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. 
   
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  please visit www.wizards.com/d20 
   
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  VER5-06 
   
   
   
   
   
   
  On the Viscount’s Secret 
  Service 
   
  A One-Round D&D® Living Greyhawk™ 
  Verbobonc Regional Adventure 
   
  By Michael Maenza and Sean Esterline 
   
  Circle Edit: Tim Sech 
   
   
   
  An unusual request, a secret meeting, and a hamlet that isn't on any maps. You've been selected to assist in investigating 
  just what has the Church of Saint Cuthbert worried...and the Viscount thinking there is something far more sinister 
  going on. An adventure for characters level 10 to 17. (APLs 12 to 16).  PC combatants that are members in Verbobonc 
  regional meta-org's, or who are mercenary in nature, are highly recommended. 
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  LIVING GREYHAWK campaign—a worldwide, ongoing D&D 
  campaign set in the GREYHAWK setting—you must sanction 
  it as part of an RPGA event. This event could be as elaborate 
  as a big convention, or as simple as a group of friends 
  meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions the 
  event is called the senior gamemaster, and is in charge of 
  making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back to 
  the RPGA in a timely manner. The person who runs the 
  game is called the table DM (or usually just DM). 
  Sometimes (and almost all the time in the cases of home 
  events) the senior gamemaster is also the table DM. You 
  don’t have to be a HERALD-LEVEL GM to run this adventure 
  if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING GREYHAWK 
  PC. Second PC and DMs gain rewards for sanctioned RPGA 
  play if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth two (2) 
  points.  
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK PC 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA website 
  at www.rpga.com.  
   
  PCS 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 
  DM only. If you read farther than this section, you’ll know 
  too much about its challenges, which kills the fun. Also, if 
  you’re playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes you 
  ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: PC’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides PC information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on non-player 
  characters (NPCs) and monsters appear in abbreviated form 
  in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS OF 
  PLAY 
  Because PCs bring their own PCs to LIVING GREYHAWK 
  games, this adventure’s challenges are proportionate to the 
  modified average PC level of the PCs participating in the 
  adventure. To determine this modified Average Party Level 
  (APL) follow the steps below: 
  1. 
  Determine the PC level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for combat 
  (most likely dogs trained for war), other than those 
  brought by virtue of a class ability (such as animal 
  companions, familiars paladin’s mounts) or the 
  warhorse of a PC with the Mounted Combat feat, use 
  the sidebar chart to determine the number of levels 
  you add to the sum of step one. Add each PC’s animals 
  separately. A single PC may only bring four or fewer 
  animals of this type, and animals with different CRs 
  are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round up to 
  the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. Based 
  on their choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a character's PC 
  is three character levels or more either higher or lower than 
  the APL at which this adventure is being played, that 
  character receives only one-half of the experience points 
  and gold for the adventure. This simulates the fact that 
  either the PC was not challenged as much as normal or 
  relied on help by higher-level PCs to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 3 
   
  LIVING GREYHAWK adventures are designed for APL 2 
  and higher. Four or five 1
  st-level PCs 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 PC. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard two-round Regional adventure, set in 
  Verbobonc.  PCs native to Verbobonc pay one Time Unit 
  per round, all others pay two Time Units per round.   
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability damage 
  until the next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-game 
  penalties (or possibly gain in-game benefits) as may be 
  detailed in this adventure. 
   
  A PC who does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild.  If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check (DC 20), the 
  PC will heal temporary ability damage as if he or she paid 
  for Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts if 
  the PC has at least four ranks in Craft (bowmaking).  The 
  PC is allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can be 
  found in the “Lifestyle and Upkeep” section of Chapter 3 of 
  the Living Greyhawk Campaign Sourcebook. 
   
   
  Adventure Background 
   
   
  For several years the Viscounty of Verbobonc has been 
  plagued with agents of the Old One. Sent to disrupt and 
  ultimately take over, they hatched plans and worked 
  behind the scenes. As a group of three each had his or her 
  task to carry out. For the first it was to pose as one of the 
  most powerful nobles of Verbobonc, Lord Milinous. In this 
  role Iuz’s agent worked to secure more power and wealth, 
  all the while attempting to corrupt other nobles. Thwarted 
  by the real Lord Milinous’s return, his work quickly 
  unraveled, foiled by the heroes of Verbobonc. 
   
   
  The second was far more secretive and far more 
  cunning. Obmi, the Hammer of Iuz, used his stealth and 
  skill for disguise to steal one of the most precious items of 
  the Vicounty; the Revnash Splinter. As a symbol of the 
  churches power and focus for the commoner’s faith, Obmi 
  believed that it would weaken the most hated church of the 
  Old One.  Once secured, he proceeded to work his invisible 
  hand against the nobles, hoping to pit them against the 
  very citizens they rule. Not satisfied with working through 
  agents he chose to do his most ambitious task himself. 
  Using diversions and disguise he worked his way through 
  House Avgustin, killing its only male heir. Just as several 
  heroes of the Viscounty found him he escaped leaving 
  many to wonder when he will appear again and what 
  damage will follow. 
   
  This adventure centers on the third of these wicked three, 
  the Cowled Lady. Highly intelligent, she is considered the 
  leader of the three. Her time here has been spent trying to 
  destroy the Viscounty with brute force and her keen eye for 
  military tactics. Off and on she has raged a small war in the 
  Kron using giants and humanoids. Initially appearing to 
  only desire the blood of the gnomes, she found little 
  resistance to her army. So little that she took most of the 
  southern Kron and setup up a stockade close to the 
  Lortmils. From there she sent out waves of troops to secure 
  resources, land and chattel. 
   
  The black fortune of the Old One himself smiled on the 
  Cowled Lady with the arrival of Brother Barnaby. A priest 
  of Saint Cuthbert, Brother Barnaby served as a missionary 
  of the Cudgeller’s faith, preaching the rhetoric of 
  steadfastness and devotion to Cuthbert’s principals. 
  However, times have changed since when Brother Barnaby 
  was first ordained. Instead of the crowds that would flock 
  to his revivals, the blacksliders which he encountered, 
  ridiculed and mocked him, driving him out of the villages. 
  Blaming the polyglot of the various faiths that have sprung 
  up in the Viscounty over the past few years, Barnaby sought 
  a quiet place removed from the sin and decadence of more 
  urban areas – a place where he could minister to the 
  faithful without the corrupting influence of the anti-faiths.  
   
  His search brought him to the thorp of Sojourn, aptly 
  named given the travels which had ultimately led to 
  Barnaby’s arrival. The residents of the small area welcomed 
  the priest with open arms, for they too had sought a place 
  removed from civilization. Here, he thought, was finally a 
  place to call home and a flock of penitents of his attention. 
   
  Unfortunately for good Brother Barnaby, the town of 
  Sojourn lay precariously close to a mine of strange green 
  ore, which the Cowled Lady now needed for her conquest 
  of Verbobonc. In her travels through the Lortmil 
  Mountains, the Cowled Lady and his minions of shadow 
  recruited the few giants and orcs that still eked out a living. 
  Broken during the Hateful Wars, those that did not flee 
  eastward to the Poor March (now known as the Pomarj) 
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 4 
  were reduced to a life of near squalor and extinction. 
  Whispering her honeyed words, she needed little to 
  persuade the humanoids to war against the gnomes that 
  had driven them from their homes years ago. And so grew 
  her army bit by bit, until she encountered a mountain 
  giant. Using her evil magics, the Cowled Lady bounded the 
  giant to her by force of will. The power of the mountain 
  giant to summon near limitless forces was a boon beyond 
  compare; however the inability to retain those forces for 
  any length of time was an obstacle – one to be overcome. 
   
  Receiving forbidden arcana from certain members of the 
  Boneheart, the Cowled Lady learned of a means whereby 
  she might bind the summoned giants more permanently. 
  The lore involved the sacrifice of innocents, the corruption 
  of the pure, rare, and precious metal – the metal contained 
  within the mines near Sojourn. 
   
  And so did the Cowled Lady travel to Sojourn. Causing a 
  great tear in the fabric of reality, she created a base for 
  herself, from which she could personally oversee the 
  mining of the ore and prepare for the domination of the 
  land. Enslaving Brother Barnaby, she turned him into her 
  unwilling agent, broke his hold on reality, and drove him 
  insane. Preaching a new penitence for the faithful, Barnaby 
  sent the adults of the town into the mines to retrieve the 
  ore. Their children, he said, were sent to see Saint Cuthbert 
  personally. In reality, the insane priest cast them through 
  the rift to the Cowled Lady’s demesne, where they were 
  slaughtered.  
   
  She is nearing the completion of her goal, and soon her 
  armies will drive forth. 
   
  Adventure Summary 
   
  Introduction: The PCs are contacted by nobles asking for 
  assistance on the Viscount’s behalf; alternately PCs receive 
  instructions from their superiors in the regional 
  metaorganization to which they belong. Regardless, they 
  are asked to lend assistance to the Viscounty, though details 
  of any kind are scant. 
   
  Encounter 1: The PCs meet at the lighthouse on the 
  northwest side of Verbobonc City. There, they meet the 
  Viscount and Bishop Haufren, who inform the party as to 
  what they would like the party to do. They will ask the 
  party for a vow of secrecy before explaining the situation. 
  The party must figure out the divination, as well as the 
  existence of Sojourn and its location. 
   
  Encounter 2: The party must travel to Sojourn if they have 
  figured out where it is. If the party has not come up with 
  the information themselves they have two options. They 
  may talk with either a Walker of Fharlanghn or the Crone 
  of the Kron. Either will make a deal with the party in 
  exchange for information, specifically how they may find 
  Sojourn. 
   
  Encounter 3:  After a period of travel the party arrives in 
  Sojourn and gets several minutes to look about before 
  Brother Barnaby arrives.  The party is invited to dinner.  
  This is a rather free-flowing role-playing encounter. 
   
  Encounter 4:  The party discovers or returns to the portal. 
  After several minutes of looking around the gate, a 
  guardian emerges from the shimmering gate. Once the 
  party defeats it they may travel to the demi-plane (or flee 
  back home). If the party rests the Cowled Lady and her 
  minions on the demi-plane will become aware that 
  something is wrong and prepare to accept hostile visitors 
  using everything in their power. 
   
  Encounter 5:  Upon arriving the party will realize that they 
  are not on the prime material plane. Standing on a plateau 
  with the gate they spy a large structure in the distance, as 
  well as undead crowding the surface below. It is up to the 
  PCs to get to the structure, either exploring it or defeating 
  those within. It is there that the Revnash Splinter sits. 
   
  Encounter 6:  Upon defeating the last of her minions the 
  Cowled Lady appears as an image announcing her plans to 
  destroy the viscounty. Doing so she disappears and the 
  negative energy on the plane slowly increases to deadly 
  levels. It is up to the party to leave before their life force is 
  drained away. They may use the gate to exit or some other 
  magical means. 
   
  Conclusion:  The party should return to Verbobonc City to 
  report what has transpired and deliver the Revnash 
  Splinter. Bishop Haufren is ecstatic about the return of the 
  church relic and seems preoccupied with it. The Viscount 
  on the other hand listens intently to your report. Both offer 
  thanks and reward for a job well done before they depart to 
  prepare for what could be the final war with the giants and 
  the Cowled Lady.  
   
  Introduction 
   
   
  Regional PCs that belong to a Verbobonc metaorganization 
  receive the copy of Player’s Handout #1, specific to their 
  metaorg. 
   
  You were surprised two days ago when a high-ranking 
  member of your organization requested a meeting with 
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 5 
  you. The messenger said it was urgent and that your 
  superior would not wait. You were told to meet them in 
  Verbobonc city. 
   
  Regional PCs that do not belong to a Verbobonc 
  metaorganization receive Player’s Handout #2. 
   
  You were surprised two days ago when a high-ranking 
  member of the Church of Saint Cuthbert sent word that 
  he would like to meet with you. The messenger said it 
  was urgent and that the priest would wait two days. You 
  were told to meet her/him in Verbobonc city at the 
  Cathedral of Saint Cuthbert. 
   
  Non-regional PCs receive Player’s Handout #3. 
   
  You were very surprised to discover that your name is 
  on the tongue of foreigners. The message was to the 
  point and made an intriguing offer; work for the church 
  of Zilchus and be rewarded. While the particulars 
  weren’t mentioned, it did say that if you were interested 
  that you should be in Verbobonc City in 5 days time. 
  Accommodations would be made in your name. 
   
  You have now been waiting for two days, spending your 
  time and coin in attempts to amuse yourself. The 
  weather has been pleasant, though the local folk think 
  it’s unseasonably cooler than past years. While doing so, 
  you’ve encountered many of the locals and several 
  opportunities to get the word on the street have 
  presented themselves. 
   
  PCs are allowed two chances to Gather Information for the 
  time spent in the city. Use the better of the two rolls when 
  consulting the table below: 
   
  1–5: 
  Many merchants have expressed relief that the 
  Ket-Tusmit hostilities have ended. Shipments of 
  exotic spices and fabrics have begun to flow back 
  into the city. 
  6–10: 
  The Church of Saint Cuthbert has become much 
  more visible in regards to their ministering to the 
  commonfolk. 
  11–15: 
  It has been reported that the Viscount’s mother 
  visited Castle Greyfist in her official capacity as a 
  representative of the elven clans in the Gnarley. 
  16–20: 
  The Church of Zilchus and the Church of Pholtus 
  are working together to put the idle hands of 
  orphans to work. 
  21–25: 
  It has been rumored that a group of nobles have 
  expressed disappointment in Viscount Langard 
  and are awaiting a time to overthrow him. 
  26–30: 
  Lord Haxx has proposed the establishment of the 
  Verbobonc Merchant Marines, to protect river 
  and sea trade. So far it appears he has little 
  backing. 
  30+:  
  A wine merchant reported the return of Valorek 
  Greymantle, the first Mayor of Twilight Falls. 
  Considered by some to be a new, lesser noble, he 
  was reported leaving Castle Greyfist a week hence.
   
   
  Late in the afternoon on the second day you’re 
  approached by a lightly armored, Oeridian man. 
  Bearing the insignia of the Gentlemen of the Watch, 
  the local law enforcement charged with keeping the 
  peace in Verbobonc City, the constable moves with 
  purpose toward you. 
   
  “Please forgive my intrusion but I was asked to relay a 
  message concerning an expected meeting. I have been 
  told to inform you that the Lighthouse provides a 
  remarkable view of the river at sunset. It is there that 
  all will be illuminated. It is best that when traveling 
  there you make an effort to come alone. Look to arrive 
  at the time the Pelor’s orb starts to touch the horizon. 
  Tell the keepers that you know it’s late, but you’re 
  interested in the two wheatsheave tour.” 
   
  With that he turns and disappears into the crowd. 
   
  The Lighthouse looms as tall over the Verbobonc skyline as 
  Castle Greyfist. Situated just outside the city to the 
  northwest, it is one of the most notable structures on the 
  Velverdyva River and can be seen from pretty much 
  anywhere in the city. 
   
  Ask the PCs if they wish to do anything before heading out. 
  A Knowledge (nature) check, DC 5, will let the PC know 
  that sunset is two hours away. All others would perceive it 
  to be little over an hour. 
   
  Once the PCs decide to head toward the lighthouse, 
  continue with Encounter One. 
   
   
  Encounter One: Acceptance is a 
  Two Way Street 
   
   
  As the sun creeps toward the western horizon, you 
  make your way through the city towards one of the 
  entrance gates. Many of the street merchants are 
  already in the act of putting their wares away for the 
  night, though some are not above occasionally stopping 
  passersby to offer some item at a last minute deal. As 
  you approach the gate you become aware that many 
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 6 
  more people are lined up to enter the city. It seems that 
  many call Verbobonc City home at night. 
   
  Making your way through the hustle and bustle of the 
  River Road gate, you separate yourself from the mass of 
  people collecting outside and head north towards the 
  Lighthouse. Within minutes you find yourself in the 
  shadow of the great structure, becoming the focus of 
  several guards on the walls above. This close to the 
  Lighthouse, you quickly realize that it also serves as a 
  defensive tower, the last on the western-most wall of 
  Verbobonc City. Some eighty feet high, the building 
  appears to have several floors and directly connects to 
  the battlements of the city’s walls. As you get closer the 
  guards stiffen a bit, seemingly readying themselves to 
  accept you.  
   
  “H’allo travelers, what service may we do for you?” 
   
  The guards wait to see if the PCs ask for the tour or present 
  themselves as representatives acting in an official capacity. 
  Once done, the guards look to the third level of the 
  lighthouse where a priest of St. Cuthbert (Brother Justin) is 
  attempts to obtain divine information on the PCs, to see if 
  they are approved for entrance. PCs making a successful 
  DC 15 Spot check notice Brother Justin. 
   
  All APLs 
  �Brother Justin: hp 81; See Appendix I 
  �Lighthouse Guards (5): hp 79 each; See Appendix I 
   
  Anything other than the required exchange of pass phrases 
  results in the guard telling them that this is a military 
  outpost and not open to the public. Anyone causing trouble 
  or acting suspiciously causes the head guard to excuse 
  himself and inform a First Army priest of Saint Cuthbert of 
  the problems and let him deal with them.  
   
  PCs specifically watching the guards may make a DC 20 
  Spot check or Sense Motive to realize that while the guards 
  appear untrained and ill equipped, they are in fact very 
  alert. In fact, the guards are members of the 1
  st company of 
  Mounted Borderers (more commonly known as the 
  Knights of the Faithful Defender) posing as Standing Army 
  guards. They are here to secure the site and prepare for the 
  arrival of the heroes, as well as the Viscount and Bishop. 
   
  The guard relaxes somewhat upon hearing your reason 
  for being here. Turning to another guard, he gestures 
  toward the tower.  
   
  “Sergeant, escort the guests to the third floor meeting 
  chamber.” With that one of the guards snaps to 
  attention, “Please, follow me.”  
   
  Those bearing a military rank are addressed with their 
  proper title by the officer. However, the guards do not 
  accept any authority unless the PC is a member of the 
  Mounted Borderers or is a Knight of the Faithful Defender. 
   
  Entering the lighthouse, you make your way up several 
  flights of stairs. Passing the second floor, you notice 
  several guards poring over a document on a table. As 
  you peer at them to make out what they are doing, one 
  walks over and slowly shuts the door. Continuing to the 
  third floor, your journey ends abruptly in front of a 
  reinforced wooden door. Opening the door, the guard 
  motions for you to proceed, “Our other guests are 
  waiting for their tour in here, please make yourself 
  comfortable.” 
   
  As you enter the room, he closes the door leaving you 
  and your companions to wait. 
   
  The PCs wait about thirty minutes as the sun goes down 
  and day gives way to night. During this time they may or 
  may not introduce each other. PCs that are impatient or 
  wonder how long they have to wait will be told by the head 
  guard that they are awaiting the arrival of those that called 
  the meeting, and will say nothing more. 
   
  Eventually the Viscount and Bishop Haufren will arrive. 
   
  The silence causes the minutes to seem like days, 
  dragging on forever, and the thought crosses your mind 
  that you have been tricked! 
   
  As your patience is about to run out, the door slowly 
  opens with a long sounding squeak, accompanied by 
  the sound of footfalls as several people enter the room. 
   
  Four guards, bearing the crest of Verbobonc on their 
  shield, escort two individuals wearing cloaks and 
  mantles. Once all are in the room, one of the guards 
  closes the door and positions himself in front of it. The 
  two escorted figures stand at the head of the meeting 
  table and remove their garb. It takes a moment to sink 
  in and then you realize that you are in the presence of 
  his lordship, Viscount Langard. At his right hand stands 
  an old priest bearing the religious authority of the 
  church of Saint Cuthbert. All four guards bend to one 
  knee and bow their heads.  
   
  Citizens of Verbobonc know it is customary for them to 
  offer a bow or lower their head in the presence of the 
  Viscount, however those from outside the region are not 
  expected to. It is possible that regional PCs would likewise 
  choose not to bow for a variety of personal reasons. The 
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 7 
  Viscount does not take offense if this happens as time is of 
  the essence. Members of the Church of Saint Cuthbert 
  metaorg, as well as those who have met Bishop Haufren 
  previously recognize the old priest as the bishop. 
   
  Viscount Langard nods toward each of you, in 
  acknowledgement of your presence. “Thank you for 
  heeding the call for heroes.  I am not one to mince 
  words, so forgive my candor and frankness if I speak 
  directly. I have sent word through many channels that 
  we…rather I, am in need of the most seasoned heroes 
  and adventurers that our land has to offer. Some who 
  could be trusted…whether bought or promised. All of 
  you have been asked to assist us and I again ask you 
  today – are you willing to personally aid Verbobonc in a 
  time of need under a veil of secrecy? I cannot offer 
  further explanation without assurances that my 
  concerns are kept secret – even from others to whom 
  you might have allegiances or ties. If you can agree to 
  this then we have nothing to do but begin.” 
   
  Why no Stats for Viscount Langard or Bishop Haufren? 
   
  We know that someone is bound to ask this 
  question, or possibly do something that would require use 
  to furnish them. We’re going to make your job as a judge 
  easy. Whatever save, AC, buff or item they need to avoid 
  something done by the PCs, assume both the Viscount and 
  Bishop have them in place on this occasion. If the party 
  wishes to cast a spell on either to check the veracity of their 
  identities, both will allow them to do so. They will not 
  allow anything obtrusive like detect thoughts and the like. 
  If a PC casts something without permission, Bishop 
  Haufren will immediately counterspell their spell and will 
  sternly warn the PC against repeated attempts at 
  spellcasting without his or the Viscount’s express 
  permission.  If, after this warning, any other PC attempts to 
  cast a spell on either of the two or tries to attack them, 
  please eject them from this meeting and then send an email 
  to poc@illinoisrpg.com with the PC’s name, RPGA number 
  and name of the PC involved and we will take care of it. 
   
  Allow the PCs to respond or even pose questions to the 
  Viscount. Effectively the Viscount wants to know if they 
  are willing to help and not just because they were asked or 
  hired to. He also wants to know if they will keep their 
  mouths shut. 
   
  Those that agree or answer satisfactorily are allowed to stay. 
  Anyone hedging or trying to position themselves out of 
  agreeing in the spirit of what is asked, are ejected from the 
  meeting. If asked why everything is subject to secrets, the 
  Bishop Haufren chimes in and says, “Because lives are at 
  stake and people could die. It’s that simple.” 
   
  Once this is sorted out continue. 
   
  “For several years the southern half of the Viscounty 
  and the Kron Hills gnomes have suffered from giant 
  assaults and incursions. At first these attacks were 
  minor, confined to the lower Kron, and enemy 
  numbers were minimal. Our perception changed 
  drastically about two years ago when attacks spread 
  across the Viscounty and through the Gnarley Forest. 
  Last winter, even Fortress Hagthar, an impressive 
  testament to the defense of the Lortmils, was a target.” 
   
  As the Viscount finishes Bishop Haufren steps forward. 
   
  “During this time, the church continued its mission to 
  minister to the faithful and bring into the fold those 
  that have not already embraced the doctrine of Saint 
  Cuthbert.  In doing so we support many missionaries 
  both along the fringe border and in far off lands. 
  Though the struggle with the giants has made this an 
  extremely difficult task, we have been undaunted in 
  this endeavor. 
   
  “Such as it is that we sent a priest into the Kron to 
  continue spreading the faith. For two years, Brother 
  Barnaby’s task was to strengthen the faith of our 
  followers through the use of a traveling revival, 
  preaching nightly on the tenets and dogma that are 
  guide posts for our order. During the day he went 
  among the masses and ministered to those with clouded 
  judgments and wicked ways. Brother Barnaby is a man 
  of strong conviction and even stronger personality. 
  Hand picked by me, the church has no doubts that 
  Brother Barnaby would bring more to people to our 
  fold, as well as help others reaffirm their weakening 
  faith.” 
   
  “Through out his campaign for souls, Brother Barnaby 
  wrote letters documenting his efforts and 
  accomplishments. Not a week went by where we 
  wouldn’t have a new letter to read to the congregation 
  on Godsday. He was a true inspiration to all and it was 
  one of the few times where the billets wouldn’t have to 
  swat the listeners awake. 
   
  Slowly, the tone in the letters started to change. We 
  became aware that he was growing increasingly 
  impatient with the people to whom he ministered. He 
  expressed his sadness and disappointment that many 
  did not heed the words of Cuthbert, and found that 
  many of the places he had previously visited had few, if 
  any, truly devout worshippers. One specific letter 
  described his shock to find a village without a single 
  
  VER 5-06 On the Viscount’s Secret Service 
   
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  follower and on the night of revival no one attended. It 
  was obvious that he was beside himself.  
   
  As time went on we stopped reading his letters to the 
  faithful. They had become too angry; turning into 
  almost venomous essays on the backsliding of the 
  faithful and the proliferation of would be counter-
  faiths. He talked of how people no longer cared to walk 
  the straight path of righteousness. 
   
  In his last letter he wrote that there was no one left that 
  would hear him; that his words continued to fall on 
  uncaring ears or unmoving minds. He yearned for a 
  wholesome, unmarred group of people that he could 
  bring into the fold – people who were still pristine and 
  untouched by the woes of society. In such a place he 
  would find a town dedicated to the beliefs of Saint 
  Cuthbert, devoted to the daily struggle against personal 
  sins. That was the last we heard from him, though not 
  the last of him. Several weeks later we received word 
  from the Mounted Borderers of an incident involving 
  Brother Barnaby. A young boy had interrupted the 
  brother’s speech with some humorous observation. The 
  crowd he was speaking to erupted in laughter and 
  Brother Barnaby became furious. He lunged towards 
  the boy and began beating him for not showing proper 
  respect to an elder. The village went wild and started 
  attacking him. In the end he used magic to stop their 
  assault and escaped higher and deeper into the hills. 
   
  “This is when we became worried and looked to bring 
  him back in, hopefully to restore his strength and 
  patience in man. We worked with the Walkers of 
  Fharlanghn to track him down. With one exception, all 
  of our attempts were fruitless.” 
   
  “By this time the Mounted Borderers were looking for 
  him, though they were not as diligent as we hoped. We 
  received a report of someone matching his description 
  in a tavern in the southern viscounty. From what we 
  can gather, Brother Barnaby shared a meal with a 
  merchant who shared his views and the two hit it of. 
  Whatever that was said at that table, Brother Barnaby 
  headed out in high spirits. As one observer noted, ‘he 
  seemed like a man with a new lease on life, he had 
  purpose written across his face.’”  
   
  “Several months ago we sent two Mounted Borderers to 
  make contact with Brother Barnaby and investigate the 
  area, Grim and Pavel. Both capable men, they had a 
  reliable track record for rooting out problems. Once 
  sent, we waited to hear back from them. Well we 
  waited, and waited, until finally they showed up here in 
  Verbobonc City, though changed in mind and form 
  from the men we sent. As much as we can gather, they 
  had come back to kill Lord Milinous hoping to remove 
  a valuable military asset. It gets stranger when I tell you 
  that they were also cursed with the mark of undeath; 
  vampires both of them. As Saint Cuthbert would have 
  it, some astute and well-trained, heroes dispatched 
  them. Their return only increased the fog of mystery 
  surrounding this place. 
   
  “We were going to put together an expedition to go sort 
  everything out once and for all – until the giants 
  attacked Fortress Hagthar. Needless to say our attention 
  and resources were best directed at staving off the 
  possibility of a giant foothold in the west. In any event, 
  we placed that idea on the back of the wood burner and 
  moved our attention elsewhere. That is, until two weeks 
  ago. 
   
  “For sometime now the church has prayed day and 
  night for the recovery of the Revnash Splinter, a church 
  relic consecrated by Saint Cuthbert himself. Over five 
  years ago a thief made his way past our defenses and 
  stole it away with ease likened to hitting a child with a 
  switch. The Revnash Splinter is central to the 
  relationship between the church and state here in 
  Verbobonc. It is the very symbol of Cuthbert’s grace 
  and interest in Verbobonc, affording us a tool to 
  dispatch evil when it rears its foul head. Though not 
  common knowledge, it is also known that it is the 
  chosen instrument to consecrate and bless any new 
  Viscount of Verbobonc. The Revnash Splinter is a 
  conduit between the Viscount and the lands of 
  Verbobonc. Through consecration, the Splinter links 
  the new Viscount to the land, and the land to the 
  Viscount. In doing so, the lands and people of 
  Verbobonc prosper in direct proportion to the goodness 
  of the Viscount. 
   
  “The church and its followers have spent most of their 
  waking moments searching for the Splinter, much to 
  the detriment of the common folk who have back slid. 
  But alas this work was for naught. The Splinter could 
  neither be scried upon, nor would any divination offer 
  up any usable information. But two weeks ago we 
  divined the following: 
   
   
   
   
   
   
   
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
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  The chameleon—for large letters, each first and     
   
  moved to the left 
  Pinched a splint and carried it to his wicked master 
   
  Keeping, created by the cudgel lord, what he won 
   
  Plurna way with the lands foundation,  
   
   
  they ate and drank of death and deceit. 
  Vaulted now, fattening for travel, it sits in the dying  
   
  Place, 
  So a prelude to chaos comes while she sicks the  
   
  friar, 
  Offering life and death locked to battle, a numbers  
   
  game the key. 
   
  The divination is cryptic at best. On many levels it alludes 
  to number of things: 
  • 
  The chameleon, or thief who disguised himself to steal 
  the Revnash Splinter, has four letters in his name; Obmi.  
  • 
  Plurna is a Flan word for far south, the line alluding to 
  the fact that Obmi had the Splinter spirited away to 
  Sojourn Anyone who speaks Flan will know that Plur is 
  south and Plurna is far south in that tongue. 
  • 
  The Revnash Splinter is locked away on the Cowled 
  Lady’s demi-plane of death (“it sits in the dying place so 
  foul”).  
  • 
  The Cowled Lady has currently sickened Brother 
  Barnaby, which in conjunction with his metal illness has 
  made him less than dependable (“sicks the friar, she of the 
  cowl”). 
  • 
  The first line also gives a clue to the location. The first 
  letters of each line are transposed with the letters in the 
  name of the thorp, Sojourn [TPKPVSO = SOJOURN]. 
  • 
  Each of the lines has a homonym word that also 
  sounds like a number. In order they are 4-2-1-8-4-6-2. This is 
  the order in which the tiles on the gate must be pushed.  
  (The “numbers game is the key.”) 
  • 
  The Cowled Lady is creating an army of undead 
  (“making life and death the same”) to attack the viscounty 
  (“fattening for travel”), who must prepare a matching army 
  (“a numbers game is key to victory”). 
   
  Give the party several minutes to work through the text. If 
  nothing jumps out at them allow each the PCs a DC 15 
  Intelligence check, with a +2 bonus for those with at least 
  one rank in Decipher Script or Perform (Oratory). For each 
  successful check they will gain one piece of information. 
   
  A successful DC 30 Knowledge [Geography or VTF) or 
  Bardic Lore check informs the PC that they are familiar 
  with the thorp of Sojourn. A settlement deep into the Kron 
  hills, it sits on the negotiated border of Verbobonc and 
  Celene. There are rumors that the thorp serves as a winter 
  waypoint for those who won’t make the trek through the 
  Kron in years experiencing bitter winters. It has been said 
  the Knights of Luna sometimes check in on the thorp from 
  time to time, though at a distance. Many believe that this is 
  done to insure that the settlement is not growing quickly 
  and disturbing the natural balance. 
   
  The party ultimately needs to come up with two pieces of 
  information to continue; the name Sojourn and the belief it 
  is a town. After giving the party 10 to 15 minutes to work 
  on it you may have Bishop Haufren chime in. He will start 
  to figure out the clues, until eventually either he or a party 
  member will realize that Sojourn is what they are looking 
  for. Once this happens Viscount Langard will step up and 
  continue. 
   
  “I ask that this team find this village, make contact with 
  Brother Barnaby and investigate the area for signs of 
  the Revnash Splinter. Above all else do not raise 
  suspicion of your search. If you tip our hand and they 
  realize we are close to finding the Revnash Splinter 
  they could very well move it again.   
   
  Bishop Haufren will then interject: 
   
  Also, if you find Brother Barnaby, try to encourage him 
  to return to Verbobonc City.  Whether he is devout or 
  ill, he is one of our own and we would like him back to 
  care for him as best we can. Hopefully we can renew his 
  faith.” 
   
  The party may have additional questions or concerns; use 
  the following information to guide your answers: 
   
  • 
  Neither the Viscount nor the Bishop wants to 
  publicize the mission. They believe that the Revnash 
  Splinter will be lost if word gets out. They also believe that 
  that it would directly affect his ability to rule and could be 
  used against him by other nobles. 
  • 
  They have a complete map of the viscounty and don’t 
  have any real idea where Brother Barnaby would be. They 
  suggest the southern portion of the Kron hills to start. 
  • 
  They will stress that the party should not knowingly 
  venture into Celene if it becomes an issue. There are 
  diplomatic issues going on behind the scenes and any 
  incursion into their lands could severely complicate things. 
  • 
  Neither the Viscount nor the Bishop will invest any 
  power in the party or any individuals of the party, whether 
  expressed or written. They would hope that the party uses 
  discretion, possibly going so far as to disguise themselves as 
  merchants, pilgrims or a trade caravan. The less people 
  know about their mission, the better. 
  • 
  In the event that the PCs break the law or interfere 
  with a noble, the noble’s proxy, or any of the racial clans, 
  Viscount Langard will attempt to step in through an 
  
  VER 5-06 On the Viscount’s Secret Service 
   
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  intermediary to get them released or unhindered. He will 
  do so only once. (Subsequent problems will result in the 
  end of the adventure and the Viscount and Bishop disavow 
  any association with the PCs.) 
  • 
  While the Viscount has contacts within the “Family”, 
  he is loathe to use them for information. He is also unaware 
  that they have some conflicting issues with some of their 
  projects. 
  • 
  The Bishop hopes that Brother Barnaby is all right, and 
  more importantly, hasn’t done anything to hurt the 
  reputation of the church. With declining numbers in 
  worship and the influx of new religions, Bishop Haufren is 
  in a difficult position. 
   
  Once the party has put forth their questions and issues, 
  Viscount Langard presents them with 2,000 wheatsheves 
  and a richly drawn map of the Viscounty. He informs them 
  that they are to leave tonight and if they need equipment 
  they should head to the warehouse district to see about 
  supplies. Wishing them luck he and the Bishop will make 
  their way out. The two guards will escort them out and two 
  more will leave behind them. 
   
   
  Encounter Two: Bargaining is 
  the Last Act of a Desperate Orc 
   
   
  The party has several options in terms of where and how to 
  go. 
   
  Magic 
   
  The party could potentially use magic to either figure out 
  the location of Sojourn and\or transport there. This 
  method is by far the quickest, and gets the PC’s through the 
  adventure quickly. The following are some guidelines in 
  adjudicating spell use: 
   
  Divinations in general 
  Brother Barnaby is the subject of an extended nondetection 
  spell that lasts over 24 hours. A DC 25 caster level check is 
  required to penetrate the nondetection spell. The Revnash 
  Splinter is currently resting in a lead lined box on a demi-
  plane. 
   
  Any divination that contacts outerplane beings will result 
  in the following divination: 
   
  Near the razors edge of elf and gnome, caught between 
  origin and home. 
  A place where one sits, wanting to stay, until the time when 
  the snows gone away 
   
  Using Extraplanar, Outsiders or Summoned Creatures 
  PCs may attempt to use creatures to find Brother Barnaby 
  or Sojourn, however they should use careful wording. 
  Unless specified, the creature will basically search an area 
  directed until it time expires. Non-good creatures will 
  rough up and accost people in order to get information. In 
  any event all this will be for naught. 
   
  Specific Spells 
  The party may attempt to use divinations to find either 
  Sojourn or Brother Barnaby. Use the following as a 
  guideline in deciding if they receive information that will 
  help in their quest. 
   
  Augury – Doesn’t Work 
  Commune - Works 
  Contact Other Plane – Works for all outer plane non-evil 
  outsiders 
  Discern Location - Works  
  Divination - Works 
  Find the Path - Works 
  Locate Creature – Doesn’t work 
  Locate Object - Revnash Splinter is on another plane, 
  blocked by an inch of lead. 
  Limited wish - Works 
  Legend Lore – Works to find location of Sojourn 
  Miracle- Works 
  Scrying – Doesn’t work 
  Vision - Works 
  Wish - Works 
   
  Travel 
   
  The party can choose whatever methods they wish to travel 
  south.  Sojourn sits some 65 miles away south of Verbobonc 
  City. Traveling overland would involve more distance.  
   
  To determine the number of miles per day the party can 
  travel, take the movement rate of the slowest party member 
  and divide by 10. This is the number of miles per day the 
  party can travel.  
  For example, if the slowest party member has a movement 
  rate of 15, then the party can travel up to 1.5 miles per day 
  (15/10 = 1.5).  
   
  Refer to Table 9-3: Movement and Distance, Table 9-5: 
  Terrain and Overland Movement, and Table 9-6: Mounts 
  and Vehicles in the PCs Handbook (pages 162-164) for 
  more information on overland movement. 
   
  Party Needs Help 
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
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  If the PCs still have no clue as to where Sojourn is they 
  have two options available.  
   
  Church of Fharlanghn 
  Church of Fharlanghn has several religious structures in 
  the viscounty. The PCs may travel to any of these, though 
  most will probably go to the one in Verbobonc City. If they 
  ask to talk to a priest and mention trying to find Sojourn or 
  allude to their mission they will be referred to a Walker 
  DanJo who is in charge of cartography and mapmaking. 
   
  The Walker will be intrigued with the proposition that he 
  might not now all the settlements in the area. He will make 
  a deal with the party. He is interested in funding an 
  expedition to the far south jungles of Oerth but lacks the 
  money and church support necessary. If they are willing to 
  act as his patrons and give him 5,000 wheatsheaves he and 
  his subordinates will research the problem. If the party 
  agrees Walker DanJo will find some obscure maps showing 
  flannae migrations. Dating some 200 years ago or more, 
  they detail some the places that the flannae would stay. 
  One of these is Sojourn. He thanks the party for their 
  support and offers to contact them when he prepares to 
  leave for the south seas. 
   
  Crone of the Kron 
  Regional party members may attempt a DC 12 Intelligence 
  check to recall the Cone of the Kron, one the oldest 
  residents of the area. PCs that have played VER3-08: 
  Mirror in a Quagmire will recall where to find her. 
   
  As the party arrives at her hut they will see her crushing 
  mushrooms, flowers and weeds with a pestle. She will look 
  up with a brief moment of recognition and grunt a “h’allo.” 
  If they ask about Sojourn or mention their mission her eyes 
  will light up and her mouth will widen to a smile. 
   
  She will propose a trade, one favor from her now, one from 
  each party member later. She will agree that the favor will 
  not be evil in nature, though it might go against their 
  beliefs. If they agree she will give them the exact location, 
  as well as sketch a map in charcoal.  
   
   
  Encounter Three: Depression is 
  Good for the Soul 
   
   
  This encounter revolves around the town of Sojourn. The 
  judge should be prepared to improvise much of the activity 
  in the town. The PCs will potentially interact with three 
  people; Brother Baranby, Fulgarin Haftwaver and Illire 
  Greenblade. The judge should refer to Appendix Three for 
  NPC descriptions and motivations. 
   
  � Sojourn (thorp): nonstandard; AL LN; 50 gp limit; 
  Assets 1,000 gp; Population 
  43 (21); Isolated (85% human (flan), 2% gnome, 2% Dwarf). 
  Authority Figures: Brother Barnaby, male human Cleric 10 
  (Missionary from the Church of Saint Cuthbert); 
  Important PCs: Fulgarin Haftwaver, male dwarf fighter 5 
  (Resident); Illire Greenblade, male elf Ranger 10\ Fighter 2 
  (Knight of Luna, prisoner).  
  Notes: The towns water supply has been poisoned, sapping 
  the wisdom and intelligence of the residents, save for 
  Fulgarin. The residents don't question Brother Barnaby or 
  what he has done with their children. 
   
  What’s Going on Here 
  The town has been under the influence of a drug imported 
  from Humming’s End. The dwarven assassin Obmi and his 
  agents have done much homework on the Viscounty’s 
  residents. Obmi passed along a sample of the drug to the 
  Cowled Lady, amused that some of its residents would 
  poison their own citizens. Impressed by the fairly new 
  extract, the Cowled Lady proceeded to further extract the 
  drug and altered the chemical composition. The result was 
  something called Living Sleep. 
   
  �Living Sleep, DC 20 Fortitude save resists, 1d6 Con/1d6 
  Int + 1d6 Wis 
   
  She has used the poison to sap the will of the residents, 
  making them pliable workers for the mines and an easy 
  chattel to feed on. The judge is free to make up names or 
  backgrounds for the residents of Sojourn if the need arises, 
  but they are not central to the story. All are flan farmers or 
  craftsman raised in seclusion from the rest of the world. 
  Three people play important parts in what is transpiring. 
   
  The Cowled Lady is using the adult residents to mine the 
  Green Star Metal, used to make the amulets that keep the 
  summoned giants in Verbobonc. Their time is running out, 
  as she has exhausted almost all the metal and will probably 
  feed them to the undead before starting her final campaign 
  against the viscounty.  
   
  Brother Barnaby 
   
  �Brother Barnaby: male human (oeridian) Ex-Clr12: hp 
  81; See Appendix I 
   
  Brother Barnaby has been both poisoned and dominated by 
  her minion – the Grimlock Vampiress, Uytelle. Barnaby 
  believes his will is his own and that he is doing Saint 
  
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  Cuthbert’s work. In this regard he has been making the 
  adults of the village mine day and night and has sent their 
  children through the portal.  
   
  He firmly believes that he is doing Saint Cuthbert’s work, 
  mining the minerals and working the townsfolk day and 
  night. The Cowled Lady keeps tabs on him with the use of a 
  crystal ball with telepathy, enabling her to continue 
  dominating him through it. 
   
  He believes the elf he has tied up and gagged is a heathen. 
  “Saint Cuthbert” has informed him that the elf needs to be 
  sent through the portal tonight, but that he should not 
  advertise the fact; it could bring more heathens to Sojourn. 
  And that would only destroy the extensive and sacred work 
  done so far. 
   
  Fulgarin Haftwaver 
  The only person in the town who has not succumbed to the 
  poison yet is Fulgarin Haftwaver. He has resisted the 
  poison thus far and is waiting for a time to either strike or 
  run. A gnome resident resisted the poison several weeks 
  ago and fled the town. Something fairly large tracked the 
  gnome down and killed him. When Fulgarin found the 
  body outside of the mine it appeared crushed, almost 
  squeezed with all the color gone from the body. This is why 
  he has not run yet, plus he wants to enact some vengeance 
  on those that caused his plight. If given the opportunity 
  (and a weapon), Fulgarin will attack Brother Barnaby to kill 
  him. 
   
  Illire Greenblade 
  Sojourn has attracted the attention of the Knights of Luna, 
  the elite guardians of Celene. On a patrol, Illire Greenblade 
  spotted the mining camp and the gate. Making his way up 
  he was subdued by Brother Barnaby and has since been 
  kept in a pit in Brother Barnaby’s hut. Baranby believes he 
  can convert the elf here out here in the untamed lands, and 
  in his drug-addled state, has used fairly violent means to do 
  so. Though tired and hurt, Illire’s will is not broken. He is 
  waiting for an opportune time to escape and get help or to 
  kill Brother Baranaby outright. The Cowled Lady and her 
  minions are aware of the elf and enjoy the irony. Illire if 
  released will attempt two things. First, he will attempt to 
  kill Brother Barnaby for his imprisonment and 
  mistreatment. Second, he will travel back to Celene with all 
  do haste, whether he killed Brother Barnaby or not. His 
  primary goal is to inform his superiors that representatives 
  of Verbobonc and their “god-child” church are performing 
  atrocities on their border. 
   
  With a little work you have finally reached Sojourn, the 
  little known thorp alluded to in the riddle. Somehow, 
  the journey’s end doesn’t live up to the expectation as 
  not much about the tiny village catches your interest.  
  Several small mud huts with thatched roofs form the 
  center of the thorp, spread in a circle around a large 
  well. Though many look to be in fairly good shape, 
  several others appear unkempt.  Looking around 
  further you are surprised that you don’t see any 
  villagers…in fact you don’t hear anything at all. 
   
  Allow the party several minutes to look around before 
  Brother Barnaby and the work detail arrive. The party is 
  greeted warmly by Barnaby as he tries to figure out why 
  they have arrived.  (Hopefully they will simply tell him 
  they are various merchants or pilgrims, passing through.) 
  PCs identifying themselves as followers of Saint Cuthbert 
  or Rao (or with obviously symbols of such allegiance) are 
  greeted enthusiastically, for Barnaby is proud of his 
  accomplishments and wants to show them off tonight. The 
  Cowled Lady’s minions on her demi-plane instantly 
  becomes aware of the party’s arrival as soon as they interact 
  with Brother Barnaby. (They control him using their 
  Dominate ability through a Crystal Ball with telepathy.) 
   
  Eventually, Brother Barnaby sends a few of the 
  townsfolk off to prepare sleeping pallets for you while 
  you join the thorp in their evening meal.  During the 
  meal, Brother Barnaby engages in pleasant conversation 
  and boasts of his new converts to the faith of St. 
  Cuthbert.  Gesturing broadly to the people gathered 
  around him, he boasts, “These are the true faithful, 
  willing to suffer and die for the chance to punish the 
  wicked of this world. You will find no better followers 
  of St. Cuthbert than my flock here in this village!” 
   
  Anyone making a Spot DC 20 check notices that there are 
  no children in the thorp.  Anyone making a Heal DC 25 
  notices that all of the villagers have a slight pallor 
  indicating a mild illness.  This is a light, role-playing 
  moment where party may ask Brother Barnaby several 
  questions during this meal, here are a few possibilities: 
   
  1.  Why haven’t you been back to Verbobonc City to 
  worship recently?  “Oh I intend to return soon enough, 
  once my congregation here has grown big enough, 
  strong enough to resist the temptations that the city 
  offers to the faithful.  So much temptation… so much 
  evil… *sigh*” He shakes his head sadly. 
   
  2.  Where did the all children go? 
  “The young people of this thorp exist to serve St. 
  Cuthbert in Arcadia.  He has called them to be with 
  him in that blessed land.  We will be reunited with 
  them soon enough, but our work is still here.  St. 
  Cuthbert will reveal all in due time, you are only called 
  to be patient until then my child.” 
  
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  3. What happens to the ore you dig up?  “Everyone and 
  everything in this thorp exists to serve St. Cuthbert, 
  either here or in blessed Arcadia.  St. Cuthbert collects 
  the Green Star Metal when we are done mining it for 
  him.  St. Cuthbert will reveal all in due time, you are 
  only called to be patient until then my child.” 
   
  4.  Why is everyone here ill?  When did this happen?  “Our 
  work is difficult, but we are all willing to suffer the 
  pains of this world for assurance of righteousness in the 
  next.  Our lives here are just a prelude to the glory that 
  will be revealed when St. Cuthbert’s doctrines are 
  taught in their purity and truth once again.  If we must 
  suffer in order to serve, we do so gladly, with no regrets, 
  can you say the same for your faith my child?” 
   
  If anyone asks a question not given above, then make up 
  something appropriate or tell them “That is in the hands of 
  St. Cuthbert, I trust him to tell me what I need, when I 
  need, and no more.  Hopefully you can be as patient and 
  faithful.” 
   
  Fulgarin Haftwaver will secretly approach the PC who 
  asked the above “illness” question and whisper (“bad water”) 
  before walking calmly off to the far side of the village.  If 
  any PC follows Fulgarin they may have a brief conversation 
  with him and learn that Fulgarin believes the water supply 
  is poisoned and there are giants in cahoots with Brother 
  Barnaby.  Fulgarin will have no more time to talk as another 
  adult will urge him “back to the mines for evening duty.”  If 
  the PCs wish to spirit Fulgarin away, they may do so at the 
  end of the adventure. 
   
  Brother Barnaby is still trying to figure out why the PCs 
  have arrived, so he won’t offer any information about the 
  Portal until they’ve convinced him that they’re merchants, 
  or servants of a Lawful Good church.  Once that’s done, if 
  the party wishes to see the village or the mining operation, 
  Brother Barnaby will show them around gladly, (just not 
  the inside of his hut).  Barnaby will even tell the PCs about 
  the gate that leads to “Arcadia” (Really the demi-plane) 
  before retiring for the evening. He will only show them the 
  gate if they are followers of St. Cuthbert or Rao. 
   
  Barnaby Enraged: 
  If, at any time, a PC is overly rude to Barnaby accuses 
  Barnaby of any evil doings, or is caught freeing Illire 
  Greenblade, Barnaby will turn completely hostile, accusing 
  them of taking advantage of his hospitality and arriving 
  under false pretenses (“You’re not heroes/merchants/ 
  pilgrims!! You’re vile pretenders who have no 
  understanding of my work here. Begone! Away from us 
  with your filth and deception!”)  He will then demand 
  that they take their lies and leave Sojourn immediately, or 
  he will have the “faithful” beat the PCs to death.  (He is 
  dominated and his followers are poisoned and fanatic, there 
  is no opportunity for Diplomacy or Intimidation here.)  
   
  If anyone searches Barnaby’s hut secretly, with a Hide DC 
  20 and a Search DC 20, they will discover/free Illire 
  Greenblade.  If they fail to Hide, Barnaby will become 
  enraged and demand that they stop, or return the “heathen” 
  to his custody, acting as detailed in the “Barnaby Enraged” 
  section above. 
   
  If Illire is freed, he will quickly and quietly thank the PC(s) 
  and attempt to flee back to Celene with details of Barnaby’s 
  madness.  (This may cause problems between Celene and 
  Verbobonc in the future.)  If Illire escapes, Barnaby will 
  discover this when he retires for the evening and send a 
  group of villagers after him, accusing the party of 
  interfering in the plans of St. Cuthbert.  He will act as 
  described in the “Barnaby Enraged” section. 
   
  Whether in Barnaby’s good graces or suffering his wrath, 
  the PCs will have time later on that evening to make their 
  way to the portal.  (They may track the workers, or return to 
  the portal they saw while on Brother Barnaby’s FULL 
  tour—which he will only do if they are followers of St. 
  Cuthbert or Rao.) 
   
  Barnaby believes the portal is a conduit to Arcadia and a 
  direct link to Saint Cuthbert himself.  He leaves the green 
  star metal in front of the portal at night and it is gone the 
  next morning. He was told to push the adults and children 
  through, as Saint Cuthbert wished them to serve him 
  directly. 
   
   
  Encounter Four: The Road to 
  Hell… 
   
   
  It’s an easy trek through the hills as you follow the 
  worn path to Brother Barnaby’s mine. As the terrain 
  starts to level off you spy a large ridge up and to the left, 
  the trail leading towards it. Moving closer you see that 
  the mine is much more a cave. With a mouth 40 ft in 
  diameter, much of the opening appears to have been 
  worked. Once to the mouth it’s obvious that the 
  cave\mine goes much further in than your vision. 
   
  The cave extends a further 120 feet in. At the back of the 
  mine is the gate. Once a party member is in visual distance 
  continue. 
  
  VER 5-06 On the Viscount’s Secret Service 
   
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  Standing before you is a large circular ring roughly 
  twenty feet in diameter. Along the edge are a series of 
  tiles – each engraved with a symbol.  While you can 
  easily see through the ring to the other side of the cave, 
  it nevertheless hums with energy. The area around the 
  ring is littered with piles of small bones, probably those 
  of animals. To your left are a series of broken crates and 
  pallets. 
   
  The symbols stand for the numbers 1-10 and are inscribed 
  from left to right. 
   
  Several opportunities for information are possible once the 
  PCs examine the portal. 
   
  Knowledge [Arcana or Planes] 
  DC 20 – This gate does not go to the outer planes. 
  DC 25 – This gate is linked to some type of demi-plane. 
  DC 30 – The demi-plane is strongly tainted with negative 
  energy. 
   
  Track 
  DC 20 – Medium and Large barefoot (skeleton, zombie) 
  footprints pepper the area.  
   
  Search 
  DC 25 – PC finds a collection of small animals that have 
  had their life drained away. 
   
  Heal 
  DC 15 – While most of the bones are that of common 
  woodland animals, you do find portions of a small skeleton.  
  DC 20 – The small skeleton is that of a human child, and 
  has been dead for at least a month. 
   
  The gate can neither be destroyed nor dispelled by any 
  currently available means. To activate it safely, the correct 
  tiles must be pressed in sequence: 4-2-1-8-4-6-2.  Any other 
  combination still opens the portal but after 1 minute in 
  game time the gate starts to shimmer.  Permit the party to 
  roll Initiative – they have one round of action before the 
  Vasuthant enters combat (at the top of the order). The 
  Cowled Lady’s minions have sent their guardian to take 
  care of the snooping party. The creature knows they are on 
  the other side and will stop at nothing to destroy them.  
   
  APL 12 (EL 15) 
  �Advanced Evolved Vasuthants (2): hp 364, 364; See 
  Appendix 1 
  �Spectros: Ghost Sor9/Initiate of the Sevenfold Veil3; hp 
  100; See Appendix 1 
   
  APL 14 (EL 17) 
  �Advanced Evolved Vasuthants (2): hp 446, 446; See 
  Appendix 1 
  �Spectros: Ghost Sor9/Initiate of the Sevenfold Veil5; hp 
  116; See Appendix 1 
   
  APL 16 (EL 19) 
  �Advanced Evolved Vasuthants (2): hp 536, 536; See 
  Appendix 1 
  �Spectros: Ghost Sor9/Initiate of the Sevenfold Veil7; hp 
  132; See Appendix 1 
   
  Tactics: The Vasuthants fly through the gate as a move 
  action and attack anyone they perceive to be a cleric or a 
  druid first, arcane casters second, and fighter or rogue types 
  third. 
   
  Spectros will bring up the rear attempting to hinder anyone 
  who is an immediate threat. 
   
  Once combat is over the party can decide to continue on 
  through the portal (Encounter Five) or to go back to 
  Sojourn (read below). 
   
  If they return to Sojourn, the will find Brother Barnaby 
  very hostile towards them, accusing them of taking 
  advantage of his hospitality and arriving under false 
  pretenses.  He is aware they have activated the gate and 
  accuses them of contaminating the gate by opening a portal 
  to an obviously evil plane of existence.  (He is dominated 
  and his followers are fanatic, there is no opportunity for 
  Diplomacy or Intimidation here.) 
   
  Brother Barnaby will insist that the PCs leave at once and 
  take their evil and deceptions with them or he will make 
  them his first test of the faithful, by beating them to a 
  bloody pulp.  (The PCs would probably be able to defeat a 
  village of poisoned people, but there is no honor or justice 
  in killing a person who is under a form of mind control.  
  Also, the PCs were hired to investigate, not slaughter.) 
   
  The party may then choose to fight (Receive the Wrath of 
  the Church of St. Cuthbert at the end of the adventure), go 
  back to Verbobonc City (end the adventure here), or leave 
  Sojourn. The party doesn’t necessarily have to defeat the 
  gate guardians to get through to the other side, though the 
  undead will continue the combat there.  Spectros knows 
  how to operate the gate.  
   
   
  Encounter Five: The Demi−
  Plane of the Un−Dead 
  
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  Page 15 
   
  The judge should familiarize herself with the basic traits of 
  this plane before running these encounters. Please review 
  DM AID #I at the back of this document. PCs that make a 
  successful DC 35 Knowledge [Planes] check learn the traits 
  of this demi-plane. 
   
  Area 1: The Plain of Death 
  Stepping through the gate, your body shudders as it 
  adjusts to the negative energy permeating area. 
  Darkness is all about you, hampering your vision, 
  though down below vague shapes catch your eye as 
  they move and slither about. The sole source of light 
  comes from the pinnacle of some dark structure 
  perched on an elevated plateau. 
   
  The plane below is chock-full of undead (1,000+) made up 
  of all the standard undead creatures from the Monster 
  Manual. If at any point the PCs wish to travel on the plane 
  below, roll randomly for the encounter. After finishing the 
  encounter they have 2 rounds to remove themselves off the 
  plane, either on the hilltop that hosts the gate or the 
  plateau that is home to Cowled Ladies menagerie. Any 
  combats with undead on the plain of death grant zero 
  experience to the party. PCs should understand completely 
  that any foray into the army of the undead is fruitless. 
   
  Undead Encounter Table (1d8) 
  1 
  allip 
   
   
  (MM, pg. 10) 
  2 
  shadow  
   
  (MM, pg. 221) 
  3 
  skeleton, medium (4) 
  (MM, pg. 225) 
  4 
  skeleton, large (2)  
  (MM, pg. 225) 
  5 
  wight 
   
   
  (MM, pg. 255) 
  6 
  wraith  
   
   
  (MM, pg. 257) 
  7 
  zombie, medium (4) 
  (MM, pg. 265) 
  8 
  zombie, large (2)  
  (MM, pg. 265) 
   
  Area 2: The Plateau 
  Arriving on the plateau you are greeted by the sinister 
  structure that serves as the sanctuary of the Cowled 
  Lady. It quickly becomes apparent that there is no way 
  this could exist back on the material plane, due to the 
  impossible angles upon which the structure seems 
  based. No windows or openings mar the face of the 
  structure – save for the massive ebon double doors that 
  grin at you like rotten teeth.  
   
  A DC 15 Knowledge [Architecture and Engineering] check 
  reveals that the structure is two stories tall.  A quick look 
  around the plateau, as well as a once over the building, will 
  in fact reveal that the only potential opening appears to be 
  the doors. The doors are unlocked, but do require a DC 20 
  Strength check to push open. 
   
  With a successful Search or Tracking check, DC 20, the PC 
  discovers drag marks along the ground leading to the doors. 
   A Search or Tracking DC 30 reveals that this is from the 
  undead bringing the Green Star metal and any unlucky 
  victims to the building.  
   
  Area 3: The Grand Foyer 
  Opening the doors you see a 40 by 40 foot room, it’s 
  ceiling cloaked in darkness. A 10 foot wide grand 
  staircase climbs upward directly across the room from 
  you and two double doors stand to the left and the right 
  of the base of the stairs. The room seems to pulse with 
  vile energy.  Floating down the stairs toward you, you 
  see a reddish mist, writhing as if alive… and hungry. 
   
  The PC’s door is in the center of one wall across from the 
  stairs, and the ceiling in this room is onyx black and 40 feet 
  high, which is evident to any with Darkvision.  
   
  This room is guarded by several undead and a devil that has 
  been bound to serve the Cowled Lady. All creatures will 
  fight to the death, though the devil will fight until it has 10 
  hit points or less, at which point it will attempt to retreat or 
  warn her masters. 
   
  APL 12 (EL 12) 
  �Atropal Scion: hp 67; See Appendix 1 
  �Bloodmote Cloud: hp 65; See Appendix 1 
  �Advanced Wraith (2): hp 76, 76; See Appendix 1 
   
  APL 14 (EL 14) 
  �Advanced Atropal Scion: hp 157; See Appendix 1 
  �Bloodmote Cloud (2): hp 65, 65; See Appendix 1 
  �Advanced Wraith: Ftr1; hp 84; See Appendix 1 
  �Cloud Giant Skeleton (2): See Monster Manual page 
  227 
   
  APL 16 (EL 16) 
  �Advanced Atropal Scion: hp 229; See Appendix 1 
  �Bloodmote Cloud (2): hp 65, 65; See Appendix 1 
  �Advanced Dread Wraith: hp 164; See Appendix 1 
  �Advanced Spectre: hp 92; See Appendix 1 
   
  Tactics  
  The Bloodmote Clouds come down the stairs, attempting to 
  cross the room and engage the party in the doorway. The 
  Dread Wraiths are in the center of the room waiting for 
  someone to come within 10 feet of its hiding place before 
  emerging and attacking.  The Atropal Scion is hovering by 
  the ceiling and will attempt to gaze at the first party 
  member that enters. The devils all have death ward cast on 
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 16 
  them and will attempt to engage casters, attempting to back 
  them into corners or out the doorway.  
   
  Developments 
  PCs can Search the room. On a DC 20 they find a rag doll 
  stained with blood tossed into the far corner. One of the 
  doll’s eyes has been torn out. Nothing else of value is in 
  here. 
   
  Area 4: Cold Room 
  A rapid frost assails your exposed skin and icy crystals 
  in your breath as you take in this room. Several large 
  lumps hang from the ceiling and, as the smell of blood 
  assault your senses, you realize with a start that the 
  room is some sort of meat locker. Staring into the 
  darkness, the taste of bile forms in your throat as you 
  realize the hanging meat is in fact human remains. 
  Much of the floor is littered with blood-dripped 
  stalagmites. 
   
  While there is nothing of value here, the party will find the 
  remains of some of the missing villagers, including small 
  children. 
    
  Area 5: Lab of Undeath 
  Laying eyes upon this room, it is apparent that this is 
  some sort of laboratory. Cabinets and tables line the 
  walls, as stone slabs are set out in the center. The air is 
  filled with an acrid chemical smell that does much to 
  hide the underlying metallic smell of blood. One slab 
  holds a fresh corpse of a middle-aged man, opened from 
  chin to groin, and tied down with copper wire.   
   
  If the party takes time to search read the following text. 
   
  The corpse’s insides are missing, perhaps strewn about 
  the room in bottles and drawers.  On one of the nearby 
  desks sits an open book, describing the use of “younger 
  specimens” in increasingly disturbing experiments. A 
  upon another work bench lay several long pieces of 
  leather. To the left in a wooden box are amulets 
  decorated with the distinctive green metal you have 
  seen before in the cave. Several other tables are strew 
  with papers and books 
   
  The party may take time to examine the papers and 
  notebooks around the laboratory. All are written in ancient 
  suel, though a general idea of their contents can be formed 
  on a Decipher Script check DC 25. 
   
  Most of the papers detail the creation and experimentation 
  with undead. Magical and alchemical notations litter the 
  pages, many detailing processes to bolster or strengthen 
  undead. 
   
  A notebook lying open on a table offered clues to the 
  amulets. In it is a series of notes and observations. These 
  detail the Cowled Lady’s experiments with the green metal 
  as a type of dimensional anchor for summoned creatures. It 
  goes into detail about how she fashioned amulets that lock 
  summoned creatures on this plane.  
   
  On a successful Search check DC 20 the party finds a 
  notebook buried underneath a stack of bones. Written in 
  oeridian, the book appears to be a list or agenda. Many of 
  the items listed relate to events having already transpired. 
  The more interesting are bulleted. 
   
  • 
  One of the first listing in the notebook alludes to 
  finding something. “I am here, having sold my 
  soul to find him. I will not let His task divert me 
  from mine. If I find them, I will find him.” 
  • 
  Half-way through the volume, “the divinations 
  have delivered a ripe harvest. If I could not find 
  him, then I would find those responsible. The 
  druid has been in hiding and posing as someone 
  else. While I do not have his location, I do have a 
  name; Herman M.”  
  • 
  One of the last entries, dated two weeks ago – 
  “The gates are finished and that delusional 
  priestess has attuned them to the primary and this 
  place. I will immediately begin the deployment, as 
  their size and weight are hindrances I must plan 
  around.” 
  • 
  The last entry, “Obmi has assured me that all is in 
  order, under penalty of rewarded failure by the 
  Old One. We will coordinate our attacks the day 
  before the new moon. With much of the 
  Viscount’s resources struck down I will pierce the 
  heart and take out the head.” 
   
  The party will have a common knowledge that the next 
  new moon is in tomorrow night. 
   
  This room has no other items, though it should give shivers 
  to anyone with a pulse. 
   
  Area 6: Upper staircase 
  The onyx staircase ascends up to another level. Its 
  craftsmanship appears otherworldly, as its bas relief 
  ornate banisters and steps exhibit geometry unlike 
  anything on Oerth. 
   
  The steps are trapped halfway up the stairs (15 feet). 
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 17 
  All APLs (EL 9) 
  �Blade Barrier Trap: CR 7; magic device; proximity 
  trigger (alarm, death watch); no reset; spell effect (blade 
  barrier, 11th-level cleric, 11d6 slashing, DC 19 Reflex save 
  half damage); Search DC 31; Disable Device DC 31.  
   
  �Chain Lightning Trap: CR 7; magic device; proximity 
  trigger (alarm); automatic reset (2 rounds); spell effect 
  (chain lightning, 11th-level wizard, 11d6 electricity to 
  target nearest center of trigger area plus 5d6 electricity to 
  each of up to eleven secondary targets, DC 19 Reflex save 
  half damage); Search DC 31; Disable Device DC 31. 
   
  Area 7: The Second Floor Landing 
  Finishing your climb up the steps you find yourself 
  standing on a large landing. A large stain glass picture 
  dominates the center of the room. It appears to be that 
  of a young woman and man in noble fashions, posing in 
  an almost courtly regard. To the left and right are 
  corridors, both of which disappear into the darkness. 
   
  The stain glass acts like a storage container for the Cowled 
  Lady’s “positive” feelings and anyone interacting with it or 
  lingering in the area gets a strong feeling of sadness and 
  longing.  
   
  A Knowledge (nobility) check DC 35 or a Bardic 
  Knowledge check DC 30 will succeed in letting the PC 
  know that the figures have Oeridian features and that the 
  style of dress is fairly old (500 years) and of old Ferrond in 
  nature. 
   
  The Cowled Lady’s chambers are actually high above in a 
  secret room above. Anyone flying near the ceiling can make 
  a Search check DC 30 to find the minute holes there. 
   
  Area 7: Chambers of Gillian 
  Opening the black stone door, you spy a drab, Spartan 
  room, with nothing more than a bed, a desk, and a 
  chamber pot. The floor is littered with chalk drawings 
  and writing, most of which looks nonsensical. The desk 
  contains chalk, parchment and an inkwell. 
   
  The room is sparsely furnished. What the room lacks in 
  accoutrements, it makes up for in an insane decoration of 
  drawings and writing all over the walls and floor. Much of 
  the scrawls that cover the room appear nonsensical on 
  initial examination. Those who read Ancient Suloise can 
  make out some of the writing. The majority of it appears to 
  be personal appeals to Tharizdun, as well as personal 
  promises of revenge on those who destroyed the Temple of 
  Elemental Evil. Otherwise the room is empty. 
   
  Area 8: Chambers of Utyelle 
  A blackness, deeper than night, suffuses this room and 
  even those comfortable in the gloom of darkness have a 
  hard time focusing.  Your limited perception, you can 
  make out that much of the room is decorated with the 
  bones of dead creatures; though the occasional knick-
  knack can be see on a table or chest, many of which 
  appear to be children’s toys. 
   
  This room has a permanent deeper darkness spell in place. 
  Any PCs capable of seeing will realize that much of the 
  stone floor has patches of dark stains, remnants of Uytelle’s 
  feeding. Uytelle spends much of her spare time here. She 
  brings the children she feeds on here and has gained a 
  penchant for taking keepsakes from the children.  
   
  Her coffin is built into the floor under the bed. The floor 
  has a series of pin holes in it, designed to let her enter in 
  gaseous form. PCs attempting to kill her permanently will 
  either have to deal with her resting place now or track her 
  back down here if and when she retreats. 
   
  A successful Search check DC 20 finds a Canaith Mandolin 
  tucked behind an easy chair. 
   
  Treasure 
  APL 12: L: 0 gp; C: 0 gp; M: canaith mandolin (1950 gp per 
  character);  
   
  APL 14: L: 0 gp; C: 0 gp; M: canaith mandolin (1950 gp per 
  character);  
   
  APL 16: L: 0 gp; C: 0 gp; M: canaith mandolin (1950 gp per 
  character);  
   
  Area 9: The Cowled Lady’s Chambers 
  This chamber is hidden away up above the ceiling of the 
  landing. It has no doors or windows, as the Cowled Lady 
  designed it with gaseous form in mind. PC’s searching the 
  landing may find small holes in the ceiling. The safest way 
  to get to this room is by using gaseous form, most other 
  means of entry are risky at best.  
   
  Entering from the landing below, you find yourself 
  standing in a small room. Tastefully and richly 
  decorated, the room appears to be a salon and bedroom 
  combined. Much of the style and grace of the room 
  appears out of time.  Richly carved bedposts support a 
  gauzy black canopy, and the bed-stand has a collection 
  of wooden combs and brushes that are richly carved 
  and lacquered.  Upon closer inspection, you see that 
  
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  Page 18 
  much of the detail work involves skeletons and other 
  undead creatures committing acts of depravity, lending 
  a distinct feeling of unease to this otherwise beautiful 
  room. In the back of the room sits a bloodstained altar. 
   
  There is nothing else of interest in this room.  The Cowled 
  Lady is away and her minions never enter this room 
  without her permission. The altar is actually Uytelle’s 
  coffin, a stone slab weighing 800 pounds for a lid. A 
  number of small holes dot the surface and the lid appears to 
  be locked from the inside. 
   
  Area 10: The Doors to the Court of 
  Death 
   
  Your path is barred by a large heavy set of black stone 
  doors.  At first glance, the doors seem to be one solid 
  sheet of onyx or obsidian, but upon closer inspection 
  you see that there are shapes skillfully carved into the 
  doors.  The figures are disturbing, forms of skeletal 
  warriors fighting humans, elves, dwarves and halflings, 
  scenes of pure evil depicting the sacrifice of innocents 
  and the slaughter of thousands of prisoners.  Standing 
  on a hillock overseeing the carnage are the figures of a 
  young man and a young woman in courtly garb. 
   
  The traps below are positioned on the door and go off as 
  soon as the door is touched. Traps will only go off on those 
  that detect as living humanoids and that can be seen with 
  true seeing. 
   
  APL 12 (EL 10) 
  �Dispel Magic, Greater; CR 7; magic device; visual 
  trigger (deathwatch, true seeing); automatic reset (1 round); 
  spell effect (dispel magic, greater, 13th-level wizard); Search 
  DC 29; Disable Device DC 29. 
   
  �Prismatic Spray Trap; CR 8; magic device; proximity 
  trigger (alarm); automatic reset (1 round); spell effect 
  (prismatic spray, 13th-level wizard, DC 20 Reflex, Fortitude, 
  or Will save, depending on effect); Search DC 32; Disable 
  Device DC 32. 
   
  APL 14 (EL 12) 
  �Dispel Magic, Greater; CR 7; magic device; visual 
  trigger (deathwatch, true seeing); automatic reset (1 round); 
  spell effect (dispel magic, greater, 13th-level wizard); Search 
  DC 29; Disable Device DC 29. 
   
  �Prismatic Spray Trap; CR 8; magic device; visual trigger 
  (deathwatch, true seeing); automatic reset; spell effect 
  (prismatic spray, 13th-level wizard, DC 20 Reflex, Fortitude, 
  or Will save, depending on effect); Search DC 32; Disable 
  Device DC 32. 
   
  �Forcecage and Summon Monster VII trap*; CR 10; 
  magic device; visual trigger (deathwatch, true seeing); 
  automatic reset (3 rounds); multiple traps (one forcecage 
  trap and one summon monster VII trap that summons a 
  Large Fire Elementals); spell effect (forcecage, 13th-level 
  wizard), spell effect (summon monster VII, 13th-level 
  wizard, 1d3 Large Fire Elementals); Search DC 32; Disable 
  Device DC 32. 
   
  *Note: This trap is really one CR 8 trap that creates a 
  forcecage with bars and a second CR 8 trap that 
  summons 1d3 Large Fire Elementals in the same area. If 
  both succeed, the Elementals appear inside the 
  forcecage. These effects are independent of each other. 
   
  APL 16 (EL 13) 
  �Dispel Magic, Greater; CR 7; magic device; visual 
  trigger (deathwatch, true seeing); automatic reset (1 round); 
  spell effect (dispel magic, greater, 13th-level wizard); Search 
  DC 29; Disable Device DC 29. 
   
  �Prismatic Spray Trap; CR 8; magic device; visual trigger 
  (deathwatch, true seeing); automatic reset (1 round); spell 
  effect (prismatic spray, 13th-level wizard, DC 20 Reflex, 
  Fortitude, or Will save, depending on effect); Search DC 32; 
  Disable Device DC 32. 
   
  �Energy Drain Trap; CR 10; magic device; visual trigger 
  (deathwatch, true seeing); automatic reset (1 round); Atk 
  +13 ranged touch; spell effect (energy drain, 17th-level 
  wizard, 2d4 negative levels for 24 hours, DC 23 Fortitude 
  save negates); Search DC 34; Disable Device DC 34. 
   
  � Forcecage and Summon Monster VII trap; CR 10; 
  magic device; visual trigger (deathwatch, true seeing); 
  automatic reset (3 rounds); multiple traps (one forcecage 
  trap and one summon monster VII trap that summons 
  Large Fire Elementals); spell effect (forcecage, 13th-level 
  wizard), spell effect (summon monster VII, 13th-level 
  wizard, 1d3 Large Fire Elementals); Search DC 32; Disable 
  Device DC 32. 
   
  �Note: This trap is really one CR 8 trap that creates a 
  forcecage with bars and a second CR 8 trap that 
  summons 1d3 Large Fire Elementals in the same area. If 
  both succeed, the Elementals appear inside the 
  forcecage. These effects are independent of each other. 
   
  Area 11: The Court of Death 
  Opening the heavyset onyx doors you are greeted by a 
  
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  large chamber, 40 feet wide and 60 feet long. Toward 
  the back you see a cauldron bubbling happily in one 
  corner, and an onyx altar in the other.  Towards the 
  center of the far wall, is a half-circle raised dais, upon 
  which sits a darkly cloaked figure on a stone throne. 
  Her hand rests on a small black box. She cocks her head 
  as the door swings open. “Have you come to play with 
  death? Do you wish to test your faith against mine?” 
   
  This is where the Cowled Lady holds court over her little 
  kingdom of death. She is currently out starting her final 
  campaign against the viscounty. In her place, on her 
  “throne” sits her loyal minion, Gillian the Entropomancer.  
  Uytelle the Grimlock vampiress is actually “in charge,” but 
  she is hiding, in gaseous form, above the bubbling cauldron 
  in the corner.  Uytelle believes that the PCs are either here 
  for her mistress or for the Revnash Splinter. In either case 
  she and Gillian will fight to death defending this place. 
  Uytelle has a permanent telepathic bond with the Cowled 
  Lady; though she is loathe to ask for help. In fact the only 
  time she will say anything is at the end of the combat. She 
  will then say that she failed the Cowled Lady and that the 
  party is in this room. 
   
  The small black box is a lead lined coffer that holds the 
  Revnash Splinter. She will try to keep it out of the PC’s 
  hands as long as possible.   
   
  Combat Setup and Notes: 
   
  Review the DM Map #2: Level 2 for the starting locations 
  of creatures, as well as the effects in place. 
   
  The room is 40 feet wide and 90 feet long. The double doors 
  are 20 feet wide and there is a pit trap in front of the doors 
  some 20 feet in. 
   
  All APLs 
  �Camouflaged Pit Trap: CR 2; mechanical; location 
  trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep 
  (2d6, fall); Search DC 24; Disable Device DC 20. 
  Note: The walls have been coated with oil. The Climb DC is 
  25. 
   
  APL 12 (EL 16)  
  �Shadows, Greater (2): hp 19, 20; See Monster Manual 
  page 221 
  �Slaymate: hp 26; See Appendix 1 
  � Necromental Invisible Stalker: hp 58; See Appendix 1 
  � Gillian the Entropomancer: Clr8/Entropomancer6; hp 
  91; See Appendix 1 
  � Uytelle Vampire Wizard: Wiz7/FateSpnnr4; hp 104; 
  See Appendix 1 
   
  APL 14 (EL 18) 
  �Slaymate: hp 26; See Appendix 1 
  �Bodak: hp 58; See Monster Manual page 28 
  �Atropal Scion: hp 67; See Appendix 1 
  �Necromental Invisible Stalker: hp 67; See Appendix 1 
  �Gillian the Entropomancer: Clr9/Entropomancer7; hp 
  105; See Appendix 1 
  �Uytelle Vampire Wizard: Wiz9/FateSpnnr4; hp 128; 
  See Appendix 1 
   
  APL 16 (EL 20) 
  �Slaymate: hp 26; See Appendix 1 
  �Mohrg: hp 91; See Monster Manual page 189 
  �Dreadwraith: hp 104; See Monster Manual page 258 
  �Atropal Scion: hp 67; See Appendix 1 
  �Necromental Invisible Stalker: hp 91; See Appendix 1 
  �Gillian the Entropomancer: Clr10/Entropomancer8; 
  hp 129; See Appendix 1 
  �Uytelle Vampire Wizard: 
  Wiz10/FateSpnnr4/ArchMage1; hp 142; See Appendix 1 
   
  Tactics  
  Gillian  
  Gillian will use the first round to cast either invisibility 
  purge or spell immunity before attacking directly.  Gillian 
  will then attack any Clerics or Druids first, then Arcane 
  Spellcasters, then Fighters and Rogues. She will attempt to 
  move to the side and eventually move her Shard of Entropy 
  closer to a party member. 
   
  Uytelle 
  Once she is aware of the party’s presence on the plane she 
  will use a scroll of wish obtained from the Cowled Lady to 
  cast greater spell immunity, choosing to make herself 
  immune to holy word, fire seeds and maze.  She will then 
  cast greater mage armor and shield 
   
  All of her spells have been prepared as corrupted without 
  the level increase due to the Slaymate. This has made all of 
  her spells Evil, allowing her to cast at +1 caster level and to 
  cast one quickened spell every round. 
   
  Necromental Invisible Stalker 
  The Stalker will use its natural invisibility to attack PCs at 
  the back of the party, assuming that these are the most 
  defenseless and weakest. It is fairly mindless, so it attacks 
  those closest to it. 
   
  Treasure: There is considerable wealth upon the two 
  casters. PC’s will need six rounds to fully strip the corpses. 
  It should be noted that the armor, mace and pearls are 
  property of Brother Barnaby. The lead box next two the 
  
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  throne contains the Revnash Splinter, holy relic of the 
  church of Saint Cuthbert. Any party member who touches 
  it will be instilled with a sense of hope and goodness. After 
  six rounds continue on to Encounter Six. 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 mithral breastplate (445 gp 
  per character); +1 mace, heavy (192 gp per character); cloak 
  of resistance +3 x2 (750 gp per character); headband of 
  intellect +2 (333 gp per character); pearl of power – 4th 
  (1333 gp per character); ring of arcane might (1666 gp per 
  character); ring of protection +2 x2 (666 gp per character); 
  revnash splinter (priceless) 
   
  APL 14: L: 0 gp; C: 0 gp; M: +1 mithral breastplate (445 gp 
  per character); +1 mace, heavy (192 gp per character); cloak 
  of displacement, minor (2000 gp per character); cloak of 
  resistance +4 (1333 gp per character); headband of intellect 
  +4 (1333 gp per character); pearl of power – 5th (2083 gp 
  per character); ring of arcane might (1666 gp per character); 
  ring of evasion (2083 gp per character); ring of protection 
  +2 (666 gp per character); scarab of protection (3166 gp per 
  character); revnash splinter (priceless) 
   
  APL 16: L: 0 gp; C: 0 gp; M: +1 mithral breastplate (445 gp 
  per character); +1 mace, heavy (192 gp per character); cloak 
  of displacement, major (4166 gp per character); cloak of 
  resistance +4 (1333 gp per character); cube of force (5166 gp 
  per character); headband of intellect +6 (3000 gp per 
  character); pearl of power – 2 spells (5833 gp per character); 
  ring of arcane might (1666 gp per character); ring of 
  evasion (2083 gp per character); ring of protection +2 (666 
  gp per character); robe of the archmage (black) (6250 gp per 
  character); scarab of protection ( 3166 gp per character); 
  revnash splinter (priceless) 
   
  Encounter Six: Run To the Hills 
   
   
  The sound of clapping echoes from the far end of the 
  chamber as the last creature falls to the ground. 
  Turning, you see a black-cloaked figure of slight build. 
  The figure’s face is obscured by a large mantle.  
   
  From beneath the mantle, a woman’s voice utters forth. 
  The sound of it is both harmonious and dreadful to 
  behold. 
   
  “I have done a great disservice to these lands by 
  underestimating those that would come to her aid. I 
  thank you for correcting that mistake – and assure you 
  it will not happen again. Please, don’t bother attacking 
  me, as this is merely a projection of my image.  
   
  “You must be proud indeed – coming here and 
  dispatching my followers, ultimately in the futile hope 
  of stemming the tide that will soon come crashing 
  down on the whole of the Viscounty. I have no wish to 
  break your spirit yet – your meager struggling will 
  make this conquest far more entertaining. I should tell 
  you, however, that this was all for naught. You saw for 
  yourselves the army that awaits outside. Even now 
  machinations are in play that will crush the hapless 
  people you vainly hope to protect.  Your unmitigated 
  arrogance in coming here will only serve to be your 
  personal undoing.” 
   
  As she falls silent, the sharp pang of weakness and 
  exhaustion staggers you briefly as the dark energy 
  permeating this plane leeches the essence of your 
  lifeforce. 
   
  The Cowled Lady speaks again, her dreadful voice 
  ringing with triumph. “I have lands to conquer, a spirit 
  to break, and your feeble Viscount to kill. I shall dine 
  on the rotting corpses of your children and drink the 
  blood of your defenders with my meals. I leave you here 
  to die and rise again to serve me – and I have faith you 
  will be loyal minions.” As she falls silent, the image 
  slowly dissolves and you are left to deal with the 
  increasing force that saps your life essence. 
   
  The Cowled Lady is a projected image, impervious to 
  dispelling. At the end of her speech, she falls silent, 
  vanishes, and immediately increases the negative energy 
  output of the plane.  
   
  The plane itself is slowly changing from the previous demi-
  plane of death statistics, to one of major negative energy. 
  The change takes four rounds, during which the following 
  effects occur: 
   
  Round 1 – All PCs take 2d6 damage from negative energy. 
  This is only straight damage to hit points. This occurs in 
  each successive round as well. 
   
  Round 2 – All PCs must make a DC 20 Fortitude save or 
  gain a negative level. 
   
  Round 3 – All PCs must make a DC 25 Fortitude save or 
  gain a negative level. 
   
  Round 4 – All PCs must make a DC 30 Fortitude save or 
  gain 1d4 negative levels. 
   
  Round 5 – Same as round 4.  Repeat until they escape or are 
  
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  killed. 
   
  The party should realize that they must exit as quickly as 
  possible. Remember that any PC crossing the Plane of 
  Death on foot still gets a random encounter (see Area 1 
  above.)  Moving at 30 feet per round means they will take at 
  least 4 rounds to get to the portal from inside the Court of 
  Death. (Downstairs, outside, across the plain, through the 
  portal.) 
   
  Conclusion 
   
   
  The cool air of the Kron never felt as good as you stand 
  upon the hills of southern Verbobonc. Nevertheless, a 
  sudden chill makes you shudder as you recall your 
  encounter with the Cowled Lady. You barely made it 
  out as the negative energy poured through your body.  
   
  You force yourself to concentrate…what did the 
  Cowled Lady say…machinations…kill the Viscount?  
   
  The rumble of thunder echoes across as the first drops 
  of rain pelt you. Tears from Oerth itself, you wonder, 
  weeping for the loss of innocents. Someone must be 
  warned! The chill you feel at the base of your spine has 
  nothing to do with the cold rain and everything to do 
  with the coming storm.   
   
  Ask the PCs what they intend to do. The majority will 
  probably report what they found out to the Viscount 
  and\or Bishop Haufren. The party may or may not have 
  either Brother Barnaby or the Revnash Splinter. Take this 
  into to consideration when dealing with the conclusions 
  below. Doing so they will be directed to the church of Saint 
  Cuthbert in either case. Some who have taken up the offer 
  of House Langmiur might wish to inform Lady Langmiur 
  of what has transpired. Read the appropriate conclusions 
  based on the party or specific PCs decisions. 
   
  Reporting to Viscount Langard or Bishop 
  Haufren 
   
  Anyone wishing to report what has transpired, as well as 
  possibly handing Brother Barnaby over, will be directed to 
  the church of Saint Cuthbert. Once they ask to see the 
  Bishop they will be directed to wait. If they have Brother 
  Barnaby with them as a prisoner or “detainee”, a church 
  custodian will ask that he be placed in church custody. If 
  they refuse he will storm off hoping the Bishop takes care 
  of them. After about ten minutes the Bishop and Viscount 
  will appear form an entryway, hurrying toward the party. 
   
  It seems that the end of your quest draws near. Looking 
  up to the sound of footsteps your vision is greeted by 
  that of Viscount Langard and Bishop Haufren. At first 
  the Bishop shines as he spies the party and Brother 
  Barnaby. But his enthusiasm slowly drains away as he 
  takes in the sight that once was the trusted Brother 
  Barnaby. 
   
  The Viscount steps forward to greet you. “You have all 
  done well, as I hoped you would. Please tell me what 
  has happened. I believe that by the look on your faces 
  our troubles are far from over.” 
   
  Let the party explain as much or as little of what has 
  happened and what they know. This is a fairly free form 
  role-playing encounter. No matter what the result is, both 
  will offer their thanks and appreciation.  
   
  If they present Brother Barnaby and the acts he committed 
  truthfully to the Bishop turns pale. He will ask that he be 
  taken into the church for examination. The Viscount will 
  agree. 
   
  If the party has the Revnash Splinter, the Bishop will be in 
  good spirits, though still grieving over the lives lost because 
  of it. 
   
  If the party mentions war, or the prospect of attacks by the 
  Cowled Lady, both will appear to be disturbed by this news. 
  They will offer their thanks with assurances that they will 
  move with great urgency to meet the threat. Both will exit 
  quickly to hence they came, going to convene a war council 
  and to send word of impending attacks. 
   
  Killing Brother Barnaby 
   
  It is quite possible that party members may attack and kill 
  Brother Barnaby. The church and viscount do not wish to 
  publicize the actions of Brother Barnaby or distract from 
  the church mission. The PC will not be arrested or charged 
  with any crime, even if there are witnesses.  
   
  It is also possible that a whole party will decide to cover up 
  the murder of Brother Barnaby. In this event let the PCs 
  finish the adventure believing their plans have worked. 
  Contact the Verbobonc Triad with the names of the PCs 
  and their real names, as well as the region they reside in.  
   
  The PC(s) that killed him must shift their alignment one 
  step on the lawful/chaotic axis. If the PC is already chaotic 
  then they must shift their alignment from good to neutral. 
  No shift occurs for PCs who are already chaotic neutral. 
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 22 
  Any PC wishing to return back to their previous alignment 
  must get an atonement from a representative of their 
  worshipped deity. 
   
  House Langmiur 
   
  Non-regional PCs represent house Langmiur in this 
  adventure. In doing so they are asked to report everything 
  that transpired and all information they came across. PCs 
  will be asked to report directly to Lady Langmiur herself. 
  She will have a cleric of Zilchus use a scroll of zone of truth 
  to verify the veracity of their statements. If she believes the 
  PCs are telling her everything they know she will give 
  them the 1,000gp she offered. She will also extend an 
  invitation to join House Langmiur in the future as a 
  representative or guardian. She will stress that the benefits 
  will be plenty for those who can be trusted. 
   
  Experience Point Summary 
   
   
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  role-playing) to each PC. 
   
  Encounter Two 
  Figure out where to go and who to kill. 
  APL 12 
  50 XP 
  APL 14 
  75 XP 
  APL 16 
  100 XP 
   
  Encounter Four 
  Destroy the gate guardian or be destroyed. 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  590 XP 
   
  Encounter Five, Area 3 
  A grand fight in the grand foyer. 
  APL 12 
  360 XP 
  APL 14 
  470 XP 
  APL 16 
  500 XP 
   
  Encounter Five, Area 6 
  Trapped stairs, comes in pairs. Defeat two, good for you. 
  APL 12 
  360 XP 
  APL 14 
  410 XP 
  APL 16 
  560 XP 
   
  Encounter Five, Area 11 
  Let the end begin. 
  APL 12 
  480 XP 
  APL 14 
  580 XP 
  APL 16 
  630 XP 
   
  Conclusion 
  Escape with your life and report what you know. 
  APL 12 
  50 XP 
  APL 14 
  50 XP 
  APL 16 
  50 XP 
   
  Award for Good Roleplaying 
  APL 12 
  30 XP 
  APL 14 
    30 XP 
  APL 16 
  30 XP 
   
  Total Possible Experience 
  APL 12 
  1,780 XP 
  APL 14 
  2,125 XP 
  APL 16 
  2,460 XP 
   
  Treasure Summary 
   
  During an adventure, PCs 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 PC 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 PCs cannot take the time to loot the 
  bodies, they do not gain this gold.  If you feel it is reasonable 
  that PCs 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), PCs may return 
  to retrieve loot.  If the PCs 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 PC gains if 
  they take the coin available.  A normal adventuring party can 
  usually gather this wealth in a round or so.  If for some 
  reason, they pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  PCs may want to use them during the adventure.  Many 
  times PCs 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 
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 23 
  from each encounter add it up and that is the number of gold 
  pieces a PCs total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional scenario, PCs 
  may spend additional Time Units to practice professions or 
  create items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
   
  Encounter Five, Area 11 
   
  APL 12: L: 0 gp; C: 0 gp; M: canaith mandolin (1950 gp per 
  character);  
   
  APL 14: L: 0 gp; C: 0 gp; M: canaith mandolin (1950 gp per 
  character);  
   
  APL 16: L: 0 gp; C: 0 gp; M: canaith mandolin (1950 gp per 
  character);  
   
  Encounter Five, Area 11 
   
  APL 12: L: 0 gp; C: 0 gp; M: +1 mithral breastplate (445 gp 
  per character); +1 mace, heavy (192 gp per character); cloak 
  of resistance +3 x2 (750 gp per character); headband of 
  intellect +2 (333 gp per character); pearl of power – 4th 
  (1333 gp per character); ring of arcane might (1666 gp per 
  character); ring of protection +2 x2 (666 gp per character); 
  revnash splinter (priceless) 
   
  APL 14: L: 0 gp; C: 0 gp; M: +1 mithral breastplate (445 gp 
  per character); +1 mace, heavy (192 gp per character); cloak 
  of displacement, minor (2000 gp per character); cloak of 
  resistance +4 (1333 gp per character); headband of intellect 
  +4 (1333 gp per character); pearl of power – 5th (2083 gp 
  per character); ring of arcane might (1666 gp per character); 
  ring of evasion (2083 gp per character); ring of protection 
  +2 (666 gp per character); scarab of protection (3166 gp per 
  character); revnash splinter (priceless) 
   
  APL 16: L: 0 gp; C: 0 gp; M: +1 mithral breastplate (445 gp 
  per character); +1 mace, heavy (192 gp per character); cloak 
  of displacement, major (4166 gp per character); cloak of 
  resistance +4 (1333 gp per character); cube of force (5166 gp 
  per character); headband of intellect +6 (3000 gp per 
  character); pearl of power – 2 spells (5833 gp per character); 
  ring of arcane might (1666 gp per character); ring of 
  evasion (2083 gp per character); ring of protection +2 (666 
  gp per character); robe of the archmage (black) (6250 gp per 
  character); scarab of protection ( 3166 gp per character); 
  revnash splinter (priceless) 
   
  Conclusion 
   
  PCs that represented noble house Langmiur receive 1,000 
  gold pieces. 
  APL 12: L: 0 gp; C: 1,000 gp; M: 0 gp. 
  APL 14: L: 0 gp; C: 1,000 gp; M: 0 gp. 
  APL 14: L: 0 gp; C: 1,000 gp; M: 0 gp. 
   
  Total Possible Treasure  
  APL 12:   
   
  3,300 gp 
  APL 14:   
   
  6,600 gp 
  APL 16:   
   
  9,900 gp 
   
   
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 24 
  Appendix One: NPCs 
  Encounter One 
  Brother Justin: Male Human Clr12: CR 12; medium 
  humanoid; HD 12d8+24; hp 81; Init +3; Spd 20; AC: 22 
  (+8 full plate armor +1, +3 heavy steel shield +1, +1 
  natural), flatfooted 22, touch 10; Base Atk +9; Grp +10; 
  Atk +4 ranged (1d8, crossbow, light);or +7 melee 
  (1d6+2, +1 cudgel); SA spontaneous casting,  turn or 
  rebuke undead (8 /day), spells, domain (Good, War); 
  AL LG; SV Fort +10, Ref +3, Will +13; Str 13, Dex 8, 
  Con 14, Int 10, Wis 20, Cha 12. 
   
   
  Skills and Feats: Concentration +17, 
  Diplomacy +10, Heal +11, Knowledge (Religion) +15; 
  Combat Casting, Extend Spell, Extra Turning, 
  Improved Initiative, Improved Turning, Scribe Scroll 
   
   
  Spells Prepared: 
  (6/7+1/5+1/5+1/4+1/4+1/2+1; DC = 15 + spell level); 0 - 
  cure minor wounds, detect magic, detect poison, 
  guidance, light, mending; 1st - bless, comprehend 
  languages, detect chaos, detect evil, detect undead, 
  magic weapon (d), shield of faith, summon monster I; 
  2nd - consecrate, hold person, restoration, lesser, 
  silence, spiritual weapon (d), zone of truth; 3rd - 
  continual flame, daylight, dispel magic, magic 
  vestment (d), magic vestment, searing light; 4th - 
  divination, neutralize poison, restoration x2, spell 
  immunity (d); 5th - disrupting weapon, flame strike (d), 
  flame strike, raise dead, wall of stone; 6th -- blade 
  barrier, stoneskin (d), symbol of fear. 
   
   
  Domains: Good - Cast good spells at +1 caster 
  level; War - Free Martial Weapon Proficiency with 
  deity’s favored weapon (if necessary) and Weapon 
  Focus with the deity’s favored weapon. 
   
   
  Possessions: +1 cudgel; crossbow, light; bolts, 
  crossbow (20), +1 full plate armor, +1 shield, heavy 
  steel, ring of protection +1, periapt of wisdom +2, 
  amulet of natural armor +1. 
   
  Lighthouse Guard: male human Ftr10: CR 10; 
  Medium Humanoid; HD 10d10+20; hp 79; Init +5; Spd 
  20; AC 20 (+6 chain shirt, +3 heavy steel shield, +1 
  Dex), flatfooted 19, touch 11; Base Atk +10; Grp +13; 
  Atk +11 melee (1d10+6, +1 sword, bastard) or +8 ranged 
  (1d10+1, +1 crossbow, heavy); Full Atk +11\+6 melee 
  (1d10+6, +1 sword, bastard) or +8 ranged (1d10+1, +1 
  crossbow, heavy); AL LG; SV Fort +9, Ref +4, Will +4; 
  Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
   
  Skills and Feats: Climb +4, Handle Animal +6, 
  Intimidate +6, Jump -3, Ride +9, Swim -12; Cleave, 
  Dodge, Great Cleave, Greater Weapon Focus, 
  Improved Critical: Sword, bastard, Improved Initiative, 
  Improved Sunder, Mobility, Power Attack, Weapon 
  Focus: Sword, bastard, Weapon Specialization: Sword, 
  bastard. 
   
   
  Possessions: +1 sword, bastard; +1 crossbow, 
  heavy; +2 chain shirt, +1 shield, heavy steel. 
   
  Encounter Three 
  Brother Barnaby: male human (oeridian) Ex-Clr12 
  (needs atonement): CR 12; medium humanoid; HD 
  12d8+24; hp 81; Init +3; Spd 20; AC 10, flatfooted 10, 
  touch 8; Base Atk +9; Grp +10; Atk +7 melee (1d6+2, +1 
  heavy mace); SA spontaneous casting, turn or rebuke 
  undead (8 /day), spells, domain (Good, War); AL LG; 
  SV Fort +10, Ref +3, Will +13; Str 13, Dex 8, Con 14 [8], 
  Int 10 [8], Wis 20 [8], Cha 12. 
   
   
  Skills and Feats: Concentration +17, 
  Diplomacy +10, Heal +11, Knowledge (Religion) +15; 
  Combat Casting, Extend Spell, Extra Turning, 
  Improved Initiative, Improved Turning, Scribe Scroll 
   
   
  Cleric Spells Prepared: (none, currently needs 
  atonement) 
   
   
   
  Domains: Good - Cast good spells at +1 caster 
  level; War - Free Martial Weapon Proficiency with 
  deity’s favored weapon (if necessary) and Weapon 
  Focus with the deity’s favored weapon. 
   
   
  Possessions: [he has given all of his 
  possessions to the gate] +1 mithral breastplate, +1 
  heavy mace, cloak of resistance +4, ring of evasion, 
  pearl of power 4
  th, pearl of power 6
  th, pearl of power – 2 
  spells. 
   
  Illire Greenblade: Squire to the Knights of Luna, male 
  gray elf, Rgr8: CR 8; medium humanoid; HD 8d8+8; hp 
  46; Init +4; Spd 30; AC 17 (+4 Dex, +3 studded leather), 
  flatfooted 14, touch 14; Base Atk +8/3; Grp +9; Full Atk 
  +13/8 ranged (1d8, longbow); +10/5 melee (1d8+1, 
  longsword); SA favored enemy: orc (+4), favored 
  enemy: human (+2), archery, rapid shot, manyshot; SQ: 
  +2 Saves vs. enchantment spells and effects, endurance, 
  immunity to sleep effects, low-light vision, swift 
  tracker; wild empathy (+7), woodland stride; AL CG; 
  SV Fort +7, Ref +10, Will +4; Str 12, Dex 19, Con 12, Int 
  12, Wis 15, Cha 8. 
   
  
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  Skills and Feats: Climb +9, Handle Animal 
  +11, Heal +10, Hide +13, Jump +4, Listen +13, Move 
  Silently +12, Ride +12, Search +12, Spot +11, Survival 
  +8; Alertness, Animal Affinity, Blind-Fight, Endurance, 
  Manyshot, Quick Draw, Rapid Shot, Track. 
   
   
  Possessions: Longbow, Longsword, Studded 
  leather 
   
  Fulgarin Haftwaver: male hill dwarf Exp4/Bbn2: CR 
  5; medium humanoid; HD 4d6+2d12+18; hp 48; Init -1; 
  Spd 30; AC 9, flatfooted 9, touch 9; Base Atk +4; Grp +4; 
  SA Rage (1x/day); SQ +1 Attack vs. orcs and goblinoids, 
  +2 appraise (stone and metal items), +2 craft (stone and 
  metal items), +2 Saves vs. Poison, +2 Saves vs. Spells 
  and Spell-like Effects, +4 Dodge Bonus to AC vs. 
  Giants, darkvision 60 ft., stability, stonecunning, 
  uncanny dodge, weapon familiarity; AL NG; SV Fort 
  +9, Ref +0, Will +4; Str 8, Dex 8, Con 16, Int 14, Wis 10, 
  Cha 8. 
   
   
  Skills and Feats: Appraise +4, Climb +4, Craft 
  (Armorsmithing) +2, Craft (Blacksmithing) +2, Craft 
  (Metalworking) +11, Craft (Stonemasonry) +11, Craft 
  (Weaponsmithing) +2, Craft (Woodcrafting) +11, Heal 
  +2, Knowledge (Architecture and Engineering) +11, 
  Listen +5, Profession (Miner) +11, Spot +5, Survival 
  +10; Diligent, Great Fortitude, Self-Sufficient. 
   
  
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  APL 12
  Encounter Four 
  Advanced Evolved* Vasuthants (2): CR 10; 
  gargantuan undead; HD 30d12+120; hp 364; Init +2; 
  Spd fly 30 (perfect); AC 21 (+14 natural, -5 size, +2 Dex), 
  flatfooted 19, touch 7; Base Atk +15; Grp +46; Atk +25 
  melee (2d8+15, slam); Full Atk +25/+25 melee (2d8+15, 
  2 slams); Space/Reach 20 ft./20 ft.; SA enervating 
  crush, improved grab, multigrab, reality distortion; SQ 
  blindsight 60 ft., darkvision 60 ft., fast healing 3, 
  immune to acid, immunity to cold, immune to light, 
  resistance electricity 10, resistance fire 10, resistance 
  positive energy 10, trap light, turn resistance +2, 
  undead traits; AL CE; SV Fort +12, Ref +12, Will +18; 
  Str 40, Dex 15, Con --, Int 4, Wis 13, Cha 16. 
   
  Skills and Feats: Listen +3, Spellcraft +13, Spot 
  +4; Dodge, Elusive Target*, Great Fortitude, Improved 
  Grapple, Improved Natural Armor*, Improved 
  Toughness, Mobility, Multigrab*, Positive Energy 
  Resistance*, Quicken Spell-like Ability (dispel magic, 
  greater) 
   
   
   
  Spell-Like Abilities (Sp): 1/day—Quickened 
  dispel magic, greater; Caster level 30. 
   
   
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of 
  the vasuthant. In that round and every round 
  thereafter, a grappled victim takes 1d4 points of 
  damage plus 1d4 points of Strength damage. A creature 
  reduced to 0 Strength by a vasuthant dies. This is a 
  negative energy effect. 
  Every point of Strength damage dealt by a 
  vasuthant heals the creature of 1 point of damage, or 
  gives it 1 temporary hit point if the creature is at full 
  normal hit points. These temporary hit points last for 
  10 minutes. 
  A vasuthant can grapple with one creature of 
  its size, or can simultaneously grapple one or two 
  creatures one size smaller or up to four creatures two or 
  more sizes smaller. Creatures that become pinned are 
  suspended inside the vasuthant while their life energy 
  is crushed out of their bodies. 
          
  The use of its enervating crush ability does 
  not prevent a vasuthant from making slam attacks or 
  using its spell-like abilities. 
   
  Improved Grab (Ex): To use this ability, a 
  vasuthant must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, a vasuthant immediately employs its enervating 
  crush attack. 
   
  Multigrab (Ex): A vasuthant that has 
  grappled an opponent may simply use the part of its 
  body it used in the improved grab to hold the 
  opponent.  When doing this, it takes a -10 penalty on 
  grapple checks, but is not considered grappled itself; 
  the vasuthant does not lose its dexterity bonus to AC, 
  still threatens an area, and can use its remaining attacks 
  against other opponents.  
   
  Reality Distortion (Ex): A vasuthant has 
  limited influence over the forces of time and reality. 
  Three times per day (but only once per round), a 
  vasuthant can take a free action to reroll any 
  unfavorable die roll or force its opponent to reroll a 
  favorable die roll. The vasuthant must accept the result 
  of the reroll.  
   
  Immunity to Light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any 
  harmful effects of light, either natural or magical. All 
  cleric spells of the Sun domain as well as other spells 
  with the light descriptor (such as daylight) produce no 
  adverse effects on a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively 
  absorbs nearby magical and non magical light, creating 
  a 60-foot emanation of shadow. All creatures within 
  this area, including the vasuthant, gain concealment. 
  Creatures with low-light vision or darkvision can see 
  normally within the area of the emanation. Light 
  sources within the area are suppressed, not dispelled. If 
  a vasuthant moves out of range before the light source's 
  duration expires, the light source illuminates again 
  (though its illumination still cannot extend within the 
  area of the vasuthant's trap light effect). 
   
  Unholy Toughness (Ex): A vasuthant gains a 
  bonus to its hit points equal to its Charisma modifier x 
  its Hit Dice. 
   
   
  Skills: Vasuthants have a +2 racial bonus on Listen 
  checks and Spot checks. *A vasuthant gains a +4 racial 
  bonus on Hide checks in areas of shadowy 
  illumination. In areas of bright illumination, it takes a -
  4 penalty on Hide checks. 
   
  * see Appendix 2: New Rules Items 
   
  
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  Spectros: Male Human Ghost Sor9/Initiate of the 
  Sevenfold Veil3; CR 14; medium undead (augmented 
  humanoid) (incorporeal); HD 12d12; hp 100; Init +3; 
  Spd: Fly 30 (perfect); AC 25 (+3 Dex, +8 deflection, +4 
  mage armor), touch 21, flat-footed 22; Base Atk +5; Grp 
  +5; Atk Incorporeal touch +8 melee (ability drain); SA 
  Spells, corrupting gaze, draining touch, horrific 
  appearance, manifestation; SQ Rejuvenation, +8 turn 
  resistance, resistance to positive energy 10; AL CE; SV 
  Fort +7, Ref +10, Will +13; Str 10, Dex 16, Con --, Int 12, 
  Wis 12, Cha 27. 
   
   
   
  Skills and Feats: Bluff +12, Concentration +22, 
  Hide +11, Knowledge (Arcana) +16, Knowledge 
  (Nature) +8, Listen +9, Search +9, Spellcraft +19, Spot 
  +9; Fell Drain*, Greater Spell Focus (abjuration), 
  Improved 
  Turn 
  Resistance*, 
  Positive 
  Energy 
  Resistance*, Skill Focus (Spellcraft), Spell Focus 
  (abjuration) 
   
   
  Spells per Day (6/6/6/6/6/5/3; DC = 18 + 
  Spell Level, DC = 20 for Abjuration spells); 0 – acid 
  splash, detect magic, mage hand, ray of frost, 
  resistance; 1st – mage armor, magic missile, ray of 
  enfeeblement, shield, true strike; 2nd – fireburst*, 
  resist energy, scorching ray, see invisibility, touch of 
  idiocy; 3rd – dispel magic, haste, protection from 
  energy, wind wall; 4th - Evard`s black tentacles, greater 
  invisibility, unluck*; 5th – break enchantment, 
  reciprocal gyre*; 6th – illusory pit. 
   
   
  Possessions: cloak of charisma +2, vest of 
  resistance +3, headband of conscious effort*, ring of 
  arcane might* 
   
   
  Corrupting Gaze (Su): A ghost can blast 
  living beings with a glance, at a range of up to 30 feet.  
  Creature’s that meet the ghost’s gaze must succeed on a 
  Fortitude save DC 24 or take 2d10 points of damage 
  and 1d4 points of Charisma damage. 
   
   
  Draining Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack drains 
  1d4 points from any one ability score it selects.  On 
  each successful attack, the ghost heals 5 points of 
  damage to itself.  Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only.  Against non-
  ethereal opponents, it adds it Dexterity modifier to 
  attack rolls only. 
   
   
  Horrific Appearance (Su): Any living 
  creature within 60 feet that views a ghost must succeed 
  on a Fortitude save DC 24 or immediately take 1d4 
  points of Strength damage, 1d4 points of Dexterity 
  damage, and 1d4 points of Constitution damage.  A 
  creature that successfully saves against this effect 
  cannot be affected by the same ghost’s horrific 
  appearance for 24 hours. 
   
  Warding (Sp): An initiate of the Sevenfold Veil 
  can create a warding. She can choose one veil she 
  knows (see below) to be imbued in the warding. A 
  warding lasts for a certain amount of time as indicated 
  in its description, unless it is dismissed (the same way a 
  spell is dismissed; see page 176 of the PC’s Handbook). 
  When she creates a warding, she can choose one of 
  three types. 
  Personal: This wording is a sphere whose diameter 
  is equal to an initiate's space (5 feet for Small or 
  Medium creatures, 10 feet for Large. and so on) and 
  encapsulates the initiate. It moves with her, but she 
  cannot force another creature to pass through it (for 
  example, by attempting to grapple an enemy). If she 
  does force a creature to pass through, the warding has 
  no effect on that creature. Any creature striking at her 
  with a melee weapon or natural attack is subject to the 
  veil's effect (although creatures using reach weapons 
  are not). The warding provides concealment to the 
  initiate, but she can see out with no hindrance. It lasts 
  for I minute per level or until dismissed. 
  Area: An area warding affects an initiate's space 
  and all adjacent squares (a sphere 15 feet in diameter 
  for a Small or Medium initiate, 20 feet in diameter for a 
  Large initiate. and so on). Any creature that remains 
  adjacent to the initiate gains the benefit of the 
  warding's protection, even if part of its body lies 
  outside the sphere. Moving out of the warding 
  (stepping away from the initiate) is completely safe, but 
  any one attempting to enter the warding-even 
  someone who was formerly inside it and left-becomes 
  subject to the effects of the chosen veil. The warding 
  moves with the initiate, but she cannot force another 
  creature to pass through it (for example, by moving 
  adjacent to an enemy). If she does force a creature to 
  pass through, the warding has no effect on that 
  creature. This warding provides concealment to all 
  within from creatures outside, but anyone inside the 
  warding can see out with no hindrance. It lasts for 1 
  minute per level or until dismissed. 
  Wall: This warding takes the form of a wall, up to 
  10 feet long and 5 feet high per initiate class level. For 
  example, a 3rd-level Initiate of the Sevenfold Veil 
  could create a warding wall 30 feet long and 15 feet 
  high. The wall can be made smaller, but it is not 
  otherwise shapeable. The wall must begin within 30 
  
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  feet of the initiate, but can extend beyond that 
  distance. The wall is immobile once created. An initiate 
  may choose to make crossing through the wall in one 
  direction safe, if she chooses. In any event, she can pass 
  through her own warding wall with no danger. This 
  wading provides concealment to creatures on either 
  side. It lasts for 10 minutes per level or until dismissed. 
  The save DC for an initiate's warding is equal to 18 
  + her primary spellcasting ability modifier 
  (intelligence for wizards, Charisma for sorcerers and 
  bards, and so on). The spell level equivalent of a 
  warding depends on which veil is integrated into it. 
  Veils: When an initiate creates a warding, she can 
  choose and imbue the warding with any one veil she 
  knows how to create. These veils duplicate the layers of 
  a prismatic trail and are described below. An initiate's 
  caster level for these veils is equal to her arcane 
  spellcaster level. 
  Red Veil: The first veil an initiate learns is the red 
  veil. A warding imbued with this veil blocks all 
  nonmagical ranged attacks and missiles. A creature 
  crossing a red veil takes 20 points of fire damage 
  (Reflex half). A cone of cold spell or effect destroys a 
  warding with this veil but is negated in the process. A 
  warding with this veil is the equivalent of a 4th-level 
  spell. 
  Orange Veil: At 2nd level, an initiate learns the 
  secret of the orange veil. A warding with this veil halts 
  magical ranged attacks, including spells that conjure 
  missiles (such as Melf's acid arrow) or create rays (such 
  as disintegrate or a beholder's eye rays) but not spells 
  that do not require a ranged attack (such as magic 
  missile). A creature crossing an orange veil takes 40 
  points of acid damage (Reflex half). A gust of wind 
  spell or similar effect destroys the veil but is negated in 
  the process. A warding with this veil is the equivalent 
  of a 5th-level spell. 
  Yellow Veil: An initiate of 3rd level or higher can 
  create a yellow veil. This veil prevents gases or clouds 
  from entering the warded area, and it defeats 
  petrifaction attacks. In addition, a PC inside a personal 
  or area warding imbued with a yellow veil has 
  immunity to poison introduced from outside the 
  warding (such as from a creature with an envenomed 
  weapon striking through the barrier). A creature 
  crossing a yellow veil takes so points of electricity 
  damage (Reflex half). A disintegrate spell destroys the 
  veil but is negated in the process. A warding with this 
  veil is the equivalent of a 6th-level spell. 
  Unimpeachable Abjuration (Ex): An initiates 
  abjuration spells are particularly difficult to defeat with 
  spells or effects that dispel them. An initiate can add 
  her class level to the DC to dispel any abjuration spell 
  or effect she creates. 
  Unanswerable Strike (Ex): Due to her study of 
  magical defenses, an initiate learns how to defeat them 
  more easily. At 2nd level and higher, she gains a +2 
  bonus on caster level checks to counter or dispel 
  abjuration spells. At 6th level, this bonus increases to a 
  +4 bonus. 
   
  * see Appendix 2: New Rules Items  
   
  Encounter Five, Area 3 
  Atropal Scion: CR 11; Medium undead; HD 9d12+9; 
  hp 85; Init +6; Spd Fly, 30 (perfect); AC 25 (+2 Dex, +8 
  natural, +5 deflection), flatfooted 23, touch 17; Base Atk 
  +4; Grp +5; Atk +5 melee (1d8+1, slam); SA death gaze, 
  spell-like abilities, negative energy aura; SQ DR 
  10/adamantine, Darkvision 60 ft., fast healing 8, 
  unholy grace, rebuke undead 5/day (+7, 2d6+14, 9th), 
  undead traits; AL CE; SV Fort +10, Ref +12, Will +18; 
  Str 13, Dex 15, Con --, Int 16, Wis 22, Cha 20. 
   
   
  Skills and Feats: Hide +14, Knowledge 
  (Arcana) +15, Knowledge (Religion) +15, Listen +18, 
  Move Silently +14, Spot +18, Tumble +8; Great 
  Fortitude, Improved Initiative, Improved Toughness*, 
  Lightning Reflexes. 
   
   
  Spell-Like Abilities: 3/day--animate dead, 
  create undead, cone of cold (DC 18), desecrate, dispel 
  magic, invisibility, plane shift, speak with dead, 
  teleport. Caster level 9th. 
   
   
  Death Gaze (Su): Death, range 60 feet; 
  Fortitude DC 19 negates. The save DC is Charisma-
  based. Humanoids that die from this attack are 
  transformed into wights 24 hours later. 
   
   
  Negative Energy Aura (Su): A 60-foot-radius 
  negative energy aura surrounds an atropal scion. All 
  undead in the aura (including the atropal scion) are 
  treated as if they have +4 turn resistance and fast 
  healing 5. Living creatures in the aura are treated as 
  having two negative levels unless they have some sort 
  of negative energy protection or protection from evil. 
  Creatures with 2 or less HD fall dead in the negative 
  energy aura (and, at the atropal scion's option, rise as 
  wights under the atropal scion's command 1 minute 
  later). 
   
   
  Unholy Grace (Su): An atropal scion adds its 
  Charisma modifier as a bonus on all its saving throws 
  and as a deflection bonus to its Armor Class 
  * see Appendix 2: New Rules Items 
   
  
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  Advanced Wraith (2): CR 6; Medium Undead 
  (Incorporeal); HD 9d12; hp 76; Init +7; Spd Fly 60 ft. 
  (Good); AC 16 (+3 Dex, +3 deflection), flatfooted 13, 
  touch 16; Base Atk +4; Grp --; Atk +8 melee (1d4 plus 
  1d6 Constitution drain); SA Constitution drain, create 
  spawn; SQ darkvision 60 ft., daylight powerlessness, 
  incorporeal traits, +2 turn resistance, undead traits, 
  unnatural aura; AL LE; SV Fort +3, Ref +6, Will +8; Str -, 
  Dex 16, Con --, Int 14, Wis 14, Cha 16. 
   
   
  Skills and Feats: Diplomacy +11, Hide +15, 
  Intimidate +11, Listen +16, Search +10, Sense Motive 
  +12, Spot +16, Survival +2 (+4 following tracks); Ability 
  Focus (Constitution Drain), Alertness
  (B), Blind-Fight, 
  Combat Reflexes, Improved Initiative
  (B), Weapon Focus 
  (Incorporeal touch) 
   
   
  Constitution Drain (Su): Living creatures 
  hit by a wraith’s incorporeal touch attack must succeed 
  on a DC 19 Fortitude save or take 1d6 points of 
  Constitution drain.  The save DC is Charisma-based.  
  On each successful attack, the wraith gains 5 
  temporary hit points. 
   
  * see Appendix 2: New Rules Items 
   
  Bloodmote Cloud: CR 6; Fine undead (Swarm); HD 
  10d12; hp 65; Init +1; Spd Fly, 20 (poor); AC 19 (+8 size, 
  +1 Dex), flatfooted 18, touch 19; Base Atk +5; Grp --; 
  Atk +10 melee (1d4, swarm); SA blood drain, 
  distraction; SQ darkvision 60 ft., diet dependent, 
  immune to weapon damage, undead traits, swarm 
  subtype, AL NE; SV Fort +3, Ref +4, Will +7; Str 4, Dex 
  13, Con --, Int --, Wis 10, Cha 1. 
   
  Skills and Feats: Hide +17.  
   
   
  Blood Drain (Ex): A bloodmote cloud drains 
  blood and deals 1d3 points of damage and 1d2 points of 
  Constitution damage to any creature whose space it 
  occupies at the end of its move. 
   
   
  Distraction (Ex): Any living creature that 
  begins its turn with a bloodmote cloud in its space 
  must succeed on a DC 15 Fortitude save or be 
  nauseated for 1 round. The save DC is Constitution-
  based 
   
  Self Spawn (Ex): If a blood amniote deals as 
  many points of Constitution damage during its 
  existence as its full normal hit point total, it self 
  spawns. Splitting into two identical blood amniotes, 
  each with a number of hit points equal to the original 
  blood amniote's full normal total. 
   
  Encounter Five, Area 12 
  Necromental Invisible Stalker: CR 8; Large undead 
  (augmented elemental, air, extraplanar); HD 8d12; hp 
  58; Init +8; Spd 30 ft., fly 30 ft. (perfect); AC 19 (-1 size, 
  +4 Dex, +6 natural), touch 13, flat-footed 13; Base Atk 
  +6; Grp +14; Atk Slam +10 melee (2d6+4, slam); Full 
  Atk +10/+10 melee (2d6+4, 2 slams); Space/Reach 10 
  ft./10 ft.; SA create spawn, energy drain; SQ darkvision 
  60 ft., fast healing 5, improved tracking, natural 
  invisibility; AL NE; SV Fort +4, Ref +10, Will +2; Str 18, 
  Dex 19, Con --, Int 1, Wis 10, Cha 1 
   
   
  Skills and Feats: Listen +13, Move Silently +15, 
  Search +13, Spot +13, Survival +2 (+4 following tracks); 
  Combat Reflexes, Great Fortitude, Improved Initiative, 
  Weapon Focus (slam). 
   
   
   
  Create Spawn (Su): An elemental slain by a 
  necromental's energy drain attack rises as a 
  necromental 1d4 days after death. 
   
   
   
  Energy Drain (Su): Living creatures hit by 
  a necromental's natural weapon attack gain one 
  negative level. A necromental can use its energy 
  drain ability once per round, regardless of the 
  number of natural weapon attacks the necromental 
  possesses. The save DC to remove the negative level 24 
  hours later is 10 + 1/2 the necromental's HD. When 
  a necromental bestows a negative level on a victim, 
  it gains 5 temporary hit points (10 on a critical hit). 
  These temporary hit points last for up to 1 hour. 
   
   
   
  Fast Healing (Ex): A necromental heals 3 
  points of damage each round as long as it has at least 
  1 hit point and is within 5 feet of some form of its 
  element (air for necromentals with the air subtype; 
  earth, stone, or metal for necromentals with the 
  earth subtype; flame for necromentals with the fire 
  subtype; or water for necromentals with the water 
  subtype). 
   
   
   
  Natural Invisibility (Su): This ability is 
  constant, allowing a stalker to remain invisible even 
  when attacking. This ability is inherent and not subject 
  to the invisibility purge spell. 
   
   
   
   
  Improved Tracking (Ex): An invisible 
  stalker is a consummate tracker and makes Spot checks 
  instead of the usual Survival checks to trace a creature's 
  passage. 
   
  Slaymate; CR 2; small undead ; HD 4d12; hp 26; Init 
  
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  +1; Spd 20; AC 16 (+1 Dex, +1 size, +4 natural), 
  flatfooted 15, touch 12; Base Atk +2; Grp --; Atk +4 
  melee (1d3+1, bite plus pale wasting); Full Atk +4 
  melee (1d3+1, bite plus pale wasting); SA pale wasting; 
  SQ darkvision 60 ft., pale aura, undead traits; AL LE; SV 
  Fort +1, Ref +4, Will +5; Str 12, Dex 12, Con --, Int 11, 
  Wis 13, Cha 15. 
   
   
  Skills and Feats: Hide +8, Listen +7, Move Silently 
  +8, Spot +7; Alertness, Lightning Reflexes. 
   
   
   
  Pale Aura (Su): A slaymate produces an 
  invisible aura in a 10-foot radius around itself. Any 
  creature within the aura that uses a metamagic feat on a 
  spell from the school of necromancy can prepare or use 
  the spell as if it took up a spell slot one level lower than 
  what the metamagic necromancy spell would normally 
  require. 
  For instance, if a caster wants to produce an 
  enlarged fearspell, the enlargement would normally 
  require the spellcaster to prepare the spell (or cast it on 
  the fly) as if it were one level higher than it actually is. 
  But, in the radius of a slay mate's pale aura, the caster 
  prepares an enlarged fear spell as if the spell were 
  being cast normally. 
   
  Pale Wasting (Su): Supernatural disease-bite, 
  Fortitude DC 14, incubation period t day; damage td6 
  Con and id6 Sir. The save DC is Charisma-based. 
   
  Gillian 
  the 
  Brooding: 
  female 
  human 
  Clr8\Entropomancer6; CR 14; Medium humanoid; 
  8d8+14+6d8+10; hp 91; Init +0; Spd 30; AC 17 (+5 for 
  mithral breastplate, +2 ring of protection), flatfooted 
  17, touch 12; Base Atk +10; Grp +10; Atk +10 (1d8, 
  mace, heavy); Full Atk +10/+5 (1d8, mace, heavy); SA 
  entropic field (reroll), shard of entropy (5d6), turn or 
  rebuke undead (9/day); AL CE; SV Fort +18, Ref +7, 
  Will +16; Str 10, Dex 10, Con 14, Int 10, Wis 19, Cha 
  14. 
   
   
  Skills and Feats: Concentration +18, Knowledge 
  (Arcana) +5, Knowledge (Religion) +5, Knowledge 
  (The Planes) +5, Spellcraft +14, Tumble +4; Divine 
  Metamagic* (Reach Spell), Extra Turning, Great 
  Fortitude, Magical Aptitude, Necromantic Presence*, 
  Reach Spell*. 
   
   
   
  Spells Prepared (6/6/5/5/4/2/1; Save DC = 14 + 
  Spell Level; CL 11): 0 - resistance x6; 1st - bless, doom, 
  entropic shield, sanctuary, shield of faith, sleep (d); 2nd 
  – darkbolt*, inflict moderate wounds, magic missile 
  (d), silence x2, spiritual weapon; 3rd - bestow curse, 
  blast of force* (d), blindness/deafness, invisibility 
  purge, wrack*; 4th - freedom of movement, phantasmal 
  killer (d), recitation, spell immunity; 5th - slay living, 
  wall of force (d). 
   
   
   
  Possessions: heavy mace, mithral breastplate ring 
  of protection +2, cloak of resistance +3 
   
  Domains: 
   
  Force - Granted Power: By manipulating 
  cosmic forces of inertia and force. Once per day 
  the cleric can reroll any damage roll (for a 
  weapon, a spell, or an ability) and take the better 
  of the two rolls. This granted power is considered a 
  supernatural ability; Dream - Granted Power: 
  Because you have long delved into dreams and 
  nightmares, you are immune to fear effects. 
   
   
  Shard of Entropy (Su): Twice per day, for a 
  maximum of I round per entropomancer level, the PC 
  can create a miniature shard of entropy. The shard is a 
  chunk of absolute blackness, 2 inches across, and can 
  be moved up to 30 feet by the entropomancer as a 
  standard action. Against objects, the shard deals 3d6 
  points of damage, bypassing the object's hardness. 
  Against creatures, the entropomancer must make a 
  ranged touch attack to hit, and if successful the shard 
  deals 3d6 points of damage to the target (Fortitude half, 
  DC 12 + the entropomancer's Wis modifier). The shard 
  appears in any square adjacent to the entropomancer 
  when it is created, and it can be used to attack on the 
  round it is formed. 
   
  The shard of entropy lurches, jumps, and bounces 
  around the square it's in. Any creature who passes 
  through the shard's square takes damage as if the shard 
  struck him (Fortitude half), as does any creature that's 
  in the same square as the shard at the beginning of the 
  entropomancer's turn. The entropomancer can move 
  the shard into another square with a move action, or 
  aim it at a specific creature (dealing damage 
  immediately) as a standard action. 
   
   
   
  Entropic Field (Su): As a standard action, an 
  entropomancer can surround herself with a field of 
  invisible, entropic energy that lasts for 1 round per 
  entropomancer level. The field extends in a 5-foot per 
  entropomancer level radius, centered on the 
  entropomancer. All magical healing automatically fails 
  within the entropic field. It takes the entropomancer a 
  standard action to dismiss the entropic field. 
   
  At 5th level, the entropic field becomes strong 
  enough to warp the laws of probability. Once per 
  round, as a free action, the entropomancer can force a 
  
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  PC within the field (including herself) to reroll an 
  attack, save, or check. The entropomancer demands the 
  reroll after she knows whether the attack, save, or 
  check succeeded or failed, but before the exact 
  consequences have been calculated and applied. The 
  result of the reroll takes precedence, even if it's worse 
  than the original roll. 
   
  * see Appendix 2: New Rules Items 
   
  Uytelle 
  the 
  Vampire: 
  female 
  grimlock 
  Wiz7/Fatespnnr4; CR 14; medium undead (augmented 
  monstrous humanoid) ; HD 13d12; hp 108 + 16 temps; 
  Init +9; Spd 30; AC 37 (+5 Dex, +2 deflection, +10 
  natural, +4 shield, +6 mage armor, greater), flatfooted 
  32, touch 17; Base Atk +7; Grp +11; Atk +11 melee 
  (1d6+4 and energy drain, slam); Full Atk +11 melee 
  (1d6+4 and energy drain, slam); SA blood drain, 
  children of the night, create spawn, deny fate, 
  dominate person, DR 10/silver and magic, energy 
  drain, fickle finger of fate, resist fate, resistance cold 10, 
  resistance electricity 10, spin destiny, spin fate 4/day; 
  SQ alternate form, blindsight 40 ft., fast healing 2, 
  gaseous form, immunities, scent, spider climb, turn 
  resistance +8, undead traits; AL NE; SV Fort +6, Ref 
  +18, Will +17; Str 18, Dex 20, Con --, Int 23, Wis 14, 
  Cha 14. 
   
   
  Skills and Feats: Concentration +16, Hide +6, 
  Knowledge (Arcana) +16, Knowledge (Portals & Gates) 
  +11, Knowledge (The Planes) +11, Knowledge 
  (Undead) +12, Knowledge (Undead) +11, Listen +16, 
  Profession (Gambler) +7, Spellcraft +24, Spot +16; 
  Alertness
  , Combat Reflexes, Corrupt Spell*, Dodge, 
  Improved Initiative, Improved Turn Resistance*, 
  Lightning Reflexes, Scribe Scroll, Spell Focus [evil]*, 
  Spell 
  Focus 
  [evocation], 
  Spell 
  Focus, 
  Greater 
  [evocation], Sudden Maximize*, Track. 
    
   
  Spells Prepared (4/6/6/5/4/3/2; DC = 16 + Spell 
  Level; DC = 17 for Evil spells; DC = 18 for Evocation 
  spells, CL 12): 0 - ray of frost x2, resistance x2; 1st – 
  magic missile, corrupt ray of enfeeblement, ray of 
  enfeeblement,  shield, corrupt true strike x2; 2nd – 
  false life, corrupt fireburst*, glitterdust, corrupt 
  invisibility, corrupt scorching ray x2; 3rd –corrupt 
  fireball,  greater mage armor, corrupt dispel magic x2, 
  dispel magic; 4th – Evard`s black tentacles, corrupt 
  greater invisibility, Otiluke`s resilient sphere, corrupt 
  unluck*; 5th -- corrupt cone of cold, corrupt reciprocal 
  gyre*x2; 6th – acid fog, corrupt disintegrate. 
    
   
  Possessions: headband of intellect +2; ring of 
  protection +2; ring of arcane might, cloak of resistance 
  +3, pearl of power – 4th 
   
   
   
  Spin Fate (Ex): A mage of many fates understands 
  that “chance” is not as random as many believe it to be, 
  and he can adjust the probability of certain events by 
  applying a force that fatespinners refer to as “spin”. 
  Each day, a fatespinner can use a number of points of 
  spin equal to his fatespinner class level. 
  As a free action, a fatespinner can use stored spin to 
  boost the save DC of a spell he casts, adding some or all 
  his spin to the DC, on a point-for-point basis. For 
  instance, a 5th-level wizard/3rd-level fatespinner 
  casting fireball could choose to boost the DC of the 
  spell by 1, 2, or 3 points. Once he uses up his spin for 
  the day, his ability to tinker with probability in this 
  fashion if also exhausted for the day. 
  A fatespinner’s spin is replenished whenever the PC 
  successfully regains his spells for the day (whether 
  through rest, preparation, or prayer). 
   
   
  Fickle Finger of Fate (Ex): Once per day as an 
  immediate action, he can force any other creature – 
  friend or enemy – to reroll a roll that it has just made. 
  A fatespinner must have line of sight to the creature to 
  be affected. That creature must abide by the result of 
  the reroll, whether it’s higher or lower than the 
  original roll. 
   
   
  Spin Destiny (Ex): Beginning at 3rd level, a 
  fatespinner more clearly comprehends the matrix of 
  reality and can use accumulated spin to adjust other 
  random events. The method is identical to increasing a 
  spell’s save DC, but the fatespinner can now add spin to 
  any skill check, attack roll, or saving throw that he 
  attempts on a point-for-point basis. However, the spin 
  utilized comes from the same limited reservoir of 
  karma storage that allows him to adjust the DC of his 
  spells. He must apply the bonus before making the roll. 
   
   
  Deny Fate (Ex): At 4th level and higher, a 
  fatespinner has a better chance of beating the odds 
  should he ever be rendered unconscious and dying. 
  Once per day, on the first occasion when a fatespinner 
  must make a check to become stable when dying, the 
  check automatically succeeds. Other such checks 
  called for later in the same 24-hour period are made 
  normally. 
   
   
   
  Resist Fate (Ex): A fatespinner of 4th level and 
  above embraces his extraordinary good luck. Once per 
  day, he can reroll one roll that he has just made. He 
  must abide by the result of the reroll, even if it’s worse 
  
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  Page 32 
  than original roll. 
  * see Appendix 2: New Rules Items 
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 33 
  APL 14
  Encounter Four 
  Advanced Evolved* Vasuthants (2): CR 12; 
  gargantuan undead; HD 34d12+170; hp 446 each; Init 
  +2; Spd fly 30 (perfect); AC 22 (+15 natural, -5 size, +2 
  Dex), flatfooted 20, touch 7; Base Atk +17; Grp +49; Atk 
  +28 melee (2d8+16, slam); Full Atk +28/+28 melee 
  (2d8+16, 2 slams); Space/Reach 20 ft./20 ft.; SA 
  enervating crush, improved grab, multigrab, reality 
  distortion; SQ Fast healing 3, blindsight 60 ft., 
  darkvision 60 ft., immune to acid, immunity to cold, 
  immune to light, resistance electricity 15, resistance 
  fire 15, resistance positive energy 10, trap light, turn 
  resistance +2, undead traits; AL CE; SV Fort +13, Ref 
  +13, Will +20; Str 42, Dex 15, Con --, Int 6, Wis 13, Cha 
  18. 
   
  Skills and Feats: Hide +27, Listen +3, 
  Spellcraft +16, Spot +4; Dodge, Elusive Target, 
  Empowered Ability Damage, Great Fortitude, 
  Improved Grapple, Improved Natural Armor, 
  Improved Toughness, Mobility, Multigrab*, Positive 
  Energy Resistance*, Quicken Spell-like Ability (dispel 
  magic, greater) 
   
   
   
  Spell-Like Abilities (Sp): 2/day—Quickened 
  dispel magic, greater; Caster level 34. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of 
  the vasuthant. In that round and every round 
  thereafter, a grappled victim takes 1d4 points of 
  damage plus 1d4 x 1.5 points of Strength damage. A 
  creature reduced to 0 Strength by a vasuthant dies. This 
  is a negative energy effect.  Every point of Strength 
  damage dealt by a vasuthant heals the creature of 1 
  point of damage, or gives it 1 temporary hit point if the 
  creature is at full normal hit points. These temporary 
  hit points last for 10 minutes. 
  A vasuthant can grapple with one creature of its size, or 
  can simultaneously grapple one or two creatures one 
  size smaller or up to four creatures two or more sizes 
  smaller. Creatures that become pinned are suspended 
  inside the vasuthant while their life energy is crushed 
  out of their bodies. 
         The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or using 
  its spell-like abilities. 
   
  Improved Grab (Ex): To use this ability, a 
  vasuthant must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, a vasuthant immediately employs its enervating 
  crush attack. 
   
  Multigrab (Ex): A vasuthant that has 
  grappled an opponent may simply use the part of its 
  body it used in the improved grab to hold the 
  opponent.  When doing this, it takes a -10 penalty on 
  grapple checks, but is not considered grappled itself; 
  the vasuthant does not lose its dexterity bonus to AC, 
  still threatens an area, and can use its remaining attacks 
  against other opponents.  
   
  Reality Distortion (Ex): A vasuthant has 
  limited influence over the forces of time and reality. 
  Three times per day (but only once per round), a 
  vasuthant can take a free action to reroll any 
  unfavorable die roll or force its opponent to reroll a 
  favorable die roll. The vasuthant must accept the result 
  of the reroll.  
   
  Immunity to Light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any 
  harmful effects of light, either natural or magical. All 
  cleric spells of the Sun domain as well as other spells 
  with the light descriptor (such as daylight) produce no 
  adverse effects on a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively 
  absorbs nearby magical and non magical light, creating 
  a 60-foot emanation of shadow. All creatures within 
  this area, including the vasuthant, gain concealment. 
  Creatures with low-light vision or darkvision can see 
  normally within the area of the emanation. Light 
  sources within the area are suppressed, not dispelled. If 
  a vasuthant moves out of range before the light source's 
  duration expires, the light source illuminates again 
  (though its illumination still cannot extend within the 
  area of the vasuthant's trap light effect). 
   
  Unholy Toughness (Ex): A vasuthant gains a 
  bonus to its hit points equal to its Charisma modifier x 
  its Hit Dice. 
   
  Skills: Vasuthants have a +2 racial bonus on 
  Listen checks and Spot checks. *A vasuthant gains a +4 
  racial bonus on Hide checks in areas of shadowy 
  illumination. In areas of bright illumination, it takes a -
  4 penalty on Hide checks. 
   
  * see Appendix 2: New Rules Items 
   
  
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  Spectros: Male Human Ghost Sor9/Initiate of the 
  Sevenfold Veil5; CR 16; medium undead (augmented 
  humanoid) (incorporeal); HD 14d12; hp 116; Init +3; 
  Spd: Fly 30 (perfect); Space/Reach: 5 ft./5 ft.; AC 26 (+3 
  dex, +9 deflection, +4 mage armor), touch 22, flat-
  footed 23; Base Atk +6; Grp +6; Atk: Incorporeal touch 
  +9 melee (ability drain); SA Spells, corrupting gaze, 
  draining touch, horrific appearance, manifestation; SQ 
  Rejuvenation, +8 turn resistance, resistance to positive 
  energy 10; AL CE; SV Fort +8, Ref +11, Will +15; Str 10, 
  Dex 16, Con --, Int 12, Wis 12, Cha 29. 
   
   
  Skills and Feats: Bluff +14, Concentration +24, 
  Hide +11, Knowledge (Arcana) +18, Knowledge 
  (Nature) +10, Listen +9, Search +9, Spellcraft +21, Spot 
  +9; Fell Drain*, Greater Spell Focus (abjuration), 
  Improved 
  Turn 
  Resistance*, 
  Positive 
  Energy 
  Resistance*, Skill Focus (Spellcraft), Spell Focus 
  (abjuration) 
   
   
  Spells Known (6/6/6/6/6/6/5/3; DC = 19 + 
  Spell Level; DC = 21 for abjuration spells; CL 15); 0 – 
  acid splash, detect magic, mage hand, ray of frost, 
  resistance; 1st – mage armor, magic missile, ray of 
  enfeeblement, shield, true strike; 2nd – fireburst*, 
  resist energy, scorching ray, see invisibility, touch of 
  idiocy; 3rd – fireball, haste, protection from energy, 
  wind wall; 4th - Evard`s black tentacles, greater 
  invisibility, unluck*, wrack*; 5th – break enchantment, 
  greater fireburst*, reciprocal gyre; 6th – greater dispel 
  magic, illusory pit; 7th – prismatic spray. 
   
   
   
  Possessions: cloak of charisma +4, vest of 
  resistance +4, ring of arcane might. 
   
   
  Corrupting Gaze (Su): A ghost can blast 
  living beings with a glance, at a range of up to 30 feet.  
  Creature’s that meet the ghost’s gaze must succeed on a 
  Fortitude save DC 26 or take 2d10 points of damage 
  and 1d4 points of Charisma damage. 
   
   
  Draining Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack drains 
  1d4 points from any one ability score it selects.  On 
  each successful attack, the ghost heals 5 points of 
  damage to itself.  Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only.  Against non-
  ethereal opponents, it adds it Dexterity modifier to 
  attack rolls only. 
   
   
  Horrific Appearance (Su): Any living 
  creature within 60 feet that views a ghost must succeed 
  on a Fortitude save DC 26 or immediately take 1d4 
  points of Strength damage, 1d4 points of Dexterity 
  damage, and 1d4 points of Constitution damage.  A 
  creature that successfully saves against this effect 
  cannot be affected by the same ghost’s horrific 
  appearance for 24 hours. 
   
  Warding (Sp): An initiate of the Sevenfold Veil 
  can create a warding. She can choose one veil she 
  knows (see below) to be imbued in the warding. A 
  warding lasts for a certain amount of time as indicated 
  in its description, unless it is dismissed (the same way a 
  spell is dismissed; see page 176 of the PC’s Handbook). 
  When she creates a warding, she can choose one of 
  three types. 
  Personal: This wording is a sphere whose diameter 
  is equal to an initiate's space (5 feet for Small or 
  Medium creatures, 10 feet for Large. and so on) and 
  encapsulates the initiate. It moves with her, but she 
  cannot force another creature to pass through it (for 
  example, by attempting to grapple an enemy). If she 
  does force a creature to pass through, the warding has 
  no effect on that creature. Any creature striking at her 
  with a melee weapon or natural attack is subject to the 
  veil's effect (although creatures using reach weapons 
  are not). The warding provides concealment to the 
  initiate, but she can see out with no hindrance. It lasts 
  for I minute per level or until dismissed. 
  Area: An area warding affects an initiate's space 
  and all adjacent squares (a sphere 15 feet in diameter 
  for a Small or Medium initiate, 20 feet in diameter for a 
  Large initiate. and so on). Any creature that remains 
  adjacent to the initiate gains the benefit of the 
  warding's protection, even if part of its body lies 
  outside the sphere. Moving out of the warding 
  (stepping away from the initiate) is completely safe, but 
  any one attempting to enter the warding-even 
  someone who was formerly inside it and left-becomes 
  subject to the effects of the chosen veil. The warding 
  moves with the initiate, but she cannot force another 
  creature to pass through it (for example, by moving 
  adjacent to an enemy). If she does force a creature to 
  pass through, the warding has no effect on that 
  creature. This warding provides concealment to all 
  within from creatures outside, but anyone inside the 
  warding can see out with no hindrance. It lasts for 1 
  minute per level or until dismissed. 
  Wall: This warding takes the form of a wall, up to 
  10 feet long and 5 feet high per initiate class level. For 
  example, a 3rd-level Initiate of the Sevenfold Veil 
  could create a warding wall 30 feet long and 15 feet 
  high. The wall can be made smaller, but it is not 
  otherwise shapeable. The wall must begin within 30 
  feet of the initiate, but can extend beyond that 
  distance. The wall is immobile once created. An initiate 
  
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  may choose to make crossing through the wall in one 
  direction safe, if she chooses. In any event, she can pass 
  through her own warding wall with no danger. This 
  wading provides concealment to creatures on either 
  side. It lasts for 10 minutes per level or until dismissed. 
  The save DC for an initiate's warding is equal to 18 
  + her primary spellcasting ability modifier (intelligence 
  for wizards, Charisma for sorcerers and bards, and so 
  on). The spell level equivalent of a warding depends on 
  which veil is integrated into it. 
  Veils: When an initiate creates a warding, she can 
  choose and imbue the warding with any one veil she 
  knows how to create. These veils duplicate the layers of 
  a prismatic trail and are described below. An initiate's 
  caster level for these veils is equal to her arcane 
  spellcaster level. 
  Red Veil: The first veil an initiate learns is the red 
  veil. A warding imbued with this veil blocks all 
  nonmagical ranged attacks and missiles. A creature 
  crossing a red veil takes 20 points of fire damage 
  (Reflex half). A cone of cold spell or effect destroys a 
  warding with this veil but is negated in the process. A 
  warding with this veil is the equivalent of a 4th-level 
  spell. 
  Orange Veil: At 2nd level, an initiate learns the 
  secret of the orange veil. A warding with this veil halts 
  magical ranged attacks, including spells that conjure 
  missiles (such as Melf's acid arrow) or create rays (such 
  as disintegrate or a beholder's eye rays) but not spells 
  that do not require a ranged attack (such as magic 
  missile). A creature crossing an orange veil takes 40 
  points of acid damage (Reflex half). A gust of wind 
  spell or similar effect destroys the veil but is negated in 
  the process. A warding with this veil is the equivalent 
  of a 5th-level spell. 
  Yellow Veil An initiate of 3rd level or higher can 
  create a yellow veil. This veil prevents gases or clouds 
  from entering the warded area, and it defeats 
  petrifaction attacks. In addition, a PC inside a personal 
  or area warding imbued with a yellow veil has 
  immunity to poison introduced from outside the 
  warding (such as from a creature with an envenomed 
  weapon striking through the barrier). A creature 
  crossing a yellow veil takes so points of electricity 
  damage (Reflex half). A disintegrate spell destroys the 
  veil but is negated in the process. A warding with this 
  veil is the equivalent of a 6th-level spell. 
  Green Veil: A 4th-level initiate masters the green 
  veil. This veil stops the passage of breath weapons. A 
  creature crossing a green veil must succeed on 
  Fortitude save or die; on a successful save, the creature 
  takes 1d6 points of Constitution damage. This veil is a 
  poison effect. A passwall spell destroys a green veil. A 
  warding with this veil is the equivalent of a 6th-level 
  spell. 
  Blue Veil: At 5th level, an initiate learns the blue 
  veil. This veil blocks all divinations and mind-affecting 
  spells and abilities. Any creature crossing a blue veil 
  must succeed on a Fortitude save or be petrified. A 
  magic missile spell destroys a blue veil but is negated 
  by it. A warding with this is the equivalent of a 6th-
  level spell. 
  Unimpeachable Abjuration (Ex): An initiates 
  abjuration spells are particularly difficult to defeat with 
  spells or effects that dispel them. An initiate can add 
  her class level to the DC to dispel any abjuration spell 
  or effect she creates. 
  Unanswerable Strike (Ex): Due to her study of 
  magical defenses, an initiate learns how to defeat them 
  more easily. At 2nd level and higher, she gains a +2 
  bonus on caster level checks to counter or dispel 
  abjuration spells. At 6th level, this bonus increases to a 
  +4 bonus. 
  Reactive Warding (Sp): At 4th level, an initiate 
  learns to create a warding (see above) in response to an 
  attack. She can raise a warding as an immediate action 
  (see page 86); after an opponent begins an action but 
  before it is completed. For example, if she sees an 
  enemy warrior charging her, she can raise a trading to 
  protect herself. The opponent can choose to continue 
  the charge through the warding or can halt outside it. 
   
  * see Appendix 2: New Rules Items 
   
  Encounter Five, Area 3 
  Advanced Atropal Scion: CR 13; Large Undead; HD 
  17d12+17; hp 157; Init +6; Spd Fly, 30 (perfect); AC 27 
  (+2 Dex, +10 natural, +6 deflection, -1 size), flatfooted 
  25, touch 17; Base Atk +8; Grp +17; Atk +12 melee 
  (2d6+5, slam); SA death gaze, spell-like abilities, 
  negative 
  energy 
  aura; 
  SQ 
  DR 
  10/adamantine, 
  Darkvision 60 ft., fast healing 8, unholy grace, rebuke 
  undead 6/day (+8, 2d6+23, 17th), undead traits; AL CE; 
  SV Fort +13, Ref +14, Will +22; Str 21, Dex 13, Con --, 
  Int 16, Wis 22, Cha 22. 
   
   
  Skills and Feats: Hide +22, Knowledge 
  (Arcana) +23, Knowledge (Religion) +23, Listen +26, 
  Move Silently +22, Spot +26, Tumble +11; Great 
  Fortitude, Improved Initiative, Improved Toughness*, 
  Irresistible Gaze, Lightning Reflexes, Quicken Spell-
  like Ability (Dispel Magic). 
   
   
  Spell-Like Abilities: 3/day--animate dead, 
  create undead, cone of cold (DC 21), desecrate, dispel 
  magic, invisibility, plane shift, speak with dead, 
  teleport. Caster level 17th. 
  
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  Death Gaze (Su): Death, range 60 feet; 
  Fortitude DC 26 negates. The save DC is Charisma-
  based. Humanoids that die from this attack are 
  transformed into wights 24 hours later. 
   
   
  Negative Energy Aura (Su): A 60-foot-radius 
  negative energy aura surrounds an atropal scion. All 
  undead in the aura (including the atropal scion) are 
  treated as if they have +4 turn resistance and fast 
  healing 5. Living creatures in the aura are treated as 
  having two negative levels unless they have some sort 
  of negative energy protection or protection from evil. 
  Creatures with 2 or less HD fall dead in the negative 
  energy aura (and, at the atropal scion's option, rise as 
  wights under the atropal scion's command 1 minute 
  later). 
   
   
  Unholy Grace (Su): An atropal scion adds its 
  Charisma modifier as a bonus on all its saving throws 
  and as a deflection bonus to its Armor Class 
   
  * see Appendix 2: New Rules Items 
   
  Advanced Wraith: Ftr1; CR 7; Medium Undead 
  (Incorporeal); HD 10d12; hp 84; Init +7; Spd Fly 60 
  (Good); AC 18 (+4 Dex, +4 deflection), flatfooted 14, 
  touch 18; Base Atk +5; Grp --; Atk +9 melee (1d4 plus 
  1d6 Constitution drain); SA Constitution drain, create 
  spawn; SQ darkvision 60 ft., daylight powerlessness, 
  incorporeal traits, +2 turn resistance, undead traits, 
  unnatural aura; AL LE; SV Fort +5, Ref +7, Will +8; Str --
  , Dex 18, Con --, Int 14, Wis 14, Cha 19. 
   
   
  Skills and Feats: Diplomacy +12, Hide +15, 
  Intimidate +15, Listen +16, Search +10, Sense Motive 
  +12, Spot +16, Survival +2 (+4 following tracks); Ability 
  Focus (Constitution Drain), Alertness
  (B), Blind-Fight, 
  Dodge, Improved Initiative
  (B), Mobility, Spring Attack 
   
   
  Constitution Drain (Su): Living creatures hit 
  by a wraith’s incorporeal touch attack must succeed on 
  a DC 20 Fortitude save or take 1d6 points of 
  Constitution drain.  The save DC is Charisma-based.  
  On each successful attack, the wraith gains 5 
  temporary hit points. 
   
  Atropal Scion: CR 11; Medium undead; HD 9d12; 
  hp67; Init +6; Spd Fly 30 ft. (perfect); AC 25 (+2 Dex, +8 
  natural, +5 deflection), flatfooted 23, touch 17; Base Atk 
  +4; Grp +5; Atk +5 melee (1d8+1, slam); SA death gaze, 
  spell-like abilities, negative energy aura; SQ DR 
  10/adamantine, Darkvision 60 ft., fast healing 8, 
  unholy grace, rebuke undead 5/day, undead traits, AL 
  CE; SV Fort +3, Ref +7, Will +12; Str 13, Dex 15, Con --, 
  Int 16, Wis 22, Cha 20. 
   
   
  Skills and Feats: Knowledge (Arcana) +8, 
  Knowledge (Religion) +8, Listen +11, Move Silently 
  +10, Spot +11; Alertness, Improved Initiative, 
  Improved Toughness*, Lightning Reflexes. 
   
   
  Spell-Like Abilities: 3/day--animate dead, 
  create undead, cone of cold (DC 18), desecrate, dispel 
  magic, invisibility, plane shift, speak with dead, 
  teleport 9. Caster level 9th. 
   
   
  Death Gaze (Su): Death, range 60 feet; 
  Fortitude DC 19 negates. The save DC is Charisma-
  based. Humanoids who die from this attack are 
  transformed into wights 24 hours later. 
   
   
  Negative Energy Aura (Su): A 60-foot-radius 
  negative energy aura surrounds an atropal scion. All 
  undead in the aura (including the atropal scion) are 
  treated as if they have +4 turn resistance and fast 
  healing 5. Living creatures in the aura are treated as 
  having two negative levels unless they have some sort 
  of negative energy protection or protection from evil. 
  Creatures with 2 or less HD fall dead in the negative 
  energy aura (and, at the atropal scion's option, rise as 
  wights under the atropal scion's command 1 minute 
  later). 
   
   
  Unholy Grace (Su): An atropal scion adds its 
  Charisma modifier as a bonus on all its saving throws 
  and as a deflection bonus to its Armor Class 
   
  * see Appendix 2: New Rules Items 
   
  Bloodmote Cloud (2): CR 6; Fine undead (Swarm); 
  HD 10d12; hp 65 each; Init +1; Spd Fly 20 ft. (poor); AC 
  19 (+8 size, +1 Dex), flatfooted 18, touch 19; Base Atk 
  +5; Grp --; Atk +10 melee (1d4, swarm); SA blood drain, 
  distraction; SQ darkvision 60 ft., diet dependent, 
  immune to weapon damage, undead traits, swarm 
  subtype, AL NE; SV Fort +3, Ref +4, Will +7; Str 4, Dex 
  13, Con --, Int --, Wis 10, Cha 1. 
   
   
  Skills and Feats: Hide +17.  
   
   
  Blood Drain (Ex): A bloodmote cloud drains 
  blood and deals 1d3 points of damage and 1d2 points of 
  Constitution damage to any creature whose space it 
  occupies at the end of its move. 
   
   
  Distraction (Ex): Any living creature that 
  
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  Page 37 
  begins its turn with a bloodmote cloud in its space 
  must succeed on a DC 15 Fortitude save or be 
  nauseated for 1 round. The save DC is Constitution-
  based 
   
   
   
  Self Spawn (Ex): If a blood amniote deals as many 
  points of Constitution damage during its existence as 
  its full normal hit point total, it self spawns. splitting 
  into two identical blood amniotes, each with a number 
  of hit points equal to the original blood amniote's full 
  normal total. 
   
  Encounter Five, Area 12 
  Necromental Invisible Stalker: Mnk2; CR 10; Large 
  undead (augmented elemental, air, extraplanar (native); 
  HD 8d12 + 2d12; hp 67; Init +8; Spd 30 ft., fly 30 ft. 
  (perfect); AC 19 (-1 size, +4 Dex, +6 natural), touch 13, 
  flat-footed 15; Base Atk +7; Grp +19; Atk +11 melee 
  (2d6+4 and energy drain, slam); Full Atk +11/+6 melee 
  (2d6+4 and energy drain, 2 slams); Space/Reach 10 
  ft./10 ft.; SA create undead, energy drain, flurry of 
  blows; SQ darkvision 60 ft., evasion, natural invisibility, 
  improved tracking, undead traits; AL NE; SV Fort +7, 
  Ref +13, Will +5; Str 18, Dex 19, Con --, Int 1, Wis 10, 
  Cha 
  11 
   
   
  Skills and Feats: Hide +10, Listen +13, Move 
  Silently +20, Search +13, Spot +13, Survival +2 (+4 
  following tracks), Tumble +13; Combat Reflexes, 
  Deflect Arrows, Fly By Attack, Great Fortitude, 
  Improved Grapple, Improved Initiative, Weapon Focus 
  (slam). 
   
   
  Create Spawn (Su): An elemental slain by a 
  necromental's energy drain attack rises as a 
  necromental 1d4 days after death. 
   
   
  Energy Drain (Su): Living creatures hit by a 
  necromental's natural weapon attack gain one 
  negative level. A necromental can use its energy 
  drain ability once per round, regardless of the 
  number of natural weapon attacks the necromental 
  possesses. The save DC to remove the negative level 24 
  hours later is 15. When a necromental bestows a 
  negative level on a victim, it gains 5 temporary hit 
  points (10 on a critical hit). These temporary hit 
  points last for up to 1 hour. 
   
   
  Fast Healing (Ex): A necromental heals 3 points of 
  damage each round as long as it has at least 1 hit 
  point and is within 5 feet of some form of its element 
  (air for necromentals with the air subtype; earth, 
  stone, or metal for necromentals with the earth 
  subtype; flame for necromentals with the fire 
  subtype; or water for necromentals with the water 
  subtype). 
   
  Slaymate: CR 2; small undead ; HD 4d12; hp 26; Init 
  +1; Spd 20; AC 16 (+1 Dex, +1 size, +4 natural), 
  flatfooted 15, touch 12; Base Atk +2; Grp --; Atk +4 
  melee (1d3+1, bite plus pale wasting); Full Atk +4 
  melee (1d3+1, bite plus pale wasting); SA pale wasting; 
  SQ darkvision 60 ft., pale aura, undead traits; AL LE; SV 
  Fort +1, Ref +4, Will +5; Str 12, Dex 12, Con --, Int 11, 
  Wis 13, Cha 15. 
   
   
  Skills and Feats: Hide +8, Listen +7, Move Silently 
  +8, Spot +7; Alertness, Lightning Reflexes. 
   
   
   
  Pale Aura (Su): A slaymate produces an 
  invisible aura in a 10-foot radius around itself. Any 
  creature within the aura that uses a metamagic feat on a 
  spell from the school of necromancy can prepare or use 
  the spell as if it took up a spell slot one level lower than 
  what the metamagic necromancy spell would normally 
  require. 
   
  For instance, if a caster wants to produce an enlarged 
  fearspell, the enlargement would normally require the 
  spellcaster to prepare the spell (or cast it on the fly) as if 
  it were one level higher than it actually is. But, in the 
  radius of a slay mate's pale aura, the caster prepares an 
  enlarged fear spell as if the spell were being cast 
  normally. 
   
   
  Pale Wasting (Su): Supernatural disease-bite, 
  Fortitude DC 14, incubation period 1 day; damage 1d6 
  Con and 1d6 Sir. The save DC is Charisma-based. 
   
  Gillian 
  the 
  Brooding: 
  female 
  human 
  Clr9/Entropomancer7; CR 16; Medium humanoid; 
  9d8+16 + 7d8+12; hp 105; Init +0; Spd 30; AC 17 (+5 for 
  mithral breastplate, +2 ring of protection), flatfooted 
  17, touch 12; Base Atk +11; Grp +11; Atk +11 (1d8, 
  mace, heavy); Full Atk +11/+6 (1d8, mace, heavy); SA 
  entropic field (reroll), shard of entropy (5d6), turn or 
  rebuke undead (9/day); SQ concealment 20%, SR 20; 
  AL CE; SV Fort +15, Ref +5, Will +14; Str 10, Dex 10, 
  Con 14, Int 10, Wis 20, Cha 14. 
   
   
  Skills and Feats: Concentration +20, Knowledge 
  (Arcana) +5, Knowledge (Religion) +5, Knowledge 
  (The Planes) +5, Spellcraft +14, Tumble +5; Divine 
  Metamagic* [Reach Spell], Divine Spell Power*, Extra 
  Turning, 
  Great 
  Fortitude, 
  Magical 
  Aptitude, 
  Necromantic Presence*, Reach Spell* 
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 38 
  Spells Prepared: (6/7/5/5/4/3/1; Save DC = 15 
  + Spell Level; CL 12): 0 - resistance x6; 1st - bless, doom, 
  entropic shield, sanctuary, shield of faith, sleep (d); 2nd 
  – inflict moderate wounds x2, magic missile (d), silence 
  x2, spiritual weapon; 3rd - bestow curse, blast of force* 
  (d), blindness/deafness, invisibility purge, wrack; 4th - 
  freedom 
  of 
  movement, 
  phantasmal 
  killer 
  (d), 
  recitation*, spell immunity; 5th - slay living, wall of 
  force (d). 
   
   
  Domains: 
  Force 
  - 
  Granted 
  Power: 
  By 
  manipulating cosmic forces of inertia and force. 
  Once per day the cleric can reroll any damage 
  roll (for a weapon, a spell, or an ability) and take 
  the better of the two rolls. This granted power is 
  considered a supernatural ability; Dream - Granted 
  Power: Because you have long delved into 
  dreams and nightmares, you are immune to fear 
  effects. 
   
   
  Possessions: mace, heavy, mithral breastplate, ring 
  of protection +2, cloak of displacement, minor; scarab 
  of protection, pearl of power – 4th 
   
   
  Shard of Entropy (Su): Twice per day, for a 
  maximum of I round per entropomancer level, the PC 
  can create a miniature shard of entropy. The shard is a 
  chunk of absolute blackness, 2 inches across, and can 
  be moved up to 30 feet by the entropomancer as a 
  standard action. Against objects, the shard deals 3d6 
  points of damage, bypassing the object's hardness. 
  Against creatures, the entropomancer must make a 
  ranged touch attack to hit, and if successful the shard 
  deals 3d6 points of damage to the target (Fortitude half, 
  DC 12 + the entropomancer's Wis modifier). The shard 
  appears in any square adjacent to the entropomancer 
  when it is created, and it can be used to attack on the 
  round it is formed. 
   
  The shard of entropy lurches, jumps, and bounces 
  around the square it's in. Any creature who passes 
  through the shard's square takes damage as if the shard 
  struck him (Fortitude half), as does any creature that's 
  in the same square as the shard at the beginning of the 
  entropomancer's turn. The entropomancer can move 
  the shard into another square with a move action, or 
  aim it at a specific creature (dealing damage 
  immediately) as a standard action. 
   
  At 5th level, the entropomancer can use the shard 
  to create a deeper connection to absolute nothingness. 
  The shard of entropy deals 5d6 points of damage 
  (Fortitude half, DC 14 + entropomancer's Wis 
  modifier). 
   
   
  Entropic Field (Su): As a standard action, an 
  entropomancer can surround herself with a field of 
  invisible, entropic energy that lasts for 1 round per 
  entropomancer level. The field extends in a 5-foot per 
  entropomancer level radius, centered on the 
  entropomancer. All magical healing automatically fails 
  within the entropic field. It takes the entropomancer a 
  standard action to dismiss the entropic field. 
   
  At 5th level, the entropic field becomes strong 
  enough to warp the laws of probability. Once per 
  round, as a free action, the entropomancer can force a 
  PC within the field (including herself) to reroll an 
  attack, save, or check. The entropomancer demands the 
  reroll after she knows whether the attack, save, or 
  check succeeded or failed, but before the exact 
  consequences have been calculated and applied. The 
  result of the reroll takes precedence, even if it's worse 
  than the original roll. 
   
  At 7th level, the entropic field causes wounds 
  created within it to continue bleeding, dealing an 
  additional 1 point of damage per round thereafter (at 
  the end of the entropomancer's turn) as long as they 
  remain within the entropic field. A successful Heal 
  check (DC 15) stops the bleeding. If multiple wounds 
  are suffered, then the creature takes 1 point of damage 
  per wound. The entropomancer is subject to the 
  bleeding effect. 
   
  * see Appendix 2: New Rules Items 
   
  Uytelle 
  the 
  Vampire: 
  female 
  grimlock 
  Wiz9/FateSpnnr4; CR 16; medium undead (augmented 
  monstrous humanoid) ; HD 15d12; hp 124 + 16 temps; 
  Init +9; Spd 30; AC 36 (+5 Dex, +2 deflection, +10 
  natural, +4 shield, +6 mage armor, greater), flatfooted 
  31, touch 17; Base Atk +8; Grp +12; Atk +12 melee 
  (1d6+4 and energy drain, slam); Full Atk +12 melee 
  (1d6+4 and energy drain, slam); SA blood drain, 
  children of the night, create spawn, deny fate, 
  dominate person, DR 10/silver and magic, energy 
  drain, fickle finger of fate, resist fate, resistance cold 10, 
  resistance electricity 10, spin destiny, spin fate 4/day; 
  SQ alternate form, blindsight 40 ft., fast healing 5, 
  gaseous form, immunities, scent, spider climb, turn 
  resistance +8, undead traits; AL NE; SV Fort +8, Ref 
  +18, Will +19; Str 18, Dex 20, Con --, Int 25, Wis 14, 
  Cha 14. 
   
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
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  Skills and Feats: Concentration +18, Hide +6, 
  Knowledge (Arcana) +18, Knowledge (Portals & Gates) 
  +11, Knowledge (The Planes) +11, Knowledge 
  (Undead) +12, Knowledge (Undead) +11, Listen +16, 
  Profession (Gambler) +7, Spellcraft +26, Spot +16; 
  Alertness, Combat Reflexes, Corrupt Spell*, Dodge, 
  Energy 
  Admixture*[electricity], 
  Energy 
  Substitution*[electricity]
   
  (B), 
  Improved 
  Initiative, 
  Improved Turn Resistance*, Lightning Reflexes, Scribe 
  Scroll, Spell Focus [evil]*, Spell Focus [evocation], Spell 
  Penetration, Sudden Maximize*, Track. 
   
   
  Spells Prepared (4/6/6/5/5/3/2/1; DC = 17 + Spell 
  Level; DC = 18 for evil spells; DC = 18 for Evocation 
  spells; CL 15): 0 – detect magic x2, ray of frost x2; 1st – 
  lesser acid orb, magic missile, corrupt ray of 
  enfeeblement, ray of enfeeblement,  shield, corrupt 
  true strike; 2nd – false life, corrupt fireburst*, 
  glitterdust, corrupt invisibility, corrupt scorching ray 
  x2; 3rd – corrupt fireball, fly, corrupt haste, dispel 
  magic x2; 4th – corrupt lesser globe of invulnerability, 
  Evard`s black tentacles, corrupt greater invisibility, 
  Otiluke`s resilient sphere; 5th -- energy admixture 
  scorching ray, corrupt reciprocal gyre*, reciprocal 
  gyre*; 6th – corrupt disintegrate, corrupt greater dispel 
  magic; 7th – corrupt energy admixture fireball. 
   
   
  Possessions: ring of protection +2, ring of arcane 
  might, headband of intellect +4, cloak of resistance +3, 
  pearl of power – 5th 
   
   
  Spin Fate (Ex): A mage of many fates understands 
  that “chance” is not as random as many believe it to be, 
  and he can adjust the probability of certain events by 
  applying a force that fatespinners refer to as “spin”. 
  Each day, a fatespinner can use a number of points of 
  spin equal to his fatespinner class level. 
  As a free action, a fatespinner can use stored spin to 
  boost the save DC of a spell he casts, adding some or all 
  his spin to the DC, on a point-for-point basis. For 
  instance, a 5th-level wizard/3rd-level fatespinner 
  casting fireball could choose to boost the DC of the 
  spell by 1, 2, or 3 points. Once he uses up his spin for 
  the day, his ability to tinker with probability in this 
  fashion if also exhausted for the day. 
  A fatespinner’s spin is replenished whenever the PC 
  successfully regains his spells for the day (whether 
  through rest, preparation, or prayer). 
   
   
  Fickle Finger of Fate (Ex): Once per day as an 
  immediate action, he can force any other creature – 
  friend or enemy – to reroll a roll that it has just made. A 
  fatespinner must have line of sight to the creature to be 
  affected. That creature must abide by the result of the 
  reroll, whether it’s higher or lower than the original 
  roll. 
   
   
  Spin Destiny (Ex): Beginning at 3rd level, a 
  fatespinner more clearly comprehends the matrix of 
  reality and can use accumulated spin to adjust other 
  random events. The method is identical to increasing a 
  spell’s save DC, but the fatespinner can now add spin to 
  any skill check, attack roll, or saving throw that he 
  attempts on a point-for-point basis. However, the spin 
  utilized comes from the same limited reservoir of 
  karma storage that allows him to adjust the DC of his 
  spells. He must apply the bonus before making the roll. 
   
   
  Deny Fate (Ex): At 4th level and higher, a 
  fatespinner has a better chance of beating the odds 
  should he ever be rendered unconscious and dying. 
  Once per day, on the first occasion when a fatespinner 
  must make a check to become stable when dying, the 
  check automatically succeeds. Other such checks 
  called for later in the same 24-hour period are made 
  normally. 
   
   
   
  Resist Fate (Ex): A fatespinner of 4th level and 
  above embraces his extraordinary good luck. Once per 
  day, he can reroll one roll that he has just made. He 
  must abide by the result of the reroll, even if it’s worse 
  than original roll. 
   
  * see Appendix 2: New Rules Items 
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 40 
  APL 16
  Encounter Four 
  Advanced Evolved* Vasuthants (2): CR 14; colossal 
  undead; HD 38d12+228; hp 536; Init +2; Spd fly 30 
  (perfect); AC 24 (+21 natural, -9 size, +2 Dex), flatfooted 
  22, touch 3; Base Atk +19; Grp +60; Atk +32 melee 
  (3d8+21, slam); Full Atk +32/+32 melee (3d8+21, 2 
  slams); Space/Reach 30 ft./30 ft.; SA enervating crush, 
  improved grab, reality distortion; SQ Fast healing 3, 
  blindsight 60 ft., darkvision 60 ft., immune to acid, 
  immunity to cold, immune to light, resistance 
  electricity 20, resistance fire 20, resistance positive 
  energy 10, trap light, turn resistance +2, undead traits; 
  AL CE; SV Fort +14, Ref +14, Will +23; Str 52, Dex 15, 
  Con --, Int 8, Wis 14, Cha 20. 
   
  Skills and Feats: Hide +31, Listen +3, 
  Spellcraft +19, Spot +6, Tumble +22; Dodge, Elusive 
  Target*, Empowered Ability Damage*, Great Fortitude, 
  Improved Grapple, Improved Natural Armor*, 
  Improved Toughness, Mobility, Multigrab*, Positive 
  Energy Resistance*, Quicken Spell-like Ability (dispel 
  magic, greater), Weapon Focus (Slam) 
   
   
  Spell-Like Abilities (Sp): 3/day—Quickened 
  dispel magic, greater; Caster level 38. 
   
  Enervating Crush (Su): A successful grapple 
  attempt by a vasuthant against a living creature of the 
  same size or smaller pulls the victim into the center of 
  the vasuthant. In that round and every round 
  thereafter, a grappled victim takes 1d4 points of 
  damage plus 1d4 x 1.5 points of Strength damage. A 
  creature reduced to 0 Strength by a vasuthant dies. This 
  is a negative energy effect. 
  Every point of Strength damage dealt by a vasuthant 
  heals the creature of 1 point of damage, or gives it 1 
  temporary hit point if the creature is at full normal hit 
  points. These temporary hit points last for 10 minutes. 
  A vasuthant can grapple with one creature of its size, or 
  can simultaneously grapple one or two creatures one 
  size smaller or up to four creatures two or more sizes 
  smaller. Creatures that become pinned are suspended 
  inside the vasuthant while their life energy is crushed 
  out of their bodies. 
         The use of its enervating crush ability does not 
  prevent a vasuthant from making slam attacks or using 
  its spell-like abilities. 
   
  Improved Grab (Ex): To use this ability, a 
  vasuthant must first hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, a vasuthant immediately employs its enervating 
  crush attack. 
   
  Multigrab (Ex): A vasuthant that has 
  grappled an opponent may simply use the part of its 
  body it used in the improved grab to hold the 
  opponent.  When doing this, it takes a -10 penalty on 
  grapple checks, but is not considered grappled itself; 
  the vasuthant does not lose its dexterity bonus to AC, 
  still threatens an area, and can use its remaining attacks 
  against other opponents.  
   
  Reality Distortion (Ex): A vasuthant has 
  limited influence over the forces of time and reality. 
  Three times per day (but only once per round), a 
  vasuthant can take a free action to reroll any 
  unfavorable die roll or force its opponent to reroll a 
  favorable die roll. The vasuthant must accept the result 
  of the reroll.  
   
  Immunity to Light (Ex): Unlike many other 
  undead creatures, a vasuthant is immune to any 
  harmful effects of light, either natural or magical. All 
  cleric spells of the Sun domain as well as other spells 
  with the light descriptor (such as daylight) produce no 
  adverse effects on a vasuthant. 
   
  Trap Light (Ex): A vasuthant effectively 
  absorbs nearby magical and non magical light, creating 
  a 60-foot emanation of shadow. All creatures within 
  this area, including the vasuthant, gain concealment. 
  Creatures with low-light vision or darkvision can see 
  normally within the area of the emanation. Light 
  sources within the area are suppressed, not dispelled. If 
  a vasuthant moves out of range before the light source's 
  duration expires, the light source illuminates again 
  (though its illumination still cannot extend within the 
  area of the vasuthant's trap light effect). 
   
  Unholy Toughness (Ex): A vasuthant gains a 
  bonus to its hit points equal to its Charisma modifier x 
  its Hit Dice. 
   
  Skills: Vasuthants have a +2 racial bonus on 
  Listen checks and Spot checks. *A vasuthant gains a +4 
  racial bonus on Hide checks in areas of shadowy 
  illumination. In areas of bright illumination, it takes a -
  4 penalty on Hide checks. 
   
  * see Appendix 2: New Rules Items 
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
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  Spectros: Male Human Ghost Sor9/Initiate of the 
  Sevenfold Veil7; CR 18; medium undead (augmented 
  humanoid) (Incorporeal); HD 16d12; hp 132; Init +3; 
  Spd: Fly 30 (perfect); AC 27 (+3 dex, +10 deflection, +4 
  mage armor), touch 23, flat-footed 24; Base Atk +7; Grp 
  +7; Atk Incorporeal touch +10 melee (ability drain); SA 
  Spells, corrupting gaze, draining touch, horrific 
  appearance, manifestation; SQ Rejuvenation, +8 turn 
  resistance, resistance to positive energy 10; AL CE; SV 
  Fort +10, Ref +13, Will +17; Str 10, Dex 16, Con --, Int 
  12, Wis 12, Cha 31. 
   
   
   
  Skills and Feats: Bluff +12, Concentration +26, 
  Hide +11, Knowledge (Arcana) +20, Knowledge 
  (Nature) +12, Listen +9, Search +9, Spellcraft +23, Spot 
  +9; Empower Spell, Fell Drain*, Greater Spell Focus 
  (abjuration), Improved Turn Resistance*, Positive 
  Energy Resistance*, Skill Focus (Spellcraft), Spell 
  Focus (abjuration) 
   
   
   
  Spells Known (6/6/6/6/6/6/6/5/3; DC = 20 + 
  Spell Level; DC = 22 Abjuration spells; CL 17); 0 – acid 
  splash, detect magic, mage hand, ray of frost, resistance; 
  1st – mage armor, magic missile, ray of enfeeblement, 
  shield, true strike; 2nd –fireburst*, resist energy, 
  scorching ray, see invisibility, touch of idiocy; 3rd – 
  fireball, haste, protection from energy, wind wall; 4th - 
  Evard`s black tentacles, greater invisibility, unluck*, 
  wrack*; 5th – break enchantment, greater fireburst*, 
  reciprocal 
  gyre*, 
  teleport; 
  6th 
  – 
  globe 
  of 
  invulnerability, greater dispel magic, illusory pit; 7th – 
  limited wish, prismatic spray; 8th – maze. 
   
   
  Possessions: cloak of charisma +4, vest of 
  resistance +4, ring of arcane might. 
   
   
  Corrupting Gaze (Su): A ghost can blast 
  living beings with a glance, at a range of up to 30 feet.  
  Creature’s that meet the ghost’s gaze must succeed on a 
  Fortitude save DC 28 or take 2d10 points of damage 
  and 1d4 points of Charisma damage. 
   
   
  Draining Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack drains 
  1d4 points from any one ability score it selects.  On 
  each successful attack, the ghost heals 5 points of 
  damage to itself.  Against ethereal opponents, it adds its 
  Strength modifier to attack rolls only.  Against non-
  ethereal opponents, it adds it Dexterity modifier to 
  attack rolls only. 
   
   
  Horrific Appearance (Su): Any living 
  creature within 60 feet that views a ghost must succeed 
  on a Fortitude save DC 28 or immediately take 1d4 
  points of Strength damage, 1d4 points of Dexterity 
  damage, and 1d4 points of Constitution damage.  A 
  creature that successfully saves against this effect 
  cannot be affected by the same ghost’s horrific 
  appearance for 24 hours. 
   
  Warding (Sp): An initiate of the Sevenfold Veil 
  can create a warding. She can choose one veil she 
  knows (see below) to be imbued in the warding. A 
  warding lasts for a certain amount of time as indicated 
  in its description, unless it is dismissed (the same way a 
  spell is dismissed; see page 176 of the PC’s Handbook). 
  When she creates a warding, she can choose one of 
  three types. 
  Personal: This wording is a sphere whose diameter 
  is equal to an initiate's space (5 feet for Small or 
  Medium creatures, 10 feet for Large. and so on) and 
  encapsulates the initiate. It moves with her, but she 
  cannot force another creature to pass through it (for 
  example, by attempting to grapple an enemy). If she 
  does force a creature to pass through, the warding has 
  no effect on that creature. Any creature striking at her 
  with a melee weapon or natural attack is subject to the 
  veil's effect (although creatures using reach weapons 
  are not). The warding provides concealment to the 
  initiate, but she can see out with no hindrance. It lasts 
  for I minute per level or until dismissed. 
  Area: An area warding affects an initiate's space 
  and all adjacent squares (a sphere 15 feet in diameter 
  for a Small or Medium initiate, 20 feet in diameter for a 
  Large initiate. and so on). Any creature that remains 
  adjacent to the initiate gains the benefit of the 
  warding's protection, even if part of its body lies 
  outside the sphere. Moving out of the warding 
  (stepping away from the initiate) is completely safe, but 
  any one attempting to enter the warding-even 
  someone who was formerly inside it and left-becomes 
  subject to the effects of the chosen veil. The warding 
  moves with the initiate, but she cannot force another 
  creature to pass through it (for example, by moving 
  adjacent to an enemy). If she does force a creature to 
  pass through, the warding has no effect on that 
  creature. This warding provides concealment to all 
  within from creatures outside, but anyone inside the 
  warding can see out with no hindrance. It lasts for 1 
  minute per level or until dismissed. 
  Wall: This warding takes the form of a wall, up to 
  10 feet long and 5 feet high per initiate class level. For 
  example, a 3rd-level Initiate of the Sevenfold Veil 
  could create a warding wall 30 feet long and 15 feet 
  high. The wall can be made smaller, but it is not 
  
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  otherwise shapeable. The wall must begin within 30 
  feet of the initiate, but can extend beyond that 
  distance. The wall is immobile once created. An initiate 
  may choose to make crossing through the wall in one 
  direction safe, if she chooses. In any event, she can pass 
  through her own warding wall with no danger. This 
  wading provides concealment to creatures on either 
  side. It lasts for 10 minutes per level or until dismissed. 
  The save DC for an initiate's warding is equal to 18 
  + her primary spellcasting ability modifier (intelligence 
  for wizards, Charisma for sorcerers and bards, and so 
  on). The spell level equivalent of a warding depends on 
  which veil is integrated into it. 
  Veils: When an initiate creates a warding, she can 
  choose and imbue the warding with any one veil she 
  knows how to create. These veils duplicate the layers of 
  a prismatic trail and are described below. An initiate's 
  caster level for these veils is equal to her arcane 
  spellcaster level. 
  Red Veil: The first veil an initiate learns is the red 
  veil. A warding imbued with this veil blocks all 
  nonmagical ranged attacks and missiles. A creature 
  crossing a red veil takes 20 points of fire damage 
  (Reflex half). A cone of cold spell or effect destroys a 
  warding with this veil but is negated in the process. A 
  warding with this veil is the equivalent of a 4th-level 
  spell. 
  Orange Veil: At 2nd level, an initiate learns the 
  secret of the orange veil. A warding with this veil halts 
  magical ranged attacks, including spells that conjure 
  missiles (such as Melf's acid arrow) or create rays (such 
  as disintegrate or a beholder's eye rays) but not spells 
  that do not require a ranged attack (such as magic 
  missile). A creature crossing an orange veil takes 40 
  points of acid damage (Reflex half). A gust of wind 
  spell or similar effect destroys the veil but is negated in 
  the process. A warding with this veil is the equivalent 
  of a 5th-level spell. 
  Yellow Veil An initiate of 3rd level or higher can 
  create a yellow veil. This veil prevents gases or clouds 
  from entering the warded area, and it defeats 
  petrifaction attacks. In addition, a PC inside a personal 
  or area warding imbued with a yellow veil has 
  immunity to poison introduced from outside the 
  warding (such as from a creature with an envenomed 
  weapon striking through the barrier). A creature 
  crossing a yellow veil takes so points of electricity 
  damage (Reflex half). A disintegrate spell destroys the 
  veil but is negated in the process. A warding with this 
  veil is the equivalent of a 6th-level spell. 
  Green Veil: A 4th-level initiate masters the green 
  veil. This veil stops the passage of breath weapons. A 
  creature crossing a green veil must succeed on a 
  Fortitude save or die; on a successful save, the creature 
  takes 1d6 points of Constitution damage. This veil is a 
  poison effect. A passwall spell destroys a green veil. A 
  warding with this veil is the equivalent of a 6th-level 
  spell. 
  Blue Veil: At 5th level, an initiate learns the blue 
  veil. This veil blocks all divinations and mind-affecting 
  spells and abilities. Any creature crossing a blue veil 
  must succeed on a Fortitude save or be petrified. A 
  magic missile spell destroys a blue veil but is negated 
  by it. A warding with this is the equivalent of a 6th-
  level spell. 
  Indigo Veil: A 6th-level initiate can create the 
  mighty indigo veil. This veil prevents the passage of all 
  spells or spell-like abilities. Any creature crossing an 
  indigo veil must succeed on a Will save or become 
  confused, as if by an insanity spell. A daylight spell 
  negates and is negated by an indigo veil. A warding 
  with this veil is the equivalent of a 7th-level spell. 
  Violet Veil: At 7th level, an initiate masters the 
  seventh and final veil: the violet veil. This barrier 
  destroys all objects and effects that cross it, as if they 
  were disintegrated. Living creatures passing a violet 
  veil must succeed oil a Will save or be shifted to a 
  random place on a random plane (as the plane shift 
  spell). A violet veil is destroyed by a successful dispel 
  magic spell. A warding with this veil is the equivalent 
  of an 8th-level spell. 
  Unimpeachable Abjuration (Ex): An initiates 
  abjuration spells are particularly difficult to defeat with 
  spells or effects that dispel them. An initiate can add 
  her class level to the DC to dispel any abjuration spell 
  or effect she creates. 
  Unanswerable Strike (Ex): Due to her study of 
  magical defenses, an initiate learns how to defeat them 
  more easily. At 2nd level and higher, she gains a +2 
  bonus on caster level checks to counter or dispel 
  abjuration spells. At 6th level, this bonus increases to a 
  +4 bonus. 
  Reactive Warding (Sp): At 4th level, an initiate 
  learns to create a warding (see above) in response to an 
  attack. She can raise a warding as an immediate action 
  (see page 86); after an opponent begins an action but 
  before it is completed. For example, if she sees an 
  enemy warrior charging her, she can raise a trading to 
  protect herself. The opponent can choose to continue 
  the charge through the warding or can halt outside it. 
  Double Warding: At 6th level and higher, an 
  initiate can raise two veils at once any time she creates 
  a warding. This still counts as only one use of her 
  warding ability. The less powerful effect (progressing 
  from red up through violet) is always considered to be 
  "outside" the more powerful effect, so a double warding 
  consisting of a blue veil and a green veil would subject 
  any creature passing through to the green veil first, 
  
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  followed by the blue veil. To negate the entire warding, 
  the outermost veil must be negated before the inner 
  veil can be negated. 
  Kaleidoscopic Doom (Sp): At 7th level, an 
  Initiate of the Sevenfold Veil learns the secret of the 
  awesome kaleidoscopic doom. Once per day as a 
  standard action, she designates one creature within 60 
  feet and turns magical effects currently affecting the 
  creature against it. This effect functions like a targeted 
  greater dispel magic, except that for every spell or 
  effect negated on the target, the effect of one veil (see 
  above) is visited on the victim as if the subject had 
  crossed it. The veils created around the victim proceed 
  through the spectrum from red to violet, with one veil 
  activated per spell negated. Thus, a creature with three 
  spells negated would be subject to the effects of the 
  red, orange, and yellow veils. The subject is still 
  entitled to the normal saving throws allowed by each 
  veil. This ability is the equivalent of a 9th level spell. 
   
  * see Appendix 2: New Rules Items 
   
  Encounter Five, Area 3 
  Advanced Atropal Scion: CR 15; Large Undead; HD 
  25d12+25; hp 229; Init +6; Spd Fly, 30 (perfect); AC 28 
  (+2 Dex, +10 natural, +7 deflection, -1 size), flatfooted 
  25, touch 17; Base Atk +12; Grp +21; Atk +16 melee 
  (2d6+5, slam); SA death gaze, spell-like abilities, 
  negative 
  energy 
  aura; 
  SQ 
  DR 
  10/adamantine, 
  Darkvision 60 ft., fast healing 8, unholy grace, rebuke 
  undead 7/day (+9, 2d6+23, 17th), undead traits; AL CE; 
  SV Fort +17, Ref +18, Will +27; Str 21, Dex 13, Con --, 
  Int 16, Wis 22, Cha 24. 
   
   
  Skills and Feats: Hide +30, Knowledge 
  (Arcana) +31, Knowledge (Religion) +31, Listen +34, 
  Move Silently +30, Spot +34, Tumble +15; Ability Focus 
  (Death Gaze), Empower Spell-like Ability (Cone of 
  Cold), Great Fortitude, Improved Initiative, Improved 
  Toughness*, Irresistible Gaze, Lightning Reflexes, 
  Piercing Gaze, Quicken Spell-like Ability (dispel 
  magic) 
   
   
  Spell-Like Abilities: 3/day--animate dead, 
  create undead, empowered cone of cold (DC 22), 
  desecrate, quickened dispel magic, invisibility, plane 
  shift, speak with dead, teleport. Caster level 25th. 
   
   
  Death Gaze (Su): Death, range 90 feet; 
  Fortitude DC 33 negates. The save DC is Charisma-
  based. Humanoids that die from this attack are 
  transformed into wights 24 hours later. 
   
   
  Negative Energy Aura (Su): A 60-foot-radius 
  negative energy aura surrounds an atropal scion. All 
  undead in the aura (including the atropal scion) are 
  treated as if they have +4 turn resistance and fast 
  healing 5. Living creatures in the aura are treated as 
  having two negative levels unless they have some sort 
  of negative energy protection or protection from evil. 
  Creatures with 2 or less HD fall dead in the negative 
  energy aura (and, at the atropal scion's option, rise as 
  wights under the atropal scion's command 1 minute 
  later). 
   
   
  Unholy Grace (Su): An atropal scion adds its 
  Charisma modifier as a bonus on all its saving throws 
  and as a deflection bonus to its Armor Class 
   
  * see Appendix 2: New Rules Items 
   
  Advanced Dread Wraith: CR 12; Large Undead 
  (Incorporeal); HD 20d12; hp 164; Init +13; Spd Fly 60 
  (Good); AC 26 (+9 Dex, +8 deflection, -1 size), flatfooted 
  17, touch 26; Base Atk +10; Grp --; Atk +18 melee (1d8 
  plus empowered Constitution drain); Space/Reach 
  10ft/10ft; SA Constitution drain, create spawn; SQ 
  darkvision 60 ft., daylight powerlessness, incorporeal 
  traits, +2 turn resistance, lifesense 60 ft., undead traits, 
  unnatural aura; AL LE; SV Fort +6, Ref +15, Will +16; 
  Str --, Dex 28, Con --, Int 17, Wis 18, Cha 26. 
   
   
  Skills and Feats: Diplomacy +15, Hide +28, 
  Intimidate +27, Knowledge (Religion) +22, Listen +29, 
  Search +22, Sense Motive +23, Spot +29, Survival +4 (+6 
  following tracks), Tumble +14 (5 ranks); Ability Focus 
  (Constitution Drain), Alertness, Blind-Fight, Combat 
  Expertise, 
  Dodge, 
  Empowered 
  Ability 
  Damage, 
  Improved Initiative, Mobility, Spring Attack 
   
   
  Constitution Drain (Su): Living creatures hit 
  by a wraith’s incorporeal touch attack must succeed on 
  a DC 30 Fortitude save or take 1d8 x 1.5 points of 
  Constitution drain.  The save DC is Charisma-based.  
  On each successful attack, the wraith gains 5 
  temporary hit points. 
   
  Advanced 
  Spectre: 
  CR 
  8; 
  Medium 
  Undead 
  (Incorporeal); HD 11d12; hp 92; Init +3; Spd Fly 60 
  (Good); AC 16 (+3 Dex, +3 deflection), flatfooted 13, 
  touch 16; Base Atk +5; Grp --; Atk +8 melee (1d8 plus 
  energy drain); SA Energy drain, create spawn; SQ 
  darkvision 60 ft., sunlight powerlessness, incorporeal 
  traits, +2 turn resistance, undead traits, unnatural aura, 
  positive energy resistance 10; AL LE; SV Fort +3, Ref 
  +6, Will +9; Str --, Dex 16, Con --, Int 14, Wis 14, Cha 
  
  VER 5-06 On the Viscount’s Secret Service 
   
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  16. 
   
   
  Skills and Feats: Hide +17, Intimidate +16, 
  Knowledge (Religion) +16, Listen +18, Search +16, Spot 
  +18, Survival +2 (+4 following tracks); Blind-Fight, 
  Improved Energy Drain*, Life Drain*, Positive Energy 
  Resistance* 
   
   
  Energy Drain (Su): Living creatures hit by a 
  spectre’s incorporeal touch attack gain two negative 
  levels.  The DC is 18 for the Fortitude save to remove a 
  negative level.  The save DC is Charisma-based.  For 
  each negative level bestowed, the victim loses 8 hit 
  points and the spectre gains 8 temporary hit points. 
   
  Improved Energy Drain (Su): Whenever this 
  spectre bestows a negative level upon a creature, it 
  gains a +1 bonus on skill checks, ability checks, attack 
  rolls, and saving throws for 1 hour. 
   
  * see Appendix 2: New Rules Items 
   
  Bloodmote Cloud (2): CR 6; Fine undead (Swarm); 
  HD 10d12; hp 65 each; Init +1; Spd Fly 20 ft (poor); AC 
  19 (+8 size, +1 Dex), flatfooted 18, touch 19; Base Atk 
  +5; Grp --; Atk +10 melee (1d4, swarm); SA blood drain, 
  distraction; SQ darkvision 60 ft., diet dependent, 
  immune to weapon damage, undead traits, swarm 
  subtype, AL NE; SV Fort +3, Ref +4, Will +7; Str 4, Dex 
  13, Con --, Int --, Wis 10, Cha 1. 
   
   
  Skills and Feats: Hide +17.  
   
   
  Blood Drain (Ex): A bloodmote cloud drains 
  blood and deals 1d3 points of damage and 1d2 points of 
  Constitution damage to any creature whose space it 
  occupies at the end of its move. 
   
   
  Distraction (Ex): Any living creature that 
  begins its turn with a bloodmote cloud in its space 
  must succeed on a DC 15 Fortitude save or be 
  nauseated for 1 round. The save DC is Constitution-
  based 
   
   
  Self Spawn (Ex): If a blood amniote deals as 
  many points of Constitution damage during its 
  existence as its full normal hit point total, it self 
  spawns. splitting into two identical blood amniotes, 
  each with a number of hit points equal to the original 
  blood amniote's full normal total. 
   
  Encounter Five, Area 12 
  Necromental Invisible Stalker: Mnk2/Ftr2; CR 12; 
  Large Undead (augmented elemental, air, extraplanar); 
  HD 8d12 + 2d12  + 2d12; hp 91; Init +8; Spd 30 ft., fly 
  30 ft. (perfect); AC 20 (-1 size, +5 Dex, +6 natural), 
  touch 14, flat-footed 15; Base Atk +9; Grp +21; Atk +13 
  melee (2d6+4, slam); Full Atk +13 melee (2d6+4, 2 
  slams); Space/Reach 10 ft./10 ft.; SA create undead, 
  energy drain, flurry of blows; SQ darkvision 60 ft., 
  evasion, improved tracking, natural invisibility, undead 
  traits; AL NE; SV Fort +13, Ref +14, Will +5; Str 18, Dex 
  20, Con --, Int 1, Wis 10, Cha 13 
   
   
  Skills and Feats: Hide +5, Listen +18, Move 
  Silently +20, Search +13, Spot +13, Survival +2 (+4 
  following tracks), Tumble +14; Blind Fight, Combat 
  Reflexes, Deflect Arrows, Fly By Attack, Great 
  Fortitude, Improved Grapple, Improved Initiative, 
  Improved Unarmed Strike, Lifesense*, Power Critical 
  (slam)*, Weapon Focus (slam). 
   
   
  Create Spawn (Su): An elemental slain by a 
  necromental's energy drain attack rises as a 
  necromental 1d4 days after death. 
   
   
  Energy Drain (Su): Living creatures hit by a 
  necromental's natural weapon attack gain one 
  negative level. A necromental can use its energy 
  drain ability once per round, regardless of the 
  number of natural weapon attacks the necromental 
  possesses. The save DC to remove the negative level 24 
  hours later is 15. When a necromental bestows a 
  negative level on a victim, it gains 5 temporary hit 
  points (10 on a critical hit). These temporary hit 
  points last for up to 1 hour. 
   
   
  Fast Healing (Ex): A necromental heals 3 points of 
  damage each round as long as it has at least 1 hit 
  point and is within 5 feet of some form of its element 
  (air for necromentals with the air subtype; earth, 
  stone, or metal for necromentals with the earth 
  subtype; flame for necromentals with the fire 
  subtype; or water for necromentals with the water 
  subtype). 
   
  Slaymate: CR 2; small undead ; HD 4d12; hp 26; Init 
  +1; Spd 20; AC 16 (+1 Dex, +1 size, +4 natural), 
  flatfooted 15, touch 12; Base Atk +2; Grp --; Atk +4 
  melee (1d3+1, bite plus pale wasting); Full Atk +4 
  melee (1d3+1, bite plus pale wasting); SA pale wasting; 
  SQ darkvision 60 ft., pale aura, undead traits; AL LE; SV 
  Fort +1, Ref +4, Will +5; Str 12, Dex 12, Con --, Int 11, 
  Wis 13, Cha 15. 
   
   
  Skills and Feats: Hide +8, Listen +7, Move Silently 
  
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  +8, Spot +7; Alertness, Lightning Reflexes. 
   
   
  Pale Aura (Su): A slaymate produces an invisible 
  aura in a 10-foot radius around itself. Any creature 
  within the aura that uses a metamagic feat on a spell 
  from the school of necromancy can prepare or use the 
  spell as if it took up a spell slot one level lower than 
  what the metamagic necromancy spell would normally 
  require. 
   
  For instance, if a caster wants to produce an 
  enlarged fear spell, the enlargement would normally 
  require the spellcaster to prepare the spell (or cast it on 
  the fly) as if it were one level higher than it actually is. 
  But, in the radius of a slay mate's pale aura, the caster 
  prepares an enlarged fear spell as if the spell were being 
  cast normally. 
   
   
  Pale Wasting (Su): Supernatural disease-bite, 
  Fortitude DC 14, incubation period t day; damage td6 
  Con and id6 Sir. The save DC is Charisma-based. 
   
  Gillian 
  the 
  Brooding: 
  female 
  human 
  Clr10/Entropomancer8; CR 18; Medium Humanoid; 
  HD 10d8+20+8d8+16; hp 129; Init +0; Spd 30; AC 17 
  (+5 for mithral breastplate, +2 ring of protection), 
  flatfooted 17, touch 12; Base Atk +13; Grp +13; Atk +13 
  melee (1d8, mace, heavy); Full Atk +13/+8/+3 melee 
  (1d8, mace, heavy); SA entropic field (reroll, 
  wounding), shard of entropy (5d6), turn or rebuke 
  undead (5/day); SQ concealment 50%, SR 20; AL CE; 
  SV Fort +17, Ref +5, Will +17; Str 10, Dex 10, Con 14, 
  Int 10, Wis 20, Cha 14. 
   
   
  Skills and Feats: Concentration +23, Knowledge 
  (Arcana) +5, Knowledge (Religion) +5, Knowledge 
  (The Planes) +5, Spellcraft +15, Tumble +5; Divine 
  Metamagic* [Reach Spell], Great Fortitude, Magical 
  Aptitude, Necromantic Presence*, Reach Spell*, Spell 
  Focus [necromancy]. 
   
   
   
  Spells Prepared: (6/7/6/6/6/5/3/2; Save DC = 15 + 
  Spell Level); 0 - resistance x6; 1st - bless, doom, entropic 
  shield, sanctuary, shield of faith, sleep (d); 2nd –inflict 
  moderate wounds x2, magic missile (d), silence x2, 
  spiritual weapon; 3rd - bestow curse, blast of force* (d), 
  blindness/deafness, invisibility purge, wrack*; 4th - 
  freedom 
  of 
  movement, 
  phantasmal 
  killer 
  (d), 
  recitation*, spell immunity; 5th - slay living, wall of 
  force (d). 
   
   
  Domains: 
  Force 
  - 
  Granted 
  Power: 
  By 
  manipulating cosmic forces of inertia and force. 
  Once per day the cleric can reroll any damage 
  roll (for a weapon, a spell, or an ability) and take 
  the better of the two rolls. This granted power is 
  considered a supernatural ability; Dream - Granted 
  Power: Because you have long delved into 
  dreams and nightmares, you are immune to fear 
  effects. 
   
   
  Possessions: mace, heavy, mithral breastplate, ring 
  of protection +2, cloak of displacement, major, pearl of 
  power – 6
  th, scarab of protection. 
   
   
  Shard of Entropy (Su): Twice per day, for a 
  maximum of I round per entropomancer level, the PC 
  can create a miniature shard of entropy. The shard is a 
  chunk of absolute blackness, 2 inches across, and can 
  be moved up to 30 feet by the entropomancer as a 
  standard action. Against objects, the shard deals 3d6 
  points of damage, bypassing the object's hardness. 
  Against creatures, the entropomancer must make a 
  ranged touch attack to hit, and if successful the shard 
  deals 3d6 points of damage to the target (Fortitude half, 
  DC 12 + the entropomancer's Wis modifier). The shard 
  appears in any square adjacent to the entropomancer 
  when it is created, and it can be used to attack on the 
  round it is formed. 
   
  The shard of entropy lurches, jumps, and bounces 
  around the square it's in. Any creature who passes 
  through the shard's square takes damage as if the shard 
  struck him (Fortitude half), as does any creature that's 
  in the same square as the shard at the beginning of the 
  entropomancer's turn. The entropomancer can move 
  the shard into another square with a move action, or 
  aim it at a specific creature (dealing damage 
  immediately) as a standard action. 
   
  At 5th level, the entropomancer can use the shard 
  to create a deeper connection to absolute nothingness. 
  The shard of entropy deals 5d6 points of damage 
  (Fortitude half, DC 14 + entropomancer's Wis 
  modifier). 
   
   
  Entropic Field (Su): As a standard action, an 
  entropomancer can surround herself with a field of 
  invisible, entropic energy that lasts for 1 round per 
  entropomancer level. The field extends in a 5-foot per 
  entropomancer level radius, centered on the 
  entropomancer. All magical healing automatically fails 
  within the entropic field. It takes the entropomancer a 
  standard action to dismiss the entropic field. 
   
  At 5th level, the entropic field becomes strong 
  enough to warp the laws of probability. Once per 
  round, as a free action, the entropomancer can force a 
  PC within the field (including herself) to reroll an 
  attack, save, or check. The entropomancer demands the 
  
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  reroll after she knows whether the attack, save, or 
  check succeeded or failed, but before the exact 
  consequences have been calculated and applied. The 
  result of the reroll takes precedence, even if it's worse 
  than the original roll. 
   
  At 7th level, the entropic field causes wounds 
  created within it to continue bleeding, dealing an 
  additional 1 point of damage per round thereafter (at 
  the end of the entropomancer's turn) as long as they 
  remain within the entropic field. A successful Heal 
  check (DC 15) stops the bleeding. If multiple wounds 
  are suffered, then the creature takes 1 point of damage 
  per wound. The entropomancer is subject to the 
  bleeding effect. 
   
  * see Appendix 2: New Rules Items 
   
  Uytelle 
  the 
  Vampire: 
  female 
  grimlock 
  Wiz10/FateSpnnr4/Archmage1; 
  CR 
  18; 
  medium 
  undead (augmented monstrous humanoid) ; HD 
  17d12; hp 140 + 16 temps; Init +9; Spd 30; AC 36 (+5 
  Dex, +2 deflection, +10 natural, +4 shield, +5 armor), 
  flatfooted 31, touch 17; Base Atk +9; Grp +13; Atk +13 
  melee (1d6+4 and energy drain, slam); Full Atk +13 
  melee (1d6+4 and energy drain, slam); SA blood drain, 
  children of the night, create spawn, deny fate, 
  dominate person, DR 10/silver and magic, energy 
  drain, fickle finger of fate, resist fate, resistance cold 10, 
  resistance electricity 10, spin destiny, spin fate 4/day; 
  SQ alternate form, blindsight 40 ft., fast healing 5, 
  gaseous form, immunities, scent, spider climb, SR 18,  
  turn resistance +8, undead traits, trap sense +1, evasion; 
  AL NE; SV Fort +8, Ref +18, Will +22; Str 18, Dex 20, 
  Con --, Int 28, Wis 14, Cha 14. 
   
   
  Skills and Feats: Concentration +20, Hide +6, 
  Knowledge (Arcana) +18, Knowledge (Portals & Gates) 
  +11, Knowledge (The Planes) +11, Knowledge 
  (Undead) +12, Knowledge (Undead) +11, Listen +16, 
  Profession (Gambler) +7, Spellcraft +30, Spot +20; 
  Alertness
  (B), Combat Reflexes
  (B), Corrupt Spell*
  (B), 
  Dodge
  (B), 
  Energy 
  Admixture*[electricity], 
  Energy 
  Substitution*[electricity]
   
  (B), Improved Initiative
  (B), 
  Improved Turn Resistance*, Lightning Reflexes
  (B), 
  Scribe Scroll
  (B), Skill Focus (Spellcraft), Spell Focus 
  [evil]*, Spell Focus [evocation], Spell Penetration
  (B), 
  Sudden Maximize*, Track
  (B). 
   
   
  Spells Prepared (4/7/6/6/6/6/4/3/1; DC = 19 + 
  Spell Level; DC = 20 for evil spells; DC = 20 for 
  Evocation spells, CL 16): 0 - ray of frost x2, resistance 
  x2; 1st –magic missile, corrupt ray of enfeeblement, ray 
  of enfeeblement x2,  shield, corrupt true strike x2; 2nd 
  – false life, corrupt fireburst*, glitterdust, corrupt 
  invisibility, corrupt scorching ray x2; 3rd – corrupt 
  fireball x2, fly, corrupt haste, dispel magic x2; 4th – 
  corrupt lesser globe of invulnerability, Evard`s black 
  tentacles, 
  corrupt 
  greater 
  invisibility, 
  Otiluke`s 
  resilient sphere, corrupt unluck*; 5th -- energy 
  admixture scorching ray, corrupt cone of cold, greater 
  fireburst*, corrupt reciprocal gyre*, reciprocal gyre*, 
  wall of force; 6th – acid fog, corrupt disintegrate, 
  disintegrate, corrupt greater dispel magic; 7th – energy 
  immunity, prismatic spray, corrupt energy admixture 
  fireball; 8th -- maze. 
    
   
  Possessions: headband of intellect +6; ring of 
  protection +2; ring of arcane might; robe of the 
  archmage (black); pearl of power – 2 spells, cube of 
  force. 
   
  The vampires save DC for special attacks is 20. 
   
   
  Spin Fate (Ex): A mage of many fates understands 
  that “chance” is not as random as many believe it to be, 
  and he can adjust the probability of certain events by 
  applying a force that fatespinners refer to as “spin”. 
  Each day, a fatespinner can use a number of points of 
  spin equal to his fatespinner class level. 
  As a free action, a fatespinner can use stored spin to 
  boost the save DC of a spell he casts, adding some or all 
  his spin to the DC, on a point-for-point basis. For 
  instance, a 5th-level wizard/3rd-level fatespinner 
  casting fireball could choose to boost the DC of the 
  spell by 1, 2, or 3 points. Once he uses up his spin for 
  the day, his ability to tinker with probability in this 
  fashion if also exhausted for the day. 
  A fatespinner’s spin is replenished whenever the PC 
  successfully regains his spells for the day (whether 
  through rest, preparation, or prayer). 
   
   
  Fickle Finger of Fate (Ex): Once per day as an 
  immediate action, he can force any other creature – 
  friend or enemy – to reroll a roll that it has just made. A 
  fatespinner must have line of sight to the creature to be 
  affected. That creature must abide by the result of the 
  reroll, whether it’s higher or lower than the original 
  roll. 
   
   
  Spin Destiny (Ex): Beginning at 3rd level, a 
  fatespinner more clearly comprehends the matrix of 
  reality and can use accumulated spin to adjust other 
  random events. The method is identical to increasing a 
  spell’s save DC, but the fatespinner can now add spin to 
  any skill check, attack roll, or saving throw that he 
  attempts on a point-for-point basis. However, the spin 
  
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  utilized comes from the same limited reservoir of 
  karma storage that allows him to adjust the DC of his 
  spells. He must apply the bonus before making the roll. 
   
   
  Deny Fate (Ex): At 4th level and higher, a 
  fatespinner has a better chance of beating the odds 
  should he ever be rendered unconscious and dying. 
  Once per day, on the first occasion when a fatespinner 
  must make a check to become stable when dying, the 
  check automatically succeeds. Other such checks 
  called for later in the same 24-hour period are made 
  normally. 
   
   
   
  Resist Fate (Ex): A fatespinner of 4th level and 
  above embraces his extraordinary good luck. Once per 
  day, he can reroll one roll that he has just made. He 
  must abide by the result of the reroll, even if it’s worse 
  than original roll.  
   
  * see Appendix 2: New Rules Items 
  
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  Appendix Two: New Rules Items 
   
  Corrupt Spell [Metamagic] as presented in 
  Complete Divine 
   
  You can transform one of your spells into an evil 
  version of itself. 
   
  Prerequisites: Any evil alignment. 
  Benefits: This feat adds the evil descriptor to a spell. 
  Furthermore, if the spell deals damage, half of the 
  damage (rounded down) results directly from divine 
  power and is therefore not subject to being reduced by 
  resistance or immunity to energy-based attacks. The 
  corrupted spell uses up a spell slot one level higher 
  than the spell’s actual level. 
   
  Divine Metamagic [DIVINE] as presented in 
  Complete Divine 
   
  You can channel energy into some of your divine 
  spells to make them more powerful. 
   
  Prerequisite: Ability to turn undead or rebuke 
  undead. 
  Benefit: When you take this feat, choose a 
  metamagic teat. This teat applies only to that 
  metamagic feat. As a free action, you can take the 
  energy from turning or rebuking undead and use it 
  to apply a metamagic feat to spells that you know. You 
  must spend one turn or rebuke attempt, plus an 
  additional attempt for each level increase in the 
  metamagic feat You're using. For example, Jozan the 
  cleric could sacrifice three turn attempts to empower 
  a holy wide he's casting. Because you're using positive 
  or negative energy to augment your spells. the spell 
  slot for the spell doesn't change. 
  Special: This teat may be taken multiple times. Each 
  time you take this feat choose a different metamagic 
  feat to which to apply it. 
   
  Elusive Target [TACTICAL] as presented in 
  Complete Warrior 
   
  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 robe 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 he 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. 
   
  Energy Admixture [METAMAGIC] as 
  presented in Complete Arcane 
   
  You can modify a spell that uses one type of energy to 
  add an equal amount of another energy type. 
   
  Prerequisite: Energy Substitution. 
  Benefit: Choose one type of energy (acid, cold, electricity, 
  or fire) that thatches an energy type you have selected for 
  substitution via the Energy Substitution feat. You can 
  then modify any spell with an energy descriptor by 
  adding an equal amount of the chosen type of energy 
  to the spell's normal effects. The altered spell works 
  normally in all respects except for the type and amount of 
  
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  damage dealt, with each type of energy counting 
  separately toward the spell's damage cap. Thus, an acid 
  fireball cast at 6th level deals .de points of fire damage and 
  6d6 points of acid damage (rolled separately), while the 
  sane acid fireball cast at 10th level or higher deals 10d6 
  points of fire damage and 10d6 points of acid damage. 
  Even opposed types of energy (such as fire and cold) can 
  be combined using this feat. 
  An energy admixed spell uses up a spell slot four 
  levels higher than the spell's actual level. As well, the 
  spell's descriptor changes to include both energy 
  types present in the spell-for example, the acid fireball 
  described above is an evocation [acid, fire] spell. 
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. The 
  type of energy selected with this feat must match a 
  type of energy you have also selected for substitution 
  via the Energy Substitution feat (so you can select 
  cold as your energy type with Energy Admixture if 
  you have selected cold as your Energy Substitution 
  energy type). You can use Energy Admixture to 
  further alter a spell that has already been modified 
  with Energy Substitution, and you can also admix 
  your chosen energy type with a spell that already uses 
  the same type, in effect doubling its normal damage 
  dice. 
   
  Energy Substitution [METAMAGIC] as 
  presented in Complete Arcane 
   
  You can modify an energy-based spell to use another 
  type of energy instead. 
   
  Prerequisites: Knowledge (arcana) 5 ranks, any 
  metamagic feat. 
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire). You can then modify any spell 
  with an energy descriptor to use the chosen type of 
  energy instead. An energy substituted spell uses a 
  spell slot of the spell's normal level. The spell's 
  descriptor changes to the new energy type for example, 
  a fireball composed of cold energy is an evocation [cold] 
  spell. 
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. 
   
  Fell Drain [MONSTROUS] as presented in 
  Libris Mortis 
   
  You can cast any spell that you drain from a creature's 
  mind. 
  Prerequisites: Cha 15, energy drain supernatural 
  ability, Improved Energy Drain, caster level 5th. 
  Benefits: if you bestow a negative level upon a 
  spellcasting creature, and that creature loses a prepared 
  spell, you gain the ability to cast that spell once (as if 
  you had prepared it). Treat due spell's effect as if it had 
  been cast by the PC who prepared it (including caster 
  level, save DC, and so forth). You need nor have the 
  requisite ability score to cast the spell (for instance, you 
  need not have an Intelligence of 13 or higher to cast a 
  fireball drained from the mind of a wizard). 
  The spell remains in your mind for up to 1 hour. You 
  can have a maximum number of stolen spells equal to 
  your Charisma bonus (minimum 1); any spells that you 
  would gain above this number are simply lost. 
  This feat has no effect on spellcasters who don t 
  prepare spells (such as a sorcerer, who simply loses one 
  spell slot for each negative level bestowed as normal) or 
  who have no spells prepared (such as a fighter, or a 
  wizard who has cast all her spells). 
   
  Improved Energy Drain [MONSTROUS] as 
  presented in Libris Mortis 
  You draw extra power from your energy-drained 
  victims. 
   
  Prerequisites: Cha 15, energy drain supernatural 
  ability. 
  Benefits: Whenever you bestow a negative level upon 
  creature, you gain a +1 bonus on skill checks, ability 
  checks attack rolls and saving throws for 1 hour 
   
  Improved Toughness [GENERAL] as presented 
  in Complete Warrior 
   
  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 levels, you gain 1 additional hit point. If you 
  lose a Hit Die (such as by losing a level, you lose 1 hit 
  point permanently. 
   
  Improved Turn Resistance [MONSTROUS] as 
  presented in Libris Mortis 
  You have a better than normal chance to resist 
  turning. 
  
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  Prerequisite: Undead type. 
  Benefits: You are less easily affected by clerics or 
  paladins than you normally would be. When resolving a 
  turn or rebuke, add +2 to the turn resistance. 
   
  Lifesense [MONSTROUS] as presented in 
  Libris Mortis 
  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 cant 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 radial 
  of 960 feet to a colossal creature. 
   
  Necromantic Presence [GENERAL] as 
  presented in Libris Mortis 
   
  Undead you control are harder to turn when they are 
  near volt. 
   
  Benefit: Whenever undead you control are within 60 
  feet of you, they gain a +4 bonus to their turn resistance. 
   
  Positive Energy Resistance 
  [MONSTROUS] as presented in Libris Mortis 
   
  You are resistant to the damage dealt by positive energy 
  effects. 
   
  Prerequisite: Undead type. 
  Benefit: You gain resistance 10 against positive energy 
  effects, such as cure spells. 
   
  Life Drain [GENERAL] as presented in Libris 
  Mortis 
  You drain additional life energy from your foes. 
   
  Prerequisites: Cha 13, energy drain supernatural 
  ability. 
   
  Benefits:  Whenever you bestow a negative level 
  upon a creature, add your Charisma modifier to the hit 
  points lost by the creature due to that negative level.  
  You then gain temporary hit points equal to the 
  amount lost by the creature due to the negative level.  
  These temporary hit points last for up to 1 hour. 
   
  For example, a creature touched by a spectre (Cha 
  15) with this feat loses an additional 2 hit points due to 
  each negative level, and the spectre gains an additional 
  2 temporary hit points from each negative level it 
  bestows.  
   
  Special:  Without this feat, a target loses 5 hit 
  points each time it gains a negative level, and the 
  creature delivering the negative level gains 5 
  temporary hit points that last for up to 1 hour. 
   
   
  Power Critical [GENERAL] as presented in 
  Complete Warrior 
   
  Choose one weapon, such as a longsword or a greataxe. 
  With that weapon, you know how to hit where it 
  hurts. 
   
  Prerequisites: Weapon Focus with weapon, base 
  attack bonus +4. 
  Benefit: When using the weapon you selected, you 
  gain a +4 bonus on the roll to confirm a threat. 
  Special: A fighter may select Power Critical as one of 
  his fighter bonus feats. You can gain Power Critical 
  multiple times. Each time you take the feat, it may be 
  with a different weapon or the same weapon. If you 
  take it with the same weapon, the effects of the feats 
  stack. 
   
  REACH SPELL [METAMAGIC] as presented 
  in Complete Divine 
   
  You can cast touch spells without touching the spell 
  recipient. 
   
  Benefit: You may cast a spell that normally has a range 
  of touch at any distance up to 30 feet. The spell 
  effectively becomes a ray, so you must succeed on a 
  ranged touch attack to bestow the spell upon the 
  recipient. A reach spell uses up a spell slot two levels 
  higher than the spell's actual level. 
   
  Sudden Maximize [Metamagic] as presented in 
  Complete Arcane 
  You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefits: 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 
  
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  ahead of time. You can still use Maximize Spell 
  normally if you have it. 
   
  Multigrab [Monstrous] as presented in Savage 
  Species 
  You can grapple enemies more firmly than normal 
  with your natural attacks. 
   
  Prerequisite: Str 17, improved grab. 
   
  Benefit: When grappling an opponent with the 
  part of your body that made the 
  attack, you take only a -10 penalty on grapple checks to 
  maintain the hold. 
   
  Normal: Without this feat, you take a -20 penalty 
  on grapple checks to 
  maintain a hold with the part of your body used to 
  make the attack. 
   
  Headband of Conscious Effort as presented in 
  Complete Adventurer 
   
  Anyone wearing a headband of conscious effort can 
  make a Concentration check in place of a required 
  Fortitude saving throw. This ability can be activated 
  once per day. Activating the headband is an 
  immediate action that does not provoke attacks of 
  opportunity. 
  Moderate transmutation; CL 6th; Craft Wondrous 
  Item. Combat Casting, bear's endurance; Price 4,000 
  gp. 
   
  Ring Of Arcane Might as presented in 
  Complete Arcane  
   
  Usually made of bronze, a ring of arcane might is 
  forged in the shape of a serpent devouring its own tail. 
  When worn by any arcane spellcaster, the ring 
  provides a +1 bonus to arcane caster level for the 
  purpose of spell penetration checks, caster level 
  checks, and all level-based variables of any arcane spell 
  the wearer casts.  Moderate abjuration; CL 8th; Forge 
  Ring, limited wish, greater magic weapon; Price 
  20,000 gp. 
   
  NEW SPELLS 
   
  Blast Of Force as presented in Complete 
  Divine 
  Evocation [Force] 
  Level: Force 3  
  Components: V. S 
  Casting Time: 1 standard action  
  Range: Medium (1oo ft. + 1o ft./Level  
  Effect: target 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial  
  Spell Resistance: Yes 
   
  You direct an invisible blast of force at a chosen target. 
  The blast is a ranged touch attack that deals td6 points 
  of damage per two caster levels (maximum 5d6). In 
  addition, a successful hit forces the target to make a 
  Fortitude save or be knocked down (size and stability 
  modifiers apply to the saving throw as if the spell were 
  a bull rush). 
   
  Fireburst as presented in Complete Arcane 
  Evocation [Fire) 
  Level: Sorcerer/wizard 2, warmage2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 5 ft. 
  Effect: Burst of fire extending 5 ft. from you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 5 feet of you. All 
  creatures and objects within that area, except for you 
  and any creatures or objects that share your space, take 
  1d8 points of fire damage per caster level (maximum 
  5d8). 
  Material Component: A bit of sulfur. 
   
  Fireburst, Greater as presented in Complete 
  Arcane 
  Evocation [Fire] 
  Level: Sorcerer/Wizard 5, warmage 5 
  Effect: Burst of fire extending 10 ft. from you 
  This spell functions like fireburst, except that it affects 
  creatures within 10 feet of you and deals a maximum of 
  15d8 points of damage to each one. 
   
  Mage Armor, Greater as presented in Complete 
  Arcane 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  This spell functions like mage armor, except that is 
  tangible field of force provides a +6 armor bonus to 
  
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  Armor Class. 
  Material Component: A tiny platinum shield worth 25 
  gp. 
   
  Reciprocal Gyre as presented in Complete 
  Arcane 
  Abjuration 
  Level:  Sorcerer/wizard 5 
  Components: V,S,M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see 
  text 
  Spell Resistance: No 
   
  You manipulate the magical aura of a creature or 
  object, creating a damaging feedback reaction of arcane 
  power. The target takes 1d6 points of damage per spell 
  level of each functioning spell or spell-like ability 
  currently affecting it (maximum 25d6). For example, a 
  creature who is hasted (3
  rd level), flying (3
  rd level), and 
  protected by a stoneskin spell (4
  th-level wizard version) 
  takes 10d6 points of damage (Will save for half). In 
  addition, any creature that fails its save must then 
  succeed on a Fortitude save or be dazed for 1d6 rounds. 
   
  Only spells specifically targeted on the creature in 
  question can be used to create the backlash of a 
  reciprocal gyre, so spells that affect an area (such as 
  invisibility sphere and solid fog) can't be used to deal 
  reciprocal damage to creatures within their area. 
  Likewise, persistent or continuous effects from magic 
  items can't be used to deal reciprocal damage, but 
  targeted spell effects can be – for example, the magic of 
  a cloak of resistance can't be used by reciprocal gyre, 
  but a spell cast by a wand of invisibility could be. 
   
  Material Component: A tiny closed loop of copper 
  wire. 
   
  Recitation as presented in Complete Divine 
  Conjuration (Creation) 
  Level: Clr 4, Purification 3 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst 
  centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  By reciting a sacred passage or declaration, you invoke 
  your deity's blessing upon yourself and your allies 
  while causing confusion and weakness among your 
  enemies. The spell affects all allies and foes within the 
  spell's area at the moment you cast it. Your allies gain a 
  +2 luck bonus on attack rolls and saving throws, or a +3 
  luck bonus if they worship the same patron deity as 
  you. Enemies suffer a -2 luck penalty on attack rolls 
  and saving throws. After casting the spell, you are free 
  to take further actions during the spell's duration as 
  you see fit. 
  Divine Focus: In addition to your holy symbol, this 
  spell requires a sacred text as a divine focus. 
   
  Unluck as presented in Complete Arcane 
  Divination 
  Level: Bard 4, Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25ft + 5 ft/2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving throw: Will negates 
  Spell Resistance: Yes 
  When you cast this spell, you negatively influence the 
  randomness of fortune for the target. Whenever the 
  affected creature undertakes an action involving 
  random chance (specifically, whenever any die roll is 
  made for the creature, including attack rolls, and 
  saving throws), two separate rolls are made and the 
  worse result applied. 
  A creature carrying a stone of good luck is immune to 
  the effect of unluck, but the stone’s effects do not 
  function for the duration of the spell if the creature 
  fails its save. 
  Material component: A piece of a broken mirror. 
   
  Wrack as presented in Complete Divine 
  Necromancy [Evil] 
  Level: Cleric 3, sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft/2 levels) 
  Area: One humanoid 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  A humanoid subject of the spellcaster’s choosing is 
  wracked with such pain that he doubles over and 
  collapses. His face and hands blister and drip fluid, and 
  the eyes cloud with blood, rendering him blind. For 
  the duration of the spell, the subject is considered 
  helpless and cannot take actions. 
  Even when the spell ends, the subject is still visibly 
  shaken and suffers a –2 penalty to attack rolls, saves, 
  and checks for 3d10 minutes. The subject’s sight 
  
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  returns at the end of the spell’s duration. 
   
  NEW CREATURES 
   
  Evolved Undead as presented in Libris 
  Mortis 
   
  CREATING AN EVOLVED UNDEAD 
   
  "Evolved undead" is an acquired template that can be 
  added to any undead with an Intelligence score 
  (referred to hereafter as the base creature). An evolved 
  undead uses all the base creature's statistics and special 
  abilities except as noted here This template does not 
  alter the creature's type. 
   
  Note: Unlike most templates, an evolved undead can 
  potentially acquire this template more than once, 
  evolving more with each application. 
   
  Armor Class: The base creature's natural armor bonus 
  improves by 1. If the creature is incorporeal, its 
  deflection bonus to AC improves by 1. 
   
  Special Attacks: An evolved undead retains all the 
  special attacks of the base creature and gains one spell-
  like ability from the following list. You can choose this 
  ability from the list below, or roll randomly. The spell-
  like ability gained herein can be used once per day. If 
  the undead already has the indicated ability, it gains 
  another use; if it already has the ability as an at-will 
  ability, choose another ability. The spell-like ability has 
  a caster level equal to the evolved undeads HD (if the 
  caster level is too low to cast the spell in question, 
  choose another. The save DCs are Charisma-based: 
   
  d12 
  Spell-Like Ability 
  1 
  circle of death 
  2 
  cloudkill 
  3 
  cone of cold 
  4 
  confusion 
  5 
  contagion 
  6 
  creeping doom 
  7 
  dispel magic, greater 
  8 
  greater invisibility 
  9 
  haste 
  10 
  hold monster 
  11 
  see invisibility 
  12 
  unholy blight 
    
  Special Qualities: An evolved undead retains all the 
  special qualities of the base creature and gains the one 
  described below. 
  Fast Healing (Ex): An evolved undead heals 3 points of 
  damage each round so long as it has at least 1 hit point. 
   
  Abilities: An evolved corporeal undead gains +2 
  Strength and +2 Charisma. An evolved incorporeal 
  creature gains only +2 Charisma. 
   
  Organization: An evolved undead usually becomes a 
  leader among those of its base kind. 
   
  Challenge Rating: Same as the base creature +1. 
   
  Level Adjustment: Same as the base creature +1. 
   
  
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  Appendix Three 
  DM Aid - Cowled Lady’s Demi-plane of Death Traits 
   
  The Cowled Lady’s demi-plane was created for the 
  specific purpose of creating and storing undead. As 
  such, it is coterminous to a portion of the Negative 
  Energy plane, though it does not share exactly the 
  same traits.  
   
  The party can attempt a DC 15 Knowledge (planes) 
  check to realize that the plane is evil aligned. For every 
  5 points above 15 give the PC one additional piece of 
  information from below. 
   
  Normal Gravity: This plane has gravity similar to that 
  of the Material Plane. The usual rules for ability scores, 
  carrying capacity, and encumbrance apply.  
   
  Normal Time: This trait describes the way time passes 
  on the Material Plane. One hour on a plane with 
  normal time equals one hour on the Material Plane. 
   
  Finite Shape: The Cowled Lady’s Demi-plane spans a 
  2-mile radius from the center. Her base sits at the 
  center upon a plateau. The gate that acts as an entrance 
  to her plane lies subjectively south some 500 feet upon 
  another plateau. Both plateaus are some 150 feet high. 
  The plane is contained by a think, skin like membrane. 
  It is here where the plane is conjoined to the negative 
  energy plane. 
   
  Strongly Evil Aligned: A –2 circumstance penalty 
  applies on all Charisma-based checks made by all 
  creatures not of Evil alignment. In addition, the –2 
  penalty affects all Intelligence-based and Wisdom-
  based checks as well. 
   
  Negative-Influenced: The energy from the Negative 
  Energy Plane runs through the Cowled Ladies demi-
  plane, but to a far lesser, and different, degree than the 
  Negative Energy Plane itself. 
  Those attempting to channel positive energy here will 
  find that their power is diminished. Any cleric or 
  paladin attempting to use their turn attempts to either 
  turn undead or to power meta-magic must use twice 
  the amount required. 
   
  Enhanced magic. All spells and spell-like abilities 
  with the [Evil] descriptor that are used on this demi-
  plane are employed as if they were improved by the 
  Quicken Spell feat. Already quickened spells and spell-
  like abilities are unaffected, as are spells from magic 
  items. Spells so quickened are still prepared and cast at 
  their unmodified level. As with the Quicken Spell feat, 
  only one quickened spell can be cast per round. 
   
  Impeded Magic: Spells and spell-like abilities that 
  have the [Good] descriptor are more difficult to cast on 
  this demi-plane. 
   
  In order to cast a spell or spell-like ability with the 
  [Good] descriptor, the caster must make a Spellcraft 
  check (DC 20 + the level of the spell). If the check fails, 
  the spell does not function but is still lost as a prepared 
  spell or spell slot. If the check succeeds, the spell 
  functions normally.
  
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  Appendix Four:  Player’s Handouts 
   
  Player’s Handout #1.1: 
  Members of Mounted Borderers 
   
  The Trooper seemed nervous as he snapped to attention. “Your presence has been requested, the Knight 
  Commander wishes to see you.” With that he turns on his heels and heads out. While fairly unusual to be meeting with 
  the Knight Commander, you try to think if you missed a regulation or earned the ire of some noble’s guards as of late. 
  Shrugging the though off you don your tabard and give your boots a quick wipe, heading out to the KC’s HQ. As you 
  approach the guards seem to expect you, opening the door and quickly closing it just as you step inside. 
   
  “Borderer, what I’m about to tell you is for your ears only. We’ve been asked to assist in a special operation for the 
  Viscount, in cooperation with the church of Saint Cuthbert. They have asked us to provide them with some one to lend 
  their military expertise to this endeavor. Your experience and performance of duties has been an asset to the Viscounty. 
  I believe there is no better soldier for this task. I am sending you to Verbobonc City to meet with representatives and 
  learn what you can do to assist them. We have been asked not to advertise our involvement in this and as such this ride 
  is strictly about discretion and keeping a low profile. I order you not to wear your tabard, nor are you to divulge your 
  rank or current duty to anyone. For all intensive purposes you are civilian for the remainder of this mission.” 
   
  “If during this mission you find any facts or information that lead you to believe crimes against the viscount are 
  occurring, do what you think is best. Above all else bring them to justice. Once your assignment is completed I expect 
  you to report back here and offer a full report.” 
   
  “As a personal observation I believe that something bad is on the horizon. I suggest being on your toes, you’ll 
  probably be working with people that have questionable goals, possibly even quite opposite to your own. I suggest you 
  let your honor and sense of duty guide your decisions. Good luck Borderer, dismissed.” 
   
   
  
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  Player’s Handout #1.2: 
  Members of House Guard  
   
  The work of a noble house guard is varied. Tax collector, keeper of the peace … keeper of the secrets? Much of your 
  day is spent patrolling the lands and controlling the serfs. Your liege has been good to you and in turn you’ve been 
  dedicated to the noble family. And so it was without hesitation that you said yes when asked to serve in a special 
  capacity. The house Seneschal sent word that he wished to see you at noon. Riding in and arriving earlier the Seneschal 
  seemed quite pleased to see you. “One of the House’s most valuable assets. You have served well, very well in deed. But 
  now your house comes to you and asks will you serve again?” A smile creeps across his face as you nod solemnly. 
  “Excellent, please let us take a seat and a glass of mead as I tell you what is required.”  
   
  It seems that the Viscount formally requested help from our liege in matters most mysterious. It appears that they 
  have requested assistance in the form of a representative, an agent if you will, of ours. While we are not privy to all the 
  facts, it does sound dangerous and fairly interesting. You will travel to Verbobonc City and await contact by his people. 
  Wait as long as need be as opportunities like this do not come often. Help them in any way you can, unless of course it 
  conflicts with your liege’s goals, though we are all the Viscount’s subjects, aren’t we?” With that he chuckles softly. Now 
  the real matter at hand is figuring out just what is going on and just how we can benefit from the information. I charge 
  you with reporting everything you find out to me. I will decide how the information best serves our house. Now go and 
  prepare, today the sun shines on us.” 
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 57 
  Player’s Handout #1.3: 
  Members of Church of Saint Cuthbert 
   
   
  How many lumps does it take to get to the soul of the common folk? That’s what you’ve pondering for a week since 
  you have been assigned to neighborhood canvassing. Keeping an eye on the locals for signs of backsliding and vice 
  infractions, you’ve prayed to Saint Cuthbert for some other task as it seems your work is never done here. As you take in 
  your simple meal of bread and water on the banks of the Velverdyva a group of Billets hastily approaches you. “You 
  there, Cuthbert’s work is never done! Sloth is the foundation to wickedness!” and with that he smacks you with a leather 
  strap across the shoulders. “Your lack of dedication to His work is pitiful. But those above will weigh your actions. You 
  have been ordered back to the cathedral for lessons in the Ten Tenets of the Pure Soul. We are to escort you back.”  
   
  Arriving at the cathedral the Billets escort you to the back of the seminary. You are familiar with the layout and 
  realize that you are being escorted through the high ranking priests’ quarters, not to the reeducation grounds. After 
  several minutes you arrive at the offices of Father Raultier, chief advisor of church affairs to Bishop Haufren.  After 
  knocking on the door, a thick accented voice responds, “Come in.” The Billets open the door and you survey the small 
  chamber. Across from you is a little Oeridian man sporting a chest long beard and spectacles. “Here’s the member of the 
  congregation you wished to see.” With a low voice he looks up, “you may go, please have a seat. And don’t mind them, if 
  they had a chance they would tap me in the head for sitting in a comfortable chair.” 
   
   
  “As a brother in the church, what I’m about to tell you is strictly between us. The church has been having 
  ongoing problems with its congregation; in fact we are losing membership. Some of the nobles are even supporting 
  other religions, tithes have been down and the Bishop believes that some would even the open the flood gates further. 
  As the Bishop’s advisor I need to make sure that nothing blackens the eye of the church or detracts from our mission to 
  save souls. A problem has come up recently with a traveling minister, a Brother Barnaby. It seems that we have lost 
  contact with him and he is somewhere in the Viscounty. We consider Brother Barnaby as something of a problem, as he 
  has acted increasingly irrational. We are afraid that he might be somewhere in need of guidance. We also think that he 
  may know something about the missing Revnash Splinter. As you know the Splinter is the cornerstone to the church 
  here in Verbobonc. Its loss has been sorely felt by all and its return is paramount to our mission here on Oerth. I am 
  asking you to head up a party to find Brother Barnaby and see if he knows anything about the Revnash Splinter. We 
  have requested help from others and they will be sending representatives. Meet with these representatives and learn 
  what they can do to assist you.  Above all else do not put all of your trust in them. We are in a delicate position, as 
  anyone learning something damaging about the church could use it against us. In doing this task I ask that you keep a 
  low profile. It is our hope that we do not tip our hand accordingly.  
   
  “Lastly I ask that during this mission if you find any facts or information that leads you to believe that a crime has 
  been committed by the church that you refrain from reporting it and let us deal with it internally based on our church 
  doctrine.” 
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 58 
   
  Player’s Handout #1.4: 
  Members of Wrinkle Academy 
   
  Arcane influxes have been occurring with more frequency lately.  You’ve tried stabilizing the local ether with little 
  effect.  All this leads you to the inevitable conclusion that something “big” is coming.  You are not disappointed.  In the 
  late afternoon, you hear a soft “pop” as a letter appears on your writing desk.  Hastily scooping it up, you open it and find 
  that you are summoned to the Magister’s Hall at the Academy.  With slight apprehension, you quickly gather your 
  things and make your way to the great hall.  Once there you are met by three Magisters of the Academy, all with dour 
  looks on their wizened faces. 
   
  “You have no doubt discovered the malleability of the ether in our local area?” one man asks, recognizing your 
  foreknowledge of this fact.  “Unfortunately, we have been unable to locate the area of the infraction.” says another 
  Magister.  The third, a woman, shakes her head softly.  “Our divinations have only led us to one conclusion; you must 
  wait in Verbobonc City for an invitation from a member of the Church of the Cudgel.  This is their problem, somehow, 
  and we must help them resolve it or we will all suffer the consequences.” 
   
  The first man clears his throat and speaks again, “You will, of course, keep us apprised of the situation as it unfolds.  
  We will be watching, as always.  Good day to you, and safe travels.” 
   
  Player’s Handout #1.5: 
  Members of Gnarley Meta-Org’s 
   
  The wind rustles softly through the trees and the chirping of the birds calms you as you make your way to the 
  appointed meeting glade.  You wonder if this will be the first meeting of many, to discuss the rapid encroachment of 
  “civilization” into the Gnarly.  So many towns have sprung up in the past year or two, expanding far too rapidly for the 
  forest to survive.  The short-sighted cannot see that they are literally cutting their livelihood out from under them, 
  stripping the forest of its trees and the lands of their minerals.  Unchecked, this kind of “civilization” will lead to the 
  formation of the “Gnarley Waste” rather than the verdant forest of ipp and oak that exists today. 
   
  Your thoughts of a dark future are drawn short by the sudden appearance of one of your superiors as she steps out 
  from behind a nearby ipp tree.  She looks at you quizzically, as if reading your thoughts from the furrows on your brow, 
  before greeting you in the traditional fashion. 
   
  After a few pleasantries have been exchanged, she broaches the reason for your summons.  “The church of Saint 
  Cuthbert is in need of our assistance.  One of their missionaries has gone missing.  While this would normally be an 
  internal affair, we believe that his disappearance is a portent of doom.  Great evil is coming, worse than the Great Dire 
  Dark.  If the Gnarley is to survive, we must join with those of the Cudgel and help them find their missing missionary.  
  We have little more information to give you save that you must travel to Verbobonc City and await an invitation there. 
   
  “Perhaps by working with the Church of Saint Cuthbert we may yet influence them to reign in their rampant 
  expansion and return to older ways that are more pleasing to the land.  There is always hope.  Now go, the winds are 
  changing and the night draws near.  Return to us with your story when you have finished.” 
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 59 
  Player’s Handout #1.6 
  Members of The Family 
   
  The note the street urchin palmed you contained two things: an address and a seal. The address, a wealthy 
  restaurant, did not trouble you so much as the seal – that of Great Uncle Cor’dolin Battirovka, brother of the head man 
  himself.  
   
  Arriving at the restaurant, you are politely ushered into a private room plush with opulence. The aroma of some 
  spice or intoxicant fills the air. Opposite you, a remarkably plain looking Oeridian man rises and gestures for you to sit 
  at the table. His accent, a mixture of Baklunish and Suloise, seems to float on the wafting aroma like an invitation, or 
  perhaps a caution. 
  “Please, be seated, “he says. Causing raising his hand in an almost negligent gesture, a young man suddenly catches your 
  attention as he fills the crystal goblets before with a sparkling wine, finishing with your host – who raises his glass in a 
  toast to your heath before taking a drink. 
   
  “Let me come to the point, for I am aware that you have important business to which you must attend. I shall rely on 
  your discretion to keep what I am about to say confidential. Should I find out that you have proven my trust misplaced 
  – I shall be very … disappointed.  
  “The Cuthbertines have encountered a problem recently with one of their traveling minister, a Brother Barnaby by 
  name. Brother Barnaby has gone missing, which in and of itself does not appear to be a great loss as his behavior has 
  grown increasingly irrational over the past few year. Our sources from Humming’s End, a small backwater place in the 
  Gnarley Forest, tell us that they have seen Brother Barnaby in a small town hole of the town in the Lortmil Mountains. 
  Now this would not normally concern me were it not for the fact that the imbeciles in Humming’s End have provided 
  certain citizens of this town with a … mood enhancement facilitator and left a trail that an orc with glaucoma could 
  follow leading straight to us.  
   
  “The Church of Saint Cuthbert is asking you to join a party to find Brother Barnaby and see if is in need of assistance or 
  in dire straights. I am … asking that you ensure any evidence of our presence is erased wherever you find it, as well as 
  reporting back to me personally any other information you discover. The Cuthbertines are in a delicate position, which 
  potentially gives us an advantage to wheedle concessions out of Haufren.  “ 
   
  Concluding your business, you finish the lavish meal, make your way to the PC’s Inn, and wait there for your contacts. ” 
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 60 
   
  Player’s Handout #1.7: 
  Members of all other religious organizations 
   
  How many sermons does it take to get to the soul of the common folk? That’s what you’ve pondering for a week 
  since you have been assigned to neighborhood canvassing. Keeping an eye on the locals for signs of backsliding and 
  complacency, you’ve prayed to your deity for some other task as it seems your work is never done here. As you take in 
  your simple meal of bread and water on the banks of the Velverdyva a group of your peers hastily approaches you. 
  “Hello!  You have been ordered back to the temple for further lessons in the faith. We are here to bring you back.”  
   
  Arriving at the temple, you are escorted to the back of the building. You are quite familiar with the layout and 
  realize that you are being escorted towards the high ranking priests’ quarters, not to the reeducation grounds. After 
  several minutes you arrive at the offices of your chief advisor of church affairs. After knocking on the door, a thick 
  accented voice responds, “Come in.” The door is opened and you survey the small chamber. Across from you is a little 
  man sporting a chest long beard and spectacles. “Here’s the member of the congregation you wished to see.” With a low 
  voice he looks up at your escorts, “you may go.”  To you he simply says, “Please have a seat. And don’t mind them, if they 
  had a chance they would gladly order me around as well.  Efficient, but hardly tactful, I know.” 
   
   
  “As a brother in the church, what I’m about to tell you is strictly between us. The church of St. Cuthbert has 
  been having ongoing problems with its congregations.  A problem has come up recently with a traveling minister, a 
  Brother Barnaby. It seems that they have lost contact with him and he is somewhere in the viscounty. Brother Barnaby 
  is something of a problem, as he has acted increasingly irrationally.  The church of Saint Cuthbert is asking you to join a 
  party to find Brother Barnaby and see if is in need of assistance or in dire straights. They have requested help from 
  others as well and they will be sending representatives. Meet with these representatives and learn what they can do to 
  assist you.  Above all else do not put all of your trust in any of them.  The Church of St. Cuthbert is in a delicate position, 
  as anyone learning something damaging about the church could use it against them. In doing this task I ask that you 
  keep a low profile and learn as much as you can. 
   
  “Lastly I ask that during this mission if you find any facts or information that leads you to believe that a crime has 
  been committed by the church that you refrain from reporting it and let us deal with it internally based on our church 
  doctrine.  Now, please make your way to the PC’s Inn and wait there for your contacts.  Blessings to you on your 
  adventure!” 
   
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 61 
  Player’s Handout #1.8: 
  Members of any other Verbobonc regional organizations 
   
  How complicated can the lives of the common folk really be? That’s what you’ve pondering for a week since you 
  have been spending your time at your station in Verbobonc City.  As you take in your simple meal of bread and water on 
  the banks of the Velverdyva a group of your fellows hastily approaches you. “Hello!  You have been asked back to the 
  station for a brief meeting. We are here to bring you back.”  
   
  Arriving at the headquarters, you are escorted to the back of the building, towards the high ranking leader’s 
  quarters. After several minutes you arrive at the offices of your immediate supervisor. After knocking on the door, a 
  thick accented voice responds, “Come in.” The door is opened and you survey the small chamber. Across from you is a 
  little man sporting a chest long beard and spectacles. “Here’s the member you wished to see.” With a low voice he looks 
  up at your escorts, “you may go.”  To you he simply says, “Please have a seat. And don’t mind them, if they had a chance 
  they would gladly order me around as well.  Efficient, but hardly tactful, I know.” 
   
   
  “As a leader in our organization, what I’m about to tell you is strictly between us. The church of Saint Cuthbert 
  has been having ongoing problems with its congregations.  A problem has come up recently with a traveling minister, a 
  Brother Barnaby. It seems that they have lost contact with him and he is somewhere in the Viscounty. Brother Barnaby 
  is something of a problem, as he has acted increasingly irrationally.  The church of Saint Cuthbert is asking you to join a 
  party to find Brother Barnaby and see if is in need of assistance or in dire straights. They have requested help from 
  others as well and they will be sending representatives. Meet with these representatives and learn what they can do to 
  assist you.  Above all else do not put all of your trust in any of them.  The Church of Saint Cuthbert is in a delicate 
  position, as anyone learning something damaging about the church could use it against them. In doing this task I ask 
  that you keep a low profile and learn as much as you can. 
   
  “Lastly I ask that during this mission if you find any facts or information that leads you to believe that a crime has 
  been committed by the church that you refrain from reporting it and let us deal with it internally.  Now, please make 
  your way to the PC’s Inn and wait there for your contacts. ” 
   
   
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 62 
  Player’s Handout #2: 
  Regional PCs 
   
  How complicated can the lives of the common folk really be? That’s what you’ve pondering for a week since you 
  have been spending your time at your station in Verbobonc City.  As you make your way through the crowded streets a 
  priest of St. Cuthbert hastily approaches you. “Hello!  I recognize you as one of our more heroic citizens... someone who 
  cares about the Viscounty and its citizens… just the kind of person I am looking for.  I have a brief proposition for you, 
  if you are interested?”  Without actually waiting for an answer, the priest continues on in hushed tones.  
   
  “As a leader in our organization, what I’m about to tell you is strictly between us. The church of Saint Cuthbert has 
  been having ongoing problems with its congregations.  A problem has come up recently with a traveling minister, a 
  Brother Barnaby. It seems that they have lost contact with him and he is somewhere in the Viscounty. Brother Barnaby 
  is something of a problem, as he has acted increasingly irrationally.  The church of St. Cuthbert is asking you to join a 
  party to find Brother Barnaby and see if is in need of assistance or in dire straights. They have requested help from 
  others as well and they will be sending representatives. Meet with these representatives and learn what they can do to 
  assist you.  Above all else do not put all of your trust in any of them.  The Church of Saint Cuthbert is in a delicate 
  position, as anyone learning something damaging about the church could use it against them. In doing this task I ask 
  that you keep a low profile and learn as much as you can. 
   
  “Lastly I ask that during this mission if you find any facts or information that leads you to believe that a crime has 
  been committed by the church that you refrain from reporting it and let us deal with it internally—no need to blame 
  the church for the actions of one lost soul, or to tax the already burdened guards in the Viscounty.  I’m sure you see the 
  logic and sense in this request!”   The priest smiles beatifically, “Now, please make your way to the PC’s Inn and wait 
  there for your contact.” 
   
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 63 
  Player’s Handout #3: 
  Out of Region PCs 
  As you make your way through the crowded streets of Verbobonc City you are reminded about your own home—how 
  different Verbobonc is, and how it is also, sometimes, quite similar.  Merchants hawking their wares call out for your 
  attention, almost distracting you from the robed figure who rapidly approaches you.  “Hello!  You look like a rather 
  heroic person... and someone who no vested interest in this particular Viscounty… just the kind of individual I am 
  looking for.  I have a brief proposition for you, if you are interested?”  When you give an affirmative answer, the priest 
  draws you over into a nearby alley, his tone hushed and quiet.  
   
  “As a leader in our organization, what I’m about to tell you is strictly confidential. The church of Saint Cuthbert has 
  been having ongoing problems with its congregations.  A problem has come up recently with a traveling minister, a 
  Brother Barnaby. It seems that we have lost contact with him and he is somewhere in the Viscounty. Brother Barnaby is 
  something of a problem, as he has acted increasingly irrationally.  The church of St. Cuthbert is asking you to join a 
  party to find our Brother Barnaby and see if is in need of assistance or in dire straights. We have requested help from 
  others as well and they will be sending representatives. Meet with these representatives and learn what they can do to 
  assist you.  Above all else do not put all of your trust in any of them.  Our Holy Church of Saint Cuthbert is in a delicate 
  position, as anyone learning something damaging about the church could use it against us. In doing this task I ask that 
  you keep a low profile and learn as much as you can. 
   
  “Lastly I ask that during this mission if you find any facts or information that leads you to believe that a crime has 
  been committed by the church that you refrain from reporting it and let us deal with it internally—no need to blame 
  the Holy Church for the actions of one lost soul, or to tax the already burdened guards in the Viscounty.  I’m sure you 
  see the logic and sense in this request!”   The priest smiles beatifically, “Now, please make your way to the PC’s Inn and 
  wait there for your contact.” 
   
   
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 64 
   
  Appendix Five: Movement and Distance 
   
  Portions of this adventure require PCs to cross large distances geographically. Table 9-3: Movement and Distance 
  (page 162) and Table 9-5: Terrain and Overland Movement (page 164) in the PC’s Handbook provide basic 
  information on how far PC’s can move in an hour’s time and any modifiers affecting such movement. Table 9-6: 
  Mounts and Vehicles (page 164) provides the same information for mounts. For ease of reference, the relevant 
  information is summarized and reprinted here. For mounts, the movement rate assumes the mount is light encumbered 
  or less. 
   
   
  15 ft. 
  20 ft. 
  30 ft. 
  40 ft. 
  50 ft. 
  60 ft. 
  +10 ft. 
  One Hour 
  (Overland) 
   
   
   
   
   
   
   
  Walk 
  1 ½ 
  Miles 
  2 miles 
  3 miles 
  4 miles 
  5 miles 
  6 miles 
  +1 mile 
  Hustle 
  3 miles 
  4 miles 
  6 miles 
  8 miles 
  10 miles 
  12 miles 
  +2 miles 
   
   
   
   
   
   
   
   
   
  Common Mounts and Movement Rates 
   
  Base Move 
  One Hour 
  (Standard) 
  One Hour 
  (Hustle) 
  Griffon (fly) 
  80 ft. 
  8 miles 
  16 miles 
  Hippogriff  (fly) 
  100 ft. 
  10 miles 
  20 miles 
  Pegasus (fly) 
  120 ft. 
  12 miles 
  24 miles 
  Giant Owl 
  70 ft. 
  7 miles 
  14 miles 
  Giant Eagle 
  80 ft. 
  8 miles 
  16 miles 
  Dire Lion 
  40 ft. 
  4 miles 
  8 miles 
  Rhinoceros 
  30 ft. 
  3 miles 
  6 miles 
  Riding Dog 
  40 ft. 
  4 miles 
  8 miles 
  Warpony 
  40 ft. 
  4 miles 
  8 miles 
  Warhorse, Light 
  60 ft. 
  6 miles 
  12 miles 
  Warhorse, Heavy 
  50 ft. 
  5 miles 
  10 miles 
   
  There are no highways leading directly from Verbobonc City to Sojourn, however there are trails across the Kron Hills. 
  Because of this, all land-based movement is at ¾ speed.  
   
  Hustling: Reprint info from PH page 164 (Overland Movement – Hustle) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 65 
   
   
  DM Aid #I – Church of Saint Cuthbert Divination 
   
   
  Divination One 
  The chameleon—for large letters, each 
  first and moved to the left 
  Pinched a splint and carried it to his 
  wicked master 
  Keeping, created by the cudgel lord, 
  what he won 
  Plurna way with the lands foundation, 
   they ate and drank of death and deceit. 
  Vaulted now, fattening for travel, it sits 
  in the dying place,  
  So a prelude to chaos comes while she 
  sicks the friar,  
  Offering life and death locked to battle, 
  a numbers game the key. 
   
  Divination Two 
  Near the razors edge of elf and gnome, caught between origin 
  and home. 
  A place where one sits, wanting to stay, until the time when the 
  snows gone away 
   
  
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  Page 66 
   
   
  DM Aid #II – Maps 
   
   
   
   
   
   
   
   
   
   
   
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 67 
   
  DM Aid #II – Maps, continued 
   
   
  Level 1 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  VER 5-06 On the Viscount’s Secret Service 
   
  Page 68 
   
  DM Aid #II – Maps, continued 
   
  Level 2 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/595/Normal Scenarios/VER5-06 - On the Viscount's Secret Service (APL 12-16)/VER5-06 - On the Viscount's Secret Service.pdf