TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your metaregion, please e-mail your point of contact (POC) at 
  dragotha@gmail.com; for LIVING GREYHAWK campaign questions, email rpgahq@wizards.com. 
  IUZ5-02 
   
   
   
   
   
   
   
  Playing Both Sides 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Iuz’s Border States Metaregional Adventure 
  Version 1.0 
   
   
  by Britt Frey 
  Contributors: Casey Brown, Patrick Brown, Jeffery A. Dobberpuhl, and Rob Little. 
  Playtesters: Konrad Brandemuhl, Todd Fairless, Michael Gersztenkorn, Bob Martin, Ken Martin, and Jeff 
  Whitecotton. 
  Reviewed by Rob Little 
   
   
   
  The Drinkers of the Cup of Midnight have asked you to meet with someone to gain information that could aid them in 
  their battle against the Old One. In the past, the Drinkers are known to have made questionable decisions and dealt 
  with beings of unquestionable evil. This time they want you to deal with Prince Zeech of Redhand, a vassal of their 
  supposed enemy. On whose side are the Drinkers and, if they really do oppose Old Wicked, on whose side is Zeech? An 
  Iuz's Border States metaregional adventure that takes place in the Bandit Kingdoms and the Shield Lands, 
  recommended for characters of levels 9 to 17 (APLs 10 to 16). Link Two of the Confluence Chain. 
   
   
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign------a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting------
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  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 Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  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. 
  Playing Both Sides 
   
  Page 2 
  
   
  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 1
  st-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 metaregional adventure, set 
  in Iuz’s Border States.  Characters native to Iuz’s Border 
  States 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 scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a 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. 
   
  Adventure Background 
  Decades ago Pazrael, ruler of Torremor, the 503
  rd layer of 
  the Abyss, was wary of another demon lord by the name 
  of Graz’zt, Ebon Lord of the Abat-Dolor. Pazrael feared 
  that Graz’zt would attempt to claim the 503
  rd layer as 
  another gem in his expanding realm. However, in the 
  590s, there is another demon Pazrael must fear. Like 
  father, like son, Iuz the Old has plans to claim Torremor 
  for his own. While the details are only now becoming 
  evident, Iuz has been planning this conquest for many 
  years. 
   
  During CY 593, the heroes discovered several clues 
  to Iuz’s plans. They discovered that the Greater 
  Bonehearts Null and Panshazek had been researching 
  and creating new creatures that could be used to fight 
  demons. The demundead, feldamon, and cold iron 
  golems were first seen in 593. Halfway through that year, 
  Pazrael began to hear word that Iuz was planning 
  something. He decided to have his servant, Rzasanet, 
  kidnap the heroes and find out what they had discovered. 
  Learning something of Iuz’s plans, Pazrael was sure he 
  needed to fortify himself and begin plans to undermine 
  the Old One. One thing Pazrael didn’t learn, however, 
  was that Iuz had also obtained the Codex of Infinite 
  Planes, a powerful artifact that would greatly augment his 
  powers. 
   
  WARNING: 
  The 
  following 
  background contains 
  spoilers for year 4 IUZ scenarios. Do not read them if you 
  have not played these scenarios. 
   
   
  In CY 594, the heroes learned more of Iuz’s 
  machinations. They learned that he was constructing 
  giant portals inside the Empire that led directly to the 
  Abyss and that Null had manufactured an army of the 
  demundead first seen in early 593. The heroes also 
  discovered that Iuz had modified a drowish creation 
  called an orbbphindar to suit his plans. This new creature 
  sucked the life essences of powerful good creatures and 
  objects, saving their holy nature for some later use. Near 
  the end of the year, having been sent to Acheron to 
  petition the Stern Lady for answers, the heroes learned 
  the details of the Old One’s plans. Because of Iuz’s 
  potential to disrupt the balance on the Oerth, Wee Jas 
  decided to intervene and give the heroes key information 
  that might help thwart the Old One. The most important 
  information was that Iuz was preparing his army to 
  invade Pazrael’s realm of the Abyss. Success would 
  elevate him to a lesser or intermediate god, making him 
  inviolable on Prime and the most powerful entity on the 
  Abyss. 
   
  Pazrael is doing everything in his power to stop the 
  Old One. One of his actions has been to give orders to a 
  secret subject on the Prime, Prince Zeech of Redhand. 
  Prince Zeech has been ordered to make contact and form 
  an alliance with the Drinkers of the Cup of Midnight in 
  order to gain more information about Iuz’s plots. To this 
  end, Zeech has begun to do his best to counter Iuz 
  whenever possible while trying to keep up the 
  appearance of a loyal subject of Old Wicked. 
   
  Some nabassu from Torremor have recently arrived 
  on Oerth, in Zeech’s backyard, to feed and grow. Iuz’s 
  forces have dispatched a team of demundead as a final, 
  live-fire test of their weapons before the actual invasion. 
  Since nabassu are their primary initial enemy, this test is 
  Playing Both Sides 
   
  Page 3 
  
  very important to the Old One. He has ordered Zeech to 
  not interfere with either the nabassu or the party from 
  Dorakaa. Since the demundead are a secret weapon, they 
  have been ordered to kill anything that sees them so 
  word does not get out. This secrecy has piqued the 
  interest of Zeech and he has sent word to the Drinkers 
  that he might have information for them if they can help 
  him with a problem. That’s where the adventurers come 
  in. 
   
  Adventure Summary  
  At the start of the adventure, the PCs are contacted by an 
  agent of the Drinkers of the Cup of Midnight. The agent 
  relays a message from the Shade stating that an unlikely 
  ally might have information valuable in the fight against 
  Old Wicked's machinations. The PCs are asked to travel 
  to the Barony of Morannon in the Bandit Kingdoms to 
  speak with a vassal of Prince Zeech, Baron Ulik. 
   
  The Baron informs the PCs that the Prince wishes 
  them to deal with two items of local interest. The PCs are 
  told that they might recover the previously mentioned 
  valuable information in the process of aiding Zeech. If 
  asked, the Baron informs the PCs that the Prince has 
  been ordered not to interfere in the situation, hence the 
  inability of Zeech or any of his vassals to get involved.  
   
  Baron Ulik requires that the PCs agree to keep this 
  activity secret and to share with the Baron any 
  information gained during the expedition. If the PCs 
  agree to help the Prince, they are told that there are two 
  groups in Redhand that Zeech wants eliminated. The 
  first group is a clutch of flying creatures from the Abyss 
  (nabassu) that has been raiding through the countryside. 
  Prince Zeech has been ordered to leave these creatures be 
  until the second group of interest arrives. The Prince has 
  been told that a group of Iuzians is on the way from 
  Dorakaa to deal with the nabassu. He has been told not to 
  interfere in their activities and that anyone witnessing 
  the passage of this party will be killed on sight. Zeech is 
  understandably curious as to what would require this 
  party to remain so secretive. Rumors in the Empire say 
  that the group is being sent to test something and Zeech 
  wants to know what it is. All the divinations he has 
  ordered on the group have been fruitless. The Prince 
  wishes for the PCs to both eliminate the group of nabassu 
  and find out what is so special about the party from 
  Dorakaa. The PCs are warned that once the party from 
  Dorakaa has completed its mission, the remnants will 
  probably teleport home. Therefore, the PCs must 
  intercept the Iuzians before their confrontation with the 
  nabassu. The PCs are informed as to the last known 
  position of the nabassu and the travel direction of the 
  party from Dorakaa. 
   
  The PCs must now choose how to proceed with their 
  missions. It will be two days before the party from 
  Dorakaa intercepts the clutch of nabassu. This gives PCs 
  time to fight each encounter on a different day. As each 
  of these encounters is extremely difficult (APL+4) 
  fighting them both in one day can be extremely 
  hazardous for the PCs. The most likely party decision will 
  be to attack one group one day and the other group on 
  the second day. Clever groups might decide to wait until 
  the Iuzians encounter the nabassu and attack near the 
  end of their combat. If PCs decide to do this, they will 
  face the remnants of both groups at one time, giving 
  them one combat that is easier than either of the other 
  two (APL+3). However, they will still receive experience 
  for both encounters, as they used good tactics to 
  overcome both forces and achieve their goals with 
  minimal risk to themselves. If the PCs wait to attack until 
  after the Iuzian vs. nabassu combat, the remnants of the 
  Iuzian force will most likely be able to get away before 
  the PCs can engage them. 
   
  Once the PCs have acquired as much information as 
  possible and, hopefully, completed their missions, they 
  can return to Baron Ulik. The Baron will accept their 
  information and ask the PCs to wait while he magically 
  confers with his liege. When he returns, the Baron tells 
  the PCs that the Prince would like them to travel to 
  Bright Sentry in the Shield Lands to relay the 
  information to one of Zeech's associates. If they do so and 
  return to Zeech, he promises to give them even more 
  information the Drinkers might find advantageous. 
   
  Assuming the PCs agree to relay the information, 
  they travel to Bright Sentry without incident. They reach 
  their contact, the personal aide to Lord Enerik, with no 
  trouble. After passing on the information, the PCs are 
  again asked to wait while the aide scribes a letter to 
  Prince Zeech. The aide provides them with a letter to 
  return to Prince Zeech personally. The note is sealed, 
  trapped, and encoded in Cold Tongue. If the PCs wish to 
  read the note, they must successfully detect and disable 
  the trap, be able to read Cold Tongue, and decipher the 
  code. If the trap is triggered, the note will be destroyed. If 
  the PCs do not deliver the letter or open the letter but do 
  not cover their tracks well enough (using forgery to 
  recreate the seal and Nystul's magic aura to recreate the 
  aura of the trap) they earn the enmity of Prince Zeech 
  and the Master of Bright Sentry. If the PCs successfully 
  decipher the letter, they may choose to pass the 
  information on to an authority in the Shield Lands. 
  Doing so will earn them the honorary title of 'Defender 
  of the Holy Shielding,' which allows them to take levels 
  in Knight of the Holy Shielding, and earn the enmity of 
  Prince Zeech, the Master of Bright Sentry, and the 
  Drinkers of the Cup of Midnight (for destroying any 
  chance of opening negotiations with a possibly ally). If 
  Playing Both Sides 
   
  Page 4 
  
  the PCs give the note to Zeech without tampering with it 
  or after covering their tracks sufficiently, they are 
  awarded influence with the Master of Bright Sentry, 
  Prince Zeech, and the Drinkers. 
   
  Enmity of Zeech: PCs that have the Enmity of Zeech or 
  some similar negative influence with Zeech or Redhand, 
  might have concerns about this scenario. If they mention 
  this to the Baron, they are told that service in this matter 
  might erase pass misdeeds. If the PC goes to Alhaster, feel 
  free to accost them with guards that back down when 
  shown the letter from the Baron. If the party achieves 
  Conclusion E, all negative influence with Prince Zeech 
  or Redhand is wiped clean. 
   
  Defenders of Morannon: If the party contains 
  characters that are Defenders of Morannon (certed), the 
  Baron will have an initial attitude of helpful towards the 
  party. 
   
  Dark Taint: Characters that are suffering from the effects 
  of the Dark Taint from ‘IUZ3-07: Every Passing Breeze’ 
  receive special benefits during this scenario. During 
  fights that contain nabassu, characters with the Dark 
  Taint hear the faint buzzing of the demons’ telepathy, 
  granting them a +4 insight bonus to initiative and a +1 
  insight bonus to AC. 
    
  Introduction 
  Begin by finding out which heroes adventure together 
  frequently. To each group of such heroes, hand one copy 
  of Player Handout One. Give the players some time to 
  figure out what the letter is actually saying. If the PCs 
  cannot figure it out, give them a DC 20 Decipher Script 
  or Sense Motive check to realize that this letter is 
  probably from the Drinkers of the Cup of Midnight, the 
  old man is Iuz, the family is actually an army, the 
  Hellfurnaces (a chain of mountains and volcanoes in the 
  southwestern Flanaess bordering on the Sea of Dust) are 
  actually the Abyss, and the crazy man mentioned is 
  probably the Baron of Morannon. From the information 
  contained therein, the players can decide if they wish to 
  proceed to Encounter One. If the players do not wish to 
  pursue this opportunity, the adventure is over. Start to 
  hand out ARs and sound sad until the PCs cave and 
  decide to go on the adventure. 
   
  Encounter One: The Barony of 
  Morannon 
  The grass of Redhand has been flying beneath your 
  mount for almost a day now. The air is light and 
  flowery with a burst of spring. Crushed clover, peach, 
  and lilac all tickle your nose at odd moments as you 
  ride. The sun is bright and shining and the breeze 
  tickles your cheeks like silk sheets as you gaze at the 
  purple outl ne of a keep in the distance. 
  i
  ti
  l
  l
  t
  f
  i
  i
   
   
   
  As the gap between you and your destination 
  shortens, you notice that the keep is strategically 
  posi oned atop the highest rise in the local terrain. It 
  is protected not on y by a moat that is filled by a 
  spring-fed river, but also by high, strong walls cut 
  from the stone of the local highlands. The keep ooks 
  pro ectively over a small walled city barely a half a 
  mile south of the keep itself. Tilled fields and beasts 
  of burden can be seen around the countryside, 
  producing a valuable source o  food for Prince 
  Zeech’s armies. 
   
  A short time passes and you come closer to the 
  keep itself. The drawbridge across the moat is down 
  and the iron doors are thrown wide. Atop the central 
  keep tower flies the crest of Morannon, three bones 
  sprout behind a black tower that is nestled on a field 
  of red and blue. Much of the stone of the keep is 
  obviously of new construction. The damage sustained 
  to the keep must have been extensive, for there is 
  more new stone than old. Glancing at the top of the 
  walls, ballista and small catapults can be seen, 
  manned by guards that seem to be having a very good 
  time 
  shooting 
  things 
  into 
  the 
  surrounding 
  countryside. 
   
  Up ahead, two guardhouses flank the opening to 
  the outside of the drawbridge. The guards on duty are 
  not at their posts, but are gathered in a crowd, 
  shouting imprecations at the guards atop the walls, 
  extolling them to greater and greater feats of 
  accuracy. Finally, one of the gate guards, obviously 
  drunk, yells out a challenge to the men on the 
  battlements and runs out into the kill zone, hopp ng 
  about. “Five silver that you can’t h t me!” he yells at 
  the ballista crew. They are quick to take up the 
  challenge and begin to crank back the string for a 
  shot at the new and somewhat nimble target. Shouts 
  from one wall to the other announce the sport and 
  there is soon an expansion of the crowd atop the 
  walls. Wagers are shouted and bets taken as the 
  ballista crew makes some final adjustments before 
  their shot.  
  Give the party a chance to react here. The guards are all 
  drunk and rowdy, but polite to visitors. It asked why they 
  are drunk, they will inform the PCs that the Baron 
  doesn’t think that he needs their protection, so when he 
  is home they are free to do what they want. After a 
  suitable time has passed, they will be directed to go into 
  the central keep. If the PCs want to get in on the betting, 
  Playing Both Sides 
   
  Page 5 
  
  the Ballista crew has a +5 to-hit and the guard has an AC 
  of 17. The guard has 18 hp. There is someone on hand 
  with a cure serious wounds potion lifted from the Baron’s 
  stash.  
   
  i
  i
  l  i
   
   
   
  l  
  i
   
  t l
   
   
  i
  f
  t
  i
   
  i
   
  l
   
  As you enter the courtyard inside the walls, you are 
  greeted by the leering face of a huge statue. Frozen in 
  a threatening posture, but with a sort of surprised 
  look on its face, is a lifelike representation of a fearful 
  Abyssal denizen. As you take in the sight, a voice 
  rings out from a darkened doorway in the central 
  tower. “That is Bill,’ the voice booms, “I p cked him 
  up in Castle Greyhawk while out with some friends.” 
   
  With the announcement, a figure steps out from 
  the doorway. He is a youthful man, no older than 19 
  winters, but it is difficult to be sure due to the fact 
  that his skin, eyes, and hair are completely bleached 
  white. He is clad in what appears to be flexible blood-
  red full plate. There are no chinks in the armor, 
  which appears to ripple as you look at it. His coat of 
  arms s emblazoned upon the shield that hovers 
  protective y n front of him and his back bristles with 
  weapons. You can see a falchion strapped to his back 
  and a spiked chain dangling from his waist. 
  “Follow me.”  
  The Baron’s initial attitude towards the party is 
  indifferent. Give the PCs a Diplomacy check to alter the 
  Baron’s attitude. Worshippers of Ralishaz receive a +5 
  competence bonus on this check. If they can improve his 
  attitude to helpful, read the following text. Otherwise, 
  skip to the mission briefing. 
  The Baron leads you to a dining hall, whose wal s are 
  laden with tapestries and paintings (from the room of 
  the jailor from Every Passing Breeze) “Since we’re 
  going to be talking for a while, I prepared a meal 
  before you came.” He says and waves negligently at a 
  table filled with a very strange conglomeration of 
  foodstuffs. Pastries stuffed with salad, jellies dripp ng
  from what appear to be some sort of roasted tubers, 
  and pickled bananas are some of the stranger 
  combinations of flavors, but i al  tastes good enough. 
  As you eat and drink, the Baron relates his narrative. 
  Have fun describing crazy combinations of food, such as 
  a pregnant woman would want, like pickle-flavored ice 
  cream. This is a heroes’ feast and all the PCs gain 14 
  temporary hit points. 
  “Prince Zeech desires that you perform two tasks for 
  his royal personage. During the process of deal ng 
  with these two tasks, you will undoubtedly uncover 
  some o  the valuable information about which you 
  were told. If you perform well, keep these activities 
  secret, and share with me everything you learn, the 
  Prince may deem to reveal to you other information 
  the Drinkers would find beneficial. Do you agree to 
  this request?” 
   
  As long as most of the PCs voice some sort of agreement, 
  the Baron continues. He is supposed to get unanimous 
  agreement, but he doesn’t really care. 
   
  “The first issue is that there are a group of demons 
  flying about the countryside causing all sorts of 
  trouble for the Prince’s subjects. The Prince wants 
  these demons eliminated. The second issue is that 
  there is a contingent of Iuzians from Dorakaa 
  currently moving to intercept and destroy the 
  demons I just mentioned. The Prince has been 
  informed that anyone that sees this con ingent will 
  be killed on sight. Prince Zeech wants you to find out 
  everything you can about th s group, what is so 
  important and secretive about it, and stop them from 
  completing their mission and returning to Dorakaa 
  alive. 
  “The Iuzians should reach the general location of 
  the demons in three days and will most likely teleport 
  back to Dorakaa when their mission is complete. 
  When you have completed your missions, you may 
  return to me to relay any information you have 
  gathered. Physical evidence of anything you find 
  would be preferable. The demons are currently 
  located one day’s ride due south of the keep. The area 
  is unpopulated, but they are mov ng back into 
  populated areas and will probably be eating peasants 
  again within five days. The Iuzians are currently two 
  days’ ride west of the keep and are headed in the 
  general direction of the demons. Do you have any 
  questions?”
   
  The Baron will answer 1d4+2 questions before he grows 
  impatient and tells the PCs to “go kill things.” Add +1 
  for each worshiper of Ralishaz at the table and +1 if they 
  moved his attitude to helpful. Listed below are likely 
  questions and their answers. 
   
  - What type of demons are these? “They are called 
  nabassu.” 
  - What do you know about nabassu? “They fly around, 
  eat things, and get bigger and nastier.” 
  - What do you know about the party from Dorakaa? “We 
  don’t know much real y. All the Prince’s divinations 
  have failed. Rumors on the grapevine say that this is 
  some final test of a new weapon.”
  - Why doesn’t the Prince have his people do this? Why 
  don’t you kill them? “The Prince has been ordered not 
  Playing Both Sides 
   
  Page 6 
  
  to interfere in either situation. Hence, he cannot call 
  you to Alhaster, nor can he send me to deal with 
  them. Plus, it’s a scrub job. I have better things to do 
  with my time.” 
   
   
   
   
  - How long have they been marauding around the 
  countryside? “About a week.” 
  - Will cast miracle to give us all +5 weapons? “Hell, no.” 
   
  When the PCs are finished with the Baron, they are free 
  to make plans on how they wish to proceed with their 
  missions. 
   
  Encounter Two 
  Run encounters Two-A and Two-B if the PCs have 
  decided to fight the demundead and nabassu at different 
  times. Run encounter Two-C if the PCs have decided to 
  wait until the demundead and nabassu have encountered 
  each other. The PCs may choose whether to encounter 
  the demundead or nabassu first (if applicable), where to 
  encounter 
  them, 
  and 
  when. 
  The 
  countryside 
  surrounding Alhaster is all open grasslands with 
  occasional low rolling hills. The nabassu have been 
  rampaging through the countryside devouring peasants, 
  large beasts, and occasional heroes. The demundead are 
  moving to intercept the nabassu, so all of these combats 
  take place in the grasslands surrounding Alhaster. If the 
  PCs defeat the pieno by themselves or successfully 
  complete Encounter Two-C, they find Player Handout 2. 
   
  To determine at what distance opposing parties can 
  see each other, have all individuals roll Spot checks. 
  Assume all monsters are taking 10 on these checks and 
  that the nabassu are distracted and, thus, get a -5 on their 
  Spot checks. The result of this spot check times 60 is the 
  distance, in feet, at which the individual notices 
  something moving (maximum of 1200 feet). The result of 
  this spot check times 30 is the distance, in feet, at which 
  the opposing individuals can be seen. For example, at 
  APL 10, a nabassu has a Spot modifier of +20. Taking 10, 
  the nabassu gets a 25 (10 on the die, +20 Spot modifier, -5 
  distracted) on his Spot check, meaning that he can see 
  something moving in the grasslands at 1200 feet and that 
  he can see the PCs at 750 feet away, unless the PCs are 
  hiding or doing something else to conceal their presence. 
   
  Note: The pieno is assumed to have its bull’s strength and 
  cat’s grace up continuously. This is already computed in 
  their stats. 
   
  Encounter Two−A: The Pieno 
  are Coming! 
  Change the text below to fit only one pieno at APL 10. 
  Flying above the plains in a scouting pattern, you can 
  see awful abominations of nature. From this distance 
  you can only make out pale, humanoid bodies 
  wreathed in flames with black, feathery wings 
  sprouting from their backs. 
  Give the PCs time to do as they wish. If they approach 
  within 200 feet, the pieno notice movement and move to 
  investigate. 
  APL 10 (EL 14) 
  Mikan: hp 5, see Appendix 1. 
  Pieno, Advanced: hp 104; see Appendix 1. 
   
  APL 12 (EL 16) 
  Mikan: hp 5, see Appendix 1. 
  Pieno, Advanced (2): hp 104 each; see Appendix 1. 
   
  APL 14 (EL 18) 
  Pieno, Advanced (2): hp 104 each; see Appendix 1. 
  Pieno Commander: hp 162; see Appendix 1. 
   
  APL 16 (EL 20) 
  Pieno, Advanced (2): hp 169 each; see Appendix 1. 
  Pieno Commander: hp 162; see Appendix 1. 
   
  Tactics: Mikan is assumed to die early, killed by the PCs 
  or caught in the area of a pieno’s sonic flame strike. As 
  long as he is alive he does nothing but cower. He is a 
  lousy merchant and a worse gossip from Dorakaa that 
  made the wrong person angry. As such, he was sent out 
  of town to escort the pieno. He does not have enough 
  sense of mind to break his talisman when combat starts. 
   
  Remember to roll initiative twice for the pieno, 
  using their Danger Sense feat. Also, roll initiative 
  separately for the pieno. Having them all go first is very 
  hard on the PCs and having them all go last makes it easy 
  on the PCs. It is a more balanced encounter to have them 
  separate. 
   
  During the first round, the pieno cast displacement 
  and move away from the party. If the pieno notice the 
  PCs before combat is initiated, they cast displacement 
  before closing the distance. In subsequent rounds, the 
  pieno fly around the party casting sonic flame strike. If 
  the pieno’s sonic flame strike proves ineffective, it uses 
  its slam attack with the improved flyby attack feat. If 
  forced to the ground, the pieno prefers to use its breath 
  weapon or sonic flame strike, but will full attack if 
  necessary. 
   
  At APLs 14 and 16, the pieno commander hovers 
  above the combat in the middle of the battlefield, 
  Playing Both Sides 
   
  Page 7 
  
  attempting to keep the pieno within his bolstering aura 
  effect. He observes combat, instructing the pieno 
  through telepathy on where to concentrate attacks and 
  what types of attacks to use. He instructs them to focus 
  their magical attacks primarily on heavily armored PCs. 
  During the first three rounds of combat, the commander 
  casts quickened sonic flame strike followed by 
  empowered sonic flame strike. The other pieno perform 
  as in APL10 or 12, unless otherwise instructed by the 
  commander. 
   
  At APL 16, the advanced pieno are not as averse as 
  the lesser pieno to entering melee combat. 
   
  Treasure: Each pieno has a pendant of breath, a Dorakaa 
  refuge wishbone, and gauntlets of leeched essence. 
   
  Encounter Two−B: Join Me for 
  a Bite to Eat? 
  You might have to change the text if the party hides or 
  has a higher spot check than the nabassu (unlikely). 
   
   
   
  In the distance you see a group of tall humanoids 
  with wings that could only be fiends. They seem over 
  seven feet tall with leathery wings and a gaunt body. 
  Some are flying and some are on the ground, but they 
  are all moving in your direction, as if they have 
  noticed you! 
  APL 10 (EL 14) 
  Nabassu (8): hp 59 each; see Appendix 1. 
  Greater Nabassu (1): hp 115 each; see Appendix 1. 
   
  APL 12 (EL 16) 
  Greater Nabassu (6): hp 115 each; see Appendix 1. 
   
  APL 14 (EL 18) 
  Greater Nabassu, Advanced (3): hp 294 each; see 
  Appendix 1. 
   
  APL 16 (EL 20) 
  Greater Nabassu, Advanced (6): hp 294 each; see 
  Appendix 1. 
   
  Tactics: The immature nabassu immediately close to 
  melee range with the PCs. They use their Death Gaze on 
  the first creature they deem as a significant threat. The 
  greater nabassu are more discriminating and tactical. 
  They move to the largest concentration of PCs in an 
  attempt to paralyze the largest number of opponents, and 
  then focus their death gaze on opponents that are not 
  paralyzed. Like all demons, the nabassu only use their 
  summon tanar’ri ability as a last resort. 
   
  Treasure: One of the greater nabassu looted a few items 
  off a random adventurer. At APLs 10 and 12, he has an 
  immovable rod. At APL 14 he also accidentally swallowed 
  a ring of water walking that can be found by cutting open 
  his stomach or casting detect magic to reveal the aura in 
  his stomach. At APL 16 he also has greater bracers of 
  archery. These items do not help him at all, but they 
  make him seem more powerful than the other nabassu. 
   
  Encounter Two−C: The Enemy 
  of My Enemy 
  After locating where your two enemies would meet, 
  you have been able to lay in wait for the right 
  moment to strike. Not long ago the forces sited each 
  other and closed to fight. The battle began a few 
  seconds ago, merely 250 feet in front of you. The 
  demons are apparently too distracted by each other to 
  notice you. 
   
   
   
   
  Ask the PCs if they wish to do anything at this point. If 
  so, they are noticed. Run both of the above combats and 
  kill the stupid PCs. 
  In less than a minute, the forces have decimated each 
  other. Only a few demons are left, counting both 
  sides. 
   
  Ask the PCs if they wish to do anything at this point. If 
  so, begin combat with the creatures listed below. If they 
  decide to continue waiting, they have waited too long 
  and the remaining pieno escape; read the following text. 
  One of the demundead looks in your direction, 
  apparently noticing you for the first time. A few 
  seconds later, after a barrage of fire and sound, the 
  last of the nabassu are destroyed. The demundead 
  then reach up to their neck and grasp something 
  there, disappearing in a flash of light. 
  If the PCs protest that they want to interfere before the 
  pieno break their item of refuge, humor them and tell 
  them to roll initiative. Assume there are two pieno left 
  and roll initiative separately for both. Remember to roll 
  twice for each pieno. They each move to a downed pieno, 
  grab it, and break their item of refuge on their initiative. 
  This should leave the PCs without any dead pieno or 
  Player Handout 2. If the PCs somehow manage to stop 
  the pieno at this point, they have successfully completed 
  Playing Both Sides 
   
  Page 8 
  
  this encounter, though they made it much riskier than it 
  could have been. 
   
  APL 10 (EL 12) 
  Pieno, Advanced: hp 25; see Appendix 1. 
  Greater Nabassu: hp 50; see Appendix 1. 
   
  APL 12 (EL 14) 
  Pieno, Advanced: hp 50; see Appendix 1. 
  Greater Nabassu (3): hp 50 each; see Appendix 1. 
   
  APL 14 (EL 16) 
  Pieno Commander: hp 120; see Appendix 1. 
  Greater Nabassu, Advanced: hp 175; see Appendix 1. 
   
  APL 16 (EL 18) 
  Pieno, Advanced: hp 120; see Appendix 1. 
  Pieno Commander: hp 120; see Appendix 1. 
  Greater Nabassu, Advanced (2): hp 175 each; see 
  Appendix 1. 
   
  Tactics: Both sets of enemies are injured and have 
  already used their limited use abilities for the day, i.e. the 
  pieno have used their empowered and quickened sonic 
  flame strikes and the greater nabassu have used their 
  death gaze. The pieno and nabassu both turn to face the 
  new foes, but do not assist each other in any way. They do 
  not provide each other flanking opportunities or focus 
  attacks on one person. If the opportunity arises, they 
  even take attacks of opportunity on one another. 
  Otherwise, use the tactics in Encounters Two-A and Two-
  B. 
   
  Treasure: One of the greater nabassu looted a few items 
  off a random adventurer. At APLs 10 and 12, he has an 
  immovable rod. At APL 14 he also accidentally swallowed 
  a ring of water walking that can be found by cutting open 
  his stomach or casting detect magic to reveal the aura in 
  his stomach. At APL 16 he also has greater bracers of 
  archery. These items do not help him at all, but they 
  make him seem more powerful than the other nabassu. 
  Each pieno has a pendant of breath, a Dorakaa refuge 
  wishbone, and gauntlets of leeched essence. 
   
  Encounter Three: Back to the 
  Crazy Man 
  When the PCs decide to return to the Baron to relay what 
  they have discovered, continue with the text below. 
   
   
   
   
   
   
  l
  l
   
  l
  .
  Returning to Morannon Keep, you are quickly taken 
  to the same room as before to await the Baron. Oddly, 
  the furnishings have changed since you were here 
  only a few days ago. After several minutes, the Baron 
  enters to receive your report. 
  Let the PCs explain what they have found and display any 
  items they wish. When they are finished, continue with 
  the following text, altering as appropriate for what they 
  explained. 
  When you finish, the Baron speaks. “Very interesting. 
  I’ve seen these demundead before, but only once and 
  that was inside the Empire. They had these pendants 
  when I saw them then, that is nothing new. These 
  gauntlets are new to me, however. I will relay this 
  information to the Prince and be back shortly with 
  his response.” 
  If the party improved the Baron’s attitude to helpful 
  earlier, they again receive a heroes’ feast from the Baron. 
  Otherwise, skip the following paragraph. 
  “In the meantime, have something to eat.” Baron Ulik 
  casts a spell and the table around which you are 
  sitting is filled with food. This time, however, the 
  feast is composed entirely of Baklunish desserts. The 
  Baron then leaves you to your meal and exits the 
  room. As you are finishing your meal… 
  The Baron returns and sits at the head of the table and 
  kicks his feet up. “Wel , I have some good news and 
  bad news. The good news is for me and the bad news 
  is for you. The bad news is that Prince Zeech wants 
  someone to take this information and evidence to a 
  contact in the Shield Lands that might be able to do 
  something with it and, frankly, I don’t feel like doing 
  it. The good news is that you are here to do it for me. 
  What an unlooked for fortune! Do you al  have a way 
  to get to Bright Sentry?” 
  • 
  “Why should we do this for you?” – “If you 
  don’t, 
  I’ll 
  tell 
  the 
  Prince 
  you 
  were 
  uncooperative. If you do what I want I’ll put 
  in a good word for you.” 
  • 
  “Where is Bright Sentry?” – “It’s the backup 
  capital of the Shie d Lands, on Scragholme 
  Island on the Nyr Dyv ” 
  • 
  “We don’t have a way there.” – “That’s not a 
  problem; hold on just a second.” The Baron 
  scratches something on a sheaf of paper and 
  hands it to the party. “That is an order 
  granting you access to the docks in Alhaster 
  and commandeering a ship for your use.” 
  Playing Both Sides 
   
  Page 9 
  
  • 
  “To whom do we give the information?” – “Oh
  yeah, that part. Give it to Lord Natan 
  Enerick; he’s in charge there. Actually, you 
  probably won’t be able to get an audience 
  with him. You could give it to his aide as 
  well, Avarama. Tell her everything you saw 
  and show here what you found on the 
  demundead.” 
   
   
   
  li
   
  l
  i
   
  i
   
  i
   
   
   
   
   i  
   
   
   
  After the Baron has answered all their questions, the PCs 
  are free to continue on their way to Bright Sentry. If they 
  refuse to take their evidence to Enerick, the adventure 
  ends here. 
  Encounter Four: Alhaster Cog 
  Run this encounter if the PCs opt to use the ship 
  provided by Redhand to reach Bright Sentry. If they find 
  some other form of travel, there is no need for this text. 
  Entering Alhaster, you notice that it is perhaps the 
  most beautiful city in the Combination. It is full of 
  promenades and white-washed monuments and is 
  without doubt the cleanest city in the Bandit 
  Kingdoms. In the eighteen years since Prince Zeech 
  split from the Shield Lands and allied with the Old 
  One, the city has thrived un ke others in the Empire 
  of Iuz, due in large part to both the deep water port 
  and the orderly nature of the city and its officials. 
   
  However, that trade has been eliminated since 
  the closing of the port, a fact you can see firsthand 
  while standing outside the newly erected walls of the 
  port. The wall is a wooden structure about fifteen feet 
  tal  with hobgoblin patrols along the top. There is 
  only one entrance to the docks now, a wagon-sized 
  gate guarded by several hobgobl n troops. 
  Let the PCs say they are showing the letter to the guards 
  at the gates, so they aren’t forced into doing something. 
   
  After showing the guards your permit, one goes to get 
  the harbormaster. A few minutes later, a human male 
  shows up to examine the letter. You hear his mutter 
  something about the Baron not hav ng this kind of 
  authority, but he waves the guards aside and motions 
  for you to follow him. 
  Ask the players if they wish to follow. Assuming they do, 
  continue: 
   
  Inside the wall, the port is a bustle of activity. Many 
  ships are being refitted and repaired, while new ships 
  are being built. The harbormaster leads you down one 
  of the piers and up the gangplank of a mighty 
  warship. He turns to the stern, salutes, and then turns 
  back to face the officer on deck, salutes again, and 
  says, “Request permission to come aboard, sir.” The 
  officer returns the salute and replies, “Permission 
  granted.” The harbormaster leads you up to the 
  officer, handing your permit to him. With an 
  unmistakable hint of sarcasm, he says “The almighty 
  Baron of Morannon has ordered that these folks be 
  given a warship to take them to Bright Sentry and 
  back. As you are the only ship ready to leave, that 
  means you. I’ll leave these fine folk in your hands, if 
  you don’t mind. Request permission to leave the ship, 
  sir.” The officer mumbles, “Permission granted,” 
  while reading over the letter. When he is fin shed, he
  curtly says, “You can share the crew’s quarters below 
  deck, I have work to do if you don’t mind.” The 
  officer then leaves you to prepare the ship for travel. 
  The PCs are give fairly free reign and are just asked to 
  stay out of the way. The ship is flying Redhand colors and 
  is a warship. Ask the PCs if they want to do anything 
  while the ship is sailing towards Bright Sentry, thought 
  don’t hint at them that they should think to lower the 
  flag or raise a banner of truce. If they come up with that 
  on their own, however, it makes things easier on them. 
  The sailors know that the Shield Landers won’t sink them 
  at first site, so they want a good laugh when they see the 
  shock on the PCs’ faces when the first warning shot 
  comes. If the PCs do ask to lower the Redhand flag, they 
  will be refused. The captain is willing to raise a banner of 
  truce, however. 
  Encounter Five: A Warm 
  Welcome 
  You might have to alter the text to account for various 
  forms of travel other than ship. 
  The winds have been agreeable and the arms of the 
  rowers strong over the past three days. You have 
  made good time and, by the dawn of the fourth day 
  on the Dyv, you can just make out Scragholme Isle n
  the distance. 
  If the PCs have not already done so, take time to once 
  more ask if they want to do anything before sailing into 
  Bright Sentry. 
   
  If they have not raised a flag of truce, when the ship is 
  about 1,000 feet out, a catapult in Bright Sentry fires a 
  warning shot at the ship. Read the following text: 
  Playing Both Sides 
   
  Page 10 
  
  As you sail closer to Bright Sentry, the ship begins 
  slowing down for some reason. Looking around, you 
  see a lot of the sailors watching you with grins. Just as 
  the ship comes to a halt, you notice a large boulder 
  tumbling through the air towards your ship, coming 
  from Bright Sentry. It comes up far short and was 
  apparently a warning shot. Several of the sailors burst 
  out laughing. 
   
   
   
  l
   
   
  l
  t
  l
  Let the PCs figure out what to do now. At this point, they 
  can only really raise a banner of truce and take a boat out 
  to meet the guards, who meet them in their own boat 
  about halfway. The guards are hostile and demand to 
  know their business. They distrust anything the PCs say, 
  as they are obviously lying if they are from Redhand. The 
  PCs must make a Diplomacy check to get the guards to 
  unfriendly or better before they are allowed to bring the 
  ship into harbor. If they cannot make this check, the ship 
  has to wait until Avarama comes to speak to the guards 
  for the PCs. If the PCs do not mention Avarama or 
  Enerick to the guards, Avarama knows that a ship from 
  Redhand probably has something for her on it and 
  requests that the guards let the ship into port. 
   
  Encounter Six: Not Much to 
  See Here 
  When the PCs meet with the guards, they must make the 
  guards’ attitude towards the PCs indifferent before they 
  are allowed to move freely about South Port. If the PCs 
  arrived on a Redhand warship, the guards are initially 
  hostile. If the PCs arrived in town by some strange 
  magical power, the guards are initially unfriendly. If the 
  PCs find a way to get to Bright Sentry without using 
  magic or a Redhand warship, the guards are already 
  indifferent, but still question the PCs before allowing 
  them entry. 
   
  If the PCs fail their Diplomacy check with the 
  guards or, in some other way, mess up their chances to 
  gain entry to South Port, Avarama eventually makes her 
  way down to the docks and speak to the guards on the 
  PCs’ behalf, obtaining permission for them to move about 
  South Port.  
   
  When the PCs are allowed into South Port, read the 
  following and show them the map of South Port. Adjust 
  the first line if the PCs did not go to Alhaster. 
  Whereas Alhaster has a wall around their docks to 
  keep people out of the docks, Bright Sentry has a wall
  designed to keep people out of the city. There are 
  several buildings in the dock area and dozens of 
  commoners and merchants milling about the area, 
  some with impatient looks on their faces. There are 
  roughly a dozen guards patrolling the docks and 
  South Port, with at least a dozen more manning the 
  wal  and gate into Bright Sentry proper. 
  Shortly after the PCs get into South Port, Avarama makes 
  her way down and find them to see what they want. Give 
  the PCs time to ask a couple of questions and find out 
  what all the buildings are before Avarama finds them. 
  They can then shop or talk to NPCs while she takes their 
  information away. If Avarama had to come down to get 
  them into South Port, read the following text now. 
  A well-dressed, beautiful, young woman approaches 
  your party. She has a quick smi e, bright eyes, and 
  seems extremely friendly. When she speaks, her voice 
  is as attractive as the rest of her. “Greetings, 
  gentlemen (and ladies)! My name is Avarama and I 
  am the personal secretary of Lord Natan Enerick. 
  Might I ask what I can do to make your stay in South 
  Port more comfortable?” 
   
  Allow the PCs to explain why they are here. If the 
  mention the information for Lord Enerick, read the 
  following: 
   
  “I’m afraid the Lord is quite busy and will no  be able 
  to come down to the docks himself. I’m not sure how 
  familiar you are with Pho tans, but I do not believe I 
  would be able to expedite your entry to the city 
  either. However, I do think I could be of help! I can 
  take what you have directly to Lord Enerick and 
  return quickly with a reply, if you would be so kind as 
  to wait for me here.” 
   
  If the PCs agree, she takes whatever information and 
  items they provide and leave them to find Natan. She 
  assures them that she will return as quickly as possible. 
   
  The PCs will not be given permission to enter the 
  city for any reason. If the PCs sailed in on a Redhand 
  vessel or give any indication of being connected to Prince 
  Zeech, Redhand, the Ebongleam, the Theocracy of 
  Dimre, or the Empire of Iuz, they are followed at all times 
  by guards. These guards actively discourage any attempt 
  by the PCs to stay any longer than is necessary and not so 
  subtly encourage the PCs to leave port by dusk. 
   
  • 
  Wanted by the Church of Iuz (WCI): Heroes 
  with a WCI score that make known their 
  opposition to the Old One’s forces may add half 
  their WCI score to all Diplomacy checks with 
  the locals. 
  • 
  Badges of Purity: At any given time during the 
  day, there will be 2d20+10 commoners milling 
  Playing Both Sides 
   
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  about the area. About 2/3rds of them have a 
  white skull on a silver circle pinned to their 
  clothes. Dangling from it is a parchment, 
  perhaps 4 to 8 inches long. Looking at these 
  more closely reveals the person’s name, and 
  verification of purity. These are day passes given 
  out in town by the church of Pholtus. Players 
  interested in getting a pass (legally) have to see 
  the harbormaster and the Church of Pholtus. 
  Unfortunately, until they have spent 48 hours 
  in the shanty town, they are not be given a pass. 
  Since they will not be in town for more than a 
  few hours, this should not be an issue. 
  • 
  Pholtans: There are Pholtan sayings plastered on 
  random corners of buildings, hanging from 
  shop walls, etc. Such phrases include “Burn the 
  Heretic”, “May the light brighten”, “My child is 
  illuminated”, “Even the blind may see with the 
  bright light of Pholtus”, and “Oh mighty 
  Pholtus deliver us from darkness”. Any heroes 
  openly displaying symbols of Dimre are treated 
  by all non-Pholtans with an initial attitude of 
  Unfriendly and by Pholtans with an initial 
  attitude of Hostile. 
  • 
  For descriptions of locations in Bright Sentry, 
  see Appendix 3. 
  • 
  Items for sale: Melvilium, proprietor of the 
  General Store, recently made a trade with a 
  traveling merchant. Melvilium is unaware of 
  the true cost of these items; hence, he does not 
  know enough to overcharge for them. Do not 
  cross these items off the AR if the PCs do not 
  specifically say they are going shopping. The 
  PCs can buy the following special items from 
  Melvilium: Lute of the wandering minstrel, 
  Monocle of perusal, Pale green prism ioun 
  stone, Phylactery of undead turning, Greater 
  bracers of archery, Sandals of harmonious 
  balance, Songblade, Stylus of the masterful 
  hand, Dark blue rhomboid ioun stone. 
   
  Encounter Seven: But We Just 
  Got Here! 
  When the PCs seem like they have exhausted their 
  roleplaying opportunities in town, Avarama returns with 
  a response from Lord Natan Enerick. 
   
  Just after noon, you see Avarama returning to you 
  with a scroll tube in hand. “Hello again  friends. I 
  hope you enjoyed your unch. I’m afraid what we 
  have to offer in South Port is not the pinnacle of 
  Shield Lands delicacy, but it is all I can offer at the 
  moment. I have returned with a reply from Lord 
  Enerick, destined for Prince Zeech of Redhand. The 
  Lord was intrigued by your information; it appears he
  and the Prince might have something in common and 
  might be able to work together to achieve some sort 
  of peace in the future. If you could deliver Lord 
  Enerick’s reply to the Prince for him, the Lord would 
  be greatly appreciative and in your debt.” 
  ,
  l
   
   
   
  Allow the PCs to voice agreement. If they do not agree, 
  Avarama is disappointed but can find someone else to 
  deliver the note. The scenario is now over. If they agree, 
  she has one last thing to say before sending them on their 
  way. 
   
  “Thank you very much. The Lord and I will not forget 
  your assistance in this matter. I wish we could offer 
  you more hospitality, but the red tape here is a 
  necessity for the safety of the inhabitants of Bright 
  Sentry. I’m afraid the local tavern is not the best place 
  to spend the evening, either. You are welcome to stay 
  if you wish, but I’m sure Lord Enerick would 
  appreciate speedy delivery of his missive. Prince 
  Zeech will surely reward you well for this service. 
  Thank you again for your help and may the Light of 
  Pholtus guide you.” 
   
  The PCs are now free to continue roleplaying in the city 
  or be on their way. They may choose to open the scroll 
  tube once Avarama has left. In such a case, use the traps 
  listed below and the directions under ‘Development.’ 
   
  APL 10 (EL 8) 
  Glyph of Warding (Blast): CR 6; magic device; 
  proximity trigger (alarm); no reset; spell effect (glyph of 
  warding [blast], 16
  th-level cleric, 8d8 sonic, DC 14 Reflex 
  save half damage); multiple targets (all targets within 5 
  ft.); Search DC 28; Disable Device DC 28. 
  Flame Strike Trap: CR 6; magic device; proximity trigger 
  (alarm); no reset; spell effect (flame strike, 9
  th-level cleric, 
  9d6 fire, DC 17 Reflex save half damage); Search DC 30; 
  Disable Device DC 30. 
  Auras: Faint abjuration, moderate evocation. 
   
  APL 12 (EL 10) 
  Chain Lightning Trap: CR 7; magic device; proximity 
  trigger (alarm); no reset; spell effect (chain lightning, 11
  th-
  level wizard, 11d6 electricity to target nearest center of 
  trigger area plus 5d6 electricity to each of up to eleven 
  secondary targets, DC 19 Reflex save half damage); 
  Search DC 31; Disable Device DC 31. 
  Incendiary Cloud Trap: CR 9; magic device; proximity 
  trigger (alarm); no reset; spell effect (incendiary cloud, 
  Playing Both Sides 
   
  Page 12 
  
  15
  th-level wizard, 4d6/round for 15 rounds, DC 22 Reflex 
  save half damage); Search DC 33; Disable Device DC 33. 
  Auras: Moderate evocation, strong evocation. 
   
  APL 14 (EL 12) 
  Energy Drain Trap: CR 10; magic device; proximity 
  trigger (alarm); no reset; Atk +8 ranged touch; spell effect 
  (energy drain, 17
  th-level wizard, 2d4 negative levels for 24 
  hours, DC 23 Fortitude save partial); Search DC 34; 
  Disable Device DC 34. 
  Wail of the Banshee Trap: CR 10; magic device; 
  proximity trigger (alarm); no reset; spell effect (wail of 
  the banshee, 17
  th-level wizard, DC 23 Fortitude save 
  negates); multiple targets (up to 17 creatures); Search DC 
  34; Disable Device DC 34. 
  Fire Trap: CR 3; magic device; proximity trigger (alarm); 
  no reset; spell effect (fire trap, 3
  rd-level druid, 1d4+3 fire, 
  DC 13 Reflex save half damage); Search DC 27; Disable 
  Device DC 27. 
  Auras: Moderate abjuration, strong necromancy x2. 
   
  APL 16 (EL 14) 
  Energy Drain Trap x2: CR 12; magic device; proximity 
  trigger (alarm); no reset; Atk +8 ranged touch; spell effect 
  (energy drain, 17
  th-level wizard, 2d4 negative levels for 24 
  hours, DC 23 Fortitude save partial); Search DC 34; 
  Disable Device DC 34. 
  Wail of the Banshee Trap: CR 10; magic device; 
  proximity trigger (alarm); no reset; spell effect (wail of 
  the banshee, 17
  th-level wizard, DC 23 Fortitude save 
  negates); multiple targets (up to 17 creatures); Search DC 
  34; Disable Device DC 34. 
  Energy Drain Trap x1: CR 10; magic device; proximity 
  trigger (alarm); no reset; Atk +8 ranged touch; spell effect 
  (energy drain, 17
  th-level wizard, 2d4 negative levels for 24 
  hours, DC 23 Fortitude save partial); Search DC 34; 
  Disable Device DC 34. 
  Fire Trap: CR 3; magic device; proximity trigger (alarm); 
  no reset; spell effect (fire trap, 3
  rd-level druid, 1d4+3 fire, 
  DC 13 Reflex save half damage); Search DC 27; Disable 
  Device DC 27. 
  Auras: Moderate abjuration, strong necromancy x4. 
   
  Development: If the scroll tube is opened without 
  disabling the traps, they are triggered; run them in the 
  order they are listed. If the fire damage trap is set off, the 
  letter is destroyed. Since the item has been burned, make 
  whole and mending do not repair the letter. 
   
  If the traps are triggered in a public area, especially 
  with the wail of the banshee trap, there is a good chance 
  many innocent bystanders will die. If this happens in 
  Bright Sentry, the PCs are blamed for the deaths and all 
  NPCs in the town have a hostile attitude towards them. If 
  this happens on the ship, the crew might die, making it 
  hard to sail the ship. Also, if anything happens on the 
  ship, such as the wail going off and killing crew 
  members, the PCs will suffer a -20 circumstance penalty 
  on Bluff checks with Prince Zeech. 
   
  It the traps are successfully bypassed, the PCs may 
  discover that the letter is written in Cold Tongue. 
  However, if one of the PCs understands Cold Tongue, 
  casts comprehend languages, or can otherwise figure out 
  the language, they realize that it is in code. To decode the 
  letter, a PC must make a DC 25 Decipher Script check. If 
  the PC making the check does not understand Cold 
  Tongue, they suffer a -5 circumstance penalty on the 
  check to decode the letter. This penalty may be negated 
  with a preliminary DC 25 Decipher Script check to 
  understand the words as written on the paper. If the PCs 
  successfully decode the letter, hand them Player 
  Handout 3. 
   
  If the PCs have tampered with the letter in any way, 
  they should realize that they need to cover their tracks. If 
  the letter has been destroyed, it might be in the PCs’ best 
  interest to not return to Prince Zeech, as he is expecting a 
  letter and will want to know what happened to it. If the 
  traps have been bypassed and the tube opened, the PCs 
  need to cover their tracks somehow. The tube needs first 
  to be resealed. To do this without arousing suspicion 
  from the clerks in Redhand requires a DC 30 Forgery 
  check (opposed by Elhilbor’s Forgery check of 29) or 
  magic, such as make whole, to properly recreate the seal 
  that was used on the tube. If the traps were disabled or 
  dispelled, the PCs need to mimic the auras that were in 
  place on the scroll tube originally. The easiest way to do 
  this is with Nystul’s magic aura. 
   
  Not having the letter, not recreating the seal, and/or 
  not mimicking the auras on the tube each makes the PCs’ 
  story less believable. If the PCs return to Alhaster with 
  empty hands and without a silver tongue, they might 
  find themselves in dire straights. If the PCs have 
  tampered with the letter, have not covered their tracks, 
  and do not seem to realize there might be a problem, 
  have them roll Wisdom checks, DC 15. If anyone 
  succeeds, tell them that Prince Zeech might be 
  suspicious of oddities. 
   
  If the PCs return to Prince Zeech, go to Encounter 
  Nine. If they decide to reveal the letter to Shield Lands 
  authorities, proceed to Conclusion D. The PCs may wish 
  to go to Zeech as well as turning over the information. If 
  so, they can run through Encounter Nine, but Zeech still 
  discovers their betrayal eventually. 
   
  Playing Both Sides 
   
  Page 13 
  
  Encounter Eight (Optional): I 
  Want to Kill Stuff! 
  If the PCs chose Encounter 2C above or if there’s extra 
  time and the players look like they want to roll dice, run 
  this encounter. They only get experience from this 
  encounter if they chose Encounter Two-C, so try not to 
  kill the PCs if they are not going to be getting experience 
  from this encounter. 
   
  l
   
   
   
  One fine afternoon as the ship sai s through the 
  Wrell Straight, between Walworth Island and 
  Axeport, the spotter points out large shapes moving 
  in the water far ahead of the ship. As he says this, you 
  see an enormous head atop a long neck surface from 
  the Nyr Dyv. From the size of the beast, this can only 
  be one of the dreaded sea monsters of the Lake of 
  Unknown Depths. Unfortunately for your ship, the 
  creature seems to have noticed you and is heading 
  straight towards the ship! 
  At APLs above 10: 
  As it swims, you see other shapes moving in the water 
  near the first monster. Could it be that there are more 
  than one of these behemoths?!?! 
  APL 10 (EL 13) 
  Elasmosaurus, Advanced: hp 353; see Appendix 1. 
   
  APL 12 (EL 15) 
  Elasmosaurus, Advanced (2): hp 353 each; see Appendix 
  1. 
   
  APL 14 (EL 17) 
  Elasmosaurus, Advanced (4): hp 353 each; see Appendix 
  1. 
   
  APL 16 (EL 19) 
  Elasmosaurus, Advanced (8): hp 353 each; see Appendix 
  1. 
   
  Tactics: Being aggressive creatures, the elasmosauruses 
  are attacking the ship they have noticed passing through 
  their current feeding area. They viciously attack the ship 
  and everything that moves on it. They attack with their 
  bite attack, snatch anything they hit of size medium or 
  smaller, deal automatic bite damage to the snatched 
  creature on the next round, and then use a standard 
  action to fling the snatched creature into the Nyr Dyv. 
  They then repeat until everything moving is in the water, 
  at which point they attack the ship itself. 
   
  Encounter Nine: Dangerous 
  Liaisons 
  Feel free to paraphrase this text if the players do not look 
  in the mood for it. 
   
  l
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  Returning to Alhaster, you find yourselves in front of 
  Prince Zeech’s palace, a large stone structure with 20-
  foot walls. After stating your business as bearers of an 
  important missive from Lord Natan Enerick of Bright 
  Sentry, you are asked to wait. Several minutes later, a 
  man dressed in blackened chain and dyed leather 
  comes out of the palace. At his side is a longsword, oft 
  used judging by the wear on the grip. 
   
  “Greetings, gentlemen (and ladies), I am Lord 
  Elhi bor. You have received the rare honor of an 
  audience with Prince Zeech. However, before you are 
  allowed into the palace, you must conform to our 
  security precautions. All weapons, armor, spell 
  component pouches, and holy symbols must be 
  relinquished. You will then be scanned for hidden 
  magic and pass through a suppressing field that 
  reveals any magical disguises you might have in place. 
  So, if you intend to con inue, p ease relinquish said 
  items. You might as well tell me now if you have any 
  h dden items or magical disguises, as it will be 
  revealed anyway and it will help build my trust in 
  you. You have noth ng to fear, you will no  be harmed 
  and your items will be returned…as long as you do 
  not do anything stupid.” 
  If the PCs do not conform to his requests, they are not 
  allowed inside the palace. If they wish to enter, they must 
  do as Elhilbor says. If they decide they do not wish to 
  enter, they can relinquish the letter to Elhilbor and he 
  delivers the letter and returns with their reward, but they 
  miss out on the information Zeech has to give them. 
  After relinquishing their items, a mage scans them with 
  detect magic. If any unexpected auras are revealed, the 
  PCs are questioned. If they do not provide a satisfactory 
  explanation, they are not allowed inside the palace. Just 
  inside the door is an antimagic field that suppresses any 
  visible auras that might have gotten past the detect 
  magic. If anything unexpected happens, the PCs are 
  questioned again. Finally, they are searched (taking 20, 
  for a Search of 35) for hidden weapons. If any hidden 
  weapons are discovered, they are not allowed to see the 
  Prince under any circumstances. If the PCs pass through 
  all these checks successfully, continue with the following 
  text. 
   
  Playing Both Sides 
   
  Page 14 
  
  Elhilbor nods curtly. “Very good, if you will follow 
  me, I will take you to h s Excellency.” He leads you 
  through the courtyard and into the keep. He makes 
  so many turns that you are sure he has taken the long 
  way. You see dozens of armed guards along the way, 
  in addition to the four following you. You eventually 
  climb a grand staircase to the second floor and arrive 
  in an antechamber with a large, iron-bound door. 
  Seeing Elhi bor, the guards open the doors for your 
  party. Elhilbor turns to the rest of your escort, “You 
  may leave us here.” They respond with a curt “Yes, 
  milord” and a salute. 
  i
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  t
   
   
   
   
  The doors close promptly behind you as you 
  enter what must be Prince Zeech’s office. There are 
  several armed guards along each of the white-washed 
  walls except for the one bearing the large fireplace. 
  Behind a massive darkwood desk sits Prince Zeech. 
  In front of the desk are several cushioned chairs, also 
  of darkwood. Zeech is a somewhat effeminate man, 
  though his appearance must belie his nature, if he has 
  survived this long in such a hostile political 
  environment. 
   
  “Please, be seated,” says the Prince as he motions 
  towards the chairs before his desk. Elhilbor also 
  motions towards the chairs. After you have been 
  seated, Elhilbor hands Prince Zeech the scroll tube 
  and takes a seat behind you. Zeech examines the tube, 
  mutters a word as he cracks the seal, and removes the 
  letter. After a few moments, he sets the paper down 
  and looks at you. “You may all speak freely here. 
  These guards are all mute, trained to recognize visual 
  commands, and Elhilbor is a trusted subject. You have 
  all done a great deal for us in the past several days. 
  We are thinking of rewarding you for your service, 
  but we want to ask one question first. Have you 
  tampered with this missive in any way or read the 
  contents?” 
  Development: If the party tampered with the letter, they 
  must succeed on a DC 27 Bluff check to convince Zeech 
  (really Elhilbor) that they did not. This check is opposed 
  by Elhilbor’s Sense Motive check of 26 (-5 circumstance 
  penalty because he cannot believe anyone would be 
  stupid enough to tamper with the letter and then come to 
  Zeech). If they do not have the letter, they suffer a -15 
  circumstance penalty on the Bluff check. If the PCs 
  disabled or dispelled the traps on the tube and did not 
  recreate the auras, they suffer a -5 circumstance penalty 
  on this check. For every 5 points by which the party 
  failed the Forgery check to reproduce the seal, they suffer 
  a -1 circumstance penalty on the Bluff check. For 
  example, if the party recreated the seal with a Forgery 
  check of 18, they suffer a -1 circumstance penalty on the 
  Bluff check. If they did not recreate the seal at all, they 
  suffer a -5 circumstance penalty on the Bluff check. 
   
  If they succeed on this check or did not tamper with 
  the letter, proceed to Conclusion E. If they fail on this 
  check, read the following text and determine if they 
  receive Conclusion B or Conclusion C. 
   
  Prince Zeech glances to Elhilbor then stares at you 
  for a long moment before speaking. “You have 
  insulted me in two ways; you break my trust, then 
  you lie to me about it. I do no  take well to insults.” 
  He waves his hand in a precise motion and the guards 
  in the room move to surround you. 
  The PCs have one round to escape before they are 
  overwhelmed by guards and antimagic fields and 
  captured. If they are captured, proceed to Conclusion B. 
  If they escape, proceed to Conclusion C. 
   
  Conclusion A – Failure 
  If the PCs suffer a catastrophic failure, they receive this 
  conclusion. In this ending, they most likely receive no 
  influence or enmity. They receive xp and item access for 
  the encounters they defeated, but nothing else. 
   
  Conclusion B – Captured 
  If the PCs return to Zeech, fail their Bluff checks, and are 
  unable to escape within one round, they are captured and 
  sent to jail for 8 TUs. Zeech safeguards their items, but 
  confiscates 200xAPL gp worth of equipment from each 
  PC as a fine. The PCs can choose which items are lost. If 
  the PCs do not surrender in the following text, the 
  penalty and fine are doubled to 16 TUs and 400xAPL gp 
  worth of equipment. The Master of Bright Sentry and 
  Prince Zeech are angered by the PCs’ breach of good 
  faith. The PCs receive: 
  • 
  Enmity of the Master of Bright Sentry 
  • 
  Enmity of Prince Zeech of Redhand 
   
  You are quickly overwhelmed by guards and 
  spellcasters. You find your magic is ineffective, 
  probably caused by some sort of field blocking your 
  spells. Elhilbor orders you to surrender or be killed. 
  Give the PCs this option. If they surrender, they only pay 
  8 TUs and a fine. If they fight, they are eventually 
  subdued and have to pay 16 TUs and double the fine. 
  After being captured by Zeech’s guards, you are 
  quickly placed on trial and sentenced. You are to 
  spend the next year in the cells beneath Alhaster and 
  must pay a fine for your transgressions. After 
  Playing Both Sides 
   
  Page 15 
  
  spending several weeks in the pitch black, magically 
  si ent cell  you are one day taken out in the night and 
  thrown in a wagon with your comrades, the door 
  locked securely behind you. The wagon travels for 
  what seems like hours. When it finally stops and the 
  door is opened, you are momentarily dazed by the 
  sunlight you unseen by you for weeks. You and your 
  friends are tossed out on the ground and your 
  equipment is left next to you. The wagon quickly 
  departs, leav ng you in the middle of a nowhere, but 
  at least you are alive and free. 
  When you finally 
  make contact with the Drinkers about what 
  happened, you discover no one in that organization 
  ever sent you a letter, but they had heard about your 
  capture and did what they could to secure your 
  freedom. They state that they wish you would have 
  been able to cultivate a relationship with Zeech, but 
  that they will work on that themselves in the future. 
  l
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  i
   
   
   
   
   
  The End 
   
  Conclusion C – We’re in a 
  Tight Spot, Boys 
  If the PCs return to Zeech and fail their Bluff checks but 
  are able to escape within one round, they receive this 
  conclusion. The Master of Bright Sentry and Prince 
  Zeech are angered by the PCs’ breach of good faith. The 
  PCs receive: 
  • 
  Enmity of the Master of Bright Sentry 
  • 
  Enmity of Prince Zeech of Redhand 
   
  Having narrowly escaped the clutches of an angry 
  Prince Zeech, you regroup to decide what to do next. 
  When you finally make contact with the Drinkers 
  about your mission, you discover no one in that 
  organization ever sent you a letter. They state that 
  they wish you would have been able to cultivate a 
  relationship with Zeech, but that they will work on 
  contacting him themselves in the future. 
   
  The End 
   
  Conclusion D – Informants 
  If the PCs decode the letter from Lord Enerick to Prince 
  Zeech and decide to give the information to Shield Lands 
  agents, they receive this conclusion. The Master of Bright 
  Sentry and Prince Zeech are assumed to discover the 
  identity of the informants through divination spells in 
  the near future and are angered by the PCs’ breach of 
  good faith. The Council of Lords of the Shield Lands is 
  appreciative of the PCs’ information regarding a possible 
  plot against Simen Sharn’s life. The PCs receive: 
  • 
  Enmity of the Master of Bright Sentry 
  • 
  Enmity of Prince Zeech of Redhand 
  • 
  Defender of the Holy Shielding 
   
  The information contained in the letter destined for 
  Prince Zeech was too staggering to keep hidden from 
  the ight of day; the impl cations too important to 
  ignore. Could someone be forcing their way into a 
  permanent seat on the Counci  of Lords of the Shie d
  Lands? If Enerick is "the Master of Bright Sentry," 
  could he be plotting a coup to dispose of his young 
  ward and thus keep a permanent seat on the Council? 
   
  With Enerick’s close ties to the local church, the 
  only safe place to reveal this kind of information is in 
  Critwall. Traveling north, you arrived in the cap tal of
  the Shield Lands and tried to convince the authorities 
  there of the legitimacy of the letter. After some initial 
  resistance, you were finally able to meet with the 
  Church of Holy Shielding. The Heironeons were 
  amazed at your tale but agreed to bring this matter to 
  the attention of none other than Lady Katarina 
  Walworth, Knight Commander of the Shield Lands! 
  After yet another wait while the information was 
  reviewed, word came to you at last. For your service to 
  the nation, the Church granted you the honorary title 
  of Defender of the Holy Shielding, with which came 
  a generous monetary reward. Furthermore, there will 
  be an inquiry into this matter. Hopefully, the truth 
  will be revealed and Simen Sharn’s future will be 
  protected. 
  The End 
   
  Conclusion E – New Friends 
  If the PCs deliver the letter to Zeech without tampering 
  with it or cover their tracks and make a successful Bluff 
  check AND do not reveal the information contained in 
  the letter to Shield Lands officials, they receive this 
  conclusion. The Master of Bright Sentry and Prince 
  Zeech are impressed by the PCs’ trustworthiness. The 
  Drinkers of the Cup of Midnight appreciate the PCs 
  cultivating a new ally against the Old One. The PCs 
  receive: 
  • 
  Influence with the Drinkers of the Cup of 
  Midnight 
  • 
  Influence with the Master of Bright Sentry 
  • 
  Influence with Prince Zeech of Redhand 
  • 
  Influence with Pazrael, Lord of the Abyssal 
  Skies. 
   
  Playing Both Sides 
   
  Page 16 
  
  Prince Zeech glances to Elhilbor, and then returns 
  his attention to you. “Excellent, then you are both 
  competent and trustworthy, a combination we seldom 
  find. When we are done here, Elhilbor will ensure 
  you are paid for your services. In addition, we are 
  impressed by you and your allies. We would like to 
  assist your friends, the Drinkers, in their future 
  actions against a mutual adversary. As you are 
  undoubtedly aware, we are sworn to serve the Old 
  One in all matters. However, we have recently 
  entered into a situation that causes some of our 
  obligations to confl ct. 
  i
   
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  “A little birdie has told us that some of you might 
  have met him recently in his warm and inviting home 
  a very, very long distance from here. This little birdie 
  actually works for the source of our conflicting 
  obligations. The birdie’s master feels that his home is 
  going to be threatened by an old man in the very near 
  future. He is not fond of that prospect and has 
  ordered us to do what we can to keep his home safe. 
  Our true loyalty lay with this master; hence, we 
  would like to ally ourselves with the Drinkers. 
   
  “If this has made sense to you, then you are 
  competent, trustworthy, astute, and therefore worthy 
  of our friendship. Please contact your friends and 
  relay what I have told you so that we might help each 
  other in the future. You may leave us now. Elhilbor 
  will fetch a reward for you.” 
   
  Zeech looks down to the paper before him, no 
  longer paying you any attention, and Elhilbor 
  motions for you to exit. On the way out of the keep 
  he hands you a pouch ful  of va uable gemstones. At 
  the gates, all your items are returned and Elhilbor 
  bids you farewell. 
  When you later speak to the Drinkers to relay the 
  results of your mission and the valuable information 
  you have discovered, they inform you that they never 
  sent a message to you; they had no idea that Prince 
  Zeech was a possible ally. They thank you profusely, 
  however, for the information and promise they will 
  be in touch with Zeech at a later date. 
  If the players do not catch Zeech’s innuendo, allow the 
  PCs to make Sense Motive checks, DC 20. Success tells 
  them that the little birdie is Rzasanet, Master of the 
  Blood Drenched Sky. If these PCs played ‘IUZ4-08: 
  Shattered Reflections of a Frozen Twilight,’ they know 
  that Rzasanet is a servant of Pazuzu, Lord of the Abyssal 
  Skies, ruler of Torremor, the 503
  rd layer of the Abyss. 
  (a.k.a. Pazrael). If these PCs did not play IUZ4-08, they 
  may find the same information with a DC 25 Knowledge 
  (the planes) check. This means that Zeech is also a 
  servant of Pazrael, hence his conflicting obligations. If 
  they get this information, they may relay it to the 
  Drinkers. 
   
  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 Two-A 
  Defeat the pieno: 
  APL10 420 xp; APL12 480 xp; APL14 540 xp;  
  APL16 600 xp. 
   
  Encounter Two-B 
  Defeat the nabassu: 
  APL10 420 xp; APL12 480 xp; APL14 540 xp;  
  APL16 600 xp. 
   
  Encounter Two-C 
  Defeat the remnants of the pieno and nabassu before the 
  pieno can flee: 
  APL10 480 xp; APL12 540 xp; APL14 600 xp;  
  APL16 660 xp. 
   
  Encounter Seven 
  Discover the traps on the letter to Zeech and encounter 
  them in order to open the letter (the PCs do not get this 
  xp if they know about the trap but decide not to do 
  anything with the letter): 
  APL10 240 xp; APL12 300 xp; APL14 360 xp;  
  APL16 420 xp. 
   
  Encounter Eight 
  Defeat the elasmosaurus(es). Only give this experience if 
  the PCs chose Encounter 2C and, thus, did not 
  experience as many ELs: 
  APL10 390 xp; APL12 450 xp; APL14 510 xp;  
  APL16 570 xp. 
   
  Story Award 
  Discover Zeech’s secret and relay it to the Drinkers: 
  APL10 270 xp; APL12 315 xp; APL14 360 xp;  
  APL16 405 xp. 
   
  – OR – 
   
  Discover The Master of Bright Sentry’s secret and relay it 
  to the Church of the Holy Shielding: 
  APL10 270 xp; APL12 315 xp; APL14 360 xp;  
  Playing Both Sides 
   
  Page 17 
  
  APL16 405 xp. 
   
  Total possible experience:  
   
  APL10 1350 xp; APL12 1575 xp; APL14 1800 xp;  
  APL16 2025 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter Two-A: 
   
  APL 10: L: 0 gp; C: 0 gp; M: Dorakaa refuge wishbone 
  (504 gp), gauntlets of leeched essence (859 gp), pendant 
  of breath (125 gp) 
   
  APL 12: L: 0 gp; C: 0 gp; M: Dorakaa refuge wishbone 
  x2 (504 gp each), gauntlets of leeched essence x2 (859 gp 
  each), pendant of breath x2 (125 gp each) 
   
  APL 14: L: 0 gp; C: 0 gp; M: Dorakaa refuge wishbone 
  x3 (504 gp each), gauntlets of leeched essence x3 (859 gp 
  each), pendant of breath x3 (125 gp each) 
   
  APL 16: L: 0 gp; C: 0 gp; M: Dorakaa refuge wishbone 
  x3 (504 gp each), gauntlets of leeched essence x3 (859 gp 
  each), pendant of breath x3 (125 gp each) 
   
  Encounter Two-B:  
   
  APL 10: L: 0 gp; C: 0 gp; M: immovable rod (417 gp) 
   
  APL 12: L: 0 gp; C: 0 gp; M: immovable rod (417 gp) 
   
  APL 14: L: 0 gp; C: 0 gp; M: immovable rod (417 gp), 
  ring of water walking (1250 gp) 
   
  APL 16: L: 0 gp; C: 0 gp; M: immovable rod (417 gp), 
  ring of water walking (1250 gp), bracers of archery, 
  greater (2183) 
   
  Encounter Two-C:  
   
  APL 10: L: 0 gp; C: 0 gp; M: Dorakaa refuge wishbone 
  (504 gp), gauntlets of leeched essence (859 gp), pendant 
  of breath (125 gp), immovable rod (417 gp) 
   
  APL 12: L: 0 gp; C: 0 gp; M: Dorakaa refuge wishbone 
  x2 (504 gp each), gauntlets of leeched essence x2 (859 gp 
  each), pendant of breath x2 (125 gp each), immovable rod
  (417 gp) 
   
   
   
   
  APL 14: L: 0 gp; C: 0 gp; M: Dorakaa refuge wishbone 
  x3 (504 gp each), gauntlets of leeched essence x3 (859 gp 
  each), pendant of breath x3 (125 gp each), immovable rod
  (417 gp), ring of water walking (1250 gp) 
   
  APL 16: L: 0 gp; C: 0 gp; M: Dorakaa refuge wishbone 
  x3 (504 gp each), gauntlets of leeched essence x3 (859 gp 
  each), pendant of breath x3 (125 gp each), immovable rod
  (417 gp), ring of water walking (1250 gp), bracers of 
  archery, greater (2183) 
   
  Conclusion D or E:  
   
  APL 10: L: 0 gp; C: 500 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 500 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C: 1000 gp; M: 0 gp 
   
  APL 16: L: 0 gp; C: 2000 gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 10: L: 0 gp; C: 500 gp; M: 1905 gp - Total: 2300 
  gp 
  APL 12: L: 0 gp; C: 500 gp; M: 3393 gp - Total: 3300 
  gp 
  Playing Both Sides 
   
  Page 18 
  
  APL 14: L: 0 gp; C: 1000 gp; M: 6131 gp - Total: 6600 
  gp 
  APL 16: L: 0 gp; C: 2000 gp; M: 8314 gp - Total: 9900 
  gp 
   
  Special 
  Influence: The Drinkers of the Cup of Midnight. 
   
  Influence/Enmity: The Master of Bright Sentry. 
   
  Influence/Enmity: Prince Zeech of Redhand. 
   
  Influence: Pazrael, Lord of the Abyssal Skies. 
   
  Defender of the Holy Shielding: You have been 
  granted the honorary title of Defender of the Holy 
  Shielding. This counts as a permanent influence point 
  with the Church of the Holy Shielding. Additionally, this 
  may fulfill one of the two special requirements for the 
  Knight of the Holy Shielding prestige class (Dungeon 
  113), either sponsorship into the Knighthood or 
  completion of a dangerous quest in the service of the 
  Shield Lands. 
    
  Gauntlets of Leeched Essence: These cold iron 
  gauntlets look to be crafted entirely of layered spider 
  webs. When they are donned, they form to the wearer’s 
  hand like a second skin. They function as +1 good-aligned 
  cold iron gauntlets. Unarmed or natural attacks made 
  with fists or claws gain the benefits of these gauntlets as 
  well. 
   
  Faint necromancy, evil, and good; CL 5
  th; Cannot be 
  crafted; Price: 10,304 gp. 
   
  Dorakaa Refuge Wishbone: This is the wishbone of 
  some small creature that has had refuge cast upon it. The 
  destination of the item is somewhere in Dorakaa, though 
  the exact location is unknown. The command word is 
  ‘lies.’ The wishbone must be broken to activate the spell, 
  and can only be used once. 
   
  Strong conjuration; CL 13
  th; refuge, must be in 
  Dorakaa; Price: 6,050 gp. 
   
  Pendant of Breath: This small bone amulet is engraved 
  with some wicked, undecipherable symbol and hangs 
  from what appears to be a thick braid of cat gut. Once per 
  week, the wearer may utter the word “mortevita” to gain 
  1d10+10 temporary hit points. This effect ends if the 
  pendant is removed, but otherwise lasts 10 hours or until 
  all of the hit points are gone. If a character uses this 
  pendant more than once in a one week period, the 
  character instead suffers 1 point of Constitution drain. 
   
  Moderate necromancy; CL 10
  th; Craft Wondrous 
  Item, false life; Price: 1,500 gp. 
   
  Items for the Adventure 
  Record 
   
  Item Access 
  All APLs: 
  Dark blue rhomboid ioun stone (Adventure, DMG) 
  Dorakaa refuge wishbone (Adventure, see above) 
  Gauntlets of leeched essence (Adventure, see above) 
  Immovable rod (Adventure, DMG) 
  Monocle of perusal (Adventure, CV) 
  Pendant of breath (Adventure, see above) 
  Stylus of the masterful hand (Adventure, CV) 
  Phylactery of undead turning (Adventure, DMG) 
  Songblade (Adventure, CV) 
  Sandals of harmonious balance (Adventure, CV) 
  Lute of the wandering minstrel (Adventure, CV) 
  Pale green prism ioun stone (Adventure, DMG) 
   
   
  APL 14: 
  Ring of water walking (Adventure, DMG) 
  APL 16 (APL 14 plus): 
  Bracers of archery, greater (Adventure, DMG) 
  Playing Both Sides 
   
  Page 19 
  
  Appendix 1: NPCs and Monsters 
  All APLs 
  Encounter Six 
  Elasmosaurus, Advanced: CR 13; Gargantuan Animal; 
  HD 28d8+227; hp 353; Init +2; Spd 20 ft., swim 50 ft.; 
  AC 12 (touch 9, flat-footed 10) [+2 Dex, +3 Natural, -3 
  Size]; BA/G 21/+42; Atk +30 melee (4d8+13/19-20x2, 
  bite); Full Atk +30 melee (4d8+13/19-20x2, bite); 
  Face/Reach 20 ft./15 ft.; SA -; SQ Low-light vision, 
  scent; SR -; AL N; SV Fort +25, Ref +18, Will +13; Str 
  28, Dex 14, Con 24, Int 2, Wis 14, Cha 9. 
   
  Skills and Feats: Hide +0*, Listen +8, Spot +15, 
  Swim +16; Dodge, Great Fortitude, Improved Critical 
  (Bite), Improved Natural Attack (Bite), Improved 
  Toughness, 
  Iron 
  Will, 
  Power 
  Attack, 
  Snatch, 
  Toughness, Weapon Focus (Bite). 
   
  Skills: *An elasmosaurus has a +8 racial bonus on 
  Hide checks in water.  
   
  Encounter Nine 
  Elhilbor: Male Human Rog1/Mar3/Rgr1/ Spymaster 
  3/Bloodhound 2/Justiciar 2/Exemplar 1; CR 13; 
  Medium Humanoid (Human); HD 1d6+; hp 169; Init 
  +1; Spd 30 ft.; AC x (touch x, flat-footed x) [+5 Dex, +24 
  Natural, -1 Size]; BAB/G +9/+10; Atk +11 melee 
  (1d8+1/19-20 plus 2d6 non-lethal, +1 merciful 
  longsword); Full Atk +11/+6 melee (1d8+1/19-20 plus 
  2d6 nonlethal, +1 merciful longsword); SA Bring ‘em 
  back alive, crippling strike, nonlethal force, nonlethal 
  strike +1d6, sneak attack +2d6; SQ cover identity, 
  favored enemy humans +2, magic aura, mark (1), quick 
  change, ready and waiting, scrying defense, swift 
  tracker, trapfinding, undetectable alignment, wild 
  empathy; AL LN; SV Fort +9, Ref +12, Will +8; Str 12, 
  Dex 12, Con 10, Int 14 (16), Wis 12, Cha 18 (22). 
   
  Skills and Feats: Bluff +36, Diplomacy +30, Disable 
  Device +4, Disguise +35, Forgery +19, Gather 
  Information +38, Hide +11, Intimidate +35, Knowledge 
  (local) +8, Move Silently +12, Open Lock +2, Search 
  +13, Sense Motive +21, Survival +13; City Slicker, 
  Combat Expertise, Endurance, Improved Feint, 
  Improved Grapple, Skill Focus (Bluff), Skill Focus 
  (Diplomacy), Skill Focus (Gather Information), Track. 
   
  Possessions: Scepter of obedience, +1 merciful 
  longsword, headband of intellect +2, cloak of charisma 
  +4. 
  Playing Both Sides 
   
  Page 20 
  
  APL 10 
  Encounter Two 
  Mikan: Male Human(Oer) Ari1; CR 1/2; Medium 
  Humanoid (Human); HD 1d8+1; hp 5; Init +2; Spd 30 
  ft.; AC 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G 0/-
  1; Atk -1 melee (1d4-1, dagger); Full Atk -1 melee (1d4-
  1, dagger); SA -; SQ -; SR -; AL CN; SV Fort +1, Ref +2, 
  Will +1; Str 8, Dex 14, Con 12, Int 14, Wis 8, Cha 14. 
   
  Skills and Feats: Appraise +6, Bluff +6, Diplomacy 
  +8, Gather Information +9, Knowledge (nobility & 
  royalty) +6, Profession (merchant) +1, Sense Motive +5; 
  Negotiator, Skill Focus (gather information). 
   
  Possessions: Dagger, Dorakaa refuge wishbone. 
   
  Pieno (Criança): CR 14; Medium Undead (Chaotic, 
  Evil, Extraplanar); HD 16d12; hp 119; Init +7; Spd 30 
  ft., fly 90 ft. (good); AC 29 (touch 13, flat-footed 26) [+3 
  Dex, +16 Natural]; BA/G 8/+13; Atk +14 melee (1d8+5 
  and 2d8 fire, slam); Full Atk +14 melee (1d8+5 and 2d8 
  fire, 2 slams), +8 melee (1d6+2, wing buffet); 
  Face/Reach 5 ft./10 ft.; SA Breath weapon, incinerate, 
  spell-like abilities; SQ Damage reduction 10/good, 
  dismissive turning, immune to electricity, resistance to 
  acid 10, cold 10, fire 10, and sonic 10, telepathy 100 ft., 
  turn resistance +4; SR 25; AL CE; SV Fort +5, Ref +8, 
  Will +10; Str 20, Dex 16, Con -, Int 15, Wis 10, Cha 15. 
   
  Skills and Feats: Concentration +21, Hide +24, 
  Knowledge (arcana) +23, Knowledge (planes) +23, 
  Move Silently +24, Spellcraft +24; Dodge, Flyby Attack, 
  Improved Flyby Attack, Improved Initiative, Mobility, 
  Danger Sense. 
   
  Incinerate (Su): As a full round action, two or 
  more criança may incinerate a helpless body with 
  which they are in contact. This incineration superheats 
  the body, leaving nothing more than a pile of grey 
  dust. This is considered a death effect; hence, an 
  incinerated creature cannot be raised. A resurrection or 
  true resurrection spell is needed to bring an affected 
  creature back to life. 
   
  Spell-like Abilities: At will – bull’s strength, cat’s 
  grace, displacement, sonic flame strike. Caster level 
  16
  th. 
   
  Breath Weapon (Ex): 30-foot cone, once every 
  1d4 rounds, 8d6 in fire damage and 8d6 in sonic 
  damage, Reflex 18 for half damage. 
   
  Dismissive Turning (Su): Criança who are turned 
  or destroyed by a cleric channeling positive energy are 
  instead banished to the Abyss. If they are currently on 
  the Abyss, they are affected normally. 
   
  *Sonic Flame Strike (Sp): The pieno’s flame 
  strike is different than normal. Instead of dealing half 
  fire damage and half divine damage, it deals half fire 
  damage and half sonic damage. 
   
  Possessions: Gauntlets of leeched essence, Dorakaa 
  refuge wishbone, pendant of breath. 
   
  Nabassu: CR 6; Medium Outsider (Chaotic, Evil, 
  Extraplanar, Tanar’ri); HD 7d8+28; hp 59; Init +4; Spd 
  30 ft., fly 60 ft. (average); AC 19 (touch 14, flat-footed 
  13) [+4 Dex, +5 Natural]; BA/G +7/+11; Atk +11 melee 
  (1d4+4, claw); Full Atk +11 melee (1d4+4, 2 claws), +9 
  melee (1d8+2, bite); Face/Reach 5 ft./5 ft.; SA Death 
  gaze, energy drain, feed, sneak attack +2d6, spell-like 
  abilities; SQ Damage reduction 10/cold iron or good, 
  immune to electricity and poison, resistance to acid 10, 
  cold 10, and fire 10, telepathy 100 ft.; SR 17; AL CE; SV 
  Fort +9, Ref +9, Will +7; Str 19, Dex 18, Con 19, Int 14, 
  Wis 14, Cha 14. 
   
  Skills and Feats: Bluff +7, Concentration +10, 
  Diplomacy +4, Escape Artist +10, Intimidate +8, Hide 
  +14, Knowledge (Local: Iuz’s Border States) +7, 
  Knowledge (Planes) +7, Listen +20, Move Silently +14, 
  Search +12, Spellcraft +7, Spot +20, Survival +8 (+10 
  following tracks), Use Rope +10 (+12 with bindings); 
  Multiattack, Power Attack, Track. 
   
  Death Gaze (Sp): 1/day - Death, range 30 ft., 
  Fortitude DC 15 negates. Once per day, a nabassu can 
  make a targeted gaze attack against one target. 
  Humanoids that die from their attack are transformed 
  into ghasts 24 hours later. The save DC is Charisma-
  based. 
   
  Feed (Su): When a nabassu slays a humanoid 
  opponent on a plane other than the Abyss, it can feed 
  on the corpse, devouring both flesh and life force, as a 
  full round action. Feeding destroys the victim’s body 
  and prevents any form of raising or resurrection that 
  requires part of the corpse. There is a 50% chance that a 
  wish, miracle, or true resurrection spell can restore a 
  devoured victim to life. Check once for each destroyed 
  creature. If the check fails, the creature cannot be 
  brought back to life by mortal magic. 
   
  A nabassu advances in Hit Dice by consuming 
  corpses in this fashion. For every four suitable corpses 
  a nabassu devours, it gains 1 Hit Die and its Strength, 
  Constitution, and natural armor increase by 1. Its 
  attack bonus and saves improve as normal for an 
  outsider of its Hit Dice and it gains skill points, feats, 
  and ability score improvements normally. The nabassu 
  only advances by consuming the corpses of creatures 
  whose Hit Dice are equal to or greater than its own 
  current total. A nabassu that reaches 11 Hit Dice 
  through feeding becomes a greater nabassu upon 
  completion of the act. A greater nabassu can reach a 
  maximum of 21 Hit Dice through feeding. 
   
  Spell-like Abilities: At will – darkness. Caster 
  level equals the nabassu’s HD. 
  Playing Both Sides 
   
  Page 21 
  
   
  Skills: Nabassu have a +8 racial bonus on Listen 
  and Spot checks. 
   
  Possessions: None. 
   
  Greater Nabassu: CR 11; Medium Outsider (Chaotic, 
  Evil, Extraplanar, Tanar’ri); HD 11d8+66; hp 115; Init 
  +4; Spd 30 ft., fly 60 ft. (average); AC 23 (touch 14, flat-
  footed 16) [+4 Dex, +9 Natural]; BA/G +11/+17; Atk +17 
  melee (1d4+6 plus energy drain, claw); Full Atk +17 
  melee (1d4+6 plus energy drain, 2 claws), +15 melee 
  (1d8+3, bite); Face/Reach 5 ft./5 ft.; SA Death gaze, 
  energy drain, feed, paralyzing aura, sneak attack +2d6, 
  spell-like abilities, summon tanar’ri; SQ Damage 
  reduction 10/cold iron or good, immune to electricity 
  and poison, resistance to acid 10, cold 10, and fire 10, 
  telepathy 100 ft.; SR 21; AL CE; SV Fort +13, Ref +11, 
  Will +11; Str 23, Dex 18, Con 23, Int 18, Wis 18, Cha 
  18. 
   
  Skills and Feats: Bluff +14, Concentration +20, 
  Diplomacy +19, Escape Artist +12, Intimidate +12, 
  Hide +18, Knowledge (Local: Iuz’s Border States) +15, 
  Knowledge (Planes) +15, Listen +26, Move Silently 
  +18, Search +18, Spellcraft +11, Spot +26, Survival +12 
  (+14 following tracks), Use Rope +12 (+14 with 
  bindings); Ability Focus (paralyzing aura), Multiattack, 
  Power Attack, Track. 
   
  Death Gaze (Sp): 1/day - Death, range 30 ft., 
  Fortitude DC 19 negates. Once per day, a greater 
  nabassu can make a targeted gaze attack against one 
  target. Humanoids that die from their attack are 
  transformed into ghasts 24 hours later. The save DC is 
  Charisma-based. 
   
  Energy Drain (Su): Living creatures hit by a 
  greater nabassu’s claws gain two negative levels. The 
  DC is 19 for the Fortitude save to remove a negative 
  level. The save DC is Charisma-based. For each such 
  negative level bestowed the greater nabassu gains 5 
  temporary hit points. 
   
  Feed (Su): When a nabassu slays a humanoid 
  opponent on a plane other than the Abyss, it can feed 
  on the corpse, devouring both flesh and life force, as a 
  full round action. Feeding destroys the victim’s body 
  and prevents any form of raising or resurrection that 
  requires part of the corpse. There is a 50% chance that a 
  wish, miracle, or true resurrection spell can restore a 
  devoured victim to life. Check once for each destroyed 
  creature. If the check fails, the creature cannot be 
  brought back to life by mortal magic. 
   
  A nabassu advances in Hit Dice by consuming 
  corpses in this fashion. For every four suitable corpses 
  a nabassu devours, it gains 1 Hit Die and its Strength, 
  Constitution, and natural armor increase by 1. Its 
  attack bonus and saves improve as normal for an 
  outsider of its Hit Dice and it gains skill points, feats, 
  and ability score improvements normally. The nabassu 
  only advances by consuming the corpses of creatures 
  whose Hit Dice are equal to or greater than its own 
  current total. A nabassu that reaches 11 Hit Dice 
  through feeding becomes a greater nabassu upon 
  completion of the act. A greater nabassu can reach a 
  maximum of 21 Hit Dice through feeding. 
   
  Paralyzing Aura (Su): Any living creature coming 
  within 10 ft. of a greater nabassu must succeed on a 
  Fortitude save (DC 21) or be paralyzed for 1d10 rounds. 
  A creature that succeeds is immune to that same 
  greater nabassu’s paralyzing aura for 24 hours. The save 
  DC is Charisma-based. 
   
  Spell-like Abilities: At will – darkness, silence, 
  vampiric touch. 2/day – ethereal jaunt (self plus 50 
  pounds of objects only). Caster level equals the greater 
  nabassu’s HD. 
   
  Summon Tanar’ri (Sp): Three times per day a 
  greater nabassu can attempt to summon 2d6 dretches 
  or 1 greater nabassu with a 35% chance of success. This 
  is the equivalent of a 3
  rd-level spell. 
   
  Skills: Greater nabassu have a +8 racial bonus on 
  Listen and Spot checks. 
  Playing Both Sides 
   
  Page 22 
  
  APL 12 
  Encounter Two 
  Mikan: Male Human(Oer) Ari1; CR 1/2; Medium 
  Humanoid (Human); HD 1d8+1; hp 5; Init +2; Spd 30 
  ft.; AC 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G 0/-
  1; Atk -1 melee (1d4-1, dagger); Full Atk -1 melee (1d4-
  1, dagger); SA -; SQ -; SR -; AL CN; SV Fort +1, Ref +2, 
  Will +1; Str 8, Dex 14, Con 12, Int 14, Wis 8, Cha 14. 
   
  Skills and Feats: Appraise +6, Bluff +6, Diplomacy 
  +8, Gather Information +9, Knowledge (nobility & 
  royalty) +6, Profession (merchant) +1, Sense Motive +5; 
  Negotiator, Skill Focus (gather information). 
   
  Possessions: Dagger, Dorakaa refuge wishbone. 
   
  Pieno (Criança): CR 14; Medium Undead (Chaotic, 
  Evil, Extraplanar); HD 16d12; hp 104; Init +7; Spd 30 
  ft., fly 90 ft. (good); AC 29 (touch 13, flat-footed 26) [+3 
  Dex, +16 Natural]; BA/G 8/+13; Atk +14 melee (1d8+5 
  and 2d8 fire, slam); Full Atk +14 melee (1d8+5 and 2d8 
  fire, 2 slams), +8 melee (1d6+2, wing buffet); 
  Face/Reach 5 ft./10 ft.; SA Breath weapon, incinerate, 
  spell-like abilities; SQ Damage reduction 10/good, 
  dismissive turning, immune to electricity, resistance to 
  acid 10, cold 10, fire 10, and sonic 10, telepathy 100 ft., 
  turn resistance +4; SR 25; AL CE; SV Fort +5, Ref +8, 
  Will +10; Str 20, Dex 16, Con -, Int 15, Wis 10, Cha 15. 
   
  Skills and Feats: Concentration +21, Hide +24, 
  Knowledge (arcana) +23, Knowledge (planes) +23, 
  Move Silently +24, Spellcraft +24; Dodge, Flyby Attack, 
  Improved Flyby Attack, Improved Initiative, Mobility, 
  Danger Sense. 
   
  Incinerate (Su): As a full round action, two or 
  more criança may incinerate a helpless body with 
  which they are in contact. This incineration superheats 
  the body, leaving nothing more than a pile of grey 
  dust. This is considered a death effect; hence, an 
  incinerated creature cannot be raised. A resurrection or 
  true resurrection spell is needed to bring an affected 
  creature back to life. 
   
  Spell-like Abilities: At will – bull’s strength, cat’s 
  grace, displacement, sonic flame strike. Caster level 
  16
  th. 
   
  Breath Weapon (Ex): 30-foot cone, once every 
  1d4 rounds, 8d6 in fire damage and 8d6 in sonic 
  damage, Reflex 18 for half damage. 
   
  Dismissive Turning (Su): Criança who are turned 
  or destroyed by a cleric channeling positive energy are 
  instead banished to the Abyss. If they are currently on 
  the Abyss, they are affected normally. 
   
  *Sonic Flame Strike (Sp): The pieno’s flame 
  strike is different than normal. Instead of dealing half 
  fire damage and half divine damage, it deals half fire 
  damage and half sonic damage. 
   
  Possessions: Gauntlets of leeched essence, Dorakaa 
  refuge wishbone, pendant of breath. 
   
  Greater Nabassu: CR 11; Medium Outsider (Chaotic, 
  Evil, Extraplanar, Tanar’ri); HD 11d8+66; hp 115; Init 
  +4; Spd 30 ft., fly 60 ft. (average); AC 23 (touch 14, flat-
  footed 16) [+4 Dex, +9 Natural]; BA/G +11/+17; Atk +17 
  melee (1d4+6 plus energy drain, claw); Full Atk +17 
  melee (1d4+6 plus energy drain, 2 claws), +15 melee 
  (1d8+3, bite); Face/Reach 5 ft./5 ft.; SA Death gaze, 
  energy drain, feed, paralyzing aura, sneak attack +2d6, 
  spell-like abilities, summon tanar’ri; SQ Damage 
  reduction 10/cold iron or good, immune to electricity 
  and poison, resistance to acid 10, cold 10, and fire 10, 
  telepathy 100 ft.; SR 21; AL CE; SV Fort +13, Ref +11, 
  Will +11; Str 23, Dex 18, Con 23, Int 18, Wis 18, Cha 
  18. 
   
  Skills and Feats: Bluff +14, Concentration +20, 
  Diplomacy +19, Escape Artist +12, Intimidate +12, 
  Hide +18, Knowledge (Local: Iuz’s Border States) +15, 
  Knowledge (Planes) +15, Listen +26, Move Silently 
  +18, Search +18, Spellcraft +11, Spot +26, Survival +12 
  (+14 following tracks), Use Rope +12 (+14 with 
  bindings); Ability Focus (paralyzing aura), Multiattack, 
  Power Attack, Track. 
   
  Death Gaze (Sp): 1/day - Death, range 30 ft., 
  Fortitude DC 19 negates. Once per day, a greater 
  nabassu can make a targeted gaze attack against one 
  target. Humanoids that die from their attack are 
  transformed into ghasts 24 hours later. The save DC is 
  Charisma-based. 
   
  Energy Drain (Su): Living creatures hit by a 
  greater nabassu’s claws gain two negative levels. The 
  DC is 19 for the Fortitude save to remove a negative 
  level. The save DC is Charisma-based. For each such 
  negative level bestowed the greater nabassu gains 5 
  temporary hit points. 
   
  Feed (Su): When a nabassu slays a humanoid 
  opponent on a plane other than the Abyss, it can feed 
  on the corpse, devouring both flesh and life force, as a 
  full round action. Feeding destroys the victim’s body 
  and prevents any form of raising or resurrection that 
  requires part of the corpse. There is a 50% chance that a 
  wish, miracle, or true resurrection spell can restore a 
  devoured victim to life. Check once for each destroyed 
  creature. If the check fails, the creature cannot be 
  brought back to life by mortal magic. 
   
  A nabassu advances in Hit Dice by consuming 
  corpses in this fashion. For every four suitable corpses 
  a nabassu devours, it gains 1 Hit Die and its Strength, 
  Constitution, and natural armor increase by 1. Its 
  attack bonus and saves improve as normal for an 
  outsider of its Hit Dice and it gains skill points, feats, 
  and ability score improvements normally. The nabassu 
  Playing Both Sides 
   
  Page 23 
  
  only advances by consuming the corpses of creatures 
  whose Hit Dice are equal to or greater than its own 
  current total. A nabassu that reaches 11 Hit Dice 
  through feeding becomes a greater nabassu upon 
  completion of the act. A greater nabassu can reach a 
  maximum of 21 Hit Dice through feeding. 
   
  Paralyzing Aura (Su): Any living creature coming 
  within 10 ft. of a greater nabassu must succeed on a 
  Fortitude save (DC 21) or be paralyzed for 1d10 rounds. 
  A creature that succeeds is immune to that same 
  greater nabassu’s paralyzing aura for 24 hours. The save 
  DC is Charisma-based. 
   
  Spell-like Abilities: At will – darkness, silence, 
  vampiric touch. 2/day – ethereal jaunt (self plus 50 
  pounds of objects only). Caster level equals the greater 
  nabassu’s HD. 
   
  Summon Tanar’ri (Sp): Three times per day a 
  greater nabassu can attempt to summon 2d6 dretches 
  or 1 greater nabassu with a 35% chance of success. This 
  is the equivalent of a 3
  rd-level spell. 
   
  Skills: Greater nabassu have a +8 racial bonus on 
  Listen and Spot checks. 
   
    
    
   
  Playing Both Sides 
   
  Page 24 
  
  APL 14 
  Encounter Two 
  Pieno (Criança): CR 14; Medium Undead (Chaotic, 
  Evil, Extraplanar); HD 16d12; hp 104; Init +7; Spd 30 
  ft., fly 90 ft. (good); AC 29 (touch 13, flat-footed 26) [+3 
  Dex, +16 Natural]; BA/G 8/+13; Atk +14 melee (1d8+5 
  and 2d8 fire, slam); Full Atk +14 melee (1d8+5 and 2d8 
  fire, 2 slams), +8 melee (1d6+2, wing buffet); 
  Face/Reach 5 ft./10 ft.; SA Breath weapon, incinerate, 
  spell-like abilities; SQ Damage reduction 10/good, 
  dismissive turning, immune to electricity, resistance to 
  acid 10, cold 10, fire 10, and sonic 10, telepathy 100 ft., 
  turn resistance +4; SR 25; AL CE; SV Fort +5, Ref +8, 
  Will +10; Str 20, Dex 16, Con -, Int 15, Wis 10, Cha 15. 
   
  Skills and Feats: Concentration +21, Hide +24, 
  Knowledge (arcana) +23, Knowledge (planes) +23, 
  Move Silently +24, Spellcraft +24; Dodge, Flyby Attack, 
  Improved Flyby Attack, Improved Initiative, Mobility, 
  Danger Sense. 
   
  Incinerate (Su): As a full round action, two or 
  more criança may incinerate a helpless body with 
  which they are in contact. This incineration superheats 
  the body, leaving nothing more than a pile of grey 
  dust. This is considered a death effect; hence, an 
  incinerated creature cannot be raised. A resurrection or 
  true resurrection spell is needed to bring an affected 
  creature back to life. 
   
  Spell-like Abilities: At will – bull’s strength, cat’s 
  grace, displacement, sonic flame strike. Caster level 
  16
  th. 
   
  Breath Weapon (Ex): 30-foot cone, once every 
  1d4 rounds, 8d6 in fire damage and 8d6 in sonic 
  damage, Reflex 18 for half damage. 
   
  Dismissive Turning (Su): Criança who are turned 
  or destroyed by a cleric channeling positive energy are 
  instead banished to the Abyss. If they are currently on 
  the Abyss, they are affected normally. 
   
  *Sonic Flame Strike (Sp): The pieno’s flame 
  strike is different than normal. Instead of dealing half 
  fire damage and half divine damage, it deals half fire 
  damage and half sonic damage. 
   
  Possessions: Gauntlets of leeched essence, Dorakaa 
  refuge wishbone, pendant of breath. 
   
  Pieno Commander: CR 17; Large Undead (Chaotic, 
  Evil, Extraplanar); HD 25d12; hp 162; Init +9; Spd 30 
  ft., fly 90 ft. (good); AC 37 (touch 14, flat-footed 32) [+5 
  Dex, +23 Natural, -1 Size]; BA/G 12/+24; Atk +20 melee 
  (2d6+8 and 4d8 fire, slam); Full Atk +20 melee (2d6+8 
  and 4d8 fire, 2 slams), +14 melee (1d8+4, wing buffet); 
  Face/Reach 10 ft./15 ft.; SA Breath weapon, incinerate, 
  spell-like abilities; SQ Damage reduction 10/good, 
  dismissive turning, energy admixture, immune to 
  electricity, resistance to acid 10, cold 10, fire 10, and 
  sonic 10, telepathy 200 ft., turn resistance +4; SR 28; AL 
  CE; SV Fort +8, Ref +13, Will +14; Str 22 (26), Dex 16 
  (20), Con -, Int 16, Wis 10, Cha 14. 
   
  Skills and Feats: Concentration +28, Intimidate 
  +28, Knowledge (arcana) +31, Knowledge (planes) +31, 
  Sense Motive +28, Spellcraft +33, Survival +28 (+30 on 
  other planes); Dodge, Empower Spell-Like Ability 
  (sonic flame strike), Flyby Attack, Improved Flyby 
  Attack, Improved Initiative, Mobility, Danger Sense, 
  Quicken Spell-Like Ability (sonic flame strike), Track. 
   
  Incinerate (Su): As a full round action, two or 
  more criança may incinerate a helpless body with 
  which they are in contact. This incineration superheats 
  the body, leaving nothing more than a pile of grey 
  dust. This is considered a death effect; hence, an 
  incinerated creature cannot be raised. A resurrection or 
  true resurrection spell is needed to bring an affected 
  creature back to life. 
   
  Spell-like Abilities: At will – bull’s strength, cat’s 
  grace, displacement, sonic flame strike. Caster level 
  25
  th. 
   
  Breath Weapon (Ex): 30-foot cone, once every 
  1d4 rounds, 12d6 fire 12d6 sonic damage, Reflex DC 22 
  for half damage. 
   
  Bolstering Aura (Su): Pieno Commanders have 
  the ability to bolster all nearby criança. Any criança 
  within 60 feet of a Pieno Commander may use the 
  Commander’s hit dice instead of its own when 
  determining the effects of turning checks. 
   
  Dismissive Turning (Su): Criança who are turned 
  or destroyed by a cleric channeling positive energy are 
  instead banished to the Abyss. If they are currently on 
  the Abyss, they are affected normally. 
   
  *Sonic Flame Strike (Sp): The pieno’s flame 
  strike is different than normal. Instead of dealing half 
  fire damage and half divine damage, it deals half fire 
  damage and half sonic damage. 
   
  Possessions: Gauntlets of leeched essence, Dorakaa 
  refuge wishbone, pendant of breath. 
   
  Greater Nabassu, Advanced: CR 15; Medium 
  Outsider (Chaotic, Evil, Extraplanar, Tanar’ri); HD 
  19d8+209; hp 294; Init +4; Spd 30 ft., fly 60 ft. (average); 
  AC 31 (touch 14, flat-footed 27) [+4 Dex, +17 Natural]; 
  BA/G +19/+30; Atk +30 melee (1d4+11 plus energy 
  drain, claw); Full Atk +30 melee (1d4+11 plus energy 
  drain, 2 claws), +28 melee (1d8+5, bite); Face/Reach 5 
  ft./5 ft.; SA Death gaze, energy drain, feed, paralyzing 
  aura, sneak attack +2d6, spell-like abilities, summon 
  tanar’ri; SQ Damage reduction 10/cold iron or good, 
  immune to electricity and poison, resistance to acid 10, 
  cold 10, and fire 10, telepathy 100 ft.; SR 25; AL CE; SV 
  Playing Both Sides 
   
  Page 25 
  
  Fort +22, Ref +15, Will +15; Str 32, Dex 18, Con 32, Int 
  18, Wis 18, Cha 18. 
   
  Skills and Feats: Bluff +15, Concentration +26, 
  Diplomacy +23, Escape Artist +12, Intimidate +12, 
  Hide +22, Knowledge (Local: Iuz’s Border States) +16, 
  Knowledge (Planes) +16, Listen +30, Move Silently 
  +22, Search +22, Spellcraft +11, Spot +30, Survival +13 
  (+14 following tracks), Use Rope +12 (+14 with 
  bindings); Ability Focus (death gaze), Ability Focus 
  (paralyzing aura), Improved Flight, Multiattack, Power 
  Attack, Quicken Spell-Like Ability (vampiric touch), 
  Track. 
   
  Death Gaze (Sp): 1/day - Death, range 30 ft., 
  Fortitude DC 25 negates. Once per day, a greater 
  nabassu can make a targeted gaze attack against one 
  target. Humanoids that die from their attack are 
  transformed into ghasts 24 hours later. The save DC is 
  Charisma-based. 
   
  Energy Drain (Su): Living creatures hit by a 
  greater nabassu’s claws gain two negative levels. The 
  DC is 23 for the Fortitude save to remove a negative 
  level. The save DC is Charisma-based. For each such 
  negative level bestowed the greater nabassu gains 5 
  temporary hit points. 
   
  Feed (Su): When a nabassu slays a humanoid 
  opponent on a plane other than the Abyss, it can feed 
  on the corpse, devouring both flesh and life force, as a 
  full round action. Feeding destroys the victim’s body 
  and prevents any form of raising or resurrection that 
  requires part of the corpse. There is a 50% chance that a 
  wish, miracle, or true resurrection spell can restore a 
  devoured victim to life. Check once for each destroyed 
  creature. If the check fails, the creature cannot be 
  brought back to life by mortal magic. 
   
  A nabassu advances in Hit Dice by consuming 
  corpses in this fashion. For every four suitable corpses 
  a nabassu devours, it gains 1 Hit Die and its Strength, 
  Constitution, and natural armor increase by 1. Its 
  attack bonus and saves improve as normal for an 
  outsider of its Hit Dice and it gains skill points, feats, 
  and ability score improvements normally. The nabassu 
  only advances by consuming the corpses of creatures 
  whose Hit Dice are equal to or greater than its own 
  current total. A nabassu that reaches 11 Hit Dice 
  through feeding becomes a greater nabassu upon 
  completion of the act. A greater nabassu can reach a 
  maximum of 21 Hit Dice through feeding. 
   
  Paralyzing Aura (Su): Any living creature coming 
  within 10 ft. of a greater nabassu must succeed on a 
  Fortitude save (DC 25) or be paralyzed for 1d10 rounds. 
  A creature that succeeds is immune to that same 
  greater nabassu’s paralyzing aura for 24 hours. The save 
  DC is Charisma-based. 
   
  Spell-like Abilities: At will – darkness, silence, 
  vampiric touch. 2/day – ethereal jaunt (self plus 50 
  pounds of objects only). Caster level equals the greater 
  nabassu’s HD. 
   
  Summon Tanar’ri (Sp): Three times per day a 
  greater nabassu can attempt to summon 2d6 dretches 
  or 1 greater nabassu with a 35% chance of success. This 
  is the equivalent of a 3
  rd-level spell. 
   
  Skills: Greater nabassu have a +8 racial bonus on 
  Listen and Spot checks. 
   
    
   
  Playing Both Sides 
   
  Page 26 
  
  APL 16 
  Encounter Two 
  Pieno, Advanced (Criança): CR 17; Large Undead 
  (Chaotic, Evil, Extraplanar); HD 26d12; hp 169; Init +9; 
  Spd 30 ft., fly 90 ft. (good); AC 38 (touch 14, flat-footed 
  33) [+5 Dex, +24 Natural, -1 Size]; BA/G 13/+26; Atk 
  +21 melee (3d6+8 and 4d8 fire, slam); Full Atk +21 
  melee (3d6+8 and 4d8 fire, 2 slams), +16 melee (1d8+4, 
  wing buffet); Face/Reach 10 ft./15 ft.; SA Breath 
  weapon, incinerate, spell-like abilities; SQ Damage 
  reduction 
  10/good, 
  dismissive 
  turning, 
  energy 
  admixture, immune to electricity, resistance to acid 10, 
  cold 10, fire 10, and sonic 10, telepathy 100 ft., turn 
  resistance +4; SR 28; AL CE; SV Fort +8, Ref +11, Will 
  +15; Str 23 (27), Dex 16 (20), Con -, Int 15, Wis 10, Cha 
  14. 
   
  Skills and Feats: Concentration +29, Hide +30, 
  Knowledge (arcana) +31, Knowledge (planes) +31, 
  Move Silently +30, Spellcraft +33; Dodge, Empower 
  Spell-Like Ability (sonic flame strike), Flyby Attack, 
  Improved Flyby Attack, Improved Initiative, Improved 
  Natural Attack (slam), Mobility, Danger Sense, 
  Quicken Spell-Like Ability (sonic flame strike). 
   
  Incinerate (Su): As a full round action, two or 
  more criança may incinerate a helpless body with 
  which they are in contact. This incineration superheats 
  the body, leaving nothing more than a pile of grey 
  dust. This is considered a death effect; hence, an 
  incinerated creature cannot be raised. A resurrection or 
  true resurrection spell is needed to bring an affected 
  creature back to life. 
   
  Spell-like Abilities: At will – bull’s strength, cat’s 
  grace, displacement, sonic flame strike*. Caster level 
  27
  th. 
   
  Breath Weapon (Ex): 30-foot cone, once every 
  1d4 rounds, 13d6 fire and 13d6 sonic damage, Reflex 
  DC 23 for half damage. 
   
  Dismissive Turning (Su): Criança who are turned 
  or destroyed by a cleric channeling positive energy are 
  instead banished to the Abyss. If they are currently on 
  the Abyss, they are affected normally. 
   
  *Sonic Flame Strike (Sp): The pieno’s flame 
  strike is different than normal. Instead of dealing half 
  fire damage and half divine damage, it deals half fire 
  damage and half sonic damage. 
   
   
  Possessions: Gauntlets of leeched essence, 
  Dorakaa refuge wishbone, pendant of breath. 
   
  Pieno Commander: CR 17; Large Undead (Chaotic, 
  Evil, Extraplanar); HD 25d12; hp 162; Init +9; Spd 30 
  ft., fly 90 ft. (good); AC 37 (touch 14, flat-footed 32) [+5 
  Dex, +23 Natural, -1 Size]; BA/G 12/+24; Atk +20 melee 
  (2d6+8 and 4d8 fire, slam); Full Atk +20 melee (2d6+8 
  and 4d8 fire, 2 slams), +14 melee (1d8+4, wing buffet); 
  Face/Reach 10 ft./15 ft.; SA Breath weapon, incinerate, 
  spell-like abilities; SQ Damage reduction 10/good, 
  dismissive turning, energy admixture, immune to 
  electricity, resistance to acid 10, cold 10, fire 10, and 
  sonic 10, telepathy 200 ft., turn resistance +4; SR 28; AL 
  CE; SV Fort +8, Ref +13, Will +14; Str 22 (26), Dex 16 
  (20), Con -, Int 16, Wis 10, Cha 14. 
   
  Skills and Feats: Concentration +28, Intimidate 
  +28, Knowledge (arcana) +31, Knowledge (planes) +31, 
  Sense Motive +28, Spellcraft +33, Survival +28 (+30 on 
  other planes); Dodge, Empower Spell-Like Ability 
  (sonic flame strike), Flyby Attack, Improved Flyby 
  Attack, Improved Initiative, Mobility, Danger Sense, 
  Quicken Spell-Like Ability (sonic flame strike), Track. 
   
  Incinerate (Su): As a full round action, two or 
  more criança may incinerate a helpless body with 
  which they are in contact. This incineration superheats 
  the body, leaving nothing more than a pile of grey 
  dust. This is considered a death effect; hence, an 
  incinerated creature cannot be raised. A resurrection or 
  true resurrection spell is needed to bring an affected 
  creature back to life. 
   
  Spell-like Abilities: At will – bull’s strength, cat’s 
  grace, displacement, sonic flame strike*. Caster level 
  25
  th. 
   
  Breath Weapon (Ex): 30-foot cone, once every 
  1d4 rounds, 12d6 fire 12d6 sonic damage, Reflex DC 22 
  for half damage. 
   
  Bolstering Aura (Su): Pieno Commanders have 
  the ability to bolster all nearby criança. Any criança 
  within 60 feet of a Pieno Commander may use the 
  Commander’s hit dice instead of its own when 
  determining the effects of turning checks. 
   
  Dismissive Turning (Su): Criança who are turned 
  or destroyed by a cleric channeling positive energy are 
  instead banished to the Abyss. If they are currently on 
  the Abyss, they are affected normally. 
   
  *Sonic Flame Strike (Sp): The pieno’s flame 
  strike is different than normal. Instead of dealing half 
  fire damage and half divine damage, it deals half fire 
  damage and half sonic damage. 
   
  Possessions: Gauntlets of leeched essence, Dorakaa 
  refuge wishbone, pendant of breath. 
   
  Greater Nabassu, Advanced: CR 15; Medium 
  Outsider (Chaotic, Evil, Extraplanar, Tanar’ri); HD 
  14d8+112; hp 175; Init +4; Spd 30 ft., fly 60 ft. (good); 
  AC 27 (touch 14, flat-footed 20) [+4 Dex, +13 Natural]; 
  BA/G +14/+23; Atk +23 melee (1d4+9 plus energy 
  drain, claw); Full Atk +23 melee (1d4+9 plus energy 
  drain, 2 claws), +21 melee (1d8+4, bite); Face/Reach 5 
  ft./5 ft.; SA Death gaze, energy drain, feed, paralyzing 
  aura, sneak attack +2d6, spell-like abilities, summon 
  Playing Both Sides 
   
  Page 27 
  
  tanar’ri; SQ Damage reduction 10/cold iron or good, 
  immune to electricity and poison, resistance to acid 10, 
  cold 10, and fire 10, telepathy 100 ft.; SR 25; AL CE; SV 
  Fort +17, Ref +13, Will +13; Str 28, Dex 18, Con 27, Int 
  18, Wis 18, Cha 18. 
   
  Skills and Feats: Bluff +15, Concentration +26, 
  Diplomacy +23, Escape Artist +12, Intimidate +12, 
  Hide +22, Knowledge (Local: Iuz’s Border States) +16, 
  Knowledge (Planes) +16, Listen +30, Move Silently 
  +22, Search +22, Spellcraft +11, Spot +30, Survival +13 
  (+14 following tracks), Use Rope +12 (+14 with 
  bindings); Ability Focus (death gaze), Ability Focus 
  (paralyzing aura), Improved Flight, Multiattack, Power 
  Attack, Quicken Spell-Like Ability (vampiric touch), 
  Track. 
   
  Death Gaze (Sp): 1/day - Death, range 30 ft., 
  Fortitude DC 23 negates. Once per day, a greater 
  nabassu can make a targeted gaze attack against one 
  target. Humanoids that die from their attack are 
  transformed into ghasts 24 hours later. The save DC is 
  Charisma-based. 
   
  Energy Drain (Su): Living creatures hit by a 
  greater nabassu’s claws gain two negative levels. The 
  DC is 21 for the Fortitude save to remove a negative 
  level. The save DC is Charisma-based. For each such 
  negative level bestowed the greater nabassu gains 5 
  temporary hit points. 
   
  Feed (Su): When a nabassu slays a humanoid 
  opponent on a plane other than the Abyss, it can feed 
  on the corpse, devouring both flesh and life force, as a 
  full round action. Feeding destroys the victim’s body 
  and prevents any form of raising or resurrection that 
  requires part of the corpse. There is a 50% chance that a 
  wish, miracle, or true resurrection spell can restore a 
  devoured victim to life. Check once for each destroyed 
  creature. If the check fails, the creature cannot be 
  brought back to life by mortal magic. 
   
  A nabassu advances in Hit Dice by consuming 
  corpses in this fashion. For every four suitable corpses 
  a nabassu devours, it gains 1 Hit Die and its Strength, 
  Constitution, and natural armor increase by 1. Its 
  attack bonus and saves improve as normal for an 
  outsider of its Hit Dice and it gains skill points, feats, 
  and ability score improvements normally. The nabassu 
  only advances by consuming the corpses of creatures 
  whose Hit Dice are equal to or greater than its own 
  current total. A nabassu that reaches 11 Hit Dice 
  through feeding becomes a greater nabassu upon 
  completion of the act. A greater nabassu can reach a 
  maximum of 21 Hit Dice through feeding. 
   
  Paralyzing Aura (Su): Any living creature coming 
  within 10 ft. of a greater nabassu must succeed on a 
  Fortitude save (DC 23) or be paralyzed for 1d10 rounds. 
  A creature that succeeds is immune to that same 
  greater nabassu’s paralyzing aura for 24 hours. The save 
  DC is Charisma-based. 
   
  Spell-like Abilities: At will – darkness, silence, 
  vampiric touch. 2/day – ethereal jaunt (self plus 50 
  pounds of objects only). Caster level equals the greater 
  nabassu’s HD. 
   
  Summon Tanar’ri (Sp): Three times per day a 
  greater nabassu can attempt to summon 2d6 dretches 
  or 1 greater nabassu with a 35% chance of success. This 
  is the equivalent of a 3
  rd-level spell. 
   
  Skills: Greater nabassu have a +8 racial bonus on 
  Listen and Spot checks. 
   
    
  Playing Both Sides 
   
  Page 28 
  
  Appendix 2 – New Rules 
  Danger Sense [General] 
  You are one twitchy individual. 
   
  Prerequisite: Improved Initiative. 
    
  Benefit: Once per day, you can reroll an initiative 
  check you have just made. You use the better of your 
  two rolls. You must decide to reroll before the round 
  starts. 
   
  Complete Adventurer, page 106. 
   
  Improved Flight [General] 
  You gain greater maneuverability when flying than you 
  would normally have. 
   
  Prerequisite: Ability to fly (naturally, magically, 
  or through shapechanging). 
    
  Benefit: Your maneuverability class while flying 
  improves by one step – clumsy to poor, poor to average, 
  average to good, or good to perfect. 
   
  Complete Adventurer, page 110. 
   
  Improved Flyby Attack [General] 
  You can attack on the wing with increased mobility. 
   
  Prerequisite: Fly speed, Dodge, Flyby Attack, 
  Mobility. 
    
  Benefit: When flying, you can take a move action 
  (including a dive) and another standard action at any 
  point during the move. If this standard action is an 
  attack, you incur no attacks of opportunity for moving 
  through areas threatened by your target. You cannot 
  take a second move action during a round when you 
  make a flyby attack. 
   
  Normal: Without this feat, you can take a 
  standard action either before or after your move. Even 
  with the Flyby Attack feat, you incur attacks of 
  opportunity for moving through areas threatened by 
  the target of your flyby attack. 
   
  Savage Species, page 36. 
   
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
    
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Improved 
  Toughness as one of his fighter bonus feats. 
   
  Complete Warrior, page 101. 
   
  PIENO (CRIANÇA) 
  Medium Undead (Chaotic, Evil, Extraplanar) 
  Hit Dice: 12d12 (78 hp) 
  Initiative: +7 
  Speed: 30 ft., fly 90 ft. (good)  
  AC: 29 (+16 natural, +3 Dex), touch 13, flat-footed 26 
  Base Attack/Grapple: +6/+11 
  Attack: Slam +11 melee (1d8+5 plus 2d8 fire) 
  Full Attack: 2 slams +11 melee (1d8+5 plus 2d8 fire) 
  and wing buffet +9 melee (1d6+2) 
  Space/Reach: 5 ft./ 10 ft. 
  Special Attacks: Breath weapon, incinerate, sonic 
  flame strike, spell-like abilities 
  Special 
  Qualities: 
  Damage 
  reduction 
  10/good, 
  dismissive 
  turning, 
  immune 
  to 
  electricity, 
  resistance to acid 10, cold 10, fire 10, and sonic 10, 
  SR 25, telepathy 100 ft., turn resistance +4 
  Saves: Fort +5, Ref +8, Will +10 
  Abilities: Str 20, Dex 16, Con -, Int 15, Wis 10, Cha 15 
  Skills: Concentration +21, Hide +24, Knowledge 
  (arcana) +23, Knowledge (planes) +23, Move 
  Silently +24, Spellcraft +24 
  Feats: Dodge, Flyby Attack, Improved Flyby Attack, 
  Improved Initiative, Mobility 
  Climate/Terrain: Any land or underground 
  Organization: Solitary or gang (2-4) 
  Challenge Rating: 13 
  Treasure: Pendant of Breath or None 
  Alignment: Always chaotic evil 
  Advancement: 12-24 HD (Medium); 25-36 HD (Large) 
   
  Criança appear to be teenaged human children 
  wreathed in flame, though they are completely 
  genderless. Tough, pale skin covers their skinny bodies 
  and black, feathery wings sprout from their backs. 
  Sharp fangs protrude from their mouths and milky red 
  eyes notice everything around them. 
   
  Combat 
  Criança prefer to cast displacement early in combat in 
  order to protect themselves from physical attacks, 
  against which they are particularly weak. They then try 
  to keep their distance using their flight and superior 
  maneuverability while casting flame strike. If their 
  flame strike proves ineffective, they will use their slam 
  attacks, utilizing Improved Flyby Attack. If forced to 
  the ground, criança prefer to use their breath weapon, 
  using melee attacks as a last resort. 
   
  Breath Weapon (Ex): 30-foot cone, once every 
  1d4 rounds, ½ the criança’s hit dice of d6 in fire 
  damage and ½ the criança’s hit dice of d6 in sonic 
  damage, Reflex 10 + ½ the criança’s hit dice for half 
  damage. 
   
  Dismissive Turning (Su): Criança who are turned 
  or destroyed by a cleric channeling positive energy are 
  Playing Both Sides 
   
  Page 29 
  
  instead banished to the Abyss. If they are currently on 
  the Abyss, they are affected normally. 
   
  Incinerate (Su): As a full round action, two or 
  more criança may incinerate a helpless body with 
  which they are in contact. This incineration superheats 
  the body, leaving nothing more than a pile of grey 
  dust. This is considered a death effect; hence, an 
  incinerated creature cannot be raised. A resurrection or 
  true resurrection spell is needed to bring an affected 
  creature back to life. 
   
  *Sonic Flame Strike (Sp): The pieno’s flame 
  strike is different than normal. Instead of dealing half 
  fire damage and half divine damage, it deals half fire 
  damage and half sonic damage. 
   
  Spell-like Abilities: At will – bull’s strength, cat’s 
  grace, displacement, flame strike*. Caster level 12
  th. 
   
  PIENO COMMANDER  
  Large Undead (Chaotic, Evil, Extraplanar) 
  Hit Dice: 25d12 (162 hp) 
  Initiative: +7 
  Speed: 30 ft., fly 90 ft. (good)  
  AC: 28 (-1 size, +16 natural, +3 Dex), touch 12, flat-
  footed 25 
  Base Attack/Grapple: +12/+22 
  Attack: Slam +17 melee (2d6+6 plus 4d8 fire) 
  Full Attack: 2 slams +17 melee (2d6+6 plus 4d8 fire) 
  and wing buffet +12 melee (1d8+2) 
  Space/Reach: 10 ft./ 15 ft. 
  Special Attacks: Breath weapon, incinerate, sonic 
  flame strike, spell-like abilities 
  Special Qualities: Bolstering Aura, damage reduction 
  10/good, 
  dismissive 
  turning, 
  immune 
  to 
  electricity, resistance to acid 10, cold 10, fire 10, 
  and sonic 10, SR 28, telepathy 200 ft., turn 
  resistance +4 
  Saves: Fort +8, Ref +11, Will +14 
  Abilities: Str 22, Dex 16, Con -, Int 16, Wis 10, Cha 15 
  Skills: Concentration +28, Intimidate +28, Knowledge 
  (arcana) +31, Knowledge (planes) +31, Sense 
  Motive +28, Spellcraft +33, Survival +28 (+30 on 
  other planes) 
  Feats: Dodge, Empower Spell-Like Ability (sonic flame 
  strike), Flyby Attack, Improved Flyby Attack, 
  Improved Initiative, Mobility, Danger Sense, 
  Quicken Spell-Like Ability (sonic flame strike), 
  Track 
  Climate/Terrain: Any land or underground 
  Organization: Solitary 
  Challenge Rating: 17 
  Treasure: Pendant of Breath or None 
  Alignment: Always chaotic evil 
  Advancement: 25-36 HD (Large) 
   
  Pieno Commander Criança appear to be sickeningly 
  overdeveloped teenaged human children wreathed in 
  flame, though they are completely genderless. Tough, 
  pale skin covers their disproportionate bodies and 
  black, feathery wings sprout from their backs. Sharp 
  fangs protrude from their mouths and milky red eyes 
  notice everything around them. 
   
  Combat 
  Criança prefer to cast displacement early in combat in 
  order to protect themselves from physical attacks, 
  against which they are particularly weak. They then try 
  to keep their distance using their flight and superior 
  maneuverability while casting flame strike. If their 
  flame strike proves ineffective, they will use their slam 
  attacks, utilizing Improved Flyby Attack. If forced to 
  the ground, criança prefer to use their breath weapon, 
  using melee attacks as a last resort. 
   
  Bolstering Aura (Su): Pieno Commanders have 
  the ability to bolster all nearby criança. Any criança 
  within 100 feet of a Pieno Commander may use the 
  Commander’s hit dice instead of its own when 
  determining the effects of turning checks. 
   
  Breath Weapon (Ex): 30-foot cone, once every 
  1d4 rounds, ½ the criança’s hit dice of d6 in fire 
  damage and ½ the criança’s hit dice of d6 in sonic 
  damage, Reflex 10 + ½ the criança’s hit dice for half 
  damage. 
   
  Dismissive Turning (Su): Criança who are turned 
  or destroyed by a cleric channeling positive energy are 
  instead banished to the Abyss. If they are currently on 
  the Abyss, they are affected normally. 
   
  Incinerate (Su): As a full round action, two or 
  more criança may incinerate a helpless body with 
  which they are in contact. This incineration superheats 
  the body, leaving nothing more than a pile of grey 
  dust. This is considered a death effect; hence, an 
  incinerated creature cannot be raised. A resurrection or 
  true resurrection spell is needed to bring an affected 
  creature back to life. 
   
  *Sonic Flame Strike (Sp): The pieno’s flame 
  strike is different than normal. Instead of dealing half 
  fire damage and half divine damage, it deals half fire 
  damage and half sonic damage. 
   
  Spell-like Abilities: At will – bull’s strength, cat’s 
  grace, displacement, flame strike*. Caster level 25
  th. 
   
  NABASSU 
  Medium Outsider (Chaotic, Evil, Extraplanar, 
  Tanar’ri) 
  Hit Dice: 7d8+28 (59 hp) 
  Initiative: +4 
  Speed: 30 ft., fly 60 ft. (average)  
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  AC: 19 (+5 natural, +4 Dex), touch 14, flat-footed 13 
  Base Attack/Grapple: +7/+11 
  Attack: Claw +11 melee (1d4+4) 
  Full Attack: 2 claws +11 melee (1d4+4) and bite +9 
  melee (1d8+2) 
  Space/Reach: 5 ft./ 5 ft. 
  Special Attacks: Death gaze, feed, sneak attack +2d6, 
  spell-like abilities. 
  Special Qualities: Damage reduction 10/cold iron or 
  good, immune to electricity and poison, resistance 
  to acid 10, cold 10, and fire 10, SR 17, telepathy 
  100 ft. 
  Saves: Fort +9, Ref +9, Will +7 
  Abilities: Str 19, Dex 18, Con 19, Int 14, Wis 14, Cha 
  14 
  Skills: Bluff +7, Concentration +10, Diplomacy +4, 
  Escape Artist +10, Intimidate +8, Hide +14, 
  Knowledge (Local)(Any one) +7, Knowledge 
  (Planes) +7, Listen +20, Move Silently +14, Search 
  +12, Spellcraft +7, Spot +20, Survival +8 (+10 
  following tracks), Use Rope +10 (+12 with 
  bindings). 
  Feats: Multiattack, Power Attack, Track 
  Climate/Terrain: Infinite Layers of the Abyss 
  (Torremor) 
  Organization: Solitary or gang (3-5) 
  Challenge Rating: 6 
  Treasure: Standard 
  Alignment: Always chaotic evil 
  Advancement: Special (see below) 
   
  Nabassu are creatures spawned in the Abyss but 
  nurtured on other planes, where they grow and gain 
  power by slaying and devouring humans. 
   
  Nabassu, unmistakably fiends, are gargoylish in 
  appearance, standing 7 feet tall. They are gaunt with 
  leathery skin and wings, tightly corded muscles, long 
  claws on hands and feet, steely grey eyes, and a wide 
  mouth lined with sharp fangs. 
   
  Nabassu are a scourge of humanity. They are the 
  only fiends that live a part of their lives on a foreign 
  plane. Unlike other tanar’ri, nabassu seem to have no 
  place in the Blood War. Once they return to the Abyss 
  from their tour of carnage on the Prime Material, they 
  will reside in one of the fortresses of the Abyss for the 
  rest of their immortal existence. 
   
  Combat 
   
  A nabassu’s natural weapons, as well as any 
  weapons it wields, are treated as chaotic-aligned and 
  evil-aligned for the purpose of overcoming damage 
  reduction. Its natural weapons are treated as magic 
  weapons for the purpose of overcoming damage 
  reduction. 
   
  Death Gaze (Sp): 1/day - Death, range 30 ft., 
  Fortitude DC 15 negates. Once per day, a nabassu can 
  make a targeted gaze attack against one target. 
  Humanoids that die from their attack are transformed 
  into ghasts 24 hours later. The save DC is Charisma-
  based. 
   
  Sneak Attack (Ex): A nabassu can make a sneak 
  attack like a rogue, dealing an extra 2d6 points of 
  damage whenever a foe is denied his or her Dexterity 
  bonus or when the nabassu is flanking. 
   
  Feed (Su): When a nabassu slays a humanoid 
  opponent on a plane other than the Abyss, it can feed 
  on the corpse, devouring both flesh and life force, as a 
  full round action. Feeding destroys the victim’s body 
  and prevents any form of raising or resurrection that 
  requires part of the corpse. There is a 50% chance that a 
  wish, miracle, or true resurrection spell can restore a 
  devoured victim to life. Check once for each destroyed 
  creature. If the check fails, the creature cannot be 
  brought back to life by mortal magic. 
   
  A nabassu advances in Hit Dice by consuming 
  corpses in this fashion. For every four suitable corpses 
  a nabassu devours, it gains 1 Hit Die, and its Strength, 
  Constitution, and natural armor increase by +1. Its 
  attack bonus and saves improve as normal for an 
  outsider of its Hit Dice, and it gains skill points, feats, 
  and ability score improvements normally. The nabassu 
  only advances by consuming the corpses of creatures 
  whose Hit Dice are equal to or greater than its own 
  current total. A nabassu who reaches 11 Hit Dice 
  though feeding becomes a Greater Nabassu upon 
  completion of the act. 
   
  Spell-like Abilities: At will – darkness. Caster 
  level equals the nabassu’s Hit Dice. 
   
  Skills: Nabassu have a +8 racial bonus on Listen 
  and Spot checks. 
   
  Source: Planescape - Monstrous Compendium 
  (TSR 2602), converted to D&D 3.5 from 2
  nd Edition. 
   
  GREATER NABASSU 
  Medium Outsider (Chaotic, Evil, Extraplanar, 
  Tanar’ri) 
  Hit Dice: 11d8+66 (115 hp) 
  Initiative: +4 
  Speed: 30 ft., fly 60 ft. (average)  
  AC: 23 (+9 natural, +4 Dex), touch 14, flat-footed 16 
  Base Attack/Grapple: +11/+17 
  Attack: Claw +17 melee (1d4+6 plus energy drain) 
  Full Attack: 2 claws +17 melee (1d4+6 plus energy 
  drain) and bite +15 melee (1d8+3) 
  Space/Reach: 5 ft./ 5 ft. 
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  Special Attacks: Death gaze, energy drain, feed, 
  paralyzing aura, sneak attack +2d6, spell-like 
  abilities, summon tanar’ri 
  Special Qualities: Damage reduction 10/cold iron or 
  good, immune to electricity and poison, resistance 
  to acid 10, cold 10, and fire 10, SR 21, telepathy 
  100 ft. 
  Saves: Fort +13, Ref +11, Will +11 
  Abilities: Str 23, Dex 18, Con 23, Int 18, Wis 18, Cha 
  18 
  Skills: Bluff +14, Concentration +20, Diplomacy +19, 
  Escape Artist +12, Intimidate +12, Hide +18, 
  Knowledge (Local)(Any one) +15, Knowledge 
  (Planes) +15, Listen +26, Move Silently +18, Search 
  +18, Spellcraft +11, Spot +26, Survival +12 (+14 
  following tracks), Use Rope +12 (+14 with 
  bindings). 
  Feats: Ability Focus (paralyzing aura), Multiattack, 
  Power Attack, Track 
  Climate/Terrain: Infinite Layers of the Abyss 
  (Torremor) 
  Organization: Solitary 
  Challenge Rating: 11 
  Treasure: Standard 
  Alignment: Always chaotic evil 
  Advancement: Special (see below) 
   
  A nabassu that reaches 11 Hit Dice through feeding 
  becomes a greater nabassu. A greater nabassu can reach 
  a maximum of 21 Hit Dice through feeding. 
   
  Death Gaze (Sp): 1/day - Death, range 30 ft., 
  Fortitude DC 19 negates. Once per day, a greater 
  nabassu can make a targeted gaze attack against one 
  target. Humanoids that die from their attack are 
  transformed into ghasts 24 hours later. The save DC is 
  Charisma-based. 
   
  Energy Drain (Su): Living creatures hit by a 
  greater nabassu’s claws gain two negative levels. The 
  DC is 19 for the Fortitude save to remove a negative 
  level. The save DC is Charisma-based. For each such 
  negative level bestowed, the greater nabassu gains 5 
  temporary hit points. 
   
  Feed (Su): A greater nabassu can feed, as a 
  nabassu. A greater nabassu can reach a maximum of 21 
  Hit Dice through feeding. 
   
  Paralyzing Aura (Su): Any living creature coming 
  within 10 ft. of a greater nabassu must succeed on a 
  Fortitude save (DC 21) or be paralyzed for 1d10 rounds. 
  A creature that succeeds is immune to that same 
  greater nabassu’s paralyzing aura for 24 hours. The save 
  DC is Charisma-based. 
   
  Spell-Like Abilities: At will – darkness, silence, 
  vampiric touch. 2/day – ethereal jaunt (self plus 50 
  pounds of objects only). Caster level equals the greater 
  nabassu’s HD. 
   
  Summon Tanar’ri (Sp): Three times per day a 
  greater nabassu can attempt to summon 2d6 dretches 
  or 1 greater nabassu with a 35% chance of success. This 
  is the equivalent of a 3
  rd-level spell. 
   
  Skills: Greater nabassu have a +8 racial bonus on 
  Listen and Spot checks. 
   
  Source: Planescape - Monstrous Compendium 
  (TSR 2602), converted to D&D 3.5 from 2
  nd Edition 
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  Appendix 3 – Bright Sentry Locations 
  1. 
  The Harbormaster. This building contains all 
  the information on the ships in the harbor. A 
  dozen guards are here at any given time. They 
  have 
  access 
  to 
  two 
  rowboats. 
  The 
  harbormaster is a Pholtan named Zinder 
  Brightflame. She is a red-haired hag of a 
  woman who seems to have some sort of eye 
  problem as she is always squinting. She 
  appears to be busier than she actually is. 
  2. 
  The Grinning Goblin. This one-level inn is 
  more of a flop house. It has one main bar area 
  and the food is VERY simple. There is a 
  massive second room with common cots 
  available. Outside is a sign “Pig roast tonight!” 
  It can sleep 20 at a time. The staff says the 
  owner is looking at ‘building on’. The owner 
  is a grubby ex-sailor named Morty of mixed 
  blood. They actually don’t have any pig – the 
  sign is old. They do have a pretty lousy stew 
  and weak beer. This flop house is a VERY 
  rough and tumble establishment. Anyone 
  who paid more than adventurer’s standard for 
  upkeep have a -2 penalty on all social 
  interaction (charisma based) skill checks and 
  (condescendingly) are referred to as “milord” 
  or “milady”. 
  3. 
  Open Spirit Meeting Hall. This wood 
  building is 20 ft by 20 ft. It has very little 
  furniture inside including a couple of cots. 
  There are food and medical supplies stacked 
  neatly in the room. The main person running 
  this is a Suel-mixed human named Shadswen. 
  Shadswen’s mission is to provide relief to the 
  survivors of the goblin invasion, but the 
  citizens of the town do not let him in because 
  they say the Open Spirit caused the plague. 
  He distributes the food and medicine to those 
  citizens 
  desperate 
  enough 
  to 
  come 
  out of the city walls for assistance. 
  4. 
  General Store. This building has anything in 
  the general equipment section of the Players 
  Handbook table 7-8 that costs 99 gp or less. 
  The exception is Alchemist’s Fire. He has 
  completely sold out! However the prices are 
  exorbitant (+50% over book prices). The 
  proprietor, Melvilium, is a very slick Flan 
  male of medium age. 
  5. 
  Church of Pholtus. This is more of a one room 
  building than an actual church. It is circular 
  and built of stone. It is run by an intense 
  looking woman. She is about 5 and ½ feet tall, 
  and has short blond hair. She is wearing 
  simple robes and carries a simple looking oak 
  quarterstaff. Tucked in her waist band is a 
  metal holy symbol: a full moon with a 
  crescent moon over the top (Religion or 
  Intelligence check DC 10 reveals it to be that 
  of 
  Pholtus). 
  Her 
  name 
  is 
  Filna 
  the 
  Illuminated. Her hands show horrible signs 
  of scarring. A DC 15 Heal check reveals that 
  the scars are from serious burns. In fact, she is 
  a member of the ultra-zealous flambis morti – 
  a local sect of the Pholtan religion that 
  believes in ritual purification through fire 
  (and in fact she plunges her hands into open 
  flames each day!) (See Appendix B or the 
  Shield Lands Metaregional Book for more 
  information on this cult). She should be 
  played as being very friendly to the party, but 
  unflinching that anyone not a Pholtan will 
  ultimately die (“does not the fire burn away 
  the plague?”). 
  6. 
  The Town Walls. Bright Sentry has been 
  walled in. It is manned by guards (war level 1) 
  day and night. The wall is a 20 ft. tall wooden 
  palisade that looks new. There is a very large 
  sign (5 ft tall) on the wall near the gate that 
  says: “No admittance without a pass. 
  Trespassers will be killed.” It is signed by 
  Lord Natan Enerick. 
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  DM Aid 1 – Important NPCs and Locations 
  Redhand 
  Redhand is a former county in the Shield Lands. It was 
  split from them by its ruler, Prince Zeech, in CY 577 
  and later allied with the forces of the Old One in 583. 
  Redhand is likely the most lawful area in the former 
  Combination of Free Lords. Prince Zeech prefers a 
  clean and orderly domain and his men work to 
  maintain that. Redhand has also prospered more than 
  any other area in the Bandit Kingdoms, as it is home to 
  Alhaster, the only deepwater port in the nation.  
   
  Morannon, Barony of 
  Morannon is one of the most fertile regions in 
  Redhand, 
  providing 
  most 
  of 
  the 
  agricultural 
  production for the region. It is currently ruled by 
  Baron Ulik, a priest of Ralishaz known for his 
  unpredictability. As with most lords, his mannerisms 
  have spread to the local populace. The commoners in 
  Morannon are so carefree and hedonistic, that it is a 
  wonder they manage to continue producing as they did 
  before. Abnormality is the norm and practical jokes are 
  a common practice, especially when there are visitors. 
   
  Alhaster 
  Alhaster is the capital of Redhand and the location of 
  the only deepwater port in the Bandit Kingdoms. The 
  city is the cleanest and most orderly in all of the 
  Combination and the citizens seem quite happy with 
  their lot in life. The streets are filled with monuments 
  and fountains, all of which have been white-washed 
  along with the walls to create a gleaming façade. The 
  only residents that do not enjoy life in Alhaster are the 
  Rhenee. They have been persecuted frequently by 
  Zeech and his forces and share no love for the Prince. 
   
  Until recently, Alhaster was a bustling trade city. 
  Ships from Greyhawk, Dyvers, and other cities were 
  frequently seen in port. However, the port was closed 
  in early CY 595 and trade has ceased. The docks have 
  been devoted entirely to refitting old ships in the 
  Redhand fleet and building new warships. 
   
  Bright Sentry 
  Bright Sentry is the backup capital of the Shield Lands 
  located on the isle of Scragholme. Whereas the 
  dominant religion of mainland Shield Lands is 
  Heironeous, Bright Sentry is dominated by Pholtans. 
  Due to the plague in the mainland Shield Lands, Bright 
  Sentry has been closed to most outsiders. The only part 
  of the city accessible to travelers is South Port, a walled 
  harbor with a few necessary buildings. It is a lengthy 
  and difficult process to get clearance from the priests 
  of Pholtus and bureaucrats to gain admittance to the 
  rest of the city. 
   
  Baron Ulik 
  The Baron is a young cleric of Ralishaz. Like most 
  clerics of the Unlooked For, he is a bit mad and 
  unpredictable. He is flighty in his conversation and 
  often interjects thoughts that have no bearing on the 
  situation. He is a fully actualized Divine Oracle, so 
  sometimes his comments will hint at future 
  occurrences. In addition, the Baron is quite mad, 
  having two voices that he converses with regularly, 
  regardless of who might be listening. He became the 
  Baron of Morannon at a young age and some say this 
  has gone to his head. He is cocky and self-assured, 
  paying little heed to social norms and respecting only 
  power. As the Baron of Morannon, he is a vassal of 
  Prince Zeech and, by proxy, of the Old One. The 
  Defenders of Morannon, his hand-picked companions 
  and main defenders of the keep, are some of the most 
  powerful adventurers in the Combination. 
   
  Lord Natan Enerik 
  Lord Natan Enerik is the current Lord of Bright Sentry 
  and member of the Council of Lords. His lordship 
  derives from his guardianship of Simen Sharn, Simen. 
  Natan is a cleric of Pholtus, the dominant religion of 
  Bright Sentry. This puts him at odds with many of the 
  political figures in mainland Shield Lands, where the 
  dominant patron deity is Heironeous. 
   
  Simen Sharn 
  Simen Sharn is a 13 year old boy and custodian of Lord 
  Natan Enerik. When Simen turns 14 next year (CY 
  596), he will begin attending Council of Lords 
  meetings in an advisory manner. In CY 598, when 
  Simen turns 16, he will reach legal majority, claim his 
  title as Lord of Bright Sentry, and be a full member of 
  the Council of Lords. 
   
  Prince Zeech 
  In his youth, Prince Zeech was commonly described as 
  effete. Now in his late 30s, this quality has faded 
  somewhat over the years, though he is still what many 
  would call a dandy. His appearance and mannerisms, 
  however, belie his devotion to the militant Hextor and 
  his well-concealed martial aptitude. Zeech may be the 
  most cultured cleric of Hextor in all of the Flanaess. 
   
  Zeech seems to have a talent for making enemies. 
  He alienated the Shield Lands when he split his nation 
  of Redhand from them in 577, and angered the rest of 
  Playing Both Sides 
   
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  the Flanaess when he allied with the forces of the Old 
  One in 583. Even in the Empire of Iuz he has made 
  enemies. Zeech chafes under the oversight of the 
  Church of Iuz in Balmund and is always suspected of 
  desiring to rebel against Iuz and declare his 
  independence. The clerics keep a close eye on Zeech 
  and report all suspicious activity directly to Dorakaa. 
  He has even managed to spur the creation of an 
  insurgent force known as the Brotherhood of the 
  Sundered Axe. This group is dedicated to the 
  opposition of Prince Zeech and the return of Redhand 
  to the Shield Lands. 
   
  Despite all his enemies, he is quite likable in 
  person. He treats his guests well and is known for his 
  etiquette. Zeech is also respected for his sense of 
  justice, as he rarely allows public injustices of any sort. 
  However, he does maintain a powerful secret police 
  force under the supervision of Lord Elhilbor. 
   
  Elhilbor 
  Lord Elhilbor is the Captain of Zeech’s secret police 
  force. He is extremely charismatic and resourceful, 
  qualities that helped him earn his position. Elhilbor 
  seems to know everything that happens in Redhand, 
  sometimes before the people performing the act know. 
  He keeps Zeech informed constantly, a habit Elhilbor 
  likely knows plays into Zeech’s propensity for micro-
  management. 
  Playing Both Sides 
   
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  DM Aid 2 – Maps 
  Southern Bandit Kingdoms and Shield Lands 
   
   
  Playing Both Sides 
   
  Page 36 
   
  
  Bright Sentry – South Port 
   
  Playing Both Sides 
   
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  Player Handout 1 
   
   
   
   
  Dearest Niece, 
   
  Since last we met, we have made some progress in unraveling what the o l d man has in store for us. It 
  seems he is planning one taking the entire family on a trip to the H e l l furnaces. To prepare for this trip, we 
  need to pick up some supplies and learn about what we might encounter on the way. If you could do me a 
  favor and take care of this for me, I would appreciate it. As you probably remember, I have a hard time leaving 
  the house since I came down with that sickness last year. I have to d r i n k that vile concoction three times a 
  day that I get from that s h a d y dealer down the street. I hear there is a somewhat crazy man in the southern 
  bandit lands that might be able to prepare us for this trip. I believe he’s the head of a large household in 
  Morannon. If you would take care of this, I would really appreciate it. 
  Your Uncle 
   
  Playing Both Sides 
   
  Page 38 
   
  
  Player Handout 2 
  Nabassu have been reported in Redhand. Take a 
  team to run a live test of the forces. Equip them with 
  the recent developments. Use the refuge talismans to 
  return immediately to Dorakaa after completing the 
  mission to give report. The command word for the 
  wishbones is ‘lies.’ Make haste, there is not much 
  time before we begin. 
  Playing Both Sides 
   
  Page 39 
   
  
  Player Handout 3 
   
  Zeech, 
   
  I will pass this information on to appropriate hands. They will assuredly do their best to make things difficult for your 
  public master. It might be nearly time to make a move and declare your independence. I notice it has not been met with 
  any disapproval to your north. 
   
  As you know, the matter with the Council Seat will soon be resolved. Once my position on the Council becomes 
  permanent, my supporters will be able to act within the realm with greater freedom. Obviously, I will work to convince 
  the Council to forgive your past transgressions and support you in that endeavor.  
   
  The Master in Bright Sentry 
   
  Playing Both Sides 
   
  Page 40 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Iuz Border States/595/Normal Scenarios/IUZ5-02 Playing Both Sides (APL 10-16)/IUZ5-02 - Playing Both Sides.pdf