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. © 2008 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR8-06 
   
   
   
   
   
  Entrapment 
   
  A Two-Round Dungeons & Dragons® Living 
  Greyhawk™ Core Adventure 
  Version 1 
   
  by Joe Fitzgerald, Britt F. Frey, Dave Kayserman, and Joseph Selby 
  Special Thanks: Dave Kayserman for his extra work on combat encounters, maps, and editing; Joseph Selby for 
  completing his portions early; and Creighton Broadhurst for graciously putting up with missed deadlines. 
  Reviewers: Creighton Broadhurst 
  Playtesters: GMs: Dave Kayserman, Greg Marks; Players: Tim Bailey, Christine Dziadosz, Dan Hott, Cat Gross, David 
  Krolnik, Matt Miranda, David Reiter, Brian Schlossberg, Nopalzin Torres, Dan Werner, James Wnorowski, Dan 
  Yanotchko. 
   
  Old Wicked has set in motion a plot years in the making and two of the most powerful wizards on Oerth, once allies, 
  seem to stand on different sides. You must choose between them; pray that you are correct. Part two of “Ascension”, the 
  final core plot arc for the Living Greyhawk campaign and part four and the conclusion of “The Idyll of Tysiln”, a 
  Sheldomar Valley plot arc. A two-round core adventure of investigation, danger, and wheels within wheels, set in the 
  Free City of Greyhawk, the Valley of the Mage, and realms beyond for APLs 8 to 16. 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete Arcane [Richard Baker], Complete 
  Champion [Ed Stark, Chris Thomasson, Ari Marmell, Rhiannon Louve, Gary Astleford], Complete Mage [Skip Williams, Penny Williams, Ari Marmell, 
  Kolja Raven Liquette], Complete Warrior [Andy Collins, David Noonan, Ed Stark], Dungeonscape [Jason Bulmahn, Rich Burlew], Elder Evils: Shothragot 
  [Robert J. Schwalb, www.wizards.com], Fiendish Codex I: Hordes of the Abyss [Ed Stark, James Jacobs, Erik Mona], TSR9577 Greyhawk – The Adventure 
  Begins [Roger E. Moore], Libris Mortis [Andy Collins, Bruce R. Cordell], Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen 
  K.C. Stephens, John Snead], Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], Monster Manual IV [Gwendolyn F. 
  M. Kestrel, Jennifer Clarke Wilkes, Matthew Sernett, Eric Cagle. Andrew Finch, Christopher Lindsay, Kolja Raven Linquette, Chris Sims, Owen K. C. 
  Stephens, Travis Stout, JD Wiker, Skip Williams], Monster Manual V [Creighton Broadhurst, Jason Bulmahn, David Chart, B. Matthew Conklin III, 
  Jesse Decker, James “Grim” Desborough, Rob Heinsoo, Sterling Hershey, Tim Hitchcock, Luke Johnson, Nicolas Logue, Mike McArtor, Aaron 
  Rosenberg, Robert J. Schwalb, Rodney Thompson, Wil Upchurch], Player’s Handbook II [David Noonan], Spell Compendium [Matthew Sernett, Jeff 
  Grubb, Mike McArtor]. 
  598 CY 
  
  COR8-06 Entrapment 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 GM’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 session Dungeon 
  Master (or usually just GM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session GM. 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, players and GMs 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, 2008.  
   
  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 FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the GM 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.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule 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. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session 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). You 
  need one copy of this for each participating player. 
   
   AVERAGE PARTY LEVEL 
  (APL) 
  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 calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals gained 
  from class abilities and one standard horse, warhorse, 
  or riding dog for a PC with Mounted Combat do not 
  affect APL). 
  2. Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 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 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. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in 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. 
   
  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. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  
  COR8-06 Entrapment 
   
  Page 2 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  TIME UNITS AND UPKEEP 
  This is a standard Core adventure, set in Greyhawk City, 
  the plane of shadow, and the Valley of the Mage. All 
  characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep 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 adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  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). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  ADVENTURE BACKGROUND 
  For the past several years, unbeknownst to all but a few of 
  his most trusted servants, Iuz has been orchestrating a 
  complicated coup of divine power. This plan started with 
  his release of the Ether Threat, which was intended to 
  cause heroes to lead him to the Codex of Infinite Planes. 
   
  After acquiring the Codex, Iuz began a war on the 
  Abyss, during which he secured the layer of Torremor 
  from Pazuzu. Iuz kept his victory a secret, however, even 
  convincing his enemies that he was locked in a stalemate 
  on the Abyss and unable to pursue other ventures. For 
  nearly two years, Iuz has been planning and putting into 
  action the next stage of his ascension, unfettered by the 
  meddling of his common enemies. This portion of Iuz’s 
  plan has focused on researching different forms of 
  magical prisons, particularly those of Zagig Yragerne, and 
  securing sites and artifacts related to Tharizdun, the 
  imprisoned god. 
   
  Recently, heroes have undone the Flight of Fiends, a 
  powerful ritual that imprisoned or banished most of the 
  fiends on Oerth. This has strengthened Iuz’s military 
  force on the Prime Material Plane. He has used these 
  demons, and those he gained from his war on the Abyss, 
  to cause distractions for the nations of Oerth, keeping 
  their eyes away from his final moves. 
   
  Luckily, a few individuals have found out something 
  about his actions. Tenser, always a force of Good and 
  powerful opponent of Iuz, has been following the threads 
  of Iuz’s plots and putting everything together, though he 
  has not yet figured out exactly what the endpoint is. As 
  he was nearing this epiphany, he was captured by Iuz in a 
  prison on the Plane of Shadow. 
   
  Mordenkainen also seems to know something of 
  Iuz’s plots, possibly more than Tenser, though what he is 
  doing about it is unknown. What is known seems to 
  indicate that he has been using Bigby and Drawmij to 
  eliminate Tenser’s clones and might have given Iuz the 
  information he needed to capture Tenser. Mordenkainen 
  had compiled information on the troop locations, 
  movements, and probable actions of all the military 
  groups bordering the Empire of Iuz, and that information 
  has recently fallen into the hands of Iuz. Mordenkainen’s 
  actions have never been scrutable to most mortals, but his 
  recent actions seem more confusing than ever. 
   
  As the adventure begins, Tenser is trapped on the 
  Plane of Shadow. His familiar, Skor, is attempting to find 
  his master and free him. Drawmij, on orders of 
  Mordenkainen, is looking for adventurers to hire for a 
  ‘research project’, though astute PCs should realize that 
  an archmage would not need to hire adventurers to go 
  through books; they must be here for some other reason.  
   
  ADVENTURE SUMMARY 
  The PCs wait in line outside of the City of Greyhawk 
  before “adventure” finds them. The archmage Drawmij 
  has come to visit the Greyhawk library and has recruited 
  the PCs to help with some research. While in the library, 
  the PCs are attacked by servants of Old Wicked who feel 
  that some subjects are better left unknown. 
   
  After dispatching their assailants the PCs flee the 
  scene with some assistance from Tenser’s familiar, Skor. 
  He promises to help them with their research, if they 
  agree to help find his master. 
   
  The PCs locate The Magic Box, a magically hidden 
  tavern frequented by wizards and the secret location of 
  Tenser’s last clone. In the basement of The Magic Box, 
  the PCs find a clue as to where Tenser may have gone: a 
  residual footprint of a planar portal. 
   
  The PCs discover a way to re-open the portal and 
  travel through, arriving within a tower on the Plane of 
  Shadow. When they locate the prison that holds Tenser 
  and two other powerful individuals, the PCs speak with 
  its keeper, an Iuzian arcanist, who tells them they must 
  seek three keys to unlock the prison. 
   
  After searching two demiplanes within the tower, 
  the PCs return to the Iuzian to find they were tricked; 
  they must fight him before unlocking the prison. 
   
  Once the PCs unlock the prison, they decide the 
  fates of those contained inside and are quickly recruited 
  to play a role in deciding the fate of the Flanaess, one that 
  takes them to the Valley of the Mage. 
   
  At the behest of Jaran, the PCs seek out an audience 
  with Tysiln San, the First Protector of the Valley. 
  Speaking with Tysiln, the PCs discover that she secretly 
  strives to restore her former lover, Jaran, back to power in 
  the Valley. Now desperate, Tysiln discloses to the PCs the 
  location of the Source of the Power of the Valley and begs 
  
  COR8-06 Entrapment 
   
  Page 3 
  them to use it to bestow complete control over the Valley 
  of the Mage to Jaran. 
   
  The PCs reach the Source’s location and must battle 
  through numerous sentinels that guard the Source before 
  claiming it and choosing the way in which they will use 
  its power. Their decision effectively ends this adventure 
  and will significantly impact further adventures. 
   
  INTRODUCTION 
  Estimated Time: 5 minutes 
   
  PCs wait in line to enter the City of Greyhawk and 
  learn rumors of current events. 
   
  1: MEETING DRAWMIJ 
  Estimated Time: 10 minutes 
   
  Drawmij helps the PCs into the city in exchange for 
  their assistance researching a number of subjects in the 
  Greyhawk library. 
   
  2: RESEARCH 
  Estimated Time: 20 minutes 
   
  PCs meet Drawmij in the Great Library of Greyhawk 
  and conduct research on various topics.  
   
  3: WICKED LIBRARIAN 
  Estimated Time: 30 minutes 
   
  As they conduct their research, the PCs are attacked 
  by a whisper demon and its minions at the behest of the 
  librarian, an Iuzian spy. 
   
  4: MEETING A STRANGER 
  Estimated Time: 15 minutes 
   
  PCs choose whether to confront the guards called by 
  the librarian or to trust a mysterious stranger and flee the 
  scene. In either case, the stranger asks the PCs to help 
  find his master in exchange for information on their 
  research. 
   
  5: FOLLOWING A FOOL 
  Estimated Time: 20 minutes 
   
  PCs seek the location of magically hidden tavern 
  called “The Magic Box” by following, bribing, tricking, or 
  beating a deliveryman who knows the way. 
   
  6: THE MAGIC BOX 
  Estimated Time: 15 minutes 
   
  PCs interact with the colorful patrons of The Magic 
  Box and discover that what they seek may be in the 
  basement. 
   
  7: THE MAZE 
  Estimated Time: 40 minutes 
   
  PCs navigate the perilous maze of mirrors in the 
  basement of The Magic Box, only to find that the clone of 
  Tenser that once was there has disappeared. They locate a 
  footprint of a portal to the Plane of Shadow and discover 
  the way to re-open it. 
   
  8: PAINFUL JOURNEY 
  Estimated Time: 25 minutes 
   
  PCs find themselves in a strange tower on the Plane 
  of Shadow where a prison has been constructed to entrap 
  Tenser, Jaran, and Evard. PCs interact with Garivex, the 
  tower’s keeper who informs them that they must obtain 
  three keys to free the imprisoned wizards, Tenser among 
  them. 
   
  9: JUBILEX’S GRASP 
  Estimated Time: 25 minutes 
   
  PCs proceed through a portal in the tower to a 
  pocket dimension modeled after the 222nd layer of the 
  Abyss. They fight a number of spawns of Jubilex before 
  finding one of the three keys.  
   
  10: FOUNTAIN OF SCREAMS 
  Estimated Time: 25 minutes 
   
  PCs proceed through a portal in the tower to a 
  pocket dimension modeled after the 245th layer of the 
  Abyss. They fight a number of demons before finding 
  one of the three keys. 
   
  11: THE PRISON 
  Estimated Time: 25 minutes 
   
  PCs return the two prison keys to Garivex, only to 
  find out that they have been tricked. After defeating 
  Garivex and his constructs, the PCs free the wizards from 
  the prison and discover that Iuz is seeking something in 
  the Valley of the Mage. 
   
  12: INTO THE VALLEY 
  Estimated Time: 25 minutes 
   
  PCs travel to the Valley of the Mage and meet with 
  Tysiln San, the First Protector of the Valley, who asks the 
  PCs to secure the Source of the Power of the Valley for 
  Jaran. 
   
  13: THE RUINS 
  Estimated Time: 30 minutes 
   
  The PCs travel to the location of the Source, where 
  they find an ancient temple complex. There is evidence 
  of Iuzians also trying to reach the Source. The party must 
  face some of the guardians of the complex before 
  reaching the center. 
   
  14: THE KEEPER 
  Estimated Time: 15 minutes 
   
  PCs reach the center of the temple complex where 
  they are confronted by the Keeper, a creature placed by 
  the gods to guard the Source, also known as the Spiral of 
  Shothragot. It explains some information about the Spiral 
  
  COR8-06 Entrapment 
   
  Page 4 
  and the Valley and tells the PCs they must decide the fate 
  of the Spiral. 
   
  15: THE SPIRAL 
  Estimated Time: 30 minutes 
   
  The PCs must dive into a corrupted pool to search 
  for the Spiral of Shothragot, avoiding black cysts in the 
  water. Once they have the Spiral, they must try to exert 
  control over it. 
   
  CONCLUSION 
  Estimated Time: 10 minutes 
   
  The PCs must decide what to do with the Spiral of 
  Shothragot. 
   
  PREPARATION FOR PLAY 
  This adventure encourages creative thinking by the 
  players at several points, which requires you, as the GM, 
  to use a good deal of discretion in adjudicating the results 
  of the PCs’ actions. Remember that the goal is for the 
  players to have fun, so if they are struggling with a 
  section that requires creative thinking, give hints to get 
  them going and onto the next encounter. There should 
  be resources available for any party to make it through all 
  of the creative thinking sections of this adventure; do not 
  end the adventure prematurely because the players can’t 
  figure out what to do. 
   
  The encounters in this adventure, particularly near 
  the end and at higher APLs, can be quite challenging; this 
  is intentional. As part of the core finale plot arc, we 
  wanted to make the adventure feel dangerous and epic. 
  Do not go out of your way to TPK the party, but try to use 
  the provided creatures and tactics to make the players 
  feel challenged. 
   
  Before beginning the adventure, find out if any of 
  the PCs have had prior encounters with Drawmij, Tenser, 
  Skor, or Tysiln. Use any such information to tailor the 
  responses of NPCs in this adventure. 
   
  Read carefully through Encounters 7: The Maze and 
  15: The Spiral, as they utilize unique mechanics and can 
  be somewhat confusing. If you are running this 
  adventure at APL 14 or 16, read carefully the abilities of 
  Scarecrow, as he has numerous abilities. 
   
  Encounters 4: Meeting a Stranger, 6: The Magic 
  Box, 8: Painful Journey, 11: The Prison, 12: Into the 
  Valley, and 14: The Keeper contain freeform 
  roleplaying encounters. You should familiarize yourself 
  with the characters involved, critical topics that might be 
  discussed, and goals for the conversations. 
   
  If you have internet access, it may help your 
  descriptions of Encounter 13: The Ruins if you take 
  some 
  time 
  to 
  look 
  at 
  the 
  ruins 
  of 
  Bayon 
  (http://en.wikipedia.org/wiki/Bayon). 
  Imagine 
  ruins 
  similar to those, only with reliefs of eyeballs instead of 
  faces. 
   
   
  INTRODUCTION 
  “Wheels within wheels” the bards say in their songs 
  of Oerth. Machinations of kings, mages, and gods 
  working together at one point and in opposition the 
  next. Take, for example, the orc warlord, Turrosh 
  Mak. His hordes have invaded six nations in ten 
  years and not once have they so much as parlayed. 
  Yet now, as rumors have it, he negotiates peace with 
  the Lord Mayor of Greyhawk. To what end? 
   
  Will there be war or peace? No one knows for 
  certain, but the countless soldiers, adventurers, and 
  mercenaries impatiently waiting in line outside the 
  Free City of Greyhawk do not seem to be worried 
  that their services will no longer be needed. In fact, 
  they do not speak of the Pomarj at all. Word has 
  arrived from the west that the Flight of Fiends has 
  been undone in the Archclericy of Veluna. Peace 
  with the despot is of little regard these days; there is 
  war enough in Veluna to sate even the most 
  bloodthirsty of adventurers. 
   
  And here you stand, awaiting your turn to enter 
  the city. Tall tales, rumors, and wild speculation 
  spin all about you. 
   
  Depending on where the PCs call home and where they 
  were last, they may be standing outside the east or west 
  gates to the Free City of Greyhawk. There are at least 100 
  people in line ahead of them and things are slow going. 
  Laws being enforced across the city limit what weapons 
  may be brought into the city. 
   
  Players may realize that all the people in line (both in 
  front of them and behind them) are dressed for battle, 
  whether they are adventurers or mercenaries. Normally, 
  the line would also include merchants, farmers, or the 
  like. 
   
  There are a number of rumors the PCs overhear, 
  regardless of whether they are attempting to Gather 
  Information or not. There is additional information they 
  might learn if they take the time to ask questions. 
  Certainly they’ve got all the time in the world as long as 
  the line continues to move slowly. 
   
  INFORMATION 
  The PCs automatically receive the following pieces of 
  information: Adventurers recently undid the Flight of 
  Fiends, releasing swarms of demons, devils, and other 
  horrible creatures back onto Oerth. Veluna is overrun 
  and the Old One’s armies are as strong as they ever were 
  during the Greyhawk Wars. 
   
  Gather Information 
  The PCs can learn of the following rumors on recent 
  events with a Gather Information check that beats the 
  DC listed: 
  • 
  DC 20: It is rumored that the archmage Bigby was 
  involved with the adventurers that undid the Flight 
  of Fiends. As Bigby is a patron of Veluna, his 
  involvement seems strange. Bigby has always been 
  
  COR8-06 Entrapment 
   
  Page 5 
  devoted 
  to 
  Mordenkainen, 
  though, 
  and 
  Mordenkainen’s motivations have never been clear. 
  • 
  DC 25: Rumor has it that the Iuzians have acquired 
  records of all the military capabilities and 
  movements of the nations bordering his Empire. 
  With so much national instability across the 
  Flanaess, it is questionable whether the nations 
  could stand against Iuz in a repeat of the Greyhawk 
  Wars. 
  • 
  DC 39: It is said that the adventurers stumbled on a 
  secret sanctum of the archmage Tenser. Within was 
  a coffin with a clone of the former Circle of Eight 
  member. After the adventurers left, Bigby destroyed 
  the clone. 
   
  If the PCs want to know more about the To Serve the 
  Greater Good series, you may give them Adventure Resource 
  1. This information details helpful backstory of those 
  adventures but is not required knowledge for this 
  adventure. Once the PCs have learned all they want to 
  know, continue to Encounter 1. 
   
  1: MEETING DRAWMIJ 
  This encounter occurs on the morning of the 3rd of 
  Wealsun as the PCs are standing in line, waiting for their 
  turn to enter Greyhawk city. The wizard Drawmij walks 
  past the line, searching for a group of able-minded 
  researchers. 
   
  A young man with a pallid complexion, clearly 
  disregarding the long line you are standing in, walks 
  past. He wears wizardly robes woven of the finest 
  elven silk and walks with his chin level and nose 
  pointed forward. His wizened eyes, a deep blue—
  almost purple, have clearly seen more than his 
  apparent age would suggest. He scrutinizes each 
  person he passes, as though reading their very souls. 
  Those in line behind you protest loudly. The man 
  stops mid-stride, turns, and faces you. 
   
  [Drawmij]: “Reply correctly and you will waste no 
  more of your time in this ridiculous line.” 
   
  He asks each PC to spell a different word from this list: 
  planes, 
  demiplanes, 
  codex, 
  infinite, 
  coalition, 
  imprisonment. 
   
  [Drawmij]: “Spell <chosen word>.” 
   
  Allow the players to spell the words. If they cannot, any 
  character with an Intelligence score less than 10 must 
  make a DC 10 Intelligence check to spell the word 
  properly. Any character with an Intelligence score of 10 
  or more automatically spells the word correctly.  
   
  [Drawmij]: “Yes, you are what I am looking for. 
  Follow me.” 
   
  Drawmij is under orders from Mordenkainen to recruit 
  the PCs, so he does not protest if the whole group comes 
  along regardless of whether they spelled the words 
  correctly or not. 
   
  If the party does not follow, a person behind them 
  says “Don’t you know who that is? Better get a move 
  on before he changes his mind!” Players may make a 
  DC 16 Knowledge (history, local: Core, or nobility and 
  royalty) check or a DC 10 Bardic Knowledge check to 
  recognize the archmage Drawmij, one of the members of 
  the Circle of Eight. Refer to Adventure Resource 2 for 
  more details. If none of the party knows who he is, the 
  adventurers around them begin to snicker and say, “Well 
  you better hurry up and go find out then, eh?” while 
  mumbling to themselves that young adventurers these 
  days have no appreciation for what’s gone before, and 
  that it is unfair that they should be chosen even when 
  they don’t recognize the legend that chose them. 
   
  The guards stop the party when they reach the gates, 
  attempting to restrict the kinds of weapons the PCs can 
  take into the city. PCs may have a license to carry certain 
  types of weapons from a previous adventure. 
   
  Drawmij intercedes on their behalf, telling the 
  guards that they are his aids, to which the guards 
  respond, “Yes, Lord Drawmij.” The PCs are free to enter 
  the city with all of their weapons. If the PCs were not 
  successful before, they may make a DC 11 Knowledge 
  (history, local: Core, or nobility and royalty) check or DC 
  10 Bardic Knowledge check to recognize the archmage 
  Drawmij. Refer to Adventure Resource 2 for more details. 
  Once they have passed through the gate, Drawmij 
  provides the PCs with instructions: 
   
  [Drawmij]: “You will assist me in researching a 
  number of subjects you may have had some 
  experience with during your adventures. You’ll be 
  paid for your efforts and for any breakthroughs. 
  Meet me in one hour in the main foyer of the Great 
  Library of Greyhawk. Your task begins there.” 
   
  And with that, he turns and walks down a side 
  street, setting to his own business. 
   
  This is an opportunity for the party to stop at any shops 
  they need to while traveling to the library. They may 
  purchase anything permitted in the LGCS or ARs (any 
  crafting, however, requires more time than they have and 
  that will have to wait). Once they have purchased 
  everything they need, continue to Encounter 2. 
  
  COR8-06 Entrapment 
   
  Page 6 
  2: RESEARCH 
  This encounter occurs when the PCs enter the Great 
  Library of Greyhawk. 
   
  As you make your way through Clerkburg, the 
  granite façade of the Great Library of Greyhawk 
  comes into view. The ornate columns, stairs, and 
  statues lend the appearance of grand antiquity to an 
  otherwise bland building. It is said that the Great 
  Library of Greyhawk is the largest repository of 
  books and scrolls in the Flanaess and, judging by the 
  size of this building, that very well may be true. 
   
  Drawmij is waiting for the party when they arrive. There 
  is no charge to enter the library, although all weapons are 
  normally checked at the door. Those accompanying 
  Drawmij receive an exception (as the Circle has many 
  enemies). All weapons must be peacebound (a DC 20 Use 
  Rope check allows the PC to tie a slipknot so that the 
  peacebind can be removed as a free action). No natural 
  fire is permitted in the library at any time. Once the party 
  understands these two basic rules, Drawmij escorts them 
  to a restricted area of the library in the fifth wing. 
   
  A heavily-robed librarian waits for you outside a 
  small enclave. Brass posts connected by a velvet rope 
  serve as a cordon for the area. As Drawmij 
  approaches, the librarian unfastens the rope and 
  bows ceremoniously as the archmage passes. Once 
  you are all within the boundaries of the restricted 
  section, the librarian fastens the rope and takes his 
  post, a literary bodyguard for your research. 
   
  The area is quiet. What little sound that exists is 
  absorbed by the thick granite walls. Two wooden 
  tables and four wooden benches fill the center of the 
  room. Shelves jut from the walls at an angle, 
  overflowing with books from top to bottom. 
   
  [Drawmij]: “You are to search these books for any 
  pertinent information related to the Codex of 
  Infinite Planes, the Old One, the Mad Archmage, the 
  wizard Tenser, Fading Lands, or any unique extra-
  dimensional spaces or dimensions. Alert me as soon 
  as you have something relevant.” 
   
  If the PCs ask Drawmij why they are conducting this 
  research, he provides them with reasons from the list 
  below. Not all of the reasons he provides are entirely true. 
  A DC 18 Sense Motive check determines that those items 
  marked with an asterisk are not entirely true. If the PCs 
  press him on these, he simply says, “There are some 
  things I cannot fully divulge.” 
  • 
  The Circle of Eight has devised a plan to rid the 
  word of a great threat. 
  • 
  * An enemy of the Circle has learned of their agenda 
  and is attempting to stop them. 
  • 
  There is information in the library that could give 
  the Circle information on this new enemy and their 
  plans, allowing the Circle to move forward with its 
  agenda. 
  o 
  Agents of evil are on the move. While he could 
  certainly do all the research himself, he does not 
  have time. 
  o 
  NOTE: This is technically true. These are not 
  the first researchers Drawmij has hired. The last 
  two groups were murdered, so he is making an 
  excuse to remain with them in the library rather 
  than going about other business like he did the 
  last two times. 
  o 
  While the PCs are researching, he will be using 
  various divinations to learn as much as he can 
  about his adversaries’ plans. 
  • 
  * Failure in their goals could mean years of war and 
  suffering. 
   
  Every 3 hours, the PCs may make a DC 20 Intelligence 
  check. A character receives a cumulative +2 bonus to his 
  roll if he has 5 or more ranks in Knowledge (arcana), 
  Knowledge (religion), and/or Knowledge (the planes). 
  Also, PCs may assist other PCs in their research (using 
  any bonuses to meet the DC 10 assist roll and not to add 
  to the primary roll). For each successful Intelligence 
  check, the PCs find information detailed on one of the 
  following handouts. Distribute Player Handouts 1, 2, 3, 
  and/or 4 in order, as discoveries are made. If a PC is a 
  member in good standing with the Greyhawk Library, he 
  may make an Intelligence check every 2 hours rather 
  than three. If a PC has amanuensis available, the process is 
  significantly hastened, requiring only 1 hour per check 
  for that PC and the PC automatically makes the 
  Intelligence check. 
   
  For each bit of information that they discover and 
  show to Drawmij, they receive a reward (see the Treasure 
  section below); if they fail to learn something or do not 
  share that information with Drawmij, cross that item off 
  the AR. Information from Player’s Handout 4 will have to 
  be shared later, if the PCs wish to do so. Drawmij explains 
  what the items do and how to use them; the PCs may use 
  the items during the remainder of the adventure. 
   
  After Player’s Handout 1 is found, the PCs may make 
  a DC 10 Spot check to notice a number of books already 
  on Drawmij’s table with bits of paper marking various 
  pages. A DC 25 Knowledge (the planes) check reveals 
  that these books deal with demi-planes, extra-
  dimensional pockets, and Fading Lands. Some of the 
  books were written by Zagig Yragerne himself. 
   
  After Player’s Handout 2 is found, allow the PCs to 
  make a DC 12 Wisdom check to notice a book on the 
  shelves that they hadn’t seen before. If they review the 
  book and succeed at an Intelligence check (as above), 
  they find Player’s Handout 5. If all the PCs fail the 
  Wisdom check, the librarian points out the book to the 
  group, saying that they have consistently overlooked that 
  particular book during their research. 
   
  After Player’s Handout 3 is found, Drawmij leaves 
  the library, saying he is going to check with some other 
  resources in hopes of finding some better leads. He 
  
  COR8-06 Entrapment 
   
  Page 7 
  leaves them a small stone and tells them, if they need to 
  contact him, to concentrate on the stone to activate it and 
  it will send up to 25 words to him; the stone is usable 
  2/day. In any case, he will return in the morning. One 
  hour after Drawmij leaves, Diysen (a librarian) leaves to 
  contact the creatures from Encounter 3. 
   
  After Player’s Handout 4 is found, have the PCs 
  make Spot checks. The highest Spot check in the party 
  notices a robed figure (not a librarian) in the stacks 
  outside of their restricted section. While he appears to be 
  looking at a book, his posture suggests that he’s looking 
  at what the PCs are doing as well. If a PC investigate, the 
  robed man mysteriously disappears in the stacks. A DC 
  30 Spot check discovers the robe hidden beneath a 
  bookshelf but the figure is nowhere to be seen. 
   
  While the PCs are investigating the robed figure or, 
  if they refuse to investigate, while they continue their 
  research, the creatures summoned by Diysen arrive to 
  eliminate the PCs. Continue to Encounter 3. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what items are given as rewards by Drawmij for shared 
  handouts: 
   
  3: WICKED LIBRARIAN 
  This encounter occurs during the night, after Drawmij 
  has left the PCs to continue their research. The PCs are 
  attacked by a number of whisper demons and their 
  spawn at the behest of the librarian. Refer to GM Aid 2 
  for a layout of this encounter. 
   
  Diysen, the librarian, is an Iuzian spy who serves 
  Sunifarel Brightrobe, a Boneshadow. He has been 
  instructed to have any who research particular topics – 
  the very topics being researched by the PCs – killed. A 
  number of whisper demons serve him and assassinate any 
  targets that he specifies. The whisper demons and their 
  spawn specialize in leaving behind no evidence of their 
  involvement, often driving their victims mad and forcing 
  them to kill themselves. 
   
  Creatures: The whisper demon is an insubstantial, 
  demonic creature that delights in driving its victims 
  insane and converting them to allips under its command. 
  It prefers to keep to keep out of sight and poison its 
  victims’ minds with its maddening whispers while its 
  elite allip soldiers pick apart what remains of their 
  shattered psyches. 
   
  APL 8 (EL 11) 
   
  �Whisper Demon: hp 138; Appendix 1. 
   
  �Advanced Allip (2): hp 108; Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Advanced Whisper Demon: hp 180; Appendix 1. 
   
  �Advanced Allip (4): hp 108; Appendix 1. 
  APL 12 (EL 15) 
   
  �Advanced Whisper Demon: hp 202; Appendix 1. 
   
  �Advanced Allip Fighter 2 (4): hp 123; Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Advanced Whisper Demon: hp 202; Appendix 1. 
   
  �Advanced Allip Fighter 4 (4): hp 138; Appendix 1. 
   
  APL 16 (EL 20) 
   
  �Advanced Whisper Demon: hp 244; Appendix 1. 
   
  �Advanced Allip Fighter 6 (4): hp 171; Appendix 1. 
   
  Preparation: Neither the whisper demon nor the allips 
  take any steps to prepare for this combat. 
   
  Tactics: At first, the whisper demon flies past the PCs, 
  forcing them to make saving throws against its 
  maddening whispers ability, always using Flyby Attack to 
  move to and from total cover behind bookshelves. Once 
  the PCs leave their restricted area to engage, the allips 
  attack. The whisper demon continues to be elusive, 
  relying on the allips to engage the PCs, but remains close 
  enough to the PCs to ensure that they are subjected to its 
  maddening whispers and close enough to the allips to 
  ensure that they benefit from its Lifebond feat (its 
  maddening whispers ability does not function if it is 
  beneath the floorboards or somewhere else unreachable). 
  It only engages a PC in melee that looks to be particularly 
  close to death. The allips use Lifesense to pinpoint the 
  location of PCs they attack. They utilize Spring Attack to 
  begin and end their movement beneath the floorboards 
  of the library. The allips do not focus on a single PC but 
  rather, target as many PCs as possible in order to decrease 
  the party’s resistance to the whisper demon’s maddening 
  whispers. Their babble ability only has the potential to be 
  effective at the lowest APL. If the party appears to be 
  particularly resistant to maddening whispers, they begin 
  focusing their attacks at that time. 
   
  When the PCs kill the whisper demon, its control 
  over the allips breaks and the allips flee in madness. 
   
  APL 8: Same as above. 
   
  APL 10: Same as previous APLs except the whisper 
  demon uses its Elusive Target feat to avoid extra damage 
  from the Power Attack feat. 
   
  APL 12: Same as previous APLs except note that the 
  whisper demon has the Necromantic Presence feat, 
  making the allips even more difficult to turn. 
   
  APL 14: Same as previous APLs except the allips 
  now have Empowered Ability Damage and benefit from 
  the whisper demon’s Necromantic Might feat. 
   
  APL 16: Same as previous APLs except the allips 
  utilize their Bounding Assault feat to take two attacks 
  instead of one during a Spring Attack. 
   
  Treasure: No treasure can be gained from this 
  encounter. 
  
  COR8-06 Entrapment 
   
  Page 8 
  Development: If the PCs use the stone to contact 
  Drawmij, he responds with: “Search librarian’s office. 
  Vacate library immediately after. Guards likely en 
  route. Follow any leads.” 
   
  The PCs may head to the librarian’s office 
  immediately after the combat, even without contacting 
  Drawmij. If they do, they find a desk piled with papers 
  and no sign of the librarian. Searching the librarian’s desk 
  reveals Player Handout 6. The letter is written in Cold 
  Tongue and encoded. If none of the players speak Cold 
  Tongue, a DC 20 Decipher Script check translates the 
  letter (if the PCs look for a Cold Tongue dictionary in the 
  library, they find one, giving them a +4 Circumstance 
  bonus to their roll). Comprehend languages and similar 
  effects also translate the letter, but not decode it. After 
  translating the letter, a DC 30 Decipher Script check is 
  required to decode the letter. If the PCs are unable to 
  Decipher Script, they can find a sage in the city, during 
  Encounter 5, to translate and/or decode it for a fee of 50 
  gold pieces. 
   
  Once the letter has been translated, they find the 
  name at the bottom. A DC 30 Knowledge (local: Iuz) or 
  DC 25 bardic knowledge check recalls the name was 
  heard at some point in connection with Iuz, but the PC is 
  unsure in what way. A DC 35 Knowledge (local: Iuz) or 
  DC 30 Bardic Knowledge reveals that Sunifarel 
  Brightrobe is a member of Iuz’s Boneshadow, a group of 
  Iuz’s six most deadly spies. A DC 40 Knowledge (local: 
  Iuz) or DC 35 Bardic Knowledge check recalls the details 
  of Sunifarel listed in Adventure Resource 2. 
   
  In any case, a few minutes after the combat, proceed 
  to Encounter 4.  
   
  4: MEETING A STRANGER 
  This encounter occurs in the middle of the night 
  immediately after the combat in the library. Tenser’s 
  familiar, Skor, who had been watching them in the 
  library, communicates with the PCs telepathically. 
   
  Within minutes of the attack, a voice reaches out to 
  you from within your own mind. 
   
  [Skor]: “Well done adventurers, but Iquander does 
  not tolerate violence in the library. The city guard 
  has been alerted and will be there momentarily. You 
  are the only ones with weapons in the library. If you 
  are found, you will be jailed. There is more to this 
  than Drawmij is telling you. Meet me across the 
  street.” 
   
  MEETING SKOR 
  This voice is Scorimongishaz (nicknamed Skor), the 
  pseudodragon familiar of Tenser. He is able to 
  communicate telepathically. He was the robed figure 
  watching them in the stacks. Now he watches the front 
  entrance as the guards arrive. If the PCs should for some 
  reason remain at the scene, they are arrested when the 
  guards arrive (whether or not it was self defense is 
  irrelevant). They are fined APL × 500 gp. If they are 
  unable/unwilling to pay the fine, they are jailed for 1 TU 
  per 200 gp not paid. If the party is jailed, the only way for 
  them to continue the adventure is to call Drawmij to help 
  them get out. They must still pay the monetary fine, but 
  the TU penalty is waived; otherwise, the adventure is 
  over. If they leave through the back or find some other 
  means to escape before the guards arrives, continue with 
  this encounter. 
   
  Once the PCs are outside, they need to decide 
  whether or not they want to follow Skor’s directions. If 
  they do not, and instead choose to contact Drawmij, 
  continue to Encounter 5. 
   
  If the PCs follow Skor’s instructions and head across 
  the street, Skor telepathically tells them to head to the 
  alley to their right. If they do, PCs may make a DC 12 
  Spot check to notice a robed figure standing in the alley. 
  Those that also saw the robed figure in Encounter 2 
  recognize this as the same robed figure. Once they get 
  closer, however, they see that the robed figure has no feet 
  and a small dragon’s muzzle that protrudes from under 
  the hood of the robe. A DC 20 Spot check also reveals two 
  holes in the back of the robe and the shimmer of 
  invisibility where his wings should be. Players may make 
  a DC 12 Knowledge (arcana) check to recognize him as a 
  pseudodragon. 
   
  [Skor]: “My name is Scorimongishaz, but you may 
  call me Skor. I serve the archmage Tenser. The one 
  called Drawmij bade you to his aid and the aid of his 
  master. I must know more before you lead Oerth to 
  a ruinous end.” 
   
  Questioning the PCs 
  Skor does not fully trust the PCs at first and wants them 
  to answer some questions so he can attempt to read just 
  how involved they are with Mordenkainen, Bigby, and 
  Drawmij. He first asks what they know of Bigby’s recent 
  actions, prying to see if they had any knowing 
  involvement in Bigby’s destruction of Tenser’s clone. He 
  then asks what they were researching for Drawmij, 
  attempting to see how much they know about what is 
  going on. 
   
  Once he is satisfied that they are not knowingly 
  involved in Mordenkainen’s apparent plots against 
  Tenser, he shares some information with them to build 
  trust. He tells them the following:  
  • 
  Bigby destroyed Tenser’s clone in the Lortmils. 
  • 
  Mordenkainen was gathering information on troop 
  movements and military strategies of forces that 
  oppose Old Wicked, and that the information has 
  fallen into the hands of Old Wicked’s forces. 
  • 
  The last two groups that Drawmij hired to help do 
  research were killed mysteriously. 
  • 
  Before he disappeared, Tenser was researching the 
  same topics Drawmij now finds interesting. 
  
  COR8-06 Entrapment 
   
  Page 9 
  Moving Forward 
  Once Skor trusts the PCs and has shared his information, 
  he makes his pitch: 
   
  [Skor]: “My master is all that stands between the Old 
  One and Oerth. Mordenkainen has aligned himself 
  against my master, for what possible schemes I do 
  not know and he will not say. Mordenkainen never 
  explains; he only expects you to follow orders 
  without question. Give it ten years and he will have 
  everyone calling my master Tenser the Traitor. 
  Would you see my master destroyed, or will you help 
  me save him? 
   
  “I have been researching the Codex, attempting 
  to understand what has happened to my master. I 
  hope that you might meet with greater success. My 
  master’s last replica is in the basement of a local 
  tavern called The Magic Box, a favorite of the local 
  wizardly elite. Only those that know how to get 
  there can find the way, but most are magically 
  blocked from showing others, including myself. 
  However, I can tell you that tomorrow is the 
  birthday of Ashima the barmaid, and she loves 
  emerald orchids.”  
   
  If the character participated in CORS8-01 Whispers of the 
  Obsidian Citadel and did not earn the Disfavor of Tenser, 
  the pseudodragon concludes: 
   
  [Skor]: “If you meet me there, perhaps you can find 
  the answers I cannot.” 
   
  If the character participated in CORS8-01 Whispers of the 
  Obsidian Citadel and earned the Disfavor of Tenser, the 
  pseudodragon concludes: 
   
  [Skor]: “You stole from my master. Now you will 
  repay that debt. Meet me there. Perhaps you will 
  find the answers I cannot.” 
   
  If PCs with the ire of Tenser ask what Skor can do to 
  them now that his master is missing, he reminds them 
  that the city guard is just inside the library and would be 
  happy to know who was responsible for the combat in 
  the library. Whether the PCs agree to help him or not, 
  they now know that the information they seek is in the 
  basement of The Magic Box. Now they must figure out 
  how to get there.  
   
  In any case, proceed to Encounter 5 once the PCs 
  have finished interacting with Skor. 
  5: FOLLOWING A FOOL 
  This encounter occurs at some point after the PCs have 
  spoken with Skor. The PCs have a number of options at 
  this point and each is detailed below. Note that some of 
  the options below require the PCs to wait until morning. 
   
  CONTACTING DRAWMIJ 
  If the PCs use the stone to contact Drawmij and they 
  mention The Magic Box, he replies with: “Foreign 
  Quarter. Three buildings North of Baklunish 
  Bounties. Optical illusions inside. Back of room, 
  right of bed. Rest if needed.” Continue immediately to 
  Encounter 6. (Adapt the read-aloud text to account for 
  the fact that the group is not following Taras).  
   
  USING MAGIC 
  Spells such as find the path and legend lore do not help the 
  PCs find their way to The Magic Box. However, find the 
  path cast in conjunction with a wish or miracle spell 
  reveals the path. Spells such as commune may help a 
  character limit the area in which to search, but the tavern 
  is not a place that can be found just by walking past it. 
   
  Because there is residue of a portal to the Plane of 
  Shadow in the basement of The Magic Box, any PC 
  traveling via the shadow walk spell (or similar effect) will 
  notice a bright beacon of light in the basement of a fairly 
  nondescript building. Any PC that passes through this 
  beacon is pulled into Tenser’s lab and then shunted into 
  the basement by magical wards in the lab. Go to the 
  beginning of Encounter 7. Shadow companions lack the 
  understanding of the current situation to lead the PCs to 
  the tavern in this fashion. 
   
  Gather Information 
  The PCs can learn of the following information on The 
  Magic Box with a Gather Information check that beats 
  the DC listed: 
  • 
  Under 30: The Magic Box is an urban legend and 
  certainly doesn’t exist. Looking for the tavern is a lot 
  like looking for a snipe. It’s fun for everyone except 
  the one doing the looking. 
  • 
  DC 30: The Magic Box probably exists. There are 
  rumors that the most powerful wizards in Greyhawk 
  City go there to unwind. 
  • 
  DC 35: The Magic Box is one of the best kept secrets 
  in the city of Greyhawk. Arcanists with a flair for the 
  dramatic and an appreciation for the history of magic 
  like to go there and show off for one another. 
  • 
  DC 40: The Magic Box has little actual magic about 
  it, mostly just wards against divinations to help keep 
  it a secret. The rest of its magic consists of optical 
  illusions and the like. Try dispelling that! The most 
  reliable information points to the Foreign Quarter. 
   
  
  COR8-06 Entrapment 
   
  Page 10 
  No amount of information gathering reveals the exact 
  location of the tavern. In fact, the PCs can’t even learn 
  what part of the city it’s in. 
  KNOWLEDGE 
  A DC 20 Knowledge (nature) check reveals that emerald 
  orchids grow only in the Amedio Jungle and bloom for 
  only one month out of the year. It would take a rare 
  goods importer to sell them in the city this time of year. 
   
  If the PCs fail this Knowledge check or are unable to 
  make it, there are numerous scholars about town who 
  might know for a modest payment. The PCs must choose 
  which type of scholar they want to approach (which 
  knowledge subject: arcana, religion, nature, etc.) and then 
  pay a fee of 5 gp for a “scholar” (Knowledge +9 roll) or 50 
  gp for an “expert” (Knowledge +20 roll [automatic 
  success]). Scholars are only able to make one Knowledge 
  check, so if they fail their roll, they do not know the 
  answer and the PCs must search out another scholar on 
  the subject (each one takes an hour, although Skor gave 
  them no time limit). 
   
  FOLLOWING THE HOOK 
  A DC 25 Gather Information check reveals that a 
  company called the Black Kobold Trading Company 
  imports emerald orchids for a local flower shop called 
  Exotic Blooms. PCs incapable of making this check may 
  obtain this information by greasing a few palms. If the 
  PCs investigate the Black Kobold Trading Company, 
  their small office is closed. The windows are shuttered 
  and the door is locked. A small sign on the door simply 
  reads “Abroad.” Finding the location of Exotic Blooms is 
  quite easy. When the PCs head to Exotic Blooms, read: 
   
  Exotic Blooms appears exactly as one might expect; 
  a classic florist’s shop nestled within a fairly large 
  building. Entering the shop, you find that despite 
  the size of the building, the shop feels cramped and 
  small within. There is little room to walk, as pots of 
  flowers cover the floor, fill the shelves, and hang 
  from the ceiling. A pleasantly plump Oeridian 
  woman beams at you from behind the counter. 
   
  The florist, Agador, has been magically compelled to keep 
  The Magic Box’s location secret, in addition to genuinely 
  wanting to do so. If PCs ask for the location directly, her 
  attitude towards them immediately shifts to unfriendly. 
   
  If the PCs are able to shift her attitude to friendly 
  (DC 25 Diplomacy, DC 35 Bluff, or DC 34 Intimidate), 
  she says that she would love to help them, but is 
  incapable of doing so; perhaps they could follow 
  someone there. 
   
  If the PCs are able to shift her attitude to helpful 
  (DC 40 Diplomacy or DC 50 Bluff), she says the same as if 
  she were friendly, and immediately suggest they buy 
  some flowers for Ashima’s birthday, which she can have 
  delivered for them. 
   
  The PCs may also bribe her with 1,000 gp for the 
  information (she earns a considerable amount of money 
  from the patrons of The Magic Box and does not risk 
  their patronage lightly). They must subsequently make 
  an opposed Charisma check to overcome the magical 
  compulsion on Agador. Their opponent’s Charisma is 30 
  (+10). Any spells used against Agador in an attempt to 
  force her to reveal the information must also overcome 
  the opposed Charisma check. 
   
  If the PCs order emerald orchids to be delivered to 
  Ashima, they do not need to make a skill check to 
  convince Agador to deliver to The Magic Box. The 
  flowers and delivery cost 100 gp. Agador asks them if 
  they want to write the birthday card themselves. She 
  offers custom calligraphy for only 2 gp. Once the PCs 
  have finished the card (if they make one), she heads to 
  the back room and instructs her son to make the delivery. 
  PCs may make a DC 25 Spot check to observe the 
  delivery boy in the back room as the florist opens the 
  door. A DC 15 Listen check allows them to eavesdrop: 
   
  [Agador]: “Taras, we have another delivery for 
  Ashima. You still have chores to do around the shop, 
  so don’t stand there trying to flirt with her. She rubs 
  elbows with mages and sages and wouldn’t be 
  interested in a simple flower boy. I expect you back 
  in two hours.” 
   
  Even if the PCs did not succeed at their Spot checks, 
  Taras is easy enough to spot when he leaves Exotic 
  Blooms. The flowers are boxed, but “Exotic Blooms” is 
  written in calligraphy on the box top. Taras is young and 
  rebellious but also fragile and slow-witted. There are a 
  number of ways to obtain the location of The Magic Box 
  from him. A DC 30 Intimidate check, a DC 40 Bluff 
  check, or a DC 40 Diplomacy check convince him to give 
  up the information. The party may also bribe him 100 gp 
  × players at the table. If the players use a spell such as 
  detect thoughts, Taras only has no bonus to his Will save, 
  but his surface thoughts all dwell on Ashima, a beautiful 
  and buxom barmaid. 
   
  Taras does not take a direct route to the tavern. He 
  doubles back more than once, so it is not possible for the 
  players to extrapolate his destination. If they choose to 
  follow him, they must succeed at Hide and Move Silently 
  checks against his Spot and Listen checks. PCs may make 
  a Knowledge (local: Core) check to gain a +5 bonus on 
  their Hide and Move Silently checks. PCs with the 
  Urban Tracking feat can make Gather Information 
  checks instead of the skill checks mentioned above. The 
  maximum distance from which an individual can follow 
  Taras without losing him is 30 ft. It is acceptable for the 
  party to have one PC or creature tail Taras while the rest 
  of the group follows that PC at a distance, so the less 
  stealthy PCs do not risk alerting Taras to their presence. 
   
  If any PC following Taras fails one of the skill checks 
  listed above, Taras spots him and continues his indirect 
  path, but leads them back to the flower shop. At this 
  point, they must use a social skill or bribe the boy to get 
  the location from him.  
   
  His initial attitude towards the PCs is indifferent, 
  but it shifts to unfriendly if he notices them following. If 
  
  COR8-06 Entrapment 
   
  Page 11 
  made friendly, he tells the PCs that he will reveal the 
  location in exchange for one million gold or the promise 
  of a date with Ashima. He does actually take far less than 
  this, but he’s not the brightest. His asking price drops 
  substantially with Bluff, Diplomacy, or Intimidate 
  checks, but never below 10 gp. You should roleplay a very 
  poor haggling session here. 
  • 
  DC 5: 100,000 gp. 
  • 
  DC 10: 10,000 gp. 
  • 
  DC 15: 1,000 gp. 
  • 
  DC 20: 100 gp. 
  • 
  DC 25: 10 gp. 
   
  If the PCs promise to get him a date, they must attempt 
  to do so in the next encounter or have a Chaotic act 
  marked on their AR. 
   
  If the PCs beat him, they receive a +10 cumulative 
  bonus to their Intimidate check, but each PC that 
  participates or does not attempt to stop the other PCs 
  gains a Chaotic Evil act on their AR. 
   
  All APLs 
   
  �Agador: female human commoner 2/expert 8: hp 
  43; +23 v. Intimidate (including a +10 bonus from magical 
  compulsion against revealing the location of The Magic 
  Box). 
   
  �Taras: male human commoner 3: hp 8; +6 Listen, -
  1 Sense Motive, +6 Spot, +3 v. Intimidate. 
   
  When the PCs find their way to The Magic Box, continue 
  to Encounter 6. If they fail to find The Magic Box using 
  any of the means listed above, they may devise other 
  ways of finding the tavern at your discretion. Keep in 
  mind the extent to which the proprietors and patrons of 
  The Magic Box go to keep their tavern secret. Use the 
  methods described above as a baseline for creating other 
  challenges for the PCs to overcome. 
   
  6: THE MAGIC BOX 
  This encounter occurs on the 4th of Wealsun when the 
  PCs have located The Magic Box. The PCs have either 
  located the tavern by following or convincing Taras or 
  they were given directions by Drawmij. 
   
  If the PCs followed Taras, read: 
   
  Taras 
  finally 
  arrives 
  at 
  his 
  destination, 
  a 
  nondescript, one-story home snuggled within 
  Greyhawk’s Foreign Quarter. He knocks on the 
  door, pauses, and then enters. 
   
  If the PCs were given directions by Drawmij, read: 
   
  Following Drawmij’s directions, you find yourself 
  standing before a non-descript, one-story home 
  snuggled within Greyhawk’s Foreign Quarter. 
   
  Most of the neighboring buildings are street-side shops 
  with apartments above. Only The Magic Box appears 
  entirely residential: a stone, one-storey building with a 
  flat roof and potted plants on the front step. If the PCs 
  approach the building, allow them a DC 30 Spot check to 
  notice an anomaly above the building. The structure 
  actually has two stories, not one, but the second story is 
  painted to appear as though it blends in with the 
  neighboring buildings. It is impossible to paint the 
  building so that it blends from all angles, though, 
  allowing the most observant characters to notice the flaw. 
  If a PC succeeds at the Spot check and decides to enter 
  the tavern from the second floor instead of the first, he 
  must succeed at a DC 15 Climb check, followed by a DC 
  40 Open Lock check to open the shutters and the 
  windows. The windows lead to unoccupied bedrooms. 
  The doors to the bedrooms require a key from either side, 
  so a PC trying to exit a bedroom must succeed at another 
  DC 40 Open Lock check or break the door down. There 
  are no repercussions for PCs entering in this way. If they 
  break into the second floor (destroying the shutters, 
  glass, or bedroom door) the city guard is called. 
  Adjudicate this situation accordingly. 
   
  If the PCs decide to enter through the front door, 
  they find it closed with a sign on the front that says 
  Please Knock (“knock” is italicized on the sign). If the 
  PCs try the door, they find it is unlocked. It’s a prank the 
  tavern proprietor likes to play on young wizards coming 
  to the tavern for the first time, to see whether or not 
  they’ll use magic before simply trying the knob. 
   
  Opening the front door of the Magic Box, you find 
  anything but a tavern. Instead, you find yourself 
  standing at the threshold of a small apartment, the 
  kind adventurers know well: a straw bed, small 
  table, wooden stool, and stove all within close 
  proximity of one another. There is no hallway, trap 
  door, or other form of exit. It’s nothing more than a 
  small box of a room. Taras is nowhere to be seen. 
   
  The majority of "protections" that hide The Magic Box in 
  plain sight are merely optical illusions. There is very little 
  magic about the tavern or its front room (the foyer). The 
  front room is 20 × 20 with the bed taking up a 5 × 10 
  rectangle and the table and stove each occupying a 5-foot 
  square. The PCs may approach the foyer in a number of 
  manners. Ask them if they walk into the room. If they do 
  not enter immediately, they may make a number of 
  observations. A PC with the Track feat may make a DC 20 
  Survival check to notice that Taras’ footprints lead to the 
  back wall of the room and to the right of the bed. Also, 
  any character with the trapfinding ability may make a DC 
  25 Search check to detect the room for what it is – a 
  forced-perspective optical illusion. While it may look like 
  a normal apartment, the back wall is actually a series of 
  unaligned panels. Once a character has moved 10 feet 
  into the room, the forced perspective is broken and the 
  gaps in the wall become obvious. There is no door into 
  the tavern, only the openings in the wall. The interior of 
  
  COR8-06 Entrapment 
   
  Page 12 
  The Magic Box is under the effects of a permanent 
  invisibility purge and any invisible PC that enters is 
  immediately subjected to its effects. 
   
  Once the PCs have crossed the room and entered the 
  tavern, read: 
   
  A name like The Hunter’s Horn might have been a 
  more appropriate name for this tavern. The walls are 
  colored with robust browns and reds that depict 
  verdant forest scenes. The moldings on the support 
  beams appear to be the heads of deer, foxes, and wild 
  boars. However, as you take a few steps forward, the 
  light reflects differently off the angular cuts of the 
  moldings and the deer, foxes, and boars suddenly 
  appear as medusas, slaadi, and minotaurs. The 
  woodland scenes reveal themselves as murals of the 
  Circle of Eight’s greatest adventures and one 
  immense mural of Sir Robilar and the Imprisoned 
  Nine. 
   
  The tavern uses little magic. It is an experiment in optical 
  illusion; an homage to “mundane magic”. A detect magic 
  spell reveals only the magical items worn by various 
  patrons and a faint aura of evocation magic. If the PCs 
  experiment, they can find the point where the view of 
  the moldings and murals changes. They can step back 
  and forth, changing what they see from woodlands to the 
  Circle of Eight and back. A DC 10 Spot check notes that 
  the furniture seems to be moving as the party changes 
  position. Patrons that appeared to be sitting together 
  appear separate when viewed from a different 
  perspective. Of the patrons (see Adventure Resource 3), 
  Jahan 
  Makalen, 
  Lusha 
  Makalen, 
  and 
  Mahra 
  Moonblossom are seated together and Mercer and Stroth 
  are seated together. Everyone else is seated separately.  
   
  Once the PCs have crossed from the entrance into 
  the main area of the tavern, Devadas welcomes them. His 
  initial attitude is friendly. 
   
  [Devadas]: “Newcomers! Welcome to The Magic Box! 
  I am Devadas, owner, bartender, cook, and 
  storyteller. Times are few and far between when we 
  have visitors unescorted by one of our regulars. 
  Congratulations to you for having found us. The 
  first drink is on the house.” 
   
  The rest of the tavern joins Devadas in polite applause. 
  The tavern owner does not ask them how they found The 
  Magic Box, but the look on his face makes it obvious that 
  he’s curious. He does not press the matter, but does bring 
  up the various ways previous patrons have discovered the 
  tavern in hopes that the party tell him how they did. 
   
  OTHER PATRONS 
  The wizard patrons love to fool with new visitors, 
  especially if those visitors appear as anything but 
  arcanists. They challenge newcomers to drinking 
  contests, using spells like prestidigitation to cheat. They do 
  not take advantage of the new guests, but merely have a 
  little fun at their expense. Anyone not participating in 
  the drinking game can catch the wizards cheating with a 
  DC 18 Spot check. It gives the room a good laugh. 
   
  The patrons are very social and happily talk about 
  most topics. They do not care to talk about other patrons, 
  but can be coerced into spilling a few bits of information. 
  Anyone who participated in the drinking game receives a 
  +10 circumstance bonus on any Gather Information 
  checks he makes in the tavern. 
   
  GATHER INFORMATION 
  The PCs can learn of the following rumors within The 
  Magic with a Gather Information check: 
  • 
  DC 20: An inordinate number of adventurers have 
  been finding The Magic Box of late. All of them seem 
  to have questions to ask. Just three years ago, a group 
  of adventurers followed Taras to the tavern. 
  • 
  DC 25: While The Magic Box is officially the property 
  of Devadas, the man does not use the basement. 
  Tenser rents the area and Devadas does not bother 
  him. 
  • 
  DC 30: “Everyone” knows that Tenser has hidden 
  something in the basement. Skor has been bringing 
  books in and out of the basement for weeks now, but 
  no one has seen Tenser. None of the patrons have 
  ever seen the pseudodragon without his master for 
  more than a day or two before. Something must be 
  amiss. 
   
  DEVADAS 
  Devadas’s initial attitude towards the PCs is friendly. If 
  the PCs tell him that Drawmij sent them, his attitude 
  shifts to unfriendly. A DC 15 Sense Motive check allows 
  PCs to notice that Devadas flinches at hearing Drawmij’s 
  name. If the PCs tell him that Skor sent them, his 
  attitude immediately shifts to helpful. The following lists 
  the information that Devadas shares depending on his 
  attitude towards the PCs: 
  • 
  Indifferent: 
  Devadas 
  reveals 
  little 
  to 
  no 
  information. If asked about Drawmij, Devadas 
  reveals that a very generous patron of The Magic Box 
  is not fond of Drawmij, to say the least. 
  • 
  Friendly: Tenser is a generous patron of The Magic 
  Box. He rents and maintains the basement beneath 
  The Magic Box. Devadas does not bother him or go 
  down there. 
  • 
  Helpful: Devadas shows the PCs how to enter the 
  basement. He points to the mural of Sir Robilar and 
  the Nine Imprisoned Gods (see Adventure Resource 
  2). He instructs the PCs to place their hand on the 
  god each most identifies with (each god Zagig 
  captured represented one of the nine alignments; 
  PCs may make a DC 15 Knowledge [religion] check 
  to know the alignments of the gods pictured). There 
  is no magic involved in this test or any kind of 
  alignment detection; Devadas simply wants to know 
  the kind of adventurers he’s dealing with. Once all 
  the PCs are touching their respective choices, he 
  
  COR8-06 Entrapment 
   
  Page 13 
  steps on a pedal behind the bar that unlocks the door 
  (DC 40 Spot check to notice). He tells them to push. 
  When they do, the wall panel rotates backward, 
  revealing a secret passage. Continue to Encounter 7 
  as soon as the PCs enter the basement. 
   
  All APLs 
   
  �Devadas: male human bard 4/expert 4: hp 42; Will 
  +10, Sense Motive +14, +13 vs. Intimidate. 
   
  SEARCHING THE TAVERN 
  PCs may try to search the tavern. A DC 30 Search check 
  reveals the mural of Sir Robilar and the Nine Imprisoned 
  Gods to be a secret door. The door can be opened with a 
  DC 40 Open Lock check. If the PCs open and proceed 
  through the door, continue to Encounter 7. 
   
  Should a PC cast detect magic on the entrance to The 
  Magic Box basement, a DC 24 Spellcraft check reveals 
  overwhelming conjuration (creation) magic. A DC 24 
  Knowledge (arcana) check suggests that the entrance 
  may be a passage to another plane, like a dimensional 
  gate. 
   
  SECOND FLOOR 
  Devadas tells the PCs that all rooms on the second floor 
  are currently leased and visitors must be escorted by the 
  tenants. There is not enough concealment for someone to 
  Hide and sneak upstairs and invisibility does not function 
  within the tavern. Only creatures with the Hide in Plain 
  Sight ability can successfully make their way upstairs, 
  where they find nothing of interest. 
   
  FORCED PERSPECTIVE 
  Unless a person/object is in the same square as a PC, 
  there is a chance that it is not where it appears to be. At 5 
  feet, there is a 5-in-6 chance that the object is where it 
  appears. At 10 feet, there is a 3-in-6 chance. At 15 or more 
  feet, there is a 1-in-6 chance. This only applies to tables, 
  chairs, and the tavern patrons. The walls, support beams, 
  bar, stairs, and doors are all where they appear to be. 
   
  ROLEPLAYING 
  This encounter consists almost entirely of roleplaying. It 
  can last as short or as long as the players want it to last. 
  They may order food or drink (the tavern is well stocked 
  from across the Flanaess). They may speak to Devadas, 
  Ashima or any of the patrons currently in the tavern. See 
  Adventure Resource 3 for information on the various 
  NPCs present. 
   
  Devadas loves to tell stories of the Circle of Eight. 
  He is so well versed in Circle lore that he can tell tales all 
  the way back to the original Citadel of Eight (and can 
  explain the difference between the two if players have 
  questions). His favorite stories are those associated with 
  the nine murals painted on his wall. Refer to Adventure 
  Resource 2 for story-telling material. 
   
  Feel free to free-form this encounter as much or as 
  little as you see fit. The Magic Box is both intriguing and 
  mundane at the same time. It is meant to be a private 
  place to unwind for people who live their lives often in a 
  very public position. If they order drinks, Ashima 
  informs them that while they are free to inform 
  whomever they wish about the tavern, the establishment 
  respectfully requests their discretion in matters of 
  tavern’s secrecy. 
   
  If the PCs do not know how to find the basement, 
  prompt them by having either Devadas or Ashima asking 
  the PCs if there is anything else they can offer them. 
  Continue to Encounter 7 when the PCs somehow find 
  their way into the basement. 
   
  7: THE MAZE 
  This encounter occurs on the when the PCs have entered 
  the basement of The Magic Box. The PCs find themselves 
  standing at the entrance to what appears to be a maze 
  constructed entirely out of green-hued mirrors. 
  Encounter Summary: 
  PCs arrive in the Entrance Area 
  PCs must find the exit or disable the trap 
  PCs must navigate the maze 
  If PCs fail step 3, return to step 1. 
   
  The Magic Box’s basement is a demiplane, a pocket 
  dimension that is no larger than what is described in the 
  encounter. If the PCs have any item or ability that is 
  dependent on being on Oerth, it does not function here. 
  Likewise, if they have some item or ability that tells them 
  when they’re no longer on the material plane, it is 
  triggered here. This plane functions in all other respects 
  just like the material plane. 
   
  As you reach the bottom of the stairs, the stone 
  passage gives way to a world encased in glass and 
  crystal. You stare back at yourself from every 
  direction, albeit with a slight green tint. 
   
  Everything seems to radiate a faint green aura. Shortly 
  after entering the maze, the PCs’ brains adapt and filter 
  out the green, making the maze appear normal. Detect 
  magic reveals an over-whelming aura; a DC 23 Spellcraft 
  check reveals that a green aura is typically the visual 
  effect of spells such as dimensional anchor or dimensional 
  lock, neither of which would radiate overwhelming 
  magic. The basement is under the effect of a dimensional 
  lock; the overwhelming aura is the result of the magic on 
  the glass itself, which protects and repairs the glass. The 
  floor, walls, and ceiling are all covered in faceted glass so 
  every direction the characters look they see themselves. 
  It is impossible to determine distance. 
   
  Depending on whether the PCs agreed to help Skor 
  or not, this encounter can be very simple or very difficult. 
  If the PCs agreed to help Skor, he has left marks 
  throughout the maze to assist them; this grants a +2 
  bonus on the checks to navigate the maze and find the 
  exit from the entrance area, described below. If the PCs 
  did not agree to help Skor, there are no such marks and 
  
  COR8-06 Entrapment 
   
  Page 14 
  navigation of the maze becomes significantly more 
  difficult. 
   
  ENTRANCE AREA 
  The first area of the maze is similar to the other areas, but 
  for one aspect: the prismatic rays that are periodically 
  emitted and bounce off the mirrored surfaces, creating a 
  high likelihood of hitting most of the occupants. Exiting 
  the area requires a DC 40 Spot check or blind trial and 
  error to find the exit amongst the confusing mirrors and 
  prisms. If using trial and error, a PC has a 5% chance to 
  stumble across the exit (a natural 20 on a d20). Multiple 
  PCs may try this each round. If a PC finds the exit thusly, 
  he may use the rest of his movement to leave the room; 
  unless it is specifically stated that particular PCs are 
  staying together or assisting the PC that found the exit, 
  each other PC is assumed to be 1d6 × 10 ft. from the exit 
  when it is found. The maze of mirrors requires PCs to 
  move at half-speed. 
   
  PCs may attempt a Spot check each round and gain a 
  cumulative +2 circumstance bonus on such checks each 
  round after the first, as they become more familiar with 
  the room. When the exit is spotted, each PC is assumed 
  to be 1d6 ×10 ft. from the exit. The maze of mirrors 
  requires PCs to move at half-speed. 
   
  Disabling the prismatic rays is possible, but difficult. 
  Finding the origin point requires a successful Search 
  check and 2d4 rounds spent per attempted Disable 
  Device check, while the rays continue to fire. Refer to the 
  associated stat block for details. 
   
  Suddenly, multi-colored beams of energy fly out in 
  every direction, ricocheting off the surrounding 
  glass at an alarming speed, turning this section of 
  the maze into a full-spectrum warzone. 
   
  GM Note: The lack of a battle map may frustrate some 
  players. Explain to them that they appear to be in a 
  bounded area, maybe 100 feet to a side, but that the 
  mirrors make it difficult to locate the actual edges of the 
  room. Make the PCs’ options very clear to them: they 
  may attempt Spot checks, blindly search for the exit, or 
  search for the trap. Randomly smashing mirrors – while 
  easy and satisfying – does not achieve much as there are 
  so many such items in the chamber. Do NOT tell the 
  players the DCs they need to beat; just tell them about 
  the cumulative bonus on Spot checks and if they succeed 
  or fail. Use your discretion for adjudication of creative 
  thinking by the players. For example, the PCs may find a 
  corner and cast wall of force to protect themselves while 
  one PC searches for the trap. 
   
  Trap: This chamber is located at the entrance to the maze 
  of mirrors located in the cellar of The Magic Box. Any who 
  enter or fail to navigate their way through the maze of 
  mirrors inevitably find themselves here. The chamber 
  consists entirely of magically enhanced mirrors that 
  serve to not only make it difficult to find one’s way out of 
  the chamber, but also to conceal a turret that fires 
  numerous prismatic ray spells throughout the chamber. 
  The mirrors within the chamber reflect prismatic ray 
  spells cast within the chamber until each ultimately 
  strikes (or misses) a victim. 
   
  APL 8 (EL 10) 
   
  �Prismatic Ray Trap: Appendix 1. 
   
  APL 10 (EL 12) 
   
  �Prismatic Ray Trap: Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Prismatic Ray Trap: Appendix 1. 
   
  APL 14 (EL 16) 
   
  �Prismatic Ray Trap: Appendix 1. 
   
  APL 16 (EL 18) 
   
  �Prismatic Ray Trap: Appendix 1. 
   
  Development: Once the PCs find their way out of the 
  entrance area (described above), they are no longer 
  subjected to this trap. Proceed to the Navigating the 
  Maze section that follows. Note that if the PCs fail to 
  successfully navigate the maze, they will once again find 
  themselves in this chamber and must once again deal 
  with the trap contained within unless they have 
  successfully disarmed it, though they will gain a +2 bonus 
  on Spot checks to find the exit due to familiarity. 
   
  NAVIGATING THE MAZE 
  Navigation of the maze requires a series of successful 
  Intelligence and/or Wisdom checks over the course of 
  three rounds. This section of the encounter uses points 
  that reflect how close the party is to finding their way out 
  of the maze. The party starts with 5 points and gains more 
  points with successful checks; each member of the party 
  needs to decide whether or not to participate, and if so, 
  whether to attempt an Intelligence or Wisdom check 
  (only one), and what difficulty to attempt: easy, medium, 
  or hard. “Assisting” is not allowed; it is emulated by 
  attempting an easy check. If the party reaches 20 points 
  within 3 rounds, they find the entrance to Tenser’s clone 
  room. 
   
  Failure of a check causes the party to lose points. If 
  the party does not reach 20 points within 3 rounds or 
  falls to 0 points at the end of any round, they arrive back 
  at the entrance area. They must then deal with the 
  encounter trap again before proceeding, at which time 
  they start anew with 5 points. On subsequent attempts, 
  all party members gain a +2 bonus on checks to Spot 
  checks to find the exit from the entrance area and checks 
  to navigate the maze, due to familiarity. 
   
  If they have found and taken the time to successfully 
  disable the encounter trap in the entrance area, the 3 
  round limitation does not apply; in this case, if they do 
  not reach 20 points within 3 rounds, they find the 
  entrance on the 4th round, but do not gain full 
  experience. 
  
  COR8-06 Entrapment 
   
  Page 15 
   
  Once the party has successfully navigated the maze, 
  do not require them to do so in the future. If they wish to 
  leave and return, simply skip over this section. While this 
  may require some suspension of disbelief, it would be 
  tedious and boring to run the maze again. 
   
  Difficulty 
  DC 
  Success 
  Failure 
  Easy 
  10 
  +1 
  -2 
  Medium 
  15 
  +2 
  -2 
  Hard 
  20 
  +3 
  -2 
   
  Bonus Summary: PCs can gain bonuses, up to +6, for 
  any combination of the following. Use your discretion 
  for similar skills or abilities. These are active bonuses, not 
  passive; the player must ask if particular skills or abilities 
  help. 
  • 
  5+ ranks in Concentration: +1 to Intelligence and 
  Wisdom checks. 
  • 
  5+ ranks in Disable Device: +2 to Intelligence 
  checks. 
  • 
  5+ 
  ranks 
  in 
  Knowledge 
  (architecture 
  and 
  engineering): +1 to Intelligence checks. 
  • 
  5+ ranks in Knowledge (dungeoneering): +2 to 
  Intelligence checks. 
  • 
  5+ ranks in Listen: +1 to Wisdom checks. 
  • 
  5+ ranks in Search: +2 to Intelligence checks. 
  • 
  5+ ranks in Spot: +2 to Wisdom checks. 
  • 
  5+ ranks in Survival: +1 to Wisdom checks. 
  • 
  Blind-Fight feat: +1 to Wisdom checks. 
  • 
  Investigator feat: +4 to Intelligence and Wisdom 
  checks. 
  • 
  Tracking feat: +2 to Wisdom checks. 
  • 
  Every attempt to navigate the maze, after the first 
  attempt: +2 to Intelligence and Wisdom checks. 
   
  Example: Upon first leaving the entrance area, the PCs 
  begin making checks. Three of the PCs decide to 
  participate. They did not agree to help Skor. 
   
  Round 1: PC A attempts a medium Intelligence check 
  and fails. PC B attempts an easy Wisdom check and 
  succeeds. PC C attempts a hard Wisdom check and fails. 
  The party has lost a total of 3 points, bringing their total 
  to 2. 
   
  Round 2: PC A attempts an easy Intelligence check 
  and fails. PC B attempts a medium Wisdom check and 
  succeeds. PC C attempts a hard Wisdom check and 
  succeeds. The party has gained a total of 4 point, bringing 
  their total to 6. The order does not matter. Though PC A 
  rolled first and failed, which would bring the total to 0, 
  the loss of points is not applied until the end of the 
  round. 
   
  Round 3: PC A attempts a medium Intelligence check 
  and succeeds. PC B attempts a hard Wisdom check and 
  succeeds. PC C attempts a hard Wisdom check and 
  succeeds. The party has gained a total of 8 points, 
  bringing their total to 14. They have not reached 20 
  points within 3 rounds; therefore, they find themselves 
  back in the Entrance Area, though they gain a +2 bonus 
  on all checks in the Entrance Area or Maze, due to 
  familiarity. 
   
  TENSER’S CLONE ROOM 
  For the first time since you entered the basement, 
  you reach something that is not comprised of glass. 
  Indeed this door is made of stone, with a large 
  symbol carved in its center. 
   
  A DC 20 Spellcraft check reveals the symbol as an arcane 
  mark. A DC 20 bardic knowledge check or Knowledge 
  (nobility and royalty) check reveals this as the mark of 
  Tenser. 
   
  The door is locked but with no visible keyhole. A DC 
  20 Search check reveals a hole one centimeter in 
  diameter that could be a keyhole for a magical key. The 
  door can be unlocked in one of the following ways: two 
  knock spells cast concurrently, a dispel magic spell 
  overcoming a 20th-level caster, or up to two Use Magic 
  Device checks (activate blindly using something other 
  than the appropriate key and, if necessary, emulate lawful 
  good alignment – the player must state that they are 
  emulating alignment and which alignment; they are not 
  given the requirements freely). The door has 100 hp and 
  10 hardness so if all else fails the PCs can simply bash it 
  down. 
   
  The final chamber in the basement is small, no more 
  than 50 feet square. A brass coffin with a glass lid 
  rests in the center of the chamber. Clothing and 
  equipment are folded and stored neatly on a table at 
  its side. The figure within is less a body and more a 
  silhouette. Shadows ripple across its skin. Its eyes 
  are wells of utter darkness. Large tomes litter the 
  floor, with piles of loose pages between them. Skor, 
  his snout buried in a book, looks up at you. 
   
  If the PCs refused to help Skor, he growls at them and 
  says:  
   
  [Skor]: “You cannot kill this clone. It has long since 
  been 
  replaced 
  with 
  this 
  shadowy 
  replica. 
  Mordenkainen wasted your time.” 
   
  While he is the familiar of one of the most powerful 
  mages in the Flanaess, Skor knows he is incapable of 
  defeating a party of adventures by himself. He does not 
  stop the party if they investigate the body or the books. If 
  they attempt to take his master’s possessions, he grabs 
  them, turns invisible, and flies away. 
   
  If the PCs agreed to help Skor, he welcomes them 
  and says:  
   
  [Skor]: Now you know my secret. My master is 
  missing. All his clones have been destroyed but this 
  one. Something happened to it three months ago. I 
  cannot figure out what is happening, but I suspect 
  Mordenkainen. 
  
  COR8-06 Entrapment 
   
  Page 16 
   
  Since they were researching for Drawmij, he hopes they 
  can look through the materials he’s gathered here and 
  find something he can’t. There are five large tomes on the 
  floor, along with a number of loose pages scattered 
  between them. If the PCs investigate them for at least 
  one hour, they may attempt a DC 25 Intelligence check. 
  A character receives a cumulative +2 bonus to his roll if 
  he has bardic knowledge (or an equivalent class ability), 5 
  or more ranks in Knowledge (arcana), (local [Core] or 
  [Iuz]), (religion), and/or (the planes). PCs may make the 
  roll individually or assist another PC (assisting PCs’ 
  bonuses from Knowledge skills apply to the DC 10 assist 
  roll, not the primary roll). They may attempt this roll 
  every 3 hours, but the DC increases by 2 each time. If 
  they are successful, give them Player’s Handout 7. 
   
  If the party investigates the coffin, they can 
  determine that the body isn’t a body at all; it is a shadow-
  replica of Tenser’s body. If examined closely, they can 
  look all the way through the translucent form. A DC 22 
  Knowledge (arcana) or (the planes) check or a DC 30 
  Spellcraft check determines that this is some sort of 
  shadow construct, a perfect replica of Tenser as the body 
  was found in the coffin. A detect magic spell reveals an 
  overwhelming aura on the body; A DC 25 Spellcraft 
  check identifies the aura as Conjuration (creation). 
   
  In order to proceed, the PCs must find the lingering 
  aura from the planar rift, discover the nature of the aura, 
  learn how to reopen the rift, and do so. Valid methods for 
  each step are listed below. There is a pressurized seal on 
  the coffin, so there is no access to the field without 
  opening the coffin. To open the coffin, a character must 
  first succeed at a DC 25 Disable Device check to break the 
  seal or deal 15 points of damage to the glass (hardness 0). 
   
  GM Note: Use your discretion in the following sections. 
  The point is to provide a dynamic encounter through 
  which the players must think creatively. If the players 
  come up with something clever that you think should 
  work, give them the benefit of the doubt. This encounter 
  should not serve as a roadblock unless the players simply 
  refuse to participate or are woefully untalented. 
   
  GM BACKGROUND INFORMATION 
  This situation is the remnant of Iuz’s plot to capture 
  Tenser in his trap on the Plane of Shadow. Iuz first 
  created the trap on the Plane of Shadow. He next found 
  the locations, somehow, of all of Tenser’s clones and had 
  them destroyed, all but one. Iuz was worried that the 
  nature of the trap might block Tenser’s spirit from 
  entering the clone if the clone was placed directly into 
  the trap. Using his deific powers and the codex of infinite 
  planes, Iuz placed this last clone, in the basement of The 
  Magic Box, under the effects of a powerful planar 
  manipulation. This enchantment effectively co-located 
  the clone in both the trap on the Plane of Shadow and its 
  original location in the basement of The Magic Box. 
  Finally, Iuz had Null seek out and kill Tenser, forcing his 
  soul to seek the last clone, in The Magic Box, attempting to 
  enter the ‘body’ there, and jumping into the true location 
  of the body inside the trap on the Plane of Shadow. 
   
  FINDING THE AURA 
  The aura may be found with any of the following 
  methods. Use your discretion for alternative ideas 
  proposed by the PCs. Success notices a sophisticated 
  magical field around the body, unlike anything they have 
  ever seen before. If mentioned out loud, Skor says that 
  Tenser placed no traps on the coffin. 
  • 
  DC 35 Search check by a PC with trapfinding. 
  • 
  Detect magic or similar spells or effects; a successful 
  DC 25 Spellcraft check identifies overwhelming 
  transmutation, illusion, conjuration, and universal 
  auras. Spells or abilities that identify the exact spells 
  used to create an effect are unable to do so for the 
  field. 
  • 
  Legend lore, analyze dweomer, or similar spells or 
  effects. 
   
  NATURE OF THE AURA 
  The nature of the aura may be discovered with any of the 
  following methods. Use your discretion for alternative 
  ideas proposed by the PCs. Success reveals that the field 
  is the remnant of some sort of planar rift, that there 
  seems to be a sliver of a connection still active, and that it 
  possibly could be reopened. Powerful spells, such as 
  analyze portal or legend lore, may provide extra details about 
  the portal, as described in the GM Background 
  Information, above. 
  • 
  DC 45 Search check by a PC with trapfinding. 
  • 
  Legend lore, analyze dweomer, analyze portal or similar 
  spells or effects. 
  • 
  Arcane sight or similar spells or effects. 
  • 
  DC 30 Knowledge (the planes), Knowledge (arcana), 
  Bardic Knowledge check, or similar abilities or 
  effects. 
   
  LEARNING HOW TO REOPEN THE RIFT 
  The PCs may gain clues as to how to reopen the rift with 
  any of the following methods. Each distinct type of 
  action provides one of the methods for reopening the rift. 
  For example, a legend lore spell and find the path spell will 
  reveal two methods, but two legend lore spells will only 
  provide one method. Weaker versions, such as low level 
  spells, provide slight clues to a method, while more 
  powerful versions, such as a high skill check, provide 
  greater detail. Use your discretion for alternative ideas 
  proposed by the PCs. The players are free to guess and 
  attempt methods without learning them through this 
  section. 
  • 
  Legend lore, analyze dweomer, analyze portal or similar 
  spells or effects. 
  • 
  Find the path or similar spells or effects. 
  • 
  Greater arcane sight or similar spells or effects. 
  
  COR8-06 Entrapment 
   
  Page 17 
  • 
  DC 40 Knowledge (the planes) check, Knowledge 
  (arcana) check, bardic knowledge check, or similar 
  abilities or effects. 
   
  REOPENING THE RIFT 
  The rift may be reopened using a combination of the 
  following methods. Three distinct types of the following 
  methods must be used. Using spells, abilities, or effects 
  that perform this exact function (opening a portal or rift) 
  count as two or three simultaneous methods, depending 
  on the power of the spell, ability, or effect, at your 
  discretion. Use your discretion for alternative ideas 
  proposed; encourage creative thinking by the players. 
  • 
  DC 35 Disable Device check. 
  • 
  Open/close or similar spells or effects. 
  • 
  Inserting into the field a ghost touch item or an item 
  with a similar enchantment. 
  • 
  Manual attempts to force the portal open by a 
  creature under the effects of shadowwalk or 
  otherwise partially or fully on the Plane of Shadow. 
  • 
  Planeshift or similar spells or effects. 
   
  When the rift has been reopened, read: 
   
  Wind rustles your clothing as it rushes past you. The 
  air in front of you bends and warps, pulsing with an 
  inky black light. It turns and twists, spinning like a 
  whirlpool until a hole in reality opens and a portal 
  hovers in the air above Tenser’s coffin. The body 
  dissolves into shadow like wisps of smoke, wafting 
  upward through the portal. Following the wisps, the 
  color in the room seems also to drain into the rift, 
  making the lab an almost grey version of its former 
  state. 
   
  No light comes out of the portal; it seems to draw light 
  into it. It must be extra-planar given that the party is in a 
  pocket 
  dimension. 
  Following 
  some 
  observation, 
  characters may make a DC 20 Knowledge (the planes) to 
  learn that the portal leads to the Plane of Shadow. 
  Characters that succeed at a DC 24 Spellcraft check know 
  that dimensional lock prevents spells as powerful as gate, so 
  any portal opened here had to have been created using 
  powerful magic. 
   
  Skor does not know where it goes and is certain that 
  it is not a creation of his master. If the party agreed to 
  help him, he asks that they follow the portal to its 
  destination and rescue his master’s clone. It may be all 
  that remains of Tenser. 
   
  If the party did not agree to help Skor and he is still 
  present, he takes his master’s items and goes through the 
  portal himself. They can follow through the portal, or 
  they can leave the basement and use Drawmij’s 
  summoning stone. 
   
  CALLING DRAWMIJ 
  If the PCs are unable to open the portal themselves, or to 
  even discover the portal, or they do not wish to go 
  through the portal, they may call Drawmij; he comes to 
  the PCs immediately, arriving within 15 minutes. 
  Devadas, the patrons of The Magic Box, and Skor are 
  horrified and offended when Drawmij arrives; however, 
  Drawmij is able to analyze the situation and get the party 
  to the other side. 
   
  Drawmij confirms that the portal leads to the Plane 
  of Shadow. If the portal has been opened, Drawmij asks 
  the PCs to travel to the other side, either using the portal 
  or his custom well of many worlds. If the portal has not 
  been opened, he does not do so himself, but he allows the 
  PCs to use his well of many worlds. This well is more 
  powerful than the normal variety, as it can go wherever 
  the user desires, even if the destination is not clearly 
  known. 
   
  He asks that the party determine the location of 
  Tenser and, while there, if they should learn any 
  information on a wizard named Jaran Krimeeah, to follow 
  those leads as well. Players may recognize this name from 
  the library if they received Player Handout 4. Players who 
  participated in SHE3-01 Have Tome, Will Travel; SHE4-07 
  A Matter of Trust; or SHE5-02 Take a Giant Step Forward 
  may make a DC 15 Intelligence check to remember that 
  Jaran is the former Black One from the Valley of the 
  Mage. 
   
  Once the party has made its decision, continue to 
  Encounter 8. 
   
  8: PAINFUL JOURNEY 
  This encounter occurs immediately after the PCs have 
  stepped through the portal in The Magic Box in Encounter 
  7. The PCs find themselves in a strange chamber within a 
  tower on the Plane of Shadow where the trap is hidden 
  that Iuz has constructed to imprison Tenser, Jaran, and 
  Evard. 
   
  Years ago, Iuz discovered a great source of power on 
  the Plane of Shadow. In order to fuel that power source, 
  he constructed a prison designed to trap three powerful 
  individuals and feed off of their energies. The first 
  individual, Jaran Krimeeah, former Black One of the 
  Valley of the Mage, found this power source after 
  researching sites similar to the Valley of the Mage, and 
  fell into Iuz’s hands when he came to investigate. The 
  second, a conjurer from Bissel, known to many as Evard 
  (the real one), was captured by Iuz nearly six years ago 
  with the help of Evard’s niece Saralind Markavan. Tenser 
  was the last to be taken. Three months ago, Iuz found and 
  imprisoned his last remaining clone by pulling it through 
  a portal (the same portal that the PCs have re-opened and 
  passed through) and arranged for the archmage to be 
  assassinated, forcing his soul to be transferred to the 
  imprisoned clone upon his death. While Iuz has already 
  achieved whatever his dark goal may have been in this 
  place, he has left the three wizards imprisoned for his 
  own amusement. 
   
  Your surroundings blur and spiral around you, 
  making it impossible to tell whether you are 
  
  COR8-06 Entrapment 
   
  Page 18 
  traveling at an incredible speed or not at all. Color 
  drains from sight into a vortex of white, black, and 
  gray. You feel the hard embrace of stone upon your 
  body as you are released into something solid and 
  unforgiving. You catch a glimpse of something… or 
  someone… beside you before being driven through 
  solid stone by some unimaginable force for what 
  seems an eternity, accompanied by an agonizing 
  pressure on your very bones. The sudden rush of 
  stale air upon your face is a welcome relief before 
  you realize you have been expelled into a free-fall. 
   
  Pause for a moment to allow any PCs with a feather fall 
  spell prepared to cast it if they wish. 
   
  The cold stone floor greets you forcefully, putting an 
  abrupt end to your painful journey. 
   
  PCs may attempt a DC 20 Spellcraft check to identify the 
  fact that this occurrence may have been caused by 
  appearing inside of a solid object via extra-dimensional or 
  extraplanar travel. 
   
  PCs may also attempt a DC 15 Wisdom check to 
  recall that they saw a human male trapped within the 
  stone where they first appeared. Any PC that has seen 
  Tenser or makes a DC 15 bardic knowledge check 
  recognizes the individual as Tenser the Archmage. 
   
  The PCs have been shunted into the vestibule of the 
  tower (despite the name, there is no other way into this 
  chamber). They take 1d6 points of damage from being 
  shunted through 5 feet of solid stone, and an additional 
  1d6 points of damage from falling 10 feet. A successful 
  DC 10 Tumble check negates the falling damage. 
   
  VESTIBULE 
  You find yourself standing in a forty by forty foot 
  square stone chamber. Swirling gray pools of some 
  unknown substance form doorways on the east and 
  west walls of the chamber and a narrow, circular 
  stairwell leads up through the ceiling. It takes mere 
  moments to realize that something isn’t quite right 
  about your surroundings. All that surrounds you is 
  entirely void of color. The walls, floor, and even 
  torchlight emitted by the wall sconces appear in 
  shades of white, gray, and black. Your clothing and 
  possessions show some hint of color, but even they 
  are strangely muted. 
   
  PCs may identify various properties of this plane or their 
  surroundings with a Knowledge (the planes) check that 
  beats the DC listed. Provide information associated with 
  all DCs beaten. 
   
  Knowledge (the planes) 
  • 
  DC 15: This is another plane, one that is similar in 
  many respects to the Material Plane. 
  • 
  DC 25: This is the Plane of Shadow (the PC recalls 
  the properties associated with the Plane of Shadow 
  described in GM Aid 3: Plane of Shadow). 
   
  A detect magic spell reveals overwhelming abjuration 
  magic present in the entire area.  
   
  The two “swirling gray pools” on the walls are 
  actually portals to pocket dimensions created by Iuz 
  while he was experimenting with the codex of infinite 
  planes. Each mimics a location on one of the Infinite 
  Layers of the Abyss. Both portals require a command 
  word to activate.  
   
  The portal in the east wall leads to a pocket 
  dimension that mimics the 222nd layer of the Abyss: The 
  Slime Pits. In order to activate this portal, the following 
  command word must be spoken: “Jubilex.”  
   
  The portal in the west wall leads to a pocket 
  dimension that mimics a location on the 245th layer of 
  the Abyss: The Fountain of Screams. In order to activate 
  this portal, the following command word must be 
  spoken: “Fountain.” An analyze portal spell identifies the 
  destination of both of these portals, the command word 
  required to activate them, and fact that they are one-way 
  portals, as per the description of the spell. PCs may try to 
  activate either portal blindly with a DC 35 Use Magic 
  Device check. A PC with 5 or more ranks in Knowledge 
  (planes) gains a +2 circumstance bonus on this check. 
   
  Unless the PCs somehow find a way to activate these 
  portals and then decide to travel through them, their 
  only option at this point is to ascend the stairwell. 
   
  GARIVEX’S SANCTUM 
  As you crest the top of the narrow stairwell, an 
  immense, dimly-lit chamber comes into view. Three 
  large stone spheres form a triangle in the center of 
  the chamber. Coruscating gray energy flows in 
  beams between a pedestal that stands in the center 
  of the triangle and each of the spheres, surrounding 
  them in a dull glow. Two immense automatons 
  stand motionless in two corners of the room. A frail, 
  balding Suloise man in a deep red robe sits behind a 
  desk piled with papers on the other end of the room, 
  gently caressing a crystal ball placed in the center of 
  the desk. As he notices you, he stands from his chair 
  and smoothes the creases in his robe, grinning at 
  your party as you reach the top of the stone stairs. 
   
  [Garivex]: “So you’re the ones that popped in so 
  unexpectedly, eh? Is there something you seek, or 
  are you just lost?” 
   
  Allow the PCs to respond as they see fit. Garivex tries to 
  appear as non-threatening as possible. He does not wish 
  to instigate combat with the PCs just yet.  
   
  Roleplay a conversation between Garivex and the 
  PCs. Despite being insane, Garivex is highly intelligent 
  and manipulative; he is also an excellent liar, and masks 
  his lies by speaking the truth quite liberally and making 
  mundane, obvious lies to hide his more important ones. 
  Garivex knows what the PCs are after and knows that it is 
  his duty to stop them. His goal is to convince the PCs 
  that to open these ‘cells’, they must obtain two keys from 
  
  COR8-06 Entrapment 
   
  Page 19 
  the pocket dimensions linked to this tower. As such, he 
  tries to dissuade hostile PCs from attacking him by 
  reminding them that they need the keys, and to get the 
  keys they need the command words to activate the 
  portals to the pocket dimensions in which the keys are 
  located. The ‘keys’ located in these dimensions are 
  actually quite unnecessary, but he hopes that the PCs 
  perish obtaining them (or are significantly drained of 
  resources when they return). While Garivex is an 
  excellent liar, he purposefully lies poorly in the 
  beginning of his interactions with the PCs in order to 
  fool them into believing his lies about the necessity of 
  the keys. Note that Garivex is wearing a mask of lies and, 
  thus, his alignment is not detectable. PCs with true seeing 
  notice that he is in fact wearing a strange mask over his 
  face, though the rest of his appearance is the same. 
   
  Garivex can provide additional information if the 
  PCs ask. Likely questions and answers are provided here: 
  • 
  Who are you? “I’m Garivex – the keeper of this 
  place.”  
  • 
  Why are you here? “Well, someone has to watch 
  over this place. I take down observations, record 
  fluctuations in planar convergences, things you 
  probably wouldn’t understand.” (True) 
  • 
  What is this thing? “It’s a prison of sorts, a rather 
  powerful one.” (True) 
  • 
  Who’s inside the prison? “Oh I’m not at all sure… 
  powerful individuals I suppose.” (Obvious lie) 
  • 
  Is Tenser in one of these cells? “Who? Uh… I’ve 
  never heard of him. Tinsel you said?” (Obvious 
  lie) 
  • 
  How does it work? “They’re sealed inside of these 
  stone spheres by temporal energy. It’s quite 
  indestructible, I assure you. But don’t worry, 
  they’re held in stasis, so they don’t actually feel 
  any pain or discomfort.” (True) 
  • 
  How can we get them out? “The prison is operated 
  by a set of three keys. Two can be found in the 
  pocket dimensions connected to this place, one 
  in each. I have the third. If you can bring me 
  both of the other keys, I’ll gladly help you 
  unlock the prison. I assure you, even with the 
  keys, I’m the only person here who knows how 
  to unlock it.” (Lie) 
  • 
  How do we get to the pocket dimensions? “The 
  portals downstairs each lead to one of the 
  dimensions. If you agree to retrieve the keys, I’ll 
  tell you the command word to activate each 
  portal, one at a time.” (True) 
  • 
  What will we find in these dimensions? “Now 
  what’s the fun in me telling you that? Nothing 
  you can’t handle, I’m sure.” (True) 
  • 
  Why would you help us? “I’ve been here for over a 
  decade and not once have I seen some of the 
  individuals inside. I can’t say I’m not curious. 
  Besides, I don’t think my master has any more 
  use for them. And anyway, He instills in us a 
  strong urge to betray.” (True) 
  • 
  Why doesn’t he have a use for them? “If I was privy 
  to all of my master’s plots and schemes, I would 
  likely be serving him from Dorakaa, not from 
  this isolated tower.” (Mostly True) 
  • 
  Who is your master? “Why, Old Wicked, of 
  course.” (True) 
  • 
  Couldn’t we just figure out a way to open the prison 
  without the keys? “You’re welcome to try, of 
  course. I’m fairly certain that the prison’s 
  architect made sure such a feat would be quite 
  impossible.” (True) 
  • 
  Who built this prison? The man grins at you, 
  revealing rows of crooked, yellow teeth. “Let’s 
  just say it wasn’t me.” (True) 
  • 
  Are those golems? “Why yes they are. I’m afraid 
  I’m just too old to be moving this heavy 
  furniture around by myself.” (True) 
   
  If the PCs insist on initiating combat with Garivex, 
  proceed to the combat detailed in Encounter 11. Grant a 
  surprise round to neither side in this case. 
   
  If the PCs agree to retrieve the keys, Garivex asks 
  them which portal they would like to pass through first. 
  Once the PCs respond (though the decision is rather 
  arbitrary), he provides them with the appropriate 
  command word and send them on their way. Proceed to 
  either Encounter 9 or Encounter 10, depending on which 
  portal the PCs decided to enter. 
   
  Garivex can watch the PCs’ activity anywhere within 
  this tower or one of the pocket dimensions through his 
  crystal ball and, thus, is aware of their abilities and tactics, 
  as well as whether or not they take any time to buff 
  before heading back up to his sanctum. If they do so, he 
  and his guardians do the same. When determining which 
  PCs would be protected from his divinations, note that 
  the divination effect created by the crystal ball is identical 
  to a clairaudience spell and clairvoyance spell, not a scrying 
  spell. 
   
  9: JUBILEX’S GRASP 
  This encounter occurs when the PCs have activated and 
  entered the east portal in the vestibule. The PCs fall into 
  the slime pits, a pocket dimension created by the Codex of 
  Infinite Planes. Refer to GM Aid 4: Map of Jubilex’s Grasp 
  for a layout of this encounter. 
   
  The insubstantial gray substance swirls around you, 
  engulfing you as you step into the portal. 
  Surprisingly, you feel nothing more than a warm 
  breeze as you drift deeper into the unknown. A brief 
  feeling of vertigo washes over you as the world 
  stands on its side and you fall face first into a dark, 
  viscous liquid. You can’t help but gag from the foul 
  taste as the sludge finds its way into your nose and 
  mouth. 
   
  As you regain your bearings and pull yourself 
  out of the slime, you find yourself standing in three 
  
  COR8-06 Entrapment 
   
  Page 20 
  feet of what can only be described as a bubbling 
  morass of ooze and sludge. Swirling clouds of oily 
  gray fumes blot out the sky – if a sky there is – 
  overhead and thick patches of fungus squish 
  beneath your boots. Slime flows over the edge of the 
  ground in this place to some unknown destination 
  on all sides as though falling off the edge of the 
  world. Despite the constant overflow, the slime 
  never seems to decrease in depth. 
   
  This pocket dimension has been created to mimic the 
  222nd layer of the Abyss: The Slime Pits. Upon entering 
  the dimension, spellcaster PCs may make DC 20 
  Spellcraft checks to recognize the fact that their ability to 
  cast certain types of spells may be impaired here. The 
  following is a list of planar traits of this pocket 
  dimension: 
  • 
  This dimension is mildly chaos-aligned and mildly 
  evil-aligned. Lawful and Good creatures receive a -2 
  circumstance penalty on all Charisma-based checks. 
  This penalty stacks with itself for Lawful Good 
  creatures.  
  • 
  This dimension possesses Limited Magic. Spells of 
  the transmutation school that enhance movement 
  speed or mode (such as granting a fly speed or swim 
  speed) simply do not function on this dimension. 
  This includes items that emulate a transmutation 
  spell or effect, such as boots of speed or winged boots.  
   
  The following is a list of physical features of this area: 
  • 
  The cavern is 80 feet square. Any creature that moves 
  (or falls) off the edge reappears in the vestibule in 8: 
  Painful Journey. Read: 
  You begin falling into an endless abyss. Just as 
  panic begins to take hold, you crash onto the 
  familiar floor of the chamber you were just in. 
  The portal that leads to the slime pits looms 
  before you. 
  • 
  The slime is 3 feet deep. Movement is reduced to 5 
  feet for medium creatures. Small creatures must 
  make DC 10 Swim checks to move 5 feet as a move 
  action. Creatures cannot run or charge in the slime. 
  Creatures with swim speeds may swim at half their 
  normal swim speed. Creatures with a freedom of 
  movement effect may move freely through the slime. 
  • 
  Slippery 
  mushroom 
  patches 
  are 
  interspersed 
  throughout this area, hidden beneath the slime. The 
  mushroom patches are impossible to see. If a 
  creature steps on a square with a mushroom patch 
  (as indicated on GM Aid 4: Map of Jubilex’s Grasp), 
  he must make a DC 10 Balance check or fall prone in 
  the slime. 
  • 
  The slime is prone to vicious riptides and 
  undercurrents occurring entirely at random. At the 
  start of each round, roll 1d6. On a 5 or a 6, a strong 
  current carries all medium or smaller creatures in 
  the slime 1d8 × 10 feet in a random direction (but 
  not diagonally). A successful Fortitude save DC 11 + 
  APL halves the distance (if the creature so chooses). 
  Creatures that beat the DC by 5 are entirely 
  unaffected (but can choose to be affected if the 
  creature desires). 
   
  This dimension is home to numerous horrific elementals 
  called spawns of Jubilex. When the PCs enter the 
  dimension, the spawns are hiding in the muck, which 
  grants them a +40 modifier on their Hide checks. Allow 
  PCs to make Spot checks to notice the spawns and 
  assume the spawns take 10 on their Hide checks. Note 
  that the spawns are not susceptible to the movement 
  disadvantages listed above and are not affected by the 
  hidden mushroom patches.  
   
  One round after the PCs enter the dimension, the 
  spawns burst out of the muck and attack. Any PCs that 
  spot the hiding spawns may act during the surprise 
  round. Read: 
   
  Suddenly, giant masses of dark liquid rear upward, 
  spraying the area with globs of slime. These 
  creatures – if creatures they are – well up before you, 
  bubbling and oozing. Chunks of un-nameable 
  sludge twist through their forms and their surfaces 
  spatter and heave. A single red eye dominates the 
  center of each creature, and dozens of smaller eyes 
  scattered throughout their putrid forms glare at you 
  hungrily. 
   
  Creatures: The spawns of Jubilex are giant masses of 
  dark liquid dotted with dozens of red eyes that hungrily 
  consume all in their paths. The EL of this encounter has 
  been increased by 1 due to their advantageous 
  circumstances. 
   
  APL 8 (EL 10) 
   
  �Lesser Spawn of Jubilex (3): hp 68; Appendix 1. 
   
  APL 10 (EL 12) 
   
  �Greater Spawn of Jubilex: hp 126; Appendix 1. 
   
  �Lesser Spawn of Jubilex (2): hp 68; Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Greater Spawn of Jubilex (3): hp 126; Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Elder Spawn of Jubilex (2): hp 216; Appendix 1. 
   
  APL 16 (EL 19) 
   
  �Elder Spawn of Jubilex (4): hp 216; Appendix 1. 
   
  Tactics: The spawns of Jubilex use fairly straightforward 
  tactics when attacking the PCs, alternating between 
  making slam attacks against low AC opponents and using 
  their sludge form ability when the PCs cluster together. 
   
  Treasure: There is no treasure here. 
   
  
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  Development: The key sought by the PCs was engulfed 
  into the form of one of the spawns of Jubilex long ago. In 
  order to obtain the key, the PCs have to dig through the 
  sludge remains of the spawns until they find it.  
   
  The PCs may leave this dimension at any time simply by 
  falling over the edge. Once they do so, they appear back 
  in the vestibule. If they have not yet obtained the second 
  key, proceed to Encounter 10 when they enter the west 
  portal. If they have already obtained both keys, proceed 
  to Encounter 11 when they proceed up the stairwell. 
   
  10: FOUNTAIN OF SCREAMS 
  This encounter occurs when the PCs have activated and 
  entered the west portal in the vestibule. The PCs find 
  themselves standing on an island of black glass in the 
  middle of a sea of acid, a pocket dimensions created by 
  the Codex of Infinite Planes. Refer to GM Aid 5: Map of the 
  Fountain of Screams for a layout of this encounter. 
   
  The insubstantial gray substance swirls around you, 
  engulfing you as you step into the portal. 
  Surprisingly, you feel nothing more than a warm 
  breeze as you drift deeper into the unknown. 
  Suddenly, you find yourself standing on the shores 
  of an island comprised entirely of a strange black 
  glass. A vast sea of acid stretches endlessly behind 
  you. What appears to be a village built out of the 
  same black glass looms ahead in the distance. 
   
  This pocket dimension has been created to mimic the 
  245th layer of the Abyss. This dimension is mildly chaos-
  aligned and mildly evil-aligned. Lawful and Good 
  creatures receive a -2 circumstance penalty on all 
  Charisma-based checks. This penalty stacks with itself for 
  Lawful Good creatures. 
   
  There is nothing of interest on this pocket 
  dimension except what lies in the center of the village. 
  The “acid sea” is very real and any PC that decides to test 
  it out is subjected to the effects of immersion in acid 
  (DMG 302). As the PCs enter the village, allow them to 
  make DC 15 Listen checks to hear the faint sounds of 
  screaming from the distance. Read: 
   
  Approaching the village, it becomes obvious that it 
  is little more than a desolate ruin. Fractured glass 
  buildings stand grimly, crowned with black, jagged 
  edges. To your horror, you can make out what appear 
  to be people trapped within the glass all around you, 
  frozen in expressions of extreme agony. Humans, 
  elves and what could be half-elves stare at you from 
  beneath the streets and within the sides of 
  buildings, their mouths open as if to utter one final 
  scream. 
   
  The PCs can hear the screaming more distinctly as they 
  enter the village. Describe in agonizing detail that the 
  screaming seems to have gotten louder. With some effort, 
  PCs may break one of the former inhabitants of this place 
  out of the glass, though they are all long dead. A DC 15 
  Heal check reveals that these humanoids have been dead 
  for centuries but have been preserved perfectly in the 
  glass. A successful speak with dead spell reveals that these 
  people were once slaves to a powerful demon lord who 
  one day entombed them for his own amusement. PCs 
  may make another DC 15 Listen check to notice that the 
  screaming seems to be originating from deeper within 
  the town. When the PCs proceed to check out the source, 
  read: 
   
  Following the sounds of the screaming, you come to 
  an open square, in the middle of which stands an 
  immense fountain, beautifully constructed of the 
  same black glass as the rest of the town. Acid spews 
  from the spout and cascades down into the basin in 
  a spectacular display. It is evident that the 
  screaming seems to be originating from inside the 
  fountain. However, it seems you were not the first to 
  arrive here, as a number of wicked-looking creatures 
  sneer at you, exposing rows of razor-sharp teeth. 
   
  These demons were trapped here by Iuz when he created 
  this dimension. While they were not expecting the PCs, 
  they are certainly happy to have the company. The 
  fountain is truly a cursed thing – driving creatures that 
  can hear its endless screaming to madness. It duplicates 
  the maddening whispers (SpC) spell as a sonic, mind-
  affecting effect (CL 20th).  
   
  Roll initiative for the fountain (+1/2 APL initiative 
  modifier). On the fountain’s initiative, every creature 
  within 75 feet of the fountain must make a DC 14 + APL 
  Will save or suffer the effects of the “violent 
  hallucinations” condition of the maddening whispers (SpC) 
  spell until he can no longer hear the screaming coming 
  from the fountain. At the start of each round after the 
  first, roll 1d6. On a 5 or a 6, the fountain triggers again. 
  Note that unlike the spell, this effect is an evocation 
  (sonic) effect and thus, spells like protection from evil do 
  not protect a creature from it, but creatures that cannot 
  hear or are within the effects of a silence are immune. The 
  demons here have long since become familiar with the 
  fountain’s effects and now wear ear plugs to ignore them. 
  PCs that come within 30 feet of any of the demons may 
  notice the ear plugs with a DC 20 Spot check. 
   
  PCs are likely to believe that there is someone inside 
  of the fountain that needs help. While there is in fact no 
  one inside, any PC that comes within 5 feet of the 
  fountain or flies closely overhead notices a shining key at 
  the bottom.  
   
  Creatures: The demons in this area vary heavily by APL. 
  The EL of this encounter has been increased by 1 due to 
  their advantageous circumstances. 
   
  APL 8 (EL 10) 
   
  �Babau (3): hp 68; MM 40. 
   
  
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  Page 22 
  APL 10 (EL 13) 
   
  �Hezrou: hp 131; MM 44. 
   
  �Vrock: hp 113; MM 48. 
   
  APL 12 (EL 15) 
   
  �Glabrezu (2): hp 162; MM 43. 
  APL 14 (EL 17) 
   
  �Mature Nabassu: hp 214; Appendix 1. 
   
  �Glabrezu: hp 162; MM 43. 
   
  APL 16 (EL 19) 
   
  �Mature Nabassu (3): hp 214; Appendix 1. 
   
  Preparation: Babaus begin combat with see invisibility 
  active. Vrocks and glabrezus begin combat with mirror 
  image active. Mature nabassu begin combat with unholy 
  aura and true seeing active. 
   
  Tactics: The demons’ tactics vary by APL. 
   
  APL 8: The babaus work together to flank PCs in 
  order to apply sneak attack damage to their attacks. They 
  alternate using their dispel magic spell-like ability on any 
  PCs that prove themselves to be difficult to hit, or to 
  dispel any silence effects the PCs create to protect 
  themselves from the fountain. 
   
  APL 10: The hezrou opens combat with a blasphemy 
  while the vrock takes its first action to cast heroism on 
  itself. In future rounds, the hezrou casts unholy blight 
  every round when possible while the vrock closes with 
  the nearest PC, using its stunning screech when multiple 
  PCs cluster together, and releasing its spores every three 
  rounds as a free action. If the PCs prove to become 
  difficult targets, the hezrou follow up with its second or 
  even third uses of blasphemy. If a PC fails his save against 
  banishment from blasphemy, he is returned to the 
  Vestibule and must spend 2 rounds getting back to the 
  combat. 
   
  APL 12: The glabrezus open combat with power word 
  stun on targets that appear to have low hit points, such as 
  spellcasters. On following rounds, they use melee attacks 
  against any creatures that they can full attack or they cast 
  reverse gravity on targets that do not appear to be able to 
  fly. 
   
  APL 14: The glabrezu follow the same tactics as 
  above.  
   
  The mature nabassu open combat with a blasphemy 
  and uses its spell-like abilities to its advantage in 
  following rounds. Note that the nabassu is an extremely 
  intelligent and potent combatant – it tries to stay out of 
  reach until it can establish a vampiric link with its most 
  powerful melee opponent (or archer), and it uses its 
  energy drain, following by enervation spell-like abilities on 
  spellcasters in order to make them lose spells. It relies on 
  the glabrezu to provide it with a flank when it chooses to 
  enter melee so that it can take advantage of its sneak 
  attack damage. If a PC fails his save against banishment 
  from blasphemy, he is returned to the Vestibule and must 
  spend 2 rounds getting back to the combat. 
   
  APL 16: One mature nabassu opens with a blasphemy 
  while the others target PCs with their energy drain 
  abilities (preferably casters). In future rounds, the 
  nabassu establish vampiric links with PCs that appear to 
  have low Will saves and wait until the PCs are 
  sufficiently weakened before entering into melee combat 
  and providing flanks for one another in order to sneak 
  attack. They make liberal use of their enervation and 
  greater dispel magic spell-like abilities and attempt to kill 
  spellcaster targets with their death-stealing gaze once 
  they have suffered numerous negative levels. If a PC fails 
  his save against banishment from blasphemy, he is 
  returned to the Vestibule and must spend 2 rounds 
  getting back to the combat. 
   
  Treasure: There is no treasure here. 
   
  Development: The key sought by the PCs can be seen at 
  the bottom of the fountain basin, which is 10 feet deep 
  and filled with acid. In order to obtain the key, a PC has 
  to be immersed in the acid (DMG 302). Alternatively, a 
  telekinesis spell or a simple mage hand spell could be used 
  to obtain the key (as the key is non-magical). 
   
  The exit to this pocket dimension is disguised by an 
  illusion beneath the acid in the fountain. A detect magic 
  spell reveals powerful evocation magic originating from 
  the spout and faint illusion magic originating from the 
  fountain’s basin. In order to get out, PCs have to dive into 
  the acid, at which point, they find themselves standing in 
  the vestibule. It is possible that if a PC dives in to obtain 
  the key, he may accidentally exit the dimension.  
   
  If they have not yet obtained the second key, 
  proceed to Encounter 9 when they enter the east portal.  
   
  If they have already obtained both keys, proceed to 
  Encounter 11 when they proceed up the stairwell. 
   
  11: THE PRISON 
  This encounter occurs when the PCs have obtained both 
  keys and have returned to Garivex’s sanctum on the top 
  floor of the tower. Alternatively, this encounter may 
  occur if the PCs chose to attack Garivex outright. Refer to 
  GM Aid 6: Map of the Prison for a layout of this encounter. 
   
  If the PCs return to Garivex’s sanctum with the keys, 
  read the following: 
   
  Garivex grins as you once again reach the top of the 
  narrow stairwell. 
   
  [Garivex]: “Well done, heroes… well done indeed. I 
  must say I’m impressed. I was hoping I wouldn’t 
  have to get my hands dirty, but I must say you’ve 
  proven yourselves to be more resilient than I had 
  expected. Welcome to your oblivion, adventurers.” 
   
  If the PCs chose to attack Garivex outright in Encounter 
  8, read: 
   
  
  COR8-06 Entrapment 
   
  Page 23 
  [Garivex]: I was hoping to have a bit of fun with you 
  first, but I suppose this will have to do. Welcome to 
  your oblivion, adventurers. 
   
  In either case, ask the PCs to roll initiative. At all APLs, 
  one of the constructs stands beside Garivex, protecting 
  him with its guard ability, while the other has activated 
  its shield other ability to absorb half (or ¾ at every APL 
  except 8) of the damage that Garivex would take. 
   
  The energy that flows into each of the spheres is 
  quite dangerous to any creature that comes in contact 
  with it. Any creature that passes through one of the 
  beams is subjected to the effects of a temporal stasis spell, 
  DC 35 (CL 20th). PCs may attempt to jump over a beam 
  with a DC 20 Jump check (5 feet high), but failure results 
  in coming into contact with the beam. Garivex is aware of 
  these effects and avoids the beams at all costs, making 
  sure his constructs do the same. 
   
  Creatures: Garivex is a frail, balding old man who 
  cackles maniacally as he casts his spells. Despite his 
  madness, he is a devious opponent and takes full 
  advantage of the protections provided by his constructs. 
  At APL 8, the shield guardians both have a repair critical 
  damage (SpC) spell stored within them. Note that 
  Garivex’s shadow conjuration and shadow evocation spells are 
  much more effective due to the planar traits of the Plane 
  of Shadow. 
   
  APL 8 (EL 11) 
   
  �Garivex: human illusionist 7/loremaster 2: hp 73; 
  Appendix 1. 
   
  �Shield Guardian (2): hp 112; MM 223. 
   
  APL 10 (EL 13) 
   
  �Garivex: human illusionist 7/loremaster 4: hp 98; 
  Appendix 1. 
   
  �Runic Guardian (2): hp 139; Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Garivex: human illusionist 7/loremaster 6: hp 
  126; Appendix 1. 
   
  �Advanced Runic Guardian (2): hp 172; Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Garivex: human illusionist 7/loremaster 8: hp 
  143; Appendix 1. 
   
  �Advanced Runic Guardian (2): hp 204; Appendix 1. 
   
  APL 16 (EL 19) 
   
  �Garivex: human illusionist 7/loremaster 10: hp 
  156; Appendix 1. 
   
  �Advanced Runic Guardian (2): hp 237; Appendix 1. 
   
  Preparation: At every APL except 8, the constructs have 
  mage armor, see invisibility, and false life active all day, and 
  one has been commanded by Garivex to cast haste on the 
  three of them before the PCs reach the top of the stairs. 
  These are all reflected in their associated stat blocks. 
  Garivex’s active spells are noted in the “power-up suite” 
  section of his stat block for each APL. At all APLs, 
  Garivex has activated the shield other ability of one of his 
  constructs prior to combat (the one on the other end of 
  the chamber). At APL 10 and higher, Garivex has an 
  active contingency spell – as soon as he is the target of any 
  attack that requires an attack roll, a mirror image spell 
  activates. 
  Tactics: Garivex uses his spells to maximum effect, 
  focusing on crowd-control spells if the PCs appear 
  relatively uninjured and on damaging spells if he believes 
  he can finish any PCs off. Garivex shouts commands at 
  his constructs throughout the combat. Note that every 
  spell Garivex has prepared is prepared as a Sanctum spell 
  (effectively heightened by 1 level). Garivex’s sanctum 
  extends throughout the entire tower. 
   
  The constructs protect Garivex at all costs. They 
  make slam attacks against PCs that they can full attack or 
  if no enemies are within reach, they activate one of their 
  spell-like abilities and close with the nearest PC. 
  Remember that the constructs are mindless. 
   
  APL 8: Garivex takes advantage of his ability to fly 
  and remains out of reach. If one of his constructs is in 
  danger of dying, he heals it with a repair critical damage 
  spell. Garivex uses his laughing skull of Iuz in response to 
  any silence effects generated by the PCs.  
   
  APL 10: Same as previous APLs and Garivex casts 
  shadowy grappler on any casters he finds to be particularly 
  troublesome. 
   
  APL 12: Same as previous APLs and Garivex casts 
  solipsism against any PCs that appear to have poor Will 
  saving throws. He activates his ring of mystic lightning 
  before casting chain lightning spells. Note that his caster 
  level is increased by 1 for all spells with the lightning 
  subtype. 
   
  APL 14: Same as previous APLs except Garivex 
  begins combat with a lightning ring active. Note that he 
  has used his Sudden Maximize feat on the lightning ring 
  and thus, all of his free-action lightning bolt effects deal 
  maximum damage and any PC adjacent to him when he 
  begins his turn is subject to maximum electric damage 
  (60). 
   
  APL 16: Same as previous APLs except Garivex uses 
  his moment of prescience to grant himself a bonus of +17 to 
  his initiative check. He attempts to begin combat with a 
  time stop and then proceeds to increase his defenses as 
  much as possible. During the time stop, he replicates a 
  delayed blast fireball with his greater shadow evocation. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what treasure Garivex carries. 
   
  Development: In addition to the treasure above, PCs 
  find a third key on Garivex’s person. Unlike the other 
  keys, this key radiates strong transmutation magic. PCs 
  that search Garivex’s desk find a torn sheet of paper with 
  the words “fountain” and “Jubilex” scribbled upon it, 
  another sheet on which notes describing the PCs’ combat 
  
  COR8-06 Entrapment 
   
  Page 24 
  tactics from their combats in the pocket dimensions were 
  hastily scribbled, and decades of notes on his research 
  regarding the prison. Describe these notes in abstract to 
  the players as mostly illegible notes alluding to the fact 
  that the prison is fueled by the balance created by the 
  opposing life force energies of those trapped within. 
  Garivex concludes his analysis with “Data corroborates 
  Old One’s theory of nine setup in balance would 
  exponentially increase power.” Any PCs that look into 
  the crystal ball see the last location that the PCs were in 
  before they came here. 
   
  OPENING THE PRISON 
  The prison consists of three stone spheres in which the 
  three wizards are entombed and a central console that 
  keeps each of three spheres (and whomever is inside) 
  under effects similar to the temporal stasis spell. While this 
  is active, the spheres are indestructible and PCs that 
  attack one of the spheres are subjected to the temporal 
  stasis effect described above. The flow of energy to any 
  one of the spheres can be disabled simply by inserting 
  the key (that Garivex carried on his person) into one of 
  the three slots in the top of the console. The slots are 
  arranged in a triangle, each slot corresponding to the 
  sphere in the same position in the room with reference to 
  the triangle. Inserting the key into a slot causes the flow 
  of energy to the appropriate sphere to cease immediately. 
  Attentive PCs may notice at this time that the two keys 
  they recovered from the pocket dimensions don’t have 
  any effect on the prison – they were merely diversions. 
  Iuz is the god of trickery, after all! Once the flow of 
  energy has been disabled, PCs have to smash each stone 
  sphere open to release the imprisoned wizards. Each 
  sphere has hardness 8 and 45 hit points. 
   
  Ideally, we would leave all decisions in the hands of 
  the PCs, but for the sake of the plot of this adventure, PCs 
  release the wizards in the following order, regardless of 
  which spheres they choose: Evard, Jaran, then Tenser. 
  Roll a die when the PCs open a sphere and pretend that 
  the result of the die determined which wizard was 
  released. 
   
  The remainder of this encounter is relatively open-
  ended, as the PCs begin freeing the wizards and 
  interacting with them. All of the wizards are quite 
  disoriented from their imprisonment and only know 
  pieces of what has happened to them. They are likely to 
  ask what year it is. While some are long-time foes of one 
  another, they have no desire to fight at this time. Each 
  can provide valuable information to the PCs if asked. 
  Note that all three of these wizards are epic level and far 
  more powerful than the PCs can handle. They have no 
  interest in combat and easily escape if attacked (even in 
  the face of powerful effects such as antimagic field or 
  dimensional lock). 
   
  The following sections provide descriptions of each 
  of the three wizards and details regarding their 
  interaction with PCs. 
   
  When discussing the Valley of the Mage and the 
  power contained therein, you should emphasis the idea 
  that Jaran might be the most knowledgeable person in all 
  of Oerth about the Valley; that knowledge could make 
  him the most likely person to be able to control whatever 
  the Valley’s power really is. 
   
  When discussing Mordenkainen, you should 
  emphasize that he typically knows everything that is 
  going on and almost always knows more than anyone 
  else about the machinations of the great powers of Oerth. 
   
  When discussing Tenser, you should emphasize that 
  he always fights for Good and this has sometimes made 
  him the sole enemy of evil, particularly when he was on 
  the Circle. 
   
  EVARD 
  The terrible yet renowned conjurer, Evard, one of 
  Mordenkainen’s greatest adversaries and creator of one of 
  the most fearsome spells known, disappeared in 591 CY 
  when his niece betrayed him and helped Iuz capture him 
  for his own diabolical purposes. With Evard gone, his 
  niece, Saralind, a powerful necromancer, used much of 
  Evard’s power and notoriety to conquer Bissel’s capital, 
  Thornward, before she was overthrown and killed in 595 
  CY during the famed Battle Under the Dome. 
   
  As the stone sphere crumbles, a humanoid form 
  begins to stir from beneath the rubble. A tall, thin 
  man rises before you, wiping dust and debris from 
  his black silk robes. His pale skin is pulled tightly 
  over his gaunt face and his shoulder-length black 
  hair hangs freely. Ornate rings adorn each of his 
  long, bony fingers. The man gives you a chilling 
  smile as he thanks you for freeing him. 
   
  Upon freeing Evard, PCs may not immediately recognize 
  him. Any PC that makes a DC 15 bardic knowledge or 
  DC 20 Knowledge (history) check recognizes the man. 
  Once PCs know Evard’s identity, they may recall 
  additional information about him with a Bardic 
  Knowledge or Knowledge (history) check that beats the 
  DC listed. Provide information associated with all DCs 
  beaten: 
   
  Bardic Knowledge/Knowledge (history) 
  • 
  DC 15: A one-time minor noble in Bissel, Evard 
  quickly rose in power as he accumulated knowledge 
  and secrets in a quantity that only the most erudite 
  sages could rival. 
  • 
  DC 
  25: 
  Evard 
  has 
  always 
  been 
  one 
  of 
  Mordenkainen’s greatest adversaries. 
   
   
  Despite his evil nature, Evard is thankful for the rescue 
  and is willing to converse with the PCs briefly before 
  taking his leave of this place. Unless attacked, he stickz 
  around just long enough to see who emerges from the 
  last sphere before smiling and using planeshift to escape. 
  His attitude on certain subjects is as follows: 
   
  General: Evard knows that Iuz captured him with 
  the help of his own niece, though he does not know how 
  long he has been imprisoned or what has transpired 
  
  COR8-06 Entrapment 
   
  Page 25 
  since. He does not know what Iuz wanted with him. If 
  told about the events that transpired in Bissel, he tries his 
  best to hide his anger, stating that his conniving niece 
  received her just desserts. He does not disclose the way 
  in which he was captured, though he mentions that there 
  was a spiraling metal object in the middle of the three 
  spheres that is now missing. 
   
   
  Valley of the Mage: It contains a great but hidden 
  power. His many attempts to discover this power were 
  stopped by the Black One of the Valley, a man named 
  Jaran Krimeeah – one of the few mages on Oerth whose 
  power matched his own. Jaran was able to control the 
  Power of the Valley to an extent unrivaled by any before 
  or since. 
   
  Mordenkainen: Evard has tremendous respect for 
  Mordenkainen, his greatest adversary. He admits that 
  none truly know what Mordenkainen is up to until it is 
  already done – the man manipulates people and nations 
  as if they were pawns on a chess board; but he’s always 
  right and always seems to know more about what’s going 
  on than anyone else. 
   
  Tenser: Evard sees Tenser as both meddlesome and 
  single-minded. He focuses too much on what is ‘Good’ 
  instead of what needs to be done. Evard acknowledges 
  Tenser’s power and influence, but admits that he 
  preferred it when Tenser was still in the Circle of Eight, 
  as Mordenkainen was more able to keep him in check. 
   
  JARAN 
  Little is known of this former Mage of the Vale, other 
  than the fact that he disappeared nearly a decade ago; 
  Jaran’s nature and intentions are shrouded in mystery. 
  Some say that he has been slowly gathering some 
  unknown power within the Valley of the Mage in order 
  to someday conquer Oerth, while others say he guards 
  the Valley’s power to keep it out of the hands of those 
  that would abuse it. 
   
  Another human gets to his feet from under the 
  debris of the second sphere. His skin is tan and his 
  dark hair clings to his scalp in tight curls. He wears 
  a dark green tunic, embroidered with silver filigree. 
  The creases around his eyes belie what his otherwise 
  youthful countenance may suggest. 
   
  Upon freeing Jaran, PCs may not immediately recognize 
  him. Any PC that makes a DC 20 bardic knowledge or 
  DC 25 Knowledge (history) check recognizes the man. 
  Once PCs know Jaran’s identity, they may recall 
  additional information about him with a bardic 
  knowledge or Knowledge (history) check that beats the 
  DC listed. Provide information associated with all DCs 
  beaten: 
   
  Bardic Knowledge/Knowledge (history) 
  • 
  DC 20: Jaran Krimeeah was once the Black One of 
  the Valley of the Mage. Since his disappearance, a 
  man named Elock has taken over. 
  • 
  DC 25: Jaran’s former lover, Tysiln, a drow wizard, 
  remains the First Protector of the Valley, even in his 
  absence, and works to locate Jaran. 
   
   
  Jaran remains in the tower unless threatened by the PCs. 
  His attitude on certain subjects is as follows: 
   
  General: Jaran had arrived at this location to 
  investigate a strong yet unknown source of power that 
  was somehow related to the Power of the Valley of the 
  Mage. He found this tower being constructed and was 
  confronted and incapacitated by Iuz himself before he 
  could escape. He is anxious to discover what has become 
  of the Valley of the Mage in his absence but is unwilling 
  to travel there until he has more information. 
   
  Valley of the Mage: Jaran speaks little of the Valley 
  of the Mage for now, except to say that he is certain that 
  his lover is still loyal to him. If the PCs would go and 
  inform her that he is alive and well and will return soon, 
  he will see to it that they are paid well for their services. 
   
  Mordenkainen: 
  Jaran 
  is 
  not 
  a 
  friend 
  to 
  Mordenkainen, who sees the Valley of the Mage as one of 
  the few things he cannot manipulate or control, and 
  Jaran knows this. His keeping of the Valley’s secrets out 
  of Mordenkainen’s hands has not made the archmage 
  happy with the former Black One; it may be one of the 
  few topics on which Mordenkainen is not the most 
  knowledgeable person in Oerth. 
   
  Tenser: Jaran has little interaction with Tenser. He 
  knows that Tenser always works in favor of the forces of 
  good – a mindset that Jaran sees as being somewhat 
  closed-minded; however, he sometimes is the only 
  person to stand against some evils. 
   
  TENSER 
  Since leaving the Circle of Eight, Tenser has focused on 
  working to counter the machinations of Rary and Iuz. 
   
  Emerging from the rubble of the third sphere is a 
  striking man in vibrant blue robes embroidered 
  with scimitar patterns along the trim. His brown 
  hair is streaked with gray, suggesting his age to be in 
  the mid-sixties. His eyes are a deep, dark brown and 
  a prominent, aquiline nose juts out from his angular 
  face. 
   
  Upon freeing Tenser, PCs may not immediately 
  recognize him. Any PC that makes a DC 10 bardic 
  knowledge or DC 15 Knowledge (history) check 
  recognizes the man. PCs who have already met him 
  recognize him immediately. 
   
  Tenser wants to know how long he was missing as 
  well as any other information the PCs can provide so that 
  he can piece together what happened. Tenser’s attitude 
  on certain subjects is as follows: 
   
  General: Before his capture, Tenser had been 
  desperately but unsuccessfully trying to hide the location 
  of his clones from Mordenkainen and Bigby. With only 
  one clone remaining, he was attacked by the Greater 
  Boneheart Null and the last thing he remembered was 
  
  COR8-06 Entrapment 
   
  Page 26 
  the pale green ray of a disintegrate spell burning towards 
  him before waking up here. He quickly realizes that his 
  clone must have been captured and he must have been 
  killed to have awoken alive in this prison. 
   
   
  Valley of the Mage: Before being assassinated, 
  Tenser had reason to believe that Iuz was searching for 
  something in the Valley of the Mage, a great power. He 
  urges the PCs to go to the Valley of the Mage, discover 
  what Iuz may be after, and find it before he does. 
   
  Mordenkainen: 
  Tenser 
  believes 
  that 
  Mordenkainen has finally gone too far – that he has 
  thrown his lot in with Iuz and must be opposed at any 
  cost. He believes that the only way Iuz could have known 
  precisely when Tenser had but one clone remaining was 
  with Mordenkainen’s help. 
   
  Development: This is a very open-ended encounter. 
  Tenser and Jaran are likely to have many questions for 
  the PCs and as some light is shed on the current 
  machinations, the two wizards (and hopefully the PCs) 
  will begin to see that their objectives for the time being 
  are as one. At this point in the adventure, all signs point 
  to the Valley of the Mage. 
   
  After hearing what Tenser has to say, Jaran admits 
  that the Valley of the Mage holds a source of power, but 
  that it is not what people think. Jaran had suspicions 
  about the fabled Power of the Valley and was seeking 
  more information before attempting to gain full control 
  of it. His searches led him to the Plane of Shadow, where 
  Iuz was building this device. In the middle of the device 
  was a large metal spiral, suspended in mid-air, which is 
  now gone. 
   
  Jaran says that his research indicated that the Source 
  of the Power of the Valley was more than it seemed; it 
  was a key to a powerful prison. Jaran used to not know 
  where the Source of the Power was; no one did. Now, 
  however, he can already feel it calling to him in his head 
  whenever he thinks about it; it’s as if the Source wants to 
  be found. Jaran believes that removing the Source would 
  jeopardize the Power of the Valley and, possibly, the 
  prison as well. He feels that the Source should remain 
  where it is. Jaran feels that, if the PCs were to contact him 
  when they find the Source, he might be able to channel 
  some of his remaining magical influence over the Valley 
  into a magical protection that cloaks the Source. He gives 
  them a sending stone for that purpose and says that the 
  stone will work only once. 
   
  Tenser disagrees and thinks that the Source needs to 
  be removed to keep Iuz and his minions from finding it 
  and gaining control over its powers and the Power of the 
  Valley. He insists that the Iuzians are searching for it, 
  which means that it can be found. If it can be found, the 
  PCs must find it first. 
   
  After Jaran and Tenser argue these points for a while, 
  Jaran offers to send the PCs to the Valley of the Mage if 
  they agree to seek out Tysiln and learn of the current 
  state of affairs within the Valley. He wants them to leave 
  the Source where it is, but knows he cannot force the 
  issue in his current state. If asked why he does not go 
  himself, he admits that it may not be safe for him to 
  return, as Tysiln is likely being watched closely by 
  whoever this Elock character is. If the PCs agree, Jaran 
  opens a gate for the PCs: 
   
  With a slight gesture and a brief incantation, Jaran 
  completes a spell that creates a small inky-black rift 
  in mid-air. Within moments, the rift grows to the 
  size of a doorway and the blackness begins to fade, 
  revealing hints of color. As the rift grows even 
  larger, reaching the ceiling at its highest point, the 
  blackness gives way entirely to a view of lush 
  grasslands with the majestic Barrier Peaks on the 
  horizon. 
   
  12: INTO THE VALLEY 
  This encounter occurs when the PCs are gated into the 
  Valley of the Mage by Jaran. 
   
  The exit for the gate was intentionally placed by Jaran 
  near the headquarters of the First Protector of the Vale, 
  Tysiln San. He wants them to contact her as soon as 
  possible and, thus, made sure they would be noticed. As 
  soon as they arrive, the PCs are spotted by some of 
  Tysiln’s scouts, a group of valley elves. The scouts gather 
  reinforcements before attempting to ambush the PCs and 
  capture them. Read: 
   
  As you step through the gate into the dense 
  grasslands beyond, the sudden return of color to the 
  world seems to assault your sense. As you acclimate 
  yourself, you can see a keep in the distance. 
   
  Ten minutes after arriving in the Valley, or sooner if they 
  are trying to leave the area in a manner that might get 
  them off-track for the adventure, allow the PCs to make 
  DC 35 Spot and Listen checks. Any who succeed notice 
  movement in the thickets all around them. Five rounds 
  later, the elves are in position.  
   
  Without warning, arrows come arcing through the 
  sky from the thickets around you, striking the 
  ground all around you. Or, perhaps that is the 
  warning. A voice calls out in elven. 
   
  The voice demands that the PCs identify themselves and 
  state their reason for coming to the Valley of the Mage. If 
  no one responds, the demand is repeated in Common. 
   
  If the PCs mention Tysiln or Jaran, they are asked to 
  explain their connection to either of the individuals in 
  more detail. If the PCs say that they have information on 
  Jaran’s location, have worked with Tysiln before, or that 
  they seek an audience with Tysiln, they will be escorted 
  to the keep under guard. The PCs must relinquish their 
  weapons, spell component pouches, and holy symbols; 
  they may only keep their weapons with a DC 50 
  Diplomacy check or if, for some reason, they are 
  
  COR8-06 Entrapment 
   
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  physically incapable of parting from the weapon. In 
  either case, the weapons are bound by the elves. Loosing 
  the weapon requires a DC 30 Use Ropes check and a full-
  round action. 
   
  After collecting anything that might be deemed 
  threatening, the valley elves lead you to the keep you 
  saw in the distance. Throughout the two-hour 
  march, the sentries keep you boxed in, still wary of 
  any actions you might take. 
   
  A large number of valley elves and a handful of 
  gnomes defend the keep, and they all eye you 
  suspiciously as you are marched swiftly through the 
  courtyard, into the main structure, down to a 
  basement level, and into a large room. While the 
  room is well-appointed and obviously intended for 
  guests, it is also meant to contain those guests. The 
  heavy door has an outer keyhole, brackets for a bar 
  on the outside, and neither on the inside. 
   
  Your elven guard ushers you inside and 
  brusquely commands you to wait here until the 
  First Protector is ready to see you. It is not as if you 
  have a choice in the matter, though, as you hear a 
  bolt thrown and a bar placed on the outside of the 
  door. 
   
  COUNTERINFORMATION 
  One hour after being left in their suite, the PCs are 
  approached by a spy in the employ of Elock, a valley elf 
  named Ruyel. Elock has told Ruyel that Tysiln has 
  become frustrated by her inability to find Jaran and has 
  turned to outside aid. According to Elock, Tysiln has 
  recently begun following the orders of Eclavdra, in 
  exchange for her assistance finding Jaran. In addition to 
  being the high priestess of Lolth, Eclavdra has been in 
  the City of Skulls, Dorakaa, for the last several years as an 
  envoy to Iuz. Ruyel worries that Tysiln may betray the 
  Vale, that she might seek the Power of the Valley for 
  herself, Eclavdra, or even Iuz himself. He says that Elock 
  is a good man that has tried to protect the Valley from 
  outsiders. Ruyel worries what would have happened to 
  them after Jaran disappeared if Elock had not shown up. 
   
  None of this is true. Elock is actually Sunifarel 
  Brightrobe, a member of Iuz’s Boneshadow, a group of 
  his six most deadly spies. Sunifarel was sent by Iuz to 
  research the Valley and find a way to subvert its powers 
  for the Old One’s use. He has been working on this for 
  several years, but is continually stymied by Tysiln and the 
  protections Jaran left on the Valley before leaving. Ruyel 
  does not know these details, however; he believes what 
  he has been told and, thus, is not lying when he shares 
  these rumors. He does not reveal his source unless 
  magically compelled. 
   
  AUDIENCE WITH TYSILN SAN 
  The next morning, the PCs are led to an audience 
  chamber to meet Tysiln San, First Protector of the Vale. 
  Modify the following text to suit what the party told the 
  valley elf scouts. Read: 
  You are left alone in what is effectively your lavish 
  cell until the next morning. Shortly after dawn, the 
  elves return. They bring with them a meager 
  breakfast and tell you to eat it as you walk to the 
  audience chamber. 
   
  A short walk later, you enter a spartan chamber. 
  Sitting at one end is a drow female. As soon as she 
  sees you, she leaps to her feet. 
   
  [Tysiln]: “You have news of Jaran?! Quickly, tell me 
  everything!” 
   
  Tysiln has been searching for her lost lover, Jaran, for 
  several years. The years of loneliness and failure have 
  been slowly driving her mad. She has become paranoid 
  and delusional and craves revenge on any that may have 
  been involved in Jaran’s disappearance. Her condition 
  has been worsening significantly over the past few 
  months, partially due to the work of Elock, who is 
  attempting to make her crack completely so he can 
  finally be rid of her. 
   
  Tysiln has learned the location of the Source, but 
  will not share it with anyone. The PCs must cajole her, 
  barter information, or openly inform her of everything 
  they know of Jaran. 
   
  If the PCs ask about the location of the Source, 
  Tysiln grips her staff tightly and glares at them. She 
  accuses them of working for “him”, but does not say who 
  “he” is or what exactly she means. You should make it 
  obvious that she knows where the Source is, but does not 
  share the information. 
   
  If the PCs mention Elock, Tysiln seems to lose her 
  focus and slip into a loosely controlled rage.  
   
  [Tysiln]: “Elock! Elock. He is behind this, I know it! 
  He showed up soon after Jaran disappeared, looking 
  for the Power of the Valley! I supported him at first, 
  but lately he has been thwarting my attempts to find 
  Jaran…everyone stands in my way! He is a servant of 
  the Old One, here to seek the Power for Old Wicked! 
  His spies are everywhere…”  
   
  Tysiln begins looking furtively about the room, 
  as if she expects to be attacked at any moment. 
   
  If the PCs question her about how she would know that 
  Elock serves Iuz, she explains that he looks evil, his face 
  looks a bit like a skull, and he smiles a lot. That seems to 
  be conclusive proof to her. 
   
  If the PCs mention Jaran, Tysiln shifts to a strangely 
  sweet attitude as she asks the PCs to please share 
  anything they know of Jaran. Unless the PCs reveal the 
  full story of the Plane of Shadow, she soon begins 
  scowling at them as she suspects them of lying or holding 
  back information. If the PCs do share the full story of 
  Jaran, either freely or as part of a bargain, Tysiln becomes 
  ecstatic, but with an odd glint in her eyes. 
   
  
  COR8-06 Entrapment 
   
  Page 28 
  [Tysiln]: “Oh, this is fantastic news! Jaran is alive and 
  will return to me soon! We must start preparing; 
  there is so much to be done.” 
   
  Her smile twists into a cruel shape as she 
  continues. 
   
  [Tysiln]: “We must secure the full Power of the Valley 
  for Jaran. He will need it in the coming weeks. There 
  are many that must pay for their hand in this! We 
  will seek them all out and destroy them! After we 
  make them talk, tell us their secrets, tell us who else 
  helped…” 
   
  Tysiln then shares the location of the Source with the 
  PCs, a large complex of ruins two days’ ride to the 
  southeast. She asks them to bring the Source back to her 
  so she can give it to Jaran. 
   
  If the PCs mention that Jaran wants the Source left 
  alone, Tysiln gets a confused look on her face and seems 
  to think for a few moments before speaking. 
   
  [Tysiln]: “So. Even he has betrayed me. I knew it 
  would come to this; I knew he had left me. Fine, you 
  must secure the Power for ME and I will do what is 
  necessary. I will make them pay, even him.” 
   
  Development: She does not calm down after this point. 
  She continues to either rant about being betrayed and 
  abandoned or talk about how happy she is, depending on 
  what the PCs said to her. The PCs should leave her to her 
  madness and slip out of the audience chamber. 
   
  13: THE RUINS 
  This encounter occurs when the PCs reach the ruins that 
  contain the Source. It is a two-day ride from Tysiln’s 
  keep, though the PCs may use other modes of travel that 
  are faster. The inhabitants of the valley do not hinder 
  them on this journey – in fact the PCs see almost no one 
  before they reach the Source. 
   
  Dense forests and heavy undergrowth have been the 
  norm for the last portion of your journey; however, a 
  clearing ahead and what lies there indicate that you 
  have reached your destination. 
   
  Amidst the large clearing, or what used to be a 
  clearing, are the ancient ruins of a temple complex. 
  The trees began their assault centuries ago, their 
  roots and branches slowly tearing apart the ruins, 
  brick by brick. The central pillars and buildings 
  seem mostly intact though lacking ceilings in most 
  places. Reliefs of eyes adorn most surfaces, with ten-
  foot wide carvings on each side of the central tower. 
   
  Just inside the clearing are the corpses of two 
  humanoids. Sounds of battle can be heard echoing 
  through the complex. 
   
  Imagine the ruin complex as something similar to the 
  ruins of Bayon, only with eyeballs instead of faces 
  (http://en.wikipedia.org/wiki/Bayon). 
  A 
  DC 
  10 
  Knowledge (religion) check identifies the eyes as 
  symbols of Boccob. 
   
  The two bodies are Iuzians that were killed by the 
  guardians. They carry skull symbols, but the rest of their 
  possessions have been looted by the other Iuzians that 
  came later. The first body looks desiccated; a DC 15 Heal 
  check shows that he seemed to die of old age. The second 
  body has been beaten to a pulp; a DC 10 Heal check 
  shows that he died from bludgeoning weapons. 
   
  As the PCs explore the ruins, describe obvious 
  sounds of combat around them. They should come across 
  occasional Iuzian corpses and strangely placed piles of 
  rubble. If you wish to draw a map, you may do so, but it is 
  not necessary for the exploration of the ruins. As the PCs 
  near the central building, they are attacked by guardians 
  of the complex, a ruin chanter and ruin elementals. Refer 
  to GM Aid 7: Map of the Ruins for the layout of this 
  encounter. 
   
  As you work your way through the ruins, you notice 
  one of the walls begin to move and take form. From 
  a shadowed archway, you see a lanky creature 
  emerge. 
   
  Creatures: Scarecrow guards this particular section of 
  the ruins dutifully, killing or chasing off intruders as 
  ordered by his master, the Keeper. He has called a 
  number of ruin elementals to serve him. The ruin 
  elementals pummel any who enter this area, following 
  Scarecrow’s commands unquestioningly. 
   
  APL 8 (EL 12) 
   
  �Scarecrow: de-evolved ruin chanter: hp 102; 
  Appendix 1. 
   
  �Ruin Elemental: hp 120; Appendix 1. 
   
  APL 10 (EL 14) 
   
  �Scarecrow: ruin chanter: hp 190; Appendix 1. 
   
  �Ruin Elemental: hp 120; Appendix 1. 
   
  APL 12 (EL 16) 
   
  �Scarecrow: ruin chanter: hp 190; Appendix 1. 
   
  �Advanced Ruin Elemental: hp 325; Appendix 1.  
   
  APL 14 (EL 18) 
   
  �Scarecrow: ruin chanter seeker of the song 3: hp 
  264; Appendix 1. 
   
  �Advanced Ruin Elemental (2): hp 325; Appendix 1. 
   
  APL 16 (EL 21) 
   
  �Scarecrow: ruin chanter seeker of the song 6: hp 
  299; Appendix 1. 
   
  �Advanced Ruin Elemental (2): hp 435; Appendix 1. 
   
  Preparation: At APL 12 and higher, Scarecrow begins 
  combat with his inspire courage ability active (already 
  reflected in appropriate stat blocks). At APL 14, he has 
  
  COR8-06 Entrapment 
   
  Page 29 
  combined songs to also include a dirge of the frozen loss. At 
  APL 16, he has a hymn of spelldeath active in place of the 
  dirge, making it extremely difficult for any PCs in the 
  chamber to cast spells. 
   
  Tactics: Scarecrow uses his bardic abilities to enhance 
  and motivate the elemental(s) that serve him and his 
  superior flight and Tumble skill to avoid melee combat at 
  all costs. He uses his infirmity of mind and infirmity of 
  body abilities intelligently and liberally, selecting the 
  best targets for each. Additional tactics vary by APL. The 
  ruin elementals follow relatively straightforward tactics, 
  pummeling nearby PCs with melee attacks and throwing 
  rocks at PCs they cannot reach. The ruin elementals will 
  use their Shockwave ability as often as possible in an 
  attempt to prevent PCs from being able to take full 
  attacks. 
   
  APL 8 - 10: Same as above. 
   
  APL 12: Same as previous APLs except the ruin 
  elemental is now capable of using Awesome Blow to 
  knock PCs away from Scarecrow if given the opportunity. 
   
  APL 14: Same as previous APLs except Scarecrow 
  uses his seeker music abilities to maximum effect, 
  combining them with his other bardic music abilities and 
  alternating between songs most useful to any given 
  situation. A favored tactic is to make use of the dirge of 
  frozen loss, refrain as a swift action every round to deal cold 
  damage to the PCs and cause them to become fatigued. 
   
  APL 16: Same as previous APLs except Scarecrow 
  keeps his hymn of spelldeath active at all times, preventing 
  any PC that can hear it from casting spells (unless that PC 
  is able to make an abnormally high Concentration 
  check). He uses his combine songs and subvocalize 
  abilities to utilize his other offensive songs as swift 
  actions while consistently targeting PCs with Infirmity 
  of Mind and Infirmity of Body. 
   
  Treasure: Refer to the Treasure Summary to determine 
  what treasure the Scarecrow carries. 
   
  Development: After fighting the ruin guardians, the 
  PCs are free to continue to the central building and 
  Encounter 14. 
   
  14: THE KEEPER 
  This encounter occurs after the PCs have defeated the 
  ruin’s guardians and continued to the central building. 
  They find a stairway that leads to an underground 
  chamber containing the Keeper of the Source. 
   
  You proceed down the stairs at the center of the 
  temple complex. The narrow width and low ceiling 
  make it a bit uncomfortable, but the passage soon 
  opens into a chamber. Several mummified corpses 
  litter the floor, all within a few feet of the entrance. 
  As your gaze moves past the corpses, you see a 
  creature similar to the one you just fought, yet with 
  an indefinable ominous appearance. It seems older, 
  its pointed hat and cloak archaic, yet intact. The 
  creature seems less vibrant than the other, merely 
  watching you with calm, glowing eyes. It speaks to 
  you with a voice somehow reminiscent of sand 
  falling through an hourglass. 
   
  [Keeper]: “Welcome mortals. I am the Keeper of the 
  Spiral of Shothragot, what you call the Source of the 
  Power of the Valley, which is not far from the truth, 
  though it is far from the full truth. The gods have 
  told me of your coming. Unlike any that have come 
  before, since the time of the Great Pact of Gods, I am 
  to let you pass. You must decide the fate of the 
  Spiral. Their magicks no longer contain it.” 
   
  Roleplay the Keeper explaining the information listed 
  below. The Keeper is an enigmatic and reserved creature 
  that shares what knowledge it has, if asked. 
   
  Sometime during the roleplaying, read: 
   
  As you parlay with the Keeper, he suddenly raises 
  his hand and points, seemingly at you. Behind, 
  though, you hear a soft thud. A human dressed in 
  black silks, apparently attempting to sneak into the 
  room, lies on the ground, convulsing. As you watch, 
  she seems to age before your eyes, quickly passing 
  from middle to old age. Within a minute the human 
  is no longer recognizable, merely another mummy 
  amidst the other corpses.  
   
  The Keeper has been tasked by the gods with defense of 
  the Spiral and has maintained his vigil for over a 
  thousand years, using his advanced infirmity abilities to 
  kill any who made it this far. However, the Spiral of 
  Shothragot slowly has been accumulating power and has 
  recently reached a level where it can directly contact any 
  who seek it. The Keeper has recently been instructed by 
  the gods that the Spiral can no longer be protected. Apart 
  from direct divine intervention, it will be impossible to 
  keep the Spiral of Shothragot hidden and safe for much 
  longer. Mortals must be allowed to determine the Spiral’s 
  fate. The gods hope their decision does not jeopardize 
  Tharizdun’s prison, but their pact keeps them from 
  intervening directly, for now. 
   
  If asked about the Spiral of Shothragot and its effects 
  on the Valley, the Keeper explains that the Spiral infuses 
  the rivers of the Valley of the Mage with an essence of 
  itself, flowing forth from the pool in the next room. The 
  Black One of the Valley can exert influence over these 
  powers, gaining unique magical abilities by channeling 
  the essence of the Spiral of Shothragot. Destruction or 
  removal of the Spiral would likely eliminate this effect. 
   
  Development: After their discussions with the Keeper, 
  he allows them to proceed past him to the room that 
  contains the Spiral of Shothragot. 
  
  COR8-06 Entrapment 
   
  Page 30 
  15: THE SPIRAL 
  This encounter occurs after the PCs have talked to the 
  Keeper and moved on to the next room. 
   
  Following the sole passage behind the Keeper, you 
  soon arrive in a chamber that houses an 
  underground pool from which a stream flows into 
  the bedrock. The water is an unnaturally dark, 
  purple color and is completely opaque. There is 
  nothing else of interest in the room, though you 
  hear strange whisperings as you move closer. 
   
  For purposes of this encounter, the pool is 50 feet square 
  and 50 feet deep. The Source is located in an arbitrary 
  square at the bottom; choose the Source’s location square 
  at the beginning of the encounter. 
   
  The “Source” that is coveted by so many is in fact a 
  large spiral of purple metal that rests at the bottom of this 
  pool. What the PCs should have figured out by now is 
  that the Spiral of Shothragot is in fact one of the keys to the 
  prison that contains Tharizdun. In addition to serving as 
  a key to Tharizdun’s prison, the Spiral contains the 
  essence Shothragot, an elder evil and chief creation of 
  Tharizdun, the dark deity himself. Weak and nearly 
  powerless after years of undisturbed slumber, it siphons 
  power from the prayers of its unwitting servants in the 
  Valley of the Mage, biding its time until it gains the 
  strength it needs to set in motion the final events that 
  would see its master free. That time now draws near and, 
  thus, Shothragot has allowed itself to be found (which is 
  why Tysiln and Elock know of its location). Its presence 
  in the Valley is not without side effects; the raw power or 
  the Spiral of Shothragot has saturated the water in this 
  pool, which feeds all the rivers of the entire Valley. 
  Whosoever serves as the Black One of the Valley of the 
  Mage is able to tap into the power within the rivers that 
  flow throughout the Valley, unknowingly channeling a 
  small fraction of Tharizdun’s essence. 
   
  It should be clear to the PCs at this point that there 
  is only one place the Spiral of Shothragot could be – within 
  the pool. While it may not appear so, the liquid in the 
  pool is actually water. It has been turned an opaque 
  purple by the taint of the essence of Shothragot. 
  Furthermore, the pool is filled with hundreds of black 
  cysts that have been spawned by the essence of 
  Shothragot. These cysts cannot be seen from the surface 
  of the water. Any PC that casts detect evil within this 
  chamber is stunned for one round due to the 
  overpowering nature of the evil within the pool. A detect 
  magic spell reveals overwhelming abjuration magic 
  radiating from the pool. 
  THE POOL 
  Apart from the color, the water within the pool is 
  otherwise normal. For purposes of using the Swim skill, 
  the water is considered calm (DC 10). Rules for holding 
  one’s breath apply as normal. PCs may choose to sink to 
  the bottom of the pool in 2 rounds, rather than 
  swimming, but they hit all the cysts on the way down, 
  forcing a Fortitude save for each 5 foot square through 
  which they pass. 
   
  Note that, due to the color of the pool, vision is 
  reduced to 5 feet. This means that PCs can only see 
  adjacent squares, which means they must move to a 
  square adjacent to the Spiral in order to see it. A DC 15 
  Spot check is required to notice the Spiral even when in a 
  square adjacent to it. PCs in the same square as the Spiral 
  of Shothragot automatically find it. 
   
  The Cysts 
  As noted in the trap entry below, each square within the 
  pool contains a black cyst floating within the water. See 
  the trap entry below for their abilities and effects. In 
  addition, the sheer quantity of cysts floating in the water 
  makes it very difficult for PCs to move through the water. 
  Movement through squares containing cysts is reduced 
  to one quarter normal (minimum 5 feet). While a freedom 
  of movement effect may enable a PC to move freely 
  through the water, it does not permit a PC to overcome 
  the movement restriction imposed by the cysts. 
   
  Trap: The pool in this chamber is fifty feet square and 
  fifty feet deep. The hundreds of black cysts floating 
  within the pool wield a small portion of Shothragot’s 
  power, capable of transforming those they come in 
  contact with into amorphous, gibbering masses and of 
  releasing devastating arcane energy upon those nearby. 
  The EL of this encounter has been increased by 2 due to 
  the movement and visibility restrictions within the pool 
  and the additional powers of the essence of Shothragot 
  contained within the Spiral. 
   
  GM Note: The Spiral of Shothragot and cysts are epic level 
  creations; mortal magic and abilities do not negate or 
  prevent any of the direct effects of the trap or the Spiral 
  (likewise, none of the effects are nullified in the presence 
  of antimagic field). However, secondary effects, such as the 
  energy exploding from the cysts, can be reduced, such as 
  by using resist energy. For similar reasons, the Spiral 
  cannot be detected by any means other than visual 
  contact within 5 feet and cannot be lifted by mage hand, 
  telekinesis, or similar effects; it must be picked up by hand. 
  
  COR8-06 Entrapment 
   
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  APL 8 (EL 12) 
   
  �Black Cysts: Appendix 1. 
   
  �Elemental Seepage: Appendix 1. 
   
  APL 10 (EL 14) 
   
  �Black Cysts: Appendix 1. 
   
  �Elemental Seepage: Appendix 1. 
   
  APL 12 (EL 16) 
   
  �Black Cysts: Appendix 1. 
   
  �Elemental Seepage: Appendix 1. 
   
  APL 14 (EL 18) 
   
  �Black Cysts: Appendix 1. 
   
  �Elemental Seepage: Appendix 1. 
   
  APL 16 (EL 20) 
   
  �Black Cysts: Appendix 1. 
   
  �Elemental Seepage: Appendix 1. 
   
  The Spiral 
  The Spiral that contains the essence of Shothragot rests at 
  the bottom of the pool. A portion of Shothragot’s 
  madness manifests itself within a 30 foot radius of the 
  spiral. Any creature that comes within 30 feet of the 
  Spiral of Shothragot must succeed at a Will save each round 
  (DC 12 + APL) or suffer 1 point of Wisdom drain. 
   
  A PC that comes in contact with the Spiral of 
  Shothragot (typically by picking it up) becomes linked 
  with the essence of Shothragot and is instantly filled with 
  the memories of untold suffering the being endured as it 
  fled the dreadful magic of the Baklunish and Suloise, the 
  madness it embraced as its body reformed into its 
  horribly bloated state, and its agony of being trapped 
  within this vessel with only a fraction of its true power. 
   
  Once a PC has the Spiral of Shothragot in hand, it 
  becomes obvious that the power contained within it is 
  too great for him to control for more than a few 
  moments. While holding the Spiral, any PC instantly 
  knows that he has the ability to grant the power 
  contained within the Spiral to any individual, including 
  himself. It will become obvious to any PC with ranks in 
  Spellcraft that the power of the Spiral of Shothragot can 
  only be controlled by an extremely powerful spellcaster. 
  Shothragot wants the PCs to grant its power to Elock 
  (Sunifarel Brightrobe), knowing full well that Elock’s 
  master, Iuz, will try to use it to harness the essence of 
  Tharizdun and possibly provide a chance for Tharizdun 
  to escape in the process. If a PC attempts to grant the 
  Spiral’s power to Elock, Shothragot does not resist. If the 
  PC attempts to grant the power to anyone else, it resists. 
  Do not tell the players what the Spiral of Shothragot wants; 
  just have the Spiral react appropriately based on their 
  actions. 
  Contest of Wills 
  In order to perform an action that is against Shothragot’s 
  wishes, a PC in possession of the Spiral must succeed in a 
  contest of wills with the essence of Shothragot contained 
  within. Unlike against normal intelligent items, the PC 
  must win successive ego battles (DMG 271) against the 
  Spiral of Shothragot; it has an ego of 23. The PC must make 
  a new check each round until either he succeeds three 
  times or fails three times. Each success provides a 
  cumulative +2 bonus to future checks and each failure 
  provides a cumulative -2 penalty to future checks. If he 
  succeeds, he wins the contest of wills and may grant the 
  power of the Spiral to whomsoever he wishes, including 
  himself. If he fails, the Spiral of Shothragot wins and forces 
  him to grant the power of the Spiral to Elock. Note, this 
  process does not grant the power directly, it merely 
  allows the wielder to grant the power. 
   
  Whosoever controls the power of the Spiral is 
  immediately aware of this fact and can use this power to 
  summon the Spiral of Shothragot to his possession. 
   
  Contacting Jaran 
  If the PCs contact Jaran, he directs them to grasp the 
  Spiral with one hand, the stone he gave them with the 
  other, and think the word ‘obfuscate’. He says that this 
  should mask the Spiral’s location as long as it stays where 
  it is, but that the masking will break if it leaves the pool 
  or Valley. 
   
  If the PCs wish to follow his instructions, they must 
  make their way to the Spiral through the pool, as above. 
   
  Development: Once a PC has gained control of the 
  Spiral, the black cysts cease their attacks and the trap 
  becomes effectively disabled. Proceed to the Conclusion, 
  where the PCs determine who gets the power of the 
  Spiral of Shothragot. 
  
  COR8-06 Entrapment 
   
  Page 32 
  CONCLUSION 
  This encounter occurs after the PCs have recovered the 
  Spiral. 
   
  Removed the Spiral 
  If the PCs removed the Spiral of Shothragot from the pool, 
  read: 
   
  Soon after the Spiral of Shothragot is removed from 
  the pool, the water begins to clear, returning to a 
  more natural state. You can see now the black cysts 
  within the water, though it is apparent that they will 
  not survive long without the Spiral to feed their 
  malignant 
  nature. 
  However, 
  the 
  psychotic 
  whispering you felt when you first entered the 
  room, apparently a telepathic effect of the Spiral, 
  shows no signs of weakening. 
   
  The PCs must now decide what to do with the Spiral of 
  Shothragot. If they confer its powers to anyone other than 
  another PC at the table, read: 
   
  Moments after your decision to confer the Spiral’s 
  power, it disappears, apparently called by its new 
  owner. 
   
  If the PCs confer the power to a PC at the table, address 
  the following to that PC. 
   
  The will of the Spiral seems to embody both 
  destruction and a cold emptiness. Though you have 
  managed to exert control over it, for now, you can 
  still feel whatever power is contained within, 
  struggling to escape or perhaps consume you. 
   
  The player may still, if they wish, transfer control of the 
  Spiral to someone else. If they do so, read the applicable 
  section above. 
   
  Obfuscated the Spiral 
  If the PCs helped Jaran hide the Spiral of Shothragot 
  within the pool, read: 
   
  Though you have done exactly as Jaran asked, you 
  sense no changes; the pool is still the same eerie, 
  opaque purple color and the psychotic whispering 
  you felt when you first entered the room, apparently 
  a telepathic effect of the Spiral, shows no signs of 
  weakening. Hopefully, Jaran’s magic has done 
  something. 
   
  If they no longer wish to leave the Spiral where it is, the 
  PCs may go back into the pool to retrieve the Spiral and 
  confer its powers to someone. Do not run them through 
  the pool trap effects again; Jaran’s magic has temporarily 
  suppressed those effects. 
   
  Exiting the Ruins 
  As the PCs exit the ruins, read: 
   
  As you exit the ruins, you note that the area is 
  strangely devoid of any creatures, the Keeper, his 
  guardians, or the Iuzians. Thanks to your actions, 
  perhaps the Spiral is now safe. 
   
  CAMPAIGN CONSEQUENCES 
  If this adventure is played before July 1st, please 
  complete the questionnaire on the last page. Submit the 
  results 
  to 
  your 
  convention 
  coordinator 
  and/or 
  iuzcircle@gmail.com. 
   
  
  COR8-06 Entrapment 
   
  Page 33 
  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. 
   
  3: Wicked Librarian 
  Defeat the incorporeals 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  7: The Maze 
  Disable or escape the trap 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  9: Jubilex’s Grasp 
  Defeat the spawns of Jubilex 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  10: Fountain of Screams 
  Defeat the demons 
  APL 8  
  300 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  11: The Prison 
  Defeat Garivex and his guardians 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  13: The Ruins 
  Defeat the ruin chanter and ruin elementals 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
  APL 14  
  540 XP 
  APL 16  
  630 XP 
   
  15: The Spiral 
  Recover the Spiral of Shothragot from the pool or help 
  Jaran mask the Spiral 
  APL 8  
  360 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
  APL 14  
  540 XP 
  APL 16  
  600 XP 
   
  Story Award 
  [Navigating the maze (7: The Maze) on the first attempt 
  and within 3 rounds] OR [Navigating the maze on the 
  first attempt within 5 rounds, if the trap was disabled] 
  APL 8  
  450 XP 
  APL 10  
  540 XP 
  APL 12  
  630 XP 
  APL 14  
  720 XP 
  APL 16  
  810 XP 
   
  Navigating the maze (7: The Maze) on the second attempt 
  within 3 rounds: 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
  APL 16  
  405 XP 
   
  Total Possible Experience 
  APL 8  
  2730 XP (2250 max) 
  APL 10  
  3270 XP (2700 max) 
  APL 12  
  3780 XP (3150 max) 
  APL 14  
  4320 XP (3600 max) 
  APL 16  
  4860 XP (4050 max)  
   
  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, 
  
  COR8-06 Entrapment 
   
  Page 34 
  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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  2: Research 
  APL 8: M: 1206 gp, Handout #1 – crest of valor (166 gp), #2 
  – bracers of accuracy (333 gp), #3 – chronocharm of the 
  uncaring archmage (41 gp), #4 – greater demolition crystal 
  (500 gp), #5 – amulet of teamwork (166 gp); Total 1206 gp. 
   
  APL 10: M: 2775 gp, Handout #1 – periapt of valor 
  (333 gp), #2 – helm of the hunter (750 gp), #3 – greater crystal 
  of arcane steel (500 gp), #4 – rapier of desperate measures (776 
  gp), #5 – horn of resilience (416 gp); Total 2775 gp. 
   
  APL 12: M: 3159 gp, Handout #1 – gauntlets of war 
  (333 gp), #2 – bow of songs (1027 gp), #3 – circlet of mages 
  (416 gp), #4 – rod of cats (883 gp), #5 – torc of heroic sacrifice 
  (500 gp); Total 3159 gp. 
   
  APL 14: LM: 5173 gp, Handout #1 – tabard of valor 
  (1333 gp), #2 – quiver of energy (cold) (1250 gp), #3 – third 
  eye penetrate (666 gp), #4 – boots of tracklessness (916 gp), #5 
  –dove’s harp (1008 gp); Total 5173 gp. 
   
  APL 16: M: 7816 gp, Handout #1 – greater boots of the 
  mountain king (1791 gp), #2 – goggles of the ebon hunter 
  (1500 gp), #3 – greater metamagic rod of substitution 
  (electricity) (2025 gp), #4 – badge of the svirfneblin (1250 gp), 
  #5 – banner of the storm’s eye (1250 gp); Total 7816 gp. 
   
  11: The Prison 
  APL 8: M: 3294 gp, Garivex’s spellbook 1 (550 gp), 
  headband of intellect +4 (1333 gp), laughing skull of Iuz (466 
  gp), mask of lies (375 gp), potion of glibness (2) (175 gp), 
  potion of cure serious wounds (62 gp), vest of resistance +2 (333 
  gp); Total 3294 gp. 
   
  APL 10: M: 4260 gp, amulet of health +2 (333 gp), 
  Garivex’s spellbook 2 (275 gp), Garivex’s spellbook 3 (491 
  gp), headband of intellect +4 (1333 gp), laughing skull of Iuz 
  (466 gp), mask of lies (375 gp), potion of glibness (2) (175 gp), 
  potion of cure serious wounds (62 gp), vest of resistance +3 (750 
  gp); Total 4260 gp. 
   
  APL 12: M: 6060 gp, amulet of health +2 (333 gp), 
  deathguardian bracers (500 gp), Garivex’s spellbook 4 (450 
  gp), Garivex’s spellbook 5 (658 gp), gloves of dexterity +2 
  (333 gp), headband of intellect +4 (1333 gp), laughing skull of 
  Iuz (466 gp), mask of lies (375 gp), potion of glibness (2) (175 
  gp), potion of cure serious wounds (62 gp), ring of mystic 
  lightning (625 gp), vest of resistance +3 (750 gp); Total 6060 
  gp. 
   
  APL 14: M: 7835 gp, amulet of health +2 (333 gp), 
  deathguardian bracers (500 gp), Garivex’s spellbook 5 (658 
  gp), Garivex’s spellbook 6 (558 gp), gloves of dexterity +2 
  (333 gp), headband of intellect +6 (3000 gp), laughing skull of 
  Iuz (466 gp), mask of lies (375 gp), potion of glibness (2) (175 
  gp), potion of cure serious wounds (62 gp), ring of mystic 
  lightning (625 gp), vest of resistance +3 (750 gp); Total 7835 
  gp. 
   
  APL 16: M: 11026 gp, amulet of health +2 (333 gp), 
  deathguardian bracers (500 gp), Garivex’s spellbook 5 (658 
  gp), Garivex’s spellbook 7 (833 gp), gloves of dexterity +2 
  (333 gp), headband of intellect +6 (3000 gp), laughing skull of 
  Iuz (466 gp), mask of lies (375 gp), metamagic rod of quicken 
  (lesser) (2916 gp), potion of glibness (2) (175 gp), potion of cure 
  serious wounds (62 gp), ring of mystic lightning (625 gp), vest 
  of resistance +3 (750 gp); Total 11026 gp. 
   
  13: The Ruins 
  APL 8: M: 442 gp, +1 adamantine light mace (442 gp); Total 
  442 gp. 
   
  APL 10: M: 942 gp, +2 adamantine light mace (942 gp); 
  Total 942 gp. 
   
  APL 12: M: 942 gp, +2 adamantine light mace (942 gp); 
  Total 942 gp. 
   
  APL 14: M: 3578 gp, +2 adamantine light mace (942 
  gp), +2 mithral shirt (437 gp), badge of valor (116 gp), cloak of 
  charisma +4 (1333 gp), vest of resistance +3 (750 gp); Total 
  3578 gp. 
   
  APL 16: M: 6911 gp, +2 adamantine light mace (942 
  gp), +3 mithral shirt (854 gp), badge of valor (116 gp), cloak of 
  charisma +6 (3000 gp), ring of protection +2 (666 gp), vest of 
  resistance +4 (1333 gp); Total 6911 gp. 
   
  Treasure Cap 
  APL 8: 2,600 gp; APL 10: 4,600 gp; APL 12: 6,600 gp; APL 
  14: 13,200 gp; APL 16: 19,800 gp 
   
  Total Possible Treasure 
  APL 8: 4,942 gp; APL 10: 7,977 gp; APL 12: 10,161 gp; 
  APL 14: 16,586 gp; APL 16: 25,753 gp 
   
  ADVENTURE RECORD ITEMS 
  Guidelines: If the PCs defeat Garivex, they receive the 
  appropriate spellbooks and the laughing skull of Iuz. 
   
  For each wizard freed from the trap on the Plane of 
  Shadows, the PCs receive the associated Favor. 
   
  If the PCs recovered or hid the Spiral of Shothragot, 
  they receive Path of Legends and Fate of the Spiral. 
   
  Every PC gets AR 1. Only PCs playing APL 14 or 16 
  or that get access to garivex’s spellbooks gets AR 2. 
   
  � Path of Legends: You walk a path that thousands 
  walked before, and only six survived. The Mythic 
  Exemplar and Squire of Legend prestige classes (Complete 
  
  COR8-06 Entrapment 
   
  Page 35 
  Champion) are Open for you; you do not need to become a 
  member of the Disciples of Legend. 
   
  � Garivex’s spellbooks: You have recovered one or 
  more spellbooks from the wizard in the Plane of Shadow. 
  See the special AR for more details. 
   
  � Favor of Tenser: Tenser is extremely grateful for 
  your actions in freeing him from Iuz’s insidious trap. In 
  return, he improves your item access. You may change 
  the access of any three items below to “Any” (from any 
  APL you have access to). Alternatively, you may change 
  the access of any one item from a previous AR from 
  “Adventure” to “Any”. Applicable purchase limits still 
  apply.  
   
  � Favor of Jaran: Jaran removes any one curse or 
  similar negative effect from any other AR. This works on 
  anything short of direct, deific curses. 
   
  � Favor of Evard: The most erudite information broker 
  in Oerik has given you a sending stone that will function 3 
  times. Each time you use it, he will answer one question 
  for you, allowing you to automatically succeed on one 
  Knowledge check. 
   
  � Laughing Skull of Iuz: Created by Iuz’s Bonehearts 
  as rewards for unswerving loyalty and service, these 
  trinkets are prized by all spellcasters that serve Old 
  Wicked. 
   
  Description: This human skull has been polished to a 
  dull shine. Gleaming round emeralds are set in the eye 
  sockets and lend it an eerie pallor. 
   
  Activation: A laughing skull of Iuz must be held in 
  order to function, typically requiring a move action to 
  retrieve. Once per day as a swift action, its wielder may 
  mentally will it to begin cackling. 
   
  Effect: Once activated, the skull’s mouth swings open 
  and the skull emits a terrible, shrill cackling sound. This 
  negates any silence effects within a 10-foot emanation of 
  the skull, as per joyful noise (SpC). The effect lasts for 4 
  minutes. 
   
  Moderate Abjuration; CL 4th; Craft Wondrous Item, 
  joyful noise (SpC), sonorous hum (SpC); 5,600gp. 
   
  � Fate of the Spiral: Your party hid the Spiral of 
  Shothragot or conferred its power to someone. Note 
  which and any details below: 
   
   
   
   
   
   
   
   
   
  ITEM ACCESS 
  APL 8: 
  • 
  +1 adamantine light mace (Adventure; DMG; 5305 gp) 
  • 
  Amulet of teamwork (Adventure; MIC) 
  • 
  Bracers of accuracy (Adventure; MIC) 
  • 
  Chronocharm of the uncaring archmage (Adventure; 
  MIC) 
  • 
  Demolition crystal, greater (Adventure; MIC) 
  • 
  Laughing skull of Iuz (Adventure; see above) 
  • 
  Mask of lies (Adventure; MIC) 
  • 
  Periapt of valor (Adventure; CC) 
  • 
  Potion of glibness (Adventure; DMG; CL 7; 1050 gp) 
   
  APL 10 (all of APL 8 plus the following): 
  • 
  Crest of valor (Adventure; CC) 
  • 
  Crystal of arcane steel, greater (Adventure; MIC) 
  • 
  Helm of the hunter (Adventure; MIC) 
  • 
  Horn of resilience (Adventure; MIC) 
  • 
  Rapier of desperate measures (Adventure; MIC) 
   
  APL 12 (all of APLs 8-10 plus the following): 
  • 
  Bow of songs (Adventure; MIC) 
  • 
  Circlet of mages (Adventure; MIC) 
  • 
  Deathguardian bracers (Adventure; MIC) 
  • 
  Gauntlets of war (Adventure, CC) 
  • 
  Rod of cats (Adventure, MIC) 
  • 
  Torc of heroic sacrifice (Adventure, MIC) 
  • 
  Ring of mystic lightning (Adventure; MIC) 
   
  APL 14 (all of APLs 8-12 plus the following): 
  • 
  +2 mithral shirt (Adventure; DMG; 5250 gp) 
  • 
  Badge of valor (Adventure; MIC) 
  • 
  Boots of tracklessness (Adventure, MIC) 
  • 
  Dove’s harp (Adventure, MIC) 
  • 
  Quiver of energy, cold (Adventure, MIC) 
  • 
  Tabard of valor (Adventure, CC) 
  • 
  Third eye penetrate (Adventure, MIC) 
   
  APL 16 (all of APLs 8-14 plus the following): 
  • 
  Badge of the svirfneblin (Adventure, MIC) 
  • 
  Banner of the storm’s eye (Adventure, MIC) 
  • 
  Boots of the mountain king, greater (Adventure, MIC) 
  • 
  Goggles of the ebon hunter (Adventure, MIC) 
  • 
  Metamagic rod of substitution, greater, electricity 
  (Adventure, MIC) 
  • 
  Metamagic rod of quicken, lesser (Adventure; DMG) 
   
  Garivex’s Spellbooks: 
   
  APL 8: Garivex’s Spellbook 1 
   
  APL 10: Garivex’s Spellbooks 2 and 3 
   
  APL 12: Garivex’s Spellbooks 4 and 5 
   
  APL 14: Garivex’s Spellbooks 5 and 6 
   
  APL 16: Garivex’s Spellbooks 5 and 7  
   
  Garivex’s Spellbook 1 
  5th—overland flight, shadow evocation; 4th—heart of earth (CM), 
  greater invisibility, repair critical damage (SpC), shadow 
  conjuration, solid fog; 3rd—displacement, fireball, haste, lightning 
  bolt, heart of water (CM); 2nd—bull’s strength, false life, 
  glitterdust, mirror image, scorching ray, see invisibility; 1st—
  
  COR8-06 Entrapment 
   
  Page 36 
  grease, mage armor, protection from good, ray of enfeeblement, 
  shield, silent image; 0—detect magic, mending, prestidigitation  
   
  Cost: 6500 gp 
   
  Garivex’s Spellbook 2 
  6th—contingency, disintegrate, shadowy grappler (SpC); 5th—friend 
  to foe (PH2), overland flight, shadow evocation 
   
  Cost: 3300 gp 
   
  Garivex’s Spellbook 3 
  4th—dimension door, heart of earth (CM), greater invisibility, repair 
  critical damage (SpC), shadow conjuration, solid fog; 3rd—
  displacement, fireball, haste, lightning bolt, heart of water (CM); 
  2nd—bull’s strength, false life, glitterdust, mirror image, scorching 
  ray, see invisibility; 1st—grease, mage armor, protection from 
  good, ray of enfeeblement, shield, silent image; 0—detect magic, 
  mending, prestidigitation 
   
  Cost: 5900 gp 
   
  Garivex’s Spellbook 4 
  7th—forcecage, solipsism (SpC); 6th—chain lightning, contingency, 
  disintegrate, shadowy grappler (SpC), superior resistance (SpC) 
   
  Cost: 5400 gp 
   
  Garivex’s Spellbook 5 
  5th—friend to foe (PH2), overland flight, shadow evocation, wall of 
  force; 4th—dimension door, heart of earth (CM), greater 
  invisibility, repair critical damage (SpC), shadow conjuration, 
  solid fog; 3rd—displacement, fireball, haste, lightning bolt, heart of 
  water (CM); 2nd—bull’s strength, false life, glitterdust, mirror 
  image, scorching ray, see invisibility; 1st—grease, mage armor, 
  protection from good, ray of enfeeblement, shield, silent image; 
  0—detect magic, mending, prestidigitation  
   
  Cost: 7900 gp 
   
  Garivex’s Spellbook 6 
  8th—greater shadow evocation, lightning ring (SpC); 7th—forcecage, 
  solipsism (SpC), spell turning; 6th—chain lightning, contingency, 
  disintegrate, shadowy grappler (SpC), superior resistance (SpC) 
   
  Cost: 6700 gp 
   
  Garivex’s Spellbook 7 
  9th—time stop; 8th—greater shadow evocation, lightning ring (SpC), 
  moment of prescience, superior invisibility (SpC); 7th—forcecage, 
  solipsism (SpC), spell turning, stun ray (SpC); 6th—chain 
  lightning, contingency, disintegrate, shadowy grappler (SpC), 
  superior resistance (SpC) 
   
  Cost: 9900 gp 
   
  SPECIAL AR 
  If a PC keeps the Spiral of Shothragot, they must take this 
  special AR. 
   
  Spiral of Shothragot 
  Price (Item Level): N/A (N/A) 
  Body Slot: - (held) 
  Caster Level: 20th 
  Aura: Overwhelming; (DC 25) conjuration and evil 
  Activation: As spell used 
  Weight: 4 lb. 
   
  This one-foot diameter spiral is made of an unidentified purple 
  metal. The area around the spiral is unnaturally cold and the 
  spiral is constantly covered in a thin layer of purple frost, no 
  matter the ambient temperature. 
   
  The Spiral of Shothragot allows you to cast any of the 
  following spells (each once per day) by expending a 
  prepared arcane spell or arcane spell slot of the same level 
  or higher. 
  • 
  Endless slumber (CM) 
  • 
  Insanity 
  • 
  Storm of fire and ice (CM) 
  • 
  Wall of force 
   
  While you control the Spiral of Shothragot, it continually 
  whispers in your mind, speaking of destruction, oblivion, 
  and madness. You suffer a -6 penalty to Wisdom. 
   
  Any NPC with ranks in Knowledge (religion) 
  automatically treats you two categories less friendly than 
  they otherwise would. 
   
  Once per day, at a time chosen by the GM, the Spiral 
  assaults your mind, forcing a DC 23 Will save versus 
  insanity. 
   
  If you are ever more than 33 feet from the Spiral of 
  Shothragot while you control it, it teleports back to you, 
  even across planar boundaries and within effects that 
  would normally block such transport, such as antimagic 
  field or dimension lock. 
   
  If you attempt to take an action that directly 
  conflicts with the interests of Tharizdun (GM’s 
  discretion), the Spiral initiates a prolonged ego battle 
  (Ego 23, see DMG 271). Unlike normal ego battles, this 
  battle continues with a new check each round until you 
  either win three times or lose three times. Each success 
  provides a cumulative +2 bonus to future checks and each 
  failure provides a cumulative -2 penalty to future checks. 
  If the spiral wins, it immediately teleports away to an 
  unknown location. 
   
  If you wish to rid yourself of the Spiral, once per 
  adventure, at the end of the adventure, you may attempt 
  to transfer control of the Spiral of Shothragot to an NPC of 
  your choice. In order to do so, you must succeed at a 
  prolonged ego battle, as described above. If you succeed, 
  the Spiral teleports away the next round. List the NPC in 
  the Play Notes section and keep this AR for future 
  reference. You may also spend the Favor of Jaran to 
  bypass the ego battle in order to transfer control of the 
  Spiral. 
   
  The Spiral of Shothragot is an epic-level creation; thus, 
  mortal magics and abilities do not harm it or prevent its 
  negative properties. It cannot be destroyed by any known 
  means. 
  
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  APPENDIX 1: APL 8
  3: WICKED LIBRARIAN 
  ELITE WHISPER DEMON* 
  CR 10 
  * Monster Manual IV 46 
  Male whisper demon (elite array) 
  CE Medium outsider (chaotic, evil, extraplanar, 
  incorporeal) 
  Init +6; Senses darkvision 60 ft.; Listen +13, Spot +13 
  Aura maddening whispers (60 ft., DC 25) 
  Languages Common  
  AC 23, touch 23, flat-footed 17; Dodge, Mobility 
   (+6 Dex, +7 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 138 (12 HD); DR 5/cold iron or good  
  Immune confusion, electricity, hypnotism, insanity, 
  poison, Wisdom damage and drain 
  Resist acid 10, cold 10, and fire 10 
  Fort +13, Ref +14, Will +15 
  Speed fly 40 ft. (8 squares) (perfect); Flyby Attack 
  Melee 2 incorporeal touches +18 (3d6) 
  Base Atk +12; Grp – 
  Atk Options aligned strike (chaotic, evil), Flyby Attack  
  Abilities Str –, Dex 23, Con 20, Int 10, Wis 6, Cha 25 
  SQ create spawn, incorporeal traits, madness 
  Feats Ability Focus (maddening whispers), Dodge, 
  Flyby Attack, Improved Natural Attack (incorporeal 
  touch), Mobility  
  Skills Bluff +22, Hide +21, Intimidate +24, Knowledge 
  (arcana) +15, Knowledge (religion) +15, Listen +13, 
  Sense Motive +13, Spot +13 
  Maddening Whispers (Su) Any living creature within 60 
  feet of a whisper demon hears its maddening 
  telepathic whispers and must succeed on a DC 25 
  Will save of become confused for 1 round. When 
  rolling d% to determine the actions of a creature 
  confused by maddening whispers, on a roll of 51 or 
  higher, instead of the normal confusion result, the 
  creature automatically deals damage to itself equal to 
  its normal melee damage with the weapon it currently 
  wields or its primary natural weapon, whichever deals 
  more damage. A creature that succeeds on the Will 
  save cannot be affected by the same whisper 
  demon’s maddening whispers for 1 round. This is a 
  mind-affecting compulsion effect. The save DC is 
  Charisma-based. This ability does not allow a whisper 
  demon to exercise mental control over a creature, 
  and thus the protection from evil spell does not 
  provide immunity to this effect. Demons are immune 
  to a whisper demon’s maddening whispers. 
  Create Spawn (Su) A living creature that kills itself 
  within 60 feet of a whisper demon rises as an allip 
  under the whisper demon’s control 1 round later. A 
  whisper demon can control up to nine allips it creates. 
  Allips created by a whisper demon in excess of this 
  limit arise free-willed. 
  Madness (Ex) Whisper demons use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and they have immunity to confusion and 
  insanity effects. In addition, anyone targeting a 
  whisper demon with a thought detection, mind 
  control, or telepathic ability makes direct contact with 
  its tortured mind and takes 1d4 points of Wisdom 
  damage. 
  Description An insubstantial, ghostly, demonic creature 
  lurks and leers. Though humanoid in shape, it has 
  distorted features. Its brow looms over its face, and its 
  distorted chin thrusts forward. Its flesh is a mottled 
  green. 
   
  ELITE ALLIP 
  CR 6 
  Advanced 12 HD allip (elite array) 
  NE Medium undead (incorporeal) 
  Init +3; Senses darkvision 60 ft.; Lifesense; Listen +16, 
  Spot +16 
  Aura babble (60 ft., DC 23) 
  Languages Common  
  AC 20, touch 20, flat-footed 17; Dodge, Mobility 
   (+3 Dex, +7 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 108 (12 HD)  
  Immune incorporeal immunities, undead immunities 
  Resist turn resistance +2 
  Fort +4, Ref +7, Will +9 
  Speed fly 30 ft. (6 squares) (perfect); Spring Attack  
  Melee incorporeal touch +9 (1d4 Wisdom drain) 
  Base Atk +6; Grp – 
  Atk Options Spring Attack, wisdom drain 
  Abilities Str –, Dex 16, Con –, Int 13, Wis 12, Cha 25 
  SQ incorporeal traits, madness, undead traits 
  Feats Dodge, Lifebond, Lifesense, Mobility, Spring 
  Attack  
  Skills Hide +18, Intimidate +22, Listen +16, Search +16, 
  Spot +16 
  Babble (Su) An allip constantly mutters and whines to 
  itself, creating a hypnotic effect. All sane creatures 
  within 60 feet of the allip must succeed on a DC 23 
  Will save or be affected as though by a hypnotism 
  spell for 2d4 rounds. This is a sonic mind-affecting 
  compulsion effect. Creatures that successfully save 
  cannot be affected by the same allip’s babble for 24 
  hours. The save DC is Charisma-based. 
  Madness (Su) Anyone targeting an allip with a thought 
  detection, mind control, or telepathic ability makes 
  direct contact with its tortured mind and takes 1d4 
  points of Wisdom damage.  
  Wisdom Drain (Su) An allip causes 1d4 points of 
  Wisdom drain each time it hits with its incorporeal 
  touch attack. On each such successful attack, it gains 
  5 temporary hit points. 
  Description The creature that floats before you is like a 
  thing out of nightmare. It has a vaguely humanoid 
  shape, but it’s a shape without features that has been 
  distorted and bristles with madness. From the waist 
  down, it trails away into vaporous nothingness, leaving a 
  faint trace of fog behind it as it moves. 
   
  
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  7: THE MAZE 
  PRISMATIC RAY TRAP 
  CR 10 
  Description This chamber is located at the entrance to 
  the maze of mirrors located in the cellar of the Magic 
  Box tavern. Any who enter or fail to navigate their 
  way through the maze of mirrors inevitably find 
  themselves here. The chamber consists entirely of 
  magically enhanced mirrors that serve to not only 
  make it difficult to find one’s way out of the chamber, 
  but also to conceal a turret that fires numerous 
  prismatic ray spells throughout the chamber. The 
  mirrors within the chamber reflect prismatic ray spells 
  cast within the chamber until each ultimately strikes 
  (or misses) a victim. 
  Search DC 35; Type Magical 
  Trigger proximity (true seeing); Init +5 
  Effect prismatic ray (SpC) (+10 ranged touch, DC 17, 
  cast at every PC in the chamber, CL 10th); re-roll if 
  result is a 6 (plane shift) 
  Recharge 4 (at the beginning of each round after the 
  first, roll 1d6 – on a 3 or lower, the trap does not 
  trigger on that round) 
  Duration 13 rounds 
  Destruction AC 20; hp 25 (each mirror; reduce the 
  Search DC by 2 and a cumulative 5% miss chance on 
  all rays for each mirror broken); mirrors magically self-
  repair after 5 rounds 
  Disarm Disable Device DC 30 (disarming the central 
  turret disables the entire trap); time required to disarm 
  is doubled 
  9: JUBILEX’S GRASP  
  LESSER SPAWN OF JUBILEX* 
  CR 8 
  *Monster Manual V 162 
  CE Large elemental (extraplanar, water) 
  Init +1; Senses blindsense 60 ft., darkvision 60 ft.; 
  Listen +7, Spot +6 
  Languages Aquan  
  AC 18, touch 10, flat-footed 17 
   (-1 size, +1 Dex, +8 natural) 
  hp 68 (8 HD); DR 5/– 
  Immune elemental immunities 
  Fort +10, Ref +3, Will +3 
  Speed 40 ft. (8 squares), climb 30 ft.; sludge form 
  Melee 2 slams +12 (2d8+7 plus slimy infestation) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +17  
  Atk Options Cleave, Power Attack 
  Special Actions slimy infestation, sludge form 
  Abilities Str 25, Dex 12, Con 19, Int 4, Wis 13, Cha 10 
  SQ elemental traits 
  Feats Cleave, Improved Natural Attack (slam), Power 
  Attack  
  Skills Climb +15, Hide -3, Jump +11, Listen +7, Spot +6 
  Sludge Form (Ex) A spawn of Jubilex flows like thick, 
  muddy water as it moves. Its movement never 
  provokes attacks of opportunity. It ignores difficult 
  terrain and can freely pass through other creatures’ 
  spaces, though it cannot end its movement in such a 
  place. If a lesser spawn of Jubilex enters a living 
  creature’s space, that creature must attempt a DC 18 
  Fortitude save. On a failed save, the creature takes 
  2d6 points of damage and is sickened for 1 round. On 
  a successful save, the creature takes half damage 
  and is not sickened. This ability is effective against a 
  given creature only once per round. The save DC is 
  Constitution-based. 
  Slimy Infestation (Su) When a spawn of Jubilex deals 
  damage to a creature with its slam attack, it covers its 
  target with a thick coat of slime. At the start of the 
  spawn’s turn, it can animate the slime covering all 
  foes within 100 feet as a free action. The slime 
  sprouts tentacles and attacks any creature within 10 
  feet (including the target if not other creatures are in 
  reach). It makes a slam attack with an attack bonus 
  of +12, deal damage equal to 1d8+3. A creature 
  afflicted by slimy infestation can remove the slime as 
  a full-round action. The slime is also destroyed if the 
  creature is dealt 10 points of cold or fire damage. If 
  that creature has resistance to cold or fire, the slime 
  could be destroyed without harm to the affected 
  creature. 
  Skills A spawn of Jubilex has a +8 racial bonus to Climb 
  checks as a result of having a Climb speed. 
  Description A giant mass of dark liquid rears upward, 
  its surface heaving as it spatters the area around it with 
  globs of slime. Dozens of small red eyes dot the 
  creature’s surface, glaring at you like beacons of hunger 
  and hate. 
   
  
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  11: THE PRISON 
  GARIVEX, THE KEEPER 
  CR 9 
  Male human illusionist 7/loremaster 2 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Abyssal, Draconic, Fiendish, 
  Undercommon 
  AC 20, touch 12, flat-footed 18 
   (+1 Dex, +4 armor [mage armor], +4 shield [shield], +1 
  dodge [haste]) 
  hp 40 (plus 33 temporary) (9 HD)  
  Fort +10, Ref +6, Will +10 
  Speed 60 ft. (10 squares) [haste], base movement 30 
  ft., fly 70 ft. (average) [haste] 
  Base Atk +4; Grp +3  
  Atk Options Sanctum Spell, Sudden Empower, Sudden 
  Silent 
  Combat Gear headband of intellect +4, mask of lies, 
  potion of glibness, potion of cure serious wounds, 
  vest of resistance +2 
  Wizard Spells Prepared (CL 9th): 
   5th—sanctum overland flight, sanctum shadow 
  evocation (2) 
   4th—sanctum heart of earth (CM), sanctum greater 
  invisibility, sanctum repair critical damage (SpC), 
  sanctum solid fog 
   3rd—sanctum displacement, sanctum fireball, 
  sanctum lightning bolt (2), sanctum heart of water 
  (CM) 
   2nd—sanctum false life, sanctum glitterdust, sanctum 
  mirror image, sanctum scorching ray, sanctum see 
  invisibility 
   1st—sanctum grease, sanctum mage armor, sanctum 
  protection from good, sanctum ray of enfeeblement 
  (2), sanctum shield, sanctum silent image 
   0—detect magic, mending (2), prestidigitation  
  Abilities Str 8, Dex 13, Con 14, Int 21, Wis 12, Cha 10 
  SQ familiar (rat), lore +9, the lore of true stamina 
  Feats Alertness, Sanctum Spell, Scribe Scroll, Skill 
  Focus (Knowledge [the planes]), Spell Focus 
  (illusion), Sudden Empower, Sudden Silent  
  Skills Bluff +41, Concentration +14, Knowledge 
  (arcana) +17, Knowledge (the planes) +20, 
  Knowledge (history) +13, Spellcraft +19 
  Possessions combat gear plus potion of glibness (2), 
  prison key 
  Spellbook spells prepared plus 2—bull’s strength, 3—
  haste, 4—shadow conjuration 
  Description A frail, balding Suloise man in a deep red 
  robe grins at you, exposing rows of yellow teeth. 
  Power-Up Suite: The following active spells are 
  currently reflected in Garivex’s stat block: disguise 
  self, mage armor, protection from good, shield, false 
  life, see invisibility, glibness, haste, heart of water, 
  heart of earth, overland flight. 
  13: THE RUINS 
  SCARECROW 
  CR 10 
  Male de-evolved ruin chanter* 
  *Monster Manual V 132 
  CN Medium fey (air, earth) 
  Init +9; Senses Listen +17, Spot +17 
  Languages Common, Sylvan, Terran  
  AC 26, touch 15, flat-footed 21; Combat Expertise, 
  Dodge, Mobility 
   (+5 Dex, +11 natural) 
  hp 102 (12 HD); DR 10/cold iron and magic 
  Immune disease, poison 
  SR 19 
  Fort +8, Ref +13, Will +10 
  Speed 40 ft. (8 squares), fly 40 ft. (perfect) 
  Melee +1 adamantine light mace +10/+5 (1d6+4) 
  Base Atk +6; Grp +9  
  Atk Options infirmity of body, infirmity of mind 
  Special Actions bardic music (countersong, fascinate 3 
  creatures, inspire courage +2, inspire confidence, 
  suggestion, inspire greatness 1 creature) 
  Spell-Like Abilities (CL 12th): 
   
  3/day—crushing despair (DC 19), rusting grasp 
  (+9 melee touch, DC 19), spike stones (DC 19) 
  Combat Gear +1 adamantine light mace 
  Abilities Str 16, Dex 21, Con 21, Int 14, Wis 15, Cha 21 
  Feats Combat Expertise, Dodge, Improved Initiative, 
  Mobility, Skill Focus (perform [singing]) 
  Skills Hide +20, Knowledge (arcana) +11, Knowledge 
  (architecture and engineering) +17, Knowledge 
  (history) +8, Listen +17, Move Silently +20, Perform 
  (sing) +20, Spot +17, Tumble +20 
  Possessions combat gear 
  Bardic Music (Su) A ruin chanter has the bardic music 
  ability of an 10th-level bard (PH 29)  
  Infirmity of Body (Su) By pointing its finger, a ruin 
  chanter can prematurely age an enemy’s body. Doing 
  so imposes a –4 penalty to Strength, Dexterity, and 
  Constitution, and causes the victim’s hair to turn 
  white, skin to wrinkle, and posture to stoop (Fortitude 
  DC 21 negates). The penalty lasts for 1 hour or until 
  the victim receives a remove curse spell. A ruin 
  chanter cannot place both infirmity of body and 
  infirmity of mind on the same creature. The save DC 
  is Charisma-based. 
  Infirmity of Mind (Su) With a wave of its hand, a ruin 
  chanter can render a creature senile and unable to 
  reliably tell friend from foe. This ability functions as a 
  confusion spell (Will DC 21 negates) and makes 
  victims appear elderly just as infirmity of body does. 
  Infirmity of mind lasts for 1 hour or until the victim 
  receives a remove curse spell. A ruin chanter cannot 
  place both infirmity of body and infirmity of mind on 
  the same creature. The save DC is Charisma-based. 
  Description On a narrow stone ledge stands a nimble figure garbed in 
  ragged clothes and a rust-colored cloak. A pair of clever black eyes set 
  in a weathered face shine from beneath his wide-brimmed hat. His long, 
  fine fingers hold an ornate black mace. He suddenly licks his parched 
  lips and begins to wail a mournful dirge. 
  
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  RUIN ELEMENTAL* 
  CR 10 
  *Monster Manual V 134 
  N Large elemental (earth) 
  Init +0; Senses darkvision 60 ft., low-light vision; Listen 
  +9, Spot +9 
  Languages Terran 
  AC 23, touch 9, flat-footed 23 
   (-1 size, +14 natural) 
  hp 161 (14 HD) 
  Immune elemental immunities, spike stones 
  Fort +16, Ref +4, Will +6 
  Speed 40 ft. (8 squares) 
  Melee 2 slams +19 (1d8+9) 
  Ranged rock +19 (2d6+9) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +22  
  Atk Options Improved Bull Rush, Improved Sunder, 
  Power Attack, shock wave 
  Special Actions rock throwing 
  Abilities Str 28, Dex 10, Con 24, Int 9, Wis 15, Cha 10 
  SQ elemental traits 
  Feats Brutal Throw, Improved Bull Rush, Improved 
  Sunder, Power Attack, Weapon Focus (slam)  
  Skills Hide -1, Listen +9, Spot +9 
  Rock Throwing (Ex) Like giants, ruin elementals are 
  accomplished rock throwers and have a +1 racial 
  bonus on attack rolls when throwing rocks. A ruin 
  elemental of Large size can hurl rocks weighing up to 
  50 pounds (Small objects) up to five range 
  increments. A Huge ruin elemental can hurl rocks 
  weighing up to 80 pounds (Medium objects) up to five 
  range increments. The range increment is 150 feet 
  for a ruin elemental’s thrown rocks. 
  Shock Wave (Ex) Every 1d4 rounds, as a swift action, a 
  ruin elemental can strike the ground to create a shock 
  wave in a 20-foot-radius spread centered on itself. All 
  creatures not of the earth subtype within the radius of 
  the shock wave are treated as if bull rushed by the 
  ruin elemental. The ruin elemental receives a +4 
  bonus on this check from Improved Bull Rush, as well 
  as +4 for each size category it is larger than the 
  targeted opponent. A typical ruin elemental has a +17 
  bonus on the opposed check against Medium 
  creatures, +21 against Small creatures, and +13 
  against Large creatures. Creatures that fail the 
  opposed checks are pushed back 5 feet and knocked 
  prone. 
  Skills Ruin elementals have a +4 racial bonus on Hide 
  checks in areas of ruined stone. 
  Description What appeared at first to be the debris of a 
  fallen wall or crumbling building suddenly lurches to its 
  feet. Composed entirely of rubble, this immense 
  hunchbacked biped rumbles quickly toward you, its 
  rocky fists raised. 
  15: THE SPIRAL 
  BLACK CYSTS 
  CR 8 
  Description Hundreds of pulsating globs of 
  impenetrable blackness float in the dark purple water 
  of the pool. From the each spills a knot of writhing 
  tentacles. 
  Search N/A; Type Magical 
  Trigger proximity (true seeing); Init +4 
  Effect corporeal instability (SpC) (+8 melee touch, DC 
  18)  
  Duration The cysts attack every round if any creature 
  occupies the same square as one 
  Destruction AC 18; hp 20 (each cyst); Regenerate 5 
  (at the beginning of each round, roll 1d6 – on result of 
  5 or higher, all destroyed cysts regenerate 
  Disarm Disable Device DC 29 (disarming a cyst 
  effectively destroys it in such a way that it cannot 
  regenerate) 
  Disarm granting control of the spiral destroys all of the 
  cysts 
   
  ELEMENTAL SEEPAGE 
  CR 8 
  Description The bloated globs swell and heave before 
  spraying a blast of coruscating purple energy in every 
  direction. 
  Search N/A; Type Magical 
  Trigger proximity (true seeing); Init +4 
  Effect blast of purple energy (automatically hit, 2d6 acid 
  damage + 2d6 cold damage + 2d6 electricity damage 
  + 2d6 fire damage, DC 18 Reflex half); PCs not 
  sharing a square containing a cyst or adjacent to a 
  square containing a cyst are not subject to this effect 
  Recharge 4 (at the beginning of each round, roll 1d6 – 
  on a result of 3 or lower, the cysts do not release any 
  energy that round) 
  Duration The cysts attack every round if any creature 
  occupies the same square as one 
  Destruction AC 18; hp 20 (each cyst) 
  Disarm Disable Device DC 29 (disarming a cyst 
  effectively destroys it in such a way that it cannot 
  regenerate) 
  Disarm granting control of the spiral destroys all of the 
  cysts 
  
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  APPENDIX 1: APL 10
  3: WICKED LIBRARIAN 
  ELITE WHISPER DEMON* 
  CR 12 
  * Monster Manual IV 46 
  Male advanced whisper demon (elite array) 
  CE Medium outsider (chaotic, evil, extraplanar, 
  incorporeal) 
  Init +7; Senses darkvision 60 ft.; Listen +17, Spot +17 
  Aura maddening whispers (60 ft., DC 27) 
  Languages Common  
  AC 24, touch 24, flat-footed 17; Dodge, Elusive Target, 
  Mobility 
   (+7 Dex, +7 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 180 (16 HD); DR 5/cold iron or good  
  Immune confusion, electricity, hypnotism, insanity, 
  poison, Wisdom damage and drain 
  Resist acid 10, cold 10, and fire 10 
  Fort +15, Ref +17, Will +17 
  Speed fly 40 ft. (8 squares) (perfect); Flyby Attack 
  Melee 2 incorporeal touches +23 (3d6) 
  Base Atk +16; Grp – 
  Atk Options aligned strike (chaotic, evil), Flyby Attack  
  Abilities Str –, Dex 24, Con 20, Int 10, Wis 6, Cha 25 
  SQ create spawn, incorporeal traits, madness 
  Feats Ability Focus (maddening whispers), Dodge, 
  Elusive Target, Flyby Attack, Improved Natural Attack 
  (incorporeal touch), Mobility  
  Skills Bluff +26, Hide +26, Intimidate +28, Knowledge 
  (arcana) +19, Knowledge (religion) +19, Listen +17, 
  Sense Motive +17, Spot +17 
  Maddening Whispers (Su) Any living creature within 60 
  feet of a whisper demon hears its maddening 
  telepathic whispers and must succeed on a DC 27 
  Will save of become confused for 1 round. When 
  rolling d% to determine the actions of a creature 
  confused by maddening whispers, on a roll of 51 or 
  higher, instead of the normal confusion result, the 
  creature automatically deals damage to itself equal to 
  its normal melee damage with the weapon it currently 
  wields or its primary natural weapon, whichever deals 
  more damage. A creature that succeeds on the Will 
  save cannot be affected by the same whisper 
  demon’s maddening whispers for 1 round. This is a 
  mind-affecting compulsion effect. The save DC is 
  Charisma-based. This ability does not allow a whisper 
  demon to exercise mental control over a creature, 
  and thus the protection from evil spell does not 
  provide immunity to this effect. Demons are immune 
  to a whisper demon’s maddening whispers. 
  Create Spawn (Su) A living creature that kills itself 
  within 60 feet of a whisper demon rises as an allip 
  under the whisper demon’s control 1 round later. A 
  whisper demon can control up to nine allips it creates. 
  Allips created by a whisper demon in excess of this 
  limit arise free-willed. 
  Madness (Ex) Whisper demons use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and they have immunity to confusion and 
  insanity effects. In addition, anyone targeting a 
  whisper demon with a thought detection, mind 
  control, or telepathic ability makes direct contact with 
  its tortured mind and takes 1d4 points of Wisdom 
  damage. 
  Description An insubstantial, ghostly, demonic creature 
  lurks and leers. Though humanoid in shape, it has 
  distorted features. Its brow looms over its face, and its 
  distorted chin thrusts forward. Its flesh is a mottled 
  green. 
   
  ELITE ALLIP 
  CR 6 
  Advanced 12 HD allip (elite array) 
  NE Medium undead (incorporeal) 
  Init +3; Senses darkvision 60 ft.; Lifesense; Listen +16, 
  Spot +16 
  Aura babble (60 ft., DC 23) 
  Languages Common  
  AC 20, touch 20, flat-footed 17; Dodge, Mobility 
   (+3 Dex, +7 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 108 (12 HD)  
  Immune incorporeal immunities, undead immunities 
  Resist turn resistance +2 
  Fort +4, Ref +7, Will +9 
  Speed fly 30 ft. (6 squares) (perfect); Spring Attack  
  Melee incorporeal touch +9 (1d4 Wisdom drain) 
  Base Atk +6; Grp – 
  Atk Options Spring Attack, wisdom drain 
  Abilities Str –, Dex 16, Con –, Int 13, Wis 12, Cha 25 
  SQ incorporeal traits, madness, undead traits 
  Feats Dodge, Lifebond, Lifesense, Mobility, Spring 
  Attack  
  Skills Hide +18, Intimidate +22, Listen +16, Search +16, 
  Spot +16 
  Babble (Su) An allip constantly mutters and whines to 
  itself, creating a hypnotic effect. All sane creatures 
  within 60 feet of the allip must succeed on a DC 23 
  Will save or be affected as though by a hypnotism 
  spell for 2d4 rounds. This is a sonic mind-affecting 
  compulsion effect. Creatures that successfully save 
  cannot be affected by the same allip’s babble for 24 
  hours. The save DC is Charisma-based. 
  Madness (Su) Anyone targeting an allip with a thought 
  detection, mind control, or telepathic ability makes 
  direct contact with its tortured mind and takes 1d4 
  points of Wisdom damage.  
  Wisdom Drain (Su) An allip causes 1d4 points of 
  Wisdom drain each time it hits with its incorporeal 
  touch attack. On each such successful attack, it gains 
  5 temporary hit points. 
  Description The creature that floats before you is like a 
  thing out of nightmare. It has a vaguely humanoid 
  shape, but it’s a shape without features that has been 
  distorted and bristles with madness. From the waist 
  down, it trails away into vaporous nothingness, leaving a 
  faint trace of fog behind it as it moves. 
  
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  7: THE MAZE 
  PRISMATIC RAY TRAP 
  CR 12 
  Description This chamber is located at the entrance to 
  the maze of mirrors located in the cellar of the Magic 
  Box tavern. Any who enter or fail to navigate their 
  way through the maze of mirrors inevitably find 
  themselves here. The chamber consists entirely of 
  magically enhanced mirrors that serve to not only 
  make it difficult to find one’s way out of the chamber, 
  but also to conceal a turret that fires numerous 
  prismatic ray spells throughout the chamber. The 
  mirrors within the chamber reflect prismatic ray spells 
  cast within the chamber until each ultimately strikes 
  (or misses) a victim. 
  Search DC 37; Type Magical 
  Trigger proximity (true seeing); Init +6 
  Effect heightened prismatic ray (SpC) (+12 ranged 
  touch, DC 19, cast at every PC in the chamber, CL 
  12th); re-roll if result is a 6 (plane shift) 
  Recharge 4 (at the beginning of each round after the 
  first, roll 1d6 – on a 3 or lower, the trap does not 
  trigger on that round) 
  Duration 15 rounds 
  Destruction AC 22; hp 30 (each mirror; reduce the 
  Search DC by 2 and a cumulative 5% miss chance on 
  all rays for each mirror broken); mirrors magically self-
  repair after 5 rounds 
  Disarm Disable Device DC 31 (disarming the central 
  turret disables the entire trap); time required to 
  disarm is doubled 
   
  9: JUBILEX’S GRASP  
  GREATER SPAWN OF JUBILEX* CR 10 
  *Monster Manual V 162 
  CE Huge elemental (extraplanar, water) 
  Init +0; Senses blindsense 60 ft., darkvision 60 ft.; 
  Listen +9, Spot +9 
  Aura horrific presence (5 ft.) 
  Languages Aquan  
  AC 24, touch 8, flat-footed 24 
   (-2 size, +16 natural) 
  hp 126 (11 HD); DR 5/–  
  Immune elemental immunities 
  Fort +14, Ref +3, Will +5 
  Speed 40 ft. (8 squares), climb 30 ft.; sludge form 
  Melee 2 slams +16 (3d8+10/19-20 plus slimy 
  infestation) 
  Ranged sludge orb +6/+1 (2d8+10 plus slimy 
  infestation) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +8; Grp +26  
  Atk Options Cleave, Power Attack 
  Special Actions slimy infestation, sludge form 
  Abilities Str 25, Dex 10, Con 24, Int 6, Wis 15, Cha 10 
  SQ elemental traits 
  Feats Cleave, Improved Critical (slam), Improved 
  Natural Attack (slam), Power Attack  
  Skills Climb +18, Hide -8, Jump +14, Listen +9, Spot +9 
  Horrific Presence (Su) Any creature that starts its turn 
  adjacent to a greater spawn of Jubilex must succeed 
  on a DC 22 Fortitude save or be forced to move 10 
  feet away from the monster. This movement does not 
  provoke attacks of opportunity and does not count 
  towards the victim’s regular movement for the round. 
  A creature unable to move is dazed for 1 round if it 
  fails the save. The save DC is Constitution-based. 
  Sludge Form (Ex) A spawn of Jubilex flows like thick, 
  muddy water as it moves. Its movement never 
  provokes attacks of opportunity. It ignores difficult 
  terrain and can freely pass through other creatures’ 
  spaces, though it cannot end its movement in such a 
  place. If a greater spawn of Jubilex enters a living 
  creature’s space, that creature must attempt a DC 22 
  Fortitude save. On a failed save, the creature takes 
  4d6 points of damage and 1 point of Con damage. 
  The creature is sickened for 1 round. On a successful 
  save, the creature takes half hit point damage and 
  the Con damage is negated. The save DC is 
  Constitution-based. 
  Slimy Infestation (Su) When a spawn of Jubilex deals 
  damage to a creature with its slam attack, it covers its 
  target with a thick coat of slime. At the start of the 
  spawn’s turn, it can animate the slime covering all 
  foes within 100 feet as a free action. The slime 
  sprouts tentacles and attacks any creature within 10 
  feet (including the target if not other creatures are in 
  reach). It makes a slam attack with an attack bonus 
  of +16, deal damage equal to 1d8+5. A creature 
  afflicted by slimy infestation can remove the slime as 
  a full-round action. The slime is also destroyed if the 
  creature is dealt 10 points of cold or fire damage. If 
  that creature has resistance to cold or fire, the slime 
  could be destroyed without harm to the affected 
  creature. 
  Sludge Orb (Ex) A greater spawn of Jubilex can fling 
  orbs of effluvia up to five ranger increments. The 
  range increment is 20 feet. 
  Skills A spawn of Jubilex has a +8 racial bonus to Climb 
  checks as a result of having a Climb speed. 
  Description This creature – if creature it is – wells up 
  before you as a bubbling, oozing mess of dark clotted 
  liquid. Chunks of unnameable sludge twist through its 
  form, and its surface spatters and heaves. A single red 
  eye dominates its mass, and dozens of smaller eyes 
  scattered throughout its putrid form watch you. 
  
  COR8-06 Entrapment 
   
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  LESSER SPAWN OF JUBILEX* 
  CR 8 
  *Monster Manual V 162 
  CE Large elemental (extraplanar, water) 
  Init +1; Senses blindsense 60 ft., darkvision 60 ft.; 
  Listen +7, Spot +6 
  Languages Aquan  
  AC 18, touch 10, flat-footed 17 
   (-1 size, +1 Dex, +8 natural) 
  hp 68 (8 HD); DR 5/– 
  Immune elemental immunities 
  Fort +10, Ref +3, Will +3 
  Speed 40 ft. (8 squares), climb 30 ft.; sludge form 
  Melee 2 slams +12 (2d8+7 plus slimy infestation) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +17  
  Atk Options Cleave, Power Attack 
  Special Actions slimy infestation, sludge form 
  Abilities Str 25, Dex 12, Con 19, Int 4, Wis 13, Cha 10 
  SQ elemental traits 
  Feats Cleave, Improved Natural Attack (slam), Power 
  Attack  
  Skills Climb +15, Hide -3, Jump +11, Listen +7, Spot +6 
  Sludge Form (Ex) A spawn of Jubilex flows like thick, 
  muddy water as it moves. Its movement never 
  provokes attacks of opportunity. It ignores difficult 
  terrain and can freely pass through other creatures’ 
  spaces, though it cannot end its movement in such a 
  place. If a lesser spawn of Jubilex enters a living 
  creature’s space, that creature must attempt a DC 18 
  Fortitude save. On a failed save, the creature takes 
  2d6 points of damage and is sickened for 1 round. On 
  a successful save, the creature takes half damage 
  and is not sickened. This ability is effective against a 
  given creature only once per round. The save DC is 
  Constitution-based. 
  Slimy Infestation (Su) When a spawn of Jubilex deals 
  damage to a creature with its slam attack, it covers its 
  target with a thick coat of slime. At the start of the 
  spawn’s turn, it can animate the slime covering all 
  foes within 100 feet as a free action. The slime 
  sprouts tentacles and attacks any creature within 10 
  feet (including the target if not other creatures are in 
  reach). It makes a slam attack with an attack bonus 
  of +12, deal damage equal to 1d8+3. A creature 
  afflicted by slimy infestation can remove the slime as 
  a full-round action. The slime is also destroyed if the 
  creature is dealt 10 points of cold or fire damage. If 
  that creature has resistance to cold or fire, the slime 
  could be destroyed without harm to the affected 
  creature. 
  Skills A spawn of Jubilex has a +8 racial bonus to Climb 
  checks as a result of having a Climb speed. 
  Description A giant mass of dark liquid rears upward, 
  its surface heaving as it spatters the area around it 
  with globs of slime. Dozens of small red eyes dot the 
  creature’s surface, glaring at you like beacons of 
  hunger and hate. 
  11: THE PRISON 
  GARIVEX, THE KEEPER 
  CR 11 
  Male human illusionist 7/loremaster 4 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3 
  Languages Common, Abyssal, Draconic, Elven, 
  Fiendish, Undercommon 
  AC 20, touch 12, flat-footed 18 
   (+1 Dex, +4 armor [mage armor], +4 shield [shield], +1 
  dodge [haste]) 
  hp 60 (plus 38 temporary) (11 HD)  
  Fort +13, Ref +8, Will +12 
  Speed 60 ft. (10 squares) [haste], base movement 30 
  ft., fly 70 ft. (average) [haste] 
  Base Atk +5; Grp +4  
  Atk Options Sanctum Spell, Sudden Empower, Sudden 
  Silent 
  Combat Gear amulet of health +2, headband of intellect 
  +4, laughing skull of Iuz, mask of lies, potion of 
  glibness, potion of cure serious wounds, vest of 
  resistance +3 
  Wizard Spells Prepared (CL 11th): 
   6th—sanctum disintegrate, sanctum shadow grappler 
  (SpC) 
   5th—sanctum friend to foe, sanctum overland flight, 
  sanctum shadow evocation (2) 
   4th—sanctum dimension door, sanctum heart of earth 
  (CM), sanctum greater invisibility, sanctum repair 
  critical damage (SpC), sanctum solid fog (2) 
   3rd—sanctum displacement, sanctum fireball (2), 
  sanctum lightning bolt (2), sanctum heart of water 
  (CM) 
   2nd—sanctum false life, sanctum glitterdust, sanctum 
  mirror image, sanctum scorching ray, sanctum see 
  invisibility 
   1st—sanctum grease, sanctum mage armor, sanctum 
  protection from good, sanctum ray of enfeeblement 
  (2), sanctum shield, sanctum silent image 
   0—detect magic, mending (2), prestidigitation  
  Abilities Str 8, Dex 13, Con 16, Int 21, Wis 12, Cha 10 
  SQ applicable knowledge, familiar (rat), lore +11, the 
  lore of true stamina 
  Feats Alertness, Greater Spell Focus (illusion), Sanctum 
  Spell, Scribe Scroll, Skill Focus (Knowledge [the 
  planes]), Spell Focus (illusion), Sudden Empower, 
  Sudden Silent  
  Skills Bluff +42, Concentration +17, Knowledge 
  (arcana) +19, Knowledge (the planes) +22, 
  Knowledge (history) +19, Spellcraft +21 
  Possessions combat gear plus potion of glibness (2), 
  prison key 
  Spellbook spells prepared plus 2—bull’s strength, 3—
  haste, 4—shadow conjuration, 6—contingency 
  Description A frail, balding Suloise man in a deep red 
  robe grins at you, exposing rows of yellow teeth. 
  Power-Up Suite: The following active spells are 
  currently reflected in Garivex’s stat block: disguise 
  self, mage armor, protection from good, shield, false 
  life, see invisibility, glibness, haste, heart of water, 
  heart of earth, overland flight, contingency. 
  
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  RUNIC GUARDIAN* 
  CR 10 
  *Monster Manual II 182 
  N Large construct 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Aura guard (5 ft.) 
  AC 33, touch 11, flat-footed 32 
   (-1 size, +1 Dex, +4 armor [mage armor], +1 dodge 
  [haste], +18 natural) 
  hp 123 (plus 16 temporary) (17 HD); fast healing 10; DR 
  10/adamantine 
  Immune construct immunities 
  Fort +5, Ref +7, Will +5 
  Speed 60 ft. (6 squares); haste 
  Melee 3 slams +19 (2d8+7 plus stunning strike) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +23 
  Atk Options stunning strike (DC 25) 
  Special Actions find master, shield master 
  Spell-Like Abilities (CL 18th): 
   1/day—displacement, false life, haste, mage armor, 
  repair critical damage (SpC), see invisibility, teleport 
  without error 
  Abilities Str 24, Dex 13, Con –, Int –, Wis 11, Cha 1 
  SQ construct traits 
  Find Master (Su) No matter the distance, a runic 
  guardian can find the piece of jewelry that connects it 
  with its master, and it teleports to that spot when 
  called. Should the master call the construct and then 
  remove the jewelry, the runic guardian finds only the 
  jewelry upon its arrival. This ability functions across 
  planar boundaries. 
  Guard (Ex) The runic guardian blocks blows, granting 
  its master a +4 deflection bonus to AC. This power 
  functions only when the runic guardian is within 5 feet 
  of its master. 
  Runic Spells (Sp) A runic guardian can hold up to six 
  spells. These spells must be cast into its body when it 
  is created. One spell can be placed on the runic 
  guardian’s head, one on each limb, and one on its 
  torso. The table below gives the maximum level of 
  spell that each of its body parts can hold. 
  Alternatively, the entire guardian can accommodate a 
  single inscribed spell of 6th or 7th level, but this covers 
  its whole body. 
  Body Part 
  Highest Spell Level 
  Head 
  1st 
  Each arm 
  2nd 
  Each leg 
  3rd 
  Torso 
  5th 
  Shield Master (Sp) A runic guardian’s master, when in 
  possession of the keyed piece of jewelry, can activate 
  this defensive ability when within 150 feet of the 
  construct. This ability transfers three-fourths of the 
  damage that would otherwise be dealt to the master 
  to the runic guardian instead. This ability functions 
  like the shield other spell (CL 25th), except that it 
  provides no AC or saving throw bonuses. 
  Stunning Strike (Ex) Any creature hit by a runic 
  guardian’s slam attack must make a successful 
  Fortitude saving throw (DC 25) or be stunned for 1 
  round, in addition to taking the normal damage from 
  the blow. The save DC is Strength-based. 
  Description A massive, human-shaped figure made of 
  stone, steel, and lead stands before you. Runes inlayed 
  with precious metals adorn its head, limbs, and torso. 
  Power-Up Suite: The following spells are reflected in 
  the runic guardian’s stat block: false life, see 
  invisibility, haste, mage armor. 
   
  13: THE RUINS 
  SCARECROW 
  CR 14 
  Male ruin chanter* 
  *Monster Manual V 132 
  CN Medium fey (air, earth) 
  Init +11; Senses Listen +26, Spot +26 
  Languages Auran, Common, Giant, Sylvan, Terran  
  AC 31, touch 17, flat-footed 24; Dodge, Mobility 
   (+7 Dex, +14 natural) 
  hp 190 (20 HD); DR 15/cold iron and magic 
  Immune disease, poison 
  SR 23 
  Fort +12, Ref +19, Will +15 
  Speed 40 ft. (8 squares), fly 40 ft. (perfect) 
  Melee +2 adamantine light mace +20/+15 (1d6+7) 
  Base Atk +10; Grp +15  
  Atk Options infirmity of body, infirmity of mind 
  Special Actions bardic music (countersong, fascinate 4 
  creatures, inspire courage +2, inspire confidence, 
  suggestion, inspire greatness 2 creatures, song of 
  freedom), call ruin elemental 
  Spell-Like Abilities (CL 20th): 
   
  3/day—crushing despair (DC 21), rusting grasp 
  (+15 melee touch, DC 21), spike stones (DC 21) 
  Combat Gear +2 adamantine light mace 
  Abilities Str 20, Dex 25, Con 23, Int 18, Wis 17, Cha 25 
  Feats Combat Expertise, Dodge, Endurance, Improved 
  Initiative, Mobility, Weapon Finesse, Weapon Focus 
  (light mace) 
  Skills Concentration +15, Hide +30, Knowledge 
  (arcana) +20, Knowledge (architecture and 
  engineering) +27, Knowledge (history) +27, Listen 
  +26, Move Silently +30, Perform (sing) +30, Spot 
  +26, Survival +26, Tumble +26 
  Possessions combat gear 
  Bardic Music (Su) A ruin chanter has the bardic music 
  ability of a 12th-level bard (PH 29)  
  Infirmity of Body (Su) By pointing its finger, a ruin 
  chanter can prematurely age an enemy’s body. Doing 
  so imposes a –6 penalty to Strength, Dexterity, and 
  Constitution, and causes the victim’s hair to turn 
  white, skin to wrinkle, and posture to stoop (Fortitude 
  DC 27 negates). The penalty lasts for 1 hour or until 
  the victim receives a remove curse spell. A ruin 
  chanter cannot place both infirmity of body and 
  infirmity of mind on the same creature. The save DC 
  is Charisma-based. 
  Infirmity of Mind (Su) With a wave of its hand, a ruin 
  chanter can render a creature senile and unable to 
  reliably tell friend from foe. This ability functions as a 
  
  COR8-06 Entrapment 
   
  Page 45 
  confusion spell (Will DC 27 negates) and makes 
  victims appear elderly just as infirmity of body does. 
  Infirmity of mind lasts for 1 hour or until the victim 
  receives a remove curse spell. A ruin chanter cannot 
  place both infirmity of body and infirmity of mind on 
  the same creature. The save DC is Charisma-based. 
  Description On a narrow stone ledge stands a nimble 
  figure garbed in ragged clothes and a rust-colored cloak. 
  A pair of clever black eyes set in a weathered face shine 
  from beneath his wide-brimmed hat. His long, fine 
  fingers hold an ornate black mace. He suddenly licks his 
  parched lips and begins to wail a mournful dirge. 
   
  RUIN ELEMENTAL* 
  CR 10 
  *Monster Manual V 134 
  N Large elemental (earth) 
  Init +0; Senses darkvision 60 ft., low-light vision; Listen 
  +9, Spot +9 
  Languages Terran 
  AC 23, touch 9, flat-footed 23 
   (-1 size, +14 natural) 
  hp 161 (14 HD) 
  Immune elemental immunities, spike stones 
  Fort +16, Ref +4, Will +6 
  Speed 40 ft. (8 squares) 
  Melee 2 slams +19 (1d8+9) 
  Ranged rock +19 (2d6+9) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +22  
  Atk Options Improved Bull Rush, Improved Sunder, 
  Power Attack, shock wave 
  Special Actions rock throwing 
  Abilities Str 28, Dex 10, Con 24, Int 9, Wis 15, Cha 10 
  SQ elemental traits 
  Feats Brutal Throw, Improved Bull Rush, Improved 
  Sunder, Power Attack, Weapon Focus (slam)  
  Skills Hide -1, Listen +9, Spot +9 
  Rock Throwing (Ex) Like giants, ruin elementals are 
  accomplished rock throwers and have a +1 racial 
  bonus on attack rolls when throwing rocks. A ruin 
  elemental of Large size can hurl rocks weighing up to 
  50 pounds (Small objects) up to five range 
  increments. A Huge ruin elemental can hurl rocks 
  weighing up to 80 pounds (Medium objects) up to five 
  range increments. The range increment is 150 feet 
  for a ruin elemental’s thrown rocks. 
  Shock Wave (Ex) Every 1d4 rounds, as a swift action, a 
  ruin elemental can strike the ground to create a shock 
  wave in a 20-foot-radius spread centered on itself. All 
  creatures not of the earth subtype within the radius of 
  the shock wave are treated as if bull rushed by the 
  ruin elemental. The ruin elemental receives a +4 
  bonus on this check from Improved Bull Rush, as well 
  as +4 for each size category it is larger than the 
  targeted opponent. A typical ruin elemental has a +17 
  bonus on the opposed check against Medium 
  creatures, +21 against Small creatures, and +13 
  against Large creatures. Creatures that fail the 
  opposed checks are pushed back 5 feet and knocked 
  prone. 
  Skills Ruin elementals have a +4 racial bonus on Hide 
  checks in areas of ruined stone. 
  Description What appeared at first to be the debris of a 
  fallen wall or crumbling building suddenly lurches to its 
  feet. Composed entirely of rubble, this immense 
  hunchbacked biped rumbles quickly toward you, its 
  rocky fists raised. 
   
  15: THE SPIRAL 
  BLACK CYSTS 
  CR 10 
  Description Hundreds of pulsating globs of 
  impenetrable blackness float in the dark purple water 
  of the pool. From the each spills a knot of writhing 
  tentacles. 
  Search N/A; Type Magical 
  Trigger proximity (true seeing); Init +5 
  Effect heightened corporeal instability (SpC) (+10 melee 
  touch, DC 20)  
  Duration The cysts attack every round if any creature 
  occupies the same square as one 
  Destruction AC 20; hp 25 (each cyst); Regenerate 5 
  (at the beginning of each round, roll 1d6 – on result of 
  5 or higher, all destroyed cysts regenerate 
  Disarm Disable Device DC 30 (disarming a cyst 
  effectively destroys it in such a way that it cannot 
  regenerate) 
  Disarm granting control of the spiral destroys all of the 
  cysts 
   
  ELEMENTAL SEEPAGE 
  CR 10 
  Description The bloated globs swell and heave before 
  spraying a blast of coruscating purple energy in every 
  direction. 
  Search N/A; Type Magical 
  Trigger proximity (true seeing); Init +5 
  Effect blast of purple energy (automatically hit, 3d6 acid 
  damage + 3d6 cold damage + 2d6 electricity damage 
  + 2d6 fire damage, DC 20 Reflex half); PCs not 
  sharing a square containing a cyst or adjacent to a 
  square containing a cyst are not subject to this effect 
  Recharge 4 (at the beginning of each round, roll 1d6 – 
  on a result of 3 or lower, the cysts do not release any 
  energy that round) 
  Duration The cysts attack every round if any creature 
  occupies the same square as one 
  Destruction AC 20; hp 25 (each cyst) 
  Disarm Disable Device DC 30 (disarming a cyst 
  effectively destroys it in such a way that it cannot 
  regenerate) 
  Disarm granting control of the spiral destroys all of the 
  cysts 
  
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  Page 46 
  APPENDIX 1: APL 12
  3: WICKED LIBRARIAN 
  ELITE WHISPER DEMON* 
  CR 14 
  * Monster Manual IV 46 
  Male advanced whisper demon (elite array) 
  CE Medium outsider (chaotic, evil, extraplanar, 
  incorporeal) 
  Init +11; Senses darkvision 60 ft.; Listen +21, Spot +21 
  Aura maddening whispers (60 ft., DC 30) 
  Languages Common  
  AC 24, touch 24, flat-footed 17; Dodge, Elusive Target, 
  Mobility 
   (+7 Dex, +7 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 202 (20 HD); DR 5/cold iron or good  
  Immune confusion, electricity, hypnotism, insanity, 
  poison, Wisdom damage and drain 
  Resist acid 10, cold 10, and fire 10 
  Fort +17, Ref +19, Will +19 
  Speed fly 40 ft. (8 squares) (perfect); Flyby Attack 
  Melee 2 incorporeal touches +27 (3d6) 
  Base Atk +20; Grp – 
  Atk Options aligned strike (chaotic, evil) 
  Abilities Str –, Dex 24, Con 20, Int 10, Wis 6, Cha 26 
  SQ create spawn, incorporeal traits, madness 
  Feats Ability Focus (maddening whispers), Dodge, 
  Elusive Target, Flyby Attack, Improved Natural Attack 
  (incorporeal touch), Mobility, Necromantic Presence 
  Skills Bluff +31, Hide +30, Intimidate +33, Knowledge 
  (arcana) +23, Knowledge (religion) +23, Listen +21, 
  Sense Motive +21, Spot +21 
  Maddening Whispers (Su) Any living creature within 60 
  feet of a whisper demon hears its maddening 
  telepathic whispers and must succeed on a DC 30 
  Will save of become confused for 1 round. When 
  rolling d% to determine the actions of a creature 
  confused by maddening whispers, on a roll of 51 or 
  higher, instead of the normal confusion result, the 
  creature automatically deals damage to itself equal to 
  its normal melee damage with the weapon it currently 
  wields or its primary natural weapon, whichever deals 
  more damage. A creature that succeeds on the Will 
  save cannot be affected by the same whisper 
  demon’s maddening whispers for 1 round. This is a 
  mind-affecting compulsion effect. The save DC is 
  Charisma-based. This ability does not allow a whisper 
  demon to exercise mental control over a creature, 
  and thus the protection from evil spell does not 
  provide immunity to this effect. Demons are immune 
  to a whisper demon’s maddening whispers. 
  Create Spawn (Su) A living creature that kills itself 
  within 60 feet of a whisper demon rises as an allip 
  under the whisper demon’s control 1 round later. A 
  whisper demon can control up to nine allips it creates. 
  Allips created by a whisper demon in excess of this 
  limit arise free-willed. 
  Madness (Ex) Whisper demons use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and they have immunity to confusion and 
  insanity effects. In addition, anyone targeting a 
  whisper demon with a thought detection, mind 
  control, or telepathic ability makes direct contact with 
  its tortured mind and takes 1d4 points of Wisdom 
  damage. 
  Description An insubstantial, ghostly, demonic creature lurks 
  and leers. Though humanoid in shape, it has distorted features. 
  Its brow looms over its face, and its distorted chin thrusts 
  forward. Its flesh is a mottled green. 
   
  ELITE ALLIP 
  CR 8 
  Advanced 12 HD allip fighter 2  
  NE Medium undead (incorporeal) 
  Init +3; Senses darkvision 60 ft.; Lifesense; Listen +17, 
  Spot +18 
  Aura babble (60 ft., DC 23) 
  Languages Common  
  AC 20, touch 20, flat-footed 17; Dodge, Mobility 
   (+3 Dex, +7 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 123 (14 HD) 
  Immune incorporeal immunities, undead immunities 
  Resist turn resistance +6 
  Fort +7, Ref +7, Will +9 
  Speed fly 30 ft. (6 squares) (perfect); Spring Attack  
  Melee incorporeal touch +12(1d4 Wisdom drain) 
  Base Atk +8; Grp – 
  Atk Options Spring Attack, wisdom drain 
  Abilities Str –, Dex 16, Con –, Int 13, Wis 12, Cha 25 
  SQ incorporeal traits, madness, undead traits 
  Feats Dodge, Improved Turn Resistance, Lifebond, 
  Lifesense, Mobility, Spring Attack, Weapon Focus 
  (incorporeal touch) 
  Skills Hide +18, Intimidate +22, Listen +17, Search +16, 
  Spot +18 
  Babble (Su) An allip constantly mutters and whines to 
  itself, creating a hypnotic effect. All sane creatures 
  within 60 feet of the allip must succeed on a DC 23 
  Will save or be affected as though by a hypnotism 
  spell for 2d4 rounds. This is a sonic mind-affecting 
  compulsion effect. Creatures that successfully save 
  cannot be affected by the same allip’s babble for 24 
  hours. The save DC is Charisma-based. 
  Madness (Su) Anyone targeting an allip with a thought 
  detection, mind control, or telepathic ability makes 
  direct contact with its tortured mind and takes 1d4 
  points of Wisdom damage.  
  Wisdom Drain (Su) An allip causes 1d4 points of 
  Wisdom drain each time it hits with its incorporeal 
  touch attack. On each such successful attack, it gains 
  5 temporary hit points. 
  Description The creature that floats before you is like a thing 
  out of nightmare. It has a vaguely humanoid shape, but it’s a 
  shape without features that has been distorted and bristles with 
  madness. From the waist down, it trails away into vaporous 
  nothingness, leaving a faint trace of fog behind it as it moves. 
  7: THE MAZE 
  PRISMATIC RAY TRAP 
  CR 14 
  
  COR8-06 Entrapment 
   
  Page 47 
  Description This chamber is located at the entrance to 
  the maze of mirrors located in the cellar of the Magic 
  Box tavern. Any who enter or fail to navigate their 
  way through the maze of mirrors inevitably find 
  themselves here. The chamber consists entirely of 
  magically enhanced mirrors that serve to not only 
  make it difficult to find one’s way out of the chamber, 
  but also to conceal a turret that fires numerous 
  prismatic ray spells throughout the chamber. The 
  mirrors within the chamber reflect prismatic ray spells 
  cast within the chamber until each ultimately strikes 
  (or misses) a victim. 
  Search DC 39; Type Magical 
  Trigger proximity (true seeing); Init +7 
  Effect split ray prismatic ray (SpC) (+14 ranged touch, 
  DC 18, 2 rays cast at every PC in the chamber, CL 
  14th); re-roll if result is a 6 (plane shift) 
  Recharge 4 (at the beginning of each round after the 
  first, roll 1d6 – on a 3 or lower, the trap does not 
  trigger on that round) 
  Duration 17 rounds 
  Destruction AC 24; hp 35 (each mirror; reduce the 
  Search DC by 2 and a cumulative 5% miss chance on 
  all rays for each mirror broken); mirrors magically self-
  repair after 5 rounds 
  Disarm Disable Device DC 32 (disarming the central 
  turret disables the entire trap); time required to disarm 
  is doubled 
   
  9: JUBILEX’S GRASP 
  GREATER SPAWN OF JUBILEX* CR 10 
  * Monster Manual V 162 
  CE Huge elemental (extraplanar, water) 
  Init +0; Senses blindsense 60 ft., darkvision 60 ft.; 
  Listen +9, Spot +9 
  Aura horrific presence (5 ft.) 
  Languages Aquan  
  AC 24, touch 8, flat-footed 24 
   (-2 size, +16 natural) 
  hp 126 (11 HD); DR 5/–  
  Immune elemental immunities 
  Fort +14, Ref +3, Will +5 
  Speed 40 ft. (8 squares), climb 30 ft.; sludge form 
  Melee 2 slams +16 (3d8+10/19-20 plus slimy 
  infestation) 
  Ranged sludge orb +6/+1 (2d8+10 plus slimy 
  infestation) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +8; Grp +26  
  Atk Options Cleave, Power Attack 
  Special Actions slimy infestation, sludge form 
  Abilities Str 25, Dex 10, Con 24, Int 6, Wis 15, Cha 10 
  SQ elemental traits 
  Feats Cleave, Improved Critical (slam), Improved 
  Natural Attack (slam), Power Attack  
  Skills Climb +18, Hide -8, Jump +14, Listen +9, Spot +9 
  Horrific Presence (Su) Any creature that starts its turn 
  adjacent to a greater spawn of Jubilex must succeed 
  on a DC 22 Fortitude save or be forced to move 10 
  feet away from the monster. This movement does not 
  provoke attacks of opportunity and does not count 
  towards the victim’s regular movement for the round. 
  A creature unable to move is dazed for 1 round if it 
  fails the save. The save DC is Constitution-based. 
  Sludge Form (Ex) A spawn of Jubilex flows like thick, 
  muddy water as it moves. Its movement never 
  provokes attacks of opportunity. It ignores difficult 
  terrain and can freely pass through other creatures’ 
  spaces, though it cannot end its movement in such a 
  place. If a greater spawn of Jubilex enters a living 
  creature’s space, that creature must attempt a DC 22 
  Fortitude save. On a failed save, the creature takes 
  4d6 points of damage and 1 point of Con damage. 
  The creature is sickened for 1 round. On a successful 
  save, the creature takes half hit point damage and 
  the Con damage is negated. The save DC is 
  Constitution-based. 
  Slimy Infestation (Su) When a spawn of Jubilex deals 
  damage to a creature with its slam attack, it covers its 
  target with a thick coat of slime. At the start of the 
  spawn’s turn, it can animate the slime covering all 
  foes within 100 feet as a free action. The slime 
  sprouts tentacles and attacks any creature within 10 
  feet (including the target if not other creatures are in 
  reach). It makes a slam attack with an attack bonus 
  of +16, deal damage equal to 1d8+5. A creature 
  afflicted by slimy infestation can remove the slime as 
  a full-round action. The slime is also destroyed if the 
  creature is dealt 10 points of cold or fire damage. If 
  that creature has resistance to cold or fire, the slime 
  could be destroyed without harm to the affected 
  creature. 
  Sludge Orb (Ex) A greater spawn of Jubilex can fling 
  orbs of effluvia up to five ranger increments. The 
  range increment is 20 feet. 
  Skills A spawn of Jubilex has a +8 racial bonus to Climb 
  checks as a result of having a Climb speed. 
  Description This creature – if creature it is – wells up 
  before you as a bubbling, oozing mess of dark clotted 
  liquid. Chunks of unnameable sludge twist through its 
  form, and its surface spatters and heaves. A single red 
  eye dominates its mass, and dozens of smaller eyes 
  scattered throughout its putrid form watch you. 
  
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  11: THE PRISON 
  GARIVEX, THE KEEPER 
  CR 13 
  Male human illusionist 7/loremaster 6 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Common, Abyssal, Draconic, Elven, 
  Fiendish, Undercommon 
  AC 21, touch 13, flat-footed 18 
   (+2 Dex, +4 armor [mage armor], +4 shield [shield], +1 
  dodge [haste]) 
  hp 84 (plus 42 temporary) (11 HD)  
  Fort +17, Ref +15, Will +17 
  Speed 60 ft. (10 squares) [haste], base movement 30 
  ft., fly 70 ft. (average) [haste] 
  Base Atk +6; Grp +5  
  Atk Options Sanctum Spell, Sudden Empower, Sudden 
  Silent 
  Combat Gear amulet of health +2, deathguardian 
  bracers, gloves of dexterity +2, headband of intellect 
  +4, laughing skull of Iuz, mask of lies, potion of 
  glibness, potion of cure serious wounds, ring of 
  mystic lightning, vest of resistance +3 
  Wizard Spells Prepared (CL 13th): 
   7th—sanctum forcecage, sanctum solipsism (SpC) 
   6th—sanctum chain lightning, sanctum disintegrate, 
  sanctum shadow grappler (SpC), sanctum superior 
  resistance (SpC) 
   5th—sanctum friend to foe, sanctum overland flight, 
  sanctum shadow evocation (2), sanctum wall of 
  force 
   4th—sanctum dimension door, sanctum heart of 
  earth (CM), sanctum greater invisibility, sanctum 
  repair critical damage (SpC) (2), sanctum solid fog 
  (2) 
   3rd—sanctum displacement, sanctum fireball (2), 
  sanctum lightning bolt (2), sanctum heart of water 
  (CM) 
   2nd—sanctum false life, sanctum glitterdust, sanctum 
  mirror image, sanctum scorching ray, sanctum see 
  invisibility 
   1st—sanctum grease, sanctum mage armor, sanctum 
  protection from good, sanctum ray of enfeeblement 
  (2), sanctum shield, sanctum silent image 
   0—detect magic, mending (2), prestidigitation  
  Abilities Str 8, Dex 15, Con 16, Int 22, Wis 12, Cha 10 
  SQ applicable knowledge, familiar (rat), greater lore, lore 
  +14, secret knowledge of avoidance, the lore of true 
  stamina 
  Feats Alertness, Greater Spell Focus (illusion), 
  Improved Toughness, Sanctum Spell, Scribe Scroll, 
  Skill Focus (Knowledge [the planes]), Spell Focus 
  (illusion), Sudden Empower, Sudden Silent  
  Skills Bluff +44, Concentration +19, Knowledge 
  (arcana) +22, Knowledge (the planes) +25, 
  Knowledge (history) +22, Spellcraft +24, Use Magic 
  Device +7 
  Possessions combat gear plus potion of glibness (2), 
  prison key 
  Spellbook spells prepared plus 2—bull’s strength, 3—
  haste, 4—shadow conjuration, 6—contingency 
  Description A frail, balding Suloise man in a deep red 
  robe grins at you, exposing rows of yellow teeth. 
  Power-Up Suite: The following active spells are 
  currently reflected in Garivex’s stat block: disguise 
  self, mage armor, protection from good, shield, false 
  life, see invisibility, glibness, haste, heart of water, 
  heart of earth, overland flight, contingency, superior 
  resistance. 
   
  ADVANCED RUNIC GUARDIAN* CR 12 
  *Monster Manual II 182 
  N Large construct 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Aura guard (5 ft.) 
  AC 33, touch 11, flat-footed 32 
   (-1 size, +1 Dex, +4 armor [mage armor], +1 dodge 
  [haste], +18 natural) 
  hp 156 (plus 16 temporary) (23 HD); fast healing 10; DR 
  10/adamantine 
  Immune construct immunities 
  Fort +7, Ref +9, Will +7 
  Speed 60 ft. (6 squares); haste 
  Melee 3 slams +24 (2d8+7 plus stunning strike) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +17; Grp +28 
  Atk Options stunning strike (DC 28) 
  Special Actions find master, shield master 
  Spell-Like Abilities (CL 18th): 
   1/day—displacement, false life, haste, mage armor, 
  repair critical damage (SpC), see invisibility, teleport 
  without error 
  Abilities Str 25, Dex 13, Con –, Int –, Wis 11, Cha 1 
  SQ construct traits 
  Find Master (Su) No matter the distance, a runic 
  guardian can find the piece of jewelry that connects it 
  with its master, and it teleports to that spot when 
  called. Should the master call the construct and then 
  remove the jewelry, the runic guardian finds only the 
  jewelry upon its arrival. This ability functions across 
  planar boundaries. 
  Guard (Ex) The runic guardian blocks blows, granting 
  its master a +4 deflection bonus to AC. This power 
  functions only when the runic guardian is within 5 feet 
  of its master. 
  Runic Spells (Sp) A runic guardian can hold up to six 
  spells. These spells must be cast into its body when it 
  is created. One spell can be placed on the runic 
  guardian’s head, one on each limb, and one on its 
  torso. The table below gives the maximum level of 
  spell that each of its body parts can hold. 
  Alternatively, the entire guardian can accommodate a 
  single inscribed spell of 6th or 7th level, but this covers 
  its whole body. 
  Body Part 
  Highest Spell Level 
  Head 
  1st 
  Each arm 
  2nd 
  Each leg 
  3rd 
  Torso 
  5th 
  
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  Shield Master (Sp) A runic guardian’s master, when in 
  possession of the keyed piece of jewelry, can activate 
  this defensive ability when within 150 feet of the 
  construct. This ability transfers three-fourths of the 
  damage that would otherwise be dealt to the master 
  to the runic guardian instead. This ability functions 
  like the shield other spell (CL 25th), except that it 
  provides no AC or saving throw bonuses. 
  Stunning Strike (Ex) Any creature hit by a runic 
  guardian’s slam attack must make a successful 
  Fortitude saving throw (DC 28) or be stunned for 1 
  round, in addition to taking the normal damage from 
  the blow. The save DC is Strength-based. 
  Description A massive, human-shaped figure made of 
  stone, steel, and lead stands before you. Runes inlayed 
  with precious metals adorn its head, limbs, and torso. 
  Power-Up Suite: The following spells are reflected in 
  the runic guardian’s stat block: false life, see 
  invisibility, haste, mage armor. 
   
  13: THE RUINS 
  SCARECROW 
  CR 14 
  Male ruin chanter* 
  *Monster Manual V 132 
  CN Medium fey (air, earth) 
  Init +11; Senses Listen +26, Spot +26 
  Languages Auran, Common, Giant, Sylvan, Terran  
  AC 31, touch 17, flat-footed 24; Combat Expertise, 
  Dodge, Mobility 
   (+7 Dex, +14 natural) 
  hp 190 (20 HD); DR 15/cold iron and magic 
  Immune disease, poison 
  SR 23 
  Fort +12, Ref +19, Will +15 
  Speed 40 ft. (8 squares), fly 40 ft. (perfect) 
  Melee +2 adamantine light mace +20/+15 (1d6+7) 
  Base Atk +10; Grp +15  
  Atk Options infirmity of body, infirmity of mind 
  Special Actions bardic music (countersong, fascinate 4 
  creatures, inspire courage +2, inspire confidence, 
  suggestion, inspire greatness 2 creatures, song of 
  freedom), call ruin elemental 
  Spell-Like Abilities (CL 20th): 
   
  3/day—crushing despair (DC 21), rusting grasp 
  (+15 melee touch, DC 21), spike stones (DC 21) 
  Combat Gear +2 adamantine light mace 
  Abilities Str 20, Dex 25, Con 23, Int 18, Wis 17, Cha 25 
  Feats Combat Expertise, Dodge, Endurance, Improved 
  Initiative, Mobility, Weapon Finesse, Weapon Focus 
  (light mace) 
  Skills Concentration +15, Hide +30, Knowledge 
  (arcana) +20, Knowledge (architecture and 
  engineering) +27, Knowledge (history) +27, Listen 
  +26, Move Silently +30, Perform (sing) +30, Spot 
  +26, Survival +26, Tumble +26 
  Possessions combat gear 
  Bardic Music (Su) A ruin chanter has the bardic music 
  ability of a 12th-level bard (PH 29)  
  Infirmity of Body (Su) By pointing its finger, a ruin 
  chanter can prematurely age an enemy’s body. Doing 
  so imposes a –6 penalty to Strength, Dexterity, and 
  Constitution, and causes the victim’s hair to turn 
  white, skin to wrinkle, and posture to stoop (Fortitude 
  DC 27 negates). The penalty lasts for 1 hour or until 
  the victim receives a remove curse spell. A ruin 
  chanter cannot place both infirmity of body and 
  infirmity of mind on the same creature. The save DC 
  is Charisma-based. 
  Infirmity of Mind (Su) With a wave of its hand, a ruin 
  chanter can render a creature senile and unable to 
  reliably tell friend from foe. This ability functions as a 
  confusion spell (Will DC 27 negates) and makes 
  victims appear elderly just as infirmity of body does. 
  Infirmity of mind lasts for 1 hour or until the victim 
  receives a remove curse spell. A ruin chanter cannot 
  place both infirmity of body and infirmity of mind on 
  the same creature. The save DC is Charisma-based. 
  Description On a narrow stone ledge stands a nimble 
  figure garbed in ragged clothes and a rust-colored cloak. 
  A pair of clever black eyes set in a weathered face shine 
  from beneath his wide-brimmed hat. His long, fine 
  fingers hold an ornate black mace. He suddenly licks his 
  parched lips and begins to wail a mournful dirge. 
  
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  ADVANCED RUIN ELEMENTAL* CR 13 
  *Monster Manual V 132 
  N Large elemental (earth) 
  Init +0; Senses darkvision 60 ft., low-light vision; Listen 
  +15, Spot +15 
  Languages Terran 
  AC 23, touch 9, flat-footed 23 
   (-1 size, +14 natural) 
  hp 325 (26 HD) 
  Immune elemental immunities, spike stones 
  Fort +22, Ref +8, Will +10 
  Speed 40 ft. (8 squares) 
  Melee 2 slams +31 (2d6+12) 
  Ranged rock +31 (2d6+12) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +19; Grp +33  
  Atk Options Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Natural Attack (slam), 
  Improved Sunder, Power Attack, shock wave 
  Special Actions rock throwing 
  Abilities Str 31, Dex 10, Con 24, Int 9, Wis 15, Cha 10 
  SQ elemental traits 
  Feats Awesome Blow, Brutal Throw, Cleave, Great 
  Cleave, Improved Bull Rush, Improved Natural Attack 
  (slam), Improved Sunder, Power Attack, Weapon 
  Focus (slam)  
  Skills Hide -1, Listen +15, Spot +15 
  Rock Throwing (Ex) Like giants, ruin elementals are 
  accomplished rock throwers and have a +1 racial 
  bonus on attack rolls when throwing rocks. A ruin 
  elemental of Large size can hurl rocks weighing up to 
  50 pounds (Small objects) up to five range 
  increments. A Huge ruin elemental can hurl rocks 
  weighing up to 80 pounds (Medium objects) up to five 
  range increments. The range increment is 150 feet 
  for a ruin elemental’s thrown rocks. 
  Shock Wave (Ex) Every 1d4 rounds, as a swift action, a 
  ruin elemental can strike the ground to create a shock 
  wave in a 20-foot-radius spread centered on itself. All 
  creatures not of the earth subtype within the radius of 
  the shock wave are treated as if bull rushed by the 
  ruin elemental. The ruin elemental receives a +4 
  bonus on this check from Improved Bull Rush, as well 
  as +4 for each size category it is larger than the 
  targeted opponent.  
  Skills Ruin elementals have a +4 racial bonus on Hide 
  checks in areas of ruined stone. 
  Description What appeared at first to be the debris of a 
  fallen wall or crumbling building suddenly lurches to its 
  feet. Composed entirely of rubble, this immense 
  hunchbacked biped rumbles quickly toward you, its 
  rocky fists raised. 
  Power-Up Suite: The advanced ruin elemental benefits 
  from the effects of the ruin chanter’s inspire courage 
  +2 ability, already reflected in its stat block. 
  15: THE SPIRAL 
  BLACK CYSTS 
  CR 12 
  Description Hundreds of pulsating globs of 
  impenetrable blackness float in the dark purple water 
  of the pool. From the each spills a knot of writhing 
  tentacles. 
  Search N/A; Type Magical 
  Trigger proximity (true seeing); Init +6 
  Effect heightened corporeal instability (SpC) (+12 melee 
  touch, DC 22)  
  Duration The cysts attack every round if any creature 
  occupies the same square as one 
  Destruction AC 22; hp 30 (each cyst); Regenerate 5 
  (at the beginning of each round, roll 1d6 – on result of 
  5 or higher, all destroyed cysts regenerate 
  Disarm Disable Device DC 31 (disarming a cyst 
  effectively destroys it in such a way that it cannot 
  regenerate) 
  Disarm granting control of the spiral destroys all of the 
  cysts 
   
  ELEMENTAL SEEPAGE 
  CR 12 
  Description The bloated globs swell and heave before 
  spraying a blast of coruscating purple energy in every 
  direction. 
  Search N/A; Type Magical 
  Trigger proximity (true seeing); Init +6 
  Effect blast of purple energy (automatically hit, 3d6 acid 
  damage + 3d6 cold damage + 3d6 electricity damage 
  + 3d6 fire damage, DC 22 Reflex half); PCs not 
  sharing a square containing a cyst or adjacent to a 
  square containing a cyst are not subject to this effect 
  Recharge 4 (at the beginning of each round, roll 1d6 – 
  on a result of 3 or lower, the cysts do not release any 
  energy that round) 
  Duration The cysts attack every round if any creature 
  occupies the same square as one 
  Destruction AC 22; hp 30 (each cyst) 
  Disarm Disable Device DC 31 (disarming a cyst 
  effectively destroys it in such a way that it cannot 
  regenerate) 
  Disarm granting control of the spiral destroys all of the 
  cysts 
  
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  APPENDIX 1: APL 14
  3: WICKED LIBRARIAN 
  ELITE WHISPER DEMON* 
  CR 14 
  * Monster Manual IV 46 
  Male advanced whisper demon (elite array) 
  CE Medium outsider (chaotic, evil, extraplanar, 
  incorporeal) 
  Init +11; Senses darkvision 60 ft.; Listen +21, Spot +21 
  Aura maddening whispers (60 ft., DC 30) 
  Languages Common  
  AC 24, touch 24, flat-footed 17; Dodge, Elusive Target, 
  Mobility 
   (+7 Dex, +7 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 202 (20 HD); DR 5/cold iron or good  
  Immune confusion, electricity, hypnotism, insanity, 
  poison, Wisdom damage and drain 
  Resist acid 10, cold 10, and fire 10 
  Fort +17, Ref +19, Will +19 
  Weakness  
  Speed fly 40 ft. (8 squares) (perfect); Flyby Attack 
  Melee 2 incorporeal touches +27 (3d6) 
  Base Atk +20; Grp – 
  Atk Options aligned strike (chaotic, evil) 
  Abilities Str –, Dex 24, Con 20, Int 10, Wis 6, Cha 26 
  SQ create spawn, incorporeal traits, madness 
  Feats Ability Focus (maddening whispers), Dodge, 
  Elusive Target, Flyby Attack, Improved Natural Attack 
  (incorporeal touch), Mobility, Necromantic Presence 
  Skills Bluff +31, Hide +30, Intimidate +33, Knowledge 
  (arcana) +23, Knowledge (religion) +23, Listen +21, 
  Sense Motive +21, Spot +21 
  Maddening Whispers (Su) Any living creature within 60 
  feet of a whisper demon hears its maddening 
  telepathic whispers and must succeed on a DC 30 
  Will save of become confused for 1 round. When 
  rolling d% to determine the actions of a creature 
  confused by maddening whispers, on a roll of 51 or 
  higher, instead of the normal confusion result, the 
  creature automatically deals damage to itself equal to 
  its normal melee damage with the weapon it currently 
  wields or its primary natural weapon, whichever deals 
  more damage. A creature that succeeds on the Will 
  save cannot be affected by the same whisper 
  demon’s maddening whispers for 1 round. This is a 
  mind-affecting compulsion effect. The save DC is 
  Charisma-based. This ability does not allow a whisper 
  demon to exercise mental control over a creature, 
  and thus the protection from evil spell does not 
  provide immunity to this effect. Demons are immune 
  to a whisper demon’s maddening whispers. 
  Create Spawn (Su) A living creature that kills itself 
  within 60 feet of a whisper demon rises as an allip 
  under the whisper demon’s control 1 round later. A 
  whisper demon can control up to nine allips it creates. 
  Allips created by a whisper demon in excess of this 
  limit arise free-willed. 
  Madness (Ex) Whisper demons use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and they have immunity to confusion and 
  insanity effects. In addition, anyone targeting a 
  whisper demon with a thought detection, mind 
  control, or telepathic ability makes direct contact with 
  its tortured mind and takes 1d4 points of Wisdom 
  damage. 
  Description An insubstantial, ghostly, demonic creature lurks and leers. 
  Though humanoid in shape, it has distorted features. Its brow looms 
  over its face, and its distorted chin thrusts forward. Its flesh is a mottled 
  green. 
   
  ELITE ALLIP 
  CR 10 
  Advanced 12 HD allip fighter 4 (elite array) 
  NE Medium undead (incorporeal) 
  Init +3; Senses darkvision 60 ft.; Lifesense; Listen +19, 
  Spot +19 
  Aura babble (60 ft., DC 24) 
  Languages Common  
  AC 20, touch 20, flat-footed 17; Dodge, Mobility 
   (+3 Dex, +7 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 138 (16 HD) 
  Immune incorporeal immunities, undead immunities 
  Resist turn resistance +6 
  Fort +8, Ref +8, Will +10 
  Speed fly 30 ft. (6 squares) (perfect); Spring Attack  
  Melee incorporeal touch +14(1d4 × 1.5 Wisdom 
  drain/19-20) 
  Base Atk +10; Grp – 
  Atk Options wisdom drain 
  Abilities Str –, Dex 16, Con –, Int 13, Wis 12, Cha 26 
  SQ incorporeal traits, madness, undead traits 
  Feats Dodge, Empowered Ability Damage, Improved 
  Critical (incorporeal touch), Improved Turn 
  Resistance, Lifebond, Lifesense, Mobility, Spring 
  Attack, Weapon Focus (incorporeal touch),  
  Skills Hide +18, Intimidate +23, Listen +19, Search +16, 
  Spot +19 
  Babble (Su) An allip constantly mutters and whines to 
  itself, creating a hypnotic effect. All sane creatures 
  within 60 feet of the allip must succeed on a DC 24 
  Will save or be affected as though by a hypnotism 
  spell for 2d4 rounds. This is a sonic mind-affecting 
  compulsion effect. Creatures that successfully save 
  cannot be affected by the same allip’s babble for 24 
  hours. The save DC is Charisma-based. 
  Madness (Su) Anyone targeting an allip with a thought 
  detection, mind control, or telepathic ability makes 
  direct contact with its tortured mind and takes 1d4 
  points of Wisdom damage.  
  Wisdom Drain (Su) An allip causes 1d4×1.5 points of 
  Wisdom drain each time it hits with its incorporeal 
  touch attack. On each such successful attack, it gains 
  5 temporary hit points. 
  Description The creature that floats before you is like a thing out of 
  nightmare. It has a vaguely humanoid shape, but it’s a shape without 
  features that has been distorted and bristles with madness. From the 
  waist down, it trails away into vaporous nothingness, leaving a faint 
  trace of fog behind it as it moves. 
  
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  7: THE MAZE 
  PRISMATIC RAY TRAP 
  CR 16 
  Description This chamber is located at the entrance to 
  the maze of mirrors located in the cellar of the Magic 
  Box tavern. Any who enter or fail to navigate their 
  way through the maze of mirrors inevitably find 
  themselves here. The chamber consists entirely of 
  magically enhanced mirrors that serve to not only 
  make it difficult to find one’s way out of the chamber, 
  but also to conceal a turret that fires numerous 
  prismatic ray spells throughout the chamber. The 
  mirrors within the chamber reflect prismatic ray spells 
  cast within the chamber until each ultimately strikes 
  (or misses) a victim. 
  Search DC 41; Type Magical 
  Trigger proximity (true seeing); Init +8 
  Effect heightened split ray prismatic ray (SpC) (+16 
  ranged touch, DC 20, 2 rays cast at every PC in the 
  chamber, CL 16th); re-roll if result is a 6 (plane shift) 
  Recharge 4 (at the beginning of each round after the 
  first, roll 1d6 – on a 3 or lower, the trap does not 
  trigger on that round) 
  Duration 19 rounds 
  Destruction AC 26; hp 40 (each mirror; reduce the 
  Search DC by 2 and a cumulative 5% miss chance on 
  all rays for each mirror broken); mirrors magically self-
  repair after 5 rounds 
  Disarm Disable Device DC 33 (disarming the central 
  turret disables the entire trap); time required to disarm 
  is doubled 
   
  9: JUBILEX’S GRASP  
   
   
  ELDER SPAWN OF JUBILEX* 
  CR 14 
  *Monster Manual V 163 
  CE Gargantuan elemental (extraplanar, water) 
  Init +3; Senses blindsense 60 ft., darkvision 60 ft.; 
  Listen +12, Spot +11 
  Aura horrific presence (5 ft.) 
  Languages Aquan  
  AC 23, touch 5, flat-footed 23 
   (-4 size, -1 Dex, +18 natural) 
  hp 216 (16 HD); DR 10/–  
  Immune elemental immunities 
  Fort +19, Ref +6, Will +7 
  Speed 40 ft. (8 squares), climb 30 ft.; sludge form 
  Melee 2 slams +22 (4d8+14/19-20 plus slimy 
  infestation) 
  Ranged sludge orb +7/+2/-3 (3d8+14 plus slimy 
  infestation) 
  Space 20 ft.; Reach 20 ft. 
  Base Atk +12; Grp +38  
  Atk Options Cleave, Power Attack 
  Special Actions slimy infestation, sludge form 
  Abilities Str 39, Dex 8, Con 29, Int 8, Wis 15, Cha 10 
  SQ elemental traits 
  Feats Cleave, Improved Critical (slam), Improved 
  Initiative, Improved Natural Attack (slam), Lightning 
  Reflexes, Power Attack 
  Skills Climb +22, Hide -13, Jump +18, Listen +12, Spot 
  +11 
  Horrific Presence (Su) Any creature that starts its turn 
  adjacent to an elder spawn of Jubilex must succeed 
  on a DC 27 Fortitude save or be forced to move 10 
  feet away from the monster. This movement does not 
  provoke attacks of opportunity and does not count 
  towards the victim’s regular movement for the round. 
  A creature unable to move is dazed for 1 round if it 
  fails the save. The save DC is Constitution-based. 
  Sludge Form (Ex) A spawn of Jubilex flows like thick, 
  muddy water as it moves. Its movement never 
  provokes attacks of opportunity. It ignores difficult 
  terrain and can freely pass through other creatures’ 
  spaces, though it cannot end its movement in such a 
  place. If an elder spawn of Jubilex enters a living 
  creature’s space, that creature must attempt a DC 27 
  Fortitude save. On a failed save, the creature takes 
  6d6 points of damage and 2 points of Con damage. 
  The creature is sickened for 1 round and knocked 
  prone. On a successful save, the creature takes half 
  hit point damage, avoids being knocked prone, and 
  the Con damage is negated. The save DC is 
  Constitution-based. 
  Slimy Infestation (Su) When a spawn of Jubilex deals 
  damage to a creature with its slam attack, it covers its 
  target with a thick coat of slime. At the start of the 
  spawn’s turn, it can animate the slime covering all 
  foes within 100 feet as a free action. The slime 
  sprouts tentacles and attacks any creature within 10 
  feet (including the target if not other creatures are in 
  reach). It makes a slam attack with an attack bonus 
  of +22, deal damage equal to 1d8+7. A creature 
  afflicted by slimy infestation can remove the slime as 
  a full-round action. The slime is also destroyed if the 
  creature is dealt 10 points of cold or fire damage. If 
  that creature has resistance to cold or fire, the slime 
  could be destroyed without harm to the affected 
  creature. 
  Sludge Orb (Ex) An elder spawn of Jubilex can fling 
  orbs of effluvia up to five ranger increments. The 
  range increment is 30 feet. 
  Skills A spawn of Jubilex has a +8 racial bonus to Climb 
  checks as a result of having a Climb speed. 
  Description A hulking mass of tarry, steaming ooze 
  rears impossibly high. Convulsions wrack the surface of 
  this enormous creature as it burbles and spits chunks of 
  its own matter into the air. Three large red eyes are 
  evenly set around its bulk, with dozens of smaller eyes 
  spread across the creature’s skin. 
  
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  10: FOUNTAIN OF SCREAMS 
   
  MATURE NABASSU* 
  CR 15 
  * Fiendish Codex I 49 
  CE Medium outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +9; Senses darkvision 60 ft., true seeing; Listen 
  +23, Spot +23 
  Aura death-stealing gaze 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 35, touch 19, flat-footed 30 
   (+5 Dex, +4 deflection [unholy aura], +16 natural) 
  hp 217 (15 HD); regeneration 5; DR 10/cold iron or 
  good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 26 
  Fort +24, Ref +18, Will +20 
  Speed 40 ft. (8 squares), fly 90 ft. (good) 
  Melee bite +24 (2d8+9) and 2 claws +19 (1d8+4) 
  Base Atk +15; Grp +24  
  Atk Options sneak attack +6d6,  
  Special Actions death-stealing gaze, feed, summon 
  tanar’ri, vampiric link 
  Spell-Like Abilities (CL 15th): 
   At Will—darkness, enervation (+20 ranged touch), 
  ethereal jaunt, greater dispel magic, greater teleport 
  (self plus 50 pounds of objects only), hold monster 
  (DC 20), obscuring mist, silence (DC 18), true 
  seeing, unholy aura (DC 24), unholy blight (DC 20) 
   3/day—blasphemy (DC 23), energy drain (+20 melee 
  touch; DC 25) 
  Abilities Str 28, Dex 20, Con 28, Int 20, Wis 21, Cha 23 
  SQ camouflage, tanar’ri traits 
  Feats Ability Focus (death-stealing gaze), Combat 
  Casting, Great Fortitude, Improved Critical (bite), 
  Improved Initiative, Iron Will 
  Skills Balance +7, Bluff +24, Concentration +27, 
  Diplomacy +8, Gather Information +8, Hide +23 (+31 
  in underground or barren environments), Intimidate 
  +26, Jump +17, Knowledge (arcana) +23, Knowledge 
  (local) +23, Knowledge (religion) +23, Knowledge (the 
  planes) +23, Listen +23, Move Silently +23, Spot 
  +23, Tumble +23, Use Magic Device +23 
  Camouflage (Ex) A nabassu has the ability to change 
  the coloration of its flesh between various shades of 
  black, gray, and brown. As a result, it gains a +8 
  circumstance bonus to Hide checks made in 
  underground or barren environments. 
  Death-Stealing Gaze (Su) 30 feet, Fortitude DC 25, 
  bestows 1d4 negative levels. Any humanoid creature 
  drained to 0 levels by a mature nabassu’s death-
  stealing gaze dies and is immediately transformed 
  into a ghoul (MM 119) under the nabassu’s 
  permanent command. The death-stealing gaze has 
  no effect on creatures that are not humanoids. As a 
  standard action, a nabassu can actively use its gaze 
  to kill a single creature within range, regardless of 
  that creature’s type. A creature that fails the DC 25 
  Fortitude save against this killing gaze is immediately 
  slain. This is a death effect. 
  Feed (Su) A mature nabassu can feed on the body of a 
  helpless living humanoid, devouring both its flesh and 
  life force. To do so, the nabassu makes a coup de 
  grace attack against the humanoid creature; this 
  provokes an attack of opportunity from any creatures 
  that threaten it. If the victim is slain by the coup de 
  grace, a significant portion of its body is eaten by the 
  nabassu while the remaining portions quickly rot 
  away to a foul-smelling paste. This prevents any form 
  of raising or resurrection that requires a part of the 
  corpse. A wish, miracle, or true resurrection can 
  restore a devoured victim to life. A mature nabassu 
  that devours a humanoid in this fashion gains the 
  effects of a death knell spell (CL 20th). 
  Regeneration (Ex) Damage caused by good-aligned 
  weapons is considered lethal to a mature nabassu. 
  Summon Tanar’ri (Sp) Once per day, a mature 
  nabassu can summon 2d4 babaus or 1d4 hezrous 
  with a 70% chance of success, or one glabrezu with a 
  30% chance of success. This ability is the equivalent 
  of a 7th level spell (CL 15th). 
  Vampiric Link (Su) As a standard action, a mature 
  nabassu can establish a vampiric link between itself 
  and any living creature within 30 feet that it can see. 
  The targeted creature can resist the link with a DC 23 
  Will save; otherwise the link remains in place until the 
  target moves out of range or the nabassu targets a 
  different creature. A creature affected by a vampiric 
  link finds that whenever he damages a nabassu, be it 
  with spell or weapon, he takes the same amount of 
  damage. Additionally, if the creature targets the 
  nabassu with a spell, the effects of that spell are 
  duplicated and affect the caster as well, even if the 
  spell fails to penetrate the nabassu’s spell resistance 
  or the nabassu makes it saving throw. This is a 
  necromancy effect. The save DC is Charisma-based. 
  Description The demon’s body is tall and sinewy. The 
  head is long, with small horns and ears like a bat’s. Its 
  teeth are practically tusks, set in a mouth that seems too 
  large for its head. Its eyes glow with a hateful yellow 
  light. Its long fingers end in equally long talons, and 
  scales cover its wings and skin. Tufts of black fur stud 
  the tops of its shoulders. The demon’s back and arms 
  are dull black, while the chest and belly are a sickly dirty 
  gray. 
  Power-Up Suite: The following spells are active on the 
  mature nabassu at all times: true seeing, unholy aura. 
  
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  11: THE PRISON 
  GARIVEX, THE KEEPER 
  CR 15 
  Male human illusionist 7/loremaster 8 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +3, Spot +3 
  Languages Common, Abyssal, Draconic, Elven, 
  Fiendish, Undercommon 
  AC 22, touch 14, flat-footed 18 
   (+2 Dex, +4 armor [mage armor], +4 shield [shield], +2 
  dodge [haste]) 
  hp 97 (plus 46 temporary) (15 HD) 
  Resist electricity 20 
  Fort +17, Ref +15, Will +18 
  Speed 60 ft. (10 squares) [haste], base movement 30 
  ft., fly 70 ft. (average) [haste] 
  Base Atk +7; Grp +6  
  Atk Options Sanctum Spell, Sudden Empower, Sudden 
  Maximize, Sudden Silent 
  Combat Gear amulet of health +2, deathguardian 
  bracers, gloves of dexterity +2, headband of intellect 
  +6, laughing skull of Iuz, mask of lies, potion of 
  glibness, potion of cure serious wounds, ring of 
  mystic lightning, vest of resistance +3 
  Wizard Spells Prepared (CL 15th): 
   8th—sanctum greater shadow evocation, sanctum 
  lightning ring (SpC) 
   7th—sanctum forcecage, sanctum solipsism (SpC) 
  (2), sanctum spell turning 
   6th—sanctum chain lightning (2), sanctum 
  disintegrate, sanctum shadow grappler (SpC), 
  sanctum superior resistance (SpC) 
   5th—sanctum friend to foe, sanctum overland flight, 
  sanctum shadow evocation (2), sanctum wall of 
  force (2) 
   4th—sanctum dimension door, sanctum heart of 
  earth (CM), sanctum greater invisibility, sanctum 
  repair critical damage (SpC) (2), sanctum solid fog 
  (2) 
   3rd—sanctum displacement, sanctum fireball (2), 
  sanctum lightning bolt (2), sanctum heart of water 
  (CM) 
   2nd—sanctum false life, sanctum glitterdust, sanctum 
  mirror image, sanctum scorching ray, sanctum see 
  invisibility 
   1st—sanctum grease, sanctum mage armor, sanctum 
  protection from good, sanctum ray of enfeeblement 
  (2), sanctum shield, sanctum silent image 
   0—detect magic, mending (2), prestidigitation  
  Abilities Str 8, Dex 15, Con 16, Int 24, Wis 12, Cha 10 
  SQ applicable knowledge, dodge trick, familiar (rat), 
  greater lore, lore +17, secret knowledge of 
  avoidance, the lore of true stamina 
  Feats Alertness, Greater Spell Focus (illusion), 
  Improved Toughness, Sanctum Spell, Scribe Scroll, 
  Skill Focus (Knowledge [the planes]), Spell Focus 
  (illusion), Sudden Empower, Sudden Maximize, 
  Sudden Silent  
  Skills Bluff +45, Concentration +21, Knowledge 
  (arcana) +25, Knowledge (the planes) +28, 
  Knowledge (history) +25, Spellcraft +27, Use Magic 
  Device +13 
  Possessions combat gear plus potion of glibness (2), 
  prison key 
  Spellbook spells prepared plus 2—bull’s strength, 3—
  haste, 4—shadow conjuration, 6—contingency 
  Description A frail, balding Suloise man in a deep red 
  robe grins at you, exposing rows of yellow teeth. 
  Power-Up Suite: The following active spells are 
  currently reflected in Garivex’s stat block: disguise 
  self, mage armor, protection from good, shield, false 
  life, see invisibility, glibness, haste, heart of water, 
  heart of earth, overland flight, contingency, superior 
  resistance, spell turning, lightning ring. 
   
  ADVANCED RUNIC GUARDIAN* CR 14 
  *Monster Manual II 182 
  N Huge construct 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Aura guard (5 ft.) 
  AC 35, touch 10, flat-footed 33 
   (-2 size, +1 Dex, +4 armor [mage armor], +1 dodge 
  [haste], +21 natural) 
  hp 188 (plus 16 temporary) (27 HD); fast healing 10; DR 
  10/adamantine 
  Immune construct immunities 
  Fort +8, Ref +10, Will +8 
  Speed 60 ft. (6 squares); haste 
  Melee 3 slams +30 (3d8+11 plus stunning strike) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +20; Grp +39  
  Atk Options stunning strike (DC 32) 
  Special Actions find master, shield master 
  Spell-Like Abilities (CL 18th): 
   1/day—displacement, false life, haste, mage armor, 
  repair critical damage (SpC), see invisibility, teleport 
  without error 
  Abilities Str 33, Dex 12, Con –, Int –, Wis 11, Cha 1 
  SQ construct traits 
  Find Master (Su) No matter the distance, a runic 
  guardian can find the piece of jewelry that connects it 
  with its master, and it teleports to that spot when 
  called. Should the master call the construct and then 
  remove the jewelry, the runic guardian finds only the 
  jewelry upon its arrival. This ability functions across 
  planar boundaries. 
  Guard (Ex) The runic guardian blocks blows, granting 
  its master a +4 deflection bonus to AC. This power 
  functions only when the runic guardian is within 5 feet 
  of its master. 
  Runic Spells (Sp) A runic guardian can hold up to six 
  spells. These spells must be cast into its body when it 
  is created. One spell can be placed on the runic 
  guardian’s head, one on each limb, and one on its 
  torso. The table below gives the maximum level of 
  spell that each of its body parts can hold. 
  Alternatively, the entire guardian can accommodate a 
  single inscribed spell of 6th or 7th level, but this covers 
  its whole body. 
  Body Part 
  Highest Spell Level 
  
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  Head 
  1st 
  Each arm 
  2nd 
  Each leg 
  3rd 
  Torso 
  5th 
  Shield Master (Sp) A runic guardian’s master, when in 
  possession of the keyed piece of jewelry, can activate 
  this defensive ability when within 150 feet of the 
  construct. This ability transfers three-fourths of the 
  damage that would otherwise be dealt to the master 
  to the runic guardian instead. This ability functions 
  like the shield other spell (CL 25th), except that it 
  provides no AC or saving throw bonuses. 
  Stunning Strike (Ex) Any creature hit by a runic 
  guardian’s slam attack must make a successful 
  Fortitude saving throw (DC 32) or be stunned for 1 
  round, in addition to taking the normal damage from 
  the blow. The save DC is Strength-based. 
  Description A massive, human-shaped figure made of 
  stone, steel, and lead stands before you. Runes inlayed 
  with precious metals adorn its head, limbs, and torso. 
  Power-Up Suite: The following spells are reflected in 
  the runic guardian’s stat block: false life, see 
  invisibility, haste, mage armor. 
   
  13: THE RUINS 
  SCARECROW 
  CR 17 
  Male ruin chanter* seeker of the song 3 
  * Monster Manual V 132 
  CN Medium fey (air, earth) 
  Init +12; Senses Listen +30, Spot +30 
  Languages Auran, Common, Giant, Sylvan, Terran  
  AC 38, touch 18, flat-footed 32; Dodge, Mobility 
   (+6 Dex, +6 armor, +2 insight, +14 natural) 
  hp 264 (23 HD); DR 15/cold iron and magic 
  Immune disease, poison 
  Resist cold 15 
  SR 26 
  Fort +18, Ref +24, Will +22 
  Speed 40 ft. (8 squares), fly 40 ft. (perfect) 
  Melee +2 adamantine light mace +25/+20/+15 (1d6+9) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +15  
  Atk Options infirmity of body, infirmity of mind, seeker 
  music (burning melody, song of unmaking, dirge of 
  frozen loss) 
  Special Actions bardic music (countersong, fascinate 4 
  creatures, inspire courage +2, inspire confidence, 
  suggestion, inspire greatness 2 creatures, song of 
  freedom), call ruin elemental 
  Spell-Like Abilities (CL 20th): 
   
  3/day—crushing despair (DC 25), rusting grasp 
  (+15 melee touch, DC 25), spike stones (DC 25) 
  Combat Gear +2 adamantine light mace, +2 mithral 
  shirt, badge of valor, cloak of charisma +4, vest of 
  resistance +3 
  Abilities Str 18, Dex 27, Con 26, Int 18, Wis 18, Cha 33 
  SQ combine songs, rapture of the song (+2 AC) 
  Feats Combat Expertise, Dodge, Endurance, Improved 
  Initiative, Mobility, Weapon Finesse, Skill Focus 
  (perform [sing]), Lingering Song 
  Skills Concentration +20, Hide +31, Knowledge 
  (arcana) +29, Knowledge (architecture and 
  engineering) +27, Knowledge (history) +27, Listen 
  +30, Move Silently +31, Perform (sing) +40, Spot 
  +30, Survival +24, Tumble +27 
  Possessions combat gear 
  Bardic Music (Su) A ruin chanter has the bardic music 
  ability of a 12th-level bard (PH 29)  
  Infirmity of Body (Su) By pointing its finger, a ruin 
  chanter can prematurely age an enemy’s body. Doing 
  so imposes a –6 penalty to Strength, Dexterity, and 
  Constitution, and causes the victim’s hair to turn 
  white, skin to wrinkle, and posture to stoop (Fortitude 
  DC 31 negates). The penalty lasts for 1 hour or until 
  the victim receives a remove curse spell. A ruin 
  chanter cannot place both infirmity of body and 
  infirmity of mind on the same creature. The save DC 
  is Charisma-based. 
  Infirmity of Mind (Su) With a wave of its hand, a ruin 
  chanter can render a creature senile and unable to 
  reliably tell friend from foe. This ability functions as a 
  confusion spell (Will DC 31 negates) and makes 
  victims appear elderly just as infirmity of body does. 
  Infirmity of mind lasts for 1 hour or until the victim 
  receives a remove curse spell. A ruin chanter cannot 
  place both infirmity of body and infirmity of mind on 
  the same creature. The save DC is Charisma-based. 
  Combine Songs (Ex) A seeker of the song of 2nd level 
  or higher can combine two types of bardic music or 
  seeker music to provide the benefits of both. The 
  seeker chooses two music abilities and activates both 
  using the same standard action. If either or both 
  require concentration, the seeker can maintain 
  concentration on both by using one standard action 
  each round to concentrate. The normal stacking rules 
  for bonus types apply to music abilities combined with 
  this ability. 
  Rapture of the Song (Su) Rapture of the Song (Su): A 
  seeker of the song is so in tune with the power of the 
  primal music that she gains special insight, physical 
  fortitude, and resistance to magic while in the throes 
  of her song. A seeker gains a +2 insight bonus to 
  Armor Class whenever she uses her bardic music 
  ability, seeker music, or a similar ability. At 4th level 
  and higher, a seeker also gains a +2 insight bonus on 
  saving throws whenever she uses her bardic music 
  ability, seeker music, or a similar ability. At 7th level 
  and higher, a seeker also gains damage reduction 
  2/— whenever she uses her bardic music ability, 
  seeker music, or a similar ability. At 10th level, a 
  seeker gains these abilities and also acts as though 
  affected by a freedom of movement spell whenever 
  she uses her bardic music ability, seeker music, or a 
  similar ability. 
  Seeker Music (Su) See Appendix 2: New Rules Items 
  Description On a narrow stone ledge stands a nimble 
  figure garbed in ragged clothes and a rust-colored cloak. 
  A pair of clever black eyes set in a weathered face shine 
  
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  Page 56 
  from beneath his wide-brimmed hat. His long, fine 
  fingers hold an ornate black mace. He suddenly licks his 
  parched lips and begins to wail a mournful dirge. 
  Power-Up Suite: The ruin chanter begins combat with 
  inspire courage +3 (from having used his badge of 
  valor) and a dirge of frozen loss active. 
   
  ADVANCED RUIN ELEMENTAL* CR 13 
  *Monster Manual V 134 
  N Large elemental (earth) 
  Init +0; Senses darkvision 60 ft., low-light vision; Listen 
  +15, Spot +15 
  Languages Terran 
  AC 23, touch 9, flat-footed 23 
   (-1 size, +14 natural) 
  hp 325 (26 HD) 
  Immune elemental immunities, spike stones 
  Resist cold 15 
  Fort +22, Ref +8, Will +10 
  Speed 40 ft. (8 squares) 
  Melee 2 slams +32 (2d6+13) 
  Ranged rock +32 (2d6+13) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +19; Grp +33  
  Atk Options Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Natural Attack (slam), 
  Improved Sunder, Power Attack, shock wave 
  Special Actions rock throwing 
  Abilities Str 31, Dex 10, Con 24, Int 9, Wis 15, Cha 10 
  SQ elemental traits 
  Feats Awesome Blow, Brutal Throw, Cleave, Great 
  Cleave, Improved Bull Rush, Improved Natural Attack 
  (slam), Improved Sunder, Power Attack, Weapon 
  Focus (slam)  
  Skills Hide -1, Listen +15, Spot +15 
  Rock Throwing (Ex) Like giants, ruin elementals are 
  accomplished rock throwers and have a +1 racial 
  bonus on attack rolls when throwing rocks. A ruin 
  elemental of Large size can hurl rocks weighing up to 
  50 pounds (Small objects) up to five range 
  increments. A Huge ruin elemental can hurl rocks 
  weighing up to 80 pounds (Medium objects) up to five 
  range increments. The range increment is 150 feet 
  for a ruin elemental’s thrown rocks. 
  Shock Wave (Ex) Every 1d4 rounds, as a swift action, a 
  ruin elemental can strike the ground to create a shock 
  wave in a 20-foot-radius spread centered on itself. All 
  creatures not of the earth subtype within the radius of 
  the shock wave are treated as if bull rushed by the 
  ruin elemental. The ruin elemental receives a +4 
  bonus on this check from Improved Bull Rush, as well 
  as +4 for each size category it is larger than the 
  targeted opponent.  
  Skills Ruin elementals have a +4 racial bonus on Hide 
  checks in areas of ruined stone. 
  Description What appeared at first to be the debris of a 
  fallen wall or crumbling building suddenly lurches to its 
  feet. Composed entirely of rubble, this immense 
  hunchbacked biped rumbles quickly toward you, its 
  rocky fists raised. 
  Power-Up Suite: The advanced ruin elemental benefits 
  from the effects of the ruin chanter’s inspire courage 
  +3 ability as well as from a dirge of frozen loss. 
   
  15: THE SPIRAL 
  BLACK CYSTS 
  CR 14 
  Description Hundreds of pulsating globs of 
  impenetrable blackness float in the dark purple water 
  of the pool. From the each spills a knot of writhing 
  tentacles. 
  Search N/A; Type Magical 
  Trigger proximity (true seeing); Init +7 
  Effect heightened corporeal instability (SpC) (+14 melee 
  touch, DC 26)  
  Duration The cysts attack every round if any creature 
  occupies the same square as one 
  Destruction AC 24; hp 35 (each cyst); Regenerate 5 
  (at the beginning of each round, roll 1d6 – on result of 
  5 or higher, all destroyed cysts regenerate 
  Disarm Disable Device DC 32 (disarming a cyst 
  effectively destroys it in such a way that it cannot 
  regenerate) 
  Disarm granting control of the spiral destroys all of the 
  cysts 
   
  ELEMENTAL SEEPAGE 
  CR 14 
  Description The bloated globs swell and heave before 
  spraying a blast of coruscating purple energy in every 
  direction. 
  Search N/A; Type Magical 
  Trigger proximity (true seeing); Init +7 
  Effect blast of purple energy (automatically hit, 4d6 acid 
  damage + 4d6 cold damage + 3d6 electricity damage 
  + 3d6 fire damage, DC 26 Reflex half); PCs not 
  sharing a square containing a cyst or adjacent to a 
  square containing a cyst are not subject to this effect 
  Recharge 4 (at the beginning of each round, roll 1d6 – 
  on a result of 3 or lower, the cysts do not release any 
  energy that round) 
  Duration The cysts attack every round if any creature 
  occupies the same square as one 
  Destruction AC 24; hp 35 (each cyst) 
  Disarm Disable Device DC 32 (disarming a cyst 
  effectively destroys it in such a way that it cannot 
  regenerate) 
  Disarm granting control of the spiral destroys all of the 
  cysts 
  
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  APPENDIX 1: APL 16
  3: WICKED LIBRARIAN 
  ELITE WHISPER DEMON* 
  CR 16 
  * Monster Manual IV 46 
  Male advanced whisper demon (elite array) 
  CE Medium outsider (chaotic, evil, extraplanar, 
  incorporeal) 
  Init +11; Senses darkvision 60 ft.; Listen +25, Spot 
  +25 
  Aura maddening whispers (60 ft., DC 32) 
  Languages Common  
  AC 24, touch 24, flat-footed 17; Dodge, Elusive 
  Target, Mobility 
   (+7 Dex, +7 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 244 (24 HD); DR 5/cold iron or good  
  Immune confusion, electricity, hypnotism, insanity, 
  poison, Wisdom damage and drain 
  Resist acid 10, cold 10, and fire 10 
  Fort +19, Ref +21, Will +21 
  Weakness  
  Speed fly 40 ft. (8 squares) (perfect); Flyby Attack 
  Melee 2 incorporeal touches +31 (3d6) 
  Base Atk +24; Grp – 
  Atk Options aligned strike (chaotic, evil) 
  Abilities Str –, Dex 24, Con 21, Int 10, Wis 6, Cha 26 
  SQ create spawn, incorporeal traits, madness 
  Feats Ability Focus (maddening whispers), Dodge, 
  Elusive Target, Flyby Attack, Improved Initiative, 
  Improved Natural Attack (incorporeal touch), 
  Mobility, Necromantic Presence, Necromantic 
  Might 
  Skills Bluff +35, Hide +34, Intimidate +37, Knowledge 
  (arcana) +27, Knowledge (religion) +27, Listen 
  +25, Sense Motive +25, Spot +25 
  Maddening Whispers (Su) Any living creature within 
  60 feet of a whisper demon hears its maddening 
  telepathic whispers and must succeed on a DC 32 
  Will save of become confused for 1 round. When 
  rolling d% to determine the actions of a creature 
  confused by maddening whispers, on a roll of 51 or 
  higher, instead of the normal confusion result, the 
  creature automatically deals damage to itself equal 
  to its normal melee damage with the weapon it 
  currently wields or its primary natural weapon, 
  whichever deals more damage. A creature that 
  succeeds on the Will save cannot be affected by 
  the same whisper demon’s maddening whispers for 
  1 round. This is a mind-affecting compulsion effect. 
  The save DC is Charisma-based. This ability does 
  not allow a whisper demon to exercise mental 
  control over a creature, and thus the protection 
  from evil spell does not provide immunity to this 
  effect. Demons are immune to a whisper demon’s 
  maddening whispers. 
  Create Spawn (Su) A living creature that kills itself 
  within 60 feet of a whisper demon rises as an allip 
  under the whisper demon’s control 1 round later. A 
  whisper demon can control up to nine allips it 
  creates. Allips created by a whisper demon in 
  excess of this limit arise free-willed. 
  Madness (Ex) Whisper demons use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and they have immunity to confusion and 
  insanity effects. In addition, anyone targeting a 
  whisper demon with a thought detection, mind 
  control, or telepathic ability makes direct contact 
  with its tortured mind and takes 1d4 points of 
  Wisdom damage. 
  Description An insubstantial, ghostly, demonic 
  creature lurks and leers. Though humanoid in shape, 
  it has distorted features. Its brow looms over its face, 
  and its distorted chin thrusts forward. Its flesh is a 
  mottled green. 
   
  ELITE ALLIP 
  CR 13 
  Advanced 12 HD allip fighter 6 (elite array) 
  NE Medium undead (incorporeal) 
  Init +3; Senses darkvision 60 ft.; Lifesense; Listen 
  +20, Spot +21 
  Aura babble (60 ft., DC 24) 
  Languages Common  
  AC 20, touch 20, flat-footed 17; Dodge, Mobility 
   (+3 Dex, +7 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 171 (18 HD) 
  Immune incorporeal immunities, undead immunities 
  Resist turn resistance +6 
  Fort +9, Ref +9, Will +11 
   Speed fly 30 ft. (6 squares) (perfect); Bounding 
  Assault, Spring Attack  
  Melee incorporeal touch +16(1d4 × 1.5 Wisdom 
  drain/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp – 
  Atk Options wisdom drain 
  Abilities Str –, Dex 16, Con –, Int 13, Wis 12, Cha 26 
  SQ incorporeal traits, madness, undead traits 
  Feats Bounding Assault, Dodge, Improved Critical 
  (incorporeal touch), Improved Toughness, 
  Improved Turn Resistance, Lifebond, Lifesense, 
  Mobility, Spring Attack, Weapon Focus (incorporeal 
  touch), Empowered Ability Damage 
  Skills Hide +18, Intimidate +23, Listen +20, Search 
  +16, Spot +21 
  Babble (Su) An allip constantly mutters and whines to 
  itself, creating a hypnotic effect. All sane creatures 
  within 60 feet of the allip must succeed on a DC 24 
  Will save or be affected as though by a hypnotism 
  spell for 2d4 rounds. This is a sonic mind-affecting 
  compulsion effect. Creatures that successfully save 
  cannot be affected by the same allip’s babble for 
  24 hours. The save DC is Charisma-based. 
  Madness (Su) Anyone targeting an allip with a 
  thought detection, mind control, or telepathic ability 
  makes direct contact with its tortured mind and 
  takes 1d4 points of Wisdom damage.  
  
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  Wisdom Drain (Su) An allip causes 1d4×1.5 points of 
  Wisdom drain each time it hits with its incorporeal 
  touch attack. On each such successful attack, it 
  gains 5 temporary hit points. 
  Description The creature that floats before you is like 
  a thing out of nightmare. It has a vaguely humanoid 
  shape, but it’s a shape without features that has been 
  distorted and bristles with madness. From the waist 
  down, it trails away into vaporous nothingness, 
  leaving a faint trace of fog behind it as it moves. 
   
  7: THE MAZE 
  PRISMATIC RAY TRAP 
  CR 18 
  Description This chamber is located at the entrance 
  to the maze of mirrors located in the cellar of the 
  Magic Box tavern. Any who enter or fail to navigate 
  their way through the maze of mirrors inevitably 
  find themselves here. The chamber consists 
  entirely of magically enhanced mirrors that serve to 
  not only make it difficult to find one’s way out of the 
  chamber, but also to conceal a turret that fires 
  numerous prismatic ray spells throughout the 
  chamber. The mirrors within the chamber reflect 
  prismatic ray spells cast within the chamber until 
  each ultimately strikes (or misses) a victim. 
  Search DC 43; Type Magical 
  Trigger proximity (true seeing); Init +9 
  Effect heightened split ray prismatic ray (SpC) (+18 
  ranged touch, DC 21, 2 rays cast at every PC in 
  the chamber, CL 18th); re-roll if result is a 6 (plane 
  shift) 
  Recharge 4 (at the beginning of each round after the 
  first, roll 1d6 – on a 3 or lower, the trap does not 
  trigger on that round) 
  Duration 21 rounds 
  Destruction AC 28; hp 45 (each mirror; reduce the 
  Search DC by 2 and a cumulative 5% miss chance 
  on all rays for each mirror broken); mirrors 
  magically self-repair after 5 rounds 
  Disarm Disable Device DC 34 (disarming the central 
  turret disables the entire trap); time required to 
  disarm is doubled 
   
  9: JUBILEX’S GRASP  
   
   
  ELDER SPAWN OF JUBILEX* 
  CR 14 
  * Monster Manual V 163 
  CE Gargantuan elemental (extraplanar, water) 
  Init +3; Senses blindsense 60 ft., darkvision 60 ft.; 
  Listen +12, Spot +11 
  Aura horrific presence (5 ft.) 
  Languages Aquan  
  AC 23, touch 5, flat-footed 23 
   (-4 size, -1 Dex, +18 natural) 
  hp 216 (16 HD); DR 10/–  
  Immune elemental immunities 
  Fort +19, Ref +6, Will +7 
  Speed 40 ft. (8 squares), climb 30 ft.; sludge form 
  Melee 2 slams +22 (4d8+14/19-20 plus slimy 
  infestation) 
  Ranged sludge orb +7/+2/-3 (3d8+14 plus slimy 
  infestation) 
  Space 20 ft.; Reach 20 ft. 
  Base Atk +12; Grp +38  
  Atk Options Cleave, Power Attack 
  Special Actions slimy infestation, sludge form 
  Abilities Str 39, Dex 8, Con 29, Int 8, Wis 15, Cha 10 
  SQ elemental traits 
  Feats Cleave, Improved Critical (slam), Improved 
  Initiative, Improved Natural Attack (slam), Lightning 
  Reflexes, Power Attack 
  Skills Climb +22, Hide -13, Jump +18, Listen +12, 
  Spot +11 
  Horrific Presence (Su) Any creature that starts its 
  turn adjacent to an elder spawn of Jubilex must 
  succeed on a DC 27 Fortitude save or be forced to 
  move 10 feet away from the monster. This 
  movement does not provoke attacks of opportunity 
  and does not count towards the victim’s regular 
  movement for the round. A creature unable to 
  move is dazed for 1 round if it fails the save. The 
  save DC is Constitution-based. 
  Sludge Form (Ex) A spawn of Jubilex flows like thick, 
  muddy water as it moves. Its movement never 
  provokes attacks of opportunity. It ignores difficult 
  terrain and can freely pass through other creatures’ 
  spaces, though it cannot end its movement in such 
  a place. If an elder spawn of Jubilex enters a living 
  creature’s space, that creature must attempt a DC 
  27 Fortitude save. On a failed save, the creature 
  takes 6d6 points of damage and 2 points of Con 
  damage. The creature is sickened for 1 round and 
  knocked prone. On a successful save, the creature 
  takes half hit point damage, avoids being knocked 
  prone, and the Con damage is negated. The save 
  DC is Constitution-based. 
  Slimy Infestation (Su) When a spawn of Jubilex 
  deals damage to a creature with its slam attack, it 
  covers its target with a thick coat of slime. At the 
  start of the spawn’s turn, it can animate the slime 
  covering all foes within 100 feet as a free action. 
  The slime sprouts tentacles and attacks any 
  creature within 10 feet (including the target if not 
  other creatures are in reach). It makes a slam 
  attack with an attack bonus of +22, deal damage 
  equal to 1d8+7. A creature afflicted by slimy 
  infestation can remove the slime as a full-round 
  action. The slime is also destroyed if the creature is 
  dealt 10 points of cold or fire damage. If that 
  creature has resistance to cold or fire, the slime 
  could be destroyed without harm to the affected 
  creature. 
  Sludge Orb (Ex) An elder spawn of Jubilex can fling 
  orbs of effluvia up to five ranger increments. The 
  range increment is 30 feet. 
  Skills A spawn of Jubilex has a +8 racial bonus to 
  Climb checks as a result of having a Climb speed. 
  Description A hulking mass of tarry, steaming ooze 
  rears impossibly high. Convulsions wrack the surface 
  of this enormous creature as it burbles and spits 
  chunks of its own matter into the air. Three large red 
  
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  eyes are evenly set around its bulk, with dozens of 
  smaller eyes spread across the creature’s skin. 
   
  10: FOUNTAIN OF SCREAMS 
   
  MATURE NABASSU* 
  CR 15 
  * Fiendish Codex I 49 
  CE Medium outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
  Init +9; Senses darkvision 60 ft., true seeing; Listen 
  +23, Spot +23 
  Aura death-stealing gaze 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 35, touch 19, flat-footed 30 
   (+5 Dex, +4 deflection [unholy aura], +16 natural) 
  hp 217 (15 HD); regeneration 5; DR 10/cold iron or 
  good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 26 
  Fort +24, Ref +18, Will +20 
  Speed 40 ft. (8 squares), fly 90 ft. (good) 
  Melee bite +24 (2d8+9) and 2 claws +19 (1d8+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +15; Grp +24  
  Atk Options sneak attack +6d6,  
  Special Actions death-stealing gaze, feed, summon 
  tanar’ri, vampiric link 
  Combat Gear  
  Spell-Like Abilities (CL 15th): 
   At Will—darkness, enervation (+20 ranged touch), 
  ethereal jaunt, greater dispel magic, greater 
  teleport (self plus 50 pounds of objects only), hold 
  monster (DC 20), obscuring mist, silence (DC 
  18), true seeing, unholy aura (DC 24), unholy 
  blight (DC 20) 
   3/day—blasphemy (DC 23), energy drain (+20 
  melee touch; DC 25) 
  Abilities Str 28, Dex 20, Con 28, Int 20, Wis 21, Cha 
  23 
  SQ camouflage, tanar’ri traits 
  Feats Ability Focus (death-stealing gaze), Combat 
  Casting, Great Fortitude, Improved Critical (bite), 
  Improved Initiative, Iron Will 
  Skills Balance +7, Bluff +24, Concentration +27, 
  Diplomacy +8, Gather Information +8, Hide +23 
  (+31 in underground or barren environments), 
  Intimidate +26, Jump +17, Knowledge (arcana) 
  +23, Knowledge (local) +23, Knowledge (religion) 
  +23, Knowledge (the planes) +23, Listen +23, 
  Move Silently +23, Spot +23, Tumble +23, Use 
  Magic Device +23 
  Possessions combat gear plus  
  Camouflage (Ex) A nabassu has the ability to change 
  the coloration of its flesh between various shades 
  of black, gray, and brown. As a result, it gains a +8 
  circumstance bonus to Hide checks made in 
  underground or barren environments. 
  Death-Stealing Gaze (Su) 30 feet, Fortitude DC 25, 
  bestows 1d4 negative levels. Any humanoid 
  creature drained to 0 levels by a mature nabassu’s 
  death-stealing gaze dies and is immediately 
  transformed into a ghoul (MM 119) under the 
  nabassu’s permanent command. The death-
  stealing gaze has no effect on creatures that are 
  not humanoids. As a standard action, a nabassu 
  can actively use its gaze to kill a single creature 
  within range, regardless of that creature’s type. A 
  creature that fails the DC 25 Fortitude save against 
  this killing gaze is immediately slain. This is a death 
  effect. 
  Feed (Su) A mature nabassu can feed on the body of 
  a helpless living humanoid, devouring both its flesh 
  and life force. To do so, the nabassu makes a coup 
  de grace attack against the humanoid creature; this 
  provokes an attack of opportunity from any 
  creatures that threaten it. If the victim is slain by 
  the coup de grace, a significant portion of its body 
  is eaten by the nabassu while the remaining 
  portions quickly rot away to a foul-smelling paste. 
  This prevents any form of raising or resurrection 
  that requires a part of the corpse. A wish, miracle, 
  or true resurrection can restore a devoured victim 
  to life. A mature nabassu that devours a humanoid 
  in this fashion gains the effects of a death knell 
  spell (CL 20th). 
  Regeneration (Ex) Damage caused by good-aligned 
  weapons is considered lethal to a mature nabassu. 
  Summon Tanar’ri (Sp) Once per day, a mature 
  nabassu can summon 2d4 babaus or 1d4 hezrous 
  with a 70% chance of success, or one glabrezu 
  with a 30% chance of success. This ability is the 
  equivalent of a 7th level spell (CL 15th). 
  Vampiric Link (Su) As a standard action, a mature 
  nabassu can establish a vampiric link between 
  itself and any living creature within 30 feet that it 
  can see. The targeted creature can resist the link 
  with a DC 23 Will save; otherwise the link remains 
  in place until the target moves out of range or the 
  nabassu targets a different creature. A creature 
  affected by a vampiric link finds that whenever he 
  damages a nabassu, be it with spell or weapon, he 
  takes the same amount of damage. Additionally, if 
  the creature targets the nabassu with a spell, the 
  effects of that spell are duplicated and affect the 
  caster as well, even if the spell fails to penetrate 
  the nabassu’s spell resistance or the nabassu 
  makes it saving throw. This is a necromancy effect. 
  The save DC is Charisma-based. 
  Description The demon’s body is tall and sinewy. 
  The head is long, with small horns and ears like a 
  bat’s. Its teeth are practically tusks, set in a mouth 
  that seems too large for its head. Its eyes glow with a 
  hateful yellow light. Its long fingers end in equally long 
  talons, and scales cover its wings and skin. Tufts of 
  black fur stud the tops of its shoulders. The demon’s 
  back and arms are dull black, while the chest and 
  belly are a sickly dirty gray. 
  Power-Up Suite: The following spells are active on 
  the mature nabassu at all times: true seeing, unholy 
  aura. 
   
  
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  11: THE PRISON 
  GARIVEX, THE KEEPER 
  CR 17 
  Male human illusionist 7/loremaster 10 
  NE Medium humanoid (human) 
  Init +20 [moment of prescience]; Senses Listen +3, 
  Spot +3 
  Languages Common, Abyssal, Draconic, Elven, 
  Fiendish, Undercommon 
  AC 23, touch 15, flat-footed 18 
   (+3 Dex, +4 armor [mage armor], +4 shield [shield], 
  +2 dodge [haste]) 
  hp 110 (plus 46 temporary) (17 HD) 
  Resist electricity 20  
  Fort +18, Ref +16, Will +21 
  Speed 60 ft. (10 squares) [haste], base movement 30 
  ft., fly 70 ft. (average) [haste] 
  Base Atk +8; Grp +7  
  Atk Options Sanctum Spell, Sudden Empower, 
  Sudden Maximize, Sudden Silent 
  Combat Gear amulet of health +2, deathguardian 
  bracers, gloves of dexterity +2, headband of 
  intellect +6, laughing skull of Iuz, mask of lies, 
  metamagic rod of quicken (lesser), potion of 
  glibness, potion of cure serious wounds, ring of 
  mystic lightning, vest of resistance +3 
  Wizard Spells Prepared (CL 17th): 
   9th—sanctum time stop, sanctum superior 
  invisibility (SpC) 
   8th—sanctum moment of prescience, sanctum 
  greater shadow evocation, sanctum lightning ring 
  (SpC) 
   7th—sanctum forcecage, sanctum solipsism (SpC) 
  (2), sanctum spell turning, sanctum stun ray 
   6th—sanctum chain lightning (2), sanctum 
  disintegrate (2), sanctum shadow grappler (SpC), 
  sanctum superior resistance (SpC) 
   5th—sanctum friend to foe, sanctum overland 
  flight, sanctum shadow evocation (2), sanctum 
  wall of force (2) 
   4th—sanctum dimension door, sanctum heart of 
  earth (CM), sanctum greater invisibility, sanctum 
  repair critical damage (SpC) (2), sanctum solid 
  fog (2) 
   3rd—sanctum displacement, sanctum fireball (2), 
  sanctum lightning bolt (2), sanctum heart of water 
  (CM) 
   2nd—sanctum false life, sanctum glitterdust, 
  sanctum mirror image, sanctum scorching ray, 
  sanctum see invisibility 
   1st—sanctum grease, sanctum mage armor, 
  sanctum protection from good, sanctum ray of 
  enfeeblement (2), sanctum shield, sanctum silent 
  image 
   0—detect magic, mending (2), prestidigitation  
  Abilities Str 8, Dex 16, Con 16, Int 24, Wis 12, Cha 
  10 
  SQ applicable knowledge, dodge trick, familiar (rat), 
  greater lore, lore +19, secret knowledge of 
  avoidance, secrets of inner strength, the lore of 
  true stamina, true lore 
  Feats Alertness, Greater Spell Focus (illusion), 
  Improved Toughness, Sanctum Spell, Scribe 
  Scroll, Skill Focus (Knowledge [the planes]), Spell 
  Focus (illusion), Sudden Empower, Sudden 
  Maximize, Sudden Silent  
  Skills Bluff +47, Concentration +23, Knowledge 
  (arcana) +27, Knowledge (the planes) +30, 
  Knowledge (history) +27, Spellcraft +29, Use Magic 
  Device +19 
  Possessions combat gear plus potion of glibness (2), 
  prison key 
  Spellbook spells prepared plus 2—bull’s strength, 
  3—haste, 4—shadow conjuration, 6—contingency 
  Description A frail, balding Suloise man in a deep red 
  robe grins at you, exposing rows of yellow teeth. 
  Power-Up Suite: The following active spells are 
  currently reflected in Garivex’s stat block: disguise 
  self, mage armor, protection from good, shield, 
  false life, see invisibility, glibness, haste, heart of 
  water, heart of earth, overland flight, contingency, 
  superior resistance, spell turning, lightning ring, 
  moment of prescience. 
  
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  ADVANCED RUNIC GUARDIAN* CR 16 
  *Monster Manual II 182 
  N Huge construct 
  Init +1; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Aura guard (5 ft.) 
  AC 35, touch 10, flat-footed 33 
   (-2 size, +1 Dex, +4 armor [mage armor], +1 dodge 
  [haste], +21 natural) 
  hp 221 (plus 16 temporary) (33 HD); fast healing 10; 
  DR 10/adamantine 
  Immune construct immunities 
  Fort +10, Ref +12, Will +10 
  Speed 60 ft. (6 squares); haste 
  Melee 3 slams +35 (3d8+12 plus stunning strike) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +24; Grp +44  
  Atk Options stunning strike (DC 36) 
  Special Actions find master, shield master 
  Spell-Like Abilities (CL 18th): 
   1/day—displacement, false life, haste, mage armor, 
  repair critical damage (SpC), see invisibility, 
  teleport without error 
  Abilities Str 34, Dex 13, Con –, Int –, Wis 11, Cha 1 
  SQ construct traits 
  Find Master (Su) No matter the distance, a runic 
  guardian can find the piece of jewelry that connects 
  it with its master, and it teleports to that spot when 
  called. Should the master call the construct and 
  then remove the jewelry, the runic guardian finds 
  only the jewelry upon its arrival. This ability 
  functions across planar boundaries. 
  Guard (Ex) The runic guardian blocks blows, granting 
  its master a +4 deflection bonus to AC. This power 
  functions only when the runic guardian is within 5 
  feet of its master. 
  Runic Spells (Sp) A runic guardian can hold up to six 
  spells. These spells must be cast into its body 
  when it is created. One spell can be placed on the 
  runic guardian’s head, one on each limb, and one 
  on its torso. The table below gives the maximum 
  level of spell that each of its body parts can hold. 
  Alternatively, the entire guardian can 
  accommodate a single inscribed spell of 6th or 7th 
  level, but this covers its whole body. 
  Body Part 
  Highest Spell Level 
  Head 
  1st 
  Each arm 
  2nd 
  Each leg 
  3rd 
  Torso 
  5th 
  Shield Master (Sp) A runic guardian’s master, when 
  in possession of the keyed piece of jewelry, can 
  activate this defensive ability when within 150 feet 
  of the construct. This ability transfers three-fourths 
  of the damage that would otherwise be dealt to the 
  master to the runic guardian instead. This ability 
  functions like the shield other spell (CL 25th), 
  except that it provides no AC or saving throw 
  bonuses. 
  Stunning Strike (Ex) Any creature hit by a runic 
  guardian’s slam attack must make a successful 
  Fortitude saving throw (DC 36) or be stunned for 1 
  round, in addition to taking the normal damage 
  from the blow. The save DC is Strength-based. 
  Description A massive, human-shaped figure made 
  of stone, steel, and lead stands before you. Runes 
  inlayed with precious metals adorn its head, limbs, 
  and torso. 
  Power-Up Suite: The following spells are reflected in 
  the runic guardian’s stat block: false life, see 
  invisibility, haste, mage armor. 
  
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  13: THE RUINS 
  SCARECROW 
  CR 20 
  Male ruin chanter* seeker of the song 6 
  * Monster Manual V 132 
  CN Medium fey (air, earth) 
  Init +12; Senses Listen +33, Spot +33 
  Languages Auran, Common, Giant, Sylvan, Terran  
  AC 41, touch 20, flat-footed 34; Dodge, Mobility 
   (+6 Dex, +7 armor, +2 deflection, +2 insight, +14 
  natural) 
  hp 299 (26 HD); DR 15/cold iron and magic 
  Immune disease, poison 
  SR 29 
  Fort +22, Ref +28, Will +27 
  Speed 40 ft. (8 squares), fly 40 ft. (perfect) 
  Melee +2 adamantine light mace +27/+22/+17 
  (1d6+9) 
  Base Atk +13; Grp +17  
  Atk Options infirmity of body, infirmity of mind, seeker 
  music (burning melody, song of unmaking, dirge of 
  frozen loss, song of life, anthem of thunder and 
  pain, hymn of spelldeath) 
  Special Actions bardic music (countersong, fascinate 
  4 creatures, inspire courage +2, inspire confidence, 
  suggestion, inspire greatness 2 creatures, song of 
  freedom), call ruin elemental 
  Spell-Like Abilities (CL 20th): 
   
  3/day—crushing despair (DC 27), rusting 
  grasp (+17 melee touch, DC 27), spike stones (DC 
  27) 
  Combat Gear +2 adamantine light mace, +3 mithral 
  shirt, badge of valor, cloak of charisma +6, ring of 
  protection +2, vest of resistance +4 
  Abilities Str 18, Dex 27, Con 26, Int 18, Wis 18, Cha 
  36 
  SQ combine songs, rapture of the song (+2 AC, +2 
  saves) 
  Feats Combat Expertise, Dodge, Endurance, Extra 
  Music, Improved Initiative, Mobility, Weapon 
  Finesse, Skill Focus (perform [sing]), Lingering 
  Song 
  Skills Concentration +23, Hide +31, Knowledge 
  (arcana) +32, Knowledge (architecture and 
  engineering) +27, Knowledge (history) +27, Listen 
  +33, Move Silently +31, Perform (sing) +45, Spot 
  +33, Survival +24, Tumble +37 
  Possessions combat gear 
  Bardic Music (Su) A ruin chanter has the bardic 
  music ability of a 12th-level bard (PH 29)  
  Infirmity of Body (Su) By pointing its finger, a ruin 
  chanter can prematurely age an enemy’s body. 
  Doing so imposes a –6 penalty to Strength, 
  Dexterity, and Constitution, and causes the victim’s 
  hair to turn white, skin to wrinkle, and posture to 
  stoop (Fortitude DC 33 negates). The penalty lasts 
  for 1 hour or until the victim receives a remove 
  curse spell. A ruin chanter cannot place both 
  infirmity of body and infirmity of mind on the same 
  creature. The save DC is Charisma-based. 
  Infirmity of Mind (Su) With a wave of its hand, a ruin 
  chanter can render a creature senile and unable to 
  reliably tell friend from foe. This ability functions as 
  a confusion spell (Will DC 33 negates) and makes 
  victims appear elderly just as infirmity of body 
  does. Infirmity of mind lasts for 1 hour or until the 
  victim receives a remove curse spell. A ruin 
  chanter cannot place both infirmity of body and 
  infirmity of mind on the same creature. The save 
  DC is Charisma-based. 
  Combine Songs (Ex) A seeker of the song of 2nd 
  level or higher can combine two types of bardic 
  music or seeker music to provide the benefits of 
  both. The seeker chooses two music abilities and 
  activates both using the same standard action. If 
  either or both require concentration, the seeker can 
  maintain concentration on both by using one 
  standard action each round to concentrate. The 
  normal stacking rules for bonus types apply to 
  music abilities combined with this ability. 
  Rapture of the Song (Su) Rapture of the Song (Su): 
  A seeker of the song is so in tune with the power of 
  the primal music that she gains special insight, 
  physical fortitude, and resistance to magic while in 
  the throes of her song. A seeker gains a +2 insight 
  bonus to Armor Class whenever she uses her 
  bardic music ability, seeker music, or a similar 
  ability. At 4th level and higher, a seeker also gains 
  a +2 insight bonus on saving throws whenever she 
  uses her bardic music ability, seeker music, or a 
  similar ability. At 7th level and higher, a seeker also 
  gains damage reduction 2/— whenever she uses 
  her bardic music ability, seeker music, or a similar 
  ability. At 10th level, a seeker gains these abilities 
  and also acts as though affected by a freedom of 
  movement spell whenever she uses her bardic 
  music ability, seeker music, or a similar ability. 
  Seeker Music (Su) See Appendix 2: New Rules 
  Items 
  Subvocalize (Ex) At 5th level and higher, a seeker of 
  the song can begin a new bardic music or seeker 
  music song as a swift action. A seeker can use this 
  ability only if he already has one (and only one) 
  bardic music or seeker music ability already active. 
  A seeker can use this ability in conjunction with the 
  combine songs ability to start a second song and 
  then maintain both as a standard action each round 
  (as per the combine songs ability). 
  Description On a narrow stone ledge stands a nimble 
  figure garbed in ragged clothes and a rust-colored 
  cloak. A pair of clever black eyes set in a weathered 
  face shine from beneath his wide-brimmed hat. His 
  long, fine fingers hold an ornate black mace. He 
  suddenly licks his parched lips and begins to wail a 
  mournful dirge. 
  Power-Up Suite: The ruin chanter begins combat 
  with inspire courage +3 (from having used his badge 
  of valor) and a hymn of spelldeath active. 
  
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  ADVANCED RUIN ELEMENTAL* CR 15 
  * Monster Manual V 134 
  N Large elemental (earth) 
  Init +0; Senses darkvision 60 ft., low-light vision; 
  Listen +17, Spot +17 
  Languages Terran 
  AC 24, touch 7, flat-footed 24 
   (-2 size, -1 Dex, +17 natural) 
  hp 435 (30 HD) 
  Immune elemental immunities, spike stones 
  Fort +26, Ref +9, Will +12 
  Speed 40 ft. (8 squares) 
  Melee 2 slams +39 (3d6+18) 
  Ranged rock +39 (3d6+18) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +22; Grp +45  
  Atk Options Awesome Blow, Blind-Fight, Cleave, 
  Great Cleave, Improved Bull Rush, Improved 
  Natural Attack (slam), Improved Sunder, Power 
  Attack, Powerful Charge, shock wave 
  Special Actions rock throwing 
  Abilities Str 40, Dex 8, Con 28, Int 9, Wis 15, Cha 10 
  SQ elemental traits 
  Feats Awesome Blow, Blind-Fight, Brutal Throw, 
  Cleave, Great Cleave, Improved Bull Rush, 
  Improved Natural Attack (slam), Improved Sunder, 
  Power Attack, Powerful Charge, Weapon Focus 
  (slam)  
  Skills Hide -6, Listen +17, Spot +17 
  Rock Throwing (Ex) Like giants, ruin elementals are 
  accomplished rock throwers and have a +1 racial 
  bonus on attack rolls when throwing rocks. A ruin 
  elemental of Large size can hurl rocks weighing up 
  to 50 pounds (Small objects) up to five range 
  increments. A Huge ruin elemental can hurl rocks 
  weighing up to 80 pounds (Medium objects) up to 
  five range increments. The range increment is 150 
  feet for a ruin elemental’s thrown rocks. 
  Shock Wave (Ex) Every 1d4 rounds, as a swift 
  action, a ruin elemental can strike the ground to 
  create a shock wave in a 20-foot-radius spread 
  centered on itself. All creatures not of the earth 
  subtype within the radius of the shock wave are 
  treated as if bull rushed by the ruin elemental. The 
  ruin elemental receives a +4 bonus on this check 
  from Improved Bull Rush, as well as +4 for each 
  size category it is larger than the targeted 
  opponent.  
  Skills Ruin elementals have a +4 racial bonus on 
  Hide checks in areas of ruined stone. 
  Description What appeared at first to be the debris of 
  a fallen wall or crumbling building suddenly lurches to 
  its feet. Composed entirely of rubble, this immense 
  hunchbacked biped rumbles quickly toward you, its 
  rocky fists raised. 
  Power-Up Suite: The advanced ruin elemental 
  benefits from the effects of the ruin chanter’s inspire 
  courage +3 ability. 
  15: THE SPIRAL 
  BLACK CYSTS 
  CR 16 
  Description Hundreds of pulsating globs of 
  impenetrable blackness float in the dark purple 
  water of the pool. From the each spills a knot of 
  writhing tentacles. 
  Search N/A; Type Magical 
  Trigger proximity (true seeing); Init +8 
  Effect heightened corporeal instability (SpC) (+16 
  melee touch, DC 28)  
  Duration The cysts attack every round if any creature 
  occupies the same square as one 
  Destruction AC 26; hp 40 (each cyst); Regenerate 5 
  (at the beginning of each round, roll 1d6 – on result 
  of 5 or higher, all destroyed cysts regenerate 
  Disarm Disable Device DC 33 (disarming a cyst 
  effectively destroys it in such a way that it cannot 
  regenerate) 
  Disarm granting control of the spiral destroys all of 
  the cysts 
   
  ELEMENTAL SEEPAGE 
  CR 16 
  Description The bloated globs swell and heave 
  before spraying a blast of coruscating purple 
  energy in every direction. 
  Search N/A; Type Magical 
  Trigger proximity (true seeing); Init +8 
  Effect blast of purple energy (automatically hit, 4d6 
  acid damage + 4d6 cold damage + 4d6 electricity 
  damage + 4d6 fire damage, DC 30 Reflex half); 
  PCs not sharing a square containing a cyst or 
  adjacent to a square containing a cyst are not 
  subject to this effect 
  Recharge 4 (at the beginning of each round, roll 1d6 
  – on a result of 3 or lower, the cysts do not release 
  any energy that round) 
  Duration The cysts attack every round if any creature 
  occupies the same square as one 
  Destruction AC 26; hp 40 (each cyst) 
  Disarm Disable Device DC 33 (disarming a cyst 
  effectively destroys it in such a way that it cannot 
  regenerate) 
  Disarm granting control of the spiral destroys all of 
  the cysts 
  
  COR8-06 Entrapment 
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Bounding Assault 
  You can move and attack with superior speed and power. 
   
  Prerequisites: Dex 13, Dodge, Mobility, Spring 
  Attack, base attack bonus +12. 
   
  Benefit: When using the Spring Attack feat, you 
  designate two foes rather than one. Your movement does 
  not provoke attacks of opportunity from these foes. 
  While using an attack action with the Spring Attack feat, 
  you can make a second attack with a -5 penalty. You can 
  use both attacks against one of the opponents targeted 
  with this feat, or split your attacks between them. 
   
  Source: Player’s Handbook II 75. 
   
  Brutal Throw 
  You have learned how to hurl weapons to deadly effect. 
   
  Benefit: You can add your Strength modifier 
  (instead of your Dexterity modifier) to attack rolls with 
  thrown weapons. 
   
  Normal: A character attacking with a ranged 
  weapon adds his Dexterity modifier to the attack roll. 
   
  Special: A fighter may select Brutal Throw as one of 
  his fighter bonus feats. 
   
  Source: Complete Adventurer 106. 
   
  Elusive Target [Tactical] 
  Trying to land a blow against you can be a maddening 
  experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
   
  Negate Power Attack: To use this maneuver, you must 
  designate a specific foe to be affected by your Dodge feat. 
  If that foe uses the Power Attack feat against you, the foe 
  gains no bonus on the damage roll but still takes the 
  corresponding penalty on the attack roll. 
   
  Diverting Defense: To use this maneuver, you must be 
  flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge feat. The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered flatfooted. 
  If the designated attacker is making a full attack against 
  you, its second and subsequent attacks function 
  normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you can 
  make a free trip attempt against this foe, and the foe does 
  not get a chance to trip you if your attempt fails. 
   
  Source: Complete Warrior 110. 
  Empowered Ability Damage [Monstrous] 
  Your ability damage (or ability drain) special attack is 
  more potent than normal. 
   
  Prerequisites: Cha 11, undead type, incorporeal 
  subtype, supernatural ability to drain or damage an ability 
  score. 
   
  Benefits: All variable, numeric effects of an 
  empowered ability damage or ability drain special attack 
  are increased by 50%. For example, an allip with this feat 
  drains 1-1/2 times the normal amount of Wisdom (roll 
  1d4 and multiply the result by 1-1/2). 
   
  Source: Libris Mortis 26. 
   
  Extra Music 
  You can use your bardic music more often than you 
  otherwise could. 
   
  Prerequisite: Bardic music. 
   
  Benefit: You can use your bardic music four extra 
  times per day. 
   
  Normal: Bards without the Extra Music feat can use 
  bardic music once per day per bard level. 
   
  Special: You can gain this feat multiple times. Its 
  effects stack. 
   
  Source: Complete Adventurer 109. 
   
  Flyby Attack 
  A creature with this feat can attack on the wing. 
   
  Prerequisites: Fly speed. 
   
  Benefit: When flying, the creature can take a move 
  action (including a dive) and another standard action at 
  any point during the move. The creature cannot take a 
  second move action during a round when it makes a 
  flyby attack. 
   
  Normal: Without this feat, the creature takes a 
  standard action either before or after its move. 
   
  Source: Monster Manual IV 202. 
   
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a Hit Die 
  (such as by gaining a level), you gain 1 additional hit 
  point. If you lose a Hit Die (such as by losing a level), you 
  lose 1 hit point permanently. 
   
  Source: Libris Mortis 27. 
   
  Improved Turn Resistance [Monstrous] 
  You have a better than normal chance to resist turning. 
   
  Prerequisite: Undead type. 
   
  Benefits: You are less easily affected by clerics or 
  paladins than you normally would be (see Turn or 
  Rebuke Undead, page 159 of the Player’s Handbook). 
  When resolving a turn, rebuke, command, or bolster 
  attempt, add +4 to your character level (monster Hit Dice 
  plus class levels) to determine your Hit Dice for turn, 
  rebuke, command, and bolster attempts. For example, a 4 
  
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  HD wight with this feat is treated as an 8 HD undead for 
  the purpose of turn, rebuke, command, and bolster 
  attempts, even though it is a 4 HD creature for any other 
  purpose. A vampire that already has +4 turn resistance 
  adds an additional +4 with this feat, for a total of +8. 
   
  Source: Libris Mortis 27. 
   
  Lifebond [Monstrous] 
  Select a specific living creature that is friendly to you. 
  You create a special bond with that creature. 
   
  Prerequisites: Cha 11, undead type. 
   
  Benefit: Whenever the chosen creature is within 60 
  feet, you gain a +4 bonus to your turn resistance and a +2 
  bonus on all saving throws. If the chosen creature dies, 
  you lose these bonuses and take a –2 penalty on all saves 
  for 24 hours. If you replace the chosen creature with 
  another living creature, the bond can be transferred at 
  your option. 
   
  Special: This feat can be selected multiple times. 
  Each time you select this feat, you apply its effects to a 
  different living ally of yours. The effects of multiple 
  lifebonded allies stack. 
   
  Source: Libris Mortis 28. 
   
  Lifesense [Monstrous] 
  You see the light that all living creatures emit. 
   
  Prerequisites: Cha 13, Con — (no Constitution 
  score). 
   
  Benefits: In addition to any normal light that might 
  be present, your surroundings are illuminated by roving 
  points of brightness created by living creatures. To your 
  eyes, a Medium or smaller creature gives off life force 
  sufficient to provide bright illumination in a 60-foot 
  radius, revealing itself and all features and objects in 
  range to your life-adapted sight. This life-light behaves 
  like regular light—you can’t see into solid objects, or past 
  solid walls. 
   
  A Large creature gives off life-light in a 120-foot 
  radius, and the radius doubles again for each additional 
  size category larger than Medium, up to a maximum 
  radius of 960 feet for a Colossal creature. 
   
  Source: Libris Mortis 28. 
   
  Lingering Song 
  Your inspirational bardic music stays with the listeners 
  long after the last note has died away. 
   
  Prerequisite: Bardic music. 
   
  Benefit: If you use bardic music to inspire courage, 
  inspire greatness, or inspire heroics, the effect lasts for 1 
  minute after an inspired ally stops hearing you play. 
   
  Normal: Inspire courage, inspire greatness, and 
  inspire heroics last as long as an ally hears the bard sing 
  plus an additional 5 rounds thereafter. 
   
  Source: Complete Adventurer 111. 
  Necromantic Might [General] 
  Undead you control gain benefits when they are near 
  you. 
   
  Prerequisite: Necromantic Presence. 
   
  Benefit: Whenever undead you control are within 
  60 feet of you, they are physically inspired by your 
  necromantic aura, and gain a +2 enhancement bonus on 
  their attack rolls and saving throws. 
   
  Source: Libris Mortis 28. 
   
  Necromantic Presence [General] 
  Undead you control are harder to turn when they are 
  near you. 
   
  Benefit: Whenever undead you control are within 
  60 feet of you, they gain a +4 bonus to their turn 
  resistance. 
   
  Source: Libris Mortis 28. 
   
  Powerful Charge 
  A creature with this feat can charge with extra force. 
   
  Prerequisites: Medium or larger, base attack bonus 
  +1. 
   
  Benefit: When the creature charges, if its attack 
  hits, it deals an extra 1d8 points of damage (if it is of 
  Medium size). For Large creatures, the extra damage is 
  2d6 points; for Huge, 3d6; for Gargantuan, 4d6; and for 
  Colossal, 6d6. 
   
  This feat only works when the creature makes a 
  charge. It does not work when the creature is mounted. If 
  the creature has the ability to make multiple attacks after 
  a charge, it can only apply this extra damage to one of 
  those attacks. 
   
  Special: A fighter can select Powerful Charge as one 
  of his fighter bonus feats. 
   
  Source: Monster Manual IV 203. 
   
  Sanctum Spell [Metamagic] 
  Your spells are especially potent on home ground. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: A sanctum spell has an effective spell level 
  1 higher than its normal level if cast in your sanctum (see 
  below), but if not cast in the sanctum, the spell has an 
  effective spell level 1 lower than normal. All effects 
  dependent on spell level (including save DCs) are 
  calculated according to the adjusted level. 
   
  A sanctum spell uses a spell slot of the spell’s normal 
  level. 
   
  Special: Your sanctum is a particular site, building, 
  or structure previously designated by you, and no larger 
  than 20 feet/level in diameter. The designated area must 
  be a site where you have spent a cumulative period of at 
  least three months. Though a sanctum can be designated 
  within a larger structure, its special advantages do not 
  apply beyond the maximum area. Once designated, it 
  takes seven days for a site to become a sanctum, and if 
  you designate a new area to be your sanctum, the benefits 
  of the old one immediately fade. 
   
  Source: Complete Arcane 82. 
   
  
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  Sudden Empower [Metamagic] 
  You can cast a spell to greater effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Empower Spell normally 
  if you have it. 
   
  Source: Complete Arcane 83. 
   
  Sudden Maximize [Metamagic] 
  You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell normally 
  if you have it. 
   
  Source: Complete Arcane 83. 
   
  Sudden Silent [Metamagic] 
  You can cast a spell silently without special preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Silent Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Silent Spell normally if 
  you have it. 
   
  Source: Complete Arcane 83. 
   
  MAGIC ITEMS 
  Amulet of Teamwork  
  Price (Item Level): 2,000 gp (6th)  
  Body Slot: Throat  
  Caster Level: 3rd 
  Aura: Faint; (DC 16) enchantment  
  Activation: — and swift (command)  
  Weight: —  
   
  This silver chain comes together in the form of a pair of 
  linked hands.  
   
  An amulet of teamwork allows you to work more 
  effectively as part of a team. When you successfully use 
  the aid another action, the bonus granted to your ally 
  improves from +2 to +3. When you flank an enemy, you 
  and any allies also flanking that creature gain a +2 bonus 
  on damage rolls. These are continuous effects and require 
  no activation.  
   
  In addition, you can activate the amulet to grant 
  both you and an adjacent ally a +5 competence bonus to 
  AC for 1 round. You must be adjacent to an ally to 
  activate this power. This ability can be used once per day.  
   
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  Prerequisites: Craft Wondrous Item, heroism.  
   
  Source: Magic Item Compendium 70. 
  Badge of the Svirfneblin 
  Price (Item Level): 15,000 gp (14th) 
  Body Slot: Throat 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) illusion, transmutation 
  Activation: — and standard (command) 
  Weight: — 
   
  This brooch is little more than a hunk of gray rock studded 
  with a number of colorful, uncut gems and wrapped in 
  tarnished metal wire. 
   
  While wearing this item, you gain darkvision out to 
  30 feet and a +5 competence bonus on Hide checks. 
  These are continuous effects and require no activation.  
   
  Once per day, you can activate the badge to give 
  yourself a blur effect (as the spell).  
   
  Cost to Create: 7,500 gp, 600 XP, 15 days. 
   
  Prerequisites: Craft Wondrous Item, blur, darkvision, 
  svirfneblin.  
   
  Source: Magic Item Compendium 72. 
   
  Badge of Valor  
  See Regalia of the Hero 
   
  Banner of the Storm’s Eye  
  Price (Item Level): 15,000 gp (14th)  
  Body Slot: — (held) or shoulders  
  Caster Level: 3rd 
  Aura: Faint; (DC 16) enchantment  
  Activation: —  
  Weight: 2 lb. (12 lb. if backpack frame worn)  
   
  This banner is a rectangular military standard depicting a 
  white, two-tailed swirl—like a stylized overhead view of a 
  hurricane—on a dark green background. The banner’s 
  fluttering movements seem slower than they should be.  
   
  An unfurled banner of the storm’s eye always waves 
  more slowly than nearby flags, and it seems unaffected by 
  the wind or by the movement of its bearer.  
   
  As long as it is held aloft, the banner automatically 
  suppresses (but does not dispel) fear effects on all 
  creatures within 20 feet. It also prevents any creature 
  within 20 feet from becoming confused or stunned.  
   
  Alternatively, you can mount the banner on a 
  backpack frame to leave your hands free. The backpack 
  frame costs 5 gp and weighs 10 pounds. While so 
  mounted, the banner occupies your shoulders body slot.  
   
  Lore: The swirling pattern on this banner was 
  common to elite military units in the last great war 
  (Knowledge [history] DC 15).  
   
  Such 
  banners 
  provided 
  protection 
  from 
  psychological tricks employed by creatures such as mind 
  flayers (Knowledge [history] DC 25).  
   
  Cost to Create: 7,500 gp, 600 XP, 15 days. 
   
  Prerequisites: Craft Wondrous Item, calm emotions.  
   
  Source: Magic Item Compendium 151. 
  
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  Boots of the Mountain King 
  Price (Item Level): 1,500 gp (5th) 
  Body Slot: Feet 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) abjuration 
  Activation: — 
  Weight: 1 lb. 
   
  These iron-shod red leather boots appear rugged and worn. 
   
  While wearing boots of the mountain king, you can 
  move more easily than usual over rough and difficult 
  terrain.  
   
  These boots allow you to ignore increased 
  movement costs and skill check DC increases for light 
  and dense rubble. In addition, you can move up stairs and 
  slopes at normal speed and run or charge downhill 
  without making a Balance check (DMG 89). These boots 
  require no activation.  
   
  Cost to Create: 750 gp, 60 XP, 2 days. 
   
  Prerequisites: Craft Wondrous Item, freedom of 
  movement.  
   
  Source: Magic Item Compendium 78. 
   
  Boots of the Mountain King, Greater 
  Price (Item Level): 21,500 gp (15th) 
  Activation: — and swift (command) 
   
  This rough-looking boots are made of craggy leather that 
  resembles a rough granite cliff face, and they are shod with thick 
  iron. 
   
  These boots function as boots of the mountain king. In 
  addition, you can activate greater boots to gain the 
  benefit of a stoneskin spell. This ability functions once per 
  day.  
   
  Cost to Create: 10,750 gp, 860 XP, 22 days. 
   
  Prerequisites: Craft Wondrous Item, freedom of 
  movement, stoneskin.  
   
  Source: Magic Item Compendium 78. 
   
  Boots of Tracklessness 
  Price (Item Level): 11,000 gp (13th)  
  Body Slot: Feet  
  Caster Level: 7th 
  Aura: Moderate; (DC 18) illusion  
  Activation: — and standard (mental)  
  Weight: 1 lb.  
   
  These pale green boots are slim and elegant, with perfectly 
  smooth soles.  
   
  When you wear these boots, you leave no tracks (as if 
  affected by pass without trace). This is a continuous effect 
  and requires no activation.  
   
  Once per day, you can activate the boots to become 
  invisible (as greater invisibility) for 7 rounds.  
   
  Cost to Create: 5,500 gp, 440 XP, 11 days. 
   
  Prerequisites: Craft Wondrous Item, greater invisibility, 
  pass without trace.  
   
  Source: Magic Item Compendium 79. 
   
  Bracers of Accuracy 
  Price (Item Level): 4,000 gp (8th)  
  Body Slot: Arms  
  Caster Level: 5th 
  Aura: Faint; (DC 17) divination  
  Activation: Swift (mental)  
  Weight: 1 lb.  
   
  Each of these bronze bracers is engraved with an image of 
  an open eye.  
   
  Wearing bracers of accuracy allows you to make ranged 
  attacks with extreme precision. The bracers have 3 
  charges, which are renewed each day at dawn. Spending 
  1 or more charges grants a benefit to all ranged attacks 
  you make before the end of your turn.  
   
  1 charge: Ignore AC bonus from cover (except total 
  cover) for all targets. 
   
  2 charges: Ignore miss chance from concealment 
  (except total concealment), including miss chances from 
  effects such as blur or displacement (but not incorporeal-
  ity), for all targets.  
   
  3 charges: Ignore both cover and concealment (as 
  previous entries) for all targets.  
   
  Cost to Create: 2,000 gp, 160 XP, 4 days. 
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, 
  clairaudience/clairvoyance.  
   
  Source: Magic Item Compendium 79. 
   
  Bow of Songs  
  Price (Item Level): 12,330 gp (13th)  
  Body Slot: — (held)  
  Caster Level: 8th  
  Aura: Moderate; (DC 19) evocation  
  Activation: Swift (command)  
  Weight: 2 lb.  
   
  This bow is made of fine wood and appears to be of elven 
  design.  
   
  This +1 shortbow blends music with every shot to 
  deadly effect. On your turn, you can expend one daily use 
  of your bardic music ability to gain a bonus equal to your 
  Charisma bonus on the next attack roll and (if your attack 
  hits) on the corresponding damage roll that you make 
  with the bow.  
   
  Cost to Create: 6,000 gp (plus 330 gp for masterwork 
  shortbow), 480 XP, 12 days. 
   
  Prerequisites: Craft Magic Arms and Armor, sculpt 
  sound, elf, bardic music.  
   
  Source: Magic Item Compendium 48. 
   
  Chronocharm 
   
  A chronocharm occupies the throat body slot, but it 
  can be worn simultaneously with any number of other 
  chronocharms, which all function normally. However, 
  you can’t wear more than one of the same chronocharm.  
   
  You must wear a chronocharm for 24 hours before 
  you can access its abilities. If it is taken off, it becomes 
  inactive until worn for an additional 24 hours. 
   
  Source: Magic Item Compendium 85. 
  
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  Chronocharm of the Uncaring Archmage 
  Price (Item Level): 500 gp (3rd) 
  Body Slot: Throat 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) transmutation 
  Activation: Swift (command) 
  Weight: —  
   
  A bloodstone eye stares forth from this pentagonal trinket. 
   
  A chronocharm of the uncaring archmage alters your 
  perception of time, allowing you to cast a single spell 
  more quickly. When it is activated, the next spell of 3rd 
  level or lower you cast that has a casting time of 1 full 
  round can be cast as a standard action instead. If you 
  don’t cast such a spell by the end of your turn, the effect 
  fades.  
   
  This ability functions once per day.  
   
  Cost to Create: 250 gp, 20 XP, 1 day. 
   
  Prerequisites: Craft Wondrous Item, Quicken Spell.  
   
  Source: Magic Item Compendium 86. 
   
  Circlet of Mages 
  Price (Item Level): 5,000 gp (9th) 
  Body Slot: Head 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) transmutation 
  Activation: — and free (command) 
  Weight: — 
   
  This leather circlet has a silver headpiece showing crescent 
  moons on either side of a seven-pointed star. 
   
  A circlet of mages grants you a +2 competence bonus 
  on Concentration checks. This is a continuous effect and 
  requires no activation.  
   
  In addition, this circlet has 3 charges, which are 
  renewed each day at dawn. Spending 1 or more charges 
  when you cast a spell allows you to avoid losing that 
  prepared spell or spell slot (as if you hadn’t cast it).  
   
  1 charge: Retain a spell of up to 1st level.  
   
  2 charges: Retain a spell of up to 2nd level.  
   
  3 charges: Retain a spell of up to 3rd level.  
   
  Cost to Create: 2,500 gp, 200 XP, 5 days. 
   
  Prerequisites: Craft Wondrous Item, Rary’s mnemonic 
  enhancer.  
   
  Source: Magic Item Compendium 86. 
   
  Crest of Valor 
  Price (Item Level): 2, 000 gp (6th) 
  Body Slot: Head 
  Caster Level: 7th  
  Aura: Moderate (DC 18); enchantment 
  Activation: — 
  Weight: — 
   
  Designed to fit atop any helm, this crest is actually a 
  small golden statuette of a griffon. Behind it trails a long, 
  blood-red plume that could well be visible even across a 
  field of battle. 
   
  While wearing a crest of valor, you gain a +2 morale 
  bonus on melee weapon damage rolls while your current 
  hit point total is equal to or less than one-half of your full 
  normal hit points. 
   
  The crest of valor is part of a set known collectively as 
  the raiment of valor, which also includes the periapt of valor 
  (page 140) and the tabard of valor (page 142). When 
  wearing all three of these items, all allies within 10 feet of 
  you (including yourself) gain a +4 bonus on saves against 
  fear effects. 
   
  Cost to Create: 1, 000 gp, 80 XP, 2 days. 
   
  Prerequisites: Craft Wondrous Item, prayer, remove fear. 
   
  Source: Complete Champion 139. 
   
  Crystal of Arcane Steel 
  Price (Item Level): 500 gp (3rd) (least); 2,000 gp (6th) 
  (lesser); 6,000 gp (10th) (greater) 
  Body Slot: — (weapon crystal) 
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: — 
  Weight: — 
   
  The needlelike iron deposits in this spherical quartz crystal 
  pulse with arcane energy. 
   
  A crystal of arcane steel is designed for those who can 
  blend magical and martial arts into a single strike. It 
  functions only when attached to a melee weapon.  
   
  Least: This crystal grants a +1 insight bonus on your 
  weapon damage roll when delivering a spell or spell-like 
  ability through a melee attack with the weapon.  
   
  Lesser: As the least crystal, and it also grants you a 
  +1 insight bonus on the attack roll.  
   
  Greater: As the lesser crystal, and it also increases 
  the save DC of the spell or spell-like ability by 1.  
   
  Cost to Create: 250 gp, 20 XP, 1 day (least); 1,000 gp, 
  80 XP, 2 days (lesser); 3,000 gp, 240 XP, 6 days (greater). 
   
  Prerequisites: Craft Magic Arms and Armor, magic 
  weapon.  
   
  Source: Magic Item Compendium 64. 
   
  Deathguardian Bracers  
  Price (Item Level): 6,000 gp (10th)  
  Body Slot: Arms  
  Caster Level: 7th 
  Aura: Moderate; (DC 18) abjuration  
  Activation: Immediate (command)  
  Weight: 3 lb.  
   
  These two gold coils wind around the arm from bicep to 
  wrist like serpents. A tiny ruby is set into each end of the coils.  
   
  Deathguardian bracers allow you to trade arcane spells 
  for protection from physical harm. When you activate 
  the bracers, choose a prepared arcane spell or uncast spell 
  slot. You lose that spell or spell slot (as if you had cast the 
  spell) and gain damage reduction equal to twice the level 
  of the spell or spell slot sacrificed. This damage reduction 
  lasts until the start of your next turn and can’t be 
  overcome by any type of weapon.  
   
  Deathguardian bracers can be activated as long as you 
  have arcane spells remaining to sacrifice.  
   
  Cost to Create: 3,000 gp, 240 XP, 6 days. 
   
  Prerequisites: Craft Wondrous Item, stoneskin.  
   
  Source: Magic Item Compendium 93. 
   
  
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  Demolition Crystal 
  Price (Item Level): 1,000 gp (4th) (least); 3,000 gp (7th) 
  (lesser); 6,000 gp (10th) (greater) 
  Body Slot: — (weapon crystal) 
  Caster Level: 11th  
  Aura: Moderate; (DC 20) transmutation 
  Activation: — 
  Weight: — 
   
  This blue-white diamond bears a tiny adamantine emblem 
  of a hammer. 
   
  Demolition crystals were designed for those who fight 
  constructs, particularly for the servants of wizards who 
  battle enemy golems.  
   
  Least: A weapon with this crystal attached deals an 
  extra 1d6 points of damage to constructs.  
   
  Lesser: As the least crystal, and the weapon is 
  treated as adamantine for the purpose of overcoming the 
  damage reduction of constructs.  
   
  Greater: As the lesser crystal, and the weapon can 
  deliver sneak attacks and critical hits against constructs 
  as if they were living creatures.  
   
  Cost to Create: 500 gp, 40 XP, 1 day (least); 1,500 gp, 
  120 XP, 3 days (lesser); 3,000 gp, 240 XP, 6 days (greater). 
   
  Prerequisites: 
  Craft 
  Magic 
  Arms 
  and 
  Armor, 
  disintegrate.  
   
  Source: Magic Item Compendium 65. 
   
  Dove’s Harp 
  Price (Item Level): 12,100 gp (13th)  
  Body Slot: — (held)  
  Caster Level: 9th 
  Aura: Moderate; (DC 19) conjuration  
  Activation: —  
  Weight: 3 lb.  
   
  A flight of sculpted porcelain doves adorns this elegant 
  harp. 
   
  When you play this masterwork harp while using 
  your bardic music ability, all allies within 60 feet gain fast 
  healing 3 for 1 minute.  
   
  Cost to Create: 6,000 gp (plus 100 gp for masterwork 
  harp), 480 XP, 12 days. 
   
  Prerequisites: Craft Wondrous Item, mass cure light 
  wounds.  
   
  Source: Magic Item Compendium 156. 
   
  Gauntlets of War 
  Price (Item Level): 4, 000 gp (8th) 
  Body Slot: Hands 
  Caster Level: 3rd  
  Aura: Moderate (DC 16); transmutation 
  Activation: — 
  Weight: 4 lb. 
   
  These simple metal gauntlets are the type that normally 
  comes with a suit of full plate armor, though they are 
  abnormally well polished. Symbols of war are etched deeply 
  across the back of each. 
   
  While you wear gauntlets of war, you gain a +1 bonus 
  on melee weapon damage. If you worship any deity that 
  grants access to the War domain, this bonus increases to 
  +3 with that deity's favored 
  weapon. 
   
  Cost to Create: 2,000 gp, 160 XP, 4 days. 
   
  Prerequisites: Craft Wondrous Item, bull's strength, 
  access to the War domain. 
   
  Source: Complete Champion 139. 
   
  Goggles of the Ebon Hunter  
  Price (Item Level): 18,000 gp (14th)  
  Body Slot: Face  
  Caster Level: 6th  
  Aura: Moderate; (DC 18) transmutation  
  Activation: —  
  Weight: —  
   
  These goggles consist of coin-sized lenses set in a wire frame 
  with a thin wire band apparently meant to secure them to the 
  wearer’s head.  
   
  Goggles of the ebon hunter grant you darkvision out to 
  30 feet, as well as a +1 competence bonus on attack rolls 
  and damage rolls with ranged weapons.  
   
  Cost to Create: 9,000 gp, 720 XP, 18 days. 
   
  Prerequisites: Craft Wondrous Item, darkvision, true 
  strike.  
   
  Source: Magic Item Compendium 108. 
   
  Helm of the Hunter 
  Price (Item Level): 9,000 gp (12th)  
  Body Slot: Head  
  Caster Level: 5th 
  Aura: Faint; (DC 17) divination  
  Activation: — or standard (mental)  
  Weight: 1 lb.  
   
  This gold and mithral helm looks like the bristle-bearded 
  head of a manticore.  
   
  A helm of the hunter grants you a +5 competence 
  bonus on Spot checks and the benefit of the Far Shot feat. 
  These effects function continuously.  
   
  When you activate this helm, you gain low-light 
  vision and darkvision out to 60 feet for 4 hours. This 
  ability functions once per day.  
   
  Cost to Create: 4,500 gp, 360 XP, 9 days. 
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, 
  clairaudience/clairvoyance, darkvision, possession of a piece 
  of the set.  
   
  Source: Magic Item Compendium 194. 
   
  Horn of Resilience 
  See Regalia of the Hero 
  
  COR8-06 Entrapment 
   
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  Laughing Skull of Iuz 
  Price (Item Level): 5,600 gp (10th)  
  Body Slot: — (held)  
  Caster Level: 4th 
  Aura: Faint; (DC 17) evocation  
  Activation: Swift (mental)  
  Weight: 1 lb. 
   
  This human skull has been polished to a dull shine. 
  Gleaming round emeralds are set in the eye sockets and lend it 
  an eerie pallor. 
   
  Created by Iuz’s Bonehearts as rewards for 
  unswerving loyalty and service, these trinkets are prized 
  by all spellcasters that serve Old Wicked. A laughing skull 
  of Iuz must be held in order to function, typically 
  requiring a move action to retrieve. Once per day as a 
  swift action, its wielder may mentally will it to begin 
  cackling. Once activated, the skull’s mouth swings open 
  and the skull emits a terrible, shrill cackling sound. This 
  negates any silence effects within a 10-foot emanation of 
  the skull, as per joyful noise (SpC). The effect lasts for 4 
  minutes. 
   
  Cost to Create: 2,800 gp, 224 xp, 6 days. 
   
  Prerequisites: Craft Wondrous Item, joyful noise (SpC), 
  sonorous hum (SpC) 
   
  Source: Custom 
   
  Mask of Lies 
  Price (Item Level): 4,500 gp (9th)  
  Body Slot: Face  
  Caster Level: 5th 
  Aura: Faint; (DC 17) abjuration  
  Activation: — and swift (mental)  
  Weight: 1 lb.  
   
  This black, featureless mask has cross-shaped slits where the 
  wearer’s eyes and mouth should be.  
   
  While wearing this mask, you gain a +5 competence 
  bonus on Bluff checks and your alignment is disguised as 
  if by an undetectable alignment spell. This is a continuous 
  effect and requires no activation.  
   
  When you activate the mask, you can alter your 
  appearance as if by a disguise self spell. This ability 
  functions three times per day.  
   
  Cost to Create: 2,250 gp, 180 XP, 5 days. 
   
  Prerequisites: Craft Wondrous Item, disguise self, 
  undetectable alignment.  
   
  Source: Magic Item Compendium 115. 
   
  Metamagic Rods 
   
  A metamagic rod holds the essence of a metamagic 
  feat but does not change the spell slot of the altered spell. 
  The metamagic rods presented here function in all 
  respects as those described on page 236 of the Dungeon 
  Master’s Guide.  
   
  Lesser and Greater Metamagic Rods: Normal 
  metamagic rods can be used with spells of 6th level or 
  lower. Lesser rods can be used with spells of 3rd level or 
  lower, while greater rods can be used with spells of 9th 
  level or lower. 
   
  Source: Magic Item Compendium 164. 
   
  Metamagic Rod (Substitution) 
  Price (Item Level): 2,700 gp (7th) (lesser); 10,500 gp (13th) 
  (normal); 24,300 gp (15th) (greater)  
  Body Slot: — (held)  
  Caster Level: 17th 
  Aura: Strong; (DC 23) no school  
  Activation: —  
  Weight: 3 lb.  
   
  This fragile-looking glass rod is filled with elemental 
  energy—flickering flames, crackling electricity, churning green 
  acid, or frosty rime, depending upon its type.  
   
  Four different versions of this rod exist, each keyed 
  to a different type of energy (acid, cold, electricity, or 
  fire). Three times per day, you can cast a spell as though 
  using the appropriate Energy Substitution feat.  
   
  Cost to Create: 1,350 gp, 108 XP, 3 days (lesser); 
  5,250 gp, 420 XP, 11 days (normal); 12,150 gp, 972 XP, 25 
  days (greater). 
   
  Prerequisites: Craft Rod, Energy Substitution (CAr 79) 
  for the appropriate energy type.  
   
  Source: Magic Item Compendium 165. 
   
  Periapt of Valor 
  Price (Item Level): 4, 000 gp (8th) 
  Body Slot: Throat 
  Caster Level: 7th  
  Aura: Moderate (DC 18); enchantment 
  Activation: — 
  Weight: — 
   
  Hanging on a thin mithral chain is a tiny charm, on 
  which is carved an odd combination of the holy symbols of 
  Heironeous and Kord. 
   
  While wearing a periapt of valor, you gain a +2 morale 
  bonus on AC and saving throws while your current hit 
  point total is equal to or less than one-half of your full 
  normal hit points. 
   
  The periapt of valor is part of a set known collectively 
  as the raiment of valor. When you wear it along with a crest 
  of valor (page 139) and a tabard of valor (page 142), you gain 
  additional abilities as given in the description of the crest 
  of valor. 
   
  Cost to Create: 2,000 gp, 160 XP, 4 days. 
   
  Prerequisites: Craft Wondrous Item, good hope or 
  prayer, lesser restoration. 
   
  Source: Complete Champion 140. 
   
  Quiver of Energy 
  Price (Item Level): 15,000 gp (14th) 
  Body Slot: — 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) evocation 
  Activation: — 
  Weight: 1 lb. (3 lb. when full) 
   
  Constructed of supple leather, this quiver is festooned with 
  arcane symbols. 
   
  A quiver of energy can hold up to 20 arrows or bolts. 
  Each quiver imbues arrows or bolts drawn from it with a 
  particular type of energy (acid, cold, electricity, or fire), 
  
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  Page 71 
  indicated by the arcane symbols it bears. Such projectiles, 
  if left within the quiver for at least 1 round before being 
  drawn, deal an extra 1d6 points of the appropriate type of 
  damage.  
   
  The projectile loses this extra damage after it is used 
  in an attack, or 1 round after it is drawn (whichever 
  comes first).  
   
  Cost to Create: 7,500 gp, 600 XP, 15 days. 
   
  Prerequisites: Craft Wondrous Item, energy missile (CP 
  88) or the appropriate spell from the following: lightning 
  bolt, ice storm, fireball, or Melf’s acid arrow.  
   
  Source: Magic Item Compendium 172. 
   
  Rapier of Desperate Measures [Relic]  
  Price (Item Level): 9,320 gp (12th)  
  Body Slot: — (held)  
  Caster Level: 20th  
  Aura: Strong; (DC 25) transmutation  
  Activation: —  
  Weight: 2 lb.  
   
  The hilt of this rapier is set with three moonstones. At the 
  base of the blade is an inscription that reads, “Caution is for the 
  cowardly.”  
   
  Those who live by their wits often find themselves 
  in situations over their heads. This rapier is an incompa-
  rable boon to those in such situations. When you wield a 
  rapier of desperate measures, it functions as a +2 rapier if 
  you are chaotic neutral, neutral, chaotic good, or chaotic 
  evil.  
   
  Relic Power: If you have established the proper 
  divine connection, a rapier of desperate measures gains the 
  keen property (DMG 225) while you have fewer than 
  your full normal hit points, and the speed property 
  (DMG 225) while you have fewer than half your full 
  normal hit points.  
   
  To use the relic power, you must worship Oli-
  dammara and either sacrifice a 5th-level divine spell slot 
  or have the True Believer feat and at least 9 HD.  
   
  Lore: The first of these rapiers was crafted by a 
  rogue/sorcerer who had been rescued one too many 
  times by her party’s paladin, only to hear a lecture on her 
  erratic behavior. She gave the rapier to a disguised 
  Olidammara when she met him in a tavern. Since then, 
  the Laughing Rogue has awarded one of these rapiers to a 
  fellow traveler whenever the whim strikes him 
  (Knowledge [religion] DC 20).  
   
  Cost to Create: 4,500 gp (plus 320 gp for masterwork 
  rapier), 360 XP, 9 days. 
   
  Prerequisites: Craft Magic Arms and Armor, Sanctify 
  Relic, keen edge.  
   
  Source: Magic Item Compendium 55. 
   
  Regalia of the Hero 
  Collection benefits  
   
  Wearing multiple parts of the regalia of the hero 
  awakens your ability to inspire and command others. 
  When you wear two items, your eyes sparkle with the 
  clarity of conviction, and your posture straightens with 
  confidence. When you sound a horn of resilience while 
  wearing the other two pieces, all three items flash with 
  gold light, like the promise of sunrise chasing away 
  night’s dreary doubts.  
   
  2 Pieces: You can grant a single ally within 30 feet 
  (other than yourself) a +5 insight bonus on a single 
  attack, save, or skill check as an immediate (command) 
  action. This ability functions once per day.  
   
  3 Pieces: You use a standard (command) action to 
  grant a single ally within 30 feet (other than you) an extra 
  move action, taken immediately. (If you have the 
  marshal’s grant move action class feature, this benefit 
  instead affects all allies within 30 feet of you.) This ability 
  functions once per day. 
   
  Source: Magic Item Compendium 207-208. 
   
  Badge of Valor  
  Price (Item Level): 1,400 gp (5th)  
  Body Slot: Throat  
  Caster Level: 5th 
  Aura: Moderate; (DC 17) abjuration  
  Activation: Immediate (mental)  
  Weight: —  
   
  This badge is stamped with the image of an impenetrable 
  fortress over which shines a golden sun.  
   
  When you activate a badge of valor, you and all allies 
  within 60 feet gain a +2 bonus on the next save you or 
  they make against a charm or fear effect before the start 
  of your next turn.  
   
  If you have the bardic music ability to inspire 
  courage, you can activate a badge of valor to increase the 
  bonus granted by that ability by 1 for the duration of its 
  effect.  
   
  A badge of valor functions three times per day.  
   
  Cost to Create: 700 gp, 56 XP, 2 days. 
   
  Prerequisites: Craft Wondrous Item, remove fear, 
  possession of a piece of the set.  
   
  Horn of Resilience  
  Price (Item Level): 5,000 gp (9th)  
  Body Slot: — (held)  
  Caster Level: 8th  
  Aura: Moderate; (DC 19) enchantment  
  Activation: Standard (manipulated)  
  Weight: —  
   
  This bone horn is banded with a golden-hued iron alloy. 
  The image of an idealized fortress is scribed deeply in the horn’s 
  side.  
   
  When you activate a horn of resilience, you and all 
  allies within 30 feet gain damage reduction 5/—. This 
  benefit lasts for 5 rounds, but allies who move more than 
  30 feet from you lose the benefit until they return within 
  the area.  
   
  If you are a marshal, you can activate a horn of 
  resilience to increase the effect of your major aura by 1. 
  This effect lasts for 5 rounds.  
   
  If you have the bardic music ability to inspire 
  greatness, you can activate a horn of resilience to grant the 
  target of that ability an extra 50 temporary hit points. 
  These hit points last until depleted or the duration of 
  
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  Page 72 
  your inspire greatness ability ends, and they don’t stack 
  with any other source of temporary hit points.  
   
  A horn of resilience functions two times per day.  
   
  Cost to Create: 2,500 gp, 200 XP, 5 days. 
   
  Prerequisites: 
  Craft 
  Wondrous 
  Item, 
  heroism, 
  possession of a piece of the set.  
   
  Ring of Mystic Lightning 
  Price (Item Level): 7,500 gp (11th) 
  Body Slot: Ring 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) evocation 
  Activation: — and swift (command) 
  Weight: — 
   
  This copper ring occasionally emits tiny sparks. 
   
  A ring of mystic lightning provides a boost to your 
  electricity-based spells. When casting spells with the 
  electricity descriptor, you gain a +1 competence bonus to 
  caster level. This is a continuous effect and requires no 
  activation.  
   
  In addition, this ring has 3 charges, which are 
  renewed each day at dawn. Spending 1 or more charges 
  grants a bonus to the damage dealt by the next electricity 
  spell you cast before the end of your turn. (If the spell 
  doesn’t 
  normally 
  deal 
  electricity 
  damage, 
  this 
  expenditure has no effect).  
   
  1 charge: +2d6 electricity damage.  
   
  2 charges: +3d6 electricity damage.  
   
  3 charges: +4d6 electricity damage.  
   
  Cost to Create: 3,750 gp, 300 XP, 8 days. 
   
  Prerequisites: Forge Ring, call lightning or lightning bolt.  
   
  Source: Magic Item Compendium 126. 
   
  Rod of Cats  
  Price (Item Level): 10,600 gp (13th)  
  Body Slot: — (held)  
  Caster Level: 5th   
  Aura: Faint; (DC 17) evocation and transmutation  
  Activation: — and standard (command)  
  Weight: 4 lb.  
   
  The head of this long rod of black wood bears the stylized 
  visage of a wise-looking feline, its green gemstone eyes 
  glimmering as if alive.  
   
  When held, this +1/masterwork quarterstaff grants 
  you low-light vision and a +5 competence bonus on Hide 
  and Move Silently checks. These are continuous effects 
  and require no activation.  
   
  Once per day, you can activate a rod of cats to gain one 
  of two different effects: The rod creates a spider climb 
  effect on you with a duration of 50 minutes, or it creates a 
  darkness effect, targeted on the rod. You and anyone else 
  touching the rod of cats can see normally within this 
  darkness.  
   
  The rod also has a secret compartment (requiring a 
  successful DC 25 Search check to find) large enough to 
  hold a set of thieves’ tools, a scroll, or another object of 
  similar size.  
   
  Cost to Create: 5,000 gp (plus 600 gp for 
  masterwork/ masterwork quarterstaff), 400 XP, 10 days. 
   
  Prerequisites: Craft Magic Arms and Armor, Craft 
  Rod, cat’s grace, darkness, low-light vision (SpC 134), spider 
  climb.  
   
  Source: Magic Item Compendium 56. 
   
  Tabard of Valor 
  Price (Item Level): 16, 000 gp (14th) 
  Body Slot: Torso 
  Caster Level: 7th  
  Aura: Moderate (DC 18); enchantment 
  Activation: — 
  Weight: 3 lb. 
   
  Emblazoned in blood-red hues across the chest of this 
  gleaming white tabard is the lightning bolt symbol of 
  Heironeous. 
   
  Whenever your current hit point total is equal to or 
  less than one-half of your full normal hit points, you gain 
  the mettle ability: If you are affected by a spell that would 
  normally have a reduced effect on a successful Fortitude 
  or Will saving throw, it instead has no effect at all upon 
  you if you save successfully. If you already have mettle 
  from a class feature or some other source, you instead 
  gain improved mettle, which halves the harmful effects 
  of a spell on a failed Fortitude or Will save while still 
  protecting you entirely on a successful save. 
   
  The tabard of valor is part of a set known collectively 
  as the raiment of valor, which also includes the crest of valor 
  (page 139) and the periapt of valor (page 140). When you 
  use a tabard with both of the other items, you gain 
  additional abilities, as noted in the description of 
  the crest of valor. 
   
  Cost to Create: 8, 000 gp, 640 XP, 16 days. 
   
  Prerequisites: Craft Wondrous Item, good 
  hope or prayer. 
   
  Source: Complete Champion 142. 
   
  Third Eye  
   
  This small hemispherical crystal has a wide, flat facet on 
  one side and a multifaceted dome shape on the other. It sparkles 
  with an inner gleam.  
   
  When you issue the proper command thought (a 
  standard action) to a third eye, it adheres to the center of 
  your forehead (the same command causes the item to 
  disengage). Some third eyes function continuously when 
  worn, while others require activation. 
   
  Source: Magic Item Compendium 140. 
   
  Third Eye Penetrate  
  Price (Item Level): 8,000 gp (11th)  
  Body Slot: Face  
  Caster Level: 15th 
  Aura: Strong; (DC 22) no school  
  Activation: —  
  Weight: —  
   
  This crystal glows with a piercing sapphire light.  
   
  A third eye penetrate grants you a +2 bonus on caster 
  level checks to overcome a creature’s spell resistance.  
   
  Cost to Create: 4,000 gp, 320 XP, 8 days. 
  
  COR8-06 Entrapment 
   
  Page 73 
   
  Prerequisites: Craft Wondrous Item, limited wish or 
  bend reality (EPH 80).  
   
  Source: Magic Item Compendium 142. 
   
  Torc of Heroic Sacrifice  
  Price (Item Level): 6,000 gp (10th)  
  Body Slot: Throat 
  Caster Level: 13th 
  Aura: Strong; (DC 21) enchantment  
  Activation: Immediate (command)  
  Weight: —  
   
  This jet-black torc is crafted in the form of two clasped 
  hands.  
   
  A torc of heroic sacrifice allows you to take an injury 
  meant for your ally. When you activate this torc, you take 
  all the damage dealt to a single ally by a single attack or 
  effect that has just occurred. The damage dealt to you has 
  no type, and therefore ignores any energy resistance, 
  damage reduction, or immunities you might have. The 
  ally must be within 30 feet, and you must have line of 
  sight to that ally.  
   
  This ability functions once per day.  
   
  Cost to Create: 3,000 gp, 240 XP, 6 days. 
   
  Prerequisites: Craft Wondrous Item, greater heroism.  
   
  Source: Magic Item Compendium 143. 
   
  PRESTIGE CLASSES 
  Seeker of the Song 
   
  Hit Die: d6. 
   
  Requirements 
  To qualify to become a seeker of the song, a character 
  must fulfill all the following criteria. 
   
  Skills: Knowledge (arcana) 13 ranks, Perform (any 
  one) 13 ranks. 
   
  Feat: Skill Focus (Perform [any one]). 
   
  Special: Bardic music ability. 
   
  Special: Must have been exposed to the primal music 
  by hearing another seeker of the song use a seeker music 
  ability. 
   
  Class Skills 
  The seeker of the song’s class skills (and they key ability 
  for each skill) are Climb (Str), Concentration (Con), Craft 
  (Int), Diplomacy (Cha), Jump (Str), Knowledge (arcana) 
  (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis), Spot (Wis), and Swim (Str). 
   
  Skill Points at Each Level: 4 + Int modifier. 
   
  Class Features 
  All the following are class features of the seeker of the 
  song prestige class. 
   
  Weapon and Armor Proficiency: Seekers of the 
  song gain no proficiency with any weapon or armor. 
   
  Rapture of the Song (Su): A seeker of the song is so 
  in tune with the power of the primal music that she gains 
  special insight, physical fortitude, and resistance to magic 
  while in the throes of her song. A seeker gains a +2 
  insight bonus to Armor Class whenever she uses her 
  bardic music ability, seeker music, or a similar ability. 
   
  At 4th level and higher, a seeker also gains a +2 
  insight bonus on saving throws whenever she uses her 
  bardic music ability, seeker music, or a similar ability. 
   
  At 7th level and higher, a seeker also gains damage 
  reduction 2/— whenever she uses her bardic music 
  ability, seeker music, or a similar ability. 
   
  At 10th level, a seeker gains these abilities and also 
  acts as though affected by a freedom of movement spell 
  whenever she uses her bardic music ability, seeker music, 
  or a similar ability. 
   
  Seeker Music: A seeker of the song can use music 
  or poetics to produce magical effects. Seeker music 
  follows the same rules as bardic music (see page 29 of the 
  Player’s Handbook). Each use of seeker music costs one 
  daily use of bardic music to activate. Seeker of the song 
  levels stack with bard levels for purposes of determining 
  how many daily uses of bardic music and seeker music 
  the character has. 
   
  Some seeker music effects include a secondary 
  effect, called a refrain. In any round when a seeker 
  concentrates on a seeker music effect and expends 
  another use of bardic music, she can activate the refrain 
  associated with that seeker music effect. Using a refrain 
  is a swift action (see page 86) that does not provoke 
  attacks of opportunity. The original effects of the song do 
  not end; the seeker can maintain the song and activate 
  the refrain simultaneously. 
   
  Burning Melody (Su): A seeker of the song with 14 or 
  more ranks in a Perform skill can gather a glimmer of the 
  power of the primal music and gain some control over 
  fire through this music. While a seeker sings this song, 
  she and all of her allies within 30 feet who can hear her 
  gain resistance to fire 15. An ally benefits from this effect 
  for as long as it can hear the seeker sing. 
   
  Burning Melody, Refrain: When she uses the refrain 
  with her burning melody, a seeker shoots a 30-foot cone 
  of fire from her fingertips. The cone deals 6d6 points of 
  fire damage to creatures in its area. A successful Reflex 
  save (DC 10 + the seeker’s ranks in the Perform skill) 
  halves the damage. 
   
  Song of Unmaking (Su): At 2nd level and higher, a 
  seeker with 15 or more ranks in a Perform skill can turn a 
  fragment of the primal music’s power against constructs. 
  She can expend a use of bardic music and make a Perform 
  check to deal 1d8 points of damage per seeker level to all 
  constructs within a 30-foot burst of the seeker (no save). 
   
  Dirge of Frozen Loss (Su): A seeker of the song of 3rd 
  level or higher with 16 or more ranks in a Perform skill 
  can gather the power of the primal music to gain control 
  over cold energy through this music. While a seeker 
  sings this song, she and all of her allies within 30 feet 
  who can hear her gain resistance to cold 15. An ally 
  benefits from this effect for as long as it can hear the 
  seeker sing. 
   
  Dirge of Frozen Loss, Refrain: When she uses the refrain 
  with her dirge of frozen loss, a seeker shoots a 60-foot 
  line of cold energy from her fingertips. The line deals 
  
  COR8-06 Entrapment 
   
  Page 74 
  10d6 points of cold damage to any creature it hits and 
  causes any creature damaged by it to become fatigued. A 
  successful Fortitude save (DC 10 + the seeker’s ranks in 
  the Perform skill) halves the damage and negates the 
  fatigue. 
   
  Song of Life (Su): A seeker of the song of 4th level or 
  higher with 17 or more ranks in a Perform skill can use 
  fragments of the primal music to protect and heal her 
  allies. While a seeker sings this song, she and all of her 
  allies within 30 feet who can hear her gain immunity to 
  poison and disease. An ally benefits from this effect for as 
  long as it can hear the seeker sing. 
   
  Song of Life, Refrain: When she uses the refrain with 
  her dirge of frozen loss, a seeker can make a Perform 
  check to heal a living creature of an amount of hit point 
  damage equal to the check result (up to the creature’s full 
  normal hit point total). She must touch the affected ally 
  to use this ability. The touch is a standard action, 
  although activating the refrain is still a swift action. The 
  refrain has no effect on undead or nonliving creatures. 
   
  Anthem of Thunder and Pain (Su): A seeker of the song 
  of 5th level or higher with 18 or more ranks in a Perform 
  skill can gather the power of the primal music and gain 
  some control over electrical energy through this music. 
  While a seeker sings this song, she and all of her allies 
  within 30 feet who can hear her gain resistance to 
  electricity 15. An ally benefits from this effect for as long 
  as it can hear the seeker sing. 
   
  Anthem of Thunder and Pain, Refrain: When she uses 
  the refrain with her anthem of thunder and pain, a seeker 
  shoots a ray of electricity from her fingertips. The ray has 
  a range of 20 feet and requires a ranged touch attack to 
  hit. The ray deals 10d6 points of electricity damage to a 
  creature it hits. The seeker can then cause the electricity 
  to arc to additional foes, all of whom must be within 20 
  feet of the first creature struck. Each secondary ray 
  requires another ranged touch attack to hit and deals half 
  as much damage as the initial ray. A seeker can create one 
  secondary ray for every three seeker class levels (one 
  when the song becomes available at 5th level, two at 6th 
  level, and three at 9th level). No creature can be affected 
  by more than one arc in a single round. 
   
  Hymn of Spelldeath (Su): A seeker of the song of 6th 
  level or higher with 19 or more ranks in a Perform skill 
  can turn the power of the primal music against magic 
  effects. Any creature that can hear the seeker perform 
  must make a Concentration check opposed by the 
  seeker’s Perform check in order to cast a spell. If the 
  Concentration check fails, the spell is lost and has no 
  effect. If the Concentration check succeeds, the spell is 
  cast as normal. A hymn of spelldeath is a mind-affecting 
  ability. 
   
  Hymn of Spelldeath, Refrain: When she uses the 
  refrain with her hymn of spelldeath, a seeker can attempt 
  to dispel magic. This ability works just like the area 
  version of dispel magic, except the effect is centered on 
  the seeker. At her option, a seeker can exclude herself 
  and her allies from this effect, but the effect must still be 
  centered on her. The seeker makes a level check just as if 
  she were a spellcaster using the dispel magic spell, using 
  the total of her bard levels and seeker of the song levels as 
  her modifier for the check. 
   
  Ballad of Agony Reborn (Su): A seeker of the song of 
  7th level or higher with 20 or more ranks in a Perform 
  skill can gather the power of the primal music to gain 
  control over acid energy through this music. While a 
  seeker sings this song, she and all of her allies within 30 
  feet who can hear her gain resistance to acid 15. An ally 
  benefits from this effect for as long as it can hear the 
  seeker sing. 
   
  Ballad of Agony Reborn, Refrain: When she uses the 
  refrain with her ballad of agony reborn, a seeker shoots a 
  ray of acid from her fingertips. The ray has a range of 60 
  feet and requires a ranged touch attack to hit. The ray 
  deals 10d6 points of acid damage to a creature it hits, and 
  another 10d6 points of acid damage 1 round later. 
   
  Aria of Everywhere (Sp): A seeker of the song of 8th 
  level or higher with 21 or more ranks in a Perform skill 
  can pull the power of the primal music into herself and 
  move short distances instantaneously. She can expend a 
  use of bardic music or seeker music to instantly transport 
  herself to any other spot within 25 feet + 5 feet/level. 
  This ability otherwise functions as the dimension door 
  spell, except that the seeker can’t bring along additional 
  creatures with this ability. 
   
  Dirge of Songdeath (Su): A seeker of the song of 9th 
  level or higher with 22 or more ranks in a Perform skill 
  can gather the power of the primal music to gain control 
  over sonic energy through this music. While a seeker 
  sings this song, she and all of her allies within 30 feet 
  who can hear her gain resistance to sonic 15. An ally 
  benefits from this effect for as long as it can hear the 
  seeker sing. In addition, as long as the seeker is singing a 
  dirge of songdeath, other creatures within 30 feet cannot 
  easily use bardic music, seeker music, or similar abilities. 
  To use such an ability, a creature within the area must 
  make a Perform check opposed by the seeker’s Perform 
  check. If the check is successful, the creature can use the 
  ability as desired. If the check fails, the ability has no 
  effect, but a daily use of the music ability must be 
  expended normally. 
   
  Dirge of Songdeath, Refrain: When she uses the refrain 
  with her hymn of spelldeath, a seeker shoots a ray of 
  sonic energy from her fingertips. The ray has a range of 
  60 feet and requires a ranged touch attack to hit. The ray 
  deals 15d6 points of sonic damage to a creature it hits. 
   
  Note of Solitude (Su): Upon reaching 10th level, a 
  seeker of the song with 23 or more ranks in a Perform 
  skill can use the power of the primal music to 
  temporarily sever some creatures’ tie with other planes. 
  Extraplanar creatures within 60 feet of a seeker who 
  activates this ability must make a Will saving throw (DC 
  10 + the seeker’s ranks in the Perform skill). Creatures 
  affected by this ability get a bonus on this saving throw 
  equal to their Hit Dice. Any creature that fails this saving 
  throw is instantly sent to its home plane. Unlike other 
  musical abilities and affects, a note of solitude has a 
  duration of instantaneous and cannot be maintained, 
  though the seeker can activate it again on subsequent 
  
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  rounds by spending additional uses of bardic music or 
  seeker music. 
   
  Combine Songs (Ex): A seeker of the song of 2nd level 
  or higher can combine two types of bardic music or 
  seeker music to provide the benefits of both. The seeker 
  chooses two music abilities and activates both using the 
  same standard action. If either or both require 
  concentration, the seeker can maintain concentration on 
  both by using one standard action each round to 
  concentrate. The normal stacking rules for bonus types 
  apply to music abilities combined with this ability. 
   
  Subvocalize (Ex): At 5th level and higher, a seeker of 
  the song can begin a new bardic music or seeker music 
  song as a swift action (see page 86). A seeker can use this 
  ability only if he already has one (and only one) bardic 
  music or seeker music ability already active. A seeker can 
  use this ability in conjunction with the combine songs 
  ability to start a second song and then maintain both as a 
  standard action each round (as per the combine songs 
  ability). 
   
  Ex-Seekers of the Song 
  Like a member of any other prestige class, a seeker of the 
  song can take levels in other classes after entering the 
  seeker of the song class, but seekers of the song face a 
  special restriction. A seeker of the song who gains a level 
  in any other class after having gained his first seeker level 
  can never again raise her seeker of the song level, though 
  she retains the seeker abilities she has already earned. 
  The path of the seeker demands constant attention and 
  devotion. If a character adopts this prestige class, she 
  must pursue it to the exclusion of all other careers. Once 
  she has turned from the path, she can never return. 
   
  Source: Complete Arcane 56. 
   
  SPELLS 
  Friend to Foe 
  Illusion (Phantasm) [Mind-Affecting] 
  Level: Bard 5, beguiler 5, sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Targets: One living creature/level, none of which are 
  more than 30 ft. apart 
  Duration: 1 round/level (D); see text 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Your enemies transform into what they each hate the most, 
  suddenly turning against each other. 
   
  You overlay phantasmal images over your enemies, 
  making them appear to each other as loathsome and 
  despicable, implanting, implanting an urge to kill and 
  destroy the object of their ire. Orcs might see each other 
  as elves or dwarves, demons might see angels, and so on. 
  All subjects receive a Will save to see through the 
  phantasm. Each individual failing its safe turns on the 
  closest ally and attacks until the first time it deals 
  damage, which causes the spell to end for that attacker. 
   
  Material Component: A swatch of white silk. 
   
  Source: Player’s Handbook II 114. 
   
  Heart of Earth 
  Transmutation [Earth] 
  Level: Druid 4, sorcerer/wizard 4, wu jen 4 (earth) 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (D) or until expended 
   
  You feel your flesh strengthen with the power of stone. 
   
  This spell converts part of your body into elemental 
  earth, which toughens you considerably. You gain a +8 
  bonus on checks to resist a bull rush, overrun, or trip 
  attack. You also gain temporary hit points equal to twice 
  your caster level (up to 30 hp). 
   
  Furthermore, while this spell is active, you can 
  activate a stoneskin effect (as the spell) on yourself as a 
  swift action. This benefit lasts for 1 round per level (or 
  until the stoneskin's total protection is consumed), at the 
  end of which time the spell's entire effect ends. 
   
  If heart of earth is active on you at the same time as 
  heart of air, heart of fire, or heart of water, you gain light 
  fortification. If all four of these spells are active on you at 
  the same time, you become immune to extra damage 
  from critical hits and sneak attacks. 
   
  Source: Complete Mage 106. 
   
  Heart of Water 
  Transmutation [Water] 
  Level: Druid 3, sorcerer/wizard 3, wu jen 3 (water) 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (D) or until expended 
   
  The crashing of waves echoes in your ears. 
   
  This spell converts part of your body into elemental 
  water, which makes you better able to navigate aquatic 
  environments and slip through confined spaces. You gain 
  a swim speed equal to your land speed, which grants you 
  certain benefits (including a +8 racial bonus on Swim 
  checks; see MM 311). You also gain the ability to breathe 
  water (as if under the effect of a water breathing spell). 
  Finally, you gain a +5 enhancement bonus on Escape 
  Artist checks. 
   
  Furthermore, while this spell is active, you can 
  activate a freedom of movement effect (as the spell) on 
  yourself as a swift action. This benefit lasts for 1 round 
  per level, at the end of which time the spell's entire effect 
  ends. 
   
  If heart of water is active on you at the same time as 
  heart of air, heart of earth, or heart of fire, you gain light 
  fortification. If all four of these spells are active on you at 
  the same time, you become immune to extra damage 
  from critical hits and sneak attacks. 
   
  Source: Complete Mage 107. 
  
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  Invisibility, Superior 
  Illusion (Glamer) 
  Level: Sorcerer/wizard 8 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal or touch 
  Target: You or a creature or object weighing no more 
  than 100 lb./ level 
  Duration: 1 minute/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  As you complete the spell, your senses dull somewhat. Upon 
  releasing the spell’s energy on your desired subject, your senses 
  clear, although the spell’s recipient can no longer be perceived. 
   
  This powerful glamer functions like invisibility (PH 
  245), except that it masks image, scent, and sound alike, 
  concealing the subject from all senses except touch. As 
  with greater invisibility, this spell doesn’t end if the subject 
  attacks. While invisible, the subject exudes no scent and 
  is undetectable by scent, blindsense, tremorsense, and 
  blindsight. 
  Superior invisibility renders the recipient immune to 
  detection by see invisibility, faerie fire, glitterdust, invisibility 
  purge, and dust of appearance, although creatures under the 
  effect of the spell can be detected by true seeing. Certain 
  mundane conditions (such as leaving footprints) can also 
  render a subject detectable. 
   
  Source: Spell Compendium 125. 
   
  Lightning Ring 
  Evocation [Electricity] 
  Level: Sorcerer/wizard 8 
  Components: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Effect: Ring of electricity 
  Duration: 1 round/2 levels 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  Your body quakes as a ring of crackling electricity explodes 
  from your chest to whirl about you. 
   
  The ring of electricity moves with you and does not 
  interfere with your spellcasting or attacks, or with others 
  attacking you. As long as the lightning ring is in effect, you 
  gain resistance to electricity 20. At the beginning of your 
  turn each round, adjacent creatures take 10d6 points of 
  electricity damage, or half that with a successful Reflex 
  save. 
   
  In addition, each round as a free action at the 
  beginning of your turn, you can direct two lightning 
  bolts that deal 5d6 points of electricity damage each, 
  exactly as the lightning bolt spell (caster level 5th), in any 
  directions you choose. Each bolt can be aimed separately. 
  A creature struck by one of these bolts can make a Reflex 
  save for half damage. The DC for this save is calculated 
  for an 8th-level spell, even though the bolts mimic a 3rd-
  level spell. 
   
  Material Components: A small glass ring and a bit of 
  fur from any animal. 
   
  Source: Spell Compendium 132. 
  Prismatic Ray 
  Evocation 
  Level: Sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  You feel within you, as the spell nears completion, various 
  energies locked in a battle within your body. As nausea 
  threatens to overcome you, you croak out the final syllables of 
  arcane power and point your hand. A single beam of brilliantly 
  colored light then shoots from your outstretched hand. 
   
  You must succeed on a ranged touch attack with the 
  ray to strike a target. On a successful attack, a creature 
  with 6 Hit Dice or fewer is blinded for 2d4 rounds by the 
  prismatic ray in addition to suffering a randomly 
  determined effect: 
   
  1d8 
  Color of Beam 
  Effect 
  1 
  Red 
  20 points fire damage 
  (Reflex half) 
  2 
  Orange 
  40 points acid damage 
  (Reflex half) 
  3 
  Yellow 
  80 points electricity 
  damage (Reflex half) 
  4 
  Green 
  Kills; Fortitude partial, 
  take 1d6 Con damage 
  instead 
  5 
  Blue 
  Turned to stone (Fortitude 
  negate) 
  6 
  Indigo 
  Insane as insanity spell 
  (Will negates) 
  7 
  Violet 
  Sent to another plane (Will 
  negates) 
  8 
  Two effects 
  Two effects; roll twice 
  more, ignoring any “8” 
  results 
   
  Source: Spell Compendium 162. 
   
  Repair Critical Damage 
  Transmutation 
  Level: Sorcerer/wizard 4 
   
  The smell of grease and the distant echo of clanking gears 
  greet your senses as you complete this spell. Upon touching the 
  intended construct, the grease smell and gear sounds disappear. 
  Major dents and scratches disappear from the construct, as do 
  cuts, tears, and abrasions. 
   
  This spell functions like repair light damage, except 
  that you repair 4d8 points of damage +1 point per caster 
  level (maximum +20). 
  
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  Source: Spell Compendium 173. 
   
  Repair Light Damage 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Construct touched 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  As a sculptor massaging a rough spot of clay into something 
  less abrasive, your touch smoothes over the dents and dings of the 
  construct you touch. 
   
  When laying your hand upon a construct that has at 
  least 1 hit point remaining, you transmute its structure to 
  repair the damage it has taken. The spell repairs 1d8 
  points of damage +1 point per caster level (maximum +5). 
   
  Source: Spell Compendium 173. 
   
  Resistance, Superior 
  Abjuration 
  Level: Bard 6, cleric 6, druid 6, sorcerer/wizard 6 
  Duration: 24 hours 
   
  As you finish casting the spell, you feel imbued with the 
  feeling that something greater than yourself is protecting you. 
  When you touch your intended subject and release the spell, the 
  feeling disappears. 
   
  This spell functions like resistance (PH 272), except as 
  noted here. You grant the subject a +6 resistance bonus 
  on saves. 
   
  Source: Spell Compendium 174. 
   
  Shadowy Grappler 
  Illusion (Shadow) 
  Level: Sorcerer/wizard 6 
  Components: V, S, M 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 round/level (D) 
  Saving Throw: Will partial; see text 
  Spell Resistance: Yes 
   
  You feel a spectral force form near you, as if some intangible 
  shadow being stood nearby. Upon choosing the target of your 
  spell, you sense the shadowy force depart from your side, moving 
  as fast as thought toward the creature you designated as your 
  target. You see the target creature move as if attacked by an 
  unseen foe. 
   
  Upon casting this spell, you create a shadowy force 
  that automatically grabs the target (PH 156). The shadowy 
  force immediately attempts to establish a hold on the 
  target with a grapple check bonus equal to the DC of this 
  spell. If the target succeeds on its saving throw, the 
  grapple check bonus of the shadowy grappler is cut in half. 
  For example, a sorcerer with a 16 Charisma who casts this 
  spell creates a shadowy grappler with a grapple check 
  bonus of +19 if the target fails its save and +9 if the target 
  makes its save. 
   
  Every round on your turn, the shadowy grappler 
  makes a grapple check against the target. Once it has a 
  hold, the shadowy force attempts to pin the target on the 
  following round. If the grappler establishes a pin, it uses 
  the option to prevent the target from speaking. The 
  grappler always attempts to maintain a grapple or work 
  toward a pin. 
   
  A shadowy grappler occupies the same square as the 
  target and moves with the target for as long as the spell 
  lasts. Other creatures cannot join the grapple, either to 
  assist the target or the grappler. 
   
  Material Component: A dried squid tentacle. 
   
  Source: Spell Compendium 186. 
   
  Solipsism 
  Illusion (Phantasm) [Mind-Affecting] 
  Level: Sorcerer/wizard 7 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Pangs of loneliness grip your heart as you complete the 
  spell. Upon choosing your target, the feeling subsides even as a 
  ghostly pale yellow mist swirls around your target for a moment. 
   
  You manipulate the senses of one creature so that it 
  perceives itself to be the only real creature in all of 
  existence and everything around it to be merely an 
  illusion. 
   
  If the target fails its save, it is convinced of the 
  unreality of every situation it might encounter. It takes 
  no actions, not even purely mental actions, and instead 
  watches the world around it with bemusement. The 
  subject becomes effectively helpless and takes no steps to 
  defend itself from any threat, since it considers any 
  hostile action merely another illusion. 
   
  Source: Spell Compendium 194. 
   
  Stun Ray 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 7 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1d4+1 rounds; see text 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
  A quick jolt of electricity darts from your raised hand. The 
  slight smell of ozone lingers afterward. 
   
  You blast an enemy with a scintillating ray of 
  electricity. You must succeed on a ranged touch attack 
  with the ray to strike a target. The target is stunned for 
  1d4+1 rounds by the ray of electricity. If the subject 
  makes a successful Fortitude save, it is stunned for only 1 
  round. 
  
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  Creatures that have immunity to electricity are not 
  affected by this spell. 
   
  Material Component: A coiled copper wire. 
   
  Source: Spell Compendium 211. 
  
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  ADVENTURE RESOURCE 1 
  If players want a reference to the “To Serve the Greater Good” series, you can give them this handout. It gives them a 
  quick breakdown of the four adventures that came out in CYs 592-594. 
   
  COR2-07 Ashes of Innocence 
  This adventure dealt with the first of the fallen priests. A man by the name of Vadid, who bears 101 tattoos as his 
  burden, ashamed of what he had done and full of rage at the world he fled (Veluna). Once he left the Archclericy, he 
  awoke to find he had a small boy traveling companion. This is Aaront. The boy was possessed by a devil spirit by the 
  name of Theron released from Perdition who was causing carnage and death as the priest and boy traveled the 
  countryside. The party following this trail eventually catches up with them and learns of the boy’s dark secret. They 
  must convince the boy to willingly take this evil spirit back within him before it destroys again. During this, Vadid is 
  finally pushed over the edge to a dark god and attacks the party. He dies and in doing so passes the tattoos onto the 
  person who dealt the death blow. The boy is gone and the party is left thinking the day is won and over. 
   
  COR3-03 Fury of a Cold Man’s Heart 
  Aaront has traveled north and now accompanies another bearer of the curses by the name of Zelt Damascus. This time 
  it’s the son of the traitorous priest. He has been working to find a way to remove the curses. The group strikes deep into 
  Iuz’s lands to find a temple of blood somehow connected to the Flight of Fiends. They sneak in and do a surgical strike 
  in the temple to hopefully free Zelt of the curse and remove Theron from Aaront to he can no longer do any harm (and 
  the boy does not have to bear his burden any longer). It goes badly and Theron is released from the boy and is free to 
  roam as he pleases. The curses find another home on one of the PCs (and likely the same one who has the first 101 
  curses). The party flees back across the border into Furyondy. 
   
  COR3-08 A Man with Nothing 
  The party meets up with Zelt again who has been trying to track down the third priest from the betrayal as well as a 
  place called Perdition. They head into the Yatil Mountains and eventually find a gate guarded by some of Theron’s 
  cronies. Passing through into Perdition, they find a duplicate of the city of Mitrik. Inside are 303 essences of devils and 
  their 303 human counterparts locked in an eternal struggle against each other. They meet the leader of the human half 
  and to their surprise it’s the human half of Theron. After earning their trust, they meet Ra’Ned Fillisp and Aaront. 
  Ra’Ned is the third bishop from the flight of Fiends betrayal and the only one left. He wants to collect the curses in 
  himself and remain in Perdition forever, thus trapping all the devils in here with himself. He is talked out of it and a 
  character takes all three upon himself and agrees to remain. They use the tattoos to summon Theron (the only devil not 
  locked in Perdition) and, in a climactic battle, defeat him and lock him inside Perdition once again. Aaront leaves with 
  the party and disappears in the Mitrik back streets. 
   
  COR4-07 Full Circle to Oblivion 
  The player with the curses chooses to not stay in Perdition. The doors swing open and chaos begins to unravel things. 
  Ra’Ned Fillisp learns of this and gathers the heroes and Aaront together to try and find the person with the curses and 
  gather them together once again. During the process, the players learn that Aaront is the vessel for the essence of the 
  Crook of Rao. It lives within him and affects the world around him in subtle ways. They also learn of several groups 
  wanting to undo the flight of Fiends for their own reasons. Some want it just undone (Iuz), while others wish to undo it 
  and built it back up (Ra’Ned). The players learn that a time is coming when this will all come to a head and somebody in 
  the right place at the right time will make the decision that could affect millions of lives. Aaront is now the bearer of all 
  303 curses and continues to follow Ra’Ned. 
   
  CORS8-01 Whispers of the Obsidian Citadel 
  Adventurers undo the Flight of Fiends, releasing the trapped fiends and their human counterparts back into the 
  Flanaess. 
  
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  ADVENTURE RESOURCE 2 
  There is much more information available about all the various characters and events in this series than is possible to 
  dispense to players in a single adventure. They may have questions about certain people, events, or motives beyond 
  what they learn in Gather Information/Knowledge checks. That information is listed here for them read at their own 
  discretion. You may also use this to expand on information delivered in the adventure if it would provide a better 
  understanding for the players. 
   
  THE CIRCLE OF EIGHT 
  Mordenkainen’s first group was called the Citadel of Eight, a collection of mages, priests, and powerful warriors. This 
  motley group did not last long, and with his second attempt, Mordenkainen sought out like-minded arcanists who 
  shared both his goals and his affinity for magic. This mysterious assembly of wizards known as the Circle of Eight has 
  long benefited from a past obscured by misinformation and enigma. The group’s influence reaches from the Baklunish 
  west to the Solnor Ocean, though its secretive methods ensure that few know the extent of its ministrations. Certain 
  members of the Circle are well known and liked, their talents appreciated throughout the Flanaess. The mages Bigby, 
  Jallarzi, and Otto, for instance, are welcome in courts far from cosmopolitan Greyhawk. Others, such as Drawmij, 
  Nystul, and Theodain, prefer to operate away from the public gaze. 
   
  Mordenkainen the archmage formed the Circle of Eight as a tool to manipulate political factions of the Flanaess, 
  preserving the delicate balance of power in hopes of maintaining stability and sanity in the region. Mordenkainen’s 
  view of “enforced neutrality” is not tit-for-tat equality, but rather a detailed theoretical philosophy derived from decades 
  of arcane research. He has fought ardently for the forces of Good, most recently during the Greyhawk Wars, but just as 
  often has worked on darker plots to achieve his ends. In all things, the Circle of Eight prefers to work behind the 
  scenes, subtly manipulating events to ensure that no one faction gains the upper hand. 
   
  In the last two decades, the Circle has seen members come and go, but its dedication to Mordenkainen’s goals and 
  methods remains steadfast. Current members include Bigby of Mitrik, once Mordenkainen’s apprentice and now an 
  archmage in his own right; the rotund and jovial Otto, who favors the kitchen over the laboratory; Jallarzi Sallavarian of 
  Greyhawk, one of the most dynamic wizards in a city of mages; the reclusive Drawmij, who oversees Keoland and the 
  south from his undersea lair near Gradsul; and Nystul, a Tenha expatriate who wishes to expand the Circle, beyond 
  eight if need be, to combat the growing threats presented by Iuz, Turrosh Mak, and the consolidating factions of the 
  former Great Kingdom. 
   
  The treachery of Rary in 584 CY saw the destruction of Tenser and Otiluke, leaving the Circle at five. After a 
  successful mission to rescue one of Tenser’s clones from the clutches of the infamous necromancer-witch Iggwilv, the 
  Circle added three new members, rounding out the membership. (Tenser, chafing at Mordenkainen’s agenda, left the 
  group in disgust after his rescue.) New members include the redoubtable Warnes Starcoat of Urnst; Alhamazad the 
  Wise of Zeif; and the cold, unemotional Theodain Eriason. Mordenkainen remains the ninth member, a “shadow 
  leader” dictating his agenda to others and influencing the Flanaess through his powerful network of agents and 
  servitors. 
   
  Mordenkainen 
  Mordenkainen is one of the most feared and respected living mages in the Flanaess. Once a resident of the Wild 
  Coast, Greyhawk, and Highfolk, respectively, he has traveled to the reaches of the exotic Far West and ventured 
  extensively across the Flanaess, from the lands of the Northmen to the shores of the Amedio Jungle. There is 
  scarcely a mage who has not heard of his exploits or recognized his skill and knowledge of matters both magical 
  and political. 
   
  Mordenkainen stands 5 ft. 11 in. tall, and appears half-again younger than his true 82 years of age. He wears a 
  dark beard trimmed to a point, and usually favors black satin coats, lined in red, over traditional robes. Ten years 
  ago, Mordenkainen shaved his head, and he has remained bald by choice ever since. His most impressive physical 
  features are his penetrating eyes. It is said that they hold hints of genius tinged with madness, a volatile 
  combination that usually gets Mordenkainen what he wants from the easily persuaded. He revels in the art of 
  debate, though his emotions can overcome him if he fears defeat. Luckily for him, this is a rare occurrence (though 
  allegedly the spike that tore a rift in his once-strong friendship with Rary). 
   
  Little is known about Mordenkainen’s origins, particularly the place of his birth. Rumors place him as 
  Oeridian, perhaps Aerdi. Some even say he is of the line of Ganz Yragerne, making him distantly related to such 
  notables as Zagig Yragerne and Heward. He has few friends, and no one in whom he completely confides. His 
  greatest passions are for his Art. 
   
  Perhaps no individual in all Oerik sees himself as embodying the spirit of Balance as does Mordenkainen the 
  Archmage. His philosophies are almost entirely one-sided on the matter, and many a worthy cause has gone 
  unanswered by the mage’s private army, the Obsidian Citadel (sharing the name of his hidden fortress home) 
  because of his neutral-minded convictions. 
  
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  Mordenkainen’s view of balance is no tit-for-tat equality, but a highly detailed and extremely theoretical 
  philosophy derived from decades of arcane research. He has fought ardently for the forces of good (most recently 
  during the Greyhawk Wars), but just as often he has been known to work as a shadow player for malevolence. In all 
  things, Mordenkainen prefers to maneuver behind the scenes, subtly manipulating events to ensure that no side 
  gains the upper hand. As a result, the archmage is trusted little, even among the likewise-neutral Hierophants of 
  the Cabal, who find his vision of Balance wholly self-centered and somewhat arbitrary. 
   
  This philosophy has gained the archmage a virtual army of enemies, not a few of whom once considered him a 
  good friend. Among these last can be counted Evard the Black, Terik, and, of course, Rary. Iuz and his underlings, 
  particularly Kermin Mind-Bender, have hated Mordenkainen from their first meeting. 
   
  In recent years, Mordenkainen has turned his full attention to his position as leader of the Circle of Eight. The 
  events of the Greyhawk Wars and their aftermath strike him as prophetic of the dark times revealed in the Tome of 
  the Black Heart, discovered so very long ago beneath Maure Castle. For decades, he has been collecting his thoughts 
  in a work known as the Codex of Mordenkainen. Archmages across the Flanaess would give anything to peruse its 
  pages. 
   
  Drawmij 
  Drawmij is 63 years old, though he appears in his late twenties or early thirties. His hair is sandy blond, his eyes 
  blue, nearing purple. There is an unsettling quality to his features, and more than a few acquaintances have noticed 
  that something about him seems different each time they are in his presence—the shade of his eyes, his height, or 
  even the thickness and curl of his hair. Still, the mage is affable, and given his profession, little attention is paid to 
  what Rary once termed “troubling inconsistencies.” 
   
  Drawmij spends as little time in Greyhawk as possible, finding the place stifling and distasteful. He prefers the 
  cultured antiquity of southern Keoland, and his private undersea demesne to that. His only regular terrestrial 
  haunt is the Keoish city of Gradsul, at the mouth of the Sheldomar River. 
   
  Drawmij has a close connection to Duke Luschan of Gradsul, a distant cousin to the King of Keoland. The two 
  may be kin, even close family. Reportedly, Drawmij also consorts with the Hierophant Sverdras Meno, a powerful 
  being who oversees the vast Azure Sea. Meno is thought to be a member of the mysterious Cabal, a congregation of 
  the Old Faith even more enigmatic than the Circle of Eight. Few know that it is the one-time fastness of the 
  hierophant that Drawmij has made into his private residence. 
   
  The mage speaks of contacts within the realm of Celene, and offers the weave of his fine robes and various 
  artifacts displayed about his home as proof of his olven connections. Whether for reasons of politics or something 
  more sinister, however, few in Enstad admit to any sort of relationship with the man. Somehow, though Drawmij 
  has few known agents, he manages to report ably to the Circle on matters involving Keoland and its client states. 
   
  In the last eighteen years, Drawmij has focused his magical study on the science of travel and, more 
  specifically, on theories of the manipulation of time. Though he has not admitted to ultimate success, there can be 
  no denying that Drawmij, once merely enigmatic, has grown quite eccentric of late, perhaps as a reaction to an 
  experiment gone awry. Jallarzi put as much forward to the assembled Circle in their most recent meeting, but she 
  received only a cool smile from the mage and a harsh reprimand from Mordenkainen. 
   
  Drawmij met the news of the treachery of Rary with classic dispassion. Indeed, the nascent archmage appears 
  to have been the Circle member least affected by the events of the Greyhawk Wars and Reconstruction. He only 
  grudgingly agreed to the addition of Warnes and Alhamazad, and argued steadfastly against expanding the purview 
  of the Circle to include non-human members. Finding Nystul his only ally in the matter, however, he has since 
  treated the olve Theodain Eriason with bland acceptance. 
   
  Tenser 
  Tenser was born 525 CY, purportedly in the Wild Coast town of Fax. He was recruited on the shores of the Nyr Dyv 
  by Mordenkainen to the original Citadel of Eight. It was Tenser who recruited the dim-witted though well-
  meaning Serten. Despite their decisive victories and advancing power, Robilar and Tenser frequently bickered over 
  matters of morality, Tenser always taking the high ground. 
   
  In 569 CY, nearly a decade after the Citadel’s formation, the first arrow flew at Emridy Meadows, and the 
  Citadel was noticeably absent. Whether investigating magical secrets far to the west or unearthing lost passages in 
  Urnst’s Maure Castle, only Serten fought against the Hordes of Elemental Evil. None of them were there when he 
  died. Tenser blamed Mordenkainen for the death of his friend, and retired inward to his castle. Others followed 
  toward their own paths and the Citadel dissolved. 
   
  In 574 CY, Tenser, still bitter over the dissolution of the Citadel, sought membership in the Circle of Eight. 
  After Leomund, one of the founding mages of the Circle, abandoned Oerth to explore other planes of existence, the 
  petition was granted, and Tenser brought his unique, if less-than-subtle, ambition to the ideology of the group. His 
  addition, along with Otiluke, solidified the Circle as a political powerhouse across the Flanaess. A decade later, at 
  the end of the Greyhawk Wars, Tenser, along with Otiluke and Bigby, discovered Rary’s plans to assassinate a 
  
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  number of diplomats before the peace treaty could be signed. Rary killed Tenser and Otiluke and badly wounded 
  Bigby. Sir Robilar, Rary’s companion, had destroyed all of Tenser’s and Otiluke’s clones, ensuring their demise. 
   
  Robilar and Rary had been unaware of one of Tenser’s clones hidden on Celene, one of Oerth’s moons. 
  Mordenkainen set about the task of returning his compatriot to life. Once restored, Tenser blamed Mordenkainen’s 
  manipulations for Rary’s betrayal and his death and quit the Circle. 
   
  FADING LANDS 
  At several locations scattered throughout the Flanaess, small demiplanes intersect the Material Plane. Named Fading 
  Lands by learned scholars, it is believed that deities or mortal wizards of great power created these pockets of elsewhere. 
  Certainly they are rare in the extreme and usually of great age. Many Fading Lands may appear almost normal, but they 
  should not be entered lightly for, almost without exception, they are dangerous and deadly places where the accepted 
  laws of reality do not always apply.  
   
  These little known and little understood phenomena are extremely difficult to locate. Magical means of travel such 
  as plane shift, ethereal jaunt and astral projection rarely grant access to such locations. Instead the persistent explorer must 
  discover the specific method, either magical or mundane, of ingress and egress to such a place. Adventurers also report 
  that the known Fading Lands are becoming increasingly difficult to find, suggesting that the magic that undoubtedly 
  sustains them is failing. The reasons for this are unknown. 
   
  Reliable information regarding Fading Lands is notoriously difficult to uncover and usually found in the possession 
  of puissant mages or extremely knowledgeable sages. The thick granite walls of the Great Library of Greyhawk contain a 
  small collection of rare and highly magical tomes purporting to contain knowledge of such places. A few of these texts 
  were penned by the eccentric, but surpassingly powerful wizard Zagig Yragerne making them valuable but of dubious 
  veracity. Hidden away beneath the library these writings are not available for casual perusal by the curious, guarded as 
  they are by the library’s chief researcher the reclusive sage, Iquander. Similar texts were once held in Rauxes, although 
  their fate after the catastrophic events of early 586 CY is unknown.  
   
  Known Fading Lands include the Faerie Court of Rings hidden deep within the Welkwood, the Mines of 
  Dumathoin in the Stark Mounds, and the Crypts of the Iron Souls in the Gloriole Mountains. The Blood Obelisk of Aerdy, 
  a powerful artifact hidden in the Gull Cliffs, also stands within its own Fading Land. 
   
  FLIGHT OF FIENDS 
  The years following the Pact of Greyhawk were anything but peaceful. Thousands of demons, devils, and other 
  outsiders plagued Veluna, and Iuz’s fiendish army still remained on Oerth. In Coldeven 586 CY, Canon Hazen of 
  Veluna employed the Crook of Rao, a powerful artifact supposedly made by the god himself, in a special ceremony that 
  purged the Flanaess of nearly all fiends inhabiting it. Outsiders summoned by Iuz, Ivid, or independent evils fell victim 
  to this magical assault, which became known as the Flight of Fiends. The Crook was left inert and Canon Hazen was 
  destroyed in its use. 
   
  GREYHAWK WARS 
  In 582 CY, the god Vatun appeared to his subjects among the barbarian tribes of the Thillonrian Peninsula. Ancient 
  legend predicted that the return of Vatun, who had vanished centuries ago, would signal the birth of a barbarian empire 
  in the north. Unfortunately, this particular “Vatun” was actually Iuz, whipping the northmen into a war frenzy. 
   
  The barbarians invaded the Old of Stonefist, which allied with them after Iuz ensorcelled Sevvord Redbeard, the 
  Master of the Hold. The combined host then smashed through the Griffs and into the duchy of Tenh, which was swiftly 
  overwhelmed. The barbarian alliance soon crumbled, but the damage was done: Tenh and Stonefist belonged to the Old 
  One. Returning to his homeland, Iuz then conquered the Horned Society, Bandit Kingdoms, and Shield Lands in quick 
  succession. Furyondy was invaded, and much of its northern territory was captured and laid waste. Iuz held the 
  northern Flanaess in a death grip. 
   
  Taking advantage of the chaos, Ivid V ordered the Great Kingdom’s armies to muster, with the intention of paying 
  back his foes for centuries of impudence. The war that followed was staggering in scope and consequence. Almor was 
  utterly destroyed; Nyrond was invaded; Sunndi was conquered. The nobles of the Great Kingdom fell upon one 
  another, terrified of their insane Overking and eager to steal the lands of their neighbors. In the chaos, Medegia was 
  despoiled and Rel Astra attacked by the Great Kingdom’s own military. Ivid attempted to ensure loyalty by having his 
  generals and nobles assassinated and reanimated as intelligent undead (animuses), with all the abilities they possessed 
  in life. He in turn was also assassinated, though the church of Hextor restored him to undead “life,” after which he 
  became a true monster known as Ivid the Undying. 
   
  The madness of war bred more war. In 584, south of Greyhawk, a half-orc named Turrosh Mak united the vile 
  nonhuman tribes of the Pomarj. Mak’s armies boiled north, conquering several of the cities of the independent Wild 
  Coast, then capturing nearly half of the Principality of Ulek. The appeals of Prince Corond of Ulek to Yolande, the elven 
  
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  queen of Celene, fell upon uncaring ears. Celene closed its borders to even its most trusted allies, refusing to let elf 
  blood fall in human wars. 
   
  This same year, decade-old paranoia regarding the Scarlet Brotherhood came true, as advisers in courts throughout 
  the Flanaess were found to be Brotherhood agents. The Lordship of the Isles, Idee, Onnwal, and the Sea Princes fell 
  under the influence of the Scarlet Sign, from treachery or invasion. Barbarians from Hepmonaland and the Amedio 
  Jungle were used to secure captured lands. The Brotherhood was revealed as an evil, racist order dedicated to preserving 
  the culture and purity of the ancient Suel Imperium, without regard to the lives of others. 
   
  For three years, the whole of the Flanaess flew banners of war. Nations fell as new empires were born. Demons and 
  devils from the Outer Planes were summoned en masse by Iuz and Ivid V, and hundreds of thousands of mortals died. 
  Finally, the battle-weary combatants gathered in Greyhawk to declare peace. Harvester 584 CY was to see the signing of 
  the Pact of Greyhawk, fixing borders and mandating an end to hostilities. 
   
  On the Day of the Great Signing, however, Greyhawk suffered a great treachery: Rary, one of the Circle of Eight, 
  destroyed his companions Tenser and Otiluke in a great magical battle, then fled. Many suspected that the former 
  Archmage of Ket had hoped to hold the ambassadors hostage, perhaps capturing Greyhawk itself in the process. 
  Instead, he and his cohort, Lord Robilar, went to the Bright Desert to form their own kingdom. Fearing further 
  disruptions, the delegates hurriedly signed the Pact of Greyhawk. Ironically, because f the site of the treaty signing, the 
  great conflicts soon became known as the Greyhawk Wars. 
   
  IUZ 
  Iuz, the Old One, is thought to be the half-fiend son of the demon lord Graz’zt and the powerful wizard Iggwilv. 
  Appearing on Oerth as a shriveled old man or as a huge, demonic-looking being, Iuz has many fiendish allies and 
  impersonates other gods to fool mortals and increase his territory. He remains a great threat to the balance despite 
  setbacks since the Greyhawk Wars. 
   
  In 570 CY, Iuz was freed by Sir Robilar from the Godtrap beneath Castle Greyhawk. He had been trapped, along 
  with eight other gods, by the mad archmage Zagig in the dungeons of the castle. The Old One’s release allowed him to 
  retake his holdings in the northern Flanaess and build an empire the conquest of which led to the Greyhawk Wars. 
   
  Bonehearts and Boneshadow 
  Iuz’s most trusted servants are his six Greater Bonehearts, six Lesser Bonehearts, and six Boneshadows. The Bonehearts 
  are his political figures, leaders, rulers of nations, and top advisors. The Boneshadows are his elite spies, sowing 
  discontent, gathering information, assassinating key individuals, and carrying out other secret missions for the Old 
  One.  
   
  Null: The archmage Null is a Greater Boneheart and personally involved in most of Iuz’s grand schemes. For 
  example, he was with Iuz when Old Wicked stole the Codex of Infinite Planes and was the primary architect of the 
  Old One’s war on the Abyss. 
   
  Sunifarel Brightrobe: This half-elf wizard from Celene is one of the enigmatic members of the Boneshadow. He 
  is primarily a scholar and collector of ancient lore, locations, and artifacts, preferably those dealing with 
  unspeakable evils. 
   
  RAO 
  Rao, the Calm God, is shown as an old man with dark skin, white hair, slender hands, and a serene smile. Any time an 
  offering of peace is made, Rao grows a day younger. Although he never intervenes directly on Oerth, Rao is the creator 
  of several artifacts of good, particularly the Crook of Rao. He is a dedicated foe of Iuz, an ally of Zilchus, and is otherwise 
  friendly with all other beings. He can cause any aggressive being to relax into an agreeable calmness with a glance, 
  having thwarted even Nerull with his power in the past. 
   
  SIR ROBILAR AND THE NINE IMPRISONED GODS 
  As part of his mission to achieve godhood, Zagig Yragerne imprisoned nine demigods beneath Castle Greyhawk. Years 
  later, Sir Robilar entered the ruins and released Iuz from the prison. Contradicting rumors say that the release was 
  accidental, purposeful and on the orders of Mordenkainen, and many iterations between. 
   
  No one knows exactly which demigods were imprisoned, but the mural in The Magic Box portrays these nine: 
  Merikka, Stern Alia, Wastri, Xilonen, Zuoken, Chitza-Atlan, Tlazoteotl, Rudd, Iuz 
   
  THARIZDUN 
  Tharizdun, the Dark God, is an old and evil god of uncertain origin, imprisoned by the concerted effort of all of the gods 
  over one thousand years ago, after which he has not been heard from. If freed, it is said that the gods would again unite 
  
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  to lock him away, for he wishes no less than to unravel the fabric of the universe. Sites keyed to him still exist, and his 
  relics still hold power. Although no true depictions of him remain, he is thought to be an utterly black entity without a 
  solid form, leaving cold, decay, and insanity in his wake. The current teachings of his faith revolve around the number 
  three, the discovery of items relating to his power (keys to contacting him), and the means to free him from his 
  confinement. 
   
  Many of his clerics are mad. The rest (such as rumored sects of the Scarlet Brotherhood, known as the Black 
  Brotherhood) are deluded enough to think that his release will grant them privilege when he remakes the world. They 
  are very secretive and learn to trust only other members of the cult. They conduct bizarre rituals and explore ancient 
  sites for keys to his chains. Because of their god’s imprisonment, his clerics must be in contact with an object or site 
  imbued with some of Tharizdun’s power to prepare or cast spells. 
   
  VELUNA 
  The folk of Veluna have long represented the best aspects of humankind. Here, humans and elves live in harmony, 
  farming arable land and working together to build a common culture founded upon the tenets of peace, reason, and 
  serenity. The influence of the Church of Rao is everywhere in Velnua, gently enforcing their doctrine through the 
  administration of fair, firm (but not overly harsh) laws. A land renowned for its scholars and seers, Veluna is also a 
  pilgrimage site for those seeking wisdom and stability in their own lives. 
   
  Trade in Veluna runs along two primary corridors, the Velverdyva River and the Great Western Road. Though 
  most of the truly important settlements along the Velverdyva belong to Furyondy’s duchy of the Reach, Veluna claims a 
  number of small ports along the southern banks. A long-cultivated tolerance for the Rhennee bargefolk, who are 
  generally unwelcome on the northern shores, provides a willing flotilla of barges, and occasional protection for larger 
  vessels when strange creatures crawl from the river deeps. The Great Western Road is well-fortified, and sees more 
  traffic than the river. Most of this traffic flows west, anchored by caravans bound for Lopolla and the rich markets of 
  Ekbir, Tusmit, Zeif, and beyond. 
   
  
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  ADVENTURE RESOURCE 3 
  Here is a list and brief description of the current occupants of The Magic Box. 
   
  Waitstaff 
  Devadas: The bartender and owner of The Magic Box, he’s an older Oeridian man with a bald head and big belly. He 
  smiles often and speaks little. He doesn’t share any secrets of the tavern itself, but can recount the greatest adventures of 
  both the Citadel of Eight and the Circle of Eight if asked. His favorite stories are about Otto and the times they cooked 
  together in The Magic Box’s kitchen. 
  Ashima: Devadas’ youngest daughter. She has her mother’s Suloise features with long, flaming red hair, pale skin, and 
  vivacious curves. She turns every eye in the tavern, but never flaunts or takes advantage. Much like her father, she 
  knows all the stories of the Citadel and Circle of Eight, but always defers to Devadas when stories are called for. She 
  only takes the lead at his insistence or if he is in the kitchen. 
   
  Patrons 
  Berimor Ironshield: Berimor is the kind of person that others wonder why he is in a tavern. He doesn’t like talking. He 
  doesn’t like singing. He doesn’t like people. He sits in the corner with his face pressed firmly against a tankard of ale, 
  stopping only to dispel any annoying magicks younger patrons may be casting. If spoken to directly, he usually 
  responds with grunts, glares, or the occasional burp. Ashima has learned to simply refill his tankard when it is empty 
  and to bring him exact change once he has paid and to otherwise stay out of his way. 
  Jahan Makalin: Jahan is a wizard because that is what his twin sister wanted to be as a child. Jahan loves Lusha and has 
  followed in her footsteps his entire life. He doesn’t like being a wizard, though, and has always managed to place 
  himself in the middle of the pack, never great, never poor. Friends joke that he’s a bard disguised as a wizard. Jahan 
  loves attention and goes out of his way to get it, making jokes, playing tricks, and even singing the occasional song. He 
  is well liked. Despite his mediocre talent, nepotism has seen him advance quickly among the wizarding ranks. Jahan 
  also loves women and they love him. He is here today with Mahra Moonblossom, an apprentice wizard who frequently 
  tells him that she wants to learn everything he knows. Jahan jokes that teaching her everything he knows won’t take 
  that long, leaving them time for more pleasurable activities. 
  Lusha Makalin: Jahan’s twin sister, Lusha lacks his looks and his charisma so has spent her life in his shadow. Those that 
  have met her assume she is bitter about this fact given that her magical ability dwarfs that of her brother. Lusha loves 
  her brother and that love supersedes any ambition she might have. She does not resent the attention he gets or the 
  advancement he receives. She contents herself at being the best she can be. She spends a lot of time keeping her brother 
  out of trouble as well. 
  Mahra Moonblossom: This is the half-elf’s first time at The Magic Box. Jahan brought her here. She enjoys his attention, but 
  also understands what it means to be courted by a wizard of his prestige. She laughs at every one of his stories and only 
  his stories. While she offers polite smiles and even the occasional giggle to others’ stories, she does not like Lusha. 
  Mahra does not smile at her or even look her in the eye. 
  Mercer: The dwarf is a justicar and a frequent companion of the wizard Stroth. He knows every inch of Greyhawk City 
  and is the only person to find the tavern without intentionally looking for it. His natural inquisitiveness made him 
  notice the hidden second story and so he investigated the front foyer. He might have figured out the optical illusion 
  faster if Stroth had helped him at all, but as in all things, the gray elf simply let the dwarf enter first, entering only when 
  he was certain his friend hadn’t been killed by any lurking monsters. Mercer owns a keep in Veluna. He talks often of 
  the new Flight of Fiends. 
  Stroth: The gray elf found The Magic Box three years ago and has become a regular patron. He enjoys the high-browed 
  company and considers the wizards of almost-equal intellect. A classic gray elf, he offers little respect to any races other 
  than gray elves (but even they are not as intelligent as he). He accepts his travel partner Mercer as someone who will do 
  the things he does not want to, such as opening doors and entering buildings first. Stroth only speaks when spoken to. 
  Taras: He has already forgotten his mother’s warning. He spends his entire time trying to think of something smart to 
  say to Ashima, but he’s not a very smart person. His comments usually come out like “You’re pretty” and other equally 
  simple statements. 
  
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  GM AID 1: MAP OF THE CITY OF GREYHAWK 
   
  
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  GM AID 2: MAP OF THE LIBRARY 
   
   
   
   
  
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  GM AID 3: PLANE OF SHADOW 
  The Plane of Shadow is a dimly lit dimension that is both coterminous to and coexistent with the Material Plane. It 
  overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover 
  great distances quickly. 
   
  The Plane of Shadow is also coterminous to other planes. With the right spell, a character can use the Plane of Shadow 
  to visit other realities. 
   
  The Plane of Shadow is a world of black and white; color itself has been bleached from the environment. It otherwise 
  appears similar to the Material Plane. 
   
  Despite the lack of light sources, various plants, animals, and humanoids call the Plane of Shadow home. 
   
  The Plane of Shadow is magically morphic, and parts continually flow onto other planes. As a result, creative a precise 
  map of the plane is next to impossible, despite the presence of landmarks. 
   
  The Plane of Shadow has the following traits: 
   
  • 
  Magically morphic. Certain spells modify the base material of the Plane of Shadow. The utility and power of these 
  spells within the Plane of Shadow make them particularly useful for explorers and natives alike. 
  • 
  Mildly neutral-aligned. 
  • 
  Enhance magic. Spells with the shadow descriptor are enhanced on the Plane of Shadow. Such spells are cast as 
  though they were prepared with the Maximize Spell feat, though they don’t require the higher spell slots. 
  • 
  Furthermore, specific spells become more powerful on the Plane of Shadow. Shadow conjuration and shadow 
  evocation spells are 30% as powerful as the conjurations and evocations they mimic (as opposed to 20%). Greater 
  shadow conjuration and greater shadow evocation are 70% as powerful (not 60%), and a shades spell conjures at 90% 
  of the power of the original (not 80%). 
  • 
  Impeded magic. Spells that use or generate light or fire may fizzle when cast on the Plane of Shadow. A spellcaster 
  attempting a spell with the light or fire descriptor must succeed on a Spellcraft check (DC 20 + spell level). Spells 
  that produce light are less effective in general, because all light sources have their ranges halved on the Plane of 
  Shadow. 
   
  Despite the dark nature of the Plane of Shadow, spells that produce, use, or manipulate darkness are unaffected by the 
  plane. 
  
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  GM AID 4: MAP OF JUBILEX’S GRASP 
   
   
   
   
  
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  GM AID 5: MAP OF THE FOUNTAIN OF SCREAMS 
   
   
   
   
  
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  GM AID 6: MAP OF THE PRISON 
   
   
   
   
  
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  GM AID 7: MAP OF THE RUINS 
   
   
   
   
  
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  PLAYER’S HANDOUT 1 
  Researching the Library of Greyhawk, you have come across this pertinent information published in a book written in 
  588 CY: 
   
  The Codex of Infinite Planes is a book so massive that even two strong men can barely lift it. The cover 
  of the book is obsidian and the pages are sheets of paper-thin lead. Each page is inscribed with 
  writings in alien languages and illuminated with illustrations both beautiful and horrific. No matter 
  how many pages are turned, there is always at least one more. 
   
  The origin of this tome is thought to predate the invention of written language among humans. 
  It was discovered by the High Wizard-Priest of the Isles of Woe and used to create an empire on 
  Oerth and other planes of existence before its powers sank the Isles beneath the Nyr Dyv. 
   
  It was thought that the Codex had been destroyed, but the archmage Tzunk appeared with the 
  Codex, and after lengthy study, attempted to conquer the City of Brass. The invasion failed. Tzunk 
  was punished and the location of the Codex was lost. 
   
  All powers of the book are triggered by reading it, if one knows the proper page in which to 
  look. The Codex can open a portal to any plane, demiplane, fading land, dimension, or world, at any 
  location. It can summon a greater fiend to serve the reader for 24 hours, and it can raise the dead. 
   
  Those who use the Codex gradually become more than mortal, transforming into hero-gods or 
  fiends. The archmage Tzunk, after lengthy exposure to the tome, gained a horrific form of 
  immortality that caused him to remain conscious and animate even after his body was dismembered 
  by the efreeti and scattered across the world. 
   
  The Codex of Infinite Planes is as much bane as boon. Terrible destruction has been unwittingly 
  released against those who attempt to master it: earthquakes, storms, fiendish invasions, 
  imprisonment, and death. This has led some to theorize that it is cursed or contains information 
  best left unknown. Those who open it for the first time are often instantly annihilated. 
   
  The Codex uses its readers as slaves, entering their dreams and guiding them on visions of the 
  infinite planes, forcing them to write its pages. This is how the Codex continues to exist and to grow. 
  Eventually its scribes use up their own lives; when they come to the page that describes themselves, 
  they are empty husks, and the Codex finds another slave to continue its self-creation. 
   
  593 CY: Adventurers claim to have found and used the Codex to seal the breach to the Ethereal 
  Plane. They have no corroborating evidence to support this. 
  –Iquander. 
  
  COR8-06 Entrapment 
   
  Page 94 
  PLAYER’S HANDOUT 2 
  Researching the Library of Greyhawk, you have come across this pertinent information: 
   
  The well of many worlds is a strange, inter-dimensional device that looks just like a portable hole. 
  Anything placed within it is immediately cast to another world—a parallel world, another planet, or 
  a different plane (chosen randomly). If the well is moved, the random factor again comes into play. 
  It can be picked up, folded, or rolled, just as a portable hole can be. Objects from the world the well 
  touches can come through the opening just as easily as from the initiating place. (It is a two-way 
  portal.) 
   
  In 594, adventurers delved a crypt in the Principality of Ulek and recovered a well on behalf of 
  their benefactor, a drow named Tysiln. The adventurers betrayed the drow and delivered the well to 
  the archmage Drawmij. 
   
  It is rumored that the well they recovered is actually a minor artifact, not subject to the 
  randomizing effect normally associated with a well of many worlds. No confirmation has been given 
  by the archmage or his associates. 
  
  COR8-06 Entrapment 
   
  Page 95 
  PLAYER’S HANDOUT 3 
  Researching the Library of Greyhawk, you have come across this pertinent information, written in 574 CY: 
   
  The Valley of the Mage lies hidden within the central Barrier Peaks mountain range, concealing 
  within its confines the source and headwaters of the Javan River. The only natural passage through 
  the surrounding wall of mountains lies near the northern end of the valley. From here the river 
  exits, flowing beneath the trees of the Dim Forest. This lush valley is one of the most naturally 
  isolated realms in the Flanaess. The closest neighboring states are Bissel and the Grand Duchy of 
  Geoff. Across the Barrier Peaks to the west are Ull and the Plains of the Paynims. 
   
  Valley elves patrol the entrance, often in force, and gnomes are sometimes found among their 
  ranks. These patrols are comprised entirely of infantry, usually wearing chainmail or studded 
  leather, and armed with longsword and bow. The tenor of encounters with these elves is highly 
  variable; sometimes they are wont to attack immediately; while at other times the elves turn back 
  intruders with only a warning. The patrols do not seem to be highly disciplined or organized, and 
  the elves are just as unpredictable when encountered outside the Valley. 
   
  The sovereign that is said to rule here is known as the Mage of the Vale, or the Black One. His 
  court has no formal relationship with any other government, though he is suspected of maintaining 
  a ring of spies in several cities in the neighboring realms. There is almost no trade, either; it is 
  thought that the Black One prefers to send his servants on errands of theft and banditry instead. 
  Henchmen of the Mage that were captured have either escaped or wasted away, dying if not allowed 
  to return to their master. 
   
  Little else is known of the Mage or the interior conditions of his domain. Those who have 
  traveled there describe passing from under the deep shadows of the Dim Forest, through a wide gap 
  in mountains, to find a warm and fertile countryside within, with few inhabitants. The broad 
  northern basin is grassy and pleasant, while the high southern valley is rocky and tree covered. 
  Little apparent danger is here during the day. Nightfall in the valley is quite sudden, and the 
  landscape comes alive with monstrous predators. It is not known if these are conjured in response 
  to trespassers or are hazards for the subjects of the Mage as well. It may be that serving the Mage of 
  the Valley is as perilous as opposing him. 
  
  COR8-06 Entrapment 
   
  Page 96 
  PLAYER’S HANDOUT 4 
  Researching the Library of Greyhawk, you have come across this pertinent information, written in 596 CY: 
   
  The original Mage of the Vale, Jaran Krimeeah, named his lover, a drow wizard named Tysiln San as 
  First Protector of the Vale. Shortly after, he vanished. Since Jaran’s disappearance, two wizards have 
  become the Mage of the Vale. The first was killed during a giant raid on the Valley. The second and 
  current Black One, Elock, is a necromancer refugee from Bissel. Due to hostilities by Evard the 
  Black, necromancers find the march to be less than welcoming. 
   
  Tysiln still holds her post as First Protector of the Vale. She openly supports Elock’s position as 
  Black One, but continues the search for Jaran in secret. 
   
  Stories about the Mage of the Vale vary greatly, but many suggest that there may be more to the 
  Valley than its verdant flora. The tales say that streams of magic flow through the Valley and that the 
  Black One holds power over this magical current, using it to augment his already potent magical 
  abilities. In addition it may or may not offer him a number of spell-like abilities that utilize the 
  natural surroundings of the Valley in ways not usually affected by magic. 
  
  COR8-06 Entrapment 
   
  Page 97 
  PLAYER’S HANDOUT 5 
  Searching through the books in the Library of Greyhawk, you have discovered this letter: 
   
  Friend, 
   
   
  I am no longer in my master’s council as I once was, but some schemes are too grand to keep 
  secret. His release of the ether threat onto Oerth has propelled adventurers into action. They have 
  found the Isle of Woe and take now the hero’s journey, as predicted by my master. They will find 
  the Codex of Infinite Planes to seal the rift, and in doing so, make its location known to us. He will 
  seize the Codex and bend it to his will. No corner of Oerik will be spared his wrath. No plane of the 
  Abyss will be safe from his conquest. The old gods may have feared that the Dark God would 
  unmake reality. How foolish of them to neglect the ingenuity of youth. To my master come all 
  things. 
   
   
   
  V 
  
  COR8-06 Entrapment 
   
  Page 98 
  PLAYER’S HANDOUT 6 
  Searching the librarian’s office, you find and decipher the following information: 
   
  Diysen, 
   
   
  The Citadel has directly involved itself twice now. This was unexpected. Chances are high that 
  they will discover the true location of the clone. Their resources in the Cairn Hills are nearly 
  exhausted. Ensure no one reaches The Magic Box. 
   
   
  Agents have seen the Keolander sending lackeys to the library. Find any pawns he has employed 
  and destroy them. His delays in the library will give us the time we need in the Valley. 
   
   
  Do not fail. Hail Iuz! 
   
  Sunifarel Brightrobe 
  
  COR8-06 Entrapment 
   
  Page 99 
  PLAYER’S HANDOUT 7 
  Searching through the books Skor removed from the Library of Greyhawk, you discover one piece of pertinent 
  information that you did not discover in the library. 
   
  The old gods, even when unified, were not powerful enough to destroy the Dark God, Tharizdun. 
  Instead, they created a pocket dimension, the Demiplane of Imprisonment, to hold the god for all 
  eternity. 
   
  A number of places on Oerth are called keys, unholy sites linked to Tharizdun’s prison that can 
  still draw divine energy from him. The Temple of Elemental Evil in the Viscounty of Verbobonc is 
  perhaps the most notable of these. While his followers have tried repeatedly, none of these keys are 
  capable of being used as a gate to the demiplane. Likewise, spells such as planeshift, greater teleport, 
  wish, or miracle or powerful magic items, such as the Well of Many Worlds, are incapable of accessing 
  the prison. 
   
  This was intentional on the gods’ part. To breech the Demiplane of Imprisonment would be to 
  afford the Dark God an opportunity escape. Once free, he could unmake reality. 
  
  COR8-06 Entrapment 
   
  Page 100 
   FEEDBACK & CRITICAL EVENTS SUMMARY 
  Please complete this form and submit the results to iuzcircle@gmail.com. 
   
  On a scale of 1 to 10, 10 being the best, please rate the enjoyment and difficulty of each encounter: 
   
  Encounte
  r 
  Enjoymen
  t 
  Difficult
  y 
   
  Encounte
  r 
  Enjoymen
  t 
  Difficult
  y 
  2 
   
   
   
  9 
   
   
  3 
   
   
   
  10 
   
   
  4 
   
   
   
  11 
   
   
  5 
   
   
   
  12 
   
   
  6 
   
   
   
  13 
   
   
  7 
   
   
   
  14 
   
   
  8 
   
   
   
  15 
   
   
   
   
  How many PC deaths were there? 
   
   
  Please list any other comments you would like to make: 
   
   
   
   
   
   
   
   
   
  In your estimation, were the PCs more aligned or sympathetic to Drawmij or Tenser? 
   
     Drawmij 
     Tenser 
   
   
  Please place a check next to each wizard that the PCs freed: 
     Evard 
     Jaran 
     Tenser 
   
   
  Did the PCs remove the Spiral of Shothragot from the pool? 
   
     Yes 
     No 
   
   
  To whom did the PCs grant control of the Spiral of Shothragot? (If a PC or Other, please give details) 
     Elock 
     Jaran 
     Tenser 
     Tysiln 
     Other 
     PC 
  Details: 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR8-06 Entrapment (3E).pdf