TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2008 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ZEF8-05 
   
   
   
   
   
  All Good Things… 
   
  A Two-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Sultanate of Zeif Regional Adventure 
  Version 1.0 
   
   
  by Cory Fliegel & Andreas Zimmermann 
  Circle Reviewers: Tim Sech  
  Reviewers: Jon Dawes, Cory Fliegel, and Chris Slater 
  Playtesters: Cory Fliegel (DM), Brooke Shannon, Mike Shannon, John Hilton-O’Brien, Nathalie Hilton O’Brien 
   
   
  The time has come to face the past in an effort to save the future. The path leads to the first family of Dhabyia’s mansion, 
  now abandoned for 2 decades. Many questions can be answered, but more will be raised. An adventure not for the weak 
  at heart. The final adventure in the “Slave Pits of Dhabyia” arc. This is an “elite” and very mature adventure where 
  characters will be taxed to the limits of their powers. A two-round Regional adventure set in the Sultanate of Zeif for 
  characters level 4-14 (APLs 6-14). 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Monster 
  Manual II [Ed Bony, Jeff Grub, Rich Redmab, Skip Williams, Steve Winer], Monster Manual III [Andy Collins, Andrew 
  J. Finch, Ed Stark], Magic Item Compendium [Andy Collins], and Player’s Handbook 2 [David Noonan]. 
  
  ZEF8-05 All Good Things… 
   
  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 Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players 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, 2008.  
   
  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 rule 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. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session 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). 
  You need one copy of this for each participating player. 
   
   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.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
  
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This a standard 2-round Zeif adventure. As of September 
  1, 2007, there is no Time Unit cost to play the 
  adventure portion of this adventure; however, 
  standard Time Unit costs still apply to crafting, magic 
  item creation, performing or other non-adventure 
  related activities or penalties. The cost for Standard 
  Upkeep is 12 gp for PCs whose home region is in 
  Zeif, or 24 gp for out-of-region PCs. Both Rich 
  Upkeep and Luxury Upkeep cost 75 gp regardless of 
  home region.  
   
  PCs that fail to pay at least Standard Upkeep will 
  retain temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s kits, 
  and may suffer other in-game penalties (or possibly gain 
  in-game benefits) as may be detailed in this adventure. 
   
  A PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC will heal temporary ability damage as if he or she paid 
  for Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the PC has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  The slave pits have been shut down and the PCs have 
  traveled to seek the aid of Bahamut, the Platinum 
  Dragon, in the coming war in Dhabyia. They were told to 
  “go back to where it all started” and that is exactly where 
  the PCs will go. Now they must head to the home of the 
  first family of Dhabyia’s mansion, now abandoned for 2 
  decades. Many rumors flow surrounding the building 
  and the events that lead to the family’s downfall and 
  subsequent abandonment of the mansion. It fell into 
  disrepair and no one has stepped foot in it again for fear 
  of the spirits trapped within.  
   
  Shyanne, Queen of the Slavers in Dhabyia has been 
  work (and manipulating) the PCs for 3 years. She wants 
  total control of the slave trade and has used the PCs to 
  help cripple the Neogi and Githyanki threat to the city. 
  But she has plans for Dhabyia and these adventurers have 
  become a thorn in her side. She hopes that sending them 
  to the mansion, at the behest of advice from Bahamut 
  (the Platinum Dragon God), will finally end these heroes 
  involvement with her city and let her take full control. 
   
  ADVENTURE SUMMARY 
  This adventure has 2 separate introductions for those that 
  played ZEF8-04 “Getting there is half the Fun” and for 
  PCs have not.  
   
  The first half of the adventure is the exploration of 
  the main floor and upper levels and deal with the past 
  history of the building and witness the fall of this family 
  and the rise in power of the Neogi and Githyanki.  
   
  PCs then have to face the denizens of the basement 
  in the second half. There are brutal combats with little or 
  no time to rest. 
   
  PREPARATION FOR PLAY 
  For this adventure you need to really work on the 
  “creepy” factor of the adventure. If you, the DM, just go 
  through the motions and rush the players, they do not 
  get the full effect of the upper floors. Try your best to set 
  the tone of a dark, foreboding mansion. 
   
  This adventure uses many dark tones and themes 
  that are “adult” in nature and you should take care to alter 
  text to suit your audience. 
   
  ZEF8-05 All Good Things… 
   
  Page 2 
  
  INTRODUCTION 1 
  For those PCs that have just completed ZEF8-04 “Getting 
  there is Half the Fun” read or paraphrase the following 
  text. If PCs have not played the adventure, or have the 
  “Weak Heart” AR notation from ZEF8-04, use 
  Introduction 2 
   
   
  You stand in the courtyard of Shyanne, Queen of 
  the Slavers. The words of Bahamut ring in your head 
  “You must seek the salvation of the city within it’s 
  past. Go to the mansion of the first family of the city. 
  Once you see the past, only then will you be able to 
  save its future.” 
   
  From above you hear shuffling and your return 
  from the palace of Bahamut has not gone unnoticed. 
  Shyanne stands above you, her normally unreadable 
  façade show concern and curiosity under that thin 
  golden veil she is always wearing. She calls down to 
  you “what news do you bring?” She suddenly has a 
  look of recollection as to where she is standing and 
  shakes her head “Do not answer, not out here, please 
  come inside at once” 
   
  Once again you find yourself in the home of the 
  slave queen. Richly decorated and lavish to extremes 
  you sit upon overstuffed pillows and sample the 
  exotic dishes and beverages that Shyanne always 
  seems to have prepared. 
   
  She enters the room after a few minutes; her pale 
  complexion is a stark contrast to her grey eyes and 
  raven black hair. She motions for you to be seated and 
  takes her seat at a throne of pillows piled up on the 
  side of the room.  
   
  Shyanne looks over your group. A smile crosses 
  her lips and she seems genuinely happy to see you. 
  After you explain your trials in the outer planes she 
  claps her hands excitedly, the most animated that you 
  have ever seen her. “Well, his words do show promise 
  for the city. This is great news to be sure. I am 
  concerned about his words to you to enter the 
  mansion of the first family. There is a reason it was 
  abandoned and that no one has set foot in it for over 
  two decades. There are evil forces at work in that 
  building. It would be unwise to enter the building, 
  but then again, I am no god and his insight is greater 
  than mine. I am sure you have some questions and I 
  will do my best to answer them” 
   
  Shyanne is not as pleased about their success as she leads 
  on. A Sense Motive check of DC 25 will let the PCs know 
  this. She does not answer any questions about it and 
  deflects any questions about it. 
   
  Development: Proceed to Encounter 1: Q&A 
   
  INTRODUCTION 2 
  For those PCs that have not played the previous 
  adventure, or have the “Weak Heart” AR notation from 
  ZEF8-04 “Getting there is Half the Fun” read or 
  paraphrase the following text.  
   
   
  You have answered the call of Shyanne, Queen of 
  the Slavers. Her note was fairly simple; adventurer’s 
  required for an investigation in the heart of Dhabyia. 
  Please come to my manor home on the 4
  th Moonday 
  of Coldeven. That day has arrived and so have you. 
   
  With a cold stare, she greets you at the gate. Her 
  golden veil, thin as it is, does little to hide her pursed 
  lips. Her grey eyes and raven black hair are a contrast 
  to her pale complexion. “Please come inside, we have 
  much to discuss and little time to do it”. 
   
  Without much pomp and ceremony she ushers 
  you into a well appointed room. She offers you a seat 
  on some overstuffed pillows as she takes her place 
  upon a throne made of more overstuffed pillows. 
   
  Shyanne sits and studies your group. She looks 
  over each of you as if sizing up your potential. She 
  awaits your questions and does not look like she is in 
  a mood to wait. “What I have for you is a simple task. 
  Enter the mansion of the first family of Dhabyia, find 
  out what you can about them and bring back that 
  information to me. Any questions?” 
   
  Development: Proceed to Encounter 1: Q&A 
   
  1: Q&A 
  At this point the PCs are now in the presence of the Slave 
  Queen of Dhabyia. Here she gives them the same 
  information, just her treatment of the PCs will depend on 
  if they were successful with Bahamut or not. 
   
  What are we to do in the mansion (or what can we 
  expect)? The mansion is said to be haunted by the spirits 
  of the first family. You need to understand how they fell 
  into corruption in order to help save this city from itself. 
  Be prepared to be mentally assaulted by visions and 
  spirits. You are to find out what the Neogi’s involvement 
  with this family is. Hopefully this will be the key to 
  planning the defense of the city. 
   
  What is a Neogi? A Neogi is a creature of the Underdark 
  and Astral plane. They are slave traders of the worst lot. 
  They have been the ones moving behind the scenes, 
  implanting people with evil creatures and seeing what 
  ZEF8-05 All Good Things… 
   
  Page 3 
  
  happens. They have spider-like body and an eel-looking 
  head.  
   
  What is your connection with the Neogi? They have 
  been purchasing slaves from me. It was not until recently 
  that I found out what they were actually doing. I have 
  been trying to put a stop to this for nearly three years. 
   
  Why exactly are we going there? I was told by a very 
  reliable source that the problems in Dhabyia started with 
  the fall of this family and to learn how to save the city, 
  you must go to the mansion and explore the history of it. 
   
  What’s in it for us? or Are we getting paid? Ah 
  mercenaries for hire? Maybe I am not sending the right 
  people. I need brave adventurers. If you know of any 
  please send them here. In any case, you’ll have to do for 
  now so I can pay (APL x100) gold pieces. 
   
  What can you tell us about the First Family? They 
  were a very powerful family that began the slave trade in 
  the city. Their power was absolute and they were 
  corrupted completely. The entire family was killed in 
  various ways, or so the rumors say. Words whispered in 
  the darkest corners said they succumbed to the seven 
  deadliest sins, killed one another and even took there 
  own lives over the past century. The house was one of 
  decadence and debauchery. Whatever foul events took 
  place there left a stain upon the home. Flowers would not 
  grow there, animals fear to go within blocks of the home 
  and no one has stepped foot in it since the last member 
  passed away, violently, 20 odd years ago. 
   
  How are we to get into the mansion? I have a key. It 
  cost me a small fortune to get my hands on it. Do not lose 
  it as replacing it is not possible. 
   
  What is the history of the family? The Lord of the 
  Manor was Marith al Kazanne. He was awarded high 
  commendations for protecting the city during a nasty 
  pirate raid. 
   
  Are there any defenses in the house?  Since no one has 
  trespassed in twenty years I believe the rumors of the 
  hauntings keep people away. There was a stable where 
  they were breeding guard dogs and no one knows exactly 
  what happened to them. 
   
  Shyanne is not as pleased about the idea of people poking 
  around that mansion. A DC 25 Sense Motive check lets 
  the PCs know this. She does not answer any questions 
  about it and deflects any questions about it. 
   
  Development: Proceed to Encounter 2: A Funny Thing... 
  2: A FUNNY THING 
  HAPPENED ON THE WAY 
  THERE 
  In this encounter and following encounters in the 
  mansion, PCs (either one or all) are bombarded with 
  visions and hallucinations. PCs get a save vs. some of the 
  effects. The PC may willingly fail a Will saving throw to 
  allow the vision to happen, but for any detrimental effect, 
  they always roll to save vs. the effect. 
   
  When the PCs are ready to leave, read or paraphrase the 
  following: 
   
  Your questions answered, you prepare yourself to trek 
  across the city to the old quarter where the first 
  family resided. It’s not hard to find the place; you can 
  see it sitting atop a bluff overlooking the harbor. 
   
  At this point the PCs get their first hallucination. Have 
  each PC make a Will save DC = 12+ APL 
  Those that fail get the following box text. Those that 
  make it see the others in the party stop, look up and 
  follow some imaginary object falling into the hills of the 
  Vaar. 
   
  Night suddenly falls and a boom is heard overhead. 
  Looking up you see a massive comet streaking 
  towards the Vaar hills. Moments later a massive 
  impact is heard and a cloud of dust follows mere 
  seconds after. The cloud whips past you blowing the 
  awnings and signs hanging from the shops down the 
  street. You notice that the signs and awnings are 
  bright and colorful, something rare in this city of dull 
  grays and blacks. 
   
  With what seems like minutes passing you see a 
  group of creatures, Githyanki by the looks of them, 
  leading a Neogi on its Umber Hulk guardian towards 
  the house. Several of the Githyanki spot you, but they 
  do not move to impede your progress. 
   
  You follow them, almost unaware that you are 
  moving. Your feet seem to move on their own 
  volition and you have no desire to stop them. 
  Onwards they lead you, up the hill and towards the 
  ridge where the house sits. A small ravine cuts its way 
  across your path, but the sturdy rope walkway that 
  leads to the house didn’t budge even under the 
  weight of the Umber Hulk. You see the delegation of 
  Githyanki and Neogi enter the building and proceed 
  to follow them. 
   
  ZEF8-05 All Good Things… 
   
  Page 4 
  
  Have the PCs that made their initial save vs. the 
  Hallucination make a DC 17 Dexterity save. If they 
  succeed, they manage to grab a PC (or two if they make a 
  DC 22) before the PC wanders into a small gorge that 
  used to be bridged by a rope walkway. Any PC that is not 
  grabbed by a fellow party member falls into the gorge and 
  takes 2d6 of falling damage. 
   
  The hallucination is now over. The PCs must scramble 
  across the ravine with a DC 5 Climb check. 
   
  Development: Proceed to Encounter 3: The lowest level 
  of hell 
   
  3: THE LOWER LEVEL OF HELL 
  The maps to the house are under DM maps. Room 
  numbers fit with the descriptions. As this is fairly free-
  flowing as to what the PCs can do and which room they 
  go to, this “encounter” is for the entire lower floor. 
  Encounter 4: Stairway to heaven? works the same way. 
  All interior statistics are as follows: 
   
   
  Wooden Doors: 1 in. thick; hardness 5; hp 10; AC 5; 
  Break DC 15. 
   
   
  Stone Doors: 4 in. thick; hardness 8; hp 60; AC 5; 
  Break DC 28. 
   
   
  Walls, Masonry: 1’ thick; hardness 8; hp 90; AC 5; 
  Break DC 35. 
   
  You may let the players know that the rooms may have 
  visions and they are allowed to fail Will saves if they 
  would like to just “get them”, but there are some visions 
  that have consequences as well. 
   
  Room 1 – "Lost love" 
  Room description - present: This is the foyer to the 
  mansion. The front doors are locked with Amazing Locks 
  DC 40 Open lock check. Once they are inside read the 
  following: 
   
  The main entrance to the mansion would have been 
  beyond luxurious in its original state. The floors were 
  made of the finest woods, possibly from the Celedon 
  forest of the Duchy or Urnst. The floor itself would 
  be worth the price of a magic weapon if it had been 
  maintained. Now the dust stirs with every footstep 
  you take. A grand staircase leads up to the second 
  level and a wrap around balcony overlooking this 
  area. An old chandelier still hangs from the ceiling, a 
  single candle continues to burn, no heat emanating 
  from it. 
   
  In the center of the room a massive statue of twin 
  shedus, carved of granite sit in splendid display. Only 
  the ones adorning the upper gates of the city are 
  grander. They almost look as though they could come 
  alive at a moments notice. Perhaps some ancient 
  magic was used to capture them and turn them to 
  stone? 
   
  The PCs can look around the room. There is a set of 
  double doors that lead further into the lower level, or the 
  stairs leading up. If the PCs search the area they find that 
  the shedus have bloodstains down the side of them as if 
  something dripped from above. Looking above the 
  shedus, the chandelier is directly overhead. A spot check 
  DC 5 notices a cut rope that hangs from the chandelier. 
  After a PC (or more) searches the statue, another vision 
  hits them.  
   
   
  Vision: Lost Love Will save DC 16+APL 
  If the PC(s) fail read the following:  
   
  The room is suddenly as bright as day. The candelabra 
  above blazes with 3 dozen candles. You see a young 
  woman, about 19 years of age. She has dark hair and 
  the tanned complexion that shows her Baklunish 
  heritage. She is stunning, draped in the finest yellow 
  satin, her hair, dark as night is pulled up in a fashion 
  that alludes to a much earlier time in the cities 
  history. She looks through you, and you turn to see a 
  young Baklunish man, noble by all appearances 
  standing near the door. “Please” she pleads, her face 
  streaking with tears, “don’t leave me! I cannot live 
  without you! I won’t live without you! You will always 
  be mine!” “Perhaps” the young man begins, venom 
  dripping from the word “you should have thought 
  about our love before you bedded those….things. I 
  will not share you and you cannot seem to understand 
  that!” his tone increasing in volume. “My father...” she 
  begins but is cut off by the young noble “is a pimp 
  and you are nothing more than a harlot! I will take 
  my leave” and with that he leaves, slamming the door 
  behind him. “Noooo” she screams as she falls to her 
  knees. Time seems to then fast forward. Her motions 
  blur and she moves about the room faster than you 
  can keep track of. When she finally stops moving, you 
  see she is now standing on the rail, a rope tied to her 
  neck stretches to the chandelier. With tears 
  streaming down her face and sobs erupting from her 
  lips, she steps off the rail. She swings out to the full 
  extent of the rope. As the rope stretches to its 
  breaking point, you hear her neck snap with a 
  sickening “POP”, and the light fades from her eyes. 
  You hear a scream and see a small child, of no more 
  than seven. Her hair is golden yellow, but she is 
  ZEF8-05 All Good Things… 
   
  Page 5 
  
  definitely Baklunish in heritage. She runs to a 
  decorative scimitar mounted to the wall, pulls it off 
  and clumsily hacks at the rope tied to the rail. The 
  rope snaps immediately and the young woman’s 
  corpse falls to the ground, hitting the twin shedus. 
  The impact splits her skull and blood rushes from the 
  gaping wound and down the side of the statue. 
   
  At this point the vision ends. PCs need to make a DC 10 
  Fortitude save or be nauseated for 1d4 minutes. 
   
  Room 2 – "Order in?" 
  Occupant description: This bloated waste of a man was 
  in league with the butcher (See room 6) and fed on the 
  victims massacred in the “slaughterhouse”. He fed on 
  them and in doing so became a hideous misshapen 
  creature.  
   
  Room description - present: Read or paraphrase the 
  following: 
   
  This room still is lustrous underneath the layers of 
  grime. The floors here change from the wood laid 
  throughout the house to a polished marble. The grand 
  table sitting in the centre of the room could seat 20 
  easily. The north facing of the mansion has 5 
  enormous stained glass windows that filter in light 
  with a kaleidoscope effect.  
   
  Vision: once the PCs enter the room and begin to look 
  around, have one make a Will save DC = 12+ APL. If they 
  fail the save read the following text. 
   
  You see the room as it was many years ago. Workers 
  bustle around the room, finishing the installation of 
  the stained glass. A large man, standing nearly 7’ tall 
  barks orders to the men. His physique is one of a 
  warrior. His muscular features are apparent under his 
  tunic, a massive great scimitar is strapped across his 
  back. Time shifts and you see the same man 
  entertaining many guests. Food and wine is 
  consumed in great quantities. As time blurs yet again, 
  you see the days blur together. The once muscular 
  man begins to loose his chiseled features. His size 
  nearly doubles. Fat replaces muscle. You see through 
  the blur of motion that he rarely leaves the room. He 
  sleeps, wakes and eats without ever leaving. 
   
  At some point the motion stops. The man must 
  weigh close to 1000 pounds! A Neogi enters the room. 
  The man cannot even stand under the mass of his 
  body. The Neogi begins to speak “A once proud 
  warrior, now a shade of his former self. You can 
  regain what was once lost. The chef is preparing a 
  new type of meal. One guaranteed to make you a 
  better man.” With that time once again speeds up. A 
  barrel-chested man, wearing blood soaked aprons 
  brings in food for the other. The first man devours 
  whatever is put in front of him. Enjoying all the new 
  tastes this chef has to offer. You notice the food has a 
  peculiar look to it. It does not seem to be the typical 
  beasts, lamb, pork or cow. Instead you get the distinct 
  impression that this has a more “humanoid” quality to 
  it. You see what appears to be a hand, or possibly 
  fingers. The food seems to be doing the trick though 
  as the massive man does begin to slim down to half 
  his former size. 
   
  Then as the meals progress, the man begins to 
  change once again. A mouth appears on the side of 
  his neck. A hand looks as though it is trying to push 
  itself through his stomach. The large man tries to stop 
  eating, but more food is continually sent into the 
  room. You witness the Neogi on several occasions 
  adding a powder to the meal before it reaches the 
  table. The man’s appetite begins to increase again and 
  more food is piled upon the table. There is no more 
  doubt about the source anymore as a full torso is 
  placed before him. He pauses at the site and then 
  begins to feed again. His appetite is so voracious that 
  even the mouth that appeared on the side of his neck 
  is filled with food. More mouths appear on the man. 
  On his chest, his stomach, even his arms. More 
  appendages begin to grow, arms that continue to 
  shovel food into the nearest mouth, faster than can be 
  prepared. Slaves begin to be brought in alive and he 
  devours them. The Neogi can be seen in the corner, a 
  broad smile across his face. 
   
  At this point the vision fades. Have the PC make a DC 20 
  Will save. Failure indicates that the PC must consume all 
  food sources near him for 1d4 rounds. After that he is 
  nauseated for 1d8 minutes. If no source of food is 
  available he suffers the effects of starvation as per the 
  DMG page 304. DC 15 Constitution save or the PC takes 
  1d6 non-lethal damage. 
   
  Room 3 – "Pitter-patter of little feet" 
  Throughout the hallways you can use some creepy tones 
  and let them know that as they wander the hallways, they 
  hear the sounds of small feet running around the halls. 
  Always ahead of the party and they can never catch up to 
  them. If the party splits up, have the sounds split up as 
  well. 
   
  Room 4 – "Mad Scientist" 
  Occupant 
  description: 
  Al-Ghawrî 
  Kudret, 
  the 
  Alchemist, a thin, tall man who is surprisingly strong and 
  healthy, despite his complete lack of any physical 
  exercise. Many say that the Alchemist became so good at 
  ZEF8-05 All Good Things… 
   
  Page 6 
  
  his craft that he was able to create potions that prolonged 
  life, enhanced strength, increased knowledge and 
  wisdom, and even allowed one to see visions of the past 
  and future. His experiments became too chaotic and wild, 
  however, as he had reached the extent of his power and 
  research but still desired more. Some say he made pacts 
  with demons and devils to unlock even greater magics 
  from his potions and creations, and that the price for the 
  knowledge was his own soul. However, whenever 
  payment was required, the Alchemist always had another 
  victim's soul to deliver in place of his own. 
   
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  This room has several benches, tables and counters 
  that all stand bare. Small empty cages adorn the room, 
  while other areas on the floor or countertops show 
  where other cages, boxes or other items used to sit, 
  but no longer. A pungent smell of acrid smoke lingers 
  in the air. 
   
  Vision: Once the PCs enter, pick a PC with “junior” or 
  arcane skills and have them make a Will save DC 
  18+APL. (If there is no arcane caster, pick an appropriate 
  PC). If the PC(s) fail read the following:  
   
  You walk around the room, briefly taking in the 
  empty room. You stop at a cage, peering into it, when 
  you hear a squawk. Turning, the cage behind you has 
  a large crow inside, blinking and seeming to stare at 
  you. Vaguely, you notice that your other party 
  members are no longer in the room. Color seems to 
  emanate from the crow, spilling forth and where it 
  touches, other images come to life. Cages are filled 
  with all manner of teeming life: birds, rodents, lizards 
  and other more unremarkable creatures. One corner 
  holds a larger cage, it's occupant a four-armed ape. 
  You continue turning, to scan the entire room, and 
  see now the counters filled with all manner of strange 
  bubbling concoctions, an alchemist's dream come 
  true with the virtually unlimited brews! You see a 
  thin, tall baklunish man in the garbs of a laboratory 
  doctor administering one of these foul brews to a 
  small monkey. Coating a piece of fruit with this thick 
  green mucus-like fluid, he hands it to the emaciated 
  animal. The animal’s hunger overpowers its survival 
  instincts and it chews down the coated morsel.  
   
  Mere moments after consuming the food, the 
  monkey begins to convulse uncontrollably. It falls to 
  the bottom of the cage frothing at its mouth and 
  clutching its abdomen. Its death shakes last only 
  briefly and it lies very still. Suddenly its belly expands 
  and explodes, showering the man and the cage with 
  internal organs, blood and other fluids. A small snake-
  like creature with wings flees the ruined husk of the 
  monkey, flying into the bars of the cage with such 
  force it dents them. “Interesting” the man says as he 
  ponders the site before him. “We will need larger 
  vessels”. As he speaks the last words he turns to look 
  directly at you and his gaze drops to your abdomen. 
   
  At this point the PC snaps out of the vision. Have them 
  make a Fort save DC 22. Failure means that they are 
  either Sickened for 1d10 minutes, or if they are part 
  celestial, they are considered 1 month behind their 
  current condition for the celestial template (if they are at 
  4 months, they are now 3 months etc.) but cannot go 
  below 1 month. 
   
  Treasure: The PCs can gain the following treasure here 
  with a DC 22 Search check: 
   
  All APLs: Magic 62.5 gp potion Neutralize poison x2 
  Total 62.5 gp. 
   
  Room 5 – "Smells like death" 
  This room is the former guest bathroom. It was 
  extravagant for its time with flushing water for the 
  toilets. Now the system is in disrepair and things have 
  gotten caught in the pipes. Anyone remaining in this 
  room must make a DC 22 Fort save or become sickened 
  for 1d4 minutes. 
    
  Room 6 – "Slaughterhouse" 
  Occupant Description: The Butcher of Dhabyia was a 
  huge man, standing nearly 7 feet tall, almost as wide, and 
  known for his voracious appetite, strength and malice. 
  He had no friends and kept to himself. He originally was 
  a butcher, having taken on the job of butchering 
  livestock, but somewhere in his duties at work his mind 
  was twisted, and he began to experiment with the 
  animals he was working on, eventually discovering that 
  animals could be butchered while alive to amuse him as 
  playthings. His curiosity about the living body extended 
  to almost any living creature he could bring to his "lab" 
  where he experimented to see how long someone could 
  live being torn apart piece by piece before finally dying. 
  He was eventually found out as more and more people 
  went missing, and was hunted down. The Uruzaries 
  attempted to arrest him, but the Butcher went mad with 
  anger and a great battle ensued. In the end the Butcher 
  was killed, but not before he himself killed not less than a 
  dozen “cleaners” and “gardeners”. Reluctantly, his body 
  was returned to the estate mansion for burial. The people 
  would rather have seen his body burned and ashes cast 
  back to the sea, but the influence of the ruling family 
  allowed for his proper burial at the estate crypts. 
   
  ZEF8-05 All Good Things… 
   
  Page 7 
  
  When the PCs enter the room read or paraphrase the 
  following:  
   
  This room looks as though it was used by a butcher in 
  the past to carve up meat of livestock, or worse. 
  Bloodstains adorn the walls, floor and ceiling, and the 
  room itself looks like it has been kept sealed for many 
  years as the stains have turned brown, and in some 
  places begun to fade to grey. The heavy metal door 
  once held a lock, which has since rusted out of 
  usefulness. In the center of the room are a stone and 
  metal table, the top clean if a little dusty, and the side 
  splattered with more blood stains. A drawer on the 
  table reveals a set of butcher knives, while hanging 
  beside are several instruments and you are not sure 
  that they are entirely needed to work with livestock. 
   
  If a PC searches the knives have them attempt a DC 16+ 
  APL Will save. If they fail read the following: 
   
  You step into the room, and it sways momentarily. 
  The bloodstains suddenly become fresh, vibrant, the 
  smell overpowering. Despite your experience in 
  battle, the smell in this room of death and fear nearly 
  brings you to your knees and you are forced to lean 
  against the wall to steady yourself. You look to the far 
  corner of the room, where a single window, only half 
  a foot wide and tall, casts a beam of sunlight on the 
  faces of two children and their mother. They are all 
  curled into an embrace, tears streaking their faces; 
  horror permanently etched into theirs eyes. It is 
  apparent they have been screaming, and they do so 
  again as a large menacing figure, brandishing a 
  wicked carving knife, steps closer. He is large, barrel-
  chested, bald, and smells of sweat and blood, naked 
  except for his undergarments and the leather apron 
  he wears. The mother screams and begs the man not 
  to harm her children. The malicious voice of the 
  man's laughter rumbles out as he replies that it is not 
  the children he is after, for it is her turn next. The 
  woman's terror is renewed as the man reaches for her 
  and states “the Masters are hungry. Your flesh will be 
  the main course in their feast!” Like a panic-stricken 
  rabbit the woman bolts, but the man is quicker 
  despite his immense bulk. The carver's knife comes 
  down, followed by the hatchet in his other hand. The 
  children watch in horror, knowing their turn is next 
  but unable to do anything about it. You cannot stand 
  to watch the grisly scene, and turn your head away 
  only to see the table in the center of the room, with 
  the gored remains of a man, the sinew and muscle 
  stretched out of his body and held aloft on pins in the 
  ceiling, looking like a puppet on strings. This evil 
  man obviously used this man's body for a disgusting 
  puppet show for the children...and then you realize 
  that the man on the table was the children's father. 
  Now the mother, then the children…the butcher's 
  voice shatters your shock as he looks at you and says, 
  "You're next." You scream involuntarily as his hand 
  reaches out to you…. 
   
  Have the PC make a DC 17 Will save. Failure indicates 
  that the PC believes that the nearest party member is the 
  Butcher and attacks that person for two rounds in fear of 
  his life. Each round he can make another save to stop 
  attacking that PC. 
   
  Treasure: The PCs can gain the following treasure here 
  with a DC 18 Search check: 
   
  All APLs: Magic 1750 gp +2 adamantine hand axe 
  bane humans; Total 1750 gp. 
   
  Room 7 – "Strange place for a stable" 
  As the family continued its fall into corruption and 
  insanity, the strangest modification to the home 
  happened about 10 years ago. The exterior wall had a 
  large set of doors added to it. The reason? To allow an 
  indoor stable. Although that is not really strange, what 
  they were breeding was.  
   
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  The smell hits you harder than a giants hammer. The 
  smell of decay and effluence nearly overwhelms you. 
  You notice the doors are very thick here, nearly 6 
  inches of solid oak. The interior of the door is also 
  coated with thick leather, which must be why the 
  smell only caught you once the seal was broken. 
   
  What remains inside is a curiosity. The room has 
  been remodeled from its original purpose, most likely 
  a guest reception room, to a make-shift stable. Stalls 
  line both walls. They vary from rusted cages stacked 
  up 3 high, to massive 15’ wide stalls. The hay is moldy 
  and rotted. The doors to the outside of the building 
  are still intact. Wrapped in the same leather of the 
  interior doors. 
   
  Vision: After they enter the room and begin to look 
  around have one PC (preferably one who rides, is a 
  Ranger or a Druid) make a Will save DC = 14 +APL. If 
  they fail, read or paraphrase the following: 
   
  You suddenly twirl around, or perhaps the room is 
  spinning? After you re-orient yourself, you are alone 
  in a massive dinner hall. Floor to ceiling windows 
  encompass the entire exterior wall. Huge crystal 
  chandeliers hang from the ceiling, set ablaze by 
  ZEF8-05 All Good Things… 
   
  Page 8 
  
  dozens of candles. You see an older baklunish man 
  speaking to a tradesman, possibly a carpenter, and 
  pointing throughout the room. The carpenter looks at 
  some parchments, shakes his head in disbelief, rolls 
  up the drawings, nods and leaves. Once the door is 
  closed you suddenly see a Neogi appear. It looks at 
  the man and speaks “I assure you, the renovations will 
  bear fruit. We need stronger creatures than you can 
  supply us with.” “I still do not see how you can think 
  that our Paynim war horses and our other stables of 
  war dogs are not strong enough” the other man states 
  with a hint of anger creeping into his voice. “Your 
  animals are not bred and fed correctly. We will teach 
  you the techniques needed” the Neogi states and a 
  scowl clearly crosses the other’s face. “We shall see” 
  he replies and exits the room. 
   
  With a blur of motion you see the room being 
  transformed by workers. The chandeliers come down. 
  The marble mantles are removed and the grand fire 
  place is bricked up. Several layers of dirt are brought 
  in to pack the floor as the stable begins to take shape. 
  The windows are bricked up and the oak doors you 
  passed through are erected. 
   
   
  Then you begin to see the stable fill with all sorts 
  of animals. From hunting dogs, horses and falcons to 
  more exotic animals such as tigers, wolves and even 
  an elephant! Time passes in a blur, but through that 
  blur you see the torture these animals endure. From 
  being beaten to forced mating occurs. The Neogi ever 
  present. You see the animals being fed carcasses of 
  others that die. The baklunish man bears witness to it 
  all. At first he is appalled by the animal’s treatment. 
  But bags of gold and gems pass to his hands and he 
  manages to turn his eye. Soon you see the creatures 
  grow more feral, ravenous and ill tempered. Cross 
  breeding occurs and several of the new species die 
  before they can mature. They snap at everyone and 
  everything. You see handlers mauled and all the 
  while the Neogi watches the events unfold. “Have the 
  ‘breeders’ upstairs double their output. These animals 
  need a better source of nourishment.” At that point 
  the room before you fades and you find yourself back 
  in the room as it is today. 
   
  This should be some foreshadowing to the “Den of 
  iniquity” upstairs and should make it more disturbing 
  once that encounter is over. 
   
  Room 8 – "Stranger than Fiction" 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following: 
    
  A grand library or that is what it once was. Shelves 
  line every wall from floor to ceiling. Many tables are 
  scattered about the room covered in dust and 
  cobwebs. There is a drafting table near one of the 
  windows. A book lies open upon it. The writing on it 
  looks to stop halfway through a sentence. There is a 
  bottle of ink and a fine feathered pen sitting near the 
  unfinished novel. The most peculiar piece of the 
  room must be the table next to the drafting desk as it 
  appears to have dried blood covering the entire 
  surface. This was not used for artistic endeavors, or 
  was it? 
   
  Vision: Have a PC that is “creative” such as a bard or 
  wizard make a DC= 14 + APL Will save. If they fail the 
  save continue with the next box text. 
   
  The room around you fades and you see a middle aged 
  baklunish man sitting at the drafting table, writing in 
  the book that sat open on it. But he is near the 
  beginning, not much has been written so far. A look 
  of frustration crosses his face. He dips the pen into 
  the inkwell and moves back to the book. He hesitates 
  and then drops the pen back. He rubs his face in 
  frustration. From behind you, the door opens. A 
  Neogi enters. It looks around the room. He 
  approaches the man. He speaks in a broken common. 
  “You need a better perspective. If your story is about 
  your life, yet you do not live it, you must write about 
  other’s lives, yes? One can only write about what he 
  knows. Perhaps there is another way.” The room blurs 
  and time seems to pass quickly. Once the blurring 
  motion stops, the man stands in front of the blood 
  soaked table, but currently there are no stains. 
  Strapped to the table is a wide-eyed fair skinned man 
  in his early twenties. He is not of baklunish descent 
  though, looking more Suel in appearance. “Please, no” 
  he begs. “Your life will add to my work” the other 
  replies. He pulls his quill from the inkwell and begins 
  to write on the man, drawing blood as he writes. The 
  Suel man screams as the quill traces words across his 
  body. The baklunish man continues his writing, 
  never flinching and never stopping. As he continues 
  to write the young man begins to fade. Within what 
  seems like minutes, the man disappears from the 
  table, leaving only bloodstains. The baklunish man 
  looks to his book sitting open on the drafting table. A 
  full color image of the young Suel man appears on the 
  page, and three full pages of script appear as well. The 
  baklunish man’s face brightens. He turns to the door 
  and yells “Bring in the next one!” 
   
  Have the PC make a DC 18 Will save. Failure indicates he 
  takes on the obsession of the book. He will pack up the 
  book, ink and quills.  
   
  ZEF8-05 All Good Things… 
   
  Page 9 
  
  Treasure: The PCs can gain the following treasure here 
  with a DC 18 Search check: 
   
  All APLs: Magic 333 gp Nolzur’s marvelous 
  pigments; Total 333 gp. 
   
  Room 9 – "Lil’ shop of horrors" 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following: 
   
  This room is awash in light pouring in from the 
  enormous windows that look out to the west of the 
  city. Rows upon rows of thin shelving and tables fill 
  this room. Planters, water cans and various gardening 
  tools show the purpose of this former green house. 
   
  Vision: Have a PC that is plant loving such as a druid or 
  ranger make a DC= 14 + APL Will save. If they fail the 
  save continue with the next box text. 
   
  You look out the windows and as you turn around the 
  room is teaming with life! All varieties of plants and 
  fauna. You see the garden variety species, but there 
  are more exotic flowers that you have never seen 
  before. A young baklunish woman in her mid 
  twenties comes into the room carrying another exotic 
  plant and she whistles a catchy little tune. Almost on 
  her heals a Neogi follows her in and shuts the door, 
  startling the woman. “My dear Kenset, what a lovely 
  garden you have here. Such a green thumb you have 
  to grow such impressive specimens in such an arid 
  climate” the Neogi states. Her look is one of disgust, 
  obviously the mere sight of the creature is not 
  appealing to her. Whether it doesn’t care, or doesn’t 
  realize it, the Neogi continues forward, pausing to 
  smell the roses. He looks up at her and states “You, 
  know my dear, I have quite the green thumb myself. I 
  have several species that may interest you. Ones that 
  have never been seen on this plane.” 
   
  That seems to have piqued her curiosity. And she 
  turns to face the Neogi. “What kind of plants?” she 
  asks. “Well, the most rare is the ‘abyssal rose’. It only 
  grows in the heat of the 4
  th plane of hell. I could get 
  one for you if you want.” He lets the last word hang, 
  tempting her to make the move. “I would love to see 
  one. Maybe even try to care for it? She says, a hint of 
  excitement in her voice. The Neogi smirks and moves 
  out of the room. 
   
  Time passes again and you see the sun rise and 
  set a dozen times. When time slows the woman is in 
  the room, tending her flowers again. The Neogi 
  enters the room holding a rose the color of blood. She 
  turns and sees the flower. She is not sure what to 
  think of it at first by the look on her face. She moves 
  to the Neogi and accepts the gift apprehensively. She 
  puts it in the center of the windows allowing the 
  most light to reach the plant. She moves in close to it 
  and breathes deeply, taking in the scent of the flower. 
  As her eyes close you see a vapor of sorts leave the 
  plant and enter her nostrils. She does not seem to 
  notice. As she turns to say something to the Neogi, 
  you see her eyes flash a crimson red. “Now, my dear,” 
  the Neogi purrs, “it needs some special handling. It 
  requires blood to sustain it.” That seems to set the 
  young woman aback, but then you see her eyes flash 
  again. That crimson color and she nods slowly in 
  agreement. 
   
  As you witness time pass, the woman becomes 
  obsessed with the Abyssal Rose. She no longer tends 
  to her garden. Plants begin to wither and die. The 
  rose continues to grow, its size doubling in what 
  seems like mere moments. You see the young woman 
  feeding the plant small rodents which it gulps down 
  with a single bite. 
   
  The rose grows and so too does its appetite. Soon 
  the woman is feeding smaller animals, like cats and 
  birds to the plant. Continuously growing, the meals 
  become larger. A dog, a goat and then the line of 
  slaves begins to pass by your eyes, men, women, 
  children of all race and size. The woman’s smile grows 
  each time the rose grows. 
   
  One day the slaves stop coming. The plant nearly 
  fills this room. The woman waits patiently for more 
  slaves to enter, but none do so. Panicked, she opens 
  the door and runs right into the Neogi. “What seems 
  to be the matter my dear?” he asks, with no sincerity 
  in his voice. She replies “The rose is hungry and it 
  needs to feed. Where are the slaves?” The Neogi’s 
  smile shows the needle-like teeth of his species. 
  “Well, my dear” he begins “We seem to be running 
  out of them.” She turns to the rose and then back to 
  the Neogi, “well, then, what will it eat?” She hardly 
  has time to register the chuckle of the Neogi before 
  he slams the door in her face! You then witness the 
  full fury of the Abyssal Rose as it tears the woman, 
  limb from limb, devouring each piece of her as a child 
  would relish a piece of rock candy.” 
   
  Treasure: The PCs can gain the following treasure here 
  with a DC 22 Search check: 
   
  All APLs: Magic 833 gp druid’s vestments; Total 833 
  gp. 
   
  Room 10 – "Hall of the Damned" 
  In this area slaves were marched to the rear entrance for 
  cleansing. Cleansing usually included fire, whips, various 
  castings of shocking grasp etc.  
   
  ZEF8-05 All Good Things… 
   
  Page 10 
  
  Vision: Here you can describe the masses being led 
  down the stairs to this area. There are githyanki here 
  “cleansing” slaves. If they survive, they are taken through 
  the back door to an unknown location. If they die, you 
  can tell them that they see the bodies being taken to the 
  “stables” (Room 7). Use your own imagination; be as 
  graphic as your audience can handle it. You can include 
  several of the house members witnessing the “cleansing”, 
  but doing nothing to stop it, maybe even getting pleasure 
  in it. 
   
  Room 11 – "Priestess of the Fate" 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  This room once held a chapel. By all looks of it 
  possibly to the Lady of Fate or the Beggar. There are 
  many make shift beds, some pews and an altar that 
  has had some damage done to it. There is a lingering 
  scent of burnt...something. It’s not incense, nor wood. 
  It smells familiar though, but you cannot pinpoint it. 
   
  Vision: Have a cleric PC make a DC = 18 +APL Will save. 
  If the save is failed continue with the following: 
   
  As you look around the altar brightens as if a light 
  from above shines down upon it. You then see a 
  young Baklunish woman in robes of a priestess of 
  Istus giving a sermon to a mass of disheveled looking 
  people. After the sermon she moves about the room 
  tending to those that look in need of clerical healing. 
  The people look to her with broad smiles and you can 
  tell she has their admiration. 
   
  The room blurs and you then see a Neogi with 
  several Githyanki looking around the room. The 
  Neogi turns to his henchmen and speaks. “She is 
  undoing all that we have completed these last ten 
  years. It cannot be allowed to continue.” “Shall we kill 
  her?” one of the githyanki asks. “Of course not. To kill 
  her would create a martyr. We must destroy her in 
  the eyes of these riffraff. Once she is out of the way, 
  take these cretins to the birthing chamber.” 
   
  The room blurs again. You witness the Neogi 
  attempting to bribe her with unsuccessful results. 
  Then you see several githyanki sneaking into the 
  chamber and replacing the water decanters. The 
  motion of time passing continues and you see many 
  of the people seeking refuge begin to rot and die from 
  some disease. The process is slow, even through the 
  blur of time passing. Skin dries and flakes. Limbs 
  wither and people lose their hair in clumps. 
   
  Although the priestess tries valiantly to cure 
  them, she cannot keep up to the growing number of 
  those dying. Soon she is blamed by the masses and 
  people begin to strike out at her. You hear their cries 
  of anguish. The Uruzaries storm the room arresting 
  her. They find the water jugs and a quick test by their 
  chaplains puts the blame squarely at the priestess. She 
  pleads her innocence to deaf ears and is taken away. 
  She cannot understand how the water was tainted as 
  she thought she purified them each day. What she did 
  not know is the magics that the Neogi and githyanki 
  placed on the decanters blocked her divine 
  purification.  
   
  Suddenly you find yourself outside, near the 
  center of town. You look across the gallows to where 
  the priestess is tied to a pyre. Slowly the Uruzaries 
  move around the pyre, lighting it. The flames lick at 
  her feet and still she screams her innocence. The fire 
  consumes her, yet she remains alive longer than one 
  would hope. The smell of burning flesh assails you. 
  Her screams echo in your ears. When you snap out of 
  the vision you are back in the room, soaked in your 
  own sweat. 
   
  Have the PC make a DC 18 Reflex save. If the PC fails 
  they take 3d6 fire damage and burst into flames for 1d4 
  consecutive rounds. Each round the PC takes an 
  additional 3d6 points of fire damage. If the PC is doused 
  with water or drops to the ground and rolls around, they 
  automatically extinguish the flames. 
   
  Treasure: The PCs can gain the following treasure here 
  with a DC 22 Search check: 
   
  All APLs: Magic 750 gp decanter of endless water; 
  Total 750 gp. 
   
  Room 12 – "Lord of the Wolves" 
  This room was once the study and bedroom of the most 
  recent patriarch of the first family. Handed down 
  through generations he was the last steward of the 
  mansion. He began a turn to lycanthrope at the urging of 
  the Neogi who where curious about lycan slaves. 
   
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  This room has seen better days. What may have once 
  been a grand bedroom or study is now torn asunder. 
  The bed looks like it has been shredded by wild 
  animals and what remains of any other furniture 
  looks as though a stampede of Paynim war horses 
  trampled them into kindling. The massive plate glass 
  windows that overlook the harbor are designed with a 
  night motif. The centre of the three windows shows 
  the twin moons of Oerth, both full in the night sky. 
  Beams of moonlight streak down to the other two 
  windows and bathe a pack of wolves and a group of 
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  humans in its light. The panes of glass are dark 
  enough not to let in much light.  
   
  A DC 18 Knowledge (nature) reveals that at the correct 
  time of the month, both moons would align correctly 
  with these panes of glass.  
   
  Vision: When any PC moves towards the secret door that 
  leads to the outside, have them make a DC 16+ APL Will 
  save. Failure gives them the following (suitable for a 
  “outdoorsy” type of PC): 
   
  As you move to the southern end of the room to the 
  massive set of windows that dominate the south wall. 
  Moonlight streams into the room through the glass, 
  giving the room a silver hue. You then see a doorway 
  to the outside. It was cleverly hidden. The door 
  quietly opens and a massive wolf walks in. But it does 
  on its hind legs. It lets out a massive howl that shakes 
  you to your core. He looks towards you, but his gaze 
  is behind you. Turning to see what he is looking at, 
  you see a Neogi, a smile upon his face. “Excellent. You 
  have come along way. Your kind will make fine 
  additions to our slave pool.” The Neogi states. The 
  wolf does not seem to share his enthusiasm and issues 
  a low growl. He leaps at you, and passes through you 
  on his way to attack his prey. The Neogi squeaks in 
  surprise and you are sure that the lycan will have 
  midnight snack! As the wolf reaches his victim an 
  Umber hulk appears from nowhere and slams a 
  mighty fist into the jaw of the animal. The sounds of 
  bone snapping echoes through the room and the wolf 
  hit the ground hard. The room grows darker as clouds 
  obscure the moons outside. The wolf begins to 
  convulse. Bones snap as it transforms back into the 
  man inside the beast. A baklunish man in his mid 40s 
  lies upon the ground sobbing gently. “What have I 
  done?” he asks more to himself than anyone else. The 
  Neogi answers even though he knows the question 
  was not meant for him. “You have sealed the fate of 
  your family. They, along with this city, now belong to 
  us. 
   
  As the vision fades have the PC make DC 18 Fortitude 
  save or contract Lycanthrope (werewolf). Note this on 
  the AR as it has repercussions during the final battle 
  interactive at CampCon 7. If this adventure is being 
  played after CampCon 7 the player may have the curse 
  removed by normal means. 
   
  Treasure: The PCs can gain the following treasure here 
  hidden in a loose floorboard with a DC 22 Search check: 
   
  All APLs: Magic 1065 gp shifter’s sorrow; Total 1065 
  gp. 
   
  Room 13 – "Window to the souls" 
  Room description - present: When the PCs near the 
  large anti-chamber read of paraphrase the following:  
   
  What you see before you is both beautiful and 
  horrific at the same time. 5 floors to ceiling length 
  stained glass windows decorate this anti-chamber. As 
  you look left to right the scenes play out like a story: 
   
  The leftmost window shows a scene of a comet 
  crashing into the hills of the Vaar in the dead of 
  night. No moonlight shines on this illustration. 
   
  The next window shows a Neogi and its 
  Githyanki entourage bringing wealth and gifts.  
   
  The following 2 windows show the Neogi in what 
  appears to be either receiving the worship or blessing 
  of the baklunish family through the past several 
  decades.  
   
  The second last show the family in a “darker” 
  state. Their eyes are sunken, their facial features more 
  feral as if some perverted caricature of what they used 
  to be. Shadows creep into the stained glass, but from 
  intention of the artist or weather beaten you cannot 
  tell. 
   
  The final window shows the Lord of the Manor 
  lying at rest in the center of the rest of the family 
  who also look to be finally at peace. But who would 
  have commissioned this final work? 
   
  3: THE UPPER LEVEL OF HELL 
  Room 14 – A Family Gathering 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  This room seems to be a testament to the family. 
  Several portraits hang from the walls, busts sit atop 
  marble bases and there is glass cases filled with all 
  sorts of mementos and treasures of the families past. 
  The names under each portrait have a date engraved 
  on it as well. 
   
  There are several portraits: 
   
  Hallia ibnt Salim – The young lady that hung 
  herself in the foyer. CY 573 
   
  Mania ibint Al’ Haziem and children, Arax, Chelz 
  and Maria – The mother who ritualistically drowns her 
  siblings. CY 572 
   
  Salim ibn Mustef- A muscular man. The occupant 
  of Room 2 “Order In”. CY 568 
   
  Al-Ghawrî Kudret – Bespectacled older man. Looks 
  like a lab researcher.  CY557 
   
  Hashel al Istus- Priestess of Istus. Clothed in robes 
  of Istus CY 573 
  ZEF8-05 All Good Things… 
   
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  Izbin Halket – sitting behind the writing desk, pen 
  in hand. “Stranger than Fiction” CY 552 
   
  Alzef ibn Marith – “Dying of thirst” CY577 
   
  Sabine ibint Marith – “Haunted Giggles” CY 577 
   
  Cinze ibn Marith – “Bent to my will” CY 577 
   
  Gorzdon ibn Alzar – Dressed like a pirate “Dread 
  Pirate” CY 567 
   
  Kenset ibint Salim- Young woman wearing druid 
  garb. “lil shop of horrors” CY 576 
   
  And there are several busts: 
   
  Marith al kazanne – Lord of the Wolves CY 579 
   
  Shyla ibint Marith – young girl that cut down 
  Hallia CY 580 
   
  Kaldish al Geshtai- The stable master CY 572 
   
  Salim hazanne- The tinkerer. Wild hair, older. CY 
  575 
   
  Alhir ibint Halket – The seductress CY 576 
   
  The honors and mementos include: 
   
  Lord al Kazane: City honor for heroic actions 
   
  Hashel al Istus: Sacred scroll of Istus. (For duty to 
  the Church) 
   
  Al-Ghawri: Kwalish Order for alchemical advances 
   
  Once the PCs begin to search the room give them all a 
  DC =16+APL Will save. Any that fail get the following 
  vision: 
   
  The room begins to shift. Many of the portraits and 
  busts begin to animate and change forms. 
   
   
  Hallia ibnt Salim – Her neck shows a bruise that 
  looks like a rope burn. Her neck then twists and her skull 
  splits open wide, her brains spraying the room. 
   
  Mania ibint Al’ Haziem and children, Arax, Chelz 
  and Maria- This portrait begins to pour water from its 
  edges. 
   
  Salim ibn Mustef- The man grows to bulbous 
  proportions, grows more mouths and arms. 
   
  Al-Ghawrî Kudret – His features shift and deform. 
  His body begins to convulse and a snake-like creature 
  erupts from his chest 
   
  Hashel al Istus- This portrait bursts into flames 
   
  Izbin Halket – This man’s portrait fades to nothing 
   
  Alzef ibn Marith – This young man turns to dust. 
   
  Sabine ibint Marith – A spirit is seen floating 
  around her and then a massive cut in her chest pours 
  blood on the floor 
   
  Cinze ibn Marith – his features change as his 
  cranium expands to three times the size and bursts. 
   
  Gorzdon ibn Alzar – His features turn blue and 
  then water begins to flow from his mouth and nose. 
   
  Kenset ibint Salim- eyes flash red and then is 
  ripped apart by a plant. 
   
  And there are several busts: 
   
  Marith al kazanne – This bust becomes that of a 
  wolf. 
   
  Shyla ibint Marith – This bust frosts over with a 
  thick layer of ice. 
   
  Kaldish al Geshtai- The man’s face begins to look 
  clawed and bit until there is nothing left. 
   
  Salim hazanne- This bust takes on a metallic look to 
  it, like a helm just closed over the head 
   
  Alhir ibint Halket – this bust begins to reverse age 
  until it looks to be an infant and falls from the pedestal 
  and shatters. 
   
  Room 15 – "Nowhere close to godliness" 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  This grand bathroom holds three separate tubs. All 
  made of the purest marble trimmed with gold, or at 
  least they used to be. Now the gold looks as though it 
  has been scraped off. Several remains of full-sized 
  mirrors lie scattered about the room, smashed long 
  ago. 
   
  Vision: When any PC moves near the baths, have them 
  make a DC 16+ APL Will save. Failure gives them the 
  following: 
   
  The room brightens and you see it as it used to be. 
  Extravagant to the point of excess beyond the Sultan’s 
  wealth. The bathtubs gleam, polished to a finish that 
  would reflect your face had you been in the room 
  during this time. A woman of middle age enters the 
  room. She hums a tune. It sounds familiar, like 
  something you may have heard your mom sing to put 
  you to sleep. She prepares all three baths. You can see 
  the steam rising from each of them. At once three 
  young children enter the room.  
  They look to be 
  between 7 and 12 years of age, one boy and two girls. 
  “Bath time” the woman announces casually. The 
  children look to the tubs, an apprehensive look 
  crosses their faces. “Mom, the water is too hot” the 
  eldest starts to argue. “Nonsense” she replies, a tone 
  that of a woman who is not accustomed to be spoken 
  back to. “Now get in there and clean yourselves. 
  Church is tomorrow and Hashel cannot have smelly 
  children at her service.”  
   
  “No” the oldest says flatly, a look of panic spreads 
  across his face. “What…”comes the reply “did you just 
  say to me? Insolent child. Get in the bath, or I will 
  put you in there!” The boy looks to his younger 
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  siblings. A more panicked expression can be seen. 
  “Mom, please, let’s just wait a bit for the water to 
  cool.” At that point he moves in front of the two 
  younger girls. “How dare you?” she screams and 
  launches herself at the boy, grabbing him by the hair 
  and throwing him across the room.  
   
  His landing is rough, hitting one of the tall 
  mirrors and shattering it into hundreds of pieces. The 
  woman’s rage explodes when she sees the mirror 
  shatter. She lunges at the boy again. The impact left 
  him dizzy and unable to protect himself. She grabs 
  him and throws him into the closest bath. His 
  screams echo in your mind. The water scalds him 
  badly and the hot rocks at the bottom of the tub burn 
  his skin through his clothes. “You will be clean!” She 
  screams and grabs a wash brush and soap. Ripping his 
  tunic off she begins to scrub his chest, rubbing so 
  hard the tender skin peels and blood begins to flow 
  into the tub. His screams turn to whimpers and soon 
  his flailing stops. “You will be clean” the mom 
  mumbles again. She then stops, realizing what she has 
  done in her fit of rage. She drops the brush into the 
  bloody water. A look of grief spreads across her face. 
  “What have I done?” she whispers, barely audible. The 
  look of grief is replaced by one of fear. She turns to 
  see her two daughters, staring blankly, as though they 
  were looking at the scene like it was some horrible 
  nightmare. The mom’s look changes yet again, 
  another scowl crossing her face. “Bath time...” she 
  coldly states and moves to the girls who freeze in 
  panic. You find yourself thrust out of the room, the 
  door slamming behind you. The screams of the young 
  girls fade and so to does the room. 
   
  Once the vision is over, the PC must make a DC 15 Fort 
  save or begin drowning. A cure spell (or water breathing) 
  will stop the effect. This PC also is her target in the crypt. 
   
  Room 16 – "Vault of the Neogi" 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  This room must have once been a grand chamber for 
  someone. There is a raised throne of sorts at the far 
  corner overlooking the eastern side of the house.  A 
  beautiful view of the Vaar hills. There are old 
  tapestries lining the walls. They show many images of 
  the Neogi in “regal poses” holding a massive stave in 
  its tiny hands. 
   
  Vision: When any PC moves near the throne, have them 
  make a DC 12+ APL Will save. Failure gives them the 
  following: 
   
  The room spins back in time. You see the room in its 
  more regal state. The walls are brilliant white. 
  Surrounding you are dozens of Githyanki who bow 
  reverently to a Neogi seated on the odd shaped 
  throne. The Neogi turns a casual glance to his right. 
  You follow the gaze to see a baklunish man in his 
  forties being forced to his knees by two Githyanki. 
   
  “Come now Marith, is it really so bad to pay 
  homage to your true master?” The man growls in 
  response. “Well, now, still defiant? I gave you 
  something to cherish forever and you only show me 
  contempt?” the Neogi continues “your other family 
  members seem to be taking great pleasure in the gifts 
  we have bestowed upon them. We have made you 
  wealthy beyond your wildest dreams and yet you still 
  do not pay me the proper respect.”  
   
  Marith replies “Gifts? I think not. I have finally 
  seen through your lies. Hashel has proven to me what 
  I could not believe. I was blind, but no longer. You 
  will no longer count me as one of your slaves!” 
   
  “Well, I am glad to see you still have your spirit. 
  Let’s see how your convictions hold when a life is on 
  the line” states the Neogi. 
   
  “Do to me what you will.” Marith replies flatly. 
  “Oh, I intend to, but not yet.” With a snap of his 
  skinny fingers the doors open and a young girl of no 
  more than a dozen years, with golden hair and olive 
  skin 
  is 
  dragged 
  into 
  the 
  room. 
  She 
  is 
  unceremoniously dumped to the floor. Panic spreads 
  across Marith’s features. “Place her on the altar” the 
  Neogi states and points behind you. You turn to see a 
  demonic table behind you. It is blood red and stained 
  with the fluids of many sacrifices. The young woman 
  is dragged over to alter and strapped down. Marith 
  struggles against the iron-like grip of the Githyanki, 
  but he cannot break free. “Please, no.” he begs.  
   
  “I’m afraid it is too late for pleading. If I was to let 
  her go, you would just go on defying us eventually. 
  You must understand this is your fault. We will 
  sacrifice her, transform her and you will witness it. If 
  you defy us again, we will take your next kinsmen and 
  do the same. We will not stop until your family is 
  either dead or under our control. Continue with the 
  ritual!” 
   
  You turn to see the young woman, crying openly, 
  fear etched into her features. She struggles against 
  the bindings so hard that you hear a “pop” and see he 
  shoulder bend at an angle that is not natural. She 
  screams yet again. You can feel her terror as the altar 
  begins to glow red hot. You can smell her flesh burn 
  and the blisters on her back and legs grow and then 
  burst, sizzling on the altar. Her body is engulfed by 
  flames, but by some unholy effect the poor young 
  woman does not die. Her face blisters and peels as the 
  ZEF8-05 All Good Things… 
   
  Page 14 
  
  hellfire continues to consume her. The fires then 
  subside and she lies upon the still glowing altar.  She 
  moves slowly, barely breathing. Her parched and 
  cracked lips try to cry out, but her throat has been 
  burnt to a crisp. 
   
  “Now, Marith, you may release your daughter 
  from her pain.” The Neogi chides. Marith is released 
  and he stands slowly, shaking, tears streaming down 
  his face. A Githyanki hands him a dagger. He looks at 
  the dagger, and you can see the decisions crossing his 
  mind. Should he lash out at the Neogi or go to his 
  daughter? The moment passes quickly and he moves 
  to the altar. “Forgive me” he cries and plunges the 
  dagger down. The young woman’s death is swift and 
  you can hear the chuckling of the Neogi. “That’s a 
  good boy. You will make a good pet one day.” 
   
  Room 17 – "Bend To My Will" 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  By the looks of this bedroom, the occupant must have 
  been a boy in his teen years. The bed is broken and 
  moldy, the chest of drawers is a pile of kindling and 
  what looks to be a toy chest lies open with tangle of 
  cobwebs covering the surface of every toy. 
   
  Vision: When any PC moves near the toy chest, have 
  them make a DC 12+ APL Will save. Failure gives them 
  the following: 
   
  As you near the toy chest it cleans itself up as you 
  watch the reverse flow of time. The room is bright 
  and alive. Vibrant colors, yellows, blues and greens 
  cover the surfaces of the furniture and walls. A young 
  boy plays with his wooden Paynim soldiers in a battle 
  with another army of wooden Spahis. You see him 
  stop and stare at a trooper. He stares for what seems 
  to be a minute or two, and then you see the piece 
  wiggle, only slightly and if you were not watching 
  you would have missed it.  
   
  You see time speed up. The sun rises and sets 
  several times making you dizzy. Once the vision 
  slows you see the boy a bit older than before. The toy 
  armies still sit in the middle of the floor, but the boy 
  sits between the two armies. He moves several ranks 
  of each army with but a glance. From the corner of 
  your eye you catch a Neogi peering into the room, a 
  satisfied smile crossing his face. The boy continues to 
  move objects about the room. Size does not seem to 
  matter as he begins to lift some of the furniture off 
  the floor. 
   
  Time speeds up again and you see the boy begin 
  to torment animals of the house, throwing a cat 
  casually out the window. His powers begin to 
  blossom as this young man continues to hurl items 
  around the room. The force smashes the chest of 
  drawers into splinters where the pile remains to this 
  day. A woman in her twenties enters the room to see 
  the mess and begins to scold him harshly. The boy 
  turns his evil smile upon her. She begins to lift off the 
  ground. Her expression of fear is only there for a 
  moment as the boy rips the skin from her body with 
  only a thought. What remains of her is not around 
  long enough to contemplate the pain as the boy 
  concentrates harder and her body tears itself apart 
  covering the room in gore and body parts. The boy’s 
  evil grin widens to a point where you are sure it 
  encompasses his face. The Neogi enters the room, 
  looking over the carnage. He smiles and nods to the 
  boy. He motions the young man to come with him 
  and the young man follows without saying another 
  word. 
   
  Once the vision is over, the PC must make a DC 18 Fort 
  save or will be fatigued from muscle strain. This affects 
  the PC for the remainder of the game. 
   
  Room 18 – "Dying of thirst" 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  This room appears to be a child’s bedroom. This one 
  seems very spartan, with only a single bed and a small 
  trunk at its foot. There is a large closet opposite the 
  door you entered. There are marks on the wall where 
  pictures used to hang. A thick layer of dust covers 
  everything. An indent of the doorknob of the closet 
  can be seen clearly in the wall perpendicular to the 
  door. Looking closer, you see tiny marks in the closet 
  door and several in the walls to either side. 
   
  Vision: When any PC moves near the closet, have them 
  make a DC 12+ APL Will save. Failure gives them the 
  following: 
   
  As you near the closet you see the paint on the door 
  brighten. All the dust is gone. Looking around, your 
  companions are not with you. You hear a noise 
  behind you and turn to see the door open. A young 
  boy is dragged into the room by a woman. She pulls 
  him along by his ear. “You will eat what is put in front 
  of you!” she screams. “I will not have a child throw 
  tantrums while we have guests.” She moves through 
  you, reaching for the closet door. She opens the door 
  with a swing. It crashes into the wall leaving a dent. 
  The woman only becomes more agitated at the 
  damage. “See what you made me do? Now get in there 
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  Page 15 
  
  and you will stay in there until you learn some 
  manners. Children are starving all over the Sultanate 
  and you refuse to eat what we set out for you? We will 
  soon see.” With a hard shove, the young man is tossed 
  into the closet. The woman slams the door closed and 
  locks it. You can hear the sobs of the young boy 
  muffled by the door. The woman smirks and storms 
  from the room. Time passes and you see another 
  young girl come in. From her features you can tell she 
  is a sibling of the young boy. “Alzef, can you hear 
  me?” she whispers softly. “Shyla, you gotta leave 
  before mum comes back. You’ll get locked in here 
  with me for sure.” The young boy inside the closet 
  states, a hint of fear creeping into his plea. “Just wait.” 
  She says. You see her fishing for something in her 
  pocket. She pulls out a rock candy and pushes it 
  through the lattice work at the bottom of the closet 
  door. She scampers from the room.  
   
  Again time passes. The mother enters the room, 
  but you do not know how long it has been. She opens 
  the door to see the young man trying to swallow the 
  candy. He begins to choke and the mother swats him 
  on the back, dislodging the treat. “Where did you get 
  this?” she asks, anger erupting in her voice. “Shyla 
  gave this to you didn’t she?” The boy doesn’t respond, 
  just looks down at the floor, hiding his eyes that 
  would betray his little sister. “Well, apparently 1 
  night is not enough. Let’s see how long you can go 
  without food and water shall we?” With that you see 
  time speed up and the mother vanishes from the 
  room. When she returns, a laborer with a piece of 
  wood and some nails is with her. She points to the 
  closet door. The man hesitates until she cuffs him in 
  the back of his head. Scolded, he moves to the door 
  and hammers in the nails. The plank secured, he goes 
  about affixing another board over the lattice work, 
  effectively sealing the door.  
   
  More time passes. You see the woman enter the 
  room and yell at the child behind the locked door. 
  This repeats often, but you are unsure of how long it 
  goes on. Several times she is dressed differently than 
  the last time you seen her, so it may be days passing. 
   
  The mother enters again. This time she yells at 
  the door and waits for a reply that never comes. A 
  look of worry crosses her face and she begins to pull 
  at the braces that block the door. A few good pulls 
  and the nails fly free, boards hitting the floor. She 
  opens the door and a look of horror crosses her face. 
  The empty husk of the child sits in the closet. It is in 
  the fetal position, head tucked down. His arms are 
  dry like paper. She places a tentative hand on his 
  shoulder and the body tips over, still locked in the 
  rigors of death. The boys emaciated form hits the 
  floor with a hollow thud. You can now see his face. 
  His lips are cracked and dry, eyes sunk deep into his 
  face. There are bite marks on his arms, most likely 
  from his appetite getting the best of him and trying to 
  sustain himself on his own flesh. 
   
  The mother shrieks and jumps back. Looking 
  around in a panic, she closes the door again and turns 
  to flee the room. She runs into the Neogi. He looks to 
  her and then past her. Obviously he knows about the 
  boys punishment and can guess at what the woman 
  has uncovered. “Do not worry my dear woman, there 
  are more where that one came from”  
   
  Room 19 – "Haunted Giggles" 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  A nursery, for a young girl, complete with dolls, a 
  rocking horse and other furniture and decorations for 
  a girl of 8 years greets you in this room. 
   
  Vision: When any PC moves near the closet, have them 
  make a DC 12+ APL Will save. Failure gives them the 
  following: 
  You see a little girl come in with some wedding rings. 
  She hides them in the floor boards, along with other 
  valuable items. You look at the little girl and then 
  glance up at the full length mirror hanging beside the 
  closet door. You see a horrific visage encompassing 
  the little girl. It looks like a ghostly demon with a 
  maniacal grin.  The scene blurs and you see a Priest of 
  Azor’alq standing before the little girl, two strong 
  men holding her down. The Priest looks to be 
  performing an Exorcism on the little girl. He waves a 
  large bejeweled dagger above the child while 
  chanting. His voice grows in pitch and volume. You 
  look back to the mirror to see the spirit hovering just 
  fractions of an inch above the girl. As the priest 
  finishes his ritual the blade glows with a white hot 
  light forcing you to look away from the weapon. Your 
  gaze once again comes to the mirror. You see the 
  spirit jump from the young girl into one of the burly 
  men as the dagger plunges into her. The little girl 
  looks at the mirror before the dagger stroke and says 
  “bye-bye” as she watches the spirit enter the man. The 
  priest doesn’t have time to contemplate her words as 
  the dagger hits home. The young girl doesn’t even 
  have time to cry out before the light fades from the 
  dagger and her eyes. “I don’t understand” the priest 
  stammers. You see the spirit giggle as it surrounds the 
  larger man. And it looks at you, eyeing you up as 
  though you are its next target. 
   
  Treasure: The PCs can gain the following treasure here 
  hidden in a loose floorboard with a DC 22 Search check: 
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  All APLs: Magic 1141 gp ring of feather falling (183 
  gp), ring of swimming (208 gp), necklace of adaptation 
  (750 gp); Total 1141 gp. 
   
  Room 20 – "That’s where the babies come from" 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  You are not sure what to make of this room. A 
  massive chamber filled with numerous bunk beds. A 
  quick count tells you this place could hold as many as 
  100 people. Along the exterior wall you see single 
  beds that have bent metal rails and straps to hold 
  down a person of any strength. The walls are devoid 
  of any tapestries and the room only has sconces 
  placed sporadically. Even with burning torches you 
  figure the room would always be shady. 
   
  Vision: When any that PC moves near the birthing beds 
  make a DC 14+ APL Will save. Failure gives them the 
  following: 
   
  The room brightens, but only slightly. The sounds hit 
  you like a roar of a dragon. Moans of pain and cracks 
  of whips echo throughout the room. Githyanki 
  slavers stalk the room, their whips always striking out 
  at unseen victims. You move about the room and bear 
  witness to a horror of the body. Many women are in 
  various stages of pregnancy and you can now make 
  out the sounds of babies crying to the far side of the 
  room. A Neogi enters the room and the Githyanki 
  snap to attention at its presence. “This is taking far 
  too long” he states. “Kroess, Balmac, dispose of these 
  creatures. We must find another way. Call in the 
  doctor….” The Neogi turns and leaves.  The 
  Githyankis bark some orders and draw their swords. 
  The crying and moans begin to decrease replaced by 
  the slashing of swords.  
   
  Room 21 – "Dread Pirate Roberts" 
  Occupant description: A man who always wanted to be 
  a pirate, but never had the chance to escape to the real 
  sea. He began dressing like a pirate anyways, and in the 
  dark of night would attack other people, plundering 
  them or their houses, and bringing the spoils back to his 
  treasure chest. He currently walks circles in his crypt, 
  holding a map in his hand that has a large red 'X' on it, 
  searching for the place he buried his treasure. 
   
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  A typical bedroom with a large window, a large 
  wooden-framed bed, and paintings of the sea, sea 
  ships, light houses and other images from the ocean 
  adorning every available inch of the walls. A very 
  obvious outline on the floor marks where a box or 
  chest once stood at the foot of the bed…and a faint 
  red 'X' has been painted at its center. The view from 
  the window shows a cleared space around the 
  building – there is no way down from here. 
   
  Vision: When any that PC moves near the red X make a 
  DC 14+ APL Will save. Failure gives them the following: 
   
  The moonlight shines into the room, but it was not 
  night time a moment ago. You move around the 
  room, looking at the paintings of naval themes hung 
  everywhere. You step over to the window and look 
  outside. There is a tree that hangs a sturdy branch 
  near the window, and a man is staring back at you 
  from his perch on that branch! He leaps for the 
  window as you stumble back. You trip and fall head 
  over heels across the bed and land on your knees on 
  the opposite side. The man with the dark beard enters 
  through the window, looking every bit like a pirate 
  that you may have heard from childhood stories. He 
  pauses after entering the room, securing the window 
  and listening to make sure he wasn't heard or spotted.  
   
  He then crosses the end of the bed and takes out 
  a golden key from a necklace. He places the key into 
  the lock of a large, ornate, iron-bound chest and lifts 
  the heavy lid. He then deposits several valuables into 
  the chest and admires his treasure. "Yar, me booty!" 
  he says proudly, then brandishes a bloody knife. "Too 
  bad - the dope who owned it won't be needing it no 
  more, yar!"  
   
  He moves over to another painting. This one is of 
  an ocean scene; a large three-mast ship floats atop of 
  the ocean near a cliff face. You see the pirate grab a 
  chalk stick, or some type of pen. He begins to draw a 
  stick figure at the bottom of the painting. Then you 
  notice the pile of stick figures that he has added to 
  the bottom of this ocean of death. A quick count 
  shows over two dozen of the tiny marks. He chuckles 
  softly and says absently “a good start this month.” 
    
  Room 22 – "The Seductress" 
  Occupant description: A beautiful noble woman 
  obsessed with beauty and beautiful things, she would 
  give anything (and does) to always remain young, healthy 
  and beautiful, and made a pact with evil spirits to do so. 
   
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  A more splendid bed room could not be found! Silk 
  and dark wood from far-away lands create an 
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  elaborate bed, dresser and vanity of this immaculate 
  room. Although the passage of time has destroyed the 
  quality of the silk, the bed frame and other furniture 
  still stand in prime condition. This was obviously the 
  room of someone who loved beauty and all the finer 
  things in the Sultanate! 
   
  Vision: When any that PC moves near the bed make a 
  DC 12+ APL Will save. Failure gives them the following: 
   
  The room is cast in a murky shade. There are several 
  candles burning along the walls in strategic points 
  giving the room a very seductive glow. You smell the 
  pleasant scent of lilacs and see several sticks of 
  incense burning around the grand bed. The silks 
  shimmer in the flickering candles, an inviting site to 
  say the least. A Dark-haired woman lying on the bed 
  beckons a handsome young man into the bed with 
  her. She seduces him slowly and when he is most at 
  peace, she pulls a long pin from her hair letting it 
  cascade down her shoulders. She then kisses the 
  young man deeply. Her hand raises and she plunges 
  the long pin down, striking the man just above the 
  collarbone. The pin sinks in several inches. The man 
  hardly has time to register the pain and what has 
  happened before he dies. 
   
  The woman then methodically reaches to her 
  nightstand and retrieves a platinum bowl. She then 
  tilts the young man forward and drains his blood into 
  the bowl. Once she fills the bowl she rings a bell. A 
  servant then enters the room and takes the body 
  away, not even flinching at the sight, obviously used 
  to it. 
   
  Time blurs and you see this event happen over 
  and over again, to both men and women, always much 
  younger than the woman. She seduces them, kills 
  them and drains their blood. Eventually she collects 
  enough blood that she performs a ritual with the 
  liquid. She chants, casts spells and adds herbs and 
  components to the brew. She then drinks deeply 
  from the bowl and her features soften. She gets 
  younger and younger. She looks to the mirror, 
  pleased with the results. 
   
  Then she lurches. Her bones crack as they shrink 
  violently. Her features appear younger again as she 
  shrinks in height by several inches. Her age 
  continues to regress and before your eyes she nearly 
  implodes! When her lurching stops she is a young 
  child of maybe 4 years of age. She is in pain and tears 
  stream from her eyes. 
   
  The 
  Neogi 
  enters 
  the 
  room, 
  apparently 
  witnessing her transformation. “Well, it seems to 
  have worked. Albeit a little too young to do us any 
  good. I’m sure you will make a nice meal for the chef 
  though” he remarks absently. He moves to the bowl 
  and transfers the contents into a nearby flask. 
   
  Room 23 – "The Tinkerer" 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  You enter this odd shaped room and the first thing 
  that crosses your mind is that it looks like the sultan’s 
  armory exploded! Piles of metal, mostly scraps, bits of 
  weapons and more junk than you feel safe sifting 
  through. The area is traversable, but care must be 
  taken to avoid getting multiple nicks and scrapes 
  from the dozens of sharp objects at every step. 
   
  Vision: When any that PC moves into the room and /or 
  searches make a DC 12+ APL Will save. Failure gives 
  them the following: 
   
  Your next step does not end in a pile of scraps, but on 
  the solid wood floor below. You see the room clearly 
  now as it is brightly lit by numerous everburning 
  torches. An older baklunish man wanders around the 
  room, tools in hand. He moves to different statues. 
  He tightens a screw here, twists a bolt there and 
  moves along to each one. You see many forms, 
  animals, suits of armor and even small boxes. He 
  moves over to a small rat looking item and sighs 
  heavily. He picks it up and turns it over. He cranks a 
  little key and removes it from the body. He sets it 
  down and the little mechanical beast begins to move 
  slowly, its little legs moving in a circular motion, 
  pushing it forward. It moves to the edge of the table 
  and drops with a “clang” onto the ground. A sad 
  expression crosses his face and he sits in his chair, a 
  defeated look. 
   
  The Neogi enters the room, looking around at the 
  vast array of lifeless constructs. “They seem to be 
  lacking something” the Neogi states, sarcasm 
  dripping from his voice. The tone is not lost on the 
  old man. “Well, I ain’t no powerful wizard that can 
  enchant them ta move ya know!” the man chides 
  back. “I may be able to help with that the Neogi 
  states. “Thank you, no, I have seen what your help has 
  done to the others. I want no part of it.” The Neogi’s 
  eyes narrow. “maybe I am not offering what you want, 
  but then again, maybe what I am offering you, you 
  cannot refuse!”  
   
  With that last statement the Neogi pulls a staff 
  from seemingly nowhere and points to the old man. 
  The man throws his hands up in a vain attempt to 
  block his face. The energy bolt that hits him sends 
  him flying back into a pile of armor scraps. The man’s 
  lifeless corpse hits the ground with a thud. The Neogi 
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  smiles and walks out the door. “A little life is all this 
  place needed” he states letting a cackle flow from his 
  lips. 
   
  The room remains still for several minutes and 
  you are not sure what is to happen next. Then from 
  the corner of your eye you spot movement. One of 
  the suits of armor begins to stir. It takes a tentative 
  step away from the wall. It looks about the room as if 
  searching for something. Its stare drops to the floor 
  where the old man’s body lies. It then brings its 
  hands up in front of its face and slowly turns them as 
  if studying them. A low rumble issues from behind 
  the helm, as though it was trying to scream. It begins 
  to move about the room, smashing all the other items. 
  Pieces of armor fly around the impacts shattering 
  other pieces. A grand mess indeed! It moves to the 
  mechanical rat and lifts its foot up, preparing to crush 
  the little thing. As it brings its foot down, it pauses as 
  if reconsidering. It then picks up the rat and sets it on 
  the table. It pauses for a moment then the armor goes 
  still. The rat then animates and runs around the table, 
  its little legs pumping away. You realize that the key 
  was not inserted and turned. The rat moves back to 
  the armor and stops. Almost immediately the armor 
  begins to move again. The suit of armor shakes as 
  though it was laughing. You next find yourself back 
  in the room with your companions. 
   
  4: PUPPY POWER 
  Room 24 – The hounds 
  Once the PCs have searched both floors you can unleash 
  the hounds! The “residents” of the crypt have heard the 
  stumbling around upstairs and have sent one of the 
  remaining guardians upstairs to take care of the 
  interloper. The hallways should be wide enough for the 
  hounds to attack. 
   
  APL 6 (EL 9) 
   
  Nessian Warhound Large outsider (evil, extraplanar, 
  fire, lawful); hp 123; Appendix 1.  
   
  APL 8 (EL 11) 
   
  Advanced Nessian Warhound Large outsider (evil, 
  extraplanar, fire, lawful); hp 161; Appendix 1. 
   
  APL 10 (EL 13) 
   
  Advanced Nessian Warhound Huge outsider (evil, 
  extraplanar, fire, lawful); hp 262; Appendix 1. 
   
  APL 12 (EL 15) 
   
  Advanced Nessian Warhound Large outsider (evil, 
  extraplanar, fire, lawful); hp 300; Appendix 1. 
   
  APL 14 (EL 17) 
   
  Nessian Warhound (2) LE Large outsider (evil, 
  extraplanar, fire, lawful); hp 300, 300; Appendix 1. 
   
  Development: Once the hound(s) are taken care of the 
  PCs can find out just where it came from. There is a door 
  that was previously hidden by magic. It is now open and 
  leads to the lower level. 
   
  5: A FAMILY THAT PLAYS 
  TOGETHER DIES TOGETHER 
  Below are the rooms and encounters that the party faces.  
   
  Room 25 – The hound’s cages 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  As you leave the stairs you enter a cavern complex of 
  sorts. The walls are rough stone, but have been 
  worked. There are sconces on the walls where once 
  torches were held. Currently there is no light. To 
  your left you can see that there is a passage and 
  possibly a set of doors. You can also hear the faint 
  ringing of steel on steel as though a blacksmith is 
  working on a piece of armor. 
   
  To your right you also see a shorter passage 
  leading away from this area. There appears to be a set 
  of double doors to the right as well. 
   
  There are also cages that line this passage. Big 
  enough to hold that beast you just faced. The doors 
  swing quietly and look as though they have been 
  regularly maintained. Inside the cages you can see the 
  remains of something humanoid in shape, but it has 
  been chewed on too much to make out much more. 
   
  Development: PCs can either travel up the left branch or 
  down the right branch. 
   
  5A: ROOM 26 THE MEAT 
  LOCKER 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following:  
   
  A macabre scene plays out before your eyes. A large 
  chamber that is cold as a meat locker, and for good 
  reason. Dangling from many hooks in the ceiling are 
  carcasses of humanoid creatures in various states of 
  dissection. You can recognize a baklunish male, a 
  gnome female and even an orc. Splayed upon the 
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  walls by barbed hooks are other forms of meat 
  including bovine, equine and more humanoids. 
   
  Near the far end of the room you see a massive 
  man. Nearly 7’ tall he wears next to nothing except a 
  blood smeared smock that covers a multitude of 
  chains and hooks that wrap around his body. He saws 
  at a chunk of flesh, possibly an arm and tosses it 
  casually to a grotesque mound of flesh with multiple 
  mouths. He turns to you the moment you enter the 
  darkened room. He sees your group and knows that 
  you are not invited guests. He looks to the creature 
  beside him and says “Looks what’s dropped in for 
  dinner!” 
   
  APL 6 (EL 9) 
   
  “The Butcher”: half-troll chain devil (kyton); hp 112; 
  Appendix 1.  
   
  Gibbering Mouther: large aberration; hp 42; Appendix 
  1. 
   
  APL 8 (EL 11) 
   
  “The Butcher”: half-troll chain devil (kyton); hp 150; 
  Appendix 1.  
   
  Half-Fiend Gibbering Mouther large aberration; hp 46; 
  Appendix 1. 
   
  APL 10 (EL 13) 
   
  “The Butcher”: half-troll chain devil (kyton); hp 216; 
  Appendix 1.  
   
  Half-Fiend Gibbering Mouther: large aberration; hp 81; 
  Appendix 1. 
   
  APL 12 (EL 15) 
   
  “The Butcher”: half-troll half-golem (flesh) chain devil 
  (kyton); hp 112; Appendix 1.  
   
  Half-Fiend Gibbering Mouther: large aberration; hp 
  148; Appendix 1. 
   
  APL 14 (EL 17) 
   
  “The Butcher”: half-troll half-golem (flesh) chain devil 
  (kyton); hp 118; Appendix 1.  
   
  Spell warped Half-Fiend Gibbering Mouther: large 
  aberration; hp 192; Appendix 1. 
   
  Tactics: The gibbering mouther moves to put itself 
  between the party and the butcher. It uses its Ground 
  Manipulation ability to slow PCs down (they need to use 
  a move action or get pinned). The butcher uses his chain 
  dance ability to control 4 chains that lash out at the PCs. 
  If he sees a PC with his hatchet he yells, “Thief” and 
  concentrates 2 chains on that person. 
   
  Remember, the Butcher is half-troll and half golem 
  at higher APLs. Damage to him is non-lethal as well as he 
  can pick which damage reduction works best for each hit 
  he takes. 
   
  5B: ROOM 27 MAN IN THE 
  MACHINE 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following: 
   
  You open the solid stone doors and peer in upon an 
  enormous workshop. There is a forge, tables, gears 
  and tons of metal. Suits of armor line the walls 
  including two massive sets. One stands out as if looks 
  to be made of pure bronze.  
   
  In the center of the room is another massive 
  statue. It looks to be carved as a baklunish man 
  holding up the ceiling. The face is easily recognizable 
  as the craftsman who became the suit of armor on the 
  upper floor of the mansion. 
   
  Tactics: Once the PCs move into the room, The tinkerer 
  attacks (either as a golem or the caryatid column). Once 
  the PCs destroy the first construct, he jumps to his more 
  powerful construct and begins the assault anew. Once the 
  second battle is finished the spirit is expunged, but you 
  can always scare the PCs by saying another suit begins to 
  move only to have a rat scurry out the leggings. 
   
  APL 6 (EL 9) 
   
  Caryatid Column: medium construct; hp 69; Appendix 
  1.  
  Then: 
   
  Shield Guardian: large construct; hp 129; Appendix 1. 
   
  APL 8 (EL 11) 
   
  Caryatid Column: large construct; hp 101; Appendix 1.  
  Then: 
   
  Brass Golem: large construct; hp 134; Appendix 1. 
   
  APL 10 (EL 13) 
   
  Caryatid Column: large construct; hp 166; Appendix 1.  
  Then: 
   
  Brass Golem: large construct; hp 178; Appendix 1. 
   
  APL 12 (EL 15) 
   
  Brass Golem: large construct; hp 178; Appendix 1. 
   
  Then: 
   
  Shadesteel Golem: large construct; hp 189; Appendix 1. 
   
  APL 14 (EL 17) 
   
  Brass Golem: large construct; hp 232; Appendix 1. 
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  Page 20 
  
  Then: 
   
  Shadesteel Golem: large construct; hp 233; Appendix 1. 
   
  5C: ROOM 28 BATH TIME! 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following: 
   
  You hear a gurgling from beyond these stone doors. 
  Entering the cavern, you find a curious site. Three 
  mineral pools greet you. All are at least 25 feet in 
  length and nearly that in width. The water bubbles 
  and you see steam rising from them. 
   
  Immediately a shape takes form in the center 
  pool. It looks like the woman who bathed her 
  children to death in the upstairs of the mansion. It 
  looks at all of you and then speaks two words “Bath 
  time” 
   
  APL 6 (EL 8) 
   
  Mania ibint Al’ Haziem: Large Half-Fiend Water 
  Elemental; hp 104; Appendix 1.  
   
  APL 8 (EL 10) 
   
  Mania ibint Al’ Haziem: Huge Half-Fiend Water 
  Elemental; hp 199; Appendix 1. 
   
  APL 10 (EL 12) 
   
  Mania ibint Al’ Haziem: Large Water Elemental; 
  Weird; hp 138; Appendix 1. 
   
  APL 12 (EL 14) 
   
  Mania ibint Al’ Haziem: Large Water Elemental; 
  Weird; hp 224; Appendix 1. 
   
  APL 14 (EL 16) 
   
  Mania ibint Al’ Haziem: Huge Water Elemental; 
  Weird; hp 360; Appendix 1. 
   
  Tactics: The woman tries to drench and drown each PC. 
  She first targets “small” PCs as they remind her of her 
  children. At higher APLs the creature is a Water Weird 
  and the pools are even more deadly. At the higher APLs if 
  she needs to retreat for a round to summon more 
  elementals, they appear as her three children (depending 
  on how many she can summon). She can “hop” between 
  pools as a move action (this provoke attacks of 
  opportunity). 
   
  5D: ROOM 29 THE END 
  Room description - present: When the PCs enter this 
  room read or paraphrase the following: 
   
  This large room has a raised dais with an altar upon it. 
  The room is bathed in moonlight giving an eerie blue 
  white glow to the area. Standing behind the altar is a 
  man in his mid forties. By the look of his face, this is 
  the man named Marith al kazanne, Lord of the 
  Mansion and the last owner of the building. 
  “Greetings” he says, through teeth that have seem to 
  have grown just a bit since you seen his bust upstairs. 
  “Welcome to our home” he continues with a grand 
  sweep of his right arm. He wears gleaming armor and 
  carries a massive scimitar across his back. 
   
  “Well, we seem to have come full circle haven’t 
  we? Our family was destroyed by the corruption of 
  the Neogi and you have dealt a killing blow to their 
  trade here in the city. Well done.” 
   
  Another figure steps out of the shadows from the 
  right side of Marith. It is Shyanne. She sees the 
  puzzled look on your faces. “Well, one cannot be the 
  Queen of the Slavers if there are other, more 
  powerful players in the same city” she remarks. 
  “Many years ago my family was corrupted and nearly 
  wiped out. Through the manipulations of the Neogi 
  and their servants I witnessed my kin twisting into 
  evil. Many perished, some survived. Now we are all 
  that is left.” She removes her veil and her features 
  change drastically. Her hair becomes a golden hue 
  and her skin darkens to reveal her baklunish heritage. 
  You also see the vicious scars of her transformation by 
  fire. You recognize the woman as Shylar ibint Marith 
  al kazanne. 
   
  “You see, years ago the Neogi began to trade 
  slaves with us. They made the family wealthy beyond 
  that of the Sultan himself. But greed was the stepping 
  stone which the Neogi began with. They lured many 
  with power, lust, and more. The family shunned the 
  Four Feet of the Dragon and fell within decades. My 
  father went into hiding with a few of my remaining 
  family members and I continued to work with the 
  Neogi. Their greed was their undoing. The tables had 
  turned. Adventurers flocked to save a poor ‘Bey’s 
  daughter’ and the Neogi paid extravagantly for them. 
  But the experiments they were doing were beginning 
  to turn the eyes of the Sultan and Grim Vizier upon 
  us and I could not continue the business relationship. 
  So using ‘heroes’ I manipulated them into being 
  infected and thus they brought down the Neogi, or so 
  it seemed. They allied with dragons and elementalists 
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  of the city, forcing me to send heroes to the outer 
  planes. It cost me nearly half of my fortune to set up 
  the meeting with Bahamut. Little did I know he was 
  going to tell these adventurers to invade my family’s 
  home! Now, it’s time to finish this once and for all. 
  The city belongs to me and you are now more trouble 
  than you are worth.” 
   
  APL 6 (EL 11) 
   
  Shyanne, Queen of the Slavers: Female Human Half-
  Fiend Rog6/Spy3; hp 47; Appendix 1.  
   
  Marith al kazanne: medium shapechanger (werewolf); hp 
  48; Appendix 1. 
   
  APL 8 (EL 13) 
   
  Shyanne, Queen of the Slavers: Female Human Half-
  Fiend Rog6/Spy5; hp 47; Appendix 1.  
   
  Marith al kazanne: medium shapechanger (werewolf); hp 
  48; Appendix 1. 
   
  APL 10 (EL 15) 
   
  Shyanne, Queen of the Slavers: Female Human Half-
  Fiend Rog6/Spy5/Acr1; hp 62; Appendix 1.  
   
  Marith al kazanne: medium shapechanger (werewolf); hp 
  76; Appendix 1. 
   
  APL 12 (EL 17) 
   
  Shyanne, Queen of the Slavers: Female Human Half-
  Fiend Rog6/Spy5/Acr3; hp 72; Appendix 1.  
   
  Marith al kazanne: medium shapechanger (werewolf); hp 
  90; Appendix 1. 
   
  APL 14 (EL 19) 
   
  Shyanne, Queen of the Slavers: Female Human Half-
  Fiend Rog6/Spy5/Acr5; hp 82; Appendix 1.  
   
  Marith al kazanne: medium shapechanger (werewolf); hp 
  104; Appendix 1. 
   
  Tactics: Shyanne’s best ability is to get into a flank with 
  Marith. She can jump 2 times per day 10’ if need be. She 
  has counter spell (dispel magic) on her ring at lower 
  levels and at higher levels she has a ring of spell turning. 
  Remember that Bane weapons grant and additional +2 to 
  hit and 2d6 damage vs. their opponents. Also, if disarmed 
  she has claws and a bite from her fiendish 
  transformation. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 6: Magic 5048 gp; +2 rapier (693 gp), +2 dagger (691 
  gp), +2 cloak of resistance (333 gp) , +2 ring of protection (666 
  gp), +3 slick mithral chainmail armor (1083 gp) , ring 
  counterspell (333 gp), anklet of translocation (116 gp),  +1 great 
  falchion (700 gp), +1 chain shirt (100 gp), +2 cloak of resistance 
  (333 gp); Total 5048 gp 
   
  APL 8: Magic 5048 gp; +2 rapier (693 gp), +2 dagger (691 
  gp), +2 cloak of resistance (333 gp) , +2 ring of protection (666 
  gp), +3 slick mithral chainmail armor (1083 gp) , ring 
  counterspell (333 gp), anklet of translocation (116 gp),  +1 great 
  falchion (700 gp), +1 chain shirt (100 gp), +2 cloak of resistance 
  (333 gp); Total 5048 gp 
   
  APL 10: Magic 6055 gp; +2 rapier (693 gp), +2 dagger (691 
  gp), +2 cloak of resistance (333 gp) , +2 ring of protection (666 
  gp), +3 slick mithral chainmail armor (1083 gp) , ring 
  counterspell (333 gp), anklet of translocation (116 gp),  +2 great 
  falchion (700 gp), +1 mithral chain mail (441 gp), +2 cloak of 
  resistance (333 gp) +2 ring of protection (666 gp); total 6055 gp 
   
  APL 12: Magic 19783 gp;  +4 rapier (bane humans) (4193 
  gp) , +2 dagger (691 gp), +2 cloak of resistance (333 gp) , +2 ring 
  of protection (666 gp), +3 slick mithral chainmail armor (1083 
  gp) ,  ring spell turning (8166 gp), anklet of translocation (116 
  gp),  +2 great falchion (700 gp), +1 mithral Breastplate (458 gp), 
  +2 cloak of resistance (333 gp), +2 ring of protection (666 gp), 
  belt of giant Strength +4 (1333 gp), boots of speed (1000gp); 
  Total 19783 gp 
   
  APL 14: Magic 25739 gp;  +4 rapier (bane humans) (4193 
  gp) , +2 dagger (691 gp), +2 cloak of resistance (333 gp) , +2 ring 
  of protection (666 gp), +3 slick mithral chainmail armor (1083 
  gp) ,  ring spell turning (8166 gp), anklet of translocation (116 
  gp), +4 great falchion (Bane Humans) (4200gp), +4 Mithral 
  breastplate (1708 gp), cloak of resistance +3 (750 gp), ring of 
  protection +3 (1500 gp), belt of giant strength +4 (1333 gp), 
  boots of speed (1000gp); Total 25739 gp 
   
  Development: When she is defeated go to Conclusion. 
   
  CONCLUSION 
  With the death stroke completed, Shyanne erupts 
  into flames! A pit beneath her of hellfire opens to 
  swallow her up. It seems that the time has come for 
  her to return to the plane of ash and fire. With a final 
  scream she curses your existence! 
   
  The first family of Dhabyia is truly dead, and the 
  building begins to shudder. Stones begin to fall from 
  the ceiling telling you its time to leave, quickly. Your 
  escape is harrowing as the entire house begins to 
  collapse and burst into flames. 
   
  As you exit the building, fire consumes it. 
  Massive clouds of smoke and toxins fill the air. You 
  see the flames burn the purest of white. And then you 
  see her. Hashel, the priestess of Istus steps through 
  the flames of the front doors and smiles at you. Her 
  image then fades and mixes with the smoke as the 
  building collapses on into the crypts below. 
   
  You know that the city is safe from one evil, but 
  with the Githyanki, Neogi and elementalists still 
  entrenched in the city, the war is far from over. 
  ZEF8-05 All Good Things… 
   
  Page 22 
  
   
  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. 
   
  2: Lower level of hell 
  Experience objective 
  APL 6  
  30 XP 
  APL 8  
  60 XP 
  APL 10  
  90 XP 
  APL 12  
  120 XP 
  APL 14  
  150 XP 
   
  3: Upper level of hell 
  Experience objective 
  APL 6  
  30 XP 
  APL 8  
  60 XP 
  APL 10  
  90 XP 
  APL 12  
  120 XP 
  APL 14  
  150 XP 
   
  4: Puppy Power! 
  Experience objective 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
   
  5a: Meat Locker 
  Experience objective 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
   
  5b: Man in the Machine 
  Experience objective 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14  
  510 XP 
   
  5c: Bath time 
  Experience objective 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
   
  5d: The end 
  Experience objective 
  APL 6  
  330 XP 
  APL 8  
  390 XP 
  APL 10  
  450 XP 
  APL 12  
  510 XP 
  APL 14  
  570 XP 
   
  Story Award 
  Objective(s) met: 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
   
  Discretionary role-playing award 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
   
  Total Possible Experience 
  APL 6  
  1,800 XP 
  APL 8  
  2,250 XP 
  APL 10  
  2,700 XP 
  APL 12  
  3,150 XP 
  APL 14  
  3,600 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 
  ZEF8-05 All Good Things… 
   
  Page 23 
  
  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.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  3: Lower level of hell 
   
  All APLs: Magic 4856 gp shifter’s sorrow (1065 gp), 
  decanter of endless water (750 gp), druid’s vestments (833 
  gp), Nolzur’s marvelous pigment (333 gp), +2 adamantine 
  hand axe bane humans (1750 gp), potion Neutralize 
  Poison x2 (62.5 gp each); Total 4856 gp  
   
  4: Upper level of hell 
   
  All APLs: Magic 1141 gp ring of feather falling (183 gp), 
  ring of swimming (208 gp), necklace of adaptation (750 
  gp); Total 1141 gp. 
   
  5d: The end 
   
  APL 6: Magic 5048 gp; +2 Rapier (693 gp), +2 Dagger (691 
  gp), +2 cloak of resistance (333 gp) , +2 ring of protection (666 
  gp), +3 slick mithral chainmail armor (1083 gp) , ring 
  counterspell (333 gp), anklet of translocation (116 gp),  +1 Great 
  Falchion (700 gp), +1 Chain shirt (100 gp), +2 cloak of resistance 
  (333 gp); Total 5048 gp 
   
  APL 8: Magic 5048 gp; +2 Rapier (693 gp), +2 Dagger (691 
  gp), +2 cloak of resistance (333 gp) , +2 ring of protection (666 
  gp), +3 slick mithral chainmail armor (1083 gp) , ring 
  counterspell (333 gp), anklet of translocation (116 gp),  +1 Great 
  Falchion (700 gp), +1 Chain shirt (100 gp), +2 cloak of resistance 
  (333 gp); Total 5048 gp 
   
  APL 10: Magic 6055 gp; +2 Rapier (693 gp), +2 Dagger (691 
  gp), +2 cloak of resistance (333 gp) , +2 ring of protection (666 
  gp), +3 slick mithral chainmail armor (1083 gp) , ring 
  counterspell (333 gp), anklet of translocation (116 gp),  +2 Great 
  Falchion (700 gp), +1 Mithral Chain mail (441 gp), +2 cloak of 
  resistance (333 gp) +2 ring of protection (666 gp); total 6055 gp 
   
  APL 12: Magic 19783 gp;  +4 Rapier (bane humans) (4193 
  gp) , +2 Dagger (691 gp), +2 cloak of resistance (333 gp) , +2 ring 
  of protection (666 gp), +3 slick mithral chainmail armor (1083 
  gp) ,  ring spell turning (8166 gp), anklet of translocation (116 
  gp),  +2 Great Falchion (700 gp), +1 Mithral Breastplate (458 gp), 
  +2 cloak of resistance (333 gp), +2 ring of protection (666 gp), 
  Belt of Giant Strength +4 (1333 gp), Boots of Speed (1000gp); 
  Total 19783 gp 
   
  APL 14: Magic 25739 gp;  +4 Rapier (bane humans) (4193 
  gp) , +2 Dagger (691 gp), +2 cloak of resistance (333 gp) , +2 ring 
  of protection (666 gp), +3 slick mithral chainmail armor (1083 
  gp) ,  ring spell turning (8166 gp), anklet of translocation (116 
  gp), +4 Great Falchion (Bane Humans) (4200gp), +4 Mithral 
  Breastplate (1708 gp), Cloak of Resistance +3 (750 gp), Ring of 
  protection +3 (1500 gp), Belt of Giant Strength +4 (1333 gp), 
  Boots of Speed (1000gp); Total 25739 gp 
   
   
  Treasure Cap 
   
  APL 6: 1,800 gp 
   
  APL 8: 2,600 gp 
   
  APL 10: 4,600 gp 
   
  APL 12: 6,600 gp 
   
  APL 14: 13,200 gp 
   
   
  Total Possible Treasure 
   
  APL 6: 11,045 gp 
   
  APL 8: 11,045 gp 
   
  APL 10: 12,052 gp 
   
  APL 12: 25,780 gp 
   
  APL 14: 31,736 gp 
   
  ADVENTURE RECORD ITEMS 
  End of an era: You have defeated the first family of 
  Dhabyia and have freed the people of the tyrannical 
  slavers. The Sultan is extremely pleased and has opened 
  his vaults to you. This gives you access (any) to one item 
  on any Zeif regional AR or VTF metaregional AR. 
   
  A Curse lifted: By exorcising the house of the demons 
  and witnessing the truth to one of her chosen, the Lady 
  of Fate will grant you a luck re-roll once per adventure for 
  the next 10 adventures. This can affect any d20 roll (save, 
  attack, skill check etc) and you must abide by the roll 
  (whether better or worse) [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]   
   
  Save the Children!: For striking down their wicked 
  mother the children will grant you the ability to cast 
  Resist Energy (fire) and Water Breathing at caster level 
  ZEF8-05 All Good Things… 
   
  Page 24 
  
  12 as a Swift action once each. [ ] Resist Energy (fire) [ ] 
  Water Breathing 
   
  Life after Death: For witnessing the multiple 
  deaths that occurred in the house your spirit 
  refuses to die. Once, you may enact a delay death 
  upon yourself as an immediate action and use 
  your level as the caster.  
   
  Curse of the Slave Queen: You managed to kill 
  Shyanne, but this has come with a price. For the next 2 
  adventures, have your DM randomly determine which 
  curse you get as per bestow curse in the Player’s 
  Handbook. The curse last for the entire adventure. 
   
  ITEM ACCESS 
  APL 6: 
  Shifter’s sorrow (Regional; DMG) 
  Decanter of endless water (Regional; DMG) 
  Nolzur’s marvelous pigment (Regional; DMG) 
  +2 adamantine hand axe bane humans (Regional; DMG) 
  Ring of feather falling (Regional; DMG) 
  Ring of swimming (Regional; DMG) 
  Necklace of adaptation (Regional; DMG) 
  Anklet of translocation (Regional; MIC) 
   
  APL 8 (all of APL 6 plus the following): 
  +3 slick mithral chainmail armor (Regional; DMG) 
  Ring of counterspells (Regional; DMG) 
   
  APL 10 (all of APLs 6-8 plus the following): 
  +1 mithral chain mail (Regional; DMG) 
   
  APL 12 (all of APLs 6-10 plus the following): 
  Ring spell turning (Regional; DMG) 
  Boots of speed (Regional; DMG) 
  +1 mithral breastplate (Regional; DMG) 
   
  APL 14 (all of APLs 6-12 plus the following): 
  +4 rapier (bane humans) (Regional; DMG) 
  +4 great falchion (Bane Humans) (Regional; DMG) 
  ZEF8-05 All Good Things… 
   
  Page 25 
  
  ZEF8-05 All Good Things… 
   
  Page 26 
  APPENDIX 1 APL 6 
  PUPPY POWER! 
  NESSIAN WARHOUND CR 9 
  LE Large outsider (evil, extraplanar, fire, lawful) 
  Init +6; Senses darkvision 60 ft., scent; Listen +18, 
  Spot +18 
  Languages Infernal (can't speak) 
  AC 24, touch 11, flat-footed 22 
       (-1 size, +2 Dex, +7 natural, +6 +2 chain shirt 
  barding) 
  hp 123 (13 HD) 
  Immune fire 
  Fort +13, Ref +10, Will +9 
  Weakness vulnerability to cold 
  Speed 40 ft. (8 squares) 
  Melee bite +21 (2d6+12 plus 1d8 fire) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +13; Grp +25 
  Special Actions breath weapon, fiery bite 
  Abilities Str 26, Dex 14, Con 20, Int 4, Wis 12, Cha 
  6 
  Feats Alertness, Improved Critical (bite), Improved 
  Initiative, Track, Weapon Focus (bite) 
  Skills Hide +17, Jump +19, Listen +18, Move 
  Silently +21, Spot +18, Survival +13, Tumble +3 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 3d6 fire, Reflex DC 21 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A Nessian warhound deals an extra 
  1d8 points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon. 
  The elemental’s movement while in vortex form does 
  not provoke attacks of opportunity, even if the 
  elemental enters the space another creature 
  occupies. Another creature might be caught in the 
  vortex if it touches or enters the vortex, or if the 
  elemental moves into or through the creature’s 
  space.  
   
  5A: THE MEAT LOCKER 
  HALF-TROLL CHAIN DEVIL (KYTON) CR 9 
  CE Large giant (evil, extraplanar, lawful, augmented 
  outsider, extraplanar) 
  Init +6; Senses darkvision 60 ft., scent; Listen +14, 
  Spot +14 
  Languages Infernal, Common 
  AC 25, touch 11, flat-footed 23 
       (-1 size, +2 Dex, +14 natural) 
  hp 112 (9 HD); fast healing 5, regeneration 2;  
  DR 5/silver or good 
  Immune cold 
  SR 18 
  Fort +13, Ref +8, Will +6 
  Speed 30 ft. (6 squares) 
  Melee 2 chains +17 (2d6+9/19-20) 
  Melee 2 claws +17 (1d8+9) and 
      bite +12 (2d6+4) 
  Space 10 ft; Reach 10 ft. (15 ft. with chains) 
  Base Atk +9; Grp +22 
  Special Actions dancing chains, unnerving gaze, rend 
  3d6+13 
  Abilities Str 29, Dex 15, Con 25, Int 4, Wis 10, Cha 10
  Feats Alertness, Improved Critical (chain), Improved 
  Initiative, Improved Toughness* 
  Skills Climb +14, Craft (blacksmithing) +17, Escape 
  Artist +14, Intimidate +12, Listen +14, Spot +14, Use 
  Rope +2 (+4 with bindings) 
  Advancement 9-16 HD (Medium) 
  Dancing Chains (Su) A chain devil’s most awesome 
  attack is its ability to control up to four chains within 
  20 feet as a standard action, making the chains 
  dance or move as it wishes. In addition, a chain 
  devil can increase these chains’ length by up to 15 
  feet and cause them to sprout razor-edged barbs. 
  These chains attack as effectively as the devil 
  itself. If a chain is in another creature’s possession, 
  the creature can attempt a DC 15 Will save to 
  break the chain devil’s power over that chain. If the 
  save is successful, the kyton cannot attempt to 
  control that particular chain again for 24 hours or 
  until the chain leaves the creature’s possession. 
  The save DC is Charisma-based. A chain devil can 
  climb chains it controls at its normal speed without 
  making Climb checks.  
  Unnerving Gaze (Su) Range 30 ft., Will DC 15 
  negates. A chain devil can make its face resemble 
  one of an opponent’s departed loved ones or bitter 
  enemies. Those who fail their saves take a -2 
  penalty on attack rolls for 1d3 rounds. The save 
  DC is Charisma-based.  
  Regeneration (Ex) Chain devils take normal damage 
  from silvered weapons, good-aligned weapons, and 
  spells or effects with the good descriptor. A chain 
  devil that loses a piece of its body regrows it in 
  2d6×10 minutes. Holding the severed member 
  against the stump enables it to reattach instantly.  
  * see Appendix 2: New Rules Items 
   
  GIBBERING MOUTHER CR 5 
  N Medium aberration 
  Init +1; Senses darkvision 60 ft.; Listen +4, Spot +9 
  Languages Common 
  AC 19, touch 11, flat-footed 18 
       (+1 Dex, +8 natural) 
  hp 42 (4 HD); DR 5/bludgeoning 
  Fort +7, Ref +4, Will +5 
  
  Speed 10 ft. (2 squares), swim 20 ft. 
  Melee 6 bites +4 (1) and 
      spittle +4 touch (1d4 acid plus blindness) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Special Actions gibbering, spittle, improved grab, 
  blood drain, engulf, ground manipulation 
  Abilities Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 
  13 
  SQ amorphous 
  Feats Lightning Reflexes, Weapon Finesse 
  Skills Listen +4, Spot +9, Swim +8 
  Gibbering (Su) As soon as a mouther spots 
  something edible, it begins a constant gibbering as 
  a free action. All creatures (other than mouthers) 
  within a 60-foot spread must succeed on a DC 13 
  Will save or be affected as though by a confusion 
  spell for 1d2 rounds. This is a sonic mind-affecting 
  compulsion effect. A creature that successfully 
  saves cannot be affected by the same gibbering 
  mouther’s gibbering for 24 hours. The save DC is 
  Charisma-based.  
  Spittle (Ex) As a free action every round, a gibbering 
  mouther fires a stream of spittle at one opponent 
  within 30 feet. The mouther makes a ranged touch 
  attack; if it hits, it deals 1d4 points of acid damage, 
  and the target must succeed on a DC 18 Fortitude 
  save or be blinded for 1d4 rounds. Eyeless 
  creatures are immune to the blinding effect, but are 
  still subject to the acid damage. The save DC is 
  Constitution-based.  
  Improved Grab (Ex) To use this ability, a gibbering 
  mouther must hit with a bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  
  Swallow Whole (Ex) The gibbering mouther can 
  attempt to swallow a grappled opponent of Medium 
  or smaller size by making a successful grapple 
  check. (The gibbering mouther doesn’t actually 
  “swallow” the opponent—it engulfs it within its 
  amorphous form—but the effect is essentially the 
  same.) Once inside, the gibbering mouther can use 
  its blood drain ability. A swallowed creature can cut 
  its way out by dealing 5 points of damage to the 
  gibbering mouther (same AC). The gibbering 
  mouther’s body can hold 1 Medium, 2 Small, 8 
  Tiny, 32 Diminutive, or 128 Fine creatures.  
  Blood 
  Drain 
  (Ex) 
  A 
  swallowed 
  opponent 
  automatically takes 1d4 points of Constitution 
  damage each round.  
  Ground Manipulation (Su) At will, as a standard 
  action, a gibbering mouther can cause stone and 
  earth in all adjacent squares to become a morass 
  akin to quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. Anyone 
  other than the mouther in that area must take a 
  move-equivalent action to avoid becoming mired 
  (treat as being pinned).  
  Amorphous (Ex) A gibbering mouther is not subject 
  to critical hits. It cannot be flanked.  
   
  5B: MAN IN THE MACHINE 
  CARYATID COLUMN CR 6 
  N Medium construct 
  Init +3; Senses Listen -5, Spot -5 
  Languages -- 
  AC 22, touch 13, flat-footed 19 
       (+3 Dex, +9 natural) 
  hp 69 (9 HD); hardness 8 
  Fort +3, Ref +6, Will -2 
  Speed 30 ft. (6 squares) 
  Melee +2 bastard sword +14/+9 (1d10 17-20 +9) 
  Melee +2 bastard sword +14/+9 (1d10 17-20 +7) 
  and slam +6 (1d4+2) 
  Melee 2 slams +11 (1d4+5) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +6; Grp +11 
  Atk Options Improved Sunder, Power Attack 
  Abilities Str 20, Dex 16, Con --, Int 6, Wis 1, Cha 1 
  SQ break weapon, column form, construct traits, 
  magic weapon 
  Feats Improved Critical (bastard sword)Improved 
  Sunder, Power Attack, Weapon Focus (bastard 
  sword) 
  Skills Diplomacy -3, Sense Motive +4 
   
  SHIELD GUARDIAN CR 8 
  N Large construct 
  Init +0; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages see text 
  AC 24, touch 9, flat-footed 24 (-1 size, +15 natural) 
  hp 129 (18 HD); fast healing 5 
  Fort +6, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Melee 2 slams +18 (1d8+6) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +13; Grp +23 
  Abilities Str 23, Dex 10, Con --, Int --, Wis 10, Cha 1
  SQ construct traits, find master, guard, shield other, 
  spell storing (charm monster DC 16) 
  Feats -- 
  Skills none 
  Find Master (Su) As long as a shield guardian and its 
  amulet are on the same plane, the shield guardian 
  can find the amulet wearer (or just the amulet, if it 
  is removed after the guardian is called).  
  Guard (Ex) If ordered to do so, a shield guardian 
  moves swiftly to defend the wearer of its amulet, 
  blocking blows and disrupting foes. All attacks 
  against the amulet wearer take a -2 penalty when 
  the shield guardian is adjacent to its master.  
  Shield Other (Sp) The wearer of a shield guardian’s 
  amulet can activate this defensive ability if within 
  100 feet of the shield guardian. Just as the spell of 
  the same name, this ability transfers to the shield 
  guardian half the damage that would be dealt to the 
  amulet wearer (this ability does not provide the 
  spell’s AC or save bonuses).  
  ZEF8-05 All Good Things… 
   
  Page 27 
  
  Spell Storing (Sp) A shield guardian can store one 
  spell of 4th level or lower that is cast into it by 
  another creature. It "casts" this spell when 
  commanded to do so or when a predefined 
  situation arises. Once this spell is used, the shield 
  guardian can store another spell (or the same spell 
  again).  
   
  5C: BATH TIME 
  HALF-FIEND LARGE WATER ELEMENTAL CR 8 
  CE Large outsider (water, extraplanar, augmented 
  elemental) 
  Init +4; Senses darkvision 60 ft.; Listen +5, Spot +6 
  Languages see text 
  AC 23, touch 13, flat-footed 19 (-1 size, +4 Dex, +10 
  natural) 
  hp 104 (11 HD); DR 5/-, 5/magic 
  Immune disease 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 21
  Fort +12, Ref +7, Will +3 
  Speed 20 ft. (4 squares), swim 90 ft., fly 20 ft. 
  (average) 
  Melee 2 slams +14 (2d8+7) 
  Melee 2 claws +14 (1d6+7) and 
      bite +9 (1d8+3) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +8; Grp +19 
  Atk Options Cleave, Great Cleave, Power Attack 
  Special Actions Water mastery, drench, vortex, 
  smite good 
  Abilities Str 24, Dex 18, Con 21, Int 10, Wis 11, Cha 
  13 
  SQ elemental traits, spell-like abilities 
  Feats Cleave, Great Cleave, Power Attack 
  Skills Listen +5, Spot +6 
  Advancement 9-15 HD (Large) 
  Spell- Like abilities: darkness 3/day, desecrate, 
  unholy blight, poison 3/day, contagion, blasphemy 
  (DC =12+Spell level) 
  Water Mastery (Ex) A water elemental gains a +1 
  bonus on attack and damage rolls if both it and its 
  opponent are touching water. If the opponent or the 
  elemental is touching the ground, the elemental 
  takes a -4 penalty on attack and damage rolls. 
  (These modifiers are not included in the statistics 
  block.)  
  Drench (Ex) The elemental’s touch puts out torches, 
  campfires, exposed lanterns, and other open 
  flames of nonmagical origin if these are of Large 
  size or smaller. The creature can dispel magical 
  fire it touches as dispel magic (caster level equals 
  elemental’s HD).  
  Vortex (Su) The elemental can transform itself into a 
  whirlpool once every 10 minutes, provided it is 
  underwater, and remain in that form for up to 1 
  round for every 2 HD it has. In vortex form, the 
  elemental can move through the water or along the 
  bottom at its swim speed. The vortex is 5 feet wide 
  at the base, up to 30 feet wide at the top, and 10 
  feet or more tall, depending on the elemental’s 
  size. The elemental controls the exact height, but it 
  must be at least 10 feet. See Monster Manual 
   
  5D: THE END 
  S H Y AN N E,  Q U E E N  O F  T H E  S L AV E R S 
  CR  11 
  Female Human Half-Fiend Rog6/SpyMstr3 
  LE Medium Outsider (augmented humanoid, native, 
  human); 
  Init +5; Senses Listen +5, Spot +11, Darkvision 60’ 
  Aura moderate evil 
  Languages Common, abyssal, Ancient Baklunish 
  AC 29, touch 16, flat-footed 27 (+8 armor, +4 shield, 
  +4 dex, +2 defl,  +1 natural), 
  Miss Chance  
  hp 65 (+10 temp) (9 HD); regeneration/fast healing; 
  DR 5/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, and fire 10;  
  SR 19 
  Fort +8, Ref +17, Will +4 
  Speed 30 ft. in Mithral chainmail (6 squares), base 
  movement 30 ft., fly (average) 30 ft.;  
  Melee +2 rapier +10/+5 (1d6+6;18-20/x2), and +2 
  dagger  +10 (1d4+4;19-20/x2) or +10/+10 2 Claws 
  (1d4+2;20/x2), +5 Bite (1d6+4;20/x2); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10 
  Atk Options Telling Blow, Two-Weapon Pounce, 
  Smite good (+9 damage 1/day) 
  Special Actions Sneak attack 3d6 
  Combat Gear anklet of translocation*, scroll of false 
  life, scroll shield, scroll cat’s grace, scroll bear’s 
  endurance 
  Abilities 
  Str 
  18(+4), 
  Dex 
  21/25(+5/+7), 
  Con 
  12/16(+1/+3), Int 16(+3), Wis 8(-1), Cha 15(+2); 
  SQ Spell- like abilities 
  Feats Skill Focus (Bluff), Two-Weapon Fighting, Two-
  Weapon Defense, Telling Blow*, Two-Weapon 
  Pounce. 
  Skills Balance +13, Bluff +17, Climb +6, Diplomacy 
  +11, Disguise +10, Escape artist +12, Forgery¹ +7, 
  Gather Information +16, Jump +10, Knowledge 
  (local, VTF) +11,  Listen +5, Move Silently +17, 
  Sense Motive +11, Sleight of Hand +19, Spot +11, 
  Tumble +19, Use Magic Device +13. 
  Possessions combat gear plus +2 rapier , +2 dagger, 
  +2 cloak of resistance, +2 ring of protection, +3 
  slick mithral chainmail armor, ring counterspell 
  (dispel magic), 
  Spell- Like abilities: darkness 3/day, desecrate, 
  unholy 
  blight, 
  poison 
  3/day, 
  contagion 
  (DC 
  =12+Spell level) 
  Cover Identity (Ex): You have 1 cover identity; while 
  in such an identity, you gain a +4 circumstance 
  bonus to Disguise, and a +2 circumstance bonus to 
  Bluff and Gather Information. 
  Undetectable 
  Alignment 
  (Ex): 
  As 
  the 
  spell, 
  continually active. 
  ZEF8-05 All Good Things… 
   
  Page 28 
  
  Quick Change (Ex): You can don a disguise in one-
  tenth the normal time (1d3 minutes) and don or 
  remove armor in one-half the normal time. 
  Scrying Defense (Ex): You gain +3 to Will saves 
  against divination (scrying) spells, as well as to 
  Spot checks to notice scrying sensors. 
  Magic Aura (Sp): You can use Nystul's magic aura at 
  will, with a caster level of 3.  
  * see Appendix 2: New Rules Items 
   
  MARITH AL KAZANNE:WEREWOLF 
  CR  6 
  Male Human Ftr4 
  CE 
  Medium 
  Humanoid 
  (Human, 
  human, 
  shapechanger) 
  Init +4; Senses Listen +6, Spot +2, low-light vision, 
  scent 
  Aura moderate evil 
  Languages Common, ancient baklunish 
  AC 23, touch 12, flat-footed 21 (+4 armor, +4 dex, +4 
  natural) 
  hp 48 (2d8+4d10+10); DR 10/silver 
  Fort +9, Ref +7, Will +6 
  Speed 30 ft. in Chain Shirt (6 squares), base 
  movement 30 ft. ;  
  Melee +1 great falchion; +8 (1d12+5; 18-20/x2) and 
   +5 Bite (1d6+1;20/x2) 
   or 
   
  +7/+7 2 Claws (1d6+3; 20/x2), and 
   
  +5 Bite (1d6+1;20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Atk Options Power Attack, Spring Attack 
  Abilities Str 18, Dex 18, Con 17, Int 12, Wis 12, Cha 
  8; 
  SQ Curse of lycanthropy 
  Feats Dodge, Mobility, Spring Attack, Exotic Weapon 
  Proficiency (Falchion, Great), Iron Will², Power 
  Attack, Improved Natural Attack (2 Claws), 
  Multiattack 
  Skills Climb +6, Handle Animal +6, Intimidate +6, 
  Jump +0, Listen +6, Spot +2 
  Possessions +1 great falchion, +1 chain shirt, +2 
  cloak of resistance 
  Skills Climb +6, Handle Animal +6, Intimidate +6, 
  Jump +0, Listen +6, Spot +2 
  Alternate Form (Su) A werewolf can assume a 
  bipedal hybrid form or the form of a wolf.  
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a werewolf’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy.  
  Trip (Ex) A werewolf in animal form that hits with a 
  bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the werewolf.  
  Wolf Empathy (Ex) Communicate with wolves and 
  dire wolves, and +4 racial bonus on Charisma-
  based checks against wolves and dire wolves. 
   
  ZEF8-05 All Good Things… 
   
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  ZEF8-05 All Good Things… 
   
  Page 30 
  APL 8 
  PUPPY POWER 
  NESSIAN WARHOUND CR 11 
  LE Large outsider (evil, extraplanar, fire, lawful) 
  Init +6; Senses darkvision 60 ft., scent; Listen +23, 
  Spot +23 
  Languages Infernal (can't speak) 
  AC 24, touch 11, flat-footed 22  (-1 size, +2 Dex, +7 
  natural, +6 +2 chain shirt barding) 
  hp 161 (17 HD) 
  Immune fire 
  Fort +15, Ref +12, Will +11 
  Weakness vulnerability to cold 
  Speed 40 ft. (8 squares) 
  Melee bite +25 (3d6+12 plus 1d8 fire) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +17; Grp +29 
  Special Actions breath weapon, fiery bite 
  Abilities Str 27, Dex 14, Con 20, Int 4, Wis 12, Cha 6
  Feats Alertness, Improved Critical (bite), Improved 
  Initiative, Improved Natural Attack (Bite),Track, 
  Weapon Focus (bite) 
  Skills Hide +19, Jump +19, Listen +23, Move Silently 
  +21, Spot +23, Survival +21, Tumble +3 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 3d6 fire, Reflex DC 21 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A Nessian warhound deals an 
  extra 1d8 points of fire damage every time it 
  bites an opponent, as if its bite were a 
  flaming weapon. 
   
  5A: THE MEAT LOCKER 
  HALF-TROLL CHAIN DEVIL (KYTON) CR 11 
  CE Large giant (evil, extraplanar, lawful, augmented 
  outsider, extraplanar) 
  Init +6; Senses darkvision 60 ft., scent; Listen +17, 
  Spot +17 
  Languages Infernal, Common 
  AC 25, touch 11, flat-footed 23 
       (-1 size, +2 Dex, +14 natural) 
  hp 150 (12 HD); fast healing 5, regeneration 2; DR 
  5/silver or good 
  Immune cold 
  SR 18 
  Fort +15, Ref +10, Will +10 
  Speed 30 ft. (6 squares) 
  Melee 2 chains +21 (2d6+10/19-20) 
  Melee 2 claws +21 (1d8+10) and 
      bite +16 (2d6+5) 
  Space 10 ft; Reach 10 ft. (15 ft. with chains) 
  Base Atk +12; Grp +26 
  Special Actions dancing chains, unnerving gaze, 
  rend 3d6+15 
  Abilities Str 30, Dex 15, Con 25, Int 4, Wis 10, Cha 
  10 
  Feats Alertness, Improved Critical (chain), 
  Improved Initiative, Improved Toughness, Iron Will 
  Skills Climb +17, Craft (blacksmithing) +20, 
  Escape Artist +17, Intimidate +15, Listen +17, Spot 
   +17, Use Rope +2 (+4 with bindings) 
  Dancing Chains (Su) A chain devil’s most awesome 
  attack is its ability to control up to four chains within 
  20 feet as a standard action, making the chains 
  dance or move as it wishes. In addition, a chain 
  devil can increase these chains’ length by up to 15 
  feet and cause them to sprout razor-edged barbs. 
  These chains attack as effectively as the devil 
  itself. If a chain is in another creature’s possession, 
  the creature can attempt a DC 15 Will save to 
  break the chain devil’s power over that chain. If the 
  save is successful, the kyton cannot attempt to 
  control that particular chain again for 24 hours or 
  until the chain leaves the creature’s possession. 
  The save DC is Charisma-based. A chain devil can 
  climb chains it controls at its normal speed without 
  making Climb checks.  
  Unnerving Gaze (Su) Range 30 ft., Will DC 15 
  negates. A chain devil can make its face resemble 
  one of an opponent’s departed loved ones or bitter 
  enemies. Those who fail their saves take a -2 
  penalty on attack rolls for 1d3 rounds. The save 
  DC is Charisma-based.  
  Regeneration (Ex) Chain devils take normal damage 
  from silvered weapons, good-aligned weapons, and 
  spells or effects with the good descriptor. A chain 
  devil that loses a piece of its body regrows it in 
  2d6×10 minutes. Holding the severed member 
  against the stump enables it to reattach instantly.  
   
  HALF-FIEND GIBBERING MOUTHER CR 6 
  CE Medium outsider (augmented aberration) 
  Init +3; Senses darkvision 60 ft.; Listen +4, Spot +9 
  Languages Common 
  AC 22, touch 13, flat-footed 19 
       (+3 Dex, +9 natural) 
  hp 46 (4 HD); DR 5/bludgeoning, 5/magic 
  Immune disease 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 14
  Fort +8, Ref +6, Will +5 
  Speed 10 ft. (2 squares), swim 20 ft., fly 10 ft. 
  (average) 
  Melee 6 bites +6 (1+2) and 
      spittle +6 touch (1d4 acid plus blindness) 
  Melee 2 claws +6 (1d4+2) and 
      bite +1 (1d6+1) 
  Space 5 ft; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Actions gibbering, spittle, improved grab, 
  blood drain, engulf, ground manipulation, smite 
       good 
  
  Abilities Str 14, Dex 17, Con 24, Int 8, Wis 13, Cha 
  15 
  SQ amorphous, spell-like abilities 
  Feats Lightning Reflexes, Weapon Finesse 
  Skills Listen +4, Spot +9, Swim +8 
  Spell- Like abilities: darkness 3/day, desecrate, (DC 
  =12+Spell level) 
  Gibbering (Su) As soon as a mouther spots 
  something edible, it begins a constant gibbering as 
  a free action. All creatures (other than mouthers) 
  within a 60-foot spread must succeed on a DC 13 
  Will save or be affected as though by a confusion 
  spell for 1d2 rounds. This is a sonic mind-affecting 
  compulsion effect. A creature that successfully 
  saves cannot be affected by the same gibbering 
  mouther’s gibbering for 24 hours. The save DC is 
  Charisma-based.  
  Spittle (Ex) As a free action every round, a gibbering 
  mouther fires a stream of spittle at one opponent 
  within 30 feet. The mouther makes a ranged touch 
  attack; if it hits, it deals 1d4 points of acid damage, 
  and the target must succeed on a DC 18 Fortitude 
  save or be blinded for 1d4 rounds. Eyeless 
  creatures are immune to the blinding effect, but are 
  still subject to the acid damage. The save DC is 
  Constitution-based.  
  Improved Grab (Ex) To use this ability, a gibbering 
  mouther must hit with a bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  
  Swallow Whole (Ex) The gibbering mouther can 
  attempt to swallow a grappled opponent of Medium 
  or smaller size by making a successful grapple 
  check. (The gibbering mouther doesn’t actually 
  “swallow” the opponent—it engulfs it within its 
  amorphous form—but the effect is essentially the 
  same.) Once inside, the gibbering mouther can use 
  its blood drain ability. A swallowed creature can cut 
  its way out by dealing 5 points of damage to the 
  gibbering mouther (same AC). The gibbering 
  mouther’s body can hold 1 Medium, 2 Small, 8 
  Tiny, 32 Diminutive, or 128 Fine creatures.  
  Blood 
  Drain 
  (Ex) 
  A 
  swallowed 
  opponent 
  automatically takes 1d4 points of Constitution 
  damage each round.  
  Ground Manipulation (Su) At will, as a standard 
  action, a gibbering mouther can cause stone and 
  earth in all adjacent squares to become a morass 
  akin to quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. Anyone 
  other than the mouther in that area must take a 
  move-equivalent action to avoid becoming mired 
  (treat as being pinned).  
  Amorphous (Ex) A gibbering mouther is not subject 
  to critical hits. It cannot be flanked.  
   
  5B: MAN IN THE MACHINE 
  CARYATID COLUMN CR 8 
  N Large construct 
  Init +2; Senses Listen -5, Spot -5 
  Languages -- 
  AC 22, touch 11, flat-footed 20 
       (-1 size, +2 Dex, +11 natural) 
  hp 101 (13 HD); hardness 8 
  Fort +4, Ref +8, Will -1 
  Speed 30 ft. (6 squares) 
  Melee +2 bastard sword +21/+16 (2d8+12 17-20) 
  and slam +13 (1d6+5) 
  Melee 2 slams +18 (1d6+10) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +9; Grp +23 
  Atk Options Improved Sunder, Power Attack 
  Abilities Str 30, Dex 14, Con --, Int 6, Wis 1, Cha 1 
  SQ break weapon, column form, construct traits, 
  magic weapon 
  Feats Improved Critical (bastard sword), Improved 
  Sunder, Lightning Reflexes, Power Attack, Weapon 
       Focus (bastard sword) 
  Skills Diplomacy -3, Sense Motive +11 
   
  BRASS GOLEM CR 10 
  N Large construct 
  Init +0; Senses scent; Listen +2, Spot +2 
  Languages see text 
  AC 31, touch 9, flat-footed 31 (-1 size, +22 natural) 
  hp 134 (19 HD); DR 10/adamantine 
  Immune magic 
  Fort +6, Ref +6, Will +8 
  Speed 30 ft. (6 squares), (can't run) 
  Melee +3 wounding greataxe +21/+16/+11 
  (3d6+10/x3) 
  Melee butt +18 (1d8+7) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +14; Grp +23 
  Atk Options Cleave, Great Cleave, Improved 
  Sunder, Power Attack 
  Special Actions Maze 
  Abilities Str 20, Dex 11, Con --, Int 3, Wis 14, Cha 7 
  SQ construct traits 
  Feats Cleave, Great Cleave, Improved Critical 
  (greataxe), Improved Sunder, Power Attack, Track 
  Skills Survival +21 
  Maze (Sp): Once per day, a brass golem can target a 
  maze effect (caster level 16th) against a single 
  quarry. The golem is immune to the edicts of its 
  own maze ability and it can freely enter its own 
  maze to track a target. 
  Immunity to Magic (Ex) An brass golem is immune 
  to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. A magical attack that deals electricity 
  damage slows an brass golem (as the slow spell) 
  for 3 rounds, with no saving throw. A magical 
  attack that deals fire damage breaks any slow 
  effect on the golem and heals 1 point of damage 
  for each 3 points of damage the attack would 
  ZEF8-05 All Good Things… 
   
  Page 31 
  
  otherwise deal. If the amount of healing would 
  cause the golem to exceed its full normal hit points, 
  it gains any excess as temporary hit points. For 
  example, an brass golem hit by a fireball gains 
  back 6 hit points if the damage total is 18 points. 
  An iron golem gets no saving throw against fire 
  effects. 
   
  5C: BATH TIME 
  HALF-FIEND HUGE WATER ELEMENTAL CR 10 
  CE Huge outsider (water, extraplanar, augmented 
  elemental) 
  Init +6; Senses darkvision 60 ft.; Listen +11, Spot 
  +12 
  Languages see text 
  AC 24, touch 14, flat-footed 18 (-2 size, +6 Dex, +10 
  natural) 
  hp 199 (19 HD); DR 10/magic, 5/- 
  Immune disease 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 29
  Fort +17, Ref +12, Will +8 
  Speed 30 ft. (6 squares), swim 120 ft., fly 30 ft. 
  (average) 
  Melee 2 slams +21 (2d10+9) 
  Melee 2 claws +21 (1d8+9) and 
      bite +16 (2d6+4) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +14; Grp +31 
  Atk Options Cleave, Great Cleave, Improved Bull 
  Rush, Power Attack 
  Special Actions Water mastery, drench, vortex, 
  smite good 
  Abilities Str 28, Dex 22, Con 23, Int 10, Wis 11, Cha 
  13 
  SQ elemental traits, spell-like abilities 
  Feats Alertness, Cleave, Great Cleave, Improved 
  Bull Rush, Iron Will, Power Attack 
  Skills Listen +11, Spot +12 
  Spell- Like abilities: darkness 3/day, desecrate, 
  unholy blight, poison 2/day, contagion, unholy aura 
  2/day, unhallow, summon monster ix (fiends only), 
  (DC =12+Spell level) 
  Water Mastery (Ex) A water elemental gains a +1 
  bonus on attack and damage rolls if both it and its 
  opponent are touching water. If the opponent or the 
  elemental is touching the ground, the elemental 
  takes a -4 penalty on attack and damage rolls. 
  (These modifiers are not included in the statistics 
  block.)  
  Drench (Ex) The elemental’s touch puts out torches, 
  campfires, exposed lanterns, and other open 
  flames of nonmagical origin if these are of Large 
  size or smaller. The creature can dispel magical 
  fire it touches as dispel magic (caster level equals 
  elemental’s HD).  
  Vortex (Su) The elemental can transform itself into a 
  whirlpool once every 10 minutes, provided it is 
  underwater, and remain in that form for up to 1 
  round for every 2 HD it has. In vortex form, the 
  elemental can move through the water or along the 
  bottom at its swim speed. The vortex is 5 feet wide 
  at the base, up to 30 feet wide at the top, and 10 
  feet or more tall, depending on the elemental’s 
  size. The elemental controls the exact height, but it 
  must be at least 10 feet. See Monster Manual 
   
  5D: THE END 
  S H Y AN N E,  Q U E E N  O F  T H E  S L AV E R S 
  CR  13 
  Female Human Half-Fiend Rog6/SpyMstr5 
  LE Medium Outsider (augmented humanoid, native, 
  human); 
  Init +5; Senses Listen +5, Spot +11, Darkvision 60’ 
  Aura moderate evil 
  Languages Common, abyssal, Ancient Baklunish 
  AC 29, touch 16, flat-footed 25 (+8 armor, +4 shield, 
  +4 dex, +2 defl, +1 natural), 
  Miss Chance  
  hp 79 (+12 temp) (11 HD); regeneration/fast 
  healing; DR 5/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, and fire 10; SR 
  21 
  Fort +8, Ref +18, Will +4 
  Speed 30 ft. in Mithril chainmail (6 squares), base 
  movement 30 ft., fly (average) 30 ft.;  
  Melee +2 rapier +11/+6 (1d6+6; 18-20/x2), and +2 
  dagger  +11 (1d4+4;19-20/x2) or +11/+11 2 Claws 
  (1d4+2;20/x2), +6 Bite (1d6+4;20/x2); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +11 
  Atk Options Telling Blow, Two-Weapon Pounce, 
  Smite good (+11 damage 1/day) 
  Special Actions Sneak attack 4d6 
  Combat Gear anklets of translocation*, scroll of false 
  life, scroll shield, scroll cat’s grace, scroll bear’s 
  endurance 
  Abilities Str 18, Dex 21/25(+7), Con 12/16(+3), Int 
  16, Wis 8, Cha 15; 
  SQ Spell- like abilities 
  Feats Skill Focus (Bluff), Two-Weapon Fighting, Two-
  Weapon Defense, Telling Blow*, Two-Weapon 
  Pounce. 
  Skills Balance +15, Bluff +19, Climb +10, Diplomacy 
  +11, Disguise +10, Escape artist +12, Forgery¹ +7, 
  Gather Information +18, Jump +12, Knowledge 
  (local, VTF) +13,  Listen +5, Move Silently +19, 
  Sense Motive +13, Sleight of Hand +21, Spot +13, 
  Tumble +21, Use Magic Device +15. 
  Possessions combat gear plus +2 rapier , +2 dagger, 
  +2 cloak of resistance, +2 ring of protection, +3 
  slick mithral chainmail armor, ring counterspell 
  (dispel magic), 
  Spell- Like abilities: darkness 3/day, desecrate, 
  unholy blight, poison 3/day, contagion, blasphemy 
  (DC =12+Spell level) 
  Cover Identity (Ex): You have 1 cover identity; while 
  in such an identity, you gain a +4 circumstance bonus 
  to Disguise, and a +2 circumstance bonus to Bluff and 
  Gather Information. 
  Undetectable Alignment (Ex): As the spell, 
  ZEF8-05 All Good Things… 
   
  Page 32 
  
  continually active. 
  Quick Change (Ex): You can don a disguise in one-
  tenth the normal time (1d3 minutes) and don or 
  remove armor in one-half the normal time. 
  Scrying Defense (Ex): You gain +3 to Will saves 
  against divination (scrying) spells, as well as to Spot 
  checks to notice scrying sensors. 
  Magic Aura (Sp): You can use Nystul's magic aura at 
  will, with a caster level of 5.  
  Dispel Scrying (Su): 6/day, you can dispel a scrying 
  sensor as if using greater dispel magic, with a caster 
  level of 15. 
  * see Appendix 2: New Rules Items 
   
  MARITH AL KAZZANNE:WEREWOLF 
  CR  8 
  Male Human Ftr6 
  CE 
  Medium 
  Humanoid 
  (Human, 
  human, 
  shapechanger) 
  Init +4; Senses Listen +6, Spot +2, low-light vision, 
  scent 
  Aura moderate evil 
  Languages Common, ancient baklunish 
  AC 24, touch 12, flat-footed 17 (+4 armor, +4 dex, +4 
  natural, +2 def) 
  hp 62 (HD 2d8+6d10+12); DR 10/silver 
  Fort +10, Ref +8, Will +7 
  Speed 20 ft. in Chain shirt (6 squares), base 
  movement 30 ft.;  
  Melee +1 great falchion; +11/+6 (1d12+7; 18-20/x2) 
  and +8 Bite (1d8+2; 20/x2) 
   or 
   
  +10/+10 2 Claws (1d6+4; 20/x2), and 
   
  +8 Bite (1d8+2; 20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10 
  Atk Options Power Attack, Spring Attack 
  Abilities Str 19, Dex 18, Con 17, Int 12, Wis 12, Cha 
  8; 
  SQ Curse of lycanthropy 
  Feats Dodge, Mobility, Spring Attack, Exotic Weapon 
  Proficiency (Falchion, Great), Iron Will², Power 
  Attack, Improved Natural Attack (Bite), Improved 
  Natural Attack (2 Claws), Multiattack 
  Skills Climb +6, Handle Animal +6, Intimidate +6, 
  Jump +0, Listen +6, Spot +2 
  Possessions +1 great falchion, +1 chain shirt, +2 
  cloak of resistance 
  Skills Climb +9, Handle Animal +8, Intimidate +8, 
  Jump +3, Listen +6, Spot +2 
  Alternate Form (Su) A werewolf can assume a 
  bipedal hybrid form or the form of a wolf.  
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a werewolf’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy.  
  Trip (Ex) A werewolf in animal form that hits with a 
  bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the werewolf.  
  Wolf Empathy (Ex) Communicate with wolves and 
  dire wolves, and +4 racial bonus on Charisma-
  based checks against wolves and dire wolves. 
  ZEF8-05 All Good Things… 
   
  Page 33 
  
  ZEF8-05 All Good Things… 
   
  Page 34 
  APL 10
  PUPPY POWER 
  NESSIAN WARHOUND CR 13 
  LE Huge outsider (evil, extraplanar, fire, lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +27, 
  Spot +27 
  Languages Infernal (can't speak) 
  AC 25, touch 9, flat-footed 24 
       (-2 size, +1 Dex, +10 natural, +6 +2 chain shirt 
  barding) 
  hp 262 (21 HD) 
  Immune fire 
  Fort +19, Ref +15, Will +13 
  Weakness vulnerability to cold 
  Speed 40 ft. (8 squares) 
  Melee bite +33 (3d6+19 plus 1d8 fire) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +21; Grp +42 
  Special Actions breath weapon, fiery bite 
  Abilities Str 36, Dex 12, Con 24, Int 4, Wis 12, Cha 6 
  Feats Alertness, Improved Critical (bite), Improved 
  Initiative, Improved Natural Attack (Bite), 
       Improved Toughness*, Lightning Reflexes, Track, 
  Weapon Focus (bite) 
  Skills Hide +21, Jump +19, Listen +27, Move Silently 
  +21, Spot +27, Survival +25, Tumble +2 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 3d6 fire, Reflex DC 23 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A Nessian warhound deals an extra 
  1d8 points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon. 
  * see Appendix 2: New Rules Items 
   
  5A: THE MEAT LOCKER 
  HALF-TROLL CHAIN DEVIL (KYTON) CR 13 
  CE Large giant (evil, extraplanar, lawful, augmented 
  outsider, extraplanar) 
  Init +6; Senses darkvision 60 ft., scent; Listen +21, 
  Spot +21 
  Languages Infernal, Common 
  AC 26, touch 11, flat-footed 24 
       (-1 size, +2 Dex, +15 natural) 
  hp 216 (16 HD); fast healing 5, regeneration 2;  
  DR 5/silver or good 
  Immune cold 
  SR 18 
  Fort +18, Ref +12, Will +12 
  Speed 30 ft. (6 squares) 
  Melee 2 chains +25 (2d6+10/19-20) 
  Melee 2 claws +25 (1d8+10) and 
      bite +20 (2d6+5) 
  Space 10 ft; Reach 10 ft. (15 ft. with chains) 
  Base Atk +16; Grp +30 
  Special Actions dancing chains, unnerving gaze, 
  rend 3d6+15 
  Abilities Str 30, Dex 15, Con 26, Int 4, Wis 10, Cha 
  10 
  Feats Alertness, Improved Critical (chain), Improved 
  Initiative, Improved Natural Armor, Improved   
  Toughness*, Iron Will 
  Skills Climb +21, Craft (blacksmithing) +24, Escape 
  Artist +21, Intimidate +19, Listen +21, Spot  +21, 
  Use Rope +2 (+4 with bindings) 
  Dancing Chains (Su) A chain devil’s most awesome 
  attack is its ability to control up to four chains within 
  20 feet as a standard action, making the chains 
  dance or move as it wishes. In addition, a chain 
  devil can increase these chains’ length by up to 15 
  feet and cause them to sprout razor-edged barbs. 
  These chains attack as effectively as the devil 
  itself. If a chain is in another creature’s possession, 
  the creature can attempt a DC 15 Will save to 
  break the chain devil’s power over that chain. If the 
  save is successful, the kyton cannot attempt to 
  control that particular chain again for 24 hours or 
  until the chain leaves the creature’s possession. 
  The save DC is Charisma-based. A chain devil can 
  climb chains it controls at its normal speed without 
  making Climb checks.  
  Unnerving Gaze (Su) Range 30 ft., Will DC 15 
  negates. A chain devil can make its face resemble 
  one of an opponent’s departed loved ones or bitter 
  enemies. Those who fail their saves take a -2 
  penalty on attack rolls for 1d3 rounds. The save 
  DC is Charisma-based.  
  Regeneration (Ex) Chain devils take normal damage 
  from silvered weapons, good-aligned weapons, and 
  spells or effects with the good descriptor. A chain 
  devil that loses a piece of its body regrows it in 
  2d6×10 minutes. Holding the severed member 
  against the stump enables it to reattach instantly.  
  * see Appendix 2: New Rules Items 
   
  HALF-FIEND GIBBERING MOUTHER CR 8 
  CE Large outsider (augmented aberration) 
  Init +2; Senses darkvision 60 ft.; Listen +10, Spot 
  +14 
  Languages Common 
  AC 22, touch 11, flat-footed 20 (-1 size, +2 Dex, 
  +11 natural) 
  hp 81 (6 HD); DR 5/bludgeoning, 5/magic 
  Immune disease 
  Resist acid 10, cold 10, electricity 10, fire 10;  
  SR 16 
  Fort +11, Ref +6, Will +6 
  
  Speed 10 ft. (2 squares), swim 20 ft., fly 10 ft. 
  (average) 
  Melee 6 bites +5 (1d4+6) and 
      spittle +5 touch (1d6 acid plus blindness) 
  Melee 2 claws +5 (1d8+6) and 
      bite +0 (2d6+3) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +4; Grp +14 
  Special Actions gibbering, spittle, improved grab, 
  blood drain, engulf, ground manipulation, smite 
  good 
  Abilities Str 22, Dex 15, Con 28, Int 8, Wis 13, 
  Cha 15 
  SQ amorphous, spell-like abilities 
  Feats Improved Natural Attack (Bite), Lightning 
  Reflexes, Weapon Finesse 
  Skills Balance +6, Climb +4, Concentration +13, 
  Escape Artist +6, Intimidate +6, Jump -2, Listen 
  +10, Sense Motive +5, Spot +14, Swim +8, Use 
  Magic Device +6, Use Rope +6 
  Spell- Like abilities: darkness 3/day, desecrate, 
  unholy blight (DC =12+Spell level) 
  Gibbering (Su) As soon as a mouther spots 
  something edible, it begins a constant gibbering as 
  a free action. All creatures (other than mouthers) 
  within a 60-foot spread must succeed on a DC 13 
  Will save or be affected as though by a confusion 
  spell for 1d2 rounds. This is a sonic mind-affecting 
  compulsion effect. A creature that successfully 
  saves cannot be affected by the same gibbering 
  mouther’s gibbering for 24 hours. The save DC is 
  Charisma-based.  
  Spittle (Ex) As a free action every round, a gibbering 
  mouther fires a stream of spittle at one opponent 
  within 30 feet. The mouther makes a ranged touch 
  attack; if it hits, it deals 1d4 points of acid damage, 
  and the target must succeed on a DC 18 Fortitude 
  save or be blinded for 1d4 rounds. Eyeless 
  creatures are immune to the blinding effect, but are 
  still subject to the acid damage. The save DC is 
  Constitution-based.  
  Improved Grab (Ex) To use this ability, a gibbering 
  mouther must hit with a bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  
  Swallow Whole (Ex) The gibbering mouther can 
  attempt to swallow a grappled opponent of Medium 
  or smaller size by making a successful grapple 
  check. (The gibbering mouther doesn’t actually 
  “swallow” the opponent—it engulfs it within its 
  amorphous form—but the effect is essentially the 
  same.) Once inside, the gibbering mouther can use 
  its blood drain ability. A swallowed creature can cut 
  its way out by dealing 5 points of damage to the 
  gibbering mouther (same AC). The gibbering 
  mouther’s body can hold 1 Medium, 2 Small, 8 
  Tiny, 32 Diminutive, or 128 Fine creatures.  
  Blood 
  Drain 
  (Ex) 
  A 
  swallowed 
  opponent 
  automatically takes 1d4 points of Constitution 
  damage each round.  
  Ground Manipulation (Su) At will, as a standard 
  action, a gibbering mouther can cause stone and 
  earth in all adjacent squares to become a morass 
  akin to quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. Anyone 
  other than the mouther in that area must take a 
  move-equivalent action to avoid becoming mired 
  (treat as being pinned).  
  Amorphous (Ex) A gibbering mouther is not subject 
  to critical hits. It cannot be flanked.  
   
  5B: MAN IN THE MACHINE 
  CARYATID COLUMN CR 10 
  N Large construct 
  Init +6; Senses Listen -5, Spot -5 
  Languages -- 
  AC 23, touch 11, flat-footed 21 
       (-1 size, +2 Dex, +12 natural) 
  hp 166 (21 HD); hardness 8 
  Fort +7, Ref +11, Will +2 
  Speed 30 ft. (6 squares) 
  Melee +2 bastard sword +28/+23/+18 (2d8+13 17-
  20) and slam +20 (1d6+5) 
  Melee 2 slams +25 (1d6+11) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +15; Grp +30 
  Atk Options Improved Sunder, Power Attack 
  Abilities Str 32, Dex 14, Con --, Int 6, Wis 1, Cha 1 
  SQ break weapon, column form, construct traits, 
  magic weapon 
  Feats Improved Critical (bastard sword), Improved 
  Initiative, Improved Natural Armor, Improved 
       Sunder, Improved Toughness*, Lightning 
  Reflexes, Power Attack, Weapon Focus (bastard 
  sword) 
  Skills Diplomacy -3, Sense Motive +19 
  * see Appendix 2: New Rules Items 
   
  BRASS GOLEM CR 12 
  N Large construct 
  Init +0; Senses scent; Listen +2, Spot +2 
  Languages see text 
  AC 31, touch 9, flat-footed 31 (-1 size, +22 natural) 
  hp 178 (27 HD); DR 10/adamantine 
  Immune magic 
  Fort +9, Ref +9, Will +11 
  Speed 30 ft. (6 squares), (can't run) 
  Melee +3 wounding greataxe +28/+23/+18/+13 
  (3d6+12,19-20/x3) 
  Melee butt +25 (1d8+9) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +20; Grp +30 
  Atk Options Cleave, Great Cleave, Improved 
  Sunder, Power Attack 
  Special Actions Maze 
  ZEF8-05 All Good Things… 
   
  Page 35 
  
  Abilities Str 22, Dex 11, Con --, Int 3, Wis 14, Cha 7 
  SQ construct traits 
  Feats Cleave, Great Cleave, Improved Critical 
  (greataxe), Improved Sunder, Power Attack, Track 
  Skills Survival +21 
  Maze (Sp): Once per day, a brass golem can target a 
  maze effect (caster level 16th) against a single 
  quarry. The golem is immune to the edicts of its 
  own maze ability and it can freely enter its own 
  maze to track a target. 
  Immunity to Magic (Ex) An brass golem is immune 
  to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. A magical attack that deals electricity 
  damage slows an brass golem (as the slow spell) 
  for 3 rounds, with no saving throw. A magical 
  attack that deals fire damage breaks any slow 
  effect on the golem and heals 1 point of damage 
  for each 3 points of damage the attack would 
  otherwise deal. If the amount of healing would 
  cause the golem to exceed its full normal hit points, 
  it gains any excess as temporary hit points. For 
  example, an brass golem hit by a fireball gains 
  back 6 hit points if the damage total is 18 points. 
  An iron golem gets no saving throw against fire 
  effects. 
   
  5C: BATH TIME 
  WATER ELEMENTAL WEIRD CR 12 
  CE Large elemental (water) 
  Init +6; Senses Listen +18, Spot +18 
  Languages see text 
  AC 19, touch 11, flat-footed 13; Dodge 
       (-1 size, +2 Dex, +4 natural, +4 armor) 
  hp 138 (18 HD); regeneration 10; DR 10/- 
  SR 25 
  Fort +16, Ref +10, Will +12 
  Speed 30 ft. (6 squares), swim 30 ft. 
  Melee 2 slams +18 (2d6+9) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +13; Grp +23 
  Special Actions Drench, elemental command, 
  spells 
  Abilities Str 22, Dex 14, Con 17, Int 20, Wis 23, Cha 
  22 
  SQ elemental traits, prescience, water mastery, 
  water pool 
  Feats Alertness, Dodge, Empower Spell, Great 
  Fortitude, Improved Initiative, Lightning Reflexes, 
  Maximize Spell, Toughness 
  Skills Climb +21, Diplomacy +29, Intimidate +24, 
  Knowledge (arcana) +23, Knowledge (nature) +23, 
  Knowledge (religion) +23, Listen +18, Sense Motive 
  +24, Spot +18 
  Sorcerer Spells Known (CL 18th) Save DC =16+ 
  Spell level:  
   9th (3/day) — meteor swarm 
   
   8th 
  (5/day) 
  — 
  charm 
  monster, 
  Maximized 
  enervation 
   7th (6/day) — hold person, mass, prismatic spray 
  spell turning 
   6th (7/day) — chain lightning, dispel magic, 
  greater, heal 
   5th (7/day) — baleful polymorph, cone of cold, 
  magic jar, wall of force 
   4th (7/day) — enervation, fire shield, invisibility, 
  greater, wall of ice 
   3rd (7/day) — delay death, haste, slow 
   2nd (8/day) — cure moderate wounds, mirror 
  image, 
  resist 
  energy, 
  scorching 
  ray, 
  see 
  invisibility  
   1st (8/day)—cure light wounds,, protection from 
  good, �mage armor, shield, true strike 
   �Already cast 
  * see Appendix 2: New Rules Items 
   
  5D: THE END 
  S H Y AN N E,  Q U E E N  O F  T H E  S L AV E R S 
  CR  15 
  Female Human Half-Fiend Rog6/SpyMstr5/Acr1 
  LE Medium Outsider (augmented humanoid, native, 
  human); 
  Init +5; Senses Listen +5, Spot +11, Darkvision 60’ 
  Aura moderate evil 
  Languages Common, abyssal, Ancient Baklunish 
  AC 29, touch 16, flat-footed 25 (+8 armor, +4 shield, 
  +4 dex,+2 deflection, +1 natural), 
  Miss Chance 50% Displacement 
  hp 86 (+12 temp) (12 HD); regeneration 2 fast healing 
  2; DR 5/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, and fire 10;  
  SR 21 
  Fort +8, Ref +21, Will +4 
  Speed 30 ft. in Mithral chainmail (6 squares), base 
  movement 30 ft., fly (average) 30 ft.;  
  Melee +2 rapier +15/+10 (1d6+6;18-20/x2), and +2 
  dagger  +15 (1d4+4;19-20/x2) or +15/+15 2 Claws 
  (1d4+2;20/x2), +8 Bite (1d6+4;20/x2); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +11 
  Atk Options Telling Blow, Two-Weapon Pounce, 
  Smite good (+12 damage 1/day) 
  Special Actions Sneak attack 4d6 
  Combat Gear anklet of translocation*, scroll of false 
  life, scroll shield, scroll cat’s grace, scroll bear’s 
  endurance, scroll displacement 
  Abilities Str 18, Dex 22/26(+8), Con 12/16(+3), Int 
  16, Wis 8, Cha 15; 
  SQ Spell- like abilities 
  Feats Skill Focus (Bluff), Two-Weapon Fighting, Two-
  Weapon Defense, Telling Blow*, Two-Weapon 
  Pounce*, Weapon Finesse 
  Skills Balance +16, Bluff +19, Climb +11, Diplomacy 
  +11, Disguise +10, Escape artist +16, Forgery¹ +7, 
  Gather Information +18, Jump +12, Knowledge 
  (local, VTF) +13,  Listen +5, Move Silently +17, 
  ZEF8-05 All Good Things… 
   
  Page 36 
  
  Sense Motive +13, Sleight of Hand +19, Spot +13, 
  Tumble +19, Use Magic Device +15. 
  Possessions combat gear plus +2 Rapier , +2 
  Dagger, +2 cloak of resistance, +2 ring of 
  protection, +3 slick mithril chainmail armor, ring 
  counterspell (dispel magic) 
  Spell- Like abilities: darkness 3/day, desecrate, 
  unholy blight, poison 3/day, contagion, blasphemy  
  (DC =12+Spell level) 
  Cover Identity (Ex): You have 1 cover identity; while 
  in such an identity, you gain a +4 circumstance bonus 
  to Disguise, and a +2 circumstance bonus to Bluff and 
  Gather Information. 
  Undetectable Alignment (Ex): As the spell, 
  continually active. 
  Quick Change (Ex): You can don a disguise in one-
  tenth the normal time (1d3 minutes) and don or 
  remove armor in one-half the normal time. 
  Scrying Defense (Ex): You gain +3 to Will saves 
  against divination (scrying) spells, as well as to Spot 
  checks to notice scrying sensors. 
  Magic Aura (Sp): You can use Nystul's magic aura at 
  will, with a caster level of 5.  
  Dispel Scrying (Su): 6/day, you can dispel a scrying 
  sensor as if using greater dispel magic, with a caster 
  level of 15. 
  Fast Acrobatics (Ex): You ignore the normal -5 
  penalty when making a Balance check while moving 
  at full speed.  You ignore the normal -5 
  penalty when making a Climb check to move at half 
  speed.  You ignore the normal -10 penalty when 
  making a Tumble check to move at full speed. 
  Kip Up (Ex): If you are wearing light or no armor and 
  carrying no more than a light load, you can stand up 
  from prone as a free action that doesn't provoke 
  attacks of opportunity. 
  Steady Stance (Ex): You are not considered flat-
  footed when balancing or climbing, and you get a +1 
  bonus to Balance and Climb checks to remain 
  Balancing or Climbing when taking damage. 
  * see Appendix 2: New Rules Items 
   
  MANOR LORD: WEREWOLF 
  CR  10 
  Male Human Ftr8 
  CE 
  Medium 
  Humanoid 
  (Human, 
  human, 
  shapechanger) 
  Init +4; Senses Listen +6, Spot +2, low-light vision, 
  scent 
  Aura moderate evil 
  Languages Common, ancient baklunish 
  AC 27, touch 16, flat-footed 23 (+7 armor, +4 dex, +4 
  natural, +2 def) 
  hp 76 (HD 2d8+8d10+14); DR 10/silver 
  Fort +11, Ref +8, Will +7 
  Speed 30 ft. in Mithril Chainmail (6 squares), base 
  movement 30 ft. ;  
  Melee +2 great falchion; +16/+11 (1d12+9;15-20/x2) 
  and +11 Bite (1d8+2;20/x2) 
   or 
   
  +13/+13 2 Claws (1d6+5;20/x2), and 
   
  +11 Bite (1d8+2;20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +13 
  Atk Options Power Attack, Spring Attack 
  Abilities Str 20, Dex 18, Con 17, Int 12, Wis 12, Cha 
  8; 
  SQ Curse of lycanthropy 
  Feats Dodge, Mobility, Spring Attack, Exotic Weapon 
  Proficiency (Falchion, Great), Improved Critical   
  (Falchion, Great), Iron Will², Power Attack, Weapon 
  Focus (Falchion, Great), Improved Natural Attack 
  (2 Claws; Bite), Multiattack  
  Skills Climb +6, Handle Animal +6, Intimidate +6, 
  Jump +0, Listen +6, Spot +2 
  Possessions +2 great falchion, +1 mithral chain mail, 
  +2 cloak of resistance, +2 ring of deflection 
  Skills Climb +13, Handle Animal +10, Intimidate +10, 
  Jump +13, Listen +6, Spot +2 
  Alternate Form (Su) A werewolf can assume a 
  bipedal hybrid form or the form of a wolf.  
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a werewolf’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy.  
  Trip (Ex) A werewolf in animal form that hits with a 
  bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the werewolf.  
  Wolf Empathy (Ex) Communicate with wolves and 
  dire wolves, and +4 racial bonus on Charisma-
  based checks against wolves and dire wolves. 
  ZEF8-05 All Good Things… 
   
  Page 37 
  
  ZEF8-05 All Good Things… 
   
  Page 38 
  APL 12
  PUPPY POWER 
  NESSIAN WARHOUND CR 15 
  LE Huge outsider (evil, extraplanar, fire, lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +23, 
  Spot +21 
  Languages Infernal (can't speak) 
  AC 26, touch 9, flat-footed 25 
       (-2 size, +1 Dex, +11 natural, +6 +2 chain shirt 
  barding) 
  hp 276 (24 HD) 
  Immune fire 
  Fort +21, Ref +17, Will +15 
  Weakness vulnerability to cold 
  Speed 40 ft. (8 squares) 
  Melee bite +36 (3d6+19 plus 1d8 fire) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +24; Grp +45 
  Special Actions breath weapon, fiery bite 
  Abilities Str 37, Dex 12, Con 24, Int 4, Wis 12, Cha 
  6 
  Feats Alertness, Improved Critical (bite), Improved 
  Initiative, Improved Natural Armor, Improved 
  Natural Attack (Bite), Lightning Reflexes, Track, 
  Weapon Focus (Bite), Weapon Focus (bite) 
  Skills Hide +24, Jump +27, Listen +23, Move 
  Silently +32, Spot +21, Survival +28, Tumble +2 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 3d6 fire, Reflex DC 23 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A Nessian warhound deals an extra 
  1d8 points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon. 
   
  5A: THE MEAT LOCKER 
  HALF-GOLEM (FLESH) HALF-TROLL CHAIN 
  DEVIL (KYTON) CR 15 
  NE Large construct (evil, extraplanar, lawful, 
  augmented outsider, giant) 
  Init +5; Senses darkvision 60 ft., scent; Listen 
  +13, Spot +13 
  Languages Infernal, Common 
  AC 16, touch 10, flat-footed 15 
       (-1 size, +1 Dex, +6 natural) 
  hp 112 (15 HD); fast healing 5, regeneration 2; 
  DR 5/adamantine, 5/silver or good 
  Immune cold; magic immunities 
  SR 18 
  Fort +11, Ref +10, Will +9 
  Speed 30 ft. (6 squares) 
  Melee 2 chains +27 (2d6+13/19-20) 
  Melee 2 claws +27 (1d8+13) and 
      bite +22 (2d6+6) 
  Space 10 ft; Reach 10 ft. (15 ft. with chains) 
  Base Atk +15; Grp +32 
  Special Actions dancing chains, unnerving gaze, 
  rend 3d6+19 
  Abilities Str 36, Dex 13, Con --, Int -2, Wis 10, 
  Cha 4 
  SQ construct traits, berserk 
  Feats Alertness, Improved Critical (chain), 
  Improved Initiative, Improved Natural Armor, 
  Improved Toughness* 
  Skills Climb +13, Craft (blacksmithing) +13, 
  Escape Artist +12, Intimidate +8, Listen +13, Spot 
  +13, Use Rope +1 (+3 with bindings) 
  Dancing Chains (Su) A chain devil’s most awesome 
  attack is its ability to control up to four chains within 
  20 feet as a standard action, making the chains 
  dance or move as it wishes. In addition, a chain 
  devil can increase these chains’ length by up to 15 
  feet and cause them to sprout razor-edged barbs. 
  These chains attack as effectively as the devil 
  itself. If a chain is in another creature’s possession, 
  the creature can attempt a DC 15 Will save to 
  break the chain devil’s power over that chain. If the 
  save is successful, the kyton cannot attempt to 
  control that particular chain again for 24 hours or 
  until the chain leaves the creature’s possession. 
  The save DC is Charisma-based. A chain devil can 
  climb chains it controls at its normal speed without 
  making Climb checks.  
  Unnerving Gaze (Su) Range 30 ft., Will DC 15 
  negates. A chain devil can make its face resemble 
  one of an opponent’s departed loved ones or bitter 
  enemies. Those who fail their saves take a -2 
  penalty on attack rolls for 1d3 rounds. The save 
  DC is Charisma-based.  
  Regeneration (Ex) Chain devils take normal damage 
  from silvered weapons, good-aligned weapons, and 
  spells or effects with the good descriptor. A chain 
  devil that loses a piece of its body regrows it in 
  2d6×10 minutes. Holding the severed member 
  against the stump enables it to reattach instantly.  
  * see Appendix 2: New Rules Items 
   
  HALF-FIEND GIBBERING MOUTHER CR 10 
  CE Large outsider (augmented aberration) 
  Init +2; Senses darkvision 60 ft.; Listen +15, Spot 
  +19 
  Languages Common 
  AC 22, touch 11, flat-footed 20 (-1 size, +2 Dex, +11 
  natural) 
  hp 148 (11 HD); DR 5/bludgeoning, 5/magic 
  Immune disease 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 21
  Fort +12, Ref +7, Will +8 
  
  Speed 10 ft. (2 squares), swim 20 ft., fly 10 ft. 
  (average) 
  Melee 6 bites +9 (1d4+6, 19-20x2) and 
      spittle +9 touch (1d6 acid plus blindness) 
  Melee 2 claws +9 (1d8+6) and 
      bite +4 (2d6+3) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +8; Grp +18 
  Special Actions gibbering, spittle, improved grab, 
  blood drain, engulf, ground manipulation, smite good 
  Abilities Str 23, Dex 15, Con 28, Int 8, Wis 13, Cha 
  15 
  SQ amorphous, spell-like abilities 
  Feats Improved Critical (Bite), Improved Natural 
  Attack (Bite), Lightning Reflexes, Weapon Finesse 
  Skills Balance +9, Climb +7 (+9 ropes), 
  Concentration +16, Escape Artist +9 (+11 ropes), 
  Intimidate +9, Jump +1, Listen +15, Sense Motive 
  +8, Spot +19, Swim +8, Use Magic Device +9, Use 
  Rope +9 (+11 with bindings) 
  Spell- Like abilities: darkness 3/day, desecrate, 
  unholy blight, poison 3/day, contagion, blasphemy 
  (DC =12+Spell level) 
  Gibbering (Su) As soon as a mouther spots 
  something edible, it begins a constant gibbering as 
  a free action. All creatures (other than mouthers) 
  within a 60-foot spread must succeed on a DC 13 
  Will save or be affected as though by a confusion 
  spell for 1d2 rounds. This is a sonic mind-affecting 
  compulsion effect. A creature that successfully 
  saves cannot be affected by the same gibbering 
  mouther’s gibbering for 24 hours. The save DC is 
  Charisma-based.  
  Spittle (Ex) As a free action every round, a gibbering 
  mouther fires a stream of spittle at one opponent 
  within 30 feet. The mouther makes a ranged touch 
  attack; if it hits, it deals 1d4 points of acid damage, 
  and the target must succeed on a DC 18 Fortitude 
  save or be blinded for 1d4 rounds. Eyeless 
  creatures are immune to the blinding effect, but are 
  still subject to the acid damage. The save DC is 
  Constitution-based.  
  Improved Grab (Ex) To use this ability, a gibbering 
  mouther must hit with a bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  
  Swallow Whole (Ex) The gibbering mouther can 
  attempt to swallow a grappled opponent of Medium 
  or smaller size by making a successful grapple 
  check. (The gibbering mouther doesn’t actually 
  “swallow” the opponent—it engulfs it within its 
  amorphous form—but the effect is essentially the 
  same.) Once inside, the gibbering mouther can use 
  its blood drain ability. A swallowed creature can cut 
  its way out by dealing 5 points of damage to the 
  gibbering mouther (same AC). The gibbering 
  mouther’s body can hold 1 Medium, 2 Small, 8 
  Tiny, 32 Diminutive, or 128 Fine creatures.  
  Blood 
  Drain 
  (Ex) 
  A 
  swallowed 
  opponent 
  automatically takes 1d4 points of Constitution 
  damage each round.  
  Ground Manipulation (Su) At will, as a standard 
  action, a gibbering mouther can cause stone and 
  earth in all adjacent squares to become a morass 
  akin to quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. Anyone 
  other than the mouther in that area must take a 
  move-equivalent action to avoid becoming mired 
  (treat as being pinned).  
  Amorphous (Ex) A gibbering mouther is not subject 
  to critical hits. It cannot be flanked.  
   
  5B: MAN IN THE MACHINE 
  BRASS GOLEM CR 12 
  N Large construct 
  Init +0; Senses scent; Listen +2, Spot +2 
  Languages see text 
  AC 31, touch 9, flat-footed 31 (-1 size, +22 natural) 
  hp 178 (27 HD); DR 10/adamantine 
  Immune magic 
  Fort +9, Ref +9, Will +11 
  Speed 30 ft. (6 squares), (can't run) 
  Melee +3 wounding greataxe +28/+23/+18/+13 
  (3d6+12,19-20/x3) 
  Melee butt +25 (1d8+9) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +20; Grp +30 
  Atk Options Cleave, Great Cleave, Improved 
  Sunder, Power Attack 
  Special Actions Maze 
  Abilities Str 22, Dex 11, Con --, Int 3, Wis 14, Cha 7 
  SQ construct traits 
  Feats Cleave, Great Cleave, Improved Critical 
  (greataxe), Improved Sunder, Power Attack, Track 
  Skills Survival +21 
   
  Maze (Sp): Once per day, a brass golem can 
  target a maze effect (caster level 16th) against a 
  single quarry. The golem is immune to the edicts of its 
  own maze ability and it can freely enter its own maze 
  to track a target. 
   
  Immunity to Magic (Ex) An brass golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. A magical attack that deals electricity damage 
  slows an brass golem (as the slow spell) for 3 rounds, 
  with no saving throw. A magical attack that deals fire 
  damage breaks any slow effect on the golem and 
  heals 1 point of damage for each 3 points of damage 
  the attack would otherwise deal. If the amount of 
  healing would cause the golem to exceed its full 
  normal hit points, it gains any excess as temporary hit 
  points. For example, an brass golem hit by a fireball 
  gains back 6 hit points if the damage total is 18 points. 
  An iron golem gets no saving throw against fire 
  effects. 
   
  SHADESTEEL GOLEM CR 14 
  N Large construct (extraplanar) 
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  ZEF8-05 All Good Things… 
   
  Page 39 
  
  Languages -- 
  AC 33, touch 11, flat-footed 31 
       (-1 size, +2 Dex, +22 natural) 
  hp 189 (29 HD); DR 10/adamantine and magic 
  Immune magic 
  Fort +9, Ref +11, Will +9 
  Speed 30 ft. (6 squares), fly 30 ft. (perfect) 
  Melee 2 slams +32 (3d6+12) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +21; Grp +37 
  Special Actions negative pulse wave 
  Abilities Str 34, Dex 14, Con --, Int --, Wis 11, Cha 8 
  SQ construct traits 
  Feats -- 
  Skills Hide +10, Move Silently +18 
  Negative Pulse Wave (Su): The shadesteel golem 
  can radiate a burst of inky black negative energy as 
  a free action every 1d4+1 rounds. The pulse wave 
  drains life from all living creatures within 40 feet of 
  the golem, dealing 12d6 points of negative energy 
  damage. A DC 19 Fortitude save halves the 
  damage; the save DC is Constitution based. 
  Undead creatures within the area are healed of 
  12d6 points of damage instead, and any turning 
  effect they are under is broken. A death ward spell 
  or similar effect protects a creature from a 
  shadesteel golem’s negative pulse wave. 
  Immunity to Magic (Ex): A shadesteel golem is 
  immune to any spell, supernatural ability, or spell-
  like ability that allows spell resistance. In addition, 
  certain spells and effects function differently 
  against the creature, as noted below. A magical 
  effect that has the light descriptor (such as 
  continual flame) causes the golem to speed up as 
  if affected by the spell haste for 2d4 rounds. The 
  golem is also hasted whenever it is subject to a 
  positive energy effect, such as the turning attempt 
  of a cleric. This might happen if the cleric has 
  mistakenly identified as a nightwalker or other 
  undead, or if the golem is standing near undead. If 
  a shadesteel golem is targeted by or within the 
  area of a spell with the darkness or shadow 
  descriptor, the golem is healed for 1 point of 
  damage per level of the spell. 
  Shadow Blend (Su): In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
  Skills: A shadesteel golem has a +16 racial bonus on 
  Move Silently checks and a +12 racial bonus on 
  Hide checks. 
   
  5C: BATH TIME 
  WATER ELEMENTAL WEIRD CR 14 
  CE Large elemental (water) 
  Init +6; Senses Listen +19, Spot +19 
  Languages see text 
  AC 19, touch 11, flat-footed 13; Dodge 
       (-1 size, +2 Dex, +4 natural, +4 armor) 
  hp 224 (26 HD); regeneration 10; DR 10/- 
  SR 25 
  Fort +21, Ref +12, Will +15 
  Speed 30 ft. (6 squares), swim 30 ft. 
  Melee 2 slams +24 (2d6+9) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +19; Grp +29 
  Special Actions Drench, elemental command, 
  spells, Improved Grapple 
  Abilities Str 22, Dex 14, Con 18, Int 20, Wis 24, Cha 
  22 
  SQ elemental traits, prescience, water mastery, 
  water pool 
  Feats Alertness, Dodge, Empower Spell, Great 
  Fortitude, Improved Grapple, Improved Initiative, 
  Lightning Reflexes, Maximize Spell, Toughness 
  Skills Climb +21, Diplomacy +29, Intimidate +24, 
  Knowledge (arcana) +23, Knowledge (nature) +23, 
  Knowledge (religion) +23, Listen +19, Sense Motive 
  +25, Spot +19 
  Advancement 16-30 HD (Large); 31-45 HD (Huge) 
  Sorcerer Spells Known (CL 18th) Save DC =16+ 
  Spell level:  
   9th (3/day) — meteor swarm 
   
   8th 
  (5/day) 
  — 
  charm 
  monster, 
  Maximized 
  enervation 
   7th (6/day) — hold person, mass, prismatic spray 
  spell turning 
   6th (7/day) — chain lightning, dispel magic, 
  greater, heal 
   5th (7/day) — baleful polymorph, cone of cold, 
  magic jar, wall of force 
   4th (7/day) — enervation, fire shield, invisibility, 
  greater, wall of ice 
   3rd (7/day) — delay death, haste, slow 
   2nd (8/day) — cure moderate wounds, mirror 
  image, 
  resist 
  energy, 
  scorching 
  ray, 
  see 
  invisibility  
   1st (8/day)—cure light wounds,, protection from 
  good, �mage armor, shield, true strike 
   �Already cast 
   
  5D: THE END 
  S H Y AN N E,  Q U E E N  O F  T H E  S L AV E R S 
  CR  17 
  Female Human Half-Fiend Rog6/SpyMstr5/Acr3 
  LE Medium Outsider (augmented humanoid, native, 
  human); 
  Init +6; Senses Listen +5, Spot +11, Darkvision 60’ 
  Aura moderate evil 
  Languages Common, abyssal, Ancient Baklunish 
  AC 34, touch 19, flat-footed 34 (+8 armor, +4 shield, 
  +4 dex, +4 natural, +3 deflection, +1 misc), 
  Miss Chance 50% 
  hp 100 (+12 temp) (14 HD); regeneration/fast healing;  
  DR 5/magic 
  ZEF8-05 All Good Things… 
   
  Page 40 
  
  Immune poison 
  Resist acid 10, cold 10, electricity 10, and fire 10;  
  SR 24 
  Fort +11, Ref +24, Will +7 
  Speed 30 ft. in Mithral chainmail (6 squares), base 
  movement 30 ft., fly (average) 30 ft.;  
  Melee +4 Rapier  +19/+14 (1d6+6;17-20/x2), and +4 
  Dagger  +19 (1d4+4;19-20/x2) or  
   
  +17/+17 2 Claws (1d4+2;20/x2), and +10 Bite 
  (1d6+4;20/x2); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +13 
  Atk Options Telling Blow, Two-Weapon Pounce, 
  Smite good (+14 damage 1/day) 
  Special Actions Sneak attack 4d6 
  Combat Gear anklet of translocation*, scroll of false 
  life, scroll shield, scroll cat’s grace, scroll bear’s 
  endurance, scroll displacement 
  Abilities Str 18, Dex 22/26(+8), Con 12/16(+3), Int 
  16, Wis 8, Cha 15; 
  SQ Spell- like abilities 
  Feats Skill Focus (Bluff), Two-Weapon Fighting, Two-
  Weapon Defense, Telling Blow*, Two-Weapon 
  Pounce*, Weapon Finesse 
  Skills Balance +20, Bluff +20, Climb +13, Diplomacy 
  +12, Disguise +11, Escape Artist +26, Forgery +7, 
  Gather Information +19, Jump¹ +14, Knowledge 
  (local) +13, Listen +5, Move Silently +23, Sense 
  Motive +13, Sleight of Hand +22, Spot +13, 
  Tumble +25, Use Magic Device +17 
  Possessions combat gear plus +4 rapier (bane 
  humans) , +2 dagger, +2 cloak of resistance, +2 
  ring of protection, +3 slick mithril chainmail armor, 
  ring spell turning, 
  Spell- Like abilities: darkness 3/day, desecrate, 
  unholy blight, poison 3/day, contagion, Blasphemy, 
  unholy Aura 3/day, unhallow (DC =12+Spell level) 
  Cover Identity (Ex): You have 1 cover identity; while 
  in such an identity, you gain a +4 circumstance 
  bonus to Disguise, and a +2 circumstance bonus to 
  Bluff 
  and 
  Gather 
  Information. 
  Undetectable 
  Alignment 
  (Ex): 
  As 
  the 
  spell, 
  continually active. 
  Quick Change (Ex): You can don a disguise in one-
  tenth the normal time (1d3 minutes) and don or 
  remove armor in one-half the normal time. 
  Scrying Defense (Ex): You gain +3 to Will saves 
  against divination (scrying) spells, as well as to 
  Spot checks to notice scrying sensors. 
  Magic Aura (Sp): You can use Nystul's magic aura at 
  will, with a caster level of 5.  
  Dispel Scrying (Su): 6/day, you can dispel a scrying 
  sensor as if using greater dispel magic, with a 
  caster level of 15. 
  Fast Acrobatics (Ex): You ignore the normal -5 
  penalty when making a Balance check while 
  moving at full speed.  You ignore the normal -5 
  penalty when making a Climb check to move at half 
  speed.  You ignore the normal -10 penalty when 
  making a Tumble check to move at full speed. 
  Kip Up (Ex): If you are wearing light or no armor and 
  carrying no more than a light load, you can stand 
  up from prone as a free action that doesn't provoke 
  attacks of opportunity. 
  Steady Stance (Ex): You are not considered flat-
  footed when balancing or climbing, and you get a 
  +1 bonus to Balance and Climb checks to remain 
  Balancing or Climbing when taking damage. 
  Acrobatic Charge (Ex): You can charge over difficult 
  terrain and through allies. 
  Skill Mastery (Ex): You can take 10 on Balance, 
  Climb, Jump and Tumble even when under stress. 
  Agile Fighting (Ex): When wearing light or no armor 
  and carrying only a light load, you get a +2 bonus 
  to AC (already applied).  You gain an addition +1 
  when fighting defensively or using  total defense. 
  You take no penalty to AC or melee attacks when 
  kneeling, sitting, or prone. 
  Defensive Roll (Ex): As the rogue special ability, 1/ 
  day. 
  * see Appendix 2: New Rules Items 
   
  MARITH AL KAZANNE:WEREWOLF 
  CR  12 
  Male Human Ftr10 
  CE 
  Medium 
  Humanoid 
  (Human, 
  human, 
  shapechanger) 
  Init +4; Senses Listen +6, Spot +2, low-light vision, 
  scent 
  Aura moderate evil 
  Languages Common, ancient baklunish 
  AC 27, touch 16, flat-footed 23 (+7 armor, +4 dex, +4 
  natural, +2 def) 
  hp 90 (HD 2d8+10d10+16); DR 10/silver 
  Fort +12, Ref +9, Will +8 
  Speed 30 ft. in Mithril Breastplate (4 squares), base 
  movement 30 ft.;  
  Melee +2 Great Falchion; +17/+12 (1d12+13;15-
  20/x2) and +15 Bite (1d8+3;20/x2) 
   or 
   
  +17/+17 2 Claws (1d6+7;20/x2), and 
   
  +12 Bite (1d8+3;20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +10; Grp +17 
  Atk Options Power Attack, Spring Attack 
  Abilities Str 20/24(+7), Dex 18, Con 17, Int 12, Wis 
  12, Cha 8; 
  SQ Curse of lycanthropy 
  Feats Dodge, Mobility, Spring Attack, Exotic Weapon 
  Proficiency (Falchion, Great), Improved Critical   
  (Falchion, Great), Iron Will², Power Attack, Weapon 
  Focus (Falchion, Great), Improved Natural Attack 
  (2 Claws; Bite), Multiattack , Weapon 
  Specialization (Falchion, Great), Greater Weapon 
  Focus (Falchion, Great), 
  Skills Climb +6, Handle Animal +6, Intimidate +6, 
  Jump +0, Listen +6, Spot +2 
  Possessions 
  +2 
  great 
  falchion, 
  +1 
  mithral 
  breastplate, cloak of resistance +2, ring of 
  deflection +2 belt of giant strength +4, boots of 
  speed 
  ZEF8-05 All Good Things… 
   
  Page 41 
  
  ZEF8-05 All Good Things… 
   
  Page 42 
  Skills Climb +17, Handle Animal +12, Intimidate +12, 
  Jump +17, Listen +6, Spot +2 
  Alternate Form (Su) A werewolf can assume a 
  bipedal hybrid form or the form of a wolf.  
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a werewolf’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy.  
  Trip (Ex) A werewolf in animal form that hits with a 
  bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the werewolf.  
  Wolf Empathy (Ex) Communicate with wolves and 
  dire wolves, and +4 racial bonus on Charisma-
  based checks against wolves and dire wolves. 
   
  
  APL 14
  PUPPY POWER 
  NESSIAN WARHOUND CR 15 
  LE Huge outsider (evil, extraplanar, fire, lawful) 
  Init +5; Senses darkvision 60 ft., scent; Listen +23, 
  Spot +21 
  Languages Infernal (can't speak) 
  AC 26, touch 9, flat-footed 25 
       (-2 size, +1 Dex, +11 natural, +6 +2 chain shirt 
  barding) 
  hp 276 (24 HD) 
  Immune fire 
  Fort +21, Ref +17, Will +15 
  Weakness vulnerability to cold 
  Speed 40 ft. (8 squares) 
  Melee bite +36 (3d6+19 plus 1d8 fire) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +24; Grp +45 
  Special Actions breath weapon, fiery bite 
  Abilities Str 37, Dex 12, Con 24, Int 4, Wis 12, Cha 
  6 
  Feats Alertness, Improved Critical (bite), Improved 
  Initiative, Improved Natural Armor, Improved 
  Natural Attack (Bite), Lightning Reflexes, Track, 
  Weapon Focus (Bite), Weapon Focus (bite) 
  Skills Hide +24, Jump +27, Listen +23, Move 
  Silently +32, Spot +21, Survival +28, Tumble +2 
  Breath Weapon (Su) 10-foot cone, once every 2d4 
  rounds, damage 3d6 fire, Reflex DC 23 half. The 
  save DC is Constitution-based.  
  Fiery Bite (Su) A Nessian warhound deals an extra 
  1d8 points of fire damage every time it bites an 
  opponent, as if its bite were a flaming weapon. 
   
  5A: THE MEAT LOCKER 
  HALF-GOLEM (FLESH) HALF-TROLL CHAIN 
  DEVIL (KYTON)                                               CR 16 
  NE Large construct (evil, extraplanar, lawful, 
  augmented outsider, giant) 
  Init +6; Senses darkvision 60 ft., scent; Listen +13, 
  Spot +13 
  Languages Infernal, Common 
  AC 17, touch 11, flat-footed 15 
       (-1 size, +2 Dex, +6 natural) 
  hp 118 (16 HD); fast healing 5, regeneration 2;  
  DR 5/adamantine, 5/silver or good 
  Immune cold; magic immunities 
  SR 18 
  Fort +12, Ref +12, Will +10 
  Speed 30 ft. (6 squares) 
  Melee 2 chains +28 (2d6+13/19-20) 
  Melee 2 claws +28 (1d8+13) and 
      bite +23 (2d6+6) 
  Space 10 ft; Reach 10 ft. (15 ft. with chains) 
  Base Atk +16; Grp +33 
  Special Actions dancing chains, unnerving gaze, 
  rend 3d6+19 
  Abilities Str 36, Dex 14, Con --, Int -2, Wis 10, Cha 4
  SQ construct traits, berserk 
  Feats Alertness, Improved Critical (chain), Improved 
  Initiative, Improved Natural Armor, Improved 
  Toughness* 
  Skills Climb +13, Craft (blacksmithing) +13, Escape 
  Artist +13, Intimidate +8, Listen +13, Spot +13, Use 
  Rope +2 (+4 with bindings) 
  Dancing Chains (Su) A chain devil’s most awesome 
  attack is its ability to control up to four chains within 
  20 feet as a standard action, making the chains 
  dance or move as it wishes. In addition, a chain 
  devil can increase these chains’ length by up to 15 
  feet and cause them to sprout razor-edged barbs. 
  These chains attack as effectively as the devil 
  itself. If a chain is in another creature’s possession, 
  the creature can attempt a DC 15 Will save to 
  break the chain devil’s power over that chain. If the 
  save is successful, the kyton cannot attempt to 
  control that particular chain again for 24 hours or 
  until the chain leaves the creature’s possession. 
  The save DC is Charisma-based. A chain devil can 
  climb chains it controls at its normal speed without 
  making Climb checks.  
  Unnerving Gaze (Su) Range 30 ft., Will DC 15 
  negates. A chain devil can make its face resemble 
  one of an opponent’s departed loved ones or bitter 
  enemies. Those who fail their saves take a -2 
  penalty on attack rolls for 1d3 rounds. The save 
  DC is Charisma-based.  
  Regeneration (Ex) Chain devils take normal damage 
  from silvered weapons, good-aligned weapons, and 
  spells or effects with the good descriptor. A chain 
  devil that loses a piece of its body regrows it in 
  2d6×10 minutes. Holding the severed member 
  against the stump enables it to reattach instantly.  
  * see Appendix 2: New Rules Items 
   
  HALF-FIEND, SPELLWARPED GIBBERING 
  MOUTHER CR 12 
  always E (any) Huge outsider (augmented aberration)
  Init +4; Senses darkvision 60 ft.; Listen +15, Spot 
  +19 
  Languages Common 
  AC 28, touch 12, flat-footed 24 
       (-2 size, +4 Dex, +16 natural) 
  hp 192 (11 HD); DR 5/bludgeoning, 5/magic 
  Immune disease 
  Resist acid 10, cold 10, electricity 10, fire 10;  
  SR 22 (See Spell Absorption notes below) 
  Fort +16, Ref +9, Will +8 
  ZEF8-05 All Good Things… 
   
  Page 43 
  
  Speed 10 ft. (2 squares), swim 20 ft., fly 10 ft. 
  (average) 
  Melee 6 bites +10 (1d3+12) and 
      spittle +10 touch (1d8 acid plus blindness) 
  Melee 2 claws +10 (3d6+12) and 
      bite +5 (4d6+6) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +8; Grp +28 
  Special Actions gibbering, spittle, improved grab, 
  blood drain, engulf, ground manipulation, smite good 
  Abilities Str 34, Dex 18, Con 36, Int 12, Wis 13, Cha 
  15 
  SQ amorphous, spell-like abilities, spell absorption 
  Feats Improved Critical (bite), Improved Natural 
  Attack (bite), Lightning Reflexes, Weapon Finesse 
  Skills Balance +11, Climb +7, Concentration +20, 
  Disguise +9, Escape Artist +11, Gather Information 
       +9, Hide +3, Intimidate +9, Jump +1, Listen +15, 
  Move Silently +11, Spot +19, Swim +22 
  Spell- Like abilities: darkness 3/day, desecrate, 
  unholy blight, poison 3/day, contagion, blasphemy 
  (DC =12+Spell level) 
  Gibbering (Su) As soon as a mouther spots 
  something edible, it begins a constant gibbering as 
  a free action. All creatures (other than mouthers) 
  within a 60-foot spread must succeed on a DC 13 
  Will save or be affected as though by a confusion 
  spell for 1d2 rounds. This is a sonic mind-affecting 
  compulsion effect. A creature that successfully 
  saves cannot be affected by the same gibbering 
  mouther’s gibbering for 24 hours. The save DC is 
  Charisma-based.  
  Spittle (Ex) As a free action every round, a gibbering 
  mouther fires a stream of spittle at one opponent 
  within 30 feet. The mouther makes a ranged touch 
  attack; if it hits, it deals 1d4 points of acid damage, 
  and the target must succeed on a DC 18 Fortitude 
  save or be blinded for 1d4 rounds. Eyeless 
  creatures are immune to the blinding effect, but are 
  still subject to the acid damage. The save DC is 
  Constitution-based.  
  Improved Grab (Ex) To use this ability, a gibbering 
  mouther must hit with a bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  
  Swallow Whole (Ex) The gibbering mouther can 
  attempt to swallow a grappled opponent of Medium 
  or smaller size by making a successful grapple 
  check. (The gibbering mouther doesn’t actually 
  “swallow” the opponent—it engulfs it within its 
  amorphous form—but the effect is essentially the 
  same.) Once inside, the gibbering mouther can use 
  its blood drain ability. A swallowed creature can cut 
  its way out by dealing 5 points of damage to the 
  gibbering mouther (same AC). The gibbering 
  mouther’s body can hold 1 Medium, 2 Small, 8 
  Tiny, 32 Diminutive, or 128 Fine creatures.  
  Blood 
  Drain 
  (Ex) 
  A 
  swallowed 
  opponent 
  automatically takes 1d4 points of Constitution 
  damage each round.  
  Ground Manipulation (Su) At will, as a standard 
  action, a gibbering mouther can cause stone and 
  earth in all adjacent squares to become a morass 
  akin to quicksand. Softening earth, sand, or the like 
  takes 1 round, while stone takes 2 rounds. Anyone 
  other than the mouther in that area must take a 
  move-equivalent action to avoid becoming mired 
  (treat as being pinned).  
  Amorphous (Ex) A gibbering mouther is not subject 
  to critical hits. It cannot be flanked.  
  Spell Resistance (Ex): A spellwarped creature gains 
  spell resistance equal to 11 + its Hit Dice. If the 
  creature already has spell resistance, use the 
  greater of the two values. 
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, 
  the creature gains one of the following benefits, 
  chosen at the time that the spell resolves. 
  • 
  Might: The spellwarped creature gains a 
  +4 enhancement bonus to Strength for 1 
  minute. 
  • 
  Agility: The spellwarped creature gains 
  a +4 enhancement bonus to Dexterity 
  for 1 minute. 
  • 
  Endurance: The spellwarped creature 
  gains a +4 enhancement bonus to 
  Constitution for 1 minute. 
  • 
  Life: The spellwarped creature gains 
  temporary hit points equal to 5 × the 
  level of the failed spell. 
  • 
  Speed: The spellwarped creature’s base 
  speed increases by a number of feet 
  equal to 5 × the level of the failed spell. 
  • 
  Resistance: The spellwarped creature 
  gains resistance 10 to one energy type 
  (acid, cold, electricity, fire, or sonic). 
   
  5B: MAN IN THE MACHINE 
  BRASS GOLEM CR 14 
  N Huge construct 
  Init -1; Senses scent; Listen +2, Spot +2 
  Languages see text 
  AC 32, touch 7, flat-footed 32 
       (-2 size, -1 Dex, +25 natural) 
  hp 232 (35 HD); DR 10/adamantine 
  Immune magic 
  Fort +11, Ref +10, Will +13 
  Speed 30 ft. (6 squares), (can't run) 
  Melee +3 wounding greataxe +38/+33/+28/+23 
  (4d6+19/x3) 
  Melee butt +35 (2d6+16) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +26; Grp +45 
  Atk Options Cleave, Great Cleave, Improved Sunder, 
  Power Attack 
  Special Actions Maze 
  ZEF8-05 All Good Things… 
   
  Page 44 
  
  Abilities Str 32, Dex 9, Con --, Int 3, Wis 14, Cha 7 
  SQ construct traits 
  Feats Cleave, Great Cleave, Improved Critical 
  (greataxe), Improved Sunder, Power Attack, Track 
  Skills Survival +21 
  Maze (Sp): Once per day, a brass golem can target a 
  maze effect (caster level 16th) against a single 
  quarry. The golem is immune to the edicts of its 
  own maze ability and it can freely enter its own 
  maze to track a target. 
  Immunity to Magic (Ex) An brass golem is immune 
  to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  function differently against the creature, as noted 
  below. A magical attack that deals electricity 
  damage slows an brass golem (as the slow spell) 
  for 3 rounds, with no saving throw. A magical 
  attack that deals fire damage breaks any slow 
  effect on the golem and heals 1 point of damage 
  for each 3 points of damage the attack would 
  otherwise deal. If the amount of healing would 
  cause the golem to exceed its full normal hit points, 
  it gains any excess as temporary hit points. For 
  example, an brass golem hit by a fireball gains 
  back 6 hit points if the damage total is 18 points. 
  An iron golem gets no saving throw against fire 
  effects. 
   
  SHADESTEEL GOLEM CR 16 
  N Large construct (extraplanar) 
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Listen +0, Spot +0 
  Languages see text 
  AC 33, touch 11, flat-footed 31 (-1 size, +2 Dex, +22 
  natural) 
  hp 233 (37 HD); DR 10/adamantine and magic 
  Immune magic 
  Fort +12, Ref +14, Will +12 
  Speed 30 ft. (6 squares), fly 30 ft. (perfect) 
  Melee 2 slams +39 (3d6+13) 
  Space 10 ft; Reach 10 ft. 
  Base Atk +27; Grp +44 
  Special Actions Negative pulse wave 
  Abilities Str 37, Dex 14, Con --, Int --, Wis 11, Cha 7 
  SQ construct traits 
  Feats -- 
  Skills Hide +10, Move Silently +18 
  Negative Pulse Wave (Su): The shadesteel golem 
  can radiate a burst of inky black negative energy as 
  a free action every 1d4+1 rounds. The pulse wave 
  drains life from all living creatures within 40 feet of 
  the golem, dealing 12d6 points of negative energy 
  damage. A DC 19 Fortitude save halves the 
  damage; the save DC is Constitution based. 
  Undead creatures within the area are healed of 
  12d6 points of damage instead, and any turning 
  effect they are under is broken. A death ward spell 
  or similar effect protects a creature from a 
  shadesteel golem’s negative pulse wave. 
  Immunity to Magic (Ex): A shadesteel golem is 
  immune to any spell, supernatural ability, or spell-
  like ability that allows spell resistance. In addition, 
  certain spells and effects function differently 
  against the creature, as noted below. A magical 
  effect that has the light descriptor (such as 
  continual flame) causes the golem to speed up as 
  if affected by the spell haste for 2d4 rounds. The 
  golem is also hasted whenever it is subject to a 
  positive energy effect, such as the turning attempt 
  of a cleric. This might happen if the cleric has 
  mistakenly identified as a nightwalker or other 
  undead, or if the golem is standing near undead. If 
  a shadesteel golem is targeted by or within the 
  area of a spell with the darkness or shadow 
  descriptor, the golem is healed for 1 point of 
  damage per level of the spell. 
  Shadow Blend (Su): In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
  Skills: A shadesteel golem has a +16 racial bonus on 
  Move Silently checks and a +12 racial bonus on 
  Hide checks. 
   
  5C: BATH TIME 
  WATER ELEMENTAL WEIRD CR 16 
  CE Huge elemental (water) 
  Init +5; Senses Listen +38, Spot +38 
  Languages see text 
  AC 20, touch 9, flat-footed 15; Dodge 
       (-2 size, +1 Dex, +7 natural, +4 armor) 
  hp 360 (34 HD); regeneration 10; DR 10/- 
  SR 25 
  Fort +27, Ref +14, Will +18 
  Speed 30 ft. (6 squares), swim 30 ft. 
  Melee 2 slams +34 (3d8+16; 19-20x2) 
  Space 15 ft; Reach 15 ft. 
  Base Atk +25; Grp +48 
  Special Actions Drench, elemental command, 
  spells, Improved Grapple 
  Abilities Str 32, Dex 12, Con 22, Int 20, Wis 24, Cha 
  22 
  SQ elemental traits, prescience, water mastery, 
  water pool 
  Feats Alertness, Dodge, Empower Spell, Great 
  Fortitude, Improved Grapple, Improved Initiative, 
  Lightning Reflexes, Maximize Spell, Toughness 
  Skills Climb +21, Diplomacy +33, Intimidate +32, 
  Knowledge (arcana) +25, Knowledge (nature) +25, 
  Knowledge (religion) +25, Listen +38, Sense Motive 
  +25, Spot +38 
  Sorcerer Spells Known (CL 18th) Save DC =16+ 
  Spell level:  
   9th (3/day) — meteor swarm 
   
   8th (5/day) — charm monster, mass, horrid wilting 
   7th (6/day) — hold person, mass, prismatic spray 
  spell turning 
  ZEF8-05 All Good Things… 
   
  Page 45 
  
   6th (7/day) — chain lightning, dispel magic, 
  greater, heal 
   5th (7/day) — baleful polymorph, cone of cold, 
  magic jar, wall of force 
   4th (7/day) — enervation, fire shield, invisibility, 
  greater, wall of ice 
   3rd (7/day) — delay death, haste, slow 
   2nd (8/day) — cure moderate wounds, mirror 
  image, 
  resist 
  energy, 
  scorching 
  ray, 
  see 
  invisibility  
   1st (8/day)—cure light wounds,, protection from 
  good, �mage armor, shield, true strike 
   �Already cast 
   
  5D: THE END 
  S H Y AN N E,  Q U E E N  O F  T H E  S L AV E R S 
  CR  19 
  Female Human Half-Fiend Rog6/Spy5/Acr5 
  LE Medium Outsider (augmented humanoid, native, 
  human); 
  Init +6; Senses Listen +5, Spot +11, Darkvision 60’ 
  Aura moderate evil 
  Languages Common, abyssal, Ancient Baklunish 
  AC 35, touch 19, flat-footed 35 (+8 armor, +4 shield, 
  +4 dex, +4 natural, +3 deflection, +2 misc), 
  Miss Chance 50% 
  hp 118 (+14 temp) (16 HD); regeneration/fast healing;  
  DR 5/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, and fire 10;  
  SR 26 
  Fort +11, Ref +25, Will +7 
  Speed 30 ft. in Mithral chainmail (6 squares), base 
  movement 30 ft., fly (average) 30 ft.;  
  Melee +4 rapier +20/+15 (1d6+6; 15-20/x2), and +4 
  dagger +20 (1d4+4;19-20/x2) or  
   
  +15/+15 2 Claws (1d4+2; 20/x2), and +8 Bite 
  (1d6+4; 20/x2); 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +11 
  Atk Options Telling Blow, Two-Weapon Pounce, 
  Smite good (+12 damage 1/day) 
  Special Actions Sneak attack 4d6 
  Combat Gear anklet of translocation*, scroll of false 
  life, scroll shield, scroll cat’s grace, scroll bear’s 
  endurance, scroll displacement 
  Abilities Str 18, Dex 22/26(+8), Con 12, Int 16, Wis 8, 
  Cha 15; 
  SQ Spell- like abilities 
  Feats Improved Critical (Rapier), Skill Focus (Bluff), 
  Two-Weapon Fighting, Two-Weapon Defense, 
  Telling Blow*, Two-Weapon Pounce*, Weapon 
  Finesse 
  Skills Balance +26, Bluff +20, Climb +17, Diplomacy 
  +12, Disguise +11, Escape artist +30, Forgery¹ +7, 
  Gather Information +19, Jump +16, Knowledge 
  (local, VTF) +13,  Listen +5, Move Silently +25, 
  Sense Motive +13, Sleight of Hand +22, Spot +13, 
  Tumble +27, Use Magic Device +16. 
  Possessions combat gear plus +4 rapier (bane 
  humans) , +2 dagger, +2 cloak of resistance, +2 
  ring of protection, +3 slick mithral chainmail armor, 
  ring spell turning 
  Spell- Like abilities: darkness 3/day, desecrate, 
  unholy blight, poison 3/day, contagion, blasphemy, 
  unholy aura 3/day, unhallow, horrid wilting (DC 
  =12+Spell level) 
  Cover Identity (Ex): You have 1 cover identity; while 
  in such an identity, you gain a +4 circumstance 
  bonus to Disguise, and a +2 circumstance bonus to 
  Bluff and Gather Information. 
  Undetectable 
  Alignment 
  (Ex): 
  As 
  the 
  spell, 
  continually active. 
  Quick Change (Ex): You can don a disguise in one-
  tenth the normal time (1d3 minutes) and don or 
  remove armor in one-half the normal time. 
  Scrying Defense (Ex): You gain +3 to Will saves 
  against divination (scrying) spells, as well as to 
  Spot checks to notice scrying sensors. 
  Magic Aura (Sp): You can use Nystul's magic aura at 
  will, with a caster level of 5.  
  Dispel Scrying (Su): 6/day, you can dispel a scrying 
  sensor as if using greater dispel magic, with a 
  caster level of 15. 
  Fast Acrobatics (Ex): You ignore the normal -5 
  penalty when making a Balance check while 
  moving at full speed.  You ignore the normal -5 
  penalty when making a Climb check to move at half 
  speed.  You ignore the normal -10 penalty when 
  making a Tumble check to move at full speed. 
  Kip Up (Ex): If you are wearing light or no armor and 
  carrying no more than a light load, you can stand 
  up from prone as a free action that doesn't provoke 
  attacks of opportunity. 
  Steady Stance (Ex): You are not considered flat-
  footed when balancing or climbing, and you get a 
  +1 bonus to Balance and Climb checks to remain 
  Balancing or Climbing when taking damage. 
  Acrobatic Charge(Ex): You can charge in situations 
  where others cannot. 
  Skill Mastery (Ex): You can take 10 on Balance, 
  Climb, Jump and Tumble even when under stress. 
  Agile Fighting (Ex): When wearing light or no armor 
  and carrying only a light load, you get a +2 bonus 
  to AC (already applied).  You gain an addition +1 
  when fighting defensively or using  total defense. 
  You take no penalty to AC or melee attacks when 
  kneeling, sitting, or prone. 
  Defensive Roll (Ex): As the rogue special ability, 2/ 
  day. 
  * see Appendix 2: New Rules Items 
   
  M AR I T H  AL  K AZ AN N E:W E R E W O L F 
  CR  14 
  Male Human Ftr12 
  CE 
  Medium 
  Humanoid 
  (Human, 
  human, 
  shapechanger) 
  Init +4; Senses Listen +6, Spot +2, low-light vision, 
  scent 
  Aura strong evil 
  Languages Common, ancient baklunish 
  AC 30, touch 17, flat-footed 26 (+9 armor, +4 dex, +4 
  natural, +3 def) 
  ZEF8-05 All Good Things… 
   
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  ZEF8-05 All Good Things… 
   
  Page 47 
  hp 104 (HD 2d8+12d10+18); DR 10/silver 
  Fort +14, Ref +11, Will +10 
  Speed 30 ft. in Mithril Breastplate (6 squares), base 
  movement 30 ft. ;  
  Melee +4 great falchion bane humans; +25/+20/+15 
  (+27/+22/+17) 
  bane 
  Humanoids 
  (human)  
  (1d12+18+2d6;15-20/x2) 
  and 
  +17 
  Bite 
  (1d8+3;20/x2) 
   or 
   
  +19/+19 2 Claws (1d6+7;20/x2), and 
   
  +17 Bite (1d8+3;20/x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +19 
  Atk Options Power Attack, Spring Attack 
  Abilities Str 20/24(+7), Dex 18, Con 17, Int 12, Wis 
  12, Cha 8; 
  SQ Curse of lycanthropy 
  Feats Dodge, Mobility, Spring Attack, Exotic Weapon 
  Proficiency (Falchion, Great), Improved Critical   
  (Falchion, Great), Iron Will², Power Attack, Weapon 
  Focus (Falchion, Great), Improved Natural Attack 
  (2 Claws; Bite), Multiattack, Weapon Specialization 
  (Falchion, Great), Greater Weapon Focus 
  (Falchion, Great), 
  Skills Climb +6, Handle Animal +6, Intimidate +6, 
  Jump +0, Listen +6, Spot +2 
  Possessions +4 great falchion great falchion bane 
  humans, +4 mithral breastplate, cloak of resistance 
  +3, ring of deflection +3, belt of giant strength +4, 
  boots of speed 
  Skills Climb +19, Handle Animal +14, Intimidate +12, 
  Jump +19, Listen +6, Spot +2 
  Alternate Form (Su) A werewolf can assume a 
  bipedal hybrid form or the form of a wolf.  
  Curse of Lycanthropy (Su) Any humanoid or giant 
  hit by a werewolf’s bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy.  
  Trip (Ex) A werewolf in animal form that hits with a 
  bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the werewolf.  
  Wolf Empathy (Ex) Communicate with wolves and 
  dire wolves, and +4 racial bonus on Charisma-
  based checks against wolves and dire wolves. 
   
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Telling Blow  
  When you strike an opponent’s vital areas, you draw on 
  your ability to make the most of your attack. 
   
  Benefit:  When you score a critical hit against a 
  target, you deal your skirmish or sneak attack damage 
  in addition to the damage from your critical hit.  Your 
  critical multiplier applies only to your normal damage, 
  not your skirmish or sneak attack damage.  The benefit 
  affects both melee and ranged attacks. 
   
  Source: PHB2 83 
   
  Two-Weapon Pounce 
  When you charge an opponent while wielding two 
  weapons, you can make two quick attacks. You trade 
  the momentum and power of the charge for the 
  opportunity to use your second weapon. 
   
  Benefit:  When you are making a charge and 
  wielding a weapon in both hands, you can attack with 
  both of your weapons. If you do so, you lose the bonus 
  on attack rolls normally granted by a charge. The -2 
  penalty to armor class from charging still applies. 
   
  Source: PHB2 84 
   
  Improved Toughness [General] As Presented In 
  Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
  MAGIC ITEMS 
  Anklet of translocation 
  A pewter chime hangs on this simple leather ankle-
  band 
  Price (Item Level): 1400gp (5th) 
  Body Slot:  Feet 
  Caster Level: 5th 
  Aura: Moderate; (DC18) conjuration 
  Activation: Swift (command) 
   
  An  anklet of translocation allows you to make 
  short dimensional hops. When it is activated, you can 
  instantly teleport (with no chance of error) up to 10 
  feet. The new space must be within line of sight and 
  line of effect. 
   
  You can’t use the anklet to move into a space 
  occupied by another creature, nor can you teleport into 
  a solid object; if you attempt to do so, the anklet’s 
  activation is wasted. You can bring along objects 
  weighing up to your maximum load, but you can’t 
  bring another creature with you. 
   
  An anklet of translocation functions two times per 
  day. 
   
  Source: Magic Item Compendium pg.71 
   
  MONSTER ABILITIES: 
  Half-Troll (Fiend Folio) 
  Trolls, as a rule, breed only with those of their own 
  kind. But from time to time, a troll in rut finds itself 
  without a mate. At such times, many trolls wander into 
  the territories of other creatures in a nearly blind state 
  of lust. Such trolls are often less particular about their 
  choice of mates, willing to make an attempt with 
  whatever creature they encounter. 
   
  At other times, trolls might breed with 
  polymorphed 
  or 
  otherwise 
  magically 
  altered 
  spellcasters or other creatures in disguise, hoping to 
  cause just the sort of crossbreed such a union 
  inevitably 
  produces. 
  Some 
  less 
  scrupulous 
  practitioners of the arcane mysteries have, at times, 
  taken captive trolls and bred them forcibly with other 
  creatures, hoping to produce a new breed of powerful, 
  resilient, yet easily controlled minion. 
   
  A half-troll is typically much tougher than a 
  member of its nontroll parent race. it gains much of 
  the troll’s natural ability to shrug off damage; its 
  superior strength, quickness, and hardiness; and some 
  of the natural weaponry that makes trolls so fearsome. 
  Half-trolls also inevitably find that that they adopt 
  some of their troll parents’ less desirable qualities as 
  well. Greenish skin, an elongated snout, knobby 
  dermal growths, and an insatiable hunger for raw flesh 
  are only a few of these. Half-trolls typically have longer 
  limbs than their nontroll parents—a trait especially 
  obvious in humanoid, giant, and monstrous humanoid 
  half-trolls. 
  Creating a Half-Troll 
  “Half-troll” is an inherited template that can be added 
  to any animal, dragon, fey, giant, humanoid, magical 
  beast, monstrous humanoid, or outsider (referred to 
  hereafter as the base creature). The creature’s type 
  becomes giant, and a half-troll with an outsider as the 
  base creature also gains the extraplanar subtype. The 
  half-troll uses all the base creature’s statistics and 
  special abilities except as noted here. 
   
  AC: Natural armor improves by +4. 
  ZEF8-05 All Good Things… 
   
  Page 48 
  
   
  Damage: Half-trolls have bite and claw attacks. if 
  the base creature does not have these attack forms, use 
  the appropriate damage values based on the half-troll’s 
  size (see the table below). Otherwise, use the values 
  from the table or the base creature’s damage, 
  whichever is greater. 
  Size 
  Bite Damage 
  Claw Damage 
  Fine 
  1 
  — 
  Diminutive 
  1d2 
  1 
  Tiny 
  1d3 
  1d2 
  Small 
  1d4 
  1d3 
  Medium 
  1d6 
  1d4 
  Large 
  1d8 
  1d6 
  Huge 
  2d6 
  1d8 
  Gargantuan 
  2d8 
  2d6 
  Colossal 
  4d6 
  2d8 
   
  Special Attacks: A half-troll retains all the special 
  attacks of the base creature. Half-trolls also gain two 
  claw attacks (or the base creature’s number of claw 
  attacks, whichever is higher) and the special ability to 
  rend. 
   
  Rend (Ex): If a half-troll hits with two or more 
  claw attacks against the same opponent, it latches onto 
  the opponent’s body and tears the flesh. This attack 
  automatically deals an additional amount of damage 
  based on the half-troll’s size (see the table below). A 
  half-troll adds 1-1/2 times its Strength modifier to this 
  base rend damage. 
  Size 
  Rend Damage 
  Fine 
  — 
  Diminutive 
  1d2 
  Tiny 
  2d2 
  Small 
  2d3 
  Medium 
  2d4 
  Large 
  2d6 
  Huge 
  2d8 
  Gargantuan 
  4d6 
  Colossal 
  4d8 
   
  Special Qualities: A half-troll has all the special 
  qualities of the base creature, plus darkvision with a 
  range of 60 feet, fast healing 5, and scent. 
   
  Fast Healing (Ex): A half-troll heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
  Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, and it does not allow a 
  half-troll to regrow or reattach lost body parts. 
   
  Scent (Ex): A half-troll can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Abilities: Adjust from the base creature as follows: 
  Str +6, Dex +2, Con +6, Int -2, Cha -2. 
   
  Skills: A half-troll has skill points equal to (2 + Int 
  modifier, minimum 1) x (its Hit Dice + 3). Treat skills 
  possessed by the base creature as class skills and other 
  skills as cross-class. If the base creature has a class, it 
  gains skill points for class levels normally. 
   
  Feats: Half-trolls gain feats normally. They tend to 
  favor feats that take advantage of their strength, such as 
  Power Attack and Cleave, or feats that offset their 
  natural weaknesses, such as Iron Will. 
   
  Climate/Terrain: Same as base creature or any 
  land, aquatic, and underground. 
   
  Organization: Same as the base creature or 
  solitary. 
   
  Challenge Rating: Same as the base creature +2. 
   
  Alignment: Usually chaotic neutral or chaotic 
  evil. 
   
  Level adjustment: +4. 
   
  SPELLWARPED CREATURE 
  Spellwarped creatures have been tainted by 
  powerful magic. Long ago, powerful spellcasters 
  infused magic into the bodies of many creatures, 
  seeking to make them stronger, tougher, and more 
  tractable. The magic used in this process changed the 
  nature of the affected creatures. These changes were 
  irreversible, and the changes bred true as the creatures 
  matured and produced offspring of their own. The 
  process was a partial success, and the creatures did 
  indeed grow stronger and faster than normal creatures 
  of their kind. The creatures invariably proved unruly, 
  however, and they seemed more clever and quick-
  thinking than others of their type. In addition, the 
  creatures gained a strange and alien mind-set, reacting 
  to many situations in unusual but cunning ways. 
   
  CREATING A SPELLWARPED CREATURE 
  "Spellwarped" is an inherited template that can be 
  added to any corporeal aberration, animal, dragon, fey, 
  giant, humanoid, magical beast, monstrous humanoid, 
  plant, or vermin (referred to hereafter as the base 
  creature). 
   
  A spellwarped creature uses all the base creature’s 
  statistics and abilities except as noted here. 
   
  Size and Type: The creature’s type changes to 
  aberration. Do not recalculate the creature’s Hit Dice, 
  base attack bonus, saves, or skill points if its type 
  changes. The creature gains the augmented subtype if 
  necessary. Size is unchanged. 
   
  Armor Class: Natural armor bonus improves by 2 (this 
  stacks with any natural armor bonus the base creature 
  has). 
   
  ZEF8-05 All Good Things… 
   
  Page 49 
  
  Special Qualities: A spellwarped creature has all the 
  special qualities of the base creature, plus the following 
  special qualities. 
  Spell Resistance (Ex): A spellwarped creature 
  gains spell resistance equal to 11 + its Hit Dice. If the 
  creature already has spell resistance, use the greater of 
  the two values. 
  Spell Absorption (Su): Whenever a spell fails to 
  penetrate a spellwarped creature’s spell resistance, the 
  creature gains one of the following benefits, chosen at 
  the time that the spell resolves. 
  • 
  Might: The spellwarped creature gains a +4 
  enhancement bonus to Strength for 1 minute. 
  • 
  Agility: The spellwarped creature gains a +4 
  enhancement bonus to Dexterity for 1 
  minute. 
  • 
  Endurance: The spellwarped creature gains a 
  +4 enhancement bonus to Constitution for 1 
  minute. 
  • 
  Life: The spellwarped creature gains 
  temporary hit points equal to 5 × the level of 
  the failed spell. 
  • 
  Speed: The spellwarped creature’s base speed 
  increases by a number of feet equal to 5 × the 
  level of the failed spell. 
  • 
  Resistance: The spellwarped creature gains 
  resistance 10 to one energy type (acid, cold, 
  electricity, fire, or sonic). 
   
  Abilities: Increase from the base creature as follows: 
  Str +4, Dex +2, Con +4, Int +4. 
   
  Challenge Rating: HD 3 or less, as base creature; HD 4 
  to 10, as base creature +1; HD 11 or more, as base 
  creature +2. 
   
  Alignment: Usually evil (any). Spellwarped creatures 
  are typically selfish and cruel. 
   
  Level Adjustment: +3. 
   
  WATER WEIRD 
  Water weirds are soothsayers that bring words of 
  healing to the wounded. They offer curative 
  knowledge for suffering lands and new options for 
  people who seek a better way. When there is little hope 
  for life, water weirds offer a way to snatch victory from 
  the jaws of defeat against all odds. A water weird 
  appears as a translucent, blue humanoid woman 
  composed entirely of water. Its feet remain below the 
  surface of its pool at all times. 
  Drench (Ex): A water weird's touch puts out torches, 
  campfires, and other open flames of its own size 
  category or smaller, as long as they are nonmagical. 
  Spells: A water weird can cast arcane spells and divine 
  spells from the Water and Healing domains as an 18th-
  level sorcerer (spells known 9/5/5/4/4/4/3/3/2/1; 
  spells/day 6/8/8/7/7/7/7/6/5/3; save DC 16 + spell 
  level). 
  Water Mastery (Ex): A water weird gains a +1 bonus 
  on attack and damage rolls if its opponent is touching 
  water. 
  Water Pool: This pool is filled with bubbling, swirling 
  water. Any creature within it that cannot breathe water 
  immediately begins to drown (see The Drowning Rule 
  in Chapter 3 of the DUNGEON MASTER'S Guide). Any 
  creature without the ability to swim can not move 
  through a water pool, except by falling, A water weird's 
  pool may be affixed only to a horizontal surface, and it 
  may appear only in a right side up position (such as on 
  the floor of a cavern). 
   
  COMBAT 
  Elemental weirds do not fight if they can avoid it. If 
  they must tight, they begin by summoning elementals 
  to defend them, if any other elementals are present 
  (regardless of type), the weird attempts to gain control 
  of them and turn them against its foes. Meanwhile, the 
  weird remains in the center of its pool, using 
  divination magic to foresee possible consequences of 
  the battle and acting accordingly. 
  If forced into melee, a weird uses its reach to lash out at 
  nearby toes. If seriously threatened, a weird retreats 
  back to its plane of origin. 
  Elemental Command (Su): A weird can attempt to 
  gain control over any elemental within 100 feet 
  regardless of the latter's elemental type. The elemental 
  must make a successful Will save (DC 23) or succumb 
  to the weird's control. An elemental that saves against 
  this attack is immune to that weird's elemental 
  command ability for 24 hours. There is no limit to the 
  number of elementals that a weird can control. 
  Once under the weird's control, an elemental serves 
  the weird until either it or the weird dies, until the 
  weird dismisses it, or until the duration for its 
  summoning expires. It obeys the weird explicitly, even 
  if ordered to attack the being who originally 
  summoned it. The weird does not need to concentrate 
  to maintain control over any elemental it commands.  
  Elemental Pool (Su): Each weird dwells within a large 
  pool (at least 20 feet across and 40 feet deep) filled with 
  the purest form of its element. The pool is always 
  secured to a flat surface (floor, wall, or ceiling; see 
  individual entries for possible orientations) such that 
  its depth forms a hollow within that surface. The 
  surface must have sufficient depth to accommodate the 
  pool. An elemental pool can also exist as a separate area 
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  ZEF8-05 All Good Things… 
   
  Page 51 
  inside a larger volume of the same element; for 
  example, a water weird's pool might be situated at the 
  bottom of an ocean or lake. 
  The base of the pool contains a connection to the 
  weird's native plane. Three times per day, the weird can 
  summon forth 2d4 huge elemental, 2d2 greater 
  elementals, or 1 elder elemental through this portal. 
  Any nonelemental creature entering a pool without 
  the weird's permission must succeed at a Fortitude save 
  (DC 20) each round or be irrevocably transformed into 
  the elemental material of the pool. Creatures granted 
  access to the pool by the weird are not subject to 
  transformation. However, creatures allowed to enter a 
  pool must still provide their own protection from the 
  elemental material, as well as the means to breathe and 
  move within that environment. Otherwise, they suffer 
  the effects given in the individual entry. 
  A weird is physically tied to its pool and cannot leave 
  except to return to its native plane through the portal. 
  A weird may rise up to a height of 10 feet above the 
  surface of its pool, but the lower part of its body must 
  always remain in contact with the elemental material. 
  Once a weird exits the pool for its native plane, the 
  portal closes, and the pool loses its special effects. 
  Elemental Traits (Ex): An elemental weird is immune 
  to poison, step, paralysis, and stunning. It is not subject 
  to critical hits or flanking, and it cannot be raised or 
  resurrected. The creature also has darkvision (60-foot 
  range). 
  Prescience (Su): At will and as a free action, a weird 
  can duplicate the effect of any of the following 
  divination spells; analyze dweomer, 
  clairaudience/clairvoyance, contact other plane, detect 
  thoughts, discern location, find the path, foresight, 
  greater scrying, legend lore, locate creature, locate 
  object, tongues, true seeing, vision.  
  Caster level 18th; save DC 16 + spell level. 
   
  
   
  DM MAP 1: GROUND FLOOR 
   
  ZEF8-05 All Good Things… 
   
  Page 52 
  
  DM MAP 2: UPPER FLOOR 
   
  ZEF8-05 All Good Things… 
   
  Page 53 
  
  DM MAP 3: CRYPTS 
   
   
  ZEF8-05 All Good Things… 
   
  Page 54 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Zeif/598/Normal Scenarios/ZEF8-05 - All Good Things (APL 6-14)/ZEF8-05 - All Good Things.pdf