TEXT: Frog God 
  Games
  A  new adventure brought to you by 
  Bill Webb of  Necromancer Games.
  A  new adventure brought to you by 
  SF 9
  — Adventure 9: Duel of Magic —
  By Gary Schotter & Jeff Harkness
  
  2
  Authors
  Gary Schotter & Jeff Harkness
  Developers
  Bill Webb
  Producer
  Bill Webb of Necromancer Games
  Editor
  Bill Webb of Necromancer Games
  Layout and Production
  Charles A. Wright
  Front Cover Art
  Rick Sardinha
  Interior Art
  Char Reed
  Cartography
  Rick Sardinha
  Playtesters
  Aaron Backherms, David Cook, Dustin 
  “Lanky” Cook, Steve Dunn, Dennis “Sobé” 
  Fessel, Isaiah Harbison, Jason Messenger, Mi-
  chael “Gort” Schotter, Daren Schroeder, Justin 
  “Jobless” Taylor, Chris Whitt, Sherri Whitt, 
  Bryan Whitt and Greg “Critical Mass” Wilson.
  This book is dedicated to the memory of 
  Dustin “Lanky” Ray Cook, 1985-2009.
  Special Thanks
  Jeff would like to dedicate this book to Tammy, 
  Kaitlyn and Alyssa. Gary would like to dedicate 
  this work to Christina, Brooklyn, Kaden and 
  Amberlyn. We also want to thank Greg Wilson 
  for his wisdom and advice in solving many 
  dilemmas and game mechanics issues. 
  And a special dedication to the 32 PCs 
  who lost their lives during playtesting.
  Credits
  Frog 
  God 
  Games
  Tough 
  Adventures 
  for tough 
  players
  ©2011 Bill Webb, Gary Schotter, and Jeff Harkness, Frog God Games. All rights reserved. 
  Reproduction without the written permission of the publisher is expressly forbidden. Frog 
  God Games and the Frog God Games logo and Splinters of Faith are trademarks of Frog 
  God Games. All rights reserved. All characters, names, places, items, art and text herein 
  are copyrighted by Frog God Games, Inc. The mention of or reference to any company or 
  product in these pages is not a challenge to the trademark or copyright concerned.
  
  3
  Table of Contents
  Duel of Magic  .......................................................................... p. 4
  The Adventure  .......................................................................... p. 11
  Legal Appendix  ......................................................................... p. 24
  
  4
  PCs must inﬁ ltrate a coven of evil witches to free an astral deva who 
  can help them complete their quest to restore the Scepter of Faiths. The 
  adventure is designed for characters of levels 8 through 10.
  The ship rises and falls in the Reaping Sea’s embrace, the harsh 
  waves slapping the hull with every rough breaker of water that washes 
  over the railing. The crew stands fast against the elements, their eyes 
  looking to the horizon. One sailor shouts, pointing into the gloomy 
  distance. The other sailors cheer, their voices rising against the 
  howling winds, as the faint glow reveals itself. 
  The yellow light spreads across the storm clouds, even as darker 
  shadows reveal themselves as the island you seek. Long docks ﬂ ow 
  gracefully across the water like spreading ﬁ ngers, the sturdy planks 
  standing strong against the violent sea.
  The Island City of Jah Sezar takes the breath away. A massive peak 
  – rising 2,500 feet into the dark ring of stormclouds – is dotted with 
  buildings and lush gardens. People move on paths up and down the 
  cobblestoned hillside.
  Sitting at the peak, visible now through the gloom, is the Theurgist 
  Seminary of Thasizier, its massive dome aglow with the blessed light 
  that welcomed the ship into safe havens.
  The Island City of 
  Jah Sezar
  The city of Jah Sezar covers the majority of a 5-mile island 
  located in the Reaping Sea. Long docks extend off the island to 
  allow a multitude of ships to dock during the sometimes violent 
  storms that sweep the waters. Visitors are welcomed into the city by 
  Harbormaster Gull Ashenchisel.
  The center of the island rises in a peak that reaches more than 2,500 
  feet above sea level. Buildings perch on the slopes of the massive 
  peak amid a lush, tropical setting. Cobblestone streets provide ample 
  walkways up and down the hill. The people are very welcoming and 
  kind-hearted.
  Sitting atop the central peak is the city’s most famous landmark: 
  By Gary Schotter & Jeff Harkness
  — Adventure 9: Duel of Magic —
  shadows reveal themselves as the island you seek. Long docks ﬂ ow 
  gracefully across the water like spreading ﬁ ngers, the sturdy planks 
  standing strong against the violent sea.
  – rising 2,500 feet into the dark ring of stormclouds – is dotted with 
  
  5
  The Theurgist Seminary of Thasizier. The temple’s dome lights each 
  night, casting a warm glow over the city below. The temple’s light 
  can be seen for many miles out to sea, and acts as a beacon to passing 
  ships. 
  Authority ﬁ gures: Governor Ghajden Shyd (Lawful human male 
  Magic-user 10); Constable Ehrlich Smotecat (Lawful human male 
  Paladin 10); Harbormaster Gull Ashenchisel Neutral dwarf male 
  dwarven warrior 8).
  Important character: Ayire Jaysa, Master Scholar of the Mystic 
  Erudite (Lawful human female Magic-user 11).
  Theurgist Seminary of 
  Thasizier
  Location: Island City of Jah Sezar
  Nickname: The Eight Disciplines of the Magi, Heaven’s Dome
  Deity: Thasizier, the Divine Mage (good magic).
  Leader: Ayire Jaysa, Master Scholar of the Mystic Erudite 
  Servants: 250 students (Magic-user 1, Cleric 1, Bard1), 20 Scholar 
  (Magic-user 5-8, Cleric 5-8, Bard 5-8)
  Dress: Thasizier’s priests favor multiple layers of silk robes. A 
  glyphic sash worn over the shoulder tells the priest’s rank within 
  the order. 
  Uniqueness: A massive stained-glass dome tops a massive cathe-
  dral. At night, multihued lights bathe the grounds and buildings in 
  brilliant light as the dome shines brightly from within.
  Adventure 9: Duel of Magic
  How to Use This Adventure
  This adventure is part of the Splinters of Faith campaign, 
  which leads PCs to restore a broken scepter and destroy a 
  reawakened death-priest named Akruel Rathamon. The ﬁ rst 
  nine adventures require PCs to obtain a ritual to restore the 
  relic. The ﬁ nal adventure ﬁ nds the PCs and the reformed 
  scepter facing off against the death-priest on his home turf. 
  (For more information on the overall campaign, see Splinters 
  of Faith 1: It Started with a Chicken …) 
  At this point in the campaign, the relic – called the Scepter of 
  Faiths – is equivalent to a +3 adamantine heavy mace, +5 vs. 
  undead with the ability to cast bless and cure serious wounds (3/
  day) and protection from evil 10 ft. radius (at will). The scepter 
  can also cast resurrection once per month, detect undead (30-ft. 
  radius) and is able to locate the death-priest Akruel with no range 
  limits as long as the wielder and Akruel are on the same plane.
  If you don’t want to run the full campaign, don’t worry. 
  This adventure is complete on its own. Each adventure in 
  the campaign follows a similar setup where the PCs visit a 
  good temple, then are recruited/hired/asked to take part in an 
  adventure before receiving the blessing they seek. The PCs 
  must then travel to an “evil” temple to complete their mission. 
  If you plan to run the adventure without the others that 
  precede it, you’ll need to devise a way to get the PCs started. 
  Since each adventure starts with a “good” temple, this could 
  be as simple as having the temple elders request aid against 
  the “evil” temple. Of course, the promise of gold, magic and 
  the thrill of adventure also might not hurt. 
  
  6
  Adventure 9: Duel of Magic
  Theurgist Seminary of Thasizier
  The Seminary perches above the city, the light of its radiant dome 
  bringing peace and reason to those who bask in its glow. A place 
  of solemn worship and study of magic, the temple’s congregation 
  consists of students and scholars. Spellcasters of all races and classes 
  travel from hundreds of miles away to pay homage to the Mage of 
  Divinity and to peruse the massive underground library housed in 
  catacombs that honeycomb throughout the island’s peak.
  Crime in Jah Sezar is almost nonexistent, thanks largely in part to 
  the presence of the temple’s priests working with the city’s populace. 
  During the day, apprentices and volunteers fan out through the city to 
  assist the poor and to clean the neighborhoods that spread down the 
  massive peak like sprawling ivy. Apprentices clean the Seminary’s 
  walls, and offer their magical talent to keep other buildings sparkling 
  as well. The apprentices’ helpful nature is greatly appreciated 
  throughout the city, and has helped foster extreme loyalty by the 
  city’s residents toward the clergy. 
  The Seminary emphasizes humility and compassion, meaning that 
  no one is exempt from the most mundane of chores. To that end, 
  students and clergy are expected to perform menial and humbling 
  tasks to assist the city’s population. 
  Thasizier’s priests teach that the greatest powers of magic require 
  reverence and a desire to protect life. However, this doesn’t mean 
  Thasizier’s clergy are soft or passive. Quite the contrary: The 
  majority of the Seminary’s occupants are skilled spellcasters with 
  years of adventuring under their belts. Most have little tolerance for 
  evil deeds or discord.
  The very embodiment of the followers’ beliefs can be found 
  within the central dome, where an angelic ﬁ gure encased in crystal 
  dominates the chamber. Visitors come from all over to stare in awe at 
  the beautiful ﬁ gure that has come to represent their godhood.
  Area A: The Seminary Grounds.
  From street level, the Seminary’s white marble walls convey a sense 
  of prestige and purity. Crowds ﬂ ock to the temple to marvel and be 
  entertained by the students and clergy as they perform simple spells 
  for the masses. The temple draws commoners as if to a sideshow or 
  museum of oddities.
  Beautiful garden topiary rises among the marble statues that depict 
  famous mages and departed heroes who worshipped Thasizier. Onyx 
  benches sit in quiet niches in the garden, perfect spots for the priests 
  and mages to meditate.  
  Area A1: The Front Doors
  The Seminary’s massive bronze double doors stand open, day 
  and night. Guards are usually human paladins (5th level), but other 
  classes serve as long as they are of Lawful alignment. The paladin 
  guards are a special detachment from the Shield Basilica of Muir, 
  and consider it an honor to stand watch. Guards serve for one year, 
  and receive rooms within the temple and further training in their art. 
  The guards do not speak or react, and remain stoic unless the temple 
  is in danger. They always wear highly polished full plate armor and 
  wield polearms. Long swords and shields stand at the ready in case 
  they are needed.
  Area A2: The Gardens
  Magniﬁ cent, ﬂ ourishing gardens surround the cathedral and its 
  campus buildings. Tending the gardens are 2d4 Lawful druids 
  (Druid 3-6) and/or priests of Iseleine (Cleric 2-4). These priests, like 
  the guards, consider it an honor to work in the gardens caring for the 
  exotic plants and herbs. The plants are used as teaching tools and 
  spell components.
  Familiars of all kinds call the gardens home when they are not 
  attending to their masters. The familiars serve as stealthy “guards” 
  who watch the grounds and report suspicious activity. Virtually 
  everything is noticed. No animal in the garden is allowed to be 
  harmed.
  Area A3: The Rectory
  These two-story white marble buildings house scribes, scholars, 
  professors and philosophers. The average members of the clergy 
  (Cleric 5-7 or Magic-user 6-8) are elderly and beyond their 
  adventuring days. Each building houses eight people.
  Area A4: Erudite Manse
  This beautiful mansion is home to Ayire Jaysa, Master Scholar 
  of the Mystic Erudite (Lawful human female Magic-user 5/Cleric 
  5). Although Ayire is rarely present in the compound, she welcomes 
  visitors as long as they adhere to proper courtesy. Two guards
  (human Paladin 6) stand at attention outside the doors. 
  Ayire’s elderly husband, Guscar (Lawful human male Magic-user 
  11) is somewhat senile and frail, but remains very active within 
  the Seminary, particularly in maintaining the gardens. He enjoys 
  regaling visitors with stories of his adventures, although he rambles 
  for hours, often forgetting or mixing up his tales. When he forgets a 
  detail, he “spices up” the stories with extravagant fabrications to ﬁ ll 
  in the gaps. Ayire and Guscar’s children are grown and prominent 
  adventurers in their own right, each more than ready to avenge any 
  wrongs done to their parents.
  Ayire is currently being tormented by disturbing dreams and 
  images. These nightmares disrupt her rest, and she often wakes with 
  visions of a being of supreme purity under extreme duress. Images of 
  Hecate and Abhor Brazier accompany these disquieting nightmares. 
  Ayire believes these dreams are a call for help from someone trapped 
  within Abhor Brazier, but she is hesitant to attack the evil temple for 
  fear of igniting a deadly war. 
  Area A5: Congregation Hall
  This room serves as a meeting place and mess hall for students 
  and clergy. A backroom contains a fully furnished kitchen. Najart
  (Neutral human male, cook) and his staff serve superb meals, most 
  made with produce grown on the island. 
  A fair amount of expensive cheese recently went missing, and 
  Najart suspects a sneaky familiar. He has yet to discover any clues as 
  to the culprit’s identity.  He appreciates any help tracking down the 
  thieving rodent.
  Area A6: 
  Seminary of the Divine Theurgist
  This imposing white marble building towers four stories above 
  the gardens. A ﬂ uted colonnade encircles the main structure. Paving 
  stones lining the colonnade are inscribed with the names of every 
  Seminary graduate. Tens of thousands of names and dates decorate 
  the stones. The stones radiate mild magic, and each one glows a 
  brilliant gold until the named student breathes his last breath. The 
  stone then turns white as the mage’s passes. The stones have no other 
  properties.
  A search reveals the name Rayne D’Anzeray among the paving 
  stones. His stone is a muted gray. If asked about D’Anzeray, the 
  faculty states that he was a gifted student who excelled in the 
  necromantic arts and ancient lore, but that his interests in illicit magic 
  brought about his expulsion. He left the Seminary after recurring 
  conﬂ icts with students and faculty. The Seminary’s mages are also 
  Theurgist Seminary of Thasizier
  bringing peace and reason to those who bask in its glow. A place 
  Area A: The Seminary Grounds.
  benches sit in quiet niches in the garden, perfect spots for the priests 
  Area A1: The Front Doors
  Area A2: The Gardens
  
  Adventure 9: Duel of Magic
  7
  concerned by the color of D’Anzeray’s stone; he isn’t the ﬁ rst over 
  the years to become a lich. They don’t volunteer this information 
  unless asked. They fear the information might reﬂ ect badly on the 
  Seminary’s teachings. (See Splinters of Faith 10: Remorse of Life 
  for more on D’Anzeray’s current condition.)
  Standing at the Seminary’s entrances are 8 guards (Paladin 4), two 
  at each door. 
  The Seminary itself is a testament to magecraft. Its walls display 
  paintings and tapestries spanning thousands of years. Crystal display 
  cases hold artifacts and antiques from a variety of cultures. Visitors 
  are not allowed into the school without authorization and a guard 
  escort (Paladin 5).
  Gethsemane the Eminent (Lawful human male Magic-user 15) 
  is the Seminary’s headmaster. He retired from adventuring decades 
  ago, but remains agile and vigorous. Gethsemane was never a 
  handsome man, and age and time have not improved his visage. 
  Despite his homely looks, Gethsemane is honest and benevolent. He 
  never married but still seeks a good woman with whom to share his 
  remaining life.
  Gethsemane’s aides (Magic-users 6-8) are specialists in the various 
  schools of magic. A number of clerics (levels 4-8) assist him in 
  teaching Thasizier’s religion and philosophy.
  Area A7: The Dormitories
  A round building houses students and apprentices of all races, ages 
  and classes. At any given time, 8d4 students (Lawful Magic-user 1 
  or Cleric 1) are present.
  Area A8: 
  Colloquium Amphitheater
  This semicircular amphitheater is partially sunken into the ground. 
  Stone benches line the dirt slope leading to the stage. Students and 
  faculty perform plays, give lectures and put on magic exhibitions 
  here.
  Area A9: Temple Thasizier 
  This structure dwarfs the buildings around it. Massive white marble 
  block walls rise 150 feet into the air. Flying buttresses support the 
  block walls, and a domed ceiling towering overhead. Narrow golden 
  glass windows ring the walls, which arc to a slender peak.
  Two guards (Paladin 8) stand at each of the four bronze double 
  doors. Each door is embossed with a depiction of Thasizier. The 
  doors, which are rarely shut, open directly into the central worship 
  chamber. The sun shining through the hemispherical ceiling of 
  stained glass lights the expansive circular room with a colorful array 
  of lights. 
  In the middle of the chamber is a wondrous sight: an angelic ﬁ gure 
  frozen in a block of transparent crystal. The temple appears to have 
  been built around the mysterious ﬁ gure.
  As impressive as the ceiling is during the day, only at night is its 
  true beauty revealed. The entire glass ceiling glows each night from 
  more than 100 continual light spells cast upon the panes of glass. The 
  glow from the dome bathes the surrounding gardens and buildings in 
  multicolored hues of astonishing beauty. 
  The room beneath the dome is ringed with many smaller chapels 
  containing statues of heroic and famous mages throughout history. 
  Some of these chapels also contain the tombs of honored mages and 
  divine leaders. A golden, stained-glass window on the outer wall 
  illuminates each shrine.
  Bridavat the Sworn Protector (Lawful human male Paladin 15)
  keeps a watchful eye on the temple. He serves as the captain of the 
  guard and resides in the rectory (Area A3) with his wife and young 
  sons. He can be found near the angelic ﬁ gure most of the time. 
  The temple’s high priest, Saebyl Neyron the Sighted (Lawful elf 
  male Cleric 11) can also be found here during the daylight hours and 
  during ceremonies to Thasizier. While Saebyl is the temple’s acting 
  high priest, Ayire Jaysa is the Seminary’s true spiritual guide and 
  chancellor. 
  During the day, a steady stream of spellcasters and clerics pays 
  homage to the mysterious being encased in his crystal tomb. From 
  dawn to sunset, arcane casters and clerics shufﬂ e through the 
  building, offering tributes and prayers. The numbers dwindle at 
  night, but a few spellcasters can always be found within the chamber.
  Common pilgrims are allowed in during the day. At any time, 4d10 
  sightseers (a mix of elves, humans and an occasional dwarf) can be 
  found visiting the temple.
  Area A9-A: The Crypt Entrance
  These stairs wind down into the crypts. Iron gates seal the 
  entrances, preventing visitors from accessing the catacombs. Only 
  Bridavat, Saebyl and Ayire hold the keys to the crypt entrances. No 
  undead live within the chambers, but tomb guardians include golems, 
  summoning spells and other traps.
  Area A9-B: The Choir
  Four spiral staircases access a balcony surrounding the base of the 
  glass dome. The choir area is 50 feet above the ﬂ oor and is used only 
  during ceremonies and special events.
  Area A9-C: 
  The Shrines and Chapels
  Smaller chapels and reliquaries dedicated to important church 
  ﬁ gures decorate the temple’s outer wall. Sarcophagi and holy relics 
  of legendary heroes and spiritual leaders sit in these small shrines. 
  Engraved plaques detail the deeds of these religious icons.
  chamber. The sun shining through the hemispherical ceiling of 
  Some of these chapels also contain the tombs of honored mages and 
   (Lawful elf 
  male Cleric 11) can also be found here during the daylight hours and 
  high priest, Ayire Jaysa is the Seminary’s true spiritual guide and 
  building, offering tributes and prayers. The numbers dwindle at 
  New Deity: Thasizier
  Master of Magic, God of Good Magic
  Alignment: Lawful 
  Typical Worshippers: Good-aligned arcane spell casters, 
  Favored Weapons: Staff
  Thasizier is the enigmatic sage, the wizened soothsayer and 
  the embodiment of righteous magic. He depicts himself as a 
  majestic young gentleman with a commanding presence. His 
  emblem is a platinum circlet symbolizing the inﬁ nite power 
  of magic and purity of the soul. The god takes great interest 
  in humanity and elves. He willingly sends messengers 
  and minions to assist his faithful in times of dire need if 
  they are ﬁ ghting evil arcanists. He opposes all that is evil 
  and especially those who debase magic. Thasizier and his 
  minions regard Hecate and her covens with open hostility. 
  Thasizier and Hecate wage an eternal war that often spills out 
  to include their mortal followers.
  Thasizier and his priesthood actively seek out guttersnipes 
  and vagabonds to train in arcane arts under strict supervision 
  and education. Those lacking arcane talents are guided to 
  Muir’s schools. Thasizier’s priests adorn themselves with 
  blue robes of multiple hues.
  
  8
  A9-D: The Angel
  The most impressive aspect of the Seminary is the angelic 
  ﬁ gure encased in crystal that dominates the chamber beneath 
  the dome. The enigmatic male ﬁ gure is nude, with a pair of 
  white, feathered wings spreading upward from his back. His 
  face is serene, but a single tear lies frozen below his right 
  eye. A single wound mars the ﬂ awless skin of his breast, 
  piercing his heart. 
  The entire cathedral was built around this mysterious 
  ﬁ gure. Scholars believe the winged man is a messenger or 
  avatar of Thasizier. All that is known of the entombed being 
  is that a holy symbol of Thasazier hangs on a golden chain 
  around his neck. 
  The clear stone casing resists all attempts at penetrating its 
  hard shell. Divination magic sheds little light on this relic. 
  Protecting the ﬁ gure at all times are 4 guards (Paladin 8). 
  The being in the crystal is Marros Stron, an astral deva 
  and one of Thasizier’s most-beloved minions. Stron freely 
  offered his soul to power the original Scepter of Faiths
  when it was created. Stron’s body was encased in a shard 
  of elemental force as a tribute to his devotion. If somehow 
  freed, no amount of magic can return the astral deva to life. 
  When Akruel escaped and broke the scepter, Stron’s soul 
  was ﬁ nally released to spend eternity at Thasizier’s side.
  The crystal encasing Stron is immune to all magical, 
  supernatural, spell-like and extraordinary effects. The crystal 
  has 500 hit points, but heals all damage done to it at the end 
  of every round. The magic of the stone also returns a like 
  amount of damage upon any weapon or item used against it. 
  The crystal is 15 feet tall and weighs 5 tons.
  If the new Scepter of Faiths is brought within 30 feet of 
  the angelic ﬁ gure, ﬂ ashing images appear upon the crystal’s 
  surface. The guards immediately fall to their knees in 
  amazement, while others scurry to alert Ayire. She arrives in 
  two rounds to witness the “miracle.” 
  Over the next hour, the images show the Enchantment of 
  Power ceremony required to complete the Scepter of Faiths. 
  PCs watch the original Scepter’s creation as Stron willingly 
  gave up his life and plunged the scepter into his chest to 
  empower the relic. The scenes then switch to show the ﬁ nal 
  battle with Akruel Rathamon, and Shah Rasalt plunging the 
  scepter into the death-priest’s chest.
  The images end with a picture of Poverty’s Bethel in 
  Lessef and a robed necromancer pulling the scepter from 
  a desiccated corpse. Ayire immediately recognizes Rayne 
  as the robed ﬁ gure, and the corpse as the rumored Akruel 
  Rathamon. 
  Finally, all in the temple hear a soft voice whisper in their 
  minds: “I failed to strike true the heart of hellish might, the 
  beating of a thousand souls. Succeed where I did not.” An 
  image of a black temple pyramid with massive carved skulls 
  ringing its step tiers ﬂ ashes across the crystal.
  As the whispering voice fades, another image of a tortured 
  astral deva ﬂ ickers across the crystal and a scream echoes in 
  the PCs’ minds. 
  Game Referees should use the images to ﬁ ll in any details 
  the PCs might have missed. PCs should understand after 
  watching the images that a Lawful being must give up its 
  life voluntarily to power the Scepter of Faiths.
  A9-D: The Angel
  piercing his heart. 
  Power
  battle with Akruel Rathamon, and Shah Rasalt plunging the 
  beating of a thousand souls. Succeed where I did not.” An 
  Adventure 9: Duel of Magic
  
  9
  The Brood of Hecate, devout followers of the goddess of evil 
  magic, have long been rivals of Thasizier and the Seminary, despite 
  the more than 700 miles between the two temples. Past clashes 
  often erupted into minor wars that devastated the battleﬁ elds upon 
  which the magic-wielding combatants faced off. The conﬂ icts were 
  devastating and legendary, deadly for the combatants as well as 
  those caught in the mayhem. The terrors unleashed from the Brood’s 
  mountain stronghold of Abhor Brazier were truly stuff of nightmares.
  For the last hundred years, however, the Brood of Hecate has been silent, 
  the doors of their great black temple closed to outsiders, the temple itself 
  cut off by bitter winters and impassable mountain roads. But inside Abhor 
  Brazier, the brood has been actively preparing for the return of Akruel 
  Rathamon. With the death-cult leader’s return, evil is once again stirring 
  within the unholy sanctum as the Brood witches turn their eyes toward 
  stomping out their old enemy. Recently, a great gout of ﬂ ame visible from 
  miles away erupted from the temple’s remote mountainside location, a 
  dire signal of the Brood’s reawakening. Ayire Jaysa knows something is 
  amiss, and feels that the witches are again active and awaiting their chance 
  to strike. She has already alerted the Shieldfane of Muir to be ready in case 
  the winnowers of Hecate march forth from the mountains
  But despite her suspicions, Ayire has not organized her city’s 
  defenses. In fact, her attention is wandering, as many within the 
  compound will attest. Some say Ayire is under an evil spell caused 
  by Abhor Brazier’s awakening. This isn’t far from the truth: Ayire 
  is the recipient of a dream spell cast nightly by Lianhi, a prisoner 
  inside Abhor Brazier. The dreams are desperate pleas for help, but 
  Ayire feels powerless to intervene for fear of throwing Thasizier’s 
  minions into a battle with the Brood on their home turf.
  Ayire recently used her divination magic to discover the Scepter’s
  whereabouts and sent a messenger to retrieve the party carrying the 
  blessed relic. Ayire wants to discover the nature of the mournful 
  pleas tormenting her sleep, but feels it is somehow connected to the 
  party and the restored scepter. If asked about the images shown on 
  the deva’s crystal, Ayire now understands that the Enchantment of 
  Power blessing requires a Lawful being to willingly sacriﬁ ce itself to 
  power the Scepter. She can’t explain it, but she is sure that her recent 
  dreams pertain to this ﬁ nal blessing. Unfortunately, she is also sure 
  that the answer to the mystery lies within Abhor Brazier.
  The Final Blessing
  This ﬁ nal blessing on the Scepter of Faiths is perhaps the most 
  difﬁ cult for PCs to attain: A being must willingly sacriﬁ ce itself to 
  power the Scepter of Faiths. 
  At least 12 life levels must be freely given to the Scepter to complete the 
  ﬁ nal blessing. The levels must come from a single Lawful being. Even if 
  the being has more life levels than required, the person falls dead, a look of 
  serenity on his face and a single tear falling down his cheek. No amount of 
  magic short of divine intervention can revive the being.
  From her past dreams, Ayire believes that someone willing to offer 
  its life exists within Abhor Brazier’s walls — and she is convinced 
  that Thasizier selected this being. She beseeches the PCs to travel 
  to the horrid temple in the Hollow Spire Mountains more than 700 
  miles to the northwest of the island city to investigate.
  Ayire isn’t too far off in her beliefs, despite the fact that the dreams 
  are actually coming from a spell cast by Lianhi as she languishes each 
  night inside Abhor Brazier’s dark walls. What Ayire doesn’t know 
  — although she somehow senses it — is that the witches of Hecate 
  are currently holding a captured astral deva named Ceallachan 
  within their unholy temple. If found, the astral deva — tainted by the 
  corruptions the Brood forces on him daily — willingly sacriﬁ ces his 
  soul to end his misery. 
  Area B: Abhor Brazier
  Location: The temple sits 14,000 up the peaks of the Hollow Spire 
  Mountains
  Nickname: The Brood Home, Hecate’s Hellgate, the Coventry
  Deities: Hecate, the Wild Witch (evil magic).
  Leader: Dealyn Rhó, Chaotic Cleric 12
  Servants: The Brood of Hecate is composed of members who serve 
  Hecate and all facets of magic.
  Dress: The Brood wear various outﬁ ts beﬁ tting their personalities. 
  Hecate’s followers tend toward loose robes.
  Uniqueness: Abhor Brazier sits high in the mountains, ﬂ anked on 
  its four corners by high chimneys that contain links to the ﬁ res of 
  Hades.
  Abhor Brazier sits on the side of a rumbling volcano, about 14,000 
  feet above sea level. The air is thin around the black temple, and 
  altitude sickness may affect PCs. The temple appears more like a 
  tomb than a place of worship, with black polished walls of obsidian 
  that reﬂ ect the rocky, volcanic wasteland. The smooth walls slope 
  upward 100 feet to a ﬂ at surface atop the structure. A set of massive 
  brass doors is the only visible entrance. Intricate runes and alien 
  glyphs ﬂ anked by hellish wolf sculptures decorate the doors. A brass 
  standard of a setting moon is embedded in each lintel.
  Four smokestacks at the corners of the temple reach 300 feet above 
  the structure. Purplish ﬂ ames bellow from the tops of each stack, the 
  wicked ﬁ res reﬂ ecting on the temple’s seamless obsidian walls. Each 
  smokestack contains a gate to the ﬁ res of Hades.
  Dealyn Rhó, the high priestess of Hecate, is quickly restoring the 
  dark temple to life.
  The Adventure
  Going to New Heights
  The height at which Abhor Brazier is built (14,000 feet 
  above sea level) may pose a challenge to PCs attempting to 
  quickly invade the Brood’s lair.
  Adjusting to the high altitude takes time, requiring PCs to 
  rest regularly. PCs traveling up the mountain peak can easily 
  climb (or use magic) to reach the 8,000-foot mark. Above 
  8,000 feet, the lower oxygen forces PCs to rest two days and 
  acclimate for every 1,000 feet of elevation (about a half-day’s 
  climb). 
  PCs pushing themselves (using a ﬂ y spell or teleport, for 
  instance) to go farther must make a saving throw or become 
  fatigued for a number of days equal to the number of 1,000-
  foot intervals attempted. The saving throw penalty increases 
  by -1 for each 1,000 foot above the 8,000-foot mark. For 
  example, a PC using a ﬂ y spell to go from the 8,000-foot 
  mark to the 13,000-foot point would have to make a saving 
  throw with a -5 penalty or become fatigued for 5 days.
  Creatures acclimated to the heights, such as those living 
  within Abhor Brazier, are used to the thin air and do not have 
  to attempt the saving throw. It takes a month of living in the 
  thin air to adjust to the altitude. 
  PCs making the climb more slowly by taking a two-day rest 
  after each day of climbing 1,000 feet can reach the temple 
  doors and be ready to ﬁ ght without any problems.
  
  10
  The Adventure
  Area B1: Inhospitable Gates 
  These 20-foot-tall brass doors are surrounded by horrid glyphs and 
  carvings. 
  Looking like nothing more than imposing decorations, 2 obsidian 
  minotaurs stand guard near the entry. Each is cleverly hidden as bas-
  relief sculptures on either side of the door. 
  Each massive construct carries a halberd made of volcanic glass. 
  The minotaurs drop the halberds before combat, as each “weapon” is 
  merely a decoration to add an air of menace. The minotaurs haven’t 
  moved in ages, and dust and ash coat their bodies. If PCs attempt to 
  open the doors, the obsidian minotaurs step out of their wall niches 
  and attack. They defend themselves if threatened before the doors 
  are opened.
  The doors are locked and trapped. Any living being that touches the 
  door triggers a symbol of death. 
  OBSIDIAN MINOTAUR (2): HD 10; hp 76; AC 6[13]; Atk 2 
  claws (2d6) plus ﬁ re (1d6); Move 9; Save 5; CL/XP 12/2,000; 
  Special: Breath weapon, burning claws, resistance 75%
  New Deity: Hecate
  Goddess of Evil Magic
  Alignment: Chaotic
  Typical Worshippers: Wizards, Women
  Favored Weapons: None.
  Hecate is the goddess of evil magic and appears as a 
  beautiful woman ﬂ anked by numerous hellhounds, her 
  favored creature. The setting moon is her symbol. Her priests 
  are normally accompanied by hellhounds sent to guard 
  Hecate’s temples. Her clerics have a special rapport with 
  the beasts. Hecate is jealous, capricious and quick to anger. 
  Hecate resides in a ﬂ oating castle in the Nine Hells.
  New Monster: 
  Obsidian Minotaur
  Hit Dice: 10
  Armor Class: 6 [13]
  Attacks: 2 claws (2d6) plus ﬁ re damage (1d6)
  Saving Throw: 5
  Special: Breath weapon, burning claws, ﬁ re heals, immune 
  to most spells
  Move: 9 
  Alignment: Neutrality
  Challenge Level/XP: 12/2,000
  An obsidian minotaur is a 12-foot-tall minotaur-like golem 
  constructed of black obsidian. Its hands end in large claws 
  that burn with a scorching ﬁ re. It can expel a cloud of poison 
  gas from its mouth that deals 2d6 points of damage. Fire heals 
  an obsidian minotaur, while a cone of cold slows it to half 
  speed. The obsidian minotaur is immune to all other spells.
  
  11
  The Adventure
  Sneak or Fight?
  Abhor Brazier is a working temple — despite being 
  sparsely populated because of the isolation imposed by the 
  high altitude. If the PCs are quiet, however, they may be 
  able to sneak into the temple without raising too much of an 
  alarm. The witches inside have their own intrigues to attend 
  to, and don’t vigilantly watch the front gates due to the high 
  altitude. Getting inside without getting noticed allows them 
  to ﬁ ght the temple’s leaders on their own terms — at least 
  until an alarm is sounded.
  If PCs burst through the front doors looking for a ﬁ ght, 
  though, the many leaders of Abhor Brazier will happily 
  oblige them. Unfortunately, the women know how to ﬁ ght 
  together, and will do so to the best of their abilities to protect 
  the home of their goddess.
  Referees shouldn’t hesitate to have the leaders come 
  running if there is a threat on their doorstep. PCs deserve 
  whatever awaits them if they come out swinging.
  Area B2: The Grand Temple 
  Crackling ﬂ ames cast crimson ﬂ ashes down this 50-foot-
  long hallway. Patterns move about the walls in chaotic red 
  clouds that take horrid shape then vanish just as quickly. 
  Amethyst streaks swirl throughout the black walls. 
  The hall opens into a large octagonal room containing 
  eight intricately carved columns. Each column is made up of 
  three massive statues of women standing back to back. The 
  eyes of the statue are even with a veranda that sits 50 feet 
  above the ﬂ oor. Each woman wears ﬂ owing robes that gather 
  at her feet. Their arms lift burning torches high over their 
  heads so that ﬂ ames lick the dome 75 feet overhead. The 
  statues represent the many phases of Hecate the All-Seeing.
  A billowing violet mist roils along the ceiling in a whirlpool-
  like cloud. A brass crest of a setting moon occasionally can 
  be glimpsed through the mist directly over a ﬂ aming pit in 
  the center of the room.
  Flanking each pillar are tall brass candelabras. Silk 
  tapestries representing the eight schools of arcane magic 
  ﬂ utter in the warm breezes that circulate through the chamber. 
  Brass chimes hanging from each end of the tapestry rods 
  chime random melodies. 
  In the center of the chamber is a 20-foot-diameter pit 
  surrounded by low stone stairs that rise about three feet in 
  an octagon around the opening. Violet ﬂ ames ﬁ ll the pit, a 
  sheet of intense ﬁ re that runs horizontally across the opening 
  between the steps. The pit drops 20 feet to Area B40. 
  The violet ﬂ ames are a horizontal permanent wall of ﬁ re. 
  PCs passing through the wall of ﬁ re suffer 2d6 points of ﬁ re 
  damage and drop into Area B40.
  A modiﬁ ed iron golem in the form of a ﬁ ve-headed 
  hydra lies within the pit, resting in Area B40. The creature 
  uses ledges cut into the central pit to climb to the top of the 
  pit so it can attack beings inside the temple room. The iron 
  golem hydra remains in the pit, extending only its elongated 
  necks and the forepart of its body through the ﬂ ames to 
  attack those in the worship room. It can reach beings within 
  15 feet of the pit. The wall of ﬁ re heals 10 points to the golem 
  while it remains in contact with the ﬂ ames each round.
  IRON GOLEM (FIVE-HEADED HYDRA FORM): HD 
  20; hp 80; AC 3[16]; Atk 5 bites (1d10); Move 6; Save 
  3; CL/XP 18/3800; Special: Poison gas, immune to all 
  weapons +2 or less, slowed by lightning, healed by ﬁ re, 
  immune to most magic.
  
  12
  Area B3: The Pack 
  Purplish light shines through a large, round window, the glow the 
  ugly color of a bruise. Beyond the window roar torrents of crimson 
  and violet ﬂ ame. The window — a partially opened gate to the ﬁ ery 
  pits of Hades — blocks the ﬂ ames from entering the room. Powerful 
  Abjuration magic on the window — glass delved from the Mines 
  of Honn — prevents extraplaner beings from entering, but allows 
  ﬂ ames to belch forth in violent eruptions. Similar windows open into 
  the interior of the ﬁ ery smokestacks at the temple’s four corners.
  The glass window is incredibly strong and immune to ﬁ re-based 
  effects. Breaking the glass unleashes a hellish storm of searing ﬂ ame. 
  The blaze deals 20d6 points of damage to beings in the room. Half is 
  ﬁ re damage, while the other half is unholy energy.
  Making their lair in the room are 12 hell hounds. Hecate’s beloved 
  creatures have free rein of the temple, but often wait here to be 
  unleashed to spread destruction in the mountains.
  HELL HOUNDS (12): HD 7; hp 55; AC 4[15]; Atk bite (1d6); 
  Move 12; Save 9; CL/XP 8/800; Special: Breathe ﬁ re
  Area B4: Shrine to Arcane Flame
  Eight large cauldrons of burning oil hang from the 30-foot-high 
  ceiling, suspended 20 feet above the ﬂ oor on chains secured to the 
  walls. Dense black smoke swirls in a caustic whirlpool through a 
  vent in the ceiling. Pitch suet and sticky tar cover the ﬂ oor. An ornate 
  bronze bowl sitting on an altar of dark stone holds smoldering coals 
  that emit white smoke. A small black statue depicting Hecate stands 
  in the center of the glowing coals. The door of blackened wood is 
  locked. 
  Maintaining the temple and the multiple ﬁ res are 2 aerial servants. 
  They launch burning cauldrons down upon intruders, dealing 1d8 
  points of bludgeoning damage plus 2d6 points of ﬁ re damage. PCs 
  must make a saving throw or catch ﬁ re as they are covered in burning 
  pitch. 
  AERIAL SERVANT (2): HD 16; hp AC 3[16]; Atk 1 slam (4d4); 
  Move (Fly 36); Save 3; CL/XP 16/3,200; Special: none.
  Area B5: Akhilesh’s Chambers 
  The fearsome Akhilesh is the temple’s master of Evocation. 
  Akhilesh specializes in arcane ﬁ re and is prone to violent ﬁ ts of anger. 
  Few furnishings survive in her chambers, and those that remain 
  show signs of recent ﬁ re damage. A charred bed lies disheveled and 
  unkempt and a stone table holds hundreds of thin sheets of metal 
  embossed with spells. The sheets weigh a total of 100 pounds. A 
  stone wardrobe holds Akhilesh’s clothing and personal effects.
  Akhilesh rarely travels without an elder ﬁ re elemental at her side. 
  Her favorite tactic is to envelop herself within the elder elemental 
  and blast opponents with her spells.
  AKHILESH (CHAOTIC FEMALE HUMAN MAGIC-USER 
  12): HD 9+3; hp 48; AC 5[14]; Atk staff (1d6); Move 9; Save 
  5; CL/XP 13/2,300; Special: Spells (1—charm person, magic mis-
  sile, shield, sleep; 2—darkness 15 ft. radius, invisibility, pyrotech-
  nics, web; 3—ﬁ reball (x3), ﬂ y; 4—confusion, dimension door, 
  wall of ﬁ re (x2); 5—conjure elemental, feeblemind, passwall, wall 
  of iron; 6—anti-magic shell)
  Combat Gear staff, wand of ﬁ reballs (9 charges), ring of ﬁ re 
  resistance, ring of protection +2, cloak of protection +2 Non-
  combat Gear unholy symbol of Hecate, ruby encrusted bracers 
  (3,000 gp)
  Description Akhilesh is one of the most powerful and terrifying 
  of the Brood. Her impetuous and unpredictable nature prevents her 
  from moving up in status, however, a fact that ﬁ lls her with constant 
  rage. Her passion for ﬂ ame and Hecate are fanatical to the extreme. 
  Akhilesh wears scant mithral chainmail, which is so negligible that 
  it offers no protection or hindrance. The armor glows a brilliant red 
  with heat when Akhilesh immerses herself in ﬂ ames.
  FIRE ELEMENTAL: HD 12; hp 90; AC 2[17]; Atk strike (2d6); 
  Move 12; Save 3; CL/XP 13/2,300; Special: Ignite materials
  Area B6: The Reception Hall
  Thick wooden doors sit at either end of this hall. Facing the door are 
  statues of robed women resembling Hecate. Each statue holds aloft 
  two torches. The statues are actually low-ranking female priestesses 
  of Hecate who were turned to stone centuries ago for displeasing 
  the temple mistress at that time. They know little about the current 
  temple and offer no resistance if freed.
  Area B7: Visitors’ Antechambers
  This lounge is comfortably furnished with plush chairs, soft rugs 
  and a well-stocked beverage table. A gold censer (1,500 gp) hanging 
  from a gold chain in the center of the chamber emits a warm radiance 
  that dispels the chill in the air emanating from the cold stone walls. 
  The censer is enchanted to allow anyone within 15 feet of it to feel 
  warm and cozy 
  A table holds several books on topics such as forbidden romances, 
  embellished illustrations of the male anatomy, and empowering 
  females in male-dominated societies.
  Area B8: Visitors’ Chambers
  Beds covered with down pillows sit against opposite walls. Two 
  empty drawers are adjacent to each bed. The room is comfortable and 
  inviting, but otherwise empty.
  Area B9: The Exalted Conclave 
  A large window in the corner of the room bathes the chamber in a 
  purplish light. Torrents of crimson and violent ﬂ ames roar just on the 
  other side of the window. The window is another partially opened 
  gate to Hades (See Area A3). A wide set of stairs descends in the 
  corner opposite the window, heading down to Area B28.
  A huge U-shaped table with 10 chairs sits in the room. The ﬁ nest 
  dinner and silverware adorn the black, wooden table. Rich and 
  colorful tapestries representing the schools of magic hang from the 
  walls. The tapestry for the school of Abjuration hangs separately 
  from the others in a place of honor behind the center chair.
  The silverware and table settings are worth a total of 1,000 gp.
  Area B10: The Hall of Deception 
  The hall is carved with a bas-relief of a hellish scene. Black ﬂ ames 
  envelop sculpted humanoids writhing in agony. The carving starts at 
  the base of the black stone wall and continues overhead to the peaked 
  ceiling. The carving slowly moves, with the entire scene changing 
  about once every hour in a slow-motion crawl. While the changing 
  sculptures pose no danger, 2 obsidian minotaurs are cleverly 
  concealed within the image. The carvings actually ﬂ ow around and 
  over the minotaurs’ bodies, obscuring their obvious shapes. The 
  obsidian minotaur guards attack any non-Hecate worshipper entering 
  the staircase leading to Area B18. The guards wait until the PCs start 
  up the stairs, then burst out of the wall carvings on either side of the 
  last PC. The entire hall radiates strong Transmutation magic.
  OBSIDIAN MINOTAUR (2): HD 10; hp 76; AC 6[13]; Atk 2 
  The adventure
  Area B3: The Pack 
  pits of Hades — blocks the ﬂ ames from entering the room. Powerful 
  Area B4: Shrine to Arcane Flame
  bronze bowl sitting on an altar of dark stone holds smoldering coals 
  points of bludgeoning damage plus 2d6 points of ﬁ re damage. PCs 
  pitch. 
  Area B5: Akhilesh’s Chambers 
  sile
  
  claws (2d6) plus ﬁ re (1d6); Move 9; Save 5; CL/XP 12/2,000; 
  Special: Breath weapon, burning claws, ﬁ re heals, immune to 
  most spells
  Area B11: Alchemy Laboratory
  The room is ﬁ lled with an eerie lavender glow that shines through a 
  small window. A small iron door below the window allows access to 
  the ﬂ ames, although opening the door leads to a miniature gate into 
  Hell (See Area B3). 
  Tables and workbenches ﬁ ll the room. Shelves with an abundance 
  of alchemy supplies hang on the walls. All labels in the lab are 
  written in an infernal language. The lab contains 10,000 gp worth of 
  rare and exotic components and elements. 
  Many of the spellcasters residing in the temple frequently use 
  this lab to mix potions and to ﬁ nd spell components for their horrid 
  experiments.
  Area B12: Vestibule
  An alcove holds a 12-foot-tall statue of Hecate, her arms aloft and 
  a ﬂ aming torch in each hand. The torches blaze with ever-burning 
  ﬂ ames. A small altar of obsidian sits before her, and a small bronze 
  bowl sits in a depression on the altar’s surface. The bowl holds a pool 
  of clear liquid. 
  Once per day, the bowl ﬁ lls with a potion of invulnerability. The 
  potion lasts for an hour, but only affects followers of Hecate. Any 
  non-follower of Hecate who drinks this sweet-tasting ﬂ uid suffers 
  3d4 points of Intelligence damage (save for half). Creatures dropping 
  to 0 Int or below remain in a vegetative state until healed by normal 
  or magical means.
  The bowl’s power is canceled if it is removed from the altar.
  Stairs nearby lead down to a dark landing (Area B28).
  Area B13: Sub-Priestess’ Chamber 
  Each of these rooms houses 3 sub-priestesses and their hell 
  hound companions. These women normally assist the higher-
  ranking clerics in their daily duties. Unless they are accompanying 
  one of the priestesses, the women are here (30% chance). The room 
  contains decorative furniture, ﬁ ne clothing and personal belongings. 
  Three chests sit at the foot of each bed. Each contains 2d8 pieces of 
  miscellaneous jewelry (1d6x10gp each).
  SUB-PRIESTESS OF HECATE (CHAOTIC FEMALE HU-
  MAN CLERIC 5) (3): HD 5; hp 26; AC 1[18]; Atk staff (1d6); 
  Move 9; Save 11; CL/XP 6/400; Special: Spells (1—cure light 
  wounds, light; 2—hold person, silence 15 ft. radius; 3—cure 
  disease).
  Combat gear: plate mail, steel-banded staff; Non-combat gear: 
  ring of protection +1, cloak of protection +1 and 25 gp.
  HELL HOUNDS (3): HD 5; AC 4[15]; Atk 1 bite (1d6); Move 
  12; Save 12; CL/XP 6/400; Special: Breathe ﬁ re (10hp).
  Area B14: Andulasia’s Chamber
  A silver symbol of enchantment emblazons this black wooden door. 
  White silks and translucent veils swath the ceiling. Curtains droop 
  in billowy plumes against the walls. White pelt rugs cover the cold, 
  black ﬂ oor. A round fur-laden bed sits in the center of the room, and 
  a small globe of dim light ﬂ oats above the bed. 
  Andulasia and her companion, Devarsi, live in this room. 
  Andulasia is the resident mistress of Enchantment. The pair can be 
  found here unless alerted to intruders. They are loners by nature, but 
  nevertheless aid other Brood members in times of need.
  ANDULASIA (CHAOTIC HUMAN FEMALE MAGIC-USER 
  9): HD 9; hp 47; AC 4[15]; Atk dagger +2, +4 vs. Lawful (1d4+2, 
  or 1d4+4); Move 9; Save 7; CL/XP 10/1,400; Special: Spells (1—
  charm person, magic missile, shield, sleep; 2—detect invisibility, 
  invisibility, mirror image; 3—hold person (x2), suggestion; 4—
  charm monster, confusion; 5—feeblemind).
  Combat gear: dagger +2, +4 vs. Lawful; wand of charm person (8 
  charges); bracers of defense AC 5[14]; ring of protection +2.
  Personality: Andulasia hails from the slums of Bargarsport. An 
  urchin, she worked the streets to earn a living, enduring unspeakable 
  evils of men to survive. In her darkest hour, she turned to Hecate 
  to plead vengeance upon man for her cruel and dark existence. 
  Andulasia is a dark beauty, but scars (physical and emotional) of her 
  past life are present upon closer inspection. She is a devout follower 
  of Hecate, going so far as to wear the goddess’s holy symbol.
  DEVARSI (CHAOTIC HUMAN FEMALE FALLEN PALA-
  DIN 8): HD 8; hp 43; AC 3[15]; Atk +2 bastard sword (1d8+2); 
  Move 6; Save 9; CL/XP 9/1,400; Special: None.
  Combat gear: +1 ﬁ ery plate mail, +2 bastard sword; Non-combat 
  gear: 3 vials of medusa poison. 
  Personality: Devarsi graduated from the esteemed Shield Basilica 
  of Muir, where she excelled in combat and warfare. Ten years ago, 
  Devarsi discovered her platoon of recruits in the midst of murdering 
  and ravaging an entire village. She unleashed a brutal rage upon them, 
  slaughtering the men and women, even as they begged for her mercy. 
  Her rage blinded her. For stopping the slaughter, she was awarded 
  Muir’s blessing; however, for her uncontrolled rage, she was exiled 
  from the Shield Basilica. Devarsi roamed the countryside in search 
  of acceptance, her bitterness eating at her soul. It was not until she 
  encountered Andulasia that she found comfort. She adores Andulasia 
  and practically worships her like a deity. She lost the majority of her 
  paladin abilities when she was exiled from Muir’s Shield Maidens.
  Devarsi is a tall, robust woman of obvious barbaric lineage. Her 
  pale skin and thick blonde hair stand in stark contrast to her black 
  raiment and armor. Devarsi has a companion named Marcrinus, a 
  massive war hound that commonly harasses and thrashes Abhor 
  Brazier’s hell hounds. Marcrinus is large enough for a human to ride.
  MARCRINUS (ST. BERNARD WAR HOUND): HD 7; hp 51; 
  AC 3[16]; Atk 1 bite (1d8); Move 12; Save 9; CL/XP 8/800; 
  Special: None.
  Area B15: The Great Black Statue 
  A looming image of Hecate stands solemnly in the lightless room. 
  The statue is 12 feet tall and ﬂ anked by four large stone hounds. 
  The hounds gaze reverently upward at Hecate’s face, as if awaiting 
  her commands. Hecate’s eyes are slivers of metallic crimson that 
  reﬂ ect all corners of the room. Harmless ﬂ ames coil out of the stone 
  hound’s nostrils. The seamless obsidian ﬂ oors and walls are polished 
  to a mirror-like perfection.
  An alcove carved into the back wall holds a black mirror of 
  opposition that appears to be part of the wall. The mirror cannot be 
  removed without destroying it. The mirror duplicates the ﬁ rst four 
  creatures that enter the room. During the next round, 3 erinyes (Area 
  B16) teleport into the room and enter the fray, all the while staying 
  between the party and the mirror.
  The secret door is hard to detect (1 in 10 chance for all characters, 
  including dwarves).
  Area B16: Secret Vault
  Eight podiums arranged in a circle hold open books. Three black 
  iron chests line the back wall. Each chest is elaborately decorated 
  with delicate bronze lace. Gathered in the room are 3 erinyes. The 
  Brood summoned these devils to perform various tasks and to guard 
  this treasure room. The erinyes are bored and desperate to inﬂ ict pain 
  13
  The adventure
  Andulasia is a dark beauty, but scars (physical and emotional) of her 
  past life are present upon closer inspection. She is a devout follower 
  Her rage blinded her. For stopping the slaughter, she was awarded 
  Muir’s blessing; however, for her uncontrolled rage, she was exiled 
  and practically worships her like a deity. She lost the majority of her 
  Devarsi is a tall, robust woman of obvious barbaric lineage. Her 
  pale skin and thick blonde hair stand in stark contrast to her black 
  that commonly harasses and thrashes Abhor 
  her commands. Hecate’s eyes are slivers of metallic crimson that 
  hound’s nostrils. The seamless obsidian ﬂ oors and walls are polished 
  mirror of 
  removed without destroying it. The mirror duplicates the ﬁ rst four 
  Eight podiums arranged in a circle hold open books. Three black 
  iron chests line the back wall. Each chest is elaborately decorated 
  Brood summoned these devils to perform various tasks and to guard 
  
  14
  upon mortals.
  The books are a book being crafted into another enchanted protector 
  (see Area B23), a Manual of Wisdom, a Manual of Intelligence, four 
  spellbooks containing many 1st- through 4th-level spells (Game 
  Referee’s choice), and a book containing blank pages. 
  Chest #1: 5,687 pp, 6,982 sp.
  Chest #2: 13,973 gp. 
  Chest #3: 17,900 gp of miscellaneous gems.
  ERINYES DEMON (3): HD 6; hp 45; AC 2[17]; Atk 1 bronze 
  sword (1d6 + paralysis); Move 12 (Fly 24); Save 11; CL/XP 
  9/1100; Special: Magic resistance (25%), fear, immune to ﬁ re 
  and cold, entangle.
  Area B17: The Hall Guards
  Purple light shines around two small, obsidian shades that cover a 
  window looking into a hellish chimney (see Area A3). The hall opens 
  into a room with two obsidian double doors. A silver symbol of a 
  moon setting over the horizon is engraved in the doors.
  The room is guarded by Gawadu and Gawabla, 2 mutated rust 
  monsters used to deter armored intruders. They investigate nearby 
  disturbances. How these two horrors came to be is a closely guarded 
  secret held by the Brood of Hecate. Despite their low intelligence, 
  the rust monsters work in tandem against opponents, especially those 
  with large amounts of metal. 
  GAWADU AND GAWABLA (MUTATED RUST MONSTERS) 
  (2): HD 7; hp 54; AC 2[17]; Atk 2 antennae (0); Move 12; Save 
  XX; CL/XP 8/800; Special: Cause rust, immune to ﬁ re, 3/day—
  darkness 15 ft. radius, 
  Abhor Brazier, Level 2
  Hecate’s minions live on this upper level. The halls are drab but 
  clean, with rooms decorated to individual tastes.
  Area B18: The Gallery
  A 10-foot-wide balcony wraps around the upper portion of the 
  grand temple (see Area B2). The veranda sits 50 feet above the ﬂ oor. 
  Even high above, the heat from the ﬂ aming pit (in Area B2) on the 
  ground level is staggeringly intense. An upward-moving whirlpool of 
  violet smoke swirls around a magniﬁ cent standard of a setting moon 
  placed into the ceiling 75 feet above the pit. The moon is more visible 
  from this vantage point, but just barely amid the roiling smoke.
  The balcony places PCs at eye level with the massive stone heads 
  of 24 statues of Hecate (Area B2) standing back to back to back in 
  groups of three to form eight massive columns. A two-foot-tall railing 
  of black marble containing crimson veins circles the balcony’s outer 
  edge. 
  Emblems of the eight schools of magic are arranged around the 
  octagonal balcony. These ﬁ ve foot round symbols are made of 
  inlayed bronze and ivory and signify where the priestess of the 
  corresponding school stands during ceremonies.
  Area B19: Kaluzhka’s Lair
  A human-sized statue of Hecate stands before a brazier of brilliant 
  yellow ﬂ ame. The obsidian walls appear green in the reﬂ ected ﬁ re. 
  The overpowering odor of sweet incense blankets the air. 
  Four statues of women kneeling in worship surround the Hecate 
  statue. Instead of faces, their features are replaced by smooth 
  oval surfaces. The four statues were priestesses of Hecate deemed 
  The adventure
  Area B17: The Hall Guards
  
  15
  “useless” to the goddess’s cause. The Brood turned them to stone and 
  molded their faces into ﬂ at ovals to represent Hecate imprinting her 
  beliefs on “blank slates.” The women quickly suffocate if restored 
  to ﬂ esh.
  Three tapestries displaying the symbol of Transmutation hang on 
  the walls. One tapestry covers an arched opening leading into the 
  home of the dread Kaluzhka, a medusa and the Brood’s eldest living 
  member. She is head of the Transmutation discipline. Malicious and 
  conniving, she has so far been unable to claim the position of high 
  priestess, a title she desperately craves. Kaluzhka lacks desire and 
  dedication to her Brood sisters, and they in turn treat her with disdain 
  for her lack of spellcasting ability. She has no qualms about siding 
  against the high priestess Dealyn Rhó in combat, but she quickly 
  deals with PCs afterward. Bartle, an ancient and blind hellhound, is 
  always in Kaluzhka’s company.
  Tactics: Kaluzhka casts defensive spells upon herself and Bartle 
  before entering combat. She relies heavily on arrows and gaze 
  attacks to keep opponents at bay. 
  BARTLE, HELL HOUND: HD 7; hp 38;AC 4[15]; Atk 1 bite 
  (1d6); Move 12; Save 9; CL/XP 8/800; Special: Breathe ﬁ re 
  (14hp).
  KALUZHKA (MEDUSA): HD 8; AC 2[17]; Atk 1 short sword 
  (1d6); Move 9; Save 11; CL/XP 8/800; Special: Gaze turns to 
  stone, poison, spells (as 9th-level Magic-User: 1—light, magic 
  missile, read languages, read magic; 2—levitate, knock, pyrotech-
  nics; 3—ﬂ y, haste, rope trick; 4—massmorph, polymorph self; 
  5—passwall) 
  Combat gear: +2 long bow, 24 silver arrows, 24 poisoned 
  arrows, +2 chain mail, wand of slow (10 charges), potion of 
  invisibility. Non-combat gear: cloak of resistance +1, Ruby-en-
  crusted platinum necklace and earrings (5,250 gp), 8 platinum 
  rings with different gemstones symbolizing a school of magic 
  (500 gp each).
  Description: Kaluzhka is a vicious and angry soul, who long ago 
  gave herself to Hecate in exchange for power. She has sacriﬁ ced 
  hundreds of beings over the years, usually by turning them to 
  stone then chiseling their bodies into chunks of gravel. She takes 
  a perverse pleasure in crafting “mortal clay” into hideous creatures 
  with hindering and grotesque deformities. Some of her creations are 
  truly inspired and eerily beautiful.
  Area B20: 
  Kaluzhka’s Private Chamber
  Four disturbing statues of human women with bizarre deformities 
  stand along the wall’s perimeter. 
  The ﬁ rst statue has ﬁ ve arms extending around her waist. Each hand 
  clutches a small stone animal. Her stone face is ﬁ lled with a look of 
  terror. The second woman resembles a medusa with long constrictor 
  snakes replacing her hair. Her open mouth is full of long fangs. The 
  third statue has the lower half of a large, many-legged insect. Her 
  eyes are hollow pits sunk deep into her cranium. The fourth statue 
  has no hands and her mouth is absent. 
  If PCs try to restore these statues to life, only the last statue 
  survives reverting to ﬂ esh. The ﬁ rst three women fall to the ﬂ oor and 
  die within seconds, writhing in pain. Each of the ﬁ rst three statues is 
  a low-level priestess of Hecate. 
  The fourth statue is Jenhenhe (Lawful human female Cleric 8), a 
  priestess from the Theurgist Seminary of Thasizier. She was captured 
  more than 100 years ago during a skirmish with the Brood of Hecate. 
  Once restored, she immediately begins suffering from starvation. 
  As her hands and mouth are missing, she can do little to aid PCs. 
  She requires powerful healing spells and months of rest to regain her 
  form. Grant each PC a 1,000 experience point bonus if they safely 
  return her to the Seminary. 
  A bed of black wool and thick leather sits in the room’s center. A 
  desk sits in a niche beside a bookcase covering the wall opposite the 
  entrance. The books cover topics such as sculpture and idols of evil 
  temples, known venoms, and evil ceremonies and philosophies of 
  Hecate. The desk has a false top that can be lifted to reveal a shallow 
  compartment. The compartment holds an arrow of direction and a 
  gem of seeing.
  Area B21: Liseldona the Flagrant
  The door is made of solid obsidian with gold lettering that reads 
  “Shaenkue the Eternal.” The door is designed to deter people from 
  entering this room. This chamber belongs to the weakest and newest 
  member of the Brood of Hecate: Liseldona, a master of illusion. 
  Rarely seen, she remains invisible whenever possible. She fears 
  direct combat and avoids confrontation. She tries to negotiate a truce 
  if cornered.
  The room is barren and empty except for an elaborate stone throne 
  in which sits a desiccated man with straggly wisps of hair hanging 
  down around his undead features. Small balls of red light glow in 
  his empty eye sockets, and his mouth is twisted into a permanent 
  malevolent grin from his shrunken ﬂ esh. Power crackles around his 
  bony ﬁ ngers. His head rises as PCs come through the door, and he 
  raises his arms toward his visitors. Beside his throne sits an ornate 
  pillar of obsidian with gold-leaf decorations upon which a crystal 
  ball glows with a dim light.
  The being is an illusion to fool prowlers into believing a lich of 
  horriﬁ c power occupies the chamber. 
  The room’s true contents are hidden under this phantasmal force
  display. The ornate pillar is real and contains a symbol of sleep. 
  Anyone successfully disbelieving the illusion of the lich becomes 
  subject to the symbol of sleep hidden beneath the illusion. Anyone 
  still believing the room’s primary illusion sees the person crumple to 
  the ground, then catch ﬁ re and vanish in a cloud of black ash. 
  The room actually contains a simple bed, desk, chair and a wardrobe. 
  The wardrobe contains comfortable clothing and Liseldona’s personal 
  effects. The desk holds Liseldona’s spellbook, which contains her 
  memorized spells plus three others from each spell level. One desk 
  drawer also contains a bottle of expensive wine (200 gp), a potion of 
  extra healing and a wand of invisibility (8 charges).
  LISELDONA (NEUTRAL HUMAN FEMALE MAGIC-USER 
  11): HD 9+2; hp 50; AC 6[13]; Atk +2 dagger (1d4+2); Move 9; 
  Save 5; CL/XP 10/1,400; Special: Spells (1—charm person, light, 
  magic missile, read magic; 2—invisibility, mirror image, phan-
  tasmal force (x2); 3—hold person, invisibility 10 ft. radius, rope 
  trick, suggestion; 4—charm monster, confusion, hallucinatory 
  terrain; 5—extension II, passwall, teleport)
  Combat gear: +2 dagger Non-combat gear: ring of invisibility, 
  ring of protection +1, cloak of protection +2, arcane scroll (mirror 
  image, phantasmal force, suggestion), wand of polymorph other 
  (7 charges). 
  Personality: Timid and reclusive, Liseldona never draws attention 
  to herself. She prefers to stalk and manipulate opponents while 
  remaining at a distance. She derives satisfaction by indirectly causing 
  others harm. She wears her long hair neatly tied with silk ribbons and 
  dresses in a conservative gown to hide her body.
  Area B22: Thanta the Medium
  A heavy, iron-bound wooden door displays a mystic symbol of the 
  school of divination. From the layers of dust and the rusted hinges, 
  the door obviously hasn’t been opened in at least 5 years. A closed 
  speak-easy panel opens at eye level in the door’s upper half. The 
  room beyond contains thousands of dust-covered tomes that litter 
  the ﬂ oor in carefully balanced piles. Along the walls are bookshelves 
  holding volumes detailing the planes of existence, pantheons and 
  philosophy. A dusty cloth draped over a stone table covers several 
  loose papers. The papers describe known more planes of existence 
  The adventure
  temples, known venoms, and evil ceremonies and philosophies of 
  entering this room. This chamber belongs to the weakest and newest 
  his empty eye sockets, and his mouth is twisted into a permanent 
  The being is an illusion to fool prowlers into believing a lich of 
  effects. The desk holds Liseldona’s spellbook, which contains her 
  memorized spells plus three others from each spell level. One desk 
  potion of 
  others harm. She wears her long hair neatly tied with silk ribbons and 
  the door obviously hasn’t been opened in at least 5 years. A closed 
  room beyond contains thousands of dust-covered tomes that litter 
  holding volumes detailing the planes of existence, pantheons and 
  
  16
  The adventure
  and the dangers of astral travel.
  A female half-elf lies on a large silk-shrouded bier in the center of 
  the room. A transparent veil covers her body, the sheer fabric draping 
  to the ﬂ oor. The woman appears to be sleeping. Actually, Thanta 
  lies in a state of suspended animation caused by an astral spell she 
  cast from a scroll nearly ﬁ ve years ago. She has not moved since that 
  time, and the rest of the Brood of Hecate leave her alone in the hope 
  that she might someday ﬁ nd her way back to them.
  But Thanta didn’t leave herself unprotected. Her body is under 
  the protection of a stone golem that stays near her at all times. The 
  golem is designed to fold into a cube when inactive. Currently, it 
  serves as the cloth-covered table under the books. Thanta returns to 
  her body in 1d4 hours after she is disturbed or the golem activates.
  THANTA OF THE NETHER WORLDS (NEUTRAL HALF-
  ELF FEMALE MAGIC-USER 8): HD 8; hp 45; AC 8[11]; Atk 
  staff (1d6); Move 9; Save 8; CL/XP 9/1,100; Special: Spells 
  (4332 1—light, hold portal, magic missile, shield; 2—invisibility, 
  levitate, wizard lock; 3—ﬂ y, protection from evil 10 ft. radius, 
  water breathing; 4—dimension door, confusion, wizard eye)
  Combat gear: staff Non-combat gear: carpet of ﬂ ying (5 ft. x 5 
  ft.) under her body on the dais, ring of protection +1, medallion 
  of ESP, amulet against scrying
  Personality: Although not evil, Thanta worships the lesser evil 
  facet of knowledge within Hecate’s teachings. Thanta is a rational 
  and diplomatic member of the Brood, which often puts her at odds 
  with the others. She is delicate and frail. Her skin is pasty white from 
  years spent indoors, and her hair is incredibly long and woven into 
  an elaborate bun. Thanta seeks nonviolence and prefers subtle means 
  to settle arguments among the Brood.
  STONE GOLEM: HD 15; hp 80; AC 5[14]; Atk 1 ﬁ st (3d8); 
  Move 6; Save 3; CL/XP 16/3200; Special: +1 or better magic 
  weapon to hit, immune to most magic.
  Area B23: Librus Abmalorum
  Shelves of identical black tomes ﬁ ll this 25-foot-high room. 
  Lanterns hanging at the end of each aisle cast a dim violet illumination. 
  Attached to each shelf are wrought-iron ladders on rollers. None of 
  the thousands of books has any discernable markings or titles; each 
  book appears identical to those beside it. 
  All the books radiate identical magic. Each volume is also 
  enchanted on the spine and cover so that speaking the phrase “Hecate 
  Inamabilis” reveals the title, written as if with purple ﬂ ames. Anyone 
  not speaking the proper command phrase before picking up a book 
  invokes the room’s ward: an intelligent vacuous grimoire created 
  speciﬁ cally to protect the library. 
  The cursed book is enchanted to immediately and subtly switch 
  places with any book in the library. If PCs pick up a book, the cursed 
  volume immediately switches places with the tome being held. A 
  successful saving throw reveals that something is amiss with the 
  chosen book. If multiple books are picked up at once, the vacuous 
  grimoire switches places randomly with one of the volumes, but the 
  PC doesn’t get a save to notice the new addition. 
  The vacuous grimoire acts with an uncanny intelligence and can 
  switch places with any book currently in the library – including those 
  carried into the room by PCs, although it usually only does this as a 
  defense measure. If threatened with destruction or a remove curse, the 
  book immediately switches places — possibly with a PC’s spellbook 
  or other magical book — so that the grimoire remains safe. The book’s 
  powers do not extend beyond the library and its connected reading 
  room (Area B24). It vanishes and returns to one of the shelves if taken 
  through any door leading out of the library or down the stairs.
  The normal books within the room cover topics on divine and 
  arcane magic. If the books are removed safely, the total value of 
  the library is 25,000 gp, assuming a buyer can be found. Given the 
  library’s predominantly evil nature and the often horrible subject 
  matter, the books are extremely difﬁ cult to sell.
  Scattered among the normal books are a manual of beneﬁ cial 
  exercise; a book with three scrolls ﬂ attened between its pages (an 
  arcane scroll containing astral spell, power word blind, shape 
  change, an arcane scroll with delayed blast ﬁ reball and limited wish, 
  and a divine scroll with commune, ﬁ nger of death and blade barrier); 
  a manual of intelligence; and a manual of quickness. Finding these 
  books requires days of searching unless the titles can be read.
  Two aerial servants watch over the room. They do not attack 
  unless the books are harmed or removed, or if they must defend 
  themselves. The servants remain in the darkness of the ceiling until 
  called upon for assistance.
  AERIAL SERVANT (2): HD 16; hp AC 3[16]; Atk 1 slam (4d4); 
  Move (Fly 36); Save 3; CL/XP 16/3,200; Special: none.
  Area B24: Reading Nook
  This extension off the main library (Area B23) contains more 
  shelves of books. Stacks of books sit on a low stone table before the 
  shelves. The books are identical and have the same qualities as those 
  in the main library chamber. The vacuous grimoire (Area B23) can 
  also switch places with the books in this reading room.
  The books on the table cover topics relating to suffering and the 
  corruption of good outsiders. The details in these books appear to be 
  written by denizens of the pits of hell for use by mortals.
  A secret passage (1 in 6) leads to an escape tunnel (Area B24).
  Area B25: Teleportation Circle
  Behind this locked obsidian door is a barren room with a permanent
  teleportation circle marked in gold dust and bone ash. The circle is 
  a conduit to many destinations deemed important to the Brood of 
  Hecate. 
  Anyone not wearing an unholy symbol of Hecate who attempts to 
  use the teleportation circle is immediately teleported above a lake 
  of magma in a conﬁ ned chamber 40 miles below the surface. The 
  magma chamber lacks oxygen, and PCs not immediately falling into 
  the magma suffer 6d6 points of ﬁ re damage each round from the 
  intense heat. PCs falling into the molten rock suffer 20d6 points of 
  ﬁ re damage per round while submerged.
  The library contains information on a handful of locations linked 
  by the teleportation circle. Unholy places sacred to the Brood could 
  include Akabeth’s Tomb (see Rappan Athuk 3, The Lower Levels 
  by Necromancer Games), an abandoned shrine near the Nether 
  Sepulcher in Al-Sifon (Splinters of Faith 10: Remorse of Life) and 
  a small shrine in Bargarsport (see Splinters of Faith 3: Culvert 
  Operations). Game Referees should add any locales from their game 
  as appropriate.
  Cursed Magic Item: 
  Vacuous Grimoire
  A vacuous grimoire is a cursed magical item that appears to 
  be normal volume on a mildly interesting topic. Anyone who 
  opens and reads even a single word of the book must make 
  two saving throws. The ﬁ rst save is to see if the reader loses 
  1 point of Intelligence and 1 point of Charisma permanently. 
  The second save is to see if the reader loses 2 points of 
  Wisdom permanently. A vacuous grimoire can only be 
  destroyed by burning while simultaneously casting a remove 
  curse on it. If placed with other books, the book instantly 
  alters its appearance to resemble those around it.
  
  The adventure
  17
  Area B26: 
  Chambers of Dealyn Rhó 
  Dealyn Rhó, the high priestess of Hecate, claims these rooms as 
  her own. A bronze inlay of the symbol of abjuration decorates the 
  chamber’s obsidian door. The door is trapped with a symbol of discord.
  Dealyn Rhó holds private audiences here with temple visitors. The 
  room is ﬁ t for a queen, with expensive tapestries, rugs and furniture. 
  Three gold, woven tapestries (350 gp each) depict images of Hecate 
  and Abhor Brazier. An area rug made from the pelt of an androsphinx 
  brings 2,500 gp if sold to a non-Lawful buyer. An ornate single-
  pedestal table holds a wine bottle and four goblets. Four padded 
  chairs sit around the oval table. One door leads to Dealyn Rhós 
  bedchamber, while the other leads to a storage room containing a 
  wine rack, dining utensils, candelabras, candles, priestess robes and 
  other personal effects. A secret passage (1 in 8) leads to an escape 
  tunnel to Area B24.
  Lyncinius, Dealyn Rhós imp familiar, normally can be found in 
  this room keeping a watchful eye over his master. He often takes 
  the form of a black cat with white feathered wings. Lyncinius never 
  travels anywhere without the company and protection of Kan Bor, a 
  monstrous hell hound assigned to the high priestess of Hecate.
  LYNCINIUS (IMP): HD 2; hp 14; AC 2[17]; Atk 1 sting (1d4 + 
  poison); Move 6 (Fly 16); Save 16; CL/XP 6/400; Special: Poison 
  tail, polymorph, regenerate, immune to ﬁ re. A word of recall is cast 
  when Lyncinius drops below 20 hp, teleporting him to Area B38.
  KAN BOR (HELL HOUND): HD 9; AC 3[16]; Atk 1 bite (1d8); 
  Move 12; Save 6; CL/XP 10/1,400; Special: Breathe ﬁ re (14hp).
  Area B27: 
  Bedchambers of Dealyn Rhó
  The door to Dealyn Rhó’s bedchamber is trapped to alert her 
  when anyone enters the room. The luxurious chamber is decked out 
  in lavish and ornate furniture, including a massive darkwood four-
  poster bed against the far wall that is draped with black silks and 
  furs. A bronze incense burner hangs above an oak table. A thin veil 
  of fragrant smoke clouds the air. 
  Several open books lie on the desk, along with six vials, quill pens, 
  a bronze candelabra, and a small stone devil-like statue. Dealyn Rhó 
  is currently writing a book on horriﬁ c torture techniques that can be 
  used to extract information. Two of the vials are undead control and 
  invulnerability, while the others are various rare and exotic inks (150 
  gp each). Despite the statue’s evil appearance, it is nothing more than 
  a trinket picked up during Dealyn Rhó’s travels.
  A black wooden wardrobe sits beside the door and contains robes, 
  evening gowns and other mundane garments. All of the clothing is of 
  the highest quality. The garments have embroidered motifs of Hecate 
  and other dark arcane symbols. Dozens of shoes and boots line the 
  ﬂ oor of the wardrobe.
  A secret room lies behind the bed. The bed is attached to the obsidian 
  door so that the entire bed moves to the side when the door is opened. 
  The door’s exterior is smooth, making it difﬁ cult to open from the 
  outside. Dealyn Rhós spellbooks are located on a shelf along the far 
  wall. The books are each trapped with a symbol of insanity inscribed 
  within the pages. The books contain all Dealyn Rhó’s spells plus an 
  additional 1d4 spells per level. A clay golem protects Dealyn Rhó’s 
  spellbooks, and responds immediately if summoned.
  CLAY GOLEM: HD 12; hp 50; AC 7[12]; Atk 1 ﬁ st (3d10); 
  Move 8; Save 5; CL/XP; 14/2700; Special: Immune to slashing 
  and piercing weapons, Immune to most spells.
  DEALYN RHÓ (CHAOTIC FEMALE HUMAN CLERIC 12): 
  HD 9+6; hp 57; AC 1[18]; Atk +3 heavy mace  (1d6+12) or staff 
  of striking (2d6+8); Move 9; Save 5; CL/XP; 14/2,600; Special: 
  Spells (1—cure light wounds, detect magic, light, purify food 
  and drink; 2—ﬁ nd traps, hold person, silence 15 ft. radius, snake 
  charm; 3—continual light, locate object, prayer, remove curse; 
  4—create water, cure serious wounds, neutralize poison, sticks to 
  snakes; 5—ﬁ nger of death, insect plague, quest, raise dead; 6—
  word of recall). A word of recall is cast when Dealyn Rhó drops 
  below 20 hp. She reappears in Area B38.
  Combat gear: Ceallachan’s +3 heavy mace, staff of striking; 
  Non-combat gear: bracers of defense AC 4[15], girdle of giant 
  strength, ring of protection +3.
  evening gowns and other mundane garments. All of the clothing is of 
  
  Personality: Dealyn Rhó is the embodiment of Hecate. Her 
  dedication to the Brood and Hecate is unmatched. Despite her 
  single-minded fervor, she approaches encounters with astute thought 
  and calculating strategy. Her true age is difﬁ cult to discern, but she 
  appears middle-aged. She has glossy black hair with streaks of gray 
  that cascade over her stout frame.
  Abhor Brazier, Dungeons
  Hecate’s most horrible minions live in these dungeons, where they 
  torture a handful of captives. The halls are made of cut stone, and the 
  underground is musty and lit by pitch torches. The halls are less tidy 
  than the rest of the temple, beﬁ tting some of the inhabitants’ tastes.
  Area B28: Dungeon Stairs
  Two sets of stairs meet at a landing before descending deeper 
  into Abhor Brazier’s dungeons. A trap in the center of the landing 
  detonates if anyone not wearing an unholy symbol of Hecate crosses 
  over it. The piercing shriek deals 2d6 points of damage (save for half) 
  and alerts everyone on the dungeon level to intruders. The glyph is a 
  ﬁ nal deterrent for escaping prisoners, although it serves equally well 
  against intruders. 
  Area B29: Prison Pits
  This barrel-vaulted room contains six pits covered by iron grates. 
  From one of the pits comes the sound of crying and sobbing. Three 
  barred iron cell doors with open speak-easy style windows sit along 
  the back wall. Two cauldrons of burning coals at each end of the 
  room light the chamber with a hellish glow. Long iron rods and spears 
  protrude from the burning coals. Sitting between the cauldrons is a 
  low stone slab table with manacles dangling off it. Racks of chains, 
  whips, pokers, branding irons, knives and ropes line the walls. 
  The iron grates do not open, but do allow a full view of the cells 
  below and their occupants (Area B41). 
  The center cell set into the chamber wall conceals a bone devil 
  that tends to the prisoners and their daily torture. The bone devil was 
  gated in to assist the Brood, a task it takes great pride and pleasure 
  in performing. The bone devil routinely jabs the prisoners in the pits 
  with the spears and hot pokers heating in the cauldrons. Prisoners are 
  also brought to this room to be tortured so the other prisoners trapped 
  below can hear their screams and cries for mercy.
  The bone devil tries to separate the party by casting walls of ice
  as PCs enter the room. It then uses teleport to engage separated 
  individuals, preferring arcane spellcasters above more formidable 
  combatants. It summons 14 lemures into the empty adjacent cell 
  when alerted to intruders. The lemures serve as cannon fodder as the 
  bone devil attacks. 
  LEMURE DEMON: HD 3; hp 21; AC 7[12]; Atk 1 claw (1d3); 
  Move 3; Save 14; CL/XP 4/120; Special: Regenerate (1hp/round).
  OSYLUTH (BONE DEVIL): HD 10; hp 71; AC 5[14]; Atk 1 
  bite (1d8), 2 claws (1d6) and tail stinger (3d4 plus poison); Move 
  9, ﬂ y 12; Save 5; CL/XP 13/2,300; Special: magic resistance 
  20%, immune to ﬁ re and poison, resists cold and acid, poison, 
  spell-like abilities: constant—ﬂ y, at will—teleport, invisibility, 
  mirror image, wall of ice
  Area B29-A: Lianhi’s Cell
  A puddle of water pools at the base of this rusty iron door. The bone 
  devil often places a wall of ice against the door to make the cell bone-
  chillingly cold. Lianhi sobs in the chamber. She is a recent captive 
  brought to Abhor Brazier for unspeakable reasons. She is a dedicated 
  follower of Iseleine and was caught while traveling to the Hanging 
  Gardens (see Splinters of Faith 4: For Love of Chaos).
  The mage has been beaten severely by the Brood, and is tortured 
  daily by the osyluth. Through it all, Lianhi has managed to stay calm 
  and not lose hope. Lianhi, a devout follower of Thasizier, has prayed 
  to her god for aid through it all. Her terror and dreams are the visions 
  that Ayire Jaysa is now experiencing, but visions of the prisoner 
  Ceallachan (Area B41-D) often creep into these shared dreams. 
  Lianhi has seen the deva many times when he is brought to the bone 
  devil’s torture chamber for “fun.” The tortures Lhiani endures daily 
  have imprinted themselves on her psyche.
  Lianhi requires rest and access to a spellbook The Referee should 
  determine her spells if PCs grant her such access. If freed, she aids 
  in rescuing the prisoners and in defeating the Brood of Hecate. As 
  a follower of Iseleine, she cannot memorize potentially lethal or 
  damaging spells, but she will do what she can to bring down the 
  temple so no one else goes through what she has suffered. 
  Area B30: The Coven of Hecate
  The room is ﬁ lthy and uncomfortably hot. A large boulder in the 
  center of the room emits a blazing ﬂ ame. If touched, the boulder deals 
  1d6 points of ﬁ re damage. The rock produces no smoke, despite the 
  stone glowing an intense red. An impaled steer slowly roasts upon a 
  Abhor Brazier, Dungeons
  Area B28: Dungeon Stairs
  Area B29: Prison Pits
  barred iron cell doors with open speak-easy style windows sit along 
  protrude from the burning coals. Sitting between the cauldrons is a 
  below and their occupants (Area B41). 
  The adventure
  18
  New Monster: Demon, 
  Osyluth (Bone Devil)
  Armor Class: 5 [14]
  Hit Dice: 10
  Attacks: 1 bite (1d8), 2 claws (1d6) and tail stinger (3d4 
  plus poison)
  Saving Throw: 5
  Special: magic resistance 20%, immune to ﬁ re and poison, 
  resists cold and acid, poison; spell-like abilities: constant—
  ﬂ y, at will—teleport, invisibility, mirror image, wall of ice
  Move: 9, ﬂ y 12
  Alignment: Chaos
  Challenge Level/XP: 13/2,300
  Osyluths are the interrogators of the lowest planes, 
  enforcing order for the worst of demonkind. The insect-like 
  Osyluths – also known as bone devils – stand 9 feet tall, and 
  have a fearsome stinger and all-but-useless wings. They are 
  cruel and malicious. 
  The Coven of Hecate
  Although not particularly welcome in Abhor Brazier, hags 
  play a substantial role among Hecate’s followers. Tired of 
  the worship of their goddess being controlled by humans, the 
  hags of the land insisted on their own representation within 
  the ancient temple to their dark mother. A hag from each of 
  the three common types was chosen to the prestigious viceroy 
  position to represent the entirety of the hags.
  The three hags currently serving the positions within Abhor 
  Brazier are nasty combatants in their own right, but together, 
  they are even more deadly. The three hags currently serving 
  within Abhor Brazier are Quavalave, a seahag; Makabyr 
  the Atrocious, an annis; and Juká Blausk, a green hag.
  
  spit above the burning rock. 
  Oversized weapons decorate the walls, none usable by a human-
  sized PC. Items include 4 bastard swords, 2 steel shields, 2 ﬂ ails, 8 
  helms, and 4 suits of plate armor. Each bastard sword has a hag’s eye 
  stone set in the pommel. The magical stones are used to scry on the 
  guardroom. The gemstones appear as ornaments. Two sleeping mats 
  of grungy fur and patchwork quilts lie on the ﬂ oor near the rock, 
  and two hardened leather bags sit near the mats. Each bag holds two 
  crude but weighty gold necklaces (1,500 gp each), ﬁ ve thick gold 
  rings (250 gp each), 20 gold nuggets (100 gp each), large hunks of 
  dried meat and whetstones.
  Assigned to guard the coven are 2 female ﬁ re giants. The giants 
  are fat and past their prime, but still take their position seriously. A 
  phantasmal force spell cloaks the giants so that they appear to be 
  ogres. The burning stone is the only concession made by the hags to 
  make the chamber more hospitable to the giants. The giants are not 
  above grabbing the rock and slinging it about the room to hit PCs.
  Each giantess wields a huge +1 ﬂ aming bastard sword and wears 
  full plate armor (AC 3[16]).
  FIRE GIANTS (2): HD 11+3; hp 85; AC 3[16]; Atk +1 ﬂ aming 
  bastard sword (5d6+1 plus 1d6 ﬁ re); Move 12; Save 4; CL/XP 
  12/2000; Special: Hurl boulders, immune to ﬁ re.
  Area B31: Quavalave the Seahag
  The stench of rotting ﬁ sh wafts down the hallway leading to this 
  room. The rusted iron door is deeply pitted and covered with a 
  greenish slime that thrives in the room’s humidity. Inside the room, 
  brackish water thick with black algae ﬁ lls a two-foot-deep sunken 
  ﬂ oor. 
  Quavalave, a seahag priestess of Hecate, decorates her chamber 
  with sharp coral, ﬁ sh husks, octopi skins and other castoffs from the 
  sea to make it more “like home.” Hundreds of animated skeletal ﬁ sh 
  hang from barbed chains hooked into the ceiling. The harmless ﬁ sh 
  ﬂ ail about in a bizarre rhythmic dance of clacking bones. 
  A soggy bed of rotting seaweed lies in the corner. The seahag’s 
  treasure is buried within the rotting mound. The treasure consists of 
  a partially eaten recent victim still wearing green-colored +1 chain 
  mail, a +1 bastard sword, +2 vs. giants, and a large steel shield. 
  QUAVALAVE (SEA HAG): HD 9; AC 4[15]; Atk 1 bite (1d4); 
  Move 6 (Swim 18); Save 6; CL/XP 11/1,700; Special: Death 
  gaze, weakness gaze, casts spells as an 8th-level cleric (1—detect 
  magic, light; 2—hold person, silence 15 ft. radius; 3—cure dis-
  ease, speak with dead; 4—create water, sticks to snakes; 5—ﬁ nger 
  of death, insect plague)
  Combat possessions: boots of speed, bracers of defense AC 4[15].
  Area B32: Makabyr the Atrocious 
  This iron door is bound in leather with the full skin of a man 
  stretched over the portal. This skin is a zombie, but it is held helpless 
  by heavy leather strips stitching it tightly to the door. The zombie’s 
  skin writhes and twists in vain to free itself from the door. The door 
  is disturbing, but harmless. PCs gain no experience for killing the 
  unfortunate creature.
  While the door is gruesome, the room beyond is far more unsettling. 
  Macabre humanoid bone sculptures and wind chimes crowd the 
  room. Humanoid leather skins cover the ﬂ oor like a spongy carpet. 
  Wall hangings made of blood-painted humanoid hides decorate every 
  inch of the chamber. A stack of mangy furs and scalps resembles 
  a bed. Hundreds of strands of beads fashioned from dried eyeballs 
  hang from the ceiling.
  A bone cage hangs 10 feet above the ﬂ oor from an iron chain. Within 
  the cage is a plump, squatting satyr. For depraved and unfathomable 
  reasons, a polymorph object spell has turned a giant frog into a satyr. 
  The satyr leaps everywhere and tries to bite or ﬂ ick its tongue at 
  nearby creatures. The frog-satyr has learned that humanoids feed it, 
  so it follows any humanoid that sets it free, although it takes no other 
  actions. It quickly dives into any body of water encountered and 
  possibly drowns as it attempts to breathe.
  This room is the lair of Makabyr the Atrocious, a foul annis and 
  the undisputed leader of the coven of Hecate. 
  Standing around the edges of the room are seven zombies. The 
  zombies do not attack unless commanded by the annis. Makabyr 
  uses disguise self to appear as another zombie (for a total of eight 
  creatures in the room) and attempts to position herself so she can 
  ﬂ ank and attack with her vicious touch.
  Zombies (7): HD 2; hp 13; AC 8[11] or with shield 7[12]; Atk 
  1 weapon or strike (1d8); Move 6; Save 16; CL/XP 2/30; Special: 
  Immune to sleep and charm.
  MAKABYR THE ATROCIOUS (ANNIS): HD 10; hp 77; AC 
  1[18]; Atk 2 claws (2d8), 1 bite (1d8); Move 12; Save 5; CL/XP 
  12/2,000; Special: Hug and rend, polymorph, call mists, casts 
  spells as a 12th-level cleric (1—cure light wounds, detect magic 
  (x2), light; 2—ﬁ nd traps, hold person (x2), snake charm; 3—con-
  tinual light, locate object, remove curse, speak with dead; 4—cure 
  serious wounds (x2), speak with plants, sticks to snakes; 5—ﬁ nger 
  of death (x2), insect plague, raise dead; 6—blade barrier) 
  Non-combat gear: Bracers of defense AC 2[17], ring of spell stor-
  ing (cleric) containing animate object, ﬁ nd the path, speak with 
  monsters. 
  SATYR (FROG): HD 5; hp 14; AC 5[14]; Atk bite (1d4); Move 
  12; Save 12; CL/XP 6/400; Special: N one
  Area B33: 
  Juká Blausk, the Green Hag 
  Shelves crowded with trinkets, charms, bottles, spell components 
  and bizarre keepsakes line the walls. Books on remedies, alchemy 
  and anatomy lie scattered among various skull bookends. Cages of 
  small animals such as doves, bats, lizards and insects hang from 
  small silver chains set into the stucco ceiling. Dozens of bottles, 
  hollow needles, glass tubes, copper coils and oil burners clutter a 
  table. A hammock-like net in one corner serves as a bed.
  The green hag Juká Blausk lives here. She remains invisible 
  when not engaged in combat. The hag watches foes ﬁ rst to discover 
  their weaknesses before engaging in combat. 
  On the shelves are potions of invisibility, extra healing, giant 
  so it follows any humanoid that sets it free, although it takes no other 
  actions. It quickly dives into any body of water encountered and 
   and 
  zombies do not attack unless commanded by the annis. Makabyr 
   to appear as another zombie (for a total of eight 
  HD 2; hp 13; AC 8[11] or with shield 7[12]; Atk 
  and anatomy lie scattered among various skull bookends. Cages of 
  when not engaged in combat. The hag watches foes ﬁ rst to discover 
  giant 
  The adventure
  19
  New Monster: Green Hag
  Armor Class: 5 [14]
  Hit Dice: 9
  Attacks: 2 claws (1d8)
  Saving Throw: 6
  Special: Mimicry, spell-like abilities (constant—walk 
  through ﬂ ora, polymorph self; at will—invisibility, pyro-
  technics)   
  Move: 12, swim 12
  Alignment: Chaos
  Challenge Level/XP: 11/1,700
  Green hags haunt swamps and tangled forests, each twisted 
  crone harboring an intense hatred of beauty and purity. Green 
  hags delight in assuming alluring forms to twist the desires 
  of normal men. They can imitate the sounds of almost any 
  animal found near their lair, and speak and understand any 
  language. 
  
  20
  strength and poison, and three vials of acid. The table also holds a 
  cleric scroll containing ﬁ nd traps, speak with dead and commune.
  JUKÁ BLAUSK (GREEN HAG): HD 9; hp 49; AC 3[16]; Atk 2 
  claws (1d8+6); Move 12; Save 6; CL/XP 12/2,000; Special: mimicry, 
  spell-like abilities, casts spells as a 6th-level cleric (1—cure light 
  wounds, light; 2—hold person, snake charm; 3—locate object; 4—
  cure serious wounds)
  Combat gear: +2 chainmail armor, gauntlets of ogre power, 
  potion of gaseous form. 
  Area B34: Summoning Chamber 
  An intricate octagonal star design cast with a metallic purple sheen 
  adorns the ﬂ oor of an alcove joining the corner of the chamber. The 
  eight-pointed star pattern ﬁ lls a rune-inscribed circle drawn in the 
  round alcove. Lying on the ﬂ oor within the circle is a barbed devil, 
  a glowing longsword imbedded in its chest. Holy symbols of Arden 
  adorn the sword’s pommel.
  The pattern is a summoning circle trapping Olchobhor, a powerful 
  barbed devil summoned by Chariska the Conjurer (Area B36) to 
  further her stature within the Brood. The barbed devil is powerless 
  while trapped within the circle. 
  To further its release, the cunning devil cast phantasmal force over 
  the circle’s interior, creating the image of the longsword impaling it. 
  When PCs enter the room, Olchobhor plays dead and concentrates on 
  making the illusionary sword “speak.” 
  Olchobhor (as the sword) attempts to persuade PCs into retrieving 
  the blade to use in slaying the evil outsiders residing in the adjoining 
  rooms. Olchobhor tries to convince PCs that the sword is a holy 
  longsword named “The Exonerator.” Once the summoning seal is 
  crossed, the protective ward trapping Olchobhor is broken and the 
  barbed devil is free to wreak havoc.
  DEMON, HAMATULA (BARBED DEVIL): HD 12; hp 87; AC 
  3[16]; Atk 2 claws (1d8); Move 12; Save 3; CL/XP 14/2,600; 
  Special: barbs; fear; magic resistance 40%; immune to ﬁ re and 
  poison; resist cold and acid; spell-like abilities: at will—teleport, 
  hold person, phantasmal force, pyrotechnics
  Area B35: Chariska’s Antechamber
  Luxurious tapestries embroidered with bronze symbols of Hecate 
  and the transmutation magic discipline adorn the walls. A woven rug 
  with a symbol of an eight-pointed star surrounded by a glyphic band 
  sits on the ﬂ oor. A single throne-like chair sits against the far wall, 
  and a podium beside it has an open book on it. 
  The book contains the true names of various evil outsiders. While 
  the book is nonmagical, anyone so much as speaking one of the 
  names aloud has a 5% cumulative chance of attracting the attention 
  of an evil outsider. These devils go to great lengths to obtain this 
  book, which is useful only if summoning and bartering with an evil 
  outsider named in the tome. Using the book is a dangerous and evil 
  act, and always results in terrible consequences. 
  Area B36: 
  Chariska’s Private Chamber
  This chamber is enchanted to prevent extraplaner travel such as 
  passwall and dimension door. A modiﬁ ed monster summoning VII
  spell on the locked door summons a bone devil into the chamber 
  when the portal is touched. This immediately alerts Chariska, the 
  Mystic Theurgist of Hecate, to intruders in her private sanctum. 
  Chariska casts monster summoning IV to protect herself while Plud,
  her dretch familiar, summons 1d4 giant rats to aid his mistress. 
  Slightly paranoid, Chariska always expects attacks, although none 
  within the Brood of Hecate would dare challenge her. 
  The bedchamber is furnished with white wood furniture. A bed sits 
  on a raised dais opposite the entrance. Thick woven rugs completely 
  cover the ﬂ oor. Four detailed paintings hang from each wall. These 
  works of “art” portray scenes from nightmarish planes, complete 
  with portraits of their ﬁ endish rulers. Each painting is valued at 
  1,000 gp if the right buyer can be found. A massive desk with stacked 
  books and rolled scrolls sits to the right of the entry. Seven of the 
  scrolls on the desk are monster summoning I-VII. The other papers 
  describe detailed and speciﬁ c magic circles for trapping and holding 
  summoned outsiders.
  Behind one painting lies a locked secret panel that is trapped with a 
  fear spell. Within the small compartment are three sheets of leathery 
  parchment. These papers are contracts with evil outsiders that 
  Chariska forced into her service. The ﬁ ends are currently elsewhere 
  carrying out speciﬁ c tasks for the Brood. Destroying these forms 
  releases the ﬁ ends, but allows them to roam freely to fulﬁ ll their 
  desires. The Referee is encouraged to ﬂ esh out these ﬁ ends and what 
  horrible endeavors they may pursue if set free. Each might even want 
  to personally “thank” the PCs for freeing him.
  OSYLUTH DEMON (BONE DEVIL): HD 10; hp 71; AC 
  5[14]; Atk 1 bite (1d8), 2 claws (1d6) and tail stinger (3d4 plus 
  poison); Move 9, ﬂ y 12; Save 5; CL/XP 13/2,300; Special: magic 
  resistance 20%, immune to ﬁ re and poison, resists cold and 
  acid, poison, spell-like abilities: constant—ﬂ y, at will—teleport, 
  invisibility, mirror image, wall of ice
  PLUD (DRETCH DEMON): HD 4; 27 hp; AC 2[17]; Atk 2 
  claws (1d4), 1 bite (1d6); Move 9; Save 13; CL/XP 6/400; Spe-
  cial: Magical abilities.
  Description: Plud lives in constant fear from the abuse Chariska 
  doles out on the poor familiar. He never leaves her side, however, 
  fearing the powerful devils and hags roaming Abhor Brazier who 
  would delight in inﬂ icting worse punishments.
  CHARISKA, THE MYSTIC THEURGIST OF HECATE 
  (CHAOTIC HUMAN FEMALE MAGIC-USER 12): HD 9+3; 
  hp 55; AC 2[17]; Atk ﬂ aming staff +3 (1d6+3 plus 1d6 ﬁ re 
  damage); Move 9; Save 5; CL/XP 14/2,600; Special: Spells (1—
  charm person, detect magic, hold portal, magic missile; 2—dark-
  strength
  potion of gaseous form
  Area B34: Summoning Chamber 
  barbed devil summoned by Chariska the Conjurer (Area B36) to 
  barbed devil is free to wreak havoc.
  The adventure
  New Monster: Demon, 
  Hamatula (Barbed Devil)
  Armor Class: 3 [16]
  Hit Dice: 12
  Attacks: 2 claws (1d8)
  Saving Throw: 3
  Special: barbs; fear; magic resistance 40%; immune to ﬁ re 
  and poison; resist cold and acid; spell-like abilities.
  Move: 12
  Alignment: Chaos
  Challenge Level/XP: 14/2,600
  Hamatulas – known more commonly as barbed devils – are 
  covered in barbs from the tips of their long, lashing tail to 
  their fang-ﬁ lled mouth. Anyone striking a barbed devil with a 
  melee weapon, unarmed or with a natural weapon takes 1d8 
  points of damage from the barbs covering the creature’s body. 
  If a barbed devil hits a single opponent with 2 claws, it grabs 
  the victim and inﬂ icts 2d8 points of damage automatically as 
  it impales the creature on its barbs. Any creature struck by a 
  barbed devil’s claws must make a successful save or ﬂ ee in 
  horror. There is a 60% chance they drop whatever they are 
  holding. At will, a barbed devil can cast teleport, hold person, 
  phantasmal force and pyrotechnics.
  
  21
  The adventure
  ness 15 ft. radius, knock, mirror image, web; 3—dispel magic, 
  ﬁ reball, hold person, slow; 4—confusion, fear, monster summon-
  ing II, wizard eye; 5—feeblemind, hold monster, telekinesis, wall 
  of stone; 6—monster summoning IV)
  Combat gear: ﬂ aming staff +3, bracers of defense AC 4[15], ring of 
  protection +2; Non-combat gear: medallion of ESP, robe of eyes. 
  Personality: Chariska is a thoroughly unpleasant woman. Her 
  underhanded and corrupt personality matches her unpleasant 
  appearance. Except for Dealyn Rhó, Chariska distrusts and despises 
  the rest of the Brood, remaining separate from the haughty and 
  snobbish members. Chariska’s ﬁ gure is lumpy and twisted with age, 
  and her skin resembles a banana left in the sun too long.
  Area B37: The Cold Room
  This room is inexplicably cold, although the bitter chill has no ill 
  effects other than to cause PCs to shiver slightly. A frosted ornate 
  bronze urn ﬁ lled with clear icy water sits in the room. The sounds 
  of splashing water (from Area B38) can be heard from behind the 
  east wall.
  Two rounds after a Lawful PC enters this room, the Brood of 
  Hecate’s mistress of Necromancy (Area B39) takes notice and 
  investigates.
  Area B38: The Crypt Abode of 
  Aliak Tal Ashon 
  These sealed chambers serve as Abhor Brazier’s crypts. Rows of 
  burial niches holding ornamental urns line each room from ﬂ oor 
  to ceiling. The majority of urns contain the ash remains of beloved 
  members of Hecate’s Brood. 
  A fountain in the middle of the room splashes water over a human-
  sized statue of Hecate depicting her in the days before her decline 
  into dark magic. The water trickles from a golden chalice the statue 
  holds above its hand. The water ﬂ ows down the statue’s arm and over 
  its body in a ﬁ ne sheen of water. The liquid drips into a small basin at 
  her feet. The water never stops and its source cannot be discovered.
  Aliak Tal Ashon (Area B39) frequently wanders into this chamber 
  to revere Hecate.
  Area B39: Sanctuary of the 
  Darkened Soul
  A huge statue of Hecate stands against the rounded wall of this 
  niche-ﬁ lled chamber. Hundreds of urns line the niches, each inscribed 
  with a name and phrase describing the person within. The statue’s 
  arms are raised over an altar of dull black stone. Lying upon the altar 
  are the dusty skeletal remains of Aliak Tal Ashon, a ghost cleric of 
  Hecate. Her form still wears the deteriorating priestess robes she was 
  buried in. A ceremonial +4 silver dagger is embedded in her ribs. 
  Aliak Tal Ashon has haunted the dungeon of Abhor Brazier for 
  nearly 300 years. She is the Brood’s undisputed master of Necromancy. 
  While not the most powerful member of the Necromantic arts, she 
  nevertheless slew all challengers to her position.
  Aliak Tal Ashon ﬂ ies into a rage if anyone penetrates the tomb. 
  Unlike most ghosts, she desires to remain on this plane and retain her 
  position within the Brood. She has an agreement with Dealyn Rhó to 
  not harm the high priestess if she or her familiar are forced to retreat 
  to this chamber via their contingency spells.
  To lay her soul to rest, her body must be properly burned and her 
  remains interred. PCs could accomplish this by placing her ashes in 
  an urn and placing the urn in an empty niche within the crypt.
  ALIAK TAL ASHON (CHAOTIC FEMALE GHOST CLERIC 
  12): HD 9+6; hp 57; AC 0[19]; Atk +2 ghostly heavy mace 
  (1d6+2); Move ﬂ y 18; Save 5; CL/XP 15/2,900; Special: Incor-
  poreal, corrupting touch, spells (1—detect good, detect magic, 
  light, protection from good; 2—hold person (x3), silence 15 ft. 
  radius; 3—continual light, locate object, remove curse, speak with 
  dead; 4—cure serious wounds, protection from good 10 ft. radius 
  (x2), speak with plants; 5—dispel good, ﬁ nger of death (x3); 6—
  blade barrier)
  Combat gear: +2 ghostly heavy mace, +1 ghostly plate mail, +2 
  ghostly heavy steel shield.
  Corrupting touch: A ghost’s touch does 2d6 points of damage 
  that manifests as physical wounds on its victims.
  Personality: Aliak Tal Ashon was a promising young Brood 
  member. Her stance and beauty guaranteed her a quick rise in power. 
  Jealous and fearful of her potential, the other members of the Brood 
  sacriﬁ ced Aliak and left her body unburied in one of the many hidden 
  crypt rooms below Abhor Brazier. The chamber was sealed to further 
  the humiliation. Aliak returned a week later to slay the Brood member 
  who drove the dagger into her body. The remaining members of the 
  Brood bargained with the ghost, granting her the position of power 
  within the temple’s ranks.
  Aliak possesses an unearthly beauty, which turns to ghastly rage 
  when she is angered.  
  Area B40: The Room of Fire
  A permanent wall of ﬁ re horizontally covers the pit entrance to this room, 
  the ﬂ ames dealing 1d6 points of damage (no save) to anyone passing through 
  them. The walls, ﬂ oor and ceiling are also covered by permanent wall of ﬁ re
  spells. PCs entering the pit automatically suffer 5d6 points of damage per 
  round (no save). The intense heat can be felt on the walls in the halls near 
  Area B34 and B35. The 20-foot-deep pit contains various deep gouges in the 
  walls that the iron golem hydra at the bottom of the pit uses to climb to reach 
  Area B2. The massive golem ﬁ lls the pit. It is so large that it can anchor itself 
  using the gouges to attack normally while most of its bulk remains hidden.
  At the bottom of the pit (beneath the hydra golem) is a three-foot-
  thick stone lid that hides a few prized possessions of the Brood. The 
  lid weighs 3,200 pounds. The iron golem moves the lid for the Brood.
  The cache holds an adamantine bastard sword, a +1 dwarven war 
  hammer that returns to hand, an amulet against scrying and a horn 
  of blasting, an illumined tome about controlling dragons, 6 diamonds 
  (500 gp each) and 2,000 gp.
  New Magic: 
  Ghost Weapons and Armor
  Ghosts cannot wield corporeal weapons or armor. However, 
  ghostly versions of many weapons, armor and shields can be 
  worn or wielded normally by ghosts and normal beings alike. 
  Other than being slightly intangible and translucent, these 
  weapons and armor act just like their normal counterparts, 
  but are half the normal weight. Most ghost weapons are 
  created spontaneously after their wielder dies in battle, but 
  some say powerful magic can duplicate the effect. Some 
  examples include:
  Ghostly Weapon 
  Damage 
  Weight
  Dagger 
  1d4 
  1
  Hammer, war 
  1d4+1 
  3
  Bastard sword 
  1d8 
  5
  Ghostly Armor 
  Effect on AC 
  Weight
  Leather 
  -2[+2] 
  13
  Plate 
  -6[+6] 
  35
  Shield 
  -1[+1] 
  5
  
  Area B41: The Prison
  The corridor takes a turn and descends a steep ﬂ ight of stairs to a 
  50-foot-long hall. Three iron doors line each wall. Small iron-grated 
  windows allow a view into the cells. Each cell is locked from the 
  hallway and cannot be opened from the interior once closed. The 
  doors are warded with a trap on both sides (1 in 6 chance to spot) that 
  inﬂ icts 2d6+2 points of damage to anyone touching the portal. The 
  wards automatically reset one round after being discharged.
  Area B41-A: Cell
  This cell holds Thurid Hrolf, an infamous assassin from 
  Bargarsport who was hired by Devarsi to slay Dealyn Rhó. He failed, 
  and Dealyn has not yet had the chance to interrogate him. 
  Thurid still maintains his disguise of a female priestess of Hecate. 
  He has thus far been unable to escape. If confronted, he claims to be 
  a lesser priestess who had a change of heart. “She” was imprisoned 
  here for her kindness to other prisoners. Thurid ﬂ irts with susceptible 
  male PCs to gain his release.
  THURID HROLF (CHAOTIC HUMAN MALE  ASSASSIN 
  9): HD 7; hp 38; AC 6[13]; Atk +1 long sword of extra attack 
  (1d8+1); Move 12; Save 5; CL/XP 9/1,100; Special: None
  Combat gear: +1 leather armor under priestess robes, +1 long 
  sword of extra attack, Non-combat gear: potions of invisibility 
  and extra healing.
  Area B41-B: Cell 
  This cell holds 4 human male commoners from a nearby mountain 
  village. They have little to offer PCs other than a feast in their honor 
  upon their safe return home.
  Area B41-C: Cell
  This cell is currently contains Thurid Hrolf’s weapons and potions 
  (see Cell A). The Brood tossed the weapons into this empty cell 
  for safekeeping when they captured Thurid and brought him to the 
  dungeons to await Dealyn Rhó. They’ve all but forgotten about the 
  failed assassin and his gear.
  Area A41-D: Cell 
  This prison cell holds Ceallachan, an astral deva suffering the 
  worst tortures Abhor Brazier’s inhabitants can inﬂ ict upon him. The 
  deva, who is barely alive, was ensnared and brought here months 
  ago to endure torture beyond mortal comprehension. Ceallachan was 
  on a mission to investigate the return of Akruel Rathamon, but was 
  captured by the witches of Abhor Brazier.
  In a methodical and calculating attempt to turn Ceallachan into 
  a being of vile corruptness, Dealyn Rhó patiently persecutes the 
  angel to the limits of his immortal soul. He is chained to the ﬂ oor 
  by shackles bolted to the ﬂ oor through an adamantine ring. The ring 
  must be broken to free the shackles.
  Ceallachan has lost all spell-like abilities but still barely retains his 
  Lawful alignment after the evil that the Brood has inﬂ icted on his 
  body and soul. He knows he can never return to his former glory 
  and that his only future freedom is death’s release. Ceallachan pleads 
  to any rescuers to end his tortured life and free him of the evil taint 
  he now harbors. He knows that only an act of self-sacriﬁ ce in the 
  cause of good or the intervention of a deity can save him from 
  eternal damnation. Ceallachan is more than willing to sacriﬁ ce his 
  life energy to empower the Scepter of Faiths. He sees it as the last 
  noble act even his corrupted soul can perform.
  CEALLACHAN (NEUTRAL MALE ASTRAL DEVA): HD 
  14; hp 25 (current); AC 2[17]; Atk slam (2d8); Move 15, Fly 
  18; Save 3; CL/XP 16/3,00; Special: magic resistance 25%; im-
  mune to acid, cold and petriﬁ cation; resists electricity and ﬁ re; 
  spell-like abilities: at will—continual light, detect evil, dispel evil, 
  dispel magic, invisibility, remove curse, remove disease; 7/day—
  cure light wounds; 1/day—blade barrier
  Area B41-E: Cell 
  This cell holds Friedric, a fattened commoner captured a month 
  ago (Lawful human male). Dealyn Rhó plans to bribe the Coven of 
  Hecate with this tasty morsel. 
  Area B41-F: Cell
  This cell is empty, although bloodstains cover the walls.
  Ending the adventure
  The PCs need to successfully ﬁ nd Ceallachan and convince him 
  to sacriﬁ ce himself to power the Scepter of Faiths. Ceallachan 
  readily welcomes the chance to redeem his darkened soul, and the 
  Seminary holds a massive ceremony to help “purify” the deva before 
  the Enchantment of Power rite is performed. This ﬁ nal blessing 
  demonstrates how the good of many can be saved by the sacriﬁ ce 
  of one. The martyr spends eight days of prayer, penance and fasting 
  before freely impaling the scepter into its heart. The time Ceallachan 
  has spent in Abhor Brazier’s dungeons more than exceeds the eight 
  days. The ceremony is unnecessary, but it does ease Ceallachan’s 
  mind somewhat that his soul is clean enough for the soon-to-be holy 
  relic. 
  The blessing requires that at least 12 life levels be freely bestowed 
  into the scepter during this ﬁ nal blessing. The life sacriﬁ ced cannot 
  be restored by any means other than divine intervention and must 
  come from a single being that willingly makes the sacriﬁ ce. This 
  ﬁ nal blessing demonstrates how the good of many can be saved by 
  the sacriﬁ ce of one. 
  After Ceallachan plunges the scepter into his chest, the Seminary’s 
  dome glows brilliantly, blinding all within the chamber for 1d6 
  rounds. When everyone’s vision returns, the glowing Scepter of 
  Faiths lies on the ﬂ oor — and a second block of stone encases 
  Ceallachan’s form. The new crystal block stands beside the one 
  The adventure
  22
  Area B41: The Prison
  Area B41-A: Cell
  sword of extra attack
  Area B41-B: Cell 
  Area B41-C: Cell
  Area A41-D: Cell 
  by shackles bolted to the ﬂ oor through an adamantine ring. The ring 
  body and soul. He knows he can never return to his former glory 
  New Monster: Astral Deva
  Armor Class: 2 [17]
  Hit Dice: 14
  Attacks: +2 warhammer that destroys undead (1d8+2) or 1 
  slam (2d8)
  Saving Throw: 3
  Special: magic resistance 25%; immune to acid, cold and 
  petriﬁ cation; resists electricity and ﬁ re; spell-like abili-
  ties (at will—continual light, detect evil, dispel evil, dispel 
  magic, invisibility, remove curse, remove disease; 7/day—
  cure light wounds; 1/day—blade barrier)  
  Move: 15, Fly 18
  Alignment: XX
  Challenge Level/XP: 16/3,200
  This tall human has long, feathery wings and glows with 
  an inner radiance that makes it difﬁ cult to look directly at 
  the being. A sense of serene peace radiates from the creature.
  
  The adventure
  23
  already housed within the Seminary. Where Ceallachan’s face once 
  was dejected and miserable, contentment now is written across his 
  peace-ﬁ lled face.
  Bringing down Abhor Brazier is an admirable goal, but not required 
  to complete the adventure. Any members of the Brood who remain 
  alive after PCs invade the temple do their best to track the invaders 
  and exact vengeance.
  Once the ritual is complete, the Scepter of Faiths gains a ﬁ nal +1 
  bonus to attack and damage (a total of +4 bonus enchantment). The 
  scepter also gains a Lawful alignment. The Scepter of Faiths becomes 
  intelligent and has free will to use its powers. It immediately requests 
  that its wielder complete its destiny and destroy Akruel Rathamon. 
  The Scepter of Faiths immediately begins asserting its will to seek 
  out and destroy the death-priest. The scepter speaks in Ceallachan’s 
  voice.
  Over the years the scepter held Akruel immobilized, it gained the 
  knowledge that Akruel cannot be slain by normal means. It realizes 
  that something else must be powering Akruel’s immortality and 
  desires to travel to Al-Sifon to discover this source. Its overall goal 
  is the destruction of Akruel Rathamon, and it works fervently toward 
  achieving this.
  
  24
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
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  Splinters of Faith, Copyright 2010, Author Gary Schotter & Jeff Harkness.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
  Aerial Servant from the Tome of Horrors, Copyright 2002, Necromancer 
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