TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
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  2005 WIZARDS OF THE COAST, INC. 
  VISIT THE LIVING GREYHAWK WEBSITE AT WWW.RPGA.COM 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com 
   
  COR4-07 
   
   
   
   
   
   
  FULL CIRCLE TO OBLIVION 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Core Adventure 
  by David Christ 
   
   
  Pride, cowardice, fear, and lack of faith have stripped bare the hearts of many a man of the cloth. Now all that remains is 
  a boy, his broken father, and a village of the once damned on the edge of the Vale of Luna. The journey that started at 
  the Flight of Fiends has come full circle and now all the pieces are in place. Powerful forces move in the shadows each 
  on this night of the forsaken. Who has the best interest of the Flanaess in mind and can the heroes find the right path 
  before the shadows step into the light once again? Part Four of Five in the "To Serve the Greater Good" series. For APLs 
  8-16. 
   
  
  Cor4-07 Full Circle to Oblivion 
   
  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, 2005.  
   
  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-
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 3 
  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 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 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP  
   
   
  This is a standard two-round Core adventure, set in the 
  general area of Veluna. Characters pay two Time Units 
  per round. Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit. Rich Upkeep costs 50gp per Time Unit. 
  Luxury Upkeep costs 100gp per Time Unit. 
   
  SERIES BACKGROUND 
  This scenario is the fourth part of a five part series. It is 
  important to be familiar with COR2-07 Ashes of 
  Innocence, COR3-03 Fury of a Cold Man’s Heart, and 
  COR3-08 A Man with Nothing. If possible, review these 
  adventure summaries of those modules to better prepare. 
   
  This series deals with the Flight of Fiends, the Crook 
  of Rao, and what really happened. 
   
  The Flight of Fiends 
  In Coldeven 586 CY, His Venerable Reverence, The 
  Savior of Our Lands, Canon Hazen of Mitrik, used the 
  Crook of Rao to invoke the Flight of Fiends. This ritual 
  banished thousands of demons, devils, yugoloths, and 
  other outsiders from all parts of the Flanaess. In a single 
  act, the entire power structure of the Flanaess changed 
  forever. Nothing had such a widespread effect on the 
  world since the Twin Cataclysms. All that is known to 
  the general public about the ritual is the following: 
  • 
  Canon Hazen served as the focal point of the 
  ritual. 
  • 
  It involved the College of Bishops (advisors to 
  the Canon and made up of 21 of the most 
  powerful priests in Veluna) and almost every 
  priest of Rao in Mitrik (over 200 of them) 
  • 
  Canon Hazen had the aid of the Archmage 
  Bigby 
  • 
  Some of the participants become sick after the 
  ritual and some resigned their posts. 
  • 
  Rumors that the Canon disappeared during the 
  ritual abound and he has rarely made public 
  appearances since. 
  The following describes what the players do not know: 
  • 
  The ritual was not nearly as successful as 
  generally believed. Hundreds of devils left 
  voluntarily and hundreds more were betrayed 
  by their own kind. 
  • 
  Three of the bishops from the College of 
  Bishops betrayed the Canon. They feared he 
  lacked the strength to do what he planned and 
  they made a deal with the evil. They falsely 
  believed the greater good would be served by 
  their actions. 
  • 
  The ritual rendered the Crook nearly powerless. 
  Nobody in the church knows what happened 
  exactly but the Crook’s power seems gone 
  forever. 
   
  So exactly what was this betrayal? Canon Hazen had 
  a dream that Rao himself visited him and laid out his plan 
  for the ritual. The next morning, when the Canon told 
  them of his vision, the people cheered and went about 
  preparing the ritual as if Rao himself said it to them. 
   
  There were doubters though—three priests of Rao. 
  The forces of evil seized upon this fact and started 
  whispering dark promises into the doubters’ ears. All 
  they had to do was take an item into the ritual with 
  them—a medallion holding the true names of 101 devils. 
  The three priests were unaware of each other and took 
  their medallions into the ritual. The Canon started to 
  invoke the powers of the Crook and the Flight of Fiends 
  began. As the ritual progressed each of the medallions 
  slowly dissolved into mist. The devils whose names were 
  in the three items (303 of them total) were pulled from 
  wherever they were and banished back to their home 
  planes. Hundreds more left voluntarily, making the ritual 
  seem much more successful then it appeared. 
   
  The mist wrapped itself around the left arm of each 
  bishop. As they watched in horror it seeped into their 
  skin and formed tattoos on their arms and upper chest. 
  The tattoos appeared as letters in Infernal that 
  continually crawled around their skin, forming the true 
  names of the 101 devils bound in the original medallion. 
  They pulled their robes tighter around them and 
  continued with the ritual until it ended. None knew of 
  this betrayal until recently, when their web of deceit 
  started to unravel around them. 
   
  Another important part of this series is a small boy 
  named Aaront. In part One, Aaront is plagued by a beast 
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 4 
  (called Theron) that resides within his body. In Part One 
  of the series, the PC’s managed to bottle the beast back up 
  inside the boy. In Part Two, the PCs succeeded in 
  removing the creature from Aaront’s body. In Part Three, 
  they managed to lock him away in Perdition with the 
  other 302 devils from the ritual. The boy is still an 
  enigma at this point, though his true nature becomes 
  much clearer in this adventure.  
   
  Part One of this series dealt with the first of the 
  three betrayers. Vadid fled Veluna ashamed of what he 
  had done. He was followed by Aaront and tortured by the 
  creature he contained inside of him. The PCs managed to 
  stop the creature from killing anymore innocents but 
  Vadid cracked from the pressure and guilt and was slain 
  by the PC’s thus passing the first curse to the players. 
   
  Part Two of this series dealt with the son of the 
  second betrayer. Now a Knight of Veluna he was deep in 
  the occupied lands of Iuz trying to free himself and his 
  family of the curse. The players help his attempt but it 
  fails. In trying he releases Theron from inside of Aaront 
  and he fades away. The players most likely now have the 
  second of the three curses and some hints that Iuz was 
  involved in the betrayal and that something bigger then 
  they though it going on?. 
   
  Part Three of the series dealt with the demiplane of 
  Perdition and the final priest involved with the betrayal. 
  This priest, the father of the Aaront, took up the mantle 
  of keeping the three curses with him in Perdition, thus 
  trapping him and the 303 devils there. With the PC’s 
  help, they managed to get Theron, the only devil not in 
  Perdition, trapped and the door sealed. However, this did 
  not end the problems, as the priest trusted another to 
  keep the curses and remain in Perdition in his place 
  (typically one of the PCs, although this makes little 
  difference). 
   
  This adventure, the final in the chapter, reveals the 
  remaining secrets. Back in 586CY, the forces of Iuz 
  learned of the planned Flight of Fiends. At first, they 
  scrambled to find a way to stop it. When they failed to 
  find a way, they turned to the Greater Boneheart, known 
  as Kermin Mindbender, for anything he could think of to 
  prevent this disaster from befalling them. Kermin 
  devised a plan in which the Flight would go off, but 
  perverted to serve Iuz’s needs instead of those of Veluna 
  and the rest of Old Ferrond. Thus, the Medallions of Dis 
  were created and the names of the 303 devils were 
  inscribed and contained within them. These 303 devils 
  were considered risks and thought to be loyal to Iuz's 
  father, Grazz’t. Kermin believed he could banish the 
  disloyal spies, infect the Crook of Rao with an evil spirit, 
  spread a sickness to the priesthood of Rao, and prevent 
  the Flight from working on any of Iuz’s other forces. This 
  ambitious goal was doomed from the start. 
   
  The Flight of Fiends began and the medallions were 
  in their place to do their evil work. They dissolved as 
  expected and delivered the true names of the 303 devils 
  to the ritual. The medallions also released an evil spirit to 
  the Crook of Rao to pervert its power, as well as creating a 
  small demiplane where the forces of Iuz could be 
  secreted away until the ritual concluded. Instead, the 303 
  devils remained in the demiplane (instead of those loyal 
  to Iuz), the loyal ones were banished to their home 
  planes,  
   
  Although the evil spirit was delivered to the Crook, 
  the plan did not work completely. The Crook, sensing 
  something amiss, secreted itself away in a small boy that 
  was born the same night as the ritual. This evil spirit, 
  Theron, went with the Crook and remained stuck in the 
  child as well. The only thing that went exactly right was 
  the plot to introduce a wasting sickness to the clergy of 
  Rao (This issue is dealt with in a Veluna regional 
  plotline).  
   
  Kermin was left wondering what went wrong, 
  Theron was trapped, along with the Crook, in the boy, 
  and unable to report on what happened. The wasting 
  sickness would take years to show itself. Kermin chalked 
  it up to a total failure and proceeded to make the best of it 
  (per the history of the post Flight years in the Living 
  Greyhawk Gazetteer).  
   
  The status quo continued for over a decade until 
  Theron figured out how to escape and cause mayhem 
  (hoping to draw the notice of somebody from Iuz so he 
  could report). Unfortunately, the players found Vadid 
  and Aaront first and, upon killing Vadid, took the first 
  curse upon themselves. This set in motion the events that 
  led to this point and many parties showed interest over 
  the last three adventures. The PCs believe the troubles 
  ended in Perdition but it proved a brief respite as various 
  factions readied themselves and studied the players so to 
  best manipulate them in the future. 
   
  This brings the adventure to the present. The door to 
  Perdition remains open, Aaront still wanders with 
  something (or somebody) inside of him, and forces move 
  to take advantage of these situations and bring the story 
  of the Flight of Fiends full circle to its conclusion. World 
  altering events happen this night and the players may 
  affect that shift in many ways. 
   
  The Primary Curse Bearer (PCB) 
  Throughout this adventure, there are times when 
  knowing who the Primary Curse Bearer is. Though 
  multiple people may bear curses at the table, only one 
  serves as the primary curse bearer (referenced as PCB) in 
  the adventure. The person who bears the most curses is 
  the default PCB. If there is a tie, the DM should choose 
  the PC that acts in the shadiest or greediest manner (or 
  determine randomly). 
   
  ADVENTURE SUMMARY  
  Introduction: There are four possible hooks to bring 
  characters into the adventure. Each of those hooks 
  provides slightly different information that could give 
  the party different possible encounters.  
   
  Hook A—Curses: This hook is specifically aimed at 
  those who betrayed the trust of Ra’ned Fillisp and left 
  Perdition with all three curses. He tracks them down in 
  Falsridge and gives them what for. In his ranting the 
  players pick up some strange things happening to the 
  north.  
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 5 
   
  Hook B—Curses Removed: This is aimed at those 
  who passed their curses on to Ra’Ned or lacked any 
  curses to start with and let him keep all of them. They 
  find a dying man from Perdition—his symbol magically 
  and physically torn from his body. He informs the PC of 
  what happened and then dies. An Intelligence check (DC 
  10) reveals that the boy’s father was the old priest from 
  Perdition, Ra’Ned. 
   
  Hook C—Heroes: If the PCs have not played any 
  adventures in this series this hook lures heroic-minded 
  characters into the flow. They have to roll with it, as they 
  lack crucial information. 
   
  Hook D—Greed: This hook may apply on top of any 
  of the above three hooks. The PCs must roll a save during 
  this handout and tell you the result (do not let the others 
  know what it is). No matter what the player rolls he fails. 
  Kermin does not allow his puppets to even think they 
  possess a bit of hope. 
   
  Encounter 
  One—Falsridge 
  in 
  Action: 
  The 
  characters enjoy their remaining day in Falsridge. 
  Mobilization of the local militia happens all around them 
  and the town seems very frantic. The PCs receive their 
  hook from the introduction and may do a little digging 
  around before they head north. 
   
  Encounter Two—Perdition in Flux: The players 
  reach the cliff face where the entrance to Perdition one 
  stood. The tunnel now serves as a local river and the old 
  residents of Perdition built a small village on the shore. If 
  a PC bears all three curses, those wanting the curses for 
  themselves attack the adventurers. If the PCs do not 
  possess the curses, the town is then under attack by those 
  same forces trying to kill the residents to take each devil 
  name one at a time. Same fight just from different angles. 
   
  Encounter Three—Who runs Bartertown?: The 
  players get to meet the new ruler of the forsaken –
  Aaront. Most of the time he lives as a young boy content 
  to play and enjoy life. When needed though, he takes on 
  a very serious tone and dispenses information and justice 
  with a firm hand. At this point, the nature of the curses 
  and their connection to Theron become apparent. The 
  players learn that the Crook of Rao is currently nothing 
  more then an empty stick and that the curses are Theron. 
  If a party member bears all three of them, they gain a new 
  friend in their head. 
   
  Encounter Four—All Signs Point to You: The PCs 
  learn of the various sides involved in at this point and 
  must decide whether to support one of them or to go 
  their own way. The possible sides include Kermin 
  Mindbender (Loyal to Iuz—release his master’s fiends 
  and send the 303 away), Theron (Loyal to Grazz’t—do 
  nothing and the 303 devils are freed and the other fiends 
  remain banished), or Rojan Arden (Loyal to himself—
  wants to undo Flight to be redone correctly). All three 
  struggle to get back into the demiplane of Perdition, as 
  what their goals can only be accomplished there. 
   
  Encounter Five—Now, About That Water Problem: 
  The party must figure out how to get into Perdition. The 
  portal to Perdition shifted to a portal to the Elemental 
  Plane of Water, making it almost impossible to get near 
  the portal to find a way to shift it back. The party learns 
  from Rojan that a Medallion of Dis is needed to shift the 
  portal back. If the party possesses one, the task is easy. If 
  they do not, Rojan, who does possess one, asks for a 
  promise of their help to let them tag along with him. 
   
  Encounter Six—I’m the Devil in the Box: When the 
  PCs get close to the portal, they find a chamber carved 
  out of the solid stone above the portal—the result of 
  some forces loyal to Iuz trying to get into Perdition. If for 
  some reason the PCs decide to ally with the forces of 
  Kermin they are asked to assist them in their efforts. In 
  all other cases they attack to destroy the party. 
   
  Encounter Seven—Visions of the Past Present: The 
  demiplane of Perdition shrunk since the players last 
  visited. It now consists of the giant statue of Aaront (now 
  30 feet tall) standing over the room where the Flight of 
  Fiends ritual was performed. The players enter this room 
  and watch the ritual unfold over and over again from a 
  rather unique perspective. 
   
  Encounter Eight—Time keeps on Shrinking: Once 
  the players witnessed the replay of the Flight of Fiends, 
  the demiplane of Perdition goes through another (and it’s 
  final) shrinking period. They have 10 rounds before the 
  plane collapses in on itself crushing anything in it into an 
  infinitely small space. The only thing standing between 
  them and the portal is the statue of Aaront, which seems 
  to have other plans for the players. 
   
  Conclusion—Halfway to Somewhere: The players 
  know where the ritual needs to be reversed, why it went 
  wrong, and an idea on the options they possess if they 
  manage to change the outcome of the Flight of Fiends.  
   
  INTRODUCTION 
  If somebody in the party bears any of the curses (and 
  specifically if one PC bears all three of them) then give 
  him Player Handout 1 (Hook A). 
   
  If a PC managed to rid themselves of the curses in a 
  previous adventure, provide them Player Handout 4 
  (Hook B). 
   
  All others get Player Handout 4 (Hook C) 
   
  If none of the PCs bear any curses, but exhibit 
  sinister or greedy personalities that would cash in on an 
  easy score, provide them Player Handout 2 (Hook D). 
   
  It is possible for each in the group to have slightly 
  different reasons for traveling and they are not required 
  to make them known to others in the group.  
   
  ENCOUNTER 1: FALSRIDGE IN 
  ACTION 
  The wide and lazy Fals River rolls slowly along to your 
  left as you approach Falsridge from the east. Tales of war 
  and strife in the Baklunish west have the road heading 
  east full of travelers. At the same time the road-heading 
  west through Falsridge is packed with those types who 
  seem to thrive in that kind of environment. 
  Mercenaries, adventures, and worse all stream towards 
  the Thornwood gap and hopefully employment beyond. 
   
  Your group has been traveling west together since 
  passing Veluna City a few days ago. Ahead lays Falsridge. 
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 6 
  It’s rebuilt dock area a bustle with activity. You can also 
  notice even from this distance away a dark cloud 
  hanging in the sky to the north. It appears some nasty 
  weather is on the way and reaching Falsridge is 
  fortuitous indeed.  
   
  At this point the party is probably looking for Ra’Ned. 
  Falsridge is a bustle of activity due to large scale fighting 
  going on in the northern parts of Veluna. Make sure to 
  note this as the PCs travel around town asking questions 
  and looking for Ra’Ned. A Gather Information or 
  Knowledge (local) check (DC 14) finds him with a few 
  hours of work.  
   
  Read or paraphrase the following: 
   
  After a bit of searching you find Ra’ned down by the 
  dock area. You come upon him on the tail end of a 
  discussion with a rather rough looking group of 
  mercenaries. 
   
  “I plead with you,” he says. “Please help me. I know 
  I cannot meet your price but this truly is a danger that 
  could make the Ket and Tusmit conflict pale in 
  comparison. Please!” 
   
  The mercenaries just laugh and throw some copper 
  at his head as they tromp off to the nearest tavern. 
   
   
  �Ra’ned Fillisp: human male Clr14; hp 115; cannot 
  cast spells – needs atonement. 
   
  Development: Ra’ned tries to recruit mercenaries 
  heading through town to take back with him to the 
  Perdition encampment, but with little luck. Between the 
  problems in Veluna and the brewing war between Ket 
  and Tusmit, the pickings prove slim and the prices are 
  more then he can afford. If any in the party played 
  COR3-08 Man with Nothing, he immediately recognizes 
  them. His reaction depends on what they did at the end. 
  If they kept all three curses then he becomes downright 
  hostile and in that characters face (see Option 2 for his 
  responses). If he kept the curses and the PCs helped out, 
  he acts very friendly (See Option 1 for his responses). 
  Either way he gives the following information (either 
  screaming or pleading) to the players if the right 
  questions are asked.  
   
  Option 1: Friendly Responses 
  Where are your curses? 
  “Another came after you. He claimed to be Rojan Arden 
  and offered to take my place as his penance. Curse me for 
  being fooled so easily. As soon as he had them, he left and 
  Perdition started coming apart at the seams.”  
   
  Note: If the players played the adventure, an 
  Intelligence check (DC 10) reveals Rojan Ardan as the 
  paladin from COR3-03 Fury of a Cold Man’s Heart. 
   
  “Why are you here and not in Perdition?” 
   “Another took the curses and Perdition has shrunk since 
  then. The accursed and I were forced to leave and setup a 
  camp outside. Shortly after we left, the river started up 
  again and we are unable to get back in. Many have been 
  poking around the new village and I worry that 
  something bad is about to happen.  
   
  “Why are you gathering help?” 
  “The ones who bear the marks are being hunted down 
  and killed one by one. I find them each morning with 
  their mark clawed or burned from their bodies. 
  Somebody is gathering the marks and I fear what they 
  might do once they possess them all. I need able bodies 
  to prevent this. Rao no longer speaks with me and my 
  church is too busy to deal with a heretic right now.  
   
  How does Aaront do what he does? 
  “I do not know but I count my blessings for it. He has 
  some great force for good within him. I have seen it in 
  action and so have you. He actually leads those who have 
  left Perdition right now. They follow him like some 
  messiah. Every now and then he stands a littler taller and 
  barks out some strange order in a voice not his own and 
  then he goes back to playing with that ball of string. The 
  orders make little sense (like put a hut here, or stack 
  those stones over there) but they scurry to do it as quick 
  as they can.” 
   
  Option 2: Hostile Responses 
  “Why are you here and not in Perdition?” 
  “Well a certain person here decided his word was 
  worthless and left with the names <glares at that player). 
  Perdition started falling apart shortly after that and we 
  were forced to leave. The plan to keep the fiends away is 
  unraveling my friend and it is your entire fault. When 
  Iuz sweeps across old Ferrond I hope he makes your skull 
  the first added to his road.” 
    
  “Why are you here and not in Perdition?” 
  “The shadows are moving around the town. I know they 
  seek the bearer of the curses. For what I do not know but 
  it cannot be good. They will eventually find you and I 
  would rather it be here and now then in some gutter 
  drunk after doing whatever those of you without honor 
  do.” 
   
  How does Aaront do what he does? 
  “None of your business! One of your ilk does not deserve 
  to even be in his presence but I guess we have little 
  choice in that matter right now.” 
  Once the questions are complete, read or paraphrase the 
  following: 
   
  “Enough idle chatter. I need you—no, the entire world 
  needs you—to come North with me. We must travel to 
  the cliffs of Downfall. The sooner we can get you to 
  Aaront the sooner I think we will learn what exactly is 
  going on.” 
   
   
  If the PCs agree, go to “Encounter 2: Perdition in 
  Flux,” below. 
   
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 7 
  ENCOUNTER 3: PERDITION 
  IN FLUX 
  Once the PCs arrive at Downfall, read or paraphrase the 
  following: 
   
  The staggering height of the cliff known as Downfall 
  casts its long shadow to the east as the sun sets. It is hard 
  to believe it has been almost a year since you last set foot 
  here but from the activity seen in the distance and the 
  smoke rising from campfires show that much has 
  changed since your last visit. 
   
  If none in the party bear the curses, the devils are 
  currently attacking the village. Aaront is not currently 
  here and they use his absence, and that of Ra’ned, to cull 
  many of the accursed from the herd. If the party does 
  contain the curse within its ranks the devils are waiting 
  on the top of the cliff for them to arrive. 
   
  These devils are loyal to Kermin Mindbender and go 
  out of their way in the first few rounds to avoid any 
  character sporting the colored ribbon (Hook D). If that 
  character does any hostile action or helps one not 
  wearing the ribbon then the truce is off and they are fair 
  game.  
   
  The village sits 200 yards away from the cliff face on 
  the river that now flows from it. The cliff itself rises 500 
  feet into the air and stretches half a mile in either 
  direction. The devils are either outside the village on the 
  side the characters approach from (the devils are able to 
  detect those PCs bearing curses) or they are in the village 
  causing chaos and turn to face the players as soon as they 
  realize they are there. 
   
  APL 8 (EL 10) 
   
  �Thaskor: hp 123; see Appendix 2. 
   
  �Bearded Devils (2): hp 45, 45; see Monster Manual 
  page 52 
   
  APL 10 (EL 12) 
   
  �Erinyes: hp 85, 85; see Monster Manual page 54 
   
  �Thaskor (2): hp 123, 123; see Appendix 2. 
   
  �Hellcat: hp 60; see Monster Manual page 54 
   
  APL 12 (EL 14) 
   
  �Ice Devil: hp 147; see Monster Manual page 56 
   
  �Thaskor (2): hp 123, 123; see Appendix 2. 
   
  APL 14 (EL 16) 
   
  �Ice Devil: hp 147; see Monster Manual page 56 
   
  �Barbed Devils (2): hp 126, 126; see Monster 
  Manual page 51 
   
  �Thaskor (4): hp 123, 123, 123, 123; see Appendix 2. 
   
  APL 16 (EL 18) 
   
  �Horned Devil: hp 172; see Monster Manual, page 
  55.  
   
  �Ice Devil: hp 147; see Monster Manual page 56 
   
  �Thaskor (4): hp 123, 123, 123, 123; see Appendix 2. 
   
  �Barbed Devils (2): hp 126, 126; see Monster 
  Manual page 51 
   
  Tactics: If they are interrupted attacking the village, 
  the devil’s plans are simple: destroy the party, toss bodies 
  in the river, and go back to killing the accursed. If they 
  are waiting for the party then they try to kill the bearer of 
  the curses (PCB) and take his body away to the cliff top to 
  do unspeakable things to. If they are capable of 
  destroying the entire party then they do so. However, if 
  they start to lose, and the primary curse bearer falls, they 
  try to grab him and teleport away (for purposes of this 
  encounter they teleport with the weight of the PC – his 
  equipment stays behind though). If they manage to do 
  this, they strip the curses from his body (see Appendix 3) 
  and then toss his body off the cliff for the party to find 
  later. The players have a faint chance of stopping this if 
  they figure out where they went and get there quickly. 
  They stand back from the edge of the cliff so there is no 
  direct line of sight to them. 
   
  The devils in this encounter recently arrived 
  themselves, and are unable to summon other devils. 
   
  Development: There is a chance that the curse 
  bearer could have the curses unwillingly removed from 
  him in this encounter. The process is painful and 
  gruesome, but as long as the PC can afford a raise dead he 
  recovers. Once the PCs deal with the devils they may 
  continue into Perdition. 
   
  ENCOUNTER 3: WHO RUNS 
  BARTERTOWN ? 
  Licking a few wounds you continue your journey into 
  the village of the once accursed. You see many familiar 
  faces from your time in Perdition. They have all grown 
  hair now and many let it grow long enough to cover the 
  symbols on their foreheads. They all seem very subdued 
  and most refuse to meet your gaze and even those that 
  do quickly turn away and look busy. 
   
  The PC may chat with those in the village if they want 
  but they gain no useful information from them. They are 
  happy to talk about crops, the weather, migratory 
  patterns of ducks, but as soon as it turns towards the 
  current problems, the curses, or anything relating they 
  cease and point them to a small stone hut near the river 
  and tell them to talk to the boy.  
   
  Once the PCs head over to the hut near the river 
  they find three balls of twine. They are free to keep one if 
  they wish. Let the player poke around for a bit if they 
  want and when they are just about getting frustrated have 
  Aaront tug on a characters shirt and ask what they are 
  doing here. 
   
  �Aaront: male human (12 years old): hp 5; immune 
  to all damage and spells. Cannot be scryed nor detected 
  in any fashion.  
   
  Development: Aaront is happy to “play” with the 
  characters and answer questions. Sometimes he answers 
  them as Aaront, and sometimes it is the Crook talking. 
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 8 
  Try and change the tone and inflection in your voice as 
  you do them. The Crook is very serious and 
  straightforward, and while it is an intelligent magical 
  force, it possesses neither the concepts of sight or sound 
  nor the passage of time on small frames of reference 
  (such as hours or days). If any of the players have the 
  curses Aaront will, at some point during the 
  conversation, ask about them. Described below are some 
  typical questions the PCs might ask Aaront (and the 
  Crook when Aaront switches voices): 
   
  What are those moving marks on your body? 
  “I do not like them. They remind me of the bad man 
  who was in my head. He is in yours now. I can tell. 
   
  Why do these people follow you? 
  “I do not know. They ask me things, then I seem to lose 
  track of time and next thing I know they are running 
  around doing funny things. I think my friend is telling 
  them something but I can never tell what he is doing.” 
  Your friend? 
   
  “Yes, my friend. He has always been around. My mother 
  always said it was nice to have imaginary friends, but that 
  I would have to stop talking to him one day when I grew 
  up.” 
  Note: After Aaront finishes the Crook takes over for 
  a moment. Read or paraphrase the following: 
  The boy’s demeanor suddenly changes. When he speaks, 
  the voice is not his own—it is deeper and more ancient 
  sounding. “The boy is under my protection. Do not seek 
  to do him harm.” 
   
  How do you do all the amazing things? 
  “I do not know. It’s great fun, but often scares people. I 
  just think something and sometimes it happens. I think 
  it is my friend just trying to make me happy.” 
   
  Why do you talk differently? 
  “Who was who? Oh my friend spoke again, didn’t he? Let 
  me see if he wants to talk some more. Again, the boy’s 
  voice changes completely. “I am the voice of the will of 
  the righteous. Want do you want of the boy?” 
  At this point the Crook can be asked some more 
  questions and the players might figure out what it is. 
   
  Who or what are you? 
  “I am not anybody. I am the creation of my masters will 
  set to form to guide the faithful of the Vale. While I may 
  not look as I have for the past 500 hundred years I am the 
  same.” 
   
  Master? 
  “The enlightened one gave me shape and form. It is for 
  he that I exist.” 
   
  Note: A Knowledge (religion) check (DC 14) to 
  know that is Rao. 
   
  So you are the boy? 
  “No. The boy is merely the container I have been forced 
  to inhabit for the short term. Ever since the ritual years 
  ago I have not been able to inhabit my original vessel. 
  Though I do not think its bearer realizes I am gone.” 
   
  Are you the Crook of Rao? 
  “Yes, that name does seem familiar to me. I have not 
  heard that name in a long time. Not since that wizard 
  called me by it and stuck that tainted fiend and me into 
  this space.” 
   
  Wizard? 
  “You’re all the same to me. Slightly brighter or darker 
  voices are all I sense.” 
   
  Did the Flight of Fiends work? 
  “Yes and no. Fiends were locked away, but not as 
  hoped…or where we thought. Over the years, some 
  escaped, and turned to the service of the One. Beware 
  their wicked betrayals.” 
   
  Why are the clerics of Rao dying from the wasting 
  disease? 
  “It is part of the corruption of the ceremony. Until the 
  ceremony is fixed the sickness will continue.” 
   
  How do we get rid of the symbols? 
  “You cannot. Only a devil whose symbol is upon you, or 
  the ceremony itself, can remove them.” 
   
   
  Once the Crook finishes the conversation, Aaront 
  seemingly returns to normal and laughs a bit. Says he 
  hopes his friend was helpful. He then points to the 
  distance (beyond what the players can see) and asks why 
  more men are coming from that direction.  
   
  The players may prepare as they wish, but those 
  coming only wish to talk to the boy and ask some of the 
  same questions the players did. The Crook wants this to 
  happen and the players find it hard to even attempt 
  hostile actions during the next encounter. 
   
  ENCOUNTER 4: ALL SIGNS 
  POINT TO YOU 
  At this point the characters should realize the Crook of 
  Rao inhabits the boy Aaront, and that fiends are after the 
  symbols/curses. They know some people are coming and 
  may prepare if they want but this is not a combat 
  encounter. The players should realize it is another chance 
  for them to learn about those moving in the shadows 
  around them. 
   
  From over the hill in the distance comes a small group 
  of three on horseback. Another rider appears from the 
  south. They both ride straight for the village, and while 
  they do not appear hostile, they wear armor and carry 
  weapons. They appear to be independent of each other. 
   
   
  The first group consists of Alijah, High Priestess of 
  Iuz,—a lesser Boneheart in the service of Kermin 
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 9 
  Mindbender, and her two guards. Some players may 
  recognize her from COR3-03 Fury of a Cold Man’s Heart 
  and perhaps even killed her in it. Just like the heroes 
  often do, she has been raised from the dead to serve her 
  master once again. She is very cocky and confident and at 
  no time tries to start something with the characters. She 
  knows she must keep her hatred buried deep in order for 
  the boy to tell her what she wants. 
   
  The lone man is Rojan Arden (from COR3-08 Man 
  with Nothing). He has fallen far since the players last met 
  him. If none of the PCs bear the curse, then he possesses 
  all three, having tricked Ra’ned into giving them to him. 
  If a player bears the curses then the PCB fills that 
  position in the following dialogue. 
   
  �Alijah, High Priestess of Iuz: human female Cleric 
  [Varies (Iuz)], see Appendix 1. 
   
  �Temple Guards (2): human male Ftr8, hp 66, 61, 
  see Appendix 1. 
   
  �Rojan Arden: human male Pal 14 (Rao—Fallen); 
  hp 154, see Appendix 1. 
   
   
  Development: The Crook acts like a neutral party in 
  this encounter, letting all sides share the information to 
  see how they interact with each other so it may choose its 
  actions better down the road. To help facilitate this, the 
  Crook generates a very powerful calm emotions effect 
  centered on Aaront (200-foot radius. Will save [DC 42]). 
  While possible that a player could make this save or go 
  beyond the radius, encourage them to take the hint and 
  gain as much information as possible from this 
  encounter. 
   
  This plays out in three parts. First Alijah asks a few 
  questions on behalf of her master. She remains close by, 
  curious about what the others want. Next, Rojan asks his 
  questions. Finally, Theron asks his. If Rojan bears the 
  curses, his voice shifts (Intelligence check [DC 16] for a 
  character to recognize it as Theron’s) and he asks the 
  questions. If a player bears the curses, they may be 
  surprised when his voice changes as he asks the 
  questions.  
   
  Change or paraphrase the following text as required 
  when the players ask questions. Each of those asking may 
  interrupt each other to ask questions as well. 
   
  Alijah: 
  “So you’re looking good for a five-century-old piece of 
  wood,” chuckles Alijah. “I want to know—can the Flight 
  of Fiends be completely undone? 
   
  “Yes,” says the Crook. 
   
  “Excellent. My master will surely love to hear that 
  answer. Can you tell me how?” 
   
  “ No.” 
   
  “Oh?” says Alijah, clearly disappointed. “Too bad. Do 
  you know how I can find out?” 
   
  “Enter Perdition and watch time unfold,” says the 
  Crook. Alijah turns to face the primary curse bearer. 
  “Soon you and your scum brethren will be locked away 
  where you should have ended up twelve years ago. 
  Betraying the master is not wise. I will be entering 
  Perdition soon. You’d best not stand in my way.” 
  Rojan: 
  “You are looking well old friend, says Rojan. “The child 
  suits your nature well. If the Flight of Fiends can be 
  undone then I assume it could be redone immediately 
  and lock all of these fiends away for good?”  “Yes,” says 
  the voice of the Crook. But timing is everything. If it 
  fails all the fiends will become free.” 
   
  “How do I find out what I need to do?” asks Rojan. 
  “Enter Perdition,” responds the Crook, “and watch time 
  unfold. Rojan seems satisfied. “That is all I needed to 
  know. I already know where to find the information and 
  as my path is righteous I know I shall win through in 
  the end.” 
  Theron: 
  “I enjoy the status quo,” says Theron. “I am free and all 
  those who would have imprisoned me are locked away.” 
  He turns to face you. “Let us be honest here. Would you 
  rather undo the entire Flight and free thousands or 
  would you rather have things be as they are now with a 
  few hundred released. “If nothing is done will I and all 
  of my brethren eventually be free?” he says to the “boy.”  
   
  “Yes,” replies the Crook, “and at that point, nothing 
  can change what has been done. See, a simple answer for 
  doing nothing.” 
   
  As each finishes their question they hang around for a 
  short bit (as long as they are learning something from 
  somebody) but when things get dull they are gone (or 
  just stop talking in Theron’s case).  
   
  The PCs have a choice. The best outcome is what 
  Rojan proposes but he betrayed the trust of another 
  already and if he fails his outcome is the worst possible 
  one. They may help Theron by doing nothing and in 
  doing so they free even more of the 303 but that 
  thousands remain locked away. Even those who are 
  greedy might even think about helping Alijah for the 
  reward. The choices are many but finding a way into 
  Perdition is the key. 
   
  If the PCs try to follow Alijah and her minions, or 
  attempt to track them down later, they cannot be found, 
  having used dimension door to begin working on their 
  entrance to Perdition. 
   
  Aaront goes back to playing as if nothing happened. 
  The Crook does not make itself known again and Aaront 
  ceases to be a source of information in this adventure. 
   
  The PCs are now free to travel to Downfall. Go to 
  “Encounter 5,” below. 
   
  ENCOUNTER 5: NOW ABOUT 
  THAT WATER PROBLEM 
  The sheer cliff face of Downfall rises up before you. 
  Shroudedin eternal shadow at the base of the cliff lies 
  the opening that once led to the gate to Perdition. Forty 
  feet wide and thirty feet tall, the opening water now 
  pours out at a furious rate, feeding the river that snakes 
  through the village to the east. From memory, you know 
  it goes back about fifty feet before angling up for a 
  couple hundred feet to the gate area.  
   
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 10 
   
  Development: This is a very free-form encounter. 
  The PCs are free to come up with their own method of 
  getting to the gate. As long as they come up with a sound 
  way to get around it, you should allow it. Some methods 
  include casting water breathing and moving through the 
  water, freezing the water and chopping through it, or 
  simply teleporting into the area. 
   
  The PCs may realize that if water is coming out of 
  the portal, then it’s unlikely to lead them to Perdition. 
  The only person who knows the answer to that is Rojan. 
   
  Rojan agrees to tell the party how to change the 
  gate’s attunement in exchange for being allowed to go 
  through with them and view what happens on the other 
  side. If they agree, he tells them that a Medallion of Dis is 
  needed to change the gate back to Perdition. If they lack 
  one, he provides one and allows them to tag along with 
  him in exchange for a favor to be named later. Unless the 
  party physically forces Rojan to stay behind, he goes to 
  Perdition and witnesses everything that party does. 
   
  Once they reach the portal, and before they can cross 
  into it, the PCs notice a large carved-out area above the 
  portal and behind it. This is the staging area for the forces 
  of Alijah, who attack the party without mercy the 
  moment they are sighted. 
   
  ENCOUNTER 6: I’M THE 
  DEVIL IN THE BOX 
  Adjust the following text as needed, based on the PCs’ 
  mode of arrival: 
  Arriving in the gate area, you see a circular blue portal 10 
  feet in diameter. It spews water out at a furious rate. Just 
  behind the portal is a semi-dry area, seemingly kept clear 
  of water due to the pressure of the water flow in the 
  other direction. It appears somebody excavated a large 
  area behind it and you spot lights wavering from there. 
   
  The portal room is 30 feet wide, 60 feet long and 20 
  feet high. The portal sits in the middle and thus half the 
  room is totally underwater. The back half has only 2 to 3 
  feet of water in it. 
   
  Allow the PCs to make Spot and Listen checks to see 
  or hear Alijah and her minions. Alijah is expecting 
  trouble, although she does not know from where or 
  when. If caught off guard, adjust their tactics and precast 
  spells accordingly. A guard stands by the opening to 
  watch the portal area. 
   
  APL 8 (EL 10) 
   
  �Temple Guard: Male human; hp 44; see Appendix 
  1. 
   
  �Alijah, High Priestess of Iuz: Female human Clr6 
  (Iuz); hp 47; see Appendix 1. 
   
  �Hanrit Onwager: Male human Wiz6, hp 48; see 
  Appendix 1. 
   
  APL 10 (EL 12) 
   
  �Temple Guards (3): Male humans; hp 44; see 
  Appendix 1. 
   
  �Alijah, High Priestess of Iuz: Female human; Clr8 
  (Iuz), hp 90; see Appendix 1. 
   
  �Hanrit Onwager: Male human Wiz8; hp 57; see 
  Appendix 1. 
   
  APL 12 (EL 14) 
   
  �Temple Guards (2): Male humans; hp 66, 66; see 
  Appendix 1. 
   
  �Temple Wizard: Male human; hp 59; see 
  Appendix 1. 
   
  �Alijah, High Priestess of Iuz: Female human; hp 
  94; see Appendix 1. 
   
  APL 14 (EL 16) 
   
  �Temple Guards (4): Male humans, hp 66, 61, 63, 
  62; see Appendix 1. 
   
  �Temple Wizards (2): Male and female humans, hp 
  59, 58; see Appendix 1. 
   
  �Alijah, High Priestess of Iuz: Female human; hp 
  94; see Appendix 1 
   
  �Ice Devil: hp 147; see Monster Manual page 56 
   
  �Barbed Devil: hp 126; see Monster Manual page 
  51. 
   
  APL 16 (EL 18) 
   
  �Temple Guards (4): Male humans; hp 66, 61, 63, 
  62; see Appendix 1. 
   
  �Alijah, High Priestess of Iuz: Female human Clr16 
  (Iuz); hp 151; see Appendix 1. 
   
  �Hanrit Onwager: Male human Wiz16; hp 113; see 
  Appendix 1. 
   
   
  Tactics: The portal room is 30 feet wide, 60 feet long 
  and 20 feet high. The portal sits in the middle and thus 
  half the room is totally underwater. The back half has 
  only 2-3 feet of water in it. In the back of this area, a 20-
  foot wide opening, appears 10 feet up on the back wall. 
  This opens up into a 90-foot spherical space that Alijah 
  and her troops’ camp sits. As long as the party takes 
  precautions they should be able to sneak up on them 
  without too much trouble. At all APLs the devils are not 
  present to start. They show up after combat starts when 
  Alijah contacts them telepathically (at the start of 2nd 
  round of combat). 
   
  These troops are loyal to Kermin Mindbender and 
  go out of their way in the first few rounds to avoid any 
  character sporting the colored ribbon (Hook D). 
  However, if a PC wearing a ribbon attacks or does 
  anything hostile, the truce is rendered null and the 
  troops attack.  
   
  Treasure: Loot the bodies of the fallen. 
   
  APL 8: L: 165 gp; C: 15 gp; M: periapt of wisdom +2 
  (333 gp per character), ring of counterspells (333 gp per 
  character), cloak of resistance +2 (333 gp per character), 
  gloves of dexterity +2 (333 gp per character), ring of 
  protection +2 (667 gp per character), headband of 
  intellect +2 (333 gp per character), ring of protection +1 
  (167 gp per character), cloak of resistance +2 (333 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 11 
  amulet of health +2 (333 gp per character), +1 half-plate 
  (145 gp per character), +1 large steel shield (100 gp per 
  character), +1 longsword (192 gp per character), +1 
  amulet of natural armor (167 gp per character), +1 ring of 
  protection (167 gp per character). 
   
  APL 10: L: 165 gp; C: 15 gp; M: periapt of wisdom +2 
  (333 gp per character), ring of counterspells (333 gp per 
  character), cloak of resistance +2 (333 gp per character), 
  gloves of dexterity +2 (333 gp per character), ring of 
  protection +2 (667 gp per character), headband of 
  intellect +2 (333 gp per character), ring of protection +1 
  (167 gp per character), cloak of resistance +3 (750 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  amulet of health +2 (333 gp per character), +1 half-plate 
  (145 gp per character), +1 large steel shield (100 gp per 
  character), +1 longsword (192 gp per character), +1 
  amulet of natural armor (167 gp per character), +1 ring of 
  protection (167 gp per character) 
   
  APL 12: L: 165 gp; C: 15 gp; M: +2 full plate (471 gp 
  per character), +2 large steel shield (348 gp per character), 
  +2 heavy mace (693 gp per character), ring of protection 
  +2 (667 per character), cloak of resistance +2 (333 gp per 
  character), pearl of power 2nd (333 gp per character), 
  periapt of wisdom +4 (1,333 gp per character), cloak of 
  resistance +2 (83 gp per character), +1 half-plate (145 gp 
  per character), +1 large steel shield (100 gp per character), 
  +1 longsword (192 gp per character), +1 amulet of natural 
  armor (167 gp per character), +1 ring of protection (167 
  gp per character) 
   
  APL 14: L: 165 gp; C: 15 gp; M: +3 full plate (887 gp 
  per character), +2 large steel shield (348 gp per character), 
  +2 heavy mace (693 gp per character), ring of protection 
  +2 (667 per character), cloak of resistance +3 (750 gp per 
  character), pearl of power 3rd (750 gp per character), 
  periapt of wisdom +4 (1,333 gp per character), cloak of 
  resistance +2 (83 gp per character), +1 half-plate (145 gp 
  per character), +1 large steel shield (100 gp per character), 
  +1 longsword (192 gp per character), +1 amulet of natural 
  armor (167 gp per character), +1 ring of protection (167 
  gp per character) 
   
  APL 16: L: 165 gp; C: 15 gp; M: periapt of wisdom +6 
  (3,000 gp per character), ring of counterspells [3] (333 gp 
  per character), strand of prayer beads (3,816 gp per 
  character), cloak of resistance +3 [2] (750 gp per 
  character), gloves of dexterity +2 [2] (333 gp per 
  character), pale blue rhomboid ioun stone (667 gp per 
  character), pink rhomboid ioun stone (667 gp per 
  character), ring of protection +2 (667 gp per character), 
  headband of intellect +6 (3,000 gp per character), orange 
  prism ioun stone (667 gp per character), amulet of health 
  +2 (333 gp per character), incandescent blue sphere ioun 
  stone (667 gp per character), +1 half-plate (145 gp per 
  character), +1 large steel shield (100 gp per character), +1 
  longsword (192 gp per character), +1 amulet of natural 
  armor (167 gp per character), +1 ring of protection (167 
  gp per character) 
   
   
  Development: Once a Medallion of Dis is brought 
  within 5 feet of the portal it shifts to red, the water stops, 
  and those passing through it find themselves in 
  Perdition. Go to “Encounter 7,” below. 
   
   
   
   
  ENCOUNTER 7: VISIONS OF 
  THE PAST PRESENT 
  Stepping through the portal, you are once again whisked 
  away to the demiplane of Perdition. Upon arrival, it’s 
  immediately apparent that things have changed since 
  you last visited. What was once a vast replica of Mitrik 
  has now shrunk down to a 100-foot diameter cubby-hole. 
  Behind you, the statue of Aaront that once dominated 
  the landscape now stands a mere 30 feet tall. Down a 
  small slope in front of you sits a vision of the central 
  chamber of the Grand Temple of Rao in Mitrik. A soft 
  blue light emanates from somewhere within. 
   
  The players may remember the scene before them from 
  previous dreams, either in COR2-06 Ashes of Innocence 
  or COR3-08 A Man with Nothing. 
   
  Inside the temple room, an illusion of what 
  happened during the flight of fiends plays over and over 
  again. The players may walk within the playback and see 
  things from different angles but they cannot stop or 
  change what is going on in any fashion.  
   
  The playback fills in a lot of clues as to what is going 
  on, although it takes place over a large space with many 
  people doing a many things. Give the players the 
  impression that they must focus on given aspects of the 
  playback at one time. There are four important scenes 
  (DC 26 Spot check to notice the shadow in the mix) that 
  a character may focus on (multiple PCs could watch 
  different things during the same playback if they wish). 
  Once the PCs viewed all four scenes, they should be able 
  to piece together the events and realize the way to fix the 
  problem. 
   
  As you enter the temple room, things obviously are not 
  the same as they did last time you were here. You stand 
  in a large domed room approximately 200 feet in 
  diameter. The center area is a 80-foot circular area, 
  surround by a raised seating area that runs the diameter 
  of the room. The floor in the center sits 15- feet below 
  this seating area. The place is full of noise and 
  illusionary bluish figures in motion. Over two hundred 
  images reenact some kind of ritual over and over again.  
   
  In the center of the room stands an old priest of 
  Rao, holding a large shepherds staff over his head. To his 
  left, partially shrouded in shadow, stands a robed wizard 
  who seems busy in completing a casting. Twenty-one 
  priests of Rao stand opposite the figures, their hoods 
  pulled back and arms raised in song. The rest of the 
  priests sit in the seats surrounding the central area. 
  Whatever they are reenacting it is moving very fast and 
  repeats itself every couple of minutes. 
   
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 12 
  The scenes being played over and over again are images 
  of the Flight of Fiends ritual. A Knowledge (religion), 
  Knowledge (history), or bardic knowledge check (DC 16) 
  reveals this fact. This is made immediately apparent to 
  anyone that played COR2-06 Ashes of Innocence, as they 
  saw it reacted during that adventure as well. 
   
  If the players are familiar with the people in the 
  images, see below. If not, Knowledge (arcana), 
  Knowledge (religion) or Knowledge (history) check (DC 
  20) reveals the figures for who they are, 
   
  When a PC focuses on a specific person during the 
  reenactment, read the following. 
   
  Canon Hazen:  
  The old man in the middle raises his hands into the air 
  and starts his psalms of praise to the Reasoned One. The 
  priests surrounding him sway in motion as they join in 
  the glorious song. A flash blue light bursts out from the 
  staff he holds over his head and the dark black spirits of 
  the fiends are sucked into it. 
   
  Unnoticed by the old priest, a black wisp of dark 
  smoke begins winding its way towards the staff from the 
  circle of priests that surround him. When it touches the 
  staff, black streaks form on the wooden exterior, 
  appearing to age before your very eyes. The poison 
  continues to spread as more dark shapes are sucked into 
  it. With a final flash, the ritual ends and the staff once 
  again looks as it did before. Out of the corner of your 
  eye, you see an almost solid looking shadow made of 
  white and black smoke slowly fading into the floor. 
   
  Suddenly, the old priest collapses to one knee and 
  the robed man moves forward to help. The scene pauses 
  a moment, then begins again. 
   
  Bigby:  
  As the ritual progresses, the robed man keeps a focused 
  eye on the old priest in the middle. At various times, he 
  moves his hands in an arcane fashion as if casting 
  something in support. You cannot make out his voice. A 
  blue light flashes out from the room and the screech of 
  fiendish creatures echoes through the room, their forms 
  are sucked into the room and disappear into the staff of 
  wood. This punishment of the fiends continues for 
  nearly a minute. 
   
  Strangely, the scene slows down to a normal speed. 
  The man finishes casting a spell, creating a small “rip” in 
  the air beside him. Some of the dark shadows disappear 
  into this rift instead of being sucked into the wooden 
  staff.  
   
  Suddenly, the old priest collapses to one knee and 
  the robed man moves forward to help. The scene pauses 
  a moment, then begins again. 
   
  Traitor Priests (Vadid, Thelton, Ra’Ned): 
  The ritual beings and the robed masses of Raoan priests 
  begin signing psalms to the glory of Rao. Twenty-one 
  priests stand on the floor, raising their hands to channel 
  their power towards the old priest as he raises a wooden 
  staff over his head. A blue light bursts outward and a 
  shriek echoes through the room as shadowy visages of 
  horror are sucked into the room and disappear into the 
  wooden staff. You see three of the priests pull out 
  medallions from beneath their robes. Surprisingly, the 
  medallions immediately turn to dust and fade away into 
  the mass flowing into the staff. The robed man seems to 
  acknowledge this, but says and does nothing. 
   
  Finally, after what seems like an eternity the old 
  priest collapses and those around him move forward to 
  help. The scene pauses a moment, then begins again. 
   
  Shadow (Spot Check [DC 26] to notice):  
  The ritual beings and the robed masses of Raoan priests 
  begin signing psalms to the glory of Rao. At first you 
  thought the moving shadows were from the swaying 
  priests and flickering torches, but after a few moments 
  you realize one shadow moves with a bit too much 
  purpose to simply be normal. As you watch, the shadow 
  moves behind three of the priests in the circle on the 
  floor, each in turn. It seems to whisper something to 
  each priest before moving on to the next. As you focus 
  on the shadow, the voices from the surrounding priests 
  seem to fade into the background and you hear what the 
  shadow says with perfect clarity” 
   
  “Circles have no start nor end. This one shall spin 
  till it mends. Each year, at this precise time and 
  place, the rift will open to unknown space. 
   
  Speak the word and judge those there.  Yea or Nay 
  to walk in fresh air. 
  Only one may judge and speak the word. Or until 
  time collapses they will never be heard” 
   
   
  Development: At this point the players should have 
  a general idea that something happens at a specific time 
  and place in the future, as well as the fact that they must 
  take action. Allow the PCs to make Knowledge checks to 
  realize some of these facts, as described below: 
   
  Knowledge (history) (DC 18): The Flight of Fiends 
  happened in Coldeven (about 3 months from now) back 
  in 586 CY. 
   
  Knowledge (history) (DC 20): The Flight ritual took 
  place in the main chamber of the Grand Temple of Rao in 
  Mitrik (Veluna). 
   
  Once the PCs gather enough info and start thinking 
  about where to go or what to do next continue to 
  Encounter Eight. 
   
  ENCOUNTER 8: TIME KEEPS 
  ON SHRINKING 
  As the scene of the Flight disappears the ground 
  underneath your feet begins to vibrate and groan. The 
  room appears to be shrinking. In fact everything other 
  then yourself appears to be shrinking. 
   
  Players should make haste to exit the demiplane before it 
  collapses in on them. As they get near the portal, they 
  find Theron has one last surprise for them. The statue of 
  Aaront gained some new intelligence (it now has an 
  effective Int 4, although it is still immune to mind-
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 13 
  affecting magic) and does what it can to keep the players 
  from escaping. When Theron speaks, his voice comes 
  from either Rojan or the PCB. Read or paraphrase the 
  following text, replacing Rojan with the PCB if 
  applicable: 
   
  As you top the rise to the portal you notice the statue of 
  Aaront has shifted and now blocks the way to the portal. 
  Rojan pauses and shudders for a moment, before 
  pointing to the statue. “I told you I wanted things left 
  alone,” he says in a deep, infernal voice. “Only you know 
  what must be done and thus you cannot leave here 
  alive.” 
   
  APL 8 (EL 9) 
   
  �Earth Elemental, Greater: hp 199; see Monster 
  Manual page 97.  
   
  APL 10 (EL 11) 
   
  �Stone Golem: hp 107; see Monster Manual page 
  137.  
   
  APL 12 (EL 13) 
   
  �Advanced Stone Golem: hp 155; see Appendix 1. 
   
  APL 14 (EL 16) 
   
  �Greater Stone Golem: hp 271; see Monster 
  Manual page 136. 
   
  APL 16 (EL 18) 
   
  �Greater Stone Golem (2): hp 271 each; see 
  Monster Manual page 136.  
   
  Tactics: The animated statue is not very bright (Int 4, 
  regardless of creature type), but attacks with remarkable 
  ferocity. Due to its empowered nature, an amulet of 
  golembane has no effect on the statue. The portal is a 10 
  feet circular opening, sitting at the back of a 30-foot by 
  40-foot flat space on the top of the hill. Entering the 
  portal from any direction takes the character out of 
  Perdition.  
   
  Each round the demiplane of Perdition shrinks by 
  10 feet. This includes everything in Perdition other than 
  the PCs, the statue, and the portal. The plane shrinks to 
  nothingness in 10 rounds, killing the PCs inside with no 
  chance of returning from the dead.  
   
  CONCLUSION: HALFWAY TO 
  SOMEWHERE 
  If the PCs manage to escape the rapidly shrinking 
  demiplane of Perdition, they are victorious. Read or 
  paraphrase the following: 
   
  With a gasp, you tumble through the portal into the wet 
  floored tunnel. The portal crackles with electricity 
  behind you for a second before collapsing with a flash of 
  light. It is gone. 
   
  The knowledge of what truly happened at the ritual 
  could change everything. Knowledge of this type is 
  dangerous to possess and has a way of getting out into 
  the world, causing untold damage. 
   
  You are now armed with this knowledge. Now you 
  just need to stay alive, decide which side actually serves 
  the greater good, and wait. The day of reconciling 
  approaches. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 2: Perdition in Flux 
  Defeat the Devils. 
  APL 8 
   
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Encounter 6: I’m the Devil in the Box 
  Defeat or neutralize the forces of Iuz. 
  APL 8 
   
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Encounter 8: Time Keeps on Shrinking 
  Escape Perdition and/or defeat portal guardian. 
  APL 8 
   
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  Discretionary roleplaying award 
  APL 8 
   
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
  APL 16  
  405 XP 
   
  Total possible experience:  
  APL 8  
   
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12   
  1,575 XP 
  APL 14   
  1,800 XP 
  APL 16   
  2,025 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 14 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
  Encounter 6: I’m the Devil in the Box 
  Loot the forces of Iuz. 
   
  APL 8: L: 165 gp; C: 15 gp; M: periapt of wisdom +2 
  (333 gp per character), ring of counterspells (333 gp per 
  character), cloak of resistance +2 (333 gp per character), 
  gloves of dexterity +2 (333 gp per character), ring of 
  protection +2 (667 gp per character), headband of 
  intellect +2 (333 gp per character), ring of protection +1 
  (167 gp per character), cloak of resistance +2 (333 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  amulet of health +2 (333 gp per character), +1 half-plate 
  (145 gp per character), +1 large steel shield (100 gp per 
  character), +1 longsword (192 gp per character), +1 
  amulet of natural armor (167 gp per character), +1 ring of 
  protection (167 gp per character) 
   
  APL 10: L: 165 gp; C: 15 gp; M: periapt of wisdom +2 
  (333 gp per character), ring of counterspells (333 gp per 
  character), cloak of resistance +2 (333 gp per character), 
  gloves of dexterity +2 (333 gp per character), ring of 
  protection +2 (667 gp per character), headband of 
  intellect +2 (333 gp per character), ring of protection +1 
  (167 gp per character), cloak of resistance +3 (750 gp per 
  character), gloves of dexterity +2 (333 gp per character), 
  amulet of health +2 (333 gp per character), +1 half-plate 
  (145 gp per character), +1 large steel shield (100 gp per 
  character), +1 longsword (192 gp per character), +1 
  amulet of natural armor (167 gp per character), +1 ring of 
  protection (167 gp per character). 
   
  APL 12: L: 165 gp; C: 15 gp; M: +2 full plate (471 gp 
  per character), +2 large steel shield (348 gp per character), 
  +2 heavy mace (693 gp per character), ring of protection 
  +2 (667 per character), cloak of resistance +2 (333 gp per 
  character), pearl of power 2nd (333 gp per character), 
  periapt of wisdom +4 (1,333 gp per character), cloak of 
  resistance +2 (83 gp per character), +1 half-plate (145 gp 
  per character), +1 large steel shield (100 gp per character), 
  +1 longsword (192 gp per character), +1 amulet of natural 
  armor (167 gp per character), +1 ring of protection (167 
  gp per character). 
   
  APL 14: L: 165 gp; C: 15 gp; M: +3 full plate (887 gp 
  per character), +2 large steel shield (348 gp per character), 
  +2 heavy mace (693 gp per character), ring of protection 
  +2 (667 per character), cloak of resistance +3 (750 gp per 
  character), pearl of power 3rd (750 gp per character), 
  periapt of wisdom +4 (1,333 gp per character), cloak of 
  resistance +2 (83 gp per character), +1 half-plate (145 gp 
  per character), +1 large steel shield (100 gp per character), 
  +1 longsword (192 gp per character), +1 amulet of natural 
  armor (167 gp per character), +1 ring of protection (167 
  gp per character). 
   
  APL 16: L: 165 gp; C: 15 gp; M: periapt of wisdom +6 
  (3,000 gp per character), ring of counterspells [3] (333 gp 
  per character), strand of prayer beads (3,816 gp per 
  character), cloak of resistance +3 [2] (750 gp per 
  character), gloves of dexterity +2 [2] (333 gp per 
  character), pale blue rhomboid ioun stone (667 gp per 
  character), pink rhomboid ioun stone (667 gp per 
  character), ring of protection +2 (667 gp per character), 
  headband of intellect +6 (3,000 gp per character), orange 
  prism ioun stone (667 gp per character), amulet of health 
  +2 (333 gp per character), incandescent blue sphere ioun 
  stone (667 gp per character), +1 half-plate (145 gp per 
  character), +1 large steel shield (100 gp per character), +1 
  longsword (192 gp per character), +1 amulet of natural 
  armor (167 gp per character), +1 ring of protection (167 
  gp per character). 
   
  Total Possible Treasure 
  APL 8:   
  1,300 gp 
  APL 10:  2,300 gp 
  APL 12:  3,300 gp 
  APL 14:  6,600 gp 
  APL 16:  9,900 gp 
   
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 15 
  Special 
   
  �Favor of Ra’Ned: For coming to his and the village 
  of Perditions aid, the ex-priest of Veluna has made peace 
  with his god. He agrees to cast a raise dead or 
  resurrection spell at a future date for only half the 
  material components cost. The deceased character and 
  one other at the table must spend 2 TU’s to account for 
  tracking him down for this favor when used. 
   
  �Touched by Theron: This character has been the 
  unknowing bearer of the devil Theron for months. He 
  has decided to revoke the protection he granted his 
  vessel (the player) and the following now apply. These 
  runes appear as tattoos on the left arm and chest of the 
  person cursed with them. The runes are in infernal and 
  spell out the true names of 101 devils (or 202/303 
  depending on Mark). The runes crawl over the afflicted 
  person’s skin forming new names constantly. The 
  character is now vulnerable to fire and cold, taking an 
  extra point of damage per die from these types of energy. 
  The character also does not heal naturally and is immune 
  to any magical healing from a caster less then 8th level. 
  Theron has restored the player’s natural skin color, and 
  while the character no longer suffers negative social 
  interaction effects, he the runes still crawl over his skin 
  causing strange looks from those that can see them. 
  Theron talks to the character constantly which sounds 
  like a constant buzzing or tickling in the back of the 
  characters head. This distraction causes the character to 
  take a -4 penalty on initiative as well as a -6 penalty on all 
  Spot and Listen checks.  
   
  �Scars of the Betrayer: This removes the Curse of 
  Theron from this character. When you receive the AR at 
  the end make sure to circle then cross off the curse to 
  show you had it at one time but it is now gone. The act of 
  removing the curses has left large burn scars all over this 
  characters body. These scars give the character a -2 
  reaction penalty on all social skills and interactions 
  unless extraordinary means are used to hide them. The 
  scars can only be healed by a heal spell cast by a Lawful 
  Good cleric who succeeds at a caster level check of DC 
  30. Otherwise the spell works as normal but the scars are 
  not removed. 
   
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 16 
  APPENDIX 1: NPCS AND 
  MONSTERS 
  Encounter Six: I’m the Devil in the Box 
  APL 8 (EL 10) 
  �Alijah, High Priestess, female Suel human Cleric 6 
  (Iuz): CR 6; Large* humanoid (human); HD 6d8+12 
  plus 4 temporary; hp 47; Init +6; Spd 20 ft; AC 25, 
  touch 13, flatfooted 23; Base attack; Grp +8; Atk 
  +12/+12 (2d6+7, morningstar), Ranged +9 (spells); SQ: 
  Channel negative, rebuke undead; AL CE; SV Fort +9, 
  Ref +6, Will +11; Str 18, Dex 14, Con 14, Int 12, Wis 19, 
  Cha 8. 
   
  * Statistics reflect Alijah’s Large size due to the 
  enlarge person spell. 
   
  Skills and Feats: Concentration +11, Spellcraft 
  +11, Knowledge (religion) +5, Heal +5, Knowledge 
  (Local-VTF) +2, Knowledge: Planes +2, Improved 
  Initiative, Spell Focus: Evocation, Still Spell, Silent 
  Spell. 
   
  Cleric Spells Prepared: 5/5/5/4; Caster level 6th, 
  Evil and Chaotic spells Caster level 7th, DC 17 or 18 to 
  dispel); Base DC = 14+spell level, (DC=15+Spell level if 
  Evocation): 0—detect magic, detect magic, detect 
  magic, read magic, guidance; 1st—protection from 
  good, magic weapon, cure light wounds, divine favor, 
  entropic shield; 2nd—shatter, aid, bull's strength, 
  delay poison, cure moderate wounds; 3rd—magic 
  circle versus law, dispel magic, magic vestment, magic 
  vestment. 
   
  D: Domain spell. Domains: Chaos (Chaos spells at 
  +1 caster level); Evil (Chaos spells at +1 caster level). 
   
  Possessions: 
  Masterwork 
  morningstar, 
  masterwork full plate, large steel shield, Periapt of 
  wisdom +2, ring of counterspells (dispel magic), cloak 
  of resistance +2, gloves of dexterity +2, ring of 
  protection +2, wand of hold person (2 charges). 
   
  Previously Cast Spells: Protection from good, 
  delay poison (self), magic circle vs. law (self), magic 
  vestment (self), magic vestment (self), magic weapon 
  (self), entropic shield, divine favor, aid, bull's strength 
   
  Spells from Wizard: (See Wizard for Level): haste, 
  enlarge person. 
  �Hanrit Onwager, male Suel Human Wizard 6 
  (diviner): CR 6; HD 6d4+24; Hp 48; Init +2; Spd 30 ft; 
  AC 22, touch 14, flat-footed 19; BAB +3; Grp +5; Atk +2 
  (1d4, dagger), Ranged +5 (spells); SA Spells; SQ: 
  Familiar; AL CE; SV Fort +8, Ref +7, Will +7; Str 8, Dex 
  14, Con 18, Int 19, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +13, Spellcraft 
  +13, Knowledge (arcana) +13, Knowledge: (the planes) 
  +13, Knowledge (local) +13, Knowledge (religion) +13, 
  Tumble +3, Scribe Scroll, Extend Spell, Silent Spell, 
  Still Spell, Empower Spell, Craft Wondrous Item. 
   
  Cleric Spells Prepared: All spells cast at 6th level 
  (DC 17 to Dispel) 5/5/5/4 Base DC = 14+spell level: 
  0—flare, detect magic, detect magic, read magic, read 
  magic; 1st true strike, magic missile, magic missile, 
  magic missile, enlarge person, shield; 2nd see 
  invisibility, mage armor (extended), rope trick, 
  scorching ray, scorching ray; 3rd-arcane sight, haste, 
  rage, lightning bolt. 
   
  Possessions: Headband of intellect +2, ring of 
  protection +1, potion of invisibility, cloak of resistance 
  +2, gloves of dexterity +2, amulet of health +2, wand of 
  summon monster iii (5 charges), wand of haste (1) 
  charge 
   
  Previously Cast Spells: Shield (self), mage armor 
  (self), see invisibility (self), haste (self/cleric). 
   
  �Temple Guard, male human Fighter 7: CR 7; 
  Medium-sized humanoid (human); HD 7d10+14, hp 
  varies; Init +4; Spd 30; AC 23 (Touch 10, Flat-Footed 
  23); Atk +12/+7 melee (1d8+5, +1 longsword); AL CN; 
  SV Fort +9, Ref +4, Will +6; Str 15, Dex 10, Con 15, Int 
  12, Wis 12, Cha 13 
   
  Skills and Feats: Listen +6, Ride +5, Spot +6; 
  Cleave, Great Fortitude. Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword) 
   
  Possessions: +1 half-plate, +1 large steel shield, +1 
  longsword, +1 amulet of natural armor, +1 ring of 
  protection, 12 gp, waterskin. 
  Tactics: 
   
  Round 0: Wizard uses wand of monster 
  summoning each round until expended (using the 
  wand/directing monsters to attack do not drop the 
  invisibility spell). If he feels that he is being noticed, 
  he stops for a round and use a double move (120') to 
  adjust his position. The summoned monsters are 
  directed to flank for the cleric or attack archers/casters. 
  The cleric wades directly into melee knowing that 
  monsters are on the way to help soak up the damage 
  and provide more targets.  
   
  Round 1: Wizard uses wand of monster 
  summoning again, placing the creature as close as 
  possible to the opponent the cleric is fighting. The 
  cleric continues fighting in melee. 
   
  Round 2: Wizard assesses the situation and cast 
  rage on previously summoned creatures (if still 
  present). If they are dead, he uses the wand again or 
  move for a better position. If the cleric has taken 15 or 
  more points of damage he steps back 5' and cast cure 
  moderate wounds on himself. If his opponent looks 
  badly damaged, he attempts to combat cast the cure 
  moderate wounds as an inflict moderate wounds spell 
  on his opponent instead. 
   
  Round 3: Wizard checks his previous summons, if 
  they are still aiding the cleric, he then casts haste on all 
  of his allies within range. He then moves again (60 
  feet). The cleric steps back and casts hold person (from 
  wand), allowing the summoned creatures tear into 
  them if they fail the save. 
   
  Round 4: If the summoned monsters are still 
  fighting, the wizard finally break his invisibility potion 
  by casting a lightning bolt at anyone he notices casting 
  arcane spells. He then moves again. The Cleric hits his 
  opponent (if he made the save last round) with the last 
  hold person from the wand. If his previous opponent is 
  
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  Page 17 
  down/held he picks a new opponent and uses the hold 
  person on them. 
   
  APL 10 (EL 12) 
  � Alijah, High Priestess, female Suel human Cleric 8 
  (Iuz): Large* humanoid (human); HD 8d8+32 plus 18 
  temporary; hp 90; Init +6; Spd 20 ft; AC 27, touch 13, 
  flat-footed 23; Base attack +6/+1; Grp +14; Atk 
  +20/+20/+15 (2d6+11, Large morningstar); Ranged +9 
  (spells); SA Spells; SQ: Channel negative, rebuke 
  undead; AL CE; SV Fort +10, Ref +6, Will +12; Str 22, 
  Dex 14, Con 18, Int 12, Wis 20, Cha 8. 
   
  Skills and Feats: Concentration +15, Spellcraft +13, 
  Knowledge (religion) +6, Heal +6, Knowledge (local) 
  +2, Knowledge: Planes +2, Improved Initiative, Spell 
  Focus: Evocation, Still Spell, Silent Spell 
   
  Spells Prepared: (All spells cast at 8th level unless 
  Evil/Chaotic, those are at 10th level, DC 20 or 21 to 
  Dispel) 
  6/7/5/5/4 
  Base 
  DC=15+spell 
  level, 
  DC=16+Spell level if Evocation): 0—detect magic x3, 
  read magic, guidance; 1st—protection from good, 
  bane, cure light wounds, cure light wounds, divine 
  favor, entropic shield; 2nd—shatter, aid, bear’s 
  endurance, delay poison, cure moderate wounds; 3rd—
  magic circle versus law, dispel magic, magic vestment, 
  magic vestment, death knell; 4th—chaos hammer, 
  divine power, greater magical weapon, spell immunity. 
   
  D: Domain spell. Domains: Chaos (Chaos spells at 
  +1 caster level); Evil (Chaos spells at +1 caster level). 
   
  Possessions: periapt of wisdom +2, ring of 
  counterspells (dispel magic), cloak of resistance +2, 
  gloves of dexterity +2, ring of protection +2, 
  masterwork full plate, large steel shield, masterwork 
  morning star, wand of hold person (Heighten 3rd)(2 
  charges) 
  Previously Cast Spells: protection from good, delay 
  poison (self), magic circle versus law (self), magic 
  vestment (self), magic vestment (self), greater magic 
  weapon (self), entropic shield, divine favor, aid, death 
  knell (used on a dying slave lasts 20 minutes), spell 
  immunity (fireball, lightning bolt) 
   
  Spells from Wizard: (See Wizard above for level): 
  haste, enlarge person, stoneskin (80 points) 
  �Hanrit Onwager, male Suel Human Wizard 8 
  (diviner): CR 8; HD 8d4+32; hp 57; Init +2; Spd 30 ft; 
  AC 22, touch 14, flat-footed 19; BAB +4; Grp +6; Atk or 
  Full Atk +3 (1d4-1, dagger), Ranged +6 (spells); SA 
  Spells; SQ: Familiar; AL CE; SV Fort +8, Ref +7, Will 
  +8; Str 8, Dex 14, Con 18, Int 20, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +15, Knowledge 
  (arcana) +16, Knowledge: Planes +16, Knowledge 
  (local) +16, Knowledge (religion) +16, Spellcraft +16, 
  Tumble +5, Scribe Scroll, Extend Spell, Silent Spell, 
  Still Spell, Empower Spell, Craft Wondrous Item. 
   
  Spells Prepared: All spells cast at 8th level (DC 19 
  to Dispel) 5/7/5/5/4 Base DC= 15+spell level 
  (0th-flare, detect magic, detect magic, read magic, read 
  magic; 1st-true strike, magic missile, magic missile, 
  magic missile, magic missile, enlarge person, shield; 
  2nd-see invisibility, mage armor (Extended), rope trick, 
  scorching ray, scorching ray; 3rd-arcane sight, haste, 
  rage, lightning bolt, fireball; 4th detect scrying, fire 
  shield, stoneskin, scorching ray (Empowered)) 
   
  Possessions: headband of intellect +2, ring of 
  protection +1, potion of invisibility , cloak of resistance 
  +2, gloves of dexterity +2, amulet of health +2, wand of 
  summon monster iv (5 charges), wand of haste (1) 
  charge 
   
  Previously Cast Spells: Shield (self), mage armor 
  (self), see invisibility (self), haste (self/cleric), fire 
  shield (self), stoneskin (cleric). 
   
  �Temple Guard, male human Fighter 7: CR 7; 
  Medium-sized humanoid (human); HD 7d10+14, hp 
  varies; Init +4; Spd 30; AC 23 (Touch 10, Flat-Footed 
  23); Atk +12/+7 melee (1d8+5, +1 longsword); AL CN; 
  SV Fort +9, Ref +4, Will +6; Str 15, Dex 10, Con 15, Int 
  12, Wis 12, Cha 13 
   
  Skills and Feats: Listen +6, Ride +5, Spot +6; 
  Cleave, Great Fortitude. Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword) 
   
  Possessions: +1 half-plate, +1 large steel shield, +1 
  longsword, +1 amulet of natural armor, +1 ring of 
  protection, 12 gp, waterskin. 
  Tactics: 
   
  Round 0: Wizard uses wand of monster 
  summoning each round until expended (using the 
  wand/directing monsters to attack do not drop the 
  invisibility spell). If he feels that he is being noticed, 
  he stops for a round and use a double move (120') to 
  adjust his position. The summoned monsters are 
  directed to flank for the cleric or attack archers/casters. 
  The cleric wades directly into melee knowing that 
  monsters are on the way to help soak up the damage 
  and provide more targets.  
   
  Round 1: Wizard uses wand of monster 
  summoning again, placing the creature as close as 
  possible to the opponent the cleric is fighting. The 
  cleric continues fighting in melee. 
   
  Round 2: Wizard assesses the situation and cast 
  rage on previously summoned creatures (if still 
  present). If they are dead, he uses the wand again or 
  moves for a better position. If the cleric has taken 15 or 
  more points of damage he steps back 5' and cast cure 
  moderate wounds on himself. If his opponent looks 
  badly damaged, he attempts to combat cast the cure 
  moderate wounds as an inflict moderate wounds spell 
  on his opponent instead. 
   
  Round 3: Wizard checks his previous summons, if 
  they are still aiding the cleric, he then casts haste on all 
  of his allies within range. He then moves again (60 
  feet). The cleric steps back and casts hold person (from 
  wand), allowing the summoned creatures tear into 
  them if they fail the save. 
   
  Round 4: If the summoned monsters are still 
  fighting, the wizard finally break his invisibility potion 
  by casting a lightning bolt at anyone he notices casting 
  arcane spells. He then moves again. The Cleric hits his 
  opponent (if he made the save last round) with the last 
  
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  Page 18 
  hold person from the wand. If his previous opponent is 
  down/held he picks a new opponent and uses the hold 
  person on them. 
   
  Both NPCs have worked together for years as a 
  team for Iuz, and plan their tactics accordingly. Note 
  that the wizard knows his ally is protected from 
  fireballs and lightning bolts and includes the cleric in 
  the area of effect if that aids the cleric in his battle. 
  APL 12 (EL 14) 
  �Alijah, High Priestess of Iuz: Female Human Clr13 
  (Iuz); CR 13; Medium-sized Humanoid (Human); HD 
  13d8+26, hp 94; Init +5; Spd 20; AC 28, touch 13, flat-
  footed 27; Atk +13 melee (1d8+3, +2 heavy mace); Full 
  Atk +13/+8 melee (1d8+3, +2 heavy mace); AL CE; SV 
  Fort +12, Ref +10, Will +15; Str 12, Dex 12, Con 14, Int 
  12, Wis 23, Cha 14 
   
  Skills and Feats: Concentration +19, Diplomacy 
  +9, Heal +13, Knowledge (Arcana) +11, Knowledge 
  (History) +6, Knowledge (Local) +5, Knowledge 
  (Religion) +13, Spellcraft +10; Combat Casting, 
  Improved Initiative, Lightning Reflexes, Weapon 
  Focus (heavy mace), Skill Focus (Knowledge: Religion) 
   
  Spells 
  Prepared 
  (6/7+1/7+1/5+1/5+1/4+1 
  /3+1/1+1; Base DC 16 + spell level): 0—create water, 
  detect magic (2), detect poison, light (2), read magic’ 
  1st—bane, cause fear (2), cure light wounds, protection 
  from good, sanctuary, summon monster 1, protection 
  from law*; 2nd – bull strength (2), endurance, hold 
  person (2), shield other, invisibility (2)*; 3rd—deeper 
  darkness, dispel magic (2), prayer, searing light (2), 
  magic circle against law*; 4th—cure critical wounds, 
  divine power, spell immunity, summon monster iv (2), 
  chaos hammer*; 5th—flame strike (2), plane shift, slay 
  living, spell resistance, dispel law*; 6th—blade barrier, 
  harm, 
  summon 
  monster 
  (vi), 
  mislead*; 
  7th—
  blasphemy, word of chaos*. 
   
  * Domain Spell. Domains: Chaos (Cast chaos spells 
  at +1 caster level), Trickery (Bluff, Disguise, and Hide 
  are class skills.) 
   
  Possessions: +2 full plate, +2 large steel shield, +2 
  heavy mace, ring of protection +2, cloak of resistance 
  +2, 3 potions of cure moderate wounds, pearl of power 
  (2nd), periapt of wisdom +4, Medallion of Dis, scroll of 
  slay living, scroll of hold person, scroll of plane shift, 
  potion of haste, potion of gaseous form, 124 gp. 
   
  �Temple Wizard, male Human Wizard 5/Palemaster 
  5: CR 10; Medium-sized humanoid (human); HD 
  5d4+10 plus 5d6+10; hp 59; Init +6; Spd 60; AC 14, 
  touch 12, flat-footed 12; Atk +5 melee (1d6+1, 
  quarterstaff) or +6 ranged (1d8, 19-20, light crossbow); 
  SA Spells; SQ Bonemail +4, animate dead, darkvision, 
  summon undead, deathless vigor; AL NE; SV Fort +8, 
  Ref +7, Will +12; Str 10, Dex 14, Con 14, Int 18, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Concentration +17, Knowledge 
  (Arcana) +10, Knowledge (history) +10, Knowledge 
  (Planes) +11, Knowledge (religion) +13, Spellcraft +13, 
  Tumble +8; Scribe Scroll, Improved Initiative, Skill 
  Focus 
  (Knowledge 
  (religion)), 
  Spell 
  Focus 
  (Invoke/Evoke), Lightning Reflexes, Brew Potion, Iron 
  Will 
   
  Spells Prepared (4/6/4/4/3; Base DC 14 + spell 
  level; +2 DC Invoke/Evoke; 8th level caster): 0—read 
  magic, detect magic, ray of frost, daze; 1st—shield, 
  magic missile, mage armor, cause fear x2, change self; 
  2nd—resist elements x2, scare, web; 3rd—fireball x2, 
  haste, dispel magic; 4th—ice storm, phantasmal killer, 
  minor globe of invulnerability. 
   
  Spellbook: 0—all cantrips; 1st—cause fear, change 
  self, charm person, endure elements, mage armor, 
  magic missile, shield; 2nd—cat’s grace, flaming sphere, 
  resist elements, scare, web; 3rd—dispel magic, fireball, 
  haste, lightning bolt, vampiric touch; 4th - ice storm, 
  minor globe of invulnerability, phantasmal killer. 
   
  Possessions: Toad (familiar), cloak of resistance +1, 
  wand of magic missiles (5th level caster) 10 charges, 
  potion of cure light wounds x 3, quarterstaff, light 
  crossbow, 2 flasks of oil, 182 gp. 
   
   
  Bonemail: The pale master has an instinctive feel 
  for bone and can craft necromantic armor composed of 
  interlocking bones. His appreciation for all things deal 
  allows him to wear the bonemail like a second skin – 
  that is, natural armor, which does not interfere with 
  arcane spellcasting. Only pale masters gain any benefit 
  to Armor Class from wearing bonemail. At 1st level, 
  the bonemail grants a +2 natural armor bonus to its 
  wearer. At 4th level this increases to +4. 
   
  Animate Dead (Sp): At 2nd level, the pale master 
  begins to exercise control over the undead. Once per 
  day as a spell-like ability, he can use animate dead 
  without need of a material component. Levels of this 
  prestige class count as caster levels for this purpose. All 
  other level restrictions of animate dead still apply. For 
  example, a 6th level sorcerer/2nd level pale master can 
  only animate up to 9 HD of undead with a single use of 
  this ability. Likewise, he can only control up to 16 HD 
  of undead created using this ability at one time. 
   
  Darkvision (Ex): At 3rd level, the dark begins to 
  lose its mysteries to the pale master, who gains 
  darkvision with a 60-foot range. This is an 
  extraordinary ability. If he already has darkvision, its 
  range increases by 60 feet. 
   
  Summon Undead (Su): On reaching 4th level, the 
  pale master can summon two undead creatures twice 
  per day as a supernatural ability. This is a standard 
  action that does not provoke an attack of opportunity. 
  The undead appear at the beginning of the pale 
  master’s next action, at a point he designates (and can 
  see) with 60 feet, and they act immediately. The pale 
  master may verbally direct the undead to attack, not 
  attack, attack particular enemies, or perform other 
  actions. Summoned undead remain for round per 
  caster level, after which time the disappear (sooner if 
  destroyed in combat). Summoned undead do not count 
  against he pale master’s HD total for controlling 
  undead with his animate dead ability (see above). At 
  this APL the pale master can summon two Wights. All 
  summoned undead have +4 turn resistance, in addition 
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 19 
  to any turn resistance they already posses, for the 
  duration of their stay. 
   
  Deathless Vigor: At 5th level, the pale master’s 
  body becomes more akin to the undying flesh of those 
  creatures he associates with. The character gains +3 hit 
  points as though from the Toughness feat. 
  �Temple Guards: Male human Fighter 7; CR 7; 
  Medium-Sized Humanoid (Human); HD 7d10+14, hp 
  varies; Init +4; Spd 30; AC 23 (Touch 10, Flat-Footed 
  23); Atk +12 melee (1d8+5, +1 longsword); Full Atk 
  +12/+7 melee (1d8+5, +1 longsword); AL CN; SV Fort 
  +9, Ref +4, Will +6; Str 15, Dex 10, Con 15, Int 12, Wis 
  12, Cha 13 
   
  Skills and Feats: Listen +6, Ride +5, Spot +6; 
  Cleave, Great Fortitude. Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword) 
   
  Possessions: +1 longsword, +1 half-plate, +1 large 
  steel shield, +1 amulet of natural armor, +1 ring of 
  protection, 12 gp, waterskin. 
   
  APL 14 (EL 16) 
  �Temple Guards: Male human Fighter 7; CR 7; 
  Medium-sized humanoid (human); HD 7d10+14, hp 
  see encounters; Init +4; Spd 30; AC 23 (Touch 10, Flat-
  Footed 23); Atk +12 melee (1d8+5, +1 longsword); Full 
  Atk +12/+7 melee (1d8+5, +1 longsword); AL CN; SV 
  Fort +9, Ref +4, Will +6; Str 15, Dex 10, Con 15, Int 12, 
  Wis 12, Cha 13. 
   
  Skills and Feats: Listen +6, Ride +5, Spot +6; 
  Cleave, Great Fortitude. Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: +1 longsword, +1 half-plate, +1 large 
  steel shield, +1 amulet of natural armor, +1 ring of 
  protection, 12 gp, waterskin. 
   
  �Temple Wizard, male human Wizard 5/Palemaster: 
  CR 10; Medium-sized humanoid (human); HD 5d4+10 
  + 5d6+10; hp 59; Init +6; Spd 60; AC 14, touch 12, flat-
  footed 12; Atk +5 melee (1d6+1, quarterstaff) or +6 
  ranged (1d8, 19-20/x2 light crossbow); SA Spells; SQ 
  Bonemail +4, Animate Dead, Darkvision, summon 
  undead, deathless vigor; AL NE; SV Fort +8, Ref +7, 
  Will +12; Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 
  10. 
   
  Skills and Feats: Concentration +17, Knowledge 
  (arcana) +10, Knowledge (history) +10, Knowledge (the 
  planes) +11, Knowledge (religion) +13, Spellcraft +13, 
  Tumble +8; Scribe Scroll, Improved Initiative, Skill 
  Focus 
  (Knowledge 
  [religion]), 
  Spell 
  Focus 
  (Invoke/Evoke), Lightning Reflexes, Brew Potion, Iron 
  Will. 
   
  Spells Prepared (4/6/4/4/3; Base DC 14 + spell 
  level; +2 DC Invoke/Evoke; 8th level caster): 0—read 
  magic, detect magic, ray of frost, daze; 1st—shield, 
  magic missile, mage armor, cause fear x2, change self; 
  2nd—resist elements x2, scare, web; 3rd—fireball x2, 
  haste, dispel magic; 4th—ice storm, phantasmal killer, 
  minor globe of invulnerability. 
   
  Spellbook: 0—all cantrips; 1st—cause fear, change 
  self, charm person, endure elements, mage armor, 
  magic missile, shield; 2nd—cat’s grace, flaming sphere, 
  resist elements, scare, web; 3rd—dispel magic, fireball, 
  haste, lightning bolt, vampiric touch; 4th—ice storm, 
  minor globe of invulnerability, phantasmal killer. 
   
  Possessions: Toad (familiar), cloak of resistance +1, 
  wand of magic missiles (5th level caster, 10 charges), 3 
  potion of cure light wounds, quarterstaff, light 
  crossbow, 2 flasks of oil, 182 gp. 
   
   
  Bonemail: The pale master has an instinctive feel 
  for bone and can craft necromantic armor composed of 
  interlocking bones. His appreciation for all things deal 
  allows him to wear the bonemail like a second skin—
  that is, natural armor, which does not interfere with 
  arcane spellcasting. Only pale masters gain any benefit 
  to Armor Class from wearing bonemail. At 1st level, 
  the bonemail grants a +2 natural armor bonus to its 
  wearer. At 4th level this increases to +4.  
   
  Animate Dead (Sp): At 2nd level, the pale master 
  begins to exercise control over the undead. Once per 
  day as a spell-like ability, he can use animate dead 
  without need of a material component. Levels of this 
  prestige class count as caster levels for this purpose. All 
  other level restrictions of animate dead still apply. For 
  example, a 6th level sorcerer/2nd level pale master can 
  only animate up to 9 HD of undead with a single use of 
  this ability. Likewise, he can only control up to 16 HD 
  of undead created using this ability at one time.  
   
  Darkvision (Ex): At 3rd level, the dark begins to 
  lose its mysteries to the pale master, who gains 
  darkvision with a 60-foot range. This is an 
  extraordinary ability. If he already has darkvision, its 
  range increases by 60 feet 
   
  Summon Undead (Su): On reaching 4th level, the 
  pale master can summon two undead creatures twice 
  per day as a supernatural ability. This is a standard 
  action that does not provoke an attack of opportunity. 
  The undead appear at the beginning of the pale 
  master’s next action, at a point he designates (and can 
  see) with 60 feet, and they act immediately. The pale 
  master may verbally direct the undead to attack, not 
  attack, attack particular enemies, or perform other 
  actions. Summoned undead remain for round per 
  caster level, after which time the disappear (sooner if 
  destroyed in combat). Summoned undead do not count 
  against he pale master’s HD total for controlling 
  undead with his animate dead ability (see above). At 
  this APL the pale master can summon two Wights. All 
  summoned undead have +4 turn resistance, in addition 
  to any turn resistance they already posses, for the 
  duration of their stay. 
   
  Deathless Vigor: At 5th level, the pale master’s 
  body becomes more akin to the undying flesh of those 
  creatures he associates with. The character gains +3 hit 
  points as though from the Toughness feat. 
   
  �Alijah, High Priestess, female human Cleric 13 
  (Iuz): CR 13; Medium-sized humanoid (human); HD 
  
  Cor4-07 Full Circle to Oblivion 
   
  Page 20 
  13d8+26, hp 94; Init +5; Spd 20; AC 28 (touch 13, flat-
  footed 27); Atk +13 melee (1d8+3, +2 heavy mace); Full 
  Atk +13/+8 melee (1d8+3, +2 heavy mace); AL CE; SV 
  Fort +12, Ref +10, Will +15; Str 12, Dex 12, Con 14, Int 
  12, Wis 23, Cha 14. 
   
  Skills and Feats: Concentration +19, Diplomacy 
  +9, Heal +13, Knowledge (arcana) +11, Knowledge 
  (history) +6, Knowledge (local) +5, Knowledge 
  (religion) +13, Spellcraft +10; Combat Casting, 
  Improved Initiative, Lightning Reflexes, Weapon 
  Focus 
  (heavy 
  mace), 
  Skill 
  Focus 
  (Knowledge 
  [religion]). 
   
  Cleric Spells Prepared: (6/7+1/7+1/5+1/5+1/ 
  4+1/3+1/1+1; Base DC 16 + spell level): 0—create 
  water, detect magic (2), detect poison, light (2), read 
  magic; 1st—bane, cause fear (2), cure light wounds, 
  protection from good, sanctuary, summon monster 1, 
  protection from law*; 2nd—bull’s strength (2), 
  endurance, hold person (2), shield other, invisibility 
  (2); 3rd—deeper darkness, dispel magic (2), prayer, 
  searing light (2), magic circle against law*; 4th—cure 
  critical wounds, divine power, spell immunity, 
  summon monster iv (2), chaos hammer*; 5th—flame 
  strike (2), plane shift, slay living, spell resistance, dispel 
  law*; 6th—blade barrier, harm, summon monster (vi), 
  mislead*; 7th—blasphemy, word of chaos*. 
   
  * Domain Spell. Domains: Chaos (Cast chaos spells 
  at +1 caster level), Trickery (Bluff, Disguise, and Hide 
  are class skills.) 
   
  Possessions: +2 full plate, +2 large steel shield, +2 
  heavy mace, ring of protection +2, cloak of resistance 
  +2, 3 potions of cure moderate wounds, pearl of power 
  (2nd), periapt of wisdom +4, Medallion of Dis, scroll of 
  slay living, scroll of hold person, scroll of plane shift, 
  potion of haste, potion of gaseous form, 124 gp 
  APL 16 (EL 18) 
  �Alijah, High Priestess, female Suel human Cleric 16 
  (Iuz): CR 16; HD 16d8+48 plus 20 temporary; hp 151; 
  Init +6; Spd 20 ft; AC 39, touch 14, flat-footed 37; BAB 
  +12; Grp +21; Atk +28 (1d8+16, masterwork 
  morningstar); Full Atk +28/+28/+23/+18/+13 (1d8+16, 
  masterwork morningstar); Ranged +25 (spells); SA 
  Spells; SQ Channel negative, rebuke Undead; AL CE; 
  SV Fort +21, Ref +16, Will +26; Str 20, Dex 14, Con 16, 
  Int 10, Wis 26, Cha 8. 
   
  Skills and Feats: Concentration +22, Spellcraft 
  +19, Knowledge (religion) +19, Heal +27, Knowledge 
  (local) +5, Knowledge (planes) +5, Improved Initiative, 
  Spell Focus: Evocation, Still Spell, Silent Spell, Chain 
  Spell, Energy Affinity (acid), Energy Admixture (acid). 
   
  Cleric Spells Prepared: (All spells cast at 20th level 
  unless Evil/Chaotic, those are at 21st level, DC 31 or 32 
  to Dispel) 6/8/8/8/7/6/5/5/4 Base DC=18+spell level, 
  DC=19+Spell level if Evocation): 0—detect magic, 
  detect magic, detect magic, read magic, create water, 
  guidance; 1st—protection from good, cure light 
  wounds, cure light wounds, divine favor, divine favor, 
  bane, entropic shield, doom; 2nd—shatter, aid, aid, 
  align weapon, delay poison, delay poison, cure 
  moderate wounds, status; 3rd—magic circle versus law, 
  cure light wounds (Silent, Stilled), bestow curse, dispel 
  magic, dispel magic, magic vestment, magic vestment, 
  magic vestment; 4th—chaos hammer, cure critical 
  wounds, death ward, death ward, greater magic 
  weapon, divine power, spell immunity; 5th—dispel 
  good, silence (Chained), true seeing, spell resistance, 
  spell resistance, flame strike (Acid); 6th—unholy 
  blight (Silent, Still), blade barrier, blade barrier, greater 
  dispel, heal; 7th—blasphemy, word of chaos, flame 
  strike (Acid, Silent, Still), flame strike (Acid, Silent, 
  Still), flame strike (Acid, Silent, Still); 8th—dispel good 
  (Silent, Still), greater spell immunity, flame strike 
  (Energy Admixture: Acid), flame strike (Energy 
  Admixture: Acid)) 
   
  Possessions: 
  Masterwork 
  morningstar, 
  masterwork full plate, large steel shield, periapt of 
  wisdom +6, ring of counterspells (greater dispel), dust 
  of disappearance, strand of prayer beads (bead of 
  karma, heal, smite (unholy blight)), cloak of resistance 
  +3, gloves of dexterity +2, pale blue rhomboid ioun 
  stone, pink rhomboid ioun stone, ring of protection +2. 
   
  Previously Cast Spells and Activated Magic Items: 
  protection from good, align weapon (evil), delay poison 
  (self), delay poison (Wizard), death ward (self), death 
  ward (Wizard), status (self), magic circle versus law 
  (self), true seeing, magic vestment (self), magic 
  vestment (self), magic vestment (Wizard), greater 
  magic weapon (self), Greater spell immunity (Spells: 
  flame strike, fireball, prismatic spray, blade barrier, 
  disintegration), spell resistance (Self, SR 32), spell 
  resistance (Wizard, SR 32), entropic shield, divine 
  favor, divine power, dust of disappearance. 
   
  Spells Received from Wizard: (See Wizard for 
  level): stoneskin (150), haste, mind blank, protection 
  from spells. 
   
  �Hanrit Onwager, male Suel human Wizard 16 
  (Diviner): CR 16; HD 16d4+64; hp 113; Init +2; Spd 30 
  ft; AC 22, touch 13, flatfooted 19; BAB +8; Grp +9; Atk 
  +8 (1d4-1, dagger); Full Atk +8/+3 (1d4-1, dagger), 
  Ranged +11 (spells); SQ: Familiar; AL CE; SV Fort +17, 
  Ref +16, Will +19; Str 8, Dex 14, Con 18, Int 26, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Concentration +23, Spellcraft 
  +27, Knowledge (arcana) +27, Knowledge (the planes) 
  +27, Knowledge (local) +27, Knowledge (religion) +25, 
  Tumble +3, Scribe Scroll, Extend Spell, Craft 
  Wondrous Item, Silent Spell, Still Spell, Empower 
  Spell, Quicken Spell, Maximize Spell, Eschew 
  Material, Spell Focus: Evocation, Chain Spell. 
  Spells Prepared: All spells cast at 17th level (DC 28 to 
  Dispel) 5/7/7/7/7/6/5/4/4 Base DC= 18+Spell Level, 
  DC=19+Spell Level for Evocation): 0—flare, detect 
  magic, detect magic, read magic, read magic; 1st—true 
  strike, magic missile, magic missile, magic missile, 
  enlarge person, ray of enfeeblement, shield; 2nd—see 
  invisibility, mage armor (extended), rope trick, 
  scorching ray, scorching ray, scorching ray, scorching 
  ray; 3rd-arcane sight, haste, haste, rage, dispel magic, 
  fireball, vampiric touch; 4th-scry, fire shield, stoneskin, 
  
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  Page 21 
  stoneskin, scorching ray (silent, still), scorching ray 
  (silent, still), scorching ray (silent, still); 5th—contact 
  other plane, magic missile (Quickened), magic missile 
  (Quickened), magic missile (Quickened), fireball 
  (Silent, Still), fireball (Silent, Still); 6th—prying eyes 
  (Extended), Chain lightning, teleport (Silent), fireball 
  (Maximized), lightning bolt (Maximized); 7th—greater 
  arcane 
  sight, 
  feeblemind 
  (Chained), 
  fireball 
  (Quickened), 
  limited 
  wish; 
  8th—moment 
  of 
  prescience, cone of cold (maximized), Bigby’s clenched 
  fist, chain lightning (Silent, Stilled). 
   
  Possessions: headband of intellect +6, ring of 
  counterspells (disintegrate), ring of counterspells 
  (greater dispel), dust of disappearance, cloak of 
  resistance +3, orange prism ioun stone, gloves of 
  dexterity +2, amulet of health +2, incandescent blue 
  sphere, scroll of protection from spells, scroll of mind 
  blank, scroll of mind blank, scroll of moment of 
  prescience, scroll of spell turning, scroll of minor globe 
  of invulnerability (silent), scroll of limited wish 
   
  Previously Cast Spells and Activated Magic Items: 
  Shield (self), mage armor (self), see invisibility (self), 
  haste (Self/Cleric), stoneskin (self, 150), stoneskin 
  (Cleric, 150), moment of prescience, mind blank (self), 
  mind blank (Cleric), spell turning, protection from 
  spells (Self and Cleric, +8 vs spells/spell-like effects), 
  greater arcane sight, limited wish-spell immunity 
  (fireball, lightning bolt, feeblemind, enervation), 
  prying eyes, contingency (ghostform, activates when 
  he casts feeblemind (Chained)), limited wish: barkskin 
  (cleric), fireshield, dust of disappearance. 
   
  Spells Received from Cleric: (See Cleric for level): 
  delay poison, death ward, magic vestment, spell 
  resistance (SR 32). 
   
  �Temple Guards: Male human Fighter 7; CR 7; 
  Medium-sized humanoid (human); HD 7d10+14, hp 
  see encounters; Init +4; Spd 30; AC 23 (Touch 10, Flat-
  Footed 23); Atk +12 melee (1d8+5, +1 longsword); Full 
  Atk +12/+7 melee (1d8+5, +1 longsword); AL CN; SV 
  Fort +9, Ref +4, Will +6; Str 15, Dex 10, Con 15, Int 12, 
  Wis 12, Cha 13. 
   
  Skills and Feats: Listen +6, Ride +5, Spot +6; 
  Cleave, Great Fortitude. Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: +1 longsword, +1 half-plate, +1 large 
  steel shield, +1 amulet of natural armor, +1 ring of 
  protection, 12 gp, waterskin. 
   
  Tactics: 
   
  Round 0: Wizard activates moment of prescience 
  for +17 to Initiative, casts Bigby's clenched fist on 
  rogue-like PC first, then archers PCs (order of 
  preference). Cleric casts silence (Chained) on every 
  possible target (1+20 more) to blanket the area in 
  silence, (making sure not to include himself or the 
  wizard standing right next to him in the Silenced area 
  (yet). 
   
  Round 1: Wizard casts feeblemind (Chain), 
  follows it up with fireball (Quickened) , orders the 
  cleric to flame strike anyone in armor, then moves into 
  the silenced area (contingency activates), Cleric drops 
  flame strike (Energy Admixture: Acid) onto someone 
  in armor (any fighter type if no armor visible) and then 
  moves into the silenced area. 
   
  Round 2: Wizard uses scorching ray (Silent, Still) 
  on any obvious divine caster, then moves out of the 
  silent area then casts magic missile (Quicken) random 
  target. Cleric casts flame strike (Silent, Still, Acid) on 
  the target the wizard hit with the scorching ray and 
  then moves out of the silenced area. 
   
  Round 3: Wizard casts magic missile (Quickened) 
  at a Wizard-like PC, then moves back into the silenced 
  area and casts chain lightning (Silent, Still) using any 
  obvious caster as the main point. Cleric casts blade 
  barrier targeting the strongest fighter then moves into 
  the silence again. 
   
  Round 4: Wizard moves again out of the silence, 
  then uses fireball (Maximized) on the most damaged 
  PC, Cleric follows up with flamestrike (Silent, Still, 
  Acid) on the same PC. 
   
  Round 5: Wizard uses lightning bolt (maximized 
  on strongest fighter), switches the Bigby’s clenched fist 
  to any spellcaster still up (free action), and magic 
  missile (quicken) most damaged PC. The Cleric will 
  move out of the silenced area and then flame strike 
  (Energy Admixture: Acid) any of the three people the 
  wizard just attack, preference is for the most damaged.  
   
  Both NPCs have worked together for years as a 
  team for Iuz, and protect each other. In fact they both 
  prepare spells just for that possibility. 
   
  ENCOUNTER EIGHT: TIME KEEPS ON 
  SHRINKING 
  APL 12 (EL 13) 
  �Advanced Stone Golem: Large construct; CR 13; HD 
  22d10+30; hp 155; Init –1; Spd 20 ft. (4 squares); AC 28 
  (-1 size, -1 Dex, +20 natural), touch 8, flat-footed 28; 
  Base Attack/Grapple +15/+28; Atk +23 melee (2d10+10, 
  slam); Full Atk +23/+23 melee (2d10+10, 2 slams); 
  Space/Reach 10 ft./10 ft.; SA slow; SQ Construct traits, 
  damage reduction 10/adamantine, darkvision 60 ft., 
  immunity to magic, low-light vision; SV Fort +7, Ref 
  +6, Will +7; Str 30, Dex 9, Con —, Int 4*, Wis 11, Cha 1. 
   
  *This golem has gained intelligence, but is still 
  immune to mind-affecting effects. 
   
  Skills and Feats: None. 
   
  Slow (Su): A stone golem can use a slow effect, as 
  the spell, as a free action once every 2 rounds. The 
  effect has a range of 10 feet and a duration of 7 rounds, 
  requiring a DC 19 Will save to negate. The save DC is 
  Constitution-based. 
   
  Immunity to Magic (Ex): A stone golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. 
  
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  Page 22 
   
  A transmute rock to mud spell slows a stone 
  golem (as the slow spell) for 2d6 rounds, with no 
  saving throw, while transmute mud to rock heals all of 
  its lost hit points. A stone to flesh spell does not 
  actually change the golem’s structure but negates its 
  damage reduction and immunity to magic for 1 full 
  round. 
  
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  APPENDIX 2: NEW 
  MATERIAL 
  NEW FEAT 
  Powerful Charge [General]  
  Excerpted from Miniatures Handbook. 
  You can charge with extra force. 
   
  Prerequisites: Medium or larger; base attack bonus 
  +1. 
   
  Benefit: When you charge, if your melee attack 
  hits, it deals an extra 1d8 points of damage (if you’re 
  medium). For Large creatures, the extra damage is 2d6; 
  for Huge 3d6; for Gargantuan 4d6; and for Colossal, 
  6d6. 
   
  This feat works only when you make a charge. It 
  does not work when you’re mounted. If you have the 
  ability to make multiple attacks on a charge, you may 
  apply this extra damage to only one of those attacks in 
  a round. 
   
  Special: A fighter may select Powerful Charge as 
  one of his bonus feats. 
   
  New Creature 
  THASKOR 
  Excerpted from Miniatures Handbook. 
  Large Outsider (Extraplanar) 
  Hit Dice: 13d8+65 (123 hp) 
  Initiative: +0 
  Speed: 40 ft. (8 squares) 
  AC: 28 (-1 size, +19 natural), touch 9, flat-footed 28 
  Base Attack/Grapple: +13/+27 
  Attack: Slam +22 melee (2d8+15) 
  Full Attack: Slam +22 melee (2d8+15) 
  Space/Reach: 10 ft./10 ft. 
  Special Attacks: Trumpeting blast 
  Special Qualities: DR 5/-, darkvision 60, immunity to 
  poison, resistance to acid 10, cold 10, electricity 10, and 
  fire 10, spell resistance 18 
  Saves: Fort +13, Ref +10, Will +11 
  Abilities: Str 31, Dex 10, Con 21, 
   
          Int 12, Wis 13 Cha 16 
  Skills: Bluff +19, Concentration +21, Diplomacy +23, 
  Disguise +3 (+5 acting), Intimidate +21, Listen +17, 
  Search +17, Sense Motive +17, Spot +17, Survival +17 
  (+19 following tracks) 
  Feats: Improved Sunder, Iron Will, Lightning 
  Reflexes, Power Attack, Powerful Charge, Cleave 
  Climate/Terrain: Plane of Shadow 
  Organization: Solitary, squad (2-4), company (5-20) 
  Challenge Rating: 9 
  Treasure: No coins; 50% goods; standard items 
  Alignment: Always lawful evil 
  Advancement: 14-20 HD (Large); 21-40 HD (Huge) 
   
  A hulking brute of a creature, this thing resembles an 
  elephant formed of solid muscle. Its long head is 
  contorted into a look of pure fury. Two long, curving 
  tusks extend from its mouth, and a short trunk twists 
  between them. Its ears are small, while is forelimbs are 
  long and powerful. Its hide looks nearly impenetrable. 
   
  A thaskor is 16 feet long and weights fully 4,000 
  pounds. Though it appears quadrupedal, like an 
  elephant it can rear up on its short hind legs to gain 
  better reach with its forelegs. Opponents who 
  misjudge the thaskor as a stupid brute rarely survive to 
  regret 
  their 
  mistake. 
  Despite 
  their 
  fearsome 
  appearance, thaskors can be subtle, deceptive, and 
  fiendishly clever. 
  Combat 
  Thaskors delight in charging into combat and 
  slamming their opponents with the full weight of their 
  massive bodies. A thaskor considers it a point of 
  personal pride never to use its tusk in battle, and it 
  upholds this pride to the death. 
   
  Trumpeting Blast (Su): Once every 1d4 rounds as 
  a free action, a thaskor can blow a trumpeting blast 
  with its trunk. The blast fills a 10-foot cone; any 
  creature within that area must make a DC 21 Fortitude 
  save or be stunned for one round. This is a sonic attack. 
  The save DC is Constitution-based. 
   
  New Prestige Class 
  PALE MASTER  
  Excerpted from Tome and Blood.  
  “The dead aren’t so bad once you get to know them.” 
  Necromancy is usually a poor choice for arcane 
  spellcasters—those who really want to master the 
  deathless arts almost always pursue divine means. 
  However, an alternative exists for those who desire 
  power over undead but refuse to give up their arcane 
  craft completely. Enter the pale master, who draws on a 
  font of special lore that provides a macabre power all its 
  own. 
   
  Many pale master still end up supplementing 
  their arcane power with levels of divine magic. The 
  mixture of ‘pale lore’ and clerical abilities to sway, 
  create, command, and destroy undead can be a potent 
  one. 
   
  NPC pale master head special strike groups 
  comprising lesser undead, supplemented as needed 
  with more powerful summoned undead. Sometimes 
  they serve or act in collusion with powerful evil 
  characters, such as true necromancers or divine 
  spellcaster with Death as one of their domains. 
  Wherever pale master go, undead follow. Often it is 
  difficult to tell a pale master from the undead that he 
  surrounds himself with. 
   
  Hit Die: d6. 
   
  Pale Master 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day 
  
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  Page 24 
  1st 
  +0 
  +2 
  +0 
  +2 
  Bonemail +2 
  +1 level of existing class 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Animate Undead 
   
  3rd 
  +1 
  +3 
  +1 
  +3 
  Darkvision 
  +1 level of existing class 
  4th 
  +2 
  +4 
  +1 
  +4 
  Summon Undead, 
  Bonemail +4 
   
  5th 
  +2 
  +4 
  +1 
  +4 
  Deathless Vigor 
  +1 level of existing class 
  6th 
  +3 
  +5 
  +2 
  +5 
  Undead Graft 
   
  7th 
  +3 
  +5 
  +2 
  +5 
  Tough as Bone 
  +1 level of existing class 
  8th 
  +4 
  +6 
  +2 
  +6 
  Graf upgrade, 
  Bonemail +6 
   
  9th 
  +4 
  +6 
  +3 
  +6 
  Summon Greater 
   Undead 
  +1 level of existing class 
  10th 
  +5 
  +7 
  +3 
  +7 
  Deathless Mastery 
   
   
  Requirements 
  To qualify to become a pale master, a character must 
  fulfill all the following criteria. 
   
  Alignment: Any nongood 
   
  Skills: 8 ranks Knowledge (religion) 
   
  Feat: Skill Focus (Knowledge [religion]) 
   
  Spells: Ability to cast arcane spells of 3rd level or 
  higher. 
   
  Special: The candidate must have spent three or 
  more days locked in a tomb with animate undead. This 
  contact may be peaceful or violent. A character that is 
  slain by the undead and later raised still meets the 
  requirement, although the result level loss may delay 
  compliance with other prerequisites. 
   
  Class skills 
  The pale master’s class skills (and the ability for each 
  skill) are Alchemy (Int), Concentration (Con), Craft 
  (Int), Diplomacy (Cha), Hide (Dex), Knowledge (Int), 
  Listen (Wis), Move Silently (Dex), Profession (Wis), 
  Scry (Int, exclusive skill), and Spellcraft (Int). See 
  Chapter 4: Skills in the Players Handbook for skill 
  descriptions. 
   
  Class Features 
   
  Spells per Day: At every second level gained in the 
  pale master class, the character gains new spells per day 
  as if he had also gained a level in a 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, hit points beyond those he receives from 
  the prestige class, and so on)., except for an increased 
  effective level of spellcasting. If a character had more 
  than one spellcasting class before becoming a pale 
  master, he must decide to which class he adds the new 
  level for purposes of determining spells per day. 
   
  Bonemail: The pale master has an instinctive feel 
  for bone and can craft necromantic armor composed of 
  interlocking bones. His appreciation for all things dead 
  allow him to wear the bonemail like a second skin – 
  that is, natural armor, which does not interfere with 
  arcane spellcasting. Only pale masters gain any benefit 
  to Armor Class from wearing bonemail. 
   
  At 1st level, the bonemail grants a +2 natural 
  armor bonus to its wearer. At 4th level, the pale 
  master’s mastery over this unusual medium allows him 
  to move more natural with the armor, granting him a 
  +4 natural armor bonus. Finally, at 8th level, the pale 
  master becomes a true bone artisan, receiving a +6 
  natural armor bonus from his bonemail. These 
  increased bonuses are the result of greater expertise in 
  wearing the armor, so bonemail created by a higher-
  level pale master confers only the natural armor bonus 
  appropriate to the wearer’s level. 
   
  Animate Dead (Sp): At 2nd level, the pale master 
  begins to exercise control over the undead. Once per 
  day as a spell-like ability, he can use animate dead 
  without need of a material component. Levels of this 
  prestige class count as caster levels for this purpose. All 
  other level restrictions of animate dead still apply. For 
  example, a 6th-level sorcerer/2nd-level pale master can 
  only animate up to 8 HD of undead with a single use of 
  this ability. Likewise, he can only control up to 16 total 
  HD of undead created using this ability at one time. 
  
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  Page 25 
  Darkvision (Ex): At 3rd level, the dark begins to 
  lose its mysteries to the pale master, who gains 
  darkvision with a 60-foot range. This is an 
  extraordinary ability. If he already has darkvision, 
  its range increases by 60 feet. 
   
  Summon Undead (Su): On reaching 4th level, the 
  pale master can summon two undead creatures twice 
  per day as a supernatural ability. This is a standard 
  action that does not provoke an attack of opportunity. 
  The undead appear at the beginning of the pale 
  master’s next action, at a point he designates (and can 
  see) within 60 feet, and they act immediately. The pale 
  master may verbally direct the undead to attack, not 
  attack, attack particular enemies, or perform other 
  actions. Summoned undead remain for 1 round per 
  caster level, after which time they disappear (sooner if 
  destroyed in combat). Summoned undead do not count 
  against the pale master’s HD total for controlling 
  undead with his animate dead ability (see above). 
   
  Caster Level Undead Summoned 
   
   
  5th 
   
   
  Ghoul 
   
   
   
  6th 
   
   
  Shadow 
   
   
  7th 
   
   
  Ghast 
   
   
  8th 
   
   
  Wight 
   
   
  9th 
   
   
  Wraith 
   
  Deathless Vigor: At 5th level, the pale master’s 
  body becomes more akin to the undying flesh of those 
  creatures he associates with. The character gains +3 hit 
  points as though from the Toughness feat. 
  
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  APPENDIX 3: REMOVING 
  THE CURSED TATTOOS 
  If character bears the curses and is killed in Encounter 
  Two, he is taken away by the devils to the top of the 
  cliff. Once there, they magically rip the cursed tattoos 
  from the characters body before tossing his corpse over 
  the edge for his party members to find. This has the 
  following effects: 
  • 
  This removes the Curse of Theron from this 
  character. When you receive the AR at the 
  end make sure to circle then cross off the 
  curse to show you had it at one time but it is 
  now gone.  
  • 
  The act of removing the curses leaves large 
  burn scars all over this characters body. These 
  scars give the character a -2 reaction penalty 
  on all social skills and interactions unless 
  extraordinary means are used to hide them. 
  Make sure to leave the ‘Scars of the Betrayer’ 
  on the AR. 
  • 
  The scars can only be healed by a heal spell 
  cast by a Lawful Good cleric who succeeds at a 
  caster level check of DC 30. If the cleric fails 
  this caster level check, the spell works as 
  normal, but the scars remain in place. 
   
  
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  Page 27 
  PLAYER HANDOUT 1 
  Give this handout to anybody at the table who bears any of the Curses from this series (Mark of Avernus, Mark of Cania, 
  Mark of Stygia, Curse of Nessus).  
   
  The chill spring air rolls in through your window as clouds once again cover the moon above shrouding your room in 
  darkness. Finally sleep comes but the sweet slumber you were expecting is not yours this night. A shadowy shape 
  creeps from the deep shadows in the corner of your room. “Wake up vessel. Wake up I said NOW!”  
   
  With a jolt you sit up and see yourself sitting on a chair next to your bed. The figure appears identical in every 
  way except the curses that cover your body are not on his.  
  “I am done with you. You have served your purpose in hiding me and now it is time to take me home.”, as you watch 
  the image of yourself shifts until you are staring at Theron. “Oh yes. The symbols on you not only represent my kind 
  but they represent me. The protections I have granted you these past months have been revoked. You will gather your 
  friends and take me back to Perdition. That old foolish priest you betrayed is in Falsridge and can guide you there. Do 
  not bother fighting. In the end you will succumb or die. Either way I am happy. Now wake up and feel my sweet kiss 
  for the last time” 
   
  With a jolt you sit up out of bed. The room is empty as sounds of the street cleaners waft in through the window. 
  Was it a dream? As if to answer it you feel a tingle on your check as if somebody was close to you breathing on your 
  face. Then the curses on your arm start burning with a fire you have not felt since they first blessed you with their 
  resistance to heat. Then, as quickly as it started, it stops and the room plunges into cold as the wind fills your room 
  with its chill air. 
  “Give me what I want and I will go away” the voice says once more and then the room is silent once again. 
   
  Theron has revoked his blessing and thus the curses (marks) from this series have changed in their effects. The 
  following text replaces the following curses: Mark of Avernus, Mark of Cania, Mark of Stygia, Curse of Nessus. Cross 
  the old curses off their respective AR’s. 
   
  �Touched by Theron: This character has been the unknowing bearer of the devil Theron for months. He has 
  decided to revoke the protection he granted his vessel (the player) and the following now apply. These runes appear as 
  tattoos on the left arm and chest of the person cursed with them. The runes are in infernal and spell out the true names 
  of 101 devils (or 202/303 depending on Mark). The runes crawl over the afflicted person’s skin forming new names 
  constantly. The character is now vulnerable to heat and cold and take an extra point of damage per die vs. these types of 
  energy. The character also does not heal naturally and is immune to any magical healing from a caster less then 8th 
  level. Theron has restored the player’s natural skin color and while the character no longer suffers negative social 
  interaction effects, he still has the runes crawling over his skin that causes strange looks unless covered. Theron talks to 
  the character constantly which sounds like a constant buzzing or tickling in the back of the characters head. This 
  distraction, causes the character to take a -4 penalty on initiative as well as a -6 penalty on all Spot and Listen checks.  
  
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  PLAYER HANDOUT 2 
   
  Another day passes without event on the road. Many miles behind you but many miles are ahead 
  of you.  
  <NOTE TO PLAYER: Roll a Will save. Tell the DM the number but do not tell others what it is for.> 
   
  Suddenly you stop. You do not want to stop but your body refuses to listen to you. You climb down 
  from your horse and walk out into the field next to the road a hundred feet or so. Sitting on the 
  ground in front of you is a letter with a red blood wax seal and a small vial. You sit down and open 
  the letter. Your arms bring it up in front of your face and a voice that slithers like a knife being 
  sharpened says “Read it chattel. “ 
  “You have been honored with being chosen. Enact my will in this matter and you will be rewarded 
  very well. Refuse to and you cast your fate with those you will travel with and fight side-by-side for 
  survival with. I only give you a choice in this matter, as I must to not tip my hand. Otherwise you 
  would do what I want and thank me later. Choose wisely my little lemming. You will find a 
  colored ribbon three steps behind you. Wear it if you have chosen to help me. If others wish to 
  join you they may also wear it. If my forces do not see it they will assume you chose poorly. Now 
  destroy the letter.” Once again, without you willing it, you reach down and set the letter on the 
  ground. You uncork the vial and pour some kind of acid onto the letter destroying it. 
  Suddenly you fall to the side as if you were made of rubber. It takes a few seconds but you manage 
  to gather yourself and stand up again. Whatever it was is gone. Behind you flapping in the breeze is 
  a blood red ribbon. 
   
   
  
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  PLAYER HANDOUT 3 
   
  Another warm spring day passes as the road rolls along beneath your feet. Ahead, you see the road 
  crosses a small stream. Next to it is a large pile of rocks. With a flash a man appears in the air and 
  falls six feet or so down upon the rocks. He does not appear to be moving. 
   
  An unknown man now lies dying before you. With much effort he rolls to one side and you can see 
  the extent of the damage to him. On his head you can see claw marks along with singed skin. With 
  much effort he coughs up some blood and speaks, “The boy sent me. Dying us all. Betrayed… the 
  curses are out. You must find the boy’s father, Ra’Ned, in Falsridge. He will know what to do.” 
   
  With that a spout of fire bursts from the wound on his head and he crumbles into dust. A screech 
  like a devil enraged rings out across the fields and for a moment a winged shadow passed over you 
  and then is gone. 
   
  
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  PLAYER HANDOUT 4 
   
  Another warm spring day passes as the road rolls along beneath your feet. Ahead, you see the road 
  crosses a small stream. Next to it is a large pile of rocks. With a flash a man appears in the air and 
  falls six feet or so down upon the rocks. He does not appear to be moving. 
   
  As you get closer you are surprised to see a familiar face. One of the men who first met you upon 
  your arrival in Perdition a year ago now lies dying before you. With much effort he rolls to one side 
  and you can see the extent of the damage to him. The symbol that once adorned his head is gone. 
  Claw marks along with singed skin ring where it once was. With much effort he coughs up some 
  blood and speaks, “The boy sent me. Dying us all. Betrayed… the curses are out. You must find the 
  boys father in Falsridge. He will know what to do.” 
   
  With that a spout of fire bursts from where the symbol once adorned his head and he crumbles 
  into dust. A screech like a devil enraged rings out across the fields and for a moment a winged 
  shadow passed over you and then is gone. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR4-07 Full Circle to Oblivion (3E).pdf