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.  
   
  URD4-09 
   
   
   
   
   
   
  Lucky’s Bane 
   
  A One-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Adventure 
  Version 1.0 
  Round One 
  By Cory Fliegel 
  Editing & Triad Review: Denise Mauldin & James Zwiers; Circle Review: Craig Hier 
   
  The Vale is secure; the threat to Dumadan is over. Or is it? Many Orcs and Derro escaped their defeat in these regions 
  and their lust for revenge and power is not quenched. A temple of Dispater has been rumored to exist in the Cairn Hills 
  and signs point to his interest in these affairs. Can you find and destroy the temple before the forces regroup? This is a 
  one-round adventure for APLs 6-12 and forms the conclusion to the Deep Affairs and Vale Invasion plot lines.  This is a 
  Ducal Guard module and contains an optional 1 time unit encounter recommended for APLs 10 and 12. 
  
   
  Lucky’s Bane 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and record-keeping after the game. The following 
  guidelines are here to help you with both the 
  preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate to 
  your players the special aspects of playing an RPGA 
  scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the judge) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, 
  or the Monster Manual when confronted with a 
  monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  bold italics. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and judge fill out the RPGA Tracking Sheet.  
  The judge should complete the top of the form and list 
  his name and RPGA number.  The players should each 
  list their name and RPGA number.  After the form is 
  filled out it should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have 
  in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  LIVING GREYHAWK Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc.) use the sidebar chart to 
  
   
  Lucky’s Bane 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  determine the number of levels you add to the 
  sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  Nevertheless, 
  if a character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, with 
  him in the adventure and it will not count toward 
  the APL calculation. 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  By following these four 
  steps, you will have 
  determined the APL. 
  Throughout this 
  adventure, APLs 
  categorize the level of 
  challenge the PCs will 
  face. APLS are given in 
  even-numbered 
  increments. If the APL of 
  your group falls on an 
  odd number, ask them 
  before the adventure 
  begins whether they 
  would like to play a 
  harder or easier 
  adventure. Based on their 
  choice, use either the 
  higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC may gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character will receive only one-
  half of the experience points for the adventure.  
  Further, if the PC is three character levels or more 
  lower than the APL at which this adventure is being 
  played, that PC will receive one-half gold for the 
  adventure as well.  This simulates the fact that either 
  the PC was not challenged as much as normal or relied 
  on help by higher-level characters to reach the 
  objectives. 
   
  Further, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the scenario unless the highest APL supported 
  by the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters 
  may find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are 
  three things that the group can do to help even the 
  score. 
  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 move action (spoken command) 
  that may be attempted each round. If the animal is 
  wounded or has taken any nonlethal damage or 
  ability score damage, the DC increases 
  to 12. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional 
  adventure, set in the 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. Characters that fail to 
  pay at least Standard Upkeep will retain 
  temporary ability damage until the next 
  adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a 
  Survival check (DC 20), the character will heal 
  temporary ability damage as if he or she paid for 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or 
  bolts if the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  The Vale was attacked by a group of orcs, giants and 
  other beasts. Dumadan has been fighting a pitched 
  
   
  Lucky’s Bane 
   
  Page 4 
  battle with the Derro that has finally been won by the 
  combined forces of the Dwarves and the Duchy. The 
  two events were always thought to be separate, but 
  were they? Several Generals of the orc army along with 
  their shamans escaped the route of the Vale and the 
  Derro General has also escaped death in Dumadan. 
  Now they are allied in their cause. Only the strength of 
  the Duchy adventurers can defeat this menace one 
  final time. Currently the Derro General has holed up in 
  a long forgotten shrine to Moradin that he and his 
  minions have corrupted by turning it into a shrine to 
  Dispater. During the last few decades they have 
  fortified this position with the help of a deranged little 
  gnome named Namfoodle Flintsteen (Fidget to those 
  who knew him well).  Fidget was a genius when it 
  came to alchemical and mechanical knowledge. He 
  designed many of the automatons that now guard areas 
  of the temple and most importantly, the key to enter 
  the northern doors. The western area is where his 
  automatons now reside as well as his lost lab and 
  journal. Finding these is critical for the ritual to open 
  the northern doors. 
  Adventure Summary  
   
  The mountain home of Dumadan has been 
  reclaimed. It cost many lives, but the threat has been 
  driven from the dwarves, yet some threat remains. The 
  Derro General, along with the Orc generals and several 
  shamans, has retreated to the temple of Dispater in the 
  Cairn Hills.  
   
  The adventurers are heading into the Duchy near 
  the Cairn Hills when they come across a small group of 
  Goblins led by an Orc attacking a small detachment of 
  Ducal Guard, mostly composed of wounded. A battle 
  ensues and after the victory, the party is asked to lead 
  them to the encampment by Dumadan to report.  
  Many of the men set to guard the caravan are now 
  wounded and they must get reinforcements before 
  setting out again. The adventurers find a poorly drawn 
  map written in Orcish and nearly indecipherable.  
   
  When they arrive at the camp, Hiolur Khulaban 
  (whom they might recognize from URD3-01 Stone 
  Heart) greets them. He asks what has occurred. After 
  hearing of their tales of Orcs and Goblins near the 
  Cairn Hills, he asks them to rest for a while. He goes to 
  the Ankrif-Loem, which roughly translates as the Clan 
  Council, and informs them of the Orcs. The council 
  knows of the map (either by the PCs telling Hiolur, or 
  by a soldier’s report) and asks to see it. The PCs are 
  then called before the council. The council is not 
  happy that orcs are now wandering close to the hills 
  and Dumadan. They have studied the map and it may 
  lead to a hidden temple of Dispater. They are 
  concerned that the Orcs may be in league with the 
  Derro General.  
   
  The PCs are asked to investigate on behalf of the 
  council. All APLs are told to enter, but not to confront 
  the Derro General unless they are sure of their abilities, 
  and  are told to use caution and wisdom if they decide 
  to confront the Derro General. They are given supplies 
  for cave spelunking and an Amulet of Moradin. They 
  then proceed to the Temple.  
   
  On the way there they encounter an Earth 
  Elemental that they may be able to glean information 
  about the temple. It will tell them of the orc forces and 
  the derro’s troops. It does not want a confrontation; it 
  just felt the presence of the Amulet. The Earth 
  Elemental has a symbol of Moradin etched into its 
  chest. 
   
  Once at the temple they must contend with the 
  orcs, derro and a host of undead and golems that have 
  kept the temple safe throughout the past few centuries. 
  They are confronted by the Iron Gate and a powerful 
  forbiddance spell that has already claimed the lives of 
  several advance scouts.  
   
  Once inside the Iron Cross-shaped temple, they 
  have to find the Orc generals and shamans, defeat 
  them and retrieve the amulets from their necks. The 
  final door may only be opened by Disciples of Dispater, 
  or by putting the two halves of the amulet together 
  using a blood ceremony. They confront a group of 
  Derro and orcs that protect the Derro General and the 
  Patriarch of Lies.  If they defeat these forces, they may 
  proceed to a lower level where they find a door 
  between this plane and the demi-plane the Derro 
  General calls home.  It has an elaborate riddle on it and 
  once the PCs solve the riddle, they may choose to 
  continue on to fight the Derro General or they may 
  choose to take the keys to the puzzle and trap the 
  Derro General. If they continue, they confront the 
  Derro General in the home of Dispater (Optional 
  Encounter). 
   
  Once finished, they may return to Dumadan with 
  news of the defeat or whereabouts of the Derro 
  General. 
  Introduction 
  You know it’s only been days, but it feels like a 
  month or more has passed since you last slept in a 
  down-filled bed. You travel a well-worn path along 
  the Cairn Hills on your way home. The path has 
  seen a lot of travel lately, as the forces of the 
  Duchy have moved through here to reclaim 
  Dumadan, the dwarven citadel.  Even now you can 
  see in the distance the encampment of the Ducal 
  Guard near the entrance to Dumadan. You share 
  stories of the Battle of the Iron Citadel in 
  Dumadan. 
  At this point you can have the players introduce 
  themselves if their characters have not traveled 
  together before. 
  
   
  Lucky’s Bane 
   
  Page 5 
  Encounter One: Hysteria 
  The sounds of a fight ahead of you brings your 
  gaze away from the Tent City to the west and east 
  to the sight of orcs and goblins fighting with some 
  men protecting other wounded people.  They are 
  presumably Ducal Guard by the looks of them. 
  The creatures listed below represent the portion of the 
  forces that the PCs fight while rescuing the wounded 
  caravan.  The other members of the force are presumed 
  to be taken care of by the remaining Ducal Guard. 
  APL 6 (EL 7) 
  � Grunk, Orc Captain: hp 40; see Appendix One, 
  Encounter One. 
  � Goblin Soldiers (6): hp 12 each; see Appendix 
  One, Encounter One.  
  APL 8 (EL 9) 
  � Grunk, Orc Captain: hp 63; see Appendix Two, 
  Encounter One. 
  � Gronk, Orc Sergeant: hp 50; see Appendix Two, 
  Encounter One. 
  � Goblin Soldiers (6): hp 24 each; see Appendix 
  Two, Encounter One. 
  APL 10 (EL 11) 
  � Grunk, Orc Captain: hp 63; see Appendix Three, 
  Encounter One. 
  � Gronk, Orc Sergeant: hp 50; see Appendix 
  Three, Encounter One. 
  � Gnarl and Jarl, Orc Worg Riders (2): hp 47 
  each; see Appendix Three, Encounter One. 
  � Worg, Advanced (2): hp 74 each; see Appendix 
  Three, Encounter One. 
  � Goblin Soldiers (6): hp 31 each; see Appendix 
  Three, Encounter One. 
  APL 12 (EL 13) 
  � Grunk, Orc Captain: hp 79; see Appendix Four, 
  Encounter One. 
  � Gronk, Orc Sergeant: hp 73; see Appendix Four, 
  Encounter One. 
  � Gnarl and Jarl, Orc Worg Riders (2): hp 47 
  each; see Appendix Four, Encounter One. 
  � Worg, Advanced (2): hp 74 each; see Appendix 
  Four, Encounter One. 
  � Goblin Soldiers (6): hp 45 each; see Appendix 
  Four, Encounter One. 
  Tactics: The Orcs and goblins have been fighting 
  against the vale and Duchy for a while and their tactics 
  are sound. The goblins have “swarm fighting” (See 
  Appendix Two for new feats) and thus form up into 
  small units to threaten as many targets as possible. At 
  the beginning of the fight with the Ducal Guard, the 
  goblins drank potions of Cat’s Grace to bump their 
  DEX to 20.  Two Kobolds may occupy the same 5 ft 
  square (with their swarmfighting ability). If they 
  threaten the same target they get a morale bonus of +1 
  per ally that threatens the same target. With Cat’s 
  Grace, they can receive a +5 morale bonus to their 
  attacks due to swarmfighting and they have 5 possible 
  attacks of opportunity. The Orc Sergeant and Captain 
  will fight the same opponent and try to do as much 
  damage to a single target as possible. The Worg Rider 
  will use Spirited Charge or Ride-By Attack against 
  those staying in the back or obvious spell casters. If 
  they can all concentrate their attacks per round they 
  will. 
  Treasure: 
  APL 6: Loot – 93 gp; Coin – 11 gp; Magic – 2 potion of 
  cure moderate wounds (25 gp each). 
  APL 8: Loot – 406 gp; Coin – 11 gp; Magic – orc double 
  axe +1 (388 gp), 2 potion of cure moderate wounds (25 gp 
  each), breastplate +1 (112.5 gp), potion of enlarge person (21 
  gp). 
  APL 10: Loot – 146 gp; Coin – 11 gp; Magic – orc double 
  axe +1 (388 gp), 2 potion of cure moderate wounds (25 gp 
  each), greataxe +1 (193 gp), breastplate +1 (112.5 gp), 
  potion of enlarge person (21 gp). 
  APL 12:  Loot – 137 gp; Coin – 11 gp; Magic – orc double 
  axe +1 (388 gp), chain shirt +1 (104 gp), 3 potion of cure 
  serious wounds (187.5 gp each), greataxe +1 (193 gp), 
  breastplate +1 (112.5 gp), potion of enlarge person (21 gp 
  each). 
  Development: The remaining soldiers, numbering 
  perhaps 50, have taken care of the forces that did not 
  break off to fight the PCs.  The Subaltern in charge of 
  the force, Subaltern Lord Neimar Schrie, thanks the 
  PCs for their help and asks the PCs to escort them back 
  to the Ducal Guard camp at Dumadan. The PCs should 
  also find the map to the Temple of Dispater (Player 
  Handout One) on the body of the Orc Captain. It is 
  written in a little known dialect of Orcish that requires 
  a DC 30 Decipher Script check.  Characters who speak 
  Orcish gain a +10 bonus on this check. If they succeed, 
  give them Player Handout Two (the Decoded Map). 
  Encounter Two: Tales 
  You march for the next few hours. The remnants 
  of the Ducal Guards move slowly and quietly 
  behind you. You make your way into the camp of 
  the Ducal army.  Soldiers and healers from the 
  other areas of the camp rush towards the 
  
   
  Lucky’s Bane 
   
  Page 6 
  wounded men, while you are greeted by a dwarf 
  dressed in luxurious robes. “Welcome weary 
  travelers, I am Hiolur Khulaban. This is the camp 
  at Dumadan.  What may I help you with today? 
  Hiolur Khulaban may be recognized from URD3-01 
  Stone Heart. If any PC has played that module or the 
  URD4-02-I Assault on the Iron Citadel of Dumadan, he 
  recognizes them right away. If the PCs tell him of the 
  orc raiding party, his face grows stern and worried. If 
  they tell him of the map they recovered, he asks to see 
  it. He will also ask that they make themselves at home 
  while he speaks to the Ankrif-Loem (which roughly 
  translates as the Clan Council). He will take them to 
  tents in the encampment where they are able to refresh 
  themselves.   
   
  The Ducal Guard detachment at Dumadan is the 
  remaining forces after the Assault on the Iron Citadel.  
  They are in the process of hunting down any 
  remaining rogue Derro and doing limited guard duties 
  while the dwarves concentrate on making Dumadan 
  Keep secure.  These Ducal Guardsmen will assist the 
  wounded caravan brought back by the PCs. If the PCs 
  do not tell Hiolur of the map, he will come back within 
  15 minutes and ask them about it. During the 
  debriefing of the soldiers, they spoke of the map that 
  the PCs had found. He will explain that the Ankrif-
  Loem would like to study it for a brief time, but the 
  PCs will get it back. If they refuse, he “informs” them 
  that the Ankrif-Loem “insists” they hand it over as it 
  may involve a threat to the security of the Duchy and 
  Dumadan. If they still refuse, they are asked to leave 
  and are given the Disfavor of the Ankrif-Loem (on the 
  AR).  
   
  Under the assumption that the party has given the 
  map and information to Hiolur, read or paraphrase the 
  following: 
  About an hour after you parted with the map and 
  sat down for a warm meal, Hiolur makes his way 
  toward you. He snaps to attention before you and 
  speaks “By the request of the Ankrif-Loem you are 
  summoned before them immediately. If you 
  would please follow me, there is no time to waste.”  
   
  He waits for you to put your food, cards, and 
  anything else away before he sweeps his arm to 
  the right and points to the massive tent standing 
  near the center of the encampment. As you stand 
  he snaps in an about face and makes his way to the 
  large center tent, then holds open the flap so that 
  you may enter. 
   
  Once you are inside Hiolur steps in and closes 
  the flap. It takes a moment for your eyes to adjust 
  to the dimness of the tent. Hiolur speaks “My 
  Lords, these are the men (and women) that saved 
  the Ducal Guard and found the map.” 
   
   Inside, you see a group of six dwarves and a 
  single Suel man who are poring over the map you 
  retrieved from the orcs and a larger map on the 
  wall that shows the Cairn Hills and Dumadan in 
  greater detail.  
  Hiolur introduces them as: Consul Kaern Grek (Suel), 
  Ankrif Hrelf Banildun, Ankrif Thorag Gundabil, 
  Ankrif Hurm Tarumad, Ankrif Thren Haorgast, Ankrif 
  Offla Izurim, and Ankrif Pholan Khuzladar 
   
  If the PCs have played either URD3-01 Stone Heart 
  or the URD4-02-I Assault on the Iron Citadel of Dumadan, 
  they are recognized by the Ankrif-Loem immediately. 
  Ankrif Haorgast, the eldest of those present 
  and a very serious dwarf, stands up. He 
  clenches his fist, takes a steadying breath 
  and speaks. “Just when we thought the 
  threat was over, we now find that the events 
  of the Vale and those of our home may not 
  have been as coincidental as was once 
  thought. This map may prove that the Derro 
  and Orcs were directed in the past by an evil 
  hand, that of Dispater.  If that fiend is 
  involved, they might try to regroup their 
  forces and assault the city again while we 
  are still weak.  We cannot allow that to 
  happen. That is why we must ask you to take 
  on a very dangerous quest for the Duchy and 
  Dumadan. Are you interested?”  
  Assuming they answer in the affirmative Ankrif 
  Haorgast continues.  
  “We need you to seek out this Temple of 
  Dispater and see what forces are inside and 
  destroy as many as possible.”  
  If they do not want to continue, award them gp and xp 
  up to this point and the adventure is over. 
   “We have done some divinations upon the 
  matter and Moradin has spoken. 
  The mad Disciple awaits you in his fortified 
  temple to the corrupted one. 
  Forge for him manacles from the strength of 
  the earth. 
  Beware, for many who enter will fall like 
  sparks from the forge.” 
  “The clerics of Moradin have conferred upon 
  this and believe that it would be dangerous 
  for anyone to confront the Derro General, but 
  that he may be defeated by trapping him 
  somehow. Moradin often speaks of the 
  strength of the earth, which is what he calls 
  the metals we use – adamantine or iron, but 
  the clerics believe that he is not speaking in 
  euphemism this time. Be alert.”   
  
   
  Lucky’s Bane 
   
  Page 7 
   
  For APLs 6 and 8 continue: 
  “We would advise that you avoid confronting the 
  General at all costs.  Nothing but disaster seems to 
  come from our divinations regarding that path 
  and imprisoning him will end his threat without 
  the obvious death to you the portents show.” 
   
  For APL 10 continue: 
  “The General is mighty and strong. Only with 
  your best judgment are you to confront him 
  directly - we caution you to avoid this at all 
  costs. He single handedly destroyed a 
  company of dwarves. He is not to be taken 
  lightly.  Know that imprisoning him will end 
  his threat without the loss of life that will 
  certainly come.” 
   
  For APL 12 continue: 
  “The General is mighty and he is certain to 
  have followers, however, the path for you is 
  shadowed with uncertainty, not certain peril. 
   Should you choose to confront the General, 
  use your best judgment and may Moradin’s 
  hammer guard you, for even you are likely to 
  become further victims of his malice.” 
  Continue: 
  “Remember that it is perilous to travel under the 
  hills. Many creatures roam the Cairn Hills and the 
  area below. Take this Amulet, it will show that you 
  are friends of the dwarves to those who are friends 
  to us. He hands you an amulet made of 
  adamantine in the form of a hammer. Any 
  questions?” 
  The characters may glean a bit of information. The 
  council does not have much to offer as they have never 
  been to the temple or known of its whereabouts. 
  • 
  What does the amulet do? The Amulet of Moradin is 
  made of precious metals in the shape of an anvil 
  and hammer. This amulet will show creatures of 
  earth and other dwarves that you are friends to the 
  dwarves of Dumadan. It also confers the wearer 
  with the ability to speak and understand Terran, 
  language of the earth. 
  • 
  What gear can you offer? PCs may requisition gear 
  from the dwarves that they are unlikely to have in 
  sufficient quantities. Be reasonable in their 
  requests. No magic items will be available, but 
  mundane equipment such as ropes, pitons, rock 
  hammers, and rations are available. Dwarven PCs 
  or those who make a diplomacy check DC 20 
  (Members of House Reede gain a +5 circumstance 
  bonus on this check.) are able to request some 
  mundane items from the Arms and Equipment 
  Guide, including Spider Poles, Stonebreaker Acid, 
  Pulleys, Sparkers and a collapsible Grappling 
  hook. (Members of House Reede gain a +5 
  circumstance bonus on this check.) These items 
  may not be bought and must be given back to the 
  dwarves after the adventure is over.  
  • 
  Why don’t you go? “We have a city to rebuild and it 
  is all the more important that these efforts do not 
  hault if our fears prove true.” 
  • 
  What, or Who is Dispater? “He is a foul creature 
  locked in an iron fortress within an iron city in the 
  festering iron pit of Dis on the second layer of the 
  Nine Hells. He is called Lord of the second: 
  Dispater the Archduke. He rules with an Iron 
  Fist.” 
  From here the players have the choice of continuing 
  on to the temple or not. If not you may award them 
  Experience and Gold to this point. 
  If they agree to go give them Player’s Handout 2 
  “Deciphered Map?” The Ankrif explains that they map 
  is crude and shows an area where there should be no 
  cave or tunnel. The players will have to do some 
  investigating around the area as the Dwarves are sure 
  there is no such entrance. 
  Encounter Three: Rock of Ages 
  The trek across the Cairn Hills takes over a day. 
  The evening passed with no interruptions save for 
  the occasional baying of nearby wolves.  
  During the daylight hours this door is nearly 
  impossible to find. A DC 55 Search check is required to 
  find it during daytime.  If the PC makes a DC 15 
  Stonecunning check, they receive a +5 bonus to their 
  Search check.   
   
  If the higher APLs cast divination, they get the 
  following answer: 
  “To find your way, look not at day. For in the night the light 
  is right. May stars and moon guide your way.” 
  The door may be found easier during the evening. A 
  DC 12 + APL Spot check or a DC 12 + APL Search 
  check will find the door.  A DC 15 Stonecunning 
  check allows a +5 bonus to their Spot or Search checks. 
   Read the following: 
  Searching the area for the supposed entrance to 
  the caverns below has proven more frustrating 
  than you would have thought. The constant rain 
  on the second day has drowned your spirits. It 
  may be fortune smiling upon you though as the 
  rain begins to show a rusted metal color on the 
  hill face that should not be there. A thorough 
  search of the area reveals a doorway etched into 
  the hill, the color of rust. Engraved with many 
  runes that gleam in the rainfall, you realize that 
  you would never have noticed the entrance on a 
  
   
  Lucky’s Bane 
   
  Page 8 
  dry day. With one final breath of the fresh Duchy 
  air, you steel your nerves and pass through the 
  portal into the mountain. 
  At this point you may have them make a few climb 
  checks (DC 10 unless they use a rope) to spelunk the 
  caves an make their way down. The caverns are criss-
  crossed and the way is not easy. A PC with the Track 
  feat may make a DC 15 Survival check to find a path 
  from the most recent passing. They may also use 
  Survival (with any bonus they may have for 
  underground conditions) to make their way along. 
  Characters without these skills take twice the amount 
  of time to negotiate through the caverns, so modify the 
  boxed text appropriately 
  You walk for nearly a day through narrow 
  passages and climb down chasms that would 
  threaten to swallow you whole if not for the skill 
  of your comrades.  
   
  When you make it to the bottom you notice 
  the only exit is a passage that could fit two fully 
  laden carts side by side and nearly as tall as a 
  giant. The walls are rough, but not natural by any 
  means. 
  If the characters have the Amulet of Moradin with 
  them or the party has a dwarf, they will be approached 
  by an elder earth elemental. At this point ask for listen 
  checks. A DC 18 Listen check reveals the following: 
  From all around you hear the sound of stone 
  grinding on stone. The rumble gets louder and the 
  cavern begins to shake. From beneath you a 
  massive pile of dirt arises from the ground 
  beneath you. An Elemental of Earth, but you have 
  never seen one this big! 
  Ask for spot checks. A DC 15 Spot check determines 
  that the elemental has the symbol of Moradin 
  engraved on its chest.  
  � Elder Earth Elemental: see Monster Manual. 
  This creature is huge, 15 ft by 15 ft. It is 40 feet tall, 
  weighing 60,000 lbs. 
  The elemental is not interested in fighting anything 
  other than Orcs and Derro. If anyone has the Amulet it 
  speaks to them pointedly. If not, it will speak to 
  someone who can speak Terran. If no one can 
  communicate with it, it withdraws into the ground, not 
  wanting to waste its time. 
  It will ask the party why they are there.  
  If they tell it that they are seeking the temple of 
  Dispater, it will give them the following information: 
  • 
  The temple is made of rock and iron. It is warded 
  and impenetrable against entry other than by the 
  front gate.  
  • 
  The Derro led a host of others into the temple no 
  more than a week ago. Orcs followed, but not as 
  many. The Elder is not sure the exact numbers.  It 
  attacked several of the smaller groups, but could 
  not penetrate the defenses of the larger groups. 
  • 
  The temple has been there for more than a 
  millennia. It was a temple to Moradin in centuries 
  past, now it is used by worshippers of a lord of the 
  Nine Hells.  
  • 
  He has never seen Dispater.  
  • 
  He wishes them good luck at that and leaves, 
  making no noise at all as he sinks back into the 
  earth. This can be noted on the AR as a peaceful 
  meeting with an elemental. 
  Now if they are stupid enough to attack, the elemental 
  leaves on its initiative. Reward no XP for this 
  encounter and do not mark the AR with peaceful 
  contact. 
  Encounter Four: The Wall 
  Leaving the Elemental behind, you travel for 
  nearly a day. As you reach the exit you see a vast 
  cavern ahead of you. Lit dimly by the small stream 
  of molten lava you can see what must be the 
  temple of Dispater jutting out of the cavern wall. 
  There is a sweeping ramp leading from your 
  vantage point to the cavern below to a crisscrossed 
  field of stalagmites. Beyond, towards the door of 
  the Temple is a line of what appear to be bodies 
  lying on the hard stone floor. 
  The Temple has been set with a powerful Forbiddance 
  spell. The password on this Forbiddance effect is “The 
  Iron Fist”, which players will not know unless they 
  somehow guess it.   
   
  The area of the Forbiddance extends 30 feet 
  beyond the outer wall of the temple and there is a line 
  of decomposing creatures at that location in various 
  states of decay.  Emphasize this especially to lower 
  level characters and allow appropriate Knowledge and 
  Spellcraft checks in order to figure out the spell effect.  
  At the least, tell them that it looks like an effect that 
  has done a lot of damage is in place. 
   
  Forbiddance: Caster Level 18th; Alignment 
  LE; Will save DC 19 (see spell). As a note this 
  does block all planar travel within the temple, 
  including 
  dimension 
  door, 
  teleport, 
  plane 
  shifting, astral travel, ethereal travel, and all 
  summoning spells. Dispel magic does not dispel a 
  forbiddance effect unless the dispeller’s caster level is 
  18th. 
  
   
  Lucky’s Bane 
   
  Page 9 
  Encounter Five: Into the 
  Darkness 
  The Temple is a free flowing area for the players. After 
  Room 1-3 the characters are on their own to explore. 
  They cannot enter the Derro’s area without first getting 
  the two halves of the key from the Orc Cleric’s necks. 
  Then they must figure out the ritual to lock the two 
  keys together. 
  At any time the players may leave the Temple and 
  come back rested. The EL of each encounter assumes 
  that they are fresh or nearly there. If they decide to 
  hole up inside the temple they are attacked by any 
  remaining creatures in the temple that night (whether 
  clockwork menaces from the West side, Undead from 
  the East or the Derro’s forces from the north). If the 
  players have a way to avoid being detected (such as a 
  rod of Security) or take many precautions (such as 
  Stone Shape doors, or Warp Wood etc) that hamper 
  the creatures from entering the room they are in, they 
  may be safe. Use your discretion and award clever 
  players by allowing them to rest. 
  Below are the room descriptions and what they will 
  encounter in each area.  
   
  Some basics of the temple: 
   
  Walls: They are illusionary and are meant to look 
  like stone and mortar. A character with stonecunning 
  who inspects the walls may make a DC 15 
  stonecunning check to determine that the walls are off 
  somehow and thus make a DC 16 will save to 
  determine the walls are illusory. Any other character 
  making a DC 10 search check on the walls may make a 
  DC 16 Will save to determine the walls are illusory.  
  The true walls are made of iron at least 6-12 inches 
  thick with a break DC 60, Hardness 10, and HP 180 
  (per 10 ft x 10 ft section). 
  � Ceiling: 15 ft high unless noted otherwise. 
  � Doors: Iron. 2-4 in thick. Hardness 10, HP 60, 
  Break DC 28 (Stuck or Locked).  Open Locks DC 
  20+APL. 
  � Floors: Sheet Iron.  
  � Light: Sconces in most rooms lit with 
  everburning torches. 
   
  Auras: Faint Evocation [evil] (desecrate DC 17), 
  Moderate Illusion (the walls and floors DC 16), 
  Moderate Evocation [evil] (Unhallow DC 20), 
  Moderate 
  Divination 
  (the 
  scrying 
  pentagrams), 
  Overwhelming Evil (the entire building is desecrated 
  and unhallowed plus the creatures inside). 
   
  Unhallow and Desecration: All areas of the 
  temple are a good cleric’s bane. There are widened 
  Desecrate and Unhallow spells cast upon each of the 
  pentagram symbols on the temple map (DM Aid #2), 
  which may be dispelled by a Dispel Magic against an 18th 
  level caster.  There is a –10 penalty to turn checks in all 
  areas of the temple. All evil creatures in the temple 
  have Magic Circle of Protection From Good cast upon them 
  as well as Protection From Energy (fire) at 120 points due 
  to the Unhallow.  
  Encounter Six: Pyromania 
  Room 1- Entrance 
  This massive cross-shaped room holds several 
  oddities. To the left is the head of a copper dragon. 
  To the right is the head of a Basilisk. Directly in 
  the center of the room is a pentagram drawn in 
  the blood of some unknown donor. It still looks 
  moist, as if it had been drawn rather recently. 
  Another set of large iron double doors stands in 
  the way of you penetrating the temple further. 
  This front entrance is the first line of defense of the 
  Temple. So naturally they trapped the area to kill or 
  injure as many as possible. As they move past, or 
  inspect the pentagram, the PCs may make a DC 25 Will 
  Save to detect the Patriarch of Lies scrying upon them. 
  False Trap #1 Copper Dragon Head:  
  The head of this dragon is rather large, by your 
  guess an adult at the earliest. Its eyes have been 
  removed and two pieces of amber reflect the 
  torchlight in the room. 
  This trap appears to have been broken by the orcs or 
  the derro when they entered the temple.  It is now 
  nothing more than an object d’art. 
  False Trap #2 Basilisk Head: 
  The head of this basilisk is quite large for the 
  species, probably a greater basilisk. Its eyes have 
  been removed and two emeralds reflect the 
  torchlight in the room. 
  This trap also appears to have been broken upon 
  occupation of the temple by the remains of the orc and 
  derro troops. 
  Pentagram Trap: 
  When someone tries to enter the temple proper 
  without being marked a Disciple of Dispater, read the 
  following: 
  As you move towards the large Iron doors a mouth 
  appears before you. “Only those who are true 
  Disciples may pass, speak the Name of our Lord.” 
  The correct answer is Lord Dispater. The Lord part is 
  not optional. A true disciple of Dispater knows his 
  lord’s title. The players may make a DC 15 Wisdom 
  check, a DC 25 Knowledge (Religion) check or a DC 25 
  Knowledge (The Planes) check to remember the words 
  of the Ankrif-Loem. If they did not ask for the 
  
   
  Lucky’s Bane 
   
  Page 10 
  information on Dispater the DC for this information is 
  increased by 10.  This trap may be disabled by a rogue 
  as per normal trap rules. 
  APL 6 (EL 5) 
  � Fireball: CR 5; touch trigger; no reset; spell effect 
  (fireball, 8th level Wizard, 8d6 fire, DC 14 Reflex save 
  half damage); Search (DC 28); Disable Device (DC 
  28). This is centered on the pentagram.  
  APL 8 (EL 7) 
  � Widened Fireball: CR 7; touch trigger; no reset; 
  spell effect (widened fireball, 11th level Wizard, 10d6 
  fire, DC 19 Reflex save half damage 40 ft. burst); 
  Search (DC 31); Disable Device (DC 31). This is 
  centered on the pentagram to catch most anyone in 
  the room.  
  APL 10 & 12 (EL 9) 
  � Widened, Empowered Fireball: CR 9; touch 
  trigger; no reset; spell effect (widened empowered 
  fireball, 15th level Wizard, 10d6 x 1.5 fire, DC 22 
  Reflex save half damage 40 ft. burst); Search (DC 33); 
  Disable Device (DC 33). This is centered on the 
  pentagram to catch most anyone in the room. 
  Room 2 
  This large foyer holds a pair of menacing looking 
  iron statues to the left and right in the center of 
  this 30 ft long room. Once again a pair of Iron 
  Doors block the way to what you hope is the heart 
  of the temple.  
  Encounter Seven: Gods of War 
  Room 3 
  This massive room sinks down to a center dais. 
  There are pews among the raised level and stairs 
  leading down from four points of the room. Large 
  sets of double iron doors are at the end of the 
  stairs. Five pillars in the shape of a pentagram 
  hold up the vaulted ceiling. The altar in the center 
  is made of solid iron. You can see by the red stains 
  the usage for this alter. The iron looks as though 
  rust has encroached upon it, but on closer 
  examination the lines of rust are actually streams 
  of blood that have poured down its sides over 
  decades of use and dried. Each pillar has many 
  glyphs and sigils upon them that faintly glow in 
  the dim light of the room. The pillars look to be 
  made of solid iron. The doors to the north are 
  locked with no visible keyholes or hinges. There is 
  a small hammer and anvil shaped depression in 
  the doors, about the size of a halfling’s fist. The 
  other two doors are not so protected and look as 
  though they would swing quietly open with but a 
  touch. 
  Auras: Strong Abjuration (Dimensional Lock DC 23) 
  on doors, Strong Evil, (the altar), Strong Conjuration 
  (Summon Monster VII, Erinyes DC 28) 
  Closer inspection of the north door reveals that the 
  hammer and anvil symbol actually has a red tinge. A 
  DC 15 Search check will find a good enough sample to 
  allow a DC 10 Heal Check to identify it as dried blood.   
   
  The north door has a Dimensional Lock on it 
  making dimensional travel through it impossible. They 
  need to find the two pieces of the key to make the lock 
  work.  
   
  From here they can go either to the West or East. 
  The characters may go through this part in either 
  order. The Orcs and Derro know that the PCs are on 
  their way through the scrying of the Patriarch of Lies 
  in the interior sanctum.  The PCs may be aware of this 
  if they make a DC 25 Will Save when in the area of the 
  pentagrams. The Derro General is concerned with 
  plotting his revenge against the dwarves that he sees 
  the PCs as a minor threat. He will not react until they 
  are at his door. 
  West Side’s Story 
  All areas are Unhallowed and Desecrated with an altar. All 
  creatures have Magic Circle Vs Good and 120 points of 
  Protection from Energy (fire).  See Encounter Five for 
  more details. 
   
  Mad Gnome’s world. This area of the temple was 
  once home to a mad gnome inventor that found the 
  Lord of Iron to his liking. Through the powers of the 
  Lord of Dis, he envisioned many strange iron crafted 
  servants and warriors. He kept a journal of his work 
  and the amulet he created to keep others out of his 
  master’s area. He volunteered to be sacrificed in the 
  name of the Lord of the festering pit of Dis. An Erinyes 
  was summoned to watch the sacrifice and took the 
  shell of the gnome to the Nine Hells to serve out 
  eternity as the Lord of Dis’s sculptor. Now the orcs 
  have moved in. They have no idea that there is a 
  journal. They are just glad to recuperate and that they 
  have a “safe haven” from the Duchy patrols. 
   
  Room 4 is the West Shaman’s quarters. The 
  shaman is not present in these quarters, they are in the 
  larger room further inside.  Each shaman is loyal to an 
  Orc general. Both sides leave each other alone as they 
  plot to take power from one another. You can use the 
  following description for each room with some 
  adjustments:  
  The room is quite spacious with a large bed 
  and a chest of drawers and foot locker. There 
  is a small writing table with open, but unused 
  books spread across them. There is a 
  distinctly unpleasant odor to the room, much 
  like a cesspit.   
  
   
  Lucky’s Bane 
   
  Page 11 
  In addition, searching this room will reveal 
  correspondance between the Orc shaman and the Orc 
  Leaders that talks about the campaign to take the Vale.  
  Evidently they were directed by Dispater to take that 
  area in order to provide a diversion to the Derro forces 
  taking over Dumadan.  They discuss their dislike of 
  working with the ‘Insane Derro’ and how the troops 
  are bickering between each other at the beginning of 
  the campaign, which moves towards missives that 
  report the bickering subsiding as the forces split up to 
  do their duties. 
   
  Room 5  
  The room has many gears, strips of metal, 
  alchemical equipment etc. This must have been a 
  laboratory. 
  A DC 22 Search Check finds a loose plate in the floor 
  below the night stand. It’s a metal plate, 1 inch thick. It 
  requires a DC 16 Strength Check (max aid is 2 others). 
  If the PCs have not determined that the walls are 
  illusory at this point, this search check allows them to 
  make a Will save.  If they make a DC 16 Will save, they 
  realize that the floor is entirely iron.  Under the plate, 
  they find the journal of Namfoodle Flintsteele (Fidget 
  to those that knew him), the crazy Gnome tinker that 
  created many of the traps, creatures and the 
  amulet/lock. Give the PCs Player Handout #3. 
   
  Iron Plate: Iron. 2-4 in thick. Hardness 10, HP 60, 
  Break DC 28. 
   
  Room 13 is a dining area. There are assorted 
  plates, foodstuffs and eating utensils. There are a few 
  crates filled with salted herring. The containers are 
  blood red in color. (A red herring room) 
   
  Room 15 is a general purpose room where the 
  former residents trained, made weapons, and prepared 
  to defend the temple. There are arrow slits on the 
  south walls that are hidden by illusions from the 
  outside. There are broken weapons and smithing 
  equipment.  
  Encounter Eight: Kings of 
  Oblivion 
   
  Room 6 
  The door to this area has been shattered; the 
  remains barely hang from the hinges, allowing 
  you to see clearly into the room.  It is a rather large 
  area, seemingly cluttered with piles of metal 
  scraps. There is a spiral staircase in the north-west 
  corner that descends below this level. There is the 
  body of an orc in here lying in the middle of the 
  floor looking crushed.   
  Once a PC enters the room, have all PCs make a DC 15 
  Spot check.  If they succeed, they are able to act on the 
  surprise round.  Read: 
  Suddenly, the machinery around the edge of the 
  walls begins to move towards you menacingly. 
  If the PCs do not enter the room, the machinery will 
  activate as the last PC exits into Room 3 (main room).  
  If the PCs attack the machinery before entering the 
  room, the machinery will activate and attack back. 
  APL 6 (EL 5) 
  � Automaton: Pulverizer, advanced: hp 79; see 
  Appendix One, Encounter Eight. 
  APL 8 (EL 7) 
  � Automaton: Hammerer, advanced: hp 112; see 
  Appendix Two, Encounter Eight. 
  APL 10 (EL 9) 
  � Automaton: Hammerer, advanced (2): hp 112 
  each; see Appendix Three, Encounter Eight. 
  � Automaton: Pulverizer, advanced: hp 79; see 
  Appendix Three, Encounter Eight. 
  APL 12 (EL 11) 
  � Automaton: Hammerer, advanced (3): hp 112 
  each; see Appendix Four, Encounter Eight. 
  � Automaton: Pulverizer, advanced (2): hp 79 
  each; see Appendix Four, Encounter Eight. 
  Treasure: None 
  Development:  The PCs will find one part of a strange 
  amulet on the body of the orc in the middle of the 
  room.  It is an adamantine hammer that appears to link 
  to something else. If the PCs have found the other part 
  of the amulet, the two parts fit together, although they 
  do not stay together without some sort of binding 
  material (see Encounter Ten). 
   
  There are stairs leading below the room. The room 
  below is as large as the room above. It is here where 
  Fidget kept most of his scrapped creations. If the 
  characters wish to search they may, but there is 
  nothing to be found.  
  East Side’s Story 
  All areas are Unhallowed and Desecrated with an altar. All 
  creatures have Magic Circle Vs Good and 120 points of 
  Protection from Energy (fire).  See Encounter Five for 
  more details. 
   
  This side is a crypt. This is where the Disciples of 
  Dispater disposed of the sacrificial remains. Many 
  spirits wander here. You should try to convey the hairs 
  standing up on the PC’s necks and the chill in the air, 
  so tangible they can see it. 
  
   
  Lucky’s Bane 
   
  Page 12 
   
  Room 7 is the East Shaman’s quarters. The 
  shaman is not present in these quarters, they are in the 
  large room further inside.  Each shaman is loyal to an 
  Orc general. Both sides leave each other alone as they 
  plot to take power from one another. You can use the 
  following description:  
  The room is quite spacious with a large bed. 
  There is a small writing table with open, but 
  unused books spread across them. There is 
  a distinctly unpleasant odor to the room, 
  much like a cemetery. 
   
  In addition, searching this room will reveal a set of 
  correspondence between the Orc shaman and the Orc 
  Leaders that talk about the campaign to take the Vale.  
  Evidently they were directed by Dispater to take that 
  area in order to provide a diversion to the Derro forces 
  taking over Dumadan.  They discuss their dislike of 
  working with the ‘Insane Derro’ and how the troops 
  are bickering between each other at the beginning of 
  the campaign, which moves towards missives that 
  report the bickering subsiding as the forces split up to 
  do their duties. 
   
  Room 12 is a dining area. There are assorted 
  plates, foodstuffs and eating utensils. There are a few 
  crates filled with salted herring. The containers are 
  blood red in color. (A red herring room) 
   
  Room 14 is a general purpose room where the 
  former residents animated dead, created spirits and 
  stored their implements of torture.  There are captured 
  human and halfling bodies stored here and the air is 
  unnaturally cold.  
  Encounter Nine: Gift of Flesh 
   
  Room 8 
  This odd shaped room looks like a half octagon. 
  On the diagonal walls to your left and right you 
  see another set of iron doors. Just ahead you see an 
  altar with a plate upon it. Even from here you can 
  see the contents of the plate must be blood. An 
  Orc shaman is here. “So you found your way into 
  certain death. Nicely done. Enjoy what little time 
  you have left. I know I will enjoy watching you 
  die.” 
  Enter the Crypt Keepers. This area is Unhallowed and 
  Desecrated with an altar. This gives all evil aligned 
  creatures (including undead) Magic Circle vs. Good and 
  120 Points of Protection from Energy (fire). Also the 
  undead have a +2 Profane Bonus to hit and +2 hit 
  points per HD 
  APL 6 (EL 5) 
  � Sakgu: hp 23; see Appendix One, Encounter 
  Nine. 
  � Shadow: hp 25; see Monster Manual. 
  APL 8 (EL 7) 
  � Sakgu: hp 35; See Appendix Two, Encounter 
  Nine. 
  � Wraith: hp 42; see Monster Manual. 
  APL 10 (EL 8) 
  � Sakgu: hp 35; see Appendix Three, Encounter 
  Nine. 
  � Wraiths (2): hp 42 each. See Monster Manual. 
  APL 12 (EL 10) 
  � Sakgu: hp 55; see Appendix Four, Encounter 
  Nine. 
  � Spectre: hp 45; see Monster Manual. 
  � Wraith: hp 42; see Monster Manual. 
  Treasure:  
  APL 6: Loot – 153 gp; Coin – 4.5 gp; Magic – cloak of 
  resistance +1 (83 gp), scroll of cure moderate wounds (25 gp 
  each), scroll of hold person (12.5 gp each). 
  APL 8: Loot – 128 gp; Coin – 0 gp; Magic – 0 gp. 
  APL 10: Loot – 128 gp; Coin – 0 gp; Magic – 0 gp. 
  APL 12: Loot – 2 gp; Coin – 0 gp; Magic – cloak of 
  resistance +1 (83 gp), periapt of wisdom +2 (333 gp), 
  morningstar +1 (192 gp), full plate +1 (221 gp). 
  Development:   The PCs will find one part of a strange 
  amulet on the body of Sakgu.  It is an iron anvil that 
  appears to link to something else.  If the PCs have 
  found the other part of the amulet, the two parts fit 
  together, although they do not stay together without 
  some sort of binding material (see Encounter Ten). 
   
  There is a spiral stairwell leading to a room below 
  this one. It is a full rectangle area of the room above. It 
  is littered ankle deep with bones of various humanoids, 
  beasts and aberrations. They may search, but there is 
  nothing of value down here. 
  North Side’s Story 
  All areas are Unhallowed and Desecrated with an altar. All 
  creatures have Magic Circle Vs Good and 120 points of 
  Protection from Energy (fire).  See Encounter Five for 
  more details. 
   
  After the characters find the hammer and anvil 
  pieces of amulet/lock, they now need to perform the 
  ritual to bind the two pieces together. The ritual 
  involves blood. Just a few drops. At least four. Five is 
  the best, but four will do.  The blood must be from a 
  creature with the humanoid subtype, such as the 
  characters or the dead bodies of the orcs lying around.  
  If the blood is allowed to cool for more than 5 minutes, 
  it will no longer fuse the amulet together. 
  
   
  Lucky’s Bane 
   
  Page 13 
  Drop 1- The Hammer and anvil smoke a 
  bit. The smell is reminiscent of a blacksmith 
  working metal. You see that they are slowly 
  melding together, but the key could break 
  under any stress.  You feel weaker, as if the 
  fusion of the metal was draining your 
  strength.  
  For each drop of blood the PC will take 1 point of 
  temporary Constitution damage 
  Drop 2- The key smolders a bit more. 
  The blood seems to be fusing the two parts 
  together. Although still a brittle hold you can 
  tell the ceremony is working.  
   
  For each drop of blood the PC will take 1 point of 
  temporary Constitution damage 
  Drop 3- You hear the hiss of metal 
  binding to metal. Smokes wafts up from the 
  key. It is definitely stronger than before, you 
  are pretty sure the two pieces should hold.  
   
  For each drop of blood the PC will take 1 point of 
  temporary Constitution damage 
  Drop 4- The anvil and hammer seems as 
  one. The blood has begun to turn the metal a 
  rust color similar to the color on the altar in 
  the 
  main 
  worship 
  chamber. 
  You 
  are 
  beginning to believe that the key can hold up 
  to pressure.  
   
  For each drop of blood the PC will take 1 point of 
  temporary Constitution damage 
   
  At this point a DC 15 Craft (Weaponsmith) or 
  Craft (Armorsmith) determines that the key is solid 
  and secure. If they miss the DC, they are not totally 
  convinced that the key is ready. A PC with 5 ranks in 
  Knowledge (Religion) gets a +2 synergy bonus to this 
  Craft check or another PC with 5 ranks in Knowledge 
  (Religion) can aid on this check.  
  Drop 5 - The key must be complete. The 
  smoke rising from it has diminished greatly. 
  The blood now runs off the key instead of 
  being absorbed by it.  
   
  For each drop of blood the PC will take 1 point of 
  temporary Constitution damage. 
   
  At this point a DC 12 Craft (Weaponsmith) or 
  Craft (Armorsmith) determines that the key is solid 
  and secure. If they miss the DC, they are not totally 
  convinced that the key is ready. A PC with 5 ranks in 
  Knowledge (Religion) gets a +2 synergy bonus to this 
  Craft check or another PC with 5 ranks in Knowledge 
  (Religion) can aid on this check.  
   
  If one PC took all the temporary Constitution 
  damage, they get “the Blood Ritual curse”. 
   
  Once the key is properly prepared, they may open 
  the door. The Derro General and Patriarch of Lies have 
  been watching the group through the blood pentagram 
  in Room 3 and know they are coming. PCs should have 
  gotten a DC 25 Will save to realize they were being 
  scried upon as they passed through or examined this 
  pentagram.  They are ready. Any spell that is on the list 
  as pre-cast has been done so. 
  Room 9 
  This room is not as the rooms the orcs have been 
  using. It is clean, in good repair and smells of a 
  blacksmith’s shop at the end of a long day. There 
  are two beds, neatly made, a chest, and desk. There 
  are weapons of good quality hanging from the 
  walls, but you do notice a few of the weapon 
  hangers are empty. 
  This is the room of the two fighter types the Derro has 
  in his forces. They have been recalled to the main room 
  to lay in wait for the oncoming battle. The chest 
  contains minor mundane items (rope, backpack etc), 
  but nothing of use. One thing they will note is that all 
  of the items are made of iron that can be as iron is the 
  preferred material of Dispater.  A DC 15 Knowledge 
  (Religion) check will reveal this fact. 
  Room 10 
  This room is not like the other rooms you have 
  seen to date. There is one bed and one mat on the 
  floor. There is a small desk and a few shelves of 
  books on the walls.   The room is neat and tidy. 
  Everything has a place and everything is in its 
  place. 
  The books are a mixture of arcane information and 
  theology, mostly regarding rituals of Syrul.  There is 
  nothing more of interest in this room. 
  Encounter Ten: Action! Not 
  Words 
  Room 11 
  You enter the majestically appointed room. You 
  reason that this must the room of the temple’s 
  High Priest. It is lavishly decorated, with an iron 
  altar large throne-like chair and lavish tapestries 
  adorning the walls. Adorning the ceiling is a large 
  lantern casting its light around the room. Sitting 
  on top of the throne is a Derro whose skin is the 
  color of cold iron. To his left is an Orcish priest of 
  Syrul in full plate. There are other figures in the 
  room, another derro and three orcs. They look as if 
  
   
  Lucky’s Bane 
   
  Page 14 
  they are expecting you. “Greetings, fools. We have 
  been watching you for some time. You have 
  remarkable gifts. You would make fine Disciples 
  of our Lord Dispater. Join us now, or perish where 
  you stand.  Our followers will take your 
  surrender.”  With that, the Derro and the Orc leave 
  through a doorway at the back of the room. 
  This room is Unhallowed and Desecrated. All 
  opponents in the room have Magic Circle versus Good 
  and 120 points of Resist Energy (fire). Also the Lantern on 
  the ceiling is a Lantern of Revealing. This works as an 
  invisibility purge for a 25 foot radius.   
  APL 6 (EL 7) 
  � Kronk: hp 22; see Appendix One, Encounter Ten. 
  � Shokan: hp 35; see Appendix One, Encounter 
  Ten. 
  � Draggo: hp 25; see Appendix One, Encounter 
  Ten. 
  � Ewkbanok: hp 23; see Appendix One, Encounter 
  Ten. 
  APL 8 (EL 9) 
  � Kronk: hp 36; see Appendix Two, Encounter Ten. 
  � Shokan: hp 55; see Appendix Two, Encounter 
  Ten. 
  � Draggo: hp 25; see Appendix Two, Encounter 
  Ten. 
  � Ewkbanok: hp 35; see Appendix Two, Encounter 
  Ten. 
  APL 10 (EL 11) 
  � Kronk: hp 64; see Appendix Three, Encounter 
  Ten. 
  � Shokan: hp 75; see Appendix Three, Encounter 
  Ten. 
  � Draggo: hp 33; see Appendix Three, Encounter 
  Ten. 
  � Ewkbanok: hp 48; see Appendix Three, 
  Encounter Ten. 
  APL 12 (EL 13) 
  � Kronk: hp 82; see Appendix Four, Encounter 
  Ten. 
  � Shokan: hp 95; see Appendix Four, Encounter 
  Ten. 
  � Draggo: hp 50; see Appendix Four, Encounter 
  Ten. 
  � Ewkbanok: hp 62; see Appendix Four, Encounter 
  Ten. 
  Tactics: The Orc Monk/Rogue is a grapple specialist. 
  He will grab hold of an arcane caster, or the weakest 
  looking PC (remember they have been watching) and 
  pin them until they are dead. Remember that the 
  entire temple is subject to a Forbiddance effect and that 
  no summon spells or teleportation spells will work in 
  the area.  The Derro sorcerer does not hesitate at 
  higher APLs to drop Fireballs everywhere; they are 
  protected from fire for the most part.  
  Developments: The Derro General and the Orcish 
  Patriarch figure that the phrase needed to open the 
  door will keep out those that should not come in. The 
  minions have no idea what the phrase may be.  If the 
  PCs decide to follow the General and the Patriarch of 
  Lies, go to Optional Encounter One.  
   
  They may be pretty beat up here, so let them know 
  the dangers that they may face. Remind them that the 
  dwarves said the General was not to be taken lightly.  If 
  the PCs attempt to return after resting, they find that 
  the chamber below is deserted and the General and 
  Patriarch have left. 
  Treasure:  
  APL 6: Loot 200 gp Coin 0 gp Magic 2 cloak of resistance 
  +1 (83 gp each), 2 bracers of armor +1 (83 gp each), ring of 
  protection +1 (167 gp), 2 potion cure serious wounds (62.5 
  gp each), scroll cure moderate wounds (25 gp), potion of 
  invisibility (25 gp), scroll mirror image (12.5 gp), scroll of 
  displacement (31 gp). 
  APL 8: Loot 58 gp Coin 0 gp Magic 2 cloak of resistance 
  +1 (83 gp each), 2 bracers of armor +1 (83 gp each), ring of 
  protection +1 (167 gp), 3 potion cure moderate wounds (25 
  gp each), potion of invisibility (25 gp), scroll of displacement 
  (31 gp), scroll of mirror image (12.5 gp). 
  APL 10: Loot 2 gp Coin 0 gp Magic 2 cloak of resistance 
  +1 (83 gp each), 2 ring of protection +1 (167 gp each), 2 
  bracers of armor +1 (83 gp each), potion cure moderate 
  wounds (25 gp), potion of bull’s strength (25 gp), potion of 
  bear’s endurance (25 gp), mithral breastplate +2 (683 gp), 
  greatsword +1 (196 gp each), 2 potion cure serious wounds 
  (62.5 gp each), potion invisibility (25 gp), scroll of 
  displacement (31 gp), scroll mirror image (12.5 gp), 
  morningstar +1 (192 gp), full plate +1 (221 gp), periapt of 
  wisdom +2 (333 gp). 
  APL 12: Loot 127 gp Coin 0 gp Magic 3 cloak of resistance 
  +1 (83 gp each), 2 bracers of armor +2 (333 gp each), 2 ring 
  of protection +1 (167 gp each), 3 potion cure serious wounds 
  (62.5 gp each), mithral breastplate +1 (446 gp), greatsword 
  +1 (196 gp each), scroll of displacement (31 gp), potion 
  invisibility (25 gp), scroll mirror image (12.5 gp), scroll 
  haste (31 gp), morningstar +1 (192 gp), periapt of wisdom 
  +2 (333 gp). 
  Optional Encounter 1: Bringin' 
  On the Heartbreak 
  At the bottom of the stairwell the PCs enter a small 10 
  foot by 10 foot room that faces an ornate door made of 
  adamantine.   
  The stairs seem to continue for several minutes, 
  the area gets darker and darker and you feel the 
  
   
  Lucky’s Bane 
   
  Page 15 
  weight of the temple above you pressing down.  
  Finally, it ends in a small room with an ornately 
  carved adamantine door with a phrase in strange 
  writing.  There seems to be a place near the center 
  of the writing where the strange amulet would fit. 
   The walls are another curiosity, with bas relief 
  poetry of a dark and sinister nature carved upon it. 
  This area feels different than the previous area because 
  the stairs descend below the area of the Forbiddance 
  spell surrounding the Temple.  Let the PCs make DC 
  15 Spellcraft or Knowledge (Arcana) checks to 
  determine this has occurred.  They can now teleport 
  and use their dimensional items.  Remind them that 
  they will take damage upon going back up to the 
  Temple, thus it might be a good idea for lower level 
  parties to rest here (after solving the puzzle of the 
  door). 
   
  The phrase is written on the door in Infernal. 
  There are parts missing: Give them Player Handout #4. 
  The hints are in Fidget’s notes. The metals used in the 
  first part of the note are used in the phrase with their 
  periodic table of elements symbols. 
  Swear Fealty to the Lord of the Festering Pit. Agree or 
  be Cursed by the Aura of Night. 
  The poetry along the walls is written in Common and 
  thus understandable by all.  It is all dark or crazy and 
  proclaims the superiority of Lord Dispater.  Feel free to 
  make up some dark poetry if you want, otherwise you 
  can use Player Handout #5.  With a DC 20 Search 
  check, the PCs can determine that sections of the 
  poetry can be removed.  The letters that can be 
  removed are:  Al (Aluminum), Sn (Tin), Pb (Lead), Ti 
  (Titanium), Cr (Chromium), Mn (Manganese), Fe 
  (Iron), Co (Cobalt), Ni (Nickel), Cu (Copper), Zn 
  (Zinc), Ag (Silver), Cd (Cadmium), Os (Osmium), Ir 
  (Iridium), 
  Pt 
  (Platinum), 
  Au 
  (Gold), 
  Am 
  (Adamantium).  These letters are all of the commonly 
  known metals, which can be determined by a DC 10 
  Knowledge (Nature), or Knowledge (Engineering) or a 
  DC 15 Bardic Knowledge.  ).  A dwarven PC with 
  stonecunning gets a +2 circumstance bonus on any of 
  these rolls. 
   
  Each combination of letters can be spread apart to 
  fit around a single letter, thus the solution Pit for the 
  puzzle could also be Aim, Min, or Ail for example. 
   
  If the PCs want to solve this puzzle all by 
  Knowledge checks, the DC starts at 15 and increases by 
  2 for each subsequent identification, thus the final 
  check is a DC 27 Knowledge (Nature) or Knowledge 
  (Architecture and Engineering).  A dwarven PC with 
  stonecunning gets a +2 circumstance bonus on any of 
  these rolls. 
   
  There seems to be something strange about the 
  door that PCs can make a DC 25 Knowledge (Arcana) 
  check to determine that it seems to be some sort of 
  portal between planes.  A DC 24 Spellcraft determines 
  that a Gate spell has been cast here on the portal.   
   
  Once the PCs solve the puzzle of the door, they 
  can continue onwards or they can leave. 
   
  If they leave, they can take the key letters from the 
  door, thus preventing it from being opened from this 
  side.  In addition, the door may be LOCKED by using 
  the amulet that was forged earlier.  Thus, locking the 
  door and taking the amulet or ruining the key hole 
  (would require an adamantine weapon) for the amulet 
  would prevent someone from unlocking the door.  If 
  the PCs do both of these steps, they may successfully 
  trap the Derro General and the Patriarch in the 
  chambers below. If the PCs trap the Derro General and 
  the Patriarch, their mission is successful. 
   
  Since the door closes upon the portal, anyone 
  traveling from the other plane to this plane with the 
  door closed would immediately hit the adamantine 
  door and be repelled.  Also, just on the other side of the 
  Gate, are a set of planar tuning forks for the Material 
  Plane.  If the PCs take these, it would appear that there 
  would be no way to activate this particular Gate. 
   
  If the PCs do not continue on, such as those who 
  heed the warning of the dwarves at the beginning, they 
  do not have to spend the extra TU and do not 
  receive the extra rewards.  (Remind the lower level 
  parties of the dwarven warning.) 
   
  If the PCs continue on to fight the Derro General 
  and the Patriarch, read the following: 
   
  The iron spiral stairs lead down to a depth 
  that you believe is in the Nine Hells themselves. 
  Upon hitting the last stair you see a vaulted 
  entranceway. Unlike every other room in the 
  temple this one does not have an iron door to 
  block passage. They must have thought that no 
  one could get to this point without being a 
  Disciple of Dispater. You steady your breath and 
  step into the room. The Patriarch of Syrul looks up 
  from his scrying bowl. “I told you they would not 
  leave well enough alone. Now they must pay!” 
  APL 6 (EL 15) 
  � Derro General: hp 120; see Appendix One, 
  Optional Encounter. 
  APL 8 (EL 15) 
  � Derro General: hp 120; see Appendix Two, 
  Optional Encounter. 
  APL 10 (EL 15) 
  � Derro General: hp 120; see Appendix Three, 
  Optional Encounter. 
  
   
  Lucky’s Bane 
   
  Page 16 
  APL 12 (EL 16)  
  � Derro General: hp 120; see Appendix Four, 
  Optional Encounter. 
  � Vakmu: hp 93; see Appendix, One, Optional 
  Encounter. 
  Tactics:  The Derro General and Vakmu use their 
  consumables as needed.  They are powered up 
  appropriately to the strength of the party since they 
  know the PCs are coming – opening the door triggers a 
  chime in the room below – and have adequate time to 
  prepare. It takes the PCs 5 rounds to descend the spiral 
  stairs to the room below moving at 30 feet per round, 
  thus if all PCs double move (and move at 30) it will 
  take only 3 rounds.  Increase or decrease the time for 
  preparation depending on how long the PCs take to 
  descend the stairs, such as waiting for slower party 
  members.   
  At lower APLs, the Derro General has killed the 
  Patriarch after an argument while the PCs were 
  fighting the earlier combat and has been slightly 
  negatively affected by this combat. 
  Treasure:  
  No one will buy the unholy greataxe or the bane 
  (humanoid, dwarves) morningstar, although the 
  dwarves will want it to destroy them.  At any rate, the 
  PCs cannot keep them or sell them because they are 
  tainted. 
  APL 6: Loot 0 gp Coin 0 gp Magic mithral breastplate +2 
  (696 gp), ring of protection +1 (333 gp), cloak of resistance 
  +1 (83 gp). 
  APL 8: Loot 140 gp Coin 0 gp Magic mithral breastplate 
  +2 (696 gp), ring of protection +1 (333 gp), cloak of 
  resistance +1 (83 gp). 
  APL 10: Loot 140 gp Coin 0 gp Magic mithral breastplate 
  +2 (696 gp), ring of protection +1 (333 gp), 2 cloak of 
  resistance +1 (83 gp). 
  APL 12: Loot 2 gp Coin 0 gp Magic mithral breastplate +2 
  (696 gp), 2 ring of protection +1 (167 gp each), 2 cloak of 
  resistance +1 (83 gp each), periapt of wisdom +2 (333 gp). 
  Conclusion 
  You make your way back to Dumadan. The going is 
  slow, but you are grateful for the slow pace. It 
  seems almost peaceful and you can nearly 
  understand why the dwarves like it down here. As 
  you make your way into the camp a beaming 
  Hiolur Khulaban comes forth to greet you. “What 
  news do you have? Is the threat gone? Has the 
  temple been destroyed? Oh where are my 
  manners. Go sit and relax. I’m sure the Ankrif will 
  want to speak with you right away. Grab some 
  food and some rest. I will be back shortly.” At least 
  a half hour goes by. You sit by the fire eating and 
  drinking your fill when Hiolur returns. “Come 
  with me, they wish to see you right away!” 
  Depending on what the outcome is read or paraphrase 
  what suits the PCs success.  Feel free to roleplay 
  further than the boxed text specifies depending on 
  your table. 
  If all of the inhabitants of the temple have 
  been defeated and the Derro General is 
  trapped: 
  The Ankrif are seated around the large table again. 
  (Ask them what they are saying to the dwarves). “Well 
  done. The threat is nearly over. Congratulations 
  on figuring out a way to trap the Derro General.  
  Moradin’s trust in you was well placed.  Great 
  work! The dwarves and the Duchy owe you a debt 
  of gratitude.” A few days later you receive a letter 
  on behalf of the Halflings of the Vale thanking 
  you for ending the threat of the orcs.” 
  If all of the inhabitants of the temple are 
  defeated and they have the General’s head: 
  The Ankrif are seated around the large table again. 
  (Ask them what they are saying to the dwarves). “By 
  the beard of Dumathoin! You have achieved what 
  we could have only prayed for. Songs will be sung 
  of your battle. You will be known as friends to all 
  dwarves! 
  Come, 
  we 
  must 
  celebrate 
  this 
  overwhelming victory!” The dwarves take you to a 
  nearby ale house and the celebration spreads far 
  and wide throughout the city as more and more 
  dwarves come to know of your success.  They all 
  stop by for a drink and to toast you and cheer your 
  heroism. 
  A few days later you receive a letter on behalf of 
  the Halflings of the Vale thanking you for ending 
  the threat of the orcs. 
  If The Temple remains and the General 
  escapes: 
  This is the worst outcome of all. The dwarves listen to 
  the PC’s story then excuse them coldly. As they leave 
  the tent, they hear the dwarves talking about hiring 
  “real heroes”. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus role-playing) to each character. 
  Encounter One: Orc Abuse 
   
  APL6  
  210 xp   
  
   
  Lucky’s Bane 
   
  Page 17 
   
  APL8  
  270 xp  
   
  APL10  
  240 xp  
   
  APL12  
  300 xp 
  Encounter Eight: Clockwork Orange 
   
  APL6  
  150 xp   
   
  APL8  
  210 xp  
   
  APL10  
  240 xp  
   
  APL12  
  300 xp 
  Encounter Nine: Undead Horde 
   
  APL6  
  150 xp   
   
  APL8  
  210 xp  
   
  APL10  
  240 xp  
   
  APL12  
  300 xp 
  Encounter Ten: Derro Forces 
   
  APL6  
  210 xp   
   
  APL8  
  270 xp  
   
  APL10  
  330 xp  
   
  APL12  
  390 xp 
  Optional Encounter: Derro General 
   
  APL6  
  (450 xp)  
   
  APL8  
  (563 xp) 
   
  APL10  
  (675 xp)  
   
  APL12  
  (788 xp) 
  Story Award 
  Interacting peacefully with the Elemental. 
   
  APL6  
  90 xp  
   
  APL8  
  125 xp 
   
  APL10  
  135 xp  
   
  APL12  
  165 xp 
  Role-playing Award  
   
  APL6  
  90 xp   
   
  APL8  
  100 xp  
   
  APL10  
  135 xp  
   
  APL12  
  150 xp 
  Total possible experience:  
   
   
  APL6  
  900 xp  (1350 xp)  
   
  APL8  
  1125 xp  (1687 xp) 
   
  APL10  
  1350 xp  (2025 xp)  
   
  APL12  
  1575 xp  (2362 xp) 
   Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take 
  the time to loot the bodies, they do not gain this gold.  If 
  you feel it is reasonable that characters can go back to 
  loot the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter One:  Introduction 
   
  APL 6: L: 93 gp; C: 11 gp; M: 50 gp 
   
  APL 8: L: 406 gp; C: 11 gp; M: 572 gp 
   
  APL 10: L: 146 gp; C: 11 gp; M: 765 gp 
   
  APL 12: L: 137 gp; C: 11 gp; M: 1006 gp 
  Encounter Nine:   
   
  APL 6: L: 153 gp; C: 4.5 gp; M: 140 gp 
   
  APL 8: L: 127 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 127 gp; C: 0 gp; M: 0 gp 
  APL 12: L: 2 gp; C: 0 gp; M: 830 gp 
  Encounter Ten:   
   
  APL 6: L: 200 gp; C: 0 gp; M: 750 gp 
   
  APL 8: L: 58 gp; C: 0 gp; M: 839 gp 
  
   
  Lucky’s Bane 
   
  Page 18 
   
  APL 10: L: 2 gp; C: 0 gp; M: 2561 gp 
  APL 12: L: 266 gp; C: 0 gp; M: 2754 gp 
  Optional Encounter:   
   
  APL 6: L: 0 gp; C: 0 gp; M: 1362 gp  
   
  APL 8: L: 0 gp; C: 0 gp; M: 1362 gp  
   
  APL 10: L: 0 gp; C: 0 gp; M: 1362 gp 
   
  APL 12: L: 127 gp; C: 0 gp; M: 2638 gp 
  Total Possible Treasure 
   
  APL 6: L: 446 gp; C: 15 gp; M: 939 gp 
   
  APL 8: L: 592 gp; C: 11 gp; M: 1411 gp 
  APL 10: L: 275 gp; C: 11 gp; M: 3612 gp 
  APL 12: L: 679 gp; C: 0 gp; M: 4591 gp 
  Total Possible Treasure (with Optional) 
   
  APL 6: L: 446 gp; C: 15 gp; M: 2302 gp 
   
  APL 8: L: 478 gp; C: 11 gp; M: 2773 gp 
  APL 10: L: 253 gp; C: 11 gp; M: 4974 gp 
  APL 12: L: 393 gp; C: 0 gp; M:  6537 gp 
  Special 
  Amulet of Moradin: This amulet allows the wearer to 
  speak, write, and understand Terran. It also acts as an 
  Amulet of Natural Armor +1, giving the wearer a stone-
  like texture to their skin. In addition, it bestows 
  protection vs. petrification. One time, when the bearer 
  would be turned to stone through failure of a save or 
  another effect, this amulet activates and negates that 
  effect.  Once this function activates, the amulet looses 
  all properties except the ability to speak, write, and 
  understand Terran. 
  CL 13th; Prereq; Craft Wondrous Items, creator must 
  be dwarf, tongues; barkskin, flesh to stone Market Value 
  6,300, Weight 1 lbs  
  Blessings of Moradin 
  Having destroyed the vile temple to Dispater, the 
  dwarven patron deity, Moradin, has blessed you.  This 
  blessing can be triggered to produce a bless weapon (10th 
  level caster), or it can be used to remove the Corruption 
  of Dispater, a vile and terrible curse from URD3-01 Stone 
  Heart. 
  Blood Ritual: This character’s alignment has swayed 
  in regards to magical effects. Spells with the Good/Evil 
  descriptor have a 50% chance to behave as if the 
  character had a different alignment.  Roll 1d6 to 
  determine if the character is treated as Good (1-2), 
  Neutral (3-4) or Evil (5-6) for purposes of that spell. 
  This curse can be lifted by a remove curse cast by any 
  Neutral aligned priest of 14th level or higher. 
  Planar Forks:  This character has recovered a set of 
  Planar Forks for the Material Plane and the Astral 
  Plane. 
  Gratitude of the Dwarves: The dwarves of Dumadan 
  are grateful for your efforts and opened their armories 
  to you. This gratitude may be spent to gain access to 
  purchase any one item made of either adamantine or 
  mithral. For this purpose a bundle of 50 arrows or 50 
  bolts counts as a single item.  You may expend one (or 
  two) additional Favor of the Ankrif-Loem to receive a 10% 
  (or 20% for two) discount on the price of the item. 
  Access to the Craftmasters:  You may have the 
  Dwarven craftsmen of Dumadan make you a single 
  masterwork quality weapon from Table 1-4: Weapons 
  in the Arms and Equipment Guide (excluding the 
  Ammunition section), or from Table 4-6: New Exotic 
  Weapons in Complete Warrior.  This favor may 
  alternatively be used to create a Masterwork Large 
  sized weapon from the tables mentioned above or 
  Table 7-5 from the Player’s Handbook at 150% of cost.  
  Write the weapon chosen below: 
  _______________________________________ 
  
   
  Lucky’s Bane 
   
  Page 19 
  Items for the Adventure 
  Record 
  Item Access 
  APL 6: 
  Amulet of Moradin (Adventure; See Above; 6,300 gp) 
  Elemental Gem (Earth) (Adventure; DMG) 
  Stone Salve (Adventure; DMG) 
  Wand Cure Moderate Wounds (Regional; DMG) 
  APL 8: 
   
  APL 6 Items 
  Amulet of Natural Armor +2 (Regional; DMG) 
  Belt of Dwarvenkind (Adventure; DMG) 
  Upgrade weapon to +2 (Regional; DMG) 
  Wand of Cure Serious Wounds (Regional; DMG) 
  APL 10: 
   
  APL 6&8 Items 
  Amulet of Natural Armor +3 (Regional; DMG) 
  Mattock of the Titans (Adventure; DMG) 
  Maul of the Titans (Adventure; DMG) 
  Wand Cure Critical Wounds (Regional; DMG) 
  APL 12: 
   
  APL 6, 8 & 10 Items 
  Amulet of Natural Armor +4 (Regional; DMG) 
  Lantern of Revealing (Adventure; DMG) 
  Periapt of Proof against Poison (Adventure; DMG) 
  Scarab of Protection (Adventure; DMG) 
  
   
  Lucky’s Bane 
   
  Page 20 
  Appendix One – APL 6  
  Encounter One 
   
   
   
   
  Grunk: Male Orc Ftr 5; CR 5; Medium Humanoid 
  (Orc); HD 5d10+5; hp 39; Init +2; Spd. 30 ft.; AC 16 (+4 
  armor, +2 Dex), touch 12, flat-footed 14; Base Atk/Grp: 
  +5/+9; Atk +11 melee (1d8+6/x3, orc double axe); Full 
  Atk +11 melee (1d8+6/x3, orc double axe) or +9 melee 
  (1d8+4/x3, orc double axe) and +9 melee (1d8+2/x3, orc 
  double axe); SQ Darkvision 60 ft., light sensitivity; AL 
  CE; Fort +5, Ref +4, Will –1; Str 18, Dex 15, Con 12, Int 
  8, Wis 7, Cha 6. 
   
   
  Skills and Feats: Intimidate +6; Die Hard, 
  Endurance, Exotic Weapon Proficiency (Orc Double 
  Axe), Two Weapon Fighting, Weapon Focus (Orc 
  Double Axe). 
   
  Possessions: masterwork orc double axe, chain shirt, 
  potion cure moderate wounds (2), 65gp 
  Goblin Foot Soldier: Male Goblin Ftr 1; CR 1; Small 
  Humanoid (Goblinoid); HD 1d10+1; hp 11; Init +3; Spd 
  30 ft.; AC 18 (+1 size, +3 Dex, +4 armor), touch 14, flat-
  footed 15; Base Atk/Grp: +1/–2; Atk +3 melee 
  (1d6+1/x2, morningstar) or +5 ranged (1d4+1/x2, 
  javelin); Full Atk +3 melee (1d6+1/x2, morningstar) or 
  +5 ranged (1d4+1/x2, javelin); SQ: Darkvision 60 ft.; AL 
  NE; SV Fort +3, Ref +3, Will –1; Str 12, Dex 16, Con 12, 
  Int 10, Wis 9, Cha 6.  
   
  Skills and Feats: Hide +7, Move Silently +7; Combat 
  Reflexes, Swarmfighting. 
   
  Possessions: morningstar, chain shirt, 2 javelins.  
  Cat’s Grace: Init +5; AC 20, touch 16, flat-footed 15; 
  Atk +7 ranged (1d4+1/x2, javelin); Ref +5; Dex 20; Hide 
  +11, Move Silently +11. 
  Encounter Eight 
   
   
   
   
  Automaton, Pulverizer, advanced: CR 5; Large 
  Construct; HD 9d10+30; hp 79; Init -1; Spd 40 ft.; AC 
  21 (+13 natural, -1 size, -1 dex), touch 8, flat-footed 21; 
  Base Atk/Grp: +6/+20; Atk +16 melee (1d8+10, slam); 
  Full 
  Atk 
  +16/+16 
  melee 
  (1d8+10, 
  2 
  slams); 
  Space/Reach: 10ft./10 ft.; SA Sonic Shriek SQ 
  Blindsight 40 ft., construct traits, unreliable; AL N; SV 
  Fort +3, Ref +2, Will +2; Str 31, Dex 9, Con --, Int --, Wis 
  9, Cha 4. 
   
  Skills and Feats: None. 
   
  Unreliable (Ex):  The shadow consciousness of an 
  automaton is only quasi-real, like the consciousness of 
  a creation such as a simulacrum.  The creature is thus 
  sometimes slow to react to the changing environment 
  around it.  At the beginning of each round in which an 
  automaton attempts to act, roll 1d20.  On a result of 11 
  or better, it acts normally; otherwise, it takes no action. 
   
  Sonic Shriek (Ex):  Once per round as a standard 
  action, a pulverizer can loose a cone of sonic energy 30 
  feet long.  Everything within the cone takes 1d8 points 
  of sonic damage.  In addition, every creature within the 
  cone that fails a Fortitude save (DC 15) is stunned for 1 
  round.  (This value incorporates a +5 racial bonus to the 
  save DC). 
   
  Blindsight (Ex):  A Pulverizer is blind, but it 
  maneuvers and fights as well as a sighted creature by 
  using sonar, like that of a bat.  This ability enables it to 
  discern objects and creatures within 40 feet.  The 
  Pulverizer usually does not need to make Spot or 
  Listen checks to notice creatures within range of its 
  Blindsight.  A silence spell negates this ability. 
  Encounter Nine 
   
   
   
   
  Sakgu: Orc Servant of Lies: Female Orc Clr3 (of 
  Syrul); CR 3; Medium humanoid (Orc); HD 3d8+6; hp 
  24; Init +0; Spd 20 ft.; AC 20 (+8 armor, +2 shield), 
  touch 10, flatfooted 20; Base Atk/Grp: +2/+4; Atk +5 
  melee (1d8+2/x2, masterwork morningstar) or +2 
  ranged (1d6+2/x2, javelin); Full Atk +5 melee (1d8+2, 
  masterwork morning star) or +2 ranged (1d6+2, 
  javelin); SA Rebuke undead 3/day; SQ Darkvision 60 
  ft., light sensitivity; AL CE; SV Fort +6, Ref +2, Will +6; 
  Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Bluff +8, Knowledge (religion) 
  +4; Persuasive, Spell Focus (Enchantment).  
   
  Cleric spells prepared (4/3/2; base DC = 12 + 
  spell level, 13 + spell level for Enchantments): 0—cure 
  minor wounds (2), purify food and drink, 
  resistance; 
  1st—bane, 
  command, 
  cure 
  light 
  wounds, 
  protection 
  from 
  good*; 
  2nd—calm 
  emotions, invisibility*, sound burst. 
   
  *Domain spell. Domains: Evil (evil spells cast at +1 
  caster level), Trickery (Bluff, Disguise, Hide are class 
  skills).  
   
  Possessions: masterwork morningstar, full 
  plate, heavy steel shield, +1 cloak of resistance, 
  unholy symbol of Syrul, 2 javelins. divine scroll cure 
  moderate wounds (2), divine scroll hold person, gp 27 
  Encounter Ten  
   
   
   
   
  Kronk: Male Orc Mnk2/Rog1; Medium Humanoid 
  (Orc); CR 3; HD 1d6+2d8+6; hp 22; Init +2; Spd 30 ft; 
  
   
  Lucky’s Bane 
   
  Page 21 
  AC 16 (+1 armor, +2 dex, +1 deflection, +2 misc), touch 
  15, flat-footed 14; Base Atk/Grp: +1/+9; Atk +5 melee 
  (1d6+4, unarmed strike);  Full Atk +5 melee (1d6+4, 
  unarmed strike) or +3/+3 melee (1d6+4, unarmed 
  strike, flurry of blows); SA sneak attack +1d6, 
  trapfinding; SQ: evasion, light sensitivity, darkvision 
  60 ft; AL LE; SV Fort +6, Ref +8, Will +6; Str 18, Dex 14, 
  Con 14, Int 8, Wis 14, Cha 6; 
  Skills and Feats: Bluff +2, Escape Artist +6, Jump +11, 
  Listen +6, Search +1, Sense Motive +6, Spot +7, Tumble 
  +10; Combat Reflexes, Clever Wrestling, Earth’s 
  Embrace, Improved Grapple, Improved Unarmed 
  Strike. 
   
  Possessions; bracers of armor +1, ring of protection +1, 
  cloak of resistance +1, masterwork kama. 
  Shokan: Male Orc Bbn3; CR 3; Medium Humanoid 
  (Orc); HD 3d12+9; hp 35; Init +1; Spd 30 ft; AC 16 (+5 
  armor, +1 dex), touch 11, flat-footed 16; Base Atk/Grp: 
  +3/+8; Atk +10 melee (2d6+7, greatsword); Full Atk +10 
  melee (2d6+7, greatsword); SQ rage, fast movement, 
  uncanny dodge, trap sense; AL CE; SV Fort +6, Ref +2, 
  Will +1; Str 21, Dex 12, Con 16, Int 8, Wis 10, Cha 8;  
   
  Skills and Feats: Intimidate +5, Jump +2, Listen +6, 
  Survival +5, Swim +1; Power Attack, Weapon Focus 
  (Greatsword). 
   
  Possessions: breastplate, masterwork greatsword, 
  potion cure serious wounds. 
   
  Rage Stats: HP 41; AC 14; Grapple +10; Full Atk 
  +12 (2d6+12, greatsword); Fort +8, Will +3; Str 25; Con 
  20; Jump +4, Swim +3. 
  Draggo: 
  Male 
  Derro 
  Sor2; 
  Small 
  Monstrous 
  humanoid; CR 5; HD: 3d8+2d4+5; hp 29; Init: +6; 
  Speed: 20 ft.; AC: 16 (+1 size, +2 Dex, +2 natural, +1 
  armor), touch 13, flat-footed 15; Base Atk/Grp: +4/0; 
  Atk: +4 melee (1d4, short sword); Full Atk: +4 melee 
  (1d4, short sword); SA: poison use, spell-like abilities, 
  sneak attack +1d6; SQ: madness, SR 15, vulnerability to 
  sunlight; SV: Fort +2, Ref +5, Will +12; Str 11, Dex 14, 
  Con 13, Int 10, Wis 5*, Cha 22*; 
   
  Skills and Feats: Bluff +11, Concentration +6,  Hide 
  +10, Listen +1, Move Silently +8, Spellcraft +1; Blind-
  Fight, Improved Initiative. 
   
  Possessions: short sword, bracers of armor +1, potion 
  cure serious wounds, potion of invisibility, arcane scroll of 
  displacement, arcane scroll of mirror image. 
   
  Spells Known (6/6; base DC = 16 + spell level): 0—
  acid splash, detect magic, ray of frost, read magic, touch of 
  fatigue; 1st—shocking grasp, hypnotism. 
   
  Madness (Ex): Derro use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity gains 6 
  points of Wisdom and loses 6 points of Charisma. 
   
  Poison Use (Ex): Derro typically carry 2d4 doses 
  of greenblood oil (Injury DC 13 Fortitude, 1 Con/1d2 
  Con) or Medium monstrous spider venom (Injury DC 
  14 Fortitude, 1d4 Str/1d4 Str) (see Poison, page 296 of 
  the Dungeon Master’s Guide), applying it to their 
  crossbow bolts. Derro are not at risk of poisoning 
  themselves when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent 
  is denied his Dexterity bonus to AC, or if a derro flanks 
  his opponent, he deals an extra 1d6 points of damage. 
  This ability is just like the rogue’s sneak attack and 
  subject to the same limitations.  
   
  Spell-Like Abilities: At will—darkness, ghost 
  sound; 1/day— daze (DC 13), sound burst (DC 15). Caster 
  level 3rd. The save DCs are Charisma-based. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per every 24-hour period spent underground 
  or otherwise sheltered from the sun. 
   
  Skills: Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
  Ewkbanok, Orc Servant of Lies: Male Orc Clr3 
  (of Syrul); CR 3; Medium humanoid (Orc); HD 3d8+6; 
  hp 24; Init +0; Spd 20 ft.; AC 20 (+8 armor, +2 shield), 
  touch 10, flatfooted 20; Base Atk/Grp: +2/+4; Atk +5 
  melee (1d8+2/x2, masterwork morningstar) or +2 
  ranged (1d6+2/x2, javelin); Full Atk +5 melee (1d8+2, 
  masterwork morning star) or +2 ranged (1d6+2, 
  javelin); SA Rebuke undead 3/day; SQ Darkvision 60 
  ft., light sensitivity; AL CE; SV Fort +6, Ref +2, Will +6; 
  Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Bluff +8, Knowledge (religion) 
  +4; Persuasive, Spell Focus (Enchantment).  
   
  Cleric spells prepared (4/3/2; base DC = 12 + 
  spell level, 13 + spell level for Enchantments): 0—cure 
  minor wounds (2), purify food and drink, 
  resistance; 
  1st—bane, 
  command, 
  cure 
  light 
  wounds, 
  protection 
  from 
  good*; 
  2nd—calm 
  emotions, invisibility*, sound burst. 
   
  *Domain spell. Domains: Evil (evil spells cast at +1 
  caster level), Trickery (Bluff, Disguise, Hide are class 
  skills).  
   
  Possessions: masterwork morningstar, full 
  plate, heavy steel shield, cloak of resistance +1, 
  unholy symbol of Syrul, 2 javelins, divine scroll cure 
  moderate wounds (2), divine scroll hold person, gp 27 
  
   
  Lucky’s Bane 
   
  Page 22 
  Optional Encounter  
   
   
  Derro General: Half-Fiend Derro Ftr3 Disciple of 
  Dispater 6; CR 15; Small Outsider (Native); HD 
  3d8+9d10+48; hp 115; Init +8; Spd 20 ft., fly 20 ft. 
  (average); AC 26 (+1 size, +4 Dex, +3 natural, +7 armor, 
  +1 deflection), touch 17, flat-footed 21; Base 
  Attack/Grp +12/+12; Atk +17 melee (1d10+8 plus 2d6 
  unholy against good, 19-20/x3, +1 unholy greataxe); Full 
  Atk +18/13/8 melee (1d10+8 plus 2d6 unholy against 
  good, 19-20/x3, +1 unholy greataxe); SA poison use, spell-
  like abilities, sneak attack +1d6, smite good (1/day, +12 
  damage), iron hews (4/day, +3 damage for one round), 
  rusting grasp (1/day, 15th level caster), iron power, 
  summon erinyes (1/day, 15th level caster), greater iron 
  hews (4/day, +6 damage for one round); SQ madness, 
  vulnerability to sunlight, darkvision 60 ft., immunity to 
  poison, resistance 10 to acid, cold, electricity and fire, 
  DR:10/magic, SR 22, device lore; AL LE; SV Fort +14, 
  Ref +14, Will +15; Str 22, Dex 18, Con 18, Int 20, Wis 
  6*, Cha 23* 
   
  Skills and Feats: Bluff +13, Hide +24, Intimidate 
  +22, Jump +14, Listen +8, Move Silently +24, Sense 
  Motive +4, Spot +12, Tumble +12; Blind-Fight, Cleave, 
  Combat Expertise, Disciple of Darkness, Greater 
  Cleave, Improved Initiative, Power Attack.. 
   
  Madness (Ex): Derro use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means short 
  of a miracle or wish spell.  This madness most often 
  manifests as delusions of grandeur coupled with an 
  overpowering urge to inflict torment on other 
  creatures. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity gains 6 
  points of Wisdom and loses 6 points of Charisma. 
   
  Poison Use (Ex): Derro typically carry 2d4 doses 
  of greenblood oil (Injury DC 13 Fortitude, 1 Con/1d2 
  Con) or Medium monstrous spider venom (Injury DC 
  14 Fortitude, 1d4 Str/1d4 Str) (see Poison, page 296 of 
  the Dungeon Master’s Guide), applying it to their arrows. 
  Derro are not at risk of poisoning themselves when 
  handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent 
  is denied his Dexterity bonus to AC, or if a derro flanks 
  his opponent, he deals an extra 1d6 points of damage. 
  This ability is just like the rogue’s sneak attack and 
  subject to the same limitations. 
   
  Smite Good (Su): Once per day a half-fiend Derro 
  can make a normal melee attack to deal +12 extra 
  damage against a good foe. 
   
  Spell-like Abilities (Derro): At will—darkness, 
  ghost sound; 1/day— daze (DC 16), sound burst (DC 
  18). Caster level 3rd. The save DCs are Charisma-based. 
   
  Spell-like 
  Abilities 
  (Half-Fiend): 
  3/day—
  darkness, 
  poison 
  (DC 
  21); 
  1/day—blasphemy, 
  contagion (DC 20), desecrate, unholy blight (DC 20). 
  Caster level 12th; the save DC is Charisma-based. 
   
  Device Lore (Ex): A disciple of Dispater can find 
  traps made mostly of metal just as a rogue can. 
  Furthermore, he gains a +2 competency bonus on 
  Disable Device checks against devices made mostly of 
  metal. 
   
  Iron Hews (Su): Once per day per point of 
  Constitution modifier, a 2nd-level disciple of Dispater 
  may add a +3 divine bonus on damage from attacks that 
  round. 
   
  Rusting Grasp (Sp): Once per day, a 3rd-level 
  disciple of Dispater can produce an effect identical to 
  that of the rusting grasp spell cast by a 15th-level 
  caster. 
   
  Iron Power (Ex): When using an iron or steel 
  weapon, a 4th-level disciple of Dispater gains a +1 
  insight 
  bonus 
  on 
  attack 
  and 
  damage 
  rolls. 
  Furthermore, his threat range is doubled as if he were 
  using a keen weapon. At 8th level, the insight bonus 
  improves to +2, and the threat range triples. This ability 
  does not stack with the keen weapon quality, but it 
  does stack with the Improved Critical feat. 
   
  Summon Erinyes (Sp): A 5th-level disciple of 
  Dispater can summon 1 Erinyes once per day. This 
  functions as a summon monster spell cast by a 15th-
  level caster. A 9th-level disciple of Dispater can 
  summon 1d4 Erinyes once per day. 
   
  Greater Iron Hews (Su): Once per day per point 
  of Constitution modifier, a 6th-level disciple of 
  Dispater may add a +6 divine bonus on damage from 
  attacks made that round. While this bonus does not 
  stack with the iron hews ability, the abilities are 
  separate. A disciple of Dispater with a Constitution 
  modifier of +3 can use each ability three times per day. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per every 24-hour period spent underground 
  or otherwise sheltered from the sun. 
   
  Skills: Derro have a +4 racial bonus on Hide and 
  Move Silently checks 
   
  Possessions: +1 small unholy greataxe, +2 mithral 
  breastplate, ring of protection +1, cloak of resistance +1, eyes of 
  the eagle, boots of elvenkind. 
  
   
  Lucky’s Bane 
   
  Page 23 
  Appendix Two – APL 8 
  Encounter One 
   
   
   
  Grunk: Male Orc Ftr6 Eye of Gruumsh 2; CR 8; 
  Medium Humanoid (Orc); HD 6d10+2d12+8; hp 62; 
  Init +3; 30 ft.; 17 (+4 armor, +3 Dex), touch 13, flat-
  footed 14; Base Atk/Grp: +8/+12; Atk +14 melee 
  (1d8+9, +1 orc double axe); Full Atk +14 melee (1d8+9, +1 
  orc double axe) or +12/+7 melee (1d8+7, +1 orc double axe) 
  and +12 melee (1d8+5, +1 orc double axe); SQ darkvision 
  60 ft., light sensitivity; AL CE; Fort +9, Ref +5, Will +0; 
  Str 18, Dex 16, Con 12, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Intimidate +9; Blind-Fight, Combat 
  Reflexes, Die Hard, Endurance, Exotic Weapon 
  Proficiency (Orc Double Axe), Two Weapon Fighting, 
  Weapon 
  Focus 
  (Orc 
  Double 
  Axe), 
  Weapon 
  Specialization (Orc Double Axe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Blind-Fight: (as per PHB) An eye of Gruumsh 
  gains Blight-Fight as a bonus feat.  In addition, he 
  suffers no adverse effects from the loss of one of his 
  eyes. 
   
  Command the Horde (Ex) An eye of Gruumsh 
  can direct the actions of any nongood orcs or half-orcs 
  that are within 30’ of him whose hit dice are lower than 
  his character level. Those who follow the character’s 
  order gains a +2 morale bonus on Will saves. Any 
  eligible orc or half-orc who willingly goes against the 
  eye of Gruumsh’s directions loses this bonus 
  immediately. 
   
  Swing Blindly (Ex): An eye of Gruumsh’s rage 
  becomes more powerful when he reaches 2nd level, but 
  at the cost of lowered defenses.  The character adds an 
  extra +4 to Strength while in a rage, but his Armor 
  Class penalty goes from -2 to -4. 
   
  Possessions: orc double axe +1, chain shirt, potion cure 
  moderate wounds (2), 65 gp 
   
  Raging: hp 88; AC 14, touch 9, flat-footed 11; Atk 
  +18 melee (1d8+13, +1 orc double axe); Full Atk +18 
  melee (1d8+13, +1 orc double axe) or +16/+11 melee 
  (1d8+11, +1 orc double axe) and +16 melee (1d8+9, +1 orc 
  double axe); Fort +11, Ref +5, Will +2; Str 26, Con 16. 
  Gronk: Male Orc Bbn 5; CR 5; Medium Humanoid 
  (Orc); HD 5d12+10; hp 50; Init +2; 30 ft.; 18 (+6 armor, 
  +2 Dex), touch 12, flat-footed 18; Base Atk/Grp: +5/+9; 
  Atk +10 melee (1d12+7, +1 greataxe); Full Atk +10 melee 
  (1d12+7, +1 greataxe); SQ darkvision 60 ft., light 
  sensitivity, fast movement, uncanny dodge, improved 
  uncanny dodge, trap sense, rage; AL CE; Fort +7, Ref 
  +1, Will –1; Str 19, Dex 14, Con 14, Int 8, Wis 7, Cha 6. 
   
   
  Skills and Feats: Intimidate +6, Listen +6, Spot 
  +2; Cleave, Power Attack 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: greataxe +1, breastplate +1, potion of enlarge 
  person. 
   
  Raging: hp 60; AC 16, touch 10, flat-footed 16; Atk 
  +12 (1d12+10, +1 greataxe); Fort +9, Ref +1, Will +1; Str 
  22, Con 16. 
  Goblin Foot Soldier: Male Goblin Ftr 2; CR 2; Small 
  Humanoid (Goblinoid); HD 2d10+2; hp 20; Init +3; Spd 
  30 ft.; AC 18 (+1 size, +3 Dex, +4 armor), touch 14, flat-
  footed 15; Base Atk/Grp: +2/-1; Atk +4 melee (1d6+1, 
  morningstar) or +6 ranged (1d4+1, javelin); Full Atk +4 
  melee (1d6+1, morningstar) or +6 ranged (1d4+1, 
  javelin); SQ darkvision 60 ft.; AL NE; SV Fort +4, Ref 
  +3, Will –1; Str 12, Dex 16, Con 12, Int 10, Wis 9, Cha 
  6.  
   
  Skills and Feats: Hide +5, Listen +2, Move Silently 
  +5, Ride +4, Spot +2; Combat Reflexes, Dodge, 
  Swarmfighting. 
   
  Possessions: masterwork morningstar, chain shirt, 2 
  javelins. 
   
  Cat’s Grace: Init +5; AC 20 (+1 size, +5 Dex, +4 
  armor), touch 16, flat-footed 15; Atk +8 ranged 
  (1d4+1/x2, javelin); Ref +5; Dex 20; Hide +7, Move 
  Silently +7, Ride +6. 
   
   
  Encounter Eight 
   
   
   
   
  Automaton, Hammerer, advanced: CR 7; Large 
  Construct; HD 15d10+30; hp 112; Init +0; Spd 20 ft.; 
  AC 22 (+13 natural, -1 size), touch 9, flat-footed 22; Base 
  Atk/Grp: +11/+26; Atk +22 melee (3d8+16, slam); Full 
  Atk +22/+17/+12 melee (3d8+16, slam); Space/Reach: 
  10ft./10 ft.; SQ Construct traits, unreliable; AL N; SV 
  Fort +5, Ref +5, Will +4; Str 33, Dex 11, Con --, Int --, 
  Wis 9, Cha 4. 
   
  Skills and Feats: None. 
   
  Unreliable (Ex):  The shadow consciousness of an 
  automaton is only quasi-real, like the consciousness of 
  a creation such as a simulacrum.  The creature is thus 
  sometimes slow to react to the changing environment 
  around it.  At the beginning of each round in which an 
  
   
  Lucky’s Bane 
   
  Page 24 
  automaton attempts to act, roll 1d20.  On a result of 11 
  or better, it acts normally; otherwise, it takes no action. 
  Encounter Nine 
   
   
   
   
  Sakgu, Orc Servant of Lies: Female Orc Clr5 (of 
  Syrul);CR 5; Medium humanoid; HD 5d8+10; hp 38; 
  Init +0; Spd 20 ft.; AC 20 (+8 armor, +2 shield), touch 
  10, flatfooted 20; Base Atk/Grp: +3/+5; Atk +5 melee 
  (1d8+2, morningstar) or +3 ranged (1d6+2, javelin); Full 
  Atk +5 melee (1d8+2, morningstar) or +3 ranged 
  (1d6+2, javelin); SA rebuke undead 3/day; SQ 
  darkvision 60 ft., light sensitivity; AL CE; SV Fort +6, 
  Ref +1, Will +6; Str 14, Dex 10, Con 14, Int 10, Wis 15, 
  Cha 10. 
   
  Skills and Feats: Bluff +10, Knowledge 
  (religion) + 6; Persuasive, Spell Focus (Enchantment). 
   
  Cleric spells prepared (4/5/3/1; base DC = 12 + 
  spell level, 13 + spell level for Enchantments): 0—cure 
  minor wounds (3), purify food and drink, 
  resistance; 1st—bane, command, cure light 
  wounds, doom, protection from good*; 2nd – cure 
  moderate wounds, calm emotions, invisibility*, sound 
  burst; 3rd—blindness/deafness, magic circle against good*. 
   
  * Domain spell. Domains: Evil (evil spells cast at 
  +1 caster level), Trickery (Bluff, Disguise, Hide are class 
  skills). 
   
  Possessions: morningstar, full plate, heavy steel 
  shield, unholy symbol of Syrul, 2 javelins. 
  Encounter Ten 
   
   
   
   
  Kronk: Male Orc Mnk4/Rog1; Medium Humanoid 
  (Orc); CR 5; HD 1d6+4d8+10; hp 36; Init +2; Spd 40 ft; 
  AC 16 (+1 armor, +2 dex, +1 deflection, +2 misc), touch 
  15, flat-footed 14; Base Atk/Grp +3/+11; Atk +7 melee 
  (1d8+4, unarmed strike); Full Atk +7 melee (1d8+4, 
  unarmed strike) or +5/+5 melee  (1d8+4, unarmed 
  strike, flurry of blows); SA sneak attack +1d6, 
  trapfinding; SQ evasion, light sensitivity, darkvision 60 
  ft; AL LE; SV Fort +7, Ref +9, Will +7; Str 19, Dex 14, 
  Con 14, Int 8, Wis 14, Cha 6; 
   
  Skills and Feats: Bluff +3, Escape Artist +8, Jump 
  +15, Listen +6, Search +1, Sense Motive +6, Spot +9, 
  Tumble +12; Clever Wrestling, Combat Reflexes, 
  Earth’s 
  Embrace, 
  Improved 
  Grapple, 
  Improved 
  Unarmed Strike. 
   
  Possessions: bracers of armor +1, ring of protection +1, 
  cloak of resistance +1, potion  of cure moderate wounds. 
  Shokan: Male Orc Bbn5; Medium Humanoid (Orc); 
  CR 5; HD 5d12+15; hp 55; Init +1; Spd 30 ft; AC 18 (+6 
  armor, +1 dex, +1 deflection), touch 12, flat-footed 18; 
  Base Atk/Grp +5/+11; Atk +12 melee (2d6+10, 
  greatsword); Full Atk +12 melee (2d6+10,  greatsword); 
  SQ rage, fast movement, uncanny dodge, trap sense; 
  AL CE; SV Fort +7, Ref +2, Will +1; Str 22, Dex 12, Con 
  16, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +7, Jump +6, Listen +8, 
  Survival 
  +5; 
  Power 
  Attack, 
  Weapon 
  Focus 
  (Greatsword). 
   
  Possessions: breastplate +1, greatsword, ring of 
  protection +1, potion cure moderate wounds. 
   
  Rage Stats: hp 65; AC 16, touch 10, flat-footed 16; 
  Grapple +13; Full Attack +14 (2d6+13, greatsword); Fort 
  +9, Will +3; Str 26; Con 20; Jump +8. 
  Draggo: 
  Male 
  Derro 
  Sor2; 
  Small 
  Monstrous 
  humanoid; CR 5; HD: 3d8+2d4+5; hp 29; Init: +6; 
  Speed: 20 ft.; AC: 16 (+1 size, +2 Dex, +2 natural, +1 
  armor), touch 13, flat-footed 15; Base Atk/Grp: +4/0; 
  Atk: +4 melee (1d4, short sword); Full Atk: +4 melee 
  (1d4, short sword); SA: poison use, spell-like abilities, 
  sneak attack +1d6; SQ: madness, SR 15, vulnerability to 
  sunlight; SV: Fort +2, Ref +5, Will +12; Str 11, Dex 14, 
  Con 13, Int 10, Wis 5*, Cha 22*; 
   
  Skills and Feats: Bluff +11, Concentration +6,  Hide 
  +10, Listen +1, Move Silently +8, Spellcraft +1; Blind-
  Fight, Improved Initiative. 
   
  Possessions: short sword, bracers of armor +1, potion 
  cure moderate wounds, potion of invisibility, arcane scroll of 
  displacement, arcane scroll of mirror image. 
   
  Spells Known (6/6; base DC = 16 + spell level): 0—
  acid splash, detect magic, ray of frost, read magic, touch of 
  fatigue; 1st—shocking grasp, hypnotism. 
   
  Madness (Ex): Derro use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity gains 6 
  points of Wisdom and loses 6 points of Charisma. 
   
  Poison Use (Ex): Derro typically carry 2d4 doses 
  of greenblood oil (Injury DC 13 Fortitude, 1 Con/1d2 
  Con) or Medium monstrous spider venom (Injury DC 
  14 Fortitude, 1d4 Str/1d4 Str) (see Poison, page 296 of 
  the Dungeon Master’s Guide), applying it to their 
  crossbow bolts. Derro are not at risk of poisoning 
  themselves when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent 
  is denied his Dexterity bonus to AC, or if a derro flanks 
  his opponent, he deals an extra 1d6 points of damage. 
  This ability is just like the rogue’s sneak attack and 
  subject to the same limitations.  
   
  Spell-Like Abilities: At will—darkness, ghost 
  sound; 1/day— daze (DC 13), sound burst (DC 15). Caster 
  level 3rd. The save DCs are Charisma-based. 
  
   
  Lucky’s Bane 
   
  Page 25 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per every 24-hour period spent underground 
  or otherwise sheltered from the sun. 
   
  Skills: Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
  Ewkbanok: Orc Servant of Lies: Male Orc Clr5 
  (of Syrul);CR 5; Medium humanoid; HD 5d8+10; hp 
  38; Init +0; Spd 20 ft.; AC 19 (+7 armor, +2 shield), 
  touch 10, flatfooted 19; Base Atk/Grp: +3/+5; Atk +5 
  melee (1d8+2, morningstar) or +3 ranged (1d6+2, 
  javelin); Full Atk +5 melee (1d8+2, morningstar) or +3 
  ranged (1d6+2, javelin); SA rebuke undead 3/day; SQ 
  darkvision 60 ft., light sensitivity; AL CE; SV Fort +6, 
  Ref +1, Will +6; Str 14, Dex 10, Con 14, Int 10, Wis 15, 
  Cha 10. 
   
  Skills and Feats: Bluff +10, Knowledge 
  (religion) + 6; Persuasive, Spell Focus (Enchantment). 
   
  Cleric spells prepared (4/5/3/1; base DC = 12 + 
  spell level, 13 + spell level for Enchantments): 0—cure 
  minor wounds (3), purify food and drink, 
  resistance; 1st—bane, command, cure light 
  wounds, doom, protection from good*; 2nd – cure 
  moderate wounds, calm emotions, invisibility*, sound 
  burst; 3rd—blindness/deafness, magic circle against good*. 
   
  * Domain spell. Domains: Evil (evil spells cast at 
  +1 caster level), Trickery (Bluff, Disguise, Hide are class 
  skills). 
   
  Possessions: morningstar, half plate, heavy steel 
  shield, unholy symbol of Syrul, 2 javelins. 
  Optional Encounter  
   
   
  Derro General: Half-Fiend Derro Ftr3 Disciple of 
  Dispater 6; CR 15; Small Outsider (Native); HD 
  3d8+9d10+48; hp 115; Init +8; Spd 20 ft., fly 20 ft. 
  (average); AC 26 (+1 size, +4 Dex, +3 natural, +7 armor, 
  +1 deflection), touch 17, flat-footed 21; Base 
  Attack/Grp +12/+12; Atk +17 melee (1d10+8 plus 2d6 
  unholy against good, 19-20/x3, +1 unholy greataxe); Full 
  Atk +18/13/8 melee (1d10+8 plus 2d6 unholy against 
  good, 19-20/x3, +1 unholy greataxe); SA poison use, spell-
  like abilities, sneak attack +1d6, smite good (1/day, +12 
  damage), iron hews (4/day, +3 damage for one round), 
  rusting grasp (1/day, 15th level caster), iron power, 
  summon erinyes (1/day, 15th level caster), greater iron 
  hews (4/day, +6 damage for one round); SQ madness, 
  vulnerability to sunlight, darkvision 60 ft., immunity to 
  poison, resistance 10 to acid, cold, electricity and fire, 
  DR:10/magic, SR 22, device lore; AL LE; SV Fort +14, 
  Ref +14, Will +15; Str 22, Dex 18, Con 18, Int 20, Wis 
  6*, Cha 23* 
   
  Skills and Feats: Bluff +13, Hide +24, Intimidate 
  +22, Jump +14, Listen +8, Move Silently +24, Sense 
  Motive +4, Spot +12, Tumble +12; Blind-Fight, Cleave, 
  Combat Expertise, Disciple of Darkness, Greater 
  Cleave, Improved Initiative, Power Attack.. 
   
  Madness (Ex): Derro use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means short 
  of a miracle or wish spell.  This madness most often 
  manifests as delusions of grandeur coupled with an 
  overpowering urge to inflict torment on other 
  creatures. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity gains 6 
  points of Wisdom and loses 6 points of Charisma. 
   
  Poison Use (Ex): Derro typically carry 2d4 doses 
  of greenblood oil (Injury DC 13 Fortitude, 1 Con/1d2 
  Con) or Medium monstrous spider venom (Injury DC 
  14 Fortitude, 1d4 Str/1d4 Str) (see Poison, page 296 of 
  the Dungeon Master’s Guide), applying it to their arrows. 
  Derro are not at risk of poisoning themselves when 
  handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent 
  is denied his Dexterity bonus to AC, or if a derro flanks 
  his opponent, he deals an extra 1d6 points of damage. 
  This ability is just like the rogue’s sneak attack and 
  subject to the same limitations. 
   
  Smite Good (Su): Once per day a half-fiend Derro 
  can make a normal melee attack to deal +12 extra 
  damage against a good foe. 
   
  Spell-like Abilities (Derro): At will—darkness, 
  ghost sound; 1/day— daze (DC 16), sound burst (DC 
  18). Caster level 3rd. The save DCs are Charisma-based. 
   
  Spell-like 
  Abilities 
  (Half-Fiend): 
  3/day—
  darkness, 
  poison 
  (DC 
  21); 
  1/day—blasphemy, 
  contagion (DC 20), desecrate, unholy blight (DC 20). 
  Caster level 12th; the save DC is Charisma-based. 
   
  Device Lore (Ex): A disciple of Dispater can find 
  traps made mostly of metal just as a rogue can. 
  Furthermore, he gains a +2 competency bonus on 
  Disable Device checks against devices made mostly of 
  metal. 
   
  Iron Hews (Su): Once per day per point of 
  Constitution modifier, a 2nd-level disciple of Dispater 
  may add a +3 divine bonus on damage from attacks that 
  round. 
   
  Rusting Grasp (Sp): Once per day, a 3rd-level 
  disciple of Dispater can produce an effect identical to 
  that of the rusting grasp spell cast by a 15th-level 
  caster. 
  
   
  Lucky’s Bane 
   
  Page 26 
   
  Iron Power (Ex): When using an iron or steel 
  weapon, a 4th-level disciple of Dispater gains a +1 
  insight 
  bonus 
  on 
  attack 
  and 
  damage 
  rolls. 
  Furthermore, his threat range is doubled as if he were 
  using a keen weapon. At 8th level, the insight bonus 
  improves to +2, and the threat range triples. This ability 
  does not stack with the keen weapon quality, but it 
  does stack with the Improved Critical feat. 
   
  Summon Erinyes (Sp): A 5th-level disciple of 
  Dispater can summon 1 Erinyes once per day. This 
  functions as a summon monster spell cast by a 15th-
  level caster. A 9th-level disciple of Dispater can 
  summon 1d4 Erinyes once per day. 
   
  Greater Iron Hews (Su): Once per day per point 
  of Constitution modifier, a 6th-level disciple of 
  Dispater may add a +6 divine bonus on damage from 
  attacks made that round. While this bonus does not 
  stack with the iron hews ability, the abilities are 
  separate. A disciple of Dispater with a Constitution 
  modifier of +3 can use each ability three times per day. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per every 24-hour period spent underground 
  or otherwise sheltered from the sun. 
   
  Skills: Derro have a +4 racial bonus on Hide and 
  Move Silently checks 
   
  Possessions: +1 small unholy greataxe, +2 mithral 
  breastplate, ring of protection +1, cloak of resistance +1, eyes of 
  the eagle, boots of elvenkind. 
   
  
   
  Lucky’s Bane 
   
  Page 27 
  Appendix Three – APL 10 
  Encounter One 
   
   
   
   
  Grunk: Male Orc Ftr6 Eye of Gruumsh 2; CR 8; 
  Medium Humanoid (Orc); HD 6d10+2d12+8; hp 62; 
  Init +3; 30 ft.; 17 (+4 armor, +3 Dex), touch 13, flat-
  footed 14; Base Atk/Grp: +8/+12; Atk +14 melee 
  (1d8+9, +1 orc double axe); Full Atk +14 melee (1d8+9, +1 
  orc double axe) or +12/+7 melee (1d8+7, +1 orc double axe) 
  and +12 melee (1d8+5, +1 orc double axe); SQ darkvision 
  60 ft., light sensitivity; AL CE; Fort +9, Ref +5, Will +0; 
  Str 18, Dex 16, Con 12, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Intimidate +9; Blind-Fight, Combat 
  Reflexes, Die Hard, Endurance, Exotic Weapon 
  Proficiency (Orc Double Axe), Two Weapon Fighting, 
  Weapon 
  Focus 
  (Orc 
  Double 
  Axe), 
  Weapon 
  Specialization (Orc Double Axe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Blind-Fight: (as per PHB) An eye of Gruumsh 
  gains Blight-Fight as a bonus feat.  In addition, he 
  suffers no adverse effects from the loss of one of his 
  eyes. 
   
  Command the Horde (Ex) An eye of Gruumsh 
  can direct the actions of any nongood orcs or half-orcs 
  that are within 30’ of him whose hit dice are lower than 
  his character level. Those who follow the character’s 
  order gains a +2 morale bonus on Will saves. Any 
  eligible orc or half-orc who willingly goes against the 
  eye of Gruumsh’s directions loses this bonus 
  immediately. 
   
  Swing Blindly (Ex): An eye of Gruumsh’s rage 
  becomes more powerful when he reaches 2nd level, but 
  at the cost of lowered defenses.  The character adds an 
  extra +4 to Strength while in a rage, but his Armor 
  Class penalty goes from -2 to -4. 
   
  Possessions: orc double axe +1, chain shirt, potion cure 
  moderate wounds (2), 65 gp 
   
  Raging: hp 88; AC 14, touch 9, flat-footed 11; Atk 
  +18 melee (1d8+13, +1 orc double axe); Full Atk +18 
  melee (1d8+13, +1 orc double axe) or +16/+11 melee 
  (1d8+11, +1 orc double axe) and +16 melee (1d8+9, +1 orc 
  double axe); Fort +11, Ref +5, Will +2; Str 26, Con 16. 
  Gronk: Male Orc Bbn 5 Ftr 1; CR 6; Medium 
  Humanoid (Orc); HD 5d12+1d10+12; hp 58; Init +2; 
  Spd 30 ft.; 17 (+5 armor, +2 Dex), touch 12, flat-footed 
  17; BAB/Grp: +6/+10; Atk +10 melee (1d12+7, +1 
  greataxe); Full Atk +10/+5 melee (1d12+7, +1 greataxe); 
  SQ darkvision 60 ft., light sensitivity, rage, uncanny 
  dodge, improved uncanny dodge, trap sense, fast 
  movement; AL CE; Fort +8, Ref +3, Will –1; Str 19, Dex 
  14, Con 14, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Intimidate +7, Listen +6, Spot +2; 
  Cleave, Destructive Rage, Intimidating Rage, Power 
  Attack 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 greataxe, +1 breastplate, potion of enlarge 
  person 
  Raging: hp 70; AC 15, touch 10, flat-footed 15; Atk 
  +12/+7 melee (1d12+10, +1 greataxe); Fort +10, Will +1; 
  Str 23, Con 16. 
  Gnarl and Jarl: Male Orc Ftr 6; CR 6; Medium 
  Humanoid (Orc); HD 6d10+6; hp 52; Init +2; 30 ft.; AC: 
  18 (20) (+6 armor, +2 dex, +2 shield), touch 12, flat-
  footed 16 (18); Base Atk/Grp +6/+10; Atk +10 melee 
  (1d8+8, lance) or +10 melee (1d8+4, battleaxe); Full Atk 
  +12/+7 melee (1d8+8, lance) or 10/+5 melee (1d8+4, 
  battleaxe); SQ darkvision 60 ft., light sensitivity; AL 
  CE; Fort +6, Ref +4, Will +0; Str 18, Dex 15, Con 12, Int 
  8, Wis 7, Cha 6. 
   
  Skills and Feats: Ride +14; Improved Toughness, 
  Mounted Combat, Ride-By Attack, Skill Focus (Ride), 
  Spirited Charge, Weapon Focus (Lance), Weapon 
  Specialization (Lance) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions:  masterwork lance, chain shirt, 
  battleaxe, large steel shield. 
  Worg, Advanced (2): CR 4; Large Magical Beast; HD 
  7d10+28; hp 70; Init +1; Spd 50 ft.; AC 15 (+1 Dex, +5 
  natural, -1 size), touch 11, flat-footed 15; Base Atk/Grp: 
  +7/+16; Atk +14 melee (1d8+10, bite); Full Atk +13/+9 
  melee (1d8+10, bite); Space/Reach 10ft./10ft.; SA trip; 
  SQ darkvision 60 ft., low-light vision, scent; AL NE; SV 
  Fort +9, Ref +6, Will +3; Str 25, Dex 13, Con 19, Int 6, 
  Wis 14, Cha 10. 
   
  Skills and Feats: Hide +8, Listen +6, Move Silently 
  +8, Spot +6, Survival +2*; Alertness, Improved Natural 
  Armor, Track. 
   
  Trip (Ex): A worg that hits with a bite attack can 
  attempt to trip the opponent (+11 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the worg. 
  
   
  Lucky’s Bane 
   
  Page 28 
   
  Skills: A worg has a +1 racial bonus on Listen, 
  Move Silently, and Spot checks, and a +2 racial bonus 
  on Hide checks.  
   
  *A worg has a +4 racial bonus on Survival checks 
  when tracking by scent. 
  Goblin Foot Soldier: Male Goblin Ftr 3; CR 3; Small 
  Humanoid (Goblinoid); HD 3d10+3; hp 28; Init +3; Spd 
  20 ft. (4 squares); AC 20 (+1 size, +3 Dex, +4 armor, +2 
  shield), touch 14, flat-footed 18; Base Atk/Grp: +3/0; 
  Atk +5 melee (1d6+1, morningstar) or +7 ranged 
  (1d4+1, 
  javelin); 
  Full 
  Atk 
  +5 
  melee 
  (1d6+1, 
  morningstar) or +7 ranged (1d4+1, javelin); SQ 
  darkvision 60 ft.; AL NE; SV Fort +4, Ref +4, Will +0; 
  Str 12, Dex 16, Con 12, Int 10, Wis 9, Cha 6.  
   
  Skills and Feats: Hide +5, Listen +2, Move Silently 
  +5, Ride +4, Spot +2; Alertness, Dodge, Mobility, 
  Swarmfighting 
   
  Possessions: morningstar, chain shirt, large steel 
  shield, potion cat’s grace (drink first round for 20 DEX 
  and max +5 to swarmfighting). 
   
  Cat’s Grace: Init +5; AC 22 (+1 size, +5 Dex, +4 
  armor, +2 shield), touch 16, flat-footed 18; Atk +9 
  ranged (1d4+1, javelin); Ref +6; Dex 20; Hide +7, Move 
  Silently +7, Ride +6. 
  Encounter Eight 
   
   
   
   
  Automaton, Pulverizer, advanced: CR 5; Large 
  Construct; HD 9d10+30; hp 79; Init -1; Spd 40 ft.; AC 
  21 (+13 natural, -1 size, -1 dex), touch 8, flat-footed 21; 
  Base Atk/Grp: +6/+20; Atk +16 melee (1d8+10, slam); 
  Full 
  Atk 
  +16/+16 
  melee 
  (1d8+10, 
  2 
  slams); 
  Space/Reach: 10ft./10 ft.; SA Sonic Shriek SQ 
  Blindsight 40 ft., construct traits, unreliable; AL N; SV 
  Fort +3, Ref +2, Will +2; Str 31, Dex 9, Con --, Int --, Wis 
  9, Cha 4. 
   
  Skills and Feats: None. 
   
  Unreliable (Ex):  The shadow consciousness of an 
  automaton is only quasi-real, like the consciousness of 
  a creation such as a simulacrum.  The creature is thus 
  sometimes slow to react to the changing environment 
  around it.  At the beginning of each round in which an 
  automaton attempts to act, roll 1d20.  On a result of 11 
  or better, it acts normally; otherwise, it takes no action. 
   
  Sonic Shriek (Ex):  Once per round as a standard 
  action, a pulverizer can loose a cone of sonic energy 30 
  feet long.  Everything within the cone takes 1d8 points 
  of sonic damage.  In addition, every creature within the 
  cone that fails a Fortitude save (DC 15) is stunned for 1 
  round.  (This value incorporates a +5 racial bonus to the 
  save DC). 
   
  Blindsight (Ex):  A Pulverizer is blind, but it 
  maneuvers and fights as well as a sighted creature by 
  using sonar, like that of a bat.  This ability enables it to 
  discern objects and creatures within 40 feet.  The 
  Pulverizer usually does not need to make Spot or 
  Listen checks to notice creatures within range of its 
  blindsight.  A silence spell negates this ability. 
  Automaton, Hammerer, advanced: CR 7; Large 
  Construct; HD 15d10+30; hp 112; Init +0; Spd 20 ft.; 
  AC 22 (+13 natural, -1 size), touch 9, flat-footed 22; Base 
  Atk/Grp: +11/+26; Atk +22 melee (3d8+16, slam); Full 
  Atk +22/+17/+12 melee (3d8+16, slam); Space/Reach: 
  10ft./10 ft.; SQ Construct traits, unreliable; AL N; SV 
  Fort +5, Ref +5, Will +4; Str 33, Dex 11, Con --, Int --, 
  Wis 9, Cha 4. 
   
  Skills and Feats: None. 
   
  Unreliable (Ex):  The shadow consciousness of an 
  automaton is only quasi-real, like the consciousness of 
  a creation such as a simulacrum.  The creature is thus 
  sometimes slow to react to the changing environment 
  around it.  At the beginning of each round in which an 
  automaton attempts to act, roll 1d20.  On a result of 11 
  or better, it acts normally; otherwise, it takes no action. 
  Encounter Nine 
   
   
   
   
  Sakgu, Orc Servant of Lies: Female Orc Clr5 (of 
  Syrul);CR 5; Medium humanoid; HD 5d8+10; hp 38; 
  Init +0; Spd 20 ft.; AC 20 (+8 armor, +2 shield), touch 
  10, flatfooted 20; Base Atk/Grp: +3/+5; Atk +5 melee 
  (1d8+2, morningstar) or +3 ranged (1d6+2, javelin); Full 
  Atk +5 melee (1d8+2, morningstar) or +3 ranged 
  (1d6+2, javelin); SA rebuke undead 3/day; SQ 
  darkvision 60 ft., light sensitivity; AL CE; SV Fort +6, 
  Ref +1, Will +6; Str 14, Dex 10, Con 14, Int 10, Wis 15, 
  Cha 10. 
   
  Skills and Feats: Bluff +10, Knowledge 
  (religion) + 6; Persuasive, Spell Focus (Enchantment). 
   
  Cleric spells prepared (4/5/3/1; base DC = 12 + 
  spell level, 13 + spell level for Enchantments): 0—cure 
  minor wounds (3), purify food and drink, 
  resistance; 1st—bane, command, cure light 
  wounds, doom, protection from good*; 2nd – cure 
  moderate wounds, calm emotions, invisibility*, sound 
  burst; 3rd—blindness/deafness, magic circle against good*. 
   
  * Domain spell. Domains: Evil (evil spells cast at 
  +1 caster level), Trickery (Bluff, Disguise, Hide are class 
  skills). 
   
  Possessions: morningstar, full plate, heavy steel 
  shield, unholy symbol of Syrul, 2 javelins. 
  Encounter Ten 
   
   
   
   
  Kronk: Male Orc Mnk6/Rog1; Medium Humanoid 
  (Orc); CR 7; HD 1d6+6d8+14; hp 50 (64);Init +2; Spd 50 
  ft; AC 19 (+1 armor, +2 dex, +1 natural, +1 deflection, +3 
  misc), touch 17, flat-footed 17; Base Atk/Grp: +4/+12; 
  Atk +8 melee (1d8+4, unarmed strike); Full Atk + +8 
  melee (1d8+4, unarmed strike) or +7/+7 melee (1d8+8, 
  
   
  Lucky’s Bane 
   
  Page 29 
  unarmed strike, flurry of blows); SA sneak attack +1d6, 
  trapfinding; SQ: evasion, fast movement, still mind, ki 
  strike, slow fall (30 feet), purity of body, light 
  sensitivity, darkvision 60 ft; AL LE; SV Fort +8, Ref +10, 
  Will +8; Str 19, Dex 14, Con 14, Int 8, Wis 14, Cha 6; 
   
  Skills and Feats: Bluff +2, Escape Artist +10, Jump 
  +19, Listen +6, Search +1, Sense Motive +6, Spot +11, 
  Tumble +14; Combat Reflexes, Clever Wrestling, 
  Earth’s Embrace, Dodge, Improved Grapple, Improved 
  Disarm, Improved Unarmed Strike. 
   
  Possessions: bracers of armor +1, ring protection +1, cloak 
  of resistance +1, potion cure moderate wounds, potion bull’s 
  strength, potion bear’s endurance. 
  Shokan: Male Orc Bbn7; Medium Humanoid (Orc); 
  CR 7; HD 7d12+21; hp 75; Init +1; Spd 40 ft/x4; AC 19 
  (+7 armor, +1 Dex, +1 deflection), touch 12, flat-footed 
  19; Base Atk/Grp: +7/+13; Atk +15 melee (2d6+10,  +1 
  greatsword); Full Atk +15/+10 melee  (2d6+10,  +1 
  greatsword); SQ rage, fast movement, uncanny dodge, 
  trap sense, DR 1/-; AL CE; SV Fort +8, Ref +3, Will +2; 
  Str 22, Dex 12, Con 16, Int 8, Wis 10, Cha 8.  
   
  Skills and Feats: Intimidate +9, Jump +14, Listen 
  +10, Survival +5; Improved Sunder, Power Attack (for 
  every 1 point of Power Attack add 2 to damage), 
  Weapon Focus (Greatsword). 
   
  Possessions: mithral breastplate +2, greatsword +1, ring 
  of protection +1, potion cure serious wounds. 
   
  Rage Stats: hp 89; AC 17, touch 10, flat-footed 17; 
  Grapple +15; Atk +17 melee (2d6+13, +1 greatsword); 
  Full Atk +17/+12 melee (2d6+13, +1 greatsword); Fort 
  +10, Will +4; Str 26, Con 20. 
  Draggo, male Derro Sor4; small Monstrous humanoid 
  Sor4; CR 7; HD: 3d8+4d4+7; hp 37; Initiative: +6; 
  Speed: 20 ft.; Armor Class: 17 (+1 size, +2 Dex, +2 
  natural, +2 bracers of armor) touch 13, flat-footed 15; 
  BAB/Grp: +5/+1; Atk +5 melee (1d4, short sword); Full 
  Atk +5 melee (1d4, short sword); SA: poison use, spell-
  like abilities, sneak attack +1d6; SQ: madness, spell 
  resistance 15 vulnerability to sunlight; SV: Fort +3, Ref 
  +6, Will +12; Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 
  22*. 
   
  Skills and Feats: Bluff +11, Concentration +8 (+12 
  casting defensively),  Hide +10, Listen +1, Move 
  Silently +8, Spellcraft +5; Blind-Fight, Improved 
  Initiative, Combat Casting. 
   
  Possessions: short sword, bracers of armor +1, potion 
  cure serious wounds, potion of invisibility, arcane scroll of 
  displacement, arcane scroll mirror image. 
   
  Spells Known (6/8/5; base DC = 16 + spell level): 
  0—acid splash, detect magic, message,  ray of frost, read 
  magic, touch of fatigue; 1st—shocking grasp, hypnotism, ray 
  of enfeeblement; 2nd—scorching ray. 
   
  Madness (Ex): Derro use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity gains 6 
  points of Wisdom and loses 6 points of Charisma. 
   
  Poison Use (Ex): Derro typically carry 2d4 doses 
  of greenblood oil (Injury DC 13 Fortitude, 1 Con/1d2 
  Con) or Medium monstrous spider venom (Injury DC 
  14 Fortitude, 1d4 Str/1d4 Str) (see Poison, page 296 of 
  the Dungeon Master’s Guide), applying it to their 
  crossbow bolts. Derro are not at risk of poisoning 
  themselves when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent 
  is denied his Dexterity bonus to AC, or if a derro flanks 
  his opponent, he deals an extra 1d6 points of damage. 
  This ability is just like the rogue’s sneak attack and 
  subject to the same limitations. 
   
  Spell-Like Abilities: At will—darkness, ghost 
  sound; 1/day— daze (DC 13), sound burst (DC 15). Caster 
  level 3rd. The save DCs are Charisma-based. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per every 24-hour period spent underground 
  or otherwise sheltered from the sun. 
   
  Skills: Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
  Ewkbanok, Orc Master of Lies: Male Orc Clr7 (of 
  Syrul); CR 7; Medium humanoid; HD 7d8+14; hp 52; 
  Init+0; Spd 20 ft.; AC 23 (+9 armor, +4 shield), touch 
  10, flat-footed 23; Base Atk/Grp: +5/+7; Atk +9 melee 
  (1d8+2, +1 morningstar) or +5 ranged (1d6+2, 
  javelin); Full Atk +9 melee (1d8+2, +1 morningstar) or 
  +5 ranged (1d6+2, javelin); SA rebuke undead 3/day; 
  SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +8, Ref +3, Will +9; Str 14, Dex 10, Con 12, Int 10, Wis 
  17, Cha 10. 
   
  Skills and Feats: Bluff +8, Concentration +10 
  (+14 casting defensively), Knowledge (religion) +4; 
  Combat 
  Casting, 
  Persuasive, 
  Spell 
  Focus 
  (Enchantment). 
   
  Possessions: morningstar +1, full plate +1, 
  heavy steel shield, cloak of resistance +1, periapt 
  of wisdom +2, unholy wooden symbol of Syrul, 2 
  javelins 
   
  Cleric spells prepared (6/6/5/4/2; base DC = 14 + 
  spell level, 15 + spell level for Enchantments): 0—cure 
  minor wounds (2), detect magic, detect poison, purify food and 
  
   
  Lucky’s Bane 
   
  Page 30 
  drink, resistance; 1st—command, cure light wounds, divine 
  favor, doom, protection from good*, shield of faith; 2nd—
  bull’s strength, cure moderate wounds, calm emotions, 
  invisibility*, sound burst; 3rd—dispel magic, magic circle 
  against good*, magic vestment, prayer; 4th—confusion*, 
  spell immunity. 
   
  * Domain spell. Domains: Evil (evil spells cast at 
  +1 caster level), Trickery (Bluff, Disguise, Hide are class 
  skills). 
  Optional Encounter  
  Derro General: Half-Fiend Derro Ftr3 Disciple of 
  Dispater 6; CR 15; Small Outsider (Native); HD 
  3d8+9d10+48; hp 115; Init +8; Spd 20 ft., fly 20 ft. 
  (average); AC 26 (+1 size, +4 Dex, +3 natural, +7 armor, 
  +1 deflection), touch 17, flat-footed 21; Base 
  Attack/Grp +12/+12; Atk +17 melee (1d10+8 plus 2d6 
  unholy against good, 19-20/x3, +1 unholy greataxe); Full 
  Atk +18/13/8 melee (1d10+8 plus 2d6 unholy against 
  good, 19-20/x3, +1 unholy greataxe); SA poison use, spell-
  like abilities, sneak attack +1d6, smite good (1/day, +12 
  damage), iron hews (4/day, +3 damage for one round), 
  rusting grasp (1/day, 15th level caster), iron power, 
  summon erinyes (1/day, 15th level caster), greater iron 
  hews (4/day, +6 damage for one round); SQ madness, 
  vulnerability to sunlight, darkvision 60 ft., immunity to 
  poison, resistance 10 to acid, cold, electricity and fire, 
  DR:10/magic, SR 22, device lore; AL LE; SV Fort +14, 
  Ref +14, Will +15; Str 22, Dex 18, Con 18, Int 20, Wis 
  6*, Cha 23* 
   
  Skills and Feats: Bluff +13, Hide +24, Intimidate 
  +22, Jump +14, Listen +8, Move Silently +24, Sense 
  Motive +4, Spot +12, Tumble +12; Blind-Fight, Cleave, 
  Combat Expertise, Disciple of Darkness, Greater 
  Cleave, Improved Initiative, Power Attack.. 
   
  Madness (Ex): Derro use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means short 
  of a miracle or wish spell.  This madness most often 
  manifests as delusions of grandeur coupled with an 
  overpowering urge to inflict torment on other 
  creatures. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity gains 6 
  points of Wisdom and loses 6 points of Charisma. 
   
  Poison Use (Ex): Derro typically carry 2d4 doses 
  of greenblood oil (Injury DC 13 Fortitude, 1 Con/1d2 
  Con) or Medium monstrous spider venom (Injury DC 
  14 Fortitude, 1d4 Str/1d4 Str) (see Poison, page 296 of 
  the Dungeon Master’s Guide), applying it to their arrows. 
  Derro are not at risk of poisoning themselves when 
  handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent 
  is denied his Dexterity bonus to AC, or if a derro flanks 
  his opponent, he deals an extra 1d6 points of damage. 
  This ability is just like the rogue’s sneak attack and 
  subject to the same limitations. 
   
  Smite Good (Su): Once per day a half-fiend Derro 
  can make a normal melee attack to deal +12 extra 
  damage against a good foe. 
   
  Spell-like Abilities (Derro): At will—darkness, 
  ghost sound; 1/day— daze (DC 16), sound burst (DC 
  18). Caster level 3rd. The save DCs are Charisma-based. 
   
  Spell-like 
  Abilities 
  (Half-Fiend): 
  3/day—
  darkness, 
  poison 
  (DC 
  21); 
  1/day—blasphemy, 
  contagion (DC 20), desecrate, unholy blight (DC 20). 
  Caster level 12th; the save DC is Charisma-based. 
   
  Device Lore (Ex): A disciple of Dispater can find 
  traps made mostly of metal just as a rogue can. 
  Furthermore, he gains a +2 competency bonus on 
  Disable Device checks against devices made mostly of 
  metal. 
   
  Iron Hews (Su): Once per day per point of 
  Constitution modifier, a 2nd-level disciple of Dispater 
  may add a +3 divine bonus on damage from attacks that 
  round. 
   
  Rusting Grasp (Sp): Once per day, a 3rd-level 
  disciple of Dispater can produce an effect identical to 
  that of the rusting grasp spell cast by a 15th-level 
  caster. 
   
  Iron Power (Ex): When using an iron or steel 
  weapon, a 4th-level disciple of Dispater gains a +1 
  insight 
  bonus 
  on 
  attack 
  and 
  damage 
  rolls. 
  Furthermore, his threat range is doubled as if he were 
  using a keen weapon. At 8th level, the insight bonus 
  improves to +2, and the threat range triples. This ability 
  does not stack with the keen weapon quality, but it 
  does stack with the Improved Critical feat. 
   
  Summon Erinyes (Sp): A 5th-level disciple of 
  Dispater can summon 1 Erinyes once per day. This 
  functions as a summon monster spell cast by a 15th-
  level caster. A 9th-level disciple of Dispater can 
  summon 1d4 Erinyes once per day. 
   
  Greater Iron Hews (Su): Once per day per point 
  of Constitution modifier, a 6th-level disciple of 
  Dispater may add a +6 divine bonus on damage from 
  attacks made that round. While this bonus does not 
  stack with the iron hews ability, the abilities are 
  separate. A disciple of Dispater with a Constitution 
  modifier of +3 can use each ability three times per day. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per every 24-hour period spent underground 
  or otherwise sheltered from the sun. 
  
   
  Lucky’s Bane 
   
  Page 31 
   
  Skills: Derro have a +4 racial bonus on Hide and 
  Move Silently checks 
   
  Possessions: +1 small unholy greataxe, +2 mithral 
  breastplate, ring of protection +1, cloak of resistance +1, eyes of 
  the eagle, boots of elvenkind. 
   
  
   
  Lucky’s Bane 
   
  Page 32 
  Appendix Four – APL 12 
   Encounter One 
   
   
   
   
  Grunk: Male Orc Ftr 6 Eye of Gruumsh 4; CR 10; 
  Medium Humanoid (Orc); HD 6d10+4d12+10 hp 78; 
  Init +4; 30 ft.; AC 19 (+5 armor, +3 Dex, +1 natural, +1 
  shield), touch 14, flat-footed 16; Base Atk/Grp: 
  +10/+14; Atk +16 melee (1d8+9, +1 orc double axe); Full 
  Atk +16 melee (1d8+9, +1 orc double axe) or +14/+9 
  melee (1d8+7, +1 orc double axe) and +14 melee (1d8+5; 
  +1 orc double axe); SQ darkvision 60 ft., light sensitivity; 
  AL CE; Fort +10, Ref +7, Will +1; Str 18, Dex 16, Con 
  12, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Intimidate +11; Combat Reflexes, 
  Die Hard, Endurance, Exotic Weapon Proficiency (Orc 
  Double Axe), Two Weapon Fighting, Two Weapon 
  Defense, Weapon Focus (Orc Double Axe), Weapon 
  Specialization (Orc Double Axe). 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell 
   
  Blind-Fight: (as per PHB) An eye of Gruumsh 
  gains Blight-Fight as a bonus feat.  In addition, he 
  suffers no adverse effects from the loss of one of his 
  eyes. 
   
  Command the Horde (Ex) An eye of Gruumsh 
  can direct the actions of any nongood orcs or half-orcs 
  that are within 30’ of him whose hit dice are lower than 
  his character level. Those who follow the character’s 
  order gains a +2 morale bonus on Will saves. Any 
  eligible orc or half-orc that willingly goes against the 
  eye of Gruumsh’s directions loses this bonus 
  immediately. 
   
  Swing Blindly (Ex): An eye of Gruumsh’s rage 
  becomes more powerful when he reaches 2nd level, but 
  at the cost of lowered defenses.  The character adds an 
  extra +4 to Strength while in a rage, but his Armor 
  Class penalty goes from -2 to -4. 
   
  Ritual 
  Scaring 
  (Ex): 
  Through 
  frequent 
  disfiguration of his own skin, an eye of Gruumsh’s 
  natural armor improves by +1 at 3rd level (or to +1 if he 
  didn’t already have a natural armor bonus).   
   
  Blinding Spittle (Ex): An eye of Gruumsh of 4th 
  level or higher can launch spittle at any opponent 
  within 20 feet. With a successful ranged touch attack 
  (at a –4 penalty), he spits stomach acid into the target’s 
  eyes. An opponent who fails a Reflex save (DC 15, 17 
  when raging) is blinded until he or she can rinse away 
  the spittle. This attack has no effect on creatures that 
  don’t have eyes or don’t depend on vision. Blinding 
  Spittle is usable twice per day at 4th level and four times 
  per day at 7th level.  
   
  Possessions: orc double axe +1, chain shirt +1, potion of 
  cure serious wounds. 
   
  Raging: hp 98; AC 17, touch 10, flat-footed 13; Atk 
  +20 melee (1d8+13, +1 Orc Double Axe); Full Atk 
  +18/+13 melee (1d8+11, +1 Orc Double Axe) and +16 
  melee (1d8+7, +1 Orc Double Axe); Fort +12, Ref +7, 
  Will +3; Str 26, Con 16. 
  Gronk: Male Orc Bbn 5 Ftr 3; CR 8; Medium 
  Humanoid (Orc); HD 5d12+3d10+16; hp 74; Init +2; 
  Spd 30 ft.; 18 (+6 armor, +2 Dex), touch 12, flat-footed 
  16; BAB/Grp: +8/+13; Atk +14 melee (1d12+8, +1 
  greataxe); Full Atk +14/+9 melee (1d12+8, +1 greataxe); 
  SQ darkvision 60 ft., light sensitivity, rage, uncanny 
  dodge, improved uncanny dodge, trap sense, fast 
  movement; AL CE; Fort +9, Ref +4, Will +0; Str 20, Dex 
  14, Con 14, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Intimidate +9, Listen +6, Spot +2; 
  Cleave, Destructive Rage, Great Cleave, Intimidating 
  Rage, Power Attack 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 greataxe, +1 breastplate, potion of enlarge 
  person. 
  Raging: hp 90; AC 15, touch 10, flat-footed 15; Atk 
  +16/+11 melee (1d12+11, +1 greataxe); Fort +11, Will +2; 
  Str 24, Con 16. 
  Gnarl and Jarl: Male Orc Ftr 6; CR 6; Medium 
  Humanoid (Orc); HD 6d10+6; hp 52; Init +2; 30 ft.; AC: 
  18 (20) (+6 armor, +2 dex, +2 shield), touch 12, flat-
  footed 16 (18); Base Atk/Grp +6/+10; Atk +10 melee 
  (1d8+8, lance) or +10 melee (1d8+4, battleaxe); Full Atk 
  +12/+7 melee (1d8+8, lance) or 10/+5 melee (1d8+4, 
  battleaxe); SQ darkvision 60 ft., light sensitivity; AL 
  CE; Fort +6, Ref +4, Will +0; Str 18, Dex 15, Con 12, Int 
  8, Wis 7, Cha 6. 
   
  Skills and Feats: Ride +14; Improved Toughness, 
  Mounted Combat, Ride-By Attack, Skill Focus (Ride), 
  Spirited Charge, Weapon Focus (Lance), Weapon 
  Specialization (Lance) 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions:  masterwork lance, chain shirt, 
  battleaxe, large steel shield. 
  Worg, Advanced (2): CR 4; Large Magical Beast; HD 
  7d10+28; hp 70; Init +1; Spd 50 ft.; AC 15 (+1 Dex, +5 
  natural, -1 size), touch 11, flat-footed 15; Base Atk/Grp: 
  +7/+16; Atk +14 melee (1d8+10, bite); Full Atk +13/+9 
  melee (1d8+10, bite); Space/Reach 10ft./10ft.; SA trip; 
  
   
  Lucky’s Bane 
   
  Page 33 
  SQ darkvision 60 ft., low-light vision, scent; AL NE; SV 
  Fort +9, Ref +6, Will +3; Str 25, Dex 13, Con 19, Int 6, 
  Wis 14, Cha 10. 
   
  Skills and Feats: Hide +8, Listen +6, Move Silently 
  +8, Spot +6, Survival +2*; Alertness, Improved Natural 
  Armor, Track. 
   
  Trip (Ex): A worg that hits with a bite attack can 
  attempt to trip the opponent (+11 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the worg. 
   
  Skills: A worg has a +1 racial bonus on Listen, 
  Move Silently, and Spot checks, and a +2 racial bonus 
  on Hide checks.  
   
  *A worg has a +4 racial bonus on Survival checks 
  when tracking by scent. 
  Goblin Foot Soldier: Male Goblin Ftr 5; CR 5; Small 
  Humanoid (Goblinoid);HD 5d10+5; hp 44; Init +3; Spd 
  30 ft. (6 squares); AC 20 (+1 size, +3 Dex, +4 armor, +2 
  shield), touch 14, flat-footed 17; Base Atk/Grp: +5/+2; 
  Atk +8 melee (1d6+1, morningstar) or +9 ranged 
  (1d4+1/x2, javelin); Full Atk +8 melee (1d6+1, 
  morningstar) or +9 ranged (1d4+1/x2, javelin); SQ 
  Darkvision 60 ft.; AL NE; SV Fort +5, Ref +4, Will +1; 
  Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 6.  
   
  Skills and Feats: Hide +7, Move Silently +7; Combat 
  Reflexes, Dodge, Mobility, Swarmfighting, Weapon 
  Focus (morningstar),  
   
  Possessions: morningstar, chain shirt, large steel 
  shield. 
   
  Cat’s Grace: Init +5; AC 22 (+1 size, +5 Dex, +4 
  armor, +2 shield), touch 16, flat-footed 18; Atk +9 
  ranged (1d4+1, javelin); Ref +6; Dex 20; Hide +9, Move 
  Silently +9. 
  Encounter Eight 
   
   
   
   
  Automaton, Pulverizer, advanced: CR 5; Large 
  Construct; HD 9d10+30; hp 79; Init -1; Spd 40 ft.; AC 
  21 (+13 natural, -1 size, -1 dex), touch 8, flat-footed 21; 
  Base Atk/Grp: +6/+20; Atk +16 melee (1d8+10, slam); 
  Full 
  Atk 
  +16/+16 
  melee 
  (1d8+10, 
  2 
  slams); 
  Space/Reach: 10ft./10 ft.; SA Sonic Shriek SQ 
  Blindsight 40 ft., construct traits, unreliable; AL N; SV 
  Fort +3, Ref +2, Will +2; Str 31, Dex 9, Con --, Int --, Wis 
  9, Cha 4. 
   
  Skills and Feats: None. 
   
  Unreliable (Ex):  The shadow consciousness of an 
  automaton is only quasi-real, like the consciousness of 
  a creation such as a simulacrum.  The creature is thus 
  sometimes slow to react to the changing environment 
  around it.  At the beginning of each round in which an 
  automaton attempts to act, roll 1d20.  On a result of 11 
  or better, it acts normally; otherwise, it takes no action. 
   
  Sonic Shriek (Ex):  Once per round as a standard 
  action, a pulverizer can loose a cone of sonic energy 30 
  feet long.  Everything within the cone takes 1d8 points 
  of sonic damage.  In addition, every creature within the 
  cone that fails a Fortitude save (DC 15) is stunned for 1 
  round.  (this value incorporates a +5 racial bonus to the 
  save DC). 
   
  Blindsight (Ex):  A Pulverizer is blind, but it 
  maneuvers and fights as well as a sighted creature by 
  using sonar, like that of a bat.  This ability enables it to 
  discern objects and creatures within 40 feet.  The 
  Pulverizer usually does not need to make Spot or 
  Listen checks to notice creatures within range of its 
  blindsight.  A silence spell negates this ability. 
  Automaton, Hammerer, advanced: CR 7; Large 
  Construct; HD 15d10+30; hp 112; Init +0; Spd 20 ft.; 
  AC 22 (+13 natural, -1 size), touch 9, flat-footed 22; Base 
  Atk/Grp: +11/+26; Atk +22 melee (3d8+16, slam); Full 
  Atk +22/+17/+12 melee (3d8+16, slam); Space/Reach: 
  10ft./10 ft.; SQ Construct traits, unreliable; AL N; SV 
  Fort +5, Ref +5, Will +4; Str 33, Dex 11, Con --, Int --, 
  Wis 9, Cha 4. 
   
  Skills and Feats: None. 
   
  Unreliable (Ex):  The shadow consciousness of an 
  automaton is only quasi-real, like the consciousness of 
  a creation such as a simulacrum.  The creature is thus 
  sometimes slow to react to the changing environment 
  around it.  At the beginning of each round in which an 
  automaton attempts to act, roll 1d20.  On a result of 11 
  or better, it acts normally; otherwise, it takes no action. 
  Encounter Nine 
   
   
   
   
  Sakgu, Orc Mistress of Lies: Female Orc Clr8 
  (of Syrul); CR 8; Medium humanoid; HD 8d8+16; hp 
  59; Init+0; Spd 20 ft.; AC 22 (+9 armor, +3 shield), 
  touch 10, flat-footed 22; Base Atk/Grp: +6/+8; Atk +9 
  melee (1d8+3, +1 morningstar) or +6 ranged (1d6+2, 
  javelin); 
  Full 
  Atk 
  +9/+4 
  melee 
  (1d8+3, 
  +1 
  morningstar) or +6/+1 ranged (1d6+2, javelin); SA 
  rebuke undead 3/day; SQ darkvision 60 ft., light 
  sensitivity; AL CE; SV Fort +9, Ref +3, Will +11;Str 14, 
  Dex 10, Con 12, Int. 12, Wis. 18, Cha 10. 
  Skills and Feats: Bluff +10, Concentration +8 (+12 
  when casting defensively), Knowledge (religion) +6; 
  Combat 
  Casting, 
  Persuasive, 
  Spell 
  Focus 
  (Enchantment). 
   
  Cleric spells prepared (6/5/4/4/3; base DC = 14 
  + spell level, 15 + spell level for Enchantments): cure 
  minor wounds (2), detect magic, detect poison, 
  purify food and drink, resistance; 1st—command, 
  cure light wounds, divine favor, doom, protection 
  from good*, shield of faith; 2nd—bull’s strength, 
  cure 
  moderate 
  wounds, 
  calm 
  emotions, 
  invisibility*, sound burst; 3rd—dispel magic, 
  
   
  Lucky’s Bane 
   
  Page 34 
  magic circle against good*, magic vestment, 
  prayer, wind wall; 4th—confusion*, divine power, 
  freedom of movement, spell immunity. 
   
  * Domain spell. Domains: Evil (evil spells cast at 
  +1 caster level), Trickery (Bluff, Disguise, Hide are class 
  skills). 
   
  Possessions: +1 morningstar, +1 full plate, 
  heavy steel shield, +1 cloak of resistance, +2 
  periapt of wisdom, unholy symbol of Syrul, 2 
  javelins. 
  Encounter Ten 
   
   
   
   
  Kronk: Male Orc Mnk8/Rog1; Medium Humanoid 
  (Orc); CR 9; HD 1d6+2 plus 8d8+16; hp 64 (82); Init +2; 
  Spd 50 ft; AC 18 (+2 armor, +2 dex, +1 deflection, +3 
  misc), touch 16, flat-footed 16; Base Atk/Grp: +6/+15; 
  Atk +11 melee (1d10+5, unarmed strike); Full Atk 
  +11/+6 melee (1d10+5, unarmed strike) or +10/+10/+5 
  melee  (1d10+5, unarmed strike, flurry of blows); AL 
  LE; SV Fort +9, Ref +11, Will +9; Str 20, Dex 14, Con 18, 
  Int 8, Wis 14, Cha 8; 
   
  Skills and Feats: Bluff +2, Escape Artist +12, Jump 
  +19, Listen +6, Search +1, Sense Motive +6, Spot +13, 
  Tumble +16; Clever Wrestling, Combat Reflexes, 
  Earth’s Embrace, Dodge, Mobility, Improved Disarm, 
  Improved Grapple, Improved Unarmed Strike. 
   
  Possessions; bracers of armor +2, ring of protection +1, 
  cloak of resistance +1, potion of cure serious wounds, potion 
  bull’s strength, potion bear’s endurance. 
  Shokan: Male Orc Bbn9; Medium Humanoid (Orc); 
  CR 9; HD 9d12+27; hp 95; Init +1; Spd 40 ft.; AC 18 (+6 
  armor, +1 dex, +1 deflection), touch 12, flat-footed 18; 
  Base Atk/Grp +9/+15; Atk +17 melee (2d6+10, 17-
  20/x2,  +1 greatsword); Full Atk +17/+12 melee (2d6+10, 
  17-20/x2,  +1 greatsword); SQ rage, fast movement, 
  uncanny dodge, trap sense, DR 1/-; AL CE; SV Fort 
  +10, Ref +5, Will +4; Str 23, Dex 12, Con 16, Int 8, Wis 
  10, Cha 8; 
   
  Skills and Feats: Climb +7, Intimidate +11, Jump 
  +14, Listen +12, Survival +5; Improved Critical 
  (Greatsword), 
  Improved 
  Sunder, 
  Power 
  Attack, 
  Weapon Focus (Greatsword). 
   
   
  Possessions: mithral breastplate +1, greatsword +1, ring 
  of protection +1, cloak of resistance +1, potion cure serious 
  wounds. 
   
  Rage Stats: hp 113; AC 18; Grapple +17; Atk +19 
  melee (2d6+13, 17-20/x2,  +1 greatsword); Full Atk 
  +19/+14 melee (2d6+13, 17-20/x2,  +1 greatsword); Fort 
  +12, Will +6; Str 27, Con 20, Climb +9, Jump +16. 
  Draggo: 
  Male 
  Derro 
  Sor6; 
  Small 
  Monstrous 
  Humanoid; CR 9; HD: 3d8+6d4+18; hp 50; Init: +6; 
  Spd: 20 ft.; AC: 17 (+1 size, +2 Dex, +2 natural, +2 
  armor) touch 13, flat-footed 15; Base Atk/Grp: +6/+2; 
  Atk +6 melee (1d4, short sword); Full Atk: +6 melee 
  (1d4, short sword); SA: poison use, spell-like abilities, 
  sneak attack +1d6; SQ: madness, spell resistance 15 
  vulnerability to sunlight; SV: Fort +4, Ref +7, Will +14; 
  Str 11, Dex 14, Con 14, Int 10, Wis 5*, Cha 22*. 
   
  Skills and Feats: Bluff +11, Concentration +10 (+14 
  casting defensively),  Hide +10, Listen +1, Move 
  Silently +8, Spellcraft +9; Blind-Fight, Improved 
  Initiative, Combat Casting, Weapon Focus (Ray) 
   
  Possessions: short sword, bracers of armor +2, potion 
  cure serious wounds, potion of invisibility, arcane scroll of 
  displacement, arcane scroll of mirror image, arcane scroll of 
  haste. 
   
  Spells Known (6/8/7/4; base DC = 16 + spell level): 
  0—acid splash, detect magic, message, open/close,  ray of frost, 
  read magic, touch of fatigue; 1st—shocking grasp, hypnotism, 
  ray of enfeeblement magic missile; 2nd—mirror image, 
  scorching ray; 3rd—fireball. 
   
  Madness (Ex): Derro use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity gains 6 
  points of Wisdom and loses 6 points of Charisma. 
   
  Poison Use (Ex): Derro typically carry 2d4 doses 
  of greenblood oil (Injury DC 13 Fortitude, 1 Con/1d2 
  Con) or Medium monstrous spider venom (Injury DC 
  14 Fortitude, 1d4 Str/1d4 Str) (see Poison, page 296 of 
  the Dungeon Master’s Guide), applying it to their 
  crossbow bolts. Derro are not at risk of poisoning 
  themselves when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent 
  is denied his Dexterity bonus to AC, or if a derro flanks 
  his opponent, he deals an extra 1d6 points of damage. 
  This ability is just like the rogue’s sneak attack and 
  subject to the same limitations. 
   
  Spell-Like Abilities: At will—darkness, ghost 
  sound; 1/day— daze (DC 13), sound burst (DC 15). Caster 
  level 3rd. The save DCs are Charisma-based. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per every 24-hour period spent underground 
  or otherwise sheltered from the sun. 
   
  Skills: Derro have a +4 racial bonus on Hide and 
  Move Silently checks. 
  Ewkbanok, Orc Master of Lies: Orc Clr9 (of 
  Syrul); CR 9; Medium humanoid; HD 9d8+12; hp 69; 
  Init +0; Spd 20 ft.; AC 24 (+10 armor, +4 shield), touch 
  
   
  Lucky’s Bane 
   
  Page 35 
  10, flat-footed 24; Base Atk/Grp +6/+8; Atk +9 melee 
  (1d8+3, +1 morningstar) or +6 ranged (1d6+2, 
  javelin); Full +9/+4 melee (1d8+3, +1 morningstar) or 
  +6 ranged (1d6+2, javelin); SA rebuke undead 3/day; 
  SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +9, Ref +4, Will +11; Str 14, Dex 10, Con 12, Int. 12, 
  Wis. 18, Cha 10. 
   
  Skills and Feats: Bluff +10, Concentration +12 
  (+16 casting defensively), Knowledge (religion) +4, 
  Spellcraft +4; Combat Casting, Persuasive, Spell Focus 
  (Enchantment), Toughness. 
   
  Cleric spells prepared (6/6/6/5/4/2; base DC = 
  14 + spell level, 15 + spell level for Enchantments): 0—
  cure minor wounds (2), detect magic, detect 
  poison, purify food and drink, resistance; 1st—
  command, cure light wounds, divine favor, doom, 
  protection from good*, shield of faith; 2nd—bull’s 
  strength, cure moderate wounds, calm emotions, 
  invisibility*, silence, sound burst; 3rd—dispel magic, 
  magic circle against good*, magic vestment (2), 
  wind wall; 4th—confusion*, divine power, freedom 
  of movement, spell immunity; 5th—dispel good*, slay 
  living. 
   
  * Domain spell. Domains: Evil (evil spells cast at 
  +1 caster level), Trickery (Bluff, Disguise, Hide are class 
  skills). 
   
  Possessions: +1 morningstar, full plate, heavy 
  steel shield, +1 cloak of resistance, +2 periapt of 
  wisdom, unholy symbol of Syrul, 2 javelins 
  Optional Encounter 
     
  Derro General: Half-Fiend Derro Ftr3 Disciple of 
  Dispater 6; CR 15; Small Outsider (Native); HD 
  3d8+9d10+48; hp 115; Init +8; Spd 20 ft., fly 20 ft. 
  (average); AC 26 (+1 size, +4 Dex, +3 natural, +7 armor, 
  +1 deflection), touch 17, flat-footed 21; Base 
  Attack/Grp +12/+12; Atk +17 melee (1d10+8 plus 2d6 
  unholy against good, 19-20/x3, +1 unholy greataxe); Full 
  Atk +18/13/8 melee (1d10+8 plus 2d6 unholy against 
  good, 19-20/x3, +1 unholy greataxe); SA poison use, spell-
  like abilities, sneak attack +1d6, smite good (1/day, +12 
  damage), iron hews (4/day, +3 damage for one round), 
  rusting grasp (1/day, 15th level caster), iron power, 
  summon erinyes (1/day, 15th level caster), greater iron 
  hews (4/day, +6 damage for one round); SQ madness, 
  vulnerability to sunlight, darkvision 60 ft., immunity to 
  poison, resistance 10 to acid, cold, electricity and fire, 
  DR:10/magic, SR 22, device lore; AL LE; SV Fort +14, 
  Ref +14, Will +15; Str 22, Dex 18, Con 18, Int 20, Wis 
  6*, Cha 23* 
   
  Skills and Feats: Bluff +13, Hide +24, Intimidate 
  +22, Jump +14, Listen +8, Move Silently +24, Sense 
  Motive +4, Spot +12, Tumble +12; Blind-Fight, Cleave, 
  Combat Expertise, Disciple of Darkness, Greater 
  Cleave, Improved Initiative, Power Attack.. 
   
  Madness (Ex): Derro use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects. A 
  derro cannot be restored to sanity by any means short 
  of a miracle or wish spell.  This madness most often 
  manifests as delusions of grandeur coupled with an 
  overpowering urge to inflict torment on other 
  creatures. 
   
  *The racial madness of the derro provides a +6 
  bonus to their Charisma scores and a –6 penalty to 
  their Wisdom scores. A derro restored to sanity gains 6 
  points of Wisdom and loses 6 points of Charisma. 
   
  Poison Use (Ex): Derro typically carry 2d4 doses 
  of greenblood oil (Injury DC 13 Fortitude, 1 Con/1d2 
  Con) or Medium monstrous spider venom (Injury DC 
  14 Fortitude, 1d4 Str/1d4 Str) (see Poison, page 296 of 
  the Dungeon Master’s Guide), applying it to their arrows. 
  Derro are not at risk of poisoning themselves when 
  handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent 
  is denied his Dexterity bonus to AC, or if a derro flanks 
  his opponent, he deals an extra 1d6 points of damage. 
  This ability is just like the rogue’s sneak attack and 
  subject to the same limitations. 
   
  Smite Good (Su): Once per day a half-fiend Derro 
  can make a normal melee attack to deal +12 extra 
  damage against a good foe. 
   
  Spell-like Abilities (Derro): At will—darkness, 
  ghost sound; 1/day— daze (DC 16), sound burst (DC 
  18). Caster level 3rd. The save DCs are Charisma-based. 
   
  Spell-like 
  Abilities 
  (Half-Fiend): 
  3/day—
  darkness, 
  poison 
  (DC 
  21); 
  1/day—blasphemy, 
  contagion (DC 20), desecrate, unholy blight (DC 20). 
  Caster level 12th; the save DC is Charisma-based. 
   
  Device Lore (Ex): A disciple of Dispater can find 
  traps made mostly of metal just as a rogue can. 
  Furthermore, he gains a +2 competency bonus on 
  Disable Device checks against devices made mostly of 
  metal. 
   
  Iron Hews (Su): Once per day per point of 
  Constitution modifier, a 2nd-level disciple of Dispater 
  may add a +3 divine bonus on damage from attacks that 
  round. 
   
  Rusting Grasp (Sp): Once per day, a 3rd-level 
  disciple of Dispater can produce an effect identical to 
  that of the rusting grasp spell cast by a 15th-level 
  caster. 
   
  Iron Power (Ex): When using an iron or steel 
  weapon, a 4th-level disciple of Dispater gains a +1 
  insight 
  bonus 
  on 
  attack 
  and 
  damage 
  rolls. 
  Furthermore, his threat range is doubled as if he were 
  
   
  Lucky’s Bane 
   
  Page 36 
  using a keen weapon. At 8th level, the insight bonus 
  improves to +2, and the threat range triples. This ability 
  does not stack with the keen weapon quality, but it 
  does stack with the Improved Critical feat. 
   
  Summon Erinyes (Sp): A 5th-level disciple of 
  Dispater can summon 1 erinyes once per day. This 
  functions as a summon monster spell cast by a 15th-
  level caster. A 9th-level disciple of Dispater can 
  summon 1d4 erinyes once per day. 
   
  Greater Iron Hews (Su): Once per day per point 
  of Constitution modifier, a 6th-level disciple of 
  Dispater may add a +6 divine bonus on damage from 
  attacks made that round. While this bonus does not 
  stack with the iron hews ability, the abilities are 
  separate. A disciple of Dispater with a Constitution 
  modifier of +3 can use each ability three times per day. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 
  point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution score 
  reaches 0. Lost Constitution points are recovered at the 
  rate of 1 per every 24-hour period spent underground 
  or otherwise sheltered from the sun. 
   
  Skills: Derro have a +4 racial bonus on Hide and 
  Move Silently checks 
   
  Possessions: +1 small unholy greataxe, +2 mithral 
  breastplate, ring of protection +1, cloak of resistance +1, eyes of 
  the eagle, boots of elvenkind. 
  Vakmu, Orc Patriarch of Lies: Orc Clr13 (of 
  Syrul); CR 13; Medium humanoid; HD 13d8+13; hp 81; 
  Init +0; Spd 20 ft.; AC 27 (+11 armor, +5 shield, +1 
  deflection), touch 12, flat-footed 27; Base Atk/Grp 
  +9/+11; Atk +12 melee (1d8+3/x2, +1 dwarf bane 
  morningstar) or +9 ranged (1d6+2, javelin); Full Atk 
  +12/+7 melee (1d8+3, +1 dwarf bane morningstar) 
  or +9 ranged (1d6+2, javelin); SA rebuke undead 3/day; 
  SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort 
  +11, Ref +8, Will +15; Str 14, Dex 10, Con 12, Int 12, 
  Wis 21, Cha 10. 
   
  Skills and Feats: Bluff +19, Concentration +17 
  (+21 combat casting), Knowledge (religion) +7, 
  Spellcraft +7; Combat Casting, Greater Spell Focus 
  (enchantment), 
  Improved 
  Toughness, 
  Lightning 
  Reflexes, Persuasive, Spell Focus (Enchantment). 
   
  Cleric spells prepared (6/8/7/6/6/5/3/2 base 
  DC = 14 + spell level, 16 + spell level for 
  Enchantments): 0—cure minor wounds (2), detect 
  magic, detect poison, purify food and drink, 
  resistance; 1st—command, cure light wounds (2), 
  divine favor, doom, protection from good*, shield 
  of faith; 2nd—bear’s endurance, calm emotions, cure 
  moderate wounds, hold person, invisibility*, 
  sound burst; 3rd—dispel magic, invisibility purge, 
  magic circle against good*, magic vestment(2), 
  wind wall; 4th—confusion*, death ward, divine 
  power, freedom of movement, spell immunity; 
  5th—dispel 
  good*, 
  flame 
  strike, 
  greater 
  command, righteous might, slay living; 6th—harm, 
  heal, mislead*; 7th—blasphemy*, repulsion.  
   
  * Domain spell. Domains: Evil (evil spells cast at 
  +1 caster level), Trickery (Bluff, Disguise, Hide are class 
  skills). 
   
  Possessions: 
  +1 
  morningstar, 
  bane 
  (humanoids, dwarf), full plate, heavy steel shield, 
  cloak of resistance +1, periapt of wisdom +2, ring 
  of protection +1, unholy wooden symbol of Syrul, 2 
  javelins. 
  
   
  Lucky’s Bane 
   
  Page 37 
  Appendix Five: New Rules Items 
  New Feats (COMPLETE WARRIOR) 
   
  Clever Wrestling [General]:  
   
  Prerequisites: Small or Medium size, Improved 
  Unarmed Strike. 
   
  Benefit: When your opponent is larger than 
  Medium, you gain a circumstance bonus on your 
  grapple check to escape a grapple or pin. The Size 
  bonus depends on your opponent’s size, according to 
  the following table: Large +2; Huge +4; Gargantuan +6; 
  Colossal +8 
  Destructive Rage [General]:  
   
  Prerequisites:  Rage or frenzy ability. 
   
  Benefit: You can shatter barriers and objects 
  when enraged. While in rage or frenzy, you gain a +8 
  bonus on any Strength checks you make to breakdown 
  doors or break inanimate objects. 
  Earth’s Embrace [General]:  
   
  Prerequisites:  Str 15, Improved Grapple or 
  improved grab, Improved Unarmed Strike. 
   
  Benefit: While grappling, if you pin your 
  opponent, you deal an extra 1d12 points of damage in 
  each round that you maintain the pin. You must hold 
  your opponent immobile as normal (with an opposed 
  grapple check), but you must also remain immobile, 
  giving opponents (other than the one you are pinning) 
  a +4 bonus on attack rolls against you (but you are not 
  helpless). You do not gain this extra damage against 
  creatures that are immune to critical hits. 
   
  Normal:  You may deal normal damage to a 
  pinned opponent by making a successful grapple 
  check. 
  Intimidating Rage [General]:  
   
  Prerequisites: Rage or frenzy ability 
  Benefit: While you are raging, you designate a single 
  foe within 30 feet of you that you can attempt to 
  demoralize as a free action (see the Intimidate skill, 
  page 76 of the Player’s Handbook).  A foe that you 
  successfully demoralize remains shaken for as long as 
  you continue to rage. You may only use this feat against 
  a single foe in any particular encounter. 
  Swarmfighting [General]: 
   
  Prerequisites:  Small size, Dex 13, base attack 
  bonus +1. 
   
  Benefit: You can occupy the same 5-foot square in 
  combat with any other allied Small creature that also 
  possesses the Swarmfighting Feat at no penalty. When 
  you engage a Medium or larger creature in melee, and 
  at least one other ally with the Swarmfighting feat 
  threatens the target, you gain a +1 morale bonus on the 
  attack roll. This bonus increases by +1 for each 
  additional ally beyond the first with the Swarmfighting 
  feat that threatens the same target. The total morale 
  bonus imparted to your attack roll cannot exceed your 
  Dexterity bonus. 
  New Prestige Classes 
   
  Eye of Gruumsh (COMPLETE WARRIOR) 
  Most people think they have seen the worst that orcs 
  can breed when an orc barbarian comes raging over a 
  hilltop-until they see a one-eyed orc barbarian come 
  raging over a hilltop.  This creature may well be an eye 
  of Gruumsh, an orc so devoted to his evil deity that he 
  has disfigured himself in Grummsh’s name. 
   
  In an epic battle at the dawn of time, the elven 
  deity Corellon Larethian stabbed out Grummsh’s left 
  eye.  Filled with rage and hatred, the orc deity called 
  for followers loyal enough to serve in his image.  Those 
  who heed this call are known as the eyes of Gruumsh.  
  They sacrifice their right eyes instead of their left ones 
  so that their impaired vision complements that of their 
  deity.  Thus, symbolically at least, eyes of Gruumsh can 
  see what Gruumsh cannot.  These living martyrs are 
  some of the toughest orcs and half-orcs in the world. 
   
  The eye of Gruumsh is a true prestige class in the 
  sense that all orcs respect those who achieve it.  If a 
  candidate proves capable with the orc double axe and 
  has no moral code to stand in the way of his service, 
  only the test remains – to put out his own right eye in a 
  special ceremony.  This is a bloody and painful ritual, 
  the details of which are best left undescribed.  If the 
  candidate makes a sound  
  
   
  Lucky’s Bane 
   
  Page 38 
  during the process, he fails the rest.  No consequences 
  for failure exist, except that the candidate can never 
  thereafter become an eye of Gruumsh- and he has lost 
  an eye. 
   
   
  Barbarians gain the most value from this prestige 
  class, since it encourages raging as a fighting style.  
  Fighters, clerics, rangers, and even rogues also heed 
  this calling.  Some orc tribes whisper of barbarians 
  from other races who have adopted this mantle.  Of 
  course, these may just be legends meant to inspire 
  young orcs to jealous rage. 
   
  Hit Die: d12. 
   
  Requirements 
  To qualify to become an eye of Gruumsh, a character 
  must fulfill all of the following criteria. 
   
  Race: Orc or half-orc 
   
  Alignment: Chaotic evil, chaotic neutral, or 
  neutral evil. 
   
  Base Attack Bonus:  +6. 
   
  Feats: Exotic Weapon Proficiency (orc double 
  axe), Weapon Focus (orc double axe). 
   
  Special: The character must be a worshiper of 
  Gruumsh and must put out his own right eye in a 
  special ritual.  None of the eye of Gruumsh’s special 
  abilities function if the character regains sight in both 
  eyes. 
   
  Class Skills 
  The eye of Gruumsh’s class skills (and the key ability 
  for each skill) are Climb(Str), Intimidate (Cha), 
  Jump(Str), Ride(Dex), Survival(Wis), and Swim(Str). 
  See Chapter 4: Skills in the Players Handbook for skill 
  descriptions. 
   
  Skill Points at Each Level: 2+ Int Modifier 
   
  Class Features 
  All of the following are class features of the eye of 
  Gruumsh prestige class. 
  Weapons and Armor Proficiency: Eyes of 
  Gruumsh gain no proficiency with any weapon or 
  armor. 
  Blind-Fight:  An eye of Gruumsh gains 
  Blind-Fight as a bonus feat.  In addition, he suffers no 
  adverse effects from the loss of one of his eyes. 
  Command the Horde (Ex):  An eye of 
  Gruumsh can direct the actions of any nongood orcs or 
  half-orcs that are within 30 feet of him and whose Hit 
  Dice are lower than his character level.  Those who 
  follow the character’s orders gain a +2 morale bonus on 
  Will saves.  Any eligible orc or half-orc who willingly 
  goes against the eye of Gruumsh’s directions loses this 
  bonus immediately. 
  Rage (Ex):  An eye of Gruumsh can fly into a 
  rage just as a barbarian can, with all the same benefits 
  and drawbacks (see page 25 of the Player’s Handbook).  
  An eye of Gruumsh’s class levels stack with his 
  barbarian levels (if any) for determining the number of 
  times per day he can use his rage ability.  Add together 
  the character’s levels in the eye of Gruumsh and 
  barbarian classes and refer to Table 3-3: The Barbarian 
  on page 25 of the Player’s Handbook to determine the 
  number of rages per day.  For example, a 6th-level 
  barbarian/2nd-level eye of Gruumsh could rage three 
  times per day (the same as an 8th-level barbarian), while 
  a 4th-level eye of Gruumsh with no levels in barbarian 
  could rage twice per day (the same as a 4th-level 
  barbarian). 
  Swing Blindly (Ex):  An eye of Gruumsh’s 
  rage becomes more powerful when he reaches 2nd 
  level, but at the cost of lowered defenses.  The 
  character adds an extra +4 to Strength while in a rage, 
  but his Armor Class penalty goes from -2 to -4. 
  Ritual Scarring (Ex):  Through frequent 
  disfiguration of his own skin, an eye of Gruumsh’s 
  natural armor bonus improves by +1 at 3rd level (or to 
  +1 if he didn’t already have a natural armor bonus).  
  This bonus increases by another +1 for every three eye 
  of Gruumsh levels gained thereafter. 
  Blinding Spittle (Ex):  An eye of Gruumsh 
  of 4th level or higher can launch blinding spittle at any 
  opponent within 20 feet.  With a successful ranged 
  touch attack (at a -4 penalty), he spits his stomach acid 
  into the target’s eyes.  An opponent who fails a Reflex 
  save (DC 10 + eye of Gruumsh’s class level + eye of 
  Gruumsh’s Con modifier) is blinded until he or she can 
  Class 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save  
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  Blind-Fight, command the horde, rage 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Swing blindly 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Ritual scarring +1 
  4th 
  +4 
  +4 
  +1 
  +1 
  Blinding spittle 2/day 
  5th 
  +5 
  +4 
  +1 
  +1 
  Blindsight 5ft. 
  6th 
  +6 
  +5 
  +2 
  +2 
  Ritual scarring +2 
  7th 
  +7 
  +5 
  +2 
  +2 
  Blinding spittle 4/day 
  8th 
  +8 
  +6 
  +2 
  +2 
  Blindsight 10 ft. 
  9th 
  +9 
  +6 
  +3 
  +3 
  Ritual scarring +3 
  10th 
  +10 
  +7 
  +3 
  +3 
  Sight of Gruumsh 
  
   
  Lucky’s Bane 
   
  Page 39 
  rinse away the spittle.  This attack has no effect on 
  creatures that don’t have eyes or don’t depend on 
  vision.  Blinding spittle is usable twice per day at 4th 
  level and four times per day at 7th level. 
  Blindsight (Ex):  At 5th level, an eye of 
  Gruumsh gains Blindsight (see page 306 of the Monster 
  Manual) out to 5 feet.  The range increases to 10 feet at 
  8th level. 
  Sight of Gruumsh (Ex):  At 10th level, an eye 
  of Gruumsh gains the ability to see the moment of his 
  own death through his missing eyes.  This 
  foreknowledge gives him a +2 morale bonus on all 
  saving throws and Armor Class from then on.  He also 
  does not go unconscious when reduced to negative hit 
  points; however, the character still dies at -10 hit 
  points.  (Whether or not the vision is accurate is 
  irrelevant-the character believes it to be true.) 
   
  Disciple of Dispater (BOOK OF VILE DARKNESS) 
   The disciple of Dispater is a warlike general of evil.  He 
  is defensive-minded and eager to have others fight for 
  him.  When he must fight, he does so on his terms and 
  on his chosen battleground.  Disciples of Dispater 
  verge on paranoia and are thus distrustful of everyone.  
  They have mystical power over iron that allows them 
  to grant themselves even greater abilities in battle. 
   
  Fighters, rangers, and rogues become Disciples of 
  Dispater, and clerics affiliated with the archdevil also 
  adopt the class.  They are mighty soldiers, dealing 
  terrible damage with their iron swords or axes. 
   
  Disciples of Dispater have few true allies, although 
  they frequently employ mercenaries and other 
  underlings.  All disciples of Dispater have some sort of 
  headquarters that they make as defensible as they can.  
  High-level disciples of the archdevil command great 
  fortresses and their own armies 
   
  Hit Die:  d10. 
   
  Requirements 
  To qualify to become a disciple of Dispater, a character 
  must fulfill all of the following criteria: 
   
  Alignment:  Any evil. 
   
  Base Attack Bonus: +6. 
   
  Feats: Disciple of Darkness, Expertise, Power 
  Attack. 
   
  Special:  Dispater’s sect initiates new disciples in a 
  terrible ritual that involves sacrifice of an intelligent 
  being atop an alter made of iron.  The ritual must take 
  place in the presence of an erinyes, who reports back to 
  Dispater afterward. 
   
  Class Skills 
  The disciple of Dispater’s class skills (and the key 
  ability for each skill) are Balance (Dex), Climb (Str), 
  Disable Device (Int), Disguise (Cha), Escape Artist 
  (Dex), Hide (Dex), Innuendo (Wis), Intimidate (Cha), 
  Jump (Str), Knowledge (religion) (Int), Listen (Wis), 
  Move Silently (Dex), Profession (Wis), Ride (Dex), 
  Search (Int), and Spot (Wis).  See Chapter 4 of the 
  Player’s Handbook for skill descriptions. 
   
  Class Features 
  All the following are class features of the disciple of 
  Dispater prestige class. 
  Weapon and Armor Proficiency:  Disciples of 
  Dispater are proficient with all simple and martial 
  weapons, with all types of armor, and with shields. 
  Device Lore (Ex):  A disciple of Dispater can find traps 
  made mostly of metal just as a rogue can.  Furthermore, 
  he gains a +2 competency bonus on Disable Device 
  checks against devices made mostly of metal. 
  Iron Hews (Su):  Once per day per point of 
  Constitution bonus, a 2nd level disciple of Dispater may 
  add a +3 divine bonus on damage from attacks made 
  that round. 
  Rusting Grasp (Sp):  Once per day, a 3rd-level disciple 
  of Dispater can produce an effect identical to that of 
  the Rusting grasp spell cast by a 15th-level caster. 
  Iron Power (Ex):  When using an iron or steel 
  weapon, a 4th-level disciple of Dispater gains a +1 
  insight bonus on attack and damage rolls.  
  Furthermore, his threat range is doubled as if he were 
  using a keen weapon.  At 8th-level, the insight bonus 
  improves to +2, and the threat range triples.  This 
  ability does not stack with the Improved Critical feat. 
  Summon Erinyes (Sp):  A 5th-level disciple of 
  Dispater can summon 1 erinyes once per day.  This 
  functions as a summon monster spell cast by a 15th-level 
  caster.  A 9th-level disciple of Dispater can summon 1d4 
  erinyes once per day. 
  Greater Iron Hews (Su):  Once per day per point of 
  Constitution bonus, a 6th-level disciple of Dispater may 
  add a +6 divine bonus on damage from attacks made 
  Class 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +1 
  +2 
  +2 
  +2 
  Device Lore 
  2nd 
  +2 
  +3 
  +3 
  +3 
  Iron hews 
  3rd 
  +3 
  +3 
  +3 
  +3 
  Rusting grasp 
  4th 
  +4 
  +4 
  +4 
  +4 
  Iron power +1 
  5th 
  +5 
  +4 
  +4 
  +4 
  Summon erinyes 
  6th 
  +6 
  +5 
  +5 
  +5 
  Greater iron hews 
  7th 
  +7 
  +5 
  +5 
  +5 
  Ironskin 
  8th 
  +8 
  +6 
  +6 
  +6 
  Iron power +2 
  9th 
  +9 
  +6 
  +6 
  +6 
  - 
  10th 
  +10 
  +7 
  +7 
  +7 
  Iron body 
  
   
  Lucky’s Bane 
   
  Page 40 
  that round.  While this bonus does not stack with the 
  iron hews ability, the abilities are separate: A disciple of 
  Dispater with a Constitution bonus of +3 can use each 
  ability three times per day. 
  Ironskin (Sp):  Once per day, a 7th-level disciple of 
  Dispater can produce an effect identical to that of the 
  stoneskinspell cast by a 15th-level caster upon himself 
  only. 
  Iron Body (Sp):  Once per day, a 10th-level disciple of 
  Dispater can produce an effect identical to that of an 
  iron body spell cast by an 18th-level caste
  r. 
  
   
  Lucky’s Bane 
   
  Page 41 
   
  DM Aid One: Map for Encounter 1 
   
  
   
  Lucky’s Bane 
   
  Page 42 
  DM Aid Two: Map of Dispater Temple 
   
  
   
  Lucky’s Bane 
   
  Page 43 
  Player Handout #1 – Map found on the Patrol 
   
  
   
  Lucky’s Bane 
   
  Page 44 
  Player’s Handout #2 – Deciphered Map? 
   
  
   
  Lucky’s Bane 
   
  Page 45 
  Players Handout #3 - Excerpts from Fidget’s Diary 
   
  Freeday 587 - New home in the mountains. Found a temple of that silly dwarven 
  god to live in.  Full of such precious metals. Iron, mostly Iron, Platinum, 
  Silver, Copper, Gold and Nickel. Such possibilities, where to begin… 
  Godsday 588- The master asked to see more of my work. He was impressed with 
  the hammerer. He wants a digger to keep excavating the ore. It seems as though 
  Lord Dispater chose to desecrate this site himself. The amount of Iron ore 
  would make a dwarf weep with joy, damn dirty dwarves! 
  Moonday 588- More Iron. The walls, the floors. This place is becoming more a 
  fortress than temple. Lord Dispater will be proud. I’m even closer to 
  finishing the improved diggers and smashers. 
   Freeday 589- My children are alive! They are running about, helping to dig 
  the ore and make the iron. They gleam in the light, gold, adamantine and 
  platinum. Sooooo shiny! 
  590 Oh Lord Dispater has made my month! I am to become one with him! To sit at 
  his side in the Nine Hells. I will be creating my creatures from now until the 
  end of creation. I am to become one with the Lord Dispater within the year! I 
  just have one more project to complete! 
  Waterday 591- I am nearly finished my masterpiece. This one outshines all the 
  protections that I have built! The pits, the traps the doors and creatures are 
  like smoke in the wind when compared to this marvel of my work, which is 
  saying a lot! The master will be safe behind his wall and doors of iron with 
  the completion of the lock. Only to be opened by Lord Dispater himself! The 
  master can give out the corrupted keys to those he feels worthy, but they 
  still must complete the ritual to gain access to the sacred chamber. But what 
  is truly the cost of a drop or two of blood when compared to the ability to 
  access the inner sanctum of the master? What an honor it will be to receive 
  these gifts. Both halves must be combined in the blood ritual or else the key 
  is useless. All praise Lord Dispater of the Festering pit! 
  Earthday 591- The master has summoned me. Tonight is the night. I will leave 
  this mortal shell and be building my mechanics in the Nine Hells by midnight! 
  I was told that the ritual involves summoning an Eriynes, the handmaiden of 
  the Lord of Dis, to guide me to him. I’m saddened and excited all at once! I 
  know 
  I 
  am 
  leaving 
  my 
  children in great care of 
  the master, yet they are 
  my children and a parent 
  hates to be parted. I will 
  have to set out to make 
  more once I am in the Iron 
  City. 
   
  
   
  Lucky’s Bane 
   
  Page 46 
  Player’s Handout #4 – The writing on the wall 
   
  Once you translate this from Infernal you come across the writing on the wall: 
  Swear __alty to the Lord of the 
  __stering _i_. __ree or be 
  __rsed by the __ra of __ght. 
   
   
  
   
  Lucky’s Bane 
   
  Page 47 
  Player’s Handout #5 – The Words from the Wall 
   
  The SNake will ALert the masses as it Creeps 
  Along the ALter.  An ALarm will be sounded at 
  the ZeNith of the day, but Time does not matter to 
  a CRipple.  The SNare COiled upon the step is 
  but a tiny PeBble in the AGeless COllapse of 
  AUtumn.  The FEckless PuBlic SNeers at the 
  MaNgy MaN, but his TImid CUdgel will 
  IRadicate their PaThetic CUlt.  SNap Sneak 
  SNatch.   TIght COllar causes you AGony as you 
  AGree to His COdex.  The PuBescent MeNdicant 
  TInker CRinges from the CUnning CaDaver.  A 
  CaDence causes ZeN OScillation in the name of 
  He who is MaNifest FEar.  The CRow FEeds upon 
  the OStentatious AMbrosia of His Power.  MaNy 
  FEel on the CUsp of Ambush, but Augury will not 
  detect the PaTtern of the PiT.  AMong the 
  FEeble, NImble AGents AGain TInge the 
  FErocious MaNtle of COmmerce. PaTience 
  CRumbles the largest PaTch and AUgments the 
  IRony of His final IRe.  IRreverent followers will 
  be 
  OStracized 
  in 
  the 
  wake 
  of 
  his 
  COmmencement.  It is NIgh and his COld gaze 
  will CUt to the bones of any who dare COllide 
  with his ever AGressive tendancies. 
   
  
   
  Lucky’s Bane 
   
  Page 48 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/594/Normal Scenarios/URD4-09 - Lucky's Bane (APL 10-12)/URD4-09 - Lucky's Bane.pdf