TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and Core adventures in general please e-mail the Core adventure Circle point 
  of contact (POC) at creighton@greyworks.fsworld.co.uk for LIVING GREYHAWK campaign questions email 
  rpgahq@wizards.com 
  COR5-07 
   
   
  CLIPPING WINGS 
   
  A One-Round D&D® LIVING GREYHAWK™ 
  Core Adventure 
  Version 1.0 
  by Shawn Merwin and William Muench 
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
  Editor: JD Wiker 
   
  Many secrets lie hidden in the obsidian darkness of the Land of Black Ice. The fate of the afflicted children of a Keoish 
  barony may rest in the hands of a few adventurers willing to brave the unknown. But are forces in the North hiding a 
  bigger threat? A Living Greyhawk Core scenario for APLs 2-14, and Part Two of the “Windows to the Serpent’s Soul” 
  series, which began with COR4-01 Shedding Scales. 
   
  
  COR5-08 Clipping Wings 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM. 
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2006. 
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com. 
   
  PLAYERS READ NO FURTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
   
  ADVENTURE SUMMARY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. 
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). 
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars, paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 
  Add each character’s animals separately. A single PC 
  may only bring four or fewer animals of this type, 
  and animals with different CRs are added separately. 
   
  # 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 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  
  COR5-08 Clipping Wings 
   
  Page 3 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 2 
  and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure set in the 
  Free City of Greyhawk and the Archbarony of 
  Blackmoor. All characters 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. 
   
  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 heals 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 
  A strange and powerful force known only as “The 
  Serpent” is inexorably tied to the portion of the Flanaess 
  know as the Land of Black Ice. The exact nature of that 
  connection between the two is currently a mystery, but 
  the PCs are well on their way to unraveling this puzzle. 
  In the core adventure Shedding Scales, the first in the 
  “Windows to the Serpent’s Soul” series, the PCs had the 
  opportunity to meet many of the NPCs who play a large 
  role in the series: the Chancellor of Keoland’s Shelspring 
  Barony Stoakdor Redlee Neheli, his stricken nephew 
  Pross Neheli, the kobold paladin Tajlo, the young and 
  enigmatic Flan sorceress Ianta, the bully Verncent, and 
  perhaps even others. 
   
  Note: Spoilers for the adventure Shedding Scales 
  follow! Do not read if you plan to play that adventure! In 
  Shedding Scales, the PCs are asked to escort a group of 
  children to Keoland’s Shelspring Barony. On the way, 
  flying creatures under the control of some unknown 
  force attack the group and attempt to steal the children—
  particularly the Flan girl Ianta. Once at the Shelspring 
  Barony, they learn that some diabolical power has stolen 
  the eyes from nearly forty children, with the seemingly 
  fell purpose of using them in a ritual to siphon power. 
  Chancellor Stoakdor Redlee Neheli asks the PCs to travel 
  into the Rushmoors to investigate an underground 
  complex where he believes one of the sets of eyes might 
  be found. On their way, the PCs encounter Tajlo, a 
  kobold paladin who was investigating the very same 
  complex when he was attacked and left for dead by 
  monsters. He also reveals that the complex has been 
  destroyed in an apparent earthquake. At the kobold 
  village, which Tajlo is bound by honor to protect, the PCs 
  learn that the kobolds revere a powerful piece of magical 
  stone—a relic that has imbued many of the kobolds with 
  increased power, speed, stamina, and intelligence. 
  Investigating the ruins of the underground complex, the 
  PCs find another relic created from the same stone as the 
  one worshipped by the kobolds. Clues at the demolished 
  site reveal that part of the mystery may lead to the Land 
  of Black Ice. The adventure ends with Stoakdor asking 
  the PCs to take an oath to help the children of the 
  Shelspring Barony to the best of their abilities if the need 
  again arises. 
   
  ADVENTURE SUMMARY 
  While in Greyhawk City between adventures, the PCs are 
  contacted by Stoakdor Redlee Neheli. He has learned 
  about a village called Farthenmoor in the Land of Black 
  Ice that might be used as a launching point for further 
  investigation into the problem. Additionally, the girl 
  Ianta has apparently left the Shelspring Barony and 
  begun a journey toward the Land of Black Ice. 
   
  If they accept the mission from Stoakdor, the PCs can 
  travel to the village of Farthenmoor. While in 
  Farthenmoor, the PCs can interact with the villagers, 
  hear of the destruction of a kobold village in the Burneal 
  Forest, and learn that Tajlo and Ianta left Farthenmoor a 
  few days earlier, apparently seeking that destroyed 
  kobold village. 
   
  If the PCs search the trail between Farthenmoor and 
  the kobold village in the Burneal Forest, they come 
  across Tajlo and Ianta being attacked by black icehounds 
  (ice-touched wolves/winter wolves). If rescued, the two 
  reveal that they have had visions leading them to this 
  
  COR5-08 Clipping Wings 
   
  Page 4 
  area. The PCs can then accompany them into the Burneal 
  Forest. 
   
  The kobold village has been decimated, and a survivor 
  can describe the creatures that carried out the devastation 
  (with descriptions based on the APL). The survivor was 
  able to follow the attackers back to their lair: a burial 
  chamber of an ancient Ur-Flan necromancer who hoped 
  to attain eternal life through power supplied to him by 
  The Serpent. 
   
  The PCs can accompany Ianta and Tajlo to the burial 
  chamber, dealing with the traps and monsters found 
  there. Also in the chamber is an archeologist who can 
  give the PCs bits of information on the chamber, its 
  former inhabitant, and how they tie to the history of 
  Vecna. 
   
  A rift that has opened to the negative energy plane 
  complicates the battle with the guardians of the burial 
  chamber. The PCs can help themselves in the battle by 
  assisting Ianta in closing the rift. After dealing with the 
  guardians, the PCs can search the burial chamber and 
  find one set of eyes—those belonging to the son of the 
  Baron Jharmok Redlee Neheli of the Shelspring in 
  Keoland. 
   
  (Note: If one or more of the PCs has the Enmity of 
  Bylareith from the AR for Shedding Scales, an assassin 
  attempts to slay one PC in the Introduction. Other 
  special conditions gained during the play of Shedding 
  Scales—Stigma of the Serpent and Thrall of the 
  Serpent—also come into play during this adventure, so 
  check for those as well.) 
   
  INTRODUCTION 
  Before the start of the adventure, ask to see the AR from 
  any PC who played Shedding Scales. If any of the PCs 
  have the Enmity of Bylareith, then the bully encounter in 
  this introduction is actually an assassin hired by Bylareith 
  to teach the PCs a lesson about what happens to those 
  who fail to keep their word in business dealings. Do not 
  tell the PCs that you are looking for the Enmity of 
  Bylareith on their AR, for that might tip them off that 
  some nasty surprise is coming.] 
   
  The Bully 
  The main introduction assumes that at least one of the 
  PCs played the Core adventure COR4-01 Shedding Scales 
  or the Core Special adventure CORS4-02 Here There Be 
  Dragons and therefore knows (or is known by) Stoakdor 
  Redlee Neheli. If none of the PCs have played either 
  adventure, assume Stoakdor hires them because he 
  knows something of their abilities as adventurers and 
  their willingness to do foolhardy things for gold. Also, 
  this Introduction plays differently if any of the PCs have 
  the Enmity of Bylareith from Shedding Scales. 
   
  This evening at the Black Dragon Inn has been eerily 
  quiet. No mysterious figures have barged in and died at 
  your feet, croaking out some cryptic riddle with their 
  dying breaths. No mobs of angry citizens have 
  attempted to burn any buildings or assault any clerics. 
  No damsels in distress have asked for your help. You 
  have not even interrupted any alleyway muggings in at 
  least a fortnight. 
   
  At the bar, what can only be described as a half-orc of 
  even more questionable lineage than most of his kind is 
  drinking heavily. In fact, he has been drinking heavily 
  all evening. Occasionally, he casts an angry glare in your 
  direction [select a PC at random] and snarls, as if you 
  have insulted him in some way. 
   
   
  Creature: If none of the PCs have the “Enmity of 
  Bylareith,” the half-orc is Zhrok, a down-on-his-luck 
  adventurer who is looking for a way to release some pent-
  up anger. He knows better than to actually speak with or 
  make physical contact with the PCs, but he is hoping 
  they make the first move so his aggression against them 
  can be justified. 
   
  All APLs 
   
  �Zhrok, Male Half-Orc Bbn 4; hp 41; see Appendix 
  1. 
   
  Development: Zhrok continues to stare at a PC until 
  one or more of the PCs acknowledge his existence. Then 
  he responds with intimidation and insults, attempting to 
  get the PC to get into a fistfight (nonlethal damage only) 
  with him in an alley behind the inn. Successful 
  Intimidate checks, Diplomacy checks (he is hostile), 
  Bluff checks, magical persuasion, etc. can make Zhrok 
  leave them alone, as can simply ignoring him. He also 
  retreats if he is beaten in a fistfight, if the PC uses lethal 
  damage in a fight, or if more than one PC fights him, 
  including others obviously magically assisting the one 
  PC he wants to fight. This is meant to be a roleplaying 
  encounter that has no bearing on the rest of the 
  adventure, but the PCs don’t have to know that. DMs 
  should feel free to embellish and role-play the encounter 
  as they see fit based on party makeup and APL, but Zhrok 
  should pose no real threat. 
   
  The Assassin 
  On the other hand, if any of the PCs have the Enmity of 
  Bylareith, this half-orc is actually a disguised human 
  rogue/assassin named Tenzacatetl (pronunciation: tehn-
  za-ka-TEH-tul) who attempts to slay one of the PCs—
  whoever has the Bylareith’s Enmity AR favor—as he 
  enters the inn. The assassin then tries to escape after 
  making his sneak attack or death attack. 
   
  If the encounter involves the assassin, use the 
  following introductory text instead of the previous one: 
   
  This evening at the Black Dragon Inn has been eerily 
  quiet. No mysterious figures have barged in and died at 
  your feet, croaking out some cryptic riddle with their 
  dying breaths. No mobs of angry citizens have 
  attempted to burn any buildings or assault any clerics. 
  No damsels in distress have asked for your help. You 
  have not even interrupted any alleyway muggings in at 
  least a fortnight. 
  
  COR5-08 Clipping Wings 
   
  Page 5 
   
  The serving room contains the usual mish-mash of 
  adventuring types and their hangers-on. A sullen group 
  of male and female dwarves sits in the corner and 
  whispers. At the bar, three human men dressed in 
  leather armor speak loudly and boastfully about some 
  exploits in the Cairn Hills. A half-orc enters with a lady 
  of questionable moral values on each arm. Two halflings 
  play a game of dagger toss against the wall. 
   
  Development: The half-orc with the ladies is Tenzacatetl, 
  the assassin, in disguise. He has hired the ladies to escort 
  him, and they know nothing about his identity or his 
  plans. Tenzacatetl’s tactics vary by APL and are included 
  in the stat blocks in Appendix 1. 
   
  APL 2 (EL 2) 
   
  �Tenzacatetl: Human Rog2; hp 12; see Appendix 1. 
   
  APL 4 (EL 4) 
   
  �Tenzacatetl: Human Rog4; hp 22; see Appendix 1. 
   
  APL 6 (EL 6) 
   
  �Tenzacatetl: Human Rog6; hp 32; see Appendix 1. 
   
  APL 8 (EL 8) 
   
  �Tenzacatetl: Human Rog6/Assassin 2; hp 42; see 
  Appendix 1. 
   
  APL 10 (EL 10) 
   
  �Tenzacatetl: Human Rog6/Assassin 4; hp 52; see 
  Appendix 1. 
   
  APL 12 (EL 12) 
   
  �Tenzacatetl: Human Rog6/Assassin 6; hp 62; see 
  Appendix 1. 
   
  APL 14 (EL 14) 
   
  �Tenzacatetl: Human Rog6/Assassin 8; hp 72; see 
  Appendix 1. 
   
  If the PCs are able to capture Tenzacatetl, he refuses to 
  tell them anything, and if they are able to make him talk, 
  he can only tell them that his process of gaining 
  employment makes it impossible for him to ever know 
  the identity of his employer. All his gear is stolen 
  merchandise, and the Greyhawk authorities arrive to 
  claim it if Tenzacatetl is captured or killed. 
   
  ENCOUNTER 1: 
  MEETING WITH STOAKDOR 
  If the PCs did not play Shedding Scales or Here There Be 
  Dragons, Stoakdor Redlee Neheli sees them handle the 
  incident with the drunken half-orc and decides that they 
  might be a group competent, brave, or foolish enough to 
  help him search the Land of Black Ice for clues about his 
  problems and for the girl Ianta. 
   
  If any of the PCs have played either or both of those 
  adventures, Stoakdor Redlee Neheli is familiar with the 
  group and simply approaches them, as he knows they can 
  probably be trusted to perform the tasks he requires of 
  them. 
   
  Read the following if the PCs do not know Stoakdor 
  from the aforementioned adventures: 
   
  A Sueloise man, middle-aged with long, wispy strands of 
  reddish-blonde hair held back by a headband, 
  approaches your group. He looks pale, as if his skin has 
  not often been exposed to the sun. “Greetings. I 
  understand that you are adventurers. May we go to a 
  private room and speak of a matter concerning my 
  homeland of Keoland?” 
   
  If the PCs are amenable to hearing Stoakdor’s proposal, 
  he leads them to a private room he has secured in the 
  Black Dragon Inn. He quickly and succinctly describes 
  the problem his barony is facing and relates the task he 
  wishes the PCs to undertake. 
  • Stoakdor is the Chancellor of the Shelspring Barony, 
  a small barony in Keoland that borders on the 
  dreaded Rushmoors. His brother, Jharmok Redlee 
  Neheli, is the baron. The Rushmoors are a vast 
  swampland rumored to be the center of the former 
  empire of the Whispered One (Vecna—though 
  under no circumstance does Stoakdor use that god’s 
  name). 
  • Four years ago, some force from within the 
  Rushmoors kidnapped approximately 40 children 
  from around the barony. The children were 
  returned, but their eyes had been removed. Since 
  that time, these children have not aged. One of those 
  children is the son of the Baron, Pross Redlee 
  Neheli. 
  • One pair of eyes was found in an ancient 
  underground chamber thought to be somehow 
  associated with the Whispered One. The eyes were 
  replaced, and that child has begun aging normally. 
  • Many of these chambers have been found beneath 
  the Rushmoors, but no other eyes have been found. 
  Some of the chambers have been destroyed in 
  apparent explosions or earthquakes, as if someone is 
  trying to hide them or keep others from using them. 
  • Several tribes of kobolds residing in the Rushmoors 
  have been united under a powerful kobold leader 
  named Yolopo. Yolopo instructed the kobolds to stop 
  attacking humans and start searching for these 
  underground chambers, as well as some strange 
  blue-black artifacts that these chambers contained. 
  • Stoakdor doesn’t believe the kobold Yolopo or any of 
  the other kobolds are responsible for the abduction 
  of the children, as the kobolds seem to be competing 
  with other forces to find these blue-black artifacts. 
  • Yolopo, these underground chambers, and the blue-
  black artifacts all seem to have some connection to 
  the part of Oerth known as the Land of Black Ice. 
  
  COR5-08 Clipping Wings 
   
  Page 6 
  • Stoakdor’s divinations do not reveal anything about 
  the Land of Black Ice, but some physical 
  reconnaissance of the area (done by those who’ve 
  played Here There Be Dragons) has revealed a village 
  existing there, in the western part of the region, just 
  north of the Burneal Forest. The village is called 
  Farthenmoor, and it is a haven for misfits and freaks 
  who could not find a home elsewhere on Oerth. 
  • Reports indicate that the kobold populations have 
  swelled in the Burneal Forest; with all indications 
  supporting that Yolopo has taken command of 
  kobolds in that area. Chances are that if Yolopo is 
  there, something in the area could be related to the 
  blue-black artifacts, the underground chambers, and 
  therefore the children’s eyes. 
  • Also, a girl who Stoakdor was tutoring has apparently 
  left Keoland and started a trek to Farthenmoor. Her 
  name is Ianta, and she is a Flan orphan who showed 
  remarkable but wild arcane powers at a young age. 
   
  If the players have played earlier adventures in this 
  series, some of the preceding information should already 
  be known, and Stoakdor greets them warmly and 
  refreshes their memories as needed. They may have other 
  questions regarding happenings since they left the 
  Shelspring Barony at the end of Shedding Scales. Use the 
  following sample questions and answers to direct the 
  conversation. 
  • Have any other children been taken? Are the 
  children well? 
  “No, there have been no other attempts at abduction 
  since the incident you witnessed last year. The 
  children’s health remains well, but something a bit 
  disturbing has occurred. Their skin has turned an 
  unnatural 
  shade 
  of 
  bluish-black. 
  This 
  just 
  strengthens the links, in my mind, to the Land of 
  Black Ice.” 
  • Did you learn anything about the blue-black artifacts 
  we recovered? (Some parties gave the artifacts to 
  Stoakdor; others to the kobolds.) 
  “The blue-black artifacts are made of a substance 
  none of my experts have ever seen. My divinations 
  could tell me nothing conclusive about it. Spells 
  cast at the artifacts are simply absorbed. Some seem 
  to be extremely powerful, like the one at the kobold 
  village, while others are either dormant or just less 
  imbued with magic.” 
  • Are the kobold villages still present in the 
  Rushmoors? 
  “We sent some Knights of the Malagari to 
  investigate the kobold village you encountered, but 
  it was no longer there. Evidence showed that the 
  entire village had moved on. We have also reported 
  to the Gran March authorities what we found, but 
  they have yet to report back on any of their 
  findings.”  
   
  The Knights of the Malagari are a dark and 
  mysterious knightly order who fight the evil lurking 
  in the Rushmoors and the surrounding area. 
  • Do you know who is behind what happened to the 
  children, or if the kobolds are somehow involved? 
  “The lack of action against the humans of Keoland 
  on the part of the kobolds makes me doubt they are 
  involved in the plight of the children. I think 
  whatever has done this is in competition with the 
  kobolds to find and use the artifacts, as well as find 
  the underground complexes which contain the 
  markings of the Whispered One.” 
  • What’s in it for us? 
  “I can give you supplies and gear for the trip. If you 
  are successful, the Baron of Shelspring and I will 
  owe you a debt of gratitude. Our land and family has 
  suffered greatly in recent years, and your success 
  will prove invaluable to us.”  
   
  If any PCs demand gold or other payment above 
  and beyond supplies, Stoakdor offers 100 gp up front 
  per PC. Make a note of such demands, though: PCs 
  demanding gold do not receive the Favor of 
  Stoakdor Redlee Neheli on the AR. 
   
  Be flexible when running this encounter, as different 
  PCs might have had different experiences in the previous 
  adventure. When Stoakdor finishes giving the PCs the 
  background of his plight and answering any further 
  questions PC might have, he gets to the business at hand. 
  When it comes time to hear about what Stoakdor needs 
  the PCs to do, he speaks clearly and without hesitation: 
   
  “Travel to Farthenmoor; find out more about the kobolds 
  of the Burneal Forest. Gain as much information as you 
  can about any blue-black artifacts and any underground 
  chambers connected to the Whispered One, and see if 
  you can locate Ianta. Something strange in her past 
  certainly has called her north, and I fear for her life. 
  When you have learned all that you can, return to 
  Greyhawk and send a message to the Church of Lydia 
  that you have returned. I will find you.” 
   
  Stoakdor can give a description of Ianta: an 11-year-old 
  Flan girl with swarthy skin, blue eyes, and black hair. He 
  also informs the PCs that it is a long, hard journey from 
  Greyhawk to Farthenmoor. The climate of the Land of 
  Black Ice is harsher than any they have ever 
  experienced—unnaturally so. He gives them the funds to 
  purchase food, supplies, and polar exploration gear. 
  Normal mounts and animals are incapable of survival in 
  the Land of Black Ice without magical protection against 
  the elements, and even then the ice makes walking 
  treacherous for even sure-footed animals. Teleportation 
  to and from the village of Farthenmoor is not possible, 
  although it is possible to teleport to the northernmost 
  section of the Burneal Forest and then walk north. 
   
  Polar exploration gear includes heavily furred suits, 
  cumbersome boots and gloves, furred headgear, and 
  goggles. Wearing this gear halves movement, applies a –2 
  
  COR5-08 Clipping Wings 
   
  Page 7 
  penalty to effective Dexterity, and carries a –2 penalty to 
  anything 
  affected 
  by 
  Armor 
  Check 
  penalties. 
  Spellcasting, however, is unaffected. Feat access due to 
  lowered Dexterity is not affected either. 
   
  Stoakdor does not know much about the Land of 
  Black Ice, save it is unnaturally cold; there are rumors of 
  blue-black tribes of humanoids and ice-based creatures; 
  and the land was rumored to once have been the home of 
  Flan sorcerers who practiced something that they called 
  Oerthmagic. 
   
  ENCOUNTER 2: 
  FARTHENMOOR 
  If the PCs attempt to scry or use divination to find Ianta, 
  their efforts are for naught. Her present location and 
  magical ancestry make her invisible to scrying and 
  divination at this time. 
   
  The trip from Greyhawk to Farthenmoor, whether 
  the PCs teleport, walk, or use other means to travel there, 
  is relatively uneventful, though potentially long. The 
  adventure begins in earnest when the PCs arrive at the 
  outskirts of Farthenmoor. PC who have played CORS4-
  02 Here There Be Dragons have been to Farthenmoor 
  once before and may have had dealings with some of the 
  residents. Adjust reactions accordingly. 
   
  The unbearable cold and endless blue-black ice of this 
  cursed land has finally given way to soil. Ahead of you, a 
  small village rests in an oasis of warmth amid a frozen 
  desert. A couple of forms traverse the main thoroughfare 
  in the village, and the mostly wooden buildings show 
  signs of habitation. A few farms skirt the village, 
  growing vegetables and raising livestock in the meager 
  but adequate soil. 
   
  The PCs can enter the village of Farthenmoor with little 
  difficulty. The land where the village sits is warmed by 
  natural hot springs. The village itself should be 
  reminiscent of a one-horse saloon town of the 19th-
  century American West. Only the brave, reckless, and 
  foolish come here to seek their fortune or solitude or 
  both. An uneasy peace is kept here, mainly through the 
  combined will of the residents, backed by the smooth 
  and easy politicking of the mayor and the strong arm 
  (and magic) of his sheriff. 
   
  The DM should give the players “Handout 1: Map of 
  Farthenmoor” to the players at this point. It illustrates the 
  areas of interest for the PCs. While roleplaying 
  opportunities are available at most of the locations, the 
  main thread of the plot is followed from the Last Breath 
  Saloon. If time is a concern, point the PCs there and keep 
  the action moving forward. 
   
  If the PCs enter the village in a normal manner, read 
  or paraphrase the following: 
   
  Some of the villagers stop and stare as you enter the 
  center of town. A few simply nod and move past quickly, 
  while others ignore you in an obvious manner, turning 
  their heads away or pulling hats down over their eyes. 
   
  After just a few moments, the door to the only stone 
  building in the village opens, and a very large purplish 
  creature exits. He wears a long leather overcoat over his 
  full plate armor. Under the coat you can see a green vest. 
  On his vest is a silver badge in the shape of a star. His 
  brown, dusty hat is pulled down over his eyes. From his 
  belt swings a large greatsword, as do two wands fitted 
  with strange grips. 
   
  A DC 15 Knowledge (religion) check tells a PC that the 
  badge is actually a holy symbol to Murlynd. 
   
   
  Seeing you, he moves in your directions with a slow 
  swagger. 
   
  Allow the PCs to take whatever action they want, and 
  continue based on their actions. 
   
  The ogre approaches to within 15 feet, pushes his hat 
  out of his eyes with one beefy finger, and then says in 
  Common, “You must be new to Farthenmoor. Let me tell 
  you a few things. I’m Sheriff Lohjoh, and that means I’m 
  the law. You are welcome here, but only if you are 
  peaceful. We don’t take kindly to folks killing each other 
  or disturbing the peace. If you want some disturbance, 
  just walk right out into the cold and you’ll find plenty to 
  be disturbed by. If anyone gives you trouble, you can 
  come to me, and I’ll take care of it. We don’t tolerate 
  vigilantes. Keep your weapons sheathed, your spell 
  pouches closed, and your tempers in check.” 
   
  Villagers are watching, you, some peeking out from 
  behind corners or porch railings. 
   
   
  Creature: See Appendix 1 for Lohjoh’s stats. The 
  sheriff is Lohjoh, an ice-touched ogre mage who was 
  taken in by the bugbear mayor Rhertrok. Once he gives 
  his speech, he is more sociable, although he continues to 
  speak stoically. If asked about the village, he tells what he 
  knows. He knows that a young human female of Flan 
  descent was in town recently, but he hasn’t seen her in a 
  while. She was being escorted by a kobold. He directs 
  PCs to the Last Breath Saloon if they require food, drink, 
  information, or lodging. If they need a bath or anything 
  out of the ordinary, he directs them to Miss Kittay’s 
  Bathhouse. If they need supplies, he sends them to 
  Do’Say’s Trading Post. 
   
  All APLs 
   
  �Sheriff Lohjoh: Male Ogre Mage Sor2/Pal4; hp 100; 
  see Appendix 1. 
   
  If the PCs attack Lohjoh in any way he defends himself to 
  the best of his abilities, escaping if he sees he is over-
  matched. He does not try to kill PCs if he is obviously 
  more than they can handle, but the DM should not 
  reward PC stupidity or cockiness. He makes every 
  
  COR5-08 Clipping Wings 
   
  Page 8 
  attempt to disable PCs and place them in jail, where they 
  can talk to the mayor. 
   
  At higher APLs, if the PCs kill Lohjoh and/or start 
  attacking everyone in the village, none of the NPCs are 
  cooperative. No one admits seeing Ianta. In fact, they 
  may even send the PCs on fool’s errands up into the 
  waste of the Land of Black Ice. In this situation, the PCs 
  cannot follow Ianta—and if they persist in this wild 
  goose chase, the adventure is effectively over for them. 
  Killing Lohjoh, a paladin of Murlynd, is also an evil act 
  and should be handled as such. 
   
   
  Area A—The Last Breath Saloon 
  The barkeep, a young athach who goes by the moniker 
  “Slim”, manages the saloon for the mayor. He is amiable 
  and low-key, or as amiable and low-key as an athach can 
  be. 
   
  A sign on the two-story wooden structure says “Last 
  Breath Saloon.” The building is not particularly 
  attractive, but it appears to be sturdy. From inside you 
  hear the sound of loud talking and perhaps the 
  strumming of a stringed instrument. 
   
  If the PCs enter the saloon, describe the scene: 
   
  More than a dozen patrons inhabit the saloon. Included 
  in their ranks are: a human so pale you think you can see 
  his skull right through his flesh; a completely hairless 
  dwarf losing an arm-wrestling match to a powerfully 
  built, blue-black-skinned female kobold; a huge creature 
  that looks like it could be a cross between a human and a 
  hill giant sulking silently at the end of the bar; and a 
  goblin picking a tune on a weird variety of lute with a 
  round body and long neck. Behind the bar stands a 
  massive creature that must weigh at least 4,000 pounds. 
  With two hands he cleans a large ale tankard, while 
  wiping the bar with a third hand sprouting from an arm 
  in the middle of his chest. 
   
   
  Creatures: Give the PCs a chance to interact with 
  these characters if they wish. Stats for each of the NPCs 
  in the saloon are given in Appendix 1. Each of them has 
  information that might be helpful, and the incarnate 
  stone golem is most likely encountered later at the Crypt 
  of Pi-zoar. Below is a brief synopsis for talking to each of 
  the NPCs: 
   
  All APLs 
   
  �Yorlok: Male human Exp 2; hp 12; see Appendix 1. 
   
  �Rocktop: Male dwarf Exp 3; hp 20; see Appendix 1. 
   
  �Repina: Female kobold War 2; hp 11; see Appendix 
  1. 
   
  �Bleflek: Male goblin Exp 4; hp 14; see Appendix 1. 
   
  �Slim: Male athach; hp 133; see Appendix 1. 
   
  • Yorlok, the pale human miner: Yorlok was a wizard’s 
  servant back in Greyhawk City four years ago. The 
  wizard, not a nice person, was secretly performing 
  arcane experiments in invisibility on Yorlok without 
  the man knowing. One morning, Yorlok woke up 
  and his skin was transparent. He left the wizard’s 
  employ, but people were disgusted by his 
  appearance. Shunned by most and hunted as an 
  aberration by others, he fled to this place, and now 
  makes his living out in the cold, mining for gold. He 
  is now more successful and accepted than he was 
  when in the employ of the wizard, so he has come to 
  accept his new condition. He can be a little hard to 
  look at, since when his clothes are off you can see his 
  bones, internal organs, and blood vessels. If the PCs 
  take the time to talk to him, Yorlok can tell them 
  that a kobold and young Flan girl were in the Saloon 
  a few days ago. They kept to themselves, but he 
  overheard them talking about investigating a kobold 
  village in the Burneal Forest to the south. They 
  decided to travel along a main trade path, even 
  though it might be dangerous. He also heard the 
  Flan girl mention how the cold of the Land of Black 
  Ice was not bothering her at all. 
  • Rocktop, the beardless dwarf miner: Rocktop was the 
  son of the leader of a dwarven clan in the 
  Hellfurnaces. The clan waged an ongoing war with a 
  band of duergar. As the young dwarf grew toward 
  adulthood, he grew no hair at all, and his skin turned 
  dark. Although it was due to a simple birth defect, 
  the results made him resemble a duergar. His clan 
  considered this an ill omen, and he was banished 
  from his home and stripped of his name. He took the 
  name Rocktop, and ended up mining gold is this 
  forsaken area. He is still incredibly angry at the blow 
  fortune has struck upon him, and unless the PCs are 
  very polite and diplomatic, he does not speak to 
  them. Insults aimed at him cause him to barrage the 
  PCs with insults of his own, and this also makes the 
  others in the saloon unwilling to talk to the PCs, as 
  Rocktop is their friend. If the PCs are able to talk to 
  him, Rocktop can tell them that he’s come across 
  beasts out in the frozen land that the cold does not 
  affect. 
  • Repina, the strong female ice-touched kobold: Repina 
  lived in a kobold village in the Burneal Forest. As she 
  approached adulthood, a powerful kobold named 
  Yolopo took control of the village and set the 
  kobolds to excavating some strange blue-black fossils 
  buried not to far from their village. He also tried to 
  take Repina as a mate after he ordered her to spend 
  an entire year living in proximity to the fossils they 
  were unearthing. After her time there, she realized 
  she had gained tremendous strength. She refused to 
  take Yolopo as a mate and was driven out of the 
  kobold society. She now lives in Farthenmoor and 
  does work as a farmhand, miner, or whatever other 
  work she can find. She’ll also arm wrestle any PC for 
  up to 10 gp. (Opposed strength checks, winning 
  three in a row means victory.) All she can tell the 
  PCs is that Yolopo believes the blue-black fossils 
  
  COR5-08 Clipping Wings 
   
  Page 9 
  they are digging up have tremendous power. He 
  controls numerous kobold villages in the Burneal 
  Forest and elsewhere, and he has all of them focused 
  on collecting these fossils. Other forces comprised of 
  humans also seek these fossils, and the kobolds were 
  attacked a couple of times by the humans, although 
  she doesn’t know much about them. 
  • Bleflek, the goblin minstrel: Bleflek was part of a 
  goblin enclave that was subjugated by Iuz in the 
  Barren Wastes. A small army of treasure seekers 
  happened upon the village and laid waste to it when 
  Bleflek was a youth. One of the members of the 
  group, a bard by training, took pity on Bleflek, 
  spared his life, and took him as an assistant. The bard 
  taught Bleflek how to play many instruments, but 
  the goblin had an affinity for this strange stringed 
  instrument. The bard perished in an adventure two 
  years ago near Blackmoor, leaving the goblin to fend 
  for himself. The goblin found his way here by 
  following a caravan, and makes a few coins now and 
  then entertaining passing travelers. The goblin can 
  tell the PCs that he’s encountered more than one 
  traveler in the area looking for burial chambers of 
  Ur-Flan sorcerers who supposedly inhabited this 
  area before recorded history. 
  • Kordsarm, 
  incarnate 
  stone 
  golem: 
  Kordsarm 
  remembers nothing before a year ago. The first thing 
  he remembers was waking up naked to the east in 
  the area known as Blackmoor. He came across some 
  adventurers, who clothed him and helped him. One 
  of them claimed that he was as big and strong as 
  Kord’s arm—hence his new name. He traveled and 
  fought alongside this group until they disbanded, 
  then took a job as a caravan guard coming to 
  Farthenmoor. Someone claiming to know who he 
  was and to be able to help him regain his old life 
  contacted him in a dream. Kordsarm is waiting now 
  for that person to show up. He was told in the dream 
  not to reveal to anyone who he was or what he was 
  doing. Kordsarm is miserable in his new existence, 
  and he only wants the voice in his head (his own 
  thoughts) and the pain in his body (his life) to end. 
  Kordsarm is really an incarnate stone golem, 
  although he doesn’t know this. Kordsarm makes no 
  attempt to talk to anyone, and he just grunts if 
  people talk to him. If anyone takes the time to really 
  talk to him and try to befriend him, showing a 
  sincere concern over his problems, the PCs may not 
  have to fight him in the crypt of Pi-zoar as he 
  remembers their kindness to him. Make a note of 
  how the PCs treat Kordsarm, as it impacts a later 
  encounter. Kordsarm’s stats are located in Encounter 
  8. 
   
  If the PCs approach the bar to speak to the athach there, 
  he treats them with a rough cordiality. 
   
  “Can I get you strangers a drink or a bite to eat? I’m the 
  barkeep here. Name’s Slim.” He holds out his third hand 
  for you to shake while he pours ale with the other two. A 
  vile green ichor drips from his fangs as he grins at you. 
   
  Slim can confirm that a young human girl of Flan origin 
  and a kobold with a holy symbol of Heironeous spent a 
  few days in Farthenmoor. However they left a couple of 
  days ago on their way to investigate the rumors that a 
  large kobold village in the Burneal Forest had been 
  destroyed recently. Slim isn’t sure what business the two 
  had in the kobold village, but they seemed to keep to 
  themselves. 
   
   
  Area B—Miss Kitty’s Bathhouse 
  Creature: Miss Kittay owns the Bathhouse. She is an 
  elven weretiger who was one of the first creatures to set 
  up shop here, having been driven out of the Vesve Forest 
  because of her affliction. 
   
  All APLs 
   
  �Miss Kittay: Female elf weretiger enchanter 10; hp 
  95; see Appendix 1. 
   
  If the PCs approach and enter the Bathhouse in a normal 
  manner, read or paraphrase the following text. If they 
  approach in a different way, adjust the text as needed: 
   
  The Bathhouse is the only three-story building in the 
  village. It is in fairly good upkeep despite some needed 
  repairs, and it is even painted. In the main sitting 
  chamber stands a creature of stunning beauty. Her 
  features are elven, but she is over six feet tall. Her 
  muscular yet slender physique is displayed by the skin-
  tight black bodysuit she wears. At her hip she wears a 
  slender longsword. Around her white monkeys run and 
  prance. When she sees you, she bows gracefully in 
  welcome. Her voice is almost a purr. “Welcome to 
  Farthenmoor, travelers. You must be extremely 
  motivated by something to come all this way. Would any 
  of you be interested in a warm bath and perhaps some 
  food?” 
   
  As long as the PCs have paid standard upkeep or better at 
  the beginning of the adventure, they can get a nice warm 
  bath and some pampering here. The monkeys are trained 
  to bring people drinks, snacks, soap, towels, perfumes, 
  and anything else they might require (within reason). 
  Miss Kittay knows that a strange pair—a kobold with a 
  young human girl—was in the village recently, but they 
  never came to the Bathhouse, and didn’t seem to have 
  enough gold to warrant her attention. 
   
  Area C—The Trading Post 
  Creature: The General Store Keeper is a two-headed 
  human of mixed heritage named Do’Say. He was born in 
  the village to a farming couple. The mother died in 
  childbirth (for obvious reasons) and the father died of 
  grief not long thereafter. The villagers pitched in to raise 
  
  COR5-08 Clipping Wings 
   
  Page 10 
  him, and now he has used his strong business sense to 
  open and maintain a thriving trading post. 
   
  All APLs 
   
  �Do’Say: Male two-headed human Exp 6; hp 59; see 
  Appendix 1. 
   
  Do’Say has contacts from all over the Flanaess, who come 
  to trade their goods for the rare items found only in this 
  strange and harsh land. 
   
  The Trading Post is a good-sized building, crammed full 
  of a variety of goods. The right half the store is 
  immaculate and neatly organized, with tidy shelves and 
  bins holding items. The left half of the store is clean but 
  breathtakingly disorganized, with unruly stacks of goods 
  teetering precariously everywhere. Behind a counter in 
  the rear center of the store is a human, completely 
  average in appearance except for his second head. The 
  head on the left is whistling a happy tune while the 
  right head stares down at a ledger. 
   
  If the PCs enter and draw his attention, continue: 
   
  The head to your left smiles as you enter, singing a very 
  off-key tenor “WELCOME TO THE TRADING POST! 
  How can I help you?” The other head finishes writing 
  something in the ledger and then looks pleasantly in 
  your direction, saying through the side of his mouth in a 
  stage whisper, “Please stop singing or you will drive 
  away our business.” 
   
  The left head looks over at the right with a crooked 
  raise of an eyebrow, the sings again, “We don’t seeeee 
  many strangers here. What can weeeeeee do for you?” 
   
  If this is a timed event, roleplay only as much as the PCs 
  are willing. If the PCs ask for a certain item, the right 
  head knows exactly where it is on his neatly organized 
  half of the store. If the item is on the side managed by the 
  left head, he knows generally where the item is, but he 
  has to search for a minute to find it. The right head is the 
  organized, rational, and pragmatic head. The left head is 
  the schemer and dreamer relied upon for imaginative 
  ventures. Do’Say has the following items of interest in 
  stock: 
  • 2 potions of cure light wounds: 50 gp each 
  • 4 potions of endure elements: 50 gp each 
  • He also has normal weapons listed in the Player’s 
  Handbook, in standard shapes and sizes, plus 
  standard equipment under 100 gp (anything that can 
  be purchased normally in LIVING GREYHAWK, minus 
  the magical or masterwork quality items and 
  anything obviously out of place here like water 
  vessels). 
   
  Do’Say can offer the PCs some further information: 
  • The town is the one place within many miles to gain 
  respite from the weather. Many people come here to 
  trade gold and other precious metals and gems 
  mined in the Land of Black Ice for normal 
  equipment brought by brave and foolhardy 
  merchants. Many people do not survive the trip 
  from civilization to Farthenmoor. 
  • The kobold and the young Flan girl did buy a few 
  basic provisions at his shop. They were obviously 
  heading back into the cold, but they were probably 
  heading south based on the amount of provisions 
  they bought. If they were heading in another 
  direction, they didn’t plan to travel far. 
  • He doesn’t have any opinions on anything happening 
  in town. Opinions are bad for business. The mayor 
  and the sheriff have done an excellent job making 
  the village into a place where all manner of creature 
  can co-exist in relative peace. 
  Area D—The Mayor’s Office 
  Creature: The Mayor, an ice-touched bugbear named 
  Rhertrok, was cast out of one of the local tribes for trying 
  to usurp power from the chieftain. He found his way to 
  this area and solidified his base of power by enlisting the 
  assistance of the ogre mage Lohjoh as his right-hand man. 
   
  All APLs 
   
  �Mayor Rhertrok: Male ice-touched bugbear Ftr 
  4/Rog 10: hp 115, see Appendix 1. 
   
  If the PCs approach and enter the Mayor’s office in a 
  normal manner, read or paraphrase the following text. If 
  they approach in a different way, adjust the text as 
  needed: 
   
  The only stone building in the village sits before you. 
  The heavy wooden door opens easily. A bugbear dressed 
  in fine clothes sits behind a plain wooden desk, littered 
  with papers. Seeing your group, he stops and stares for a 
  moment. 
   
  Dramatic pause. 
   
   
  Then a huge grin appears on his face and he roars a 
  welcome. “AH! Travelers! Welcome to Farthenmoor! 
  What brings you to our humble village?” 
   
  Rhertrok the bugbear is the consummate politician. He 
  only has his own best interests in mind, even though he 
  plays the part of the worried patriarch of the village. To 
  his credit, he has kept the peace in the village by quickly 
  eliminating threats the stability of the town and being 
  kind to those who live there. He makes small talk and 
  tries to size up the abilities of the PCs. If any of the PCs 
  are nobility, prestigious members of trade guilds, or in 
  any other way possibly good business contacts for 
  Rhertrok, he attempts to schmooze them and establish 
  some sort of unofficial business relationship. None of 
  this can have any real game impact, but Rhertrok wants 
  to bring more mercantile interest to Farthenmoor. 
   
  
  COR5-08 Clipping Wings 
   
  Page 11 
  ENCOUNTER 3: 
  RELEASE THE HOUNDS 
  With the news that Ianta and Tajlo have headed south 
  toward the Burneal Forest, the PCs should move hastily 
  to follow them. As the PCs are leaving Farthenmoor, a 
  storm slams into the area. Visibility from the air is 
  limited to five feet, so the PCs are forced to follow on foot 
  if they have any hope of finding the pair. Assuming the 
  PCs move quickly, they are able to overtake the pair at a 
  fortuitous time. Regardless of the method of PC travel, 
  they find the pair in the same position: 
   
  After two days of traveling south toward the Burneal 
  Forest along an obvious path, the landscape begins to 
  change a bit, even if the weather does not. Sporadic 
  groves of fir trees dot the landscape, offering some 
  protection from the razor-clawed ice crystals carried on 
  the easterly winds. The howling wind dies down 
  momentarily to be replaced by howling of another type. 
  Ahead of you, past another stand of firs, the vicious 
  barking and snarling of wolves is apparent. And perhaps 
  another sound too. Was that the voice of a person you 
  heard shouting? 
   
  Assuming the PCs follow the sounds, read the following: 
   
  Within the shelter of thick-branched fir trees, you can 
  make out the source of the noise. A number of black-
  furred wolves circle and snap at two smaller humanoid 
  figures. Both appear to be children at first glance, but as 
  your eyes focus, you realize that only the female is a 
  child, a Flan girl of perhaps 11 years. The other small 
  figure is not a human but a kobold. He throws himself 
  between the wolves and the girl, obviously attempting to 
  defend her. So far she is uninjured, but the kobold 
  shows signs that the wolves are starting to wear him 
  down. 
   
  The overhanging branches keep the driving ice out of the 
  battle area, but they also make it impossible to fly more 
  than 5 feet above the battle and still see anything at all 
  because of the storm and the branches. The PCs begin the 
  battle 45 feet away from the kobold and the girl. 
   
  Creatures: These creatures are ice-touched wolves (or 
  ice-touched winter wolves), known in this area as black 
  icehounds. They are ice-touched (see Appendix 2: New 
  Rules), meaning their birth in and proximity to the Land 
  of Black Ice has filled them with the power of the 
  Serpent. 
   
  All APLs 
   
  �Ianta: female ice-touched human Sor4; hp 20; see 
  Appendix 1. 
   
  �Tajlo: Male kobold Pal4 of Heironeous; hp 18; see 
  Appendix 1. 
   
  APL 2 (EL 5) 
   
  �Black Icehounds (5): hp 11, 11, 11, 11, 11; see 
  Appendix. 1. 
   
  APL 4 (EL 7) 
   
  �Black Icehounds (5): hp 11, 11, 11, 11, 11; see 
  Appendix 1. 
   
  �Dire Black Icehound: hp 45; see Appendix 1. 
   
  APL 6 (EL 9) 
   
  �Black Icehounds (2): hp 51, 51; see Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Black Icehounds (2): hp 76, 76; see Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Black Icehounds (3): hp 126, 126, 126; see 
  Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Black Icehounds (3): hp 189, 189, 189; see 
  Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Black Icehounds (6): hp 189, 189, 189, 189, 189, 
  189; see Appendix 1. 
   
   
  Tactics: The wolves and dire wolf (APL 2 or 4) attack 
  based on instincts. The winter wolves (APL 6+), however, 
  are at least as intelligent as your average PC, and they 
  know what PCs are capable of. At all APLs, the wolves 
  feel that Ianta is a being that shares their connection to 
  the power of The Serpent, and they do not like this at all. 
  They want to kill her. Fortunately for the girl, she is 
  immune to their cold attacks, so they must injure her 
  physically. And between her and them is her protector 
  Tajlo. Therefore, some of the wolves continue to attack 
  the two while others move to attack the party. The winter 
  wolves rarely use their breath weapons, as they have 
  learned many creatures who come to this area are either 
  immune to cold or have magical protections. If one 
  breath weapon seems to work, however, the others 
  quickly adopt that tactic. Remember the winter wolves 
  can speak to each other in Giant, which some PCs might 
  not speak. At lower APLs, try to strike a balance between 
  the wolves attacking Ianta and Tajlo and the wolves 
  attacking the PCs. If the wolves are overwhelming the 
  PCs, have one or more break off and join the others 
  attacking the pair. 
   
  Developments: The first development likely to come 
  up is the spell absorption ability of the wolves. Read 
  about the ice-touched template for a complete 
  description of this ability. When the first creature 
  absorbs a spell, give anyone who sees the phenomenon a 
  Spellcraft check. Based on the results of that check, give 
  information using the chart below. (Remember to only 
  tell the person making the check; it is up to that PC to 
  inform the others what is happening.) 
  DC 10: The creature seems to absorb magic. 
  
  COR5-08 Clipping Wings 
   
  Page 12 
  DC 15: Creatures touched by the magic of the Land 
  of Black Ice seem to absorb more magic the more 
  powerful they are. 
  DC 20: There is probably a threshold on the amount 
  of magic that a creature can absorb before being 
  affected. 
  DC 30: Magical weapons are less effective against 
  these creatures than non-magical ones, as the 
  creature draws energy from the magic. 
   
  At each APL, Tajlo can take 5 more attacks before falling 
  once the PCs join the battle. Assume that each attack 
  against him hits, and that after the fifth hit he falls to –5 
  hit points. Then Ianta is left standing alone. It only takes 
  three attacks on Ianta for her to fall, and the fourth attack 
  (while she is down) kills her. The challenge for the PCs is 
  not to defeat the black icehounds per se, but simply to 
  save Ianta and Tajlo if possible. Either Ianta or Tajlo can 
  be raised, but the PCs must pay for whatever spells are 
  cast. 
   
  Treasure: The jet-black pelts of the wolves are very 
  rare and valuable. If the PCs do not think to take the 
  pelts, give them a DC 10 check in any or all of the 
  following skills: Appraise, Profession (tailor), Profession 
  (merchant), Knowledge (nature), bardic knowledge, or 
  any similar skill dealing with animals, fur, or clothing. 
   
  APL 2: Coin: 196 gp 
   
  APL 4: Coin: 196 gp 
   
  APL 6: Coin: 196 gp 
   
  APL 8: Coin: 196 gp 
   
  APL 10: Coin: 196 gp 
   
  APL 12: Coin: 196 gp 
   
  APL 14: Coin: 196 gp 
   
  Adjust the following text to account for any deaths 
  (especially Tajlo’s or Ianta’s): 
   
  Now that the threat has been eliminated—for the 
  moment, at least—the features of the two you rescued is 
  more readily apparent. The girl is certainly a Flan 
  human, possibly in her teens but definitely no older 
  than 13 or 14 years. Her skin is an unsettling blue, at 
  first appearing to be frostbitten. No other signs of 
  frostbite adorn her skin, though, and it is apparent her 
  skin is naturally this color. 
   
  If the PCs have met Ianta before, they know this was not 
  her appearance the last they met. 
   
   
  The kobold carries a small longsword and shield. The 
  latter bears the symbol of Heironeous. Clipped on his 
  small cloak are pins representing several other common 
  holy symbols: Ehlonna, Pelor, Lendor, Mayaheine, 
  Al’Akbar, and Lydia. 
   
  Assuming a PC doesn’t beat him to it, the kobold 
  immediately uses his paladin ability to lay on hands, 
  healing Ianta. If the girl has been healed already or is 
  dead, he uses it on himself or on a PC. 
   
  He places his hand over a small wound on the girl’s 
  forehead, and it vanishes. 
   
  Give the PCs the opportunity to interact with these two. 
  This exchange differs based on whether the PCs have met 
  the pair before. Use the following bullet points as guides 
  for the role-playing. Tajlo is very well spoken in 
  Draconic, and he speaks passing Common. Ianta speaks 
  Flan, Draconic, and Common. 
  • Ianta was having powerful visions and dreams while 
  she was in Keoland. She’s been having them her 
  whole life, but these are much stronger. They called 
  her to the Land of Black Ice to perform tasks that 
  could save all of Oerth from horrible consequences, 
  although she is not exactly sure what those 
  consequences are. She really can’t be more specific 
  about the dreams, as they are usually more feelings 
  than actual images. 
  • Since she has been in the Land of Black Ice, her skin 
  has turned blue. The cold of the land no longer 
  bothers her either. 
  • Tajlo’s village in the Rushmoors was disbanded. 
  Yolopo returned to the village a few months ago and 
  removed the blue-black pole that the kobolds 
  meditated at. He told the villagers to move to a 
  village further west, and ordered Tajlo to leave the 
  Rushmoors—the little paladin was tainted with a 
  love for living creatures that Yolopo found offensive. 
  So banished, Tajlo wandered north into the Gran 
  March, where a friendly paladin of Heironeous 
  recognized him for what he was, and helped train 
  him in the way of paladinhood. Others were also 
  kind to him, represented by all the pins on his cloak. 
  Some gave him advice, others gave him friendship, 
  and still others gave him magical treasure to help 
  him perform his duties as a paladin. He wandered 
  for months, looking for quests to undertake in the 
  name of Heironeous. He finally came across Ianta, 
  and immediately knew that Heironeous desired him 
  to protect her on her quest to the north. 
  • The two were led to Farthenmoor by Ianta’s dreams, 
  and there they learned about the kobold village in 
  the Burneal Forest that had been recently decimated. 
  Ianta recognized this as a portent from her visions, 
  and so now they are going there. 
  • Tajlo is beginning to understand that somehow 
  Yolopo, the blue-black artifacts, the evil humans who 
  seek the same artifacts, the afflicted children of the 
  Shelspring Barony, and Ianta’s powers are somehow 
  interconnected. He’s not sure how, though. 
   
  From here, the PCs are free to accompany the unlikely 
  pair on their trek south into the heart of the Burneal 
  Forest toward the ruined kobold settlement. It is possible 
  that either Tajlo or Ianta might be dead. If so, the PCs can 
  still complete their task. They might also be able to raise 
  
  COR5-08 Clipping Wings 
   
  Page 13 
  one of the other (or both) of the pair. If this happens, use 
  your best discretion in how the action would play out. 
   
  ENCOUNTER 4: 
  IT TOOK A VILLAGE 
  The PCs’ arrival at the kobold village confirms that the 
  place has been destroyed utterly. Many structures made 
  from the pinewood of the Burneal Forest have been 
  crushed, burnt, and otherwise obliterated. 
   
  The path you are following through the Burneal Forest 
  ends at what was obviously once a small village. 
  However, the structures that once comprised the village 
  are now nothing but rubble and burnt-out husks. Blood 
  stains cover the ground, and burrows that once led to 
  underground dwellings have collapsed. 
   
  Assuming he is with the PCs, Tajlo can confirm that this 
  was once a kobold village, based on the architecture and 
  the size of the dwelling remains. Ianta, if with the party, 
  also comments that this is the village she saw in her 
  visions, or at least it was before it was destroyed. 
   
  At this point, have the PCs make a DC 10 Spot check. 
  Anyone succeeding at that check notices a young female 
  kobold hiding up on a tree limb, holding very still and 
  trying not to be seen. If Tajlo is with the party, the young 
  kobold can be called down with little fuss. The PCs can 
  also coax her down with some reassuring words (and a 
  DC 15 Diplomacy check). The kobold, whose name is 
  Viloma, only speaks Draconic, and she has the following 
  story to tell: 
   
  “It was eight nights ago. Or maybe ten. I don’t remember 
  well. The males had returned from the excavation site, 
  and we were preparing the evening meal for them. 
  Suddenly there were creatures assaulting us, slaying 
  everything in their path. Everyone was slaughtered, but 
  I was able to get under some collapsed wood from a 
  storage shed and pretend I was dead. The creatures then 
  disappeared and a bunch of humans started gathering up 
  all the pieces of the god stone that the males had 
  recovered for Yolopo.” 
   
  Viloma didn’t get a good look at the creatures or the 
  humans, although she can describe vaguely some of the 
  force that assaulted her village. (Give a vague description 
  of the creatures that the PCs encounter in the crypt of Pi-
  zoar, minus the undead and Kordsarm.) 
   
  Volima goes on to tell the PCs that she didn’t know 
  what to do, so she followed the humans, who headed 
  north into the Land of Black Ice. They took the god stone 
  to a hole in the ground there. She then returned here to 
  bury the dead, planning to seek safety in another kobold 
  village when she has finished. It has taken longer than 
  she imagined, and she’s not exactly sure what to do now. 
  She may have other information based on PC questions: 
  • Yolopo is their leader, although he is only present in 
  the village for a few days each year. He took charge 
  about 6 years ago when she was just an infant, and he 
  set the kobolds to the task of digging up a blue-black 
  substance that he called “god stone.” This substance 
  supposedly has great power, and Yolopo made the 
  kobolds meditate in the presence of large pieces of 
  the material, as well as leave the kobold eggs to soak 
  in its power. Kobolds who meditated near the god 
  stone, or came from eggs left near it, were often 
  more powerful. (Tajlo can relate that his tribe did the 
  same thing, and the same results held true. Tajlo is 
  one of those who was changed by the power of the 
  god stone—his sense of honor and justice was 
  enhanced.) 
  • Other creatures, mostly humans, are in search of the 
  god stone as well, as they attacked this and other 
  kobold settlements frequently. (Tajlo again confirms 
  that this happened to his tribe in the Rushmoors 
  before he was banished for consorting with 
  humans.) 
  • Volima can show the PCs the excavation site where 
  Yolopo ordered the kobolds from this village to dig 
  for the god stone. Investigating the site reveals that 
  the god stone seems to run in continuous veins 
  between 15 feet to 20 feet beneath the earth here in 
  the Burneal Forest. Small pieces of the stuff can be 
  found. Detecting magic or evil/good/law/chaos on 
  the stones brings strange results. The first casting 
  may show faint traces of one kind of magic and 
  alignment, and the next casting provides different 
  results, even on the same piece. The god stone is like 
  a kaleidoscope of magic and alignment. Also, if the 
  PCs think to view the excavation site from high 
  above the earth, it is hard to see from the trees. 
  However, enough scrutiny and a DC 10 Wisdom 
  check lets the PC notice that the excavation site 
  links to other excavation sites from other kobold 
  villages, and the entire affair looks like part of a 
  massive skeletal wing, as if a dragon of incalculable 
  size were somehow buried in Oerth! 
  • The PCs may wish to go to other kobold villages. If so, 
  let them. They get the same story from other villages 
  as they do here: Yolopo is their leader although he is 
  rarely present; the excavation of the god stone is 
  their primary mission; creatures controlled by 
  humans frequently attack to get the god stone; and 
  so on. 
   
  At some point, the party should be interested in 
  following the creatures who took the god stone from the 
  kobold village back north into the Land of Black Ice. 
  Volima volunteers to lead them there. If Volima is 
  somehow unable or unwilling to do this based on PC 
  actions, either let them follow an obvious trail, or have 
  Ianta or Tajlo have visions that lead them there. 
   
  
  COR5-08 Clipping Wings 
   
  Page 14 
  ENCOUNTER 5: 
  THE CRYPT OF PI-ZOAR 
  Location: Area 1 on Crypt Map 
   
  Note: There is a permanent dimensional lock 
  surrounding the entire crypt, making teleporting into or 
  out of the crypt impossible. Pi-zoar feared that plunderers 
  would invade his tomb using teleportation magic. 
   
  Using the directions given to the PCs by the young 
  kobold, the PCs, Tajlo, and Ianta can travel northeast, 
  back into the Land of Black Ice, toward the crypt of the 
  ancient Flan sorcerer Pi-zoar. A map of the crypt itself is 
  shown in Appendix 3. The crypt is easily found. The 
  archeologist Zane Vedrial (located in Encounter 7) has 
  already removed the capstone to the crypt’s shaft 
  entrance: 
   
  A shaft leading down into the ice rests where the young 
  kobold said it would be. Beside the dark shaft is a 
  circular slab of granite and a crowbar. 
   
   
  Any PCs who have the Stigma of the Serpent from 
  Shedding Scales (and there are a lot of them!) feel a 
  terrible sense of foreboding and pain when they enter the 
  crypt.: 
   
  A feeling of dread washes over you as you descend into 
  the crypt. It reminds you of the feeling you had when 
  you mediated in the proximity of the magical pole at the 
  kobold village in the Rushmoors—except whereas that 
  feeling was warm and inviting, this one is choking: like a 
  corruption of the power you felt before. 
   
  Any PCs who have the Thrall of the Serpent from 
  Shedding Scales feel wonderful entering the crypt, 
  almost like they are coming home.  
   
  As you descend into the crypt, a most unusual feeling 
  overwhelms you. You feel like you have been on a long 
  and terrible journey, but now you are coming home. The 
  urge to rush quickly into the darkness of the crypt is 
  barely controllable. 
   
  Assuming the PCs enter the shaft, continue with the 
  following: 
   
  The shaft descends as far as you can see. Only two feet in 
  diameter, the shaft has rungs built into the sides, 
  allowing easy—if uncomfortable—egress down into the 
  depths. 
   
  Medium and smaller creatures can descend without 
  problems. Large creatures can descend but come across 
  10 spots where they get stuck when the shaft narrows 
  dramatically. They can force their way past the narrow 
  parts, but each time they do they take 1d3 point of 
  bludgeoning damage. Large or larger creatures cannot 
  descend without magical means. 
   
  Each rung of the ladder holds a single character of the 
  Ancient Flan alphabet. A DC 18 Spot check or DC 10 
  Search check is needed to notice the writing, as long as 
  there is sufficient light and PCs take the time to read 
  each one. Do not give a Search check unless a PC actively 
  searches a rung. When looked at in totality, the 
  descending rungs spell out a message: 
   
  Enter ye the final resting place of Pi-zoar. THE 
  SERPENT awaits him. A lifetime of serving THE 
  SERPENT rewards Pi-zoar with eternal life. 
   
  Unless otherwise noted, the crypt is unlit. Doors are 
  made of blue-black stone and are not locked unless 
  otherwise noted. 
   
  At the bottom of the shaft is a completely dark entry 
  chamber: 
   
  This oddly shaped room is unlit. A short corridor leads 
  to the north with two doors there, and a third door is on 
  the east wall. A smell of mold and rot permeates the 
  room. Small green and gray piles of what might be sand, 
  dirt, or mold are spread throughout the room. On the 
  walls are foreign-looking markings. Some look to be 
  letters that spell words, other might be glyphs or runes, 
  and still others might be pictograms of twisted, skeletal 
  bodies. The putrid air burns in your lungs and makes 
  breathing difficult. Your arms and legs grow heavy after 
  only a few breaths. 
   
  The runes and pictograms are incomprehensible, even 
  with magic. The words, however, are written in Flan, and 
  in a dialect that pre-dates even the Twin Cataclysms. The 
  words form the following sentences: “THE SERPENT 
  winds through all things, into death and out of life. Those 
  who can ride THE SERPENT control all.” A DC 10 
  Knowledge (nature) check reveals the rotting piles on the 
  floor are all that remains of wooden furniture that has 
  decayed here for centuries. 
   
  ENCOUNTER 6: 
  SKELETON IN THE LIBRARY 
  Location: Area 2 on Crypt Map 
   
  The door here is locked and opens into the hallway. 
  Anyone searching the door notes that it is sealed very 
  tightly, perhaps even airtight. Read or paraphrase the 
  following when the door opens. 
   
  As the door opens, stale and foul air puffs out of the 
  room past you on a noxious breeze. The same sigils, 
  wards, and writings decorate these walls that adorned 
  the walls in the entry room. Stone shelves, containing 
  nothing but rotten parchment, are built into the east and 
  west walls. The northern 10 ft. of the floor is made of 
  some deep black and polished stone. In the northeast 
  corner, hovering a few inches off the floor is a skeleton 
  clad in rotting robes. It is definitely moving, swaying in 
  a rhythmic pattern. 
  
  COR5-08 Clipping Wings 
   
  Page 15 
   
  The skeleton is just a decoy. It is being held up and held 
  together with very thin metal wire, and it is moving 
  because of a draft caused by the opening of the door. The 
  way the skeleton is moving in the breeze makes it look 
  like it is casting a spell, although no Spellcraft checks can 
  determine anything since it is not really a spell. 
   
  Call for initiative. Let the PCs act, and even pretend 
  that the skeleton might be taking actions that the PCs 
  don’t see or understand. Anyone in the room can attempt 
  a Spot check (DC 15+APL) as a full-round action to see 
  the wires that are holding up the skeleton. 
   
  There are two pit traps near the doorway, and foolish 
  PCs may rush in to fight the skeleton and trigger the trap 
  doors. (See the APL-specific traps below.) 
   
  PCs attempting to attack the skeleton must hit AC 5. 
  The skeleton falls apart after taking 20 points of 
  bludgeoning or concussion damage. 
   
  Trap: The two pits are standard traps, except at APL 12 
  and 14 where there is a strong antimagic field filling the 
  pits to the very top. As soon as a person enters even the 
  top of the pit, no magic works. 
   
  APL 2 (EL 1) 
   
  �Pit Traps: CR 1; mechanical; location trigger; 
  manual reset; hidden switch bypass (Search DC 25); DC 
  15 Reflex save avoids; 20 ft. deep (2d6 fall); Search DC 20; 
  Disable Device DC 20. 
   
  APL 4 (EL 2) 
   
  �Pit Traps: CR 2; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6 
  fall); Search DC 20; Disable Device DC 20. 
   
  APL 6 (EL 3) 
   
  �Pit Traps: CR 3; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids; 60 ft. deep (6d6 
  fall); Search DC 20; Disable Device DC 20. 
   
  APL 8 (EL 4) 
   
  �Pit Traps: CR 4; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6 
  fall); Search DC 20; Disable Device DC 20. 
   
  APL 10 (EL 5) 
   
  �Pit Traps: CR 5; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6 
  fall); Search DC 20; Disable Device DC 20. 
   
  APL 12 (EL 6) 
   
  �Anti-Magic Pit Traps: CR 6; mechanical; location 
  trigger; manual reset; DC 24 Reflex save avoids; 100 ft. 
  deep (10d6 fall); no magic works in the pit; Search DC 20; 
  Disable Device DC 20. 
   
  APL 14 (EL 7) 
   
  �Anti-Magic Pit Traps: CR 7; mechanical; location 
  trigger; manual reset; DC 28 Reflex save avoids; 100 ft. 
  deep (10d6 fall); no magic works in the pit; Search DC 20; 
  Disable Device DC 20. 
   
  The words in this room, again in Ancient Flan, read: 
  “THE SERPENT rewards those who find focus in its 
  worship. Never will THE SERPENT be destroyed, and 
  never will the disciples of THE SERPENT be destroyed.” 
   
  Treasure: This room was once a library, created to let 
  Pi-zoar study after his death and interment. The stone 
  shelves contain almost nothing save parchment and 
  vellum that have turned to a fine dust over the centuries. 
  A DC 15 Search check finds, buried beneath the dust on 
  one of the shelves, Pi-zoar’s Ring. Refer to the Treasure 
  Section or AR for a description. 
   
  APL 2: Magic: Pi-zoar’s Ring (750 gp). 
   
  APL 4: Magic: Pi-zoar’s Ring (750 gp). 
   
  APL 6: Magic: Pi-zoar’s Ring (750 gp). 
   
  APL 8: Magic: Pi-zoar’s Ring (750 gp). 
   
  APL 10: Magic: Pi-zoar’s Ring (750 gp). 
   
  APL 12: Magic: Pi-zoar’s Ring (750 gp). 
   
  APL 14: Magic: Pi-zoar’s Ring (750 gp). 
   
  ENCOUNTER 7: 
  FORMER LABORATORY 
  Location: Area 3 on Crypt Map 
   
  Read the following when the PCs approach either of 
  this room’s entrances: 
   
  In front of you is a heavy red and black velvet curtain 
  covered with small markings. You cannot see beyond it. 
   
  When the PCs push back the curtain, they can see into 
  the room. The everburning torch of the archeologist 
  Zane Vedrial lights the room, although the heavy 
  curtains obscures this light until they are moved aside: 
   
  The walls of this chamber are worn smooth with age. 
  The floor is completely stained a deep, dull red. Another 
  curtain, identical to the one you have already passed, 
  blocks another passageway. As before, worn writing 
  lines the wall in this room as well. A man dressed in the 
  garb of an adventurer holds an everburning torch up to 
  the wall, staring at some of the inscriptions. He doesn’t 
  seem to even note your presence and he mutters to 
  himself. His arctic exploration gear and clothing lay 
  next to him on the floor. 
   
  This is Zane the archeologist. His stats are included in 
  Appendix 1. Zane is terribly absent-minded and currently 
  so engrossed in his study that he won’t react to the PCs 
  unless approached or hailed in a very loud and obvious 
  manner. As long as the PCs do not severely injure him, 
  he acts very calm at seeing them. He has been into many 
  places like these and deals with adventurers frequently. 
   
  When he does become aware of the PCs, read the 
  following aloud: 
   
  
  COR5-08 Clipping Wings 
   
  Page 16 
  “Oh, hello,” says the human, his ancestry not apparent. “I 
  do hope you let me study this tomb before you plunder 
  it. It is a quite rare find indeed.” 
   
  Zane can give the PCs a lot of information on the tomb, 
  its occupant, and its connection to Vecna. Details of his 
  knowledge are bulleted below: 
  • This is the tomb of Pi-zoar, an ancient Flan sorcerer 
  mage who lived in a time pre-dating the Twin 
  Cataclysms, possibly by several millennia. 
  • Pi-zoar ruled his tribe through fear and magic. He 
  might have been the first person to bring the earliest 
  humans on Oerth under the sway of one central 
  ruler. He is also the first recorded human to display 
  magical powers. 
  • Archaeological findings suggest that Pi-zoar may have 
  sacrificed his enemies to bolster his own magical 
  power. 
  • Pi-zoar called the power he wielded “the gift of the 
  Serpent.” Records tell that he used to speak to a force 
  that no one else could see. 
  • This crypt was built to store Pi-zoar’s body after death. 
  Pi-zoar expected the Serpent to help him overcome 
  death in some way, and this chamber was supposed 
  to be a home for the “dead but living” Pi-zoar, as well 
  as a focus of the Serpent’s energy. 
  • Zane has studied crypts like this all over the Flanaess, 
  and now he is very excited to be standing in the one 
  that seems to be the prototype for all the others. In 
  fact, all of the others seem to be exact copies of this, 
  right down to the positions of the tiles on the floors. 
  • The Whispered One (Vecna) has also been associated 
  with the Serpent. Zane theorizes that Vecna learned 
  of the efforts of Pi-zoar to harness power in order to 
  defeat death, and he studied what the older Ur-Flan 
  did. This led the Whispered One to create chambers 
  like these all over the world, using them first in his 
  search for lichdom, and later in his ascension to 
  godhood. 
  • The Serpent, Zane speculates, might just be another 
  name for magic. Others have speculated that the 
  Serpent was an actual creature of terrible power—
  perhaps a demonic dragon. Zane finds this hard to 
  believe. 
  • Someone seems to have recently gained renewed 
  interest in using these chambers, as some of them 
  Zane has found have shown signs of recent 
  occupation. 
  • At some of the crypts, a malevolent force was at work 
  that slowly drained the life force out of the occupant. 
  This crypt seems to be dormant, at least for now. 
   
  Zane has just descended into the crypt and come right to 
  this room. He is not aware that any other creature, living 
  or dead, is down here. The PCs’ entrance is fortuitous for 
  Zane, because his next move would have led him directly 
  into the lair of the creatures dwelling here. He can assist 
  the PCs only by giving a general layout of the crypt. All of 
  the traps and occupants of this chamber are specific to it. 
  Zane can also read Flan, so he can translate for the PCs as 
  needed 
   
  The Flan writing on the walls here says, “THE 
  SERPENT thirsts for the lifeblood of others. Those who 
  harvest it will gain the favor of THE SERPENT.” 
   
  Zane is oblivious to the dangers in the crypt. He acts 
  as though no harm could possibly befall him. He moves 
  with the PCs through the crypt if they allow him. As 
  soon as any danger presents itself, he runs and hides. It is 
  only then that he realizes that he would have perished 
  down here, and he is very grateful. If the PCs get Zane 
  out of the crypt alive, he offers one of his books as a 
  reward. 
   
  ENCOUNTER 8: 
  A MOTLEY CREW 
  Location: Area 4 on Crypt Map 
   
  In this room, servants of a force interested in 
  collecting the blue-black material that the kobolds call 
  godstone are waiting. They are expecting their leader to 
  arrive at any time, remove the stones from their 
  possession, and relieve them of their duty. Kordsarm is 
  expecting the leader to come and fulfill a promise to 
  return him to his prior state: a stone golem. 
   
  What happens in this encounter depends on which 
  direction the PCs enter the room. If the PCs enter from 
  the south passageway, the encounter likely takes place in 
  Area 4 of the map. If the PCs enter Area 7/Encounter 10 
  first, the creatures move through the secret door between 
  Areas 4 and 7 to attack. Below is a general description of 
  the area, alter it based on PCs’ actions. 
   
  In the corners of this large room, pieces of blue-black 
  stone of various shapes and sizes rest amidst crumpled 
  kobold bodies. In the center of the room a circular 
  column of black energy crackles and hisses. A number of 
  creatures occupy the room, glancing nervously at the 
  column. 
   
  If she is with the PCs, Ianta speaks. 
   
  “I must enter that column of energy. This is foretold in 
  my visions. Please help me get there.” 
   
   
  Creatures: The room is full of creatures that took part 
  in the decimation of the kobold village. They attack the 
  PCs immediately. Kordsarm did not, but he came here 
  from Farthenmoor to meet the one who promises to turn 
  him back into a stone golem. Ozugh is disguised as an 
  orc, either via his alternate form ability at APLs 2 and 4, 
  or via disguise self at higher APLs. He tries to maintain 
  this disguise at any cost except his life. 
   
  APL 2 (EL 4) 
   
  �Ozugh: Male quasit; hp 16; see Appendix 1. 
  
  COR5-08 Clipping Wings 
   
  Page 17 
   
  �Kordsarm: Male incarnate construct; hp 15; see 
  Appendix 1. 
   
  �Kobold zombies: hp 16 each; see Monster Manual 
  page 266. 
   
  APL 4 (EL 7) 
   
  �Ozugh: Male quasit Rog1/Clr2; hp 36; see 
  Appendix 1. 
   
  �Kordsarm: Male incarnate construct; hp 24; see 
  Appendix 1. 
   
  �Lackeys (4): Tiefling War1; hp 5, 5, 5, 5; see 
  Monster Manual pages 209 and 210.  
   
  �Shadows: hp 19 each; see Monster Manual see page 
  221 and 222. 
   
  APL 6 (EL 9) 
   
  �Ozugh: Male babau; hp 66; see Monster Manual 
  page 40; has hat of disguise. 
   
  �Kordsarm: Male incarnate construct; hp 48; see 
  Appendix 1. 
   
  �Lackeys (4): Tiefling Rog1/War1; hp 13, 13, 13, 13; 
  see Appendix 1. 
   
  �Wraiths: hp 32 each; see Monster Manual page 258. 
   
  APL 8 (EL 11) 
   
  �Ozugh: Male babau blackguard 2: hp 66; see 
  Appendix 1. 
   
  �Kordsarm: Male incarnate construct stone golem 
  Ftr1; hp 103; see Appendix 1. 
   
  �Lackeys (4): Tiefling Rog2/War1; hp 18, 18, 18, 18; 
  see Appendix 1. 
   
  �Spectres: hp 45 each; see Monster Manual page 
  232.  
   
  APL 10 (EL 13) 
   
  �Ozugh: Male babau assassin 1/blackguard 3; hp 
  112; see Appendix 1. 
   
  �Kordsarm: Male incarnate construct stone golem 
  Ftr 1/war hulk 2; hp 121; see Appendix 1. 
   
  �Lackeys (4): Tiefling Rog3/War2; hp 29, 29, 29, 29; 
  see Appendix 1. 
   
  �Spectres: hp 45 each; see Monster Manual page 
  232. 
   
  APL 12 (EL 15) 
   
  �Ozugh: Male babau assassin 3/blackguard 3; hp 
  130; see Appendix 1. 
   
  �Kordsarm: Male Incarnate construct stone golem 
  Ftr1/war hulk4: hp 158; see Appendix 1. 
   
  �Lackeys (4): Tiefling Rog4/War2/temple raider of 
  Vecna 1; hp 39, 39, 39, 39; see Appendix 1. 
   
  �Dread Wraiths: hp 104 each; see Monster Manual 
  page 258.  
   
  APL 14 (EL 17) 
   
  �Ozugh: Male babau assassin5/blackguard3; hp 148; 
  see Appendix 1. 
   
  �Kordsarm: Male incarnate construct stone golem 
  Ftr1/war hulk 6; hp 178; see Appendix 1. 
   
  �Lackeys (4): Tiefling Rog4/War2/temple raider of 
  Vecna 3; 49, 49, 49, 49; see Appendix 1. 
   
  �Dread Wraiths: hp 104 each; see Monster Manual 
  page 258. 
   
   
  Development: Much happens simultaneously in this 
  encounter, so take care to be flexible based on the PCs’ 
  position at the start of the combat and their previous 
  choices in the adventure. 
   
  Kordsarm attacks for at least two rounds, but then he 
  may or may not continue. If the PCs treated him well at 
  the Last Breath Saloon in Farthenmoor, he stops 
  attacking and surrenders. If the PCs were neither 
  friendly nor unfriendly toward him, he begins the 
  combat as hostile but can be persuaded to surrender with 
  a successful Diplomacy checks. If the PCs were 
  unfriendly to him, no amount of negotiation can stop 
  him from attacking. 
   
  Second, the column of black energy is a gate to a 
  portion of the negative energy plane. Depending on the 
  APL, hostile undead forces come out and attack the PCs 
  at intervals. Below is a chart showing the rate at which 
  undead come forth from the column. If the PCs are slow 
  to see the connection between the column and the 
  undead, Ianta can insist that the PCs quickly help her get 
  to the column. If they refuse, she risks the attacks of the 
  creatures and tries to get there herself, although it likely 
  means her death: 
   
  APL 
  Undead exit 
  column: 
  Undead creatures 
  2 
  every 5th round 
  1 kobold zombie 
  4 
  every 4th round 
  1 shadow 
  6 
  every 4th round 
  1 wraith 
  8 
  every 3rd round 
  1 spectre 
  10 
  every 2nd round 
  1 spectre 
  12 
  every other round 
  1 dread wraith 
  14 
  Every round 
  1 dread wraith 
   
  The only way to stop the creatures from pouring forth is 
  for Ianta to enter it. The PCs must assist the girl in 
  navigating through the enemies without being killed. For 
  any other living creatures other than Ianta, entering the 
  column or staying in the column for an entire round 
  temporarily drains 1 point of Constitution. It can be 
  regained through rest or restoration magic as normal. 
   
  When Ianta does enter the crackling black column of 
  energy, read the following: 
   
  Ianta hesitates for a moment, looking back at you in 
  terror. Then she grimaces and steps into the cracking 
  column. The power blows her black hair straight up, and 
  you hear a hissing voice say: “Welcome.” Then the 
  column collapses in upon itself and swallows up the Flan 
  girl. 
   
  
  COR5-08 Clipping Wings 
   
  Page 18 
  Treasure: The PCs can strip the equipment from the 
  creatures here. Even if Kordsarm stopped attacking, he 
  willingly gives up his equipment at the end of the 
  adventure, as he has no need for it anymore. 
   
  APL 2: Loot: 20 gp; Coin: 20 gp; Magic: 13 gp: 3 
  potions of endure elements (13 gp). 
   
  APL 4: Loot: 36 gp; Coin: 50 gp; Magic: 500 gp: +1 
  ranseur (193 gp), +1 studded leather armor (98 gp), 3 
  potions of endure elements (13 gp), arcane scroll of 
  shield (2 gp), large +1 heavy flail (194 gp). 
   
  APL 6: Loot: 336 gp; Coin: 150 gp; Magic: 527 gp: 
  large +1 heavy flail (194 gp), amulet of health +2 (333 gp). 
   
  APL 8: Loot: 340 gp; Coin: 150 gp; Magic: 957 gp: +1 
  mithral chain shirt (175 gp), hat of disguise (150 gp), 
  large +1 heavy flail (194 gp), large +1 breastplate (130 gp) 
  boots of the winterlands (208 gp), 4 potions of invisibility 
  (100 gp). 
   
  APL 10: Loot: 180 gp; Coin: 250 gp; Magic: 3916 gp: +2 
  mithral chain shirt of shadow and silent moves (1050 gp), 
  hat of disguise (150 gp), amulet of mighty fists +1 (500 
  gp), 5 potions of bear’s endurance (125 gp), large +1 heavy 
  flail (194 gp), large +1 breastplate (130 gp) boots of the 
  winterlands (208 gp), 4 rapiers +1 (773 gp), 4 light steel 
  shields +1 (386 gp), 4 potions of invisibility (100 gp), 4 
  potions of bull’s strength (100 gp), 8 potions of cat’s grace 
  (200 gp). 
   
  APL 12: Loot: 513 gp; Coin: 250 gp; Magic: 8990 gp: +2 
  mithral chain shirt of shadow and silent moves (1050 gp), 
  headband of intellect +2 (333 gp), amulet of mighty fists 
  +1 (500 gp), ring of chameleon power (1058 gp), ring of 
  protection +2 (667 gp), 5 potions of bear’s endurance (125 
  gp), large +1 heavy flail of clouting (2694 gp), large +1 
  breastplate (130 gp) boots of the winterlands (208 gp), 
  amulet of health +2 (333 gp), 4 rapiers +1 (773 gp), 4 light 
  steel shields +1 (386 gp), 4 cloaks of resistance +1 (333 
  gp), 4 potions of invisibility (100 gp), 4 potions of bull’s 
  strength (100 gp), 8 potions of cat’s grace (200 gp). 
   
  APL 14: Loot: 513 gp; Coin: 250 gp; Magic: 12156 gp: 
  +2 mithral chain shirt of shadow and silent moves (1050 
  gp), headband of intellect +4 (1333 gp), amulet of mighty 
  fists +1 (500 gp), ring of chameleon power (1058 gp), ring 
  of protection +3 (1500 gp), 5 potions of bear’s endurance 
  (125 gp), large +1 heavy flail of clouting (2694 gp), large 
  +3 breastplate (797 gp) boots of the winterlands (208 gp), 
  amulet of health +2 (333 gp), vest of resistance +2 (333 
  gp), 4 rapiers +1 (773 gp), 4 light steel shields +1 (386 gp), 
  4 cloaks of resistance +1 (333 gp), gloves of dexterity +2 
  (333 gp), 4 potions of invisibility (100 gp), 4 potions of 
  bull’s strength (100 gp), 8 potions of cat’s grace (200 gp). 
   
  ENCOUNTER 9: 
  ISN’T IT GRATE 
  Location: Area 5 and 6 on Crypt Map 
   
  The door in Area 5 opens into a small chamber full of 
  long-desiccated bones. This chamber was used to drain 
  the life force out of prisoners to feed Pi-zoar’s power. The 
  secret door in the hallway can be found with a DC 15 
  Search check. 
   
  If the PCs find the secret door and move up the 
  hallway, read or paraphrase the following: 
   
  Rounding the corner, a dark and heavy mist rises from a 
  grate in the floor. It is impossible to see further into the 
  mist, which smells of acid. The mist funnels into tiny 
  holes in the ten-foot ceiling. 
   
  The mist does not cause any harm unless exposure lasts 
  for several hours. A DC 20 Craft (alchemy) check from a 
  PC who makes contact with the acidic mist reveals the 
  relative harmlessness of short-term exposure to the acid. 
  The danger of this area is not the acid or anything lurking 
  in the mist, but the grates. For each 5 feet of grate 
  crossed, the PC must make a DC 10 Balance check to 
  move safely across it. Apply a –5 modifier to the check if 
  the PC moves more than a single move in a round, and 
  apply a –10 modifier to the check if the PC runs. If the 
  PC fails the Balance check, the PCs foot slips through one 
  of the holes in the grate and triggers a trap. The other 
  specifics of the trap are detailed below and are based on 
  APL: 
   
  Trap: The trap is located just below the grate, and it is 
  triggered by a permanent alarm spell there. When a foot 
  (or other body part or object) slips through one of the 
  grate holes, the trap triggers. 
   
  APL 2 and 4 (EL 1) 
   
  �Scything Blade Trap: CR 1; mechanical; proximity 
  trigger; automatic reset; Atk +6 melee (2d4+2/x4, scythe); 
  Search DC 15; Disable Device DC 15. (The alarm trigger 
  is located below the grate, so it is only can be located by a 
  rogue peering down into the grate and not just on the 
  grate itself. It is only triggered when a body part slips 
  through the grate, so all of the damage is done to the 
  body part.) 
   
  APL 6 and 8 (EL 2) 
   
  �Scything Blade Trap: CR 2; mechanical; proximity 
  trigger; automatic reset; Atk +14 melee (2d4+8/x4, 
  scythe); Search DC 21; Disable Device DC 21. (The alarm 
  trigger is located below the grate, so it is only can be 
  located by a rogue peering down into the grate and not 
  just on the grate itself. It is only triggered when a body 
  part slips through the grate, so all of the damage is done 
  to the body part.) 
   
  APL 10 and 12 (EL 4) 
   
  �Scything Blade Trap: CR 4; mechanical; proximity 
  trigger; automatic reset; Atk +24 melee (2d4+10/x4, 
  scythe); Search DC 21; Disable Device DC 21. (The alarm 
  trigger is located below the grate, so it is only can be 
  located by a rogue peering down into the grate and not 
  just on the grate itself. It is only triggered when a body 
  part slips through the grate, so all of the damage is done 
  to the body part.) 
   
  APL 14 (EL 7) 
  
  COR5-08 Clipping Wings 
   
  Page 19 
   
  �Blade Barrier Trap: CR 7; magic device; proximity 
  trigger; automatic reset; spell effect (blade barrier, 12th 
  level cleric, 12d6 slashing); Search DC 31; Disable Device 
  DC 31. (The alarm trigger and the spell itself are targeted 
  below the grate, so it is only can be located by a rogue 
  peering down into the grate and not just on the grate 
  itself. It is only triggered when something slips through 
  the grate, so all of the damage is done to the body part, 
  and since the body part is immobile there is no save. 
   
  A person with a stuck body part needs to make a DC 
  12 Wisdom check in order to understand the foot could 
  come loose if gently removed. A DC 12 Strength check 
  also works to get the foot free, but the person takes 1d4 
  points of damage because the underside of the grates has 
  been sharpened. 
   
  ENCOUNTER 10: THE EYES 
  Location: Area 7 on Crypt Map 
   
  The PCs may enter this room from the doorway in 
  the eastern wall, or through the secret door in the 
  southern wall. If the PCs have not yet encountered the 
  creatures in Area 4/Encouter 8, those creatures come 
  through the secret door to engage the PCs. Read or 
  paraphrase the following when the PCs enter the room: 
   
  The main part of this 25-foot by 30-foot chamber is built 
  in the same style as the rest of the complex. Runes cover 
  the walls. Two braziers occupy the room: one in the 
  northwest corner, and one in the southwest corner. 
  They both still give off faint wisps of black smoke. In the 
  northeast corner of the chamber, iron bars block off an 
  annex. The floor of the annex is made of black stone. A 
  lever rests in the upright position on the north wall, 
  adjacent to the bars. A strong, metallic odor hangs in the 
  air. 
   
  The braziers hold only the faintest of embers; the incense 
  that was burning in them is exhausted and no skill 
  checks can determine what the incense was. As in the 
  other rooms, the runes carved into the wall are red and 
  spell out words in Ancient Flan: 
   
  THE SERPENT protects the sleep of the faithful. In the 
  realm of THE SERPENT the mighty find eternal power. 
   
  The iron bars act as a portcullis—one that cannot be 
  raised or lowered by force, although the bars can be 
  sundered. The bars are 2 inches thick, with a hardness of 
  10 and 60 hit points. The break DC is 25. Only one bar 
  needs to be broken to allow PCs to enter the annex, 
  although they have to squeeze through the bars then, 
  meaning movement through that square costs double. 
  Breaking two adjacent bars eliminates the need to 
  squeeze. Breaking the bars also triggers the trap (see 
  below). 
   
  The lever is a false trigger, and pulling it activates the 
  trap (see below). The true trigger to lower the bars into 
  the floor is on the south wall, adjacent to the bars. A DC 
  22 Search check reveals the true trigger. 
   
  Once at least one PC has entered the annex, read or 
  paraphrase the following: 
   
  In the recess of the annex is a stone sarcophagus. The lid 
  lays smashed on the floor next to it. A pedestal rests 
  within the sarcophagus at the eastern end, and atop the 
  pedestal is a three-foot diameter circular slab, made from 
  a bluish-black substance. 
   
  This should be familiar to those PCs who have played 
  Shedding Scales. 
   
  Atop the slab is a blob of reddish-orange material, and 
  two tiny orbs seemed to be encased within the blob. 
   
  If the PCs approach the sarcophagus, they see a few other 
  things of interest: 
  • The 
  orbs 
  within 
  the 
  amber 
  substance 
  are 
  undoubtedly eyes, and very small ones at that. 
  • There is a desiccated humanoid corpse in the 
  sarcophagus. It is in relatively decent condition for a 
  corpse, so it is impossible to tell how old it is. 
  • The corpse seems to have been wearing items and 
  interred with objects, but those objects have been 
  recently removed. 
  • The pedestal’s four legs are straddling the corpse’s 
  head, so the corpse is not being crushed. 
  • A strange symbol is carved into the circular slab: a 
  pattern of ten daggers, blades pointing outward like 
  are petals of a flower. (This is a bit larger than the 
  slab that the PCs might have retrieved in Shedding 
  Scales, although the symbol carved into it is the 
  same one.) 
   
  Trap: The entire chamber and the annex are trapped 
  with a centuries old negative energy trap, placed by Flan 
  necromancers to protect Pi-zoar’s tomb from raiders. It 
  draws upon the power of the Serpent, and thus it is 
  automatically reset after 24 hours. At APLs 2-8, the trap 
  only affects those who trigger the trap. At APLs 10+, the 
  triggered trap affects everyone in the chamber and the 
  annex, as a vile wave of negative energy washes over the 
  place. Note that those PCs who are healed by negative 
  energy are actually healed by this. The death ward spell 
  eliminates any damage, and anyone who is a Thrall of the 
  Serpent takes no damage from this trap. 
   
  There are two triggers for the trap: pulling the false 
  lever on the north wall by the bars, or by removing the 
  eyes from the pedestal. Disabling the trap once works for 
  both triggers for 24 hours; however, removing the eyes 
  by any means at all triggers the trap if it is still enabled. 
  (A Thrall of the Serpent can remove the eyes without 
  triggering the trap, though.) 
   
  Tajlo refuses to stay in this room, noting the 
  corruption of all that is good and just. Ianta is probably 
  lost in the rift at this point. If not, she also refuses to stay 
  in this room. 
  
  COR5-08 Clipping Wings 
   
  Page 20 
   
  APL 2 and 4 (EL 2) 
   
  �Negative Energy Trap: CR 2; magic device; touch 
  trigger; automatic reset; spell effect (1d8+1 negative 
  energy [inflict light wounds], DC 11 Will save for half); 
  Search DC 26; Disable Device DC 26. 
   
  APL 6 and 8 (EL 4) 
   
  �Negative Energy Trap: CR 4; magic device; touch 
  trigger; automatic reset; spell effect (3d8+5 negative 
  energy [inflict serious wounds], DC 14 Will save for half); 
  Search DC 29; Disable Device DC 29. 
   
  APL 10 (EL 6) 
   
  �Negative Energy Trap: CR 6; magic device; touch 
  trigger; automatic reset; spell effect (2d8+20 negative 
  energy wave [mass inflict moderate wounds], DC 19 Will 
  save for half); Search DC 31; Disable Device DC 31. 
   
  APL 12 and 14 (EL 8) 
   
  �Negative Energy Trap: CR 8; magic device; touch 
  trigger; automatic reset; spell effect (4d8+25 negative 
  energy wave [mass inflict serious wounds], DC 22 Will 
  save for half); Search DC 33; Disable Device DC 33. 
   
  CONCLUSION 
  If the events of the adventure play out as envisioned, the 
  PCs leave the Crypt of Pi-zoar with Tajlo and Zane in tow, 
  but Ianta has been pulled away by the negative energy 
  column. The PCs can travel back to Farthenmoor, and 
  from there to Greyhawk to return the eyes to Stoakdor, or 
  go elsewhere. 
   
  Tajlo is distraught and almost inconsolable at the loss 
  of the Flan girl he was dedicated to protecting. He leaves 
  the party before they exit the Burneal Forest, hoping to 
  investigate among the kobold tribes here to find a clue to 
  where the girl might be. 
   
  Zane travels with the party wherever they go, with 
  his ultimate destination being back to Greyhawk City to 
  write some more about his findings. 
   
  If the PCs use magic to attempt to find Ianta, those 
  attempts fail. The use of scrying and divinations strong 
  enough to cross planes do reveal one thing: Ianta is still 
  alive, but in a place of great turmoil and confusion. 
   
  If the PCs were able to befriend Kordsarm, he reveals 
  his entire story. A man promised to return him to his 
  previous condition (a stone golem) if he agreed to meet at 
  this crypt. The man’s identity was hidden and came to 
  Kordsarm in a vision, so the incarnate construct cannot 
  give the PCs any more details. Kordsarm begs the PCs to 
  turn him back into a construct, and if they cannot he sets 
  off into the world in search of someone who can. 
   
  If the PCs take the eyes back to Stoakdor in 
  Greyhawk City, he takes the eyes and casts a divination 
  on them. Then he excitedly tells the PCs that these are 
  the eyes of the Baron’s son. He offers his favor (see the 
  AR) as a reward for their bravery. He is sorry to hear 
  about Ianta’s fate—and he does divinations of his own to 
  find her—so he asks the PCs to please keep the young 
  girl in mind if they ever come across a way to possibly 
  find her. 
   
  If the PCs escorted the archeologist Zane Vedrial 
  from the crypt, he offers to sell them one of his books: A 
  Comparative History of Ur-Flan and Modern Magics. 
   
   
  � "A Comparative History of Ur-Flan and Modern 
  Magics:" This book, if consulted for at least 10 minutes, 
  grants a +2 circumstance bonus to Knowledge (arcana), 
  Knowledge (history), and Knowledge (religion) checks. 
  It also allows you to retry a failed check of one of those 
  Knowledge skills by spending an hour referencing it. 
  Only one retry is allowed per instance. Cost: 2,500 gp. 
   
  The End 
   
  
  COR5-08 Clipping Wings 
   
  Page 21 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 3: Release the Hounds 
  Save Tajlo and Ianta from dying 
   
  APL2 
  150 XP 
   
  APL4 
  210 XP 
   
  APL6 
  270 XP 
   
  APL8 
  330 XP 
   
  APL10 
  390 XP 
   
  APL12 
  450 XP 
   
  APL14 
  510 XP 
   
  Encounter 6: Skeleton in the Library 
  Encounter the pit traps 
   
  APL2 
  30 XP 
   
  APL4 
  60 XP 
   
  APL6 
  90 XP 
   
  APL8 
  120 XP 
   
  APL10 
  150 XP 
   
  APL12 
  180 XP 
   
  APL14 
  210 XP 
   
  Encounter 8: A Motley Crew 
  Defeat the monsters 
   
  APL2 
  120 XP 
   
  APL4 
  210 XP 
   
  APL6 
  270 XP 
   
  APL8 
  330 XP 
   
  APL10 
  390 XP 
   
  APL12 
  450 XP 
   
  APL14 
  510 XP 
   
  Encounter 9: Isn’t This Grate? 
  Encounter the grates 
   
  APL2 
  30 XP 
   
  APL4 
  30 XP 
   
  APL6 
  60 XP 
   
  APL8 
  60 XP 
   
  APL10 
  120 XP 
   
  APL12 
  120 XP 
   
  APL14 
  210 XP 
   
  Encounter 10: The Eyes 
  Encounter the negative energy trap 
   
  APL2 
  60 XP 
   
  APL4 
  60 XP 
   
  APL6 
  120 XP 
   
  APL8 
  120 XP 
   
  APL10 
  180 XP 
   
  APL12 
  240 XP 
   
  APL14 
  240 XP 
   
  Story Award 
  Retrieve the eyes: 
   
  APL2 
  60 XP 
   
  APL4 
  105 XP 
   
  APL6 
  90 XP 
   
  APL8 
  165 XP 
   
  APL10 
  120 XP 
   
  APL12 
  135 XP 
   
  APL14 
  120 XP 
   
  Total possible experience 
   
  APL2 
  450 XP 
   
  APL4 
  675 XP 
   
  APL6 
  900 XP 
   
  APL8 
  1125 XP 
   
  APL10 
  1350 XP 
   
  APL12 
  1575 XP 
   
  APL14 
  1800 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 
  
  COR5-08 Clipping Wings 
   
  Page 22 
  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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 3: Release the Hounds 
   
  APL 2: Coin: 196 gp. 
   
  APL 4: Coin: 196 gp. 
   
  APL 6: Coin: 196 gp. 
   
  APL 8: Coin: 196 gp. 
   
  APL 10: Coin: 196 gp. 
   
  APL 12: Coin: 196 gp. 
   
  APL 14: Coin: 196 gp. 
   
  Encounter 6: A Skeleton in the Library 
   
  APL 2: Magic: Pi-zoar’s Ring (750 gp) 
   
  APL 4: Magic: Pi-zoar’s Ring (750 gp) 
   
  APL 6: Magic: Pi-zoar’s Ring (750 gp) 
   
  APL 8: Magic: Pi-zoar’s Ring (750 gp) 
   
  APL 10: Magic: Pi-zoar’s Ring (750 gp) 
   
  APL 12: Magic: Pi-zoar’s Ring (750 gp) 
   
  APL 14: Magic: Pi-zoar’s Ring (750 gp) 
   
  Encounter 8: A Motley Crew 
   
  APL 2: Loot: 20 gp; Coin: 20 gp; Magic: 13 gp: 3 
  potions of endure elements (13 gp) 
   
  APL 4: Loot: 36 gp; Coin: 50 gp; Magic: 500 gp: +1 
  ranseur (193 gp), +1 studded leather armor (98 gp), 3 
  potions of endure elements (13 gp), arcane scroll of 
  shield (2 gp), large +1 heavy flail (194 gp) 
   
  APL 6: Loot: 336 gp; Coin: 150 gp; Magic: 527 gp: 
  large +1 heavy flail (194 gp), amulet of health +2 (333 gp) 
   
  APL 8: Loot: 340 gp; Coin: 150 gp; Magic: 957 gp: +1 
  mithral chain shirt (175 gp), hat of disguise (150 gp), 
  large +1 heavy flail (194 gp), large +1 breastplate (130 gp) 
  boots of the winterlands (208 gp), 4 potions of invisibility 
  (100 gp) 
   
  APL 10: Loot: 180 gp; Coin: 250 gp; Magic: 3916 gp: +2 
  mithral chain shirt of shadow and silent moves (1050 gp), 
  hat of disguise (150 gp), amulet of mighty fists +1 (500 
  gp), 5 potions of bear’s endurance (125 gp), large +1 heavy 
  flail (194 gp), large +1 breastplate (130 gp) boots of the 
  winterlands (208 gp), 4 rapiers +1 (773 gp), 4 light steel 
  shields +1 (386 gp), 4 potions of invisibility (100 gp), 4 
  potions of bull’s strength (100 gp), 8 potions of cat’s grace 
  (200 gp) 
   
  APL 12: Loot: 513 gp; Coin: 250 gp; Magic: 8990 gp: +2 
  mithral chain shirt of shadow and silent moves (1050 gp), 
  headband of intellect +2 (333 gp), amulet of mighty fists 
  +1 (500 gp), ring of chameleon power (1058 gp), ring of 
  protection +2 (667 gp), 5 potions of bear’s endurance (125 
  gp), large +1 heavy flail of clouting (2694 gp), large +1 
  breastplate (130 gp) boots of the winterlands (208 gp), 
  amulet of health +2 (333 gp), 4 rapiers +1 (773 gp), 4 light 
  steel shields +1 (386 gp), 4 cloaks of resistance +1 (333 
  gp), 4 potions of invisibility (100 gp), 4 potions of bull’s 
  strength (100 gp), 8 potions of cat’s grace (200 gp) 
   
  APL 14: Loot: 513 gp; Coin: 250 gp; Magic: 12156 gp: 
  +2 mithral chain shirt of shadow and silent moves (1050 
  gp), headband of intellect +4 (1333 gp), amulet of mighty 
  fists +1 (500 gp), ring of chameleon power (1058 gp), ring 
  of protection +3 (1500 gp), 5 potions of bear’s endurance 
  (125 gp), large +1 heavy flail of clouting (2694 gp), large 
  +3 breastplate (797 gp) boots of the winterlands (208 gp), 
  amulet of health +2 (333 gp), vest of resistance +2 (333 
  gp), 4 rapiers +1 (773 gp), 4 light steel shields +1 (386 gp), 
  4 cloaks of resistance +1 (333 gp), gloves of dexterity +2 
  (333 gp), 4 potions of invisibility (100 gp), 4 potions of 
  bull’s strength (100 gp), 8 potions of cat’s grace (200 gp) 
   
  Total Possible Treasure 
  APL 2: L: 20 gp; C: 216 gp; M: 763 gp - Total: 999 gp 
  APL 4: L: 36 gp; C: 246 gp; M: 1250 gp - Total: 1532 
  gp 
  APL 6: L: 336 gp; C: 346 gp; M: 1277 gp - Total: 1959 
  gp 
  APL 8: L: 340 gp; C: 346 gp; M: 1707 gp - Total: 2393 
  gp 
  APL 10: L: 180 gp; C: 446 gp; M: 4666 gp - Total: 
  5292 gp 
  APL 12: L: 513 gp; C: 446 gp; M: 9740 gp - Total: 
  10699 gp 
  APL 14: L: 513 gp; C: 446 gp; M: 12906 gp - Total: 
  13865 gp 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  �Thrall of the Serpent: This affects any PC who gained 
  the Thrall of the Serpent status previously and went into 
  the Crypt of Pi-Zoar. The skin of the PC turns a deep 
  black. This gives a -2 circumstance penalty to any 
  Charisma-based skill checks. Additionally, the PC is 
  under a permanent endure elements (cold) effect and 
  gains cold resistance 3. 
   
  �Stigma of the Serpent: This affects any PC who gained 
  the Stigma of the Serpent status previously and went into 
  the Crypt of Pi-Zoar. The PC suffers a -2 circumstance 
  penalty on saving throws versus necromancy effects. 
   
  � Pi-zoar's Ring: This brass ring bears the head of a 
  dragon, with fangs bared. When placed on the finger of a 
  spellcaster, the fangs sink into the finger. The wearer 
  permanently loses 2 hit points. From that time on, as long 
  as the ring is worn, the wearer gains a +1 to her caster 
  level when casting necromancy spells. Removing the 
  ring does not restore the lost hit points, and removing 
  and then replacing the ring does not cost any additional 
  hit points. Moderate necromancy; CL 7th; Forge Ring, 
  enervation; 
  Price: 9000 gp. 
  
  COR5-08 Clipping Wings 
   
  Page 23 
   
  � "A Comparative History of Ur-Flan and Modern 
  Magicks:" This book, if consulted for at least 10 minutes, 
  grants a +2 circumstance bonus to Knowledge (arcana), 
  Knowledge (history), and Knowledge (religion) checks. 
  It also allows you to retry a failed check of one of those 
  Knowledge skills by spending an hour referencing it. 
  Only one retry is allowed per instance. Cost: 2,500 gp. 
   
  �Favor of Stoakdor Redlee Neheli: For retrieving the 
  eyes of his nephew, Stoakdor grants you a favor, which 
  can be used in any of the following ways. Circle one now, 
  and mark the favor USED when expended: 
  * Stoakdor arranges for the PC to receive training in any 
  ONE of the following feats from Libris Mortis: Daunting 
  Presence, Enduring Life, Ghost Scarred, Lasting Life, 
  Unquenchable Flame of Life, Divine Accuracy, Energize 
  Spell, Heighten Turning, Sacred Vitality, or Spurn 
  Death's Touch. 
  * Stoakdor arranges for the PC to receive training from 
  the Church of Lydia in ONE of the following prestige 
  classes from Libris Mortis (circle the prestige class 
  chosen): Master of Radiance, Sacred Purifier. 
  * Stoakdor arranges for the PC to receive Frequency 
  (Adventure) access to ONE of the following items from 
  Libris Mortis at a later date: Ectoplasmic Feedback 
  armor/shield upgrade, Ghost Strike weapon upgrade, 
  Sacred weapon upgrade, Rod of Defiance, Ghost Net, 
  Goggles of Lifesight, or Lyre of the Restful Soul. 
  * Stoakdor arranges to have two spells on the Core Spell 
  List made available to you. These spells may be added to 
  your spellbook at no cost. List the spells chosen here: 
  ________, ________. 
   
  Item Access 
  APL 2: 
   
  Pi-zoar’s Ring (Core; 9000 gp) 
   
  Wand of Cure Light Wounds (Core, 750gp) 
   
  A Comparative History of Ur-Flan and Modern 
  Magics (Adventure; 2,500 gp) 
   
  Large Heavy Flail (Adventure; 30 gp) 
   
  APL 4: 
   
  APL 2 Items 
   
  Large +1 heavy flail (Adventure; 2330 gp) 
   
  APL 6: 
   
  APL 2 and 4 Items 
   
  APL 8: 
   
  APL 2, 4 and 6 Items 
   
  +1 mithral chain shirt (Adventure; 2100 gp) 
   
  Hat of disguise (Adventure; 1800 gp) 
   
  Large +1 breastplate (Adventure; 1550 gp) 
   
  Boots of the winterlands (Adventure; 2500 gp) 
   
  APL 10: 
   
  APL 2, 4, 6 & 8 Items 
   
  +2 mithral chain shirt of shadow and silent moves 
  (Adventure; 12600 gp) 
   
  Amulet of mighty fists +1 (Adventure; 6000 gp) 
   
  APL 12: 
   
  APL 2, 4, 6, 8 & 10 Items 
   
  Ring of chameleon power (Adventure; 12,700 gp) 
   
  Ring of protection +2 (Adventure; 8000 gp) 
   
  Large +1 heavy flail of clouting (Adventure; 32330 gp) 
  APL 14: 
   
  APL 2, 4, 6, 8, 10 & 12 Items 
   
  Headband of intellect +4 (Adventure; 16000 gp) 
   
  Ring of protection +3 (Adventure; 18000 gp) 
   
  Large +3 breastplate (Adventure; 9550 gp) 
   
  Vest of resistance +2 (Adventure; 4000 gp) 
  
  COR5-08 Clipping Wings 
   
  Page 24 
  APPENDIX 1: NPCS AND  
  MONSTERS 
  All APLs 
  Introduction 
  �Zhrok: Male half-orc Bbn4: CR 4; Medium humanoid 
  (orc); HD 4d12+8; hp 41; Init +1; Spd 40 ft.; AC 11, touch 
  11, flat-footed 11; Base Atk +4; Grp +7; Atk +7 melee 
  (1d3+3 nonlethal, unarmed strike); Full Atk +7 melee 
  (1d3+3 nonlethal, unarmed strike); SA rage 2/day; SQ 
  darkvision 60 ft., fast movement, illiteracy, trap sense +1, 
  uncanny dodge; AL CN; SV Fort +6, Ref +2, Will +0; Str 
  16, Dex 12, Con 14, Int 8, Wis 8, Cha 13. 
   
  Skills and Feats: Jump +14, Intimidate +8; Destructive 
  Rage, Intimidating Rage. 
   
  Languages: Common, Orc. 
   
  Possessions: Traveling clothes. 
   
  Power-Up Suite (Rage)—hp 49; AC 9, touch 9, flat-
  footed 9; Grp +9; Atk and Full Atk +9 melee (1d3+5 
  nonlethal, unarmed strike); SV Fort +8, Ref +2, Will +2; 
  Str 20, Con 18. 
   
  Encounter 2 
  �Sheriff Lohjoh: Male ice-touched ogre mage Sor2/Pal4 
  (Murlynd): CR 14; Large giant; HD 5d8+20 plus 2d4+8 
  plus 4d10+16; hp 100; Init +3; Spd 30 ft., fly 30 ft. (good) 
  (base speed 40 ft., fly 40 ft. (good); AC 28, touch 13, flat-
  footed 25; Base Atk +8; Grp +19; Atk +15 melee 
  (3d6+10/19-20, masterwork cold iron greatsword) or +10 
  ranged touch (5d6 sonic, Murlynd’s thunderstick); Full 
  Atk +15/+10 melee (3d6+10/19-20, masterwork cold iron 
  greatsword) or +10 ranged touch (5d6 sonic, Murlynd’s 
  thunderstick); SA smite evil 1/day, spells, spell-like 
  abilities, turn undead; SQ aura of courage, aura of good, 
  DR 10/non-magic, darkvision 90 ft., detect evil, divine 
  grace, divine health, lay on hands, low-light vision, 
  regeneration 5, resistance to cold 15, spell absorption 11, 
  SR 19, summon familiar; AL LG; SV Fort +20, Ref +15, 
  Will +19; Str 25, Dex 16, Con 18, Int 12, Wis 16, Cha 22. 
   
  Skills and Feats: Bluff +11, Diplomacy +11, 
  Knowledge (arcana) +5, Listen +11, Sense Motive +15, 
  Spellcraft +7, Spot +11; AlertnessB, Flyby Attack, Point 
  Blank Shot, Precise Shot, Quick Draw. 
   
  Languages: Common, Draconic, Giant. 
   
  Familiar: Sheriff Lohjoh has a weasel familiar named 
  Doc. It grants him the benefits of the Alertness feat while 
  it is within arm’s reach and a +2 bonus on Reflex saves. 
   
  Flight (Su): An ogre mage can cease or resume flight 
  as a free action. While using gaseous form it can fly at its 
  normal speed and has perfect maneuverability. 
   
  Regeneration (Ex): Fire and acid deal normal damage 
  to an ogre mage. An ogre mage that loses a limb or body 
  part can reattach it by holding the severed member to the 
  stump. Reattachment takes 1 minute. If the head or some 
  other vital organ is severed, it must be reattached within 
  10 minutes or the creature dies. An ogre mage cannot 
  regrow lost body parts. 
   
  Spell Absorption (Su): 11 levels, see Ice-Touched 
  Template. 
   
  Spells: Sheriff Lohjoh casts spells as a 2nd-level 
  sorcerer and as a 4th-level paladin. 
   
  Paladin Spells Prepared (1; spell DC 13 + spell level): 
  1st—protection from evil. 
   
  Sorcerer Spells Known (6/6; spell DC 15 + spell level): 
  0—acid splash, arcane mark, detect magic, detect poison, 
  prestidigitation; 1st—detect secret doors, true strike. 
   
  Possessions: Murlynd’s thunderstick (as wand of 
  lesser sonic orb, CL 9, but looks like an old rifle), large 
  masterwork cold iron greatsword, +2 mithral full plate, 
  amulet of health +2, cloak of charisma +2, gauntlets of 
  ogre power, vest of resistance +2, 3 scrolls of bless 
  weapon, wand of lesser fire orb (CL 9), silver holy symbol 
  of Murlynd 
   
  �Yorlock: Male human Exp2 (miner): CR 1; Medium 
  humanoid (human); HD 2d6+2; hp 12; Init +0; Spd 30 ft.; 
  AC 12, touch 10, flat-footed 10; Base Atk +1; Grp +2; Atk 
  +3 melee (1d6+1, club); Full Atk +3 melee (1d6+1, club); 
  AL N; SV Fort +1, Ref +0, Will +3; Str 13, Dex 10, Con 12, 
  Int 9, Wis 11, Cha 8. 
   
  Skills and Feats: Appraise +4, Climb +6, Handle 
  Animal +4, Knowledge (geography) +4, Profession 
  (miner) +8, Search +4; Endurance, Skill Focus (Profession 
  [miner]). 
   
  Languages: Common. 
   
  Possessions: Masterwork club, masterwork leather 
  armor, explorer’s outfit, 3 mules with pack saddles, 2 
  spades, 2 miner’s pick, block and tackle, 200 ft. of 
  hempen rope, helmet (enchanted with continual flame), 
  miscellaneous other gear. 
   
  �Rocktop: Male dwarf Exp3: CR 2; Medium humanoid 
  (dwarf); HD 3d6+6; hp 20; Init -1; Spd 20 ft.; AC 12, touch 
  9, flat-footed 12; Base Atk +2; Grp +3; Atk +3 melee 
  (1d6+1/×4, adamantine heavy pick); Full Atk +3 melee 
  (1d6+1/×4, adamantine heavy pick); SQ darkvision 60 ft., 
  dwarf traits; AL NE; SV Fort +3, Ref +0, Will +2; Str 12, 
  Dex 9, Con 15, Int 10, Wis 8, Cha 9. 
   
  Skill and Feats: Appraise +6 (+8 with stone and metal), 
  Climb +7, Handle Animal +5, Knowledge (geography) +6, 
  Profession (miner) +8, Search +6; Martial Weapon 
  Proficiency (heavy pick), Skill Focus (Profession [miner]) 
   
  Languages: Common, Dwarven. 
   
  Possessions: adamantine hevay pick, masterwork 
  studded leather armor, explorer’s outfit, 6 mules with 
  pack saddles, 3 spades, miner’s pick, block and tackle, 300 
  ft. of silk rope, miscellaneous other gear. 
   
  �Repina: Female kobold War2: CR 1; Small humanoid 
  (reptilian); HD 2d8-2; hp 11; Init +0; Spd 30 ft.; AC 16, 
  touch 11, flat-footed 16; Base Atk +2; Grp +2; Atk +6 
  melee (1d6+6/x3, warhammer); Full Atk +6 melee 
  (1d6+6/x3, warhammer); SQ kobold traits, light 
  sensitivity; AL N; SV Fort +1, Ref +0, Will -1; Str 18, Dex 
  10, Con 8, Int 8, Wis 8, Cha 8. 
   
  Skills and Feats: Intimidate +4; Power Attack. 
  
  COR5-08 Clipping Wings 
   
  Page 25 
   
  Languages: Draconic. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: 
  warhammer, 
  explorer’s 
  outfit, 
  miscellaneous other gear. 
   
  �Bleflek: Male goblin Exp4: CR 3; Small humanoid 
  (goblinoid); HD 4d6-4; hp 14; Init +1; Spd 30 ft.; AC 12, 
  touch 12, flat-footed 11; Base Atk +3; Grp -3; Atk +3 melee 
  (1d3-1/19-20, +1 dagger) or +6 ranged (1d3-1/19-20, +1 
  dagger); Full Atk +3 melee (1d3-1/19-20, +1 dagger) or +6 
  ranged (1d3-1/19-20, +1 dagger); SQ darkvision 60 ft.; AL 
  N; SV Fort +0, Ref +2, Will +4; Str 6, Dex 12, Con 9, Int 
  12, Wis 11, Cha 12. 
   
  Skills and Feats: Bluff +10, Diplomacy +10, Forgery 
  +8, Intimidate +12, Perform (stringed instruments) +13, 
  Sleight of Hand +10, Use Magic Device +8; Persuasive, 
  Skill Focus (Perform [stringed instruments]). 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: +1 dagger, masterwork banjo, boots of 
  the winterlands, entertainer’s outfit, miscellaneous other 
  gear. 
   
  �Slim, Male Athach: CR 8; see Monster Manual, page 
  21. 
   
  �Miss Kittay: Female elven weretiger enchanter 10 (elf 
  form); CR 14; Medium humanoid (elf, shapechanger); 
  HD 10d4+10 plus 6d8+24; hp 95; Init +7; Spd 30 ft.; AC 
  17, touch 15, flat-footed 14; Base Atk +9; Grp +8; Atk +9 
  melee (1d8/19-20/×2, +1 spellstoring longsword); Full 
  Atk +9/+4 melee (1d8/19-20, +1 spellstoring longsword); 
  SA spells; SQ alternate form, elf traits, low-light vision, 
  scent, summon familiar, tiger empathy; AL N; SV Fort +9; 
  Ref +11; Will +12; Str 8, Dex 16, Con 12, Int 20, Wis 12, 
  Cha 14. 
   
  Skills and Feats: Balance +7, Bluff +21, 
  Concentration +14, Control Shape +20, Diplomacy +12, 
  Hide +7*, Knowledge (arcana) +18, Knowledge (local—
  MR 2) +18, Listen +5, Move Silently +7, Perform (sing) 
  +12, Search +7, Spellcraft +20, Spot +11; Alertness, 
  Eschew Materials, Extend SpellB, Greater Spell Focus 
  (Enchantment), Heighten SpellB, Improved Initiative, 
  Improved Natural Attack (bite), Improved Natural Attack 
  (claw)B, Iron WillB, Scribe ScrollB, Spell Focus 
  (Enchantment). 
   
  Languages: Common, Draconic, Elven, Flan, Sylvan. 
   
  �Miss Kittay: Female elven weretiger enchanter 10 
  (tiger form): CR 14; Large humanoid (elf, shapechanger); 
  HD 10d4+10 plus 6d8+24; hp 95; Init +9; Spd 40 ft.; AC 19 
  (-1 size, +5 Dex, +5 natural), touch 14, flat-footed 14; Base 
  Atk +9; Grp +18; Atk +13 melee (1d8+5, claw); Full Atk 
  +13 melee (1d8+5, 2 claws) and +8 melee (2d6+2, bite); SA 
  curse of lycanthropy, improved grab, pounce, rake 1d8+2, 
  spells; SQ alternate form, DR 5/silver, elf traits, low-light 
  vision, scent, summon familiar, tiger empathy; AL N; SV 
  Fort +12; Ref +13; Will +12; Str 20, Dex 20, Con 18, Int 20, 
  Wis 12, Cha 14. 
   
  Skills and Feats: Balance +9, Bluff +21, Concentration 
  +17, Control Shape +20, Diplomacy +12, Hide +9, 
  Knowledge (arcana) +18, Knowledge (local—MR 2) +18, 
  Listen +5, Move Silently +9, Perform (sing) +12, Search 
  +7, Spellcraft +20, Spot +11; Alertness, Eschew Materials, 
  Extend SpellB, Greater Spell Focus (Enchantment), 
  Heighten SpellB, Improved Initiative, Improved Natural 
  Attack (bite), Improved Natural Attack (claw) B, Iron 
  WillB, Scribe ScrollB, Spell Focus (Enchantment). 
   
  Languages: Common, Draconic, Elven, Flan, Sylvan. 
   
  Improved Grab (Ex): To use this ability, a weretiger 
  must hit with a claw or bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake. 
   
  Pounce (Ex): If a weretiger charges a foe, it can make 
  a full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +13 melee, damage 1d8+2. 
   
  �Miss Kittay: remale elven weretiger enchanter 10 
  (hybrid 
  form); 
  CR 
  14; 
  Large 
  humanoid 
  (elf, 
  shapechanger); HD 10d4+10 plus 6d8+24; hp 95; Init +9; 
  Spd 30 ft.; AC 21, touch 16, flat-footed 16; Base Atk +9; 
  Grp +18; Atk +13 melee (1d8+5, claw); Full Atk +13 melee 
  (1d8+5, 2 claws) and bite +8 melee (2d6+2, 2 claws); SA 
  curse of lycanthropy, spells; SQ alternate form, DR 
  5/silver, elf traits, low-light vision, scent, summon 
  familiar, tiger empathy; AL N; SV Fort +12; Ref +13; Will 
  +12; Str 20, Dex 20, Con 18, Int 20, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +9, Bluff +21, Concentration 
  +17, Control Shape +20, Diplomacy +12, Hide +9, 
  Knowledge (arcana) +18, Knowledge (local—MR 2) +18, 
  Listen +5, Move Silently +9, Perform (sing) +12, Search 
  +7, Spellcraft +20, Spot +11; Alertness, Eschew Materials, 
  Extend SpellB, Greater Spell Focus (Enchantment), 
  Heighten SpellB, Improved Initiative, Improved Natural 
  Attack (bite), Improved Natural Attack (claw)B, Iron 
  WillB, Scribe ScrollB, Spell Focus (Enchantment). 
   
  Languages: Common, Draconic, Elven, Flan, Sylvan. 
   
  Alternate Form (Su): A weretiger can assume the 
  form of a tiger or a tiger-humanoid hybrid. 
   
  Tiger Empathy (Ex): Communicate with tigers and 
  dire tigers, and +4 racial bonus on Charisma-based checks 
  against tigers and dire tigers. 
   
  Curse of Lycanthropy (Su): Any humanoid or giant 
  hit by a weretiger’s bite attack in animal or hybrid form 
  must succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
   
  Spells: Miss Kittay casts spells as a 10th-level 
  Enchanter. Her prohibited schools are Evocation and 
  Necromancy. 
   
  Typical Spells Prepared (5/7/6/5/5/4; spell DC 15 + 
  spell level, 17 + spell level for Enchantment spells): 0—
  detect magic, daze (2), ghost sound, prestidigitation; 
  1st—charm person (2), color spray, disguise self, endure 
  elements, mage armor, unseen servant; 2nd—detect 
  thoughts, eagle’s splendor, glitterdust, invisiblity, Tasha’s 
  hideous laughter (2), touch of idiocy; 3rd—charm person 
  (heightened), fly, tongues, suggestion (2); 4th—charm 
  
  COR5-08 Clipping Wings 
   
  Page 26 
  monster (2), confusion, Evard’s black tentacles, stoneskin; 
  5th—break enchantment, dominate person, feeblemind, 
  hold monster. 
   
  Skills: In any form, elven weretigers have a +2 racial 
  bonus to Listen, Search, and Spot checks and a +4 racial 
  bonus to Balance, Hide, and Move Silently checks. *In 
  areas of tall grass or heavy undergrowth, the Hide bonus 
  improves to +8 in the tiger form. 
   
  Possessions: +1 spellstoring longsword (contains a 
  Tasha’s hideous laughter heightened to 3rd-level), greater 
  choker of eloquence, headband of intellect +4, ring of 
  protection +2, spellbook. 
   
  �Do’Say: Male two-headed human Exp6: CR 7; Medium 
  (human); HD 2d8+6 plus 6d6+18; hp 59; Init +4; Spd 30 
  ft.; AC 11, touch 10, flat-footed 11; Base Atk +5; Grp +4; 
  Atk +5 melee (1d4-1/19-20, masterwork dagger); Full Atk 
  +5 melee (1d4-1/19-20, 2 masterwork daggers); SA 
  superior two-weapon fighting; SQ darkvision 90 ft.; AL 
  N; SV Fort +8, Ref +2, Will +6; Str 8, Dex 10, Con 16, Int 
  16, Wis 12, Cha 14. 
   
  Skills and Feats: Appraise +16, Bluff +15, Diplomacy 
  +19, Listen +3, Search +5, Sense Motive +14, Sleight of 
  Hand +13, Spellcraft +16, Spot +3; Combat ReflexesB, 
  Diligent, 
  Improved 
  InitiativeB, 
  Magical 
  Aptitude, 
  Negotiator, Persuasive. 
   
  Languages: Common, Draconic, Dwarven, Giant. 
   
  Skills: A two-headed human has a +2 racial bonus to 
  Listen, Search, and Spot checks. 
   
  �Mayor 
  Rhertrok: 
  Male 
  ice-touched 
  Bugbear 
  Ftr4/Rog10; CR 19; Medium humanoid (goblinoid); HD 
  3d8+6 plus 4d10+8 plus 10d6+20; hp 115; Init +7; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13; Base Atk +13; Grp +16; 
  Atk +19 melee (1d6+7 plus 1d6 fire/15-20, +3 flaming 
  double scimitar) or +17 melee (1d6+4/15-20, adamantine 
  double scimitar); Full Atk +19/+14/+9 melee (1d6+7 plus 
  1d6 fire/15-20, +3 flaming adamantine double scimitar) 
  or +17/+12/+7 melee 1d6+4/15-20, adamantine double 
  scimitar); SA sneak attack +5d6; SQ DR 20/non-magic, 
  darkvision 60 ft., resistance to cold 20, scent, spell 
  absorption 17; AL N; SV Fort +15, Ref +19, Will +13; Str 
  16, Dex 16, Con 14, Int 18, Wis 13, Cha 15. 
   
  Skills and Feats: Balance +5, Bluff +25, Diplomacy 
  +29, Hide +9, Intimidate +20, Jump +11, Listen +7, Move 
  Silently +13, Sense Motive +23, Spot +21, Tumble +20, 
  Use Magic Device +25; Combat ExpertiseB, Exotic 
  Weapon Proficiency (double scimitar), Improved Combat 
  ExpertiseB, 
  Improved 
  Critical 
  (double 
  scimitar), 
  Improved InitiativeB, Improved Feint, Iron Will, 
  Negotiator, Power Attack. 
   
  Languages: Common, Draconic, Giant, Goblinoid. 
   
  Spell Absorption (Su): 17 levels, see Ice-Touched 
  Template. 
   
  Possessions: +3 flaming adamantine/ adamantine 
  double scimitar, amulet of health +4, circlet of 
  persuasion, cloak of charisma +2, gloves of dexterity +4, 
  vest of resistance +5, wand of cure serious wounds (40 
  charges), noble’s outfit with jewelry, 450 gp in mixed 
  coins and small gems. 
   
  Encounter 3 
  �Ianta: Female ice-touched female human Sor4; CR 5; 
  Medium human (human); HD 4d4+4; hp 20; Init +0; Spd 
  30 ft.; AC 14, touch 10, flat-footed 10; Base Atk +2; Grp +1; 
  Atk +1 melee (1d4-1/19-20, dagger); Full Atk +1 melee 
  (1d4-1/19-20 dagger); SA spells; SQ cold resistance 10, 
  DR 5/non-magic, spell absorption 4; AL NG; SV Fort +2, 
  Ref +1, Will +7; Str 8, Dex 10, Con 12, Int 14, Wis 13, Cha 
  18. 
   
  Skills and Feats: Bluff +11, Concentration +5, 
  Intimidate +6, Knowledge (arcana) +7, Knowledge (the 
  planes) +7, Knowledge (religion) +9, Spellcraft +11; Iron 
  Will, Toughness, Well Read. 
   
  Languages: Common, Draconic, Flan. 
   
  Spells: Ianta casts spells as a 4th-level sorcerer. 
   
  Sorcerer Spells Known (6/6/3; save DC 14 + spell 
  level): 0—detect magic, light, mage hand, read magic, 
  prestidigitation, touch of fatigue; 1st—mage armor, 
  protection from evil, ray of enfeeblement; 2nd—false life. 
   
  Possessions: dagger, cloak of charisma +2, wand of 
  endure elements (11 charges), explorer’s outfit. 
   
  �Tajlo: Male kobold Pal4 of Heironeous; CR 4; Small 
  humanoid (reptilian); HD 4d10; hp 18; Init +1; Spd 30 ft.; 
  AC 24, touch 12, flat-footed 23; Base Atk +4; Grp +0; Atk 
  +5 melee (1d6/19-20/×2, masterwork longsword); Full 
  Atk +5 melee (1d6/19-20/×2, masterwork longsword); SA 
  smite evil 1/day, turn undead 6/day (+3, 2d6+4, 1st); SQ 
  aura of courage, aura of good, darkvision 60 ft., detect 
  evil, divine grace, divine health, lay on hands, light 
  sensitivity, spells; AL LG; SV Fort +7, Ref +5, Will +5; Str 
  10, Dex 12, Con 11, Int 8, Wis 12, Cha 16. 
   
  Skills and Feats: Diplomacy +10; Daylight Adaptation, 
  Kiai Shout. 
   
  Languages: Common, Draconic. 
   
  Light Sensitivity (Ex): Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell. Thanks 
  to Tajlo’s Daylight Adaptaion feat, he no longer suffers 
  these penalties. 
   
  Spells: Tajlo casts spells as a 4th-level Paladin, CL 2. 
   
  Paladin Spells Prepared (1; save DC 11 + spell level): 
  1st—bless weapon. 
   
  Possessions: masterwork longsword, masterwork 
  light crossbow, 20 bolts, +1 full plate, masterwork heavy 
  shield, pearl of power 1st, wand of cure light wounds (13 
  charges), scroll of magic weapon. 
   
  Encounter 6 
   
  �Zane Vedrial, Male Human Exp 8: CR 7; Medium 
  human; HD 8d6+24; hp 52; Init +2; Spd 30 ft.; AC 16 (+4 
  armor, +2 Dex), touch 12, flat-footed 14; Base Atk +6; Grp 
  +7; Atk +8 melee (1d6+2, +1 quarterstaff); Full Atk +8/+3 
  melee (1d6+2, +1 quarterstaff); AL N; SV Fort +4, Ref +4, 
  Will +6; Str 12, Dex 14, Con 14, Int 16, Wis 10, Cha 8. 
   
  Skills and Feats: Decipher Script +14, Gather 
  Information +12, Knowledge (arcana) +14, Knowledge 
  
  COR5-08 Clipping Wings 
   
  Page 27 
  (history) +17, Knowledge (local—Core) +14, Knowledge 
  (religion) +14, Search +14, Spot +11, Survival +11, Use 
  Magic Device +3 (+5 with scrolls); Improved Toughness, 
  Investigator, Jack of All Trades, Skill Focus (Knowledge 
  [history]). 
   
  Languages: Abyssal, Common, Draconic, Flan. 
   
  Possessions: +1 quarterstaff, +1 studded leather armor, 
  everburning torch, explorer’s outfit, miscellaneous gear, 
  reference books. 
  
  COR5-08 Clipping Wings 
   
  Page 28 
  APL 2 
  Introduction 
  �Tenzacatetl: Male human (Olman) Rog2; CR 2; 
  Medium humanoid (human); HD 2d6+2; hp 12; Init +2; 
  Spd 30 ft.; AC 17, touch 12, flat-footed 15; Base Atk +1; 
  Grp +2; Atk +4 melee (1d6+1/19-20, masterwork short 
  sword) or –2 (1d10+1, greataxe); Full Atk +4 melee 
  (1d6+1/19-20, 
  masterwork 
  short 
  sword) 
  or 
  –2 
  (1d10+1/×3, greataxe); SA sneak attack +1d6; SQ evasion, 
  trapfinding; AL LE; SV Fort +1, Ref +5, Will -1; Str 12, 
  Dex 15, Con 13, Int 14, Wis 8, Cha 10. 
   
  Skills and Feats: Balance +3, Bluff +5, Disguise +5 (+7 
  acting), Escape Artist +6, Hide +6, Intimidate +7, Jump 
  +2, Listen +4, Move Silently +7, Sleight of Hand +9, Spot 
  +4, Tumble +6, Use Magic Device +5, Use Rope +2 (+4 
  binding) ; Quick Draw, Weapon Finesse. 
   
  Languages: Common, Olman, Orc. 
   
  Possessions: greataxe, masterwork short sword, 
  masterwork chain shirt, masterwork buckler, scroll of 
  obscuring mist, disguise kit, traveler’s outfit, backpack. 
   
  Tactics: Tenzacatetl disguises himself as a half-orc. 
  After making his sneak attack, Tenzacatetl makes every 
  effort to escape quietly amidst the noise and chaos that 
  erupts in the inn. 
   
  Encounter 3 
  �Ice-Touched Wolf: CR 1; Medium magical beast; HD 
  2d8+4; hp 11; Init +2; Spd 50 ft.; AC 14, touch 12, flat-
  footed 12; Base Atk +1; Grp +2; Atk +3 melee (1d6+1, 
  bite); Full Atk +3 melee (1d6+1, bite); SA trip; SQ low-
  light vision, resistance to cold 5, scent, spell absorption 2; 
  AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, 
  Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently +3, 
  Spot +3, Survival +1*; TrackB, Weapon Focus (bite). 
   
  Spell Absorption (Su): 2 levels, see ice-touched 
  template. 
   
  Trip (Ex): An ice-touched wolf that hits with a bite 
  attack can attempt to trip the opponent (+1 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 ice-touched 
  wolf. 
   
  Skills: * Ice-touched wolves have a +4 racial bonus on 
  Survival checks when tracking by scent. 
   
  Encounter 8 
  �Ozugh: Male quasit (orc form); CR 2; Medium 
  humanoid (augmented, chaotic, evil, extraplanar, orc); 
  HD 3d8+3; hp 16; Init +4; Spd 30 ft.; AC 13, touch 10, flat-
  footed 13; Base Atk +3; Grp +6; Atk +6 melee (2d4+4/×3, 
  ranseur); Full Atk +6 melee (2d4+4/×3, ranseur); SA spell-
  like abilities; SQ alternate form, DR 5/cold iron or good, 
  darkvision 60 ft., fast healing 2, immunity to poison, 
  resistance to fire 10; AL CE; SV Fort +4, Ref +3, Will +4; 
  Str 17, Dex 11, Con 12, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 
  (+2 acting), Hide +6, Intimidate +2, Knowledge (religion) 
  +6, Listen +7, Move Silently +6, Search +6, Spellcraft +6, 
  Spot +7; Improved Initiative, Weapon Finesse. 
   
  Languages: Common, Abyssal. 
   
  A quasit’s natural weapons, as well as any weapons it 
  wields, are treated as chaotic-aligned and evil-aligned for 
  the purpose of overcoming damage reduction. 
   
  Spell-Like Abilities: At will—detect good, detect 
  magic, and invisibility (self only); 1/day—cause fear (as 
  the spell, except that its area is a 30-foot radius from the 
  quasit, save DC 11). Caster level 6th. The save DCs are 
  Charisma-based. Once per week a quasit can use 
  commune to ask six questions. The ability otherwise 
  works as the spell (caster level 12th). 
   
  Alternate Form (Su): A quasit can assume other forms 
  at will as a standard action. This ability functions as a 
  polymorph spell cast on itself (caster level 12th), except 
  that a quasit does not regain hit points for changing form, 
  and any individual quasit can assume only one or two 
  forms no larger than Medium. Ozugh’s forms include bat 
  and orc. 
   
  Possessions: ranseur, masterwork studded leather 
  armor, blue-black clerical robes, silver unholy symbol of 
  Vecna, 3 potions of endure elements. 
   
  �Ozugh: Male quasit (natural form): CR 2; Tiny outsider 
  (chaotic, evil, extraplanar); HD 3d8; hp 13; Init +7; Spd 20 
  ft.; fly 50 ft. (perfect); AC 18, touch 15, flat-footed 15; Base 
  Atk +3; Grp -6; Atk +8 melee (1d3-1 plus poison, claw); 
  Full Atk +8 melee (1d3-1 plus poison, 2 claws) and +3 
  melee (1d4-1, bite); Space/Reach 2 ½ ft./0 ft.; SA poison, 
  spell-like abilities; SQ alternate form, DR 5/cold iron or 
  good, darkvision 60 ft., fast healing 2, immunity to 
  poison, resistance to fire 10; AL CE; SV Fort +3, Ref +6, 
  Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 
  (+2 acting), Hide +17, Intimidate +2, Knowledge 
  (religion) +6, Listen +7, Move Silently +9, Search +6, 
  Spellcraft +6, Spot +7; Improved Initiative, Weapon 
  Finesse. 
   
  Languages: Common, Abyssal. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial damage 
  1d4 Dex, secondary damage 2d4 Dex. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
   
  Spell-Like Abilities: At will—detect good, detect 
  magic, and invisibility (self only); 1/day—cause fear (as 
  the spell, except that its area is a 30-foot radius from the 
  quasit, save DC 11). Caster level 6th. The save DCs are 
  Charisma-based. Once per week a quasit can use 
  commune to ask six questions. The ability otherwise 
  works as the spell (caster level 12th). 
   
  Alternate Form (Su): A quasit can assume other forms 
  at will as a standard action. This ability functions as a 
  polymorph spell cast on itself (caster level 12th), except 
  that a quasit does not regain hit points for changing form, 
  and any individual quasit can assume only one or two 
  forms no larger than Medium. Ozugh’s forms include bat 
  and orc. A quasit in alternate form loses its poison attack. 
   
  
  COR5-08 Clipping Wings 
   
  Page 29 
  �Kordsarm: CR 1; Large humanoid; HD 2d8+2; hp 15; 
  Init +0; Spd 30 ft.; AC 12 (+3 natural, -1 size), touch 9, flat-
  footed 12; Base Atk +2; Grp +9; Atk +4 melee (2d8+4/19-
  20, Large heavy flail); Full Atk +4 melee (2d8+4/19-20, 
  Large heavy flail); AL N; SV Fort +4, Ref +0, Will +0, Str 
  17, Dex 11, Con 12, Int 10, Wis 11, Cha 3. 
   
  Skills and Feats: None. 
   
  Languages: Common. 
   
  Possessions: Large heavy flail. 
  
  COR5-08 Clipping Wings 
   
  Page 30 
  APL 4 
  Introduction 
  �Tenzacatetl: Male human (Olman) Rog4: CR 4; 
  Medium humanoid (human); HD 4d6+4; hp 22; Init +3; 
  Spd 30 ft.; AC 18, touch 13, flat-footed 18; Base Atk +3; 
  Grp +4; Atk +7 melee (1d6+2/19-20, +1 short sword) or +0 
  (1d10+1/×3, greataxe); Full Atk +7 melee (1d6+2/19-
  20/×2, +1 short sword) or +0 (1d10+1/×3, greataxe); SA 
  sneak attack +2d6; SQ evasion, trap sense +1, trapfinding, 
  uncanny dodge; AL LE; SV Fort +2, Ref +7, Will +2; Str 
  12, Dex 16, Con 13, Int 14, Wis 8, Cha 10. 
   
  Skills and Feats: Balance +4, Bluff +7, Disguise +7 (+9 
  acting), Escape Artist +9, Hide +8, Intimidate +9, Jump 
  +3, Listen +6, Move Silently +9, Sleight of Hand +11, Spot 
  +6, Tumble +9, Use Magic Device +7, Use Rope +3 (+5 
  binding) ; Iron Will, Quick Draw, Weapon Finesse. 
   
  Languages: Common, Olman, Orc. 
   
  Possessions: greataxe, +1 short sword, masterwork 
  chain shirt, masterwork buckler, scroll of obscuring mist, 
  disguise kit, traveler’s outfit, backpack. 
   
  Tactics: Tenzacatetl disguises himself as a half-orc. 
  After making his sneak attack, Tenzacatetl makes every 
  effort to escape quietly amidst the noise and chaos that 
  erupts in the inn. 
   
  Encounter 3 
  �Ice-Touched Wolf: CR 1; Medium magical beast; HD 
  2d8+4; hp 11; Init +2; Spd 50 ft.; AC 14, touch 12, flat-
  footed 12; Base Atk +1; Grp +2; Atk +3 melee (1d6+1, 
  bite); Full Atk +3 melee (1d6+1, bite); SA trip; SQ low-
  light vision, resistance to cold 5, scent, spell absorption 2; 
  AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, 
  Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently +3, 
  Spot +3, Survival +1*; TrackB, Weapon Focus (bite). 
   
  Spell Absorption (Su): 2 levels, see Ice-Touched 
  Template. 
   
  Trip (Ex): An ice-touched wolf that hits with a bite 
  attack can attempt to trip the opponent (+1 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 ice-touched 
  wolf. 
   
  Skills: * Ice-touched wolves have a +4 racial bonus on 
  Survival checks when tracking by scent. 
   
  �Ice-Touched Dire Wolf: CR 5; Large magical beast; HD 
  6d8+18; hp 45; Init +2; Spd 50 ft.; AC 14, touch 11, flat-
  footed 12; Base Atk +4; Grp +15; Atk +11 melee (1d8+10, 
  bite); Full Atk +11 melee (1d8+10, bite); Space/Reach 10 
  ft./5 ft.; SA trip; SQ DR 5/non-magic, low-light vision, 
  resistance to cold 10, scent, spell absorption 6; AL N; SV 
  Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 
  12, Cha 10. 
   
  Skills and Feats: Hide +0, Listen +7, Move Silently +4, 
  Spot +7, Survival +2*; Alertness, Run, TrackB, Weapon 
  Focus (bite). 
   
  Spell Absorption (Su): 6 levels, see Ice-Touched 
  Template. 
   
  Trip (Ex): An ice-touched dire wolf that hits with a 
  bite attack can attempt to trip its 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 ice-touched 
  dire wolf. 
   
  Skills: An ice-touched dire wolf has a +2 racial bonus 
  on Hide, Listen, Move Silently, and Spot checks. *It also 
  has a +4 racial bonus on Survival checks when tracking 
  by scent. 
   
  Encounter 8 
  �Ozugh: Male quasit Rog 1/Clr2 (Vecna) (Orc Form): 
  CR 4; Medium humanoid (augmented, chaotic, evil, 
  extraplanar, orc); HD 5d8+5 plus 1d6+1; hp 36; Init +4; 
  Spd 30 ft.; AC 14, touch 10, flat-footed 14; Base Atk +4; 
  Grp +7; Atk +8 melee (2d4+5/×3, +1 ranseur); Full Atk +8 
  melee (2d4+5/×3, +1 ranseur); SA rebuke undead 3/day 
  (+4, 2d6+4, 2nd), sneak attack +1d6, spell-like abilities, 
  spells; SQ alternate form, DR 5/cold iron or good, 
  darkvision 60 ft., fast healing 2, immunity to poison, 
  resistance to fire 10, trapfinding; AL CE; SV Fort +6, Ref 
  +5, Will +8; Str 17, Dex 11, Con 12, Int 13, Wis 18, Cha 
  14. 
   
  Skills and Feats: Bluff +11, Diplomacy +4, Disguise 
  +11 (+13 acting), Hide +6, Intimidate +4, Knowledge 
  (arcana) +7, Knowledge (religion) +7, Listen +10, Move 
  Silently +6, Search +7, Spellcraft +9, Spot +13; Combat 
  Expertise, Improved Initiative, Weapon Finesse. 
   
  Languages: Common, Abyssal. 
   
  A quasit’s natural weapons, as well as any weapons it 
  wields, are treated as chaotic-aligned and evil-aligned for 
  the purpose of overcoming damage reduction. 
   
  Spell-Like Abilities: At will—detect good, detect 
  magic, and invisibility (self only); 1/day—cause fear (as 
  the spell, except that its area is a 30-foot radius from the 
  quasit, save DC 13). Caster level 6th. The save DCs are 
  Charisma-based. Once per week a quasit can use 
  commune to ask six questions. The ability otherwise 
  works as the spell (caster level 12th). 
   
  Spells: Ozugh casts spells as a 2nd-level cleric of 
  Vecna. 
   
  Cleric Spells Prepared (4/3+1; save DC 13 + spell 
  level): 0—cure minor wounds, guidance, read magic (2); 
  1st—bless, detect secret doorsD, divine favor, shield of 
  faith. 
   
  D = Domain spell. Deity: Vecna. Domains: Knowledge 
  (all Knowledge skills are considered class skills), Magic 
  (use spell completion and spell trigger items as a Wiz1). 
   
  Alternate Form (Su): A quasit can assume other forms 
  at will as a standard action. This ability functions as a 
  polymorph spell cast on itself (caster level 12th), except 
  that a quasit does not regain hit points for changing form, 
  and any individual quasit can assume only one or two 
  forms no larger than Medium. Ozugh’s forms include bat 
  and orc. A quasit in alternate form loses its poison attack. 
  
  COR5-08 Clipping Wings 
   
  Page 31 
   
  Possessions: +1 ranseur, +1 studded leather armor, 
  potion of endure elements ×3, arcane scroll of shield, 
  blue-black clerical robes, silver unholy symbol of Vecna. 
   
  �Ozugh: Male quasit Rog1/Clr2 (Vecna) (Natural 
  Form); CR 4; Tiny outsider (chaotic, evil, extraplanar); 
  HD 3d8 plus 1d6 plus 2d8; hp 30; Init +8; Spd 20 ft.; fly 50 
  ft. (perfect); AC 19, touch 16, flat-footed 15; Base Atk +4; 
  Grp -6; Atk +10 melee (1d3-2 plus poison, claw); Full Atk 
  +10 melee (1d3-2 plus poison, 2 claws) and +5 melee (1d4-
  2, bite); Space/Reach 2-1/2 ft./0 ft.; SA poison, rebuke 
  undead 3/day (+4, 2d6+4, 2nd), sneak attack +1d6, spell-
  like abilities, spells; SQ alternate form, DR 5/cold iron or 
  good, darkvision 60 ft., fast healing 2, immunity to 
  poison, resistance to fire 10, trapfinding; AL CE; SV Fort 
  +3, Ref +7, Will +7; Str 6, Dex 18, Con 10, Int 13, Wis 18, 
  Cha 14. 
   
  Skills and Feats: Bluff +11, Diplomacy +4, Disguise 
  +11 (+13 acting), Hide +18, Intimidate +4, Knowledge 
  (arcana) +7, Knowledge (religion) +7, Listen +10, Move 
  Silently +10, Search +7, Spellcraft +9, Spot +13; Combat 
  Expertise, Improved Initiative, Weapon Finesse. 
   
  Languages: Common, Abyssal. 
   
  A quasit’s natural weapons, as well as any weapons it 
  wields, are treated as chaotic-aligned and evil-aligned for 
  the purpose of overcoming damage reduction. 
   
  Poison (Ex): Injury, Fortitude DC 13, initial damage 
  1d4 Dex, secondary damage 2d4 Dex. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
   
  Spell-Like Abilities: At will—detect good, detect 
  magic, and invisibility (self only); 1/day—cause fear (as 
  the spell, except that its area is a 30-foot radius from the 
  quasit, save DC 13). Caster level 6th. The save DCs are 
  Charisma-based. Once per week a quasit can use 
  commune to ask six questions. The ability otherwise 
  works as the spell (caster level 12th). 
   
  Spells: Ozugh casts spells as a 2nd-level cleric of 
  Vecna. 
   
  Cleric Spells Prepared (4/3+1; save DC 14 + spell 
  level): 0—cure minor wounds, guidance, read magic (2); 
  1st—bless, detect secret doorsD, divine favor, shield of 
  faith. 
   
  D = Domain spell. Deity: Vecna. Domains: Knowledge 
  (all Knowledge skills are considered class skills), Magic 
  (use spell completion and spell trigger items as a Wiz1). 
   
  Alternate Form (Su): A quasit can assume other forms 
  at will as a standard action. This ability functions as a 
  polymorph spell cast on itself (caster level 12th), except 
  that a quasit does not regain hit points for changing form, 
  and any individual quasit can assume only one or two 
  forms no larger than Medium. Ozugh’s forms include bat 
  and orc. A quasit in alternate form loses its poison attack. 
   
  �Kordsarm: CR 2; Large humanoid; HD 3d8+6; hp 24; 
  Init +0; Spd 30 ft.; AC 16, touch 9, flat-footed 16; Base Atk 
  +3; Grp +10; Atk +6 melee (2d8+5/19-20, +1 Large heavy 
  flail); Full Atk +6 melee (2d8+5/19-20, +1 Large heavy 
  flail); AL N; SV Fort +4, Ref +1, Will +1, Str 17, Dex 11, 
  Con 14, Int 10, Wis 11, Cha 3. 
   
  Skills and Feats: None. 
   
  Languages: Common. 
   
  Possessions: Large +1 heavy flail, Large chain shirt. 
  
  COR5-08 Clipping Wings 
   
  Page 32 
  APL 6 
  Introduction 
  �Tenzacatetl: Male human (Olman) Rog6: CR 6; 
  Medium humanoid (human); HD 6d6+6; hp 32; Init +7; 
  Spd 30 ft.; AC 20, touch 13, flat-footed 20; Base Atk +4; 
  Grp +5; Atk +8 melee (1d6+2/19-20/×2, +1 short sword) or 
  +1 (1d10+1/×3, greataxe); Full Atk +8 melee (1d6+2/19-
  20/×2, +1 short sword) or +1 (1d10+1/×3, greataxe); SA 
  sneak attack +3d6; SQ evasion, trap sense +2, trapfinding, 
  uncanny dodge; AL LE; SV Fort +4, Ref +9, Will +4; Str 
  12, Dex 16, Con 13, Int 14, Wis 8, Cha 10. 
   
  Skills and Feats: Balance +4, Bluff +9, Disguise +9 (+11 
  acting), Escape Artist +11, Hide +10, Intimidate +11, 
  Jump +2, Listen +8, Move Silently +11, Sleight of Hand 
  +14, Spot +8, Tumble +11, Use Magic Device +9, Use 
  Rope +3 (+5 binding); Improved Initiative, Iron Will, 
  Quick Draw, Weapon Finesse. 
   
  Languages: Common, Olman, Orc. 
   
  Possessions: greataxe, +1 short sword, +1 masterwork 
  chain shirt, +1 buckler, cloak of resistance +1, scroll of 
  obscuring mist, disguise kit, traveler’s outfit, backpack. 
   
  Tactics: Tenzacatetl disguises himself as a half-
  orc. After making his sneak attack, Tenzacatetl makes 
  every effort to escape quietly amidst the noise and chaos 
  that erupts in the inn. 
   
  Encounter 3 
  �Black Icehound (Ice-Touched Winter Wolf): CR 7; 
  Large magical beast (cold); HD 6d10+18; hp 51; Init +5; 
  Spd 50 ft.; AC 15, touch 10, flat-footed 14; Base Atk +6; 
  Grp +14; Atk +9 melee (1d8+6 plus 1d6 cold, bite); Full 
  Atk +9 melee (1d8+6 plus 1d6 cold, bite); Space/Reach 10 
  ft./5 ft.; SA breath weapon, freezing bite, trip; SQ DR 
  5/non-magic, darkvision 60 ft., immunity to cold, low-
  light vision, scent, spell absorption 6, vulnerability to fire; 
  AL NE; SV Fort +8, Ref +6, Will +3; Str 18, Dex 13, Con 
  16, Int 9, Wis 13, Cha 10. 
   
  Skills and Feats: Hide -1*, Listen +6, Move Silently +7, 
  Spot +6, Survival +1*; Alertness, Improved Initiative, 
  Track. 
   
  Languages: Common, Giant. 
   
  Breath Weapon (Su): 15-foot cone, once every 1d4 
  rounds, damage 4d6 cold, Reflex DC 16 half. The save DC 
  is Constitution-based. 
   
  Freezing Bite (Su): A winter wolf deals an extra 1d6 
  points of cold damage every time it bites an opponent, as 
  if its bite were a frost weapon. 
   
  Spell Absorption (Su): 6 levels; see Ice-Touched 
  Template. 
   
  Trip (Ex): A winter wolf that hits with a bite attack 
  can attempt to trip the opponent (+8 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 winter wolf. 
   
  Skills: Winter wolves have a +1 racial bonus on 
  Listen, Move Silently, and Spot checks. Winter wolves 
  have a +2 racial bonus on Hide checks. *Their natural 
  coloration grants them a +7 racial bonus on Hide checks 
  in areas of snow and ice. A winter wolf has a +4 racial 
  bonus on Survival checks when tracking by scent. 
   
  Encounter 8 
  �Kordsarm: CR 4; Large humanoid; HD 5d8+10; hp 48; 
  Init +0; Spd 30 ft.; AC 17, touch 9, flat-footed 17; Base Atk 
  +5; Grp +13; Atk +10 melee (2d8+7/19-20/×2, +1 Large 
  heavy flail); Full Atk +10 melee (2d8+7/19-20/×2, +1 
  Large heavy flail); AL N; SV Fort +5, Ref +1, Will +1, Str 
  18, Dex 11, Con 16, Int 10, Wis 11, Cha 3. 
   
  Skills and Feats: None. 
   
  Languages: Common. 
   
  Possessions: +1 Large heavy flail, +1Large  chain shirt, 
  amulet of health +2. 
   
  �Lackeys: Male and female tiefling Rog1/War1; CR 2; 
  Medium outsider (native); HD 1d6+1 plus 1d8+1; hp 13; 
  Init +7; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base 
  Atk +1; Grp +2; Atk +3 melee (1d6+1/18-20, masterwork 
  rapier) or +5 ranged (1d8/19-20, masterwork light 
  crossbow); Full Atk +3 melee (1d6+1/18-20, masterwork 
  rapier) or +5 ranged (1d8/19-20, masterwork light 
  crossbow); SA darkness, sneak attack +1d6; SQ darkvision 
  60 ft., resistance to cold 5, electricity 5, and fire 5, 
  trapfinding; AL CE; SV Fort +3, Ref +5, Will +2; Str 13, 
  Dex 17, Con 12, Int 12, Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +4, Disable Device +5, Hide +9, 
  Jump +2, Knowledge (religion) +2, Listen +6, Move 
  Silently +7, Open Lock +7, Search +5, Spot +6, Tumble +7; 
  Improved Initiative. 
   
  Languages: Common, Abyssal. 
   
  Darkness (Sp): A tiefling can use darkness once per 
  day (caster level equal to class levels). 
   
  Skills: A tiefling has a +2 racial bonus on Bluff and 
  Hide checks. 
   
  Possessions: masterwork rapier, masterwork light 
  crossbow, 10 bolts, masterwork studded leather, 
  masterwork 
  light 
  steel 
  shield, 
  tanglefoot 
  bag, 
  thunderstone, masterwork thieves’ tools. 
  
  COR5-08 Clipping Wings 
   
  Page 33 
  APL 8 
  Introduction 
  �Tenzacatetl: Male human (Olman) Rog6/assassin 2; CR 
  8; Medium humanoid (human); HD 6d6+6 plus 2d6+2; 
  hp 42; Init +8; Spd 30 ft.; AC 21, touch 14, flat-footed 21; 
  Base Atk +5; Grp +6; Atk +9 melee (1d6+2/19-20, +1 short 
  sword) or +2 (1d10+1/×3, greataxe); Full Atk +9 melee 
  (1d6+2/19-20, +1 short sword) or +2 (1d10+1/×3, 
  greataxe); SA death attack, poison use, sneak attack +4d6, 
  spells; SQ evasion, improved uncanny dodge, save bonus 
  against poison, trap sense +2, trapfinding, uncanny 
  dodge; AL LE; SV Fort +4, Ref +13, Will +4; Str 12, Dex 
  19, Con 13, Int 14, Wis 8, Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +11, Disguise +11 
  (+13 acting), Escape Artist +14, Hide +12, Intimidate +13, 
  Jump +2, Listen +8, Move Silently +14, Sleight of Hand 
  +13, Spot +8, Tumble +14, Use Magic Device +9, Use 
  Rope +4 (+6 binding) ; Improved Initiative, Iron Will, 
  Quick Draw, Weapon Finesse. 
   
  Languages: Common, Olman, Orc. 
   
  Death Attack: DC 14. 
   
  Spells: As a 2nd-level assassin. 
   
  Assassin Spells Known (2; spell DC 12 + spell level): 
  1st—disguise self, obscuring mist, true strike. 
   
  Possessions: greataxe, +1 short sword, +1 masterwork 
  chain shirt, +1 buckler, cloak of resistance +1, gloves of 
  dexterity +2, black adder venom poison (DC 11, 1d6 
  Con/1d6 Con), disguise kit, traveler’s outfit, backpack. 
   
  Tactics: Tenzacatetl casts disguise self and changing 
  his appearance to that of a half-orc. He applies black 
  adder poison to his short sword. After making his death 
  attack, Tenzacatetl centers an obscuring mist on himself. 
  After that, makes every effort to escape quietly amidst the 
  noise and chaos that erupts in the inn. 
   
  Encounter 3 
  �Advanced Black Icehound: CR 9; Large magical beast 
  (cold); HD 9d10+27; hp 76; Init +5; Spd 50 ft.; AC 15, 
  touch 10, flat-footed 14; Base Atk +9; Grp +17; Atk +12 
  melee (1d8+6 plus 1d6 cold/19-20, bite); Full Atk +12 
  melee (1d8+6 plus 1d6 cold/19-20, bite); Space/Reach 10 
  ft./5 ft.; SA breath weapon, freezing bite, trip; SQ DR 
  10/non-magic, darkvision 60 ft., immunity to cold, low-
  light vision, scent, spell absorption 10, vulnerability to 
  fire; AL NE; SV Fort +9, Ref +7, Will +5; Str 18, Dex 13, 
  Con 16, Int 9, Wis 14, Cha 10. 
   
  Skills and Feats: Hide –1*, Listen +7, Move Silently 
  +10, Spot +7, Survival +2*; Alertness, Improved Critical 
  (bite), Improved Initiative, Stealthy, Track. 
   
  Languages: Common, Giant. 
   
  Breath Weapon (Su): 15-foot cone, once every 1d4 
  rounds, damage 4d6 cold, Reflex DC 17 half. The save DC 
  is Constitution-based. 
   
  Freezing Bite (Su): A winter wolf deals an extra 1d6 
  points of cold damage every time it bites an opponent, as 
  if its bite were a frost weapon. 
   
  Spell Absorption (Su): 9 levels; see Ice-Touched 
  Template. 
   
  Trip (Ex): A winter wolf that hits with a bite attack 
  can attempt to trip the opponent (+8 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 winter wolf. 
   
  Skills: Winter wolves have a +1 racial bonus on 
  Listen, Move Silently, and Spot checks. Winter wolves 
  have a +2 racial bonus on Hide checks. *Their natural 
  coloration grants them a +7 racial bonus on Hide checks 
  in areas of snow and ice. A winter wolf has a +4 racial 
  bonus on Survival checks when tracking by scent. 
   
  Encounter 8 
  �Ozugh: Babau blackguard 2; CR 8; Medium outsider 
  (chaotic, extraplanar, evil, tanar’ri); HD 7d8+35 plus 
  2d10+10; hp 92; Init +2; Spd 30 ft.; AC 25, touch 12, flat-
  footed 23; Base Atk +9; Grp +17; Atk +17 melee (1d6+8, 
  claw); Full Atk +17 melee (1d6+8, 2 claws) and +12 melee 
  (1d6+4, bite); SA smite good 1/day, sneak attack +2d6, 
  spell-like abilities, spells, summon tanar’ri; SQ aura of 
  evil, dark blessing, detect good, DR 10/cold iron or good, 
  darkvision 60 ft., immunity to electricity and poison, 
  poison use, protective slime, resistance to acid 10, cold 10, 
  and fire 10, SR 14, telepathy 100 ft.; AL CE; SV Fort +18, 
  Ref +12, Will +12; Str 26, Dex 14, Con 20, Int 12, Wis 15, 
  Cha 20. 
   
  Skills and Feats: Climb +13 Disable Device +10 
  Disguise +15 Escape Artist +12 Hide +12 Knowledge 
  (religion) +3 Listen +12 Move Silently +12 Search +13 
  Survival +2 (+4 following tracks) Tumble +8 Use Rope +2 
  (+4 with bindings); Cleave, Improved Sunder, Power 
  Attack, Staggering Strike. 
   
  Languages: Abyssal, Celestial, Draconic. 
   
  Ozugh’s natural weapons, as well as any weapons it 
  wields, are treated as chaotic-aligned and evil-aligned for 
  the purpose of overcoming damage reduction. 
   
  Smite Good (Su): Once per day Ozugh may attempt 
  to smite good, adding +5 to hit and +2 to damage. 
   
  Sneak Attack (Ex): A babau can make a sneak attack 
  like a rogue, dealing an extra 2d6 points of damage 
  whenever a foe is denied his or her Dexterity bonus, or 
  when the babau is flanking. 
   
  Spell-Like Abilities: At will—darkness, dispel magic, 
  see invisibility, greater teleport (self plus 50 pounds of 
  objects only). Caster level 7th. 
   
  Spells: Ozugh casts spells as a 2nd-level Blackguard. 
   
  Blackguard Spells Prepared (2; save DC 12 + spell 
  level): 1st—divine sacrifice, magic weapon. 
   
  Protective Slime (Su): A slimy red jelly coats the 
  babau’s skin. Any weapon that touches it takes 1d8 points 
  of acid damage from the corrosive goo, and the weapon’s 
  hardness does not reduce this damage. A magic weapon 
  may attempt a DC 18 Reflex save to avoid taking this 
  damage. A creature who strikes the babau with an 
  unarmed attack, unarmed strike, touch spell, or natural 
  weapon takes this damage as well but can negate the 
  damage with a DC 18 Reflex save. The save DCs are 
  Constitution-based. 
  
  COR5-08 Clipping Wings 
   
  Page 34 
   
  Summon Demon (Sp):Once per day a babau can 
  attempt to summon 1 babau with a 40% chance of success. 
  This ability is the equivalent of a 3rd-level spell. 
   
  Skills: Babaus have a +8 racial bonus on Hide, Listen, 
  Move Silently, and Search checks. 
   
  Possessions: +1 mithral chain shirt, hat of disguise, 
  silver unholy symbol of Vecna ×2. 
   
  �Kordsarm: Incarnate construct stone golem Ftr1: CR 
  6; Large giant; HD 14d8+28 plus 1d10+2; hp 103; Init -1; 
  Spd 40 ft.; AC 23 (-1 size, -1 Dex, +6 armor, +9 natural), 
  touch 8, flat-footed 23; Base Atk +11; Grp +24; Atk +19 
  melee (2d8+14/19-20, +1 Large heavy flail); Full Atk 
  +19/+14/+9 melee (2d8+14/19-20, +1 heavy flail); 
  Space/Reach 10 ft./10 ft.; AL N; SV Fort +13, Ref +3, Will 
  +4; Str 29, Dex 9, Con 14; Int 11, Wis 11, Cha 3. 
   
  Skills and Feats: Intimidate +1; CleaveB, Power 
  Attack. 
   
  Languages: Common. 
   
  Possessions: +1 Large heavy flail, +1 Large breastplate, 
  locked gauntlet, traveler’s outfit, boots of the winterlands. 
   
  �Lackeys: Male and female tiefling Rog2/War1; CR 2; 
  Medium outsider (native); HD 2d6+2 plus 1d8+1; hp 18; 
  Init +7; Spd 30 ft.; AC 17 (+3 Dex, +3 armor, +1 shield), 
  touch 13, flat-footed 14; Base Atk +2; Grp +3; Atk +6 
  melee (1d6+1/18-20, masterwork rapier) or +6 ranged 
  (1d8/19-20, masterwork light crossbow); Full Atk +6 
  melee (1d6+1/18-20, masterwork rapier) or +6 ranged 
  (1d8/19-20/×2, masterwork light crossbow); SA darkness, 
  sneak attack +1d6; SQ darkvision 60 ft., evasion, 
  resistance to cold 5, electricity 5, and fire 5, trapfinding; 
  AL CE; SV Fort +3, Ref +6, Will +2; Str 13, Dex 17, Con 
  12, Int 12, Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +5, Disable Device +6, Hide 
  +10, Jump +4, Knowledge (religion) +2, Listen +7, Move 
  Silently +8, Open Lock +8, Search +5, Spot +7, Tumble +8; 
  Improved Initiative, Weapon Finesse. 
   
  Languages: Common, Abyssal. 
   
  Darkness (Sp): A tiefling can use darkness once per 
  day (caster level equal to class levels). 
   
  Skills: A tiefling has a +2 racial bonus on Bluff and 
  Hide checks. 
   
  Possessions: masterwork rapier, masterwork light 
  crossbow, 10 bolts, masterwork studded leather, 
  masterwork 
  light 
  steel 
  shield, 
  tanglefoot 
  bag, 
  thunderstone, potion of invisibility, masterwork thieves’ 
  tools. 
  
  COR5-08 Clipping Wings 
   
  Page 35 
  APL 10 
  Introduction 
  �Tenzacatetl: Male human (Olman) Rog 6/assassin 4: 
  CR 10; Medium humanoid (human); HD 10d6+10; hp 52; 
  Init +8; Spd 30 ft.; AC 21, touch 14, flat-footed 21; Base 
  Atk +7; Grp +8; Atk +11 melee (1d6+2/19-20, +1 short 
  sword) or +4 (1d10+1/×3, greataxe); Full Atk +11/+6 
  melee (1d6+2/19-20, +1 short sword) or +4/–1 
  (1d10+1/×3, greataxe); SA death attack, poison use, sneak 
  attack +5d6, spells; SQ evasion, improved uncanny dodge, 
  save bonus against poison, trap sense +2, trapfinding, 
  uncanny dodge; AL LE; SV Fort +6, Ref +15, Will +6; Str 
  12, Dex 19, Con 13, Int 14, Wis 8, Cha 10. 
   
  Skills and Feats: Balance +6, Bluff +13, Disguise +13 
  (+15 acting), Escape Artist +17, Hide +15, Intimidate +15, 
  Jump +3, Listen +8, Move Silently +17, Sleight of Hand 
  +14, Spot +8, Tumble +17, Use Magic Device +9, Use 
  Rope +4 (+6 binding) ; Flick of the Wrist, Improved 
  Initiative, Iron Will, Quick Draw, Weapon Finesse. 
   
  Languages: Common, Olman, Orc. 
   
  Death Attack: DC 16. 
   
  Save Bonus against Poison: +2 on saving throws 
  versus poison. 
   
  Spells: As a 4th-level assassin. 
   
  Assassin Spells Known (4/2; spell DC 12 + spell level): 
  1st—disguise self, feather fall, obscuring mist, true strike; 
  2nd—fox’s cunning, invisibility, undetectable alignment. 
   
  Possessions: greataxe, +1 short sword, +1 mithral 
  chain shirt, +1 buckler, cloak of resistance +2, gloves of 
  dexterity +2, potion of heroism, potion of shield of faith 
  +5, death blade poison (DC 20, 1d6 Con/2d6 Con), 
  disguise kit, traveler’s outfit, backpack. 
   
  Tactics: Tenzacatetl casts alter self and takes on the 
  form of a Troglodyte (+6 natural armor) before casting 
  disguise self and changing his appearance to that of a 
  half-orc. He also casts undetectable alignment and fox’s 
  cunning and quaffs his potions of heroism and shield of 
  faith. This brings his final AC to 32 and his death attack 
  DC to 18. He applies death blade poison to both his short 
  sword and dagger. After making his death attack, 
  Tenzacatetl centers an obscuring mist on himself. After 
  that, he casts invisibility and makes every effort to escape 
  quietly amidst the noise and chaos that erupts in the inn. 
   
  Encounter 3 
  �Advanced Black Icehound: CR 10; Huge magical beast 
  (cold); HD 12d10+60; hp 126; Init +5; Spd 50 ft.; AC 17, 
  touch 9, flat-footed 16; Base Atk +12; Grp +28; Atk +18 
  melee (2d6+12 plus 1d6 cold/19-20/×2, bite); Full Atk 
  +18 
  melee 
  (2d6+12 
  plus 
  1d6 
  cold/19-20, 
  bite); 
  Space/Reach 15 ft./10 ft.; SA breath weapon, freezing 
  bite, trip; SQ DR 20/non-magic, darkvision 60 ft., 
  immunity to cold, low-light vision, scent, spell absorption 
  12, vulnerability to fire; AL NE; SV Fort +13, Ref +9, Will 
  +6; Str 26, Dex 12, Con 20, Int 9, Wis 14, Cha 10. 
   
  Skills and Feats: Hide –5*, Listen +7, Move Silently 
  +13, Spot +7, Survival +2*; Alertness, Improved Critical 
  (bite), Improved Initiative, Track. 
   
  Languages: Common, Giant. 
   
  Breath Weapon (Su): 15-foot cone, once every 1d4 
  rounds, damage 4d6 cold, Reflex DC 21 half. The save DC 
  is Constitution-based. 
   
  Freezing Bite (Su): A winter wolf deals an extra 1d6 
  points of cold damage every time it bites an opponent, as 
  if its bite were a frost weapon. 
   
  Spell Absorption (Su): 12 levels; see Ice-Touched 
  Template. 
   
  Trip (Ex): A winter wolf that hits with a bite attack 
  can attempt to trip the opponent (+16 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 winter wolf. 
   
  Skills: Winter wolves have a +1 racial bonus on 
  Listen, Move Silently, and Spot checks. Winter wolves 
  have a +2 racial bonus on Hide checks. *Their natural 
  coloration grants them a +7 racial bonus on Hide checks 
  in areas of snow and ice. A winter wolf has a +4 racial 
  bonus on Survival checks when tracking by scent. 
   
  Encounter 8 
  �Ozugh: Babau blackguard 3/assassin 1; CR 10; Medium 
  outsider (chaotic, extraplanar, evil, tanar’ri); HD 7d8+35 
  plus 3d10+15 plus 1d6+5; hp 112; Init +2; Spd 30 ft.; AC 
  26, touch 12, flat-footed 24; Base Atk +10; Grp +18; Atk 
  +19 melee (1d6+9, claw); Full Atk +19 melee (1d6+9, 2 
  claws) and +14 melee (1d6+5, bite); SA command undead 
  8/day (+7, 2d6+6, 1st), death attack, smite good 1/day, 
  sneak attack +3d6, spell-like abilities, spells, summon 
  tanar’ri; SQ aura of despair, aura of evil, dark blessing, 
  detect good, DR 10/cold iron or good, darkvision 60 ft., 
  immunity to electricity and poison, poison use, 
  protective slime, resistance to acid 10, cold 10, and fire 10, 
  SR 14, telepathy 100 ft.; AL CE; SV Fort +18, Ref +15, 
  Will +13; Str 26, Dex 14, Con 20, Int 12, Wis 15, Cha 20. 
   
  Skills and Feats: Climb +13 Disable Device +11 
  Disguise +15 Escape Artist +12 Hide +19 Knowledge 
  (religion) +3 Listen +12 Move Silently +19 Search +13 
  Survival +2 (+4 following tracks) Tumble +8 Use Rope +2 
  (+4 with bindings); Cleave, Improved Sunder, Power 
  Attack, Staggering Strike. 
   
  Languages: Abyssal, Celestial, Draconic. 
   
  Ozugh’s natural weapons, as well as any weapons it 
  wields, are treated as chaotic-aligned, evil-aligned, and 
  magic for the purpose of overcoming damage reduction. 
   
  Death Attack (Ex): DC 12. 
   
  Smite Good (Su): Once per day Ozugh may attempt 
  to smite good, adding +5 to hit and +2 to damage. 
   
  Spell-Like Abilities: At will—darkness, dispel magic, 
  see invisibility, greater teleport (self plus 50 pounds of 
  objects only). Caster level 7th. 
   
  Spells: Ozugh casts spells as a 3rd-level Blackguard 
  and a 1st-level Assassin. 
   
  Assassin Spells Known (1; save DC 11 + spell level): 
  1st—distract assailant, true strike. 
   
  Blackguard Spells Prepared (2/1; save DC 12 + spell 
  level): 1st—divine sacrifice (2); 2nd—bull’s strength. 
  
  COR5-08 Clipping Wings 
   
  Page 36 
   
  Aura of Despair (Su): Ozugh radiates a malign aura 
  that causes enemies within 10 feet of him to take a -2 
  penalty on all saving throws. 
   
  Protective Slime (Su): A slimy red jelly coats the 
  babau’s skin. Any weapon that touches it takes 1d8 points 
  of acid damage from the corrosive goo, and the weapon’s 
  hardness does not reduce this damage. A magic weapon 
  may attempt a DC 18 Reflex save to avoid taking this 
  damage. A creature who strikes the babau with an 
  unarmed attack, unarmed strike, touch spell, or natural 
  weapon takes this damage as well but can negate the 
  damage with a DC 18 Reflex save. The save DCs are 
  Constitution-based. 
   
  Summon Demon (Sp):Once per day a babau can 
  attempt to summon 1 babau with a 40% chance of success. 
  This ability is the equivalent of a 3rd-level spell. 
   
  Skills: Babaus have a +8 racial bonus on Hide, Listen, 
  Move Silently, and Search checks. 
   
  Possessions: +2 mithral chain shirt of shadow and 
  silent moves, amulet of mighty fists +1, hat of disguise, 
  potion of bear’s endurance, 2 silver unholy symbol of 
  Vecna. 
   
  �Kordsarm: Incarnate construct stone golem Ftr1/war 
  hulk 2; CR 8; Large giant; HD 14d8+28 plus 1d10+2 plus 
  2d12+4; hp 121; Init -1; Spd 40 ft.; AC 23 (-1 size, -1 Dex, 
  +6 armor, +9 natural), touch 8, flat-footed 23; Base Atk 
  +11; Grp +27; Atk +23 melee (2d8+19/19-20, +1 Large 
  heavy flail); Full Atk +23/+18/+13 melee (2d8+19/19-20, 
  +1 Large heavy flail); Space/Reach 10 ft./10 ft.; SA great 
  swing; SQ ability boost (Str +4), no time to think; AL N; 
  SV Fort +16, Ref +3, Will +4; Str 34, Dex 9, Con 14; Int 11, 
  Wis 11, Cha 3. 
   
  Skills and Feats: Intimidate +3; CleaveB, Power 
  Attack. 
   
  Languages: Common. 
   
  Possessions: +1 Large heavy flail, +1 Large breastplate, 
  locked gauntlet, boots of the winterlands, traveler’s outfit. 
   
  �Lackeys: Male and gemale tiefling Rog3/War2; CR 4; 
  Medium outsider (native); HD 3d6+3 plus 2d8+2; hp 29; 
  Init +8; Spd 30 ft.; AC 20, touch 14, flat-footed 16; Base 
  Atk +4; Grp +5; Atk +9 melee (1d6+2/18-20, +1 rapier) or 
  +9 ranged (1d8/19-20, masterwork light crossbow); Full 
  Atk +9 melee (1d6+2/18-20, +1 rapier) or +9 ranged 
  (1d8/19-20, masterwork light crossbow); SA darkness, 
  sneak attack +2d6; SQ darkvision 60 ft., evasion, 
  resistance to cold 5, electricity 5, and fire 5, trapfinding, 
  trap sense +1; AL CE; SV Fort +5, Ref +7, Will +3; Str 13, 
  Dex 18, Con 12, Int 12, Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +5, Disable Device +8, Hide 
  +12, Jump +8, Knowledge (religion) +2, Listen +7, Move 
  Silently +10, Open Lock +11, Search +7, Spot +7, Tumble 
  +12; Improved Initiative, Weapon Finesse. 
   
  Languages: Common, Abyssal. 
   
  Darkness (Sp): A tiefling can use darkness once per 
  day (caster level equal to class levels). 
   
  Skills: A tiefling has a +2 racial bonus on Bluff and 
  Hide checks. 
   
  Possessions: +1 rapier, masterwork light crossbow, 10 
  bolts, mithral chain shirt, +1 light steel shield, tanglefoot 
  bag, thunderstone, potion of bear’s endurance, potion of 
  bull’s strength, 2 potion of cat’s grace, potion of 
  invisibility, masterwork thieves’ tools. 
  
  COR5-08 Clipping Wings 
   
  Page 37 
  APL 12 
  Introduction 
  �Tenzacatetl: Male human (Olman) Rog6/assassin 6; R 
  12; Medium human; HD 12d6+12; hp 62; Init +9; Spd 30 
  ft.; AC 22, touch 15, flat-footed 22; Base Atk +8; Grp +9; 
  Atk +13 melee (1d6+2/19-20, +1 short sword) or +5 
  (1d10+1/×3, greataxe); Full Atk +13/+8 melee (1d6+2/19-
  20, +1 short sword), or +11/+6 melee (1d6+2/19-20, +1 
  short sword) and +11 melee (1d4/19-20, masterwork 
  dagger), or +5/+0 (1d10+1/×3, greataxe); SA death attack, 
  poison use, sneak attack +6d6, spells; SQ evasion, 
  improved uncanny dodge, save bonus against poison, trap 
  sense +2, trapfinding, uncanny dodge; AL LE; SV Fort +5, 
  Ref +15, Will +5; Str 12, Dex 20, Con 13, Int 14, Wis 8, 
  Cha 10. 
   
  Skills and Feats: Balance +6, Bluff +15, Disguise +15 
  (+17 acting), Escape Artist +19, Hide +17, Intimidate +17, 
  Jump +3, Listen +8, Move Silently +19, Sleight of Hand 
  +14, Spot +8, Tumble +19, Use Magic Device +9, Use 
  Rope +4 (+6 binding) ; Flick of the Wrist, Improved 
  Initiative, Iron Will, Quick Draw, Two-Weapon Fighting, 
  Weapon Finesse. 
   
  Languages: Common, Olman, Orc. 
   
  Death Attack: DC 18. 
   
  Save Bonus against Poison: +3 on saving throws 
  versus poison. 
   
  Spells: As a 6th-level assassin. 
   
  Assassin Spells Known (4/4/1; spell DC 12 + spell 
  level): 1st—disguise self, feather fall, obscuring mist, true 
  strike; 2nd—alter self, fox’s cunning, invisibility, 
  undetectable alignment; 3rd—false life, misdirection, 
  nondetection. 
   
  Possessions: greataxe, +1 short sword, masterwork 
  dagger, +1 mithral chain shirt, +1 buckler, cloak of 
  arachnida, gloves of dexterity +2, potion of heroism, 
  potion of shield of faith +5, 2 doses of death blade poison 
  (DC 20, 1d6 Con/2d6 Con), disguise kit, traveler’s outfit, 
  backpack. 
   
  Tactics: Tenzacatetl casts alter self and takes on the 
  form of a Troglodyte (+6 natural armor) before casting 
  disguise self and changing his appearance to that of a 
  half-orc. He also casts undetectable alignment and fox’s 
  cunning and quaffs his potions of heroism and shield of 
  faith. This brings his final AC to 33 (touch 20, flat-footed 
  33) and his death attack DC to 20. He applies death blade 
  poison to both his short sword and dagger. After making 
  his death attack, Tenzacatetl centers a web on himself and 
  his opponents, hoping to catch as many innocents in the 
  web as possible to prevent the PCs from clearing the web 
  with a fireball. He then walks out of the web since his 
  cloak of arachnida allows him to move within it. 
   
  Encounter 3 
  �Advanced Black Icehound: CR 12; Huge magical beast 
  (cold); HD 18d10+90; hp 189; Init +5; Spd 50 ft.; AC 17, 
  touch 9, flat-footed 16; Base Atk +18; Grp +34; Atk +26 
  melee (2d6+12 plus 1d6 cold/19-20, bite); Full Atk +26 
  melee (2d6+12 plus 1d6 cold/19-20, bite); Space/Reach 15 
  ft./10 ft.; SA breath weapon, freezing bite, trip; SQ DR 
  20/non-magic, darkvision 60 ft., immunity to cold, low-
  light vision, scent, spell absorption 18, vulnerability to 
  fire; AL NE; SV Fort +16, Ref +12, Will +8; Str 26, Dex 13, 
  Con 20, Int 9, Wis 14, Cha 10. 
   
  Skills and Feats: Hide –5*, Listen +7, Move Silently 
  +19, Spot +7, Survival +2*; Dodge, Improved Critical 
  (bite), Improved Initiative, Mobility, Power Attack, 
  Spring Attack, Track. 
   
  Languages: Common, Giant. 
   
  Breath Weapon (Su): 15-foot cone, once every 1d4 
  rounds, damage 4d6 cold, Reflex DC 24 half. The save DC 
  is Constitution-based. 
   
  Freezing Bite (Su): A winter wolf deals an extra 1d6 
  points of cold damage every time it bites an opponent, as 
  if its bite were a frost weapon. 
   
  Spell Absorption (Su): 18 levels, see Ice-Touched 
  Template. 
   
  Trip (Ex): A winter wolf that hits with a bite attack 
  can attempt to trip the opponent (+16 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 winter wolf. 
   
  Skills: Winter wolves have a +1 racial bonus on 
  Listen, Move Silently, and Spot checks. Winter wolves 
  have a +2 racial bonus on Hide checks. *Their natural 
  coloration grants them a +7 racial bonus on Hide checks 
  in areas of snow and ice. A winter wolf has a +4 racial 
  bonus on Survival checks when tracking by scent. 
   
  Encounter 8 
  �Ozugh: Babau blackguard 3/assassin 3; CR 12; Medium 
  outsider (chaotic, extraplanar, evil, tanar’ri); HD 7d8+35 
  plus 3d10+15 plus 3d6+15; hp 130; Init +2; Spd 30 ft.; AC 
  28, touch 14, flat-footed 26; Base Atk +12; Grp +20; Atk 
  +21 melee (1d6+9, claw); Full Atk +21 melee (1d6+9, 2 
  claws) and +16 melee (1d6+5, bite); SA command undead 
  8/day (+7, 2d6+6, 1st), death attack, smite good 1/day, 
  sneak attack +4d6, spell-like abilities, spells, summon 
  tanar’ri; SQ aura of despair, aura of evil, dark blessing, 
  detect good, DR 10/cold iron or good, darkvision 60 ft., 
  immunity to electricity and poison, poison use, 
  protective slime, resistance to acid 10, cold 10, and fire 10, 
  SR 14, telepathy 100 ft., uncanny dodge; AL CE; SV Fort 
  +19, Ref +16, Will +15; Str 26, Dex 14, Con 20, Int 14, Wis 
  16, Cha 20. 
   
  Skills and Feats: Climb +13 Disable Device +12 
  Disguise +17 Escape Artist +12 Hide +23 Knowledge 
  (religion) +4 Listen +15 Move Silently +20 Search +14 
  Survival +2 (+4 following tracks) Tumble +9 Use Rope +2 
  (+4 with bindings); Cleave, Divine Might, Improved 
  Sunder, Power Attack, Staggering Strike. 
   
  Languages: Abyssal, Celestial, Draconic. 
   
  Ozugh’s natural weapons, as well as any weapons it 
  wields, are treated as chaotic-aligned, evil-aligned, and 
  magic for the purpose of overcoming damage reduction. 
   
  Death Attack (Ex): DC 15. 
   
  Smite Good (Su): Once per day Ozugh may attempt 
  to smite good, adding +5 to hit and +2 to damage. 
  
  COR5-08 Clipping Wings 
   
  Page 38 
   
  Spell-Like Abilities: At will—darkness, dispel magic, 
  see invisibility, greater teleport (self plus 50 pounds of 
  objects only). Caster level 7th. 
   
  Spells: Ozugh casts spells as a 3rd-level Blackguard 
  and a 3rd-level Assassin. 
   
  Assassin Spells Known (3/1; save DC 12 + spell level): 
  1st—distract assailant, jump, true strike; 2nd—swift 
  invisibility, wraithstrike. 
   
  Blackguard Spells Prepared (2/1; save DC 13 + spell 
  level): 1st—divine sacrifice (2); 2nd—bull’s strength. 
   
  Aura of Despair (Su): Ozugh radiates a malign aura 
  that causes enemies within 10 feet of him to take a -2 
  penalty on all saving throws. 
   
  Protective Slime (Su): A slimy red jelly coats the 
  babau’s skin. Any weapon that touches it takes 1d8 points 
  of acid damage from the corrosive goo, and the weapon’s 
  hardness does not reduce this damage. A magic weapon 
  may attempt a DC 18 Reflex save to avoid taking this 
  damage. A creature who strikes the babau with an 
  unarmed attack, unarmed strike, touch spell, or natural 
  weapon takes this damage as well but can negate the 
  damage with a DC 18 Reflex save. The save DCs are 
  Constitution-based. 
   
  Summon Demon (Sp):Once per day a babau can 
  attempt to summon 1 babau with a 40% chance of success. 
  This ability is the equivalent of a 3rd-level spell. 
   
  Skills: Babaus have a +8 racial bonus on Hide, Listen, 
  Move Silently, and Search checks. 
   
  Possessions: +2 mithral chain shirt of shadow and 
  silent moves, amulet of mighty fists +1, headband of 
  intellect +2, ring of chameleon power, ring of protection 
  +2, potion of bear’s endurance, 2 silver unholy symbol of 
  Vecna . 
   
  �Kordsarm: Incarnate construct stone golem Ftr 1/war 
  hulk 4: CR 10; Large giant; HD 14d8+42 plus 1d10+3 plus 
  4d12+12; hp 158; Init -1; Spd 40 ft.; AC 23, touch 8, flat-
  footed 23; Base Atk +11; Grp +29; Atk +25 melee 
  (2d8+22/19-20, +1 Large heavy flail of clouting); Full Atk 
  +25/+20/+15 melee (2d8+22/19-20, +1 Large heavy flail of 
  clouting); Space/Reach 10 ft./10 ft.; SA great swing, 
  mighty rock throwing, mighty swing; SQ ability boost 
  (Str +8), no time to think; AL N; SV Fort +18, Ref +4, Will 
  +7; Str 38, Dex 9, Con 16; Int 11, Wis 11, Cha 3. 
   
  Skills and Feats: Intimidate +5; CleaveB, Iron Will, 
  Power Attack. 
   
  Languages: Common. 
   
  Possessions: +1 Large heavy flail of clouting, +1 Large 
  breastplate, locked gauntlet, amulet of health +2, boots of 
  the winterlands, traveler’s outfit. 
   
  �Lackeys: Male and female tiefling Rog4/War2/temple 
  raider of Vecna 1; CR 6; Medium outsider (native); HD 
  4d6+4 plus 2d8+2 plus 1d6+1; hp 39; Init +8; Spd 30 ft.; 
  AC 20, touch 14, flat-footed 20; Base Atk +5; Grp +6; Atk 
  +10 melee (1d6+2/18-20, +1 rapier) or +10 ranged 
  (1d8/19-20, masterwork light crossbow); Full Atk +10 
  melee (1d6+2/18-20, +1 rapier) or +10 ranged (1d8/19-20, 
  masterwork light crossbow); SA darkness, sneak attack 
  +2d6; SQ darkvision 60 ft., evasion, resistance to cold 5, 
  electricity 5, and fire 5, spells, trapfinding, trap sense +1, 
  uncanny dodge; AL CE; SV Fort +6, Ref +11, Will +8; Str 
  13, Dex 18, Con 12, Int 12, Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +5, Disable Device +8, Hide 
  +15, Jump +8, Knowledge (religion) +2, Listen +7, Move 
  Silently +13, Open Lock +11, Search +9, Spot +7, Tumble 
  +12; Improved Initiative, Iron Will, Weapon Finesse. 
   
  Languages: Common, Abyssal. 
   
  Darkness (Sp): A tiefling can use darkness once per 
  day (caster level equal to class levels). 
   
  Spells: These tieflings cast spells as 1st-level templer 
  raiders of Vecna. 
   
  Spells Prepared (1; save DC 12 + spell level): 1st—
  protection from law. 
   
  Skills: A tiefling has a +2 racial bonus on Bluff and 
  Hide checks. 
   
  Possessions: +1 rapier, masterwork light crossbow, 10 
  bolts (dragon bile poison, contact DC 26, 3d6 Str/0 
  applied to 1 bolt each), mithral chain shirt, +1 light steel 
  shield, 
  cloak 
  of 
  resistance 
  +1, 
  tanglefoot 
  bag, 
  thunderstone, potion of bear’s endurance, potion of bull’s 
  strength, 2 potions of cat’s grace, potion of invisibility, 
  masterwork thieves’ tools. 
  
  COR5-08 Clipping Wings 
   
  Page 39 
  APL 14 
  Introduction 
  �Tenzacatetl: Male human (Olman) Rog 6/assassin 8: 
  CR 14; Medium humanoid (human); HD 14d6+14; hp 72; 
  Init +10; Spd 30 ft.; AC 23, touch 16, flat-footed 23; Base 
  Atk +10; Grp +11; Atk +16 melee (1d6+2/19-20/×2, +1 
  short sword) or +7 (1d10+1/×3, greataxe); Full Atk 
  +16/+11 melee (1d6+2/19-20/×2, +1 short sword), or 
  +14/+9 melee (1d6+2/19-20/×2, +1 short sword) and +14 
  melee (1d4+1/19-20/×2, +1 dagger), or +7/+2 (1d10+1/×3, 
  greataxe); SA death attack, poison use, sneak attack +7d6, 
  spells; SQ evasion, hide in plain sight, improved uncanny 
  dodge, save bonus against poison, trap sense +2, 
  trapfinding, uncanny dodge; AL LE; SV Fort +5, Ref +16, 
  Will +5; Str 12, Dex 22, Con 13, Int 16, Wis 8, Cha 10. 
   
  Skills and Feats: Balance +8, Bluff +17, Disguise +17 
  (+19 acting), Escape Artist +23, Hide +19, Intimidate +19, 
  Jump +3, Listen +8, Move Silently +23, Sleight of Hand 
  +14, Spot +8, Tumble +23, Use Magic Device +13, Use 
  Rope +4 (+6 binding) ; Flick of the Wrist, Improved 
  Initiative, Iron Will, Quick Draw, Two-Weapon Fighting, 
  Weapon Finesse. 
   
  Languages: Common, Olman, Orc. 
   
  Death Attack: DC 21. 
   
  Save Bonus against Poison: +4 on saving throws 
  versus poison. 
   
  Spells: As an 8th-level assassin. 
   
  Assassin Spells Known (4/4/4/1; spell DC 12 + spell 
  level): 1st—disguise self, feather fall, obscuring mist, true 
  strike; 2nd—alter self, fox’s cunning, invisibility, 
  undetectable alignment; 3rd—deep slumber, false life, 
  misdirection, 
  nondetection; 
  4th—dimension 
  door, 
  freedom of movement, greater invisibility. 
   
  Possessions: greataxe, +1 short sword, +1 dagger, +2 
  mithral chain shirt, +1 buckler, cloak of arachnida, gloves 
  of dexterity +4, headband of intellect +2, potion of 
  heroism, potion of shield of faith +5, death blade poison 
  (DC 20, 1d6 Con/2d6 Con) ×2, disguise kit, traveler’s 
  outfit, backpack. 
   
  Tactics: Tenzacatetl casts alter self and takes on the 
  form of a Troglodyte (+6 natural armor) before casting 
  disguise self and changing his appearance to that of a 
  half-orc. He also casts undetectable alignment and fox’s 
  cunning and quaffs his potions of heroism and shield of 
  faith. This brings his final AC to 34 (touch 21, flat-footed 
  34) and his death attack DC to 22. He applies death blade 
  poison to both his short sword and dagger. After making 
  his death attack, Tenzacatetl centers a web on himself and 
  his opponents, hoping to catch as many innocents in the 
  web as possible to prevent the PCs from clearing the web 
  with a fireball. He then uses dimension door to get away. 
   
  Encounter 3 
  �Advanced Black Icehound: CR 12; Huge magical beast 
  (cold); HD 18d10+90; hp 189; Init +5; Spd 50 ft.; AC 17, 
  touch 9, flat-footed 16; Base Atk +18; Grp +34; Atk +26 
  melee (2d6+12 plus 1d6 cold/19-20, bite); Full Atk +26 
  melee (2d6+12 plus 1d6 cold/19-20, bite); Space/Reach 15 
  ft./10 ft.; SA breath weapon, freezing bite, trip; SQ DR 
  20/non-magic, darkvision 60 ft., immunity to cold, low-
  light vision, scent, spell absorption 18, vulnerability to 
  fire; AL NE; SV Fort +16, Ref +12, Will +8; Str 26, Dex 13, 
  Con 20, Int 9, Wis 14, Cha 10. 
   
  Skills and Feats: Hide –5*, Listen +7, Move Silently 
  +19, Spot +7, Survival +2*; Dodge, Improved Critical 
  (bite), Improved Initiative, Mobility, Power Attack, 
  Spring Attack, Track. 
   
  Languages: Common, Giant. 
   
  Breath Weapon (Su): 15-foot cone, once every 1d4 
  rounds, damage 4d6 cold, Reflex DC 24 half. The save DC 
  is Constitution-based. 
   
  Freezing Bite (Su): A winter wolf deals an extra 1d6 
  points of cold damage every time it bites an opponent, as 
  if its bite were a frost weapon. 
   
  Spell Absorption (Su): 18 levels; see ice-touched 
  template. 
   
  Trip (Ex): A winter wolf that hits with a bite attack 
  can attempt to trip the opponent (+16 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 winter wolf. 
   
  Skills: Winter wolves have a +1 racial bonus on 
  Listen, Move Silently, and Spot checks. Winter wolves 
  have a +2 racial bonus on Hide checks. *Their natural 
  coloration grants them a +7 racial bonus on Hide checks 
  in areas of snow and ice. A winter wolf has a +4 racial 
  bonus on Survival checks when tracking by scent. 
   
  Encounter 8 
  �Ozugh: Babau blackguard 3/assassin 5: CR 14; Medium 
  outsider (chaotic, extraplanar, evil, tanar’ri); HD 7d8+35 
  plus 3d10+15 plus 5d6+25; hp 148; Init +2; Spd 30 ft.; AC 
  29, touch 15, flat-footed 27; Base Atk +13; Grp +21; Atk 
  +22 melee (1d6+9, claw); Full Atk +22 melee (1d6+9, 2 
  claws) and +17 melee (1d6+5, bite); SA command undead 
  8/day (+7, 2d6+6, 1st), death attack, smite good 1/day, 
  sneak attack +5d6, spell-like abilities, spells, summon 
  tanar’ri; SQ aura of despair, aura of evil, dark blessing, 
  detect good, DR 10/cold iron or good, darkvision 60 ft., 
  immunity to electricity and poison, improved uncanny 
  dodge, poison use, protective slime, resistance to acid 10, 
  cold 10, and fire 10, SR 14, telepathy 100 ft., uncanny 
  dodge; AL CE; SV Fort +19, Ref +17, Will +15; Str 26, Dex 
  14, Con 20, Int 16, Wis 16, Cha 20. 
   
  Skills and Feats: Climb +13 Disable Device +13 
  Disguise +17 Escape Artist +12 Hide +23 Knowledge 
  (religion) +3 Listen +15 Move Silently +20 Search +13 
  Survival +2 (+4 following tracks) Tumble +9 Use Rope +2 
  (+4 with bindings); Cleave, Divine Might, Extra Smiting, 
  Improved Sunder, Power Attack, Staggering Strike. 
   
  Languages: Abyssal, Celestial, Draconic. 
   
  Ozugh’s natural weapons, as well as any weapons it 
  wields, are treated as chaotic-aligned, evil-aligned, and 
  magic for the purpose of overcoming damage reduction. 
   
  Death Attack (Ex): DC 17. 
   
  Smite Good (Su): Once per day Ozugh may attempt 
  to smite good, adding +5 to hit and +2 to damage. 
  
  COR5-08 Clipping Wings 
   
  Page 40 
   
  Spell-Like Abilities: At will—darkness, dispel magic, 
  see invisibility, greater teleport (self plus 50 pounds of 
  objects only). Caster level 7th. 
   
  Spells: Ozugh casts spells as a 3rd-level Blackguard 
  and a 5th-level Assassin. 
   
  Assassin Spells Known (4/3/1; save DC 13 + spell 
  level): 1st—critical strike, distract assailant, jump, true 
  strike; 2nd—swift invisibility, wraithstrike, undetectable 
  alignment; 3rd—false life, misdirection. 
   
  Blackguard Spells Prepared (2/1; save DC 13 + spell 
  level): 1st—divine sacrifice (2); 2nd—bull’s strength. 
   
  Aura of Despair (Su): Ozugh radiates a malign aura 
  that causes enemies within 10 feet of him to take a -2 
  penalty on all saving throws. 
   
  Protective Slime (Su): A slimy red jelly coats the 
  babau’s skin. Any weapon that touches it takes 1d8 points 
  of acid damage from the corrosive goo, and the weapon’s 
  hardness does not reduce this damage. A magic weapon 
  may attempt a DC 18 Reflex save to avoid taking this 
  damage. A creature who strikes the babau with an 
  unarmed attack, unarmed strike, touch spell, or natural 
  weapon takes this damage as well but can negate the 
  damage with a DC 18 Reflex save. The save DCs are 
  Constitution-based. 
   
  Summon Demon (Sp):Once per day a babau can 
  attempt to summon 1 babau with a 40% chance of success. 
  This ability is the equivalent of a 3rd-level spell. 
   
  Skills: Babaus have a +8 racial bonus on Hide, Listen, 
  Move Silently, and Search checks. 
   
  Possessions: +2 mithral chain shirt of shadow and 
  silent moves, amulet of mighty fists +1, headband of 
  intellect +4, ring of chameleon power, ring of protection 
  +3, potion of bear’s endurance, 2 silver unholy symbol of 
  Vecna. 
   
  �Kordsarm: Incarnate construct stone golem Ftr 1/war 
  hulk 6; CR 12; Large giant; HD 14d8+42 plus 1d10+3 plus 
  6d12+18; hp 178; Init +0; Spd 40 ft.; AC 26, touch 9, flat-
  footed 26; Base Atk +11; Grp +31; Atk +27 melee 
  (2d8+25/17-20, +1 Large heavy flail of clouting); Full Atk 
  +27/+22/+17 melee (2d8+25/17-20/×2, +1 Large heavy 
  flail of clouting); Space/Reach 10 ft./10 ft.; SA great 
  swing, mighty rock throwing, mighty swing, sweeping 
  boulder; SQ ability boost (Str +12), no time to think; AL 
  N; SV Fort +21, Ref +8, Will +10; Str 42, Dex 10, Con 16; 
  Int 11, Wis 11, Cha 3. 
   
  Skills and Feats: Intimidate +7; CleaveB, Improved 
  Critical (heavy flail), Iron Will, Power Attack. 
   
  Languages: Common. 
   
  Possessions: +1Large heavy flail of clouting, +3 Large 
  breastplate, locked gauntlet, amulet of health +2, boots of 
  the winterlands, vest of resistance +2, traveler’s outfit. 
   
  �Lackeys: Male and female tiefling Rog4/War2/temple 
  raider of Vecna 3; CR 8; Medium outsider (native); HD 
  4d6+4 plus 2d8+2 plus 3d6+3; hp 49; Init +9; Spd 30 ft.; 
  AC 21, touch 15, flat-footed 20; Base Atk +7; Grp +9; Atk 
  +13 melee (1d6+3/18-20, +1 rapier) or +13 ranged 
  (1d8/19-20, masterwork light crossbow); Full Atk +13 
  melee (1d6+3/18-20, +1 rapier) or +13 ranged (1d8/19-20, 
  masterwork light crossbow); SA darkness, sneak attack 
  +3d6; SQ darkvision 60 ft., evasion, improved uncanny 
  dodge, resistance to cold 5, electricity 5, and fire 5, spells, 
  trapfinding, trap sense +1, uncanny dodge; AL CE; SV 
  Fort +7, Ref +13, Will +9; Str 14, Dex 20, Con 12, Int 12, 
  Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +5, Disable Device +12, Hide 
  +18, Jump +8, Knowledge (religion) +2, Listen +7, Move 
  Silently +16, Open Lock +12, Search +12, Spot +7, Tumble 
  +18; Improved Initiative, Iron Will, Staggering Strike, 
  Weapon Finesse. 
   
  Languages: Common, Abyssal. 
   
  Darkness (Sp): A tiefling can use darkness once per 
  day (caster level equal to class levels). 
   
  Spells: These tieflings cast spells as 3rd-level Temple 
  Raiders of Vecna. 
   
  Spells Prepared (2/1; save DC 12 + spell level): 1st—
  detect secret doors, protection from law; 2nd—delay 
  poison. 
   
  Skills: A tiefling has a +2 racial bonus on Bluff and 
  Hide checks. 
   
  Possessions: +1 rapier, masterwork light crossbow, 10 
  bolts (dragon bile poison, contact DC 26, 3d6 Str/0 
  applied to 1 bolt each), mithral chain shirt, +1 light steel 
  shield, cloak of resistance +1, gloves of dexterity +2, 
  tanglefoot bag, thunderstone, potion of bear’s endurance, 
  potion of bull’s strength, potion of cat’s grace, potion of 
  invisibility, masterwork thieves’ tools. 
   
  
  COR5-08 Clipping Wings 
   
  Page 41 
  APPENDIX 2: NEW RULES 
  Ice-Touched Creatures 
  As presented in CORS4-02 Here Be Dragons 
   
  "Ice-Touched" is a template that can be added to any 
  corporeal creature (referred to hereafter as the "base 
  creature") that spends a great deal of time in the Land 
  of Black Ice, enough time to have its physical form 
  changed by the magic of the land. Beasts or animals 
  with this template become magical beasts, but 
  otherwise the creature type is unchanged. 
   
  An ice-touched creature uses all the base creature’s 
  statistics and special abilities except as noted here: 
   
  Special Attacks: An ice-touched creature retains all 
  the special attacks of the base creature. 
   
  Special Qualities: An ice-touched creature retains 
  all the special qualities of the base creature and also 
  gains the following ones: 
   
  Cold resistance (see the table below). 
   
  Damage reduction (see the table below). 
   
  Spell absorption (spell levels = the creature’s 
  HD)—Each day, an ice-touched creature can absorb a 
  number of spell levels equal to its hit dice. Any spell or 
  spell-like ability that would be affected by SR is 
  negated by the spell absorption, if the creature chooses 
  to resist the spell. Spells using metamagic feats count 
  as the base level. Spells that affect an area still affect 
  other creatures—the spell absorption is personal only. 
  Spells that have more spell levels than remaining 
  absorption levels affect the creature, but the leftover 
  levels remain. SR is handled before absorption. Once 
  the limit is met, spells affect ice-touched creatures 
  normally. Each spell level that is absorbed adds a 
  temporary hit point to the ice-touched creature for 1 
  hour. 
   
  Hit Dice 
  Cold Resistance 
  Damage Reduction 
  1-3 
  5 
  - 
  4-7 
  10 
  5/non-magic 
  8-11 
  15 
  10/non-magic 
  12+ 
  20 
  20/non-magic 
   
  If the base creature already has damage reduction that 
  requires magic weapons to bypass it, it is replaced by 
  the damage reduction above. 
   
   
  Base Saves: Same as the base creature 
   
  Abilities: Same as the base creature 
   
  Skills: Same as the base creature 
   
  Feats: Same as the base creature 
   
  Climate/Terrain: Born and raised in the Land of 
  Black Ice for enough time to be affected by the magic 
  there 
  Organization: Same as the base creature 
   
  Challenge Rating: Up to 3 HD, as base creature 
  4 HD to 7 HD, as base creature +1 
  8HD to 11HD, as base creature +2 
  12HD +, as base creature +3 
   
  Treasure: Same as the base creature 
   
  Alignment: Same as the base creature (any) 
  Advancement: Same as the base creature 
   
  Appearance: The skin of an ice-touched creature turns 
  blue/black. 
   
  War Hulk Prestige Class 
  As presented in the Miniature’s Handbook. 
   
  Against the marshaled forces of the enemy army, the 
  war hulk stands tall, confident in his power against 
  these lesser soldiers. And why not? He is a creature of 
  great size and talent who is specifically trained to 
  shock and awe opposing massed troops. A hulk indeed, 
  he knows how to spread his mighty blows across a 
  wide area, creating carnage on the battlefield. While a 
  single opponent might evade this massive attack, a 
  massed unit of terrified soldiers are meat on the 
  pounding block. 
   
  Drawn 
  most 
  often 
  from 
  more 
  intelligent 
  individuals among the various giant kinds, war hulks 
  are trained to fight by similarly large tutors. Other than 
  being big, a war hulk must come to training already 
  knowing how to fight. Thus, the martial classes, such as 
  fighter, ranger, paladin, and barbarian, are most often 
  promoted into this prestige class—although many 
  giants meet the requirements with no class levels at all. 
   
  When an NPC war hulk is spied at the head of an 
  army, the event is too significant to call it merely an 
  omen. Instead, it is a clear sign of deadly peril. 
   
  Hit Die: d12. 
  Requirements 
  To qualify to become a war hulk, a character must 
  fulfill the following criteria. 
  Base Attack Bonus: +5. 
  Feats: Cleave. 
  Special: Must be Large or larger. 
   
  Class Skills 
  The war hulk’s class skills (and the key ability for each 
  skill) are Climb (Str), Intimidate (Cha), and Jump (Str). 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features 
  All of the following are class features of the war hulk. 
  Weapon and Armor Proficiency: War hulks gain 
  no proficiency with any weapon or armor. 
  Ability Boost (Ex): As a war hulk gains levels in 
  this prestige class, his Strength score increases as noted 
  in Table 1-12: The War Hulk. These increases stack. 
  No Time to Think (Ex): A character with levels in 
  the war hulk prestige class is considered to have 0 
  ranks in all Intelligence-, Wisdom-, and Charisma-
  based skills (whether or not he has bought ranks in 
  them previously). The only exception is the Intimidate 
  skill, which works normally. 
  Great Swing (Ex): Starting at 2nd level, a war hulk 
  is able to make a great, sweeping swing with a melee 
  
  COR5-08 Clipping Wings 
   
  Page 42 
  weapon. As a full-round action, the war hulk can 
  choose three squares adjacent to one another (he must 
  threaten all of them). His attack applies to all creatures 
  in those squares. Make one attack roll and apply that 
  roll as an attack against each defender. If the war hulk 
  uses a special attack (such as disarm, trip, or sunder), 
  this special attack affects only the first target; the other 
  creatures are attacked normally. 
  Walls and similar obstacles can block a great 
  swing. Start with one square that the war hulk 
  threatens. Each successive square chosen must be 
  adjacent to the previous square and have line of effect 
  from that square. Two squares separated by a wall, for 
  instance, can’t be chosen as adjacent squares for a great 
  swing. 
  The war hulk may skip creatures, attacking only 
  those he wants to. For example, if there are three 
  creatures in a row—an enemy, an ally, and another 
  enemy—the war hulk can choose those three squares 
  for the great swing but strike only the two enemies. 
  If a war hulk drops one of his foes with a great 
  swing, he may make a cleave attack normally. 
  However, he may only do so once for every time he 
  swings, even if he drops more than one foe. 
  Mighty Rock Throwing (Ex): Starting at 3rd level, 
  a war hulk gains a powerful rock throwing ability. The 
  character can throw rocks that deal 2d8 points of 
  damage with a range increment of 50 feet. (Like all 
  thrown weapons, they have a maximum range of five 
  increments.) The war hulk uses his Strength modifier 
  instead of his Dexterity modifier on the attack roll. The 
  rock must weigh approximately 50 pounds. 
  Mighty Swing (Ex): Starting at 4th level, a war 
  hulk can make a mighty swing. A mighty swing is like 
  a great swing, except that it is a standard action rather 
  than a full-round action. Thus, the character can move 
  and make a mighty swing. 
  Sweeping Boulder (Ex): Starting at 6th level, a war 
  hulk is able to throw his rocks with such force that 
  they affect two adjacent squares. (The second square 
  must be farther away from the war hulk than the 
  first—they cannot be equidistant from him.) Make one 
  attack roll and apply the result to each target. 
  As with great swing, the war hulk must have line 
  of effect from one square to the next. 
  Toughness: At 8th, 9th, and 10th level, a war hulk 
  gains Toughness as a bonus feat. 
  Massive Sweeping Boulder (Ex): Starting at 8th 
  level, a war hulk is able to throw his rocks with such 
  force that they affect four squares in a line. (Each 
  successive square chosen must be farther away from 
  the character.) Only the first creature can be subject to 
  damage from a critical hit or sneak attack. 
  As with great swing, the war hulk must have line 
  of effect from one square to the next. 
  Massive Swing (Ex): A 10th-level war hulk can 
  lash out all around him with a single attack. Massive 
  swing works like mighty swing, except that its effect is 
  not limited to three squares. The war hulk’s swing 
  affects all squares he threatens. 
   
  Incarnate Stone Golem Template 
  An incarnate construct is a construct creature that has 
  been given actual life and a living body by the 
  Incarnate Construct spell. 
   
  Made of flesh and bone, it has a mind and feelings 
  like any true creature; it is no longer the automaton it 
  was created to be. An incarnate construct looks like a 
  living version of its former self, having normal flesh 
  instead of inanimate material and showing emotion 
  instead of coldly programmed servitude. Any unusual 
  limbs it had as a construct (such as arms that end in 
  mallets instead of hands, but not wings or a tail) 
  become normal humanlike limbs proportional to its 
  size. 
   
  An incarnate construct normally lives in service to 
  the spellcaster that gave it true life. A few, however, 
  wander the land trying to find their places in the world 
  now that they can interact with normal people. Still 
  others are orphans, hunting those that slew the person 
  who gave them life. 
   
  An incarnate construct speaks one language, 
  usually the primary language of the being that crafted 
  it. Occasionally, however, one awakens from its 
  unliving state with knowledge of its liberator's 
  language. 
   
  CREATING AN INCARNATE CONSTRUCT 
   
  "Incarnate construct" is an acquired template that 
  can be applied to any construct creature with a 
  generally humanoid form - two arms, two legs, one 
  head (hereafter referred to as the base creature). An 
  incarnate construct has all the base creature's 
  characteristics except as noted here. 
   
  Size and Type: The creature's type changes to 
  humanoid if it is Medium or smaller, or giant if it is 
  Large or larger. 
   
  Hit Dice: The creature's Hit Die type changes to d8. 
   
  Speed: If Small or smaller, land speed is 20 feet. If 
  Medium, land speed is 30 feet. If Large or larger, land 
  speed is 40 feet. If the base creature had wings and 
  could fly, use the base creature's fly speed and 
  maneuverability. 
   
  AC: The base creature's natural armor bonus is 
  reduced to a maximum of +3 if Medium or smaller, 
  otherwise reduced to a maximum of +9. 
   
  Attacks: An incarnate construct's base attack bonus 
  is normal for a construct of its Hit Dice. An incarnate 
  construct loses all its original attacks. It may attack 
  with unarmed strikes in the manner of a creature 
  similar to its size and shape. 
   
  Damage: The damage from its unarmed strike is 
  standard for its size. For example, a Medium incarnate 
  construct can deal 1d3 points of subdual damage with 
  an unarmed strike; a Large incarnate construct can deal 
  1d4 points. 
   
  Special Attacks: The base creature loses all its 
  special attacks. 
   
  Special Qualities: The base creature loses all its 
  special qualities. 
  
  COR5-08 Clipping Wings 
   
  Page 43 
   
  Base Saves: An incarnate construct's good saving 
  throw is Fortitude. Its poor saving throws are Reflex 
  and Will. 
   
  Abilities: Any ability score lower than 3 is increased 
  to 3, and nonabilities such as Constitution and 
  Intelligence are rolled (4d6, drop lowest result). 
   
  Skills: An incarnate construct gains no skill points 
  for becoming a living creature, but if it gains levels, it 
  acquires skill points normally. 
   
  Feats: An incarnate construct has no feats when it 
  becomes a living creature, but if it gains levels, it 
  acquires feats normally. 
   
  Climate/Terrain: Any land and underground. 
   
  Organization: Solitary (alone or with its spellcaster 
  liberator). 
   
  Challenge Rating: Base creature's CR divided by 2. 
   
  Treasure: Standard (initially none). 
   
  Alignment: Usually neutral. 
   
  Advancement: By character class. 
   
  Level Adjustment: -2 (minimum 0). 
   
  INCARNATE CONSTRUCT CHARACTERS 
   
  Because they usually possess excellent physical 
  ability scores, incarnate constructs usually become 
  fighters or rangers. Their preferred class is fighter. 
   
  Non-Core Feats 
  Daylight Adaptation [General] 
  You have accustomed yourself to the painful light of 
  the surface world. 
  Benefit: Unlike other members of your race, you 
  are not dazzled or blinded by exposure to bright light 
  or sunlight. However, spells or effects that affect all 
  creatures regardless of race, such as a sunbeam or 
  sunburst spell, still affect you normally. 
   
  Destructive Rage [General] (Complete Warrior, 
  page  97) 
  You can shatter barriers and objects when enraged. 
  Prerequisites: Rage or frenzy ability. 
  Benefit: While you are in a rage or frenzy, you 
  gain a +8 bonus on any Strength checks you make to 
  break down doors or break inanimate, immobile 
  objects. 
   
  Divine Might [Divine] (Complete Warrior, page  
  106) 
  You can channel energy to increase the damage you 
  deal in combat. 
  Prerequisites: Str 13, turn or rebuke undead 
  ability, Power Attack. 
  Benefit: As a free action, spend one of your turn or 
  rebuke undead attempts to add your Charisma bonus 
  to your weapon damage for 1 full round. 
   
  Extra Smiting [General] (Complete Warrior, page 
   98) 
  You can make more smite attacks. 
  Prerequisites: Smite ability, base attack bonus +4. 
  Benefit: When you take this feat, you can two 
  extra attempts to smite per day. Use whatever smite 
  ability you have (the paladin’s smite evil ability or the 
  hunter of the dead’s ability to smite undead, for 
  example). 
  Special: You can take this feat multiple times. Its 
  effects stack. 
   
  Flick of the Wrist [General] (Complete Warrior, 
  page  99) 
  With a single motion, you can draw a light weapon and 
  make a devastating attack. 
  Prerequisites: Dex 17, Sleight of Hand 5 ranks, 
  Quick Draw. 
  Benefit: If you draw a light weapon and make a 
  melee attack with it in the same round, you catch your 
  opponent flat-footed (for the purpose of this attack 
  only). You may use this feat only once per round and 
  once per opponent during any single combat 
  encounter. 
   
  Intimidating Rage [General] (Complete Warrior, 
  page  102) 
  Your rage engenders fear in your opponents. 
  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. 
   
  Jack 
  of 
  All 
  Trades 
  [General] 
  (Complete 
  Adventurer, page  110) 
  You have picked up a smattering of even the most 
  obscure skills. 
  Prerequisite: Int 13. 
  Benefit: You can use any skill as if you had 1/2 
  rank in that skill. This benefit allows you to attempt 
  checks with skills that normally don’t allow untrained 
  skill checks (such as Decipher Script and Knowledge). 
  If a skill doesn’t allow skill checks (such as Speak 
  Language), this feat has no effect. 
  Normal: Without this feat, you can’t attempt some 
  skill checks (Decipher Script, Disable Device, Handle 
  Animal, Knowledge, Open Lock, Profession, Sleight of 
  Hand, Speak Language, Spellcraft, Tumble, and Use 
  Magic Device) unless you have ranks in the skill. 
   
  Kiai Shout [General] (Complete Warrior, page  
  102) 
  You can bellow forth a shout that strikes terror into 
  your enemies. 
  Prerequisites: Cha 13, base attack bonus +1. 
  Benefit: Making a kiai shout is a standard action. 
  Opponents who can hear your shout and who are 
  within 30 feet of you may become shaken for 1d6 
  rounds. The kiai shout affects only opponents with 
  
  COR5-08 Clipping Wings 
   
  Page 44 
  fewer Hit Dice or levels than you have. An opponent in 
  the affected are can resist the effect with a successful 
  Will save (DC 10 + ½ your character level + your Cha 
  modifier). You can use the benefit of this feat three 
  times per day. 
   
  Staggering 
  Strike 
  [General] 
  (Complete 
  Adventurer, page  112) 
  You can deliver a wound that hampers an opponent’s 
  movement. 
  Prerequisite: Base attack bonus +6, sneak attack. 
  Benefit: If you deal damage with a melee sneak 
  attack, you can also deliver a wound that limits your 
  foe’s mobility. For 1 round (or until the target is the 
  beneficiary of a DC 15 Heal check or any magical 
  healing that restores at least 1 hit point, whichever 
  comes first), your target is treated as if it were 
  staggered, even if its nonlethal damage doesn’t exactly 
  equal its currently hit points. A target can resist this 
  effect by making a successful Fortitude save (DC equal 
  to damage dealt). Multiple staggering strikes on the 
  same creature do not stack. This feat has no effect on 
  creatures not subject to sneak attack damage. 
   
  Well Read [General] (Dragon #315, page 54) 
  Your readings have granted you extensive general 
  knowledge about a wide range of affairs. 
  Regions: 
  Ahlissa, 
  Celene, 
  Dyvers, 
  Ekbir, 
  Furyondy, gray elf, Greyhawk, high elf, Irongate, 
  Keoland, Lendore Isles, Lordship of the Isles, Nyron, 
  Solnor Compact, Suel, Urnst States, Valley of the 
  Mage, Veluna, Verbobonc, Zeif. 
  Benefit: All Knowledge skills are considered class 
  skills for you. 
   
  Non-Core Spells 
  Critical Strike (Complete Adventurer, page  145) 
  Divination 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  While this spell is in effect, your melee attacks are 
  more likely to strike a foe’s vital areas. Whenever you 
  make a melee attack against a flanked foe or against a 
  foe denied its Dexterity bonus, you deal an extra 1d6 
  points of damage, your weapon’s threat range is 
  doubled (as if under the effects of keen edge), and you 
  gain a +4 insight bonus on rolls made to confirm 
  critical hits. The increased threat range granted by this 
  spell doesn’t stack with any other effect that increases 
  your weapon’s threat range. Creatures immune to 
  sneak attack are immune to the extra damage dealt by 
  your attacks. 
   
  Distract Assailant (Complete Adventurer, page  
  146) 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  The subject of this spell is distracted, flinching at 
  blows that seem to come from the shadows. A creature 
  affected by this spell is flat-footed until the beginning 
  of its next turn. 
  Material Component: The dried wing of a fly. 
   
  Divine Sacrifice (Complete Divine, page  163) 
  Evocation 
  Level: Blackguard 1, paladin 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  You can sacrifice life force to increase the damage 
  you deal. Once each round, as a free action, you can 
  sacrifice up to 10 of your hit points (doing this does not 
  trigger an attack of opportunity). For every 2 hit points 
  you sacrifice, on your next successful attack you deal 
  +1d6 damage, to a maximum of +5d6 on that attack. 
  Your ability to deal this additional damage ends when 
  you successfully attack or when the spell duration 
  ends. You can make as many sacrifices as the spell 
  duration allows. Sacrificed hit points count as normal 
  damage. For example, an 8th-level paladin can cast this 
  spell with a duration of 4 rounds. If she sacrifices 10 hit 
  points a round and hits in every round, she can spend 
  up to 40 hit points and deal up to +5d6 points of 
  additional damage all 4 rounds. 
   
  Invisibility, Swift (Complete Adventurer, page  
  153) 
  Illusion (Glamer) 
  Level: Assassin 2, bard 2 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
  This spell functions like invisibility (see page 245 
  of the Player’s Handbook), except as noted above. 
   
  Wraithstrike (Complete Adventurer, page  158) 
  Transmutation 
  Level: Assassin 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  
  COR5-08 Clipping Wings 
   
  Page 45 
  Duration: 1 round 
  When you cast this spell, your melee weapons or 
  natural 
  weapons 
  become 
  ghostly 
  and 
  nearly 
  transparent for a brief time. While this spell is in effect, 
  your melee attacks are resolved as melee touch attacks 
  rather than normal melee attacks. 
   
  Non-Core Items 
  Choker of Eloquence (Complete Adventurer, page  
  132): Coveted by bards, singers, and public speakers, 
  this beautiful necklace is carved from ivory and jade. 
  There are two versions of these chokers. A lesser 
  choker of eloquence grants a +5 competence bonus on 
  Bluff, Diplomacy, and Perform (sing) checks. A greater 
  choker of eloquence increases the bonus to +10. 
  Moderate transmutation; CL 6th; Craft Wondrous 
  Item, creator must be a spellcaster of 6th-level; Price: 
  6,000 gp (lesser), 24,000 gp (greater); Weight: –. 
   
  Clouting 
  Weapon 
  Enhancement 
  (Complete 
  Adventurer, page  143): A weapon enhanced by this 
  property has the ability to drive its targets back. On a 
  successful hit, the target of the attack must succeed on 
  a DC 19 Fortitude save or be knocked back 10 feet 
  (falling to the ground instead if such movement is 
  impossible). If the first save fails, the target must 
  succeed on another DC 19 Fortitude save or be 
  stunned for 1 round. Moderate abjuration; CL 11th; 
  Craft Magic Arms and Armor, repulsion; Price +3 
  bonus. 
   
  Scimitar, Double (Arms and Equipment Guide, page 
  9): The curved blades of the double scimitar are used 
  most effectively when spinning and twirling with the 
  weapon. Despite its size, the weapon benefits more 
  from quick, precise movements than from brute force. 
  The double scimitar is a double weapon. You can fight 
  with it as if fighting with two weapons, but if you do, 
  you incur all the normal attack penalties associated 
  with fighting with two weapons as if you were using a 
  one-handed weapon and a light weapon. A creature 
  using a double-weapon in one hand can’t use it as a 
  double weapon. Cost: 125 gp; Damage: 1d6/1d6; Crit: 
  18-20/×2; Range Increment: N/A; Weight: 15 lbs.; 
  Type: Slashing. 
   
  Truncheon (Book of Exalted Deeds, page 34): A 
  truncheon is essentially a heavier version of the sap—a 
  one-handed martial weapon that deals nonlethal 
  damage. As with a sap, a rogue wielding a truncheon 
  can deal extra nonlethal damage with a sneak attack, 
  but only if she is proficient in its use. Cost: 2 gp; 
  Damage: 1d6 nonlethal; Crit: 20/×2; Range Increment: 
  N/A; Weight: 12 lbs.; Type: Bludgeoning. 
  
  COR5-08 Clipping Wings 
   
  Page 46 
  Appendix 3: Map of Pi-zoar’s Crypt 
   
   
   
  
  COR5-08 Clipping Wings 
   
  Page 47 
   
  Player Handout 1—Map of Farthenmoor 
   
   
   
  Large Orange Building = Last Breath Saloon 
  Grey Stone Building = Mayor’s Office 
  Brown Building = Miss Kittay’s Bathhouse 
  Walled Orange Complex = Do’Say’s Trading Post 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/595/COR5-08 Clipping Wings (APL 2-14)/COR5-08 Clipping Wings.pdf