TEXT: YEO5-07 
   
   
   
   
   
  Blighted Souls 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.2 
   
  by Rich Oliver & August Hahn 
  Reviewer: Yeomanry Triad  
  Circle Reviewer: Steven Conforti 
  Playtesters: Harry Wise, Jason Milks, Ralph Evans, Harrison Wise, and Casey Wise 
   
   
   
  Storm clouds gather over the Yeomanry. Seers, oracles and soothsayers are struck dumb, or can only speak of the end of 
  the land. In the darkest hours of the night, dreams turn into nightmares. Amid rumor and speculation, the adventurers 
  gather against the dangers of oncoming night at the base of the towering Escarpment. Shouts call out as a lone figure 
  approaches out of the night.  A Yeomanry regional adventure for APLs 6-16, and part of the Asberdies storyline. 
   
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at beldred@midsouth.rr.com.  For LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  YEO5-07 Blighted Souls 
   
  Page 1 
  
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry pay 
  one Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool Marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.  The 
  Yeomanry is a land populated primarily by freemen 
  farmers, who are mostly a Suel-Flan mix. 
   
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority, 
  who has carried the spear for the nation, either now or in 
  the past, is eligible to elect a spokesman on his behalf 
  from his community who serves in the Council of 
  Common Grosspokesmen in Loftwick.   
   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its official 
  website: http://www.yeomanry.org. 
  ABOUT THE ESCARPMENT 
   
  The Escarpment is a natural fault in the otherwise 
  flat land of the Yeoman interior that manifests itself as a 
  sheer cliff ranging from 80 to 150 feet high (the lands to 
  the east are lower). It originally ran for several leagues in 
  a fairly north-south direction; following the Landstraad, 
  the Escarpment has lengthened to nearly twice its 
  original distance. Along the bottom of the northern end 
  of the escarpment lay several patches of thick marsh and 
  swampland.  
   
  Prior to the Landstraad, the Escarpment was 
  impassible to caravans traveling between Loftwick and 
  Longspear, and merchants had to add two to three days 
  extra travel to their journey to go around it. However, in 
  583 CY, a long, sturdy ramp (named Farrier's Ramp, after 
  its designer) was built to allow merchants to save time. In 
  order to fund the project, the Council of Grosspokesmen 
  agreed to levy a small toll to those utilizing the ramp, but 
  the days saved are well worth the price for most 
  merchants. The government is in the process of 
  designing and building a keep at the top of the 
  YEO5-07 Blighted Souls 
   
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  Escarpment adjacent to Farrier's Ramp to protect 
  travelers as they cross and to keep vandals away.  
   
  Despite the recent construction, the region 
  surrounding the Escarpment is relatively unpopulated, 
  and various monsters and bandits loom about in hopes of 
  an easy meal or ambush. Furthermore, the face of the 
  Escarpment is dotted with countless caves. Most of them 
  are so small that only birds can lair therein, but others are 
  much larger and potentially could house something 
  much more dangerous. Some of the caves are rumored to 
  spread for miles under the fertile Yeoman plain, and the 
  Landstraad almost certainly has created new ones to be 
  explored. 
  BACKGROUND 
   
  The history of the region which would become the 
  Yeomanry begins with the destruction of the Suloise 
  Empire in the Rain of Colorless Fire in CY –421. After 
  the Suel migrated into the Sheldomar Valley, many of 
  their number chose a more peaceful existence, eschewing 
  the retreating Noble Houses and their ambitions to the 
  north and east. Instead these peoples, primarily lowborn 
  peasantry, did not venture far from where they emerged 
  into the Flanaess. They settled the high valleys between 
  the Jotens and the Tors and mixed with the local Flan. 
  These new lands, stretching all the way out to the Javan 
  River, had been well explored by the Suel prior to the 
  Twin Cataclysms. The explorers had established mining 
  enclaves and listening outposts decades before the onset 
  of the war, some of which produced notable settlements 
  such as Melkot in the Tors. Certainly, dissident 
  individuals had been escaping imperial influence to the 
  shores of Jeklea Bay over the dormant Hellfurnaces for 
  centuries, but these lands were not of great importance 
  until the destruction of the empire. 
   
  In the century following the migrations, the humble 
  folk who settled these lands were conquered and 
  subjugated by a powerful Suel mage who mercilessly 
  swept through their realm from the east. Lord Asberdies, 
  as the tyrannical wizard was known, had emerged from 
  the Dreadwood after the terrible destruction of his noble 
  house, the infamous Malhel, some years earlier. 
  Asberdies ruled the land and its people with cold-blooded 
  ruthlessness in a vain attempt to resurrect a vestige of the 
  glory of the Old Empire. The tyrant was eventually cast 
  down after years of dominion, during which his outrages 
  ultimately grew unbearable. The Yeoman farmers banded 
  together into small cadres of around a dozen fighters to 
  overcome the forces of the mage in piecemeal fashion 
  through relentless guerrilla strikes upon his forces. 
  Legend speaks of their leader, an Oeridian warrior 
  renowned for wielding a magic sword of tremendous 
  power, known to history as The Deliverer. The Deliverer 
  was assisted by two fellow heroes, known to history as 
  The Voice and The Guardian. The Voice wielded a magic 
  spear of great power, while The Guardian carried a 
  wondrous magic shield. With their leadership, Asberdies 
  was soon harried from his throne by the insurgents, who 
  were eventually able to besiege his stronghold and force 
  him from the land entirely in CY -258. In the aftermath 
  of securing their independence, these citizen-warriors 
  realized that they had essentially formed the framework 
  of a government. They elected their own spokesmen, 
  who in turn chose leaders to direct the affairs of the 
  realm. The Grosspokesmen, as these leaders would come 
  to be called, established the officer of Freeholder, who 
  was essentially an administrator elected to run the 
  government, military, and conduct foreign policy. 
    
  In CY 591, (Year One of Yeomanry Living Greyhawk 
  adventures), a crop blight afflicted parts of the Yeomanry. 
  This blight was eventually traced from outlying farms to 
  the southern part of the Escarpment. There, in a newly 
  excavated dig by the Dustdiggers, a gigantic sphere of 
  mud had been discovered. Digging into part of the 
  sphere, the Dustdiggers uncovered the true surface of the 
  stone, exposing a luminous green, pockmarked exterior 
  and releasing a malefic wind. 
   
  With some difficulty the stone was recovered and 
  the blight halted. The object, now called the Blightstone, 
  was moved by the Dustdiggers to a secure location in 
  their guildhall located in Loftwick. 
   
  In CY 592, (Year Two of Yeomanry Living Greyhawk 
  adventures) a massive earthquake struck the Yeomanry, 
  called the Landstraad, or “land terror,” by locals. 
   
  While the epicenter was almost directly under the 
  town of Hardwick, its effects could be felt as far east as 
  Longspear. The Escarpment has extended to nearly twice 
  its earlier length to the South, swallowing Hardwick 
  whole. The village of Slue was been badly damaged, as 
  was Wicker and Wymeswold. The Yeomanry was 
  plunged into a state of chaos. 
   
  In the wake of the Landstraad, the survivors of 
  Hardwick have attempted to rebuild. Two massive 
  elevators now rise against the flanks of the Escarpment. 
  Constructed of stone and wood, with the help of the 
  Whirgirn dwarves, the elevators carry all but the heaviest 
  of cargoes. Much to their irritation, merchants must 
  climb the stairs. Just South of the Old Hardwick Road 
  and the elevators, the Sule River crashes over the 
  Escarpment, carving out a giant water-filled grotto at its 
  base, before disappearing into the depths of the crevasse. 
  What happens to the Sule between the Escarpment and 
  its reemergence some miles away is unknown. 
   
  While the majority of Hardwick’s population 
  perished or has relocated, there are many who have 
  rebuilt their homes at the top of the Escarpment, while 
  the abandoned homes below are used as people come and 
  go to the area. One enterprising soul, Matteas Ferpeps, 
  has commandeered several of the rustic homes below 
  which stand at one side of the basin of the falls as a 
  honeymoon locale. 
   
  In Loftwick, the gigantic sphere called the Blightstone 
  seemed to collapse in on itself on a particularly humid 
  day. During the clean up of the enormous pile of mud, a 
  YEO5-07 Blighted Souls 
   
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  large fracture in the foundation of the building was 
  discovered. Presumably, the actual stone itself was stolen 
  sometime during or after the Landstraad. 
   
  Now, in the Underoerth below the Yeomanry, an 
  evil force has been constructed, poised to wreak the final 
  destruction on the Yeomanry League. The Blightstone, 
  purloined from the hands of the Dustdiggers, rests with 
  three other stones in a gigantic magical mechanism. 
  These Stones of Ruin have been placed here by Asberdies 
  over the ages. They are the Blightstone, a cloudy emerald 
  green, drawing its power from the disharmony between 
  air and earth. The Maelstone is dark gray, powered by 
  earth and opposed by air. The Pyrestone is blood red, 
  powered by the disharmony between its base, fire, and 
  water. Finally, the Vilestone is powered by water and 
  opposed by fire, and is murky blue in color. 
   
  Once placed in Asberdies’ mechanism, the Stones 
  would have granted him enough power to raze the 
  Yeomanry to bedrock. Unfortunately, the Blightstone 
  attracted a number of ‘worshippers’ before it was placed 
  in the machine, and has come to form a sense of self—a 
  consciousness. It has no intention to serve as slave for 
  anyone. Although it is loathe to directly opposed 
  Asberdies (a confrontation the Blightstone understands it 
  would have slim chance of winning), it has for some time 
  now been secretly subverting the power of the Great 
  Machine, causing inexplicable failures. 
   
  Unfortunately for the Yeomanry, Asberdies is 
  fiercely intelligent, and certain to discover the cause of 
  these failures. 
  ADVENTURE SUMMARY 
  Encounter 1 
   
  PCs encounter a blighted one with the fall of night. 
  The blighted one approaches peaceably, and if it is 
  parleyed with will explain (as best it can) it purpose, and 
  ask the PCs for help. Note that if the PCs do not parley, 
  they can kill numerous undead blighters for the 
  remainder of the night, and the adventure is effectively 
  over. 
  Encounter 2 
   
  The PCs follow the blighted one to the cyst where 
  their bodies will stay while traveling to the node. 
  Encounter 3 
   
  The blighted one casts the astral projection spell and 
  the PCs enter the Astral Plane and travel to the Great 
  Machine’s node. 
  Encounter 4 
   
  The PCs receive the scrolls necessary to free the 
  Stones of Ruin and enter the elemental node. 
  Encounter 5 
   
  The PCs arrive in the node and get the basic layout 
  of the place. 
  Encounter 6 
   
  The PCs enter the “green” path, where the Blightstone 
  rests. While there they encounter the hollyphant. 
  Encounters 7 to 9 
   
  These three chambers house the other Stones of Ruin 
  (Maelstone, Pyrestone and Vilestone) and their guardians. In 
  each, the PCs must defeat the guardians; they will fight 
  without quarter and cannot be parleyed with. 
  Encounter 10 
   
  With the disappearance of the Blightstone, the Great 
  Machine begins to disintegrate. The PCs arrive at the 
  central spire and find a way out. 
  Encounter 11 
   
  Above the main disk, the PCs find a control room, 
  and encounter the shadow of Asberdies. They can flee or 
  they can confront the shadow mage. 
  Encounter 12 
   
  The great round-up—the PCs are debriefed by 
  several “worthies” of the Yeomanry. 
  PREPARATION FOR PLAY 
  Review entries in the Dungeon Master’s Guide on the Astral 
  Plane and its traits, as well as the spell astral projection 
  from the Player’s Handbook. 
   
  For the purposes of this adventure, the node which 
  the Great Machine resides in is considered a plane, and 
  the PCs will form new material bodies and equipment. 
  All items the character possesses are recreated without 
  exception or limitation. Any use-items (wands, staves, 
  rods, etc.) on which a character expends a charge is used 
  on the Material Plane as well. 
   
  However, due to the nature of the astral projection 
  spell, any PC killed while in the Great Machine’s node 
  are not killed, but simply awaken on the Material Plane, 
  per the spell. Do NOT reveal this to the players. 
  Is This a Military Adventure? 
   
  This adventure begins without the knowledge of 
  Yeoman officials. As such, inform the players that it is 
  NOT a military adventure. However, in the aftermath of 
  the adventure, officials will inform the adventurers that 
  their time does qualify, and they can count the TUs spent 
  on this adventure toward any annual TU commitment 
  required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  Similar to military considerations, the Dustdiggers 
  have no advance knowledge of the actions of the 
  YEO5-07 Blighted Souls 
   
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  adventurers. This adventure will count toward any 
  annual TU commitment required by their enlistment. As 
  above, tell players it is NOT until after the adventure. 
  Is this a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman military are 
  possible in this adventure, and as such, the possibility for 
  promotion exists.  In order for a PC to be considered for 
  promotion at the end of this adventure, the PC must do 
  the following: 
  1. 
  The DM and all Yeomanry military PCs present at 
  the table must unanimously agree that the PC has 
  performed an action and behaved in a manner that 
  would make them a good leader of men in their unit. 
  There must be at least two other military PCs playing 
  the adventure besides the PC up for advancement.  
  Only one PC can be nominated for advancement per 
  adventure. 
  2. 
  The player so nominated must then gather the 
  names and email addresses of all Yeomanry military 
  players and the DM at the table. 
  3. 
  The player must then submit a small summary of 
  what happened in the adventure and why he or she 
  should be considered for promotion.  Emailing this 
  information to yeomanry-triad@yahoogroups.com. 
  4. 
  The Triad will then discuss your promotion and 
  determine whether promotion is granted.  You will 
  be notified via email, and a promotion certificate will 
  be sent to you via snail mail. 
   
  In order to be considered for promotion, the 
  Yeomanry military character must have spent a 
  minimum of one year of real time at the rank below that 
  being applied for.  So in order to be considered for 
  Sergeant, the player must have spent one full year as a 
  Yeoman, and one full year below that as an unranked 
  soldier. 
  THE ASTRAL PLANE 
   
  See the Dungeon Master’s Guide, page 154. 
   
  The Astral Plane is the space between the planes. 
  When a character moves through an interplanar portal or 
  projects her spirit to a different plane of existence, she 
  travels through the Astral Plane. Even spells that allow 
  instantaneous movement across a plane, such as 
  dimension door, briefly touch the Astral Plane. 
   
  The Astral Plane is a great, endless sphere of clear 
  silvery sky, both above and below. Large tube-shaped 
  clouds slowly coil into the distance, some appearing like 
  thunderheads and others looking like immobile 
  tornadoes of gray wind. Erratic whirlpools of color flicker 
  in midair like spinning coins. Occasional bits of solid 
  matter can be found here, but most of the Astral Plane is 
  an endless, open domain. 
   
  Both planar travelers and refugees from other planes 
  call the Astral Plane home. The most prominent denizens 
  of the Astral Plane are the githyanki, an outcast race 
  which preys on travelers throughout the plane. 
   
  The Astral Plane has the following traits: 
  • 
  Subjective directional gravity. 
  • 
  Timeless. Age, hunger, thirst, poison, and natural 
  healing don’t function in the Astral Plane, though 
  they resume functioning when the traveler leaves 
  the Astral Plane. 
  • 
  Mildly neutral-aligned. 
  • 
  Enhanced magic. All spells and spell-like abilities 
  used within the Astral Plane may be employed as if 
  they were improved by the Quicken Spell feat. 
  Already quickened spells and spell-like abilities are 
  unaffected, as are spells from magic items. Spells so 
  quickened are still prepared and cast at their 
  unmodified level. As with the Quicken Spell feat, 
  only one quickened spell can be cast per round. 
  ELEMENTAL NODE OF THE GREAT 
  MACHINE 
   
  The eventual destination for the party is the 
  elemental node of the Great Machine. The node is an 
  elemental pocket drifting in the Astral Plane. 
   
  The central chamber of the node holds much of the 
  gearworks. Four elemental conduits radiate from the 
  central chamber, each accessed by bridgeworks of 
  glowing lines of energy. Down each corridor is a control 
  room, guardian room and finally the power room, where 
  the four Stones of Ruin rest. PCs must defeat the 
  guardian and destroy the shackles which hold the stones 
  in place. 
   
  The elemental node has some peculiar qualities. 
  Throughout the open areas of the node, there is little 
  gravity. What gravity there is, localizes to virtually every 
  surface. This effect is such that PCs can walk on any 
  surface as if it where the ground. Any vertical surface, 
  such as the central spire of the machine can be easily 
  climbed. 
   
  The elemental node and the great machine were 
  created long ago, and only recently (relatively at least), 
  appropriated by Asberdies. Whoever created the machine 
  did not want surprise visitors. The elemental node cannot 
  be penetrated from without by any teleportation magic. 
  Once inside, however, such magics work normally, but 
  again cannot penetrate outside the elemental node. The 
  DM should take note that this will prevent the creatures 
  in this adventure from summoning additional help. 
   
  Note that, due to the nature of the node, and how it 
  is accessed, the creatures inside it are not normal. The 
  remains of the creatures will fade away to nothing upon 
  defeat, leaving only their effects behind. In addition, 
  YEO5-07 Blighted Souls 
   
  Page 5 
  
  although these creatures are normally of good alignment, 
  they have been corrupted and should be treated as if evil, 
  usually the opposite alignment. 
  INTRODUCTION 
  Dusk comes early in the shadow of the Escarpment. 
  Late afternoon sunlight softens the dark shade in 
  the lee of the great cliff, and bright sky can be seen 
  above. The Escarpment’s shadow can be seen 
  stretching further East with each moment, and soon 
  night will arrive with a vengeance. 
   
  Around you, various men and some women are 
  camped, gathered at the base of the new elevators 
  that rise from the foot to the top of the Escarpment, 
  where the sun give a bright, warm glow to the 
  elevator framework.  
   
  Several of you gather together as night comes 
  closer, setting watch rotation to guard over the 
  impromptu camp. Although it is in the heart of the 
  Yeomanry, the damage done by the Landstraad has 
  opened countless caves and fissures into the Night 
  Below, and the area is no longer a safe haven for 
  farmers and travelers. 
   
  Nearby to the south, in some of the salvaged 
  homes that lay at the foot of the Escarpment, 
  honeymooners watch the rainbow that’s formed in 
  the play of spray and sunshine. The Sule River drops 
  here into a fissure at the Escarpment’s base that 
  swallows it whole, not to re-emerge for several 
  miles. 
   
  At this point allow the players to introduce their PCs 
  as necessary. Get the watch rotation from the players. 
   
  Starting with the first watch, begin sending blighted 
  ones to the PCs’ encampment, one each hour. The 
  blighted ones will try to approach the camp in a friendly 
  fashion, although their appearance may deter the players 
  from parley for a while. 
   
  If the PCs never engage in parley, morning will 
  come, and the PCs are free to pursue their various paths. 
  The adventure is essentially over. 
   
  Proceed to Encounter 1 as the blighted ones 
  approach. 
  ENCOUNTER 1: THE 
  DARKNESS OF GREEN 
  With the advent of full night, you are left in near 
  complete darkness. Turning away from the lights 
  placed around camp, you let your eyes adjust to the 
  moonless night. 
   
   
   
  Strange. Although the moons set over there, you 
  can see a greenish glow coming from that direction. 
  And it seems to be advancing, growing brighter than 
  a moon would and much more quickly. With a start, 
  you realize that the glow is traveling on the ground 
  and approaching camp! 
   
  A solitary figure walks with a shambling gait, 
  surrounded with a bilious green glow. The figure 
  leans over to one side, like a candle that has melted 
  and slumped. An arm is held out to the other side 
  for balance as it walks. As it gets closer, you can see 
  the nightmarish halo of tangled knots that was hair, 
  surrounding a face gone slack and expressionless. 
  You feel it would be drooling if it could. 
  Closer it comes, raising its arm to you. 
   
  PCs may not wait to determine what kind of gesture 
  the blighted one is making. It is in fact raising its arm in 
  greeting, attempting to parley with the PCs. If they do 
  not wait, allow the party to attack the blighted one; it’s 
  easily killed (treat as a skeleton, zombie, wight or wraith, 
  depending on APL—this is not intended as a challenge to 
  the PCs, but as a nuisance). 
   
  In the next hour another blighted one will approach 
  in similar fashion. Feel free to improvise these 
  approaches. Make certain that the blighted ones can be 
  seen as approaching to talk, if the PCs take the time to 
  examine the situation. 
   
  If at any time the PCs attempt to negotiate with the 
  blighted one, read the following text: 
   
  The glowing figure stops near you, but out of 
  easy weapon range; you could shoot it, but what 
  good do most arrows do to creatures such as this? It 
  lowers its arm slowly, not so much to put you at ease 
  you think, but because that might be as fast as it can 
  move. 
   
  The thing opens its slash of a mouth, and you 
  can hear a soft rasp of escaping air. All around you a 
  voice sounds, you have to strain to hear it, or rather 
  perhaps it in your head. 
   
  In a voice that of surprisingly low timbre, you 
  hear the voice, “say to interlopers and sons of suel: 
  be easy.” 
  Softly, so softly that you strain to understand let 
  alone hear, the glowing figure rattles its dead breath 
  at you. Perhaps it said “Be easy.” 
   
  The low, deep voice sounds again, “say to them, 
  its comes peace. comes help you.” 
   
  Again, you hear the fetid noise from the 
  creature that could be words, repeating the voice 
  you all hear within your head. 
   
  “tell the undeads: i make deadwind; i make the 
  others like its; its belong me; its and others like its 
  make me.” 
   
  The glowing creature breathes the soft, raspy 
  message and the voice comes again, “say to them: we 
  YEO5-07 Blighted Souls 
   
  Page 6 
  
  used others me. fleshless one turned us against 
  stone. no why.” 
   
   
   
   
   
   
  Again the creature before you mumbles in a soft 
  breath that stinks of the grave, before the voice 
  continues, “others shackled. but its slackened 
  shackled me. no freedom. know freedom.” 
   
  The now familiar hiss-breath of the glowing 
  blighted one comes and the air roils with the smells 
  of dead flesh. The voice in your head continues, “tell 
  non-its: me come with its tell. say to non-its help. 
  take non-its down in chamber dreaming. show 
  prison.” 
   
  “show non-its others used. non-its free others 
  me. me go non-its safe. me go master. prison break 
  fleshless one stop.” 
  “fleshless one make others me dance. me go find 
  master. leave no harm stone. No harm wind. change 
  place.” 
   
  “non-its come chamber dreaming?” The last 
  words repeated by the blighted one sound almost 
  like a question. The glowing undead creature stands, 
  waiting, swaying on its feet. 
   
  At this point, the players may examine Player 
  Handout #1, which has the basics of the conversation 
  above. If need be, the PCs may ask questions of the 
  blighted one; through it the Blightstone will answer as best 
  it can. Some sample questions are below with answers. 
  Note that the Blightstone does not refer to itself as such, 
  only as me or i. 
   
  Under no circumstances will the Blightstone identify 
  the “fleshless one” as Asberdies. Not even if the PCs 
  correctly guess the truth; it simply will not answer. The 
  Blightstone will not answer any questions regarding the 
  master. Remember that all answers from the blighted one 
  maintain the strange dual speech from the low-timbre 
  voice, and the hissing death rasp of the creatures. 
   
  To summarize, the Blightstone refers to things in the 
  following ways: its are blighted ones; Undeads, 
  interlopers, non-its, etc. are PCs or non blighted ones; 
  the fleshless one is Asberdies (see note above); the 
  others are the other Stones Of Ruin; the chamber 
  dreaming is a small crystal cyst in the Escarpment; the 
  prison is the Great Machine built by Asberdies to house 
  and use the Stones Of Ruin; the dance is the great spell 
  working which will raze the Yeomanry unless the PCs are 
  successful. 
   
  Also, note that the Blightstone has no understanding 
  that the PCs can hear it talking to the blighted ones. 
  However, the PCs may not be able to figure this out 
  either. This may be significant later on in the adventure. 
   
  Q. What is the deadwind? 
   
  “deadwind flow small hole. deadwind make its. 
  its make me.” 
   
  Q. What are its? 
   
  “its,” and the glowing blighted one points at its 
  chest. 
   
  Q. How did the its make you? 
   
  “its make me. see its world. know its. 
  understand its.” 
   
  Q. What are the others? 
  “others like me but different same.” 
   
  Q. How were you turned against stone? 
   
  “fleshless one join me other. send to stone. no 
  room hurt. crack stone. make wide.” 
   
  Q. Why were you turned against stone? 
   
  “no why.” 
   
  Q. What is shackling you? 
   
  “fleshless one.” 
   
  Q. What made your shackles loosen? 
  “its. its think me. me think.” 
   
  Q. What is “chamber dreaming?” 
   
  “place dream. take you you dream take you 
  prison down break.” 
   
  Q. Who is your master? 
  “master create me others” 
   
  Q. What is the prison? 
  “prison place me others non its come.” 
   
  Q. What kind of dance do you do? 
  “dance fleshless one make” 
   
  Q. What/How were you made? 
   
  “not know.” 
   
  Once the PCs have agreed to help the Blightstone, 
  they will be escorted to the chamber of dreams by the 
  blighted one. It will no longer answer questions, having 
  lost the attention of the Blightstone. The walk to the cyst is 
  not terribly far, but it does take some time due to the 
  blighted one’s slow gait. 
  ENCOUNTER 2: CRYSTAL 
  COLUMNS 
   
  As the PCs approach the chamber of dreams, they 
  also approach dawn: 
   
  You’ve been walking behind the blighted one 
  for most of the night. Plodding really, as if its slow, 
  dead gait had infected everyone. The Escarpment 
  has remained to your right as you traveled South, a 
  looming presence. To the East, you can see the first 
  YEO5-07 Blighted Souls 
   
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  signs of the sky lightening, and just perhaps the 
  pace of the blighted one has picked up a bit. 
   
  Abruptly, the blighted one stops and twists to 
  the right. You can barely see a cleft in the wall of the 
  Escarpment, set some one or two feet below you and 
  at most 10 feet from the close edge of the split; the 
  Escarpment runs close together this far South. The 
  blighted one walks to the cleft and turns waiting for 
  you. 
   
   
   
  Looking down into the crevasse that is typical of 
  the Escarpment, you can see that here at least it is 
  different. The earth at the Southern end of the great 
  crack must be looser. It’s filled in the crevasse, so 
  that the bottom is no more than 20 feet below, 
  rather than the echoing depths in the Northern 
  reaches of the Escarpment. 
   
  The cleft in the wall of the Escarpment looks 
  large enough to fit one person at a time. Farther 
  back, you can see crystalline protrusions. 
   
  The PCs must make their way across the crevice at 
  the base of the Escarpment to gain entry to the Chamber 
  of Dreams. The cyst is large enough for one person to 
  enter at a time. 
   
  Inside, several protrusions can be used to secure a 
  rope, or a spike can easily be driven into the soft earth. 
  Treat the crossing as a Climb check, DC 15. If the PCs 
  attempt to jump across, it is an easy jump, but it’s difficult 
  to “target” the small opening (Jump DC 20). 
   
  Once all the PCs are inside the cyst, read the 
  following: 
   
  As the first rays of sunshine clear the horizon, 
  the blighted one makes a dash, and jumps down into 
  the crevasse. It scrambles up the side of the 
  Escarpment, digging its claws into the earth. With a 
  horrible shriek, it scurries over the lip of the cyst, 
  slightly burned in the morning light. 
  The blighted one crawls to one side of the small 
  cave as the light splashes across the crystal columns, 
  throwing vivid colors across the walls and your 
  fellow adventurers. The light slowly diminishes as 
  the opening of the cleft slowly closes. In the 
  morning sun, the columns at the front of the small 
  cave look like translucent teeth as the cyst slowly 
  swallows you! 
   
  Assuming that someone provides a source of light, 
  continue with the following: 
  The slow movement of the earth grinds to a halt 
  with a low “clack” of stone on stone. In the dim light 
  that filters through the crystal teeth you can sense 
  movement as the blighted one slowly slumps to the 
  dirt floor. You feel a  soft waft of air against your face 
  from gaps in the crystal teeth. 
   
  You squint against the sudden, sharp light 
  provided by your companions. The blighted one sits 
  amongst you, arms stretched. The soft hiss of the 
  thing’s voice fills the small dirt cave. “tell non-its to 
  join. begins journey to prison.” 
   
  Alert PCs may notice a bag laying next to the 
  blighted one (Spot DC 20). If the PCs investigate this, 
  they will find three scrolls, used in the upcoming descent 
  to the prison. Each scroll is written at 9th level ability: 
  burning hands, a reversed form of burning hands which 
  inflicts cold damage via Energy Substitution, and a 
  special version of magic missile which fires jagged bits of 
  stone. Note that these scrolls are oddly written, and can’t 
  be scribed, although anyone who can cast arcane spells 
  can use them. 
   
  Once the party has joined hands (or is touching each 
  other in some way), the blighted one begins casting a 
  spell: astral projection. 
  ENCOUNTER 3: IN THE BELLY 
  The breath of the blighted one falls like the last dead 
  leaves before winter as it begins casting the spell. 
  Slowly fingers of power reach through you and close 
  around your heart; your soul. In your mind’s eye, 
  you can see ghostly, green arms reaching from the 
  blighted one, gathering you and your companions 
  together. 
   
  Spellcasters have the usually chance of recognizing 
  the spell via Spellcraft. It is recommended that players 
  NOT be allowed to check the description of the spell if 
  they don’t have the ability to cast it themselves (hopefully 
  this will facilitate the suspense of the adventure). 
   
  Give the PCs a chance to refuse to accept the spell. 
  Assuming the PCs accept the spell from the blighted one, 
  continue with the following: 
   
  With a numbing wrench, you feel your stomach 
  pulled up and out. Before you even have the chance 
  to look down on your motionless body, you feel 
  another pull. Like a curtain parting, the edges of the 
  world part around you, pieces of reality brushing 
  your face, and an endless silvery gray vista opens 
  before you. 
   
  “we go,” comes the sibilant cough of the 
  blighted one, and you feel the gray morass flowing 
  against your immaterial skin. Behind you, a silvery 
  cord stretches far into the distance. 
   
  After traveling for some immeasurable time, 
  you see something in the distance. As it grows in 
  front of you, your vision is filled not with your 
  destination, but with the sight of [insert appropriate 
  text, see below], which grows and grows as you get 
  closer. Perception and distance have played tricks 
  on your vision, and you are upon each other before 
  you can react. 
  YEO5-07 Blighted Souls 
   
  Page 8 
  
  • 
  APL 6: a small pack of hounds, leaping toward 
  you 
  • 
  APL 8: insubstantial black forms, arms wavering 
  and clutching for you 
  • 
  APL 10: a massive skeletal figure with strands of 
  mummified flesh hanging from its bones and 
  insubstantial black forms, arms wavering and 
  clutching for you 
  • 
  APL 12: a lone mass of darkness shaped like a bat 
  • 
  APL 14: humanoid giant composed of pure 
  darkness 
  • 
  APL 16: immense worm covered with plates of 
  dead black 
  APL 6 (EL 8) 
  � Shadows Mastiffs (3): hp 33 each; see Monster 
  Manual, page 222. 
  APL 8 (EL 10) 
  � Shadows, Greater (2): hp 81 each; see Monster 
  Manual, page 221. 
  APL 10 (EL 12) 
  � Devourer (1): hp 108; see Monster Manual, page 
  58. 
  � Shadows, Greater (2): hp 81 each; see Monster 
  Manual, page 221. 
  APL 12 (EL 14) 
  � Nightwing (1): hp 179; see Monster Manual, page 
  197. 
  APL 14 (EL 16) 
  � Nightwalker (1): hp 221; see Monster Manual, 
  page 196. 
  APL 16 (EL 18) 
  � Nightcrawler (1): hp 263; see Monster Manual, 
  page 195. 
   
  Treasure: None of the creatures have treasure. 
  ENCOUNTER 4: THE TEMPEST 
  BECKONS 
  Beyond the creature(s), you can see a strange shape. 
  Different from the occasional “color coins” you’ve 
  seen spinning in the gray void, this shape becomes 
  clearer—and grows twice as tall as a man—as you 
  approach. 
   
   
  You see a small tempest, somewhat spherical in 
  shape; a slightly flattened ovoid. Across the ovoid, 
  colors play in sweeps and washes on the otherwise 
  colorless, roiling surface. Great gouts of colored 
  light erupt from the surface, like jagged bursts of 
  lightning. Where the blasts spring from the 
  tempest, the colors ripple away like waves on a lake, 
  in great swaths of red, yellow, blue and green. The 
  tempest itself is an agonizing mixture of shape and 
  color, excruciating to the eye, and completely 
  chaotic in shape and behavior. After studying it for 
  some minutes, you realize that it has no pattern, no 
  regular movement, and is completely random in 
  nature. You feel faintly nauseated as you look away. 
   
  Give the PCs as much time to study the node as they 
  need. The blighted one will only point at the node itself 
  without comment. 
   
  Before the PCs enter the node, the blighted one will 
  give them the satchel with the scrolls: 
   
  As you move to enter the tempest, the blighted 
  one gestures for you to come closer. It holds a small, 
  bloodstained satchel, which it hands to you. Inside 
  you see three elaborate scrolls. Each scroll has a 
  spindle carved with cavorting figures. The scrolls are 
  written on fine skins, if perhaps a bit worse for the 
  wear. While the endwrap may be covered with blood 
  spatter, the interior is written in a fine, even script. 
   
  The scrolls are titled burning hands, freezing 
  hands, and elemental stone missile. “non-its no fool 
  guardians. goodly visage, evil still. non-its guardians 
  kill. Metal-glass tree no matter.” The blighted one 
  points at the scrolls, “beyond shackles. use skins 
  each for other. shackles kill non-its fight.” 
   
  The blighted one begins to change, the faint 
  green color draining from it, its skin continuing to 
  corrupt and mortify. “shackles broken, non-its flee. 
  leave down and out.” 
  With this last effort at speaking, the form of the 
  blighted one rots away to tatters, slowly tumbling 
  away in the gray void. 
   
  Assuming the PCs enter the tempest, proceed to the 
  next encounter. 
  ENCOUNTER 5: A 
  CLOCKWORK GREEN, … RED, 
  BLUE, AND YELLOW 
  No matter where they decide to enter into the node, the 
  PCs will drop into the “top.” Give PCs a Reflex save (DC 
  12 + APL) to enter the sphere when it is green (the color 
  of the blightstone and the blighted one). All other colors 
  will inflict a varying degree of damage, randomly 
  determined (1d6) between fire (1-2), electricity (3-4), and 
  cold (5-6), but the PCs will be able to enter the node of 
  the Great Machine. 
  APL 6: 4d6 damage 
  YEO5-07 Blighted Souls 
   
  Page 9 
  
  APL 8: 6d6 damage 
  APL 10: 8d6 damage 
  APL 12: 10d6 damage 
  APL 14: 12d6 damage 
  APL 16: 14d6 damage 
   
  You fall through the tempest, buffeted and 
  slapped by energies far more powerful than you’d 
  imagined. 
   
  As you emerge from the swirling mass of color 
  and light, feeling the touch of a thousand fingers 
  against your body, you glimpse an enormous, 
  shining wheel spread out below you. You land with a 
  soft thump on the “ground.” 
   
  i
   
  i
  The floor below you is a giant wheel, a cog really, 
  similar to the gears you’ve seen or heard about in the 
  Gnome Clocktower in Loftwick. The gear has a 
  metallic sheen, but as you take a closer look, you can 
  see that the floor has a strange feel, and rings with a 
  clear sound like glass or crystal. 
   
  At the center of the enormous wheel is a 
  massive spire, made of the same strange material. It 
  dominates this central room. The ends of the spire 
  are lost above in the wall of elemental force, while 
  below the spire descends past v ew into the ethereal 
  miasma. 
  Radiating from the central wheel are four struts 
  at the end of which are thick spokes of energy. The 
  spokes are a bridgework of pulsing energy lines, 
  chaotic and intertwining, that pierce the ethereal 
  miasma. One spoke is dark and slightly tinted a 
  bilious green. Curiously, each of the others has a 
  distinctive lighting, each different; red, blue and 
  yellow. A cold wind blows along the blue spoke, and 
  from the red a hot wet wind. From the yellow spoke, 
  a smell of ozone and an electric feel make the hairs 
  on your arms stand up. 
   
  PCs may examine the structure of the gear and spire. 
  Although they may try, nothing the PCs currently have 
  will affect the structure, including wish and miracle. 
   
  As the PCs move down the various “corridors,” 
  proceed to the encounters below. 
  ENCOUNTER 6: GREEN 
  MEANS GO 
  Although the PCs may enter this corridor with some 
  trepidation, it is essentially already subdued by the 
  awakened power of the Blightstone. The PCs as its agents 
  may use the Blightstone “chambers” as a refuge as needed. 
   
  This spoke is dark, with only a slight hint of 
  green tingeing your v ew. You come first to a 
  circular area, dominated by a massive bronze 
  column stretching from floor to ceiling. Again, the 
  floor here resembles a great gear, made up of many 
  smaller pieces of clockworks; gears and cogs. Several 
  windows pierce the face of the column from top to 
  bottom inset with clear crystal. 
   
  Behind the crystal, you can see a sluggish 
  stream of green energy flowing in chaotic patterns 
  up and down the shaft. 
   
  Beyond this “chamber,” the bridgework of 
  energy continues. Thick lines of energy, dim green 
  in color end at another gear-like floor. Hovering in 
  the center is a small, winged figure. It looks like a 
  small, golden furred elephant about two feet long, 
  with a pair of shining white wings sprouting from 
  its back. Its coat shimmers and gleams, and its eyes 
  dance with a rainbow of colors. 
   
  This is, of course, a hollyphant. The Blightstone has 
  exerted its influence to weaken the domination of the 
  hollyphant. The hollyphant has been weakened in its 
  struggle with the Great Machine, but it is no longer 
  controlled by it. The PCs have no need to fight this 
  hollyphant.  If the PCs specifically ask the hollyphant for 
  help, he can offer the following: 
  • 
  He doesn’t know who created the Great Machine. 
  • 
  He cannot leave the Blightstone chambers, until the 
  Blightstone is freed. 
  • 
  He can identify any guardians the PCs find in the 
  other chambers once the PCs describe them to him. 
  • 
  He will help the PCs by describing the guardians’ 
  abilities, once he has identified them. 
  • 
  He knows killing the guardians will release them 
  from control and return them to their plane of 
  origin. 
  • 
  He will help the PCs in any way that doesn’t “break” 
  the adventure (use your discretion). 
  All APLs (EL 8) 
  � Hrolduff: hp 41; see Appendix 7. 
   
  Hrolduff does not count towards any count of freed 
  celestials (see the Conclusion) as he is freed by the 
  Blightstone, not the PCs. 
   
  Again, a chaotic collection of energy lines, dim 
  green in color, mark the way through the ethereal 
  miasma to the next chamber. You see at the end of 
  the bridgework a great, concave wheel. This 
  structure is massive and thick, made of the same 
  strange alloy as the entry chamber. 
   
  Resting in the center of the bowl is a great 
  stone. It is a bilious green, and wisps of greenish 
  smoke rise from it occasionally. Unlike the rest of 
  the chambers, the stone is bright and pulsing; you 
  can feel the energy of the enormous thing. 
  YEO5-07 Blighted Souls 
   
  Page 10 
  
   
   
   
   
  The base of the stone is covered by brown earth, 
  and thick tendrils of earth wrap around the 
  Blightstone, holding it in place. 
   
  If any PCs are afflicted with Construct Contagion, 
  read the following (it concerns only those afflicted, of 
  course): 
   
  As you examine the Blightstone, you feel a 
  growing surge of energy. Suddenly, the green orb 
  pulses and flares, and you are struck by thick 
  tendrils of bilious green material. The green sludge 
  spreads across your face and chest, working its way 
  into and under your clothing or armor. 
   
  A gentle lassitude spreads through your body. 
  Warm pulses flow across your skin, through your 
  blood, and you feel light headed. Slowly the afflicted 
  parts of your body begin to slough off, leaving fair, 
  unblemished skin and unencumbered limbs. You 
  are whole and hale again. 
   
  The Blightstone has cured any PCs who had 
  contracted the Construct Contagion (see the AR effect, 
  Cured!). 
   
  The hollyphant knows through its interaction, 
  limited as it has been, that the Blightstone is held by 
  “shackles” of earth. Once the other stones have all been 
  freed, the Blightstone will begin tearing its way loose from 
  the Machine. This will cause heavy tremors throughout 
  the Great Machine as it begins to crumble apart. The 
  tremors are harmless, though the PCs shouldn’t know 
  that. 
   
  Once the binding placed on the Blightstone is 
  removed, it will immediately translate away from the 
  Great Machine. If the PCs are struggling to free all three 
  of the other stones, feel free to have the Blightstone free 
  itself after only one or two stones have been freed; in this 
  case, any other stones that the PCs have not been able to 
  free will remain. Although the Great Machine will slowly 
  be torn apart, the stones will still exist. 
   
  Make note of the status of the other stones when the 
  Blightstone is released. Immediately following the absence 
  of the Blightstone, the party should get the hint to exit the 
  Great Machine. Go to Encounter 10, unless the PCs insist 
  on exploring the rest of the machine. 
   
  Treasure: None of the creatures have treasure. 
  ENCOUNTER 7: BLOODRED 
  Pulsing red light radiates from the broad energy 
  bridge. Unlike the green bridge, this one seems 
  resilient; in fact it springs somewhat with each step, 
  not unlike a rope bridge. You can see another 
  chamber in the dim light down the way. You are 
  unable to see any further; a great column of bronze 
  blocks your view. 
   
  Nothing in the hallway itself is a danger, though the 
  players may fear traps all along the way. 
   
  A hot, moist wind blows against your face, as 
  you start down the way. Small flames sputter and 
  flare across the energy bridge, as if you walked 
  through a piece of the elemental plane of fire itself. 
   
  The bridgework alights at the edge of a large, 
  thick disk, again clockwork in nature. The disk is 
  made from the pieces of a thousand clocks and other 
  gearworks. A great column of bronze stands at the 
  center of this disk, pierced by crystal windows at 
  irregular points along its length. Through the 
  windows, a coruscating red energy, brighter and 
  more red than any fire you’ve ever seen, rushes up 
  and down the column in a chaotic fashion. It 
  reminds you of the elemental wall you first stepped 
  through to enter this place. 
  Peering around the column, you can see another 
  short hall, and what seems to be a larger chamber. As 
  you are about to look away, you can see movement in 
  the distant chamber. Something awaits. 
   
  Down the hall is the guardian chamber, where the 
  corrupted creature awaits. 
  Slowly you creep down the glowing bridgework. 
  The arch of the red energy bridge just touches the 
  thick disk, similar to the previous chamber. Resting 
  at the center of the disk is a beautiful humanlike 
  creature, extremely tall, with long, feathery wings 
  and a very supple and lithe body (or serpent-like body 
  at APL 6) that glows with an inner power that makes 
  it hard to look at directly. 
  The being looks at you, and a wide grin splits its 
  face. Strangely, while the being would be utterly 
  beautiful normally, its smile has transformed its 
  visage into a mockery of itself. “It has been ages 
  since visitors came. Perhaps you will die with less 
  squealing.” 
   
  The creature(s) have been corrupted by the ancient 
  magic of the Great Machine as well as Asberdies’ 
  summoning spells. Like the other guardians, they are 
  tasked with the protection and incarceration of the 
  stones; no guardian can be reasoned with or set free by 
  the PCs in any way (other than by defeating them). Even 
  break enchantment will be of no use. 
  APL 6 (EL 7) 
  � Lillend: hp 53; see Monster Manual, page 168. 
  APL 8 (EL 9) 
  � Deva, Movanic: hp 45; see Appendix 2. 
  APL 10 (EL 12) 
  � Devas, Movanic (2): hp 45 each; see Appendix 3. 
  YEO5-07 Blighted Souls 
   
  Page 11 
  
  APL 12 (EL 14) 
  � Devas, Monadic (2): hp 98 each; see Appendix 4. 
  APL 14 (EL 16) 
  � Devas, Astral (2): hp 108 each; see Monster 
  Manual, page 11. 
  APL 16 (EL 18) 
  � Planetars (2): hp 137 each; see Monster Manual, 
  page 11. 
   
   
  Farther on, past the great wheeled chamber, the 
  last segment of the energy bridge alights at another 
  concave disk. This disk too is created out of many 
  gears and parts of clocks and other mechanisms. 
   
  Resting at the center of the shallow bowl is a 
  great, red stone. The stone pulses with a dull red 
  light. Flowing across and around the stone are thick 
  swaths of water, reaching up from the base where 
  the water seems to grasp the stone firmly. 
   
  The Pyrestone is powered by fire and countered by 
  water. Using the burning hands scroll will break the 
  shackles that bind the stone. 
   
  Treasure: The possessions of the creatures remain 
  once they are defeated.  They are the only treasure here. 
  ENCOUNTER 8: FOLLOW THE 
  YELLOW ENERGY BRIDGE 
  Back in the central wheeled chamber, the yellow 
  path of energy leads through the ethereal miasma, 
  and ends at the same disc of strange metal. Again a 
  massive column, seemingly of bronze, pierced by 
  clear crystal windows. 
  Within the column, you can see yellow clouds of 
  energy flowing up and down the length of the 
  column. The energy is chaotic and riotous; you feel 
  vaguely nauseated just looking at it. 
   
  Beyond, the energy bridge continues into 
  another larger chamber. You see … 
   
  (APLs 6 or 8) … a figure at rest. It stands at least 
  as tall as an ogre, but there the resemblance ends. It 
  has white fur, a bear-like head, and eyes like 
  gleaming black opals. Its broad white paws end in 
  razor-sharp jet-black claws. The creature is clad in 
  fearsome full plate engraved with blackened 
  symbols of holiness and virtue. 
   
  (APLs 10 or 12) … a figure, ruggedly handsome, 
  resembling an oversized human with glorious 
  feathered wings. Its goodly visage becomes fierce as 
  it gives a predatory glance. Arms spread, its forearms 
  transform into sharp, fiery blades that ripple the air 
  around it. 
   
  (APLs 14 or 16) … a figure, towering and regal, 
  with fair hair, flawless golden skin, and glowing 
  blue eyes. Its goodly visage becomes fierce as it gives 
  a predatory glance. It bears a massive greatsword 
  etched with runes and an ornate suit of golden gull 
  plate. 
  APL 6 (EL 8) 
  � Archon, Warden: hp 66; see Appendix 1. 
  APL 8 (EL 10) 
  � Archons, Warden (2): hp 66 each; see Appendix 2. 
  APL 10 (EL 11) 
  � Archon, Sword: hp 83; see Appendix 3. 
  APL 12 (EL 13) 
  � Archons, Sword (2): hp 83 each; see Appendix 4. 
  APL 14 (EL 15) 
  � Archon, Throne: hp 116; see Appendix 5. 
  APL 16 (EL 17) 
  � Archons, Throne (2): hp 116 each; see Appendix 
  6. 
   
  In the chamber beyond, you follow the yellow 
  energy 
  lines 
  again. 
  Another 
  large 
  chamber 
  surrounds the now familiar disk shaped into a 
  shallow bowl. 
   
  An enormous gray stone sphere rests in the 
  center of the disk. Solid ropes of some clear 
  substance cover the stone like a net, and more of the 
  stuff cups and holds the stone in place. As you 
  approach closer, you can see that the “ropes” look 
  like solid strands of air. 
   
  As with the other prison chambers, the shackles 
  which hold the Maelstone in place can be broken with the 
  proper spell; in this case, from the scroll of elemental stone 
  missile. Elemental stone missile is a modified version of 
  magic missile; it cannot be scribed. 
   
  Treasure: The possessions of the creatures remain 
  once they are defeated.  They are the only treasure here. 
  ENCOUNTER 9: MY BLUE 
  HEAVEN PURGATORY 
  You cross the chasm from the central gear on 
  intertwining lines of blue energy. Down the blue 
  pathway of energy, you notice that the flow of 
  energies is smoother, less chaotic. 
   
  The sound of water comes to you down the 
  pathway, growing louder as you move out along the 
  bridgework. Here, in the next chamber, the center of 
  the chamber is dominated by another bronze 
  column, again shot through with crystal windows. 
  YEO5-07 Blighted Souls 
   
  Page 12 
  
  Inside the shaft, watery energy flows unchecked up 
  and down, a dreamy mass of fluidity. 
   
  Once over the next bridge, you arrive again at 
  the edge of a great disk. It too is made of clockwork 
  pieces and stretches to the ethereal miasma around 
  you.  Resting in the center of the geared disk, stands 
  a creature, reminiscent of the elves. 
   
  (APL 6) … They are short, stocky for an elf, broad 
  in the shoulders, but quick and nimble. Their hair is 
  a bright silver-white, and their eyes are an ever-
  changing rainbow of hues. 
   
  (APLs 8 and 10) … He is red-haired, with brightly 
  glowing eyes that hold flickering, dancing flames. 
   
  (APLs 12, 14, 16) … The creature resembles an elf 
  of noble bearing. It has pearly, opalescent eyes and 
  seems to give off a radiant aura. 
  APL 6 (EL 8) 
  � Eladrins, Bralani (2): hp 48 each; see Monster 
  Manual, page 93. 
  APL 8 (EL 10) 
  � Eladrin, Firre: hp 72; see Appendix 2. 
  APL 10 (EL 12) 
  � Eladrins, Firre (2): hp 72 each; see Appendix 3. 
  APL 12 (EL 13) 
  � Eladrin, Ghaele: hp 75; see Monster Manual, page 
  94. 
  APL 14 (EL 15) 
  � Eladrins, Ghaele (2): hp 75 each; see Monster 
  Manual, page 94. 
  APL 16 (EL 17) 
  � Eladrins, Ghaele (4): hp 75 each; see Monster 
  Manual, page 94. 
   
  Beyond the guardian’s room, you see the last 
  pathway of energy, leading away into the ethereal 
  miasma. Emerging from the miasma, you see the 
  usual concave shaped disk, this time with a mottled 
  blue stone resting at the center. 
   
  Lines of flame, thick and twisting, cover the 
  stone sphere like a fisherman’s net. The flames 
  coalesce at the base, firmly locking the stone to the 
  shallow bowl. 
   
  These shackles of fire can be shattered with the 
  proper scroll: freezing hands. As with the other scrolls, the 
  spell is written strangely and can’t be scribed. 
   
  Treasure: The possessions of the creatures remain 
  once they are defeated.  They are the only treasure here. 
  ENCOUNTER 10: PARTING OF 
  THE WAYS 
  Immediately after the Blightstone disappears, you 
  feel the first tremor. You can see parts and pieces of 
  clockwork gears and such crumbling away and 
  falling off. 
   
  Give the players plenty of time to consider their next 
  move. Obviously the Blightstone has started the process of 
  destroying the Great Machine, but players may want to 
  stay and “finish” the adventure. If they do so, let them, 
  but they should be encouraged by increasing tremors and 
  disintegration of the Great Machine node.  Give them 
  time to try to free all of the guardians and stones, but if 
  they stop moving in an urgent manner, it is time to move 
  to the destruction of the Machine and their attempt to 
  escape it. 
   
  If the PCs do not make their way out of the Great 
  Machine, it will fall apart altogether and the PCs will fall 
  into the ethereal miasma below. This will essentially 
  accomplish what the blighted one had directed the PCs 
  to do before they entered the Great Machine: “shackles 
  broken, non-its flee. leave down and out.” 
   
  Unfortunately, dropping down and through the 
  ethereal miasma is a trap, a poisonous gateway to the 
  Plane of Shadow. Taking this passage will force a saving 
  throw (Fort save DC 10 + APL) or the PC dies. The PCs 
  will be stranded on the Plane of Shadow after passing 
  through the gateway. If they possess a method of planar 
  travel, this only inconveniences them, otherwise the PCs 
  lose 1d4 TUs to making their way home (see the AR 
  effect, Lost in Shadow). 
   
  Instead the way out of the Great Machine’s node is at 
  the top of the central spire. The elemental wall of energy 
  is gone with the banishment of the corrupted celestial 
  guardians and absence of the Blightstone. 
   
  Racing along the bridgework of energy, back to 
  the central room, you feel the tremors increase in 
  frequency and strength. A moment of shock races 
  through you as you realize the energy lines you’re on 
  just flickered and almost failed. 
   
  Arriv ng at the great gear disk, you can see that 
  the Great Machine is crumbling apart; more pieces 
  fall off each moment. Below, the ethereal miasma 
  coils and drifts. 
  i
   
  Give the PCs a Spot check (DC 15) to realize that the 
  elemental wall of energy is gone. 
   
  With some surprise, you can see that the 
  elemental tempest that you passed through to enter 
  this place is gone. Instead, far above along the spire 
  rests another geared wheel. 
   
  PCs can climb the central spindle however they 
  prefer. Once climbing, the PCs will realize that the 
  localized gravity here helps keep the PCs on the spire. 
  YEO5-07 Blighted Souls 
   
  Page 13 
  
   
   
  As you begin to climb the spire, you realize that 
  you can easily keep hold of the strange metal. Slowly 
  you make your way up; holding fast to the spire as 
  the entire structure trembles and shakes. Climbing 
  through the gaps in the spokes of the wheel above, 
  you find yourself on a smallish gear. 
  ENCOUNTER 11: WITHIN THE 
  SHADOW’S GRASP 
  At the edges of the upper disk, the ethereal miasma 
  presses close. At four equidistant points, great 
  bronze shafts rise up and out of the miasma. The 
  shafts are half-buried in the disk itself, and converge 
  upon one another, into a sphere perhaps a dozen 
  feet across. Though the shafts are pierced by crystal 
  windows, they are dark. 
   
  From the top of the sphere, another shaft rises 
  straight up. You can see a stairway circling the shaft, 
  and it rises up into the darkness. Far above, a 
  glimmer of pearly light beckons. 
  Slow measured steps echo across the wheel, and 
  a dark figure steps out of the darkness. “What? Who 
  let YOU in?!” The voice is cold and measured. You feel 
  the breath of the grave as the figure steps into what 
  dim light there is. Dark gray robes flow around the 
  figure though no wind disturbs the still air. Stray 
  wisps of ashen hair cling to its head in a wild halo. 
  Skin is stretched taut across the skull and the lips 
  are pulled away in the rictus of death. 
   
  The dark being walks with a hitch in its gait, 
  dragging one leg behind it, and its arms are held 
  ready at its side. Strangely, though the figure has 
  stepped into the light, it is dark, and appears to be 
  made of shadows. 
   
  The PCs are confronting the final guardian left by 
  Asberdies. A dark shadow of the mage himself, created 
  ages ago, the creature is essentially a shadow with 
  sorcerer levels. Over the course of time, the shadow has 
  lost most of its power, but is still a formidable opponent. 
   
  The PCs can choose to run for the portal up the 
  stairs, or stay and fight the shadow of Asberdies. If they 
  run, they can escape automatically, as the shadow is as 
  surprised to see them, as they are it. If the PCs stay and 
  fight, a wall of force blocks the way to the portal, and will 
  not disappear until the shadow mage is defeated. 
   
  Killing this shadow mage will actually weaken the 
  real Asberdies. Its death is the final straw for the Great 
  Machine, which will explode in a fearsome display of 
  undirected power. If the PCs run, the Great Machine 
  could be rebuilt using new elemental captives. 
  APL 6 (EL 9) 
  � Shadow of Asberdies: Shadow Sor7; hp 48; see 
  Appendix 1. 
  APL 8 (EL 11) 
  � Shadow of Asberdies: Shadow Sor9; hp 54; see 
  Appendix 2. 
  APL 10 (EL 13) 
  � Shadow of Asberdies: Shadow Sor11; hp 60; see 
  Appendix 3. 
  APL 12 (EL 15) 
  � Shadow of Asberdies: Shadow Sor13; hp 66; see 
  Appendix 4. 
  APL 14 (EL 17) 
  � Shadow of Asberdies: Shadow Sor15; hp 72; see 
  Appendix5. 
  APL 16 (EL 19) 
  � Shadow of Asberdies: Shadow Sor17; hp 78; see 
  Appendix 6. 
   
  Note: Any PC who possesses the Ring of Asberdies 
  from YEO4-06 By Brick and Mortar must make a Will save 
  (DC 12 + APL) or suffer as if affected by a confusion spell 
  while in the presence of the shadow of Asberdies. Note 
  that this effect is independent of the shadow (the ring 
  was created by Asberdies himself). 
   
  PCs who defeat the Shadow of Asberdies are marked 
  permanently (see the AR effect, Lost in Shadow). 
   
  Treasure: The possessions of the Shadow remain 
  and materialize once it is defeated.  They are the only 
  treasure here. 
  ENCOUNTER 12: THE ROAD 
  HOME 
  If the PCs ran for the portal immediately, read the 
  following, otherwise, skip down to the next section: 
   
  You charge past the shadowed figure, making a 
  dash for the stairs. Racing upward and around, you 
  duck as random splatters of magic and bolts of 
  energy spray against the metal of the spire. 
   
   
  As you take the final turn, you see an archway at 
  the top of the stairs. Elaborate ironwork frames the 
  portal. Arcane symbols and draconic script twine 
  together around the ironwork, edges dimly glowing 
  with power. Within the arch is a pearly glow, and 
  you can see a dim image of some landscape. 
   
  More bolts of energy spatter against the 
  archway. Below you see the shadow mage climbing 
  the stairs. 
   
  If the PCs stayed and fought the shadow mage, read 
  the following instead: 
  After defeating the shadow mage, you climb the 
  stairs to the portal. As you take the final turn, you 
  YEO5-07 Blighted Souls 
   
  Page 14 
  
  see an archway at the top of the stairs. Elaborate 
  ironwork frames the portal. Arcane symbols and 
  draconic script twine together around the ironwork, 
  edges dimly glowing with power. Within the arch is 
  a pearly glow, and you can see a dim image of some 
  landscape. 
   
  The PCs have the initiative to enter the portal. Once 
  they have done so, they will be greeted by several 
  important personages: 
   
  You find yourself back in the cyst in the earth. 
  Slowly the translucent crystal “teeth” split open. To 
  one side of the cyst, you see the remains of the 
  blighted one. Sunlight spills down from above. If 
  what you suspect is true, either a whole day has 
  passed, or only a few moments. 
   
  Climbing up out of the cleft you find a solitary 
  knight waiting for you. Coal black hair frames a 
  broad face, and a smile of relief sparkles too in his 
  deep blue eyes. Clad in full plate mail, a shield rests 
  on the ground before him, bearing the device of the 
  Freeknights. He is younger than you would expect 
  for a Freeknight’s squire. This Freesquire is clearly 
  waiting for you. 
   
  “I bear greetings from the acting Freeholder and 
  several Grosspokesmen. If you would come with me, 
  they are waiting for you a short distance away.” The 
  Freesquire gestures to the northeast, waiting for you 
  all to join him, and sets off. 
   
  Although you question him mercilessly, the 
  Freesquire can only smile and say, “The worthies 
  will explain all.” 
   
  Over a rise to the east, you walk down into a 
  shallow vale. Some distance further, near a quiet 
  brook, several pavilion sized tents stand. From the 
  colors, you can recognize tents for the military, the 
  Church of Seven Faiths, the College of High Magic 
  and the Dustdiggers. Your heart gives a leap as you 
  recognize the Freeholder’s colors on one standard, 
  until the wind dies down, and you see the red 
  diagonal slash on the standard. ‘Acting freeholder,’ 
  the Freesquire had said. 
   
  The Freesquire strides through the camp, 
  weaving along the way between pavilions. You arrive 
  at the central tent. On either side of the tent, you see 
  the standards of the Militia and Army. Across the 
  way, Melinda Windomere’s tent stands, the red-
  slashed standard displayed proudly. 
   
   
  Guards at the military’s tent pull the flaps back, 
  while one says “Freesquire Ormley, and the 
  adventurers, Sir.” As you follow the Freesquire 
  under the flaps, you can feel the curious eyes of the 
  guards on you. 
  CONCLUSION 
  Inside the tent behind a small desk, sit two people. 
  On one side, acting Freeholder Melinda Windomere 
  scowls, arms crossed in front of her. By the insignia, 
  a Free Captain of Battles awaits alongside the clearly 
  agitated 
  Windomere. 
  These 
  worthies 
  are 
  surrounded by representatives of the organizations 
  whose standards you saw outside. Curiously, your 
  eye is drawn to one, a halfling woman, who seems to 
  be trying to keep out of the way. 
   
  After the introductions have been made, the 
  Captain clears his throat, but Melinda Windomere 
  interrupts. “Thank you, Free Captain Maetren.” 
  Turning to you, she continues, “Once again brave 
  Yeomen have stepped into the very maw of danger. 
  From your valor, we are all saved.” 
   
  “So, please, tell us what befell once you entered 
  the earthen burrow?” With a dismissive glance at the 
  halfling woman, she waves airily, “We were assured 
  that a band of adventurers would hearken to the call 
  of, of…” 
   
  The Free Captain takes her hesitation as an 
  opportunity to interrupt in turn. “The call of the 
  Blightstone. For that, Provinda Dornish, please 
  convey 
  to 
  Grosspokeswoman 
  Oakbessel 
  our 
  gratitude for her miraculous vision. She continues 
  to provide us an edge without which we would 
  surely suffer in our duties to our free peoples.” 
   
  Once the PCs have given what information they 
  choose to give to the assemblage, the captain continues: 
   
  The Free Captain of Battles continues, much to 
  Melinda Windomere’s displeasure. “Much is known 
  of our land’s early days, of the Deliverer and our 
  struggle to wrest freedom from the Tyrant. How our 
  very government grew out of those freedom fighters 
  and their struggles, banding together for protection 
  against the dread mage lord.” 
   
  “What most do not know is our more recent 
  history. Of the time after the Lord Asberdies was 
  driven out of the Yeomanry. Driven out, but not 
  defeated, not banished, and as we learned much, 
  much later, undying. Many years ago, no one knows 
  for sure how long ago, the tyrant accomplished 
  several 
  goals. 
  Through 
  his 
  evil 
  deeds 
  and 
  necromantic research, he succeeded in becoming a 
  lich.” 
   
  The Captain holds up his hand to quiet the 
  acting Freeholder, “No, Windomere, they above all 
  deserve the full story.” 
  The Captain turns back to you, “He was spurred 
  on this path in his quest for power, his greed for 
  conquest and an eternal fear of death to match his 
  desire for existence, any kind of existence. He was 
  also driven by a desire to possess and control certain 
  YEO5-07 Blighted Souls 
   
  Page 15 
  
  objects he encountered in his travels: the four 
  Stones of Ruin. Through the dedicated research of 
  the Dustdiggers, several seers and bards, we have 
  pieced together some of their history.” 
   
  “Many of you are familiar with the crop blight 
  that struck the lands South of the Escarpment nigh 
  on three years ago. Certainly you are all familiar 
  with the recent upheaval in that area, when the 
  Escarpment nearly doubled in size during the 
  Landstraad. Both of these events we can directly 
  attribute to the workings of the fell mage, and the 
  Stones of Ruin.” 
   
  If the PCs freed the Blightstone and at least one other 
  stone, read the following: 
   
  “So, not only the Blightstone, but some of the 
  others as well? This is fine news, and excellent work 
  on your part. This defeat will set the old bones back 
  many a year.  It’s a shame you couldn’t free them all; 
  that would have really devastated him.” 
   
  If the PCs freed all of the other stones, read the 
  following: 
   
  “So, not only the Blightstone, but the others as 
  well? This is fine news, and excellent work on your 
  part. This defeat will set the old bones back for a 
  long time.  You’ve devastated his plans, that’s for 
  sure!” 
   
  If the PCs have defeated the shadow of Asberdies 
  add the following: 
   
  “The news you bring of the defeat of this shadow 
  thing is welcome indeed.” After consulting with the 
  College of Mages representative, he continues, 
  “Almost certainly this was a piece of Asberdies 
  himself. His defeat will weaken the Tyrant for many 
  years to come, and perhaps we can turn our 
  attention to other pressing concerns without fear of 
  attack from within.” 
   
  If the PCs instead fled from the shadow of Asberdies 
  add the following: 
   
  “Do not feel that you have failed. Even the 
  shadow of one such as Asberdies is to be greatly 
  feared. Rather, remember that you alone have 
  brought word of this diabolic construction.” 
   
  The Captain continues, “Although we must 
  mount an effort to recover or destroy the remaining 
  stones. Be ready for our summons, each of you.” 
   
  “Thank you, Captain, I believe that covers the 
  essentials.” Melinda Windomere gestures to you and 
  your companions. “Of course you all have played the 
  pivotal role in this series of events. We most 
  certainly have rewards for you, commensurate with 
  your success.” 
   
  Windomere turns to the Free Captain, “So, 
  Maetren, I believe you can have the Army stand 
  down here. Move the men back to Singleton to 
  secure our interests there. 
   
  “As 
  for 
  you 
  all,” 
  the 
  Grosspokeswoman 
  continues, “See my man at my pavilion; those of you 
  who serve in the military or the church, will of 
  course need to see your superiors.” 
   
  Treasure:  PCs are rewarded with gold and three AR 
  effects (Emblem of the Yeomanry League, Favor of 
  the 
  Yeomanry 
  Government, 
  Freedom 
  from 
  Corruption).  Those who defeated the Shadow of 
  Asberdies and possess the correct item receive the AR 
  effect, Reward of Ghostrender / Twin Dooms / Fury.  
  Those who freed all the celestials receive two AR effects 
  (Enlightenment of the Celestials, Contemplation of 
  the Heavens and Hells). 
   
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 3 
  Defeat the creatures. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  APL 14: 480 xp. 
   
  APL 16: 540 xp. 
  Encounters 7 to 9 
  Defeat any one of the guardians. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
   
  APL 14: 450 xp. 
   
  APL 16: 510 xp. 
  Encounter 11 
  Defeat the shadow of Asberdies. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
  YEO5-07 Blighted Souls 
   
  Page 16 
  
   
  APL 16: 570 xp. 
  Story Award 
  Free all of the celestial guardians (by defeating them) 
   
  APL 6: 90 xp. 
   
  APL 8: 115 xp. 
   
  APL 10: 140 xp. 
   
  APL 12: 165 xp. 
   
  APL 14: 190 xp. 
   
  APL 16: 215 xp. 
  Discretionary Roleplaying Award 
   
  APL 6: 90 xp. 
   
  APL 8: 110 xp. 
   
  APL 10: 130 xp. 
   
  APL 12: 150 xp. 
   
  APL 14: 170 xp. 
   
  APL 16: 190 xp. 
  Total possible experience 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 xp. 
   
  APL 16: 2,025 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 7: 
  APL 6: L: 2 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 0 gp, M: +1 flaming greatsword (696 
  gp). 
  APL 10: L: 0 gp, C: 0 gp, M: 2 +1 flaming greatswords 
  (696 gp each). 
  APL 12: L: 0 gp, C: 0 gp, M: 2 maces of smiting (6,276 
  gp each). 
  APL 14: L: 0 gp, C: 0 gp, M: 2 +3 disruption heavy maces 
  (4,193 gp each). 
  APL 16: L: 0 gp, C: 0 gp, M: 2 +3 large greatswords 
  (1,533 gp each). 
  Encounter 8: 
  APL 6: L: 0 gp, C: 0 gp, M: large +1 light fortification full 
  plate (596 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: 2 large +1 light fortification 
  full plates (596 gp each). 
  APL 10: L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 14: L: 0 gp, C: 0 gp, M: large +4 full plate (1,596 
  gp), large +1 vorpal greatsword (6,033 gp). 
  APL 16: L: 0 gp, C: 0 gp, M: 2 large +4 full plates (1,596 
  gp each), 2 large +1 vorpal greatswords (6,033 gp each). 
  Encounter 9: 
  APL 6: L: 0 gp, C: 0 gp, M: 2 +1 holy scimitars (1,526 gp 
  each), 2 +1 holy composite longbows (+4 Str Bonus) 
  (1,567 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: +3 greatsword (1,529 gp), 4 
  +5 javelins (4,192 gp each). 
  YEO5-07 Blighted Souls 
   
  Page 17 
  
  APL 10: L: 0 gp, C: 0 gp, M: 2 +3 greatswords (1,529 gp 
  each), 8 +5 javelins (4,192 gp each). 
  APL 12: L: 0 gp, C: 0 gp, M: +4 holy greatsword (6,029 
  gp). 
  APL 14: L: 0 gp, C: 0 gp, M: 2 +4 holy greatswords 
  (6,029 gp each). 
  APL 16: L: 0 gp, C: 0 gp, M: 4 +4 holy greatswords 
  (6,029 gp each). 
  Encounter 11: 
  APL 6: L: 0 gp, C: 0 gp, M: cloak of charisma +2 (333 
  gp), metamagic rod – lesser extend (250 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: cloak of charisma +2 (333 
  gp), metamagic rod – lesser extend (250 gp), ioun stone – 
  dusty rose prism (417 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: cloak of charisma +2 (333 
  gp), metamagic rod – lesser extend (250 gp), ioun stone – 
  dusty rose prism (417 gp), metamagic rod – lesser 
  empower (750 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: cloak of charisma +4 (1,333 
  gp), metamagic rod – lesser extend (250 gp), ioun stone – 
  dusty rose prism (417 gp), metamagic rod – lesser 
  empower (750 gp). 
  APL 14: L: 0 gp, C: 0 gp, M: cloak of charisma +6 (3,000 
  gp), metamagic rod – lesser extend (250 gp), ioun stone – 
  dusty rose prism (417 gp), metamagic rod – lesser 
  empower (750 gp), staff of abjuration (5 charges) (542 
  gp). 
  APL 16: L: 0 gp, C: 0 gp, M: cloak of charisma +6 (3,000 
  gp), metamagic rod – extend (917 gp), ioun stone – dusty 
  rose prism (417 gp), metamagic rod – empower (2,708 
  gp), staff of abjuration (15 charges) (1,625 gp). 
  Conclusion: 
  APL 6: L: 0 gp, C: 1,000 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 2,000 gp, M: 0 gp. 
  APL 10: L: 0 gp, C: 3,000 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 4,000 gp, M: 0 gp. 
  APL 14: L: 0 gp, C: 5,000 gp, M: 0 gp. 
  APL 16: L: 0 gp, C: 6,000 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 6: L: 2 gp, C: 1,000 gp, M: 7,365 gp – Total: 8,367 
  gp (900 gp). 
  APL 8: L: 0 gp, C: 2,000 gp, M: 21,185 gp – Total: 
  23,185 gp (1,300 gp). 
  APL 10: L: 0 gp, C: 3,000 gp, M: 39,736 gp – Total: 
  42,736 gp (2,300 gp). 
  APL 12: L: 0 gp, C: 4,000 gp, M: 21,331 gp – Total: 
  25,331 gp (3,300 gp). 
  APL 14: L: 0 gp, C: 5,000 gp, M: 33,032 gp – Total: 
  38,032 gp (6,600 gp). 
  APL 16: L: 0 gp, C: 6,000 gp, M: 51,107 gp – Total: 
  57,107 gp (9,900 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Contemplation of the Heavens and Hells: You are 
  visited in your dreams by a representative of your deity 
  after releasing all of the trapped celestials.  This meets the 
  special requirement of contact for the Contemplative 
  prestige class (see Complete Divine). 
  � Enlightenment of the Celestials: Through your 
  recent interaction with the celestials, freeing all of them, 
  you have discovered untapped reserves in yourself. You 
  may apply a +1 inherent bonus to one of your abilities 
  (circle the one selected): Str, Dex, Con, Int, Wis, Cha. 
  � Freedom from Corruption: You have freed trapped 
  celestials. In gratitude, you gain their blessing for one 
  year from the date on this AR, giving you a sacred bonus 
  to your saving throws (circle the bonus gained): +1 (one 
  celestial freed), +2 (two celestials freed), +3 (all celestials 
  freed). 
  � Reward of Ghostrender / Twin Dooms / Fury: You 
  have defeated the Shadow of Asberdies. Ghostrender, Twin 
  Dooms, and Fury are well-pleased in you. If you have in 
  your possession any of these items, you gain a special 
  boon.  The next upgrade purchase for any one, and only 
  one, of these items costs 50% less than normal.  Circle the 
  items possessed and mark this reward as USED when the 
  upgrade is purchased. 
  � Favor of the Yeomanry Government: You have 
  prevented the greatest threat to the Yeomanry League 
  ever imagined, by destroying the Great Machine. As a 
  reward for your selfless efforts, undertaking a dangerous 
  adventure without having been activated by your 
  respective superiors, you receive the following favor from 
  the Government. You gain access (Frequency: Regional 
  and Metaregional) to the following upgrades (based on 
  the results of the adventure, circle the one selected), and 
  the next time you purchase one, and only one, of these 
  upgrades, it costs 50% less than normal: bane (undead) 
  weapon special ability, light fortification armor/shield 
  special ability, +2 enhancement bonus (one celestial 
  freed); holy weapon special ability, spell resistance (13) 
  armor/shield special ability, +3 enhancement bonus (two 
  celestials freed); speed weapon special ability, moderate 
  fortification armor/shield special ability, +4 enhancement 
  bonus (all celestials freed); brilliant energy weapon special 
  ability, spell resistance (17) armor/shield special ability, +5 
  YEO5-07 Blighted Souls 
   
  Page 18 
  
  enhancement bonus (all celestials freed and Shadow of 
  Asberdies defeated). 
  APL 12 (all of APLs 6, 8, 10 plus the following): 
  • 
  +4 Holy Greatsword (Adventure; Dungeon Master’s Guide) 
  � Emblem of the Yeomanry League: For valor and 
  bravery under extreme duress, the Yeomanry League 
  awards you the Emblem of the Yeomanry League. If you 
  already possess this award, you receive a pin with 
  clustered spears. This award gives this PC a +2 
  circumstance bonus on all interactions with the people of 
  the Yeomanry, provided the PC is wearing military or 
  church garb; otherwise, the bonus drops to +1. This 
  bonus stacks with any existing bonus for an Emblem of 
  the Yeomanry League. 
  • 
  Cloak of Charisma +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Mace of Smiting (Adventure; Dungeon Master’s Guide) 
   
  APL 14 (all of APLs 6, 8, 10, 12 plus the following): 
  • 
  +3 Disruption Heavy Mace (Adventure; Dungeon Master’s 
  Guide) 
  � Mark of the Shadow: You received this souvenir — a 
  grasping skeletal claw burned into your chest over your 
  heart—after your struggle with the Shadow of Asberdies. 
  You lose one hit point permanently; this effect can only 
  be removed by a remove curse (CL 18th), break enchantment 
  (DC 29), wish, or miracle spell. 
  • 
  Cloak of Charisma +6 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Large +1 Vorpal Greatsword (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Large +4 Full Plate (Adventure; Dungeon Master’s Guide) 
  � Lost in Shadow: Taking the advice of the Blightstone, 
  you jumped down into the ethereal miasma. This 
  pathway leads into the Plane of Shadow. Without some 
  immediate method of planar travel, you must spend an 
  additional 4 TUs to find your way home. 
  • 
  Staff of Abjuration (Adventure; Dungeon Master’s Guide) 
   
  APL 16 (all of APLs 6, 8, 10, 12, 14 plus the following): 
  • 
  Large +3 Greatsword (Adventure; Dungeon Master’s 
  Guide) 
  � Cured!: The Blightstone has cured you of any infection 
  of Construct Contagion you have been suffering from. 
  • 
  Metamagic Rod, Empower (Adventure; Dungeon Master’s 
  Guide) 
  Item Access 
  APL 6: 
  • 
  Metamagic Rod, Extend (Adventure; Dungeon Master’s 
  Guide) 
   
   
   
  • 
  +1 Holy Composite Longbow (+4 Str Bonus) (Adventure; 
  Dungeon Master’s Guide) 
  • 
  +1 Holy Scimitar (Adventure; Dungeon Master’s Guide) 
  • 
  Large +1 Light Fortification Full Plate (Adventure; 
  Dungeon Master’s Guide) 
  • 
  Metamagic Rod, Extend, Lesser (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 8 (all of APL 6 plus the following): 
  • 
  +1 Flaming Greatsword (Adventure; Dungeon Master’s 
  Guide) 
  • 
  +3 Greatsword (Adventure; Dungeon Master’s Guide) 
  • 
  +5 Javelin (Adventure; Dungeon Master’s Guide) 
  • 
  Ioun Stone, Dusty Rose Prism (Adventure; Dungeon 
  Master’s Guide) 
   
  APL 10 (all of APLs 6, 8 plus the following): 
  • 
  Metamagic Rod, Empower, Lesser (Adventure; Dungeon 
  Master’s Guide) 
   
  YEO5-07 Blighted Souls 
   
  Page 19 
  
  APPENDIX 1 – APL 6 
   
  ENCOUNTER 7 
   
   
   
   
  Lillend: hp 53; see Monster Manual, page 168. 
  ENCOUNTER 8 
   
   
   
   
  Warden Archon: CR 8; Large Outsider (Archon, 
  Extraplanar, Good, Lawful); HD 8d8+24; hp 66; Init +4; 
  Spd 30 ft. in full plate armor, base 40 ft.; AC 30, touch 9, 
  flat-footed 30 (-1 size, +12 natural, +9 +1 full plate of light 
  fortification); Base Atk/Grp: +8/+20; Atk +15 melee (1d8+8, 
  claw); Full Atk +15 melee (1d8+8, 2 claws) and +10 melee 
  (2d8+4, bite); Space/Reach: 10 ft./10 ft.; SA rend 2d8+12, 
  spell-like abilities; SQ aura of menace, DR 10/evil, 
  darkvision 
  60 
  ft., 
  immunity 
  to 
  electricity 
  and 
  petrification, low-light vision, magic circle against evil, 
  outsider traits, scent, SR 25, teleport, tongues, uncanny 
  dodge, unerring assay; AL LG; SV Fort +9 (+13 against 
  poison), Ref +6, Will +7; Str 27, Dex 11, Con 17, Int 16, 
  Wis 12, Cha 12. 
   
  Skills and Feats: Climb +14, Concentration +14, 
  Diplomacy +14, Jump +14, Knowledge (religion) +14, 
  Knowledge (the planes) +14, Listen +22, Search +14, 
  Sense Motive +12, Spot +22, Survival +1 (+3 following 
  tracks or on other planes), Swim +9, Tumble -3; Alertness, 
  Improved Initiative, Power Attack. 
   
  Rend (Ex): If a warden archon hits a single target 
  with both claws, it latches on to the opponent’s body and 
  tears the flesh. This attack deals 2d8+12 points of damage. 
   
  Spell-Like Abilities: At will—aid, continual flame, 
  detect scrying, detect thoughts (DC 13), locate creature, scrying 
  (DC 16), see invisibility, true strike; 3/day—shield of the 
  archons*, true seeing (DC 16). Caster level 11th.  *Book of 
  Exalted Deeds. 
   
  Aura of Menace (Su): Will save DC 12 + ½ archon’s 
  Charisma modifier. 
   
  Scent 
  (Ex): 
  A 
  warden 
  archon 
  can 
  detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell. 
   
  Uncanny Dodge (Ex): A warden archon retains its 
  Dexterity bonus to AC even when flat-footed and cannot 
  be flanked except by a 12th-level or higher rogue. 
   
  Unerring 
  Assay 
  (Su): 
  A 
  warden 
  archon 
  instinctively knows the alignment of any creature within 
  60 feet. Typical methods of masking alignment, such as 
  misdirection or nondetection, have no effect upon a warden 
  archon’s unerring assay. 
   
  Skills: A warden archon’s keen senses give it a +8 
  racial bonus on Listen and Spot checks. 
   
  Possessions: large +1 light fortification full plate. 
  ENCOUNTER 9 
   
   
   
   
  Eladrins, Bralani (2): hp 48 each; see Monster Manual, 
  page 93. 
  ENCOUNTER 11 
   
   
   
   
  Shadow of Asberdies: Shadow Sor7; CR 9; Medium 
  Undead (Incorporeal); HD 3d12+7d4; hp 48; Init +4; Spd 
  fly 40 ft. (good); AC 19, touch 19, flat-footed 15 (+4 Dex, 
  +5 deflection); Base Atk/Grp: +4/—; Atk +8 melee (1d6 
  Str, incorporeal touch); Full Atk +8 melee (1d6 Str, 
  incorporeal touch); SA create spawn, strength damage, 
  spells; SQ darkvision 60 ft., incorporeal traits, +2 turn 
  resistance, undead traits, summon familiar; AL CE; SV 
  Fort +3, Ref +7, Will +9; Str —, Dex 18, Con —, Int 14, 
  Wis 12, Cha 18 (20). 
   
  Skills and Feats: Concentration +13, Hide +10*, 
  Knowledge (arcana) +10, Knowledge (the planes) +5, 
  Listen +11, Search +12, Spellcraft +12, Spot +11; 
  Alertness, Combat Casting, Ghostly Grasp*, Spell Focus 
  (necromancy).  *Libris Mortis. 
   
  Sorcerer Spells Known (6/8/7/5; save DC 15 + spell 
  level, DC 16 + spell level for necromancy spells): 0—daze, 
  detect magic, disrupt undead, ghost sound, mage hand, ray of 
  frost, read magic; 1st—charm person, mage armor, magic 
  missile, ray of enfeeblement, shield; 2nd—blindness/deafness, 
  scorching ray, web; 3rd—fireball, ray of exhaustion. 
   
  Skills: Shadows have a +2 racial bonus on Listen and 
  Spot checks and a +4 racial bonus on Search checks.  *A 
  shadow gains a +4 racial bonus on Hide checks in areas of 
  shadowy illumination. In brightly lit areas, it takes a -4 
  penalty on Hide checks. 
   
  Possessions: cloak of charisma +2, metamagic rod (extend, 
  lesser). 
   
   
  YEO5-07 Blighted Souls 
   
  Page 20 
  
  APPENDIX 2 – APL 8 
   
  ENCOUNTER 7 
   
   
   
   
  Movanic 
  Deva: 
  CR 
  9; 
  Medium-size 
  Outsider 
  (Extraplanar, Good); HD 6d8+12; hp 45; Init +8; Spd 40 
  ft., fly 90 ft. (good); AC 22, touch 14, flat-footed 18 (+4 
  Dex, +8 natural); Base Atk/Grp: +6/+9; Atk +11 melee 
  (2d6+5 plus 1d6 fire, +1 flaming greatsword); Full Atk 
  +11/+6 melee (2d6+5 plus 1d6 fire, +1 flaming greatsword); 
  SA spell-like abilities; SQ DR 10/evil, darkvision 60 ft., 
  low-light vision, immunity to acid, cold and petrification, 
  protective aura, resistance to electricity 10 and fire 10, 
  divine equilibrium, heavenly deflection, soothing 
  presence of nature, SR 19; AL LG; SV Fort +7, Ref +9, Will 
  +10; Str 17, Dex 18, Con 15, Int 17, Wis 16, Cha 18. 
   
  Skills and Feats: Balance +13, Concentration +11, 
  Diplomacy +15, Intimidate +13, Knowledge (any three) 
  +12, Listen +12, Sense Motive +12, Spellcraft +12, Spot 
  +12; Improved Initiative, Iron Will, Weapon Focus 
  (greatsword). 
   
  Spell-Like 
  Abilities: 
  At 
  will—aid, 
  consecrate, 
  continual flame, create food and water, death ward, detect evil, 
  discern lies, polymorph (self only), prayer, protection from 
  arrows; 3/day—atonement, bless weapon, cure serious wounds, 
  daylight, divination, ethereal jaunt, hallow, holy smite, 
  neutralize poison, plane shift, remove curse, remove disease, 
  remove fear; 1/day—commune, raise dead. Caster level 9th; 
  save DC 14 + spell level. 
   
  Divine Equilibrium (Ex): Movanic devas are 
  immune to the effects of negative-dominant or positive-
  dominant planar energy traits. 
   
  Heavenly Deflection (Su): Once per round as a 
  free action, a movanic deva can deflect ranged attacks and 
  certain spells by batting them away with its +1 flaming 
  greatsword. When a ranged attack, ray, or single-target 
  spell would ordinarily hit or affect the deva, the deva can 
  make a Reflex saving throw against a base DC of 20. If the 
  ranged weapon has an enhancement bonus, the DC 
  increases by that amount. If the attack is from a spell, the 
  spell level is added to the base DC. If the deva succeeds, it 
  deflects the attack. Deflected spells are negated as if 
  counterspelled. 
   
  The deva must be aware of an attack in order to have 
  a chance to deflect it. 
   
  Soothing Presence of Nature (Ex): Movanic devas 
  have a calm spirit that is pleasing to inhabitants of the 
  natural world. Unless magically compelled to do so, no 
  plant or animal will attack a movanic deva. 
   
  Possessions: +1 flaming greatsword. 
  ENCOUNTER 8 
   
   
   
   
  Warden Archon: CR 8; Large Outsider (Archon, 
  Extraplanar, Good, Lawful); HD 8d8+24; hp 66; Init +4; 
  Spd 30 ft. in full plate armor, base 40 ft.; AC 30, touch 9, 
  flat-footed 30 (-1 size, +12 natural, +9 +1 full plate of light 
  fortification); Base Atk/Grp: +8/+20; Atk +15 melee (1d8+8, 
  claw); Full Atk +15 melee (1d8+8, 2 claws) and +10 melee 
  (2d8+4, bite); Space/Reach: 10 ft./10 ft.; SA rend 2d8+12, 
  spell-like abilities; SQ aura of menace, DR 10/evil, 
  darkvision 
  60 
  ft., 
  immunity 
  to 
  electricity 
  and 
  petrification, low-light vision, magic circle against evil, 
  outsider traits, scent, SR 25, teleport, tongues, uncanny 
  dodge, unerring assay; AL LG; SV Fort +9 (+13 against 
  poison), Ref +6, Will +7; Str 27, Dex 11, Con 17, Int 16, 
  Wis 12, Cha 12. 
   
  Skills and Feats: Climb +14, Concentration +14, 
  Diplomacy +14, Jump +14, Knowledge (religion) +14, 
  Knowledge (the planes) +14, Listen +22, Search +14, 
  Sense Motive +12, Spot +22, Survival +1 (+3 following 
  tracks or on other planes), Swim +9, Tumble -3; Alertness, 
  Improved Initiative, Power Attack. 
   
  Rend (Ex): If a warden archon hits a single target 
  with both claws, it latches on to the opponent’s body and 
  tears the flesh. This attack deals 2d8+12 points of damage. 
   
  Spell-Like Abilities: At will—aid, continual flame, 
  detect scrying, detect thoughts (DC 13), locate creature, scrying 
  (DC 16), see invisibility, true strike; 3/day—shield of the 
  archons*, true seeing (DC 16). Caster level 11th.  *Book of 
  Exalted Deeds. 
   
  Aura of Menace (Su): Will save DC 12 + ½ archon’s 
  Charisma modifier. 
   
  Scent 
  (Ex): 
  A 
  warden 
  archon 
  can 
  detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell. 
   
  Uncanny Dodge (Ex): A warden archon retains its 
  Dexterity bonus to AC even when flat-footed and cannot 
  be flanked except by a 12th-level or higher rogue. 
   
  Unerring 
  Assay 
  (Su): 
  A 
  warden 
  archon 
  instinctively knows the alignment of any creature within 
  60 feet. Typical methods of masking alignment, such as 
  misdirection or nondetection, have no effect upon a warden 
  archon’s unerring assay. 
   
  Skills: A warden archon’s keen senses give it a +8 
  racial bonus on Listen and Spot checks. 
   
  Possessions: large +1 light fortification full plate. 
  ENCOUNTER 9 
   
   
   
   
  Firre Eladrin: CR 10; Medium Outsider (Chaotic, 
  Eladrin, Extraplanar, Good); HD 8d8+8; hp 72; Init +61; 
  Spd 40 ft., fly 90 ft. (perfect); AC 24, touch 12, flat-footed 
  22 (+2 Dex, +12 natural); Base Atk/Grp: +8/+13; Atk +16 
  melee (2d6+10/19-20, +3 greatsword); Full Atk +16/+11 
  melee (2d6+10/19-20, +3 greatsword) or +13/+8 melee 
  (1d6+7 and 1d6 fire, slam) or +15/+10 ranged (1d6+10, +5 
  javelin); SA gaze, spell-like abilities, spells; SQ alternate 
  form, DR 10/cold iron or evil, eladrin subtype, 
  immunities, magic circle against evil, outsider traits, 
  resistance to acid 10 and cold 10, song, SR 27; AL CG; SV 
  YEO5-07 Blighted Souls 
   
  Page 21 
  
  Fort +7 (+11 against poison), Ref +8, Will +9; Str 23, Dex 
  12, Con 22, Int 6, Wis 11, Cha 7. 
   
  Skills and Feats: Bluff +11, Concentration +11, 
  Diplomacy +11, Disguise +9 (+11 acting), Intimidate +6, 
  Knowledge (the planes) +8, Perform (any one) +12, Sense 
  Motive +8, Spellcraft +9, Survival +3 (+5 on other planes), 
  Flyby Attack, Improved Initiative, Skill Focus (Perform). 
   
  Gaze (Su): In humanoid form, the firre can gaze at a 
  target within 60 feet and cause it to burst into flames. The 
  gaze deals 2d6 points of fire damage and causes blindness 
  (as the blindness/deafness spell). A successful DC 18 
  Fortitude save negates the blindness. 
   
  Spell-Like Abilities: At will—detect thoughts (DC 
  16), fireball (DC 17), greater invisibility, persistent image (DC 
  19), polymorph, see invisibility, wall of fire; 1/day—prismatic 
  spray (DC 21). Caster level 10th. 
   
  Spells: A firre in humanoid form casts divine spells 
  from the cleric list and the Chaos, Fire, Good, and Magic 
  domains as a 12th-level cleric. 
   
  Typical Spells Prepared (6/ 6+1/ 5+1/ 5+1/ 3+1/ 3+1/ 
  2+1; save DC 13 + spell level): 0—detect magic, detect poison, 
  guidance, mending, read magic, resistance; 1st—bless, detect evil, 
  divine favor, sanctuary, ray of hope*, shield of faith; 2nd—align 
  weapon, bear’s endurance, eagle’s splendor, hold person, resist 
  energy; 3rd—continual flame, dispel magic, invisibility purge, 
  prayer, searing light; 4th—dimensional anchor, tongues; 5th—
  break enchantment, dispel evil, flame strike; 6th—greater dispel 
  magic, heal.  *Book of Exalted Deeds. 
   
  Alternate Form (Su): A firre can shift between its 
  humanoid and fiery forms as a standard action. In 
  humanoid form, it cannot fly or use its fiery slam attacks, 
  but it can use its gaze attack and spell-like abilities, make 
  weapon attacks, sing, and cast spells. In the form of a 
  pillar of fire, it can fly, make slam attacks, and use spell-
  like abilities, but cannot sing, cast spells, or use its gaze 
  attack. 
   
  A firre remains in one form until it chooses to 
  assume the other form. A change in form cannot be 
  dispelled, not does a firre revert to any particular form 
  when killed. A true seeing spell reveals both forms 
  simultaneously. 
   
  Magic Circle Against Evil (Su): A magic circle 
  against evil effect always surrounds firres, as the spell cast 
  by an 8th-level sorcerer. (The defensive benefits of the 
  circle are not included in the statistics above.) 
   
  Song (Su): A firre has a captivating voice and can 
  use bardic music just as a bard can, inspiring courage, 
  fascinating, inspiring competence, or giving suggestions 
  to those who hear it (see Bardic Music in Chapter 3 of the 
  Player’s Handbook).Unlike a bard, however, a firre can sing 
  as often as it likes. 
   
  Possessions: +3 greatsword, 4 +5 javelins. 
  ENCOUNTER 11 
   
   
   
   
  Shadow of Asberdies: Shadow Sor9; CR 11; Medium 
  Undead (Incorporeal); HD 3d12+9d4; hp 54; Init +4; Spd 
  fly 40 ft. (good); AC 20, touch 20, flat-footed 16 (+4 Dex, 
  +5 deflection, +1 insight); Base Atk/Grp: +5/—; Atk +9 
  melee (1d6 Str, incorporeal touch); Full Atk +9 melee 
  (1d6 Str, incorporeal touch); SA create spawn, strength 
  damage, spells; SQ darkvision 60 ft., incorporeal traits, +2 
  turn resistance, undead traits, summon familiar; AL CE; 
  SV Fort +4, Ref +8, Will +10; Str —, Dex 18, Con —, Int 
  15, Wis 12, Cha 18 (20). 
   
  Skills and Feats: Concentration +15, Hide +10*, 
  Knowledge (arcana) +13, Knowledge (the planes) +6, 
  Listen +11, Search +12, Spellcraft +13, Spot +11; 
  Alertness, Combat Casting, Ghostly Grasp*, Spell Focus 
  (necromancy), Spell Penetration.  *Libris Mortis. 
   
  Sorcerer Spells Known (6/8/7/7/5; save DC 15 + spell 
  level, DC 16 + spell level for necromancy spells): 0— acid 
  splash, daze, detect magic, disrupt undead, ghost sound, mage 
  hand, ray of frost, read magic; 1st—charm person, mage armor, 
  magic 
  missile, 
  ray 
  of 
  enfeeblement, 
  shield; 
  2nd—
  blindness/deafness, mirror image, scorching ray, web; 3rd—
  fireball, lightning bolt, ray of exhaustion; 4th—enervation, fear. 
   
  Skills: Shadows have a +2 racial bonus on Listen and 
  Spot checks and a +4 racial bonus on Search checks.  *A 
  shadow gains a +4 racial bonus on Hide checks in areas of 
  shadowy illumination. In brightly lit areas, it takes a -4 
  penalty on Hide checks. 
   
  Possessions: cloak of charisma +2, metamagic rod (extend, 
  lesser), ioun stone (dusty rose prism). 
   
   
  YEO5-07 Blighted Souls 
   
  Page 22 
  
  APPENDIX 3 – APL 10 
   
  ENCOUNTER 7 
   
   
   
   
  Movanic 
  Deva: 
  CR 
  9; 
  Medium-size 
  Outsider 
  (Extraplanar, Good); HD 6d8+12; hp 45; Init +8; Spd 40 
  ft., fly 90 ft. (good); AC 22, touch 14, flat-footed 18 (+4 
  Dex, +8 natural); Base Atk/Grp: +6/+9; Atk +11 melee 
  (2d6+5 plus 1d6 fire, +1 flaming greatsword); Full Atk 
  +11/+6 melee (2d6+5 plus 1d6 fire, +1 flaming greatsword); 
  SA spell-like abilities; SQ DR 10/evil, darkvision 60 ft., 
  low-light vision, immunity to acid, cold and petrification, 
  protective aura, resistance to electricity 10 and fire 10, 
  divine equilibrium, heavenly deflection, soothing 
  presence of nature, SR 19; AL LG; SV Fort +7, Ref +9, Will 
  +10; Str 17, Dex 18, Con 15, Int 17, Wis 16, Cha 18. 
   
  Skills and Feats: Balance +13, Concentration +11, 
  Diplomacy +15, Intimidate +13, Knowledge (any three) 
  +12, Listen +12, Sense Motive +12, Spellcraft +12, Spot 
  +12; Improved Initiative, Iron Will, Weapon Focus 
  (greatsword). 
   
  Spell-Like 
  Abilities: 
  At 
  will—aid, 
  consecrate, 
  continual flame, create food and water, death ward, detect evil, 
  discern lies, polymorph (self only), prayer, protection from 
  arrows; 3/day—atonement, bless weapon, cure serious wounds, 
  daylight, divination, ethereal jaunt, hallow, holy smite, 
  neutralize poison, plane shift, remove curse, remove disease, 
  remove fear; 1/day—commune, raise dead. Caster level 9th; 
  save DC 14 + spell level. 
   
  Divine Equilibrium (Ex): Movanic devas are 
  immune to the effects of negative-dominant or positive-
  dominant planar energy traits. 
   
  Heavenly Deflection (Su): Once per round as a 
  free action, a movanic deva can deflect ranged attacks and 
  certain spells by batting them away with its +1 flaming 
  greatsword. When a ranged attack, ray, or single-target 
  spell would ordinarily hit or affect the deva, the deva can 
  make a Reflex saving throw against a base DC of 20. If the 
  ranged weapon has an enhancement bonus, the DC 
  increases by that amount. If the attack is from a spell, the 
  spell level is added to the base DC. If the deva succeeds, it 
  deflects the attack. Deflected spells are negated as if 
  counterspelled. 
   
  The deva must be aware of an attack in order to have 
  a chance to deflect it. 
   
  Soothing Presence of Nature (Ex): Movanic devas 
  have a calm spirit that is pleasing to inhabitants of the 
  natural world. Unless magically compelled to do so, no 
  plant or animal will attack a movanic deva. 
   
  Possessions: +1 flaming greatsword. 
  ENCOUNTER 8 
   
   
   
   
  Sword Archon: CR 11; Large Outsider (Archon, 
  Extraplanar, Good, Lawful); HD 11d8+22; hp 83; Init +7; 
  Spd 40 ft., fly 90 ft. (good); AC 26, touch 12, flat-footed 23 
  (-1 size, +3 Dex, +14 natural); Base Atk/Grp: +11/+22; Atk 
  +20 melee (1d8+9/19-20 plus 2d6 holy plus 1d6 fire, 
  armblade); Full Atk +20 melee (1d8+9/19-20 plus 2d6 
  holy plus 1d6 fire, 2 armblades); Space/Reach: 10 ft./10 
  ft.; SA armblades, discorporating dive, spell-like abilities; 
  SQ aura of menace, DR 10/evil, darkvision 60 ft., 
  immunity to electricity and petrification, low-light 
  vision, magic circle against evil, outsider traits, SR 26, 
  teleport, tongues; AL LG; SV Fort +9 (+13 against poison), 
  Ref +10, Will +9; Str 25, Dex 17, Con 14, Int 12, Wis 14, 
  Cha 17. 
   
  Skills and Feats: Balance +14, Concentration +13, 
  Decipher Script +12, Diplomacy +17, Disguise +14, 
  Gather Information +15, Hide +12, Knowledge (religion) 
  +12, Knowledge (the planes) +12, Search +12, Sense 
  Motive +14, Survival +2 (+4 following tracks or on other 
  planes); Cleave, Flyby Attack, Improved Initiative, Power 
  Attack. 
   
  Armblades (Ex): As a free action, a sword archon 
  can mold the flesh of its forearms, hardening and 
  sharpening organic matter into the form of powerful 
  magic blades. The archon wields the blades like 
  longswords, and they gain the properties of +2 holy 
  flaming longswords. 
   
  Sword archons can shift back to their “normal” 
  hands as a free action. The armblade cannot be disarmed 
  or sundered, and they automatically assume limb form 
  upon the archon’s death. 
   
  Discorporating Dive (Su): Three times per day,  a 
  sword archon can attempt to destroy a living enemy with 
  a powerful dive attack, literally flying through its 
  opponent armblades-first, tearing apart its body and 
  sending its soul to imprisonment in the Seven Heavens. 
   
  Resolve a flying charge as normal. If the archon fails 
  to damage its opponent, the discorporating dive attack is 
  wasted. If damaged, however, the target must make a DC 
  17 Fortitude save. Those who succeed on the Fortitude 
  save suffer no further effect beyond the damage of the 
  attack. 
   
  If the save fails, the attack utterly annihilates the 
  victim’s body, killing it instantly. Further, the victim’s 
  soul is bound to a great prison in the Seven Heavens of 
  Celestia, where it where it remains until the archons that 
  manage the celestial donjon see fit to release it. 
   
  Release generally involves battering with a throne 
  archon (see Chapter 7: Celestial Paragons in Book of 
  Exalted Deeds), with some quest for the cause of law and 
  goodness being the most common price. Such agents of 
  Heaven never release the soul of an unredeemed evil 
  creature. 
   
  Spell-Like Abilities: At will—aid, continual flame, 
  divination, locate creature, locate object, message; 3/day—
  commune, dispel chaos (DC 18), mark of justice, wages of sin* 
  (DC 19); 1/day—touch of adamantine* (DC 19). Caster 
  level 11th.  *Book of Exalted Deeds. 
   
  Aura of Menace (Su): Will save DC 20. 
  YEO5-07 Blighted Souls 
   
  Page 23 
  
   
  Skills: A sword archon’s innate understanding of 
  law, detection, and the taint of sin grants it a +8 racial 
  bonus on Gather Information and Sense Motive checks. 
  ENCOUNTER 9 
   
   
   
   
  Firre Eladrin: CR 10; Medium Outsider (Chaotic, 
  Eladrin, Extraplanar, Good); HD 8d8+8; hp 72; Init +61; 
  Spd 40 ft., fly 90 ft. (perfect); AC 24, touch 12, flat-footed 
  22 (+2 Dex, +12 natural); Base Atk/Grp: +8/+13; Atk +16 
  melee (2d6+10/19-20, +3 greatsword); Full Atk +16/+11 
  melee (2d6+10/19-20, +3 greatsword) or +13/+8 melee 
  (1d6+7 and 1d6 fire, slam) or +15/+10 ranged (1d6+10, +5 
  javelin); SA gaze, spell-like abilities, spells; SQ alternate 
  form, DR 10/cold iron or evil, eladrin subtype, 
  immunities, magic circle against evil, outsider traits, 
  resistance to acid 10 and cold 10, song, SR 27; AL CG; SV 
  Fort +7 (+11 against poison), Ref +8, Will +9; Str 23, Dex 
  12, Con 22, Int 6, Wis 11, Cha 7. 
   
  Skills and Feats: Bluff +11, Concentration +11, 
  Diplomacy +11, Disguise +9 (+11 acting), Intimidate +6, 
  Knowledge (the planes) +8, Perform (any one) +12, Sense 
  Motive +8, Spellcraft +9, Survival +3 (+5 on other planes), 
  Flyby Attack, Improved Initiative, Skill Focus (Perform). 
   
  Gaze (Su): In humanoid form, the firre can gaze at a 
  target within 60 feet and cause it to burst into flames. The 
  gaze deals 2d6 points of fire damage and causes blindness 
  (as the blindness/deafness spell). A successful DC 18 
  Fortitude save negates the blindness. 
   
  Spell-Like Abilities: At will—detect thoughts (DC 
  16), fireball (DC 17), greater invisibility, persistent image (DC 
  19), polymorph, see invisibility, wall of fire; 1/day—prismatic 
  spray (DC 21). Caster level 10th. 
   
  Spells: A firre in humanoid form casts divine spells 
  from the cleric list and the Chaos, Fire, Good, and Magic 
  domains as a 12th-level cleric. 
   
  Typical Spells Prepared (6/ 6+1/ 5+1/ 5+1/ 3+1/ 3+1/ 
  2+1; save DC 13 + spell level): 0—detect magic, detect poison, 
  guidance, mending, read magic, resistance; 1st—bless, detect evil, 
  divine favor, sanctuary, ray of hope*, shield of faith; 2nd—align 
  weapon, bear’s endurance, eagle’s splendor, hold person, resist 
  energy; 3rd—continual flame, dispel magic, invisibility purge, 
  prayer, searing light; 4th—dimensional anchor, tongues; 5th—
  break enchantment, dispel evil, flame strike; 6th—greater dispel 
  magic, heal.  *Book of Exalted Deeds. 
   
  Alternate Form (Su): A firre can shift between its 
  humanoid and fiery forms as a standard action. In 
  humanoid form, it cannot fly or use its fiery slam attacks, 
  but it can use its gaze attack and spell-like abilities, make 
  weapon attacks, sing, and cast spells. In the form of a 
  pillar of fire, it can fly, make slam attacks, and use spell-
  like abilities, but cannot sing, cast spells, or use its gaze 
  attack. 
   
  A firre remains in one form until it chooses to 
  assume the other form. A change in form cannot be 
  dispelled, not does a firre revert to any particular form 
  when killed. A true seeing spell reveals both forms 
  simultaneously. 
   
  Magic Circle Against Evil (Su): A magic circle 
  against evil effect always surrounds firres, as the spell cast 
  by an 8th-level sorcerer. (The defensive benefits of the 
  circle are not included in the statistics above.) 
   
  Song (Su): A firre has a captivating voice and can 
  use bardic music just as a bard can, inspiring courage, 
  fascinating, inspiring competence, or giving suggestions 
  to those who hear it (see Bardic Music in Chapter 3 of the 
  Player’s Handbook).Unlike a bard, however, a firre can sing 
  as often as it likes. 
   
  Possessions: +3 greatsword, 4 +5 javelins. 
  ENCOUNTER 11 
   
   
   
   
  Shadow of Asberdies: Shadow Sor11; CR 13; Medium 
  Undead (Incorporeal); HD 3d12+11d4; hp 60; Init +4; 
  Spd fly 40 ft. (good); AC 20, touch 20, flat-footed 16 (+4 
  Dex, +5 deflection, +1 insight); Base Atk/Grp: +6/—; Atk 
  +10 melee (1d6 Str, incorporeal touch); Full Atk +10 
  melee (1d6 Str, incorporeal touch); SA create spawn, 
  strength damage, spells; SQ darkvision 60 ft., incorporeal 
  traits, +2 turn resistance, undead traits, summon familiar; 
  AL CE; SV Fort +4, Ref +8, Will +11; Str —, Dex 18, Con 
  —, Int 15, Wis 12, Cha 18 (20). 
   
  Skills and Feats: Concentration +15, Hide +10*, 
  Knowledge (arcana) +15, Knowledge (the planes) +8, 
  Listen +11, Search +12, Spellcraft +15, Spot +11; 
  Alertness, Combat Casting, Ghostly Grasp*, Spell Focus 
  (necromancy), Spell Penetration.  *Libris Mortis. 
   
  Sorcerer Spells Known (6/8/7/7/7/5; save DC 15 + spell 
  level, DC 16 + spell level for necromancy spells): 0— acid 
  splash, arcane mark, daze, detect magic, disrupt undead, ghost 
  sound, mage hand, ray of frost, read magic; 1st—charm person, 
  mage armor, magic missile, ray of enfeeblement, shield; 2nd—
  blindness/deafness, glitterdust, mirror image, scorching ray, web; 
  3rd—fireball, lightning bolt, ray of exhaustion, suggestion; 4th—
  charm monster, enervation, fear; 5th—cone of cold, dominate 
  person. 
   
  Skills: Shadows have a +2 racial bonus on Listen and 
  Spot checks and a +4 racial bonus on Search checks.  *A 
  shadow gains a +4 racial bonus on Hide checks in areas of 
  shadowy illumination. In brightly lit areas, it takes a -4 
  penalty on Hide checks. 
   
  Possessions: cloak of charisma +2, metamagic rod (extend, 
  lesser), ioun stone (dusty rose prism), metamagic rod (empower, 
  lesser). 
   
   
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  Page 24 
  
  APPENDIX 4 – APL 12 
   
  ENCOUNTER 7 
   
   
   
   
  Monadic 
  Deva: 
  CR 
  12; 
  Medium-size 
  Outsider 
  (Extraplanar, Good); HD 10d8+50; hp 98; Init +7; Spd 40 
  ft., fly 90 ft. (good); AC 25, touch 13, flat-footed 22 (+3 
  Dex, +12 natural); Base Atk/Grp: +10/+15; Atk +15 melee 
  (1d8+7, mace of smiting); Full Atk +15/+10 melee (1d8+7, 
  mace of smiting); SA spell-like abilities; SQ DR 10/evil, 
  darkvision 60ft., low-light vision, immunity to acid, cold 
  and petrification, protective aura, resistance to electricity 
  10 and fire 10, SR 22, tongues, uncanny dodge; AL LG; SV 
  Fort +12, Ref +10, Will +10; Str 20, Dex 16, Con 20, Int 17, 
  Wis 17, Cha 19. 
   
  Skills and Feats: Balance +16, Concentration +18, 
  Diplomacy +19, Knowledge (any three) +16, Listen +16, 
  Move Silently +16, Sense Motive +16, Spellcraft +16, Spot 
  +16; Cleave, Great Cleave, Improved Initiative, Power 
  Attack. 
   
  Spell-Like Abilities: At will—aid, charm monster 
  (elementals only), consecrate, continual flame, create food and 
  water, death ward, detect evil, discern lies, hold monster, mirror 
  image, polymorph (self only), prayer, protection from arrows; 
  3/day—atonement, cure serious wounds, daylight, dispel magic, 
  divination, ethereal jaunt, hallow, holy aura, holy smite, 
  neutralize poison, plane shift, remove curse, remove disease, 
  remove fear; 1/day—commune, dispel evil, raise dead. Caster 
  level 11th; save DC 14 + spell level. 
   
  Deliverance from Death (Ex): Monadic devas are 
  immune to all death spells and magical death effects. 
  They are likewise immune to ability damage, ability 
  drain, and energy drain. 
   
  Elemental Ease (Ex): Monadic devas are immune 
  to the deleterious effects of elemental traits of air-
  dominant, earth-dominant, fire-dominant, and water-
  dominant planes. They can breathe in any environment 
  as if wearing a necklace of adaptation. 
   
  Uncanny Dodge (Ex): Devas retain their Dexterity 
  bonus to Armor Class even when flat-footed or struck by 
  an invisible attacker, and they cannot be flanked except 
  by a rogue of at least 14th level. 
   
  Possessions: mace of smiting. 
  ENCOUNTER 8 
   
   
   
   
  Sword Archon: CR 11; Large Outsider (Archon, 
  Extraplanar, Good, Lawful); HD 11d8+22; hp 83; Init +7; 
  Spd 40 ft., fly 90 ft. (good); AC 26, touch 12, flat-footed 23 
  (-1 size, +3 Dex, +14 natural); Base Atk/Grp: +11/+22; Atk 
  +20 melee (1d8+9/19-20 plus 2d6 holy plus 1d6 fire, 
  armblade); Full Atk +20 melee (1d8+9/19-20 plus 2d6 
  holy plus 1d6 fire, 2 armblades); Space/Reach: 10 ft./10 
  ft.; SA armblades, discorporating dive, spell-like abilities; 
  SQ aura of menace, DR 10/evil, darkvision 60 ft., 
  immunity to electricity and petrification, low-light 
  vision, magic circle against evil, outsider traits, SR 26, 
  teleport, tongues; AL LG; SV Fort +9 (+13 against poison), 
  Ref +10, Will +9; Str 25, Dex 17, Con 14, Int 12, Wis 14, 
  Cha 17. 
   
  Skills and Feats: Balance +14, Concentration +13, 
  Decipher Script +12, Diplomacy +17, Disguise +14, 
  Gather Information +15, Hide +12, Knowledge (religion) 
  +12, Knowledge (the planes) +12, Search +12, Sense 
  Motive +14, Survival +2 (+4 following tracks or on other 
  planes); Cleave, Flyby Attack, Improved Initiative, Power 
  Attack. 
   
  Armblades (Ex): As a free action, a sword archon 
  can mold the flesh of its forearms, hardening and 
  sharpening organic matter into the form of powerful 
  magic blades. The archon wields the blades like 
  longswords, and they gain the properties of +2 holy 
  flaming longswords. 
   
  Sword archons can shift back to their “normal” 
  hands as a free action. The armblade cannot be disarmed 
  or sundered, and they automatically assume limb form 
  upon the archon’s death. 
   
  Discorporating Dive (Su): Three times per day,  a 
  sword archon can attempt to destroy a living enemy with 
  a powerful dive attack, literally flying through its 
  opponent armblades-first, tearing apart its body and 
  sending its soul to imprisonment in the Seven Heavens. 
   
  Resolve a flying charge as normal. If the archon fails 
  to damage its opponent, the discorporating dive attack is 
  wasted. If damaged, however, the target must make a DC 
  17 Fortitude save. Those who succeed on the Fortitude 
  save suffer no further effect beyond the damage of the 
  attack. 
   
  If the save fails, the attack utterly annihilates the 
  victim’s body, killing it instantly. Further, the victim’s 
  soul is bound to a great prison in the Seven Heavens of 
  Celestia, where it where it remains until the archons that 
  manage the celestial donjon see fit to release it. 
   
  Release generally involves battering with a throne 
  archon (see Chapter 7: Celestial Paragons in Book of 
  Exalted Deeds), with some quest for the cause of law and 
  goodness being the most common price. Such agents of 
  Heaven never release the soul of an unredeemed evil 
  creature. 
   
  Spell-Like Abilities: At will—aid, continual flame, 
  divination, locate creature, locate object, message; 3/day—
  commune, dispel chaos (DC 18), mark of justice, wages of sin* 
  (DC 19); 1/day—touch of adamantine* (DC 19). Caster 
  level 11th.  *Book of Exalted Deeds. 
   
  Aura of Menace (Su): Will save DC 20. 
   
  Skills: A sword archon’s innate understanding of 
  law, detection, and the taint of sin grants it a +8 racial 
  bonus on Gather Information and Sense Motive checks. 
  ENCOUNTER 9 
   
   
   
   
  Eladrin, Ghaele: hp 75; see Monster Manual, page 94. 
  YEO5-07 Blighted Souls 
   
  Page 25 
  
  ENCOUNTER 11 
   
   
   
   
  Shadow of Asberdies: Shadow Sor13; CR 15; Medium 
  Undead (Incorporeal); HD 3d12+13d4; hp 66; Init +4; 
  Spd fly 40 ft. (good); AC 21, touch 21, flat-footed 17 (+4 
  Dex, +6 deflection, +1 insight); Base Atk/Grp: +7/—; Atk 
  +11 melee (1d6 Str, incorporeal touch); Full Atk +11 
  melee (1d6 Str, incorporeal touch); SA create spawn, 
  strength damage, spells; SQ darkvision 60 ft., incorporeal 
  traits, +2 turn resistance, undead traits, summon familiar; 
  AL CE; SV Fort +5, Ref +9, Will +12; Str —, Dex 18, Con 
  —, Int 16, Wis 12, Cha 18 (22). 
   
  Skills and Feats: Concentration +19, Hide +10*, 
  Knowledge (arcana) +19, Knowledge (the planes) +9, 
  Listen +11, Search +13, Spellcraft +19, Spot +11; 
  Alertness, Combat Casting, Ghostly Grasp*, Greater Spell 
  Focus (necromancy), Spell Focus (necromancy), Spell 
  Penetration.  *Libris Mortis. 
   
  Sorcerer Spells Known (6/8/8/7/7/7/5; save DC 16 + 
  spell level, DC 18 + spell level for necromancy spells): 
  0— acid splash, arcane mark, daze, detect magic, disrupt 
  undead, ghost sound, mage hand, ray of frost, read magic; 1st—
  charm person, mage armor, magic missile, ray of enfeeblement, 
  shield; 2nd—blindness/deafness, glitterdust, mirror image, 
  scorching ray, web; 3rd—fireball, lightning bolt, ray of 
  exhaustion, suggestion; 4th—charm monster, enervation, 
  Evard’s black tentacles, fear; 5th—cone of cold, dominate person, 
  feeblemind; 6th—circle of death, eyebite. 
   
  Skills: Shadows have a +2 racial bonus on Listen and 
  Spot checks and a +4 racial bonus on Search checks.  *A 
  shadow gains a +4 racial bonus on Hide checks in areas of 
  shadowy illumination. In brightly lit areas, it takes a -4 
  penalty on Hide checks. 
   
  Possessions: cloak of charisma +4, metamagic rod (extend, 
  lesser), ioun stone (dusty rose prism), metamagic rod (empower, 
  lesser). 
   
   
  YEO5-07 Blighted Souls 
   
  Page 26 
  
   APPENDIX 5 – APL 14 
   
  ENCOUNTER 7 
   
   
   
   
  Devas, Astral (2): hp 108 each; see Monster Manual, page 
  11. 
  ENCOUNTER 8 
   
   
   
   
  Throne Archon: CR 15; Large Outsider (Archon, 
  Extraplanar, Good, Lawful); HD 14d8+42; hp 116; Init 
  +11; Spd 30 ft. in full plate armor, base 40 ft.; AC 40, 
  touch 16, flat-footed 33 (-1 size, +7 Dex, +12 natural, +12 
  +4 full plate); Base Atk/Grp: +14/+24; Atk +21 melee 
  (2d8+10/17-20, Large +1 vorpal greatsword); Full Atk 
  +21/+16/+11 melee (2d8+10, 2 Large +1 vorpal greatsword); 
  Space/Reach: 10 ft./10 ft.; SA Penitentiary gaze, spell-like 
  abilities; SQ aura of menace, channeling, DR 10/evil, 
  darkvision 
  60 
  ft., 
  immunity 
  to 
  electricity 
  and 
  petrification, low-light vision, magic circle against evil, 
  outsider traits, SR 30, teleport, tongues; AL LG; SV Fort 
  +12 (+16 against poison), Ref +16, Will +12; Str 22, Dex 
  24, Con 17, Int 18, Wis 16, Cha 22. 
   
  Skills and Feats: Concentration +20, Diplomacy +25, 
  Heal +20, Intimidate +31, Knowledge (history) +21, 
  Knowledge (religion) +21, Knowledge (the planes) +21, 
  Listen +20, Search +21, Sense Motive +28, Spot +20, 
  Survival +3 (+5 following tracks or other planes); 
  Improved Critical (greatsword), Improved Initiative, 
  Power Attack, Weapon Focus (greatsword), Words of 
  Creation*.  *Book of Exalted Deeds. 
   
  Penitentiary Gaze (Su): Any nonlawful good 
  creature within 30 feet of a throne archon that meets the 
  creature’s glowing blue eyes must succeed on a Will 
  saving throw (DC 23) or temporarily fall under its 
  influence. Such a being becomes filled with remorse over 
  the distance his life’s actions have taken him from the 
  ideals of law or goodness (even if such distance would 
  ordinarily make him proud). The intensity of the remorse 
  (and the relevant game effect) varies depending upon the 
  creature’s alignment. Compare the victim’s alignment to 
  the chart below, adding any game effects that apply. 
   
  The victim is free to act (even to attack the throne 
  archon) while under the effects of the penitentiary gaze. 
  The effects persist each round until the victim makes a 
  successful Will saving throw. Throne archons can disable 
  or enable this ability as a free action. The gaze cannot be 
  disabled during the same round in which it was enabled 
  (and vice versa). 
   
  Law/Chaos Axis Neutral: The victim is beset by 
  religious visions in which angelic legions berate him for 
  straying from the true path of law and goodness. As a 
  result, he becomes fatigued. 
   
  Chaotic: Blistering mental hellscapes scald the 
  victim’s consciousness, causing so much psychological 
  damage that the victim becomes exhausted. 
   
  Good/Evil Axis Neutral: Pangs of self-regret over 
  past evil deeds result in blood-red psychosomatic blisters 
  and boils. The victim takes 10 points of damage. 
   
  Evil: The victim’s guilt and misery creates a 
  psychosomatic meltdown that results in painful rashes 
  and explosive skin abrasions. The victim takes 20 points 
  of damage. 
   
  Spell-Like Abilities: At will—atonement, break 
  enchantment, bless weapon, blessed sight*, cure critical wounds 
  (DC 20), detect evil, discern lies (DC 20), greater dispel magic, 
  hallow, mark of justice, neutralize poison (DC 20), restoration 
  (DC 18), see invisibility, sending, vision of heaven* (DC 17); 
  3/day—banishment (DC 22), death ward (DC 20), dictum 
  (DC 23), divine favor, find the path (DC 22), heal (DC 23), 
  heroes' feast, holy sword, raise dead, greater restoration (DC 22), 
  righteous smite (DC 23), shield of the archons*, true seeing (DC 
  21); 1/day—resurrection. Caster level 14th.  *Book of Exalted 
  Deeds. 
   
  Aura of Menace (Su): Will save DC 25. 
   
  Channeling (Sp): Throne archons can invest 
  mortals with their power. See Channeling in Chapter 2: 
  Variant Rules for details about this process (Book of 
  Exalted Deeds). 
   
  Skills: Throne archons command the cities of the 
  Seven Heavens and to mete out justice to mortals and 
  petitioners alike. They enjoy a +8 racial bonus on 
  Intimidate and Sense Motive checks. 
   
  Possessions: large +1 vorpal greatsword, large +4 full plate. 
  ENCOUNTER 9 
   
   
   
   
  Eladrins, Ghaele (2): hp 75 each; see Monster Manual, 
  page 94. 
  ENCOUNTER 11 
   
   
   
   
  Shadow of Asberdies: Shadow Sor15; CR 17; Medium 
  Undead (Incorporeal); HD 3d12+15d4; hp 72; Init +4; 
  Spd fly 40 ft. (good); AC 22, touch 22, flat-footed 18 (+4 
  Dex, +7 deflection, +1 insight); Base Atk/Grp: +8/—; Atk 
  +12 melee (1d6 Str, incorporeal touch); Full Atk +12 
  melee (1d6 Str, incorporeal touch); SA create spawn, 
  strength damage, spells; SQ darkvision 60 ft., incorporeal 
  traits, +2 turn resistance, undead traits, summon familiar; 
  AL CE; SV Fort +6, Ref +10, Will +13; Str —, Dex 18, Con 
  —, Int 16, Wis 12, Cha 18 (24). 
   
  Skills and Feats: Concentration +24, Hide +10*, 
  Knowledge (arcana) +20, Knowledge (the planes) +11, 
  Listen +11, Search +13, Spellcraft +20, Spot +11; 
  Alertness, Combat Casting, Ghostly Grasp*, Greater Spell 
  Focus (necromancy), Greater Spell Penetration, Spell 
  Focus (necromancy), Spell Penetration.  *Libris Mortis. 
   
  Sorcerer Spells Known (6/8/8/8/7/7/7/5; save DC 17 + 
  spell level, DC 19 + spell level for necromancy spells): 
  0— acid splash, arcane mark, daze, detect magic, disrupt 
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  undead, ghost sound, mage hand, ray of frost, read magic; 1st—
  charm person, mage armor, magic missile, ray of enfeeblement, 
  shield; 2nd—blindness/deafness, glitterdust, mirror image, 
  scorching ray, web; 3rd—fireball, lightning bolt, ray of 
  exhaustion, suggestion; 4th—charm monster, enervation, 
  Evard’s black tentacles, fear; 5th—cone of cold, dominate person, 
  feeblemind, mind fog; 6th—chain lightning, circle of death, 
  eyebite; 7th—finger of death, limited wish. 
   
  Skills: Shadows have a +2 racial bonus on Listen and 
  Spot checks and a +4 racial bonus on Search checks.  *A 
  shadow gains a +4 racial bonus on Hide checks in areas of 
  shadowy illumination. In brightly lit areas, it takes a -4 
  penalty on Hide checks. 
   
  Possessions: cloak of charisma +6, metamagic rod (extend, 
  lesser), ioun stone (dusty rose prism), metamagic rod (empower, 
  lesser), staff of abjuration (5 charges). 
   
   
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  APPENDIX 6 – APL 16 
   
  ENCOUNTER 7 
   
   
   
   
  Planetars (2): hp 137 each; see Monster Manual, page 11. 
  ENCOUNTER 8 
   
   
   
   
  Throne Archon: CR 15; Large Outsider (Archon, 
  Extraplanar, Good, Lawful); HD 14d8+42; hp 116; Init 
  +11; Spd 30 ft. in full plate armor, base 40 ft.; AC 40, 
  touch 16, flat-footed 33 (-1 size, +7 Dex, +12 natural, +12 
  +4 full plate); Base Atk/Grp: +14/+24; Atk +21 melee 
  (2d8+10/17-20, Large +1 vorpal greatsword); Full Atk 
  +21/+16/+11 melee (2d8+10, 2 Large +1 vorpal greatsword); 
  Space/Reach: 10 ft./10 ft.; SA Penitentiary gaze, spell-like 
  abilities; SQ aura of menace, channeling, DR 10/evil, 
  darkvision 
  60 
  ft., 
  immunity 
  to 
  electricity 
  and 
  petrification, low-light vision, magic circle against evil, 
  outsider traits, SR 30, teleport, tongues; AL LG; SV Fort 
  +12 (+16 against poison), Ref +16, Will +12; Str 22, Dex 
  24, Con 17, Int 18, Wis 16, Cha 22. 
   
  Skills and Feats: Concentration +20, Diplomacy +25, 
  Heal +20, Intimidate +31, Knowledge (history) +21, 
  Knowledge (religion) +21, Knowledge (the planes) +21, 
  Listen +20, Search +21, Sense Motive +28, Spot +20, 
  Survival +3 (+5 following tracks or other planes); 
  Improved Critical (greatsword), Improved Initiative, 
  Power Attack, Weapon Focus (greatsword), Words of 
  Creation*.  *Book of Exalted Deeds. 
   
  Penitentiary Gaze (Su): Any nonlawful good 
  creature within 30 feet of a throne archon that meets the 
  creature’s glowing blue eyes must succeed on a Will 
  saving throw (DC 23) or temporarily fall under its 
  influence. Such a being becomes filled with remorse over 
  the distance his life’s actions have taken him from the 
  ideals of law or goodness (even if such distance would 
  ordinarily make him proud). The intensity of the remorse 
  (and the relevant game effect) varies depending upon the 
  creature’s alignment. Compare the victim’s alignment to 
  the chart below, adding any game effects that apply. 
   
  The victim is free to act (even to attack the throne 
  archon) while under the effects of the penitentiary gaze. 
  The effects persist each round until the victim makes a 
  successful Will saving throw. Throne archons can disable 
  or enable this ability as a free action. The gaze cannot be 
  disabled during the same round in which it was enabled 
  (and vice versa). 
   
  Law/Chaos Axis Neutral: The victim is beset by 
  religious visions in which angelic legions berate him for 
  straying from the true path of law and goodness. As a 
  result, he becomes fatigued. 
   
  Chaotic: Blistering mental hellscapes scald the 
  victim’s consciousness, causing so much psychological 
  damage that the victim becomes exhausted. 
   
  Good/Evil Axis Neutral: Pangs of self-regret over 
  past evil deeds result in blood-red psychosomatic blisters 
  and boils. The victim takes 10 points of damage. 
   
  Evil: The victim’s guilt and misery creates a 
  psychosomatic meltdown that results in painful rashes 
  and explosive skin abrasions. The victim takes 20 points 
  of damage. 
   
  Spell-Like Abilities: At will—atonement, break 
  enchantment, bless weapon, blessed sight*, cure critical wounds 
  (DC 20), detect evil, discern lies (DC 20), greater dispel magic, 
  hallow, mark of justice, neutralize poison (DC 20), restoration 
  (DC 18), see invisibility, sending, vision of heaven* (DC 17); 
  3/day—banishment (DC 22), death ward (DC 20), dictum 
  (DC 23), divine favor, find the path (DC 22), heal (DC 23), 
  heroes' feast, holy sword, raise dead, greater restoration (DC 22), 
  righteous smite (DC 23), shield of the archons*, true seeing (DC 
  21); 1/day—resurrection. Caster level 14th.  *Book of Exalted 
  Deeds. 
   
  Aura of Menace (Su): Will save DC 25. 
   
  Channeling (Sp): Throne archons can invest 
  mortals with their power. See Channeling in Chapter 2: 
  Variant Rules for details about this process (Book of 
  Exalted Deeds). 
   
  Skills: Throne archons command the cities of the 
  Seven Heavens and to mete out justice to mortals and 
  petitioners alike. They enjoy a +8 racial bonus on 
  Intimidate and Sense Motive checks. 
   
  Possessions: large +1 vorpal greatsword, large +4 full plate. 
  ENCOUNTER 9 
   
   
   
   
  Eladrins, Ghaele (2): hp 75 each; see Monster Manual, 
  page 94. 
  ENCOUNTER 11 
   
   
   
   
  Shadow of Asberdies: Shadow Sor17; CR 19; Medium 
  Undead (Incorporeal); HD 3d12+17d4; hp 78; Init +4; 
  Spd fly 40 ft. (good); AC 22, touch 22, flat-footed 18 (+4 
  Dex, +7 deflection, +1 insight); Base Atk/Grp: +9/—; Atk 
  +13 melee (1d6 Str, incorporeal touch); Full Atk +13 
  melee (1d6 Str, incorporeal touch); SA create spawn, 
  strength damage, spells; SQ darkvision 60 ft., incorporeal 
  traits, +2 turn resistance, undead traits, summon familiar; 
  AL CE; SV Fort +6, Ref +10, Will +14; Str —, Dex 18, Con 
  —, Int 17, Wis 12, Cha 18 (24). 
   
  Skills and Feats: Concentration +26, Hide +10*, 
  Knowledge (arcana) +22, Knowledge (the planes) +13, 
  Listen +11, Search +13, Spellcraft +22, Spot +11; 
  Alertness, Combat Casting, Ghostly Grasp*, Greater Spell 
  Focus (necromancy), Greater Spell Penetration, Spell 
  Focus (necromancy), Spell Penetration.  *Libris Mortis. 
   
  Sorcerer Spells Known (6/8/8/8/7/7/7/7/4; save DC 17 
  + spell level, DC 19 + spell level for necromancy spells): 
  0— acid splash, arcane mark, daze, detect magic, disrupt 
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  Page 29 
  
  undead, ghost sound, mage hand, ray of frost, read magic; 1st—
  charm person, mage armor, magic missile, ray of enfeeblement, 
  shield; 2nd—blindness/deafness, glitterdust, mirror image, 
  scorching ray, web; 3rd—fireball, lightning bolt, ray of 
  exhaustion, suggestion; 4th—charm monster, enervation, 
  Evard’s black tentacles, fear; 5th—cone of cold, dominate person, 
  feeblemind, mind fog; 6th—chain lightning, circle of death, 
  eyebite; 7th—finger of death, limited wish, prismatic spray; 
  8th—horrid wilting, mass charm monster. 
   
  Skills: Shadows have a +2 racial bonus on Listen and 
  Spot checks and a +4 racial bonus on Search checks.  *A 
  shadow gains a +4 racial bonus on Hide checks in areas of 
  shadowy illumination. In brightly lit areas, it takes a -4 
  penalty on Hide checks. 
   
  Possessions: cloak of charisma +6, metamagic rod (extend), 
  ioun stone (dusty rose prism), metamagic rod (empower), staff of 
  abjuration (15 charges). 
   
   
  YEO5-07 Blighted Souls 
   
  Page 30 
  
  APPENDIX 7 – ALL APLS 
   
  ENCOUNTER 6 
   
   
   
   
  Hrolduff, Hollyphant (Winged Elephant Form): CR 
  8; Small Outsider (Extraplanar, Good); HD 6d8+6; hp 41; 
  Init +1; Spd 30 ft., fly 60 ft. (good); AC 24, touch 15, flat-
  footed 23 (+1 size, +1 Dex, +9 natural, +3 deflection); Base 
  Atk/Grp: +6/+2; Atk +7 melee (1d3, gore); Full Atk +7 
  melee (1d3, 2 gores); SA psionics, spell-like abilities, 
  summon celestial, trumpet; SQ Alternate form, damage 
  reduction 10/cold iron or evil, immunity to disease and 
  poison, invulnerability, spell resistance 18 (22 against evil 
  spells and spells cast by evil outsiders), telepathy; AL NG; 
  SV Fort +6, Ref +6, Will +9; Str 10, Dex 13, Con 12, Int 17, 
  Wis 18, Cha 17. 
   
  Skills and Feats: Concentration +10, Diplomacy +14, 
  Heal +13, Hide +14, Knowledge (the planes) +12, Listen 
  +13, Move Silently +10, Search +12, Sense Motive +13, 
  Spellcraft +12, Spot +13; Combat Casting, Exalted Spell 
  Resistance*, Improved Initiative.  *Book of Exalted Deeds. 
   
  Psionics (Sp): At will—blessed sight*, detect chaos, 
  detect law, detect poison, detect thoughts (DC 15), invisibility, 
  know direction, see invisibility,  and suggestion (DC 16). These 
  effects are as the spells cast by a 6th-level sorcerer (save 
  DCs, where applicable, are 13 + spell level).  *Book of 
  Exalted Deeds. 
   
  Summon Celestial (Sp): Once per day, a 
  hollyphant can attempt to summon another hollyphant, 
  an asura, or an avoral guardinal with a 45% chance of 
  success. The summoned creature automatically returns 
  whence it came after 1 hour. A hollyphant that has just 
  been summoned cannot use its own summon ability for 1 
  hour. 
   
  Trumpet (Su): Three times per day, a hollyphant 
  can issue a blast of sound through its trunk, choosing one 
  of the following effects each time: 
  • 
  A 60-foot cone-shaped burst of sound forces 
  creatures in its area to make a DC 14 Fortitude save 
  or take 2d10 points of sonic damage and be stunned 
  for 2 rounds. Creatures that make a successful save 
  take 1d10 points of damage and are stunned for 1 
  round. 
  • 
  A 30-foot cone-shaped burst of sun sparkles. These 
  motes of holy power deal 8d8 points of damage to 
  evil outsiders, undead, and any other creature 
  vulnerable to holy water. A successful DC 16 
  Fortitude save reduces the damage by half. 
   
  Alternate Form (Su): A hollyphant can shift 
  between its Small and Large forms as a standard action. 
  In Large form, it loses the benefits of its invulnerability 
  ability (see below) but gains the advantage of its new size 
  and strength. 
   
  A hollyphant remains in one form until it chooses to 
  assume the other form. A change in form cannot be 
  dispelled, not does the hollyphant revert to any particular 
  form when killed. A true seeing spell, however, reveals 
  both forms simultaneously. 
   
  Invulnerability 
  (Su): 
  A 
  Small 
  hollyphant’s 
  shimmering coat protects it as a continuous globe of 
  invulnerability, but only the hollyphant is warded. In 
  Large form, the hollyphant loses this ability. 
   
  Spell-Like Abilities: At will—bless, light, greater 
  teleport (self and up to 20 pounds of objects only); 3/day—
  cure moderate wounds (DC 15), protection from evil; 1/day—
  banishment (DC 19), flame strike (DC18), heal (DC 19), raise 
  dead. Caster level 15th. 
  Hrolduff, Hollyphant (Winged Mastodon Form): CR 
  8; Large Outsider (Extraplanar, Good); HD 6d8+6; hp 41; 
  Init +1; Spd 30 ft., fly 60 ft. (good); AC 28, touch 10, flat-
  footed 24 (-1 size, +1 Dex, +15 natural); Base Atk/Grp: 
  +6/+16; Atk +11 melee (1d8+6, slam); Full Atk +11 melee 
  (1d8+6, 2 slams) and +6 melee (2d6+3, gore); 
  Space/Reach: 10ft./10ft.; SA psionics, spell-like abilities, 
  summon celestial, trumpet; SQ Alternate form, damage 
  reduction 10/cold iron or evil, immunity to disease and 
  poison, spell resistance 18 (22 against evil spells and 
  spells cast by evil outsiders), telepathy; AL NG; SV Fort 
  +6, Ref +6, Will +9; Str 22, Dex 13, Con 12, Int 17, Wis 18, 
  Cha 17. 
   
  Skills and Feats: Concentration +10, Diplomacy +14, 
  Heal +13, Hide +6, Knowledge (the planes) +12, Listen 
  +13, Move Silently +10, Search +12, Sense Motive +13, 
  Spellcraft +12, Spot +13; Survival +4 (+6 on other planes), 
  Combat Casting, Exalted Spell Resistance, Improved 
  Initiative. 
   
   
  YEO5-07 Blighted Souls 
   
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  DM AID: MAP #1 
   
   
   
  YEO5-07 Blighted Souls 
   
  Page 32 
  
  DM AID: NEW RULES 
  NEW FEATS 
  Exalted Spell Resistance (Book of Exalted Deeds) 
   
  You are particularly resistant to evil spells. 
   
  Prerequisite: Cha 15, spell resistance. 
   
  Benefit: Against evil spells (spells with the evil descriptor) and spell-like abilities used by evil outsiders, your spell 
  resistance increased by +4. 
  Ghostly Grasp (Libris Mortis) 
   
  You can handle corporeal objects even when 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. 
  Words of Creation (Book of Exalted Deeds) 
   
  You have learned a few of the words that were spoken to create the world. 
   
  Prerequisite: Int 15, Cha 15, base Will save bonus +5. 
   
  Benefit: You can use the Words of Creation to enhance bardic music, to help cast good spells and create good 
  items, and to enhance the process of creation (see Words of Creation in Chapter 2 of the Book of Exalted Deeds). 
   
  Normal: A nonevil creature that tries to utter the Words of Creation without learning them properly is affected by 
  a feeblemind spell, while an evil character is struck dead.  Fortunately it is impossible to make someone speak the Words 
  of Creation against his will, because there pronunciation is so exacting. 
  NEW SPELLS 
  Blessed Sight (Book of Exalted Deeds) 
  Divination 
  Level: Clr 3, Pal 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (D) 
  Saving Throw: No 
  Spell Resistance: No 
   
  This spell makes your eyes glow with white light and allows you to see evil auras within 120 feet of you.  This effect 
  is similar to a detect evil spell, but does not require concentration and discerns aura location and strength more quickly.  
  You know the locations and strength of all evil auras within your sight.  An aura’s strength depends on the type and HD 
  of any evil creature, as noted in the description of the detect evil spell in the Player’s Handbook. 
  Ray of Hope (Book of Exalted Deeds) 
  Enchantment (Compulsion) [Good, Mind-affecting] 
  Level: Brd 1, Clr 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Powerful hope wells up in the subject, who gains a +2 morale bonus on saving throws, attack rolls, ability checks, 
  and skill checks.  Ray of hope counters and dispels sorrow (Book of Vile Darkness). 
  Shield of the Archons (Book of Exalted Deeds) 
  Abjuration [Good] 
  Level: Clr 7 
  Components: V, Archon 
  YEO5-07 Blighted Souls 
   
  Page 33 
  
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Effect: Mobile shield 
  Duration: 1 round/level 
  Saving Throw: No 
  Spell Resistance: No 
   
  A mystic shield of beneficent energies interposes itself between you and incoming magical attacks.  The shield 
  blocks harmful spells, spell-like abilities, and supernatural abilities.  It can only block one such attack each round, 
  intercepting the first but not any later attacks until your next turn.  Any targeted magical attack that strikes the shield is 
  dissipated, but it has a 5% chance per 2 caster levels to shatter the shield.  An attack that shatters the shield is dissipated 
  without harming you.  If you are within the area of effect of a harmful spell or effect that is not directly target at you, the 
  shield grants you a +4 bonus on your saving throw against the effect. 
  Touch of Adamantine (Book of Exalted Deeds) 
  Transmutation 
  Level: Clr 6, Drd 6, Sor/Wiz 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 minute/level 
  Saving Throw: Will negates (object, harmless) 
  Spell Resistance: Yes (object, harmless) 
   
  This spell grants one weapon the properties of an adamantine weapon.  The weapon gains a +1 enhancement bonus 
  on attack rolls (as though it was masterwork) and bypasses hardness when striking objects or sundering weapons, 
  ignoring hardness less than 20.  The affect weapon also has one-third more hp than normal for the duration of the spell. 
   You can’t cast this spell on a natural weapon, such as an unarmed strike.  A monk’s unarmed strike is considered a 
  weapon, and this it can be enhanced by this spell.  If the weapon is made of another special material (cold iron or silver, 
  for example), it loses the benefits of its original special material for the duration of this spell.  Touch of adamantine cannot 
  be made permanent with a permanency spell. 
  Vision of Heaven (Book of Exalted Deeds) 
  Enchantment [Mind-affecting] 
  Level: Clr 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One evil creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Your words allow the target creature the merest glimpse of the blessed joy of the Seven Heavens, spurring the 
  target to a moment of regret for its evil deeds.  For 1 round, the target is dazed.  In addition, the creature is more 
  susceptible to future redemption.  For the next 24 hours, the creature takes a -1 penalty on all Will saves related to 
  redemption (see Chapter 2 of Book of Exalted Deeds). 
  Wages of Sin (Book of Exalted Deeds) 
  Enchantment (Compulsion) [Good, Mind-affecting] 
  Level: Sor/Wiz 6 
  Components: V, Abstinence 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One evil creature/level 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  The affected creatures’ own evil thoughts and impulses blossom in their minds into intense suspicion and distrust.  
  Each subject becomes convinced that its own allies are plotting to kill it at any moment, and attacks the nearest evil 
  creature using whatever attack form (melee or ranged attack, spell, supernatural or spell-like ability) is most effective 
  YEO5-07 Blighted Souls 
   
  Page 34 
  
  against that foe, to the best of its knowledge.  Affected creatures do not completely ignore other threats, but attack evil 
  creatures in preference to any other foes. 
   
  Abstinence Component: You must refrain from intoxicants and stimulants for one week before casting this spell. 
   
   
  YEO5-07 Blighted Souls 
   
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  PLAYER HANDOUT #1 
  “say to interlopers and sons of suel: be easy.” 
  Be easy. 
  “say to them, its comes peace. comes help you.” 
  Its comes peace. Comes help you 
  “tell the undeads: i make deadwind; i make the others like its; its belong me; its and others like 
  its make me.” 
  Green make deadwind; Green make others like me; me belongs Green; me and others like 
  mes make Green. 
  “say to them: we used others me. fleshless one turned us against stone. no why.” 
  Green used; others used. Fleshless one turned Green others against stone. No why. 
  “others shackled. but its slackened shackled me. no freedom. know freedom.” 
  Others shackled. Mes slackened shackles Green. No freedom. Know freedom. 
  “tell non its: me come with its tell. say to non its help. take non its down chamber dreaming. 
  show prison.” 
  Green come with me tell. Help. Take non its, take undeads down chamber dreaming. Show 
  prison. 
  “show non its others used. non its free others me. me go non its safe. me go master. prison 
  break fleshless one stop.” 
  Show non its others used. non its free Green free others. Green go non its safe. Green go 
  master. Prison break fleshless one stop. 
  “fleshless one make others me dance. me go find master. leave no harm stone. No harm wind. 
  change place.” 
  Fleshless one make Green others dance. Green go master. Leave no harm stone. No harm 
  wind. Change place. 
  “Non its come chamber dreaming?” 
  The last words repeated by the blighted one sound almost like a question. The glowing 
  undead creature stands, waiting, swaying on its feet. 
  YEO5-07 Blighted Souls 
   
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