TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  BDK5I-02 
   
   
   
   
   
  CLOSURE 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Bandit Kingdoms Regional Interactive 
  Version 1 
   
  by Chris Gorsuch & Beth McCullers 
  Reviewers: Jason Covitz 
  Playtesters: Jon Cary, Jason Covitz, Robert Pastorius, Tom Thowe 
   
   
  "Who would believe a weapon could force people to attack the person who held it and why would such an 
  abomination ever be forged?  The storyteller lost all credibility when he swore that those who fell while 
  wielding it vanished in a flash of white light.  But somewhere deep his tale stirred a memory..." A Bandit 
  Kingdoms regional adventure for APLs 2-16, and Part 5 of the Bender Series. 
   
  
  Adventure Background 
  This interactive builds upon the events started in 
  BDK1-09: The Bender & BDK2-03: Body and Soul. 
  THE SINS OF THE FATHER 
  In the year CY382 Borl, the Priest of the Church of 
  Kurell in Rookroost, informed his congregation 
  that he had met a Dwarven priestess, Durana, 
  who had stolen his heart and in three weeks they 
  were to marry.   
  With great remorse he confessed it had been 
  wrong to devote their lives to the worship of Kurell. 
   Durana had shown him that such petty emotions 
  as Jealousy and Revenge were beneath them and 
  he asked the congregation’s forgiveness.  He then 
  began to preach to his congregation tales of 
  Durana’s god  (Abbathor) and the riches they 
  would acquire in his worship.   
  At the end of the sermon Borl explained that 
  services were hereby suspended until after the 
  wedding.  With the promise of salvation for those 
  that followed him, Borl announced that when the 
  church reopened it would be rededicated to the 
  worship of Abbathor, the Great Master of Greed!  
  Then, as now, Kurell’s followers in Rookroost were 
  a minority.  But as a growing city in a land ruled by 
  bandits it was an important foothold towards 
  increasing his influence within the realm.  Kurell’s 
  outrage at being tossed aside by a love-struck 
  priest was great, but his hands were tied by the 
  pact of Non-Interference between the gods.   
  A solution came to him, born on the tear-laden 
  prayers of a member of the very congregation that 
  was about to forsake him.  It seemed a young 
  woman, Lorelei, held her own romantic aspirations 
  towards the priest.  Her prayers carried within 
  them an ember of jealousy a feeling he knew quite 
  well.  A feeling that he could flame into a passion, 
  creating a vessel through which he could exact his 
  vengence. 
  Under Kurell’s influence, Lorelei’s evenings were 
  spent lost in romantic dreams of the priest.  But 
  with the coming of day her dreams collapsed as 
  she watched Borl and his betrothed make 
  arrangements for their wedding.  Feelings of 
  inadequacy and rejection soon grew within her.  It 
  was only a matter of time before her attention 
  focused on the source of her anguish, Durana.  
  What had started as love had been transformed 
  first into jealousy and finally to anger. 
  The night before the wedding was to occur Kurell 
  provided Lorelei with a different dream.  This one 
  featured a magical shortsword, his chosen 
  weapon.  She was to find this weapon and present 
  it to Borl at the wedding.  By presenting this gift to 
  the priest he would see the error of his ways, 
  reject his Dwarven bride, and marry her instead.   
  Lorelei awoke in tears.  She had found the solution 
  to her troubles at last but knew it was an 
  impossible dream.  There was no way she could 
  find such a sword in time for the wedding.  Lost in 
  depression, she wandered to the local tavern, 
  determined to drown her sorrows.   
  Hours later, a traveler asked if he could join her at 
  the bar.  His name was Lago and he was a 
  worshipper of Keoghtom (Hero-God of secret 
  pursuits and extraplanar exploration).  Attempting 
  to impress the grieving woman, Lago explained 
  how he had recently returned from the plane of 
  Limbo where he had saved a strange looking 
  fellow who was being attacked by a group of 
  Slaadi.  As a reward he had received a sword; a 
  sign of gratitude for his good deed.  Even through 
  her blurred vision Lorelei could recognize the 
  weapon he held before her as the one from her 
  dreams!  As if by chance, all she had dreamt of 
  was finally within her grasp. 
  A strange coincidence indeed…  For unbeknownst 
  to either of them, the stranger Lago had ‘saved’ 
  was Vathero, a Githzerai acting in the service of 
  Kurell.  Since activities occurring in Limbo are 
  conveniently outside the scope of the agreement 
  of Non-Interference, and the sword was provided 
  as a fair and equitable payment for services 
  rendered (the attack had been real, albeit carefully 
  arranged), there was little the other gods could do 
  to complain.  Mix in a few well placed 
  ‘suggestions’ and you end up with Lago and 
  Lorelei meeting in a tavern mere minutes before 
  the wedding.  Kurell’s plan for revenge was 
  coming together beautifully. 
  Meanwhile, back in the bar, Lago was stricken by 
  Lorelei’s sad tale.  As a follower of Keoghtom he 
  recognized that she was on a secret pursuit of her 
  own.  Clearly it was his god’s will that she have the 
  sword so he presented it to her on the condition 
  that he be allowed to accompany her to the 
  wedding to see her quest through to the end.  
  The time for the wedding had finally arrived and 
  Borl, Durana, and their combined congregation of 
  humans and dwarves were all in attendance.  
  Rushing to the church, Lorelei arrived mere 
  BDK5-02i  CLOSURE 
   
  Page 2 
  
  moments before the ceremony was set to begin 
  and hurriedly presented Borl with her gift.   
  As a former priest of Kurell, he immediately 
  recognized the weapon as a symbol of his 
  previous life.  In devotion to Durana he had sworn 
  to put his past behind him.  Joining his betrothed 
  before the congregation, he announced they 
  would destroy the weapon as part of the wedding 
  ceremony.  It would be a symbol of his conversion 
  to their new faith and proof that not even Kurell 
  could stand in the way of the congregation’s 
  salvation. 
  Lorelei was devastated.  She hadn’t intended to 
  convert to the Dwarven god and things certainly 
  weren’t turning out as she her dream had foretold. 
   As she stood there dazed and utterly helpless, 
  Kurell’s plan for revenge began to unfold.   
  Drawing everyone together to witness the sword’s 
  destruction Borl slowly drew the weapon from its 
  sheath, revealing the length of its blade and 
  unknowingly activating the curse that it secretly 
  held.   
  The weapon was a wondrous sight.  Vathero had 
  forged it in the depths of Limbo, a blend of rare 
  metals uniquely combined with the malleable 
  essences found there.  It was forged not by fire but 
  through the strength of will of its creator and 
  infused with the emotion that drove him to do so, 
  Jealousy. 
  Although never the greatest of smiths, Vathero 
  had reached the pinnacle of his life’s work.  He 
  had discovered a way to ensure that all who 
  beheld the sword would be driven by a compulsion 
  to take it for their own, even killing to posses it.  
  Thus had been forged the Shortsword of Kurell. 
  All present were immediately subjected to the 
  power of the sword.  Each saw the weapon as a 
  glorious object that only they were worthy to 
  possess.  The compulsion might have been fought 
  off, but for worshippers of Abbathor there was no 
  hope.  And it was under this compulsion that the 
  congregation descended upon the priest in a 
  frenzy of greed.  In moments he was dead.  
  But as the killing blow fell a dazzling white light 
  filled the room.  Instead of slumping to the ground 
  the body of the priest simply vanished, leaving 
  only the sword behind.  Of course many were 
  eager to claim the prize before another should 
  grab it and the sword soon had a new wielder.  
  Again the sword called out to them, and he too 
  followed the priest to the same ghastly fate.  By 
  the time Durana managed to regain control of her 
  followers the cycle had repeated itself many times 
  over and half of the congregation had simply 
  vanished. 
  Durana was furious!  She accused Lorelei of being 
  a traitor to the church, of conspiring to gain control 
  of the congregation for herself.  Distraught by the 
  loss of Borl and so many of her friends, Lorelei fell 
  to her knees and begged forgiveness for what she 
  had done.  Lago, desperate to save their lives, 
  claimed their innocence.  He told a tale of how he 
  had received the sword days before from a 
  stranger in a distant land.  Surely the stranger was 
  the one responsible for this.  Lago would offer to 
  transport them all to the place he had last seen the 
  man if they would only spare their lives. 
  Desiring vengeance they accepted his offer and, 
  with 
  Lorelei 
  held 
  captive 
  under 
  Durana’s 
  bejeweled dagger, Lago began the preparations to 
  transport the congregation to Limbo. 
  Stepping through the gate, Lago found himself in 
  the darkened cavern where he had left the 
  stranger days earlier.  Fearing what might happen 
  should they be unable to find the stranger, Lago 
  waited on the other side for the last of the 
  congregation to pass through the gate.  Then, 
  seizing his chance, he grabbed Lorelei and 
  jumped back through the gate. This ended the 
  spell and sealed the gate forever; leaving the 
  congregation to whatever fate beheld them. 
  Scary tales were told for years of the empty 
  church, prepared for a wedding, and the missing 
  congregation.  The church of Kurell in Rookroost 
  lay dormant for many years before being 
  reclaimed by an errant priest.  But no one ever 
  discovered what truly happened to Borl, Durana, 
  and their followers.   
  As for Lago, he and Lorelei left Rookroost that 
  day, vowing never to return.  Traveling south they 
  came to a small town named Zelosus and decided 
  to make it their home.  Together they had several 
  children and grandchildren.  Lago gave up extra-
  planar travel, devoting his life instead to the study 
  of teleportation, preparing an extensive journal on 
  the subject.  Lorelei, seeing the folly in the path 
  Borl had promised them, chose to rededicate 
  herself to the worship of Kurell, even creating a 
  secret shrine to him in the cave she discovered 
  under their home.  
  And so the story should have ended, but it was not 
  to be… 
   
   
  BDK5-02i  CLOSURE 
   
  Page 3 
  
  THE TEMPTATION OF THE SON 
  Fifty years later, in the year CY432, Lago’s 
  grandchild Cadar discovered his Grandfather’s 
  tome on the study of teleportation.  A scholar by 
  trade he had dedicated his life to the study of 
  superstitions and the ritualistic rites of the 
  ancients.  With Lago’s tome he was able to 
  significantly advance his studies.  Eventually he 
  developed a ritual that would enable him to 
  summon outsiders to do his bidding.  However, to 
  do so would require the sacrifice of someone dear 
  to him and that was a price he was not willing to 
  pay.  Fearing others might misuse his research; 
  he stopped all work on the subject, hid his notes in 
  the back of his Grandfather’s text, and sealed it 
  away in the abandoned shrine created by his 
  grandmother, Lorelei.   
  Years passed… 
  A FAMILY DIVIDED 
  As children, the twin’s Khane and Khan used to 
  sneak away to play on the subterranean lake 
  hidden under their home.  One day they 
  discovered an abandoned shrine hidden away in 
  one of its tributaries.  Khane spent many days 
  wondering as to its purpose and studying the 
  religious books he found hidden there.   
  In time, Khane’s power in the Divine magics grew 
  and he entered the priesthood on his 15th birthday. 
   His parents had died earlier that spring, attacked 
  by bandits on the road to Rookroost.  Khane had 
  been powerless to stop their attacks and vowed to 
  never be in such a position again.  He believed 
  that the study of divine magics would provide him 
  with an understanding of the workings of the gods, 
  and some ability to control his destiny.  
  Khane returned often to the home of his youth and 
  spent many hours studying in the forgotten shrine. 
   But of all the books located there the one that 
  intrigued him the most was the Book of Gating.  It 
  was different than the rest.  It described methods 
  of transportation and although many of its 
  teachings were of an arcane nature and thus 
  outside of his field of study, one was different.  
  Located in the back of the book, it was obviously 
  penned in a different hand than the rest of the text.  
  The ritual it described could be used to summon 
  outsiders to do your bidding, but would require the 
  sacrifice of a loved one to complete.  His brother, 
  Khan, was the only one he cared for, but he was a 
  man possessed, desperate to unlock the secrets 
  of the tome no matter the price.  
  In the year CY583 the forces of Iuz that had 
  invaded the Combination of Free Lords were 
  approaching Zelosus.  Khane had been preparing 
  the ritual site for some time but was going to need 
  to hurry if he was to complete it before the 
  invading forces reached him.   
  As he finished his preparations he sent word for 
  his brother to join him to see the secret he had 
  discovered in the temple.  Unfortunately in his 
  haste he made mistakes in the preparations.  
  Through trickery he was able to subdue and then 
  sacrifice his brother, successfully summoning the 
  outsider and binding it to his service.  However, 
  the mistakes he made enabled the creature to 
  retain free will over how it was to interpret Khane’s 
  commands.  When he demanded a sword worthy 
  of a servant of Kurell the Slaad provided him one, 
  by stealing it from the descendants of those Lago 
  had abandoned in Limbo decades before. 
  His prize in hand, Khane quickly fled the village.  
  The Slaad, his task complete, attempted to return 
  through the gate only to discover the free will 
  afforded to him wasn’t the only side effect the 
  errors in the ritual had caused.  It seemed that 
  until the sword was returned he was bound to the 
  gate, trapped in the abandoned temple beneath 
  Zelosus.  With each passing day the power of the 
  gate grew, and through it the taint that the sword 
  carried spread to infect Oerth as well. 
  THE BENDER 
  In the year CY591 Khane returned to Zelosus with 
  the intention of returning the sword to the Slaad 
  and demanding a replacement that was not 
  cursed!  However he was discovered by a party of 
  adventurers prior to completing his mission.  In the 
  conflict that ensued Khane was slain, his body 
  vanishing in the same manner as the earlier 
  wielders of the sword.  The sword was claimed as 
  a prize by the adventurers who, recognizing it as a 
  cursed object, promptly sold it at their earliest 
  opportunity.  (For more information refer to BDK1-
  09: The Bender) 
  BODY AND SOUL 
  In the year CY592 a party of adventurers traveled 
  to the town of Zelosus to find it under the effects of 
  a curse.  In their wanderings they discovered the 
  remains of the Shortsword of Kurell, which had 
  been acquired and destroyed by the local 
  magistrate in a futile attempt to end the curse.  
  Beneath the town they discovered the portal that 
  was the source of the curse and the Slaad that 
  was bound to it.  The party returned the remnants 
  of the sword to the Slaad, hoping that by doing so 
  BDK5-02i  CLOSURE 
   
  Page 4 
  
  they could enable him to return and thereby seal 
  the rift.  When this did not work the Slaad flew into 
  a murderous rage forcing the adventurers to 
  defend themselves from his wrath.  Surprisingly, 
  with the death of the Slaad the rift significantly 
  reduced in size, however it did not go away.  
  Careful study of the notes found in the shrine 
  revealed what would be required to close the gate: 
  • 
  The Shortsword of Kurell 
  • 
  The Book of Gating 
  • 
  A completed staff of three parts 
  • 
  A token of a magical creature, given freely 
  The race was on to find the components before 
  the power of the rift returned.  (For more 
  information refer to BDK2-03: Body & Soul) 
  THE PRESENT 
   
  Two years have passed since the portal was 
  discovered under Zelosus.  In that time the rift has 
  increased in size and is once again making its 
  presence known.   
  The town itself has been abandoned, declared off 
  limits by the forces of Iuz after two priests went 
  mad and slaughtered most of its inhabitants.  A 
  new road is now firmly established, bypassing the 
  village, and those who live in the area refuse to 
  approach, believing it to be haunted. 
  The rift is a gateway to the plane of Limbo.  As the 
  rift grows in size its reach has expanded.  
  However the death of the Slaad and destruction of 
  the sword to which it was tied has changed its 
  effects.  Originally it afflicted those living within the 
  town with feelings of jealousy.  Now the rift is 
  destroying the structure of everything around it.  
  The power of the rift, combined with the natural 
  erosion of the subterranean lake, has undermined 
  the town to the point of collapse. 
  Adventure Summary 
  INTRODUCTION 
  The adventure begins with the heroes passing 
  near the town of Zelosus as the village collapses 
  into the underground lake. 
  Encounter One: ZELOSUS 
  Investigating the town of Zelosus the party 
  discovers a shrine hidden underneath.  There they 
  find a magical Rift that is the source of the 
  collapse.   
  Encounter Two: COLD STORAGE 
  Stepping through the rift they find themselves in a 
  dark cave that is extremely cold.  Interred here are 
  a number of dead bodies (predominately human, 
  some Dwarven), each marked with deadly wounds 
  but perfectly preserved.  A middle-aged Dwarven 
  male in winter clothes prays over a Dwarven 
  corpse (his father).   
  Encounter Three: WELCOME TO LIMBO 
  Leaving the frozen cave the party has their first 
  experience with the uncontrolled environment of 
  limbo.  The outside is a strange conglomeration of 
  environments, seemingly thrown together at 
  random.  They can make out three additional 
  earthen domes and a massive spire in the 
  distance.  
  Encounter Four: MEET THE FAMILY 
  The party will enter one of the other three caves or 
  investigate the spire.   
  Cave Two: This cave has a number of the 
  descendants of the congregation attempting to 
  recreate the Shortsword of Kurell in an attempt to 
  learn its secrets.   
  Cave Three: This cave is the bunkhouse for the 
  congregation.  Several descendants of the 
  congregation and one of the original survivors are 
  usually found sleeping here 
  Cave Four: This cave serves as the temple to the 
  worship of Abbathor.  The priestess who took over 
  when Durrana passed 50 years ago is here, along 
  with several descendants of the congregation. 
  The Spire:  The spire is a 20x20 shear cliff face of 
  rock shooting 100’ in the air.  At the top of the 
  spire is the anvil originally used to create the 
  sword.  The anvil is guarded. 
  Encounter Five: THE TRUE NATIVES 
  Leaving whichever cave they entered second they 
  encounter a native that has entered the area 
  which must eventually be defeated.   
  Encounter Six: PICK YOUR POISON 
  Eventually they will decide upon a solution to their 
  problem. 
   
  Option One: Killing off the surviving members of 
  the original congregation will end the curse, 
  enabling the gate to close.   
  BDK5-02i  CLOSURE 
   
  Page 5 
  
  Option Two:  Repairing the sword (or possessing 
  the original, undamaged sword) and returning it to 
  the blacksmiths will allow the characters to close 
  the gate.   
  Option Three: The petitioner spirit of Vathero 
  knows the true history.  In exchange for helping 
  free him to go to his final reward he will reveal the 
  secret (that the congregation must revert to the 
  worship of Kurell to end the curse, allowing them 
  to return through the gate).   
  Option Four:  By gathering the available evidence 
  the party can piece together hints of what 
  happened and perhaps come up with their own 
  way to appease Kurell’s anger. 
  Option Five: Stabilizing the gate.  Those who have 
  gathered all four items called for in Body & Soul 
  may stabilize the gate, allowing the congregation 
  to leave without an issue.   
  Option Six: Leaving.  Eventually another group will 
  come by and solve the problem.   
  Conclusion 
  The characters will either be successful in closing 
  the rift, will fail to do so, or will be lost in Limbo. 
   
  Preparation for Play 
  This interactive will use a combination of Master 
  Maze and printed tiles similar to those used in 
  D&D Minis.  Master Maze will be used to create 
  four roughly 20x20 caves with no exits.  The tiles 
  will be used to create the random terrain that 
  surrounds the caves once the characters discover 
  the exit to the first cave. 
  Once the players are ready to begin ask if any of 
  the characters have participated in The Bender or 
  Body & Soul.  These characters will have access 
  to additional information at various places in the 
  interactive as noted in the text. 
  You should also determine if the characters have 
  all of the items required to close the Gate as 
  documented in Section 6E: Option 5.  The 
  characters with the two staff sections will be drawn 
  to the spire as noted in the event text. 
  You will also need to make a list of the knowledge 
  skills for each of the characters along with their 
  associated modifier.  By gathering this list yourself 
  from their character sheets you can use this 
  opportunity to secretly note their Wisdom modifier 
  since this will be required later. 
   
  Introduction 
  It is a beautiful spring morning and the cool 
  breeze carries with it the promise of a 
  wonderful day.  Touched by the wanderlust 
  that afflicts many this time of year you 
  gathered your belongings and decided to head 
  out across the land in search of adventure.  
  You have had many traveling companions over 
  the course of the past several days, but the 
  group you are with at the moment shows the 
  most promise.  Woe be to any patrol that 
  decides to cross your path this day.  
  At this point the players find themselves on the 
  road together, having an opportunity to do 
  character introductions.   
  As you approach a bend in the road a 
  thunderous crash and the snap of bursting 
  timbers brings you to attention.  A cloud of 
  dust rises over a low hill in the distance.  
  Looking forward you spot an abandoned path 
  that continues onward past the bend in the 
  road and toward the disturbance.  A warning is 
  posted marking the lands beyond as off-limits 
  by order of the forces of Iuz.  The source of the 
  destruction lies beyond this sign. 
  When the party is ready to investigate the 
  disturbance, proceed to Encounter 1. 
   
  Encounter One: Zelosus 
  The path, apparently a road in days past, is 
  overgrown with brambles to the point of being 
  nearly impassible.  After several hundred feet 
  of fighting through the undergrowth you crest 
  a small rise, beyond which lay an abandoned 
  town.   
  It is obvious at once that no one lives there.  
  The buildings lie in ruin, their remains 
  scattered as if by a tornado.  Any structure left 
  standing has since fallen, crushed by the 
  weight of past winter snows.   
  The worst of the devastation is concentrated at 
  the town’s center.  The buildings there have 
  apparently just been swallowed whole, having 
  fallen into a tremendous pit nearly two 
  hundred feet across and sixty feet deep. 
  Debris continues to tumble down as the land 
  resettles itself. Your eyes are drawn to a 
  BDK5-02i  CLOSURE 
   
  Page 6 
  
  strange and eerie glow that emanates from a 
  small fissure deep in the belly of the pit. 
  Before them lies all that remains of Zelosus, a 
  rural farming community two days south of 
  Rookroost. 
  Knowledge Architecture/Engineering (DC 10) 
  to determine that tools were used to destroy the 
  buildings.  
  Knowledge Nature (DC10) to know that sink 
  holes, while uncommon, are not unheard of in this 
  area. 
  Knowledge Local Iuz Border States (DC 15), 
  Knowledge Geography (DC 20), or having 
  played The Bender or Body & Soul identifies the 
  town as Zelosus. 
  Knowledge Local Iuz Border States (DC 20) or 
  Bardic Knowledge (DC 10) reveals tales that 
  attribute the reason for the town being deserted to 
  the localized outbreak of a deadly disease. 
  Knowledge Local Iuz Border States (DC 25), 
  Bardic Knowledge (DC 15), or having played 
  Body & Soul reveals the above to be a lie planted 
  by the forces of Iuz.  Those who make the roll 
  know the truth revealed below: 
   
  Two years ago a pair of priests of Iuz ordered 
  the locals to search the town for an ancient shrine 
  they believed to be hidden there.  Any who 
  resisted were slain, their reanimated corpses used 
  to 
  continue 
  the 
  search. 
   
  The 
  systematic 
  destruction of the town is the result of that search. 
   As trade caravans passed through the town they 
  too were enlisted in the search, eventually 
  disrupting trade to Rookroost.  Unwilling to put up 
  with the delusions of two wayward priests, the 
  leaders of Rookroost had them taken into custody. 
   The locals who survived the nightmare eventually 
  fled.  Fearing that whatever had affected the 
  priests might spread, the town was eventually 
  declared off limits to all.   
   
  Unbeknownst to all but a few, the town had 
  been built on top of a subterranean lake.  The 
  waters of the lake eroded the foundation of the 
  village over time until it finally collapsed upon itself 
  this past winter.  The hidden shrine the priests had 
  been searching for is located off that lake, its 
  entrance now exposed to the world. 
   
  Nothing of interest or value remains in the 
  town. The sinkhole is fairly stable. Assuming 
  reasonable precautions are taken, the party will 
  not have any trouble getting to the bottom. 
  When they are ready to investigate the fissure: 
  Reaching the bottom of the sinkhole, you note 
  that water is bubbling up from the ground. A 
  tunnel, approximately five feet in width, snakes 
  away to the west. 
  Assuming the party investigates: 
  The underground pathway twists and turns for 
  some distance.  The ceiling gets quite low in 
  places and the going is difficult.  Before long 
  the ceiling rises to six feet and you see a light 
  emanating from around the next bend in the 
  tunnel.  
  Rounding the corner the tunnel floor slopes 
  upward into a cavern. The cavern is lit by a dull 
  flickering glow that causes the walls of the 
  room to appear to writhe and tremble.   
  In the center of the cavern is a rough stone 
  altar.  A symbol of a hand grasping a broken 
  coin is carved into it.  Upon the altar lies the 
  broken body of a human male, a knife lodged 
  into his belly and his face contorted in pain.  
  The form appears to fade in and out of reality 
  in rhythm with the light.   
  The glow itself emanates from a rip in the very 
  air above the altar.  It moves with a hypnotic 
  rhythm that lacks any discernable pattern. Half 
  seen images fill the rift. 
  At the base of the altar lie the emaciated 
  remains of a red skinned humanoid creature 
  with a leathery hide. 
  The cavern here is roughly 40’x40’.  The walls are 
  uneven creating a number of small alcoves in 
  which creatures could hide.   
  The rift emanates chaos in a 30’ radius sphere.  
  Everything in the area is decaying at an expedited 
  rate.  The stone here, including that of the altar, is 
  fragile enough that the slightest touch causes it to 
  crumble and the party leaves footsteps that are 
  clearly visible in the rock.   
  An effect similar to the spell Unhallow fills the 
  cavern, with the following changes:  
  1) The area is under a Magic Circle Against Law 
  2) There is no impact on Turning and  
  3) the effect tied to the spell grants all chaotic 
  creatures/players the benefit of a Tongues spell. 
  Creatures/players get a plus two to their AC and 
  Saves against lawful creatures/players while in 
  this cave. 
  BDK5-02i  CLOSURE 
   
  Page 7 
  
  Upon the altar lies the form of a man in his early 
  20s.  A knife is lodged in his belly.  The knife and 
  body are both insubstantial, caught between the 
  planes, and cannot be affected until the rift is 
  closed. 
  Those who have played The Bender will recognize 
  the form with a Spot Check DC 15 to be that of 
  Khane, a man who mysteriously vanished in a 
  flash of light after they killed him in that module.   
  Those who played Body & Soul will remember the 
  body from before, recognize the remains as those 
  of the creature that guarded the rift, and realize 
  the rift is significantly larger than before.   
  Knowledge Religion (DC 15) will recognize the 
  symbol as that of Kurell, the lesser god of 
  Jealousy, Revenge, and Theft. 
  Knowledge The Planes (DC 17) will recognize 
  the creature as a red Slaad, native to the plane of 
  Limbo.  
  Heal (DC 15) will reveal the creature died from 
  multiple slashing wounds over a year ago. 
  Spellcraft (DC 23), Knowledge Arcana (DC 15) 
  or Knowledge The Planes (DC 10) identifies the 
  rift as a gateway unlike any they have heard of 
  before. 
  There is nothing else of interest here. 
  Eventually the party will have to step through the 
  portal to continue, when that occurs proceed to 
  Encounter 2. As each member steps through, they 
  vanish. PCs on either side can not see each other 
  through the portal. Movement back through the 
  portal is possible, individuals can pass through as 
  many times as they desire. 
   
  Encounter Two: COLD 
  STORAGE 
  Stepping through the rift you are relieved to be 
  standing on solid ground.  Although the other 
  side of the rift was illuminated with its ghostly 
  light, this side is shrouded in darkness.  The 
  floor is slick and the room smells faintly of 
  decay.  A deep and bitter cold has taken a hold 
  of this area, you realize that if you don’t get 
  warm soon you will likely freeze. 
  For those with Darkvision or a light source: 
  You have arrived in a natural cavern.  Hanging 
  from hooks in the ceiling are the stripped 
  carcasses of numerous animals, frozen solid.  
  Interred in alcoves built into the walls are a 
  number of humanoid bodies; predominately 
  human, the rest Dwarven.   
  A middle-aged Dwarven male in a thick coat of 
  hides is huddled near one wall of corpses, a 
  faint murmuring coming from his lips. His 
  outstretched hand grasps a necklace of coins 
  he wears around his neck.   
  The characters are now in Limbo so special rules 
  that will apply while they are here. 
  Chaos 
  Aligned: 
   
  Limbo 
  imposes 
  a 
  -2 
  circumstance penalty on all Intelligence, Wisdom, 
  and Charisma-based checks by anyone not 
  Chaotic. 
  Wild Magic:  Spells and spell like abilities used in 
  Limbo have a chance to go awry.  The spellcaster 
  must make a level check (1d20 + caster level) 
  against a DC 15 + spell level.  Failures roll for Wild 
  Magic effect (Judge Aid One). 
  Resting in Limbo:  If the party spends the night in 
  limbo to rest or relearn spells they risk losing 
  possessions to Limbo’s chaos.  Each character 
  must make a single Wisdom Check (DC 16).  
  Those failing this check will awaken to discover 
  one non-magical item (excluding their primary 
  weapon, clothing, armor, and spellbooks) has 
  vanished during the night. 
  Controlling Limbo:  In addition to having the 
  opportunity 
  to 
  learn 
  this 
  from 
  the 
  dwarf 
  Darkmantle, once they realize where they are a 
  Knowledge The Planes (DC15) will let them 
  know that the characters can control their 
  immediate environment through force of will.  A 
  Wisdom check (DC16) can be made once per 
  round as a free action to control the area around 
  the character.  Those who fail twice in a row get a 
  +6 on subsequent checks.  Nothing that requires 
  skill can be created.  Living matter cannot be 
  affected in any way.  Anything created in limbo in 
  this way turns to dust upon leaving Limbo. 
  Area of control, with a successful roll, is based 
  on character’s wisdom score: 
   
  8-11 
  5’ (square character occupies) 
   
  12-15 
  10’ 
   
  16-19 
  15’ 
   
  20-23 
  20’, with the very center stabilized 
  BDK5-02i  CLOSURE 
   
  Page 8 
  
  The items above will apply so long as they are in 
  Limbo.  The following items apply to this cave 
  only. 
  The Cold: Those remaining unprotected in this 
  cave for more than an hour are at risk of the cold.  
  Each character must make a Fortitude save DC 
  15 (+1 / previous check) each hour they are in this 
  room or take 1d6 non-lethal damage. 
  The Ice: The floor and walls are covered in ice.  
  Characters walking on ice must spend 2 squares 
  of movement to enter a square covered by ice.  
  DC for Balance and Tumble checks increase by 
  +5. 
  The Bodies: There are 23 bodies.  Each is 
  marked with a number of wounds, many deadly, 
  but is otherwise perfectly preserved.  The bodies 
  are all dressed in finery as if they were ready for a 
  party.  Knowledge Local Iuz Border States (DC 
  15) reveals that the clothes are of an older design, 
  at least two hundred years old.  One of the bodies 
  is different than the others though.  It is dressed in 
  the clothes of a modern adventurer and looks like 
  the insubstantial form at the base of the rift under 
  Zelosus.  However a Search (DC20) will reveal 
  minor differences between the two revealing that 
  they are twins rather than the same individual. Any 
  attempts to Raise / Resurrect / Reincarnate any of 
  these individuals will fail, as will efforts to 
  communicate such as Speak with the Dead. The 
  souls of these victims are currently being held 
  within the sword and are bound by it.  Also, only 
  the bodies of those who died while wielding the 
  Shortsword are interred here. 
  The Rift:  From this side the rift is a veil of 
  darkness that soaks up the light.  The characters 
  may pass through the rift freely (returning to the 
  cave under Zelosus).  However none of the people 
  they encounter here may pass through the rift 
  (yet).  Should they attempt to do so they remain in 
  the cave and the Rift destabilizes for a day, not 
  allowing anyone to pass through it. 
  Exits:  There are no exits from this room.  
  Eventually (one would hope) the party will search 
  for a secret door.  The act of searching will cause 
  the character to subconsciously reshape the 
  environment to meet their needs, creating a secret 
  door.  Do not inform the character what is 
  happening, simply have them roll 1d20 and ask to 
  see their character sheet if you did not note their 
  Wisdom modifier earlier.  A Wisdom check (DC 
  16) is sufficient to create the secret door they are 
  looking for, granting entrance to Encounter 3. PCs 
  are able to search as long as it takes. An 
  adventurer who fails twice in a row will get a +6 on 
  subsequent checks.   
  The Dwarf: Horlok Darkmantle is one of the two 
  surviving members of the original congregation.  
  He was a child at the time but after seeing his 
  father’s corpse vanish he went through the gate 
  with the others to find those responsible.  He is 
  older now and is a hunter for the clan, always 
  returning with more food than the clan could 
  possibly need.  Consumed with the death of his 
  father he spends hours on end praying over his 
  father’s corpse.   
  Those who speak Dwarven will recognize these 
  words as a funeral prayer nearly at its end. In 
  addition, Knowledge Religion (DC 15) identifies 
  the prayers to be directed toward Abbathor, God 
  of Greed.  
  During his prayers he grasps a necklace made up 
  of the various coins he had received from his 
  father.  The coins are from Rookroost.  They are 
  very old, the newest being minted in the year 
  CY382.   
  He intends to pray for another 3 minutes and 
  ignores the party and minor attempts to interrupt 
  him.  It is possible to look at the coins without 
  disturbing him but attempting to take them, casting 
  a spell upon him, or otherwise forcibly disturbing 
  him forces him to take action.   
  Once provoked he attacks without mercy, anger 
  and madness apparent in his eyes. 
  Assuming the party does not interrupt Darkmantle 
  for 3 minutes (using the time to search or 
  whatever), proceed to the following text:  
  With slow deliberation, the fur-clad dwarf 
  stands, coming out of his trance. His eyes turn 
  to you, widening with surprise. “Eh? What is 
  this? Looks like we’ve got live ones. Well, 
  that’s a first. Well don’t just stand there 
  gawking, explain yourselves!” 
  Darkmantle will patiently wait for the party to 
  explain why there are there. He has no tolerance 
  for any explanation or action that appears to 
  disrespect those interred here, and will fly into a 
  murderous frenzy if that occurs. If the explanation 
  and associated actions are anything else he will 
  be happy to answer their questions. 
  For the following topics, he will remain silent or 
  provide 
  a 
  nebulous 
  response. 
  Under 
  no 
  circumstances will he knowingly reveal: 
  BDK5-02i  CLOSURE 
   
  Page 9 
  
  • 
  The name or anything associated with the god 
  Kurell. If anyone mentions Kurell, Darkmantle 
  will accuse them of being a spy of He Who 
  Shall Not Be Named and warn them with: 
  "Say not that name again if you wish to 
  live, fool!" If they persist he will fly into a 
  murderous rage, intent on killing that PC. 
  • 
  What happened in the church? (Including why 
  the well-dressed people are dead.) 
  • 
  What happened to the congregation? (I.e.: Are 
  there others like you? Etc) 
  He will not volunteer information but will provide 
  answers if questioned on the following: 
  Who are you?: I am Horlok Darkmantle, a 
  renowned hunter for my people.  Soon to be 
  the last of those of us who crossed over. (If 
  asked, he hunts the strange creatures that haunt 
  this land, and those who ask too many questions.) 
  Why are you here?: To watch over my people, I 
  will speak no more on this issue. (He will not 
  discuss 
  any 
  details 
  as 
  to 
  the 
  nature 
  or 
  membership of his clan.)  
  Why are you praying/For whom?: My dealings 
  with those who are interred here are between 
  me and the dead, unless you wish to join 
  them? 
  The bodies: Anyone who dies wielding the 
  accursed sword appears here. I have taken it 
  upon myself to watch over them in their final 
  resting place. 
  The sword: It is an abomination that should 
  never have existed; I will speak no more of this 
  matter. 
   
  The dead slaad on the other side of the gate: 
  That creature stole the sword from our clan 
  several years ago, and has not returned. Other, 
  more powerful creatures similar to the red one 
  passed through here last year. I hid from them, 
  but overheard them speak of dealings with a 
  Priest of the Old One named Baron Ulek.  (Note 
  that he will not know who this “Old One” is and 
  does not recognize the name “Iuz”.) 
  The Gate:  Our clan did not arrive in these 
  lands through this passage. I know not of 
  where it leads, but it appeared on the day that 
  the Red One stole the sword.  We have tried to 
  pass through it in pursuit of this thief, but to 
  no avail. 
  An exit from this room: This is a strange land, 
  where ideas become reality if your will is 
  strong. Those who can control their thoughts 
  find they can control their world as well. 
  Search with certainty that you will find an exit, 
  and it will be so. 
  The coins: These coins are a keepsake to 
  remind me of our past, a link between this land 
  and the one of my youth. 
  The spire: A powerful wizard lives there.  On 
  some nights high pitched screams can be 
  heard from the top.  Once I saw the image of 
  what appeared to be a stalking panther 
  reflected in its ebony surface, but no cat could 
  be found.  We do not approach it. 
  Why is one of the bodies different:  He arrived 
  here only a few years ago.  We have placed 
  him with the others. 
  After the party has asked their questions, 
  Darkmantle will turn his back to the group and 
  resume his prayers. He will not “show” the party 
  how to make a secret door; the PCs should be 
  able to proceed on their own. 
  APL 2 (EL 2) 
  Horlok Darkmantle: Male Dwarf Bbn 2; hp 
  20; see Appendix 1. 
  APL 4 (EL 5) 
  Horlok Darkmantle: Male Dwarf Bbn 5; hp 
  50; see Appendix 2. 
  APL 6 (EL 7) 
  Horlok Darkmantle: Male Dwarf Bbn 7; hp 
  70; see Appendix 3. 
  APL 8 (EL 9) 
  Horlok Darkmantle: Male Dwarf Bbn 9; hp 
  90; see Appendix 4. 
  APL 10 (EL 11) 
  Horlok Darkmantle: Male Dwarf Bbn 11; hp 
  110; see Appendix 5. 
  APL 12 (EL 13) 
  Horlok Darkmantle: Male Dwarf Bbn 13; hp 
  130; see Appendix 6. 
  APL 14 (EL 15) 
  Horlok Darkmantle: Male Dwarf Bbn 15; hp 
  150; see Appendix 7. 
  BDK5-02i  CLOSURE 
   
  Page 10 
  
  APL 16 (EL 17) 
  Horlok Darkmantle: Male Dwarf Bbn 17; hp 
  170; see Appendix 8. 
  Encounter Three: WELCOME 
  TO LIMBO 
  Once the party has opened the ‘secret door’ out of 
  Encounter 2 you will need to prepare the world of 
  Limbo.  To do this, take the stack of map sections, 
  shuffle them with the players watching, and lay 
  them out at random in the space between the 
  three caves.  (Do not place a rainstorm right 
  outside the door). Once that is complete, continue 
  with the following… 
  Beyond the secret door lies an amazing sight.  
  The land outside is a strange conglomeration 
  of environments, seemingly thrown together at 
  random.  Blazing deserts, snow swept fields, 
  muddy 
  plains, 
  torrential 
  rainstorms, 
  and 
  stinking bogs are all within scant feet of each 
  other.  Across the way you see three domes of 
  earth similar to the one you just left as well as 
  a towering stone spire between them.  You 
  certainly aren’t in the Bandit Kingdoms any 
  more.   
  The deserts are extremely hot.  Characters must 
  make Fortitude saves (DC15 +1/previous check) 
  every 10 minutes or take 1d4 non-lethal damage.  
  Characters wearing heavy clothing or armor of any 
  sort take a -4 penalty. 
  The shallow bogs are difficult terrain as the thick 
  mud pulls at the PC’s boots and hampers 
  movement (Double movement costs, Tumble DCs 
  +2).  Any character moving through the Bog must 
  make a Balance DC5 each round to avoid falling 
  into the water, exposing them to the Shakes (Fort 
  DC13, 1 day incubation, 1d8 Dex).   
  The muddy plains actually contain a large pit of 
  quicksand extending from edge to edge.  Those 
  approaching within 5’ get a Survival check (DC8) 
  to recognize the threat unless they are running or 
  charging.  Anyone entering the quicksand must 
  Swim (DC10) each round to avoid going under the 
  surface.  Anyone running or charging when they 
  enter is carried forward 1d2 X 5 feet.  Swim 
  (DC15) will allow a character to move 5’.  Failing 
  any Swim check by 5 or more will cause the 
  character to sink below the surface.  Swimming to 
  the surface requires Swim (DC 15 + 1 / round 
  below surface).  A person on solid ground 
  reaching with a staff, etc. requires Strength 
  (DC15) by the person reaching and Strength 
  (DC10) by the person in the quicksand to move 
  them 5 feet, failure requires Swim (DC15) to 
  remain above the surface. 
  The snow swept fields are very cold.  Characters 
  must make Fortitude saves (DC 15 +1/previous 
  check) every 10 minutes or take 1d6 non-lethal 
  damage.  Characters in winter gear check once 
  per hour instead. 
  The rainstorms are highly acidic.  Characters 
  passing through the acidic rainstorms will take 1d6 
  points of damage per round of exposure.  (Do not 
  place a rainstorm right outside the door). 
   
  Development: Once the last of the party 
  leaves the cave, the secret door behind them 
  fades away.  To open the door on this (or any) 
  cave requires a DC16 Wisdom check as a 
  standard action to locate and open a ‘secret’ door. 
    
  Once the characters arrive at one of the other 
  caves or the spire, continue to Encounter 4. 
  Encounter Four: 
  MEET THE FAMILY 
  What happens next depends upon where the 
  characters go.  There are three more caves and 
  the spire to visit, each with its own area below.  As 
  they are looking out from the first cave the left-
  most is Cave 2, the middle is Cave 3, the right-
  most is Cave 4.  Whichever choice they make, 
  remember to move to Encounter Five once they 
  have finished visiting the first of these locations.  
  None of the caves have doors.  Where the party 
  intends to enter is up to them.  A standard Wisdom 
  check (DC16) is required to ‘create’ a door. 
  Search (DC5) will notice a large number of 
  humanoid tracks coming to and from the mound.  
  Individuals with the Track feat making Survival 
  (DC10) will notice the tracks have vanished at 
  various points (due to the nature of the chaotic 
  environment) but mostly travel between the 
  earthen mounds, vanishing into the sides. 
  The Inhabitants of the Three Caves 
  Once they had killed the man responsible for the 
  death of their families the congregation was 
  divided about what to do.  Some elected to head 
  off in search of a way home while the rest 
  remained at the caves they found here.  Those 
  that left never returned.  The few who remained at 
  the caves discovered they were safe from the 
  BDK5-02i  CLOSURE 
   
  Page 11 
  
  chaotic terrain around them so long as they stayed 
  inside these caves.  As a sign of their commitment 
  to each other and the worship of Abbathor, many 
  members of the congregation took Dwarven wives 
  or husbands.  The stats for Derro are being used 
  to emulate this effect. Centuries of inbreeding 
  have led to their troubling appearance.   
  Subjective gravity:  A Wisdom check (DC 16) 
  can be made as a free action once per round to 
  establish an individual’s direction of gravity.  Once 
  their subjective gravity is changed, new rolls are 
  only required to change it again. Anyone failing 
  twice 
  gets 
  a 
  +6 
  circumstance 
  bonus 
  on 
  subsequent checks.  Unattended items, thrown 
  items, etc. all maintain the direction of gravity of 
  the person who carried it. Allow the PC to know 
  the result of their check before continuing their 
  movement. (i.e.: Do not make them fly off into the 
  air) 
   
  Encounter Four A: 
  CAVE 2: THE SMITHY 
  As you approach this earthen dome, you note 
  no signs of an obvious entrance. 
  PCs need to roll a Wisdom check (DC16) to 
  “create” a secret door, either by searching for one, 
  or 
  through 
  intentional 
  manipulation 
  of 
  the 
  environment.  
   
  Opening the door an overpowering stench 
  of smoke and sweat assaults your senses.  
  The room beyond is lit by the fires of three 
  forges.  The tinny sounds of hammering metal 
  on metal fill the air. 
  Inside the room a half dozen dwarves work 
  diligently at their forges.  They work in pairs, 
  one stoking the fires while the other shapes 
  the red glowing metal in leather gloved hands. 
  The light filtering in from the open doorway 
  draws their attention to your presence.  Almost 
  as one they turn to face you.  It is then that you 
  realize something is very different.  The 
  dwarves working here are shorter than normal, 
  with less variation among individuals than one 
  would normally expect. Their hair is very 
  sparse for dwarves, almost scraggily in some 
  instances. Some of these individuals look at 
  you with vacant expressions; others have a 
  maniacal glint to their eyes. The closest one 
  flashes a scraggy toothed grin and rubs his 
  chin with a six-fingered hand, saying “Eh, 
  brotha Marka, looks like we got company.” 
  When the congregation arrived they discovered 
  the missing bodies of their loved ones in the cave 
  across the way, but Durana’s attempts to raise 
  them from the dead were unsuccessful.  They 
  have spent the last 200 years studying the sword 
  hoping to find a way to return their ancestors to 
  life.  Then, ten years ago, the sword was stolen 
  from them by one of the Slaads that occasionally 
  hunt in the area (who gave it to Khane).  They 
  have been working from memory ever since. 
  The three males (Dord, Marka, and Obarg) and 
  three females (Bala, Elana, and Folo) working 
  here are attempting to recreate the Shortsword of 
  Kurell in order to learn its secrets. They are 
  attempting to recreate the alloy of the sword using 
  the Pandemonic Silver and Thinaun that was 
  stored in the smithy they discovered here.  They 
  are suffering from severe dementia.  All that 
  matters to them is that they recover the spirits of 
  their ancestors, toiling for centuries in the hopes of 
  doing so.   
  They have not seen strangers in decades.  They 
  are trying to figure out how the sword teleports the 
  bodies of the fallen to the caves and what it does 
  to their spirits.  At this point all they have been 
  able to determine is the following, which they will 
  share if specifically asked: 
  • 
  Who are you?: I am Dord, great-grandson of 
  Boren Stonehinge and Alisa Baker. This is 
  Marka and Obarg. Our wives here are Bala, 
  Elana, and Folo. We are the descendants of 
  The True Believers. 
  • 
  Who are the True Believers?: Those who are 
  interred 
  in 
  the 
  Final 
  Resting 
  Place. 
  Priestess Zatra could tell you more. 
  • 
  Why are you here?: We believe that this 
  research will allow us to recover the spirits 
  of our ancestors. We have spent the last 
  two centuries trying to unlock its secrets. 
  • 
  Where is the sword / Red skinned Slaad?: 
  That usurper stole it from us, he did! Stole 
  the sword of our ancestors and escaped by 
  means of the portal, through which we 
  cannot follow. 
  • 
  The sword was crafted by Vathero, who now 
  takes the form of a spirit and haunts them in 
  their efforts. 
  • 
  The sword was made from an alloy of two 
  strange metals found in this land. They have 
  been unable to recreate the process of joining 
  these metals. Profession Miner (DC 15) to 
  BDK5-02i  CLOSURE 
   
  Page 12 
  
  identify the metals as Pandemonic Silver and 
  Thinaun. 
  • 
  The weapon was named after He Who Shall 
  Not Be Named. If asked who this is, they 
  refuse to say. No Knowledge skill will help 
  clarify to whom they might be referring, as this 
  is the clan’s own nickname for the god Kurell. 
  • 
  The sword is activated when it is held 
  unsheathed. 
  • 
  The curse makes all that see the sword desire 
  to possess it, instructing them to slay the 
  wielder. 
  • 
  The bodies of those who fell while wielding the 
  sword vanished in a blinding white light. The 
  bodies were later found in the ice cave and all 
  attempts 
  to 
  raise 
  them 
  have 
  been 
  unsuccessful. Their spirits have not responded 
  to any attempts at communication. 
  • 
  The spire: One of the True Believers lives 
  there, the wizard Zerg Derdle.  He is a 
  hermit who has not been seen for nearly a 
  century.  They say he lives alone but on 
  dark nights you can hear the screams of a 
  woman coming from the top.  Horlok saw 
  the ghost of a cat in its surface once so 
  none of us will approach it. 
  • 
  For any other questions, the descendants 
  suggest that the party seek out the Priestess 
  Zatra, who resides in the temple. 
   
  They will ask for any suggestions the party 
  might have.  If anyone speaks as if they have a 
  skill the clan can use they will insist that person 
  remain here to work with them, threatening them if 
  necessary.  The character will have plenty of 
  opportunity to get away so don’t force the issue.  
  This is not intended to be a combat encounter, but 
  may turn into one: 
  ALL APLs (EL 8) 
  Derro (6): hp 16 each; see Monster Manual 
  page 49. 
  Development:  After the PC’s finish discussing 
  with the living Derro, proceed with Vathero:   
  Without warning the fire of the forge in the rear 
  flares up suddenly.  Stepping from the flames 
  is a creature made of fire itself.  “Problem too 
  hard for your feeble minds?  Had to bring in 
  help I see.  Life is wasted on the living!  Two 
  centuries and you still can’t discover my little 
  secret.  You are nowhere near as talented as I. 
   For I was, correction am, the greatest 
  blacksmith to ever take up the hammer!” 
  When Vathero died he was judged by his god and 
  found wanting.  A side effect of placing a portion of 
  his spirit into the sword has enabled him to retain 
  his personality after his death, unlike other 
  petitioners.  Now he spends the centuries taunting 
  the descendants, having never forgiven their 
  ancestors for killing him. He has no remorse for 
  creating the sword, seeing it instead as the 
  pinnacle of his life’s work.   
  Vathero doesn’t threaten the party in any way.  In 
  fact he can do nothing except defend himself and 
  reforms in 1d3 hours if destroyed.  The 
  descendents have learned to ignore him, although 
  occasionally one gets upset enough to go through 
  the effort of killing him, if for only a few hours 
  peace. 
  Vathero 
  alternates 
  between 
  belittling 
  the 
  descendants and building up his own reputation 
  as a great blacksmith.  This can be used against 
  him. If the party agrees that Vathero was a great 
  blacksmith, acts as if they are sincerely interested 
  in his work, and generally play to his ego he will 
  tell them a secret: 
  Vathero takes you aside so as to not be 
  overheard by the others.  “I know a secret.  
  The sword was my greatest work and you 
  seem to be one who could truly appreciate the 
  beauty of it all.  Share this with you, I will, but 
  first you must do me a favor.  I am stuck here, 
  cursed 
  to 
  spend 
  my 
  days 
  with 
  these 
  despicable creatures.  Bring two of my earlier 
  works to Anh, a fellow blacksmith who lives 
  nearby.  If you can convince him that I am the 
  greatest blacksmith in these lands then I will 
  be free of this curse.  Only then will I share 
  with you the secret.  We shall laugh together at 
  the folly of these creatures… but only once the 
  job is done.” 
  To free his spirit will require the party to convince 
  the most skilled blacksmith in the land to 
  recognize that Vathero was the better blacksmith.  
  Since Vathero is effectively immortal, no degree of 
  intimidation will convince him to share his secret. 
  Refer to Encounter Six C for more information 
  regarding 
  this 
  solution 
  to 
  concluding 
  this 
  adventure. 
  ALL APLs (EL 1) 
  Vathero: Githzerai petitioner; hp 9; see 
  Appendix 1. 
  NOTE: If this is the first of the three caves 
  explored, proceed to Encounter Five when the 
  characters are finished here. The party can return 
  to the other caves after that Encounter. 
  BDK5-02i  CLOSURE 
   
  Page 13 
  
   
  Encounter Four B: 
  CAVE 3: THE BUNKHOUSE 
  As you approach this earthen dome, you note 
  no signs of an obvious entrance. 
  PCs need to roll a Wisdom check (DC16) to 
  “create” a secret door, either by searching for one, 
  or 
  through 
  intentional 
  manipulation 
  of 
  the 
  environment.  
  The cave beyond the opening is cloaked in 
  shadow, faintly illuminated by shafts of light 
  that filter in from behind your group. Three 
  sets of bunkbeds line the walls to either side of 
  you. A small stone trunk sits at the foot of 
  each set. The soft sound of snoring draws 
  your attention to three sleeping forms that lie 
  upon the beds.   
  This cave is the bunkhouse for the congregation.  
  There are six double bunks (12 beds total).  Two 
  Descendants (Nagor and Garlon) and an elderly 
  Dwarf (Berringer) are currently sleeping here.  
  Because they are sleeping, any Listen rolls they 
  make to hear the party move about the room are 
  at a -10. 
  Each bunk has a trunk at the foot of it.  Since 
  unattended items have a habit of vanishing, the 
  trunks are empty with two exceptions.  The trunk 
  at the foot of one of the unoccupied beds holds a 
  faded parchment, an ancient wedding invitation 
  (Player’s Handout #1).  Another has a Y-shaped 
  piece of metal approximately 6 inches in length (A 
  Planar Tuning Fork tuned to the cave with the 
  corpses).  The trunks do not have a lock. 
  Stone trunk: 1 in. thick; hardness 8; hp 15; AC 5; 
  Break DC 23. 
  If they examine the sleeping forms: 
  One of the sleeping forms is an elderly dwarf 
  who is clearly approaching the end of his days. 
   The other two are shorter than your average 
  dwarf but are young and strongly built.  
  Although the eldest has a full head of hair 
  these younger two are shaved bald.  Even with 
  these differences it is clear these three are 
  somehow related. 
  If the occupants awaken they will demand to know 
  why the party is in the room.  If the PCs awake a 
  Descendant first, they will immediately shout out 
  for their father, awakening him in turn. 
  “Eh? What’s that racket?” says the elderly 
  Dwarf as he struggles to raise his head. “Son, 
  is that you?” 
  PCs have an opportunity to respond. 
  “Why have you come to our home?” questions 
  the feeble old Dwarf. “What purpose could you 
  have in these strange lands?” With that his 
  two burly sons look at you, questioningly. 
  Anyone caught searching one of the trunks will 
  certainly have some explaining to do.  They aren’t 
  looking to start a fight so they will accept almost 
  any explanation.  Threatening them will provoke 
  them to attack.  If attacked they will defend 
  themselves. 
  The Dwarf is one of only two survivors of the 
  original congregation.  He is over 400 years old 
  and is nearing the end of his days.  He is confined 
  to his bed and unable to defend himself.   
  The two Descendants are his boys.  They are 
  hunters for the clan and will defend their father 
  with their lives. 
  Once they are comfortable with the characters 
  explanations they will speak with them about 
  themselves. 
  Berringer is the only person here who knows the 
  truth about the wedding, how they got here and 
  why they came.  He has suspected for some time 
  that everything that has happened to them is some 
  kind of divine retribution by the human’s god.  But 
  he lost his first wife in the tragedy that day and 
  harbors great hatred towards Kurell.  He guards 
  his secrets closely though and will not reveal them 
  unless convinced doing so be in his sons’ best 
  interests. (i.e.: To break the curse and set the 
  Descendents free.)   In general this can only occur 
  once the characters have spoken with the NPCs in 
  the other areas. 
  If the party is able to convince Berringer, he will 
  tell them the tale of the church: 
  “I was a young adult at the time. The First 
  Priestesses of our clan became smitten with a 
  human priest, and they made a plan to marry. 
  Our priestess told us that the human had 
  renounced his faith to follow our Dwarven god, 
  Abbathor. Both congregations were to gather 
  for the wedding at the Priest’s temple to Kurell 
  in Rookroost, at which time all of the humans 
  would be converted and joined to our faith. 
  During the ceremony, one of the followers of 
  the human priest presented him with a short 
  sword, a symbol of their old god. 
  BDK5-02i  CLOSURE 
   
  Page 14 
  
  As a demonstration of his devotion to this new 
  path, he announced his intention to destroy 
  the sword, thereby severing all ties with their 
  old god.  But a terrible thing happened when 
  the Priest drew the short sword from its 
  scabbard. Chaos descended upon us in the 
  form of an uncontrollable urge to slay the 
  wielder, as he must not be worthy to possess 
  such a fine instrument. My vision narrowed to 
  a single point, slaying the wielder of the sword 
  was all that I cared for. 
  Apparently all members in attendance were 
  affected the same way. With murderous intent, 
  we fell upon one another, in a vicious brawl to 
  gain the weapon of the god. The priest fell 
  quickly, but one after another picked up the 
  accursed weapon, each time renewing the 
  compulsion to destroy the wielder. Finally the 
  weapon fell with a clatter to the flagstones and 
  before anyone could reach it, our Priestess 
  Durana was able to restore calm and the 
  madness passed once no one wielded the 
  blade. 
  Looking up from my frenzy, I realized that the 
  last one slain was my wife, my beautiful wife, 
  whose corpse had disappeared like the others 
  who had fallen while wielding the sword.  
  With anger and despair, our Priestess held a 
  dagger to the woman who had brought the 
  sword to her beloved and demanded to know 
  what had happened to our people. At this point 
  a stranger stepped forward and explained that 
  he had received it from the wicked creature 
  that lives in the Smithy of this land. 
   
  The stranger transported us here so that 
  we might 
  exact our revenge upon the 
  blacksmith but then fled with his witch back 
  through the portal before we could stop him, 
  abandoning us to our fate. We were able to 
  slay the creature but we are not rid of his foul 
  taint. 
   
  We did our best to make a home here.  I 
  took a human wife like the others.  The 
  congregations 
  intermingled, 
  eventually 
  becoming one.  But the painful loss of my first 
  wife and the life stolen from us remains a bitter 
  wound that may never heal. 
  Berringer knows the tale of the wizard on the spire 
  as well.  Zerg Derdle was one of the dwarves from 
  the congregation.  He refused to take a wife, 
  choosing instead to spend his days alone atop the 
  spire.  Then, one night about a century ago, he 
  was spotted dragging the unconscious body of a 
  beast up the side of the spire.  When Priestess 
  Durana learned that he had brought a living 
  creature into the camp she demanded he come 
  down and explain himself.  He refused so she 
  banished him to the top of the spire.  He has not 
  been seen since and none have dared climb it to 
  see what became of him. 
  (This is not intended to be a combat encounter, 
  but if it becomes one) 
  APL 2 (EL 5) 
  Berringer Lodestone: Male Dwarf Warrior 1; 
  hp 6; see Monster Manual page 91. 
  Nagor Lodestone: Male Derro; hp 16; see 
  Appendix 1. 
  Garlon Lodestone: Male Derro; hp 16; see 
  Appendix 1. 
  APL 4 (EL 6) 
  Berringer Lodestone: Male Dwarf Warrior 1; 
  hp 6; see Monster Manual page 91. 
  Nagor Lodestone: Male Derro Rog 1; hp 31; 
  see Appendix 2. 
  Garlon Lodestone: Male Derro Rog 1; hp 31; 
  see Appendix 2. 
  APL 6 (EL 8) 
  Berringer Lodestone: Male Dwarf Warrior 1; 
  hp 6; see Monster Manual page 91. 
  Nagor Lodestone: Male Derro Rog 2, Ftr 1; 
  hp 47; see Appendix 3. 
  Garlon Lodestone: Male Derro Rog 2, Ftr 1; 
  hp 47; see Appendix 3. 
  APL 8 (EL 10) 
  Berringer Lodestone: Male Dwarf Warrior 1; 
  hp 6; see Monster Manual page 91. 
  Nagor Lodestone: Male Derro Rog 3, Ftr 2; 
  hp 63; see Appendix 4. 
  Garlon Lodestone: Male Derro Rog 3, Ftr 2; 
  hp 63; see Appendix 4. 
  APL 10 (EL 12) 
  Berringer Lodestone: Male Dwarf Warrior 1; 
  hp 6; see Monster Manual page 91. 
  Nagor Lodestone: Male Derro Rog 3, Ftr 4; 
  hp 81; see Appendix 5. 
  BDK5-02i  CLOSURE 
   
  Page 15 
  
  Garlon Lodestone: Male Derro Rog 3, Ftr 4; 
  hp 81; see Appendix 5. 
  APL 12 (EL 14) 
  Berringer Lodestone: Male Dwarf Warrior 1; 
  hp 6; see Monster Manual page 91. 
  Nagor Lodestone: Male Derro Rog 5, Ftr 4; 
  hp 95; see Appendix 6. 
  Garlon Lodestone: Male Derro Rog 5, Ftr 4; 
  hp 95; see Appendix 6. 
  APL 14 (EL 16) 
  Berringer Lodestone: Male Dwarf Warrior 1; 
  hp 6; see Monster Manual page 91. 
  Nagor Lodestone: Male Derro Rog 5, Ftr 6; 
  hp 113; see Appendix 7. 
  Garlon Lodestone: Male Derro Rog 5, Ftr 6; 
  hp 113; see Appendix 7. 
  APL 16 (EL 18) 
  Berringer Lodestone: Male Dwarf Warrior 1; 
  hp 6; see Monster Manual page 91. 
  Nagor Lodestone: Male Derro Rog 7, Ftr 6; 
  hp 127; see Appendix 8. 
  Garlon Lodestone: Male Derro Rog 7, Ftr 6; 
  hp 127; see Appendix 8. 
  NOTE: If this is the first of the three caves 
  explored, proceed to Encounter Five when the 
  characters are finished here. The party can return 
  to the other caves after that Encounter. 
   
  Encounter Four C: 
  CAVE 4: THE TEMPLE 
  As you approach this earthen dome, you note 
  no signs of an obvious entrance. 
  PCs need to roll a Wisdom check (DC16) to 
  “create” a secret door, either by searching for one, 
  or 
  through 
  intentional 
  manipulation 
  of 
  the 
  environment.  
   
  Laid out before you is a Dwarven paradise. 
   The centerpiece of the room is a massive 
  stone altar embellished in gold and mithral and 
  encrusted with rare gemstones.  Alcoves in the 
  wall behind the altar are filled with a collection 
  of Human and Dwarven skulls. 
  The other walls are adorned in elaborate 
  stonework, massive casks line one wall, and 
  piles of golden coins are scattered about the 
  floor.  Succulent meats cook slowly over an 
  open fire in the corner. 
  The dwarves here are shorter than normal, 
  with a familial resemblance. Their hair is very 
  sparse, growing in fitful patches in most 
  places. A few look at you with dreamy 
  expressions, others have a maniacal glint to 
  their eyes.  Each is engrossed in their own 
  personal heaven. 
  A male is gorging himself on meats hot from 
  the stove.  Another is running his hands 
  through the piles of coins.  A third male and 
  two females are passed out near the casks.  A 
  third female lies in a tub filled with coins.  
  Noticing your entrance she turns to you and 
  says “I see we have guests, you bring tribute 
  to the great god Abbathor, Yes?” 
  The male Descendants are Yarik, Olaren, and 
  Pantago.  The females are Fadao, Orani, and 
  Zatra. 
  The top of the altar is inscribed with a bejeweled 
  dagger, the symbol of Abbathor.  A Knowledge 
  Religion (DC 15) (DC 10 if the character is 
  Dwarven), will identify the god.  He is the Dwarven 
  god of Greed. 
  The skulls are of various ages, some dating back 
  200 years.  The oldest ones are at the center and 
  are pure humans and dwarves.  As the PCs move 
  towards the edges closer inspection reveals these 
  newer skulls appear to be a blend of the two 
  ancestries. 
  The casks are filled with Dwarven Ale of a very 
  high quality. 
  All of the riches here are false, fabrications of the 
  minds of the faithful of Abbathor made possible by 
  the nature of Limbo.  The Descendants who stay 
  in the temple are consumed with greed.  Their 
  lives are spent in a world of excess, reveling in the 
  fortunes created by their fevered imaginations.  
  But deep down they know that nothing they 
  possess is real.  Most of the items the original 
  congregation brought with them faded away as 
  possessions in Limbo are apt to do if not actively 
  attended.   
  Development: In an attempt to increase the size 
  of their horde the priestess Zatra (a priestess in 
  title only) will ask the party to donate to the temple 
  in exchange for hearing the Holy Scripture of The 
  BDK5-02i  CLOSURE 
   
  Page 16 
  
  First Day.  A minimum donation of (5 * APL) will 
  suffice for her to share this information. Olaren, 
  the one with the piles of coins, will also attempt to 
  buy whatever the party is willing to part with, 
  offering two to three times its actual value.  But the 
  coins and gems he pays with, although real 
  enough here in Limbo, will turn to dust upon 
  returning to the real world. 
  The Holy Scripture of The First Day: 
  And so the Holy Mother gathered the true 
  believers unto her and together they did cause 
  the deceiver to open the portal to the land of 
  the ancients.  There they found those who had 
  passed before, and drawing upon THEIR 
  strength did she challenge he who had forged 
  it, and so did strike him low. 
  She will now offer to answer questions about the 
  reading. 
  The Holy Mother:  Durana, the First Priestess of 
  the congregation.  She led them to these holy 
  lands and the treasures contained therein.  She 
  set them on their most holy quest. 
  The Most Holy Quest:  The unlocking of the 
  sword and the secret to returning life to the 
  ancients. 
  The True Believers:  The humans and Dwarves 
  who were the first followers of Abbathor.  Those 
  who saw the wisdom of mixing the races in order 
  to shape this world in his image. 
  The Deceiver:  Lago, the stranger who brought 
  them to this land and left them here.  But Durana 
  fooled him for this is the promised land of 
  Abbathor. 
  Those Who Passed Before:  The ancestors. 
  Who had forged it:  Vathero, the tall human with 
  yellow eyes they found here.  It was he who forged 
  the sword.  (Knowledge: The Planes (DC 11) to 
  recognize the description as a Githzerai) 
  The sword:  The sword of he who shall not be 
  named. 
  The spire:  A hermit lives there, banished to the 
  spire by the Holy Mother a century ago. 
  This is not intended to be a combat encounter but 
  stats are provided in case it turns into one.  
  Pantago, Fadao, and Orani are currently in a 
  drunken stupor (use stats for Yarik if they manage 
  to wake up): 
  ALL APLS (EL 6) 
  Yarik Gemgetter: Male Derro; hp 16; see 
  Monster Manual page 91. 
  Olaren Gemgetter: Male Derro; hp 16; see 
  Monster Manual page 91. 
  Zatra Gemgetter: Female Derro; hp 16; see 
  Monster Manual page 91. 
  NOTE:  If this is the first of the three caves 
  explored, proceed to Encounter Five when the 
  characters are finished here. The party can return 
  to the other caves after that Encounter. 
   
  Encounter Four D: 
  THE SPIRE 
   
  Between the earthen domes is a massive 
  spire of polished black stone.  Fully twenty by 
  twenty feet at its base it rises straight up one 
  hundred feet into the air. 
  The walls of the spire are extremely smooth and 
  vertical.  It cannot be climbed without the use of 
  magic unless the individual is aware of Limbo’s 
  subjective gravity (Knowledge: The Planes DC 
  15). If the party has encountered the creature in 
  Encounter Five, the characters can make an 
  Intelligence check (DC 15) to determine that 
  gravity here is subjective.   
  Subjective gravity:  A Wisdom check (DC 16) 
  can be made as a free action once per round to 
  establish an individual’s direction of gravity.  Once 
  their subjective gravity is changed, new rolls are 
  only required to change it again. Anyone failing 
  twice 
  gets 
  a 
  +6 
  circumstance 
  bonus 
  on 
  subsequent checks.  Unattended items, thrown 
  items, etc. all maintain the direction of gravity of 
  the person who carried it. Allow the PC to know 
  the result of their check before continuing their 
  movement. (i.e.: Do not make them fall off the 
  edge of the spire.) 
   
  Once they have reached the top of the spire: 
   
  The top of the spire is a twenty by twenty 
  platform with a black stone anvil at its center.  
  The desiccated remains of a dwarf lie propped 
  against it.  Spreading out like the petals of a 
  flower above the anvil’s surface are each of the 
  four elements: Air, Earth, Fire, and Water.  
  Each tear-shaped petal is the size of your fist 
  with their points converging at the surface of 
  BDK5-02i  CLOSURE 
   
  Page 17 
  
  the center of the anvil.  The elements boil as if 
  trying to escape the magic that holds them in 
  place yet retain their overall shape.  No 
  hammer marks mar the anvil’s ebony surface.  
  The sides of the anvil are embossed with the 
  symbol of a hand grasping a broken coin. 
  The anvil is the one that was used to create the 
  Shortsword of Kurell.  The surface of the anvil 
  features a stabilized convergence of the four basic 
  elements (Fire, Water, Earth, Air) that make up 
  Limbo.  The remains are those of the wizard Zerg 
  Derdle who died here almost a century ago. 
  The sword can be repaired by placing its remains 
  (from Body & Soul) on the anvil and making a 
  Wisdom Check (DC 16).  In this way, the petals of 
  the rose come together.  Repairing the sword from 
  its remains does not return its powers, however it 
  does make it possible to revive the bodies in the 
  Cold Storage cave.   Refer to Encounter Six C for 
  more information on using the sword in this 
  manner. 
  Knowledge Religion (DC 15) will recognize the 
  symbol as that of Kurell, the lesser god of 
  Jealousy, Revenge, and Theft. 
  The top of the spire is also home to the 
  experiments of the mad wizard, Zerg Derdle. Here 
  animals were infused with the powers of the 
  Elements in an effort to harness the energies he 
  discovered here.  For decades he conducted 
  terrible experiments on animals he found in the 
  area, morphing them into elementals that were 
  bound to the power of the spire.   
  His research was conducted in secret since 
  experimenting on live creatures within the camp 
  could be seen as a threat to the congregation’s 
  safety.  Each night Zerg would sneak away to hunt 
  for food and animals on which he could 
  experiment.  Eventually they caught him returning 
  from the hunt and banished him to the top of the 
  spire.  He lived there for another 5 years before 
  finally succumbing to old age.   
  Time has claimed all of his creations except one, 
  which watches over its master’s remains.  A cat-
  shaped creature seemingly created from the 
  ebony rock of the spire rises to attack any who 
  approach within 10’ of its master’s remains. 
  APL 2 (EL 3) 
  Element Panther: Panther (leopard) element 
  creature; hp 19; see Appendix 1. 
  APL 4 (EL 5) 
  Element Displacer Beast: Displacer Beast 
  element creature; hp 45; see Appendix 2. 
  APL 6 (EL 6) 
  Element Displacer Beast: Displacer Beast 
  element creature; hp 67; see Appendix 3. 
  APL 8 (EL 8) 
  Element Displacer Beast: Displacer Beast 
  element creature; hp 114; see Appendix 4. 
  APL 10 (EL 10) 
  Element Displacer Beast: Displacer Beast 
  element creature; hp 171; see Appendix 5. 
  APL 12 (EL 12) 
  Element Dire Tiger: Dire Tiger element 
  creature; hp 165; see Appendix 6. 
  APL 14 (EL 14) 
  Element Dire Tiger: Dire Tiger element 
  creature; hp 238; see Appendix 7. 
  APL 16 (EL 16) 
  Element Dire Tiger: Dire Tiger element 
  creature; hp 357; see Appendix 8. 
  Tactics:  The creature will use tremorsense to 
  know the location of the characters as they climb 
  the spire.  It will use its earth glide ability to travel 
  freely within the spire and can hide within should 
  the party take to the air and attack it from range.  
  When it attacks it will come out of the spire but if it 
  is obvious the characters are not being challenged 
  retreat half way into the spire, using the surface to 
  provide cover.  It will not pursue if the characters 
  flee. 
  Development: 
   
  An 
  Elder 
  Earth 
  Elemental 
  discovered these creatures years ago but found it 
  was powerless to restore the balance due to the 
  magical powers of the spire in which they reside. 
  At the conclusion of combat, the Elder meets the 
  party at the base of the spire.  
  As you reach the base of the spire the ground 
  before you begins to rise, taking the form of a 
  humanoid creature.  Its movements are slow, 
  but deliberate, as those of one who has known 
  centuries of hardship.  With a voice so low that 
  the ground itself ripples with each word, the 
  creature begins to speak. 
  “The black rock holds great power.  It was 
  placed there long ago.  A sealed place we 
  BDK5-02i  CLOSURE 
   
  Page 18 
  
  cannot enter.  Here fire, water, air, and earth 
  are brought together to do its master’s will.  
  One of your little ones found the spire and 
  used its power to bind many of our kind to the 
  creatures of this land.  You have slain the last 
  of these beasts.  The spire remains but those 
  corrupted by the wizard have been freed and 
  for this we are grateful.” 
  With this the creature moves its massive hand 
  towards you. 
  The creature will not answer any questions.  Any 
  player that lets the elemental touch their forehead 
  finds they have been granted the Favor of the 
  Elementals.  Using this favor will provide them 
  access to the Prestige Class Elemental Savant 
  (C.A.) and Bonded Summoner (M.H.).  Once it has 
  done this (to those who are willing) it fades back 
  into the earth. 
  NOTE: Exploring the spire does not trigger 
  Encounter 5. If the party explores the Spire first 
  they will have to also visit one of the three caves 
  before the “True Natives” make themselves 
  known. 
  Encounter Five: 
  THE TRUE NATIVES 
   
  Returning to the chaotic terrain outside the 
  caves you see an amazing sight, a strange 
  looking creature(s) walking down the wall of 
  the 
  spire 
  as 
  if 
  on 
  a 
  midday 
  stroll.  
  Unfortunately it appears that it has noticed you 
  and is preparing to attack. 
  Note:  Encounter Five will only occur ONCE. 
  APL 2 (EL 4) 
  Anarchic Panther (2): Anarchic Leopard; hp 
  19; see Appendix 1. 
  APL 4 (EL 7) 
  Red Slaad: hp 52; see Monster Manual page 
  228. 
  APL 6 (EL 9) 
  Blue Slaad: Blue Slaad Bbn 1; hp 87; see 
  Appendix 3. 
  APL 8 (EL 11) 
  Blue Slaad: Blue Slaad Bbn 1, Drd 2; hp 106; 
  see Appendix 4. 
  APL 10 (EL 13) 
  Blue Slaad: Blue Slaad Bbn 2, Drd 3; hp 127; 
  see Appendix 5.  
  APL 12 (EL 15) 
  Blue Slaad: Blue Slaad Bbn 4, Drd 3; hp 150; 
  see Appendix 6. 
  APL 14 (EL 17) 
  Blue Slaad: Blue Slaad Bbn 4, Drd 5; hp 186; 
  see Appendix 7.  
  APL 16 (EL 19) 
  Blue Slaad: Blue Slaad Bbn 6, Drd 5; hp 211; 
  see Appendix 8. 
  For the APLs where the characters are facing a 
  Slaad the creature will attempt to summon a basic 
  Slaad of its type (not advanced) if it is obvious 
  after the first round of combat that it is 
  underpowered for the characters. 
  The 
  creature 
  can 
  control 
  its 
  immediate 
  environment (i.e. 5’ space he is in) and will not be 
  affected by the environment.  This effect will be 
  visible to the PCs.  It is as if the ground solidifies 
  under his feet and the air calms around him. 
  However, the creature is subject to the Wild 
  Magic rules should it cast spells or use any spell-
  like abilities. 
  In a pouch on the slaad the characters will find a 
  letter (Player’s Handout #2) which describes why 
  the creature has come to the Spire.  At APL2 they 
  discover the corpse of the slaad (with the letter) 
  along with that of another anarchic panther behind 
  the spire.  It was attacked a few minutes before 
  the party emerged from the caves. 
  Defeating the creature they are free to visit 
  another location in Encounter Four.  Otherwise, if 
  they are ready to solve the problems facing them 
  move to Encounter Six.   
   
  Encounter Six: 
  PICK YOUR POISON 
  Eventually the party will decide upon a solution to 
  their problem. 
  BDK5-02i  CLOSURE 
   
  Page 19 
  
  Encounter Six A: 
  OPTION 1: EVERYBODY 
  DIES 
  One way to end the curse and enable the gate to 
  close is to kill off the surviving members of the 
  original congregation.  The darkest of the options, 
  this solution requires slaying the two Dwarves, 
  Horlok Darkmantle in Encounter 3 and Berringer 
  Lodestone in Encounter 4b (not the Descendants) 
  in the colony. 
  The 
  moment 
  that 
  both 
  dwarves 
  (Horlok 
  Darkmantle in Cold Storage and Berringer 
  Lodestone in The Bunkhouse) are dead, the caves 
  immediately vanish and the gate visibly stabilizes. 
   However, the gate begins to fade and will vanish 
  in 10 rounds.  The characters notice this with a 
  Spot (DC 5) in the second round.  Note this goes 
  into effect IMMEDIATELY when the second dwarf 
  dies, even if it occurs early in the event or in the 
  middle of combat.  Any party members who do not 
  get 
  out 
  are 
  considered 
  LOST 
  (reference 
  Conclusion).  The Descendants CAN also leave 
  during this period and will attempt to do so. 
  Encounter Six B: 
  OPTION 2: REPAIR SWORD 
  Those 
  who 
  played 
  Body 
  and 
  Soul 
  and 
  encountered the Slaad should be reminded the 
  creature wanted the sword returned. 
  Repairing the sword (or presenting the original, 
  undamaged sword) and returning it to the 
  Descendents in the Smithy will allow the 
  characters to close the gate.  However, this will 
  not free the congregation, leaving them stranded 
  again unless other spells are used to transport 
  them home.  The only place to successfully repair 
  the sword is atop the spire. 
  Encounter Six C: 
  OPTION 3: ASSIST 
  VATHERO 
  The petitioner spirit of Vathero knows the true 
  history.  In exchange for helping him go to his final 
  resting place he will reveal one possible solution.  
  To free his spirit will require the party to convince 
  the most skilled blacksmith in the land to 
  recognize that Vathero was the better smithy.  The 
  adventurers will likely assume it is one of the 
  Descendants but Vathero will explain it is actually 
  a native that hunts in the area.   
  If they agree to help him, Vathero will reveal the 
  secret place where he has stored two daggers he 
  created years ago.  One is made of Pandemonic 
  Silver; the other is made of Thinaun.  They are to 
  show these to the rival smith as a demonstration 
  of Vathero’s skill.  He will provide directions to the 
  hunting ground (30 minutes walk) and await their 
  return.   
  Assuming they agree: 
  Vathero’s directions are relatively easy to 
  follow, which is surprising given the ever-
  changing landscape.  During your journey you 
  see many strange creatures including a red 
  toad-like creature similar to the remains you 
  found in the cave under the village. But luck is 
  with you and you soon find the valley 
  described by Vathero. 
  Entering the valley you are greeted by the 
  sounds of steady hammering.  Following these 
  you are able to quickly locate the blacksmith at 
  work at his forge.  But the individual you find 
  is not what you might have expected.  For the 
  blacksmith you have been sent to meet is 
  another of those red, toad-like, creatures you 
  spotted earlier.  Sensing your presence it 
  stops its work and looks up at you. 
  “What can I do for you?” asks the creature. 
  The blacksmith’s name is Anh and although he 
  appears to be a Slaad he is actually a Neraphim 
  and a good one at that.  Once the characters have 
  explained their situation he will offer to agree that 
  Vathero was a more skilled blacksmith, but asks 
  for one of the weapons in exchange for doing so.   
  Which weapon the characters surrender is up to 
  them but once they have made their decision he 
  asks if they would be willing to give him the other 
  weapon as well in exchange for a favor to be 
  repaid later.  Those who agree to hand over both 
  weapons are granted the Favor of Anh.   
  Once the party has convinced Anh to grant 
  Vathero’s request they may return to the caves 
  without incident.  Vathero can sense if they were 
  successful for he will already feel his soul being 
  drawn to his god for judgment.   
  BDK5-02i  CLOSURE 
   
  Page 20 
  
  Assuming they were successful, Vathero will 
  inform the characters what they must do to end 
  the curse: that they must get the congregation to 
  request forgiveness and revert to Kurell.  He will 
  also tell them how to repair the sword and use it to 
  return the bodies to life.  He then fades away into 
  nothingness. 
  The sword can be repaired by placing the pieces 
  on the anvil atop the spire and simply imagining 
  that it has been reforged.  The sword can then be 
  used to return the bodies to life by stabbing each 
  person through the heart with the newly repaired 
  sword.  Vathero will explain this to the characters if 
  they promise not to tell anyone (he isn’t quite all 
  there). If anyone has the original sword (from The 
  Bender) they can use it to revive the bodies in the 
  same fashion, but doing so drains the magic from 
  the sword. 
  Many of the Descendants are eager to leave and 
  return to the ways of their ancestors. As such, 
  converting a majority of the clan will be a trivial 
  task.  The rest will ask to remain behind to bask in 
  the pleasures their god has provided. 
  Once they have converted to Kurell the party can 
  return through the portal, which closes when the 
  last of the party and those members of the 
  congregation that converted have passed through.  
  All APLs (EL 3) 
  Neraphim:  Ftr 3; hp 21; see Appendix 1. 
  Encounter Six D: 
  OPTION 4: PRAISE KURELL 
  By gathering the available evidence they can 
  piece together hints of what happened and 
  perhaps discover one solution (appeasing Kurell) 
  on their own.  Vathero’s solution of having the 
  congregation revert to Kurell is one way of 
  appeasing the old god, but the PCs may devise 
  another method of quelling his anger. This is a 
  judgment call and up to the discretion of the DM. 
  Such appeasements might include: 
  • 
  The majority of the congregation to ask 
  forgiveness and revert back to the worship of 
  Kurell, and the destruction of the altar of 
  Abbathor; 
  • 
  a sacrifice of valuables of the PC’s “real” 
  possessions in his name equal to 100*APL; or 
  • 
  a solemn (and enforceable) vow to construct a 
  temple of Kurell once returned to the material 
  plane. The construction of this will require 4 
  TUs (but no gold) from at least one party 
  member.  
  Note: Many of the Descendants are eager to 
  leave and return to the ways of their ancestors. As 
  such, converting a majority of the clan will be a 
  trivial effort.  The rest will ask to remain behind to 
  bask in the pleasures their god has provided. 
  Appeasing Kurell will provide a PC divine caster 
  the opportunity to permanently convert to Kurell as 
  well.  Due to the nature of this change Kurell will 
  happily accept you so the casting of atonement is 
  not required.  This will also meet the requirements 
  for the Contemplative (Kurell) Prestige Class. 
  Encounter Six E: 
  OPTION 5: THE GATE 
  Those who played Body & Soul and retrieved the 
  notes (noted on the AR) should be reminded of the 
  requirements for closing the gate. 
  Stabilizing the gate will allow the party and the 
  surviving members of the congregation to leave. 
  Doing so requires the following items: 
  • 
  The Shortsword of Kurell (broken or complete) 
  • 
  The Book of Gating (Up Close and Personal) 
  • 
  The two pieces of the staff started in Up Close 
  & Personal (BDK 1-10) 
  • 
  A token of a magic creature, given freely 
  If the party has all of these items the person with 
  the first part of the staff will feel a tug towards the 
  spire.  Holding the two pieces near the spire will 
  reveal a reflection that appears to be the third 
  piece. Touching the two portions to the spire will 
  draw the third piece out, enabling them to 
  complete the ritual. 
  Once they have the items listed above they can 
  perform the ritual to stabilize the rift.  This will 
  enable the characters as well as the descendants 
  to return to Zelosus.  The rift will close in one hour 
  (the characters will know this from reading the 
  ritual). 
  It is extremely unlikely this solution will come 
  about as few groups will have all of the required 
  items.  Those groups successfully completing the 
  ritual gain access to the completed staff. 
   
  BDK5-02i  CLOSURE 
   
  Page 21 
  
  Encounter Six F: 
  OPTION 6: LEAVING 
  The party can always give up and leave.  
  Eventually another group will come by and solve 
  the problem.  Needless to say this solution doesn’t 
  garner the heroes any additional experience or 
  reward. 
  Conclusion 
  Conclusion: Success 
  As the last of your party passes through the 
  gate it closes behind you.  With a gasp the 
  human male lying on the altar returns to life, 
  although with the dagger sticking in his chest 
  it is doubtful he will survive long. 
  Give the characters an opportunity to react.  Khan 
  is about to die.  Removing the knife or healing him 
  will keep him alive.  Give each character one 
  round to act.  Assuming Khan lives continue, 
  otherwise jump to “Here Endeth the Lesson” 
  (below). 
  The man looks about in shock before letting 
  out a sigh of relief, happy to be alive.  “I am 
  Khan” he explains “a tailor from Stoink... and I 
  thank you for saving me.  My brother Khane 
  and I grew up in the house built above the well 
  you used to enter here.  (he doesn’t know the 
  town is gone)  He asked me to join him here to 
  see a secret he had discovered in our 
  grandmother’s temple.  But when I got here he 
  tried to kill me.  Luckily you came along.  He 
  must have ran off…” 
  Then, suddenly looking surprised, he exclaims 
  “Drat! We must get out of here.  Surely the 
  forces of the old one will be here soon.  They 
  are moving across these lands so quickly I 
  doubt anyone can stop them.  We must flee to 
  the safety of Stoink, perhaps there we will be 
  safe.”  
  For Khan the year is still 583 and the Combination 
  of Free Lords hasn’t been completely overrun yet. 
   Play this up a bit as the characters try to explain 
  to him how much time has passed.  Eventually he 
  will come to grips with what has happened and he 
  will leave the cavern.  When he sees what has 
  happened to the town he breaks down and cries 
  fearing all he ever had is lost.  Eventually he 
  returns to Stoink where he finds his children (now 
  grown) have continued to run his shop.  Eventually 
  he gets word to the PCs and sends them a reward 
  for freeing him.   
  If Khan’s brother, Khane, was brought back to life 
  by the party he refuses to speak with him but does 
  not desire revenge. 
  If the Derro are with the party they look about in 
  amazement.  Much has changed in the past 200 
  years and they have a lot to discover.  They 
  decide to try to build a home within the remains of 
  Zelosus, for now. 
  “Here Endeth the Lesson”:  
  Congratulations, 
  you 
  have 
  successfully 
  returned the Bandit Kingdoms to normal, or as 
  close to it as these lands ever get. 
  About you lay the spoils of war: ruined towns, 
  stolen pasts, and fractured futures.  The town 
  of Zelosus is destroyed, the tailor Khan has 
  lost 
  the 
  past 
  twenty 
  years, 
  and 
  the 
  descendants of the congregation are without 
  direction.  These are the rewards the desire for 
  revenge brings.  Two hundred years ago Kurell 
  became angry a single congregation had 
  forsaken him.  His actions then have lead to 
  the destruction of this town and the death of 
  countless innocents.   
   
  In the world of Oerth gods should not 
  meddle with the affairs of mortals, and with 
  good reason.  As you have discovered today 
  the implications of even the simplest action 
  can have unforeseen reactions, and the reach 
  of a god is often beyond the extent of even 
  their unlimited vision.  But Gods are slow to 
  learn and quick to anger and when the anger of 
  a god has been raised the way they extract 
  their pound of flesh is not always as direct as 
  one might expect.  Perhaps therein lies a 
  valuable lesson as well.    
  Conclusion: Failure 
   
  About you lay the ruins of Zelosus.  The 
  town is destroyed and the damage caused by 
  the rift continues unabated.  It is only a matter 
  of time before its power spreads to affect the 
  lands around it or worse it is detected by the 
  forces of Evil that rule these lands.  Perhaps 
  another group of heroes will come across it 
  first and find a way to close the rift….perhaps. 
  BDK5-02i  CLOSURE 
   
  Page 22 
  
  Conclusion: Lost 
   
  The doorway home is closed and you have 
  been left behind.  Perhaps you can make a 
  home 
  here 
  amongst 
  these 
  god-forsaken 
  people. Cursed to spend your final days lost in 
  a drunken stupor in the temple of their un-
  caring god… 
   
  Luckily it is not to be.  After several weeks 
  one of the red-skinned creatures that hunt in 
  the surrounding fields spots you one morning 
  and motions 
  for your attention.  After 
  convincing you through its actions that it 
  means you no harm it opens a box and 
  extracts a sheaf of scrolls from within.  
  Searching through them it finds one it likes 
  and begins reading from the scroll.  The magic 
  complete a portal opens before you and the 
  creature motions for you to step through. 
   
  Stepping through the portal you find 
  yourself in the charred remains of building in 
  the Yeoman City of Longspear.  Why the 
  creature chose to help you, and how it got a 
  scroll that brought you here is a mystery, but 
  at least you are home. 
   
  Characters that were lost must spend 8 TUs 
  awaiting rescue from Limbo.  Characters who can 
  escape on their own are not charged this penalty.
   
   
  The End 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character.  Many of the combats are optional; 
  experience should only be awarded for combats 
  that are actually fought to conclusion. 
  Encounter Two 
  Defeating Horlok Darkmantle in combat 
   
  APL 2: 60 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
   
  APL 14: 450 xp. 
   
  APL 16: 510 xp. 
  Encounter Four A 
  Defeating Descendents in Smithy in combat 
   
  APL 2: 240 xp. 
   
  APL 4: 240 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 240 xp. 
   
  APL 12: 240 xp. 
   
  APL 14: 240 xp. 
   
  APL 16: 240 xp. 
   
  Encounter Four B 
  Defeating Descendents in Bunkhouse in combat 
   
  APL 2: 150 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  APL 14: 480 xp. 
  BDK5-02i  CLOSURE 
   
  Page 23 
  
   
  APL 16: 540 xp. 
  Encounter Four C 
  Defeating Descendents in Temple in combat 
   
  APL 2: 180 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 180 xp. 
   
  APL 10: 180 xp. 
   
  APL 12: 180 xp. 
   
  APL 14: 180 xp. 
   
  APL 16: 180 xp. 
  Encounter Four D 
  Defeating creature atop the spire 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
   
  APL 14: 420 xp. 
   
  APL 16: 480 xp. 
  Encounter Five 
  Defeating native creature 
   
  APL 2: 120 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
   
  APL 14: 510 xp. 
   
  APL 16: 570 xp. 
  Story Award 
  Completing any of the options One through Five 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
   
  APL 14: 120 xp. 
   
  APL 16:  135xp. 
  Discretionary roleplaying award 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
   
  APL 10: 90 xp. 
   
  APL 12: 105 xp. 
   
  APL 14: 120 xp. 
   
  APL 16:  135xp. 
  Total possible experience 
   
  APL 2: 225 xp. 
   
  APL 4: 337 xp. 
   
  APL 6: 450 xp. 
   
  APL 8: 562 xp. 
   
  APL 10: 675 xp. 
   
  APL 12: 787 xp. 
   
  APL 14: 900 xp. 
   
  APL 16:  1012 xp. 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  BDK5-02i  CLOSURE 
   
  Page 24 
  
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Two:   
  APL 2: L: 77 gp, C: 11 gp, M: Vest of 
  Resistance +1 (83 gp). 
  APL 4: L: 49 gp, C: 61 gp, M: +1 Hide (97 gp), 
  +1 Heavy Steel Shield (97 gp), Vest of 
  Resistance +1 (83 gp). 
  APL 6: L: 22 gp, C: 245 gp, M: +1 Dwarven 
  Waraxe (194 gp), +1 Hide (97 gp), +1 Heavy 
  Steel Shield (97 gp), Vest of Resistance +1 
  (83 gp). 
  APL 8: L: 22 gp, C: 11 gp, M: +1 Dwarven 
  Waraxe (194 gp), +2 Hide (347 gp), +1 Heavy 
  Steel Shield (97 gp), Vest of Resistance +2 
  (333 gp). 
  APL 10: L: 22 gp, C: 11 gp, M: +1 Dwarven 
  Waraxe (194 gp), +2 Hide (347 gp), +1 Heavy 
  Steel Shield (97 gp), Vest of Resistance +3 
  (750 gp), Gauntlets of Ogre Power (333 gp). 
  APL 12: L: 22 gp, C: 178 gp, M: +1 Dwarven 
  Waraxe (194 gp), Rhino Hide (430 gp), +1 
  Heavy 
  Steel 
  Shield 
  (97 
  gp), 
  Vest 
  of 
  Resistance +3 (750 gp), Belt of Giant Strength 
  (1333 gp). 
  APL 14: L: 22 gp, C: 178 gp, M: +1 Dwarven 
  Waraxe (194 gp), Rhino Hide (430 gp), +1 
  Heavy 
  Steel 
  Shield 
  (97 
  gp), 
  Vest 
  of 
  Resistance +4 (1333 gp), Belt of Giant 
  Strength (1333 gp), Amulet of Natural Armor 
  +3 (1500 gp). 
  APL 16: L: 22 gp, C: 178 gp, M: +1 Dwarven 
  Waraxe (694 gp), Rhino Hide (430 gp), +1 
  Heavy 
  Steel 
  Shield 
  (97 
  gp), 
  Vest 
  of 
  Resistance +4 (1333 gp), Belt of Giant 
  Strength +6 (3,000 gp), Amulet of Natural 
  Armor +4 (2,666 gp). 
  Encounter Four B:   
  APL 2: L: 36 gp, C: 0 gp, M: None. 
  APL 4: L: 134 gp, C: 144 gp, M: +1 Leather 
  Armor (96 gp), Amulet of Natural Armor +1 
  (166 gp), Vest of Resistance +1 (83 gp), +1 
  Leather Armor (96 gp), Amulet of Natural 
  Armor +1 (166 gp), Vest of Resistance +1 (83 
  gp). 
  APL 6: L: 134 gp, C: 78 gp, M: +1 Leather 
  Armor (96 gp), Amulet of Natural Armor +1 
  (166 gp), Vest of Resistance +1 (83 gp), 
  Gloves of Dexterity +2 (333 gp), +1 Leather 
  Armor (96 gp), Amulet of Natural Armor +1 
  (166 gp), Vest of Resistance +1 (83 gp), 
  Gloves of Dexterity +2 (333 gp). 
  APL 8: L: 134 gp, C: 278 gp, M: +2 Leather 
  Armor (346 gp), Amulet of Natural Armor +1 
  (166 gp), Vest of Resistance +2 (333 gp), 
  Gloves of Dexterity +2 (333 gp), +2 Leather 
  Armor (346 gp), Amulet of Natural Armor +1 
  (166 gp), Vest of Resistance +2 (333 gp), 
  Gloves of Dexterity +2 (333 gp). 
  APL 10: L: 32 gp, C: 944 gp, M: +1 Dagger 
  (191 gp), +1 Dagger (191 gp), +2 Leather 
  Armor (346 gp), Amulet of Natural Armor +1 
  (166 gp), Vest of Resistance +3 (750 gp), 
  Gloves of Dexterity +2 (333 gp), +1 Dagger 
  (191 gp), +1 Dagger (191 gp), +2 Leather 
  Armor (346 gp), Amulet of Natural Armor +1 
  (166 gp), Vest of Resistance +3 (750 gp), 
  Gloves of Dexterity +2 (333 gp). 
  APL 12: L: 32 gp, C: 280 gp, M: +1 Dagger 
  (191 gp), +1 Dagger (191 gp), +2 Padded 
  Armor (346 gp), Amulet of Natural Armor +1 
  (166 gp), Vest of Resistance +3 (750 gp), 
  Gloves of Dexterity +4 (1,333 gp), Ring of 
  Protection +2 (666 gp), +1 Dagger (191 gp), 
  BDK5-02i  CLOSURE 
   
  Page 25 
  
  +1 Dagger (191 gp), +2 Padded Armor (346 
  gp), Amulet of Natural Armor +1 (166 gp), 
  Vest of Resistance +3 (750 gp), Gloves of 
  Dexterity +4 (1,333 gp), Ring of Protection +2 
  (666 gp).  
  APL 14: L: 32 gp, C: 3,280 gp, M: +1 Dagger 
  (191 gp), +1 Dagger (191 gp), +2 Padded 
  Armor (346 gp), Amulet of Natural Armor +3 
  (1,500 gp), Vest of Resistance +4 (1,333 gp), 
  Gloves of Dexterity +4 (1,333 gp), Ring of 
  Protection +2 (666 gp), +1 Dagger (191 gp), 
  +1 Dagger (191 gp), +2 Padded Armor (346 
  gp), Amulet of Natural Armor +1 (166 gp), 
  Vest of Resistance +3 (750 gp), Gloves of 
  Dexterity +4 (1,000 gp), Ring of Protection +2 
  (666 gp) .  
  APL 16: L: 32 gp, C: 3,280 gp, M: +1 Dagger 
  Human Bane (691 gp), +1 Dagger Human 
  Bane (691 gp), +2 Padded Armor (346 gp), 
  Amulet of Natural Armor +4 (2,666 gp), Vest of 
  Resistance +4 (1,333 gp), Gloves of Dexterity 
  +6 (3,000 gp), Ring of Protection +2 (666 gp), 
  +1 Dagger Human Bane (691 gp), +1 Dagger 
  Human Bane (691 gp), +2 Padded Armor (346 
  gp), Amulet of Natural Armor +4 (2,666 gp), 
  Vest of Resistance +4 (1,333 gp), Gloves of 
  Dexterity +6 (3,000 gp), Ring of Protection +2 
  (666 gp).  
  Encounter Five:   
  APL 2: L: 0 gp, C: 00 gp, M: None.  
  APL 4: L: 0 gp, C: 00 gp, M: None. 
  APL 6: L: 0 gp, C: 0 gp, M:+1 Hide (98 gp), 
  Vest of Resistance +1 (83 gp), Ring of 
  Protection +1 (166 gp).  
  APL 8: L: 0 gp, C: 0 gp, M:+2 Hide (348 gp), 
  Vest of Resistance +2 (333 gp), Ring of 
  Protection +1 (166 gp).  
  APL 10: L: 0 gp, C: 0 gp, M:+2 Hide (348 gp), 
  Vest of Resistance +3 (750 gp), Ring of 
  Protection +1 (166 gp), Periapt of Wisdom +2 
  (333 gp).  
  APL 12: L: 0 gp, C: 0 gp, M:+2 Hide (348 gp), 
  Vest of Resistance +3 (750 gp), Ring of 
  Protection +1 (166 gp), Periapt of Wisdom +2 
  (333 gp).  
  APL 14: L: 0 gp, C: 0 gp, M:+2 Hide (348 gp), 
  Vest of Resistance +3 (750 gp), Ring of 
  Protection +1 (166 gp), Periapt of Wisdom +2 
  (333 gp).  
  APL 16: L: 0 gp, C: 0 gp, M:+2 Hide (348 gp), 
  Vest of Resistance +3 (750 gp), Ring of 
  Protection +1 (166 gp), Periapt of Wisdom +2 
  (333 gp).  
  Encounter Six C:   
  ALL APLs: L: 0 gp, C: 0 gp, M: Thinaun 
  Dagger (858 gp), Pandemonic Silver Dagger 
  (775).  
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 83 gp, C: 77 gp, M: 1746 gp – Total: 
  1906 gp (200 gp). 
  APL 4: L: 183 gp, C: 0 gp, M: 2600 gp – Total: 
  2783 gp (300 gp). 
  APL 6: L: 156 gp, C: 0 gp, M: 3807 gp – Total: 
  3963 gp (400 gp). 
  APL 8: L: 156 gp, C: 0 gp, M: 5807 gp – Total: 
  5963 gp (625 gp). 
  APL 10: L: 54 gp, C: 0 gp, M: 8521 gp – Total: 
  8575 gp (1050 gp). 
  APL 12: L: 54 gp, C: 0 gp, M: 13320 gp – 
  Total: 13374 gp (1500 gp). 
  APL 14: L: 54 gp, C: 0 gp, M: 19237 gp – 
  Total: 19291 gp (3000 gp). 
  APL 16: L: 54 gp, C: 0 gp, M: 30236 gp – 
  Total: 30280 gp (4500 gp). 
  Items for the Adventure 
  Record 
  Special 
  Favor of the Elementals:  An Elder Elemental 
  has offered to teach you the ways of the 
  elementals.  This provides access to both the 
  Bonded Summoner (M.H.) and Elemental Savant 
  (C.A.) prestige classes. 
  Blessed of Kurell:  You have chosen to convert 
  to the worship of Kurell.  As a reward for freeing 
  his followers you are accepted without the usual 
  Atonement requirement.  This provides access to 
  the Contemplative of Kurell (C.D.) prestige class. 
  Favor of Khan:  You have earned the gratitude of 
  Khan of Stoink.  When the PC exercises this favor, 
  Khan will arrange for the character to be able to 
  purchase a Possum Pouch (C.V.).  This favor 
  counts only as adventure access and the PC must 
  BDK5-02i  CLOSURE 
   
  Page 26 
  
  pay market value for the item.  The favor can only 
  be used once before being expended. 
  Favor of Anh:  In exchange for turning over both 
  weapons you have earned the gratitude of Anh.  
  The purpose of this favor will become known in a 
  future event. 
  Completed Staff:  You have found all three 
  pieces of the broken staff and have joined them 
  together.  The purpose of this item will become 
  known in a future event. 
  Item Access (calculate any non-DMG 
  things) 
  APL 2 - 6: 
  • 
  Planar Tuning Fork: Limbo (Adventure; 50gp) 
  • 
  Thinaun Dagger, Masterwork (Adventure, 
  C.W.). 
  • 
  Pandemonic 
  Silver 
  Dagger, 
  Masterwork 
  (Adventure, C.W.). 
  • 
  Vest of Resistance +1 (Adventure, C.A.). 
  APL 8: (all of APL 2 plus the following): 
  • 
  +2 Hide Armor (Adventure, DMG). 
  • 
  +2 Leather Armor (Adventure, DMG). 
  • 
  Vest of Resistance +2 (Adventure, C.A.). 
  APL 10: (all of APLs 2, 8 plus the following): 
  • 
  Vest of Resistance +3 (Adventure, C.A.) 
  APL 12: (all of APLs 2, 8, 10 plus the following): 
  • 
  Rhino Hide Armor (Adventure, DMG) 
  • 
  +2 Padded Armor (Adventure, DMG) 
  • 
  Belt of Giant Strength +4 (Adventure, DMG) 
  • 
  Gloves of Dexterity +4 (Adventure, DMG) 
  • 
  Ring of Protection +2 (Adventure, DMG) 
  APL 14: (all of APLs 2, 8, 10, 12 plus the 
  following): 
  • 
  Vest of Resistance +4 (Adventure, C.A.) 
  • 
  Amulet of Natural Armor +3 (Adventure, 
  DMG). 
  APL 16: (all of APLs 2, 8, 10, 12, 14 plus the 
  following): 
  • 
  +1 Dagger Human Bane (Adventure, DMG) 
  • 
  Belt of Giant Strength +6 (Adventure, DMG) 
  • 
  Gloves of Dexterity +6 (Adventure, DMG) 
  • 
  Amulet of Natural Armor +4 (Adventure, DMG) 
  BDK5-02i  CLOSURE 
   
  Page 27 
  
  Appendix One – APL 2
  Encounter Two 
   
   
   
   
  Horlok Darkmantle: Male Dwarf Bbn 2; CR 2; 
  Medium Humanoid (Dwarf); HD 2d12+6, hp 20, 
  Init +2, Spd 30 ft.; AC 17, touch 12, flat-footed 17 
  (+3 Armor, +2 Shield, +2 Dex); BAB/Grp: +2/+3, 
  Atk: +4 melee (1d10+1 /20 x3, Masterwork 
  Dwarven Waraxe); Full Atk +4 melee (1d10+1 /20 
  x3, Masterwork Dwarven Waraxe);  Space/Reach 
  5 ft./5 ft.; SA None; SQ Rage 1/day, Uncanny 
  Dodge; AL CE; SV Fort +7, Ref +3, Will +2, Str 13, 
  Dex 15, Con 16, Int 10, Wis 12, Cha 6.   
   
  Skills 
  and 
  Feats: 
  Climb 
  -1, 
  Craft 
  (Leatherworking) 
  +7, 
  Listen 
  +6, 
  Profession 
  (Hunter) +3, Survival +6, Track.  
   
  Possessions: Dwarven Waraxe, Masterwork; 
  Hide, 
  Masterwork; 
  Shield, 
  heavy 
  steel, 
  Masterwork; Pouch, belt; Cold weather outfit; 
  Leatherworker`s tools, Masterwork; Sack; Vest of 
  Resistance +1; Rare coin necklace (200 gp), 70 
  gp. 
   
  Physical Description: A middle-aged Dwarven 
  male in a thick coat of hides is huddled near one 
  wall of corpses, a faint murmuring coming from his 
  lips. His outstretched hand grasps a necklace of 
  coins he wears around his neck.   
  Encounter Four A  
   
   
   
  Vathero: Male Githzerai Petitioner; CR 1; Medium 
  Outsider (Chaotic, Neutral); HD 2d8+1, hp 9, Init 
  +5, Spd 30 ft.; AC 15, touch 15, flat-footed 10 (+5 
  Dex); BAB/Grp: +0/+0, Atk: +0 melee (1d13 /20, 
  Unarmed Strike); Full Atk +0 melee (1d13 /20, 
  Unarmed Strike);  Space/Reach 5 ft./5 ft.; SA 
  None; SQ Darkvision (Ex): 60 ft, Spell Resistance 
  (Ex): 
  5, 
  Mental 
  Immunity, 
  Immunities, 
  Resistances, Planar Commitment; AL CE; SV Fort 
  +4, Ref +8, Will +6, Str 10, Dex 20, Con 13, Int 10, 
  Wis 17, Cha 8.   
   
  Skills and Feats: None.  
   
  Possessions: None 
   
  Physical Description: A creature made of 
  flame.   Mental Immunity (Ex): Immune to mind-
  influencing effects. 
   
  Immunities (Ex): Immune Fire and Cold 
   
  Resistances (Ex): Electricity 20, acid 20 
   
  Planar Commitment (Ex): Cannot leave the 
  plane, they are teleported 100 miles in a random 
  direction if an attempt is made to force them to 
  leave. 
  Encounter Four B  
   
   
   
  Nagor Lodestone: Male Derro; CR 3; Small 
  Monstrous Humanoid (Derro); HD 3d8+3, hp 16, 
  Init +6, Spd 20 ft.; AC 17, touch 13, flat-footed 15 
  (+1 Size, +2 Dex, +2 Natural, +2 Armor); BAB/Grp: 
  +3/-1, Atk: +6 melee (1d3 /19-20, Dagger); Full Atk 
  +6 melee (1d3 /19-20, Dagger);  Space/Reach 5 
  ft./5 ft.; SA Poison (Ex), Spell-like Abilities (Sp), 
  SQ Madness (Ex), Sneak Attack +1d6, Spell 
  Resistance (Ex): 15, Vulnerability: Sunlight (Ex); 
  AL CE; SV Fort +4, Ref +3, Will +4, Str 11, Dex 
  14, Con 13, Int 10, Wis 5, Cha 16.   
   
  Skills and Feats: Hide +10, Listen +3, Move 
  Silently +12, Improved Initiative, Weapon Finesse.  
   
  Possessions: Dagger, Dagger, Leather Armor, 
  1 dose greenblood oil, 1 dose Medium monstrous 
  spider venom. 
   
  Physical 
  Description: 
  Shorter 
  than 
  your 
  average dwarf he is young and strongly built.  He 
  is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood oil 
  or Medium monstrous spider venom (see Poison, 
  page 296 of the Dungeon Master’s Guide) to their 
  weapons. Derro are not at risk of poisoning 
  themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 13), sound burst 
  (DC 15). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
         Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per every 24-hour period 
  spent underground or otherwise sheltered from 
  the sun.  
   
  Garlon Lodestone: Male Derro; CR 3; Small 
  Monstrous Humanoid (Derro); HD 3d8+3, hp 16, 
  Init +6, Spd 20 ft.; AC 17, touch 13, flat-footed 15 
  BDK5-02i  CLOSURE 
   
  Page 28 
  
  (+1 Size, +2 Dex, +2 Natural, +2 Armor); BAB/Grp: 
  +3/-1, Atk: +6 melee (1d3 /19-20, Dagger); Full Atk 
  +6 melee (1d3 /19-20, Dagger);  Space/Reach 5 
  ft./5 ft.; SA Poison (Ex), Spell-like Abilities (Sp), 
  SQ Madness (Ex), Sneak Attack +1d6, Spell 
  Resistance (Ex): 15, Vulnerability: Sunlight (Ex); 
  AL CE; SV Fort +4, Ref +3, Will +4, Str 11, Dex 
  14, Con 13, Int 10, Wis 5, Cha 16.   
   
  Skills and Feats: Hide +10, Listen +3, Move 
  Silently +12, Improved Initiative, Weapon Finesse.  
   
  Possessions: Dagger, Dagger, Leather Armor, 
  1 dose greenblood oil, 1 dose Medium monstrous 
  spider venom. 
   
  Physical 
  Description: 
  Shorter 
  than 
  your 
  average dwarf he is young and strongly built.  He 
  is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood oil 
  or Medium monstrous spider venom (see Poison, 
  page 296 of the Dungeon Master’s Guide) to their 
  weapons. Derro are not at risk of poisoning 
  themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 13), sound burst 
  (DC 15). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
         Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per every 24-hour period 
  spent underground or otherwise sheltered from 
  the sun.  
  Encounter Four D  
   
   
   
  Element Panther: Male Element Panther; CR 3; 
  Medium Elemental (Earth); HD 3d8+6, hp 19, Init 
  +3, Spd 40 ft., Climb 20 ft, Burrow 20 ft.; AC 17, 
  touch 13, flat-footed 14 (+3 Dex, +4 Natural); 
  BAB/Grp: +2/+6, Atk: +6 melee (1d6+4, Bite); Full 
  Atk +6/+2 melee (1d6+4, Bite; 1d3+2, 2 Claw);  
  Space/Reach 5 ft./5 ft.; SA Pounce (Ex), Improved 
  Grab (Ex), Rake (Ex), Burrow (Ex), Earth Mastery 
  (Ex); SQ Elemental Traits, Scent (Ex), Low-Light 
  Vision (Ex), Darkvision (Ex): 60 ft., Tremorsense 
  (Ex): 60 ft.; AL N; SV Fort +5, Ref +6, Will +2, Str 
  18, Dex 17, Con 15, Int 2, Wis 12, Cha 6.   
   
  Skills and Feats: Balance +11, Climb +12, 
  Hide +7, Jump +12, Listen +6, Move Silently +7, 
  Spot +6, Alertness, Weapon Focus: Claw.  
   
  Possessions: None 
   
  Physical 
  Description: 
  A 
  black 
  panther 
  measuring 4 feet long and 125 pounds. 
   
  Pounce (Ex): If a panther leaps upon a foe 
  during the first round of combat, it can make a full 
  attack even if it has already taken a move action. 
         Improved Grab (Ex): To use this ability, the 
  panther must hit with its bite attack. If it gets a 
  hold, it can rake. 
         Rake (Ex): A panther that gets a hold can 
  make two rake attacks (+6 melee) with its hind 
  legs for 1d3+2 damage each. If the leopard 
  pounces on an opponent, it can also rake. 
   
  Earth Mastery (Ex): An earth elemental gains 
  a +1 attack and damage bonus if both it and its foe 
  touch the ground. If an opponent is airborne or 
  waterborne, the elemental suffers a -4 penalty to 
  attack and damage. (These modifiers are not 
  included in the statistics block.) 
   
  Burrow (Ex): An element creature can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or 
  other signs of its presence. A move earth spell 
  cast on an area containing a burrowing creature 
  flings the creature back 30 feet, stunning the 
  creature for 1 round unless it succeeds at a 
  Fortitude save. 
  Encounter Five 
   
   
   
   
  Anarchic Panther (2): Male Anarchic Panther; 
  CR 2; Medium Magical Beast; HD 3d8+6, hp 21, 
  Init +4, Spd 40 ft., Climb 20 ft.; AC 15, touch 14, 
  flat-footed 11 (+4 Dex, +1 Natural); BAB/Grp: 
  +2/+5, Atk: +6 melee (1d6+3, Bite); Full Atk +6/+1 
  melee 
  (1d6+3, 
  Bite; 
  1d3+1, 
  2 
  Claw);  
  Space/Reach 5 ft./5 ft.; SA: Pounce (Ex), 
  Improved Grab (Ex), Rake (Ex), Smite Law (Su); 
  SQ: Scent (Ex), Low-Light Vision (Ex), Darkvision 
  (Ex): 60 ft., Resistance: Cold 5, Acid 5, Electricity 
  5, Fire 5, Sonic 5, Immunity: Petrification and 
  Polymorph (Ex);  AL CN; SV Fort +5, Ref +7, Will 
  +2, Str 16, Dex 19, Con 15, Int 3, Wis 12, Cha 6.   
   
  Skills and Feats: Balance +12, Climb +11, 
  Hide +8, Jump +11, Listen +6, Move Silently +8, 
  Spot +6, Alertness, Weapon Finesse.  
   
  Possessions: None 
  BDK5-02i  CLOSURE 
   
  Page 29 
  
   
  Physical 
  Description: 
  A 
  black 
  panther 
  measuring 4 feet long and 125 pounds. 
   
  Pounce (Ex): If a panther leaps upon a foe 
  during the first round of combat, it can make a full 
  attack even if it has already taken a move action. 
         Improved Grab (Ex): To use this ability, the 
  panther must hit with its bite attack. If it gets a 
  hold, it can rake. 
         Rake (Ex): A panther that gets a hold can 
  make two rake attacks (+6 melee) with its hind 
  legs for 1d3+2 damage each. If the leopard 
  pounces on an opponent, it can also rake. 
         Smite Law (Su): Once per day, an anarchic 
  creature can make a normal attack to deal extra 
  damage equal to its Hit Dice (maximum 20 points) 
  against a lawful opponent. 
  Encounter Six C 
   
   
   
   
  Anh: Male Neraphim Ftr 3; CR 3; Medium 
  Outsider; HD 3d10+3, hp 21, Init +6, Spd 20 ft.; 
  AC 20, touch 12, flat-footed 18 (+2 Dex, +6 Armor, 
  +2 Natural Armor); BAB/Grp: +3/+5, Atk: +7 melee 
  (1d8+3 /19-20 x2, Masterwork Longsword); Full 
  Atk +7 melee (1d8+3 /19-20 x2, Masterwork 
  Longsword); 
  Space/Reach 
  5 
  ft./5 
  ft.; 
  SA 
  Camouflage; SQ Darkvision (EX): 60ft; AL CG; SV 
  Fort +4, Ref +3, Will +1, Str 15, Dex 14, Con 12, 
  Int 13, Wis 10, Cha 8.   
   
  Skills and Feats: Craft: Blacksmithing +7, 
  Disguise +1, Jump +13, Search +3, Spot +2, 
  Cleave, 
  Improved 
  Initiative, 
  Power 
  Attack, 
  Weapon Focus: Longsword. 
   
  Possessions: 
  Masterwork 
  Longsword, 
  +1 
  Breastplate. 
   
  Physical Description: A red-skinned toad-like 
  humanoid. 
   
  Camouflage (Ex): When charging or using 
  thrown weapon can negate targets dex once / 
  enemy / encounter 
   
  BDK5-02i  CLOSURE 
   
  Page 30 
  
  Appendix Two – APL 4
  Encounter Two 
   
   
   
   
  Horlok Darkmantle: Male Dwarf Bbn 5; CR 5; 
  Medium Humanoid (Dwarf); HD 5d12+15, hp 50, 
  Init +3, Spd 30 ft.; AC 20, touch 13, flat-footed 20 
  (+4 Armor, +3 Shield, +3 Dex); BAB/Grp: +5/+6, 
  Atk: +7 melee (1d10+1 /20 x3, Masterwork 
  Dwarven Waraxe); Full Atk +7 melee (1d10+1 /20 
  x3, Masterwork Dwarven Waraxe); Space/Reach 
  5 ft./5 ft.; SA None; SQ Rage 2/day, Improved 
  Uncanny Dodge, +2 Saves vs. Poison, +2 Saves 
  vs. Spells and Spell-like Effects, Darkvision (Ex): 
  60 ft., Stability (Ex); AL CE; SV Fort +8, Ref +5, 
  Will +5, Str 13, Dex 16, Con 16, Int 10, Wis 12, 
  Cha 6.   
   
  Skills 
  and 
  Feats: 
  Climb 
  +2, 
  Craft 
  (Leatherworking) 
  +8, 
  Listen 
  +9, 
  Profession 
  (Hunter) +4, Survival +9, Iron Will, Track.  
   
  Possessions: Dwarven Waraxe, Masterwork; 
  +1 Hide; +1 Heavy steel shield; Pouch, belt; Cold 
  weather outfit; Leatherworker`s tools, Masterwork; 
  Sack; Vest of Resistance +1; Rare coin necklace 
  (200 gp). 
   
  Physical Description: A middle-aged Dwarven 
  male in a thick coat of hides is huddled near one 
  wall of corpses, a faint murmuring coming from his 
  lips. His outstretched hand grasps a necklace of 
  coins he wears around his neck.   
  Encounter Four A  
   
   
   
  Vathero: Male Githzerai Petitioner; CR 1; Medium 
  Outsider (Chaotic, Neutral); HD 2d8+1, hp 9, Init 
  +5, Spd 30 ft.; AC 15, touch 15, flat-footed 10 (+5 
  Dex); BAB/Grp: +0/+0, Atk: +0 melee (1d13 /20, 
  Unarmed Strike); Full Atk +0 melee (1d13 /20, 
  Unarmed Strike);  Space/Reach 5 ft./5 ft.; SA 
  None; SQ Darkvision (Ex): 60 ft, Spell Resistance 
  (Ex): 
  5, 
  Mental 
  Immunity, 
  Immunities, 
  Resistances, Planar Commitment; AL CE; SV Fort 
  +4, Ref +8, Will +6, Str 10, Dex 20, Con 13, Int 10, 
  Wis 17, Cha 8.   
   
  Skills and Feats: None.  
   
  Possessions: None 
   
  Physical Description: A creature made of 
  flame.   Mental Immunity (Ex): Immune to mind-
  influencing effects. 
   
  Immunities (Ex): Immune Fire and Cold 
   
  Resistances (Ex): Electricity 20, acid 20 
   
  Planar Commitment (Ex): Cannot leave the 
  plane, they are teleported 100 miles in a random 
  direction if an attempt is made to force them to 
  leave. 
  Encounter Four B  
   
   
   
  Nagor Lodestone: Male Derro Rog 1; CR 4; 
  Small Monstrous Humanoid (Derro); HD 3d8+9 
  (Derro) 1d6+3 (Rogue), hp 31, Init +8, Spd 20 ft.; 
  AC 21, touch 15, flat-footed 17 (+1 Size, +4 Dex, 
  +3 Natural, +3 Armor); BAB/Grp: +3/-1, Atk: +9 
  melee (1d3 /19-20, Masterwork Dagger); Full Atk 
  +7/+7 melee (1d3 /19-20, Masterwork Dagger; 
  1d3 /19-20, Masterwork Dagger);  Space/Reach 5 
  ft./5 ft.; SA Poison (Ex), Spell-like Abilities (Sp), 
  SQ Madness (Ex), Sneak Attack +2d6, Spell 
  Resistance (Ex): 15, Vulnerability: Sunlight (Ex); 
  AL CE; SV Fort +7, Ref +8, Will +6, Str 10, Dex 
  19, Con 16, Int 13, Wis 6, Cha 14.   
   
  Skills and Feats: Balance +13, Hide +18, 
  Listen +5, Move Silently +15, Profession (Hunter) 
  +5, Sleight off Hand +11, Spot +4, Tumble +11, 
  Improved 
  Initiative, 
  Two-Weapon 
  Fighting, 
  Weapon Finesse.  
   
  Possessions: Masterwork Dagger, Masterwork 
  Dagger, +1 Leather Armor, Amulet of Natural 
  Armor +1, Vest of Resistance +1, 1 dose 
  greenblood oil, 1 dose Medium monstrous spider 
  venom. 
   
  Physical 
  Description: 
  Shorter 
  than 
  your 
  average dwarf he is young and strongly built.  He 
  is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood oil 
  or Medium monstrous spider venom (see Poison, 
  page 296 of the Dungeon Master’s Guide) to their 
  weapons. Derro are not at risk of poisoning 
  themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 12), sound burst 
  (DC 14). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
         Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  BDK5-02i  CLOSURE 
   
  Page 31 
  
  recovered at the rate of 1 per every 24-hour period 
  spent underground or otherwise sheltered from 
  the sun.  
   
  Garlon Lodestone: Male Derro Rog 1; CR 4; 
  Small Monstrous Humanoid (Derro); HD 3d8+9 
  (Derro) 1d6+3 (Rogue), hp 31, Init +8, Spd 20 ft.; 
  AC 21, touch 15, flat-footed 17 (+1 Size, +4 Dex, 
  +3 Natural, +3 Armor); BAB/Grp: +3/-1, Atk: +9 
  melee (1d3 /19-20, Masterwork Dagger); Full Atk 
  +7/+7 melee (1d3 /19-20, Masterwork Dagger; 
  1d3 /19-20, Masterwork Dagger);  Space/Reach 5 
  ft./5 ft.; SA Poison (Ex), Spell-like Abilities (Sp), 
  SQ Madness (Ex), Sneak Attack +2d6, Spell 
  Resistance (Ex): 15, Vulnerability: Sunlight (Ex); 
  AL CE; SV Fort +7, Ref +8, Will +6, Str 10, Dex 
  19, Con 16, Int 13, Wis 6, Cha 14.   
   
  Skills and Feats: Balance +13, Hide +18, 
  Listen +5, Move Silently +15, Profession (Hunter) 
  +5, Sleight off Hand +11, Spot +4, Tumble +11, 
  Improved 
  Initiative, 
  Two-Weapon 
  Fighting, 
  Weapon Finesse.  
   
  Possessions: Masterwork Dagger, Masterwork 
  Dagger, +1 Leather Armor, Amulet of Natural 
  Armor +1, Vest of Resistance +1, 1 dose 
  greenblood oil, 1 dose Medium monstrous spider 
  venom. 
   
  Physical 
  Description: 
  Shorter 
  than 
  your 
  average dwarf he is young and strongly built.  He 
  is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood oil 
  or Medium monstrous spider venom (see Poison, 
  page 296 of the Dungeon Master’s Guide) to their 
  weapons. Derro are not at risk of poisoning 
  themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 12), sound burst 
  (DC 14). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
         Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per every 24-hour period 
  spent underground or otherwise sheltered from 
  the sun.  
  Encounter Four D  
   
   
   
  Element 
  Displacer 
  Beast: 
  Male 
  Element 
  Displacer Beast; CR 5; Large Elemental (Earth); 
  HD 6d8+18, hp 45, Init +1, Spd 40 ft., Burrow 20 
  ft.; AC 19, touch 10, flat-footed 18 (-1 Size, +1 
  Dex, +9 Natural); BAB/Grp: +6/+15, Atk: +10 
  melee (1d6+5, Tentacle); Full Atk +10/+5 melee 
  (1d6+5, 2 Tentacle; 1d8+2, Bite);  Space/Reach 
  10 ft./5 ft. (10 ft w/ Tentacles); SA Burrow (Ex), 
  Earth Mastery (Ex); SQ Displacement (Su), 
  Elemental Traits, Low-Light Vision (Ex), Darkvision 
  (Ex): 60 ft., Resistance: Ranged Attacks (Su): 2, 
  Tremorsense (Ex): 60 ft.; AL N; SV Fort +8, Ref 
  +6, Will +3, Str 20, Dex 13, Con 16, Int 5, Wis 12, 
  Cha 8.   
   
  Skills and Feats: Hide +11, Jump +9, Move 
  Silently +8, Combat Reflexes, Improved Natural 
  Armor, Stealthy.  
   
  Possessions: None 
   
  Physical Description: The elemental displacer 
  beast is a savage and stealthy carnivore that 
  resembles a puma with six legs, glowing green 
  eyes, and two muscular tentacles growing from its 
  shoulders.  A displacer beast has luxurious, blue-
  black fur and a long, feline body and head. It is the 
  size of a Bengal tiger, about 10 feet long and 
  weighing about 500 pounds. The tentacles end in 
  pads equipped with horny ridges. 
   
  Displacement (Su): A light-bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature's true location. Any 
  melee or ranged attack directed at it has a 50% 
  miss chance unless the attacker can locate the 
  beast by some means other than sight. A true 
  seeing effect allows the user to see the beast's 
  position, but see invisibility has no effect. 
         Resistance to Ranged Attacks (Su): A 
  displacer beast gains a +2 resistance bonus to 
  saves against any ranged spell or ranged magical 
  attack that specifically targets it (except for ranged 
  touch attacks). 
   
  Earth Mastery (Ex): An earth elemental gains 
  a +1 attack and damage bonus if both it and its foe 
  touch the ground. If an opponent is airborne or 
  waterborne, the elemental suffers a -4 penalty to 
  attack and damage. (These modifiers are not 
  included in the statistics block.) 
   
  Burrow (Ex): An element creature can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or 
  BDK5-02i  CLOSURE 
   
  Page 32 
  
  other signs of its presence. A move earth spell 
  cast on an area containing a burrowing creature 
  flings the creature back 30 feet, stunning the 
  creature for 1 round unless it succeeds at a 
  Fortitude save. 
  Encounter Six C 
   
   
   
   
  Anh: Male Neraphim Ftr 3; CR 3; Medium 
  Outsider; HD 3d10+3, hp 21, Init +6, Spd 20 ft.; 
  AC 20, touch 12, flat-footed 18 (+2 Dex, +6 Armor, 
  +2 Natural Armor); BAB/Grp: +3/+5, Atk: +7 melee 
  (1d8+3 /19-20 x2, Masterwork Longsword); Full 
  Atk +7 melee (1d8+3 /19-20 x2, Masterwork 
  Longsword); 
  Space/Reach 
  5 
  ft./5 
  ft.; 
  SA 
  Camouflage; SQ Darkvision (EX): 60ft; AL CG; SV 
  Fort +4, Ref +3, Will +1, Str 15, Dex 14, Con 12, 
  Int 13, Wis 10, Cha 8.   
   
  Skills and Feats: Craft: Blacksmithing +7, 
  Disguise +1, Jump +13, Search +3, Spot +2, 
  Cleave, 
  Improved 
  Initiative, 
  Power 
  Attack, 
  Weapon Focus: Longsword. 
   
  Possessions: 
  Masterwork 
  Longsword, 
  +1 
  Breastplate. 
   
  Physical Description: A red-skinned toad-like 
  humanoid. 
   
  Camouflage (Ex): When charging or using 
  thrown weapon can negate targets dex once / 
  enemy / encounter 
   
  BDK5-02i  CLOSURE 
   
  Page 33 
  
  Appendix Three – APL 6
  Encounter Two 
   
   
   
   
  Horlok Darkmantle: Male Dwarf Bbn 7; CR 7; 
  Medium Humanoid (Dwarf); HD 7d12+21, hp 70, 
  Init +7, Spd 30 ft.; AC 20, touch 13, flat-footed 20 
  (+4 Armor, +3 Shield, +3 Dex); BAB/Grp: +7/+8, 
  Atk: +9 melee (1d10+2 /20 x3, +1 Dwarven 
  Waraxe); Full Atk +9/4 melee (1d10+2 /20 x3, +1 
  Dwarven Waraxe); Space/Reach 5 ft./5 ft.; SA 
  None; SQ Damage Reduction 1/-, Rage 2/day, 
  Improved Uncanny Dodge, +2 Saves vs. Poison, 
  +2 Saves vs. Spells and Spell-like Effects, 
  Darkvision (Ex): 60 ft., Stability (Ex); AL CE; SV 
  Fort +9, Ref +6, Will +6, Str 13, Dex 16, Con 16, 
  Int 10, Wis 12, Cha 6.   
   
  Skills 
  and 
  Feats: 
  Climb 
  +2, 
  Craft 
  (Leatherworking) +11, Listen +9, Profession 
  (Hunter) +6, Survival +10, Improved Initiative, Iron 
  Will, Track.  
   
  Possessions: +1 Dwarven Waraxe; +1 Hide; 
  +1 Heavy steel shield; Pouch, belt; Cold weather 
  outfit; Leatherworker`s tools, Masterwork; Sack; 
  Vest of Resistance +1; Rare coin necklace (200 
  gp). 
   
  Physical Description: A middle-aged Dwarven 
  male in a thick coat of hides is huddled near one 
  wall of corpses, a faint murmuring coming from his 
  lips. His outstretched hand grasps a necklace of 
  coins he wears around his neck. 
  Encounter Four A  
   
   
   
  Vathero: Male Githzerai Petitioner; CR 1; Medium 
  Outsider (Chaotic, Neutral); HD 2d8+1, hp 9, Init 
  +5, Spd 30 ft.; AC 15, touch 15, flat-footed 10 (+5 
  Dex); BAB/Grp: +0/+0, Atk: +0 melee (1d13 /20, 
  Unarmed Strike); Full Atk +0 melee (1d13 /20, 
  Unarmed Strike);  Space/Reach 5 ft./5 ft.; SA 
  None; SQ Darkvision (Ex): 60 ft, Spell Resistance 
  (Ex): 
  5, 
  Mental 
  Immunity, 
  Immunities, 
  Resistances, Planar Commitment; AL CE; SV Fort 
  +4, Ref +8, Will +6, Str 10, Dex 20, Con 13, Int 10, 
  Wis 17, Cha 8.   
   
  Skills and Feats: None.  
   
  Possessions: None 
   
  Physical Description: A creature made of 
  flame.   Mental Immunity (Ex): Immune to mind-
  influencing effects. 
   
  Immunities (Ex): Immune Fire and Cold 
   
  Resistances (Ex): Electricity 20, acid 20 
   
  Planar Commitment (Ex): Cannot leave the 
  plane, they are teleported 100 miles in a random 
  direction if an attempt is made to force them to 
  leave. 
  Encounter Four B  
   
   
   
  Nagor Lodestone: Male Derro Rog 2 Ftr 1; CR 6; 
  Small Monstrous Humanoid (Derro); HD 3d8+9 
  (Derro) 2d6+6 (Rogue) 1d10+3  (Fighter), hp 47, 
  Init +9, Spd 20 ft.; AC 22, touch 16, flat-footed 17 
  (+1 Size, +5 Dex, +3 Natural, +3 Armor); BAB/Grp: 
  +5/+1, Atk: +13 melee (1d3 /19-20, Masterwork 
  Dagger); Full Atk +11/+11 melee (1d3 /19-20, 
  Masterwork Dagger; 1d3 /19-20, Masterwork 
  Dagger);  Space/Reach 5 ft./5 ft.; SA Poison (Ex), 
  Spell-like Abilities (Sp), SQ Madness (Ex), Sneak 
  Attack 
  +2d6, 
  Spell 
  Resistance 
  (Ex): 
  15, 
  Vulnerability: Sunlight (Ex); AL CE; SV Fort +9, 
  Ref +10, Will +6, Str 10, Dex 21, Con 16, Int 13, 
  Wis 6, Cha 14.   
   
  Skills and Feats: Balance +14, Climb +3, Hide 
  +22, Listen +7, Move Silently +18, Profession 
  (Hunter) +5, Sleight off Hand +14, Spot +4, 
  Tumble 
  +12, 
  Combat 
  Expertise, 
  Improved 
  Initiative, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus: Dagger.  
   
  Possessions: Masterwork Dagger, Masterwork 
  Dagger, +1 Leather Armor, Amulet of Natural 
  Armor +1, Vest of Resistance +1, Gloves of 
  Dexterity +2, 1 dose greenblood oil, 1 dose 
  Medium monstrous spider venom. 
   
  Physical 
  Description: 
  Shorter 
  than 
  your 
  average dwarf he is young and strongly built.  He 
  is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood oil 
  or Medium monstrous spider venom (see Poison, 
  page 296 of the Dungeon Master’s Guide) to their 
  weapons. Derro are not at risk of poisoning 
  themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 12), sound burst 
  (DC 14). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
  BDK5-02i  CLOSURE 
   
  Page 34 
  
         Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per every 24-hour period 
  spent underground or otherwise sheltered from 
  the sun.  
   
  Garlon Lodestone: Male Derro Rog 2 Ftr 1; CR 
  6; Small Monstrous Humanoid (Derro); HD 3d8+9 
  (Derro) 2d6+6 (Rogue) 1d10+3  (Fighter), hp 47, 
  Init +9, Spd 20 ft.; AC 22, touch 16, flat-footed 17 
  (+1 Size, +5 Dex, +3 Natural, +3 Armor); BAB/Grp: 
  +5/+1, Atk: +13 melee (1d3 /19-20, Masterwork 
  Dagger); Full Atk +11/+11 melee (1d3 /19-20, 
  Masterwork Dagger; 1d3 /19-20, Masterwork 
  Dagger);  Space/Reach 5 ft./5 ft.; SA Poison (Ex), 
  Spell-like Abilities (Sp), SQ Madness (Ex), Sneak 
  Attack 
  +2d6, 
  Spell 
  Resistance 
  (Ex): 
  15, 
  Vulnerability: Sunlight (Ex); AL CE; SV Fort +9, 
  Ref +10, Will +6, Str 10, Dex 21, Con 16, Int 13, 
  Wis 6, Cha 14.   
   
  Skills and Feats: Balance +14, Climb +3, Hide 
  +22, Listen +7, Move Silently +18, Profession 
  (Hunter) +5, Sleight off Hand +14, Spot +4, 
  Tumble 
  +12, 
  Combat 
  Expertise, 
  Improved 
  Initiative, Two-Weapon Fighting, Weapon Finesse, 
  Weapon Focus: Dagger.  
   
  Possessions: Masterwork Dagger, Masterwork 
  Dagger, +1 Leather Armor, Amulet of Natural 
  Armor +1, Vest of Resistance +1, Gloves of 
  Dexterity +2, 1 dose greenblood oil, 1 dose 
  Medium monstrous spider venom. 
   
  Physical 
  Description: 
  Shorter 
  than 
  your 
  average dwarf he is young and strongly built.  He 
  is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood oil 
  or Medium monstrous spider venom (see Poison, 
  page 296 of the Dungeon Master’s Guide) to their 
  weapons. Derro are not at risk of poisoning 
  themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 12), sound burst 
  (DC 14). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
         Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per every 24-hour period 
  spent underground or otherwise sheltered from 
  the sun.  
  Encounter Four D  
   
   
   
  Advanced Element Displacer Beast: Male 
  Element Displacer Beast; CR 6; Large Elemental 
  (Earth); HD 9d8+27, hp 67, Init +2, Spd 40 ft., 
  Burrow 20 ft.; AC 20, touch 11, flat-footed 18 (-1 
  Size, +2 Dex, +9 Natural); BAB/Grp: +9/+18, Atk: 
  +13 melee (1d6+4, Tentacle); Full Atk +13/+9 
  melee 
  (1d6+4, 
  2 
  Tentacle; 
  1d8+2, 
  Bite);  
  Space/Reach 10 ft./5 ft. (10 ft w/ Tentacles); SA 
  Burrow 
  (Ex), 
  Earth 
  Mastery 
  (Ex); 
  SQ 
  Displacement (Su), Damage Reduction (Su): 
  5/Magic, Elemental Traits, Low-Light Vision (Ex), 
  Darkvision (Ex): 60 ft., Resistance: Ranged 
  Attacks (Su): 2, Tremorsense (Ex): 60 ft.; AL N; 
  SV Fort +9, Ref +8, Will +4, Str 20, Dex 14, Con 
  16, Int 5, Wis 12, Cha 8.   
   
  Skills and Feats: Hide +14, Jump +9, Move 
  Silently +10, Combat Reflexes, Improved Natural 
  Armor, Stealthy, Weapon Focus: Bite.  
   
  Possessions: None 
   
  Physical Description: The elemental displacer 
  beast is a savage and stealthy carnivore that 
  resembles a puma with six legs, glowing green 
  eyes, and two muscular tentacles growing from its 
  shoulders.  A displacer beast has luxurious, blue-
  black fur and a long, feline body and head. It is the 
  size of a Bengal tiger, about 10 feet long and 
  weighing about 500 pounds. The tentacles end in 
  pads equipped with horny ridges. 
   
  Displacement (Su): A light-bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature's true location. Any 
  melee or ranged attack directed at it has a 50% 
  miss chance unless the attacker can locate the 
  beast by some means other than sight. A true 
  seeing effect allows the user to see the beast's 
  position, but see invisibility has no effect. 
         Resistance to Ranged Attacks (Su): A 
  displacer beast gains a +2 resistance bonus to 
  saves against any ranged spell or ranged magical 
  attack that specifically targets it (except for ranged 
  touch attacks). 
   
  Earth Mastery (Ex): An earth elemental gains 
  a +1 attack and damage bonus if both it and its foe 
  touch the ground. If an opponent is airborne or 
  BDK5-02i  CLOSURE 
   
  Page 35 
  
  waterborne, the elemental suffers a -4 penalty to 
  attack and damage. (These modifiers are not 
  included in the statistics block.) 
   
  Burrow (Ex): An element creature can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or 
  other signs of its presence. A move earth spell 
  cast on an area containing a burrowing creature 
  flings the creature back 30 feet, stunning the 
  creature for 1 round unless it succeeds at a 
  Fortitude save. 
  Encounter Five 
   
   
   
   
  Blue Slaad: Male Blue Slaad Bbn 1; CR 9; Large 
  Outsider; HD 8d8+40 1d12+5, hp 87, Init +4, Spd 
  30 ft.; AC 27, touch 14, flat-footed 23 (-1 Size, +4 
  Dex, +9 Natural, +4 Armor, +1 Deflect); BAB/Grp: 
  +9/+20, Atk: +15 melee (2d6+7, Claw); Full Atk 
  +15/+13 melee (2d6+7, 4 Claw; 2d8+3 plus 
  Disease, Bite);  Space/Reach 10 ft./10 ft.; SA 
  Summon Slaad (Sp), Spell-like Abilities (Sp), 
  Slaad Fever (Su); SQ: Darkvision 60 ft, Fast 
  Healing 5, Immunity to Sonic, Resistance to acid 
  5, cold 5, electricity 5, and fire 5; AL CN; SV Fort 
  +14, Ref +11, Will +9, Str 24, Dex 18, Con 21, Int 
  6, Wis 11, Cha 8.   
   
  Skills and Feats: Climb +17, Handle Animal 
  +7, Hide +10, Jump +17, Listen +12, Move Silently 
  +8, 
  Spot 
  +12, 
  Dodge, 
  Iron 
  Will, 
  Mobility, 
  Multiattack.  
   
  Possessions: +1 Hide, Vest of Resistance +1, 
  Ring of Protection +1. 
   
  Physical Description: A hulking blue-skinned 
  humanoid as large as an Ogre.  Large claws 
  growing from the backs of its hands extend from 
  under the hide armor it wears. 
   
  Spell-Like Abilities: At will: Hold person (DC 
  12), Passwall, Telekinesis (DC 14); 1/day: Chaos 
  Hammer (DC 13), Caster level 8th.   
         Slaad Fever (Ex): Supernatural Disease-Bite, 
  Fortitude DC 19, incubation period 1 day, damage 
  1d3 Dex and 1d3 Cha.  The save DC is 
  Constitution based.  An afflicted humanoid 
  reduced 
  to 
  Charisma 
  0 
  by 
  Slaad 
  Fever 
  immediately transforms into a Red slaad (Green if 
  spellcaster).  It retains none of its features, traits 
  memories or abilities. 
         Summon Slaad (Sp): Once per day a blue 
  slaad can attempt to summon another blue slaad 
  with a 40% chance of success.  This ability is the 
  equivalent of a 4th-level spell. 
  Encounter Six C 
   
   
   
   
  Anh: Male Neraphim Ftr 3; CR 3; Medium 
  Outsider; HD 3d10+3, hp 21, Init +6, Spd 20 ft.; 
  AC 20, touch 12, flat-footed 18 (+2 Dex, +6 Armor, 
  +2 Natural Armor); BAB/Grp: +3/+5, Atk: +7 melee 
  (1d8+3 /19-20 x2, Masterwork Longsword); Full 
  Atk +7 melee (1d8+3 /19-20 x2, Masterwork 
  Longsword); 
  Space/Reach 
  5 
  ft./5 
  ft.; 
  SA 
  Camouflage; SQ Darkvision (EX): 60ft; AL CG; SV 
  Fort +4, Ref +3, Will +1, Str 15, Dex 14, Con 12, 
  Int 13, Wis 10, Cha 8.   
   
  Skills and Feats: Craft: Blacksmithing +7, 
  Disguise +1, Jump +13, Search +3, Spot +2, 
  Cleave, 
  Improved 
  Initiative, 
  Power 
  Attack, 
  Weapon Focus: Longsword. 
   
  Possessions: 
  Masterwork 
  Longsword, 
  +1 
  Breastplate. 
   
  Physical Description: A red-skinned toad-like 
  humanoid. 
   
  Camouflage (Ex): When charging or using 
  thrown weapon can negate targets dex once / 
  enemy / encounter 
   
  BDK5-02i  CLOSURE 
   
  Page 36 
  
  Appendix Four – APL 8
  Encounter Two 
   
   
   
   
  Horlok Darkmantle: Male Dwarf Bbn 9; CR 9; 
  Medium Humanoid (Dwarf); HD 9d12+27, hp 90, 
  Init +7, Spd 30 ft.; AC 21, touch 13, flat-footed 21 
  (+5 Armor, +3 Shield, +3 Dex); BAB/Grp: +9/+11, 
  Atk: +12 melee (1d10+3 /20 x3, +1 Dwarven 
  Waraxe); Full Atk +12/7 melee (1d10+3 /20 x3, +1 
  Dwarven Waraxe); Space/Reach 5 ft./5 ft.; SA 
  None; SQ Damage Reduction 1/-, Rage 3/day, 
  Improved Uncanny Dodge, +2 Saves vs. Poison, 
  +2 Saves vs. Spells and Spell-like Effects, 
  Darkvision (Ex): 60 ft., Stability (Ex); AL CE; SV 
  Fort +11, Ref +8, Will +8, Str 14, Dex 16, Con 16, 
  Int 10, Wis 12, Cha 6.   
   
  Skills 
  and 
  Feats: 
  Climb 
  +3, 
  Craft 
  (Leatherworking) +13, Listen +11, Profession 
  (Hunter) +7, Survival +12, Improved Initiative, Iron 
  Will, Power Attack, Track.  
   
  Possessions: +1 Dwarven Waraxe; +2 Hide; 
  +1 Heavy steel shield; Pouch, belt; Cold weather 
  outfit; Leatherworker`s tools, Masterwork; Sack; 
  Vest of Resistance +2; Rare coin necklace (200 
  gp). 
   
  Physical Description: A middle-aged Dwarven 
  male in a thick coat of hides is huddled near one 
  wall of corpses, a faint murmuring coming from his 
  lips. His outstretched hand grasps a necklace of 
  coins he wears around his neck. 
  Encounter Four A  
   
   
   
  Vathero: Male Githzerai Petitioner; CR 1; Medium 
  Outsider (Chaotic, Neutral); HD 2d8+1, hp 9, Init 
  +5, Spd 30 ft.; AC 15, touch 15, flat-footed 10 (+5 
  Dex); BAB/Grp: +0/+0, Atk: +0 melee (1d13 /20, 
  Unarmed Strike); Full Atk +0 melee (1d13 /20, 
  Unarmed Strike);  Space/Reach 5 ft./5 ft.; SA 
  None; SQ Darkvision (Ex): 60 ft, Spell Resistance 
  (Ex): 
  5, 
  Mental 
  Immunity, 
  Immunities, 
  Resistances, Planar Commitment; AL CE; SV Fort 
  +4, Ref +8, Will +6, Str 10, Dex 20, Con 13, Int 10, 
  Wis 17, Cha 8.   
   
  Skills and Feats: None.  
   
  Possessions: None 
   
  Physical Description: A creature made of 
  flame.   
   
  Mental Immunity (Ex): Immune to mind-
  influencing effects. 
   
  Immunities (Ex): Immune Fire and Cold 
   
  Resistances (Ex): Electricity 20, acid 20 
   
  Planar Commitment (Ex): Cannot leave the 
  plane, they are teleported 100 miles in a random 
  direction if an attempt is made to force them to 
  leave. 
  Encounter Four B  
   
   
   
  Nagor Lodestone: Male Derro Rog 3 Ftr 2; CR 8; 
  Small Monstrous Humanoid (Derro); HD 3d8+9 
  (Derro) 3d6+9 (Rogue) 2d10+6  (Fighter), hp 63, 
  Init +10, Spd 20 ft.; AC 24, touch 17, flat-footed 18 
  (+1 Size, +6 Dex, +3 Natural, +4 Armor); BAB/Grp: 
  +7/+3, Atk: +16 melee (1d3 /19-20, Masterwork 
  Dagger); Full Atk +14/9/+14 melee (1d3 /19-20, 
  Masterwork Dagger; 1d3 /19-20, Masterwork 
  Dagger);  Space/Reach 5 ft./5 ft.; SA Poison (Ex), 
  Spell-like Abilities (Sp), SQ Evasion, Madness 
  (Ex), Sneak Attack +3d6, Spell Resistance (Ex): 
  15, Vulnerability: Sunlight (Ex); AL CE; SV Fort 
  +12, Ref +12, Will +8, Str 10, Dex 22, Con 16, Int 
  13, Wis 6, Cha 14.   
   
  Skills and Feats: Balance +15, Climb +6, Hide 
  +23, Listen +7, Move Silently +19, Profession 
  (Hunter) +5, Sleight off Hand +15, Spot +9, 
  Tumble +17, Combat Expertise, Combat Reflexes, 
  Improved 
  Initiative, 
  Two-Weapon 
  Fighting, 
  Weapon Finesse, Weapon Focus: Dagger.  
   
  Possessions: Masterwork Dagger, Masterwork 
  Dagger, +2 Leather Armor, Amulet of Natural 
  Armor +1, Vest of Resistance +2, Gloves of 
  Dexterity +2, 1 dose greenblood oil, 1 dose 
  Medium monstrous spider venom. 
   
  Physical 
  Description: 
  Shorter 
  than 
  your 
  average dwarf he is young and strongly built.  He 
  is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood oil 
  or Medium monstrous spider venom (see Poison, 
  page 296 of the Dungeon Master’s Guide) to their 
  weapons. Derro are not at risk of poisoning 
  themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 12), sound burst 
  (DC 14). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
  BDK5-02i  CLOSURE 
   
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         Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per every 24-hour period 
  spent underground or otherwise sheltered from 
  the sun.  
   
  Garlon Lodestone: Male Derro Rog 3 Ftr 2; CR 
  8; Small Monstrous Humanoid (Derro); HD 3d8+9 
  (Derro) 3d6+9 (Rogue) 2d10+6  (Fighter), hp 63, 
  Init +10, Spd 20 ft.; AC 24, touch 17, flat-footed 18 
  (+1 Size, +6 Dex, +3 Natural, +4 Armor); BAB/Grp: 
  +7/+3, Atk: +16 melee (1d3 /19-20, Masterwork 
  Dagger); Full Atk +14/9/+14 melee (1d3 /19-20, 
  Masterwork Dagger; 1d3 /19-20, Masterwork 
  Dagger);  Space/Reach 5 ft./5 ft.; SA Poison (Ex), 
  Spell-like Abilities (Sp), SQ Evasion, Madness 
  (Ex), Sneak Attack +3d6, Spell Resistance (Ex): 
  15, Vulnerability: Sunlight (Ex); AL CE; SV Fort 
  +12, Ref +12, Will +8, Str 10, Dex 22, Con 16, Int 
  13, Wis 6, Cha 14.   
   
  Skills and Feats: Balance +15, Climb +6, Hide 
  +23, Listen +7, Move Silently +19, Profession 
  (Hunter) +5, Sleight off Hand +15, Spot +9, 
  Tumble +17, Combat Expertise, Combat Reflexes, 
  Improved 
  Initiative, 
  Two-Weapon 
  Fighting, 
  Weapon Finesse, Weapon Focus: Dagger.  
   
  Possessions: Masterwork Dagger, Masterwork 
  Dagger, +2 Leather Armor, Amulet of Natural 
  Armor +1, Vest of Resistance +2, Gloves of 
  Dexterity +2, 1 dose greenblood oil, 1 dose 
  Medium monstrous spider venom. 
   
  Physical 
  Description: 
  Shorter 
  than 
  your 
  average dwarf he is young and strongly built.  He 
  is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood oil 
  or Medium monstrous spider venom (see Poison, 
  page 296 of the Dungeon Master’s Guide) to their 
  weapons. Derro are not at risk of poisoning 
  themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 12), sound burst 
  (DC 14). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
         Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per every 24-hour period 
  spent underground or otherwise sheltered from 
  the sun.  
  Encounter Four D  
   
   
   
  Advanced Element Displacer Beast: Male 
  Element Displacer Beast; CR 8; Huge Elemental 
  (Earth); HD 12d8+60, hp 114, Init +1, Spd 40 ft., 
  Burrow 20 ft.; AC 21, touch 9, flat-footed 20 (-2 
  Size, +1 Dex, +12 Natural); BAB/Grp: +12/+29, 
  Atk: +19 melee (1d8+9, Tentacle); Full Atk 
  +19/+15 melee (1d8+9, 2 Tentacle; 2d6+4, Bite);  
  Space/Reach 15 ft./10 ft. (20 ft w/ Tentacles); SA 
  Burrow 
  (Ex), 
  Earth 
  Mastery 
  (Ex); 
  SQ 
  Displacement (Su), Damage Reduction (Su): 
  10/Magic, Elemental Traits, Low-Light Vision (Ex), 
  Darkvision (Ex): 60 ft., Resistance: Ranged 
  Attacks (Su): 2, Tremorsense (Ex): 60 ft.; AL N; 
  SV Fort +13, Ref +9, Will +6, Str 28, Dex 13, Con 
  20, Int 5, Wis 12, Cha 8.   
   
  Skills and Feats: Hide +11, Jump +13, Move 
  Silently +10, Combat Reflexes, Improved Natural 
  Armor, Iron Will, Stealthy, Weapon Focus: Bite.  
   
  Possessions: None 
   
  Physical Description: The elemental displacer 
  beast is a savage and stealthy carnivore that 
  resembles a puma with six legs, glowing green 
  eyes, and two muscular tentacles growing from its 
  shoulders.  A displacer beast has luxurious, blue-
  black fur and a long, feline body and head. It is the 
  size of a Bengal tiger, about 10 feet long and 
  weighing about 500 pounds. The tentacles end in 
  pads equipped with horny ridges. 
   
  Displacement (Su): A light-bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature's true location. Any 
  melee or ranged attack directed at it has a 50% 
  miss chance unless the attacker can locate the 
  beast by some means other than sight. A true 
  seeing effect allows the user to see the beast's 
  position, but see invisibility has no effect. 
         Resistance to Ranged Attacks (Su): A 
  displacer beast gains a +2 resistance bonus to 
  saves against any ranged spell or ranged magical 
  attack that specifically targets it (except for ranged 
  touch attacks). 
   
  Earth Mastery (Ex): An earth elemental gains 
  a +1 attack and damage bonus if both it and its foe 
  touch the ground. If an opponent is airborne or 
  BDK5-02i  CLOSURE 
   
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  waterborne, the elemental suffers a -4 penalty to 
  attack and damage. (These modifiers are not 
  included in the statistics block.) 
   
  Burrow (Ex): An element creature can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or 
  other signs of its presence. A move earth spell 
  cast on an area containing a burrowing creature 
  flings the creature back 30 feet, stunning the 
  creature for 1 round unless it succeeds at a 
  Fortitude save. 
  Encounter Five 
   
   
   
   
  Blue Slaad: Male Blue Slaad Bbn 1 Drd 2; CR 11; 
  Large Outsider; HD 8d8+40 1d12+5 (Bbn) 2d8+10 
  (Drd), hp 106, Init +4, Spd 30 ft.; AC 28, touch 14, 
  flat-footed 24 (-1 Size, +4 Dex, +9 Natural, +5 
  Armor, +1 Deflect); BAB/Grp: +10/+21, Atk: +16 
  melee (2d6+7, Claw); Full Atk +16/+14 melee 
  (2d6+7, 4 Claw; 2d8+3 plus Disease, Bite);  
  Space/Reach 10 ft./10 ft.; SA Summon Slaad (Sp), 
  Spell-like Abilities (Sp), Slaad Fever (Su), Rage 
  1/day; SQ: Darkvision 60 ft, Fast Healing 5, 
  Immunity to Sonic, Resistance to acid 5, cold 5, 
  electricity 5, and fire 5, Woodland Stride; AL CN; 
  SV Fort +18, Ref +12, Will +13, Str 24, Dex 18, 
  Con 21, Int 6, Wis 11, Cha 8.   
   
  Skills and Feats: Climb +17, Concentration +9, 
  Handle Animal +7, Hide +10, Jump +17, Listen 
  +12, Move Silently +8, Spot +12, Dodge, Iron Will, 
  Mobility, Multiattack.  
   
  Spells Prepared (Drd 4/2): 0 - Detect Magic, 
  Detect Poison, Know Direction x2; 1st - Detect 
  Animals or Plants, Faerie Fire. 
   
  Possessions: +2 Hide, Vest of Resistance +2, 
  Ring of Protection +1.  
   
  Physical Description: A hulking blue-skinned 
  humanoid as large as an Ogre.  Large claws 
  growing from the backs of its hands extend from 
  under the hide armor it wears. 
   
  Spell-Like Abilities: At will: Hold person (DC 
  12), Passwall, Telekinesis (DC 14); 1/day: Chaos 
  Hammer (DC 13), Caster level 8th.   
         Slaad Fever (Ex): Supernatural Disease-Bite, 
  Fortitude DC 19, incubation period 1 day, damage 
  1d3 Dex and 1d3 Cha.  The save DC is 
  Constitution based.  An afflicted humanoid 
  reduced 
  to 
  Charisma 
  0 
  by 
  Slaad 
  Fever 
  immediately transforms into a Red slaad (Green if 
  spellcaster).  It retains none of its features, traits 
  memories or abilities. 
         Summon Slaad (Sp): Once per day a blue 
  slaad can attempt to summon another blue slaad 
  with a 40% chance of success.  This ability is the 
  equivalent of a 4th-level spell. 
  Encounter Six C 
   
   
   
   
  Anh: Male Neraphim Ftr 3; CR 3; Medium 
  Outsider; HD 3d10+3, hp 21, Init +6, Spd 20 ft.; 
  AC 20, touch 12, flat-footed 18 (+2 Dex, +6 Armor, 
  +2 Natural Armor); BAB/Grp: +3/+5, Atk: +7 melee 
  (1d8+3 /19-20 x2, Masterwork Longsword); Full 
  Atk +7 melee (1d8+3 /19-20 x2, Masterwork 
  Longsword); 
  Space/Reach 
  5 
  ft./5 
  ft.; 
  SA 
  Camouflage; SQ Darkvision (EX): 60ft; AL CG; SV 
  Fort +4, Ref +3, Will +1, Str 15, Dex 14, Con 12, 
  Int 13, Wis 10, Cha 8.   
   
  Skills and Feats: Craft: Blacksmithing +7, 
  Disguise +1, Jump +13, Search +3, Spot +2, 
  Cleave, 
  Improved 
  Initiative, 
  Power 
  Attack, 
  Weapon Focus: Longsword. 
   
  Possessions: 
  Masterwork 
  Longsword, 
  +1 
  Breastplate. 
   
  Physical Description: A red-skinned toad-like 
  humanoid. 
   
  Camouflage (Ex): When charging or using 
  thrown weapon can negate targets dex once / 
  enemy / encounter 
   
  BDK5-02i  CLOSURE 
   
  Page 39 
  
  Appendix Five – APL 10
  Encounter Two 
   
   
   
   
  Horlok Darkmantle: Male Dwarf Bbn 11; CR 11; 
  Medium Humanoid (Dwarf); HD 11d12+33, hp 
  110, Init +7, Spd 30 ft.; AC 21, touch 13, flat-
  footed 21 (+5 Armor, +3 Shield, +3 Dex); 
  BAB/Grp: +11/+14, Atk: +15 melee (1d10+4 /20 
  x3, +1 Dwarven Waraxe); Full Atk +15/10/5 melee 
  (1d10+4 
  /20 
  x3, 
  +1 
  Dwarven 
  Waraxe); 
  Space/Reach 5 ft./5 ft.; SA None; SQ Damage 
  Reduction 2/-, Greater Rage 3/day, Improved 
  Uncanny Dodge, +2 Saves vs. Poison, +2 Saves 
  vs. Spells and Spell-like Effects, Darkvision (Ex): 
  60 ft., Stability (Ex); AL CE; SV Fort +13, Ref +9, 
  Will +9, Str 16, Dex 16, Con 16, Int 10, Wis 12, 
  Cha 6.   
   
  Skills 
  and 
  Feats: 
  Climb 
  +11, 
  Craft 
  (Leatherworking) +13, Listen +14, Profession 
  (Hunter) +7, Survival +13, Improved Initiative, Iron 
  Will, Power Attack, Track.  
   
  Possessions: +1 Dwarven Waraxe; +2 Hide; 
  +1 Heavy steel shield; Pouch, belt; Cold weather 
  outfit; Leatherworker`s tools, Masterwork; Sack; 
  Vest of Resistance +3; Gauntlets of Ogre Power; 
  Rare coin necklace (200 gp). 
   
  Physical Description: A middle-aged Dwarven 
  male in a thick coat of hides is huddled near one 
  wall of corpses, a faint murmuring coming from his 
  lips. His outstretched hand grasps a necklace of 
  coins he wears around his neck. 
  Encounter Four A  
   
   
   
  Vathero: Male Githzerai Petitioner; CR 1; Medium 
  Outsider (Chaotic, Neutral); HD 2d8+1, hp 9, Init 
  +5, Spd 30 ft.; AC 15, touch 15, flat-footed 10 (+5 
  Dex); BAB/Grp: +0/+0, Atk: +0 melee (1d13 /20, 
  Unarmed Strike); Full Atk +0 melee (1d13 /20, 
  Unarmed Strike);  Space/Reach 5 ft./5 ft.; SA 
  None; SQ Darkvision (Ex): 60 ft, Spell Resistance 
  (Ex): 
  5, 
  Mental 
  Immunity, 
  Immunities, 
  Resistances, Planar Commitment; AL CE; SV Fort 
  +4, Ref +8, Will +6, Str 10, Dex 20, Con 13, Int 10, 
  Wis 17, Cha 8.   
   
  Skills and Feats: None.  
   
  Possessions: None 
   
  Physical Description: A creature made of 
  flame.   Mental Immunity (Ex): Immune to mind-
  influencing effects. 
   
  Immunities (Ex): Immune Fire and Cold 
   
  Resistances (Ex): Electricity 20, acid 20 
   
  Planar Commitment (Ex): Cannot leave the 
  plane, they are teleported 100 miles in a random 
  direction if an attempt is made to force them to 
  leave. 
  Encounter Four B  
   
   
   
  Nagor Lodestone: Male Derro Rog 3 Ftr 4; CR 
  10; Small Monstrous Humanoid (Derro); HD 
  3d8+9 (Derro) 3d6+9 (Rogue) 4d10+12  (Fighter), 
  hp 81, Init +10, Spd 20 ft.; AC 24, touch 17, flat-
  footed 18 (+1 Size, +6 Dex, +3 Natural, +4 Armor); 
  BAB/Grp: +9/+5, Atk: +18 melee (1d3+3 /19-20, 
  +1 Dagger); Full Atk +16/11/+16 melee (1d3+3 
  /19-20, +1 Dagger; 1d3+3 /19-20, +1 Dagger);  
  Space/Reach 5 ft./5 ft.; SA Poison (Ex), Spell-like 
  Abilities (Sp), SQ Evasion, Madness (Ex), Sneak 
  Attack 
  +3d6, 
  Spell 
  Resistance 
  (Ex): 
  15, 
  Vulnerability: Sunlight (Ex); AL CE; SV Fort +14, 
  Ref +14, Will +12, Str 10, Dex 22, Con 16, Int 13, 
  Wis 6, Cha 14.   
   
  Skills and Feats: Balance +15, Climb +12, 
  Hide +23, Listen +7, Move Silently +19, Profession 
  (Hunter) +5, Sleight off Hand +15, Spot +9, 
  Tumble +17, Combat Expertise, Combat Reflexes, 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Two-Weapon 
  Fighting, 
  Weapon 
  Finesse, 
  Weapon 
  Focus: 
  Dagger, Weapon Specialization: Dagger.  
   
  Possessions: +1 Dagger, +1 Dagger, +2 
  Leather Armor, Amulet of Natural Armor +1, Vest 
  of Resistance +3, Gloves of Dexterity +2, 1 dose 
  greenblood oil, 1 dose Medium monstrous spider 
  venom. 
   
  Physical 
  Description: 
  Shorter 
  than 
  your 
  average dwarf he is young and strongly built.  He 
  is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood oil 
  or Medium monstrous spider venom (see Poison, 
  page 296 of the Dungeon Master’s Guide) to their 
  weapons. Derro are not at risk of poisoning 
  themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 12), sound burst 
  (DC 14). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  BDK5-02i  CLOSURE 
   
  Page 40 
  
  sanity by any means short of a miracle or wish 
  spell. 
         Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per every 24-hour period 
  spent underground or otherwise sheltered from 
  the sun.  
   
  Garlon Lodestone: Male Derro Rog 3 Ftr 4; CR 
  10; Small Monstrous Humanoid (Derro); HD 
  3d8+9 (Derro) 3d6+9 (Rogue) 4d10+12  (Fighter), 
  hp 81, Init +10, Spd 20 ft.; AC 24, touch 17, flat-
  footed 18 (+1 Size, +6 Dex, +3 Natural, +4 Armor); 
  BAB/Grp: +9/+5, Atk: +18 melee (1d3+3 /19-20, 
  +1 Dagger); Full Atk +16/11/+16 melee (1d3+3 
  /19-20, +1 Dagger; 1d3+3 /19-20, +1 Dagger);  
  Space/Reach 5 ft./5 ft.; SA Poison (Ex), Spell-like 
  Abilities (Sp), SQ Evasion, Madness (Ex), Sneak 
  Attack 
  +3d6, 
  Spell 
  Resistance 
  (Ex): 
  15, 
  Vulnerability: Sunlight (Ex); AL CE; SV Fort +14, 
  Ref +14, Will +12, Str 10, Dex 22, Con 16, Int 13, 
  Wis 6, Cha 14.   
   
  Skills and Feats: Balance +15, Climb +12, 
  Hide +23, Listen +7, Move Silently +19, Profession 
  (Hunter) +5, Sleight off Hand +15, Spot +9, 
  Tumble +17, Combat Expertise, Combat Reflexes, 
  Improved 
  Initiative, 
  Iron 
  Will, 
  Two-Weapon 
  Fighting, 
  Weapon 
  Finesse, 
  Weapon 
  Focus: 
  Dagger, Weapon Specialization: Dagger.  
   
  Possessions: +1 Dagger, +1 Dagger, +2 
  Leather Armor, Amulet of Natural Armor +1, Vest 
  of Resistance +3, Gloves of Dexterity +2, 1 dose 
  greenblood oil, 1 dose Medium monstrous spider 
  venom. 
   
  Physical 
  Description: 
  Shorter 
  than 
  your 
  average dwarf he is young and strongly built.  He 
  is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood oil 
  or Medium monstrous spider venom (see Poison, 
  page 296 of the Dungeon Master’s Guide) to their 
  weapons. Derro are not at risk of poisoning 
  themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 12), sound burst 
  (DC 14). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
         Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per every 24-hour period 
  spent underground or otherwise sheltered from 
  the sun.  
  Encounter Four D  
   
   
   
  Advanced Element Displacer Beast: Male 
  Element Displacer Beast; CR 10; Huge Elemental 
  (Earth); HD 18d8+90, hp 171, Init +2, Spd 40 ft., 
  Burrow 20 ft.; AC 24, touch 10, flat-footed 22 (-2 
  Size, +2 Dex, +14 Natural); BAB/Grp: +18/+35, 
  Atk: +25 melee (1d8+9, Tentacle); Full Atk 
  +25/+21 melee (1d8+9, 2 Tentacle; 2d6+4, Bite);  
  Space/Reach 15 ft./10 ft. (20 ft w/ Tentacles); SA 
  Burrow 
  (Ex), 
  Earth 
  Mastery 
  (Ex); 
  SQ 
  Displacement (Su), Damage Reduction (Su): 
  10/Magic, Elemental Traits, Low-Light Vision (Ex), 
  Darkvision (Ex): 60 ft., Resistance: Ranged 
  Attacks (Su): 2, Tremorsense (Ex): 60 ft.; AL N; 
  SV Fort +16, Ref +13, Will +8, Str 28, Dex 14, Con 
  20, Int 5, Wis 12, Cha 8.   
   
  Skills and Feats: Hide +16, Jump +13, Move 
  Silently +13, Combat Reflexes, Improved Natural 
  Armor(x3), Iron Will, Stealthy, Weapon Focus: 
  Bite.  
   
  Possessions: None 
   
  Physical Description: The elemental displacer 
  beast is a savage and stealthy carnivore that 
  resembles a puma with six legs, glowing green 
  eyes, and two muscular tentacles growing from its 
  shoulders.  A displacer beast has luxurious, blue-
  black fur and a long, feline body and head. It is the 
  size of a Bengal tiger, about 10 feet long and 
  weighing about 500 pounds. The tentacles end in 
  pads equipped with horny ridges. 
   
  Displacement (Su): A light-bending glamer 
  continually surrounds a displacer beast, making it 
  difficult to surmise the creature's true location. Any 
  melee or ranged attack directed at it has a 50% 
  miss chance unless the attacker can locate the 
  beast by some means other than sight. A true 
  seeing effect allows the user to see the beast's 
  position, but see invisibility has no effect. 
         Resistance to Ranged Attacks (Su): A 
  displacer beast gains a +2 resistance bonus to 
  saves against any ranged spell or ranged magical 
  BDK5-02i  CLOSURE 
   
  Page 41 
  
  attack that specifically targets it (except for ranged 
  touch attacks). 
   
  Earth Mastery (Ex): An earth elemental gains 
  a +1 attack and damage bonus if both it and its foe 
  touch the ground. If an opponent is airborne or 
  waterborne, the elemental suffers a -4 penalty to 
  attack and damage. (These modifiers are not 
  included in the statistics block.) 
   
  Burrow (Ex): An element creature can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or 
  other signs of its presence. A move earth spell 
  cast on an area containing a burrowing creature 
  flings the creature back 30 feet, stunning the 
  creature for 1 round unless it succeeds at a 
  Fortitude save. 
  Encounter Five 
   
   
   
   
  Blue Slaad: Male Blue Slaad Bbn 2 Drd 3; CR 13; 
  Large Outsider; HD 8d8+40 2d12+10 (Bbn) 
  3d8+15 (Drd), hp 127, Init +4, Spd 30 ft.; AC 28, 
  touch 14, flat-footed 24 (-1 Size, +4 Dex, +9 
  Natural, +5 Armor, +1 Deflect); BAB/Grp: +12/+23, 
  Atk: +18 melee (2d6+7, Claw); Full Atk +18/+16 
  melee (2d6+7, 4 Claw; 2d8+3 plus Disease, Bite); 
   Space/Reach 10 ft./10 ft.; SA Summon Slaad 
  (Sp), Spell-like Abilities (Sp), Slaad Fever (Su), 
  Rage 1/day; SQ: Darkvision 60 ft, Fast Healing 5, 
  Immunity to Sonic, Resistance to acid 5, cold 5, 
  electricity 5, and fire 5, Woodland Stride, 
  Trackless Step, Uncanny Dodge; AL CN; SV Fort 
  +20, Ref +14, Will +16, Str 24, Dex 18, Con 21, Int 
  6, Wis 14, Cha 8.   
   
  Skills and Feats: Climb +17, Concentration 
  +12, Handle Animal +8, Hide +10, Jump +17, 
  Listen +12, Move Silently +8, Spot +12, Combat 
  Reflexes, Dodge, Iron Will, Mobility, Multiattack.  
   
  Spells Prepared (Drd 4/3/2): 0 - Detect Magic, 
  Detect Poison, Know Direction x2; 1st - Detect 
  Animals or Plants, Faerie Fire, Obscuring Mist; 
  2nd - Animal Messenger, Barkskin. 
   
  Possessions: +2 Hide, Vest of Resistance +3, 
  Ring of Protection +1, Periapt of Wisdom +2.  
   
  Physical Description: A hulking blue-skinned 
  humanoid as large as an Ogre.  Large claws 
  growing from the backs of its hands extend from 
  under the hide armor it wears. 
   
  Spell-Like Abilities: At will: Hold person (DC 
  12), Passwall, Telekinesis (DC 14); 1/day: Chaos 
  Hammer (DC 13), Caster level 8th.   
         Slaad Fever (Ex): Supernatural Disease-Bite, 
  Fortitude DC 19, incubation period 1 day, damage 
  1d3 Dex and 1d3 Cha.  The save DC is 
  Constitution based.  An afflicted humanoid 
  reduced 
  to 
  Charisma 
  0 
  by 
  Slaad 
  Fever 
  immediately transforms into a Red slaad (Green if 
  spellcaster).  It retains none of its features, traits 
  memories or abilities. 
         Summon Slaad (Sp): Once per day a blue 
  slaad can attempt to summon another blue slaad 
  with a 40% chance of success.  This ability is the 
  equivalent of a 4th-level spell. 
  Encounter Six C 
   
   
   
   
  Anh: Male Neraphim Ftr 3; CR 3; Medium 
  Outsider; HD 3d10+3, hp 21, Init +6, Spd 20 ft.; 
  AC 20, touch 12, flat-footed 18 (+2 Dex, +6 Armor, 
  +2 Natural Armor); BAB/Grp: +3/+5, Atk: +7 melee 
  (1d8+3 /19-20 x2, Masterwork Longsword); Full 
  Atk +7 melee (1d8+3 /19-20 x2, Masterwork 
  Longsword); 
  Space/Reach 
  5 
  ft./5 
  ft.; 
  SA 
  Camouflage; SQ Darkvision (EX): 60ft; AL CG; SV 
  Fort +4, Ref +3, Will +1, Str 15, Dex 14, Con 12, 
  Int 13, Wis 10, Cha 8.   
   
  Skills and Feats: Craft: Blacksmithing +7, 
  Disguise +1, Jump +13, Search +3, Spot +2, 
  Cleave, 
  Improved 
  Initiative, 
  Power 
  Attack, 
  Weapon Focus: Longsword. 
   
  Possessions: 
  Masterwork 
  Longsword, 
  +1 
  Breastplate. 
   
  Physical Description: A red-skinned toad-like 
  humanoid. 
   
  Camouflage (Ex): When charging or using 
  thrown weapon can negate targets dex once / 
  enemy / encounter 
   
  BDK5-02i  CLOSURE 
   
  Page 42 
  
  Appendix Six – APL 12
  Encounter Two 
   
   
   
   
  Horlok Darkmantle: Male Dwarf Bbn 13; CR 13; 
  Medium Humanoid (Dwarf); HD 13d12+39, hp 
  130, Init +7, Spd 30 ft.; AC 21, touch 13, flat-
  footed 21 (+5 Armor, +3 Shield, +3 Dex); 
  BAB/Grp: +13/+17, Atk: +19 melee (1d10+5 /20 
  x3, +1 Dwarven Waraxe); Full Atk +19/14/9 melee 
  (1d10+5 
  /20 
  x3, 
  +1 
  Dwarven 
  Waraxe); 
  Space/Reach 5 ft./5 ft.; SA Rhino Hide: +2d6 dmg 
  on charge; SQ Damage Reduction 3/-, Greater 
  Rage 4/day, Improved Uncanny Dodge, +2 Saves 
  vs. Poison, +2 Saves vs. Spells and Spell-like 
  Effects, Darkvision (Ex): 60 ft., Stability (Ex); AL 
  CE; SV Fort +14, Ref +10, Will +10, Str 19, Dex 
  16, Con 16, Int 10, Wis 12, Cha 6.   
   
  Skills 
  and 
  Feats: 
  Climb 
  +15, 
  Craft 
  (Leatherworking) +13, Listen +15, Profession 
  (Hunter) +7, Survival +16, Improved Initiative, Iron 
  Will, Power Attack, Track, Weapon Focus: 
  Dwarven Waraxe.  
   
  Possessions: +1 Dwarven Waraxe; Rhino 
  Hide; +1 Heavy steel shield; Pouch, belt; Cold 
  weather outfit; Leatherworker`s tools, Masterwork; 
  Sack; Vest of Resistance +3; Belt of Giant 
  Strength; Rare coin necklace (200 gp). 
   
  Physical Description: A middle-aged Dwarven 
  male in a thick coat of hides is huddled near one 
  wall of corpses, a faint murmuring coming from his 
  lips. His outstretched hand grasps a necklace of 
  coins he wears around his neck. 
  Encounter Four A  
   
   
   
  Vathero: Male Githzerai Petitioner; CR 1; Medium 
  Outsider (Chaotic, Neutral); HD 2d8+1, hp 9, Init 
  +5, Spd 30 ft.; AC 15, touch 15, flat-footed 10 (+5 
  Dex); BAB/Grp: +0/+0, Atk: +0 melee (1d13 /20, 
  Unarmed Strike); Full Atk +0 melee (1d13 /20, 
  Unarmed Strike);  Space/Reach 5 ft./5 ft.; SA 
  None; SQ Darkvision (Ex): 60 ft, Spell Resistance 
  (Ex): 
  5, 
  Mental 
  Immunity, 
  Immunities, 
  Resistances, Planar Commitment; AL CE; SV Fort 
  +4, Ref +8, Will +6, Str 10, Dex 20, Con 13, Int 10, 
  Wis 17, Cha 8.   
   
  Skills and Feats: None.  
   
  Possessions: None 
   
  Physical Description: A creature made of 
  flame.   Mental Immunity (Ex): Immune to mind-
  influencing effects. 
   
  Immunities (Ex): Immune Fire and Cold 
   
  Resistances (Ex): Electricity 20, acid 20 
   
  Planar Commitment (Ex): Cannot leave the 
  plane, they are teleported 100 miles in a random 
  direction if an attempt is made to force them to 
  leave. 
  Encounter Four B  
   
   
   
  Nagor Lodestone: Male Derro Rog 5 Ftr 4; CR 
  12; Small Monstrous Humanoid (Derro); HD 
  3d8+9 
  (Derro) 
  5d6+15 
  (Rogue) 
  4d10+12  
  (Fighter), hp 95, Init +11, Spd 20 ft.; AC 26, touch 
  20, flat-footed 26 (+1 Size, +7 Dex, +3 Natural, +3 
  Armor, +2 Deflect); BAB/Grp: +10/+6, Atk: +20 
  melee (1d3+3 /19-20, +1 Dagger); Full Atk 
  +18/13/+18/13 melee (1d3+3 /19-20, +1 Dagger; 
  1d3+3 /19-20, +1 Dagger);  Space/Reach 5 ft./5 
  ft.; SA Poison (Ex), Spell-like Abilities (Sp), SQ 
  Evasion, Madness (Ex), Sneak Attack +4d6, Spell 
  Resistance 
  (Ex): 
  15, 
  Uncanny 
  Dodge, 
  Vulnerability: Sunlight (Ex); AL CE; SV Fort +14, 
  Ref +16, Will +12, Str 10, Dex 25, Con 16, Int 13, 
  Wis 6, Cha 14.   
   
  Skills and Feats: Balance +16, Climb +12, 
  Hide +30, Listen +7, Move Silently +24, Profession 
  (Hunter) +5, Sleight off Hand +21, Spot +9, 
  Tumble +21, Combat Expertise, Combat Reflexes, 
  Improved 
  Initiative, 
  Improved 
  Two-Weapon 
  Fighting, Iron Will, Two-Weapon Fighting, Weapon 
  Finesse, 
  Weapon 
  Focus: 
  Dagger, 
  Weapon 
  Specialization: Dagger.  
   
  Possessions: +1 Dagger, +1 Dagger, +2 
  Padded Armor, Amulet of Natural Armor +1, Vest 
  of Resistance +3, Gloves of Dexterity +4, Ring of 
  Protection +2, 1 dose greenblood oil, 1 dose 
  Medium monstrous spider venom. 
   
  Physical 
  Description: 
  Shorter 
  than 
  your 
  average dwarf he is young and strongly built.  He 
  is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood oil 
  or Medium monstrous spider venom (see Poison, 
  page 296 of the Dungeon Master’s Guide) to their 
  weapons. Derro are not at risk of poisoning 
  themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 12), sound burst 
  (DC 14). Caster level 3rd. The save DCs are 
  Charisma-based. 
  BDK5-02i  CLOSURE 
   
  Page 43 
  
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
         Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per every 24-hour period 
  spent underground or otherwise sheltered from 
  the sun.  
   
  Garlon Lodestone: Male Derro Rog 5 Ftr 4; CR 
  12; Small Monstrous Humanoid (Derro); HD 
  3d8+9 
  (Derro) 
  5d6+15 
  (Rogue) 
  4d10+12  
  (Fighter), hp 95, Init +11, Spd 20 ft.; AC 26, touch 
  20, flat-footed 26 (+1 Size, +7 Dex, +3 Natural, +3 
  Armor, +2 Deflect); BAB/Grp: +10/+6, Atk: +20 
  melee (1d3+3 /19-20, +1 Dagger); Full Atk 
  +18/13/+18/13 melee (1d3+3 /19-20, +1 Dagger; 
  1d3+3 /19-20, +1 Dagger);  Space/Reach 5 ft./5 
  ft.; SA Poison (Ex), Spell-like Abilities (Sp), SQ 
  Evasion, Madness (Ex), Sneak Attack +4d6, Spell 
  Resistance 
  (Ex): 
  15, 
  Uncanny 
  Dodge, 
  Vulnerability: Sunlight (Ex); AL CE; SV Fort +14, 
  Ref +16, Will +12, Str 10, Dex 25, Con 16, Int 13, 
  Wis 6, Cha 14.   
   
  Skills and Feats: Balance +16, Climb +12, 
  Hide +30, Listen +7, Move Silently +24, Profession 
  (Hunter) +5, Sleight off Hand +21, Spot +9, 
  Tumble +21, Combat Expertise, Combat Reflexes, 
  Improved 
  Initiative, 
  Improved 
  Two-Weapon 
  Fighting, Iron Will, Two-Weapon Fighting, Weapon 
  Finesse, 
  Weapon 
  Focus: 
  Dagger, 
  Weapon 
  Specialization: Dagger.  
   
  Possessions: +1 Dagger, +1 Dagger, +2 
  Padded Armor, Amulet of Natural Armor +1, Vest 
  of Resistance +3, Gloves of Dexterity +4, Ring of 
  Protection +2, 1 dose greenblood oil, 1 dose 
  Medium monstrous spider venom. 
   
  Physical 
  Description: 
  Shorter 
  than 
  your 
  average dwarf he is young and strongly built.  He 
  is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood oil 
  or Medium monstrous spider venom (see Poison, 
  page 296 of the Dungeon Master’s Guide) to their 
  weapons. Derro are not at risk of poisoning 
  themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 12), sound burst 
  (DC 14). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
         Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per every 24-hour period 
  spent underground or otherwise sheltered from 
  the sun.  
  Encounter Four D  
   
   
   
  Advanced Element Dire Tiger: Male Element 
  Advanced Dire Tiger; CR 12; Large Elemental 
  (Earth); HD 22d8+66, hp 165, Init +3, Spd 40 ft., 
  Burrow 20 ft.; AC 23, touch 12, flat-footed 20 (-1 
  Size, +3 Dex, +11 Natural); BAB/Grp: +16/28, Atk: 
  +24 melee (2d4+8, 2 Claw); Full Atk +24/+18 
  melee 
  (2d4+8, 
  2 
  Claw; 
  2d6+4, 
  Bite);  
  Space/Reach 10 ft./5 ft.; SA Improved Grab (Ex), 
  Pounce (Ex), Rake (Ex), Burrow (Ex), Earth 
  Mastery (Ex); SQ Elemental Traits, Scent (Ex), 
  Low-Light Vision (Ex), Damage Reduction (Su): 
  10/Magic, Darkvision (Ex): 60 ft., Tremorsense 
  (Ex): 60 ft.; AL N; SV Fort +16, Ref +16, Will +14, 
  Str 27, Dex 16, Con 17, Int 2, Wis 12, Cha 10.   
   
  Skills and Feats: Hide +15, Jump +12, Move 
  Silently +16, Spot +7, Listen +7, Alertness, 
  Improved Natural Armor (x2), Improved Natural 
  Attack: Bite, Improved Natural Attack: Claw, Run, 
  Stealthy, Weapon Focus: Claw.  
   
  Possessions: None 
   
  Physical 
  Description: 
  A 
  black 
  panther 
  measuring 4 feet long and 125 pounds. 
   
  Pounce (Ex): If a panther leaps upon a foe 
  during the first round of combat, it can make a full 
  attack even if it has already taken a move action. 
         Improved Grab (Ex): To use this ability, the 
  panther must hit with its bite attack. If it gets a 
  hold, it can rake. 
         Rake (Ex): A panther that gets a hold can 
  make two rake attacks (+22 melee) with its hind 
  legs for 2d4+4 damage each. If the leopard 
  pounces on an opponent, it can also rake. 
   
  Earth Mastery (Ex): An earth elemental gains 
  a +1 attack and damage bonus if both it and its foe 
  touch the ground. If an opponent is airborne or 
  waterborne, the elemental suffers a -4 penalty to 
  BDK5-02i  CLOSURE 
   
  Page 44 
  
  attack and damage. (These modifiers are not 
  included in the statistics block.) 
   
  Burrow (Ex): An element creature can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or 
  other signs of its presence. A move earth spell 
  cast on an area containing a burrowing creature 
  flings the creature back 30 feet, stunning the 
  creature for 1 round unless it succeeds at a 
  Fortitude save. 
  Encounter Five 
   
   
   
   
  Blue Slaad: Male Blue Slaad Bbn 4 Drd 3; CR 15; 
  Large Outsider; HD 8d8+40 4d12+20 (Bbn) 
  3d8+15 (Drd), hp 150, Init +4, Spd 30 ft.; AC 28, 
  touch 14, flat-footed 24 (-1 Size, +4 Dex, +9 
  Natural, +5 Armor, +1 Deflect); BAB/Grp: +13/+24, 
  Atk: +19 melee (2d6+7, Claw); Full Atk +19/+17 
  melee (2d6+7, 4 Claw; 2d8+3 plus Disease, Bite); 
   Space/Reach 10 ft./10 ft.; SA Summon Slaad 
  (Sp), Spell-like Abilities (Sp), Slaad Fever (Su), 
  Rage 2/day; SQ: Darkvision 60 ft, Fast Healing 5, 
  Immunity to Sonic, Resistance to acid 5, cold 5, 
  electricity 5, and fire 5, Woodland Stride, 
  Trackless Step; AL CN; SV Fort +21, Ref +15, Will 
  +17, Str 24, Dex 18, Con 21, Int 6, Wis 14, Cha 8. 
    
   
  Skills and Feats: Climb +17, Concentration 
  +13, Handle Animal +7, Hide +10, Jump +17, 
  Listen +12, Move Silently +8, Spot +12, Survival 
  +5, Combat Reflexes, Dodge, Instantaneous 
  Rage, Iron Will, Mobility, Multiattack.  
   
  Spells Prepared (Drd 4/3/2): 0 - Detect Magic, 
  Detect Poison, Know Direction x2; 1st - Detect 
  Animals or Plants, Faerie Fire, Obscuring Mist; 
  2nd - Animal Messenger, Barkskin. 
   
  Possessions: +2 Hide, Vest of Resistance +3, 
  Ring of Protection +1, Periapt of Wisdom +2.  
   
  Physical Description: A hulking blue-skinned 
  humanoid as large as an Ogre.  Large claws 
  growing from the backs of its hands extend from 
  under the hide armor it wears. 
   
  Spell-Like Abilities: At will: Hold person (DC 
  12), Passwall, Telekinesis (DC 14); 1/day: Chaos 
  Hammer (DC 13), Caster level 8th.   
         Slaad Fever (Ex): Supernatural Disease-Bite, 
  Fortitude DC 19, incubation period 1 day, damage 
  1d3 Dex and 1d3 Cha.  The save DC is 
  Constitution based.  An afflicted humanoid 
  reduced 
  to 
  Charisma 
  0 
  by 
  Slaad 
  Fever 
  immediately transforms into a Red slaad (Green if 
  spellcaster).  It retains none of its features, traits 
  memories or abilities. 
         Summon Slaad (Sp): Once per day a blue 
  slaad can attempt to summon another blue slaad 
  with a 40% chance of success.  This ability is the 
  equivalent of a 4th-level spell. 
  Encounter Six C 
   
   
   
   
  Anh: Male Neraphim Ftr 3; CR 3; Medium 
  Outsider; HD 3d10+3, hp 21, Init +6, Spd 20 ft.; 
  AC 20, touch 12, flat-footed 18 (+2 Dex, +6 Armor, 
  +2 Natural Armor); BAB/Grp: +3/+5, Atk: +7 melee 
  (1d8+3 /19-20 x2, Masterwork Longsword); Full 
  Atk +7 melee (1d8+3 /19-20 x2, Masterwork 
  Longsword); 
  Space/Reach 
  5 
  ft./5 
  ft.; 
  SA 
  Camouflage; SQ Darkvision (EX): 60ft; AL CG; SV 
  Fort +4, Ref +3, Will +1, Str 15, Dex 14, Con 12, 
  Int 13, Wis 10, Cha 8.   
   
  Skills and Feats: Craft: Blacksmithing +7, 
  Disguise +1, Jump +13, Search +3, Spot +2, 
  Cleave, 
  Improved 
  Initiative, 
  Power 
  Attack, 
  Weapon Focus: Longsword. 
   
  Possessions: 
  Masterwork 
  Longsword, 
  +1 
  Breastplate. 
   
  Physical Description: A red-skinned toad-like 
  humanoid. 
   
  Camouflage (Ex): When charging or using 
  thrown weapon can negate targets dex once / 
  enemy / encounter 
   
  BDK5-02i  CLOSURE 
   
  Page 45 
  
  Appendix Seven – APL 14
  Encounter Two 
   
   
   
   
  Horlok Darkmantle: Male Dwarf Bbn 15; CR 15; 
  Medium Humanoid (Dwarf); HD 15d12+45, hp 
  150, Init +7, Spd 30 ft.; AC 24, touch 13, flat-
  footed 24 (+5 Armor, +3 Shield, +3 Dex, +3 Nat); 
  BAB/Grp: +15/+19, Atk: +21 melee (1d10+5 /20 
  x3, +1 Dwarven Waraxe); Full Atk +21/16/11 
  melee (1d10+5 /20 x3, +1 Dwarven Waraxe); 
  Space/Reach 5 ft./5 ft.; SA Rhino Hide: +2d6 dmg 
  on charge; SQ Damage Reduction 3/-, Greater 
  Rage 
  4/day, 
  Improved 
  Uncanny 
  Dodge, 
  Indomitable Will (+4 vs. Enchantments), +2 Saves 
  vs. Poison, +2 Saves vs. Spells and Spell-like 
  Effects, Darkvision (Ex): 60 ft., Stability (Ex); AL 
  CE; SV Fort +16, Ref +12, Will +12, Str 19, Dex 
  16, Con 16, Int 10, Wis 12, Cha 6.   
   
  Skills 
  and 
  Feats: 
  Climb 
  +19, 
  Craft 
  (Leatherworking) +13, Listen +17, Profession 
  (Hunter) +7, Survival +18, Improved Initiative, Iron 
  Will, Power Attack, Quick Draw, Track, Weapon 
  Focus: Dwarven Waraxe.  
   
  Possessions: +1 Dwarven Waraxe; Rhino 
  Hide; +1 Heavy steel shield; Pouch, belt; Cold 
  weather outfit; Leatherworker`s tools, Masterwork; 
  Sack; Vest of Resistance +4; Belt of Giant 
  Strength; Amulet of Natural Armor +3; Rare coin 
  necklace (200 gp). 
   
  Physical Description: A middle-aged Dwarven 
  male in a thick coat of hides is huddled near one 
  wall of corpses, a faint murmuring coming from his 
  lips. His outstretched hand grasps a necklace of 
  coins he wears around his neck. 
  Encounter Four A  
   
   
   
  Vathero: Male Githzerai Petitioner; CR 1; Medium 
  Outsider (Chaotic, Neutral); HD 2d8+1, hp 9, Init 
  +5, Spd 30 ft.; AC 15, touch 15, flat-footed 10 (+5 
  Dex); BAB/Grp: +0/+0, Atk: +0 melee (1d13 /20, 
  Unarmed Strike); Full Atk +0 melee (1d13 /20, 
  Unarmed Strike);  Space/Reach 5 ft./5 ft.; SA 
  None; SQ Darkvision (Ex): 60 ft, Spell Resistance 
  (Ex): 
  5, 
  Mental 
  Immunity, 
  Immunities, 
  Resistances, Planar Commitment; AL CE; SV Fort 
  +4, Ref +8, Will +6, Str 10, Dex 20, Con 13, Int 10, 
  Wis 17, Cha 8.   
   
  Skills and Feats: None.  
   
  Possessions: None 
   
  Physical Description: A creature made of 
  flame.   Mental Immunity (Ex): Immune to mind-
  influencing effects. 
   
  Immunities (Ex): Immune Fire and Cold 
   
  Resistances (Ex): Electricity 20, acid 20 
   
  Planar Commitment (Ex): Cannot leave the 
  plane, they are teleported 100 miles in a random 
  direction if an attempt is made to force them to 
  leave. 
  Encounter Four B  
   
   
   
  Nagor Lodestone: Male Derro Rog 5 Ftr 6; CR 
  14; Small Monstrous Humanoid (Derro); HD 
  3d8+9 
  (Derro) 
  5d6+15 
  (Rogue) 
  6d10+18  
  (Fighter), hp 113, Init +11, Spd 20 ft.; AC 28, touch 
  20, flat-footed 28 (+1 Size, +7 Dex, +5 Natural, +3 
  Armor, +2 Deflect); BAB/Grp: +12/+8, Atk: +22 
  melee (1d3+3 /19-20, +1 Dagger); Full Atk 
  +20/15/10/+20/15/10 melee (1d3+3 /19-20, +1 
  Dagger; 1d3+3 /19-20, +1 Dagger);  Space/Reach 
  5 ft./5 ft.; SA Poison (Ex), Spell-like Abilities (Sp), 
  SQ Evasion, Madness (Ex), Sneak Attack +4d6, 
  Spell Resistance (Ex): 15, Uncanny Dodge, 
  Vulnerability: Sunlight (Ex); AL CE; SV Fort +16, 
  Ref +18, Will +14, Str 10, Dex 25, Con 16, Int 13, 
  Wis 6, Cha 14.   
   
  Skills and Feats: Balance +16, Climb +17, 
  Hide +30, Intimidate +3, Listen +7, Move Silently 
  +24, Profession (Hunter) +5, Sleight off Hand +21, 
  Spot +9, Tumble +21, Combat Expertise, Combat 
  Reflexes, 
  Greater 
  Two-Weapon 
  Fighting, 
  Improved 
  Initiative, 
  Improved 
  Two-Weapon 
  Fighting, Iron Will, Two-Weapon Fighting, Weapon 
  Finesse, 
  Weapon 
  Focus: 
  Dagger, 
  Weapon 
  Specialization: Dagger.  
   
  Possessions: +1 Dagger, +1 Dagger, +2 
  Padded Armor, Amulet of Natural Armor +3, Vest 
  of Resistance +4, Gloves of Dexterity +4, Ring of 
  Protection +2, 1 dose greenblood oil, 1 dose 
  Medium monstrous spider venom. 
   
  Physical 
  Description: 
  Shorter 
  than 
  your 
  average dwarf he is young and strongly built.  He 
  is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood oil 
  or Medium monstrous spider venom (see Poison, 
  page 296 of the Dungeon Master’s Guide) to their 
  weapons. Derro are not at risk of poisoning 
  themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 12), sound burst 
  BDK5-02i  CLOSURE 
   
  Page 46 
  
  (DC 14). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
         Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per every 24-hour period 
  spent underground or otherwise sheltered from 
  the sun.  
   
  Garlon Lodestone: Male Derro Rog 5 Ftr 6; CR 
  14; Small Monstrous Humanoid (Derro); HD 
  3d8+9 
  (Derro) 
  5d6+15 
  (Rogue) 
  6d10+18  
  (Fighter), hp 113, Init +11, Spd 20 ft.; AC 28, touch 
  20, flat-footed 28 (+1 Size, +7 Dex, +5 Natural, +3 
  Armor, +2 Deflect); BAB/Grp: +12/+8, Atk: +22 
  melee (1d3+3 /19-20, +1 Dagger); Full Atk 
  +20/15/10/+20/15/10 melee (1d3+3 /19-20, +1 
  Dagger; 1d3+3 /19-20, +1 Dagger);  Space/Reach 
  5 ft./5 ft.; SA Poison (Ex), Spell-like Abilities (Sp), 
  SQ Evasion, Madness (Ex), Sneak Attack +4d6, 
  Spell Resistance (Ex): 15, Uncanny Dodge, 
  Vulnerability: Sunlight (Ex); AL CE; SV Fort +16, 
  Ref +18, Will +14, Str 10, Dex 25, Con 16, Int 13, 
  Wis 6, Cha 14.   
   
  Skills and Feats: Balance +16, Climb +17, 
  Hide +30, Intimidate +3, Listen +7, Move Silently 
  +24, Profession (Hunter) +5, Sleight off Hand +21, 
  Spot +9, Tumble +21, Combat Expertise, Combat 
  Reflexes, 
  Greater 
  Two-Weapon 
  Fighting, 
  Improved 
  Initiative, 
  Improved 
  Two-Weapon 
  Fighting, Iron Will, Two-Weapon Fighting, Weapon 
  Finesse, 
  Weapon 
  Focus: 
  Dagger, 
  Weapon 
  Specialization: Dagger.  
   
  Possessions: +1 Dagger, +1 Dagger, +2 
  Padded Armor, Amulet of Natural Armor +3, Vest 
  of Resistance +4, Gloves of Dexterity +4, Ring of 
  Protection +2, 1 dose greenblood oil, 1 dose 
  Medium monstrous spider venom. 
   
  Physical 
  Description: 
  Shorter 
  than 
  your 
  average dwarf he is young and strongly built.  He 
  is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood oil 
  or Medium monstrous spider venom (see Poison, 
  page 296 of the Dungeon Master’s Guide) to their 
  weapons. Derro are not at risk of poisoning 
  themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or if 
  a derro flanks his opponent, he deals an extra 1d6 
  points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 12), sound burst 
  (DC 14). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
         Vulnerability to Sunlight (Ex): A derro takes 
  1 point of Constitution damage for every hour it is 
  exposed to sunlight, and it dies if its Constitution 
  score reaches 0. Lost Constitution points are 
  recovered at the rate of 1 per every 24-hour period 
  spent underground or otherwise sheltered from 
  the sun.  
  Encounter Four D  
   
   
   
  Advanced Element Dire Tiger: Male Element 
  Advanced Dire Tiger; CR 14; Large Elemental 
  (Earth); HD 28d8+112, hp 238, Init +3, Spd 40 ft., 
  Burrow 20 ft.; AC 25, touch 12, flat-footed 22 (-1 
  Size, +3 Dex, +13 Natural); BAB/Grp: +21/34, Atk: 
  +30 melee (2d4+9, 2 Claw); Full Atk +30/+24 
  melee 
  (2d4+9, 
  2 
  Claw; 
  2d6+4, 
  Bite);  
  Space/Reach 10 ft./5 ft.; SA Improved Grab (Ex), 
  Pounce (Ex), Rake (Ex), Burrow (Ex), Earth 
  Mastery (Ex); SQ Elemental Traits, Scent (Ex), 
  Low-Light Vision (Ex), Damage Reduction (Su): 
  10/Magic, Darkvision (Ex): 60 ft., Tremorsense 
  (Ex): 60 ft.; AL N; SV Fort +20, Ref +19, Will +17, 
  Str 28, Dex 16, Con 18, Int 2, Wis 12, Cha 10.   
   
  Skills and Feats: Hide +18, Jump +13, Listen 
  7, Move Silently +19, Spot +7, Alertness, 
  Improved Natural Armor (x4), Improved Natural 
  Attack: Bite, Improved Natural Attack: Claw, Run, 
  Stealthy, Weapon Focus: Claw.  
   
  Possessions: None 
   
  Physical 
  Description: 
  A 
  black 
  panther 
  measuring 4 feet long and 125 pounds. 
   
  Pounce (Ex): If a panther leaps upon a foe 
  during the first round of combat, it can make a full 
  attack even if it has already taken a move action. 
         Improved Grab (Ex): To use this ability, the 
  panther must hit with its bite attack. If it gets a 
  hold, it can rake. 
         Rake (Ex): A panther that gets a hold can 
  make two rake attacks (+23 melee) with its hind 
  legs for 2d4+4 damage each. If the leopard 
  pounces on an opponent, it can also rake. 
  BDK5-02i  CLOSURE 
   
  Page 47 
  
   
  Earth Mastery (Ex): An earth elemental gains 
  a +1 attack and damage bonus if both it and its foe 
  touch the ground. If an opponent is airborne or 
  waterborne, the elemental suffers a -4 penalty to 
  attack and damage. (These modifiers are not 
  included in the statistics block.) 
   
  Burrow (Ex): An element creature can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or 
  other signs of its presence. A move earth spell 
  cast on an area containing a burrowing creature 
  flings the creature back 30 feet, stunning the 
  creature for 1 round unless it succeeds at a 
  Fortitude save. 
  Encounter Five 
   
   
   
   
  Blue Slaad: Male Blue Slaad Bbn 4 Drd 5; CR 17; 
  Large Outsider; HD 8d8+48 4d12+24 (Bbn) 
  5d8+30 (Drd), hp 186, Init +4, Spd 30 ft.; AC 28, 
  touch 14, flat-footed 24 (-1 Size, +4 Dex, +9 
  Natural, +5 Armor, +1 Deflect); BAB/Grp: +21/+26, 
  Atk: +21 melee (2d6+7, Claw); Full Atk +21/+19 
  melee (2d6+7, 4 Claw; 2d8+3 plus Disease, Bite); 
   Space/Reach 10 ft./10 ft.; SA Summon Slaad 
  (Sp), Spell-like Abilities (Sp), Slaad Fever (Su), 
  Rage 2/day; SQ: Darkvision 60 ft, Fast Healing 5, 
  Immunity to Sonic, Resistance to acid 5, cold 5, 
  electricity 5, and fire 5, Woodland Stride, 
  Trackless Step, Wild Shape 1/day; AL CN; SV Fort 
  +21, Ref +15, Will +18, Str 24, Dex 18, Con 22, Int 
  6, Wis 14, Cha 8.   
   
  Skills and Feats: Climb +15, Concentration 
  +16, Handle Animal +7, Hide +10, Jump +13, 
  Listen +12, Move Silently +8, Spot +12, Survival 
  +3, Combat Reflexes, Dodge, Instantaneous 
  Rage, Iron Will, Mobility, Multiattack.  
   
  Spells Prepared (Drd 5/4/3/1): 0 - Detect 
  Magic, Detect Poison, Know Direction x3; 1st - 
  Detect Animals or Plants, Faerie Fire x2, 
  Obscuring 
  Mist; 
  2nd 
  - 
  Animal 
  Messenger, 
  Barkskin, Fog Cloud; 3rd - Dominate Animal 
   
  Possessions: +2 Hide, Vest of Resistance +3, 
  Ring of Protection +1, Periapt of Wisdom +2.  
   
  Physical Description: A hulking blue-skinned 
  humanoid as large as an Ogre.  Large claws 
  growing from the backs of its hands extend from 
  under the hide armor it wears. 
   
  Spell-Like Abilities: At will: Hold person (DC 
  12), Passwall, Telekinesis (DC 14); 1/day: Chaos 
  Hammer (DC 13), Caster level 8th.   
         Slaad Fever (Ex): Supernatural Disease-Bite, 
  Fortitude DC 20, incubation period 1 day, damage 
  1d3 Dex and 1d3 Cha.  The save DC is 
  Constitution based.  An afflicted humanoid 
  reduced 
  to 
  Charisma 
  0 
  by 
  Slaad 
  Fever 
  immediately transforms into a Red slaad (Green if 
  spellcaster).  It retains none of its features, traits 
  memories or abilities. 
         Summon Slaad (Sp): Once per day a blue 
  slaad can attempt to summon another blue slaad 
  with a 40% chance of success.  This ability is the 
  equivalent of a 4th-level spell. 
  Encounter Six C 
   
   
   
   
  Anh: Male Neraphim Ftr 3; CR 3; Medium 
  Outsider; HD 3d10+3, hp 21, Init +6, Spd 20 ft.; 
  AC 20, touch 12, flat-footed 18 (+2 Dex, +6 Armor, 
  +2 Natural Armor); BAB/Grp: +3/+5, Atk: +7 melee 
  (1d8+3 /19-20 x2, Masterwork Longsword); Full 
  Atk +7 melee (1d8+3 /19-20 x2, Masterwork 
  Longsword); 
  Space/Reach 
  5 
  ft./5 
  ft.; 
  SA 
  Camouflage; SQ Darkvision (EX): 60ft; AL CG; SV 
  Fort +4, Ref +3, Will +1, Str 15, Dex 14, Con 12, 
  Int 13, Wis 10, Cha 8.   
   
  Skills and Feats: Craft: Blacksmithing +7, 
  Disguise +1, Jump +13, Search +3, Spot +2, 
  Cleave, 
  Improved 
  Initiative, 
  Power 
  Attack, 
  Weapon Focus: Longsword. 
   
  Possessions: 
  Masterwork 
  Longsword, 
  +1 
  Breastplate. 
   
  Physical Description: A red-skinned toad-like 
  humanoid. 
   
  Camouflage (Ex): When charging or using 
  thrown weapon can negate targets dex once / 
  enemy / encounter 
  BDK5-02i  CLOSURE 
   
  Page 48 
  
  Appendix Eight – APL 16
  Encounter Two 
   
   
   
   
  Horlok Darkmantle: Male Dwarf Bbn 17; CR 
  17; Medium Humanoid (Dwarf); HD 17d12+51, 
  hp 170, Init +7, Spd 30 ft.; AC 25, touch 13, flat-
  footed 25 (+5 Armor, +3 Shield, +3 Dex, +4 Nat); 
  BAB/Grp: +17/+23, Atk: +25 melee (1d10+7 /20 
  x3, +1 Dwarven Waraxe Human Bane); Full Atk 
  +25/20/15/10 
  melee 
  (1d10+5 
  /20 
  x3, 
  +1 
  Dwarven Waraxe Human Bane); Space/Reach 5 
  ft./5 ft.; SA Rhino Hide: +2d6 dmg on charge; 
  SQ Damage Reduction 4/-, Greater Rage 5/day, 
  Improved Uncanny Dodge, Indomitable Will (+4 
  vs. Enchantments), Tireless Rage, +2 Saves vs. 
  Poison, +2 Saves vs. Spells and Spell-like 
  Effects, Darkvision (Ex): 60 ft., Stability (Ex); AL 
  CE; SV Fort +17, Ref +12, Will +12, Str 22, Dex 
  16, Con 16, Int 10, Wis 12, Cha 6.   
   
  Skills 
  and 
  Feats: 
  Climb 
  +21, 
  Craft 
  (Leatherworking) +13, Listen +19, Profession 
  (Hunter) +9, Survival +20, Improved Initiative, 
  Iron Will, Power Attack, Quick Draw, Track, 
  Weapon Focus: Dwarven Waraxe.  
   
  Possessions: +1 Dwarven Waraxe Human 
  Bane; Rhino Hide; +1 Heavy steel shield; 
  Pouch, 
  belt; 
  Cold 
  weather 
  outfit; 
  Leatherworker`s tools, Masterwork; Sack; Vest 
  of Resistance +4; Belt of Giant Strength +6; 
  Amulet of Natural Armor +4; Rare coin necklace 
  (200 gp). 
   
  Physical 
  Description: 
  A 
  middle-aged 
  Dwarven male in a thick coat of hides is huddled 
  near one wall of corpses, a faint murmuring 
  coming from his lips. His outstretched hand 
  grasps a necklace of coins he wears around his 
  neck. 
  Encounter Four A  
   
   
   
  Vathero: Male Githzerai Petitioner; CR 1; 
  Medium Outsider (Chaotic, Neutral); HD 2d8+1, 
  hp 9, Init +5, Spd 30 ft.; AC 15, touch 15, flat-
  footed 10 (+5 Dex); BAB/Grp: +0/+0, Atk: +0 
  melee (1d13 /20, Unarmed Strike); Full Atk +0 
  melee 
  (1d13 
  /20, 
  Unarmed 
  Strike);  
  Space/Reach 5 ft./5 ft.; SA None; SQ Darkvision 
  (Ex): 60 ft, Spell Resistance (Ex): 5, Mental 
  Immunity, 
  Immunities, 
  Resistances, 
  Planar 
  Commitment; AL CE; SV Fort +4, Ref +8, Will 
  +6, Str 10, Dex 20, Con 13, Int 10, Wis 17, Cha 
  8.   
   
  Skills and Feats: None.  
   
  Possessions: None 
   
  Physical Description: A creature made of 
  flame.   
   
  Mental Immunity (Ex): Immune to mind-
  influencing effects. 
   
  Immunities (Ex): Immune Fire and Cold 
   
  Resistances (Ex): Electricity 20, acid 20 
   
  Planar Commitment (Ex): Cannot leave 
  the plane, they are teleported 100 miles in a 
  random direction if an attempt is made to force 
  them to leave. 
  Encounter Four B  
   
   
   
  Nagor Lodestone: Male Derro Rog 7 Ftr 6; CR 
  16; Small Monstrous Humanoid (Derro); HD 
  3d8+9 
  (Derro) 
  7d6+21 
  (Rogue) 
  6d10+18  
  (Fighter), hp 127, Init +13, Spd 20 ft.; AC 30, 
  touch 21, flat-footed 30 (+1 Size, +8 Dex, +6 
  Natural, +3 Armor, +2 Deflect); BAB/Grp: 
  +14/+10, Atk: +26 melee (1d3+3 /19-20, +1 
  Dagger 
  Human 
  Bane); 
  Full 
  Atk 
  +24/19/14/+24/19/14 melee (1d3+3 /19-20, +1 
  Dagger Human Bane; 1d3+3 /19-20, +1 Dagger 
  Human Bane);  Space/Reach 5 ft./5 ft.; SA 
  Poison (Ex), Spell-like Abilities (Sp), SQ 
  Evasion, Madness (Ex), Sneak Attack +5d6, 
  Spell Resistance (Ex): 15, Uncanny Dodge, 
  Vulnerability: Sunlight (Ex); AL CE; SV Fort +17, 
  Ref +21, Will +15, Str 10, Dex 28, Con 16, Int 
  13, Wis 6, Cha 14.   
   
  Skills and Feats: Balance +18, Climb +17, 
  Hide +36, Intimidate +3, Listen +7, Move Silently 
  +32, Profession (Hunter) +5, Sleight off Hand 
  +27, Spot +9, Tumble +27, Combat Expertise, 
  Combat 
  Reflexes, 
  Greater 
  Two-Weapon 
  Fighting, Improved Initiative, Improved Two-
  Weapon Fighting, Iron Will, Quick Draw, Two-
  Weapon Fighting, Weapon Finesse, Weapon 
  Focus: Dagger, Weapon Specialization: Dagger.  
   
  Possessions: +1 Dagger Human Bane, +1 
  Dagger Human Bane, +2 Padded Armor, Amulet 
  of Natural Armor +4, Vest of Resistance +4, 
  Gloves of Dexterity +6, Ring of Protection +2, 1 
  dose greenblood oil, 1 dose Medium monstrous 
  spider venom. 
   
  Physical Description: Shorter than your 
  average dwarf he is young and strongly built.  
  He is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood 
  oil or Medium monstrous spider venom (see 
  Poison, page 296 of the Dungeon Master’s 
  Guide) to their weapons. Derro are not at risk of 
  poisoning themselves when handling poison. 
  BDK5-02i  CLOSURE 
   
  Page 49 
  
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or 
  if a derro flanks his opponent, he deals an extra 
  1d6 points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 12), sound burst 
  (DC 14). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
         Vulnerability to Sunlight (Ex): A derro 
  takes 1 point of Constitution damage for every 
  hour it is exposed to sunlight, and it dies if its 
  Constitution score reaches 0. Lost Constitution 
  points are recovered at the rate of 1 per every 
  24-hour period spent underground or otherwise 
  sheltered from the sun.  
   
  Garlon Lodestone: Male Derro Rog 7 Ftr 6; CR 
  16; Small Monstrous Humanoid (Derro); HD 
  3d8+9 
  (Derro) 
  7d6+21 
  (Rogue) 
  6d10+18  
  (Fighter), hp 127, Init +13, Spd 20 ft.; AC 30, 
  touch 21, flat-footed 30 (+1 Size, +8 Dex, +6 
  Natural, +3 Armor, +2 Deflect); BAB/Grp: 
  +14/+10, Atk: +26 melee (1d3+3 /19-20, +1 
  Dagger 
  Human 
  Bane); 
  Full 
  Atk 
  +24/19/14/+24/19/14 melee (1d3+3 /19-20, +1 
  Dagger Human Bane; 1d3+3 /19-20, +1 Dagger 
  Human Bane);  Space/Reach 5 ft./5 ft.; SA 
  Poison (Ex), Spell-like Abilities (Sp), SQ 
  Evasion, Madness (Ex), Sneak Attack +5d6, 
  Spell Resistance (Ex): 15, Uncanny Dodge, 
  Vulnerability: Sunlight (Ex); AL CE; SV Fort +17, 
  Ref +21, Will +15, Str 10, Dex 28, Con 16, Int 
  13, Wis 6, Cha 14.   
   
  Skills and Feats: Balance +18, Climb +17, 
  Hide +36, Intimidate +3, Listen +7, Move Silently 
  +32, Profession (Hunter) +5, Sleight off Hand 
  +27, Spot +9, Tumble +27, Combat Expertise, 
  Combat 
  Reflexes, 
  Greater 
  Two-Weapon 
  Fighting, Improved Initiative, Improved Two-
  Weapon Fighting, Iron Will, Quick Draw, Two-
  Weapon Fighting, Weapon Finesse, Weapon 
  Focus: Dagger, Weapon Specialization: Dagger.  
   
  Possessions: +1 Dagger Human Bane, +1 
  Dagger Human Bane, +2 Padded Armor, Amulet 
  of Natural Armor +4, Vest of Resistance +4, 
  Gloves of Dexterity +6, Ring of Protection +2, 1 
  dose greenblood oil, 1 dose Medium monstrous 
  spider venom. 
   
  Physical Description: Shorter than your 
  average dwarf he is young and strongly built.  
  He is shaved bald and looks deformed. 
   
  Poison Use (Ex): Derro apply greenblood 
  oil or Medium monstrous spider venom (see 
  Poison, page 296 of the Dungeon Master’s 
  Guide) to their weapons. Derro are not at risk of 
  poisoning themselves when handling poison. 
         Sneak Attack (Ex): Any time a derro’s 
  opponent is denied his Dexterity bonus to AC, or 
  if a derro flanks his opponent, he deals an extra 
  1d6 points of damage. This ability is just like the 
  rogue’s sneak attack and subject to the same 
  limitations. 
         Spell-Like Abilities (Sp): At will: darkness, 
  ghost sound; 1/day: daze (DC 12), sound burst 
  (DC 14). Caster level 3rd. The save DCs are 
  Charisma-based. 
   
  Madness (Ex): Derro use their Charisma 
  modifier on Will saves instead of their Wisdom 
  modifier, and have immunity to confusion and 
  insanity effects. A derro cannot be restored to 
  sanity by any means short of a miracle or wish 
  spell. 
         Vulnerability to Sunlight (Ex): A derro 
  takes 1 point of Constitution damage for every 
  hour it is exposed to sunlight, and it dies if its 
  Constitution score reaches 0. Lost Constitution 
  points are recovered at the rate of 1 per every 
  24-hour period spent underground or otherwise 
  sheltered from the sun.  
  Encounter Four D  
   
   
   
  Advanced Element Dire Tiger: Male Element 
  Advanced Dire Tiger; CR 16; Huge Elemental 
  (Earth); HD 34d8+204, hp 357, Init +2, Spd 40 
  ft., Burrow 20 ft.; AC 27, touch 10, flat-footed 25 
  (-2 Size, +2 Dex, +17 Natural); BAB/Grp: 
  +26/47, Atk: +38 melee (3d4+13, 2 Claw); Full 
  Atk +38/+33 melee (3d4+13, 2 Claw; 3d6+6, 
  Bite);  Space/Reach 15 ft./10 ft.; SA Improved 
  Grab (Ex), Pounce (Ex), Rake (Ex), Burrow (Ex), 
  Earth Mastery (Ex); SQ Elemental Traits, Scent 
  (Ex), Low-Light Vision (Ex), Damage Reduction 
  (Su): 
  10/Magic, 
  Darkvision 
  (Ex): 
  60 
  ft., 
  Tremorsense (Ex): 60 ft.; AL N; SV Fort +28, 
  Ref +24, Will +23, Str 36, Dex 14, Con 22, Int 2, 
  Wis 12, Cha 10.   
   
  Skills and Feats: Hide +20, Jump +15, 
  Listen +7, Move Silently +21, Spot +7, 
  Alertness, 
  Improved 
  Natural 
  Armor 
  (x5), 
  Improved Natural Attack: Bite, Improved Natural 
  Attack: Claw, Run, Stealthy, Weapon Focus: 
  Bite, Weapon Focus: Claw.  
   
  Possessions: None 
  BDK5-02i  CLOSURE 
   
  Page 50 
  
   
  Physical 
  Description: 
  A 
  black 
  panther 
  measuring 4 feet long and 125 pounds. 
   
  Pounce (Ex): If a panther leaps upon a foe 
  during the first round of combat, it can make a 
  full attack even if it has already taken a move 
  action. 
         Improved Grab (Ex): To use this ability, the 
  panther must hit with its bite attack. If it gets a 
  hold, it can rake. 
         Rake (Ex): A panther that gets a hold can 
  make two rake attacks (+6 melee) with its hind 
  legs for 1d3+2 damage each. If the leopard 
  pounces on an opponent, it can also rake. 
   
  Earth Mastery (Ex): An earth elemental 
  gains a +1 attack and damage bonus if both it 
  and its foe touch the ground. If an opponent is 
  airborne or waterborne, the elemental suffers a -
  4 penalty to attack and damage. (These 
  modifiers are not included in the statistics block.) 
   
  Burrow (Ex): An element creature can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims 
  through water. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or 
  other signs of its presence. A move earth spell 
  cast on an area containing a burrowing creature 
  flings the creature back 30 feet, stunning the 
  creature for 1 round unless it succeeds at a 
  Fortitude save. 
  Encounter Five 
   
   
   
   
  Blue Slaad: Male Blue Slaad Bbn 6 Drd 5; CR 
  19; Large Outsider; HD 8d8+48 6d12+36 (Bbn) 
  5d8+30 (Drd), hp 211, Init +4, Spd 30 ft.; AC 29, 
  touch 15, flat-footed 29 (-1 Size, +4 Dex, +9 
  Natural, +5 Armor, +2 Deflect); BAB/Grp: 
  +23/+28, Atk: +23 melee (2d6+7, Claw); Full Atk 
  +23/+21 melee (2d6+7, 4 Claw; 2d8+3 plus 
  Disease, Bite);  Space/Reach 10 ft./10 ft.; SA 
  Summon Slaad (Sp), Spell-like Abilities (Sp), 
  Slaad Fever (Su), Rage 2/day; SQ: Darkvision 
  60 ft, Fast Healing 5, Immunity to Sonic, 
  Resistance to acid 5, cold 5, electricity 5, and 
  fire 5, Woodland Stride, Trackless Step, Wild 
  Shape 1/day, Improved Uncanny Dodge; AL CN; 
  SV Fort +25, Ref +17, Will +20, Str 24, Dex 18, 
  Con 22, Int 6, Wis 14, Cha 8.   
   
  Skills and Feats: Climb +17, Concentration 
  +16, Handle Animal +9, Hide +10, Jump +15, 
  Listen +12, Move Silently +8, Spot +12, Survival 
  +5, Combat Reflexes, Dodge, Instantaneous 
  Rage, Iron Will, Mobility, Multiattack.  
   
  Spells Prepared (Drd 5/4/3/1): 0 - Detect 
  Magic, Detect Poison, Know Direction x3; 1st - 
  Detect Animals or Plants, Faerie Fire x2, 
  Obscuring Mist; 2nd - Animal Messenger, 
  Barkskin, Fog Cloud; 3rd - Dominate Animal 
   
  Possessions: +2 Hide, Vest of Resistance 
  +4, Ring of Protection +2, Periapt of Wisdom +2.  
   
  Physical Description: A hulking blue-skinned 
  humanoid as large as an Ogre.  Large claws 
  growing from the backs of its hands extend from 
  under the hide armor it wears. 
   
  Spell-Like Abilities: At will: Hold person 
  (DC 12), Passwall, Telekinesis (DC 14); 1/day: 
  Chaos Hammer (DC 13), Caster level 8th.   
         Slaad Fever (Ex): Supernatural Disease-
  Bite, Fortitude DC 20, incubation period 1 day, 
  damage 1d3 Dex and 1d3 Cha.  The save DC is 
  Constitution based.  An afflicted humanoid 
  reduced to Charisma 0 by Slaad Fever 
  immediately transforms into a Red slaad (Green 
  if spellcaster).  It retains none of its features, 
  traits memories or abilities. 
         Summon Slaad (Sp): Once per day a blue 
  slaad can attempt to summon another blue 
  slaad with a 40% chance of success.  This 
  ability is the equivalent of a 4th-level spell. 
  Encounter Six C 
   
   
   
   
  Anh: Male Neraphim Ftr 3; CR 3; Medium 
  Outsider; HD 3d10+3, hp 21, Init +6, Spd 20 ft.; 
  AC 20, touch 12, flat-footed 18 (+2 Dex, +6 
  Armor, +2 Natural Armor); BAB/Grp: +3/+5, Atk: 
  +7 melee (1d8+3 /19-20 x2, Masterwork 
  Longsword); Full Atk +7 melee (1d8+3 /19-20 
  x2, Masterwork Longsword); Space/Reach 5 
  ft./5 ft.; SA Camouflage; SQ Darkvision (EX): 
  60ft; AL CG; SV Fort +4, Ref +3, Will +1, Str 15, 
  Dex 14, Con 12, Int 13, Wis 10, Cha 8.   
   
  Skills and Feats: Craft: Blacksmithing +7, 
  Disguise +1, Jump +13, Search +3, Spot +2, 
  Cleave, Improved Initiative, Power Attack, 
  Weapon Focus: Longsword. 
   
  Possessions: Masterwork Longsword, +1 
  Breastplate. 
   
  Physical Description: A red-skinned toad-
  like humanoid. 
   
  Camouflage (Ex): When charging or using 
  thrown weapon can negate targets dex once / 
  enemy / encounter 
   
  BDK5-02i  CLOSURE 
   
  Page 51 
  
  Judge Aid #1 
  WILD MAGIC TABLE: 
  Any spell or spell-like abilities function in radically different and sometimes dangerous ways in Limbo.  
  The caster must make a Caster Level check (DC 15 + the level of the spell or effect) for the magic to 
  function normally.  For spell-like abilities use the level or HD of the creature employing the ability for the 
  Caster Level check and the level of the spell-like ability to set the DC.  Failure means something strange 
  happens: 
  d%  
  Effect 
  0-19 
  Spell rebounds on caster (or fails if it cannot affect the caster) 
  20-23 
  Circular pit 15’ wide opens under caster, 10’ deep per caster level 
  24-27 
  Spell fails, instead target(s) are pelted with a rain of small objects which vanish after impact.   
   
   
  For 1 round targets blinded and spellcasting requires concentration checks (DC15 + Spell Level). 
  28-31 
  Random target or area.  Roll 1d8 for direction and 3d6 (x5 short, x20 medium, x80 long) for range. 
  32-35 
  Functions normally but no components used and spell is not considered used 
  36-39 
  Spell fails.  Everyone (friend and foe) within 30-feet of the caster receives effect of a Heal spell 
  40-43 
  Spell fails.  Deeper darkness and Silence effect cover a 30’ radius around the caster for 2d4 rounds 
  44-47 
  Spell fails.  A Reverse gravity effect covers a 30’ radius around the caster for 1 round. 
  48-51 
  Spell functions.  Colors swirl around the caster for 1d4 rounds (as Glitterdust: DC 10 + spell cast) 
  52-59 
  Spell fails.  Material components used and spell is considered cast / effect used 
  60-71 
  Spell fails.  Material components not used and spell is not considered used 
  72-98 
  Spell functions normally. 
  99-100 Spell functions strongly.  Saving throws against spell are at a -2 penalty and has maximized effect. 
   
  Thinaun Dagger: 
   
  Masterwork Dagger (1d4 / 19-20 x2)  Cost: 10,302 gp 
  This dark, glittering steel alloy dagger holds an attraction to souls recently released from their bodies.  If 
  the dagger is touching a creature when it dies that creature’s soul is sucked into the blade.  The soul 
  remains in the blade until the weapon is destroyed or another creature dies while touching it.  Raise dead, 
  Resurrection, and similar spells won’t bring back the creature unless the caster has the weapon in their 
  possession.  Such spells require half the usual material components to cast if the soul is in the weapon. 
   
  Pandemonic Silver Dagger: 
  Masterwork  Dagger (1d4-1 /19-20 x2)  Cost: 9,302 gp 
  This silver weapon acts as alchemical silver.  In addition, a thin, unearthly scream issues forth whenever 
  the weapon is unsheathed in at least a light breeze.  The scream is a sonic, mind-affecting compulsion 
  that is a fear effect.  Other than the wielder, those within 30 feet who hear the scream must succeed on a 
  Will save or cower for 1d4 rounds.  The DC depends upon the strength of the wind: 
  Light (0-10 mph): DC10 
   
  Moderate (11-20 mph): DC 13 
   
  Strong (21-30 mph): DC 16  
  Severe (31-50 mph): DC 19 
  Windstorm (51-74 mph): DC 22 
   
  Hurricane (75-154 mph): DC 25 
  Tornado (175-300 mph): DC 28 
   
  BDK5-02i  CLOSURE 
   
  Page 52 
  
  Judge Aid #2 
  NPC Overview 
  Name 
  Sex / Race / Location 
  Role 
  Horlok Darkmantle 
  M / Dwarf / Cold Storage Cave 
  Info on limbo and bodies 
  One of the two dwarves tied to curse 
  Dord Stonehinge 
  M / Descendant / Smithy Cave 
  M / Descendant / Smithy Cave 
  Marka Stonehinge 
  M / Descendant / Smithy Cave 
  Obarg Stonehinge 
  F / Descendant / Smithy Cave 
  Bala Stonehinge 
  F / Descendant / Smithy Cave 
  Elana Stonehinge 
  F / Descendant / Smithy Cave 
  Folo Stonehinge 
  Dord is the primary speaker 
  Explain why they study the sword 
  Interact with Vathero 
  Info on what the sword does 
  Info on metals they found in smithy 
  Vathero 
  M / Githzerai Petitioner / Smithy 
  Cave 
  Created sword, can explain how to repair it 
  Makes deal to explain how to end curse 
  Berringer Lodestone 
  M / Dwarf / Bunkhouse Cave 
  One of the two dwarves tied to the curse 
  Can provide history if persuaded 
  Nagor Lodestone 
  M / Descendant / Bunkhouse 
  Protect Berringer 
  Garlon Lodestone 
  M / Descendant / Bunkhouse 
  Protect Berringer 
  Yarik 
  M / Descendant / Temple Cave 
  Eating meats 
  Olaren 
  M / Descendant / Temple Cave 
  Buys items using Limbo-created coins 
  Pantago 
  M / Descendant / Temple Cave 
  Asleep near casks 
  Fadao 
  F / Descendant / Temple Cave 
  Asleep near casks 
  Orani 
  F / Descendant / Temple Cave 
  Asleep near casks 
  Priestess Zatra 
  F / Descendant / Temple Cave 
  Explains history as taught by the scripture 
  Anh 
  M / Neraphim / Limbo Valley 
  Helps PCs get information from Vathero 
  Slaad Scout 
  M / Slaad / True Natives 
  Speaks Slaadi only, sent to check anvil 
  “DECEASED” NPCS 
  Khan 
  M / Human / Cold Storage 
  Killed by PCs during ‘The Bender’ 
  Khane 
  M / Human / Zelosus Cave 
  Stuck between planes when gate opened 
  Zerg Derdle 
  M / Dwarf / The Spire 
  Wizard who created the element-creatures 
  Durana 
  F / Dwarf / Temple Cave 
  Original priestess, skull featured in temple 
  Borl 
  M / Human / Cold Storage 
  Original priest, body stored in cave 
  Lorelai 
  F / Human / Referenced Only 
  Gave cursed sword to Borl 
  Lago 
  M / Human / Referenced Only 
  Transported and abandoned them 
   
  BDK5-02i  CLOSURE 
   
  Page 53 
  
  Judge Aid #3 
  Solution Guide 
  Solution 
  Clues 
  Where learned 
  The two dwarves are different than everyone else 
  Cold Storage, Bunkhouse 
  All of the other dwarves are dead 
  Cold Storage, Temple 
  Option 1: 
  Everybody Dies 
  Results of treating it as a kill-everyone ‘Crawl’ 
  Any previous dungeon crawl 
  The slaad took the sword through the gate 
  Horlok, Dord 
  The slaad was upset the sword was destroyed 
  Having played Body & Soul 
  The slaad wanted to bring it back to free himself 
  Having played Body & Soul 
  They haven’t been able to re-create it in the smithy 
  Dord 
  The anvil on the spire has the symbol of Kurell 
  Box text 
  The anvil has no hammer markings on it  
  Box text  
  Option 2: 
  Repair Sword 
  You can change things through force of Will 
  Horlok, Encounter with the Slaad 
  References to Vathero before he appears 
  Dord 
  Vathero keeps returning (stuck here as well?) 
  Dord 
  Vathero’s claim they cannot learn his secrets 
  Vathero 
  Why was Vathero’s sword named after Kurell 
  Vathero, Berringer 
  Option 3: 
  Assist Vathero 
  Vathero tell them the secret if they help him 
  Vathero 
  Recurring symbol of Kurell 
  Altars in Zelosus and on spire 
  The fact they no longer worship Kurell 
  Berringer, Temple to Abathor 
  Tenets of Kurell (Jealousy, Theft, REVENGE) 
  Knowledge Religion 
  Effects of sword (Jealousy, traps spirit, steals bodies) 
  Dord, Berringer 
  Anger towards Kurell / reluctance to speak name 
  Horlok, Berringer, Dord, Zatra 
  Wedding invitation reference to changes 
  Bunkhouse note, Berringer 
  Reference to previous usage of this place (anvil) 
  Slaad note 
  Why did they get the sword in the first place 
  Zatra, Berringer 
  Why was the sword named after Kurell 
  Vathero, Berringer 
  Option 4:  
  Praise Kurell 
  What do you do when you make someone mad? 
  Common Sense 
  Option 5: 
  The Gate 
  Having collected all the pieces for the ritual 
  Having played Body & Soul 
  Option 6: 
  Leaving 
  Giving up due to time constraints 
  Default 
  Special: 
  Raising the dead 
  Technique is learned from Vathero 
  Vathero 
  Special: 
  Saving Khan 
  Box text description when the gate closes 
  Box Text 
  BDK5-02i  CLOSURE 
   
  Page 54 
  
  Player Handout #1 
  Alisa, 
   
   
  I noticed you were not at services last weekend and wanted to share with you 
  some wonderful news.  I don’t know if you have heard yet but I am finally getting 
  married!   
   
   
  Her name is Durana and I met her on my recent trip.  She is on her way to 
  Rookroost with her clan and the wedding will be held at the church in two weeks.  
  I have cancelled services in the interim so I can finalize arrangements.  
   
   
  I hope to see you there, along with the rest of the congregation.  We have big 
  changes in store at the church and we hope you decide to join us. 
   
  See you in two weeks! 
   
  Borl 
  BDK5-02i  CLOSURE 
   
  Page 55 
  
  Player Handout #2 
  Commander Perliton, 
   
   
  I am proud to report that my sacred pilgrimage is going 
  well.  Unfortunately I have grown slower in my old age and 
  find myself in need of your services.  As this matter affects 
  our mutual benefactor you can expect to be rewarded greatly 
  for your efforts. 
   
   
  It seems a shepherdess has been remiss in her duties and 
  members of His flock have again strayed.  Should they not 
  return to the fields it may again be necessary to call upon the 
  power of the forge.  I need to know if it has survived all these 
  centuries and ask that you send a scout to investigate its 
  status. 
   
  Seize your desires! 
   
  Linrus the Elder 
   
  BDK5-02i  CLOSURE 
   
  Page 56 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuzs Border States/Bandit Kingdoms/BDK5-I02 - Closure.pdf