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.  
   
  URD5-I04-MM-B1 
   
   
   
   
   
   
   
  Along Came a Spider 
   
  A One-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Interactive Adventure 
  Version 1.2 
  Round 1 
  by Russ Taylor 
   
   
  Once again, Lord Ellis turns to adventurers for aid. This time he needs guardians for his fiancée, Lady 
  Leara Tarnel. Can stout hearts save her from the perils that stalk House Lorinar? 
  A mini-mission for APLs 10-16. 
  
  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 scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  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 DM) to keep track of who is playing 
  which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and DM fill out the RPGA Tracking 
  Sheet.  The DM 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. 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 1 
  
  Living Greyhawk Levels of Play  
   
  # 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 
  Because players bring their own 
  characters 
  to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges 
  are 
  proportioned to the average 
  character level of the PCs 
  participating in the adventure. 
  To determine the Average Party 
  Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability (i.e. animal companions, familiars 
  paladin’s mounts, etc.) use the sidebar chart 
  to determine the number of levels you add to 
  the sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different 
  CRs 
  are 
  added 
  separately.  
  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. 
  5. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  6. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Duchy of Urnst.  Characters native to the 
  Duchy 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. 
  Adventure Background 
  The party has been recruited to escort Lady Leara 
  from her family holdings southeast of Seltaren to 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 2 
  
  the city of Leukish. After the events at his 
  engagement ball, Lord Ellis is justifiably concerned 
  for his betrothed’s safety.  The lady’s traveling 
  party consists of the adventurers, a half-dozen 
  servants, and 4 house guards. There are enough 
  light riding horses and wagons to transport Lady 
  Leara and her retinue, and any party members 
  who lack steeds will be provided with a light 
  warhorse, warpony, or riding dog. Leara herself is 
  riding a light warhorse of prize breeding (treat as a 
  light warhorse with +4 Str, +2 Dex, +4 Con, and +2 
  Wis). For this, the party is to be paid a sum of two 
  thousand gold dukes, divided amongst themselves 
  as they see fit. 
   
  Lord Ellis is correct, and in fact shadowy 
  forces 
  have 
  arranged 
  for 
  his 
  betrothed’s 
  abduction. To this end, they have used gates to 
  summon a trio of extra-planar allies: Itchcraw and 
  Rakeboil, a pair of quasit wizards hatched from 
  the same clutch, and a retriever, a demonic 
  construct useful for fetching reluctant victims. 
  Itchcraw and Rakeboil have used their weekly 
  communes to glean information about the ideal 
  timing for the abduction of Lady Leara. 
  Preparation for Play 
  Carefully review the map of the villa and the 
  tactical notes for the villains. This encounter is 
  somewhat loaded against the party. Itchcraw and 
  Rakeboil are well-prepared, and have only to get 
  Leara away to succeed in their mission. It’s 
  expected that’s there is a good chance the party 
  will fail in this mission, and it’s really no mark 
  against them if they do. With that in mind, be sure 
  to play the mini true to the objectives, and not 
  fudge the result in the party’s favor. Also keep in 
  mind that the quasits do not particularly want to kill 
  the adventurers – they want to delay, distract, and 
  incapacitate them long enough to seize their 
  quarry, at which point they should and will cut and 
  run. 
  Introduction 
  It’s a prestigious assignment. Sort of. Lord 
  Ellis Lorinar is of the ducal family, and that 
  makes his intended Lady Leara Tarnel just 
  short 
  of 
  royalty. 
  And 
  what 
  with 
  the 
  assassination attempts on Lord Ellis and Lord 
  Jolen and the disappearance of Duke Karll, 
  everyone is on edge and expecting another 
  attack. 
   
  As a personal favor, Lord Ellis Lorinar 
  requested that you and your companions 
  travel to the estates of House Tarnel to the 
  southeast of Seltaren, and escort his betrothed 
  to the city of Leukish. The journey to the 
  estates was uneventful, and Lady Leara Tarnel 
  most gracious in accepting your services. It is 
  now morning two days after your arrival, and 
  preparations for your journey are complete. 
  The Lady has arrangements and meetings she 
  must attend to along the way, ruling out 
  magical 
  means 
  of 
  transportation. 
  This 
  promises to be a long and with any luck boring 
  journey. 
  The Journey 
  Leara will accept any reasonable measures to 
  hasten travel or improve safety, but insists that the 
  group travel on main roads and at a measured 
  pace. Part of the point of this journey is to be 
  seen; it is important political theater. By default, 
  the group travels at 12 miles per day (the 
  equivalent of 15 foot movement). The maximum 
  speed Leara is willing to travel at is twice that, 24 
  miles per day. Arrangements for lodging have 
  been made in advance. 
   
  Those who have met Leara previously will 
  notice that she is much more self-assured.  
  Though still not entirely comfortable with public 
  events, she is beginning to learn how to make the 
  most of them.  She will remember any adventurers 
  who aided her in the Rules of Engagement: 
  Extreme Makeover mini-mission fondly and treat 
  them as trusted friends. 
   
  The journey is largely uneventful for much of 
  the 12 day journey to Leukish, with the party 
  largely serving as a combination of crowd control 
  and a prestigious escort. The road eventually 
  leads to a small villa in Coriner holdings to the 
  north of The Crossing, 18 miles south of Leukish. 
  The villa has a small staff of eight, including two 
  guards. After dining and settling her affairs for the 
  evening, Leara retires to her private room in the 
  villa, leaving the party to set up what they feel are 
  appropriate precautions. 
  Encounter One: The Villa 
  Arrival at the Coriner Villa 
  Ahead of you is a small, walled compound that 
  can only be your lodging for the evening. Kirlut 
  Villa is a well-staffed waypoint maintained by 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 3 
  
  House Coriner for traveling nobles, more 
  private and luxurious than a typical roadside 
  inn. 
   
  An elderly Suel gentleman is waiting in 
  front of the door as you arrive, and greets Lady 
  Leara. “Greetings and welcome to Kirlut Villa It 
  is good to see you again, fair lady. We have 
  been too long without cultured guests.” Lady 
  Leara introduces him as Wilheim, the Villa’s 
  steward. 
   
  With that, you are ushered inside, and 
  shown to your rooms. Baths have already been 
  drawn, and   Wilheim informs you that dinenr 
  will be served an hour hence. 
  The Villa’s Room Key 
  1 – Guest room, quarters for the adventurers 
  2 – Master Guest room, Lady Leara’s room 
  3 – Guest room, quarters for the adventurers 
  4- Villa guard’s quarters. One is asleep here. 
  5 – Dining room 
  6 – Kitchen 
  7 – Servants quarters 
  8 – Servants quarters 
  9 – Music room, containing a harpsichord, various 
  horns, a harp, and woodwind instruments 
  10 – Den and smoke room 
  11 – Library, with a wide selection of reads but 
  little of artistic value 
  12 – Courtyard and well. The well acts as difficult 
  terrain for creatures up to size large and provides 
  cover in the four squares it touches even against 
  larger creatures. Two of Leara’s guards are in the 
  courtyard just outsider her door.. 
  13 – Entrance hall. One of the villa guards is 
  posted here, but is asleep leaning on his spear 
  unless the party is keeping an eye on him. 
  14 – Spare room, used by Leara’s servants 
  15 – Spare room, used by Leara’s guards. Two 
  are asleep here. 
  Location A – the retriever and Rakeboil approach 
  from this direction 
  Location B – Itchcraw approaches from this 
  direction 
  The outer wall is 18 feet high and 2 feet thick, with 
  a hardness of 8, 180 hp, and a break DC of 40. 
  The DC to climb the outer wall is 25. The retriever 
  can fit between the outer wall and the inner wall by 
  squeezing. At APL 10 and 12, the retriever has a 
  vertical reach of 16 and can catch the top of the 
  wall (with its claws) with a DC 16 jump check (or 8 
  with a running start), followed by a DC 15 climb 
  check to get over the top (which takes a move-
  equivalent action). At APL 14 or 16, the retriever is 
  large enough to hop up on the wall with a DC 10 
  jump check, requiring 10 feet of movement. 
   
  The inner villa has 14 foot tall masonry walls 
  that are 1 foot thick, with a hardness of 8, 90 hp, 
  and a break DC of 35. The roof above them has a 
  hardness of 5 and 60 per square (break DC 28), in 
  the event that someone tries to break in through 
  the roof. 
   
  The front and inner gates are strong wooden 
  double-doors (hardness 5, hp 30, break DC 25), 
  and are barred and locked. The locks are good 
  quality (Open Lock DC).  
   
  The inner doors are good wooden doors 
  (hardness 5, hp 15, break DC 18), except for 
  rooms 2  and the inner door on room 13, which 
  have strong wooden door s(hardness 5, hp 20, 
  break DC 23). Rooms 1 and 3 have average locks 
  (DC 25), room 2 and the inner door in room 13 
  have good locks (DC 30), the other rooms do not 
  have locks. None of the inner rooms will be locked 
  unless the party chooses to lock them, the staff 
  can provide two keys for each door, and keep two 
  keys for each for themselves. 
  Dinner is Served 
  Dinner is excellent, but uneventful. Lady Leara will 
  take advantage of this opportunity to question the 
  party further about their exploits, particularly in 
  regard to military matters. 
   
  After dinner, Leara’s minstrel, the butler, and 
  the steward join in a musical performance in the 
  music room, Aftewards, Wilheim invites Leara and 
  any pure Suel or non-human party members to 
  join him in the den. He questions Leara and any 
  politically-minded party members about their 
  feelings on Duke Karll’s disappearance, and what 
  the Honorable Chamber is likely to do about. 
   
  Leara avoids saying anything committal about 
  the Duke, and under no circumstances will she 
  comment on the possibility of Lord Ellis being 
  appointed regent. 
   
  After this even of dinner, music, and 
  conversation, the party is left to make any 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 4 
  
  preparations for the night, and the staff of the villa 
  retires for the evening (except as noted above). 
  Ambush at the Villa 
  Take note of the party’s watch schedule and any 
  special precautions they take during the night. If 
  any of these precautions involve experience costs 
  or expensive material components point out to the 
  players that they would have needed to do such a 
  precaution during each night of the journey, and 
  should therefore pay 11 times the cost (or less if 
  the journey has gone faster). 
   
  At 3 AM, the quasits and their retriever ally 
  approach from opposite directions, having first 
  buffed themselves with the spells listed under their 
  descriptions 2 minutes ago. They have advance 
  knowledge of the room Leara will be staying in, 
  thanks to a combination of their commune abilities 
  and an ally’s divination. 
   
  It is a cloudy night, and visibility is limited to 30 
  feet of shadowy illumination (60 feet for those with 
  low-light vision) for those without darkvision. 
  The approach 
  Round 0 
  At a distance of 100 feet, Rakeboil casts 
  clairovoyance with a target of   the room Leara is 
  in. His arcane eye has already been sent the 
  round before to spy 40 feet above the courtyard – 
  anyone on watch there with visibility to that height 
  may make a DC 20 Intelligence check to spot it. 
  Likewise, anyone in the room with Leara may 
  make an Intelligence check to notice the sensor 
  created by the clairovoyance spells. Then the 
  quasits vanish under the effects of greater 
  invisibility before closing the remaining distance at 
  a speed of 50 feet per round (flight for the quasits, 
  ground for the retriever). The retriever is not 
  invisible. 
  All concerned take 10 on their Hide and Move 
  Silently checks, but note that no Spot checks 
  should be made unless there is visibility. Spotting 
  an invisible creature in an area you can see into is 
  possible but difficult, add 20 to the DC listed below 
  for potential spotters who can’t see the invisible. 
  All foes take 10 whenever possible, and are listed 
  below under that assumption. 
  Hide Ranks and DCs – be sure to modify by 
  distance and other factors! 
   
  APL 10 
  APL 12 
  APL 14 
  APL 16 
  Retriever 
  -5 
  DC 5 
  -4 
  DC 6 
  -8 
  DC 2 
  -8 
  DC 2 
  Itchcraw 
  +18 
  DC 28 
  +18 
  DC 28 
  +18 
  DC 28 
  +20 
  DC 30 
  Rakeboil 
  +19 
  DC 29 
  +21 
  DC 31 
  +21 
  DC 31 
  +21 
  DC 31 
   
  Move Silently Ranks and DCs – be sure to 
  modify by distance and other factors! 
   
  APL 10 
  APL 12 
  APL 14 
  APL 16 
  Retriever 
  +3 
  DC 13 
  +4 
  DC 14 
  +4 
  DC 14 
  +4 
  DC 14 
  Itchcraw 
  +10 
  DC 20 
  +10 
  DC 20 
  +10 
  DC 20 
  +12 
  DC 22 
  Rakeboil 
  +11 
  DC 21 
  +13 
  DC 23 
  +13 
  DC 23 
  +13 
  DC 23 
   
  Common factors affecting Spot checks 
  Invisible target – +20 to the DC (+40 if immobile) 
  Per 10 feet of distance – -1 to check 
  Spotter distracted – -5 to check 
  Target moving at ½ to full speed - -5 to DC 
  Common factors affecting Listen checks 
  Each door between listener and target – +5 to DC 
  Stone wall between listener and target – +15 to 
  DC 
  Per 10 feet of distance – -1 to check 
  Spotter distracted – -5 to check 
  Target moving at ½ to full speed – -5 to DC 
  Round 2 
  Rakeboil and the retriever reach the back wall 
  (just outside of point A) and wait after 2 rounds, 
  assuming all goes according to plan. Itchcraw 
  stops outside the front door and casts his most 
  powerful summon monster spell, preferring to 
  summon celestial allies so that protection from evil 
  will be ineffective. His preferred tactic is to 
  summon 1-3 allies and apply Sudden Maximize to 
  ensure he gets 3. The DC to hear the spellcasting 
  is a base of zero, under normal conditions that 
  would make it DC 5 just inside the door, DC 12 in 
  the middle of room 13, DC 21 at the well in the 
  courtyard (room 12), DC 28 in Leara’s bedroom 
  (room 2), and DC 34 in rooms 1 and 3. Note that 
  the listener doesn’t realize that the noise is 
  spellcasting unless they exceed the listed DC by 
  10 or more. 
  Round 3 
  Rakeboil and the retriever continue waiting unless 
  Rakeboil is alerted to problems via the telepathic 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 5 
  
  bond. If they are, they proceed with breaking into 
  the complex, as outlined below. Itchcraw casts 
  knock on the front door once his summoned allies 
  appear, and directs them through the door (free 
  action for him to direct, move action for them to 
  open the door). Listen checks (one only per 
  eligible character) apply to hear either the 
  spellcasting or the directions being given, probably 
  in Celestial, to go inside but not hurt the 
  noblewoman. 
  Round 4 
  Itchcraw moves forward and casts knock on the 
  inner door as well. The DCs to hear him are 6 
  lower than before. His summoned creatures move 
  in ahead at full speed, breaking down any doors 
  they cannot open. At this point, the alarm has 
  most likely been raised, as summoned creatures 
  make no effort to be silent. 
  Round 5 
  The retriever climbs over the wall (base DC 0 to 
  hear, but remember to apply modifiers for 
  intervening doors and walls, it is DC 19 to hear it 
  inside Leara’s room) and drops down (free action, 
  2d6 damage that is probably negated by DR) at 
  point A. Rakeboil stays airborne 10 feet above it, 
  using his dust of disappearance at this point for a 
  little extra protection. The retriever uses its fire 
  eyebeam on the wall to Leara’s room, the wall 
  gets no save but remember that fire only does half 
  damage to objects. Itchcraw begins casting 
  another summon monster spell from his vantage 
  point near the doors., this one silenced in some 
  fashion (he has many options). 
  Round 6 
  The retriever attempts to cut through the wall to 
  Leara’s room (hardness 5 negated by his 
  adamantine claws, hp 90 less the fire damage 
  from the round before). If it succeeds and can see 
  her, it fires its petrification eye beam at her. If any 
  attacks are left, it attempts to grab her regardless 
  of whether or not the ray worked (strike to subdue 
  at -4, and an Improved Grab attempt if it hits). 
  Remember to apply penalties for squeezing when 
  appropriate. Rakeboil and Itchcraw cast spells as 
  appropriate, see general tactics below. 
  Round 7 and beyond 
  Apply the general tactics below as necessary. The 
  number one objective for the enemy is to capture 
  Leara, to that end they do whatever they can to 
  occupy, distract, or disable the party. 
  General Tactics – the retriever 
  The retriever is a construct, and as such not 
  capable of advanced tactical thought. It has been 
  directed to retrieve Leara (who it is tracking via 
  discern location unless she is protected by mind 
  blank) without harming her, and is such will 
  attempt to petrify or subdue her and carry her off. 
  If its petrification eye ray is available, it uses it on 
  Leara at every possible opportunity. It only 
  attempts lethal force on those who prevent it from 
  fulfilling its objective, and only for as long as they 
  keep at it. Once it has Leara, the retriever heads 
  off the way it came in a beeline for the rendezvous 
  9 miles to the west, just about an hour’s distance 
  as the retriever hustles. The quasits of course plan 
  to retrieve Leara from the retriever well before it 
  reaches the church on foot. It responds to 
  commands given to it by either quasit in Abyssal. It 
  ignores obviously contradictory orders, however. 
  General Tactics – Itchcraw 
  Itchcraw 
  prefers 
  to 
  summon 
  good-aligned 
  creatures, particularly celestials, in order to 
  confuse his opposition and foil protections 
  designed against evil creatures. He will renew his 
  invisibility via dust of disappearance in that spell’s 
  final round (he is aware of the duration). If foes are 
  near, Itchcraw uses silent spells to keep them 
  from finding his location (or if possible, realizing he 
  exists). Itchcraw’s main purpose is to tie up the 
  party, but if necessary he attempts escape with 
  Leara. 
    
  Specific spell suggestions (not all spells are 
  available at all APLs!): 
  • 
  Bigby’s grasping hand – an excellent early 
  choice. Divine casters are avoided, as 
  they often have freedom of movement. 
  • 
  Enervation – cast at arcane casters that 
  are throwing higher level spells 
  • 
  Evard’s black tentacles – prefers to catch 
  at least three targets in the area 
  • 
  Forcecage – used to trap particularly 
  troublesome melee or ranged combatants, 
  but not casters. May also be used to wall 
  someone in with Leara so they can make 
  their escape. 
  • 
  Greater dispel magic – used if either a 
  well-buffed party member is causing 
  problems, or if a particularly effective spell 
  is cast. Note that at higher APL 12-16, 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 6 
  
  Arcane Mastery allows Itchcraw to take 10 
  on caster level checks. 
  • 
  Maze – excellent early choice for throwing 
  at a divine caster. Also good for hitting 
  sorcerers, but it can be hard to tell a 
  sorcerer from a wizard. 
  • 
  Solid fog – cast in front of entrances being 
  used by reinforcements 
  • 
  Teleport – used to escape, with Leara 
  (requires 
  that 
  she 
  be 
  petrified, 
  unconscious, or under some type of 
  charm or compulsion first, as it does not 
  work on an unwilling target) 
  • 
  Wall of stone – best used to block off 
  rogues or archers, as fighters can break 
  through it and casters can get around it 
  General Tactics – Rakeboil 
  Rakeboil would prefer not to be noticed during the 
  battle. He is the bagman, and it’s his mission to 
  grab Leara and whisk her away to the rendezvous. 
  His easiest path to that is to grab her after she’s 
  been petrified, but as a statue of Leara weighs in 
  at around 400 pounds, he may have to use shrink 
  item 
  first. 
  He 
  carries 
  several 
  charm 
  and 
  compulsion type spells to use if the retriever can’t 
  petrify her. If he’s not able to work towards 
  kidnapping Leara in a round, Rakeboil uses his 
  spells to help Itchcraw distract and baffle the party 
  if necessary. 
   
  Note that at APL 16, Rakeboil has greater 
  arcane sight active. This means he can see and 
  identify all active spell effects within 120 feet. He 
  passes on critical information to Itchcraw via their 
  telepathic bond. 
   
  Specific spell suggestions (not all spells are 
  available at all APLs!): 
  • 
  Charm 
  person, 
  dominate 
  person, 
  suggestion – if Leara is successfully 
  controlled via magic, she won’t resist 
  attempts to take her away via teleportation 
  magic. If Leara is already petrified, these 
  can be used to dispose of weak-willed (or 
  at 
  least 
  apparently 
  weak-willed) 
  adversaries 
  • 
  Confusion – cast on as many of the party 
  as possible, a good early choice 
  • 
  Deep slumber – something of a last resort, 
  but if Leara is asleep she can’t resist 
  teleportation magic 
  • 
  Dimension door – for escaping with Leara 
  • 
  Disintegrate – held in reserve in case a 
  wall of force or like spell needs to be 
  brought down 
  • 
  Major image – be creative with this spell. 
  Rakeboil’s willing to be spend some time 
  concentrating on it if it will keep his 
  enemies distracted 
  • 
  Mass hold person – an excellent early 
  choice, but saved until at least three 
  targets are in range 
  • 
  Plane shift – a last resort escape spell 
  • 
  Reciprocal gyre – if any target is a 
  veritable beacon of magic, Rakeboil will 
  use this to try to knock them out of the 
  fight. 
  • 
  Shrink item – for shrinking down a 
  petrified Leara to a small enough size to 
  dimension door or teleport away with 
  • 
  Tenser’s floating disk – this may turn out 
  to be the quasit’s only way to get Leara 
  away, so it is there as a “just in case” spell 
  • 
  Wall of force – will be used to wall non-
  spellcasters out of the combat as soon as 
  possible 
  The Guards and Household Staff 
  The household staff cowers in their rooms during 
  the battle, and most likely will not get involved. 
  The guards that are awake join the fray, 
  attempting to battle the retriever. Those who are 
  not awake grab weapon and shield and also rush 
  to the fray, without their armor. 
  The Escape 
  The means of escape for the abductors depends 
  largely on how the combat goes. Their preferred 
  means of escape is teleportation, followed by a 
  dimension door to a point distant from the Villa, 
  followed by plane shifting to the Abyss, and as a 
  last resort traveling overland (whether by flight or 
  foot). 
   
  The demons are to deliver Lady Leara and 
  deliver her to the basement of an abandoned 
  chapel of Saint Cuthbert, 9 miles west of the villa. 
  The interior of this location is protected by 
  Mordernkainen’s 
  private 
  sanctum 
  (blocking 
  divinations) and by a dimensional lock (preventing 
  planar travel).  This leaves the location protected 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 7 
  
  against any divination spells sort of a discern 
  location. 
   
  Once they arrived at the chapel (if they 
  teleported, they arrive just outside), they are met 
  after 10 minutes by a powerful cleric and wizard. 
  This pair revive Leara (if necessary), remove any 
  spells from her with greater dispel magic (up to 
  four castings available, caster level 16), and then 
  place her under a mind blank. The pair then step 
  into an unwarded room beneath the chapel, and 
  teleport way, at this point beyond reach of the 
  adventure. The demons return to the Abyss, and 
  all that remains is evidence that the chapel was 
  occupied by a pair of humans, and the traces of a 
  casting of a gate spell the previous day. 
   
  The party isn’t given a chance to engage the 
  cleric and wizard and combat – the most they’ll 
  see is a pair of shadowy figures, vanishing. 
  Conclusion 
  Conclusion - Failure 
  If the party failed to protect Leara, Lord Ellis is livid 
  upon their arrival at Leukish. He does not blame 
  them for their failure, but rather himself for not 
  assigning a more capable guard. He swears a 
  fierce oath of vengeance upon those responsible 
  for the abduction, and storms off to consult with 
  the wizards of the Honorable Arcane Defenders of 
  Leukish. Turning back, he directs his aide to pay 
  the party their due, and see them to the gates. 
  Conclusion - Success 
  Lord Ellis is understandably impressed when he 
  hears about the thwarting of the abduction. He 
  insists on hearing every detail, and pays the party 
  twice the promised sum. Once he has heard 
  enough, he asks the party to please depart, as he 
  has much to consider. 
  Treasure 
  Besides 
  the 
  payment 
  and 
  any 
  equipment 
  recovered from the quasits, the adamantine that 
  was used to lace the retriever’s claws can be 
  recovered after the battle – it was inexpertly 
  applied, and much of it shook loose. The 
  adamantine that remains can be used to make any 
  one adamantine weapon, or up to 50 pieces of 
  ammunition. 
   
  The End 
  Events Summary 
  Was Leara abducted? 
  Was she petrified? 
  Was she injured? 
  Did Itchcraw escape? 
  Did Rakeboil escape? 
  Did the retriever escape? 
  Were any of the demons killed? 
  Were any of the other NPCs killed? 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter One 
   
  APL10: 390 xp 
   
  APL12: 450 xp 
   
  APL14: 510 xp 
   
  APL16: 570 xp 
  Discretionary roleplaying award 
   
  APL10: 97 xp 
   
  APL12: 112 xp 
   
  APL14: 127 xp 
   
  APL16: 142 xp 
  Total possible experience: 
   
  APL10: 487 xp 
   
  APL12: 562 xp 
   
  APL14: 637 xp 
   
  APL16: 712 xp 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 8 
  
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Two:   
   
  APL 10: L: 2 gp; C: 83 gp; M: +1 cloak of 
  resistance (83 gp each), dust of disappearance (1 
  pinch) (292 gp each), +2 headband of intellect (x2) 
  (333 gp each), lesser rod of silence (x2) (250 gp 
  each), potion of owl’s wisdom (25 gp each), 
  arcane scroll of greater invisibility (58 gp each), 
  arcane scroll of knock (x2) (12 gp each), arcane 
  scroll of summon monster IV (x2) (58 gp each), 
  divine scroll of plane shift (194 gp). 
   
  APL 12: L: 2 gp; C: 83 gp; M: +1 cloak of 
  resistance (83 gp each), +2 cloak of resistance 
  (333 gp each), dust of disappearance (3 pinches) 
  (292 gp each), +2 headband of intellect (x2) (333 
  gp each), lesser rod of silence (250 gp each), 
  potion of owl’s wisdom (25 gp each), rod of silence 
  (917 gp each), +1 ring of protection (167 gp each), 
  arcane scroll of knock (x2) (12 gp each), divine 
  scroll of plane shift (194 gp). 
   
  APL 14: L: 2 gp; C: 83 gp; M: +1 cloak of 
  resistance (83 gp each), +2 cloak of resistance 
  (333 gp each), dust of disappearance (3 pinches) 
  (292 gp each), +2 headband of intellect (333 gp 
  each), +4 headband of intellect (1,333 gp each), 
  lesser rod of silence (250 gp each), potion of owl’s 
  wisdom (25 gp each), rod of extend (917 gp each), 
  rod of silence (917 gp each), +1 ring of protection 
  (167 gp each), arcane scroll of knock (x2) (12 gp 
  each), divine scroll of plane shift (194 gp). 
   
  APL 16: L: 2 gp; C: 333 gp; M: +2 cloak of 
  resistance 
  (x2) 
  (333 
  gp 
  each), 
  dust 
  of 
  disappearance (3 pinches) (292 gp each), +4 
  gloves of dexterity (1,333 gp each), +4 headband 
  of intellect (x2) (1,333 gp each), lesser rod of 
  silence (250 gp each), potion of owl’s wisdom (25 
  gp each), rod of extend (917 gp each), rod of 
  silence (917 gp each), +1 ring of protection (167 
  gp each), arcane scroll of knock (x2) (12 gp each), 
  divine scroll of plane shift (194 gp). 
  Total Possible Treasure: 
   
  APL 10: L: 2 gp; C: 83 gp; M: 1,958 gp  - 
  Total: 1150 gp 
   
  APL 12: L: 2 gp; C: 83 gp; M: 3,535 gp  - 
  Total: 1650 gp 
   
  APL 14: L: 2 gp; C: 83 gp; M: 5,452 gp  - 
  Total: 3300 gp 
   
  APL 16: L: 52 gp; C: 333 gp; M: 8,035 gp  - 
  Total: 4950 gp 
  Special 
  Favor of Ellis Lorinar:: Ellis Lorinar is grateful for 
  the successful protection of his fiancée, Lady 
  Leara Tarnel. 
  The PC may void this favor to convert any item on 
  any Duchy of Urnst adventure AR to regional 
  availability. The PC may not convert items which 
  the PC did not gain access. 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 9 
  
  Until this favor is expended, the character is 
  deemed to have an Influence Point for the 
  purposes of joining meta-orgs in the Duchy of 
  Urnst. 
  This character backed the faction of (check 
  one):  ___Ellis 
  ___Jolen
   
  ___Other________ 
  Faction Membership Consequences:: You gain 
  a +2 bonus on social interactions with groups 
  friendly to your own faction and a -4 penalty on 
  social interactions with groups that backed the 
  opposing faction. 
  Check if appropriate once canon results have 
  been obtained (early 2006): 
  ___Backed the Winning Faction:: The new 
  Regent is grateful for your aid in convincing 
  enough unaligned members of the Honorable 
  Chamber to join his faction. This favor provides 
  free rich lifestyle during Duchy of Urnst regional 
  adventures during CY596 and counts as a Ducal 
  favor once during each Duchy of Urnst regional 
  adventure during CY596. 
  Items for the Adventure 
  Record 
  NOTE TO JUDGES: the access assumes 
  participation in the LARP portion allows 
  adventurers access to all items for their APL at 
  all tables.  The rationale is that items “sold” by 
  other 
  tables 
  (including 
  NPCs) 
  could 
  be 
  purchased by other PCs.  Characters should 
  not have access crossed off based on failure 
  to find items during their specific adventure. 
  Item Access 
  APL 2: 
   
  wand of disguise self, (Adventure, DMG, 750 
  gp) 
   
  wand of magic missiles, (caster lvl 3), 
  (Adventure, DMG, 2,250 gp) 
  APL 4 (all of APL 2 plus the following): 
   
  +1 undead bane heavy flail (Adventure, DMG, 
  8,315 gp) 
   
  javelin of lightning (max of two) (Adventure, 
  DMG, 1,500 gp) 
  APL 6 (all of APLs 2--4 plus the following): 
   
  +1 ghost touch bastard sword (Adventure, 
  DMG, 8,335 gp) 
   
  rhino hide armor (Adventure, DMG, 5,165 gp) 
  APL 8 (all of APLs 2--6 plus the following): 
   
  dust of disappearance - (Adventure; DMG; 
  3,500 gp) 
   
  +1 blinding heavy steel shield (Adventure, 
  DMG, 4,170 gp) 
   
  +2 flaming longsword (Adventure, DMG, 
  18,315 gp) 
   
  ring of invisibility (Adventure; DMG; 20,000 
  gp) 
  APL 10 (all of APLs 2--8 plus the following): 
   
  lesser rod of silence - (Adventure; DMG; 3,000 
  gp) 
   
  ring of blinking (Adventure; DMG; 27,000 gp) 
   
  adamantine weapon (any one weapon or 50 
  pieces of ammunition from the PHB) (Adventure, 
  DMG, varies) 
  APL 12 (all of APLs 2--10 plus the following): 
   
  rod of silence - (Adventure; DMG; 11,000 gp) 
   
  ring of shooting stars (Adventure; DMG; 
  50,000 gp) 
  APLs 14 and 16 (all of APLs 2--12 plus the following): 
   
  rod of extend - (Adventure; DMG; 11,000 gp) 
   
  bracers of armor +5 (Adventure; DMG; 25,000 
  gp) 
   
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 10 
  
  Appendix I – Allies
  Lady Leara Tarnel: Female Suel Aristocrat 
  5/Marshall 1; CR 5; Medium Humanoid 
  (Human); HD 6d8+6; hp 39; Init +0; Spd 30 ft.; 
  AC 16, touch 11, flat-footed 16; BAB +3; Grp 
  +4;  Atk: +5 melee (1d6+2/18-20, +1 rapier); 
  Full Atk: +5 melee (1d6+1, rapier); AL LG; SQ 
  Marshall auras; SV Fort +4, Ref +1, Will +7; 
  Str 12, Dex 10, Con 12, Int 15, Wis 13, Cha 
  14. 
   
  Languages: 
  Baklunish, 
  Common, 
  Dwarven, Elven, Oeridian, Rhopan, Suloise.  
   
  Skills 
  and 
  Feats: 
  Diplomacy 
  +14, 
  Knowledge (Geography) +10, Knowledge 
  (History) 
  +14, 
  Knowledge 
  (Local) 
  +11, 
  Knowledge (Nobility) +8, Perform (Oratory) 
  +10, Ride +4, Sense Motive +2, Survival +5; 
  Combat 
  Expertise, 
  Improved 
  Disarm, 
  Leadership, Skill Focus: Diplomacy), Skill 
  Focus: Knowledge (History). 
   
  Aura (Ex): Lady Leara has one minor 
  aura, art of war (adds her Charisma bonus to 
  disarm, trip, bull rush, and sunder attempts). 
  Projecting this aura is a swift action, and it can 
  be active continuously, even before combat 
  begins. 
  It 
  remains 
  in 
  effect 
  until 
  she 
  deactivates it as a free action. It is a 
  circumstance bonus that does not stack with 
  other marshal bonuses. 
   
  Activating an aura involves haranguing, 
  ordering, directing, encouraging, cajoling, or 
  calming allies. A marshal sizes up the enemy, 
  allies, and the terrain, then gives allies the 
  direction that they can use to do their best. 
   
  The art of war aura affects all allies within 
  60 feet (including herself) who can hear the 
  marshal. An ally must have an Intelligence 
  score of 3 or higher and be able to understand 
  the marshal’s language to gain the bonus. A 
  marshal’s aura is dismissed if she is dazed, 
  unconscious, stunned, paralyzed, or otherwise 
  unable to be heard or understood by her 
  allies. 
   
  Possessions: Explorer’s outfit, +1 mithril 
  chain shirt, +1 rapier, signet ring of House 
  Tarnel, silver holy symbol of Pelor, leather 
  satchel, military history books, +1 ring of 
  protection. 
   
  Lady Leara favors earth tones in her 
  traveling dress, often selecting brown or grey. 
  She prefers to save fancy dress for formal 
  functions, and is rarely seen unarmed. Her 
  cheekbones have a light dressing of freckles, 
  and her eyes are pale violet. Her blonde hair 
  has faint hints of red, and is generally tied 
  back behind her head in a tight bun. 
   
  Leara is fascinated by military history, and 
  will quiz the party about their exploits, 
  particularly where they involve Lord Ellis 
  Lorinar. 
  Leara’s Guards: Human Ftr4; CR 4; Medium 
  humanoid (human); HD 4d10+12; hp 38; Init 
  +4; Spd 20 ft.; AC 21, touch 10, flat-footed 21; 
  BAB +4; Grp +6; Atk or Full Atk +8 melee 
  (1d8+4/19-20, masterwork longsword) or +4 
  ranged (1d6+2, javelin); AL LN; SV Fort +7, 
  Ref +3, Will +4; Str 14, Dex 10, Con 16, Int 8, 
  Wis 12, Cha 13. 
   
  Skills and Feats: Diplomacy +4, Handle 
  Animal 
  +2, 
  Intimidate 
  +8; 
  Endurance, 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Lightning 
  Reflexes, Weapon Focus and Specialization 
  (longsword). 
   
  Possessions: 
  Masterwork 
  full 
  plate, 
  masterwork heavy steel shield, masterwork 
  longsword, masterwork lance, 2 javelins, 
  dagger. 
  Servants and Staff: Human Com2 or Exp 2; 
  CR 2; HD 2d4 or 2d6; hp 5 or 7; Init +0; Spd 
  30 ft.; AC 10, touch 10, flat-footed 10; BAB +1; 
  Grp +1; Atk or Full Atk +1 melee (1d4/19-20, 
  dagger); AL N, NG, LN or LG; SV Fort +0, Ref 
  +0, Will +0 or +2; Str 10, Dex 10, Con 10, Int 
  11, Wis 11, Cha 11.  
   
  Skills and Feats: Varies, but not relevant 
  to combat. 
   
  Servants: Groom, page (commoners); 
  herald, minstrel, scribe, lady in waiting 
  (experts). 
   
  Villa staff: 2 maids, cook, groundskeeper 
  (commoners); butler, steward (experts).  
  Villa Guards: Human War4; CR 3; Medium 
  humanoid (human); HD 4d8+4; hp 22; Init +0; 
  Spd 20 ft.; AC 19, touch 10, flat-footed 19; 
  BAB +4; Grp +6; Atk or Full Atk +7 melee 
  (1d10+3/x3, 
  masterwork 
  halberd) 
  or 
  +4 
  ranged (1d10/19-20, heavy crossbow); AL LN; 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 11 
  
  SV Fort +5, Ref +1, Will +0; Str 14, Dex 10, 
  Con 12, Int 8, Wis 12, Cha 9. 
   
  Skills and Feats: Diplomacy +2, Handle 
  Animal +0, Listen +3, Spot +6; Alertness, 
  Weapon Focus (halberd). 
   
  Possessions: 
  Masterwork 
  full 
  plate,, 
  masterwork 
  halberd, 
  masterwork 
  lance, 
  longsword, heavy crossbow, 20 bolts, dagger. 
   
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 12 
  
  Appendix II - Enemies
  APL 10 
  Buffing 
  These spells have been precast, and are 
  already included in the stat blocks below. 
  Retriever: bull’s strength (8th), mage armor 
  (8th), protection from good (8th), resist energy 
  (8th, fire) 
  Itchcraw: false life (12th, roll 1d10+10 for 
  total), mage armor (12th), protection from good 
  (12th), Rary’s telepathic bond (12th), see 
  invisibility (12th), shield (12th) 
  Rakeboil: anticipate teleportation (8th), arcane 
  eye (8th), bull’s strength (8th), clairovoyance 
  (8th), mage armor (8th), Rary’s telepathic bond 
  (12th), see invisibility (8th) 
  The Foes 
  Retreiver: hp 135. As the retriever in the MM, 
  except: AC 25 (touch 11, flat-footed 22), Atk 
  +17 melee, 2d6+12 damage, Str 31 (35), and 
  SA Adamantine claws. 
   
  Adamatine claws: The claws of this 
  retriever are sheathed in adamantine. They 
  act as adamantine weapons in regards to 
  overcoming hardness or DR. 
  Itchcraw, quasit conjurer: Quasit Con9; CR 
  10; Tiny outsider (chaotic, extraplanar, evil); 
  HD 3d8+9d4+24; hp 63; Init +8; Spd 20 ft., fly 
  50 ft. (perfect); AC 27, touch 16, flat-footed 23; 
  BAB +7; Grp -2; Atk +13 melee (1d3-1 plus 
  poison, claw); Full Atk +13 melee (1d3-1 plus 
  poison, 2 claws) and +8 melee (1d4-1, bite); 
  Space/Reach 2 ½ ft./0 ft.; SA Poison, spell-like 
  abilities; SQ Alternate form, damage reduction 
  5/cold iron or good, darkvision 60 ft., fast 
  healing 2, immunity to poison, resistance to 
  fire 10;  AL CE;  SV Fort +8, Ref +10, Will +9; 
  Str 8, Dex 19, Con 14, Int 18 (20), Wis 10, 
  Cha 12. 
   
  Skills and Feats: Concentration +17, Hide 
  +18, Knowledge (arcana) +16, Knowledge 
  (nobility) 
  +14, 
  Knowledge 
  (planes) 
  +20, 
  Knowledge (religion) +10, Listen +6, Move 
  Silently +10, Search +11, Spellcraft +22, Spot 
  +6;  Augment Summoning, Improved Initiative, 
  Practiced Spellcaster, Scribe Scroll, Spell 
  Focus (Conjuration), Sudden Silent, Weapon 
  Finesse. 
   
  Languages: Abyssal, Celestial, Common, 
  Ignan, Infernal, Suloise, Terran. 
   
  Poison (Ex): Injury, Fortitude DC 15, 
  initial damage 1d4 Dex, secondary damage 
  2d4 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. 
   
  Spell-like Abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day 
  – cause fear (as the spell, except that its area 
  is a 30-foot radius from the quasit, save DC 
  12). Caster level 6th. The save DCs are 
  Charisma-based. Once per week a quasit can 
  use commune to ask six questions. The ability 
  otherwise works as the spell (caster level 
  12th). This quasit has already used commune 
  for this week. 
   
  Alternate Form (Su): A quasit can 
  assume other forms at will as a standard 
  action. This ability functions as a polymorph 
  spell cast on itself (caster level 12th), except 
  that a quasit does not regain hit points for 
  changing form, and any individual quasit can 
  only assume one or two forms no larger than 
  Medium. This quasit can assume the form of a 
  wolf or a raven. 
   
  Spells prepared (5/7/6/5/4/3, caster level 
  12, save DC = 15 + spell level, 16 + spell level 
  for Conjurations):  0 – acid splash*, mage 
  hand, message, open/close, prestidigitation; 
  1st – grease*, mage armor*, obscuring mist*, 
  protection from good, ray of enfeeblement, 
  shield; 2nd level – false life, glitterdust*, knock, 
  see invisibility, summon monster II, web; 3rd 
  level –  dispel magic, haste, stinking cloud*, 
  summon monster III* (2); 4th – enervation, 
  Evard’s black tentacles*, solid fog*, summon 
  monster IV*; 5th – Rary’s telepathic bond, 
  summon monster V*, teleport*. 
   
  * 
  Conjuration. 
  Specialty 
  school 
  Conjuration, barred schools Enchantment and 
  Evocation. 
   
  Possessions:  +2 headband of intellect, 
  lesser rod of silence, dust of disappearance (1 
  pinch), arcane scroll of summon monster IV 
  (2), 2 arcane scrolls of knock, 2 spell 
  component pouches. 
  Rakeboil, quasit diviner: Quasit Diviner 
  5/Loremaster 3, CR 9; Tiny outsider (chaotic, 
  extraplanar, evil); HD 3d8+8d4+11; hp 48; Init 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 13 
  
  +5; Spd 20 ft., fly 50 ft. (perfect); AC 28, touch 
  17, flat-footed 23; BAB +6; Grp -3; Atk +13 
  melee (1d3-1 plus poison, claw); Full Atk +13 
  melee (1d3-1 plus poison, 2 claws) and +8 
  melee (1d4-1, bite); Space/Reach 2 ½ ft./0 ft.; 
  SA Poison, spell-like abilities; SQ Alternate 
  form, damage reduction 5/cold iron or good, 
  darkvision 60 ft., fast healing 2, immunity to 
  poison, lore, lore of true stamina, resistance to 
  fire 10, secret knowledge of avoidance;  AL 
  CE;  SV Fort +9, Ref +13, Will +12; Str 8, Dex 
  20, Con 12, Int 17 (19), Wis 13, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +9, 
  Decipher Script +9, Hide +19, Knowledge 
  (arcana) 
  +18, 
  Knowledge 
  (history) 
  +21, 
  Knowledge (nobility) +10, Knowledge (planes) 
  +18, Knowledge (religion) +10, Move Silently 
  +11, Spellcraft +21, Spot +7, Use Magic 
  Device +11 (+15 for scrolls); Scribe Scroll, 
  Skill Focus: Knowledge (history), Silent Spell, 
  Sudden Silent, Weapon Finesse. 
   
  Languages: Abyssal, Common, Draconic, 
  Suloise. 
   
  Poison (Ex): Injury, Fortitude DC 14, 
  initial damage 1d4 Dex, secondary damage 
  2d4 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. 
   
  Spell-like Abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day 
  – cause fear (as the spell, except that its area 
  is a 30-foot radius from the quasit, save DC 
  12). Caster level 6th. The save DCs are 
  Charisma-based. Once per week a quasit can 
  use commune to ask six questions. The ability 
  otherwise works as the spell (caster level 
  12th). This quasit has already used commune 
  for this week. 
   
  Alternate Form (Su): A quasit can 
  assume other forms at will as a standard 
  action. This ability functions as a polymorph 
  spell cast on itself (caster level 12th), except 
  that a quasit does not regain hit points for 
  changing form, and any individual quasit can 
  only assume one or two forms no larger than 
  Medium. This quasit can assume the form of a 
  spider or a goblin. 
   
  Lore (Ex): As bardic lore, total bonus is 
  +9. 
   
  Spells prepared (5/6/5/5/4, caster level 8, 
  save DC = 14 + spell level):  0 – mage hand, 
  message, open/close, prestidigitation, read 
  magic*; 1st –  detect secret doors*, mage 
  armor 
  (2, 
  both 
  cast), 
  obscuring 
  mist, 
  protection from good, shield; 2nd level – bull’s 
  strength (2, both cast), resist energy, see 
  invisibility*, 
  silent 
  charm 
  person; 
  3rd 
  – 
  clairaudience / clairovoyance, dispel magic, 
  major image, shrink item, suggestion; 4th – 
  anticipate 
  teleportation, 
  arcane 
  eye*, 
  dimension door, greater invisibility. 
   
  * Divination. Specialty school Divination, 
  barred school Necromancy. 
   
  Possessions:  +1 cloak of resistance, +2 
  headband of intellect, lesser rod of silence, 
  potion of owl’s wisdom, divine scroll of plane 
  shift, arcane scroll of greater invisibility, 2 spell 
  component pouches, platinum hourglass for 
  anticipate teleportation (value 500 gp). 
  APL 12 
  Buffing 
  These spells have been precast, and are 
  already included in the stat blocks below. 
  Retriever: bull’s strength (10th), mage armor 
  (10th), protection from good (10th), resist 
  energy (10th, fire) 
  Itchcraw: false life (15th, roll 1d10+10 for 
  total), mage armor (15th), protection from good 
  (15th), Rary’s telepathic bond (10th), see 
  invisibility (15th), shield (15th) 
  Rakeboil: 
  anticipate 
  teleportation 
  (10th), 
  arcane eye (10th), bull’s strength (10th), 
  clairovoyance (10th), cat’s grace (10th), mage 
  armor (10th), Rary’s telepathic bond (10th), see 
  invisibility (10th) 
  The Foes 
  Retriever, advanced 14 HD: CR 12; Huge 
  construct (extraplanar); HD 14d10+80; hp 
  157; Init +4; Spd 50 ft.; AC 26, touch 12, flat-
  footed 22; BAB +10; Grp +30; Atk +20 melee 
  (2d6+12, claw) and +12 ranged touch (eye 
  ray); Full Atk +20 melee (2d6+12, 4 claws) 
  and +12 ranged touch (eye ray); Space/Reach 
  15 ft./10 ft.; SA Adamantine claws, eye rays, 
  find target, improved grab; SQ Construct 
  traits, darkvision 60 ft., fast healing 5, low-light 
  vision; AL CE; SV Fort +4, Ref +8, Will +4; Str 
  31 (35), Dex 18, Con –, Int –, Wis 11, Cha 1. 
   
  Adamatine claws: The claws of this 
  retriever are sheathed in adamantine. They 
  act as adamantine weapons in regards to 
  overcoming hardness or DR. 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 14 
  
  Eye Rays (Su): A retriever’s eyes can 
  produce four different magical rays with a 
  range of 100 feet. Each round, it can fire one 
  ray as a free action. A particular ray is usable 
  only once every 4 rounds. A retriever can fire 
  an eye ray in the same round that it makes 
  physical attacks. The save DC for all rays is 
  21. The save DC is Dexterity-based. 
  The four eye effects are: 
  Fire: Deals 12d6 points of fire damage to the 
  target (Reflex half ). 
  Cold: Deals 12d6 points of cold damage to the 
  target (Reflex half ). 
  Electricity: Deals 12d6 points of electricity 
  damage to the target (Reflex half ). 
  Petrification: The target must succeed on a 
  Fortitude save or turn to stone permanently. 
  Find Target (Sp): When ordered to 
  find an item or a creature, a retriever does so 
  unerringly, as though guided by discern 
  location. The being giving the order must have 
  seen (or must have an item belonging to) the 
  creature to be found, or must have touched 
  the object to be located. This ability is the 
  equivalent of an 8th-level spell. 
  Improved Grab (Ex): To use this 
  ability, a retriever must hit with its bite 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 grips the opponent fast 
  in its mouth. This is the method by which it 
  usually “retrieves” things. 
  Itchcraw, quasit conjurer: Quasit Con12; CR 
  13; Tiny outsider (chaotic, extraplanar, evil); 
  HD 3d8+12d4+30; hp 77; Init +8; Spd 20 ft., fly 
  50 ft. (perfect); AC 28, touch 17, flat-footed 24; 
  BAB +9; Grp +0; Atk +15 melee (1d3-1 plus 
  poison, claw); Full Atk +15 melee (1d3-1 plus 
  poison, 2 claws) and +10 melee (1d4-1, bite); 
  Space/Reach 2 ½ ft./0 ft.; SA Poison, spell-like 
  abilities; SQ Alternate form, damage reduction 
  5/cold iron or good, darkvision 60 ft., fast 
  healing 2, immunity to poison, resistance to 
  fire 10;  AL CE;  SV Fort +10, Ref +12, Will 
  +12; Str 8, Dex 19, Con 14, Int 18 (20), Wis 
  10, Cha 12. 
   
  Skills and Feats: Concentration +20, Hide 
  +18, Knowledge (arcana) +21, Knowledge 
  (nobility) 
  +17, 
  Knowledge 
  (planes) 
  +23, 
  Knowledge (religion) +12, Listen +6, Move 
  Silently +10, Search +11, Spellcraft +25, Spot 
  +6;  Arcane Mastery, Augment Summoning, 
  Improved Initiative, Practiced Spellcaster, 
  Scribe Scroll, Spell Focus (Conjuration), 
  Sudden Silent, Weapon Finesse. 
   
  Languages: Abyssal, Celestial, Common, 
  Ignan, Infernal, Suloise, Terran. 
   
  Poison (Ex): Injury, Fortitude DC 15, 
  initial damage 1d4 Dex, secondary damage 
  2d4 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. 
   
  Spell-like Abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day 
  – cause fear (as the spell, except that its area 
  is a 30-foot radius from the quasit, save DC 
  12). Caster level 6th. The save DCs are 
  Charisma-based. Once per week a quasit can 
  use commune to ask six questions. The ability 
  otherwise works as the spell (caster level 
  12th). This quasit has already used commune 
  for this week. 
   
  Alternate Form (Su): A quasit can 
  assume other forms at will as a standard 
  action. This ability functions as a polymorph 
  spell cast on itself (caster level 12th), except 
  that a quasit does not regain hit points for 
  changing form, and any individual quasit can 
  only assume one or two forms no larger than 
  Medium. This quasit can assume the form of a 
  wolf or a raven. 
   
  Spells prepared (5/7/6/6/5/5/3, caster level 
  15, save DC = 15 + spell level, 16 + spell level 
  for Conjurations):  0 – acid splash*, mage 
  hand, message, open/close, prestidigitation; 
  1st – grease*, mage armor*, obscuring mist*, 
  protection from good, ray of enfeeblement, 
  shield; 2nd level – false life, glitterdust*, knock, 
  see invisibility, summon monster II, web; 3rd 
  level –  dispel magic, haste, shrink item, 
  stinking cloud*, summon monster III* (2); 4th – 
  enervation, Evard’s black tentacles*, solid 
  fog*, summon monster IV* (2); 5th – passwall, 
  summon monster V* (2), teleport*, wall of 
  stone*; 6th – acid fog*, greater dispel magic, 
  summon monster VI* (2). 
   
  * 
  Conjuration. 
  Specialty 
  school 
  Conjuration, barred schools Enchantment and 
  Evocation. 
   
  Possessions:  +2 headband of intellect, 
  rod of silence, dust of disappearance (2 
  pinches), +1 ring of protection, +1 cloak of 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 15 
  
  resistance, 2 arcane scrolls of knock, 2 spell 
  component pouches. 
  Rakeboil, quasit diviner: Quasit Diviner 
  5/Loremaster 5, CR 11; Tiny outsider (chaotic, 
  extraplanar, evil); HD 3d8+10d4+13; hp 56; 
  Init +7; Spd 20 ft., fly 50 ft. (perfect); AC 31, 
  touch 20, flat-footed 23; BAB +7; Grp +0; Atk 
  +16 melee (1d3-1 plus poison, claw); Full Atk 
  +16 melee (1d3-1 plus poison, 2 claws) and 
  +11 melee (1d4-1, bite); Space/Reach 2 ½ 
  ft./0 ft.; SA Poison, spell-like abilities; SQ 
  Alternate form, damage reduction 5/cold iron 
  or good, darkvision 60 ft., dodge trick, fast 
  healing 2, immunity to poison, lore, lore of true 
  stamina, 
  resistance 
  to 
  fire 
  10, 
  secret 
  knowledge of avoidance;  AL CE;  SV Fort 
  +10, Ref +16, Will +14; Str 8 (12), Dex 20 
  (24), Con 12, Int 18 (20), Wis 13, Cha 8. Skills 
  and Feats: Concentration +10, Decipher Script 
  +13, Hide +21, Knowledge (arcana) +21, 
  Knowledge (history) +24, Knowledge (nobility) 
  +11, Knowledge (planes) +21, Knowledge 
  (religion) +11, Move Silently +13, Spellcraft 
  +23, Spot +7, Use Magic Device +15 (+21 for 
  scrolls); Practiced Spellcaster, Scribe Scroll, 
  Silent Spell, Skill Focus: Knowledge (history), 
  Sudden Silent, Weapon Finesse. 
   
  Languages: Abyssal, Baklunish, Common, 
  Draconic, Suloise. 
   
  Poison (Ex): Injury, Fortitude DC 14, 
  initial damage 1d4 Dex, secondary damage 
  2d4 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. 
   
  Spell-like Abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day 
  – cause fear (as the spell, except that its area 
  is a 30-foot radius from the quasit, save DC 
  12). Caster level 6th. The save DCs are 
  Charisma-based. Once per week a quasit can 
  use commune to ask six questions. The ability 
  otherwise works as the spell (caster level 
  12th). This quasit has already used commune 
  for this week. 
   
  Alternate Form (Su): A quasit can 
  assume other forms at will as a standard 
  action. This ability functions as a polymorph 
  spell cast on itself (caster level 12th), except 
  that a quasit does not regain hit points for 
  changing form, and any individual quasit can 
  only assume one or two forms no larger than 
  Medium. This quasit can assume the form of a 
  spider or a goblin. 
   
  Lore (Ex): As bardic lore, total bonus is 
  +12. 
   
  Spells prepared (5/7/6/5/5/4, caster level 
  13, save DC = 15 + spell level):  0 – mage 
  hand, message, open/close, prestidigitation, 
  read magic*; 1st – detect secret doors*, mage 
  armor 
  (2, 
  both 
  cast), 
  obscuring 
  mist, 
  protection from good, shield, Tenser’s floating 
  disk; 2nd level – bull’s strength (2, both cast), 
  cat’s grace, resist energy, see invisibility*, 
  silent charm person; 3rd – clairaudience / 
  clairovoyance, dispel magic, major image, 
  shrink item, suggestion; 4th – anticipate 
  teleportation, arcane eye*, greater invisibility, 
  silent shrink item, stone shape; 5th – Rary’s 
  telepathic bond, silent dimension door, silent 
  dominate person, wall of force. 
   
  * Divination. Specialty school Divination, 
  barred school Necromancy. 
   
  Possessions:  +2 cloak of resistance, +2 
  headband of intellect, lesser rod of silence, 
  potion of owl’s wisdom, dust of disappearance 
  (1 pinch), divine scroll of plane shift, 2 spell 
  component pouches, platinum hourglass for 
  anticipate teleportation (value 500 gp). 
  APL 14 
  Buffing 
  These spells have been precast, and are 
  already included in the stat blocks below. 
  Retriever: bull’s strength (15th), mage armor 
  (15th), protection from good (15th), resist 
  energy (15th, fire) 
  Itchcraw:  bear’s endurance, false life (16th, 
  roll 1d10+10 for total), mage armor (16th), 
  protection from good (16th), Rary’s telepathic 
  bond (15th), see invisibility (16th), shield (16th) 
  Rakeboil: 
  anticipate 
  teleportation 
  (15th), 
  arcane eye (15th), bull’s strength (15th), 
  clairovoyance (15th), cat’s grace (15th), mage 
  armor (15th), Rary’s telepathic bond (15th), see 
  invisibility (15th), true seeing (15th) 
  The Foes 
  Retriever, 
  advanced 
  22 
  HD: 
  CR 
  15; 
  Gargantuan 
  construct 
  (extraplanar); 
  HD 
  22d10+100; hp 221; Init +4; Spd 50 ft.; AC 28, 
  touch 10, flat-footed 24; BAB +16; Grp +45; 
  Atk +29 melee (3d6+17, claw) and +16 ranged 
  touch (eye ray); Full Atk +29 melee (3d6+17, 4 
  claws) and +16 ranged touch (eye ray); 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 16 
  
  Space/Reach 20 ft./15 ft.; SA Adadmantine 
  claws, eye rays, find target, improved grab; 
  SQ Construct traits, darkvision 60 ft., fast 
  healing 5, low-light vision;  AL CE; SV Fort +7, 
  Ref +11, Will +7; Str 41 (45), Dex 18, Con –, 
  Int –, Wis 11, Cha 1. 
   
   
  Adamatine claws: The claws of this 
  retriever are sheathed in adamantine. They 
  act as adamantine weapons in regards to 
  overcoming hardness or DR. 
  Eye Rays (Su): A retriever’s eyes can 
  produce four different magical rays with a 
  range of 100 feet. Each round, it can fire one 
  ray as a free action. A particular ray is usable 
  only once every 4 rounds. A retriever can fire 
  an eye ray in the same round that it makes 
  physical attacks. The save DC for all rays is 
  25. The save DC is Dexterity-based. 
  The four eye effects are: 
  Fire: Deals 12d6 points of fire damage to the 
  target (Reflex half ). 
  Cold: Deals 12d6 points of cold damage to the 
  target (Reflex half ). 
  Electricity: Deals 12d6 points of electricity 
  damage to the target (Reflex half ). 
  Petrification: The target must succeed on a 
  Fortitude save or turn to stone permanently. 
  Find Target (Sp): When ordered to 
  find an item or a creature, a retriever does so 
  unerringly, as though guided by discern 
  location. The being giving the order must have 
  seen (or must have an item belonging to) the 
  creature to be found, or must have touched 
  the object to be located. This ability is the 
  equivalent of an 8th-level spell. 
  Improved Grab (Ex): To use this 
  ability, a retriever must hit with its bite 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 grips the opponent fast 
  in its mouth. This is the method by which it 
  usually “retrieves” things. 
  Itchcraw, quasit conjurer: Quasit Con13; CR 
  14; Tiny outsider (chaotic, extraplanar, evil); 
  HD 3d8+13d4+64; hp 113; Init +8; Spd 20 ft., 
  fly 50 ft. (perfect); AC 28, touch 17, flat-footed 
  24; BAB +9; Grp +0; Atk +13 melee (1d3-1 
  plus poison, claw); Full Atk +13 melee (1d3-1 
  plus poison, 2 claws) and +8 melee (1d4-1, 
  bite); Space/Reach 2 ½ ft./0 ft.; SA Poison, 
  spell-like abilities; SQ Alternate form, damage 
  reduction 5/cold iron or good, darkvision 60 ft., 
  fast healing 2, immunity to poison, resistance 
  to fire 10;  AL CE;  SV Fort +12, Ref +12, Will 
  +12; Str 8, Dex 19, Con 14 (18), Int 19 (23), 
  Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +23, Hide 
  +18, Knowledge (arcana) +22, Knowledge 
  (nobility) 
  +18, 
  Knowledge 
  (planes) 
  +24, 
  Knowledge (religion) +12, Listen +6, Move 
  Silently +10, Search +11, Spellcraft +26, Spot 
  +6;  Arcane Mastery, Augment Summoning, 
  Improved Initiative, Practiced Spellcaster, 
  Scribe Scroll, Spell Focus (Conjuration), 
  Sudden Silent, Weapon Finesse. 
   
  Languages: Abyssal, Celestial, Common, 
  Ignan, Infernal, Suloise, Terran. 
   
  Poison (Ex): Injury, Fortitude DC 15, 
  initial damage 1d4 Dex, secondary damage 
  2d4 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. 
   
  Spell-like Abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day 
  – cause fear (as the spell, except that its area 
  is a 30-foot radius from the quasit, save DC 
  12). Caster level 6th. The save DCs are 
  Charisma-based. Once per week a quasit can 
  use commune to ask six questions. The ability 
  otherwise works as the spell (caster level 
  12th). This quasit has already used commune 
  for this week. 
   
  Alternate Form (Su): A quasit can 
  assume other forms at will as a standard 
  action. This ability functions as a polymorph 
  spell cast on itself (caster level 12th), except 
  that a quasit does not regain hit points for 
  changing form, and any individual quasit can 
  only assume one or two forms no larger than 
  Medium. This quasit can assume the form of a 
  wolf or a raven. 
   
  Spells prepared (5/7/7/6/6/5/4/2, caster 
  level 16, save DC = 16 + spell level, 17 + spell 
  level for Conjurations):  0 – acid splash*, 
  mage 
  hand, 
  message, 
  open/close, 
  prestidigitation; 1st – grease*, mage armor*, 
  obscuring mist*, protection from good, ray of 
  enfeeblement, shield; 2nd level – bear’s 
  endurance, false life, glitterdust*, knock, see 
  invisibility, summon monster II, web; 3rd level – 
   dispel magic, haste, shrink item, stinking 
  cloud*, summon monster III* (2); 4th – 
  enervation (2), Evard’s black tentacles*, solid 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 17 
  
  fog*,  summon monster IV* (2); 5th – summon 
  monster V* (2), teleport*, transmute rock to 
  mud, wall of stone*; 6th – acid fog*, greater 
  dispel magic (2), summon monster VI*; 7th – 
  Bigby’s grasping hand, summon monster VII*. 
   
  * 
  Conjuration. 
  Specialty 
  school 
  Conjuration, barred schools Enchantment and 
  Evocation. 
   
  Possessions:  +4 headband of intellect, 
  rod of silence, dust of disappearance (2 
  pinches), +1 ring of protection, +1 cloak of 
  protection, 2 arcane scrolls of knock, 2 spell 
  component pouches. 
  Rakeboil, quasit diviner: Quasit Diviner 
  5/Loremaster 7, CR 13; Tiny outsider (chaotic, 
  extraplanar, evil); HD 3d8+12d4+15; hp 63; 
  Init +7; Spd 20 ft., fly 50 ft. (perfect); AC 31, 
  touch 20, flat-footed 23; BAB +8; Grp +1; Atk 
  +17 melee (1d3-1 plus poison, claw); Full Atk 
  +17 melee (1d3-1 plus poison, 2 claws) and 
  +12 melee (1d4-1, bite); Space/Reach 2 ½ 
  ft./0 ft.; SA Poison, spell-like abilities; SQ 
  Alternate form, damage reduction 5/cold iron 
  or good, darkvision 60 ft., dodge trick, fast 
  healing 2, greater lore, immunity to poison, 
  lore, lore of true stamina, resistance to fire 10, 
  secret knowledge of avoidance, secrets of 
  inner strength;  AL CE;  SV Fort +11, Ref +17, 
  Will +17; Str 8 (12), Dex 20 (24), Con 12, Int 
  18 (20), Wis 13, Cha 8. 
  Skills and Feats: Concentration +12, 
  Decipher Script +17, Hide +21, Knowledge 
  (arcana) 
  +23, 
  Knowledge 
  (history) 
  +26, 
  Knowledge (nobility) +11, Knowledge (planes) 
  +23, Knowledge (religion) +11, Move Silently 
  +13, Spellcraft +25, Spot +7, Use Magic 
  Device +17 (+23 for scrolls); Heighten Spell, 
  Practiced Spellcaster, Scribe Scroll, Silent 
  Spell, 
  Skill 
  Focus: 
  Knowledge 
  (history), 
  Sudden Silent, Weapon Finesse. 
   
  Languages: Abyssal, Baklunish, Common, 
  Draconic, Suloise. 
   
  Poison (Ex): Injury, Fortitude DC 14, 
  initial damage 1d4 Dex, secondary damage 
  2d4 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. 
   
  Spell-like Abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day 
  – cause fear (as the spell, except that its area 
  is a 30-foot radius from the quasit, save DC 
  12). Caster level 6th. The save DCs are 
  Charisma-based. Once per week a quasit can 
  use commune to ask six questions. The ability 
  otherwise works as the spell (caster level 
  12th). This quasit has already used commune 
  for this week. 
   
  Alternate Form (Su): A quasit can 
  assume other forms at will as a standard 
  action. This ability functions as a polymorph 
  spell cast on itself (caster level 12th), except 
  that a quasit does not regain hit points for 
  changing form, and any individual quasit can 
  only assume one or two forms no larger than 
  Medium. This quasit can assume the form of a 
  spider or a goblin. 
   
  Greater Lore (Ex): Rakeboil has the 
  ability to understand magic items, as with the 
  identify spell. 
   
  Lore (Ex): As bardic lore, total bonus is 
  +14. 
   
  Spells prepared (5/7/6/6/5/5/3, caster level 
  15, save DC = 15 + spell level):  0 – mage 
  hand, message, open/close, prestidigitation, 
  read magic*; 1st – detect secret doors*, mage 
  armor 
  (2, 
  both 
  cast), 
  obscuring 
  mist, 
  protection from good, shield, Tenser’s floating 
  disk; 2nd level – bull’s strength (2, both cast), 
  cat’s grace, resist energy, see invisibility*, 
  silent charm person; 3rd – clairaudience / 
  clairovoyance, deep slumber, dispel magic, 
  major image, shrink item, suggestion; 4th – 
  anticipate teleportation, arcane eye*, greater 
  invisibility (2), silent shrink item; 5th – Rary’s 
  telepathic bond, silent confusion,  silent 
  dimension door, silent dominate person, wall 
  of force; 6th – disintegrate, heightened 
  dominate person, true seeing*. 
   
  * Divination. Specialty school Divination, 
  barred school Necromancy. 
   
  Possessions:  +2 cloak of resistance, +2 
  headband of intellect, lesser rod of silence, 
  rod of extend, potion of owl’s wisdom, dust of 
  disappearance (1 pinch), divine scroll of plane 
  shift, 2 spell component pouches, platinum 
  hourglass for anticipate teleportation (value 
  500 gp). 
  APL 16 
  Buffing 
  These spells have been precast, and are 
  already included in the stat blocks below. 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 18 
  
  Retriever: bull’s strength (17th), mage armor 
  (17th), protection from good (17th), resist 
  energy (17th, fire), stoneskin (17th, 150 hp limit)  
  Itchcraw:  bear’s endurance, false life (18th, 
  roll 1d10+10 for total), mage armor (16th), 
  protection from good (18th), Rary’s telepathic 
  bond (17th), see invisibility (18th), shield (18th) 
  Rakeboil: 
  anticipate 
  teleportation 
  (17th), 
  arcane eye (17th), bull’s strength (17th), 
  clairovoyance (17th), cat’s grace (17th), greater 
  arcane sight (17th), mage armor (17th), Rary’s 
  telepathic bond (17th), see invisibility (17th), 
  true seeing (17th) 
  The Foes 
  Retriever, 
  advanced 
  30 
  HD: 
  CR 
  17; 
  Gargantuan 
  construct 
  (extraplanar); 
  HD 
  30d10+100; hp 265; Init +4; Spd 50 ft.; AC 28, 
  touch 10, flat-footed 24; BAB +22; Grp +52; 
  Atk +36 melee (3d6+18, claw) and +22 ranged 
  touch (eye ray); Full Atk +36 melee (3d6+18, 4 
  claws) and +22 ranged touch (eye ray); 
  Space/Reach 20 ft./15 ft.; SA Adamantine 
  claws, eye rays, find target, improved grab; AL 
  CE; SQ Construct traits, darkvision 60 ft., fast 
  healing 5, low-light vision; SV Fort +10, Ref 
  +14, Will +10; Str 43 (47), Dex 18, Con –, Int –
  , Wis 11, Cha 1. 
   
  Adamatine claws: The claws of this 
  retriever are sheathed in adamantine. They 
  act as adamantine weapons in regards to 
  overcoming hardness or DR. 
  Eye Rays (Su): A retriever’s eyes can 
  produce four different magical rays with a 
  range of 100 feet. Each round, it can fire one 
  ray as a free action. A particular ray is usable 
  only once every 4 rounds. A retriever can fire 
  an eye ray in the same round that it makes 
  physical attacks. The save DC for all rays is 
  29. The save DC is Dexterity-based. 
  The four eye effects are: 
  Fire: Deals 12d6 points of fire damage to the 
  target (Reflex half ). 
  Cold: Deals 12d6 points of cold damage to the 
  target (Reflex half ). 
  Electricity: Deals 12d6 points of electricity 
  damage to the target (Reflex half ). 
  Petrification: The target must succeed on a 
  Fortitude save or turn to stone permanently. 
  Find Target (Sp): When ordered to 
  find an item or a creature, a retriever does so 
  unerringly, as though guided by discern 
  location. The being giving the order must have 
  seen (or must have an item belonging to) the 
  creature to be found, or must have touched 
  the object to be located. This ability is the 
  equivalent of an 8th-level spell. 
  Improved Grab (Ex): To use this 
  ability, a retriever must hit with its bite 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 grips the opponent fast 
  in its mouth. This is the method by which it 
  usually “retrieves” things. 
  Itchcraw, quasit conjurer: Quasit Con15; CR 
  14; Tiny outsider (chaotic, extraplanar, evil); 
  HD 3d8+15d4+72; hp 126; Init +10; Spd 20 ft., 
  fly 50 ft. (perfect); AC 30, touch 19, flat-footed 
  24; BAB +10; Grp +1; Atk +15 melee (1d3-1 
  plus poison, claw); Full Atk +15 melee (1d3-1 
  plus poison, 2 claws) and +10 melee (1d4-1, 
  bite); Space/Reach 2 ½ ft./0 ft.; SA Poison, 
  spell-like abilities; SQ Alternate form, damage 
  reduction 5/cold iron or good, darkvision 60 ft., 
  fast healing 2, immunity to poison, resistance 
  to fire 10;  AL CE;  SV Fort +14, Ref +15, Will 
  +14; Str 8, Dex 19 (23), Con 14 (18), Int 19 
  (23), Wis 10, Cha 12. 
   
  Skills and Feats: Concentration +25, Hide 
  +20, Knowledge (arcana) +24, Knowledge 
  (nobility) 
  +20, 
  Knowledge 
  (planes) 
  +26, 
  Knowledge (religion) +14, Listen +6, Move 
  Silently +12, Search +11, Spellcraft +28, Spot 
  +6;  Arcane Mastery, Augment Summoning, 
  Greater Spell Focus (Conjuration), Improved 
  Initiative, Practiced Spellcaster, Rapid Spell, 
  Scribe Scroll, Spell Focus (Conjuration), 
  Sudden Silent, Weapon Finesse. 
   
  Languages: Abyssal, Celestial, Common, 
  Ignan, Infernal, Suloise, Terran. 
   
  Poison (Ex): Injury, Fortitude DC 15, 
  initial damage 1d4 Dex, secondary damage 
  2d4 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. 
   
  Spell-like Abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day 
  – cause fear (as the spell, except that its area 
  is a 30-foot radius from the quasit, save DC 
  12). Caster level 6th. The save DCs are 
  Charisma-based. Once per week a quasit can 
  use commune to ask six questions. The ability 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 19 
  
  otherwise works as the spell (caster level 
  12th). This quasit has already used commune 
  for this week. 
   
  Alternate Form (Su): A quasit can 
  assume other forms at will as a standard 
  action. This ability functions as a polymorph 
  spell cast on itself (caster level 12th), except 
  that a quasit does not regain hit points for 
  changing form, and any individual quasit can 
  only assume one or two forms no larger than 
  Medium. This quasit can assume the form of a 
  wolf or a raven. 
   
  Spells prepared (5/7/7/6/6/5/3/2, caster 
  level 18, save DC = 16 + spell level, 18 + spell 
  level for Conjurations):  0 – acid splash*, 
  mage 
  hand, 
  message, 
  open/close, 
  prestidigitation; 1st – grease*, mage armor*, 
  obscuring mist*, protection from good, ray of 
  enfeeblement, shield; 2nd level – bear’s 
  endurance, false life, glitterdust*, knock, see 
  invisibility, summon monster II, web; 3rd level – 
   dispel magic, haste, shrink item, stinking 
  cloud*, summon monster III* (2); 4th – 
  enervation (2), Evard’s black tentacles*, rapid 
  summon monster III*, solid fog*,  summon 
  monster IV*; 5th – rapid summon monster IV*, 
  summon monster V*, telekinesis, teleport*, 
  transmute rock to mud, wall of stone*; 6th – 
  acid fog*, greater dispel magic (2), rapid 
  summon monster V*, summon monster VI*; 7th 
  – Bigby’s grasping hand, forcecage*, summon 
  monster VII*; 8th – maze*, summon monster 
  VIII*. 
   
  * 
  Conjuration. 
  Specialty 
  school 
  Conjuration, barred schools Enchantment and 
  Evocation. 
   
  Possessions:  +4 headband of intellect, +4 
  gloves of dexterity,  rod of silence,  dust of 
  disappearance 
  (2 
  pinches), 
  +1 
  ring 
  of 
  protection, +2 cloak of resistance, ruby dust 
  worth 1,500 gp for forcecage, 2 arcane scrolls 
  of knock, 2 spell component pouches. 
  Rakeboil, quasit diviner: Quasit Diviner 
  5/Loremaster 9, CR 15; Tiny outsider (chaotic, 
  extraplanar, evil); HD 3d8+14d4+34; hp 87; 
  Init +7; Spd 20 ft., fly 50 ft. (perfect); AC 31, 
  touch 20, flat-footed 23; BAB +9; Grp +2; Atk 
  +18 melee (1d3-1 plus poison, claw); Full Atk 
  +18 melee (1d3-1 plus poison, 2 claws) and 
  +13 melee (1d4-1, bite); Space/Reach 2 ½ 
  ft./0 ft.; SA Poison, spell-like abilities; SQ 
  Alternate form, damage reduction 5/cold iron 
  or 
  good, 
  darkvision 
  60 
  ft., 
  applicable 
  knowledge, dodge trick, fast healing 2, 
  immunity to poison, lore, lore of true stamina, 
  resistance to fire 10, secret knowledge of 
  avoidance, secrets of inner strength;  AL CE;  
  SV Fort +12, Ref +18, Will +18; Str 8 (12), Dex 
  20 (24), Con 12, Int 19 (23), Wis 13, Cha 8. 
   
  Skills and Feats: Concentration +14, 
  Decipher Script +20, Hide +21, Knowledge 
  (arcana) 
  +26, 
  Knowledge 
  (history) 
  +29, 
  Knowledge (nobility) +13, Knowledge (planes) 
  +26, Knowledge (religion) +13, Move Silently 
  +13, Spellcraft +28, Spot +7, Use Magic 
  Device +19 (+25 for scrolls); Improved 
  Toughness, Practiced Spellcaster, Quicken 
  Spell, Scribe Scroll, Silent Spell, Skill Focus: 
  Knowledge (history), Sudden Silent, Weapon 
  Finesse. 
  16 
   
  Languages: Abyssal, Baklunish, Common, 
  Draconic, Infernal, Suloise. 
   
  Poison (Ex): Injury, Fortitude DC 14, 
  initial damage 1d4 Dex, secondary damage 
  2d4 Dex. The save DC is Constitution-based 
  and includes a +2 racial bonus. 
   
  Spell-like Abilities: At will – detect good, 
  detect magic, and invisibility (self only); 1/day 
  – cause fear (as the spell, except that its area 
  is a 30-foot radius from the quasit, save DC 
  12). Caster level 6th. The save DCs are 
  Charisma-based. Once per week a quasit can 
  use commune to ask six questions. The ability 
  otherwise works as the spell (caster level 
  12th). This quasit has already used commune 
  for this week. 
   
  Alternate Form (Su): A quasit can 
  assume other forms at will as a standard 
  action. This ability functions as a polymorph 
  spell cast on itself (caster level 12th), except 
  that a quasit does not regain hit points for 
  changing form, and any individual quasit can 
  only assume one or two forms no larger than 
  Medium. This quasit can assume the form of a 
  spider or a goblin. 
   
  Greater Lore (Ex): Rakeboil has the 
  ability to understand magic items, as with the 
  identify spell. 
   
  Lore (Ex): As bardic lore, total bonus is 
  +17. 
   
  Spells prepared (5/7/7/6/6/5/5/3, caster 
  level 17, save DC = 16 + spell level):  0 – 
  mage 
  hand, 
  message, 
  open/close, 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 20 
  
  prestidigitation, read magic*; 1st – detect 
  secret doors*, mage armor (2, both cast), 
  obscuring mist, protection from good, shield, 
  Tenser’s floating disk; 2nd level – bull’s 
  strength (2, both cast), cat’s grace, resist 
  energy, see invisibility*, silent charm person; 
  3rd – clairaudience / clairovoyance, dispel 
  magic, haste, major image, shrink item, 
  suggestion; 4th – anticipate teleportation,  
  arcane eye*, greater invisibility (2), silent 
  shrink item, stoneskin; 5th – Rary’s telepathic 
  bond, silent confusion,  silent dimension door, 
  silent dominate person, wall of force; 6th – 
  disintegrate, heightened dominate person, 
  heightened suggestion, silent reciprocal gyre, 
  true seeing*; 7th – greater arcane sight*, mass 
  hold person, plane shift.  
   
  * Divination. Specialty school Divination, 
  barred school Necromancy. 
   
  Possessions:  +2 cloak of resistance, +4 
  headband of intellect, lesser rod of silence, 
  rod of extend, potion of owl’s wisdom, dust of 
  disappearance (1 pinch), divine scroll of plane 
  shift, Abyssal planar fork, 2 spell component 
  pouches, platinum hourglass for anticipate 
  teleportation (value 500 gp). 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 21 
  
  Appendix III – Summon Monster Suggestions
  These are suggested creatures for Itchcraw to 
  summon with his various summon monster 
  spells. Statistics have been adjusted to take 
  his Augment Summoning feat into account. 
  Summon Monster I: Celestial Badger 
  Celestial 
  badger: 
  Small 
  magical 
  beast 
  (augmented animal, extraplanar); HD 1d8+4; 
  hp 8; Init +3; Spd 30 ft., burrow 10 ft.; AC 15, 
  touch 14, flat-footed 12; BAB +0; Grp -3; Atk 
  +4 melee (1d2+1, claw); Full Atk +4 melee 
  (1d2+1, 2 claws), -1 melee (1d3, bite); SA 
  Rage, smite evil 1/day for +1 damage; SQ 
  Darkvision 60 ft., resistance to acid 5, cold 5, 
  and electricity 5, scent, SR 6; AL CG; SV Fort 
  +6, Ref +5, Will +1; Str 12, Dex 17, Con 19, Int 
  3, Wis 12, Cha 6. 
   
  Skills and Feats: Escape Artist +7, Listen 
  +3, Spot +3; Track (B), Weapon Finesse. 
   
  Rage (Ex): A badger that takes damage in 
  combat flies into a berserk rage on its next 
  turn, clawing and biting madly until either it or 
  its opponent is dead. It gains +4 to Strength, 
  +4 to Constitution, and -2 to Armor Class. The 
  creature cannot end its rage voluntarily. The 
  rage will improved the badger’s damage but 
  not its attack roll, as its Strength will still not be 
  higher than its Dexterity and it has Weapon 
  Finesse. 
  Summon Monster II: Celestial Giant 
  Bee 
  Celestial giant bee: Medium magical beast 
  (augmented vermin, extraplanar); HD 3d8+6; 
  hp 19; Init +2; Spd 20 ft., fly 80 ft. (good); AC 
  14, touch 12, flat-footed 12; BAB +1; Grp +4; 
  Atk or Full Atk +4 melee (1d4+2 + poison); SA 
  Poison, smite evil 1/day for +3 damage; SQ 
  Darkvision 60 ft., resistance to acid 5, cold 5, 
  and electricity 5, SR 8; AL LG; SV Fort +5, Ref 
  +3, Will +2; Str 15, Dex 14, Con 15, Int 3, Wis 
  12, Cha 9. No skills or feats. 
   
  Poison (Ex): Injury, Fortitude DC 13, 
  initial and secondary damage 1d4 Con. The 
  save DC is Constitution-based. 
  Summon Monster III: Celestial Dire 
  Badger 
  Celestial dire badger: Medium magical beast 
  (augmented animal, extraplanar); HD 3d8+21; 
  hp 34; Init +3; Spd 30 ft., burrow 10 ft.; AC 16, 
  touch 13, flat-footed 13; BAB +2; Grp +6; Atk 
  +6 melee (1d4+4, claw); Full Atk +6 melee 
  (1d4+4, 2 claws), +1 melee (1d6+2, bite); SA 
  Rage, smite evil 1/day for +3 damage; SQ 
  Darkvision 60 ft., resistance to acid 5, cold 5, 
  and electricity 5, scent, SR 6; AL CG; SV Fort 
  +9, Ref +6, Will +4; Str 18, Dex 17, Con 23, Int 
  3, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +6, Spot +6; 
  Alertness, Toughness, Track (B). 
   
  Rage (Ex): A badger that takes damage in 
  combat flies into a berserk rage on its next 
  turn, clawing and biting madly until either it or 
  its opponent is dead. It gains +4 to Strength, 
  +4 to Constitution, and -2 to Armor Class. The 
  creature cannot end its rage voluntarily. 
  Summon Monster IV: Celestial Lion or 
  Lantern Archon 
  Celestial lion: as per the MM under Celestial 
  Creature, but HD 5d8+20; hp 42; Grp +14; Atk 
  +9 melee (1d4+7, claw); Full Atk +9 melee 
  (1d4+7, 2 claws), +4 melee (1d8+3, bite); AL 
  CG; Fort +8; Str 25; Con 19; Rakes are +9 to 
  hit and do 1d4+3 damage. 
  Lantern archon: as per the MM, but HD 
  1d8+2; hp 6; Grp -6; Fort +4 (+8 against 
  poison); Str 5; Con 14; Concentration +6. 
  Summon Monster V: Hound Archon or 
  Celestial Brown Bear 
  Hound archon: as per the MM, but HD 
  6d8+18; hp 45; Grp +10; Atk +10 melee 
  (2d6+6/19-20, greatsword); Full Atk +10 
  melee (2d6+6/19-20, greatsword), +5 melee 
  (1d8+2, bite); Fort +8 (+12 against poison); Str 
  19; Con 17; Concentration +12; Jump +17. It 
  is ordered to fight with its greatsword. 
  Celestial brown bear: Large magical beast 
  (augmented animal, extraplanar); HD 6d8+38; 
  hp 65; Init +1; Spd 40 ft.; AC 15, touch 10, flat-
  footed 14; BAB +4; Grp +18; Atk +13 melee 
  (1d8+10, claw); Full Atk +13 melee (1d8+12, 2 
  claws); +8 melee (2d6+5, bite); Space 10 ft..; 
  SA Improved grab, smite evil 1/day for +6 
  damage; SQ Darkvision 60 ft., DR 5/magic, 
  resistance to acid 5, cold 5, and electricity 5, 
  scent; SR 11; AL LG; SV Fort +11, Ref +6, 
  Will +3; Str 31, Dex 13, Con 23, Int 3, Wis 12, 
  Cha 6. 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 22 
  
   
  Skills and Feats: Listen +4, Spot +7, Swim 
  +14; Endurance, Run, Track. 
   
  Improved Grab (Ex): To use this ability, 
  the bear must hit with a claw attack. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. 
  Summon Monster VI: Bralani Eldarin or 
  Large Earth Elemental 
  Bralani eldarin: as per the MM, but HD 
  6d8+40; hp 57; Grp +12; Atk +13 melee 
  (1d6+6/18-20, +1 holy scimitar) or +12 melee 
  (1d6+6, 
  slam); 
  Full 
  Atk 
  +13/+8 
  melee 
  (1d6+6/18-20, +1 holy scimitar) or +12 melee 
  (1d6+6, slam); Fort +10; Str 22; Con 21; 
  Concentration +14; Jump +12; Whirlwind blast 
  DC is 18. 
  Large earth elemental: as per the MM, but 
  HD 8d8+48; hp 84; Grp +19; Atk +14 melee 
  (2d8+9, slam); Full Atk +14 melee (2d8+9, 2 
  slams); Fort +12; Str 29; Con 23. Remember 
  to 
  apply 
  Earth 
  Mastery 
  bonuses. 
  The 
  elemental can use Earth Glide to move 
  through the walls and floors of the villa. 
  Summon 
  Monster 
  VII: 
  Avoral 
  Guardianal or Celestial Dire Lion 
  Avoral guardianal: as per the MM, but HD 
  7d8+49; hp 80; Grp +11; Atk +15 melee 
  (2d6+4, claw) or +15 melee (2d8+4, wing); 
  Full Atk +15 melee (2d6+4, 2 claws) or +15 
  melee (2d8+4, 2 wings); Fort +13; Str 19; Con 
  24; Concentration +17. 
  Celestial dire lion: Large magical beast 
  (augmented animal, extraplanar); HD 8d8+40; 
  hp 76; Init +2; Spd 40 ft.; AC 15, touch 11, flat-
  footed 13; BAB +6; Grp +19; Atk +15 melee 
  (1d6+9, claw); Full Atk +15 melee (1d6+9, 2 
  claws), +9 melee (1d8+4, bite); Space 10 ft.; 
  SA Improved grab, pounce, rake 1d6+4, smite 
  evil 1/day for +8 damage; SQ Darkvision 60 
  ft., DR 5/magic, resistance to acid 5, cold 5, 
  and electricity 5, scent, SR 13; AL CG; SV 
  Fort +11, Ref +8, Will +7; Str 29, Dex 15, Con 
  21, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +2 (+8 in grass or 
  heavy undergrowth), Listen +7, Move Silently 
  +7, Spot +7; Alertness, Run, Weapon Focus 
  (claw). 
   
  Improved Grab (Ex): As under the 
  celestial brown bear, but it must hit with the 
  bite attack. 
   
  Pounce (Ex): If a dire lion charges, it can 
  make a full attack include two rake attacks. 
   
  Rake (EX): Attack bonus +14 melee, 
  damage 1d6+4. Can rake if it starts the round 
  grappling. 
  Summon Monster VIII: Celestial Dire 
  Bear or Greater Earth Elemental 
  Celestial dire bear: Large magical beast 
  (augmented 
  animal, 
  extraplanar); 
  HD 
  12d8+75; hp 129; Init +1; Spd 40 ft.; AC 17, 
  touch 10, flat-footed 16; BAB +9; Grp +25; Atk 
  +21 melee (2d4+12, claw); Full Atk +21 melee 
  (2d4+12, 2 claws); +15 melee (2d8+6, bite); 
  Space 10 ft..; SA Improved grab, smite evil 
  1/day for +12 damage; SQ Darkvision 60 ft., 
  DR 10/magic, resistance to acid 10, cold 10, 
  and electricity 10, scent; SR 17; AL LG; SV 
  Fort +14, Ref +9, Will +9; Str 35, Dex 13, Con 
  23, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats: Listen +10, Spot +10, 
  Swim 
  +15; 
  Alertness, 
  Endurance, 
  Run, 
  Toughness, Weapon Focus (claw). 
   
  Improved Grab (Ex): As under the 
  celestial brown bear. 
  Greater earth elemental: as per the MM, but 
  HD 21d8+147; hp 241; Grp +35; Atk +25 
  melee (2d10+12, slam); Full Atk +25 melee 
  (2d10+12, 2 slams); Fort +19; Str 35; Con 25. 
  Remember to apply Earth Mastery bonuses. 
  The elemental can use Earth Glide to move 
  through the walls and floors of the villa. It will 
  use this to avoid needing to squeeze due to 
  the low ceilings – staying half within the floor 
  (this doesn’t give it cover, as too much of the 
  elemental is exposed). 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 23 
  
  Appendix IV: Feats and Spells
  Feats 
  Arcane Mastery 
  You are quick and certain in your efforts to 
  defeat the arcane defenses and spells of 
  others. 
   
  Prerequisite: Ability to cast arcane spells 
  or use spell-like abilities. 
   
  Benefits: You can take 10 on caster level 
  checks (as if the caster level check was a skill 
  check). You can use this feat even while 
  under stress. 
   
  From Complete Arcane, including errata. 
  Improved Toughness 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus 
  +2. 
   
  Benefit: You gain a number of hit points 
  equal to your current Hit Dice. Each time you 
  gain a HD (such as by gaining a level), you 
  gain 1 additional hit point. If you lose a HD 
  (such as by losing a level), you lose 1 hp 
  permanently. 
   
  Special: A fighter may select Improved 
  Toughness as one of his fighter bonus feats. 
   
  From Complete Warrior. 
  Practiced Spellcaster 
   
  Benefit: Your caster level for the chosen 
  spellcasting class increases by 4. This benefit 
  can’t increase your caster level to higher than 
  your Hit Dice. This feat does not affect your 
  spells per day or spells known. It increases 
  your caster level only, which would help you 
  penetrate spell resistance and increase the 
  duration and other effects of your spells. 
   
  From Complete Arcane. Condensed. 
  Rapid Spell [Metamagic] 
  You can cast spells with long casting times 
  more rapidly. 
   
  Benefit: Only spells with a casting time 
  greater than 1 standard action can be made 
  rapid. A rapid spell with a casting time of 1 full 
  round can be cast as a standard action. A 
  rapid spell with a casting time measured in 
  rounds can be cast in 1 full round. Rapid 
  spells with casting times measured in minutes 
  can be cast in 1 minute, and rapid spells with 
  casting times measured in hours can be cast 
  in 1 hour. A rapid spell uses up a spell slot 
  one level higher than the spell’s actual level. 
   
  Special: A spell can be made rapid and 
  quickened only if its original casting time was 
  1 full round. This feat can be applied to a spell 
  cast spontaneously as long as its original 
  casting time was longer than 1 full round. 
   
  From Complete Divine. 
  Sudden Maximize [Metamagic] 
  You can cast a spell to maximum effect 
  without special preparation. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the 
  effect of the Maximize Spell feat to any spell 
  you cast without increasing the level of the 
  spell or specially preparing it ahead of time. 
  You can still use Maximize Spell normally if 
  you have it. 
   
  From Complete Arcane. 
  Sudden Silent [Metamagic] 
  You can cast a spell silently without special 
  preparation. 
   
  Benefit: Once per day, you can apply the 
  effect of the Silent Spell feat to any spell you 
  cast without increasing the level of the spell or 
  specially preparing it ahead of time. You can 
  still use Silent Spell normally if you have it. 
   
  From Complete Arcane. 
  Spells 
  Anticipate Teleportation 
  Abjuration 
  Level: Sorcerer/wizard 4 
  Components: V, S, F 
  Casting Time: 1 round 
  Range: One willing creature touched 
  Area: 
  5-ft./level 
  radius 
  emanation 
  from 
  touched creature 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 24 
  
  The subject of the spell is surrounded with an 
  invisible aura that anticipates and delays the 
  teleportation of any creature into the spell’s 
  area. 
  Any 
  teleportation 
  spell 
  or 
  effect 
  (including all spells with the teleportation 
  descriptor) can be anticipated, making the 
  spell’s recipient instantly aware of the exact 
  location where the teleporting creature will 
  arrive (subject to the restrictions below), the 
  creature’s size, and how many other creatures 
  (and their sizes) are arriving with the 
  teleporting creature. The spell also delays the 
  arrival of the teleporting creature by 1 round 
  (so that it arrives on its initiative count 
  immediately before its next turn), generally 
  giving the recipient of the spell and anyone 
  else made aware of the information 1 round to 
  act or ready actions. The teleporting creature 
  does not perceive this delay. 
   
  Since a teleporting creature doesn’t 
  necessarily arrive at the precise location it 
  intends, the spell also functions against a 
  creature that arrived in range even though its 
  intended destination was elsewhere. For a 
  creature that intends to teleport into range but 
  inadvertently arrives outside the spell’s area, 
  the spell gives the recipient awareness that a 
  creature has attempted to teleport into range 
  and delays the creature as normal, but doesn’t 
  give any awareness as to the actual location 
  of the imminent arrival. 
   
  The spell has no effect on creatures 
  attempting to teleport away from the spell’s 
  area, though if their destination is within the 
  area, the spell will affect their reentry as 
  normal. 
   
  Focus: A tiny hourglass of platinum and 
  crystal costing 500 gp, which must be carried 
  or worn by the spell’s recipient while the spell 
  is in effect. 
   
  From Complete Arcane. 
  Reciprocal Gyre 
  Abjuration 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude 
  negates; see text 
  Spell Resistance: No 
  You manipulate the magical aura of a creature 
  or object, creating a damaging feedback 
  reaction of arcane power. The target takes 
  1d6 damage per spell level of each functioning 
  spell or spell-like ability currently affecting it 
  (maximum 25d6). For example, a creature 
  who is hasted (3rd level), flying (3rd level), and 
  protected by a stoneskin spell (4th-level wizard 
  version) takes 10d6 points of damage (Will 
  save for half). In addition, any creature that 
  fails its save must then succeed on a Fortitude 
  save or be dazed for 1d6 rounds. 
   
  Only spells specifically targeted on the 
  creature in question can be used to create the 
  backlash of a reciprocal gyre, so spells that 
  affect an area (such as invisibility sphere or 
  solid fog) can’t be used to deal reciprocal 
  damage to creatures within their area. 
  Likewise, persistent or continuous effects from 
  magic items can’t be used to deal reciprocal 
  damage, but targeted spell effects can be – for 
  example, the magic of cloak of resistance 
  can’t be used by reciprocal gyre, but a spell 
  cast by a wand of invisibility could be. 
   
  Material Component: A tiny closed loop of 
  copper wire. 
   
  From Complete Arcane. 
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 25 
  
  Appendix V: Map of Kirlut Villa 
   
   
  An Empty Throne: Along Came A Spider 
  Round 1 
  Page 26 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I04 - An Empty Throne (APL 2-16)/URD5-I04-MM-B1 - Along Came a Spider.pdf