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 the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  PAL04M-04 
   
   
   
   
   
   
  Man Ripper 
   
  A One-Round D&D Living Greyhawk®  
  Theocracy of the Pale Regional Mini-Mission 
  Version 0.9 
   
  By Joe Streeper 
   
   
  She’s back, she’s pissed, and she’s coming to kill you.  A mini mission for APLs 2-16, part of the "Scouting 
  Tenh” missions. 
  
  Man Ripper 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and record-
  keeping after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so 
  that you know and can communicate to your players 
  the special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, get 
  a copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a character 
  create one.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to the average 
  
  Man Ripper 
   
  Page 2 
  # 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 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  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 being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc.) use 
  the 
  sidebar 
  chart 
  to 
  determine the number of 
  levels you add to the sum 
  above. 
  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.  
  Nevertheless, if a character has the Mounted 
  Combat feat, he may bring a single warhorse, 
  light or heavy, with him in the adventure and it 
  will not count toward the APL calculation. 
  3. Sum the results of 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. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  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 may 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 will 
  receive only one-half of the experience points for 
  the adventure.  Further, if the PC is three character 
  levels or more lower than the APL at which this 
  adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  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. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find 
  difficulty 
  with 
  the 
  challenges 
  in 
  a 
  LIVING 
  GREYHAWK adventure. If a 
  group is APL 1 there are 
  three things that the group 
  can do to help even the 
  score. 
  1. Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
   
  This is a Regional mini-mission, set in the 
  Theocracy of the Pale.  Characters native to the 
  Pale pay one Time Unit; all others pay two Time 
  Units. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit. 
   Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-
  game penalties (or possibly gain in-game benefits) 
  as may be detailed in this scenario. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  
  Man Ripper 
   
  Page 3 
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if the 
  character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Background material begins with PAL 1-07 
  Northern Brewings.  In summary, Rhelt Sevvord I, 
  the Master of Stonehold (a kingdom to the north of 
  the Pale) sends his niece, Dehzbah the Man 
  Ripper on a scouting mission into the Troll Fens.  
  Her scouting group ultimately captures a Palish 
  tree fort.  A party of PCs track down the scouts 
  and attack the fort. That scenario ends with 
  Dehzbah the Man Ripper being slain by the PCs. 
  Rhelt Sevvord I is highly displeased by the death of 
  his niece.  He manages to find some of the 
  remains of Dehzbah’s body, and has her 
  resurrected.  Upon returning to life she vows 
  vengeance upon those who have slain her.  She 
  also vows to kill any other adventurers she comes 
  across, especially if she thinks they are allied with 
  the enemies of Stonehold – Iuz, the northern 
  barbarian tribes, orcs from the Griffs, or the Pale. 
  As part of her plan of slaughter she commissions a 
  powerful wizard, Azig the Liar, to create some 
  copies of her, both as a testament to her 
  greatness, and as a means to exact greater 
  vengeance and destruction upon those who 
  oppose her whims. 
  Azig has gladly accepted her commission, as he is 
  attempting to amass great wealth in order to 
  finance his attempt at transforming himself into a 
  lich.  He has created 13 simulacra (the plural form 
  of the word “simulacrum”) of Dehzbah to date, 
  which has given him the means to acquire a 
  significant amount of vile knowledge and power in 
  his quest to become a lich.  In the meantime, 
  Dehzbah has been very busy over the last few 
  years, participating in many bloody adventures 
  where she has taken on great challenges and 
  acquired significant wealth and power of her own. 
  As she has increased in power, so too have the 
  later versions of her simulacra become more 
  powerful.  These creatures are about half as 
  powerful as the original at the time of their 
  creation.  The first few were not very impressive, 
  but as she grew to great power, the later simulacra 
  became fairly impressive in their own right. 
  And now she seeks to command some of her 
  duplicates to find and painfully remove the internal 
  organs of anyone who would be bold enough to 
  cross her path.  The Man Ripper has returned with 
  a vengeance. 
  Adventure Summary 
  The scenario begins in Atherstone, where the PCs 
  gather together in a pub.  There, a violent woman 
  named Dehzbah the Man Ripper attacks them.  In 
  reality, this woman one of her simulacra, created 
  after the real Dehzbah was resurrected. 
  The PCs will learn of several more simulacra 
  causing trouble.  After asking around and doing 
  some investigation, they will be invited to visit a 
  mysterious man.  This invitation is an audience 
  with the archmage Drave (pronounced “Dray-v.”). 
  Drave will explain that a troublesome former 
  student of his is making the simulacra.  He would 
  be pleased to see this student eliminated and 
  provides his whereabouts. 
  The PCs may then travel to meet this wizard in his 
  lab and deal with him.  The real Dehzbah is 
  actually not to be found in this scenario, but clearly 
  she is alive and well.  She’s also still interested in 
  getting revenge on any adventurers she comes 
  across. 
  Preparation for Play 
  • 
  If possible, the DM is encouraged to acquire 
  and read the scenario PAL 1-07 Northern 
  Brewings. 
  • 
  The DM should be familiar with the simulacrum 
  spell. 
  Details 
  It may be helpful to the DM to understand a little 
  more of the nuts and bolts of the various game 
  mechanics involved in this scenario. 
  First, Dehzbah the Man Ripper was killed when 
  she was 8th level.  (In Northern Brewings, she was 
  either a Bbn6 or a Bbn8, depending on APL.)  She 
  was brought back to life after Rhelt Sevvord I sent 
  
  Man Ripper 
   
  Page 4 
  a war party back to find her remains, which were 
  carelessly left behind by the adventurers who killed 
  her.  The resurrection spell was cast by Gunan, a 
  cleric of Erythnul (see Encounter One, high APLs.) 
  Rhelt Sevvord I has vast riches at his disposal, and 
  can easily afford nearly anything he wishes.  
  Similarly, Dehzbah has substantial access to 
  wealth, both from having a king for an uncle, and 
  from her numerous exploits over the last few years 
  since being restored to life. 
  Dehzbah has been raiding across the lands, 
  slaughtering countless foes and taking anything 
  she could.  She has also managed to find some 
  dwarven settlements deep in the Griff Mountains 
  where she has ruthlessly defeated several wealthy 
  dwarven clans.  Through all these exploits she has 
  managed to reach 16th level (Bbn16).  Fortunately, 
  the real Dehzbah is not to be encountered in this 
  scenario. 
  Since simulacra are one-half the level of the 
  original, each of the versions of simulacra featured 
  in this scenario represent those made at different 
  times of her level advancement.  The lowest of the 
  simulacra was created when she was 8th level, 
  while the best of them are those created at 16th 
  level. 
  Azig the Liar, an accomplished wizard, created all 
  the simulacra.  As noted in the spell, the 
  simulacrum is under the command of the wizard.  
  However, Azig has commanded each simulacrum 
  to follow the orders of Dehzbah.  With the creation 
  of the 13 creatures, Azig has lost 13,000 xp, but he 
  spends about half his time seeking out adventure 
  of his own and gaining more than enough xp to 
  offset any losses he incurs through his creation 
  endeavors.  And since he intends to transform 
  himself into a lich, time spent in this life means 
  little to him. 
  Lastly, should any PC try to scry on Dehzbah, Azig 
  the Liar, Drave, Rhelt Sevvord I, or any other 
  powerful figure, assume that they are “scry proof.” 
  For game purposes, just assume that these people 
  are under the effects of a Mordenkainen’s Private 
  Sanctum.  Hopefully this won’t be an issue.  
  Alternatively the DM can assume that a screen 
  spell is active.  However, the simulacrum spell 
  requires a piece of the creature to be duplicated; in 
  this case, the real Dehzbah has given Azig some 
  of her hair which smart PCs might choose to hold 
  onto.  It may be possible to use this hair at some 
  point in the future to scry on her. 
  Introduction 
  The PCs are in Atherstone meeting in a tavern 
  known as the Inn of the Bloody Fields.  The DM 
  should create a vibrant scene of a rowdy inn and 
  fill it out as best he can.  The PCs will have a big 
  battle here, so it is important to do a good job 
  creating an interesting map for the players to fight 
  in. 
  Locals (14): Com1; hp: 4 
  The PCs should interact with each other for a 
  while.  If they don’t know each other, the players 
  can introduce themselves.  The DM might 
  encourage them to explain why they are in 
  Atherstone.  They could also perhaps discuss the 
  coming military campaign or other current events. 
  None of the locals need be particularly noteworthy. 
   The DM may wish to take a big food order.  This 
  will help make the next encounter better as the 
  food and drinks go flying about. 
  Encounter One: The Man 
  Ripper Joins the Party 
  In walks one (or more) simulacra of Dehzbah the 
  Man Ripper, who has heard about the adventurers 
  at the tavern.  She walks right up to the table 
  where they would be sitting, pulls out her 
  greatsword, and strikes the center of the table, 
  destroying it by cutting it in half.  She then attacks 
  the PCs, especially looking to anyone who she 
  recognizes from her fateful day back in the Palish 
  fort where she was slain.  Depending on the APL, 
  she might also have some help in terrorizing the 
  PCs. 
  A cloaked figure enters the inn and comes to 
  your table.  From behind the cowl, she says, 
  “Your day of reckoning has come.  Vengeance 
  shall be mine!” 
  She throws back her hood revealing an 
  attractive face smeared in a ritual blood 
  pattern.  It is none other than the notorious 
  Dehzbah the Man Ripper, thought to be killed 
  several years ago. She draws a massive sword 
  from behind her back and brings it down in a 
  massive blow to the table, slicing it in half. 
  “LET THE SLAUGHTER BEGIN!” 
  APL 2 (EL 4) 
  Dehzbah Alpha: Female human (simulacrum) 
  Bbn4; hp 38; see Appendix One.  
  
  Man Ripper 
   
  Page 5 
  APL 4 (EL 6) 
  Dehzbah Beta: Female human (simulacrum) 
  Bbn6; hp 57; see Appendix Two.  
  APL 6 (EL 8) 
  Dehzbah Beta: Female human (simulacrum) 
  Bbn6; hp 57; see Appendix Three. 
  Winterblood 
  sister 
  (2): 
  Female werewolf 
  humanoid (shapechanger) CR4; hp 37; see 
  Appendix Three. 
  APL 8 (EL 10) 
  Dehzbah Gamma: Female human (simulacrum) 
  Bbn8; hp 76; see Appendix Four 
  Winterblood 
  sister 
  (2): 
  Female werewolf 
  humanoid (shapechanger) CR6; hp 62; see 
  Appendix Four. 
  APL 10 (EL 12) 
  Dehzbah 
  Gamma 
  (2): 
  Female 
  human 
  (simulacrum) Bbn8; hp 76; see Appendix Five 
  Winterblood 
  sister 
  (4): 
  Female werewolf 
  humanoid (shapechanger) CR6; hp 62; see 
  Appendix Five. 
  APL 12 (EL 14) 
  Dehzbah 
  Gamma 
  (2): 
  Female 
  human 
  (simulacrum) Bbn8; hp 76; see Appendix Six 
  Winterblood 
  sister 
  (6): 
  Female werewolf 
  humanoid (shapechanger) CR8; hp 84; see 
  Appendix Six. 
  APL 14 (EL 16) 
  Dehzbah 
  Gamma 
  (2): 
  Female 
  human 
  (simulacrum) Bbn8; hp 76; see Appendix Seven 
  Winterblood 
  sister 
  (6): 
  Female werewolf 
  humanoid (shapechanger) CR8; hp 84; see 
  Appendix Seven. 
  Gunan: Male human Clr14; hp 91; see Appendix 
  Seven. 
  APL 16 (EL 18) 
  Dehzbah 
  Gamma 
  (2): 
  Female 
  human 
  (simulacrum) Bbn8; hp 76; see Appendix Eight 
  Winterblood 
  sister 
  (6): 
  Female werewolf 
  humanoid (shapechanger) CR8; hp 84; see 
  Appendix Eight. 
  Werewolf 
  Lord 
  (2): 
  Werewolf 
  humanoid 
  (shapechanger); hp 132; see Monster Manual, 
  pg. 174. 
  Gunan: Male human Clr14; hp 91; see Appendix 
  Eight. 
  Tactics: Any werewolves will already have been in 
  the inn, scouting it out for Dehzbah.  One will have 
  slipped out to pass the word to the Dehzbah 
  simulacrum that adventurers were here and 
  needed to be killed. 
  If there is more than one Dehzbah or the cleric at 
  this battle, they will arrive after one round of 
  combat, coming in the front door looking for people 
  to kill. 
  The attacking group will try to keep any 
  commoners inside so they can be slaughtered.  
  They want things to be as desperate and bloody as 
  possible.  The DM should use the commoners as 
  pawns to keep the battle tense and to limit the use 
  of area effect attacks by the PCs. 
  All combatants believe in the teachings of Erythnul 
  the Many, dedicated to slaughter.  They fight to the 
  death, attempting to kill as many people as 
  possible. 
  Development: If reduced to 0 hp, a simulacrum 
  reverts 
  to 
  snow 
  and 
  melts 
  instantly 
  into 
  nothingness.  However, if the PCs think to look for 
  it, several hairs of the real Dehzbah can be found 
  among the remains.  If the PCs state that they are 
  specifically looking for the material component 
  remains, allow them to succeed in finding it.  
  Otherwise, if they merely search the remains, a 
  Search check (DC: 30) is required. 
  About 5 minutes after the battle begins, a 
  contingent of 20 Prelatal Army soldiers arrives, led 
  by a male Oeridian sergeant, Barrogg.  The 
  soldiers will bring order to the area and gather 
  information about what occurred.  The PCs should 
  not be under any particular suspicion unless they 
  have done something unusual. 
  Encounter Two: Investigation 
  Here the party will likely do some asking around 
  about Dehzbah and her accomplices.  The DM 
  should freely allow the PCs to ask around 
  Atherstone for information about Dehzbah, and fill 
  in blanks as he deems appropriate.  However, in 
  general no one knows very much at all about what 
  is going on. 
  In order to assist the DM in this free form 
  investigation, he may wish to refer to the Appendix 
  description of Atherstone.  If the PCs are not 
  familiar with who Dehzbah is, a Gather Information 
  check (DC 10) will reveal that she is the niece of 
  
  Man Ripper 
   
  Page 6 
  Rhelt Sevvord I, Master of Stonehold. If the PCs 
  achieve higher DCs, the DM may wish to reveal 
  additional information about her background as 
  deemed appropriate. 
  Some possible resources the PCs may wish to 
  visit might be: 
  • 
  The Provisional Governor’s office:  Louis 
  Phillip Gastón II is unavailable to speak to the 
  PCs.  (He is in Wintershiven privately meeting 
  with Sloan Burgos and other high level 
  generals 
  about 
  war 
  planning.) 
   
  Other 
  personnel in the office will speak with the PCs 
  about Dehzbah the Man Ripper.  They are 
  aware who she is and her reputation.  They 
  have heard rumors that she has been spotted 
  in numerous locations, including Vlekstad, 
  Nevond Nevnend, and the Griff Mountains. 
  • 
  The 
  Church: 
   
  Although 
  the 
  church is 
  concerned about disorder in Atherstone, they 
  have no information that might help the PCs 
  discover what is going on. 
  • 
  The Arcanist Guild: A member of the guild 
  could easily confirm that the simulacrum spell 
  had been used to create the copies of 
  Dehzbah.  The guild house has a very good 
  laboratory, but no one has used it yet to create 
  such things as simulacrums.  Few members 
  are even powerful enough to do so.  If the PCs 
  have a Favor of Master Trumbore (from the 
  scenario Possessions in the Dust), he will 
  gladly attend to the party personally. 
  • 
  Tents on the outskirts of town:  Although most 
  of 
  the 
  Flan 
  inhabitants 
  living 
  in 
  the 
  encampments don’t know anything about what 
  is going on, a Gather Information check (DC 
  20) will reveal that a week ago a man living by 
  himself in a makeshift building was killed.  The 
  authorities were not able to confirm exactly 
  what happened, but they assumed it was a 
  rogue troll who tore him to pieces.  In reality 
  this man was killed by one of the Dehzbah 
  simulacra. 
  • 
  The Prelatal Army:  The army is issuing a 
  notice to be on the lookout for Stonehold 
  spies.  They will eventually come to realize that 
  Dehzbah has probably been restored to life, 
  and word will be sent to the higher-ranking 
  officers to be on the lookout for anyone 
  matching her description. 
  After some of these leads have played out, a man 
  will approach the PCs. 
  Colgast, male human Wiz7: hp: 29; AL LE (spells 
  memorized: invisibility, dimension door), has a 
  carpet of flying 5’x10’. 
  Colgast will give a party member a magical black 
  token with warped black waves carved into it.  He 
  tells the party that they have been invited to speak 
  with someone very important about their issues.  
  (Although Colgast does not reveal this, he is an 
  apprentice of Drave, the Black Mage of Rel Astra, 
  and he has been sent to invite the PCs to meet 
  with Drave.) 
  Colgast tells the PCs that they must travel to a 
  particular building in the village of Lighton to the 
  northwest.  There they can use the black token to 
  gain entrance to where they need to go. 
  He will then try to leave without answering any 
  more questions.  He will not try to be overly 
  evasive, but merely insist that he can’t share any 
  more information.  However, he will resist any 
  attempts at coercing him to talk more or getting 
  him to stick around.  Once he departs, he finds his 
  way to a quiet alley, casts invisibility, then 
  dimension door to as far away as his range will 
  allow, then he commands his carpet of flying to 
  take him back to his master in Lighton. 
  Encounter Three: Drave 
  When the PCs come to Lighton, they find little 
  more than a decimated village.  However, if they 
  follow the instructions of Colgast, they will discover 
  a black portal of some sort set into the wall of an 
  otherwise decimated building.  The opaque portal 
  looks the same on both sides, and forcefully 
  resists any attempts to move it.  It radiates with an 
  overwhelming magic aura (conjuration, abjuration, 
  and transmutation) if detect magic is cast. 
  As soon as the black token touches the portal, the 
  door shimmers and changes color to an opaque 
  light gray color, and thus remains open for several 
  minutes.  The token turns to dust in the process.  
  The PCs can proceed inside to meet Drave 
  whenever they see fit. 
  Drave is a master of information.  He has his own 
  devious ways of acquiring knowledge and using it 
  to further his secretive goals.  He normally 
  operates in and around Rel Astra, but his sphere 
  of influence stretches across many lands of the 
  Flanaess. 
  He is extremely powerful and is protected by his 
  apprentices and other powerful beings (undead 
  servants, bound elementals, and stone golems) 
  that are hidden behind the scenes in his house.  
  
  Man Ripper 
   
  Page 7 
  He also has a cache of powerful magic items at his 
  disposal. 
  One very special “item” is his portable house.  The 
  interior of the house is the equivalent of a 
  permanent Mordenkainen’s Magnificent Mansion at 
  caster level 16.  The door is actually a semi-
  sentient creature bound to serve Drave.  The door 
  operates similarly to the spell, except that it is 
  always solid black, will only allow entry to those 
  designated by Drave, and can be commanded (by 
  Drave) to cast greater teleport once/day.  Thus 
  Drave can “set up shop” pretty much wherever he 
  chooses.  When activating the greater teleport 
  ability, Drave can choose to take or leave behind 
  any creature inside the abode. 
  Drave has placed the door to his abode in a wall of 
  the remains of a decimated building in the 
  destroyed village of Lighton.  The door looks very 
  much out of place among the remains of the 
  village, which is little, more than a few hollowed out 
  structures, rocks, and sand. 
  The PCs will be met inside by an apprentice and 
  shown to a waiting room.  They will be sat next to a 
  beholder who has come to speak with Drave about 
  some issues he wants help with, primarily about 
  hunting down and killing another rival beholder.  
  The creature is not hostile, but will certainly fight 
  back if the PCs decide to attack him. 
  Bogorth, Beholder: hp 93; see Monster 
  Manual. 
  Bogorth will be invited in to speak privately with 
  Drave for about 5 minutes.  The beholder will then 
  leave through the entry portal and float off to go 
  about his business.  Eventually the PCs will be 
  taken back to meet Drave in his consulting 
  chamber.  Although there are many other 
  chambers in the house, they are all “off limits” to 
  any visitors, being protected by arcane locked 
  doors and other wards.  The PCs are not welcome 
  to wander around. 
   
  Drave: Male human Con16; hp 93; see 
  Appendix. 
  Drave is waiting for the PCs in his lavish chamber. 
  When the PCs enter, he will be seated in a 
  swiveling chair with his back to them.  He will 
  dramatically swing around and introduce himself. 
  • 
  He tells the party that his is a wizard of 
  comparable power to the Circle of Eight. 
  • 
  He is an information broker. 
  • 
  He knows that Dehzbah was resurrected by a 
  powerful cleric of Erythnul, after a search party 
  sent by Rhelt Sevvord I recovered her 
  remains. 
  • 
  Azig the Liar, a former apprentice of his, has 
  created the simulacra. 
  • 
  Azig has proven to be a terrible nuisance in 
  many ways.  He is devious (he lies about 
  everything after all) and very dangerous.  If he 
  is not stopped, he will be a lasting problem. 
  • 
  Azig can be found in an underground structure 
  in the remains of Oxton.  He provides exact 
  directions to find it. 
  • 
  If the party doesn’t want to go after Azig for 
  some reason, he’ll find someone else to do it. 
  Once the party has the information it needs, they 
  will be dismissed by Drave.  They are not welcome 
  to stick around and ask lots of additional 
  questions.  Should the party try to explore the 
  house any further, Drave will simply teleport the 
  house away to Rel Astra, leaving the PCs behind 
  in Lighton. 
  Assuming the PCs depart his home peacefully, 
  Drave will wrap up a few more pieces of personal 
  business for an hour or so and then command the 
  house to teleport to Rel Astra. 
  Encounter Four: The 
  Simulacrum Factory 
  Azig the Liar has been creating simulacra of 
  Dehzbah for the last several years.  He has a 
  hidden laboratory in the destroyed town of Oxton. 
  See Map #2. 
  Important features: 
  • 
  No doors are locked. 
  • 
  The trap door entry is well hidden, but can be 
  easily found with the information provided by 
  Drave. 
  • 
  Near the trap door is an alarm cast by Azig the 
  Liar.  The alarm is mental and has no sound.  
  If activated, Azig becomes alerted to intruders. 
  The main room is a densely cluttered laboratory 
  containing all sorts of magical supplies and 
  equipment.  Features of the room include: 
  • 
  A wide stairway leads down from the trap door. 
   The heavy large iron door opens toward the 
  stairs. 
  • 
  Twenty feet inside the room is a lit lantern of 
  revealing that hangs from a decorated post.  
  
  Man Ripper 
   
  Page 8 
  Two other normal lanterns are also in this 
  room providing plenty of light. 
  • 
  4 small support columns 
  • 
  A nice carpet. 
  • 
  Boxes, barrels, and supplies of all sorts. 
  • 
  Laboratory benches. 
  • 
  Sculpting supplies 
  • 
  A small pool of acid. 
  • 
  A barrel containing a bound ice para-elemental 
  creature.  This creature is used to create ice 
  as needed. 
  • 
  Golem creation equipment. 
  • 
  Three large shelves containing a small library 
  of several hundred books.  Many of these 
  books 
  deal 
  with 
  creating 
  constructs 
  or 
  necromancy. 
   
  There 
  is 
  also 
  extensive 
  information about becoming a lich.  Azig has 
  many notes about performing rituals that will 
  transform him into an undead creature of great 
  power. 
  • 
  Work benches with all sorts of equipment. 
  • 
  Study desks. 
  • 
  The southern stairs lead up to a small balcony 
  with a railing.  The balcony door leads to 
  several bedrooms containing mundane items. 
  Creatures: 
  APL 2 (EL 4) 
  Azig’s Apprentice: Male human Wiz3; hp 13; 
  see Appendix One.  
  Klizig the Sculptor: Male human Exp2; hp 9; 
  see Appendix One. 
  APL 4 (EL 6) 
  Azig’s Apprentice: Male human Wiz5; hp 22; 
  see Appendix Two.  
  Klizig the Sculptor: Male human Exp2; hp 9; 
  see Appendix Two. 
  Necrophidius: hp 30; see Fiend Folio or 
  Appendix Ten. 
  APL 6 (EL 7) 
  Azig’s Apprentice: Male human Wiz6; hp 27; 
  see Appendix Three. 
  Necrophidius (2): hp 30; see Fiend Folio or 
  Appendix Ten. 
  APL 8 (EL 9) 
  Azig’s Apprentice: Male human Wiz7; hp 32; 
  see Appendix Four. 
  Golem, Flesh: hp 79; see Monster Manual, pg. 
  135 
  APL 10 (EL 11) 
  Azig’s Apprentice: Male human Wiz7; hp 32; 
  see Appendix Five.  
  Golem, Clay: hp 90; see Monster Manual, pg. 
  134 
  APL 12 (EL 13) 
  Azig’s Apprentice: Male human Wiz12; hp 54 
  plus 15 (false life); see Appendix Six. 
  Golem, Clay: hp 90; see Monster Manual, pg. 
  134 
  APL 14 (EL 15) 
  Azig the Liar: Male human Wiz13/Archmage1; 
  hp 91 plus 15 (false life); see Appendix Seven. 
  Golem, Clay (2): hp 129; see Monster Manual, 
  pg. 134 
  APL 16 (EL 17) 
  Azig the Liar: Male human Wiz13/Archmage1; 
  hp 91 plus 15 (false life); see Appendix Eight. 
  Azig’s Apprentice: Male human Wiz12; hp 54 
  plus 15 (false life); see Appendix Eight. 
  Golem, Iron (2): hp 129; see Monster Manual, 
  pg. 136 
  Tactics: At the lower APLs, Azig merely teleports 
  away once he realizes he’s been discovered.  The 
  PCs will probably not even be aware that he was 
  there.  Klizig the Sculptor is around at low APLs to 
  help out with creating constructs, statues, and 
  other crafts; he will attack just like the others.  At 
  all APLs where constructs are present, the DM 
  should place them in the main room fairly near the 
  door; they attack when the door is opened.  Azig’s 
  Apprentice will do his best to stay back from 
  intruders and attack with ranged spells.  He might 
  even want to be up on the balcony.  For APL 14 
  and 16, Azig stays and fights.  He will try to fill the 
  entire room with Evard’s black tentacles (widened). 
   He has numerous options to provide a challenge 
  to a party and staying protected.  If he is reduced 
  to 1/4 his total hit points, he will teleport away if 
  possible.  (Even if he is killed, he has a clone 
  hidden away in a secret location in Vlekstad, so he 
  won’t be permanently killed in any event.)  At APL 
  
  Man Ripper 
   
  Page 9 
  16, it is a good option to have the Iron Golems in 
  front, Azig in the rear at floor level being protected 
  by Evard’s black tentacles (widened) and possibly 
  acid fog since he is immune to the effect of both of 
  these spells, and his apprentice should be up on 
  the balcony casting spells.  In all cases, the DM 
  should play these opponents as intelligently as 
  possible; they are wizards after all. 
  Conclusion 
  In the end, the real Dehzbah is not to be found in 
  this scenario.  She’s hidden away in Stonehold 
  somewhere plotting her next move.  The party can 
  strike a blow against the source of her simulacra 
  however, which should be a great benefit to all 
  good-hearted people. 
  If killed, Azig the Liar will likely come back to life 
  through his clone.  Such is life.  Perhaps the PCs 
  can permanently kill him another day. 
  A few days after the events of this scenario take 
  place, the PCs will learn of 18 unlucky Prelatal 
  Army members killed near Calbut on a scouting 
  mission.  The solo attacker at first appeared to 
  Dehzbah the Man Ripper, but like the one(s) the 
  PCs faced, it was merely a simulacrum.  Only 2 
  survivors of the 20-man patrol were able to finally 
  destroy the creature and report back. 
  Lastly, the DM should give the players the 
  handout. It is a letter from Dehzbah herself, the 
  real Dehzbah. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value 
  (objectives 
  plus 
  roleplaying) 
  to 
  each 
  character. 
  Encounter One 
  Defeat Dehzbah simulacrum and other opponents 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  APL14 480 xp 
   
  APL16 540 xp 
  Encounter Three 
  Defeat Bogorth. 
   
  All APLs 390 xp 
  Encounter Four 
  Defeat Azig the Liar and/or minions 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 210 xp 
   
  APL8 270 xp 
   
  APL10 330 xp 
   
  APL12 390 xp 
   
  APL14 450 xp 
   
  APL16 510 xp 
  Total possible experience: 
  (Note that this xp is capped at the maximum 
  allowed.) 
   
  APL2 225 xp 
   
  APL4 337 xp 
   
  APL6 450 xp 
   
  APL8 562 xp 
   
  APL10 675 xp 
   
  APL12 787 xp 
   
  APL14 900 xp 
   
  APL16 1012 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 
  
  Man Ripper 
   
  Page 10 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to activate 
  it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from 
  the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Total Possible Treasure 
  The amount of available treasure available in this 
  scenario far exceeds the cap.  If the PCs are 
  victorious in the final encounter, they receive the 
  maximum possible for their APL.  If the PCs are 
  not victorious in the final encounter, the Church 
  sees to that they are rewarded half the maximum 
  amounts shown. 
   
  APL2 225 gp 
   
  APL4 325 gp 
   
  APL6 450 gp 
   
  APL8 650 gp 
   
  APL10 1,150 gp 
   
  APL12 1,650 gp 
   
  APL14 3,300 gp 
   
  APL16 4,950 gp 
  Special 
  Enmity of the Man Ripper:  You have provoked 
  great rage from Dehzbah the Man Ripper.  One 
  day she will have her vengeance upon you. 
  A lock of hair:  You managed to find a small bit of 
  hair from some remains that may belong to 
  Dehzbah the Man Ripper.  Such a personal item 
  may prove valuable when trying to locate or defeat 
  her in the future.  Unfortunately, attempts to scry 
  her have all failed. 
  Items for the Adventure 
  Record 
  Item Access 
  (none) 
   
  
  Man Ripper 
   
  Page 11 
  Appendix One – APL 2
  Encounter One 
   
   
   
   
  Dehzbah Alpha: Female human (simulacrum) 
  Bbn4; CR 4; Medium humanoid (human); HD 
  4d12+12; hp 38; Init +2; Spd 30 ft.; AC 16, touch 
  12, flat-footed 14; Base Atk/Grp: +4/+8; Atk/Full 
  Atk: 
  +9 
  melee 
  (2d6+6/19-20, 
  masterwork 
  greatsword); SA rage 2/day; SQ fast movement, 
  uncanny dodge, trap sense +1; AL NE; SV Fort 
  +7, Ref +3, Will +4; Str 18, Dex 14, Con 16, Int 
  12, Wis 12, Cha 14. 
  Skills 
  and 
  Feats: 
  Climb 
  +6, 
  Craft 
  (weaponsmithing) +6, Hide +2, Jump +4, Listen 
  +8, Move Silently +2, Ride +9, Spot +3; Blind-
  Fight, Endurance, Iron Will. 
  Languages spoken: common, giant. 
  Rage: When Dehzbah Alpha rages (8 rounds 
  duration), her statistics change as follows – hp: 
  46; AC: 14, touch 10, flat-footed 12; Grp +10; 
  Atk/Full Atk +11 melee (2d6+9, masterwork 
  greatsword); SV Fort +9; Will +6 
   
  Possessions: Masterwork greatsword, +1 
  Hide Armor, greatsword, shortsword, kukri, 
  spiked gauntlet (2), 10 gp. 
   
  Physical 
  Description: 
  attractive 
  young 
  woman, hair the color of wheat, skin white as 
  milk, and war paint of blood and ichor 
  Encounter Four 
   
   
   
   
  Azig’s Apprentice: Male human Wiz3; CR 3; 
  Medium humanoid (human); HD 3d4+6; hp 13; 
  Init +1; Spd 30 ft.; AC 13, touch 13, flat-footed 
  12; Base Atk/Grp: +1/+1; Atk/ Full Atk: +1 melee 
  (1d6, club) or +3 ranged (1d8/19-20, masterwork 
  light crossbow); AL NE; SV Fort +3, Ref +2, Will 
  +3; Str 10, Dex 12, Con 15, Int 15, Wis 10, Cha 
  7. 
  Skills and Feats: Bluff +1, Concentration +7, 
  Craft (leatherworking) +4, Craft (armorsmithing) 
  +3, Craft (stonemasonry) +4, Decipher Script +7, 
  Knowledge (arcana) +5, Knowledge (nature) +4, 
  Knowledge (religion) +4, Knowledge (the planes) 
  +4, Spellcraft +10; Alertness, Craft Wondrous 
  Item, Magical Aptitude, Scribe Scroll, Still Spell. 
   
  Possessions: bracers of armor +2, wand of 
  magic missile (3rd caster level, 20 charges), club, 
  masterwork light crossbow, spell components, 
  masterwork needles and string, artisans outfit, 
  hemp rope, spellbook. 
  Spells Prepared (4/3/2; base DC = 12 + spell 
  level): 0—[arcane mark, mending (3)]; 1st—
  [animate rope, shocking grasp, grease]; 2nd—
  [glitterdust, mirror image]. 
  Spellbook: 1st—[animate rope, shocking grasp, 
  grease, obscuring mist, magic weapon, unseen 
  servant, identify]; 2nd—[glitterdust, mirror image, 
  darkness, knock]. 
  Sssssss!, tiny viper familiar: tiny magical 
  beast; HD: 3; hp: 6; Spd 15 ft., climb 15 ft., swim 
  15 ft.; AC 19, touch 15, flat-footed 16; Base 
  Atk/Grp: +1/-10;  Atk: +6 melee (1 plus poison, 
  bite); Space/Reach 2-1/2 ft./0 ft.]; SA Poison; SQ 
  scent; AL NE; SV Fort +2, Ref +5, Will +4; Str 4, 
  Dex 17, Con 11, Int 6, Wis 12, Cha 2. 
  Poison (Ex): 1d6 Con/1d6 Con, Fort save DC 
  10 
  Klizig the Sculptor: Male human Exp2; CR 1; 
  Medium humanoid (human); HD 2d4+4; hp 9; 
  Init +3; Spd 30 ft.; AC 15, touch 13, flat-footed 
  12; Base Atk/Grp: +1/+4; Atk/ Full Atk: +4 melee 
  (1d6+3, light mace) AL LE; SV Fort +3, Ref +4, 
  Will +3; Str 17, Dex 16, Con 14, Int 13, Wis 10, 
  Cha 8. 
  Skills and Feats: Craft (alchemy) +6, Craft 
  (armorsmithing) +6, Craft (basket weaving) +6, 
  Craft (carpentry) +6, Craft (leatherworking) +6, 
  Craft (pottery) +6, Craft (sculpting) +9, Craft 
  (stonemasonry) 
  +9; 
  Skill 
  Focus 
  (Craft 
  (sculpting)), Skill Focus (Craft (stonemasonry)). 
   
  Possessions: leather armor, light mace, 
  dagger (4), masterwork artisan’s tools, artisans 
  outfit. 
  
  Man Ripper 
   
  Page 12 
  Appendix Two – APL 4
  Encounter One 
   
   
   
   
  Dehzbah Beta: Female human (simulacrum) 
  Bbn6; CR 6; Medium humanoid (human); HD 
  6d12+18; hp 57; Init +2; Spd 30 ft.; AC 16, touch 
  12, flat-footed 14; Base Atk/Grp: +6/+10; Atk: 
  +11 
  melee 
  (2d6+6/19-20, 
  masterwork 
  greatsword); Full Atk: +11/+6 melee (2d6+6/19-
  20, masterwork greatsword); SA rage 2/day; SQ 
  fast movement, improved uncanny dodge, trap 
  sense +2; AL NE; SV Fort +9, Ref +5, Will +6; 
  Str 19, Dex 14, Con 16, Int 12, Wis 12, Cha 14. 
  Skills 
  and 
  Feats: 
  Climb 
  +6, 
  Craft 
  (weaponsmithing) +6, Handle Animal +7, Hide 
  +2, Intimidate +7, Jump +4, Listen +8, Move 
  Silently +2, Ride +13, Spot +3; Blind-Fight, 
  Endurance, Iron Will, Power Attack. 
  Languages spoken: common, giant. 
  Rage: When Dehzbah Beta rages (8 rounds 
  duration), her statistics change as follows – hp: 
  69; AC: 14, touch 10, flat-footed 12; Grp +12; 
  Atk/Full Atk +13/+8 melee (2d6+9, masterwork 
  greatsword); SV Fort +11; Will +8 
   
  Possessions: Masterwork greatsword, +1 
  Hide Armor, cloak of resistance +1, potion of 
  enlarge person, greatsword, shortsword, kukri, 
  spiked gauntlet (2), 10 gp. 
   
  Physical 
  Description: 
  attractive 
  young 
  woman, hair the color of wheat, skin white as 
  milk, and war paint of blood and ichor 
  Encounter Four 
   
   
   
   
  Azig’s Apprentice: Male human Wiz5; CR 5; 
  Medium humanoid (human); HD 5d4+10; hp 22; 
  Init +1; Spd 30 ft.; AC 14, touch 14, flat-footed 
  13; Base Atk/Grp: +2/+2; Atk/ Full Atk: +3 melee 
  (1d6, masterwork club) or +4 ranged (1d8/19-20, 
  masterwork light crossbow); AL NE; SV Fort +4, 
  Ref +3, Will +5; Str 10, Dex 12, Con 15, Int 16, 
  Wis 10, Cha 7. 
  Skills and Feats: Bluff +2, Concentration +9, 
  Craft (leatherworking) +6, Craft (armorsmithing) 
  +3, Craft (stonemasonry) +4, Decipher Script +7, 
  Knowledge (arcana) +6, Knowledge (nature) +4, 
  Knowledge (religion) +5, Knowledge (the planes) 
  +4, Spellcraft +12; Alertness, Craft Wand, Craft 
  Wondrous Item, Magical Aptitude, Scribe Scroll, 
  Still Spell. 
   
  Possessions: bracers of armor +3, cloak of 
  resistance +1, wand of magic missile (5th caster 
  level, 20 charges), wand of burning hands (5th 
  caster level, 50 charges), wand of shield, 
  masterwork club, masterwork light crossbow, 
  spell components, masterwork needles and 
  string, artisans outfit, hemp rope, spellbook. 
  Spells Prepared (4/4/3/2; base DC = 13 + spell 
  level): 0—[arcane mark, mending (3)]; 1st—
  [animate rope, hold portal, shocking grasp, 
  grease]; 2nd—[flaming sphere, glitterdust, mirror 
  image]; 3rd—[deep slumber, slow]. 
  Spellbook: 1st—[animate rope, hold portal, 
  shocking grasp, grease, obscuring mist, magic 
  weapon, unseen servant, identify]; 2nd—[ see 
  invisibility, daze monster, glitterdust, mirror 
  image, darkness, knock]; 3rd—[deep slumber, 
  keen edge, slow]. 
  Sssssss!, tiny viper familiar: tiny magical 
  beast; HD: 5; hp: 11; Spd 15 ft., climb 15 ft., 
  swim 15 ft.; AC 20, touch 15, flat-footed 17; 
  Base Atk/Grp: +2/-9;  Atk: +7 melee (1 plus 
  poison, bite); Space/Reach 2-1/2 ft./0 ft.]; SA 
  Poison; SQ improved evasion, deliver touch 
  spells, scent, speak with master; AL NE; SV Fort 
  +2, Ref +5, Will +5; Str 4, Dex 17, Con 11, Int 6, 
  Wis 12, Cha 2. 
  Poison (Ex): 1d6 Con/1d6 Con, Fort save DC 
  10 
  Klizig the Sculptor: Male human Exp2; CR 1; 
  Medium humanoid (human); HD 2d4+4; hp 9; 
  Init +3; Spd 30 ft.; AC 15, touch 13, flat-footed 
  12; Base Atk/Grp: +1/+4; Atk/ Full Atk: +4 melee 
  (1d6+3, light mace) AL LE; SV Fort +3, Ref +4, 
  Will +3; Str 17, Dex 16, Con 14, Int 13, Wis 10, 
  Cha 8. 
  Skills and Feats: Craft (alchemy) +6, Craft 
  (armorsmithing) +6, Craft (basket weaving) +6, 
  Craft (carpentry) +6, Craft (leatherworking) +6, 
  Craft (pottery) +6, Craft (sculpting) +9, Craft 
  (stonemasonry) 
  +9; 
  Skill 
  Focus 
  (Craft 
  (sculpting)), Skill Focus (Craft (stonemasonry)). 
   
  Possessions: leather armor, light mace, 
  dagger (4), masterwork artisan’s tools, artisans 
  outfit. 
   
  
  Man Ripper 
   
  Page 13 
  Appendix Three – APL 6
  Encounter One 
   
   
   
   
  Dehzbah Beta: Female human (simulacrum) 
  Bbn6; CR 6; Medium humanoid (human); HD 
  6d12+18; hp 57; Init +2; Spd 30 ft.; AC 16, touch 
  12, flat-footed 14; Base Atk/Grp: +6/+10; Atk: 
  +11 
  melee 
  (2d6+6/19-20, 
  masterwork 
  greatsword); Full Atk: +11/+6 melee (2d6+6/19-
  20, masterwork greatsword); SA rage 2/day; SQ 
  fast movement, improved uncanny dodge, trap 
  sense +2; AL NE; SV Fort +9, Ref +5, Will +6; 
  Str 19, Dex 14, Con 16, Int 12, Wis 12, Cha 14. 
  Skills 
  and 
  Feats: 
  Climb 
  +6, 
  Craft 
  (weaponsmithing) +6, Handle Animal +7, Hide 
  +2, Intimidate +7, Jump +4, Listen +8, Move 
  Silently +2, Ride +13, Spot +3; Blind-Fight, 
  Endurance, Iron Will, Power Attack. 
  Languages spoken: common, giant. 
  Rage: When Dehzbah Beta rages (8 rounds 
  duration), her statistics change as follows – hp: 
  69; AC: 14, touch 10, flat-footed 12; Grp +12; 
  Atk/Full Atk +13/+8 melee (2d6+9, masterwork 
  greatsword); SV Fort +11; Will +8 
   
  Possessions: Masterwork greatsword, +1 
  Hide Armor, cloak of resistance +1, potion of 
  enlarge person, greatsword, shortsword, kukri, 
  spiked gauntlet (2), 10 gp. 
   
  Physical 
  Description: 
  attractive 
  young 
  woman, hair the color of wheat, skin white as 
  milk, and war paint of blood and ichor 
  Winterblood Sister, female werewolf War4, 
  human form: CR 4; medium humanoid (human, 
  shapechanger); HD 4d8+4 (human) plus 2d8+6 
  (wolf); hp 37; Init +4; Spd 30 ft.; AC 17, touch 10, 
  flat-footed 17; Base Atk/Grp: +5/+7;  Atk: +7 
  melee (1d8+2/19-20, longsword) or +5 ranged 
  (1d8/19-20, light crossbow); Full Atk: +7 melee 
  (1d8+2/19-20, longsword) or +5 ranged (1d8/19-
  20, light crossbow); SA -; SQ Alternate form, 
  wolf empathy, low-light vision, scent; AL CE; SV 
  Fort +8, Ref +4, Will +3; Str 14, Dex 11, Con 12, 
  Int 10, Wis 11, Cha 8. 
  Skills and Feats: Climb +1, Handle Animal +4, 
  Intimidate +5, Jump +1, Ride +9, Survival +2, 
  Swim -5; Improved Initiative, Iron Will, Quick 
  Draw, 
  Stealthy, 
  Track, 
  Weapon 
  Focus 
  (longsword), Weapon Focus (bite). 
  Winterblood Sister, female werewolf War4, 
  wolf form: CR 4; medium humanoid (human, 
  shapechanger); HD 4d8+4 (human) plus 2d8+6 
  (wolf); hp 37; Init +6; Spd 50 ft.; AC 16, touch 12, 
  flat-footed 14; Base Atk/Grp: +5/+8;  Atk: +9 
  melee (1d6+4, bite) Full Atk: +9 melee (1d6+4, 
  bite); SA Curse of lycanthropy, trip; SQ Alternate 
  form, DR 10/silver, wolf empathy, low-light 
  vision, scent; AL CE; SV Fort +10, Ref +6, Will 
  +3; Str 16, Dex 15, Con 16, Int 10, Wis 11, Cha 
  8. 
  Skills and Feats: Climb +4, Handle Animal +4, 
  Hide +2, Intimidate +5, Jump +4, Listen +3, Ride 
  +9, Survival +2*, Swim +3; Improved Initiative, 
  Iron Will, Quick Draw, Stealthy, Track, Weapon 
  Focus (longsword), Weapon Focus (bite). 
  Winterblood Sister, female werewolf War4, 
  hybrid form: CR 4; medium humanoid (human, 
  shapechanger); HD 4d8+4 (human) plus 2d8+6 
  (wolf); hp 37; Init +6; Spd 30 ft.; AC 16, touch 12, 
  flat-footed 14; Base Atk/Grp: +5/+8;  Atk: +8 
  melee (1d4+3, claw) Full Atk: +8/+8 melee 
  (1d4+3, 2 claws) and +4 melee (1d6+1, bite); SA 
  Curse of lycanthropy, trip; SQ Alternate form, DR 
  10/silver, wolf empathy, low-light vision, scent; 
  AL CE; SV Fort +10, Ref +6, Will +3; Str 16, Dex 
  15, Con 16, Int 10, Wis 11, Cha 8. 
  Skills and Feats: Climb +4, Handle Animal +4, 
  Hide +2, Intimidate +5, Jump +4, Listen +3, Ride 
  +9, Survival +2*, Swim +3; Improved Initiative, 
  Iron Will, Quick Draw, Stealthy, Track, Weapon 
  Focus (longsword), Weapon Focus (bite). 
  Alternate form (Su): A werewolf can assume a 
  bipedal hybrid form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any human 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 (+3 check modifier) as a free action 
  without making a touch attack or provoking 
  attacks of opportunity.  If the trip attempt fails, 
  the opponent cannot react to trip the werewolf. 
  Wolf empathy (Ex): Communicate with wolves 
  and dire wolves, and a +4 racial bonus on 
  Charisma-based checks against wolves and dire 
  wolves. 
  Skills: *A werewolf in hybrid form gains a +4 
  racial bonus on Survival checks when tracking 
  by scent. 
  
  Man Ripper 
   
  Page 14 
   
  Possessions: chain shirt, light wooden 
  shield, longsword, light crossbow, kukri. 
  Encounter Four 
   
   
   
   
  Azig’s Apprentice: Male human Wiz6; CR 6; 
  Medium humanoid (human); HD 6d4+12; hp 27; 
  Init +1; Spd 30 ft.; AC 15, touch 15, flat-footed 
  14; Base Atk/Grp: +3/+3; Atk/ Full Atk: +4 melee 
  (1d6, masterwork club) or +5 ranged (1d8/19-20, 
  masterwork light crossbow); AL NE; SV Fort +5, 
  Ref +4, Will +6; Str 10, Dex 12, Con 15, Int 16, 
  Wis 10, Cha 7. 
  Skills and Feats: Bluff +2, Concentration +10, 
  Craft (leatherworking) +6, Craft (armorsmithing) 
  +4, Craft (stonemasonry) +4, Decipher Script +8, 
  Knowledge (arcana) +7, Knowledge (nature) +5, 
  Knowledge (religion) +5, Knowledge (the planes) 
  +4, Spellcraft +13; Alertness, Craft Wand, Craft 
  Wondrous 
  Item, 
  Empower 
  Spell, 
  Magical 
  Aptitude, Scribe Scroll, Still Spell. 
   
  Possessions: bracers of armor +4, cloak of 
  resistance +2, wand of magic missile (5th caster 
  level, 20 charges), wand of empowered magic 
  missile (5th caster level, 5 charges), wand of 
  burning hands (5th caster level, 50 charges), 
  wand of shield, masterwork club, masterwork 
  light crossbow, spell component pouch (2), 
  masterwork needles and string, artisans outfit, 
  hemp rope, spellbook. 
  Spells Prepared (4/4/4/3; base DC = 13 + spell 
  level): 0—[arcane mark, mending (3)]; 1st—
  [animate rope, hold portal, shocking grasp, 
  grease]; 2nd—[flaming sphere, glitterdust, mirror 
  image, minor image]; 3rd—[deep slumber, slow, 
  empowered burning hands]. 
  Spellbook: 1st—[animate rope, hold portal, 
  shocking grasp, grease, obscuring mist, magic 
  weapon, unseen servant, identify]; 2nd—[ see 
  invisibility, daze monster, glitterdust, mirror 
  image, darkness, knock]; 3rd—[deep slumber, 
  keen edge, slow, lightning bolt, invisibility 
  sphere]. 
  Sssssss!, tiny viper familiar: tiny magical 
  beast; HD: 6; hp: 13; Spd 15 ft., climb 15 ft., 
  swim 15 ft.; AC 20, touch 15, flat-footed 17; 
  Base Atk/Grp: +3/-8;  Atk: +8 melee (1 plus 
  poison, bite); Space/Reach 2-1/2 ft./0 ft.]; SA 
  Poison; SQ improved evasion, deliver touch 
  spells, scent, speak with master; AL NE; SV Fort 
  +2, Ref +5, Will +5; Str 4, Dex 17, Con 11, Int 6, 
  Wis 12, Cha 2. 
  Poison (Ex): 1d6 Con/1d6 Con, Fort save DC 
  10 
  
  Man Ripper 
   
  Page 15 
  Appendix Four – APL 8
  Encounter One 
   
   
   
   
  Dehzbah Gamma: Female human (simulacrum) 
  Bbn8; CR 8; Medium humanoid (human); HD 
  8d12+24; hp 76; Init +2; Spd 30 ft.; AC 19, touch 
  12, flat-footed 17; Base Atk/Grp: +8/+13; Atk: 
  +14 melee (2d6+8/19-20, +1 greatsword); Full 
  Atk: +14/+9 melee (2d6+8/19-20, masterwork 
  greatsword); SA rage 3/day; SQ DR 1/-, fast 
  movement, improved uncanny dodge, trap sense 
  +2; AL NE; SV Fort +10, Ref +5, Will +6; Str 20, 
  Dex 14, Con 16, Int 12, Wis 12, Cha 14. 
  Skills 
  and 
  Feats: 
  Climb 
  +6, 
  Craft 
  (weaponsmithing) +6, Handle Animal +7, Hide 
  +2, Intimidate +10, Jump +6, Listen +10, Move 
  Silently +2, Ride +16, Spot +4; Blind-Fight, 
  Endurance, Iron Will, Power Attack. 
  Languages spoken: common, giant. 
  Rage: When Dehzbah Gamma rages (8 rounds 
  duration), her statistics change as follows – hp: 
  92; AC: 17, touch 10, flat-footed 15; Grp +15; 
  Atk/Full 
  Atk 
  +16/+11 
  melee 
  (2d6+11, +1 
  greatsword); SV Fort +12; Will +8 
   
  Possessions: +1 greatsword, +2 Breastplate 
  with armor spikes, cloak of resistance +1, potion 
  of enlarge person, greatsword, shortsword, 
  kukri, spiked gauntlet (2), 10 gp. 
   
  Physical 
  Description: 
  attractive 
  young 
  woman, hair the color of wheat, skin white as 
  milk, and war paint of blood and ichor 
  Winterblood Sister, female werewolf War8, 
  human form: CR 6; medium humanoid (human, 
  shapechanger); HD 8d8+8 (human) plus 2d8+6 
  (wolf); hp 62; Init +4; Spd 30 ft.; AC 17, touch 10, 
  flat-footed 17; Base Atk/Grp: +9/+11;  Atk: +11 
  melee (1d8+2/19-20, longsword) or +9 ranged 
  (1d8/19-20, light crossbow); Full Atk: +11/+6 
  melee (1d8+2/19-20, longsword) or +9 ranged 
  (1d8/19-20, light crossbow); SA -; SQ Alternate 
  form, wolf empathy, low-light vision, scent; AL 
  CE; SV Fort +10, Ref +5, Will +4; Str 15, Dex 11, 
  Con 12, Int 10, Wis 11, Cha 8. 
  Skills and Feats: Climb +4, Handle Animal +7, 
  Intimidate +8, Jump +1, Ride +9, Survival +6, 
  Swim -5; Improved Initiative, Iron Will, Quick 
  Draw, Stealthy, Toughness, Track, Weapon 
  Focus (longsword), Weapon Focus (bite). 
  Winterblood Sister, female werewolf War8, 
  wolf form: CR 6; medium humanoid (human, 
  shapechanger); HD 8d8+8 (human) plus 2d8+6 
  (wolf); hp 62; Init +6; Spd 50 ft.; AC 16, touch 12, 
  flat-footed 14; Base Atk/Grp: +9/+11;  Atk: +13 
  melee (1d6+4, bite) Full Atk: +13 melee (1d6+4, 
  bite); SA Curse of lycanthropy, trip; SQ Alternate 
  form, DR 10/silver, wolf empathy, low-light 
  vision, scent; AL CE; SV Fort +12, Ref +7, Will 
  +4; Str 17, Dex 15, Con 16, Int 10, Wis 11, Cha 
  8. 
  Skills and Feats: Climb +7, Handle Animal +7, 
  Hide +2, Intimidate +8, Jump +4, Listen +3, Ride 
  +9, Survival +5*, Swim +3; Improved Initiative, 
  Iron Will, Quick Draw, Stealthy, Track, Weapon 
  Focus (longsword), Weapon Focus (bite). 
  Winterblood Sister, female werewolf War8, 
  hybrid form: CR 6; medium humanoid (human, 
  shapechanger); HD 8d8+8 (human) plus 2d8+6 
  (wolf); hp 62; Init +6; Spd 30 ft.; AC 16, touch 12, 
  flat-footed 14; Base Atk/Grp: +9/+11  Atk: +12 
  melee (1d4+3, claw) Full Atk: +12/+12 melee 
  (1d4+3, 2 claws) and +8 melee (1d6+1, bite); SA 
  Curse of lycanthropy, trip; SQ Alternate form, DR 
  10/silver, wolf empathy, low-light vision, scent; 
  AL CE; SV Fort +12, Ref +7, Will +4; Str 17, Dex 
  15, Con 16, Int 10, Wis 11, Cha 8. 
  Skills and Feats: Climb +7, Handle Animal +7, 
  Hide +2, Intimidate +8, Jump +4, Listen +3, Ride 
  +9, Survival +5*, Swim +3; Improved Initiative, 
  Iron Will, Quick Draw, Stealthy, Track, Weapon 
  Focus (longsword), Weapon Focus (bite). 
  Alternate form (Su): A werewolf can assume a 
  bipedal hybrid form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any human 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 (+3 check modifier) as a free action 
  without making a touch attack or provoking 
  attacks of opportunity.  If the trip attempt fails, 
  the opponent cannot react to trip the werewolf. 
  Wolf empathy (Ex): Communicate with wolves 
  and dire wolves, and a +4 racial bonus on 
  Charisma-based checks against wolves and dire 
  wolves. 
  Skills: *A werewolf in hybrid form gains a +4 
  racial bonus on Survival checks when tracking 
  by scent. 
  
  Man Ripper 
   
  Page 16 
   
  Possessions: chain shirt, light wooden 
  shield, longsword, light crossbow, kukri. 
   
  Encounter Four 
   
   
   
   
  Azig’s Apprentice: Male human Wiz7; CR 7; 
  Medium humanoid (human); HD 7d4+14; hp 32; 
  Init +1; Spd 30 ft.; AC 15, touch 15, flat-footed 
  14; Base Atk/Grp: +3/+3; Atk/ Full Atk: +4 melee 
  (1d6, masterwork club) or +5 ranged (1d8/19-20, 
  masterwork light crossbow); AL NE; SV Fort +7, 
  Ref +6, Will +8; Str 10, Dex 12, Con 15, Int 18, 
  Wis 10, Cha 7. 
  Skills and Feats: Bluff +2, Concentration +12, 
  Craft (leatherworking) +6, Craft (armorsmithing) 
  +5, Craft (stonemasonry) +5, Decipher Script +8, 
  Knowledge (arcana) +8, Knowledge (nature) +5, 
  Knowledge (religion) +5, Knowledge (the planes) 
  +4, Spellcraft +14; Alertness, Craft Wand, Craft 
  Wondrous 
  Item, 
  Empower 
  Spell, 
  Magical 
  Aptitude, Scribe Scroll, Still Spell. 
   
  Possessions: bracers of armor +4, cloak of 
  resistance +3, headband of intellect +2, wand of 
  magic missile (7th caster level, 20 charges), 
  wand of empowered magic missile (7th caster 
  level, 5 charges), wand of burning hands (5th 
  caster level, 50 charges), wand of shield, 
  masterwork club, masterwork light crossbow, 
  spell component pouch (2), masterwork needles 
  and string, artisans outfit, hemp rope, spellbook. 
  Spells Prepared (4/5/4/3/2; base DC = 14 + spell 
  level): 0—[arcane mark, mending (3)]; 1st—
  [animate rope, hold portal, shocking grasp, 
  grease]; 2nd—[flaming sphere, glitterdust, mirror 
  image, minor image]; 3rd—[deep slumber, slow, 
  empowered 
  burning 
  hands]; 
  4th—[greater 
  invisibility, still blink]. 
  Spellbook: 1st—[animate rope, hold portal, 
  shocking grasp, grease, obscuring mist, magic 
  weapon, unseen servant, identify]; 2nd—[ see 
  invisibility, daze monster, glitterdust, mirror 
  image, darkness, knock]; 3rd—[deep slumber, 
  keen edge, slow, lightning bolt, invisibility 
  sphere] 4th—[greater invisibility, phantasmal 
  killer, dimension door]. 
  Sssssss!, tiny viper familiar: tiny magical 
  beast; HD: 7; hp: 16; Spd 15 ft., climb 15 ft., 
  swim 15 ft.; AC 21, touch 15, flat-footed 18; 
  Base Atk/Grp: +3/-8;  Atk: +8 melee (1 plus 
  poison, bite); Space/Reach 2-1/2 ft./0 ft.]; SA 
  Poison; SQ improved evasion, deliver touch 
  spells, scent, speak with master; AL NE; SV Fort 
  +2, Ref +5, Will +5; Str 4, Dex 17, Con 11, Int 9, 
  Wis 12, Cha 2. 
  Poison (Ex): 1d6 Con/1d6 Con, Fort save DC 
  10 
  
  Man Ripper 
   
  Page 17 
  Appendix Five – APL 10
  Encounter One 
   
   
   
   
  Dehzbah Gamma: Female human (simulacrum) 
  Bbn8; CR 8; Medium humanoid (human); HD 
  8d12+24; hp 76; Init +2; Spd 30 ft.; AC 19, touch 
  12, flat-footed 17; Base Atk/Grp: +8/+13; Atk: 
  +14 melee (2d6+8/19-20, +1 greatsword); Full 
  Atk: +14/+9 melee (2d6+8/19-20, masterwork 
  greatsword); SA rage 3/day; SQ DR 1/-, fast 
  movement, improved uncanny dodge, trap sense 
  +2; AL NE; SV Fort +10, Ref +5, Will +6; Str 20, 
  Dex 14, Con 16, Int 12, Wis 12, Cha 14. 
  Skills 
  and 
  Feats: 
  Climb 
  +6, 
  Craft 
  (weaponsmithing) +6, Handle Animal +7, Hide 
  +2, Intimidate +10, Jump +6, Listen +10, Move 
  Silently +2, Ride +16, Spot +4; Blind-Fight, 
  Endurance, Iron Will, Power Attack. 
  Languages spoken: common, giant. 
  Rage: When Dehzbah Gamma rages (8 rounds 
  duration), her statistics change as follows – hp: 
  92; AC: 17, touch 10, flat-footed 15; Grp +15; 
  Atk/Full 
  Atk 
  +16/+11 
  melee 
  (2d6+11, +1 
  greatsword); SV Fort +12; Will +8 
   
  Possessions: +1 greatsword, +2 Breastplate 
  with armor spikes, cloak of resistance +1, potion 
  of enlarge person, greatsword, shortsword, 
  kukri, spiked gauntlet (2), 10 gp. 
   
  Physical 
  Description: 
  attractive 
  young 
  woman, hair the color of wheat, skin white as 
  milk, and war paint of blood and ichor 
  Winterblood Sister, female werewolf War8, 
  human form: CR 6; medium humanoid (human, 
  shapechanger); HD 8d8+8 (human) plus 2d8+6 
  (wolf); hp 62; Init +4; Spd 30 ft.; AC 17, touch 10, 
  flat-footed 17; Base Atk/Grp: +9/+11;  Atk: +11 
  melee (1d8+2/19-20, longsword) or +9 ranged 
  (1d8/19-20, light crossbow); Full Atk: +11/+6 
  melee (1d8+2/19-20, longsword) or +9 ranged 
  (1d8/19-20, light crossbow); SA -; SQ Alternate 
  form, wolf empathy, low-light vision, scent; AL 
  CE; SV Fort +10, Ref +5, Will +4; Str 15, Dex 11, 
  Con 12, Int 10, Wis 11, Cha 8. 
  Skills and Feats: Climb +4, Handle Animal +7, 
  Intimidate +8, Jump +1, Ride +9, Survival +6, 
  Swim -5; Improved Initiative, Iron Will, Quick 
  Draw, Stealthy, Toughness, Track, Weapon 
  Focus (longsword), Weapon Focus (bite). 
  Winterblood Sister, female werewolf War8, 
  wolf form: CR 6; medium humanoid (human, 
  shapechanger); HD 8d8+8 (human) plus 2d8+6 
  (wolf); hp 62; Init +6; Spd 50 ft.; AC 16, touch 12, 
  flat-footed 14; Base Atk/Grp: +9/+11;  Atk: +13 
  melee (1d6+4, bite) Full Atk: +13 melee (1d6+4, 
  bite); SA Curse of lycanthropy, trip; SQ Alternate 
  form, DR 10/silver, wolf empathy, low-light 
  vision, scent; AL CE; SV Fort +12, Ref +7, Will 
  +4; Str 17, Dex 15, Con 16, Int 10, Wis 11, Cha 
  8. 
  Skills and Feats: Climb +7, Handle Animal +7, 
  Hide +2, Intimidate +8, Jump +4, Listen +3, Ride 
  +9, Survival +5*, Swim +3; Improved Initiative, 
  Iron Will, Quick Draw, Stealthy, Track, Weapon 
  Focus (longsword), Weapon Focus (bite). 
  Winterblood Sister, female werewolf War8, 
  hybrid form: CR 6; medium humanoid (human, 
  shapechanger); HD 8d8+8 (human) plus 2d8+6 
  (wolf); hp 62; Init +6; Spd 30 ft.; AC 16, touch 12, 
  flat-footed 14; Base Atk/Grp: +9/+11  Atk: +12 
  melee (1d4+3, claw) Full Atk: +12/+12 melee 
  (1d4+3, 2 claws) and +8 melee (1d6+1, bite); SA 
  Curse of lycanthropy, trip; SQ Alternate form, DR 
  10/silver, wolf empathy, low-light vision, scent; 
  AL CE; SV Fort +12, Ref +7, Will +4; Str 17, Dex 
  15, Con 16, Int 10, Wis 11, Cha 8. 
  Skills and Feats: Climb +7, Handle Animal +7, 
  Hide +2, Intimidate +8, Jump +4, Listen +3, Ride 
  +9, Survival +5*, Swim +3; Improved Initiative, 
  Iron Will, Quick Draw, Stealthy, Track, Weapon 
  Focus (longsword), Weapon Focus (bite). 
  Alternate form (Su): A werewolf can assume a 
  bipedal hybrid form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any human 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 (+3 check modifier) as a free action 
  without making a touch attack or provoking 
  attacks of opportunity.  If the trip attempt fails, 
  the opponent cannot react to trip the werewolf. 
  Wolf empathy (Ex): Communicate with wolves 
  and dire wolves, and a +4 racial bonus on 
  Charisma-based checks against wolves and dire 
  wolves. 
  Skills: *A werewolf in hybrid form gains a +4 
  racial bonus on Survival checks when tracking 
  by scent. 
  
  Man Ripper 
   
  Page 18 
   
  Possessions: chain shirt, light wooden 
  shield, longsword, light crossbow, kukri. 
   
  Encounter Four 
   
   
   
   
  Azig’s Apprentice: Male human Wiz7; CR 7; 
  Medium humanoid (human); HD 7d4+14; hp 32; 
  Init +1; Spd 30 ft.; AC 15, touch 15, flat-footed 
  14; Base Atk/Grp: +3/+3; Atk/ Full Atk: +4 melee 
  (1d6, masterwork club) or +5 ranged (1d8/19-20, 
  masterwork light crossbow); AL NE; SV Fort +7, 
  Ref +6, Will +8; Str 10, Dex 12, Con 15, Int 18, 
  Wis 10, Cha 7. 
  Skills and Feats: Bluff +2, Concentration +12, 
  Craft (leatherworking) +6, Craft (armorsmithing) 
  +5, Craft (stonemasonry) +5, Decipher Script +8, 
  Knowledge (arcana) +8, Knowledge (nature) +5, 
  Knowledge (religion) +5, Knowledge (the planes) 
  +4, Spellcraft +14; Alertness, Craft Wand, Craft 
  Wondrous 
  Item, 
  Empower 
  Spell, 
  Magical 
  Aptitude, Scribe Scroll, Still Spell. 
   
  Possessions: bracers of armor +4, cloak of 
  resistance +3, headband of intellect +2, wand of 
  magic missile (7th caster level, 20 charges), 
  wand of empowered magic missile (7th caster 
  level, 5 charges), wand of burning hands (5th 
  caster level, 50 charges), wand of shield, 
  masterwork club, masterwork light crossbow, 
  spell component pouch (2), masterwork needles 
  and string, artisans outfit, hemp rope, spellbook. 
  Spells Prepared (4/5/4/3/2; base DC = 14 + spell 
  level): 0—[arcane mark, mending (3)]; 1st—
  [animate rope, hold portal, shocking grasp, 
  grease]; 2nd—[flaming sphere, glitterdust, mirror 
  image, minor image]; 3rd—[deep slumber, slow, 
  empowered 
  burning 
  hands]; 
  4th—[greater 
  invisibility, still blink]. 
  Spellbook: 1st—[animate rope, hold portal, 
  shocking grasp, grease, obscuring mist, magic 
  weapon, unseen servant, identify]; 2nd—[ see 
  invisibility, daze monster, glitterdust, mirror 
  image, darkness, knock]; 3rd—[deep slumber, 
  keen edge, slow, lightning bolt, invisibility 
  sphere] 4th—[greater invisibility, phantasmal 
  killer, dimension door]. 
  Sssssss!, tiny viper familiar: tiny magical 
  beast; HD: 7; hp: 16; Spd 15 ft., climb 15 ft., 
  swim 15 ft.; AC 21, touch 15, flat-footed 18; 
  Base Atk/Grp: +3/-8;  Atk: +8 melee (1 plus 
  poison, bite); Space/Reach 2-1/2 ft./0 ft.]; SA 
  Poison; SQ improved evasion, deliver touch 
  spells, scent, speak with master; AL NE; SV Fort 
  +2, Ref +5, Will +5; Str 4, Dex 17, Con 11, Int 9, 
  Wis 12, Cha 2. 
  Poison (Ex): 1d6 Con/1d6 Con, Fort save DC 
  10 
   
  
  Man Ripper 
   
  Page 19 
  Appendix Six – APL 12
  Encounter One 
   
   
   
   
  Dehzbah Gamma: Female human (simulacrum) 
  Bbn8; CR 8; Medium humanoid (human); HD 
  8d12+24; hp 76; Init +2; Spd 30 ft.; AC 19, touch 
  12, flat-footed 17; Base Atk/Grp: +8/+13; Atk: 
  +14 melee (2d6+8/19-20, +1 greatsword); Full 
  Atk: +14/+9 melee (2d6+8/19-20, masterwork 
  greatsword); SA rage 3/day; SQ DR 1/-, fast 
  movement, improved uncanny dodge, trap sense 
  +2; AL NE; SV Fort +10, Ref +5, Will +6; Str 20, 
  Dex 14, Con 16, Int 12, Wis 12, Cha 14. 
  Skills 
  and 
  Feats: 
  Climb 
  +6, 
  Craft 
  (weaponsmithing) +6, Handle Animal +7, Hide 
  +2, Intimidate +10, Jump +6, Listen +10, Move 
  Silently +2, Ride +16, Spot +4; Blind-Fight, 
  Endurance, Iron Will, Power Attack. 
  Languages spoken: common, giant. 
  Rage: When Dehzbah Gamma rages (8 rounds 
  duration), her statistics change as follows – hp: 
  92; AC: 17, touch 10, flat-footed 15; Grp +15; 
  Atk/Full 
  Atk 
  +16/+11 
  melee 
  (2d6+11, +1 
  greatsword); SV Fort +12; Will +8 
   
  Possessions: +1 greatsword, +2 Breastplate 
  with armor spikes, cloak of resistance +1, potion 
  of enlarge person, greatsword, shortsword, 
  kukri, spiked gauntlet (2), 10 gp. 
   
  Physical 
  Description: 
  attractive 
  young 
  woman, hair the color of wheat, skin white as 
  milk, and war paint of blood and ichor 
  Winterblood Sister, female werewolf War12, 
  human form: CR 8; medium humanoid (human, 
  shapechanger); HD 12d8+12 (human) plus 
  2d8+6 (wolf); hp 84; Init +4; Spd 30 ft.; AC 17, 
  touch 10, flat-footed 17; Base Atk/Grp: +13/+16; 
   Atk: +16 melee (1d8+3/19-20, longsword) or 
  +13 ranged (1d8/19-20, light crossbow); Full Atk: 
  +16/+11/+6 melee (1d8+3/19-20, longsword) or 
  +13 ranged (1d8/19-20, light crossbow); SA -; 
  SQ Alternate form, wolf empathy, low-light 
  vision, scent; AL CE; SV Fort +12, Ref +7, Will 
  +6; Str 16, Dex 11, Con 12, Int 10, Wis 11, Cha 
  8. 
  Skills and Feats: Climb +7, Handle Animal +11, 
  Intimidate +11, Jump +4, Ride +9, Survival +6, 
  Swim -5; Improved Initiative, Iron Will, Power 
  Attack, Quick Draw, Stealthy, Toughness, Track, 
  Weapon Focus (longsword), Weapon Focus 
  (bite). 
  Winterblood Sister, female werewolf War12, 
  wolf form: CR 8; medium humanoid (human, 
  shapechanger); HD 12d8+12 (human) plus 
  2d8+6 (wolf); hp 84; Init +6; Spd 50 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk/Grp: +13/+16; 
   Atk: +18 melee (1d6+6, bite) Full Atk: +18 
  melee (1d6+6, bite); SA Curse of lycanthropy, 
  trip; SQ Alternate form, DR 10/silver, wolf 
  empathy, low-light vision, scent; AL CE; SV Fort 
  +14, Ref +9, Will +6; Str 18, Dex 15, Con 16, Int 
  10, Wis 11, Cha 8. 
  Skills and Feats: Climb +10, Handle Animal +10, 
  Hide +2, Intimidate +11, Jump +7, Listen +3, 
  Ride +9, Survival +5*, Swim +3; Improved 
  Initiative, Iron Will, Quick Draw, Stealthy, Track, 
  Weapon Focus (longsword), Weapon Focus 
  (bite). 
  Winterblood Sister, female werewolf War12, 
  hybrid form: CR 8; medium humanoid (human, 
  shapechanger); HD 12d8+12 (human) plus 
  2d8+6 (wolf); hp 84; Init +6; Spd 30 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk/Grp: +13/+16  
  Atk: +17 melee (1d4+4, claw) Full Atk: +17/+17 
  melee (1d4+4, 2 claws) and +13 melee (1d6+2, 
  bite); SA Curse of lycanthropy, trip; SQ Alternate 
  form, DR 10/silver, wolf empathy, low-light 
  vision, scent; AL CE; SV Fort +14, Ref +9, Will 
  +6; Str 18, Dex 15, Con 16, Int 10, Wis 11, Cha 
  8. 
  Skills and Feats: Climb +10, Handle Animal +10, 
  Hide +2, Intimidate +11, Jump +7, Listen +3, 
  Ride +9, Survival +5*, Swim +3; Improved 
  Initiative, Iron Will, Quick Draw, Stealthy, Track, 
  Weapon Focus (longsword), Weapon Focus 
  (bite). 
  Alternate form (Su): A werewolf can assume a 
  bipedal hybrid form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any human 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 (+4 check modifier) as a free action 
  without making a touch attack or provoking 
  attacks of opportunity.  If the trip attempt fails, 
  the opponent cannot react to trip the werewolf. 
  Wolf empathy (Ex): Communicate with wolves 
  and dire wolves, and a +4 racial bonus on 
  
  Man Ripper 
   
  Page 20 
  Charisma-based checks against wolves and dire 
  wolves. 
  Skills: *A werewolf in hybrid form gains a +4 
  racial bonus on Survival checks when tracking 
  by scent. 
   
  Possessions: chain shirt, light wooden 
  shield, longsword, light crossbow, kukri. 
  Encounter Four 
   
   
   
   
  Azig’s Apprentice: Male human Wiz12; CR 12; 
  Medium humanoid (human); HD 12d4+24; hp 54 
  plus 15 (false life); Init +1; Spd 30 ft.; AC 15, 
  touch 15, flat-footed 14; Base Atk/Grp: +6/+6;  
  Full Atk: +7/+2 melee (1d6, masterwork club) or 
  +8 ranged (1d8+1/19-20, +1 light crossbow); SQ 
  Fire resistance 10, contingency; AL NE; SV Fort 
  +12, Ref +9, Will +12; Str 10, Dex 12, Con 15, 
  Int 22, Wis 10, Cha 7. 
  Contingency (Sp): If Azig’s Apprentice is 
  targeted with a melee or ranged attack, mirror 
  image is cast instantaneously. 
  Skills and Feats: 85 skill points; Bluff +3, 
  Concentration +16, Craft (leatherworking) +10, 
  Craft (armorsmithing) +10, Craft (stonemasonry) 
  +10, Decipher Script +11, Jump +10, Knowledge 
  (arcana) 
  +21, 
  Knowledge 
  (nature) 
  +8, 
  Knowledge (religion) +8, Knowledge (the planes) 
  +11, Listen +2, Spellcraft +23, Spot +2; 
  Alertness, Craft Wand, Craft Wondrous Item, 
  Empower Spell, Forge Ring, Great Fortitude, 
  Magical 
  Aptitude, 
  Scribe 
  Scroll, 
  Spell 
  Penetration, Still Spell. 
   
  Possessions: bracers of armor +4, cloak of 
  resistance +4, headband of intellect +4, wand of 
  magic missile (9th caster level, 20 charges), 
  wand of empowered magic missile (9th caster 
  level, 5 charges), wand of burning hands (5th 
  caster level, 50 charges), wand of shield, rod of 
  metamagic 
  lesser 
  silent, 
  ring 
  of 
  energy 
  resistance 
  minor 
  fire, 
  ring 
  of 
  jumping, 
  masterwork club, +1 light crossbow, spell 
  component 
  pouch 
  (2), 
  contingency 
  focus, 
  masterwork needles and string, artisans outfit, 
  100 gp ring, 150 gp ring, hemp rope, spellbook. 
  Spells Prepared (4/6/6/5/4/4/3; base DC = 16 + 
  spell level): 0—[arcane mark, mending (3)]; 
  1st—[animate rope, hold portal, light (still), 
  shocking grasp, grease (2)]; 2nd—[flaming 
  sphere, glitterdust, invisibility, mirror image, 
  minor image]; 3rd—[deep slumber, magic missile 
  (empower), false life, slow, burning hands 
  (empower)]; 4th—[greater invisibility, blink (still), 
  globe of invulnerability lesser, enervation]; 5th—
  [feeblemind, lightning bolt (empower), cloudkill, 
  wall 
  of 
  force]; 
  6th—[vampiric 
  touch 
  (still, 
  empowered), dispel magic greater, flesh to 
  stone]. 
  Spellbook: 1st—[animate rope, burning hands, 
  hold portal, shocking grasp, grease, obscuring 
  mist, magic weapon, unseen servant, identify]; 
  2nd—[ see invisibility, daze monster, glitterdust, 
  invisibility, mirror image, darkness, knock]; 3rd—
  [blink, deep slumber, enervation, false life, globe 
  of invulnerability lesser, keen edge, slow, 
  lightning bolt, invisibility sphere, vampiric touch] 
  4th—[greater 
  invisibility, 
  phantasmal 
  killer, 
  dimension 
  door] 
  5th—[feeblemind, 
  blight, 
  cloudkill, wall of force]; 6th—[contingency, move 
  earth, mislead, dispel magic greater, flesh to 
  stone]. 
  Sssssss!, tiny viper familiar: tiny magical 
  beast; HD: 12; hp: 27; Spd 15 ft., climb 15 ft., 
  swim 15 ft.; AC 21, touch 15, flat-footed 18; 
  Base Atk/Grp: +6/-5;  Atk: +11/+6 melee (1 plus 
  poison, bite); Space/Reach 2-1/2 ft./0 ft.]; SA 
  deliver touch spells, Poison; SQ improved 
  evasion, SR 17, scent, speak with snakes, 
  speak with master; AL NE; SV Fort +4, Ref +7, 
  Will +9; Str 4, Dex 17, Con 11, Int 9, Wis 12, 
  Cha 2. 
  Poison (Ex): 1d6 Con/1d6 Con, Fort save DC 
  10 
   
  
  Man Ripper 
   
  Page 21 
  Appendix Seven – APL 14
  Encounter One 
   
   
   
   
  Dehzbah Gamma: Female human (simulacrum) 
  Bbn8; CR 8; Medium humanoid (human); HD 
  8d12+24; hp 76; Init +2; Spd 30 ft.; AC 19, touch 
  12, flat-footed 17; Base Atk/Grp: +8/+13; Atk: 
  +14 melee (2d6+8/19-20, +1 greatsword); Full 
  Atk: +14/+9 melee (2d6+8/19-20, masterwork 
  greatsword); SA rage 3/day; SQ DR 1/-, fast 
  movement, improved uncanny dodge, trap sense 
  +2; AL NE; SV Fort +10, Ref +5, Will +6; Str 20, 
  Dex 14, Con 16, Int 12, Wis 12, Cha 14. 
  Skills 
  and 
  Feats: 
  Climb 
  +6, 
  Craft 
  (weaponsmithing) +6, Handle Animal +7, Hide 
  +2, Intimidate +10, Jump +6, Listen +10, Move 
  Silently +2, Ride +16, Spot +4; Blind-Fight, 
  Endurance, Iron Will, Power Attack. 
  Languages spoken: common, giant. 
  Rage: When Dehzbah Gamma rages (8 rounds 
  duration), her statistics change as follows – hp: 
  92; AC: 17, touch 10, flat-footed 15; Grp +15; 
  Atk/Full 
  Atk 
  +16/+11 
  melee 
  (2d6+11, +1 
  greatsword); SV Fort +12; Will +8 
   
  Possessions: +1 greatsword, +2 Breastplate 
  with armor spikes, cloak of resistance +1, potion 
  of enlarge person, greatsword, shortsword, 
  kukri, spiked gauntlet (2), 10 gp. 
   
  Physical 
  Description: 
  attractive 
  young 
  woman, hair the color of wheat, skin white as 
  milk, and war paint of blood and ichor 
  Winterblood Sister, female werewolf War12, 
  human form: CR 8; medium humanoid (human, 
  shapechanger); HD 12d8+12 (human) plus 
  2d8+6 (wolf); hp 84; Init +4; Spd 30 ft.; AC 17, 
  touch 10, flat-footed 17; Base Atk/Grp: +13/+16; 
   Atk: +16 melee (1d8+3/19-20, longsword) or 
  +13 ranged (1d8/19-20, light crossbow); Full Atk: 
  +16/+11/+6 melee (1d8+3/19-20, longsword) or 
  +13 ranged (1d8/19-20, light crossbow); SA -; 
  SQ Alternate form, wolf empathy, low-light 
  vision, scent; AL CE; SV Fort +12, Ref +7, Will 
  +6; Str 16, Dex 11, Con 12, Int 10, Wis 11, Cha 
  8. 
  Skills and Feats: Climb +7, Handle Animal +11, 
  Intimidate +11, Jump +4, Ride +9, Survival +6, 
  Swim -5; Improved Initiative, Iron Will, Power 
  Attack, Quick Draw, Stealthy, Toughness, Track, 
  Weapon Focus (longsword), Weapon Focus 
  (bite). 
  Winterblood Sister, female werewolf War12, 
  wolf form: CR 8; medium humanoid (human, 
  shapechanger); HD 12d8+12 (human) plus 
  2d8+6 (wolf); hp 84; Init +6; Spd 50 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk/Grp: +13/+16; 
   Atk: +18 melee (1d6+6, bite) Full Atk: +18 
  melee (1d6+6, bite); SA Curse of lycanthropy, 
  trip; SQ Alternate form, DR 10/silver, wolf 
  empathy, low-light vision, scent; AL CE; SV Fort 
  +14, Ref +9, Will +6; Str 18, Dex 15, Con 16, Int 
  10, Wis 11, Cha 8. 
  Skills and Feats: Climb +10, Handle Animal +10, 
  Hide +2, Intimidate +11, Jump +7, Listen +3, 
  Ride +9, Survival +5*, Swim +3; Improved 
  Initiative, Iron Will, Quick Draw, Stealthy, Track, 
  Weapon Focus (longsword), Weapon Focus 
  (bite). 
  Winterblood Sister, female werewolf War12, 
  hybrid form: CR 8; medium humanoid (human, 
  shapechanger); HD 12d8+12 (human) plus 
  2d8+6 (wolf); hp 84; Init +6; Spd 30 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk/Grp: +13/+16  
  Atk: +17 melee (1d4+4, claw) Full Atk: +17/+17 
  melee (1d4+4, 2 claws) and +13 melee (1d6+2, 
  bite); SA Curse of lycanthropy, trip; SQ Alternate 
  form, DR 10/silver, wolf empathy, low-light 
  vision, scent; AL CE; SV Fort +14, Ref +9, Will 
  +6; Str 18, Dex 15, Con 16, Int 10, Wis 11, Cha 
  8. 
  Skills and Feats: Climb +10, Handle Animal +10, 
  Hide +2, Intimidate +11, Jump +7, Listen +3, 
  Ride +9, Survival +5*, Swim +3; Improved 
  Initiative, Iron Will, Quick Draw, Stealthy, Track, 
  Weapon Focus (longsword), Weapon Focus 
  (bite). 
  Alternate form (Su): A werewolf can assume a 
  bipedal hybrid form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any human 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 (+4 check modifier) as a free action 
  without making a touch attack or provoking 
  attacks of opportunity.  If the trip attempt fails, 
  the opponent cannot react to trip the werewolf. 
  Wolf empathy (Ex): Communicate with wolves 
  and dire wolves, and a +4 racial bonus on 
  
  Man Ripper 
   
  Page 22 
  Charisma-based checks against wolves and dire 
  wolves. 
  Skills: *A werewolf in hybrid form gains a +4 
  racial bonus on Survival checks when tracking 
  by scent. 
   
  Possessions: chain shirt, light wooden 
  shield, longsword, light crossbow, kukri. 
  Gunan: male human Clr14 (Erythnul); CR 14; 
  medium humanoid (human); HD 14d8+28; hp 
  91; Init +0; Spd 20 ft.; AC 23, touch 11, flat-
  footed 23; Base Atk/Grp: +10/+12;  Atk: +13 
  melee (1d8+3, +1 unholy heavy mace) or +11 
  ranged (1d10/19-20, heavy crossbow) or +13 
  ranged 
  (1d10/19-20 
  plus 
  scream, 
  heavy 
  crossbow with screaming bolt); Full Atk: +13/+8 
  melee (1d8+3, +1 unholy heavy mace) or +13 
  ranged 
  (1d10/19-20 
  plus 
  scream, 
  heavy 
  crossbow with screaming bolt); SA rebuke 
  undead; AL CE; SV Fort +13, Ref +8, Will +17; 
  Str 14, Dex 10, Con 14, Int 10, Wis 23, Cha 12.  
  Skills and Feats: Concentration +19, Knowledge 
  (arcana) +3, Knowledge (religion) +10, Sense 
  Motive +8, Spellcraft +17; Divine Metamagic 
  (Empower), Divine Spell Power, Empower Spell, 
  Eschew Materials, Extra Turning, Lightning 
  Reflexes. 
   
  Possessions: +1 unholy heavy mace, +1 full 
  plate with armor spikes, +1 heavy steel spiked 
  shield, ring of protection +1, cloak of resistance 
  +2, periapt of wisdom +4, holy symbol (3), 
  masterwork heavy crossbow, longspear, spiked 
  gauntlet, 
  scroll 
  of 
  cure 
  serious 
  wounds, 
  screaming bolt (4), scroll of remove paralysis, 
  scroll of remove blindness/deafness, flask of 
  curses. 
  Spells Prepared (6/8/8/6/6/5/5/3; base DC = 16 + 
  spell level): 0—[detect magic (2), detect poison, 
  guidance, mending, read magic]; 1st—[disguise 
  self*, bane, cure light wounds, deathwatch, 
  detect good, divine favor, protection from good 
  (2)]; 2nd—[invisibility*, align weapon, death knell, 
  remove paralysis, resist energy (2), spiritual 
  weapon, undetectable alignment]; 3rd—[magic 
  circle 
  against 
  good*, 
  blindness/deafness, 
  contagion, cure serious wounds, dispel magic, 
  prayer]; 
  4th—[unholy 
  blight*, 
  cure 
  critical 
  wounds, dismissal, divine power, freedom of 
  movement, poison]; 5th—[dispel good*, greater 
  command, 
  flame 
  strike, 
  spell 
  resistance, 
  summon 
  monster 
  V]; 
  6th—[mislead*, 
  empowered poison, harm, heal, word of recall]; 
  7th—[blasphemy*, empowered flame strike, 
  repulsion.] 
  *Domain spell. Domains: [Evil (Evil spells are 
  cast at +1 caster level); Trickery (Add Bluff, 
  Disguise, and Hide to your list of class skills.)]. 
  Encounter Four 
   
   
   
   
  Azig the Liar: Male human Wiz13/Archmage1; 
  CR 
  14; 
  Medium 
  humanoid 
  (human); 
  HD 
  14d4+56; hp 91 plus 15 (false life); Init +6; Spd 
  30 ft.; AC 16, touch 12, flat-footed 14; Base 
  Atk/Grp: +6/+5;  Atk: +6 melee (1d4-1, 
  masterwork dagger); SA Mastery of Shaping; SQ 
  Contingency; AL NE; SV Fort +10, Ref +8, Will 
  +12; Str 8, Dex 14, Con 18, Int 23, Wis 11, Cha 
  13.  
  Skills and Feats: Balance +4, Concentration +21, 
  Craft (sculpting) +7, Decipher Script +11, 
  Disguise +3, Jump +1, Knowledge (arcana) +23, 
  Knowledge (Dungeoneering) +7, Knowledge 
  (History) +7, Knowledge (local – NMR) +7, 
  Knowledge (local – Core) +7, Knowledge (the 
  planes) +11, Sense Motive +4, Speak Language 
  (Ancient 
  Suloise), 
  Speak 
  Language 
  (Old 
  Oeridian), Speak Language (Flan), Speak 
  Language 
  (Lendorian), 
  Speak 
  Language 
  (Goblin), Speak Language (Cold Tongue), 
  Speak Language (Giant), Speak Language 
  (Keolandish), 
  Speak 
  Language 
  (Ancient 
  Baklunish), 
  Speak 
  Language 
  (Draconic), 
  Spellcraft +28, Tumble +7, Use Rope +3; Craft 
  Construct, Improved Initiative, Quicken Spell, 
  Scribe Scroll, Skill Focus (spellcraft), Spell 
  Focus (conjuration), Spell Focus (necromancy), 
  Spell Mastery, Widen Spell. 
  Languages: Common, Undercommon, Dwarf, 
  Elf, 
  Ancient 
  Suloise, 
  Old 
  Oeridian, 
  Flan, 
  Lendorian, 
  Goblin, 
  Cold 
  Tongue, 
  Giant, 
  Keolandish, Ancient Baklunish, Draconic. 
  Spell Mastery: Azig the Liar may memorize the 
  following spells without referring to a spell book: 
  Evard’s black tentacles, circle of death, teleport, 
  stinking cloud. 
  Contingency (Sp): Should Azig the Liar be 
  subject to taking energy damage, a resist energy 
  spell is cast immediately. 
  Mastery of Shaping: The archmage can alter 
  area and effect spells that use one of the 
  following 
  shapes: 
  burst, 
  cone, 
  cylinder, 
  emanation, or spread. The alteration consists of 
  creating spaces within the spell’s area or effect 
  that are not subject to the spell. The minimum 
  dimension for these spaces is a 5-foot cube. 
  Furthermore, any shapeable spells have a 
  
  Man Ripper 
   
  Page 23 
  minimum dimension of 5 feet instead of 10 feet. 
  This ability costs one 6th-level spell slot. 
   
  Possessions: pale lavender ellipsoid ioun 
  stone (absorbs twenty spell levels of 4th level or 
  lower), pink rhomboid ioun stone (+2 Con), hand 
  of glory, ring of wizardry II, ring of freedom of 
  movement, ring of energy resistance major 
  (acid), headband of intellect +4,  boots of 
  levitation, vest of resistance +2, cape of the 
  mountebank, masterwork dagger (2), spell 
  component pouch (4), contingency spell focus, 
  scroll of teleport (silent), scroll of repel vermin, 
  scroll of evard’s black tentacles, scroll of rope 
  trick (8th caster level), scroll of shield (3), potion 
  of cure critical wounds, 50 pp. 
  Spells Prepared (4/6/10/5/5/4/3/2; base DC = 16 
  + spell level, or 17 + spell level for conjuration or 
  necromancy): 0—[acid splash, disrupt undead, 
  touch of fatigue, mage hand]; 1st—[alarm, hold 
  portal, mage armor, charm person, magic 
  missile, chill touch]; 2nd—[glitterdust (2), melf’s 
  acid 
  arrow, 
  web, 
  touch 
  of 
  idiocy, 
  blur, 
  blindness/deafness, false life, spectral hand, 
  whispering wind] 3rd—[fireball, dispel magic, 
  stinking cloud, fly, slow]; 4th—[evard’s black 
  tentacles, otiluke’s resilient sphere, bestow 
  curse, ice storm, greater invisibility]; 5th—[magic 
  missile (quicken), waves of fatigue, dominate 
  person]; 
  6th—[acid 
  fog, 
  fireball 
  (widen), 
  scorching ray (quicken)]; 7th—[evard’s black 
  tentacles (widen), waves of exhaustion]. 
  Spellbook: 1st—[alarm, hold portal, mage armor, 
  charm person, magic missile, chill touch]; 2nd—
  [glitterdust, melf’s acid arrow, web, touch of 
  idiocy, 
  blur, 
  blindness/deafness, 
  false 
  life, 
  spectral hand, whispering wind] 3rd—[fireball, 
  dispel magic, stinking cloud, fly, slow]; 4th—
  [evard’s 
  black 
  tentacles, 
  otiluke’s 
  resilient 
  sphere, bestow curse, ice storm, greater 
  invisibility]; 5th—[waves of fatigue, dominate 
  person]; 6th—[acid fog, contingency, planar 
  binding, summon monster VI, greater dispel 
  magic]; 7th—[waves of exhaustion, sequester, 
  simulacrum, finger of death] 
   
   
  
  Man Ripper 
   
  Page 24 
  Appendix Eight – APL 16
  Encounter One 
   
   
   
   
  Dehzbah Gamma: Female human (simulacrum) 
  Bbn8; CR 8; Medium humanoid (human); HD 
  8d12+24; hp 76; Init +2; Spd 30 ft.; AC 19, touch 
  12, flat-footed 17; Base Atk/Grp: +8/+13; Atk: 
  +14 melee (2d6+8/19-20, +1 greatsword); Full 
  Atk: +14/+9 melee (2d6+8/19-20, masterwork 
  greatsword); SA rage 3/day; SQ DR 1/-, fast 
  movement, improved uncanny dodge, trap sense 
  +2; AL NE; SV Fort +10, Ref +5, Will +6; Str 20, 
  Dex 14, Con 16, Int 12, Wis 12, Cha 14. 
  Skills 
  and 
  Feats: 
  Climb 
  +6, 
  Craft 
  (weaponsmithing) +6, Handle Animal +7, Hide 
  +2, Intimidate +10, Jump +6, Listen +10, Move 
  Silently +2, Ride +16, Spot +4; Blind-Fight, 
  Endurance, Iron Will, Power Attack. 
  Languages spoken: common, giant. 
  Rage: When Dehzbah Gamma rages (8 rounds 
  duration), her statistics change as follows – hp: 
  92; AC: 17, touch 10, flat-footed 15; Grp +15; 
  Atk/Full 
  Atk 
  +16/+11 
  melee 
  (2d6+11, +1 
  greatsword); SV Fort +12; Will +8 
   
  Possessions: +1 greatsword, +2 Breastplate 
  with armor spikes, cloak of resistance +1, potion 
  of enlarge person, greatsword, shortsword, 
  kukri, spiked gauntlet (2), 10 gp. 
   
  Physical 
  Description: 
  attractive 
  young 
  woman, hair the color of wheat, skin white as 
  milk, and war paint of blood and ichor 
  Winterblood Sister, female werewolf War12, 
  human form: CR 8; medium humanoid (human, 
  shapechanger); HD 12d8+12 (human) plus 
  2d8+6 (wolf); hp 84; Init +4; Spd 30 ft.; AC 17, 
  touch 10, flat-footed 17; Base Atk/Grp: +13/+16; 
   Atk: +16 melee (1d8+3/19-20, longsword) or 
  +13 ranged (1d8/19-20, light crossbow); Full Atk: 
  +16/+11/+6 melee (1d8+3/19-20, longsword) or 
  +13 ranged (1d8/19-20, light crossbow); SA -; 
  SQ Alternate form, wolf empathy, low-light 
  vision, scent; AL CE; SV Fort +12, Ref +7, Will 
  +6; Str 16, Dex 11, Con 12, Int 10, Wis 11, Cha 
  8. 
  Skills and Feats: Climb +7, Handle Animal +11, 
  Intimidate +11, Jump +4, Ride +9, Survival +6, 
  Swim -5; Improved Initiative, Iron Will, Power 
  Attack, Quick Draw, Stealthy, Toughness, Track, 
  Weapon Focus (longsword), Weapon Focus 
  (bite). 
  Winterblood Sister, female werewolf War12, 
  wolf form: CR 8; medium humanoid (human, 
  shapechanger); HD 12d8+12 (human) plus 
  2d8+6 (wolf); hp 84; Init +6; Spd 50 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk/Grp: +13/+16; 
   Atk: +18 melee (1d6+6, bite) Full Atk: +18 
  melee (1d6+6, bite); SA Curse of lycanthropy, 
  trip; SQ Alternate form, DR 10/silver, wolf 
  empathy, low-light vision, scent; AL CE; SV Fort 
  +14, Ref +9, Will +6; Str 18, Dex 15, Con 16, Int 
  10, Wis 11, Cha 8. 
  Skills and Feats: Climb +10, Handle Animal +10, 
  Hide +2, Intimidate +11, Jump +7, Listen +3, 
  Ride +9, Survival +5*, Swim +3; Improved 
  Initiative, Iron Will, Quick Draw, Stealthy, Track, 
  Weapon Focus (longsword), Weapon Focus 
  (bite). 
  Winterblood Sister, female werewolf War12, 
  hybrid form: CR 8; medium humanoid (human, 
  shapechanger); HD 12d8+12 (human) plus 
  2d8+6 (wolf); hp 84; Init +6; Spd 30 ft.; AC 16, 
  touch 12, flat-footed 14; Base Atk/Grp: +13/+16  
  Atk: +17 melee (1d4+4, claw) Full Atk: +17/+17 
  melee (1d4+4, 2 claws) and +13 melee (1d6+2, 
  bite); SA Curse of lycanthropy, trip; SQ Alternate 
  form, DR 10/silver, wolf empathy, low-light 
  vision, scent; AL CE; SV Fort +14, Ref +9, Will 
  +6; Str 18, Dex 15, Con 16, Int 10, Wis 11, Cha 
  8. 
  Skills and Feats: Climb +10, Handle Animal +10, 
  Hide +2, Intimidate +11, Jump +7, Listen +3, 
  Ride +9, Survival +5*, Swim +3; Improved 
  Initiative, Iron Will, Quick Draw, Stealthy, Track, 
  Weapon Focus (longsword), Weapon Focus 
  (bite). 
  Alternate form (Su): A werewolf can assume a 
  bipedal hybrid form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any human 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 (+4 check modifier) as a free action 
  without making a touch attack or provoking 
  attacks of opportunity.  If the trip attempt fails, 
  the opponent cannot react to trip the werewolf. 
  Wolf empathy (Ex): Communicate with wolves 
  and dire wolves, and a +4 racial bonus on 
  
  Man Ripper 
   
  Page 25 
  Charisma-based checks against wolves and dire 
  wolves. 
  Skills: *A werewolf in hybrid form gains a +4 
  racial bonus on Survival checks when tracking 
  by scent. 
   
  Possessions: chain shirt, light wooden 
  shield, longsword, light crossbow, kukri. 
  Gunan: male human Clr14 (Erythnul); CR 14; 
  medium humanoid (human); HD 14d8+28; hp 
  91; Init +0; Spd 20 ft.; AC 23, touch 11, flat-
  footed 23; Base Atk/Grp: +10/+12;  Atk: +13 
  melee (1d8+3, +1 unholy heavy mace) or +11 
  ranged (1d10/19-20, heavy crossbow) or +13 
  ranged 
  (1d10/19-20 
  plus 
  scream, 
  heavy 
  crossbow with screaming bolt); Full Atk: +13/+8 
  melee (1d8+3, +1 unholy heavy mace) or +13 
  ranged 
  (1d10/19-20 
  plus 
  scream, 
  heavy 
  crossbow with screaming bolt); SA rebuke 
  undead; AL CE; SV Fort +13, Ref +8, Will +17; 
  Str 14, Dex 10, Con 14, Int 10, Wis 23, Cha 12.  
  Skills and Feats: Concentration +19, Knowledge 
  (arcana) +3, Knowledge (religion) +10, Sense 
  Motive +8, Spellcraft +17; Divine Metamagic 
  (Empower), Divine Spell Power, Empower Spell, 
  Eschew Materials, Extra Turning, Lightning 
  Reflexes. 
   
  Possessions: +1 unholy heavy mace, +1 full 
  plate with armor spikes, +1 heavy steel spiked 
  shield, ring of protection +1, cloak of resistance 
  +2, periapt of wisdom +4, holy symbol (3), 
  masterwork heavy crossbow, longspear, spiked 
  gauntlet, 
  scroll 
  of 
  cure 
  serious 
  wounds, 
  screaming bolt (4), scroll of remove paralysis, 
  scroll of remove blindness/deafness, flask of 
  curses. 
  Spells Prepared (6/8/8/6/6/5/5/3; base DC = 16 + 
  spell level): 0—[detect magic (2), detect poison, 
  guidance, mending, read magic]; 1st—[disguise 
  self*, bane, cure light wounds, deathwatch, 
  detect good, divine favor, protection from good 
  (2)]; 2nd—[invisibility*, align weapon, death knell, 
  remove paralysis, resist energy (2), spiritual 
  weapon, undetectable alignment]; 3rd—[magic 
  circle 
  against 
  good*, 
  blindness/deafness, 
  contagion, cure serious wounds, dispel magic, 
  prayer]; 
  4th—[unholy 
  blight*, 
  cure 
  critical 
  wounds, dismissal, divine power, freedom of 
  movement, poison]; 5th—[dispel good*, greater 
  command, 
  flame 
  strike, 
  spell 
  resistance, 
  summon 
  monster 
  V]; 
  6th—[mislead*, 
  empowered poison, harm, heal, word of recall]; 
  7th—[blasphemy*, empowered flame strike, 
  repulsion.] 
  *Domain spell. Domains: [Evil (Evil spells are 
  cast at +1 caster level); Trickery (Add Bluff, 
  Disguise, and Hide to your list of class skills.)]. 
  Encounter Four 
   
   
   
   
  Azig the Liar: Male human Wiz13/Archmage1; 
  CR 
  14; 
  Medium 
  humanoid 
  (human); 
  HD 
  14d4+56; hp 91 plus 15 (false life); Init +6; Spd 
  30 ft.; AC 16, touch 12, flat-footed 14; Base 
  Atk/Grp: +6/+5;  Atk: +6 melee (1d4-1, 
  masterwork dagger); SA Mastery of Shaping; SQ 
  Contingency; AL NE; SV Fort +10, Ref +8, Will 
  +12; Str 8, Dex 14, Con 18, Int 23, Wis 11, Cha 
  13.  
  Skills and Feats: Balance +4, Concentration +21, 
  Craft (sculpting) +7, Decipher Script +11, 
  Disguise +3, Jump +1, Knowledge (arcana) +23, 
  Knowledge (Dungeoneering) +7, Knowledge 
  (History) +7, Knowledge (local – NMR) +7, 
  Knowledge (local – Core) +7, Knowledge (the 
  planes) +11, Sense Motive +4, Speak Language 
  (Ancient 
  Suloise), 
  Speak 
  Language 
  (Old 
  Oeridian), Speak Language (Flan), Speak 
  Language 
  (Lendorian), 
  Speak 
  Language 
  (Goblin), Speak Language (Cold Tongue), 
  Speak Language (Giant), Speak Language 
  (Keolandish), 
  Speak 
  Language 
  (Ancient 
  Baklunish), 
  Speak 
  Language 
  (Draconic), 
  Spellcraft +28, Tumble +7, Use Rope +3; Craft 
  Construct, Improved Initiative, Quicken Spell, 
  Scribe Scroll, Skill Focus (spellcraft), Spell 
  Focus (conjuration), Spell Focus (necromancy), 
  Spell Mastery, Widen Spell. 
  Languages: Common, Undercommon, Dwarf, 
  Elf, 
  Ancient 
  Suloise, 
  Old 
  Oeridian, 
  Flan, 
  Lendorian, 
  Goblin, 
  Cold 
  Tongue, 
  Giant, 
  Keolandish, Ancient Baklunish, Draconic. 
  Spell Mastery: Azig the Liar may memorize the 
  following spells without referring to a spell book: 
  Evard’s black tentacles, circle of death, teleport, 
  stinking cloud. 
  Contingency (Sp): Should Azig the Liar be 
  subject to taking energy damage, a resist energy 
  spell is cast immediately. 
  Mastery of Shaping: The archmage can alter 
  area and effect spells that use one of the 
  following 
  shapes: 
  burst, 
  cone, 
  cylinder, 
  emanation, or spread. The alteration consists of 
  creating spaces within the spell’s area or effect 
  that are not subject to the spell. The minimum 
  dimension for these spaces is a 5-foot cube. 
  Furthermore, any shapeable spells have a 
  
  Man Ripper 
   
  Page 26 
  minimum dimension of 5 feet instead of 10 feet. 
  This ability costs one 6th-level spell slot. 
   
  Possessions: pale lavender ellipsoid ioun 
  stone (absorbs twenty spell levels of 4th level or 
  lower), pink rhomboid ioun stone (+2 Con), hand 
  of glory, ring of wizardry II, ring of freedom of 
  movement, ring of energy resistance major 
  (acid), headband of intellect +4,  boots of 
  levitation, vest of resistance +2, cape of the 
  mountebank, masterwork dagger (2), spell 
  component pouch (4), contingency spell focus, 
  scroll of teleport (silent), scroll of repel vermin, 
  scroll of evard’s black tentacles, scroll of rope 
  trick (8th caster level), scroll of shield (3), potion 
  of cure critical wounds, 50 pp. 
  Spells Prepared (4/6/10/5/5/4/3/2; base DC = 16 
  + spell level, or 17 + spell level for conjuration or 
  necromancy): 0—[acid splash, disrupt undead, 
  touch of fatigue, mage hand]; 1st—[alarm, hold 
  portal, mage armor, charm person, magic 
  missile, chill touch]; 2nd—[glitterdust (2), melf’s 
  acid 
  arrow, 
  web, 
  touch 
  of 
  idiocy, 
  blur, 
  blindness/deafness, false life, spectral hand, 
  whispering wind] 3rd—[fireball, dispel magic, 
  stinking cloud, fly, slow]; 4th—[evard’s black 
  tentacles, otiluke’s resilient sphere, bestow 
  curse, ice storm, greater invisibility]; 5th—[magic 
  missile (quicken), waves of fatigue, dominate 
  person]; 
  6th—[acid 
  fog, 
  fireball 
  (widen), 
  scorching ray (quicken)]; 7th—[evard’s black 
  tentacles (widen), waves of exhaustion]. 
  Spellbook: 1st—[alarm, hold portal, mage armor, 
  charm person, magic missile, chill touch]; 2nd—
  [glitterdust, melf’s acid arrow, web, touch of 
  idiocy, 
  blur, 
  blindness/deafness, 
  false 
  life, 
  spectral hand, whispering wind] 3rd—[fireball, 
  dispel magic, stinking cloud, fly, slow]; 4th—
  [evard’s 
  black 
  tentacles, 
  otiluke’s 
  resilient 
  sphere, bestow curse, ice storm, greater 
  invisibility]; 5th—[waves of fatigue, dominate 
  person]; 6th—[acid fog, contingency, planar 
  binding, summon monster VI, greater dispel 
  magic]; 7th—[waves of exhaustion, sequester, 
  simulacrum, finger of death] 
  Azig’s Apprentice: Male human Wiz12; CR 12; 
  Medium humanoid (human); HD 12d4+24; hp 54 
  plus 15 (false life); Init +1; Spd 30 ft.; AC 15, 
  touch 15, flat-footed 14; Base Atk/Grp: +6/+6;  
  Full Atk: +7/+2 melee (1d6, masterwork club) or 
  +8 ranged (1d8+1/19-20, +1 light crossbow); SQ 
  Fire resistance 10, contingency; AL NE; SV Fort 
  +12, Ref +9, Will +12; Str 10, Dex 12, Con 15, 
  Int 22, Wis 10, Cha 7. 
   Contingency (Sp): If Azig’s Apprentice is 
  targeted with a melee or ranged attack, mirror 
  image is cast instantaneously. 
  Skills and Feats: 85 skill points; Bluff +3, 
  Concentration +16, Craft (leatherworking) +10, 
  Craft (armorsmithing) +10, Craft (stonemasonry) 
  +10, Decipher Script +11, Jump +10, Knowledge 
  (arcana) 
  +21, 
  Knowledge 
  (nature) 
  +8, 
  Knowledge (religion) +8, Knowledge (the planes) 
  +11, Listen +2, Spellcraft +23, Spot +2; 
  Alertness, Craft Wand, Craft Wondrous Item, 
  Empower Spell, Forge Ring, Great Fortitude, 
  Magical 
  Aptitude, 
  Scribe 
  Scroll, 
  Spell 
  Penetration, Still Spell. 
   
  Possessions: bracers of armor +4, cloak of 
  resistance +4, headband of intellect +4, wand of 
  magic missile (9th caster level, 20 charges), 
  wand of empowered magic missile (9th caster 
  level, 5 charges), wand of burning hands (5th 
  caster level, 50 charges), wand of shield, rod of 
  metamagic 
  lesser 
  silent, 
  ring 
  of 
  energy 
  resistance 
  minor 
  fire, 
  ring 
  of 
  jumping, 
  masterwork club, +1 light crossbow, spell 
  component 
  pouch 
  (2), 
  contingency 
  focus, 
  masterwork needles and string, artisans outfit, 
  100 gp ring, 150 gp ring, hemp rope, spellbook. 
  Spells Prepared (4/6/6/5/4/4/3; base DC = 16 + 
  spell level): 0—[arcane mark, mending (3)]; 
  1st—[animate rope, hold portal, light (still), 
  shocking grasp, grease (2)]; 2nd—[flaming 
  sphere, glitterdust, invisibility, mirror image, 
  minor image]; 3rd—[deep slumber, magic missile 
  (empower), false life, slow, burning hands 
  (empower)]; 4th—[greater invisibility, blink (still), 
  globe of invulnerability lesser, enervation]; 5th—
  [feeblemind, lightning bolt (empower), cloudkill, 
  wall 
  of 
  force]; 
  6th—[vampiric 
  touch 
  (still, 
  empowered), dispel magic greater, flesh to 
  stone]. 
  Spellbook: 1st—[animate rope, burning hands, 
  hold portal, shocking grasp, grease, obscuring 
  mist, magic weapon, unseen servant, identify]; 
  2nd—[ see invisibility, daze monster, glitterdust, 
  invisibility, mirror image, darkness, knock]; 3rd—
  [blink, deep slumber, enervation, false life, globe 
  of invulnerability lesser, keen edge, slow, 
  lightning bolt, invisibility sphere, vampiric touch] 
  4th—[greater 
  invisibility, 
  phantasmal 
  killer, 
  dimension 
  door] 
  5th—[feeblemind, 
  blight, 
  cloudkill, wall of force]; 6th—[contingency, move 
  earth, mislead, dispel magic greater, flesh to 
  stone]. 
  
  Man Ripper 
   
  Page 27 
  Sssssss!, tiny viper familiar: tiny magical 
  beast; HD: 12; hp: 27; Spd 15 ft., climb 15 ft., 
  swim 15 ft.; AC 21, touch 15, flat-footed 18; 
  Base Atk/Grp: +6/-5;  Atk: +11/+6 melee (1 plus 
  poison, bite); Space/Reach 2-1/2 ft./0 ft.]; SA 
  deliver touch spells, Poison; SQ improved 
  evasion, SR 17, scent, speak with snakes, 
  speak with master; AL NE; SV Fort +4, Ref +7, 
  Will +9; Str 4, Dex 17, Con 11, Int 9, Wis 12, 
  Cha 2. 
  Poison (Ex): 1d6 Con/1d6 Con, Fort save DC 
  10 
   
  
  Man Ripper 
   
  Page 28 
  Appendix Nine - Atherstone 
  Atherstone 
  Atherstone is the capital of Pale-occupied Tenh. 
  The city is located in what was the eastern 
  region 
  of 
  the 
  former 
  Duchy 
  of 
  Tenh, 
  approximately 30 miles west of the Yol River and 
  Wintershiven. Atherstone has a population of 
  approximately 5400 people. Of these, 95% are 
  human and 5% are half-elves. Atherstone is little 
  more than a town. It was the first location of 
  safety the Tenha could get to as they fled from 
  the forces of Iuz and most recently the Ether 
  Threat. It has remained a place of security by the 
  Theocracy of the Pale since they first moved into 
  the former Duchy of Tenh. Most of the residents 
  of Atherstone are either Tenha refugees who 
  never got further than Atherstone or the families 
  of Faithful Flan, waiting for the day their 
  husbands and sons will retake the Tenh for them 
  under the Theocracy of the Pale. Atherstone and 
  the rest of occupied Tenh are ruled by the 
  Provisional Governor of Occupied Tenh, Knight 
  Captain Louis Phillip Gastón II. His post is a 
  military appointment and will remain so until the 
  Prelatal Army has secured the Theocracy of the 
  Pale's position in Tenh. An Archbishop has 
  recently been assigned to Atherstone by the 
  Church of the One True Path to guide Louis 
  Phillip in religious decisions and to oversee the 
  spiritual well being of Atherstone's residents. 
  Many believe this is a precursor to the 
  Theocracy of the Pale making Atherstone into 
  the Pale's tenth archdiocese. 
  At the core of Atherstone is the original town, 
  which is laid out in a circular pattern originating 
  with what was once the small trading village 
  between the Pale and the Tenh territories. 
  Atherstone is a place under occupation at the 
  moment and there are several construction 
  projects underway in and around the town. There 
  is a temple of Pholtus under construction near 
  the center of town in the old market square to 
  replace the wooden structure that houses the 
  current temple. On the western outskirts of the 
  refugee town built up around the original town, 
  the Prelatal Army is building a keep to house 
  their forces and from which to proceed with the 
  continued liberation of Tenh from the forces of 
  Iuz. Many other buildings are under construction, 
  both for private citizens and merchants as well 
  as for the Theocracy. Structures in Atherstone 
  are built using stone from the Griff Mountains 
  and what little good wood can be harvested from 
  the Phostwood. There is no defensive wall 
  around 
  Atherstone, 
  but 
  several 
  defensive 
  ramparts have been built around the town and its 
  encampments and shanty town. There is a large 
  construction project going on around the town 
  and its outlying encampments, which may be the 
  beginnings of a wall. 
  The Arcanist Guild has recently completed 
  construction of a guild house in the town of 
  Atherstone. 
  This 
  guild 
  house 
  will 
  house 
  members 
  of 
  the 
  Arcanist 
  Guild 
  visiting 
  Atherstone as well as the large force of arcanists 
  currently 
  in 
  Atherstone 
  acting 
  as 
  Magic 
  Corpsmen with the Prelatal Army. 
  The most striking feature of Atherstone is the 
  number of tents and makeshift buildings 
  currently surrounding the original town. As 
  previously stated, Atherstone is largely an 
  occupied 
  town 
  with 
  large 
  amounts 
  of 
  construction taking place to accommodate the 
  forces of the Prelatal Army and the followers 
  who have come with these troops. Most of these 
  people are currently in large encampments on 
  the outside of the town proper or in make shift 
  living arrangements. 
  Atherstone has several farms located around it, 
  which used to act as its primary source of food. 
  The farms have not done well with the advent of 
  the Ether Threat in the former Duchy of Tenh, so 
  most food for Atherstone is being imported into 
  Atherstone from farmland closer to the Yol River 
  or from even farther away as necessary. Many 
  farmers have begun to convert their farms into 
  pastures for hardy breeds of goat and sheep, 
  which they hope will allow them to continue their 
  trade, although the conversion from agriculture 
  to animal husbandry is taking time. 
  The Atherstone garrison of the Prelatal Army, 
  housed in a large military encampment on the 
  western side of the town, is the largest garrison 
  of troops gathered in one place throughout the 
  Theocracy of the Pale. The troops here, 
  numbering approximately 4000 including Prelatal 
  Army Regulars as well as Faithful Flan, are 
  generally considered the most experienced 
  troops in the Prelatal Army. They have faced the 
  forces of Iuz and Stonehold as well as the Ether 
  Threat. They have been blooded in battle time 
  and time again and have continued to hold 
  Atherstone against all those who seek to 
  dislodge the Pale from this region. Rumors say 
  the massive buildup of troops in Atherstone is a 
  precursor to the Theocracy of the Pale pushing 
  westward again, into lands the Theocracy of the 
  
  Man Ripper 
   
  Page 29 
  Pale held before the Ether Threat drove them 
  back to Atherstone. 
  Another encampment right next to that of the 
  Prelatal Army houses a large contingent of 
  Pholtan Knights Valorous. The Knights are here 
  to 
  support 
  the 
  Theocracy 
  of 
  the 
  Pale's 
  occupation of Tenh. These are battle-hardened 
  warriors like the army troops here who have 
  fought in many battles. They continued to make 
  forays into the rest of formerly occupied Tenh to 
  try and dislodge the Ether Threat throughout the 
  last two years, changing their tactics from that of 
  heavy cavalry to light cavalry over the years. 
  They have perfected many desert tactics over 
  the last two years and now are assisting in the 
  retraining of the Prelatal Army stationed at Tenh 
  for fighting in the barren wastelands of the 
  former Duchy of Tenh. 
  Known Persons of Atherstone 
  Knight Captain Louis Phillip Gastón II is the 
  Military Governor of Pale Occupied Tenh. His 
  official designation is Provisional Governor and 
  he takes his position seriously. He has to, after 
  the tests of the last two years. Governor Gastón 
  is a devout Pholtan and a Knight Captain of the 
  Order of the Sun. 
   
  Information excerpted from the Pale Gazetteer. 
  
  Man Ripper 
   
  Page 30 
  Appendix Ten 
   
  
  Man Ripper 
   
  Page 31 
  Appendix or Judge Aid 
  Drave, Male Human Con16:; CR 16; Medium 
  Humanoid (human); HD 16d4+48; hp 96; Init +1; 
  Spd 30 ft.; AC 18, touch 14, flat-footed 17; Base 
  Atk/Grp: +8/+12;  Atk: +13 melee (1d4+5, 
  unarmed strike); Full Atk: +13/+8 melee (1d4+5, 
  unarmed strike); SA spells; SQ contingency, 
  permanent spells; AL NE; SV Fort +9, Ref +7, 
  Will +10; Str 10, Dex 13, Con 16, Int 23, Wis 8, 
  Cha 13.  
  Skills and Feats: Concentration +22, Decipher 
  Script 
  +19, 
  Knowledge 
  (arcana) 
  +16, 
  Knowledge(architecture) 
  +11, 
  Knowledge 
  (dungeoneering) +13, Knowledge (geography) 
  +11, Knowledge (history) +11, Knowledge (local 
  – 
  core) 
  +11, 
  Knowledge 
  (nature) 
  +11, 
  Knowledge (nobility) +11, Knowledge (religion) 
  +11, Knowledge (the planes) +11, Spellcraft 
  +27, Swim +10; Augment Summoning, Craft 
  Wand, Craft Wondrous Item, Extend Spell, 
  Forge 
  Ring, 
  Improved 
  Grapple, 
  Improved 
  Unarmed Strike, Scribe Scroll, Skill Focus 
  (Knowledge [arcana]), Spell Focus (conjuration), 
  Widen Spell. 
  Contingency (Sp): If Drave is incapacitated, so 
  that he cannot take move or standard actions, a 
  magic jar spell activates and allows him to 
  attempt to possess nearby creatures. 
  Permanent Spells: Drave has made the following spells permanent on himself: arcane sight, darkvision, 
  greater magic fang +5, resistance, and tongues. 
   
  Languages: Common, Goblin, Undercommon. 
   
  Possessions: Ring of freedom of movement, ring of protection +3, ring of feather falling*, ring of 
  swimming*, ring of mind shielding*, ring of force shield*, ring of sustenance*, amulet of health +2, 
  headband of intellect +4, slippers of spider climbing, wand of Evard’s black tentacles (48 charges), wand 
  of stinking cloud (13 charges), wand of web (22 charges), potion of cure moderate wounds (4), potion of 
  cat’s grace (4), diamond (4000 gp value), ivory statuette (2000 gp value). *This ring has no space 
  limitation. 
  Spells Prepared (5/7/7/6/6/6/5/4/3; base DC = 16 + spell level, or DC = 17 + spell level for conjuration 
  spells): 0—[acid splash (2), detect magic, mage hand, touch of fatigue]; 1st—[animate rope, comprehend 
  languages, grease (2), identify, obscuring mist, ray of enfeeblement]; 2nd—[detect thoughts, glitterdust, 
  mage armor (extended), melf’s acid arrow, rope trick, summon swarm]; 3rd—[fly, glitterdust (extended), 
  lightning bolt, phantom steed, sleet storm, stinking cloud]; 4th—[dimensional anchor, evard’s black 
  tentacles, fire shield, polymorph, scrying, summon monster IV]; 5th—[baleful polymorph, cloudkill, 
  dismissal, evard’s black tentacles (extended) (2), wall of force]; 6th—[acid fog, chain lightning, lightning 
  bolt (widened), summon monster VI, wall of iron]; 7th—[banishment, evard’s black tentacles (widened), 
  greater teleport, summon monster VII]; 8th—[horrid wilting, maze, moment of prescience]. 
  Drave’s prohibited schools are enchantment and illusion. 
  Spellbook: Drave knows every spell in the Player’s Handbook, except for enchantment and illusion spells), 
  along with several more obscure spells. 
  
  Man Ripper 
   
  Page 32 
  Map #1 
   
  map (excerpt) by Eric Anondson 
  
  Man Ripper 
   
  Page 33 
  Map #2 
   
  map by Joe Streeper 
  
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Theocracy of the Pale/594/Mini Missions/PAL4M-04 - Man Ripper (APL 2-16)/PAL4M-04 - Man Ripper.pdf