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. © 2004 Wizards of the Coast ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  COR4-13 
   
  A WRETCHED SOUL 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Core Adventure 
  by R. Michael Hinds 
  Circle Reviewer: David Christ, Steve Conforti, Craig Hier and Stephen Radney-MacFarland 
  Playtesters: Scott Benfield, Chris Day, Allison Hinds, Dan Kassiday, and Jason Losh. 
   
   
   
   
  Fresh from a peaceful sea voyage to Hardby, City of the Scorned, your prowess at daring-do is called upon. The far off 
  jungles of Hepmonaland are your destination with their ferocious beasts and wild Olman who sacrifice outlanders to 
  their alien gods. What motivates the jaded adventurer to take on such a mission? The promise of coin? Assisting those 
  with good cause? Or a chance to redeem the unredeemable? Sequel to Through Nature to Eternity. An adventure for 
  APLs 10 to 16. 
  
  COR4-13 A Wretched Soul 
   
  Page 2  
  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 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. 
  
  COR4-13 A Wretched Soul 
   
  Page 3  
  # 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 
  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. 
  5. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  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 standard one-round core adventure, set in the 
  Hemonaland Jungle. All characters pay two Time Units 
  per round for upkeep. 
  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 who does not pay for 
  at least Standard Upkeep may 
  also avoid the above-described 
  penalties by living off the wild. 
  If the character possesses four or 
  more ranks in the Survival skill 
  and succeeds at a Survival check 
  (DC 20), the character will heal 
  temporary ability damage as if he 
  or she paid for Standard Upkeep, 
  may 
  refill 
  spell 
  component 
  pouches and healer’s kits, and 
  may restock up to 20 arrows or 
  bolts if the character has at least 
  four ranks in Craft (bowmaking). 
  The player is allowed to Take 10 
  on this roll. 
  More 
  information 
  about 
  Lifestyle and Upkeep can be 
  found in the “Lifestyle and 
  Upkeep” section of Chapter 3 of 
  the LIVING GREYHAWK Campaign Sourcebook. 
   
   
  ADVENTURE BACKGROUND 
  During Vecna’s long reign, he surrounded himself with a 
  group of wizard-priests known as the Ur-Flan. These, 
  often depraved, men and women governed portions of 
  Vecna’s domain. The Ur-Flan propitiated the worship of 
  Vecna and responded to his needs and whims. Vecna was 
  ever mindful to increase the size of his domain and often 
  sent forth Ur-Flan missionaries in search of new peoples 
  to convert to his worship.  
  Most of the Ur-Flan missionaries returned with reports 
  on their travels: the cultures they encountered and their 
  relative success at subjugating them to Vecna’s rule. 
  Of particular note was a race of humans who called 
  themselves the Olman. Living far from Vecna’s core 
  realm in the steaming jungles far to the south, these 
  people rivaled even the Ur-Flan in their savagery. 
  Something about these people struck a cord of familiarity 
  with the Ur-Flan and after communion with their fell 
  god, they discovered the Olman to be an ancient offshoot 
  of the Flan, migrating to this area in the far distant past. 
  The Ur-Flan began to educate the Olman in the worship 
  of Vecna, but the Olman were stubborn and refused to 
  believe in his existence. The Olman did not worship any 
  specific deity at this time, instead drawing power from 
  “nature spirits”. The Ur-Flan went through several 
  wellestablished techniques at forcibly converting the 
  populace, but the Olman revolted and turned on the 
  missionary force. 
  In a gambit to secure the Olman as worshipers, several 
  Ur-Flan opened a gate into Vecna’s realm for 
  reinforcements and to reveal the Whispering One to the 
  unbelieving Olman. As the final incantations were being 
  uttered, the Olman attacked and disrupted the formation 
  
  COR4-13 A Wretched Soul 
   
  Page 4  
  of the gate. A gate did open, however, but onto an alien 
  realm. Beings of unimaginable power and terrifying 
  aspect came forth, slaying the Ur-Flan and demanding 
  the worship of the Olman. Since this time, the influence 
  of these gods and their interest in the Olman has waxed 
  and waned. The leader of the pantheon has changed with 
  the beliefs of the Olman and also appears to be tied to 
  certain events and times. Recently, these alien entities 
  have been showing a greater interest in their Olman 
  worshipers.  
  The Ur-Flan settlement created by the missionaries was 
  converted to a temple dedicated to the Olman god of 
  death, Mictlantecuhtli (meektlahn-teh-KOOT-lee). Of 
  note, this deity is often depicted as a tall lich-like being. 
  These events took place roughly 3000 years ago. Using 
  knowledge imparted to them by Huhueteotl, the Olman 
  god of fire and the motion of time, the Olman created a 
  sophisticated calendar and dating system. The calendar 
  begins with the appearance of their alien deities. See 
  Appendix 5: The Olman Calendar for a detailed 
  explanation. 
   
  Hepmonaland (Xamolatatl) 
  This isolated island continent has seen little exploration 
  in modern times. The ancient Suel, fleeing from the Rain 
  of Colorless Fire, think they were the first peoples of the 
  Flannae to have settled in this land. 
  The Suel found competition in their new homeland: the 
  Touv, a race of humans originating in the savannahs far 
  to the south and the Olman, a race of jungle dwelling 
  humans. A third major race dwells here as well, the 
  horrible yuan-ti. The Olman call them tlacohuacualtin 
  (tlah-koh-hoo-ahkoo-AHL-teen) [plural] or tlacohuacualli 
  (tlah-kohhoo-ah-koo-AHL-lee) [singular]). Discovering 
  these snake-like beings were actually transformed Olman 
  must have come as quite a shock to the Suel. By the time 
  of the first Suel exploration, however, the Olman were 
  largely displaced by encroaching Kundali Touv who had 
  warred with them (and the yuan-ti) centuries before.  
  The Olman and yuan-ti call Hepmonaland Xamolatatl 
  (SHAHM-olah-TAHT-lh) “home of the people”. The Touv 
  refer to it as Melavi “the bountiful place”, and the Suel 
  named if after the young explorer Hepmona Schnai who 
  first came to the jungle continent. 
  Numerous 
  languages 
  are 
  spoken 
  throughout 
  Hepmonaland. Of concern in this module are Olman, 
  Etlani, Tlaman, and Touv. Olman is rarely spoken (except 
  in Cuhuetla and a few other cities), but much of their 
  pictograph writings survive. Etlani is a mixture of Olman 
  and Touv and is only spoken in Cuhuetla. Tlaman is a 
  sibilant corruption of Olman spoken by the yuan-ti. Touv 
  is the “Common” of Hepmonaland, although Suel is 
  making inroads. Speakers of Olman and Touv can 
  understand roughly 50% of Etlani. A speaker fluent in 
  Olman can understand Tlaman fairly well (75%). Written 
  Tlaman and Olman are nearly similar but rely on 
  complex pictographs (Decipher Script check DC 30) and 
  represent a form of code, rendering the comprehend 
  languages spell useless as an aid in translation. 
   
   
  ADVENTURE SUMMARY 
  In preparation, please read Appendix 3: Major NPC 
  Notes. The background and motivations presented there 
  provide insight on how to role-play these important 
  NPCs. 
   
  Introduction 
  The PCs, each with his or her own reason, have booked 
  passage on the passenger ship Callamaraine to visit 
  Hardby, City of the Scorned. This scene allows for PC 
  introductions and a brief overview of Hardby. 
   
  Encounter 1: Hardby 
  The PCs, depending upon whether they have played 
  through the prequel, COR3-18 Through Nature to Eternity, 
  are presented with the adventure hook. The PCs are 
  either hired by Gynarch Rotanna Maynem or once again 
  are set on a quest by Druidess Meleri of the Old Faith. 
  Either way, they are transported to the far away city of 
  Cuhuetla in the jungles of Hepmonaland. 
   
  Encounter 2: Cuhuetla 
  Mulac, the friend and willing servant of Hender, meets 
  the PCs. Mulac, despite the time of year, takes them into 
  the Centeo jungle. 
   
  Encounter 3: Jungle Rendezvous  
  There they find Hender, in his grief and anxiety over his 
  daughter, has foolishly traveled into the nearby temple 
  prior to the PCs’ arrival. They also discover a long-time 
  adversary seemingly taking refuge from the temple. All 
  the while, a terrible storm approaches. 
   
  Encounter 4: Procession of the Snakes 
  Leaving the safety of Hender’s hiding place, the PCs 
  approach the temple. They witness a march of 
  tlacohuacualtin entering the temple. Amongst the 
  procession is a litter bearing an enormous python. 
  Unfortunately for the PCs, the procession has attracted 
  the attention of Chalmeccacihuatl, the Sacrificer. 
   
  Encounter 5: Temple and Storm 
  The PCs witness the beginning of a horrible ceremony, 
  try to interfere, and discover all is not what it seems. 
  Horrible tlacohuacualtin attack and a difficult puzzle 
  must be solved before proceeding. 
   
  Encounter 6: Sacrifice 
  The PCs finally face their nemesis, Pacanan. The dreadful 
  ceremony is complete and Pacanan gloats. Can the PCs 
  save Hender, spare his daughter Fiona, and defeat 
  Pacanan? Pacanan is not one to stay for heroics. 
   
   
  INTRODUCTION 
  “There she be!” 
  
  COR4-13 A Wretched Soul 
   
  Page 5  
  The man in the crow’s nest yells and points toward the bow of 
  the Callamaraine, a frequent merchant and passenger vessel 
  plying the Azure Sea from Gradsul to the Woolly Bay and 
  Hardby, City of the Scorned. The mouth of Hard Bay is in sight 
  and undoubtedly the sailor has spotted the Brawlers – a pair of 
  enormous statues perched at the entrance. 
  The trip aboard was uneventful, but not for lack of trying. The 
  passage into the Garnet Sea between the Pomarj and the 
  Brotherhood controlled city of Scant made for a tense couple of 
  days. 
  The voyage has given plenty of opportunity to meet and learn 
  about the passengers onboard the Callamaraine. Some were 
  aboard for simple transportation, the captain hired some as 
  guardians, some spoke of ongoing missions, some even suggested 
  Hardby would be an interesting vacation locale. 
  The Callamaraine glides its way into Hard Bay towards the 
  Great Cranes, an architectural and magical wonder found only 
  here in Hardby. These enormous devices lift the cargo from the 
  decks of ships and place it straight onto the dock or to waiting 
  wagons. Fortunately, passengers are allowed to simply walk off 
  the ship. 
  The Callamaraine’s captain provides information to the 
  uniformed. He says there are two taverns nearby: the Sign of 
  the Tarnished Idol and the Spotted Cow Inn. Other sights 
  include the High Chapel and Rotanna’s Menagerie in 
  Northend. 
   
  Allow the PCs to explore Hardby and proceed to 
  Encounter 1 Adventure Hook 1 for those parties where at 
  least one PC has played COR3-18 Through Nature to 
  Eternity. Proceed to Encounter 1 Adventure Hook Two 
  for all other tables. 
   
   
  ENCOUNTER 1: HARDBY 
  Tables with at least one PC who has played COR3-18 
  Through Nature to Eternity are presented Adventure Hook 
  1. All other tables use Adventure Hook 2. 
  PCs may wish to scry on Hender or otherwise locate him 
  to shortcut the module. Hender is not in Cuhuetla when 
  the module begins, but out in the jungle watching the 
  ancient 
  temple. 
  The 
  temple 
  is 
  protected 
  from 
  commune/divination/scrying attempts due to ancient 
  magic placed on it. 
   
  ADVENTURE HOOK 1 
   
   
   
  This hook may happen wherever the PCs decide to visit. 
  Druidess Meleri, a member of the Old Faith in Gyruff, 
  has traveled to Hardby to find the adventurers and put 
  them onto a task she thought finished. She has located 
  the PCs through a series of divinations. 
   
  A young plain-looking Flan woman wearing dark robes and 
  several wooden totems about her neck approaches the party. She 
  removes her hood and her identity is now readily apparent: 
  Druidess Meleri. 
  “By the light of Pelor I have found you! Ehlonna’s chosen spoke 
  to me and told me you would be here. We must speak – 
  privately. Will you come?” 
   
  [Pause for PC compliance] 
   
  The Druidess leads you deeper into Hardby, through the Great 
  Wall and near the Ebbfields district. There she enters Berei’s 
  Bounty, a plain sturdy inn and an obvious choice for the likes 
  of Druidess Meleri.  
  Meleri flashes a hand signal to the proprietress and is then led 
  to a small private room filled with the pleasant odors of the 
  earth. The walls are covered in grapevine. There are no chairs, 
  merely stumps of wood that look long used as stools. The 
  Druidess sits upon one then motions with her hands. The vines 
  slither across the walls, soon forming an impenetrable 
  latticework.  
  “Now we are private. My caution is founded, I assure you, for 
  terrible plots are afoot and all is not what it seems.”  
  “I had asked of you before to take on a mission of great 
  importance and danger. You went were few have trod and 
  brought back items of ancient power and evil association. I fear 
  this did not end the plots of those associated with the Whispered 
  One. Something odd is happening far from here, in distant 
  Hepmonaland. I ask of you once again to pursue this lead, 
  investigate, disrupt the plans of the Whispered One, and 
  retrieve any artifacts and report what you learn. I shall 
  transport you to this distant land via Nature herself. If you 
  agree, meet me in Tradetown at a shop called Hender’s of 
  Hepmonaland in two hours.” 
  “I cannot overstress the importance of your task.” 
  Druidess Meleri waves her hand and the grapevines resume 
  their original haphazard placement about the walls. 
   
  Should the PCs inquire about Druidess Meleri’s 
  background, have them make a DC 22 Bardic Knowledge, 
  DC 20 Knowledge (local-Core), DC 18 Knowledge 
  (nobility and royalty) or DC 15 Knowledge (religion) 
  check to recognize her as a bona fide member of the Old 
  Faith. Those PCs who are members of the Old Faith 
  notice she wears several totems associated with Nerull. 
  Provide the players with Player Handout 2.  
  If specifically asked for, a PC may make a Sense Motive 
  check, DC 8 + APL, to notice Druidess Meleri is hiding 
  something. If asked, a successful Diplomacy check DC 10 
  + APL forces her to reveal the following: 
   
  “To have hidden this from you shames me! I risk the wrath of 
  my superiors by telling you this! The items you retrieved never 
  made their way to the security of the Old Faith! We thought at 
  first none were recovered, but then we heard rumors. I have 
  worked ceaselessly with Maga Elspet to determine what has 
  happened and we believe the items are now in Hepmonaland. 
  Soon after discerning their general location, however, our 
  further attempts were blocked. The enemy is aware, my friends. 
  This enemy is clever and resourceful.” 
   
   
  Development: Should the PCs refuse Druidess 
  Meleri’s offer the adventure is over unless they transport 
  themselves to Hepmonaland. Should that occur and they 
  are successful in retrieving the artifacts or information, 
  the Druidess is thankful but does not grant them her 
  favor.  
  
  COR4-13 A Wretched Soul 
   
  Page 6  
  If the PCs accept, the meeting will take place at Hender’s 
  shop at the precise time indicated. Read the following: 
   
  The shop is quiet; disturbed only by the odd sound of clunking 
  wooden chimes when the door was opened. Inside, is a veritable 
  jungle! Paths run from the entrance deeper into the shop. 
  Plants are everywhere and the air in here is steamy and close. 
  The Druidess emerges from a thicket of strange plants.  
  “Over here, follow. I have prepared an akat tree.” She points to 
  a broad-leafed tree with a barrel-shaped trunk. 
  “In single-file, walk into the akat. You will arrive within 
  Cuhuetla. I shall renew the passage in three days and repeat 
  twice more. Good luck!” 
   
  Go to Encounter 2: Cuhuetla. 
   
  ADVENTURE HOOK 2 
   
   
   
  This hook may happen either when the PCs visit one of 
  the taverns mentioned by the captain of the 
  Callamaraine, visit the High Chapel, or if they investigate 
  Rotanna’s Menagerie. The taverns both have work 
  notices posted by Gynarch Rotanna Maynem (provide 
  Player Handout 1). If the PCs visit the High Chapel or 
  her Menagerie, Gynarch Maynem approaches the PCs 
  with a matter of personal importance. In all interactions, 
  Gynarch Maynem is professional without being rude, 
  and graceful. 
   
  A beautiful woman of indeterminate age approaches. The only 
  mar on her smooth Oeridian features is redness under her eyes. 
  A white gold unicorn pendant hangs from her neck. The 
  sapphire eyes catch the light in a pleasing manner. 
  “My name is Gynarch Rotanna Maynem. I am pleased to meet 
  your acquaintance and have need of people such as yourselves. 
  No need for surprise; I have dealt with many adventurers. 
  Please, introduce yourselves.” 
   
  [Pause for character introductions] 
   
  “I have a problem. One of my primary suppliers has sent me a 
  letter telling me of a terrible situation and he is in desperate 
  need of professional assistance. His name is Hender. He runs a 
  shop here in Hardby selling exotic plants and trinkets from far 
  off Hepmonaland. He also, on occasion, has acquired specimens 
  for my menagerie. Pelor only knows how this has occurred, but 
  he says he has found his daughter who’s been missing now for 
  two years!” 
  “I make you this offer: travel to Hepmonaland (at my expense), 
  assist Hender in his quest and see to his safe return. In 
  exchange for this service, I shall pay each of you 1000 orbs plus 
  you will have the favor of a Gynarch of Hardby.” 
  “What is your answer? I have a member of the Wayfarer’s 
  Guild ready to transport you to the city of Cuhuetla (coo-hoo-
  ET-lah). Once there, Hender’s man, Mulac (moo-LAHKH), 
  will provide further guidance.” 
   
  If specifically asked for, a PC may make a Sense Motive 
  check, DC 8 + APL, to notice Gynarch Maynem has some 
  kind of emotional attachment to Hender. If questioned, 
  she says she is simply worried as a patron and a Gynarch 
  about a man who is one of her best suppliers and a 
  reputable Hardby business owner. In truth, Hender and 
  Rotanna were once passionate lovers and Hender’s 
  daughter is the product of that passion. Though they are 
  separate now, she continues to care deeply for him. She 
  has kept her daughter a secret, lest she be the target of 
  assassins or others wanting to influence the future 
  political structure of Hardby. The PCs may discover this 
  information through divination or a Gather Information 
  check, DC 15 + APL. Under no circumstances will 
  Maynem voluntarily reveal this information to the PCs at 
  this time. 
   
  The symbol around Rotanna’s neck is that of 
  Ehlonna. The design is suggestive of the Old Faith. 
   
  Development: Should the PCs refuse the Gynarch’s 
  offer, the adventure is over unless they transport 
  themselves to Hepmonaland. Should that occur and they 
  are successful in returning Hender, Gynarch Maynem 
  pays them 500 orbs each but they do not earn her favor.  
  Should the PCs accept, Gynarch Maynem tells them they 
  have two hours to prepare for the journey and to meet 
  her at the Menagerie. Read the following: 
   
  Tucked away down a back street near the Great Wall is an 
  impressive zoo. Strange and exotic animals and beasts rest and 
  play in spacious cages and pools, some of which have no visible 
  bars. Standing in a central courtyard is Gynarch Maynem 
  with a member of the Wayfarer’s Guild. An active teleportation 
  circle has been inscribed upon the flagstones. The Gynarch 
  motions for you to enter the circle. 
  “Good luck, brave heroes! Hender has the power to return you 
  to Hardby. See to his safe return!” 
   
  Go to Encounter 2: Cuhuetla. 
   
   
  ENCOUNTER 2: CUHUETLA 
  The air here is close and the temperature distinctly higher than 
  temperate Hardby. Strange sounds abound. A dozen red-brown 
  skinned humans wearing next to nothing stare at you. Their 
  clothing consists of crude fibrous cloth tunics, belted with beads 
  and leather. Many have elaborate necklaces and headdresses. 
  Perhaps this is indicative of social standing? Not too far away is 
  an enormous stone step pyramid. Flower wreaths adorn the 
  bottom. A path of smaller steps leads from the ground to the 
  pyramid’s summit, upon which sits some kind of shrine or 
  temple. Many of the natives are gathered around the pyramid, 
  applying further decorations. 
  One of the natives pokes a finger in your direction: “kushlahn 
  weenahkh!” (strangers!) Others turn and speak to him and 
  point and wave their arms. Soon, one of the men is pushed 
  away and runs off into the city. The remaining natives 
  continue to stare. Their stares do not connote wonder, but 
  perhaps curiosity mixed with a practiced indifference. They 
  show no signs of moving away. 
   
  Allow PCs to provide, if desired, any “readied” actions. 
  Overt hostile acts (spellcasting, drawing weapons, etc) 
  cause the natives to flee and seek military assistance. A 
  
  COR4-13 A Wretched Soul 
   
  Page 7  
  well-armed squad arrives, lead by a priest. There are no 
  statistics for the squad and priest. Should a group of PCs 
  decide to attack, they can happily wipe out the guards, 
  priests, and as many villagers as they like. The module 
  ends and serious consideration should be given to 
  whether such actions warrant removal of those PCs from 
  the campaign. 
   
  Whether the PCs standby or trigger the arrival of the 
  city guards, at least one native had the sense of mind to 
  fetch Mulac (moo-LAHKH), Hender’s man-Friday. 
   
  Mulac is obviously expecting people of the PC’s 
  stature and diffuses any trouble (except for overt 
  hostilities) with the local authorities by assuming 
  complete responsibility for the PC’s actions (except if 
  they have actually harmed or killed anyone). All of 
  Mulac’s conversations with locals are in Etlani (eht-
  LAHN-ee). 
   
  Read the following: 
   
  A tall, wiry, red-skinned man, dressed in a simple yellow-dyed 
  tunic kept in place by a broad beadwork belt and an elaborate 
  neckpiece arcing to his mid-sternum addresses your group in 
  passable, Suel accented Common. 
  “Greetings q’alpul! (kw’ahl-pool [heroes]) The name of me is 
  Mulac. My master, Hender, is expecting you and I am 
  gladdened in my heart you have come to Cuhuetla. We must 
  quickly go to the place where is now, for he waits in hiding for 
  the return of the tlacohuacualtin (tlah-koh-hoo-ah-koo-AHL-
  teen [yuan-ti]). 
   
  Mulac is quite persistent in wanting the PCs to follow 
  him into the surrounding jungle. He is happy to provide 
  details, but insists this be done while traveling. 
   
  Development: Should the PCs refuse to follow 
  Mulac, they may find their own way into the jungle, 
  covertly follow Mulac or end the adventure. Since the 
  PCs do not know where to go, venturing blindly into the 
  jungle results in becoming lost. A Survival check DC 15 
  allows the PCs to find their way back to Cuhuetla. The 
  PCs may follow Mulac, requiring a Survival check DC 20. 
  Tracking Mulac by scent requires a Survival check DC 12. 
   
  While Mulac is not a “wild-eyed native”, he is in awe 
  at the power Hender has shown in conjuring forth such 
  assistance by speaking on the wind. Mulac has 
  considered the PCs were sent by Nauhyoteuctli (nah-oo-
  hyoh-teh-OOKT-lee), Lord of the Four Directions. The 
  following information may be gained from Mulac while 
  traveling with him through the jungle: 
  • 
  Master Hender has discovered his daughter, Fiona, 
  is being held captive by a large group of 
  tlacohuacualtin 
  (tlah-kohhoo-ah-koo-AHL-teen). 
  Mulac provides rough descriptions of these 
  creatures. 
  • 
  Hender was stunned to discover this as he thought 
  his daughter was dead. 
  • 
  Fiona was kidnapped from Hender two years ago. 
  Mulac is not privy to any details. His lack of 
  information is not suspicious; Hender simply never 
  communicated anything further. 
  • 
  Hender used a ritual to send a message on the air to a 
  friend across the sea. He asked for the friend to send 
  help. 
  • 
  Hender has made a covert camp in a place of “secret 
  safety” near the ancient temple where the 
  tlacohuacualtin are keeping his daughter. 
  • 
  Cuhuetla is in the midst of Nemontemi (neh-mon-
  TEHM-ee) (the Empty Days). This is a time of 
  somber festival and sacrifice to ward off these 
  unlucky days (four in number). Mulac risks the 
  wrath of the gods by traveling during Nemontemi, 
  but such is his love for his Master, he is duty bound 
  to help. 
  PCs wishing to know more about Mulac’s physical 
  appearance note, besides his sparse clothing, he has a 
  long decorated hollow bone tube in a sling on his back 
  (blowgun), and a pouch (poison darts) and sheathed 
  dagger at his belt. On closer inspection, the tunic is made 
  of some unusual leather, well made, and is likely 
  protective. His feet are bare. His physique suggests he is 
  used to strenuous physical activity.  
   
  If the PCs inquire about the weather, a Survival 
  check DC 15 suggests a storm system is approaching 
  from the west. If a PC succeeds by 5 or more, they know 
  the approaching storm is a hurricane and can predict it 
  reaching their general location by nightfall. If the check 
  succeeds by 10 or more (DC 25), the PC suspects the 
  hurricane to be of considerable strength and shelter must 
  be sought to avoid serious adverse consequences. If the 
  PCs ask Mulac, he confirms all of this, saying this is a 
  portent for the time of Nemontemi. 
   
   
  ENCOUNTER 3: JUNGLE 
  RENDEZVOUS 
  During the trek through the jungle, a random PC notes a 
  large black feline ghosting the party. Should some 
  mention of this be made, Mulac quickly explains that is 
  his friend and animal spirit, Ocelatl (oh-seh-LAH-tl) 
  (literally jaguar in Olman). 
   
  After a lengthy trek through the dense Centeo jungle 
  surrounding the relatively civilized settlement of Cuhuetla, 
  Mulac strays off what little path he was following. Ahead is a 
  strange looking tree. Dozens of thick branches radiate from a 
  central trunk, but each branch, in turn, has smaller trunk-like 
  connections to the ground. The diameter of this complication is 
  impressive and has the appearance of a natural fortress. The 
  upper branches not yet attached to the ground, are swaying in a 
  wind, which has steadily increased during the trek through the 
  jungle. 
  Mulac approaches the outskirt of the tree and makes a very 
  impressive bird call towards the interior. He waits but there is 
  no answer from within. 
  “I make the secret sound of returning and my master Hender 
  does not respond in the Old Way! I must find the answer to 
  this!” 
  
  COR4-13 A Wretched Soul 
   
  Page 8  
  Mulac moves into the maze of trunks. The large black cat is 
  quick to follow. 
   
   
  Development: PCs may follow Mulac into the 
  banyan tree. The tree is four to five hundred feet across. 
  The route to its interior is complex. A successful 
  Knowledge (Planes) check (DC 12 + APL) suggests the 
  interior of the tree root/branch system may not lie 
  entirely on the same plane as the surrounding jungle. 
  Jungle sounds do continue to penetrate, especially 
  birdcalls. Read the following boxed text: 
   
  Twisting around a seemingly impossible number of roots, 
  Mulac suddenly enters a small dimly lit chamber. The chamber 
  is furnished with carved stump-stools, a low table, and two 
  sleeping mats. Some crates, with the livery of Hardby, are on 
  one side. On the table is a sputtering gourd oil lamp atop a 
  piece of parchment. The flickering lamp light makes a series of 
  carvings on one side of the chamber seem to move of their own 
  accord.  
  There are no apparent signs of activity. A low growl issues forth 
  from Ocelatl. 
   
  The letter is addressed to Mulac and is represented as 
  Player Handout 3. A search of the chamber finds it not 
  entirely empty. Read the following: 
   
  Behind the crates is a dirty Flan man. His clothing, Olman in 
  style, is disheveled and discolored. His stringy black hair hangs 
  in his face but he is oddly clean-shaven. Though he is not 
  weeping, streams of tears flow from both eyes, carving a difficult 
  path through the filth on his face. 
  “Please, please, do not kill me! Have mercy on this one!” 
   
  In addition, there are carvings along one side of the 
  chamber. A successful Knowledge (Nature) check (DC 12 
  + APL) indicates they are approximately 3000 years old. 
  The carvings are a mixture of Olman glyphs and Ur-Flan 
  writing. A modern speaker of Flan has a 50% chance of 
  understanding the Ur-Flan writing. A Decipher Script 
  check (DC 25) is required to read the Ur-Flan and (DC 
  30) for the Olman glyphs. Comprehend languages works 
  normally on the Ur-Flan but cannot translate the Olman 
  glyphs as they are not set in the context of a language as 
  presented here but as calendar of sorts. PCs wishing to 
  translate/record the writings here must spend at least an 
  hour doing so. Provide the players with Player Handout 4 
  if successful.  
   
  If they do not follow Mulac into the tree, he 
  reappears from within after a time bearing a note and a 
  grubby Flan man. Read the following: 
   
  Mulac exits the tree dragging a dirty Flan man behind him. 
  His clothing, Olman in style, is disheveled and dirty. His 
  stringy black hair hangs in his face but he is oddly clean-
  shaven. Though he is not weeping, streams of tears flow from 
  both eyes, carving a difficult path through the filth on his face. 
  “Please, please, do not kill me! Have mercy on this one!” 
   
  Those PCs who have played through GEO3-1 A Wise 
  Man’s Son or GEO3-2 A Small-Knowing Soul recognize this 
  pitiful figure as Maldwyn, the apparent villain in each of 
  those modules. Further background on Maldwyn may be 
  found in Appendix 3: Major NPC Notes. Maldwyn may 
  recognize those PCs with the Vengeance of Maldwyn 
  cert. If so, he pleads his case more forcefully with them. 
  PCs may exercise the option on the cert to pin the 
  Vengeance on another PC, in which case, Maldwyn gives 
  them his full attention. If none of this applies, Maldwyn 
  speaks to a female PC first and a cleric or paladin second.  
   
  �Maldwyn: human male; See Appendix 1 
  Maldwyn begs for his life. He grovels and speaks through 
  his greasy hair hanging in his face. He bears all the 
  equipment in his description. If treated roughly (bound, 
  stripped naked, etc) he wails in protest like a little girl, 
  but ultimately submits for he is a craven coward. Use the 
  following information to role-play the PCs questioning 
  Maldwyn: 
  • 
  Maldwyn does not provide the names of anyone 
  inside the temple. He resists all attempts to extract 
  that information. He believes the Whispered One 
  himself will hear and punish him. 
  • 
  Maldwyn ran from the temple in a moment of 
  complete desperation. His Master has cast him aside 
  in favor of another. 
  • 
  Maldwyn believes his Master has captured the man 
  who was here (approximately 4 hours ago). 
  • 
  This banyan tree is not what it seems. It was created 
  long ago by the Ur-Flan as a hidden sanctuary. 
  • 
  His Master has not trusted him since the incident at 
  the Handmaiden. Maldwyn is not privy to any of his 
  plans. Maldwyn has done a bit of reading between 
  beatings. The ancient Ur-Flan created the temple 
  and tried to convert the Olman. The Olman rose up 
  against them and in the process were introduced to 
  their strange alien gods. Maldwyn believes this was 
  something like 3000 years ago. 
  • 
  His Master sought out this place because of its ties to 
  the Ur-Flan. 
  • 
  Maldwyn is not sure what part the tlacohuacualtin 
  play, although he has seen his Master dressed in 
  traditional Olman ceremonial dress. Maldwyn 
  believes the temple is dedicated to the Olman deity 
  of death, Mictlantecuhtli (meekt-lahn-teh-KOOT-
  lee). 
  • 
  His Master has undergone a significant change after 
  coming back from a distant trek. Maldwyn did not 
  accompany him but instead was told to make his way 
  to Hepmonaland. 
  • 
  The cruelty of his Master increased tenfold upon his 
  return. 
  • 
  Maldwyn bears the signs of physical abuse. His eyes 
  stream tears the entire time. 
  • 
  Maldwyn knows of a secret way into the temple. If 
  any PC takes pity on him and befriends him, he tells 
  this PC should the subject of entering the temple 
  
  COR4-13 A Wretched Soul 
   
  Page 9  
  come up in conversation. Once the PCs decide to 
  proceed to the temple, go to Encounter 4. 
   
   
  ENCOUNTER 4: PROCESSION 
  OF THE SNAKES 
  Leaving the vicinity of the strange tree, the temple is barely 
  visible in a clearing to the west, set into a large hill. The wind 
  has greatly increased and there are boiling dark clouds on the 
  horizon. Lightning arcs from the clouds and silently strikes the 
  ground. Words may only be exchanged with raised voices. 
  The pounding of drums becomes evident as the temple draws 
  nearer. Mulac finds a good vantage point and gasps: below, 
  heading into the temple, is a great procession of 
  tlacohuacualtin. Mulac makes a noise of disgust and revulsion. 
  Many of the creatures look quite human, until the occasional 
  forked tongue launches from a mouth at a passing scent. Others 
  are true abominations! Long snake tails, python-like heads on 
  humanoid torsos. Several of the abominations are processing 
  with a litter, carried by the less mutated. Upon the litter, atop a 
  great pillow, is a large python. Great drums lead and end the 
  processional. The drums pound out a great rhythm, pushing, 
  urging the congregation onward into the temple. BOOM, 
  boom, boom, BOOM, BOOM, boom, boom! 
  Suddenly, Ocelatl roars! Mulac spins around and shrieks! 
  Crashing through the jungle, its pounding feet making 
  counterpoint to the processional drumming, is a creature of 
  pure horror. Thirty feet tall, the reptilian monster opens its 
  maw revealing huge dagger-like teeth. The monster’s roar is 
  deafening and terrifying. 
  “Quetzalcoatl 
  (keht-sahl-koh-AH-tl) 
  save 
  us! 
  Chalmeccacihuatl, (chahl-mek-kah-seehoo- AH-tl) the 
  Sacrificer! We are doomed! Flee for your lives!” 
  Creatures: 
   
  APL 10 (EL 12) 
   
  �Chalmeccacihuatl: hp 357; see Appendix 1. 
  APL 12 (EL 14) 
   
  �Chalmeccacihuatl: hp 474; see Appendix 1. 
  APL 14 (EL 16) 
   
  �Chalmeccacihuatl: hp 567; see Appendix 1. 
  APL 16 (EL 18) 
   
  �Chalmeccacihuatl: hp 744; see Appendix 1. 
   
  Tactics: Chalmeccacihuatl begins combat 30 feet 
  from the PCs in the rear of the party. Have the PCs set 
  their figurines on the battlemap and then place 
  Chalmeccacihuatle. The banyan tree is 600 feet from this 
  encounter. Mulac and Maldwyn flee for the safety of the 
  banyan tree. Those PCs who did not enter previously 
  must spend time searching for the correct path (Search 
  check DC 10 + APL). While searching the PC gains the 
  benefit of cover. Once fully inside the tree, the Sacrificer 
  cannot reach them. Allow those who flee immediately to 
  have one round of action unmolested. Chalmeccacihuatl 
  chases the largest group of fleeing PCs. The Sacrificer 
  does stop for any morsels that choose to hold rear guard.  
   
  Chalmeccacihuatl has been in existence for 3000 
  years and is quite cunning. The creature uses brute tactics 
  but does not fall for the same trick twice. Please review 
  the stats for this monster carefully. 
   
  Due to Chalmeccacihuatl’s size (30-feet tall plus 
  footprint), reverse gravity from most casters only 
  encompasses the creature and raises it slightly above the 
  ground. Chalmeccacihuatl may take a full round action to 
  latch onto surrounding trees and vines to pull himself 
  out of the reverse gravity field. 
   
  While there is jungle terrain all around, the plant life 
  is not as thick here and does not hamper movement or 
  line of sight when the target is within 100 feet. 
  The wind is coming in 30 to 50 mph gusts. See table 3-24 
  Wind Effects, page 95 Dungeon Master’s Guide for all 
  effects. Roll a d6 each round to determine if the wind is 
  strong (1-4) or severe (5-6) and assign any penalties that 
  result. 
   
  Hiding within the banyan tree provides for full XP 
  on this encounter. Chalmeccacihuatl becomes bored after 
  an hour of trying to get at the juicy morsels inside the 
  tree. Should the Sacrificer be slain, its carcass rapidly 
  liquefies and seeps into the earth, killing all the plant life 
  in the immediate vicinity. 
   
  Development: Mulac is convinced the appearance of 
  Chalmeccacihuatl is the direct result of his non-
  adherence to the tenets of Nemontemi. Despite his crisis 
  of faith, he insists the rescue of Hender continue. 
  The PCs have ample opportunity to translate the carvings 
  (see Encounter 3). Provide the players with Player 
  Handout 4 if successful.  
  Should one of the PCs have had true seeing active during 
  their viewing of the procession, a Spot check (DC 10 + 
  APL) indicates that the PC viewed the snake on the litter. 
  Instead of a snake, however, that PC saw a young Suel-
  Oeridian woman.  
   
  Proceed to Encounter 5 when the PCs leave the 
  banyan tree to travel to the temple. 
   
   
  ENCOUNTER 5: TEMPLE AND 
  STORM 
  The weather has worsened. Fat driving rain soaks the jungle 
  and reduces visibility. The temperature has dropped noticeably. 
  Lightning flashes across the tortured sky and thunder shakes 
  the ground. 
   
  The weather condition is a powerful storm (windstorm), 
  as described on page 93 and 94 of the Dungeon Master’s 
  Guide. The wind speed is coming in gusts in excess of 70 
  mph. See table 3- 24, Wind Effects, page 95 Dungeon 
  Master’s Guide. The weather effects are meant as a warning 
  the PCs must seek shelter, not to make it impossible for 
  them to reach the temple.  
   
  Any checks to determine the status of the weather 
  will indicate that it is getting worse and not better. If the 
  PCs refuse to seek shelter immediately, increase the 
  storm to the hurricane level after a few rounds. 
   
  The PCs may enter by the main entrance or the 
  hidden entrance. The main entrance is heavily guarded 
  and swarming with snakes. Entering here would clearly 
  
  COR4-13 A Wretched Soul 
   
  Page 10  
  and immediately alert the entire temple to the PCs’ 
  presence. Mulac suggests there could be a hidden 
  entrance. Many of the old Olman temples had alternate 
  entrances and exits. If Maldwyn is with the party and 
  actively questioned, he reveals he knows of the location 
  of the hidden entrance and can open the outer door. This 
  is where he has been sleeping. 
   
  Refer to Map 2: DM Map Temple of Mictlantecuhtli 
  for the following locations. 
   
  GENERAL TEMPLE INFORMATION 
   
  Scrying into or out of the temple is not possible due to 
  the afore mentioned powerful magic. In addition, the 
  following areas are covered by an unhallow spell: The 
  Sympathetic Chamber and the Hall of Pain. Separate 
  spells control each area. Dimensional anchor is tied to each 
  unhallow spell. Unless otherwise noted, all doors are 
  made of stone and the floors and walls are worked stone. 
   
  �Stone Door: 4 in. thick; hardness 8; hp 60; AC 5; 
  Break DC 28. 
  While the locations are described sequentially, PC action 
  may necessitate skipping sections and improvising. The 
  scene on the Altar Platform is likely to be the first major 
  event that spurs the PCs into action. 
   
  The Main Chamber is domed and the curvature is 
  such that the height of the ceiling in the center is 100 
  feet and 50 feet at the edges.  
   
  Maldwyn does not accompany the PCs into the 
  temple beyond the Hidden Exit. He is terrified of the 
  possibility of confronting his Master. Should the PCs 
  force him, he runs away at the first opportunity and is not 
  seen again. Should the PCs try to trace his whereabouts 
  after the module’s conclusion, inform them he appears to 
  be headed back to Oerik. 
   
  LOCATION 1: MAIN ENTRANCE  
   
  The main entrance is a 20-foot wide, 15-foot tall rectangular 
  opening in the hillside bounded by a trapezoidal stone frame. 
  Dozens of tlacohuacualtin guard the entrance and even more 
  pythons swarm about their feet and tails. 
   
  Any approach that does not mask sight and scent triggers 
  the alarm. Ethereal or shadow travel is possible into the 
  temple, but only into the Main Chamber. 
   
  LOCATION 2: HIDDEN EXIT 
   
   
  The exterior entrance to the Hidden Exit is well 
  disguised and unless pointed out requires a DC 20 + APL 
  Search check to discover. A successful Survival check, 
  DC 11 + APL, allows a PC to find Maldwyn’s carefully 
  hidden trail between the entrance and the banyan tree. 
  The entrance is secured and requires a successful Open 
  Lock check (DC 20 + APL), Maldwyn’s assistance, or a 
  knock spell to open. 
   
  �Hidden Stone Door: 4 in. thick; hardness 8; hp 60; 
  AC 5; Break DC 28.  
   
  Beyond the entrance is a narrow (5-foot wide) stone spiral 
  staircase that ascends 50 feet. The landing shows signs of 
  having been used as a sleeping area. There is an opening on the 
  far side of the landing opposite the staircase. Thundering 
  drumbeats and chanting sibilant voices pour through the 
  opening. 
   
  The opening is 50 feet above the main chamber. 
  Climbing down requires a Climb check (DC 5). 
  This vantage point could provide for unmolested viewing 
  of the Olman glyph stones covering the Main Chamber’s 
  walls. 
   
  LOCATION 3: MAIN CHAMBER 
   
   
   This large domed chamber, possibly 200 across and 100 feet 
  high, is filled with snakes and tlacohuacualtin. Several 
  abominations are beating large drums. The rest are 
  participating in some kind of disquieting chanting and 
  dancing. Flickering fires in scattered braziers add unsettling 
  shadows. This area is separated from an altar area by a wide 
  liquid-filled chasm. 
  The walls are covered in raised Olman glyph stones. 
   
  The tlacohuacualtin in this area are noncombatants, but 
  this should not be communicated to the PCs. The area is 
  filled with tlacohuacualli (tlah-koh-hoo-ah-koo-AHL-lee) 
  purebloods and half-breeds. 
   
  The glyph stones are 10-foot by 10-foot raised carved 
  blocks. While easy to visualize, the size of the chamber 
  and lack of access make translation difficult, although the 
  story is repeated many times around the cavern. A 
  successful Decipher Script check (DC 30) suggests the 
  carvings tell a history and the name of the temple’s 
  patron deity, Mictlantecuhtli (meekt-lahn-teh-KOOT-
  lee). Should PCs find a way to spend a half-hour 
  unmolested and uninterrupted in this chamber and 
  succeed on a second Decipher Script check (DC 25), they 
  learn the history outlined in the Adventure Background 
  from the Olman perspective: Outsiders worshipping a 
  dark god tried to forcibly convert the Olman. When this 
  failed and the Olman scoffed at their god, the outsiders 
  attempted to summon him forth. The Olman interfered 
  and were blessed with the coming of their gods who slew 
  the outsiders and ushered them into the new ways. 
   
  LOCATION 4: ALKALINE POOLPIT 
   
  A wide (30-foot) chasm separates the Main Chamber from a 
  large Altar Platform. The chasm is filled with a clear, 
  effervescent liquid. The surface of the liquid is some 50 feet 
  below the rim of the chasm. 
  The liquid in the chasm is highly alkaline water (caustic 
  soda). Treat the alkaline water as acid for purposes of 
  damage. Immersion in the pool deals damage. Hazardous 
  fumes from the pool fill the chasm 10 feet above the pool. 
  See page 302 of the Dungeon Master’s Guide for the effects 
  of acid fumes. Less hazardous, though still noxious 
  fumes, waft forth from the chasm and may be detected at 
  the chasm’s rim. 
  
  COR4-13 A Wretched Soul 
   
  Page 11  
   
  APL 10 
   
  �Caustic Soda Pool: 4d6 acid damage per round 
  immersion. 
  APL 12 
   
  �Caustic Soda Pool: 6d6 acid damage per round 
  immersion. 
  APL 14 
   
  �Caustic Soda Pool: 8d6 acid damage per round 
  immersion. 
  APL 16 
   
  �Caustic Soda Pool: 10d6 acid damage per round 
  immersion. 
   
  A successful Craft (Alchemy) check (DC 5 + APL) 
  identifies the substance in the chasm as caustic soda. A 
  successful Knowledge (Nature) check (DC 10 + APL) 
  suggests the pool fumes may act as an intoxicant to the 
  tlacohuacualtin. 
   
  LOCATION 5: ALTAR PLATFORM  
   
  Beyond a chasm is a grand altar platform. Centered on the 
  curved back wall is an enormous hideous statue of an 
  emaciated humanoid. The figure is clothed in Olman garb, but 
  it is far from human. An array of tentacles extends from 
  behind, splayed out on either side ending in vaguely canine 
  heads. Fires flicker in the eye sockets, but the figure has no 
  discernable nose or mouth. Two arms extend forward from the 
  statue, palms outstretched. From the palms hangs a large metal 
  gong.  
   
  Before this statue are four braziers arranged around a 
  stone altar table. The table is covered in dark stains. 
   
  On the far left and right sides of the platform are three 
  glowing blue quartz stalagmites some 20 feet high. Matching 
  stalactites reach down 20 feet from the ceiling, leaving a 10-foot 
  gap in between. 
   
  Figures come forth from passageways on either side of the 
  statue to join several tlacohuacualtin already on the platform. 
  From the northwest passage comes a short Olman male, dressed 
  in religious finery followed by Hender! From the northeast 
  passage comes a tlacohuacualli (tlah-koh-hoo-ah-koo-AHL-lee) 
  escorting a young Suel-Oeridian girl. One of the abominations 
  bangs the gong, causing the writhing congregation to pause in 
  their Dionysian activities. All eyes and tongues orient on the 
  altar. 
   
  Part of what is happening on the altar is an illusion 
  transmitted to the Altar Platform from the Sympathetic 
  Chamber (Location 9). The Olman priest, Hender, and 
  Fiona Maynem (Suel-Oeridian girl) are illusionary 
  projections. Fiona’s animal companion, Ssesseth, is 
  resting near the one of the quartz stalagmites and is also a 
  projection. Mardu, Pacanan’s imp familiar, is invisible. The 
  effect is similar to a combination of spells permanent 
  image and project image. The line of effect is kept 
  unbroken by the blue quarts crystals, which act as 
  magical projectors and transmitters. The Olman priest is 
  Pacanan in disguise. His Disguise check bonus is +14 
  (APL 10), +17 (APL 12), +19 (APL 14), and +23 (APL 16). A 
  portion of this bonus (+10) is due to alter self cast from the 
  Hand. 
   
  Read the following: 
   
  The Olman priest raises his hands and shouts something the 
  tlacohuacualtin clearly understand. A great hissing rises from 
  the congregation. 
   
  The priest turns towards Hender and speaks in heavily 
  accented Common. “Do you, outlander, give yourself freely and 
  willingly to Mictlantecuhtli to spare this, your daughter’s life?” 
   
  Hender, with a brave face, responds. “I do. Now let her 
  go!” 
   
  “All in good time, outlander! Place yourself upon the 
  altar!” 
   
  Hender strides over to the great stained stone slab and lies 
  down. His daughter begins to weep. Almost immediately, some 
  invisible force grips his body, holding him in place.  
   
  “Daughter! Fiona! Escape! Run from here! Mulac will 
  help you get back to Hardby!” 
  Fiona looks up at her father resting on the altar and her face 
  takes on a horrible sneer beneath the crocodile tears. 
   
  “But why would I run, Daddy? I have everything here. 
  You were the last piece. My Master has shown me the true 
  ways. Besides, I could not leave my people! For I am their 
  Chiuacoatl (chee-ooah-koh-AH-tl)!” 
   
  The young woman brings her arms to her sides and 
  rapidly transforms herself into a great serpent. 
   
  Hender screams. 
   
  The Olman priest moves over to the altar and brings forth 
  three items from beneath his tunic: a small golden scarab, a 
  statuette, and a piece of linen. The latter he wraps around his 
  arm. He places the scarab over his heart. When next he speaks, 
  it is not in Olman or Common, but in Flan. 
   
  “In the name of the Whispered One, the Keeper of Secrets, 
  I do shed the blood of this willing sacrifice! Hail Vecna!”  
   
  The Olman priest begins bludgeoning Hender with the 
  statuette. 
   
  At this point (and likely prior) the PCs want to interfere. 
  The tlacohuacualtin on the altar platform do everything 
  to stop them. 
  Creatures: 
  APL 10 (EL 10) 
   
  �Yuan-ti Abomination: hp 75; See Monster Manual. 
   
  �Yuan-ti Halfblood (4): hp 45 (each); See Monster 
  Manual. 
  APL 12 (EL 12) 
   
  �Yuan-ti Abomination (2): hp 75; See Monster 
  Manual. 
   
  �Yuan-ti Halfblood Archers (4): hp 75 (each); See 
  Appendix 1. 
  APL 14 (EL 14) 
   
  �Yuan-ti Abomination (4): hp 75; See Monster 
  Manual. 
   
  �Yuan-ti Halfblood Snipers (4): hp 91 (each); See 
  Appendix 1. 
  
  COR4-13 A Wretched Soul 
   
  Page 12  
  APL 16 (EL 16) 
   
  �Yuan-ti Abomination (6): hp 75; See Monster 
  Manual. 
   
  �Yuan-ti Halfblood Advanced Snipers (4): hp 
  107(each); See Appendix 1. 
   
   
  Tactics: Two of the halfbloods and half of the 
  abominations are in the congregation in the Main 
  Chamber and not on the altar at APLs 12 and higher. At 
  APL 10, two of the halfbloods are in the congregation. 
  See Map 2 for a positioning of all enemy combatants. 
   
  During the battle, the PCs can discover several 
  things. First, a successful Spot check (DC 10 + APL) 
  allows PCs to notice the Olman priest’s left hand is 
  unusual. It is a black, withered, mummified claw-like 
  appendage seemingly grafted on to his otherwise normal 
  arm. A successful Knowledge (Arcane) check (DC 10 + 
  APL) identifies the Hand but not its potential powers. 
  Second, a successful Spot check (DC 12 + APL) allows 
  PCs to notice Hender’s blood is being drawn up into the 
  statue. Third, a successful Spot check (DC 10 + APL) 
  allows PCs to notice the linen strip the priest wrapped 
  around his arm is lengthening and entwining around the 
  rest of his body. 
   
  Direct interaction with the illusion allows a Will 
  saving throw to disbelieve (DC 10 + APL). A spell with a 
  physical effect, such as a fireball or lightning bolt is not 
  direct interaction – it merely seems to have no effect. 
  Pacanan and Fiona may choose to cast spells through 
  these images and can hear and observe through the 
  images as well. Pacanan elects NOT to cast spells as this 
  would disrupt the ritual. Fiona should only cast spells if 
  the PCs are having an easy time of the battle with the 
  tlacohuacualtin. Fiona can also use her powers with 
  ophidians to gather information on what is happening in 
  the Main Chamber. Fiona and Pacanan have several pre-
  cast spells in place as noted in their respective statistics 
  blocks. 
   
  Development: 
  After 
  the 
  combat 
  with 
  the 
  tlacohuacualtin 
  guards 
  make 
  inferences 
  more 
  tlacohuacualtin combatants are being summoned based 
  upon commotion in the congregation. The projected 
  illusion 
  continues 
  unabated, 
  showing 
  Pacanan 
  bludgeoning Hender and the linen wrapping continuing 
  to cover more of his body. 
   
   
  ENCOUNTER 6: SACRIFICE 
  Pacanan’s and Fiona’s quarters are unremarkable, except 
  that Fiona’s has a bubbling pool of water in the center. 
  Pacanan seems to have cleared out anything important 
  from his chambers. 
   
  THE CALENDAR COMBINATION LOCK 
  DOOR  
  The entrance to the Hall of Pain is concealed in the 
  bottom of the statue of Mictlantecuhtli. A simple Search 
  (DC 5 + APL) finds the Olman calendar wheel and 
  inscription. Provide the PCs a copy of Player Handout 5. 
  A successful Search of the disk (DC 10 + APL) reveals the 
  following: it is not trapped, it does control a door, is part 
  of a locking mechanism, and the center portion turns 
  clockwise and counterclockwise. If the Search check is 
  equal to or greater than DC 12 + APL then the PC notices 
  along the outside of the center portion are portions that 
  can be depressed as buttons. In addition, each symbol on 
  the outer wheel may also be depressed. 
   
  The inscription above the calendar wheel is in Etlani 
  and may be read with a successful Decipher Script check 
  (DC 25) or comprehend languages.  
   
  Mulac may provide clues based on his general 
  knowledge of Olman culture. For instance, he can 
  correctly identify the path of the sun on the clue from 
  the banyan tree or demonstrate the path of the sun 
  (counterclockwise). He does not know clockwise from 
  counterclockwise, however, and does not use these 
  terms. 
  The successful combination to the door is as follows: turn 
  the center portion CW to crocodile, press crocodile, and 
  then press 11 button, CCW to reed, press reed, and then 
  press 7 button, CW to house, press house, and then press 
  5 button, CCW to dog, press dog, and then press 11 
  button, and CCW to stone knife, press stone knife, and 
  then press 15 button. 
  The lock may be bypassed by casting three knock spells (5 
  locks plus hold portal) or by bashing or breaking. The 
  locks cannot be “picked”. Due to the dimensional anchor 
  effect in the Hall of Pain, PCs cannot pass through the 
  door by astral, ethereal, or shadow travel or effects such 
  as blink. 
   
  �Combination Lock Secret Door: 6 in. thick; 
  hardness 8; hp 90; AC 5; Break DC 38. 
   
  LOCATION 6: HALL OF PAIN 
   
   
  This 60-foot long hallway ends in a stone door. Torches light 
  the hall and the walls are adorned with Olman glyph stones. 
  Several of the eye and mouth holes have dark stains below their 
  openings. 
   
   
  �Poison Dart Trap (x3): CR 2; mechanical; location 
  trigger (floorplates); automatic reset (up to three times); 
  Atk +8 ranged (1d4 plus poison, dart); poison (bloodroot, 
  DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis); 
  Search DC 20; Disable Device DC 18. 
   
  LOCATION 7: THE SYMPATHETIC 
  CHAMBER 
  The door to this chamber opens easily. Even before opening the 
  door, the sickening thud and crunch of someone being 
  bludgeoned to death can be heard.  
  Inside, the chamber is nearly identical in layout to the altar 
  platform in the Main Chamber. Instead of a statue to the 
  Olman god, there is a repugnant statue to the Arch-Lich 
  Vecna! Standing over Hender is the Olman priest, continuing 
  to bludgeon him with the statue. Suddenly he stops. There is a 
  burst of black radiance and the final portions of his body are 
  completely covered in the linen wrappings. The horrid clawed 
  
  COR4-13 A Wretched Soul 
   
  Page 13  
  mummified left hand drops the statuette and moves in your 
  direction. 
  “You are too late! My transformation is complete! You face the 
  Voice of Vecna! I invite you to be the first to bask in my 
  radiance and power. Soon my Master will reclaim what was 
  once his and cast down the weak gods of the Old Faith and the 
  Old One!”  
  The Hand gestures and the struggle begins! 
   
   
  Creatures: 
  APL 10 (EL 10) 
   
  �Pacanan: hp 59; See Appendix 1. 
   
  �Mardu: hp 29; See Appendix 1. 
   
  �Fiona: hp 73; See Appendix 1. 
   
  �Ssesseth: hp 44; See Appendix 1. 
  APL 12 (EL 12) 
   
  �Pacanan: hp 69; See Appendix 1. 
   
  �Mardu: hp 34; See Appendix 1. 
   
  �Fiona: hp 87; See Appendix 1. 
   
  �Ssesseth: hp 55; See Appendix 1. 
  APL 14 (EL 14) 
   
  �Pacanan: hp 79; See Appendix 1. 
   
  �Mardu: hp 39; See Appendix 1. 
   
  �Fiona: hp 101; See Appendix 1. 
   
  �Ssesseth: hp 55; See Appendix 1. 
  APL 16 (EL 16) 
   
  �Pacanan: hp 89; See Appendix 1. 
   
  �Mardu: hp 47; See Appendix 1. 
   
  �Fiona: hp 115; See Appendix 1. 
   
  �Ssesseth: hp 66; See Appendix 1. 
   
   
  Tactics: When the PCs enter, Hender is at –3 hit 
  points, prone and moaning softly. Any quick glance will 
  tell that he is alive but failing fast. 
   
  Pacanan’s first action is to cast time stop with the 
  Hand of Vecna. During the time stop he casts bear’s 
  endurance and sleet storm (in the Hall of Pain). If he has 
  additional time (and the appropriate spell), he augments 
  his energy protection with any he has seen the PCs use in 
  the battle at the Altar Platform, then other protection 
  (shield of faith, entropic shield) or noninstantaneous area of 
  effect spells (Evard’s black tentacles). 
   
  Pacanan fights until losing half his hit points. At 
  which time, he and Mardu dive for a bolthole hidden 
  beneath the altar (Search DC 15 + APL). The bolthole is a 
  short vertical drop (40 feet) onto an active teleportation 
  circle outside the radius of the unhallow’s dimensional 
  anchor effect. This transports Pacanan to the Sheldomar 
  Valley at which time he dimension doors a random 
  direction. The teleportation circle redirects itself to 
  Cuhuetla after Pacanan jumps through. 
   
  Fiona and Ssesseth fight furiously but when her 
  Master bolts, she cries out in despair and if pressed, 
  surrenders. 
   
  Special: Any PC wearing or possessing the Robe of 
  Vecna from COR3-18 Through Nature to Eternity must make 
  a Will save (DC 20 + APL) or be stunned the first round 
  of combat. Regardless of the success or failure of the Will 
  save, the Robe’s curse activates and takes effect 
  immediately due to the presence of the Hand of Vecna. 
  See Items for the Adventure Record for details. 
   
  Development: If captured, Fiona spews invectives at 
  the PCs and swears to the might of Vecna and Nerull the 
  entire time. She thanks her father for being careless and 
  allowing her to be abducted as she has been shown the 
  “true way”. A successful Sense Motive check (DC 10 + 
  APL) suggests she has been “brain-washed” using 
  nonmagical methods (the Greyhawk equivalent of 
  Stockholm Syndrome).  
   
  Depending upon who lived and who died, go to the 
  appropriate conclusion. 
   
   
  CONCLUSION 
  Maldwyn’s Vengeance is commuted for any PC who had 
  the cert and showed kindness or pity to him during the 
  module. Dominating him or otherwise hampering his 
  freedom is not considered kindess or pity. Should the 
  PCs manage to keep Maldwyn from fleeing or track him 
  down, he begs to be taken to a temple of Allitur. 
   
  CONCLUSION A: HENDER ALIVE AND 
  FIONA ALIVE AND SUBDUED 
  Hender is greatly thankful and promises to see his 
  daughter rehabilitated. He transports himself and the 
  PCs back to Hardby using an amulet. The PCs earn the 
  Favor of Hender and the Favor of Gynarch Rotanna 
  Maynem. 
   
  PCs who were on Adventure Hook 1 may wonder 
  may wonder what ties Hender and the Gynarch to one 
  another. A simple Gather Information check (DC 5 + 
  APL) indicates the Gynarch is one of Hender’s greatest 
  patrons. To discover the true nature of their relationship 
  requires magical divination or a more difficult Gather 
  Information check (DC 15 + APL). 
  If the PCs were on Adventure Hook 1 and turn the 
  statuette over to Druidess Meleri, they earn her favor. 
   
  If the PCs were on Adventure Hook 2, they receive 
  full payment from the Gynarch. 
   
  CONCLUSION B: HENDER ALIVE BUT 
  FIONA IS KILLED 
  Hender is despondently thankful. He politely demures 
  any offers to raise her as he wants to find out first if this 
  would be her wish and to confer with Gynarch Rotanna 
  Maynem for funding. The PCs do not earn Hender’s 
  favor but do earn the Gynarch’s favor. 
   
  PCs who were on Adventure Hook 1 may wonder 
  what ties Hender and the Gynarch to one another. A 
  simple Gather Information check (DC 5 + APL) indicates 
  the Gynarch is one of Hender’s greatest patrons. To 
  discover the true nature of their relationship requires 
  magical divination or a more difficult Gather Information 
  check (DC 15 + APL). 
   
  If the PCs were on Adventure Hook 1 and turn the 
  statuette over to Druidess Meleri, they earn her favor. 
  
  COR4-13 A Wretched Soul 
   
  Page 14  
   
  If the PCs were on Adventure Hook 2, they receive 
  full payment from the Gynarch and her favor. 
   
  CONCLUSION C: HENDER DEAD BUT 
  FIONA ALIVE OR DEAD 
  Mulac agrees to accompany the PCs back to Hardby 
  using Hender’s amulet. He delivers Fiona or her corpse 
  to the Gynarch (the PCs may follow him to discover the 
  connection, but Mulac tries to be careful). The PCs do not 
  earn Hender’s or the Gynarch’s favor. 
   
  PCs who were on Adventure Hook 1 may wonder 
  what ties Hender and the Gynarch to one another. A 
  simple Gather Information check (DC 5 + APL) indicates 
  the Gynarch is one of Hender’s greatest patrons. To 
  discover the true nature of their relationship requires 
  magical divination or a more difficult Gather Information 
  check (DC 15 + APL). 
   
  If the PCs were on Adventure Hook 1 and turn the 
  statuette over to Druidess Meleri, they earn her favor. 
  If the PCs were on Adventure Hook 2, they receive full 
  payment from the Gynarch but not her favor. 
  The End 
  Special Conclusion: Pacanan is killed and the 
  Hand of Vecna is Recovered (Gencon Indy 
  2004 ONLY) 
  Should Pacanan be killed, the Hand of Vecna detaches 
  from his body. Any PC who desires the hand but need to 
  chop off his/her own left hand and the Hand of Vecna 
  gleefully grafts itself onto the bloody stump. This PC is 
  now an NPC. The player and judge should bring all the 
  PC’s paperwork to the Senior Judge or a Circle member 
  immediately after the judge finishes with the other 
  player’s paperwork at the table. This PC is out of play. 
  Permanently. Such is the price of Power. 
   
  After the premier at Gencon Indy 2004, if Pacanan is 
  killed, the Hand of Vecna detaches and immediately 
  teleports to a random location on Oerth. 
   
  The End 
  
  COR4-13 A Wretched Soul 
   
  Page 15  
  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 
  story awards) to each character. 
   
  Encounter 4: Procession of the Snakes 
  Escape from or defeat Chalmeccacihuatl 
  APL 10   
  360 XP 
  APL 12   
  420 XP 
  APL 14   
  480 XP 
  APL 16   
  540 XP 
   
  Encounter 5: Temple and Storm 
  Defeat the tlacohuacualtin altar guardians 
  APL 10   
  300 XP 
  APL 12   
  360 XP 
  APL 14   
  420 XP 
  APL 16   
  480 XP 
   
  Encounter 6: Sacrifice 
  Hall of Pain Dart Traps 
  All APLs  
  60 XP 
  Defeat (or drive off) Pacanan and Fiona 
  APL 10   
  360 XP 
  APL 12   
  420 XP 
  APL 14   
  480 XP 
  APL 16   
  540 XP 
   
  Story Award 
  Sparing Maldwyn’s life 
  All APLs  
  30 XP 
  Reading the inscriptions in the tree chamber  
  All APLs  
  30 XP 
  Solving the Calendar Puzzle lock without resorting 
  to knock or brute force 
  All APLs  
  60 XP 
  Saving Hender’s life 
  APL 10   
  60 XP 
  APL 12   
  90 XP 
  APL 14   
  120 XP 
  APL 16   
  135 XP 
   
  Sparing Fiona’s life 
  APL 10   
  90 XP 
  APL 12   
  105 XP 
  APL 14   
  120 XP 
  APL 16   
  150 XP 
   
  Total possible experience: 
  APL 10   
  1,350 XP 
  APL 12   
  1,575 XP 
  APL 14   
  1,800 XP 
  APL 16   
  2,025 XP 
   
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. The loot total is the number of gold 
  pieces each character gains if the foes are plundered of all 
  their earthly possessions. Looting the bodies takes at least 
  10 minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not gain 
  this gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. The coin total is the 
  number of gold pieces each character gains if they take 
  the coin available. A normal adventuring party can 
  usually gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. Next, 
  the magic items are listed. Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. 
  Many times characters must cast identify, analyze dweomer 
  or similar spell to determine what the item does and how 
  to activate it. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the 
  end of the adventure, its total is subtracted from the 
  adventure totals below. Once you have subtracted the 
  value for unclaimed treasure from each encounter add it 
  up and that is the number of gold pieces a characters total 
  and coin value increase at the end of the adventure. Write 
  the total in the GP Gained field of the adventure 
  certificate. Because this is a Regional scenario, characters 
  may spend additional Time Units to practice professions 
  or create items immediately after the adventure so this 
  total may be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter 3: Jungle Rendezvous 
    APL 10: L: 0 gp; C: 0 gp; M: potion of invisibility (25 gp per 
  PC), potion of gaseous form (63 gp per PC), potion of cure 
  moderate wounds (25 gp per PC), gloves of dexterity +4 (1333 
  gp per PC), vest of resistance +2 (333 gp per PC), leather 
  armor of silent moves +3 (1076 pg per PC), +2 returning 
  dagger (1525 gp per PC), ring of protection +2 (667 per PC). 
    APL 12: L: 0 gp; C: 0 gp; M: potion of invisibility (25 gp per 
  PC), potion of gaseous form (63 gp per PC), potion of cure 
  
  COR4-13 A Wretched Soul 
   
  Page 16  
  moderate wounds (25 gp per PC), gloves of dexterity +4 (1333 
  gp per PC), vest of resistance +2 (333 gp per PC), leather 
  armor of silent moves +3 (1076 pg per PC), +2 returning 
  dagger (1525 gp per PC), ring of protection +2 (667 per PC). 
    APL 14: L: 0 gp; C: 0 gp; M: potion of invisibility (25 gp per 
  PC), potion of gaseous form (63 gp per PC), potion of cure 
  moderate wounds (25 gp per PC), gloves of dexterity +6 (3000 
  gp per PC), vest of resistance +3 (750 gp per PC), leather 
  armor of silent moves +3 (1076 pg per PC), +2 returning 
  dagger (1525 gp per PC), ring of protection +2 (667 per PC). 
    APL 16: L: 0 gp; C: 0 gp; M: potion of invisibility (25 gp per 
  PC), potion of gaseous form (63 gp per PC), potion of cure 
  moderate wounds (25 gp per PC), gloves of dexterity +6 (3000 
  gp per PC), vest of resistance +4 (1333 gp per PC), leather 
  armor of silent moves +3 (1076 pg per PC), +2 returning 
  dagger (1525 gp per PC), ring of protection +2 (667 per PC). 
   
  Encounter 5: Temple and Storm 
    APL 10: L: masterwork studded leather armor (4) (58 gp 
  per PC), mw heavy wooden shield (5) (65 gp per PC), 
  masterwork composite longbow (5) (167 gp per PC), 
  masterwork scimitar (5) (131 gp per PC); C: 0 gp; M: 0 gp 
    APL 12: L: masterwork studded leather armor (4) (58 gp 
  per PC), mw heavy wooden shield (2) (26 gp per PC), 
  masterwork composite longbow (2) (67 gp per PC), 
  masterwork scimitar (2) (53 gp per PC); C: 0 gp; M: +1 
  buckler (4) (388 gp per PC), +1 composite longbow (4) (800 gp 
  per PC), +1 scimitar (4) (772 gp per PC). 
    APL 14: L: masterwork studded leather armor (4) (58 gp 
  per PC), mw heavy wooden shield (4) (52 gp per PC), 
  masterwork composite longbow (4) (133 gp per PC), 
  masterwork scimitar (4) (133 gp per PC); C: 0 gp; M: +1 
  buckler (4) (388 gp per PC), +1 composite longbow (4) (800 gp 
  per PC), +1 scimitar (4) (772 gp per PC). 
    APL 16: L: masterwork studded leather armor (4) (58 gp 
  per PC), mw heavy wooden shield (6) (79 gp per PC), 
  masterwork composite longbow (6) (200 gp per PC), 
  masterwork scimitar (6) (158 gp per PC); C: 0 gp; M: +1 
  buckler (4) (388 gp per PC), +1 composite longbow (4) (800 gp 
  per PC), +1 scimitar (4) (772 gp per PC). 
   
  Encounter 6: Sacrifice 
    APL 10: L: masterwork dagger (25 gp per PC); C: 0 gp; 
  M: cloak of resistance +2 (333 gp per PC), ring of force shield 
  (708 gp per PC), scroll of dimension door (58 gp per PC), 
  dragonhide wild leather armor +2 (2109 gp per PC), +2 spear 
  (692 gp per PC), collar of resistance +2 (163 gp per PC). 
    APL 12: L: masterwork dagger (25 gp per PC); C: 0 gp; 
  M: cloak of resistance +3 (750 gp per PC), ring of force shield 
  (708 gp per PC), scroll of dimension door (58 gp per PC), 
  dragonhide wild leather armor +2 (2109 gp per PC), +2 spear 
  (692 gp per PC), collar of resistance +3 (368 gp per PC). 
    APL 14: L: masterwork dagger (25 gp per PC); C: 0 gp; 
  M: cloak of resistance +4 (1333 gp per PC), ring of force shield 
  (708 gp per PC), scroll of dimension door (58 gp per PC), 
  dragonhide wild leather armor +2 (2109 gp per PC), +2 spear 
  (692 gp per PC), collar of resistance +4 (653 gp per PC). 
    APL 16: L: masterwork dagger (25 gp per PC); C: 0 gp; 
  M: cloak of resistance +5 (2083 gp per PC), ring of force shield 
  (708 gp per PC), scroll of dimension door (58 gp per PC), 
  dragonhide wild leather armor +2 (2109 gp per PC), +2 spear 
  (692 gp per PC), collar of resistance +5 (1021 gp per PC). 
   
  Conclusion 
    All APLs: C: Gynarch Maynem’s Hiring Fee (1000 gp 
  per PC). 
   
  Total Possible Treasure 
  APL 10:   
  2,300 gp 
  APL 12:   
  3,300 gp 
  APL 14:   
  6,600 gp 
  APL 16:   
  9,900 gp 
   
   
   
  SPECIAL 
  �Favor of Druidess Meleri: In return for thwarting the 
  plans of the Cult of Vecna, Druidess Meleri offers one of 
  the following to the PC: Reincarnate the PC at no charge. 
  Provide access to up to 5 greater slaying arrows (giant) 
  (DMG); Frequency: Adventure. Provide access to boots of 
  tracklessness (A&EG); Frequency: Adventure. Only ONE 
  favor may be used. Circle the favor used and record the 
  AR here: ______. 
  �Favor of Hender: Hender provides access to 
  enchanted (+2) bone versions of any melee weapon with 
  one (or none) of the following special qualities: deflection 
  (Complete Warrior), knockback (Complete Warrior), or last 
  resort (Complete Warrior). The PC must pay the standard 
  cost for the item plus any special quality. Record the AR 
  number where used here: ______. 
  �Favor of Gynarch Rotanna Maynem: In return for 
  your service, the Gynarch allows you one of the 
  following:  
   
  Access to her menagerie for a creature to serve as an 
  Improved Familiar, provided the PC meets all 
  prerequisites. This improved familiar may be any living 
  native (non-outsider) creature described in the Dungeon 
  Master’s Guide or Complete Warrior. 
   
  A celestial version of any standard animal 
  companion or animal from the Player’s Handbook. The PC 
  must pay a shipping and handling fee equal to 200 gp per 
  HD. 
   
  Only ONE favor may be used. Circle the favor used 
  and record the AR here: _____. 
  
  COR4-13 A Wretched Soul 
   
  Page 17  
   
  �Curse of the Robe of Vecna: The Robe has recognized 
  its True Master and understands there is work to be done. 
  The PC gains the Spell Penetration feat. However, the 
  Robe grafts itself to the PC (whether the PC was currently 
  wearing the Robe or not) and cannot be taken off unless a 
  miracle or wish is used. If this is done, the Robe 
  disintegrates and becomes useless and the PC 
  permanently loses a point of Constitution and 
  Intelligence. These points may not be regained by 
  restoration. All effects of the Taint of the Robe of Vecna are in 
  place in addition to the following. Animals that come 
  within 30 feet flee from the PC as if affected by a fear spell 
  unless they succeed at a Will save (DC 14 + PC’s 
  Intelligence bonus). Should the animal save, it 
  immediately attacks the PC. The evil and magical auras 
  and black nimbus of the Robe cannot be masked by any 
  means, including mind blank and similar spells. The PC 
  detects as undead, evil (moderate) and magical (moderate 
  necromancy). 
  Note: The Robe of Vecna may not be sold. No one will 
  buy such an obviously tainted item. 
   
   
  
  COR4-13 A Wretched Soul 
   
  Page 18  
  APPENDIX 1: NPCS 
  ENCOUNTER 3: JUNGLE RENDEZVOUS 
  APL 10  (EL 8) 
  �Maldwyn ap Talvan: Male human Rog5/Clr3; CR 8; 
  Medium humanoid (human); HD 5d6+3d8+16; hp 53; 
  Init +8; Spd 30 ft.; AC 21, touch 16, flat-footed 21; Base 
  Atk +5; Grp +5; Atk/Full Atk +7 melee (1d4+2 [crit 19- 
  20/x2], +2 returning dagger), or +11 ranged (1d4+2/19-
  20, +2 returning dagger); SA Sneak attack +3d6; SQ 
  Evasion, rebuke undead (4/day), spontaneous casting 
  (inflict), uncanny dodge; AL N; SV Fort +8, Ref +11, 
  Will +8. Str 10, Dex 18, Con 14, Int 14, Wis 14, Cha 12. 
  Height 5 ft. 6 in. 
   
  Skills and Feats: Appraise +5, Balance +13, Bluff +9, 
  Climb +0, Concentration +5, Decipher Script +7, 
  Diplomacy +3, Disguise +6, Escape Artist +12, Gather 
  Information +6, Heal +4, Hide +12, Intimidate +3, 
  Jump +6, Knowledge (arcana) +7, Knowledge (religion) 
  +4, Listen +7, Move Silently +16, Open Lock +7, Search 
  +6, Sense Motive +2, Sleight of Hand +11, Spellcraft +5, 
  Spot +6, Tumble +12; Dodge, Improved Initiative, 
  Mobility, Spring Attack. 
   
  Spells Prepared (4/3+1/2+1; base DC = 12 + spell 
  level): 0–cure minor wounds, detect magic, guidance, 
  resistance; 1st–Nystul’s undetectable aura*, cure light 
  wounds, sanctuary, shield of faith; 2nd–detect thoughts*, 
  bear’s endurance, hold person. 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills. Divinations are cast at 
  +1 caster level); Magic (May use spell completion or 
  spell trigger devices as a 5-level wizard). 
   
  Possessions: Olman attire, +3 leather armor of silent 
  moves, ring of protection +2, gloves of dexterity +4, vest of 
  resistance +2, potion of cure moderate wounds, potion of 
  gaseous form, potion of invisibility, +2 returning dagger. 
   
  Notes: Maldwyn speaks Common, Giant, and 
  Infernal. 
   
  APL 12  (EL 10) 
  �Maldwyn ap Talvan: Male human Rog5/Clr5; CR 10; 
  Medium humanoid (human); HD 5d6+5d8+20; hp 67; 
  Init +8; Spd 30 ft.; AC 21, touch 16, flat-foote d 21; Base 
  Atk +6; Grp +6; Atk +12 ranged (1d4+2/19-20, +2 
  returning dagger); Full Atk +8/+3 melee (1d4+2/19-20, +2 
  returning dagger), or +12/+7 ranged (1d4+2/19-20, +2 
  returning dagger); SA Sneak attack +3d6; SQ Evasion, 
  rebuke undead (4/day), spontaneous casting (inflict), 
  uncanny dodge; AL N; SV Fort +9, Ref +11, Will +9. Str 
  10, Dex 18, Con 14, Int 14, Wis 14, Cha 12. Height 5 ft. 
  6 in. 
   
  Skills and Feats: Appraise +5, Balance +13, Bluff +9, 
  Climb +0, Concentration +7 (+9),Decipher Script +7, 
  Disguise +6, Escape Artist +12, Gather Information +6, 
  Heal +4, Hide +12, Jump +6, Knowledge (arcana) +7, 
  Knowledge (religion) +8, Listen +7, Move Silently +17, 
  Open Lock +7, Search +6, Sleight of Hand +11, 
  Spellcraft +7, Spot +6, Tumble +12; Close-Quarters 
  Fighting, Dodge, Improved Initiative Mobility, Spring 
  Attack. 
   
  Spells Prepared (5/4+1/3+1/1+1; base DC = 12 + 
  spell level): 0–cure minor wounds (2), detect magic, 
  guidance, resistance; 1st–Nystul’s undetectable aura*, cause 
  fear, cure light wounds, sanctuary, shield of faith; 2nd–detect 
  thoughts*, bear’s endurance, hold person, silence; 3rd–dispel 
  magic*, cure serious wounds. 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills. Divinations are cast at 
  +1 caster level); Magic (May use spell completion or 
  spell trigger devices as a 5-level wizard). 
   
  Possessions: Olman attire, +3 leather armor of silent 
  moves, ring of protection +2, gloves of dexterity +4, vest of 
  resistance +2, potion of cure moderate wounds, potion of 
  gaseous form, potion of invisibility, +2 returning dagger. 
   
  Notes: Maldwyn speaks Common, Giant, and 
  Infernal. 
   
  APL 14  (EL 12) 
  �Maldwyn ap Talvan: Male human Rog5/Clr5/Asn2; 
  CR 12; Medium humanoid (human); HD 7d6+5d8+24; 
  hp 71; Init +9; Spd 30 ft.; AC 22, touch 17, flat-footed 
  22; Base Atk +7; Grp +7; Atk +14 ranged (1d4+2/19-20 
  plus poison, +2 returning dagger); Full Atk +9/+4 melee 
  (1d4+2/19-20 plus poison, +2 returning dagger), or 
  +14/+9 ranged (1d4+2/19-20 plus poison, +2 returning 
  dagger); SA Sneak attack +4d6, death attack; SQ 
  Evasion, poison use, poison resistance, rebuke undead 
  (4/day), spontaneous casting (inflict), uncanny dodge; 
  AL N; SV Fort +10, Ref +16, Will +10. Str 10, Dex 21, 
  Con 14, Int 14, Wis 14, Cha 12. Height 5 ft. 6 in.  
   
  Skills and Feats: Appraise +5, Balance +14, Bluff +10, 
  Climb +0, Concentration +7, Decipher Script +7, 
  Disguise +6, Escape Artist +13, Gather Information +6, 
  Heal +4, Hide +20, Jump +6, Knowledge (arcana) +7, 
  Knowledge (religion) +8, Listen +9, Move Silently +20, 
  Open Lock +8, Search +7, Sleight of Hand +15, 
  Spellcraft +7, Spot +7, Tumble +15; Close-Quarters 
  
  COR4-13 A Wretched Soul 
   
  Page 19  
  Fighting, Dodge, Improved Initiative, Mobility, Point 
  Blank Shot, Spring Attack. 
   
   Spells Prepared (cleric) (5/4+1/3+1/1+1; base DC = 
  12 + spell level): 0–cure minor wounds (2), detect magic, 
  guidance, resistance; 1st–Nystul’s undetectable aura*, cause 
  fear, cure light wounds, sanctuary, shield of faith; 2nd–detect 
  thoughts*, bear’s endurance, hold person, silence; 3rd–dispel 
  magic*, cure serious wounds. 
   
  Spells Known (assassin) (1; base DC = 12 + spell 
  level): 1st–disguise self, true strike. 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills. Divinations are cast at 
  +1 caster level); Magic (May use spell completion or 
  spell trigger devices as a 5-level wizard). 
   
  Possessions: Olman attire, +3 leather armor of shadow 
  silent moves, ring of protection +2, gloves of dexterity +6, vest 
  of resistance +3, potion of cure moderate wounds, potion of 
  gaseous form,potion of invisibility, +2 returning dagger 
  (poisoned). 
   
  Death Attack: Study a target for 3 rounds then 
  make a successful sneak attack within the next 3 
  rounds to paralyze (for 1d6+2 rounds) or kill the target. 
  Fortitude save (DC 14) to avoid effects. 
   
  Poison Use: Assassins are trained in the use of 
  poison 
  and 
  never 
  risk 
  accidentally 
  poisoning 
  themselves when applying poison to a blade. 
   
  Poison 
  (deathblade): 
  Injury 
  (DC 
  20); 
  Initial/Secondary Damage (1d6 Con/2d6 Con). 
   
  Notes: Maldwyn speaks Common, Giant, and 
  Infernal. 
   
  APL 16  (EL 14) 
  �Maldwyn ap Talvan: Male human Rog5/Clr5/Asn5; 
  CR 
  15; 
  Medium 
  humanoid 
  (human); 
  HD 
  10d6+5d8+24; hp 97; Init +9; Spd 30 ft.; AC 22, touch 
  17, flat-footed 22; Base Atk +9; Grp +9; Atk +16 ranged 
  (1d4+2/19-20 plus poison, +2 returning dagger); Full Atk 
  +11/+6 melee (1d4+2/19-20 plus poison, +2 returning 
  dagger), or +16/+11 ranged (1d4+2/19-20 plus poison, +2 
  returning dagger); SA Sneak attack +4d6, death attack; 
  SQ Evasion, poison use, poison resistance, rebuke 
  undead (4/day), spontaneous casting (inflict), uncanny 
  dodge; AL N; SV Fort +12, Ref +18, Will +12. Str 10, 
  Dex 21, Con 14, Int 14, Wis 14, Cha 12. Height 5 ft. 6 
  in. 
   
  Skills and Feats: Appraise +5, Balance +14, Bluff +12, 
  Climb +0, Concentration +7, Decipher Script +7, 
  Disguise +6, Escape Artist +15, Gather Information +6, 
  Heal +4, Hide +23, Jump +6, Knowledge (arcana) +8, 
  Knowledge (religion) +8, Listen +10, Move Silently 
  +23, Open Lock +8, Search +8, Sleight of Hand +18, 
  Spellcraft +7, Spot +8, Tumble +18; Close-Quarters 
  Fighting, Dodge, Improved Initiative, Mobility, Point 
  Blank Shot, Precise Shot, Spring Attack. 
   
  Spells Prepared (cleric) (5/4+1/3+1/1+1; base DC = 12 
  + spell level): 0–cure minor wounds (2), detect magic, 
  guidance, resistance; 1st–Nystul’s undetectable aura*, cause 
  fear, cure light wounds, sanctuary, shield of faith; 2nd–detect 
  thoughts*, bear’s endurance, hold person, silence; 3rd–dispel 
  magic*, cure serious wounds. 
   
  Spells Known (assassin) (4/3; base DC = 12 + spell 
  level): 1st–feather fall, disguise self, sleep, true strike; 2nd–
  cat’s grace, invisibility, pass without trace. *Domain spell. 
  Domains: Knowledge (All Knowledge skills are class 
  skills. Divinations are cast at +1 caster level); Magic 
  (May use spell completion or spell trigger devices as a 
  5-level wizard). 
   
  Possessions: Olman attire, +3 leather armor of shadow 
  silent moves, ring of protection +2, gloves of dexterity +6, vest 
  of resistance +4, potion of cure moderate wounds, potion of 
  gaseous form, potion of invisibility, +2 returning dagger 
  (poisoned). 
   
  Death Attack: Study a target for 3 rounds then 
  make a successful sneak attack within the next 3 
  rounds to paralyze (for 1d6+2 rounds) or kill the target. 
  Fortitude save (DC 17) to avoid effects. 
   
  Poison Use: Assassins are trained in the use of 
  poison 
  and 
  never 
  risk 
  accidentally 
  poisoning 
  themselves when applying poison to a blade. 
   
  Poison 
  (deathblade): 
  Injury 
  (DC 
  20); 
  Initial/Secondary Damage (1d6 Con/2d6 Con). 
   
  ENCOUNTER 4: PROCESSION OF THE 
  SNAKES 
  APL 10  (EL 12) 
  �Chalmeccacihuatl 
  “The 
  Sacrificer”: 
  Advanced 
  Tyrannosaur of Legend; CR 12; Huge outsider (native, 
  augmented animal); HD *24d8+249; hp 357; Init +9; 
  Spd 40 ft.; AC 24, touch 13, flat-footed 19; Base Atk +18; 
  
  COR4-13 A Wretched Soul 
   
  Page 20  
  Grp +40; Full Atk +30 melee (3d6+21 plus poison, bite); 
  Space/Reach 15 ft./10 ft.; SA Improved grab, swallow 
  whole poison,; SQ Darkvision 60 ft., fast healing 5; SR 
  22; SV Fort +27, Ref +22, Will +14; AL N; Str 38, Dex 
  20, Con 31, Int 4, Wis 17, Cha 14. 
   
  Skills and Feats: Hide +0, Listen +16, Spot +16; 
  Alertness, Awesome Blow, Improved Initiative B, 
  Improved Natural Armor, Improved Natural Attack 
  (bite), Run, Toughness (3), Track. 
   
  Improved Grab (Ex): To use this ability, a 
  tyrannosaurus must hit an opponent of up to one size 
  smaller with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can try to swallow the foe the 
  following round. 
   
  Swallow Whole (Ex): A tyrannosaurus can try to 
  swallow a grabbed opponent of up to two sizes smaller 
  by making a successful grapple check. 
   
  The swallowed creature takes 2d8+8 points of 
  bludgeoning damage and 8 points of acid damage per 
  round from the tyrannosaurus’s gizzard. A swallowed 
  creature can cut its way out by using a light slashing or 
  piercing weapon to deal 25 points of damage to the 
  gizzard (AC 15). Once the creature exits, muscular 
  action closes the hole; another swallowed opponent 
  must cut its own way out. 
   
  A Huge tyrannosaurus’s gizzard can hold 2 
  Medium, 8 Small, 32 Tiny, or 128 Diminutive or 
  smaller opponents. 
   
  Poison 
  (Ex): 
  Chalmeccacihuatl 
  possesses 
  a 
  venomous bite. Injury, Fortitude DC 32, initial damage 
  1d6 Str, secondary damage 1d6 Str. 
   
  Skills: A tyrannosaurus has a +2 racial bonus on 
  Listen and Spot checks. 
   
  APL 12  (EL 14) 
  �Chalmeccacihuatl 
  “The 
  Sacrificer”: 
  Advanced 
  Tyrannosaur of Legend; CR 14; Huge outsider (native, 
  augmented animal); HD 30d8+339; hp 474; Init +9; Spd 
  40 ft.; AC 25 (-2 size, +5 Dex, +12 natural), touch 13, 
  flat-footed 19; Base Atk +22; Grp +44; Full Atk +34 
  melee (3d6+21 plus poison, bite); Space/Reach 15 
  ft./10 ft.; SA Improved grab, swallow whole, poison; 
  SQ Darkvision 60 ft., fast healing 5; SR 25; SV Fort +31, 
  Ref +25, Will +16; AL N; Str 38, Dex 20, Con 32, Int 4, 
  Wis 17, Cha 14. 
   
  Skills and Feats: Hide +2, Listen +18, Spot +18; 
  Alertness, Awesome Blow, Combat Reflexes, Improved 
  Initiative B, Improved Natural Armor (2), Improved 
  Natural Attack (bite), Run, Toughness (3), Track. 
   
  Improved Grab (Ex): To use this ability, a 
  tyrannosaurus must hit an opponent of up to one size 
  smaller with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can try to swallow the foe the 
  following round. 
   
  Swallow Whole (Ex): A tyrannosaurus can try to 
  swallow a grabbed opponent of up to two sizes smaller 
  by making a successful grapple check. 
   
  The swallowed creature takes 2d8+8 points of 
  bludgeoning damage and 8 points of acid damage per 
  round from the tyrannosaurus’s gizzard. A swallowed 
  creature can cut its way out by using a light slashing or 
  piercing weapon to deal 25 points of damage to the 
  gizzard (AC 16). Once the creature exits, muscular 
  action closes the hole; another swallowed opponent 
  must cut its own way out. 
   
  A Huge tyrannosaurus’s gizzard can hold 2 
  Medium, 8 Small, 32 Tiny, or 128 Diminutive or 
  smaller opponents. 
   
  Poison 
  (Ex): 
  Chalmeccacihuatl 
  possesses 
  a 
  venomous bite. Injury, Fortitude DC 36, initial damage 
  1d6 Str, secondary damage 1d6 Str. 
   
  Skills: A tyrannosaurus has a +2 racial bonus on 
  Listen and Spot checks. 
   
  APL 14 (EL 16) 
  �Chalmeccacihuatl 
  “The 
  Sacrificer”: 
  Advanced 
  Tyrannosaur of Legend; CR 16; Huge outsider (native, 
  augmented animal); HD 36d8+405; hp 567; Init +9; Spd 
  40 ft.; AC 25, touch 13, flat-footed 20; Base Atk +27; Grp 
  +49; Full Atk +39 melee (3d6+21 plus poison, bite); 
  Space/Reach 15 ft./10 ft.; SA Improved grab, swallow 
  whole, poison; SQ Darkvision 60 ft., fast healing 5; SR 
  28; SV Fort +34, Ref +28, Will +19; AL N; Str 38, Dex 
  21, Con 32, Int 4, Wis 18, Cha 14. 
   
  Skills and Feats: Hide +4, Listen +20, Spot +20; 
  Alertness, Awesome Blow, Combat Reflexes, Improved 
  Critical (bite), Improved Initiative B, Improved Natural 
  Armor (2), Improved Natural Attack (bite), Power 
  Attack, Run, Toughness (3), Track. 
   
  Improved Grab (Ex): To use this ability, a 
  tyrannosaurus must hit an opponent of up to one size 
  smaller with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can try to swallow the foe the 
  following round. 
   
  Swallow Whole (Ex): A tyrannosaurus can try to 
  swallow a grabbed opponent of up to two sizes smaller 
  by making a successful grapple check.  
   
  The swallowed creature takes 2d8+8 points of 
  bludgeoning damage and 8 points of acid damage per 
  round from the tyrannosaurus’s gizzard. A swallowed 
  creature can cut its way out by using a light slashing or 
  piercing weapon to deal 25 points of damage to the 
  gizzard (AC 16). Once the creature exits, muscular 
  action closes the hole; another swallowed opponent 
  must cut its own way out. 
   
  A Huge tyrannosaurus’s gizzard can hold 2 
  Medium, or 8 Small opponents. 
   
  Poison 
  (Ex): 
  Chalmeccacihuatl 
  possesses 
  a 
  venomous bite. Injury, Fortitude DC 39, initial damage 
  1d6 Str, secondary damage 1d6 Str. 
   
  Skills: A tyrannosaurus has a +2 racial bonus on 
  Listen and Spot checks. 
  
  COR4-13 A Wretched Soul 
   
  Page 21  
   
  APL 16  (EL 18) 
   
  �Chalmeccacihuatl 
  “The 
  Sacrificer”: 
  Advanced 
  Tyrannosaur of Legend; CR 18; Gargantuan outsider 
  (native, augmented animal); HD 42d8+555; hp 744; Init 
  +10; Spd 40 ft.; AC 29, touch 12, flat-footed 23; Base Atk 
  +31; Grp +61; Full Atk +45 melee (4d6+27 plus poison, 
  bite); Space/Reach 20 ft./15 ft.; SA Improved grab, 
  swallow whole, poison; SQ Darkvision 60 ft., fast 
  healing 5; SR 31; SV Fort +39, Ref +32, Will +20; AL N; 
  Str 46, Dex 22, Con 36, Int 4, Wis 18, Cha 14. 
   
  Skills and Feats: Hide +6, Listen +22, Spot +22; 
  Alertness, Awesome Blow, Combat Reflexes, Improved 
  Critical (bite), Improved Initiative B, Improved Natural 
  Armor (3), Improved Natural Attack (bite), Improved 
  Sunder, Power Attack, Run, Toughness (3), Track. 
   
  Improved Grab (Ex): To use this ability, a 
  tyrannosaurus must hit an opponent of up to one size 
  smaller with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can try to swallow the foe the 
  following round. 
   
  Swallow Whole (Ex): A tyrannosaurus can try to 
  swallow a grabbed opponent of up to two sizes smaller 
  by making a successful grapple check. 
   
  The swallowed creature takes 2d8+8 points of 
  bludgeoning damage and 8 points of acid damage per 
  round from the tyrannosaurus’s gizzard. A swallowed 
  creature can cut its way out by using a light slashing or 
  piercing weapon to deal 25 points of damage to the 
  gizzard (AC 18). Once the creature exits, muscular 
  action closes the hole; another swallowed opponent 
  must cut its own way out. 
   
  A Gargantuan tyrannosaurus’s gizzard can hold 2 
  large, 8 Medium, or 32 Small opponents. 
   
  Poison 
  (Ex): 
  Chalmeccacihuatl 
  possesses 
  a 
  venomous bite. Injury, Fortitude DC 44, initial damage 
  1d6 Str, secondary damage 1d6 Str. 
   
  Skills: A tyrannosaurus has a +2 racial bonus on 
  Listen and Spot checks. 
   
  ENCOUNTER 5: TEMPLE AND STORM 
  APL 12 (EL 12) 
  �Yuan-ti Halfblood Archers: Male yuan-ti halfblood 
  Rgr2; CR 7; Medium monstrous humanoid; HD 
  9d8+27; hp 75; Init +3; Spd 30 ft.; AC 22, touch 13, flat-
  footed 19; Base Atk +9; Grp +12; Atk +14 ranged 
  (1d8+1/ x3 plus poison, +1 composite longbow) or +13 
  melee (1d6+4/18-20, +1 scimitar); Full Atk +14/+9 
  ranged (1d8+1/x3 plus poison, +1 composite longbow) or 
  +13/+8 melee (1d6+4/18-20, +1 scimitar) and +7 melee 
  (1d6+1 plus poison, bite); SA Poison, produce acid, 
  favored enemy (human), spell-like abilities; SQ 
  Chameleon power, detect poison, scent, wild empathy; 
  SR 18; AL NE; SV Fort +8, Ref +11, Will +10; Str 17, 
  Dex 17, Con 17, Int 16, Wis 20, Cha 16. 
   
  Skills and Feats: Concentration +13, Hide +12, 
  Knowledge (geography) +13, Knowledge (nature) +13, 
  Listen +17, Move Silently +12, Spot +17; Alertness B, 
  Blind-Fight B, Far Shot, Point Blank Shot, Precise Shot, 
  Rapid Shot B, Track B, Weapon Focus (composite 
  longbow). 
   
  Possessions: Masterwork studded leather armor, +1 
  buckler, +1 composite longbow, +1 +1 scimitar, 40 poisoned 
  arrows. 
   
  Chameleon Power (Sp): A yuan-ti halfblood can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
   
  Favored Enemy (Human): Against humans, Yuan-
  ti archers gains a +2 bonus to Bluff, Listen, Sense 
  Motive, Spot, and Survival checks, as well as weapon 
  damage rolls. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial and 
  secondary damage 1d6 Con. The save DC is 
  Constitution-based. 
   
  Produce Acid (Sp): A yuan-ti halfblood has the 
  psionic power to exude acid from its body, dealing 3d6 
  points of acid damage to the next creature it touches, 
  including a creature hit by its bite attack. If the yuan-ti 
  is grappling or pinning a foe when it uses this power, 
  its grasp deals 5d6 points of acid damage. The acid 
  becomes inert when it leaves the yuan-ti’s body, and 
  the yuan-ti is immune to its effects. 
   
  Spell-like Abilities (Sp): 3/day–animal trance (DC 
  15), cause fear (DC 14); 1/day–deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 16). Caster level 8th. The 
  save DCs are Charisma-based. 
   
  Wild Empathy (Ex): Yuan-ti archer can make a 
  check (+5) to improve the attitude of an animal. He 
  must be within 30 feet of the animal and this takes 1 
  minute to perform.  
   
  APL 14  (EL 14) 
  �Yuan-ti Halfblood Snipers: Male yuan-ti halfblood 
  Rgr2/DpwdSnpr2; 
  CR 
  9; 
  Medium 
  monstrous 
  humanoid; HD 11d8+33; hp 91; Init +3; Spd 30 ft.; AC 
  23, touch 13, flat-footed 20; Base Atk +11; Grp +14; Atk 
  +16 ranged (1d8+1/19-20/x4 plus poison, +1 composite 
  longbow) or +15 melee (1d6+4/18-20, +1 scimitar); Full 
  Atk +16/+11/+6 ranged (1d8+1/ 19-20/x4 plus poison, 
  +1 composite longbow) or +15/+10/+5 melee (1d6+4/18-
  
  COR4-13 A Wretched Soul 
   
  Page 22  
  20, +1 scimitar) and +9 melee (1d6+1 plus poison, bite); 
  SA Concealment reduction, favored enemy (human), 
  keen arrows, magic weapon, poison, produce acid, 
  projectile improved critical, spell-like abilities; SQ 
  Chameleon power, detect poison, range increment 
  bonus, scent, wild empathy; SR 20; AL NE; SV Fort +8, 
  Ref +11, Will +10; Str 17, Dex 17, Con 17, Int 16, Wis 
  20, Cha 16. 
   
  Skills and Feats: Concentration +14, Hide +12, 
  Knowledge (geography) +13, Knowledge (nature) +15, 
  Listen +20, Move Silently +16, Spot +20; Alertness B, 
  Blind-Fight B, Far Shot, Point Blank Shot, Precise Shot, 
  Rapid Shot B, Track B, Weapon Focus (composite 
  longbow). 
   
  Concealment Reduction (Ex): Miss chance against 
  opponents with concealment drops by 10%. 
   
  Chameleon Power (Sp): A yuan-ti halfblood can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
   
  Favored Enemy (Human): Against humans, Yuan-
  ti archers gains a +2 bonus to Bluff, Listen, Sense 
  Motive, Spot, and Survival checks, as well as weapon 
  damage rolls. 
   
  Keen Arrows (Ex): All projectiles fired behave as if 
  they were keen weapons in addition to any other 
  properties they might possess. This does not stack with 
  any other keen effect. 
   
  Poison (Ex): Injury, Fortitude DC 18, initial and 
  secondary damage 1d6 Con. The save DC is 
  Constitution-based. 
   
  Produce Acid (Sp): A yuan-ti halfblood has the 
  psionic power to exude acid from its body, dealing 3d6 
  points of acid damage to the next creature it touches, 
  including a creature hit by its bite attack. If the yuan-ti 
  is grappling or pinning a foe when it uses this power, 
  its grasp deals 5d6 points of acid damage. The acid 
  becomes inert when it leaves the yuan-ti’s body, and 
  the yuan-ti is immune to its effects. 
   
  Projectile Improved Critical (Ex): The critical 
  multiplier of the composite longbow is increased by 1. 
   
  Range Increment Bonus (Ex): The range 
  increment of the composite longbow is increased by 20 
  feet. 
   
  Spell-like Abilities (Sp): 3/day–animal trance (DC 
  15), cause fear (DC 14); 1/day–deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 16). Caster level 8th. 
  1/day–magic weapon. Caster level 2nd. The save DCs are 
  Charisma based. 
   
  Wild Empathy (Ex): Yuan-ti archer can make a 
  check (+5) to improve the attitude of an animal. He 
  must be within 30 feet of the animal and this takes 1 
  minute to perform. Possessions: +1 Studded leather armor, 
  +1 buckler, +1 composite longbow, +1 scimitar, 40 poisoned 
  arrows. 
   
  APL 16  (EL 16) 
  �Yuan-ti Halfblood Snipers: Male yuan-ti halfblood 
  Rgr2/DpwdSnpr2; 
  CR 
  11; 
  Medium 
  monstrous 
  humanoid; HD 13d8+33; hp 107; Init +4; Spd 30 ft.; AC 
  24, touch 14, flatfooted 20; Base Atk +13; Grp +16; Atk 
  +19 ranged (1d8+1/19-20/x4 plus poison, +1 composite 
  longbow) or +17 melee (1d6+4/18-20, +1 scimitar); Full 
  Atk +19/+14/+9 ranged (1d8+1/19-20/x4 plus poison, 
  +1 composite longbow) or +17/+12/+7 melee (1d6+4/18-
  20, +1 scimitar) and +9 melee (1d6+1 plus poison, bite); 
  SA Concealment reduction, favored enemy (human), 
  keen arrows, magic weapon, poison, produce acid, 
  projectile improved critical, spell-like abilities, take 
  aim; SQ Chameleon power, detect poison, range 
  increment bonus, safe poison use, scent, wild empathy; 
  SR 22; AL NE; SV Fort +9, Ref +16, Will +11; Str 17, 
  Dex 18, Con 17, Int 16, Wis 20, Cha 16. 
   
  Skills and Feats: Concentration +15, Hide +18, 
  Knowledge (geography) +13, Knowledge (nature) +17, 
  Listen +22, Move Silently +18, Spot +22; Alertness B, 
  Blind-Fight B, Far Shot, Manyshot, Point Blank Shot, 
  Precise Shot, Rapid Shot B, Track B, Weapon Focus 
  (composite longbow). 
   
  Possessions: +1 Studded leather armor, +1 buckler, +1 
  composite longbow, +1 scimitar, 40 poisoned arrows. 
   
  Concealment Reduction (Ex): Miss chance against 
  opponents with concealment drops by 10%. 
   
  Chameleon Power (Sp): A yuan-ti halfblood can 
  psionically change the coloration of itself and its 
  equipment to match its surroundings, granting it a +10 
  circumstance bonus on Hide checks. 
   
  Favored Enemy (Human): Against humans, Yuan-
  ti archers gains a +2 bonus to Bluff, Listen, Sense 
  Motive, Spot, and Survival checks, as well as weapon 
  damage rolls. 
   
  Keen Arrows (Ex): All projectiles fired behave as if 
  they were keen weapons in addition to any other 
  properties they might possess. This does not stack with 
  any other keen effect. 
   
  Poison (Ex): Injury, Fortitude DC 18, initial and 
  secondary damage 1d6 Con. The save DC is 
  Constitution-based. 
    
  Produce Acid (Sp): A yuan-ti halfblood has the 
  psionic power to exude acid from its body, dealing 3d6 
  points of acid damage to the next creature it touches, 
  including a creature hit by its bite attack. If the yuan-ti 
  is grappling or pinning a foe when it uses this power, 
  its grasp deals 5d6 points of acid damage. The acid 
  becomes inert when it leaves the yuan-ti’s body, and 
  the yuan-ti is immune to its effects. 
   
  Projectile Improved Critical (Ex): The critical 
  multiplier of the composite longbow is increased by 1. 
   
  Range Increment Bonus (Ex): The range 
  increment of the composite longbow is increased by 40 
  feet. 
   
  Safe Poison Use (Ex): The yuan-ti can use poison 
  without any chance of poisoning itself. 
   
  Spell-like Abilities (Sp): 3/day–animal trance (DC 
  15), cause fear (DC 14); 1/day–deeper darkness, neutralize 
  poison (DC 17), suggestion (DC 16). Caster level 8th. 
  1/day–magic weapon. Caster level 4th. The save DCs are 
  Charismabased. 
   
  Take Aim (Ex): By aiming carefully, the yuanti can 
  gain a +2 bonus on attack rolls against a stationary 
  
  COR4-13 A Wretched Soul 
   
  Page 23  
  target. Taking aim is a full-round action and if the 
  target moves more than 5 feet during that period the 
  bonus is lost. 
   
  Wild Empathy (Ex): Yuan-ti archer can make a 
  check (+5) to improve the attitude of an animal. He 
  must be within 30 feet of the animal and this takes 1 
  minute to perform.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  ENCOUNTER 6: SACRIFICE 
  APL 10  (EL 12) 
  �Pacanan: Male human Clr3/Wiz7; CR 10; Medium 
  humanoid (human); HD 3d8+7d4+20; hp 59; Init +4; 
  Spd 30 ft.; AC 20, touch 14, flat-footed 20; Base Atk +5; 
  Grp +12; Atk +13 melee (1d4+7/19-20, masterwork 
  dagger); SA Spells, Hand of Vecna; SQ Hand of Vecna, 
  fire resistance 20, electrical absorbance 84 points, 
  familiar; AL NE; SV Fort +9, Ref +5, Will +13; Str 24, 
  Dex 10, Con 14, Int 15, Wis 17, Cha 12.  
   
  Skills and Feats: Bluff +10, Concentration +12, 
  Decipher Script +2, Disguise +2, Gather Information 
  +3, Heal +4, Intimidate +3, Knowledge (arcana) +10, 
  Knowledge (history) +8, Knowledge (local) +7, 
  Knowledge (planes) +7, Knowledge (religion) +10, 
  Listen +5, Sense Motive +3, Spellcraft +12, Spot +5; 
  Improved Familiar, Improved Initiative, Persuasive, 
  Silent Spell, Skill Focus (Bluff), Reach Spell. 
   
  Spells Prepared (Cleric) (4/3+1/2+1; base DC = 13 + 
  spell level): 0–cure minor wounds, detect magic, guidance, 
  resistance; 1st–command, detect secret doors*, entropic shield, 
  shield of faith; 2nd–bear’s endurance, detect thoughts*, sound 
  burst 
   
  Spells Prepared (Wizard) (4/5/4/2/1; base DC = 12 + 
  spell level): 0–acid splash, flare, ghost sound, touch of 
  fatigue; 1st–charm person, expeditious retreat, mage armor, 
  magic missile, ray of enfeeblement; 2nd–magic missile 
  (silent), resist energy (fire), scorching ray, web; 3rd–sleet 
  storm, protection from energy (electricity); 4th– touch of 
  idiocy (reach);  
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills. Divinations are cast at 
  +1 caster level); Magic (May use spell completion or 
  spell trigger devices as a 5-level wizard). 
   
  Possessions: Hand of Vecna, masterwork dagger, cloak 
  of resistance +2, ring of force shield, scroll of dimension door.  
   
  Notes: Pacanan speaks Common, Draconic, and 
  Undercommon. He has a permanent Rary’s telepathic 
  bond with his familiar. 
   
  �Mardu, imp familiar: Tiny outsider (evil, lawful, 
  extraplanar); HD 10; hp 29; Init +3, Spd 20 ft., fly 50 ft. 
  (perfect); AC 24, touch 15, flat-footed 21; Base Atk +5; 
  Grp –3; Atk/Full Atk +10 melee (1d4 plus poison, 
  sting); SA Poison, spell-like abilities; SQ alternate form, 
  darkvision 60 ft., deliver touch spells, DR 5/good or 
  silver, fast healing 2, immunity to poison, improved 
  evasion, resistance to fire 5, speak with master, granted 
  abilities; AL LE; SV Fort +5, Ref +6, Will +9; Str 10, Dex 
  17, Con 10, Int 10, Wis 12, Cha 14.  
   
  Skills and Feats: Diplomacy +8, Hide +17, 
  Knowledge (Planes) +6, Listen +7, Move Silently +9, 
  Search +6, Spellcraft +6, Spot +7, Survival +1; Dodge, 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 17, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The DC 
  is Constitution-based and includes a +2 racial bonus. 
   
  Spell-like Abilities (Sp): At will–detect good, detect 
  magic, invisibility (self only); 1/day– suggestion. Caster 
  level 6th; save DC 10 + spell level. Once per week an 
  imp can use commune to ask six questions (otherwise as 
  the spell cast by a 12th level cleric). 
   
  Alternate Form (Su): As polymorph, caster level 
  12th, except that an individual imp can assume only one 
  or two forms no larger than Medium. Common forms 
  include monstrous spider, raven, rat, and boar. 
   
  �Fiona Maynem: Female human Drd7/NmlLrd3 
  (Snake); CR 10; Medium humanoid (human); HD 
  10d8+20; hp 73; Init +0; Spd 30 ft.; AC 18, touch 10, 
  flat-footed 18; Base Atk +7; Grp +6; Atk +8 melee 
  (1d8+1/x3, +2 spear); Full Atk +8/+3 melee (1d8+1/crit 
  x3, +2 spear); SA Spells; SQ Animal bond, animal 
  companion, animal sense, animal speech, lesser wild 
  shape, nature sense, resist nature’s lure, trackless step, 
  wild shape 3/day, wild empathy, woodland stride, fire 
  absorbance 84, electrical resistance 20; AL NE; SV Fort 
  +10, Reflex +7, Will +9; Str 8, Dex 10, Con 14, Int 13, 
  Wis 17, Cha 14. Height 5 ft. 6 in. 
   
   Skills and Feats: Bluff +5, Climb +0, Concentration 
  +10, Escape Artist +1, Handle Animal +8, Heal +7, Hide 
  +1, Knowledge (nature) +12, Listen +8, Spellcraft +7, 
  Spot +8, Survival +14; Animal Control, Animal 
  Defiance, Clever Wrestling B, Lightning Reflexes, 
  Natural Spell, Resist Poison.* 
   
  Spells Prepared (Druid) (6/5/4/3/1; base DC = 13 + 
  spell level): 0–create water, cure minor wounds (x3), detect 
  magic, flare; 1st–charm animal, cure light wounds, faerie 
  fire, magic fang, produce flame; 2nd–barkskin, bear’s 
  endurance, resist energy (electricity), warp wood; 3rd–cure 
  moderate wounds, meld into stone, protection from energy 
  (fire); 4th–freedom of movement 
   
  Spells Prepared (Snakelord) (2/1; base DC = 13 + spell 
  level): 1st–camouflage, cure light wounds; 2nd–hold 
  animal. 
   
  Possessions: Dragonhide wild leather armor +2, +2 spear, 
  collar of resistance +2 (animal companion). 
   
  Animal Bond (Ex): Allows the Animal Lord to 
  have an animal companion as per the animal 
  
  COR4-13 A Wretched Soul 
   
  Page 24  
  companion ability of the druid, but limited to animals 
  in her selected group. The Animal Lord’s levels count 
  as its effective druid level for purposes of this ability. If 
  the Animal Lord already has the animal companion 
  ability from another class, the class levels stack. 
   
  Animal Companion (Ex): Fiona has a huge viper 
  animal companion named Ssesseth. 
   
  Animal Sense (Su): Fiona can sense any snakes 
  within a 9-mile radius. 
   
  Animal Speech (Ex): Fiona can converse at will 
  with snakes as though under the effects of speak with 
  animals. 
   
  Lesser Wild Shape (Su): Fiona may wild shape 
  into a Small or Medium size snake at will. 
   
  Nature Sense (Ex): Fiona gains a +2 bonus on 
  Knowledge (Nature) and Survival checks (included). 
   
  Trackless Step (Ex): Fiona leaves no trail in natural 
  surroundings and cannot be tracked. Fiona may choose 
  to leave a trail if so desired. 
   
  Resist Nature’s Lure (Ex): Fiona gains a +4 bonus 
  on saving throws against the spell-like abilities of fey. 
   
  Wild Empathy (Ex): Fiona can make a check (+14) 
  to improve the attitude of an animal. He must be 
  within 30 feet of the animal and this takes 1 minute to 
  perform. 
   
  Wild Shape (Su): Fiona may turn into a Small or 
  Medium size animal and back again 3 times/day for up 
  to 7 hours. 
   
  Woodland Stride (Ex): Fiona moves through 
  dense jungle at full speed without suffering any 
  damage or impairment. Magically overgrown areas still 
  impede Fiona. 
  �Ssesseth, viper animal companion: Huge magical 
  beast (augmented animal); HD 8d8+8; hp 44; Init +7; 
  Spd 20 ft., climb 20 ft., swim 20 ft.; AC 18 (-2 size, +3 
  Dex, +7 natural), touch 11, flatfooted 15; Base Atk +6; 
  Grp +17; Full Atk +9 melee (1d6+4 plus poison, bite); 
  Space/Reach 15 ft./10 ft.; SA Poison; SQ Evasion, link, 
  scent, share spells; AL N; SV Fort +9, Ref +11, Will +5; 
  Str 17, Dex 16, Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +11. Hide +6, 
  Listen +7, Spot +7, Swim +11; Improved Initiative, 
  Run, Weapon Focus (bite). 
   
  Poison (Ex): Injury, Fortitude DC 15, initial 
  damage 1d6 Con, secondary damage 1d6 Con. The DC 
  is Constitution-based. 
   
  Evasion (Ex): If Ssesseth is subjected to an attack 
  that normally allows a Reflex saving throw for half 
  damage, it takes no damage if it makes a successful 
  saving throw. 
   
  Link (Ex): A druid can handle her animal 
  companion as a free action or push it as a move action. 
  A druid gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding an animal companion. 
   
  Tricks: Ssesseth knows the following tricks – 
  attack (2), come, defend, stay. 
   
  APL 12  (EL 12) 
  �Pacanan: Male human Clr3/Wiz7/MyT2; CR 12; 
  Medium humanoid (human); HD 3d8+9d4+24; hp 69; 
  Init +4; Spd 30 ft.; AC 20, touch 14, flat-footed 20; Base 
  Atk +6; Grp +13; Ak +14 melee (1d4+7/19-20, 
  masterwork dagger); Full Atk +14/+9 melee (1d4+7/19-
  20, masterwork dagger); SA Spells, Hand of Vecna; SQ 
  Familiar, Hand of Vecna; fire resistance 20, electrical 
  absorbance 108 points; AL NE; SV Fort +10, Ref +6, 
  Will +17; Str 24, Dex 10, Con 14, Int 16, Wis 17, Cha 
  12.  
   
  Skills and Feats: Bluff +11, Concentration +14, 
  Decipher Script +3, Disguise +5, Gather Information 
  +5, Heal +4, Intimidate +5, Knowledge (arcana) +11, 
  Knowledge (history) +9, Knowledge (local) +8, 
  Knowledge (planes) +8, Knowledge (religion) +11, 
  Listen +5, Sense Motive +7, Spellcraft +14, Spot +5; 
  Deceitful, Improved Familiar, Improved Initiative, 
  Persuasive, Silent Spell, Skill Focus (Bluff), Reach 
  Spell. 
   
  Spells Prepared (Cleric) (5/4+1/3+1/2+1; base DC = 
  13 + spell level): 0–cure minor wounds, detect magic, 
  guidance, resistance, virtue; 1st–command, detect secret 
  doors*, entropic shield, sanctuary, shield of faith; 2nd– bear’s 
  endurance, detect thoughts*, silence, sound burst; 3rd–cure 
  serious wounds, dispel magic*, protection from energy. 
   
  Spells Prepared (Wizard) (4/5/5/4/2/1; base DC = 13 
  + spell level): 0–acid splash, flare, ghost sound, touch of 
  fatigue; 1st–charm person, expeditious retreat, mage armor, 
  magic missile, ray of enfeeblement; 2nd– magic missile 
  (silent), mirror image, resist energy (fire), scorching ray, web; 
  3rd–deep slumber, protection from energy (electricity), sleet 
  storm, suggestion; 4th–dimension door, touch of idiocy 
  (reach); 5th–vampiric touch (reach). 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills. Divinations are cast at 
  +1 caster level); Magic (May use spell completion or 
  spell trigger devices as a 5-level wizard). 
   
  Possessions: Hand of Vecna masterwork dagger, cloak 
  of resistance +3, ring of force shield, scroll of dimension door. 
   
  Notes: Pacanan speaks Common, Draconic, and 
  Undercommon. He has a permanent Rary’s telepathic 
  bond with his familiar. 
  
  COR4-13 A Wretched Soul 
   
  Page 25  
   
  �Mardu, imp familiar: Tiny outsider (evil, lawful, 
  extraplanar); HD 12; hp 34; Init +3, Spd 20 ft., fly 50 ft. 
  (perfect); AC 24, touch 15, flat-footed 21; Base Atk +6; 
  Grp –2; Atk/Full Atk +11 melee (1d4 plus poison, 
  sting); SA Poison, spell-like abilities; SQ alternate form, 
  darkvision 60 ft., deliver touch spells, DR 5/good or 
  silver, fast healing 2, immunity to poison, improved 
  evasion, resistance to fire 5, speak with master, granted 
  abilities; AL LE; SV Fort +5, Ref +6, Will +12; Str 10, 
  Dex 17, Con 10, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Diplomacy +8, Hide +17, 
  Knowledge (planes) +6, Listen +7, Move Silently +9, 
  Search +6, Spellcraft +6, Spot +7, Survival +1; Dodge, 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 18, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The DC 
  is Constitution-based and includes a +2 racial bonus. 
   
  Spell-like Abilities (Sp): At will–detect good, detect 
  magic, invisibility (self only); 1/day– suggestion. Caster 
  level 6th; save DC 10 + spell level. Once per week an 
  imp can use commune to ask six questions (otherwise as 
  the spell cast by a 12th-level cleric). 
   
  Alternate Form (Su): As polymorph, caster level 
  12th, except that an individual imp can assume only one 
  or two forms no larger than Medium. Common forms 
  include monstrous spider, raven, rat, and boar. 
   
  �Fiona Maynem: Female human Drd8/NmlLrd4 
  (Snake); CR 12; Medium humanoid (human); HD 
  12d8+24; hp 87; Init +0; Spd 30 ft.; AC 18, touch 10, 
  flat-footed 18; Base Atk +9; Grp +8; Atk +10 melee 
  (1d8+1/ x3, +2 spear); Full Atk +10/+5 melee (1d8+1/x3, 
  +2 spear); SA Spells; SQ Animal bond, animal 
  companion, animal farspeech, animal sense, animal 
  speech, lesser wild shape, nature sense, resist nature’s 
  lure, trackless step, wild shape 3/day, wild empathy, 
  woodland stride, acid absorbance 84, electrical 
  resistance 20, fire resistance 5; AL NE; SV Fort +12, 
  Reflex +8, Will +11; Str 8, Dex 10, Con 14, Int 13, Wis 
  18, Cha 14. Height 5 ft. 6 in. 
   
  Skills and Feats: Bluff +5, Climb +0, Concentration 
  +12, Escape Artist +1, Handle Animal +9, Heal +8, Hide 
  +2, Knowledge (nature) +14, Listen +10, Spellcraft +8, 
  Spot +10, Survival +15; Animal Control, Animal 
  Defiance, Clever Wrestling B, Lightning Reflexes, 
  Natural Spell, Resist Poison, Resistance to Energy 
  (fire). 
   
  Spells Prepared (Druid) (6/5/4/4/3; base DC = 14 + 
  spell level): 0–create water, cure minor wounds (3), detect 
  magic, flare; 1st–charm animal, cure light wounds, faerie 
  fire, magic fang, produce flame; 2nd–barkskin, bear’s 
  endurance, resist energy (electricity), warp wood; 3rd–cure 
  moderate wounds, meld into stone, protection from energy 
  (acid), sleet storm; 4th–cure serious wounds, flame strike, 
  freedom of movement.  
   
  Spells Prepared (Snakelord) (2/2; base DC = 14 + spell 
  level): 1st–camouflage, cure light wounds; 2nd–cure 
  moderate wounds, hold animal. 
   
  Possessions: Dragonhide wild leather armor +2, +2 spear, 
  collar of resistance +3 (animal companion). 
   
  Animal Bond (Ex): Allows the Animal Lord to 
  have an animal companion as per the animal 
  companion ability of the druid, but limited to animals 
  in her selected group. The Animal Lord’s levels count 
  as its effective druid level for purposes of this ability. If 
  the Animal Lord already has the animal companion 
  ability from another class, the class levels stack. 
   
  Animal Companion (Ex): Fiona has a huge viper 
  animal companion named Ssesseth. 
   
  Animal Farspeech (Sp): Fiona can use her animal 
  speech ability to converse telepathically with any snake 
  within a 16-mile radius. 
   
  Animal Sense (Su): Fiona can sense any snakes 
  within a 16-mile radius. 
   
  Animal Speech (Ex): Fiona can converse at will 
  with snakes as though under the effects of speak with 
  animals. 
   
  Lesser Wild Shape (Su): Fiona may wild shape 
  into a Small or Medium size snake at will. 
   
  Nature Sense (Ex): Fiona gains a +2 bonus on 
  Knowledge (Nature) and Survival checks (included). 
   
  Resist Nature’s Lure (Ex): Fiona gains a +4 bonus 
  on saving throws against the spell-like abilities of fey. 
   
  Summon Animal (Sp): Fiona can summon 1d3 
  Small or Medium size snakes once per day. This effect 
  
  COR4-13 A Wretched Soul 
   
  Page 26  
  functions like summon nature’s ally and lasts one round 
  per Animal Lord level. 
   
  Trackless Step (Ex): Fiona leaves no trail in natural 
  surroundings and cannot be tracked. Fiona may choose 
  to leave a trail if so desired. 
   
  Wild Empathy (Ex): Fiona can make a check (+16) 
  to improve the attitude of an animal. He must be 
  within 30 feet of the animal and this takes 1 minute to 
  perform. 
   
  Wild Shape (Su): Fiona may turn into a Small or 
  Medium size animal and back again 3 times/day for up 
  to 8 hours. 
   
  Woodland Stride (Ex): Fiona moves through 
  dense jungle at full speed without suffering any 
  damage or impairment. Magically overgrown areas still 
  impede Fiona. 
   
  �Ssesseth, viper animal companion: Huge magical 
  beast (augmented animal); HD 10d8+10; hp 55; Init +7; 
  Spd 20 ft., climb 20 ft., swim 20 ft.; AC 20 (-2 size, +3 
  Dex, +9 natural), touch 11, flatfooted 17; Base Atk +7; 
  Grp +19; Full Atk +11 melee (1d6+5 plus poison, bite); 
  Space/Reach 15 ft./10 ft.; SA Poison; SQ Devotion, 
  evasion, link, scent, share spells; AL N; SV Fort +11, 
  Ref +13, Will +7; Str 18, Dex 17, Con 13, Int 1, Wis 12, 
  Cha 2. 
   
  Skills and Feats: Balance +11, Climb +12. Hide +8, 
  Listen +7, Spot +7, Swim +11; Combat Reflexes, 
  Improved Initiative, Run, Weapon Focus (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  damage 1d6 Con, secondary damage 1d6 Con. The DC 
  is Constitution-based. 
   
  Devotion (Ex): Ssesseth gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
   
  Evasion (Ex): If Ssesseth is subjected to an attack 
  that normally allows a Reflex saving throw for half 
  damage, it takes no damage if it makes a successful 
  saving throw. 
   
  Link (Ex): A druid can handle her animal 
  companion as a free action or push it as a move action. 
  A druid gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding an animal companion. 
   
  Tricks: Ssesseth knows the following tricks – 
  attack (x2), come, defend, seek, stay. 
   
  APL 14  (EL 14) 
  �Pacanan: Male human Clr3/Wiz7/MyT4; CR 14; 
  Medium humanoid (human); HD 3d8+11d4+28; hp 79; 
  Init +4; Spd 30 ft.; AC 20, touch 14, flat-footed 20; Base 
  Atk +7; Grp +14; Atk +15 melee (1d4+7/19-20, 
  masterwork 
  dagger); 
  Full 
  Atk 
  +15/+10 
  melee 
  (1d4+7/19-20, masterwork dagger); SA Spells, Hand of 
  Vecna; SQ Hand of Vecna, familiar, fire resistance 30, 
  electrical absorbance 120 points; AL NE; SV Fort +12, 
  Ref +8, Will +19; Str 24, Dex 10, Con 14, Int 16, Wis 17, 
  Cha 12. 
   
  Skills and Feats: Bluff +11, Concentration +16, 
  Decipher Script +5, Disguise +7, Gather Information 
  +5, Heal +4, Intimidate +5, Knowledge (arcana) +12, 
  Knowledge (history) +9, Knowledge (local) +8, 
  Knowledge (planes) +8, Knowledge (religion) +12, 
  Listen +5, Sense Motive +8, Spellcraft +15, Spot +5; 
  Deceitful, Improved Familiar, Improved Initiative, 
  Persuasive, Silent Spell, Skill Focus (Bluff), Reach 
  Spell. 
   
  Spells Prepared (Cleric) (6/5+1/4+1/3+1/1+1; base 
  DC = 13 + spell level): 0–cure minor wounds (2), detect 
  magic, guidance, resistance, virtue; 1st–command, cure light 
  wounds, detect secret doors*, entropic shield, sanctuary, shield 
  of faith; 2nd–bear’s endurance, cure moderate wounds, detect 
  thoughts*, silence, sound burst; 3rd–cure serious wounds, 
  dispel magic*, meld into stone, protection from energy; 4th–
  air walk, divination*. 
   
  Spells Prepared (Wizard) (4/5/5/5/3/2/1; base DC = 
  13 + spell level): 0–acid splash, flare, ghost sound, touch of 
  fatigue; 1st–charm person, expeditious retreat, mage armor, 
  magic missile, ray of enfeeblement; 2nd–magic missile 
  (silent), mirror image, resist energy (fire), scorching ray, web; 
  3rd–deep slumber, nondetection, protection from energy 
  (electricity), sleet storm, suggestion; 4th–dimension door, 
  Evard’s black tentacles, touch of idiocy (reach); 5th–dominate 
  person, vampiric touch (reach); 6th–mass suggestion. 
   
  *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills. Divinations are cast at 
  +1 caster level); Magic (May use spell completion or 
  spell trigger devices as a 5-level wizard). 
   
  Possessions: Hand of Vecna, Masterwork dagger, cloak 
  of resistance +4, ring of force shield, scroll of dimension door. 
   
  Notes: Pacanan speaks Common, Draconic, and 
  Undercommon. He has a permanent Rary’s telepathic 
  bond with his familiar. 
   
  �Mardu, imp familiar: Tiny outsider (evil, lawful, 
  extraplanar); HD 14; hp 39; Init +3, Spd 20 ft., fly 50 ft. 
  (perfect); AC 24, touch 15, flat-footed 21; Base Atk +7; 
  Grp –1; Atk/Full Atk +12 melee (1d4 plus poison, 
  sting); SA Poison, spell-like abilities; SQ alternate form, 
  darkvision 60 ft., deliver touch spells, DR 5/good or 
  silver, fast healing 2, immunity to poison, improved 
  evasion, resistance to fire 5, speak with master, granted 
  abilities; AL LE; SV Fort +6, Ref +7, Will +13; Str 10, 
  Dex 17, Con 10, Int 10, Wis 12, Cha 14. Skills and Feats: 
  Diplomacy +8, Hide +17, Knowledge (planes) +6, 
  Listen +7, Move Silently +9, Search +6, Spellcraft +6, 
  Spot +7, Survival +1; Dodge, Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 19, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The DC 
  is Constitution-based and includes a +2 racial bonus. 
   
  Spell-like Abilities (Sp): At will–detect good, detect 
  magic, invisibility (self only); 1/day– suggestion. Caster 
  level 6th; save DC 10 + spell level. Once per week an 
  imp can use commune to ask six questions (otherwise as 
  the spell cast by a 12th level cleric). 
   
  Alternate Form (Su): As polymorph, caster level 
  12th, except that an individual imp can assume only one 
  or two forms no larger than Medium. Common forms 
  include monstrous spider, raven, rat, and boar. 
  
  COR4-13 A Wretched Soul 
   
  Page 27  
   
  �Fiona Maynem: Female human Drd9/NmlLrd5 
  (Snake); CR 14; Medium humanoid (human); HD 
  14d8+28; hp 101; Init +0; Spd 30 ft.; AC 19 (+5 
  dragonhide wild hide armor +2, +4 natural barkskin), touch 
  10, flat-footed 19; Base Atk +9; Grp +8; Atk +10 melee 
  (1d8+1/x3 plus poison, +2 spear); Full Atk +10/+5 melee 
  (1d8+1/x3 plus poison, +2 spear); SA Spells, produce 
  poison; SQ Animal bond, animal companion, animal 
  farspeech, animal sense, animal speech, lesser wild 
  shape, nature sense, resist nature’s lure, share lesser 
  form, 
  summon 
  animal, 
  trackless 
  step, 
  venom 
  immunity, wild shape 3/day, wild empathy, woodland 
  stride, acid absorbance 84, electrical resistance 20, fire 
  resistance 5; AL NE; SV Fort +12, Reflex +9, Will +11; 
  Str 8, Dex 10, Con 14, Int 13, Wis 18, Cha 14. Height 5 
  ft. 6 in. 
   
  Skills and Feats: Bluff +5, Climb +0, Concentration 
  +14, Escape Artist +1, Handle Animal +9, Heal +8, Hide 
  +2, Knowledge (nature) +15, Listen +12, Spellcraft +10, 
  Spot +12, Survival +15; Animal Control, Animal 
  Defiance, Clever Wrestling B, Lightning Reflexes, 
  Natural Spell, Resist Poison, Resistance to Energy 
  (fire). 
   
  Spells Prepared (Druid) (6/5/5/4/3/1; base DC = 14 + 
  spell level): 0–create water, cure minor wounds (x3), detect 
  magic, flare; 1st–charm animal, cure light wounds, faerie 
  fire, magic fang, produce flame; 2nd–barkskin, bear’s 
  endurance, chill metal, resist energy (electricity), warp wood; 
  3rd–cure moderate wounds, meld into stone, protection from 
  energy (acid), sleet storm; 4th–cure serious wounds, flame 
  strike, freedom of movement; 5th–baleful polymorph 
   
  Spells Prepared (Snakelord) (2/2/1; base DC = 14 + 
  spell level): 1st–camouflage, cure light wounds; 2nd–cure 
  moderate wounds, hold animal; 3rd–cure serious wounds. 
   
  Possessions: Dragonhide wild leather armor +2, +2 spear, 
  collar of resistance +4 (animal companion). 
   
  Animal Bond (Ex): Allows the Animal Lord to 
  have an animal companion as per the animal 
  companion ability of the druid, but limited to animals 
  in her selected group. The Animal Lord’s levels count 
  as its effective druid level for purposes of this ability. If 
  the Animal Lord already has the animal companion 
  ability from another class, the class levels stack. 
   
  Animal Companion (Ex): Fiona has a huge viper 
  animal companion named Ssesseth. 
   
  Animal Farspeech (Sp): Fiona can use her animal 
  speech ability to converse telepathically with any snake 
  within a 25-mile radius. 
   
  Animal Sense (Su): Fiona can sense any snakes 
  within a 25-mile radius. 
   
  Animal Speech (Ex): Fiona can converse at will 
  with snakes as though under the effects of speak with 
  animals. 
   
  Lesser Wild Shape (Su): Fiona may wild shape 
  into a Small or Medium size snake at will. 
   
  Nature Sense (Ex): Fiona gains a +2 bonus on 
  Knowledge (Nature) and Survival checks (included). 
   
  Produce Poison (Ex): Fiona can produce poison 
  once per day (Fortitude save DC 15, initial and 
  secondary damage 2d6 Constitution). 
   
  Resist Nature’s Lure (Ex): Fiona gains a +4 bonus 
  on saving throws against the spell-like abilities of fey. 
   
  Share Lesser Form (Sp): Fiona can share her snake 
  form with up to 5 willing individuals. This effect is 
  identical to the polymorph spell but lasts 5 hours. 
   
  Summon Animal (Sp): Fiona can summon 1d3 
  Small or Medium size snakes once per day. This effect 
  functions like summon nature’s ally and lasts one round 
  per Animal Lord level. 
   
  Trackless Step (Ex): Fiona leaves no trail in natural 
  surroundings and cannot be tracked. Fiona may choose 
  to leave a trail if so desired. 
   
  Venom Immunity (Ex): Fiona is immune to all 
  poisons. 
    
  Wild Empathy (Ex): Fiona can make a check (+18) 
  to improve the attitude of an animal. He must be 
  within 30 feet of the animal and this takes 1 minute to 
  perform. 
   
  Wild Shape (Su): Fiona may turn into a Small or 
  Medium size animal and back again 3 times/day for up 
  to 9 hours. 
   
  Woodland Stride (Ex): Fiona moves through 
  dense jungle at full speed without suffering any 
  damage or impairment. Magically overgrown areas still 
  impede Fiona. 
  �Ssesseth, viper animal companion: Huge magical 
  beast (augmented animal); HD 10d8+10; hp 55; Init +7; 
  Spd 20 ft., climb 20 ft., swim 20 ft.; AC 20, touch 11, 
  flatfooted 17; Base Atk +7; Grp +19; Full Atk +11 melee 
  (1d6+5 plus poison, bite); Space/Reach 15 ft./10 ft.; SA 
  Poison; SQ Devotion, evasion, link, scent, share spells; 
  AL N; SV Fort +12, Ref +14, Will +8; Str 18, Dex 17, 
  Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +12. Hide +8, 
  Listen +7, Spot +7, Swim +11; Combat Reflexes, 
  Improved Initiative, Run, Weapon Focus (bite). 
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  damage 1d6 Con, secondary damage 1d6 Con. The DC 
  is Constitution-based. 
   
  Devotion (Ex): Ssesseth gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
   
  Evasion (Ex): If Ssesseth is subjected to an attack 
  that normally allows a Reflex saving throw for half 
  damage, it takes no damage if it makes a successful 
  saving throw. 
   
  Link (Ex): A druid can handle her animal 
  companion as a free action or push it as a move action. 
  A druid gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding an animal companion. 
   
  Tricks: Ssesseth knows the following tricks – 
  attack (2), come, defend, seek, stay. 
   
  APL 16  (EL 16) 
  �Pacanan: Male human Clr3/Wiz7/MyT6; CR 16; 
  Medium humanoid (human); HD 3d8+13d4+32; hp 89; 
  Init +4; Spd 30 ft.; AC 16 (+4 mage armor, +2 ring of force 
  
  COR4-13 A Wretched Soul 
   
  Page 28  
  shield), touch 12, flat-footed 16; Base Atk +8; Grp +15; 
  Atk +16 melee (1d4+7/19-20, masterwork dagger); Full 
  Atk +16/+11 melee (1d4+7/19-20, masterwork dagger); 
  SA Spells, Hand of Vecna; SQ Hand of Vecna, familiar, 
  fire resistance 30, freedom of movement, electrical 
  absorbance 120 points; AL NE; SV Fort +14, Ref +10, 
  Will +21; Str 24, Dex 10, Con 14, Int 17, Wis 17, Cha 
  12. 
   
  Skills and Feats: Bluff +11, Concentration +18, 
  Decipher Script +5, Disguise +11, Gather Information 
  +5, Heal +4, Intimidate +5, Knowledge (arcana) +13, 
  Knowledge (history) +9, Knowledge (local) +8, 
  Knowledge (planes) +8, Knowledge (religion) +14, 
  Listen +5, Sense Motive +10, Spellcraft +16, Spot +6; 
  Deceitful, Improved Familiar, Improved Initiative, 
  Persuasive, Silent Spell, Skill Focus (Bluff), Skill Focus 
  (Disguise), Reach Spell. 
   
  Spells Prepared (Cleric) (6/5+1/5+1/4+1/3+1/2+1; 
  base DC = 13 + spell level): 0–cure minor wounds (2), 
  detect magic, guidance, resistance, virtue; 1st–command, cure 
  light wounds, detect secret doors*, entropic shield, sanctuary, 
  shield of faith; 2nd–bear’s endurance, cure moderate wounds, 
  detect thoughts*, silence, sound burst (2); 3rd–cure serious 
  wounds, dispel magic*, meld into stone, protection from 
  energy, wind wall; 4th–air walk, death ward, divination*, 
  freedom of movement; 5th–greater command, spell 
  resistance*, plane shift. 
   
  Spells Prepared (Wizard) (4/5/5/5/4/3/3; base DC = 
  13 + spell level): 0–acid splash, flare, ghost sound, touch of 
  fatigue; 1st–charm person, expeditious retreat, mage armor, 
  magic missile, ray of enfeeblement; 2nd–magic missile 
  (silent), mirror image, resist energy (fire), scorching ray, web; 
  3rd–deep slumber, nondetection, protection from energy 
  (electricity), sleet storm, suggestion; 4th–dimension door, 
  Evard’s black tentacles, greater invisibility, touch of idiocy 
  (reach); 5th–dominate person (2), vampiric touch (reach); 
  6th–bestow curse (reach), disintegrate, mass suggestion. 
   
   *Domain 
  spell. 
  Domains: 
  Knowledge 
  (All 
  Knowledge skills are class skills. Divinations are cast at 
  +1 caster level); Magic (May use spell completion or 
  spell trigger devices as a 5-level wizard).  
   
  Possessions: Hand of Vecna, masterwork dagger, cloak 
  of resistance +5, ring of force shield, scroll of dimension door. 
   
  Notes: Pacanan speaks Common, Draconic, and 
  Undercommon. He has a permanent Rary’s telepathic 
  bond with his familiar. 
   
  �Mardu, imp familiar: Tiny outsider (evil, lawful, 
  extraplanar); HD 17; hp 47; Init +3, Spd 20 ft., fly 50 ft. 
  (perfect); AC 24, touch 15, flat-footed 21; Base Atk +8; 
  Grp +0; Atk/Full Atk +13 melee (1d4 plus poison, 
  sting); SA Poison, spell-like abilities; SQ alternate form, 
  darkvision 60 ft., deliver touch spells, DR 5/good or 
  silver, fast healing 2, immunity to poison, improved 
  evasion, resistance to fire 5, speak with master, granted 
  abilities; AL LE; SV Fort +7, Ref +8, Will +14; Str 10, 
  Dex 17, Con 10, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Diplomacy +8, Hide +17, 
  Knowledge (planes) +6, Listen +7, Move Silently +9, 
  Search +6, Spellcraft +6, Spot +7, Survival +1; Dodge, 
  Weapon Finesse. 
   
  Poison (Ex): Injury, Fortitude DC 20, initial 
  damage 1d4 Dex, secondary damage 2d4 Dex. The DC 
  is Constitution-based and includes a +2 racial bonus. 
   
  Spell-like Abilities (Sp): At will–detect good, detect 
  magic, invisibility (self only); 1/day– suggestion. Caster 
  level 6th; save DC 10 + spell level. Once per week an 
  imp can use commune to ask six questions (otherwise as 
  the spell cast by a 12th level cleric). 
   
  Alternate Form (Su): As polymorph, caster level 
  12th, except that an individual imp can assume only one 
  or two forms no larger than Medium. Common forms 
  include monstrous spider, raven, rat, and boar. 
   
  �Fiona Maynem: Female human Drd10/NmlLrd6 
  (Snake); CR 16; Medium humanoid; HD 16d8+28; hp 
  115; Init +0; Spd 30 ft.; AC 19 (+5 dragonhide wild hide 
  armor +2, +4 natural barkskin), touch 10, flat-footed 19; 
  Base Atk +11; Grp +10; Atk +12 melee (1d8+1/x3 plus 
  poison, +2 spear); Full Atk +12/+7/+2 melee (1d8+1/x3 
  plus poison, +2 spear); SA Spells, produce poison; SQ 
  Animal bond, animal companion, animal farspeech, 
  animal perception, animal sense, animal speech, lesser 
  wild shape, nature sense, resist nature’s lure, scent, 
  share lesser form, summon animal, trackless step, 
  venom immunity, wild shape 3/day, wild empathy, 
  woodland stride, acid absorbance 84, electrical 
  resistance 20, fire resistance 5; AL NE; SV Fort +14, 
  Reflex +10, Will +13; Str 8, Dex 10, Con 14, Int 13, Wis 
  19, Cha 14. Height 5 ft. 6 in. 
   
  Skills and Feats: Bluff +5, Climb +0, Concentration 
  +15, Escape Artist +1, Handle Animal +10, Heal +8, 
  Hide +3, Knowledge (nature) +16, Listen +14, 
  Spellcraft +12, Spot +12, Survival +15, Swim +3; Animal 
  Control, Animal Defiance, Clever Wrestling 
  B, 
  Lightning Reflexes, Natural Spell, Resist Poison, 
  Resistance to Energy (fire), Scent. 
   
  Spells Prepared (Druid) (6/5/5/4/4/2; base DC = 14 + 
  spell level): 0–create water, cure minor wounds (3), detect 
  magic, flare; 1st–charm animal, cure light wounds, faerie 
  fire, magic fang, produce flame; 2nd–barkskin, bear’s 
  endurance, chill metal, resist energy (electricity), warp wood; 
  3rd–cure moderate wounds, meld into stone, protection from 
  energy (acid), sleet storm; 4th–cure serious wounds, dispel 
  magic, flame strike, freedom of movement; 5th–baleful 
  polymorph, wall of thorns. 
   
  Spells Prepared (Snakelord) (2/2/2; base DC = 14 + 
  spell level): 1st–camouflage, cure light wounds; 2nd–cure 
  moderate wounds, hold animal; 3rd–cure serious wounds, 
  protection from energy. 
   
  Possessions: Dragonhide wild leather armor +2, +2 spear, 
  collar of resistance +5 (animal companion). 
   
  Animal Bond (Ex): Allows the Animal Lord to 
  have an animal companion as per the animal 
  companion ability of the druid, but limited to animals 
  in her selected group. The Animal Lord’s levels count 
  as its effective druid level for purposes of this ability. If 
  the Animal Lord already has the animal companion 
  ability from another class, the class levels stack. 
  
  COR4-13 A Wretched Soul 
   
  Page 29  
   
  Animal Companion (Ex): Fiona has a huge viper 
  animal companion named Ssesseth. 
   
  Animal Farspeech (Sp): Fiona can use her animal 
  speech ability to converse telepathically with any snake 
  within a 36-mile radius. 
   
  Animal Perception (Sp): Fiona can share the 
  sensory input of any snake within range of her animal 
  sense. 
   
  Animal Sense (Su): Fiona can sense any snakes 
  within a 36-mile radius. 
   
  Animal Speech (Ex): Fiona can converse at will 
  with snakes as though under the effects of speak with 
  animals. 
   
  Lesser Wild Shape (Su): Fiona may wild shape 
  into a Small or Medium size snake at will. 
   
  Nature Sense (Ex): Fiona gains a +2 bonus on 
  Knowledge (Nature) and Survival checks (included). 
   
  Produce Poison (Ex): Fiona can produce poison 
  once per day (Fortitude save DC 15, initial and 
  secondary damage 2d6 Constitution). 
   
  Resist Nature’s Lure (Ex): Fiona gains a +4 bonus 
  on saving throws against the spell-like abilities of fey. 
   
  Share Lesser Form (Sp): Fiona can share her snake 
  form with up to 6 willing individuals. This effect is 
  identical to the polymorph spell but lasts 6 hours. 
   
  Summon Animal (Sp): Fiona can summon 1d3 
  Small or Medium size snakes twice per day. This effect 
  functions like summon nature’s ally and lasts one round 
  per Animal Lord level. 
   
  Trackless Step (Ex): Fiona leaves no trail in natural 
  surroundings and cannot be tracked. Fiona may choose 
  to leave a trail if so desired. 
   
  Venom Immunity (Ex): Fiona is immune to all 
  poisons. 
   
  Wild Empathy (Ex): Fiona can make a check (+18) 
  to improve the attitude of an animal. He must be 
  within 30 feet of the animal and this takes 1 minute to 
  perform. 
   
  Wild Shape (Su): Fiona may turn into a Small to 
  Large size animal and back again 4 times/day for up to 
  10 hours. 
   
  Woodland Stride (Ex): Fiona moves through 
  dense jungle at full speed without suffering any 
  damage or impairment. Magically overgrown areas still 
  impede Fiona. 
   
  �Ssesseth, viper animal companion: Huge magical 
  beast (augmented animal); HD 12d8+12;hp 66; Init +8; 
  Spd 20 ft., climb 20 ft., swim 20 ft.; AC 23, touch 12, 
  flat-footed 19; Base Atk +9; Grp +21; Atk +13 melee 
  (1d8+5 plus poison, bite); Full Atk +13/+8 melee 
  (1d8+5 plus poison, bite); Space/Reach 15 ft./10 ft.; SA 
  Poison; SQ Devotion, evasion, link, scent, share spells; 
  AL N; SV Fort +14, Ref +17, Will +10; Str 19, Dex 18, 
  Con 13, Int 1, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +12, Climb +12. Hide +9, 
  Listen +8, Spot +8, Swim +11; Combat Reflexes, 
  Improved Initiative, Improved Natural Attack (bite), 
  Run, Weapon Focus (bite). 
   
  Poison (Ex): Injury, Fortitude DC 17, initial 
  damage 1d6 Con, secondary damage 1d6 Con. The DC 
  is Constitution-based. 
   
  Devotion (Ex): Ssesseth gains a +4 morale bonus 
  on Will saves against enchantment spells and effects. 
   
  Evasion (Ex): If Ssesseth is subjected to an attack 
  that normally allows a Reflex saving throw for half 
  damage, it takes no damage if it makes a successful 
  saving throw. 
   
  Link (Ex): A druid can handle her animal 
  companion as a free action or push it as a move action. 
  A druid gains a +4 circumstance bonus on all wild 
  empathy checks and Handle Animal checks made 
  regarding an animal companion. 
   
  Tricks: Ssesseth knows the following tricks – 
  attack 
  (x2), 
  come, 
  defend, 
  down, 
  seek, 
  stay.
  
  COR4-13 A Wretched Soul 
   
  Page 30  
  APPENDIX 2: HENDER AND MULAC STATISTICS 
  �Hender: male human Ftr2/Exp5/Roy5; CR 9; 
  Medium humanoid (human); HD 5d6+5d8+2d10+24; 
  hp 85; Init +2; Spd 30 ft.; AC, touch 14, flatfooted 16; 
  Base Atk +8; Grp +9; Full Atk +11/+6 melee (1d8+2/19-
  20, +1 bone longsword) or +7 ranged (1d4+1, +1 bolas); SQ 
  Brave, acid resistance 10; AL NG; SV Fort +12, Ref +9, 
  Will +8; Str 12, Dex 14, Con 14; Int 12, Wis 12, Cha 13. 
   
  Skills and Feats: Appraise +6, Climb +8, Decipher 
  Script +10, Diplomacy +4, Disable Device +5, Gather 
  Information +9, Handle Animal +4, Jump +6, 
  Knowledge (geography) +8, Knowledge (history) +6, 
  Knowledge (local-Core) +6, Knowledge (nature) +6, 
  Listen +8, Profession (cartographer) +10, Ride +7, 
  Search +7, Sense Motive +6, Spot +8, Survival +3, Swim 
  +10, Use Rope +6; Alertness, Diligent, Endurance, 
  Diehard, Investigator, Point Blank Shot, Weapon 
  Focus (longsword). 
   
  Possessions: +1 Studded leather of acid resistance, ring of 
  protection +2, +1 bone longsword, +1 bone bolas, vest of 
  resistance +2. 
   
  Explorer Lore: Similar to bardic knowledge 
  ability, Hender has a chance to know almost anything. 
  Check modifier is +6. 
   
  Explorer Check: By making a Knowledge 
  (geography) check (DC 15) once per month or 
  whenever traveling to a new culture, Hender gains a +4 
  circumstance bonus on Diplomacy and Sense Motive 
  skill checks. 
   
  Brave: Hender gains a +4 morale bonus on Will 
  saves against fear effects. 
   
  Search Bonus: Hender gains a +2 competence 
  bonus on Search and Survival checks made to find a 
  path, including checks for secret doors and/or 
  following tracks. 
   
  �Mulac: male human Rgr10; CR 10; Medium 
  humanoid (humanoid); HD 10d8+10; hp 63; Init +3; 
  Spd 30 ft.; AC 17, touch 13, flatfooted 14; Base Atk +10; 
  Grp +11; Full Atk +15/+10 ranged (1+1 plus poison, +1 
  blowgun of seeking) or +11/+6 melee (1d4+1/19-20, bone 
  dagger); SA Poison; favored enemy, spells; SQ Wild 
  empathy, woodland stride, evasion, swift tracker; AL 
  NG; SV Fort +8, Ref +10, Will +4; Str 12, Dex 16, Con 
  12, Int 14, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +10, Handle Animal +6, 
  Heal +6, Hide +10, Jump +7, Knowledge (geography) 
  +8, Knowledge (local-Core) +6, Knowledge (nature) 
  +10, Listen +12, Move Silently +15, Search +10, Spot 
  +12, Survival +14, Swim +6, Tumble +8, Use Rope +7; 
  Endurance B, Exotic Weapon Proficiency (blowgun), 
  Manyshot B, Point Blank Shot, Precise Shot, Rapid 
  Shot 
  B, Resist Poison, Track 
  B, Weapon Focus 
  (blowgun). 
   
  Spells Prepared (Ranger) (2/1; base DC = 11 + spell 
  level): 1st–detect snares and pits, longstrider; 2nd–barkskin. 
   
  Possessions: Leather armor of silent moves +2, 
  blowgun of seeking +1, poison darts (50). 
   
  Animal Companion (Ex): Mulac has a jaguar as an 
  animal companion Use the standard leopard statistics 
  as found in the Monster Manual page 274 except the 
  animal is fully trained and has the bonus trick track. 
   
  Wild Empathy (Ex): Mulac can make a check 
  (+13) to improve the attitude of an animal. He must be 
  within 30 feet of the animal and this takes 1 minute to 
  perform. 
   
  Woodland Stride (Ex): Mulac moves through 
  dense jungle at full speed without suffering any 
  damage or impairment. Magically overgrown areas still 
  impede Mulac. 
   
  Evasion (Ex): If Mulac is subjected to an attack 
  that normally allows a Reflex saving throw for half 
  damage, he takes no damage if it makes a successful 
  saving throw. 
   
  Favored Enemy (Monstrous Humanoids): Against 
  monstrous humanoids, Mulac gains a +6 
  bonus to 
  Bluff, Listen, Sense Motive, Spot, and Survival checks, 
  as well as weapon damage rolls. Against Animals or 
  Magical Beasts, Mulac gains a +2 bonus to Bluff, Listen, 
  Sense Motive, Spot, and Survival Checks, as well as 
  weapon damage rolls. 
   
  Swift Tracker (Ex): Mulac can move at normal 
  speed while following tracks without taking the 
  normal -5 penalty. Mulac takes only a -10 penalty when 
  moving at up to twice normal speed. 
   
  Poison: The darts for Mulac’s blowgun are coated 
  with a naturally occurring poison made from the 
  concentrated secretions of a particular frog. Injury, 
  Fortitude DC 20, initial damage 1d6 Dex, secondary 
  damage 2d6 Dex. 
  APPENDIX 3: MAJOR NPC NOTES 
  
  COR4-13 A Wretched Soul 
   
  Page 35  
  HENDER 
   
   
   
   
   
  Hender, age 35, is a thin Suel-Oeridian man who has 
  lived a lifetime of adventure, settled down, then went 
  back to his adventurous ways. A native of the Hardby, 
  Hender opened his famed store, Hender’s of 
  Hepmonaland, shortly after starting his annual tours of 
  that far away land. 
  His store attracted the attention of Gynarch Rotanna 
  Maynem. Soon, the store was not the only thing the 
  Gynarch was attracted to and she and Hender had a 
  brief, intense affair.  
  The product was Fiona. Knowing the cutthroat politics 
  of Hardby, Hender and Rotanna agreed Hender would 
  raise Fiona until such time it would be politically safe 
  and prudent to reveal her true identity. Rotanna did 
  visit her daughter, but always in disguise as Hender’s 
  sister.  
  Two years ago, Pacanan kidnapped Fiona from Hender. 
  A servant of Pacanan (Kenecca) told Hender to show 
  people his special wares (bone weapons) to anyone 
  asking about his daughter. He was strictly warned not 
  to reveal anything or great harm would come to Fiona. 
  Hender thought the coming of this group would then 
  lead to some conclusion to the kidnapping. Alas, until 
  now, he has had no leads to the whereabouts of his 
  darling Fiona. 
   
  MULAC 
   
   
   
   
   
  Mulac, age 30, is a rarity in Hepmonaland: he is pure 
  Olman. His family stretches back to before the Kundali 
  wars and was responsible for Cuhuetla being left 
  relatively unmolested during that great conflict. Mulac 
  is well respected within Cuhuetla and is one of their 
  better warriors. Mulac met Hender fifteen years ago 
  when Hender made his first excursion into 
  Hepmonaland. Hender hired Mulac as a guide and 
  during their safari, Mulac nearly died. Hender saved 
  him and from that point forward a deep friendship was 
  formed. Mulac has never repaid Hender for saving his 
  life and this is the reason for their master/servant 
  relationship (in Mulac’s mind). 
  Mulac has a wife, Xolana, and four children. They have 
  a modest stone dwelling (a tribute to his status in the 
  community) near the main steppyramid temple. 
  Hender has attended the births of all of Mulac’s 
  children. 
   
  FIONA MAYNEM 
   
   
   
   
  Fiona, age 15, has always been precocious. She learned 
  much from her father about nature, adventuring, and 
  geography. At age 8, Fiona first demonstrated an ability 
  to attune with nature, and later that year, became a 
  devotee of Berei, much to the delight of her father and 
  “aunt”. 
  Two years ago, Fiona was spirited away in the night by 
  a mysterious and frightening man. He wore a silver 
  mask with only one “eye”. The man, whom she 
  eventually came to know was Pacanan, was unrelenting 
  in his psychological torture of Fiona. He was also quite 
  skilled. Over time, she found herself a willing 
  participant in his schemes. Pacanan took her to the 
  jungles of Hepmonaland, and installed her as a 
  religious figure in the society of the tlacohuacualtin. 
  She is the Chiuacoatl [cheeuh-ah-KOAH-tl], a living 
  embodiment of fertility, sexuality, life, change, and 
  power to the tlacohuacualtin. As such, she plays a role 
  in the ceremonies of Mictlantecuhtli, representing a 
  rebirth into the pure form (tlacohuacualtin) after the 
  death of the imperfect form (human). 
   
  MALDWYN  
   
   
   
   
  Maldwyn, age 27, is the son of Arglwyth Talvan and 
  has lived as much of a privileged life as he could 
  squeeze out of his father’s position as a Baron of Geoff.  
  When the giant’s invaded Geoff, Maldwyn was 
  catapulted from noble to slave. This status change did 
  not sit well with him.  
  His excitable nature was pushed to near the breaking 
  point during the occupation and then beyond after 
  witnessing the horrible demise of his mother at the 
  hands of the ogre chieftain B’gorguul. Maldwyn, 
  already running with a bad crowd of spoiled young 
  nobility, gathered these malcontents together to fight 
  against the occupation of Midwood – no matter what 
  the cost.  
  When Ghanadar replaced B’gorguul, Maldwyn began 
  his campaign in earnest, to the detriment of the town. 
  The culmination of his campaign is described in “A 
  Wise Man’s Son”. 
  Maldwyn is consumed with revenge – revenge against 
  Ghanadar, revenge against his father whom he 
  considers a sympathizer, and revenge against those 
  who foiled his latest scheme. Balancing this desire for 
  revenge are his cowardice and feelings of almost child-
  like vulnerability and insecurity.  
  Maldwyn also has a problem with remembering 
  people’s faces, which has caused him to exact revenge 
  on the wrong person from time to time. Maldwyn 
  accomplishes what he can by manipulating others to 
  perform the dangerous portions of his plans. 
  In CY 593, Maldwyn became initiated in the ways of 
  Vecna and had been experimenting with the remains 
  of Maga Elspet’s necromantic laboratory in the 
  Underhalls of the Russet Tower, until he was driven 
  out by a group of adventurers. Maldwyn used the only 
  manner of escape available: the transport device of 
  Magus Aedan. Maldwyn followed his master, Pacanan, 
  to the Handmaiden.  
  Pacanan severely punished Maldwyn for disobeying 
  his orders to not follow him to the Handmaiden. For 
  the last year, Pacanan has grown increasingly abusive 
  towards Maldwyn and treated him like a dog. Maldwyn 
  has seen his position fall in favor of Fiona and this has 
  made him jealous and afraid. The continued beatings 
  and mistreatment have proved to much for him to bear 
  but this has had a positive effect. Maldwyn’s insanity, 
  brought on by his mother’s grisly death, is abating. 
  This has caused a crisis of faith for Maldwyn and he, if 
  given the chance, will leave the service of the 
  
  COR4-13 A Wretched Soul 
   
  Page 36  
  Whispered One, seeking refuge in a temple of Allitur 
  for atonement. 
  Following is the text from the Maldwyn’s Vengeance 
  certificate PCs may have gained from GEO2-01 A Wise 
  Man’s Son: 
  �Maldwyn’s Vengeance: Maldwyn blames you for 
  all which has transpired. This is a seething, irrational 
  hatred. On the positive side, Maldwyn is not good 
  with faces and is mentally unbalanced. During any 
  encounter with Maldwyn, the character with this 
  certificate may make a Bluff skill check (DC 20). If 
  successful, the PC can pin the deeds on someone else 
  and thereby trade the certificate. The unfortunate 
  recipient may make a Diplomacy skill check (DC 20) 
  to refute the other character’s claims and force the 
  certificate back. 
   
  PACANAN  
   
   
   
   
   
  Pacanan is a quiet, middle-aged human whose entire 
  existence is bent to achieving one goal: the return of 
  his Master, the Whispered One, to Oerth. Pacanan has 
  spent twenty years researching legends and rumors, 
  trying to find ways to achieve his goal. He thought he 
  had a lead when he overheard adventurers talking of a 
  fabulous necklace, found in the Cairn Hills, and 
  possessed by the merchant, Auldon Brendingund. His 
  research suggested the necklace had power over the 
  Old One and was a potent Ur-Flan artifact. He 
  attempted to take possession of the necklace through 
  various acts of subterfuge and duplicity, but failed. 
  During this time, he kidnapped the daughter of 
  Hender, as portents from his Master, the Whispered 
  One, led him to believe this girl would be a key to the 
  success of a future endeavor. He knew he had to bend 
  the child to his will, but her conversion had to be 
  willing, not magically compelled. Pacanan relished the 
  challenge. 
  After the Brendingund debacle, Pacanan sought new 
  leads in his quest. He decided to travel to the 
  Sheldomar Valley, as he had heard rumors portions 
  had been reclaimed from the giants. Previously, he had 
  been unable to properly research some leads because of 
  the invasion. Pacanan sought the remnants of the 
  Russet Tower, once home to two powerful mages and a 
  repository of forgotten lore. While making his way to 
  the Russet Tower, Pacanan ran afoul of Maldwyn and 
  his cronies, but after a turn, Maldwyn became 
  entranced with the man’s power and secret knowledge. 
  Pacanan led Maldwyn and his cronies to the remains of 
  the Russet Tower and instilled him with a mission to 
  learn its secrets. 
  Pacanan traveled to the Handmaiden, Oerth’s smaller 
  moon, to investigate a long forgotten temple dedicated 
  and built by Ur-Flan followers of Tharizdun. This 
  temple was the resting place of three trinkets once 
  belonging to the Undying One: a scrap of linen, a 
  jeweled scarab, and a statuette. Through deceit and 
  treachery, Pacanan was able to acquire all three items. 
  In the last year, Pacanan has used the items to 
  complete a major quest: the discovery and recovery of 
  the Hand of Vecna. Pacanan lost no time in grafting the 
  dread artifact to his body. The evil of the Hand 
  imparted to him a secret. The trinkets recovered from 
  the Handmaiden temple have yet another purpose. 
  Pacanan is an extremely patient man and is not overly 
  angered by failure. His belief in Vecna’s eventual 
  return to Oerth supports him through difficult times. 
  Pacanan is near to completing a major ritual. All of the 
  pieces are in place. Soon he will use Fiona as the well 
  crafted tool she is to trap her father and make use of his 
  love and sacrifice to complete his unholy task. 
   
  
  COR4-13 A Wretched Soul 
   
  Page 37  
  APPENDIX 4: NEW RULES 
  ITEMS 
   
  FEATS 
   
   
   
   
   
  Animal Control (Masters of the Wild): You can channel 
  the power of nature to gain master over animal 
  creatures. 
   
  Prerequisites: Animal Defiance, ability to cast speak 
  with animals and animal companion ability. 
   
  Benefit: You can rebuke or command animals as an 
  evil cleric rebukes undead. To command an animal, 
  you must be able to speak with it via a speak with 
  animals effect, though you may issue you commands 
  mentally if desired. The number of times per day that 
  you can use this ability is equal to 3 + your Charisma 
  modifier. Your highest divine caster level is the level at 
  which you rebuke animals. 
   
  Animal Defiance (Masters of the Wild): You can 
  channel the power of nature to drive off animals. 
   
  Prerequisites: Ability to cast detect animals or 
  plants. 
   
  Benefit: You can turn (but not destroy) animals as a 
  good cleric turns undead. The number of times per day 
  that you can use this ability is equal to 3 + your 
  Charisma modifier. You highest divine caster level is 
  the level at which you turn animals. 
   
  Clever Wrestling (Complete Warrior): You have a 
  better than normal chance to escape or wriggle free 
  from a big creature’s grapple or pin. 
   
  Prerequisites: Small or Medium size, Improved 
  Unarmed Strike. 
   
  Benefit: When your opponent is larger than
   
  Medium, you gain a circumstance bonus on your 
  grapple check to escape a grapple or pin. The size 
   
  of the bonus depends on your opponent’s size, 
  according to the following table. 
   
  Opponent Size Bonus: Large +2, Huge +4, 
  Gargantuan +6, Colossal +8 
   
  Close Quarters Fighting (Complete Warrior): You are 
  skilled at fighting at close range and resisting grapple 
  attempts. 
   
  Prerequisites: Base attack bonus +3. 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
   
  Reach Spell [Metamagic] (Complete Divine): You can 
  cast touch spells without touching the spell recipient.  
   
  Benefit: You may cast a spell that normally has a 
  range of touch at any distance up to 30 feet. The spell 
  effectively becomes a ray, so you must succeed on a 
  ranged touch attack to bestow the spell upon the 
  recipient. A reach spell uses up a spell slot two levels 
  higher than the spell’s actual level. 
   
  Resist Poison (Masters of the Wild): You have built up 
  an immunity to the effects of poisons by exposing 
  yourself to controlled doses of them.  
   
  Benefit: You gain a +4 bonus on Fortitude saves 
  against poison. 
   
  Resistance to Energy (Masters of the Wild): You 
  channel the power of nature to resist a particular 
  energy type (fire, cold, electricity, acid, or sonic).  
   
  Prerequisites: Base Fortitude save bonus +8.  
   
  Benefit: Choose an energy form. You gain 
  resistance 5 against that type of energy.  
   
  Special: You can take this feat multiple times. If 
  you choose the same energy form two or more times, 
  the effects stack. This resistance does not stack with 
  that provided by any spell or magic item. 
   
  Scent (Masters of the Wild): Your olfactory senses are as 
  sharp as a wolf’s. Prerequisites: Ability to use wild shape 
  to become a wolf, Wis 11. Benefit: You gain the scent 
  extraordinary ability, which operates, regardless of 
  your form. 
   
  ITEMS  
   
   
   
   
   
  �Hand of Vecna 
  This legendary artifact holds immense power for those 
  foolish enough to hack off their own left hand and 
  attach the black, withered, mummified claw-like 
  appendage to their bloody stump. This thing was once 
  the left hand of the powerful archlich Vecna. While 
  the Hand does radiate strong magic of some 
  unidentifiable school, it does gives no indication of 
  good or evil – but make no mistake, the Hand of Vecna 
  is thoroughly evil. 
   
  Once grafted into place, the Hand cannot be 
  removed unless the current owner is slain. Nothing 
  short of deity level magic can budge the Hand from its 
  new owner, and most deities are loathe to interfere 
  with the Undying One’s magic. The Hand, once 
  attached, provides great power to its wielder, but 
  always remains a black and withered. This cannot be 
  concealed by magic. The Hand’s evil is overpowering. 
  The bearer’s alignment immediately shifts to neutral 
  evil. The Hand’s powers are invoked through complex 
  gestures and the intelligence of the bearer. The Hand 
  provides the following benefits and powers: 
  
  COR4-13 A Wretched Soul 
   
  Page 38  
   
  Arcane Shield (Su): The bearer is protected from 
  magic missiles as per the shield spell and gains a +4 
  deflection bonus. This power is continuously active. 
   
  Might of the Undying (Su): The bearer’s left arm 
  is empowered with tremendous strength. Melee 
  attacks with this arm are treated as if the wielder had 
  Strength score of 24 (+7 to hit and damage). 
   
  Withering Touch (Su): The Hand of Vecna may be 
  used to deliver a withering touch 3/day, equivalent to 
  the blight spell. Caster level 10th. The save DC is 
  Intelligence-based (DC 16 + Int modifier). 
   
  Spell-like Abilities: At will — cause fear (DC 13 + 
  Int modifier), cause light wounds (DC 13 + Int modifier), 
  light, deeper darkness, pyrotechnics (DC 15 + Int modifier), 
  slay living (DC 17 + Int modifier); 5/day — alter self, 
  cause serious wounds (DC 15 + Int modifer), color spray 
  (DC 13 + Int modifier); 3/day — animate object, hypnotic 
  pattern (DC 14 + Int modifier); 1/day — disintegrate (DC 
  18 + Int modifier), time stop. Caster level 20th. Save DCs 
  are Intelligence-based and the Hand possesses the 
  appropriate Spell Focus and Greater Spell Focus for 
  each effect. 
  
  COR4-13 A Wretched Soul 
   
  Page 39  
  APPENDIX 5: THE OLMAN CALENDAR 
  The alien deity Huhueteotl gave the Olman calendar to 
  them. Complex, the calendar describes celestial events, 
  marking of time, and a meticulous sharing of 
  responsibilities amongst the Olman deities. The 
  calendar is composed of two major systems, the 
  Tonalpohualli (tohn-ahl-pohhoo- AHL-lee) or sacred 
  calendar and the Xiuhpohualli (sheeoo-hpoh-hoo-
  AHL-lee) or agricultural calendar. The calendars run 
  together and a combined day representation on both 
  calendars would not repeat for 52 years. 
   
  Tonalpohualli 
  The purpose of the Tonalpohualli, or sacred calendar, is 
  as a divinatory tool. It divides the days and rituals 
  between the gods. For the Olman mind this is 
  extremely important. Without it the world would soon 
  come to an end. According to the Olman, the universe 
  is in a very delicate equilibrium. Opposing divine 
  forces are competing for power. This equilibrium is in 
  constant danger of being disrupted by shifting powers 
  of the gods and the elemental forces that influence 
  their lives. Any one god cannot win this struggle. The 
  notion that everything ultimately consists of two 
  opposing forces is essential to the Olman worldview. 
  The world is always on the brink of a spiritual war: a 
  war of gods competing for ultimate power. To prevent 
  this from happening, the gods have been given their 
  own space, time, and social groups to rule over. The 
  Tonalpohualli provides for how time is divided 
  amongst the gods. 
  The Tonalpohualli describes a 260-day period divided 
  into 13-day periods. There are 20 daysymbols, each 
  symbol is associated with a deity or nature spirit. The 
  day number is paired with a day symbol in sequential 
  fashion. After 13 days, the day number resets to 1, but 
  is paired with the next sequential day symbol, creating 
  the 260-day cycle. The day symbols (and order) are as 
  follows: cipactli (crocodile), ehecatl (wind), calli 
  (house), cuetzpalin (lizard), coatl (snake), miquiztli 
  (death), mazatl (deer), tochtli (rabbit), atl (water), 
  itzcuintli (dog), ozomahtli (monkey), malinalli (grass), 
  acatl 
  (reed), 
  ocelotl 
  (jaguar), 
  cuauhtli 
  (eagle), 
  cozcacuauhtli (vulture), ollin (movement), tecpatl 
  (stone knife), quiahuitl (rain), and xochitl (flower). The 
  basics of the Tonalpohualli are often represented as 
  shown in DM Aid 1. The day symbols are in the outer 
  ring and the inner symbol acts as a number pointer. 
  The figure in the center is Tonatiuh, the Olman sun 
  deity. Tonatiuh is surrounded by four glyphs 
  representing the four elements of creation (fire, water, 
  earth, and wind). While the pictured representation is 
  static, ingenious mechanical versions, crafted from 
  stone, are known to still exist. These could be adjusted 
  to track the passage of time and identify the deity 
  currently holding sway over the day. 
   
  Xiuhpohualli 
  The agricultural calendar represents a 364-day year or 
  xihuitl and consists of 18 months (meztli) of 20 days 
  plus four extra (empty) days. Each month has a name, a 
  deity associated with it, and a festival or religious 
  ceremony. Many of the more severe religious 
  ceremonies (flaying of skin, roasting children, 
  sacrificing people) were suppressed and outlawed once 
  the Kundali Touv conquered the Olman. The benign 
  practices are still observed in certain areas, such as 
  CuhuetlaThe last day of the last month of the year 
  gives its name to that year. Only four day-signs can 
  give their name to the year. These are calli, tochtli, acatl 
  and tecpatl. The number is incremented with each year 
  sign but resets after 13 back to 1. The first Olman year 
  was 1 Calli, then 2 Tochtli, 3 Acatl, etc. This system 
  generates 52-year periods (the time it takes for 1 Calli 
  to reappear). The 52-year period is called a calendar 
  round or xiuhmolpilli. The current year is 9 Calli. The 
  empty days are called Nemontemi (nehmohn- TEH-
  mee). All Olman are expected to attend religious 
  ceremonies intended to ward off bad luck and protect 
  the soul from being stolen, for an alternate meaning of 
  Nemontemi is “days without souls”. Fasting, during 
  this period, is also observed. 
  
  COR4-13 A Wretched Soul 
   
  Page 40  
   
  MAP 1: HEPMONALAND (XAMOLATATL) 
   
  
  COR4-13 A Wretched Soul 
   
  Page 41  
   
  MAP 2: DM MAP TEMPLE OF MICTLANTECUHTLI 
   
   
   
   
   
  ABOMINATIO
  N 
  A 
  Snipers 
  S 
  Mardu 
  M 
  Pacanan 
  P 
  
  COR4-13 A Wretched Soul 
   
  Page 41  
  MAP THREE: PLAYER MAP TEMPLE OF MICTLANTECUHTLI 
   
  
  COR4-13 A Wretched Soul 
   
  Page 42  
  DM AID 1: OLMAN TONALPOHUALLI CALENDAR STONE 
  
  COR4-13 A Wretched Soul 
   
  Page 43  
  DM AID 2: DM’S GUIDE TO OLMAN 
   
  atl (ah-TL) – water. 
  acatl (ah-KAH-tl) – reed. 
  calli (kah-L-lee) – house. 
  Chalmeccacihuatl 
  (chahl-mek-kah-seehoo-AH-tl) 
  – 
  The Sacrificer, a servitor of the Olman deities. 
  Often seen around the time of Nemontemi. 
  Chiuacoatl 
  (cheeuh-ah-KOAH-tl) 
  – 
  A 
  living 
  embodiment of fertility, sexuality, life, change, 
  and power to the tlacohuacualtin. 
  cipactli (see-PAHKT-lee) – crocodile. 
  coatl (koh-AH-tl) – snake. 
  cozcacuauhtli (kohs-kah-koo-AHOOT-lee) – vulture. 
  cuauhtli (koo-AHOOT-lee) – eagle. 
  cuetzpalin (koo-ehtz-PAH-leen) – lizard. 
  Cuhuetla (koo-hoo-ET-lah) – City in Centeo Jungle of 
  Hepmonaland. 
  ehecatl (eh-heh-CAH-tl) – wind. 
  Etlani (eht-LAHN-ee) – Major language spoken 
  between the Olman and Touv peoples of 
  Cuhuetla. 
  itzcuintli (eetz-coo-EENT-lee) – dog. 
  kushlahn weenahkh – This phrase is roughly 
  translated to “strangers” and is in phonetic form. 
  The connotation suggests the strangers are 
  dangerous foreign invaders. 
  malinalli (mah-leen-AHL-lee) – grass. 
  mazatl (mahz-AH-tl) – deer. 
  meztli (mehz-TLEE) – month. 
  Mictlantecuhtli (meektlahn-teh-KOOT-lee) – the 
  Olman god of death. This deity is often portrayed 
  by the Olman as a tall lich-like being or a skeletal 
  canine. 
  miquiztli (mee-QUEEZT-lee) – death. 
  Mulac (moo-LAHKH) – Hender's assistant. 
  Nauhyoteuctli (nah-oo-hyoh-teh-OOKT-lee) – Lord of 
  the Four Directions. 
  Nemontemi (neh-mon-TEHM-ee) – The Empty Days. 
  A time of religious festival, potential misfortune 
  and bad luck. 
  Ocelatl (oh-seh-LAH-tl) – jaguar. 
  ollin (ohl-LEEN) – movement. 
  ozomahtli (ohz-oh-MAHHT-lee) – monkey. 
  q’alpul (kw’ahl-pool) – heroes. 
  Quetzalcoatl (keht-sahl-koh-AH-tl) – Olman deity 
  of.the air, birds, and snakes. 
  quiahuitl (quee-ah-hoo-EE-tl) – rain. 
  tecpatl (tehk-PAH-tl) – stone knife. 
  tlacohuacualtin 
  (tlah-koh-hoo-ahkoo-AHL-teen) 
  [plural] – Yuan-ti. 
  tlacohuacualli 
  (tlah-kohhoo-ah-koo-AHL-lee) 
  [singular] – Yuan-ti. 
  tochtli (toh-CHEET-lee) – rabbit. 
  . 
  
  COR4-13 A Wretched Soul 
   
  Page 44  
   
   
   
  PLAYER HANDOUT 1: HANDBILL 
  This handbill is of high quality but has suffered stains and tears since being placed in a tavern. 
   
  Quality Adventurers Urgently Needed 
   
  Good Pay 
   
  Inquire at Rotanna’s Menagerie 
   
  #2 Unicorn Walk 
  Northend, Hardby 
  
  COR4-13 A Wretched Soul 
   
  Page 45  
  PLAYER HANDOUT 2: INFORMATION ON DRUIDESS MELERI 
   
  Druidess Meleri is a mid-level functionary in the Church of the Old Faith. She has not performed any great deeds of 
  note, nor has she ever caused any particular problems within the organization. Some do consider her something of a 
  student on old lore, particularly history of the Sheldomar Valley. She was recently involved with a group of adventurers 
  tasked with retrieving some ancient artifacts. 
  
  COR4-13 A Wretched Soul 
   
  Page 46  
  PLAYER HANDOUT 3: NOTE FROM HENDER 
  This note was hastily penned on a piece of rough parchment. The note does bear Hender’s seal in wax: an H 
  superimposed upon a stand of palm trees inset with the Keoish Royal Explorer standard. 
   
   
  Mulac,  
   I just could not wait any longer. With the approaching 
  storm and increased activity within the temple, I fear 
  something dreadful will occur. I have not seen Fiona since 
  yesterday. My friend, I can only hope help has arrived and 
  you can convince them to carry on this errand of mercy. My 
  poor daughter! What must those tlacohuacualtin want with 
  her? Nothing I dare dwell on. I cannot lose the hope I may 
  save my daughter. 
   
  Your friend,  
   Hender 
  
  COR4-13 A Wretched Soul 
   
  Page 47  
  PLAYER HANDOUT 4: CARVING TRANSLATION 
   
  The carvings on the wall inside the mysterious banyan tree are a diary and travelogue of a group of Ur-Flan who came to 
  this area some 3000 years ago to convert the Olman to the ways of the Whispered One. The outcome of this effort is not 
  recorded for the diary portion suddenly ends. The author suggests the Olman are an offshoot of the Flan race, somehow 
  separated and isolated here in the distant past. 
   
  Included here is a carving of various Olman glyphs and their apparent meaning. Not all of the glyphs are marked 
  and most have had their paint chip off or fade away. 
  
  COR4-13 A Wretched Soul 
   
  Page 48  
   
  PLAYER HANDOUT 5: THE OLMAN CALENDAR DISK 
  The Story 
  The Crocodile passes through the Reeds to reach the House thinking to catch the Dog. All the while, the master is away 
  with his Stone Knife at the festivals of nemontemi. The Crocodile travels against the sun for eleven days, but the Reeds 
  sway to their nurturer allowing them to grow fully in seven days. The Crocodile stalks around the House in his way five 
  times, but the old Dog is alert for his eleven years and travels around the House in the way of the Reeds. The Dog meets 
  the Crocodile and bites him in the snout. The master returns with the sun and stabs the Crocodile with his Stone Knife 
  fifteen times. Such is the fate of those who venture forth during nemontemi. 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/594/COR4-13 A Wretched Soul (APL 10-16)/COR4-13 A Wretched Soul.pdf