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 the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  IUZ4−01 
   
   
   
   
   
   
   
   
  Dorakaa 
   
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Iuz's Border States Meta-Regional Adventure 
   
   
   
  by Rick Brill 
  Reviewed by Jason Bulmahn 
   
   
  Brave words have brought forth a dire request from those seeking the demise of the Lord of Pain. Now is a 
  hero's chance to do what they have many-times claimed they would ... take the fight to the doorstep of Iuz 
  himself.  
   
  It is strongly recommended that this adventure be played after all previous Machinations plot Iuz meta-regionals. This 
  adventure will run longer than one standard convention slot. 
   
  An event for very foolish or very skilled adventurers (APLs 8 through 16). Characters below 8
  th level play at their own 
  peril.  
   
  Warning: Portions of this adventure are not tiered!! 
   
   
   
  
  IUZ4-01 Dorakaa 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly important 
  passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track movement 
  during combat. This can be as simple as a pad of graph 
  paper and a pencil, as handy as a vinyl grid map and chits, 
  or as elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the topage This makes 
  it easier for the players (and the DM) to keep track of who 
  is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the topage RPGA no longer uses voting 
  for any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  
  IUZ4-01 Dorakaa 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  the Iuz Border-states Metaregion.  Characters native to 
  the Bandit Kingdoms, Furyondy, Highfolk, Perrenland 
  or the Shield Lands 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. 
   
   
  
  IUZ4-01 Dorakaa 
   
  Page 4 
  Adventure Background 
  Portions of this adventure are not tiered, at all. The 
  majority of the events in this module happen in the city 
  of Dorakaa, the center of the power-base that is the 
  Empire of Iuz. Mistakes by the PCs in this city will 
  almost certainly lead to imprisonment, permanent death, 
  or worse (in game-terms, anyways). Players need to play 
  smart and know their limits. 
   
  Up to this point in the meta-regional events, 
  adventurers have discovered that servants of a Greater 
  Boneheart have been conducting experiments that 
  combine undead and elemental creatures. The results of 
  these creations have been horrifyingly successful. The 
  creatures encountered have all the beneficial traits of the 
  undead in addition to using fire and sonic attacks a 
  skilled wizard would be envious of. 
   
  The group that has been responsible for the probes 
  into what the Iuzians are doing is known as Drinkers of 
  the Cup of Midnight. This mysterious group is devoutly 
  opposed to the rule and efforts of Old Evil. Because of 
  what they have found through these recent encounters, 
  they have decided that they know enough about what 
  Iuz's commanders are doing to risk an excursion into the 
  very nest of evil used to rule the kingdom, the city 
  known as Dorakaa. The City of Skulls is a place for the 
  most stout of heart and devout of faith or the most evil of 
  degenerates. The Drinkers realize that a scouting mission 
  into Dorakaa is a very dangerous notion but worry that 
  lack of action may result in the Boneheart being able to 
  complete their objectives unopposed. 
   
  Thus, the Drinkers are going to send a group of 
  skilled and experienced adventurers to do some snooping 
  into the creation process of these creatures. They want to 
  know more about these creatures being created: how 
  many, where, how, and even why. 
   
  They will not let the adventurers go on their own 
  though, and promise some help inside the city. They are 
  willing to risk one old and deeply embedded spy to 
  uncover this information. 
   
  Inside Dorakaa, the process of making and 
  animating these horrible creatures is far more advanced 
  than any but the most inner of Iuz's servants knows. The 
  sheer number of shells waiting to be animated numbers 
  in the thousands. Most are stored in caskets and stacked 
  for safe-keeping until the animation step is ready for 
  mass processing.  
   
  The storage place is hidden on a demiplane. There 
  are numerous areas the PCs could access here if they can 
  get inside the complex.  
   
  Adventure Summary 
  Introduction. The PCs are invited to meet two members 
  of the Drinkers of the Cup of Midnight on Critwall 
  Bridge between the Shield Lands and Furyondy. Here 
  they are asked to venture to Dorakaa and search out the 
  place where these new demundead creatures are being 
  made. If they seem amicable to this foolish idea, they are 
  given more information about how to survive Dorakaa, 
  and some assistance to make survival possible. 
   
  Encounter One. The PCs travel through the old 
  Horned Lands region and around the city Molag before 
  picking up the ore and wagon they will need for their 
  ruse. They should plan to take the eastern Skull Trail, a 
  dangerous effort, as they will learn. 
   
  Encounter Two. The party is approached by some 
  demons, ones familiar with the PCs and their mission. 
  The party is offered some alternate transportation into 
  Dorakaa in exchange for any information they uncover. 
  What the PCs are not told is that they will be traveling 
  through the Abyss, through the Castle of Foul Breezes. If 
  they accept the offer they will be safely brought into 
  Dorakaa by means of an open portal in the city. 
   
  If the PCs refuse the demonic offer of assistance, 
  they can continue their travel unhindered.  
   
   
  Encounter Three. The Devouring Bridge, a creation 
  of the Abyss, guards the only real crossing of the Opicm 
  River. The nalfeshnee that created it resides in his tower 
  on the northwest side of the river. There is a stiff price to 
  cross the bridge. 
   
  Encounter Four. Once in the city, the PCs are 
  exposed to the vilest of cities on Oerth. They can use 
  their ruse to find the blacksmith they were sent to talk to, 
  and hopefully get some assistance. 
   
  Encounter Five. The PCs find their contact. The 
  blacksmith gives the party some information, but likely 
  not as much as they would prefer. He suggests a few ways 
  to learn more:  making efforts to watch servants of the 
  Boneheart to see if they lead the party to a place of 
  interest, or talking to the drow enclave in town who are 
  known to deal in matters of information.  
   
  Encounter Six. The PCs have decided to simply 
  wait and watch, hoping for some information they can 
  use. This option takes the most time but is the most 
  subtle and likely the best chance to find the location of 
  the production facilities. 
   
  Encounter Seven. Here the PCs have decided to 
  contact the drow enclave in Dorakaa, which is led by a 
  particularly powerful High Priestess of Lolth named 
  Eclavdra, the Drow Ambassador. This is an exceptionally 
  dangerous option, for the wrong word or deed could 
  result in a battle the PCs cannot win. 
   
  Encounter Eight.  The party has found the 
  warehouse Null's servants use to store dead bodies until 
  delivery to the demiplane. If they take the place of some 
  corpses or skillfully follow the wagon of bodies they can 
  gain entry to the secret lab. 
   
  Encounter Nine. Inside, the facility is relatively 
  unguarded, for the Archmage Null trusts few beings to be 
  inside one of his most valuable laboratories. Here the PCs 
  can get some very good information about how much 
  further along the mass production of these creatures is 
  than suspected. The PCs will not have much time to 
  explore for the areas are not unguarded, and when the 
  alarm is raised, no expense is spared to protect this secret. 
  The tricky part is that the PCs must get out of the 
  demiplane before they can get out of the city. 
   
  Encounter Ten. With information in hand or 
  failure imminent the PCs must flee Dorakaa, by their 
  own means or by demonic help, depending on what 
  
  IUZ4-01 Dorakaa 
   
  Page 5 
  assistance they accepted earlier. The party should make 
  efforts to return to their contact's abode and take him 
  with them before leaving, which they will barely have 
  time to do. Here they will find that he has been 
  discovered already and they are in dire peril.  
   
  The party has to get out before the masses of Iuz's 
  followers descend upon them, for the real Null knows 
  someone has been in his most secret of places and is 
  much angered by that.  
   
  Encounter Eleven. Those that accepted the help of 
  the demons earlier will either be whisked away to fulfill 
  their end of the bargain, or caught up with by the 
  demons for the same purpose. Each has its perils for the 
  demons desire to destroy the party so no one else can 
  learn what they know. 
   
  Conclusion. If the PCs manage to escape the city 
  and the demons they can have a reunion with the 
  Drinkers and share what they discovered. They will have 
  time to decide if what they found is good or not. 
   
  There are some things you the DM should look for in the 
  Adventure Records and cert folders of each player before 
  starting the game: 
   
  � Knighthoods (Holy Shielding, Hart, High Forest, 
  etc.) 
  � Paladins or Holy Liberators 
   
  These two are of interest because of what the characters 
  are asked to do in this adventure. The Drinkers are not 
  really a truly ‘good’ organization. While they have good 
  intentions in mind, they are willing to do those things 
  necessary to truly hurt the plans of Iuz. This is brought 
  right out in the beginning of the adventure, for the PCs 
  are given the chance to do something that will greatly 
  help their mission, but is not a good act.  
   
  Because of the code of conduct and beliefs knights, 
  paladins, and holy liberators are supposed to uphold, this 
  should be a dilemma for these PCs. Paladins and holy 
  liberators specifically should lose their powers if they 
  agree to allow some of these things happen, for it goes 
  blatantly against their oaths to serve the cause of good. 
   
  Another group of items to look for is listed below. 
   
  � Demonic torture from IUZ3-06 Every Passing 
  Breeze 
  � Errant-Lords/Ladies of Sterich from CORS3-01 
  Assault on the Vault 
   
  Both these certed ‘rewards’ will possibly play parts in the 
  adventure.  
   
  Those that were tortured by the demons in IUZ3-06 
  will be recognized by the demons that appear early in the 
  adventure. 
   
  PCs that were successful in the special event Assault 
  on the Vault and accepted the offer from the rulers of 
  Sterich to become Errant-Lords of the region may be 
  identified if they go visit the drow enclave in Dorakaa, a 
  very useful source of information in the city. This is not 
  good for the party’s mission. 
   
  Lastly, there is a LOT of boxed text in this 
  adventure. If you are a judge that prefers to explain what 
  the PCs see and hear as posed in the boxed text, feel free 
  to do so. But also be sure to include the things detailed in 
  the boxed text for they are important to set the tone and 
  feel of the adventure. The PCs have never been inside the 
  city of Dorakaa before so it should be a new and 
  frightening experience for them. 
   
  Introduction 
  No, Really, We're Serious 
  Dorakaa.  
   
  The name represents the most vile and wretched 
  city on all of Oerth. As the crux of every plot spawned 
  by Iuz the Evil and his fell Bonehearts, the city is a 
  place any adventurer or hero would not tread lightly.  
   
  Yet the shock of the question just asked of you 
  has made you take a moment to fathom what could 
  happen. 
   
  Dorakaa is a bastion of evil surrounded by fifty-
  foot stone walls bathed in the blood of countless 
  enemies and innocent victims of Iuz. A place guarded 
  by a bridge forged in the Abyss itself. The city stables 
  the infamous Legion of Black Death, an army of the 
  most skilled and vile warriors ever assembled under 
  one banner.  
   
  Those not willingly serving Old Evil in Dorakaa 
  are incredibly powerful, useful in some strange 
  fashion, slaves, or undead. It is the closest thing to 
  the Abyss there is on Oerth. No, Dorakaa is not a 
  place any good or sane person should travel to.  
   
  Yet you find yourself entertaining the notion at 
  this very moment.  
   
  Standing upon the solid foundation of Crtiwall 
  Bridge on the western edge of the Shield Lands, you 
  review recent events. The summons came in an odd 
  form. A fine oak box was delivered to you: at your 
  favorite watering hole, the temple you spend much 
  time in, the hidey-holes of your guild, or to the 
  doorstep of your abode. 
   
  Inside was a single bottle of wine made by the 
  finest makers in all of Furyondy. The note attached 
  was simple, “Noon, Critwall Bridge, three days 
  hence.” It was signed “an Admirer of your Work.” 
   
  For whatever reason that is your own, you 
  decided to answer the call. Traveling to Critwall 
  Bridge is easy for one of your skill and experience and 
  it is impossible to miss the formation. Made of quality 
  stone the massive bridge is one of two lifelines the 
  beleaguered kingdom of the Shield Lands relies upon 
  to get materials from the rest of the world. Stretching 
  across the lower Veng River, between the Shield 
  Lands and Furyondy, Critwall Bridge represents the 
  successful steps the Shield Landers have made the 
  past few years to get their lands back from Iuz. 
   
  Upon your arrival you were greeted by Shield 
  Lands guards and are quickly directed to the middle 
  of the structure. Upon approaching you saw two 
  figures standing at the center of the bridge. Both 
  
  IUZ4-01 Dorakaa 
   
  Page 6 
  were human-sized and looked to the north, staring up 
  the Veng as it sparkled in the bright sun of this 
  cloudless day.  
   
  You recognized the two figures. The first was the 
  Shade, the very attractive woman you've dealt with 
  before, one who has asked you to do a few things of 
  discreet nature. But even in the bright day, she hid in 
  the deep shadows of her cowled cloak. The other 
  figure is Jaedric, the charismatic merchant fellow you 
  met on previous travels. His dark skin, broad nose, 
  and friendly face seem to fit well with his black 
  leathers and grey cloak. 
   
  With pleasantries exchanged, they asked you to 
  wait for a time until the others arrived. 
   
  Allow the players to introduce themselves to each other 
  at this point. Once that is done, proceed with the 
  following: 
   
  Jaedric took the time to look at each of you closely 
  before finally speaking in his pleasant voice, “We 
  appreciate you taking efforts to be here. It is not 
  lightly we’ve asked you to come here, nor that we 
  explain what will be asked of you. But rest assured, it 
  is something very important to help find out what the 
  Lord of Pain and his servants are up to.” He paused 
  for a moment. 
   
  “As some of you may know, there is a certain 
  member of the Boneheart that is putting forth great 
  efforts to create a new sort of servant. These creatures 
  combine some deadly aspects of the undead and the 
  raw power of the elements. We know the basics of 
  how and why they are being created, now we want to 
  know where, and at what scale. 
   
  “There is only one place these efforts could be 
  done well, and the information we have found about 
  this subject points to the same place, Dorakaa.” Again 
  he paused before going on. 
   
  “We would like you to journey to the center of 
  Old Evil's empire and try to discover the answers to 
  these questions and return the information to us. We 
  have some information and assistance that should be 
  of great helpage 
   
  “We understand if you refuse this request, for 
  our hearts are heavy even asking it. Honestly, we 
  doubt all of you will return if you do go, but this is 
  something we feel must be looked to. You have 
  proven to be capable and willing to help those that 
  oppose the Old One in the recent past. But if you 
  decline, we shall think no less of you. 
    
  “Surely, you have questions or comments now.” 
   
  So it is here and now that you find yourself, at a 
  point where you must decide if this mission is worth 
  the risk, or if it is even possible to complete. 
   
  It should be that the party will have numerous questions 
  for the pair. Here is the sort of thing they can confirm or 
  will share: 
   
  � If they get inside Dorakaa, there is a member of the 
  Drinkers 
  the 
  PCs 
  should 
  contact. 
  Specific 
  information will be given once/if the PCs accept the 
  task. 
  � The PCs mission is to find information, not fight 
  evil. They should go there with blinders on, so if 
  they hope to liberate, save, or uncover every travesty, 
  they will not succeed and likely not survive. 
  � They do not know exactly where the core base of 
  operations is, but believe it is inside the city. Spies 
  within the city say there are rumors the Greater 
  Boneheart Archmage Null is making a move to gain 
  favor in the Cambion's foul gaze. They suspect this 
  move is related to the creation of these new 
  creatures. 
   
  The PCs should have questions about actually getting 
  to/into the city itself, and this is what information they 
  can glean from the Drinkers: 
   
  Finally the Shade speaks, “Dorakaa is not a place to 
  take lightly, nor one to think you can best. It has 
  some unique aspects due to the fact its Lord is a 
  resident and a being of divine status. There are things 
  you need to know about the city and its 
  surroundings.” 
   
  � One cannot teleport into the city without great risk. 
  There is a portal to the Abyss somewhere in the city, 
  likely inside the main palace. Because of this, and the 
  Old One's presence, planar travel near the city is 
  very unstable. It is said that anyone trying to get 
  closer than a handful of miles to the city is instead 
  routed to the Abyss for 'questioning' before being 
  allowed to go further. 
  � Using teleportation magics inside the city also 
  brings about the same issues, so do not attempt it, 
  not even to leave the city. 
  � They do know for certain that teleporting is safe if 
  done no closer than twenty miles from the walls of 
  the city. Closer than that is asking for trouble. 
  � It is rumored to be possible to plane shift or word of 
  recall out of the city (the PCs cannot confirm this yet 
  and the Drinkers are not certain, but this is actually 
  true). 
  � Physical approach to the city has its own perils but is 
  possible. Aside from the numerous patrols, the three 
  roads that lead into Dorakaa are guarded by magical 
  traps and wards to catch the unwary or unlucky. 
  Here she will share a map of the area with the PCs, 
  so please give them Player Handout #1. 
  � Of course the Road of Skulls which approaches 
  Dorakaa from the northwest is the most dangerous, 
  but the Skull Trails approaching from the southwest 
  and east have been built to have similar traps. 
  � Approaching the city by water is a death-sentence, 
  for no trade comes to the city by Whyestil Lake and 
  no disguise would get a group aboard a ship run by 
  demons and intelligent undead. 
  
  IUZ4-01 Dorakaa 
   
  Page 7 
  � Praying to one's god/goddess for new spells while in 
  the city poses a serious danger, for because of the 
  Old One's presence, it is believed that He can “listen” 
  in on the praying, and possibly alter or deny those 
  requests to the other divine powers. 
  � Regardless of the truth of the latter part, it is likely 
  that trying to renew divine spells and powers will 
  draw his notice. 
  � It is their notion that the best approach is from the 
  east, out of the old Horned Lands region and right 
  into the city. Of all directions this is the one with the 
  most layers of controlled lands and likely the 
  weakest defenses.  
  � They believe the PCs should teleport north of Molag, 
  then walk to the city on the eastern Skull Trail, 
  which goes north until it passes Lake Whyestil, then 
  heads west over the Opicm River. 
  � If posed as a group hired to bring some quality ore as 
  well as some special materials to the Legion of Black 
  Death’s smithies the party should be able to pass the 
  guards and gain entrance.  
  � The Drinkers can supply the ore, cart, and draft 
  horse. They can have it delivered to the PCs on the 
  road north of Molag. 
  � Using teleportation magics to go further than this is 
  very hard, for the size of the load of ore they should 
  bring with will be very heavy. 
  � This approach does present one unique problem but 
  they have a solution for that. The Shade and Jaedric 
  glance at each other then say something like” “We 
  shall explain more later.” A DC 25 Sense Motive 
  check reveals that something about this is making 
  both these spies at least a touch uncomfortable. 
   
  It is assumed that the PCs will push this issue or ask 
  about it later. If so, here is what is learned: 
   
  Jaedric and the Shade exchange some knowing 
  glances before any response. Finally the charismatic 
  merchant opens upage 
   
  “There is a rather difficult protection on the 
  approach from the east that must be used if your 
  group does not possess the resources to teleport 
  yourselves, the ore cart, and the mule to the edge of 
  the safe transport area. 
   
  “The only bridge that spans the Opicm River is 
  known as the Devouring Bridge. This abomination is 
  guarded by the nalfeshnee that created it, an 
  exceptionally powerful demon. To pass, an offering 
  must be made to the fiend. A live one, and not some 
  animal or such.” He gives each of you a knowing look, 
  he is clearly morose about the subject. 
   
  “We can make such a thing available to you.” 
   
  Jaedric and the Shade will then tell the PCs about Panea, 
  a young yet completely insane female gnome. 
   
  � While cute and cuddly looking, she is a vile creature 
  that preys upon the weak and unsuspecting. Shade 
  found her on top of a message boy in a back alley in 
  the Furyondian city Gorsend. She was busy chewing 
  the ear off his lifeless body when the Shade subdued 
  her. 
  � Panea is a pathetic and insane being beyond any 
  help, and they have tried.  
  � They believe she deserves a swift death for the 
  depraved things she has done to innocents. They ask 
  that the party take her with and give her to the fiend. 
  Her death will serve a good purpose to make up for 
  what she had done in her life. 
  � If the PCs agree to take her, the Drinkers will be sure 
  she is delivered to them with the wagons. 
   
  None of what is said above is false. Panea is a dangerous 
  creature to those not able to defend themselves well but 
  is not threat to an able-bodied individual. She is a 
  murderer many-times over. Her origins are not known. 
   
  What is being proposed here should make some 
  characters 
  (especially 
  the 
  good 
  ones) 
  very 
  uncomfortable. 
   
  Any paladin or holy liberator should have serious 
  issues with this suggestion and should not follow-
  through with the notion. This is heading towards a 
  blatant violation of their required Code of Conduct to 
  maintain their Good and Divinely granted powers. 
  Similarly, the Oaths sworn by some knighthoods may 
  also restrict characters from agreeing to this sort of 
  decision. 
   
  The problem with refusing to do this is that the 
  Drinkers are right, to get across this bridge will require a 
  sacrifice and if Panea is not brought with there will be a 
  serious problem getting past this position. 
   
  Any PC (and this is where watching for knights, 
  paladins or holy liberators is important) that tells the 
  Drinkers to find someone else to do this mission and 
  actually does not partake of this effort will be awarded a 
  special gift. If the PC refuses to accept this mission 
  because they will not deal with an organization that asks 
  for a sacrifice of a creature (even an evil one) gets noticed 
  by those of their relevant religion or such. Any PC that 
  refuses to go on this mission because of what is asked of 
  them and actually does not go will receive the special 
  reward on the adventure record called “Notice of the 
  Good”. ONLY PCs that do not go on this mission get this, 
  and it is unfortunately all they get, for they did not 
  actually risk enough to gain experience or gold. 
   
  Let the PCs role-play out any arguments or 
  discussions on this issue. It is very possible that any table 
  will have some widely varying opinions on this proposal. 
  The PCs do not have to accept the proposal to still do the 
  mission, but it would make their time much easier, at 
  least as far as they know right now. 
   
  To throw fuel on the fire, the Shade will inject this 
  information at appropriate times: 
   
  � “With as dangerous as this mission is, we will accept 
  even only a few of you agreeing to undertake it. 
  Strength of arms and magic will not be what makes 
  or breaks the effort, it will be cunning and luck.” 
  
  IUZ4-01 Dorakaa 
   
  Page 8 
  � “We did not think some of you would like this 
  suggestion, but had to give it to you anyways. When 
  fighting a force as vile as the Old One, any option 
  must be considered.” 
  � “It is your choice to take Panea with or not, but I 
  seriously question your ability to get into the city 
  without her 'assistance'.” 
   
  If the PCs decide to not take Panea, the Shade will shrug 
  and say that she does understand.  
   
  Any paladin or holy liberator that agrees to this and 
  actually follows-through with it will have issues, as will 
  be explained in the specific encounters the actions take 
  place in. Knights may also have issue if their leaders get 
  wind of these events. By no means does doing this make 
  the Drinkers happy, they just are willing to do dirty 
  things to get clean. 
   
  Any PCs that decide to not partake of this mission 
  will be thanked for taking their time to consider the 
  request and politely asked to take their leave. 
   
  If the PCs, even only some of them, agree to 
  undertake the mission, the following things happen: 
   
  � Shade gives the PCs a map of the city, with some of 
  the known buildings detailed. She emphasizes to 
  them that there are many more buildings in the city 
  than are detailed on the map and that things may not 
  be accurate. Give them Players Handout #2. 
  � The contact the PCs should seek out is a blacksmith, 
  one that does work for the Legion of Black Death, 
  Iuz’s favored and deadly elite army. The smith 
  should be a great help for the PCs once in Dorakaa. 
  He is originally from Perrenland and is named 
  Saljin. They are honestly not sure what he will look 
  like these days, so long has he been embedded in the 
  city, but he was once a short and strong man with 
  much hair. 
  � The pass-phrase needed to be given to him so he 
  knows who sent the PCs is “Is the wine in this city 
  any good?” which should return the phrase “No, but 
  the ale makes up for that by being terrible.” 
  � The Shade tells them they will deliver the wagon to 
  wherever they want to begin their walking. The PCs 
  should use this, amongst a few other things, to 
  'prove' they have business in Dorakaa.  
  � Jaedric urges the PCs to avoid any direct conflict. 
  They should use whatever means they have to get 
  away from a fight or avoid a battle. Their mission is 
  to find out information about the production of 
  these new creatures, then get back to the Drinkers. 
  � They warn the PCs to not pray for spells or powers 
  from their deities while in or near the city as they 
  may get bad results. They also say to avoid casting 
  any divination type spell for they may give back false 
  readings or get responses from one they’d rather not 
  be conferring with. 
   
  For assistance, the pair gives the PCs the following things 
  to aid their efforts: 
   
  � Jaedric gives them a set of forged documents with 
  the mark of the Legion's supply masters, and 
  instructions to bring the material to Dorakaa, for 
  delivery to the smith named Saljin. They are of very 
  high quality (Forgery, DC 42). 
  � Shade hands them three large bricks of an odd dark 
  metal. It is Urdrukar steel, called 'mind metal' by 
  those of from the Underdark. It has special 
  properties, and will greatly support their ruse for 
  things will seem more reasonable to any that 
  question the PCs if some of the steel carried for the 
  Legion is rare and useful. 
  � Jaedric will offer a ring of mind shielding to any PC 
  that does not already have one, and would like such a 
  defense. He will strongly urge all PCs to use one and 
  explain that these rings will greatly help the PCs 
  maneuver in the city, otherwise their goodly natures 
  (if persistent) will give them away very quickly. 
  � Finally, the Shade gives the leader of the party a 
  small stick and explains to them that it has been 
  enchanted with magics similar to the word of recall 
  spell. They should use it if they get in serious trouble 
  and/or when they need to leave. Everyone must be 
  touching the one that breaks the stick to take them 
  home. It will return them to a large open field in 
  Furyondy. She emphasizes to them that it will not 
  traverse planes so they had better be on the Prime 
  when they break the stick. 
   
  Once/if the PCs agree to do the mission, one way or 
  another, read or paraphrase this: 
   
  The Shade continues finally, “There is one last thing 
  you need to know. There is an old wife's tale in these 
  areas, one that warns us not to speak the true name of 
  the Old One. While mostly harmless around here, 
  this is a serious thing inside Dorakaa. Do not, under 
  any circumstance, speak the name 'I-U-Z' anywhere 
  near or in the city. The old tale may prove to be more 
  real than any of us want to know for certain. He is a 
  Power and the normal laws of the world do not 
  necessarily apply to him.” 
   
  With that, the pair of Drinkers bid you the best of 
  luck any god will provide and take their leave. 
  Standing on the pinnacle of Critwall Bridge, you are 
  left to your own thoughts. 
   
  The party is on no real time constraint at this moment, so 
  can take the rest of the day to talk and prepare before 
  leaving, as long as the Drinkers know when to have the 
  cart and other things delivered to their pickup point. 
   
  Encounter One 
  The Pick−up 
  This encounter is for the parties while they are traveling 
  through the old Horned Lands, past Molag, and up 
  around Lake Whyestil to get to the City of Skulls. 
  
  IUZ4-01 Dorakaa 
   
  Page 9 
   
  It is assumed that the party will have agreed to take 
  the wagon of ore with them to aid their ruse for getting 
  into the city. Adjust the following as necessary if they 
  denied this request. 
   
  The Drinkers will have the wagon and ore waiting for 
  the party most anywhere, but it is most logical to have the 
  party pick up these things north of the city Molag. 
  Assuming the party leaves by foot from the general area 
  around Critwall Bridge, it will take three to four days to 
  travel past Molag safely. Groups that want to teleport 
  themselves can of course get there whenever they want. 
   
  If the PCs are capable of teleporting themselves and 
  this whole load to the edge of the safe travel area, they 
  may not have most of the following encounters. 
   
  � Be sure to check the weight limitations of the 
  teleport spells. The wagon weighs 300lbs, the draft 
  horse close to 600lbs., and the ore itself over 1000lbs.  
  � If the party can and plans to reduce and teleport, it is 
  recommended that you have the demon offer 
  encounter before they depart, so jump ahead to the 
  information 
  contained 
  in 
  Encounter 
  Three, 
  Alternate Transportation.  
  � If they stick to their plan, continue on to part 4A of 
  Encounter Four, Into the Breech. 
   
  If/when they do get to the wagon a single Oeridian man 
  named Magel (Ftr4, see DMG page117) will be waiting 
  for them, riding his horse back south once they arrive. 
  He is simply a hired hand and knows nothing of 
  relevance.  
   
  All is as it should be; here is what he brings: 
   
  � A sturdy wooden wagon 
  � A healthy draft horse (see MM entry for stats) 
  � Sturdy burlap bags filled with standard quality ore 
  for making weapons and armor (market value 
  1500gp). 
   
  If they also agreed to take the insane gnome Panea with 
  for the bridge toll, she will be under some blankets in the 
  wagon, safely bound and gagged. 
   
  She will not speak to them unless magically 
  controlled. Even then, she speaks utter gibberish most of 
  the time. She will speak in her pleasant yet erratic voice, 
  and ask unrelated questions and give nonsense answers 
  to the most basic of questions. If given a toy or doll to 
  appease her she will smile warmly and hug it before 
  trying to chew it apart. 
   
  All APLs 
  � Panea, female gnome: hp 17, see Appendix for 
  statistics. 
   
  Regardless of where they get the wagon, once they get 
  past Molag they will have a 'random encounter' with a 
  creature (or creatures) looking for some food. 
   
  Getting past Molag and the patrols around it was not 
  overly difficult. They were much less common that 
  you suspected, apparently the efforts of the 
  Furyondian army has thinned the defenses of the Old 
  One in this region. 
   
  As your group makes its way north with the 
  wagon, the desolation of the land is plainly evident. 
  The surrounding countryside has been stripped of 
  trees and stone, likely to fuel the war efforts of the 
  Old One's armies. Certainly only ravenous scavengers 
  now live in this area. 
   
  The Trail of Skulls is frightening. Fully sixty feet 
  wide at the most narrow point, the road is in 
  remarkable condition for travel, well-worn and hard 
  enough to withstand the heaviest of wagons. But it is 
  what the road is made of that is most dangerous. 
  Skulls are everywhere; the skulls of humans, elves, 
  dwarves, and other enemies of Iuz. But it is what the 
  skulls can do that is so frightening. Some sit on long 
  poles or stakes at the edges of the trail, others are 
  almost entirely smashed into the road. Many have 
  eyes that glow with infernal light and others look to 
  be centuries old. But all are dangerous for their 
  presence means some foul enchantment is likely. 
   
  Your group has the skills and smarts to avoid most 
  all of these traps, though you realize the average 
  traveler would be in serious danger.  
   
  Some time after passing Molag the creatures move to 
  attack the party, having noticed them from their various 
  vantage points or methods of concealment. 
   
  APL 8 (EL 10) 
  � Ogre Mage (2): hp 37 each; see Monster Manual page 
  200. 
   
  Tactics: This mated pair of creatures will be hiding 
  behind a  hillock or copse of trees a few hundred feet 
  away from the road, waiting for passers-by they can 
  attack. They will then use their invisibility and fly powers 
  to move into position to blast the party with the spells or 
  melee attacks, as appropriate. If being defeated they will 
  use their gaseous form ability to flee. 
   
  APL 10 (EL 12) 
  � Nessian Warhound (2): hp 114 each; see Monster 
  Manual page 152. 
   
  Tactics: This pair of evil creatures will be hiding 
  behind a hillock or copse of trees a few hundred feet 
  away from the road, waiting for passers-by they can 
  attack. They will follow the lay of the land along the road 
  and emerge from behind a hill-line on a full charge 
  towards the party, starting at 30 feet. PCs making listen 
  checks (DC 20) will hear them coming to avoid the 
  surprise round. 
   
  APL 12 (EL 14) 
  � Harpy Archer (2): hp 103 each; see Monster Manual 
  entry page 151. 
  
  IUZ4-01 Dorakaa 
   
  Page 10 
   
  Tactics: This pair of evil creatures will be hiding 
  behind a hillock or copse of trees a few hundred feet 
  away from the road, waiting for passers-by they can 
  attack. They will let the party pass them fly into the air 
  behind them before surprising them with arrow and 
  song. If being soundly defeated they will seek to fly away. 
   
  APL 14 (EL 16) 
  � Werewolf Lord (2): hp 132 each; see Monster Manual 
  page 176. 
   
  Tactics: This mated pair of creatures will be hiding 
  behind a  hillock or copse of trees a few hundred feet 
  away from the road, waiting for passers-by they can 
  attack. They will follow the lay of the land along the road 
  and emerge from behind a hill-line on a full charge 
  towards the party, starting at 30 feet. PCs making Listen 
  checks (DC 30) will hear them coming to join the 
  surprise round. They will move in dire wolf form then 
  change to hybrid form before making their surprise 
  attacks on the party. 
   
  APL 16 (EL 18) 
  � Nightshade - Nightcrawler (1): hp 212; see Monster 
  Manual page 195. 
   
  Tactics: This creature is very smart and will not attack 
  in daylight. It will instead follow the party until they 
  make cap and/or the sun falls, then burrow into the 
  ground to emerge upon them at night. It will cast spells 
  upon itself before and during combat as appropriate, but 
  will not use its summon undead powers. 
   
  After they have gotten past the fight, they can move 
  onto the next encounter with the demons. 
   
  Encounter Two 
  Alternate Transportation 
  This encounter happens as the PCs continue their travels 
  to Dorakaa, whether by foot or spell. 
   
  When they are gathered together in a convenient 
  time/place, they are visited by a group of demons, who 
  have an offer for the travelers. In exchange for first-dibs 
  on the information the PCs uncover, the demons will 
  offer instantaneous travel to and from the evil city. 
   
  If the PCs accept the offer they will actually be safely 
  brought into Dorakaa, though not directly. The demons 
  will first bring the PCs to their Abyssal home, then out a 
  portal inside Dorakaa. The demons will have taken many 
  steps to prevent the PCs from seeing any 'evil' things they 
  may be up to while traversing their Abyssal home, which 
  should creep the PCs out even more than seeing 
  something. 
   
  The PCs can of course refuse the offer and even go so 
  far as to start a fight. The demons will simply leave with 
  knowing grins and evil promises. 
   
  As you prepare to make your way towards the Empire 
  of Iuz, the warm sun contrasts the dark thoughts 
  brought about by your mission. Lost in thought for a 
  moment, it is a few seconds before you realize there 
  are creatures popping into existence before your eyes. 
  Large and imposing, you realize a small group of 
  demons has joined your party. Those of you with 
  experience or knowledge of such things recognize 
  some of these creatures; four vrocks, a glabrezu, and a 
  hezrou. They stand at a distance, oddly making no 
  moves to attack or press their surprise advantage.  
   
  At the fore-front is one more demon, a female 
  creature with six arms. Each hand is empty of 
  weapons, though numerous hilts are visible on her 
  body. The marilith holds a single piece of white cloth 
  in an upraised hand, apparently a sign of peace. The 
  other hands are held open in a relaxed manner. She 
  smiles invitingly to you before speaking into your 
  minds. 
   
  ”We simply wish to talk.” 
   
  Allow the PCs a moment to act.  
   
  Because they are under strict orders from their 
  master, the demons will actually weather a bit of assault 
  and attacks if they can meet their objective which is, 
  simply speaking, to have a conversation with the PCs and 
  make them an offer. 
   
  All APLs (EL 20) 
  � Avehovna, demon, marilith: hp 216; see Monster 
  Manual page 44. 
  � Demon, glabrezu: hp 174; see Monster Manual page 
  43. 
  � Demon, hezrou: hp 138; see Monster Manual page 44. 
  � Demon, vrocks (4): hp 115; see Monster Manual 
  entry page48 
   
  Some PCs may recognize the marilith, Avehovna, as a 
  servant of Rzasanet, Master of the Blood-Drenched Sky 
  and Lord of the Castle of Foul Breezes. Any PC that 
  played IUZ3-06 Every Passing Breeze has met these foul 
  creatures. It was Avehovna that first greeted the PCs 
  upon entering their Abyssal lair and took the defeated 
  PCs to meet her master, Rzasanet the vrock. 
   
  If the PCs are too belligerent, aggressive or unwilling 
  to deal the demons will eventually leave. It is more likely, 
  however, that their numbers and powers will keep most 
  parties from fighting, for a small time at least. 
   
  Though a very skilled liar and cheat, Avehovna is in 
  fact doing neither at this time. She is delivering the offer 
  as instructed by her master and means to give the party a 
  fair chance at accepting it, also as instructed. Please 
  familiarize yourself with her useful skills, for they will 
  come in very handy for her here. Even if she detects the 
  PCs as being deceiving she will bring them with her to 
  their Keep, for it is as her master wishes. 
   
  For parties that hesitate long enough to talk, the 
  following happens: 
   
  The marilith in front of you smiles as you stop for a 
  moment, obviously pleased this meeting did not 
  immediately turn to a confrontation. Behind her a 
  good bit, the hezrou cackles loudly and speaks, “Me 
  
  IUZ4-01 Dorakaa 
   
  Page 11 
  tolds you the petty mortals would cower before us, 
  me says we eats their boneses now!” 
   
  With a casual but confident turn the marilith 
  stares the lesser demon down, fury barely held in 
  check as she hisses, “You put the master's desires in 
  danger. Return to the Foul Breezes now and await 
  your punishment.” 
   
  The snarl of anger does little to help the hezrou 
  before he backs down and simply disappears from 
  your sight. 
   
  “I must apologize for Dorckug's manners, he is a 
  skilled killer but slow to advance within our masses 
  for obvious reasons. He is dumb, and poor with 
  directions. 
   
  “We thank you for meeting with us. I bring 
  greetings from Rzasanet, Lord of the Blood-Drenched 
  Sky. He is familiar with most of you of course, from 
  your time in our Keepage.” At this, there is quiet 
  chuckling from the group of demons which is 
  silenced immediately by a slight head-turn of the 
  marilith. 
   
  “Rzasanet has bid me take time to speak with you 
  in light of your recent meeting with the Drinkers of 
  the Cup of Midnight. It might be that we have similar 
  issues with what the Lord of Pain is doing. We have 
  been watching and know of the mission proposed to 
  you all. Rzasanet can and will help you, in exchange 
  for a small thing. Might you be interested in hearing 
  more?” 
   
  In truth, this whole encounter should place the PCs on 
  edge very badly, for the demons apparently know a great 
  deal about what the Drinkers are up to. 
   
  Of course the PCs can react as they wish. But if they 
  hesitate for even a few moments and seem to be even 
  passingly interested in hearing more, Avehovna will 
  share these things: 
   
  � She is aware of the creation of the demundead 
  creatures (true). 
  � Her Master wants to know more about this matter 
  (true) but she is not certain why (technically true). 
  � In exchange for the very first opportunity to share 
  information the PCs uncover about these efforts, the 
  demons 
  will 
  provide 
  the 
  party 
  with 
  safe 
  transportation directly into Dorakaa itself (true), 
  thus allowing them complete avoidance of any of the 
  dangers involved with quietly getting into the city, 
  which are considerable (very true).  
  � She says that they can in fact get the PCs very close 
  to where their contact is located within the complex 
  of the Legion of Black Death (also true).  
  � All party members will be brought to Dorakaa in 
  perfectly fine health, intact with all equipment as 
  right now (true). 
  � The demons will even provide help with escaping 
  the city (true), which only they can do in a quiet and 
  safe manner (true as far as the PCs have access to for 
  this adventure, but technically false). 
  � Yes her Master is aware of many things the Drinkers 
  do, but she is not certain how he knows of this most 
  recent meeting (true, technically). 
  � The 'how' of getting into Dorakaa is simple, she will 
  take them through “the only safe portal into the city” 
  but will say little more than that. If it is a deal-
  breaker she will reveal that they will be traveling 
  through the Abyss before getting to Dorakaa, but she 
  will try to avoid this detail. 
   
  Any paladin or holy liberator should have serious issues 
  with this offer and should not allow their party to accept 
  it. Agreeing to help from a pack of demons is a blatant 
  violation of their required Code of Conduct to maintain 
  their Good and Divinely granted powers. 
   
  If they let this happen, these characters will feel their 
  holy powers fade as soon as they enter the city of 
  Dorakaa. The powers will stay gone for the rest of this 
  adventure and until the character gets an atonement. 
   
  On the Decline 
  If the PCs refuse the offer that will end this encounter 
  with no combat, for these creatures are not here to fight, 
  but be certain to keep this from the characters, they 
  should at all times believe this encounter could end with 
  bloodshed (mostly theirs). But please do read or 
  paraphrase the following in the event that the PCs resist 
  this kind offer: 
   
  As you decline Avehovna's offer for the final time, the 
  beings with her snarl in rage at your insolence. As a 
  group they begin forward but stop with the lightning 
  quick motion of her hands. 
   
  “Now is not their time my brethren. Lord 
  Rzasanet has made an offer in good standing and that 
  is all we were here to do. The mortals will be left 
  alone.” She nods in all your directions, “Until the 
  Blood-Drenched Sky passes over you, fare thee well in 
  the lands of the Old One.”  
   
  There are a few moments of stillness before the 
  demons begin to blink out of existence in front of 
  you. Somehow, their knowing sneers tell you that 
  they know far more about your mission than you do. 
   
  At this point, move on to Encounter Three, From Trail 
  to Bridge. 
   
   
  We Accept 
  If the party decides to accept the demonic offer, they are 
  safely taken to Dorakaa by these demons, but not by 
  means they might expect. Also, if they have the gnome 
  Panea with them, they must decide what to do with her. 
  The demons will offer to take her if they want. 
   
  The demons chuckle with glee as you accept their 
  offer. Avehovna silences them with some arm 
  gestures and quickly covers her own smile. 
   
  “Please forgive our outburst, you have really made 
  our day, the Master will be much pleased that we have 
  
  IUZ4-01 Dorakaa 
   
  Page 12 
  succeeded in his objective to form an agreement with 
  you and we should be richly rewarded. 
   
  “Now if it pleases you, prepare for the travel.” 
   
  The wicked demoness begins patting herself down 
  in a frantic series of gestures until she finds what she 
  is looking for. She pulls forth a rolled parchment and 
  a small set of bones. To you horror you realize it is a 
  set of lower arm bones of a humanoid creature, likely 
  an elf. Her smile reveals a full set of razor-sharp teeth. 
   
  “These will get us where we need to go.” 
   
  The marilith patiently waits for you all before 
  unrolling the parchment and reading its contents. 
  Those of you skilled in the arts of spells recognize the 
  words as some altered planar shifting spell. It is 
  obvious the bone in her 4
  th hand is a focus of some 
  sort. As the scroll bursts into dark fire she cackles and 
  the world around you changes drastically. 
   
  You find yourself standing in what must be the 
  Abyss. 
   
  For those of you that have been here before, you 
  recognize the crimson-colored sky and sprawling 
  castle before you. The demonic guide has brought you 
  to a thin road heading up to the yawning mouth of a 
  monstrous demon that serves as the frame for open 
  gates to the fortress. The Castle of Foul Breezes 
  beckons.  
   
  If relevant, she will say something like: 
  Chuckling to herself and at you, Avehovna slithers 
  toward the open gates, “Did I forget to mention the 
  route we would be taking to Dorakaa?” 
   
  Give the PCs a few moments to react or do something. 
  Short of attacking them, the demons will ignore most 
  anything the party does. It is their directive to simply 
  walk the group into the castle and to the room they use to 
  traverse planes. Some PCs have been in this room 
  already, in IUZ3-06 Every Passing Breeze. 
   
  The trip through the castle is honestly very 
  uneventful and unexciting. The PCs will be quietly led to 
  that room and lead into Dorakaa itself. 
   
  Your entrance to the Castle of Foul Breezes is quick 
  and uneventful. Avehovna quietly slides before you 
  all, leading you into the open maw that is the front 
  gates of the fortress. Other than your accompanying 
  demons, the place seems void of any activity. You see 
  no more demons, nor their minions. Avehovna takes 
  you down a number of hallways before slithering up 
  some long stairs, never pausing until she comes to a 
  large metal door that is inlaid with the bones of 
  numerous victims. Reaching two clawed hands to the 
  handle, your marilith guide pulls the door open. 
   
  Inside the room is a simple pedestal made of 
  stone. Three large windows give an excellent view of 
  the area surrounding the castle, but the wind-swept 
  and fire-blasted ground seems unappealing. Two walls 
  are dominated by large archways filled with dark 
  emptiness. Pair of hezrou and glabrezu guards lounge 
  against the walls then rise as your group enters. 
   
  “Please wait here for a moment, I need to retrieve 
  a key.” With that Avehovna disappears from sight. 
  The other demons stare at you with open hatred. A 
  few begin to chuckle menacingly then all begin to 
  laugh out loud, apparently sharing some silent joke at 
  your expense. The marilith suddenly pops back into 
  your view, holding a huge red gem. 
   
  “All ready my dears? If not, get ready, for in 
  moments you will be in the middle of the most lovely 
  city in your world.” As she slides over to the pedestal 
  the deep red gem in her hands begins to glow 
  brightly. 
   
  “By the way, I suggest you not come through this 
  gate all powered up with spells and enchantments. 
  While a few is fine, you are supposed to be delivering 
  iron ore to a blacksmith, not going into battle.” 
   
  The PCs should be given a few moments here to prepare 
  themselves for entering Dorakaa.  
   
  Avehovna will give any recommendations she (you 
  the DM) feels will help them protect their cover, about 
  their general appearance, and such. When everyone is 
  ready, proceed: 
   
  Avehovna places the glowing gem on the pedestal and 
  mumbles some quiet words, deep in concentration. 
  Across the room, one of the archways begins to spew 
  forth crimson mist before forming into actual images. 
   
  You see an enormous cavern. There is little in the 
  way of light inside, but its shadows run far in all 
  directions. A pair of mariliths and four other hulking 
  demons stand attentive guard over the portal. Two 
  humans wearing the black robes and bloody 
  vestments of Iuz converse off to one side, and a band 
  of orcs in intricate and black-lacquered armor stand at 
  attention on the other. Crouched by itself on the edge 
  of your vision is a squat little demon, likely a quasit. 
   
  “That little creature is Nilget, and he will take you 
  to the Legion's hall once I speak to the guards here. 
  Do not speak to me nor question me once we enter. 
  You should appear as servants performing a required 
  task. Once Nilget has delivered you to your contact 
  dismiss him. 
   
  “Remember, we can provide you safe passage out 
  of the city, though likely not through this portal. We 
  will be watching from time to time. When you are 
  ready to leave, wear a few of these,” and she pulls a 
  handful of red cloths. 
   
  “Just tie them to an arm or two. We will see it as a 
  symbol of your desire to depart. Get to some safe 
  place and we will come get you.” 
   
  Nodding at your group, the marilith glides 
  through the open portal. The demon guards sneer and 
  jeer you when you follow. As you pass the archway, 
  you feel a split-second of red-hot air wash over you 
  then inhale a sticky sweet smell you'd prefer to avoid. 
  Dorakaa stinks. 
   
  Avehovna immediately moves to the other 
  mariliths and whispers to them privately while you 
  try to get your bearings. The archway you just left is 
  
  IUZ4-01 Dorakaa 
   
  Page 13 
  placed against a wall of a monstrous room. The 
  sounds of activity come from all around and you can 
  see better here. The room has a thin cover of mist 
  everywhere. Groups of demons, orcs, humans, trolls, 
  and other creatures mill about the room. Apparently, 
  this is an important place for the minions of the Old 
  One. 
   
  The covey of mariliths motions the little quasit 
  over to them and nods towards your groupage As 
  Avehovna moves back to you it hovers in the air 
  behind her. 
   
  “This one will take you to the Legion of Black 
  Death's halls and the blacksmith. Do not dally, they 
  expect the mind metal, and soon.” With that, your 
  friendly guide slithers back through the portal from 
  where you came. A few moments after she disappears 
  from sight, the archway blinks a few timers before 
  revealing only the stone wall behind it. 
   
  Now, it seems, you are alone in Dorakaa. 
   
  “Follow me,” says Nilget the quasit as he flies out 
  the massive room. 
   
  Nilget is a very friendly and talkative quasit. He is 
  consigned to a life as a messenger here and is just trying 
  to make the best of it for now. He enjoys all the neat and 
  powerful creatures he sees and meets here but has little 
  desire to advance himself. However, he knows he will be 
  rewarded for valuable information so keeps his eyes 
  open. He speaks with a high voice for a demon and will 
  constantly badger the PCs with questions and comments. 
   
  All APLs 
  � Nilget, quasit: hp 13; see Monster Manual page 46. 
   
  Proceed to part 4B of Encounter Four, Into the Breech. 
   
  Encounter Three 
  From Trail to Bridge 
  Once at the bridge, the PCs have a few options for getting 
  past it: 
   
  � If the group agreed to take Panea the gnome with 
  them, she will purchase them passage over the 
  Devouring Bridge with her life. 
  � If they refused to take the gnome, they can attempt 
  to sneak past the guards around the city (a really 
  dumb idea). 
  � Lastly, they can attempt to join another group 
  passing the same way that will be purchasing passage 
  over the Devouring Bridge, thus they will not have 
  to do it themselves (really the best idea). The 
  following part of this encounter allows for that 
  option to happen. 
   
  Ahead you spot another group that travels at a much 
  slower pace. Numbering more than a score, you see 
  three different wagons at a stopage A ring of a dozen 
  guards surrounds the area as other figures tend to one 
  of the wagons. 
   
  If the PCs want to approach they can easily do so.  
   
  � This is a small caravan of very seedy merchants 
  delivering wagon-loads of quality lumber to the city.  
  � They have hired a group of human mercenaries to 
  guard them on this profitable journey.  
  � If the PCs can hide their real reasoning for coming 
  here or simply bribe these merchants amply they 
  will have a group to help cover their passage into the 
  city.  
  � These merchants have what is needed to cross the 
  Devouring Bridge, even if the PCs do not. 
   
  The leader of the merchants is Tilgune of Zilchus, a 
  rogue and priest dedicated to making coin when and 
  where he can. He is a confident, friendly and calm man 
  who truly just wants to make some coin. 
   
  All APLs 
  � Tilgune: hp 81; see Appendix. 
  � Merchants and Guards (12 each): half of these men 
  and women are Ftr3, the other half are Rog3. All statistics 
  for them can be found in the DMG, pages 117 and 123. 
   
  Tilgune knows the following things of import to the PCs: 
   
  � He is fully aware of and prepared for the 'toll' needed 
  to cross the upcoming bridge. He's made this trip 
  numerous times in the past.  There is a slave girl he 
  bought in the Bandit Kingdoms stashed in one of 
  the wagons who will work nicely. 
  � He will definitely take on more 'guards' if there is 
  some benefit for him (100xAPL gp or equivalent in 
  magic items). He knows that some want to pass into 
  the city unnoticed and is fine with it if it is worth his 
  time.  
  � Tilgune may also pose his offer as help for the group 
  getting into the city by “offering them protection” 
  for passing through these lands he is familiar with. 
  He does not really care if this is accurate or not, he 
  will play the game for the profit. 
  � He really does not care what the PCs are doing here, 
  and really will not ask. He has found that keeping to 
  one's own business is a good thing in this part of the 
  world. 
  � What he will pay attention to is the sort of coin the 
  party gives him. It is foolish to carry stamped coins 
  from any of the enemy nations of Iuz and if he is 
  given some, he may talk once away from the party, 
  for it could make him even more coin. 
  � If Tilgune believes the PCs are lying or being overtly 
  evasive with them he will simply say he has enough 
  guards for the rest of this trip and will leave them to 
  their business. 
  � If asked about alternate routes past the Devouring 
  Bridge, Tilgune knows that there are no passable 
  
  IUZ4-01 Dorakaa 
   
  Page 14 
  ways across the river for leagues and leagues, weeks 
  of additional travel. The Iuzians destroyed them all 
  decades ago to limit the approach of large or small 
  forces.  
  � All roads besides the Skull Trail are destroyed or 
  impassable for carts and wagons. 
  � The Opicm River is also patrolled regularly by 
  demons and humanoid servants, both on foot and by 
  watercraft.  
   
  Play out this encounter as you see fit, it should not take 
  long, but should provide some atmosphere to the area 
  and a solid opportunity for the PCs to get into the city 
  about as undetected as possible. It is also a set of instances 
  where the party can alert the defenders of Dorakaa to the 
  presence of a group not wanting to play by their “rules”. 
   
  If the PCs have Panea with them and decide to let the 
  merchants use their 'toll' instead they will have to decide 
  what to do with the gnome at a time of their choosing. 
   
  If he discovers that the party has a toll sacrifice with 
  them too, he will attempt to convince them to use her 
  instead of his, or buy the gnome from the party. He will 
  offer up to 200 gold pieces. 
   
  Once the party approaches the biggest obstacle to 
  getting to Dorakaa by foot, read or summarize the 
  following: 
   
  The last few miles have passed very quickly. Guard 
  patrols are rare and mostly in the distance, seemingly 
  unworried about what passes on the road. The few 
  that have approached you were easily gotten past with 
  your fake documentation or evasive skills. 
   
  Ahead is an imposing sight. The roar of the Opicm 
  River, at least half a mile wide at this point, dampens 
  other noises. Traversing the river on foot, horse, or 
  with wagon here is impossible. But stretching across 
  this river is a long, wide bridge. It is plain to see why 
  it is called the Devouring Bridge. It arcs slowly and 
  gradually, with side walls that rise into the air at 
  irregular intervals to form jagged renditions of gore-
  splattered teeth. At the close end is a pair of 
  monstrous statues of some nameless demon. Their 
  gigantic maws and clawed hands are covered in the 
  gore of unknown victims. Another set of statues stand 
  on the other end of the bridge.  
   
  Towering above everything is a grotesque tower. 
  Its lower levels are thinner that its upper ones, and 
  the entire structure resembles nothing more than the 
  leg of some colossal beast. It is clearly not from 
  around these parts. 
   
  Give the party some time to talk about how they want to 
  approach this encounter. If they are tagging along with 
  Tilgune he will take the lead here (unless the party has 
  given him reason not to do so) and pay his slave girl over 
  as the required toll.  
   
  Alter what happens to whom as is relevant. Then 
  proceed with something like this: 
   
  As you approach a demon suddenly pops into view 
  above the fiendish statues. Tiny wings frantically flap, 
  and they alone appear to keep the thing in the air. It 
  seems to be a pig-like nalfeshnee, but is different 
  from any others you have ever seen; it is noticeably 
  larger. It bellows to your group. 
   
  “This be the Devouring Bridge and me its creator. 
  Grovel, for you now know mastery of craft. To pass 
  you must give me the toll I need from any thats wants 
  walk its length. Give me sacrifice now or walks away 
  fast.”  
   
  The monstrous demon crosses its arms and 
  scrunches its ugly face to see what you all do. 
   
  � Demon, Nalfeshnee, Advanced: hp 341; see 
  Appendix. 
  � Greater Stone Golem (4): hp 271; see Monster 
  Manual page 136. 
  � Demons, demons, demons (many): hp varies; see 
  Monster Manual entries. 
   
  Tactics: Stats are included for these monsters in case the 
  PCs want to commit suicide. This should not be a combat 
  encounter. This is a major defensive position for the 
  followers of Iuz and as such extreme resources have been 
  allocated to assure it is not taken easily, if at all.  
   
  If the party begins a fight here give them ample 
  chances to realize they are in over their heads and get 
  away. Use what demons you feel are appropriate from the 
  Monster Manual (except a Balor) to make them 
  understand this is a force they cannot defeat. Let them 
  get away if they start a fight, but if they insist on suicide, 
  grant their wish. 
   
  There are two 'easy' ways to get past the bridge: 
   
  � If the party is with the Tilgune, they can/should sit 
  back quietly and see what happens when he pushes 
  the slave girl onto the bridge. 
  � If the PCs are not with the merchants and have 
  Panea with them, they can now give her over to the 
  demon.  
   
  If the PCs watch the merchants, or themselves push forth 
  a sacrifice, read or explain the following: 
   
  As the 'toll' for crossing the bridge is unwillingly 
  shoved onto the edge of the construction it seems 
  very confused and freezes in place. The over-sized 
  pig-demon lets out a huge bellow of laughter. As he 
  does so, the statues at the near end come to life. From 
  their guard positions at the foot of the bridge they 
  reach down and lift the victim into the air. With 
  measured calm the stone demons raise the figure up, 
  pause for a short moment, then pull in opposite 
  directions. Gore splatters each statue. The nalfeshnee 
  chuckles as it flies over and rips the grisly remains 
  from each statue. As it turns and flies towards it tower 
  on the other side of the river it says in your minds, 
  “Yous can pass.” 
   
  
  IUZ4-01 Dorakaa 
   
  Page 15 
  Making it over the bridge is easy now. As appropriate for 
  your players, describe the bridge as the filthy, sickening 
  construction it is. It is slippery and smelly from things 
  best left unknown. The tower on the other side appears to 
  be made of stone, but is covered with even more filth. 
  Investigating it is suicide for the party. 
   
  If the party approaches the bridge by itself and does 
  not have Panea they will be asked to give up one of their 
  own to pass, else told to walk away. Any PC can volunteer 
  to do this, but it is not a wise idea for they do die in the 
  encounter if they just 'let things happen'. 
   
  The only real options at this point are for the party to 
  fight the demon and his servants, wait for another group 
  to come along and try to cross with them, or retreat and 
  try to sneak past the defenders at some other point. 
   
  The first option is very foolish but the statistics for 
  these creatures are in the Appendix if this happens. 
  Luckily, the demon will not move far from his bridge if 
  the PCs try to flee because the fight is going badly for 
  them. 
   
  The second option is much more viable and if they 
  choose it, invent some group similar to the previous one 
  and let the PCs tag along with them when they cough up 
  their 'toll'. 
   
  If the PCs insist on crossing at another place they can 
  search for one as they wish. However, they should 
  quickly realize that this is a very difficult option will add 
  days and days to their travel time.  
   
  � The Opicm is a large and rough river and the 
  followers of Iuz have made sure this is the only 
  passable bridge for hundreds of miles in either 
  direction.  
  � If they insist on this way, if they are not taking 
  extremely careful steps to avoid detection they will 
  be detected. Patrols of rafts, boats and ships of 
  demons and soldiers regularly patrol the river. They 
  are quite attentive to their jobs, so close to their 
  Lord's central city. 
  � If the party is spotted the patrols will race to attack. 
  An actual battle is not important, but one thing is. At 
  least one demon will immediately leave, to go warn 
  its superiors of a group attempting to cross the river 
  or sneakily enter Iuz's domain. Feel free to quickly 
  map out and have a combat, but be sure the party 
  notices what happens here or could reasonably 
  prevent it (extremely difficult). Use generic NPC 
  and demon stats from the DMG and MM, the 
  creatures being from an EL 4 to 10 range of 
  toughness. 
  � The PCs will need to expend considerable magical 
  resources to shrink the wagon, draft horse and ore 
  down to a size that makes it possible to cross the 
  river at another spot.  
  � Additionally, once they are crossed the river, the 
  rugged lands will make travel painfully slow as the 
  wagon bogs down in the non-road areas. 
   
  Any paladin or holy liberator should have serious issues 
  with the notion of a sacrifice and should not allow their 
  party to let it happen. Permitting the sacrifice of a 
  creature in this fashion, even an evil one, is a blatant 
  violation of their required Code of Conduct to maintain 
  their Good and Divinely granted powers. 
   
  If they allow this to happen, they will feel their holy 
  powers fade as soon as they pass the bridge. The powers 
  will stay gone for the rest of this adventure and until the 
  character gets an atonement. 
   
  Once past the Devouring Bridge and back on the 
  established road, it is easy to follow the Skull Trail as it 
  turns west and south towards Dorakaa. Tilgune will 
  continue to accompany the party unless they give him 
  reason not to. He will be pretty vague and casual with 
  talks. He will likely avoid any offers to make deals or 
  arrangements.  
   
  Encounter Four  
  Into the Breach 
  Finally, the PCs arrive in the city itself and must go about 
  finding their contact without revealing themselves to the 
  constantly watching and suspicious eyes. 
   
  It is well known that the servants of Iuz treat 
  demihumans, especially surface elves and dwarves, very 
  badly. Keep this in mind for any interactions that party 
  will have from here on out. The idea here is to make 
  them uncomfortable and worried more than anything. 
  Their general nature should be suspect and they should 
  take steps to cover it whenever possible. 
   
  4A 
  If the PCs are here by traveling up the Skull Trail use this 
  section of information: 
   
   
  Finally, you close on the end of your trip to Dorakaa. 
  In the distance, you can see outline of the mighty 
  walls of city, and occasionally some of you think the 
  faint screams of misery or agony can be heard. Distant 
  figures can been spotted spiraling over the city. 
   
  Smart PCs will realize or should suspect that there is a lot 
  more to the defenses of the city's perimeter than what 
  first meets the eye. 
   
  � There are many demons and other fell creatures 
  flying all around the city's outer walls and 
  surrounding area. The demons of course have many 
  useful traits that can detect those trying to sneak 
  past. Powerful ones can use true seeing at will, others 
  can detect invisible creatures, most have very 
  developed spot and listen skills, and some can scent 
  too.  
  � Using teleportation magics, even short-range ones 
  like dimension door will not work properly, as the 
  party was warned. 
  � The party should not be able to get over the walls by 
  flight without a fight, nor past the open gate area. 
   
  
  IUZ4-01 Dorakaa 
   
  Page 16 
  As the party approaches closer, read or describe this to 
  them: 
   
  You stand before the open eastern gates of Dorakaa. 
  In front of you, a score of orc and human guards 
  stand at the ready, checking all that try to pass the 
  gates. War dogs mill about the open area, chewing on 
  large bones or scraps of questionable meat. The 
  stench of the city pours out this opening in the walls, 
  threatening to overwhelm your senses.  
   
  At your approach, a sniveling pock-faced Oeridian 
  man cuts you off. 
   
  “Who are 'ye and what’s you doing in the Old 
  One's luxurious capital?” 
   
  The other guards around him seem to be waiting 
  on your response, too. 
   
  � Gate Guard Leader, human male Ftr7: hp 57; see 
  entry in DMG page 117. 
  � Gate Guards, human and orc males Ftr6 and Bbn6: 
  hp varies; see entry in DMG pages 113 and 117. 
  � War Dogs (12): hp 13 each; see Monster Manual page 
  272. 
  � Demons, demons, demons (many): hp varies; see 
  Monster Manual entries. 
   
  The party should be able to pass here with little problem. 
  They have very high-quality forged papers (DC 42 
  Forgery check) stating the order for raw ore for the Black 
  Legion, a large stash of ore in their possession they can 
  show the guards, and hopefully for them magic rings 
  protecting their alignments (if good). Have the PCs make 
  Bluff and Diplomacy rolls as appropriate for how this 
  role-plays out, but the guards are simply not that skilled. 
  It is possible for the PCs to get direction to the hall of the 
  Black Legion here, making their journey that much 
  easier. 
   
  The real defenses here are looking for those 
  attempting to sneak past with skill or magic, both of 
  which are hard to do: 
   
  � The war dogs are trained to bark out and follow any 
  scents they do not recognize. 
  � There are two demons posted in and around the 
  open gates that constantly alternate their abilities to 
  detect for good, invisible, and magic auras as well as 
  having the true sight ability in effect at will. 
   
  Once the PCs have passed the gate guards they are free to 
  roam the city at their leisure. Tilgune will take his leave 
  of the party at this point if he has not done so already. 
  Describe the general condition of the city as they get 
  accustomed to its unique nature. 
   
  At this time of day Dorakaa is strangely quiet. Stories 
  have depicted the city as a place of constant slaughter 
  and cruelty but you do not see that right away. 
   
  Your best guess would be that you have entered 
  the Foreign Quarter. Merchants from Ket, the Bandit 
  Kingdoms, Dyvers and other lands more interested in 
  profits than allegiances are visible. Buildings display 
  the banners of these countries as well as personal 
  marks or symbols of trading houses. Overall, this does 
  not seem to be such a bad part of town. 
   
  Further walking down the main thoroughfare 
  does reveal some of the nasty side of town. Orc and 
  mercenary groups often take items from dismayed yet 
  fearful merchants. And at all times, everyone makes 
  efforts to stay out of the way of the black robed 
  priests wearing the grinning skull symbol that 
  confidently meander down the streets. 
   
  It is easy to work your way towards the middle of 
  the city. An imposing structure rises above all others. 
  Formed from a child's nightmare of an evil castle, the 
  keep of Iuz the Evil makes for a terrible landmark to 
  be walking towards. But it is near there that the Black 
  Legion, Iuz's favorite troupe of warriors have their 
  complex. 
   
  It is not hard to find your way to the complex of 
  the Legion of Black Death. Theirs is a set of buildings 
  with defensible wall surrounding a huge courtyard 
  that is mostly filled with training troops. You spy the 
  buildings on your left as you reach the end of the 
  wide street you took here. But these are not the 
  buildings that demand your attention.  
   
  To your right is the massive structure of 
  Boneheart Citadel. This is the place most of Iuz's 
  schemes hatch from, where the truly powerful of his 
  servants spend much time scheming against the rest 
  of the world and each other. The black stone 
  structures are surrounded by tall iron-wrought fences. 
  The pointed ends of the fence bars have at least one 
  head impaled each, some more. The states of decay 
  vary from very old to still dripping. 
   
  Directly ahead is what can only be the Palace of 
  Iuz himself. Clearly the tallest building in the city, 
  this keep is surrounded by a wall seemingly made of 
  metal, stone and bones. From the corner of your eye it 
  seems the wall moves slightly, but direct stares 
  reveals nothing of this sort. Demons of all sort fly 
  freely over the battlements and rooftops of the palace, 
  making it look to be some sort of depraved nest of 
  twisted birds. It is hard not to think about what it 
  looks like inside, to wonder if the Old One is looking 
  out right now, amusedly watching your efforts to fool 
  one of his servant's plans. On second thought, its best 
  to not think about what is inside those walls. 
   
  Your progress toward the Legion's complex is 
  uninterrupted as you finally proceed in that 
  direction. 
   
  4B 
  Use this information for the parties that took the demons 
  up on their offer and have entered the city via the portal: 
   
  Nilget the quasit leads you to the opposite end of the 
  underground chamber you just entered. Skilled 
  mercenaries, elite orc guards and numerous demons 
  cover this room as you move across the cold stone 
  floor. A set of thick iron gates as tall as any giant are 
  
  IUZ4-01 Dorakaa 
   
  Page 17 
  open to a gradual incline upwards. Nilget flies 
  casually up this opening. Two times your group is 
  stopped by guards in front of more large doors on 
  level landings; first orcs then priests of Iuz. Both 
  wanted to see the ore you carried before allowing you 
  to pass. Finally, you see daylight ahead. 
   
  The bright sky would be a welcomed sight but for 
  what surrounds you. The tunnel you just walked 
  comes out from under a massive building. The black 
  stone structures are surrounded by tall iron-wrought 
  fences. The pointed ends of the fence bars have at 
  least one head impaled each, some more. The states of 
  decay vary from very old to still dripping. 
   
  “Boneheart Citadel is much pretty, even if built by 
  humans not you say?” utters Nilget. This citadel s the 
  place most of Iuz's schemes hatch from, where the 
  truly powerful of his servants spend much time 
  scheming against the rest of the world and each 
  other. 
   
  Directly ahead is what can only be the Palace of 
  Iuz himself. Clearly the tallest building in the city, 
  this keep is surrounded by a wall seemingly made of 
  metal, stone and bones. From the corner of your eye it 
  seems the wall moves slightly, but direct stares 
  reveals nothing of this sort. Demons of all sort fly 
  freely over the battlements and rooftops of the palace, 
  making it look to be some sort of depraved nest of 
  twisted birds. It is hard not to think about what it 
  looks like inside, to wonder if the Old One is looking 
  out right now, amusedly watching your efforts to fool 
  one of his servant's plans. On second thought, its best 
  to not think about what is inside those walls. 
   
  Your progress toward the Legion's complex is 
  uninterrupted as you finally proceed in that 
  direction. 
   
  The key to the adventure from this point on is to create a 
  feeling of constant danger for the PCs without 
  overwhelming and belittling them. This is Dorakaa and it 
  holds enough firepower to destroy the most capable of 
  adventuring companies. But it is the players fearing for 
  their character’s lives without over-whelming them that 
  makes these encounters fun.  
   
  Use your judgment as DM to see what your party 
  needs to try and create that feeing of “well this is possible 
  but we'd better not mess up” that is the key to the players 
  enjoying what they are doing. 
   
  Encounter Five 
  No Wives' Tale 
  Here the PCs finally meet their contact and can relax for 
  a time. Those hoping to gain new divine spells will be 
  drastically disappointed or regretting their decision. The 
  party will be given a stern warning about speaking the 
  name of Iuz at any time. 
   
  The approach to the Legion of Black Death's complex 
  is stopped at its main entrance gate. Guards dressed in 
  completely black enameled armor and weapons ask 
  your business before pointing you to the next large 
  building past them. The armory is there and so is the 
  smith awaiting this material, or so you are told. 
   
  The armory of the Legion is a tall and simple 
  building. Made entirely of stone, its walls are ugly yet 
  very functional. Dozens of individuals mill about 
  outside the large open doorways. Vats of water are 
  spread throughout this open area as are any number 
  of other tools of the trade. Some quick questions get 
  you pointed into the building itself. Once inside you 
  see that the whole interior of the structure is open, 
  with specific sections partitioned off. To one side 
  weapons of all fashion are made, in the middle is the 
  forge for making armor of mundane and unusual 
  type. Off to the other side is the area where more 
  mundane tools are made. Dirty men and orcs work on 
  chains, wheels, shackles or any other implement not 
  directly responsible for killing effectively. It is here 
  that you finally locate Saljin. 
   
  He is a short, squat man covered in the grime of 
  his work. His head is sloppily shaved bald and his 
  soot-covered face makes it hard to tell what he really 
  looks like. But he is extremely fit and muscled and 
  cuts an imposing figure as he pounds out a band of 
  iron. He stares you down as you approach. 
   
  “What do you want?” he mutters, taking a long 
  drink from a water skin. 
   
  The PCs can make conversation with the man and 
  eventually work the pass-phrase into their conversation. 
  He will respond with the proper phrase (“no, but the ale 
  makes up for that by being terrible”) after the slightest bit 
  of surprise and hesitation. If the PCs are following 
  through on their ore delivery ruse he will ask to see what 
  they have brought. He will appear pleased by this, get the 
  attention of some other smiths in the room, and then 
  have them leave the normal ore here but keep the special 
  stuff stored away. He'll take a moment to quietly tell the 
  characters that they can speak once they get to his private 
  smithy at his quarters then tells them to follow him out 
  of the forge area. 
   
  � Saljin, human male Rog11: hp 52; see entry in DMG 
  page 123. Saljin has many ranks of Craft (armorsmith, 
  blacksmith, weaponsmith), so as to pull of his disguise. 
  He is also a skilled liar, of course, having to be to live here 
  for so long undetected. 
   
  Saljin will lead the PCs away from the center of town, off 
  the main streets, past buildings that are very run-down 
  and dirty. He tells the PCs that his quarters are in the 
  Artisan's Quarters. It is there that he prepares the special 
  metal they brought before it is forged into chains for 
  special prisoners. 
   
  It is readily apparent that Saljin the smith lives very 
  simply. His residence is a wide squat building that 
  was likely a shop at some time. There are three main 
  rooms, a sleeping area, a room with tables and chairs 
  for preparing and eating food, and a large room in the 
  
  IUZ4-01 Dorakaa 
   
  Page 18 
  back that has been converted into a small smithy. He 
  ushers you all in quickly, peers out a closed shutter 
  for a time, then turns. 
   
  “I must admit, I did not think I was ever going to 
  hear that phrase. Seemed like they had forgotten 
  about me. Before you say anything listen to me. Do 
  not, at any time speak the commonly known name of 
  Him, for he can and will hear what is being said and 
  look to see who is talking about him in his own city. 
  He is a god, he can do such things. I have seen it 
  myself!!”  
   
  He clams himself down visibly, then rises, 
  walking to his foodstuffs and stove. 
   
  “Wait, before you begin let me be a good host. I 
  shall make you all some tea?” He puts a pot of water 
  on his wood stove and begins brewing some tea. 
   
  Saljin is legitimately surprised that the PCs are here. He 
  had come to believe the Drinkers had been wiped out or 
  were unable to do much to fight the Old One. He had 
  given up hope to really ever be involved in any 
  skullduggery in this city. At this point he is quite 
  nervous, for he believes this is his one chance to get out 
  of the city.  
   
  While letting the PCs explain their mission he will 
  be bidding his time for the right time to ask them to take 
  him with them when they leave this place. He will get 
  more and more agitated the longer it takes to ask this 
  question, so play him as getting more and more anxious. 
  Allow sly PCs some sense motive checks (DCs = 4 + apl) 
  to reveal to them that he is getting anxious and is holding 
  something back. The man is pretty frantic to get out of 
  this city for once and all. 
   
  He will want to know why the PCs are here and will 
  intently listen to what they have to say, asking questions 
  as appropriate. 
   
  When the PCs inevitably ask him for information he 
  will know the following things: 
   
  � He knows naught of the creation of any new 
  creatures but that is not surprising, such rumors are 
  not part of his social circles. 
  � There are rumors of alliances being formed within 
  the Boneheart groups. Supposedly Iuz is going to 
  raise someone new to Greater status and they are all 
  working to make sure it is one of their underlings or 
  allies. 
  � The High Priestesses Halga and Althea despise each 
  other but work well together and are wary of the 
  power the wizards possess. 
  � The wizards Null and Jumper begrudge the high 
  priestesses because they seem to have more of the 
  Old One's direct ear than they. 
  � Everyone fears the power of the ruthless Kermin 
  Mind-Bender. 
  � Archmage Null has been very busy lately. His 
  followers have bought great quantities of wood 
  recently but no one knows what for. It does not 
  seem to be delivered to his tower, on the other side 
  of the Palace. 
  � Production of weapons and armor are at steady but 
  normal levels so he doubts large-scale invasion in on 
  the immediate horizon. Everyone here seems to 
  think the Lord of Pain is happy with his current 
  position. 
   
  Once the PCs make more known or as appropriate he 
  will suggest the following options: 
   
  � Watch and wait outside Null's tower, try to map the 
  comings and goings of his servants. It may be that 
  they reveal something of import. 
  � As crazy as it seems, the drow enclave in the city may 
  be willing to deal. They are known to have as good of 
  information as any group in the city and will deal if 
  it is worth their while. The relationship between the 
  followers of the Spider Queen and Old Evil is an odd 
  one none but the players understand. He 
  recommends that they bring the Urdrakar steel 
  with, they may be able to use it to 'buy' some 
  information. It all a very risky option, but valid 
  none-the-less. 
   
  Saljin tells the PCs that this should be a safe place to rest 
  and regroup, as long as they are careful to not leave or 
  draw attention to themselves. He says that he has to go 
  and work at the forge at different times so will not be 
  around to help them most of the time. 
   
  When an appropriate time in the conversation occurs, 
  read or paraphrase the following: 
   
  Up to this point, you have assumed Saljin was 
  holding something back, more that he was nervous 
  about asking something than hiding it. Finally he 
  confronts the issue. 
   
  “Listen, I know it may not be my place, but I have 
  a favor to ask of you. Please, for the love of all that is 
  sacred take me with you when you leave this place. 
  Too long have I stood by and watched evil done to 
  men undeserving. Too long have I done my small part 
  to fuel this blight on Oerth. I am tired, I want to see 
  smiling children and peaceful fields. I want to talk to 
  a pretty lass. Mostly, I just do not want to die in this 
  wretched city.” Saljin the spy-smith gathers himself 
  for a short time. 
   
  “I have done my task, hiding my place as spy for 
  the Drinkers. I have earned the right to go home.” 
   
   
  Of course the party can do what they want with him. 
  He is a mostly broken man right now and he just wants 
  to find some peace. He is close to breaking and how the 
  PCs treat him will go a long ways towards how he reacts 
  after they leave. 
   
  
  IUZ4-01 Dorakaa 
   
  Page 19 
  Encounter Six 
  Now We Wait 
  The PCs have decided to stake out Null's Tower and see 
  where his servants go. This step may take more time but 
  is likely the safest route for finding something out. 
   
  As DM you will be given a lot of latitude to set this 
  encounter upage Here's the gist of more information 
  they can find out through Gather Information checks 
  (DC 30) or some careful snooping of their own:  
   
  � To the north of Null's Tower is the Orc Quarters 
  portion of town. This district is one of the most 
  heavily populated and least controlled. There are a 
  number of tall buildings with good views of Null's 
  Tower. 
  � Luckily, the orcs greatly fear Null and tend to try 
  and avoid him and his servants. Null is well-known 
  to be a wizard with a penchant for experimentations 
  and many times some orcs simply disappeared near 
  that tower.  
  � Because of the orc fear of Null, the buildings closest 
  to the Tower are almost entirely abandoned, and a 
  number of them would serve as a great temporary 
  place to stakeout and monitor activities. 
  � See the attached map for details on what buildings 
  are where. Take some time to quickly diagram what 
  and where the PCs are and what they see in this part 
  of the city. 
   
  Once the PCs commit to this course of action, describe 
  quickly how they found it, then read this to them: 
   
  Having found a large abandoned building with good 
  view of much of Null's Tower you have made your 
  way to its back entrance. The easiest route was to 
  actually walk right between the Tower and the Palace 
  of Iuz. It was odd, to walk so close to such 
  representations of evil and not be noticed, but your 
  group did it. 
   
  In front of you now is a pathetic excuse for a four-
  story structure. But for what is available, this is the 
  best place to see what is happening around Null's 
  Tower. Gaining entrance is no problem. The back 
  door is completely missing. 
   
  � Securing the building should be easy for the party. 
  There are three very drunk orcs on the second floor, 
  sleeping off their libations. Use standard Monster 
  Manual stat for these fellows as necessary.  
  � A quick or thorough search will reveal nothing of 
  value anywhere in the building, but does give the 
  party two prime vantage points of the Tower. One 
  looks to the southeast, the other the southwest. 
  Particularly paranoid parties can watch to the north 
  too, in case any patrols want to take a look inside.  
  � The windows on the upper floors are mostly missing 
  shudders so someone openly sitting there and 
  looking out should be pretty easily seen by an 
  attentive eye. The PCs can find filthy drapes or 
  blankets to drape over the inside of the windows, 
  giving them almost total concealment (Int check DC 
  2 + apl to realize this).  
  � Allow them to be inventive about any other 
  preparations but the best course of action is to make 
  as few changes as possible and simply stay hidden.  
  � Remind them that many demons fly over the city 
  looking for something that seems tasty or amusing 
  and too much fanfare may warrant investigation. 
  This is bad for the party. 
   
  Now the PCs wait. Paraphrase or read the following once 
  the stakeout actually begins. 
   
  As you settle into your watch position you notice a 
  few things of interest. First, there is a low stone wall 
  between the Orc Quarters and Null's Tower. The wall 
  in fact separates the Tower and Boneheart Citadel 
  from the dirty area of the orc clans. The wall itself 
  seems old and in poor condition, but no orc makes to 
  come near or cross it, and your instincts tell you there 
  is much more to it than you see now. 
  Second, the area around the Tower is barren of any 
  plant life. No trees, no grass, no weeds make a home 
  here. It is as if they know this is a place for death. 
  Third, the Tower has no windows. Its top peaks to a 
  point so fine it seems to fade from your vision rather 
  than just end. 
   
  The first few hours are boring. Activity is high in 
  this part of town. It seems that the number of orcs 
  here is almost limitless. Large and small groups walk 
  in all directions, some with distinct purpose, some 
  lazily, others completely too far into their cups. But 
  none come closer to the Tower than the main streets 
  around it.  You cannot see the main entrance doors 
  but you feel there is little activity through them. You 
  can see the barren walkway leading up to them from 
  the southeast window but no one has used it yet. 
   
  It is a few hours before dusk when a small wagon 
  ambles down the main road from the northwest. A 
  single donkey pulls the flimsy flatbed contraption 
  that has two riders. One is a robed man, dressed in 
  what seems to be the garb of a priest of Iuz. The other 
  is a long pine box, likely a coffin. The wagon driver 
  guides the donkey up the path in from of Null's 
  Tower. He disappears from sight as he makes for the 
  doors. Few moments pass before the driver and two 
  other figures emerge again. One is female and wears 
  blood-red garb with stained leather apron. The other a 
  set of breeches but no shirt, with dark markings or 
  symbols evident on his chest and back, even from 
  your distance. The driver tilts the coffin lid up so the 
  others can peer inside. Both of the new figures reach 
  inside, probing for something you cannot see. Finally, 
  they nod in agreement and send the driver off. 
  Quickly he mounts his wagon and drives it back 
  down the road he came from. 
   
  What just happened here is pretty simple.  
  
  IUZ4-01 Dorakaa 
   
  Page 20 
   
  � One of Null's servants, a lowly priest working at the 
  cemetery to the northwest of his tower has brought a 
  body to be inspected. The priest only knows that he 
  is to bring intact bodies of young humans to the 
  tower for looking at by some ranking servants.  
  � These individuals know about what is required for 
  the demundead creations.  
  � If the body is usable, the female (a ranking priest of 
  Iuz) preserves it with a gentle repose spell, then has 
  the low priest bring it to a warehouse on the edge of 
  the cemetery district, to await being picked up by 
  other servants of Null. 
   
  This is a lead the PCs should follow-up on. If they wait, 
  they find out this is pretty much a daily occurrence, for 
  death is common in this part of the world and bodies are 
  plentiful. They should realize that this is one method 
  Null is using to amass bodies for his experiments and 
  creations. It can lead them to where they want to go, too. 
   
   
  Encounter Seven 
  Welcome to My Parlor 
   
  The PCs have decided to go to the drow enclave in the 
  city to see if they can broker information from them 
  about what Null is doing, and where. 
   
  Finding the drow enclave is remarkably easy. Asking 
  where it is will get points and directions to the south end 
  of Dorakaa. However, asking about it will raise the 
  suspicion of most anyone here, for while they know of 
  the drow and accept their presence by order of the 
  Boneheart, no one likes them here. If the PCs ask too 
  often or freely about where/how to find the drow, they 
  will draw more attention than they want. 
   
  The leader of the drow in the city is a High Priestess 
  Lolth named Eclavdra. She has been the drow 
  representative from Lolth and Graz'zt in Dorakaa for 
  many years and is steeped in its politics. Iuz himself 
  chafes at her presence here but allows it, to keep his 
  Abyssal allies and its rulers appeased. 
   
  The number of drow actually in the city is remarkably 
  small. At most a score are here at any time, usually this is 
  closer to a dozen. Few know this, because none dare to 
  snoop around their building for fear of getting caught by 
  the drow or facing the anger of the Boneheart. 
   
  This should not be a combat encounter, for it is more 
  than most any party should be able to handle. But there 
  are some things that would trigger a battle so these npcs 
  are listed with statistics. Do what you can as DM to 
  dissuade any party from trying to fight here, but if 
  pressed the drow will fight. 
   
  If the PCs go this route for information, there are a 
  few things you need to watch for as DM: 
   
  � The drow are conniving and deceitful creatures that 
  hold grudges. Any PCs that played the special event 
  Assault on the Vault and accepted the reward Lord 
  Errant of Sterich should be watched (check for these 
  certs before the event begins).  
  � If they reveal themselves with the same names used 
  for their Lord/Lady of Sterich reward during the 
  encounter with Eclavdra she will recognize it. The 
  drow of the Vault have many spies in the area of 
  Sterich and know the names if not faces of the hero-
  adventurers that raided a fellow drow house and 
  celebrated such afterwards. Lolth has promised great 
  rewards to those brought low for this insult and has 
  spread word far and wide to lookout for such 
  individuals. The drow know that heroes as far as 
  Highfolk and the Bandit Kingdoms partook of these 
  raids. If Eclavdra has such a person in her sights she 
  will be sure to give them some revenge, depending 
  how they act here. 
  � If these characters are not civil, polite and flattering 
  to her at all times she will lie to them about where to 
  look and what to do. She is a vain and shallow 
  creature in many ways and has no tolerance for her 
  'lessers' to not respect her position. 
  � The ONE instance where the drow will attack is if 
  any member of the Stone Crow adventuring 
  company of the Keoland region is recognized (by 
  admitting who they are) the drow will have a much 
  different reaction. These adventurers leveled a great 
  insult to the drow after the initial raids in the event 
  CORS3-01 Assault on the Vault and the dark elves 
  plan to repay it. In fact, the presence of even one 
  such character will start a fight with Eclavdra and 
  her available minions as soon as she is ready. This is 
  bad for these PCs. However, she will allow those not 
  part of this adventuring company a single chance to 
  leave. If they do not do so, they are included in the 
  slaughter. 
  � Any identifiable surface elves will be noted by 
  Eclavdra, and raise an alarm in her head that she will 
  pass along to others to investigate. This is of course 
  the drow's traditional enemy, if they can hinder 
  them in any way they will. 
   
  The PCs may be in for a surprise for when they first 
  approach the drow they will be politely asked to wait for 
  a time. They will in fact gain audience with the High 
  Priestess herself, who will want to know why the 
  characters are after such information. 
   
  Finding the drow enclave in Dorakaa is very easy. It is 
  near the end of the main road heading south, to the 
  continuation of the Skull Trail.  As you walk, more of 
  Dorakaa is revealed to your watchful eyes. 
   
  Groups of orc troops march or stagger up and 
  down most streets, depending if they are on duty or 
  off. Bands of mercenaries purposefully walk toward 
  some unknown goal. An occasional troll or ogre 
  lumbers past your group, sniffing the air for 
  something of interest. Dirty and disheveled common 
  folk hustle from doorway to alley, in constant motion 
  to avoid drawing attention. 
  
  IUZ4-01 Dorakaa 
   
  Page 21 
   
  But all make way for the black-robed priests that 
  bear the grinning skull symbol. 
   
  The city itself is dirty here for to your east are the 
  Slave Quarters. Streets are covered in decades of filth 
  that has never been cleaned away. The alleys are 
  worse. Buildings are in terrible condition, missing 
  windows, smashed shutters, and open doorways are 
  common. It is plain that the only law here is that 
  those who can, do. Those who cannot flee or die. 
   
  The west side is called the Mixed Quarter. Rumor 
  says this is where initiate priests are mind-washed, 
  assassins are trained, and unholy items are cursed. As 
  bad as the slave section seems, this one gives you a 
  much worse feeling because its evil is well-hidden 
  amongst its stable buildings and cleaner streets. 
   
  You find your destination right off the main 
  street. It is impossible to tell what the building looks 
  like for it seems to move. As you get closer you realize 
  why. Spiders, tens of thousands of spiders, crawl 
  across the entire surface of this place. Only the few 
  curtained windows and veiled door frame are 
  uncovered. The entirety of the rest pulses with the 
  writing masses of Lolth's favorite creatures. All 
  passers-by give the building a wide berth. 
   
  There are no guards out front and a clean walkway 
  leads up to the building. 
   
  The PCs can enter the building whenever they wish. 
  They will be greeted by a single drow sitting behind a 
  large polished desk, reading a book. There are two doors 
  from the room that appear to lead further into the 
  building, of course.  
   
  This is the 'greeter' for the enclave, a charismatic 
  entertainer named Scallion for the surface folk (not his 
  real name). He will greet the PCs in a very civil manner 
  and ask their business in the house of the Spider Queen. 
   
  Depending on what they say they are after, they will 
  get the following information or opportunities: 
   
  � Scallion assures the party that he is fully able to 
  answer their initial questions, and decides who gets 
  to seek the counsel of the drow. 
  � They can use the Urdrakar steel to 'buy' an audience 
  with one that may be able to answer their questions. 
  Using less than all three bricks of it is not value 
  enough for them to waste their time. 
  � If they are utterly and immediately truthful about 
  what they want (to find out what Null is up to) he 
  will actually smile and applaud.  
   
  Once the PCs have made a deal with Scallion, he will ask 
  them to wait here for a time while he gets one that can 
  possibly help them. He leaves the room via the right 
  door, whistling an amusing tune. He will return about 20 
  minutes later and announces, “She will see you now.” He 
  will not tell them this, but this 'she' is the drow 
  Ambassador to Iuz, Eclavdra. This request has intrigued 
  her for few know of the real efforts of the Boneheart's 
  elite members. 
   
  If the PCs insist on being evasive and non-specific, 
  or if he feels they are lying to him, Scallion will entertain 
  them for a time before excusing them, admitting “the 
  drow can be of no assistance to you this day”. If they are 
  dismissed in this manner they have just lost their one 
  and only chance to deal with the drow, and they have 
  raised an alarm within a sect of power-players in the city. 
  It will not be long before word reaches the rulers of the 
  city that a group is sniffing around for information. 
   
  If the PCs have gained an audience with Eclavdra, 
  proceed to the following. If not, they must find another 
  source for some valid information. 
   
  Scallion gracefully leads you down a hallway behind 
  the right door. The hallways are remarkably clean and 
  clear of any decorations. A number of closed doors 
  populate the hallways but no other creatures are seen. 
   
  The passage ends at a set of doors etched to 
  resemble a pair of entwined spiders. Your guide 
  knocks three times, hesitates for a moment, then 
  pulls the doors open. 
   
  You enter a large room with vaulted ceilings. The 
  supports have been carved to resemble the legs of a 
  gigantic spider. Dull red lights provide limited 
  illumination but ample shadow. Four drow guards 
  stand at each side of the room. They are dressed in 
  remarkably intricate chain shirts of some dark metal. 
  Spiked bucklers, rapiers, hand crossbows and curved 
  daggers are plainly visible.  
   
  The centerpiece of the room is a deformed spider. 
  Its legs bend so that its head and torso are almost 
  touching the ground, yet its bulbous end rises high 
  into the air. At first it seems to be an amazingly 
  detailed carving, but when it adjusts its legs slightly 
  you know different. 
   
  From the shadows beyond your vision three 
  figures emerge. The first is a very short and thick 
  drow elf with numerous facial scars. Four feet tall at 
  best, he carries himself with confidence and 
  contempt but is strangely appealing. He wears a 
  bright chain shirt and a dark metal longsword. A large 
  shield of mithril floats in the air beside him as he 
  walks.  
   
  The second figure is that of an average-looking 
  bald drow female. She wears dark purple robes that 
  are not tied closed. Utterly unconcerned by what is 
  revealed, the tapping of her tall staff is the only sound 
  any of them make. 
   
  The last figure is the most striking. At exactly five 
  feet tall, she carries herself like royalty. Her long 
  white tresses fall to the floor behind her, resting on 
  the train of her skirts. She wears a skimpy chain shirt 
  that does nothing for her modesty. A long mace sits 
  on her belt and a wickedly curved half-moon shield is 
  slung over her back. The white vestments mark her as 
  a favored follower of Lolth, while the dark spider 
  symbols about her neck and wrists confirm she 
  enjoys pretty things, too. 
  
  IUZ4-01 Dorakaa 
   
  Page 22 
   
  The gorgeous female drow strolls up to the 
  crouched spider, pets its head slightly, then slides 
  onto its back like a favored chair. 
   
  “Well, it seems that good Scallion has brought us 
  interesting guests this day. Goody. Its been a might 
  boring lately. 
   
  “I am Ambassador Eclavdra, High Priestess of 
  Lolth who is Queen of the Demonweb Pits. I must 
  admit, the information you requested of Scallion is 
  very intriguing. You are now at my court, proper 
  etiquette at all times is a requirement. 
   
  “After you properly introduce yourselves to me it 
  would be appreciated if you fully expound on what 
  you want. I will not tolerate lies, insults or disrespect, 
  so handle yourselves properly please. Speak freely, I 
  assure you this room is protected from the prying ears 
  and eye of the Old One and his servants.” 
   
  Eclavdra is actually willing to give the party the 
  information it wants, if they say and do the proper things.  
   
  � First, she or Scallion will ask for all the bricks of 
  Urdrakar steel. If they do not get three of them, they 
  will not be helpful to the party. If the party told 
  them they had enough to make it worth their time, 
  try to lie to keep the ore, or refuse to give it to the 
  drow, they also get lied to. 
  � The drow priestess is incredibly vain and demands to 
  be treated with respect and manners. In fact, if they 
  are polite to her she will give them what she knows 
  without asking for any information in return. Of 
  course, she is getting something she values from 
  telling the PCs, but they have no way of knowing 
  what that is. 
  � If the PCs insult her or try to annoy her she will give 
  them utterly false information. 
   
  She is generally aware of what Null is doing, and these 
  are the things she will share if they treat her properly and 
  to her liking: 
   
  � Her spies have noticed the sheer number of bodies 
  he has servants stash then secret away. 
  � He has been working this way for at least three years 
  now, if not longer.  
  � She has had the wagons followed and is certain they 
  are being taken to some building in the Artisan's 
  Quarters but not certain exactly which. The entire 
  area is very heavily guarded and hidden. Radiations 
  of the most powerful of magics are found in the area, 
  but it has been impossible for her spies to find out 
  what and where they are exactly without giving 
  themselves away, which she does not want. 
  � It is her belief that Null has been developing a new 
  sort of undead servant, to both improve his place in 
  the eyes of the Old One, and give him an army of his 
  own. 
  � She is uncertain what has happened to all the bodies, 
  for the buildings in the Artisan’s Quarters are not 
  large enough to house all of them. She will suggest 
  that maybe most of the bodies are consumed in 
  testing or some such thing, Null is a known artificer 
  and inventor. 
   
  Eclavdra will recommend that the PCs go to the 
  warehouse the dead bodies are first stored in and see 
  what they can learn. 
   
  She is very interested in any information on these 
  new creatures that the PCs will share. She does not know 
  what they are or can do, and would be willing to trade 
  some of the above information for this. Eclavdra and her 
  group can talk telepathically as the wizardess cast Rary's 
  telepathic bond before meeting with the party. 
   
  At no time will she allow the PCs to cast any spells or 
  use magic devices in her presence, and doing so may 
  begin a dangerous battle. 
   
  If the PCs are rude to her, thus violating her 
  instructions to be honest and clever (yes, she is a 
  hypocrite), she will display no difference in her 
  mannerisms, 
  but 
  will 
  give 
  drastically 
  different 
  information, sending the PCs into a direly dangerous part 
  of the city. Skilled parties can of course detect her 
  evasiveness or get the feeling she is not being truthful 
  with them.  
   
  This is what she tells the party if she decides to lie to 
  them: 
   
  � She tells the party that Null has been working with 
  some foul Lord of the Abyss to create a new creature 
  designed to destroy the armies of the Old One, for 
  Null plans to take his place as the demi-power of this 
  empire. 
  � His laboratory is a large building deep inside the 
  Mixed Quarter, not very far from here actually. 
  � The entire area is guarded over by demons in the 
  service of this unknown fiend, and by the Assassin’s 
  Guild of Dorakaa. Its is one of the most dangerous 
  places to approach in the whole city. 
   
  This action should cause the party a lot of wasted time. It 
  will also give her time to inform the followers of Iuz of 
  some characters in town asking about what the Greater 
  Boneheart are doing. 
   
  ALL APLS (UNTIERED) 
  � Eclavdra: hp 164, see Appendix. 
  � Scallion: hp 136, see Appendix. 
  � Graldjek: hp 208, see Appendix. 
  � Matarones: hp 151, see Appendix. 
  � Monstrous Spider: hp 52; see Monster Manual page 
  289. 
  � Demon, Bebilith (4): hp 150; see Monster Manual 
  page 42. 
  � Demon, Retriever (4): hp 135; see Monster Manual 
  page 46. 
   
  Tactics: Should a fight start, simple, kill the party. If the 
  PCs are dumb enough to start a fight here, they get what 
  they deserve. Eclavdra herself will  not stick around for 
  
  IUZ4-01 Dorakaa 
   
  Page 23 
  the fight, instead trusting her bodyguards to do the deed, 
  and using her word of recall to depart to a safer area. If 
  she is forced to stay because of party actions, she will 
  fight for keeps.  
   
  Demons (of the above-listed variety and others in the 
  Monster Manual) will begin and continue to appear if the 
  PCs keep fighting, until they flee, are captured, or dead. 
   
  Encounter Eight 
  Let's Go For a Ride 
  PCs that immediately follow the wagon will see it go back 
  up the main street to the northwest, and head into the 
  Orc Quarter for only a short bit before pulling around 
  behind a small warehouse, and entering. 
   
  It is here that Null's servants store the dead bodies 
  used in creation of the demundead. This is also where the 
  only real chance the party has to get into his demiplane. 
   
  The warehouse is protected by guards and wards 
  spells and a forbiddance (all cast at 3+ APL level, so for an 
  APL 12 party the spells here are cast at 15
  th level). The PCs 
  will need to use some pretty powerful magic in a subtle 
  fashion to gain entrance, but it is possible. 
   
  In the warehouse:  
   
  � There are nineteen pine boxes, stacked in five rows, 
  five high.  
  � Inside each is the naked body of a dead person. 
  Every body is that of a relatively young male, all 
  human or half-elf.  
  � All are protected from decomposition by gentle 
  repose spells. 
   
  The PCs have two options, first they can sit and wait and 
  see what happens, or they can take a gamble and go for a 
  ride. 
   
  Unfortunately for the party, the bodies will not be 
  taken into the secret lab until the following night. So 
  they have to (hopefully anxiously) wait, however as a 
  DM, this is funny. 
   
  Some groups may not immediately realize that they 
  should swap places with the bodies in the coffins and 
  take the free ride to wherever they are going. This is fine, 
  the party is under no real time (unless they are being 
  chased or sought-after), so they can just sit and watch this 
  first wagon-load, then 'hitch a ride' on the next in a few 
  days when  the number of bodies again reaches a score or 
  so. 
   
  Alternatively, some parties may decide that 
  following the wagon and 'jumping' the driver to gain 
  entrance to wherever the coffins are going is a good plan, 
  and if they execute well it can be. 
   
  If they decide to hide in the coffins, the gist of what 
  the PCs can do here to help their plight is very simple: 
   
  � By removing the bodies of the dead and climbing in 
  themselves they will be brought right into the 
  demiplane by Null's own servants.  
  � The pine coffins are not airtight, so no suffocation. 
  � Obviously, very large PCs will need to find a way to 
  adjust their weight else they will be noticed. 
  � Gear will need to be reduced in quantity, put in a 
  separate coffin, or left behind. Heavy armors and 
  weapons may make considerable noise and thus 
  noticed for their encumbrance. 
  � Dead bodies can be disposed of by dumping them 
  down into the sewer grate in the alley behind the 
  warehouse. 
  � One or two PCs can easily watch for the wagon 
  returning and still get into a coffin before the driver 
  enters.  
   
  If the PCs take the big chance and ride in the coffins, 
  read or paraphrase the following: 
   
  Your hunch pays off. Lying in your coffin, you hear 
  the doors of the warehouse open, followed by the 
  creaking of harness leather and sputters of horses. 
   
  “Load the wagons,” a deep voice mutters. Dragging 
  footsteps approach, a rotten stench follows, and the 
  coffins begin moving. One by one, they are lifted, 
  moved, and set down again. It is an odd sensation for 
  sure, being inside a coffin bound for a bad place. 
  Ropes are secured before the wagon moves out. The 
  rough road jostles you around a good bit but the ride 
  is not too uncomfortable. It is hard to tell how much 
  time passes but it does not seem that long before the 
  “whoa” command is given and the wagons pull upage 
  Heavy feet land on the ground. 
   
  Minutes pass slowly and you hear nothing 
  distinctive but feel that someone or something is 
  moving around out there. When there is noise it is 
  very odd. It sounds like a fine silk sheet is being 
  slowly, methodically ripped in half. Finally, the 
  wagon lurches as the driver apparently gets back on 
  and urges the horses forward. You move only a short 
  ways before the wagons stop again and the command 
  “Unload and stack there” is given again. Same as 
  before, the coffins are lifted one by one and set down. 
  The aroma of the workers has gotten no better. As the 
  wagons move away another sound, this more like a 
  shallow hiss, is clearly heard before everything goes 
  silent and you are left alone in your dark coffin. 
   
  If the group decides to watch and/or then later follow the 
  wagon to see where it goes, describe/play-out the 
  following: 
   
  � The wagon driver will come back the following 
  morning with another coffin and body, mumbling 
  something about “have a full score now, must tell the 
  Tower to empty the warehouse.” This should get the 
  PCs ready for 'pickup' very soon. It will in fact 
  happen that night.  
  � If they keep waiting, the doors of the warehouse will 
  open a few hours after midnight the same day and a 
  man wearing the dark robes of a priest of Iuz will 
  enter with two ogre zombies. They throw open the 
  doors to reveal a large wagon. 
  
  IUZ4-01 Dorakaa 
   
  Page 24 
  � The priest will mutter something like “load the 
  wagons.” 
  � One by one, the coffins are lifted into the wagon by 
  the ogres. Ropes secure the load before the wagon 
  moves out. When it leaves, the priest takes the driver 
  seat, the ogres follow behind the cart. 
  � The wagon heads down the rough main road back to 
  the southeast, and turns northeast once it reaches 
  the middle of the city. It goes into the Artisan's 
  Quarter, turning back and forth a number of times 
  before stopping in front of a wide, squat building. 
  � The driver waves one ogre to open the doors, then 
  drives the wagon into the large open space, fully half 
  the bottom floor of the building.  
  � If some or all of the PCs can sneak into the room 
  with the priest/zombies/wagon, they will see him 
  dismount and approach a blank wall and mutter 
  something (DC 14 + apl listen check 'ascendance'). 
  This password works to open or close the portal from 
  either side. The portal will stay open until the 
  closing password is given. 
  � The wall shimmers for a few seconds before a quiet 
  tearing sound reveals another large room. But this 
  one is not a room in a simple old warehouse. It is 
  empty, has no light source and walls of stone. 
  � The priest will then command the ogre zombies to 
  unload the wagon, which they will do. If nothing 
  stops them they will finish, the priest will mutter the 
  same command word and leave.  
   
  If the party decides to 'jump' the priest and zombies, use 
  the following statistics: 
   
  ALL APLS (EL 8) 
  � Iuzian Priest, human Clr6: hp 42; see entry in the 
  DMG page 115. 
  � Ogre Zombies (2): hp 55 each; see Monster Manual 
  page 267. 
   
  Tactics: A capable party should be able to get at least a 
  surprise round on these fellows. The cleric is very 
  arrogant about his safety, being a servant of Null and all 
  that. If the party does not slay him before he gets to act 
  he will seek to do the one thing he can do, raise the 
  alarm. If he does this, see the Appendix for details on 
  what happens. The zombies will simply fight, or do 
  whatever the cleric commands them to do. 
   
  If the party captures and somehow manipulates the 
  cleric into telling them what he knows, they find it is not 
  much: 
   
  � He is delivering these bodies to a secret place of his 
  master, the Greater Boneheart  Archmage Null. 
  � He will only share the password with a person that 
  has charmed or otherwise magically influenced him.  
  � If he is not so influenced, he will not share it under 
  any circumstance. He is much more afraid of what 
  the Archmage will do to him/his soul when (not if) 
  it is discovered he has betrayed him. 
  � He does not know what the bodies are used for, only 
  that they are going into a demiplane of the 
  Archmage's own construction. 
   
  If the PCs did not hear or do not discover the password 
  they will not be able to enter the demiplane because 
  there is no way into it without the proper permission. 
  Thus they will need to wait until someone comes back 
  and they can get the password, or they have to go back to 
  the first warehouse and try to get into the second one by 
  waiting for the next delivery, which they can do if they 
  are willing to be patient and wait. 
   
  If they stay and investigate the warehouse area, there 
  is only one thing of interest, the main room: 
   
  � There is only one magic effect, from the conjuration 
  school, of strong aura (Spellcraft DC checks of  24 
  required for this information).  
  � It is a portal from this room to the pocket-dimension 
  created by the Archmage Null. 
   
  Once the party finally manages to get into this place, 
  proceed to the next encounter. 
    
   
  Encounter Nine 
  Mine Pockets are Deep 
  The PCs are now inside the first large room of the 
  demiplane Null created to do experiments unseen. It is 
  utterly dark in here, and the coffins are stacked. If they 
  rode inside the coffins it should be annoying but possible 
  for the PCs to free themselves. If they snuck or cajoled 
  their way in, alter as you see fit for what they see in this 
  first room. 
   
  Finally, you have found your way into what you hope 
  is your objective. There is no light but that which you 
  provide. The air is dry and stale. This forty-foot square 
  room has floors of plain stone. At regular spacing 
  there are skulls embedded in the stone.  
   
  There are no actual walls nor a physical ceiling. 
  Everything off the edge of the floor ends in a thick 
  mist you cannot see more than a foot into.  The room 
  tops out at ten feet, where the mist forms a gradual 
  cover. A single archway provides the only exit from 
  the room. It too is filled with the mist, and you 
  cannot see what is on the other side. 
   
  The entire room and all places here glow that same 
  conjuration magic as the portal. This is the first room of a 
  demiplane Null created to conduct experiments without 
  being pestered. Here his servants deliver bodies to create 
  more demundead. 
   
  If a PC makes a Spellcraft check (DC 30) they can 
  figure out this is likely a demiplane. Characters that then 
  also make a Knowledge (planes) check (DC 30) will recall 
  that any demiplane has specific rules or characteristics, as 
  determined by its creator. The PC will not be able to 
  
  IUZ4-01 Dorakaa 
   
  Page 25 
  determine what the specifics are, but can recall the 
  following aspects that can be controlled: gravity, time, 
  size, alignment, and impeded magic. 
   
  This whole demiplane has the following traits: 
   
  � Gravity: Normal gravity.  
  The only way for the party to figure this aspect out is 
  through experimentation or trial and error. 
  � Time: Fast flowing.  
  Each minute of time on the Prime Material plane (in 
  Dorakaa) is the equivalent of one day passing in the 
  demiplane. 
  � Size: Finite.  
  This area has a limited scope of size, meaning there 
  are specific and limited places that can be accessed. 
  The PCs will only be able to enter three areas, 
  though can glimpse into a few more. 
  � Alignment: Strongly Chaotic and Evil.  
  Chaotic. Anyone not of Chaotic alignment suffers a -
  2 circumstance penalty to all Intelligence, Wisdom 
  and Charisma based checks. 
   
  Evil. Anyone not of Evil alignment suffers a -2 
  circumstance penalty to all Intelligence, Wisdom 
  and Charisma based checks. 
  These penalties do stack for any Lawful Good 
  character. 
  � Magic: 
  Impeded 
  for 
  Positive 
  Energy 
  and 
  Conjuration.  
  Impeded for Positive Energy. Any magic (even from 
  items) from a Positive nature fails to function if the 
  caster does not make a DC 15 + spell level caster 
  level check. This also means that healing in these 
  areas may be very difficult. 
   
  Anyone that casts a spell from this school that 
  fails the above check will have the spell simply fail. 
  Allow them a Spellcraft check (DC 15 + spell level) 
  to realize that something about this place is blocking 
  this school of magic from functioning properly. 
  Impeded for Conjuration. In addition to blocking all 
  spells of this school, Null has placed this effect in 
  place so that no one may use gate, plane shift, 
  teleportation, word of recall or similar traversing 
  magics to enter or leave the demiplane without 
  permission from Null himself. He is of course 
  exempt from this hindrance. 
   
  Anyone that casts a spell from this school will 
  have it simply fail. Allow them a Spellcraft check 
  (DC 15 + spell level) to realize that something about 
  this place is blocking this school of magic from 
  functioning. Items that have a constant effect (such 
  as bracers of armor) from this school of magic will 
  continue to function here. Items that use magic of 
  this school and must be activated will not function 
  here. 
   
  The mist is simply a creation of Null's mind. It is a private 
  joke he enjoys. He firmly believes that most everyone 
  else on Oerth wanders around in a thick fog that 
  dampens their minds. So to protect his private work he 
  has cloaked this secret lab in that which confuses others. 
  It makes up the 'walls and ceilings' of all areas in the 
  demiplane. Some traits of the mist: 
   
  � There is no way to enter the mist. PCs can reach less 
  than a foot off the edges of any room they are in or 
  walkway they are on.  
  � They cannot leave the flooring areas, other than to 
  get off the ground 
  � PCs cannot fly or incorporeally move into the mist. 
  The laws of the normal world do not apply here. 
  � The mist is here for effect, to make the PCs realize 
  they are not on Oerth any longer. 
   
  Passageways 
  Once the PCs make the leap to cross through the 
  archway explain the following: 
   
  You feel the mist cover every inch of your being as 
  you push through the archway. It was as a wet blanket 
  covered you fully. 
   
  You emerge onto a walkway less than five feet 
  wide. The same thick mist makes the walls and 
  ceilings here. The walkway leads straight ahead out of 
  your sight. 
   
  Things of note: 
   
  � Null, whatever version of him that is here, knows 
  instantly when someone crosses out of the threshold 
  of the entry room onto the walkway. 
  � He does not know who or what they are, but knows 
  someone or thing has come into his secret lair. 
  Because few have permission to do this and he is 
  expecting no one at this time, he raises his defenses. 
  � The passageway moves straight forward for 100 ft. 
  before ending in another archway which can also 
  not be seen through. 
  � This archway leads to the Laboratory area, described 
  next. 
   
  Laboratory 
  It seems you have finally gotten somewhere. Crossing 
  this archway has brought you into a large round 
  room. Roughly one hundred feet across, the mist 
  surroundings rise into a large dome, peaking at about 
  fifty feet. The room is not empty. Shelves line the 
  walls, each covered in tomes and scrolls, vials of 
  strange liquids, figures and statuettes of fiendish and 
  dark imagery. Four large tables cover much of the 
  floor space. Each has a body, or part of a body on its 
  surface. Dark, stained sheets partially cover the 
  remains or some strange process. Other pedestals and 
  smaller tables are scattered about the room, holding 
  parchment for notes and diagrams. It is quite the 
  disgusting place. 
   
  Around the room are three more archways, all 
  filled with the dampening mist. 
  
  IUZ4-01 Dorakaa 
   
  Page 26 
   
  Allow the PCs a few moments to explore the room. The 
  remains on the tables are some corpses similar to what is 
  in the other bodies. A search will reveal the dissected 
  bodies and some parts of large bats. PCs familiar with the 
  demundead will recognize these as pieces parts of 
  making such beings. 
   
  Honestly, there is not much to learn in this room. 
  The party members have likely already been in a place 
  where these shells are made so this is nothing new. The 
  books and scrolls scattered about are pretty standard fare 
  of necromantic arts and experimentation ideas. Sifting 
  through it all would take a long time, which the party 
  will not get. 
   
  Relatively early in the party's room search, one of the 
  archways will swirl and a man comes gliding into the 
  room. Have the PCs make Spot checks (DC 12 + APL) to 
  notice the swirling of the mist from the archway. 
   
  It is with no evident surprise or emotion that a figure 
  comes gliding through one archway. It is a human 
  male of small stature, closer to five feet in height than 
  six. His thin and straggly black hair is matched by a 
  greasy and pock-marked face. He wears dark robes 
  and the symbol of Iuz. He seems almost uninterested 
  by your presence, until he speaks. 
   
  “What are you doing in my secret place?” 
   
  This is of course not truly Null himself, though it is in 
  some fashion. It should regardless be quite shocking to 
  the party to have what at least initially seems to be Null 
  in the same room.  
   
  A paranoid man, Null trusts no one to keep watch on 
  his demiplane but himself. An avid artificer, he has been 
  working on making more capable copies of himself and 
  this is his best  effort to date. This being is a modified 
  simulacrum of the Archmage. It knows a great deal about 
  what experiments Null is working on and allows him to 
  get a great number of small tasks finished while keeping 
  track of his fellow Bonehearts and pleasing Iuz himself. 
   
  Wily PCs may figure out this is not the real Null. For 
  one, they are all still alive. Two, some questioning will 
  reveal that while it is 'Null' and knows what he is up to, it 
  is not the original Null. A Sense Motive check (DC 12 + 
  APL) will reveal that this creature is being evasive and 
  not telling all/complete truths. 
   
  This Null will not speak for long. As DM, use your 
  imagination and feel for the table to play this encounter 
  for as long as seems prudent. It will ask some questions 
  and try to learn what it can from the party but when they 
  get evasive or annoying he attacks. The real point of it 
  being here is to show the PCs that they have entered a 
  place close to the workings of this Boneheart, and 
  hopefully frighten them some. There is nothing in this 
  room the wizard is afraid to destroy so it tosses mass-
  damage spells freely. 
   
  All APLs (EL Variable) 
  � Null, simulacrum: see Appendix for appropriate APL 
  information. 
   
  Tactics: Null will first see to his survival by casting any 
  short-term spells he has not gotten up already (i.e. greater 
  invisibility, etc.) then fly into the air near the top of the 
  mist dome, and try to control the battlefield by cutting 
  the PCs off from each other with wall or similar spells so 
  as to not fight the whole party at the same time. DO not 
  lock him into one set of tactics, he is smart enough to do 
  whatever is most relevant for the situation. If nothing 
  else he'll just pick the most dangerous foe and work to 
  take him/her apart. 
   
  If the simulacrum is brought to zero or fewer hit 
  points, he is destroyed. When the fight ends, and if the 
  Null here is killed read or paraphrase the following: 
   
   
  As the vile wizard succumbs to your attacks you see 
  his figure begin to morph and slide. Color fades from 
  it completely and as it collapses, all that is left is a pile 
  of ice and snow. 
   
  Smart PCs can make appropriate checks to realize this 
  was some sort of simulacrum. 
   
  Treasure: 
  APL 8-12 
  Headband of Intellect +2 (Adventure, DMG) 
  Slippers of Spider Climbing (Adventure, DMG) 
   
  APL 14 (All of APLs 8-12 plus the following) 
  Ring of Counterspells (Adventure, DMG) 
  Metamagic Rod, Lesser Maximize (Adventure, DMG) 
   
  APL 16 (All of APLs 8-14 plus the following) 
  Vibrant Purple Ioun Stone (Adventure, DMG) 
   
  When this copy of Null is killed the real one is alerted to 
  a problem because of the bond they share. He is 
  uncertain what has happened and is in the middle of 
  something important so the PCs have a few moments to 
  search more before things start to happen. Null will 
  finish his current business before teleporting to the 
  storage area of his demundead, to be sure all is well there. 
  Once he is happy he looks to other parts of his 
  demiplane, the ones the PCs are in right now. 
   
  Of the three archways leaving the lab area, only one is 
  accessible by the party. It leads to the next section, a 
  study. The other two are something the PCs cannot 
  activate by any means. Allow the PCs to go into the study. 
   
  Study 
  A small but comfy room, this study is tidy and 
  organized. A large and plush couch occupies the left 
  part of the room. In the middle is a huge wooden 
  desk. The matching cushioned chair sits behind it. A 
  single vial sits on the desk, holding down a piece of 
  parchment. To the right is a narrow bookcase full of 
  manuals and tomes. A large chest sits on the ground 
  next to it. 
   
  On opposite ends of the room hang two banners, 
  each suspended in air by nothing visible.  
  
  IUZ4-01 Dorakaa 
   
  Page 27 
   
  The first is wrinkled, dirty and stained. Black of 
  background, it displays a grinning red fiend with long 
  dark horns and a tainted golden crown hovering 
  above its head. The symbol of the Horned Society is 
  well-known to many. 
   
  The second has been torn and shoddily sewn 
  together. It is wind-worn and has obviously seen its 
  share of battles. A gray cracked-marble border 
  surrounds the vibrant red background. Central is the 
  black watch tower of the Shield Lands. An attached 
  pendant bears some symbol of crown and axe. 
   
  This area is a place of quiet for the Archmage of the 
  Boneheart. He comes here to think of new experiments 
  and avoid distractions. 
   
  The pendants are simply reminders of Null's past 
  achievements in the field. Appropriate heraldry checks 
  (DC15) will reveal the general origin of these banners. As 
  one of the commanders in the invasion of the Horned 
  Lands and the Shield Lands, Null had the banners of the 
  opposing generals brought to him for display. Neither is 
  magical in any way, but represent fond memories for the 
  wizard.  
   
  Of interest to some PCs, the Shield Lands banner was 
  one of Earl Holmer's (former leader of the Shield Lands) 
  own, taken from the hands of his squire dead when the 
  Earl was captured. 
   
  Things of interest: 
  � The vial on the table is a magical elixir, see 
  Adventure Record for details. 
  � The parchment under it is a partial and unfinished 
  note. The lesser Null was scribbling it when the 
  party interrupted him. See Player's Handout #3. 
  � There are some items of value in the chest, which is 
  unlocked and unguarded. 
  � The tomes and manuals are more long and depraved 
  works about techniques for necromancy, item 
  creation, and experiments. They have no real value 
  gp-wise. 
   
  Treasure: 
  APL 8-12 
  Darkwood Buckler (Adventure, DMG) 
  Dust of Dryness (Adventure, DMG) 
  Elixir of Holy Essence (Adventure, see Adventure 
  Record) 
   
  APL 14-16 (All of APLs 8-12 plus the following): 
  +2 Heavy Darkwood Shield, Animated (Adventure, 
  DMG) 
   
  Give the PCs little time to spend here before things begin 
  to happen: 
   
  As you search this private sanctum of the Boneheart 
  Null a feeling of cold rushes over you all. You feel as 
  if you have drawn the gaze of some terrible being. As 
  the notion passes, the floor of the chamber rumbles, 
  as if upset. 
   
  If the party does not get the hint to get out, increase the 
  rumblings until they do. Once they get back to the 
  Laboratory area the following happens: 
   
  As you rush back to the lab area you note a few 
  changes. First, the rumblings increase intensity and 
  frequency. Secondly, one of the archways you could 
  not access previously has cleared so that you can see 
  through it. 
   
  You see a massive area, as large as any great feast 
  hall you've been to. The floor is the same as the one 
  you stand on now, and you cannot see the mist walls 
  or ceiling. You feel this is another extension of this 
  strange place. 
   
  Lined in neat rows and stacked past your line of 
  vision are simple metal racks. Each a few feet wide, a 
  few tall and about six long. Resting on each space is 
  the body of a smallish figure. Pale of skin and hairless, 
  you see folded wings under each. You recognize the 
  figures as those of the demundead creatures. They do 
  not move at all which eases your worries some. What 
  sets you on edge are the sheer number of them. What 
  you can see easily numbers in the hundreds, if not 
  thousands. And you feel this is not all of them, for 
  your vision covers nowhere near all this room. 
   
  Stepping into your view is that same greasy little 
  man you fought moments ago. Yet this one is 
  different. He wears richly embroidered robes, jewels 
  of a king, and the sneer of a madman. 
   
  “I see you little ones, yes I see you all. You've 
  annoyed me this day, so I suggest you run for your 
  lives now.” 
   
  With that the archway swirls back to a thick mist 
  while the floor vibrates angrily. 
   
  For those that want or ask, the node they just saw is only 
  open for viewing, not passing through. Any attempts to 
  jump next to the wizard fail, and no magic will pass 
  through. 
   
  That was the real Null, gone to make sure his pile of 
  shells was unharmed. He is quite unnerved that some 
  unknown opponent has gotten so close to his most 
  valuable work and does not plan to leave it. But he is not 
  sitting idly by, either. The demiplane is manifesting his 
  anger by shaking and this is a good time for the party to 
  leave from whence they came before they get stuck here 
  for good. 
   
  Encounter Ten 
  Can We Leave Now? 
  It is assumed that the PCs will make all efforts to get out 
  of this demiplane as soon as possible. If not, find ways to 
  motivate them to do so. 
   
  It is possible for the PCs to slip out of the entry room 
  and back to the Prime plane. If they did not dally they 
  can also get away from this warehouse before forces 
  arrive at the place. But make it dramatic for them as you 
  can, it should be a tense moment, wondering what is on 
  
  IUZ4-01 Dorakaa 
   
  Page 28 
  the other side of the portal. Luckily for the PCs, the time 
  passage laws of the demiplane are helping them right 
  now, for they re-enter the Prime less than one minute 
  after having left it. 
   
  Once back on their own plane, the PCs have to 
  decide what to do to get out of town. Hopefully they will 
  have the fortitude to go back and try to get Saljin. They 
  can make their way back there unmolested if they are 
  careful. When they do, describe the following: 
   
  The abode of Saljin the smith is late at this dark hour. 
  Things are quiet in this part of town, but screams of 
  agony can be heard in other areas. The city seems to 
  be pausing for some big event. 
   
  You can make out a dim light from inside Saljin's 
  place, likely his table lamp for reading. 
   
  Once they enter his house they will find Saljin, or what is 
  left of him. While the PCs were away tracking down 
  Null's lair the smith has been busy. He did some 
  checking around town trying to find out more valuable 
  information to help the PCs, thinking this was his last 
  chance to make a difference. Unfortunately, he piqued 
  the interest of the wrong people, who came calling on 
  him. Interrogated in the most vile fashion, he eventually 
  broke and revealed what he knew. The priests of Iuz 
  decided to set a trap for the PCs. 
   
  They slew Saljin and then elevated him to zombie 
  status. They left him in his own house and set a series of 
  alarm spells around his home to alert them to any one 
  else's presence. The spells are set to alert the casting mage 
  silently. He placed them under the main table, by each 
  window and door, and on the roof. 
   
  The followers of Iuz are lying in wait at many places 
  around Saljin's home, in other buildings, hiding in 
  alleyways, etc. They will await signals from their unseen 
  scouts and demons before acting. 
   
  The inside of Saljin's home is much as it was. His few 
  possessions lie scattered about the room. The lamp 
  sits on the table, giving off a dim light and many 
  shadows. 
   
  Saljin himself paces near his stove. He does not 
  seem to have noticed you enter for he does not look 
  upage His arms are curled close to his chest and he 
  slowly paces back and forth, muttering something 
  under his breath. 
   
  Once the PCs approach or do something to gain his 
  attention: 
   
  The pacing stops. Saljin turns towards you all and you 
  see what has become of him. Opened from ear to ear 
  the man's throat is utterly cut. Dark splashes of blood 
  stain his clothing. He makes no move towards you 
  before uttering in a gurgling voice, “Wait, let me 
  make you some tea,” and turns back to the stove, 
  reaching for his water pot. 
   
  Give the party a few moments to react to this. Anything 
  of value left in the home is now gone, captured by the 
  followers of the Old One when they paid their visit to 
  Saljin.  
   
  Do not wait too long before describing or reading the 
  following: 
   
   
   
  Much as before in the demiplane, you feel a 
  terrible presence wash over you. It is gone within an 
  instant, but its impact is stunning. As your minds 
  clear, you notice the magical ring given to protect 
  your auras crumble to dust on your finger. 
   
  Suddenly, a shrill whistle cuts through the night 
  air. The area around you all begins to glow with a 
  shimmering emerald aura and you hear raised voices 
  heading your direction. 
   
  Iuz himself has decided to take a look and see what the 
  party is doing, having been alerted by Null and others. 
  He is amused by the PCs yet annoyed by their rings of 
  mind shielding so destroys them so as to give his minions 
  a good chance of capturing the party. 
   
  It is assumed the PCs will now want to leave this vile 
  place. The immediate problem is the spell a wizard of Iuz 
  has cast on the area. She used a dimensional lock spell 
  (cast at 17
  th level) to stop conjuration magics to be used to 
  leave the area. Allow parties spellcraft checks to realize 
  what this emerald aura is. This will prevent the PCs from 
  using the word of recall stick or other such spells to get 
  away, while in the house. 
   
  What they can do is get out of the building and to an 
  area not affected by the spell. Unfortunately, doing this 
  means those sent to apprehend them will get a shot at 
  them. Outside is an ever-growing horde of soldiers, orcs, 
  priests, mages, assassins and demons all vying to kill or 
  capture these invaders. 
   
  Only parties that refused the help of the demons 
  should have the combat in this encounter. They do not 
  get Encounter Eleven, Tell Us What You Know, so once 
  this is over go to the Conclusion. Those parties that 
  accepted the help of the demons should be allowed to 
  escape unscathed and before combat begins, but barely. 
   
  This should not be a traditional combat encounter. 
  The PCs can stay as long as they want but the sooner they 
  can gather together and depart, the better. The party will 
  likely have to leave the abode of Saljin to invoke their 
  magical way home. Once they leave, they will be engaged 
  by the following npcs who have moved towards the 
  house while the party is inside. The street outside is 20 
  feet wide, with buildings around and across from it. 
  There are a few alleyways not far from the house. 
   
  APL 8 (EL 10) 
  � Iuz’s Dread Guard, female human Ftr8 (2): hp 68 
  each; see Appendix for statistics. 
   
  APL 10 (EL 12) 
  � Iuz’s Dread Guard, female human Ftr8 (4): hp 68 
  each; see Appendix for statistics. 
   
  
  IUZ4-01 Dorakaa 
   
  Page 29 
  APL 12 (EL 14) 
  � Iuz’s Dread Guard, female human Ftr8 (4): hp 68 
  each; see Appendix for statistics. 
  � Cleric of Iuz, male human Clr12: hp 87; see 
  Appendix for statistics. 
   
  APL 14 (EL 16) 
  � Iuz’s Dread Guard, female human Ftr12 (3): hp 100 
  each; see Appendix for statistics. 
  � Cleric of Iuz, male human Clr12: hp 87; see 
  Appendix for statistics. 
   
  APL 16 (EL 18) 
  � Iuz’s Dread Guard, female human Ftr12 (4): hp 100 
  each; see Appendix for statistics. 
  � Cleric of Iuz, male human Clr16: hp 115; see 
  Appendix for statistics. 
   
  Tactics: Slow the party down long enough to subdue and 
  capture them. This group was sent by Null himself with 
  orders to prevent them from leaving. If the PCs start to 
  become troublesome they will not hesitate to use deadly 
  force, bodies can also be questioned. 
   
  The party has ten rounds to defeat this group before 
  reserves begin arriving.  
   
  � If they are not gone by then a group of demons for 
  the same apl arrive and join the fray (use the stats for 
  demons in the next encounter).  
  � Five rounds after that more demons and Iuzian 
  guards like the one at the end of the module arrive. 
  Groups of escalating power up to the highest apls of 
  this event will continue to come until the party gets 
  out of the city, is subdued, or killed to the last. 
   
  Again, parties that accepted the help of the demons 
  should have no combat encounter here, their final battle 
  will come next. Allow these groups to see what became of 
  Saljin, hear the alarms raised, then invoke their get-home 
  item or get help from the demons to get out of the city.  
   
  Play up the tension as best you can, it should be a 
  scary, tense moment for the PCs, and they are in dire 
  peril. If the party is not out of the city ten rounds after 
  they hear the alarms raised they will get the fights in this 
  encounter, both the Iuzian guards and demons, at the 
  same time. 
   
  Encounter Eleven 
  Tell Us What You Know 
  If the PCs agreed to the demon's offer earlier, some 
  friends of Avehovna show up again here.  
   
  Accepting demonic aid: 
  Should the PCs want help getting out of Dorakaa the 
  demons will get them right out of Saljin's home (or 
  wherever is relevant) and take them to an open area 
  outside the Castle of Foul Breezes in the Abyss for 
  “debriefing”.  
   
  If the PCs win the initial fight (and they should see 
  that more and more demons are coming for a closer look) 
  they CAN use their word of recall stick to get off this 
  plane. Yes, this breaks the general rule of the spell but 
  this is an altered version. 
   
  Getting out on their own: 
  If the party leaves the city before the demons can get 
  their end of the bargain, they will encounter them later. 
  Rzasanet the demon lord will spend considerable magics 
  to get his hit-team to where the party has gone.  
   
  If the party goes to a plane the demons would really 
  not want or be able to travel to (and use your judgment 
  based on alignments and nature of the plane) they can 
  escape this final battle, though the party will get no 
  experience for the encounter. 
   
  Regardless, if the demons can get to where the party 
  has gone, this will happen: 
   
  � The demons seek to find out what the PCs learned, 
  then eliminate them for good. 
  � As the party catches their breath (either in the Abyss 
  or where their escape takes them) they get their 
  demonic visitors, wanting their end of the struck 
  bargain.  
  � If the PCs try (and fail) to lie or deny them, they 
  attack in a rage. If the PCs actually tell them the 
  truth (or what the demons think is the truth), they 
  laugh at the foolish mortals then attack so none else 
  can learn of this. 
   
  APL 8 (EL 10) 
  � Demon, babou (4): hp 66 each; see Monster Manual 
  page 40. 
   
  APL 10 (EL 12) 
  � Demon, vrocks (3): hp 115 each; see Monster Manual 
  page 48. 
   
  APL 12 (EL 14) 
  � Demon, hezrou: hp 138; see Monster Manual page 44. 
  � Demon, vrocks (4): hp 115 each; see Monster Manual 
  page 48. 
   
  APL 14 (EL 16) 
  � Demon, glabrezu (2): hp 174 each; see Monster 
  Manual page 43. 
  � Demon, vrocks (4): hp 115 each; see Monster Manual 
  page 48. 
   
  APL 16 (EL 18) 
  � Demon, glabrezu (2): hp 174 each; see Monster 
  Manual page 43. 
  � Demon, nalfeshnee (2): hp 175 each; see Monster 
  Manual page 45. 
  
  IUZ4-01 Dorakaa 
   
  Page 30 
  � Demon, vrocks (4): hp 115 each; see Monster Manual 
  page 48. 
   
  Conclusion 
  Once the party gets out of Dorakaa and gets back to the 
  safe place from their get-away item, they will be in a quiet 
  field in Furyondy, in the middle of the night, as 
  promised. 
   
  The party breaks down what they found for the 
  Drinkers, who are horrified at how far along Null really 
  is. The Shade seems to be in shock about what you've told 
  her and is not sure how they will go about fighting all 
  these creatures if they become animated. 
   
  Lastly, describe to the PCs how it is not too long 
  after this that they are enjoying some relaxation when 
  they feel some powerful magic wash over them. Have 
  each make a Will save, DC 34. Failure means they are 
  now being scryed upon by Null, who sends a message to 
  each “Oh yes, you have gained my attention now.” 
   
   
  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 One: The Pick-up 
  Defeating the wandering monsters 
   APL  8   
  300 XP 
   APL 10  
  360 XP 
   APL 12  
  420 XP 
   APL 14  
  480 XP 
   APL 16  
  540 XP 
   
  Encounter Nine: Mine Pockets are Deep 
  Defeating the Null simulacrum 
   APL  8   
  300 XP 
   APL 10  
  360 XP 
   APL 12  
  420 XP 
   APL 14  
  480 XP 
   APL 16  
  540 XP 
   
  Encounter Ten: Can We Leave Now 
  Defeatling Iuz's minions and escaping Dorakaa 
   APL  8   
  300 XP 
   APL 10  
  360 XP 
   APL 12  
  420 XP 
   APL 14  
  480 XP 
   APL 16  
  540 XP 
   
   
  - OR - 
   
  Encounter Eleven: Tell Us What You Know 
  Defeating the demons 
   APL  8   
  300 XP 
   APL 10  
  360 XP 
   APL 12  
  420 XP 
   APL 14  
  480 XP 
   APL 16  
  540 XP 
   
   
  Story Awards 
  Refusing the offer of assistance from Avehovna and other 
  demons 
   All APLs   
  100 XP 
   
  Crossing the Devouring Bridge without using Panea the 
  gnome as a sacrifice 
   All APLs   
   
  100 XP 
   
  Entering and operating in Dorakaa without 'altering' 
  more than one NPC group or person (before entering the 
  demiplane) 
   All APLs   
   
   50 XP 
   
  Dealing with Eclavdra and the drow enclave without 
  offending her 
   All APLs   
   
   50 XP 
   
  Bringing Saljin out of Dorakaa (even as a zombie) 
   All APLs   
   
   50 XP 
   
  Returning the information about Null's experiment 
  progress to the Drinkers 
   All APLs   
   
   50 XP 
   
  Total Possible Experience: 
   APL 8 
  1,125 XP 
   APL 10 
  1,350 XP 
   APL 12 
  1,575 XP 
   APL 14 
  1,800 XP 
   APL 16 
  2,100 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 
  
  IUZ4-01 Dorakaa 
   
  Page 31 
  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 One: The Pick-up 
    
  APL 12: M: +3 studded leather (765gp) x2, +1 ring of 
  protection (167gp) x2, +1 frost composite longbow [+1 Str 
  bonus] (708gp) x2. 
   
  APL 14: M: +2 bastard sword (695gp). 
   
   
  Encounter Nine: Mine Pockets are Deep 
   
  APL   8: M: headband of intellect +2 (333gp), ring of 
  protection +1 (166gp), +1 dagger (192gp), slippers of 
  spider climbing (400gp), scroll of mirror image (13gp), 
  cloak of resistance +1 (83gp), darkwood buckler (2gp), 
  dust of dryness (71gp), elixir of holy essence (83gp), 
  mithral heavy shield (85gp). 
   
  APL 10: M: headband of intellect +2 (333gp), ring of 
  protection +1 (166gp), +1 dagger (192gp), slippers of 
  spider climbing (400gp), scroll of mirror image (13gp), 
  cloak of resistance +1 (83gp), darkwood buckler (2gp), 
  dust of dryness (71gp), elixir of holy essence (83gp), 
  mithral heavy shield (85gp). 
    
  APL 12: M: headband of intellect +2 (333gp), ring of 
  protection +1 (166gp), +1 dagger (192gp), slippers of 
  spider climbing (400gp), scroll of mirror image (13gp), 
  cloak of resistance +1 (83gp), darkwood buckler (2gp), 
  dust of dryness (71gp), elixir of holy essence (83gp), 
  mithral heavy shield (85gp). 
   
  APL 14: M: headband of intellect +2 (333gp), ring of 
  protection +1 (166gp), +1 dagger (192gp), slippers of 
  spider climbing (400gp), scroll of mirror image (13gp), 
  cloak of resistance +1 (83gp), darkwood buckler (2gp), 
  dust of dryness (71gp), elixir of holy essence (83gp), 
  mithral heavy shield (85gp), meta-magic rod of lesser 
  maximize (1,176gp), ring of counter spells (333gp), +2 
  animated heavy darkwood shield (1355gp). 
   
  APL 16: M: headband of intellect +2 (333gp), ring of 
  protection +1 (166gp), +1 dagger (192gp), slippers of 
  spider climbing (400gp), scroll of mirror image (13gp), 
  cloak of resistance +1 (83gp), darkwood buckler (2gp), 
  dust of dryness (71gp), elixir of holy essence (83gp), 
  mithral heavy shield (85gp), meta-magic rod of lesser 
  maximize (1,176gp), ring of counter spells (333gp),  
  vibrant purple prism ioun stone (3,000gp), +2 animated 
  heavy darkwood shield (1355gp). 
   
   
  Encounter Ten: Can We Leave Now 
   
  APL 8: M: +1 dire flail (224gp) x2, +1 breastplate 
  (112gp) x2, mithral heavy shield (85gp) x2, +1 longsword 
  (193gp) x2, +1 mighty composite longbow [+4 Strength] 
  (150gp) x2, +1 short sword (192gp) x2, amulet of natural 
  armor +1 (167gp) x2, ring of protection +1 (166gp) x2, 
  cloak of resistance +1 (83gp) x2, potion of cure moderate 
  wounds (25gp) x4, potion of blur (25gp) x2. 
   
  APL 10: M: +1 dire flail (224gp) x4, +1 breastplate 
  (112gp) x4, mithral heavy shield (85gp) x4, +1 longsword 
  (193gp) x4, +1 mighty composite longbow [+4 Strength] 
  (150gp) x4, +1 short sword (192gp) x4, amulet of natural 
  armor +1 (167gp) x4, ring of protection +1 (166gp) x4, 
  cloak of resistance +1 (83gp) x4, potion of cure moderate 
  wounds (25gp) x8, potion of blur (25gp) x4. 
    
  APL 12: M: +1 dire flail (224gp) x4, +1 breastplate 
  (112gp) x4, mithral heavy shield (85gp) x4, +1 longsword 
  (193gp) x4, +1 mighty composite longbow [+4 Strength] 
  (150gp) x4, +1 short sword (192gp) x4, amulet of natural 
  armor +1 (167gp) x5, ring of protection +1 (166gp) x5, 
  cloak of resistance +1 (83gp) x5, potion of cure moderate 
  wounds (25gp) x10, potion of blur (25gp) x5, +1 heavy 
  mace of impact (692gp), +1 full plate (221gp), +1 heavy 
  steel shield (98gp), +1 dagger (192gp), potion of bull’s 
  strength (25gp), potion of bear’s endurance (25gp). 
   
  APL 14: M: +1 dire flail (224gp) x3, +1 breastplate 
  (112gp) x3, mithral heavy shield (85gp) x3, +1 longsword 
  (193gp) x3, +1 mighty composite longbow [+4 Strength] 
  (150gp) x3, +1 short sword (192gp) x3, amulet of natural 
  armor +1 (167gp) x4, ring of protection +1 (166gp) x4, 
  cloak of resistance +1 (83gp) x4, potion of cure moderate 
  wounds (25gp) x8, potion of blur (25gp) x4, +1 heavy 
  mace of impact (692gp), +1 full plate (221gp), +1 heavy 
  steel shield (98gp), +1 dagger (192gp), potion of bull’s 
  strength (25gp), potion of bear’s endurance (25gp). 
   
  APL 16: M: +1 dire flail (224gp) x4, +1 breastplate 
  (112gp) x4, mithral heavy shield (85gp) x4, +1 longsword 
  (193gp) x4, +1 mighty composite longbow [+4 Strength] 
  (150gp) x4, +1 short sword (192gp) x4, amulet of natural 
  armor +1 (167gp) x5, ring of protection +1 (166gp) x5, 
  cloak of resistance +1 (83gp) x5, potion of cure moderate 
  wounds (25gp) x10, potion of blur (25gp) x5, +1 heavy 
  mace of impact (692gp), +1 full plate (221gp), +1 heavy 
  
  IUZ4-01 Dorakaa 
   
  Page 32 
  steel shield (98gp), +1 dagger (192gp), potion of bull’s 
  strength (25gp), potion of bear’s endurance (25gp). 
   
   
  Conclusion 
   
  ALL APLs:  Urdrukar Steel Helm (250gp). 
   
  Total Possible Treasure: 
   APL 8 
  1,250 gp 
   APL 10 
  2,100 gp 
   APL 12 
  3,000 gp 
   APL 14 
  6,000 gp 
   APL 16 
  9,000 gp 
   
   
  Items for the Adventure 
  Record 
   
  APL 8  
  Darkwood Buckler (Adventure, DMG) 
  Dust of Dryness (Adventure, DMG) 
  Elixir of Holy Essence (Adventure, see AR) 
  Headband of Intellect +2 (Adventure, DMG) 
  Mithral Heavy Shield (Adventure, DMG) 
  Slippers of Spider Climbing (Adventure, DMG) 
  Urdrukar Steel Helm (Adventure, see AR) 
   
  APL 10 (All of APL 8 plus the following) 
  Adamantine Breastplate (Adventure, DMG) 
    
  APL 12 (All of APLs 8-10 plus the following) 
  +1 Heavy Mace of Impact (Adventure, A&EG)  
   
  APL 14 (All of APLs 8-12 plus the following) 
  +2 Heavy Darkwood Shield, Animated (Adventure, 
  DMG) 
  Ring of Counterspells (Adventure, DMG) 
  Metamagic rod, lesser maximize (Adventure, DMG) 
   
  APL 16 (All of APLs 8-14 plus the following) 
  Vibrant Purple Prism Ioun Stone (Adventure, DMG)  
   
  Special 
  Elixir of Holy Essence: This small crystal vial emits an 
  unearthly moan when tapped and radiates a pale white 
  light. The top of the crystal vial is capped with a  cold iron 
  stopper shaped in the likeness of a skull. This elixir can 
  be applied to a weapon as a standard action and makes the 
  weapon holy for 1 hour, dealing an additional 2d6 points 
  of damage to any creature of evil alignment that it strikes 
  and the weapon is considered good aligned for the 
  purposes of overcoming damage reduction. One vial will 
  coat a single melee weapon or 20 units of ammunition. 
   
  Moderate evocation [good]; CL 7th; This item cannot 
  be crafted; Price 1,000gpage PCs cannot purchase more 
  than one vial of this elixir. 
   
  Urdrukar Steel Helm: For succeeding in your mission 
  and returning the Urdrakar Steel ore borrowed to help 
  your cover into Dorakaa, the Drinkers have had trusted 
  and skilled smiths forge the ore into a fine steel helm for 
  you. They will forge the helm into the likeness of your 
  choosing though because of the nature of the metal it has 
  a very dark tint. 
   
  This Urdrukar steel item has the following 
  characteristics: it grants the wearer a +2 bonus on all 
  saving throws versus Scry spells cast at them, and it 
  increases the arcane spell failure chance of the wearer by 
  10%. The helm wears. The helm wears 6 lbs. 
   
  Faint abjuration; This item cannot be crafted by PCs; 
  Price 3,000 gpage 
   
  Questionable Deed: For taking part in the decision to 
  sacrifice the gnome Panea to the fiendish guardian of the 
  Devouring Bridge in the Lands of Iuz, you partook of a 
  very questionable act. While not a shift n your alignment 
  shift, this does represent a mark on the goodness of your 
  being, and those who pass judgment on where your 
  eternal soul will finally rest have taken notice. 
   
  Approval of the Good: By refusing to partake of the 
  mission offered by the Drinkers of the Cup of Midnight, 
  those you are sworn to serve and protect have taken 
  notice and approve. One time only, you may call upon 
  the might of just powers you serve and invoke a 
  Righteous Might spell upon yourself as if cast by a 20
  th 
  level caster. Triggering this power is a standard action. 
   
  Note: Only PCs that refused to go on this mission 
  because of what was asked of them and actually did not 
  go will receive the reward. 
   
  Thanks of the Drinkers of the Cup of Midnight: For 
  agreeing to go into the dread city of Dorakaa and 
  returning with vital information on the plans of the 
  Archmage Null you have earned the appreciation of the 
  Drinkers. They promise to repay this effort at some 
  future time. 
   
  Attention of the Greater Boneheart Archmage Null: 
  For your part in a raid on the secret demiplane lair of the 
  Boneheart wizard Null, he has taken note of you 
  personally. Certainly this will not be a bad thing in any 
  future adventures … 
   
   
   
  
  IUZ4-01 Dorakaa 
   
  Page 33 
  Appendix 1: What Will Get the Party Noticed 
   
   
  This section will detail what you the DM need to keep track of, and be aware of if the party messes up in some fashion 
  while approaching or inside Dorakaa. There are certain things the party may do that will “get noticed” by NPCs in this 
  adventure. Some of these things are subtle, others more obvious. This Appendix section will detail what to watch for 
  and how the NPCs will react to each. 
   
  1. Attempting to teleport into, around, or out of Dorakaa is a bad thing, as they were warned. The teleporters will not 
  arrive where they intended, but will find themselves in the huge room below Boneheart Citadel, near scads of Iuz's 
  most dangerous servants. If they do this, the party has about one round to plane shift or word of recall out before 
  they get swamped by powerful demons, elite orcs soldiers, priests of Iuz and other terrible monsters. Use most of 
  what you want to subdue or kill them. 
  2. Paying Tilgune the merchant before crossing the Devouring Bridge can cause him to become suspicious of the 
  party. He will take the coin of course, but notes where they are from. It is wise to ask the party (once they have left 
  and gotten past Molag) what sort of coin they carry, it is more wise by the party to pay in gems. Tilgune is fully 
  aware of what coins from most all countries look like and will make a metal note of such. If he is able to sense lies or 
  evasiveness while talking with the party during their travels he will also take note of that. Should the party want to 
  accompany him to where he is staying or try to make contact with him in the city they will fail, as he has folks 
  watching for such things. This also raises an alarm in his head. What he will do with this information is take it to 
  those in Dorakaa that pay for such. While these individuals will likely not directly act on this information, they will 
  keep it in mind. 
  3. Trying to bribe their way past, sneak past or avoid the Devouring Bridge. If the party tries most any way to cross this 
  bridge (not involving the offering of a sacrifice) that gets noticed by the demons, such information will be sent 
  along to Dorakaa. Demons have wonderful ways to quickly pass information along to those they serve and are 
  schooled to do so, especially near this city. What the leaders of Dorakaa are interested in knowing is what the patrols 
  and guards have spotted along the Opicm River; numbers of people, general nature, location, etc. Some of those in 
  the city are very paranoid and want to have information about any unidentifiable group that approaches, as is 
  reasonable. 
  4. Asking too many questions and getting caught lying or being evasive while talking to NPCs. You will need to use 
  your judgment here, based on whom they speak to in the city, but asking questions around town about “what's been 
  happening?” or “what is that guy Null up to?” will raise alarms. Any general gather information check that fails by 
  more than 5 (DCs for these checks should be 25+, people here are evil, paranoid, or frightened) will cause those 
  NPCs to talk and inform Iuzians, for gold or favors. 
  5. Annoying, insulting or making the drow angry in any way. While this enclave has their own agenda and will give 
  the party what they want if treated properly, making them upset is a bad thing. If the party  made the Ambassador 
  upset at them right away (making her tell them entirely false information) she will still decide to tattle on them 
  later. Drow have no love for the goodly or non-serving races and will not hesitate to let those in power know of 
  subtle information they inquire. Eclavdra is vile enough that she will give the party a bit of a “head start” before she 
  tells on them, she has no desire to see Null gain even more power than he has now. 
  6. Attempts to pray for new spells or divine with another power will draw the attention of Iuz - directly. If a divine 
  caster attempts this sort of action, a number of things happen. They will feel that it is difficult to “connect” with 
  their deity, but can “push through”. Once the ceremony has begun, they will feel uncomfortable, like something is 
  not quite right. At this point they will get an experience as the one in Encounter Ten, where they draw the gaze of 
  the Old One himself. You should describe that they actually feel like they are looking at Iuz himself, that he is 
  looking back at them. If they do not immediately leave the area they are in and find a new place to hide they have 
  issues. Ten rounds after they “saw” the Old One demons from Encounter Eleven (for the appropriate apl) begin to 
  appear in the area, and attack. Ten rounds later another set of those demons and a set of guards/cleric as per 
  Encounter Ten arrive to join the festivities. More come until the party escapes, is captured, or killed. Also, spells of 
  the divination school will fail while within the city itself. Praying is possible if the party can find a safe location to do 
  so from, which is highly unlikely if not impossible in the city, they will constantly be on the run. 
  7. Saying “IUZ” out loud, as they were warned numerous times to NOT do, brings about a similar reaction as above. 
  The Old One himself will “look” to see who is talking about him and when he sees it is not one of this priesthood, he 
  acts. He crumples their rings of mind shielding to dust and sends minions to apprehend these deviants. Use the 
  same time-line and NPCs stats as described in the above instance.
  
  IUZ4-01 Dorakaa 
   
  Page 34 
  Appendix 3: NPC and Monster Statistics
   
   
  Encounter One 
  The Pick−up 
  All APLs 
  � Panea: female gnome, Rog1/Brb1; CR 2; Small-Size 
  Humanoid; HD 1d6+1d12+4; hp 17; Init +1; Spd 30 ft; 
  AC 11, touch 11, flat-footed 10 (+1 Dex); BA/G +1/+2; 
  Atk +2 melee [by weapon+2] or +2 ranged [by weapon]; 
  Full Att same as above; SA Sneak Attack +1d6; SQ as 
  gnome from PHB; AL CE; SV Fort +4, Ref +3, Will -1; 
  Str 12, Dex 13, Con 14, Int 10, Wis 8, Cha 12. Height 
  3ft. 10 in.  
   
  Skills and Feats: Appraise +4, Balance +5, Climb +5, 
  Escape Artist +5, Hide +5, Listen +3, Move Silently +5, 
  Spot +3, Survival +4; Dodge. 
   
  Tactics: Panea will avoid combat with the PCs, she 
  knows when she is out-classed. 
   
  Panea is entirely unaware of her current predicament. 
  She does not know she is “scheduled” to be sacrificed 
  to a demon. This cute little gnome acts very shy and 
  friendly, and will do things to tug at the heart-strings 
  of the PCs. She'll make motions that show her bonds 
  chafe and hurt, look doe-eyed, etc. 
   
  However, if she is released, she will take the 
  opportunity to flee to safety or attack a helpless person. 
   
   
  Encounter Three 
  From Trail to Bridge 
  All APLs 
  � Tilgune: male human, Rog5/Clr7; CR 12; Medium-
  Size Humanoid; HD 5d6+7d8+12; hp 81; Init +3; Spd 
  30 ft; AC 18, touch 13, flat-footed 15 (+3 Dex, +5 bracers 
  of armor); BA/G +8/+8; Atk +10 melee (1d6+2+1d6 
  shock [crit 19-20/x2], +2 short sword of shocking) or 
  +12 ranged (1d8+1 [crit 19-20/x2], +1 light crossbow); 
  Full Att +10/+5 (1d6+2+1d6 shock [crit 19-20/x2], +2 
  short sword of shocking); SA Sneak Attack +3d6; SQ 
  evasion, spontaneous casting (cure), turn undead 
  4x/day, uncanny dodge; AL LN; SV Fort +7, Ref +9, 
  Will +9; Str 10, Dex 16, Con 12, Int 14, Wis 16, Cha 12. 
  Height 5 ft. 10 in.; Languages; Abyssal, Baklunish, 
  Celestial, Common, Draconic, Dwarven,  Elven, Flan, 
  Infernal, Oeridian, Orc, Suloise (ancient), Sylvan. 
   
  Skills and Feats: Appraise +10, Bluff +10, 
  Concentration +7(+11), Decipher Script +8, Diplomacy 
  +12, Disguise +12, Forgery +10, Gather Information +8, 
  Knowledge 
  (Iuz 
  meta-region) 
  +8, 
  Knowledge 
  (Religion) +8, Listen +9, Profession (Merchant) +12, 
  Sense Motive +11, Sleight of Hand +9, Spellcraft +7, 
  Spot +9, Use Magic Device +7; Combat Casting, Dodge, 
  Mobility, Negotiator, Silent Spell, Still Spell. 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; base DC + 13 
  + spell level): 0 – detect magic (x2), detect poison, light, 
  purify food and drink, read magic; 1
  st – disguise self*, 
  command, endure elements, protection from evil, 
  protection from good, sanctuary, shield of faith; 2
  nd – 
  invisibility*, augury, calm emotions, delay poison, find 
  traps; 3
  rd – nondetection*, silent and still detect good, 
  silent and still detect evil,  obscure object; 4
  th – 
  confusion*, silent and still calm emotions. 
   
  *Domain spell. Domains: Law (cast spells at +1 
  caster level); Trickery (bluff, disguise, and hide are 
  cleric class skills). 
   
  Tactics: If a fight breaks out between the PCs and 
  Tilgune, he will order his men to attack and do 
  everything he can to escape. 
   
   
  � Demon, Nalfeshnee, Advanced: Gargantuan 
  Outsider CR 22 (chaotic, Extraplanar, evil, tanar'ri); HD 
  22d8+242; hp 341; Init +1; Spd 30 ft., fly 40 ft. (poor); 
  AC 27 (touch 9, flat-footed 26) [-4 size, +1 Dex, +19 
  natural]; BA/G +22/+46; Atk +33 melee [3d8+12, bite]; 
  Full Att +33 melee [3d8+12, bite], +28 melee x2 [2d6+6, 
  claws]; Face/Reach 20ft./20ft.]; SA Smite, spell-like 
  abilities, summon tanar'ri; SQ Caster Level 18, Damage 
  reduction 10/good, darkvision 60ft., immunity to 
  electricity and poison, resistance to acid 10, cold 10, 
  and fire 10, telepathy 100ft., true seeing; SR 22; AL CE; 
  SV Fort +23, Ref +15, Will +18; Str 34, Dex 13, Con 32, 
  Int 22, Wis 22, Cha 20.  
   
  Skills and Feats: Bluff +26, Concentration +32, 
  Diplomacy +30, Disguise +9(+11acting), Hide +18, 
  Intimidate +26, Knowledge (arcana) +27, Listen +35, 
  Move Silently +22, Search +27, Sense Motive +27, 
  Spellcraft +29(+31 scrolls), Spot +35, Survival +10(+12 
  following tracks), Use Magic Device +26(+28 scrolls); 
  Cleave, Combat Reflexes, Craft Wondrous Item, 
  Improved Bull Rush, Lightning Reflexes, Multiattack, 
  Power Attack, Weapon Focus (bite). 
   
   
  Encounter Seven 
  Welcome to My Parlor 
  All APLs 
  � Eclavdra: female drow Clr12 / Contemplative 2 / 
  Thaumaturgist 5; CR 20; Medium Humanoid (elf); HD 
  12d8+2d6+5d4+38; hp 126 (164 with bear's endurance); 
  Init +6; Spd 30 ft; AC 35  (touch 8, flat-footed 31); BA/G 
  +11/+14; Atk +19 melee (1d8+8 +2d6 vs. good / crit 19-
  20, +1[+5] unholy heavy mace of impact and 
  wounding); Full Att +19/+14/+9 (1d8+8/crit 19-20, 
  +1[+5] unholy heavy mace of impact and wounding); 
  SA Spells, turn undead 4/day, spell-like abilities; SQ 
  drow traits, spell resistance 30; AL CE; SV Fort +17, Ref 
  
  IUZ4-01 Dorakaa 
   
  Page 35 
  +15, Will +27; Str 12 (16), Dex 16 (22), Con 14 (18), Int 
  16 (22), Wis 21 (27), Cha 16 (20). 
   
  Skills and Feats: Bluff +20, Concentration +21, 
  Diplomacy +20, Knowledge (Iuz Meta-region) +14, 
  Knowledge (planes) +16,  Knowledge (religion) +19, 
  Scry +13, Sense Motive +18, Spellcraft +18, Spot 13; 
  Augment Summoning, Chain Spell, Maximize Spell, 
  Quicken Spell, Spell Focus (Conjuration), Spell 
  Penetration, Silent Spell, Still Spell, Weapon Focus 
  (rapier). 
   
  Possessions: belt of giant strength +4, boots of 
  speed, cloak of resistance +5, eyes of the eagle, gloves of 
  dexterity +6, headband of intellect +6, Heward's handy 
  haversack, metamagic rod (quicken), pearl of power 4
  th 
  level, periapt of wisdom +6, ring of protection +4, ring 
  of spell turning,  rod of splendor, strand of prayer 
  beads, +1 unholy heavy mace of impact and wounding, 
  +4 glamered drow chainmail of medium fortification, 
  +2 animated heavy mithral shield, +3 dagger, spell 
  component pouch x2. 
   
  Spells Prepared: 
  (6/7+1/7+1/7+1/7+1/7+1/6+1/5+1/5+1/4+1); base DC = 
  18 + spell level): 0
  th – cure minor wounds (x2), detect 
  magic (x2), detect poison, read magic; 1
  st – command, 
  comprehend languages, detect evil, detect good, detect 
  law, protection from good, protection from law*, 
  remove fear; 2
  nd – calm emotions, death knell, delay 
  poison (x2), hold person, resist energy, invisibility*, 
  sound burst; 3
  rd – bestow curse, blindness/deafness, 
  still and silent charm person, dispel magic, silent hold 
  person, magic vestment (x2),  magic circle against law*;   
  4
  th – deathward (x2), divine power, freedom of 
  movement, still and silent hold person, inflict critical 
  wounds*, restoration, spell immunity (confusion, 
  enervation, magic missile, scorching ray, slow) [cast on 
  Graldjek]; 5
  th – greater command, quickened divine 
  favor, plane shift,  righteous might, spell resistance, 
  still confusion*, true seeing, wall of stone; 6
  th – antilife 
  shell, silent bear's heart, greater dispel magic, harm, 
  heal, mislead*, silent recitation, word of recall; 7
  th – 
  blasphemy x2, disintegrate*, chained greater magic 
  weapon, slimewave, word of chaos; 8
  th – antimagic 
  field, cloak of chaos, greater spell immunity 
  (dimensional anchor, enervation, harm, power word 
  blind, power word stun), polymorph any object*, 
  summon monster VIII, unholy aura; 9
  th – energy drain, 
  gate, implosion*, miracle, summon monster IX. 
   
  *Domain spell. Domains: Chaos (Chaos spells +1 
  caster level), Destruction (Smite power), Trickery 
  (Bluff, Disguise, and Hide are class skills). 
   
  � Scallion: male drow, Rog 13/SD 1; CR 15; Medium 
  Humanoid (elf); HD 13d6+1d6+70; hp 136; Init +6; Spd 
  30 ft; AC 30 (touch 21, flat-footed 22); BA/G +9/+14; 
  Atk +15(+17) melee (1d6+8(+10) / crit 15-20, +3[+5] 
  keen rapier of shocking burst); Full Att +17/+12/+7 
  (1d6+8(+10) /crit 15-20, +3[+5] keen rapier of shocking 
  burst), +17 (1d6+4(+7) / crit 17-20, +2[+5] keen short 
  sword of wounding); SA opportunist, sneak attack, 
  spell-like abilities; SQ drow traits, improved evasion, 
  spell resistance 26; AL CE; SV Fort +12, Ref +22, Will 
  +9; Str 14 (20), Dex 20 (26), Con 14 (18), Int 16 (20), 
  Wis 12, Cha 14. 
   
  Skills and Feats: Appraise +8, Bluff +12,  Decipher 
  Script +10, Diplomacy +12, Disable Device +18, 
  Disguise +7, Escape Artist +25, Forgery +10, Gather 
  Information +7, Hide +25, Knowledge (Iuz meta-
  region) +10, Listen +11,  Move Silently +25, Open Lock 
  +18, Search +15, Sense Motive +18, Sleight of Hand 
  +18, Spot +23, Tumble +20, Use Magic Device +7; 
  Combat Reflexes, Dodge, Expert Tactician, Mobility,  
  Two-Weapon Fighting, Weapon Focus (rapier). 
   
  Possessions: amulet of health +4, belt of giant 
  strength +6, boots of speed, cloak of resistance +4, eyes 
  of the eagle, gloves of dexterity +6, headband of 
  intellect +4, Heward's handy haversack, ring of 
  protection +3, +4 glamered drow chainmail of medium 
  fortification, +3 keen rapier of shocking burst, +2 keen 
  short sword of wounding. 
   
  � Graldjek: male drow, Barb 2 / Ftr 2 / Ro 3 / Wiz 1 / 
  BlaGrd 2 / DevDef 5 / Temp 1 (of Keptolo); CR 18; 
  Medium Humanoid (elf); HD 2d12 + 2d10 + 3d6 + 1d4 
  + 3d10 + 5d12 +1d10 + 102; hp 208; Init +5; Spd 40 ft; 
  AC 34 (touch 21, flat-footed 26); BA/G +15/+18(21); 
  Atk +25(+27) melee (1d8+11[+13] / crit 15-20, +3 [+5] 
  keen longsword of shocking burst and wounding); Full 
  Att +27/+22/+17 (1d8+11[+13] / crit 15-20, +3 [+5] keen 
  longsword of shocking burst and wounding); SA aura 
  of despair, defensive strike +1, rage 1/day, smite good 
  1/day, sneak attack, spell-like abilities; SQ dark 
  blessing, deflect attack +2, detect good, drow traits, 
  evasion, familiar (weasel), fast move +10', harm's way, 
  mettle,  spell resistance 28, trapfinding, trap sense +1, 
  uncanny dodge; AL CE; SV Fort +28, Ref +21, Will +14; 
  Str 16 (22), Dex 16 (20), Con 16 (22), Int 14, Wis 12, 
  Cha 16 (22). 
   
  Skills and Feats: Escape Artist +11, Climb +13, Hide 
  +17, Intimidate +19, Jump +13, Knowledge (Religion) 
  +10, Listen +13,  Move Silently +11, Search +12, Sense 
  Motive +10, Sleight of Hand +11, Spot +10 Tumble +11, 
  Use Magic Device +8; Alertness, Blind-fight, Cleave, 
  Close-Quarters Combat, Combat Reflexes, Endurance, 
  Improved Sunder, Power Attack, Scribe Scroll, 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword). 
   
  Blackguard Spells Prepared (2); base DC = 11 + spell 
  level): 1
  st – corrupt weapon (x2). 
   
  Templar Spells Prepared (1); base DC = 11 + spell 
  level): 1
  st – entropic shield. 
   
  Possessions: amulet of health +6, belt of giant 
  strength +6, boots of speed, cloak of charisma +6, eyes 
  of the eagle, gloves of dexterity +4, ring of protection 
  +3, +4 glamered drow chainmail of medium 
  fortification, +2 animated heavy mithril shield, +3 keen 
  longsword of shocking burst and wounding. 
   
  � Matarones - female drow Wiz13 / Archmage 3; CR 
  17; Medium Humanoid (elf); HD 16d4+80; hp 129 (151 
  with empowered false life); Init +4 Spd 30 ft; AC  26 
  
  IUZ4-01 Dorakaa 
   
  Page 36 
  (touch 18, flat-footed 22); BA/G +7/+7; Atk +9[+12] 
  melee (1d4+2[+5] / crit 19-20, +2[+5] anarchic and 
  unholy dagger); Full Att +9[+12]/+4[+7] (1d4+2[+5] / 
  crit 19-20, +2[+5] anarchic and unholy dagger); SA 
  spells, high arcana – mastery of counter-spelling, 
  mastery of elements, mastery of shaping, spell-like 
  abilities; SQ drow traits, familiar (bat), spell resistance 
  27, telepathy; AL CE; SV Fort +15, Ref +14, Will +19; 
  Str 10, Dex 14 (18), Con 14 (20), Int 20 (26), Wis 16, 
  Cha 14. 
   
  Skills and Feats:  Concentration +24, Craft 
  (Alchemy) +27, Decipher Script +22, Knowledge 
  (Arcana) +27, Knowledge (arch & engr) +13,  
  Knowledge 
  (Dungeoneering) 
  +13, 
  Knowledge 
  (Geotgraphy) +13, Knowledge (Iuz meta-region) +20, 
  Knowledge (Nature) +13, Knowledge (Nobility & 
  Royalty) +13, Knowledge (Planes) +20, Knowledge 
  (Religion) +20, Listen +4, Search +7, Spellcraft +31; 
  Alertness, Combat Casting, Empower Spell, Quicken 
  Spell, Scribe Scroll, Silent Spell, Skill Focus 
  (Spellcraft), Spell Focus (Evocation and Necromancy), 
  Still Spell. 
   
  Possessions: amulet of health +6, boots of speed, 
  bracers of armor +8, cloak of resistance +5, gloves of 
  dexterity +4, headband of intellect +6, Heward's handy 
  haversack, metamagic rod (maximize), pearl of power 
  5
  th level, ring of freedom of movement, ring of 
  protection +4, staff of conjuration, +2 anarchic and 
  unholy dagger, spell component pouch x2. 
   
  Spells Prepared: (4/6/6/6/6/5/3/3/2; base DC = 18 
  + spell level, 19 + spell level for Evocation  and 
  Necromancy): 0 - detect magic, ray of frost, read magic, 
  touch of fatigue; 1
  st - magic missile (x2), protection 
  from good, ray of enfeeblement, shield (x2); 2
  nd - bear's 
  endurance, false life, invisibility,  resist energy (x2), see 
  invisible; 3
  rd - dispel magic, displacement, fireball (x2), 
  fly, lightning bolt; 4
  th - confusion, enervation (x2), 
  greater invisibility, stoneskin, wall of ice; 5
  th - baleful 
  polymorph, empowered false life, Rary's telepathic 
  bond, quickened magic missile, wall of force; 6
  th – 
  disintegrate, greater dispel magic,  repulsion (5ft); 7
  th – 
  limited wish (death ward), prismatic spray, spell 
  turning; 8
  th - horrid wilting, silent finger of death 
   
  Contingency: displacement when attacked 
   
   
   
  Encounter Nine 
  Mine Pockets are Deep 
  APL 8 
  � 
  Null 
  Simulacrum, 
  Wiz10: 
  Male 
  Human 
  (simulacrum) CR 10; medium-sized humanoid; HD 
  10d4+10; hp 40 (76 w/bear's endurance & false life); 
  Init +6 (Dex, Impage Init.); Spd 30 ft., AC 21 (touch 
  13/14, flat-footed 19) [+4 shield, +4 bracers of armor, +2 
  Dex, +1/2 Deflection]; BA/G +5/+4; Atk +5 melee 
  [1d4/19-20 crit, +1 dagger] or +7 ranged [spell effect]; 
  SA Spells; SQ; AL CE; SV Fort +5 (+8), Ref +6, Will +11; 
  Str 9, Dex 15, Con 12 (16), Int 22 (24), Wis 16, Cha 5.  
   
  Skills and Feats: Concentration +14, Escape Artist 
  +7, Hide +6, Knowledge Arcane +19, Knowledge 
  Planes +19, Knowledge Religion +19, Listen +8, Move 
  Silently +6, Spellcraft +19, Spot +8; Craft Wondrous 
  Item, Empower Spell, Improved Initiative, Quicken 
  Spell, Scribe Scroll, Silent Spell, Spell Focus (Evocation 
  and Necromancy). 
   
  Possessions: headband of intellect +2, ring of 
  protection +1, +1 dagger, slippers of spider climbing, 
  scroll of mirror image, spell component pouch x2, 
  cloak of resistance +1. 
   
  Spells Prepared: (4/6/6/5/4/3; base DC = 17 + spell 
  level, 18 + spell level for Evocation and Necromancy 
  spells): 0 - detect magic, ray of frost, read magic, touch 
  of fatigue; 1
  st - magic missile (x2), protection from good, 
  ray of enfeeblement, shield (x2); 2
  nd - bear's endurance, 
  false life, fox's cunning, mirror image, see invisible, 
  scorching ray; 3
  rd - dispel magic, displacement, fireball 
  (x2), fly; 4
  th - confusion, empowered scorching ray, 
  stoneskin, wall of fire; 5
  th - baleful polymorph, 
  empowered 
  lightning 
  bolt, 
  quickened 
  ray 
  of 
  enfeeblement. 
   
  APL 10 
  � 
  Null 
  Simulacrum, 
  Wiz12: 
  Male 
  Human 
  (simulacrum) CR 12; medium-sized humanoid; HD 
  12d4+12; hp 50 (90 w/bear's endurance & false life); 
  Init +6 (Dex, Impage Init.); Spd 30 ft., AC 21 (touch 13, 
  flat-footed 19) [+4 shield, +4 bracers of armor, +2 Dex, 
  +1 Deflection]; BA/G +6/+5; Atk +6/+1 melee [1d4/19-
  20 crit, +1 dagger] or +8 ranged [spell effect]; SA Spells; 
  SQ; AL CE; SV Fort +7 (+8), Ref +7, Will +12; Str 9, Dex 
  15, Con 12 (16), Int 23 (25), Wis 16, Cha 5.  
   
  Skills and Feats: Concentration +16, Escape Artist 
  +8, Hide +7, Knowledge Arcane +21, Knowledge 
  Planes +21, Knowledge Religion +21, Listen +9, Move 
  Silently +7, Spellcraft +21, Spot +9; Craft Wondrous 
  Item, Empower Spell, Improved Initiative, Quicken 
  Spell, Scribe Scroll, Silent Spell, Spell Focus (Evocation 
  and Necromancy), Still Spell. 
   
  Possessions: headband of intellect +2, ring of 
  protection +1, +1 dagger, slippers of spider climbing, 
  scroll of mirror image, spell component pouch x2, 
  cloak of resistance +1. 
   
  Spells Prepared: (4/6/6/6/4/4/3; base DC = 17 + 
  spell level, 18 + spell level for Evocation and 
  Necromancy spells): 0 - detect magic, ray of frost, read 
  magic, touch of fatigue; 1
  st - magic missile (x2), 
  protection from good, ray of enfeeblement, shield (x2); 
  2
  nd - bear's endurance, false life, fox's cunning, resist 
  energy, scorching ray, see invisible; 3
  rd - dispel magic, 
  displacement, fireball, fly; lightning bolt, protection 
  from elements (fire); 4
  th - confusion, enervation, 
  stoneskin, wall of fire; 5
  th - baleful polymorph, 
  empowered lightning bolt, quickened magic missile, 
  wall of force; 6
  th - silent cone of cold, disintegrate, 
  repulsion. 
   
  Contingency: dimension door out of grapple. 
  
  IUZ4-01 Dorakaa 
   
  Page 37 
   
  APL 12 
  � 
  Null 
  Simulacrum, 
  Wiz14: 
  Male 
  Human 
  (simulacrum) CR 14; medium-sized humanoid; HD 
  14d4+14; hp 60 (104 w/bear's endurance & false life); 
  Init +8 (Dex, Impage Init.); Spd 30 ft., AC 23/24 (touch 
  15/16, flat-footed 19/20) [+4 shield, +4 bracers of 
  armor, +4 Dex, +1/2 Deflection]; BA/G +7/+6; Atk 
  +7/+2 melee [1d4/19-20 crit, +1 dagger] or +11 ranged 
  [spell effect]; SA Spells; SQ; AL CE; SV Fort +6 (+8), Ref 
  +7 (+9), Will +13; Str 9, Dex 15 (19), Con 12 (16), Int 23 
  (25), Wis 16, Cha 5.  
   
  Skills and Feats: Concentration +18, Escape Artist 
  +11, Hide +8, Knowledge Arcane +23, Knowledge 
  Planes +23, Knowledge Religion +23, Listen +10, Move 
  Silently +8, Spellcraft +23, Spot +10; Craft Wondrous 
  Item, Empower Spell, Improved Initiative, Quicken 
  Spell, Scribe Scroll, Silent Spell, Spell Focus (Evocation 
  and Necromancy), Still Spell. 
   
  Possessions: headband of intellect +2, ring of 
  protection +1, +1 dagger, slippers of spider climbing, 
  scroll of mirror image, spell component pouch x2, 
  cloak of resistance +1, scroll of cat's grace. 
   
  Spells Prepared: (4/6/6/6/5/4/4/3; base DC = 17 + 
  spell level, 18 + spell level for Evocation and 
  Necromancy spells): 0 - detect magic, ray of frost, read 
  magic, touch of fatigue; 1
  st - magic missile (x2), 
  protection from good, ray of enfeeblement, shield (x2); 
  2
  nd - bear's endurance, false life, fox's cunning, resist 
  energy (x2), see invisible; 3
  rd - dispel magic, 
  displacement, fireball (x2), fly, lightning bolt; 4
  th - 
  confusion, enervation, greater invisibility,  stoneskin, 
  wall of fire; 5
  th - baleful polymorph, feeblemind, 
  empowered lightning bolt, quickened magic missile, 
  wall of force; 6
  th – disintegrate, repulsion (20ft.), still 
  and silent dismissal, true seeing; 7
  th – quickened slow, 
  limited wish, spell turning. 
   
  Contingency: dimension door out of grapple. 
   
  APL 14 
  � 
  Null 
  Simulacrum, 
  Wiz16: 
  Male 
  Human 
  (simulacrum) CR 16; medium-sized humanoid; HD 
  16d4+16; hp 70 (118 w/bear's endurance & false life); 
  Init +8 (Dex, Impage Init.); Spd 30 ft., AC 30/31 (touch 
  15/16, flat-footed 25/26) [+6 natural, +4 shield, +4 
  bracers of armor, +4 Dex, +1/2 Deflection]; BA/G 
  +8/+7; Atk +8/+3 melee [1d4/19-20 crit, +1 dagger] or 
  +10 ranged [spell effect]; SA Spells; SQ; AL CE; SV Fort 
  +7 (+9), Ref +8 (+10), Will +14; Str 9, Dex 15 (17), Con 
  12 (16), Int 24 (26), Wis 16, Cha 5.  
   
  Skills and Feats: Concentration +20, Escape Artist 
  +13, Hide +9, Knowledge Arcane +26, Knowledge 
  Planes +26, Knowledge Religion +26, Listen +11, Move 
  Silently +9, Spellcraft +26, Spot +11; Craft Wondrous 
  Item, Empower Spell, Greater Spell Focus (Evocation 
  and Necromancy), Improved Initiative, Quicken Spell, 
  Scribe Scroll, Silent Spell, Spell Focus (Evocation and 
  Necromancy), Still Spell, scroll of cat's grace, scroll of 
  change self, scroll of alter self. 
   
  Possessions: headband of intellect +2, ring of 
  protection +1, +1 dagger, slippers of spider climbing, 
  scroll of mirror image, meta-magic rod of lesser 
  maximize, ring of counter spells (greater dispel magic), 
  spell component pouch x2, scroll of change self, scroll 
  of alter self. 
   
  Spells Prepared (4/6/6/6/5/5/4/4/2; base DC = 18 + 
  spell level, 19 + spell level for Evocation  and 
  Necromancy): 0 - detect magic, ray of frost, read magic, 
  touch of fatigue; 1
  st - magic missile (x2), protection 
  from good, ray of enfeeblement, shield (x2); 2
  nd - bear's 
  endurance, false life, fox's cunning, resist energy (x2), 
  see invisible; 3
  rd - dispel magic, displacement, fireball 
  (x2), fly, lightning bolt; 4
  th - confusion, enervation, 
  greater invisibility, stoneskin, wall of fire; 5
  th - baleful 
  polymorph, still silent dispel magic, empowered 
  lightning bolt, quickened magic missile (x2), wall of 
  force;  6
  th - disintegrate, repulsion (20ft.), still and silent 
  dismissal, true seeing; 7
  th - forcecage, limited wish 
  (death ward), prismatic spray, spell turning;  8
  th - horrid 
  wilting, maze. 
   
  Contingency: freedom of movement out of grapple. 
  Tactics: Scroll of alter self to troglodyte for +6 natural 
  armor, and then scroll of change self to look like Null. 
   
  APL 16 
  � 
  Null 
  Simulacrum, 
  Wiz18: 
  Male 
  Human 
  (simulacrum) CR 18; medium-sized humanoid; HD 
  18d4+18; hp 80 (134 w/bear's endurance & false life); 
  Init +8 (Dex, Impage Init.); Spd 30 ft., AC 32 (touch 18, 
  flat-footed 28) [+6 natural, +4 shield, +4 bracers of 
  armor, +4 Dex, +4 Deflection]; BA/G +9/+8; Atk +9/+4 
  melee [1d4/19-20 crit, +1 dagger] or +13 ranged [spell 
  effect]; SA Spells; SQ; AL CE; SV Fort +8 (+10), Ref +9 
  (+11), Will +15; Str 9, Dex 15 (19), Con 12 (16), Int 24 
  (26), Wis 16, Cha 5.  
   
  Skills and Feats: Concentration +22, Escape Artist 
  +14, Hide +10, Knowledge Arcane +28, Knowledge 
  Planes +28, Knowledge Religion +28, Listen +12, Move 
  Silently +10, Spellcraft +27, Spot +12; Craft Wondrous 
  Item, 
  Empower 
  Spell, 
  Greater 
  Spell 
  Focus 
  (Necromancy), Improved Initiative, Quicken Spell, 
  Scribe Scroll, Silent Spell, Spell Focus (Evocation), 
  Spell penetration, Still Spell. 
   
  Possessions: headband of intellect +2, ring of 
  protection +1, +1 dagger, slippers of spider climbing, 
  scroll of mirror image, meta-magic rod of lesser 
  maximize, ring of counter spells (greater dispel magic), 
  vibrant purple ioun stone (delay poison and shield of 
  faith, caster lvl 15), spell component pouch x2, cloak of 
  resistance +1, scroll of cat's grace, scroll of change self, 
  scroll of alter self. 
   
  Spells Prepared (4/6/6/6/5/5/5/4/3/2; base DC = 
  18 + spell level, 19 + spell level for Evocation  spells, 20 
  + spell level for Necromancy): 0 - detect magic, ray of 
  frost*,read magic, touch of fatigue; 1
  st  - magic missile 
  (x2), protection from good, ray of enfeeblement, shield 
  (x2); 2
  nd - bear's endurance, false life, fox's cunning, 
  resist energy (x2), see invisible; 3
  rd - dispel magic, 
  displacement, fireball (x2), fly, lightning bolt; 4
  th - 
  
  IUZ4-01 Dorakaa 
   
  Page 38 
  confusion, enervation, greater invisibility, stoneskin, 
  wall of fire; 5
  th - baleful polymorph, still silent dispel 
  magic, empowered lightning bolt, quickened magic 
  missile (x2), wall of force;  6
  th – chain lightning, 
  disintegrate, repulsion (20ft.), still and silent dismissal, 
  true seeing; 7
  th - forcecage, limited wish, prismatic 
  spray, spell turning; 8
  th - horrid wilting, maze, 
  protection from spells; 9
  th – time stop, wail of the 
  banshee. 
   
  Chain Contingency: death ward, freedom of 
  movement, spell resistance 30 (from limited wish) 
  spells activate on mental command (will do this right 
  before beginning the fight). 
   
  Tactics: Scroll of alter self to troglodyte for +6 
  natural armor, and then scroll of change self to look 
  like Null. 
   
   
  Encounter Ten 
  Can We Leave Now? 
  APL 8 
  � Iuz’s Dread Guard (2): Female human Ftr8; CR 8; 
  Medium Humanoid (human); HD 8d10+16; hp 68 each 
  (84 with bear's endurance); Init +3; Spd 20 ft; AC 21 
  (touch 14, flat-footed 18); BA/G +8/+12(+14); Atk 
  +14(+16) melee (1d8+5/crit x2, +1 dire flail), or +12 
  ranged (1d8+5/crit x3, +1 mighty composite longbow 
  [+4 Strength]); Full Att +12/+7 melee (1d8+5(+7)/crit 
  x2, +1 dire flail) and +12 melee (1d8+5(+7)/crit x2, dire 
  flail), or +12/+7 ranged (1d8+5/crit x3, +1 mighty 
  composite longbow [+4 Strength]); AL CE; SV Fort 
  +9(+11), Ref +6, Will +3; Str 18(22), Dex 16, Con 14(18), 
  Int 13, Wis 10, Cha 8. 
  Skills and Feats: Climb +13, Jump +13, Intimidate 
  +10, Ride +14; Combat Expertise, Combat Reflexes, 
  Exotic Weapon Proficiency (dire flail), Improved 
  Disarm, Improved Trip, Power Attack, Two-Weapon 
  Fighting, Weapon Focus.  
   
  Possessions: +1 dire flail, +1 breastplate, mithral 
  heavy shield, +1 longsword, +1 mighty composite 
  longbow (+4 Strength), +1 short sword, amulet of 
  natural armor +1, ring of protection +1, cloak of 
  resistance +1, potion of cure moderate wounds (x2), 
  potion of blur, potion of bull’s strength, potion of bear’s 
  endurance. 
   
  APL 10 
  � Iuz’s Dread Guard (4): Female human Ftr8; CR 8; 
  Medium Humanoid (human); HD 8d10+16; hp 68 each 
  (84 with bear's endurance); Init +3; Spd 20 ft; AC 21 
  (touch 14, flat-footed 18); BA/G +8/+12(+14); Atk 
  +14(+16) melee (1d8+5/crit x2, +1 dire flail), or +12 
  ranged (1d8+5/crit x3, +1 mighty composite longbow 
  [+4 Strength]); Full Att +12/+7 melee (1d8+5(+7)/crit 
  x2, +1 dire flail) and +12 melee (1d8+5(+7)/crit x2, dire 
  flail), or +12/+7 ranged (1d8+5/crit x3, +1 mighty 
  composite longbow [+4 Strength]); SD DR 2/-; AL CE; 
  SV Fort +9, Ref +6, Will +3; Str 18, Dex 16, Con 14, Int 
  13, Wis 10, Cha 8. 
  Skills and Feats: Climb +10, Jump +10, Intimidate 
  +10, Ride +14; Combat Expertise, Combat Reflexes, 
  Exotic Weapon Proficiency (dire flail), Improved 
  Disarm, Improved Trip, Power Attack, Two-Weapon 
  Fighting, Weapon Focus.  
   
  Possessions: 
  +1 
  dire 
  flail, 
  +1 
  adamantine 
  breastplate, mithral heavy shield, +1 longsword, +1 
  mighty composite longbow (+4 Strength), +1 short 
  sword, amulet of natural armor +1, ring of protection 
  +1, cloak of resistance +1, potion of cure moderate 
  wounds (x2), potion of blur, potion of bull’s strength, 
  potion of bear’s endurance. 
   
   
  APL 12 
  � Iuz’s Dread Guard (4): Female human Ftr8; CR 8; 
  Medium Humanoid (human); HD 8d10+16; hp 68 each 
  (84 with bear's endurance); Init +3; Spd 20 ft; AC 21 
  (touch 14, flat-footed 18); BA/G +8/+12(+14); Atk 
  +14(+16) melee (1d8+5/crit x2, +1 dire flail), or +12 
  ranged (1d8+5/crit x3, +1 mighty composite longbow 
  [+4 Strength]); Full Att +12/+7 melee (1d8+5(+7)/crit 
  x2, +1 dire flail) and +12 melee (1d8+5(+7)/crit x2, dire 
  flail), or +12/+7 ranged (1d8+5/crit x3, +1 mighty 
  composite longbow [+4 Strength]); AL CE; SV Fort 
  +9(+11), Ref +6, Will +3; Str 18(22), Dex 16, Con 14(18), 
  Int 13, Wis 10, Cha 8. 
  Skills and Feats: Climb +10, Jump +10, 
  Intimidate +10, Ride +14; Combat Expertise, Combat 
  Reflexes, Exotic Weapon Proficiency (dire flail), 
  Improved Disarm, Improved Trip, Power Attack, Two-
  Weapon Fighting, Weapon Focus. 
   
   
  Possessions: 
  +1 
  dire 
  flail, 
  +1 
  adamantine 
  breastplate, mithral heavy shield, +1 longsword, +1 
  mighty composite longbow (+4 Strength), +1 short 
  sword, amulet of natural armor +1, ring of protection 
  +1, cloak of resistance +1, potion of cure moderate 
  wounds (x2), potion of blur, potion of bull’s strength, 
  potion of bear’s endurance. 
   
  � Cleric of Iuz: Male human Clr12; CR 12; Medium 
  Humanoid (human); HD 12d8+24; hp 87; Init +1; Spd 
  20 ft; AC 25 (touch 12, flat-footed 24); BA/G +8/+12; 
  Atk +12 melee (1d8+3/crit 19-20, +1 heavy mace of 
  impact); Full Att +12/+7 (1d8+3/crit 19-20, +1 heavy 
  mace of impact); SA Spells, turn undead 4/day; AL CE; 
  SV Fort +11, Ref +6, Will +14; Str 14, Dex 12, Con 14, 
  Int 10, Wis 20, Cha 12. 
  Skills and Feats: Concentration +20, Knowledge 
  (religion) +15, Spellcraft +15; Empower Spell, Iron 
  Will, Maximize Spell, Quicken Spell, Skill Focus 
  (Concentration), 
  Silent 
  Spell, 
  Still 
  Spell.
   
  Possessions: +1 heavy mace of impact, +1 full 
  plate, +1 heavy steel shield, +1 dagger, amulet of natural 
  armor +1, ring of protection +1, cloak of resistance +1, 
  potion of cure moderate wounds (x2), potion of blur, 
  potion of bull’s strength, potion of bear’s endurance. 
  Spells Prepared: 
  
  IUZ4-01 Dorakaa 
   
  Page 39 
   (6/7+1/5+1/5+1/4+1/4+1/3+1); base DC = 15 + spell 
  level): 0 — cure minor wounds (x2), detect magic, 
  detect poison, read magic, resistance; 1
  st — bless, 
  command, deathwatch, entropic shield, protection 
  from good, protection from law*, remove fear, shield of 
  faith; 2
  nd — death knell, hold person (x2), resist energy, 
  invisibility*, sound burst; 3
  rd — blindness/deafness, 
  dispel magic, searing light, still hold person, still sound 
  burst, silent invisibility*, 4
  th — confusion*, divine 
  power, freedom of movement, spell immunity 
  (confusion, scorching ray, slow), deathward; 5
  th — 
  quickened divine favor, righteous might, spell 
  resistance, still confusion*, true seeing; 6
  th — animate 
  objects*, blade barrier, heal, summon monster VI. 
   
  *Domain spell. Domains: Chaos (chaos spells +1 
  caster level), Trickery (Bluff, Disguise, and Hide are 
  class skills). 
   
  APL 14 
  � Iuz’s Dread Guard (3): Female human Ftr12; CR 12; 
  Medium Humanoid (human); HD 12d10+24; hp 100 
  each (124 each with bear's endurance); Init +3; Spd 20 
  ft; AC 22 (touch 14, flat-footed 18); BA/G +12/+16(+18); 
  Atk +20(+22) melee (1d8+9(+11)/crit 19-20, +1 dire 
  flail), or +16 ranged (1d8+5/crit x3, +1 mighty 
  composite 
  longbow 
  [+4 
  Strength]); 
  Full 
  Att 
  +18(+20)/+13(+15)/+8(+10) melee (1d8+9(+11)/crit 19-
  20, +1 dire flail) and +18(+20) melee (1d8+9(+11)/crit 
  19-20, dire flail), or +16/+11/+6 ranged (1d8+5/crit x3, 
  +1 mighty composite longbow [+4 Strength]); AL CE; 
  SV Fort +11(+13), Ref +7, Will +4; Str 19(23), Dex 16, 
  Con 14(18), Int 13, Wis 10, Cha 8. 
  Skills and Feats: Climb +14, Jump +14, Intimidate 
  +14, Ride +18; Combat Expertise, Combat Reflexes, 
  Exotic Weapon Proficiency (dire flail), Greater 
  Weapon Focus, Greater Weapon Specialization, 
  Improved Critical, Improved Disarm, Improved Trip, 
  Power Attack, Two-Weapon Fighting, Weapon Focus, 
  Weapon Specialization. 
   
   
  Possessions: 
  +1 
  dire 
  flail, 
  +1 
  adamantine 
  breastplate, mithral heavy shield, +1 longsword, +1 
  mighty composite longbow (+4 Strength), +1 short 
  sword, amulet of natural armor +1, ring of protection 
  +1, cloak of resistance +1, potion of cure moderate 
  wounds (x2), potion of blur, potion of bull’s strength, 
  potion of bear’s endurance. 
   
  � Cleric of Iuz: Male human Clr12; CR 12; Medium 
  Humanoid (human); HD 12d8+24; hp 87; Init +1; Spd 
  20 ft; AC 25 (touch 12, flat-footed 24); BA/G +8/+12; 
  Atk +12 melee (1d8+3/crit 19-20, +1 heavy mace of 
  impact); Full Att +12/+7 (1d8+3/crit 19-20, +1 heavy 
  mace of impact); SA Spells, turn undead 4/day; AL CE; 
  SV Fort +11, Ref +6, Will +14; Str 14, Dex 12, Con 14, 
  Int 10, Wis 20, Cha 12. 
  Skills and Feats: Concentration +20, Knowledge 
  (religion) +15, Spellcraft +15; Empower Spell, Iron 
  Will, Maximize Spell, Quicken Spell, Skill Focus 
  (Concentration), 
  Silent 
  Spell, 
  Still 
  Spell.
   
  Possessions: +1 heavy mace of impact, +1 full 
  plate, +1 heavy steel shield, +1 dagger, amulet of natural 
  armor +1, ring of protection +1, cloak of resistance +1, 
  potion of cure moderate wounds (x2), potion of blur, 
  potion of bull’s strength, potion of bear’s endurance. 
  Spells Prepared: 
  (6/7+1/5+1/5+1/4+1/4+1/3+1); base DC = 15 + spell 
  level): 0 — cure minor wounds (x2), detect magic, 
  detect poison, read magic, resistance; 1
  st — bless, 
  command, deathwatch, entropic shield, protection 
  from good, protection from law*, remove fear, shield of 
  faith;  2
  nd — death knell, hold person (x2), resist 
  energy, 
  invisibility*, 
  sound 
  burst; 
  3
  rd 
  — 
  blindness/deafness, dispel magic, searing light, still 
  hold person, still sound burst, silent invisibility*, 4
  th — 
  confusion*, divine power, freedom of movement, spell 
  immunity (confusion, scorching ray, slow), deathward; 
  5
  th — quickened divine favor, plane shift, spell 
  resistance, still confusion*, true seeing; 6
  th — animate 
  objects*, harm, heal, summon monster VI. 
   
  *Domain spell. Domains: Chaos (chaos spells +1 
  caster level), Trickery (Bluff, Disguise, and Hide are 
  class skills). 
   
  APL 16 
  � Iuz’s Dread Guard (4): Female human Ftr12; CR 12; 
  Medium Humanoid (human); HD 12d10+24; hp 100 
  each (124 each with bear's endurance); Init +3; Spd 20 
  ft; AC 22 (touch 14, flat-footed 18); BA/G +12/+16(+18); 
  Atk +20(+22) melee (1d8+9(+11)/crit 19-20, +1 dire 
  flail), or +16 ranged (1d8+5/crit x3, +1 mighty 
  composite 
  longbow 
  [+4 
  Strength]); 
  Full 
  Att 
  +18(+20)/+13(+15)/+8(+10) melee (1d8+9(+11)/crit 19-
  20, +1 dire flail) and +18(+20) melee (1d8+9(+11)/crit 
  19-20, dire flail), or +16/+11/+6 ranged (1d8+5/crit x3, 
  +1 mighty composite longbow [+4 Strength]); AL CE; 
  SV Fort +11(+13), Ref +7, Will +4; Str 19(23), Dex 16, 
  Con 14(18), Int 13, Wis 10, Cha 8. 
  Skills and Feats: Climb +14, Jump +14, Intimidate 
  +14, Ride +18; Combat Expertise, Combat Reflexes, 
  Exotic Weapon Proficiency (dire flail), Greater 
  Weapon Focus, Greater Weapon Specialization, 
  Improved Critical, Improved Disarm, Improved Trip, 
  Power Attack, Two-Weapon Fighting, Weapon Focus, 
  Weapon Specialization. 
   
   
  Possessions: 
  +1 
  dire 
  flail, 
  +1 
  adamantine 
  breastplate, mithral heavy shield, +1 longsword, +1 
  mighty composite longbow (+4 Strength), +1 short 
  sword, amulet of natural armor +1, ring of protection 
  +1, cloak of resistance +1, potion of cure moderate 
  wounds (x2), potion of blur, potion of bull’s strength, 
  potion of bear’s endurance. 
   
  � Cleric of Iuz: Male human Clr16; CR 16; Medium 
  Humanoid (human); HD 16d8+32; hp 115; Init +1; Spd 
  20 ft; AC 25 (touch 12, flat-footed 24); BA/G +12/+14; 
  Atk +15 melee (1d8+3/crit 19-20, +1 heavy mace of 
  impact); Full Att +15/+10/+5 (1d8+3/crit 19-20, +1 
  heavy mace of impact); SA Spells, turn undead 4/day; 
  AL CE; SV Fort +13, Ref +7, Will +16; Str 14, Dex 12, 
  Con 14, Int 10, Wis 21, Cha 12. 
  
  IUZ4-01 Dorakaa 
   
  Page 40 
  Skills and Feats: Concentration +24, Knowledge 
  (religion) +19, Spellcraft +19; Augment Summoning, 
  Empower Spell, Iron Will, Maximize Spell, Quicken 
  Spell, Skill Focus (Concentration), Silent Spell, Still 
  Spell. 
   
   
  Possessions: +1 heavy mace of impact, +1 full plate, 
  +1 dagger, amulet of natural armor +1, ring of 
  protection +1, cloak of resistance +1, potion of cure 
  moderate wounds (x2), potion of blur, potion of bull’s 
  strength, potion of bear’s endurance. 
  Spells Prepared: 
  (6/7+1/6+1/6+1/5+1/5+1/4+1/4+1/3+1); base DC = 
  15 + spell level): 0 - cure minor wounds (x2), detect 
  magic, detect poison, read magic, resistance; 1
  st - bless, 
  command (x2), entropic shield, protection from good, 
  protection from law*, remove fear, shield of faith;  2
  nd - 
  hold person (x2), resist energy (x2), invisibility*, sound 
  burst (x2); 3
  rd - blindness/deafness, imbue with spell 
  ability, searing light (x2), still hold person, still sound 
  burst, silent invisibility*, 4
  th - confusion*, deathward, 
  divine power, freedom of movement, poison, still and 
  silent hold person; 5
  th - greater command, quickened 
  divine favor, plane shift, spell resistance, still 
  confusion*, true seeing; 6
  th - animate objects*, blade 
  barrier, greater dispel magic, heal, summon monster 
  VI; 7
  th - blasphemy, empowered flame strike x2, still 
  mislead*, silent greater dispel magic; 8
  th  - greater spell 
  immunity (baleful polymorph, disintegrate, magic 
  missile, prismatic spray), polymorph any object*, 
  summon monster VIII, unholy aura. 
   
  *Domain spell. Domains: Chaos (chaos spells +1 
  caster level), Trickery (Bluff, Disguise, and Hide are 
  class skills). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  IUZ4-01 Dorakaa 
   
  Page 41 
   
  Player Handout #1 
   
   
   
  
  IUZ4-01 Dorakaa 
   
  Page 42 
  Player Handout #2 
   
   
   
   
   
   
   
   
  
  IUZ4-01 Dorakaa 
   
  Page 43 
   
   
  Player Handout #3 
   
  This is a note found in the study of the Greater Boneheart Archmage Null. It is clear that this is an incomplete message. 
   
   
   
  Testing has gone well. Am satisfied the shells can handle the powers 
  needed to conduct the energy long-term. This phase is finished. 
   
  Time to begin the next is at hand. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuzs Border States/IUZ4-01 - Dorakaa.pdf