TEXT: The Mystery of the Emerald Shield 
  Supplemental Material for A Family Affair TM 
  by Carla Harker 
   
  This adventure assumes the PCs are 
  around 15th level, but completing A 
  Family Affair first is not necessary. 
  The mystery surrounding the Emerald 
  Shield provides sailors with countless 
  tales to tell at night. Empty of crew and 
  even furniture, yet landing with nary a 
  scratch, this “ghost ship” as it is often 
  referred by superstitious sailors has 
  stumped scholars for decades. While the 
  PCs are aboard Shark Bait, the pirates 
  willingly tell tales of the valuable 
  treasure that disappeared from the ship, 
  along with its crew. Everyone speaks of 
  Olarin Held, a storyteller in Martyn’s 
  Nest who knows more about the 
  Emerald Shield than anyone. 
  In A Family Affair, the Emerald Shield 
  is completely empty, but if you wish for 
  the players to uncover the mystery, 
  allow them to find a leather-bound 
  journal wrapped tightly in an oiled bag 
  hidden within the decking of the cargo 
  hold.  
  Every sheet of the hundred-page journal 
  has been filled with a flowing Elven 
  script. The dates are in an ancient form, 
  but they are consistent with the dates 
  that Bone Dust ruled the island. Much of 
  the journal is filled with light-hearted 
  descriptions of the daily goings-on 
  aboard the ship, bits of poetry, and the 
  like, but the tone of the writer’s entries 
  changes with the last five.  
  Ardruil has been strangely quiet lately, 
  and when Kinel asked him for a song, 
  something he’s done hundreds of times, 
  he made an uncalled-for remark about 
  Kinel’s mother. I’m not sure what’s 
  happening, but it’s affecting the morale 
  of the crew.  
  The next entry is five days later. 
  I’ve become quite frightened of Ardruil. 
  He says things, scary things, about 
  hearing voices. He says they’re telling 
  him to do things, but he hasn’t said 
  what. The crew is looking to me for 
  guidance, and I don’t know what to say.  
  Three days later: 
  We’re only a few days from the island. I 
  don’t know why we haven’t tossed this 
  thing overboard yet, but Ardruil swears 
  it’s important that we deliver it to the 
  God’s Tear islanders. I can’t wait to get 
  it off the ship; I don’t care how much 
  platinum it’s made of, or what it holds. 
  It’s affecting everyone. Tchimae swears 
  she can hear voices coming out of it, but 
  she can’t tell what they’re saying. I’ve 
  heard nothing, but every time I look at 
  it I feel a sense of dread. The box is 
  warm, almost alive. It’s disconcerting. 
  The next entry doesn’t come for another 
  eight days, and smears of what appear to 
  be dried blood streak the page. 
  I don’t have much time. It says they’re 
  after me. It says Ardruil wanted to hurt 
  me. I ran him through, but when he 
  touched the box, he just disappeared. 
  He was just…gone.  He’s no wizard, 
  though. It wasn’t mutiny, Tchimae 
  agrees with that. I want the others now. 
  Kerfailin and Thail, they look at me 
  funny. They think I don’t see. But I 
  know. They’ll pay for what they’ve 
  done.  
   
  1
  
  The final entry has no date. The 
  handwriting is jagged and bears little 
  resemblance to the previous script. 
  We met another ship today. They have 
  no idea what awaits them. Kairthos. It 
  honored me with its name. It’s so 
  beautiful. The Elven tongue is harsh 
  and guttural in contrast. The rest of us 
  are going with him, like Ardruil and 
  Tchimae have done. I’m not frightened 
  any more. How could I be? It’s already 
  shown me beauty far greater than any 
  I’ve seen in my nearly two centuries.  
  There are no reliable accounts from 
  anyone who claims to have been aboard 
  the Emerald Shield shortly before its 
  crew’s disappearance. Plenty of elves 
  have made the claim, but all were 
  charlatans whose stories proved false 
  under magical scrutiny. 
  A DC 20 Gather Information check in 
  Martyn’s Nest finds Olarin Held, who 
  knows a little more about the Emerald 
  Shield. 
  Olarin 
  gladly 
  shares 
  his 
  information with the PCs, so long as 
  they promise to report back to him 
  everything they learn in their quest. He 
  intends to write a book.  
  Olarin knows that the Emerald Shield 
  originated from a tiny island village 
  known as Shil’aryl. The PCs need to 
  travel by ship for ten days north along 
  the coastline and then a day east. He has 
  no clue what the ship was supposed to 
  be carrying, but he suggests they speak 
  to Tatheriel Maplestar, now an elder of 
  the village. Tatheriel is the younger 
  brother of the Emerald Shield’s captain, 
  Ardruil, and still remembers the day his 
  brother sailed to God’s Tear island. 
  Olarin has spoken with Tatheriel, but 
  the elf claims not to know what his 
  brother’s ship was carrying. Olarin has 
  no other information. 
  If the PCs travel to Shil’aryl, the trip is 
  uneventful 
  since 
  travel 
  along 
  the 
  coastline is relatively safe. They find 
  Shil’aryl easily and discover a small 
  island 
  with 
  approximately 
  three 
  hundred elves living in grass and 
  bamboo huts. Any villager can point to 
  Tatheriel Maplestar’s hut, which is no 
  larger or more impressive than any 
  other. The villagers are friendly and 
  helpful unless the PCs mention they are 
  researching the Emerald Shield. The 
  change in attitude is immediate and 
  apparent. Shops are suddenly shuttered 
  against them; people are suddenly too 
  busy to talk with the PCs. If they persist 
  in their investigation, they may even 
  find themselves attacked during the 
  night. Shil’aryl villagers are Com1. 
  The exception to this is Tatheriel 
  Maplestar. He has always wondered 
  what happened to his brother and crew 
  and will help the PCs uncover what 
  knowledge they can, though he tells 
  them they must be circumspect. 
   
  Tatheriel 
  Maplestar, 
  Male 
  Elf 
  Ftr3/Wiz3: CR 6; SZ M; HD 3d10-6 plus 
  3d4-6; hp 16; Init +5; Spd 30 ft.; AC 12 (+1 
  Dex, amulet of natural armor +1), touch 11, 
  flat-footed 11; BAB +4; Grap +4; Atk +6 
  melee (1d8+1/19–20, +1 longsword) or +5 
  ranged (1d6/x3, shortbow); Full Atk +6 
  melee (1d8+1/19–20, +1 longsword) or +5 
  ranged (1d6/x3, shortbow); SA; SQ elf traits, 
  low-light vision, summon familiar; AL CG; 
  SV Fort +2, Ref +3, Will +5; Str 10, Dex 13, 
  Con 7, Int 18, Wis 12, Cha 10. 
  Skills: Climb +7, Concentration +7, Handle 
  Animal +7, Jump +3, Knowledge (arcana) 
  +12, Knowledge (nature) +7, Knowledge 
  (history) 
  +5, 
  Listen 
  +3, 
  Search 
  +6, 
  Spellcraft +15, Spot +3, Swim +7. Feats: 
  Combat 
  Expertise, 
  Dodge, 
  Improved 
  Initiative, 
  Weapon 
  Focus 
  (longsword), 
  Scribe Scroll, Still Spell. 
  Languages: Common, Elven, Draconic, 
   
  2
  
  Sylvan. 
  Possessions:+1 longsword, shortbow, 20 
  arrows, amulet of natural armor +1, scroll 
  of fly (CL 5), scroll of magic missile (CL 3), 
  scroll of invisibility (CL 3), 20 gp, 32 sp. 
  Spells Prepared (4/3/2; base DC 14 + spell 
  level): 0—detect magic, light, message [x2]; 
  1st— feather fall, endure elements, mage 
  armor; 2nd—invisibility, locate object.  
  Spellbook: 0— all; 1st—alarm, comprehend 
  languages, endure elements, mage armor, 
  magic missile, shield; 2nd— detect thoughts, 
  invisibility, locate object, protection from 
  arrows.  
  Personality: An impetuous youth, Tatheriel 
  has mellowed in the last two hundred years. 
  His military career ended abruptly when an 
  orc’s axe almost severed his left leg, and he 
  still walks with a noticeable limp. He then 
  turned his attention to the art of magic. 
  Tatheriel idolized his older brother, Ardruil, 
  captain of the Emerald Shield, and was 
  devastated when he disappeared. He would 
  love to learn what happened to Ardruil and 
  his crew. Note: Tatheriel does not normally 
  have his weapons on him, but he does carry 
  his scrolls and amulet everywhere. 
  Tatheriel’s Tale 
  Tatheriel tells his story of the last day he 
  saw his brother. 
  “I woke earlier than usual that morning. 
  I remember the silence of the pre-dawn 
  night and the way the dew coated my 
  bare feet. I was but a boy then, not yet 
  into my seventy-fifth year. The elders of 
  that day, Sunnora Moonleaf and Gann 
  the Everliving (so named because he was 
  almost four centuries old,) were already 
  there. I remember the looks on their 
  faces as they spoke to Ardruil. They were 
  so serious, so intense. I don’t know what 
  they spoke about, but every time they 
  looked at the ship, I could see the fear 
  cross their faces. 
  “The Emerald Shield’s voyage was 
  supposed to take three months, so no 
  one became worried until the fourth 
  month came and went. Even then, we 
  assumed word would soon reach us of 
  the ship’s sinking or attack by pirates. At 
  the time, we never knew the pirates and 
  the God’s Tear islanders were one and 
  the same. When a wizard on his way 
  north docked here, we asked him to scry 
  for us, but although we found the ship 
  marooned on the God’s Tear island, we 
  could never find any sign of the crew.  
  “It’s been two centuries, and no more 
  information has surfaced. My people are 
  afraid to talk about the ship, some 
  because they fear it was cursed; others 
  because…well, perhaps they more about 
  whatever was aboard the ship than they 
  want to admit.” 
  If they mention it, he asks to the see the 
  journal. If the PCs show it to him, he 
  says the most likely author is the ship’s 
  first mate, Elberrion Rosecutter. He 
  remembers Elberrion, who was good 
  friends with Ardruil, and had been since 
  childhood. He says the two men never 
  fought, not even when they both wanted 
  to court the same maiden.  
  The mention of the magic item Elberrion 
  complained about calls forth a memory. 
  Tatheriel vaguely recalls seeing a huge 
  box made of platinum on the island for a 
  time. It caused quite a bit of excitement, 
  because it was so heavy, and no one 
  knew what was in it. He remembers 
  someone commenting that just the 
  platinum on the box was very valuable.  
  When he sees the entry about Ardruil’s 
  disappearance, he becomes very excited. 
  He suggests that Ardruil might not be 
  dead and the box might contain more 
  clues to his disappearance. 
  The only other people he knows of who 
  might have more information are Fienne 
   
  3
  
  Moonleaf, the daughter of Sunnora 
  Moonleaf 
  and 
  Ellendra, 
  Gann 
  the 
  Everliving’s sister. Both women live on 
  the island, but both women become very 
  secretive and angry if asked about the 
  Emerald Shield. 
  He advises that only a very persuasive 
  person speak with the women. He 
  suggests either or both women might 
  have something passed down to them 
  that would give a clue as to what was on 
  that ship the day it set sail, but he won’t 
  come right out and advocate anyone 
  break into the women’s huts, despite 
  strong hints to the contrary. On the 
  other hand, he is likely to look the other 
  way, so long as the PCs don’t take 
  anything of value and don’t hurt anyone. 
  He emphasizes that Fienne is Shil’aryl’s 
  only healer, and any harm coming to her 
  is especially likely to raise the ire of the 
  entire village. 
  Ellendra (Com1) lives in a 15 ft. by 30 
  ft. grass hut about fifty feet from the 
  shore and thirty feet from the other 
  huts. She lives with her husband and 
  adolescent son, though her husband, 
  Deradell, is a sailor and currently off the 
  island. 
  The building has only two rooms, a large 
  living area and a small bedroom, and 
  only a simple unlocked door bars 
  entrance to the inside. PCs who wish to 
  sneak into the house and search it must 
  either wait until after the occupants are 
  asleep 
  or 
  distract 
  them, 
  because 
  Ellendra and her son rarely stray far 
  from it. A DC 35 Search check inside the 
  bedroom turns up two items concealed 
  inside the bamboo walls: a scroll, and a 
  wooden carving about the length and 
  thickness of a man’s thumb. The carving 
  depicts an elderly elven man, his hands 
  clasped together above his head as he 
  looks up, lines of hope delicately carved 
  on his features. The object is non-
  magical but of high craftsmanship (20 
  gp). 
  The thin parchment is old and fragile, 
  and care must be taken to prevent it 
  from falling apart. Only a single phrase 
  is written inside: “The Order of Velerict 
  must never have this.” Ellendra doesn’t 
  know what the Order of Velerict is or 
  what the carving means. It was left to 
  her by her brother, but he never 
  explained what it meant. 
  Charismatic characters might want to 
  try to persuade Ellendra to share what 
  she 
  knows, 
  but 
  she 
  is 
  initially 
  unreceptive to such attempts, fearing 
  they may be from the Order of Velerict. 
  A DC 25 Diplomacy check can convince 
  her to tell them about the parchment 
  and carving, but they must succeed at a 
  DC 40 Diplomacy check to sway her to 
  hand over the items. Ellendra has a +10 
  to all Sense Motive checks made to 
  oppose any Bluffs the PCs might try to 
  use, and a successful Intimidate check 
  results in the equivalent information as 
  a DC 25 Diplomacy check. 
  Fienne Moonleaf, Female Elf Clr4: CR 
  4; HD 4d8; hp 22; Init +0; Spd 30 ft.; AC 
  10, touch 10, flat-footed 10; BAB +3; Grap 
  +1; Atk +2 melee (1d8-2, masterwork 
  morningstar); Full Atk +2 melee (1d8-2, 
  masterwork morningstar); SA turn undead 
  (5/day, +2 to checks); SQ elf traits, low-light 
  vision; AL N; SV Fort +4, Ref +2, Will +6; 
  Str 7, Dex 11, Con 11, Int 13, Wis 17, Cha 14. 
  Skills: 
  Concentration 
  +7, 
  Heal 
  +13, 
  Knowledge (religion) +6, Listen +5, Search 
  +3, Spellcraft +3, Spot +5. Feats: Brew 
  Potion, Skill Focus (heal). 
  Languages: Common, Elven, Celestial. 
  Possessions: 
  Masterwork 
  morningstar, 
  silver holy symbol, potion of cure light 
  wounds, pair of platinum rings (50 gp 
  each), healer’s kit, 18 gp, 64 sp. 
  Spells (5/5/4; save DC 13 + spell level): 0—
   
  4
  
  detect magic, mending [x2], purify food and 
  drink, 
  read 
  magic; 
  1st—bless, 
  endure 
  elements, obscuring mist, sanctuary*, magic 
  stone; 2nd—make whole, owl’s wisdom, 
  shield other*, spiritual weapon. *Domain 
  spell that Fienne cannot channel to a cure 
  spell. 
  Healing Domain: Fienne casts healing 
  spells at +1 caster level. Protection Domain: 
  Fienne can generate a protective ward as a 
  supernatural ability. It grants someone she 
  touches a resistance bonus equal to her 
  cleric level on his or her next saving throw. 
  Activating this power is a standard action. 
  The protective ward is an abjuration effect 
  with a duration of 1 hour that is usable once 
  per day. 
  Personality: Fienne is a gentle, quiet and 
  polite elf, always concerned about others. 
  She prefers to avoid conflict of all kinds, but 
  if forced into battle, she is not afraid to fight 
  to the death. She is just past middle age and 
  has white hair that brushes her ankles. 
  Fienne lives with her young daughter in 
  a hut similar in size and layout to 
  Ellendra’s. Her hut is near several 
  others, however, so sneaking in is more 
  difficult. Any PCs attempting to sneak in 
  must succeed on a Hide check against a 
  DC 25 (DC 15 at night), though a 
  successful DC 20 Bluff check reduces the 
  DC by 5. 
  A DC 30 Search check of the living area 
  turns up a small metal box hidden 
  within the stones of the fire pit. The box 
  is locked (Open Lock check DC 35) and 
  the key is nowhere to be found. Fienne 
  has only seen the contents of the box 
  once, when she was a child, and it has 
  never been opened since she took 
  possession of it after her mother’s death. 
  Inside the box are four silver blocks 
  about one-inch square and a scrap of 
  parchment with the same message: “The 
  Order of Velerict must never have this.” 
  Each block has a bas relief symbol on 
  one side. Fienne does not know what the 
  blocks are for, but she thinks they are 
  keys of some sort, though she has no 
  idea for what.  
  Charismatic characters may want to try 
  to persuade Fienne to share what she 
  knows, but she is initially unwilling. A 
  DC 25 Diplomacy check can convince 
  her to tell them about the blocks, but 
  they must succeed at a DC 40 Diplomacy 
  check to sway her to hand over them. 
  Fienne has a +10 to all Sense Motive 
  checks made to oppose any Bluffs the 
  PCs might try to use, and a successful 
  Intimidate 
  check 
  results 
  in 
  the 
  equivalent information as a DC 25 
  Diplomacy check. 
   
  The non-magical blocks are a set of keys 
  for a magical prison called the Pain of 
  Kairthos.  
  Research 
  No one on Shil’aryl knows about the 
  Order of Velerict or Kairthos, but 
  Tatheriel suggests they visit a nearby 
  city (one with a population greater than 
  20,000), where he knows a halfling 
  wizard named Candress who may be 
  able to help them.  
  The Debt 
  Candress’s house is easy to find (Gather 
  Information DC 15), but because she 
  owes 
  a 
  gambling 
  debt 
  to 
  a 
  “businessman” across town, she hasn’t 
  been seen much. She lives in fear of him 
  and his people, and she’s scared of 
  opening her door to strangers.  
  Before she can help them, she needs the 
  PCs to convince him to cancel the debt. 
  In 
  exchange, 
  she 
  can 
  give 
  them 
   
  5
  
  information on the Order of Velerict and 
  help them find a chapter.  
   
  Candress, Female Halfling Wiz6: CR 6; 
  SZ S; HD 6d4+6; hp 22; Init +2; Spd 20 ft.; 
  AC 13 (+1 size, +2 Dex), touch 13, flat-footed 
  11; BAB +3; Grap -2; Atk +2 melee (1d6-1, 
  morningstar); Full Atk +2 melee (1d6-1, 
  morningstar); SQ halfling traits, summon 
  familiar; AL CG; SV Fort +4, Ref +5, Will 
  +5; Str 8, Dex 15, Con 12, Int 16, Wis 8, Cha 
  14. 
  Skills: 
  Climb 
  +1, 
  Concentration 
  +7, 
  Decipher Script +6, Gather Information 
  +10, Hide +6, Jump +1, Knowledge (arcana) 
  +15, Knowledge (history) +6, Knowledge 
  (local) +15, Knowledge (the planes) +6, 
  Listen +1, Move Silently +4, Spot -1, 
  Spellcraft +5. Feats: Brew Potion, Extend 
  Spell, Scribe Scroll, Skill Focus (Knowledge 
  [arcana]), Skill Focus (Knowledge [local]).  
  Languages: 
  Halfling, 
  Common, 
  Elven, 
  Draconic, Goblin. 
  Possessions: 
  Morningstar, 
  potion 
  of 
  invisibility, potion of fly, 24 gp. 
  Spells Prepared (4/4/4/3; base DC 13 + 
  spell level): 0—detect magic, flare, read 
  magic [x2]; 1st—alarm, grease, shield [x2]; 
  2nd—arcane lock, extended mage armor, 
  invisibility, protection from arrows; 3rd—
  fly, haste, phantom steed.  
  Spellbook: 0— all; 1st—alarm, comprehend 
  languages, grease, identify, mage armor, 
  shield; 2nd— arcane lock, invisibility, 
  protection from arrows, see invisibility; 
  3rd—clairaudience/clairvoyance, fly, haste, 
  phantom steed.  
  Personality: Candress doesn’t always think 
  things 
  through, 
  which 
  explains 
  her 
  gambling debt to Tace. She has fallen for 
  several scams, and her house has an 
  assortment of items that she was convinced 
  by fast-talking con men were magical.  
  Candress owes her gambling debt of 
  1,000 gp to a gnome rogue named Tace, 
  but because she evaded payment for so 
  long, he is no longer looking for just the 
  money. Tace runs the thieves’ guild, 
  which has its hands in almost every 
  illicit or unsavory business in the city.  
  Tace’s Guild 
  The guild headquarters is very difficult 
  to find and requires a DC 30 Gather 
  Information check just to find someone 
  who knows the location. Even Candress 
  has no idea. With a successful DC 25 
  Bluff 
  or 
  Diplomacy 
  check, 
  or 
  a 
  successful Intimidate check, the PCs 
  convince the contact to reveal the 
  hideout. Any attempts to find out the 
  location of the guild comes to the 
  attention of Tace within 1d4+1 hours. If 
  the 
  PCs 
  do 
  not 
  visit 
  the 
  guild 
  headquarters immediately, they are 
  attacked by 2d4 of Tace’s guild members 
  that night.  
  Tace isn’t willing to just accept payment 
  for Candress’s debt. He wants to cause 
  her great pain as a warning to any other 
  debtors who might reconsider paying 
  up. PCs who just want to pay off her 
  debt will need to use a show of force 
  (such as killing five or six guild 
  members) to convince Tace that it’s not 
  a battle worth continuing. Tace has 
  three guild members with him at all 
  times to act as his personal bodyguards. 
  The guild’s total membership numbers 
  thirty-two people, including Tace, but 
  only half are in the headquarters at any 
  one time. If the PCs kill Tace and most 
  of 
  the 
  guild 
  members 
  at 
  the 
  headquarters, the rest disappear. 
  Tace, Male Gnome Rog10: CR 10; SZ S; 
  HD 10d6+20; hp 57; Init +7; Spd 20 ft.; AC 
  18 (+3 Dex, +1 size, +1 studded leather), 
  touch 14, flat-footed 15; BAB +7/+2; Grap 
  +2; Atk +8 melee (1d4/18–20, +1 rapier) or 
  +11 
  ranged 
  (1d3 
  plus 
  poison/19–20, 
  masterwork hand crossbow); Full Atk 
  +8/+3 melee (1d4/18–20, +1 rapier) or 
  +11/+6 ranged (1d3 plus poison/19–20, 
   
  6
  
  masterwork hand crossbow); SA sneak 
  attack +5d6; SQ evasion, gnome traits, 
  improved uncanny dodge, low-light vision, 
  skill mastery (balance, disable device, 
  escape artist, open lock, search) trapfinding, 
  trap sense +3; AL NE; SV Fort +5, Ref +10, 
  Will +2; Str 8, Dex 16, Con 14, Int 14, Wis 8, 
  Cha 14. 
  Skills: Appraise +11, Balance +10, Bluff +12, 
  Climb 
  +4, 
  Craft 
  (poisonmaking) 
  +12, 
  Diplomacy 
  +13, 
  Disable 
  Device 
  +15, 
  Disguise +6, Escape Artist +8, Forgery +5, 
  Gather Information +12, Hide +11, Listen 
  +8, Move Silently +8, Open Lock +16, 
  Search +11, Sense Motive +4, Sleight of 
  Hand +7, Spot +1, Tumble +4, Use Magic 
  Device +10. Feats: Alertness, Improved 
  Initiative, Rapid Reload (hand crossbow), 
  Skill Focus (Use Magic Device). 
  Languages: 
  Gnome, 
  Common, 
  Elven, 
  Dwarven. 
  Spell-Like Abilities (CL 1; 1/day; save DC 12 
  + 
  spell 
  level): 
  speak 
  with 
  animals 
  (burrowing mammals only; duration 1 
  minute); (1/day): dancing lights, ghost 
  sound, prestidigitation. 
  Possessions:+1 studded leather armor, +1 
  rapier, masterwork hand crossbow, 20 bolts 
  (5 coated with giant wasp poison (Injury; 
  Fort save DC 18; 1d6 Dex/1d6 Dex)), potion 
  of cure moderate wounds, potion of 
  invisibility, 50 gp, keys to armory, private 
  quarters, guild’s treasure room. 
  Personality: Tace is a meticulous and 
  orderly person and takes himself very 
  seriously. He takes notes of everything, 
  something he realizes would upset a lot of 
  people if they knew. He has dark brown 
  hair, and pale blue eyes, and he is just shy of 
  three feet tall. He is very sensitive about his 
  size and can become violent at “short jokes.”   
   
  Guild Member, Human Rog4: CR 4; 
  HD 4d6; hp 16; Init +7; Spd 30 ft.; AC 16 
  (+3 Dex, studded leather armor), touch 13, 
  flat-footed 13; BAB +3; Grap +4; Atk +5 
  melee 
  (1d8+1/19–20, 
  masterwork 
  longsword) or +4 melee (1d4+1/19–20, 
  dagger) or +6 ranged (1d4+1/19–20 plus 
  poison, 
  dagger); 
  Full 
  Atk 
  +5 
  melee 
  (1d8+1/19–20, masterwork longsword) or 
  +4 
  melee 
  (1d4+1 
  plus 
  poison/19–20, 
  dagger) 
  or 
  +6 
  ranged 
  (1d4+1 
  plus 
  poison/19–20, dagger); SA sneak attack 
  +2d6; SQ evasion, trapfinding, trap sense 
  +1, uncanny dodge; AL NE; SV Fort +1, Ref 
  +7, Will +0; Str 12, Dex 16, Con 10, Int 14, 
  Wis 8, Cha 13. 
  Skills: Appraise +7, Balance +10, Climb +6, 
  Disable Device +11, Gather Information +11, 
  Jump +3, Knowledge (local) +9, Listen +6, 
  Open Lock +12, Search +9, Sleight of Hand 
  +10, Spot +6, Tumble +10. Feats: Improved 
  Initiative, Nimble Fingers, Quick Draw. 
  Languages: Common, Gnome, Halfling. 
  Possessions: Masterwork studded leather 
  armor, masterwork long sword, 6 poisoned 
  daggers (black adder venom; Injury, Fort 
  save DC 11; 1d6 Con/1d6 Con), potion of 
  invisibility, potion of cure light wounds, 
  3d6 gp. 
  A few of the guild headquarters’ rooms 
  of note are listed here. Other than the 
  rooms described here, the headquarters 
  also 
  contains 
  several 
  barrack-style 
  rooms for guild members who have no 
  place of their own, along with a small 
  kitchen. 
  Tace’s Quarters 
  Living Area 
  Three rooms make up Tace’s private 
  quarters. The entrance to the quarters is 
  locked (Open Lock DC 35) and trapped 
  whenever Tace is not in. The living area 
  consists of a sitting room, dining area, 
  desk, cooking stove and cabinets for 
  supplies.  
  The locked desk (Open Lock DC 30) 
  holds a variety of paperwork, some 
  mundane. A successful Search check 
  against DC 30 uncovers a tied stack of 
  notes detailing the inner workings of the 
   
  7
  
  guild, including guild members’ names, 
  profits, people who owe money to the 
  guild (including Candress), a list of 
  officials amenable to bribes, and more. 
  This information could be very valuable 
  to any number of people, and very 
  dangerous to Tace. Should he feel that 
  the guild’s status is threatened, his first 
  action is to burn the papers in his stove. 
  Treasure: Silvered quill (10 gp). 
  Fusillade of Deathblade Darts: CR 9; 
  mechanical; location trigger; manual reset; 
  hidden switch bypass (Search DC 25); Atk 
  +18 ranged (1d4+1 plus poison, dart); 
  poison (deathblade, DC 20 Fortitude save 
  resists, 1d6 Con/ 2d6 Con); multiple targets 
  (1d8 darts per target in a 10-ft.-by-10-ft. 
  area); Search DC 25; Disable Device DC 25. 
  Bedroom 
  Tace’s 
  bedroom 
  is 
  filled 
  with 
  an 
  accumulation of wealth. The bedroom 
  suite, knick knacks, and paintings are all 
  of the highest quality, taken from the 
  wealthiest of homes. A DC 40 Search 
  check is needed to find the secret door in 
  this room. 
  Treasure: The bedroom furniture is 
  expensive but heavy. PCs can collect a 
  bed, two nightstands and armoire worth 
  1,000 gp but weighing a total of 1,200 
  pounds. Three paintings on the walls are 
  worth 250 gp, 325 gp, and 600 gp. The 
  PCs can also collect a gold-plated 
  candelabra (50 gp) and a twelve-inch 
  marble statue of a two gnomes in a 
  marriage ceremony (70 gp). A DC 35 
  Search check uncovers a key inside the 
  fireplace. The key unlocks the door to 
  the secret treasure room. 
  Secret Treasure Room 
  The final room is hidden behind a secret 
  door in Tace’s bedroom (Search check 
  DC 35). This is where Tace keeps his 
  most treasured possessions. The door is 
  locked (Open Lock DC 30) and trapped. 
  Anyone not using the key sets off the 
  trap. The 5 ft. by 10 ft. room has plain 
  stone walls, no light sources and 
  contains an assortment of treasures. 
  Treasure: Set on a lacquered end table 
  (40 gp) are a bright blue cloak of 
  resistance +1 and a rack of potions, all 
  neatly labeled in Gnome: cure light 
  wounds, mage armor, cat’s grace, 
  levitate, and invisibility. A green sack on 
  the floor holds a set of silver and gold 
  board game pieces (50 gp for the set), 
  and hanging on the wall is a Small +1 
  light steel shield. A steel chest in the 
  corner holds a chime of opening (9 
  charges), 230 gp, 250 sp, and 724 cp. 
  Burnt Othur Vapor Trap: CR 7; 
  mechanical; 
  location 
  trigger; 
  repair 
  reset; gas; multiple targets (all targets in 
  a 10-ft.-by-10-ft. room); never miss; 
  onset delay (3 rounds); poison (burnt 
  othur fumes, DC 18 Fortitude save 
  resists, 1 Con drain/3d6 Con); Search 
  DC 21; Disable Device DC 21. 
  Armory 
  The armory is locked (Open Lock DC 
  35), and only Tace has the key. Inside 
  the armory are 10 short swords, 10 
  daggers, 5 morningstars, 3 masterwork 
  rapiers, 5 light crossbows, 100 crossbow 
  bolts, 15 suits of leather armor, 3 chain 
  shirts, and a wand of magic missile (CL 
  5, 24 charges).  
  Treasure Room 
  This locked and trapped room holds the 
  treasures the guild members steal until 
  they can be fenced or exchanged. The 10 
  ft.-by-20 ft. room is made of three-foot 
  thick stone walls painted white. Lead 
  plates cover about 50% of the surface 
  area, to minimize the chances of 
  someone transmuting the walls. The 
  steel door is locked (Open Lock check 
   
  8
  
  DC 35) and trapped if someone tries to 
  open it without the key.  
  Two guild members stand guard outside 
  the room at all times.  
  Forcecage 
  and 
  Energy 
  Drain 
  Trap: CR 11; magic device; touch 
  trigger; automatic reset; multiple traps 
  (one 
  forcecage 
  trap 
  as 
  a 
  10 
  ft. 
  windowless cell and one energy drain 
  trap); Atk +8 ranged touch; spell effect 
  (energy drain, 17th-level wizard, 2d4 
  negative levels for 24 hours, DC 23 
  Fortitude save negates); Search DC 34; 
  Disable Device DC 34. Note: The energy 
  drain attack affects only one person 
  (determined 
  randomly), 
  but 
  the 
  forcecage can trap multiple people. 
  Treasure: The sheer quantity and 
  variety of treasures that pass through 
  here is often staggering. Instead of 
  offering a set list of treasures, this 
  encounter provides a set of tables to 
  randomly generate the amount of wealth 
  available. Roll the dice suggested to 
  determine how many items in each table 
  are available, then roll to determine 
  which items in particular are found. 
  Reroll if the treasure is listed as unique. 
  Minor Treasures (under 50 gp each): 
  Roll 3d6 for quantity (average is 10). 
  1d20 
  Item 
  1 
  A small bone statue of a pair of hunters 
  on horseback (50 gp, unique) 
  2 
  Green velvet bed linens (45 gp) 
  3 
  A silver holy symbol (25 gp) 
  4 
  A leather belt made of wyvern skin (30 
  gp) 
  5 
  A silk half-mask covered in red and 
  gold sequins (24 gp) 
  6 
  50 square yards of cotton (50 gp) 
  7 
  An oak and granite end table (15 gp) 
  8 
  A chestnut serving platter with a swan 
  burned into it (10 gp, unique) 
  9 
  An ivory hair comb (20 gp) 
  10 
  Brass and silver candelabra (10 gp) 
  11 
  Green velvet curtains (50 gp) 
  12 
  Exotic riding saddle embroidered with 
  an image of a hydra (40 gp, unique) 
  13 
  A blue satin shirt (20 gp) 
  14 
  Embroidered black leather boots for a 
  Small creature (18 gp) 
  15 
  An unlabeled potion (50 gp) 
  16 
  A stylized silverware set, slightly 
  tarnished (25 gp) 
  17 
  1d2 scrolls from the 1st-level arcane 
  spell list 
  18 
  1d2 scrolls from the 1st-level divine 
  spell list 
  19 
  A beautiful pearl-handled dagger. 
  Inscribed on the blade is “Love may 
  conquer all, but carry the dagger when 
  you go out anyway.” (35 gp, unique) 
  20 
  50 gp worth of supplies for scribing 
  scrolls 
   
  Medium treasures (under 400 gp); 
  Roll 2d6 for quantity (average is 7). 
  1d20 
  Item 
  1 
  An oil painting of a wizard battling a 
  hydra (220 gp, unique) 
  2 
  An eight-inch tall crystal statue of a 
  fertility goddess (75 gp, unique) 
  3 
  A wool wimple (woman’s head 
  covering) edged with rubies and 
  emeralds (300 gp, unique) 
  4 
  A mink fur tabard (250 gp) 
  5 
  Mithril braided ring (320 gp) 
  6 
  Polished oak and maple end table 
  (100 gp) 
  7 
  Mithril braided necklace (400 gp) 
  8 
  A maple urn painted with religious 
  symbols (100 gp, unique if it still 
  contains someone’s ashes) 
  9 
  Gold locket with no pictures inside 
  (90 gp) 
  10 
  Masterwork flute (100 gp) 
   
  9
  
  11 
  A one-foot tall teak and glass display 
  case holding eight carved wooden 
  buggies of exquisite craftsmanship 
  (80 gp for the case, 40 gp per 
  carving, unique) 
  12 
  Ceramic vase (60 gp) 
  13 
  Mahogany and ivory chess board 
  (no pieces, 100 gp) 
  14 
  1d2 scrolls from the 3rd-level divine 
  spell list 
  15 
  1d2 scrolls from the 3rd-level arcane 
  spell list 
  16 
  An unlabeled potion (300 gp) 
  17 
  Masterwork greatsword 
  18 
  Masterwork breastplate 
  19 
  Elixir of hiding 
  20 
  Coins (2d20 x 10 gp; average is 210 
  gp) 
  Major treasures; Roll 2d4 for quantity 
  (average is 5). 
  1d20 
  Item 
  1 
  Spyglass (1,000 gp) 
  2 
  Cloth of gold eye patch studded with 
  diamonds in the shape of an eye 
  (500 gp) 
  3 
  Silver oil lamp and perfumed lamp 
  oil (450 gp) 
  4 
  Unlabeled potion (750 gp) 
  5 
  1d3 scrolls from the 4th-level arcane 
  spell list 
  6 
  1d3 scrolls from the 4th-level divine 
  spell list 
  7 
  An oil painting on a basilisk hide 
  canvas. The painting depicts a 
  floating castle under siege by 
  demons (500 gp, unique) 
  8 
  Green leather and chestnut library 
  chair (640 gp) 
  9 
  Ruby pendant on a gold chain (725 
  gp) 
  10 
  Three-foot-tall obsidian statue of a 
  female centaur (1,000 gp, unique) 
  11 
  +1 warhammer. Carved into the 
  haft in Dwarven is the phrase: 
  “Handle is a little warped. Tends to 
  swing left.” (unique) 
  12 
  Ring of sustenance (unique) 
  13 
  2 fifty-square yard rolls of satin 
  cloth (300 gp each) 
  14 
  Set of six gilded ceramic teacups on 
  silver saucers (75 gp per cup; 35 gp 
  per saucer) 
  15 
  Polished teak armoire (700 gp, 
  unique) 
  16 
  Glass box bound with gold and 
  platinum (800 gp) 
  17 
  A sweet-smelling perfume made 
  from a rare plant found only on 
  another plane (600 gp) 
  18 
  Stack of 5 rare books on the ecology 
  and mating habits of hydras (500 
  gp, unique) 
  19 
  Amulet of natural armor +1 
  (unique) 
  20 
  Coins (2d10 x 5 pp + 2d20 x 10 gp + 
  3d20 x 10 sp; average is 55 pp, 210 
  gp, and 310 sp) 
  Meeting Room 
  This is a large open room with a few 
  benches along the walls. The wooden 
  floor is covered in thick mats, and 
  practice weapons rest in stands in the 
  corners.  
  This room serves as a meeting room and 
  training room. 2d4 guild members are 
  here at any time.  
   
  If the PCs take care of Candress’s 
  problem, she helps them find a chapter 
  of the Order of Velerict and provides 
  them with background information on 
  them.
   
  10
  
  Order of Velerict 
  Bergos Velerict was a powerful wizard 
  who started the Order of Velerict after 
  he nearly died fighting a glabrezu. 
  Realizing he knew very little about 
  demons, he founded his order with the 
  idea that he and others like him would 
  study them, in order to better control or 
  destroy them.  
  At first, their research was strictly 
  academic. 
  They 
  spoke 
  with 
  other 
  wizards and clerics, contacted angels 
  and other celestials, and wrote books 
  which they eagerly shared amongst 
  themselves. Much of what is known 
  today about demons and devils is 
  because of the large body of work 
  written and collected by the order.  
  Over the centuries their research turned 
  to studying the creatures themselves. 
  They began to seek them out, either on 
  their own planes, or capturing those 
  summoned by wizards unable to control 
  them 
  (including 
  Kairthos 
  the 
  Eradicator). More and more, members 
  of the order started to use their 
  knowledge to control the demons, even 
  summoning 
  them 
  for 
  the 
  express 
  purpose of controlling them. Rumors 
  that the organization worshipped the 
  demons 
  grew 
  out 
  of 
  this. 
  When 
  accidents happened and innocents were 
  hurt when their control slipped, the 
  people complained to their leaders that 
  the order was too dangerous.  
  For their parts, the leaders feared that 
  the 
  wizards 
  and 
  clerics 
  of 
  the 
  organization, already powerful people, 
  would start to use the demons to 
  terrorize and control the government. 
  They declared the order illegal and the 
  punishment for summoning a demon or 
  devil was death by disintegration. A 
  hunt soon afterward led to the deaths of 
  five members of the group, and the rest 
  disappeared, fearing for their lives. The 
  Order 
  of 
  Velerict 
  was 
  officially 
  disbanded.  
  Pockets of the Order of Velerict still 
  exist, but they remain hidden, even 
  though most people are unaware of their 
  history.  
  If the PCs help Candress, she helps them 
  find an Order of Velerict. The order 
  doesn’t reveal its true mission to the 
  general public, claiming instead to be a 
  simple 
  wizard’s 
  academy, 
  and 
  the 
  members do not admit the truth even 
  when asked. If the PCs confront them, 
  they need to speak quickly to avoid 
  being attacked. Whatever story the PCs 
  give to successfully get in the door, they 
  are pointed to the head of the order, 
  Orledos Stee, an elderly human wizard. 
  Orledos has decreed that his chapter no 
  longer shares information with the 
  outside world, since no one understands 
  the nature of their work. Only members 
  of 
  the 
  order 
  can 
  learn 
  of 
  the 
  information. He is willing to give the 
  PCs the information on one condition: 
  that they pledge their allegiance to the 
  Order of Velerict.  
  Pledging 
  allegiance 
  requires 
  the 
  character to kneel before Orledos and 
  say the following:  
  “I have freely chosen to offer my honor 
  in service to the Order of Velerict. 
  Strength of mind and strength of arm, 
  my duty or my life, I give my oath.” 
  Giving this oath under false pretenses 
  could have dire consequences, because 
  this particular chapter has strong ties to 
  a demon god, and pledging allegiance to 
  the organization puts the PCs at the 
  attention of the god, something Orledos 
  is quite unwilling to admit. 
  Orledos 
  provides 
  them 
  with 
  the 
  information on Kairthos and his prison 
   
  11
  
  if they join. They can also find the 
  information in the building’s library if 
  they choose to kill everyone, or if they 
  break in and steal it. 
   
  Orledos Stee, Male Human Wiz12 
  (Conjurer): CR 12; SZ M; HD 12d4-12; hp 
  19; Init -3; Spd 30 ft.; AC 11 (-3 Dex, bracers 
  of armor +4), touch 7, flat-footed 11; BAB 
  +6/+1; Grap -4; Atk +2 melee (1d3-4 
  nonlethal, unarmed); Full Atk +2/-3 melee 
  (1d3-4 nonlethal, unarmed); SQ summon 
  familiar; AL NE; SV Fort +3, Ref +1, Will 
  +10; Str 3, Dex 4, Con 8, Int 21, Wis 15, Cha 
  16. 
  Skills: Concentration +14, Decipher Script 
  +21, Diplomacy +11, Knowledge (arcana) 
  +21, 
  Knowledge 
  (geography) 
  +16, 
  Knowledge 
  (history) 
  +16, 
  Knowledge 
  (nature) +16, Knowledge (nobility and 
  royalty) +16, Knowledge (religion) +14, 
  Knowledge (the planes) +21, Listen +2, 
  Spellcraft +23, Spot +2. Feats: Augment 
  Summoning, Brew Potion, Craft Wand, 
  Extend Spell, Greater Spell Penetration, 
  Scribe Scroll, Spell Focus (conjuration), 
  Spell Penetration, Still Spell. 
  Languages: Common, Elven, Draconic, 
  Abyssal, Infernal. 
  Possessions: Bracers of armor +4, elephant 
  ivory and gem  statuette of a bebelith demon 
  (1,530 gp), 250 gp worth of diamond dust 
  (for stoneskin), wand of confusion (CL 9, 31 
  charges), 2 scrolls of identify, scrolls of 
  phantom steed, sepia snake sigil, minor 
  creation, scrying, contact other plane, 
  major creation (all at minimum caster 
  level), potion of invisibility, 42 gp. 
  Spells Prepared (5/7/6/6/5/5/3; save DC 
  16 + spell level (DC 17 + spell level  for 
  conjuration)): 0—acid splash, detect magic 
  [x2], read magic [x2]; 1st—alarm, burning 
  hands, identify [x2], magic missile [x2], 
  unseen servant; 2nd—acid arrow [x2], arcane 
  lock, extended shield, see invisibility, web; 
  3rd—dispel magic, fireball, phantom steed, 
  stilled web, summon monster III, wind wall; 
  4th—dimension door [x2], lesser globe of 
  invulnerability, stilled fireball, summon 
  monster IV; 5th—cloudkill, hold monster, 
  summon monster V, teleport [x2]; 6th—
  extended hold monster, greater dispel 
  magic, summon monster VI. 
  Spellbook: 0—acid splash, arcane mark, 
  dancing lights, daze, detect magic, detect 
  poison, 
  disrupt 
  undead, 
  flare, 
  light, 
  prestidigitation, ray of frost, read magic, 
  resistance, touch of fatigue; 1st—alarm, 
  burning hands, cause fear, comprehend 
  languages, identify, mage armor, magic 
  missile, shield, summon monster I, unseen 
  servant; 
  2nd—acid 
  arrow, 
  arcane 
  lock, 
  darkness, scare, see invisibility, shatter, 
  summon monster II, web; 3rd— deep 
  slumber, dispel magic, fireball, phantom 
  steed, sepia snake sigil, summon monster 
  III, 
  vampiric 
  touch, 
  wind 
  wall; 
  4th— 
  confusion, detect scrying, dimension door, 
  lesser 
  globe 
  of 
  invulnerability, 
  minor 
  creation, 
  scrying, 
  stoneskin, 
  summon 
  monster IV; 5th—cloudkill, contact other 
  plane, hold monster, lesser planar binding, 
  major 
  creation, 
  summon 
  monster 
  V, 
  teleport; 
  6th— 
  contingency, 
  globe 
  of 
  invulnerability, greater dispel magic, planar 
  binding, summon monster VI. 
  Note: Orledos cannot learn spells from the 
  Illusion or Transmutation schools. 
  Contingency: If Orledos is reduced to 
  fewer than 3 hp, his contingency spell casts 
  lesser globe of invulnerability on him.  
  Personality: Orledos is in his late seventies, 
  and the neatly-trimmed beard of pure white 
  is the only hair on his head. He is in poor 
  health and appears to nod off in the middle 
  of a conversation. Despite his physical 
  limitations, no member of his order has ever 
  challenged his power since an incident five 
  years ago. The local guardsman who found 
  the body in an alley swore a pack of rabid 
  dogs must have eaten it, even though no 
  dogs were around. Orledos knows that his 
  physical weaknesses puts him at risks, so his 
  first actions in combat are designed to 
  minimize 
  those 
  risks. 
  Depending 
  on 
  circumstances, he might use dimension 
  door or teleport to put himself out of range, 
   
  12
  
  or he might summon a demon or cast shield 
  on himself. 
   
  Order of Velerict Member, Human 
  Wiz5: CR 5; SZ M; HD 5d4+5; hp 19; Init 
  +4; Spd 30 ft.; AC 11 (ring of protection +1), 
  touch 11, flat-footed 11; BAB +2; Grap +3; 
  Atk +3 melee (1d4+1/19–20, dagger) or +4 
  ranged (1d4+1/19–20, dagger) or +4 ranged 
  (1d8/19–20, light crossbow); Full Atk +3 
  melee (1d4+1/19–20, dagger) or +4 ranged 
  (1d4+1/19–20, 
  dagger) 
  or 
  +4 
  ranged 
  (1d8/19–20, light crossbow); SQ spells, 
  summon familiar; AL N; SV Fort +4, Ref +2, 
  Will +6; Str 13, Dex 10, Con 12, Int 16, Wis 
  14, Cha 8.  
  Skills: 
  Concentration 
  +9, 
  Knowledge 
  (arcana) +11, Knowledge (history) +10, 
  Knowledge (religion) +6, Knowledge (the 
  planes) +14, Listen +2, Spellcraft +11, Spot 
  +2. Feats: Improved Initiative, Scribe 
  Scroll, Skill Focus (Knowledge [the planes]), 
  Spell Penetration.  
  Languages: Common, Abyssal, Infernal. 
  Possessions: 2 daggers, light crossbow, 20 
  bolts, ring of protection +1, 2 scrolls of 
  comprehend languages (CL 5), scroll of fly 
  (CL 5), scroll of magic circle against chaos 
  (CL 5), scroll of magic circle against evil 
  (CL 5), potion of cure light wounds.  
  Spells Prepared (4/4/3/1; base DC 12 + 
  spell level): 0— daze, detect magic, message 
  [x2] ; 1st— feather fall, mage armor, magic 
  missile, 
  shield; 
  2nd—resist 
  energy, 
  scorching ray [x2]; 3rd—fly.  
  Spellbook: 0— daze, detect magic, ghost 
  sound, 
  message 
  resistance; 
  1st—alarm, 
  comprehend languages, feather fall, mage 
  armor, magic missile, shield; 2nd— detect 
  thoughts, resist energy, scorching ray, see 
  invisibility; 3rd— fly, magic circle against 
  chaos, magic circle against evil.  
   
  Order of Velerict Member, Human 
  Clr5: CR 5; SZ M; HD 5d8+5; hp 31; Init 
  +3; Spd 20 ft.; AC 16 (-1 Dex, breastplate, 
  heavy steel shield), touch 9, flat-footed 16; 
  BAB +3; Grap +3; Atk +4 melee (1d8, 
  masterwork morningstar) or +2 ranged 
  (1d8/x3, spear); Full Atk +4 melee (1d8, 
  masterwork morningstar) or +2 ranged 
  (1d8/x3, spear); SA rebuke undead (5/day; 
  +2 to rebuke checks); AL N; SV Fort +5, Ref 
  +0, Will +7; Str 10, Dex 8, Con 12, Int 13, 
  Wis 16, Cha 14. 
  Skills: Concentration +9 (+13), Heal +9, 
  Knowledge (religion) +9, Knowledge (the 
  planes) +9, Listen +3, Speak Language 
  (Infernal), Spot +3. Feats: Combat Casting, 
  Improved Initiative, Spell Penetration.  
  Languages: Common, Abyssal, Infernal. 
  Possessions: Breastplate, heavy steel shield, 
  masterwork morningstar, 3 spears, silver 
  holy symbol, potion of cure light wounds, 
  potion of shield of faith +2, 3d6 gp, 3d6 sp. 
  Spells (5/5/4/3; save DC 13 + spell level): 
  0—cure minor wounds [x3], detect magic 
  [x2]; 1st—bless, cure light wounds [x2], 
  magic aura*, shield of faith; 2nd—bull’s 
  strength, cure moderate wounds, shatter*, 
  spiritual weapon; 3rd—dispel magic*, prayer, 
  summon monster III. *Domain spells that 
  cannot be channeled to inflict spells. 
  Magic Domain: Use scrolls, wands, and 
  other devices with spell completion or spell 
  trigger activation as a wizard of one-half 
  your cleric level (at least 1st level). For the 
  purpose of using a scroll or other magic 
  device, if you are also a wizard, actual 
  wizard levels and these effective wizard 
  levels stack. Destruction Domain: You gain 
  the smite power, the supernatural ability to 
  make a single melee attack with a +4 bonus 
  on attack rolls and a bonus on damage rolls 
  equal to your cleric level (if you hit). You 
  must declare the smite before making the 
  attack. This ability is usable once per day. 
  The Velerict clerics serve primarily as 
  guards and healers.  
   
   
  13
  
  Kairthos the Eradicator 
  Five 
  centuries 
  ago, 
  Kairthos 
  the 
  Eradicator, a balor demon who escaped 
  from the archwizard who summoned 
  him, ravaged the land, burning entire 
  villages and killing hundreds of innocent 
  peasants. The Order of Velerict, an order 
  of wizards and clerics dedicated to the 
  study and worship of demons and devils, 
  finally trapped him, but only after a long 
  and deadly hunt. They stripped him of 
  many of his powers and entombed him. 
  His prison, a large platinum box bound 
  with cold iron bands imbued with 
  positive energy, caused the balor demon 
  agony and so became known as the Pain 
  of Kairthos.  
  When 
  the 
  Order 
  of 
  Velerict 
  was 
  outlawed three centuries later, an elven 
  wizard named Maerdrie, a member of 
  the order, took the Pain of Kairthos and 
  brought to her homeland, Shil’aryl. 
  When the elders, Sunnora Moonleaf and 
  Gann the Everliving, protested the 
  arrival of such a dangerous beast, 
  Maerdrie, already unknowingly under 
  the 
  control 
  of 
  Kairthos, 
  savagely 
  attacked them and forced them to kill 
  her.  
  Kairthos remained trapped, but when 
  his powers began to affect the Shil’aryl 
  villagers, Sunnora and Gann decided 
  they needed to get rid of the prison.  
  Ardruil volunteered to dispose of the 
  box by dropping it in the ocean. 
  Kairthos, whose patience had long been 
  perfected 
  after 
  three 
  centuries 
  of 
  imprisonment, turned his attention to 
  the ship captain, slowly taking control of 
  him and then his entire crew, turning 
  them against one another. No one who 
  knows of the Pain of Kairthos knows the 
  current location of the prison or whether 
  Kairthos still remains within. Some even 
  doubt it ever existed, claiming it to be a 
  story used to discredit the Order of 
  Velerict.  
   
  Kairthos 
  the 
  Eradicator, 
  Balor 
  Demon: CR 20; Large Outsider (Chaotic, 
  Extraplanar, 
  Evil); 
  HD: 
  20d8+200 
  (17d8+170); hp 290 (231); Init: +11; Spd: 40 
  ft. (8 squares), fly 90 ft. (good); AC: 35 (–1 
  size, +7 Dex, +19 natural), touch 16, flat-
  footed 28; BAB +20; Grap +36; Atk +33 
  melee 
  (2d6+8/19–20, 
  +1 
  vorpal 
  longsword); Full Atk +31/+26/+21/+16 
  melee 
  (2d6+8/19–20, 
  +1 
  vorpal 
  longsword) and +30/+25 melee (1d4+4 
  plus 1d6 fire plus entangle, +1 flaming 
  whip); or +31 melee (1d10+7, 2 slams); 
  Space/Reach: 10 ft./10 ft. (20 ft. with +1 
  flaming whip); SA death throes, entangle, 
  spell-like abilities, vorpal sword; SQ damage 
  reduction 15/cold iron and good, darkvision 
  60 ft., flaming body, immunity to electricity, 
  fire, and poison, resistance to acid 10 and 
  cold 10, spell resistance 28, telepathy 100 
  ft., true seeing; AL CE; SV Fort +22, Ref 
  +19, Will +19; Str 35, Dex 25, Con 31, Int 24, 
  Wis 24, Cha 26. 
  Skills: 
  Bluff 
  +31, 
  Concentration 
  +33, 
  Diplomacy +35, Disguise +8 (+10 acting), 
  Hide +26, Intimidate +33, Knowledge (any 
  two) +30, Listen +38, Move Silently +30, 
  Search +30, Sense Motive +30, Spellcraft 
  +30 (+32 scrolls), Spot +38, Survival +7 (+9 
  following tracks), Use Magic Device +31 
  (+33 scrolls). Feats: Cleave, Improved 
  Initiative, Improved Two-Weapon Fighting, 
  Power Attack, Quicken Spell-Like Ability 
  (telekinesis), 
  Two-Weapon 
  Fighting, 
  Weapon Focus (longsword). 
  Negative levels: Kairthos has 3 negative 
  levels as a result of the energy drain attack 
  of the box. All skill checks and ability checks 
  have a -3 penalty, as do all attack rolls and 
  saving throws. Current hit points and hit 
  dice are shown in parentheses in the stat 
  block. 
  Death Throes (Ex):When killed, a balor 
  explodes in a blinding flash of light that 
  deals 100 points of damage to anything 
  within 100 feet (Reflex DC 30 half ). This 
   
  14
  
  explosion 
  automatically 
  destroys 
  any 
  weapons the balor is holding. The save DC is 
  Constitution-based. 
  Entangle (Ex): A balor’s +1 flaming whip 
  entangles foes much like an attack with a 
  net. The whip has 20 hit points. The whip 
  needs no folding. If it hits, the target and the 
  balor immediately make opposed Strength 
  checks; if the balor wins, it drags the target 
  against its flaming body (see below). The 
  target remains anchored against the balor’s 
  body until it escapes the whip. 
  Flaming Body (Su): The body of a balor is 
  wreathed in flame. Anyone grappling a balor 
  takes 6d6 points of fire damage each round. 
  Spell-Like Abilities: At will— blasphemy 
  (DC 25), dominate monster (DC 27), 
  insanity (DC 25), power word stun, 
  telekinesis (DC 23), unholy aura (DC 26); 
  1/day—implosion 
  (DC 
  27); 
  1/week— 
  binding (minimus containment only) (DC 
  26). Caster level 20th. The save DCs are 
  Charisma-based. 
  Note that Kairthos can no longer summon 
  demons, and no longer has the ability to 
  user greater dispel magic or greater 
  teleport. In addition, Kairthos can use 
  dominate monster and insanity on any 
  creature with whom he can telepathically 
  communicate, even if he’s never seen the 
  creature. 
  True Seeing (Su): Balors have a continuous 
  true seeing ability, as the spell (CL 20). 
  Vorpal Sword (Su): Kairthos carries a +1 
  vorpal longsword that looks like a flame. 
  Languages: Abyssal, Celestial, Draconic, 
  Common, Elven, Dwarven. 
  Possessions: 
  When 
  Kairthos 
  uses 
  his 
  binding spell-like ability, an obsidian rock 
  (250 gp), appears on a necklace he wears 
  around his neck. The necklace currently 
  holds 5 opals (Ardruil, Tchimae and 
  Elberrion are three of them). Note that 
  Kairthos’s death throe may destroy the 
  necklace (Reflex save equal to Kairthos’s to 
  avoid it). 
  Personality: Kairthos is chaos personified 
  and yet shows a patience uncommon for one 
  of his nature. Even on his home plane, he 
  was one of the most terrifying creatures. 
  The 
  lesser 
  demons 
  were 
  rightfully 
  frightened of him, and mere mention of his 
  name was enough to cause panic among 
  them. Despite his power, a great archwizard 
  succeeded in summoning him one day, 
  forcing him out of his own plane and into 
  servitude. He bided his time until the 
  archwizard dropped his guard momentarily, 
  then slew former master and escaped.  
  Kairthos ravaged the countryside, killing 
  hundreds of innocents and burning out 
  entire 
  villages. 
  Several 
  groups 
  of 
  adventurers tried to stop him, but they all 
  died. 
  The 
  Order 
  of 
  Velerict 
  finally 
  succeeded, stripping him of many of his 
  abilities and trapping him in a magical 
  prison with the intent of studying him.  
  Over time, the demon has overcome some of 
  the magics of his prison. He no longer 
  remains in a state of suspended animation 
  and is able to communicate telepathically 
  with creatures he senses. In addition, he has 
  overcome his lessened abilities and can use 
  some of his spell-like abilities in new ways, 
  and he has added new, powerful abilities to 
  his repertoire. Ardruil is one of many 
  victims of his ability to bind creatures to 
  him. 
   
  The Pain of Kairthos 
  This platinum box is 15 ft. by 10 ft. and 
  weighs 1,200 pounds empty, 6,000 
  pounds with Kairthos inside. It has been 
  bound with four cold iron bands imbued 
  with positive energy. A niche at the top 
  of the box has been carved in the shape 
  of what appears to be a humanoid with 
  its hands above its head. Each band 
  contains a one-inch square recessed 
  plate, a rune embossed within. If the 
  proper silver blocks are set into the 
  bands and turned, and the wooden 
  carving is placed in the niche, the bands 
  fall off and Kairthos can exit. Kairthos 
   
  15
  
  can 
  also 
  escape 
  if 
  the 
  magic 
  is 
  temporarily or permanently suppressed, 
  but doing so sets off a trap that affects 
  creatures both inside and outside the 
  box. 
   
  Wail of the Banshee Trap: CR 10; magic 
  device; spell trigger (dispel magic or 
  greater 
  dispel 
  magic, 
  or 
  mage’s 
  disjunction); automatic reset; spell effect 
  (wail of the banshee, 17th-level wizard, DC 
  23 Fortitude save negates); multiple targets 
  (up to 17 creatures); Search DC 34; Disable 
  Device DC 34. 
  The box can be used to hold any non-
  good 
  or 
  non-lawful 
  extraplanar 
  creatures, so long as its total hit dice is 
  no more than 18 after the energy drain 
  affects them. The Pain of Kairthos is 
  only a prison, so getting a creature into 
  the box must be accomplished on its 
  own. Once a creature is inside the box, it 
  is hit with an energy drain effect. If the 
  energy 
  drain 
  effect 
  reduces 
  the 
  creature’s hit dice to 18 or fewer, the 
  door shuts and the iron bands wrap 
  around the box. Otherwise, nothing else 
  happens. Once trapped within the box, 
  the 
  sequester 
  spell 
  prevents 
  any 
  divination or scrying on the affected 
  creature, though not on the box itself. 
  A creature can only be attacked by the 
  energy drain once every twenty-four 
  hours, and once it’s in the box, the 
  energy drain does not attack him again 
  unless he is released and re-trapped. 
  The prisoner does not need to worry 
  about the Fortitude save to avoid 
  permanent level drain until it has been 
  released from the box.  
  Though not an artifact, this is a unique 
  magic item, and no records exist 
  explaining how it was created. Someone 
  studying the box using detect magic 
  followed 
  by 
  identify 
  or 
  analyze 
  dweomer, and then legend lore or 
  vision, can understand what steps are 
  needed to create it. 
  Creation of this box requires four 
  spellcasters working together (at least 
  one arcane and two divine), because 
  several 
  spells 
  must 
  be 
  cast 
  in 
  conjunction. Only one of the spellcasters 
  needs to have the Craft Wondrous Items 
  feat. 
  After sequester and energy drain has 
  been cast onto the box, dimensional 
  lock, greater planar binding, dispel evil, 
  and 
  dispel 
  chaos 
  must 
  be 
  simultaneously cast onto it.  
  Strong 
  abjuration; 
  CL 
  20; 
  Craft 
  Wondrous 
  Item; 
  dimensional 
  lock, 
  dispel chaos, dispel evil, energy drain, 
  greater 
  planar 
  binding, 
  sequester; 
  Price: 120,000 gp. Even if the magic of 
  the box is destroyed, it still contains 
  40,000 gp worth of platinum.  
  Resolution 
  The location of Kairthos’s prison is up to 
  the DM. Perhaps it sits in the basement 
  of a wealthy collector of unusual magic 
  items, or another Order of Velerict holds 
  him captive or a lich king deep in a 
  dungeon uses it as a dining table. Or 
  maybe another group of adventurers a 
  hundred years ago released and killed 
  him, and destroyed the box.  
   
   
  16
  
  Legal Appendix 
  This printing of Mystery of the Emerald Shield is done under version 1.0a 
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  Guide.  
  Notice of Open Game Content: This product contains Open Game Content, 
  as defined in the Open Game License, below. Open Game Content may only 
  be Used under and in terms of the Open Game License.  
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  15. COPYRIGHT NOTICE  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, 
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  original material by E. Gary Gygax and Dave Arneson.  
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  Mystery of the Emerald Shield Copyright 2005 Necromancer Games, Inc.; 
  Author Carla Harker. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Frog God Games/K1, A Family Affair (Lvl 8+)/d20-3.5 - FGG - The Mystery of the Emerald Shield (A Family Affair, Additional Adventure).pdf