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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  VTF5-01 
   
   
   
   
   
   
   
  Bonds of Light and Darkness 
   
   
  A Two-Round D&D® LIVING GREYHAWK™  
  Tuflik, Fals and Velverdyva 
  Metaregional Adventure 
  By Stephen Baker 
  Circle Edit: Tim Sech 
   
  Thanks to Telquenariel, Matt Maddy and Vernon Vincent for ideas and suggestions. 
   
   
                                                           
   
   
  The Elemental Princes are summoned and their task it at hand this fine day. Is this an event that can be stopped or 
  averted?  Or can nothing be done and it is time to let fate decide the destiny of all? A two round continuous adventure set 
  in Ket for character levels 8 to 17.  (APLs 10 to 16) 
   
   
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time 
  in the cases of home events) the senior gamemaster is 
  also the table DM. You don’t have to be a HERALD-
  LEVEL GM to run this adventure if you are not the 
  senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold 
  italics provides player information for you to 
  paraphrase or read aloud when appropriate. Sidebars 
  contain important information for you, including 
  special instruction on running the adventure. 
  Information on nonplayer characters (NPCs) and 
  monsters appear in abbreviated form in the adventure 
  text. Full information on NPCs and monsters are given 
  in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK Adventure Record 
  (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a character with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each character’s animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 3 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1
  st-level characters may 
  find the challenge of an APL 2 adventure difficult. 
  Suggest the following to these groups to help increase 
  their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard two round Metaregional adventure, 
  set in Ket.  Characters native to the VTF Metaregion 
  pay two Time Units per round, all others pay four Time 
  Units per round. Adventurer’s Standard Upkeep costs 
  12gp per round.  Rich Upkeep costs 50gp per round.  
  Luxury Upkeep costs 100gp per round. 
   
  Adventure Background 
   
  Bardic Knowledge 
   
  Unless specifically noted in the module, all Knowledge 
  checks can be duplicated by Bardic Knowledge in 
  these cases, with a +5 DC modifier to the skill check.  If 
  the DM feels that the information in question would in 
  no way be distributed in this fashion, they may apply a 
  +10 modifier instead (since no matter what, some 
  details always seem to slip out).  Should there be 
  multiple DCs for a single item, choose the highest to 
  apply the modifier for Bardic Knowledge to establish 
  the DC. 
   
  Elemental Vortex 
   
  In the main chamber of the Temple to Tharizdun is an 
  elemental vortex, a powerful gate open to all four 
  Elemental Planes. The previous gate at this position, 
  called the Gates of the Soul, was co-opted by the 
  Rakshasa when they returned the temple to the stature 
  they have now provided.  Any creature not an 
  elemental or outsider stepping into the Vortex (or 
  placed) is destroyed as if subject to an implosion spell 
  [DC 35 saving throw] each round for four rounds. 
  Should they survive this, the creature can exit in any of 
  the four major Elemental Planes at a place of their 
  choice.  This gate trip is one way. The Elemental 
  Vortex may not be dispelled by anything less than a 
  deity at this point, as it is imbued with a small fragment 
  of the essence of Tharizdun himself. 
   
  Elves of the Bramblewood 
   
  Wood and Wild Elves of the Bramblewood take notice 
  and are displeased by entry into the Near or Deep 
  Bramblewood.  They ambush those entering, unless 
  they have obtained the permission of the Elves.  Wild 
  Elves and their tribes attack to kill – Wood Elves prefer 
  to launch a warning shot and try to scare off the 
  intruders. This has given rise to the theory in Ket that 
  there are two types of elves in the forest – those who 
  are good shots and those who need practice… 
   
  Currently, 
  however, 
  the 
  elven 
  tribes 
  of 
  the 
  Bramblewood have other concerns.  They have little in 
  the immediate area of Fort Daris or the Temple of 
  Eternal Darkness. Any attempt to contact or otherwise 
  communicate with the elves in this area is doomed to 
  failure.  If the DM rules that somehow, through 
  persistence or luck the characters run across a 
  representative, they refuse any requests for assistance 
  or information and insist that there is nothing they can 
  do – their tribe is elsewhere and they cannot afford any 
  time on this. 
   
  Horn of Darkness 
   
  If the character made a deal to blow the Horn of 
  Darkness at the ceremony – see the AR from VTF4-07 
  Sticks and Stones, they are not targeted by the Jovocs, 
  Immoth or Fire Giant defenders in this module until 
  such time as they themselves attack said opponents. 
  The creatures make every effort to avoid these 
  characters and ensure that such things as area effect 
  spells do not get cast where it might harm the 
  character and so on.  
   
  The Jovocs cannot bring down their aura of retribution 
  and do not alter their tactics with it, save to not target 
  the character in question directly.  If they can choose a 
  target logically that avoids hitting the one to blow the 
  Horn, they do so, but otherwise this particular ability 
  remains out of the consideration of this deal.  Once the 
  characters attack any of the defending creatures, 
  whether directly or indirectly (the latter with an area 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 4 
  effect spell, for instance), this protection is no longer 
  valid for any of the defenders. 
   
  Motivations of characters from the lands of 
  the VTF Metaregion 
   
  The other member nations of the VTF are very 
  concerned about the trade stoppage that limited 
  merchant caravans during the recent Tusmit-Ket war 
  and the turmoil surrounding this (not to mention 
  problems in other lands, such as the “problems” in 
  northern Veluna and the like). Many heroes have been 
  asked by their local governments to ensure that trade 
  resumes again in a peaceful and organized fashion and 
  that there are no further complications likely to cause 
  disruptions. 
   
  Any meta-organizations that have been subject to the 
  direct effects of the Temple of Elemental Evil are also 
  asking their members to keep a good eye and ear out 
  for the cultists.  The attempt to summon the final 
  Elemental Prince of Evil (Ogremoch, Earth Prince) was 
  successful – in VTF4-07 Sticks and Stones – and there 
  is every indication that the activity of the Temple has 
  only increased to a fever pitch, rather than die down 
  with the last summons. Given that the last actual 
  temple structure to Tharizdun, aside from the ruined 
  Temple of Elemental Evil in Verbobonc, was seen in 
  Ket – in VTF3-07 Midnight in the Garden of Law and 
  Chaos – this may prove a good place to search for more 
  details on their activities. 
   
  Anyone specifically from Ket has motivations included 
  in the Introduction of the module, but they can also 
  assume that investigating the various Forts of the Irafa 
  Road is a good way to determine if trade is about to 
  commence, given that it is one of the most important 
  routes in the country. 
   
  Motivations for those beyond the VTF 
  Metaregion 
   
  In reality, other than trade, not much.  Trade, however, 
  is important.  The VTF trade route supplies goods and 
  services the length and breadth of the Flanaess and is a 
  vital commercial endeavor whose influence is felt 
  beyond the six nations of the route itself.  Local 
  governments, having experienced the problems of the 
  trade stoppage last year during the Ket-Tusmit war, 
  would ask heroes known to travel to the VTF to 
  investigate and ensure that trade is actually going to 
  take place again this year – the peace between the two 
  baklunish nations is known but the details of the treaty 
  have not been made public. 
   
  If the characters are actively seeking to go after the 
  cult, they may also be in Ket to see if there is any new 
  activity.  It is as good a place to start searching in the 
  new year as any. 
   
  Prisoners 
   
  The Temple of Elemental Evil (ToEE) took over 200 
  people captive in the Fort and marched them to the 
  Temple of Eternal Darkness to assist in the renovation. 
   It was a quick job and they have been left in slave pens 
  half a mile away from the temple. They are all starved, 
  exhausted and suffering from frostbite from exposure. 
  They were fed once, at the beginning, and then the 
  Rakshasa ignored them, reasoning that their work was 
  done. The Rakshasa have no intentions of saving or 
  doing anything with the humans – the local elves have 
  been having a hard enough time with summoned 
  elementals to do anything about the poor state of these 
  humans. 
   
  Rakshasa and the Shadow Government of 
  Ket 
   
  The Rakshasa were made known in VTF3-07 Midnight 
  in the Garden of Law and Chaos and the government 
  of Ket made every effort to find them and deal with 
  them at that point. Unbeknownst to the government, a 
  similar offensive took place on the part of an evil 
  organization, the Vaste – these local Ket arcane caster 
  worshippers of Iuz saw no advantage to an organization 
  devoted to one their master had no love for, nor 
  respect. The Shadow government has suffered badly in 
  the interim and generally been forced to flee the 
  country. Agents stilled remain, moved to the Irafa Rd 
  forts at the order of the Rakshasa masters, to prepare 
  for this last ceremony. In essence, the Rakshasa are 
  gambling the remains of their organization in Ket on 
  this ceremony – while not a danger to the Rakshasa 
  members of the Shadow Government, who have long 
  since left for safer areas, a failure would expose all of 
  the remaining agents. 
   
  Shahal Qarim 
   
  Shahal Qarim is a Justiciar (PrC) and Golden Scorpion 
  (Ket has an elite investigation unit known as the Black 
  Scorpions, previously seen in VTF3-07 Midnight in 
  the Garden of Law and Chaos – the Golden Scorpions 
  are individual investigators sent on secret missions for 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 5 
  the government).  He has connections to the 
  government but is frequently working on his own, 
  with his own agenda at the forefront. 
   
  Shahal is in his early thirties and has a background 
  hunting down rogue spellcasters and Archons for the 
  government of Ket (his first specialized training was as 
  an Occult Slayer). He grew up in Molvar and spent a 
  good deal of time in the Yatil mountains just to the 
  north of the city, with a great affinity for the outdoors 
  that gave him his start as a Ranger and led him to work 
  for the Black Scorpions as a tracker and investigator.  
  The final training of his career took him onto the path 
  of Justiciar, a life choice he takes very seriously. 
   
  Shahal has spent the last year of his life tracking down 
  various agents of the Temple of Elemental Evil in Ket.  
  His actions have driven many of the cultists out of Ket, 
  at least at the lower levels. Even the higher level 
  functionaries are being endangered by his actions, 
  coupled with those of adventurers.  Now, hearing news 
  that the Temple has once again entered Ket in force, he 
  was traveling rapidly down the Irafa Road when he 
  found the massacre at Fort Daris. 
   
  Visual: Shahal dresses in flowing black robes and has a 
  covering of scarves almost completely obscuring his 
  face.  A pair of scimitars hangs from his belt and a 
  massive recurved longbow can be seen on his back, 
  while a money purse made out of the paw of some 
  beast catches the eye on his belt – it flickers constantly 
  as if on fire. His racial type is impossible to tell with all 
  the coverings but he is at least 6 feet tall and muscular 
  – if later seen, he is of obvious baklunish heritage. 
   
  The Bramblewood 
   
  The Bramblewood is a huge, wild forest.  The creatures 
  within it are dangerous to encounter, with little or no 
  caution and fear of humans or other humanoids.  Ket 
  can only claim control over a very small band of the 
  forest (the outer edges and the centre road that cuts 
  through it) but constant military attention and power 
  only keep up even this control. 
   
  Any and all traveling both into and out of the 
  Bramblewood are made aware of the dangers. Wyverns, 
  elves, behir, ogres, dire creatures of all types, giant 
  vermin of many species, all of these creatures exist in 
  huge quantities.  Staying out overnight is dangerous in 
  the Bramblewood, especially off the Irafa Road (the 
  trade route that cuts right through the center of the 
  Woods). 
   
  There are really three zones in the Bramblewood.  
  Controlled areas (by Ket), the near Bramblewood and 
  the deep Bramblewood. Controlled areas are as stated 
  above – the outer five miles of the entire forest and the 
  Irafa Rd (as well as the Forts that line the road). The 
  near Bramblewood is any area within two miles of the 
  controlled areas. In the near Bramblewood, one can 
  expect caution on the part of creatures and inhabitants, 
  but they still move through in quantity.  In the deep 
  Bramblewood, which is everything else, it is a real 
  wilderness – there is no safety in numbers or 
  appearance to anything there. 
   
  The forts of the Irafa Road (from south to north) are 
  Avernand, Daris, Minochehr, Stivang, Mahboud, 
  Maldonius, Nesser.  Fort Avernand and Fort Nesser are 
  fortified towns with huge defensive walls and larger 
  garrisons. The remaining forts are smaller keeps with 
  high walls and roofs, much as the description of Fort 
  Daris in this module.  Patrols of Kaman (light cavalry 
  archers) frequently move up and down the Irafa Road 
  at all times of the year, ensuring that it is kept free of 
  obstacles and monsters (a category into which elves of 
  the Bramblewood fall). 
   
  The Orb of Oblivion   
   
  The Orb of Oblivion is an artifact and cannot be 
  harmed by any means known.  It contains means to 
  extract from the Princes of Elemental Evil the spark of 
  divine essence that Tharizdun hid in each of them.  
  Whoever bears the Horn of Darkness immediately 
  knows upon seeing the Orb that it can be touched by 
  anyone to draw the power of the ceremony into them, 
  instead of any other (they do not have to wait for the 
  Orb to explode and imbue them, although this is what 
  the Servant of Darkness thinks).  Likewise, the 
  Immoth knows this fact (and can be dealt with to 
  obtain it) and a high Knowledge (arcana) check [DC 
  35] upon seeing the Orb conveys this fact. As an 
  artifact, the Orb radiates overwhelming evil (anyone 
  using detect good falls unconscious for 1d10 rounds 
  automatically) but no chaos or law. The only purpose 
  for the Orb is to release the energy of Tharizdun in the 
  Elemental Princes – it has no other function. 
   
  Tharizdun 
   
  The name of a god can be a powerful thing, particularly 
  in the only currently active temple dedicated directly 
  to him on this Plane (The Temples of Elemental Evil 
  being just one aspect of him).  There is a 10% 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 6 
  cumulative chance that merely voicing the actual name 
  of the god while inside the temple walls (Encounter 
  Eight: Enter Darkness and Encounter Nine: Breaking 
  the Bonds of Light and Darkness) results in the essence 
  of the god temporarily taking an interest in the 
  character(s).  The game mechanic effect is to prevent 
  all magical healing, including any spell from the 
  conjuration (healing) category, from working on the 
  character until they exit the temple (it is always in 
  effect inside the temple, no matter how many times 
  they exit and enter). Their body takes on a faintly dark 
  hue (Spot check [DC 10] to notice) and they cannot 
  cast or benefit from any spells with the light 
  descriptor. 
   
  The Ceremony Timeline 
   
  The ceremony begins at dusk (5 pm) on the second day 
  after encountering Shahal Qarim. One hour before 
  dusk, four bells ring out, audible to all within 20 miles. 
   They sound like the crackle and hiss of fire.  Fifteen 
  minutes later, three bells ring out, sounding like the 
  rush of water over a falls. Fifteen minutes after that, 
  two bells, like a stiff breeze (but not very strong) in the 
  air.  Finally, one bell 15 minutes before dusk, like a 
  rock smashing into another rock, but not very loud, 
  through the air. 
   
  At dusk, the participants for the ceremony teleport 
  into the room as one – for one round, the protections 
  against this area dropped.  The ceremony begins one 
  minute later. 
   
  Walkers and the Church of Fharlanghn 
   
  The Walkers do not attempt to guide the heroes in this 
  event, content to let Shahal Qarim (with whom they 
  have contacts and similar goals) keep them informed. 
  Nevertheless, Walker Kevar is in the area when clues 
  about the event reach the Church and he is asked to 
  gather adventurers and heroes as needed. No matter 
  the reason, the Walkers are deeply involved, but 
  mostly in planning to somehow prevent a total disaster 
  should the heroes not be able to stop this ceremony – 
  they are the ones readying for the events of VTF5-02 
  Reaping the Darkness. 
   
  Weather and Daylight in the Bramblewood 
   
  The time of year is early spring and winter is still 
  holding the deep Bramblewood in its grip.  The sun 
  rises at 6:45 am (or so) and sets at 5:30 pm (again, 
  approximately). The nights are cold and clear and the 
  days are cold and clear.  No storms are expected for a 
  period of weeks and vegetation is still dormant, not 
  having emerged from winter effects yet.  The foliage in 
  the Bramblewood is still covered in snow and moving 
  off game tracks is considered difficult terrain 
  everywhere because of snow cover and other factors. 
   
  Worship of Chaotic Gods & Olidammara 
   
  Although it is generally not an issue, authorities and 
  the general populace in Ket frown upon the open 
  worship of chaotic gods. Those openly displaying such 
  symbols or making their beliefs known suffer a –4 
  circumstance penalty on all social skill checks in Ket, 
  providing the deity is recognized (as a DM, note that it 
  is unlikely that anyone other than clerics or others of 
  similar background understand different holy symbols 
  from less popular religions in the country). There is no 
  offsetting bonus for worshipping a lawful god – which 
  is merely the expected way of things. 
   
  Olidammara, however, receives special attention. As a 
  result of certain activities in Ket, the worship of the 
  Laughing God is not merely frowned upon but 
  opposed by edict.  It is a crime in Ket, since early 
  CY594 (for reference) to openly worship Olidammara 
  or profess the faith of Olidammara. Such worship is 
  punishable by 4 TU in the stocks and a fine of 1000 gp. 
   
  Adventure Summary 
   
  Introduction – The Light of Day: The characters set 
  out from Fort Avernand in the morning, for a variety of 
  reasons.  Part of the way to Fort Daris, they encounter a 
  rider from the opposite direction. Shahal Qarim, the 
  rider, asks the characters for help in investigating a 
  massacre at Fort Daris on the Irafa Road.  If not 
  interested in his request, the characters may still get 
  involved out of their own curiosity. 
   
  Encounter One – Temple of the Restorer of 
  Righteousness: At Fort Daris, one of three main areas 
  to explore is the Temple of Al’Akbar. Here, the Temple 
  used the grounds for a practice run of the ceremony of 
  summoning they are about to enact.  A summoned 
  creature awaits the characters… 
   
  Encounter Two – Forlorn: The characters can explore 
  the barracks, where Lightsmoke still stands guard over 
  the body of his master. Details about the actions of the 
  Temple can be obtained from his saddlebags. 
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 7 
  Encounter Three – Dead Men: The stables of the Fort 
  contains no horses and a dead man surrounded by dead 
  animals of the Bramblewood – he is a trap but has more 
  information about the ToEE on his body.  
   
  Encounter Four – Work Force: The party might find 
  the pens where the majority of people from Fort Daris 
  were herded and kept while they worked on the 
  Temple of Eternal Darkness. They have information 
  that can be of use inside the Temple. 
   
  Encounter Five – The Outer Guard: At the zone of 
  darkness protecting the temple, Jovoc Shadowdancers 
  await, told to expect the heroes (as they have interfered 
  at every juncture to this point).  The Jovocs know very 
  little about the situation with the Temple of Eternal 
  Darkness and are just pleased to be able to cause misery 
  here. 
   
  Encounter Six – Cruel Ice: Past the Jovocs are the 
  Immoth, guarding the area for the power of Water.  
  This is a mistake, as they are more interested in their 
  own quest and can be persuaded to allow the characters 
  to pass for a large bribe. 
   
  Encounter Seven – Guard the Doors: Fire Giants 
  guard the main door, loyal to the death to Prince Imix. 
  They are his elite servants and revel in their evil. 
   
  Encounter Eight – Enter Darkness: The entry to the 
  Temple of Eternal Darkness brings the characters face 
  to face with a Death Slaad, although it is disguise.  The 
  Slaad seeks revenge against the Temple of Eternal 
  Darkness and attempts to assist the heroes, if they 
  choose to accept. 
   
  Encounter Nine – Breaking the Bonds of Light and 
  Darkness: The Ceremony in the Temple of Eternal 
  Darkness takes place (or the characters are early) and 
  the fate of the Proxy of Tharizdun is partially decided. 
   
  Conclusion – Beginning of the End? The characters 
  have either prevented the Proxy from being strong or 
  they have absorbed the power themselves, or they have 
  lost to the Proxy and it is both powerful and loose.  
  Now comes a choice to follow it and end things soon, 
  or wait for a chance. 
   
   
  Introduction – The Light of 
  Day 
   
  It is a cold day on the Irafa road, four hours out of 
  Fort Avernand.  Early spring is not a warm time in 
  the Bramblewood Forest, made less so by the clear 
  day and stiff breeze blowing down from the Yatil 
  Mountains far to the north.  In the distance, the 
  tell-tale signs of an approaching rider can be seen, 
  arriving from the direction of Fort Daris. 
   
  At this point it is time to step back and determine why 
  the characters are in this position.  The following 
  paragraphs detail reasoning and motivations. 
   
  For anyone bearing the Horn of Darkness (from 
  VTF4-07 Sticks and Stones), they should be read the 
  following (aside from the remainder of the group, if 
  possible). 
   
  Two nights ago, it came to you, a faint music in 
  your ears.  Then a voice, whispering at first, and 
  growing louder as the music dimmed.  Finally, the 
  summons. “Come,” it said, “I call the Horn to me.  
  For death, for destruction, for oblivion, I call the 
  Horn to me.  Come if you care, but the Horn will be 
  here.” 
   
  Characters who received this call felt an overwhelming 
  urge to reach this area of Ket (and somehow managed 
  it – the module presumes they started close by but if 
  this is impractical the DM can modify this to be weeks 
  in time or as required to make it logical).  The urge 
  could be suppressed or even totally ignored, but it did 
  not seem a good idea – for any who ask, that is the 
  equivalent of making a Wisdom check and being 
  advised of a course of action. 
   
  Once they reached this area, the urge to be here 
  dimmed, although it is still there in the background.  
  The character(s) can freely ignore it, but they still have 
  a sense they need to move on, up the Irafa Road.  It is 
  another adventure hook for this module, if a bit less 
  subtle than most – but then again, they are the ones 
  carrying the Horn of Darkness… 
   
  Finally, the Walkers of Fharlanghn do want to still 
  keep the heroes heading in the right general direction. 
   For all that Walker Salidious appears to have a 
  weakness for being kidnapped or taken out of 
  commission, he has guided them right so far and that 
  should not be dismissed lightly.  A Walker by the name 
  of Kevar asks any characters who might need extra 
  motivation or a reason for belonging whether they 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 8 
  would help continue the good works of those who 
  came before – this is a bit vague, and Kevar can only 
  give similar vague answers, but it is intended to give 
  the heroes a bit of a reason, not an iron-clad 
  motivation.  The only certainty that Kevar can provide 
  is that the information to gather the heroes came from 
  Salidious, which has now been recognized in the 
  Church of Fharlanghn as a sure sign of imminent 
  danger. 
   
  No matter the motivations, the characters left Fort 
  Avernand this morning – there is time for all spell-
  casting and other work as needs to be done, including 
  prayers and spell memorization. Should this take an 
  inordinate period of time, the DM is reminded to 
  modify the timeline in the module accordingly. People 
  native to Ket or those with Influence Points in Ket 
  (which do not have to be expended) were invited by 
  the Commander of Fort Avernand, Siqal ibn’Tariz, to 
  participate in a ride to Fort Daris or a small hunting 
  expedition to finish up that day in Fort Daris. 
   
  If characters have neither but are polite and 
  interesting, the Commander extends the same 
  invitation.  Should there be no such person at the table, 
  he does not have an interest in the heroes and they 
  must find their own reasons for heading up the Irafa 
  Road – Walker Kevar suggests it to those who listen 
  should a direction or starting point prove an issue. 
   
  If the Commander is with them, the heroes may wish 
  to converse with Siqal or either of his two bodyguards 
  (Tafir and Grisal) they can share that the trade caravans 
  are just starting to assemble in the Forts now, at either 
  end of the Irafa Road.  Once the snow clears and the 
  muddy conditions of the road subside, the merchants 
  are going to be going full tilt again. The Commander of 
  Fort Avernand is the senior military man in this area of 
  Ket, but he expects a visit from the Beygraf himself 
  next month and has been getting the entire fort into 
  spotless order. 
   
  The only real reason for the ride out from Avernand is 
  to reduce his stress level by taking a break for a short 
  time.  As security falls under his area of concern, at 
  least in part, he can arguably take this time to ensure 
  that the heroes do not “pose a danger to Ket”.  He also 
  wishes to ride up to Fort Daris (and the bodyguards 
  know this) to check in on his good friend, the 
  Commander there – Korinne al’Mullah.  She and he 
  play a game of dragonchess by correspondence, and it 
  has been six days since she sent in a move. While he is 
  not concerned (the moves can sometimes take weeks) 
  he has used this excuse to visit before. 
   
  The only unusual items of note was a small caravan of 
  Baklunish men that came through Fort Avernand five 
  days ago – the Commander found it unusual and sent a 
  request ahead to Fort Daris to do a thorough search of 
  the wagons.  That he did not do so himself was caused 
  by his preoccupation with getting the Fort in order for 
  the visit of the Beygraf.  He thought the caravan was 
  staying in the Fort longer and put his concerns aside 
  for the time being.  The Commander can point to 
  nothing specific that bothered him about the caravan, 
  merely that their knowledge of protocol was excellent 
  but out of keeping for a merchant. If pressed further, 
  he indicates that it was almost military in nature, and 
  that bothers him. 
   
  *** Note: The Rakshasa in the caravan were all 
  former infiltrators in the Ket military. They knew 
  much about it and the Commander absorbed these 
  details.  To be honest, if the ceremony were not 
  occurring so soon, the Rakshasa would have 
  arranged an “accident” for the commander, if they 
  could. *** 
   
  The approaching rider is Shahal Qarim, riding fast 
  from Fort Daris, where he has witnessed the aftermath 
  of a massacre of the entirety of the Fort’s population. 
  The characters are heading north from Fort Avernand 
  (where they spent last night) toward Fort Daris, the 
  first of several day’s travel to get through the 
  Bramblewood Forest in Ket.  Shahal left Fort 
  Minochehr this morning, riding fast on his mount to 
  reach Daris by mid-morning.  Unless the characters are 
  using magic to enhance their speed substantially (if so, 
  the DM must modify the timing of this encounter), 
  Shahal encounters the party just past noon (1:00 pm, to 
  be precise).  
   
  Shahal stops only briefly to talk to the characters, 
  unless the Commander is with them – in which case 
  he is willing to talk for up to five minutes with the 
  details below. He assesses them as soon as he is 
  introduced, using the following guidelines (which 
  might seem familiar from VTF4-01 Flicker): 
   
  Shahal is provided with a Gather Information check on 
  anyone who provides their real name to him (or a 
  known pseudonym). With a successful roll, he knows a 
  good deal about the background of the character, much 
  like he has read their dossier.  While he will not act 
  overly familiar, it will let him determine their relative 
  worth.  The DC for this check is 30 less total Character 
  Level of the person involved to reflect Shahal’s 
  extensive series of contacts and travel, which have 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 9 
  provided him with a rundown on the character (so, an 
  8
  th level character is DC 22 – this is designed to have 
  those of greater level be more noticeable).  He suffers a 
  –4 circumstance penalty for people from the VTF 
  region not from Ket or Tusmit and –8 for those outside 
  of the VTF.  
   
  If he is satisfied that at least one of the persons in the 
  party is trustworthy, he asks them to hurry to the Fort 
  ahead (Fort Daris) and do what they can to investigate 
  the massacre there – he does likewise if the 
  Commander is present. He is more than fair and can 
  see the utility and general demeanor of most people 
  with his skills – he attempts to modify his conversation 
  to take their mindset into account.  For instance, he 
  refers to the High Cleric and the Exalted Faith of 
  Al’Akbar if discussing the mission with a party from 
  the mainstream of Ekbir, trying to put them at ease. 
   
  He cannot give many details about the massacre if 
  asked.  He passed through this morning, in a hurry, 
  and found the results.  Shahal only stayed around long 
  enough to confirm that the Fort was abandoned, before 
  riding as hard as he could toward Fort Avernand – if 
  anyone asks why, the major garrison of Fort Avernand, 
  as the end of the Irafa Road, guarantees a more active 
  and powerful response than the other Forts. He does 
  not mention Lightsmoke (the horse), although he saw 
  him, as he forgets this detail in his rush to move 
  onward. 
   
  Shahal turns down offers of instant transport to the 
  Fort (as he does not want the characters to experience 
  any of the defenses Ket has in place) but accepts any 
  offers to increase his speed through magic.  He cannot 
  make any promises of wealth or treasure to investigate 
  the massacre, only the concept of doing good and 
  upholding the law.  For a citizen of Ket, he also orders 
  them to respond in his capacity as a Black Scorpion (he 
  does not reveal his actual rank to anyone). If the 
  characters turn him down in whole or in part, he 
  wastes no more time on them. 
   
  Once he has had a chance to talk to the characters, 
  Shahal Qarim and the Commander of Fort Avernand 
  have a brief chat. The Commander (and his 
  bodyguards) turns around and heads back to the Fort at 
  top speed, with the information that has been 
  provided. Shahal indicates to the party/characters that 
  he is now to head to the next Fort (Minochehr) to the 
  north, past Fort Daris, and warn them as well. 
   
  NOTE:  At this point, it is up to the characters to 
  decide if they wish to proceed.  Not moving forward 
  has a simple resolution – the module is over (hand out 
  the ARs and do not bother with the Conclusion as it 
  has no real relevance at this point). Choosing to do 
  what Shahal asks, or just continuing onward out of 
  curiosity, allows the module to continue.  Proceed to 
  Interlude – Fort Daris. 
   
  In the normal course of events, Shahal encountered 
  the heroes just past noon and it takes them another 3-4 
  hours to reach Fort Daris – the distance between forts 
  is 28 miles and they have come about 17 when he 
  meets with them. Magic and other considerations may 
  change this – remember that it is another full day’s 
  travel to the Temple of Eternal Darkness under most 
  circumstances. 
   
  All APLs 
  �Shahal Qarim: Rgr5/OcSl1/Jst10; Male Baklunish 
  Human; hp 125; See Appendix One. 
  �Commander Siqal ibn’Tariz: Ftr8/Rgr2; Male 
  Baklunish Human: hp 58; See Appendix One. 
   
   
  Interlude – Fort Daris 
   
  Fort Daris is a shell – see DM Map #1 – Fort Daris for 
  the layout. It is a solid defensive fortification, with a 
  tall (30’) made of solid stone, covered by a roof of thick, 
  treated wood and shingles.  There is a 750 foot-wide 
  kill zone around all sides of the Fort, where the forest 
  is gone and nothing but barren rock exists. Beyond 
  this, the lush and dense forest of the Bramblewood 
  looks on, impassive. Inside the fort, little is still alive. 
   
  Forts of the Bramblewood have defenses from outside 
  attacks, even unmanned. They are immune to attempts 
  to use instant transport magic past the walls (the walls 
  act as a barrier and deposit such casters in front of 
  them). Any attempt to use magic to attack or bypass the 
  walls triggers an audible alarm inside the fort. The 
  walls are subjected to a variety of hardening methods, 
  and laced with copper from the government mines, 
  itself hardened by magic. The stone walls are hardness 
  12, as well as being immune to the earth glide ability of 
  earth elementals (random insertions in the walls). They 
  are very thick (15 feet) and buttressed on the inside by 
  a mixture of earth and stoneworks as well as solid 
  timbers. The upper roof is thick timbers (5 feet thick) 
  sloped to allow both snow and rain to run off and the 
  slate shingles are three deep, preventing fire attacks 
  from hitting a missing spot or two – there is a thin 
  sheath of hardened stone (6 inches) designed to 
  prevent easy access from above. The copper in the walls 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 10 
  and roof acts as a conductor and harmlessly shunts any 
  and all electrical attacks on the wall to ground. 
   
  Although hard to determine, the underside of the fort 
  is likewise of similar quality. It is thicker stone (30 feet) 
  and the copper here is less interspersed, allowing for 
  electrical damage to do ¼ normal underneath (where it 
  is rarely attacked in any event). 
   
  A few animals have entered Fort Daris, obviously from 
  the Bramblewood, but the main gates are intact and 
  there are no signs of any attack or assault – the 
  elementals were summoned inside and did their work 
  there. If a Survival check with the tracking feat is made 
  [DC 36] it can be determined that the animals got in 
  immediately after the mass evacuation of the Fort. 
  Signs of some burn damage to various parts of the 
  buildings, but also water that soaked and put out the 
  fires (different types of elementals, in fact). None of 
  the burn marks are more than four days old – this can 
  be determined with a Knowledge (architecture and 
  engineering) check [DC 10] and they are all untouched 
  (eg. Not repaired). There are signs of water damage in 
  the place as well, frozen over – but this could just as 
  easily be water used to put out the fires.  There is no 
  sign of extra wind damage, but that would be difficult 
  to tell. 
   
  For anyone questioned in the module from the fort, 
  they can confirm that summoned creatures attacked 
  the fort around 2 am in the morning after the caravan 
  arrived.  All four types of elementals were used and it 
  took no more than five minutes for the entire Fort to 
  fall.  Given the protections of the Fort, they must have 
  been cast from inside and they must have somehow 
  subverted or otherwise avoided the standard Archon 
  detections that would have alerted the fort to this – any 
  member of the Archons can make an Intelligence 
  check [DC 10] to remember this fact and realize that 
  the Archons must have been taken by surprise.  
   
  Opening the main gates is easy enough, however, as 
  they are not barred or closed for safety, rather they 
  were shut by Shahal as he left a few hours ago – after 
  opening them 30 minutes earlier to enter (he arrived at 
  approximately 11:30 in the morning and left at noon).  
  While they were open, it is possible that some of the 
  animals whose signs are found inside were allowed in. 
   
  Tracking at the entrance to the Fort reveals that a large 
  force on foot left two days ago – Search or Survival 
  check with the Tracking feat [DC –10], numbering 
  over 200.  They headed into the Bramblewood and 
  information on this is available in the next interlude. 
   
  Out of place in just to the north of the Fort is a large 
  burned area – the Rakshasa took all the bodies of those 
  killed in the assault and burned them here.  In a 
  perverse way, Ket would be somewhat grateful – this is 
  a standard activity in the baklunish nation to prevent 
  the return of undead.  It does, however, preclude the 
  use of certain divination magics, as the bodies are 
  destroyed and nothing remains.  It is a Spot check [DC 
  10] to note the scorch marks on the ground in the 
  distance (just before the Irafa Road heads back through 
  the Bramblewood to the north) when the characters 
  reach the Fort. 
   
  There are roughly fifty bodies in the burned area (those 
  who died in the fight).  A Survival check with the 
  Track feat or a Knowledge (nature) check [DC 20] can 
  advise that the burning took place with a creature of 
  fire just walking through the bodies until they all 
  burned.  There are sufficient corpses intact to ask 
  questions via speak with dead – determine answers 
  based on the information provided in the module for a 
  low level army patrolman in the Fort. 
   
  Inside the Fort, there are only a very few buildings left 
  intact, all of the rest are burned down or rubble.  The 
  three buildings left are the barracks, the stables and the 
  temple to Al’Akbar. Everything else is destroyed and 
  recently – it is a Knowledge (architecture and 
  engineering) check [DC 15] to note that the majority of 
  damage was structural in nature and not caused by 
  magical attacks or the like. It is a Knowledge (planes) 
  check [DC 20] to recognize the signs of earth 
  elementals everywhere there is such structural damage. 
    
   
  Troubleshooting:  To explore the Temple itself, 
  proceed to Encounter One – Temple of the Restorer 
  of Righteousness. To explore the barracks, proceed to 
  Encounter Two – Forlorn. To explore the stables, 
  proceed to Encounter Three – Dead Men.  If the 
  characters choose to ignore the entirety, they can begin 
  to track immediately (or camp and wait overnight first, 
  which might be wiser).  Proceed to Encounter Four – 
  The Workforce.  If the characters do not want to 
  pursue the tracks into the wilderness at this point, nor 
  investigate, they can choose to move on and try to 
  reach either Fort to the North or South, or camp 
  overnight with the same lack of ideas.  Neither 
  following the tracks nor doing anything else the next 
  day means that it passes and the ceremony is complete 
  – proceed to hand out ARs and end the module.  Do 
  not proceed Conclusion – Beginning of the End? as 
  not enough of significance took place. 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 11 
   
   
  Encounter One – Temple of 
  the Restorer of 
  Righteousness 
   
  The Temple of the Restorer of Righteousness is a 
  ruined shell, with nothing left of the holy shrine 
  that should be in place.  The symbols of the Cup 
  and Talisman are defaced and destroyed and the 
  furniture inside the temple strangely arranged, 
  from what can be seen from outside.  A toppled 
  statue of the Restorer himself lies shattered to the 
  side of the main doors, which hang open limply. 
   
  The ToEE carried out a “rehearsal” of the ceremony 
  with the Orb of Oblivion here (See Encounter Nine 
  – Breaking the Bonds of Light and Darkness for full 
  details), to ensure that all the players knew their part.  
  This area is detailed for a map on Map #2 – The Temple 
  of the Restorer of Righteousness. The religious icons of 
  Al’Akbar (he is called the Restorer of Righteousness by 
  the True Faith) were piled in one corner and forgotten 
  (save the statue which was smashed), as they had no 
  purpose for the cultists.  8 small elementals, two of 
  each type, were summoned in to take the place of the 
  Elder Elementals. 8 members of the Fort Daris 
  garrison, all devout worshippers of the Restorer of 
  Righteousness, held the positions devoted to some of 
  the participants.  Finally, Rakshasa each occupied the 
  positions of the Servant of Darkness and his four 
  specific bodyguards.  All who participated in the 
  ceremony, save the Rakshasa, were killed or dismissed 
  – this ensured that the ceremony workings were fully 
  functional and the protections for the Rakshasa 
  worked out. 
   
  Finally, at the end, the power of the ceremony was 
  used to summon a Grey Slaad, from the ever-changing 
  chaos of Limbo.  There was no real need for the Slaad 
  but the Rakshasa wished to ensure that the power of 
  the ceremony was viable for their purpose, being the 
  empowerment of the Orb of Oblivion (at least in part) 
  – the Slaad is still here and hiding, intent on revenge 
  on someone (likely the heroes if they enter). The 
  Rakshasa knew it was bound and did not fear the magic 
  of the creature (given their own SR), so they left it to 
  be a surprise to any who would follow into Fort Daris. 
   
  The following information (at least the gleanings) is 
  available from study and searching: 
   
  1) A Knowledge (religion) check [DC 15 or 5 if the 
  character worships Al’Akbar] to determine that 
  the positions in the church of the altar and other 
  aspects have been changed around.  It is a 
  Knowledge (religion) check [DC 15] to determine 
  that they are in the somewhat chaotic shape 
  ascribed to a worship pattern ascribed to 
  Tharizdun; 
  2) The symbols of Al’Akbar on the walls (Cup and 
  Talisman – the talisman being an eight pointed 
  star shape) have been defaced and the inverted 
  pyramid of Tharizdun lightly inscribed on them.  
  It is a Spot check [DC 25] or Search check [DC 15] 
  to notice this during a specific search of the 
  Temple; 
  3) There are burn marks and indications of damage 
  in the various spots around the room where the 
  worshippers or elementals were placed.  They are 
  all Heal checks [DC 20] to note telltale signs of 
  death for the humans (debris and shape of the 
  spots, etc.) or Knowledge (the planes) checks [DC 
  25] to identify the marks that would be associated 
  with each type of elemental (small-size). It is a 
  further Heal check [DC 30 – this is a hard one to 
  determine] to note that the death and destruction 
  of the elementals and humans happened at 
  approximately the same time – all of the bodies 
  were removed, however, to the burn pile outside 
  the Fort; 
  4) Under a pile of debris in the far right corner of the 
  room, there is a ledger of all activities, which ends 
  abruptly four days ago. The ledge is the official 
  record of the Temple and is written in both 
  Common and Baklunish (it is a series of duplicate 
  entries). There is no indication in the writings of 
  who or what attacked, nor what they hoped to 
  accomplish – save that which is available already. 
  Within the ledger, the population of the Fort can 
  be estimated from various entries at somewhere 
  between 250-300; 
  5) All of the various priests and other people are 
  missing from the Temple but it is obvious they left 
  in a hurry – typical personal possessions (small 
  ones) still hang on the wall near to the entrance, 
  where one might leave a pack or other items while 
  in prayer to the Restorer.  In fact, none of the 
  items have even been looted or otherwise 
  disturbed on these pegs – Search check [DC 10] to 
  notice this fact; 
  6) In the middle of the room is a summoning circle, 
  inscribed in silver but covered by dust (from 
  debris in the room).  It is Search check [DC 15] to 
  discover this.  A Spellcraft check or Knowledge 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 12 
  (arcana) [DC 25] can determine it is a complicated 
  summoning circle, using a more lengthy 
  ceremony to open a portal or something (really, 
  the technical term is “or something”) for a more 
  permanent summons. Who or what was being 
  summoned is not possible to determine (but may 
  be apparent by this point already…). 
  7) Unrelated to the actual rehearsal, there is also a 
  clue on the far wall of the temple (from the 
  entrance).  It is a Search check [DC 20] to find 
  this.  There, covered in dust and debris, is a partial 
  text of the ceremony, written in a red liquid 
  (amazingly, not blood – just an ink the temple had 
  handy for religious texts, given that the holy 
  colors of the True Faith are black and red).  It is a 
  Knowledge (religion) check [DC 20, or 10 if a 
  worshipper of the religion] to realize this fact. The 
  writing is only one foot off the ground and in 
  reasonably small lettering, but there is a good 
  amount of it, thus the lower Spot check.  It is in 
  Common, but there are a handful of Abyssal words 
  interspersed.  It is a Decipher Script, Knowledge 
  (arcana) or Spellcraft check [DC 20] to determine 
  that the text itself must be a transcribing of what 
  took place, by someone who understood Abyssal 
  but could not hear or understand all the words 
  (his or her understanding was incomplete). If 
  somehow divined, the writer was Allar al’Mullah, 
  the priest of the temple, writing while lying in a 
  corner at –8 (he had the Die Hard feat). He ran out 
  of ink during the transcription. At the end of the 
  ceremony, like everyone else in the room not a 
  Rakshasa, he died, but not before he used his own 
  blood to provide a warning. 
   
  Text reads as follows (Player Handout #1):   
   
  The darkness of the void is our *****.   
  We cannot ***** the light.   
  When this is ***** or destroyed, we shall ***** 
   
  in our temple.   
  There, the ***** of Darkness can sound and 
   
  bring  
  us back from the ***** where 
   
  they seek to bind *****.   
  Out of darkness, out of oblivion, out of *****, 
   
  you are summoned.  
  There is no light above or ***** and the ***** 
   
  hide their *****.  
  You are summoned. 
  Let 
   
  To determine the actual translation requires the 
  Decipher Script skill (at least one rank).  With it, the 
  characters can attempt to make sense of the wording 
  and try to fit in words or sounds that make sense – 
  comprehend languages or the like does not work 
  because the words inserted are just placeholders that 
  sound close. If, however, comprehend languages is 
  cast, a Decipher Script roll is allowed without having 
  ranks (as it provides some assistance), or it provides a 
  +4 circumstance bonus on any such check. It is a 
  Decipher Script check [DC 20] for each word that is 
  missing.  Of course, guessing may prove just as good. It 
  is not possible to use Bardic Lore on this beyond a 
  check [DC 20] to determine that this sounds like many 
  summoning ceremony texts. 
   
  It should be clear that the text writing was interrupted. 
   If not, it is a Wisdom check [DC 5] to arrive at this 
  conclusion. There is no indication of what happened to 
  the writer nor the writing tools and liquid used to 
  create the text – if the details are written down and the 
  prisoners in Encounter Four – Work Force are 
  questioned, they can identify the ink of the Temple 
  itself and that the likely writer was the Mullah of the 
  temple - Allar al’Mullah. 
   
  The actual translation reads as follows: 
   
  The darkness of the void is our home.   
  We cannot abide the light.   
  When this is removed or destroyed, we shall 
   
  rise in our temple.   
  There, the Horn of Darkness can sound and 
   
  bring us back from the place where they 
   
  seek to bind us.   
  Out 
  of 
  darkness, 
  out 
  of 
  oblivion, 
  out of 
   
  desolation, you are summoned.   
  There is no light above or below and the  
  moons 
  hide their faces.  
  You are summoned. 
  Let 
   
  Beneath all of this, this time written in blood – Heal 
  check [DC 15] to note the difference in ink types – is 
  the following –  
   
  The power of their dark god cannot be destroyed 
  but it can be taken from the Orb. Please, whoever 
  reads this, take that power first.  TRORPY 
   
  The last is an acronym for “The Restorer of 
  Righteousness Protect You”. Worshippers of Al’Akbar 
  recognize it automatically, those claiming Ket as a 
  home region need to make an Intelligence check [DC 
  5] to realize this, all others must make a Knowledge 
  (religion) or (local – vtf) check [DC 15] to understand 
  it. 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 13 
   
  The Grey Slaad in the room knows all of these details, 
  having read them or figured them out by now.  If it is 
  in dire straits, it attempts to use this knowledge as a 
  bargaining chip for negotiation (relying on fast healing 
  during the process). Certainly it does everything in its 
  power to extend the details, making them as elaborate 
  as possible, yet believable – for instance, moving over 
  to the paraphernalia of the Temple of Al’Akbar and 
  picking up the Cup and Talisman, and restoring them 
  to a position of prominence on the shrine before 
  continuing on.  In reality, though, it cares little about 
  these events. It knows that it is trapped here until the 
  actual ceremony is finished (a by-product it was not 
  expecting, to be frank) but it does not want to die on 
  this plane, at this time – at this time, it is considered an 
  outsider still but native to the plane until the ceremony 
  at the temple is complete.  Instead, it wishes to inflict 
  some misery for the interruption and inconvenience it 
  has faced, in typical Slaad fashion. 
   
  APL 10 (EL 13) 
  �Advanced Grey Slaad; Rog2; hp 114; See Appendix 
  One. 
   
  APL 12 (EL 15) 
  �Advanced Grey Slaad; Rog3; hp 194; See Appendix 
  One. 
   
  APL 14 (EL 16) 
  �Advanced Grey Slaad; Rog3; hp 255; See Appendix 
  One. 
   
  APL 16 (EL 19) 
  �Advanced Grey Slaad; Rog3; hp 332; See Appendix 
  One. 
   
  Tactics: The Grey Slaad has already used both 
  summons for the day, and those Slaad have already 
  returned to Limbo (it is doing this to stay in touch). If 
  it sees the characters or hears them beforehand (unless 
  they are being stealthy this is very likely), it hides and 
  watches – see invisibility, invisibility and magic circle 
  against law are always cast, being at will.  When it is 
  ready, it watches and then attacks if it can catch a 
  spellcaster alone.  The quickened spells are the first 
  spell each round, and another spell follows unless the 
  Slaad is seriously threatened.  
   
  If it is so threatened, it makes every effort to negotiate 
  (it is, after all, not a fanatic and just here at the 
  summons of the Temple of Elemental Evil cultists) – 
  there is no hp total given for this impression of serious 
  threat, that is at the discretion of the DM to decide.  
  Although smart and cunning, the Grey Slaad is not 
  omnipotent and cannot foresee every eventuality – he 
  may neglect to negotiate until it is too late, waiting past 
  his turn in a round and being cut down before he can 
  speak again. 
   
  Treasure 
   
  APL 10: L: 0; C: 0; M: +2 vest of resistance (333 gp per 
  character) +2 gloves of dexterity (333 gp per character), 
  +2 cloak of charisma (333 gp per character). 
  APL 12: L: 0; C: 0; M: +2 vest of resistance (333 gp per 
  character) +2 gloves of dexterity (333 gp per character), 
  +2 cloak of charisma (333 gp per character), ring of 
  mage armor (833 gp per character). 
  APL 14: L: 0; C: 0; M: +3 vest of resistance (750 gp per 
  character) +2 gloves of dexterity (333 gp per character), 
  +4 cloak of charisma (1333 gp per character), ring of 
  mage armor (833 gp per character). 
  APL 16: L: 0; C: 0; M: +4 vest of resistance (1333 gp per 
  character) +2 amulet of health (333 gp per character), 
  +2 gloves of dexterity (333 gp per character), +4 cloak 
  of charisma (1333 gp per character), ring of mage 
  armor (833 gp per character), +2 ring of protection (667 
  gp per character). 
   
  Note: Once the temple has been searched, proceed to 
  either Encounter Two – Forlorn or Encounter Three 
  – Dead Men, if the heroes wish to complete the 
  buildings of the Fort and have not been there yet.  If 
  the other two Encounters have been completed or the 
  adventurers wish to move on, they can proceed to 
  Encounter Four – The Workforce. 
   
  If the characters are dead or defeated, they can still 
  proceed. A force of troops from Fort Avernand arrive at 
  about 10 am of the next day, including a 10
  th level cleric 
  (mullah of the True Faith) with two raise dead spells 
  memorized and one more on a scroll. They are standard 
  cost to utilize, but the heroes are then able to go 
  forward.  Pushing through the tracks, this still gives 
  them (barely) enough time to reach the Temple of 
  Eternal Darkness before the ceremony takes place.  If 
  this is the case, allow the characters to decide if they 
  wish to proceed or not (they do not know the distance 
  to the Temple, of course).  If they choose to go on, 
  proceed to Encounter Four – The Workforce. If they 
  do not do so, proceed to Conclusion – Beginning of 
  the End? 
   
  As a sidenote, the Rakshasa agents tried to slow this 
  reinforcement down (much like Interlude: Shahal 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 14 
  Qarim) but the Mullah overrode all their concerns and 
  left.  Law and mullahs in Ket can frequently be swift, 
  decisive and merciless – they can only infrequently be 
  stopped or slowed down. 
   
   
  Encounter Two – Forlorn 
   
  The barracks are a well-lit, large pair of rooms 
  adjoining the destroyed main keep. The doors hang 
  loosely on hinges, what little remains, the rest 
  shattered into uncounted pieces on the ground.  In 
  one of the barracks, visible from the doorway, a 
  horse stands, shivering in the cool air. 
   
  The horse, Lightsmoke, is in the barracks, having been 
  ridden in there in a hurry to grab a messenger pouch 
  during the attack on Fort Daris.  The messenger, Alliq 
  ibn Dural, fell unconscious after this, and under the 
  horse, which took up a guard position.  It has been 
  there for four days, tired and shaking (it is exhausted). 
  Shahal could not spare the time to calm it down (much 
  to his chagrin) failed his Heal check to realize the 
  guard was not yet dead – he did suffer a circumstance 
  penalty because he did not want to upset the horse any 
  further and did not approach closely.  If asked later, 
  Shahal intended to return immediately to care for the 
  horse and never intended to abandon it. 
   
  It is difficult to approach Lightsmoke.  He requires a 
  Handle Animal check or Wild Empathy check [DC 20] 
  to modify his current unfriendly status.  At this stage 
  he is at 90 points of non-lethal damage and fights to 
  protect his master and himself – the damage is not 
  healing because the horse is exerting itself too 
  strenuously ever hour and has not eaten for three days. 
   
  If it later proves possible to question the animal, he 
  fought against elementals and others to save his master 
  (who fell down after a single swing from a huge earth 
  elemental).  Some creatures who did not smell right 
  came in (it cannot elaborate) and they saw that the 
  master was on the ground.  They made noises with 
  their mouths and all left.  Lightsmoke has been here 
  for a number of times of light outside but cannot say 
  how many.  He is very hungry and tired but will not 
  leave the body of his master until he is sure he is okay. 
   
  Alliq is at –2 hit points, stabilized but not getting better 
  because of exposure.  If revived, he is able to say that 
  the Fort came under attack by elemental forces.  He 
  rushed here, taking a pouch from the Commander, at 
  the order of the head of the Fort.  Lightsmoke is his 
  horse (well, lent to him by the Beygraf) and he rode it 
  in here to speed things up and grab his gear and go.  
  He was surprised by an attack by a huge earth 
  elemental and that is the last he remembers.  He 
  cannot say who started the whole attack but 
  remembers it began just after darkness fell on the Fort 
  four nights ago.  He insists that the characters read the 
  contents of the saddlebag (so that someone else knows) 
  and then likewise insists he must complete his task 
  and take it to Fort Avernand.  He can confirm that 
  another messenger was supposed to head north up the 
  Irafa Road at the same time but he surmises they did 
  not make it.  
   
  Alliq, for reference, is a courier in the Kaman (the light 
  cavalry archers of Ket).  He is assigned to Fort Daris but 
  generally spends a good deal of time riding up and 
  down the Irafa Road with messages.  He is very good at 
  his job and an excellent rider. 
   
  In the main saddlebag, there is a report from the 
  Commander of the fort on the small caravan that just 
  entered after a day’s travel.  The Commander is 
  suspicious of the entrants, as they seem unusually 
  awkward for merchants.  The following details are in 
  the report: 
   
  1) There were a number of supplies in the caravan, 
  few of which were in sufficient quantity to be 
  considered a good use of the wagons.  It is a 
  Spellcraft check [DC 19] to identify spell 
  components for conjuration spells or a Knowledge 
  (arcana) check [DC 25] to identify the physical 
  components for a summoning ceremony of some 
  kind; 
  2) There were a supply of calendars in the wagons 
  but all were older and in use.  They circled parts of 
  months and identified eclipses, both partial and 
  full, of the moons. A big emphasis was placed on a 
  complete eclipse of the moons tomorrow above 
  Ket; 
  3) There was a lead-lined carrying case with the space 
  for a circular object of some type, but it was empty. 
   The local mullah with the Temple did a detect 
  magic on the box but it revealed nothing; 
  4) Two tubs of red ooze were noted in the caravan 
  shipment.  These were on a “wanted” memo dating 
  back two years that was later rescinded by order of 
  the Beygraf’s office in CY594.  Still and all, the 
  mere presence is noted as a curiosity; 
  5) A list of 20 names, all supposed member’s of the 
  caravan.  Some tripped up on the names and the 
  Commander suspects a crime, but he is not sure 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 15 
  what.  He seeks any and all assistance with this 
  situation. 
   
  If the players so desire, inside the barracks any 
  standard adventurers equipment from the Players 
  Handbook worth 15 gp or less can be obtained for use 
  in the module (or bought for later). Any standard 
  weapons or armor (not masterwork, of typical 
  materials) common to Ket are also available, as the fort 
  was well-equipped for military problems. Food stores 
  are full in the fort and none were taken by the 
  attackers, whoever they were (the Rakshasa had their 
  own supplies and never intended to feed the prisoners 
  more than once). 
   
  Lightsmoke, the horse, can be identified with a 
  Knowledge (local – vtf) check [DC 15] as the champion 
  racer in last year’s Beygraf’s Challenge.  A Handle 
  Animal check [DC 5] can identify that the lineage of 
  the horse is superior and that it is a well-trained and 
  highly durable mount – it has been raised to be almost 
  royalty amongst horses and it shows in the intelligence 
  of the horse and the sheer toughness it displays. As the 
  champion, it is loaned out each year to the winner of 
  the race - it still belongs to the Beygraf.  The messenger 
  must be none other than Alliq ibn Dural, a superlative 
  horseman who is highly respected for having donated 
  his entire winnings for the race to the fund to rebuild 
  the Hall of Jurats in Lopolla, the capital of Ket 
  (following the incidents of VTF4-01 Flicker). 
   
  If Lightsmoke is treated kindly (no coercion or magical 
  domination) he is awarded to that character either by 
  Alliq or by the Beygraf himself in the aftermath – so 
  long as the characters are successful.  He can be 
  awarded to one player at the table and it is at the 
  discretion of the DM, but preference should be given 
  to those who show him kindness and expend resources 
  on him.  The horse belongs to the character as long as 
  they remain true to their ideals and do not get in 
  trouble with the law in Ket – even one TU worth of 
  stock time results in Lightsmoke being returned to the 
  Beygraf’s herd. 
   
  ALL APLs 
  �Lightsmoke Heavy Warhorse; hp 84; see Appendix 
  One. 
  �Alliq ibn Dural: Rgr3/Ftr3; hp 49; see Appendix 
  One. 
   
  Note:  Once the barracks has been searched, proceed to 
  either Encounter One – Temple of the Restorer of 
  Righteousness or Encounter Three – Dead Men, if the 
  heroes wish to complete the buildings of the Fort and 
  have not been there yet.  If the other two Encounters 
  have been completed or the adventurers wish to move 
  on, they can proceed to Encounter Four – The 
  Workforce. 
   
  If the characters are dead or defeated (by the horse? 
  Well, it is possible in a very strange way, presumably), 
  they can still proceed.  A force of troops from Fort 
  Avernand arrive at about 10 am of the next day, 
  including a 10
  th level cleric (mullah of the True Faith) 
  with two raise dead spells memorized and one more on 
  a scroll. They are standard cost to utilize, but the heroes 
  are then able to go forward.  Pushing through the 
  tracks, this still gives them (barely) enough time to 
  reach the Temple of Eternal Darkness before the 
  ceremony takes place.  If this is the case, allow the 
  characters to decide if they wish to proceed or not 
  (they do not know the distance to the Temple, of 
  course).  If they choose to go on, proceed to Encounter 
  Four – The Workforce. If they do not do so, proceed to 
  Conclusion – Beginning of the End? 
   
   
  Encounter Three – Dead Men 
   
  The stables are silent, without even the sounds of 
  the animals and birds of the Bramblewood breaking 
  the peace.  The huge double doors leading to the 
  rows of stalls are open, swinging silently in the 
  slight breeze.  
   
  There is a dead soldier in this room – a member of the 
  Paighan (militia of Ket).  It is a Knowledge (local – vtf) 
  check [DC 10] to identify his equipment and armor as 
  such, or automatic for anyone claiming Ket as his/her 
  home region. He himself is obviously far beyond this 
  mortal realm – his head is partially chopped off (if a 
  graphic description is really needed).  The Rakshasa 
  trapped his body to slow down pursuit and kill off 
  unwanted visitors. The trap is a mechanical one 
  triggering a magical reaction – as the spell itself is 
  stored under a lead sheet, it cannot be detected 
  magically until it unleashes. 
   
  APL 10 (EL 7) 
  �Finger of Death Trap: CR 7; magical and 
  mechanical device; touch trigger (mechanical, moving 
  the body or lead sheet underneath), automatic reset 
  (five minutes), spell effect (finger of death, Fortitude 
  Save DC 20 or die, if not take 3d6+13 damage); Search 
  DC 15; Disable Device DC 15. 
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 16 
  APL 12 (EL 9) 
  �Finger of Death Trap: CR 9; magical and 
  mechanical device; touch trigger (mechanical, moving 
  the body or lead sheet underneath), automatic reset 
  (five minutes) – closest person within 30’, spell effect 
  (reach finger of death, Fortitude Save DC 20 or die, if 
  not take 3d6+15 damage); Search DC 19; Disable 
  Device DC 19. 
   
  APL 14 (EL 11) 
  �Harm Trap: CR 11; magical and mechanical device; 
  touch trigger (mechanical, moving the body or lead 
  sheet underneath), automatic reset (five minutes) – 
  closest person within 30’, spell effect (reach harm, Will 
  Save DC 19 - 150 hp damage, save for half, minimum 
  hp is 1), followed by dart attack +19 ranged (3d4+3 
  damage); Search DC 19; Disable Device DC 19. 
   
  APL 16 (EL 13) 
  �Harm Trap: CR 14; magical and mechanical device; 
  touch trigger (mechanical, moving the body or lead 
  sheet underneath), automatic reset (five minutes) – 
  closest person within 30’, spell effect (reach harm, Will 
  Save DC 19 - 150 hp damage, save for half, minimum 
  hp is 1), followed by dart attack +29 ranged (3d4+3 
  damage); Search DC 24; Disable Device DC 24. 
   
  On the chest of the man is a scrawl in Infernal (his 
  clothing is ripped off in front to allow this, although 
  the cloak he wears initially covers this): “The Restorer 
  forsook this Fort.  They died with despair on their lips.” 
  The writing is in blood (human blood but no more can 
  be identified readily.  If somehow determined, it 
  belongs to another member of the Paighan). 
   
  It is a Knowledge (religion) check [DC 10], automatic 
  for residents of Ket, to know that the Restorer is the 
  Restorer of Righteousness, the god Al’Akbar – the 
  predominant deity in Ket.  It is a Knowledge religion 
  check [DC 25 for most, DC 10 for worshippers of 
  Al’Akbar, whether True or Exalted Faith] to identify a 
  phrase from the teachings of Al’Akbar, where he 
  referred to “dying with despair on their lips” as a small 
  tribe of hobgoblins who would not turn away from 
  their god of destruction and devastation – the deity 
  remained unnamed in the scriptures but it is a 
  Knowledge (religion) check [DC 20] with this 
  information to identify either Vecna or Tharizdun (not 
  enough details to be sure which). 
   
  If the man is restored to health or questioned 
  magically, he can advise that he is a member of the 
  Paighan (the militia of Ket).  He was called onto active 
  duty two months ago and assigned to the Fort.  Four 
  days ago, a small caravan entered the fort for the 
  evening – there was a conflict because when he awoke 
  there was fighting all around.  He ran to report to his 
  post and faced a hideous creature that appeared to be a 
  bipedal lizard wielding a greatsword – DM note, this 
  was one of the Rakshasa using a change shape to 
  become a lizardman for the attack, in order to disguise 
  their presence. He drew his weapon and advanced to 
  face the foe, intent upon reaching and warning 
  whomsoever he could. Instead, he was cut down and 
  remembered nothing until now. 
   
  He can recall that there were about 20 people in the 
  caravan and they all appeared to be typical bakluni 
  merchants from Tusmit or Ket (he could not tell 
  which).  The only reason the caravan stands out in his 
  memory at all is because the lizard that attacked him 
  was wearing a leather tunic that the guard had seen on 
  one of the caravan escorts earlier. 
   
  Whether or not the militiaman is recalled from the 
  dead or questioned by other means, clutched in his 
  hands is a scrap of clothing from one of the Rakshasa 
  attackers.  It is a Spot check [DC 30] to notice this on 
  the body when first viewed, or Search check [DC 20] to 
  find it (he is in rigor mortis and the cloth sample is 
  very small). It itself is actually irrelevant, being a 
  common material found in the entirety of the 
  baklunish west. What is important is that when the 
  Rakshasa turned back after the Paighan clutched at his 
  clothing in desperation, he lost a small book from his 
  pouch (picture a book about half the size of a standard 
  paperback) in the hay of the stables and did not notice 
  it in the heat of battle. 
   
  It is a Search check [DC 35] to find the small book in 
  the hay itself, although there is a +5 circumstance 
  modifier if the scrap of clothing is first found.  The 
  book is written in Infernal and is mostly a guide on 
  how to take on the shape of others, including shortcuts 
  and tricks to assume different bodies.  The last four 
  pages are very relevant to this situation however – the 
  entire chapter deals with the moon and related 
  legends, all as pertains to shapeshifters. Interesting 
  though that is, the reference to Tharizdun and the 
  Temple of Eternal Darkness is the key here. Indeed, 
  this may be the first direct reference to the Temple of 
  Eternal Darkness that is found. The last four pages 
  detail the following: 
   
  - 
  moonlight on the area of the Temple prevents the 
  Temple from being accessed during nighttime, 
  even when there is no moon in the sky. 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 17 
  - 
  an eclipse of the moons would preclude this 
  protection from working. 
  - 
  The Orb of Oblivion, a reputed artifact of 
  Tharizdun, can only function at the time that 
  moonlight would normally shine down (eg. at 
  night). 
  - 
  No amount of shapechanging can guard one from 
  the Orb – it sees the soul and takes it directly to 
  it’s master.  None who have been killed by the Orb 
  have ever been freed of the grasp of Tharizdun. 
  - 
  The only defense seems to be acting early against 
  the Orb – somehow power can be absorbed from it 
  before it kills all, or explodes.  The actual 
  mechanic is unclear, as the book recommends 
  avoiding this in the extreme. 
   
  Note: Once the barracks has been searched, proceed to 
  either Encounter One – Temple of the Restorer of 
  Righteousness or Encounter Two – Forlorn, if the 
  heroes wish to complete the buildings of the Fort and 
  have not been there yet.  If the other two Encounters 
  have been completed or the adventurers wish to move 
  on, they can proceed to Encounter Four – The 
  Workforce. 
   
  If the characters are dead or defeated by the trap, they 
  can still proceed.  A force of troops from Fort Avernand 
  arrive at about 10 am of the next day, including a 10
  th 
  level cleric (mullah of the True Faith) with two raise 
  dead spells memorized and one more on a scroll. They 
  are standard cost to utilize, but the heroes are then able 
  to go forward.  Pushing through the tracks, this still 
  gives them (barely) enough time to reach the Temple 
  of Eternal Darkness before the ceremony takes place.  
  If this is the case, allow the characters to decide if they 
  wish to proceed or not (they do not know the distance 
  to the Temple, of course).  If they choose to go on, 
  proceed to Encounter Four – The Workforce. If they 
  do not do so, proceed to Conclusion – Beginning of 
  the End? 
   
   
  Interlude: Through the 
  Bramblewood 
   
  Once the party decides to track down the ToEE, they 
  must leave Fort Daris and head into the Bramblewood. 
   Should they choose to not do this, or they want to wait 
  more than one night (eg. they wait for the entirety of 
  the next day) the module is effectively over.  The point 
  of exit for the main force is listed as Trail 1 on DM 
  Map #1. Trail 2 is the smaller force that headed out, in 
  a more direct path.  The other trails on the map are no 
  more than red herrings. 
   
  Tracking at the entrance to the Fort reveals that a large 
  force on foot left three days ago – Search or Survival 
  check with the Tracking feat [DC 1], numbering 
  almost 200. They headed into the Deep Bramblewood. 
   
  It is not possible to move quickly when attempting to 
  reach the Temple of Eternal Darkness. The overhead 
  canopy of trees is thick, still dense and packed with 
  snow. The path meanders and does not take a straight 
  route, following the lines of small valleys and hills 
  instead.  It takes eight hours to reach the area of 
  darkness with a normal 30 foot move.  If the party is 
  faster or slower this can be adjusted proportionally. 
  Magical effects to speed movement cannot exceed this 
  beyond 60 feet or the path twists too much and the 
  characters lose a lot of time back-tracking (effectively 
  limiting the fastest to 60’, unless it is non-magical such 
  as a monk’s speed).  Regular movement in the entire 
  Bramblewood, unless otherwise noted, is considered 
  over difficult terrain. 
   
  The path to track is a large one (10 feet wide – fine for 
  horses but there are no tracks of such animals on the 
  game trail) and clearly scores of people passed this way. 
   It is a Knowledge (nature) check [DC 15] to determine 
  that the forest here has been disturbed and a track cut 
  in the past five days. 
   
  Those who track can speed up this process in a 
  substantial manner.  It is a Survival check with the 
  track feat [DC 35] to note separate tracks that lead in 
  the same direction but in a much more direct route – 
  these were some of the last to leave the Fort after the 
  assault and taking of the slaves.  Following this path 
  takes only 4 hours to reach the Temple at a base 30 foot 
  rate – this can be adjusted for speed as in the paragraph 
  above. 
   
  Druidic abilities to move through undergrowth 
  without impediment allow them to add 20’ to their 
  base movement at any given time, to a maximum of 60’ 
  for non-magic movement. 
   
  It is also quite possible that characters choose to stay 
  overnight in the Bramblewood.  It is a Knowledge 
  (local – vtf) or Knowledge (geography) check [DC 10], 
  automatic for anyone claiming Ket as their home 
  region, to indicate that this is inadvisable without a 
  secure shelter. Any who spent some time trying to 
  Gather Information in Fort Avernand or even just 
  talking to the Commander in the Introduction were 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 18 
  also apprised of this fact.  If this course of action is still 
  undertaken, the heroes are actually quite lucky (or they 
  are in the right area).  The animals and creatures of the 
  Deep Bramblewood have mostly fled the area, leaving 
  the heroes unmolested. That is, all save some 
  Bramblewood 
  dire bears just coming out of 
  hibernation and really hungry and unpleasant (even 
  more than normal).  There is no experience for this 
  encounter, as it can be easily avoided (not staying out 
  in the Deep Bramblewood at night). If the characters 
  chose to stay within two miles of the Fort, they are in 
  the Near Bramblewood and are unmolested. 
   
  Tactics: The bears attack at approximately 2 am. They 
  approach the heroes without stealth, probably being 
  heard as they crash toward the party (a Listen check 
  with a DC of 5 or less would be appropriate, unless 
  there are situational modifiers). The characters should 
  have at least two rounds to prepare and warn their 
  fellow travelers before the bears reach them, although 
  the denseness of the forest prevents ranged attacks 
  (even with the right vision types). The bears are 
  unaffected by the snowy conditions in the forest, 
  adapted as they are, and likely charge in, seeking food 
  (the heroes or their mounts, if they have any). 
   
  Creatures (no experience awarded as they 
  should not sleep in the Bramblewood) 
   
  APL 10 (EL 12) 
  �Bramblewood Dire Bear; hp 348; See Appendix 
  One. 
   
  APL 12 (EL 14) 
  �Bramblewood Dire Bears (2); hp 348 each; See 
  Appendix One. 
   
  APL 14 (EL 16) 
  �Bramblewood Dire Bears (4); hp 348 each; See 
  Appendix One. 
   
  APL 16 (EL 18) 
  �Bramblewood Dire Bears (8); hp 348 each; See 
  Appendix One. 
   
   
  Interlude − The Ceremony 
  Timeline 
   
  The ceremony begins at dusk (5 pm) on the second 
  day.  One hour before dusk, four bells ring out, audible 
  to all within 20 miles.  They sound like the crackle and 
  hiss of fire.  Fifteen minutes later, three bells ring out, 
  sounding like the rush of water over a falls. Fifteen 
  minutes after that, two bells, like a stiff breeze (but not 
  very strong) in the air.  Finally, one bell 15 minutes 
  before dusk, like a rock smashing into another rock, 
  but not very loud, through the air. 
   
  At dusk, the participants for the ceremony teleport 
  into the room as one – for one round, the protections 
  against this are dropped.  The ceremony begins one 
  minute later. 
   
  If the heroes reach the Temple of Eternal Darkness 
  before the conclusion of these bells, the sounds 
  emanate from the top of the inverted pyramid – they 
  are magically generated and were set in motion one 
  month ago to sound out on the day of the ceremony. 
   
   
  Encounter Four – The 
  Workforce 
   
  If the characters notice the slave/prisoner pens by 
  virtue of high Spot checks or by coming along the 
  general path, read the following – details in the first 
  paragraph beyond the read-aloud text. 
   
  In a small sheltered area, thick with trees and snow, 
  a simple stone structure catches the eye. First one, 
  then two, three, four and finally five such 
  structures are seen, all small, squat structures, no 
  more than 20 feet on any given side.  Rough stone, 
  looking to be hewn directly from the ground, but 
  well-constructed.  However rough they might look, 
  the pile of snow in the middle of them is totally out 
  of place, with the long haft of a shovel jutting out 
  of it. 
   
  The pens are camouflaged (non-magical) and hard to 
  see from the air and ground until almost upon them, 
  while the pile of snow is the equipment of the slaves, 
  abandoned by the Rakshasa.  The stone has been 
  covered in a layer of snow and they are built directly 
  into some small hills in the area.  It is a Spot check [DC 
  35] plus distance to note these other than by walking 
  along the trail leading to the pathway to the Temple of 
  Eternal Darkness – if the latter, it is automatic to find 
  them.  If the characters took the shortcut described in 
  the Interlude, this is where it again intersects with the 
  main path and the same reasoning for spotting applied. 
  Creatures with scent need to be close to the slave pens 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 19 
  to detect (within 15’) as they are generally pretty well 
  sealed and covered in snow – enough air gets in for 
  breathing, but only just. 
   
  Each slave pen is constructed from solid stone, with a 
  few air slits in the top.  They are 20 by 20 and have 35 
  prisoners in them – some are dead from exertion and 
  lack of care, not to mention “examples”, but most (190) 
  are still alive.  Each slave pen at least has the advantage 
  that they are sheltered from the cold breezes. In order 
  to carve an escape route, the same area must be 
  breached at least six times, for a medium size creature 
  to pass, or three times for a small size creature, or once 
  for tiny or smaller creatures. 
   
  The slaves in the pens have been here for three days 
  with no food; they were worked hard for two of the 
  days and everyone is exhausted and suffering from 
  exposure.  Water is not available in the pens, but some 
  snow was melted by body heat for a bit of moisture.  
   
  The pile of gear in the middle is all taken from the Fort 
  save for a small assortment of miner’s picks and 
  grapples.  All of the equipment was used to haul out 
  debris from the main chamber in the Temple of 
  Eternal Darkness.  None of it is in bad condition, save 
  for a day of exposure to the elements or so – the 
  Rakshasa abandoned it as it had little to do with their 
  future plans.  Similar reasoning was employed with the 
  slaves – they did not see a further reason for them and 
  did not want to waste time dealing with them. 
   
  If anyone investigates, it is a Knowledge (architecture 
  and engineering) or stonecunning check [DC 25] to 
  determine that they are all a mixture of natural and 
  magical construction.  The stone slabs appear to be cut 
  from a singular large stone (the slabs that make up the 
  sides and roof of the construction) but they are, in fact, 
  walls of stone put in position and then attached to one 
  another.  The only way in to each pen is through a 
  massive stone “door”, more of a boulder than anything 
  else.  It requires a Strength check [DC 30] to move the 
  door, and only four people at a time can assist given the 
  rounded nature of the stone (if they have ideas on how 
  to move it, and they seem reasonable, more can help – 
  and they can easily do so if different sizes).  In their 
  exhausted state inside the pens, there is no feasible way 
  for any of the prisoners to escape. 
   
  The prisoners are untrusting of any that arrive to save 
  them, anticipating some sort of cruel trap – the guards 
  played such tricks on them for the first two days and 
  they have learned their lesson. It is a Diplomacy check 
  [DC 25] to convince them that the heroes are actually 
  here to rescue them.  Allow circumstance modifiers for 
  signs of obvious friendship and concern, including 
  offers of food, healing and comfort.  The only person 
  who talks to the heroes is the commander of Fort 
  Daris, Korinne Al’Mullah, at least until they are all sure 
  that this is a legitimate rescue.  Note that open 
  worshippers of a chaotic god take a –4 circumstance 
  penalty to all social checks with citizens of Ket.  
   
  Details the prisoners know (these can all be garnered 
  through role-playing but, if desired, a Gather 
  Information check [DC 15] provides them as well) – 
  unless otherwise specified, they are getting this from 
  the Commander (Korinne Al’Mullah) or at her 
  instigation: 
   
  - 
  the Temple where they worked is mostly 
  destroyed.  It is called the Temple of Eternal 
  Darkness by the guards; 
  - 
  Only one big central chamber has been fixed up, 
  and the entrance to it.  Those inside can identify 
  the inverted pyramid symbol of Tharizdun as the 
  dominant insignia (they made their Knowledge 
  (religion) checks…); 
  - 
  The creatures guarding the prisoners were not 
  human.  Their description varies, however, from 
  bipedal lizardfolk to demonic-looking elves.  None 
  of the descriptions are similar to one another, but 
  they can confirm heavy armor (plate mail) and 
  greatswords on the creatures; 
  - 
  Two of these strange guards argued in the central 
  chamber during the last day of work. The guards 
  had an ornate cold iron box (empty) and wanted to 
  put it on a pedestal in the centre of the room that 
  was being cleaned.  The one whose word carried 
  the day insisted that the pedestal be left clear until 
  the Orb of Oblivion was actually placed upon it.  
  None of the slaves/prisoners know what the Orb 
  is; 
  - 
  Work on the temple was only done at night. There 
  was no explanation for this.  The prisoners were 
  blindfolded and shoved along a path to get there.  
  They did not see anything until inside and their 
  descriptions of the area are vague.  Although tired 
  and distracted, they recall passing through an area 
  of  greater cold (colder than the regular 
  Bramblewood, but not such that they needed 
  additional protection) and then into a very, very 
  warm place (like Ket in the height of summer); 
  - 
  Two low-level archons (the title for the organized 
  wizards in Ket) amongst the prisoners confirm 
  that some sort of summoning ceremony is taking 
  place.  Silver etchings on the floor in the main 
  chamber indicate that something is being called to 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 20 
  this place from another plane.  They could not 
  identify the actual plane but took notes – from 
  these, it is a Knowledge (planes) check [DC 25] to 
  identify Carceri, the prison plane. It is a further 
  Knowledge (religion) check [DC 20] to identify 
  this as the home plane of Nerull; 
  - 
  Prisoners/slaves were killed every hour during the 
  work on the chamber.  The guards took care to 
  make examples only of non-citizens first, but they 
  ran out after a while and moved to citizens. None 
  know the reason for this choice, as it does not 
  seem the guards had any care for them; 
  - 
  The prisoners/slaves can provide the basic 
  dimensions of the room from Encounter Nine – 
  Breaking the Bonds of Light and Darkness – refer 
  to the map for such information.  They are not 
  aware of the furniture in the room but do know 
  the location of the summoning circle (it is around 
  the pedestal upon which the Orb of Oblivion is 
  to be placed); 
  - 
  Given the statements of those leaving them here, 
  it is obvious that whatever is going to be done is to 
  happen soon, likely this evening (working on the 
  basis that the heroes arrive here the next day after 
  the initial investigation of the Fort – if otherwise, 
  modify accordingly). 
  - 
  The creatures were building a pedestal at the end 
  of the room, out of marble, upon which they were 
  going to place something, but the prisoners did 
  not know what it might be; 
  - 
  The guards that one of them saw were wearing full 
  plate armor of a very dark color (yes, they can 
  compare it to adamantine if in the party and 
  confirm that was the metal). 
   
  This is the extent of what the prisoners know. Once 
  the slaves are convinced that the heroes mean them no 
  harm, they are quite free with this information, trying 
  to do what they can to help. 
   
  All APLs 
  �Korinne 
  Al’Mullah: 
  Clr1/Ftr4/Rgr2; 
  Female 
  Baklunish Human: hp 56; See Appendix One. 
   
  Note:  If the heroes have had sufficient time to attempt 
  to free the slaves/prisoners (and cannot) they can move 
  on to Encounter Five – Outer Guard. If they have 
  successfully freed the prisoners and questioned them 
  to the satisfaction of the heroes, they can do likewise. 
   
  In the event that the heroes wish to escort the 
  prisoners back to safety, Korinne insists they continue 
  and try to stop what is happening.  She is in no case to 
  force them into this, but she stresses the lawless nature 
  of this attack, the myriad laws that were broken and 
  the need to stop whatever it is, in case Ket (and the 
  entire VTF metaregion, by extension) is threatened. As 
  long as the heroes do not go after the creatures 
  responsible she is very displeased with them and 
  continually attempts to change their minds. Failing to 
  change the direction of the hero means that the 
  module is over, unless there is tremendous magic 
  employed (since it takes the slaves over a day to walk 
  out, at which point the ceremony is over).  Barring this 
  magic, proceed to the Conclusion – Beginning of the 
  End? 
   
   
  Encounter Five – Outer Guard 
   
  Ahead, an area of darkness encompasses the trees, 
  sky and ground alike.  It arcs up over the 
  Bramblewood and the local wildlife clearly avoids 
  it, a pair of birds skirting the edge even as a small 
  rabbit takes a sharp right turn to move away.  A cool 
  breeze blows in from the west, bringing with it the 
  smells of spring. 
   
  The Jovoc ambushers occupy the wide circle of 
  darkness that is 300 feet deep but 100 feet high 
  (beyond this area it is only a canopy some 50’ thick, but 
  50’ off the ground) – see DM Map #3 – The Area of 
  Darkness for maps for these next encounters. It 
  encompasses the area of the temple (out of sync with 
  this dimension though it is) and a chunk of land 
  around it large enough to provide about 750 feet in 
  every direction.  This darkness is not impenetrable 
  (light and such works in it) but it does resist starlight, 
  sunlight and moonlight, thus the zone.  
   
  Inside, the Jovoc ambushers wait and watch, assigned 
  to this by Prince Ogremoch, the Elemental Prince of 
  Earth (Evil) who summoned them for this task. 45 feet 
  from the edge, wind blowing toward them (only 
  scented 15 feet away).  Zones of silence (small 
  permanent 10 foot globes) located 20 feet, preventing 
  blindsense and blindsight beyond that area (save those 
  specifically listed as smell, in which case halved in 
  effectiveness) – this is the real reason that the local 
  wildlife don’t like the area at all. 
   
  The Jovocs themselves know very little about what to 
  expect. All that they were told was to prevent 
  “adventurers and meddlesome fools” from entering the 
  area.  They have very little they can do about flying 
  enemies, other than use their bows, and they are well 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 21 
  aware of this restriction – as far as they are concerned, 
  if they cannot reach their enemies most of the time, 
  they are not to be dealt with by them. Furthermore, 
  with their patron being Ogremoch, the Elemental 
  Prince of Earth (evil), they are rather uncaring toward 
  anything to do with the air. They move up to get closer 
  to the heroes and engage if they see obvious spell 
  preparations, not really wanting to wait around for the 
  final results. 
   
  APL 10 (EL 13) 
  �Jovoc Ambush Experts (2); Rog3/ShwDcr3; hp 90 
  each; See Appendix One. 
   
  APL 12 (EL 15) 
  �Advanced 
  Jovoc 
  Ambush 
  Experts 
  (2); 
  Rog3/ShwDcr3; hp 126 each; See Appendix One. 
   
  APL 14 (EL 17) 
  �Advanced 
  Jovoc 
  Ambush 
  Experts 
  (4); 
  Rog3/ShwDcr3; hp 126 each; See Appendix One. 
   
  APL 16 (EL 19) 
  �Advanced 
  Jovoc 
  Ambush 
  Expert 
  (8); 
  Rog3/ShwDcr3; hp 126 each; See Appendix One. 
   
  Tactics:  Jovocs like to make the best use of their aura 
  of retribution and these ones are no exception. One 
  thing they are willing to do is put themselves into 
  harm’s way, particularly before they are identified 
  (note that it requires them actually being Spotted by 
  someone who can identify, and then a Knowledge 
  (planes) check [DC10+HD total] for any information).  
  The one thing that they do, as slyly as possible, is put 
  themselves into charge lanes for big fighters.  If they 
  can, they ensure they are decently close to as many 
  others as possible for this.  Although it is no sure thing 
  the big fighter hits, if and when he does it is painful for 
  all involved.   
   
  Environment 
   
  The circle of darkness here in the valley is a superb 
  thing for these Jovocs and this has not been taken into 
  account in the tactics or EL calculation. If the party in 
  question does not have an effective means of 
  countering them, realize that the EL is likely placed too 
  low and the DM must modify the situation to take into 
  account the environmental conditions – have the 
  Jovocs make some mistakes, or exit their protective 
  surroundings to directly engage the heroes. 
   
  Jovoc Summon Status: The Jovocs were summoned to 
  this plane by a caster level 20 spell, and then that was 
  made permanent in a ceremony (but it can still be 
  dispelled). They know nothing of the mechanics or the 
  level of the person summoning them.  Unlike the 
  Immoth in Encounter Six – Cruel Ice, the Jovoc 
  remain after the ceremony and are still possible to 
  encounter on the way out.  Only a direct command 
  from Ogremoch can persuade them to abandon their 
  duty and task. 
   
  One other important thing the Jovocs here want to do 
  is waste time and resources.  They are ambush experts, 
  not straight-up combatants.  If they can slink away for a 
  number of rounds and heal up, they do so – it does not 
  matter to them that the heroes are likewise healing.  As 
  far as they are concerned, their healing has no limit 
  and the heroes likely have one. 
   
  The 
  Jovocs 
  are 
  aware 
  of 
  the 
  following 
  if 
  questioned/controlled/otherwise 
  coerced 
  into 
  revealing details: 
   
  - 
  There were a lot of prisoners taken from some 
  human fortification in the area; 
  - 
  The two guardians beyond this are some ice thing 
  and giants.  Probably fire giants, but they don’t 
  wear armor; 
  - 
  The Temple of Eternal Darkness is that way 
  (point). Don’t know why it is called the Temple of 
  Eternal Darkness but this black cover probably has 
  something to do with it. Never been there (truth); 
  - 
  The Princes discussed how to empower the Orb of 
  Oblivion in front of them.  The two Princes know 
  that they must depart before the ceremony is 
  complete but they are worried about adventurers 
  interfering and taking the power first – still and 
  all, their job will have been done by this point and 
  the blame will fall to others; 
  - 
  Shapeshifters are in charge here.  What kind and 
  who, don’t know. Call themselves Shadows but 
  they don’t know anything about real hiding; 
  - 
  Ogremoch has made a lot of deals with others of 
  their kind, but does not know if they are actually 
  here. 
   
  Treasure 
   
  APL 10: L: 117; C: 0; M: +2 mithral chain shirt of 
  shadows x 2 (737 gp per character) +2 gloves of 
  dexterity x 2 (333 gp per character), +1 ring of 
  protection x 2 (167 gp per character), +1 cloak of 
  resistance x 2 (83 gp per character). 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 22 
  APL 12: L: 117; C: 0; M: +2 mithral chain shirt of 
  shadows x 2 (737 gp per character) +2 gloves of ogre 
  power x 2 (333 gp per character), +4 gloves of dexterity 
  x 2 (1333 gp per character), +1 ring of protection x 2 
  (167 gp per character), +1 cloak of resistance x 2 (83 gp 
  per character). 
  APL 14: L: 234; C: 0; M: +2 mithral chain shirt of 
  shadows x 4 (737 gp per character) +2 gloves of ogre 
  power x 4 (333 gp per character), +4 gloves of dexterity 
  x 4 (1333 gp per character), +1 ring of protection x 4 
  (167 gp per character), +1 cloak of resistance x 4 (83 gp 
  per character). 
  APL 16: L: 468; C: 0; M: +2 mithral chain shirt of 
  shadows x 8 (737 gp per character) +2 gloves of ogre 
  power x 8 (333 gp per character), +4 gloves of dexterity 
  x 8 (1333 gp per character), +1 ring of protection x 8 
  (167 gp per character), +1 cloak of resistance x 8 (83 gp 
  per character). 
   
  Troubleshooting: 
  If the characters succeed in defeating the Jovocs and 
  wish to continue, proceed to Encounter Six – Cruel 
  Ice.  If the Jovocs are somehow bypassed, proceed to 
  Encounter Six – Cruel Ice but note that the Jovocs 
  remain even after the ceremony is complete and can be 
  encountered after the fact.  
   
  If the characters are defeated by the Jovocs, Shahal 
  Qarim collects their bodies when he arrives (see a later 
  Interlude – Shahal Qarim). The equipment and 
  possessions of the characters are not taken or tampered 
  but they lose an additional 2 TU for questioning by the 
  authorities.  Proceed to Conclusion – Beginning of the 
  End? 
   
   
  Encounter Six – Cruel Ice 
   
  The expanse of snow and ice is a shock, coming out 
  of the darkness.  It is, if possible, even colder here 
  than before.  Ice is dominant everywhere that can 
  be seen – and on the other side of the expanse is a 
  steaming band of fog, preventing vision beyond.  
  The distance to the fogbank is about 300 feet. 
   
  The Immoth await the characters in a band of ice and 
  snow some 300 feet across (DM Map #3).  This zone is 
  covered by a magical veil of darkness some 30 feet up 
  but the main area is lit by a strange glow from the ice 
  itself (harmless, just the Immoth using illusion magic). 
   The immoth sit immobile in the middle of this field 
  (150 feet in), covered in snow as only an elemental of 
  both cold and ice could do.  They are difficult to notice 
  and always on guard – it is a Spot check [DC 
  24+distance modifiers] to see them. Note that the 
  Immoth can see some 30 feet up into the zone of 
  darkness with their darkvision, for anyone attempting 
  to fly over the area too closely – they target such people 
  with spells and bring them into combat in such a 
  manner. The far end of the band of ice and snow is a 
  steamy mist (as the ice interacts with the hot 
  temperatures beyond) that cannot be seen through 
  mostly – if a character in the party has some means, use 
  the next encounter to provide a description. 
   
  The problem for the Temple of Elemental Evil is that 
  Olhydra made a mistake in assigning the Immoth the 
  job of guarding the temple.  She assumes they obey 
  here out of fear and respect and is wrong – they only 
  want information about their curse and view this as a 
  chance to gain knowledge.  Their first action, upon 
  seeing any characters, is to attack and disable.  What 
  they want are prisoners or those who they could barter 
  with for information.  The ice runes on the Immoth are 
  used each round as protection while their regular 
  spells are used offensively, in order to obtain these 
  prisoners.  
   
  APL 10 (EL 12) 
  �Canarxis; Ftr1/EldKnt2; hp 124; see Appendix One. 
   
  APL 12 (EL 14) 
  �Canarxis; Ftr1/EldKnt3/ArchMg1; hp 141; see 
  Appendix One. 
   
  APL 14 (EL 16) 
  �Canarxis and Diraxian; Ftr1/EldKnt3/ArchMg1; 
  hp 141 each; see Appendix One. 
   
  APL 16 (EL 18) 
  �Canarxis, Diraxian, Zewrin, Sillanthirial’cor; 
  Ftr1/EldKnt3/ArchMg1; hp 141 each; see Appendix 
  One. 
   
  At such a time as is beneficial or possible, the Immoth 
  offer the following deal. For a given piece of 
  knowledge, they allow all members of the party to pass 
  onward.  In game terms, this means parting with: 
   
  - 
  a scroll of a 5
  th level or higher spell; 
  - 
  a spell book from an AR containing at least 16 
  levels of spells; 
  - 
  a headband of intellect (any type); 
  - 
  an AR award for permanent information of some 
  type (cross it out); or  
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 23 
  - 
  four influence points (must be on ARs and crossed 
  out as used with this). 
   
  In order to “part with it” a character must cross it off 
  their AR (if that is where it is) or write it down on their 
  MIL.  For anything on an AR, the DM of this module 
  must initial beside the change. If the Immoth is 
  making this offer to save it’s life (or their lives) they do 
  not make any demands but nor will they offer any 
  buffing spells. 
   
  If the characters make this deal willingly (in the eyes of 
  the DM), the Immoth also offers any single spell it 
  knows to be cast upon the characters (a buff spell) – 
  this can be a different spell per character. Should the 
  characters wish to spend some time and attempt a 
  Diplomacy check [DC 10+APL], the Immoth(s) cast up 
  to four additional spells in total (split as the heroes 
  desire).  Note that anyone not making the deal is not 
  given the AR award at the end for this. 
   
  At levels where there are more Immoth, they have 
  gathered to discuss secrets and share the task that 
  Olhydra assigned.  In reality only Canarxis is bound to 
  this task but the others support him completely for a 
  variety of reasons they do not choose to share with 
  anyone else – he is a close friend and source of much 
  information to them, and the envoy to Olhydra (if he 
  were to die, somebody else would have that unpleasant 
  task to do, and they are universal in not wanting that). 
   
  Immoth Summon Status: The Immoth were 
  summoned to this plane by a caster level 20 spell, and 
  then that was made permanent in a ceremony (but it 
  can still be dispelled).  They know that their summoner 
  was Olhyrdra, the Elemental Prince of Water, and that 
  the ceremony to make them permanent is tied to the 
  later ceremony inside the Temple of Eternal Darkness 
  – when it is complete, their presence will no longer be 
  required and the spell broken (they stay on the plane 
  for another 20 rounds, then disappear unless removed 
  earlier). 
   
   
  Canarxis is the Immoth ambassador/envoy to Olhydra 
  and knows a good deal about the Temple of Elemental 
  Evil and their habits/goals. If questioned, the Immoth 
  know the following about the ceremony and gladly 
  share it to a) save their own lives or b) in exchange for 
  the following deal (part of it) – the DM can share as 
  much or as little of this as required during any 
  exchange: 
   
  1) The ceremony takes places with 8 of the strongest 
  Elder Elementals present.  Those from Fire, Earth 
  and Water have been strengthened greatly, 
  maximized you might say, by the presence of their 
  respective rulers on this plane; 
  2) The Orb of Oblivion has been returned to the 
  temple after being hidden for so long. The cultists 
  have forgotten that they control the Orb, not the 
  other way around.  Although the cult plans to wait 
  for the Orb to imbue them with the power of the 
  Dark God, it does not have to be that way.  Once 
  the Horn of Darkness is blown, the Orb can be 
  touched to absorb the energy of the god; 
  3) It is stupid, in fact, for the worshippers of 
  Tharizdun, who call themselves the Shadow 
  Government, to wait for the Orb to release the 
  power – one of the first things it does is strike 
  dead all worshippers of the Dark God before it 
  chooses a vessel for the divine energy it contains.  
  Then again, the Immoth know there are ways 
  around this and it suspects the cultists have that 
  figured out, at least in part; 
  4) One of the creatures in the temple looked strange 
  this morning, the doorman.  He seems almost 
  preoccupied and did not complete his chores in a 
  timely manner. The Immoth suspects a traitor or 
  shapechanger in the midst of the Temple, but he 
  does not know what or how. For some reason, the 
  Immoth finds this very amusing (although he 
  chooses not to reveal the fact, it knows that the 
  Shadow Government are Rakshasa and having 
  them infiltrated by another shapechanger is 
  deemed ironic); 
  5) Even the Blood Wars have taken a second place to 
  this event in importance – it is a Knowledge 
  (planes) or (religion) check [DC 10] to recognize 
  the name for the eternal war between demons and 
  devils. Two of the strongest denizens of the Abyss 
  and Baator. a Pit Fiend and a Balaor, are to be in 
  attendance in the temple for the ceremony; 
  6) The Temple is simply not there now. The Immoth 
  does not know where it is, or even if it is, during 
  this time.  It can be accessed again when dusk 
  arrives, but not before. 
   
  Treasure 
   
  APL 10: L: 0; C: 0; M: +2 vest of resistance (333 gp per 
  character) +2 gloves of dexterity (333 gp per character), 
  +2 cloak of charisma (333 gp per character), +1 
  greatsword (196 gp per character). 
  APL 12: L: 0; C: 0; M: +3 vest of resistance (750 gp per 
  character) +4 gloves of dexterity (1333 gp per 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 24 
  character), +4 cloak of charisma (1333 gp per 
  character), +1 greatsword (196 gp per character). 
  APL 14: L: 0; C: 0; M: +3 vest of resistance x 2 (750 gp 
  per character) +4 gloves of dexterity x 2 (1333 gp per 
  character), +4 cloak of charisma x 2 (1333 gp per 
  character), +1 greatsword x 2 (196 gp per character). 
  APL 16: L: 0; C: 0; M: +3 vest of resistance x 4 (750 gp 
  per character) +4 gloves of dexterity x 4 (1333 gp per 
  character), +4 cloak of charisma x 4 (1333 gp per 
  character), +1 greatsword x 4 (196 gp per character). 
   
  Troubleshooting: 
  If the characters succeed in defeating the Immoth or 
  have managed to negotiate passage, proceed to 
  Encounter Seven – Guard the Doors! If the Immoth 
  are bypassed, proceed to Encounter Seven – Guard 
  the Doors! but note that the Immoth remain for 20 
  rounds after the ceremony is complete – and likely 
  come exploring at this point because they are curious 
  and no longer bound by their duty (it ends with the 
  completion of the ceremony in Encounter Nine – 
  Breaking the Bonds of Light and Darkness).  
   
  If the characters are defeated by the Immoth, their 
  (frozen) bodies are collected the next morning by 
  Shahal Qarim when he returns with more force, or by 
  the local Black Scorpion contingent (if Shahal was with 
  the party).  The equipment and possessions of the 
  characters are not taken, save any scrolls or spellbooks 
  on ARs – these are all taken and removed by the 
  Immoth. The heroes may be returned to life normally 
  but lose an additional 2 TU for questioning by the 
  authorities.  Proceed to Conclusion – Beginning of the 
  End? 
   
   
  Encounter Seven – Guard the 
  Doors! 
   
  Standing in the base of a large temple structure, an 
  inverted pyramid partially set in the ground, one 
  [two] large humanoid figures stare in the direction 
  of the mist.  They smile knowingly and ready 
  weapons.  
   
  The above assumes the fire giants perceive the heroes – 
  if not, modify the text accordingly. Should they spot 
  any spies or infiltrators, even spells, they also ring a 
  bell they have been given – so the other guards are 
  aware.  This is the extent of cooperation between the 
  three different types of guards. 
   
  The fire giant guards at the door are well-trained, elite 
  servants of Prince Imix.  They were present at the siege 
  of Villayad (the main southern city of Tusmit, attacked 
  by Ket during their brief war, and the subject of a siege 
  by Worldburner forces loyal to Prince Imix – the 
  Worldburners being a cult in Tusmit first seen in a 
  VTF module in VTF3-05 Firestorm). Proud of their 
  positions, they remain alert and watch for outside 
  intrusion at all times.  Prince Imix has predicted that 
  adventurers such as those who failed to stop his 
  summons likely plan to interfere in the ceremony and 
  he expects that these guards stop any such attempt. 
   
  As fire giants loyal to Prince Imix, they have been 
  granted extra powers such as the Efreet can arrange 
  and they are excellent as doorguards. They are, 
  nevertheless, still mortal and have a distinct desire to 
  stay alive – they are even more greedy and evil than 
  they are loyal to Imix, if this makes a difference. If they 
  are in an obviously bad position, they make every effort 
  to parley and try to talk their way out of a problem, 
  rather than fight to the death. Although they are sure 
  that Imix plans to raise them no matter the 
  circumstance, they are more self-centered and greedy 
  than even he has determined. Of course, if they do not 
  see an escape, they are also mean and vicious and make 
  every effort to cause hurt. 
   
  The main set of double doors into the Temple are each 
  10 feet wide (total is 20 feet for the whole double 
  doors) and 20 feet high. They are made from a thin 
  layer of adamantine overlaid on a steel door (massive 
  steel door). The adamantine prevents most weapons 
  from doing damage. Each door is four feet thick, 
  although only the outer six inches on either side is 
  steel 
  – 
  the 
  interior 
  is 
  stone. 
   
  Excellent 
  counterbalancing allows them to be moved by anyone 
  with a Strength of 12 or greater, or on a Strength check 
  [DC 11]. The images on the outside of the door show 
  much desolation and death.  
   
  The doors are locked (the fire giants each have a key – 
  standard search on their bodies finds it, or a Search 
  check [DC 25] if attempted before the defenders are 
  defeated).  It is a Open Lock check [DC 40] to get them 
  open, or a Strength check [DC 35] to force the door. A 
  simple request to enter, spoken in any language, opens 
  the doors too, but the word “Tharizdun” must be in the 
  sentence.  Finally, the doors are susceptible to most 
  kinds of magical means to bypass them, noting only 
  that they have force effects upon them much of the 
  time and automatically counter any force effect cast 
  again them (as they are part of the temple). Knock, as 
  an example, works quite well on the door and opens it. 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 25 
   
  So long as these doors stay shut, they are also protected 
  by the same force magic as noted in the Interlude – 
  The Temple of Eternal Darkness itself - The walls of 
  the temple are made not only of stone, steel and 
  adamantine but also of force – these are cast at 20
  th level 
  of effect if that detail is required.  One round after they 
  are destroyed, if this happens, they appear again, intact. 
  Doors, walls, ceilings and floors, when shut, are airtight 
  and completely sealed as a result of this force effect – 
  that particular effect does not come off save until the 
  time of the ceremony. 
   
  Orders given to the fire giants (and in pouches on 
  them – Search check [DC 12] to find the orders) 
  indicate: 
   
  - 
  That they are not to enter the Temple of Eternal 
  Darkness after dusk, on pain of death.  After this, 
  as always, the name of the Lord of Eternal 
  Darkness makes such things possible (an oblique 
  reference to using the name of the deity to enter 
  past the doorway); 
  - 
  Before dusk, the temple cannot be entered. They 
  should guard in any event, as they are loyal 
  servants to Imix. 
  - 
  Their lives are forfeit in the ceremony that is 
  taking place if they do and only staying outside 
  can keep them alive;   
  - 
  Do not touch the Orb of Oblivion at any time, 
  since it is now close to active. If anyone does 
  touch it, their soul is bound to be destroyed by the 
  evil that is their Dark God; 
  - 
  Make sure that any adventurers who might start 
  sniffing around die for their troubles; 
  - 
  [If a character is present who has made a deal to 
  blow the Horn of Darkness, as per VTF4-07 
  Sticks and Stones]. Allow the bearer of the Horn 
  of Darkness free entry and welcome them to the 
  Temple of Eternal Darkness. 
   
  Tactics:  The fire giant guards make every effort to get 
  into flanks and use their sneak attack, although they do 
  decent damage without this.  Under no circumstances 
  do they enter the Temple of Eternal Darkness – if the 
  doors are opened, they can attack in but they do not 
  enter. They do not use their Power Attack until they 
  have managed to gauge the armor class of the 
  opponents – they want at least a 50% chance to hit a foe 
  with their first swing and anything less than that is 
  unacceptable.  If they are hitting with ease, they utilize 
  Power Attack. If not, they consider any and all options 
  that might improve their attack numbers.  Although 
  intelligent, these are not geniuses and have little in the 
  knowledge of the world beyond Prince Imix and the 
  Plane of Fire – despite this, they are native to this 
  plane, having been taken from it early to serve Prince 
  Imix, and therefore cannot be dispelled or dismissed 
  from this place. 
   
  APL 10 (EL 13) 
  �Servant of Imix: Fire Giant; Rog4/Mnk2; hp 264; 
  See Appendix One. 
   
  APL 12 (EL 15) 
  �Servants of Imix (2): Fire Giant; Rog4/Mnk2; hp 
  264 each; See Appendix One. 
   
  APL 14 (EL 17) 
  �Advanced 
  Servant 
  of 
  Imix: 
  Fire 
  Giant; 
  Rog4/Mnk2/Ftr4; hp 345; See Appendix One. 
   
  APL 16 (EL 19) 
  �Advanced Servants of Imix (2): Fire Giant; 
  Rog4/Mnk2/Ftr4; hp 345 each; See Appendix One. 
   
  Treasure 
   
  APL 10: L: 0; C: 100; M: +3 bracers of armor (750 gp per 
  character) +4 belt of giant strength (1333 gp per 
  character), +1 cloak of resistance (83 gp per character), 
  +1 huge greatsword (196 gp per character), +2 gloves of 
  dexterity (333 gp per character), +2 amulet of wisdom 
  (333 gp per character), +2 ring of protection (667 gp per 
  character. 
  APL 12: L: 0 C: 200; M: +3 bracers of armor x 2 (750 gp 
  per character) +4 belt of giant strength x 2 (1333 gp per 
  character), +1 cloak of resistance x 2 (83 gp per 
  character), +1 huge greatsword x 2 (196 gp per 
  character), +2 gloves of dexterity x 2 (333 gp per 
  character), +2 amulet of wisdom x 2 (333 gp per 
  character), +2 ring of protection x 2 (667 gp per 
  character. 
  APL 14: L: 0; C: 200; M: +4 bracers of armor (1333 gp 
  per character) +4 belt of giant strength (1333 gp per 
  character), +3 cloak of resistance (750 gp per character), 
  +2 huge greatsword (696 gp per character), +2 gloves of 
  dexterity (333 gp per character), +4 amulet of wisdom 
  (1333 gp per character), +2 ring of protection (667 gp 
  per character. 
  APL 16: L: 0; C: 400; M: +4 bracers of armor x 2 (1333 
  gp per character) +4 belt of giant strength x 2 (1333 gp 
  per character), +3 cloak of resistance x 2 (750 gp per 
  character), +2 huge greatsword x 2 (696 gp per 
  character), +2 gloves of dexterity x 2 (333 gp per 
  character), +4 amulet of wisdom x 2 (1333 gp per 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 26 
  character), +2 ring of protection x 2 (667 gp per 
  character. 
   
  Troubleshooting: 
  If the heroes defeat the fire giants, proceed to 
  Encounter Eight – Enter Darkness. Although difficult 
  to do, some parties may have successfully bypassed the 
  fire giants (although note they have at least one 
  additional sense beyond normal).  In such a case, 
  proceed to Encounter Eight – Enter Darkness but 
  note that the fire giants will still be present after the 
  ceremony, holding the doors until Prince Imix returns 
  to take them with him. 
   
  If the heroes have arrived early, though whatever 
  means, and it is not yet dusk, the Temple cannot be 
  entered.  It is simply inaccessible, removed from 
  reality, at this point. Although the Temple appears to 
  be there, it is not, and the characters must wait until 
  dusk or afterward to enter. They can rest, recover, sleep 
  or do whatever they want with the time they have – 
  there are no patrols out here nor any wandering 
  creatures of the Bramblewood. 
   
  If the heroes are defeated, they are stripped of useful 
  gear (weapons, armor and anything magical) and left 
  for the creatures of the Bramblewood.  Luckily (in the 
  grand scheme of things) such creatures are mostly 
  scared out of the area, as already discussed.  The forces 
  of Ket arrive the next day and recover the bodies – 
  standard means of being returned from the dead may 
  be employed.  Proceed to the Conclusion – Beginning 
  of the End? 
   
   
  Interlude – The Temple of 
  Eternal Darkness itself 
   
   
  Tharizdun, the Lord of Eternal Darkness, is one of the 
  few deities whose domain includes force and he rules 
  his temples with this and a few other things in mind.  
  The walls, doors, floors and ceilings of the temple are 
  made not only of stone but also of force – these are cast 
  at 20
  th level of effect if that detail is required.  One 
  round after they are destroyed, if this happens, they 
  appear again, intact.  All walls and doors, ceilings and 
  floors are subject to this magic.  Any force effect spells 
  cast in the temple are subject to an immediate and 
  appropriate counterspell unless the caster also 
  worships Tharizdun, in which case they are 
  automatically maximized and empowered (if that is 
  possible) without any cost in spell levels or such. 
   
  Doors, walls, ceilings and floors, when shut, are airtight 
  and completely sealed as a result of this force effect. 
   
  Likewise, there are protective magics in place to 
  prevent instant transport into the Temple of Eternal 
  Darkness.  These do not prevent such magics inside the 
  place (internal to it) but prevent exit and entry from 
  the Temple in this manner. There is no block on 
  accessing extra-dimensional spaces or the like, nor are 
  conjurations of any type barred, but it is not possible to 
  travel from the outside in, or vice-versa, with instant 
  transport magic.  For any other spell, note the other 
  considerations here. 
   
  Lighting in the temple comes from the walls and 
  ceilings. It is all-pervasive and prevents shadows in 
  both the entry hallway and the main chamber, as if 
  under the effect of a daylight spell. This is permanent, 
  at caster level 20.  If it is dispelled or a greater level 
  darkness spell cast, there are few other sources of light 
  in the Temple of Eternal Darkness (actually, only the 
  Fire Elementals and Prince Imix as long as they are 
  present). 
   
  Finally, the Rakshasa have arranged to have the temple 
  temporarily 
  immune 
  to 
  divination 
  magic. 
  All 
  divination magic (any spell from the divination school) 
  cast inside the temple is automatically dispelled and 
  any attempt to cast a divination spell that impacts, 
  involves or otherwise has the temple as a possible 
  subject automatically fails, likewise with any divination 
  spell that attempts to enter or otherwise gather 
  information about the Temple. It is a Spellcraft check 
  [DC 24] to note the effects of a wish of some unknown 
  duration. It might be possible to counter this with a 
  wish or miracle but the exact wording of the previous 
  spell would have to be known and that seems unlikely. 
   In this circumstance, Tharizdun is deliberately 
  keeping that knowledge safe and nothing can obtain 
  this short of another god – as a result, the wish cannot 
  be bypassed by most normal means. 
   
  If the characters are innovative and imaginative, allow 
  them to avoid this divination immunity in an 
  appropriate manner. 
   
  The temple is protected against any spells that might 
  cause it physical damage. It simply is not effected as if 
  by either some immunity or spell resistance. Anyone 
  seeing this can recognize the direct protection of a 
  deity if they make a Knowledge (arcana) or Knowledge 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 27 
  (religion) check [DC 25]. This is, after all, the last real 
  functioning temple to Tharizdun and it stands to 
  reason that he is exerting some influence to protect 
  it… 
   
   
  Encounter Eight – Enter 
  Darkness 
   
  The lighting inside the temple is surprisingly 
  bright.  A smiling baklunish man in simple white 
  robes bows as the double doors open [or are 
  destroyed/cut 
  through/bypassed], 
  his 
  puzzled 
  expression clear indication that he did not expect 
  this but is more than willing to invite you in, as the 
  customs of the Four Feet of the Dragon would 
  dictate. 
   
  This Encounter begins on DM Map #4 – Temple of 
  Eternal Darkness, at the bottom of the map (the 
  squares off the map are the doors leading in). 
   
  The baklunish man before the heroes is actually a 
  Death Slaad, for reasons later explained, using the 
  change shape ability to appear to be a middle-aged man 
  of Baklunish descent. His current cover story is that of 
  a humble traveler by the name of Hassar, seeking to 
  travel along the trade routes of the Baklunish nations 
  to seek the guidance of representative of the High 
  Cleric, the Caliph of Ekbir. He was captured three 
  weeks ago and forced to serve these dark masters of his, 
  who go by the name of Shadows when talking amongst 
  themselves. The Four Feet of the Dragon are social 
  customs amongst the people of Baklunish descent – 
  honor, piety, family and generosity/respect (the latter 
  varies depending on certain circumstances). 
   
  He does have access to some humble magics but the 
  creatures here seem to have significant protections 
  against his own spells and he has been unable to 
  escape. 
   
  The temple itself cannot exist with the light of the sun, 
  the stars or the moon yet it must be aboveground.  As a 
  result, the Rakshasa have crafted a zone of darkness 
  where no light of the sun, moon or stars can enter, but 
  other forms of light work.  The temple phases into 
  existence at dusk of the day, and disappears again at 
  dawn. 
   
  Directly at the side of the doorways into the Temple of 
  Eternal Darkness are two large ceramic tubs with lids.  
  They used to contain the red ooze (last seen in VTF4-
  07 Sticks and Stones) used to safely transport and hide 
  the Horn of Darkness. With the ceremony close at 
  hand, the Servant of Darkness (or one of the heroes) 
  has the Horn now – if there are no adventurers present 
  with it – and the tubs are empty, their task complete. 
  Why there are two such tubs is a bit of a mystery, but 
  Illiriq or any Rakshasa knows that it is for redundancy, 
  in case one got damaged. 
   
  Inside the temple, a team of Rakshasa have been hard 
  at work restoring things – their magic helps and the 
  people from the Fort were drafted to move stone and 
  polish things quickly.  All of the people taken from the 
  fort are now dead, their bodies destroyed in the fires of 
  the elemental vortex in the main chamber. The temple 
  was badly damaged a long time ago during the war 
  against the god and little remained before this effort.  
  They have restored the main chamber and the entrance 
  hallway – all else has been left untouched as they do 
  not have time or the inclination to do anything. 
   
  The Rakshasa, however, made a mistake in using an 
  advanced Grey Slaad in their “practice run” – a Death 
  Slaad by the name of Illiriq, who was experimenting 
  with the Grey Slaad, has arrived to see what has 
  happened to his test subject and determined that they 
  are to blame. It eliminated a lesser Rakshasa and took 
  its place, seeking an indication as to what is happening. 
  At that point, it took up the shape that the lesser 
  Rakshasa had assumed, and kept a watch. The past day 
  has been enlightening and it is well-versed in the 
  affairs of the Temple of Eternal Darkness. Now Illiriq 
  is the doorman and plans to attack the ceremony as it 
  takes place – until he sees the characters and devises a 
  new plan. With their appearance, he chooses to let 
  them pass and informs them of whatever he can. 
   
  If he is attacked or revealed in a hostile fashion, use the 
  stats from the Monster Manual but Illiriq only seeks to 
  escape.  He is not worth any xp for defeat of any kind. 
  Should he get the chance, he grovels as best he can, 
  since he really wants the characters to do his dirty 
  work for him.  In all cases, his opposed Bluff check vs. 
  Sense Motive is 25.  The details he knows: 
   
  1) The ceremony commences shortly, and there is an 
  “enforced peace” in the room. Until the Orb of 
  Oblivion activates, none of the participants dare 
  attack in the chamber; 
  2) The Servant of Darkness wants to become the 
  Proxy but he is far too evil to allow this to happen 
  (in actual fact, the Death Slaad has no idea, but he 
  wants revenge). If merged with the essence of the 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 28 
  God of Elemental Evil (the Slaad, under no 
  circumstances, says the name Tharizdun) he is 
  going to be unstoppable; 
  3) The ceremony kills all those who worship 
  Tharizdun, but the Servant of Darkness has some 
  way around it.  Still and all, best to wait until most 
  are dead before attacking; 
  4) You wander freely about that chamber there. The 
  truce that holds has kept two of the most powerful 
  from the Blood Wars at peace – you are of far less 
  concern.  Even take some of the power, I have 
  heard the elemental vortex in the room beyond 
  can imbue weapons…; 
  5) If the characters are confident, attack whenever 
  they so desire.  This breaks the truce in the room 
  but maybe surprise is the way to go.  But there are 
  so many combatants…; 
  6) Of course I plan to help.  These vile beings killed 
  my kin and I desire revenge (Bluff check [DC 35] 
  – he is lying, the Grey Slaad meant nothing to him 
  beyond an inconvenience to his plans, and he 
  intends to let the characters do all the work and 
  depart back to Limbo); 
  7) I will offer any of my poor selection of arcane 
  spells for you (if he is still pretending to be a 
  human) – invisibility, fly or magic circle against 
  law.  For one of you, if you so desire, I can align a 
  weapon as you see fit (no, he does not have this 
  spell on his standard spell-like list and is casting it 
  from a scroll). He suggests something effective 
  (and he points to a typical piercing weapon, 
  although he will place it on any weapon as 
  desired). 
   
  All APL’s  
  �Death Slaad; hp 142, See Monster Manual page 231. 
   
  Treasure – none (any scrolls are limited to 
  those of evil alignment and useless to all 
  others) 
   
   
  Troubleshooting: 
  Illiriq is willing to cast any of his buff spells, and the 
  one align weapon spell (cast at 10
  th level from a scroll 
  using the UMD skill), on the party if they so desire. 
  Otherwise, the heroes may proceed to Encounter 
  Nine – Breaking the Bonds of Light and Darkness, 
  after they defeat the Death Slaad, talk to him, or bypass 
  him. 
   
  If the party accepts his help, Illiriq also offers APL 10 
  (and APL 12 if the DM deems them somewhat weak 
  for the APL) parties additional buffing spells to assist 
  them – this is necessary to bring the threat level of the 
  fight into the realm of possibility for the party, even 
  with the assistance of Shahal: 
   
  1) Bull’s strength or cat’s grace spells for any in the 
  party (cast at 10
  th level, to last the length of the 
  ceremony and beyond) from scrolls – members of 
  the party can choose one or the other, but not 
  both; 
  2) A false life (18 hp gained) from a scroll on any who 
  are willing to dedicate the defeat of the Servant of 
  Darkness to Illiriq (this has no actual impact but 
  may have a distinct roleplay consequence); 
  3) A second align weapon (using UMD again) from a 
  10
  th level scroll cast on any given weapon 
  provided, although piercing are once again 
  preferred by Iliriq; 
  4) Two greater magic weapon scrolls (12
  th level) to be 
  cast first on any arrows or bolts (if the main 
  weapon has been aligned) or on piercing weapons;  
   
  If the characters are somehow dead or defeated (this 
  should be almost impossible to arrange, but it is not 
  beyond some parties…), the bodies of the heroes are 
  left untouched.  They are recovered the next day by 
  Shahal Qarim and can be returned by standard means. 
  Proceed to the Conclusion – Beginning of the End? 
   
  In either case, Illiriq abandons the area immediately 
  after casting the spells, content to have done all in his 
  power to disrupt the ceremony. 
   
   
  Interlude – Shahal Qarim 
   
  Shahal Qarim, the Golden Scorpion, makes his way 
  back to the Temple of Eternal Darkness as soon as he 
  completes his task in informing the Fort (either to the 
  north or south, depending on the starting situation).  
  Unfortunately, it takes him time, there is bureaucracy 
  in Ket to avoid and bypass, as well as the fact that he 
  must sleep overnight and he arrives somewhat late to 
  assist the heroes – but then again, they wouldn’t be 
  heroes if they needed his help, would they?  At APL 10, 
  he does manage to arrive at the end of the ceremony 
  and helps the heroes.  This is required, as the EL 
  structure for the combat is identical at APL 10 and APL 
  12 – his presence is needed to balance it out. 
   
  In essence, the bureaucracy in either of the Forts 
  delays him quite some time – this is a deliberate trap 
  and trick set up by the Rakshasa Shadow Government 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 29 
  (who anticipate everyone going back to the Forts to 
  report).  Their agents are well aware of something 
  important happening and know the timing of the 
  situation – they delay as best they can until they are 
  sure that Shahal (or others, as the case may be) cannot 
  reach the area in time. What they forget (or do not 
  know) is that Shahal has a mount with horseshoes of 
  speed.  As a result, he can make it back in time, or close 
  to it. At APL 10, his delays are slightly less and he 
  makes it in time for the ceremony. 
   
  Should the party object to his presence, for whatever 
  reason, he holds back but still makes every effort to 
  assist them as best he can. 
   
   
  Encounter Nine – Breaking 
  the Bonds of Light and 
  Darkness 
   
  ***The characters may interrupt this at any time to 
  indicate they are casting preparatory spells or, as 
  the case may be, attack the ceremony.  There is a lot 
  of box text in this section and the characters should 
  be allowed to interrupt at any time with their 
  thoughts, concepts and actions.  This information 
  should be revealed to the characters before starting 
  to read the box text, as it is sometime accepted 
  practice to wait until the end, no matter what is 
  happening.*** 
   
  After each paragraph is a bracketed number of rounds.  
  This is the time that particular element of the 
  ceremony takes in rounds, should it prove necessary to 
  interrupt it. Under no circumstances do the 
  participants of evil in the ceremony attack the 
  characters before the ceremony is complete. The 
  heroes may participate fully in all aspects of things, 
  save the blowing of the Horn of Darkness which is 
  left to the character holding the item (or the Walker if 
  not). 
   
  Entering the room, or sneaking in, is easy enough. 
  There is no roll for Hiding, as the Truce in the room 
  prevents any attacks and the participants do not bother 
  with newcomers – the only person who makes any 
  attempt to notice and calculate is the Servant of 
  Darkness. He does get a Spot roll as appropriate, but it 
  is only so that the DM may make appropriate decisions 
  on behalf of the creature for the upcoming combat. 
  The attention of all the rest in the room is directed 
  toward the centre, and the small glowing ball of 
  elemental energy – the elemental vortex.  
   
  It is a Knowledge (planes) or Knowledge (arcana) 
  check [DC 30] to recognize the glowing ball of energy 
  as an elemental vortex. Any creature not an elemental 
  or outsider stepping into the Vortex (or placed) is 
  destroyed as if subject to an implosion spell [Fort DC 
  35 saving throw] each round for four rounds. Should 
  they survive this, the creature can exit in any of the 
  four major Elemental Planes at a place of their choice.  
  This gate trip is one way. The Elemental Vortex may 
  not be dispelled by anything less than a deity at this 
  point, as it is imbued with a small fragment of the 
  essence of Tharizdun himself. 
   
  Eight elder elementals surround a small black orb 
  set upon a white marble pedestal. To either side, an 
  elemental Prince, one of Fire and one of Water, 
  glaring at each other with ill-disguised hatred. In 
  front of them an impassive elemental Prince of 
  Earth stares on without emotion. On the other side 
  of the room, also snarling and sneering at one 
  another, but intent upon the ceremony, a demon 
  and a devil, with a nimbus of flame surrounding 
  each.  In the centre of the chamber, surrounding a 
  glowing orb suspended in mid-air, eight humanoids 
  (apparently) in full plate, greatswords drawn and 
  held in a guard position.  Between them, a pair of 
  humans, dressed in the humble robes of a priest of 
  Fharlanghn but with scimitars at their belts. (5 
  rounds to enter and reach spots) 
   
  The ceremony begins with a flourish of light and 
  shadows, all emanating from a glowing ball 
  suspended in the middle of the chamber. One by 
  one, each humanoid steps forward and dips a 
  weapon into the ball itself, withdrawing it as 
  elemental energy races up and down the blade of 
  the greatsword or the shaft of the scimitar.  They 
  step back, and salute the end of the chamber, where 
  the small black orb sits between the Elementals. (25 
  rounds to step up and assume energy) 
   
  The three Princes step forward, almost as one, and 
  lift the small black orb together.  It begins to pulse, 
  with a light that cannot penetrate the darkness of 
  the core.  They bring it forward and place it in the 
  elemental vortex, where it absorbs the entirety and 
  pulses with greater speed. (5 rounds) 
   
  The elemental vortex is now gone, replaced by the Orb 
  of Oblivion. 
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 30 
  At this point, the bearer of the Horn of Darkness 
  knows they must blow the horn – this is innate and is 
  spurred by the appearance of the horn in their hand if 
  they did not get it ready. If they choose to do so, they 
  gain the AR award “Sounds of Desolation” but they 
  also may not be attacked by anyone other than the 
  Servant of Darkness in the final fight.  If they do not, 
  the Horn disappears and the following is read: 
   
  The priest of Fharlanghn on the right lifts his head 
  and all can see that it is Walker Salidious.  He grins 
  and raises his hands and a horn appears in them, 
  dark and pulsing with the same energy as the orb.  
  The Walker blows into it, and a sound unlike any 
  other emerges, one that pierces to the very soul 
  with the feeling of death and desolation. (5 rounds) 
   
  If the character blew the horn, read the following: 
   
  The priest of Fharlanghn on the right raises his 
  head as the sounds of desolation and death emerge 
  from the horn.  It is Walker Salidious and he is 
  smiling! (5 rounds) 
   
  Continue as follows: 
   
  The small black orb continues to pulse, now in tune 
  with the sounds from the horn.  The Walker begins 
  to motion with his hands, as do the other 
  humanoids.  The Princes of Elemental Evil watch 
  impassively, and the demon and devil strain to see 
  as the pulsing grows stronger. (15 rounds) 
   
  If the characters check, the Walker and all of the rest 
  are indeed casting preparatory spells. Anyone who has 
  done any research on the ceremony knows that there is 
  approximately two minutes (20 rounds) to the 
  conclusion. There is a +5 difficulty to any Spellcraft 
  checks as the sounds of the Horn of Darkness make 
  concentration and analysis difficult. Refer to the 
  section on Tactics to determine the actual spells (and 
  their sequence) 
   
  Time passes and the darkness and shadows in the 
  room grow thicker and more pervasive. All of a 
  sudden, the Princes of Elemental Evil glance 
  around and nod, seemingly to themselves.  They 
  disappear and the demon and devil, with a startled 
  look, follow suit. The pulsing from the small orb 
  reaches a manic level, as does the music. (2 rounds) 
   
  The Elemental Princes have just teleported out of the 
  ceremony (it is a Spellcraft check [DC 22] to identify a 
  greater teleport.  Their destination is their own bases of 
  power, in Tusmit, Veluna and Dyvers respectively.  
  There, a ceremony that matches this is underway.  If 
  the power of the God Of Eternal Darkness does not get 
  infused into somebody here (as detailed below) it 
  passes to these two other ceremonies and a different 
  result happens (the two weaker Proxys). 
   
  The Balor and Pit Fiend, realizing the end of the 
  ceremony, have done the same thing but returned to 
  their respective Planes. 
   
  There is a loophole in this protective magic against 
  instant transport, however.  Those who bear the Orb of 
  Oblivion (as the various Princes and Outsider Lords do 
  at the beginning) may bypass the protections at the 
  beginning - Tharizdun wants to see this ceremony take 
  place.  Similarly, for two rounds before and for two 
  rounds after the Elemental Princes and Outsider Lords 
  depart during the ceremony, the protection is down. 
   At that time, all of the energy of the place is 
  concentrated on the Orb, temporarily stripping this 
  protective magic from the Temple. 
   
  At APL 10 and 12, read the following: 
   
  Suddenly, energy streams from the orb.  The 8 
  Elder Elementals vanish as it passes through them, 
  and the eight humanoids scream while they 
  collapse, disappearing as they hit the ground.  The 
  Walker to the left of Salidious looks triumphant 
  and then claws at the air as he too dies and 
  disappears. All that is left is Walker Salidious and 
  the Orb of Oblivion. (3 rounds) 
   
  At APL 14, read the following: 
   
  Suddenly, energy streams from the orb.  The 8 
  Elder Elementals vanish as it passes through them, 
  and four of the eight humanoids scream while they 
  collapse, disappearing as they hit the ground.  The 
  Walker to the left of Salidious looks triumphant 
  and then claws at his neck as he too dies and 
  disappears.  All that is left is Walker Salidious, four 
  humanoids in full plate and the Orb of Oblivion (3 
  rounds) 
   
  At APL 16, read the following: 
   
  Suddenly, energy streams from the orb.  The 8 
  Elder Elementals vanish as it passes through them 
  and races around the room. The Walker to the left 
  of Salidious looks triumphant and stares at the 
  other Priest of Fharlanghn, expectation on his face. 
  (3 rounds) 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 31 
   
  As stated, the ceremony may be interrupted at any time 
  however all combatants are then encountered.  The 
  Elemental Princes of Evil are not provided as stat 
  blocks however – they depart the scene immediately 
  via teleport or similar spells.  If, for some reason, they 
  are kept in the room, allocate the stats based on a 50 
  HD Elemental Monolith of the appropriate type and 
  the spell-like abilities of a Balor.  All others participate 
  in the attack.  The only difference is that the time to 
  the final part of the ceremony must be tracked – when 
  there are between two to five rounds remaining (DM 
  discretion), the Princes and Balor/Pit Fiend leave the 
  area or they too are going to be struck down by the 
  energy of the orb. The Elder Elementals in the room 
  are all summoned for a period of hours, and the 
  Elementals of Fire and Water are empowered 
  (maximum hp) as befits the status of the two Princes 
  who are here for the ceremony. 
   
  The energy from the Orb of Oblivion kills (no chance 
  of return, no spell can grant the soul a return from the 
  direct contact of Tharizdun) everyone in the room who 
  worships the dark god – and all, save the heroes, do.  
  The only one’s immune to this are the Servant of 
  Darkness and those he designates (so if he is killed, all 
  others die) – he designates different people at different 
  APLs (at APL 10 and 12, none but himself). For 
  instance, at APL 14 he and four bodyguards survive – 
  the 8 Elder Elementals, the other four bodyguards and 
  the other Servant of Darkness all die. The Servant of 
  Darkness figured out a method to avoid dying, but he 
  does not reveal how he did this – the players may 
  speculate and the DM is free to devise a means if he or 
  she so desires (and it may or may not be correct). 
   
  Once the ceremony is complete, there are 10 rounds 
  (one minute) before the Orb of Oblivion explodes and 
  imbues the Servant of Darkness with the power of 
  Tharizdun (some of his essence, at least). He does not 
  initiate combat, but he has been casting buff spells in 
  anticipation of a combat. 
   
  In order to prevent this from taking place, the 
  characters have a number of choices.  They can: 
   
  1) Attack the Servant and his minions (depending on 
  APL), defeating them.  In this case, touch the Orb 
  of Oblivion to prevent the power from going 
  elsewhere; 
  2) Attack the Servant and his minions (depending on 
  APL), defeating them. Allow the Orb of Oblivion 
  to explode, sending the power to two other 
  ceremonies (held by the other Elemental Princes, 
  Imix and Olhydra), creating a much weaker Proxy 
  (pair of them, in fact).  They immediately begin to 
  search for a magical item to seal in their power; 
  3) Attack the servant and his minions (depending on 
  APL) but are defeated.  In this case, the Proxy is 
  created and is very powerful.  It leaves 
  immediately to search for singular magical item to 
  seal the power it has within itself; 
  4) Interrupt the ceremony and prevent there being 
  anyone alive at the end.  If this takes place, the 
  power of the orb passes to the two other 
  ceremonies and a much weaker Proxy (two of 
  them, in fact) are created. They immediately begin 
  to search for a magical item to seal in their power; 
  5) Attack the Servant once it has become the Proxy. 
  If they defeat it, the power is absorbed by the 
  heroes.  If it defeats them it leaves to find the 
  magical device necessary to seal the future for 
  itself; 
  6) Reach the Orb of Oblivion and touch it before 
  the 10 rounds is up (even before the ceremony 
  ends). Everyone touching it that round takes the 
  power of Tharizdun into them. Defeat or victory 
  against the servant does not change the situation 
  after this event – the characters now act as vessels 
  for the power. 
   
  NOTE: No matter the results, once the Horn of 
  Darkness is blown, it may be removed from the AR 
  and MIL of the character possessing it (choice of 
  the character).  If there are multiple people at the 
  table (as resolved at the beginning) all may choose 
  to do so.  If the ceremony is not allowed to reach 
  the time of the blowing of the Horn, and it is 
  interrupted, it may not be removed – once the 
  combat is over, a wish or miracle can be used to 
  remove the Horn but no other methods. 
   
  If the heroes absorb the Power of 
  Tharizdun? 
   
  If the heroes do this, they are acting as vessels of 
  containment for the power.  It is a noble sacrifice and 
  one that may taint their very souls, but they are also 
  preventing the power from fusing into one who wishes 
  to use it. The heroes now detect as evil as an outsider of 
  their HD total and nothing can be done to hide or 
  otherwise disguise this, magically or not.  They gain 
  the AR Award “Chosen By Oblivion”.  This does have 
  some benefits, however, inasmuch as anyone favored 
  of Tharizdun cannot possibly have the Ire of his 
  servants, the Elemental Princes – if the characters so 
  desire, they may remove any, some or all of the Ire’s of 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 32 
  the Elemental Princes (should they have any). Further 
  details on the change for the purposes of this module 
  only are listed below. 
   
  What happens if the Servant of Darkness 
  or the characters absorb the power of the 
  Orb of Oblivion? 
   
  In this case, the combat gets potentially more difficult, 
  if the Servant gets the power, or potentially a bit easier 
  if it is a character or more.  
   
  For the Servant of Darkness, the Orb begins the 
  process of turning the Servant of Darkness into an 
  Advanced Effigy – although luckily for the Servant, the 
  power of Tharizdun mitigates the energy drain of the 
  Effigy for some time. The physical stats of the Servant 
  of Darkness are not altered, but the Proxy (at least the 
  forming Proxy) gains the following abilities: 
   
  - 
  Fire Subtype, as well as dealing an extra 2d6 fire 
  damage with every melee attack, whether armed 
  or unarmed; 
  - 
  Increase all saving throws by +6 to account for the 
  new HD total; 
  - 
  SR increases by 5 to account for the increase in 
  HD (this is an Advanced Effigy). 
   
  Once the Proxy is created, it seeks to depart the area.  It 
  is entirely conceivable that it can still be stopped or 
  otherwise defeated – it is not yet so powerful that it can 
  simply leave without consequence. 
   
  For the character(s), the power of Tharizdun starts to 
  turn them into an Effigy as well but their non-evil 
  souls keep this alteration at bay.  They gain the 
  following (only for the duration of the module – after 
  the event, the power internalizes and begins the 
  process of making itself a long-term resident, 
  essentially): 
   
  - 
  Fire Subtype 
  - 
  SR = Character level +10 
  - 
  Increase all saving throws by +3 
   
  Tactics: The tactics of the Rakshasa depend entirely on 
  numbers. With more troops at his disposal, the Servant 
  (or Servants) of Darkness order the defenders forward, 
  to engage the enemy defensively (they boost their AC 
  as much as they can, to stay alive as long as possible) 
   
  Spells cast by the Servant of Darkness (possibly both of 
  them) during the buff time (in order): 
  Message 
  False Life 
  Stoneskin 
  Eagle’s Splendor 
  Fly 
  See invisibility (from the hand of glory) 
  Daylight (from the hand of glory, but only if the 
   
  regular daylight spell in the room has been 
   
  dispelled) 
  Displacement 
   
  Spells cast by the bodyguards (note that they are 
  considered to cast each spell twice, using up that many 
  spells slots, to account for spell failure): 
  Message 
  False Life 
  Fly 
  Displacement 
   
  The Servant of Darkness uses the windwall spell first 
  once engaged in combat or sees it coming, especially if 
  he senses or perceives combat, in order to protect 
  himself from archers and the like. If this is obvious (a 
  character is standing with a bow or crossbow out and 
  arrow or bolt in place), windwall becomes the last spell 
  pre-cast. 
   
  For the remainder of the time, the decisions of the 
  Rakshasa very much depends on opponents.  They use 
  their Arcane Strike feat as much as possible in direct 
  hand-to-hand combat, to offset Combat Expertise 
  penalties they take to improve their AC (unless they 
  feel they are relatively safe, in which case they open up 
  without any Expertise), also including the Servant(s) of 
  Darkness.  When possible, they gang up on opponents, 
  there being nothing like an unfair fight to make them 
  happy. 
   
  Specific to APL 10 and 12: The Servant of Darkness is 
  a very tough opponent, at least for most parties. If you 
  as DM judge that they will have far too difficult a time, 
  modify the tactics of the Servant as follows: 
   
  1) He does not cast any spells after his buffs, instead 
  channeling to Arcane Strikes but always only 
  using level 2 or 3 spell slots (he wants the other 
  left over for real dangers…); 
  2) The Servant cannot fathom that these beings pose 
  him any danger. The characters get a surprise 
  round attack on him, as he simply is not prepared 
  for a real combat with them; 
  3) The Servant sees no reason to use his Combat 
  Expertise to make his AC any higher than it is.  He 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 33 
  is confident and arrogant and attempts all that he 
  can to damage the heroes. 
   
  All APLs (all are dead or leave before the 
  end of the ceremony, but if interrupted are 
  available for combat): 
   
  �Elder Air Elementals (2); 204 hp each; see Monster 
  Manual. 
  �Empowered Elder Earth Elementals (2); 312 hp 
  each; each gains +5 morale bonus to attacks, saves and 
  damage; see Monster Manual. 
  �Empowered Elder Fire Elementals (2); 288 hp 
  each; each gains +5 morale bonus to attacks, saves and 
  damage; see Monster Manual. 
  �Empowered Elder Water Elementals (2); 312 hp 
  each; each gains a +5 morale bonus to attacks, save and 
  damage; see Monster Manual. 
  �Prince Imix, Elemental Prince of Fire (Evil); 
  �Princess Olhydra, Elemental Princess of Water 
  (Evil); 
  �Prince Ogremoch, Elemental Prince of Earth 
  (Evil); 
  �Balor; 290 hp; see Monster Manual page 40. 
  �Pit Fiend; 225 hp; see Monster Manual page 57. 
   
   
  APL 10 (EL 14) (-1 for the presence of Shahal 
  Qarim, -1 for buffs) 
  �Servant of Darkness: War1/Ftr4/Rog2/SSwd3; hp 
  189; See Appendix One. 
   
  APL 12 (EL 16) 
  �Servant of Darkness; War1/Ftr4/Rog2/SSwd3; hp 
  189; See Appendix One. 
   
  APL 14 (EL 18) 
  �Servant of Darkness; War1/Ftr4/Rog2/SSwd3; hp 
  189; See Appendix One. 
  �Defenders of the Dark (4); War1/Ftr4; hp 123 each; 
  See Appendix One. 
   
  APL 16 (EL 20) 
  �Servants of Darkness (2): War1/Ftr4/Rog2/SSwd3; 
  hp 189 each; See Appendix One. 
  �Defenders of the Dark (8); War1/Ftr4; hp 123 each; 
  See Appendix One. 
   
  Treasure 
   
  APL 10: L: 189; C: 200; M: +3 mithral chain shirt (842 
  gp per character) +3 mithral heavy shield (847 gp per 
  character), +2 cloak of resistance (333 gp per character), 
  +4 belt of giant strength (1333 gp per character), +1 
  keen scimitar (694 gp per character), +2 gloves of 
  dexterity (333 gp per character), +2 amulet of health 
  (333 gp per character), +1 ring of protection (167 gp per 
  character), hand of glory (667 gp per character), ring of 
  counterspells x 2 (333 gp per character), boots of speed 
  (1000 gp per character). 
  APL 12: L: 189; C: 200; M: +3 mithral chain shirt (842 
  gp per character) +3 mithral heavy shield (847 gp per 
  character), +2 cloak of resistance (333 gp per character), 
  +4 belt of giant strength (1333 gp per character), +1 
  keen scimitar (694 gp per character), +2 gloves of 
  dexterity (333 gp per character), +2 amulet of health 
  (333 gp per character), +1 ring of protection (167 gp per 
  character), hand of glory (667 gp per character), ring of 
  counterspells x 2 (333 gp per character), boots of speed 
  (1000 gp per character). 
  APL 14: L: 945; C: 400; M: +3 mithral chain shirt (842 
  gp per character) +3 mithral heavy shield (847 gp per 
  character), +2 cloak of resistance (333 gp per character), 
  +4 belt of giant strength (1333 gp per character), +1 
  keen scimitar (694 gp per character), +1 keen 
  greatsword x 4 (696 gp per character), +2 gloves of 
  dexterity (333 gp per character), +2 amulet of health 
  (333 gp per character), +1 ring of protection x 5 (167 gp 
  per character), hand of glory (667 gp per character), 
  ring of counterspells x 6 (333 gp per character), boots 
  of speed (1000 gp per character), +1 cloak of resistance 
  x 4 (83 gp per character), +2 adamantine full plate x 4 
  (1708 gp per character), +2 gauntlets of ogre power x 4 
  (333 gp per character). 
  APL 16: L: 1890; C: 800; M: +3 mithral chain shirt x 2 
  (842 gp per character) +3 mithral heavy shield x 2 (847 
  gp per character), +2 cloak of resistance x 2  (333 gp per 
  character), +4 belt of giant strength x 2 (1333 gp per 
  character), +1 keen scimitar x 2 (694 gp per character), 
  +1 keen greatsword x 8 (696 gp per character), +2 
  gloves of dexterity x 2 (333 gp per character), +2 amulet 
  of health x 2 (333 gp per character), +1 ring of 
  protection x 10 (167 gp per character), hand of glory x 2 
  (667 gp per character), ring of counterspells x 12 (333 
  gp per character), boots of speed x 2 (1000 gp per 
  character), +1 cloak of resistance x 8 (83 gp per 
  character), +2 adamantine full plate x 8 (1708 gp per 
  character), +2 gauntlets of ogre power x 8 (333 gp per 
  character). 
   
  Troubleshooting: 
  If the characters defeated the Proxy, either by 
  physically defeating it or by claiming the power of the 
  Orb of Oblivion for themselves, they have defeated the 
  Temple of Elemental Evil here and can move to the 
  Conclusion – Beginning of the End?  If the characters 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 34 
  were still physically defeated after this by the Proxy, 
  they find themselves being raised or otherwise rescued 
  by the forces of Ket brought by the commander of Fort 
  Avernand and Shahal Qarim.  Proceed to Conclusion 
  – Beginning of the End? 
   
  If the characters fail in their task, the Proxy is powerful 
  and leaves the area.  It is an Effigy (Monster Manual II 
  for reference) but there is no mechanic for facing it 
  here – it is presumed to escape through divine means 
  that the heroes cannot prevent, now that it is created. 
  Proceed to the Conclusion – Beginning of the End? 
  Anybody killed in this conflict (unless it is the entire 
  party) can be returned by other heroes or by the 
  powers of the forces of Ket, at standard rates.  If the 
  entire party is killed, the bodies are found but the 
  equipment upon them (anything magical) is taken by 
  the Rakshasa to fund their further efforts.  They may 
  be raised as normal, with the above equipment proviso. 
   
  If the characters defeated the Proxy, they can gain the 
  AR Award Breaking the Bonds.  It is awarded to the 
  character dealing the most damage to the Proxy (and 
  thereby contributing toward the death of the creature) 
  or the person who first chooses to act to absorb the 
  power of the Orb of Oblivion.  Only one person can 
  gain this award – if there is doubt in the mind of the 
  DM, it should be awarded as the players decide instead. 
   Again, though – only one person can gain the Award 
  and only if the Proxy is defeated or the players absorb 
  the Power of the Orb. 
   
  If any of the Encounters before were bypassed to get 
  into the Temple, the various statuses are provided in 
  each Encounter and can be re-engaged (or engaged for 
  the first time) depending on circumstances.  Ensure 
  the players are provided with this choice. 
   
   
  Conclusion – Beginning of 
  the End? 
   
  Success (prevented the Proxy by absorbing 
  the power) 
   
  The power of the god of eternal darkness flows in 
  the veins of heroes. The ceremony is over, for now, 
  but the danger is still great. Until the power can be 
  safely expelled from this plane, back to wherever 
  Tharizdun resides, it will seek to escape and pervert 
  the souls of those around it. Even now it struggles 
  against yours, with the power of a god, even such a 
  tiny spark, proving to be a dangerous foe.  You must 
  find a way to get rid of this power, or you may be 
  forever corrupted yourself. 
   
  Success (prevented the Proxy by defeating 
  it, killing it or otherwise disrupting the 
  ceremony, thereby creating two weaker 
  Proxy’s) 
   
  The power of the god of eternal darkness was 
  thwarted and the ceremony of power disrupted. 
  The danger is, however, still great.  Until the power 
  can be safely expelled from this plane, back to 
  wherever Tharizdun resides, it will seek to pervert 
  the souls of those around it. It is somewhere else 
  now but it has a purpose – to make itself strong 
  again and find a means of making itself permanent. 
  For the sake of all, that cannot be allowed to 
  happen. 
   
  Failure (defeated by the Proxy) 
   
  The power of the god of eternal darkness was 
  triumphant and a new terrible threat has emerged. 
  There is yet hope, however.  The ceremony was but 
  the first of two steps – the second is to bind the 
  power of the god to this plane, in this form it has 
  chosen.  That must be prevented, for the sake of all. 
   
  Failure (did not reach the ceremony in 
  time) 
   
  The power of the god of eternal darkness was called 
  without interference and a new terrible threat has 
  emerged, or so say powerful divinations. There is 
  yet hope, however. The ceremony was but the first 
  of two steps – the second is to bind the power of 
  the god to this plane, in this form it has chosen.  
  That must be prevented, for the sake of all. 
   
  Failure (did not reach the Temple of 
  Eternal Darkness at all) 
   
  The divinations of the greatest of the priests in the 
  land speak of a terrible disaster. A summons was 
  made, and not prevented, one which brings he of 
  eternal darkness one step closer to this plane. There 
  is yet hope, however dim. The ceremony that 
  accomplished this was but the first of two steps – 
  the second is to bind the power of the god to this 
  plane, in this form it has chosen.  That must be 
  prevented, for the sake of all. 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 35 
   
  If any of the above do not address the circumstance of 
  the characters, modify them appropriately for the 
  results.  The general gist of it is that stopping the 
  ceremony, by defeating the Proxy and taking on the 
  power, or diverting the power, is a good thing. 
  Anything else is considered a failure as a powerful 
  Proxy of Tharizdun is now on the loose. 
   
  For all heroes: 
   
  The Archons, the organization of wizardry in Ket, 
  have tracked the energy of the dark god or those 
  that summoned it. East, toward the Nyr Dyv, that is 
  the destination. Whether you follow or not, that is 
  where the final ties are to be broken, or the bonds 
  forged anew – let the actions of good beings decide 
  the fate of the world! 
   
  Any who have successfully defeated the Proxy, 
  whether by absorbing the power, killing the Servant or 
  by physically defeating it, have a note delivered by 
  means of a sending spell the next day.  It is a simple 
  message from the Rakshasa: 
   
  “Our thanks.  You have revealed our weakness and 
  we plan to change things.  In return, accept our 
  peace offering.  It has no conditions – those 
  concerns are for lesser beings.  The knowledge will 
  come to you at night, as you sleep, if you say but 
  yes. You will have to suffer the effects of little rest 
  in this time, but it is worth the effort and we know 
  you to be appreciative of such things.” 
   
  At this point, the characters are aware (as if 
  telepathically conveyed) of the AR award Favor of the 
  Shadows.  They may read that award and determine if 
  the want it immediately (the TU cost must be spent on 
  this module) – if not, cross it off. 
   
  If the characters choose, they may immediately pursue 
  the Proxy or try to rid themselves of the power of 
  Tharizdun (depending on their results above).  This 
  results in the character being out of play until VTF5-02 
  Reaping the Darkness and assigns them the 
  Implacable award on the AR. All players must be 
  advised of the consequences before they make this 
  choice – this is not a surprise award by any means! 
   
  Accepting the Implacable Award 
   
  Pursuit is the only option. As this becomes clear, a 
  pair of figures emerge from the shadows of the 
  nearby forest.  Bowing politely, they offer to assist, 
  as directed by the Walkers. 
   
  The offer is made in good faith.  The pair are sorcerers 
  ready 
  to 
  teleport 
  the 
  characters 
  and 
  their 
  possessions/animals/familiars/etc. with them to a 
  place of safety while the powers that be try to track 
  down the exact location.  Both sorcerers are high 
  enough level to have multiple teleports for the day, to 
  ensure that they can transport everyone.  Neither 
  admits to a name and they freely leave behind anyone 
  who suspects their motives or has concerns – these 
  people can follow at a later date as they so decide.  For 
  anyone who accepts, simply have them note on their 
  AR that they teleported after the Implacable Award 
  was provided to them. 
   
  Treasure (compensation provided by the 
  government of Ket): 
   
  APL 10: L: 0 gp; C: 1000 gp; M: 0 gp. 
  APL 12: L: 0 gp; C: 2000 gp; M: 0 gp. 
  APL 14: L: 0 gp; C: 3000 gp; M: 0 gp. 
  APL 16: L: 0 gp; C: 4000 gp; M: 0 gp. 
   
  The End 
   
   
  Experience Point Summary 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character.  
   
  Introduction:  
  Accept the task from Shahal to investigate the 
  massacre at Fort Daris 
   
   
  APL 10  
   
  75 XP 
   
   
  APL 12  
   
  90 XP 
   
   
   
  APL 14  
   
  105 XP 
   
   
  APL 16  
   
  120 XP  
   
  Encounter One:  
   
  Defeat the summoned Grey Slaad 
   
   
  APL 10  
   
  390 XP 
   
   
  APL 12  
   
  450 XP  
   
   
  APL 14  
   
  510 XP 
  APL 16  
   
  570 XP 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 36 
   
  Encounter Two:  
   
  Deal with Lightsmoke calmly and allow the rider 
  and animal to be healed. 
   
   
  APL 10  
   
  75 XP 
   
   
  APL 12  
   
  90 XP 
   
   
   
  APL 14  
   
  105 XP 
  APL 16  
   
  120 XP  
   
  Encounter Three:  
   
  Disable, bypass or suffer effects of the trap 
   
   
  APL 10  
   
  210 XP 
   
   
  APL 12  
   
  270 XP  
   
   
  APL 14  
   
  330 XP 
  APL 16  
   
  390 XP  
   
  Encounter Five:  
   
  Defeat the Jovocs 
   
   
  APL 10  
   
  390 XP 
   
   
  APL 12  
   
  450 XP  
   
   
  APL 14  
   
  510 XP 
  APL 16  
   
  570 XP 
   
  Encounter Six:  
   
  Defeat or arrange to bypass the Immoth. 
   
   
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP  
   
   
  APL 14  
   
  480 XP 
   
   
  APL 16  
   
  540 XP 
   
  Encounter Seven:  
   
  Defeat the Fire Giants at the door to the Temple of 
  Eternal Darkness 
   
   
  APL 10  
   
  390 XP 
   
   
  APL 12  
   
  450 XP  
   
   
  APL 14  
   
  510 XP 
   
   
  APL 16  
   
  570 XP 
   
  Encounter Nine:  
   
  Defeat the Servant of Darkness, whether before or 
  after assuming the power of Tharizdun (either side) 
   
   
  APL 10  
   
  420 XP 
   
   
  APL 12  
   
  480 XP  
   
   
  APL 14  
   
  540 XP 
   
   
  APL 16  
   
  600 XP 
   
  Story Award:  
   
  Prevent the power of Tharizdun from being 
  channeled into any Proxy – the only way to do this is to 
  assume the power itself. 
   
   
  APL 10  
   
  120 XP 
   
   
  APL 12  
   
  135 XP  
   
   
  APL 14  
   
  150 XP 
   
   
  APL 16  
   
  165 XP  
   
  Roleplaying Award: 
   
   
  APL 10  
   
  270 XP 
   
   
  APL 12  
   
  315 XP  
   
   
  APL 14  
   
  360 XP 
   
   
  APL 16  
   
  405 XP  
   
  Total Possible Experience 
   
   
  APL 10  
   
  2,700 XP 
   
   
  APL 12  
   
  3,150 XP 
   
   
  APL 14  
   
  3,600 XP 
   
   
  APL 16  
   
  4,050 XP 
   
   
   
   
  Treasure Summary 
   
  Treasure Key: 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items 
   
  Encounter One: 
   
  APL 10: L: 0; C: 0; M: +2 vest of resistance (333 gp 
  per character) +2 gloves of dexterity (333 gp per 
  character), +2 cloak of charisma (333 gp per character). 
   
  APL 12: L: 0; C: 0; M: +2 vest of resistance (333 gp 
  per character) +2 gloves of dexterity (333 gp per 
  character), +2 cloak of charisma (333 gp per character), 
  ring of mage armor (833 gp per character). 
   
  APL 14: L: 0; C: 0; M: +3 vest of resistance (750 gp 
  per character) +2 gloves of dexterity (333 gp per 
  character), +4 cloak of charisma (1333 gp per 
  character), ring of mage armor (833 gp per character). 
   
  APL 16: L: 0; C: 0; M: +4 vest of resistance (1333 gp 
  per character) +2 amulet of health (333 gp per 
  character), +2 gloves of dexterity (333 gp per character), 
  +4 cloak of charisma (1333 gp per character), ring of 
  mage armor (833 gp per character), +2 ring of 
  protection (667 gp per character). 
   
  Encounter Five: 
   
  APL 10: L: 117; C: 0; M: +2 mithral chain shirt of 
  shadows x 2 (737 gp per character) +2 gloves of 
  dexterity x 2 (333 gp per character), +1 ring of 
  protection x 2 (167 gp per character), +1 cloak of 
  resistance x 2 (83 gp per character). 
   
  APL 12: L: 117; C: 0; M: +2 mithral chain shirt of 
  shadows x 2 (737 gp per character) +2 gloves of ogre 
  power x 2 (333 gp per character), +4 gloves of dexterity 
  x 2 (1333 gp per character), +1 ring of protection x 2 
  (167 gp per character), +1 cloak of resistance x 2 (83 gp 
  per character). 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 37 
   
  APL 14: L: 234; C: 0; M: +2 mithral chain shirt of 
  shadows x 4 (737 gp per character) +2 gloves of ogre 
  power x 4 (333 gp per character), +4 gloves of dexterity 
  x 4 (1333 gp per character), +1 ring of protection x 4 
  (167 gp per character), +1 cloak of resistance x 4 (83 gp 
  per character). 
   
  APL 16: L: 468; C: 0; M: +2 mithral chain shirt of 
  shadows x 8 (737 gp per character) +2 gloves of ogre 
  power x 8 (333 gp per character), +4 gloves of dexterity 
  x 8 (1333 gp per character), +1 ring of protection x 8 
  (167 gp per character), +1 cloak of resistance x 8 (83 gp 
  per character). 
   
  Encounter Six:  
   
  APL 10: L: 0; C: 0; M: +2 vest of resistance (333 gp 
  per character) +2 gloves of dexterity (333 gp per 
  character), +2 cloak of charisma (333 gp per character), 
  +1 greatsword (196 gp per character). 
   
  APL 12: L: 0; C: 0; M: +3 vest of resistance (750 gp 
  per character) +4 gloves of dexterity (1333 gp per 
  character), +4 cloak of charisma (1333 gp per 
  character), +1 greatsword (196 gp per character). 
   
  APL 14: L: 0; C: 0; M: +3 vest of resistance x 2 (750 
  gp per character) +4 gloves of dexterity x 2 (1333 gp per 
  character), +4 cloak of charisma x 2 (1333 gp per 
  character), +1 greatsword x 2 (196 gp per character). 
   
  APL 16: L: 0; C: 0; M: +3 vest of resistance x 4 (750 
  gp per character) +4 gloves of dexterity x 4 (1333 gp per 
  character), +4 cloak of charisma x 4 (1333 gp per 
  character), +1 greatsword x 4 (196 gp per character). 
   
  Encounter Seven: 
   
  APL 10: L: 0; C: 100; M: +3 bracers of armor (750 
  gp per character) +4 belt of giant strength (1333 gp per 
  character), +1 cloak of resistance (83 gp per character), 
  +1 huge greatsword (196 gp per character), +2 gloves of 
  dexterity (333 gp per character), +2 amulet of wisdom 
  (333 gp per character), +2 ring of protection (667 gp per 
  character. 
   
  APL 12: L: 0 C: 200; M: +3 bracers of armor x 2 
  (750 gp per character) +4 belt of giant strength x 2 
  (1333 gp per character), +1 cloak of resistance x 2 (83 
  gp per character), +1 huge greatsword x 2 (196 gp per 
  character), +2 gloves of dexterity x 2 (333 gp per 
  character), +2 amulet of wisdom x 2 (333 gp per 
  character), +2 ring of protection x 2 (667 gp per 
  character. 
   
  APL 14: L: 0; C: 200; M: +4 bracers of armor (1333 
  gp per character) +4 belt of giant strength (1333 gp per 
  character), +3 cloak of resistance (750 gp per character), 
  +2 huge greatsword (696 gp per character), +2 gloves of 
  dexterity (333 gp per character), +4 amulet of wisdom 
  (1333 gp per character), +2 ring of protection (667 gp 
  per character. 
   
  APL 16: L: 0; C: 400; M: +4 bracers of armor x 2 
  (1333 gp per character) +4 belt of giant strength x 2 
  (1333 gp per character), +3 cloak of resistance x 2 (750 
  gp per character), +2 huge greatsword x 2 (696 gp per 
  character), +2 gloves of dexterity x 2 (333 gp per 
  character), +4 amulet of wisdom x 2 (1333 gp per 
  character), +2 ring of protection x 2 (667 gp per 
  character. 
   
  Encounter Nine: 
   
  APL 10: L: 189; C: 200; M: +3 mithral chain shirt 
  (842 gp per character) +3 mithral heavy shield (847 gp 
  per character), +2 cloak of resistance (333 gp per 
  character), +4 belt of giant strength (1333 gp per 
  character), +1 keen scimitar (694 gp per character), +2 
  gloves of dexterity (333 gp per character), +2 amulet of 
  health (333 gp per character), +1 ring of protection (167 
  gp per character), hand of glory (667 gp per character), 
  ring of counterspells x 2 (333 gp per character), boots 
  of speed (1000 gp per character). 
   
  APL 12: L: 189; C: 200; M: +3 mithral chain shirt 
  (842 gp per character) +3 mithral heavy shield (847 gp 
  per character), +2 cloak of resistance (333 gp per 
  character), +4 belt of giant strength (1333 gp per 
  character), +1 keen scimitar (694 gp per character), +2 
  gloves of dexterity (333 gp per character), +2 amulet of 
  health (333 gp per character), +1 ring of protection (167 
  gp per character), hand of glory (667 gp per character), 
  ring of counterspells x 2 (333 gp per character), boots 
  of speed (1000 gp per character). 
   
  APL 14: L: 945; C: 400; M: +3 mithral chain shirt 
  (842 gp per character) +3 mithral heavy shield (847 gp 
  per character), +2 cloak of resistance (333 gp per 
  character), +4 belt of giant strength (1333 gp per 
  character), +1 keen scimitar (694 gp per character), +1 
  keen greatsword x 4 (696 gp per character), +2 gloves of 
  dexterity (333 gp per character), +2 amulet of health 
  (333 gp per character), +1 ring of protection x 5 (167 gp 
  per character), hand of glory (667 gp per character), 
  ring of counterspells x 6 (333 gp per character), boots 
  of speed (1000 gp per character), +1 cloak of resistance 
  x 4 (83 gp per character), +2 adamantine full plate x 4 
  (1708 gp per character), +2 gauntlets of ogre power x 4 
  (333 gp per character). 
   
  APL 16: L: 1890; C: 800; M: +3 mithral chain shirt 
  x 2 (842 gp per character) +3 mithral heavy shield x 2 
  (847 gp per character), +2 cloak of resistance x 2  (333 
  gp per character), +4 belt of giant strength x 2 (1333 gp 
  per character), +1 keen scimitar x 2 (694 gp per 
  character), +1 keen greatsword x 8 (696 gp per 
  character), +2 gloves of dexterity x 2 (333 gp per 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 38 
  character), +2 amulet of health x 2 (333 gp per 
  character), +1 ring of protection x 10 (167 gp per 
  character), hand of glory x 2 (667 gp per character), 
  ring of counterspells x 12 (333 gp per character), boots 
  of speed x 2 (1000 gp per character), +1 cloak of 
  resistance x 8 (83 gp per character), +2 adamantine full 
  plate x 8 (1708 gp per character), +2 gauntlets of ogre 
  power x 8 (333 gp per character). 
   
  Conclusion: 
   
  APL 10: L: 0 gp; C: 1000 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 2000 gp; M: 0 gp. 
   
  APL 14: L: 0 gp; C: 3000 gp; M: 0 gp. 
   
  APL 16: L: 0 gp; C: 4000 gp; M: 0 gp. 
   
   
  Maximum Possible Treasure 
   
  APL 10 
   
   4,600 gp 
   
  APL 12 
   
   6,600 gp 
   
  APL 14  
   
  13,200 gp 
   
  APL 16  
   
  19,800 gp 
   
   
   
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 39 
  Appendix One − Creatures
  All APLs 
   
  Introduction  
   
   
   
   
  Shahal Qarim: Rgr5/OcSl1*/Jst10*; Male Baklunish 
  Human: CR 16; Medium Humanoid (6’ 1" tall); HD 
  6d8+12+10d10+20; hp 125; Init +9; Spd 30 ft; AC 24, 
  touch 17, flat-footed 19 (+7 for +3 mithral chain shirt, 
  +5 dexterity, +2 ring of protection); Base Atk +16; Grp 
  +24; Atk +21 melee (1d6+5, +1 cold iron scimitar) or 
  +23 ranged (1d8+4, masterwork +4 Str composite 
  longbow); Full Atk +22/+17/+12/+7 (1d6+5, +1 cold 
  iron scimitar) or Full Atk +20/+15/+10/+5 (1d6+5, +1 
  cold Iron scimitar) and +20/+15 (1d4+5, +1 cold iron 
  sickle) or +23/+18/+13/+8 ranged (1d8+4, masterwork 
  +4 Str composite longbow); SA Bring ‘em back Alive; 
  SQ Animal Companion (none currently), Combat Style 
  (melee), Favored Enemy (Outsiders (Evil), Magical 
  Beasts) Magical Defence +1, Weapon Bond (Scimitars), 
  Nonlethal Strike (+4d6), Crippling Blow, Street Savvy 
  +6, Hog-Tie, Improved Hog-Tie, Intuition; AL LG; SV 
  Fort +12, Ref +15, Will +19; Str 18, Dex 20, Con 14, Int 
  14, Wis 18, Cha 8. 
   
  Skills and Feats: Gather Information +21, Hide 
  +20, Knowledge (Arcana) +6, Listen +23, Language: 
  Baklunish, Common, Move Silently +20, Search +21, 
  Spellcraft +5, Spot +28, Survival +23; Combat Expertise, 
  Endurance 
  (Rgr3), 
  Exotic 
  Weapon 
  Proficiency 
  Manacles (Justiciar 3), Improved Combat Expertise*, 
  Improved Grapple (Justiciar2), Improved Initiative, 
  Improved Trip, Improved Two Weapon Fighting, Two 
  Weapon 
  Fighting 
  (Rgr2), 
  Skill 
  Focus: 
  Gather 
  Information, Tracking (Rgr1), Weapon Focus Scimitar. 
   
  Spells prepared(1; DC 14 + Spell Level) 1
  st Lvl – 
  [entangle]. 
   
   
  Possessions: Cloak of elvenkind, boots of 
  elvenkind, eyes of the eagle, +4 belt of giant strength, 
  +4 periapt of wisdom, +4 gloves of dexterity +4, +1 cold 
  iron sickle, +1 cold iron scimitar (weapon bonded), +2 
  ring of protection, +3 vest of resistance, wand of cure 
  moderate wounds (35 charges), +3 mithral chain shirt, 
  chain shirt, masterwork silver scimitar, backpack, 
  bedroll, masterwork +4 Str composite longbow, 60 
  arrows, light warhorse, leather barding, military saddle, 
  masterwork manacles (3 sets), horseshoes of speed. 
   
  * see Appendix Two: New Rules Item 
   
  Commander 
  Siqar 
  ibn’Tariz: 
  Ftr8/Rgr2; 
  Male 
  Baklunish Human: CR 10; Medium Humanoid (5’ 9" 
  tall); HD 8d10+16+2d8+4; hp 82; Init +3; Spd 30 ft; AC 
  21, touch 12, flat-footed 19 (+6 for +1 mithral 
  breastplate, +3 for +1 heavy steel shield, +2 dexterity); 
  Base Atk +10; Grp +12; Atk +7 melee (1d6+1, 
  masterwork scimitar) or +9 ranged (1d6+1, masterwork 
  +1 Str composite shortbow); Full Atk +7 melee (1d6+1, 
  masterwork scimitar) or +9 ranged (1d6+1, masterwork 
  +1 Str composite shortbow); SA Favored enemy (elves), 
  combat style (archery), wild empathy; AL LN; SV Fort 
  +8, Ref +7, Will +2; Str 14, Dex 16, Con 14, Int 14, Wis 
  10, Cha 10. 
   
  Skills and Feats: Diplomacy +6, Handle Animal 
  +13, Profession (soldier) +13, Ride +16, Spot +8; Deflect 
  Arrows, Far Shot, Greater Weapon Focus (composite 
  longbow), Improved Critical (composite longbow), 
  Improved 
  Unarmed 
  Strike, 
  Mounted 
  Archery, 
  Mounted Combat, Point Blank Shot, Precise Shot, 
  Track, Weapon Focus (composite longbow), Weapon 
  Specialization (composite longbow). 
   
  Possessions: +1 Mithral breastplate, +1 heavy steel 
  shield, 
  masterwork 
  alchemical 
  silver 
  scimitar, 
  masterwork cold iron scimitar, daggers (6), +1 flaming 
  +2 Str composite longbow, 40 arrows, 10 alchemical 
  silver arrows, 10 cold iron arrows, lance, backpack, 
  waterskin, flint & steel. 
   
  Encounter Two 
   
   
   
   
  Alliq ibn Dural: Rgr3/Ftr3; Male Baklunish Human: 
  CR 
  6; 
  Medium Humanoid (5’ 3" tall); HD 
  3d8+6+3d10+6; hp 49; Init +3; Spd 30 ft; AC 17, touch 
  13, flat-footed 14 (+4 chain shirt, +3 dexterity); Base Atk 
  +6; Grp +7; Atk +7 melee (1d6+1, masterwork scimitar) 
  or +9 ranged (1d6+1, masterwork +1 Str composite 
  shortbow); Full Atk +7 melee (1d6+1, masterwork 
  scimitar) or +9 ranged (1d6+1, masterwork +1 Str 
  composite shortbow); SA Favored enemy (elves), 
  combat style (archery), wild empathy; AL LN; SV Fort 
  +8, Ref +7, Will +2; Str 12, Dex 17, Con 14, Int 10, Wis 
  10, Cha 10. 
   
  Skills and Feats: Climb +3, Handle Animal +9, 
  Profession (soldier) +9, Ride +15, Spot +9; Die-Hard, 
  Dodge, Endurance, Mobility, Mounted Combat, Rapid 
  Shot, Skill Focus (Ride), Track. 
   
  Possessions: Masterwork chain shirt, masterwork 
  scimitar, masterwork cold iron scimitar, daggers (6), 
  masterwork +1 Str composite shortbow, 40 arrows, 10 
  alchemical silver arrows, 10 cold iron arrows, backpack, 
  waterskin, flint & steel, bedroll, 3 days iron rations. 
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 40 
  Lightsmoke: 
  Heavy 
  Warhorse; 
  Large 
  Animal 
  (augmented); CR 3; HD 6d8+36; hp 84; Init +3; Spd 50; 
  AC 16, touch 12, flat-footed 14 (-1 size, +3 dexterity, +4 
  natural); Base Atk +4; Grp +14; Atk +9 melee (1d6+6, 
  hoof); Full Atk two +9 melee (1d6+6, hoofs) and +4 
  melee (1d4+3, bite); Space/Reach: 10 ft./5ft. SQ Low-
  light vision, scent, DR 1/-; AL N; SV Fort +11, Ref +8, 
  Will +3; Str 22, Dex 16, Con 22, Int 3, Wis 12, Cha 6. 
   
  Skills and Feats: Listen +6, Spot +5; Die-Hard, 
  Endurance, Run. Tricks: Attack, Attack Unnatural, 
  Guard, Stay, Perform, Flank (Flank: The animal moves 
  to gain a flank with an ally). 
   
  Possessions: Military saddle, chain shirt barding. 
   
  Interlude: Into The Bramblewood  
  Bramblewood Dire Bear; Huge Animal; CR 12; HD 
  24d8+240; hp 348; Init +2; Spd 40; AC 20, touch 10, flat-
  footed 18 (-2 size, +2 dexterity, +10 natural); Base Atk 
  +18; Grp +43; Atk +32 melee (3d6+17, claw); Full Atk 
  two +32 melee (3d6+17, claw) and +26 melee (3d8+8, 
  bite); Space/Reach: 15 ft/10 ft.; SA Improved Grab; SQ 
  Low-light vision, scent; AL N; SV Fort +23, Ref +16, 
  Will +16; Str 44, Dex 14, Con 28, Int 2, Wis 14, Cha 8. 
   
  Skills and Feats: Listen +11, Spot +23, Swim +20; 
  Alertness, Cleave, Die-Hard, Endurance, Improved 
  Natural Attack (claw), Power Attack, Run, Improved 
  Toughness*, Weapon Focus (claw). 
   
  Improved Grab (Ex): To use this ability, the dire 
  bear must hit with a claw attack.  It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. 
  * see Appendix Two: New Rules Item 
   
  Encounter Four 
   
   
   
   
  Korinne 
  Al’Mullah: 
  Clr1/Ftr4/Rgr2; 
  Female 
  Baklunish Human: CR 7; Medium Humanoid (5’ 6" 
  tall); HD 1d8+2+4d10+8+2d8+4; hp 56; Init +1; Spd 30 
  ft; AC 11, touch 11, flat-footed 10 (+1 dexterity); Base 
  Atk +6; Grp +9; Atk +9 melee (1d3+3, unarmed strike); 
  Full Atk +9/+4 melee (1d3+3, unarmed strike); SA 
  Favored enemy (elves), combat style (two-weapon 
  fighting), wild empathy; AL LN; SV Fort +11, Ref +5, 
  Will +6; Str 16, Dex 12, Con 14, Int 12, Wis 12, Cha 12. 
   
  Skills and Feats: Diplomacy +11, Heal +5, 
  Profession (soldier) +5, Ride +11, Spellcraft +5, Spot 
  +11; Cleave, Close Quarters Fighting*, Improved 
  Initiative, Iron Will, Power Attack, Track, Weapon 
  Focus (scimitar), Weapon Specialization (scimitar). 
   
  Spells Prepared (3/2+1; DC is 11+Spell Level) – 
  None currently memorized. 
   
   
  Possessions: none. 
  * see Appendix Two: New Rules Item 
   
   
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 41 
  APL 10 
   
  Encounter One 
   
   
   
   
  Advanced Grey Slaad: Rog2; CR 13; medium size 
  outsider (chaotic, extraplanar); HD 12d8+72+2d6+12; 
  hp 114; Init +11; Spd 30 ft.; AC 28, Touch 17, flat-footed 
  21 (+7 dexterity, +11 natural); Base Atk +13; Grp +18; 
  Atk +19 melee (2d4+5, claw); Full Atk +19 melee 
  (2d4+5, 2 claw) and +16 melee (2d8+2, bite); SA spell-
  like abilities, summon slaad, sneak attack +1d6; SQ 
  change shape, DR 10/lawful, darkvision 60 ft., fast 
  healing 5, immunity to sonic, resistance to acid 5, cold 
  5, electricity 5, and fire 5, trapsense, evasion; AL CN; 
  SV Fort +16, Ref +20, Will +12; Str 21, Dex 24, Con 23, 
  Int 12, Wis 14, Cha 20. Height 5’ 9” ft. 
   
  Skills and Feats: Climb +18, Concentration +23, 
  Hide +24, Jump +22, Knowledge (arcana) +16, Listen 
  +17, Move Silently +24, Search +16, Spellcraft +18, Spot 
  +17, Survival +5 (+7 following tracks); Craft Wondrous 
  Items, Improved Initiative, Multi-attack, Quicken 
  Spell-like Ability (chaos hammer), Weapon Focus 
  (claw). 
   
  Spell-like Abilities: At will – chaos hammer 
  (quickened 3/day) (DC 19), deeper darkness, detect 
  magic, identify, invisibility, lightning bolt (DC 18), 
  magic circle against law, see invisibility, shatter (DC 
  17); 3/day – animate objects, dispel law (DC 20), fly; 
  1/day – power word stun. Caster level 12
  th. The save 
  DCs are charisma-based. 
   
  Possessions: +2 vest of resistance, +2 gloves of 
  dexterity, +2 cloak of charisma 
   
  Encounter Five 
   
   
   
   
  Jovoc Ambush Experts (2)*: Rog3/ShD3; small 
  outsider 
  (tanar’ri, 
  chaotic, 
  evil); 
  CR 
  11; 
  HD 
  4d8+16+3d6+12+3d8+12; hp 90; Init +6; Spd 30 ft.; AC 
  27, touch 18, flat-footed 21 (+1 size, +6 dexterity, +3 
  natural, +1 ring of protection, +6 for +2 mithral chain 
  shirt of shadows); Base Atk +8; Grp +7; Atk +12 melee 
  (1d3+3, claws) or +16 ranged (1d6+3, masterwork +3 Str 
  composite longbow); Full Atk two +12 melee (1d3+3, 
  claws) and +7 melee (1d4+1, bite) or +16/+11 ranged 
  (1d6+3, masterwork +3 Str composite longbow); SA 
  sneak attack +2d6; SQ Aura of retribution, DR 5/good 
  or cold iron, fast healing 5, outsider traits, tanar’ri traits, 
  SR 19, summon tanar’ri, trap sense +1, evasion, hide in 
  plain sight, darkvision, uncanny dodge, shadow 
  illusion, summon shadow; AL LE; SV Fort +11, Ref +13, 
  Will +5; Str 16, Dex 22, Con 18, Int 9, Wis 10, Cha 5 
  Height 4’ 0” ft. 
   
  Skills and Feats: Hide +28, Listen +13, Move 
  Silently +19, Perform (Dance) +7, Search +12, Sense 
  Motive +10, Spot +13; Combat Reflexes, Dodge, Hold 
  the Line*, Mobility. 
   
  Possessions: +2 mithral chain shirt of shadows, +2 
  gloves of dexterity, +1 ring of protection, +1 cloak of 
  resistance, masterwork +3 Str composite longbow, 40 
  arrows. 
  * see Appendix Two: New Rules Item 
   
  Encounter Six  
   
   
   
  Canarxis (Immoth*): Ftr1/EldKnt2; CR 12; large 
  elemental 
  (air, 
  cold, 
  water); 
  HD 
  10d8+50+1d10+5+2d6+10; hp 124; Init +5; Spd 30 ft., 30 
  ft. fly (perfect), 30 ft. swim; AC 20, Touch 14, flat-
  footed 15 (-1 size, +5 dexterity, +6 natural); Base Atk +9; 
  Grp +18; Atk +14 melee (3d6+7, +1 greatsword); Full 
  Atk +14/+9 (3d6+7, +1 greatsword) or two +13 melee 
  (1d4+5 plus 1d6 cold, claws) and +8 melee (1d6+2 plus 
  1d6 cold plus poison, tail slap); Space/Reach: 10 ft./10 
  ft.; SA ice runes, poison, spells; SQ DR 10/magic and 
  bludgeoning, 
  cold 
  subtype, 
  elemental 
  traits, 
  icewalking, SR 26, Caster Level 13th; AL N; SV Fort 
  +18, Ref +14, Will +5; Str 20, Dex 20, Con 20, Int 14, 
  Wis 11, Cha 28. Height 8’ 9” ft. 
   
  Skills and Feats: Concentration +20, Jump +18, 
  Knowledge (arcana) +17, Spellcraft +20, Spot +13; 
  Cleave, Combat Casting, Power Attack, Silent Spell, 
  Skill Focus: Spellcraft, Spell Focus (enchantment), 
  Spell Focus (evocation). 
   
  Spells Known (6/8/8/8/8/8/5; Save DC 19 + Spell 
  Level) 0
  th  – [acid splash, detect magic, disrupt undead, 
  light, mage hand, prestidigitation, ray of frost, 
  resistance, touch of fatigue]; 1
  st – [expeditious retreat, 
  mage armor, magic missile, shield, true strike]; 2
  nd – 
  [bear’s 
  endurance, 
  bull’s 
  strength, 
  glitterdust, 
  invisibility, see invisibility]; 3
  rd – [displacement, haste, 
  hold person, wind wall]; 4
  th – [confusion, dimension 
  door, enervation, stoneskin]; 5
  th – [baleful polymorph, 
  cone of cold, teleport]; 6
  th – [dispel magic (greater), 
  heroism (greater)].  
   
  Possessions: +2 vest of resistance, +2 gloves of 
  dexterity, +2 cloak of charisma, +1 greatsword – runes 
  of the following: stoneskin (2), greater dispelling (2), 
  greater invisibility (2), confusion (2), teleport, cone of 
  cold (2). 
  * see Appendix Two: New Rules Item 
   
  Encounter Seven 
   
   
   
   
  Servant of Imix; Fire Giant; Rog4/Mnk2; CR 13; Large 
  Giant (fire); 15d8+105+2d8+ 14+4d6+28+21; hp 264; 
  Init +3; Spd 40 ft; AC 29, Touch 18, Flat-Footed 26 (-1 
  size, +4 wisdom, +3 dexterity, +8 natural, +2 ring of 
  protection, +3 bracers of armor); Base Atk +15; Grp +37; 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 42 
  Atk +30 melee (3d6+22, +1 greatsword) or +28 melee 
  (1d8+14, unarmed strike) or +17 ranged (2d6+14+2d6 
  fire, throwing rock); Full Atk +30/+25/+20 melee 
  (3d6+22, 
  +1 
  greatsword) 
  or 
  +28/+23/+18 
  or 
  +26/+26/+21/+16 melee (1d8+14, unarmed strike) or 
  +17/+12/+7 ranged (2d6+14+2d6 fire, throwing rock); 
  Space/Reach 10 ft./10 ft.; SA Rock throwing, sneak 
  attack +2d6; SQ immunity to fire, low-light vision, rock 
  catching, vulnerability to cold, evasion, trapsense +1, 
  uncanny dodge, blindsight 60’ (hearing, wished); AL 
  LE; SV Fort +21, Ref +15, Will +16; Str 38, Dex 16, Con 
  25, Int 10, Wis 18, Cha 9. 
   
  Skills and Feats: Climb +22, Craft (painting) +6, 
  Intimidate +9, Jump +32, Spot +22, Tumble +24; Cleave, 
  Combat Reflexes, Deflect Arrows (Mnk2), Great 
  Cleave, 
  Improved 
  Grapple 
  (Mnk1), 
  Improved 
  Unarmed Strike, Improved Toughness*, Iron Will, 
  Power Attack, Weapon focus (Greatsword). 
   
  Possessions: +3 Bracers of Armor, +4 belt of giant 
  strength, +1 huge greatsword, +2 ring of protection, +2 
  gloves of dexterity, +2 amulet of wisdom, +1 cloak of 
  resistance, 9 throwing rocks. 
  * see Appendix Two: New Rules Item 
   
  Encounter Nine 
   
   
   
   
  Servant 
  of 
  Darkness: 
  Rakshasa; 
  War1/Ftr4/Rog2/SSwd3*; 
  CR 
  16; 
  medium 
  size 
  outsider 
  (native); 
  HD 
  7d8+42+4d10+24+2d6+12+4d8+24; hp 189; Init +6; Spd 
  40 ft.; AC 38, touch 17, flat-footed 32 (+6 dexterity, +1 
  ring of protection, +7 for +3 mithral chain shirt, +5 for 
  +3 mithral heavy shield, +9 natural); Base Atk +16; Grp 
  +22; Atk +24 melee (1d6+9, +1 keen scimitar/15-20) or 
  +23 ranged (1d8+6, masterwork +6 Str composite 
  longbow); Full Atk +24/+19/+14/+9 melee (1d6+9, +1 
  keen scimitar/15-20) or +23/+18/+13/+8 ranged 
  (1d8+6, masterwork +6 Str composite longbow); SA 
  Detect Thoughts, spells, sneak attack +1d6; SQ Change 
  shape, DR 15/good and piercing, darkvision 60’, SR 37, 
  evasion, trapsense, ignore spell failure 15%, Caster 
  Level 9
  th; AL LE; SV Fort +23 Ref +20 Will +15;  Str 22, 
  Dex 22, Con 22, Int 13, Wis 12, Cha  20. 
   
  Skills and Feats: Bluff +19, Concentration +26, 
  Diplomacy +9, Disguise +19 (+21 Acting), Jump +7, 
  Knowledge (arcana) +7, Listen +13, Move Silently +18, 
  Perform (oratory) +15, Sense Motive +11, Spellcraft 
  +15, Spot +11, Tumble +23; Arcane Strike*, Combat 
  Expertise, Combat Reflexes, Close-Quarters Fighting*, 
  Combat Casting, Iron Will, Power Attack, Cleave, 
  Weapon Focus (scimitar), Weapon Specialization 
  (scimitar). 
   
  Spells (6/8/7/7/5; DC is 15+Spell Level); 0th – 
  [acid splash, detect magic, disrupt undead, light, 
  message, prestidigitation, ray of frost, read magic]; 1st – 
  [alarm, magic missile, shield, shocking grasp, true 
  strike]; 2nd – [eagle’s splendor, false life, glitterdust, 
  scorching ray]; 3rd – [displacement, fly, wind wall]; 4th 
  – [confusion, stoneskin]. 
   
  Possessions: +3 Mithral chain shirt, +3 heavy 
  mithral shield,  +2 gloves of dexterity, +2 cloak of 
  resistance, +4 belt of giant strength, +1 keen scimitar, 
  boots of speed, +2 amulet of health, +1 ring of 
  protection, ring of counterspells (dispel magic), hand 
  of glory, ring of counterspells (greater dispel), 
  masterwork cold iron scimitar, 3 masterwork cold iron 
  daggers, masterwork +6 Str long composite bow, 40 
  arrows, 20 cold iron arrows. 
  * see Appendix Two: New Rules Item 
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 43 
  APL 12 
  Encounter One 
   
   
   
   
  Advanced Grey Slaad: Rog3; CR 15; medium size 
  outsider (chaotic, extraplanar); HD 14d8+98+3d6+21; 
  hp 194; Init +11; Spd 30 ft.; AC 32, Touch 17, flat-footed 
  25 (+7 dexterity, +11 natural, +4 mage armor); Base Atk 
  +16; Grp +21; Atk +22 melee (2d4+5, claw); Full Atk +22 
  melee (2d4+5, 2 claws) and +19 melee (2d8+2, bite); SA 
  spell-like abilities, summon slaad, sneak attack +2d6; 
  SQ change shape, DR 10/lawful, darkvision 60 ft., fast 
  healing 5, immunity to sonic, resistance to acid 5, cold 
  5, electricity 5, and fire 5, trapsense, evasion; AL CN; 
  SV Fort +18, Ref +21, Will +14; Str 21, Dex 24, Con 24, 
  Int 12, Wis 14, Cha 20. Height 5’ 9” ft. 
   
  Skills and Feats: Climb +21, Concentration +27, 
  Hide +27, Jump +25, Knowledge (arcana) +19, Listen 
  +19, Move Silently +27, Search +16, Spellcraft +20, Spot 
  +20, Survival +5 (+7 following tracks); Craft Wondrous 
  Items, Improved Initiative, Multi-attack, Quicken 
  Spell-like ability (lightning bolt), Quicken Spell-like 
  Ability (chaos hammer), Weapon Focus (claw). 
   
  Possessions: +2 vest of resistance, +2 gloves of 
  dexterity, +2 cloak of charisma, ring of mage armor. 
   
  Encounter Five 
   
   
   
   
  Advanced Jovoc Ambush Experts (2)*: Rog3/ShD3; 
  small outsider (tanar’ri, chaotic, evil); CR 13; HD 
  8d8+32+3d6+12+3d8+12; hp 126; Init +6; Spd 30 ft.; AC 
  27, touch 18, flat-footed 21 (+1 size, +6 dexterity, +3 
  natural, +1 ring of protection, +6 for +2 mithral chain 
  shirt of shadows); Base Atk +12; Grp +12; Atk +17 
  melee (1d3+4, claw) or +20 ranged (1d6+3, masterwork 
  +3 Str composite longbow); Full Atk +17 melee (1d3+4, 
  2 claws) and +13 melee (1d4+2, bite) or +20/+15/+10 
  ranged (1d6+3, masterwork +3 Str composite longbow); 
  SA sneak attack +2d6; SQ Aura of retribution, DR 
  5/good or cold iron, fast healing 5, outsider traits, 
  tanar’ri traits, SR 23, summon tanar’ri, trap sense +1, 
  evasion, hide in plain sight, darkvision, uncanny 
  dodge, shadow illusion, summon shadow; AL CE; SV 
  Fort +13, Ref +16, Will +9; Str 19, Dex 24, Con 18, Int 9, 
  Wis 10, Cha 5 Height 4’ 0” ft. 
   
  Skills and Feats: Hide +33, Listen +17, Move 
  Silently +24, Perform (Dance) +11, Search +16, Sense 
  Motive +14, Spot +17; Combat Reflexes, Dodge, Hold 
  the Line*, Iron Will, Mobility. 
   
  Possessions: +2 mithral chain shirt of shadows, +2 
  gloves of ogre power, +4 gloves of dexterity, +1 ring of 
  protection, +1 cloak of resistance, masterwork +3 Str 
  composite longbow, 40 arrows. 
  * see Appendix Two: New Rules Item 
   
  Encounter Six  
   
   
   
  Canarxis (Immoth*): Ftr1/EldKnt3/ArchMg1; CR 14; 
  large 
  elemental 
  (air, 
  cold, 
  water); 
  HD 
  10d8+50+1d10+5+3d6+15+1d4+5; hp 141; Init +6; Spd 
  30 ft., 30 ft. fly (perfect), 30 ft. swim; AC 21, Touch 15, 
  flat-footed 15 (-1 size, +6 dexterity, +6 natural); Base Atk 
  +10; Grp +19; Atk +15 melee (3d6+7, +1 greatsword); 
  Full Atk +15/+10 (3d6+7, +1 greatsword) or +14 melee 
  (1d4+5 plus 1d6 cold, 2 claws) and +9 melee (1d6+2 
  plus 1d6 cold plus poison, tail slap); Space/Reach: 10 
  ft./10 ft.; SA ice runes, poison, spells; SQ DR 10/magic 
  and bludgeoning, cold subtype, elemental traits, 
  icewalking, mastery of shaping, SR 28, Caster Level 
  15
  th; AL N; SV Fort +20, Ref +17, Will +8; Str 20, Dex 
  22, Con 20, Int 14, Wis 11, Cha 30. Height 8’ 9” ft. 
   
  Skills and Feats: Concentration +22, Jump +18, 
  Knowledge (arcana) +19, Spellcraft +22, Spot +13; 
  Cleave, 
  Combat 
  Casting, 
  Greater 
  Spell 
  Focus 
  (Enchantment), Power Attack, Silent Spell, Skill Focus: 
  Spellcraft, Spell Focus (Enchantment), Spell Focus 
  (Evocation). 
   
  Spells Known (6/8/8/8/8/7/8/5; Save DC 20 + 
  Spell Level) 0th – [acid splash, detect magic, disrupt 
  undead, light, mage hand, prestidigitation, ray of frost, 
  resistance, touch of fatigue]; 1st – [expeditious retreat, 
  mage armor, magic missile, shield, true strike]; 2nd – 
  [bear’s 
  endurance, 
  bull’s 
  strength, 
  glitterdust, 
  invisibility, see invisibility]; 3rd – [displacement, haste, 
  hold person, wind wall]; 4th – [confusion, dimension 
  door, enervation, stoneskin]; 5th – [baleful polymorph, 
  cone of cold, mind fog, teleport]; 6th – [chain 
  lightning, dispel magic (greater), heroism (greater)]; 
  7th – [limited wish, hold person (mass)]. 
   
  Possessions: +3 vest of resistance, +4 gloves of 
  dexterity, +4 cloak of charisma, +1 greatsword – runes 
  of the following: stoneskin, limited wish, greater 
  dispelling (2), greater invisibility (2), confusion (2), 
  teleport, cone of cold (2). 
   
  Encounter Seven 
   
   
   
   
  Servants of Imix (2); Fire Giant; Rog4/Mnk2; CR 13; 
  Large Giant (fire); 15d8+105+2d8+ 14+4d6+28+21; hp 
  264; Init +3; Spd 40 ft; AC 29, Touch 18, Flat-Footed 26 
  (-1 size, +4 wisdom, +3 dexterity, +8 natural, +2 ring of 
  protection, +3 bracers of armor); Base Atk +15; Grp +37; 
  Atk +30 melee (3d6+22, +1 greatsword) or +28 melee 
  (1d8+14, unarmed strike) or +17 ranged (2d6+14+2d6 
  fire, throwing rock); Full Atk +30/+25/+20 melee 
  (3d6+22, 
  +1 
  greatsword) 
  or 
  +28/+23/+18 
  or 
  +26/+26/+21/+16 melee (1d8+14, unarmed strike) or 
  +17/+12/+7 ranged (2d6+14+2d6 fire, throwing rock); 
  Space/Reach 10 ft./10 ft.; SA Rock throwing, sneak 
  attack +2d6; SQ immunity to fire, low-light vision, rock 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 44 
  catching, vulnerability to cold, evasion, trapsense +1, 
  uncanny dodge, blindsight 60’ (hearing, wished); AL 
  LE; SV Fort +21, Ref +15, Will +16; Str 38, Dex 16, Con 
  25, Int 10, Wis 18, Cha 9. 
   
  Skills and Feats: Climb +22, Craft (painting) +6, 
  Intimidate +9, Jump +32, Spot +22, Tumble +24; Cleave, 
  Combat Reflexes, Deflect Arrows (Mnk2), Great 
  Cleave, 
  Improved 
  Grapple 
  (Mnk1), 
  Improved 
  Unarmed Strike, Improved Toughness*, Iron Will, 
  Power Attack, Weapon Focus (Greatsword). 
   
  Possessions: +3 Bracers of Armor, +4 belt of giant 
  strength, +1 huge greatsword, +2 ring of protection, +2 
  gloves of dexterity, +2 amulet of wisdom, +1 cloak of 
  resistance, 9 throwing rocks. 
  * see Appendix Two: New Rules Item 
   
  Encounter Nine 
   
   
   
   
  Servant of Darkness: Rakshasa; War1/Ftr4/Rog2 
  /SSwd3*; CR 16; medium size outsider (native); HD 
  7d8+42+4d10+24+2d6+12+4d8+24; hp 189; Init +6; Spd 
  40 ft.; AC 38, touch 17, flat-footed 32 (+6 dexterity, +1 
  ring of protection, +7 for +3 mithral chain shirt, +5 for 
  +3 mithral heavy shield, +9 natural); Base Atk +16; Grp 
  +22; Atk +24 melee (1d6+9, +1 keen scimitar/15-20) or 
  +23 ranged (1d8+6, masterwork +6 Str composite 
  longbow); Full Atk +24/+19/+14/+9 melee (1d6+9, +1 
  keen scimitar/15-20) or +23/+18/+13/+8 ranged 
  (1d8+6, masterwork +6 Str composite longbow); SA 
  Detect Thoughts, spells, sneak attack +1d6; SQ Change 
  shape, DR 15/good and piercing, darkvision 60’, SR 37, 
  evasion, trapsense, ignore spell failure 15%, Caster 
  Level 9
  th; AL LE; SV Fort +23 Ref +20 Will +15;  Str 22, 
  Dex 22, Con 22, Int 13, Wis 12, Cha  20. 
   
  Skills and Feats: Bluff +19, Concentration +26, 
  Diplomacy +9, Disguise +19 (+21 Acting), Jump +7, 
  Knowledge (arcana) +7, Listen +13, Move Silently +18, 
  Perform (oratory) +15, Sense Motive +11, Spellcraft 
  +15, Spot +11, Tumble +23; Arcane Strike*, Combat 
  Expertise, Combat Reflexes, Close-Quarters Fighting*, 
  Combat Casting, Iron Will, Power Attack, Cleave, 
  Weapon Focus (scimitar), Weapon Specialization 
  (scimitar). 
   
  Spells Known (6/8/7/7/5; DC is 15 + Spell Level); 
  0th – [acid splash, detect magic, disrupt undead, light, 
  message, prestidigitation, ray of frost, read magic]; 1st – 
  [alarm, magic missile, shield, shocking grasp, true 
  strike]; 2nd – [eagle’s splendor, false life, glitterdust, 
  scorching ray]; 3rd – [displacement, fly, wind wall]; 4th 
  – [confusion, stoneskin]. 
   
  Possessions: +3 Mithral chain shirt, +3 heavy 
  mithral shield,  +2 gloves of dexterity, +2 cloak of 
  resistance, +4 belt of giant strength, +1 keen scimitar, 
  boots of speed, +2 amulet of health, +1 ring of 
  protection, ring of counterspells (dispel magic), hand 
  of glory, ring of counterspells (greater dispel), 
  masterwork cold iron scimitar, 3 masterwork cold iron 
  daggers, masterwork +6 Str long composite bow, 40 
  arrows, 20 cold iron arrows. 
  * see Appendix Two: New Rules Item 
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 45 
  APL 14 
  Encounter One 
   
   
   
   
  Advanced Grey Slaad: Rog3; CR 17; large size outsider 
  (chaotic, extraplanar); HD 16d8+144+3d6+27; hp 255; 
  Init +10; Spd 30 ft.; AC 32, Touch 15, flat-footed 27 (-1 
  size, +6 dexterity, +13 natural, +4 mage armor); Base 
  Atk +18; Grp +31; Atk +29 melee (2d6+9, claw); Full 
  Atk +29 melee (2d6+9, 2 claws) and +19 melee (3d8+4, 
  bite); Space/Reach: 10 ft./ 10 ft.; SA spell-like abilities, 
  summon slaad, sneak attack +2d6; SQ change shape, 
  DR 10/lawful, darkvision 60 ft., fast healing 5, 
  immunity to sonic, resistance to acid 5, cold 5, 
  electricity 5, and fire 5, trapsense, evasion; AL CN; SV 
  Fort +22, Ref +22, Will +16; Str 29, Dex 22, Con 28, Int 
  12, Wis 14, Cha 22. Height 5’ 9” ft. 
   
  Skills and Feats: Climb +27, Concentration +31, 
  Hide +24, Jump +31, Knowledge (arcana) +21, Listen 
  +21, Move Silently +27, Search +18, Spellcraft +22, Spot 
  +22, Survival +5 (+7 following tracks); Craft Wondrous 
  Items, Improved Initiative, Multi-attack, Quicken 
  Spell-like ability (lightning bolt), Quicken Spell-like 
  Ability (chaos hammer), Weapon Focus (claw). 
   
  Possessions: +3 vest of resistance, +2 gloves of 
  dexterity, +4 cloak of charisma, ring of mage armor. 
   
  Encounter Five 
   
   
   
   
  Advanced Jovoc Ambush Experts (4)*; Rog3/ShD3; 
  small outsider (tanar’ri, chaotic, evil); CR 13; HD 
  8d8+32+3d6+12+3d8+12; hp 126; Init +6; Spd 30 ft.; AC 
  27, touch 18, flat-footed 21 (+1 size, +6 dexterity, +3 
  natural, +1 ring of protection, +6 for +2 mithral chain 
  shirt of shadows); Base Atk +12; Grp +12; Atk +17 
  melee (1d3+4, claw) or +20 ranged (1d6+3, masterwork 
  +3 Str composite longbow); Full Atk +17 melee (1d3+4, 
  2 claws) and +13 melee (1d4+2, bite) or +20/+15/+10 
  ranged (1d6+3, masterwork +3 Str composite longbow); 
  SA sneak attack +2d6; SQ Aura of retribution, DR 
  5/good or cold iron, fast healing 5, outsider traits, 
  tanar’ri traits, SR 23, summon tanar’ri, trap sense +1, 
  evasion, hide in plain sight, darkvision, uncanny 
  dodge, shadow illusion, summon shadow; AL CE; SV 
  Fort +13, Ref +16, Will +9; Str 19, Dex 24, Con 18, Int 9, 
  Wis 10, Cha 5 Height 4’ 0” ft. 
   
  Skills and Feats: Hide +33, Listen +17, Move 
  Silently +24, Perform (Dance) +11, Search +16, Sense 
  Motive +14, Spot +17; Combat Reflexes, Dodge, Hold 
  the Line*, Iron Will, Mobility. 
   
  Possessions: +2 mithral chain shirt of shadows, +2 
  gloves of ogre power, +4 gloves of dexterity, +1 ring of 
  protection, +1 cloak of resistance, masterwork +3 Str 
  composite longbow, 40 arrows. 
  * see Appendix Two: New Rules Item 
   
  Encounter Six  
   
   
   
  Canarxis 
  and 
  Diraxian 
  (Immoth*): 
  Ftr1/EldKnt3/ArchMg1 (2); CR 14; large elemental 
  (air, cold, water); HD 10d8+50+1d10+5+3d6+15+1d4+5; 
  hp 141; Init +6; Spd 30 ft., 30 ft. fly (perfect), 30 ft. 
  swim; AC 21, Touch 15, flat-footed 15 (-1 size, +6 
  dexterity, +6 natural); Base Atk +10; Grp +19; Atk +15 
  melee (3d6+7, +1 greatsword); Full Atk +15/+10 (3d6+7, 
  +1 greatsword) or +14 melee (1d4+5 plus 1d6 cold, 2 
  claws) and +9 melee (1d6+2 plus 1d6 cold plus poison, 
  tail slap); Space/Reach: 10 ft./10 ft.; SA ice runes, 
  poison, spells; SQ DR 10/magic and bludgeoning, cold 
  subtype, elemental traits, icewalking, mastery of 
  shaping, SR 28, Caster Level 15
  th; AL N; SV Fort +20, 
  Ref +17, Will +8; Str 20, Dex 22, Con 20, Int 14, Wis 11, 
  Cha 30. Height 8’ 9” ft. 
   
  Skills and Feats: Concentration +22, Jump +18, 
  Knowledge (arcana) +19, Spellcraft +22, Spot +13; 
  Cleave, 
  Combat 
  Casting, 
  Greater 
  Spell 
  Focus 
  (Enchantment), Power Attack, Silent Spell, Skill Focus 
  (Spellcraft), Spell Focus (Enchantment), Spell Focus 
  (Evocation). 
   
  Spells 
  Known 
  (6/8/8/8/8/7/8/5; 
  Save 
  DC 
  20+Spell Level) 0th – [acid splash, detect magic, disrupt 
  undead, light, mage hand, prestidigitation, ray of frost, 
  resistance, touch of fatigue]; 1st – [expeditious retreat, 
  mage armor, magic missile, shield, true strike]; 2nd – 
  [bear’s 
  endurance, 
  bull’s 
  strength, 
  glitterdust, 
  invisibility, see invisibility]; 3rd – [displacement, haste, 
  hold person, wind wall]; 4th – [confusion, dimension 
  door, enervation, stoneskin]; 5th – [baleful polymorph, 
  cone of cold, mind fog, teleport]; 6th – [chain 
  lightning, dispel magic (greater), heroism (greater)]; 
  7th – [limited wish, hold person (mass)]. 
   
  Possessions: +3 vest of resistance, +4 gloves of 
  dexterity, +4 cloak of charisma, +1 greatsword – runes 
  of the following: stoneskin, limited wish, greater 
  dispelling (2), greater invisibility (2), confusion (2), 
  teleport, cone of cold (2). 
  * see Appendix Two: New Rules Item 
   
  Encounter Seven 
   
   
   
   
  Advanced 
  Servant 
  of 
  Imix; 
  Fire 
  Giant; 
  Rog4/Mnk2/Ftr4; 
  CR 
  17; 
  Large 
  Giant 
  (fire); 
  15d8+120+2d8+16+4d6+32+25+4d10+32; hp 345; Init 
  +3; Spd 40 ft; AC 31, Touch 19, Flat-Footed 28 (-1 size, 
  +5 wisdom, +3 dexterity, +8 natural, +2 ring of 
  protection, +4 bracers of armor); Base Atk +19; Grp +41; 
  Atk +35 melee (3d6+25, +2 greatsword) or +32 melee 
  (1d8+14, unarmed strike) or +21 ranged (2d6+14+2d6 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 46 
  fire, throwing rock); Full Atk +35/+30/+25/+20 melee 
  (3d6+25, +2 greatsword) or +32/+27/+22/+17 or 
  +30/+30/+25/+20/+15 melee (1d8+14, unarmed strike) 
  or +21/+16/+11/+6 ranged (2d6+14+2d6 fire, throwing 
  rock); Space/Reach 10 ft./10 ft.; SA Rock throwing, 
  sneak attack +2d6; SQ immunity to fire, low-light 
  vision, rock catching, vulnerability to cold, evasion, 
  trapsense +1, uncanny dodge, blindsight 60’ (hearing, 
  wished); AL LE; SV Fort +28, Ref +20, Will +20; Str 38, 
  Dex 16, Con 26, Int 10, Wis 20, Cha 9. 
   
  Skills and Feats: Climb +26, Craft (painting) +6, 
  Intimidate +9, Jump +36, Spot +22, Tumble +24; Blind-
  Fighting, Cleave, Combat Reflexes, Deflect Arrows 
  (Mnk2), Great Cleave, Improved Critical (Greatsword), 
  Improved Grapple (Mnk1), Improved Unarmed Strike, 
  Improved Toughness*, Iron Will, Lightning Reflexes, 
  Power Attack, Weapon Focus (Greatsword), Weapon 
  Specialization (Greatsword). 
   
  Possessions: +4 Bracers of Armor, +4 belt of giant 
  strength, +2 huge greatsword, +2 ring of protection, +2 
  gloves of dexterity, +4 amulet of wisdom, +3 cloak of 
  resistance, 9 throwing rocks. 
  * see Appendix Two: New Rules Item 
   
  Encounter Nine 
   
   
   
   
  Servant 
  of 
  Darkness: 
  Rakshasa; 
  War1/Ftr4/Rog2/SSwd3*; 
  CR 
  16; 
  medium 
  size 
  outsider 
  (native); 
  HD 
  7d8+42+4d10+24+2d6+12+4d8+24; hp 189; Init +6; Spd 
  40 ft.; AC 38, touch 17, flat-footed 32 (+6 dexterity, +1 
  ring of protection, +7 for +3 mithral chain shirt, +5 for 
  +3 mithral heavy shield, +9 natural); Base Atk +16; Grp 
  +22; Atk +24 melee (1d6+9, +1 keen scimitar/15-20) or 
  +23 ranged (1d8+6, masterwork +6 Str composite 
  longbow); Full Atk +24/+19/+14/+9 melee (1d6+9, +1 
  keen scimitar/15-20) or +23/+18/+13/+8 ranged 
  (1d8+6, masterwork +6 Str composite longbow); SA 
  Detect Thoughts, spells, sneak attack +1d6; SQ Change 
  shape, DR 15/good and piercing, darkvision 60’, SR 37, 
  evasion, trapsense, ignore spell failure 15%, Caster 
  Level 9
  th; AL LE; SV Fort +23 Ref +20 Will +15;  Str 22, 
  Dex 22, Con 22, Int 13, Wis 12, Cha  20. 
   
  Skills and Feats: Bluff +19, Concentration +26, 
  Diplomacy +9, Disguise +19 (+21 Acting), Jump +7, 
  Knowledge (arcana) +7, Listen +13, Move Silently +18, 
  Perform (oratory) +15, Sense Motive +11, Spellcraft 
  +15, Spot +11, Tumble +23; Arcane Strike*, Combat 
  Expertise, Combat Reflexes, Close-Quarters Fighting*, 
  Combat Casting, Iron Will, Power Attack, Cleave, 
  Weapon Focus (scimitar), Weapon Specialization 
  (scimitar). 
   
  Spells Known (6/8/7/7/5; DC is 15+Spell Level); 
  0th – [acid splash, detect magic, disrupt undead, light, 
  message, prestidigitation, ray of frost, read magic]; 1st – 
  [alarm, magic missile, shield, shocking grasp, true 
  strike]; 2nd – [eagle’s splendor, false life, glitterdust, 
  scorching ray]; 3rd – [displacement, fly, wind wall]; 4th 
  – [confusion, stoneskin]. 
   
  Possessions: +3 Mithral chain shirt, +3 heavy 
  mithral shield,  +2 gloves of dexterity, +2 cloak of 
  resistance, +4 belt of giant strength, +1 keen scimitar, 
  boots of speed, +2 amulet of health, +1 ring of 
  protection, ring of counterspells (dispel magic), hand 
  of glory, ring of counterspells (greater dispel), 
  masterwork cold iron scimitar, 3 masterwork cold iron 
  daggers, masterwork +6 Str long composite bow, 40 
  arrows, 20 cold iron arrows. 
  * see Appendix Two: New Rules Item 
   
  Defenders of the Dark (4): Rakshasa; War1/Ftr4; CR 
  12; 
  medium 
  size 
  outsider 
  (native); 
  HD 
  8d8+40+4d10+20; hp 123; Init +5; Spd 30 ft.; AC 32, 
  touch 12, flat-footed 31 (+1 dexterity, +1 ring of 
  protection, +11 for +3 adamantine full plate, +9 
  natural); Base Atk +12; Grp +17; Atk +19 melee 
  (2d6+10, +1 keen greatsword/17-20) or +17 ranged 
  (1d8+5, masterwork +5 Str composite longbow); Full 
  Atk 
  +19/+14/+9 
  melee 
  (2d6+10, 
  +1 
  keen 
  greatsword/17-20) or +17/+12/+7 ranged (1d8+5, 
  masterwork +5 Str composite longbow); SA Detect 
  Thoughts, spells; SQ Change shape, DR 15/good and 
  piercing, darkvision 60’, SR 32, DR 3/- (From armor); 
  AL LE; SV Fort +13 Ref +12 Will +9;  Str 21, Dex 18, 
  Con 20, Int 13, Wis 12, Cha 16. 
   
  Skills and Feats: Bluff +17, Concentration +15, 
  Diplomacy +7, Disguise +17 (+19 Acting), Intimidate 
  +5, Jump +15, Listen +13, Move Silently +10, Perform 
  (oratory) +13, Sense Motive +11, Spellcraft +11, Spot 
  +11; Arcane Strike*, Combat Reflexes, Close-Quarters 
  Fighting*, Combat Casting, Power Attack, Cleave, 
  Weapon Focus (scimitar), Weapon Specialization 
  (scimitar). 
   
  Spells (6/7/7/4; DC is 13+Spell Level); 0th – [acid 
  splash, detect magic, disrupt undead, message, 
  prestidigitation, ray of frost, read magic]; 1st – [alarm, 
  magic missile, shield, shocking grasp, true strike]; 2nd 
  – [false life, glitterdust, scorching ray]; 3rd – 
  [displacement, fly]. 
   
  Possessions: +2 adamantine full plate,  +2 gauntlets 
  of ogre power, +1 cloak of resistance, +1 keen 
  greatsword, +1 ring of protection, ring of counterspells 
  (dispel magic), masterwork cold iron scimitar, 3 
  masterwork cold iron daggers, masterwork +5 Str long 
  composite bow, 40 arrows, 20 cold iron arrows. 
  * see Appendix Two: New Rules Item 
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 47 
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 48 
  APL 16 
  Encounter One 
   
   
   
   
  Advanced Grey Slaad: Rog3; CR 19; large size outsider 
  (chaotic, extraplanar); HD 20d8+200+3d6+30; hp 332; 
  Init +10; Spd 30 ft.; AC 34, Touch 17, flat-footed 29 (-1 
  size, +6 dexterity, +2 ring of protection, +13 natural, +4 
  mage armor); Base Atk +22; Grp +36; Atk +32 melee 
  (2d6+10, claw); Full Atk +32 melee (2d6+10, 2 claws) 
  and +29 melee (3d8+5, bite); Space/Reach: 10 ft./10 ft.; 
  SA spell-like abilities, summon slaad, sneak attack 
  +2d6; SQ change shape, DR 10/lawful, darkvision 60 
  ft., fast healing 5, immunity to sonic, resistance to acid 
  5, cold 5, electricity 5, and fire 5, trapsense, evasion; AL 
  CN; SV Fort +23, Ref +23, Will +17; Str 30, Dex 22, Con 
  30, Int 12, Wis 14, Cha 22. Height 5’ 9” ft. 
   
  Skills and Feats: Climb +32, Concentration +35, 
  Hide +28, Jump +35, Knowledge (arcana) +25, Listen 
  +25, Move Silently +31, Search +22, Spellcraft +26, Spot 
  +26, Survival +5 (+7 following tracks); Craft Wondrous 
  Items, Improved Initiative, Multi-attack, Quicken 
  Spell-like ability (lightning bolt), Quicken Spell-like 
  Ability (chaos hammer), Weapon Focus (claw). 
   
  Possessions: +4 vest of resistance, +2 amulet of 
  health, +2 gloves of dexterity, +4 cloak of charisma, 
  ring of mage armor, +2 ring of protection. 
   
  Encounter Five 
   
   
   
   
  Advanced Jovoc Ambush Experts (8)*: Rog3/ShD3; 
  small outsider (tanar’ri, chaotic, evil); CR 13; HD 
  8d8+32+3d6+12+3d8+12; hp 126; Init +6; Spd 30 ft.; AC 
  27, touch 18, flat-footed 21 (+1 size, +6 dexterity, +3 
  natural, +1 ring of protection, +6 for +2 mithral chain 
  shirt of shadows); Base Atk +12; Grp +12; Atk +17 
  melee (1d3+4, claw) or +20 ranged (1d6+3, masterwork 
  +3 Str composite longbow); Full Atk +17 melee (1d3+4, 
  2 claws) and +13 melee (1d4+2, bite) or +20/+15/+10 
  ranged (1d6+3, masterwork +3 Str composite longbow); 
  SA sneak attack +2d6; SQ Aura of retribution, DR 
  5/good or cold iron, fast healing 5, outsider traits, 
  tanar’ri traits, SR 23, summon tanar’ri, trap sense +1, 
  evasion, hide in plain sight, darkvision, uncanny 
  dodge, shadow illusion, summon shadow; AL CE; SV 
  Fort +13, Ref +16, Will +9; Str 19, Dex 24, Con 18, Int 9, 
  Wis 10, Cha 5 Height 4’ 0” ft. 
   
  Skills and Feats: Hide +33, Listen +17, Move 
  Silently +24, Perform (Dance) +11, Search +16, Sense 
  Motive +14, Spot +17; Combat Reflexes, Dodge, Hold 
  the Line*, Iron Will, Mobility. 
   
  Possessions: +2 mithral chain shirt of shadows, +2 
  gloves of ogre power, +4 gloves of dexterity, +1 ring of 
  protection, +1 cloak of resistance, masterwork +3 Str 
  composite longbow, 40 arrows. 
  * see Appendix Two: New Rules Item 
   
  Encounter Six  
   
   
   
  Canarxis, 
  Diraxian, 
  Zewrin, 
  Sillanthirial’cor 
  (Immoth*) (4): Ftr1/EldKnt3/ArchMg1; CR 14; large 
  elemental 
  (air, 
  cold, 
  water); 
  HD 
  10d8+50+1d10+5+3d6+15+1d4+5; hp 141; Init +6; Spd 
  30 ft., 30 ft. fly (perfect), 30 ft. swim; AC 21, Touch 15, 
  flat-footed 15 (-1 size, +6 dexterity, +6 natural); Base Atk 
  +10; Grp +19; Atk +15 melee (3d6+7, +1 greatsword); 
  Full Atk +15/+10 (3d6+7, +1 greatsword) or +14 melee 
  (1d4+5 plus 1d6 cold, 2 claws) and +9 melee (1d6+2 
  plus 1d6 cold plus poison, tail slap); Space/Reach: 10 
  ft./10 ft.; SA ice runes, poison, spells; SQ DR 10/magic 
  and bludgeoning, cold subtype, elemental traits, 
  icewalking, mastery of shaping, SR 28, Caster Level 
  15
  th; AL N; SV Fort +20, Ref +17, Will +8; Str 20, Dex 
  22, Con 20, Int 14, Wis 11, Cha 30. Height 8’ 9” ft. 
   
  Skills and Feats: Concentration +22, Jump +18, 
  Knowledge (arcana) +19, Spellcraft +22, Spot +13; 
  Cleave, 
  Combat 
  Casting, 
  Greater 
  Spell 
  Focus 
  (Enchantment), Power Attack, Silent Spell, Skill Focus 
  (Spellcraft), Spell Focus (Enchantment), Spell Focus 
  (Evocation). 
   
  Spells Known (6/8/8/8/8/7/8/5; Save DC 20 + 
  Spell Level) 0th – [acid splash, detect magic, disrupt 
  undead, light, mage hand, prestidigitation, ray of frost, 
  resistance, touch of fatigue]; 1st – [expeditious retreat, 
  mage armor, magic missile, shield, true strike]; 2nd – 
  [bear’s 
  endurance, 
  bull’s 
  strength, 
  glitterdust, 
  invisibility, see invisibility]; 3rd – [displacement, haste, 
  hold person, wind wall]; 4th – [confusion, dimension 
  door, enervation, stoneskin]; 5th – [baleful polymorph, 
  cone of cold, mind fog, teleport]; 6th – [chain 
  lightning, dispel magic (greater), heroism (greater)]; 
  7th – [limited wish, hold person (mass)]. 
   
  Possessions: +3 vest of resistance, +4 gloves of 
  dexterity, +4 cloak of charisma, +1 greatsword – runes 
  of the following: stoneskin, limited wish, greater 
  dispelling (2), greater invisibility (2), confusion 
  (2),teleport, cone of cold (2). 
  * see Appendix Two: New Rules Item 
  Encounter Seven 
   
   
   
   
  Advanced Servants of Imix (2): Fire Giant; 
  Rog4/Mnk2/Ftr4; 
  CR 
  17; 
  Large 
  Giant 
  (fire); 
  15d8+120+2d8+16+4d6+32+25+4d10+32; hp 345; Init 
  +3; Spd 40 ft; AC 31, Touch 19, Flat-Footed 28 (-1 size, 
  +5 wisdom, +3 dexterity, +8 natural, +2 ring of 
  protection, +4 bracers of armor); Base Atk +19; Grp +41; 
  Atk +35 melee (3d6+25, +2 greatsword) or +32 melee 
  (1d8+14, unarmed strike) or +21 ranged (2d6+14+2d6 
  fire, throwing rock); Full Atk +35/+30/+25/+20 melee 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 49 
  (3d6+25, +2 greatsword) or +32/+27/+22/+17 or 
  +30/+30/+25/+20/+15 melee (1d8+14, unarmed strike) 
  or +21/+16/+11/+6 ranged (2d6+14+2d6 fire, throwing 
  rock); Space/Reach 10 ft./10 ft.; SA Rock throwing, 
  sneak attack +2d6; SQ immunity to fire, low-light 
  vision, rock catching, vulnerability to cold, evasion, 
  trapsense +1, uncanny dodge, blindsight 60’ (hearing, 
  wished); AL LE; SV Fort +28, Ref +20, Will +20; Str 38, 
  Dex 16, Con 26, Int 10, Wis 20, Cha 9. 
   
  Skills and Feats: Climb +26, Craft (painting) +6, 
  Intimidate +9, Jump +36, Spot +22, Tumble +24; Blind-
  Fighting, Cleave, Combat Reflexes, Deflect Arrows 
  (Mnk2), Great Cleave, Improved Critical (Greatsword), 
  Improved Grapple (Mnk1), Improved Unarmed Strike, 
  Improved Toughness*, Iron Will, Lightning Reflexes, 
  Power Attack, Weapon Focus (Greatsword), Weapon 
  Specialization (Greatsword). 
   
  Possessions: +4 Bracers of Armor, +4 belt of giant 
  strength, +2 huge greatsword, +2 ring of protection, +2 
  gloves of dexterity, +4 amulet of wisdom, +3 cloak of 
  resistance, 9 throwing rocks. 
  * see Appendix Two: New Rules Item 
   
  Encounter Nine 
   
   
   
   
  Servants 
  of 
  Darkness 
  (2): 
  Rakshasa; 
  War1/Ftr4/Rog2/SSwd3*; 
  CR 
  16; 
  medium 
  size 
  outsider 
  (native); 
  HD 
  7d8+42+4d10+24+2d6+12+4d8+24; hp 189; Init +6; 
  Move 40 ft.; AC 38, touch 17, flat-footed 32 (+6 
  dexterity, +1 ring of protection, +7 for +3 mithral chain 
  shirt, +5 for +3 mithral heavy shield, +9 natural); Base 
  Atk +16; Grp +22; Atk +24 melee (1d6+9, +1 keen 
  scimitar/15-20) or +23 ranged (1d8+6, masterwork +6 
  Str composite longbow); Full Atk +24/+19/+14/+9 
  melee 
  (1d6+9, 
  +1 
  keen 
  scimitar/15-20) 
  or 
  +23/+18/+13/+8 ranged (1d8+6, masterwork +6 Str 
  composite longbow); SA Detect Thoughts, spells, sneak 
  attack +1d6; SQ Change shape, DR 15/good and 
  piercing, darkvision 60’, SR 37, evasion, trapsense, 
  ignore spell failure 15%, Caster Level 9
  th; AL LE; SV 
  Fort +23 Ref +20 Will +15;  Str 22, Dex 22, Con 22, Int 
  13, Wis 12, Cha  20. 
   
  Skills and Feats: Bluff +19, Concentration +26, 
  Diplomacy +9, Disguise +19 (+21 Acting), Jump +7, 
  Knowledge (arcana) +7, Listen +13, Move Silently +18, 
  Perform (oratory) +15, Sense Motive +11, Spellcraft 
  +15, Spot +11, Tumble +23; Arcane Strike*, Combat 
  Expertise, Combat Reflexes, Close-Quarters Fighting*, 
  Combat Casting, Iron Will, Power Attack, Cleave, 
  Weapon Focus (scimitar), Weapon Specialization 
  (scimitar). 
   
  Spells Known (6/8/7/7/5; DC is 15 + Spell Level); 
  0th – [acid splash, detect magic, disrupt undead, light, 
  message, prestidigitation, ray of frost, read magic]; 1st – 
  [alarm, magic missile, shield, shocking grasp, true 
  strike]; 2nd – [eagle’s splendor, false life, glitterdust, 
  scorching ray]; 3rd – [displacement, fly, wind wall]; 4th 
  – [confusion, stoneskin]. 
   
  Possessions: +3 Mithral chain shirt, +3 heavy 
  mithral shield,  +2 gloves of dexterity, +2 cloak of 
  resistance, +4 belt of giant strength, +1 keen scimitar, 
  boots of speed, +2 amulet of health, +1 ring of 
  protection, ring of counterspells (dispel magic), hand 
  of glory, ring of counterspells (greater dispel), 
  masterwork cold iron scimitar, 3 masterwork cold iron 
  daggers, masterwork +6 Str long composite bow, 40 
  arrows, 20 cold iron arrows. 
  * see Appendix Two: New Rules Item 
  Defenders of the Dark (8): Rakshas; War1/Ftr4; CR 
  12; 
  medium 
  size 
  outsider 
  (native); 
  HD 
  8d8+40+4d10+20; hp 123; Init +5; Move 30 ft.; AC 32, 
  touch 12, flat-footed 31 (+1 dexterity, +1 ring of 
  protection, +11 for +3 adamantine full plate, +9 
  natural); Base Atk +12; Grp +17; Atk +19 melee 
  (2d6+10, +1 keen greatsword/17-20) or +17 ranged 
  (1d8+5, masterwork +5 Str composite longbow); Full 
  Atk 
  +19/+14/+9 
  melee 
  (2d6+10, 
  +1 
  keen 
  greatsword/17-20) or +17/+12/+7 ranged (1d8+5, 
  masterwork +5 Str composite longbow); SA Detect 
  Thoughts, spells; SQ Change shape, DR 15/good and 
  piercing, darkvision 60’, SR 32, DR 3/- (From armor); 
  AL LE; SV Fort +13 Ref +12 Will +9;  Str 21, Dex 18, 
  Con 20, Int 13, Wis 12, Cha 16. 
   
  Skills and Feats: Bluff +17, Concentration +15, 
  Diplomacy +7, Disguise +17 (+19 Acting), Intimidate 
  +5, Jump +15, Listen +13, Move Silently +10, Perform 
  (oratory) +13, Sense Motive +11, Spellcraft +11, Spot 
  +11; Arcane Strike*, Combat Reflexes, Close-Quarters 
  Fighting*, Combat Casting, Power Attack, Cleave, 
  Weapon Focus (scimitar), Weapon Specialization 
  (scimitar). 
   
  Spells Known (6/7/7/4; DC is 13 + Spell Level); 
  0th – [acid splash, detect magic, disrupt undead, 
  message, prestidigitation, ray of frost, read magic]; 1st – 
  [alarm, magic missile, shield, shocking grasp, true 
  strike]; 2nd – [false life, glitterdust, scorching ray]; 3rd 
  – [displacement, fly]. 
   
  Possessions: +2 adamantine full plate,  +2 gauntlets 
  of ogre power, +1 cloak of resistance, +1 keen 
  greatsword, +1 ring of protection, ring of counterspells 
  (dispel magic), masterwork cold iron scimitar, 3 
  masterwork cold iron daggers, masterwork +5 Str long 
  composite bow, 40 arrows, 20 cold iron arrows. 
  * see Appendix Two: New Rules Item 
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 50 
  Appendix 2: New Rules Items
  Improved Toughness [General] as presented in 
  Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice.  Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point.  If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
  Hold the Line [General] as presented in Complete 
  Warrior 
  You are trained in defensive techniques against 
  charging opponents. 
   
  Prerequisites: Combat Reflexes, base attack bonus 
  +2. 
   
  Benefit: You may make an attack of opportunity 
  against a charging opponent who enters an area you 
  threaten.  Your attack of opportunity happens 
  immediately before the charge attack is resolved. 
   
  Normal: You only get an attack of opportunity 
  against a character that exits a square you threaten. 
   
  Close-Quarters Fighting [General] as presented in 
  Complete Warrior 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3. 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack.  If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab.  If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity when you 
  would be denied one for being surprised, helpless or in 
  a similar situation. 
   
  For example, an ogre attempts to grapple Tordek.  
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple.  Then an ankheg – a creature with the 
  improved grab special ability – attempts to grapple 
  Tordek.  he takes an attack of opportunity, hits and 
  deals 10 points of damage to the creature.  Tordek then 
  adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when they attempt 
  to start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
   
  Improved Combat Expertise [General] as presented 
  in Complete Warrior 
  You have mastered the art of defense in combat. 
   
  Prerequisites: Int 13, Combat Expertise, base 
  attack bonus +6. 
   
  Benefit: When you use the Combat Expertise feat 
  to improve your Armor Class, the number you subtract 
  from your attack roll and add to your AC can be any 
  number that does not exceed your base attack bonus.  
   
  Normal: With Combat Expertise, the number can 
  be no greater than +5. 
   
  Special: A fighter may select Improved Combat 
  Expertise as one of his fighter bonus feats. 
   
  Arcane Strike [General] as presented in Complete 
  Warrior 
  You can channel arcane energy into your melee 
  attacks. 
   
  Prerequisite: Ability to cast 3
  rd-level arcane spells, 
  base attack bonus +4 
   
  Benefit: When you activate this feat (a free action 
  that does not provoke an attack of opportunity), you 
  can channel arcane energy into a melee weapon, your 
  unarmed strike, or natural weapons. You must sacrifice 
  one of your spells for the day (of 1
  st level or higher) to 
  do this, but you gain a bonus on all your attack rolls for 
  1 round equal to the level of the spell sacrificed, as well 
  as extra damage equal to 1d4 points x the level of the 
  spell sacrifice.  The bonus you add to your attack rolls 
  from this feat cannot be greater than your base attack 
  bonus. 
  For example, Yarren the bladesinger has a base attack 
  bonus of +11 and the ability to cast 4
  th-level arcane 
  spells.  On his turn, he chooses to sacrifice one of his 
  4
  th-level spells for the day, marking it off as if he had 
  cast it.  Until his next turn, Yarren gains an extra +4 
  bonus on his attack rolls and an extra 4d4 points of 
  damage with a single melee weapon of his choice (his 
  rapier). 
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 51 
  Justiciar as presented in Complete 
  Warrior 
   
  Where there are laws, there are those who defy them, 
  and where citizens live in fear of those lawbreakers, 
  brave souls hunt them down.  These are the justiciars.  
  They don’t do it for money; they don’t do it for glory.  
  They do it because it’s a thankless job that needs to be 
  done.  It also happens to be a satisfying vocation to 
  make a living by kicking the daylights out of a criminal 
  who desperately deserves it. 
   
  Justiciars are generally solitary, relying on their own 
  wits and skills.  They are fearless and single-minded in 
  pursuit of their prey and ruthlessly effective in combat. 
   Innocence and alibi can be argued in front of a court, 
  but pretty words don’t change the facts of the case or 
  absolve a criminal of guilt. A justiciar is not necessarily 
  judge, jury or executioner; often he simply sees to it 
  that those people get the chance to do their jobs.  
  When it is impractical to bring a miscreant to the 
  hands of the law, or if the criminal resists, a justiciar 
  doesn’t hesitate to bring final justice to someone who 
  deserves it.  Some evil justiciars prefer torturing their 
  prisoners into confessing before turning them in. 
   
  When faced with a difficult challenge, justiciars may 
  team up with each other or with a posse of other 
  characters to hunt those wanted by the law.  Th 
  presence of one or more justiciars in a posse might 
  come as a rude surprise to a group of individuals that 
  have been robbing from the rich to give to the poor…. 
   
  Most justiciars begin as rangers.  Some paladins find 
  being a justiciar in line with their ideology.  Fighters 
  often find enough reward in killing; bringing people 
  back alive is typically more effort than they consider 
  worthwhile.  Conversely, many clerics are too 
  forgiving to be justiciars; obvious exceptions include 
  clerics of Str. Cuthbert, as well as those of Hextor and 
  certain other lawful evil deities.  Rogues and bards, 
  with their stealth-oriented skills, can be very effective 
  in this class.  Even the occasional druid, sorcerer or 
  wizard (especially diviners) enters the field, wielding 
  spells as their weapons instead of steel. 
   
  Hit Die: d10 
   
  Requirements 
  To qualify as a justiciar, a character must fulfill the 
  following criteria. 
  Alignment: Any lawful 
  Base Attack Bonus:  +6 
  Skills: Gather Information 5 ranks, Search 5 ranks, 
  Survival 5 ranks. 
  Feats:  Skill Focus (Gather Information), Track. 
   
  Class Skills 
  The justiciar’s class skills (and the key ability for each 
  skill are Bluff (Cha), Climb (Str), Disguise (Cha), 
  Gather Information (Cha), Heal (Wis), Hide (Dex), 
  Intimidate (Cha), Jump (Str), Knowledge (Int), Listen 
  (Wis), Move Silently (Dex), Open Lock (Dex), Ride 
  (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), 
  Survival (Wis), Swim (Str), and Use Rope (Dex). See 
  Chapter 4 of the Player’s Handbook for all skill 
  descriptions. 
  Skill Points at Each Level:  4 + Int Modifier 
   
  Class Features 
  The following are class features of the justiciar prestige 
  class. 
  Weapon and Armor Proficiency: Justiciars gain no 
  proficiency with any weapon or armor. 
  Bring ‘em Back Alive (Ex): Whenever a justiciar 
  attacks with a melee weapon, he can deal nonlethal 
  damage with the weapon instead of lethal damage with 
  no penalty on the attack roll. Normally, attempting to 
  deal nonlethal damage with a weapon in this way 
  incurs a –4 penalty on the attack roll. 
  Nonlethal Strike (Ex): A justiciar can make nonlethal 
  strikes.  Any time the character uses the bring’em back 
  alive ability and his target would be denied her 
  Dexterity bonus to Armor Class (whether she actually 
  has a Dexterity bonus or not) or when the justiciar 
  flanks the target, the justiciar’s attack deals an extra 1d6 
  points of nonlethal damage.  This extra damage 
  increases to 2d6 at 4
  th level, 3d6 at 7
  th level and 4d6 at 
  10
  th level.  Should the justiciar score a critical hit with a 
  nonlethal strike, this extra damage is not multiplied. 
   
  A Justiciar can use nonlethal strike only on a 
  living creature with discernible anatomy – undead, 
  constructs, oozes, plants and incorporeal creatures are 
  not subject to this extra damage. Also, creatures 
  immune to nonlethal damage are immune to nonlethal 
  strike damage.  The justiciar cannot make a nonlethal 
  strike against a creature with concealment. 
  Crippling Strike (Ex): A justiciar of 2
  nd level or higher 
  can make a nonlethal strike against an opponent with 
  such precision that his blow weakens and hampers the 
  opponent.  When a justiciar damages an opponent with 
  a nonlethal strike, that character also takes 1 point of 
  Strength damage. 
  Street Savvy (Ex): A Justiciar of 3
  rd level or higher 
  gains a circumstance bonus on Gather Information 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 52 
  checks he attempts while in pursuit of a criminal.  This 
  bonus is initially +2 at 3
  rd level, and increases by an 
  extra +2 every third level thereafter. 
  Hog-Tie (Ex): When a justiciar of 5
  th level or higher 
  successfully pins an opponent while grappling, he can 
  attempt to hog-tie the opponent (in addition to his 
  other options; see If You’re Pinning an Opponent on 
  page 156 of the Player’s Handbook).  A justiciar must 
  have a rope, chain, or manacles in one hand to use this 
  ability. 
   
  A justiciar can use this ability on an opponent of 
  up to one size category larger than he is (for example, a 
  halfing justiciar can attempt to hog-tie a Medium or 
  smaller opponent).  He can use the ability only against 
  humanoid-shaped creatures (thus, most humanoids, 
  monstrous humanoids, outsiders and giants would 
  qualify). 
   
  An attempt to hog-tie is resolved with an opposed 
  check. The justiciar can make a Use Rope check 
  instead of a normal grapple check, while the opponent 
  makes either a grapple check or an Escape Artist check. 
   If the justiciar succeeds, the opponent is hog-tied.  If 
  the opponent succeeds, the hog-tie attempt fails and 
  the grapple continues. 
   
  If a justiciar successfully hog-ties an opponent, 
  that person is considered bound and helpless.  A bound 
  opponent can attempt to escape by making an Escape 
  Artist check opposed by the justiciar’s Use Rope check 
  (including his +10 bonus; see Bind a character on page 
  86 of the Player’s Handbook) or a Strength check (DC 
  23 for rope, DC 26 for chain or manacles, DC 28 for 
  masterwork manacles) to break free. 
  Improved Hog-Tie (Ex): A justiciar of 8
  th level or 
  higher can make a hog-tie attempt without first 
  pinning an opponent.  Whenever a grapple is 
  established, the justiciar can use an attack action to 
  make a hog-tie attempt.  Also, if the justiciar has the 
  Quick Draw Feat, he does not need to be holding the 
  rope, chain, or manacles in his hand before make the 
  attempt. 
  Intuition (Su): When hunting a specific person, a 10
  th 
  level justiciar can use a Survival check to determine in 
  which direction the culprit might be found if the 
  criminal is within 1 mile of the justiciar (DC 15+target'’ 
  HD).  A justiciar can use this ability to determine the 
  direction of anyone he has previously faced in combat 
  if he or she is within range. 
   
  The DM should make this check in secret for the 
  justiciar since the character should not know if he 
  failed the check because of the die roll or because the 
  target is too far away.  A justiciar can make this check 
  once per day for any single target. 
  Multiclass Note: A paladin who becomes a justiciar 
  can continue advancing as a paladin. 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 53 
   
   
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +0 
  +0 
  +2 
  Bring ‘em back alive, nonlethal strike +1d6 
  2
  nd 
  +2 
  +0 
  +0 
  +3 
  Improved grapple, crippling strike 
  3
  rd 
  +3 
  +1 
  +1 
  +3 
  Exotic Weapon Proficiency (manacles), street savvy +2 
  4
  th 
  +4 
  +1 
  +1 
  +4 
  Nonlethal strike +2d6 
  5
  th 
  +5 
  +1 
  +1 
  +4 
  Hog-tie 
  6
  th 
  +6 
  +2 
  +2 
  +5 
  Street savvy +4 
  7
  th 
  +7 
  +2 
  +2 
  +5 
  Non-lethal strike +3d6 
  8
  th 
  +8 
  +2 
  +2 
  +6 
  Improved hog-tie 
  9
  th 
  +9 
  +3 
  +3 
  +6 
  Street savvy +6 
  10
  th 
  +10 
  +3 
  +3 
  +7 
  Intuition, nonlethal strike +4d6 
   
  Occult 
  Slayer 
  as 
  presented 
  in 
  Complete Warrior 
   
  The occult slayer is driven to confront any arcane or 
  divine spellcaster who crosses her path.  Occult slayers 
  believe that mortals are too irresponsible to wield 
  magic, and that those who dare to do so must be slain.  
  Spellcasters who become occult slayers are considered 
  to have seen the error of their ways – although they 
  may still cast spells, they rely primarily upon their 
  battle prowess and their ability to resist magical effects 
  to defeat their enemies. 
   
  The occult slayer comes into her own through 
  exhaustive training.  Every regimen she performs is an 
  exercise that refines her anger against spellcasters into 
  martial skill.  Each occult slayer forms a prenatural 
  bond with her masterwork weapon of choice, which 
  serves as the instrument of her vengeance. 
   
  This prestige class is ideal for individuals who have 
  been victimized by spellcasters and seek acceptable 
  ways to oppose them.  Most occult slayers begin their 
  careers as fighters, although barbarians and rangers 
  often take this path as well.  Monks and rogues have 
  also been known to embrace this calling, but bards and 
  paladins find the occult slayer’s preoccupation  with 
  spellcasters stifling.  Clerics, druids, sorcerers and 
  wizards – the primary targets of occult slayers – tend 
  not to adopt this prestige class, although such 
  turnarounds are not without precedent. 
   
  NPC occult slayers seldom form organizations, because 
  they have discovered that congregating in one place 
  attracts spellcasters intent on making preemptive 
  strikes against them.  Instead, occult slayers discreetly 
  meet from time to time to exchange information about 
  spellcasting opponents they have targeted for matches. 
   Otherwise, the occult slayer operates alone, traveling 
  between venues in search of matches that involve 
  spellcasters.  Because of the inherent discretion that 
  occult slayers display, a candidate for the prestige class 
  must be chosen and trained by another occult slayer 
  who is willing to share her secrets. 
   
  Hit Die: d8 
   
  Requirements 
  To qualify as an occult slayer, a character must fulfill 
  the following criteria. 
  Base Attack Bonus:  +5 
  Skills: Knowledge (arcana) 4 ranks, Spellcraft 3 ranks. 
  Feats:  Improved Initiative, Weapon Focus (any 
  weapon) 
   
  Class Skills 
  The occult slayer’s class skills (and the key ability for 
  each skill are Bluff (Cha), Craft (any) (Int), Gather 
  Information 
  (Cha), 
  Knowledge 
  (arcana) 
  (Int), 
  Profession (Wis), Sense Motive (Wis) and Spellcraft 
  (Int). See Chapter 4 of the Player’s Handbook for all 
  skill descriptions. 
  Skill Points at Each Level:  2 + Int Modifier 
   
  Class Features 
  The following are class features of the occult slayer 
  prestige class. 
  Weapon and Armor Proficiency: Occult slayers are 
  proficient with all simple and martial weapons and all 
  armor and shields. 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 54 
  Magical Defence (Ex): An occult slayer’s constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell-like abilities.  This bonus is +1 at 1
  st level, and it 
  increases to +2 at 3
  rd level and to +3 at 5
  th level. 
  Weapon Bond (Su): An occult slayer must choose a 
  particular weapon of at least masterwork quality as the 
  focus of her power.  Upon making her selection, she 
  immediately forms a bond with the chosen weapon 
  that imbues it with the force of her hatred for 
  spellcasters.  Thereafter, any successful attack she 
  makes with that weapon against a spellcaster or a 
  creature with spell-like abilities deals an extra 1d6 
  points of damage.  If this particular weapon is lost or 
  destroyed, the occult slayer loses the ability to deal the 
  extra damage until she acquires and bonds with 
  another weapon of the same kind of at least 
  masterwork quality.  The occult slayer must spend one 
  day per character level practicing with the replacement 
  weapon (and doing very little else – no adventuring) to 
  create a new weapon bond. 
  Mind over Magic (Su): Starting at 2
  nd level, an occult 
  slayer can cause a spell or spell-like ability targeted 
  against her to rebound onto the originator as a free 
  action.  This ability otherwise functions as the spell 
  turning  spell (caster level equals the character’s occult 
  slayer level +5).  An occult slayer can use this ability 
  once per day at 2
  nd level and twice per day at 4
  th level. 
  Vicious Strike (Ex): At 2
  nd level and higher, an occult 
  slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits. 
  Auravision (Su): At 3
  rd, an occult slayer gains the 
  ability to see magical auras at a range of up to 60 feet as 
  a free action.  This ability otherwise functions as the 
  detect magic spell.  The character cannot use this 
  ability to determine anything but the number of 
  magical auras present. 
  Nondetection Cloak (Su): Upon reaching 4
  th level, an 
  occult slayer (and any gear she wears or carries) 
  becomes more difficult to locate through divinations 
  such as clairaudience/clairvoyance, locate object, and 
  other detection spells. The occult slayer gains magical 
  protection 
  from 
  divinations 
  equivalent 
  to 
  a 
  nondetection spell (caster level equals the character’s 
  occult slayer level), except that it only affects the occult 
  slayer and her possessions. 
  Blank Thoughts (Ex): At 5
  th level, an occult slayer can 
  induce within herself a state of mental absence, 
  thereby becoming immune to mind-affecting effects 
  (charms, compulsions, patterns, phantasms, and morale 
  effects).  She can suppress or resume this ability as a 
  free action.  
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 55 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +1 
  +0 
  +0 
  +2 
  Magical Defense +1, weapon bond 
  2
  nd 
  +2 
  +0 
  +0 
  +3 
  Vicious Strike, mind over magic 1/day 
  3
  rd 
  +3 
  +1 
  +1 
  +3 
  Auravision, magical defense +2 
  4
  th 
  +4 
  +1 
  +1 
  +4 
  Mind over magic 2/day, nondetection cloak 
  5
  th 
  +5 
  +1 
  +1 
  +4 
  Blank thoughts, magical defense +3 
   
   
  Spellsword as presented in Complete 
  Warrior 
   
  The dream of melding magic and weaponplay is 
  fulfilled in the person of the spellsword. A student of 
  both arcane rituals and martial techniques, the 
  spellsword gradually learns to cast spells in armor with 
  less chance of failure. Moreover, he can cast spells 
  through his weapon, bypassing his opponent’s 
  defenses.  
   
  Despite the class’s name, a spellsword can use any 
  weapon 
  or 
  even 
  switch 
  weapons. 
  “Spellaxe”, 
  “spellspear” and other appellations for this prestige 
  class are certainly possible but not commonly used. 
  The requirements for this prestige class make it most 
  attractive 
  to 
  multiclass 
  wizard/fighters 
  or 
  sorcerer/fighters, although bard/fighters can meet the 
  requirements just as easily. 
   
  Feared by other martial characters because of his ability 
  to use spells, and feared by spellcasters because of his 
  ability to cast those spells while wearing armor, a 
  spellsword often walks the world alone. 
   
  Hit Die: d8 
   
  Requirements 
  To qualify as a spellsword, a character must fulfill the 
  following criteria. 
  Base Attack Bonus:  +4 
  Skills: Knowledge (arcana) 6 ranks. 
  Feats:  Proficiency with all simple and martial weapons 
  and with all armor (heavy, medium, and light). 
  Spells: Able to cast 2
  nd-level arcane spells. 
  Special: Must have defeated a foe through force of arm 
  alone, without recourse to spellcasting. 
   
  Class Skills 
  The spellsword’s class skills (and the key ability for 
  each skill) are Climb (Str), Concentration (Con), Jump 
  (Str), Knowledge (Int), Profession (Wis), Spellcraft 
  (Int).  
  Skill Points at Each Level:  2 + Int Modifier 
   
  Class Features 
  The following are class features of the spellsword 
  prestige class. 
  Spells per Day: At every odd-numbered level, a 
  spellsword gains new spells per day as if he had also 
  gained a level in an arcane spellcasting class he 
  belonged to before adding the prestige class.  he does 
  not, however, gain any other benefit a character of that 
  class would have gained (improved chance of 
  controlling or rebuking undead, metamagic or item 
  creation feats, and so on), save for an increased 
  effective level of spellcasting. If a character had more 
  than one spellcasting class before becoming a 
  spellsword, he must decide to which class he adds the 
  new level for purposes of determining spells per day. 
  Ignore Spell Failure (Ex): Beginning at 1
  st level, a 
  spellsword’s hard work and practice at merging 
  spellcraft with weaponplay starts to pay off. As an 
  extraordinary ability, he ignores a portion of the arcane 
  spell failure chance associated with using armor.  This 
  reduction starts at 10% and gradually increases to 30%, 
  as shown on the class table.  A spellsword subtracts the 
  given percentage value from his total spell failure 
  chance, if any.  For instance, a character wearing scale 
  mail and carrying a small shield normally has a spell 
  failure chance of 30%, but this drops to only 20% for a 
  1
  st-level spellsword. 
  Bonus Feat: At 2
  nd level, a spellsword advances his art, 
  gaining a bonus feat.  This bonus feat must be either a 
  metamagic feat or one drawn from the list of bonus 
  feats allowed to a fighter (see Table 5-1 on page 90 of 
  the Player’s Handbook). 
  Channel Spell (Sp): At 4
  th level, a spellsword can 
  channel any spell he can cast into his melee weapon.  
  Using this ability requires a move action, and the 
  spellsword uses up the prepared spell or spell slot just 
  as if he had cast the spell.  The channeled spell affects 
  the next target that the spellsword successfully attacks 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 56 
  with his weapon (saving throws and spell resistance 
  still apply). Even if the spell normally affects an area or 
  is a ray, it affects only the target. The spell is discharged 
  from the weapon, which can then hold another spell.  
  A spellsword can channel his spells into only one 
  weapon at a time.  Spells channeled into a weapon are 
  lost if not used in 8 hours.  
  Multiple Channel Spell (Sp): A 10
  th level spellsword 
  can channel two spells into his melee weapon, using a 
  move action to channel each one. Both channeled 
  spells affect the next target the spellsword successfully 
  attacks with his weapon, in the order the spells were 
  placed into the weapon. As with the channel spell class 
  feature, saving throws and spell resistance apply 
  normally.  Each time a spellsword uses multiple 
  channel spell, two of his five channel spell uses per day 
  are expended.  
   
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  1
  st 
  +1 
  +2 
  +0 
  +2 
  Ignore spell failure 10% 
  +1 level of existing arcane 
  spellcasting class 
  2
  nd 
  +2 
  +3 
  +0 
  +3 
  Bonus Feat 
    
  3
  rd 
  +3 
  +3 
  +1 
  +3 
  Ignore spell failure 15% 
  +1 level of existing arcane 
  spellcasting class 
  4
  th 
  +4 
  +4 
  +1 
  +4 
  Channel Spell 3/Day 
    
  5
  th 
  +5 
  +4 
  +1 
  +4 
  Ignore spell failure 20% 
  +1 level of existing arcane 
  spellcasting class 
  6
  th 
  +6 
  +5 
  +2 
  +5 
  Channel Spell 4/Day 
    
  7
  th 
  +7 
  +5 
  +2 
  +5 
  Ignore spell failure 25% 
  +1 level of existing arcane 
  spellcasting class 
  8
  th 
  +8 
  +6 
  +2 
  +6 
  Channel Spell 5/Day 
    
  9
  th 
  +9 
  +6 
  +3 
  +6 
  Ignore spell failure 30% 
  +1 level of existing arcane 
  spellcasting class 
  10
  th 
  +10 
  +7 
  +3 
  +7 
  Multiple Channel Spell 
    
   
   
   
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 57 
  New Creatures 
  Jovoc as presented in Monster 
  Manual II 
  Jovoc (Tanar’ri) 
  Small Outsider (Chaotic, Evil) 
  Hit Dice: 
   
  4d8+18 (36 hp) 
  Initiative: 
   
  +2 
  Speed:  
   
  30 Ft. 
  AC:  
   
   
  16 (+1 size, +2 Dex, +3 
  Natural), touch 13, flat-
  footed 14 
  BAB/Grp: 
   
  +4/+0 
  Attack:  
   
  claw +6 
  Full Attack: 
   
  two claws +6 melee and 
  bite +1 melee 
  Damage:  
   
  claw 1d3+1, bite 1d4 
  Space/Reach: 
   
  5 ft / 5ft 
  Special Attacks: - 
  Special Qualities: 
  Aura 
  of 
  retribution, 
  damage reduction 5/good 
  or cold iron, fast healing 5, 
  outsider 
  traits, 
  tanar’ri 
  traits, SR 13, summon 
  tanar’ri 
  Saves: 
   
   
  Fort +7, Ref +6, Will +4 
  Abilities: 
   
  Str 12, Dex 15, Con 16, Int 
  7, Wis 10, Cha 7 
  Skills:                          
     Hide +13, Listen +7, 
   
   
   
   
  Move Silently +9, Search  
   
   
   
   
  +5, Sense Motive +7, Spot  
   
   
   
   
  +7 
   
  Feats: 
   
   
  Toughness (x2) 
  Climate/Terrain:  
  Any land and underground 
  Organization: 
   
  Solitary, pair or gang (3-4) 
  Challenge Rating: 
  5 
  Treasure: 
   
  Standard 
  Alignment: 
   
  Always chaotic evil 
  Advancement: 
   
  5-8 HD (Small); 9-12 HD 
  (Medium) 
   
  Aura of Retribution (Su): This effect is always active 
  in a 30-foot spread centered on the jovoc. Whenever 
  the creature takes damage from any source, every 
  nontanar’ri within the area immediately takes an equal 
  amount of damage. A successful Fortitude saving 
  throw (DC 15) halves the damage. (For example, if an 
  opponent deals 12 points of damage to a jovoc, that 
  opponent and every other non-tanar’ri within 30 feet 
  also immediately takes 12 points of damage each, or 6 
  points with a successful Fortitude save.) Regardless of 
  the source of the damage to the jovoc, the damage dealt 
  to nontanar’ri by this effect is not subject to negation 
  or reduction because or resistance, immunity, damage 
  reduction, spell resistance, or the like. 
  Fast Healing (Ex): A jovoc regains lost hit points at 
  the rate of 5 per round. Fast healing does not restore 
  hit points lost from starvation, thirst, or suffocation, 
  and it does not allow the jovoc to regrow or reattach 
  lost body parts.  
  Summon Tanar’ri (Sp): Once per day, a jovoc can 
  attempt to summon another jovoc with a 25% chance of 
  success. 
   
  These vicious little black-hearted fiends were born to 
  create strife.  Their ability to inflict the damage they 
  take on others makes them invaluable in the front lines 
  of tanar’ri armies. A unit of jovocs can absorb repeated 
  blows and spells from the enemy and still survive to 
  exact a punishing revenge. 
  A jovoc is a 4-foot-tall, bloated, hairless creature of 
  humanoid shape.  It resembles the bruised and 
  battered corpse of a gnome left too long to decay in the 
  heat of summer, and the stench that emanates from its 
  rough skin lends credence to this impression.  It’s skin 
  is dark blue or black, and its eyes are vacant, black 
  pools.  Each of the creature’s long arms ends in a three-
  fingered hand with long red fingernails, forever 
  stained the color of blood. 
   
  Combat 
   
  Jovocs are not especially intelligent, but they are quick 
  and experienced ambushers who know how to use 
  their small size to best effect.  Years of training and 
  experience have taught them how to take advantage of 
  their aura of retribution and fast healing abilities.  They 
  often adopt a hit-and-run strategy, jumping into a 
  group of enemies to do as much damage as possible, 
  then dashing off for a few rounds to heal. 
   
   
  Alternatively, jovocs fighting in pairs or trios can 
  utilize their favorite tactic.  Lurking just beyond the 
  reach of enemies, (preferably concealed by darkness, a 
  wall, or some other barrier), they begin to attack one 
  another, automatically hitting with each swing. These 
  attacks deal full damage not only on the jovocs, but also 
  on anyone caught with their aura of retribution. After 
  allowing a round to two for their fast healing ability to 
  close their wounds, the creatures begin to claw and bite 
  one another again. 
  
  VTF5-01 Bonds of Light and Darkness 
   
  Page 58 
  Immoth 
  as 
  presented 
  in 
  Monster Manual II 
  Immoth  
  Large Elemental (Air, Cold, Water) 
  Hit Dice: 
   
  10d8+40 (85 hp) 
  Initiative: 
   
  +3 
  Speed:  
   
  30 Ft., 30 ft. fly (perfect), 30 
  ft. swim 
  AC:  
   
   
  18 (-1 size, +3 Dex, +6 
  Natural), touch 12, flat-
  footed 15 
  BAB/Grp: 
   
  +7/+15 
  Attack:  
   
  Claw +10 melee 
  Full Attack: 
   
  2 Claws +10 melee and tail 
  slap +5 melee 
  Damage:  
   
  Claws 1d4+4 plus 1d6 cold, 
  tail slap 1d6+2 plus 1d6 
  cold plus poison 
  Space/Reach: 
   
  10 ft / 10ft 
  Special Attacks:  
  ice runes, poison, spells 
  Special Qualities: 
  Damage 
  Reduction 
  10/magic and bludgeoning, 
  cold subtype, elemental 
  traits, 
  icewalking, 
  Spell 
  Resistance 23 
  Saves: 
   
   
  Fort +11, Ref +10, Will +4 
  Abilities: 
   
  Str 18, Dex 16, Con 19, Int 
  14, Wis 13, Cha 21 
  Skills:                             
  Climb +17, Hide +12,  
   
   
   
   
  Jump +17, Spot +14,  
   
   
   
   
  Swim +12 
  Feats: 
   
   
  Cleave, Combat Casting, 
  Combat Reflexes, Power 
  Attack 
  Climate/Terrain:  
  Any cold 
  Organization: 
   
  Solitary 
  Challenge Rating: 
  9 
  Treasure: 
   
  Standard 
  Alignment: 
   
  Usually Neutral 
  Advancement: 
   
  by character class 
   
  Icy Runes (Sp): Any spell an immoth has prepared can 
  be inscribed on an ice nugget. The creature can trigger 
  the spell contained in such an ice rune as a free action. 
  An ice rune remains magical until triggered by the 
  immoth.  Each immoth has at least 3d4+2 ice runes 
  embedded on its body. 
   
  Poison (Ex): An immoth delivers its freezing venom 
  (Fortitude save DC 19) with each successful tail attack.  
  The initial damage is paralysis (1d6+2 rounds) and the 
  secondary damage is 1 point of Intelligence drain per 
  round of paralysis. 
    
  Spells (Sp): An immoth can cast arcane spells as a 
  12th-level sorcerer (spells/day 6/8/7/7/7/6/3; spells 
  known 9/5/5/4/3/2/1; save DC 15+Spell level). It 
  cannot cast spells with the fire descriptor. 
   
   
  Icewalking (Ex): This ability works like the spider 
  climb spell, except that it applies to all icy surfaces and 
  it is always active. 
   
  Immoths originate from the coldest regions of the 
  Elemental Planes of Air and Water, although their 
  thirst for knowledge takes them to many other planes 
  of existence. They tend to dwell in forbidding, freezing 
  regions.  Though they are solitary creatures, immoths 
  maintain contact with others of their kind, sharing 
  secrets and coming to each other’s aid when necessary. 
   
  An immoth appears as a gleaming, 8-foot-tall giant 
  carved from dense, translucent ice. It resembles a 
  bearded, hulking dwarf with icy talons and a large, 
  crystalline tail.  The creature covers itself with gemlike 
  nuggets of enchanted ice called ice runes. 
   
  Immoths seem to be highly curious about all forms of 
  humanoid life, as well as arcane and divine magic, but 
  they generally take a great interest in all things.  They 
  barter with intelligent beings for information but show 
  no compunction about taking what they want by force 
  if more peaceful methods fail.  These relentless 
  gatherers of knowledge and secrets hide their 
  information in icy libraries. 
   
  One legend that planar travelers tell speaks of why the 
  immoths seek out information. The tale goes that long 
  ago, a powerful, mad sorcerer tried to recruit 
  elementals to serve him. When they refused, he 
  punished them with a curse and returned them to their 
  planar home – a place referred to in the tale as the 
  Mountain of Ultimate Winter. According to the story, 
  this place was so cold that spoken words froze in the air 
  and fell to the ground. The cursed elementals who 
  lived there took on new forms and became the 
  creatures now known as immoths. They then began 
  traveling the planes to find the sorcerer’s words. 
   
  This tale bolsters the widely held theory that immoths 
  believe words themselves to have power. (Certainly, 
  the verbal components of spells lend some credence to 
  the idea.) Though the true reasons for their diligent 
  search for knowledge are unknown, it is clear that the 
  
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  monsters prize words for their own sake, not merely 
  the knowledge those words convey. 
   
  Immoths eat any sort of living creatures, feeding on 
  the life essence rather than the actual flesh-though 
  they nonetheless consume the latter. It is not known 
  how, or even whether, immoths reproduce.  Immoths 
  speak Aquan, Auran and Common. 
   
  Combat 
   
  Before wading into battle, an immoth casts spells 
  designed to bolster its physical and defensive 
  capabilities. In melee, it immobilizes as many foes as 
  possible with its tail poison and uses rune magic to 
  overcome any serious threats. Most immoths prefer 
  runes that inflict pain or can debilitate opponents. 
  When seriously threatened, these monsters flee by 
  walking up the nearest icy cliff.  Then, from on high, 
  they cast damaging spells to deter foes from following. 
  
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  Appendix Three – Maps 
  DM Map #1 – Fort Daris 
   
   
   
   
   
  
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  DM Map #2 − Temple of the Restorer of Righteousness
  
  VTF5-01 Bonds of Light and Darkness 
   
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  DM Map #3 – Area of Darkness
  
  VTF5-01 Bonds of Light and Darkness 
   
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  DM Map #4 – Temple of Eternal Darkness
  
  VTF5-01 Bonds of Light and Darkness 
   
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  Appendix Four – Player Handouts 
   
   
  The darkness of the void is our *****.   
  We cannot ***** the light.   
  When this is ***** or destroyed, we shall 
   *****  
  in our temple.   
  There, the ***** of Darkness can sound  and 
   bring  
  us back from the ***** where 
   they seek to bind *****.   
  Out of darkness, out of oblivion, out of  *****, 
  you are summoned.  
  There is no light above or ***** and the  ***** 
   hide their *****.  
  You are summoned. 
  Let 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region The Velverdyva Trade Route/595/Normal Scenarios/VTF5-01 - Bonds of Light and Darkness (APL 10-16)/VTF5-01 - Bonds of Light and Darkness.pdf