 
  to the weather in Rookroost to asking the PCs to help 
  him look for a pin he’s dropped. 
   
  A Sense Motive check opposed by his Bluff allows 
  the PCs to recognize that he’s purposely avoiding their 
  intended train of conversation. 
   
  If the PCs offer 1,000 or more gp, call his Bluff or 
  succeed at a Diplomacy or Intimidate check (DC 40), Old 
  Gulpa will drop his act and tell the PCs that he sees that 
  they mean business. 
   
  He will further insist, as a term of business, that the 
  PCs buy something from his store if they wish to ask him 
  a bunch of questions. The primary problem for the PCs, 
  here, is that nearly all of his items are implements for 
  evil: spell components of corrupted good, tomes detailing 
  dark rituals, alchemical substances made from the blood 
  of good creatures, poisons, and a number of cruel, 
  ornamental tools intended for use in foul rituals. 
   
  If any of the PCs buy one of the evil items, they get 
  the AR disfavor, “Tainted by Evil.” Otherwise, the PCs 
  may give Old Gulpa 500 gp and succeed at a second 
  Diplomacy or Intimidate check (DC 30) in order to get 
  him to ignore the purchase and focus on the information. 
   
   Finally, Gulpa will parcel out information, bit by bit, 
  offering only just the amount of information he was 
  asked to give and hinting that if he was paid more, he 
  could say more. In this manner, Gulpa will try to milk the 
  PCs for as much as they’ll pay him and is willing, 
  eventually, to tell them all he knows. 
   
  Unlike the other NPCs the PCs have encountered 
  who tremble at the premise of revealing the 
  Boneshadows’ activities to the PCs, Old Gulpa figures 
  he’s going to die shortly enough anyway. 
  
  IUZ7-08 Love’s Price 
   
  Page 18 
  11: SARIAN VAN MATTIAUN 
  As the PCs exit Old Gulpa’s shop, read or paraphrase the 
  following text: 
   
  A humanoid figure is bent to the ground just outside 
  the white picket gate to Old Gulpa’s estate. Hearing 
  your approach, the figure stands straight. You see an 
  elf, taller than most, with an eye patch covering one of 
  his violet eyes and wearing coarse, brown clerical garb, 
  as well as a holy symbol of Iuz. He quickly raises his 
  hands into the air, and something clatters to the 
  ground. 
   
  “Greetings,” he says, “I’m your little birdie, Sarian, 
  and it would seem that you’re all in quite a good deal of 
  danger.” 
   
  A Sense Motive check (DC 5) confirms that Sarian Van 
  Mattiaun is here to warn the party of danger rather than to 
  threaten it. Sarian’s holy symbol of Iuz radiates a faint evil, 
  but Sarian, himself, does not radiate evil. 
   
  If the PCs attack Sarian, he breaks the word of recall 
  token he intended to offer them and immediately teleports 
  to Molag. 
   
  Near his feet lies the dead body of an Iuzian wizard he 
  had convinced to teleport him to Rookroost. When the 
  wizard started asking too many questions about why Sarian 
  had brought him to the Bandit Kingdoms, Sarian dispatched 
  him. The object that clattered to the ground was Sarian’s 
  bloodied dagger. 
   
  Sarian is, in fact, the Drinkers’ agent to whom Lord 
  Laven had earlier referred. Stationed previously in 
  Delcomben, Sarian moved with the temple of Iuz when 
  Simen Sharn’s Law’s Crusade started pressing into the 
  region. He has since been keeping tabs of Iuzian activity 
  from the inside. 
   
  After the PCs introduce themselves or Sarian convinces 
  them of his good intentions, read or paraphrase the 
  following (if the PCs interrupt the boxed text, try to roleplay 
  the conversation as fluidly as possible): 
   
  Sarian plucks the grinning skull holy symbol from 
  around his neck and pockets it before continuing. “I 
  arranged to find you because you need to know the 
  stakes of your venture. Old Wicked is making a major 
  bid for new power, and I think Dragotha’s ritual plays a 
  part. For some time, I’ve been curious why Old Wicked 
  would continue to allow the draconic cultists to 
  scheme and carry on with their machinations in his 
  backyard. Then, recently, one of my contacts in the 
  church of the Old One mentioned something about the 
  Night Dragon, Falazure, the dragon god of undeath, 
  decay and energy drain. 
   
  “It makes sense that if the Old One is striking 
  deals with the cultists of a dracolich, perhaps he’s using 
  Dragotha as a bartering chip for a larger deal with the 
  Night Dragon. Whatever the truth is, it’s larger than 
  the dracolich. You’ll need to be wary. 
   
  “Oh… And you may also want to know that your 
  progress has been noted. I wasn’t able to learn who it 
  was that passed through the temple, but whoever 
  passed through and was discussing your progress was, 
  to say the least, rather important. They never set foot 
  near the main chambers, and the church posted demon 
  guards near most of the secret passageways. I was 
  unable to catch sight of these guests. But they knew 
  about you. The church had several laughs at your 
  expense the next day – dead men walking, that sort of 
  thing.” 
   
  At this point, allow the PCs a chance to respond and/or ask 
  questions. 
   
  Who is your contact in the church? 
  “A succubus in the pleasure chambers. She’s not much 
  fonder of Old Wicked and his minions than we are. She 
  thinks they’re filthy. Can I trust her? Not entirely. But I 
  have no reason to think she made up her reference to 
  the Night Dragon. She picked that up from one or 
  another privileged visitor to the pleasure chambers.” 
   
  When did these unnamed visitors pass through the temple? 
  “About [one day before the PCs left Molag].” 
   
  What sort of deal is Iuz making with the Night Dragon? 
  “I don’t know, but I’d wager it’s not good.” 
   
  How did you find us? 
  “I asked some questions and put coin in the right 
  hands to loosen a few lips. You were frighteningly easy 
  to hunt down. Your group stands out.” 
   
  What sort of help can you provide? 
  “I managed to procure a word of recall token. Once 
  you’ve done whatever it is you need to do, you can break 
  it to get clear to Molag. It will take you to the church 
  just outside the ruins, there, but if all these signs are 
  accurate, it will be easier for you to deal with a few 
  dozen low-ranking priests and minor demons than 
  with whatever you’ll find with Dragotha’s ritual.” 
   
  Can you help us quickly travel a great distance to reach 
  Dragotha’s ritual? 
  Sarian points to the bloody robed figure at his feet. 
  “Unfortunately, my transportation picked up a sudden 
  case of death.” 
   
  How long have you been undercover? Why are you acting as 
  an undercover agent in the church of Iuz? 
  “Some of us don’t get to be the paragon. The world is 
  not a nice place; it is populated by things that are very 
  not nice. Late, when the world is sleeping, content in 
  its own moral superiority, and you see the shadows in 
  the dark playing with each other in your imagination, I 
  have a revelation for you. The shadows are the forces of 
  darkness embroiled with us, a different type of dark, 
  and it is because we do what is necessary in the gloom, 
  you can lie there and think that there is really such a 
  distinction as good and evil.” 
   
  How are you getting back? 
  “I’ll take a ship. It will give me some time to plan my 
  next move.” 
   
  Once the PCs exhaust their curiosity, Sarian gives them the 
  word of recall token and wishes them good luck.  
  
  IUZ7-08 Love’s Price 
   
  Page 19 
  12: PERIMETER GUARDS 
  The ritual site is located roughly 10 miles east of the Rift, 
  in a small group of hills. By foot, the march from 
  Rookroost takes roughly 7 full days at a 30-foot base 
  move. 
   
  As the PCs near the cave mouth leading into the 
  ritual site, they encounter a pair of dragonriders atop 
  wyvern mounts: 
   
  Thunder rumbles far in the distance as grey clouds 
  loom over loose shale of a similar color along the 
  barren expanse of the Rift Barrens, with the 
  decimated Tangles forest to the northwest. 
   
  The light hills fold upon each other in quick 
  succession, like a series of shallow waves. 
   
  Just as you think you might have spotted a 
  footpath, a shadow crosses yours. Looking up, you 
  catch the unmistakable glint of light on steel! 
   
  Have the PCs make Spot checks, and determine the 
  encounter distance based upon their result. The 
  maximum starting distance is 200 feet. The wyverns and 
  riders start 75 feet in the air and up to 150 feet distant 
  from the party. Neither side gets a surprise round. 
   
  CREATURES 
  APL 10 (EL 12) 
  Elite wyvernrider (2): hp 76; Appendix 1. 
  Advanced wyvern (2): hp 96; Appendix 1. 
   
  APL 12 (EL 14) 
  Elite wyvernrider (2): hp 95; Appendix 1. 
  Advanced wyvern (2): hp 112; Appendix 1. 
   
  APL 14 (EL 16) 
  Elite wyvernrider (2): hp 109; Appendix 1. 
  Advanced wyvern (2): hp 195; Appendix 1. 
   
  APL 16 (EL 18) 
  Elite wyvernrider (2): hp 127; Appendix 1. 
  Advanced wyvern (2): hp 259; Appendix 1. 
   
  Tactics: 
  The elite wyvernriders fly for fly-by attacks and spirited 
  charges. They have absolutely no intention of staying 
  within PC reach at the end a round. At APL 10, the 
  wyverns do not yet have wingover, so the wyvernriders 
  take turns attacking the PCs; one attacks on one round 
  while the other adjusts. At APLs 12 through 16, the 
  wyverns have wingover, so the wyvernriders turn at the 
  end of each charge to set up the next round’s charge. 
   
  If the wyvernriders die, the wyverns will fight until 
  reduced below one-half hit points, at which point they 
  will attempt to withdraw and retreat. At APLs 10 and 12, 
  the wyverns do not have hover, so they utilize fly-by 
  attacks each round. At APLs 14 and 16, the wyverns will 
  hover and full attack from higher ground, trying to 
  isolate one PC at a time, if possible. 
   
  Treasure: The PCs can gain the following treasure here: 
   
   
  APL 10: Loot 50 gp; Coin 0 gp; Magic 1656 gp; 
  gauntlets of ogre power (333 gp each), full plate +1 (220 gp 
  each), vest of resistance +1 (83 gp each), +1 lance (192 gp); 
  Total 1706 gp 
   
  APL 12: Loot 50 gp; Coin 0 gp; Magic 3154 gp; 
  gauntlets of ogre power (333 gp each), full plate +1 (220 gp 
  each), vest of resistance +2 (333 gp each), cloak of charisma +2 
  (333 gp each), ring of protection +1 (166 gp each), +1 lance 
  (192 gp); Total 3204 gp 
   
  APL 14: Loot 50 gp; Coin 0 gp; Magic 5974 gp; belt of 
  giant strength +4 (1333 gp each), full plate +1 (220 gp each), 
  +1 heavy steel shield (97 gp each), vest of resistance +2 (333 gp 
  each), cloak of charisma +2 (333 gp each), ring of protection 
  +1 (166 gp each), amulet of natural armor +1 (166 gp each), 
  +1 lance (192 gp); Total 5924 gp 
   
  APL 16: Loot 50 gp; Coin 0 gp; Magic 8174 gp; belt of 
  giant strength +4 (1333 gp each), full plate +1 (220 gp each), 
  +3 heavy steel shield (764 gp each), vest of resistance +3 (750 
  gp each), cloak of charisma +2 (333 gp each), ring of 
  protection +1 (166 gp each), amulet of natural armor +1 (166 
  gp each), +1 lance (192 gp), brute gauntlets (41 gp each); 
  Total 8224 gp 
   
  Detect Magic Results: gauntlets of ogre power (faint 
  transmutation), belt of giant strength +4 (moderate 
  transmutation), full plate +1 (faint abjuration), +1 heavy 
  steel shield (faint abjuration), +3 heavy steel shield (moderate 
  abjuration), vest of resistance +1 (faint abjuration), vest of 
  resistance +2 (faint abjuration), vest of resistance +3 
  (moderate abjuration), cloak of charisma +2 (faint 
  transmutation), ring of protection +1 (faint abjuration), 
  amulet of natural armor +1 (faint transmutation), +1 lance 
  (faint evocation), brute gauntlets (faint transmutation) 
   
  Development: 
  If the PCs examine the bodies, they may attempt a Search 
  check (DC 25) to find, on one of the bodies, a hidden 
  pocket stitched to the inside of the rider’s shirt. Inside is 
  a note, written in Draconic, that reads: “Fealty to 
  Dragotha.” 
   
  Once the PCs defeat the wyvernriders, they may 
  follow the footpath until it curves behind one of the hills 
  and reaches a sealed stone and iron door set into the side 
  of the hill. 
   
  The door is trapped. See Encounter 12. 
  
  IUZ7-08 Love’s Price 
   
  Page 20 
  13: THE RITUAL 
  A narrow footpath traces between the two hills until 
  it curls left behind the taller mound of earth and 
  loose rock. There it winds into shadow and ends at a 
  massive door set into the hill, made from stone and 
  iron. 
   
  An eerie fog spills out from the crack beneath 
  the door. 
   
  The door is trapped and is triggered if anyone tries to 
  touch it without first uttering the pass phrase in 
  Draconic, “Fealty to Dragotha.” 
   
  The door is 20 feet wide. The tunnel immediately 
  behind the door is unhallowed with a dimensional lock tied 
  into it to prevent teleportation meant to bypass the door 
  (CL 15th each). 
   
  The fog is part of a Mordenkainen’s private sanctum that 
  protects the complex from scrying. When the PCs open 
  the door, they’ll find a dark, foggy mass immediately 
  behind the door. A Spellcraft check (DC 25) successfully 
  identifies the effect. 
   
  TRAPS 
  APL 10 (EL 12) 
  Traps: see Appendix 1. 
   
  APL 12 (EL 14) 
  Traps: see Appendix 1. 
   
  APL 14 (EL 16) 
  Traps: see Appendix 1. 
   
  APL 16 (EL 18) 
  Traps: see Appendix 1. 
   
  Development: 
  Once the door’s traps are bypassed, the door is unlocked 
  and swings open with preternatural ease. 
   
  The Boneshadows Gleed and Griswald Hairhand 
  have already arrived at the cultists’ complex ahead of the 
  PCs. They are hidden in the hills above and behind the 
  stone door. It is unlikely – though possible – that one or 
  more PCs may spot them. Allow them Spot checks 
  against a DC 60 Hide (which takes into consideration 
  distance modifiers and a circumstance bonus). If the PCs 
  notice the Boneshadows, consult Appendix 1 for their 
  statistics. The Boneshadows have been sent to ensure that 
  the PCs convince Dragotha that Iuz meant to betray him 
  by stealing Gildor’s essence, hiding the truth that Iuz 
  wishes for Dragotha’s ritual to succeed. The Boneshadows 
  are meant to enter the complex after the PCs in order to 
  ensure that the ritual “succeeds.” 
   
  Immediately beyond the door and veiled by the 
  Mordenkainen’s private sanctum is an alarm spell that 
  triggers if anyone enters the first 40 feet of the tunnel 
  without once again repeating the pass phrase. 
   
  TRAP 
  All APLs (EL 1) 
  Alarm Trap: CR 1; magic device; location trigger; automatic 
  reset; speech bypass (speak in Draconic, “Fealty to 
  Dragotha”); spell effect (alarm, 20th level wizard); Search DC 
  26; Disable Device DC 26. 
   
  Development: 
  If the PCs set off the alarm, the half-dragons begin full-
  buffed as noted in their Power-Up Suites and in tactically 
  advantageous locations. Additionally, one of the 
  lizardfolk sorcerers will have moved to the vials 
  containing Gildor’s essence and will have managed to 
  collect two, planning to dash through the gate to 
  Dragotha’s site at the first sign of adventurers. 
   
  If the PCs do not set off the alarm (or otherwise alert 
  the half-dragons), the half-dragons begin without the 
  buffs noted in their Power-Up Suites and begin in 
  tactically inferior locations. 
   
  When the PCs enter the ritual site and first see 
  Gildor and/or the cultists, read or paraphrase the 
  following text: 
   
  A faint, greenish glow illuminates the tunnel as it 
  winds down deeper into the hillside until it 
  suddenly reveals a scene of despair. Bound to the 
  floor by massive chains, flayed open but still alive, is 
  Gildor Arcanix. It appears that someone has been 
  keeping Gildor alive while stripping him of all his 
  golden scales. They lie in a distant corner of the 
  room. His wings have been sliced and shredded, 
  ensuring that he can not fly, now, possibly never 
  again. 
   
  Perhaps most chilling, though, is the large 
  apparatus of tubes and metal pipes and the strange 
  hum it makes as glowing golden liquid pulses 
  through the tubes away from where they pierce 
  Gildor’s hide in numerous places, touching his skin 
  at points marked by green gems. The strange brass 
  and silver tubes coil around the walls and ceiling 
  and converge on the other side of the room, 
  dripping finally into a massive cauldron that spins 
  with a tremendous force. Several other sets of tubes 
  lead into the cauldron from an array of black, leaden 
  chests. Beneath the spinning cauldron, a series of 
  spigots drain into several crystal beakers. Some of 
  them are filled with murky, vaguely-golden liquids. 
   
  As you arrive, several cultists move to block 
  your approach. Three of them throw back their 
  cowls to reveal lizard-like features. The fourth 
  towers above them and unfurls his leathery wings as 
  he hoists a massive greataxe high into the air. 
   
  At that, you hear a roar from down another 
  tunnel, “Bring me my prize. Bring me that which 
  will once again make me whole.” 
   
  A Knowledge (arcana) check (DC 20) or a Spellcraft 
  check (DC 28) recognizes that the strange device is 
  extracting Gildor’s life essence. 
  
  IUZ7-08 Love’s Price 
   
  Page 21 
   
  A Knowledge (arcana) check (DC 30) also recognizes 
  that it’s being altered. 
   
  A Heal check (DC 20) recognizes that Gildor is 
  suspended in a state of torture on the very cusp between 
  life and death. Any disruption of the ritual is likely to kill 
  him. 
   
  A Knowledge (arcana) check (DC 25) or a Spellcraft 
  check (DC 25) recognizes that in order to save Gildor, the 
  PCs must either obtain some of his extracted essence or 
  kill him before the remainder of his essence has been 
  extracted and take part of his body in order to resurrect 
  him. 
  CREATURES 
  APL 10 (EL 13) 
  Frost giant barbarian: hp 217; Appendix 1. 
  Lizardfolk sorcerer (2): hp 57; Appendix 1. 
  Lizardfolk cleric: hp 58; Appendix 1. 
   
  APL 12 (EL 15) 
  Frost giant barbarian: hp 243; Appendix 1. 
  Lizardfolk sorcerer (2): hp 71; Appendix 1. 
  Lizardfolk cleric: hp 76; Appendix 1. 
   
  APL 14 (EL 17) 
  Frost giant barbarian: hp 288; Appendix 1. 
  Lizardfolk sorcerer (2): hp 85; Appendix 1. 
  Lizardfolk cleric: hp 94; Appendix 1. 
   
  APL 16 (EL 19) 
  Frost giant barbarian: hp 337; Appendix 1. 
  Lizardfolk sorcerer (2): hp 99; Appendix 1. 
  Lizardfolk cleric: hp 112; Appendix 1. 
   
  Tactics: 
  The tunnels leading into the chamber where Gildor is 
  trapped are 20 feet tall. The chamber itself is 25 feet tall. 
   
  A Spellcraft check (DC 28) recognizes that the 
  greenish glow of the tunnels is almost certainly 
  connected to a dimensional lock. A PC who uses detect magic 
  confirms this suspicion with a Spellcraft check (DC 23). 
   
  The chamber in which Gildor is trapped is 
  unhallowed with a dimensional lock tied into it (CL 15th 
  each). Only evil creatures may use teleportation magic in 
  the chamber. 
   
  If the cultists are already buffed, the lizardfolk focus 
  on splitting up the PCs with web, wall of ice, and other 
  options in order to allow the giant to focus on one PC at a 
  time. 
   
  At APLs 12 through 16, if the cultists did not have an 
  opportunity to cast their buff spells, one sorcerer begins 
  by casting haste  while the other casts either heroism on 
  the giant or web or wall of ice to split the party. The cleric 
  begins by casting either prayer or recitation, depending on 
  which he has available. 
   
  At all APLs, the giant will activate his blur armor 
  before raging. If activating his anklets of translocation will 
  provide him a full attack action, he’ll do so. He will delay 
  his rage a round or two if activating his items will provide 
  him better attack sequences. At APLs 10 through 14, he’ll 
  use Improved Sunder only if he can limit the damage he’s 
  taking from a primary melee source. At APL 16, he has 
  Combat Brute and will attempt to sunder any hafted 
  weapon, light weapon or non-adamantine weapon; if he 
  attempts to sunder, he typically uses Power Attack for 5. 
   
  In all cases, the cultists will use their Quicken 
  Breath feat to breath as a swift action as soon as they can 
  affect multiple targets. 
   
  After the initial spellcasting, one of the sorcerers 
  attempts to gather the crystal beakers (requiring two 
  move actions) and take them through the portal to 
  Dragotha’s lair. If the PCs manage to stop the first 
  sorcerer, the other lizardfolk will attempt the same feat. 
  If all the lizardfolk fail to take the beakers to Dragotha, 
  the giant will disengage to attempt to transport the 
  beakers. 
   
  They are required for Dragotha’s ritual. 
   
  Treasure: Given the chaotic nature of this combat, it is 
  unlikely the PCs will have time to fully strip their 
  opponents of all their wealth. Thus, this treasure 
  summary features none of the NPCs’ basic enhancement 
  and resistance items or armor. Instead it details only the 
  items to which the PCs gain access if the PCs take them. 
   
  NOTE: It is entirely possible the PCs won’t have 
  time to strip the NPCs of any items. DO NOT reward 
  them access to anything they do not specifically take 
  actions to loot. 
   
  It takes a standard action to remove an item from an 
  NPC and a move action to store it. It takes the standard 
  amount of time (Player’s Handbook pg. 123) to remove 
  armor to strip an NPC of its armor. 
   
  PCs gain access to any of the following items they 
  take from the NPCs. 
   
  As a generic rule, apply 20 x APL gp toward the PCs’ 
  total wealth for each item they loot. 
   
   
  APLs 10 and 12: +1 blurring chain shirt (354 gp), +1 
  berserker great axe (693 gp), lesser revelation crystal (83 gp) 
   
  APL 14: Coin 333 gp; +1 blurring chain shirt (354 gp), 
  +1 berserker great axe (693 gp), lesser revelation crystal (83 gp), 
  anklet of translocation (116 gp) 
   
  APL 16: Coin 333 gp; +1 blurring chain shirt (354 gp), 
  +1 binding berserker great axe (1526 gp), lesser revelation 
  crystal (83 gp), anklet of translocation (116 gp) 
   
  Detect Magic Results: +1 blurring chain shirt (faint 
  abjuration and illusion), +1 berserker great axe (moderate 
  enchantment, faint evocation), +1 binding berserker great 
  axe (moderate abjuration and enchantment, faint 
  evocation), lesser revelation crystal (moderate divination), 
  anklet of translocation (moderate conjuration) 
   
  Development: 
  There are 5 crystal beakers. A minimum of 1 is already 
  filled with a murky, vaguely-golden liquid. This liquid is 
  created from Gildor’s essence, combined with the other 
  ritual components. As previously mentioned, the PCs 
  
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  Page 22 
  were running out of time to save Gildor. For every two 
  days that have gone by from the point where they first 
  Gathered Information in Molag (or otherwise sought the 
  cultists’ lair in that city), another crystal beaker is filled 
  with the murky, golden liquid created from Gildor’s 
  essence. If 10 days passed since the PCs started 
  investigating Molag, then all the beakers are filled and 
  the pulsing liquid the PCs see as they arrive is the last of 
  Gildor’s life essence being drained from his body. 
   
  NOTE: Iuz doesn’t actually wish for the PCs to 
  successfully disrupt Dragotha’s ritual. The ritual was 
  never constructed to return Dragotha to his mortal form 
  in the first place, so Iuz has sent two of his Boneshadows 
  to ensure that the ritual takes place. It is unnecessary for 
  Dragotha to obtain all of Gildor’s essence, so while the 
  PCs may succeed in preventing the cultists from taking 
  all of Gildor’s essence to Dragotha, the Boneshadows 
  serve as an insurance policy to make sure that some of 
  Gildor’s essence (combined with the other ritual 
  components) makes its way to the dracolich. 
   
  If the PCs are about to stop the last of the cultists 
  from taking the essence to Dragotha, the Boneshadows 
  will intercede, either casting a wall of force, attacking from 
  superior invisibility, or dashing out to grab and transport 
  the crystal beakers while disguised via a veil. Whatever 
  action they take, the Boneshadows will try not to reveal 
  themselves and will do as little as is necessary to ensure 
  the ritual begins. 
   
  The Boneshadows are further expected to eliminate 
  the PCs as soon as Iuz reveals his treachery. (See 
  Encounter 16 for more details.) 
   
  As soon as anyone successfully carries any of the 
  crystal beakers to Dragotha’s ritual chamber, read the text 
  from Encounter 15. 
  14: AND NOW THE DEMONS 
  5 rounds after the PCs begin combat with the draconic 
  cultists, a number of demons arrive, plane shifting outside 
  of the cave mouth in the hills, and walking in.  
   
  They first come into view from around a corner at 
  the top of the 6th round after the PCs began fighting the 
  cultists.  
   
  CREATURES 
  APL 10 (EL 13) 
  Retriever: hp 135; Monster Manual pg. 46. 
  Vrock (2): hp 115; Monster Manual pg. 48. 
   
  APL 12 (EL 15) 
  Advanced Retriever: hp 195; Appendix 1. 
  Vrock (3): hp 115; Monster Manual pg. 48. 
   
  APL 14 (EL 17) 
  Advanced Retriever: hp 225; Appendix 1. 
  Glabrezu (2): hp 174; Monster Manual pg. 43. 
   
  APL 16 (EL 19) 
  Advanced Retriever: hp 285; Appendix 1. 
  Nalfeshnee (3): hp 175; Monster Manual pg. 45. 
   
  Tactics: 
  The demons immediately move to attack the PCs in order 
  to get the crystal beakers. These demons are unaware of 
  the intricacies of Iuz’s betrayals and fight to the death to 
  successfully claim the beakers. 
   
  If someone has already brought the beakers to 
  Dragotha’s ritual chamber, the demons merely attack the 
  PCs on principle, though, in this case, they attempt to 
  flee if reduced to one-quarter their normal hit points 
  (except for the retriever, which is a construct and, thus, 
  doesn’t care). 
   
  The demons enter the complex expecting battle. At 
  all APLs, they will have their defensive spells pre-cast 
  (e.g. mirror image for the vrocks and glabrezu, unholy aura 
  for the nalfeshnee). 
   
  They are cunning foes and will target spellcasters 
  first when possible. 
   
  Treasure: None. 
   
  Development: 
  As soon as anyone successfully carries any of the crystal 
  beakers to Dragotha’s ritual chamber, read the text from 
  Encounter 15. 
  
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  15: THE TRAP IS SPRUNG  
  As soon as anyone successfully carries any of the crystal 
  beakers to Dragotha’s ritual chamber, read or paraphrase 
  the following: 
   
  A loud POP sounds, as though some manner of 
  barrier has been breached. Then, the voice you heard 
  once before roars out again, “At last! Make haste to 
  begin the ritual. Let no more treachery set us back.” 
   
  A faint purple glow washes into the chamber, 
  and you can scarcely see a circular portal leading… 
  somewhere… into a massive ritual chamber, far 
  larger than this current room, filled with a pulsing 
  purplish light. Situated in the center of the 
  chamber, surrounded by dozens of robed figures, is 
  a gigantic skeletal dragon. This can only be 
  Dragotha. 
   
  Candles, arcane runes, intricate silver charms, 
  bloodstains, incense, and symbols of power fill 
  much of the chamber, and one of the robed figures 
  begins pouring the contents of a crystal beaker into 
  a groove in the floor. It quickly begins to flow in an 
  intricate pattern, touching dozens of runes, and 
  commingling with blood and strange vapors. 
   
  “Yes!” roars Dragotha. “Yes! I can sense the 
  power!” 
   
  Just then, the liquid flows across a rune beneath 
  the dracolich’s feet, and the room explodes into a 
  blinding flash of light. The dracolich’s cry is one of 
  both pain and shock. 
   
  The light dies almost instantly, and two 
  astonishing sights meet your eyes. First, the mighty 
  dracolich is nearly crippled, drooping limply on the 
  floor, and, second, another gate has opened in the 
  vast ritual chamber, through which has appeared a 
  nightmarish, colossal dragon of shadow and terror. 
  The Night Dragon surveys the chamber, its terrified 
  denizens, and exhales a seemingly unending cloud 
  of enervating vapors until all in the room, except 
  Dragotha and the god of decay, lie dead, their lives 
  bleached 
  out. 
  “How 
  dare 
  you 
  attempt 
  this 
  blasphemy, former consort of the Chromatic 
  Dragon!” The Night Dragon’s voice is immense, but 
  it leaves the sensation that all air is being ripped out 
  of your lungs. “What would possess you to channel 
  positive energy into my realm?” 
   
  Suddenly, another portal gapes open, and an old 
  man in grey robes steps out, holding a massive book 
  and flanked by a pair of large demons with huge 
  wings, flaming whips and great black swords. “Not 
  what,” says the old man. “Me.” He looks at the runes 
  on the floor and shakes his head. “Oh dear, Falazure, 
  it appears you’ve stumbled into a trap. You seem to 
  be bound, perhaps just as weakenend as Dragotha, 
  there. Did you enjoy that little blast of positive 
  energy, Dragotha? I thought you might.” 
   
  The old man swiftly intones several words of 
  power, and great bands of energy materialize to bind 
  the god, Falazure. The old man then strides forward 
  to the Night Dragon and rips an amulet or 
  phylactery from the chain around the dragon’s neck. 
  “First this,” says the old man, “then you.” He utters 
  another phrase, and the old man and the dragon god 
  disappear in a smoky yellow flash. 
   
  Development: 
  Once Iuz’s treachery is complete, the Boneshadows begin 
  to massacre everything in the ritual chamber. As they 
  would have been shadowing the draconic cultists in 
  order to ensure that they successfully transported the 
  crystal beakers to Dragotha, one of them (likely Griswald 
  Hairhand) will end up near the portal, while the other 
  will stand next to one of the draconic cultists. 
   
  They begin attacking the closest creatures – which 
  should be the draconic cultists. 
   
  If the demons have not yet arrived, allow the PCs to 
  hear their approach in order to bestow a greater sense of 
  urgency to the moment. 
   
  See more below. 
  
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  16: THERE AND BACK AGAIN  
  After Iuz reveals his treachery and binds and removes 
  Falazure, the PCs find themselves thrown into a massive, 
  chaotic battle with all the remaining cultists, demons and 
  Boneshadows. This is an untiered encounter as the PCs 
  are meant to flee out of the tunnels and use Sarian’s word 
  of recall token to escape. 
   
  Nonetheless, there may be some PCs brave or foolish 
  enough to try to stand against all the assembled forces. In 
  that case, use the Boneshadows as they are listed in 
  Appendix 2. 
   
  Additionally, the cultists are just as likely to attack 
  the demons as the PCs. For each remaining cultist, roll a 
  percentile die: On a roll of 1-50, the cultist attacks the 
  demons. On a roll of 51-100, the cultist attacks the PCs. 
   
  The retiever will never stray from its programming 
  and will, therefore, always attack the PCs. The other 
  demons will attack any cultists who attack them and 
  manage to pose a threat; otherwise the demons focus on 
  the PCs. 
   
  NOTE: As mentioned before, in the chaos, the PCs 
  are unlikely able to collect any treasure. There is enough 
  treasure elsewhere in the adventure for the PCs to make 
  cap; do not allow them any of the treasure or access from 
  this encounter unless the PCs specifically take actions to 
  collect it. 
   
  Finally, in order to save Gildor, the PCs need to 
  collect one or more of the crystal beakers containing his 
  essence, OR they need to kill him before all his essence 
  has been extracted. Killing him will prevent the 
  machinery from distilling his essence, as a Knowledge 
  (arcana) check (DC 28) will reveal. 
   
  Development: 
  The PCs need to make their way to a point not bound by 
  dimensional lock in order to use the word of recall token. 
  Once they do, they escape. 
   
  Read or paraphrase the following information: 
   
  The token Sarian gave you snaps in twain easily, and 
  the world before you fades quickly like a sun-washed 
  scene… until your eyes adjust to the darkness of the 
  new scene before you. Flickering torches illuminate 
  a long, cold stone hallway. Tapestries bearing the 
  grinning skull of Iuz line the walls. Doors stand 
  slightly ajar at either end of the hallway. 
   
  Allow the PCs to use whatever resources they wish to 
  make their approach to one of the ends of the hallway. 
  They will likely take precautionary measures as they are 
  in a temple to Iuz; however, everything in the temple is 
  dead (not undead). 
   
  A Listen check reveals absolutely no sound. 
   
  Once the PCs choose a direction, read or paraphrase 
  the following: 
   
  The door quietly swings open into a massive feast 
  hall. All around the central table, dead bodies slump 
  into their meals. Servants lie dead near overturned 
  trays mere steps from the table. One grisly figure 
  has fallen so that its face lies up, almost staring at 
  you. Its eyes are sunken to points, and its skin has 
  drawn tight about its face. The thinness of its 
  muscles in its sagging clothes, and the grey hue of 
  its skin suggest an unnatural death. 
   
  A Heal check (DC 25) confirms that the dead died from 
  negative levels – all of them. 
   
  The PCs may search the rest of the temple if they 
  choose. It is partly collapsed, in the ruins of Molag, but 
  everyone and everything in it is dead, including the rats, 
  birds, dogs, demons, familiars and … everything. 
   
  Treasure: 
  PCs who loot the Iuzian temple find 50 gp worth of 
  mundane and masterwork loot per hour, up to a 
  maximum of 10 x APL gp worth. 
   
  Looting the Iuzian temple 
   
  APL 10: Loot up to 100 gp; Total 100 gp 
   
  APL 12: Loot up to 120 gp; Total 120 gp 
   
  APL 14: Loot up to 140 gp; Total 140 gp 
   
  APL 16: Loot up to 160 gp; Total 160 gp 
   
  Once the PCs leave the temple, read or paraphrase the 
  following: 
   
  All of Molag is dead. Rats lie dead in shadowed 
  corners. Birds lie dead where they landed in the 
  middles of the ruined streets. Amid the collapsed 
  buildings lie the dead bodies of withered demons. 
  The marketplace, once bustling with all manner of 
  humanoids, now reeks with the putrefying smell of 
  decaying flesh. The merchants lie collapsed among 
  their wares. The various trinkets still lie open for 
  display on crates and hanging from cheap racks. 
  Over the ashes of an old fire, a blackened husk of 
  flesh hangs skewered on a spit. 
   
  Thunder rumbles in the distance, and a light 
  rain begins to fall. Beads of water roll down the dead 
  faces and drip to the streets. 
   
  In the middle of the ruins of a city that once 
  held thousands, you are the only living creatures. 
   
  Treasure: 
  PCs who loot the marketplace find 100 gp worth of loot 
  per ten minutes, up to a maximum of 50 x APL gp worth 
  of loot. 
   
  Looting the marketplace 
   
  APL 10: Loot up to 500 gp; Total 500 gp 
   
  APL 12: Loot up to 600 gp; Total 600 gp 
   
  APL 14: Loot up to 700 gp; Total 700 gp 
   
  APL 16: Loot up to 800 gp; Total 800 gp 
   
  
  IUZ7-08 Love’s Price 
   
  Page 25 
  CONCLUSION 
  If the PCs have failed to recover any of Gildor’s essence 
  or to kill the dragon before all his essence was drained, 
  their adventure is over with no opportunity for the 
  extended play encounter. Read or paraphrase the 
  following text: 
   
  There’s no happy ending to this adventure. Iuz has 
  once again managed, through layers of deceit, to add 
  to his personal power. Gildor Arcanix, the gold 
  dragon who worked so long against the forces of 
  evil, is irrecoverably lost to the world. One of the 
  best spies among the Drinkers has given up his 
  cover in order to save your lives, and it’s now 
  impossible to say how many lives are put at risk that 
  Sarian no longer reports from the depths of an 
  Iuzian temple. 
   
  Thus, on a drizzly day at home, you are left to 
  consider a future, likely quite different than any you 
  had previously imagined, when a messenger finally 
  manages 
  to 
  locate 
  you. 
  “Package 
  for 
  you, 
  [milord/milady].” And the package, it seems, is all 
  you have left to show for your work, courtesy of 
  King Belvor IV of Furyondy. 
   
  The End. 
   
  If the PCs managed to recover any of Gildor’s essence or 
  to kill the dragon before all his essence was drained, they 
  may choose to participate in the ritual to restore him. 
  Read or paraphrase the following text: 
   
  There’s hardly a happy ending to this adventure. Iuz 
  has once again managed, through layers of deceit, to 
  add to his personal power. One of the best spies 
  among the Drinkers has given up his cover in order 
  to save your lives, and it’s now impossible to say how 
  many lives are put at risk that Sarian no longer 
  reports from the depths of an Iuzian temple. And 
  Gildor Arcanix, the gold dragon who worked so long 
  against the forces of evil, the friend of so many good 
  nations, has disappeared from the world, and it’s 
  unclear whether any magic will be able to return 
  him. 
   
  Thus, on a drizzly day at home, you are left to 
  consider a future, likely quite different than any you 
  had previously imagined, when a messenger finally 
  manages 
  to 
  locate 
  you. 
  “Missive 
  for 
  you, 
  [milord/milady].” 
   
  Give the players Player Handout 3. Let each PC respond, 
  individually. 
   
  If any of the PCs decide to help restore Gildor, 
  continue to the Extended Play Encounter. 
   
  If the PCs decide not to help restore Gildor, their 
  adventure is over. Read or paraphrase the following text: 
   
  The messenger roots through his bag a moment. 
  “Just a moment, [sir/ma’am]. I thought I had 
  something else for… Ah! Here it is. A package for 
  you.”  
   
  A series of stamps and notes indicate the 
  package was detained numerous times in transit, 
  but now that it has reached you, you find that it 
  contains, in addition to a short declaration of His 
  Majesty’s personal thanks, a modest reward for your 
  efforts on this latest adventure, courtesy of King 
  Belvor IV of Furyondy. 
   
  The End. 
  
  IUZ7-08 Love’s Price 
   
  Page 26 
  EXTENDED PLAY ENCOUNTER 
  If any of the PCs decide to help restore Gildor, Sarian 
  Van Mattiaun is willing to transport them aboard his ship 
  to Bright Sentry, where they meet with Lord Freud 
  Laven. 
   
  The encounter presumes the PCs did not manage to 
  reclaim Gildor’s physical body, so the DM will need to 
  adjust the boxed text if the players came up with a 
  reasonable way to remove it from the cultists’ lair. 
   
  Read or paraphrase the following text: 
   
  You reconvene with Sarian Van Mattiaun and Lord 
  Freud Laven at the docks of Bright Sentry, on 
  Scragholme Isle in the Shield Lands. 
   
  The sun sparkles off the white-capped waves, 
  and gulls cry far overhead as Lord Laven motions for 
  you to follow him. 
   
  “It may still be possible to save Gildor,” he says. 
  “It took a while for all the abjurations to wear off so 
  that I could ask the appropriate questions, but the 
  Sun Father has confirmed that Gildor’s demise was 
  not, in fact, permanent. 
   
  “Some of you informed me that you found 
  crystal beakers containing a murky, golden liquid. 
  Those containers appeared to contain Gildor’s life 
  essence, combined with other materials.” 
   
  If the PCs recovered some of the crystal beakers, read the 
  following: 
   
  “I’ve had some of my former adventuring partners 
  analyze the materials you gave me, and it may be 
  possible to extract Gildor’s essence from all the… 
  detritus. 
   
  “Once we have some of Gildor’s essence 
  distilled, we should be able to resurrect him.” 
   
  If the PCs killed Gildor before all his life essence was 
  drained into the beakers, read the following: 
   
  “I’ve consulted with some of my former adventuring 
  partners about the contraption you saw when you 
  found Gildor. It appears you did the right thing by 
  slaying him before his life essence could be fully 
  leeched. 
   
  “It will be difficult, now, because the ritual 
  drained him of so much of his essence, but it 
  appears it will still be possible to resurrect Gildor.” 
   
  In either case, continue by reading the following text: 
   
  “There are very few left, apart from Sarian and 
  myself, who still truly value a good drink. 
   
  “We will sail aboard Sarian’s vessel tonight to 
  meet with one of the others. She holds the key to 
  resurrecting Gildor.” 
   
  Sarian nods. He appears far more comfortable 
  now that he is no longer dressed in Iuzian robes, but 
  in a loose, white shirt, with a red scarf about his 
  neck, which rises on each stiff breeze. “I’ll take us to 
  the rendez-vous point, but the forces that were 
  following you earlier won’t have given up. Your job, 
  quite simply, is to make certain that whatever our 
  contact brings us makes it safely to Bright Sentry.” 
   
  Lord Laven hands you a word of recall token. “If 
  you need to use it,” he says, “Don’t hestitate. 
  Whatever it was that you saw back in that cavern 
  complex is likely to return. That’s why we want you 
  with us. 
   
  “Plus, if Gildor has any sense in him, he’ll want 
  to thank you when he returns.” 
   
  Lord Laven points to an estate before you, at the 
  top of a small hill. “This is what they’ve given me. 
  You’ll find yourselves welcome to rest for a few 
  hours. I have a meal fit for heroes already prepared 
  for all of you.” 
   
  Lord Laven has a heroes’ feast prepared for all the PCs, 
  caster level 20th. He got lucky and rolled maximum hit 
  points, too, for 18 temporary hit points. 
   
  Allow the PCs to enjoy a luxurious afternoon on the 
  tab of one of the Lords of the Shield Lands. Allow them, 
  also, a chance to interact with Sarian and Freud before 
  they depart just after dusk. By that time, Freud will have 
  donned his full plate and shield, and Sarian will also have 
  geared up for combat, though his appearance will have 
  changed very little. 
   
  Additionally, Lord Laven offers to cast the following 
  spells (all at CL 20): two castings of greater magic weapon, 
  eight castings of greater magic vestment, and up to three 
  castings of stalwart pact (PCs must provide their own 
  material cost – 250 gp). 
   
  After dusk, you slip surreptitiously to the docks and 
  row out to Sarian’s ship, a sleek and immaculate 
  vessel, the Auromvorax, where his crew greets you 
  and helps you aboard. 
   
  “Haul anchor,” calls Sarian. “Set hard to 
  starboard.” 
   
  The moon is full and yellow, the stars are 
  glistening lanterns in the sky, and the Nyr Dyv is a 
  sheet of black silk that rolls past the Auromvorax on 
  either side as it slices neatly through the low, rolling 
  waves. 
   
  After two hours’ travel, the keen-eyed among 
  you spot two spots of light, a lantern and its 
  reflection on the water’s surface. Sarian’s first mate 
  lights a lantern and signals the distant vessel with a 
  series of flashes – short, short, short, long. The 
  vessel replies in kind, and Sarian sails his ship 
  quickly alongside the smaller craft. 
   
  A dozen scruffy, bearded individuals, all dressed 
  as pirates, sit at the oars while a single, beautiful 
  woman in black stands at the bow, her right hand 
  placed just out of sight, behind the back of a small, 
  haggard man bound and gagged in a series of coiled 
  ropes. 
  
  IUZ7-08 Love’s Price 
   
  Page 27 
   
  The woman looks up to Sarian’s crew and calls, 
  “Permission to come aboard, Captain?” 
   
  “Of course, my dear,” Sarian replies. “It’s been a 
  long time since I last saw you. You look somehow 
  lovelier than before.” 
   
  “That’s because I’m holding a dagger to a 
  hostage,” the woman says. 
   
  “That’s it! Of course!” Sarian laughs. 
   
  The woman climbs aboard with several of her 
  crew, and Sarian’s crew arranges to haul the prisoner 
  aboard. 
   
  The woman is the Shade. The hostage is a master 
  alchemist, Jonas Wendt, she kidnapped from his lair on 
  Smuggler’s Cove. Two of her crew are the Boneshadows 
  in mundane, masterwork disguises. Four of the other 
  crewmen are demons in disguise. The rest of her 
  makeshift crew are merely pirates she hired to transport 
  her to the rendez-vous point. 
   
  If the PCs previously spotted the Boneshadows and 
  manage to see past their disguises OR if the PCs manage 
  to recognize the demons’ true forms, its likely combat 
  will begin as soon as the Iuzians get aboard Sarian’s 
  vessel. 
   
  Otherwise, continue by reading the following: 
   
  The woman motions Captain Van Mattiaun, Lord 
  Laven and your party aside for a private conference. 
   
  “The prisoner,” she confides, “is Jonas Wendt, a 
  master alchemist I found dealing with a shady 
  crowd of pirates and ne’er do-wells. No offense, 
  Sarian, Freud.” 
   
  “It’s not the first time I’ve worked with pirates,” 
  says Lord Laven. “That’s true.” 
   
  If the PCs recovered some of the crystal beakers, read the 
  following: 
   
  The woman says, “Wendt belives he can isolate all 
  the components of the murky solution you 
  described. He needs time and a place to work. If he’s 
  correct, after he extracts all the other components, 
  we’ll have some of Gildor’s essence, purified, from 
  which, you said, Lord Laven, we should be able to 
  reincarnate him.” 
   
  Lord Laven nods. 
   
  If the PCs killed Gildor to prevent his essence from being 
  drained into the crystal beakers, read the following: 
   
  The woman says, “Wendt believes he can determine 
  the impact of the murky solutions you described 
  upon Gildor’s spirit. He’s betting his life that he can 
  counteract the weakening effect to some degree, 
  given time and a place to work. I persuaded him to 
  help fortify the resurrection ritual, if possible.” 
   
  Lord Laven nods. 
   
  Continue with the following text: 
   
  “Wait,” says Sarian, looking about the ship. 
  “Something’s not right… You! What are you doing 
  there?” 
   
  As Sarian calls out to one of the woman’s crew, 
  the man in question suddenly throws one of Sarian’s 
  crewmen overboard and changes form. He sprouts 
  wings and a whip-like, pointed tail, and takes on a 
  decidedly more feminine shape, clad in form-fitting 
  black plate. Several other succubi reveal themselves. 
   
  The black-clad woman appears as startled as the 
  rest of you. “Save the prisoner,” she says and 
  disappears into the nearest shadow… 
   
  Roll initiative.  
   
  CREATURES 
  At all APLs, Sarian Van Mattiaun, Lord Freud Laven, the 
  Shade, and the PCs must confront the 4 succubi and 2 
  Boneshadows. However, the monsters the PCs are 
  responsible to stall, defeat or survive vary by level. 
   
  Ultimately, the PCs must help save Jonas Wendt. 
  Their success in this encounter is based strictly upon 
  whether or not he survives. 
   
  Jonas Wendt: Human Rogue 4/Expert 10; hp 70; Fort 
  +8, Reflex +11, Will +6. 
   
  APL 10 and 12 (EL 18) 
  Griswald Hairhand, Boneshadow: hp 170; see Appendix 
  2. 
  Succubus (2): hp 33; Monster Manual pg. 47. 
   
  APL 14 (EL 19) 
  Gleed, Boneshadow: hp 216; see Appendix 2. 
  Pandorez, succubus: hp 175; see Appendix 2. 
   
  APL 16 (EL 21) 
  Gleed, Boneshadow: hp 216; see Appendix 2. 
  Griswald Hairhand, Boneshadow: hp 170; see Appendix 
  2. 
   
  Tactics: 
  Note that Pandorez gives all the Iuzians +13 to their 
  initiative.  
   
  On his first action, Gleed will cast superior invisibility 
  on Griswald, then hide in plain sight and move. 
   
  Sarian, Lord Laven and the Shade will deal with the 
  Iuzians other than those with which the PCs must battle. 
  The DM should describe Sarian’s swashbuckling tumbles 
  and feints as he begins to blink, Lord Laven’s imperious 
  use of holy word (CL 17) and bolt of glory, and the Shade’s 
  sudden appearance and disappearance as she stabs at the 
  demons. 
   
  NOTE: Lord Laven will cast a delay death on Jonas 
  Wendt at the bottom of the first round, but it is otherwise 
  up to the PCs to save him. If the PCs take no actions to 
  protect the prisoner, the Iuzians will throw him 
  overboard or tear him to shreds or disintegrate him, etc. 
  
  IUZ7-08 Love’s Price 
   
  Page 28 
  Don’t foil the PCs’ efforts if they make an honest effort to 
  save him – especially if it comes at the risk of their own 
  lives – but make it clear that his life is in danger if they 
  don’t act. 
   
  Especially at the lower APLs, this fight may prove far 
  more than the PCs can handle. In no way should the DM 
  or NPCs suggest the PCs can not run away. Using teleport 
  or a similar method to take Jonas Wendt to safety 
  successfully defeats the encounter; the PCs merely lose 
  the ability to gain treasure from the Iuzians. 
   
  As a combatant, Gleed prefers to allow others to fight 
  his battles for him. He is, by nature, a coward, and makes 
  certain to hide and move each round. He will focus, as 
  much as possible, on eliminating Jonas Wendt and any 
  hope the PCs have of reviving Gildor, and will only 
  engage the PCs if they can prevent him from his primary 
  objectives. His second action in combat will almost 
  always be to summon an elemental monolith (casting 
  from his scroll) – either air or water, whichever is more 
  advantageous. 
   
  Griswald Hairhand, however, delights in melee 
  combat. Using superior invisibility, he will happily take full 
  attack actions on flat-footed opponents. If a foe can see 
  him, he’ll use his Invisible Blade ability to feint as a free 
  action before each attack, hoping to render that foe flat-
  footed and dispatch with him/her as swiftly as possible. 
  He typically uses his defending weapon at full defense 
  whenever a foe is capable of locating his position. If he 
  drops one foe, he’ll finish his full-attack and then use his 
  vanishing enhancement to teleport next to another foe. If 
  the foe reacts as though it has anticipate teleportation, 
  Griswald will not use his vanishing enhancement a 
  second time. 
   
  Treasure: None. All items teleport back to Dorakaa with 
  their owners if the Iuzians are defeated. 
   
  Development: 
  Once the PCs successfully defeat the Iuzians for which 
  they are responsible or extract Wendt and themselves 
  from the fight, Sarian, Lord Laven and the Shade will 
  vanquish their foes or escape from a potential massacre. 
  They will contact the PCs, if need be, to meet them at 
  Lord Laven’s estate in Bright Sentry. Once everyone has 
  returned to Bright Sentry, read or paraphrase the 
  following: 
   
  Assembled in a secret chamber beneath Lord Laven’s 
  estate in Bright Sentry, you stand surrounded by 
  implements of alchemy, armed guards, Lord Laven 
  and the alchemist, Jonas Wendt. Sarian and the 
  Shade are absent, but safe, according to Lord Laven. 
   
  Jonas Wendt has worked for days, and dozens of 
  beakers and vials containing liquids of varying hues 
  and viscosity bear witness to the intensity of his 
  labor. He stands at a bench, carefully measuring 
  drops of a black liquid into a vial containing a 
  glowing golden substance. Each drop clouds into the 
  yellow, and then dissolves, leaving the yellow 
  substance glowing more brightly than before. A pair 
  of solidified masses settle to the bottom of the vial, 
  and Wendt pulls them out with a pair of miniature 
  tongs. “It’s done,” he says. 
   
  Lord Laven thanks the alchemist. “If your 
  efforts prove successful, Jonas, we might consider 
  the severity of your sentence. You might even leave 
  here a free man.” 
   
  Jonas smiles. “It should work.” 
   
  Lord Laven motions to the guards to pull Wendt 
  back from a circle in which are scribed a number of 
  sacred symbols – symbols of renewal and strength 
  and life. He then begins to cast resurrection, 
  focusing on the small bit of Gildor you returned to 
  him. 
   
  Ten minutes later, his prayer complete, Lord 
  Laven steps aside as Gildor’s form begins to 
  materialize in the center of the room. The Gildor 
  who solidifies, however, is not the dapper young 
  straw-haired man you’ve met before. Nor is he the 
  mighty dragon you saw stripped of his scales and 
  tortured in a massive ritual chamber. The Gildor 
  who forms before you is a haggard old dragon, who 
  totters with his first steps and slowly turns his long 
  neck to survey the room. There’s still a sparkle in the 
  old dragon’s eye, but his neck droops as he 
  polymorphs into human form and grabs a nearby 
  cloak to cover himself. Gildor’s hair has gone white, 
  deep wrinkles crease his face, and his skin sags at 
  his neck and arms. He is an old man, an old dragon. 
  He stumbles and reaches out. Lord Laven catches 
  him and helps hold him upright. 
   
  “My adventuring days are done,” says Gildor. 
  “I’m lucky to be alive, and I thank you for your 
  assistance. I’ll get you a little something for your 
  efforts, but then I’m going to disappear. There will 
  be no more Gildor Arcanix. That individual has 
  created too many enemies. It will be hard for me to 
  watch events unfold, and I expect I’ll pass along a 
  message from time to time if I think it will help. But 
  Gildor Arcanix must perish so that I can live… Now, 
  if I could have a minute to sit and collect my 
  thoughts in silence, I’d appreciate it.” 
   
  The old man leans heavily on Lord Freud Laven 
  as they walk to a far chair where he sits down. 
   
  Epilogue: 
  Both King Belvor IV of Furyondy and Gildor – or the 
  dragon who used to be Gildor – proved good as their 
  word, and two packages eventually found you. King 
  Belvor IV sent a message expressing his personal 
  thanks along with  a fair bit of coin. The second 
  package was unsigned, but it was clearly from 
  Gildor: “Here’s the title to a bit of property I’ll no 
  longer use. Retire to it if you’d like, or sell it for the 
  coin. I regret that I’ll likely never have cause to see 
  you again, but I’m sure there may be a time for me to 
  steer events with a word or two. Your friend.” 
   
  The End. 
  
  IUZ7-08 Love’s Price 
   
  Page 29 
  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. 
   
  1: YET MORE EVIL DRACONIC CULTISTS 
  Stop the cultists’ evil ritual 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  7: FINDING THEIR WAY 
  Following the leads to Rookroost 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
  APL 16  
  480 XP 
   
  9: WANTED! 
  Defeat the undead caravan 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  11: PERIMETER GUARDS 
  Defeat or bypass the perimeter guards 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  13: THE RITUAL 
  Disarm or bypass the trapped door 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Disarm or bypass the alarm trap 
  APL 10  
  30 XP 
  APL 12  
  30 XP 
  APL 14  
  30 XP 
  APL 16  
  30 XP 
   
  Rescue some of Gildor’s essence 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  14: AND NOW THE DEMONS 
  Defeat or escape the Iuzian demons 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  STORY AWARD 
  Getting Old Gulpa to disclose the cultists’ 
  location: 
  APL 10  
  70 XP 
  APL 12  
  70 XP 
  APL 14  
  70 XP 
  APL 16  
  70 XP 
   
  ROLEPLAY AWARD 
  Discretionary roleplay award: 
  APL 10  
  30 XP 
  APL 12  
  50 XP 
  APL 14  
  80 XP 
  APL 16  
  110 XP 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 10  
  2,700 XP 
  APL 12  
  3,150 XP 
  APL 14  
  3,600 XP 
  APL 16  
  4,050 XP 
   
  EXTENDED PLAY ENCOUNTER 
  EXPERIENCE POINT SUMMARY 
  Save Jonas Wendt 
  APL 10  
  540 XP 
  APL 12  
  540 XP 
  APL 14  
  570 XP 
  APL 16  
  630 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  
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  Page 30 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  INTRODUCTION 
  King Belvor’s reward 
   
  APL 10: Coin 1000 gp; Total 1000 gp 
   
  APL 12: Coin 1200 gp; Total 1200 gp 
   
  APL 14: Coin 1400 gp; Total 1400 gp 
   
  APL 16: Coin 1600 gp; Total 1600 gp 
   
  1: YET MORE EVIL DRACONIC CULTISTS 
   
  APL 10: Loot 75 gp; Coin 0 gp; Magic 3600 gp; +1 
  chain shirt (104 gp each), +1 buckler (97 gp each), amulet of 
  health +2 (333 gp each), cloak of charisma +2 (333 gp), vest of 
  resistance +2 (333 gp each); Total 3675 gp 
   
  APL 12: Loot 75 gp; Coin 0 gp; Magic 6600 gp; +1 
  chain shirt (104 gp each), +1 buckler (97 gp each), amulet of 
  health +2 (333 gp each), cloak of charisma +4 (1333 gp), vest 
  of resistance +2 (333 gp each); Total 6675 gp 
   
  APL 14: Loot 75 gp; Coin 0 gp; Magic 10,098 gp; +2 
  chain shirt (354 gp each), +2 buckler (347 gp each), amulet of 
  health +2 (333 gp each), cloak of charisma +4 (1333 gp), vest 
  of resistance +2 (333 gp each), ring of protection +2 (666 gp 
  each); Total 10,173 gp 
   
  APL 16: Loot 75 gp; Coin 0 gp; Magic 19,347 gp; +3 
  chain shirt (770 gp each), +2 buckler (347 gp each), amulet of 
  health +2 (333 gp each), cloak of charisma +6 (3000 gp), vest 
  of resistance +4 (1333 gp each), ring of protection +2 (666 gp 
  each); Total 19,422 gp 
   
  9: WANTED! 
   
  APL 10: Loot 0 gp; Coin 0 gp; Magic 3039 gp; ring of 
  silent spells (166 gp), headband of intellect +4 (1333 gp), lesser 
  metamagic rod of extend (250 gp), cloak of charisma +2 (333 
  gp), vest of resistance +2 (333 gp each), ring of protection +1 
  (166 gp), brooch of shielding (125 gp); Total 3039 gp 
   
  APL 12: Loot 0 gp; Coin 0 gp; Magic 5455 gp; ring of 
  silent spells (166 gp), headband of intellect +4 (1333 gp), vest of 
  the master evoker (833 gp), gloves of dexterity +2 (333 gp 
  each), lesser metamagic rod of extend (250 gp), cloak of 
  charisma +2 (333 gp), vest of resistance +2 (333 gp), vest of 
  resistance +3 (750 gp), ring of protection +1 (166 gp), brooch of 
  shielding (125 gp), amulet of mighty fists +1 (500 gp); Total 
  5455 gp 
   
  APL 14: Loot 0 gp; Coin 0 gp; Magic 9087 gp; ring of 
  silent spells (166 gp), headband of intellect +6 (3000 gp), vest of 
  the master evoker (833 gp), gloves of dexterity +2 (333 gp 
  each), lesser metamagic rod of extend (250 gp), dusty rose prism 
  ioun stone (416 gp), cloak of charisma +2 (333 gp), vest of 
  resistance +2 (333 gp), vest of resistance +3 (750 gp), ring of 
  protection +1 (166 gp), brooch of shielding (125 gp), amulet of 
  mighty fists +1 (500 gp), armbands of might (341 gp), boots of 
  speed (1000 gp), eyes of the eagle (208 gp); Total 9087 gp 
   
  APL 16: Loot 0 gp; Coin 0 gp; Magic 18,560 gp; ring 
  of silent spells (166 gp), headband of intellect +6 (3000 gp), vest 
  of the master evoker (833 gp), gloves of dexterity +2 (333 gp 
  each), lesser metamagic rod of extend (250 gp), dusty rose prism 
  ioun stone (416 gp each), cloak of charisma +6 (3000 gp 
  each), vest of resistance +2 (333 gp), vest of resistance +3 (750 
  gp each), hexbands (258 gp each), ring of protection +1 (166 
  gp), brooch of shielding (125 gp each), amulet of mighty fists 
  +1 (500 gp), armbands of might (341 gp), boots of speed (1000 
  gp), eyes of the eagle (208 gp), cloak of charisma +2 (333 gp), 
  belt of giant strength +4 (1333 gp); Total 18,560 gp 
   
  12: PERIMETER GUARDS 
   
  APL 10: Loot 50 gp; Coin 0 gp; Magic 1656 gp; 
  gauntlets of ogre power (333 gp each), full plate +1 (220 gp 
  each), vest of resistance +1 (83 gp each), +1 lance (192 gp); 
  Total 1706 gp 
   
  APL 12: Loot 50 gp; Coin 0 gp; Magic 3154 gp; 
  gauntlets of ogre power (333 gp each), full plate +1 (220 gp 
  each), vest of resistance +2 (333 gp each), cloak of charisma +2 
  (333 gp each), ring of protection +1 (166 gp each), +1 lance 
  (192 gp); Total 3204 gp 
   
  APL 14: Loot 50 gp; Coin 0 gp; Magic 5974 gp; belt of 
  giant strength +4 (1333 gp each), full plate +1 (220 gp each), 
  +1 heavy steel shield (97 gp each), vest of resistance +2 (333 gp 
  each), cloak of charisma +2 (333 gp each), ring of protection 
  +1 (166 gp each), amulet of natural armor +1 (166 gp each), 
  +1 lance (192 gp); Total 5924 gp 
   
  APL 16: Loot 50 gp; Coin 0 gp; Magic 8174 gp; belt of 
  giant strength +4 (1333 gp each), full plate +1 (220 gp each), 
  +3 heavy steel shield (764 gp each), vest of resistance +3 (750 
  gp each), cloak of charisma +2 (333 gp each), ring of 
  protection +1 (166 gp each), amulet of natural armor +1 (166 
  gp each), +1 lance (192 gp), brute gauntlets (41 gp each); 
  Total 8224 gp 
   
  16: THERE AND BACK AGAIN 
  Looting the Iuzian temple 
   
  APL 10: Loot up to 100 gp; Total 100 gp 
   
  APL 12: Loot up to 120 gp; Total 120 gp 
  
  IUZ7-08 Love’s Price 
   
  Page 31 
   
  APL 14: Loot up to 140 gp; Total 140 gp 
   
  APL 16: Loot up to 160 gp; Total 160 gp 
   
  Looting the marketplace 
   
  APL 10: Loot up to 500 gp; Total 500 gp 
   
  APL 12: Loot up to 600 gp; Total 600 gp 
   
  APL 14: Loot up to 700 gp; Total 700 gp 
   
  APL 16: Loot up to 800 gp; Total 800 gp 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 10: Loot 725 gp; Coin 1000 gp; Magic 8295 gp; 
  Total 4,600 gp (5420 gp over the cap) 
   
  APL 12: Loot 845 gp; Coin 1200 gp; Magic 15,209 gp; 
  Total 6,600 gp (10,654 gp over the cap)  
   
  APL 14: Loot 965 gp; Coin 1400 gp; Magic 25,109 gp; 
  Total 13,200 gp (14,274 gp over the cap)  
   
  APL 16: Loot 1085 gp; Coin 1600 gp; Magic 46,074 
  gp; Total 19,800 gp (29,041 gp over the cap)  
   
  EXTENDED PLAY ENCOUNTER 
  TREASURE SUMMARY 
  PCs who successfully defeat the optional encounter do 
  not earn extra treasure during it but are, rather, entitled 
  to more of the total possible treasure from the first part of 
  the adventure. As a result, this reduces the available “over 
  the cap” gold for the adventure. 
   
   
  APL 10: Total 1,150 gp (4,270 gp over the cap)  
   
  APL 12: Total 1,650 gp (9,004 gp over the cap)  
   
  APL 14: Total 3,300 gp (10,974 gp over the cap)  
   
  APL 16: Total 4,950 gp (24,091 gp over the cap)  
   
   
  ADVENTURE RECORD 
  Good as Your Word: You gain access to the items marked (*) below. 
   
  Oathbreaker: For your next 10 adventures, you suffer a -5 circumstance 
  penalty to Diplomacy and Gather Information but gain a +5 profane 
  bonus to Bluff checks. 
   
  There’s a Place for you in Dorakaa: Your contact with Iuz gives you access 
  to the Contemplative PrC (Complete Divine). Of course, to become a 
  contemplative of Iuz, you have to retire from a life of good. Dorakaa 
  welcomes you. 
   
  Leave No Loot Behind! Your quick thinking and action in the heat of the 
  moment might have endangered your life, but without doubt, it opened 
  up Adventure access to the following items (DM: cross off all access the 
  PCs did not earn): anklet of translocation (1,400 gp; MIC), +1 blurring chain 
  shirt (4,250 gp; MIC), +1 berserker great axe (8,320 gp; MIC), +1 binding 
  berserker greataxe (18,320 gp; MIC), lesser revelation crystal (1,000 gp; MIC). 
  Additionally, this access counts for the purpose of magic item creation. 
   
  Tainted by Evil: You traded with the evil alchemist, Old Gulpa, and he 
  now has your name in his ledgers. Just who was that gnome, anyway? 
  On the other hand, you gained Adventure access to the following items 
  (all DMG): Poisons (1 dose max.): black lotus extract, dragon bile, 
  shadow essence, wyvern poison, deathblade, purple worm poison. 
  Weapons: Assassin’s Dagger, Dagger of Venom, Life-Drinker, Nine Lives 
  Stealer, Rapier of Puncturing. Additionally, this counts as an evil act. If the 
  PC has committed 3 evil acts, marked on his or her ARs, it is removed 
  from play. 
   
  ITEMS FOUND DURING THE ADVENTURE 
  APLs 10 and 12: 
  • Angelhelm* (Adventure; MIC) 
  • Badge of valor* (Adventure; MIC) 
  • Brooch of shielding (Adventure; DMG) 
  • Horn of resilience* (Adventure; MIC) 
  • Metamagic rod of extend, lesser (Adventure; DMG) 
  • Ring of brief blessing* (Adventure; MIC) 
  • Ring of silent spells (Adventure; MIC) 
  • Vest of the master evoker (Adventure; MIC) 
   
  APL 14 (all of APLs 10 and 12 plus the following): 
  • Armbands of might (Adventure; MIC) 
  • Boots of speed (Adventure; DMG) 
  • Eyes of the eagle (Adventure; DMG) 
  • Ioun stone, dusty rose prism (Adventure; DMG) 
   
  APL 16 (all of APLs 10 to 14 plus the following): 
  • Brute gauntlets (Adventure; MIC) 
  • Hexbands (Adventure; MIC) 
   
  EXTENDED PLAY ADVENTURE RECORD 
  Friend of Gildor: Word of your efforts on Gildor’s behalf has reached his 
  draconic friends. Because of this, you gain access to one of the following 
  feats (all Draco) or spells (all SpC). Feats: Dragon Cohort, Dragon Steed, 
  Dragon Wild Shape, Dragonfriend, Dragonsong, Overhead Thrust. 
  Spells: Aura of Evasion, Contingent Energy Resistance, Draconic Might, 
  Dragonsight, Find the Gap, Shield of Warding. 
   
  Gemstone of Fortification: This gem may be embedded in your flesh with a 
  limited wish, wish, or miracle (cast by your or an NPC). The gemstone 
  imbeds itself into your forehead, granting you a -2 circumstance penalty 
  in most social situations, but granting you a +5 circumstance bonus 
  when dealing with dragons. This item does not occupy a body slot. 
  Price: 3,300 gp (light), 15,000 gp (moderate), 35,000 gp (heavy). 
   
  ITEMS FOUND DURING THE ADVENTURE 
  All APLs: 
  • Deathguardian bracers (Adventure; MIC) 
  • Eyes of truth (Adventure; MIC) 
  • Gemstone of light fortification (Adventure; Dr, see above) 
  • Gemstone of moderate fortification (Adventure; Dr, see above) 
  • Gemstone of heavy fortification (Adventure; Dr, see above) 
  • Luckstone (Adventure; DMG) 
  • Metamagic rod of silent spells (Adventure; DMG) 
  • Ring of spell turning (Metaregional; DMG) 
  • Staff of illusion (Adventure; DMG) 
  • Vest of free movement (Adventure; MIC) 
  • Deathward armor or shield enhancement (Adventure; DMG) 
  • Wounding weapon enhancement (Metaregional; DMG) 
  • Vanishing weapon enhancement (Metaregional; DMG) 
  
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  APPENDIX 1: APL 10
  1: YET MORE EVIL DRACONIC CULTISTS 
  R E D S P AW N  AR C AN I S S  S O R C E R E R 
  CR  10 
  Redspawn Arcaniss Sorcerer 4 
  CE Medium monstrous humanoid (dragonblood, fire) 
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 20, touch 11, flat-footed 19, armored mage 
   
  (+1 Dex, +5 Armor, +2 shield, +2 Natural) 
  hp 83 (12 HD); fire spell affinity  
  Immune fire, paralysis, sleep 
  Fort +8, Ref +10, Will +12 
  Weakness vulnerability to cold 
  Speed 40 ft. in light armor (8 squares) 
  Masterwork dagger +11/+6 melee (1d4) 
  Ranged touch +12 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +10 
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of shield of faith (+3), potion of 
  cure moderate wounds 
  Sorcerer Spells Known (CL 8th): 
  5th (4/day) – greater fireburst (DC 20, CL 12th) 
  4th (6/day) – dimension door, wall of fire (CL 12th) 
  3rd (7/day) – fireball (DC 18, CL 12th), fly, slow (DC 
  18) 
  2nd (7/day) – Melf’s acid arrow (+12 ranged touch), 
  scorching ray (+12 ranged touch, CL 12th), see 
  invisibility, web (DC 17) 
  1st (8/day) – burning hands (DC 16, CL 12th), chill 
  touch (+10 melee touch, DC 16), magic missile, 
  ray of enfeeblement (+11 ranged touch), true 
  strike 
  0 (6/day) – acid splash (+12 ranged touch), detect 
  magic, disrupt undead, ghost sound (DC 15), 
  message, prestidigitation, ray of frost (+12 ranged 
  touch), read magic, touch of fatigue (DC 15) 
  �Already cast 
  Abilities Str 10, Dex 13, Con 17, Int 10, Wis 10, Cha 
  20  
  Feats Point Blank Shot, Precise Shot, Searing Spell, 
  Split Ray, Weapon Focus (ranged touch) 
  Skills total ranks: Concentration +14, Jump +4, 
  Knowledge (arcana) +11, Listen +0, Spellcraft +10, 
  Spot +0 
  Possessions combat gear plus +1 chain shirt, +1 
  buckler, amulet of health +2, cloak of charisma +2, 
  vest of resistance +2, Masterwork dagger, spell 
  component pouch, sacrificial dagger with the blade 
  shaped like a dragons head with the fangs 
  intertwined 
  Fire Spell Affinity (Ex) A redspawn arcaniss casts fire 
  spells at +2 caster level. In addition, the redspawn 
  arcaniss heals 2 points of damage per spell level 
  each time it casts a fire spell. 
  Armored Mage (Ex) A redspawn arcaniss can wear 
  light armor and use light shields without an arcane 
  spell failure change.  
   
  Physical Description: A humanoid, covered in red 
  scales with yellow and orange flame like markings 
  all over its body. It appears to be wearing robes 
  and is brandishing a wicked looking dagger as it’s 
  empty hand reaches into a spell component pouch. 
   
  9: WANTED! 
  M O R T I M E R 
  CR  11 
  Male necropolitan grey elf Wizard 10/Paragnostic 
  Apostle 1 
  NE Medium undead (augmented humanoid, elf) 
  Init +3; Senses Low-light vision; Listen +5, Spot +12 
  Languages 
  Common, 
  Elven, 
  Abyssal, 
  Ancient 
  Suloise, Infernal, Draconic 
  AC 28, touch 13, flat-footed 25 
   
  (+3 Dex, +8 Armor, +7 Natural) 
  hp 90 plus 15 temporary (11 HD) 
  Immune Undead immunities 
  Resist Acid 30, resist control, turn resistance +6 
  Fort +9, Ref +10, Will +14 
  Speed 30 ft. (6 squares) 
  Dagger +5 melee (1d4) 
  Ranged touch +8 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +5 
  Combat Gear ring of silent spells (swift: silence as the 
  spell centered on wearer, plus cast up to 3 spells of 
  3rd level or lower as though affected by the silent 
  spell feat, MIC) 
  Wizard Spells Prepared (CL 11th) 
  6th– fell drain cone of cold (DC 23), quickened fell 
  drain magic missile 
  5th– fell drain fireball (DC 21), quickened shield, wall 
  of force 
  4th– fell drain scorching ray, greater mirror image, 
  greater resistance, Otiluke’s resilient sphere (DC 
  22) 
  3rd– blink, dispel magic (1d20+11), [extended] 
  dragonskin [black], fell drain magic missile, 
  greater mage armor 
  2nd– alter fortune, false life, fell drain magic missile, 
  glitterdust (DC 18), [extended] see invisibility, 
  slapping hand 
  1st– familiar pocket, grease, guided shot, mage 
  armor, nerveskitter, protection from good 
  0– Immaterial 
  �Already cast 
  Abilities Str 10, Dex 16, Con -, Int 23, Wis 13, Cha 10  
  Feats Alertness, Fell Drain, Greater Spell Focus 
  (evocation), Improved Turn Resistance, Metamagic 
  School Focus (evocation), Quicken Spell, Spell 
  Focus (evocation) 
  Skills: Concentration +14, Knowledge (arcana) +19, 
  Knowledge (architecture and engineering) +11, 
  Knowledge (nature) +14, Knowledge (planes) +13, 
  Knowledge (religion) +14, Listen +5, Spellcraft +21, 
  Spot +12 
  
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  Possessions combat gear plus headband of intellect 
  +4, lesser metamagic rod of extend 
  Contingency: Mortimer gains displacement if he is 
  about to be targeted by a hostile action. 
  Mind Over Matter (Ex) Whenever you cast a spell that 
  creates a solid object, its hardness and hit points 
  each increase by 2. When you cast a spell that 
  provides an armor bonus, that bonus to AC also 
  increases by 2. (Requires: Knowledge [architecture 
  and engineering] 5 ranks.) 
  Resist Control (Ex) Necropolitans have a +2 profane 
  bonus on their Will saving throws to resist the effect 
  of a control undead spell. 
  Summon Familiar (Ex) Mortimer has a rat familiar 
  which he keeps in his familiar pocket. This gives 
  him a +2 bonus to his Fortitude save which is 
  already included in the stat block. 
  Turn Resistance (Ex) A necropolitan has +2 turn 
  resistance. This increases to +6 with Mortimer’s 
  Improved Turn Resistance feat. 
  Unnatural Resilience (Ex) Necropolitans automatically 
  heal hit point damage and ability damage at the 
  same rate as a living creature. The Heal skill has 
  no effect on necropolitans; however, negative 
  energy (such as an inflict spell) heals them. 
   
  Physical Description: A gaunt elf, covered in black 
  scales with black raiment, trimmed in orange and 
  gold. He appears to be wearing robes and wears a 
  dagger sheathed at his hip, adjacent to a well-kept 
  spellbook. 
   
  AD V AN C E D  C R Y P T  C H AN T E R 
  CR  9 
  Advanced (15 HD) crypt chanter 
  CE Medium undead (incorporeal) 
  Init +8; Senses Darkvision 60 ft.; Listen +22, Spot +22 
  Languages Common, Abyssal (never speaks) 
  AC 21, touch 21, flat-footed 17 
   
  (+4 Dex, +6 deflection) 
  hp 135 (15 HD); Miss chance 50% Incorporeal 
  Immune Undead immunities 
  Resist Turn resistance +6 
  Fort +7, Ref +11, Will +13 
  Speed 30 ft. (6 squares) 
  Incorporeal touch +11 melee (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp - 
  Special Attacks Draining melody (DC 26), create 
  spawn 
  Special 
  Qualities 
  Daylight 
  powerlessness, 
  turn 
  resistance +6 
  Combat Gear brooch of shielding 
  Abilities Str -, Dex 18, Con -, Int 14, Wis 14, Cha 24  
  Feats Ability Focus (draining melody), Alertness, 
  Blind-Fight, Ghostly Grasp, Improved Initiative, 
  Improved Turn Resistance 
  Skills: Hide +22, Intimidate +23, Listen +22, Perform 
  (sing) +24, Search +20, Spot +22 
  Possessions combat gear plus cloak of charisma +2, 
  vest of resistance +2 
  Create Spawn (Su) Any humanoid slain by a crypt 
  chanter through its draining melody (see below) 
  becomes a crypt chanter 1d4 rounds later. Spawn 
  are under the command of the crypt chanter that 
  created them and remain enslaved until its 
  destruction. They do not possess any of the 
  abilities they had in life. 
  Daylight Powerlessness (Ex) A crypt chanter is utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flees from it. 
  Draining Melody (Su) A crypt chanter constantly sings, 
  creating a magically charged allure. All creatures 
  within 60 feet of a crypt chanter must make a DC 
  26 Will save or stand dazed as long as the music 
  continues. 
  This 
  is 
  a 
  sonic, 
  mind-affecting 
  compulsion effect. 
   
   
  Beginning on the round after becoming 
  dazed, creatures that failed the first saving throw 
  must make a second saving throw (same DC) to 
  avoid being affected as if by the enthrall spell (see 
  page 227 of the Player’s Handbook). Enthralled 
  victims also begin to take 1d2 negative levels per 
  round while the song continues, as long as they 
  remain within range. If a creature gains a number 
  of negative levels at least equal to its Hit Dice, it 
  dies and becomes a spawn. 
   
   
  When a crypt chanter bestows negative 
  levels on a victim, it gains 5 temporary hit points for 
  each negative level bestowed. These temporary hit 
  points last for up to 1 hour. 
   
   
  Creatures that successfully save upon 
  hearing a crypt chanter’s music cannot be affected 
  by that crypt chanter’s music again unless the 
  chanter ceases singing for 1 full round (releasing 
  all those it previously held in thrall) and begins a 
  new song. The save DC is Charisma-based and 
  includes the crypt chanter’s Ability Focus feat. 
  Turn Resistance (Ex) A crypt chanter has +2 turn 
  resistance, increased to +6 turn resistance with the 
  crypt chanter’s Improved Turn Resistance feat. 
   
  Physical Description: A lone, wavering figure begins a 
  song. The haunting melody echoes through the air, 
  calling for you to dance. The music makes your 
  soul shrivel, but it also makes you smile. How can 
  something be so awful and so wonderful at the 
  same time? 
   
  AD V AN C E D  B O N E C L AW 
  CR  7 
  Advanced (18 HD) boneclaw 
  CE Large undead 
  Init +8; Senses Darkvision 60 ft.; Listen +23, Spot +23 
  Languages Common, Abyssal 
  AC 23, touch 14, flat-footed 19 
   
  (-1 Siz, +4 Dex, +6 mage armor, +3 natural, +1 
  deflection) 
  hp 252 (18 HD); DR 5/bludgeoning 
  Immune Cold, undead immunities 
  Resist Turn resistance +4 
  Fort +8, Ref +13, Will +15 
  Speed 40 ft. (8 squares) 
  
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  2 Piercing claws +14 melee (2d6+6) 
  Space 10 ft.; Reach 20 ft. 
  Base Atk +9; Grp +19 
  Special Attacks Improved Trip (+14 opposed check), 
  Power Attack, Reaching Claws 
  Special 
  Qualities 
  Turn 
  resistance 
  +6, 
  Unholy 
  toughness 
  Abilities Str 22, Dex 18, Con -, Int 14, Wis 14, Cha 20 
  Feats Combat Expertise, Combat Reflexes, Improved 
  Initiative, Improved Natural Attack (claw), Improved 
  Trip, Improved Turn Resistance, Power Attack 
  Skills: Hide +21, Intimidate +26, Listen +23, Move 
  Silently +25, Search +23, Spot +23 
  Possessions combat gear plus vest of resistance +2, 
  ring of protection +1 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending 
  them as part of an attack to a distance of up to 20 
  feet (thereby allowing the boneclaw to threaten 
  more squares than even its Large size would 
  otherwise indicate). 
  Turn Resistance (Ex) A boneclaw has +2 turn 
  resistance, increased to +6 turn resistance with the 
  boneclaw’s Improved Turn Resistance feat. 
  Unholy Toughness (Ex) A boneclaw gains a bonus to 
  its hit points equal to its Charisma modifier x its Hit 
  Dice. 
   
  Physical Description: This large skeletal humanoid’s 
  claw-like fingers are at least two feat long. Worse, 
  the slender, knife-sharp claws contract and extend 
  in length from moment to moment, sometimes 
  instantly reaching a length of 10 or more feet, 
  before slowly contracting. 
   
  11: PERIMETER GUARDS 
  E L I T E  W Y V E R N R I D E R 
  CR  9 
  Male human Fighter 4/Hexblade 3/Dragonrider 2 
  LE Medium human (Oeridian) 
  Init -1; Senses Low-light vision; Listen +1, Spot +5 
  Languages Common, Draconic 
  AC 18, touch 9, flat-footed 18 
   
  (-1 Dex, +9 armor) 
  hp 76 (9 HD) 
  Immune Frightful presence 
  Fort +11, Ref +2, Will +9 (+2 to saves vs. spells/spell-
  like) 
  Speed 30 ft. (6 squares) 
  +1 lance +17 melee (1d8+11) OR +1 lance +20 melee 
  (3d8+33) with Spirited Charge and higher ground 
  Masterwork composite [str +4] longbow +9/4 ranged 
  (1d8+4) 
  Space 5 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +9; Grp +13 
  Special Attacks Hexblade’s Curse (DC 13), Ride-by 
  Attack, Spirited Charge 
  Special 
  Qualities 
  Arcane 
  Resistance 
  (+2), 
  Dragonriding, Mettle 
  Combat Gear  
  Abilities Str 18, Dex 8, Con 14, Int 10, Wis 12, Cha 14  
  Feats Melee Weapon Mastery (piercing), Mounted 
  Combat, Ride-by Attack, Skill Focus (ride), Spirited 
  Charge, 
  Weapon 
  Focus 
  (lance), 
  Weapon 
  Specialization (lance) 
  Skills: Diplomacy +8, Handle Animal +6, Intimidate +4, 
  Knowledge (arcana) +6, Ride +18 (+20 on wyvern), 
  Spot +5 
  Possessions combat gear plus gauntlets of ogre 
  power, +1 full plate armor, vest of resistance +1, 
  riding boots, masterwork lance, longspear 
  Dragonriding (Ex) A dragonrider may add his class 
  level as a bonus to any Ride checks made in 
  conjunction with riding a dragon. In addition, any 
  dragon 
  ridden 
  by 
  a 
  dragonrider 
  enjoys 
  maneuverability of one grade better than normal 
  (maximum perfect maneuverability). For instance, 
  an adult green dragon with a dragonrider astride it 
  has average maneuverability rather than poor. 
  Hexblade’s Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target of the hexblade’s curse takes a -2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will save (DC 13) negates 
  the effect. 
  Immune to Frightful Presence (Su) While mounted on 
  or within 10 feet of his dragon mount, a dragonrider 
  is immune to the frightful presence of dragons. 
  Mettle (Ex): At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great 
  willpower or fortitude. A hexblade who successfully 
  saves against an attack that normally would have a 
  lesser effect on a successful save (such as any 
  spell with a saving throw entry of Will half or 
  Fortitude partial), it instead completely negates the 
  effect. An unconscious or sleeping hexblade does 
  not gain the benefit of mettle. 
   
  Physical Description: A stocky man dressed in full 
  plate. His cape billows out on the wind as he lowers 
  his lance to charge. 
   
  AD V AN C E D  (8  HD)  W Y V E R N 
  CR  7 
  N Huge dragon 
  Init +0; Senses Darkvision 60 ft., low-light vision, 
  scent 
  Languages Draconic (usually hisses or growls) 
  AC 20, touch 8, flat-footed 20 
   
  (-2 Siz, +12 natural) 
  hp 96 (8 HD) 
  Immune sleep and paralysis 
  Fort +10, Ref +6, Will +7 
  Speed 20 ft. (4 squares), fly 60 ft. (poor, or average 
  with dragonrider) 
  Sting +15 melee (1d8+9 plus poison) and bite +13 
  melee (3d8+9) and 2 wings +13 melee (2d6+4) and 
  2 talons +13 melee (3d6+9) OR Sting +18 melee 
  (1d8+9) with charge, higher ground and fly-by 
  attack 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +8; Grp +25 
  
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  Page 35 
  Special Attacks Improved Grab, Poison (DC 20) 
  Special Qualities  
  Combat Gear  
  Abilities Str 28, Dex 10, Con 19, Int 6, Wis 12, Cha 9  
  Feats Ability Focus (poison), Alertness, Flyby Attack, 
  Multiattack 
  Skills: Hide +3, Listen +14, Move Silently +11, Spot 
  +17 
  Possessions combat gear plus  
  Poison (Ex) Injury, Fortitude DC 20, initial and 
  secondary damage 2d6 Con. The save DC is 
  Constitution-based. 
   
  11: IT’S A TRAP! 
  Energy Drain Trap: CR 12; magic device; touch 
  trigger; automatic reset; speech bypass (speak in 
  Draconic: “Fealty to Dragotha.”); Atk +8 ranged 
  touch; spell effect (energy drain, 17th level wizard, 
  2d4 negative levels for 24 hours, DC 30 Fortitude 
  save negates; Search DC 34; Disable Device DC 
  34. 
   
  12: RITUAL 
  F R O S T  G I ANT  B ARBARI AN 
  CR  12 
  Male half-red dragon frost giant Barbarian 1 
  CE Large dragon (augmented giant) 
  Init +5; Senses Low-light vision; Listen +15, Spot +13 
  Languages Common, Draconic, Giant 
  AC 20, touch 12, flat-footed 19 
   
  (-1 Siz, +1 Dex, +5 armor, +13 natural, +2 
  deflection) 
  hp 217 (15 HD) 
  Immune cold, fire 
  Fort +18, Ref +7, Will +11 
  Speed 50 ft. (10 squares), fly 100 ft. (average) 
  +1 berserker greataxe +25/20 melee (3d6+23) and 
  bite +19 melee (1d8+7) OR 2 claws +24 melee 
  (1d6+15) and bite +19 melee (1d8+7) 
  Rock +11 ranged (2d6+15) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +29 
  Special Attacks Breath Weapon (DC 24), Cleave, 
  Improved Sunder, Power Attack, Rock Throwing 
  Special Qualities Rock catching 
  Combat Gear lesser revelation crystal (creature hit by 
  axe is surrounded in golden glow, pinpointing its 
  square, and any invisibility surpressed for 1 round, 
  MIC) 
  Abilities Str 41, Dex 12, Con 25, Int 10, Wis 16, Cha 
  12  
  Feats Cleave, Combat Reflexes, Improved Initiative, 
  Improved Sunder, Iron Will, Power Attack 
  Skills: Climb +20, Craft (weapon) +6, Intimidate +7, 
  Jump +28, Listen +15, Spot +13 
  Possessions combat gear plus +1 blurring chain shirt, 
  ring of protection +2, cloak of resistance +2, +1 
  berserker greataxe 
  Breath weapon (Ex) Frost giant barbarian may exhale 
  a 30-foot cone breath weapon that does 6d8 fire 
  damage once per day. A successful Reflex save 
  (DC 24) halves the damage. The save DC is 
  Constitution-based. 
  Rock Catching (Ex) A giant of at least Large size can 
  catch Small, Medium, or Large rocks (or projectiles 
  of similar shape). Once per round, a giant that 
  would normally be hit by a rock can make a Reflex 
  save to catch it as a free action. The DC is 15 for a 
  Small rock, 20 for a Medium one, and 25 for a 
  Large one. (If the projectile provides a magical 
  bonus on attack rolls, the DC increases by that 
  amount.) The giant must be ready for and aware of 
  the attack in order to make a rock catching attempt. 
  Rock Throwing (Ex) The range increment is 120 feet 
  for a frost giant’s thrown rocks. 
   
  Power-Up Suite (raging, blurring armor): 
  AC 18, touch 10, flat-footed 17 
   
  (-1 Siz, +1 Dex, +5 armor, +13 natural, +2 
  deflection, -2 rage) 
  hp 247 (15 HD) 
  Miss chance 20% concealment 
  Immune cold, fire 
  Fort +20, Ref +7, Will +13 
  +1 berserker greataxe +27/22 melee (4d6+26) and 
  bite +21 melee (1d8+8) OR 2 claws +26 melee 
  (1d6+17) and bite +21 melee (1d8+8) 
  Rock +11 ranged (2d6+17) 
  Base Atk +10; Grp +31 
  Abilities Str 45, Dex 12, Con 29, Int 10, Wis 16, Cha 
  12  
  Skills: Climb +22, Craft (weapon) +6, Intimidate +7, 
  Jump +30, Listen +15, Spot +13 
   
  Physical Description: A  
   
  L I ZAR D F O L K  S O R C E R E R 
  CR  7 
  Male half-green dragon lizardfolk Sorcerer 4 
  NE Med dragon (augmented monstrous humanoid) 
  Init +1; Senses Listen +2, Spot +5 
  Languages Common, Draconic 
  AC 28, touch 11, flat-footed 27 
   
  (+1 Dex, +4 armor, +4 shield, +9 natural) 
  hp 57 (6 HD) 
  Immune acid 
  Fort +7, Ref +7, Will +6 
  Speed 30 ft. (6 squares) 
  2 claws +8 melee (1d4+5) and bite +6 melee (1d6+2) 
  Ranged touch +4 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +8 
  Special Attacks Breath Weapon (DC 15), Draconic 
  Breath (DC 14 + lvl) 
  Special Qualities  
  Sorcerer Spells Known (CL 4th): 
  2nd (4/day) – web (DC 16) 
  1st (3/day) – mage armor, magic missile, shield 
  0 (6/day) – detect magic, disrupt undead, light, 
  message, prestidigitation, read magic 
  �Already cast (mage armor, shield) 
  Combat Gear ring of silent spells (swift: silence as the 
  spell centered on wearer, plus cast up to 3 spells of 
  
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  3rd level or lower as though affected by the silent 
  spell feat, MIC) 
  Abilities Str 20, Dex 13, Con 18, Int 10, Wis 10, Cha 
  18  
  Feats Alertness, Draconic Breath, Draconic Heritage, 
  Multiattack 
  Skills: Balance +10, Concentration +12, Jump +14, 
  Listen +2, Spot +5, Swim +14 
  Possessions combat gear plus vest of resistance +2 
  Breath weapon (Ex) Lizardfolk sorcerer may exhale a 
  30-foot cone breath weapon that does 6d8 acid 
  damage once per day. A successful Reflex save 
  (DC 15) halves the damage. The save DC is 
  Constitution-based. 
  Summon familiar (Ex) The lizardfolk sorcerer has 
  summoned a toad familiar which hides somewhere 
  far away (but within 1 mile). This gives the sorcerer 
  +3 hit points which are already included in his stat 
  block. 
   
  L I ZAR D F O L K  C L E R I C 
  CR  7 
  Male half-green dragon lizardfolk Cleric 4 
  LE Med dragon (augmented monstrous humanoid) 
  Init +1; Senses Listen +5, Spot +8 
  Languages Common, Draconic 
  AC 33, touch 12, flat-footed 32 
   
  (+1 Dex, +9 armor, +3 shield, +9 natural, +1 
  deflection) 
  hp 58 (6 HD) 
  Immune acid 
  Fort +9, Ref +6, Will +10 
  Speed 20 ft. in full plate (4 squares), 30 ft. base speed 
  Masterwork morningstar +11 melee (1d8+6) and bite 
  +8 melee (1d6+3) OR Claw +10 melee (1d4+6) 
  and bite +8 melee (1d6+3) 
  Ranged touch +5 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +10 
  Special Attacks Breath Weapon (DC 15), Smite 1/day 
  (+4 to hit, +4 damage) 
  Special Qualities  
  Cleric Spells Prepared (CL 4th): 
  2nd – bear’s endurance, bull’s strength, calm 
  emotions (DC 15), sound burst (DC 15) 
  1st – bless, entropic shield, inflict light wounds (DC 
  14), protection from good, shield of faith  
  0 – detect magic, detect magic, detect magic, detect 
  poison, purify food and drink 
  �Already cast 
  D: Domain spell. Deity: Tiamat. Domains: Destruction, 
  Law 
  Combat Gear ring of silent spells (swift: silence as the 
  spell centered on wearer, plus cast up to 3 spells of 
  3rd level or lower as though affected by the silent 
  spell feat, MIC) 
  Abilities Str 23, Dex 12, Con 18, Int 10, Wis 16, Cha 
  10  
  Feats Iron Will, Multiattack, Quicken Breath 
  Skills: Balance +4, Concentration +12, Jump +8, 
  Listen +5, Spot +8, Swim +2 
  Possessions combat gear plus +1 full plate, +1 heavy 
  steel shield, ring of protection +1, vest of resistance 
  +1, Masterwork morningstar 
  Breath weapon (Ex) Lizardfolk cleric may exhale a 30-
  foot cone breath weapon that does 6d8 acid 
  damage once per day. A successful Reflex save 
  (DC 15) halves the damage. The save DC is 
  Constitution-based. 
  
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  APPENDIX 1: APL 12
  1: YET MORE EVIL DRACONIC CULTISTS 
  R E D S P AW N  AR C AN I S S  S O R C E R E R 
  CR  12 
  Redspawn Arcaniss Sorcerer 6 
  CE Medium monstrous humanoid (dragonblood, fire) 
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Listen +2, Spot +2 
  Languages Common, Draconic 
  AC 20, touch 11, flat-footed 19, armored mage 
   
  (+1 Dex, +5 Armor, +2 shield, +2 Natural) 
  hp 95 (14 HD); fire spell affinity  
  Immune fire, paralysis, sleep 
  Fort +11, Ref +13, Will +15 
  Weakness vulnerability to cold 
  Speed 40 ft. in light armor (8 squares) 
  Masterwork dagger +14/8 melee (1d4) 
  Ranged touch +15 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +11 
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of shield of faith (+3), potion of 
  cure moderate wounds 
  Sorcerer Spells Known (CL 10th): 
  6th (4/day) – disintegrate (+15 ranged touch, DC 22) 
  5th (4/day) – greater fireburst (DC 21, CL 12th), 
  prismatic ray (+15 ranged touch, DC 21) 
  4th (6/day) – dimension door, Otiluke’s resilient 
  sphere (DC 20), wall of fire (CL 12th) 
  3rd (7/day) – fireball (DC 19, CL 12th), fly, heroism, 
  slow (DC 19) 
  2nd (7/day) – Melf’s acid arrow (+15 ranged touch), 
  mirror image, scorching ray (+15 ranged touch, 
  CL 12th), see invisibility, web (DC 17) 
  1st (8/day) – burning hands (DC 17, CL 12th), chill 
  touch (+13 melee touch, DC 17), magic missile, 
  ray of enfeeblement (+13 ranged touch), true 
  strike 
  0 (6/day) – acid splash (+15 ranged touch), detect 
  magic, disrupt undead, ghost sound (DC 16), 
  message, prestidigitation, ray of frost (+15 ranged 
  touch), read magic, touch of fatigue (DC 16) 
  �Already cast (heroism – included in stat block) 
  Abilities Str 10, Dex 13, Con 17, Int 10, Wis 10, Cha 
  22  
  Feats Point Blank Shot, Precise Shot, Searing Spell, 
  Split Ray, Weapon Focus (ranged touch) 
  Skills total ranks: Concentration +16, Jump +6, 
  Knowledge (arcana) +13, Listen +0, Spellcraft +16, 
  Spot +0 
  Possessions combat gear plus +1 chain shirt, +1 
  buckler, amulet of health +2, cloak of charisma +4, 
  vest of resistance +2, Masterwork dagger, spell 
  component pouch, sacrificial dagger with the blade 
  shaped like a dragons head with the fangs 
  intertwined 
  Fire Spell Affinity (Ex) A redspawn arcaniss casts fire 
  spells at +2 caster level. In addition, the redspawn 
  arcaniss heals 2 points of damage per spell level 
  each time it casts a fire spell. 
  Armored Mage (Ex) A redspawn arcaniss can wear 
  light armor and use light shields without an arcane 
  spell failure change.  
   
  Physical Description: A humanoid, covered in red 
  scales with yellow and orange flame like markings 
  all over its body. It appears to be wearing robes 
  and is brandishing a wicked looking dagger as it’s 
  empty hand reaches into a spell component pouch. 
   
  9: WANTED! 
  M O R T I M E R 
  CR  13 
  Male necropolitan grey elf Wizard 10/Paragnostic 
  Apostle 3 
  NE Medium undead (augmented humanoid, elf) 
  Init +4; Senses Low-light vision; Listen +5, Spot +21 
  Languages 
  Common, 
  Elven, 
  Abyssal, 
  Ancient 
  Suloise, Infernal, Draconic 
  AC 29, touch 14, flat-footed 25 
   
  (+4 Dex, +8 Armor, +7 Natural) 
  hp 108 plus 15 temporary (13 HD) 
  Immune Undead immunities 
  Resist Acid 30, resist control, turn resistance +6 
  Fort +10, Ref +12, Will +15 
  Speed 30 ft. (6 squares) 
  Dagger +6 melee (1d4) 
  Ranged touch +10 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Special Qualities Discern Weakness (humans +1), 
  Penetrating Insight 
  Combat Gear ring of silent spells (swift: silence as the 
  spell centered on wearer, plus cast up to 3 spells of 
  3rd level or lower as though affected by the silent 
  spell feat, MIC), vest of the master evoker (3/day, 
  swift: an evocation spell cast the same round has 
  save DC +2 and does 2 extra damage per spell 
  level, MIC) 
  Wizard Spells Prepared (CL 13th) 
  7th– fell drain acid fog, power word blind 
  6th– fell drain cone of cold (DC 24), fell drain dragon 
  breath (DC 23), quickened fell drain magic missile 
  5th– fell drain [sonic] fireball (DC 22), fell drain 
  [sonic] fireball (DC 22), quickened shield, wall of 
  force 
  4th– dimension door, fell drain scorching ray, greater 
  mirror image, greater resistance, Otiluke’s 
  resilient sphere (DC 23) 
  3rd– [extended] battle magic perception, blink, dispel 
  magic (1d20+16), [extended] dragonskin [black], 
  fell drain magic missile, greater mage armor 
  2nd– alter fortune, baleful transposition (DC 19), 
  false life, glitterdust (DC 19), [extended] see 
  invisibility, slapping hand 
  1st– familiar pocket, grease, guided shot, mage 
  armor, nerveskitter, protection from good 
  0– Immaterial 
  �Already cast 
  
  IUZ7-08 Love’s Price 
   
  Page 38 
  Abilities Str 10, Dex 18, Con -, Int 24, Wis 13, Cha 10  
  Feats Alertness, Elven Spell Lore (fireball), Fell Drain, 
  Greater Spell Focus (evocation), Improved Turn 
  Resistance, Metamagic School Focus (evocation), 
  Quicken Spell, Spell Focus (evocation) 
  Skills: Concentration +16, Knowledge (arcana) +20, 
  Knowledge (architecture and engineering) +12, 
  Knowledge (nature) +15, Knowledge (nobility and 
  royalty) +12, Knowledge (planes) +14, Knowledge 
  (religion) +15, Listen +5, Spellcraft +24, Spot +21 
  Possessions combat gear plus headband of intellect 
  +4, lesser metamagic rod of extend, gloves of 
  dexterity +2 
  Contingency: Mortimer gains greater invisibility if he is 
  about to be targeted by a hostile action. 
  Discern Weakness (Ex) Choose one creature type or 
  subtype from the ranger’s favored enemy list (PH 
  47). If you have 8 ranks in the appropriate 
  Knowledge skill (such as Knowledge [arcana] for 
  dragons, or Knowledge [nature] for humanoids), 
  the save DC of every spell that you target on a 
  creature of that type increases by 1. You can select 
  this ability multiple times, choosing a different 
  creature each time. 
  Mind Over Matter (Ex) Whenever you cast a spell that 
  creates a solid object, its hardness and hit points 
  each increase by 2. When you cast a spell that 
  provides an armor bonus, that bonus to AC also 
  increases by 2. (Requires: Knowledge [architecture 
  and engineering] 5 ranks.) 
  Penetrating Insight (Ex) You gain a +1 bonus on 
  caster level checks made to overcome spell 
  resistance, or to successfully dispel another 
  caster’s spell. (Requires: Knowledge [arcana] 9 
  ranks). 
  Resist Control (Ex) Necropolitans have a +2 profane 
  bonus on their Will saving throws to resist the effect 
  of a control undead spell. 
  Summon Familiar (Ex) Mortimer has a rat familiar 
  which he keeps in his familiar pocket. This gives 
  him a +2 bonus to his Fortitude save which is 
  already included in the stat block. 
  Turn Resistance (Ex) A necropolitan has +2 turn 
  resistance. This increases to +6 with Mortimer’s 
  Improved Turn Resistance feat. 
  Unnatural Resilience (Ex) Necropolitans automatically 
  heal hit point damage and ability damage at the 
  same rate as a living creature. The Heal skill has 
  no effect on necropolitans; however, negative 
  energy (such as an inflict spell) heals them. 
   
  Physical Description: A gaunt elf, covered in black 
  scales with black raiment, trimmed in orange and 
  gold. He appears to be wearing robes and wears a 
  dagger sheathed at his hip, adjacent to a well-kept 
  spellbook. 
   
  AD V AN C E D  C R Y P T  C H AN T E R 
  CR  11 
  Advanced (17 HD) crypt chanter Hexblade 3 
  CE Medium undead (incorporeal) 
  Init +9; Senses Darkvision 60 ft.; Listen +24, Spot +24 
  Languages Common, Abyssal (never speaks) 
  AC 23, touch 25, flat-footed 18 
   
  (+5 Dex, +8 deflection) 
  hp 175 (20 HD); Miss chance 50% Incorporeal 
  Immune Undead immunities 
  Resist Turn resistance +6 
  Fort +9, Ref +13, Will +18 (+8 against spells/spell-like) 
  Speed 30 ft. (6 squares) 
  Incorporeal touch +12 melee (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp - 
  Special Attacks Draining melody (DC 28), create 
  spawn, Hexblade’s Curse (DC 19), Life Drain 
  Special Qualities Arcane resistance (+8), Daylight 
  powerlessness, Mettle, turn resistance +6 
  Combat Gear brooch of shielding 
  Abilities Str -, Dex 20, Con -, Int 14, Wis 14, Cha 26  
  Feats Ability Focus (draining melody), Alertness, 
  Blind-Fight, Ghostly Grasp, Improved Initiative, 
  Improved Turn Resistance, Life Drain 
  Skills: Bluff +17, Hide +24, Intimidate +29, Listen +24, 
  Perform (sing) +27, Search +22, Spot +24 
  Possessions combat gear plus cloak of charisma +2, 
  vest of resistance +3, gloves of dexterity +2 
  Create Spawn (Su) Any humanoid slain by a crypt 
  chanter through its draining melody (see below) 
  becomes a crypt chanter 1d4 rounds later. Spawn 
  are under the command of the crypt chanter that 
  created them and remain enslaved until its 
  destruction. They do not possess any of the 
  abilities they had in life. 
  Arcane Resistance () 
  Daylight Powerlessness (Ex) A crypt chanter is utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flees from it. 
  Draining Melody (Su) A crypt chanter constantly sings, 
  creating a magically charged allure. All creatures 
  within 60 feet of a crypt chanter must make a DC 
  28 Will save or stand dazed as long as the music 
  continues. 
  This 
  is 
  a 
  sonic, 
  mind-affecting 
  compulsion effect. 
   
   
  Beginning on the round after becoming 
  dazed, creatures that failed the first saving throw 
  must make a second saving throw (same DC) to 
  avoid being affected as if by the enthrall spell (see 
  page 227 of the Player’s Handbook). Enthralled 
  victims also begin to take 1d2 negative levels per 
  round while the song continues, as long as they 
  remain within range. If a creature gains a number 
  of negative levels at least equal to its Hit Dice, it 
  dies and becomes a spawn. 
   
   
  When a crypt chanter bestows negative 
  levels on a victim, it gains 5 temporary hit points for 
  each negative level bestowed. These temporary hit 
  points last for up to 1 hour. 
   
   
  Creatures that successfully save upon 
  hearing a crypt chanter’s music cannot be affected 
  by that crypt chanter’s music again unless the 
  chanter ceases singing for 1 full round (releasing 
  all those it previously held in thrall) and begins a 
  new song. The save DC is Charisma-based and 
  includes the crypt chanter’s Ability Focus feat. 
  
  IUZ7-08 Love’s Price 
   
  Page 39 
  Hexblade’s Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target of the hexblade’s curse takes a -2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will save (DC 19) negates 
  the effect. 
  Mettle (Ex): At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great 
  willpower or fortitude. A hexblade who successfully 
  saves against an attack that normally would have a 
  lesser effect on a successful save (such as any 
  spell with a saving throw entry of Will half or 
  Fortitude partial), it instead completely negates the 
  effect. An unconscious or sleeping hexblade does 
  not gain the benefit of mettle. 
  Turn Resistance (Ex) A crypt chanter has +2 turn 
  resistance, increased to +6 turn resistance with the 
  crypt chanter’s Improved Turn Resistance feat. 
   
  Physical Description: A lone, wavering figure begins a 
  song. The haunting melody echoes through the air, 
  calling for you to dance. The music makes your 
  soul shrivel, but it also makes you smile. How can 
  something be so awful and so wonderful at the 
  same time? 
   
  AD V AN C E D  B O N E C L AW 
  CR  9 
  Advanced (22 HD) boneclaw Fighter 1 
  CE Large undead 
  Init +8; Senses Darkvision 60 ft.; Listen +27, Spot +27 
  Languages Common, Abyssal 
  AC 23, touch 14, flat-footed 20 
   
  (-1 Siz, +4 Dex, +6 mage armor, +3 natural, +1 
  deflection) 
  hp 309 (23 HD); DR 5/bludgeoning 
  Immune Cold, undead immunities 
  Resist Turn resistance +4 
  Fort +11, Ref +14, Will +17 
  Speed 40 ft. (8 squares) 
  2 Piercing claws +19 melee (2d6+7) 
  Space 10 ft.; Reach 20 ft. 
  Base Atk +12; Grp +22 
  Special Attacks Improved Trip (+14 opposed check), 
  Power Attack, Reaching Claws 
  Special 
  Qualities 
  Turn 
  resistance 
  +6, 
  Unholy 
  toughness 
  Abilities Str 23, Dex 18, Con -, Int 14, Wis 14, Cha 20 
  Feats Combat Expertise, Combat Reflexes, Improved 
  Initiative, Improved Natural Attack (claw), Improved 
  Trip, Improved Turn Resistance, Power Attack, 
  Weapon Focus (claw) 
  Skills: Climb +9, Hide +25, Intimidate +31, Listen +27, 
  Move Silently +29, Search +27, Spot +27 
  Possessions combat gear plus vest of resistance +2, 
  ring of protection +1, amulet of mighty fists +1 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending 
  them as part of an attack to a distance of up to 20 
  feet (thereby allowing the boneclaw to threaten 
  more squares than even its Large size would 
  otherwise indicate). 
  Turn Resistance (Ex) A boneclaw has +2 turn 
  resistance, increased to +6 turn resistance with the 
  boneclaw’s Improved Turn Resistance feat. 
  Unholy Toughness (Ex) A boneclaw gains a bonus to 
  its hit points equal to its Charisma modifier x its Hit 
  Dice. 
   
  Physical Description: This large skeletal humanoid’s 
  claw-like fingers are at least two feat long. Worse, 
  the slender, knife-sharp claws contract and extend 
  in length from moment to moment, sometimes 
  instantly reaching a length of 10 or more feet, 
  before slowly contracting. 
   
  11: PERIMETER GUARDS 
  E L I T E  W Y V E R N R I D E R 
  CR  11 
  Male human Fighter 4/Hexblade 3/Dragonrider 4 
  LE Medium human (Oeridian) 
  Init -1; Senses Low-light vision; Listen +1, Spot +9 
  Languages Common, Draconic 
  AC 19, touch 10, flat-footed 19 
   
  (-1 Dex, +9 armor, +1 deflection) 
  hp 95 (11 HD) 
  Immune Frightful presence 
  Fort +13, Ref +4, Will +11 (+3 to saves vs. 
  spells/spell-like) 
  Speed 30 ft. (6 squares) 
  +1 lance +19 melee (1d8+11) OR +1 lance +22 melee 
  (3d8+33) with Spirited Charge and higher ground 
  Masterwork composite [str +4] longbow +11/6 ranged 
  (1d8+4) 
  Space 5 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +11; Grp +15 
  Special Attacks Flyby Attack, Hexblade’s Curse (DC 
  14), Ride-by Attack, Spirited Charge, Trample 
  Special 
  Qualities 
  Arcane 
  Resistance 
  (+3), 
  Dragonriding, Mettle 
  Combat Gear  
  Abilities Str 18, Dex 8, Con 14, Int 10, Wis 12, Cha 16  
  Feats Flyby Attack, Melee Weapon Mastery (piercing), 
  Mounted Combat, Ride-by Attack, Skill Focus 
  (ride), Spirited Charge, Trample, Weapon Focus 
  (lance), Weapon Specialization (lance) 
  Skills: Diplomacy +8, Handle Animal +6, Intimidate +4, 
  Knowledge (arcana) +6, Ride +20 (+24 on wyvern), 
  Spot +9 
  Possessions combat gear plus gauntlets of ogre 
  power, +1 full plate armor, vest of resistance +2, 
  cloak of charisma +2, ring of protection +1, riding 
  boots, masterwork lance, longspear 
  Dragonriding (Ex) A dragonrider may add his class 
  level as a bonus to any Ride checks made in 
  conjunction with riding a dragon. In addition, any 
  dragon 
  ridden 
  by 
  a 
  dragonrider 
  enjoys 
  maneuverability of one grade better than normal 
  (maximum perfect maneuverability). For instance, 
  an adult green dragon with a dragonrider astride it 
  has average maneuverability rather than poor. 
  
  IUZ7-08 Love’s Price 
   
  Page 40 
  Hexblade’s Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target of the hexblade’s curse takes a -2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will save (DC 14) negates 
  the effect. 
  Immune to Frightful Presence (Su) While mounted on 
  or within 10 feet of his dragon mount, a dragonrider 
  is immune to the frightful presence of dragons. 
  Mettle (Ex): At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great 
  willpower or fortitude. A hexblade who successfully 
  saves against an attack that normally would have a 
  lesser effect on a successful save (such as any 
  spell with a saving throw entry of Will half or 
  Fortitude partial), it instead completely negates the 
  effect. An unconscious or sleeping hexblade does 
  not gain the benefit of mettle. 
   
  Physical Description: A stocky man dressed in full 
  plate. His cape billows out on the wind as he lowers 
  his lance to charge. 
   
  AD V AN C E D  (10  HD)  W Y V E R N 
  CR  9 
  N Huge dragon 
  Init +0; Senses Darkvision 60 ft., low-light vision, 
  scent 
  Languages Draconic (usually hisses or growls) 
  AC 20, touch 8, flat-footed 20 
   
  (-2 Siz, +12 natural) 
  hp 112 (10 HD) 
  Immune sleep and paralysis 
  Fort +11, Ref +7, Will +8 
  Speed 20 ft. (4 squares), fly 60 ft. (poor, or average 
  with dragonrider) 
  Sting +17 melee (1d8+9 plus poison) and bite +15 
  melee (3d8+9) and 2 wings +15 melee (2d6+4) and 
  2 talons +15 melee (3d6+9) OR Sting +20 melee 
  (1d8+9) with charge, higher ground and fly-by 
  attack 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +10; Grp +27 
  Special Attacks Improved Grab, Poison (DC 21) 
  Special Qualities  
  Combat Gear  
  Abilities Str 28, Dex 10, Con 19, Int 6, Wis 12, Cha 9  
  Feats Ability Focus (poison), Alertness, Flyby Attack, 
  Multiattack, Wingover 
  Skills: Hide +5, Listen +16, Move Silently +13, Spot 
  +19 
  Possessions combat gear plus  
  Poison (Ex) Injury, Fortitude DC 21, initial and 
  secondary damage 2d6 Con. The save DC is 
  Constitution-based. 
   
  11: IT’S A TRAP! 
  Greater Dispel Magic Trap: CR 8; magic device; 
  touch trigger; automatic reset; speech bypass 
  (speak in Draconic: “Fealty to Dragotha.”); spell 
  effect (targeted greater dispel magic, 20th level 
  wizard); Search DC 31; Disable Device DC 31. 
  Energy Drain Trap: CR 12; magic device; touch 
  trigger; automatic reset; speech bypass (speak in 
  Draconic: “Fealty to Dragotha.”); Atk +8 ranged 
  touch; spell effect (energy drain, 17th level wizard, 
  2d4 negative levels for 24 hours, DC 30 Fortitude 
  save negates); Search DC 34; Disable Device DC 
  34. 
  Avasculate Trap: CR 8; magic device; touch trigger; 
  automatic 
  reset; 
  speech 
  bypass 
  (speak 
  in 
  Draconic: “Fealty to Dragotha.”); +6 ranged touch; 
  spell effect (avasculate, 13th level wizard, subject 
  reduced to ½ it’s current hit points & stunned for 1 
  round, DC 20 Fortitude save negates stun; Search 
  DC 32; Disable Device DC 32. 
  Heightened Disintigrate Trap: CR 10; magic device; 
  touch trigger; automatic reset; speech bypass 
  (speak in Draconic: “Fealty to Dragotha.”); +8 
  ranged touch; spell effect (disintegrate, 17th level 
  wizard, 34d6 dmg, DC 24 Fortitude save partial 
  (5d6 dmg); Search DC 32; Disable Device DC 31. 
   
  12: RITUAL 
  F R O S T  G I ANT  B ARBARI AN 
  CR  14 
  Male half-red dragon frost giant Barbarian 1/Fighter 2 
  CE Large dragon (augmented giant) 
  Init +5; Senses Low-light vision; Listen +15, Spot +13 
  Languages Common, Draconic, Giant 
  AC 20, touch 12, flat-footed 19 
   
  (-1 Siz, +1 Dex, +5 armor, +13 natural, +2 
  deflection) 
  hp 243 (17 HD) 
  Immune cold, fire 
  Fort +21, Ref +7, Will +11 
  Speed 50 ft. (10 squares), fly 100 ft. (average) 
  +1 berserker greataxe +31/26/21 melee (3d6+28) and 
  bite +24 melee (1d8+9) OR 2 claws +29 melee 
  (1d6+18) and bite +24 melee (1d8+9) 
  Rock +13 ranged (2d6+18) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +34 
  Special Attacks Breath Weapon (DC 24), Cleave, 
  Improved Sunder, Power Attack, Rock Throwing, 
  Weapon Focus (greataxe) 
  Special Qualities Rock catching 
  Combat Gear lesser revelation crystal (creature hit by 
  axe is surrounded in golden glow, pinpointing its 
  square, and any invisibility surpressed for 1 round, 
  MIC) 
  Abilities Str 46, Dex 12, Con 25, Int 10, Wis 16, Cha 
  12  
  Feats Cleave, Combat Reflexes, Improved Initiative, 
  Improved Sunder, Iron Will, Power Attack 
  Skills: Climb +23, Craft (weapon) +6, Intimidate +11, 
  Jump +31, Listen +15, Spot +13 
  Possessions combat gear plus +1 blurring chain shirt, 
  ring of protection +2, cloak of resistance +2, +1 
  berserker greataxe, belt of giant strength +4 
  
  IUZ7-08 Love’s Price 
   
  Page 41 
  Breath weapon (Ex) Frost giant barbarian may exhale 
  a 30-foot cone breath weapon that does 6d8 fire 
  damage once per day. A successful Reflex save 
  (DC 24) halves the damage. The save DC is 
  Constitution-based. 
  Rock Catching (Ex) A giant of at least Large size can 
  catch Small, Medium, or Large rocks (or projectiles 
  of similar shape). Once per round, a giant that 
  would normally be hit by a rock can make a Reflex 
  save to catch it as a free action. The DC is 15 for a 
  Small rock, 20 for a Medium one, and 25 for a 
  Large one. (If the projectile provides a magical 
  bonus on attack rolls, the DC increases by that 
  amount.) The giant must be ready for and aware of 
  the attack in order to make a rock catching attempt. 
  Rock Throwing (Ex) The range increment is 120 feet 
  for a frost giant’s thrown rocks. 
   
  Power-Up Suite (raging, blurring armor – bear’s 
  endurance, haste, prayer): 
  AC 19, touch 11, flat-footed 17 
   
  (-1 Siz, +1 Dex, +5 armor, +13 natural, +1 dodge, 
  +2 deflection, -2 rage) 
  hp 311 (17 HD) 
  Miss chance 20% concealment 
  Immune cold, fire 
  Fort +26, Ref +9, Will +14 
  Speed 80 ft. (16 squares), fly 130 ft. (average) 
  +1 berserker greataxe +35/35/30/25 melee (4d6+32) 
  and bite +28 melee (1d8+11) OR 3 claws +33 
  melee (1d6+21) and bite +28 melee (1d8+11) 
  Rock +13 ranged (2d6+21) 
  Base Atk +12; Grp +36 
  Abilities Str 50, Dex 12, Con 33, Int 10, Wis 16, Cha 
  12  
  Skills: Climb +25, Craft (weapon) +6, Intimidate +7, 
  Jump +45, Listen +15, Spot +13 
   
  Physical Description: A  
   
  L I ZAR D F O L K  S O R C E R E R 
  CR  9 
  Male half-green dragon lizardfolk Sorcerer 6 
  NE Med dragon (augmented monstrous humanoid) 
  Init +1; Senses Listen +2, Spot +5 
  Languages Common, Draconic 
  AC 28, touch 11, flat-footed 27 
   
  (+1 Dex, +4 armor, +4 shield, +9 natural) 
  hp 71 (8 HD) 
  Immune acid 
  Fort +8, Ref +8, Will +7 
  Speed 30 ft. (6 squares) 
  2 claws +9 melee (1d4+5) and bite +7 melee (1d6+2) 
  Ranged touch +5 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +9 
  Special Attacks Breath Weapon (DC 15), Draconic 
  Breath (DC 15 + lvl) 
  Special Qualities  
  Sorcerer Spells Known (CL 6th): 
  3rd (4/day) – haste 
  2nd (6/day) – scorching ray, web (DC 17) 
  1st (5/day) – grease (DC 16), mage armor, magic 
  missile, shield 
  0 (6/day) – detect magic, disrupt undead, light, 
  message, prestidigitation, read magic, touch of 
  fatigue (DC 15) 
  �Already cast (mage armor, shield) 
  Combat Gear ring of silent spells (swift: silence as the 
  spell centered on wearer, plus cast up to 3 spells of 
  3rd level or lower as though affected by the silent 
  spell feat, MIC) 
  Abilities Str 20, Dex 13, Con 18, Int 10, Wis 10, Cha 
  21  
  Feats Alertness, Draconic Breath, Draconic Heritage, 
  Multiattack 
  Skills: Balance +10, Concentration +15, Jump +14, 
  Listen +2, Spellcraft +1, Spot +5, Swim +14 
  Possessions combat gear plus vest of resistance +2, 
  cloak of charisma +2 
  Breath weapon (Ex) Lizardfolk sorcerer may exhale a 
  30-foot cone breath weapon that does 6d8 acid 
  damage once per day. A successful Reflex save 
  (DC 15) halves the damage. The save DC is 
  Constitution-based. 
  Summon familiar (Ex) The lizardfolk sorcerer has 
  summoned a toad familiar which hides somewhere 
  far away (but within 1 mile). This gives the sorcerer 
  +3 hit points which are already included in his stat 
  block. 
   
  Power-Up Suite (haste, prayer): 
  AC 29, touch 12, flat-footed 27 
   
  (+1 Dex, +4 armor, +4 shield, +1 dodge, +9 
  natural) 
  hp 71 (8 HD) 
  Immune acid 
  Fort +9, Ref +10, Will +8 
  Speed 60 ft. (12 squares) 
  3 claws +11 melee (1d4+6) and bite +9 melee 
  (1d6+3) 
  Ranged touch +7 ranged (spell) 
   
  L I ZAR D F O L K  C L E R I C 
  CR  9 
  Male half-green dragon lizardfolk Cleric 6 
  LE Med dragon (augmented monstrous humanoid) 
  Init +1; Senses Listen +4, Spot +7 
  Languages Common, Draconic 
  AC 33, touch 12, flat-footed 32 
   
  (+1 Dex, +9 armor, +3 shield, +9 natural, +1 
  deflection) 
  hp 76 (8 HD) 
  Immune acid 
  Fort +10, Ref +7, Will +11 
  Speed 20 ft. in full plate (4 squares), 30 ft. base speed 
  Masterwork morningstar +13 melee (1d8+7) and bite 
  +10 melee (1d6+3) OR Claw +12 melee (1d4+7) 
  and bite +10 melee (1d6+3) 
  Ranged touch +5 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +12 
  Special Attacks Breath Weapon (DC 15), Smite 1/day 
  (+4 to hit, +6 damage) 
  
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  Special Qualities  
  Cleric Spells Prepared (CL 6th): 
  3rd – invisibility purge, magic circle against chaos 
  (D), prayer 
  2nd – bear’s endurance, bull’s strength, calm 
  emotions (DC 16), sound burst (DC 16), sound 
  burst (DC 16) 
  1st – bless, entropic shield, inflict light wounds (DC 
  15), protection from good, shield of faith  
  0 – detect magic, detect magic, detect magic, detect 
  poison, purify food and drink 
  �Already cast 
  D: Domain spell. Deity: Tiamat. Domains: Destruction, 
  Law 
  Combat Gear ring of silent spells (swift: silence as the 
  spell centered on wearer, plus cast up to 3 spells of 
  3rd level or lower as though affected by the silent 
  spell feat, MIC) 
  Abilities Str 24, Dex 12, Con 18, Int 10, Wis 18, Cha 
  10  
  Feats Iron Will, Multiattack, Quicken Breath 
  Skills: Balance +4, Concentration +15, Jump +8, 
  Listen +4, Spellcraft +1, Spot +7, Swim +2 
  Possessions combat gear plus +1 full plate, +1 heavy 
  steel shield, ring of protection +1, vest of resistance 
  +1, periapt of wisdom +2, Masterwork morningstar 
  Breath weapon (Ex) Lizardfolk cleric may exhale a 30-
  foot cone breath weapon that does 6d8 acid 
  damage once per day. A successful Reflex save 
  (DC 15) halves the damage. The save DC is 
  Constitution-based. 
   
  Power-Up Suite (bull’s strength, haste, prayer, 
  shield of faith): 
  AC 36, touch 15, flat-footed 34 
   
  (+1 Dex, +9 armor, +3 shield, +9 natural, +1 
  dodge, +3 deflection) 
  hp 76 (8 HD) 
  Immune acid 
  Fort +11, Ref +9, Will +12 
  Speed 40 ft. in full plate (4 squares), 60 ft. base speed 
  Masterwork morningstar +17/17 melee (1d8+10) and 
  bite +14 melee (1d6+5) OR Claw +16/16 melee 
  (1d4+10) and bite +14 melee (1d6+5) 
  Ranged touch +7 ranged (spell) 
  Base Atk +5; Grp +14 
  Abilities Str 28, Dex 12, Con 18, Int 10, Wis 18, Cha 
  10  
   
  13: AND NOW THE DEMONS 
  AD V AN C E D  R E T R I E V E R 
  CR  14 
  Advanced (18 HD) retriever 
  CE Gargantuan construct (extraplanar) 
  Init +4; Senses Listen +, Spot +; Darkvision 60 ft., 
  low-light vision 
  Languages Abyssal  
  AC 23, touch 10, flat-footed 19 
   (-4 siz, +4 Dex, +13 natural) 
  hp 195 (18 HD); DR 10/good; Fast healing 5 
  Immune Construct immunities 
  Fort +6 Ref +10 Will +7 
  Speed 40 ft., base movement 40 ft., climb 20 ft. 
  Melee 4 claws +23 melee (3d6+14) and bite +18 
  (2d6+7) 
  Ranged eye rays +13 ranged 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +13; Grp +40 
  Atk Options Eye rays 
  Special Actions Improved Grab 
  Spell-Like Abilities (CL 12th): 
   At will – plane shift (self and up to 50 pounds of 
  objects only) 
  Abilities Str 39, Dex 18, Con –, Int –, Wis 12, Cha 1 
  SQ Eye rays, Find target 
  Feats – 
  Skills  – 
  Possessions none 
  Eye Rays (Su) A retriever’s eyes can produce four 
  different magical rays with a range of 100 feet. 
  Each round, it can fire one ray as a free action. A 
  particular ray is usable once every 4 rounds. A 
  retriever can fire an eye ray in the same round it 
  makes physical attacks. The save DC for all rays is 
  23. The DC is Dexterity-based. 
   
  The four eye effects are: 
   
  Fire: Deals 12d6 points of fire damage to the 
  target (Reflex half). 
   
  Cold: Deals 12d6 points of cold damage to the 
  target (Reflex half). 
   
  Electricity: Deals 12d6 points of electricity 
  damage to the target (Reflex half). 
   
  Petrification: The target must succeed on a 
  Fortitude save or turn to stone permanently. 
  Find Target (Sp): As per the Monster Manual. 
  Improved Grab (Ex): A retriever that hits with its bite 
  attack may attempt to start a grapple as a free 
  action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  grips the opponent fast in its mouth. (This 
  advanced retriever typically takes the -20 penalty to 
  its grapple check to continue to threaten and avoid 
  being flat-footed.) 
  
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  APPENDIX 1: APL 14
  1: YET MORE EVIL DRACONIC CULTISTS 
  R E D S P AW N  AR C AN I S S  S O R C E R E R 
  CR  14 
  Redspawn Arcaniss Sorcerer 8 
  CE Medium monstrous humanoid (dragonblood, fire) 
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Listen +2, Spot +2 
  Languages Common, Draconic 
  AC 24, touch 13, flat-footed 23, armored mage 
   
  (+1 Dex, +6 Armor, +3 shield, +2 Natural, +2 
  deflection) 
  hp 123 (16 HD); fire spell affinity  
  Immune fire, paralysis, sleep 
  Fort +13, Ref +14, Will +17 
  Weakness vulnerability to cold 
  Speed 40 ft. in light armor (8 squares) 
  Masterwork dagger +15/10/5 melee (1d4) 
  Ranged touch +16 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +12 
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of shield of faith (+3), potion of 
  cure moderate wounds 
  Sorcerer Spells Known (CL 12th): 
  7th (3/day) – delayed blast fireball (DC 23, CL 14th) 
  6th (4/day) – disintegrate (+16 ranged touch, DC 22), 
  greater dispel magic 
  5th (4/day) – greater fireburst (DC 21, CL 14th), 
  prismatic ray (+16 ranged touch, DC 21), wall of 
  force 
  4th (6/day) – dimension door, enervation (+16 
  ranged touch), Otiluke’s resilient sphere (DC 20), 
  wall of fire (CL 14th) 
  3rd (7/day) – fireball (DC 19, CL 14th), fly, heroism, 
  slow (DC 19) 
  2nd (7/day) – Melf’s acid arrow (+16 ranged touch), 
  mirror image, scorching ray (+16 ranged touch, 
  CL 14th), see invisibility, web (DC 17) 
  1st (8/day) – burning hands (DC 17, CL 14th), chill 
  touch (+14 melee touch, DC 17), magic missile, 
  ray of enfeeblement (+13 ranged touch), true 
  strike 
  0 (6/day) – acid splash (+16 ranged touch), detect 
  magic, disrupt undead, ghost sound (DC 16), 
  message, prestidigitation, ray of frost (+16 ranged 
  touch), read magic, touch of fatigue (DC 16) 
  �Already cast (heroism – included in stat block) 
  Abilities Str 10, Dex 13, Con 18, Int 10, Wis 10, Cha 
  22  
  Feats Point Blank Shot, Precise Shot, Rapid 
  Metamagic, Searing Spell, Split Ray, Weapon 
  Focus (ranged touch) 
  Skills total ranks: Concentration +19, Jump +6, 
  Knowledge (arcana) +13, Listen +2, Spellcraft +18, 
  Spot +2 
  Possessions combat gear plus +2 chain shirt, +2 
  buckler, ring of protection +2, amulet of health +2, 
  cloak of charisma +4, vest of resistance +3, 
  Masterwork dagger, spell component pouch, 
  sacrificial dagger with the blade shaped like a 
  dragons head with the fangs intertwined 
  Fire Spell Affinity (Ex) A redspawn arcaniss casts fire 
  spells at +2 caster level. In addition, the redspawn 
  arcaniss heals 2 points of damage per spell level 
  each time it casts a fire spell. 
  Armored Mage (Ex) A redspawn arcaniss can wear 
  light armor and use light shields without an arcane 
  spell failure change.  
   
  Physical Description: A humanoid, covered in red 
  scales with yellow and orange flame like markings 
  all over its body. It appears to be wearing robes 
  and is brandishing a wicked looking dagger as it’s 
  empty hand reaches into a spell component pouch. 
   
  9: WANTED! 
  M O R T I M E R 
  CR  15 
  Male necropolitan grey elf Wizard 10/Paragnostic 
  Apostle 5 
  NE Medium undead (augmented humanoid, elf) 
  Init +8; Senses Low-light vision; Listen +5, Spot +23 
  Languages 
  Common, 
  Elven, 
  Abyssal, 
  Ancient 
  Suloise, Infernal, Draconic 
  AC 30, touch 15, flat-footed 26 
   
  (+4 Dex, +8 Armor, +7 Natural, +1 insight) 
  hp 126 plus 15 temporary (15 HD) 
  Immune Undead immunities 
  Resist Acid 30, resist control, turn resistance +6 
  Fort +10, Ref +12, Will +16 
  Speed 30 ft. (6 squares) 
  Dagger +7 melee (1d4) 
  Ranged touch +11 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +7 
  Special Qualities Discern Weakness (dwarves +1, 
  humans +1, magical beast +1), Penetrating Insight 
  Combat Gear ring of silent spells (swift: silence as the 
  spell centered on wearer, plus cast up to 3 spells of 
  3rd level or lower as though affected by the silent 
  spell feat, MIC), vest of the master evoker (3/day, 
  swift: an evocation spell cast the same round has 
  save DC +2 and does 2 extra damage per spell 
  level, MIC) 
  Wizard Spells Prepared (CL 15th) 
  8th– fell drain radiant assault (DC 27), moment of 
  prescience 
  7th– fell drain acid fog, power word blind, quickened 
  fell drain magic missile 
  6th– disintegrate (DC 24), fell drain cone of cold (DC 
  25), fell drain dragon breath (DC 24), greater 
  dispel magic (1d20+18) 
  5th– fell drain [sonic] fireball (DC 23), fell drain 
  [sonic] fireball (DC 23), quickened shield, wall of 
  force 
  4th– dimension door, enervation (+11 ranged touch), 
  fell drain scorching ray, greater mirror image, 
  
  IUZ7-08 Love’s Price 
   
  Page 44 
  greater resistance, Otiluke’s resilient sphere (DC 
  24) 
  3rd– [extended] battle magic perception, blink, 
  [extended] dragonskin [black], fell drain magic 
  missile, greater mage armor, greater mage armor 
  2nd– alter fortune, baleful transposition (DC 20), 
  false life, glitterdust (DC 20), [extended] see 
  invisibility, slapping hand 
  1st– familiar pocket, grease, guided shot, mage 
  armor, nerveskitter, protection from good 
  0– Immaterial 
  �Already cast 
  Abilities Str 10, Dex 18, Con -, Int 26, Wis 13, Cha 10  
  Feats Alertness, Elven Spell Lore (fireball), Fell Drain, 
  Greater 
  Spell 
  Focus 
  (evocation), 
  Improved 
  Initiative, Improved Turn Resistance, Metamagic 
  School Focus (evocation), Quicken Spell, Spell 
  Focus (evocation) 
  Skills: Concentration +18, Knowledge (arcana) +21, 
  Knowledge (architecture and engineering) +13, 
  Knowledge (nature) +16, Knowledge (local: Iuz’s 
  border states) +20, Knowledge (nobility and 
  royalty) +13, Knowledge (planes) +15, Knowledge 
  (religion) +16, Listen +5, Spellcraft +25, Spot +23, 
  Tumble +5 
  Possessions combat gear plus headband of intellect 
  +6, lesser metamagic rod of extend, gloves of 
  dexterity +2, dusty rose prism ioun stone 
  Contingency: Mortimer gains duelward if a hostile 
  entity begins to cast a spell within his line of effect. 
  Discern Weakness (Ex) Choose one creature type or 
  subtype from the ranger’s favored enemy list (PH 
  47). If you have 8 ranks in the appropriate 
  Knowledge skill (such as Knowledge [arcana] for 
  dragons, or Knowledge [nature] for humanoids), 
  the save DC of every spell that you target on a 
  creature of that type increases by 1. You can select 
  this ability multiple times, choosing a different 
  creature each time. 
  Mind Over Matter (Ex) Whenever you cast a spell that 
  creates a solid object, its hardness and hit points 
  each increase by 2. When you cast a spell that 
  provides an armor bonus, that bonus to AC also 
  increases by 2. (Requires: Knowledge [architecture 
  and engineering] 5 ranks.) 
  Penetrating Insight (Ex) You gain a +1 bonus on 
  caster level checks made to overcome spell 
  resistance, or to successfully dispel another 
  caster’s spell. (Requires: Knowledge [arcana] 9 
  ranks). 
  Resist Control (Ex) Necropolitans have a +2 profane 
  bonus on their Will saving throws to resist the effect 
  of a control undead spell. 
  Summon Familiar (Ex) Mortimer has a rat familiar 
  which he keeps in his familiar pocket. This gives 
  him a +2 bonus to his Fortitude save which is 
  already included in the stat block. 
  Turn Resistance (Ex) A necropolitan has +2 turn 
  resistance. This increases to +6 with Mortimer’s 
  Improved Turn Resistance feat. 
  Unnatural Resilience (Ex) Necropolitans automatically 
  heal hit point damage and ability damage at the 
  same rate as a living creature. The Heal skill has 
  no effect on necropolitans; however, negative 
  energy (such as an inflict spell) heals them. 
   
  Physical Description: A gaunt elf, covered in black 
  scales with black raiment, trimmed in orange and 
  gold. He appears to be wearing robes and wears a 
  dagger sheathed at his hip, adjacent to a well-kept 
  spellbook. 
   
  AD V AN C E D  C R Y P T  C H AN T E R 
  CR  11 
  Advanced (17 HD) crypt chanter Hexblade 3 
  CE Medium undead (incorporeal) 
  Init +9; Senses Darkvision 60 ft.; Listen +24, Spot +24 
  Languages Common, Abyssal (never speaks) 
  AC 29, touch 23, flat-footed 24 
   
  (+5 Dex, +6 mage armor, +8 deflection) 
  hp 175 (20 HD); Miss chance 50% Incorporeal 
  Immune Undead immunities 
  Resist Turn resistance +6 
  Fort +9, Ref +13, Will +18 (+8 against spells/spell-like) 
  Speed 30 ft. (6 squares) 
  Incorporeal touch +16 melee (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp - 
  Special Attacks Draining melody (DC 28), create 
  spawn, Hexblade’s Curse (DC 19), Life Drain 
  Special Qualities Arcane resistance (+8), Daylight 
  powerlessness, Mettle, turn resistance +6 
  Combat Gear brooch of shielding 
  Abilities Str -, Dex 18, Con -, Int 14, Wis 14, Cha 26  
  Feats Ability Focus (draining melody), Alertness, 
  Blind-Fight, Ghostly Grasp, Improved Initiative, 
  Improved Turn Resistance, Life Drain 
  Skills: Bluff +17, Hide +24, Intimidate +29, Listen +24, 
  Perform (sing) +27, Search +22, Spot +24 
  Possessions combat gear plus cloak of charisma +2, 
  vest of resistance +3, gloves of dexterity +2 
  Create Spawn (Su) Any humanoid slain by a crypt 
  chanter through its draining melody (see below) 
  becomes a crypt chanter 1d4 rounds later. Spawn 
  are under the command of the crypt chanter that 
  created them and remain enslaved until its 
  destruction. They do not possess any of the 
  abilities they had in life. 
  Arcane Resistance (Su) At 2nd level, a hexblade gains 
  a bonus equal to his Charisma bonus (minimum 
  +1) on saving throws against spells and spell-like 
  effects. 
  Daylight Powerlessness (Ex) A crypt chanter is utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flees from it. 
  Draining Melody (Su) A crypt chanter constantly sings, 
  creating a magically charged allure. All creatures 
  within 60 feet of a crypt chanter must make a DC 
  28 Will save or stand dazed as long as the music 
  continues. 
  This 
  is 
  a 
  sonic, 
  mind-affecting 
  compulsion effect. 
   
   
  Beginning on the round after becoming 
  dazed, creatures that failed the first saving throw 
  must make a second saving throw (same DC) to 
  
  IUZ7-08 Love’s Price 
   
  Page 45 
  avoid being affected as if by the enthrall spell (see 
  page 227 of the Player’s Handbook). Enthralled 
  victims also begin to take 1d2 negative levels per 
  round while the song continues, as long as they 
  remain within range. If a creature gains a number 
  of negative levels at least equal to its Hit Dice, it 
  dies and becomes a spawn. 
   
   
  When a crypt chanter bestows negative 
  levels on a victim, it gains 5 temporary hit points for 
  each negative level bestowed. These temporary hit 
  points last for up to 1 hour. 
   
   
  Creatures that successfully save upon 
  hearing a crypt chanter’s music cannot be affected 
  by that crypt chanter’s music again unless the 
  chanter ceases singing for 1 full round (releasing 
  all those it previously held in thrall) and begins a 
  new song. The save DC is Charisma-based and 
  includes the crypt chanter’s Ability Focus feat. 
  Hexblade’s Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target of the hexblade’s curse takes a -2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will save (DC 19) negates 
  the effect. 
  Mettle (Ex) At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great 
  willpower or fortitude. If he makes a successful Will 
  or Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
  Turn Resistance (Ex) A crypt chanter has +2 turn 
  resistance, increased to +6 turn resistance with the 
  crypt chanter’s Improved Turn Resistance feat. 
   
  Physical Description: A lone, wavering figure begins a 
  song. The haunting melody echoes through the air, 
  calling for you to dance. The music makes your 
  soul shrivel, but it also makes you smile. How can 
  something be so awful and so wonderful at the 
  same time? 
   
  AD V AN C E D  B O N E C L AW 
  CR  13 
  Advanced (22 HD) boneclaw Fighter 4/Blackguard 1 
  CE Large undead 
  Init +8; Senses Darkvision 60 ft.; Listen +27, Spot +32 
  Languages Common, Abyssal 
  AC 25, touch 14, flat-footed 22 
   
  (-1 Siz, +4 Dex, +8 greater mage armor, +3 
  natural, +1 deflection) 
  hp 353 (27 HD); DR 5/bludgeoning 
  Immune Cold, undead immunities 
  Resist Turn resistance +4 
  Fort +15, Ref +15, Will +18 
  Speed 40 ft. (8 squares) 
  2 Piercing claws +26 melee (2d6+12) 
  Space 10 ft.; Reach 20 ft. 
  Base Atk +16; Grp +27 
  Special Attacks Improved Trip (+17 opposed check), 
  Power Attack, Reaching Claws 
  Special 
  Qualities 
  Turn 
  resistance 
  +6, 
  Unholy 
  toughness 
  Blackguard Spells Prepared (CL 1st): 
  1st – blade of blood 
  Abilities Str 24, Dex 18, Con -, Int 14, Wis 14, Cha 20 
  Feats Cleave, Combat Expertise, Combat Reflexes, 
  Improved Initiative, Improved Natural Attack (claw), 
  Improved Sunder, Improved Trip, Improved Turn 
  Resistance, Melee Weapon Mastery (slashing), 
  Power Attack, Weapon Focus (claw), Weapon 
  Specialization (claw) 
  Skills: Climb +14, Hide +26, Intimidate +34, Jump 
  +15, Knowledge (religion) +4, Listen +27, Move 
  Silently +29, Search +27, Spot +32 
  Possessions combat gear plus vest of resistance +2, 
  ring of protection +1, amulet of mighty fists +1, 
  boots of speed, eyes of the eagle, armbands of 
  might 
  Aura of Evil (Su) The power of a blackguard’s aura of 
  evil is equal to his class level plus his cleric level, if 
  any. 
  Detect good (Sp) At will, a blackguard can use detect 
  good as a spell-like ability, duplicating the effects of 
  the spell. 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending 
  them as part of an attack to a distance of up to 20 
  feet (thereby allowing the boneclaw to threaten 
  more squares than even its Large size would 
  otherwise indicate). 
  Turn Resistance (Ex) A boneclaw has +2 turn 
  resistance, increased to +6 turn resistance with the 
  boneclaw’s Improved Turn Resistance feat. 
  Unholy Toughness (Ex) A boneclaw gains a bonus to 
  its hit points equal to its Charisma modifier x its Hit 
  Dice. 
   
  Power-Up Suite (hasted) 
  AC 26, touch 15, flat-footed 22 
   
  (-1 Siz, +4 Dex, +8 greater mage armor, +3 
  natural, +1 dodge, +1 deflection) 
  Fort +16, Ref +17, Will +19 
  Speed 70 ft. (14 squares) 
  3 Piercing claws +27 melee (2d6+12) 
  Skills: Jump +27 
   
  Physical Description: This large skeletal humanoid’s 
  claw-like fingers are at least two feat long. Worse, 
  the slender, knife-sharp claws contract and extend 
  in length from moment to moment, sometimes 
  instantly reaching a length of 10 or more feet, 
  before slowly contracting. 
   
  11: PERIMETER GUARDS 
  E L I T E  W Y V E R N R I D E R 
  CR  13 
  Male human Fighter 4/Hexblade 4/Dragonrider 5 
  LE Medium human (Oeridian) 
  Init -1; Senses Low-light vision; Listen +1, Spot +11 
  
  IUZ7-08 Love’s Price 
   
  Page 46 
  Languages Common, Draconic 
  AC 24, touch 14, flat-footed 24 
   
  (-1 Dex, +9 armor, +4 shield, +1 natural, +1 
  deflection) 
  hp 109 (13 HD) 
  Immune Frightful presence 
  Fort +13, Ref +4, Will +12 (+3 to saves vs. 
  spells/spell-like) 
  Speed 30 ft. (6 squares) 
  +1 lance +22 melee (1d8+10) OR +1 lance +25 melee 
  (3d8+30) with Spirited Charge and higher ground 
  Masterwork composite [str +4] longbow +13/8 ranged 
  (1d8+4) 
  Space 5 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +13; Grp +18 (+22 to resist grapple) 
  Special Attacks Flyby Attack, Hexblade’s Curse (DC 
  15), Ride-by Attack, Spirited Charge, Trample 
  Special 
  Qualities 
  Arcane 
  Resistance 
  (+3), 
  Dragonriding, Mettle 
  Combat Gear  
  Hexblade Spells Known (CL 2nd): 
  1st (1/day) – entropic shield, protection from good 
  Abilities Str 21, Dex 8, Con 14, Int 10, Wis 12, Cha 16  
  Feats Flyby Attack, Melee Weapon Mastery (piercing), 
  Mounted 
  Combat, 
  Ride-by 
  Attack, 
  Shield 
  Specialization, Shield Ward, Skill Focus (ride), 
  Spirited Charge, Trample, Weapon Focus (lance), 
  Weapon Specialization (lance) 
  Skills: Diplomacy +8, Handle Animal +6, Intimidate +4, 
  Knowledge (arcana) +8, Ride +22 (+27 on wyvern), 
  Spot +11 
  Possessions combat gear plus belt of giant strength 
  +4, +1 full plate armor, +1 heavy steel shield, vest 
  of resistance +2, cloak of charisma +2, ring of 
  protection +1, amulet of natural armor +1, riding 
  boots, masterwork lance, longspear 
  Dragonriding (Ex) A dragonrider may add his class 
  level as a bonus to any Ride checks made in 
  conjunction with riding a dragon. In addition, any 
  dragon 
  ridden 
  by 
  a 
  dragonrider 
  enjoys 
  maneuverability of one grade better than normal 
  (maximum perfect maneuverability). For instance, 
  an adult green dragon with a dragonrider astride it 
  has average maneuverability rather than poor. 
  Hexblade’s Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target of the hexblade’s curse takes a -2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will save (DC 15) negates 
  the effect. 
  Immune to Frightful Presence (Su) While mounted on 
  or within 10 feet of his dragon mount, a dragonrider 
  is immune to the frightful presence of dragons. 
  Mettle (Ex): At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great 
  willpower or fortitude. A hexblade who successfully 
  saves against an attack that normally would have a 
  lesser effect on a successful save (such as any 
  spell with a saving throw entry of Will half or 
  Fortitude partial), it instead completely negates the 
  effect. An unconscious or sleeping hexblade does 
  not gain the benefit of mettle. 
  Spur Mount (Ex) A 5th-level dragonrider can make a 
  DC 20 Ride check to spur his dragon mount to 
  greater speed. Success on this check increases 
  the dragon’s speed (flying and otherwise) by 50% 
  (round down to the nearest 5-foot increment), for 5 
  rounds. 
   
  Physical Description: A stocky man dressed in full 
  plate. His cape billows out on the wind as he lowers 
  his lance to charge. 
   
   
  AD V AN C E D  (12  HD)  W Y V E R N 
  CR  11 
  N Gargantuan dragon 
  Init +0; Senses Darkvision 60 ft., low-light vision, 
  scent 
  Languages Draconic (usually hisses or growls) 
  AC 25, touch 6, flat-footed 25 
   
  (-4 Siz, +3 armor, +16 natural) 
  hp 195 (12 HD) 
  Immune sleep and paralysis 
  Fort +15, Ref +8, Will +9 
  Speed 20 ft. (4 squares), fly 60 ft. (poor, or average 
  with dragonrider) 
  Sting +21 melee (2d6+13 plus poison) and bite +19 
  melee (4d8+13) and 2 wings +19 melee (3d6+6) 
  and 2 talons +19 melee (4d6+13) OR Sting +23 
  melee (2d6+13) with charge, higher ground and fly-
  by attack 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +12; Grp +37 
  Special Attacks Improved Grab, Poison (DC 25) 
  Special Qualities  
  Combat Gear  
  Abilities Str 36, Dex 10, Con 24, Int 6, Wis 12, Cha 9  
  Feats Ability Focus (poison), Alertness, Flyby Attack, 
  Hover, Multiattack, Wingover 
  Skills: Hide +3, Listen +18, Move Silently +15, Spot 
  +21 
  Possessions combat gear plus +1 leather barding 
  Poison (Ex) Injury, Fortitude DC 25, initial and 
  secondary damage 2d6 Con. The save DC is 
  Constitution-based. 
   
  Physical Description: A  
   
  11: IT’S A TRAP! 
  Greater Dispel Magic Trap: CR 8; magic device; 
  touch trigger; automatic reset; speech bypass 
  (speak in Draconic: “Fealty to Dragotha.”); spell 
  effect (targeted greater dispel magic, 20th level 
  wizard); Search DC 31; Disable Device DC 31. 
  Energy Drain Trap: CR 12; magic device; touch 
  trigger; automatic reset; speech bypass (speak in 
  Draconic: “Fealty to Dragotha.”); Atk +8 ranged 
  touch; spell effect (energy drain, 17th level wizard, 
  2d4 negative levels for 24 hours, DC 30 Fortitude 
  
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  save negates); Search DC 34; Disable Device DC 
  34. 
  Avasculate Trap: CR 8; magic device; touch trigger; 
  automatic 
  reset; 
  speech 
  bypass 
  (speak 
  in 
  Draconic: “Fealty to Dragotha.”); +6 ranged touch; 
  spell effect (avasculate, 13th level wizard, subject 
  reduced to ½ it’s current hit points & stunned for 1 
  round, DC 20 Fortitude save negates stun; Search 
  DC 32; Disable Device DC 32. 
  Heightened Disintigrate Trap: CR 10; magic device; 
  touch trigger; automatic reset; speech bypass 
  (speak in Draconic: “Fealty to Dragotha.”); +8 
  ranged touch; spell effect (disintegrate, 17th level 
  wizard, 34d6 dmg, DC 24 Fortitude save partial 
  (5d6 dmg); Search DC 32; Disable Device DC 31. 
  Sphere of Ultimate Destruction Trap: CR 14; magic 
  device; touch trigger; automatic reset; speech 
  bypass (speak in Draconic: “Fealty to Dragotha.”); 
  +8 ranged touch (multiple targets, one per round); 
  spell effect (sphere of ultimate destruction, 17th 
  level wizard, 34d6 damage, DC 24 fortitude partial 
  (5d6 dmg); Search DC 34; Disable Device DC 34. 
   
  12: RITUAL 
  F R O S T  G I ANT  B ARBARI AN 
  CR  16 
  Male half-red dragon frost giant Barbarian 1/Fighter 4 
  CE Large dragon (augmented giant) 
  Init +6; Senses Low-light vision; Listen +15, Spot +13 
  Languages Common, Draconic, Giant 
  AC 21, touch 13, flat-footed 19 
   
  (-1 Siz, +2 Dex, +5 armor, +13 natural, +2 
  deflection) 
  hp 288 (19 HD) 
  Immune cold, fire 
  Fort +24, Ref +11, Will +14 
  Speed 50 ft. (10 squares), fly 100 ft. (average) 
  +1 binding berserker greataxe +34/29/24 melee 
  (3d6+30) and bite +26 melee (1d8+9) OR 2 claws 
  +31 melee (1d6+18) and bite +26 melee (1d8+9) 
  Rock +15 ranged (2d6+18) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +36 
  Special Attacks Breath Weapon (DC 24), Cleave, 
  Improved Sunder, Power Attack, Rock Throwing, 
  Weapon Focus (greataxe) 
  Special Qualities Rock catching 
  Combat Gear lesser revelation crystal (creature hit by 
  axe is surrounded in golden glow, pinpointing its 
  square, and any invisibility surpressed for 1 round, 
  MIC), anklet of translocation (2/day; swift: teleport 
  up to 10 feet, requires line of sight and line of 
  effect, MIC) 
  Abilities Str 46, Dex 12, Con 27, Int 10, Wis 16, Cha 
  12  
  Feats Cleave, Combat Reflexes, Improved Initiative, 
  Improved Sunder, Iron Will, Power Attack, Quicken 
  Breath 
  Weapon, 
  Weapon 
  Focus 
  (greataxe), 
  Weapon Specialization (greataxe) 
  Skills: Climb +23, Craft (weapon) +6, Intimidate +15, 
  Jump +31, Listen +15, Spot +13 
  Possessions combat gear plus +1 blurring chain shirt, 
  ring of protection +2, gloves of dexterity +2, amulet 
  of health +2, cloak of resistance +4, +1 binding 
  berserker greataxe, belt of giant strength +4, and 
  2,000 gp in gems 
  Breath weapon (Ex) Frost giant barbarian may exhale 
  a 30-foot cone breath weapon that does 6d8 fire 
  damage once per day. A successful Reflex save 
  (DC 25) halves the damage. The save DC is 
  Constitution-based. 
  Rock Catching (Ex) A giant of at least Large size can 
  catch Small, Medium, or Large rocks (or projectiles 
  of similar shape). Once per round, a giant that 
  would normally be hit by a rock can make a Reflex 
  save to catch it as a free action. The DC is 15 for a 
  Small rock, 20 for a Medium one, and 25 for a 
  Large one. (If the projectile provides a magical 
  bonus on attack rolls, the DC increases by that 
  amount.) The giant must be ready for and aware of 
  the attack in order to make a rock catching attempt. 
  Rock Throwing (Ex) The range increment is 120 feet 
  for a frost giant’s thrown rocks. 
   
  Power-Up Suite (raging, blurring armor – bear’s 
  endurance, haste, heroism, recitation): 
  AC 22, touch 14, flat-footed 20 
   
  (-1 Siz, +2 Dex, +5 armor, +13 natural, +2 
  deflection, +3 luck, -2 rage) 
  hp 345 (19 HD) 
  Immune cold, fire 
  Fort +31, Ref +17, Will +21 
  Speed 80 ft. (16 squares), fly 130 ft. (average) 
  +1 binding berserker greataxe +42/42/37/32 melee 
  (4d6+33) and bite +34 melee (1d8+10) OR 2 claws 
  +39 melee (1d6+20) and bite +34 melee (1d8+10) 
  Rock +21 ranged (2d6+20) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +38 
  Abilities Str 50, Dex 12, Con 33, Int 10, Wis 16, Cha 
  12  
  Skills: Climb +27, Craft (weapon) +8, Intimidate +17, 
  Jump +47, Listen +17, Spot +15 
  Breath weapon (Ex) Frost giant barbarian may exhale 
  a 30-foot cone breath weapon that does 6d8 fire 
  damage once per day. A successful Reflex save 
  (DC 28) halves the damage. The save DC is 
  Constitution-based. 
   
  Physical Description: A  
   
  L I ZAR D F O L K  S O R C E R E R 
  CR  11 
  Male half-green dragon lizardfolk Sorcerer 8 
  NE Med dragon (augmented monstrous humanoid) 
  Init +1; Senses Listen +2, Spot +5 
  Languages Common, Draconic 
  AC 28, touch 11, flat-footed 27 
   
  (+1 Dex, +4 armor, +4 shield, +9 natural) 
  hp 85 (10 HD) 
  Immune acid 
  Fort +8, Ref +8, Will +8 
  Speed 30 ft. (6 squares) 
  
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  2 claws +10 melee (1d4+5) and bite +8 melee 
  (1d6+2) 
  Ranged touch +6 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +10 
  Special Attacks Breath Weapon (DC 15), Draconic 
  Breath (DC 15 + lvl) 
  Special Qualities  
  Sorcerer Spells Known (CL 8th): 
  4th (4/day) – wall of ice 
  3rd (6/day) – haste, heroism 
  2nd (7/day) – bear’s endurance, scorching ray, web 
  (DC 17) 
  1st (6/day) – grease (DC 16), mage armor, magic 
  missile, ray of enfeeblement (+6 ranged touch), 
  shield 
  0 (6/day) – detect magic, disrupt undead, light, 
  message, prestidigitation, read magic, touch of 
  fatigue (DC 15) 
  �Already cast (mage armor, shield) 
  Combat Gear ring of silent spells (swift: silence as the 
  spell centered on wearer, plus cast up to 3 spells of 
  3rd level or lower as though affected by the silent 
  spell feat, MIC) 
  Abilities Str 20, Dex 13, Con 18, Int 10, Wis 10, Cha 
  21  
  Feats Alertness, Draconic Breath, Draconic Heritage, 
  Multiattack, Quicken Breath 
  Skills: Balance +10, Concentration +17, Jump +14, 
  Listen +2, Spellcraft +3, Spot +5, Swim +14 
  Possessions combat gear plus vest of resistance +2, 
  cloak of charisma +2 
  Breath weapon (Ex) Lizardfolk sorcerer may exhale a 
  30-foot cone breath weapon that does 6d8 acid 
  damage once per day. A successful Reflex save 
  (DC 15) halves the damage. The save DC is 
  Constitution-based. 
  Summon familiar (Ex) The lizardfolk sorcerer has 
  summoned a toad familiar which hides somewhere 
  far away (but within 1 mile). This gives the sorcerer 
  +3 hit points which are already included in his stat 
  block. 
   
  Power-Up 
  Suite 
  (bear’s 
  endurance, 
  haste, 
  heroism, recitation): 
  AC 32, touch 15, flat-footed 30 
   
  (+1 Dex, +4 armor, +4 shield, +9 natural, +1 
  dodge, +3 luck) 
  hp 105 (10 HD) 
  Immune acid 
  Fort +15, Ref +14, Will +13 
  Speed 60 ft. (12 squares) 
  3 claws +16 melee (1d4+5) and bite +14 melee 
  (1d6+2) 
  Ranged touch +12 ranged (spell) 
  Breath weapon (Ex) Lizardfolk sorcerer may exhale a 
  30-foot cone breath weapon that does 6d8 acid 
  damage once per day. A successful Reflex save 
  (DC 17) halves the damage. The save DC is 
  Constitution-based. 
   
  L I ZAR D F O L K  C L E R I C 
  CR  11 
  Male half-green dragon lizardfolk Cleric 8 
  LE Med dragon (augmented monstrous humanoid) 
  Init +1; Senses Listen +4, Spot +7 
  Languages Common, Draconic 
  AC 33, touch 12, flat-footed 32 
   
  (+1 Dex, +9 armor, +3 shield, +9 natural, +1 
  deflection) 
  hp 94 (10 HD) 
  Immune acid 
  Fort +11, Ref +7, Will +12 
  Speed 20 ft. in full plate (4 squares), 30 ft. base speed 
  Masterwork morningstar +15/10 melee (1d8+7) and 
  bite +12 melee (1d6+3) OR Claw +14 melee 
  (1d4+7) and bite +12 melee (1d6+3) 
  Ranged touch +7 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +14 
  Special Attacks Breath Weapon (DC 15), Smite 3/day 
  (+4 to hit, +8 damage) 
  Special Qualities  
  Cleric Spells Prepared (CL 8th): 
  4rd – divine power, order’s wrath (DC 18), recitation 
  3rd – invisibility purge, magic circle against chaos 
  (D), magic vestment, magic vestment 
  2nd – bear’s endurance, bull’s strength, calm 
  emotions (DC 16), sound burst (DC 16), sound 
  burst (DC 16) 
  1st – bless, divine favor, entropic shield, inflict light 
  wounds (DC 15), protection from good, shield of 
  faith  
  0 – detect magic, detect magic, detect magic, detect 
  poison, purify food and drink 
  �Already cast 
  D: Domain spell. Deity: Tiamat. Domains: Destruction, 
  Law 
  Combat Gear ring of silent spells (swift: silence as the 
  spell centered on wearer, plus cast up to 3 spells of 
  3rd level or lower as though affected by the silent 
  spell feat, MIC) 
  Abilities Str 24, Dex 12, Con 18, Int 10, Wis 18, Cha 
  10  
  Feats Extra Smiting, Iron Will, Multiattack, Quicken 
  Breath 
  Skills: Balance +4, Concentration +15, Jump +8, 
  Listen +4, Spellcraft +1, Spot +7, Swim +2 
  Possessions combat gear plus +1 full plate, +1 heavy 
  steel shield, ring of protection +1, vest of resistance 
  +1, periapt of wisdom +2, Masterwork morningstar 
  Breath weapon (Ex) Lizardfolk cleric may exhale a 30-
  foot cone breath weapon that does 6d8 acid 
  damage once per day. A successful Reflex save 
  (DC 15) halves the damage. The save DC is 
  Constitution-based. 
   
  Power-Up 
  Suite 
  (bear’s 
  endurance, 
  bull’s 
  strength, haste, heroism, magic vestment, 
  magic vestment, recitation, shield of faith): 
  AC 38, touch 15, flat-footed 36 
   
  (+1 Dex, +10 armor, +4 shield, +9 natural, +1 
  dodge, +3 deflection) 
  
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  hp 114 (10 HD) 
  Immune acid 
  Fort +18, Ref +13, Will +17 
  Speed 40 ft. in full plate (4 squares), 60 ft. base speed 
  Masterwork morningstar +23/23/18 melee (1d8+9) 
  and bite +20 melee (1d6+4) OR Claw +22/22 
  melee (1d4+9) and bite +20 melee (1d6+4) 
  Ranged touch +15 ranged (spell) 
  Abilities Str 28, Dex 12, Con 22, Int 10, Wis 18, Cha 
  10  
  Breath weapon (Ex) Lizardfolk cleric may exhale a 30-
  foot cone breath weapon that does 6d8 acid 
  damage once per day. A successful Reflex save 
  (DC 17) halves the damage. The save DC is 
  Constitution-based. 
   
  13: AND NOW THE DEMONS 
  AD V AN C E D  R E T R I E V E R 
  CR  15 
  Advanced (22 HD) retriever 
  CE Gargantuan construct (extraplanar) 
  Init +4; Senses Listen +, Spot +; Darkvision 60 ft., 
  low-light vision 
  Languages Abyssal  
  AC 23, touch 10, flat-footed 19 
   (-4 siz, +4 Dex, +13 natural) 
  hp 225 (22 HD); DR 10/good; Fast healing 5 
  Immune Construct immunities 
  Fort +7 Ref +11 Will +8 
  Speed 40 ft., base movement 40 ft., climb 20 ft. 
  Melee 4 claws +27 melee (3d6+15) and bite +22 
  (2d6+7) 
  Ranged eye rays +16 ranged 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +16; Grp +44 
  Atk Options Eye rays 
  Special Actions Improved Grab 
  Spell-Like Abilities (CL 12th): 
   At will – plane shift (self and up to 50 pounds of 
  objects only) 
  Abilities Str 40, Dex 18, Con –, Int –, Wis 12, Cha 1 
  SQ Eye rays, Find target 
  Feats – 
  Skills  – 
  Possessions none 
  Eye Rays (Su) A retriever’s eyes can produce four 
  different magical rays with a range of 100 feet. 
  Each round, it can fire one ray as a free action. A 
  particular ray is usable once every 4 rounds. A 
  retriever can fire an eye ray in the same round it 
  makes physical attacks. The save DC for all rays is 
  25. The DC is Dexterity-based. 
   
  The four eye effects are: 
   
  Fire: Deals 12d6 points of fire damage to the 
  target (Reflex half). 
   
  Cold: Deals 12d6 points of cold damage to the 
  target (Reflex half). 
   
  Electricity: Deals 12d6 points of electricity 
  damage to the target (Reflex half). 
   
  Petrification: The target must succeed on a 
  Fortitude save or turn to stone permanently. 
  Find Target (Sp): As per the Monster Manual. 
  Improved Grab (Ex): A retriever that hits with its bite 
  attack may attempt to start a grapple as a free 
  action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  grips the opponent fast in its mouth. (This 
  advanced retriever typically takes the -20 penalty to 
  its grapple check to continue to threaten and avoid 
  being flat-footed.) 
   
  
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  APPENDIX 1: APL 16
  1: YET MORE EVIL DRACONIC CULTISTS 
  R E D S P AW N  AR C AN I S S  S O R C E R E R 
  CR  16 
  Redspawn Arcaniss Sorcerer 10 
  CE Medium monstrous humanoid (dragonblood, fire) 
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages Common, Draconic 
  AC 25, touch 13, flat-footed 24, armored mage 
   
  (+1 Dex, +7 Armor, +3 shield, +2 Natural, +2 
  deflection) 
  hp 137 (18 HD); fire spell affinity  
  Immune fire, paralysis, sleep 
  Fort +15, Ref +16, Will +19 
  Weakness vulnerability to cold 
  Speed 40 ft. in light armor (8 squares) 
  Masterwork dagger +16/11/6 melee (1d4) 
  Ranged touch +17 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +13 
  Atk Options Point Blank Shot, Precise Shot 
  Combat Gear potion of shield of faith (+3), potion of 
  cure moderate wounds 
  Sorcerer Spells Known (CL 18th): 
  8th (3/day) – power word stun 
  7th (6/day) – delayed blast fireball (DC 24, CL 20th), 
  waves of exhaustion 
  6th (7/day) – disintegrate (+17 ranged touch, DC 23), 
  greater dispel magic (1d20+18), true seeing 
  5th (7/day) – greater fireburst (DC 22, CL 14th), hold 
  monster (DC 22), prismatic ray (+17 ranged 
  touch, DC 22), wall of force 
  4th (7/day) – dimension door, enervation (+17 
  ranged touch), Otiluke’s resilient sphere (DC 21), 
  wall of fire (CL 14th) 
  3rd (8/day) – fireball (DC 20, CL 14th), fly, heroism, 
  slow (DC 20) 
  2nd (8/day) – Melf’s acid arrow (+17 ranged touch), 
  mirror image, scorching ray (+17 ranged touch, 
  CL 14th), see invisibility, web (DC 17) 
  1st (8/day) – burning hands (DC 17, CL 14th), chill 
  touch (+15 melee touch, DC 17), magic missile, 
  ray of enfeeblement (+17 ranged touch), true 
  strike 
  0 (6/day) – acid splash (+17 ranged touch), detect 
  magic, disrupt undead, ghost sound (DC 17), 
  message, prestidigitation, ray of frost (+17 ranged 
  touch), read magic, touch of fatigue (DC 17) 
  �Already cast (heroism – included in stat block) 
  Abilities Str 10, Dex 13, Con 18, Int 10, Wis 10, Cha 
  24  
  Feats Point Blank Shot, Practiced Spellcaster 
  (sorcerer), 
  Precise 
  Shot, 
  Rapid 
  Metamagic, 
  Searing Spell, Split Ray, Weapon Focus (ranged 
  touch) 
  Skills total ranks: Concentration +19, Jump +6, 
  Knowledge (arcana) +13, Listen +0, Spellcraft +18, 
  Spot +0 
  Possessions combat gear plus +3 chain shirt, +2 
  buckler, ring of protection +2, amulet of health +2, 
  cloak of charisma +6, vest of resistance +4, 
  Masterwork dagger, spell component pouch, 
  sacrificial dagger with the blade shaped like a 
  dragons head with the fangs intertwined 
  Fire Spell Affinity (Ex) A redspawn arcaniss casts fire 
  spells at +2 caster level. In addition, the redspawn 
  arcaniss heals 2 points of damage per spell level 
  each time it casts a fire spell. 
  Armored Mage (Ex) A redspawn arcaniss can wear 
  light armor and use light shields without an arcane 
  spell failure change.  
   
  Physical Description: A humanoid, covered in red 
  scales with yellow and orange flame like markings 
  all over its body. It appears to be wearing robes 
  and is brandishing a wicked looking dagger as it’s 
  empty hand reaches into a spell component pouch. 
   
  9: WANTED! 
  M O R T I M E R 
  CR  15 
  Male necropolitan grey elf Wizard 10/Paragnostic 
  Apostle 5 
  NE Medium undead (augmented humanoid, elf) 
  Init +8; Senses Low-light vision; Listen +5, Spot +23 
  Languages 
  Common, 
  Elven, 
  Abyssal, 
  Ancient 
  Suloise, Infernal, Draconic 
  AC 30, touch 15, flat-footed 26 
   
  (+4 Dex, +8 Armor, +7 Natural, +1 insight) 
  hp 126 plus 15 temporary (15 HD) 
  Immune Undead immunities 
  Resist Acid 30, resist control, turn resistance +6 
  Fort +10, Ref +12, Will +16 
  Speed 30 ft. (6 squares) 
  Dagger +7 melee (1d4) 
  Ranged touch +11 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +7 
  Special Qualities Discern Weakness (dwarves +1, 
  humans +1, magical beast +1), Penetrating Insight 
  Combat Gear ring of silent spells (swift: silence as the 
  spell centered on wearer, plus cast up to 3 spells of 
  3rd level or lower as though affected by the silent 
  spell feat, MIC), vest of the master evoker (3/day, 
  swift: an evocation spell cast the same round has 
  save DC +2 and does 2 extra damage per spell 
  level, MIC) 
  Wizard Spells Prepared (CL 15th) 
  8th– fell drain radiant assault (DC 27), moment of 
  prescience 
  7th– fell drain acid fog, power word blind, quickened 
  fell drain magic missile 
  6th– disintegrate (DC 24), fell drain cone of cold (DC 
  25), fell drain dragon breath (DC 24), greater 
  dispel magic (1d20+18) 
  5th– fell drain [sonic] fireball (DC 23), fell drain 
  [sonic] fireball (DC 23), quickened shield, wall of 
  force 
  
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  4th– dimension door, enervation (+11 ranged touch), 
  fell drain scorching ray, greater mirror image, 
  greater resistance, Otiluke’s resilient sphere (DC 
  24) 
  3rd– [extended] battle magic perception, blink, 
  [extended] dragonskin [black], fell drain magic 
  missile, greater mage armor, greater mage armor 
  2nd– alter fortune, baleful transposition (DC 20), 
  false life, glitterdust (DC 20), [extended] see 
  invisibility, slapping hand 
  1st– familiar pocket, grease, guided shot, mage 
  armor, nerveskitter, protection from good 
  0– Immaterial 
  �Already cast 
  Abilities Str 10, Dex 18, Con -, Int 26, Wis 13, Cha 10  
  Feats Alertness, Elven Spell Lore (fireball), Fell Drain, 
  Greater 
  Spell 
  Focus 
  (evocation), 
  Improved 
  Initiative, Improved Turn Resistance, Metamagic 
  School Focus (evocation), Quicken Spell, Spell 
  Focus (evocation) 
  Skills: Concentration +18, Knowledge (arcana) +21, 
  Knowledge (architecture and engineering) +13, 
  Knowledge (nature) +16, Knowledge (local: Iuz’s 
  border states) +20, Knowledge (nobility and 
  royalty) +13, Knowledge (planes) +15, Knowledge 
  (religion) +16, Listen +5, Spellcraft +25, Spot +23, 
  Tumble +5 
  Possessions combat gear plus headband of intellect 
  +6, lesser metamagic rod of extend, gloves of 
  dexterity +2, dusty rose prism ioun stone 
  Contingency: Mortimer gains duelward if a hostile 
  entity begins to cast a spell within his line of effect. 
  Discern Weakness (Ex) Choose one creature type or 
  subtype from the ranger’s favored enemy list (PH 
  47). If you have 8 ranks in the appropriate 
  Knowledge skill (such as Knowledge [arcana] for 
  dragons, or Knowledge [nature] for humanoids), 
  the save DC of every spell that you target on a 
  creature of that type increases by 1. You can select 
  this ability multiple times, choosing a different 
  creature each time. 
  Mind Over Matter (Ex) Whenever you cast a spell that 
  creates a solid object, its hardness and hit points 
  each increase by 2. When you cast a spell that 
  provides an armor bonus, that bonus to AC also 
  increases by 2. (Requires: Knowledge [architecture 
  and engineering] 5 ranks.) 
  Penetrating Insight (Ex) You gain a +1 bonus on 
  caster level checks made to overcome spell 
  resistance, or to successfully dispel another 
  caster’s spell. (Requires: Knowledge [arcana] 9 
  ranks). 
  Resist Control (Ex) Necropolitans have a +2 profane 
  bonus on their Will saving throws to resist the effect 
  of a control undead spell. 
  Summon Familiar (Ex) Mortimer has a rat familiar 
  which he keeps in his familiar pocket. This gives 
  him a +2 bonus to his Fortitude save which is 
  already included in the stat block. 
  Turn Resistance (Ex) A necropolitan has +2 turn 
  resistance. This increases to +6 with Mortimer’s 
  Improved Turn Resistance feat. 
  Unnatural Resilience (Ex) Necropolitans automatically 
  heal hit point damage and ability damage at the 
  same rate as a living creature. The Heal skill has 
  no effect on necropolitans; however, negative 
  energy (such as an inflict spell) heals them. 
   
  Physical Description: A gaunt elf, covered in black 
  scales with black raiment, trimmed in orange and 
  gold. He appears to be wearing robes and wears a 
  dagger sheathed at his hip, adjacent to a well-kept 
  spellbook. 
   
  AD V AN C E D  C R Y P T  C H AN T E R 
  CR  15 
  Advanced (17 HD) crypt chanter Hexblade 7 
  CE Medium undead (incorporeal) 
  Init +9; Senses Darkvision 60 ft.; Listen +24, Spot +24 
  Languages Common, Abyssal (never speaks) 
  AC 31, touch 25, flat-footed 26 
   
  (+5 Dex, +6 mage armor, +10 deflection) 
  hp 199 (24 HD); Miss chance 50% Incorporeal 
  Immune Undead immunities 
  Resist Turn resistance +6 
  Fort +10, Ref +14, Will +19 (+10 against spells/spell-
  like) 
  Speed 30 ft. (6 squares) 
  Incorporeal touch +20 melee (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15; Grp - 
  Special Attacks Draining melody (DC 30), create 
  spawn, Greater hexblade’s Curse (DC 26) 2/day, 
  Life Drain 
  Special Qualities Arcane resistance (+8), Daylight 
  powerlessness, Mettle, turn resistance +6 
  Combat Gear brooch of shielding, hexbands (5/day, 
  swift: add your CHA modifier to damage against 
  hexed creature for 1 round, MIC) 
  Hexblade Spells Known (CL 3rd): 
  1st (3/day) – entropic shield, protection from good, 
  Tasha’s hideous laughter (DC 22) 
  Abilities Str -, Dex 20, Con -, Int 14, Wis 14, Cha 31  
  Feats Ability Focus (draining melody), Ability Focus 
  (hexblade’s curse), Alertness, Blind-Fight, Danger 
  Sense, 
  Ghostly 
  Grasp, 
  Improved 
  Initiative, 
  Improved Turn Resistance, Life Drain, Spell Focus 
  (enchantment) 
  Skills: Bluff +35, Hide +24, Intimidate +31, Listen +24, 
  Perform (sing) +29, Search +22, Spot +24 
  Possessions combat gear plus cloak of charisma +6, 
  vest of resistance +3, gloves of dexterity +2 
  Create Spawn (Su) Any humanoid slain by a crypt 
  chanter through its draining melody (see below) 
  becomes a crypt chanter 1d4 rounds later. Spawn 
  are under the command of the crypt chanter that 
  created them and remain enslaved until its 
  destruction. They do not possess any of the 
  abilities they had in life. 
  Arcane Resistance (Su) At 2nd level, a hexblade gains 
  a bonus equal to his Charisma bonus (minimum 
  +1) on saving throws against spells and spell-like 
  effects. 
  Dark Companion (Su) 
  
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  Daylight Powerlessness (Ex) A crypt chanter is utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flees from it. 
  Draining Melody (Su) A crypt chanter constantly sings, 
  creating a magically charged allure. All creatures 
  within 60 feet of a crypt chanter must make a DC 
  30 Will save or stand dazed as long as the music 
  continues. 
  This 
  is 
  a 
  sonic, 
  mind-affecting 
  compulsion effect. 
   
   
  Beginning on the round after becoming 
  dazed, creatures that failed the first saving throw 
  must make a second saving throw (same DC) to 
  avoid being affected as if by the enthrall spell (see 
  page 227 of the Player’s Handbook). Enthralled 
  victims also begin to take 1d2 negative levels per 
  round while the song continues, as long as they 
  remain within range. If a creature gains a number 
  of negative levels at least equal to its Hit Dice, it 
  dies and becomes a spawn. 
   
   
  When a crypt chanter bestows negative 
  levels on a victim, it gains 5 temporary hit points for 
  each negative level bestowed. These temporary hit 
  points last for up to 1 hour. 
   
   
  Creatures that successfully save upon 
  hearing a crypt chanter’s music cannot be affected 
  by that crypt chanter’s music again unless the 
  chanter ceases singing for 1 full round (releasing 
  all those it previously held in thrall) and begins a 
  new song. The save DC is Charisma-based and 
  includes the crypt chanter’s Ability Focus feat. 
  Greater Hexblade’s Curse (Su): When a hexblade 
  attains 7th level, the penalty on attacks, saves, 
  ability checks, skill checks, and weapon damage 
  rolls incurred by a target of the hexblade’s curse 
  becomes -4 instead of -2. 
  Hexblade’s Curse (Su): Twice per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target of the hexblade’s curse takes a -2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will save (DC 26) negates 
  the effect. 
  Mettle (Ex) At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great 
  willpower or fortitude. If he makes a successful Will 
  or Fortitude save against an attack that normally 
  would have a lesser effect on a successful save 
  (such as any spell with a saving throw entry of Will 
  half or Fortitude partial), he instead completely 
  negates the effect. An unconscious or sleeping 
  hexblade does not gain the benefit of mettle. 
  Turn Resistance (Ex) A crypt chanter has +2 turn 
  resistance, increased to +6 turn resistance with the 
  crypt chanter’s Improved Turn Resistance feat. 
   
  Physical Description: A lone, wavering figure begins a 
  song. The haunting melody echoes through the air, 
  calling for you to dance. The music makes your 
  soul shrivel, but it also makes you smile. How can 
  something be so awful and so wonderful at the 
  same time? 
   
  AD V AN C E D  B O N E C L AW 
  CR  15 
  Advanced (22 HD) boneclaw Fighter 4/Blackguard 3 
  CE Large undead 
  Init +8; Senses Darkvision 60 ft.; Listen +27, Spot +32 
  Languages Common, Abyssal 
  AC 26, touch 15, flat-footed 23 
   
  (-1 Siz, +4 Dex, +8 greater mage armor, +3 
  natural, +1 deflection, +1 insight) 
  hp 375 (29 HD); DR 5/bludgeoning 
  Immune Cold, undead immunities 
  Resist Turn resistance +4 
  Fort +22, Ref +21, Will +24 
  Speed 40 ft. (8 squares) 
  2 Piercing claws +30 melee (2d6+14) 
  Space 10 ft.; Reach 20 ft. 
  Base Atk +18; Grp +33 
  Special Attacks Improved Trip (+19 opposed check), 
  Power Attack, Reaching Claws, Smite Good 
  (1/day: +6 atk, +3 dmg) 
  Special 
  Qualities 
  Turn 
  resistance 
  +6, 
  Unholy 
  toughness 
  Blackguard Spells Prepared (CL 3rd): 
  1st – blade of blood, blade of blood 
  Abilities Str 29, Dex 18, Con -, Int 14, Wis 14, Cha 22 
  Feats Cleave, Combat Expertise, Combat Reflexes, 
  Improved Initiative, Improved Natural Attack (claw), 
  Improved Sunder, Improved Trip, Improved Turn 
  Resistance, Melee Weapon Mastery (slashing), 
  Power Attack, Weapon Focus (claw), Weapon 
  Specialization (claw) 
  Skills: Climb +16, Hide +28, Intimidate +37, Jump 
  +17, Knowledge (religion) +8, Listen +27, Move 
  Silently +29, Search +27, Spot +32 
  Possessions combat gear plus vest of resistance +2, 
  ring of protection +1, amulet of mighty fists +1, 
  boots of speed, eyes of the eagle, armbands of 
  might, cloak of charisma +2, belt of giant strength 
  +4, dusty rose prism ioun stone 
  Aura of despair (Su): A blackguard radiates a malign 
  aura that causes enemies within 10 ft. of him to 
  take a –2 penalty on all saving throws. 
  Aura of Evil (Su) The power of a blackguard’s aura of 
  evil is equal to his class level plus his cleric level, if 
  any. 
  Command Undead (Su) When a blackguard reaches 
  3rd level, he gains the supernatural ability to 
  command and rebuke undead. He commands 
  undead as a cleric of two levels lower. 
  Dark Blessing (Su) A blackguard applies his CHA 
  modifier (if positive) as a bonus on all saving 
  throws (already included in the stat block). 
  Detect good (Sp) At will, a blackguard can use detect 
  good as a spell-like ability, duplicating the effects of 
  the spell. 
  Reaching Claws (Ex) A boneclaw can make melee 
  attacks with its bone claws, instantly extending 
  them as part of an attack to a distance of up to 20 
  feet (thereby allowing the boneclaw to threaten 
  more squares than even its Large size would 
  otherwise indicate). 
  
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  Smite Good (Su) 1/day a blackguard can add his CHA 
  bonus as a bonus to his melee attack and his level 
  as a bonus to damage against a good opponent. 
  Turn Resistance (Ex) A boneclaw has +2 turn 
  resistance, increased to +6 turn resistance with the 
  boneclaw’s Improved Turn Resistance feat. 
  Unholy Toughness (Ex) A boneclaw gains a bonus to 
  its hit points equal to its Charisma modifier x its Hit 
  Dice. 
   
  Power-Up Suite (hasted) 
  AC 27, touch 16, flat-footed 23 
   
  (-1 Siz, +4 Dex, +8 greater mage armor, +3 
  natural, +1 dodge, +1 deflection, +1 insight) 
  Fort +22, Ref +21, Will +24 
  Speed 70 ft. (14 squares) 
  3 Piercing claws +29 melee (2d6+18) includes Power 
  Attack for 2 
  Skills: Jump +29 
   
  Physical Description: This large skeletal humanoid’s 
  claw-like fingers are at least two feat long. Worse, 
  the slender, knife-sharp claws contract and extend 
  in length from moment to moment, sometimes 
  instantly reaching a length of 10 or more feet, 
  before slowly contracting. 
   
  11: PERIMETER GUARDS 
  E L I T E  W Y V E R N R I D E R 
  CR  15 
  Male 
  human 
  Fighter 
  4/Hexblade 
  4/Dragonrider 
  5/Dragon Disciple 2 
  LE Medium human (Oeridian) 
  Init -1; Senses Low-light vision; Listen +1, Spot +17 
  Languages Common, Draconic 
  AC 28, touch 17, flat-footed 28 
   
  (-1 Dex, +9 armor, +7 shield, +2 natural, +2 
  deflection) 
  hp 127 (15 HD) 
  Immune Frightful presence 
  Fort +17, Ref +5, Will +16 (+3 to saves vs. 
  spells/spell-like) 
  Speed 30 ft. (6 squares) 
  +1 lance +24 melee (1d8+11) OR +1 lance +27 melee 
  (3d8+33) with Spirited Charge and higher ground 
  Masterwork composite [str +4] longbow +14/9 ranged 
  (1d8+4) 
  Space 5 ft.; Reach 5 ft. (10 ft. with lance) 
  Base Atk +14; Grp +20 (+24 to resist grapple) 
  Special Attacks Flyby Attack, Hexblade’s Curse (DC 
  15), Ride-by Attack, Spirited Charge, Trample 
  Special 
  Qualities 
  Arcane 
  Resistance 
  (+3), 
  Dragonriding, Mettle 
  Combat Gear brute gauntlets 
  Hexblade Spells Known (CL 2nd): 
  1st (3/day) – entropic shield, protection from good 
  Abilities Str 23, Dex 8, Con 14, Int 10, Wis 12, Cha 16  
  Feats Flyby Attack, Melee Weapon Mastery (piercing), 
  Mounted Combat, Power Attack, Ride-by Attack, 
  Shield Specialization, Shield Ward, Skill Focus 
  (ride), Spirited Charge, Trample, Weapon Focus 
  (lance), Weapon Specialization (lance) 
  Skills: Diplomacy +8, Handle Animal +6, Intimidate +4, 
  Knowledge (arcana) +8, Ride +22 (+27 on wyvern), 
  Spot +17 
  Possessions combat gear plus belt of giant strength 
  +4, +1 full plate armor, +3 heavy steel shield, vest 
  of resistance +3, cloak of charisma +2, ring of 
  protection +2, amulet of natural armor +1, riding 
  boots, masterwork lance, longspear 
  Dragonriding (Ex) A dragonrider may add his class 
  level as a bonus to any Ride checks made in 
  conjunction with riding a dragon. In addition, any 
  dragon 
  ridden 
  by 
  a 
  dragonrider 
  enjoys 
  maneuverability of one grade better than normal 
  (maximum perfect maneuverability). For instance, 
  an adult green dragon with a dragonrider astride it 
  has average maneuverability rather than poor. 
  Hexblade’s Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target of the hexblade’s curse takes a -2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will save (DC 15) negates 
  the effect. 
  Immune to Frightful Presence (Su) While mounted on 
  or within 10 feet of his dragon mount, a dragonrider 
  is immune to the frightful presence of dragons. 
  Mettle (Ex): At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great 
  willpower or fortitude. A hexblade who successfully 
  saves against an attack that normally would have a 
  lesser effect on a successful save (such as any 
  spell with a saving throw entry of Will half or 
  Fortitude partial), it instead completely negates the 
  effect. An unconscious or sleeping hexblade does 
  not gain the benefit of mettle. 
  Spur Mount (Ex) A 5th-level dragonrider can make a 
  DC 20 Ride check to spur his dragon mount to 
  greater speed. Success on this check increases 
  the dragon’s speed (flying and otherwise) by 50% 
  (round down to the nearest 5-foot increment), for 5 
  rounds. 
   
  Physical Description: A stocky man dressed in full 
  plate. His cape billows out on the wind as he lowers 
  his lance to charge. 
   
  AD V AN C E D  (16  HD)  W Y V E R N 
  CR  13 
  N Gargantuan dragon 
  Init +0; Senses Darkvision 60 ft., low-light vision, 
  scent; Listen +25, Spot +25 
  Languages Draconic (usually hisses or growls) 
  AC 25, touch 6, flat-footed 25 
   
  (-4 Siz, +3 armor, +16 natural) 
  hp 259 (16 HD) 
  Immune sleep and paralysis 
  Fort +17, Ref +10, Will +11 
  Speed 20 ft. (4 squares), fly 60 ft. (poor, or average 
  with dragonrider) 
  
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  Sting +25 melee (2d6+13 plus poison) and bite +23 
  melee (4d8+13) and 2 wings +23 melee (3d6+6) 
  and 2 talons +23 melee (4d6+13) OR Sting +28 
  melee (2d6+13) with charge, higher ground and fly-
  by attack 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +16; Grp +41 
  Special Attacks Improved Grab, Poison (DC 27) 
  Special Qualities  
  Combat Gear  
  Abilities Str 37, Dex 10, Con 24, Int 6, Wis 12, Cha 9  
  Feats Ability Focus (poison), Alertness, Flyby Attack, 
  Hover, Multiattack, Snatch, Wingover 
  Skills: Hide +7, Listen +22, Move Silently +19, Spot 
  +25 
  Possessions combat gear plus +1 leather barding 
  Poison (Ex) Injury, Fortitude DC 27, initial and 
  secondary damage 2d6 Con. The save DC is 
  Constitution-based. 
   
  11: IT’S A TRAP! 
  Greater Dispel Magic Trap: CR 8; magic device; 
  touch trigger; automatic reset; speech bypass 
  (speak in Draconic: “Fealty to Dragotha.”); spell 
  effect (targeted greater dispel magic, 20th level 
  wizard); Search DC 31; Disable Device DC 31. 
  Energy Drain Trap: CR 12; magic device; touch 
  trigger; automatic reset; speech bypass (speak in 
  Draconic: “Fealty to Dragotha.”); Atk +8 ranged 
  touch; spell effect (energy drain, 17th level wizard, 
  2d4 negative levels for 24 hours, DC 30 Fortitude 
  save negates); Search DC 34; Disable Device DC 
  34. 
  Avasculate Trap: CR 8; magic device; touch trigger; 
  automatic 
  reset; 
  speech 
  bypass 
  (speak 
  in 
  Draconic: “Fealty to Dragotha.”); +6 ranged touch; 
  spell effect (avasculate, 13th level wizard, subject 
  reduced to ½ it’s current hit points & stunned for 1 
  round, DC 20 Fortitude save negates stun; Search 
  DC 32; Disable Device DC 32. 
  Heightened Disintigrate Trap: CR 10; magic device; 
  touch trigger; automatic reset; speech bypass 
  (speak in Draconic: “Fealty to Dragotha.”); +8 
  ranged touch; spell effect (disintegrate, 17th level 
  wizard, 34d6 dmg, DC 24 Fortitude save partial 
  (5d6 dmg); Search DC 32; Disable Device DC 31. 
  Sphere of Ultimate Destruction Trap: CR 14; magic 
  device; touch trigger; automatic reset; speech 
  bypass (speak in Draconic: “Fealty to Dragotha.”); 
  +8 ranged touch (multiple targets, one per round); 
  spell effect (sphere of ultimate destruction, 17th 
  level wizard, 34d6 damage, DC 24 fortitude partial 
  (5d6 dmg); Search DC 34; Disable Device DC 34. 
  Meteor Swarm Trap: CR 12; magic device; touch 
  trigger; automatic reset; speech bypass (speak in 
  Draconic: “Fealty to Dragotha.”); spell effect 
  (meteor swarm, 17th level wizard, 6d6 damage 
  each, DC 24 saves), +8 ranged touch, all meteors 
  target the person who tripped the trap; Search DC 
  34; Disable Device DC 34. 
  Heightened Prismatic Spray Trap: CR 12; magic 
  device; touch trigger; automatic reset; speech 
  bypass (speak in Draconic: “Fealty to Dragotha.”); 
  spell effect (empowered prismatic sphere, 17th level 
  wizard, DC 23 saves); Search DC 32; Disable 
  Device DC 32. 
  Imprisonment Trap: CR 12; magic device; touch 
  trigger; automatic reset; speech bypass (speak in 
  Draconic: “Fealty to Dragotha.”); spell effect 
  (imprisonment, 17th level wizard, DC 24 saves); 
  Search DC 34; Disable Device DC 34. 
   
  12: RITUAL 
  F R O S T  G I ANT  B ARBARI AN 
  CR  16 
  Male half-red dragon frost giant Barbarian 1/Fighter 6 
  CE Large dragon (augmented giant) 
  Init +11; Senses Low-light vision; Listen +15, Spot 
  +13 
  Languages Common, Draconic, Giant 
  AC 21, touch 13, flat-footed 19 
   
  (-1 Siz, +2 Dex, +5 armor, +13 natural, +2 
  deflection) 
  hp 337 (21 HD) 
  Immune cold, fire 
  Fort +26, Ref +13, Will +16 
  Speed 50 ft. (10 squares), fly 100 ft. (average) 
  +1 binding warning berserker greataxe +37/32/27/22 
  melee (3d6+31) and bite +29 melee (1d8+9) OR 2 
  claws +34 melee (1d6+19) and bite +29 melee 
  (1d8+9) 
  Rock +17 ranged (2d6+19) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +17; Grp +39 
  Special Attacks Breath Weapon (DC 25), Cleave, 
  Combat Brute, Great Cleave, Improved Sunder, 
  Power Attack, Rock Throwing, Weapon Focus 
  (greataxe) 
  Special Qualities Rock catching 
  Combat Gear lesser revelation crystal (creature hit by 
  axe is surrounded in golden glow, pinpointing its 
  square, and any invisibility surpressed for 1 round, 
  MIC), anklet of translocation (2/day; swift: teleport 
  up to 10 feet, requires line of sight and line of 
  effect, MIC) 
  Abilities Str 48, Dex 12, Con 28, Int 10, Wis 16, Cha 
  12  
  Feats Cleave, Combat Brute, Combat Reflexes, Great 
  Cleave, Improved Initiative, Improved Sunder, Iron 
  Will, Power Attack, Quicken Breath Weapon, 
  Weapon Focus (greataxe), Weapon Specialization 
  (greataxe) 
  Skills: Climb +26, Craft (weapon) +6, Intimidate +15, 
  Jump +34, Listen +15, Spot +13 
  Possessions combat gear plus +1 blurring chain shirt, 
  ring of protection +2, gloves of dexterity +2, amulet 
  of health +2, cloak of resistance +5, +1 binding 
  berserker greataxe, belt of giant strength +6 
  Breath weapon (Ex) Frost giant barbarian may exhale 
  a 30-foot cone breath weapon that does 6d8 fire 
  damage once per day. A successful Reflex save 
  
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  (DC 25) halves the damage. The save DC is 
  Constitution-based. 
  Rock Catching (Ex) A giant of at least Large size can 
  catch Small, Medium, or Large rocks (or projectiles 
  of similar shape). Once per round, a giant that 
  would normally be hit by a rock can make a Reflex 
  save to catch it as a free action. The DC is 15 for a 
  Small rock, 20 for a Medium one, and 25 for a 
  Large one. (If the projectile provides a magical 
  bonus on attack rolls, the DC increases by that 
  amount.) The giant must be ready for and aware of 
  the attack in order to make a rock catching attempt. 
  Rock Throwing (Ex) The range increment is 120 feet 
  for a frost giant’s thrown rocks. 
   
  Power-Up Suite (raging, blurring armor – bear’s 
  endurance, greater magic weapon, haste, 
  heroism, recitation, shield of faith): 
  AC 24, touch 16, flat-footed 22 
   
  (-1 Siz, +2 Dex, +5 armor, +13 natural, +4 
  deflection, +3 luck, -2 rage) 
  hp 400 (21 HD) 
  Immune cold, fire 
  Fort +31, Ref +19, Will +21 
  Speed 80 ft. (16 squares), fly 130 ft. (average) 
  +3 
  binding 
  warning 
  berserker 
  greataxe 
  +47/47/42/37/32 melee (4d6+38) and bite +37 
  melee (1d8+10) OR 3 claws +42 melee (1d6+21) 
  and bite +37 melee (1d8+10) 
  Rock +23 ranged (2d6+21) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +17; Grp +41 
  Abilities Str 52, Dex 12, Con 34, Int 10, Wis 16, Cha 
  12  
  Skills: Climb +30, Intimidate +17, Jump +50, Listen 
  +17, Spot +17 
  Breath weapon (Ex) Frost giant barbarian may exhale 
  a 30-foot cone breath weapon that does 6d8 fire 
  damage once per day. A successful Reflex save 
  (DC 29) halves the damage. The save DC is 
  Constitution-based. 
   
  Physical Description: A  
   
  L I ZAR D F O L K  S O R C E R E R 
  CR  13 
  Male half-green dragon lizardfolk Sorcerer 10 
  NE Med dragon (augmented monstrous humanoid) 
  Init +1; Senses Listen +2, Spot +5, see invisibility 
  Languages Common, Draconic 
  AC 29, touch 12, flat-footed 28 
   
  (+1 Dex, +4 armor, +4 shield, +9 natural, +1 
  deflection) 
  hp 99 (12 HD) 
  Immune acid 
  Fort +11, Ref +11, Will +11 
  Speed 30 ft. (6 squares) 
  2 claws +11 melee (1d4+5) and bite +9 melee 
  (1d6+2) 
  Ranged touch +7 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +11 
  Special Attacks Breath Weapon (DC 15), Draconic 
  Breath (DC 16 + lvl) 
  Special Qualities  
  Sorcerer Spells Known (CL 10th): 
  5th (4/day) – waves of fatigue 
  4th (6/day) – dimensional anchor (+7 ranged touch), 
  wall of ice 
  3rd (7/day) – fireball (DC 19), haste, heroism 
  2nd (7/day) – bear’s endurance, scorching ray, see 
  invisibility, web (DC 18) 
  1st (6/day) – grease (DC 17), mage armor, magic 
  missile, ray of enfeeblement (+7 ranged touch), 
  shield 
  0 (6/day) – detect magic, disrupt undead, light, 
  message, prestidigitation, read magic, touch of 
  fatigue (DC 15) 
  �Already cast (mage armor, see invisibility, shield) 
  Combat Gear ring of silent spells (swift: silence as the 
  spell centered on wearer, plus cast up to 3 spells of 
  3rd level or lower as though affected by the silent 
  spell feat, MIC) 
  Abilities Str 20, Dex 13, Con 18, Int 10, Wis 10, Cha 
  22  
  Feats Alertness, Draconic Breath, Draconic Heritage, 
  Multiattack, Quicken Breath 
  Skills: Balance +10, Concentration +19, Jump +14, 
  Listen +2, Spellcraft +5, Spot +5, Swim +14 
  Possessions combat gear plus vest of resistance +4, 
  cloak of charisma +2, ring of protection +1 
  Breath weapon (Ex) Lizardfolk sorcerer may exhale a 
  30-foot cone breath weapon that does 6d8 acid 
  damage once per day. A successful Reflex save 
  (DC 15) halves the damage. The save DC is 
  Constitution-based. 
  Summon familiar (Ex) The lizardfolk sorcerer has 
  summoned a toad familiar which hides somewhere 
  far away (but within 1 mile). This gives the sorcerer 
  +3 hit points which are already included in his stat 
  block. 
   
  Power-Up 
  Suite 
  (bear’s 
  endurance, 
  haste, 
  heroism, recitation): 
  AC 33, touch 16, flat-footed 31 
   
  (+1 Dex, +4 armor, +4 shield, +9 natural, +1 
  dodge, +1 deflection, +3 luck) 
  hp 123 (12 HD) 
  Immune acid 
  Fort +16, Ref +17, Will +16 
  Speed 60 ft. (12 squares) 
  3 claws +17 melee (1d4+5) and bite +15 melee 
  (1d6+2) 
  Ranged touch +13 ranged (spell) 
  Breath weapon (Ex) Lizardfolk sorcerer may exhale a 
  30-foot cone breath weapon that does 6d8 acid 
  damage once per day. A successful Reflex save 
  (DC 17) halves the damage. The save DC is 
  Constitution-based. 
   
  L I ZAR D F O L K  C L E R I C 
  CR  13 
  Male half-green dragon lizardfolk Cleric 10 
  LE Med dragon (augmented monstrous humanoid) 
  
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  Init +1; Senses Listen +4, Spot +7 
  Languages Common, Draconic 
  AC 33, touch 12, flat-footed 32 
   
  (+1 Dex, +9 armor, +3 shield, +9 natural, +1 
  deflection) 
  hp 112 (12 HD) 
  Immune acid 
  Fort +12, Ref +8, Will +13 
  Speed 20 ft. in full plate (4 squares), 30 ft. base speed 
  Masterwork morningstar +16/11 melee (1d8+7) and 
  bite +13 melee (1d6+3) OR Claw +15/10 melee 
  (1d4+7) and bite +13 melee (1d6+3) 
  Ranged touch +8 ranged (spell) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +15 
  Special Attacks Breath Weapon (DC 15), Smite 3/day 
  (+4 to hit, +10 damage) 
  Special Qualities  
  Cleric Spells Prepared (CL 12th): 
  5rd – mass inflict light wounds (DC 20)(D), mass 
  inflict light wounds (DC 20), righteous might 
  4rd – divine power, greater magic weapon, order’s 
  wrath (D)(DC 19), recitation 
  3rd – invisibility purge, magic circle against chaos 
  (D), magic vestment, magic vestment 
  2nd – bear’s endurance, bull’s strength, calm 
  emotions (DC 17), silence, sound burst (DC 17), 
  sound burst (DC 17) 
  1st – bless, divine favor, entropic shield, inflict light 
  wounds (DC 16), protection from good, shield of 
  faith, shield of faith  
  0 – detect magic, detect magic, detect magic, detect 
  poison, purify food and drink 
  �Already cast 
  D: Domain spell. Deity: Tiamat. Domains: Destruction, 
  Law 
  Combat Gear ring of silent spells (swift: silence as the 
  spell centered on wearer, plus cast up to 3 spells of 
  3rd level or lower as though affected by the silent 
  spell feat, MIC) 
  Abilities Str 24, Dex 12, Con 18, Int 10, Wis 20, Cha 
  10  
  Feats Extra Smiting, Iron Will, Multiattack, Quicken 
  Breath, Practiced Spellcaster (cleric) 
  Skills: Balance +4, Concentration +15, Jump +8, 
  Listen +4, Spellcraft +1, Spot +7, Swim +2 
  Possessions combat gear plus +1 full plate, +1 heavy 
  steel shield, ring of protection +1, vest of resistance 
  +1, periapt of wisdom +4, Masterwork morningstar 
  Breath weapon (Ex) Lizardfolk cleric may exhale a 30-
  foot cone breath weapon that does 6d8 acid 
  damage once per day. A successful Reflex save 
  (DC 15) halves the damage. The save DC is 
  Constitution-based. 
   
  Power-Up 
  Suite 
  (bear’s 
  endurance, 
  bull’s 
  strength, haste, heroism, magic vestment, 
  magic vestment, recitation, shield of faith): 
  AC 40, touch 19, flat-footed 38 
   
  (+1 Dex, +9 armor, +3 shield, +9 natural, +1 
  dodge, +4 deflection, +3 luck) 
  hp 136 (12 HD) 
  Immune acid 
  Fort +19, Ref +14, Will +18 
  Speed 20 ft. in full plate (4 squares), 30 ft. base speed 
  Masterwork morningstar +24/24/19 melee (1d8+9) 
  and bite +21 melee (1d6+4) OR Claw +23/23/18 
  melee (1d4+9) and bite +21 melee (1d6+4) 
  Ranged touch +14 ranged (spell) 
  Abilities Str 28, Dex 12, Con 22, Int 10, Wis 18, Cha 
  10  
  Breath weapon (Ex) Lizardfolk cleric may exhale a 30-
  foot cone breath weapon that does 6d8 acid 
  damage once per day. A successful Reflex save 
  (DC 17) halves the damage. The save DC is 
  Constitution-based. 
   
  13: AND NOW THE DEMONS 
  AD V AN C E D  R E T R I E V E R 
  CR  17 
  Advanced (30 HD) retriever 
  CE Gargantuan construct (extraplanar) 
  Init +4; Senses Listen +, Spot +; Darkvision 60 ft., 
  low-light vision 
  Languages Abyssal  
  AC 23, touch 10, flat-footed 19 
   (-4 siz, +4 Dex, +13 natural) 
  hp 285 (30 HD); DR 10/good; Fast healing 5 
  Immune Construct immunities 
  Fort +10 Ref +14 Will +11 
  Speed 40 ft., base movement 40 ft., climb 20 ft. 
  Melee 4 claws +34 melee (3d6+16) and bite +29 
  (2d6+8) 
  Ranged eye rays +22 ranged 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +22; Grp +50 
  Atk Options Eye rays 
  Special Actions Improved Grab 
  Spell-Like Abilities (CL 12th): 
   At will – plane shift (self and up to 50 pounds of 
  objects only) 
  Abilities Str 42, Dex 18, Con –, Int –, Wis 12, Cha 1 
  SQ Eye rays, Find target 
  Feats – 
  Skills  – 
  Possessions none 
  Eye Rays (Su) A retriever’s eyes can produce four 
  different magical rays with a range of 100 feet. 
  Each round, it can fire one ray as a free action. A 
  particular ray is usable once every 4 rounds. A 
  retriever can fire an eye ray in the same round it 
  makes physical attacks. The save DC for all rays is 
  29. The DC is Dexterity-based. 
   
  The four eye effects are: 
   
  Fire: Deals 12d6 points of fire damage to the 
  target (Reflex half). 
   
  Cold: Deals 12d6 points of cold damage to the 
  target (Reflex half). 
   
  Electricity: Deals 12d6 points of electricity 
  damage to the target (Reflex half). 
   
  Petrification: The target must succeed on a 
  Fortitude save or turn to stone permanently. 
  
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  Find Target (Sp): As per the Monster Manual. 
  Improved Grab (Ex): A retriever that hits with its bite 
  attack may attempt to start a grapple as a free 
  action without provoking an attack of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  grips the opponent fast in its mouth. (This 
  advanced retriever typically takes the -20 penalty to 
  its grapple check to continue to threaten and avoid 
  being flat-footed.) 
   
  
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  APPENDIX 2: EXTENDED PLAY ENCOUNTER 
  EXTENDED PLAY ENCOUNTER 
  G L E E D,  B O N E S H ADO W 
  CR  20 
  Male gnome Rogue 3/Wizard 5/Arcane Trickster 
  10/Shadowdancer 1 
  CE Small humanoid (gnome) 
  Init +7; Senses Listen +7, Spot +25; Blindsense 135 
  ft., darkvision 230 ft., greater arcane sight, low-light 
  vision, see invisibility 
  Languages Common, Gnome, Abyssal, Ancient 
  Suloise, Flan, Old Oeridian 
  AC 31, touch 17, flat-footed 25 
   
  (+1 Siz, +6 Dex, +9 armor, +6 shield) 
  hp 216 (19 HD) 
  Fort +21, Ref +25, Will +20 
  Speed 20 ft. or Fly 40 ft. (average), base movement 
  20 ft. 
  +1 spellstoring dagger (touch of idiocy) +14/9 melee 
  (1d3+4) OR +13 melee touch 
  +16 ranged touch 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +8 
  Special Attacks Impromptu sneak attack (2/day) 
  Combat Gear anklet of translocation (2/day; swift: 
  teleport up to 10 feet, requires line of sight and line 
  of effect, MIC), deathguardian bracers (immediate: 
  sacrifice a prepared spell to gain DR = 2 x spell lvl, 
  MIC), ring of silent spells (swift: silence as the spell 
  centered on wearer, plus cast up to 3 spells of 3rd 
  level or lower as though affected by the silent spell 
  feat, MIC), staff of illusion, vest of free movement 
  (3/day; swift: gain freedom of movement for 3 
  rounds, MIC) 
  Wizard Spells Prepared (CL 19th): 
  8th— mind blank, superior invisibility 
  7th— extended true seeing, limited wish, solipsism 
  (DC 29), stun ray (+16 ranged touch) 
  6th — extended dragonsight, extended overland 
  flight, greater dispel magic (1d20+19), greater 
  heroism, veil (DC 28) 
  5th —  dimension jumper, extended deeper 
  darkvision, friend to foe (DC 27), telekinesis, 
  teleport, wall of force 
  4th — extended greater mage armor, extended 
  greater magic weapon, extended greater magic 
  weapon, extended greater magic weapon, 
  phantasmal killer (DC 26), sensory deprivation 
  (DC 26) 
  3rd — alter fortune, blink, extended false life, fly, 
  heroism, legion of sentinels, nondetection 
  2nd — baleful transposition (DC 23), bladeweave 
  (DC 24), blinding color surge (DC 24), 
  blindness/deafness (DC 22), phantasmal 
  assailant (DC 24), whirling blade (+22 atk), 
  whirling blade (+22 atk) 
  1st — benign transposition, distract assailant (DC 
  22), familiar pocket, grease, guided shot, ray of 
  enfeeblement (+16 ranged touch), ventriloquism 
  (DC 23) 
  0— arcane mark, light, mage hand, ray of frost 
  Abilities Str 17*, Dex 22, Con 27*, Int 33*, Wis 14, 
  Cha 19*  
  (*Gleed has a +5 inherent bonus to this ability score) 
  SQ rat familiar, evasion, hide in plain sight, sneak 
  attack +7d6 
  Feats Combat Reflexes, Darkstalker, Dodge, Extend 
  Spell, 
  Extraordinary 
  Concentration, 
  Mobility, 
  Practiced Spellcaster (wizard), Scribe Scroll, Spell 
  Focus (illusion) 
  Skills: Balance +12, Bluff +25, Concentration +31, 
  Decipher Script +19, Disable Device +27, Disguise 
  +10, Escape Artist +14, Gather Information +11, 
  Hide +44, Knowledge (arcana) +17, Knowledge 
  (local: Iuz’s Border States) +17, Knowledge 
  (planes) +14, Knowledge (religion) +14, Listen +7, 
  Move Silently +44, Perform (dance) +10, Search 
  +30, Spellcraft +27, Spot +25, Survival +6, Tumble 
  +8 
  Possessions combat gear plus belt of magnificence 
  +6, vest of resistance +5, +5 glamered twilight 
  deathward mithral shirt of greater shadow and 
  improved silent moves, +5 glamered deathward 
  mithral buckler, glove of storing, luckstone, 
  metamagic rod of silent spells, ring of spell turning, 
  strand of prayer beads, scroll of time stop, scroll of 
  summon elemental monolith (2), scroll of teleport 
  (2), contingency focus, and 1,500 gp 
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. 
  Hide in Plain Sight (Su): A shadowdancer can use 
  the Hide skill even while being observed. As long 
  as he is within 10 feet of some sort of shadow, a 
  shadowdancer can hide himself from view in the 
  open without anything to actually hide behind. He 
  cannot, however, hide in his own shadow. 
  Impromptu Sneak Attack (Ex): Beginning at 3rd 
  level, once per day an arcane trickster can declare 
  one melee or ranged attack he makes to be a 
  sneak attack (the target can be no more than 30 
  feet distant if the impromptu sneak attack is a 
  ranged attack). The target of an impromptu sneak 
  attack loses any Dexterity bonus to AC, but only 
  against that attack. The power can be used against 
  any target, but creatures that are not subject to 
  critical hits take no extra damage (though they still 
  lose any Dexterity bonus to AC against the attack). 
   
   
  At 7th level, an arcane trickster can use this 
  ability twice per day. 
  Sneak Attack (Ex): If a rogue can catch an opponent 
  when he is unable to defend herself effectively from 
  his attack, he can strike a vital spot for extra 
  damage. Basically, the rogue’s attack deals extra 
  damage any time her target would be denied a 
  Dexterity bonus to AC (whether the target actually 
  has a Dexterity bonus or not), or when the rogue 
  flanks her target.  
  
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  Page 59 
  Summon Familiar (Ex): Gleed has rat familiar, 
  granting him a +2 bonus to his Fortitude save. This 
  bonus is already included in his stat block. 
  Active Spells: contingency (CL 23; if Gleed is 
  rendered helpless or reduced below 75 hit points, 
  he and his gear are teleported back to his home in 
  Dorakaa), 
  extended 
  dragonsight* 
  (CL 
  23), 
  extended false life (CL 23), greater arcane sight 
  (permanent; CL 23), extended overland flight (CL 
  23), see invisibility (CL 23; permanent), superior 
  resistance* (CL 23; permanent), undetectable 
  alignment (CL 23; permanent). 
   
  Power-Up Suite (motivate dexterity – heroism [CL 
  19]; extended dragonsight, extended overland 
  false life, extended overland flight, familiar 
  pocket, greater arcane sight, nondetection, see 
  invisibility and undetectable alignment [CL 
  23]): 
  Init +20; Senses Listen +6, Spot +6, low-light vision 
  Languages Common, Gnome, Abyssal, Ancient 
  Suloise, Flan, Old Oeridian 
  AC 31, touch 17, flat-footed 25 
   
  (+1 Siz, +6 Dex, +9 armor, +6 shield) 
  hp 216 plus 15 temporary (19 HD) 
  Fort +23, Ref +27, Will +22 
  Speed 20 ft. or Fly 40 ft. (average), base movement 
  20 ft. 
  +1 spellstoring dagger (touch of idiocy) +16/11 melee 
  (1d3+4) OR +15 melee touch 
  +18 ranged touch 
  Skills: Balance +27, Bluff +27, Concentration +33, 
  Decipher Script +21, Disable Device +29, Disguise 
  +12, Escape Artist +29, Gather Information +13, 
  Hide +59, Knowledge (arcana) +19, Knowledge 
  (local: Iuz’s Border States) +19, Knowledge 
  (planes) +16, Knowledge (religion) +16, Listen +9, 
  Move Silently +59, Perform (dance) +12, Search 
  +32, Spellcraft +29, Spot +27, Survival +8, Tumble 
  +23 
   
  Power-Down Suite: 
  Init +7; Senses Listen +7, Spot +25; low-light vision 
  Languages Common, Gnome, Abyssal, Ancient 
  Suloise, Flan, Old Oeridian 
  AC 31, touch 17, flat-footed 25 
   
  (+1 Siz, +6 Dex, +9 armor, +6 shield) 
  hp 216 (19 HD) 
  Fort +15, Ref +19, Will +14 
  Speed 20 ft., base movement 20 ft. 
  +1 spellstoring dagger (touch of idiocy) +14/9 melee 
  (1d3+4) OR +13 melee touch 
  +16 ranged touch 
   
  G R I S W ALD  H AI RHAND,  B O N E S H ADO W CR  18 
  Male halfling Rogue 10/Swasbuckler 2/Invisible Blade 
  5 
  CE Small humanoid (halfling) 
  Init +11; Senses Listen +8, Spot +28, Deeper 
  darkvision, greater arcane sight, see invisibility 
  Languages Common, Halfling, Elven, Orc 
  AC 33, touch 27, flat-footed 33 
   
  (+1 Siz, +11 Dex, +6 armor, +5 dodge) 
  hp 170 (16 HD) 
  Fort +20, Ref +30, Will +14 
  Speed 20 ft., base movement 20 ft. 
  +5 vanishing bane (human) wounding adamantine 
  dagger +28/23/18 (1d3+9 plus 1 CON) melee and 
  +5 vanishing defending wounding dagger +28/23 
  melee (1d3+6 plus 1 CON) 
  Throwing dagger +23/18/13 ranged (1d3+4) and 
  +23/18 ranged (1d3+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +13; Grp +13 
  Special Actions Bleeding Wound, Crippling Strike, 
  Sneak Attack +8d6, Uncanny Feint (free action) 
  Combat Gear eyes of truth (1/day; swift: gain true 
  seeing for 1 round, MIC), vest of free movement 
  (3/day; swift: gain freedom of movement for 3 
  rounds, MIC) 
  Abilities Str 18, Dex 33*, Con 23*, Int 20, Wis 16, Cha 
  19*  
  (*Griswald has a +5 inherent bonus to this ability 
  score) 
  SQ Feint Mastery, Improved Uncanny Dodge, 
  Uncanny Dodge, Unfettered Defense, 
  Feats Far Shot, Improved Two-weapon Fighting, 
  Point-blank 
  Shot, 
  Quick 
  Draw, 
  Two-weapon 
  Fighting, 
  Weapon 
  Finesse, 
  Weapon 
  Focus 
  (dagger) 
  Skills: Balance +16, Bluff +29, Climb +6, Craft 
  (alchemy) +10, Diplomacy +13, Disguise +14, 
  Gather Information +14, Hide +35, Jump +6, 
  Knowledge 
  (local: 
  Iuz’s 
  Border 
  States) 
  +6, 
  Knowledge (nobility) +6, Listen +8, Move Silently 
  +33, Perform (sing) +9, Profession (cook) +8, 
  Search +15, Sense Motive +18, Spot +28, Tumble 
  +13, Use Magic Device +24 
  Possessions combat gear plus belt of magnificence 
  +6, 
  +1 
  vanishing 
  bane 
  (human) 
  wounding 
  adamantine 
  dagger (+5 with greater magic 
  weapon)(DMG/MIC), 
  +1 
  vanishing 
  defending 
  wounding 
  dagger 
  (+5 
  with 
  greater 
  magic 
  weapon)(DMG/MIC), choker of eloquence (CV), 
  boots of speed, minor ring of spell storing (shield of 
  faith CL 18th, shield CL 19th, resurgence CL 18th), 
  potion of barkskin +3, potion of fly, potion of 
  remove blindness/deafness, potion of remove fear, 
  scroll of teleport, masterwork dagger (2), throwing 
  dagger (12), contingency focus, and 1,000 gp 
  Bleeding Wound (Ex): An invisible blade of 2nd level 
  or higher who makes a successful dagger sneak 
  attack can choose to deal a bleeding wound, 
  sacrificing 1d6 points of the extra damage from the 
  dagger sneak attack. Such an attack deals damage 
  as normal in the round when the attack hits. 
  Thereafter, the wound caused by the invisible 
  blade’s dagger bleeds for 1 point of damage per 
  round. Multiple wounds from the weapon result in 
  cumulative bleeding loss (two wounds for 2 points 
  of damage per round, and so on). The bleeding 
  can only be stopped by a DC 15 Heal check or the 
  
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  Page 60 
  application of any cure spell or other healing spell. 
  Creatures immune to critical hits are immune to 
  bleeding wounds as well. 
  Crippling Strike (Ex): A rogue with this ability can 
  sneak attack opponents with such precision that his 
  blows weaken and hamper them. An opponent 
  damaged by one of his sneak attacks also takes 2 
  points of Strength damage. Ability points lost to 
  damage return on their own at the rate of 1 point 
  per day for each damaged ability. 
  Evasion (Ex): At 2nd level and higher, a rogue can 
  avoid even magical and unusual attacks with great 
  agility. If he makes a successful Reflex saving 
  throw against an attack that normally deals half 
  damage on a successful save, he instead takes no 
  damage. 
  Feint Mastery (Ex): At 4th level, an invisible blade 
  armed with a dagger, kukri or punching dagger 
  becomes so sure of his ability to mislead 
  opponents that he can take 10 on all Bluff checks 
  when feinting in combat, even if stress and 
  distractions would normally prevent him from doing 
  so. 
  Grace (Ex): A swashbuckler gains a +1 competence 
  bonus on Reflex saves at 2nd level. A swashbuckler 
  loses this bonus when wearing medium or heavy 
  armor or when carrying a medium or heavy load.  
  Improved Uncanny Dodge (Ex): A rogue of 8th level 
  or higher can no longer be flanked; he can react to 
  opponents on opposite sides of him as easily as he 
  can react to a single attacker. This defense denies 
  another rogue the ability to sneak attack the 
  character by flanking him, unless the attacker has 
  at least four more rogue levels than the target 
  does. 
  Sneak Attack (Ex): If a rogue can catch an opponent 
  when he is unable to defend herself effectively from 
  his attack, he can strike a vital spot for extra 
  damage. Basically, the rogue’s attack deals extra 
  damage any time her target would be denied a 
  Dexterity bonus to AC (whether the target actually 
  has a Dexterity bonus or not), or when the rogue 
  flanks her target.  
  Uncanny Dodge (Ex): Starting at 4th level, a rogue 
  can react to danger before his senses would 
  normally allow him to do so. He retains his 
  Dexterity bonus to AC (if any) even if he is caught 
  flat-footed or struck by an invisible attacker. 
  However, he still loses his Dexterity bonus to AC if 
  immobilized. 
  Uncanny Feint (Ex): At 3rd level, an invisible blade 
  gains the ability to feint in combat as a move action 
  rather than a standard action. At 5th level, the 
  character can feint in combat as a free action. An 
  invisible blade can use uncanny feint only when 
  armed with a dagger, kukri, or punching dagger. 
  Unfettered Defense (Ex): An invisible blade benefits 
  from an increased survival instinct during combat. 
  Because of this sixth sense, he adds 1 point of INT 
  bonus (if any) per invisible blade class level to his 
  Armor Class in addition to any other modifiers he 
  would normally receive. If the invisible blade is 
  caught flat-footed or is otherwise his Dexterity 
  modifier to Armor Class, he also loses this bonus. 
  Unfettered defense functions only when an invisible 
  blade is not wearing armor and is armed with one 
  or more daggers, kukris, or punching daggers as 
  his only weapons. 
  Active Spells: contingency (CL 23; if Griswald is 
  incapacitated or reduced below 75 hit points, he 
  and his gear are teleported back to his home in 
  Dorakaa), extended deeper darkvision* (CL 23), 
  extended greater mage armor* (CL 23), extended 
  greater magic weapon (CL 23), extended greater 
  magic weapon (CL 23), greater arcane sight 
  (permanent; CL 19), see invisibility (CL 19; 
  permanent), 
  superior 
  resistance* 
  (CL 
  19; 
  permanent), 
  undetectable 
  alignment 
  (CL 
  19; 
  permanent). 
   
  Power-Up 
  Suite 
  (motivate 
  dexterity, 
  hasted, 
  defending weapon for 5 defense – barkskin [CL 
  6]; shield of faith [CL 18]; greater arcane sight, 
  greater 
  heroism, 
  see 
  invisibility, 
  shield, 
  superior invisibility, superior resistance and 
  undetectable 
  alignment 
  [CL 
  19]; 
  deeper 
  darkvision, greater mage armor, greater magic 
  weapon x2, and mind blank [CL 23]): 
  Init +24; Senses Listen +8, Spot +28, greater arcane 
  sight, low-light vision 
  Languages Common, Halfling, Elven, Orc 
  AC 51, touch 38, flat-footed 51 
   
  (+1 Siz, +11 Dex, +6 armor, +4 shield, +6 dodge, 
  +3 natural, +5 deflection, +5 defending) 
  hp 170 (16 HD) 
  Immune Fear, Mind-affecting, divination 
  Fort +24, Ref +35, Will +18 
  Speed 20 ft., base movement 20 ft. 
  +5 vanishing bane (human) wounding adamantine 
  dagger +33/33/28/23 (1d3+9 plus 1 CON) melee 
  and +5 vanishing defending wounding dagger 
  +29/24 melee (1d3+2 plus 1 CON) 
  Throwing dagger +28/28/23/18 ranged (1d3+4) and 
  +28/23 ranged (1d3+2) 
  Skills: Balance +20, Bluff +33, Climb +10, Craft 
  (alchemy) +14, Diplomacy +17, Disguise +18, 
  Gather Information +18, Hide +39, Jump +10, 
  Knowledge (local: Iuz’s Border States) +10, 
  Knowledge (nobility) +10, Listen +12, Move Silently 
  +37, Perform (sing) +13, Profession (cook) +12, 
  Search +19, Sense Motive +22, Spot +32, Tumble 
  +17, Use Magic Device +28 
   
  Power-Down Suite: 
  Init +11; Senses Listen +8, Spot +28 
  Languages Common, Halfling, Elven, Orc 
  AC 27, touch 27, flat-footed 27 
   
  (+1 Siz, +11 Dex, +5 dodge) 
  hp 170 (16 HD) 
  Fort +14, Ref +24, Will +8 
  Speed 20 ft., base movement 20 ft. 
  
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  Page 61 
  +1 vanishing bane (human) wounding adamantine 
  dagger +24/19/14 (1d3+5 plus 1 CON) melee and 
  +1 vanishing defending wounding dagger +24/19 
  melee (1d3+3 plus 1 CON) 
  Throwing dagger +23/18/13 ranged (1d3+4) and 
  +23/18 ranged (1d3+2) 
   
  P AN D O R E Z,  S UCCUBUS 
  CR  15 
  Female advanced (12 HD) succubus Cleric1/Marshal 
  1/Hexblade 3 
  CE Medium outsider (chaotic, extraplanar, evil, 
  tanar’ri) 
  Init +14; Senses Listen +17, Spot +17, darkvision 60 
  ft., telepathy 100 ft., tongues 
  Languages Abyssal, Common  
  AC 35, touch 17, flat-footed 34 
   (+1 Dex, +9 armor, +6 shield, +9 natural) 
  hp 175 (17 HD); DR 10/cold iron or good 
  Immune electricity and poison 
  Resist Acid 10, cold 10, and fire 10; SR 18 
  Fort  +14, Ref +11, Will +12 (+13 against spell and 
  spell-like abilities) 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; fly 40 ft. (average) 
  Melee +1 wounding longsword +20/15/10 (1d8+5) OR 
  2 claws +19 (1d6+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +19 (or +25 to avoid being 
  grappled) 
  Atk Options Divine Might (free: spend rebuke attempt 
  for +13 to damage for 1 round), Energy Drain (DC 
  29), Hexbands (5/day, swift: 1 round each use), 
  Spell-like Abilities, Summon tanar’ri 
  Special Actions Divine Shield (standard: spend 
  rebuke attempt for +13 to shield bonus), Goad (DC 
  31), Hexblade’s Curse (1/day, DC 24) 
  Spell-Like Abilities (CL 12th): At will – charm 
  monster (DC 27), detect good, detect thoughts (DC 
  25), ethereal jaunt, polymorph, suggestion (DC 26), 
  greater teleport (self plus 50 lbs. only) 
  Cleric Spells Prepared (CL 1st; DC 12 + lvl): 
   1st— bless, disguise self (D), resurgence 
  D: Domain spell. Deity: Iuz. Domains: Evil, Trickery  
  �Already cast 
  Abilities Str 18, Dex 12, Con 14, Int 14, Wis 14, Cha 
  36 
  SQ Motivate Dexterity, Mettle 
  Feats Divine Fortune (immediate: spend rebuke 
  attempt for +4 to next save, PHBII), Divine Might, 
  Divine Shield, Goad, Shield Specialization, Shield 
  Ward (PHBII pg. 82) 
  Skills Bluff +33, Concentration +22, Diplomacy +35, 
  Disguise +31, Escape Artist +4, Hide +10, 
  Intimidate +34, Knowledge (arcana) +11, Listen 
  +17, Move Silently +10, Spot +17  
  Possessions combat gear plus +1 glamered full 
  plate, +3 heavy steel shield, +1 wounding 
  longsword, amulet of health +2, hexbands (5/day, 
  swift: 1 round each use, +13 to damage vs. anyone 
  successfully cursed; MIC), cloak of charisma +2, 
  vest of resistance +2, gauntlets of ogre power, 
  contingency focus 
  Hexblade’s Curse (Su): Once per day, as a free 
  action, a hexblade can unleash a curse upon a foe. 
  The target of the hexblade’s curse takes a -2 
  penalty on attacks, saves, ability checks, skill 
  checks, and weapon damage rolls for 1 hour 
  thereafter. A successful Will save (DC 24) negates 
  the effect. 
  Mettle (Ex): At 3rd level and higher, a hexblade can 
  resist magical and unusual attacks with great 
  willpower or fortitude. A hexblade who successfully 
  saves against an attack that normally would have a 
  lesser effect on a successful save (such as any 
  spell with a saving throw entry of Will half or 
  Fortitude partial), it instead completely negates the 
  effect. An unconscious or sleeping hexblade does 
  not gain the benefit of mettle. 
  Rebuke Undead (Su): A cleric who channels 
  negative energy gains the supernatural ability to 
  rebuke undead. Pandorez can rebuke undead 16 
  times per day; she typically uses her rebuke 
  attempts to power her divine feats. 
  Active Spells: contingency (CL 23; if Pansharez is 
  incapacitated or reduced below 50 hit points, she 
  and her gear are teleported to Dorakaa) 
   
  Power-Up Suite (Divine Might, DivineShield – 
  blessed) 
  AC 48, touch 30, flat-footed 47 
   (+1 Dex, +9 armor, +19 shield, +9 natural) 
  Melee +1 wounding longsword +21/16/11 (1d8+18) 
  OR 2 claws +20 (1d6+17) 
  Base Atk +15; Grp +19 (or +38 to avoid being 
  grappled) 
   
   
  
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  APPENDIX 3: NEW RULES ITEMS 
  FEATS 
  DANGER SENSE 
  You are one twitchy individual. 
   
  Prerequisites: Improved Initiative. 
   
  Benefit: Once per day, you can reroll an initiative 
  check you have just made. You use the better of your 
  two rolls. You must decide to reroll before the round 
  starts. 
   
  Source: Complete Adventurer 106. 
   
  DARKSTALKER 
  You have learned how to stalk and surprise creatures 
  whose senses are very different from those of a 
  humanoid. 
   
  Benefit: 
  When 
  you 
  hide, 
  creatures 
  with 
  blindsense, blindsight, scent, or tremorsense must 
  make a Listen check or a Spot check (whichever DC is 
  higher) to notice you, just as sighted creatures would 
  make Spot checks to detect you. You cannot hide in 
  plain sight unless you have that ability as a class 
  feature. In addition, you can flank creatures that have 
  the all-around vision special quality. 
   
  Normal: Creatures with these senses do not need 
  to make Spot or Listen checks to notice other creatures 
  within range. Creatures with all-around vision can’t be 
  flanked. 
   
  Source: Lords of Madness 179 
   
  DIVINE FORTUNE 
  With a quick prayer, you channel divine energy to help 
  resist a spell, poison, or other deadly effect. 
   
  Prerequisite: Divine caster level 5th, ability to 
  turn or rebuke undead. 
   
  Benefit: As an immediate action, you can expend 
  a turn or rebuke attempt to gain a +4 bonus on your 
  next saving throw. If this benefit is not used 
  immediately, it lasts until the start of your next turn. 
   
  Source: Player’s Handbook II 88 
   
  DIVINE MIGHT 
  You can channel energy to increase the damage you 
  deal in combat. 
   
  Prerequisite: Str 13, turn or rebuke undead 
  ability, Power Attack. 
   
  Benefit: As a free action, spend one of your turn 
  or rebuke undead attempts to add your Charisma 
  bonus to your weapon damage for 1 full round. 
   
  Source: Complete Warrior 106 
   
  DIVINE SHIELD 
  You can channel energy to make your shield more 
  effective for either offense or defense. 
   
  Prerequisite: Turn or rebuke undead ability, 
  proficiency with a shield. 
   
  Benefit: As a standard action, spend one of your 
  turn/rebuke undead attempts to channel energy into 
  your shield, granting it a bonus equal to your Charisma 
  modifier. This bonus applies to the shield’s bonus to 
  Armor Class and lasts for a number of rounds equal to 
  half your character level. 
   
  Source: Complete Warrior 106 
   
  DRACONIC BREATH 
  You can convert your arcane spells into a breath 
  weapon. 
   
  Prerequisite: Draconic Heritage 
   
  Benefit: As a standard action, you can change 
  arcane spell energy into a breath weapon of your 
  draconic heritage energy type. The breath weapon is a 
  30-foot cone (fire or cold) or a 60-foot line (acid or 
  electricity) that deals 2d6 points of damage per level of 
  the spell that you expended to create the effect. Any 
  creature in the area can make a Reflex save (DC 10 + 
  level of the spell used + your charisma modifier) for 
  half damage. This is a supernatural ability. 
   
  Source: Complete Arcane 77 
   
  DRACONIC HERITAGE 
  You have greater connection with your distant 
  draconic bloodline. 
   
  Prerequisite: Sorceror level 1st. 
   
  Benefit: Choose one dragon from the Draconic 
  Heritage list below and gain the indicated skill as a 
  class skill. This is your draconic heritage, which cannot 
  be changed once the feat has been taken. Half-dragons 
  must choose the same dragon kind as their dragon 
  parent. 
   
  In addition, you gain a bonus on saving throws 
  against sleep and paralysis, as well as spells and abilities 
  with the energy type of your Draconic Heritage. This 
  bonus is equal to the number of draconic feats you 
  have. 
   
  Source: Complete Arcane 77 
   
  EXTRA SMITING 
  You can make more smite attacks. 
   
  Prerequisite: Smite ability, base attack bonus +4. 
   
  Benefit: When you take this feat, you gain two 
  extra attempts to smite per day. Use whatever smite 
  ability you have (the paladin’s smite evil ability or the 
  hunter of the dead’s ability to smite undead, for 
  example). 
   
  Special: You can take this feat multiple times. Its 
  effects stack. 
   
  Source: Complete Warrior 98 
   
  ELVEN SPELL LORE 
  You have studied the mighty arcane traditions of the 
  elves, granting you insight into the intricate workings 
  of magic and the theoretical structures behind spells. 
  
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  Prerequisite: Int 17 or elf, Knowledge (arcane) 12 
  ranks. 
   
  Benefit: Your understanding of the elven secrets 
  of magic grants you two benefits. When you cast dispel 
  magic or greater dispel magic, you gain a +2 bonus on your 
  caster level check. Your understanding of magic allows 
  you to more easily unravel the power that sustains a 
  foe’s spells. 
   
  In addition, your knowledge of magic grants you 
  rare insight into forgotten spell lore. Choose a single 
  spell in your spellbook when you take this feat. When 
  preparing that spell, you can alter the type of damage it 
  deals to a single type of your choice. You must make 
  this choice when preparing the spell (those who do not 
  prepare spells cannot benefit from this aspect of the 
  feat). You can prepare the spell multiple times, select 
  the same or a different energy type for it with each 
  preparation. 
   
  You can gain this feat multiple times. The caster 
  level bonus does not stack, and each time you take the 
  feat, a different spell must be chosen. 
   
  Source: Player’s Handbook II 78 
   
  EXTRAORDINARY CONCENTRATION 
  Your mind is so focused that you can cast spells even 
  while concentrating on another spell. 
   
  Prerequisite: Concentration 15 ranks. 
   
  Benefit: When concentrating to maintain a spell, 
  you can make a Concentration check (DC 25 + spell 
  level) to maintain concentration with just a move 
  action. If you beat the DC by 10 or more, you can 
  maintain concentration on the spell as a swift action. 
  Using this ability is a free action, but if you fail the 
  Concentration check, you lose concentration on the 
  maintained spell and its effect ends. This feat does not 
  give you the ability to maintain concentration on more 
  than one spell at a time. 
   
  Normal: Concentrating on a spell is a standard 
  action. 
   
  Source: Complete Adventurer 109 
   
  FELL DRAIN [METAMAGIC] 
  Living foes damaged by your spell also gain a negative 
  level. 
   
  Benefit: You can alter a spell that deals damage to 
  foes so that any living creature that is dealt damage also 
  gains a negative level. If the subject has at least as many 
  negative levels as Hit Dice, it dies. Assuming the 
  subject survives, the negative level disappears (without 
  requiring a Fortitude save) after a number of hours 
  equal to your chaster level (maximum 15). A fell 
  draining spell uses up a slot two levels higher than the 
  spell’s actual level. 
   
  Source: Libris Mortis 27 
   
  GHOSTLY GRASP [MONSTROUS] 
  You can handle corporeal objects even while 
  incorporeal. 
   
  Prerequisite: Cha 15, incorporeal subtype. 
   
  Benefit: You can wear, wield, and otherwise use 
  corporeal items as though you were not incorporeal. 
   
  Special: Without this feat, an incorporeal creature 
  can only wear or wield items that have the ghost touch 
  special ability. 
   
  Source: Libris Mortis 27 
   
  GOAD 
  You are skilled at inducing opponents to attack you. 
   
  Prerequisite: Cha 13, base attack bonus +1. 
   
  Benefit: As a move action, you can goad an 
  opponent that threatens you, has line of sight to you, 
  can hear you, and has an Intelligence of 3 or higher. 
  (The goad is a mind-affecting ability.) When the 
  goaded opponent starts its next turn, if it threatens you 
  and has line of sight to you, it must make a Will saving 
  throw (DC 10 + ½ your character level + your Cha 
  modifier). If the opponent fails its save, you are the 
  only creature it can make melee attacks against this 
  turn. (If it kills you, knocks you unconscious, loses 
  sight of you, or otherwise is unable to make melee 
  attacks against you, it make make any remaining melee 
  attacks against other foes, as normal.) A goaded 
  creature can still cast spells, make ranged attacks, 
  move, or perform other actions normally. The use of 
  this feat restricts only melee attacks. 
   
  Special: A fighter may select Goad as one of his 
  fighter bonus feats. 
   
  Source: Complete Adventurer 109 
   
  IMPROVED TURN RESISTANCE 
  You have a better than normal chance to resist turning. 
   
  Prerequisite: Undead type. 
   
  Benefit: You are less easily affected by clerics or 
  paladins than you normally would be (see Turn or 
  Rebuke Undead, page 159 of the Player’s Handbook). 
  When resolving a turn, rebuke, command, or bolster 
  attempt, add +4 to your character level (monster Hit 
  Dice plus class levels) to determine your Hit Dice for 
  turn, rebuke, command, and bolster attempts. For 
  example, a 4 HD wight with this feat is treated as an 8 
  HD undead for the purpose of turn, rebuke, command, 
  and bolster attempts, even though it is a 4 HD creature 
  for any other purpose. A vampire that already has +4 
  turn resistance adds an additional +4 with this feat, for 
  a total of +8. 
   
  Source: Libris Mortis 27 
   
  LIFE DRAIN 
  You drain additional life energy from your foes. 
   
  Prerequisite: Cha 13, energy drain supernatural 
  ability. 
   
  Benefit: Whenever you bestow a negative level 
  upon a creature, add your Charisma modifier to the hit 
  points lost by the creature due to that negative level. 
  You then gain temporary hit points equal to the 
  
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  amount lost by the creature due to the negative level. 
  These temporary hit points last for up to 1 hour. 
   
  For example, a creature touched by a spectre (Cha 
  15) with this feat loses an additional 2 hit points due to 
  each negative level, and the spectre gains an additional 
  2 temporary hit points from each negative level it 
  bestows. 
   
  Special: Without this feat, a target loses 5 hit 
  points each time it gains a negative level, and the 
  creature delivering the negative level gains 5 
  temporary hit points that last for up to 1 hour. 
   
  Source: Libris Mortis 28 
   
  MELEE WEAPON MASTERY  
  You have mastered a wide range of weapons. Your 
  training with one specific weapon now extends to 
  other weapons of a similar sort. 
   
  Prerequisite: Proficiency with selected weapon, 
  Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, base attack bonus 
  +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing, or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  melee weapon that deals this type of damage. When 
  using any melee weapon that has the damage type you 
  selected, you gain a +2 bonus on attack rolls and a +2 
  bonus on damage rolls. 
   
  Special: You can select this feat more than once. 
  Each time, you can select a new damage type. A fighter 
  can choose Melee Weapon Mastery as one of his 
  fighter bonus feats. 
   
  Source: Players Handbook II page 81 
   
  METAMAGIC SCHOOL FOCUS [METAMAGIC] 
  You are unusually skilled at modifying the effects of a 
  particular school of magic. 
   
  Prerequisite: Spell Focus (chosen school) or 
  specialist wizard in chosen school. 
   
  Benefit: Choose a school of magic for which you 
  have the Spell Focus feat, or the school in which you 
  have specialized. Three times per day, you can reduce 
  by one level the cost of a metamagic feat applied to a 
  spell of the chosen school. If you prepare spells, you 
  can have only up to three such reduced-cost spells 
  prepared at any time. 
   
  Special: A wizard can select this feat as a wizard 
  bonus feat. This feat can be taken more than once. Each 
  time you take it, it applies to a different school of 
  magic. 
   
  Source: Complete Mage page 45 
   
  PRACTICED SPELLCASTER 
  Choose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
   
  Prerequisite: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by 4. This benefit can’t 
  increase your caster level to higher than your Hit Dice. 
  However, even if you can’t benefit from the full bonus 
  immediately, if you later gain Hit Dice in levels of 
  nonspellcasting classes, you might be able to apply the 
  rest of the bonus. 
   
  For example, a human 5th-level sorcerer/3rd-level 
  fighter who selects this feat would increase his sorcerer 
  caster level from 5th to 8th (since he has 8 Hit Dice). If 
  he later gained a fighter level, he would gain the 
  remainder of the bonus and his sorcerer caster level 
  would become 9th (since he now has 9 Hit Dice). 
   
  A character with two or more spellcasting classes 
  (such as a bard/sorcerer or a ranger/druid) must 
  choose which class gains the feat’s effect. 
   
  This feat does not affect your spells per day or 
  spells known. It increases your caster level only, which 
  would help you penetrate spell resistance and increase 
  the duration and other effects of your spells. 
   
  Special: You may select this feat multiple times. 
  Each time you choose it, you must apply it to a 
  different spellcasting class. For instance, a 4th-level 
  cleric/5th-level wizard who had selected this feat twice 
  would cast cleric spells as an 8th-level caster and wizard 
  spells as a 9th-level caster. 
   
  Source: Complete Arcane 82 
   
  QUICKEN BREATH [METABREATH] 
  You can loose your breath weapon with but a thought. 
   
  Prerequisite: Con 19, breath weapon. 
   
  Benefit: Using your breath weapon is a free 
  action. 
   
  When you use this feat, add +4 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  Special: You cannot use this feat and the 
  Maximize Breath feat on the same weapon at the same 
  time. 
   
  Source: Draconomicon 73 
   
  RAPID METAMAGIC 
  You possess an uncanny mastery of your magic, 
  enabling you to modify spells on the fly much faster 
  than others can. 
   
  Prerequisites: Spellcraft 12 ranks, ability to 
  spontaneously cast spells. 
   
  Benefit: When you apply a metamagic feat to a 
  spontaneously cast spell, the spell takes only its normal 
  casting time. 
   
  Normal: Spontaneous casters applying metamagic 
  must either take a full-round action (if the spell 
  normally requires a standard action or less) or add a 
  full-round action to the casting time (if the spell takes 1 
  full round or longer to cast). 
   
  Source: Complete Mage 46 
   
  
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  SEARING SPELL [METAMAGIC] 
  Your fire spells are so hot that they can damage 
  creatures that normally have resistance or immunity to 
  fire. 
   
  Prerequisite: Cha 15, incorporeal subtype. 
   
  Benefit: A searing spell is so hot that it ignores 
  the resistance to fire of creatures affected by the spell, 
  and affected creatures with immunity to fire still take 
  half damage. This feat can be applied only to spells 
  with the fire descriptor. 
   
  Creatures with the cold subtype take double 
  damage from a searing spell. Creatures affected by a 
  searing spell are still entitled to whatever saving throw 
  the spell normally allows. A searing spell uses up a 
  spell slot one level higher than the spell’s actual level. 
   
  Source: Sandstorm 53 
   
  SHIELD SPECIALIZATION 
  You are skilled in using a shield, allowing you to gain 
  greater defensive benefits from it. 
   
  Prerequisite: Proficiency with shields. 
   
  Benefit: Choose one type of shield from the 
  following list: buckler, heavy or light. When using a 
  shield of the appropriate type, you increase its shield 
  bonus to AC by 1. 
   
  Special: You can take this feat more than once. 
  Each time you select it, choose a different type of 
  shield. 
   
  A fighter can select Shield Specialization as one of 
  his fighter bonus feats. 
   
  Source: Player’s Handbook II 82 
   
  SHIELD WARD 
  You use your shield like a wall of steel and wood. 
  When an opponent attempts to draw in close to you, 
  your shield forces him away or ruins his attacks. 
   
  Prerequisite: Proficiency with shields, Shield 
  Specialization. 
   
  Benefit: You apply your shield bonus to your 
  touch AC, and on checks or rolls to resist bull rush, 
  disarm, grapple, overrun, or trip attempts against you. 
   
  Special: A fighter can select Shield Ward as one of 
  his fighter bonus feats. 
   
  Source: Player’s Handbook II 82 
   
  SPLIT RAY 
  Your ray spells can affect an additional target. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: You can cause any ray spell to fire one 
  additional ray beyond the number normally allowed. 
  The additional ray requires a separate ranged attack roll 
  to hit and deals damage as normal. It can be fired at the 
  same target as the first ray or at a different target, but 
  all rays must be aimed at targets within 30 feet of each 
  other and fired simultaneously. 
   
  A split ray uses a spell slot two levels higher than 
  the spell’s actual level. 
   
  Source: Complete Arcane 83 
   
  ITEMS 
  ANKLET OF TRANSLOCATION 
  Price: 1,400 gp 
  Body Slot: Feet 
  Caster Level: 7th 
  Aura: Moderate (DC 18) conjuration 
  Activation: Swift (command) 
  Weight: -- 
   
  An anklet of translocation allows you to make short 
  dimensional hops. When it is activated, you can 
  instantly teleport (with no chance of error) up to 10 
  feet. The new space must be within line of sight and 
  line of effect. 
   
  You can’t use the anklet to move into a space 
  occupied by another creature, nor can you teleport into 
  a solid object; if you attempt to do so, the anklet’s 
  activate is wasted. You can bring along objects 
  weighting up to your maximum load, but you can’t 
  bring another creature with you. 
   
  An anklet of translocation functions two times per 
  day. 
   
  Prerequisites: Craft Wondrous Item, dimension door. 
   
  Cost to Create: 700 gp, 56 XP, 2 days. 
   
  Source: Magic Item Compendium 71 
   
  BELT OF MAGNIFICENCE 
  Price: 25,000 gp (+2), 100,000 gp (+4), or 200,000 gp 
  (+6). 
  Body Slot: Waist 
  Caster Level: 18th 
  Aura: Strong;(DC 21) transmutation 
  Activation: - 
  Weight: 3 lb. 
  This sparkling metal belt projects power and authority. 
  The belt adds a +2, +4 or +6 enhancement bonus to the 
  wearer’s 
  Strength, 
  Dexterity, 
  Constitution, 
  Intelligence, Wisdom and Charisma scores. 
   
  Prerequisites: Craft Wondrous Item, bear’s endurance, 
  bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, owl’s 
  wisdom. 
   
  Cost to Create: 12,500 gp; 1,000 xp and 25 days (+2) 
  or 50,000 gp; 4,000 xp and 100 days (+4) or 100,00 gp; 
  8,000 xp and 200 days (+7). 
   
  Source: Miniatures Handbook 42. 
   
  BRUTE GAUNTLETS 
  Price (Item Level): 500 gp (3rd) 
  Body Slot: Hands 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Swift (command) 
  Weight: - 
   
  
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  Brute Gauntlets allow you to temporarily increase your 
  physical might. These gauntlets have 3 charges, which 
  are renewed each day at dawn. Spending 1 or more 
  charges grants you a morale bonus on Strength checks, 
  Strength based skill checks, and melee weapon damage 
  for 1 round. 
   
  1 charge: +2 morale bonus 
   
  2 charges: +3 morale bonus 
   
  3 charges: +4 morale bonus 
   
  Prerequisites: Craft Wondrous Item, bull’s strength. 
   
  Cost to Create: 250 gp, 20 XP, 2 days. 
   
  Source: Magic Item Compendium 83 
   
  CHOKER OF ELOQUENCE 
  Price: 6,000 gp (lesser) or 24,000 gp (greater) 
  Body Slot: Throat 
  Caster Level: 6th 
  Aura: Moderate;(DC 16) transmutation 
  Activation: - 
  Weight: - 
  Coveted by bards, singers and public speakers, this 
  beautiful necklace is carved from ivory and jade. There 
  are two versions of these chokers. A lesser choker of 
  eloquence grants a +5 competence bonus on Diplomacy, 
  Bluff, and Perform (sing) checks. A greater choker of 
  eloquence increases the bonus to +10. 
   
  Prerequisites: Craft Wondrous Item, creator must be 
  a spellcaster of at least 6th level. 
   
  Cost to Create: 3,000 gp, 240 xp and 6 days (lesser) 
  or 12,000 gp, 960 xp and 24 days (greater). 
   
  Source: Complete Adventurer 132. 
   
  DEATHGUARDIAN BRACERS 
  Price (Item Level): 6,000 gp (10th) 
  Body Slot: Arms 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) abjuration 
  Activation: Immediate (command) 
  Weight: 3lb. 
   
  Deathguardian bracers allow you to trade arcane spells 
  for protection from physical harm. When you activate 
  the bracers, choose a prepared arcane spell or uncast 
  spell slot. You lose that spell or spell slot (as if you had 
  cast the spell) and gain damage reduction equal to 
  twice the level of the spell or spell slot sacrificed. This 
  damage reduction lasts  until the start of your next turn 
  and can’t be overcome by any type of weapon. 
   
  Deathguardian bracers can be activated as long as 
  you have arcane spells remaining to sacrifice. 
   
  Prerequisites: Craft Wondrous Item, stoneskin. 
   
  Cost to Create: 3,000 gp, 240 XP, 6 days. 
   
  Source: Magic Item Compendium 93 
   
  EYES OF TRUTH 
  Price: 5,500 gp  
  Body Slot: Face 
  Caster Level: 9th 
  Aura: Moderate;(DC 19) divination 
  Activation: - and swift (command) 
  Weight: - 
   
  Eyes of truth grant you improved visual acuity, and can 
  allow you briefly to see the world as it truly is. While 
  worn, the lenses grant you a +5 competence bonus on 
  Spot checks. This is a continuous effect and requires no 
  activation. 
   
  In addition, you can activate the lenses to gain a 
  true seeing effect (as the spell) for 1 round. This ability 
  functions once per day. 
   
  Prerequisites: Craft Wondrous Item, true seeing. 
   
  Cost to Create: 2,750 gp, 220 XP, 6 days. 
   
  Source: Magic Item Compendium 99. 
   
  HEXBANDS 
  Price: 3,100 gp  
  Body Slot: Arms 
  Caster Level: 7th 
  Aura: Moderate;(DC 18) transmutation 
  Activation: - and swift (command) 
  Weight: - 
  Hexblades (CW 5) rely on these items to enhance their 
  curse power and their combat prowess. While worn, 
  hexbands increase the save DC of your hexblade’s curse 
  by 1. This is a continuous effect and requires no 
  activation. 
   
  In addition, when you activate your hexbands, you 
  can add your Charisma bonus (if any) on weapon 
  damage rolls you make against any creature currently 
  affected by your hexblade’s curse. This benefit lasts for 
  1 round, and this ability functions five times per day. 
   
  Prerequisites: Craft Wondrous Item, eagle’s splendor. 
   
  Cost to Create: 1,550 gp, 124 XP, 4 days. 
   
  Source: Magic Item Compendium 112. 
   
  REVELATION CRYSTAL 
  Price: 400 gp (2nd)(least); 1,000 gp (4th)(lesser); 5,000 gp 
  (9th)(greater)  
  Body Slot: - (weapon crystal) 
  Caster Level: 9th 
  Aura: Moderate;(DC 19) divination 
  Activation: -  
  Weight: - 
  A revelation crystal helps you battle foes who rely on 
  invisibility. 
   
  Least: When you damage an invisible creature 
  using a weapon with this augment crystal attached, the 
  creature emits a glowing golden aura for 1 round, 
  allowing everyone to know the square or squares it 
  occupies and where it moves during that duration. The 
  aura is bright as a torch. Despite the glow in the square, 
  creatures that attack the invisible foe still suffer a 50% 
  miss chance; the glow merely allows them to 
  determine the appropriate square to attack. 
   
  Lesser: As the least crystal, but any active 
  invisibility effects on the damaged creature are also 
  
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  suppressed for 1 round (even if the invisibility is 
  natural or extraordinary). 
   
  Greater: As the lesser crystal, but it also 
  suppresses active effects on the damaged creature that 
  grant concealment or similar effects (such as blur or 
  displacement) for 1 round. This has no effect on 
  concealment granted by the environment (such as fog 
  or a darkness spell). 
   
  Prerequisites: Craft Magic Arms and Armor, true 
  seeing. 
   
  Cost to Create: 200 gp, 16 XP, 1 day (least); 500 gp, 
  40 XP, 1 day (lesser); 2,500 gp, 200 XP, 5 days (greater). 
   
  Source: Magic Item Compendium 66. 
   
  RING OF SILENT SPELLS 
  Price: 2,000 gp 
  Body Slot: Ring 
  Caster Level: 5th 
  Aura: Faint; (DC 17) illusion 
  Activation: Swift (command) 
  Weight: - 
   
  Sculpted teeth surround the soft silk padding of this 
  copper band, like a mouth biting down on a gag. 
   
  When you activate a ring of silent spells, it creates a 
  silence effect, centered on you. While this effect lasts, 
  you can cast up to three spells of 3rd level or lower 
  without verbal components (as though using the Silent 
  Spell feat, except that the spells do not require a higher 
  level spell slot or increased casting time). 
   
  This ability functions once per day. 
   
  Prerequisites: Forge Ring, Silent Spell, silence. 
   
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  Source: Magic Item Compendium 127 
   
  VEST OF FREE MOVEMENT 
  Price: 12,000 gp  
  Body Slot: Torso 
  Caster Level: 7th 
  Aura: Moderate;(DC 18) abjuration 
  Activation: Swift (command) 
  Weight: - 
  When activated, a vest of freedom grants you freedom 
  of movement (as the spell) for 3 rounds. This ability 
  functions three times per day. 
   
  Prerequisites: Craft Wondrous Item, freedom of 
  movement, possession of a piece of the set. 
   
  Cost to Create: 6,000 gp, 480 XP, 12 days. 
   
  Source: Magic Item Compendium 198. 
   
  VEST OF THE MASTER EVOKER 
  Price: 10,000 gp  
  Body Slot: Torso 
  Caster Level: 9th 
  Aura: Moderate;(DC 19) evocation 
  Activation: Swift (command) 
  Weight: 2 lb. 
  Crackling with power, a vest of the master evoker 
  intensifies arcane evocation spells you cast. Many an 
  ambitious evoker sees gaining this vest as a rite of 
  passage, much like casting his first magic missile or 
  fireball, and among elite warmages (Car 10) it serves as 
  an unparalleled status symbol. 
   
  Three times per day, you can activate the vest to 
  enhance the next arcane evocation spell you cast before 
  the end of your turn. That spell deals additional 
  damage equal to twice its spell level, and the save DC of 
  the spell increases by 2. This damage is of the same 
  type as normal for the spell (or if the spell deals more 
  than one type of damage, of any one of those types at 
  your discretion). If the spell doesn’t normally deal 
  damage, this use of the vest has no effect. 
   
  In addition, you can apply the effect of any sudden 
  metamagic feat (Car 85) you know to any evocation 
  spell you cast from a wand or staff as if you were 
  casting the spell yourself. Doing this requires no 
  activation, but uses up that feat’s daily use as normal. 
   
  Prerequisites: Craft Wondrous Item, Spell Focus 
  (evocation) or evoker, able to cast at least five evocation 
  spells, two of which must be 5th level or higher. 
   
  Cost to Create: 5,000 gp, 400 XP, 10 days. 
   
  Source: Magic Item Compendium 99. 
   
  WEAPON ENHANCEMENTS 
  BERSERKER 
  Price: +1 bonus 
  Property: Two-handed melee weapon 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) enchantment 
  Activation: -- 
   
  In your hands, a berserker weapon deals an extra 1d8 
  points of damage on any successful attack while you 
  are raging 
   
  Prerequisites: Craft Magic Arms and Armor, rage. 
   
  Cost to Create: Varies. 
   
  Source: Magic Item Compendium 29 
   
  BINDING 
  Price: +1 bonus 
  Property: Weapon 
  Caster Level: 10th 
  Aura: Moderate; (DC 20) abjuration 
  Activation: Swift (command) 
   
  When you activate a binding weapon, the next 
  successful attack you make with it before the end of 
  your turn prevents the target from using any form of 
  extradimensional travel, as the dimensional anchor spell. 
   
  The binding property functions two times per day, 
  and the effect lasts for 10 minutes. 
   
  Projectile weapons bestow this property upon 
  their ammunition. 
   
  Prerequisites: Craft Magic Arms and Armor, 
  dimensional anchor. 
   
  Cost to Create: Varies. 
   
  Source: Magic Item Compendium 29 
  
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  VANISHING 
  Price: +8,000 gp  
  Property: Melee weapon 
  Caster Level: 10th 
  Aura: Moderate;(DC 20) conjuration 
  Activation: Swift (command) 
  A vanishing weapon allows you to travel short 
  distances instantaneously. Once per day, after a 
  successful melee attack, you can transport yourself and 
  any equipment you are carrying to any spot within 60 
  feet by activating the weapon. This movement 
  otherwise conforms to the limitations given for the 
  dimension door spell (PH 221). 
   
  Prerequisites: Craft Magic Arms and Armor, 
  dimension door. 
   
  Cost to Create: 4,000 gp, 320 XP, 8 days. 
   
  Source: Magic Item Compendium 45. 
   
  ARMOR ENHANCEMENTS 
  BLURRING 
  Price: +1 bonus 
  Property: Armor 
  Caster Level: 5th 
  Aura: Faint; (DC 17) illusion 
  Activation: Swift (command) 
   
  When you activate this armor, your appearance 
  becomes distorted and hazy, as if you were affected by a 
  blur spell. 
   
  The blurring property functions three times per 
  day, and the effect lasts for 5 rounds. 
   
  Prerequisites: Craft Magic Arms and Armor, blur. 
   
  Cost to Create: Varies. 
   
  Source: Magic Item Compendium 9 
   
  DEATH WARD 
  Price: +1 bonus 
  Property: Armor or shield 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) necromancy 
  Activation: Immediate (mental) 
   
  Armor and shields that have this property are favored 
  by those dedicated to fighting the foul art of 
  necromancy. While wearing or using death ward 
  armor or a death ward shield, you can activate the 
  armor to ignore any death effect (including death 
  spells, magical death effects, and energy drain) or 
  negative energy effect (such as inflict spells or chill 
  touch). 
   
  The death ward property functions once per day. 
   
  Prerequisites: Craft Magic Arms and Armor, death 
  ward. 
   
  Cost to Create: Varies. 
   
  Source: Magic Item Compendium 10 
   
  SPELLS 
  ALTER FORTUNE 
  Transmutation 
  Level: Bard 3, cleric 3, druid 3, sorcerer/wizard 3 
  Components: V, X 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  You change the flow of chance, causing the subject to 
  immediately reroll any die roll it just made. It must 
  abide by the second roll. 
   
  XP Cost: 200 XP. 
   
  Source: Player’s Handbook II 101 
   
  BALEFUL TRANSPOSITION 
  Conjuration (Teleportation) 
  Level: Sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Two creatures of up to Large size 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Two target creatures, of which you can be one, 
  instantly swap positions. A solid object such as the 
  ground, a bridge, or a rope must connect the creatures. 
  Both subjects must be within range. Objects carried by 
  the creatures (up to the creatures’ maximum loads) go 
  with them, but other creatures do not, even if they are 
  carried. The movement is instantaneous and does not 
  provoke attacks of opportunity. 
   
  If either creature succeeds on its Will save, the 
  spell is negated. 
   
  Source: Spell Compendium 23 
   
  BATTLEMAGIC PERCEPTION 
  Divination 
  Level: Cleric 3, sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 min./level (D) 
   
  You gain a perception of the forces of magic and can 
  sense when magic is being manipulated by a 
  spellcaster. You gain a +5 competence bonus on 
  Spellcraft checks made to identify a spell as it is being 
  cast. 
   
  If you have at least 5 ranks in Spellcraft, you are 
  also able to sense the use of any spell or spell-like 
  
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  ability within 100 feet, so long as you have line of effect 
  to the caster. With a Spellcraft check (DC 15+ spell 
  level) you can even ascertain the spell being cast. 
   
  This determination happens quickly enough that 
  you can attempt to counter the spell as a free action. 
  Counterspell attempts are otherwise handled normally, 
  and you can counter the spell even if you do not have 
  line of sight to the spellcaster. If you counter a spell in 
  this manner, the battlemagic perception spell ends 
  immediately. 
   
  Source: Heroes of Battle 125 
   
  BENIGN TRANSPOSITION 
  Conjuration (Teleportation) 
  Level: Sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: Two creatures of up to Large size 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Two target creatures, of which you can be one, 
  instantly swap positions. Both subjects must be within 
  range. Objects carried by the creatures (up to the 
  creatures’ maximum loads) go with them, but other 
  creatures do not, even if they are carried. The 
  movement is instantaneous and does not provoke 
  attacks of opportunity. 
   
  Source: Spell Compendium 27 
   
  BLADEWEAVE 
  Illusion [Pattern] 
  Level: Bard 2, sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  Saving Throw: See text 
  Spell Resistance: See text 
   
  Once per round, choose one target that you 
  successfully attacked with a melee weapon. That 
  creature must succeed on a Will save or be dazed for 1 
  round. Spell resistance applies to this effect. 
   
  Source: Spell Compendium 31 
   
  BLADE OF BLOOD 
  Necromancy 
  Level: Assassin 1, blackguard 1, cleric 1, duskblade 1, 
  sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 round/level or until discharge 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell infuses the weapon touched with baleful 
  energy. The next time this weapon strikes a living 
  creature, blade of blood discharges. The spell deals an 
  extra 1d6 points of damage against the target of the 
  attack. You can voluntarily take 5 hit points of damage 
  to empower the weapon to deal an extra 2d6 points of 
  damage (for a total of 3d6 points of extra damage). 
   
  The weapon loses this property if its wielder drops 
  it or otherwise loses contact with it. 
   
  Source: Player’s Handbook II 103 
   
  BLINDING COLOR SURGE 
  Illusion (Glamer) 
  Level: Beguiler 2, sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: You and one creature 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You strip the color from your body and gear, turn it 
  into a lance of energy, and hurl it at a target. When you 
  cast this spell, you target a creature with the colors 
  stripped from your form. The target must make a Will 
  save or be blinded for 1 round. 
   
  You also gain the benefit of invisibility, for the 
  duration of this spell, even if the target creature 
  succeeds on its save or if its spell resistance protects it. 
   
  Focus: A small prism. 
   
  Source: Player’s Handbook II 104 
   
  DIMENSION JUMPER 
  Conjuration (Teleportation) 
  Level: Bard 5, sorcerer/wizard 5 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You and objects touched 
  Duration: 1 round/level 
   
  For the duration of this spell, you gain the ability to 
  teleport yourself up to 30 feet once per round as a 
  move action. You can bring along held or carried 
  objects, as long as their weight doesn’t exceed your 
  maximum load. You can’t transport other creatures 
  except for a familiar. 
   
  You must be able to see your destination; if you 
  attempt to teleport into a solid object, the action is 
  waste but the spell remains in effect. If you don’t end 
  your teleport on a solid surface, you fall immediately. 
   
  Source: Player’s Handbook II 102 
  
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  DRAGON BREATH 
  Evocation [Good or Evil] 
  Level: Cleric 5, sorcerer/wizard 4 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You gain the ability to breathe a gout of energy as a 
  standard action that mimics a dragon’s breath. Once 
  you’ve used the breath attack, you must wait 1d4 
  rounds before doing so again. 
   
  When you cast dragon breath, you choose one true 
  dragon whose breath you’re emulating. If you choose a 
  chromatic dragon, then the spell gains the evil 
  descriptor. If you choose a metallic dragon, then it 
  gains the good descriptor. Particulars for the breath 
  weapons of each of the true dragons are provided 
  below. 
   
  Chromatic Dragons 
   
  Black: 30-ft. line of acid, 1d8/2 caster levels 
  (maximum 10d8); Reflex half. 
   
  Blue: 30-ft. line of electricity, 1d8/2 caster levels 
  (maximum 10d8); Reflex half. 
   
  Green: 15-ft. cone of acid, 1d8/2 caster levels 
  (maximum 10d8); Reflex half. 
   
  Red: 15-ft. cone of fire, 1d8/2 caster levels 
  (maximum 10d8); Reflex half. 
   
  White: 15-ft. cone of cold, 1d8/2 caster levels 
  (maximum 10d8); Reflex half. 
   
   
  Metallic Dragons 
   
  Brass: 15-ft. cone of sleep, lasts 1d6 rounds; Will 
  negates. 
   
  Bronze: 30-ft. line of electricity, 1d8/2 caster levels 
  (maximum 10d8); Reflex half. 
   
  Copper: 15-ft. cone of slow, lasts 1d6 rounds; Will 
  negates. 
   
  Gold: 15-ft. cone of fire, 1d8/2 caster levels 
  (maximum 10d8); Reflex half. 
   
  Silver: 15-ft. cone of paralysis, lasts 1d6 rounds; 
  Fort negates. 
   
  Source: Spell Compendium 73 
   
  DRAGONSIGHT 
  Transmutation 
  Level: Bard 5, sorcerer/wizard 5 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (D) 
   
  You gain the visual acuity of a dragon, including low-
  light vision, darkvision and blindsense. 
   
  You can see four times as well as a normal human 
  in low-light conditions and twice as well in normal 
  light. Your darkvision is effective out to 10 feet per 
  caster level. You take half the normal penalties for 
  distance on Spot checks. 
   
  Your blindsense has a range of 5 feet per caster 
  level. 
   
  None of these effects stack with any low-light 
  vision, darkvision or blindsense you might already 
  have. 
   
  Focus: A dragon’s eye. 
   
  Source: Spell Compendium 73 
   
  DRAGONSKIN 
  Transmutation 
  Level: Sorcerer/wizard 3 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
   
  Your skin toughens and becomes scaly like that of a 
  chromatic dragon, of a color that you select. You gain 
  an enhancement bonus to natural armor equal to +1 
  per two levels (to a maximum of 5 at 10th level), as well 
  as energy resistance 10 against the type of energy 
  appropriate to the color that you select: acid (black or 
  green), cold (white), electricity (blue), or fire (red). 
  Your energy resistance increases to 20 at 10th level. 
   
  Material Component: A dragon’s scale. 
   
  Special: Sorcerers cast this spell at +1 caster level. 
   
  Source: Spell Compendium 73 
   
  DUELWARD 
  Abjuration 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level or until discharged (D) 
   
  While a duelward spell is in effect, counterspelling is 
  an immediate action for you, allowing you to 
  counterspell even when it is not your turn without 
  having previously readied an action. You also gain a +4 
  competence bonus on Spellcraft checks made to 
  identify spells being cast. 
   
  The first time you successfully counterspell while 
  the spell is in effect (whether you counterspell as an 
  immediate action or not), duelward is discharged. 
   
  Material Component: A miniature silk glove. 
   
  Source: Spell Compendium 75 
   
  FAMILIAR POCKET 
  Universal 
  
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  Level: Sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: One container or garment with a pocket 
  touched 
  Duration: 1 hour/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  When you cast this spell, a garment or container 
  becomes a safe haven for a Tiny or smaller familiar. The 
  spell turns the target pocket into a comfortable 
  extradimensional space (about 1 cubic foot). The 
  familiar can fit inside the space without creating any 
  noticeable bulge in the item. Whenever the familiar is 
  touching you, you can whisk it inside the space as a 
  free action by speaking a command word chosen by 
  you when the spell is cast. If the familiar can speak, it 
  can command itself inside. As a free action, you can call 
  the familiar forth or it can leave the space on its own. 
   
  Once inside, the familiar has total cover and total 
  concealment, and as a free action, you or the familiar 
  can further seal the space to make it airtight and 
  waterproof. The air supply inside the sealed space lasts 
  for 1 hour, but with the pocket unsealed, the familiar 
  can remain inside indefinitely. The familiar cannot 
  attack or cast spells from within the space, but can use 
  supernatural or spell-like abilities as normal (provided 
  they don’t require line of sight, which the pocket 
  blocks). You continue to gain the special ability 
  granted by your familiar. While inside the pocket, the 
  familiar continues to benefit from the share spells 
  ability as if it were adjacent to you. 
   
  The spell ends if the familiar pocket is placed 
  within or taken into another extradimensional space 
  (such as a protable hole). If your familiar is within the 
  pocket when the spell duration expires or if the spell 
  ends abnormally (as above), the familiar appears in 
  your space unharmed. 
   
  Material Component: A tiny golden needle and a 
  strip of fine cloth given a half twist and fastened at the 
  ends. 
   
  Source: Spell Compendium 88 
   
  FRIEND TO FOE 
  Illusion (Phantasm)[Mind-Affecting] 
  Level: Bard 5, beguiler 5, sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One living creature/level, none of which are 
  more than 30 ft. apart 
  Duration: 1 round/level (D); see text 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You overlay phantasmal images over your enemies, 
  making them appear to each other as loathsome and 
  despicable, implanting an urge to kill and destroy the 
  object of their ire. Orcs might see each other as elves or 
  dwarves, demons might see angels, and so on. All 
  subjects receive a Will save to see through the 
  phantasm. Each individual failing its save turns on the 
  closest ally and attacks until the first time it deals 
  damage, which causes the spell to end for that attacker. 
   
  Material Component: A swatch of white silk. 
   
  Source: Player’s Handbook II 114 
   
  GUIDED SHOT 
  Divination 
  Level: Ranger 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  While this spell is in effect, your ranged attacks do not 
  take a penalty due to distance. In addition, your ranged 
  attacks ignore the AC bonus granted to targets by 
  anything less than total cover, and also ignore the miss 
  chance granted to targets by anything less than total 
  concealment. 
   
  This spell does not provide any ability to exceed 
  the maximum range of the weapon with which you are 
  attacking, nor does it confer any ability to attack targets 
  protected by total cover. 
   
   
  Source: Spell Compendium 108 
   
  INVISIBILITY, SUPERIOR 
  Illusion (Glamer) 
  Level: Sorcerer/wizard 8 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal or touch 
  Targets: You or a creature or object weighing no more 
  than 100 lb./level 
  Duration: 1 minute/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  This powerful glamer functions like invisibility (PH 
  245), except that it masks image, scent, and sound 
  alike, concealing the subject from all senses except 
  touch. As with greater invisibility, this spell doesn’t 
  end if the subject attacks. While invisible, the subject 
  exudes no scent and is undetectable by scent, 
  blindsense, tremorsense, and blindsight. 
   
  Superior 
  invisibility 
  renders 
  the 
  recipient 
  immune to detection by see invisibility, faerie fire, 
  glitterdust, invisibility purge, and dust of appearance, 
  although creatures under the effect of the spell can be 
  detected by true seeing. Certain mundane conditions 
  (such as leaving footprints) can also render a subject 
  detectable. 
   
  Source: Spell Compendium 125 
  
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  LEGION OF SENTINELS 
  Illusion (Shadow) 
  Level: Beguiler 3, sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5ft./2 levels) 
  Area: 10-ft.-radius emanation centered on a point in 
  space 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  A ghostly, incorporeal swordfighter appears in each 
  square covered by this spell’s area. A swordfighter can 
  share a space with another creature or object. Each 
  swordfighter threatens the squares adjacent to it and 
  can make one attack of opportunity per round. The 
  swordfighters do not hinder movement, block terrain, 
  or block line of effect. They can flank an opponent 
  with each other and with your allies. 
   
  Each swordfighter has hit points equal to twice 
  your caster level and an Armor Class of 25. It makes 
  saving throws or checks with a bonus equal to your 
  caster level. 
   
  Material Component: A pewter sword-fighter 
  miniature figure. 
   
  Source: Player’s Handbook II 117 
   
  MIRROR IMAGE, GREATER 
  Illusion (Figment) 
  Level: Bard 4, beguiler 4, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Personal; see text for mirror image (PH 254) 
  Target: You 
  Duration: 1 minute/level (D) 
   
  This spell functions like mirror image, except that an 
  additional image is created in each round after the first, 
  up to a maximum of eight concurrent images. If all 
  images are destroyed, the spell ends. 
   
  This spell also differs from mirror image in that you 
  can cast this spell even when it’s not your turn. 
   
  Source: Player’s Handbook II 120 
   
  NERVESKITTER 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft/2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: None (harmless) 
  Spell Resistance: Yes 
   
  You cast this spell when you and your party roll for 
  initiative. You enhance the subject’s reactions in 
  combat, granting it a +5 bonus on its initiative check 
  for the current encounter. If the subject does not make 
  an initiative check within 1 round, this spell has no 
  effect. 
   
  Source: Spell Compendium 146 
   
  PHANTASMAL ASSAILANTS 
  Illusion (Phantasm) [Fear, Mind-Affecting] 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 2 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Close (25 ft.+5ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Will disbelief (if interacted with), then 
  Fortitude half; see text 
  Spell Resistance: Yes 
   
  You create phantasmal images of nightmare creatures 
  in the target’s mind, visible only as shadowy shapes to 
  you and unseen by all others. If the target succeeds on 
  an initial Will save, it recognizes that the images are 
  not real, and the spell fails. If not, the phantasms strike 
  the target, dealing 8 points of Wisdom damage and 8 
  points of Dexterity damage (4 points each on a 
  successful Fortitude save). If the subject of a phantasmal 
  assailant succeeds in disbelieving and is wearing a helm 
  of telepathy, the spell can be turned back upon you with 
  the same effect. 
   
  PRISMATIC RAY 
  Evocation 
  Level: Sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  You must succeed on a ranged touch attack with the 
  ray to strike a target. On a successful attack, a creature 
  with 6 Hit Dice or fewer is blinded for 2d4 rounds by 
  the prismatic ray in addition to suffering a randomly 
  determined effect (roll 1d8 and consult the chart for 
  prismatic spray, PHB 264). 
   
  Source: Spell Compendium 162 
   
  RADIANT ASSAULT 
  Evocation [Light] 
  Level: Cleric 7, sorcerer/wizard 7 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft./level) 
  
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  Area: 20-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
   
  This spell releases energy in the form of a multitude of 
  rainbow-colored beams that erupt in every direction 
  within the area designated by you. This kaleidoscopic 
  burst of energy deals 1d6 points of damage per caster 
  level (maximum 15d6), and all creatures within the 
  burst are dazed for 1d6 rounds. Those that succeed on a 
  Will save take only half normal damage and are dazzled 
  for 1d6 rounds instead. 
   
  Sightless creatures are unaffected by this spell. 
   
  Focus: An eye form any outsider that has 4 or more 
  Hit Dice. 
   
  Source: Spell Compendium 164 
   
  RECITATION 
  Conjuration (Creation) 
  Level: Cleric 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  By reciting a sacred passage or declaration, you invoke your 
  deity’s blessing upon yourself and your allies. 
   
  The spell affects all allies within the spell’s area at the 
  moment you cast it. Your allies gain a +2 luck bonus to 
  AC, on attack rolls, and on saving throws, or a +3 luck 
  bonus if they worship the same deity as you. 
   
  Divine Focus: In addition to your holy symbol, this 
  spell requires a sacred text as a divine focus. 
   
  Source: Spell Compendium 170. 
   
  RESISTANCE, SUPERIOR 
  Abjuration 
  Level: Bard 6, cleric 6, druid 6, sorcerer/wizard 6 
  Duration: 24 hours 
   
  This spell functions like resistance (PH 272), except as 
  noted here. You grant the subject a +6 resistance bonus 
  on saves. 
   
  Source: Spell Compendium 174 
   
  RESURGENCE 
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin 1 
  Components: V,S,DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject of a resurgence spell can make a second 
  attempt to save against an ongoing spell, spell-like 
  ability, or supernatural ability, such as dominate person. 
  If the subject of resurgence is affected by more than one 
  ongoing magical effect, the subject chooses one of 
  them to retry the save against. If the subject succeeds 
  on the saving throw on the second attempt, the effect 
  ends immediately. Resurgence never restores hit points 
  or ability score damage, but it does eliminate any 
  conditions such as shaken, fatigued, or nauseated that 
  were caused by a spell, spell-like ability, or supernatural 
  ability. 
   
  If a spell, spell-like ability, or supernatural ability 
  doesn’t allow a save (such as power word, stun), then 
  resurgence won’t help the subject recover. 
   
  SENSORY DEPRIVATION 
  Illusion (Phantasm)[Mind-Affecting] 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One creature 
  Duration: 1 round/level 
  Saving Throw: Will disbelief 
  Spell Resistance: Yes 
   
  Rather than creating an illusion of something, this 
  spell creates an illusion of absolute nothingness. The 
  spell effect surrounds the subject in a dark, clinging 
  shadow that only it perceives, which blocks all 
  auditory, olfactory, taste, and visual sensations. In 
  addition, it blocks finely tuned senses of touch such as 
  those that provide a creature with tremorsense. A 
  subject that fails its save is blinded and deafened, and it 
  gains no benefit from blindsense, blindsight, scent or 
  tremoresense. 
   
  The subject retains any telepathic or empathic 
  links it might possess with other creatures while 
  affected by the spell. 
   
  Material Component: Black silk cloth tied like a 
  blindfold. 
   
  Source: Spell Compendium 182 
   
  SLAPPING HAND 
  Evocation [Force] 
  Level: Sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One Tiny hand 
  Duration: Instantaneous 
  Saving Throw: None; see text 
  Spell Resistance: Yes 
  
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  This spell distracts the subject, causing it to 
  immediately provoke attacks of opportunity from 
  creatures threatening its space. The spell allows no 
  saving throw, but a slapped creature can negate the 
  effect with a DC 20 Concentration check. 
   
  Focus: A leather glove. 
   
  Source: Spell Compendium 191 
   
  SOLIPSISM 
  Illusion (Phantasm)[Mind-Affecting] 
  Level: Sorcerer/wizard 7 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You manipulate the senses of one creature so that it 
  perceives itself to be the only real creature in all of 
  existence and everything around it to be merely an 
  illusion. 
   
  If the target fails its save, it is convinced of the 
  unreality of every situation it might encounter. It takes 
  no actions, and instead watches the world around it 
  with bemusement. The subject becomes effectively 
  helpless and takes no steps to defend itself from any 
  threat, since it considers any hostile action merely 
  another illusion. 
   
  Source: Spell Compendium 195 
   
  STUN RAY 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 7 
  Components: V,S,M 
  Casting Time: 1 standard action 
  Range: Close (25 ft.+5 ft./2 levels) 
  Effect: Ray 
  Duration: 1d4+1 rounds; see text 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
  You blast an enemy with a scintillating ray of 
  electricity. You must succeed on a ranged touch attack 
  with the ray to strike a target. The target is stunned for 
  1d4+1 rounds by the ray of electricity. If the subject 
  makes a successful Fortitude save, it is stunned for only 
  1 round. Creatures that have immunity to electricity 
  are not affected by this spell. 
   
  Material Component: A coiled copper wire. 
   
  SUMMON ELEMENTAL MONOLITH 
  Conjuration (Summoning)[see text] 
  Level: Cleric 9, druid 9, sorcerer/wizard 9 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: One summoned elemental monolith 
  Duration: Concentration, up to 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  You conjure a tremendously powerful creature known 
  as an elemental monolith (Complete Arcane 156). It 
  appears at the spot you designate and acts immediately 
  on your turn, attacking your opponents to the best of 
  its ability. You must concentrate to maintain the spell’s 
  effect, but commanding the creature is a free action. 
   
  If you speak the elemental monolith’s language 
  and are close enough to communicate with it, you can 
  direct it not to attack, to attack particular enemies, or to 
  perform other actions. A monolith can’t be summoned 
  into an environment hostile to it any way (for example, 
  you couldn’t summon a fire monolith underwater or an 
  earth monolith high in midair). 
   
  When you use a summoning spell to summon an 
  air, earth, fire or water creature, it becomes a spell of 
  that type. 
   
  Material Component: A gem worth 100 gp—
  aquamarine for air, tourmaline for earth, garnet for fire, 
  or pearl for water. 
   
  Source: Spell Compendium 214 
   
  WHIRLING BLADE 
  Transmutation 
  Level: Bard 2, sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: 60-ft. line 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  With weapon in hand, you finish the last of the arcane 
  gestures and words that activate the power of the spell. As you 
  cast the spell, you hurl a single slashing weapon at your foes. 
  The blade, carried along both by your might and your magical 
  prowess, slashes at your foes while whirling forward. 
   
  You hurl a weapon held at the time of casting, and it 
  magically attacks all enemies along a line to the extent 
  of the spell’s range. You make a normal melee attack, 
  just as if you were attacking with the weapon in melee, 
  against each foe in the weapon’s path, but you can 
  choose to substitute your Intelligence modifier or your 
  Charisma modifier (as appropriate for your spellcasting 
  class) for your Strength modifier on the weapon’s 
  attack rolls and damage rolls. Even if your base attack 
  bonus would normally give you multiple attacks, a 
  whirling blade gets only one attack (at your best attack 
  bonus) against each target. The weapon deals damage 
  just as if you had swung it in melee, including any 
  bonuses you might have from ability scores or feats. 
  
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  No matter how many targets your weapon hits or 
  misses, it instantly and unerringly returns to your hand 
  after attempting the last of its attacks. 
   
  Focus: A slashing melee weapon that you hurl. 
   
  Source: Spell Compendium 238. 
   
   
  
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  DM AID 1: RESCUE GLEMMERUNG 
   
   
    
  PCs start 300 feet from the 
  central altar � 
  Tree line � 
  Glemmerung starts chained to the central altar, raised 5 
  feet from the ground. The redspawn arcanisses start in a 
  triangle around the central altar, one adjacent to 
  Glemmerung, and the others 15 feet away. 
  Each square = 5ft. 
  
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  DM AID 2: WANTED! 
   
   
   
   
   
  Each square = 5ft. 
  PCs approach from 
  the south 
  Undead caravan approaches from the 
  north 
  Lines represent the edge of the 
  road. Trees and brush beyond the 
  road limit visibility and impede 
  movement (difficult terrain, ½ 
  speed). 
  
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  DM AID 3: DRAGOTHA’S RITUAL SITE 
   
   
   
   
   
   
   
   
  �  
  Portal 
  to 
  Dragotha’s 
  chamber. 
  Numerous strange tubes 
  connect this cauldron to 
  Gildor’s location on the 
  south 
  wall 
  of 
  the 
  chamber. 
  Barracks 
   
  The thin green rectangles indicate the outer edges of the 
  dimensionally locked areas. The first such area extends from just 
  behind the trapped door to a distance 20 feet down the hallway. 
  The second area encompasses the entire central chamber, 
  extending to a distant boundary just shy of the edge of the portal 
  to Dragotha’s chamber. 
  Trapped 
  door. 
  
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  DM AID 4: THE AUROMVORAX 
   
   
   
   
   
  Each square = 5 ft. 
  Fore deck raised 10 feet. 
  Stairs to either side. 
  Aft deck raised 10 feet. 
  Stairs to either side. 
  Each central dot is one of 
  the Auromvorax’s 4 masts. 
  
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  PLAYER HANDOUT 1: INVITATION TO DINE 
  Hero, 
   
   Your deeds have earned you a reputation of one capable of success in 
  even the most trying times, and His Majesty, King Belvor IV of 
  Furyondy, wishes to enlist your aid on behalf of one of his friends. His 
  Majesty understands the many demands upon an experienced adventurer’s 
  time and will compensate you for your efforts. 
   Please come at once to my estate in Chendl. As your host, it is my 
  duty to remind you of Chendl’s longstanding precautions against permitting 
  evil into the city and also to inform you of the newer measures which have 
  outlawed teleportation magic meant to transport individuals into the city 
  proper. 
   I have informed the guards to expect you and a number of other 
  adventurers. If you need to stable any animals or beasts not permitted into 
  the city, feel free to mention my name, and they will be shown only the 
  most excellent care. 
   Bring whatever items you need to engage an important adventure, and 
  bring a healthy appetite! We’ll discuss the business after dinner. 
   
  Respectfully, 
  Sir Rayvelis Lanistor 
   
  
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  PLAYER HANDOUT 2: INVITATION TO DRINK 
   
  It’s a beautiful night for a drink to our health. And you say: 
  Midnight has always been my favorite hour. I’ll bring a 547 CY 
  vintage from Highfolk’s finest stock. You bring your things 
  and be prepared to travel. 
   Two miles east, by the river, after dusk. Try to avoid 
  drawing attention to yourselves. Be careful to keep Torkeep’s 
  Inquisition out of this one. 
   
  [The note is not signed.] 
  
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  PLAYER HANDOUT 3: INVITATION TO SAIL 
   
  Friend, 
   
  You’ve done well. Perhaps better than you know. Now it’s 
  time for another drink if you wish it, though I must warn you 
  that this drink is likely to be the messiest, riskiest drink you’ve 
  had since the Cup Ran Dry. Perhaps even worse. 
   If you think you’re up to the task, meet me at the docks in 
  Bright Sentry. Captain Van Mattiaun has offered to provide 
  transportation from your nearest port, if necessary. No need 
  to write back, just look up and raise two fingers if you need 
  the ride. 
   Okay, now… one finger if you accept the mission or two if 
  you decline. 
   
  -F.L. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Iuz Border States/598/Normal Scenarios/IUZ8-01 End of The Line (APL 10-16)/IUZ8-01 - End of the Line.pdf