TEXT: IUZ5-05 
   
   
   
   
   
   
   
   
   
   
  The Mission is Everything 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Iuz’s Border States Metaregional Adventure 
  Version 1.0 
   
  by Wes Nicholson 
  Maps and layout of the complex originally from IUZ3-01 Across the Border, by Jason Bulmahn.  Used with permission. 
  Thanks to Jason for this material. 
  Thanks also to Bruce Paris and Rob Little for their advice and assistance. 
   
   
  So many times the Drinkers have sent you on missions of seemingly random importance.   So many times they’ve told 
  you to ignore the evils you may see on your mission.   So many times you’ve been told not to get distracted and sacrifices 
  are necessary to bring down the Old One.   Well, this time it’s different. This time, you’re going to go fix one of the first 
  evils you saw and this time that IS the mission.  A one round adventure for APLs 8 to 16. 
  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 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission 
  of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, 
  or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your point of contact (POC) at dragotha@gmail.com; for 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  
  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 Dungeon 
  Master (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 one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such as animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. Animals with 
  different CRs are determined separately using the 
  chart; then, take the highest CR animal (or animals), 
  and add 2 (drop fractions). This result is the effective 
  character level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer animals of 
  this type.  
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  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-
  The Mission is Everything 
   
  Page 2 
  
  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 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round metaregional adventure, set 
  in Iuz’s Border States.  Characters native to Iuz’s Border 
  States pay one Time Unit per round; all others pay two 
  Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  Adventure Background 
  In IUZ3-01 Across the Border, the PCs came across a 
  slave camp where terrible things were happening. The 
  mission parameters at the time did not allow the PCs to 
  do anything to help the slaves. There have been other 
  missions since, some for the Drinkers of the Cup of 
  Midnight, and some supposedly for that same group, 
  where the PCs have been forced to ignore despair and 
  depravity in order to “get the job done”. This time it’s 
  different. This time, freeing the slaves – well one of them 
  at least – IS the mission. 
   
  Adventure Summary 
  The adventure begins with the PCs answering an 
  invitation to the Last Stand Inn in Redoubt in Furyondy 
  The proprietor is Krestok, a veteran  of the Greyhawk 
  Wars.  He is a fair trader.  Dinner, Bed and Breakfast costs 
  3 sheridans (3 sp) per person for a semi-private room (two 
  people). The PCs meet their contact here. They are told 
  only that the chance exists to do something good, and to 
  harm the cause of the Old One. 
   
  Their contact tells them of a cleric of Fharlanghn 
  who has been captured by slavers. The Drinkers want 
  him rescued. Nothing else matters. 
   
  Once the PCs accept this mission (they do, or the 
  adventure is over for them) they are approached by 
  another contact. This one offers to reward the PCs if they 
  can rescue more of the slaves, and not just the cleric. 
   
  There is time now for the players to plan how their 
  characters intend to accomplish the mission. They have 
  been offered certain equipment to assist them, but they 
  are free to come up with their own ideas. 
   
  Moving into the borderlands of the Old One’s 
  empire, the PCs need to avoid the town of Izlen but they 
  find (or are found by) a patrol from there. They must not 
  allow the Iuzian(s) to escape and raise the alarm. 
   
  Arriving at the slave pits, the first thing the PCs 
  encounter is an anti-magic field in and around the 
  entrance, and another one at the chimneys. They may not 
  even notice the field(s) unless they have active magic up, 
  such as ioun stones. 
   
  Within the pit, there are several chambers. Most are 
  not in use right now, but some are. Entering the tunnel 
  to the main pit (where the slaves are being held), the PCs 
  encounter a nasty trap designed to take down their buff 
  spells and anything else that might be useful. It also alerts 
  the guardians that someone is coming. 
  The Mission is Everything 
   
  Page 3 
  
   
  The main pit has been turned into a guard post for 
  one or more beholders and a battle is pretty much 
  inevitable here. 
   
  Once past the guardians, the PCs have only to face 
  the current master of the slave pits – either a rakshasa or 
  an intelligent undead depending on APL. When the 
  evildoer is defeated, it is a simple matter to rescue 
  whatever slaves they can fit into their plan, and leave. 
  Once again, Izlen should be avoided. 
  Preparation for Play 
  In all cases where knowing whether a skill check has 
  succeeded or not (eg. Listen, Search, Spot) has a bearing 
  on the PCs next action, you should ask what the modifier 
  is and make the die roll in secret, and only inform the 
  player if their character noticed anything or not. If the 
  PCs decide to take 20 on Search checks (especially), 
  remember to count down time for any minute-per-level 
  spells that might be up. 
   
  Find out what the group’s light source is when they 
  go underground. This is important in Encounters 4 and 5. 
  In Encounter 4, if they have no non-magical means of 
  seeing in the dark they cannot avoid the trap. In 
  Encounter 5, as the first magical light source leaves the 
  area of the antimagic field, its sudden activation alerts the 
  guard(s). 
   
  There are so many favors and disfavors, and notices, 
  that it’s not feasible to list them all here. You should 
  check with each player which NPCs  like their PC and 
  which don’t, in case it becomes an issue during the 
  adventure. The only notice that is likely to matter for 
  combats is the Ire of Iuz, but check everything just in 
  case. 
   
  Important 
  You should check with each PC what previous tasks they 
  have done for the Drinkers, and what tasks they have 
  done supposedly for the Drinkers that ended up being 
  for Pazrael or some other faction. This may be important 
  in the introduction as the agent knows every real, and 
  fake, mission each of the PCs has done. 
   
  Clever parties who have been to the slave camp 
  before may choose to teleport in and out. That’s fine, but 
  keep in mind the miss chance – especially on the way in. 
  Once they get to the mines they still need to locate the 
  cleric. Also, if they avoid the patrol encounter in this way, 
  they get no xp or treasure for that encounter. 
   
  Encounter Four Preparation 
  Get a list of what spells people normally have up, and 
  where those spells come from. Make rolls now, plus an 
  extra one or two per PC just in case, for the dispel magic 
  trap in Encounter 4, and when the time comes you 
  should hand a note to each affected player telling them 
  what’s no longer working (assuming it’s something they 
  would know is gone and that something was dispelled). 
  The PCs are in an area affected by silence when this 
  happens, so verbal communication is not an option. You 
  should not let the players metagame, but rather increase 
  the paranoia level. The first PC in line that gets affected 
  needs to find some other way of letting the rest of the 
  party know there’s a problem – unless the party find and 
  disarm the trap. 
  Introduction 
  You find yourself in the taproom of the Last Stand 
  Inn, located in the garrison town of Redoubt in 
  Furyondy. You are here because of an anonymous 
  invitation  but you’re fairly sure its source is an agent 
  of that mysterious organisation known as the 
  Drinkers. 
  ,
  i
   
   
   
   
  You sat at the third table from the back of the 
  room, as instructed, and it’s hardly a surprise to see 
  some other folk who look l ke adventurers sharing 
  the table with you. 
  This is where the PCs get to introduce themselves if they 
  do not already know each other. 
   
   
  A wholesome meal of roast boar, grilled 
  vegetables, this morning’s bread, and some tart goat 
  cheese has been provided and the ale and wine have 
  flowed freely but not excessively. 
   
  A thin man with a nervous twitch approaches 
  your table and sits down. 
   
  “Thank you all for coming. My name is Ansul 
  Shotek and I represent an organisation you have all 
  worked for in the past. We have a little job for you, if 
  you’re interested. As usual, it won’t pay you anything, 
  but you can keep anything you take from the agents 
  of Old Wicked. Also as usual, this mission will annoy 
  the Old One and his minions, and finally, as usual, it 
  is imperative that you not allow side issues to distract 
  you from the task at hand. Are you interested in 
  hearing more?” 
  The PCs should have a bunch of questions at this point, 
  and they are likely suspicious of Ansul since they’ve been 
  duped in the past into thinking they were working for 
  the Drinkers when they were not. Ansul is exactly who 
  and what he claims to be. He answers any questions 
  about past missions to the best of his ability (he knows 
  who has done what). He does not detect as evil – he is 
  Lawful Neutral if anyone has any means of determining 
  this. 
  The Mission is Everything 
   
  Page 4 
  
   
  Once the PCs are satisfied they’re not being messed 
  with, Ansul continues. 
   
  “R ght then. As some of you may know, there s a 
  slave camp just inside the borders of the Old One’s 
  empire. It is near the town of Izlen and it is 
  imperative that you not be noticed by the patrols that 
  come out of there. If the alarm is raised you are all 
  doomed. It has come to our notice that a cleric of 
  Fharlanghn, one Abdul Hakim bin Fzul , has been 
  captured by the forces of Old Wicked and he is being 
  held at the slave camp while his fate is determined. 
  The patrols from Izlen have increased to coincide 
  with Fzull’s incarceration so we are sure he has 
  something of great importance to make his rescue 
  v tal to our cause. If you cannot avoid the patrols you 
  must ensure you wipe out any you encounter. The 
  Drinkers want this cleric rescued, and you seem to be 
  the best available resources to do the job. How you do 
  it is up to you, except that since we don’t know 
  exactly where in the camp he is, and I doubt any of 
  you has been there more than once, I would not 
  recommend teleporting in. Teleporting may be the 
  best way out once you have Fzul  that s your 
  decision to make. Rescuing Fzul  is the only thing 
  that matters – you cannot hope to save everyone at 
  the slave camp. I understand that may not sit well 
  with some of you, but you must believe me when I 
  tell you that sometimes evil needs to get a small 
  victory in order for good to ultimately triumph.” 
  i
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  If anyone does a Sense Motive on Ansul, he is sincere. 
   
  “I can offer you the loan of a wagon, and also some 
  trade goods, to use as cover if you wish. The wagon 
  comes with two draft horses, a spare wheel, spare 
  tack, and the necessary tools to carry out repairs. 
  There is also some timber and some iron you are free 
  to make use of if you need to. The wagon has a secret 
  compartment in the front where you could hide Fzull. 
  Meet me outside the stables at sunup if you want the 
  job. The wagon and goods will be there just in case.” 
  The secret compartment is well hidden within the 
  construction of the wagon, and a DC 25 Search check is 
  needed to find it. Searching from underneath the wagon 
  reduces the DC to 20. The compartment is entered from 
  beneath the wagon, can be opened from the inside and is 
  lined with copper to prevent most detection spells from 
  penetrating it. 
   
  At this point, Ansul really has nothing more he can 
  do for the group – they can take his offer of equipment or 
  leave it. They can take the job or the adventure is over. 
  Either way, Ansul pays for dinner and drinks, and then 
  leaves. 
   
  Encounter One: Extra Duty 
  A short while after Ansul leaves, but before the PCs retire 
  (you may need to adjust this if some PCs leave right after 
  Ansul), another person approaches the table, with a 
  counter offer for the PCs. 
  As you contemplate Ansul’s offer, and begin to 
  ponder just how to do the job, a cloaked and hooded 
  figure sits down at your table without an invitation. 
  The voice is female, and husky. 
   
  “Don’t be alarmed, and please don’t attract 
  attention. I know of the task you have been given, 
  and it irks me that once again you are being told to 
  ignore the suffering around you in order to get the 
  job done. I don’t know if you can manage to rescue 
  more than Fzul  without endangering the mission, 
  but if you can save a few more souls from the 
  depravations of Old Wicked’s minions I would be 
  most grateful. If you do this, look for me at Midnight 
  in the Shadows of the oak tree out the back of the nn 
  when you return.” 
  With that, the woman stands up and leaves. 
   
  The woman does not remove her hood or cloak, but if 
  some enterprising PC does it for her they will be face to 
  face with the Shade. She is the real deal, not some minion 
  of Iuz in disguise. She is highly annoyed at being 
  unmasked like this, but she doesn’t cancel the mission 
  since she is hoping the PCs will be able to rescue her 
  lover – another agent of the Drinkers who was sent to the 
  pits a week ago. She does NOT reveal that information 
  under any circumstance. 
   
  Encounter Two: The Plan 
  This is not really an encounter so much as time for the 
  players to figure out how their characters intend to attack 
  the problem. There are so many PCs, with so many skills 
  and abilities, that it is not possible to guess at all the plans 
  that may be hatched here. Ansul gave one suggestion, it’s 
  by no means the only one that could work. Ansul’s 
  suggestion is there for groups who don’t plan well, or 
  who don’t enjoy the planning stages of an adventure and 
  just want to get on with it. Groups who take Ansul’s 
  suggestion at face value should not be awarded the xp for 
  the planning stage. 
   
  However, one simple variation on Ansul’s plan 
  would be to use the wagon and make some small 
  modifications so it looks like a slave transport (barred 
  The Mission is Everything 
   
  Page 5 
  
  sides and top and gate at the rear would do). This might 
  allow the rescue of more prisoners if the PCs felt inclined 
  that way. 
   
  Whatever the PCs come up with, if the plan seems 
  feasible it should be allowed to work. The main part of 
  the adventure is in defeating the guardians at the camp, 
  not in bluffing or fighting their way past Iuzian patrols. 
   
  Encounter Three: Contact! 
  Adjust this as necessary to fit the PCs plan. This text 
  assumes they are using the wagon in some form or 
  another. If they are not, this encounter may end up being 
  bypassed entirely. 
   
  i
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  You’ve left the town of Redoubt far behind and are 
  approaching the edge of the Vesve. It’s obvious Old 
  Wicked’s forces have been at work here – trees 
  hacked down with no thought of regrowth. When the 
  time comes, the elves will no doubt exact a h gh price 
  from the inhabitants of Izlen. 
   
  Thinking of Izlen, you recal  the warning about 
  heightened activity. Now would be a good time to 
  take on the roles you have chosen for your 
  infiltration into the lands of the Old One. 
  Allow whatever preparations the PCs deem necessary 
  before continuing.  
   
  You are barely out of the edge of the forest when you 
  spot a patrol of one coming your way. It looks ke a 
  choice of words or weapons here and the creature 
  approaching doesn’t seem in the mood to talk. 
  The PCs can attempt to bluff their way past the patrol if 
  they want but the patrol knows the PCs aren’t expected 
  so the starting position is Hostile. Most groups likely 
  want to whack the bad guys, and more power to them for 
  doing so. Dead patrols tell no tales in the mess tonight. 
   
  The encounter begins with the patrol at 200 feet 
  from the PCs. 
   
  Tactics: Hah!. The patrol simply attacks as best it 
  can.  If it lasts more than one round of combat, but is 
  getting beaten, it attempts to flee and raise the alarm.  
  This encounter is intended as a reminder to the PCs that 
  they must remain incongnito, and allowing the bad guy 
  to flee is a bad idea. 
   
  Treasure: Nil 
   
  APL 8 (EL 5) 
  Troll : hp 65; see Monster Manual page 247. 
   
  APLs 10 and 12 (EL 8) 
  Cave Troll : hp 112; see Appendix Two. 
   
  APL 14 (EL 9) 
  Vrock : hp 115; see Monster Manual page 48. 
   
  APL 16 (EL 10) 
  Bebilith : hp 151; see Monster Manual page 42. 
   
  Encounter Four: 
  The Slave Pits 
  With that pesky patrol out of the way, the remainder 
  of your journey to the slave pits takes one uneventful
  day. You arrive at the camp and it is quiet – maybe too 
  quiet. For those of you who’ve been here before, 
  things have changed – a lot. 
   
  The smoke-belching open pit you may recall 
  from your previous visit is now sealed with a metal 
  cap that ooks 
  ke even a Dire Boar would have 
  trouble moving. The door into the stone hillock is 
  still there, but no light shows through any cracks. The 
  whole area seems somehow more sinister than it was 
  when it was “just a slave pit”. 
   
  The only way in from the outside is through the door, to 
  Area 1. The door is neither locked nor trapped – the 
  defenses of this place are much further inside. This is just 
  to get the paranoia levels going up. 
   
  Remember to keep track of time spent searching the 
  empty rooms because it affects the duration of minute 
  per level spells and maybe even 10 minute per level 
  spells. 
   
  Area 1 – The Common Room 
  The door leading to Area 2 is locked. The one to Area 5 
  has been torn from its hinges and lies twisted and broken 
  on the floor. When the PCs enter, read or paraphrase the 
  following: 
  The chamber before you is large enough to take up 
  most, if not all, of the space under the stone hillock. 
  Across from you are two stone staircases leading 
  down. To your right is a stone door and to your left 
  are the remains of a stone door, broken nto l ttle 
  pieces, its hinges twisted beyond repair. In the 
  middle of the room is a large table standing almost 
  five feet off the ground. Some old tree stumps lie 
  discarded on the floor – probably these were used as 
  stools by the occupants. The feel ng you get here is 
  that the room has not been used for anything other 
  than passage in a long time. 
  The Mission is Everything 
   
  Page 6 
  
   
  There is nothing to be found in this room, other than the 
  various ways out of it. A PC with the Track feat can make 
  a DC 20 Survival check to determine the bulk of the 
  tracks in recent times have gone through the broken 
  door, in both directions. Booted feet, mostly medium in 
  size with the occasional small creature, or perhaps a 
  child’s foot. A DC 30 check reveals that between 25 and 
  40 individuals have been through within the last two 
  weeks. 
   
  Areas 2, 3, 4 and 5 are detailed in this encounter. 
  Areas 6, 7, and 8 are in later encounters. 
   
  Area 2 – The Slaver’s Room 
  The door leading to Area 2 is locked. There was some 
  writing on the door but it has been scratched off and 
  what little remained has faded with time. If anyone wants 
  to waste a spell to read it, the words say “Bozzes Rom – 
  Tay Out!” in very bad common. When the PCs enter, read 
  or paraphrase the following: 
   
  li
   
   
   
   
   
  The room looks like it used to be the personal 
  apartment of someone important. There are piles of 
  clothes, weapons and other gear stacked haphazardly 
  around the room and a bed that looks ke it hasn’t 
  been slept in for some time. The only thing of note 
  right off is the torch flickering on the wall, giving 
  some light to the room.  
   
  There is nothing much of value to be found in this room, 
  other than the everburning torch, and Zygrat’s diary. The 
  diary can be found by searching under the mattress of the 
  bed. It tells a tale of woe, and how Zygrat was recalled to 
  Dorakaa shortly after some adventurers came through 
  this way a couple of years back. The last entry states 
  “Heading to Dorakaa today – I guess I’ll be back in a week 
  or so once I explain to Lord Null how those adventurers 
  kicking my backside wasn’t my fault.” 
   
  Stone Door: 4 in. thick; hardness 8; hp 60; AC 5; Break 
  DC 28; Open Lock DC 25. 
   
   
  Treasure:  
  All APLs : Magic – everburning torch (9 gp). 
   
  Area 3 – The Animal Pen 
  There is a rusted gate on the stairs leading down here. It 
  is not locked, but it is rusted shut. A Strength check, DC 
  15, opens the gate with a loud screeching noise. This 
  would normally alert anyone further inside the complex 
  but due to the spells in Area 5 this does not happen. 
  When the PCs enter, read or paraphrase the following: 
  The stairs leading down are covered in a thin layer of
  frost, as are the walls. The floor at the bottom is also 
  covered in frost, about one inch deep. You can see 
  some old gnawed bones lying on the floor, but 
  nothing else. 
   
  The chamber is empty. The PCs are free to search around 
  in the frost for anything of interest. The idea here is to 
  heighten the level of paranoia, and burn up some time on 
  those buff spells. 
   
  Area 4 – The Larger Animal Pen 
  Halfway down the stairs are the remnants of a heavy fur 
  curtain. It is moth-eaten and rotting. When the PCs 
  enter, read or paraphrase the following: 
  Pushing through what is left of a heavy fur curtain 
  you can see a chamber that looks like it was quarters 
  for some large humanoids – probably the same ones 
  that used the table upstairs. Whoever, or whatever, 
  used to sleep here has not been here for a very long 
  time. 
   
  There is nothing of value to be found in this room. A few 
  old bones and some rotting straw. 
   
  Area 5 – The REAL Entrance 
  The doorway leading to Area 5 is open and there is 
  nothing the stop the PCs entering this 100 foot long 
  tunnel whenever they choose. There are some nasty 
  things in the tunnel though. First off, at ten feet into the 
  tunnel a permanent antimagic field is in place, operating 
  until the PCs are thirty feet in. From thirty feet to 
  seventy feet the tunnel is affected by a permanent silence 
  spell. At forty feet in there is a trap. How bad the trap is 
  depends on the APL. Lastly, at eighty feet in there is 
  another permanent antimagic field that extends to the 
  end of the tunnel. The antimagic fields defeat any arcane 
  eye or similar effects.  Any prior tracking reveals this is 
  where the occupants come and go. When the PCs enter, 
  read or paraphrase the following: 
  This 15 foot wide tunnel twists slightly to the right 
  shortly after you enter it. Suddenly, your everburning 
  torch isn’t, and your ioun stones fall to the floor!  
   
  The antimagic field won’t do the PCs any harm, though it 
  likely increases the paranoia level of the players. If they 
  weren’t searching every five feet for traps, they may well 
  start now. If they don’t, you should NOT prompt them. 
  When they are ready to proceed, continue: 
  The Mission is Everything 
   
  Page 7 
  
  The antimagic field behind you now (your magic 
  items are working again), the tunnel twists a little 
  more, this way and that, but in complete silence.  
   
  At this point, you should inform the players that verbal 
  communication is not possible between their characters 
  and you should not allow them to discuss anything that is 
  in-character unless they go back into the antimagic field 
  to do so. If they are searching for traps, make the rolls. If 
  not, the trap goes off. 
   
  APLs 8 to 12 (EL 4) 
   
  Dispel magic and alarm Trap: CR 4; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (Dispel magic, 5
  th level wizard; area dispel centered on 
  trap; +5 dispel check); Search DC 28; Disable Device DC 
  28.  
   
  APLs 14 and 16 (EL 7) 
   
  Greater dispel magic and alarm Trap: CR 7; magic 
  device; proximity trigger (alarm); automatic reset; spell 
  effect (Greater dispel magic, 11
  th level wizard; area dispel 
  centered on trap; +11 dispel check); Search DC 31; 
  Disable Device DC 31.  
   
  The trap targets all spells on each creature that passes 
  through it, until it dispels one spell per creature or there 
  are no more spells on that creature to target. The alarm 
  spell sends a silent mental warning to one of the 
  guardians and gives them time to prepare. 
   
  Once past the trap, just after they leave the area of 
  the silence spell, the PCs encounter a second antimagic 
  field, which again does no harm, but stops any new 
  scrying type spells that may have been cast and 
  suppresses any summoned (but not called) “friends” that 
  may be along for the journey. This field goes to the end of 
  the tunnel. 
   
   
   
   
  f
  The tunnel twists some more and now you can hear 
  again. Just when things seem to be getting better, all 
  your magic items stop working – again!  
   
  If they have some means of seeing, read this bit: 
  Just ahead, you can see the tunnel opens into a large 
  chamber. 
   
  Allow the PCs to make whatever preparations they 
  choose, keeping in mind the antimagic field. When they 
  are ready to proceed, go to Encounter 5. 
   
  Encounter Five: The Eyes of 
  Iuz are Upon You 
  The guardian(s) in this chamber might be on alert if the 
  PCs set off the magical trap. Or, when the first PC with a 
  magical light source steps out of the tunnel, the “winking 
  on” alerts the guardian(s). Read the read-aloud text 
  (adjusting as necessary), and roll initiative! 
  The tunnel comes to an end on a 15 foot square 
  platform at the top of a stone staircase that spirals 
  down to your left. The floor is some 25 feet below you 
  and the ceiling, which is made o  metal, is 15 feet 
  above your head. Your magical items are working 
  again, and you can dimly see the other side of the 
  cavern, some 110 or so feet away. Something is 
  moving over there! 
   
  Unless the PCs have been very fortunate, they have been 
  spotted and combat is about to commence.  At APLs 8 
  and 10, the beholder is hovering outside the entrance to 
  area 8. At APL 12, there is one outside of area 8 and 
  another outside area 7. For APLs 14 and 16, the third 
  beholder is at the bottom of the staircase, just below the 6 
  on the map.  
   
  Tactics: At APLs where there are multiple beholders, 
  after the first round of combat they take turns using their 
  main eye on the party (or the largest group of PCs if they 
  split up) and the other beholders ready until their eye 
  rays are no longer suppressed. 
   
  At ALL APLs, the beholders avoid engaging in melee 
  combat unless they are certain the PCs are no longer a 
  threat. 
   
  Things that might happen to affect what the beholders 
  do: 
  • 
  Smart PCs may pull back into the antimagic field 
  and attack with ranged weapons. After two rounds of 
  this the beholders move to where they can’t be seen 
  from inside the tunnel. 
  • 
  PCs may cast one or more of fly, enlarge, animal 
  growth, airwalk, summon [whatever flying creature] 
  in order to engage the beholders in melee and/or 
  grapple them. The beholders response to this is to 
  open its antimagic eye and suppress (or dismiss) the 
  magical effect. This may mean the beholder and 
  whatever is grappling it fall towards the floor (if the 
  beholder cannot remain aloft with the extra weight). 
  The beholder can take the falling damage, and its 
  companions (if any) immediately target the 
  grappling creature with their Fort save rays, taking 
  the chance on hitting their companion and relying 
  on its good save to keep it safe 
   
  Treasure: Nil. It’s all in area 7. 
  The Mission is Everything 
   
  Page 8 
  
   
  APL 8 (EL 11) 
  Gauth Sorcerer: hp 188; see Appendix One. 
   
  APL 10 (EL 13) 
  Beholder: hp 93; see Monster Manual page 26. 
   
  APL 12 (EL 15) 
  Beholders (2): hp 93, 93; see Monster Manual page 26. 
   
  APL 14 (EL 16) 
  Beholders (3): hp 93, 91, 95; see Monster Manual page 
  26. 
   
  APL 16 (EL 19) 
  Advanced Beholders (3): hp 209 ea; see Appendix 
  Four. 
   
  Encounter Six: The Slaver and 
  the Slaves 
  With the beholder(s) defeated, the PCs now have two 
  choices – area 7 or area 8. To help them on their way, a 
  Listen check DC 15 picks up a slight moan from area 8. 
   
  Area 7 – The Treasure Room 
  All of the beholders’ treasures are stored in the various 
  “fingers” of this room. If the PCs come here first, and take 
  time to loot the room before going to area 8, the Slaver 
  has time to make many preparations for their arrival and 
  does so. When the PCs enter, read or paraphrase the 
  following: 
   
  l
  i
   
  i
   
  This cave has several smaller caves off it, like the 
  fingers of a hand. You think you saw something glint 
  in the light of your torch from one of the fingers.  
   
  Searching the caves finds the following treasure (all of it 
  in gems, except the wand) 
  APL 8: Loot – 0 gp, Coin – 600 gp, Magic – wand of cure 
  light wounds - (62 gp). 
  APL 10: Loot – 0 gp, Coin – 2300 gp, Magic – wand of 
  cure light wounds - (62 gp). 
  APL 12: Loot – 0 gp, Coin – 150 gp, Magic – wand of cure 
  light wounds - (62 gp). 
  APL 14: Loot – 0 gp, Coin – 180 gp, Magic – wand of cure 
  light wounds - (62 gp). 
  APL 16: Loot – 0 gp, Coin – 220 gp, Magic – wand of cure 
  light wounds - (62 gp). 
   
  Area 8 – The Slave Room 
  This is the final battle – where good meets evil and 
  beards it in its den. When the PCs enter, read or 
  paraphrase the following: 
   
  APL 8 
  The room you have entered is quite large – about fifty 
  feet across, with a large alcove to the north. The 
  alcove appears to be someone’s sleeping area as there 
  is a plush bed and a dresser in it, as well as other 
  personal effects. In other alcoves, directly across from 
  you, to the south, and to the northeast, are many 
  cages. Some are empty, some have motionless figures 
  in them, and others have figures that are very much 
  alive, but are gagged to keep them from making any 
  noise. In the center of the room is a large stone table 
  with several straps to hold things down. There is 
  nothing on the table at the moment and there is no 
  channel for blood to be collected, so it’s probably not 
  a sacrificial altar. However, the most immediate 
  concern for you is the figure standing by the bed. It is 
  a humanoid tiger in expensive clothes. Its tai  fl cks 
  as it glares at you. 
  “Defilers! Invaders! Your doom is at hand.” 
   
  APL 10 
  The room you have entered is quite large – about fifty 
  feet across, with a large alcove to the north. The 
  alcove appears to have once been someone’s sleeping 
  area as there is a plush bed and a dresser in it, as well 
  as other personal effects, though most don’t seem to 
  have been used recently. In other alcoves, directly 
  across from you, to the south, and to the northeast, 
  are many cages. Some are empty, some have 
  motionless figures in them, and others have figures 
  that are very much alive, but are gagged to keep them 
  from making any noise. In the center of the room s a 
  large stone table with several straps to hold things 
  down. There is nothing on the table at the moment 
  and there is no channel for blood to be collected, so 
  it’s probably not a sacrificial altar. However, the most 
  immediate concern for you is the figure standing by 
  the bed. It is a massive humanoid shaped toad with 
  arms where its forelegs should be. Its wide mouth has 
  rows of powerful teeth and spines run down the 
  length of it back. It glares at you. 
  “Defilers! Invaders! Your doom is at hand.” 
   
  APL 12 
  The room you have entered is quite large – about fifty 
  feet across, with a large alcove to the north. The 
  alcove appears to be someone’s sleeping area as there 
  is a plush bed and a dresser in it, as well as other 
  The Mission is Everything 
   
  Page 9 
  
  personal effects. In other alcoves, directly across from 
  you, to the south, and to the northeast, are many 
  cages. Some are empty, some have motionless figures 
  in them, and others have figures that are very much 
  alive, but are gagged to keep them from making any 
  noise. In the center of the room is a large stone table 
  with several straps to hold things down. There is 
  nothing on the table at the moment and there is no 
  channel for blood to be collected, so it’s probably not 
  a sacrificial altar. However, the most immediate 
  concern for you is the figure standing by the bed. It is 
  a humanoid female wearing a skin tight suit of jet 
  black. Her eyes glow red and there is a feral look to 
  her. She holds what might be an axe in on hand as she 
  glares at you. 
   
  l
  i
   
   
  l
  t
  l
   
  “Defilers! Invaders! Your doom is at hand.” 
   
  APL 14 
  The room you have entered is quite large – about fifty 
  feet across, with a large alcove to the north. The 
  alcove appears to be someone’s sleeping area as there 
  is a plush bed and a dresser in it, as well as other 
  personal effects. In other alcoves, directly across from 
  you, to the south, and to the northeast, are many 
  cages. Some are empty, some have motionless figures 
  in them, and others have figures that are very much 
  alive, but are gagged to keep them from making any 
  noise. In the center of the room is a large stone table 
  with several straps to hold things down. There is 
  nothing on the table at the moment and there is no 
  channel for blood to be collected, so it’s probably not 
  a sacrificial altar. However, the most immediate 
  concern for you is the figure standing by the bed. It is 
  a humanoid tiger in expensive clothes. Its tai  fl cks 
  as it glares at you. 
  “Defilers! Invaders! Your doom is at hand.” 
   
  APL 16 
  The room you have entered is quite large – about fifty 
  feet across, with a large alcove to the north. The 
  alcove appears to be someone’s sleeping area as there 
  is a plush bed and a dresser in it, as well as other 
  personal effects. In other alcoves, directly across from 
  you, to the south, and to the northeast, are many 
  cages. Some are empty, some have motionless figures 
  in them, and others have figures that are very much 
  alive, but are gagged to keep them from making any 
  noise. In the center of the room is a large stone table 
  with several straps to hold things down. There is 
  nothing on the table at the moment and there is no 
  channel for blood to be col ected, so i ’s probably not 
  a sacrificial altar. However, the most immediate 
  concern for you is the figure standing by the bed, 
  flanked by two others. The central creature is a 
  humanoid tiger in expensive clothes. Its tai  flicks as 
  it glares at you. The other two are humanoid shapes, 
  wrapped in bandages with the glint of armor 
  underneath them. The tiger-like creature growls at 
  you. 
  “Defilers! Invaders! Your doom is at hand.” 
   
  Tactics: If the slaver has had sufficient warning he has 
  taken whatever steps are necessary to prepare for the 
  coming fight, including any buff spells that may be 
  available. At APL 14 and 16, this includes activating the 
  ring of spell turning as the first preparation. Note that 
  the ring of spell turning  activates BEFORE the ring of 
  counterspells. The slaver reactivates his ring of spell 
  turning as soon as he realises the nine levels have been 
  used up, and he does so for the third time if the combat 
  lasts that long and it becomes necessary to do so.  
   
  For APLs 8 to 12, the slaver simply wishes to kill or 
  capture the intruders.  The vampire’s coffin and the lich’s 
  phylactery are not part of this adventure and cannot be 
  located. 
   
  For APLs 14 and 16, the Ak'chazar Rakshasa itself 
  uses tactics as set out below. The dread wraiths use their 
  spring attack to get at anyone who is near their master 
  (the Ak'chazar Rakshasa), or the closest PC to him if 
  nobody is engaging in melee combat. At APL 16, the 
  mummy lords act as bodyguards for the Ak'chazar 
  Rakshasa, interposing themselves between the PCs and 
  their master. They pursue any PC who remains within 30 
  feet of the Ak'chazar Rakshasa but do not move any 
  further away than that. 
   
  An Ak'chazar Rakshasa is ruthless and unrelenting. 
  It first of all uses its pain wave (lasts for 17 rounds, heals 
  the undead minions rather than damaging them). 
  Secondly, it casts trap the soul on an unfortunate victim 
  (revealing a gem in its pocket as a move action). It 
  concentrates the spell first on a PC who has become 
  shaken, but if no PC was in range of the pain wave it 
  holds this action back until an appropriate time and 
  moves on to its other spells. Next it starts casting its 
  highest level nasty spells in order of power (eg. 
  disintegrate, enervation etc).  It keeps a fifth level spot 
  open to teleport away if things are going badly, but it  
  “accidentally” drops the gem containing any trapped soul 
  as it teleports. It is not so careless with its rings behind 
  though. 
   
  Note that the Ak'chazar Rakshasa’s gem value for 
  Trap the Soul is 14000 at APL 14 and 16000 at APL 16. It 
  is not part of the treasure summary as it is expected to be 
  destroyed either when the spell fails or when the trapped 
  soul is released. Any PC who is captured in the gem and 
  who is not rescued by the end of the encounter is handed 
  over to the Boneheart Null who intends to “free” the soul 
  once it is in a safe location, for interrogation and 
  The Mission is Everything 
   
  Page 10 
  
  anything else he can think of. This should only happen if 
  the remaining PCs flee or are slain/captured. 
   
  Special Note: PCs who are captured, either in the 
  gem or by the slaver, are taken to the Boneheart Null. 
  Players may contact their regional triad and request a 
  special mission to rescue captured PCs. The regional triad 
  is under no obligation to comply with the request. 
   
  Treasure:  
  APL 8: Loot – 0 gp, Coin – 400 gp, Magic –  scepter of 
  obedience (1041gp). 
  APL 10: Loot – 0 gp, Coin – 0 gp, Magic –  scepter of 
  obedience (1041gp). 
  APL 12: Loot – 0 gp, Coin – 0 gp, Magic – +2 keen kama 
  (1525 gp), +1 frost sling (691 gp), ring of protection +2 
  (666 gp), bracers of armor +3 (750 gp), periapt of wisdom 
  +4 (1333 gp), scepter of obedience (1041gp).  
  APL 14: Loot – 0 gp, Coin – 0 gp, Magic – ring of 
  counterspells (333 gp), ring of spell turning (8190 gp), 
  scepter of obedience (1041gp).  
  APL 16: Loot – 0 gp, Coin – 0 gp, Magic – +2 half plate 
  armor (*2, 791 gp), brooch of shielding (*2, 250 gp), cloak 
  of resistance + 2 (*2, 666 gp), ring of counterspells (333 
  gp), ring of minor energy resistance (fire) (*2, 2000 gp), 
  ring of spell turning (8190 gp), scepter of obedience 
  (1041 gp).  
   
  Development: This is it. Once the slaver is defeated, 
  the PCs can loot the room and free Abdul Hakim bin 
  Fzull and any other slaves they choose to (and can get out 
  of here with). The scepter of obedience can be found 
  among the slavers things in the bedroom alcove. If the 
  PCs leave only with Abdul, they miss out on some xp and 
  the Favor of the Shade, but nothing else bad happens to 
  them. Go to the Conclusion. 
   
  APL 8 (EL 10) 
  Rakshasa: hp 53; see Monster Manual page 211. 
   
  APL 10 (EL 11) 
  Hezrou: hp 138; see Monster Manual page 44. 
   
  APL 12 (EL 15) 
  Elite Vampire Monk/Shadowdancer: hp 90; see 
  Monster Manual page 251. 
   
  APL 14 (EL 16) 
  Ak’chazar Rakshasa: hp 144; see Appendix Three. 
  Dread Wraith (4): hp 102, 103, 105, 106 ea; see 
  Monster Manual page 258. 
   
  APL 16 (EL 18) 
  Ak’chazar Rakshasa: hp 144; see Appendix Four. 
  Dread Wraith (4): hp 102, 103, 105, 106 ea; see 
  Monster Manual page 258. 
  Mummy Lord (2): hp 95, 99; see Monster Manual page 
  190. 
   
  All the cages are locked with simple locks (DC 20), and 
  can be broken open with little or no trouble once the 
  slaver is defeated. 
   
  The number of live prisoners, other than Abdul 
  Hakim bin Fzull, that can be found alive is: 
  • 
  APL 8 – 1 
  • 
  APL 10 – 4 
  • 
  APL 12 – 7 
  • 
  APL 14 – 10 
  • 
  APL 16 – 13 
  How many the PCs rescue is up to them, and what their 
  plan can handle. 
   
  Conclusion 
  If the PCs have a quick way out of here, you need to have 
  this happen as they are freeing the prisoners. Otherwise, 
  it happens as they leave the camp. Read or paraphrase 
  according to who has been rescued. 
   
  You have rescued Abdul Hakim bin Fzull and some 
  other grateful prisoners, from the clutches of Old 
  Wicked. As you leave the slave camp there is a 
  shimmering in the air and a face contorted with rage 
  appears before you. Not bothering to keep his anger 
  in check, the apparition speaks. 
   
   
  “You have meddled in affairs that do not concern 
  you, and you will pay a price for your interference. I 
  will have my revenge!” 
   
  With that, the apparition fades and you quickly 
  make your way back to the relative safety of the Vesve 
  Forest, and eventually to Redoubt. 
  PCs who rescued all the live prisoners may choose to 
  meet with the mysterious lady, at Midnight, in the 
  Shadows of the old oak tree. If they do so, they earn her 
  favor. As luck would have it, if they left even ONE live 
  prisoner behind, that prisoner was the one she 
  desperately wanted rescued and they do not earn her 
  favor in this case. If they rescued at least one prisoner 
  apart from Bin Fzull, she instead pays their upkeep cost 
  for this adventure as some small show of thanks. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  The Mission is Everything 
   
  Page 11 
  
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Two 
  Planning the rescue  
   
  All APLs 150 xp 
   
  Encounter Three 
  Defeating the patrol 
   
  APL8 150 xp 
   
  APL10 240 xp 
   
  APL12 240 xp 
   
  APL14 270 xp 
   
  APL16 300 xp 
   
  Encounter Four 
  Defeat or trigger the trap 
   
  APL8 120 xp 
   
  APL10 120 xp 
   
  APL12 120 xp 
   
  APL14 210 xp 
   
  APL16 210 xp 
   
  Encounter Five 
  Defeating the beholder(s) 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  APL14 480 xp 
   
  APL16 570 xp 
   
  Encounter Six 
  Defeating the Slaver 
   
  APL8 300 xp 
   
  APL10 330 xp 
   
  APL12 450 xp 
   
  APL14 480 xp 
   
  APL16 540 xp 
   
  Story Award 
  Rescuing Abdul Hakim bin Fzull: 
   
  All APLs  60 xp 
  Rescuing other prisoners: 
   
  All APLs 15 xp per prisoner rescued, up to a 
  maximum of  
   
  APL8 15 xp 
   
  APL10 60 xp 
   
  APL12 105 xp 
   
  APL14 150 xp 
   
  APL16 195 xp 
   
  Total possible experience: 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
   
  APL12 1575 xp 
   
  APL14 1800 xp 
   
  APL16 2025 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  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. 
   
  The Mission is Everything 
   
  Page 12 
  
  Encounter Four:  Area 2 
   
  All APLs: L: 0 gp; C: gp; M: 9 gp 
   
  Encounter Six:  Area 7 
   
  APL 8: L: 0 gp; C: 600 gp; M: 62 gp 
   
  APL 10: L: 0 gp; C: 2300 gp; M: 62 gp 
   
  APL 12: L: 0 gp; C: 150 gp; M: 62 gp 
   
  APL 14: L: 0 gp; C: 180 gp; M: 62 gp 
   
  APL 16: L: 0 gp; C: 220 gp; M: 62 gp 
   
  Encounter Six:  The Slaver(s) 
   
  APL 8: L: 0 gp; C: 400 gp; M: 1041 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 1041 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 6006 gp 
   
  APL 14: L: 0 gp; C: 0 gp; M: 9564 gp 
   
  APL 16: L: 0 gp; C: 0 gp; M: 13271 gp 
   
  Total Possible Treasure 
   
  APL 8: L: 0 gp; C: 1000 gp; M: 1112 gp (Max 1300) 
   
  APL 10: L: 0 gp; C: 2300 gp; M: 1112 gp (Max 2300) 
   
  APL 12: L: 0 gp; C: 150 gp; M: 6077 gp (Max 3300) 
   
  APL 14: L: 0 gp; C: 180 gp; M: 9635 gp (Max 6600) 
   
  APL 16: L: 0 gp; C: 220 gp; M: 13342 gp (max 9900) 
   
  Special 
  Favor of the Church of Fharlanghn:  You have rescued 
  a cleric of Fharlanghn from the clutches of evil, and his 
  deity is grateful. Once you may call on the favor of 
  Fharlanghn by calling, “Fharlanghn aid me”. You are 
  granted a freedom of movement spell as if cast by a 20
  th 
  level caster. Cross off this favor once it is used. 
   
  Favor of the Drinkers: Yet again you have performed 
  well in the service of the Drinkers of the Cup of 
  Midnight. While they are still not (quite) ready to offer 
  you full membership of their organisation, they are 
  willing to arrange to have one weapon, shield, or suit of 
  armor upgraded for you as follows: You may have a +1 
  enhancement or a special ability equivalent to +1 from 
  the DMG added to the item.  This favor is only for access 
  and does not count for the purposes of crafting items, and 
  you still need to pay for the upgrade as normal. 
  Enhancement selected:_____________________ 
   
  Favor of the Shade:  For her own reasons, the Shade 
  believes she owes you a favor. For each each additional 
  favor of the Drinkers you choose to spend at this time 
  (including favors of the Shade, Jaedric and Halon), the 
  upgrade offered by the Drinkers increases by 1 (to a 
  maximum of a +4 improvement or a +7 total modifier). 
  You may choose a combination of enhancement and 
  special abilities that total no more than the number of 
  favors you are spending, but all upgrades must go onto a 
  single item. You must still pay the cost of the upgrade(s). 
  This favor is only for access and does not count for the 
  purposes of crafting items. 
   
  Notice of the Boneheart:  You have been noticed by the 
  Boneheart, Null, and he is not happy with you. 
   
  Items for the Adventure 
  Record 
  Item Access 
  Note that items at lower APLs are NOT available at 
  higher APLs unless they are so noted.  
  APLs 8 and 10: 
  • 
  wand of cure light wounds (Adventure; DMG) 
  • 
  scepter 
  of 
  obedience 
  (Adventure, 
  Miniatures 
  Handbook; 12500 gp) 
   
  APL 12 (All of APL 8 and 10 plus the following): 
  • 
  +2 keen kama (Metaregional; DMG; 18302 gp) 
  • 
  +1 frost sling (Adventure; DMG; 8300 gp) 
  • 
  ring of protection +2 (Adventure; DMG) 
  • 
  bracers of armor +3 (Adventure; DMG) 
  • 
  periapt of wisdom +4 (Metaregional; DMG) 
   
  APL 14 (All of APL 8 and 10, but NOT APL 12, plus the 
  following): 
  • 
  ring of counterspells (Adventure; DMG) 
  • 
  ring of spell turning (Metaregional; DMG) 
   
  APL 16 (All of APL 8 and 10, and APL 14, but NOT APL 
  12, plus the following): 
  • 
  +2 half plate armor (Adventure; DMG)  
  • 
  brooch of shielding (Adventure; DMG)  
  • 
  cloak of resistance + 2 (Adventure; DMG) 
  • 
  ring of minor energy resistance (fire) (Adventure; 
  DMG) 
  The Mission is Everything 
   
  Page 13 
  
  Appendix One – APL 8 
  Encounter Five 
   
   
   
   
  Gauth Sorcerer: Advanced gauth Sor2; CR 11; Large 
  Aberration; HD 18d8+90 + 2d4+10; hp 188; Init +7; Spd 
  5 ft., fly 20 ft. (good); AC 21 (-1 size, +3 Dex, +9 natural), 
  touch 12, flat-footed 18; Base Atk/Grp +14/+21; Atk 
  +16 ranged touch (see below, eye rays) and +17 melee 
  (1d6+4, bite); Full Atk +16 ranged touch (see below, eye 
  rays) and +17 melee (1d6+4, bite); SA Eye rays, spells, 
  stunning gaze; SQ All-around vision, darkvision 60 ft., 
  flight; AL NE; SV Fort +16, Ref +12, Will +18; Str 18, 
  Dex 16, Con 24, Int 14, Wis 12, Cha 20. 
   
  Skills and Feats: Concentration +15, Hide +17, 
  Knowledge (arcana) +24, Listen +3, Search +19, 
  Spellcraft +11, Speak Beholder, Speak Common, Spot 
  +24, Survival +1 (+3 following tracks); Alertness, Agile 
  Tyrant (see below), Eschew Materials, Flyby Attack, 
  Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes. 
   
  Spells Known (6/5; DC = 15 + spell level): o⎯acid 
  splash, detect magic, mage hand, ray of frost, read 
  magic; 1st⎯grease, ray of enfeeblement. 
   
  Eye Rays (Su): Each of a gauth’s small eyes can 
  produce a magical ray once per round as a free action. 
  During a single round, a gauth can aim only two eye 
  rays at targets in any one 90-degree arc (up, forward, 
  backward, left, right, or down). The remaining eyes 
  must aim at targets in other arcs, or not at all. One arc 
  may have one additional eye ray, due to the Agile 
  Tyrant feat this gauth possesses. A gauth can tilt and 
  pan its body each round to change which rays it can 
  bring to bear in any given arc. 
   
  Each of a gauth’s six eye rays resembles a spell cast 
  by an 8th-level caster. Each eye ray has a range of 100 
  feet and a save DC of 24. The save DCs are Charisma-
  based. The six eye rays include: 
   
  Sleep: This works like the spell, except that it 
  affects one creature with any number of Hit Dice (Will 
  negates). Gauths like to use this ray against warriors 
  and other physically powerful creatures. 
   
  Inflict Moderate Wounds: This works like the 
  spell, causing 2d8+8 points of damage (Will half). 
   
  Dispel Magic: This works like the targeted dispel 
  function of the spell. The gauth’s dispel check is 
  1d20+8. 
   
  Scorching Ray: This works like the spell, dealing 
  4d6 points of fire damage (no save). A gauth creates 
  only one fiery ray per use of this ability. 
   
  Paralysis: The target must succeed on a Fortitude 
  save or be paralyzed for 2d10 minutes. 
   
  Exhaustion: This works like the spell ray of 
  exhaustion (no save). 
   
  Stunning Gaze (Su): Stun for 1 round, 30 feet, 
  Will DC 24 negates. The save DC is Charisma-based. 
  Any creature meeting the gaze of the gauth’s central 
  eye is subject to its stunning gaze attack. Since the 
  gauth can use its eye rays as a free action, the creature 
  can use a standard action to focus its stunning gaze on 
  an opponent and attack with all eye rays that bear on 
  its foes at the same time. 
   
  All-Around Vision (Ex): Gauths are exceptionally 
  alert and circumspect. Their many eyes give them a +4 
  racial bonus on Spot and Search checks, and they can’t 
  be flanked. 
   
  Flight (Ex): A gauth’s body is naturally buoyant. 
  This buoyancy allows it to fly at a speed of 20 feet. This 
  buoyancy also grants it a permanent feather fall effect 
  (as the spell) with personal range. 
   
  AGILE TYRANT 
  A creature with this feat develops longer, more flexible 
  eyestalks than its kin. This extra flexibility allows it to 
  bring additional eye rays to bear against its foes. 
   
  Prerequisite: True beholder or beholderkin. 
   
  Benefit: The creature can direct an extra eye ray 
  into a single 90-degree arc. 
   
  Lords of Madness, page 44. 
   
  The Mission is Everything 
   
  Page 14 
  
  Appendix Two – APLs 10 and 12
  Encounter Three 
   
   
   
   
  Cave Troll: CR 8; Large Giant; HD 9d8+72 (Giant); hp 
  112; Init +1; Spd 40; AC 21 (Touch 10, Flatfooted 20) [-1 
  size, +11 natural, +1 Dex]; BA/G +6/+19; Att: +11 melee 
  (2d6+12 claw)*; Full Atk +11 melee (2d6+12, claw (x2))* 
  and +6 melee (1d8+7,bite)*; Space/Reach: 10ft./10 ft.; 
  SA Dazing Blow, Improved Grab, Pounce, Rake, Rend ; 
  SQ Darkvision : 90 ft., Fast Healing: 8, Low-light 
  Vision, Scent; AL CE; SV Fort +14, Ref +4, Will +6; Str 
  29, Dex 13, Con 27, Int 3, Wis 13, Cha 6. 
        Skills and Feats: Jump +16, Listen +6, Spot +6, 
  Survival +4; Alertness, Iron Will, Power Attack, Simple 
  Weapon Proficiency, Track. 
   
  A Cave Troll normally attacks using its Power 
  Attack feat, taking a –3 penalty to attack rolls and 
  gaining a +3 bonus on damage rolls. 
  * includes adjustments for Power Attack feat. 
   
  Dazing Blow (Ex): The force of both of a cave 
  troll's claws hitting can be overwhelming. If a cave troll 
  hits with both claw attacks, the opponent must make a 
  DC 22 Fortitude save or be dazed for 1 round. The save 
  DC is Constitution-based. 
         Improved Grab (Ex): To use this ability, a cave 
  troll must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. 
         Pounce (Ex): If a cave troll charges a foe, it can 
  make a full attack, including two rakes. 
         Rake (Ex): Attack bonus +11, damage 2d6+7. A 
  cave troll that gets a hold can make two rake attacks 
  with its hind legs, including adjustment for Power 
  Attack feat. 
         Rend (Ex): If a cave troll hits with both claw 
  attacks, it latches onto the opponent's body and tears 
  the flesh. This attack automatically deals an additional 
  4d6+13 points of damage. 
    
  Skills: Cave trolls gain a +4 racial bonus on 
  Survival checks when tracking by scent. 
   
   
  The Mission is Everything 
   
  Page 15 
  
  Appendix Three – APL 14
  Encounter Six 
   
   
   
   
  Ak'chazar Rakshasa: CR 15; Medium Outsider 
  (Native); HD 17d8+68 (Outsider); hp 144; Init +9; Spd 
  40, Fly 40 (Average); AC 28, Flatfooted 23, Touch 15; 
  BA/G +19/+24; Full Atk +19/+14 (1d4+2, 2 Claws; 
  1d6+1,Bite); Space/Reach: 5ft./5 ft.; SA Pain Wave, 
  Rebuke Undead, Spells: Sorcerer 12, Spell-like 
  Abilities: animate dead x3, control undead (DC 23) x2, 
  create undead x2, create greater undead x1, magic jar 
  (DC 21) x1, trap the soul (DC 24) x1; SQ Change Shape, 
  Damage Reduction: 15/Good and Piercing, Darkvision: 
  60 ft., Racial Traits: Outsider, Spell Resistance: 31, No 
  Dual Nature; AL LE; SV Fort +14, Ref +15, Will +14; Str 
  15, Dex 20, Con 18, Int 19, Wis 19, Cha 22. 
        Skills and Feats: Bluff +30, Concentration +24, 
  Diplomacy +24, Disguise +16, Escape Artist +25, Gather 
  Information +16, Hide +20, Intimidate +22, Jump +6, 
  Knowledge (Arcana) +24, Knowledge (The Planes) +24, 
  Listen +24, Move Silently +20, Sense Motive +14, 
  Spellcraft +26, Spot +24; Combat Casting, Improved 
  Initiative, Silent Spell, Simple Weapon Proficiency, 
  Spell Focus: Enchantment, Spell Focus: Necromancy, 
  Still Spell. 
        Spells Known (Sorcerer): 6/8/8/7/7/6/4: 0 -- daze, 
  detect magic, disrupt undead (+22 ranged touch), mage 
  hand, open/close, prestidigitation, ray of frost (+22 
  ranged touch), read magic, touch of fatigue (+19 melee 
  touch, DC 17); 1st -- charm person (DC 18), chill touch 
  (+19 melee touch, DC 18), mage armor, magic missile, 
  ray of enfeeblement (+22 ranged touch); 2nd -- 
  blindness/deafness (DC 19), daze monster (DC 19), 
  false life, mirror image, touch of idiocy (+19 melee 
  touch); 3rd -- halt undead (DC 20), lightning bolt (DC 
  19), ray of exhaustion (+22 ranged touch, DC 20), 
  suggestion (DC 20); 4th -- charm monster (DC 21), 
  confusion (DC 21), enervation (+22 ranged touch); 5th 
  – persistent image (DC 22), teleport; 6th – disintegrate 
  (+22 ranged touch, DC 22). 
   
  Pain Wave (Su): Three times per day for 1 round 
  per Hit Dice, an ak'chazar rakshasa can emit an aura of 
  negative energy as a free action. Every creature within 
  20 feet of an ak'chazar rakshasa when it activates the 
  ability is subject to an inflict moderate wounds spell 
  (caster level 20th) and becomes shaken for 1d6+1 
  rounds. Creatures within the area can make a DC 24 
  Will save for half damage (and to ignore the shaken 
  effect). The save DC is Charisma-based. 
         Rebuke Undead (Su): An ak'chazar rakshasa can 
  rebuke and command undead as a 20th-level cleric. An 
  ak'chazar rakshasa can make up to nine rebuke 
  attempts per day. 
         Spell-Like Abilities: 3/day--animate dead; 2/day--
  control undead (DC 23), create undead; 1/day--create 
  greater undead, magic jar (DC 21), trap the soul (Will 
  DC 24). Caster level 20th. 
         Spells: An ak'chazar rakshasa casts spells as a 12th-
  level sorcerer. It favors spells of the necromancy and 
  enchantment schools. 
        Change Shape (Su): An ak'chazar rakshasa can 
  assume any humanoid form, or revert to its own form, 
  as a standard action. In humanoid form, an ak'chazar 
  rakshasa loses its claw and bite attacks (although it 
  often equips itself with weapons and armor instead). 
  An ak'chazar rakshasa typically remains in one form 
  until it chooses to assume a new one. A change in form 
  cannot be dispelled, but an ak'chazar rakshasa reverts 
  to its natural form when killed. A true seeing spell 
  reveals its natural form. 
         Skills: Ak'chazar rakshasas have a +4 racial bonus 
  on Bluff, Diplomacy, and Intimidate checks. 
   
  Possessions: Ring of spell turning; ring of 
  counterspells (orb of force) 
   
  The Mission is Everything 
   
  Page 16 
  
  Appendix Four – APL 16 
  Encounter Five 
   
   
   
   
  Beholder, advanced: CR 16; Huge Aberration; HD 
  20d8+120; hp 209; Init +8; Spd 5 ft., fly 20 ft. (good); AC 
  28 (-2 Size, +2 Dex, +18 Natural), touch 9, flat-footed 26; 
  BA/G: +15/+23; Atk eye rays +17 ranged touch and bite 
  +14 melee (3d4+4); Full Atk: eye rays +17 ranged touch 
  and bite +14 melee (3d4+4); Space/Reach: 15ft./10 ft.; 
  SA eye rays; SQ All-around vision, anitmagic cone, 
  darkvision 60ft, flight; AL LE; SV Fort +18, Ref +8, Will 
  +16; Str 18, Dex 14, Con 22, Int 17, Wis 15, Cha 16. 
   
  Skills and Feats: Hide +9, Knowledge (arcana) +26, 
  Listen +27, Search +30, Spot +29, Spellcraft +7, Survival 
  +2 (+4 following tracks); Agile Tyrant (see below), 
  Alertness, Flyby Attack, Great Fortitude, Improved 
  Initiative, Iron Will, Maximize Spell, Metaray (see 
  below). 
   
  Eye rays: This beholder is per the Monster 
  Manual, p 26, except for the Agile Tyrant and Metaray 
  feats, and the saves against the eye rays are DC 23. 
   
  AGILE TYRANT 
  A creature with this feat develops longer, more flexible 
  eyestalks than its kin. This extra flexibility allows it to 
  bring additional eye rays to bear against its foes. 
   
  Prerequisite: True beholder or beholderkin. 
   
  Benefit: The creature can direct an extra eye ray 
  into a single 90-degree arc. 
   
  Lords of Madness, page 44. 
   
  METARAY 
  A beholder with this feat can apply the effects of 
  metamagic feats to its eye rays. 
   
  Prerequisites: True beholder or beholderkin, at 
  least one metamagic feat. 
   
  Benefit: Once per round, as a standard action, the 
  creature can enhance one of its eye rays with the effect 
  of a metamagic feat that it possesses. Enhancing an eye 
  ray in this manner burns the eyestalk out for a number 
  of rounds equal to the amount by which the metamagic 
  would normally increase a spell level. Since firing an 
  eye ray that hasn’t been enhanced with metamagic is a 
  free action, the creature can still use its other eye rays 
  in a round in which it enhances one ray with 
  metamagic. 
   
  For example, if a beholder had the Maximize Spell 
  feat and the Metaray feat, it could take a standard 
  action to fire a maximized inflict moderate wounds eye 
  ray that would cause 26 points of damage on a hit. Its 
  inflict moderate wounds eyestalk would then not be 
  usable for the next 3 rounds. 
   
  Special: The creature cannot use this ability with a 
  metamagic feat that would increase the level of the 
  spell by more than three levels. 
   
  Lords of Madness, page 45. 
   
  Encounter Six 
   
   
   
   
  Ak'chazar Rakshasa: CR 15; Medium Outsider 
  (Native); HD 17d8+68 (Outsider); hp 144; Init +9; Spd 
  40, Fly 40 (Average); AC 28, Flatfooted 23, Touch 15; 
  BA/G +19/+24; Full Atk +19/+14 (1d4+2, 2 Claws; 
  1d6+1,Bite); Space/Reach: 5ft./5 ft.; SA Pain Wave, 
  Rebuke Undead, Spells: Sorcerer 12, Spell-like 
  Abilities: animate dead x3, control undead (DC 23) x2, 
  create undead x2, create greater undead x1, magic jar 
  (DC 21) x1, trap the soul (DC 24) x1; SQ Change Shape, 
  Damage Reduction: 15/Good and Piercing, Darkvision: 
  60 ft., Racial Traits: Outsider, Spell Resistance: 31, No 
  Dual Nature; AL LE; SV Fort +14, Ref +15, Will +14; Str 
  15, Dex 20, Con 18, Int 19, Wis 19, Cha 22. 
        Skills and Feats: Bluff +30, Concentration +24, 
  Diplomacy +24, Disguise +16, Escape Artist +25, Gather 
  Information +16, Hide +20, Intimidate +22, Jump +6, 
  Knowledge (Arcana) +24, Knowledge (The Planes) +24, 
  Listen +24, Move Silently +20, Sense Motive +14, 
  Spellcraft +26, Spot +24; Combat Casting, Improved 
  Initiative, Silent Spell, Simple Weapon Proficiency, 
  Spell Focus: Enchantment, Spell Focus: Necromancy, 
  Still Spell. 
        Spells Known (Sorcerer): 6/8/8/7/7/6/4: 0 -- daze, 
  detect magic, disrupt undead (+22 ranged touch), mage 
  hand, open/close, prestidigitation, ray of frost (+22 
  ranged touch), read magic, touch of fatigue (+19 melee 
  touch, DC 17); 1st -- charm person (DC 18), chill touch 
  (+19 melee touch, DC 18), mage armor, magic missile, 
  ray of enfeeblement (+22 ranged touch); 2nd -- 
  blindness/deafness (DC 19), daze monster (DC 19), 
  false life, mirror image, touch of idiocy (+19 melee 
  touch); 3rd -- halt undead (DC 20), lightning bolt (DC 
  19), ray of exhaustion (+22 ranged touch, DC 20), 
  suggestion (DC 20); 4th -- charm monster (DC 21), 
  confusion (DC 21), enervation (+22 ranged touch); 5th 
  – persistent image (DC 22), teleport; 6th – disintegrate 
  (+22 ranged touch, DC 22). 
        Pain Wave (Su): Three times per day for 1 round 
  per Hit Dice, an ak'chazar rakshasa can emit an aura of 
  negative energy as a free action. Every creature within 
  The Mission is Everything 
   
  Page 17 
  
  20 feet of an ak'chazar rakshasa when it activates the 
  ability is subject to an inflict moderate wounds spell 
  (caster level 20th) and becomes shaken for 1d6+1 
  rounds. Creatures within the area can make a DC 24 
  Will save for half damage (and to ignore the shaken 
  effect). The save DC is Charisma-based. 
         Rebuke Undead (Su): An ak'chazar rakshasa can 
  rebuke and command undead as a 20th-level cleric. An 
  ak'chazar rakshasa can make up to nine rebuke 
  attempts per day. 
         Spell-Like Abilities: 3/day--animate dead; 2/day--
  control undead (DC 23), create undead; 1/day--create 
  greater undead, magic jar (DC 21), trap the soul (Will 
  DC 24). Caster level 20th. 
         Spells: An ak'chazar rakshasa casts spells as a 12th-
  level sorcerer. It favors spells of the necromancy and 
  enchantment schools. 
        Change Shape (Su): An ak'chazar rakshasa can 
  assume any humanoid form, or revert to its own form, 
  as a standard action. In humanoid form, an ak'chazar 
  rakshasa loses its claw and bite attacks (although it 
  often equips itself with weapons and armor instead). 
  An ak'chazar rakshasa typically remains in one form 
  until it chooses to assume a new one. A change in form 
  cannot be dispelled, but an ak'chazar rakshasa reverts 
  to its natural form when killed. A true seeing spell 
  reveals its natural form. 
         Skills: Ak'chazar rakshasas have a +4 racial bonus 
  on Bluff, Diplomacy, and Intimidate checks. 
   
  Possessions: Ring of spell turning; ring of 
  counterspells (orb of force) 
   
   
  The Mission is Everything 
   
  Page 18 
  
   
  Appendix Five – New Monster 
   
  Ak’chazar Rakshasa 
  Medium Outsider (Native)  
  Hit Dice: 17d8+6S (144 hp)  
  Initiative: +9 
  Speed: 40 ft. (8 squares), fly 40 ft. (average)  
  Armor Class: 28 (+5 Dex, +13 natural), touch 15, flat-
  footed 23 
  Base Attack/Grapple: +17/+19  
  Attack: Claw +19 melee (ld4+2)  
  Full Attack: 2 claws +19 melee (ld4+2) and bite +14 
  melee 
  Space/Reach: 5 ft./S ft. 
  Special Attacks: Pain wave, rebuke undead (+6, 
  2d6+26, 20th), spell-like abilities, spells  
  Special Qualities: Change shape, damage reduction 
  15/good and piercing, darkvision 60 ft., outsider 
  traits, spell resistance 31 
  Saves: Fort +14, Ref+15, Will +14 
  Abilities: Str 15, Dex 20, Con 18, Int 19, Wis 19, Cha 22  
  Skills:  Bluff +30, Concentration +24, Diplomacy +24, 
  Disguise +16 (+18 acting), Escape Artist +25, 
  Gather Information +16, Hide +20, Intimidate +22, 
  Knowledge (arcana) +24, Knowledge (the planes) 
  +24, Listen +24, Move Silently +20, Sense Motive 
  +14, Spellcraft +26, Spot +24, Survival +4 (+6 other 
  planes), Use Rope +5 (+7 bindings)  
  Feats: Combat Casting, Improved Initiative, Spell 
  Focus (enchantment), Spell Focus (necromancy), 
  Silent Spell, Still Spell  
  Environment: Temperate mountains  
  Organization: Solitary or entourage (1 plus undead; 
  see below)  
  Challenge Rating: 15  
  Treasure:  Standard coins; double goods; double items  
  Alignment: Always lawful evil  
  Advancement: By character class  
  Level Adjustment: +5 
   
  A tall, emaciated figure with the head of a white tiger 
  glares at you. Its body is cloaked in fine robes, and its 
  clawed hands seem ready to dip into the numerous 
  spell component pouches at its waist at a moment's 
  notice. 
   
  Ak'chazar rakshasas wander the planes seeking new 
  lands to subjugate and new undead minions to enslave. 
  These rakshasas are masters of necromantic magic, 
  although they are powerful in the other schools of 
  magic as well. Ak'chazar rakshasas typically work 
  behind the scenes, manipulating events to suit their 
  dark whims and relying on their web of spies, assassins, 
  and intelligent undead to carry out their nefarious 
  plots. 
   
  An ak'chazar rakshasa looks like a humanoid with 
  the head of a white tiger. A light coating of ghostly 
  white fur coats the creature's body from the shoulders 
  down, and its hands display razor-sharp nails, like a 
  cat's claws. The palms of its hands are where the backs 
  of the hands would be on a human. An ak'chazar 
  rakshasa stands around 6 feet tall and weighs about 175 
  pounds. 
   
  Ak'chazar rakshasas do associate with other 
  rakshasas, often as leaders or manipulators. Other types 
  of rakshasas value an ak'chazar's intelligence even as 
  they fear its abilities. It is not uncommon for weaker 
  rakshasas to follow the complex plans of an ak'chazar 
  even as they go about their own missions. All rakshasas 
  tend toward solitary existences, but communication 
  and coordination between the various kinds is not 
  unheard of. 
   
  An ak'chazar rakshasa typically establishes a power 
  base at the site of a great battle, a large cemetery, or 
  some other place where a large number of corpses 
  might be interred. It uses its power over undead to 
  create several intelligent undead minions. Thereafter, 
  it might make contact with a local underworld 
  organization (almost always through intermediaries) or 
  even a corrupt or power-hungry political official, it will 
  play with these leaders, offering them advice, power, or 
  riches as it learns their habits and defining 
  characteristics. Then the ak'chazar uses its magic jar 
  spell-like ability to replace one of these leaders for a 
  time, using the borrowed body to solidify its hold on 
  the region. 
   
  Ak'chazar rakshasas speak Common, Infernal, and 
  Undercommon. 
   
  COMBAT 
  In battle, an ak'chazar rakshasa avoids a close-quarters 
  combat situation whenever it can. Pragmatic and 
  cautious, it feels no need to personally deliver a death 
  blow, relying on minions or their spells to carry out 
  such tasks. These rakshasas take care to learn their 
  enemies' strengths and weaknesses, and they use their 
  magic accordingly. 
   
  Change Shape (Su): An ak'chazar rakshasa can 
  assume any humanoid form, or revert to its own form, 
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  as a standard : action. In humanoid form, an ak'chazar 
  rakshasa loses its claw and bite attacks (although it 
  often equips itself with weapons and armor instead). 
  An ak'chazar rakshasa typically remains in one form 
  until it chooses to assume a new one. A change in form 
  cannot be dispelled, but an ak'chazar rakshasa reverts 
  to its natural form when killed. A true seeing spell 
  reveals its natural form. 
   
  Pain Wave (Su): Three times per day for 1 round 
  per H it Dice, an ak'chazar rakshasa can emit an aura of 
  negative energy as a free action. Every creature within 
  20 feet of an ak'chazar rakshasa when it activates the 
  ability is subject to an inflict moderate wounds spell 
  (caster level 20th) and becomes shaken for ld6+l 
  rounds. Creatures within the area can make a DC 24 
  Will save for half damage (and to ignore the shaken 
  effect). The save DC is Charisma-based. 
   
  Rebuke Undead (Su): An ak'chazar rakshasa can 
  rebuke and command undead as a 20th-level cleric. An 
  ak'chazar rakshasa can make up to nine rebuke 
  attempts per day. 
   
  Spell-Like 
  Abilities: 
  3/day—animate 
  dead; 
  2/day—control undead (DC 23), create undead; 
  I/day—create greater undead, magic jar (DC 21), trap 
  the soul (DC 24). Caster level 20th. 
   
  Spells: An ak'chazar rakshasa casts spells as a 12th-
  level sorcerer. It favors spells of the necromancy and 
  enchantment schools. 
   
  Typical Sorcerer Spells Known (6/8/8/7/7/6/4): 
  0—daze (DC 17), detect magic, disrupt undead (+22 
  ranged touch), mage hand, open/close, prestidigitation, 
  ray of frost (+22 ranged touch), read magic, touch of 
  fatigue (+19 melee touch, DC 17); 1st—charm person 
  (DC 18), chill touch (+19 melee touch, DC 18), mage 
  armor, magic missile, ray of enfeeblement (+22 ranged 
  touch); 2nd—blindness/deafness (DC 19), daze
  monster (DC 19), false life, mirror image, touch of 
  idiocy (+19 melee touch); 3rd—halt undead (DC 20), 
  lightning bolt (DC 19), ray of exhaustion (+22 ranged 
  touch, DC 20), suggestion (DC 20); 4th—charm 
  monster (DC 21), confusion (DC 21), enervation (+22 
  ranged touch); 5th—dominate person (DC 22),
  teleport; 6th—disintegrate (+22 ranged touch, DC 22). 
   
   
   
  Skills: Ak'chazar rakshasas have a +4 racial bonus 
  on Bluff, Diplomacy, and Intimidate checks. 
   
  TACTICS ROUND-BY-ROUND 
  An ak'chazar rakshasa rarely travels alone. It is usually 
  accompanied by various undead created by animate 
  dead, create undead, and create greater undead. An 
  ak'chazar rakshasa is a wise deceiver, so it should know 
  a great deal about its opponents before a battle begins. 
  The creature uses its rebuke undead ability to keep its 
  nonintelligent servants under control, and often 
  strikes bargains with the intelligent undead it creates 
  to serve the rakshasa in return for power or other, less 
  savory considerations. 
   
  Once combat is joined, an ak'chazar rakshasa lets 
  its undead minions do the dirty work of melee fighting 
  while it focuses on dealing with any ranged attackers. 
  It often attacks from hiding, and when its hiding place 
  is discovered, it usually takes the time to find a new 
  hiding spot before resuming its attack, in battle, its 
  spells are an ak'chazar rakshasa's best weapons, and the 
  creature is well aware of its limitations in melee. 
   
  An ak'chazar rakshasa is always careful to keep a 
  teleport spell (technically, the 5th-level spell slot 
  needed to cast the spell) in reserve in case a quick 
  getaway is necessary. 
   
  Prior to combat: Mage armor; mirror image. 
   
  Round 1: Trap the soul on an opponent that it believes 
  to have a low Will save. 
   
  Round 2: Disintegrate spellcasting foe, or dominate 
  person on another low Will save target, directing that 
  individual to attack any of its companions. 
   
  Round 3: Use offensive spell; focus on keeping at least 
  some bodies intact for later experiments or the creation 
  of new undead. 
   
  Round 4: Repeat offensive spells. 
   
  Round 5: Continue with offensive spells, either using 
  enervation to eliminate opponents' high-level spells, or 
  readying magic missile attacks to disrupt enemy 
  spellcasting. 
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  Judge Aid: Maps 
   
  You can show this one to the players if you want. 
   
   
  The Mission is Everything 
   
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  Judge Aid: Map of the Slave Pits 
   
   
   
   
   
  The Mission is Everything 
   
  Page 22 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/IUZ (Iuz's Border States Metaregion)/IUZ5-05 The Mission is Everything (3E).pdf