TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
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  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
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  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. 
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  VTF5-02 
   
   
   
   
   
  Reaping the Darkness 
   
  A Two-Round D&D Living Greyhawk® 
  Tuflik, Fals, and Velverdyva 
  Metaregional Adventure 
  by Kevin Elmore and David Blackwell with Matt Maddy 
  Dyvers Triad Edit: Joseph L. Selby 
  VTF Meta-Regional Edit: Stephen Baker 
  Circle Edit: Tim Sech 
  The bonds of light and darkness have been broken and the servants of Tharizdun make their final push. Housed 
  beneath one of the great buildings of the Free and Independent City of Dyvers, a mysterious artifact waits for one side 
  to claim it. Whoever achieves victory here wins the war between the forces of good and those who would annihilate all 
  of Oerth. A two-round meta-regional adventure set in the Free Lands of Dyvers for character levels 8 to 17.  (APLs 10 to 
  16). It is strongly recommended to play VTF5-01 Bonds of Light and Darkness before participating in this adventure. 
  
  VTF5-02 Reaping the Darkness 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  
  VTF5-02 Reaping the Darkness 
   
  Page 2 
  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 1-round Metaregional adventure, set in 
  Dyvers. Characters native to the regions of the VTF 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. 
   
  Adventure Background 
   
  The cult of Tharizdun has been striving to release their 
  dark master from his prison, and despite the intervention 
  of adventurers, they are closer than ever to this goal. The 
  cult now knows that Tharizdun is imprisoned in the 
  Tarterian Depths of Carceri, the domain of Nerull, the 
  Foe of All Good. Summoning the very essence of 
  Tharizdun into a vessel of hatred, the cult eagerly awaits 
  its arrival at the prison so it can destroy the bonds that 
  hold him. 
   
  To accomplish this, the servants of Tharizdun 
  perform a ritual, where the Elemental Princes of Earth, 
  Fire, and Water have been summoned with the intent of 
  empowering the Proxy of Tharizdun with their own 
  elemental powers once the Horn of Darkness awakens 
  the Orb of Oblivion. During the summoning, fragments 
  of Tharizdun have been diverted away from the Proxy 
  and into some adventurers. Though weakened, the Proxy 
  of Tharizdun is still able to roam the Flanaess, seeking out 
  the prison of its namesake, gaining power along the way. 
   
  Finally, the Proxy of Tharizdun makes its way to the 
  city of Dyvers, where the Temple of Nerull holds an 
  artifact that is the key to Tharizdun's prison. The Maiden 
  of Carceri is a portal to the home plane of Nerull, where 
  Tharizdun is imprisoned. The Proxy of Tharizdun intends 
  to make its way to this artifact so that it may focus its 
  destructive energy on the plane of Carceri. The end result 
  is that Nerull's hold on Carceri is weakened, allowing the 
  Proxy to siphon the energy from the imprisoned god. 
  With that energy, the Proxy is as powerful as the Eternal 
  Darkness itself. 
   
  The Walkers of Fharlanghn discover this plan and 
  implore the characters to travel to Dyvers and stop the 
  Proxy from completing its task. As the module opens, the 
  characters begin in Ket and are offered teleports to 
  Dyvers. 
   
  Meanwhile, Dyvers has its share of troubles. The 
  ruler of the city, Magister Larissa Hunter, has been 
  absent for nearly a year. It is presumed by the ruling 
  Gentry Houses that she has abandoned her post. 
  Concerned about invasion from outside forces, the 
  Gentry Houses in charge of the two largest armies in the 
  nation have mobilized their forces with the intent of 
  restoring order to the riot-torn city. 
   
  Leading the soldiers of Eastguard, Derreg Lord 
  Pengallen marches onto the city with the intent of 
  protecting it from the traitorous hands of House Leardyn 
  and his ally, Furyondy. Likewise, the soldiers of 
  Westguard are lead by Ethane Leardyn, son of Enruhl 
  Lord Leardyn, who is determined to prevent House 
  Pengallen from leading a Greyhawk-allied invasion. In 
  the middle, most people have taken to following one 
  banner or the other, while some fight simply to keep 
  Dyvers independent. 
  Notes on Implacable 
  After witnessing the ritual at the conclusion of VTF5-01 
  Bonds of Light and Darkness, some characters have 
  received the option of being Implacable (an award on the 
  AR) in their quest to halt the return of Tharizdun. They 
  are filled with a burning desire to see this event to its 
  conclusion, preferably with the failure of the Proxy of 
  Tharizdun. With the destruction of Tharizdun's temple 
  and so much power concentrated on this one creature, 
  implacable characters hope to finish this in one fell 
  swoop. Urge these characters along, chiding them for 
  
  VTF5-02 Reaping the Darkness 
   
  Page 3 
  daring to rest or pursue unrelated tasks. During the 
  module, if you feel that a character is not properly 
  playing the role of being implacable, you may remove 
  that from his AR. This means he would not gain the 
  benefit when he faces the Proxy of Tharizdun. 
  Death and NPC Clerics 
  If a character dies, there is good news and bad news. The 
  good news is that this adventure takes place mostly in the 
  Temple District of Dyvers. The bad news is that the city is 
  in the middle of a civil war and the temples play a pivotal 
  role in ensuring the safety of the citizenry. Dyvers has 
  long-planned for a possible invasion by Turrosh Mak and 
  his hordes from the Pomarj. Citizens have set aside a 
  small amount of coin to pay to the temples to evacuate 
  them quickly and safely from the city. Because of this, 
  tens of thousands of people have descended on the 
  Temple District. 
   
  With the exception of the Cathedral of Xerbo 
  (which has set sail and left the city proper), and the 
  Temple of Fharlanghn and shrine of Kord (both of which 
  have been commandeered by the forces of Eastguard), 
  the following temples have a cleric capable of casting 
  raise dead: Boccob, Corellon Larethian, Heironeous, 
  Moradin, Obad-Hai, Olidammara, Osprem, Pelor*, 
  Pholtus, Rao*, St. Cuthbert*, Sotillion, Wee Jas, Yondalla, 
  and Zilchus*. Note that the cathedrals are marked with 
  an asterisk. These holy organizations all have clerics of 
  suitable level to magically remove citizens from the city. 
  PCs seeking a raise dead must wait an hour to see a cleric 
  at a temple and five hours at a cathedral. 
   
  If the PCs hope to purchase a resurrection, they 
  must wait an equal amount of time and spend six 
  influence points per casting with any of the following 
  Dyvers organizations (or a combination thereof): the 
  Alliance, Constabulary, Free Army, Free Marines, an 
  individual Gentry House, the Gentry Council, Holy 
  Circle (or any affiliated temples), the Magister, or the 
  Navy. Although there are multiple clerics in Dyvers 
  capable of casting true resurrection, all of them are 
  occupied with the larger tragedy taking place, and none 
  of them are willing to take the time to cast the spell, 
  regardless of the influence spent. 
   
  NOTE: The waiting time is negligible if the 
  character suffers from the entropic blade in the vault of 
  Nerull. Refugees waiting at the temples make way when 
  they witness a discorporating character. A priest tends to 
  this character immediately after he shows up at the 
  temple. While the party has the priest's attention, she'll 
  sell her services to the party in the form of spells, but at a 
  50% increase of the total cost of the spell (casting and 
  material components). The nearest temple is 200 feet 
  from the Temple of Nerull. Due to the refugees choking 
  the streets, the party cannot run to the temple; the 
  characters may move 10’ per round from the vault of 
  Nerull to the neighboring temple while fighting off 
  discorporation (this speed may be increased with 
  successful bull rushes, Tumble checks, or Intimidate 
  checks [DC 30]). 
  Adventure Summary 
   
  Introduction: The priests of Fharlanghn summon the 
  party members for an important announcement. 
  Encounter One: Walker Salidious of Fharlanghn 
  informs the party that the Proxy of Tharizdun seeks to 
  break the prison of the Mad God in the Cathedral of 
  Nerull in Dyvers. The party rests the night and is 
  teleported to Dyvers. 
  Encounter Two: The party arrives at the Cathedral of 
  Fharlanghn in Dyvers only to discover that Dyvers is 
  caught in a civil war. Soldiers loyal to House Pengallen 
  attempt to commandeer the cathedral for use in the war.  
  Encounter Three: The party faces a squad on the way to 
  the Temple of Nerull. 
  Encounter Four: The party arrives in the neutral Temple 
  District, where tens of thousands of war refugees take 
  shelter. The Temple of Nerull is the only temple not 
  accepting visitors, nor do refugees seek consolation there. 
  Encounter Five: The party contends with the entrance 
  of the Temple of Nerull and enters the main room. 
  Encounter Six: Inquisitive PCs discover that the 
  storerooms on the upper level are protected by another 
  trap. 
  Encounter Seven: The party discovers a deadly trap that 
  protects the basement from inquisitive nonevil enemies. 
  Encounter Eight: The vault of the cult of Nerull 
  contains one of its most prized possessions: an entropic 
  reaper. 
  Encounter Nine: In this smashed alchemical laboratory, 
  an arcane ooze is formed, which considers the party to be 
  a tasty snack. 
  Encounter Ten: The party encounters the high priest of 
  Nerull, Xullithan, who is wounded from his fight with 
  the Proxy of Tharizdun. If allowed to live, he shares his 
  knowledge with the party. 
  
  VTF5-02 Reaping the Darkness 
   
  Page 4 
  Encounter Eleven: The final showdown between the 
  Proxy of Tharizdun and the party happens in the room 
  with the Maiden of Carceri.  
  Encounter Twelve: Those infected with the essence of 
  Tharizdun have the option of releasing that energy into 
  the plane of Carceri, where it rejoins its imprisoned host.  
  Conclusion: Either the party stopped the Proxy, or the 
  Proxy absorbed only part of Tharizdun's energy from 
  Carceri. In either case, the Walkers of Fharlanghn are 
  grateful for the party's help and reward the characters. 
  Preparation for Play 
   
  Note: This module contains several spoilers that can 
  ruin the fun of VTF5-01 Bonds of Light and Darkness. 
  Also, the predecessor contains some AR information 
  that can only be resolved in this module. If a player 
  has not played VTF5-01 Bonds of Light and Darkness 
  and plans to play it in the future, strongly advise him 
  to not play VTF5-02 Reaping the Darkness at this 
  time. 
   
  Introduction 
   
  The introduction depends on how the players came to 
  this module. Use one of the following three 
  introductions: 
  For Characters Who Are Implacable from 
  VTF5-01 Bonds of Light and Darkness  
  Dedicating yourself to preventing the return of the 
  Eternal Darkness, you spend every waking moment 
  learning how to battle this great evil. It feels like ages 
  before the priests of Fharlanghn summon you to 
  discuss the location of the Proxy of Tharizdun. One 
  Walker addresses you, saying, "We have tracked the 
  creature, 
  which 
  grows 
  stronger 
  by 
  the 
  day. 
  Divinations tell us, 'You must seek a release to 
  infinite exile in the Reaper's home in the city of sails.' 
  We will share our findings with you when you join 
  those who would assist you in stopping this beast." 
  For Other Characters Who Have Played 
  VTF5-01 Bonds of Light and Darkness 
  Based on your involvement with the Temple of 
  Fharlanghn in Ket, you have been asked to meet with 
  them. Eager to meet with you, the priests explain that 
  on your way to Ket, they finally tracked down the 
  Proxy of Tharizdun, which was summoned and then 
  vanished in the aftermath of the confrontation in 
  southern Ket. The divinations the priests received 
  said, "You must seek a release to infinite exile in the 
  Reaper's home in the city of sails." The Walkerss 
  would like you to prepare for a journey in order to 
  face this evil down. 
  For Everyone Else 
  The Velverdyva Trade Route is not without adventure 
  lately. With a recently concluded war between Ket 
  and Tusmit, devils invading Veluna, and political 
  tensions mounting in Dyvers, there is plenty of 
  opportunity for a hired sword or spell. After your 
  recent endeavors in Ket, the Fharlanghn Temple has 
  requested an audience with you. The temple is 
  concerned about a great evil being unleashed on the 
  land and the cryptic divination the clerics received, 
  stating, "You must seek a release to infinite exile in 
  the Reaper's home in the city of sails." The temple 
  wants you to stop this evil. 
   
  The characters should be on the same page. Those 
  who played VTF5-01 Bonds of Light and Darkness (or 
  most of the previous meta-regionals) are likely concerned 
  about the return of Tharizdun. More mercenary 
  characters may wish to secure funds from the Temple of 
  Fharlanghn before agreeing to undertake such a mission. 
  The temple in Ket has endured great hardships of late 
  and does not have the funds to pay the party. The priests 
  allude that Dyvers is known as the Jewel of the Flaness 
  because of its economically strategic location at the 
  mouth of the Velverdyva River. Surely, the Gentry 
  Houses that rule Dyvers would be grateful to see such an 
  evil removed (the priests are unaware that the Gentry are 
  engaged in a civil war at this moment).  
   
  
  VTF5-02 Reaping the Darkness 
   
  Page 5 
  Encounter One: An Unnerving 
  Prophecy 
  Walker Salidious greets the party as it gathers at the 
  Fharlanghn Temple in Ket. Read or paraphrase the 
  following: 
  As you gather in the gathering hall of the Temple of 
  Fharlanghn, Walker Salidious smiles sadly and greets 
  you. He introduces you to anyone you don't already 
  know, including a sorcerer known as the Portal 
  Keeper.  
   
  Salidious 
  begins 
  speaking, 
  "Friends, 
  the 
  embodiment of evil and chaos walks the Flanaess. It 
  has remained hidden from our divinations…until 
  recently. Divinations all point to the temple of the 
  Reaper in the city of Dyvers. The fact that a temple to 
  such an unholy god as Nerull is allowed to flourish 
  within the city of sails is a testament to how revered 
  gold is there. Alas, I'm not here to discuss politics." 
   
  Salidious motions to the Portal Keeper and says, 
  "We will prepare a teleportation circle for you to use 
  in the morning. Please, rest up, for tomorrow you will 
  need to investigate the temple of the Reaper." 
   
  The party has a chance to prepare spells for the foray 
  into Dyvers the next day. If anyone wishes to ask around 
  about the current state of Dyvers, he can find out the 
  following with a Knowledge (local: Velverdyva, Tuflik, 
  Fals Trade Route) check of DC 25 or a Gather 
  Information check of DC 30. 
  • 
  The current ruler of Dyvers, the Magister 
  Larissa Hunter, is missing, presumed to have 
  abandoned her post. 
  • 
  In Magister Hunter's absence, the Gentry 
  Houses, which make up the oligarchy that 
  determines who holds the post of Magister, 
  have taken to fighting with each other. 
  • 
  Two of the largest Gentry Houses have 
  mobilized their garrison's forces and are 
  attempting to restore order in Dyvers. The 
  problem 
  is 
  that 
  the 
  two 
  Houses 
  are 
  diametrically opposed, so Dyvers is caught in a 
  civil war. 
   
  Naturally, characters who have played the more 
  recent Dyvers modules are already involved, so this 
  information may be trivial for them. 
   
  In the morning, the Portal Keeper is ready to cast 
  teleportation circle and transport the party to the 
  Cathedral of Fharlanghn in Dyvers. If the party insists on 
  teleporting itself to Dyvers, modify Encounter Two. 
  Walker Salidious tries to discourage this, as the party's 
  resources are valuable, and the temple may have 
  information for the players. 
  Encounter Two: Temple 
  Commandeered 
   
  As your surroundings change, you find yourselves in 
  a room dominated by a round darkwood table. An 
  elderly elven woman, wearing the brown robe of 
  Fharlanghn, greets you with a warm, yet worried, 
  smile. 
   
  "Greetings, travelers," she says, "I am Hithradien 
  Eowarang. I fear that you have come to Dyvers during 
  difficult times." Her words are punctuated by 
  rhythmic metal-shod footsteps outside the temple. 
  Passing you a worried look, Hithradien opens the 
  only door and leads you into a simple audience hall. 
  Note: Hithradien is the Fharlanghn priestess from 
  VTF4-03 Whirlpool of Madness. 
  The party has teleported into Dyvers in the middle of a 
  civil war. The citizens are tense and nervous, and many 
  able-bodied men and women have left their homes and 
  taken up arms in order to defend their ideals. The 
  Cathedral of Fharlanghn has been commandeered by the 
  forces of Eastguard, the keep on Dyvers’ eastern border, 
  commanded by Derreg Lord Pengallen, the second-most 
  powerful gentryman in the region. All Walkers have 
  been evacuated. The audience hall now serves as a 
  makeshift triage center, as an assortment of priests 
  (devoted to gods as varied as Wee Jas, Kurell, and St. 
  Cuthbert) tend to soldiers injured in the fighting. 
  If prompted, Hithradien answers the party's questions as 
  best as she can: 
  • 
  What difficult times are these/What's with 
  the marching boots? 
  With Magister Larissa Hunter no longer at her post to 
  keep order, the Gentry Houses have fallen to bickering 
  with each other. A devil cambion revealed himself, 
  having killed and masqueraded as one of the city’s minor 
  gentry. The noble administrators responsible for our 
  borders decided that military might was necessary. 
  • 
  What sides are in the civil war? 
  From the east, Derreg Lord Pengallen opened Eastguard 
  and claims to march on Dyvers in order to keep order and 
  protect the city from House Leardyn and its Furyondy 
  
  VTF5-02 Reaping the Darkness 
   
  Page 6 
  allies. Meanwhile, Ethane Leardyn, son of Enruhl Lord 
  Leardyn, mobilized Westguard along with a detachment 
  of Knights of the Hart (from Furyondy) to protect its 
  citizens from the villainy of Pengallen, a reputed slaver. 
  • 
  How does this affect our mission? 
  Most of the Gentry Houses have fled the city were killed 
  by the devil when it was exposed. There are few able to 
  interfere directly with the party's mission. This doesn't 
  mean that the splintered armies of Dyvers let just anyone 
  travel the streets. Adventurers have flocked to both sides 
  and are acting as forward scouts. 
  • 
  Where are we supposed to go? 
  Judging from the prophecy, the cult of Tharizdun is 
  interested in the temple of Nerull. The temple has been a 
  protected site in Dyvers for several years, ever since it 
  repelled the flaming undead that started the Great Dock 
  Fire of CY 592. Undoubtedly, those who follow the 
  Reaper have accumulated a fair amount of power. 
  Fortunately, the temple of Nerull is located in the 
  Temples District, in the middle of the city, and currently 
  acts as neutral ground. Neither House Pengallen nor 
  House Leardyn have advanced their troops to the center 
  of the city. 
  • 
  How do we get there? 
  Due to the military traffic, the streets will be packed. The 
  sewers may be the fastest route. Hithradien warns against 
  flying, as either army is likely to view such a move as 
  hostile.  
  Quartering Troops 
   
  The conversation is interrupted by shouts as soldiers 
  wearing the gold badge of House Pengallen barge into 
  the room. The lieutenant in charge of this squad has been 
  ordered to make sure that all Walkers have been removed 
  from the premises. He insists that Walker Hithradien 
  must leave until the city is secured. 
   
  The party has three basic options: 
  • 
  Leave the politics behind. In this case, run 
  Encounter Three, depending on the route the party 
  takes. 
  • 
  Convince the lieutenant to allow the group to stay. 
  This requires a successful Bluff, Diplomacy, or 
  Intimidate check (DC 24 + APL) or a bribe of 20 x 
  APL gold pieces. If successful, the lieutenant closes 
  the door to the room and shouts, “Secure!” 
  • 
  Fight the soldiers. The Cathedral of Fharlanghn is 
  the primary headquarters for the forces of Eastguard. 
  There are currently 1000 Free Army personnel along 
  with 500 adventurers and a number of unseen 
  Alliance members/Greyhawk Assassins. Although 
  players may feel capable of overwhelming this group 
  through spell-power, the DM should invoke the 
  overbearing rules. Six adventurers may not defeat an 
  army of 1500+ men (many of whom are comparable 
  level). 
  Encounter Three: Conscription 
   
  This encounter happens if the party leaves the Cathedral 
  of Fharlanghn to the forces of Pengallen. If the party 
  overcame the soldiers, whether by force or by diplomacy, 
  then proceed to Encounter Four; the players have 
  experienced enough of the civil war. Otherwise, the party 
  encounters more of the civil war; use the stats outlined in 
  Encounter Two. How they do this depends on the 
  method taken to travel to the Temple District. 
  APL 10 (EL 12) 
  �Sergeant: human Ftr11; hp 102, see Appendix 1. 
  �Dyvers Free Army Soldiers (3): human Ftr6; hp 60, 
  see Appendix 1. 
  APL 12 (EL 12) 
  �Sergeant: human Ftr11; hp 102, see Appendix 1. 
  �Dyvers Free Army Soldiers (3): human Ftr6; hp 60, 
  see Appendix 1. 
  APL 14 (EL 15) 
  �Sergeant: human Ftr14; hp 120, see Appendix 1. 
  �Dyvers Free Army Soldiers (4): human Ftr8; hp 77, 
  see Appendix 1. 
  APL 16 (EL 15) 
  �Sergeant: human Ftr14; hp 120, see Appendix 1. 
  �Dyvers Free Army Soldiers (4): human Ftr8; hp 77, 
  see Appendix 1. 
  On the Streets 
  The Cathedral of Fharlanghn is near Thrommel's Arch, 
  which is the east entrance of the city. As such, the streets 
  here are filled with Pengallen's soldiers of the gold badge. 
  It does not take long to travel down the streets before the 
  party is accosted by a squad, led by Sergeant Harnik. 
  
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  In the Sewers 
  Pengallen is too busy restoring order and securing a more 
  permanent headquarters to fully investigate the sewers. 
  Leardyn, however, fully expects Pengallen to use the 
  sewers to deliver elite troops past his front line. As such, 
  the party encounters a squad of Leardyn soldiers of the 
  silver badge, led by Sergeant Percy, who view anyone in 
  the sewer suspiciously.  
  Other Method 
  The party may choose a different method to arrive at the 
  Temple District. Despite Hithradien's concerns, flying 
  does not cause an alarm. Should the party arrive via 
  teleport, flying, or other means, it encounters a squad led 
  by either Harnik or Percy. Though the Temple District is 
  not occupied by either lord, the area is large enough and 
  central enough to allow for advanced groups to engage in 
  isolated skirmishes. 
  The party can hear a squad approaching easily enough, so 
  the characters may attempt to hide. Each person must 
  succeed on a Hide check against the highest Spot check 
  of the squad. In the sewers, the party has +5 to Hide due 
  to the darkness and muck. 
  When either Harnik or Percy engages the party, the 
  sergeant insists that the able adventurers take up arms for 
  a worthy cause. He attempts to conscript the party into 
  servitude. The party can either resist by force or by 
  diplomacy.  
  If the party attempts diplomacy, each character must 
  succeed in a diplomacy check to sway the sergeant from 
  Unfriendly to Friendly. An obvious supporter of 
  Furyondy has -5 to his check against Sgt. Percy due to his 
  belief that Furyondy citizens are valorous and supportive 
  of the annexation of Dyvers. An obvious supporter of the 
  religion of Kurell has -5 to his check against Sgt. Harnik 
  due to the strong ties Pengallen has with the shrine of 
  Kurell. Any members of the Dyvers Free Army who is 
  not at least a sergeant has a -5 to his check against either 
  side, as Sergeant Harnik and Percy both believe his squad 
  to be more important than whatever duty the character 
  claims to serve. Any character that fails the diplomacy 
  check is conscripted, possibly requiring resistance by 
  force by the rest of the party. Anyone flashing the same-
  colored badge (silver for Leardyn; gold for Pengallen) 
  receives –2 to the Diplomacy check, as they just proved 
  the sergeant's case. Anyone showing an opposite badge is 
  attacked immediately. 
  The party can run, but the squad gives chase, believing 
  the party to belong to the opposing side's forces. 
  Outrunning the soldiers requires a Knowledge (VTF) 
  check [DC 6 + APL] in order to lose them in the alleys of 
  Dyvers – the higher the level of the pursuers, the better 
  they know the area. Otherwise, the squad corners the 
  party in a dead-end alley.  
  Any character who agrees to go with the soldiers to fight 
  in the war is out of the adventure. 
  Encounter Four: The Temple 
  District 
   
  As the party arrives at the Temple District, read the 
  following: 
  Mostly bereft of soldiers, this part of town is packed 
  with refugees. Constables maintain order in the 
  Temple District by defiantly engaging with any 
  soldiers wearing the crest of Leardyn or Pengallen. 
  Makeshift beds and lean-tos choke the alleys and 
  blanket the rooftops in this district. Large groups of 
  people gather outside various temples, such as 
  Zilchus and Rao, where priests offer healing or 
  promise that a teleportation circle should be available 
  soon.  
  The only temple here that does not provide hope to 
  the refugees is the temple of Nerull. The squat, gray 
  building sits alone, surrounded by a wrought-iron 
  fence topped with wicked barbs thrusting toward the 
  heavens. Refugees give the foreboding gates a wide 
  berth when they walk past the temple. 
  Before approaching the temple of Nerull, the party may 
  decide to question the refugees, constables, or priests. 
  Each attempt requires a Gather Information check 
  [DC 22] but only takes half an hour due to the 
  overwhelming number of people here, which may be a 
  problem for implacable characters – indeed, stopping to 
  spend the time to Gather Information results in a loss of 
  the Award. Failing this check means that the party 
  cannot distinguish truth from the outlandish rumors of 
  dragon turtles, necromancers, and doppelgangers. The 
  information gained is as outlined below: 
  • 
  Refugees - I do not expect any sympathy from the 
  Temple of Nerull. They'd probably just sacrifice me. 
  I think they sacrificed some merchant, because the 
  ground started shaking over there.  
  • 
  Disreputable types - Let me tell you what I heard 
  about that temple. I knew this guy who was a real 
  pro. In and out like you've never seen. He could spot 
  a misplaced brick several yards away. When he tried 
  to sneak into that temple, his blackened, shriveled 
  
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  hand landed near the docks. Nobody messes with 
  the god of death, see. 
  • 
  Constables - Someone went into the Temple of 
  Nerull. I heard fighting, but I didn't leave my post. I 
  figure if that death cult thinks it's too good for us, 
  I'm not making an effort to help them out. Good 
  luck to whoever is taking on those creepy priests. 
  Whomever it is must've known about that trapped 
  skull. 
  • 
  Priests - Things have always been uneasy since the 
  war began, but today feels especially ominous. It's as 
  if Zilchus/Rao/etc., urges us to evacuate as many 
  refugees as possible. An earlier divination shows that 
  there will be great pain and sacrifice in order to 
  prevent a great evil. The priests are reserving some of 
  their healing magic in case someone else needs it. 
  As the party approaches the temple grounds, they see 
  that the gate's lock has been broken. A Survival check 
  with the Track feat [DC 12] reveals that a massive bipedal 
  made its way into the courtyard. Its footprints are large 
  and inconsistent. Within the walls are a large graveyard 
  and a simple two-story building—not looking unlike a 
  mausoleum. The graveyard holds no interest to the party. 
  Cleric of Ralishaz 
  If the party spends too long in the Temple District, they 
  may encounter Tinlow Beaterbrain, a harmless cleric of 
  Ralishaz. Some of his advice to characters and refugees 
  are sage indeed, but the rest of his ramblings are best 
  ignored. The authorities let Tinlow linger in the Temple 
  District because they don't want to earn Ralishaz's 
  wrathful luck by ejecting him. Only the most desperate 
  of refugees receive his blessings. 
   
  Tinlow approaches the party if they wander around 
  the Temple District for long.  
  A short gnome in a gaudy nightgown and harlequin 
  mask approaches you. Upon closer examination, you 
  see this gnome is male and pays no attention to the 
  dress. He says, "The trail of death leads to the Reaper, 
  but it wasn't he who reaps and sows. Can you follow 
  the path and jump off before reaching the cliff?" 
  NOTE: If players have participated in Dyv2-06 A Crime 
  of Faith, they have met Tinlow before. 
  Most of Tinlow's ramblings are based on his own 
  experiences, but he has received some insight from 
  Ralishaz, as the insane god doesn't agree with Tharizdun's 
  version of madness. Some of the truths Tinlow reveals 
  could be: 
  • 
  Ever made mud pies? I ate one once, but it 
  burned my tongue. I hope this mud pie doesn't 
  burn you. 
  • 
  The biggest scythe still lives. Find him, and he 
  can show you how to dance with the loveliest 
  maiden you've ever seen. 
  • 
  Traitors do hate their prison, yes they do. You 
  won't go there, will you? You don't seem the 
  betraying type. 
  There is a 50/50 shot that what Tinlow says is the truth. 
  Some example falsehoods could be:  
  • 
  The dragon turtle returns! Quick! Run to the 
  docks and protect them from The Sea Dragon's 
  wrath! 
  • 
  Did you know that the Money Counter is now 
  giving away wheatsheafs instead of taking 
  donations? What could the Zilchan temple want 
  in return, hm? 
  • 
  All the Gentry are doppelgangers. They replaced 
  the humanoids years ago and use us for puppets. I 
  rather like the color of my strings, don't you? 
  �Tinlow Brainbeater: Male gnome Clr7 (Ralishaz). 
  Note: Tinlow is the same gnome cleric from Dyv2-06 A 
  Crime of Faith. 
   
  If the party members take him seriously, Tinlow 
  smiles broadly and shows off his divine powers: 
  • 
  He climbs on the roof of a nearby building, casts aid, 
  and jumps to the ground, thus proving that Ralishaz 
  grants him the ability to fly. 
  • 
  He casts stone shape on the street and creates a 
  statue of a donkey with four heads, thus 
  demonstrating his summon planar ally. 
  • 
  He tells the party to turn around so he can make 
  himself invisible. Regardless of whether or not they 
  humor him, he casts meld into stone and flows into 
  the street. 
  • 
  He proves his power of telepathy by casting sending 
  on a party member. He tells the character to think 
  back to him but concludes that the character's mind 
  cannot handle the immense power of Ralishaz. 
  • 
  He demonstrates his ability to cast explosive runes 
  by writing some letters on the street with a stick and 
  then shouting, "BOOM!" 
   
  After enough talk, the party is likely ready to leave 
  Tinlow behind (especially if anyone is implacable). 
  Eventually, even Tinlow tires of the characters. He 
  
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  sprinkles the party with rancid water and blesses them in 
  the name of Ralishaz before he skips away. Anyone who 
  follows him finds him walking among the refugees, 
  giving each one the name of a fish. The refugees tolerate 
  this, but they clearly are not happy with Tinlow making 
  light of their situation. 
   
  When the party moves to the front door of the 
  temple building, continue to the next encounter. 
  Encounter Five: Visitors 
  Unwelcome 
   
  Notes About the Temple: The traps within the temple 
  are all designed to detect for alignment and activate if a 
  nonevil character triggers it. Since the cult of Nerull 
  deals with many unsavory allies, it is easier to set the 
  traps with a blanket trigger. Thus, the traps are still active 
  even after the Proxy of Tharizdun passes through.  
  Due to Nerull's influence over the temple, the party is 
  under an unusual effect. Any character who dies within 
  the temple must be brought back to life within 2 hours, 
  or he turns into some type of undead (see table below). If 
  the character is under the effect of death ward at the time 
  of his death, then he escapes Nerull's notice and is not 
  subject to becoming undead through this rule. The party 
  would have no knowledge of this going into the temple, 
  other than the usual creepiness of infiltrating the temple 
  of the god of death. A divination spell, focused on the 
  nature of the temple, reveals, "All living things come to 
  an end, but those who perish before the eyes of the 
  harvester are plucked almost immediately." Someone 
  making a Heal check of DC 25 or a Knowledge (religion) 
  check of DC 30 can tell that the dead body undergoes a 
  slow transformation toward being undead that does not 
  stop when removed from the temple grounds. 
  Character Level 
  Undead Created 
  11th or lower 
  Ghoul 
  12th–14th 
  Ghast 
  15th–17th 
  Mummy 
   
  When the party approaches the sole door of the temple, 
  read or paraphrase the following: 
  One of the stone double doors has been reduced to 
  rubble, exposing the gloomy interior to the world. 
  Above the doorway hangs the skull of a troll. A 
  picture of a scythe has been carved into the skull's 
  forehead.  
  The doorway has several proximity traps, to ensure that 
  all who enter the temple are evil. The traps go off if 
  anyone gets within 5 feet of the skull (which includes 
  passing through the doors). The traps go off in the order 
  below. If the offending character is not a valid target for 
  one of the traps, that trap fizzles. This does not help the 
  rest of the party against the area-of-effect spells.  
  APL 10 (EL 8) 
  �Blasphemy Trap: CR 8; magic device; proximity 
  trigger (alarm); no reset; spell effect (blasphemy, 13th-
  level cleric, none or Will save DC 20, see spell); Search 
  DC 32; Disable Device 32.  
  APL 12 (EL 11) 
  �Horrid Wilting Trap: CR 9; magic device; proximity 
  trigger (alarm); no reset; spell effect (horrid wilting, 15th-
  level wizard, each person in area takes 15d6, DC 22 
  Fortitude save half damage); Search DC 33; Disable 
  Device 33.  
  �Maze Trap: CR 9; magic device; proximity trigger 
  (alarm); no reset; spell effect (maze, 15th-level wizard, 
  banished to extradimensional maze, no save); Search DC 
  33; Disable Device 33.  
  APL 14 (EL 13) 
  �Weird Trap: CR 9; magic device; proximity trigger 
  (alarm); no reset; spell effect (weird, 17th-level wizard, 
  each person in area save or die, DC 23 Will save negates, 
  DC 23 Fortitude save drains 1d4 Strength and takes 3d6 
  damage); Search DC 34; Disable Device 34.  
  �Wail of the Banshee Trap: CR 9; magic device; 
  proximity trigger (alarm); no reset; spell effect (wail of 
  the banshee, 17th-level wizard, each person in area save 
  or die, DC 23 Fortitude save negates); Search DC 34; 
  Disable Device 34.  
  �Power Word Kill Trap: CR 9; magic device; proximity 
  trigger (alarm); no reset; spell effect (power word kill, 
  17th-level wizard, kills target with 100 or less hit points, 
  no save); Search DC 34; Disable Device 34.  
  APL 16 (EL 14) 
  �Weird Trap: CR 9; magic device; proximity trigger 
  (alarm); no reset; spell effect (weird, 17th-level wizard, 
  each person in area save or die, DC 23 Will save negates, 
  DC 23 Fortitude save drains 1d4 Strength and takes 3d6 
  damage); Search DC 34; Disable Device 34.  
  �Wail of the Banshee Trap: CR 9; magic device; 
  proximity trigger (alarm); no reset; spell effect (wail of 
  
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  the banshee, 17th-level wizard, each person in area save 
  or die, DC 23 Fortitude save negates); Search DC 34; 
  Disable Device 34.  
  �Power Word Kill Trap: CR 9; magic device; proximity 
  trigger (alarm); no reset; spell effect (power word kill, 
  17th-level wizard, kills target with 100 or less hit points, 
  no save); Search DC 34; Disable Device 34.  
  �Meteor Swarm Trap: CR 9; magic device; proximity 
  trigger (alarm); no reset; spell effect (meteor swarm, 17th-
  level wizard, four spheres exploding, doing 6d6 apiece, 
  DC 23 Reflex save half damage); Search DC 34; Disable 
  Device 34.  
  Note on meteor swarm: This trap lobs the four spheres 
  to a space 15 feet away from the front door. Thus, there is 
  no attack roll as normally permitted by the spell. 
  �Magically treated superior masonry outer wall: 2 ft.. 
  thick; hardness 16; hp 360; AC 5; Break DC 55. Note: If it 
  takes too long to break down a portion of the wall, an 
  implacable character may have issues. 
  When the party passes through the front door, read or 
  paraphrase the following: 
  This room takes up the entire first floor of the temple. 
  A dragon's skeleton dominates the middle of the 
  room, hovering over a solid stone table. To your left is 
  a grand stairwell leading up to a landing. Behind the 
  skeleton, you can make out a large hole in the floor. 
  The stairs do lead to the second floor. If the party follows 
  the stairs, go to Encounter Six. If the party investigates 
  the dragon skeleton, they find that it is comprised 
  entirely of carved wood; dragon bones are too valuable 
  for Nerull priests to leave as a statue. The hole in the back 
  has a staircase leading down into the heart of the Nerull 
  temple. 
  Encounter Six: The Second 
  Level 
   
  Being worshippers of the god of death, the cult of Nerull 
  don't have much use for the space above ground. Thus, 
  the entire second level is a convenient attic for them. The 
  stairs going up are trapped. Only certain people know 
  which steps to avoid at the top of the stairs. For everyone 
  else, it is a mechanical trap that causes the ceiling to 
  collapse. This deals with unauthorized visitors who either 
  survived or simply bypassed the front door. Woe be to 
  any cultist who sets off the traps and forces the temple to 
  rebuild the staircase and ceiling. 
  APL 10 (EL 9) 
  �Dropping Ceiling: CR 9; mechanical; location trigger; 
  repair reset; Ceiling moves down (8d6, crush); multiple 
  targets (all targets on 10-ft.-by-5-ft. stairs); never miss; 
  onset delay (1 round); Search DC 27; Disable Device DC 
  28. 
  APL 12 (EL 11) 
  �Dropping Ceiling: CR 11; mechanical; location 
  trigger; repair reset; Ceiling moves down (10d6, crush); 
  multiple targets (all targets on 10-ft.-by-5-ft. stairs); never 
  miss; onset delay (1 round); Search DC 29; Disable Device 
  DC 34. 
  APL 14 (EL 13) 
  �Dropping Ceiling: CR 13; mechanical; location 
  trigger; repair reset; Ceiling moves down (12d6, crush); 
  multiple targets (all targets on 10-ft.-by-5-ft. stairs); never 
  miss; onset delay (1 round); Search DC 32; Disable Device 
  DC 37. 
  APL 16 (EL 14) 
  �Dropping Ceiling: CR 14; mechanical; location 
  trigger; repair reset; Ceiling moves down (14d6, crush); 
  multiple targets (all targets on 10-ft.-by-5-ft. stairs); never 
  miss; onset delay (1 round); Search DC 35; Disable Device 
  DC 40. 
   
  The second level of the temple is an unremarkable 
  collection of storerooms. If the party wants to rob from 
  an evil temple, the goods in these rooms can some loot. 
  Treasure:  
  APL 10 – L: 2000 gp, C: 0 gp, M: 0 gp. 
  APL 12 – L: 2000 gp, C: 0 gp, M: 0 gp. 
  APL 14 – L: 2000 gp, C: 0 gp, M: 0 gp. 
  APL 16 – L: 2000 gp, C: 0 gp, M: 0 gp. 
   
  Encounter Seven: The Temple 
  Stairs Down 
   
  As the players descend down the stairs to the basement, 
  read the following: 
  The stairs are well traveled and are 10 feet wide. 
  Clearly, the structure above ground is only a 
  necessary extension into the world of the sunlight, as 
  the worshippers of the Reaper seek to be closer to the 
  buried flesh. Every 100 feet, a continuously burning 
  
  VTF5-02 Reaping the Darkness 
   
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  torch lights the way, plunging the areas between into 
  darkness.  
  It is inside one of these patches of darkness that the party 
  encounters the next trap. At the 150-foot mark, a 
  proximity trap is triggered unless the party successfully 
  finds it. The traps go off in the order below. If the 
  offending character is not a valid target for one of the 
  traps, that trap fizzles. This does not help the rest of the 
  party against the area-of-effect spells. Beyond the trap, the 
  stairs continue for another 300 feet. 
  APL 10 (EL 8) 
  �Cone of Cold Trap: CR 6; magic device; proximity 
  trigger (alarm); one minute reset; spell effect (cone of 
  cold, 9th-level wizard, 9d6 cold damage in area, DC 17 
  Reflex save half damage); Search DC 30; Disable 
  Device 30.  
  �Evard's Black Tentacles Trap: CR 5; magic device; 
  proximity trigger (alarm); one minute reset; spell effect 
  (Evard's black tentacles, 7th-level wizard, tentacles 
  grapple in area, no save); Search DC 29; Disable 
  Device 29.  
  APL 12 (EL 9) 
  �Symbol of Pain Trap: CR 6; magic device; proximity 
  trigger (alarm); 10-minute reset; spell effect (symbol of 
  pain, 9th-level wizard, afflicted suffers –4 to rolls, DC 17 
  Fortitude save negates); Search DC 30; Disable Device 30.  
  �Mass Suggestion Trap: CR 7; magic device; proximity 
  trigger (alarm); one minute reset; spell effect (mass 
  suggestion, 11th-level wizard, subjects carry out 
  suggestion, DC 19 Will save negates); Search DC 31; 
  Disable Device 31.  
  Note: The wording of mass suggestion is, "The person 
  nearest to you is your greatest enemy whom you must 
  immediately slay." 
  APL 14 (EL 11) 
  �Symbol of Pain Trap: CR 6; magic device; proximity 
  trigger (alarm); 10-minute reset; spell effect (symbol of 
  pain, 9th-level wizard, afflicted suffers –4 to rolls, DC 17 
  Fortitude save negates); Search DC 30; Disable Device 30.  
  �Blackfire* Trap: CR 9; magic device; proximity trigger 
  (alarm); one minute reset; spell effect (blackfire, 15th-
  level wizard, take 1d4 Constitution damage per round 
  and can engulf allies, DC 22 Fortitude save resists damage 
  and DC 22 Reflex save avoids fire spreading); Search DC 
  33; Disable Device 33. 
  * See Appendix Two: New Rules Items 
  �Mass Suggestion Trap: CR 7; magic device; proximity 
  trigger (alarm); one minute reset; spell effect (mass 
  suggestion, 11th-level wizard, subjects carry out 
  suggestion, DC 19 Will save negates); Search DC 31; 
  Disable Device 31.  
  Note: The wording of mass suggestion is, "The person 
  nearest to you is your greatest enemy whom you must 
  immediately slay." 
  APL 16 (EL 12) 
  �Mass Hold Person Trap: CR 8; magic device; 
  proximity trigger (alarm); one minute reset; spell effect 
  (mass hold person, 13th-level wizard, everyone affected is 
  held, DC 20 Will save negates); Search DC 32; Disable 
  Device 32.  
  �Blackfire Trap: CR 9; magic device; proximity trigger 
  (alarm); one minute reset; spell effect (blackfire, 15th-
  level wizard, take 1d4 Constitution damage per round 
  and can engulf allies, DC 22 Fortitude save resists damage 
  and DC 22 Reflex save avoids fire spreading); Search DC 
  33; Disable Device 33.  
  �Mass Suggestion Trap: CR 7; magic device; proximity 
  trigger (alarm); one minute reset; spell effect (mass 
  suggestion, 11th-level wizard, subjects carry out 
  suggestion, DC 19 Will save negates); Search DC 31; 
  Disable Device 31.  
  Note: The wording of mass suggestion is, "The person 
  nearest to you is your greatest enemy whom you must 
  immediately slay." 
   
  When the party has reached the end of the stairs, 
  read or paraphrase the following: 
  At the bottom of the stairs is a 30-by-40-foot chamber. 
  To the south is the door to the sleeping chambers. To 
  the north is an archway with a corridor going deeper 
  into the temple. To the west is a large steel vault door. 
  Above the vault is inscribed, "Let he who reveres 
  most the Reaper welcome the wealth of his harvest." 
  Four dead priests lie in this room, their bodies 
  shattered and charred. One corpse lies on the floor 
  before the vault door with his arm extended toward 
  the combination lock. 
  Sleeping Chambers 
  Beyond this door is a hallway with several sleeping cells. 
  Aside from robes, holy symbols, and prayer books, there 
  is nothing of interest in these rooms.  
  
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  Encounter Eight: Nerull's 
  Treasure 
   
  When the party opens the vault door, an entropic reaper 
  attacks, realizing that there are invaders that it must 
  destroy. In addition to the creature, there are a couple 
  bags of gold. The creature is the main treasure for the cult 
  of Nerull.  
  �Iron Vault Door: 12 in. thick; hardness 10; hp 360; AC 
  5; Break DC 30, Open Lock DC 25 + APL. 
  APL 10 (EL 12) 
  �Entropic Reaper: hp 142, see Appendix 1. 
  APL 12 (EL 14) 
  �Entropic Reaper: hp 202, see Appendix 1. 
  APL 14 (EL 16) 
  �Entropic Reaper: hp 262, see Appendix 1. 
  APL 16 (EL 18) 
  �Entropic Reaper (2): hp 262, 259, see Appendix 1. 
  Treasure: 
  APL 10 – L: 0 gp, C: 1000 gp, M: 0 gp. 
  APL 12 – L: 0 gp, C: 2000 gp, M: 0 gp. 
  APL 14 – L: 0 gp, C: 4000 gp, M: 0 gp. 
  APL 16 – L: 0 gp, C: 8000 gp, M: 0 gp 
   
  Encounter Nine: Alchemical 
  Laboratory 
   
  Even before the party arrives at this room, they are 
  assaulted by a harsh, acrid smell. When they approach 
  the room, read or paraphrase the following: 
  The room before you clearly has served as a 
  laboratory. Now, broken glass and splintered tables 
  litter the 40-by-40-foot room. The sunken floor is 
  hidden underneath a still pool of liquid, reflecting 
  many colors from the torches in the wall. In front of 
  the only other exit, a desiccated corpse lies face down 
  in the pool. Judging from the bulk of his plate mail, 
  he used to be a large man.  
  While the party might be suspicious of the dead man 
  lying in the chemicals, the true threat is an arcane ooze 
  lying in wait in the southeast corner. As soon as someone 
  is two-thirds across the room, the ooze rises out of the 
  pool and attacks. 
  APL 10 (EL 9) 
  �Arcane Ooze: hp 202, see Appendix 1. 
  APL 12 (EL 11) 
  �Advanced Arcane Ooze: hp 310, see Appendix 1. 
  APL 14 (EL 13) 
  � Advanced Arcane Ooze: hp 435, see Appendix 1. 
  APL 16 (EL 15) 
  � Advanced Arcane Ooze: hp 630, see Appendix 1. 
   
  Encounter Ten: The High 
  Priest and Burnt Books 
   
  This room clearly used to be a library, but most of the 
  books now flit down as flakes of ash. Two guards 
  wearing the symbol of Nerull lie on the floor, their 
  bones pulverized. One man, wearing the most ornate 
  of robes you've seen in this temple so far, lies 
  crumpled in the corner, breathing shallowly. Above 
  him are words hastily scribbled from a shattered 
  inkwell. One doorway leads to what apparently is a 
  study, while another doorway leads to a hallway. 
  The downed man is the high priest, Xullithan, and he is 
  nearly dead (-7 hit points with the Diehard feat). His legs 
  are broken, so he cannot give chase after the Proxy of 
  Tharizdun. When he sees the party approach, he despairs, 
  knowing that they would sooner destroy the temple than 
  rebuild it. 
  Still, through divination spells, Xullithan knows that all 
  of existence risks eradication, which means no more 
  death for his god to enjoy. When the party enters the 
  library, Xullithan groans, letting them know he still lives. 
  If the party doesn't immediately slay him on sight, he 
  beckons them closer; read the following: 
  The gray-haired man looks at you with a mixture of 
  hatred, pain, and despair. He lets out a wet chuckle, 
  "Mine enemy is now the savior of us all, such a 
  pathetic demise for me. The Reaper would enjoy such 
  irony. I hold no delusion that you wretched people 
  have this temple's interest at heart. Destroy it, if you 
  must. Keep in mind that, legally, we are the victim 
  here." 
  
  VTF5-02 Reaping the Darkness 
   
  Page 13 
   
  He grimaces and continues, "You and I are 
  enemies, but you serve Nerull in this quest. He told 
  me that one would be here to release the harbringer 
  of insanity from his prison in Carceri. I've seen this 
  messenger, and I know it is capable. Once it enters 
  the Maiden of Carceri, it will be linked to the Reaper, 
  yet cannot die. Its power is enough to free the Eternal 
  Darkness, and then nothing could stop it!" 
   
  The man's eyes widen momentarily, and he 
  slumps back, holding his ribs. With teeth clenched, 
  he says, "You must stop it! Then you must destroy any 
  of its essence you may harbor. Step into the Maiden 
  of Carceri, if you dare, and share your soul with the 
  desolation of Carceri. When levers two and five are 
  pushed with the neck dial cranked all the way, your 
  very being will be focused, allowing you to disperse 
  that darkness." 
   
  The priest pauses, as if debating whether to tell 
  you more. With a resolute nod, he adds, "Though your 
  body will suffer within the Maiden's confines, it 
  keeps your soul intact. Since you spared my life, I'll 
  return the favor by telling you this: you must repair 
  the body before exiting the Maiden, or your soul is 
  forfeit." 
  Xullithan is telling the truth, and he has nothing to gain 
  by lying to the party. He doesn't know what the party has 
  learned, so he lays all his cards out in order to convince 
  them to defeat the Proxy of Tharizdun. If allowed to 
  continue living, Xullithan offers the party various 
  blessings of Nerull, including one instance of mass resist 
  energy, mass bear's endurance, freedom of movement, 
  greater magic weapon, and resurrection, all as a 16th-level 
  caster. For purposes of the resurrection, Xullithan 
  provides the material component (this offer is void once 
  the party succeeds). 
   
  If left unbound (possibly because the party hopes he 
  helps them in the final battle), Xullithan casts wind wall 
  and heads for the exit. He explains that he is not a part of 
  the prophecy; his role is to return so that he may rebuild 
  the temple. Arresting Xullithan does no good, as he has 
  broken no laws. In fact, by the law, he is the victim, as the 
  Proxy of Tharizdun broke in and killed the temple 
  guards.  
   
  If the party attacks Xullithan, he attempts revenge 
  by casting polymorph other on a character. His initiative 
  modifier is +2, his prone AC is 18, and the spell's DC is 26 
  as a 16th-level caster. If he succeeds in polymorphing a 
  PC, he chooses to polymorph him into a badger, if Small, 
  or a baboon, if Medium. He chooses these forms in order 
  to leave a permanent effect on the party as he is killed. 
  Should Xullithan survive to the second round, his next 
  action is to deny the party the satisfaction by casting 
  inflict critical wounds on himself, which should finish 
  him. 
   
  Before the party arrives, Xullithan has thought his 
  life would be forfeit. He has spent his time documenting 
  his last moments in a journal for the party to find. He 
  leaves a message on the wall in Celestial, hoping that 
  whatever evil has invaded the solace of the Reaper is not 
  educated enough to know the language of angels. The 
  message reads: 
  "Our salvation lies under the fire in the study." 
   
  Xullithan's guards were killed by massive, blunt 
  trauma. A detect magic spell can still pick up the strong 
  evocation aura of a fire storm spell, which is Xullithan's 
  attempt to purge the Temple of Nerull of any other 
  information useful to its enemies. 
  Roleplaying Xullithan 
  Xullithan is an intelligent and charismatic cleric who had 
  been instrumental in the establishment of the Temple of 
  Nerull in Dyvers. He had blackmailed, extorted, and 
  perjured in order to convince the Gentry to allow the 
  temple's construction. He is extremely confident, but he 
  knows that he is out of his element. 
   
  If allowed to live, Xullithan reacts according to the 
  party's personality and questions. If the party members 
  seem competent and efficient, he is respectful. If the 
  party members show any weakness (including signs of 
  compassion and altruism), he treats them with distant 
  disdain. Since the party has not killed him just for being 
  the high priest of Nerull, he knows they wouldn't kill 
  him just for being a jerk. He especially barbs the 
  characters if they ask questions that he feels obvious, 
  which, considering his intelligence, are numerous. 
  Sample responses may be: 
  • 
  Can you cast some cure spells on us? 
  Curing spells? Sure, I have a whole library of curing 
  spells. All you have to do is just throw yourself on that 
  sword there. Then I can bring you back as a zombie and 
  cure you until you're blue in the face! 
  • 
  Will you summon an undead to draw the 
  heat away from us when we face this thing? 
  You jest! Even in such miserable times, you still find 
  humor, praise the Reaper. You try to convince me you're 
  into necromancy now? No, your heart isn't in it. If you 
  truly were as wicked as you claim, I'd have seen you in 
  my temple long ago. Thank you for giving a dying man a 
  laugh. Tell you what, why don't you focus on preventing 
  
  VTF5-02 Reaping the Darkness 
   
  Page 14 
  the Eternal Darkness's return and leave the business of 
  being evil to us adults?  
  • 
  Do you have any holy water to give us? 
  Don't touch the stuff, myself. I was young once and 
  experimented with it. I didn't see what the big deal was, 
  really. 
  Betrayal 
  It is possible that—after Xullithan aids the party with his 
  spells—someone in the party may decide to kill the evil 
  Xullithan after all. Xullithan is free with his information 
  and diminished resources; he chooses his fights carefully, 
  and he knows not to trifle with the party, especially since 
  it is his enemy's enemy. He grants the party his 
  remaining useful spells in good faith.  
   
  If one of the characters chooses to kill Xullithan 
  after accepting his help, this betrayal catches Nerull's 
  attention. Being the lord of the prison plane of Carceri, 
  Nerull delights in such a traitorous move and marks the 
  character's soul for his death. The character(s) gain the 
  AR Award “Betrayed the Betrayer”. 
   
  Note that this only happens if the party agrees to 
  receive Nerull's blessing in the form of receiving 
  Xullithan's spells. No one is punished for slaying the evil 
  high priest of Nerull on sight or even after he tells his 
  story. On a normal day, this would be a high crime in the 
  city of Dyvers, but with the civil war, no one is going to 
  care about the death of the leader of an unpopular cult.  
  Treasure:  
  APL 10 – L: 0 gp, C: 1,667 gp, M: 0 gp. 
  APL 12 – L: 0 gp, C: 1,667 gp, M: 0 gp. 
  APL 14 – L: 0 gp, C: 1,667 gp, M: 0 gp. 
  APL 16 – L: 0 gp, C: 1,667 gp, M: 0 gp. 
   
  This represents the gem Xullithan carries in case he 
  needs to resurrect someone. This treasure is gone if he 
  uses it to cast it. If the characters do not need a 
  resurrection, Xullithan freely gives the gem to the party, 
  as payment for cleaning out his temple. Mark this on the 
  AR if someone accepts the gem. 
  Study 
  A table, flanked by a pair of chairs, sits in front of a 
  fireplace. The devastation that obliterated the library 
  also touched this room, painting the furniture and 
  mantle black with soot.  
  A Search check [DC 16] finds the secret door at the 
  bottom of the fireplace, propped open just a crack by a 
  gold coin. Inside the hidden compartment is Xullithan's 
  explanation about the artifact. Refer to Player's Handout 
  #1. 
  Encounter Eleven: The Torture 
  Chamber 
   
  As evidenced by the battered doors and scores of 
  destroyed undead guards, this corridor leads to 
  something very important to the church of Nerull. As 
  you pass through each set of doors, the arches and 
  cobblestones are more and more elaborate. The final 
  doors would be an impressive display of obsidian 
  pieces interlocking like several rib cages, if not for 
  the fact that they now lay shattered on the floor. Dim 
  light filters in from the room beyond, and you hear a 
  low gurgling noise. 
  When someone views the room through any means, read 
  the following: 
  The walls of this room are lined with shelves of 
  weapons and implements of torture. Everything from 
  barbed forceps to large wooden racks can be found 
  here. Only one device holds your attention today: A 
  human-sized sarcophagus attached to a series of levers 
  and dials. The sickle of Nerull shines prominently on 
  its surface. The device has the attention of another: 
  Dominating the room is a man-shaped creature; its 
  body bubbles and roils like boiling tar. It studies the 
  device as if to determine its function. 
  The doors open into the torture chamber, which is a site 
  of great importance to the church of Nerull. The Proxy of 
  Tharizdun is here, examining the Maiden of Carceri. 
  Once it divines the process of operating it, the proxy 
  plans to enter and send its entropic soul into Nerull's 
  home plane, where it hopes to disrupt some of the energy 
  protecting the prison of Tharizdun. The party has a 
  chance to stop it before it figures out how to free 
  Tharizdun, or weaken the barriers keeping He of Eternal 
  Darkness imprisoned. 
  If the Proxy detects any character in the room, it initiates 
  combat. If the party casts spells with verbal components 
  in the hallway, the Proxy has to beat a Listen check of DC 
  0 (with -1 to its check per 10 feet, per the rules). The 
  Proxy desperately wants all the power it can have in order 
  to transform it into a utensil of destruction. As a result, 
  when given the opportunity, it attacks those who 
  absorbed some of its essence by being Chosen By 
  Oblivion from VTF5-01 Bonds of Light and Darkness. It 
  is not stupid, and it will not expose itself too much. It 
  
  VTF5-02 Reaping the Darkness 
   
  Page 15 
  knows it can still reclaim the essence if it kills all of the 
  party.  
  The Proxy of Tharizdun does not chase fleeing characters 
  unless they have an essence of Tharizdun, in which case 
  it chases as long as it has a chance to attack. If the party 
  successfully flees, that gives the Proxy enough time to 
  figure out the Maiden of Carceri, and it locks itself in, 
  destroying some of the barriers of the prison of 
  Tharizdun – a bad thing for Oerth in general but not 
  immediately desctructive.  
  Implacable 
  Those characters who played VTF5-01 Bonds of Light 
  and Darkness immediately before this module were 
  given the opportunity to be Implacable in their quest to 
  stop Tharizdun. The benefits of being Implacable depend 
  on how much they dedicate to the task, measured by the 
  amount of real time passing between VTF5-01 Bonds of 
  Light and Darkness and VTF5-02 Reaping the Darkness. 
  Compare the AR date for VTF5-01 to the date this 
  module runs (if there are two different eligible dates—
  such as a slot 0 for a convention—use the date that 
  benefits the players; this is a heroic moment): 
  Less than a week: 
  • 
  +1 Luck bonus to attack and damage 
  • 
  +1 bonus to the save DC for spells affecting the 
  proxy 
  • 
  +5 
  bonus 
  to 
  spell 
  level 
  for 
  purposes 
  of 
  overcoming SR 
  • 
  DR 5/– against attacks by the proxy 
  • 
  Resistance to fire 5 against attacks by the proxy 
  Less than a month: 
  • 
  +2 Luck bonus to attack and damage 
  • 
  +2 bonus to the save DC for spells affecting the 
  proxy 
  • 
  +10 bonus to spell level for purposes of 
  overcoming SR 
  • 
  DR 5/- against attacks by the proxy 
  • 
  Resistance to fire 10 against attacks by the proxy 
  A month or longer: 
  • 
  +4 Luck bonus to attack and damage 
  • 
  +3 bonus to the save DC for spells affecting the 
  proxy 
  • 
  +15 bonus to spell level for purposes of 
  overcoming SR 
  • 
  DR 10/- against attacks by the proxy 
  • 
  Resistance to fire 10 against attacks by the proxy 
  • 
  Gain the ability to score critical hits and sneak attack 
  damage against the proxy 
  Due to the threat they pose, Implacable characters are 
  high on the Proxy's list of priorities. 
  APL 10 (EL 14) 
  �Proxy of Tharizdun: hp 266, see Appendix 1. 
  APL 12 (EL 16) 
  �Proxy of Tharizdun: hp 342, see Appendix 1. 
  APL 14 (EL 18) 
  �Proxy of Tharizdun: hp 460, see Appendix 1. 
  APL 16 (EL 20) 
  �Proxy of Tharizdun: hp 600, see Appendix 1. 
   
  Encounter Twelve: Maiden 
  Voyage 
   
  When the party is able to investigate the artifact at its 
  leisure, read the following: 
  The power radiating from this device is palpable. It 
  stands 9 feet high, able to encase a hill giant in its 
  hollow center, though not comfortably. But then, the 
  Maiden of Carceri is not designed for comfort. 
  Mounted at various positions, dozens of screws, 
  levers, and dials adorn this device. With the right 
  modifications, the Maiden of Carceri can be just as 
  equally painful and claustrophobic for a sprite.  
  
  VTF5-02 Reaping the Darkness 
   
  Page 16 
  The sight of barbs, blades, and spikes that can 
  effortlessly be extended and retracted into a hapless 
  victim would be enough to cause unease and 
  discomfort in the average person. When augmented 
  by the waves of evil coming from this contraption, 
  the unease builds into fear. This device is what the 
  Proxy of Tharizdun sought. If it had succeeded in 
  using the Maiden of Carceri, it could have been 
  simultaneously 
  dead 
  and 
  alive, 
  allowing 
  its 
  destructive nature to wreak havoc on Nerull's home 
  plane--and the prison of Tharizdun. 
  In order to rid himself of the touch of Tharizdun, a 
  character has to touch the plane of Carceri so that the 
  essence of Tharizdun is released harmlessly into the 
  death god's realm. In such small doses, this portion of 
  Tharizdun is nearly imperceptible in Carceri. The 
  problem is that the torture a person must go through kills 
  him. Fortunately, the magic of the Maiden of Carceri is 
  such that anyone within the torture device is protected 
  from death. Before he can be released from the Maiden of 
  Carceri, the character must be healed back from -20 to -9. 
  If the doors are opened too early (and thanks to the many 
  openings in the chamber, observers can make a Heal 
  check of DC 10 to determine if someone is dead), the 
  character dies, no longer protected by Nerull.  
   
  Anyone who enters the Maiden of Carceri is 
  subjected to great pains as the spikes dig into his body. 
  With the Maiden shut, another character can operate the 
  levers and dials to extend and retract various blades and 
  spikes. The device is designed to kill most anyone who 
  enters, though the character is kept alive through the 
  power of Nerull. Normally, the faithful of Nerull use this 
  device for experimentation, surgery, communion, and 
  punishment. 
   
  Based on what High Priest Xullithan said (or wrote), 
  the party may knows to push levers two and five and then 
  turn the dial on the neck all the way. This kills the 
  character but also extracts the essence of Tharizdun. The 
  character is allowed to mark off Chosen By Oblivion 
  from the AR of VTF5-01 Bonds of Light and Darkness.  
  At this point, they are healed by the Iron Maiden up to 1 
  hp. 
  NOTE: If the characters perform this particular 
  sequence properly, those within the Iron Maiden do 
  not suffer the effects of death (as they are protected 
  from it) and the attendant loss of level. 
   
  More enterprising characters may wish to see what 
  the dozens of levers and dials do. Should a maverick 
  character wish to toy with the device, give the other 
  characters a chance to intervene, if they so wish. Without 
  knowing the instructions for the Maiden of Carceri, odds 
  are likely the party randomly generates an unpleasant 
  result. Should a character fiddle with the levers and dials 
  in a manner not described by Xullithan, consult the 
  following table to determine the victim's fate. A player 
  may make a Use Magic Device check and add the total of 
  the roll to the percentile check to see what happens (if 
  the skill roll does not total DC 25, the character takes 2d6 
  points of damage for failing to activate a magic device 
  blindly). 
   
  NOTE: Before revealing the result of the roll, ask 
  the player inside the Maiden if he is willing to accept a 
  spell cast on him or if he is going to resist (and thus force 
  a Will save). 
  Anyone who is placed in the Iron Maiden of Carceri and 
  they are dropped to below -9 with it (whether they are 
  properly restored or not) is provided the AR Award “Soul 
  Bound”. 
  d% roll 
  Result 
  01-30 
  Body is consumed entirely by the plane of 
  Carceri. Only true resurrection or miracle 
  can return the victim to life. 
  31-90 
  Victim is killed by a death effect, even 
  bypassing death ward.  
  91-98 
  Victim is the target of a Mordenkainen's 
  Disjunction with a Will save (DC 40). 
  99-102 
  Victim is the target of a heal spell with a 
  Will save (DC 37). 
  103+ 
  Victim is subject to break enchantment and 
  dispel magic, with a caster level of 30. This 
  may remove some curses from previous ARs. 
   
  Conclusion 
   
  The Treasure is listed first to provide for all the various 
  conclusions to obtain. 
  Treasure: (Only provided as access, no value) 
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: +1 animated large 
  steel shield (0 gp per character), +2 ring of protection (0 
  gp per character), +2 vest of resistance (0 gp per 
  character). 
  APL 12: Loot: 0 gp; Coin: 0 gp; Magic: +1 moderate 
  fortification full plate (0 gp per character), +3 ring of 
  protection (0 gp per character), +3 vest of resistance (0 gp 
  per character). 
  
  VTF5-02 Reaping the Darkness 
   
  Page 17 
  APL 14: Loot: 0 gp; Coin: 0 gp; Magic: +1 elemental bane 
  sword (any martial sword) (0 gp per character), +4 ring of 
  protection (0 gp per character), +4 vest of resistance (0 gp 
  per character). 
  APL 16: Loot: 0 gp; Coin: 0 gp; Magic: ring of freedom of 
  movement (0 gp per character), +5 ring of protection (0 
  gp per character), +5 vest of resistance (0 gp per 
  character). 
  If the Party Succeeds 
  Should anyone still have the AR item, Chosen by 
  Oblivion, then also read the conclusion for that 
  character. Read or paraphrase the following: 
  After spending time in the dark tunnels under the 
  Temple of Nerull, the sunlight is blinding. As you 
  exit the temple, you feel the eyes of hundreds of 
  people watching you. It is as if the people in the 
  Temple District are aware that you have wrought a 
  great change in the universe. Walker Salidious and 
  Hithradien greet you at the gates with beaming 
  smiles.  
  Salidious says, "I can feel a great weight lifted as the 
  evil of Tharizdun has returned to his prison on 
  Carceri. My friends, you've done us all a great service. 
  We need to find a safe place for this Maiden of 
  Carceri, but it is at least out of the hands of the death 
  cult. You are welcome to call on the Walkers any 
  time." 
  As you look around, hope lies in the face of each 
  person. The sounds of battle are distant; the petty 
  civil war of Dyvers does not compare to the war you 
  fought with the Mad God. In fact, all of the troubles 
  along the Velverdyva Trade Route seem minor, from 
  Ekbir through Tusmit to Ket into Veluna and past 
  Verbobonc. For now, the threat of Eternal Darkness is 
  held at bay. 
  Thanks of the Temple of Fharlanghn: The characters 
  succeeded at their task and they are provided with the 
  AR Award “Thanks of Fharlanghn” amidst the great 
  thanks and celebration that takes place. 
  Anyone with the AR Award Chosen by Oblivion who 
  had it removed in this module: The Walkers are 
  especially grateful to you for all that you have done and 
  they give you a benefit from their years of travel.  The AR 
  Awards Shortcuts of Fharlanghn is provided to the 
  character(s). 
  If the characters betrayed the High Priest of Nerull 
  after he assisted them:  They gain the AR Award 
  “Betrayed by the Betrayer”. 
  If the characters have the AR Award “Implacable”: 
  Their success is deemed in part to come from their 
  choice.  They are provided with the AR Award 
  “Resolute”.  The DM must circle a number, which 
  corresponds to the number of items that can be chosen 
  for the access, decided as follows: 
  - 
  One item is chosen for anyone who had the 
  Implacable Award for less than a month; 
  - 
  One additional item is chosen for anyone who 
  had the Implacable Award for one month or 
  longer;   
  - 
  Finally, if it is the estimation of the DM that the 
  character role-played the Implacable aspect with 
  great enthusiasm and spirit, an additional item 
  may be chosen. 
  - 
  If, at the discretion of the DM, there were 
  characters at the table who did not have the 
  Implacable Award but roleplayed with great 
  enthusiasm and worked within the concept of 
  the Award itself, they may be awarded a single 
  item as well. 
  - 
  There are a maximum of three items that can be 
  chosen for the expanded access. 
  The Walkers also make available to the heroes supplies of 
  magical equipment they have gathered from earlier losses 
  during the efforts to stop the Elemental Cultists. There is 
  no value in these items, it is merely an effort by the 
  Temple to show their thanks to the characters. Provide 
  access to all items in the treasure section of the 
  conclusion. 
  The End 
  If the Party Fails 
  Those who still have the AR item, Chosen by Oblivion, 
  also need the conclusion read for that character. Read the 
  first paragraph of this conclusion if the party witnesses 
  the Proxy of Tharizdun entering the Maiden of Carceri. 
  Otherwise, skip to the second paragraph. 
  With unmasked glee crossing the amorphous face of 
  the Proxy, it squeezes into the Maiden of Carceri and 
  locks itself in. Squeezing through one of the many 
  openings, a liquid arm reaches out and pulls various 
  levers, driving spikes into the form of the Proxy. An 
  ominous buzzing sounds from the Maiden, and 
  flames shoot from every gap in the device. Finally, 
  the Maiden and its inhabitant vanish, leaving a 
  smoldering crater in the floor of the torture chamber. 
  
  VTF5-02 Reaping the Darkness 
   
  Page 18 
  Outside the temple, the sun is obscured by dark, 
  rolling clouds. Refugees in the Temple District 
  scramble to keep their makeshift shelters intact in 
  the howling wind. The sounds of battle between 
  House 
  Pengallen 
  and 
  House 
  Laerdyn 
  have 
  intensified.  
  As you prepare for the coming storm, Walker 
  Salidious finds you and approaches with a grim look 
  on his face. Over the blustery wind, he shouts, 
  "Things are not all that bad. It seems that Tharizdun is 
  still imprisoned. The Reaper was able to contain the 
  energy, but the barriers between the prison plane and 
  ours have weakened. I shudder to think what 
  prisoners may have escaped during the attempt, but at 
  least the Eternal Darkness is not on our plane." 
  After pondering for a moment, he continues, "The 
  Proxy of Tharizdun is stronger now, but it is unable to 
  attempt to free the Eternal Darkness for quite some 
  time. We will keep vigil and watch for signs of its 
  return. You did all you could; we cannot ask for 
  anything more. Thank you for your attempt." 
  Anyone with the AR Award Chosen by Oblivion who 
  had it removed in this module: The Walkers are 
  especially grateful to you for all that you have done and 
  they give you a benefit from their years of travel.  The AR 
  Awards Shortcuts of Fharlanghn is provided to the 
  character(s). 
  If the characters betrayed the High Priest of Nerull 
  after he assisted them:  They gain the AR Award 
  “Betrayed by the Betrayer”. 
  The Walkers also make available to the heroes supplies of 
  magical equipment they have gathered from earlier losses 
  during the efforts to stop the Elemental Cultists, even if 
  they have failed as in this case. There is no value in these 
  items, it is merely an effort by the Temple to show their 
  thanks to the characters. Provide access to all items in the 
  treasure section of the conclusion – even in a losing 
  cause, the Walkers are as gracious as they can be for the 
  assistance (or lack thereof) provided by the heroes. 
  The End 
  Chosen by Oblivion 
  If any character is unable (or unwilling) to get rid of the 
  Chosen by Oblivion entry from VTF5-01 Bonds of 
  Light and Darkness, read or paraphrase the following: 
  With the Orb of Oblivion haunting your thoughts, 
  you jump at the sight of a would-be assailant, only to 
  realize it is just a piece of trash. A multitude of voices 
  rise up in your mind into a violent cacophony until 
  you close your eyes and will the voices to shut up. By 
  sacrificing your soul to keep a piece of Tharizdun 
  inside of you, you risk being taken over by the very 
  essence of the Mad God. You must be vigilant and 
  ensure that you are in control. Until you can find a 
  suitable manner to safely release this part of 
  Tharizdun, you must endure its taunts and chaotic 
  thoughts. 
  The character gains the AR Award “Retaining a Piece of 
  Oblivion”.  
  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 Two or Three 
  Defeating or bypassing the soldiers: 
   
  APL10 – 360 xp 
   
  APL12 – 360 xp 
   
  APL14 – 450 xp 
   
  APL16 – 450 xp 
  Encounter Five 
  Getting past the trigger trap: 
   
  APL10 – 240 xp 
   
  APL12 – 330 xp 
   
  APL14 – 390 xp 
   
  APL16 – 420 xp 
  Encounter Six 
  Getting past the trigger trap: 
   
  APL10 – 270 xp 
   
  APL12 – 330 xp 
   
  APL14 – 390 xp 
   
  APL16 – 420 xp 
  
  VTF5-02 Reaping the Darkness 
   
  Page 19 
  Encounter Seven 
  Getting past the trigger trap: 
   
  APL10 – 240 xp 
   
  APL12 – 270 xp 
   
  APL14 – 330 xp 
   
  APL16 – 360 xp 
  Encounter Eight 
  Defeating the entropic reaper: 
   
  APL10 – 360 xp 
   
  APL12 – 420 xp 
   
  APL14 – 480 xp 
   
  APL16 – 540 xp 
  Encounter Nine 
  Defeating the alchemical ooze: 
   
  APL10 – 270 xp 
   
  APL12 – 330 xp 
   
  APL14 – 390 xp 
   
  APL16 – 450 xp 
  Encounter Eleven 
  Defeating the Proxy of Tharizdun. 
   
  APL10 – 420 xp 
   
  APL12 – 480 xp 
   
  APL14 – 540 xp 
   
  APL16 – 600 xp 
  Story Award 
  Learning about the Maiden of Carceri. 
   
  APL10 – 270 xp 
   
  APL12 – 315 xp 
   
  APL14 – 360 xp 
   
  APL16 – 405 xp 
  Discretionary roleplaying award 
   
  APL10 – 270 xp 
   
  APL12 – 315 xp 
   
  APL14 – 360 xp 
   
  APL16 – 405 xp 
  Total possible experience: 
   
  APL10 – 
   
  2,700 xp 
   
  APL12 –  
   
  3,150 xp 
   
  APL14 –  
   
  3,600 xp 
   
  APL16 –  
   
  4,050 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. 
  Encounter Two or Three (Soldiers) 
  APL 10 – L: 169 gp, C: 0 gp, M: +2 falchion (698 gp per 
  character), +2 full plate (471 gp per character), brooch of 
  shielding (125 gp per character), potion of cure light 
  wounds x2 (4 gp each per character), potion of enlarge 
  
  VTF5-02 Reaping the Darkness 
   
  Page 20 
  person (25 gp per character), ring of protection +2 (667 gp 
  per character). 
  APL 12 – L: 169 gp, C: 0 gp, M: +2 falchion (698 gp per 
  character), +2 full plate (471 gp per character), brooch of 
  shielding (125 gp per character), potion of cure light 
  wounds x2 (4 gp each per character), potion of enlarge 
  person (25 gp per character), ring of protection +2 (667 gp 
  per character). 
  APL 14 – L: 169 gp, C: 0 gp, M: +2 falchion (698 gp per 
  character), +2 full plate (471 gp per character), brooch of 
  shielding (125 gp per character), potion of cure light 
  wounds x2 (4 gp each per character), potion of enlarge 
  person (25 gp per character), ring of protection +2 (667 gp 
  per character). 
  APL 16 – L: 202 gp, C: 0 gp, M: +2 falchion (698 gp per 
  character), +2 full plate (471 gp per character), brooch of 
  shielding (125 gp per character), potion of cure light 
  wounds x2 (4 gp each per character), potion of enlarge 
  person (25 gp per character), ring of protection +2 (667 gp 
  per character). 
  Encounter Six (Storeroom) 
  APL 10 – L: 500 gp, C: 0 gp, M: 0 gp. 
  APL 12 – L: 1000 gp, C: 0 gp, M: 0 gp. 
  APL 14 – L: 2000 gp, C: 0 gp, M: 0 gp. 
  APL 16 – L: 4000 gp, C: 0 gp, M: 0 gp. 
  Encounter Eight (Vault) 
  APL 10 – L: 0 gp, C: 1000 gp, M: 0 gp. 
  APL 12 – L: 0 gp, C: 2000 gp, M: 0 gp. 
  APL 14 – L: 0 gp, C: 4000 gp, M: 0 gp. 
  APL 16 – L: 0 gp, C: 8000 gp, M: 0 gp 
  Encounter Ten (High Priest) 
  APL 10 – L: 10000 gp, C: 0 gp, M: 0 gp. 
  APL 12 – L: 10000 gp, C: 0 gp, M: 0 gp. 
  APL 14 – L: 10000 gp, C: 0 gp, M: 0 gp. 
  APL 16 – L: 10000 gp, C: 0 gp, M: 0 gp. 
  Conclusion  
  APL 10: Loot: 0 gp; Coin: 0 gp; Magic: +1 animated large 
  steel shield (0 gp per character), +2 ring of protection (0 
  gp per character), +2 vest of resistance (0 gp per 
  character). 
  APL 12: Loot: 0 gp; Coin: 0 gp; Magic: +1 moderate 
  fortification full plate (0 gp per character), +3 ring of 
  protection (0 gp per character), +3 vest of resistance (0 gp 
  per character). 
  APL 14: Loot: 0 gp; Coin: 0 gp; Magic: +1 elemental bane 
  sword (any martial sword from the PHB) (0 gp per 
  character), +4 ring of protection (0 gp per character), +4 
  vest of resistance (0 gp per character). 
  APL 16: Loot: 0 gp; Coin: 0 gp; Magic: ring of freedom of 
  movement (0 gp per character), +5 ring of protection (0 
  gp per character), +5 vest of resistance (0 gp per 
  character). 
  Total Possible Treasure 
   
  APL 10 
  4,600 gp 
   
  APL 12 
  6,600 gp 
   
  APL 14 
  13,200 gp 
   
  APL 16 
  19,800 gp 
   
  
  VTF5-02 Reaping the Darkness 
   
  Page 21 
  Appendix 1: NPC 
   
  APL 10
  Encounter Two or Three 
  Sergeant: Human Ftr11; CR 11; Medium Humanoid 
  (human); HD 11d10+22; hp 102; Init +1; Spd 20 ft; AC 
  23 (+10 armor, +1 dex, +2 deflection), touch 11, flat-
  footed 20; Base Atk +11; Grp +15; Atk +19 melee 
  (2d4+10, 15-20/2, falchion) or +14 (1d8, light 
  crossbow); Full Atk +19/+14/+9 melee (2d4+10, 15-
  20/2, falchion) or +12 (1d8, light crossbow); AL LE; SV 
  Fort +9, Ref +6, Will +5; Str 18, Dex 13, Con 14, Int 10, 
  Wis 10, Cha 12; 
   
  Skills 
  and 
  Feats: 
  Handle 
  Animal 
  +15, 
  Intimidate +15, Ride +18; Blind-Fight, Cleave, Combat 
  Reflexes, Great Cleave, Greater Weapon Focus 
  (Falchion), Improved Critical (Falchion), Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (Falchion), Weapon Specialization (Falchion). 
   
  Possessions: light crossbow, 20 bolts, dagger, 
  captain's tabard, +2 falchion, +2 full plate, brooch of 
  shielding, 2 potions of cure light wounds, potion of 
  enlarge person, ring of protection +2. 
  Dyvers Free Army Soldiers (3): Human Ftr6; CR 6; 
  Medium Humanoid (human); HD 6d10+18; hp 60; Init 
  +5; Spd 20 ft; AC 17 (+6 armor, +1 dex), touch 11, flat-
  footed 16; Base Atk +6; Grp +9; Atk +11 melee (2d4+6, 
  falchion) or +7 (1d8, light crossbow); Full Atk +11/+6 
  melee (2d4+6, falchion) or +7 (1d8, light crossbow); AL 
  LE; SV Fort +10, Ref +5, Will +2; Str 17, Dex 12, Con 16, 
  Int 10, Wis 10, Cha 8; 
   
  Skills and Feats: Handle Animal +8, Intimidate +8, 
  Ride +12; Blind-Fight, Cleave, Great Fortitude, 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Weapon Focus (Falchion), Weapon Specialization 
  (Falchion). 
   
  Possessions: Banded mail, masterwork falchion, 
  light crossbow, 10 bolts, dagger, potion cure light 
  wounds. 
  Encounter 8 
  Entropic 
  Reaper: 
  CR 
  12; 
  Medium 
  undead 
  (extraplanar, chaotic); HD 19d12+19; hp 142; Init 
  +6; Spd 30 ft.; AC 20, touch 12, flat-footed 18; Base 
  Atk +9; Grp +18; Atk +18 melee (2d6+13 plus 
  entropic blade, 19-20/x4, Large scythe); Full Atk 
  +18/+13 melee (2d6+13 plus entropic blade, 19-
  20/x4, Large scythe); SA entropic blade; SQ DR 
  10/cold iron and lawful, darkvision 60 ft., fast 
  healing 10, master of the scythe, SR 22, undead 
  traits; AL CE; SV Fort +17, Ref +8, Will +13; Str 29, 
  Dex 14, Con —, Int 11, Wis 20, Cha 15. 
   
  Skills and Feats: Concentration +23, Knowledge 
  (the planes) +23, Listen +26, Spot +26; Combat 
  Reflexes, Improved Critical (scythe), Improved 
  Toughness, 
  Power 
  Attack, 
  Cleave, 
  Improved 
  Initiative, Whirlwind Attack. 
   
  Entropic Blade (Su): An entropic reaper confers 
  the entropic blade ability on any weapon it wields, 
  normally a Large scythe. Each time the reaper deals 
  weapon damage, the victim must make a DC 21 
  Fortitude save or be overcome by pain as their form 
  melts, flows, writhes and boils. While in this entropic 
  state the victim cannot cast spells or use magic items. 
  The victim attacks blindly each turn unable to 
  distinguish friend from foe. Each such attack is at a -
  4 penalty and has a 50% miss chance. Each round 
  spent in this state drains 1 point of Wisdom. A victim 
  who reaches 0 Wisdom from this drain is destroyed 
  and discorporate into nothingness. Each round a 
  victim may attempt a DC 21 Charisma check to 
  stabilize their form, if successful they return to 
  normal for one minute after which they must succeed 
  in another DC 21 Charisma check or the entropic 
  state returns. Shapechange or stoneskin will not cure 
  the afflicted creature but will fix the entropic state for 
  the duration of the spell. Heal and greater 
  restoration will remove the affliction and wisdom 
  drain. Restoration can remove the affliction, but a 
  second restoration is required to restore any drained 
  Wisdom. 
   
  Master of the Scythe (Ex): An entropic reaper 
  can wield a scythe one size larger than normal 
  without penalty, and any scythe wielded by an 
  entropic reaper is treated as if it were a mighty 
  cleaving weapon allowing a second cleave attempt 
  each round. 
   
  Undead traits: Immune to mind-affecting 
  effects, poison, sleep, paralysis, stunning, disease, 
  and death effects; not subject to critical hits, non-
  lethal damage, ability drain or energy drain. Immune 
  to STR, DEX and CON damage as well as fatigue 
  and exhaustion. Not subject to death resulting from 
  
  VTF5-02 Reaping the Darkness 
   
  Page 22 
  massive damage. Immune to effects requiring 
  Fortitude saves unless the effect is also harmless or 
  works on objects; does not eat breath or sleep, 
  destroyed at 0 hit points. 
  Encounter 9 
  Arcane Ooze: CR 9; Huge ooze; HD 15d10+120; hp 
  202; Init -5; Spd 20 ft., climb 20 ft.; AC 3, touch 3, 
  flat-footed 3; Base Atk +11; Grp +24; Atk +14 melee 
  (2d6+7 plus 2d6 acid, slam); Full Atk +14 melee 
  (2d6+7 plus 2d6 acid, slam); Space/Reach 15ft./10ft.; 
  SA acid, constrict 2d6+7 plus 2d6 acid, improved 
  grab, spell siphon; SQ Blindsight 60 ft., immunity to 
  magic, ooze traits; AL N; SV Fort +13, Ref +0, Will 
  +0; Str 20, Dex 1, Con 26, Int —, Wis 1, Cha 1. 
   
  Skills and Feats: Climb +13 (may take 10 even if 
  rushed or threatened) 
   
  Acid (Ex): An arcane ooze’s acid dissolves only 
  flesh. 
   
  Blindsight (Ex): An ooze’s entire body is a 
  primitive sensory organ that can locate prey by scent 
  and vibration within 60 feet. 
   
  Constrict (Ex): An arcane ooze deals slam 
  damage (2d6+7 plus 2d6 acid) with a successful 
  grapple check. 
   
  Improved Grab (Ex): An arcane ooze that hits 
  with its slam attack can attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. If it wins the grapple check a hold is 
  established and the ooze may constrict. 
   
  Spell Siphon (Su): Any time an arcane caster 
  begins his turn within 60 feet of the arcane ooze he 
  must make a DC 25 Fortitude save or lose a 
  randomly selected spell of the highest level he has 
  available. The arcane ooze gains 5 temporary hit 
  points for each level of the arcane spell. These hit 
  points are lost after one hour. 
   
  Immunity to Magic (Ex): An arcane ooze is 
  immune to any spell or spell-like effect that allows 
  spell resistance. In addition, any magical attack that 
  would deal electricity damage increases the ooze’s 
  speed as if affected by a haste spell for 3 rounds. A 
  magical attack that deals acid damage heals an arcane 
  ooze of an amount of damage equal to half what the 
  acid would normally deal. 
   
  Ooze traits: Mindless (immune to charms, 
  compulsions, 
  phantasms, 
  patterns 
  and 
  morale 
  effects,) Blind (immune to gaze attacks, visual 
  effects, illusions and attack forms that rely on sight,) 
  immune to poison, sleep, paralysis, polymorph and 
  stunning, not subject to critical hits or flanking. 
  Encounter 11 
  Proxy of Tharizdun: CR 14; Huge elemental (fire, 
  earth, water, extraplanar); HD 28d8+140; hp 266; 
  Init +12; Spd 30 ft.; AC 31, touch 16, flat-footed 25; 
  Base 
  Atk 
  +21; 
  Grp 
  +39; 
  Atk 
  +29 
  melee 
  (2d10+10+2d6 fire/19-20, slam); Full Atk +29/+29 
  melee 
  (2d10+10+2d6 
  fire/19-20, 
  2 
  slams); 
  Space/Reach 15ft./15ft.; SA earth and water mastery, 
  inundate; SQ DR 10/implacable, darkvision 60ft., 
  earth glide, fire immunity, resistance to cold 10 and 
  acid 10, regenerate 10, SR 26, vulnerable to cold, 
  elemental traits; AL CE; SV Fort +21, Ref +24, Will 
  +11; Str 30, Dex 26, Con 21, Int 10, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +31, Spot +31; 
  Awesome Blow, Blind-Fight, Combat Reflexes, 
  Cleave, 
  Great 
  Cleave, 
  Improved 
  Bull 
  Rush, 
  Improved Critical (slam), Improved Initiative, Iron 
  Will, Power Attack 
   
  Earth and Water Mastery (Ex): The proxy gets 
  +1 to hit and damage if it and its target are touching 
  either earth or water. The proxy takes -4 on attacks 
  against airborne opponents. 
   
  Inundate (Ex): The proxy is a mass of black, 
  boiling, sticky mud. A victim of its slam attack must 
  succeed at a DC 29 Reflex save or be coated in mud. 
  An inundated victim is entangled for 1d4 rounds and 
  takes 2d6 fire damage each round it is covered with 
  the steaming mud. 
   
  Regeneration (Su): Good, lawful, or electrical 
  damage will do normal damage to the proxy, as will 
  damage from implacable foes. 
   
  Earth Glide (Ex): The proxy can glide through 
  earth, stone, and rock with out leaving a hole or sign 
  of its passage. 
   
  Elemental traits: Immune to poison, sleep, 
  paralysis and stunning, not subject to critical hits or 
  flanking, does not eat, sleep or breathe. 
   
   
  
  VTF5-02 Reaping the Darkness 
   
  Page 23 
  APL 12
  Encounter Two or Three 
  Sergeant: Human Ftr11; CR 11; Medium Humanoid 
  (human); HD 11d10+22; hp 102; Init +1; Spd 20 ft; AC 
  23 (+10 armor, +1 dex, +2 deflection), touch 11, flat-
  footed 20; Base Atk +11; Grp +15; Atk +19 melee 
  (2d4+10, 15-20/2, falchion) or +14 (1d8, light 
  crossbow); Full Atk +19/+14/+9 melee (2d4+10, 15-
  20/2, falchion) or +12 (1d8, light crossbow); AL LE; SV 
  Fort +9, Ref +6, Will +5; Str 18, Dex 13, Con 14, Int 10, 
  Wis 10, Cha 12; 
   
  Skills 
  and 
  Feats: 
  Handle 
  Animal 
  +15, 
  Intimidate +15, Ride +18; Blind-Fight, Cleave, Combat 
  Reflexes, Great Cleave, Greater Weapon Focus 
  (Falchion), Improved Critical (Falchion), Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (Falchion), Weapon Specialization (Falchion). 
   
  Possessions: light crossbow, 20 bolts, dagger, 
  captain's tabard, +2 falchion, +2 full plate, brooch of 
  shielding, 2 potions of cure light wounds, potion of 
  enlarge person, ring of protection +2. 
  Dyvers Free Army Soldiers (3): Human Ftr6; CR 6; 
  Medium Humanoid (human); HD 6d10+18; hp 60; Init 
  +5; Spd 20 ft; AC 17 (+6 armor, +1 dex), touch 11, flat-
  footed 16; Base Atk +6; Grp +9; Atk +11 melee (2d4+6, 
  falchion) or +7 (1d8, light crossbow); Full Atk +11/+6 
  melee (2d4+6, falchion) or +7 (1d8, light crossbow); AL 
  LE; SV Fort +10, Ref +5, Will +2; Str 17, Dex 12, Con 16, 
  Int 10, Wis 10, Cha 8; 
   
  Skills and Feats: Handle Animal +8, Intimidate +8, 
  Ride +12; Blind-Fight, Cleave, Great Fortitude, 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Weapon Focus (Falchion), Weapon Specialization 
  (Falchion). 
   
  Possessions: Banded mail, masterwork falchion, 
  light crossbow, 10 bolts, dagger, potion cure light 
  wounds. 
  Encounter 8 (EL 12)  
   
   
   
  Entropic 
  Reaper: 
  CR 
  14; 
  Medium 
  undead 
  (extraplanar, chaotic); HD 27d12+27; hp 202; Init 
  +6; Spd 30 ft.; AC 20, touch 12, flat-footed 18; Base 
  Atk +13; Grp +23; Atk +24 melee (2d6+15 plus 
  entropic blade, 19-20/x4, Large scythe); Full Atk 
  +24/+19/+14 melee (2d6+15 plus entropic blade, 19-
  20/x4, Large scythe); SA entropic blade; SQ DR 
  10/cold iron and lawful, darkvision 60 ft., fast 
  healing 10, master of the scythe, SR 22, undead 
  traits; AL CE; SV Fort +20, Ref +11, Will +17; Str 
  30, Dex 14, Con —, Int 11, Wis 20, Cha 16. 
   
  Skills and Feats: Concentration +32, Knowledge 
  (the planes) +31, Listen +34, Spot +34; Blind-Fight, 
  Combat Reflexes, Hear the Unseen, Improved 
  Critical (scythe), Improved Initiative, Improved 
  Toughness, Power Attack, Cleave, Weapon Focus 
  (scythe), Whirlwind Attack 
   
  Entropic Blade (Su): An entropic reaper confers 
  the entropic blade ability on any weapon it wields, 
  normally a Large scythe. Each time the reaper deals 
  weapon damage, the victim must make a DC 26 
  Fortitude save or be overcome by pain as their form 
  melts, flows, writhes and boils. While in this entropic 
  state the victim cannot cast spells or use magic items. 
  The victim attacks blindly each turn unable to 
  distinguish friend from foe. Each such attack is at a -
  4 penalty and has a 50% miss chance. Each round 
  spent in this state drains 1 point of Wisdom. A victim 
  who reaches 0 Wisdom from this drain is destroyed 
  and discorporate into nothingness. Each round a 
  victim may attempt a DC 21 Charisma check to 
  stabilize their form, if successful they return to 
  normal for one minute after which they must succeed 
  in another DC 21 Charisma check or the entropic 
  state returns. Shapechange or stoneskin will not cure 
  the afflicted creature but will fix the entropic state for 
  the duration of the spell. Heal and greater 
  restoration will remove the affliction and wisdom 
  drain. Restoration can remove the affliction, but a 
  second restoration is required to restore any drained 
  Wisdom. 
   
  Master of the Scythe (Ex): An entropic reaper 
  can wield a scythe one size larger than normal 
  without penalty, and any scythe wielded by an 
  entropic reaper is treated as if it were a mighty 
  cleaving weapon allowing a second cleave attempt 
  each round. 
   
  Undead traits: Immune to mind-affecting 
  effects, poison, sleep, paralysis, stunning, disease, 
  and death effects; not subject to critical hits, non-
  lethal damage, ability drain or energy drain. Immune 
  to STR, DEX and CON damage as well as fatigue 
  and exhaustion. Not subject to death resulting from 
  massive damage. Immune to effects requiring 
  Fortitude saves unless the effect is also harmless or 
  works on objects; does not eat breath or sleep, 
  destroyed at 0 hit points. 
  
  VTF5-02 Reaping the Darkness 
   
  Page 24 
  Encounter 9  
  Arcane Ooze: CR 11; Huge ooze; HD 23d10+207; 
  hp 310; Init -5; Spd 20 ft., climb 20 ft.; AC 3, touch 
  3, flat-footed 3; Base Atk +17; Grp +31; Atk +21 
  melee (2d6+9 plus 2d6 acid, slam); Full Atk +21 
  melee (2d6+9 plus 2d6 acid, slam); Space/Reach 
  15ft./10ft.; SA acid, constrict 2d6+9 plus 2d6 acid, 
  improved grab, spell siphon; SQ Blindsight 60 ft., 
  immunity to magic, ooze traits; AL N; SV Fort +15, 
  Ref +2, Will +2; Str 22, Dex 1, Con 26; Int —, Wis 
  1, Cha 1. 
   
  Skills and Feats: Climb +14 (may take 10 even if 
  rushed or threatened) 
   
  Acid (Ex): An arcane ooze’s acid dissolves only 
  flesh. 
   
  Blindsight (Ex): An ooze’s entire body is a 
  primitive sensory organ that can locate prey by scent 
  and vibration within 60 feet. 
   
  Constrict (Ex): An arcane ooze deals slam 
  damage (2d6+9 plus 2d6 acid) with a successful 
  grapple check. 
   
  Improved Grab (Ex): An arcane ooze that hits 
  with its slam attack can attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. If it wins the grapple check a hold is 
  established and the ooze may constrict. 
   
  Spell Siphon (Su): Any time an arcane caster 
  begins his turn within 60 feet of the arcane ooze he 
  must make a DC 29 Fortitude save or lose a 
  randomly selected spell of the highest level he has 
  available. The arcane ooze gains 5 temporary hit 
  points for each level of the arcane spell. These hit 
  points are lost after one hour. 
   
  Immunity to Magic (Ex): An arcane ooze is 
  immune to any spell or spell-like effect that allows 
  spell resistance. In addition, any magical attack that 
  would deal electricity damage increases the ooze’s 
  speed as if affected by a haste spell for 3 rounds. A 
  magical attack that deals acid damage heals an arcane 
  ooze of an amount of damage equal to half what the 
  acid would normally deal. 
   
  Ooze traits: Mindless (immune to charms, 
  compulsions, 
  phantasms, 
  patterns 
  and 
  morale 
  effects,) Blind (immune to gaze attacks, visual 
  effects, illusions and attack forms that rely on sight,) 
  immune to poison, sleep, paralysis, polymorph and 
  stunning, not subject to critical hits or flanking. 
  Encounter 11  
  Proxy of Tharizdun: CR 16; Huge elemental (fire, 
  earth, water, extraplanar); HD 36d8+180; hp 342; 
  Init +12; Spd 30 ft.; AC 31, touch 16, flat-footed 25; 
  Base 
  Atk 
  +27; 
  Grp 
  +46; 
  Atk 
  +36 
  melee 
  (2d10+11+2d6 fire/19-20, slam); Full Atk +36/+36 
  melee 
  (2d10+11+2d6 
  fire/19-20, 
  2 
  slams); 
  Space/Reach 15ft./15ft.; SA earth and water mastery, 
  inundate; SQ damage reduction 10/implacable, 
  darkvision 60ft., earth glide, fire immunity, resistance 
  to cold 10 and acid 10, regenerate 10, SR 28, 
  vulnerable to cold, elemental traits; AL CE; SV Fort 
  +27, Ref +30, Will +14; Str 32, Dex 26, Con 21; Int 
  10, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +41, Spot +41; 
  Alertness, Awesome Blow, Blindfighting, Combat 
  Reflexes, Cleave, Great Cleave, Great Fortitude, 
  Improved Bull Rush, Improved Critical (slam), 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Power Attack 
   
  Earth and Water Mastery (Ex): The proxy gets 
  +1 to hit and damage if it and its target are touching 
  either earth or water. The proxy takes -4 on attacks 
  against airborne opponents. 
   
  Inundate (Ex): The proxy is a mass of black, 
  boiling, sticky mud. A victim of its slam attack must 
  succeed at a DC 31 Reflex save or be coated in mud. 
  An inundated victim is entangled for 1d4 rounds and 
  takes 2d6 fire damage each round it is covered with 
  the steaming mud. 
   
  Regeneration (Su): Good, lawful, or electrical 
  damage will do normal damage to the proxy, as will 
  damage from implacable foes. 
   
  Earth Glide (Ex): The proxy can glide through 
  earth, stone, and rock with out leaving a hole or sign 
  of its passage. 
   
  Elemental traits: Immune to poison, sleep, 
  paralysis and stunning, not subject to critical hits or 
  flanking, does not eat, sleep or breathe. 
   
   
   
  
  VTF5-02 Reaping the Darkness 
   
  Page 25 
  APL 14
  Encounter Two or Three 
  Sergeant: Human Ftr14; CR 14; Medium Humanoid 
  (human); HD 13d10+26; hp 120; Init +1; Spd 20 ft; AC 
  23 (+10 armor, +1 dex, +2 deflection), touch 11, flat-
  footed 20; Base Atk +14; Grp +18; Atk +22 melee 
  (2d4+12, 15-20/2, falchion) or +16 (1d8, light 
  crossbow); Full Atk +22/+17/+12 melee (2d4+12, 15-
  20/2, falchion) or +16 (1d8, light crossbow); AL LE; SV 
  Fort +11, Ref +8, Will +6; Str 18, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 12; 
   
  Skills 
  and 
  Feats: 
  Handle 
  Animal 
  +18, 
  Intimidate +18, Ride +21; Blind-Fight, Cleave, Combat 
  Reflexes, Great Cleave, Greater Weapon Focus 
  (Falchion), Greater Weapon Specialization (Falchion), 
  Improved Critical (Falchion), Iron Will, Lightning 
  Reflexes, Power Attack, Power Critical (Falchion), 
  Rapid Reload, Weapon Focus (Falchion), Weapon 
  Specialization (Falchion). 
   
  Possessions: light crossbow, 20 bolts, dagger, 
  captain's tabard, +2 falchion, +2 full plate, brooch of 
  shielding, 2 potions of cure light wounds, potion of 
  enlarge person, ring of protection +2. 
  Dyvers Free Army Soldiers (4): Human Ftr8; CR 8; 
  Medium Humanoid (human); HD 8d10+24; hp 77; Init 
  +5; Spd 20 ft; AC 17 (+6 armor, +1 dex), touch 11, flat-
  footed 16; Base Atk +8; Grp +12; Atk +15 melee (2d4+8, 
  15-20/2, falchion) or +9 (1d8, light crossbow); Full Atk 
  +15/+10 melee (2d4+8, 15-20/2, falchion) or +9 (1d8, 
  light crossbow); AL LE; SV Fort +11, Ref +5, Will +2; 
  Str 18, Dex 12, Con 16, Int 10, Wis 10, Cha 8; 
   
  Skills 
  and 
  Feats: 
  Handle 
  Animal 
  +10, 
  Intimidate +10, Ride +15; Blind-Fight, Cleave, Great 
  Fortitude, 
  Greater 
  Weapon 
  Focus 
  (Falchion), 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Weapon Focus (Falchion), Weapon Specialization 
  (Falchion). 
   
  Possessions: Banded mail, masterwork falchion, 
  light crossbow, 10 bolts, dagger, potion cure light 
  wounds. 
  Encounter 8 
  Entropic 
  Reaper: 
  CR 
  16; 
  Medium 
  undead 
  (extraplanar, chaotic); HD 35d12+35; hp 262; 
  Init +7; Spd 30 ft.; AC 21, touch 13, flat-footed 18; 
  Base Atk +17; Grp +27; Atk +26 melee (3d6+15 plus 
  entropic blade, 19-20/x4, Huge scythe); Full Atk 
  +26/+21/+16 melee (3d6+15 plus entropic blade, 19-
  20/x4, Huge scythe); SA entropic blade; SQ DR 
  10/cold iron and lawful, darkvision 60 ft., fast 
  healing 10, master of the scythe, SR 22, undead 
  traits; AL CE; SV Fort +22, Ref +13, Will +21; Str 
  30, Dex 16, Con —, Int 11, Wis 20, Cha 16. 
   
  Skills and Feats: Concentration +40, Knowledge 
  (the planes) +39, Listen +42, Spot +42; Blind-Fight, 
  Combat Reflexes, Hear the Unseen, Improved 
  Critical (scythe), Improved Initiative, Improved 
  Toughness, Monkey Grip, Power Attack, Cleave, 
  Weapon Focus (scythe), Whirlwind Attack, Dodge 
   
  Entropic Blade (Su): An entropic reaper confers 
  the entropic blade ability on any weapon it wields, 
  normally a Large scythe. Each time the reaper deals 
  weapon damage, the victim must make a DC 26 
  Fortitude save or be overcome by pain as their form 
  melts, flows, writhes and boils. While in this entropic 
  state the victim cannot cast spells or use magic items. 
  The victim attacks blindly each turn unable to 
  distinguish friend from foe. Each such attack is at a -
  4 penalty and has a 50% miss chance. Each round 
  spent in this state drains 1 point of Wisdom. A victim 
  who reaches 0 Wisdom from this drain is destroyed 
  and discorporate into nothingness. Each round a 
  victim may attempt a DC 21 Charisma check to 
  stabilize their form, if successful they return to 
  normal for one minute after which they must succeed 
  in another DC 21 Charisma check or the entropic 
  state returns. Shapechange or stoneskin will not cure 
  the afflicted creature but will fix the entropic state for 
  the duration of the spell. Heal and greater 
  restoration will remove the affliction and wisdom 
  drain. Restoration can remove the affliction, but a 
  second restoration is required to restore any drained 
  Wisdom. 
   
  Master of the Scythe (Ex): An entropic reaper 
  can wield a scythe one size larger than normal 
  without penalty, and any scythe wielded by an 
  entropic reaper is treated as if it were a mighty 
  cleaving weapon allowing a second cleave attempt 
  each round. 
   
  Undead traits: Immune to mind-affecting 
  effects, poison, sleep, paralysis, stunning, disease, 
  and death effects; not subject to critical hits, non-
  lethal damage, ability drain or energy drain. Immune 
  to STR, DEX and CON damage as well as fatigue 
  and exhaustion. Not subject to death resulting from 
  massive damage. Immune to effects requiring 
  Fortitude saves unless the effect is also harmless or 
  works on objects; does not eat breath or sleep, 
  destroyed at 0 hit points 
  
  VTF5-02 Reaping the Darkness 
   
  Page 26 
  Encounter 9  
  Arcane Ooze (1): CR 13; Huge ooze; HD 
  30d10+270; hp 435; Init -5; Spd 20 ft., climb 20 ft.; 
  AC 3, touch 3, flat-footed 3; Base Atk +22; Grp +36; 
  Atk +26 melee (2d6+9 plus 2d6 acid, slam); Full Atk 
  +26 melee (2d6+9 plus 2d6 acid, slam); Space/Reach 
  15ft./10ft.; SA acid, constrict 2d6+9 plus 2d6 acid, 
  improved grab, spell siphon; SQ Blindsight 60 ft., 
  immunity to magic, ooze traits; AL N; SV Fort +15, 
  Ref +2, Will +2; Str 22, Dex 1, Con 28; Int —, Wis 
  1, Cha 1. 
   
  Skills and Feats: Climb +14 (may take 10 even if 
  rushed or threatened) 
   
  Acid (Ex): An arcane ooze’s acid dissolves only 
  flesh. 
   
  Blindsight (Ex): An ooze’s entire body is a 
  primitive sensory organ that can locate prey by scent 
  and vibration within 60 feet. 
   
  Constrict (Ex): An arcane ooze deals slam 
  damage (2d6+9 plus 2d6 acid) with a successful 
  grapple check. 
   
  Improved Grab (Ex): An arcane ooze that hits 
  with its slam attack can attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. If it wins the grapple check a hold is 
  established and the ooze may constrict. 
   
  Spell Siphon (Su): Any time an arcane caster 
  begins his turn within 60 feet of the arcane ooze he 
  must make a DC 34 Fortitude save or lose a 
  randomly selected spell of the highest level he has 
  available. The arcane ooze gains 5 temporary hit 
  points for each level of the arcane spell. These hit 
  points are lost after one hour. 
   
  Immunity to Magic (Ex): An arcane ooze is 
  immune to any spell or spell-like effect that allows 
  spell resistance. In addition, any magical attack that 
  would deal electricity damage increases the ooze’s 
  speed as if affected by a haste spell for 3 rounds. A 
  magical attack that deals acid damage heals an arcane 
  ooze of an amount of damage equal to half what the 
  acid would normally deal. 
   
  Ooze traits: Mindless (immune to charms, 
  compulsions, 
  phantasms, 
  patterns 
  and 
  morale 
  effects,) Blind (immune to gaze attacks, visual 
  effects, illusions and attack forms that rely on sight,) 
  immune to poison, sleep, paralysis, polymorph and 
  stunning, not subject to critical hits or flanking. 
  Encounter 11 
  Proxy of Tharizdun: CR 18; Gargantuan elemental 
  (fire, earth, water, extraplanar); HD 40d8+280; hp 
  460; Init +12; Spd 30 ft.; AC 35, touch 15, flat-
  footed 28; Base Atk +30; Grp +57; Atk +41 melee 
  (4d8+15+3d6 fire/19-20, slam); Full Atk +41/+41 
  melee 
  (4d8+15+3d6 
  fire/19-20, 
  2 
  slams); 
  Space/Reach 15ft./15ft.; SA earth and water mastery, 
  inundate; SQ damage reduction 10/implacable, 
  darkvision 60ft., earth glide, fire immunity, resistance 
  to cold 10 and acid 10, regenerate 10, SR 30, 
  vulnerable to cold, elemental traits; AL CE; SV Fort 
  +31, Ref +33, Will +15; Str 40, Dex 28, Con 25; Int 
  10, Wis 11, Cha 11. 
   
  Skills and Feats: Listen +41, Spot +41; 
  Alertness, Awesome Blow, Blindfighting, Combat 
  Reflexes, Cleave, Great Cleave, Great Fortitude, 
  Improved Bull Rush, Improved Critical (slam), 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Power Attack, Improved Natural Armor 
   
  Earth and Water Mastery (Ex): The proxy gets 
  +1 to hit and damage if it and its target are touching 
  either earth or water. The proxy takes -4 on attacks 
  against airborne opponents. 
   
  Inundate (Ex): The proxy is a mass of black, 
  boiling, sticky mud. A victim of its slam attack must 
  succeed at a DC 32 Reflex save or be coated in mud. 
  An inundated victim is entangled for 1d4 rounds and 
  takes 3d6 fire damage each round it is covered with 
  the steaming mud. 
   
  Regeneration (Su): Good, lawful, or electrical 
  damage will do normal damage to the proxy, as will 
  damage from implacable foes. 
   
  Earth Glide (Ex): The proxy can glide through 
  earth, stone, and rock with out leaving a hole or sign 
  of its passage. 
   
  Elemental traits: Immune to poison, sleep, 
  paralysis and stunning, not subject to critical hits or 
  flanking, does not eat, sleep or breathe. 
   
   
  
  VTF5-02 Reaping the Darkness 
   
  Page 27 
  APL 16
  Encounter Two or Three  
  Sergeant: Human Ftr14; CR 14; Medium Humanoid 
  (human); HD 13d10+26; hp 120; Init +1; Spd 20 ft; AC 
  23 (+10 armor, +1 dex, +2 deflection), touch 11, flat-
  footed 20; Base Atk +14; Grp +18; Atk +22 melee 
  (2d4+12, 15-20/2, falchion) or +16 (1d8, 19-20/2, light 
  crossbow); Full Atk +22/+17/+12 melee (2d4+12, 15-
  20/2, falchion) or +16 (1d8, light crossbow); AL LE; SV 
  Fort +11, Ref +8, Will +6; Str 18, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 12; 
   
  Skills 
  and 
  Feats: 
  Handle 
  Animal 
  +18, 
  Intimidate +18, Ride +21; Blind-Fight, Cleave, Combat 
  Reflexes, Great Cleave, Greater Weapon Focus 
  (Falchion), Greater Weapon Specialization (Falchion), 
  Improved Critical (Falchion), Iron Will, Lightning 
  Reflexes, Power Attack, Power Critical (Falchion), 
  Rapid Reload, Weapon Focus (Falchion), Weapon 
  Specialization (Falchion). 
   
  Possessions: light crossbow, 20 bolts, dagger, 
  captain's tabard, +2 falchion, +2 full plate, brooch of 
  shielding, 2 potions of cure light wounds, potion of 
  enlarge person, ring of protection +2. 
  Dyvers Free Army Soldiers (4): Human Ftr8; CR 8; 
  Medium Humanoid (human); HD 8d10+24; hp 77; Init 
  +5; Spd 20 ft; AC 17 (+6 armor, +1 dex), touch 11, flat-
  footed 16; Base Atk +8; Grp +12; Atk +15 melee (2d4+8, 
  15-20/2, falchion) or +9 (1d8, 19-20/2, light crossbow); 
  Full Atk +15/+10 melee (2d4+8, 15-20/2, falchion) or 
  +9/+4 (1d8, 19-20/2, light crossbow); AL LE; SV Fort 
  +11, Ref +5, Will +2; Str 18, Dex 12, Con 16, Int 10, Wis 
  10, Cha 8; 
   
  Skills 
  and 
  Feats: 
  Handle 
  Animal 
  +10, 
  Intimidate +10, Ride +15; Blind-Fight, Cleave, Great 
  Fortitude, 
  Greater 
  Weapon 
  Focus 
  (Falchion), 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Weapon Focus (Falchion), Weapon Specialization 
  (Falchion). 
   
  Possessions: Banded mail, masterwork falchion, 
  light crossbow, 10 bolts, dagger, potion cure light 
  wounds. 
  Encounter 8 
  Entropic Reaper, Advanced (2): CR 18; Medium 
  undead (extraplanar, chaotic); HD 35d12+35; hp 
  262, 259; Init +7; Spd 30 ft.; AC 21, touch 13, flat-
  footed 18; Base Atk +17; Grp +27; Atk +26 melee 
  (3d6+15 plus entropic blade, 19-20/x4, Huge scythe); 
  Full Atk +26/+21/+16 melee (3d6+15 plus entropic 
  blade, 19-20/x4, Huge scythe); SA entropic blade; 
  SQ DR 10/cold iron and lawful, darkvision 60 ft., 
  fast healing 10, master of the scythe, SR 22, undead 
  traits; AL CE; SV Fort +22, Ref +13, Will +21; Str 
  30, Dex 16, Con —, Int 11, Wis 20, Cha 16. 
   
  Skills and Feats: Concentration +40, Knowledge 
  (the planes) +39, Listen +42, Spot +42; Blind-Fight, 
  Combat Reflexes, Hear the Unseen, Improved 
  Critical (scythe), Improved Initiative, Improved 
  Toughness, Monkey Grip, Power Attack, Cleave, 
  Weapon Focus (scythe), Whirlwind Attack, Dodge. 
   
  Entropic Blade (Su): An entropic reaper confers 
  the entropic blade ability on any weapon it wields, 
  normally a Large scythe. Each time the reaper deals 
  weapon damage, the victim must make a DC 26 
  Fortitude save or be overcome by pain as their form 
  melts, flows, writhes and boils. While in this entropic 
  state the victim cannot cast spells or use magic items. 
  The victim attacks blindly each turn unable to 
  distinguish friend from foe. Each such attack is at a -
  4 penalty and has a 50% miss chance. Each round 
  spent in this state drains 1 point of Wisdom. A victim 
  who reaches 0 Wisdom from this drain is destroyed 
  and discorporate into nothingness. Each round a 
  victim may attempt a DC 21 Charisma check to 
  stabilize their form, if successful they return to 
  normal for one minute after which they must succeed 
  in another DC 21 Charisma check or the entropic 
  state returns. Shapechange or stoneskin will not cure 
  the afflicted creature but will fix the entropic state for 
  the duration of the spell. Heal and greater 
  restoration will remove the affliction and wisdom 
  drain. Restoration can remove the affliction, but a 
  second restoration is required to restore any drained 
  Wisdom. 
   
  Master of the Scythe (Ex): An entropic reaper 
  can wield a scythe one size larger than normal 
  without penalty, and any scythe wielded by an 
  entropic reaper is treated as if it were a mighty 
  cleaving weapon allowing a second cleave attempt 
  each round. 
   
  Undead traits: Immune to mind-affecting 
  effects, poison, sleep, paralysis, stunning, disease, 
  and death effects; not subject to critical hits, non-
  lethal damage, ability drain or energy drain. Immune 
  to STR, DEX and CON damage as well as fatigue 
  and exhaustion. Not subject to death resulting from 
  massive damage. Immune to effects requiring 
  Fortitude saves unless the effect is also harmless or 
  
  VTF5-02 Reaping the Darkness 
   
  Page 28 
  works on objects; does not eat breath or sleep, 
  destroyed at 0 hit points 
  Encounter 9 
  Arcane Ooze: CR 15; Gargantuan ooze; HD 
  36d10+372; hp 630; Init -5; Spd 20 ft., climb 20 ft.; 
  AC 1, touch 1, flat-footed 1; Base Atk +27; Grp +49; 
  Atk +33 melee (2d6+15 plus 2d6 acid, slam); Full 
  Atk +33 melee (2d6+15 plus 2d6 acid, slam); 
  Space/Reach 20ft./15ft.; SA acid, constrict 2d6+15 
  plus 2d6 acid, improved grab, spell siphon; SQ 
  Blindsight 60 ft., immunity to magic, ooze traits; AL 
  N; SV Fort +22, Ref +5, Will +5; Str 30, Dex 1, Con 
  34; Int —, Wis 1, Cha 1. 
   
  Skills and Feats: Climb +18 (may take 10 even if 
  rushed or threatened) 
   
  Acid (Ex): An arcane ooze’s acid dissolves only 
  flesh. 
   
  Blindsight (Ex): An ooze’s entire body is a 
  primitive sensory organ that can locate prey by scent 
  and vibration within 60 feet. 
   
  Constrict (Ex): An arcane ooze deals slam 
  damage (2d6+15 plus 2d6 acid) with a successful 
  grapple check. 
   
  Improved Grab (Ex): An arcane ooze that hits 
  with its slam attack can attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. If it wins the grapple check a hold is 
  established and the ooze may constrict. 
   
  Spell Siphon (Su): Any time an arcane caster 
  begins his turn within 60 feet of the arcane ooze he 
  must make a DC 40 Fortitude save or lose a 
  randomly selected spell of the highest level he has 
  available. The arcane ooze gains 5 temporary hit 
  points for each level of the arcane spell. These hit 
  points are lost after one hour. 
   
  Immunity to Magic (Ex): An arcane ooze is 
  immune to any spell or spell-like effect that allows 
  spell resistance. In addition, any magical attack that 
  would deal electricity damage increases the ooze’s 
  speed as if affected by a haste spell for 3 rounds. A 
  magical attack that deals acid damage heals an arcane 
  ooze of an amount of damage equal to half what the 
  acid would normally deal. 
   
  Ooze traits: Mindless (immune to charms, 
  compulsions, 
  phantasms, 
  patterns 
  and 
  morale 
  effects,) Blind (immune to gaze attacks, visual 
  effects, illusions and attack forms that rely on sight,) 
  immune to poison, sleep, paralysis, polymorph and 
  stunning, not subject to critical hits or flanking. 
  Encounter 11  
  Proxy of Tharizdun: CR 20; Gargantuan elemental 
  (fire, earth, water, extraplanar); HD 48d8+384; hp 
  600; Init +12; Spd 30 ft.; AC 38, touch 15, flat-
  footed 31; Base Atk +36; Grp +63; Atk +47 melee 
  (4d8+15+3d6 fire/19-20, slam); Full Atk +47/+47 
  melee 
  (4d8+15+3d6 
  fire/19-20, 
  2 
  slams); 
  Space/Reach 15ft./15ft.; SA earth and water mastery, 
  inundate; SQ damage reduction 10/implacable, 
  darkvision 60ft., earth glide, fire immunity, resistance 
  to cold 10 and acid 10, regenerate 10, SR 32, 
  vulnerable to cold, elemental traits; AL CE; SV Fort 
  +36, Ref +37, Will +18; Str 40, Dex 28, Con 26; Int 
  10, Wis 12, Cha 11. 
   
  Skills and Feats: Listen +49, Spot +49; 
  Alertness, Awesome Blow, Blindfighting, Combat 
  Reflexes, Cleave, Great Cleave, Great Fortitude, 
  Improved Bull Rush, Improved Critical (slam), 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Power Attack, Improved Natural Armor (*4) 
   
  Earth and Water Mastery (Ex): The proxy gets 
  +1 to hit and damage if it and its target are touching 
  either earth or water. The proxy takes -4 on attacks 
  against airborne opponents. 
   
  Inundate (Ex): The proxy is a mass of black, 
  boiling, sticky mud. A victim of its slam attack must 
  succeed at a DC 34 Reflex save or be coated in mud. 
  An inundated victim is entangled for 1d4 rounds and 
  takes 3d6 fire damage each round it is covered with 
  the steaming mud. 
   
  Regeneration (Su): Good, lawful, or electrical 
  damage will do normal damage to the proxy, as will 
  damage from implacable foes. 
   
  Earth Glide (Ex): The proxy can glide through 
  earth, stone, and rock with out leaving a hole or sign 
  of its passage. 
   
  Elemental traits: Immune to poison, sleep, 
  paralysis and stunning, not subject to critical hits or 
  flanking, does not eat, sleep or breathe. 
   
   
  
  VTF5-02 Reaping the Darkness 
   
  Page 29 
  Appendix 2: New Rules Items 
   
  Close-Quarters 
  Fighting 
  [General] 
  as 
  presented in Complete Warrior 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity when you 
  would be denied one for being surprised, helpless, or 
  in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple. Then an ankheg—a creature with the 
  improved grab special ability—attempts to grapple 
  Tordek. He takes an attack of opportunity, hits, and 
  deals 10 points of damage to the creature. Tordek then 
  adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when they attempt 
  to start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
   
  Hear the Unseen [General] as presented in 
  Complete Adventurer 
  Your sense of hearing is so acute that you can partially 
  pinpoint an opponent’s location by sound, allowing 
  you to strike even if the opponent is concealed or 
  displaced. 
   
  Prerequisites: Listen 5 ranks, Blind-Fight. 
   
  Benefit: As a move action that does not provoke 
  attacks of opportunity, you can attempt a DC 25 Listen 
  check. If successful, you can pinpoint the location of 
  all foes within 30 feet, as long as you have line of effect 
  to them. This benefit does not eliminate the normal 
  miss chance for fighting foes with concealment, but it 
  ensures that you can target the correct square with 
  your attacks. 
   
  If you are deafened or within an area of silence, 
  you can’t use this feat. If an invisible or hidden 
  opponent is attempting to move silently, your Listen 
  check is opposed by your opponent’s Move Silently 
  check, but your opponent gains a +15 bonus on this 
  check. This feat does not work against perfectly silent 
  opponents, such as incorporeal creatures. 
   
  Monkey Grip [General] as presented in 
  Complete Warrior 
  You are able to use a larger weapon than other people 
  your size. 
   
  Prerequisite: Base attack bonus +1 
   
  Benefit: You can use melee weapons one size 
  category larger than you are with a • 2 penalty on the 
  attack roll, but the amount of effort it takes you to use 
  the weapon does not change. For instance, a Large 
  longsword (a one-handed weapon for a Large creature) 
  is considered a two-handed weapon for a Medium 
  creature that does not have this feat. For a Medium 
  creature that has this feat, it is still considered a one-
  handed weapon. You can wield a larger light weapon as 
  a light weapon, or a larger two-handed weapon in two 
  hands. You cannot wield a larger weapon in your off 
  hand, and you cannot use this feat with a double 
  weapon. 
   
  Normal: You can use a melee weapon one size 
  category larger than you are with a • 2 penalty on the 
  attack roll, and the amount of effort it takes to use the 
  weapon increases. A larger light weapon is considered 
  a one-handed weapon, a larger one-handed weapon is 
  considered a two-handed weapon, and you cannot use a 
  larger two-handed weapon at all. 
   
   
  Spells, as presented in Complete Arcane 
  Blackfire 
  Necromancy [Evil] 
  Level: Sorcerer/wizard 8 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates and Reflex negates; 
  see text 
  Spell Resistance: Yes 
  
  VTF5-02 Reaping the Darkness 
   
  Page 30 
  A ray of necromantic black energy springs from your 
  hand, and on a successful ranged touch attack, a living 
  target is engulfed in chill black flames that feed on the 
  fuel of their victim’s life force. A creature engulfed in 
  blackfire must make a successful Fortitude save each 
  round that the spell is in effect or take 1d4 points of 
  Constitution damage and become nauseated. A 
  creature that makes its save takes no damage for that 
  round and is sickened instead. In addition to its effects 
  on the target, blackfire can spread rapidly, and any 
  living creature adjacent to a creature engulfed in 
  blackfire must succeed on a Reflex save or become 
  engulfed itself. 
   
  Any creature whose Constitution is reduced to 0 
  or lower by the spell is reduced to a pile of black ash, 
  and can be returned to life only by true resurrection or 
  wish, the caster of which must succeed on a DC 30 
  caster level check to restore the victim to life. If a 
  creature succeeds on its Fortitude save in 3 consecutive 
  rounds, the blackfire affecting it gutters out. The black 
  flames cannot otherwise be extinguished by normal 
  means (such as immersion in water or smothering), but 
  an antimagic field, a successful dispel magic, a remove 
  curse, or a break enchantment spell snuffs it out. As 
  well, a creature protected by death ward has immunity 
  to blackfire’s effects. 
  Material Component: A pinch of dust from a vampire 
  destroyed by sunlight. 
  Reference: Complete Arcane, page 99. 
   
  
  VTF5-02 Reaping the Darkness 
   
  Page 31 
  Player Handout #1 
  Journal of Xullithan, High Priest of Nerull 
   
  Every single page of this journal has been ripped out except for the freshly inked excerpt below. 
  Whatever it is, it comes soon. The guards fall quickly before it. Our master's prophecy 
  comes true now. 
  My place is to finally be with the Reaper, while those who likely oppose us come to 
  stop our mutual enemy. I can only hope to slow it down. My life will not be taken at a 
  small cost! 
  You, the intruder, are now the savior. May the Reaper overlook your wretched souls 
  until after your task is complete. When I am confident that my time to join the 
  Bringer of Darkness has come, I will destroy any information you would find useful 
  other than that you must know. 
  All you need to know about the Maiden of Carceri is that it connects our realm with 
  that of Nerull's. This is what the Mad God wants. Once its servant enters the Maiden 
  of Carceri, it will be linked to the Reaper, yet cannot die. It will unleash such power 
  that it could break the Mad God's prison, and not even my master could prevent its 
  escape. 
  Should you stop whatever ravages my temple, you must rid yourself of any taint 
  you've gained from its influence. Step into the blessed Maiden of Carceri and reveal 
  yourself to the home of the Reaper. Push levers two and five and turn the neck dial all 
  the way. Your very being will be focused, allowing you to disperse that darkness. Your 
  body will suffer, though the Maiden keeps your soul intact. 
   
   
  
  VTF5-02 Reaping the Darkness 
   
  Page 32 
  DM Aid #1: Map of the Temple Grounds 
   
   
  
  VTF5-02 Reaping the Darkness 
   
  Page 33 
   
  DM Aid #2: Map of Temple Basement 
   
  
  VTF5-02 Reaping the Darkness 
   
  Page 34 
  Critical Events Summary 
   
  • 
  Did the PCs fight Pengallen's forces?  
   
   
   
  YES 
  NO 
   
  • 
  Did the PCs fight Laerdyn's forces?  
   
   
   
  YES 
  NO 
   
  • 
  Did Xullithan survive? 
   
   
   
   
   
  YES 
  NO 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/VTF (Dyvers)/VTF5-02 Reaping the Darkness (3E).pdf