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.  
   
  URC4-04 
   
   
   
   
  The Lordmakers 
  Part Two of the Lordmakers Finale 
   (Lordmaker 15) 
   
  A One-Round D&D LIVING GREYHAWK®  
  County of Urnst Regional Adventure 
  Version 1.0 
  by David Morgan 
  Illustrations by Montgomery Borror 
   
   
   
  Rescue some cleric from a thousand year prison?  Piece of cake!  Hey, we’re the greatest heroes in the land!  We just 
  proved it. Besides, the nobles said so. They wouldn’t have lied just to build up our confidence, would they?  For APLS 6-
  12 
   
  
  Lordmaker 
   
  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, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and record-keeping 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. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the judge) 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 judge 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 
  bold italics. 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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and judge fill out the RPGA Tracking Sheet.  
  The judge should complete the top of the form and list 
  his name and RPGA number.  The players should each 
  list their name and RPGA number.  After the form is 
  filled out it should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  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, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above 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 
  
  Lordmaker 
   
  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 
  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.  Nevertheless, 
  if a character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, with 
  him in the adventure and it will not count toward 
  the APL calculation. 
  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 and 
  gold a PC may gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character will receive only one-
  half of the experience points for the adventure.  
  Further, if the PC is three character levels or more 
  lower than the APL at which this adventure is being 
  played, that PC will receive one-half gold for the 
  adventure as well.  This simulates the fact that either 
  the PC was not challenged as much as normal or relied 
  on help by higher-level characters to reach the 
  objectives. 
   
  Further, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the scenario unless the highest APL supported 
  by the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters 
  may find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1st-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 move action 
  (spoken command) that may 
  be attempted each round. If 
  the animal is wounded or has 
  taken any nonlethal damage 
  or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep
   
   
   
   
  This is a standard one-round 
  Regional adventure, set in the 
  County of Urnst.  Characters 
  native to the County of Urnst pay 
  one Time Unit per round, all 
  others pay two Time Units per 
  round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time Unit. 
   Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard Upkeep 
  will retain temporary ability damage until the next 
  adventure, must buy new spell component pouches 
  and healer’s kits, and may suffer other in-game 
  penalties (or possibly gain in-game benefits) as may be 
  detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a 
  Survival check (DC 20), the character will heal 
  temporary ability damage as if he or she paid for 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or 
  bolts if the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Author’s Notes to the DMs 
  You cannot over prepare this module.  
  
  Lordmaker 
   
  Page 4 
   
  Read the box text to your players, so they 
  understand the entire story arc. If you don’t, you do 
  your players a disservice. 
   
  A well-known military axiom is that in deciding 
  on the mission or the men, the mission comes first. If 
  the party succeeds, but everyone’s killed, then that is a 
  successful game. The TPK is written and intended to be 
  a TPK, that’s why the rewards are written the way they 
  are. An intelligent and focused group should still win 
  the fight, though they may take horrible losses in the 
  process. But no one should be allowed to cakewalk 
  through this module. 
  Acknowledgements  
  Thanks to John Collins for assistance with this module. 
  I’d also like to thank my editors and playtesters for 
  their support. But I’d especially like to thank all seven 
  members of the County of Urnst Triad, past and 
  present, which gave me a green light on writing the 
  concluding four modules of the Lordmaker saga. 
  Adventure Summary  
  Introduction: The party finds itself in a very strange 
  place. 
  Encounter One: The party learns that they are in a 
  lethal environment and that if they don’t find a way 
  out, they will likely die in this place. 
  Encounter Two: The party finds a road and begins to 
  travel down it. 
  Encounter Three: The party comes to the Crossroads 
  and meets the Tinker. He is an archfiend, but is there 
  to give them information and to explain the nature of 
  the challenge before them.  
  Encounter Four: The party is offered several bad 
  choices by the Tinker to choose from and must find 
  the correct path themselves. Choosing the wrong path 
  will effectively end the module.  
  Encounter Five: After having arrived at the prison, 
  the party gains entrance to the outer chamber. 
  Encounter Six: The party fights several ooze 
  creatures, which are defending the first entrance. 
  Encounter Seven: The party finds a pit. At the bottom 
  of the pit are three tunnels. 
  Encounter Eight: The party finds the true guardians 
  of the prisoner they seek. They are able to negotiate 
  their way past one of the guardians. 
  Encounter Nine: The party finds the entrance panel, 
  which keys the final gate. But the panel is deliberately 
  misworded. Incorrectly activating the panel may result 
  in a level-draining trap going off.  
  Encounter Ten: The party navigates the final barrier 
  into the prison, a tunnel filled with wards and spells. 
  Encounter Eleven: The party explores the eight 
  rooms of the inner prison, eventually finding a 
  stairway up to an impossible destination in the exact 
  center of the prison. 
  Encounter Twelve: The party meets up with the 
  prisoner, an apathetic lich high priest of Vathris named 
  Ferben Grasch. They must negotiate and convince 
  him to return with them to come to the aid of the 
  County. He has the ability to help them, but not the 
  means of escaping his prison. 
  Encounter Thirteen: The party aids the lich in 
  escaping only to be confronted with the three 
  guardians. Two of the guardians fight each other, while 
  the party must fight the third who summons his own 
  reinforcements. 
  Encounter Fourteen: The lich escapes the prison and 
  teleports to Radigast City. But even in the event of a 
  TPK, wizards and clerics from the city will arrive to 
  rescue the heroes. Rewards to follow.  
  Conclusion: A glimpse of things to come. 
  DM’s Background 
  Note: this module is a direct sequel to The Crossroads. If 
  the players have not played that one yet, this module 
  should not be played at this time. 
  Part I 
  A myth of long ago… 
  Over a thousand years ago, a group of evil wizards 
  known as the Ur-Flan sought to modify the five 
  ancient standing stones of the Tovag to serve as 
  gateways to the planes of Hell. The devils of Hell 
  where the gates were to appear were happy to lend 
  their aid to the project, since they saw it as a means to 
  gain access to the prime material plane. But there was a 
  catch the fiends were unaware of. 
   
  The Ur-Flan planned to use an artifact of great 
  power to take control of each outsider as it passed 
  through the gates. They crafted a sword using the life 
  forces of an innocent priestess of an agricultural god 
  and a powerful otherworldly wizard (one of the race of 
  Masters). Then they waited for the opportunity to act. 
  But before they were able to use their weapon, the 
  leader of the church of the slain priestess descended 
  upon them and scattered them to the winds. For while 
  he was once a peaceful god of learning, Vathris was also 
  the Lord of Vengeance, and he came upon them as a 
  storm upon the sea and destroyed them utterly. Thus 
  the balance was preserved and the threat contained. 
  -from the lost scrolls of Vathris 
   
  
  Lordmaker 
   
  Page 5 
  Part II 
  By the time of the opening of the Tovag in year 593, 
  the devils of the Hells had long since planned their 
  initial assaults. Sending five infernal companies 
  through the gates, the lords of that place waited for 
  word to return of their forces’ successes and plans were 
  made for following waves numbering tens of 
  thousands of devils to pass through the gates into the 
  County of Urnst.  
   
  But no word came. The lords of that dark place 
  then sought an answer and learned of the treachery of 
  their Ur-Flan allies from so long ago. A sword had been 
  crafted, and by it’s joining with two gems had opened 
  the gates. But any devil that passed through the gate 
  fell under the sway of the wielder of the sword, 
  forgetting its allegiance to the lower powers. 
   
  Those who ruled the Hells immediately stopped 
  any further reinforcements from passing the opened 
  gates, lest they lose control of those forces as well. And 
  they hit upon a plan to circumvent the situation. They 
  contacted the spirit who dwelt within the wielder of 
  the sword and bargained in good faith to achieve their 
  ends. A few other (carefully selected) devils were 
  forced through the gate to serve the wielder of the 
  sword. In return, some of the devils were allowed to 
  sack the city of Ventnor and destroy the demons that 
  dwelt there, while others roamed free terrorizing the 
  land. 
   
  And all the while, the devil lords plotted and 
  planned, seeking a means to circumvent the gates and 
  establish a true passage to the prime material that they 
  would be able to control for their own evil purposes. 
   
  Part III 
  This module is also the story of Ferben Grasch, once 
  the Lawful Neutral high priest of Vathris, God of 
  Vengeance before the Sueloise invasion. With the 
  coming of the Suel, a group of evil Flannish wizards 
  known now as the Ur-Flan sought to create a mighty 
  weapon, the Tovag, to drive out the invaders and to 
  give them control over all of the Flanaess. But by doing 
  so, they angered the gods (who were far more active in 
  those days) and it fell to the god Vathris to punish the 
  Ur-Flan. Vathris granted powerful abilities to his most 
  faithful worshipper, his high priest Ferben Grasch who 
  was able to stop the Ur-Flan plan from coming to 
  fruition, but was unable to destroy the weapon they 
  had created.  
   
  So Ferben Grasch went back to his deity for 
  guidance.  
   
  “For the Weapon to be Unmade, it must first be 
  Active, and that shall not come to pass for an Eon or 
  more. You, Ferben Grasch, must prepare for this 
  Eventuality.” 
   
   
  Grasch knew that the laws of Life and Death were 
  immutable, so how was a mortal man to withstand the 
  wait of a thousand years?  Strengthened by his faith 
  and his resolve, he spent many years researching the 
  means and preparing a place to await the activation of 
  the weapon. Then he sought out the remaining Ur-
  Flan, who had taken refuge and were hidden amongst 
  the Masters, a race of otherworldly origin. Upon 
  finding the Ur-Flan, he committed acts of an 
  unspeakable nature against them and their Master 
  allies and with the power gained thereby, became a 
  lich. Then he retreated to the place he had prepared to 
  wait. 
   
  When the Suel arrived, they found the Ur-Flan 
  strangely absent from the area and their invasion 
  continued unhindered. Vathris lost much of his 
  remaining influence after the invasion and now only 
  appears intermittently in the Bright Desert, a pale 
  shadow of his former self, with his followers scattered 
  to the winds 
   
  Two centuries passed while the slowly dying Ur-
  Flan strengthened their ties to the race of the Masters. 
  But before they vanished completely, they were able to 
  enact a small bit of revenge against the one who had 
  shattered their dreams of conquest. They convinced 
  the Masters that Ferben Grasch presented a threat to 
  the Masters themselves, but that with a little effort, the 
  threat could be easily eliminated. So the Masters 
  descended upon the area beneath the Brown Hills and 
  converted what Grasch had crafted as a place of waiting 
  into a prison instead. 
   
  Meanwhile Ferben Grasch waited, and waited, and 
  waited, and waited for the activation of the weapon so 
  that the sacrifice of everything once important to him 
  would not have been in vain. Upon realizing the wards 
  and defenses imprisoning him, he called out to Vathris 
  for aid once more. But Vathris was no longer able to act 
  and now Ferben Grasch has waited over eleven 
  hundred years, trapped behind powerful wards and 
  guardians, abandoned by his god, and despairing that it 
  was all for nothing. 
  Introduction 
  Light. 
  Bright light all around you. 
  A veil seems to fall from your eyes and you find 
  yourselves in the center of a desolate plain, 
  extending for miles in all directions. Directly 
  above, the sun beats down on a parched earth, but 
  it’s wrong, wrong!  The sun seems to be an 
  enormous ball of dark scarlet flame, larger than a 
  gibbous moon, and the heat from it beats down 
  upon this place like a hammer on an anvil. The air 
  hangs in a stifling mass around you as a trickle of 
  
  Lordmaker 
   
  Page 6 
  sweat slowly forms and begins making its way 
  down your back. From here to the horizon in all 
  directions you stand in a sun blasted desolation 
  unbroken by anything other than yourselves.  
   
  At the end of the preceding module, The Crossroads, the 
  players were being teleported by forces loyal to 
  Countess Belissica to a place where they could find the 
  solution to the troubles currently faced by the County. 
  But they were attacked at the last moment and the 
  teleport was somehow diverted here instead. 
   
  The name of this place is Ceivecerei, which is a 
  word in Celestial meaning “to parley”. It is an extra 
  planar location off of Oerth, but it isn’t cohesive 
  enough to qualify as a demi-plane of existence or even 
  as a pocket dimension or pocket universe. Ceivecerei is 
  a doorway; a passage between locations, and it would 
  be almost unknown except that it has a unique aspect 
  of entropy, which is sometimes sought after by 
  outsiders warring amongst themselves.  
   
  The terrain of Ceivecerei doesn’t favor any 
  creature, celestial or demon, devil or slaad, elemental 
  or other outsider, slowly killing each of them equally. 
  Therefore, through the passage of eons, it has been 
  used infrequently from time to time as a place where 
  enemies could meet to discuss terms of peace or battle 
  to the death as they chose in a place that is neutral to 
  all involved. 
   
  Knowledge, Planes or Bardic Knowledge check 
  DC 30 will accurately identify the name of this place 
  and its purpose (the underlined text above), but its 
  hazards are unknowable. 
   
  The players are the first to arrive here in well over 
  a decade. 
  Encounter One: It’s Not Kansas 
  Either (EL 0) 
  The sun in the sky never changes position. It is always 
  hot (in excess of 130 degrees F) and the only defense is 
  to drink lots of liquids. Otherwise the party will slowly 
  dehydrate and die. 
       The conditions of Ceivecerei are such that ALL 
  creatures here lose 1 hit point per hour that they stay 
  here. A full skin of water or wine will prevent this loss 
  for 12 hours and in addition, healing spells will recover 
  lost hit points.  
   
  Important Note:  players must actually have water 
  skins listed on their character record sheets to be able 
  to use them and the DM should verify this fact with 
  each character who claims to have them. The DM 
  should also take this opportunity to check the players’ 
  MIL’s to see if they have magical footwear for 
  Encounter 6 later on in the module. 
   
  Clerics and others may use Create Water spells to 
  re-supply with, but since they regain their spells at a 
  certain time each day (sunrise, sunset, etc.), divine 
  casters will not have the opportunity to change or 
  replace their spells once they are cast due to the 
  timelessness of this place. There is no sunrise, sunset, 
  evening, or standard time to trigger his or her spell 
  recovery. 
   
  Note on Fortitude Checks and DR:  Players 
  may complain that they feel entitled to a Fort save to 
  resist the ongoing effect of the heat. If this happens, let 
  them roll a die every now and then if it makes them 
  feel better. But keep track of their damage taken all the 
  same. Ceivecerei is an Epic level setting, and would 
  eventually kill minor gods if they were to remain here 
  long enough. The players just aren’t strong enough to 
  resist the effects no matter how tough they believe 
  themselves to be. Similarly Damage Reduction is 
  ineffective in stopping the effects. The harsh 
  environment is just too powerful. 
   
  Note on Magic Items:  Certain magic items 
  (Decanter of Endless Water, Rings of Resistance, etc.) 
  will work for a time in this place to help block the 
  effects of Ceivecerei. But Ceivecerei will slowly begin 
  to work on these items as well. After 12 hours, any 
  items being used in this fashion will begin to lose their 
  efficacy and stop working completely after 24 hours. 
  They will still radiate magic and will work again if 
  removed from this place, but as long as they are here, 
  they will give the appearance of being drained of 
  whatever power makes them operate normally. 
   
  Because of the lack of features and the lack of 
  movement of the sun, it is almost impossible to 
  determine direction in this place (if players persist, the 
  Survival check is DC 50). But if the party scouts around 
  aerially, they appear to be in the center of a vast plain. 
  To one direction are hills; opposite the hills is a huge 
  saltwater sea. To the right are the ruins of a 
  tremendous city while to the left is a huge petrified 
  forest. But each of these is several days’ travel away. If 
  the party can speed up travel, the time is reduced 
  proportionally (to at best, half the normal) except for 
  teleports.  Teleports leave them right where they are. 
   
  The party may decide to camp or wait for 
  something to happen. Over the course of several hours 
  they should learn of their predicament; the sun never 
  moves, they’re slowly dying, and clerics are unable to 
  pray for new spells. At some point they need to decide 
  to start moving. They should not be prompted in this, 
  but rather should reach this decision on their own.  
   
  To progress to the next encounter, the party must 
  move. They can travel in a large circular motion if they 
  choose or they can move in a straight line, but they 
  need to keep moving to reach the Road. 
   
  If the party tries to bypass this place (via Plane Shift 
  or some other cross-dimensional travel), the method 
  
  Lordmaker 
   
  Page 7 
  will fail the first time. They will retain the spell and 
  hear the following in their head: 
   
       “You are here for a reason.” 
   
  If they try again, it works, but they are effectively 
  ending the module at that point. 
  Encounter Two:  The Road 
  Goes Ever On and On and …  
  The DM should note each hour of travel to the players 
  as it happens. Let the players decide if they want to 
  offset the continual damage loss with drinks or healing 
  on an hourly basis or decide if they want to keep up 
  their strength or become weakened and then heal up 
  all at once.  
   
  Also let them decide when they want to try and 
  rest and for how long. The huge red sun never moves 
  from its high noon position in the sky and as the hours 
  pass, one by one by one, the players should get a strong 
  sense of the unending nature of this hot desolate place. 
   
  If they decide to rest and erect some sort of shade, 
  the hit point loss will be halved, while they rest under 
  shade. But the nature of Ceivecerei will prevent them 
  from finding any means to stop the damage 
  completely. (For the record, outsiders that are immune 
  to heat experience Ceivecerei as a freezing tundra. 
  Those immune to both heat and cold experience 
  continual electrical storms. Silver in the dirt, lack of 
  atmosphere, discordant unholy chanting, whatever is 
  required, Ceivecerei is equally hostile to all. The 
  characters experience unending heat only because of 
  their place of origin. If a player has some form of 
  immunity to heat for whatever reason, he should 
  experience some other continuous hazard from the 
  start instead. If the party casts Endure Elements or some 
  other protection spell, they will gain a four- hour 
  respite. Then Ceivecerei will reset and some other 
  equally hazardous environment will set in. The effect 
  duplicates whatever it needs to, so it will always bypass 
  Damage Reduction.) 
   
  Note: If the characters force Ceivecerei to change 
  its environment, wineskins of liquid will no longer be 
  the defense. The new defense will be animal furs that 
  wear out after 12 hours (cold) or candle wax in the ears 
  that evaporates away after 12 hours (sound) or a shield 
  that’s slowly battered to pieces (hailstorms) whatever 
  seems most appropriate. The effects should have a 
  common defense against them that require the 
  characters actually have the equipment listed on their 
  character sheets. 
   
  After 30 hours (or half if the party can speed up 
  travel) of travel they come to a road. (Unless they are 
  using cures or drinking liquids to stay on top of things 
  this will be 30 hit points (down to 15 hit points) of 
  damage each plus any additional damage for time spent 
  resting or not moving.) 
   
  Up ahead something seems to break the eternal 
  sameness of the distant horizon. A heat wave rippling 
  up off the ground extends to the left and right in both 
  directions as far as the eye can see. 
   
  At this point the party is 300 ft. from the road. 
  They may choose to approach and investigate 
  cautiously, although there is no danger here. 
   
  The road (if that’s what it is) is 20 feet wide and 
  seems to be made of some sort of dull metal the color 
  of pink coral. There’s a shimmer above the road, like 
  the visual sign of heat radiating off a paved surface on a 
  hot day. But for some reason, the surface of the road is 
  cool to the touch and characters traveling on the road 
  will begin to lose hit points at half the rate that they 
  did traveling overland (camping under shade it will be 
  one third the rate). Another interesting effect is that as 
  the party moves down the road, everything around 
  them will seem to shimmer slightly as if they actually 
  were standing on an extremely hot surface. It’s very 
  odd. 
   
  The Road is now the path the party needs to take. 
  Augury or Divination spells (if used) will indicate quite 
  clearly that this is the case, although they will be 
  unclear as to what lies ahead. The party can proceed 
  left or right, but their destination lies another 16 hours 
  travel down the road (the same on speedy travel applies 
  here). At the end of this they will come to a Crossroads. 
  Encounter Three: The 
  Crossroads 
   The metallic pink road continues on and on while 
  all around the terrain seems to ripple from an 
  intense heat you can’t perceive. But after a while, 
  another heat ripple seems to cross the path ahead 
  at a right angle. Perhaps a crossroads or junction 
  of some sort lies just up ahead. 
   
  As the party approaches closer, they will also notice 
  that there appears to be someone on the road up ahead 
  of them, 50 ft before the crossroads. It appears to be an 
  old man standing next to a cart. A donkey is pulling the 
  cart, and the old man seems to be talking to the 
  donkey, gesticulating and occasionally pulling at its 
  harness. (Observant players may notice a similarity to 
  The Crossroads card illustration from the previous 
  module. This is intentional.)     
   
  If they approach him, they will notice more 
  details. 
  The man has grizzled gray hair with a full beard 
  and is wearing a worn leather jerkin over coarse 
  
  Lordmaker 
   
  Page 8 
  woven clothing. His sandals are well worn, but 
  numerous small pouches and tools hang from his 
  belt. Pots, pans, sacks and packs fill the cart to 
  overflowing and additional tools are arranged 
  along the sides of the cart. While at first it seems 
  that everything is jumbled every which way, on 
  closer examination there’s a strange sense of 
  everything in the cart being in its proper place, 
  like it was meant to be there. The old man 
  scratches the donkey under its chin and turns to 
  you.  
   
  “Took your right time, didn’t you?  I’m known 
  about these parts as the Tinker. You look a mite 
  dry. Can I offer you a cool sip of juice to whet your 
  throats?” 
   
  The fruit drink he offers them is non-magical but it 
  will actually fortify them against the heat for several 
  hours. The Tinker seems to be as friendly a person as 
  the party is likely to ever meet. He can give the party 
  the name of this place (Ceivecerei) as well as tell them 
  what it’s for (a meeting place for otherworldly armies 
  to negotiate treaties). He will provide them with 
  something to drink and will even pull out some 
  folding chairs if they’d like to sit for a while and chat 
  while they rest. 
   
  But if a player does a Detect Evil, things will get 
  interesting. The Tinker is a major devil within the 
  infernal hierarchy (well over 30 hit dice with powers to 
  match). It is using several illusion spells to keep things 
  on an amicable basis, but if a character tries to detect 
  evil, the devil won’t do anything to stop the truth from 
  being known. Therefore the character doing the detect 
  will probably be knocked to his knees and almost pass 
  out from the staggering intensity of evil radiating from 
  the thing casually standing a few paces away. 
   
  The Tinker, whose true name is no one’s business, 
  is here to negotiate with the characters in good faith. 
  This is required, both by the nature of Ceivecerei and 
  by what those higher in command of the devils 
  plaguing the County of Urnst are seeking to 
  accomplish. The characters probably don’t realize their 
  influence right now. When they received their mission 
  from the Countess they were empowered to make a 
  decision, which could have permanent ramifications to 
  the County itself. The devils acted to reroute the party 
  to a location where they could isolate them and present 
  a few offers that would be of great benefit to the devils 
  in their ongoing campaign. If the party accepts, the 
  agreements will be binding on all parties (and could 
  well alter the fate of the County for several years to 
  come). Such an agreement would be invalidated if any 
  sort of force or coercion were employed. It must be a 
  choice freely made. So it is in the Tinker’s interest to 
  do everything in his power to get the party to “sign on 
  the dotted line” of their own volitions. 
  Encounter Four: Damnation 
  Alley 
  See the Solution notes for help on how to present this 
  encounter. 
   
  After a while, the Tinker will pack up his chairs 
  and things and escort the party up to the Crossroads. 
  He will be quite open and forthcoming to the group 
  when he explains the situation to them. 
  “This is a tremendous opportunity for you today. 
  Yes, a tremendous opportunity. Before you lie The 
  Crossroads and you have a momentous choice 
  before you. And the best part of all is that no 
  matter what you choose, you will gain wisdom, 
  experience and wealth as a direct result.  
   
  I represent certain parties who have agreed to 
  accept whatever decision you make. The time of 
  the County of Urnst’s redemption is at hand! 
   
  “If you wish, you may choose to travel the 
  road to the right. If this is the path you want to 
  take, our infernal armies will abandon the 
  western half of the County, leaving it to the 
  Countess for all time. In addition, we will destroy 
  the Lord of the East, Terard Duncombe’s forces 
  and deliver the head of Lucius Grakkon to your 
  Countess with our compliments. That is one 
  choice. 
   
  “Or perhaps you folk favor the Lord of the 
  East?  Terarde always was a strong, charismatic 
  leader, even if he did serve the forces of the Light. 
  Take the road to the left instead and the forces of 
  the Hells will abandon the eastern half of the 
  County. The Countess will fall to be crushed into 
  ruin and House Duncombe will reign with our 
  assistance for all time.” 
   
  At this point the Tinker looks each of you 
  directly in the eye. 
   
  “Or do you wish for more?  Do you desire a 
  kingdom of your own?  Down the center road 
  directly ahead lies your path to glory!  I, the 
  Tinker, sub-general of all the Legions of Darkness 
  will pledge myself to your banner, if that is your 
  choice. The armies of the Hells will be yours to 
  command and we will give the County to you and 
  your houses to rule as you please for centuries to 
  come. 
   
  The Crone-Countess has made an error you 
  see. When she gave you this mission, she also gave 
  you the power to decide and now fate has granted 
  you the means to exercise that power. WE have 
  agreed and are bound to stand by your decision. 
  Which of the *three* roads will you take?” 
   
  
  Lordmaker 
   
  Page 9 
  If characters inquire about the “wisdom, experience, 
  and wealth”, the Tinker will sweeten the deal. It’s time 
  for the party to be rewarded for their service to the 
  County after all this time. The Tinker will offer them 
  maximum gold and experience rewards from 4 TU of 
  adventuring at the party’s APL, regardless of which of 
  the three paths they choose. This works out to 
   
  APL  
  XP 
  GP 
  6 
   
  3600 
  3200 
  8 
   
  4500 
  5000 
  10  
  5400 
  8400 
  12  
  6300 
  12,000 
   
  Note: players must still spend the TU’s on their AR’s, 
  but it will be as if they had maxed out four adventures 
  worth of experience and gold, without needing to pay 
  upkeep. 
   
  The characters stand on the brink of a precipice. If 
  they choose any of the three paths presented, the 
  adventure will effectively end (although the DM may 
  choose to roleplay a bit instead of just stopping cold). 
   
  If the group chooses the Countess, the devils will 
  have free reign in the east but will leave the western 
  half of the County in peace. If they choose the Lord of 
  the East, the devils will similarly control in the west 
  but the east will be liberated.  
   
  But down either of these paths, lies a great, 
  unintended consequence. The DM will need to briefly 
  role-play/story-tell the “liberation” of half of the 
  County by hundreds of devils (See Appendix A). Then 
  the module will end. The players will receive their 
  “thirty pieces of silver” but the adventure will end with 
  the County in a bad way, with half of it granted to 
  infernal domination.  
   
  Whichever leader the party chose to “win” will see 
  the party’s actions as a great betrayal for personal gain. 
  They will declare the party in league with the infernal 
  realm and quickly they will become infamous 
  throughout the lands of the Flanaess. On all modules 
  henceforth, the characters will take a permanent –10 
  penalty to all CHA based skill rolls for the rest of their 
  lives. They will be able to still play, but they will be 
  shunned by all good folk who recognize them and 
  know what they did; providing the devils with a 
  permanent access to the mortal realm. 
   
  If they take the center path, go to Appendix A. 
  Their characters are on their way towards elevating to 
  NPC status (to be used by the County’s authors as 
  major NPC’s in later modules, but the characters 
  themselves will have passed out of the realm of PC 
  status). The DM may very well end up collecting the 
  character sheets and ARs of the players in this 
  circumstance. Glorious. 
   
  Note:  The path taken must be a group 
  decision. Individuals cannot choose a path all by 
  themselves. 
   
  If the party chooses one of these three paths, 
  go to APPENDIX A to roleplay the conclusion to 
  the module. 
  The Solution 
  People take in information in different ways and thus 
  the clues must be presented so that no one can 
  complain later on. There is a clue for each of the 3 
  learning styles that can assist the party in finding the 
  solution to this very ugly puzzle. The clues are visual 
  (seen), audio (heard), and somatic (felt). 
   
  First, the Crossroads are a great “X” on a vast plain. 
  When the party reaches this encounter, the DM 
  should draw out a map of the place with all four 20’ 
  wide roads extending to the edges of the map, so that 
  the players have a visual representation even though 
  there will be no battle. An observant (visual) player will 
  see the answer. 
   
  Another clue is in the bribe of wealth and 
  experience that the Tinker offers for taking one of the 
  three paths. There should be a very slight emphasis on 
  his inflections occasionally when he speaks of the 
  choices so that a player who’s listening carefully might 
  notice (audio).  
   
  The third clue lies in the timing of this encounter. 
  While the players have been playing for a while, there 
  have been no combats yet, only roleplaying and 
  hazards. Additionally, their original mission was to 
  rescue someone. To find a solution to the crisis this 
  quickly and easily and to gain such a disproportionate 
  reward should make the party feel (somatic) extremely 
  suspicious of what’s being presented to them. 
   
  The answer is that there are four possible paths 
  that can be taken from the Crossroads, not just the 
  three the devil is offering. But this is a solution the 
  players need to find for themselves without any direct 
  assistance from the DM. 
   
  If the party rejects all three offers and chooses to 
  return the way they came, the Tinker should gradually 
  become more and more agitated. It will NEVER tell 
  the party that going back is not a valid choice, but 
  it will emphasize that going that way they won’t 
  receive any rewards. It can’t offer them any more 
  material rewards than it already has, but it will try to 
  portray itself as the party’s friend. It didn’t steer them 
  wrong when it was masquerading as Valliny, did it?  
  Perhaps they’d like to know where to find a special 
  item or some other intangible information? Perhaps 
  
  Lordmaker 
   
  Page 10 
  some enemy destroyed?  Is there a spell or some other 
  bit of knowledge that it can provide? 
   
  As they begin to move away from the Crossroads, 
  the Tinker will become enraged but will barely keep a 
  lid on its temper. Its friendly illusion of a harmless 
  friendly old man will ripple and vanish and in its place 
  will be the enormous infernal creature the party saw 
  Valliny become (at the end of the previous module, The 
  Crossroads). At the end it will speak. 
  In a terrifying voice, the devil lord that was both 
  Valliny and the Tinker speaks. “So you decline 
  wealth, knowledge and power and choose folly as 
  your path instead. 
   
  SO BE IT! 
   
  Know this though, heroes; you have made 
  enemies this day. We are bound by your choice as 
  it applies to the County but no further. And there 
  WILL come a time soon enough, before the end, 
  when you will regret this decision.” 
   
  Then he vanishes and a fierce wind comes up 
  from somewhere, blowing up a dust cloud, which 
  obscures the Crossroads from sight. 
   
  Encounter Five: The Prison 
  Gate 
  The dust storm conjured by the devil’s passing doesn’t 
  subside, but the characters can continue down the 
  Road, still losing a hit point every couple of hours. 
  After 24 such hours (and 12 more hit points lost), 
  suddenly the characters will appear in a different 
  location.  
  One moment you’re pushing your way down the 
  pink road in the midst of a blinding dust storm in 
  the sweltering heat. The next you appear to be 
  traveling down a sharply sloping, stone tunnel 20 
  ft. wide. 
  At this point, the PCs are now back on Oerth. A Craft: 
  Stone Working, Profession: Masonry or Knowledge: 
  Architecture Skill check DC 20 (any dwarves receive a 
  +4 to their checks) will identify the rocks in the walls 
  as those common to the area of the Brown Hills. At last 
  the party is back on track!  If they turn and head back 
  up the tunnel, they will emerge after several hours at 
  the top of a cliff face overlooking a canyon in the 
  Brown Hills. The tunnel that they are in is smoothly 
  worked stone that seems to have been effortlessly cut 
  to an incredible depth, dozens of miles down. 
   
  The party appears in the middle of the great 
  tunnel and it is another 4 hours travel downward until 
  they reach the area of the prison. Note:  This is an ideal 
  location should they choose to rest up and recover 
  spells. 
   
  The prison of Ferben Grasch is a made up of a 
  series of concentric spheres leading eventually to a 
  tunnel which leads into the center chambers.  
  Nearing the end of the stone corridor, the 
  passageway exits into an enormous spherical 
  chamber, hundreds of feet across. The walls of the 
  chamber are smooth and appear to be very slick 
  but do not appear to be worked stone, so climbing 
  down may be difficult. But the most astonishing 
  thing is in the center of the room. A mere 20 ft 
  away from the outer walls on all sides is the 
  surface of a huge sphere. Perhaps an enormous 
  pillar at the bottom supports it, but from where 
  you stand, it has all the appearance of floating in 
  the direct center of this place. 
  While the characters are in the initial downward 
  sloping passageway, gravity is normal. But once they 
  leave the passageway, gravity beyond the tunnel will 
  shift and the center of the sphere will be the center of 
  gravity. This will become rapidly apparent when they 
  attempt to climb down to explore.  
  • 
  Ropes tossed out will fall directly towards the 
  center. 
  • 
  Rogues attempting to climb will feel their weight 
  shift and will have to make Strength Checks (DC 
  16) or lose their grip and fall 20’. 
  • 
  Characters with fly or other movement spells will 
  need to make a Dexterity Check (DC 12) or they 
  will overbalance and hit a nearby wall for 1d6 
  damage. 
  Climbing checks on the smooth surface of what is for 
  all intents the ceiling are DC 28, although the party can 
  be granted circumstance bonuses if they have rock 
  climbing equipment. 
   
  The entrance into the sphere is a 10 ft. wide hole 
  on the exact opposite side from the slanting 
  passageway they originally enter from. The diameter of 
  the center sphere is 400 ft. and the entrance is about 
  680 ft away. 
  Encounter Six: Like Oil on 
  Water 
  On the opposite side of the sphere is a 10 ft. wide 
  pit dropping down to a floor, 50 ft. below. It 
  appears to be easy to climb down the wall here 
  (DC 10), but after 30 ft., the walls drop away 
  revealing another sphere floating within the first 
  one. And unlike the last time, instead of barren 
  rock, this inner sphere seems to be covered with a 
  greenish gray layer of shifting fog, which 
  obstructs vision completely. It is impossible to 
  determine the depth of the fog from up above. 
  
  Lordmaker 
   
  Page 11 
  The difficulty in this encounter is not in getting down, 
  but what lies beneath the fog. The fog is only 4 feet 
  deep but anyone landing directly beneath the opening 
  above will seem to have fallen into a gooey mud of 
  some sort.  
   
  The mud is nothing of the kind. The Keepers of 
  this place have placed the first guardians here, oozes. 
  The Keepers have found various species of oozes that 
  do not react with one another and have placed three or 
  four of them in layers directly beneath the pit. They 
  have taught a gelatinous cube to relax its 10x10x10 foot 
  shape and flatten out into a huge circular pancake 87 
  feet across, 2 inches deep. Lying beneath the cube at 
  APL 6 is a 1 inch thick, 20 foot wide grey ooze and a 1 
  inch thick, 30 foot wide ochre jelly beneath that. At 
  APL8 and above, beneath the ochre jelly at the bottom 
  of the sandwich lies a black pudding 1 inch thick, 90 
  foot wide. (Note: at APL6 and 8 the volumes are all 
  accurate. Beyond that they’re even larger.) 
  APL6: 
  � Gelatinous Cube, hp 54, Appendix C 
  � Grey Ooze, hp 31, Appendix C 
  � Ochre Jelly, hp 69, Appendix C 
  APL8: 
  � Gelatinous Cube, hp 54, Appendix C 
  � Grey Ooze, hp 31, Appendix C 
  � Ochre Jelly, hp 69, Appendix C 
  � Black Pudding, 115, Appendix C 
  APL10: 
  � Advanced Gelatinous Cube, hp 162, Appendix 
  C 
  � Advanced Grey Ooze, hp 102, Appendix C 
  � Advanced Ochre Jelly, hp 138, Appendix C 
  � Advanced Black Pudding, 172, Appendix C 
  APL12: 
  � Advanced Gelatinous Cube, hp 162, Appendix 
  C 
  � Advanced Grey Ooze, hp 102, Appendix C 
  � Advanced Ochre Jelly, hp 138, Appendix C 
  � Elder Black Pudding, 290, Appendix C 
  Tactics:  (Magical footwear should be listed on players 
  MIL’s and should have been checked for during 
  Encounter One.)  At first, unless the characters are 
  barefoot, walking through the oozes should be like 
  walking through gooey mud of some sort. As the party 
  moves, the oozes will move with them. After 10 
  rounds, the oozes will have successfully dissolved the 
  players’ footwear into uselessness (20 rounds for 
  magical footwear). After the 10 or 20 rounds (only 1-2 
  minutes), each character needs to make a Fortitude 
  save, DC 20. This is the Gelatinous Cube’s effect. 
  Characters who fail the save will feel only a slight 
  tingling in their anesthetized feet as the slimes begin 
  their assault on unprotected flesh. Since the oozes are 
  spread so thinly, the total damage is only 2d4 total per 
  round. But other than the tingling feeling gradually 
  extending up their legs, the players should have no 
  idea what’s actually happening as they are eaten from 
  the bottom up. 
   
  But characters that make theirs save will feel their 
  feet begin to burn as the acid of the 3-4 creatures begin 
  to eat into their feet. 
   
  Avoiding the encounter is acceptable, but 
  attacking the mud (oozes) produces an interesting 
  reaction.  
   
  The cube will begin pulling itself back into its 
  normal square shape. This is the only form it can 
  actually move around in. Reforming like this will take 
  it four combat rounds. Then it will be able to move and 
  attack as normal. 
   
  The other oozes are under no such restrictions 
  however. They will condense back to their normal 
  forms in 2 rounds in the case of the pudding, and in 
  only 1 round in the case of the jelly and ooze. But they 
  will be able to react with their standard slam attacks 
  immediately at the start of a fight. 
   
  Note: When the battle begins, roll a separate 
  initiative for each ooze, so that they don’t all attack at 
  the same time and possibly overwhelm the party. 
   
  Tactics: With the exception of the cube, the other 
  oozes are beneath the layer of impenetrable fog. 
  Standard modifiers for hidden (invisible) attackers and 
  attacking totally concealed opponents will apply. Plus, 
  the cube and the ooze are hard to Spot anyway (DC 15) 
  and may go unnoticed until they attack. 
   
  While they are regaining their original forms, the 
  oozes will attempt to keep the characters trapped 
  inside them to make it easier to consume them later. 
  Characters will need to break a standard grapple 
  against the middle layer (the Ochre Jelly) to move 
  while in the grips of the spaces controlled by the oozes. 
  But since only their legs are pinned (at least initially) 
  the characters will still be able to attack or cast spells 
  until the oozes hit with a legitimate slam/grapple. 
  Encounter Seven:  A Doozy and 
  a Quandary 
  This second inner sphere is 300 ft. in diameter, 942 ft. 
  in circumference. Two 6 ft tall characters should be 
  able to see the tops of each other’s heads approximately 
  
  Lordmaker 
   
  Page 12 
  40 feet away with sufficient lighting. Two 5 ft tall 
  characters will see each other 25 feet away. Four-foot 
  tall characters are beneath the fog bank. 
   
  On the opposite side of the second sphere from 
  the oozes is the entrance to the next level down. It’s a 
  pit 30’ across and 80 feet deep. But it is not directly 
  opposite. It is actually 40 to 60 feet off center (DM’s 
  discretion), and will require some searching to find. 
  The entrance is completely obscured by the 4 ft deep 
  fog that covers the entire surface of this sphere. Unless 
  the party is searching in single file in a marching order, 
  (which could take a while), exactly which character 
  stumbles into the entrance first should be entirely 
  random. 
   
  This is an opportunity for the players to devise 
  some means of searching the sphere to find the 
  entrance; so let them play with it a bit. 
   
  Unless a character states that she is actively 
  checking the floor where she walks, she will need to 
  make a Reflex Check DC 20 to avoid stepping into the 
  hole. Anyone failing the check will fall into the pit to 
  the floor below (and take 8d6 damage). If Rogues are in 
  front using their Search skill, the DC is only 10 to 
  locate the pit as it is not covered or hidden (other than 
  by the fog). 
   
  If the party has separated by more than 40 feet 
  apart in order to search for the next entrance, the 
  situation will become even more interesting. The 
  dense fog actually acts as a sound damper. So anyone 
  who falls in will be unable to communicate with the 
  rest of the party through normal means.  
   
  For some reason, the fog doesn’t drop below the 
  entrance to the pit, so the pit itself is fog free. Once the 
  party reaches the level below, they find themselves in a 
  30-foot wide circular chamber, with three equally 
  spaced 15-foot wide exits. Have the party make Listen 
  checks, DC 12.  
   
  Those who succeed can hear down one tunnel the 
  roaring of some incredible beast.  
   
  Down the second tunnel can be heard maniacal 
  laughing. 
   
  And down the third can be heard a baritone male 
  voice calling “Adventurers. Come this way if you 
  want to live.”  
  Encounter Eight:  A Few 
  Answers 
  Each tunnel is 15 foot wide, 20 foot high, and 180 feet 
  long and exits into a circular chamber 50 foot across on 
  the other side of the sphere (the tunnels in the sphere 
  at this point are 140’ diameter if you’re mathematically 
  inclined) and the curving slope of the passageways are 
  obvious by now.  
   
  The floor of the tunnels seems to be studded with 
  nuggets of some sort of silverish metal (Slowsilver). A 
  Knowledge: Planes check (DC 25) gives the characters 
  Adventure Handout 1. Touching one of the nuggets 
  with bare skin requires non-outsiders to make a Will 
  save each hour (DC 16) or lose 1 point of Con. The 
  metal 
  nuggets 
  permanently 
  block 
  magical 
  transportation spells in the same fashion as a 
  Dimensional Anchor spell. In the center of each tunnel, 
  90 feet in, is a guardian wrapped in unbreakable 
  mithral chains.  
    
  The bellowing creature is a 24-foot-tall red-scaled 
  creature with bat-like wings wrapped around itself like 
  a cloak, crouched in the tunnel (an advanced pit fiend, 
  24 hit die).  
   
  The insane laughter is coming from a 12-foot-tall, 
  gray-skinned, humanoid toad like creature (a grey 
  slaad). 
   
  And the third guardian is a 9-foot-tall, golden 
  skinned humanoid, with glowing white wings and 
  topaz eyes (a solar). 
   
  There is not room to pass any of the three 
  guardians unless they allow it and the fiend and the 
  slaad will not allow anyone to pass by and will attempt 
  to kill anyone who tries. Neither should be killable at 
  this time and they will conjure whatever defenses are 
  necessary to protect themselves. 
   
  But the solar can be negotiated with and is quite 
  forthcoming with information. 
  • 
  His name is Devonallissis and he was 
  imprisoned here by beings known as the Masters 
  over nine centuries ago. 
  • 
  He willingly accepted the guardianship of the 
  creature that lies within, for it is unspeakably evil, 
  a thing hateful to all living things. 
  • 
  He doesn’t know the exact nature of what it is he 
  guards, only that it once served a god and now it 
  seems to serve only itself. 
  • 
  Beyond the tunnel lies an unspeakably evil trap, 
  but he doesn’t know it’s exact nature. 
  • 
  Both Urendthangrus (the pit fiend) and 
  Rillikillinillikarrinarri 
  [rilly-killi-nilli-karri-
  narri] (the slaad), seem to have been driven mad 
  by the length of their guardianship and their 
  proximity to the Slowsilver in the tunnel floors. 
  Given a name to the substance, a new Knowledge: 
  Planes check (DC 20) can be attempted if the first one 
  failed. 
   
  Devonallysis has some biases and a powerful 
  superiority complex due to his celestial nature. But he 
  can sense some higher purpose behind the group’s 
  presence here. If they can come up with a reasonably 
  
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  good reason to allow them to pass, he will let them by 
  (either roleplay it or Diplomacy check DC 20). But as 
  they pass he will caution them. 
   
  “Proceed further if you must. But know this. I am 
  charged to defend Life. It is my purpose and my 
  existence. Should you release the thing that lies 
  beyond, we may come into opposition, you and I.” 
  Encounter Nine:  If You Put 
  Your Hand in the Fire, There’s 
  No Reflex Save 
  Past the solar, at the end of the tunnel is another 
  circular chamber, 50 foot wide with a high vaulted 
  domed ceiling 40 foot high. The room is lit by 
  softly glowing crystals, which are imbedded in the 
  ceilings and walls all around the chamber. 
  Leading out of the chamber are two other passages 
  from which can be heard the sounds of the other 
  guardians.  
   
  The floor of the chamber is decorated with 
  swirls of silver lines that spin and swirl in 
  confusing, arcane patterns. The silver lines appear 
  to be made of the same silver stone-like material 
  from the floors of the tunnels. In the center of the 
  room is a stone pedestal extending out of the 
  floor, roughly four feet high. 
   
  The entire chamber radiates powerful magic of both a 
  necromantic and abjuration nature. 
   
  On the top of the pedestal, the surface has a lot of 
  geometric indentations cut into its surface. Around the 
  outer edge are carved runes (in ancient Flan). If a 
  character tries to Decipher Script, the DC is 20. If one 
  of the party can read the runes, they read 
  Seek ye the Sun, and ye shall grant power unto the 
  Light. 
   
  Seek ye the Moon, and ye shall find Death 
  Eternal. 
   
  (Give the players Adventure Handout 2. If they cannot 
  decipher the runes, only let them see the diagram, not 
  the text.)   
   
  But if two (or more) characters can read ancient 
  Flan, something interesting happens. Old languages 
  can sometimes be interpreted with different meanings. 
  A second possible translation of the runes could be 
  The way of the Sun shall empower illumination to 
  all. 
   
  The way of the Moon shall grant passage to 
  the Dead. 
   
  Even when it was originally written, it was not written 
  clearly. So trying to accurately translate the exact 
  meaning of an obscure language (or even using a 
  Comprehend Languages spell), the pedestal should be 
  quite puzzling for the party. 
   
  Searching the pedestal (Search DC 12) will reveal 
  what appears to be a simple drawer approximately 8 
  inches below the surface of the pedestal set into the 
  stone, and designed to blend in so as not to be 
  immediately obvious. The drawer appears to be secured 
  by a simple thumb latch. 
   
  The thumb latch is not so simple though. It is 
  enchanted that it can only be released if in contact 
  with a living, mortal creature. Outsiders, undead and 
  magical effects don’t qualify, nor do tools, staves, 
  swords, etc. The switch must be release by the press of 
  a finger.  
   
  If released, two things happen. First the opener 
  takes 1d6 necromantic electrical damage, no saving 
  throw, penetrating DR and SR. Second the drawer 
  pops open revealing the items within. Inside the 
  drawer are flat ½ inch thick geometric pieces of stone 
  in the shapes of the depressions on the top of the 
  pedestal. The shapes are 
  • 
  A round disc that is gold on one side and silver on 
  the other. 
  • 
  A triangle with a gold edge, a silver edge and a 
  copper edge. 
  • 
  A square edged in gold, silver, copper, and steel. 
  • 
  A diamond with a gold, brass, silver, and rust edge. 
  • 
  A parallelogram with the slants edged in gold and 
  silver and the sides edged in copper and rust. 
  • 
  A pentagram edged in gold, copper, silver, rust, 
  and steel. 
  Once all the pieces are removed, the drawer will 
  automatically snap shut. It’s actually a Blink effect 
  immune to Dimensional Anchor effects, so trying to prop 
  or hold the drawer open will fail every time. 
   
  When the masters created this chamber, they used 
  it to power the entire prison complex with the life 
  forces of their slaves. By placing the circle gold side up 
  and each of the shapes in such a way that the gold edge 
  faces the circle, the Energy Drain magic of the pedestal 
  would activate, draining away the life energy of the one 
  who placed the final piece into the pedestal. 
   
  If a character places the gold side of the circle 
  facing up and the other pieces so that the gold edge is 
  facing the circle, he will literally “grant power unto the 
  Light”.  
  
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  Page 14 
   
  Placing the final piece into the puzzle, with the 
  gold circle facing up, and the remaining pieces with 
  their gold side facing the circle, you feel your life 
  energies being drained, flowing from you into the 
  pedestal. And as this happens, high above, the dim 
  lights coming from the crystals imbedded into the 
  walls and ceiling seem to noticeably increase in 
  brightness.  
   
  The character immediately gains 5 negative levels 
  as per the 9th level spell Energy Drain. Then the pieces 
  fall through the surface of the pedestal, back into the 
  drawer. The character takes a –5 penalty on all attack 
  rolls, saving throws, skill checks, and ability checks, 
  loses 25 hit points, and takes a –5 penalty to effective 
  level. In addition, a spellcaster will lose his 5 highest-
  level spells. 24 hours later the character must attempt 
  to make five Fortitude saving throws (DC 23). For each 
  of the Fortitude checks that are failed, the character 
  permanently loses one level. (See the DM’s Note at the 
  end of the module.) 
   
  Placing the pieces in the wrong manner either 
  with the wrong edges facing the circle or placed into 
  the wrong spaces cause all the pieces to fall back into 
  the drawer again, requiring it to be opened again. 
   
  The solution to this puzzle is to “seek the moon” 
  putting the disc silver side up and the individual pieces 
  with their silver side facing the circle. If the players do 
  this continue to Encounter Ten. 
  Encounter Ten:  The Rings of 
  Pain 
  With the placement of final piece, silver circle 
  facing up and the other pieces with the silver side 
  facing the circle, a chime-like sound resonates 
  through the chamber. The pieces on the pedestal’s 
  face glow brightly and then begin to dim as the 
  pedestal slowly fades from sight. But as it fades, 
  the floor around it also begins to fade from sight. 
  Within only a few seconds the pedestal vanishes 
  and a 10-foot-wide hole appears in the center of 
  the chamber. Various colors of light seem to glow 
  from within the depths of the hole. 
   
  When the characters look into the hole 
   
  The hole is well lit and appears to be 50 feet deep, 
  with a door set into the floor at the bottom. But 
  the walls of the hole are glowing and each section 
  is slowly rotating counter-clockwise at different 
  speeds in a twisting, dizzying manner. The first 
  five feet of the walls of the hole seem to be a ring 
  of golden stone with arcane runes etched into it. 
  Looking at the ring, a feeling of panic and 
  impending doom fills you, but it passes after a 
  minute. After the initial ring of gold, the next five 
  feet of the walls glow with a powerful white light. 
  The next five feet are a electrical glowing blue, 
  followed by a angry red, a virulent purple, a light-
  sucking black, a burning orange, an acitic yellow, a 
  second powerful white light, and finally, a five 
  foot section of normal stone at the end.  
   
  In the hole, the walls themselves are the sources of 
  gravity and it is possible to walk down the walls to the 
  door, stepping carefully to avoid the shifts in the 
  rotating floors. If they try to enter by hanging off a 
  rope in such a way as to avoid coming in contact with 
  the walls, unless they are inhumanly well balanced 
  (Balance check DC 24), they will find themselves 
  drifting towards and then falling into the walls.  
   
  f they try to fly or use magical means of transport, 
  they’ll run into problems on the second ring. 
   
  (Su) The Rings of Pain (and their effects) 
  Gold 
  The golden ring projects a terror effect similar 
  to a golden great wyrm’s Frightful Presence 
  (Will DC 42). Creatures with less than 5 HD 
  will panic and flee automatically into the 
  lethal embrace of the guardians, but the 
  characters should only be shaken (as was 
  stated in the boxed text) and then press on. 
  White Each creature stepping through the white 
  ring is hit by a targeted Greater Dispel. Roll a 
  d20+20 vs a DC of 11 + the caster level on all 
  active spells, summoned creatures, and magic 
  items. Spells and summoned creatures are 
  dispelled while magic items are suppressed 
  for 1d4 rounds. 
  Blue 
  The blue ring destroys the cohesive magic of 
  any golem, animated object, or construct 
  passing through it. Any of these items 
  effectively takes 200 points of damage passing 
  through this ring. 
  Red  
  The red ring acts as a permanent Wall of 
  Force repelling all outsiders and possessed 
  creatures. Any other creatures can pass 
  through normally. 
  Purple The purple ring casts Fear (Will save DC 30) 
  on creatures of animal or lower intellect. 
  Black 
  The black ring is essence of Dragonbane. It 
  automatically penetrates SR and requires a 
  Fort save (DC 20). Failure (such as on a 
  natural 1) kills the dragon irrevocably. 
  Therefore dragons will almost never risk the 
  5% chance of death here. This effect (and the 
  consequences) will be obvious to Dragon 
  Disciples and other draconic types, as it will 
  affect them as well. 
  Orange The orange ring acts as a Greater Turning (as 
  the Sun domain) affecting 25 hit die undead 
  creatures; up to 40 hit dice worth to any 
  
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  undead touching the ring. Ie, if Ferben 
  Grasch sets foot in this ring, he will be 
  annihilated instantly. 
  Yellow The yellow ring has the effect of a Horrid 
  Wilting spell cast at 20th level on any plant 
  type creature entering it. 
  White This is a 2nd Greater Dispel identical to the 
  one above. 
  Normal Stone 
  This end section of the tunnel 
  doesn’t rotate, but a permanent glyph of Holy 
  Word, Good sings to each creature stepping 
  into it. There is no saving throw. 
  Non-good 12th level characters are deafened 
  for 1d4 rounds.  
  Non-good 8th-11th level characters are blinded 
  for 2d4 rounds and deafened. 
  Non-good 4th-7th level characters are paralyzed 
  for 1d10 minutes and blinded and defeaned. 
  Paralyzed characters will have to be pulled 
  from the ring, or they will never be able to 
  leave it. 
   
  Since the effects activate every round, they 
  are effectively permanent unless the affected 
  character is able to move away. 
   
  Just outside each ring, a character with Spellcraft can 
  make a skill check (DC 25) to identify what the next 
  ring is doing. The effects on adventurers are noticeably 
  few, but there are some Epic level spell effects going 
  off here on a continuous basis.  
   
  The tunnel is designed to keep the prisoner, 
  Ferben Grasch, the High Priest of Vathris, trapped 
  within and to prevent any servants of his from freeing 
  him. It has been successful until today. Within the 
  distance between the two white rings is an anti-magic 
  zone dispelling all magical effects (spells) but not 
  supernatural effects such as the other sections of the 
  walls. 
  Encounter Eleven:  The Halls 
  of Pain 
  Beyond the door the characters emerge into the prison 
  itself. They are on the inner surface of a 20 ft. radius 
  sphere (gravity and ‘down’ are now outwards, so they 
  won’t fall to the center). The inner sphere has been 
  quartered into eight 25 ft. triangular rooms, 25 ft to a 
  side. Between each triangular room is a 5 ft wide 
  corridor, linking everything together. Because of the 
  construction, a character standing at an intersection 
  can see all the way around the inner surface along both 
  axis to the opposite wall 40 ft away. 
   
  All of the doors are made of stone. The doors to 
  seven of the eight rooms are unlocked. The eighth, 
  leading to the stairs and the audience chamber beyond 
  does have a lock (DC 25) but the key can be found in 
  the living quarters. Each room is triangular with 25’ 
  walls, but since it is inside a sphere, the corners of the 
  rooms are at right angles to each other with the roof 
  angling to a point, 15 ft above.  
  1. 
  The Library 
  2. 
  The Chapel 
  3. 
  The Scrying Chamber 
  4. 
  The Tomb 
  5. 
  The Living Quarters 
  6. 
  The Laboratory 
  7. 
  The Kitchen 
  8. 
  The Stairs 
   
  The Library 
  Beyond the door is what appears to be a library. A 
  small everburning candle illuminates a desk with 
  a chair, but the rest of the room is filled to the 
  ceiling with shelves of ancient tomes and 
  manuals. A sense of great age permeates the room 
  and a thick layer of dust lies over everything. 
  There are hundreds of books in this room, but a Gather 
  Information check will reveal that they all focus 
  strongly on certain subjects. 
   
  DC 15 – ancient Flannish gods and their religious 
  practices 
   
  DC 18 – Infernal creatures and devils, especially 
  their names and methods of controlling  
  them 
   
  DC 24 – necromancy with an emphasis on liches 
  and death magics. 
   
  Characters who have already been in the 
  Laboratory receive a +2 circumstance bonus on the last 
  Gather Information DC (DC 22 instead). 
   
  The Chapel 
  Behind this door seems to be a shrine to a god. 
  Various symbols and hangings decorate the walls, 
  while a basin of water lies in a triangle formed by 
  three candlesticks. The room doesn’t appear to 
  have been entered in quite a long time. 
  A Knowledge: Religion check (DC 24) reveals this 
  room to be a shrine to Vathris. In the basin of water is a 
  masterwork silver dagger with a broken blade. 
   
  The Scrying Chamber 
  The floor beyond the door is carved with arcane 
  markings and is totally free of dust, unlike some 
  of the other rooms. 
   
  This is the room that Grasch uses to keep an eye on the 
  world outside, although he hasn’t bothered in several 
  
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  years. The floor will radiate magic if detected for and a 
  Knowledge: Arcane (DC 15) will reveal the symbols 
  carved into the floor to be used in scrying. A Detect 
  Magic will also reveal a permanent Unseen Servant in the 
  room who keeps everything neat and tidy.  
   
  A character may attempt to Scry a location known 
  to them (a Spellcraft check DC 20 due to unfamiliarity 
  with the exact methods) if they wish. If they do, the 
  DM should play it by ear but not give them any 
  information, which would detract from the remainder 
  of the module. 
   
  The Tomb 
  Centered in this room is a sarcophagus, 12 ft long 
  and 4 ft wide. The lid is slightly ajar and a thick 
  layer of dust covers the room. 
   
  Ferben Grasch used this chamber from the time of his 
  death until his final conversion into a lich. Then he left 
  and never returned to this room. There is nothing of 
  value anywhere. 
   
  The Living Quarters 
  Beyond the door lies a simple bed with a small 
  nightstand, a desk with a chair, and a chest and 
  armoire. Hanging from a peg above the chest is a 
  key and several sheets of parchment lie on the 
  desk.  
   
  The key above the chest opens the door to the stairway. 
  The chest is full of religious tomes and there are several 
  sets of ancient clerical garments hanging in the 
  armoire. The writing on the sheets of parchment is in 
  ancient Flan (Decipher Script DC 20). Characters able 
  to read them should be given Adventure Handout 3 – 
  The Notes.  
   
  There is nothing else of interest or value in the 
  room. 
   
  The Laboratory 
  The several tables in this room are covered with 
  flasks, candles, beakers, and vials. For some 
  reason, a strong acidic odor blended with an odd 
  spicy flavor gives an unsettling feeling of death 
  waiting here. 
   
  A Bardic Knowledge or Knowledge: Alchemy check 
  (DC 10) will reveal the spicy odor to be the spice 
  myrrh. This is the alchemical lab Grasch used to 
  complete the potions he needed for his transformation. 
  A Knowledge: Alchemy or Knowledge: Arcane check 
  (DC 26) will reveal that some of the residues of the 
  compounds still to be found in the various containers 
  can be used in powerful necromantic magic spells.  
   
  The Kitchen 
  As the door swings open, a cooking pit can be seen 
  against the back wall. There is a table with a single 
  chair in the center of the room with a single place 
  setting on it. Various metal knives, pots, and 
  cooking utensils hang from racks on the walls, but 
  they appear to be completely rusted, as if with the 
  passage of hundreds of years. 
   
  After his transformation into a lich, Grasch has never 
  had a need to return to this room. Everything here is 
  fragile with age and there is nothing of value. 
   
  The Stairs (the only locked door) 
  Opening this door, the room is completely empty 
  except for a single inexplicable item. In the center 
  of room is a metallic circular staircase ascending 
  up and through the pointed ceiling at the top of 
  the room. Where the stairwell seems to meet the 
  ceiling, the area is surrounded not by darkness 
  like a spell effect but by a strange dimness 
  interspersed by occasional small flashes of static 
  or lightning discharges. A strong smell of ozone 
  accompanies a low-pitched buzzing sound coming 
  from the area. 
   
  The door to this room is not trapped, but it is locked 
  (DC 25). 
   
  Ferben Grasch’s spells are not the spells of 594 and 
  so the effects of some of them are completely alien to 
  the characters’ experience. This is one such effect. 
  While it should be extremely unsettling to climb a 
  metal buzzing staircase with small crackles of lightning 
  going off around them, characters can ascend the 
  staircase without harm. The spell at the top is actually a 
  different sort of high level transport spell, which 
  bypasses the standard restrictions of a Dimensional 
  Anchor (Spellcraft DC 24 to figure this out). At the top 
  of the staircase is a landing leading to the Audience 
  Chamber. 
   
  
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  Encounter Twelve:  Seat of 
  Power 
  Emerging from the landing at the top of the 
  stairwell, 
  you 
  find 
  yourself 
  in 
  a 
  small 
  antechamber leading into a large circular hall. At 
  first it seems the room is dark, but as your eyes 
  adjust, you realize that there is a dimly lit path 
  leading from here to the center of the room. 
  Everything in this room seems to be a flat black 
  color and the light’s only purpose is to outline the 
  black contents of the room against the black 
  background. The effect is eerie.  
   
  From the landing, the 10 ft. wide path extends 
  through angled columns to a raised platform in 
  the center of the room, 80 ft away. The slender 
  columns are about 2 ft wide and extend up and 
  back at an angle towards the darker recesses near 
  the top of the room. And the columns are 
  staggered for some reason. There are two a couple 
  of feet from the landing on either side, then there 
  are two more 7 feet beyond, then two more 4 feet 
  beyond that, then 7 then 4, all the way down the 
  path, a total of 10 columns on each side. 
   
  On the distant raised platform there appears 
  to be a figure sprawled in a stone chair. It appears 
  to be dressed in dark colored, but richly appointed 
  clerical vestments, but it doesn’t seem to have 
  reacted to your presence.  
   
  But as more of the chamber becomes 
  apparent, you begin to sense there is a chill weight 
  pressing down on this entire room, giving you a 
  remembered sense of being closed in and trapped. 
  And then it registers. Shadows. Wights. Wraiths. 
  Undead that drain away life energy. That’s what 
  this place feels like. You’re in a deep well of 
  negative life draining energy and it all seems to be 
  focused on the figure sitting like a spider at the 
  center. 
   
  Give the players Adventurer Handout Four, the 
  illustration of the chamber. It will be obvious to any 
  character with at least low light vision that the 
  columns are actually the forelegs of 10 gargantuan 
  spiders flanking the path to the center. They appear 
  motionless, but could possibly be undead and merely 
  waiting to attack.  
   
  In actuality, the spiders have been dead for 
  centuries from the energies of this chamber and 
  petrified in place. They were pets of Ferben Grasch in 
  his younger hell-raising days and he kept them with 
  him for sentimental reasons.  
   
  At the center of the room is the lich Ferben 
  Grasch and he has been aware of the party since they 
  first entered the complex. 
  � Ferben Grasch; Lich; Cle25; 196 hp.; LN 
  Grasch is NOT a combat encounter and he will not 
  attack the party. If they should attack him, he will 
  endure their attacks until he loses 50% of his hit points. 
  Then he will laconically drawl in a dry and musty 
  voice, echoing through the room 
  “With my death you fail your mission and doom 
  the lands of Urnst. I welcome the darkness. Finish 
  what you’ve begun.” 
  Grasch no longer cares. When he was given the task of 
  defeating the weapon of the Ur-Flan, he was young and 
  believed that the ends justified the means. He 
  embraced his mission and did what was required so 
  that he would be able to serve his god centuries later. 
  But during those centuries of waiting, he was 
  imprisoned, his god was thrown down and driven into 
  the wilderness, prayers and devotions no longer bring 
  the same sense of completeness that they once did, and 
  the negative energies infusing his being have slowly 
  corrupted the holy devotion to his mission and caused 
  him to give in completely to despair.  
   
  If they decide to talk with him instead of kill him, 
  Ferben Grasch is moody and depressed. He will answer 
  questions if they ask them of him, but his preference is 
  actually to die and let the cruel comedy of it all to be 
  ended. The characters will need to remind him of his 
  mission and convince him that he is needed in the 
  world above. The Diplomacy check on this is DC 30. 
  But every valid argument that the party can come up 
  with should count as a +2 circumstance bonus with 
  their final roll. In addition, up to two other members 
  of the party can use Aid Another to also increase their 
  final total. 
   
  The emphasis on this encounter should be on role-
  playing as opposed to “roll-playing” and the party 
  should eventually convince him to take up his mission 
  once more. Only allow the party their first Diplomacy 
  check and then make them work to come up with 
  enough arguments to hit their target number. 
   
  If the party asks Grasch how he can deal with the 
  devil incursion and the Tovag, the great god Vathris 
  granted him three abilities long ago to deal with the 
  various difficulties:   
  • 
  He has instant recall and knows the name of every 
  devil of the third rank or higher within their 
  entire infernal hierarchy.  
  • 
  He knows ceremonies that can shatter the spells 
  placed upon the Tovag by the Ur-Flan long ago. 
  • 
  And he has access to spells and domains that are 
  no longer known in the world above. 
  If the party kills the lich, they will be able to exit the 
  way they came, but they will have failed in their 
  original mission: to bring Ferben Grasch back to 
  
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  Radigast City. Since he will not fight, there is no 
  experience to be gained by killing him. 
  Encounter Thirteen:  Finality  
  Having convinced the lich of his true duty, Ferben 
  Grasch rises from his chair and leads you back the 
  way you came. Initially he moves like a feeble old 
  man, but gradually his stride seems to take on 
  more and more purpose. His pace is almost 
  militant when he stops at the entrance leading to 
  the multi-colored tunnel. His voice seems 
  changed as well, youthful and vibrant with a new 
  sense of purpose. 
   
  “Now we face two challenges followed by 
  three more. I cannot pass the rings unaided. 
  While they are designed to stop all but the pure of 
  heart from entering, they are specifically crafted 
  to prevent me from leaving. If any part of my body 
  touches the passage beyond, I will be forced 
  towards the orange ring, which will destroy me 
  utterly. Dragging me along the ground will have a 
  similar effect. I must remain as close to the center 
  of the passageway as possible to avoid this. But 
  due to the greater dispels, magical means will be 
  far too risky.”  
  If two (or more) characters try to rig a sling or travasse 
  to carry him between them, ONE of the carrying 
  characters will have to make Reflex checks DC 14 each 
  time they cross from one ring to the next (whichever 
  character has the worst save, 10 checks in all) because 
  of the different speeds the rings rotate.  
   
  The obvious solution is that one of the characters 
  will need to carry Grasch through the tunnel. Being a 
  dry husk, he only weighs about 40 lbs, even with his 
  vestments and equipment. But if a character volunteers 
  to carry him (or is volunteered), he turns to that 
  character. 
  “Which brings us to the second challenge. I have 
  dwelt in that chamber for centuries and the 
  energies from the Dark Plane infuse my being. If 
  you are holding on to me, I will try to resist the 
  urge to drink, but I may not be able to control the 
  effect. Are you still willing to carry me?” The lich’s 
  skull-like visage seems to be grinning with a black 
  humor.  
  Considering that he gave up his entire life for this 
  mission, the character losing a level or two doesn’t 
  concern him that much. But he is telling the truth that 
  he will try to resist the effect. There’s still not really a 
  good alternative, so the player is going to have to have 
  some “faith” and bite the bullet. 
  “Excellent!  That will bring us to the final set of 
  challenges, namely the three Guardians. As soon 
  as I exit from the tunnel, they will be released 
  from their restraints and will likely be upon us in 
  less than twenty seconds. It will take me at least a 
  minute to affect an escape. Therefore, you will 
  need to keep the guardians off of me or they will 
  kill us all. Do you have a plan for accomplishing 
  this?” 
  This is the final battle of all 15 of the modules and the 
  players need to be clear on what actions they will be 
  taking once they exit. The party should rest and 
  recover spells before going into the last fight. If they 
  don’t think of doing this, the lich will scornfully ask 
  them 
  “Do you intend to go into this fight at less than 
  your best?” 
  Once the lich exits, the clock will start. The combat is 
  going to be a nasty melee and it needs to move quickly. 
  Players who are undecided as to what to do each round 
  should be skipped over to give them a sense of a real 
  time crunch. 
  The Tunnel Passage 
  If the party tries to test the lich’s statement while still 
  in the prison, they will be able to carry him with no 
  adverse effects. But as the character(s) carry Ferben 
  Grasch through the Rings of Pain, each ring flares and 
  strobes violently with light as the lich passes through 
  it. This lethal distraction breaks his concentration and 
  Grasch is only partially successful in keeping in the 
  darkness. The character(s) carrying him will take 1d8 
  per APL (Will save DC 20 for half) from the chilling 
  negative energy damage but suffer none of the 
  paralyzing touch effects.  This is total damage, not 
  damage per ring.  Inflict the damage as the PC exists 
  the Ring of Pain. 
   
  If the party is using some extra-dimensional 
  storage device (like a bag of holding) to convey Grasch, 
  the strobe effects still go off, but the damage will come 
  from the flaring rings themselves (again Will save DC 
  20 for half), instead of the lich. 
   
  If this is sufficient to render the character 
  unconscious or kill her, the character will still manage 
  to stagger out of the far end of the tunnel before 
  dropping the lich to the ground. (Heroic, eh?) 
  The Order of Battle 
  Round 0: 
  The rest of the party may decide to precede the 
  lich out of the tunnel. They may have several 
  rounds to prepare before the fight, if they think of 
  it. But this option shouldn’t be a gift. If they 
  don’t think of it, go directly to Round 1. 
  Round 1:  
  The lich and his player “mount” step out of the 
  tunnel. The chains holding the guardians vanish 
  
  Lordmaker 
   
  Page 19 
  (surprise round). Roll for initiatives. The party has 
  a round to act. 
  Round 2:  
  Grasch casts an unknown spell, which eradicates 
  all the slowsilver in the entire complex. The fumes 
  released force all the characters to make a Will 
  save, DC 18 or lose 2 points of Con. The devil and 
  solar move down the tunnel towards the party, but 
  are still out of sight. The slaad casts Summon 
  Monster from a scroll, then distributes potions to his 
  new allies. The party has a second round to act. 
  Round 3  
  Grasch casts an unknown spell, Invisibility to 
  Celestials. The party has a third round to act. The 
  slaads all drink potions of Haste. The main slaad 
  casts (APL 6) Protection from Law on its red slaad 
  minion. 
  (APL 8&10) Magic Circle vs Law on itself, granting a 
  +2 deflection bonus to AC and a +2 resistance 
  bonus to saving throws from lawful creatures (not 
  figured into the stat blocks!) (APL 12) the death 
  slaad casts Cloak of Chaos, effective against all 
  alignments and also protects his allies (already in 
  the stat blocks).  
  The devil and solar both initiate a charge into the 
  chamber. Read 
  At the end of the round, an enormous roar comes 
  from one of the tunnels. Please make a Will save, 
  DC 19.  
  (wait for the results, then continue) 
  A wave of mind-numbing fear passes over you as 
  the 24-foot-tall red-scaled bipedal creature with 
  bat-like wings comes leaping out of the tunnel. 
  Standing, it’s the biggest pit fiend you’ve ever 
  heard of. Seeing you, it crouches and leaps. Terror 
  roots you where you stand and your life flashes 
  before your eyes as certain death clears the 
  distance in a single horrific bound. But as the 
  claws stretch out to squeeze the blood from your 
  body and consume your soul a shout comes 
   
  “DEFEND LIFE!” 
   
   
  and Devonallissis the Solar slams into the 
  side of the pit fiend and they go rolling off to the 
  side in an epic grapple. 
   
  Note: If the players have put up walls or barriers, the 
  devil and solar both have access to Teleport while the 
  blue slaads can use Passwall.  
   
   
  Round 4:  
  Glancing at the struggling solar and devil, Grasch 
  says, “There’s only the last one. Deal with it!” and 
  he begins casting again. But from the third tunnel 
  comes a horde of creeping, hopping and flying 
  insects in a thick swarm, which quickly fill the 
  entire chamber. The slaad just cast an arcane 
  Insect Plague from a scroll, became invisible via 
  potion or at will and advanced down the tunnel 
  behind his minion(s). The slaad minion(s) take 
  potions of Invisibility. The party has a fourth 
  round to act. They can position themselves, but 
  spell casting is difficult if they are within the area 
  of a swarm. The slaad minions will invisibly enter 
  the room on their initiatives on the fifth round 
  while the main slaad will cast its first spell as 
  described under Tactics. Red slaad will attack, 
  while blue slaad will invisibly move into positions 
  equidistant from each other around the room 
  before using inate abilities to attack (if such 
  movement is possible). 
   
  In dealing with the Insect Plague, a locust 
  swarm for every two APLs (3 at APL 6, 4 at APL 8, 
  5 at APL 10, and 6 at APL 12) (MM page 239), each 
  with over 5000 locusts come out, each attaching 
  itself to a different character. Each swarm occupies 
  a 10x10 ft space and they can overlap. Each swarm 
  has 21 hit points but is immune to weapon 
  damage, requiring area effect spells to clear them 
  out. Each swarm moves 30 ft per round and does 
  2d6 damage against any target in their space. 
  Creatures beginning their turn inside a swarm 
  must make a Fort save (DC 12) each round or be 
  nauseated for the round (and unable to attack, cast 
  spells, concentrate on spells, or do anything else 
  that requires attention.)  Nauseated creatures may 
  only do a single move action. 
  Round 5-10: 
  This should be a tremendous fight. The Insect 
  Plague will inconvenience the characters, while 
  the slaads are hasted and each round are using 
  either “at will” innate abilities or else the wands 
  provided by the first slaad. (Red slaads only use 
  the wands and then move 60 ft to get away from 
  melee if necessary) Character fatalities are 
  extremely likely as this is written as a kill EL and 
  the battle will probably be very fast and very 
  brutal. The players’ only hope of survival will rest 
  on how well they planned for the battle before it 
  started. At the end of the 10th round, Ferben 
  Grasch finishes casting and shouts, “The Tovag is 
  suspended!  Flee if you can!” 
   
  Round 11+: 
  Ferben Grasch casts an unknown spell, Thunder 
  Walk (like Wind Walk, but much faster) and 
  
  Lordmaker 
   
  Page 20 
  rumbles away down the tunnels. Devonallissis 
  rises from the huge broken body of his foe, shakes 
  his head at the characters sadly and strides 
  through a glowing portal that appears and then 
  closes in a nearby wall. Any remaining slaadi 
  chuckle at any survivors and say “Aaass, but we’re 
  not finisssshed yet!” and continue the fight to 
  the death. 
  Tactics: The green, grey or death Slaad is a chosen 
  champion of its kind, with better (but not elite) stats 
  and hit points. It uses the caster level of its abilities to 
  use the scroll summoning its allies. The Slaad Guardian 
  summons his own special wrecking crew instead of 
  random creatures, so the attack will be well 
  coordinated and equipped. Being summoned creatures, 
  the lower slaad are unable to Summon additional 
  reinforcements. But the minions will be able to buff a 
  bit before the fight as well, so it should balance out. 
   
  The red slaads will leap into melee. The other 
  slaads will spread out and stand back, using their 
  innate abilities as much as possible unless they are 
  engaged in melee. Then they will do full attacks hand-
  to-hand plus the extra attack from being hasted.  
  APL 6: 
  � advanced green slaad, hp 108, Appendix C 
  � red slaad (summoned for 13 rounds), hp 68, 
  Appendix C 
  APL 8: 
  � gray slaad, hp 138, Appendix C 
  � 2 red slaads (summoned for 15 rounds), hp 72, 
  Appendix C 
  APL 10: 
   � gray slaad, hp 138, Appendix C 
  � 3 blue slaads (summoned for 17 rounds), hp 79, 
  78,76, Appendix C 
  APL 12: 
  � death slaad, hp 180, Appendix C 
  � 3 advanced blue slaads (summoned for 17 
  rounds), hp 138, 132, 130, Appendix C 
   
  In the fight roll a separate initiative for each slaad. The 
  fight should be a lot more interesting that way and will 
  give each slaad a sense of identity. 
   
  The green slaad (APL 6) will cast Dispel Law on the 
  first round. This will increase its AC vs. lawful 
  creatures by 4 (not included in the stat block) and have 
  other effects as well. See the spell. 
   
  The grey slaad (APL 8&10) will cast Shield of Faith 
  on the first round. It will remain invisible until it can 
  achieve the best tactical effect, then begin with Power 
  Word Stun to take out the strongest fighter. 
   
  The death slaad (at APL 12) will cast Power Word 
  Blind at the strongest looking fighter on the first 
  round. The following round it will begin using 
  Implosion for up to four rounds to take out spellcasters 
  and anyone else. 
  Encounter Fourteen:  The 
  Aftermath 
  In the event of a TPK (total party kill), the slaad 
  eventually leaves for its home plane leaving the party 
  to rot in this tomb deep below the surface.  
  Or if the 
  party defeats the slaadi, they may decide to rest for a bit 
  before trying to depart.  
   
  But the lich was as good as his word and traveled 
  directly to Radigast City. There he routed the remnants 
  of the Lord of the East’s armies and then conferred 
  with the Crone (Belissica) and Nimar on the events 
  leading to his release. Nimar immediately organized a 
  rescue party. So 24 hours after the end of the battle, 
  eight high level wizards and clerics will suddenly 
  Teleport into the room looking for survivors or body 
  parts.  
   
  If there were survivors of the final fight, role-play 
  the rescue and return to the capitol leading to the 
  Conclusion. 
   
  But if everyone died:   
  Death is a peaceful kind of place, especially after 
  that last fight. Your souls begin to drift towards 
  the higher places where they will spend the rest of 
  eternity. But a question comes from somewhere, 
  “Do you want to come back and live again?” 
  After all, the spirit of someone having a Raise Dead cast 
  upon them must be willing to return… 
   
  Any character that was killed will be granted a free 
  Resurrection, once their bodies are returned to the 
  capitol. A small enough price to pay in exchange for 
  their heroic sacrifices. 
  Conclusion 
  It would make a glorious ending to say that Good 
  triumphed easily over Evil in the end. After all, 
  the bards will sing epic songs of such things if you 
  toss them a few silvers. But half of Radigast City 
  was destroyed in the final battle that lifted the 
  siege and broke the back of the invading army. 
  The more powerful devils seem to have been 
  banished, but reports still trickle in of isolated 
  incidents in remote areas. Teleports seem to work 
  again and honors have been piled upon your 
  
  Lordmaker 
   
  Page 21 
  shoulders, but the cost was high, in some cases 
  much too high. 
       The lich Ferben Grasch single-handedly broke 
  the siege and routed the armies of the Lord of the 
  East. He seems to be an honorable sort. Yet for all 
  that, he’s still a powerful creature. It is rumored 
  that he’s currently operating somewhere in the 
  city, but only the Countess and Nimar seem to 
  know any details and they’re not talking.  
   
  As they say, “Greyhawk wasn’t built in a day”, 
  and it will take a long time to repair the ills of past 
  year. Already rumors fly of a possible famine, an 
  aftermath of the civil war. And other ill winds are 
  beginning to blow. You’ve given great service to 
  County of Urnst. But the need for your services 
  hasn’t ended just yet. 
  The End 
  Final Note to the DM:  If a character was level 
  drained by the Energy Drain trap in Encounter 9 and 
  permanently lost levels, Restoration spells (380 gp ea) 
  will bring their experience back to the minimum 
  required for their lost level(s). But the player has to 
  think of this solution before the session/TU concludes 
  and the ARs are signed or the level drains will be 
  permanent.  
   
  Notes 
   
  THE NUMBERS 
  The Outer Sphere 200 ft radius sphere, 680 ft from 
  entrance to entrance 
  The First Pit 
   
  30 ft of wall, 20 ft of open 
  drop to the Center Sphere. 
  The Center Sphere 
  150 ft radius sphere,  
  The Second Pit 
   
  80 ft to the floor 
  The Three Tunnels. 
  70 ft radius sphere, 220 ft 
  from pit to pit 
  The Third Pit 
   
  50’ of corridor to the center 
  20 foot of Chambers 
  The Chambers 
   
  Internal surface of a 20 ft 
  radius inner sphere is 5027 sq ft or a circumference of 
  125 ft., so the two maps should be about a 30’ radius 
  circle each. 
   
   
  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 Four 
  Choosing the fourth (hidden) path. (role playing 
  reward). 
  APL6 100 xp; APL8 125 xp; APL10 150 xp; APL12 175 
  xp;  
   
  Encounter Six 
  Defeating the guardian oozes. 
  APL6 210xp; APL8 270 xp; APL10 330 xp; 
  APL12 390 xp; 
   
  Encounter Seven 
  Not falling into the hole. 
  APL6 30 xp; APL8 30 xp; APL10 30 xp; APL12 
  30 xp; 
   
  Encounter Nine 
  Not losing a level to the pedestal trap 
   
  APL6 180 xp; APL8 240 xp; APL10 300 xp; APL12 360 
  xp; 
   
  Encounter Twelve 
  Convince the Lich to save the County (role playing 
  reward). 
  APL6 80 xp; APL8 100 xp; APL10 120 xp; APL12 140 xp; 
   
  Encounter Thirteen 
  Holding until the lich can escape 
  APL6 300 xp; APL8 360 xp; APL10 420 xp; APL12 480 
  xp; 
   
    
  Encounter 
  APL6 
  APL8 
  APL10 
  APL12 
  Four 
  100 
  125 
  150 
  175 
  Six 
  210 
  270 
  330 
  390 
  Seven 
    30 
    30 
    30 
    30 
  Nine 
  180 
  240 
  300 
  360 
  Twelve 
    80 
  100 
  120 
  140 
  Thirteen 
  300 
  360 
  420 
  480 
  Total 
   
   
   
   
  
  Lordmaker 
   
  Page 22 
  (Total 
  Possible) 
   
  900 
   
  1125 
   
  1350 
   
  1575 
   
   
   
  Total possible experience:  
   
  APL6 900 xp; APL8 1125 xp; APL10 1350 xp; APL12 
  1575xp; 
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take 
  the time to loot the bodies, they do not gain this gold. If 
  you feel it is reasonable that characters can go back to 
  loot the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Total Possible Treasure 
  Recognizing your efforts for the county, the remaining 
  nobility of Radigast City pooled their resources and 
  present you with a gift. 
   
  Total possible gp: 
  APL6 800gp; APL8 1250gp; APL10 2100gp; APL12 
  3000gp 
   
  Special 
  On the Adventure Record 
   
  Dealing With Devils:  The characters have made a 
  pact with devils granting the Infernal realm permanent 
  access to one half of the County of Urnst. The 
  character must spend 4 TUs and receives maximum 
  Gold and Experience for them. But word spreads and 
  stories are told that these are the characters that 
  opened a permanent gate to the lower regions, 
  allowing the devils to come and go as they pleased. 
  From this time forth, this character has a permanent –
  10 reputation modifier to all Charisma based skill 
  checks.  
   
  Saviors of the County:  In gratitude for the party’s 
  heroic sacrifices and efforts towards cleansing the 
  County of Urnst of the Devil Infestation, the following 
  rewards and honors are granted  
   
  1) Favor of the Lords and Ladies of the 
  County:  The Countess, her lords and gentry wish to 
  show their appreciation. Therefore they pool their 
  varied influences with the powerful churches in 
  Greyhawk City and grant the character a one-time 
  access to a True Resurrection spell. If the character ever 
  dies, he or she may spend 26,530 gp (the cost of casting 
  the spell) and 1 TU traveling back from Greyhawk, but 
  they will not lose a level for dying. Cross this favor out 
  once it has been used. 
   
  2) Favor of the People of the City:  The 
  craftsmen and shopkeepers of Radigast City use what 
  influence they have to make available to the character 
  any single Minor or Medium enhancement from tables 
  7-5, 7-6, 7-14 or 7-15 of the DMG. This enhancement 
  may be added to the purchase of a +1 magical item (the 
  character still pays the full price of the item). Cross this 
  favor out once it has been used. 
  
  Lordmaker 
   
  Page 23 
   
  3) Favor of the Gentry of the County:  In return 
  for the characters efforts, the lesser nobility of the 
  County of Urnst grant each character a small plot of 
  land somewhere in the County. This is a roleplaying 
  award (with no material value). To learn where your 
  particular character’s plot of land is located, contact the 
  County of Urnst Triad (who will handle the details). 
   
  Tattoo Removal:  100 gp. At the end of this module, a 
  method becomes available which can remove the 
  magical tattoos from the module “The Winds of 
  Change”. While the symbols were applied using a 
  modified Arcane Mark spell, the procedure to remove 
  the tattoo is alchemical in nature. Most of the cost is 
  for the materials to burn the tattoo off without injuring 
  the person beneath. 
   
  Note: There may still be advantages to having the 
  tattoos in later modules. Therefore this process is 
  completely optional and at the character’s discretion. 
  The process can be used to remove a tattoo after any 
  module set in Radigast City.  
   
  Swan Familiar:  As a reward, the PC may take on a 
  special Swan Familiar provided by the Underley 
  Network. 
  Small Animal; HD 1d8+1; hp 9; Init +2 (Dex); Spd 10ft, 
  Fly 60ft (poor), Swim 40ft; AC: 13 (+1 size, +2 Dex), 
  Touch 12, Flat-footed 13; Base Attack/Grapple: +1/-2; 
  Attack: Bite +4 (1d3-4); Full Attack: Bite +4 (1d3-4); 
  Align NG; Space/Reach: 5ft/5ft; SA: -; SQ: -; Saves: Fort 
  +3, Ref +4, Will +0; Abilities: STR 4, DEX 14, CON 12, 
  INT 4, WIS 10, CHA 10 
  Skills: Swim +11, Spot +5 
  Feats: Weapon Finesse 
  Swans normally avoid combat if possible, however they 
  can attack with their bill. Also, a Swan can issue a 
  trumpet once a round.  There is no combat effect, but it 
  can be an effective alarm. 
  They receive a +10 racial bonus to Swim checks and a 
  +5 racial bonus to Spot checks. 
  A Swan Familiar grants its master a +3 bonus to Swim 
  checks.  Within the County of Urnst, a Swan Familiar 
  will be recognized as a symbol of honor and respect.  
  When dealing with any County of Urnst official, a 
  Swan Familiar will confer a +2 circumstance bonus to 
  appropriate social skills. 
   
  Item Availability: 
   
  APL 6 and 8: 
  Potion of Haste, +1 Mithral Chain 
  Shirt, Frequency Regional 
  APL 10: as above plus +2 Mithral Chain shirt, +2 Cloak 
  of Resistance, Frequency Adventure 
  APL 12: as above plus +3 Mithral Chain Shirt, +1 
  Mithral Breastplate, Amulet of Natural Armor +2, 
  Gloves of Dexterity +2, Frequency Adventure 
  
  Lordmaker 
   
  Page 24 
  Appendix A: The Wrong Decision 
   
  By choosing one of the three paths offered by the 
  Tinker, the party has erred, but possibly not 
  irrevocably. They have one last chance to save 
  themselves and the County from their choice, 
  although they will NOT be able to conclusively resolve 
  the crisis facing the County of Urnst. 
   
  The Tinker says “Well we’ve got quite a ways to 
  go.” and waves his hand at the cart and donkey, 
  both disappearing with a ripple of light. Then he 
  leads you down the road you’ve chosen. Time 
  passes, but as the conditions of Ceivecerei press 
  upon you, he hands out more cups of juice which 
  fortify you against damage or the need to sleep. 
  And gradually, the terrain seems to change. 
   
  The 
  heat 
  remains 
  oppressive, 
  but 
  the 
  enormous red sun high overhead fades from sight 
  behind a permanent reddish haze that covers the 
  sky. Dead twisted trees begin to appear along the 
  sides of the roads and in the distance can be seen 
  razor sharp mountains that rake across the 
  horizon like horned claws.  
   
  More time passes and you come to a slightly 
  cooler area, a marshland with hundreds of pools 
  of stagnant water and stunted bushes and 
  blighted trees. Swarms of hellish droning insects 
  approach your group in waves, only to veer away 
  from the scornful gaze of the Tinker. 
   
  At this point have the players make a Knowledge, the 
  Planes check DC 20. Any who succeed realize that 
  somehow they’ve left Ceivecerei and are now in one of 
  the planes of the Hells. 
   
  Eventually, the road leads to a large white temple 
  surrounded on all sided by broken Grecian 
  columns emerging from the marshy ground. As 
  you approach the entrance, four bone devils, their 
  scorpion-like tails held at the ready move aside to 
  let you pass. The Tinker leads you into a huge 
  circular chamber at the center of the shrine where 
  an amazing structure stands. A great sundial rises 
  out of the center of the floor, extending thirty feet 
  up into the air. Equidistant along the walls are 
  carved five runes of an indecipherable nature. And 
  set into the pinnacle at the top of the sundial is an 
  enormous rusted iron ring.  
   
  As you watch, several chain devils appear and 
  fling their chains out and magically attach them 
  to the iron ring. Then with a shout and the grating 
  of stone on stone, they pull with unearthly 
  strength, ponderously turning the dial until it 
  points at one of the runes.  
   
  The rune carved into the wall slowly begins to 
  sparkle as a glowing oval gate appears in front of 
  it. The Tinker says “Your passage home. But before 
  you go to claim your rewards, step over here for a 
  moment.” 
   
  He leads you over to a small fountain near one 
  wall, spraying crystalline water and accompanied 
  by a musical tinkling sound pleasing to the ear.  
   
  “When the two gemstones were joined to the 
  sword of power, it opened the portals of the Tovag 
  but it also had two other effects. 
   
  First, the spirits that dwelt within the gems 
  escaped and possessed two of the people standing 
  nearby. The crone gem first tried to possess Lord 
  Nimar, but being a powerful wizard he was able to 
  throw off the possession. So instead the crone 
  moved to the next available target, namely 
  Countess Belissica. The Crone has been a 
  relatively benign guest since then, working to 
  oppose the other spirit, from the Hilt gem. This 
  evil entity moved out and possessed Terarde 
  Duncombe. Then it seized possession of the 
  enchanted blade and returned to Duncombe’s 
  forces in the East to begin the war. 
   
  “But the other effect was that the holder of 
  the sword was granted lordship and dominion 
  over any devils within the County. When our 
  forces tentatively entered your world, the 
  possessed Duncombe immediately captured their 
  wills and loyalties. Shortly thereafter, he allowed 
  us to destroy the demons infesting the Dungeons 
  of Ventnor. But for the most part it has been a very 
  one-sided partnership with the spirit of the Hilt 
  Gem controlling everything.  
   
  “This is where you come in.” 
   
  Before you exit through the gate, dip your 
  weapons into this enchanted pool. It will imbue 
  your weapon with the ability to destroy the 
  enchantments on the Tovag and sunder the sword 
  of power. Understand though, such a powerful 
  effect can only be held by any weapon for a short 
  time. From the time you exit the gate, you will 
  have ten minutes to touch one of your weapons to 
  the surface of the Tovag. This will break the Hilt 
  gem’s hold over our people and we will then be 
  able 
  to 
  bring 
  (the 
  Countess/Terarde/the 
  
  Lordmaker 
   
  Page 25 
  characters) to (her/his/your) rightful place as the 
  ruler. 
   
  What remains is mostly roleplaying of the final 
  decision: whether or not to act on the choice made 
  earlier. Dipping their weapons into the fountain will 
  cause them to sparkle and glow and chime like the 
  water does. Exiting the gate the party will find itself 
  stepping out of the stone face of the Tovag located near 
  Stone Battle if they chose the Countess, near the 
  Crystal Springs if the chose Terarde, or in the ruins of 
  Ventnor if they chose themselves). Once they step 
  through the gate, they will have 10 minutes to decide if 
  they are going to open the County to the devils or back 
  out of the deal. 
   
  If an enchanted weapon touches one of the Tovag 
  before the 10 minutes elapse, all five stones across the 
  County will shatter and be destroyed (lifting the 
  Teleport block). In addition, the sword held by the LOE 
  will also be destroyed, leaving only the two original 
  gemstones. The devils will be freed of the dominion of 
  the Hilt gem spirit and will fulfill the pact made with 
  the characters. But a permanent, open two-way gate to 
  the Hells will appear in either Radigast City or in 
  Jedbridge. 
   
  If the players chose Belissica or Terarde 
  Duncombe, they will receive 4 TU’s gold and XP, but 
  they take the penalties as listed on the AR. 
   
  If they chose themselves, the DM should collect 
  the player’s character sheets and ARs at this point, for 
  they are now officially NPC’s belonging to the Triad. 
   
  And the module will end here. 
   
  But 
  if 
  they 
  choose 
  not 
  to 
  destroy the 
  enchantments, their weapons will slowly return to 
  normal and the module will end. But there will still be 
  a few consequences.  
   
  First, the characters will each receive 400 XP (at all 
  APLs) for having narrowly diverted a disaster. In 
  addition, things will continue as they have for the past 
  year with bad times still to come for the County. 
  Furthermore, unless the devils presented his head to 
  the Countess, the situation will be ripe for Lucius 
  Grakkon to re-emerge from hiding and begin his true 
  drive for power. 
  But while they were trapped in Ceivecerei, the 
  Hilt Gem spirit lauched a final assault at Radigast 
  City, this time with the support and direct aid of 
  the battalions of fiends at his command. While 
  some of the Lord of the East’s troops recoiled in 
  horror from their new ‘allies’, with this additional 
  strength Terarde was still able to crush the last 
  resistance of the forces loyal to the Countess.  
   
  Some of the nobility were able to escape the 
  sack of the city, most notably the Lord Mage, 
  Jacobis Underley. But Belissica, Nimar, the Lord 
  Mayor and many others were captured and forced 
  to sign an agreement of surrender, naming the 
  Lord of the East and of the West:  
   
   
  Count Terarde Duncombe.  
   
  -finis-
  
  Lordmaker 
   
  Page 26 
  Appendix B: Cheat Sheet for Ooze and Slaad Combats 
  All Oozes 
  Acid:  All oozes do extra acid damage on hits as indicated. The differences between them are 
  Type 
   
  melee 
  affects 
   
  cnstnt contact  
  Ref Sv 
   
  Specials  
   
  Grey Ooze +1d6/d8 
  not stone 16 pts/round 
   
   
  16 
  Weapons dissolve, auto damage on grapple  
  Ochre Jelly +1d4 
  only flesh - 
   
   
   
  - 
  Attacks split jelly, auto damage on grapple 
  Black Pudding 
  +2d6 
  not stone  
  21 pts/round 
  21 
  All above 
  Gelatinous Cube  
  +1d6 
  only organic 
  paralysis 
   
  13 
  Engulfs, Paralysis, Transparent (Spot 15) 
   
  Acid:  full round contact does damage from all oozes, but especially the Grey Ooze and the Black Pudding. Items get 
  saving throws as shown, but unless they avoid the encounter, the characters will be walking around the “mud” for 10 
  rounds or more. It is assumed that (statistically) their shoes and boots will fail at least one of the checks during that time 
  and be destroyed. Hence there is no reason for the DM to be rolling dozens of “tell-tale” saving throw dice when the 
  characters enter the encounter.  
   
  Gelatinous Cubes 
  Paralysis: A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must 
  succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed 
  opponent. While it is flattened out, the paralysis is only a local effect (feet), anesthetizing its prey to the danger. 
  Engulf: A gelatinous cube can forgo its slam attack, choosing instead to move into the same space as its targets. 
  Opponents can make opportunity attacks, but if they do they are not entitled to a saving throw. Those who do not take 
  attacks of opportunity can make Reflex saves, DC 13 to avoid being engulfed.  
   
  Black Puddings and Ochre Jellies 
  Split: Slashing and Piercing weapons (and electrical attacks on jellies) do no damage and split the creature into two 
  identical halves. Creatures with less than 10 hp will not split. 
   
  Black Puddings, Ochre Jellies and Grey Oozes 
  Improved Grab and Constrict: the creature may attempt a grapple as a free action if it hits with a slam attack. If the 
  grapple is successful it deals automatic slam and acid damage each round. 
   
  Slaads 
  All: All Slaads have Resistance to acid 5, cold 5, electricity 5, fire 5 and complete immunity to sonic damage. They all 
  also have Darkvision and Fast Heal 5. All the slaads are wearing armor 
  Grey or Death: at APL 8+, the main slaad also has Damage Reduction 10/Lawful. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Red
  Blue
  Grey
  Death
  Pounce
  Bite causes Slaad Fever, Fort DC 18
  AT WILL
  AT WILL
  3 / DAY
  Implant
  Hold Person (DC 13)
  Chaos Hammer (DC 18)
  Animate Objects
  Circle of Death (DC 20)
  (Fort DC 16)
  Passwall
  Deeper Darkness
  Chaos Hammer (DC 18)
  Cloak of Chaos (DC 22)
  ONCE / DAY
  Telekinesis (DC 15)
  Detect Magic
  Deeper Darkness
  Word of Chaos (DC 21)
  Stunning Croak
  ONCE PER DAY
  Identify
  Detect Magic
  (Fort DC 16)
  Chaos Hammer (DC 14)
  Invisibility
  Dispel Law (DC 19)
  TWICE PER DAY
  Lightning Bolt (DC 17)
  Fear (DC 18)
  60% Summon 1-2 Blues
  Green
  Magic Circle vs Law
  Finger of Death (DC 21)
  AT WILL
  See Invisibility
  Fireball (DC 17)
  ONCE / DAY
  Chaos Hammer (DC 17), Detect Magic
  Shatter (DC 16)
  Fly
  Implosion (DC 23)
  Detect Thoughts (DC 15), Fear (DC 17)
  3 / DAY
  Identify
  Power Word Blind
  Protection from Law, See Invisibility, Shatter (DC 15)
  Animate Objects
  Invisibilty
  3/DAY
  Dispel Law (DC 20)
  Magic Circle vs Law
  Dispel Law (DC 18), Deepter Darkness, 
  Fly
  See Invisibility
  
  Lordmaker 
   
  Page 27 
  Appendix C:  Encounters 
  APL 6 
  Encounter 6 
  Gelatinous Cube: CR 3; Huge Ooze; HD 4d10+32; 
  hp 54; Init -5 (Dex); Spd 15 ft (3 squares); AC 3 (-2 size, -
  5 Dex), touch 3, flat-footed 3; Grapple +11; Atk Slam +3 
  melee (1d6 plus 1d6 acid); Full Atk Slam +3 melee (1d6 
  plus 1d6 acid); Space/Reach 15 ft/ 10 ft; SA Acid, 
  Engulf, Paralysis; SQ Blindsight 60 ft, Immunity to 
  electricity, Ooze traits, Transparent; AL N; SV Fort +9, 
  Ref -4, Will -4; Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1;  
   
  Skills: -; Feats: -. 
   
  Acid (Ex): A gelatinous cube’s acid does not harm 
  metal or stone. 
   
  Engulf (Ex): Although it moves slowly, a 
  gelatinous cube can simply mow down Large or 
  smaller creatures as a standard action. It cannot make a 
  slam attack during a round in which it engulfs. The 
  gelatinous cube merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make opportunity attacks against the 
  cube OR they may attempt to succeed on a DC 13 
  Reflex save to avoid being engulfed; on a successful 
  save they are pushed back or aside (opponents choice) 
  as the cube moves forward. Engulfed creatures are 
  subject to the cube’s paralysis and acid, and are 
  considered to be grappled and trapped within its body. 
  The save DC is Strength-based and includes a +1 racial 
  bonus. 
   
  Paralysis (Ex): A gelatinous cube secretes an 
  anesthetizing slime. A target hit by a cube’s melee or 
  engulf attack must succeed on a DC 20 Fortitude save 
  or be paralyzed for 3d6 rounds. The cube can 
  automatically engulf a paralyzed opponent. The save 
  DC is Constitution-based. 
   
  Transparent (Ex): Gelatinous cubes are hard to 
  see, even under ideal conditions, and it takes a DC 15 
  Spot check to notice one. Creatures who fail to notice a 
  cube and walk into it are automatically engulfed. 
   
  Grey Ooze: CR 4; Medium Ooze; HD 3d10+15; hp 
  31; Init -5 (Dex); Spd 10 ft (2 squares); AC 5 (-5 Dex), 
  touch 5, flat-footed 5; Grapple +3; Atk Slam +3 melee 
  (1d6+1 plus 1d6 acid); Full Atk Slam +3 melee (1d6+1 
  plus 1d6 acid); Space/Reach 5 ft/ 5 ft; SA Acid, 
  Constrict 1d6+1 plus 1d6 acid, Improved grab; SQ 
  Blindsight 60 ft, Immunity to cold and fire, Ooze traits, 
  Transparent; AL N; SV Fort +6, Ref -4, Will -4; Str 12, 
  Dex 1, Con 21, Int -, Wis 1, Cha 1;  
   
  Skills: -; Feats: -. 
   
  Acid (Ex): A gray ooze secretes a digestive acid 
  that quickly dissolves organic material and metal, but 
  not stone. Any melee hit or constrict attack deals acid 
  damage. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds on a DC 16 
  Reflex save. A metal or wooden weapon that strikes a 
  gray ooze also dissolves immediately unless it succeeds 
  on a DC 16 Reflex save. The save DC’s are Constitution-
  based. The ooze’s acid touch deals 16 points of damage 
  per round to wooden or metal objects, but the ooze 
  must remain in contact with the object for 1 full round 
  to deal this damage.  
   
  Constrict (Ex): A gray ooze deals automatic slam 
  and acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a –4 penalty on 
  Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a gray 
  ooze must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Transparent (Ex): A gray ooze is hard to identify, 
  even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Chreatures who fail to notice a 
  gray ooze and walk into it are automatically hit with a 
  melee attack for slam and acid damage. 
   
  Ochre Jelly: CR 5; Large Ooze; HD 6d10+36; hp 69; 
  Init -5 (Dex); Spd 10 ft (2 squares), Climb 10 ft; AC 4 (-1 
  Size, -5 Dex), touch 4, flat-footed 4; Grapple +10; Atk 
  Slam +5 melee (2d4+3 plus 1d4 acid); Full Atk Slam +5 
  melee (2d4+3 plus 1d4 acid); Space/Reach 10 ft/ 5 ft; 
  SA Acid, Constrict 2d4+3 plus 1d4 acid, Improved grab; 
  SQ Blindsight 60 ft, Split, Ooze traits; AL N; SV Fort 
  +8, Ref -3, Will -3; Str 15, Dex 1, Con 22, Int -, Wis 1, 
  Cha 1;  
   
  Skills: Climb +10; Feats: -. 
   
  Acid (Ex): An ochre jelly secretes a digestive acid 
  that dissolves only flesh. Any melee hit or constrict 
  attack deals acid damage. 
   
  Constrict (Ex): An ochre jelly deals automatic 
  slam and acid damage with a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, an ochre 
  jelly must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Split (Ex): Slashing and piercing weapons and 
  electricity attacks deal no damage to an ochre jelly. 
  
  Lordmaker 
   
  Page 28 
  Instead the creature splits into two identical jellies, 
  each with half of the original’s current hit points 
  (round down). A jelly with 10 hit points or less cannot 
  be further split and dies if reduced to 0 hit points. 
   
  Encounter 13 
  Red Slaad: CR 7; Large Outsider (Chaotic, 
  Extraplanar); HD 7d8+24; hp 68; Init +2 (Dex); Spd 60 
  ft (12 squares); AC 27 (-1 Size, +3 Dex, +6 armor, +8 
  Natural, +1 Haste), touch 13, flat-footed 23; Grapple 
  +16; Atk Bite +12 melee (2d8+5); Full Atk 2 Bites +12 
  melee (2d8+5) and 2 Claws +10 melee (1d4+2 plus 
  implant); Space/Reach 10 ft/ 10 ft; SA Pounce, 
  Implant, Stunning croak; SQ Darkvision 60 ft, Fast 
  Healing 5, Immunity to sonic, Resistance to acid 5, 
  cold 5, electricity 5, and fire 5; AL CN; SV Fort +8, Ref 
  +9, Will +7; Str 21, Dex 16, Con 17, Int 6, Wis 10, Cha 8;  
   
  Skills: Climb +15, Hide +8, Jump +15, Listen +8, 
  Move Silently +12, Spot +8; Feats: Armor Proficiency 
  (Medium), Multiattack, Still Spell; 
   
  Items and Equipment: +1 breastplate, (potions of 
  Invisibility and Haste).  
   
  Pounce (Ex): If a red slaad charges, it can make a 
  full attack in the same round. 
   
  Implant (Ex): A red slaad that hits with a claw 
  attack can inject an egg pellet into the opponent’s 
  body. The affected creature must succeed on a DC 16 
  Fortitude save to avoid implantation. The save is DC is 
  Constitution-based. A Remove Disease spell rids a victim 
  of the pellet, as does a DC 25 Heal check. If the check 
  fails, the healer can try again, but each attempt deals 
  1d4 damage to the patient. 
   
  Stunning Croak (Su): Once per day a red slaad 
  can emit a load croak. Every creature (except slaadi) 
  within 20 ft must succeed on a DC 16 Fortitude save or 
  be stunned for 1d3 rounds. The save is Constitution-
  based. 
   
  Advanced Green Slaad: CR 10; Large Outsider 
  (Chaotic, Extraplanar); HD 11d8+55; hp 108; Init +7 
  (Dex, Improved Initiative); Spd 60 ft (12 squares); AC 
  31 (-1 Size, +3 Dex, +5 Armor, +13 Natural, +1 Haste), 
  touch 13, flat-footed 27; Grapple +19; Atk Claw +15 
  melee (1d6+6); Full Atk 3 Claws +15 melee (1d6+6) and 
  Bite +13 melee (2d8+3); Space/Reach 10 ft/ 10 ft; SA 
  Spell-like abilities, Summon slaad; SQ Change shape, 
  Darkvision 60 ft, Fast Healing 5, Immunity to sonic, 
  Resistance to acid 5, cold 5, electricity 5, and fire 5; AL 
  CN; SV Fort +13, Ref +12, Will +8; Str 23, Dex 16, Con 
  20, Int 10, Wis 10, Cha 17;  
   
  Skills: Climb +18, Concentration +11, Hide +11, 
  Jump +18, Listen +12, Move Silently +15, Search +12, 
  Spot +12, Survival +6, Feats: Improved Initiative, 
  Multiattack, Brew Potions, Craft Wonderous Items; 
   
  Items and Equipment: +1 mithral chain shirt, Potion of 
  Haste, Scroll of Summon Monster VII. 
   
  Spell-like Abilities: At will – Chaos Hammer (DC 
  17), Detect Magic, Detect Thoughts (DC 15), Fear DC 17), 
  Protection from Law, See Invisibility, Shatter (DC 15); 
  3/day - Dispel Law (DC 18), Deeper Darkness, Fireball (DC 
  16). Caster level 9th. The saves are Charisma-based and 
  the spells have a 10% chance of failure. 
   
  Change Shape (Su): A green slaad can assume 
  any humanoid form as a standard action. In humanoid 
  form, a green slaad cannot use its natural weapons 
  (although it can equip itself with appropriate arms and 
  armor). A green slaad remains in one form until it 
  chooses to assume a new one. A change in form cannot 
  be dispelled, but the slaad reverts to its natural form 
  when killed. A True Seeing spell reveals its natural form. 
   
  Summon Slaad (Sp): Twice per day a green slaad 
  can attempt to summon 1 standard green slaadi (MM 
  page 230) with a 40% chance of success. This is the 
  equivalent of a 5th level spell. 
   
  APL 8 
  Encounter 6 
  Gelatinous Cube: CR 3; Huge Ooze; HD 4d10+32; 
  hp 54; Init -5 (Dex); Spd 15 ft (3 squares); AC 3 (-2 size, -
  5 Dex), touch 3, flat-footed 3; Grapple +11; Atk Slam +3 
  melee (1d6 plus 1d6 acid); Full Atk Slam +3 melee (1d6 
  plus 1d6 acid); Space/Reach 15 ft/ 10 ft; SA Acid, 
  Engulf, Paralysis; SQ Blindsight 60 ft, Immunity to 
  electricity, Ooze traits, Transparent; AL N; SV Fort +9, 
  Ref -4, Will -4; Str 10, Dex 1, Con 26, Int -, Wis 1, Cha 1;  
   
  Skills: -; Feats: -. 
   
  Acid (Ex): A gelatinous cube’s acid does not harm 
  metal or stone. 
   
  Engulf (Ex): Although it moves slowly, a 
  gelatinous cube can simply mow down Large or 
  smaller creatures as a standard action. It cannot make a 
  slam attack during a round in which it engulfs. The 
  gelatinous cube merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make opportunity attacks against the 
  cube OR they may attempt to succeed on a DC 13 
  Reflex save to avoid being engulfed; on a successful 
  save they are pushed back or aside (opponents choice) 
  as the cube moves forward. Engulfed creatures are 
  subject to the cube’s paralysis and acid, and are 
  considered to be grappled and trapped within its body. 
  The save DC is Strength-based and includes a +1 racial 
  bonus. 
  
  Lordmaker 
   
  Page 29 
   
  Paralysis (Ex): A gelatinous cube secretes an 
  anesthetizing slime. A target hit by a cube’s melee or 
  engulf attack must succeed on a DC 20 Fortitude save 
  or be paralyzed for 3d6 rounds. The cube can 
  automatically engulf a paralyzed opponent. The save 
  DC is Constitution-based. 
   
  Transparent (Ex): Gelatinous cubes are hard to 
  see, even under ideal conditions, and it takes a DC 15 
  Spot check to notice one. Creatures who fail to notice a 
  cube and walk into it are automatically engulfed. 
   
  Grey Ooze: CR 4; Medium Ooze; HD 3d10+15; hp 
  31; Init -5 (Dex); Spd 10 ft (2 squares); AC 5 (-5 Dex), 
  touch 5, flat-footed 5; Grapple +3; Atk Slam +3 melee 
  (1d6+1 plus 1d6 acid); Full Atk Slam +3 melee (1d6+1 
  plus 1d6 acid); Space/Reach 5 ft/ 5 ft; SA Acid, 
  Constrict 1d6+1 plus 1d6 acid, Improved grab; SQ 
  Blindsight 60 ft, Immunity to cold and fire, Ooze traits, 
  Transparent; AL N; SV Fort +6, Ref -4, Will -4; Str 12, 
  Dex 1, Con 21, Int -, Wis 1, Cha 1;  
   
  Skills: -; Feats: -. 
   
  Acid (Ex): A gray ooze secretes a digestive acid 
  that quickly dissolves organic material and metal, but 
  not stone. Any melee hit or constrict attack deals acid 
  damage. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds on a DC 16 
  Reflex save. A metal or wooden weapon that strikes a 
  gray ooze also dissolves immediately unless it succeeds 
  on a DC 16 Reflex save. The save DC’s are Constitution-
  based. The ooze’s acid touch deals 16 points of damage 
  per round to wooden or metal objects, but the ooze 
  must remain in contact with the object for 1 full round 
  to deal this damage.  
   
  Constrict (Ex): A gray ooze deals automatic slam 
  and acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a –4 penalty on 
  Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a gray 
  ooze must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Transparent (Ex): A gray ooze is hard to identify, 
  even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Chreatures who fail to notice a 
  gray ooze and walk into it are automatically hit with a 
  melee attack for slam and acid damage. 
   
  Ochre Jelly: CR 5; Large Ooze; HD 6d10+36; hp 69; 
  Init -5 (Dex); Spd 10 ft (2 squares), Climb 10 ft; AC 4 (-1 
  Size, -5 Dex), touch 4, flat-footed 4; Grapple +10; Atk 
  Slam +5 melee (2d4+3 plus 1d4 acid); Full Atk Slam +5 
  melee (2d4+3 plus 1d4 acid); Space/Reach 10 ft/ 5 ft; 
  SA Acid, Constrict 2d4+3 plus 1d4 acid, Improved grab; 
  SQ Blindsight 60 ft, Split, Ooze traits; AL N; SV Fort 
  +8, Ref -3, Will -3; Str 15, Dex 1, Con 22, Int -, Wis 1, 
  Cha 1;  
   
  Skills: Climb +10; Feats: -. 
   
  Acid (Ex): An ochre jelly secretes a digestive acid 
  that dissolves only flesh. Any melee hit or constrict 
  attack deals acid damage. 
   
  Constrict (Ex): An ochre jelly deals automatic 
  slam and acid damage with a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, an ochre 
  jelly must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Split (Ex): Slashing and piercing weapons and 
  electricity attacks deal no damage to an ochre jelly. 
  Instead the creature splits into two identical jellies, 
  each with half of the original’s current hit points 
  (round down). A jelly with 10 hit points or less cannot 
  be further split and dies if reduced to 0 hit points. 
   
  Black Pudding: CR 7; Huge Ooze; HD 10d10+60; 
  hp 115; Init -5 (Dex); Spd 20 ft (4 squares), Climb 20 ft; 
  AC 3 (-2 Size, -5 Dex), touch 3, flat-footed 3; Grapple 
  +18; Atk Slam +8 melee (2d6+4 plus 2d6 acid); Full Atk 
  Slam +8 melee (2d6+4 plus 2d6 acid); Space/Reach 15 
  ft/ 10 ft; SA Acid, Constrict 2d6+4 plus 2d6 acid, 
  Improved grab; SQ Blindsight 60 ft, Split, Ooze traits; 
  AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22, 
  Int -, Wis 1, Cha 1;  
   
  Skills: Climb +11; Feats: -. 
   
  Acid (Ex): A black pudding secretes a digestive 
  acid that dissolves organic material and metal quickly, 
  but does not affect stone. Any melee hit or constrict 
  attack deals acid damage, and the opponent’s armor or 
  clothing dissolve and become useless immediately 
  unless they succeed on DC 21 Reflex saves. A metal or 
  wooden weapon that strikes a black pudding also 
  dissolves immediately unless it succeeds on a  DC 21 
  Reflex Save. The saves are Constitution-based. The 
  pudding’s acid touch deals 21 points of damage per 
  round to wooden or metal objects, but the ooze must 
  remain in contact with the object for 1 full round to 
  deal this damage. 
   
  Constrict (Ex): A black pudding deals automatic 
  slam and acid damage with a successful grapple check. 
  The opponent’s clothing and armor take a –4 penalty 
  on Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a black 
  pudding must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
  
  Lordmaker 
   
  Page 30 
   
  Split (Ex): Slashing and piercing weapons deal no 
  damage to a black pudding. Instead the creature splits 
  into two identical puddings, each with half of the 
  original’s current hit points (round down). A pudding 
  with 10 hit points or less cannot be further split and 
  dies if reduced to 0 hit points. 
   
  Encounter 13 
  Red Slaadi (2): CR 7; Large Outsider (Chaotic, 
  Extraplanar) /Sor1; HD 7d8+1d4+24; hp 72, 70; Init +2 
  (Dex); Spd 60 ft (12 squares); AC 27 (-1 Size, +3 Dex, +6 
  armor, +8 Natural, +1 Haste), touch 13, flat-footed 23; 
  Grapple +16; Atk Bite +12 melee (2d8+5); Full Atk 2 
  Bites +12 melee (2d8+5) and 2 Claws +10 melee (1d4+2 
  plus implant); Space/Reach 10 ft/ 10 ft; SA Pounce, 
  Implant, Stunning croak; SQ Darkvision 60 ft, Fast 
  Healing 5, Immunity to sonic, Resistance to acid 5, 
  cold 5, electricity 5, and fire 5; AL CN; SV Fort +8, Ref 
  +9, Will +7; Str 21, Dex 16, Con 17, Int 6, Wis 10, Cha 8;  
   
  Skills: Climb +15, Hide +8, Jump +15, Listen +8, 
  Move Silently +12, Spot +8; Feats: Armor Proficiency 
  (Medium), Multiattack, Still Spell; 
   
  Items and Equipment: +1 breastplate, (potions of 
  Invisibility and Haste). 
   
  Pounce (Ex): If a red slaad charges, it can make a 
  full attack in the same round. 
   
  Implant (Ex): A red slaad that hits with a claw 
  attack can inject an egg pellet into the opponent’s 
  body. The affected creature must succeed on a DC 16 
  Fortitude save to avoid implantation. The save is DC is 
  Constitution-based. A Remove Disease spell rids a victim 
  of the pellet, as does a DC 25 Heal check. If the check 
  fails, the healer can try again, but each attempt deals 
  1d4 damage to the patient. 
   
  Stunning Croak (Su): Once per day a red slaad 
  can emit a load croak. Every creature (except slaadi) 
  within 20 ft must succeed on a DC 16 Fortitude save or 
  be stunned for 1d3 rounds. The save is Constitution-
  based. 
   
  Gray Slaad: CR 11; Medium Outsider (Chaotic, 
  Extraplanar) /Cle1; HD 11d8+66; hp 138; Init +8 (Dex, 
  Improved Initiative); Spd 60 ft (12 squares); AC 33 (+4 
  Dex, +5 Armor, +11 Natural, +1 Haste, +2 Shield of Faith), 
  touch 17, flat-footed 28; Grapple +14; Atk Claw +16 
  melee (2d4+4); Full Atk 3 Claws +16 melee (2d4+4) and 
  Bite +13 melee (2d8+2); Space/Reach 5 ft/ 5 ft; SA 
  Spell-like abilities, Summon slaad; SQ Change shape, 
  Damage reduction 10/Lawful, Darkvision 60 ft, Fast 
  Healing 5, Immunity to sonic, Resistance to acid 5, 
  cold 5, electricity 5, and fire 5; AL CN; SV Fort +14, Ref 
  +13, Will +11; Str 19, Dex 18, Con 22, Int 16, Wis 16, 
  Cha 18;  
   
  Skills: Climb +17, Concentration +15, Hide +17, 
  Jump +17, Knowledge (arcane) +16, Listen +16, Move 
  Silently +17, Search +16, Spellcraft +18 Spot +16, 
  Survival +6, Use Item +10; Feats: Improved Initiative, 
  Multiattack, Brew Potions, Craft Wonderous Items; 
   
  Items and Equipment: +1 mithral chain shirt, Cloak of 
  Resistance +1, Potion of Haste, Scroll of Summon Monster 
  VIII. 
   
  Spell-like Abilities: At will – Chaos Hammer (DC 
  19), Deeper Darkness, Detect Magic, Identify, Invisibility, 
  Lightning Bolt (DC 18), Magic Circle Against Law, See 
  Invisibility, Shatter (DC 17); 3/day -  Animate Objects, 
  Dispel Law (DC 20), Fly; 1/day -  Power Word Stun. Caster 
  level 10th. The saves are Charisma-based and the spells 
  have a 10% chance of spell failure. 
   
  Clerical Spells: Bless, Shield of Faith. 
   
  Change Shape (Su): A gray slaad can assume any 
  humanoid form as a standard action. In humanoid 
  form, a gray slaad cannot use its natural weapons 
  (although it can equip itself with appropriate arms and 
  armor). A gray slaad remains in one form until it 
  chooses to assume a new one. A change in form cannot 
  be dispelled, but the slaad reverts to its natural form 
  when killed. A True Seeing spell reveals its natural form. 
  Summon Slaad (Sp): Twice per day a gray slaad can 
  attempt to summon 1-2 standard red slaadi (MM page 
  228) with a 60% chance of success. This is the 
  equivalent of a 5th level spell. 
   
  APL10 
  Encounter 6 
  Advanced Gelatinous Cube: CR 5; Huge Ooze; 
  HD 12d10+96; hp 162; Init -5 (Dex); Spd 15 ft (3 
  squares); AC 3 (-2 size, -5 Dex), touch 3, flat-footed 3; 
  Grapple +18; Atk Slam +10 melee (1d6+1 plus 1d6 
  acid); Full Atk Slam +10 melee (1d6+1 plus 1d6 acid); 
  Space/Reach 15 ft/ 10 ft; SA Acid, Engulf, Paralysis; SQ 
  Blindsight 60 ft, Immunity to electricity, Ooze traits, 
  Transparent; AL N; SV Fort +12, Ref -1, Will -1; Str 12, 
  Dex 1, Con 26, Int -, Wis 1, Cha 1;  
   
  Skills: -; Feats: -. 
   
  Acid (Ex): A gelatinous cube’s acid does not harm 
  metal or stone. 
   
  Engulf (Ex): Although it moves slowly, a 
  gelatinous cube can simply mow down Large or 
  smaller creatures as a standard action. It cannot make a 
  slam attack during a round in which it engulfs. The 
  gelatinous cube merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make opportunity attacks against the 
  cube OR they may attempt to succeed on a DC 14 
  Reflex save to avoid being engulfed; on a successful 
  
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  save they are pushed back or aside (opponents choice) 
  as the cube moves forward. Engulfed creatures are 
  subject to the cube’s paralysis and acid, and are 
  considered to be grappled and trapped within its body. 
  The save DC is Strength-based and includes a +1 racial 
  bonus. 
   
  Paralysis (Ex): A gelatinous cube secretes an 
  anesthetizing slime. A target hit by a cube’s melee or 
  engulf attack must succeed on a DC 20 Fortitude save 
  or be paralyzed for 3d6 rounds. The cube can 
  automatically engulf a paralyzed opponent. The save 
  DC is Constitution-based. 
   
  Transparent (Ex): Gelatinous cubes are hard to 
  see, even under ideal conditions, and it takes a DC 15 
  Spot check to notice one. Creatures who fail to notice a 
  cube and walk into it are automatically engulfed. 
   
  Advanced Grey Ooze: CR 7; Large Ooze; HD 
  9d10+54; hp 102; Init -5 (Dex); Spd 10 ft (2 squares); AC 
  5 (-1 Size, -5 Dex, +1 Natural), touch 5, flat-footed 5; 
  Grapple +11; Atk Slam +7 melee (1d8+1 plus 1d8 acid); 
  Full Atk Slam +7 melee (1d8+1 plus 1d8 acid); 
  Space/Reach 10 ft/ 5 ft; SA Acid, Constrict 1d8+1 plus 
  1d8 acid, Improved grab; SQ Blindsight 60 ft, 
  Immunity to cold and fire, Ooze traits, Transparent; AL 
  N; SV Fort +9, Ref -2, Will -2; Str 12, Dex 1, Con 22, Int 
  -, Wis 1, Cha 1;  
   
  Skills: -; Feats: -. 
   
  Acid (Ex): A gray ooze secretes a digestive acid 
  that quickly dissolves organic material and metal, but 
  not stone. Any melee hit or constrict attack deals acid 
  damage. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds on a DC 16 
  Reflex save. A metal or wooden weapon that strikes a 
  gray ooze also dissolves immediately unless it succeeds 
  on a DC 16 Reflex save. The save DC’s are Constitution-
  based. The ooze’s acid touch deals 16 points of damage 
  per round to wooden or metal objects, but the ooze 
  must remain in contact with the object for 1 full round 
  to deal this damage.  
   
  Constrict (Ex): A gray ooze deals automatic slam 
  and acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a –4 penalty on 
  Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a gray 
  ooze must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Transparent (Ex): A gray ooze is hard to identify, 
  even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Chreatures who fail to notice a 
  gray ooze and walk into it are automatically hit with a 
  melee attack for slam and acid damage. 
   
  Advanced Ochre Jelly: CR 5; Large Ooze; HD 
  12d10+72; hp 138; Init -5 (Dex); Spd 10 ft (2 squares), 
  Climb 10 ft; AC 4 (-1 Size, -5 Dex), touch 4, flat-footed 
  4; Grapple +16; Atk Slam +10 melee (2d4+4 plus 1d4 
  acid); Full Atk Slam +10 melee (2d4+4 plus 1d4 acid); 
  Space/Reach 10 ft/ 5 ft; SA Acid, Constrict 2d4+3 plus 
  1d4 acid, Improved grab; SQ Blindsight 60 ft, Split, 
  Ooze traits; AL N; SV Fort +10, Ref -1, Will -1; Str 16, 
  Dex 1, Con 22, Int -, Wis 1, Cha 1;  
   
  Skills: Climb +10; Feats: -. 
   
  Acid (Ex): An ochre jelly secretes a digestive acid 
  that dissolves only flesh. Any melee hit or constrict 
  attack deals acid damage. 
   
  Constrict (Ex): An ochre jelly deals automatic 
  slam and acid damage with a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, an ochre 
  jelly must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Split (Ex): Slashing and piercing weapons and 
  electricity attacks deal no damage to an ochre jelly. 
  Instead the creature splits into two identical jellies, 
  each with half of the original’s current hit points 
  (round down). A jelly with 10 hit points or less cannot 
  be further split and dies if reduced to 0 hit points. 
   
  Advanced Black Pudding: CR 8; Huge Ooze; 
  HD 15d10+90; hp 172; Init -5 (Dex); Spd 20 ft (4 
  squares), Climb 20 ft; AC 3 (-2 Size, -5 Dex), touch 3, 
  flat-footed 3; Grapple +23; Atk Slam +15 melee (2d6+5 
  plus 2d6 acid); Full Atk Slam +8 melee (2d6+5 plus 2d6 
  acid); Space/Reach 15 ft/ 10 ft; SA Acid, Constrict 
  2d6+4 plus 2d6 acid, Improved grab; SQ Blindsight 60 
  ft, Split, Ooze traits; AL N; SV Fort +11, Ref +0, Will +0; 
  Str 18, Dex 1, Con 22, Int -, Wis 1, Cha 1;  
   
  Skills: Climb +11; Feats: -. 
   
  Acid (Ex): A black pudding secretes a digestive 
  acid that dissolves organic material and metal quickly, 
  but does not affect stone. Any melee hit or constrict 
  attack deals acid damage, and the opponent’s armor or 
  clothing dissolve and become useless immediately 
  unless they succeed on DC 21 Reflex saves. A metal or 
  wooden weapon that strikes a black pudding also 
  dissolves immediately unless it succeeds on a  DC 21 
  Reflex Save. The saves are Constitution-based. The 
  pudding’s acid touch deals 21 points of damage per 
  round to wooden or metal objects, but the ooze must 
  remain in contact with the object for 1 full round to 
  deal this damage. 
   
  Constrict (Ex): A black pudding deals automatic 
  slam and acid damage with a successful grapple check. 
  
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  The opponent’s clothing and armor take a –4 penalty 
  on Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a black 
  pudding must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Split (Ex): Slashing and piercing weapons deal no 
  damage to a black pudding. Instead the creature splits 
  into two identical puddings, each with half of the 
  original’s current hit points (round down). A pudding 
  with 10 hit points or less cannot be further split and 
  dies if reduced to 0 hit points. 
   
   
  Encounter 13 
  Blue Slaadi (3): CR 8; Large Outsider (Chaotic, 
  Extraplanar; HD 8d8+32; hp 79, 78, 76; Init +3 (Dex); 
  Spd 60 ft (12 squares); AC 27 (-1 Size, +3 Dex, +5 armor, 
  +9 Natural, +1 Haste), touch 13, flat-footed 23; Grapple 
  +18; Atk Claw +14 melee (2d6+6); Full Atk 5 Claws +14 
  melee (2d6+6) and Bite +12 melee (2d8+3 plus disease); 
  Space/Reach 10 ft/ 10 ft; SA Spell-like abilities, Slaad 
  fever; SQ Darkvision 60 ft, Fast Healing 5, Immunity 
  to sonic, Resistance to acid 5, cold 5, electricity 5, and 
  fire 5; AL CN; SV Fort +10, Ref +10, Will +6; Str 23, 
  Dex 16, Con 19, Int 6, Wis 10, Cha 10;  
   
  Skills: Climb +17, Hide +10, Jump +17, Listen +11, 
  Move Silently +14, Spot +11; Feats: Armor Proficiency 
  (Medium), Multiattack, Still Spell; 
   
  Items and Equipment: +1 mithral chain shirt, (potions 
  of Invisibility and Haste). 
   
  Spell-like Abilities: At will – Hold person (DC 
  13), Passwall, Telekinesis (DC 15); 1/day – Chaos 
  Hammer (DC 14). Caster level 8th. The saves are 
  Charisma based and the spells have a 10% chance of 
  failure. 
   
  Slaad Fever (Su): Supernatural disease – bite, 
  Fortitude DC 18, incubation period 1 day, damage 1d3 
  Dex and 1d3 Cha. The save is Constitution-based. An 
  afflicted humanoid reduced to Charisma 0 by slaad 
  fever immediately transforms into a red slaad. It retains 
  none of the features, traits, memories, or abilities of its 
  former self and is a normal red slaad in all respects. If 
  the infected being is an arcane spellcaster, the disease 
  instead produces a green slaad.  
   
  Gray Slaad: CR 13; Medium Outsider (Chaotic, 
  Extraplanar) /Cle1; HD 11d8+66; hp 138; Init +8 (Dex, 
  Improved Initiative); Spd 60 ft (12 squares); AC 35 (+4 
  Dex, +6 Armor, +1 Magic Items, +11 Natural, +1 Haste, 
  +2 Shield of Faith), touch 17, flat-footed 30; Grapple +14; 
  Atk Claw +16 melee (2d4+4); Full Atk 3 Claws +16 
  melee 
  (2d4+4) 
  and 
  Bite 
  +13 
  melee 
  (2d8+2); 
  Space/Reach 5 ft/ 5 ft; SA Spell-like abilities, Summon 
  slaad; SQ Change shape, Damage reduction 10/Lawful, 
  Darkvision 60 ft, Fast Healing 5, Immunity to sonic, 
  Resistance to acid 5, cold 5, electricity 5, and fire 5; AL 
  CN; SV Fort +15, Ref +14, Will +12; Str 19, Dex 18, Con 
  22, Int 16, Wis 16, Cha 19;  
   
  Skills: Climb +17, Concentration +15, Hide +17, 
  Jump +17, Knowledge (arcane) +16, Listen +16, Move 
  Silently +17, Search +16, Spellcraft +18 Spot +16, 
  Survival +6, Use Item +10; Feats: Improved Initiative, 
  Multiattack, Brew Potions, Craft Wonderous Items; 
   
  Items and Equipment: +2 mithral chain shirt, Cloak of 
  Resistance +2, Amulet of Natural Armor +1, potion of Haste, 
  Scroll of Summon Monster IX. 
   
  Spell-like Abilities: At will – Chaos Hammer (DC 
  19), Deeper Darkness, Detect Magic, Identify, Invisibility, 
  Lightning Bolt (DC 18), Magic Circle Against Law, See 
  Invisibility, Shatter (DC 17); 3/day -  Animate Objects, 
  Dispel Law (DC 20), Fly; 1/day - Power Word Stun. Caster 
  level 10th. The saves are Charisma-based and the spells 
  have a 10% chance of failure. 
   
  Clerical Spells: Bless, Shield of Faith. 
   
  Change Shape (Su): A gray slaad can assume any 
  humanoid form as a standard action. In humanoid 
  form, a gray slaad cannot use its natural weapons 
  (although it can equip itself with appropriate arms and 
  armor). A gray slaad remains in one form until it 
  chooses to assume a new one. A change in form cannot 
  be dispelled, but the slaad reverts to its natural form 
  when killed. A True Seeing spell reveals its natural form. 
   
  Summon Slaad (Sp): Twice per day a gray slaad 
  can attempt to summon a standard blue slaadi (MM 
  page 229) with a 60% chance of success. This is the 
  equivalent of a 5th level spell. 
   
  The CR of this slaad is +2 from having double the 
  standard allowance of equipment (15,825). 
   
  APL12 
  Encounter 6 
  Advanced Gelatinous Cube: CR 5; Huge Ooze; 
  HD 12d10+96; hp 162; Init -5 (Dex); Spd 15 ft (3 
  squares); AC 3 (-2 size, -5 Dex), touch 3, flat-footed 3; 
  Grapple +18; Atk Slam +10 melee (1d6+1 plus 1d6 
  acid); Full Atk Slam +10 melee (1d6+1 plus 1d6 acid); 
  Space/Reach 15 ft/ 10 ft; SA Acid, Engulf, Paralysis; SQ 
  Blindsight 60 ft, Immunity to electricity, Ooze traits, 
  Transparent; AL N; SV Fort +12, Ref -1, Will -1; Str 12, 
  Dex 1, Con 26, Int -, Wis 1, Cha 1;  
   
  Skills: -; Feats: -. 
  
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  Acid (Ex): A gelatinous cube’s acid does not harm 
  metal or stone. 
   
  Engulf (Ex): Although it moves slowly, a 
  gelatinous cube can simply mow down Large or 
  smaller creatures as a standard action. It cannot make a 
  slam attack during a round in which it engulfs. The 
  gelatinous cube merely has to move over the 
  opponents, affecting as many as it can cover. 
  Opponents can make opportunity attacks against the 
  cube OR they may attempt to succeed on a DC 14 
  Reflex save to avoid being engulfed; on a successful 
  save they are pushed back or aside (opponents choice) 
  as the cube moves forward. Engulfed creatures are 
  subject to the cube’s paralysis and acid, and are 
  considered to be grappled and trapped within its body. 
  The save DC is Strength-based and includes a +1 racial 
  bonus. 
   
  Paralysis (Ex): A gelatinous cube secretes an 
  anesthetizing slime. A target hit by a cube’s melee or 
  engulf attack must succeed on a DC 20 Fortitude save 
  or be paralyzed for 3d6 rounds. The cube can 
  automatically engulf a paralyzed opponent. The save 
  DC is Constitution-based. 
   
  Transparent (Ex): Gelatinous cubes are hard to 
  see, even under ideal conditions, and it takes a DC 15 
  Spot check to notice one. Creatures who fail to notice a 
  cube and walk into it are automatically engulfed. 
   
  Advanced Grey Ooze: CR 7; Large Ooze; HD 
  9d10+54; hp 102; Init -5 (Dex); Spd 10 ft (2 squares); AC 
  5 (-1 Size, -5 Dex, +1 Natural), touch 5, flat-footed 5; 
  Grapple +11; Atk Slam +7 melee (1d8+1 plus 1d8 acid); 
  Full Atk Slam +7 melee (1d8+1 plus 1d8 acid); 
  Space/Reach 10 ft/ 5 ft; SA Acid, Constrict 1d8+1 plus 
  1d8 acid, Improved grab; SQ Blindsight 60 ft, 
  Immunity to cold and fire, Ooze traits, Transparent; AL 
  N; SV Fort +9, Ref -2, Will -2; Str 12, Dex 1, Con 22, Int 
  -, Wis 1, Cha 1;  
   
  Skills: -; Feats: -. 
   
  Acid (Ex): A gray ooze secretes a digestive acid 
  that quickly dissolves organic material and metal, but 
  not stone. Any melee hit or constrict attack deals acid 
  damage. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds on a DC 16 
  Reflex save. A metal or wooden weapon that strikes a 
  gray ooze also dissolves immediately unless it succeeds 
  on a DC 16 Reflex save. The save DC’s are Constitution-
  based. The ooze’s acid touch deals 16 points of damage 
  per round to wooden or metal objects, but the ooze 
  must remain in contact with the object for 1 full round 
  to deal this damage.  
   
  Constrict (Ex): A gray ooze deals automatic slam 
  and acid damage with a successful grapple check. The 
  opponent’s clothing and armor take a –4 penalty on 
  Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, a gray 
  ooze must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Transparent (Ex): A gray ooze is hard to identify, 
  even under ideal conditions, and it takes a DC 15 Spot 
  check to notice one. Chreatures who fail to notice a 
  gray ooze and walk into it are automatically hit with a 
  melee attack for slam and acid damage. 
   
  Advanced Ochre Jelly: CR 5; Large Ooze; HD 
  12d10+72; hp 138; Init -5 (Dex); Spd 10 ft (2 squares), 
  Climb 10 ft; AC 4 (-1 Size, -5 Dex), touch 4, flat-footed 
  4; Grapple +16; Atk Slam +10 melee (2d4+4 plus 1d4 
  acid); Full Atk Slam +10 melee (2d4+4 plus 1d4 acid); 
  Space/Reach 10 ft/ 5 ft; SA Acid, Constrict 2d4+3 plus 
  1d4 acid, Improved grab; SQ Blindsight 60 ft, Split, 
  Ooze traits; AL N; SV Fort +10, Ref -1, Will -1; Str 16, 
  Dex 1, Con 22, Int -, Wis 1, Cha 1;  
   
  Skills: Climb +10; Feats: -. 
   
  Acid (Ex): An ochre jelly secretes a digestive acid 
  that dissolves only flesh. Any melee hit or constrict 
  attack deals acid damage. 
   
  Constrict (Ex): An ochre jelly deals automatic 
  slam and acid damage with a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, an ochre 
  jelly must hit with its slam attack. It can then attempt 
  to start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Split (Ex): Slashing and piercing weapons and 
  electricity attacks deal no damage to an ochre jelly. 
  Instead the creature splits into two identical jellies, 
  each with half of the original’s current hit points 
  (round down). A jelly with 10 hit points or less cannot 
  be further split and dies if reduced to 0 hit points. 
   
  Elder Black Pudding: CR 12; Gargantuan Ooze; 
  HD 20d10+180; hp 290; Init -5 (Dex); Spd 20 ft (4 
  squares), Climb 20 ft; AC 1 (-4 Size, -5 Dex), touch 1, 
  flat-footed 1; Grapple +35; Atk Slam +19 melee (3d6+12 
  plus 3d6 acid); Full Atk Slam +19 melee (3d6+12 plus 
  3d6 acid); Space/Reach 20 ft/ 20 ft; SA Acid, Constrict 
  2d8+12 plus 3d6 acid, Improved grab; SQ Blindsight 60 
  ft, Split, Ooze traits; AL N; SV Fort +15, Ref +1, Will +1; 
  Str 26, Dex 1, Con 28, Int -, Wis 1, Cha 1;  
   
  Skills: Climb +16; Feats: -. 
   
  Acid (Ex): An elder black pudding secretes a 
  digestive acid that dissolves organic material and metal 
  quickly, but does not affect stone. Any melee hit or 
  constrict attack deals acid damage, and the opponent’s 
  
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  Page 34 
  armor or clothing dissolve and become useless 
  immediately unless they succeed on DC 29 Reflex 
  saves. A metal or wooden weapon that strikes a black 
  pudding also dissolves immediately unless it succeeds 
  on a  DC 29 Reflex Save. The saves are Constitution-
  based. The pudding’s acid touch deals 29 points of 
  damage per round to wooden or metal objects, but the 
  ooze must remain in contact with the object for 1 full 
  round to deal this damage. 
   
  Constrict (Ex): An elder black pudding deals 
  automatic slam and acid damage with a successful 
  grapple check. The opponent’s clothing and armor take 
  a –4 penalty on Reflex saves against the acid. 
   
  Improved Grab (Ex): To use this ability, an elder 
  black pudding must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Split (Ex): Slashing and piercing weapons deal no 
  damage to an elder black pudding. Instead the creature 
  splits into two identical puddings, each with half of the 
  original’s current hit points (round down). A pudding 
  with 10 hit points or less cannot be further split and 
  dies if reduced to 0 hit points. 
   
  Encounter 13 
  Advanced Blue Slaadi (3): CR 10; Large Outsider 
  (Chaotic, Extraplanar); HD 12d8+60; hp 138, 132, 130; 
  Init +3 (Dex); Spd 60 ft (12 squares); AC 33 (-1 Size, +3 
  Dex, +7 armor, +9 Natural, +1 Haste, +4 Cloak of Chaos), 
  touch 17, flat-footed 29; Grapple +24; Atk Claw +19 
  melee (2d6+7); Full Atk 5 Claws +19 melee (2d6+7) and 
  Bite +17 melee (2d8+4 plus disease); Space/Reach 10 ft/ 
  10 ft; SA Spell-like abilities, Slaad fever; SQ Darkvision 
  60 ft, Fast Healing 5, Immunity to sonic and mind 
  influencing spells (Cloak of Chaos), Resistance to acid 5, 
  cold 5, electricity 5, and fire 5, SR 25 vs Lawful 
  Creatures and spells (Cloak of Chaos); AL CN; SV Fort 
  +14, Ref +14, Will +12; Str 24, Dex 16, Con 20, Int 6, 
  Wis 10, Cha 10;  
   
  Skills: Climb +18, Hide +10, Jump +18, Listen +11, 
  Move Silently +14, Spot +11; Feats: Armor Proficiency 
  (Medium), Iron Will, Multiattack, Still Spell, Weapon 
  Focus (Claw); 
   
  Items and Equipment: +2 mithral breastplate, potions of 
  Invisibility and Haste. 
   
  Spell-like Abilities: At will – Hold person (DC 
  13), Passwall, Telekinesis (DC 15); 1/day – Chaos 
  Hammer (DC 14). Caster level 8th. The saves are 
  Charisma based and the spells have a 15% chance of 
  spell failure. 
   
  Slaad Fever (Su): Supernatural disease – bite, 
  Fortitude DC 18, incubation period 1 day, damage 1d3 
  Dex and 1d3 Cha. The save is Constitution-based. An 
  afflicted humanoid reduced to Charisma 0 by slaad 
  fever immediately transforms into a red slaad. It retains 
  none of the features, traits, memories, or abilities of its 
  former self and is a normal red slaad in all respects. If 
  the infected being is an arcane spellcaster, the disease 
  instead produces a green slaad.  
   
  Death Slaad: CR 15; Medium Outsider (Chaotic, 
  Extraplanar); HD 14d8+84; hp 180; Init +12 (Dex, 
  Improved Initiative); Spd 60 ft (12 squares); AC 44 (+8 
  Dex, +7 Armor, +2 Magic Items, +12 Natural, +1 Haste, 
  +4 Cloak of Chaos), touch 22, flat-footed 35; Grapple +20; 
  Atk Claw +22 melee (3d6+6 plus stun); Full Atk 3 
  Claws +22 melee (3d6+6 plus stun), and Bite +20 melee 
  (2d10+3); Space/Reach 5 ft/ 5 ft; SA Stun, Spell-like 
  abilities, Summon slaad; SQ Change shape, Damage 
  reduction 10/Lawful, Darkvision 60 ft, Fast Healing 5, 
  Immunity to sonic and mind influencing spells (Cloak 
  of Chaos), Resistance to acid 5, cold 5, electricity 5, and 
  fire 5, Telepathy 100 ft, SR 25 vs Lawful Creatures and 
  spells (Cloak of Chaos); AL CN; SV Fort +19, Ref +21, 
  Will +17; Str 22, Dex 26*, Con 22, Int 20, Wis 18, Cha 
  19;  
   
  Skills: Climb +24, Concentration +16, Escape Artist 
  +26, Hide +26, Intimidate +24, Jump +17, Knowledge 
  (arcane & the planes) +22, Listen +22, Move Silently 
  +26, Search +22, Spot +22, Survival +12, Use Item +15; 
  Feats: Cleave, Great Cleave, Improved Initiative, 
  Improved Sunder, Multiattack, Power Attack; 
   
  Items and Equipment: +3 mithral chain shirt, Amulet of 
  Natural Armor +2, Gloves of Dexterity +2, Potion of Haste, 
  scroll of Summon Monster IX. 
   
  Stun (Ex): Three times per day, a death slaad can 
  attempt to stun its opponent on an attack with one of 
  its natural weapons. If the opponent fails a DC 21 
  Fortitude save, it is stunned for 1 round in addition to 
  taking normal damage from the attack. The save DC is 
  Wisdom-based. 
   
  Spell-like Abilities: At will – Animate Objects, 
  Chaos Hammer (DC 18), Deeper Darkness, Detect Magic, 
  Dispel Law (DC 19), Fear (DC 18), Finger of Death (DC 
  21), Fireball (DC 17), Fly, Identify, Invisibility, Magic Circle 
  Against Law, See Invisibility, Shatter (DC 16); 3/day - 
  Circle of Death (DC 20), Cloak of Chaos (DC 22), Word of 
  Chaos (DC 21); 1/day – Implosion (DC 23), Power Word 
  Blind. Caster level 15th. The saves are Charisma-based 
  and the spells have a 10% chance of failure. 
   
  Change Shape (Su): A death slaad can assume 
  any humanoid form as a standard action. In humanoid 
  form, a death slaad cannot use its natural weapons 
  (although it can equip itself with appropriate arms and 
  armor). A death slaad remains in one form until it 
  chooses to assume a new one. A change in form cannot 
  be dispelled, but the slaad reverts to its natural form 
  when killed. A True Seeing spell reveals its natural form. 
  
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  Summon Slaad (Sp): Twice per day a death slaad 
  can attempt to summon 1-2 standard blue slaadi (MM 
  page 229) with a 60% chance of success. This is the 
  equivalent of a 6th level spell. 
   
  Cloak of Chaos:  If a lawful creature attacks one 
  of the slaads, the attacker is Confused for one round 
  (Will save DC 22 negates). 
   
  The CR of this slaad is +2 from having double the 
  standard allowance of equipment (26,825). 
  
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  Lordmaker 
   
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  Adventurer Handout One 
   
   
   
  Slowsilver 
   
   
  On the 5
  th plane of the Hells, there is an infernal ore that is found nowhere 
  else in all the planes. Called Slowsilver, the ore has the appearance of 
  quicksilver (mercury), except that it is solid and very massive. It is a shiny 
  chrome-silver color and looks as if it should be liquid, even though it’s not.  
  Many magical means of transport become unavailable in the presence of 
  Slowsilver. The ore has the effect of causing a permanent Dimensional Anchor 
  effect in a 200-yard radius around each stone. As such it will block astral 
  projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, 
  plane shift, shadow walk, teleport and other similar spells or abilities. Each 
  piece of ore is approximately 6 inches in diameter, but weighs between 400 to 
  600 pounds, making it difficult to move. Being infernal in nature, direct 
  contact with the ore also causes a permanent Con drain of 1 point (Will save 
  DC 16 every hour or on each contact to negate).  
  It is said that the devils mine the stuff to lock down certain areas that 
  they want to safeguard from unwanted intrusion or to prevent criminals from 
  escaping. But even the lesser infernal types that are forced to dig the stuff out 
  of the ground eventually are driven mad by frequent close proximity to the ore. 
  After its initial discovery and while it was being researched by the Great 
  Library of Greyhawk, several people died from repeated contact with 
  slowsilver. When the research was completed, all existing samples of the stuff 
  were tossed into a magical Bag of Holding and then, over the objections of 
  several scholars, into a Portable Hole – better safe than sorry being the 
  attitudes of most of the remaining library staff.  
  If the ore is melted in an attempt to use it in forging a weapon or to 
  destroy it, the mind poisoning fumes it releases are extremely toxic (Will save 
  DC 18 or lose 2 points of permanent Con) but dissipate quickly. 
   
   
  
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  Adventure Handout Two 
   
   
   
   
   
  Seek ye the Sun, and ye shall grant power unto the Light. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Seek ye the Moon, and ye shall find Death Eternal. 
   
   
   
   
  
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  Adventurer’s Handout Three, the Notes (Page 1) 
   
  Notes on the Nature of the God, a tome in progress  
  researched by Ferben Grasch, his Spear, his Blade and his Fist. 
   
  A thousand years before the Twin Cataclysms, the land was fertile, and our 
  Lord Vathris walked the land. It is said that in those days he went about as a 
  shirtless copper-skinned, muscular man, standing half again as tall as the people he 
  helped and wearing clay and metal beads braided into his long dark hair. He was a 
  father, a leader, a crafter, and a philosopher and it was a golden age for the Flan 
  people. During that time, the Flan tribes and city-states sometimes contested for 
  domination of the fertile valleys they inhabited, but the battles were fought with 
  honor and restraint, more in the nature of contests of skill and passion, with 
  opponents only rarely fighting to the death. It was the neighboring Kingdom of Sulm 
  who brought true war to the people of the valleys. 
   
  The Sulm princes desired the wealth of the Flan people and their attacks were 
  without honor. Many who were unable to defend themselves were killed mercilessly. 
  Despairing, the people turned to the creator of the aqueducts of the fields, to the 
  builder of the walls of the cities, to the craftsman and artificer who had given the 
  people the tools that had eased their daily lives and who had given his followers a 
  renaissance of learning and understanding. And the god Vathris came to their aid. 
  Under his leadership, the Leagues of Itar came together and offered battle to 
  the Sulm invaders. But in the end, the Leagues were drawn into a trap. After 30 
  years of constant warfare, Vathris finally perceived a weakness in his enemies. He 
  gathered the Leagues into a mighty host and swept down to the very walls of the 
  Sulm princes’ palaces and brought forth mighty engines of war to tear down their 
  walls from great distances.  
  But while his army was occupied, the Sulm princes, aided by the necromancer 
  adepts of the Ur-Flan massed a great horde and descended upon the Leagues of Itar 
  and crushed them utterly. In the end even Vathris, who had stood at the heart of the 
  fiercest fighting was pulled down and destroyed. 
   
  Notes, (page 2) 
   
  
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  The nature of Gods is something not easily grasped by the minds of men. Many 
  of our people still venerate the Vathris of old. They do the ceremonies, the sacrifices, 
  the prayers and the seasonal dances in his name. And sometimes his spirit comes forth 
  as a traveling craftsman or farmer who gives ideas and new ways to small children. 
  Sometimes his gifts are remembered and sometimes not, but the peoples’ faith in him 
  remains strong even a thousand years after his defeat. 
   
  But I have seen his other face. The Ur-Flan betrayers stabbed him in the torso 
  with a wickedly barbed onyx spear and the wound seeps poisonous bile even still. His 
  once bright eyes are now empty, hollow sockets and he holds the spear that slew him 
  as a symbol of his passion for redressing the wrongs done to him.  
   
  During my initiate, he spoke to me in a vision. 
   
  “Fear not your own suffering and death, for those who fall on the side of right 
  will rise again on the Day of Vindication, and take their place among the righteous 
  tribes who forever torment the malign. Break not the laws of our people, but bide 
  your time, striking when fate allows your victory!” 
   
   
  Knowledge of the dichotomous nature of my Lord is not something that it would 
  bring comfort and aid the Flan people. Therefore it is one of the greatest Secrets of his 
  Priesthood, of whom I have risen to be the master.  
   
   
   
   
   
   
   
   
   
  Notes, (page 3) 
   
  124th day of the Year of Broken Eclipses 
  Dear Mother, 
  
  Lordmaker 
   
  Page 41 
  I feel a profound sense of loss today. Kittabella, the adopted daughter of my Lord 
  Vathris perished under odd circumstances. I remember when she was merely the 
  virgin sacrifice to bring forth a bright harvest, 38 years ago. Instead my Lord 
  spared her and raised her up above all others until she was the High Priestess of his 
  kinder aspect. As the years have passed, her legendary beauty has faded and 
  Vathris’ Crone has become a crone in truth. But now she is gone from us and I 
  shall miss her counsel.  
   
  128th day of the Year of Broken Eclipses 
  The more I think upon it, the more I grow concerned. I think I will dispatch my 
  Blades to investigate and learn more of the details surrounding Kittabella’s death. 
  Rumors of the coming of the Suel from the West give rise to ill feelings amongst the 
  Flan peoples. I sense an unease upon the land. 
   
  281st day of the Year of Broken Eclipses 
  Mother, 
  My Blades have learned that my suspicions were correct. The evil ones, the Ur-
  Flan wizards who took our Lord from us centuries ago were behind the death of 
  Kittabella, They seek to craft a weapon to fight the Suel invaders. To this end they 
  stole Kitta from her temple and dared to ritualistically sacrifice the High Priestess 
  of Vathris, forcing her spirit into a gemstone to power their spells. They also 
  sacrificed Dargarandell, their highest Wizard-King to empower another gemstone. 
   
  Since they are preparing to fight invaders to our lands, they might have found 
  my Lord willing to aide them in their pursuit. But true to their natures, they 
  instead took what they might have received freely. 
   
   
   
  Notes, (page 4) 
   
  This cannot go unpunished. 
   
  73rd day of the Year of the Suel Invasion 
  Vathris, Lord of Anguish, Lost Causes and Revenge, 
  My Lord, Your Vengeance is complete.  
  
  Lordmaker 
   
  Page 42 
  Raising the Spears, the Blades, and the Fists I descended upon the fortress of the 
  dark ones under cover of night and left none of its inhabitants alive. The power of 
  the Ur-Flan in this land is broken for all time. A few scattered remnants remain, 
  but no one need fear their power again.  
  During the fighting the plans for the opening of the stone monoliths were 
  found. The two keystones were brought to me and I seek your guidance in what to 
  do with them. The spirit of the Crone, Kittabella, your high priestess sings to me 
  from within her gem, while the essence of Dargarandell, trapped in his gem, 
  whispers enticements to my soul. I pray that you will guide me in this matter. 
   
   
  312th day of the Year of the Suel Invasion 
  Mother, 
  None of sufficient strength remain to resist the Suel as they sweep across our 
  lands. But my heart is still glad. My Lord has spoken to me at last. 
   
  The Crone Gem I am to cast upon the Outer Planes. It’ nature cannot be 
  corrupted by any who attempt to use it, and it is best that it never come to this 
  land again. The other Gem is another matter. It is a spirit of chaos and destruction 
  that I gladly bequeath to our new neighbors, the Suel. Without the Crone gem to 
  unlock it’s true potential, it makes a fitting reward for the nobles of the Suel 
  peoples. I plan to place it in the Hilt of a sword and present it as tribute so that 
  the Suel will spare our lives. May it bring them interesting times… 
   
   
   
  Notes, (page 5) 
   
  But of Greater Concern are the monolith stones. Vathris has instructed me that the 
  enchantments placed upon the stones overlay deeper spells that cannot be broken 
  until they have been invoked. And someday, He tells me, that invocation shall come 
  to pass. When I asked him what the fate of our people would be then, he said, 
   
  “On that day, YOU Ferben Grasch, High Cleric of Vathris the Transfixed, shall be 
  MY instrument. You shall prepare a place to await the opening of the Tovag and 
  you will prepare yourself for the struggle that awaits. Thus shall MY ends be 
  served and final justice be done.”   
  
  Lordmaker 
   
  Page 43 
   
  Mother, how am I to wait for the opening of the stones?  My faith is without 
  measure, but there are some things beyond the reach of mortal man… 
    
  
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  Player Handout 4: Illustration 
    
  The Prison Complex
  Scale: 20 ft/square
  The Pedastal Chamber
  Scale: 5 ft/square
  The Halls of Pain (the inside wall of a sphere):  all corridors are 5 ft wide.
  U
  U
  Scale 5 ft/square
  L
  R
  R
  L
  D
  D
  Chapel
  Scrying
  Chamber
  Living
  Quarters
  Tomb
  Kitchen
  Library
  Laboratory
  Stairs
  (locked)
  
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  Page 45 
   
  Gravity through the Rings of Pain (Encounter Ten) 
  As the rings rotate, characters will likely be oriented differently from one another through the passage. Moving through 
  the trapdoor into the Halls of Pain may be a bit of a challenge if the characters are being stunned by the Holy Word 
  effect. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  -finis- 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/URC (County of Urnst)/URC4-04 The Lordmakers (3E).pdf