TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
  PAL3-06 
   
   
   
   
   
   
   
  Fog of War 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Theocracy of the Pale Regional Adventure 
  Version 0.91 
  Round 1 
   
   
  by Nicholas K. Tulach and Brian Moseley 
   
   
   
   
   
   
  The pounding of hooves quakes the earth beneath your feet. The clash of swords rings in your ears. The stench of 
  rotting flesh hangs over the broken pitch, like torn pennants draped over twisted bodies. Sweat stings your eyes for fear 
  of the coming battle as you look out onto a field rent by carnage and howling bloodlust. If only there was a way out. An 
  adventure for average party level 4-12. 
   
   
   
   
   
   
   
   
   
   
  
  Fog of War 
   
  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 scoring 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. 
   
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
   
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to be 
  a sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
   
  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 DM) 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. You as the DM 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 
  gray boxes. 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. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
   
  Living Greyhawk 
   
   
   
   
  This is a Living Greyhawk Adventure.  As a Living 
  Greyhawk 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, ant then have any 
  players without a character create on.  Once all players 
  have a Living Greyhawk character, play can begin. 
   
   
  Along with the other materials 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 and Living Greyhawk Campaign 
  Sourcebook (LGCS). 
   
  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. 
  
  Fog of War 
   
  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 
  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. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
   
  Note: Living Greyhawk adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a Living Greyhawk adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs 
  who want their dogs to attack 
  must succeed at a Handle 
  Animal or Charisma check (DC 
  10). Failure indicates that the 
  animal will not attack that 
  round. This is a free action 
  (spoken command) that may be 
  attempted each round. If an 
  animal loses half or more hp in a 
  single round it flees, unless 
  another check is successful. 
  Time Units and 
  Upkeep 
  This is a standard one-round Regional 
  adventure, set in the Theocracy of the Pale.  Characters 
  native to the Theocracy of the Pale pay one Time Unit per 
  round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per round.  
  Rich Upkeep costs 50gp per round.  Luxury Upkeep costs 
  100gp per round. 
   
  Background 
  The Opposition isn’t really an organization.  Rather it is 
  what the Church of Pholtus describes as those that refuse 
  to follow the One True Path.  Many of these members 
  end up in New Dawn Camps for a period of reform.  
  Others flee the Pale seeking refuge in one of the 
  neighboring countries that have more tolerant views.  
  Some actually attempt to resist. 
   
  Three such people are the focus of this story.  The 
  first is a man known as Dornard the Wanton.  He is an 
  accomplished adventurer who went into a New Dawn 
  Camp, but escaped through dumb luck.  On yard duty 
  one day, a group of planar travelers happened to land 
  nearby while transporting themselves from the Astral 
  Plane.  In a hurried attempt to plea for help, Dornard 
  convinced the wayward travelers to send him on a 
  journey of his own.  He did not know that he would land 
  in a place called the Outlands.  It is the inner hub of all 
  the Outer Planes; a collection of portal towns on a strange 
  wasteland.  Being a lucky one, he befriended some bards 
  and they spread a story about him that grew and grew.  
  Soon he found that his notoriety preceded him wherever 
  he went.  He was dubbed a hero throughout the Outlands 
  and reaped many benefits from it including wealth, wine, 
  and song.  Life was good.    
   
  Two arcanists, Uwaine and Palomides, allied in 
  defiance of the Theocracy are also planar travelers of 
  some repute.  They have begun establishing a presence in 
  the war-torn plane of Acheron and the loosely connected 
  
  Fog of War 
   
  Page 4 
  portal town of Rigus in an attempt to recruit a militia to 
  fight against the oppressive government that they loathe. 
   Palomides has searched long and hard for his revenge 
  against the country that banished him so long ago, and 
  now he can taste it. Uwaine has taken up residence above 
  the Pious Pilgrim to complete the research of a powerful 
  spell.  This spell will allow them to transport an entire 
  building across the planar boundaries.  Unfortunately, 
  the Church Militant has already detected his work. 
   
  The Templars of the Church Militant are those 
  tasked with locating and eradicating opposition to the 
  Theocracy.  They use powerful divinations to keep track 
  of the actions of those that they think might be working 
  against the Church of the One True Path.  In particular, 
  they focus their effort and go to great lengths to monitor 
  any arcane activity.  Even further, the Templars scour the 
  city of Wintershiven for any shady arcane activity that 
  has not been approved by the church’s extensive 
  bureaucracy.  This time, their eye—and ire—is fixed on 
  Uwaine.  As Uwaine nears completion of his spell 
  research, the Church Militant prepares to send a 
  contingent of Templars to stop him. 
   
  Across the distant nether regions, Palomides lives in 
  a small but opulent palace in Rigus.  It is here that he has 
  begun 
  recruiting 
  mercenaries 
  to 
  lay 
  siege 
  on 
  Wintershiven.  Though the portal town resides mainly in 
  the Outlands, it sometimes shifts to the adjacent plane of 
  Acheron—and has recently done so much to the delight 
  of the wicked sorcerer.  This endless battlefield is the 
  perfect place to find more soldiers for his scheme. 
   
  The unlucky Dornard happened to hear false rumors 
  of Palomides desire to return to Oerth.  Feeling a bit 
  homesick--despite his status as a hero among the 
  residents of Rigus—Dornard decided to meet with 
  Palomides to see if he could convince the arcanist to take 
  him back as well.  Of course, Palomides laughed at the 
  proposition and decided to lock Dornard away to use as a 
  bargaining chip if it came to that. 
   
  Adventure Summary 
  The story begins with a long draw from a cold pint and a 
  warm meal on the table of the Pious Pilgrim, everyone’s 
  favorite Palish establishment.  Just as the music picks up 
  and the day’s sun dies down, in walk the Templars of the 
  Church Militant.  All business, those Templars are. They 
  begin asking questions about some arcane activity and 
  checking for those wizardly-types and their required 
  registration. 
   
  Just as they get near the PCs, all the torches in the 
  building go out and the inn becomes mysteriously dark. 
  The quant sounds of the streets of Wintershiven have 
  given way to a dull, droning hum.  Outside the walls of 
  the inn is no longer a city, but a vast wasteland of war-
  ravaged terrain littered with the remains of countless 
  battles.  The sky is grey and sunless.  Only the shadows of 
  looming cube suspended in the distant sky bare any clue 
  of where they have been sent: Acheron, the plane of 
  endless war. 
   
  After the PCs realize that they have shifted from 
  Oerth to another plane altogether and regain their wits, 
  they can begin searching for the culprit.  Questioning the 
  innkeeper, the PCs find out that he has been renting a 
  rather large room upstairs to a shady magician whose 
  name he does not know.   
   
  Heading upstairs (along with the Templars), the PCs 
  uncover the source of the shift.  A bizarre collection of 
  arcane texts and scrawled writings fill the large chamber. 
   These effectively serve as a scroll of a researched spell 
  never before seen on Oerth.  It seems as though the scroll 
  is still intact with another spell to return the PCs home, 
  but the wizard has already escaped out the window.  The 
  Templars (and possibly the PCs) give chase and quickly 
  track him down.   
   
  Once the Templars return with the wizard in 
  custody a squad of bladelings attacks the tavern.  Though 
  the bladelings are initially unfriendly toward the PCs and 
  the other tavern folk, they can be forced to surrender.  If 
  the situation is calmed, the former attackers are 
  somewhat willing to provide information to the PCs—for 
  a price.  However, during the attack, the wizard uses his 
  arcane magic to attempt to escape.  If he is successful, he 
  gives the PCs a convenient trail to follow.  Otherwise, 
  through the help of the Templars the PCs can interrogate 
  the wizard.  Though he is resistant, he may provide them 
  with some useful clues as to where they are and what is 
  happening.   
   
  In addition, the PCs can examine the walls of the 
  room to determine that it in fact does have a spell to 
  transport them home remaining on it, but this special 
  scroll requires a component that they do not have. 
   
  Looking outside, the PCs can see signs of a town (a 
  nearby road, smoke plumes in the distance, etc).  After 
  putting two and two together (potentially with some 
  prodding from Templar Eldreth), they will have to 
  journey out to the portal town of Rigus.  On their way, 
  the local residents inform the PCs that, though the area is 
  quiet now, constant battle rages in these lands.  Within a 
  matter of hours, armies will likely descend on their 
  location and destroy their tavern.  Worse yet, they will 
  also probably enslave the survivors, if any.  And to make 
  things even more apocalyptic, another one of Acheron’s 
  many cubes looks like it could crash into this cube just 
  miles—possibly yards—away.  This forces the PCs to 
  decide, but really there is only one answer.  Travel to the 
  nearby town and find this “champion” that the locals 
  speak of and perhaps he can help them get home. 
  
  Fog of War 
   
  Page 5 
   
  The directions the local inhabitants give lead them 
  to the home of the other arcanist, Palomides.  He has 
  made a temporary home here in an effort to recruit 
  enough combatants to lead an attack on Wintershiven 
  with the help of Uwaine’s powerful spell research.  His 
  recruitment has also brought a foolish adventurer into 
  his midst as well.   
   
  Dornard has come hoping for a way back to Oerth.  
  Instead he has been enslaved by the wizard; forced to 
  serve the whim of the egotistical megalomaniac.    
   
  Once the heroes approach the home of the wizard, it 
  becomes apparent that they will not receive a friendly 
  welcome.  Wicked creatures patrol the exterior of the 
  palace and the PCs need to find another way in.  Lucky 
  for them the wizard does not worry much about invasion 
  in this corner of Acheron. 
   
  The PCs work their way into the palace and 
  eventually find the clues their looking for.  They run 
  across the champion, who is actually no champion at all 
  but rather an unlucky adventurer trapped without a way 
  home.  The wizard, however, has the special component 
  the PCs need to complete the arcane spell and return to 
  Oerth. 
   
  This leads to the climax of the story: the encounter 
  with mighty wizard Palomides (and possibly Uwaine too, 
  if he’s escaped).  Though possible to retrieve the item of 
  need and flee, it is unlikely that Palomides will allow 
  such to occur without his intervention.  He has staged 
  the entire encounter, allowing the PCs to infiltrate his 
  palace to set up his encounter with them.  He will 
  unleash his bodyguard on the PCs and send them 
  running back to Oerth with their tail between their legs 
  and a message for the Theocrat. 
   
  Alas, if the PCs are successful in retrieving the item 
  by whatever means, they can return to the Pious Pilgrim 
  just in time to see the end of a small skirmish between 
  the Templars and more scout forces of Acheron’s finest.  
  Once back, they transport themselves and the rest of the 
  inn back to safety in Wintershiven just in time to avoid 
  the approaching collision with a nearby cube. 
   
  Or so they think.  Unbeknownst to them, a shadowy 
  creature has stowed away.  For reasons not yet revealed, it 
  besets upon the PCs in Wintershiven. In one last glorious 
  triumph, the PCs shine in battling the outsider and save 
  Wintershiven much to the delight of onlookers and the 
  Church Militant! 
   
  In a grand ceremony, the PCs are declared heroes of 
  the day and all sing praise to the names of new saviors of 
  the Pale. 
   
  Cast of Characters 
  The following is a list of major NPCs that appear in the 
  scenario.  This is intended to assist the DM in preparing 
  the scenario and understanding the roles of the NPCs. 
   
  � Palomides: Male human Sor18. 
  • 
  Personality: He is a megalomaniacal sorcerer 
  with delusions of grandeur about returning to 
  Wintershiven with an army of warriors to lay 
  waste to the Theocracy.  His mind is constantly 
  churning with diabolical ideas about how to 
  dethrone the Theocrat and what to turn the 
  Throne of the Light into when it is his.  He 
  demands obedience from everyone, including 
  Uwaine 
  • 
  Description:  Nearly all of his hair has been 
  pulled from his head from his obsessive 
  nervousness.  His skin is wrinkled and baggy 
  with numerous liver spots all over.  His eyeballs 
  are yellow as are his teeth.  He usually dresses in 
  grey robes accented with colorful trim.  He 
  carries a staff that he uses as a crutch though he 
  does not need to. 
  • 
  Motivation & Goals: Palomides wants more 
  than anything to return to Wintershiven and 
  destroy the Theocracy.  Having been banished 
  from Oerth, he blames the god Pholtus for his 
  plight and wishes revenge against the Theocrat. 
   He has enlisted the aid of Uwaine, a cowardly 
  but cruel wizard, to help him achieve his 
  objective. 
     
  � Uwaine: Male human Wiz10. 
  • 
  Personality: He is a coward first and foremost.  
  He has run from his home of Tusmit and 
  bounced from plane to plane in an effort to flee 
  from everyone he’s faced until he met 
  Palomides.  Cruelty is his second nature.  He 
  treats those that show weakness cruelly, which 
  makes him many enemies.  He enjoys the 
  servitude that his relationship with Palomides 
  has brought.  He takes orders well, but in the 
  end is no more loyal than he is brave. 
  • 
  Description: He is short and his posture is 
  hunched.  His eyes are always squinting and he 
  constantly looks back and forth.  He wears a fine 
  set of spectacles that enhance his ability to read 
  magical texts.  He typically wears a feathered 
  cap and a long blue robe with black and red 
  trim. 
  • 
  Motivation & Goals: Uwaine really just wants a 
  purpose.  He has been on the run and alone for 
  
  Fog of War 
   
  Page 6 
  so long that he welcomes whatever role he can 
  play in Palomides’ plan.  He is a superb 
  researcher and his focus on finishing his spell 
  research is solid like a diamond.  He wishes only 
  to 
  please 
  Palomides 
  by 
  completing 
  his 
  experimentation. 
     
  � Dornard the Wanton: Male human Ftr4?. 
  • 
  Personality: A fool through and through.  
  Dornard was once an adventurer but failed 
  miserably.  However, as foolish as he is, luck is 
  also on his side.  Everything seems to go wrong 
  for Dornord at first, only to turn all the way 
  around for the better soon after.  Worst of all, he 
  seems to be clueless about all of this.  
  Perpetually cheerful and pleasant, he is dim 
  beyond belief. 
  • 
  Description: He is a walking irony.  Having 
  luck on his side has given him the opportunity 
  to become a hero among the strange war-like 
  people of Rigus.  Showered with gifts, he wears 
  the finest clothes and jewelry.  His shimmering 
  armor and weapons are second to none.  Of 
  course, this was before he was captured by 
  Palomides and imprisoned. 
  • 
  Motivation & Goals: Dornard really has little 
  motivation.  He does not want to be imprisoned, 
  but other than that he just takes life as it comes. 
   In a way, he enjoys the excitement that 
  Palomides has brought him, even though it has 
  been rather painful. 
   
  � Priest-Sergeant Eldreth of Wintershiven: Male 
  human Clr4/Ftr3 (Pholtus). 
  • 
  Personality: He is harsh like a Palish winter 
  and crass as a sailor.  His only love is the 
  Blinding Light and he pursues it above all else.  
  Well, except maybe the drink.  He loves to 
  drink strong mead or hard ale, whichever comes 
  in bigger flagons. He talks with a growl and 
  rarely smiles.  The men under his command 
  respect him out of fear for he is strong and has a 
  nasty temper, particularly when without drink. 
  • 
  Description: The man defines greasy and 
  sleazy.  Has this man ever washed?  He smells of 
  liquor at all times and looks like he hasn’t slept 
  in months (though he just passed out last night). 
   His uniform can hardly be called white 
  anymore and his sword and shield are badly 
  tarnished.  
  • 
  Motivation & Goals: Though he loves to drink, 
  he is not a complete fool.  He knows that his 
  superiors will reward him generously if he is 
  able to track down this rogue arcanist.  He is a 
  good man behind his gruff exterior and 
  generally has the interest of the people in mind. 
   Though his methods are strange, his results are 
  usually successful and that is why he has been 
  able to move up the ranks of the Church 
  Militant. 
   
  � Gouvernail, Barkeep of the Pious Pilgrim: Male 
  human Com2/Exp2. 
  • 
  Personality:  Fun loving and kind is the best 
  way to describe the barkeep of the Pious Pilgrim 
  in Wintershiven.  Though not as well informed 
  as Willigant, he is happy to gossip with whoever 
  comes into his establishment.  His face always 
  has a smile on it and his mind seems to easily 
  wander to stories involving days long past.  He’ll 
  lower his prices for anyone that can beat him at 
  a game of dragon bones. 
  • 
  Description:  He wears a think striped white 
  and red jerkin and dirty white pantaloons that 
  never seem to want to stay around his rather 
  large waist.  His head is round and his nose is 
  beet red.  His large, clear eyes are very inviting 
  and he likes to share a smoke with anyone 
  who’ll let him. 
  • 
  Motivation & Goals: Gouver, as the regulars 
  call him, is not really motivated by money.  His 
  business keeps him fed, but really his interest 
  lies in adventure.  He lives his life vicariously 
  through the tales that adventurers tell him.  He 
  often mixes up stories and inserts himself into 
  them proudly as if he were a hero.  In a way, to 
  his patrons who mostly wish to escape the daily 
  toil, he is.  
   
  � Urkru, Mercane Trader: Male mercane Exp3. 
  • 
  Personality: He is curious, particularly of 
  strangers and the potential for acquiring rare 
  and useful items.  His passive approach to 
  haggling comes from his nature as a mercane—
  he is calm, cool, and untroubled. He questions 
  as to the value of anything and everything and is 
  only interested in trade, not coin.   
  • 
  Description: Urkru stands out in the most 
  crowded bazaar.  A 12-foot-tall, blue skinned 
  creature dressed in voluminous robes, he moves 
  with a slow, languid grace.  His hands are 
  spidery and delicate, with an extra joint on each 
  finger. 
  • 
  Motivation & Goals: Urkru’s main goal is to 
  acquire items of value.  He trades often with 
  travelers, both from the Outlands and from 
  
  Fog of War 
   
  Page 7 
  abroad.  He doesn’t like to give out information 
  without getting something in return.  He has no 
  noteworthy allegiances except to himself as a 
  tradesman. 
   
  Scenario Timing 
   
  This section is a supplement for the DM.  It gives 
  guidelines on how much time to allot for each encounter. 
  • 
  Introduction: Character introductions and 
  roleplaying; 10 minutes. 
  • 
  Encounter 
  1: 
  Plot 
  development, 
  NPC 
  introductions, roleplaying; 20 minutes. 
  • 
  Encounter 2: Minor combat, plot development; 
  45 minutes. 
  • 
  Encounter 
  3: 
  Roleplaying, 
  information 
  gathering; 20 minutes. 
  • 
  Encounter 4: Roleplaying; 10 minutes. 
  • 
  Encounter 
  5: 
  Investigation, 
  infiltration, 
  possible combat; 60 minutes. 
  • 
  Encounter 6: Problem solving, roleplaying; 20 
  minutes. 
  • 
  Encounter 7: Combat; 30 minutes. 
  • 
  Conclusion: Roleplaying, wrap-up; 10 minutes. 
  • 
  Total Time: 3 hours, 45 minutes. 
   
  Suggested adjustments: If you find that you have a 
  limited amount of time to play this scenario, there are a 
  few things you can do to adjust it to allow for faster play.  
  First, it is always good to prepare the combats before 
  hand.  Draw out the battlemat before play begins for each 
  combat encounter and be sure to limit the amount of 
  time that PCs have to decide their actions.  Second, you 
  can cut out the Encounter Four and just move them 
  directly from the merchant Urkru to Palomides’ Palace at 
  Encounter Five.  Third, cut Uwaine’s escape attempt from 
  Encounter Two.  This can potentially take significant 
  time to resolve and is not absolutely necessary to the 
  story.  Finally, you can have the players do character 
  introductions while you are getting set up for play.  These 
  adjustments should allow this scenario to easily fit into a 
  four-hour time slot. 
   
  Introduction 
  The cackle and chatter of patrons fill the great hall of 
  the Pious Pilgrim in Wintershiven.  This squat, two-
  story inn is known throughout the Pale as a favorite 
  spot for adventurers to relax with a mug of ale and a 
  warm meal.  It is because of this reputation that the 
  tavern has been wildly successful.  The four walls 
  each pay homage to a different aspect of Pholtus and 
  the Church of the Blinding Light.  The inviting 
  smells of baking bread and simmering stew permeate 
  the common room where many of the patrons partake 
  in various forms of entertainment.  Some of these 
  include dance, song, and table games.   The flickering 
  firelight keeps the dimly lit room glowing like the 
  afternoon sunset despite the lack of windows. 
   
   
  The PCs can all have their own motivations for being 
  at the Pious Pilgrim or the DM can feel free to improvise 
  and give them to the players.  Either way now is a good 
  time to ask for introductions.   
   
   
  Gouvernail, the innkeeper of the Pious Pilgrim 
  provides the PCs with good service and a friendly story or 
  two. 
   
  � Gouvernail: Male human Com2/Exp2. 
   
   
  Hidden among the half dozen or so patrons is a frail-
  looking old man.  This is actually an assassin who has 
  been sent by his master to retrieve an item in the 
  possession of Uwaine.  He has tracked Uwaine here, but 
  now that this strange disturbance has happen, he has 
  chosen to lay low until the PCs have solved this puzzle.  
  He will emerge from his disguise during Encounter 7. 
   
  Development: After introductions are completed, 
  Templar Eldreth and his men arrive.  They begin 
  questioning the patrons.  They are seeking out, in 
  particular, any notable arcanists.  Eldreth acts rather crass 
  and pompous, even more so than usual.  On a successful 
  Diplomacy check (DC 10 + APL), his demeanor turns 
  from indifferent to friendly and he is willing to share a 
  bit of information with the PCs.   
  • 
  The Church has learned of a rogue arcanist that 
  is thought to be operating out of this tavern.  
  Divinations have provided some clues that he is 
  dabbling in powerful transmutation magic. 
  • 
  The identity of the magician is not known, 
  however there are several possibilities (maybe 
  even among the PCs the Templar speculates). 
   
  Encounter One: Acheron’s Call 
  After introducing themselves and briefly speaking with 
  Templar Eldreth, Uwaine’s spell effect goes off.  This 
  functions similar to a plane shift spell, but instead the 
  target of the spell is the entire tavern! 
   
   
  A small tremor shakes the building, knocking 
  over candles and mugs of ale.  A brisk wind rushes 
  throughout the room extinguishing the remaining 
  candles leaving only the hearth fire still burning.  A 
  second or two later, the entire tavern lurches and 
  begins sliding down the slope of a hill and comes to a 
  
  Fog of War 
   
  Page 8 
  crashing halt that jars many of the patrons off 
  balance.  The battered and bruised templars stumble 
  to their feet with bated breath and sweat on their 
  brow.   
   
  Development: The entire tavern and all its inhabitants 
  have been transported to the Outer Plane of Acheron.  
  The templars quickly resume their search for the rogue 
  arcanist that they believe is responsible for whatever just 
  happened.  They hastily make way for the upstairs guest 
  rooms.  Questioning the innkeeper reveals the following:  
  • 
  One of the larger rooms has been rented out to a 
  man who said that he required privacy.  He paid 
  handsomely for the room and has been there for 
  over a month. 
  • 
  The man was, as far as the innkeeper knows, 
  alone.  He left once a week for supplies, but that 
  was all.  The innkeeper did not feel the need to 
  ask questions. 
  • 
  No other visitors came looking for the man 
  during his stay.  He did not provide a name or 
  any other information. 
   
   
  The templars quickly capture the weary wizard 
  Uwaine.   
   
  Motivation: Uwaine is somewhat disoriented by the 
  aftermath of his spell research and casting.  He is not 
  inclined to tell the truth, but the templars and possibly 
  the PCs do have methods to extract such information 
  from him (zone of truth, detect thoughts, etc).  He is 
  intent on escaping and will use what little arcane ability 
  he has left to leave at the first opportunity (see “Attack on 
  the Tavern” below). 
   
   
  Uwaine will reveal the following information only if 
  compelled by magic: 
  • 
  He has been researching a spell to allow for 
  simple mass travel from Acheron to Oerth.  He 
  has prepared two such scrolls, but they require a 
  special adamantine fork that is consumed in the 
  casting. 
  • 
  He has a partner who he does not know the 
  whereabouts of (he was sent to Oerth before 
  Palomides obtained the palace). 
  • 
  His partner aided his research.  He merely 
  completed the test run.  
  • 
  If asked about the plain iron ring, he simply says 
  that he was given it to wear by the man that 
  aided him in escaping the New Dawn Camp at 
  Tristor. 
   
  Outside the Pious Pilgrim 
  If and when the PCs decide to have a look outside, read 
  or paraphrase the following: 
   
   
  The cityscape of Wintershiven has disappeared 
  entirely.  A never-ending battlefield littered with 
  rusted weapons and skeletal remains of long dead 
  combatants has replaced the familiar streets.  A few 
  dead trees remain standing on the blasted wasteland. 
  Only rocky cliffs and dusty flats are visible beneath 
  the debris.  Craters of all sizes pock the entire surface 
  creating an otherworldly appearance.  A low, steady 
  hum echoes throughout the area like the moaning of 
  a dying man and the sound of clashing swords rings 
  loudly across the broken plain. Hundreds of carrion-
  eating birds circle overhead seeking out the spoils of 
  battle that they feed off of.  
   
   
  A Knowledge (the Planes) check (DC 10) reveals that 
  they are indeed on another planes.  Success by 5 or more 
  reveals the plane as Acheron.    
   
  If the PCs decide to leave the tavern at any point, 
  proceed to Encounter 2: “Attack on the Tavern”. 
   
  Uwaine’s Room 
   
   
   
   
  If the PCs decide to look around Uwaine’s room, read of 
  paraphrase the following: 
   
   
   
  This room seems to be a cornucopia of scrolls, 
  papers, and books.  Dominating the room is scrawled 
  arcane writing on paper plastered to the walls.  Only 
  half of the room has writing while the other half 
  bears only blank paper. 
   
   
  A read magic spell will determine that the wallpaper 
  itself is a scroll of some strange, unique spell that seems 
  to be similar to a plane shift spell. 
   
  Development:  
  A Search check (DC 10) locates a plain 
  iron ring sitting atop the desk, which the Templars 
  overlooked. If touched by a character of lawful or good 
  alignment, it instantly turns to a fine, black powder.  If 
  worn, it will also turn to dust.  The Templars confiscate 
  Uwaine’s items, but may be convinced to lend them to 
  the PCs for the duration of the event with a successful 
  Diplomacy check (DC 15). 
   
  There is nothing else of interest in the room. 
   
  
  Fog of War 
   
  Page 9 
  Encounter Two: Attack on the 
  Tavern 
  Once the PCs have had a chance to speak with Uwaine 
  and extract some information from him, or if they get 
  antsy and want to explore outside the tavern, a band of 
  bladeling marauders attack. 
   
   
  A gang of metallic-skinned humanoids charge 
  toward the inn wailing a bloodthirsty battle cry.  
  Their skin is spotted with metal spines and their eyes 
  look like shards of purple ice.  They scream out in 
  Common: “More slaves!  Surrender, fools!”  
   
   
  The bladelings would love to get their hands on 
  exotic mortals such as the PCs for slavery.  However, they 
  have no problem killing them as well.  In addition to the 
  marauders, there are another half 
  dozen or so smaller creatures 
  that 
  look 
  much 
  like 
  the 
  bladelings but are much smaller 
  and weaker.  These creatures are 
  tending to the gang’s “slaves”, 
  which seem to mostly be birds, 
  vermin, and a few weak-looking 
  goblins.   
   
  Note: 
  The EL of this 
  encounter has been adjusted due 
  to the presence of the allied 
  templars.  The templars should 
  be allowed to participate in the 
  battle. 
   
  All APLs (Allies) 
  � Priest-Sergeant 
  Eldreth: 
  Male half-elf Clr4/Ftr3; see 
  Appendix A. 
   
  � Legates 
  (4): 
  Male 
  and 
  female half-elf Clr1/Ftr2; see 
  Appendix A. 
   
  All APLs 
  � Goblin slaves (3): hp 1 
  each; see Monster Manual. 
   
  APL 4 (EL 4) 
  � Zolofin, Marauder Priest: male bladeling Clr2 
  (Hextor); see Appendix A. 
  � Marauder Novices (6): Male and female bladeling; 
  see Appendix A. 
   
  APL 6 (EL 6) 
  � Zolofin, Marauder Priest: Male bladeling Clr4 
  (Hextor); see Appendix A. 
  � Marauder Veterans (3): Male and female bladeling 
  Ftr1; see Appendix A. 
  � Marauder Novices (3): Male and female bladeling; 
  see Appendix A. 
   
  APL 8 (EL 8) 
  � Zolofin, Marauder Priest: Male bladeling Clr6 
  (Hextor); see Appendix A. 
  � Marauder Elites (3): Male and female bladeling 
  Ftr2; see Appendix A. 
  � Marauder Veterans (3): Male and female bladeling 
  Ftr1; see Appendix A. 
   
  APL 10 (EL 10) 
  � Zolofin, Marauder Priest: 
  Male bladeling Clr8 (Hextor); 
  see Appendix A. 
  � Marauder Heroes (6): Male 
  and female bladeling Ftr3; see 
  Appendix A. 
  APL 12 (EL 12) 
  � Zolofin, Marauder Priest: 
  Male bladeling Clr10 (Hextor); 
  see Appendix A. 
  � Marauder Champions (6): 
  Male and female bladeling Ftr5; 
  see Appendix A. 
   
  Setup: Viewing the tavern’s 
  sudden 
  appearance 
  as 
  an 
  intrusion 
  into 
  their 
  home 
  territory, 
  the 
  intensely 
  xenophobic bladelings would 
  prefer not to waste any time 
  launching an assault on the 
  newly 
  appeared 
  structure. 
  Zolofin has trained them well, 
  however, and they spend several 
  rounds preparing for battle. The 
  war band are well supplied with 
  magical enhancements and do not hesitate to employ 
  their entire inventory, as the priest will craft more once 
  the pending victory and ensuing celebration are 
  complete.  
   
  At APLs 6 and above, Zolofin first uses his scroll of 
  owl’s wisdom. Then, at APLs 8 and above, he casts bear’s 
  endurance on himself and magic vestment on his shield. 
  He follows at APLs 10 and higher with spell immunity 
  Acheron Traits 
  The Infernal Battlefield of Acheron has the 
  following traits: 
   
  • 
  Objective 
  Directional 
  Gravity: 
  The strength of gravity is the same 
  as on the Material Plane, but which 
  way is down depends on which face 
  of the cube you are on.  Walking 
  across edges between faces can be 
  dizzying for the inexperienced. 
  • 
  Normal Time. 
  • 
  Infinite Size: Each cube is finite, 
  but the void the cubes hang in is 
  infinite. 
  • 
  Divinely 
  Morphic: 
  Acheron 
  changes at the whim of its deities.  
  Ordinary creatures must use spells 
  and physical effort to change the 
  infernal battlefield. 
  • 
  No Elemental or Energy Traits. 
  • 
  Mildly 
  Law-Aligned: 
  Chaotic 
  characters suffer a –2 penalty on all 
  Charisma-based checks. 
  • 
  Normal Magic. 
   
  
  Fog of War 
   
  Page 10 
  (fireball, lightning bolt). At APL 12, he finishes with 
  freedom of movement (on himself) and bear’s heart (on 
  his warriors). 
   
  The other marauders consume all available potions 
  and apply oil to weapons. They wait until the priest has 
  finished his castings before doing so in order to 
  maximize the effect durations. 
   
  Their preparations being completed, the marauders 
  charge towards the front door howling challenges, 
  falchions held high. Remember at APL 12 that under the 
  effect of potions of haste they move at a speed of 60 ft! 
   
  The bladelings’ initial position is 100 ft. upon a 
  gentle slope above a field strewn with the detritus of 
  previous battles – sundered shields, cloven skulls, and of 
  course many, many bones. They do not gain surprise; 
  only the most inattentive tavern occupant will miss the 
  clamor of the charge. 
   
   
  Tactics: The rank-and-file bladelings are extraordinarily 
  brave, identifying and focusing their attacks on the most 
  dangerous combatants. They work together to bring 
  down those who meet their charge before continuing on 
  to spellcasters and other rear-echelon enemies. 
   
  Zolofin on the other hand is something of a coward 
  at heart and stays well in the rear, attempting to disable 
  enemy attackers from afar. He leads off the battle by 
  heartening his allies and striking fear into his foes with 
  bane, prayer or recitation. Once the proper tone for the 
  action has been established, he prefers immobilizing 
  melee fighters with extended hold person, harrying 
  spellcasters with spiritual weapon, countering spells with 
  dispel magic, and wreaking mass havoc with unholy 
  blight. Of course flamestrike is always a fine choice as 
  well for causing casualties. 
   
  Once alerted to the marauders’ presence, Priest-
  Sergeant Eldreth and his troops attempt to mount a 
  defense outside the tavern in hopes that they can hold off 
  the attackers and save the building (and the innocents 
  within) from harm. If they have time before meeting the 
  bladelings’ charge, the legates use their scrolls of bull’s 
  strength, and Eldreth calls for Pholtus’ blessing. 
   
  Recall that here on Acheron, PCs are outsiders, and 
  consequently several spells that do not normally affect 
  them on the Material Plane will do so here (or have 
  different effects). Examples are unholy blight, dismissal, 
  and dispel good. Also, do not forget that chaotic 
  characters are subject to the mildly law-aligned planar 
  trait (see Appendix C for details on Acheron’s planar 
  traits). 
   
  Development: After defeating the bladelings and saving 
  their slaves, the PCs learn from the weak and weary 
  goblins that a great and powerful champion resides in 
  these lands.  His name is Dornard and he is known 
  throughout the realm as a powerful planar traveler and a 
  warrior of great repute.  The slaves themselves have never 
  met him, but he is said to reside in the portal town of 
  Rigus, which has recently returned to Acheron from the 
  Outlands (see Appendix for more information on the 
  Outlands & Acheron). 
   
  In addition, Uwaine will attempt to escape during 
  the combat using his dimension door spell.  He will not 
  get far.  Even if he gets outside the inn, he will be easy to 
  track (as he heads toward the town of Rigus).  If he does 
  manage to escape, feel free to add him to the side of 
  Palomides during Encounter Five. 
   
  Discussion about what should be done to save the 
  inn and return to Wintershiven should lead to the 
  determination that they must seek out this great 
  champion.  The Templars feel ill suited for such a task, 
  but are willing to stay behind and defend the tavern from 
  any more goblinoid raiders.  This leave the PCs charged 
  with the mission to find this hero and possibly find a way 
  home. 
   
  Also, the PCs have an opportunity to select a 
  bloodhawk as an animal companion or familiar.  This 
  must be done at the time the bloodhawks are 
  encountered (after defeating the bladeling marauders).  A 
  sorcerer or wizard must pay the usual 100 gp cost for 
  obtaining the familiar. 
   
  Encounter Three: Across the 
  War-Torn Wasteland 
  Read or paraphrase the following as the PCs trek out into 
  the wasteland of Acheron: 
   
   
  Walking across the shattered battlefield is 
  daunting to say the least.  The eerie grey sky is nearly 
  featureless except for distant cubes moving across the 
  sky.  One such cube looms ominously close. Its 
  surface looks like that of a giant caldera.  Smoke 
  billows forth from the cracks in its face and lava 
  spews forth from the great vents. Its approaching face 
  bustles with creatures that look like mere ants on the 
  gargantuan landscape.  This particular cube seems to 
  be heading on a collision course just a mile or less 
  away.  Perhaps only hours remain before the readying 
  army invades from the rapidly moving cubic world.   
   
  Back on the surface, there is a dusty path that 
  leads off toward the horizon.  Just at the edge, there 
  appears to be a settlement or town.  A high wall 
  encloses the area and plumes of smoke rise from the 
  interior.  On the road heading toward the town is a 
  small cart pulled by a large, bulbous pack beast of 
  
  Fog of War 
   
  Page 11 
  some sort.  A tall, blue-skinned, gaunt humanoid 
  drives the creature from atop the vehicle. 
   
   
  The humanoid is a merchant trader named Urkru on 
  his way to Rigus.  He can provide the PCs with some 
  useful information about the area and rumors about 
  Dornard, the planar traveler. 
   
  � Urkru the Mercane Merchant: Male mercane Exp3; 
  Appraise +10, Bluff +5, Diplomacy +6. 
    
  Description: Urkru stands out in the most crowded 
  bazaar.  A 12-foot-tall, blue skinned creature dressed in 
  voluminous robes, he moves with a slow, languid grace.  
  His hands are spidery and delicate, with an extra joint on 
  each finger. 
  Motivation: Urkru is looking to trade anything exotic 
  with the PCs.  He is not interested in common goods or 
  weapons.  He takes particular notice to any wondrous 
  items that the PCs may be wearing.  He will offer goods 
  from the list below or information for a price.   
   
   
  The PCs can use Appraise to decrease the cost of the 
  goods.  See Player’s Handbook Appraise skill for how to 
  Appraise items.  The Appraise DC for Urkru’s rare and 
  exotic items is DC 20.  Urkru will only accept a price that 
  is greater than or equal to the actual value listed.  
   
  Here is a list of rare items that Urkru will sell the 
  PCs along with their price.  These can be noted on the 
  player’s AR in the notes section. 
  • 
  Adult red dragon claw (fake): 100 gp. 
  • 
  Barghest pelt: 200 gp. 
  • 
  Shrunken ghoul head: 50 gp. 
  • 
  Owlbear feathers: 20 gp. 
  • 
  Githyanki wind chimes: 330 gp. 
  • 
  Petrified hag eye: 250 gp. 
  • 
  Stirge wing: 10 gp. 
  • 
  feather of Celestia: 750 gp; see Adventure 
  Record. 
   
  Development: The merchant knows the following 
  information, which he is will to sell for 100 gp a rumor.  
  This can be negotiated down to 50 gp with a successful 
  opposed Diplomacy check. 
  • 
  Rigus is a rough place dominated by local 
  warlords.  Many of them are constantly battling, 
  but the town itself thrives in trade despite the 
  war-like leadership. 
  • 
  The champion known as Dornard has a grand 
  azure palace in Rigus that is unmistakable.  He 
  is a kind man among thieves, brigands, and 
  scoundrels.  He will likely be able to help the 
  PCs with whatever they need. (This is actually 
  not true.  Though the palace once belonged to 
  Dornard, Palomides has taken it from him a 
  captured Dornard.  The merchant, however, 
  does not know this and believes the champion 
  to be a powerful planar traveler.) 
  • 
  Though Rigus is a trading community, they 
  often can be rough on newcomers.  It is best to 
  steer clear of trouble if you don’t have serious 
  business in town. 
   
  Encounter Four: Crossing the 
  River Styx & The Portal Town of 
  Rigus 
  Once the PCs are through interacting with Urkru, they 
  continue on their way toward the portal town of Rigus.  
  Read or paraphrase the following as they approach the 
  cascading waterfall from the River Styx: 
   
   
  As if from nowhere, there is a cascading waterfall 
  that wells up a pool and flows off across the road 
  washing out the path to the distant town.  Fortunately 
  enough, a small raft is docked at the edge of the path. 
   It looks to be manned by a tall, frightful looking 
  figure.  The creature peers out over the water as if 
  searching for something not seen. 
   
   
  This is the River Styx, the flow of forgetfulness and 
  despair that connects the Outer Planes.  In Acheron, it 
  flows through some of the cubes, pooling up in places 
  and washing away others completely.  Those characters 
  with Knowledge (the Planes) can recognize this body of 
  water as the foul thing that it is (DC 15). 
   
  � Marraenoloth ferryman: hp 45; see Appendix A. 
   
   
  The ferryman is willing to take the PCs across the 
  dangerous waters.  He is willing to do so in exchange for 
  information about the PCs destination, purpose, and 
  where they have come from in addition to 100 gp per 
  person.   
   
  Any PCs who offend the ferryman or act overly 
  aggressive with get tossed from the boat or splashed.  
  Those who touch the water must make a Fortitude save 
  (DC 17) or suffer total amnesia.  Treat the victim as if 
  feebleminded (as the feeblemind spell).  Even those who 
  make their saves lose all memory of the events of the last 
  8 hours.  Prepared spells remain in memory, though the 
  victim may not realize they’re prepared. 
   
   
  Once across the river, it is a short journey to the 
  gates of the portal town of Rigus.  Read or paraphrase the 
  following description:  
  
  Fog of War 
   
  Page 12 
   
   
  At the iron gates of this small town stand a long 
  line of merchants awaiting passage.  Each must go 
  through a long inspection, which seems to involve 
  some bribery or a lot of arguing.  Through the gates, 
  the town seems to mirror the rest of this endless 
  battleground.  Most of the residents are armed and 
  armored and the streets themselves are littered with 
  broken weapons and rusted shields.  The features of 
  the town itself seem to promote an endless conflict.  
  Streets do not line up from one side of the cross street 
  to another and many of the buildings are burned out 
  husks or shattered all together by powerful magic.  A 
  few stand out among the rest, decadent palaces 
  housing the warlords that control the town—for the 
  time being.  One of them stands out as the azure 
  palace that was spoken of... 
   
   
  The palace that they spot is indeed the one they are 
  searching for.  Travel towards it should be filled with 
  passer-bys questioning the PCs and attempting to 
  challenge them, but nothing serious.  Allow a Spot check 
  (DC 20 + APL) to notice a rogue-like figure in the 
  shadows paying particular attention to the PCs.  This 
  would be an agent of Palomides who swiftly sneaks away 
  to inform his employer of the PCs approach.   
   
  If time permits, be sure to adlib the aggressive 
  attitude of the locals appropriately.  In addition, the PCs 
  should be allowed a brief amount of time to use Gather 
  Information to obtain more knowledge of the azure 
  palace or this supposed “champion”.  The following 
  information is an example of things that can be obtained 
  using the Gather Information skill. 
  • 
  DC 10: Recent news in the area includes the 
  apparent disappearance of the champion 
  Dornard.  He has not been seen in town for 
  several weeks.   
  • 
  DC 15: It seems that the azure palace that is 
  home to Dornard has seen a little activity of late. 
   Mercenaries have come into town asking about 
  it.    
  • 
  DC 20: Patrols of rock-like creatures known as 
  “maugs” have been seen near the azure palace 
  recently.  This is not typical of Dornard and the 
  locals that have seen them have been frightened 
  to approach closer and ask questions.  A 
  Knowledge (the Planes) check (DC 15) will 
  yield a description of what maugs are (see 
  Appendix B). 
   
   
  After allowing for a bit of information gathering, if 
  desired, continue to Encounter Five. 
   
  Encounter Five: Palomides’ 
  Palace 
  Once the PCs are able to locate the palace and travel 
  there, read or paraphrase the following: 
   
   
   
  Rising up from the surrounding landscape of 
  dead trees and ash-colored boulders is an impressive 
  azure stone palace surrounded by a moat.  Twin 
  obelisks rise in the courtyard in front of the building 
  to a height of nearly fifty feet.  Beneath the stone 
  structures is a fountain that jets water nearly as high 
  as the obelisks rise.  Lush ivy vines grow from the 
  ground beneath the walls of the palace covering 
  much of the sides of the deep blue building in a lush, 
  dark green.  Smooth granite tiles pave the courtyard 
  leading up to the gate of the building.  Two large 
  creatures flank the front entrance to the palace. 
   
   
  In addition to the front entrance, there are two other 
  entrances: one in the side and one in the back.  See the 
  map in the Appendix for a complete layout of the 
  building.  The following sections describe the exterior 
  and interior locations in and around the palace. 
   
  General Palace Information 
  Walls:  The walls are constructed of standard quality 
  masonry.  They are about 1 ft. thick.  The walls have a 
  Break DC 35, Hardness 8, 90 hp per 10-foot-by-10-foot 
  section, and a Climb DC 15.  
  Floor: The floors are constructed of flagstone, which is 
  effectively the same construction as the walls. 
  Doors: Unless otherwise noted, doors are constructed of 
  strong wood.  Strong wood doors have a Hardness 5, 20 
  hp, and a Break DC 25.  In addition, all doors are locked 
  unless otherwise noted.  The lock has an Open Lock DC 
  20 + APL to a maximum of 30. 
  Ceiling:  The ceiling, including the dome, is made of 
  forged iron.  It is about 3 in. thick.  The ceiling has a 
  Break DC 30, Hardness 10, 90 hp per 10-foot-by-10-foot 
  section, and a Climb DC 25. 
  Windows:  There are no windows in the palace. 
   
  Front Entrance & Yard 
  The main entrance is on the south-facing wall of the 
  palace.  The yard leading up to it contains two 
  obelisks and a fountain, all of which reach some fifty 
  feet into the air.  The lush vines grow thick at the 
  base of the structure here, but the front of the 
  building is nearly clear of the spindly plants.  The 
  ground here is paved with granite tiles.  An arrow slit 
  
  Fog of War 
   
  Page 13 
  provides an obvious defense to the south and west 
  portions of the building. 
   
   
  There are guards stationed in front of the palace.  
  They patrol the grounds south of the front entrance, 
  including the area around the obelisks and fountain.  A 
  Track check (DC 20) can reveal a pattern to the patrol.  A 
  DC 25 result will allow the PCs to determine that they 
  rarely patrol the rear of the building. 
   
  All APLs:  
  � Maug Leader (1): Maug Ftr6; see Appendix A. 
   
  � Maug Mercenaries (3): Maug Ftr2; see Appendix A. 
   
  � Maugs (8): see Appendix A. 
   
  � Dread Guards (8): see Appendix A. 
   
  Tactics: The maug guards will not kill the PCs, they will 
  attempt to either drive them off or subdue them and 
  bring them to Palomides.  The dread guards are under the 
  command of the maugs.  They will take simple orders 
  from them.   
   
   
  Each set of doors here is barred from the inside with 
  an iron bar.  This effective increases the break DC to 30. 
   
  Side Entrance 
  The west side of the palace is almost completely 
  overgrown with ivy vines.  They cover the walls as 
  well as the door itself.  A path leads away from this 
  entrance toward a nearby garden west of the palace.  
  An arrow slit on the southwest corner of the building 
  defends this entrance. 
   
   
  The guards only nominally patrol this area.  This is 
  the most secure gate, as there are three barred sets of 
  doors that lead to the rotunda inside. 
   
  Each set of doors here is barred from the inside with 
  an iron bar.  This effective increases the break DC to 30. 
   
  Rear Entrance 
  The north end of the building is smooth azure stone.  
  The walls are about 15 feet tall and a sloping stone 
  roof extends upward another 10 feet until it reaches 
  the rounded dome in the center of the palace.  A 
  small path leads north toward a pond that looks like it 
  has been neglected for quite some time. 
   
   
  The guards rarely make their way to the rear of the 
  palace.  Palomides has ordered them to watch for a frontal 
  assault and has trapped the rear entrance with a magical 
  trigger.  
   
  � Burning Hands Trap: CR 3; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (burning 
  hands, 5
  th-level wizard, 5d4 fire, DC 11 Reflex save half 
  damage); Search DC 26; Disable Device DC 26. 
   
   
  In addition, the doors here are barred. Each set of 
  doors here is barred from the inside with an iron bar.  
  This effective increases the break DC to 30. 
   
  Main Rotunda 
  This deep blue chamber is lit by flickering torchlight. 
   Above is a sixty-foot wide dome.  The painting above 
  shows a scene of majestic beauty.  It shows a man 
  rising into the sky above a collection of humans who 
  are averting their eyes from his radiance.  Beyond 
  them is the background of snow-capped mountains.  
  The man wields a staff in one hand and holds a dark 
  orb in the other.   
   
  On the floor of this room are some wooden 
  cabinets.  A small fountain sits off center of the 
  middle of the room bubbling fresh water into the 
  pool at its base.  Several magnificent abstract 
  sculptures stand around the edge of this room.  
  Together, they seem to direct one’s attention to the 
  dome and the beautiful painting above.     
   
   
  This chamber is really only used for meetings.  
  Inside the cabinets is some furniture that Palomides has 
  stored here.  It is typically used for said meetings.  In 
  addition, there is a bit of treasure here as well. 
   
  Treasure: 100 gp times APL in random coinage. 
    
   
  Palomides has positioned himself in the main 
  rotunda.  He is awaiting the PCs and has made 
  preparations detailed below in the setup section. 
   
  Living Quarters 
  The large chamber in the rear of the palace apparently 
  serves as the main living chamber.  All the 
  accoutrements of a typical dwelling are present.  
  There is a fountain providing water and a cupboard.  
  A modest amount of furniture is placed around the 
  room.  It seems rather drab for a palace, but definitely 
  allowing for a reasonable existence given the 
  surroundings of this embattled place.   In the south 
  wall of the room, there is another gated door and an 
  arrow slit provides a defensive position into the 
  interior of this chamber. 
  
  Fog of War 
   
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  The two small rooms in the northeast corner of this 
  room are used to store food, weapons, and other 
  necessities.  There is nothing of importance in this room. 
   
  Holding Chamber 
   
  This inner sanctum seems to be a vault of sorts.  
  It holds many valuable looking items including a 
  table with a familiar looking metal fork!  Two 
  doorways—one small, single door and one reinforced 
  double door—are on the south wall of the room.   
   
   
  Palomides has stationed a guard here who uses the 
  arrow slit to his advantage.   
   
  Dornard is being held in the small chamber to the 
  southwest.  He should be allowed a Listen check 
  (opposed by the PCs Move Silently) to hear any of the 
  PCs that enter this room.  If he hears them, he will 
  attempt to get their attention by whispering to them.  
  PCs should be allowed a Listen check (DC 15) to hear his 
  pleas.   
   
  The small table contains various components that 
  Uwaine and Palomides have tested for use in their spell 
  research.  One of the components is the adamantine fork 
  that the PCs seek.  The others are included in the treasure 
  section below. 
   
  Treasure: adamantine fork (value: 1000 gp), diamond 
  dust (value: 500 gp), ruby (value: 150 gp), miniature 
  platinum sword (value: 500 gp). 
   
  Defensive Positions 
  The two rooms off of the main rotunda are set up to 
  provide positions for archers to defend the palace in 
  case of assault.  They are furnished with quivers of 
  arrows, cases of bolts, and are generally free of 
  obstructions. 
   
   
  The doors to the defensive positions off of the 
  rotunda are not locked.  Palomides generally keeps at 
  least one guard in each station at all times.  They are not 
  paying much attention and thus they have a 
  circumstance penalty to Spot of –2 at all times.  See 
  Appendix A for the guards’ Spot check rank. 
   
  Development: There are potentially two encounters that 
  can happen here, although neither is certain if the PCs 
  are crafty enough.  Palomides has placed guards at the 
  front gate mostly for ceremonial purposes.  He also has 
  more guards inside in the defensive positions.  
   
  If the PCs decide to approach the palace directly, the 
  guards will give them a chance to surrender before 
  attacking them.  The guards are under orders to deliver 
  the PCs alive, if possible.   
   
  Palomides has been informed of the PCs approach 
  by his agents in Rigus and has purposefully weakened his 
  defenses so the PCs can confront him.  He has 
  compensated somewhat by placing a powerful trap at a 
  strategic point (detailed above).  The PCs can use stealth 
  to retrieve the item, but Palomides is well aware of such a 
  tactic and will confront the PCs before they flee.  
   
  Palomides will issue a challenge to the PCs to fight 
  his bodyguard to prove their worth as messengers.   
   
  As long as at least one PC survives the test, he will 
  proceed to tell them that he is coming to dethrone the 
  Theocrat and nothing will stand in his way.  He will then 
  allow the PCs to return to the Pious Pilgrim with their 
  needed component and the “champion” Dornard.  Be 
  sure to play on the arrogance of Palomides and his 
  disdain for the Pale. 
   
  Motivation: Palomides has been informed from his 
  contacts in Rigus that the PCs are snooping around in 
  search of Dornard.  He realizes this is his opportunity to 
  show off his strength arrogantly and has therefore 
  reduced his defenses intentionally.  He wishes to 
  confront the PCs and send them back to Oerth with their 
  tail between their legs.   
   
  All APLs 
  � Palomides: Male human Sor18; see Appendix A. 
  � Dread Guards (8): see Appendix A. 
   
  APL 4 (EL 6) 
  � Palomides’ Bodyguard: maug Ftr3; see Appendix A. 
   
  APL 6 (EL 8) 
  � Palomides’ Bodyguard: maug Ftr5; see Appendix A. 
   
  APL 8 (EL 10) 
  � Palomides’ Bodyguard: maug Ftr7; see Appendix A. 
   
  APL 10 (EL 12) 
  � Palomides’ Bodyguard: maug Ftr9; see Appendix A. 
   
  APL 12 (EL 14) 
  � Palomides’ Bodyguard: maug Ftr11; see Appendix A. 
   
  Setup: Palomides’ challenge will likely take place in the 
  Rotunda, although unusual PC strategies for entry may 
  force the confrontation in a different area of the palace. 
  Wherever the encounter happens, the key is to make it 
  clear that only the bodyguard is participating. The rest of 
  
  Fog of War 
   
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  the archmage’s guards (wherever they may be located) 
  stand by impassively while their comrade battles the PCs. 
   
  The bodyguard should begin the battle no farther 
  than a single move away from the PCs’ front rank (40 ft, 
  or 60 ft at APL 12). Neither party will be surprised unless 
  something truly exceptional is occurring. Assuming no 
  surprise, the bodyguard’s spikes are already extended. 
   
  Description: Formidable as garden-variety maugs appear, 
  Palomides’ bodyguard is a truly fearsome sight. This stone 
  hulk is ten feet high or more, and it weighs close to a ton 
  once its massive slabs of steel armor and impossibly huge 
  double-bladed sword are accounted for.  
   
  Tactics: The bodyguard’s first action is to move to engage 
  the toughest looking PC and pulverize that character’s 
  weapon. On the next round of combat he then sunders 
  the weapon and proceeds to filet the character (whose 
  player’s mouth should be hanging open in shock and 
  despair). 
   
  Once the most powerful threat is removed, the maug 
  continues to sunder weapons (pulverizing first if it 
  doesn’t seem he’s capable of doing enough damage to 
  destroy the weapon outright). 
   
  If a spellcaster is consistently penetrating his spell 
  resistance, the maug will drop whatever he’s doing to 
  destroy the pest. 
   
  Palomides has a wall of force up when the PCs arrive 
  and he will stay behind it for the duration of the 
  encounter, unless the PCs foolishly try to attack him.  If 
  so, he will unleash the maug guards on them as well as 
  use a selection of his spells.  He is not intent on killing all 
  the PCs, but if they persist, he will teach them a lesson. 
   
  Encounter Six: Return to 
  Wintershiven 
  The following describes the journey back to the Pious 
  Pilgrim: 
   
   
  The endless looming face of an approaching cube 
  hangs even nearer to the surface.  The perilous River 
  Styx seems inconsequential in the face of total 
  destruction.  The violent collision seems likely to 
  occur any moment, marking the end of a large 
  portion of this face—perhaps even Palomides 
  himself... 
   
  Regardless of that danger, the Pious Pilgrim itself 
  seems to have faced an onslaught during the past few 
  hours as well.  The scars of battle mark the outside of 
  the inn, and, though the building is still intact, much 
  of it is badly scorched and sundered.  The weary band 
  of Church Militant that was left behind sits at the 
  ready outside of the fractured structure.  They seem 
  exhausted from battle. 
      
   
  After retrieving the adamantine fork, the PCs return 
  to the Pious Pilgrim and need to figure out a way to cast 
  this strange spell that is stored on the walls of the 
  wizard’s boarding room.   
   
  In order to activate the scroll in Uwaine’s room, an 
  arcane caster must be present and use the following rules: 
   
  Decipher the Writing: The writing on the scroll must 
  be deciphered before a character can use it or know 
  exactly what spell it contains.  This requires a read magic 
  spell or a successful Spellcraft check (DC 20 + spell level). 
   
  Activate the Spell: Activating a scroll requires reading a 
  spell from the scroll.  The character must be able to see 
  and read the writing on the scroll. 
   
  Activating this scroll does require a focus: an 
  adamantine fork. 
   
  To have any chance of activating a scroll spell, the 
  scroll user must meet the following requirements. 
  • 
  The spell must be of the correct type (in this 
  case arcane).   
  • 
  The user must have the spell on his or her class 
  list (Wizard or Sorcerer only). 
  • 
  The user must have the requisite ability score 
  (in this case, an Intelligence of 19 for the 9
  th 
  level spell). 
   
  If the user meets all the requirements noted above, 
  and her caster level is at least equal to the spell’s caster 
  level, she can automatically activate the spell without a 
  check.  If she meets all three requirements but her own 
  caster level is lower than the scroll spell’s caster level, 
  then she has to make a caster level check (DC = scroll’s 
  caster level + 1) to cast the spell successfully.  If she fails, 
  she must make a DC 5 Wisdom check to avoid a mishap 
  (see below).  A natural roll of 1 always fails, whatever the 
  modifiers. 
   
  Determine the Effect:  A spell successfully activated 
  from a scroll works exactly like a spell prepared and cast 
  the normal way.  Assume the scroll spell’s caster level is 
  always the minimum level required to cast the spell for 
  the character that scribed the scroll (usually twice the 
  spell’s level, minus 1), unless the caster specifically 
  desires otherwise.  For example, a 10
  th-level cleric might 
  want to create a cure critical wounds scroll at caster level 
  10
  th rather than the minimum for the spell (caster level 
  7
  th), in order to get more benefit from the scroll spell.  
  (This scroll would however, be most costly to scribe.) 
   
  The writing for an activated spell disappears from 
  the scroll. 
  
  Fog of War 
   
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  Scroll Mishaps: When a mishap occurs, the spell on the 
  scroll has a reversed or harmful effect.  In this case, the 
  Pious Pilgrim is transported to a random location in the 
  city of Wintershiven.  Feel free to place it wherever you 
  think is most appropriate your table. 
   
  Encounter Seven: Have You The 
  Ring? 
  Once the PCs cast the spell, read or paraphrase the 
  following: 
   
   
  Just as more armies of humanoids close in on the 
  fragile inn, the crackling magic of the spell envelops 
  the structure.  The building seems to spin around and 
  warp into a swirling mass of wood and metal.  Finally, 
  it comes to a spinning halt.  Outside the door lie the 
  icy streets of Wintershiven. 
     
   
  An unknown agent has hidden in the Pious Pilgrim 
  and traveled back to Wintershiven.  In fact, he has been 
  there the entire time awaiting the opportunity to strike.  
  He has been disguised as one of the patrons of the inn 
  (see Encounter 1). 
   
  Development: As the PCs are congratulating themselves 
  on a job well done, the assassin from the Pious Pilgrim 
  attacks them.  It seems that one of the patrons was not 
  what he seemed, and he is intent with eliminating the 
  PCs.  He believes that they possess the iron ring that his 
  master has sent him to retrieve and he will stop at 
  nothing to get it.  During combat, he parlays with the PCs 
  asking only for the return of the iron ring that they 
  found among Uwaine’s belongings.  If the ring is given, 
  the creature will flee.  The creature will not believe the 
  PCs if they say that they do not have it or that it has been 
  destroyed (even if it has). 
   
  APL 4 (EL 5) 
  � Assassin, Male vultivor Rog1; see Appendix A. 
   
  APL 6 (EL 7) 
  � Assassin, Male vultivor Rog2; see Appendix A. 
  � Vorr (1): see Appendix A. 
   
  APL 8 (EL 9) 
  � Assassin, Male vultivor Rog3/Asn1; see Appendix A. 
  � Vorrs (2): see Appendix A. 
   
  APL 10 (EL 11) 
  � Assassin, Male vultivor Rog3/Asn3; see Appendix A. 
  � Vorrs, advanced 7 HD (2): see Appendix A. 
   
  APL 12 (EL 13) 
  � Assassin, Male vultivor Rog3/Asn5; see Appendix A. 
  � Vorrs, advanced 9 HD (3): see Appendix A. 
   
  Setup: 
  The 
  attack 
  happens 
  on 
  the 
  streets 
  of 
  Wintershiven.  The assassin has been trailing the PCs 
  since their arrival at the inn.  Its goal is to retrieve the 
  iron ring in the possession of Uwaine.  It believes that 
  the PCs now possess the ring, even if it has been 
  destroyed.  The assassin attacks the PCs at the most 
  opportune moment.  It will loom in the shadows waiting 
  for the proper time to strike.  The vorrs (if present) also 
  wait, under the control of the assassin.  The assassin will 
  study the most obvious threat, typically a paladin or 
  cleric.  If there are any animals in the party, he will use 
  his potion of hide from animals to eliminate the threat of 
  being detected by them.  
  • 
  APL 8+: The assassin will cast true strike on 
  himself for the death attack in the first round of 
  combat. 
  • 
  APL 10: The assassin will quaff its potion of 
  haste just before attacking, giving it one extra 
  attack on a full-attack action for the first 5 
  rounds of combat. 
   
   
  The map should portray a street scene with buildings 
  all around.  The streets should be no more than 25 feet 
  wide.  Be sure to have the players place their characters 
  before revealing the location of their attackers.  The 
  assassin will choose to attack from the most advantageous 
  angle. 
   
  Tactics:  The assassin is only intent on retrieving the iron 
  ring.  Casualties are secondary.  It will attempt to parlay 
  with the PCs during the combat to get them to hand over 
  the ring, but it will not accept “no” or “we don’t have it” as 
  an answer. It will use its command of the vorrs to provide 
  flanks for more sneak attacks.  It will not surrender, but 
  may flee if odds are stacked strongly against it. 
  • 
  APL 8: The assassin will use the fire elemental 
  gem provided to it by its master to distract and 
  confuse the PCs, also providing an extra 
  flanking partner. 
  • 
  APL 12: The assassin will use the bead of force 
  to try to trap a spellcaster or fighter-type that is 
  particularly vulnerable. 
   
  Conclusion 
  After defeating the assassin, the threat to Wintershiven 
  and the PCs is extinguished.  Proceed to the following: 
  
  Fog of War 
   
  Page 17 
   
   
  The streets of Wintershiven have filled with 
  onlookers.  They cheer loudly at the passing parade of 
  heroes and Church Militant.  Arriving at the bishop’s 
  hall, there are several guards that salute respectfully.  
  Here the Bishop of Wintershiven awaits a meeting 
  with Templar Eldreth and the saviors of the Pious 
  Pilgrim.   
   
   
   
  The PCs meet with the Bishop of Wintershiven 
  along with Templar Eldreth.  He is grateful for the PCs 
  assistance in saving the Pious Pilgrim and most of all the 
  innocent patrons from the devastating wizard.  He wishes 
  to hear the accounts of what has happened directly from 
  the PCs and Templar Eldreth.  Once informed of 
  Palomides, he thanks the PCs by granting them the 
  Bishop of Wintershiven’s Favor.  In addition, for saving 
  the lives of Templar Eldreth and his men, the PCs are 
  awarded the Church Militant’s Favor.  These are regional 
  certificates available from the Pale Triad. 
    
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
   
  Encounter One 
  Locate and extract information from Uwaine. 
   
  APL 4 25 xp; APL 6 30 xp; APL 8 45 xp;  
  APL10 50 xp; APL 12 50 xp; 
   
  Encounter Two 
  Defeat the attack on the Pious Pilgrim. 
   
  APL 4 120 xp; APL 6 180 xp; APL 8 240 xp;  
  APL10 300 xp; APL 12 360 xp; 
   
  Encounter Three 
  Learn of the existence of Dornard from Urkru. 
   
  APL 4 15 xp; APL 6 20 xp; APL 8 35 xp;  
  APL10 40 xp; APL 12 40 xp; 
   
  Encounter Four 
  Cross the River Styx without inciting the wrath of the 
  marraenoloth. 
   
  APL 4 10 xp; APL 6 10 xp; APL 8 10 xp;  
  APL10 10 xp; APL 12 10 xp; 
   
  Encounter Five 
  Defeat the trap on the rear entrance. 
   
  APL 4 90 xp; APL 4 90 xp; APL 6 90 xp;  
  APL10 0 xp; APL 12 0 xp; 
   
  Defeat Palomides’ bodyguard. 
   
  APL 4 180 xp; APL6 240 xp; APL 8 300 xp;  
  APL10 360 xp; APL 12 420 xp; 
   
  Encounter Six 
  Complete the spell returning the Pious Pilgrim to 
  Wintershiven. 
   
  APL 4 25 xp; APL4 30 xp; APL6 45 xp;  
  APL10 50 xp; APL 12 50 xp; 
   
  Encounter Seven 
  Defeat the assassin. 
   
  APL 4 150 xp; APL 6 210 xp; APL 8 270 xp;  
  APL10 330 xp; APL 12 390 xp; 
   
  Story Award 
  Retrieve the adamantine fork from Palomides’ 
  palace 
  APL 4 30 xp; APL 6 45 xp; APL 8 45 xp;  
  APL10 70 xp; APL 12 80 xp; 
  Save Dornard from Palomides 
  APL 4 30 xp; APL 6 45 xp; APL 8 45 xp;  
  APL10 70 xp; APL 12 80 xp; 
   
  Total possible experience:  
   
  APL 4 675 xp;  
  APL 6 900 xp;  
  APL 8 1125 xp;  
  APL10 1280 xp;  
  APL 12 1480 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 
  
  Fog of War 
   
  Page 18 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
   
   
  Encounter Two:  
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 4: L: 109 gp; C: 16 gp; M: 202 gp 
   
  APL 6: L: 243 gp; C: 83 gp; M: 285 gp 
   
  APL 8: L: 309 gp; C: 26 gp; M: 875 gp 
   
  APL 10: L: 213 gp; C: 108 gp; M: 1570 gp 
   
  APL 12: L: 39 gp; C: 108 gp; M: 3145 gp 
   
  Encounter Five:   
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value) 
   
  Rotunda: 
   
  (Palomides 
  retains 
  his 
  bodyguard’s 
  belongings) 
   
  APL 4: L: 137 gp; C: 67 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 100 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 134 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 167 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 200 gp; M: 0 gp 
   
  Holding Chamber: 
   
  APL 4: L: 96 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 96 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 96 gp; C: 0 gp; M: 0 gp 
   
  APL 10: L: 96 gp; C: 0 gp; M: 0 gp 
   
  APL 12: L: 96 gp; C: 0 gp; M: 0 gp 
   
  Encounter Seven:  
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  APL 4: L: 0 gp; C: 14 gp; M: 307 gp 
   
  APL 6: L: 0 gp; C: 29 gp; M: 437 gp 
   
  APL 8: L: 0 gp; C: 29 gp; M: 733 gp 
   
  APL 10: L: 0 gp; C: 43 gp; M: 1282 gp 
   
  APL 12: L: 0 gp; C: 1 gp; M: 2198 gp 
   
   
  Total Possible Treasure 
  APL 4: 600 gp (adjusted from 641 gp) 
  APL 6: 800 gp (adjusted from 1273 gp) 
  APL 8: 1250 gp (adjusted from 2202 gp) 
  APL 10: 2100 gp (adjusted from 3479 gp) 
  APL 12: 3000 gp (adjusted from 5787 gp) 
   
  Items Appearing on Adventure Record 
   
  Umbra’s Claw: This ebony, serpentine-bladed +1 dagger 
  has the head of a fiendish canine sculpted on the 
  pommel.  Once per day, the wielder can activate the blur 
  spell (target self only; 3
  rd-level caster) as a standard action. 
  In addition, when held in hand the dagger cloaks the 
  wielder in shadow providing a +2 competence bonus to 
  Hide checks.  Faint illusion; CL 3
  rd; Craft Magic Arms and 
  Armor, blur; Market Price: 4862 gp. 
   
  Feather of Celestia: This foot long silvery-white feather 
  can be thrown like a dart.  The feather instantly 
  transforms into a blast of divine energy once released.  A 
  successful ranged touch attack deals damage as the 
  searing light spell (5th-level caster).  The feather is 
  consumed by the attack.  Moderate evocation; CL 5th; 
  Craft Wondrous Item, searing light; Market Price: 750 
  gp. 
   
  Bloodhawk 
  Animal 
  Companion 
  or 
  Improved 
  Familiar: A character may choose a bloodhawk (from the 
  Fiend Folio) as an animal companion or improved 
  familiar (Arcane Spellcater Level: 3).  
   
  
  Fog of War 
   
  Page 19 
  Bloodhawk: CR 1; Small magical beast; HD 2d10; hp 11; 
  Init +3; Spd 10 ft., fly 80 ft. (average); AC 16 (+1 size, +3 
  Dex +2 natural), touch 14, flat-footed 13; Base Atk +2; Grp 
  -1; Atk 2 claws +6 melee (1d3+1) and bite +1 melee (1d4); 
  SA Wounding; SQ Ferocity; AL N; SV Fort +3, Ref +6, 
  Will +1; Str 13, Dex 16, Con 11, Int 2, Wis 12, Cha 7. 
   
  Skills and Feats: Hide +5, Listen +2, Search -3, Spot 
  +3*; Weapon Finesse. 
   
  Wounding (Ex): A wound resulting from a blood 
  hawk’s claw or bite attack bleeds for an additional 1 point 
  of damage per round thereafter. 
   
  Ferocity (Ex): A blood hawk is such a tenacious 
  combatant that it continues to fight without penalty even 
  while disabled or dying. 
   
  Skills: Bloodhawks have a +8 racial bonus on Spot 
  checks during daylight. 
   
  Item Access for Adventure Record 
   
  APL 4 
  ring of protection +1 (Adventure; 2000 gp; DMG) 
  feather of Celestia (Adventure; 750 gp; see above) 
   
  APL 6 (all of APL 4 plus) 
  Umbra’s claw (Adventure; 4862 gp; see above) 
   
  APL 8 (all of APL 6 plus) 
  metamagic rod (lesser extend) (Adventure; 3000 gp; 
  DMG) 
  fire elemental gem (Adventure; 2250 gp; DMG) 
   
  APL 10 (all of APL 8 plus) 
  brooch of shielding (Adventure; 1500 gp; DMG) 
  periapt of wisdom +2 (Adventure; 4000 gp; DMG) 
  dagger of venom (Adventure; 8302 gp; DMG) 
  potion of haste (Adventure; limit 2; 750 gp; DMG) 
   
  APL 12 (all of APL 10 plus) 
  vest of resistance +3 (Adventure; 9000 gp; Tome & Blood) 
  potion of shield of faith +4 (Adventure; limit 2; 600 gp; 
  DMG) 
  +3 leather armor (Adventure; 9160 gp; DMG) 
  bead of force (Adventure; limit 2; 3000 gp; DMG) 
  
  Fog of War 
   
  Page 20 
  Appendix A: NPCs (All APLs)  
  Encounter 1 
  Uwaine: Male human Wiz10; CR 10; Medium-size 
  humanoid (human); HD 10d4; hp 31; Init +5 (Dex, 
  Improved Initiative); Spd 30ft.; AC 11 (+1 Dex); Base Atk 
  +5; Grp +5; Atk/Full Atk +6 melee (1d4+1, +1 dagger); AL 
  CN; SV Fort +6, Ref +7, Will +9; Str 10, Dex 12, Con 10, 
  Int 19, Wis 12, Cha 13. 
   
  Skills and Feats: Concentration +10, Decipher Script 
  +14, Knowledge (Arcana) +17, Knowledge (Local – Pale) 
  +12, Knowledge (the Planes) +17, Search +10, Spellcraft 
  +17, Spot +4, Survival +4; Eschew Materials, Great 
  Fortitude, Improved Counterspell, Improved Initiative, 
  Lightning Reflexes, Spell Mastery (dimension door, 
  locate 
  creature, 
  Mordenkainen’s 
  private 
  sanctum, 
  teleport), Still Spell. 
   
  Languages: Common, Abyssal, Infernal, Draconic, 
  Flan. 
   
  Possessions: cloak of resistance +1, helm of 
  comprehend languages and read magic, potion of cure 
  moderate wounds, ring of counterspells, scroll of blur, 
  scroll of dispel magic, scroll of false life, scroll of mage 
  armor, scroll of misdirection, scroll of rope trick, wand of 
  levitate. 
   
  Spells Prepared (4/5/5/4/4/3): 0--; 1
  st—disguise self, 
  expeditious retreat, grease, magic missile, shield; 2
  nd—
  fox’s cunning, glitterdust, minor image, scorching ray; 
  3
  rd—dispel magic, fireball, fly, slow; 4
  th—dispel magic 
  (still), fear, lesser globe of invulnerability, locate creature; 
  5
  th—baleful 
  polymorph, 
  dimension 
  door 
  (still), 
  Mordenkainen’s private sanctum. 
   
  Spellbook: (9/4/4/4/4/4): 1
  st—disguise self, erase, 
  expeditious retreat, grease, hold portal, identify, magic 
  missile, ray of enfeeblement, shield; 2
  nd—fox’s cunning, 
  glitterdust, minor image, scorching ray; 3
  rd—dispel 
  magic, fireball, fly, slow; 4th—dimension door, fear, 
  lesser globe of invulnerability, locate creature; 5th—
  baleful polymorph, Mordenkainen’s private sanctum, 
  summon monster v, teleport. 
   
  Encounter 2 
  Church Militant Squad 
  Priest-Sergeant Eldreth, male human (Oer) Clr4/Ftr3; 
  Medium-size humanoid; HD 4d8+3d10+7; hp 54; Init +0; 
  Spd 20 ft.; AC 17 (+7 +1 banded mail armor) touch 10, flat-
  footed 17; Base Atk +6; Grp +8; Atk +10 melee 
  (1d10+4/19-20/x2 +1 heavy flail); Full Atk +10/+5 melee 
  (1d10+4/19-20/x2 +1 heavy flail); SA turn undead [+2 
  synergy bonus from Knowledge (Religion)]; AL LN; Fort 
  +10, Ref +3, Will +9; Str 14, Dex 10, Con 12, Int 12, Wis 
  16, Cha 12. 
   
  Skills and Feats: Bluff +4, Concentration +5, 
  Diplomacy +2, Gather Information +4, Intimidate +9, 
  Knowledge (Religion) +7, Knowledge (Local/Pale) +4, 
  Search +6, Sense Motive +4, Spellcraft +4, Spot +5; 
  Combat Casting, Persuasive, Power Attack, Quick Draw, 
  Weapon Focus (heavy flail). 
   
  Possessions): +1 banded mail), +1 heavy flail, +1 cloak 
  of resistance, pearl of power (1
  st), wand of cure light 
  wounds (45 charges), silversheen, scroll of augury, scroll 
  of lesser restoration, everburning torch, silver holy 
  symbol, 175 gp. 
   
  Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0- cure minor wounds, detect magic, detect poison, 
  light, mending; 1- command, detect evil, divine favor, 
  endure elements*, protection from evil; 2- calm 
  emotions*, hold person, spiritual weapon, zone of truth. 
   
  * Domain spell. Domains: Law (cast law spells at +1 
  caster level), Sun (greater turning 1/day). 
   
  Legates (4), male human (Oer/Flan) Ftr2/Clr1; Medium-
  size humanoid (human); HD 1d8+2d10+3; hp 24; Init +0; 
  Spd 20; AC 17 (+7 +1 banded mail armor) touch 10, flat-
  footed 17; Base Atk +2; Grp +4; Atk/Full Atk +6 melee 
  (1d8+2 masterwork heavy mace); SA turn undead; AL LN; 
  Fort +6, Ref +0, Will +3; Str 15; Dex 10; Con 12; Int 10; 
  Wis 13; Cha 12. 
   
  Skills and Feats: Concentration +5, Diplomacy +2, 
  Gather Information +3, Intimidate +3, Knowledge 
  (Religion) +2, Knowledge (Local/Pale) +1, Search +2, 
  Sense Motive +1, Spellcraft +1, Spot +1; Combat Casting, 
  Dodge, Power Attack, Quick Draw, Weapon Focus (heavy 
  mace). 
   
  Possessions: +1 banded mail, masterwork heavy 
  mace, silversheen, scroll of bull’s strength, scroll of magic 
  weapon, everburning torch, silver holy symbol, 28 gp. 
   
  Spells Prepared (4/3+1; base DC = 11 + spell level): 0- 
  cure minor wounds, detect magic, detect poison, light; 1- 
  command, divine favor, endure elements*, protection 
  from evil. 
   
  * Domain spell. Domains: Law (cast law spells at +1 
  caster level), Sun (greater turning 1/day). 
   
  Encounter 3 
  Marraenoloth ferryman: CR 10; Medium-size outsider 
  (evil); HD 10d8; hp 45; Init +2 (Dex); Spd 50ft.; AC 21 (+2 
  Dex, +9 natural); Atk/Full Atk +11 melee (1d6+1, bite); SA 
  Fear gaze, spell-like abilities; SQ Outsider traits, yugoloth 
  traits, SR 21; AL NE; SV Fort +7, Ref +9, Will +9; Str 13, 
  Dex 15, Con 10, Int 13, Wis 14, Cha 10. 
   
  Skills and Feats: Appraise +14, Balance +15, Bluff 
  +13, Diplomacy +8, Intimidate +8, Knowledge (the 
  
  Fog of War 
   
  Page 21 
  planes) +14, Listen +11, Profession (boater) +15, Spot +11, 
  Survival +15, Swim +14; Alertness, Combat Casting, 
  Dodge, Mobility. 
   
  Possessions: 1200 gp in misc. coin and gems. 
   
   
  Outsider Traits: A yugoloth has darkvision (60-foot 
  range).  It cannot be raised or resurrected.  
   
  Fear Gaze (Su): When a marraenoloth stares at a 
  creature, the latter must succeed at a Will saving throw 
  (DC 15) or become shaken for 1d4 rounds.  This is a 
  mind-affecting fear effect. 
   
  Spell-Like Abilities: At will—alter self, animate 
  dead, charm person, phantasmal killer, poison, produce 
  flame, teleport with error.  Caster level 10th; save DC 10 + 
  spell level. 
   
  Summon Yugoloth (Sp): Once per day, a 
  marraenoloth can summon another marraenoloth with a 
  75% chance of success.  This is the equivalent of a 5th-
  level spell. 
   
  Yugoloth Traits: A yugoloth is immune to poison 
  and acid. It has cold, fire, and electricity resistance 10. 
  Yugoloths can communicate telepathically with any 
  creature within 100 feet that has a language.  
   
  Encounter 5 
  Inner Palace Guards (EL 10) 
  Dread Guard (8), CR 4; Medium-size construct; HD 
  10d10+20; hp 77; Init +0; Spd 20 ft. (can’t run); AC 19 (+7 
  masterwork half plate armor, +2 masterwork heavy steel 
  shield), touch 10, flat-footed 19; Base Atk +7; Grp +11; Atk 
  +11 melee (1d8+4/19-20, longsword or 1d8+4, flail); Full 
  Atk +11/+6 melee (1d8+4/19-20, longsword or 1d8+4, 
  flail); SQ Cold resistance, construct traits, fire resistance 
  10; SV Fort +3, Ref +3, Will +4; Str 18, Dex 11, Con -, Int 
  6, Wis 13, Cha 2. 
   
  Skills and Feats: Spot +14; Cleave, Improved Sunder, 
  Power Attack, Weapon Focus (longsword or flail). 
   
  Possessions: masterwork half plate, masterwork 
  heavy steel shield, longsword or flail. 
   
  Construct Traits: Dread guards are immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects.  They are not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage.  A maug cannot heal itself 
  but can be healed through repair.  It cannot be raised or 
  resurrected.  A maug has darkvision (60-foot range). 
   
  Outer Palace Patrol (EL 13) 
  Maug Leader, maug Ftr6; CR 9; Large construct 
  (Extraplanar); HD 2d10+6d10+30; hp 82; Init +2 (Dex); 
  Spd 40 ft. (can’t run); AC 25 (-1 size, +1 Dex, +8 
  masterwork full plate armor, +7 natural), touch 10, flat-
  footed 24; Base Atk +7; Grp +21; Atk +13 melee 
  (2d6+8/19-20, masterwork large two-bladed sword) or +12 
  melee (1d8+8, slam); Full Atk +13/+13 melee (2d6+8/19-
  20 and 2d6+5/19-20, masterwork large two-bladed sword) 
  or +12 melee (1d8+8, slam); Space/Reach 10 ft./10 ft.; SA 
  Pulverize; SQ Construct traits, rapid repair, SR 14; SV 
  Fort +3, Ref +5, Will +3; Str 22, Dex 15, Con -, Int 13, Wis 
  11, Cha 12. 
   
  Skills and Feats: Craft (blacksmithing) +7, Craft 
  (stonemasonry) 
  +12*, 
  Intimidate 
  +8, 
  Knowledge 
  (architecture and engineering) +12*, Listen +9, Profession 
  (siege engineer) +5, Profession (soldier) +6, Spot +9, 
  Survival +6; Alertness (B), Cleave, Improved Grapple, 
  Improved Sunder, Power Attack, Two-Weapon Fighting, 
  Weapon 
  Focus 
  (two-bladed 
  sword), 
  Weapon 
  Specialization (two-bladed sword). 
   
  Possessions: large masterwork full plate armor, 
  masterwork large two-bladed sword. 
   
  Pulverize (Su): Three times per day as a standard 
  action, a maug can touch an object and negate its 
  hardness for 1d4 rounds (Fortitude DC 18 negates). This 
  power can affect an object of up to 1,000 cubic feet in 
  volume (a 10-foot cube); if the object is larger, only a 10-
  foot cube of it is affected. Unattended nonmagical objects 
  do not receive a saving throw. If a creature holds, wears, 
  or carries the object, the maug must succeed on a melee 
  touch attack. This attack does not provoke an attack of 
  opportunity. 
   
  Construct Traits: Maugs are immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects. They are not subject to critical hits, nonlethal 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage. A maug cannot heal itself 
  but can be healed through repair. It cannot be raised or 
  resurrected. A maug has darkvision (60-foot range). 
   
  Maug Mercs (3), maug Ftr2; CR 5; Large construct 
  (Extraplanar); HD 2d10+2d10+30; hp 58; Init +2 (Dex); 
  Spd 40 ft. (can’t run); AC 25 (-1 size, +1 Dex, +8 
  masterwork full plate armor, +7 natural), touch 10, flat-
  footed 24; Base Atk +3; Grp +16; Atk +7 melee (2d6+5/19-
  20, masterwork large two-bladed sword) or +8 melee 
  (1d8+7, slam); Full Atk +7/+7 melee (2d6+5/19-20 and 
  2d6+2/19-20, masterwork large two-bladed sword) or +8 
  melee (1d8+7, slam); Space/Reach 10 ft./10 ft.; SA 
  Pulverize; SQ Construct traits, rapid repair, SR 14; SV 
  Fort +1, Ref +3, Will +1; Str 21, Dex 15, Con -, Int 13, Wis 
  11, Cha 12. 
   
  Skills and Feats: Craft (blacksmithing) +7, Craft 
  (stonemasonry) 
  +11*, 
  Intimidate 
  +7, 
  Knowledge 
  (architecture and engineering) +11*, Listen +7, Profession 
  (siege engineer) +6, Profession (soldier) +6, Spot +7, 
  
  Fog of War 
   
  Page 22 
  Survival +5; Alertness (B), Improved Grapple, Improved 
  Sunder, Power Attack, Two-Weapon Fighting. 
   
  Possessions: large masterwork full plate armor, 
  masterwork large two-bladed sword. 
   
  Pulverize (Su): Three times per day as a standard 
  action, a maug can touch an object and negate its 
  hardness for 1d4 rounds (Fortitude DC 18 negates). This 
  power can affect an object of up to 1,000 cubic feet in 
  volume (a 10-foot cube); if the object is larger, only a 10-
  foot cube of it is affected. Unattended nonmagical objects 
  do not receive a saving throw. If a creature holds, wears, 
  or carries the object, the maug must succeed on a melee 
  touch attack. This attack does not provoke an attack of 
  opportunity. 
   
  Construct Traits: Maugs are immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects. They are not subject to critical hits, nonlethal 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage. A maug cannot heal itself 
  but can be healed through repair. It cannot be raised or 
  resurrected. A maug has darkvision (60-foot range). 
   
  Maug Patrol (8), CR 3; Large construct (Extraplanar); 
  HD 2d10+30; hp 46; Init +2 (Dex); Spd 40 ft. (can’t run); 
  AC 25 (-1 size, +1 Dex, +8 masterwork full plate armor, +7 
  natural), touch 10, flat-footed 24; Base Atk +1; Grp +10; 
  Atk +5 melee (2d6+5/19-20, masterwork large two-bladed 
  sword) or +6 melee (1d8+7, slam); Full Atk +5/+5 melee 
  (2d6+5/19-20 and 2d6+2/19-20, masterwork large two-
  bladed sword) or +6 melee (1d8+7, slam); Space/Reach 10 
  ft./10 ft.; SA Pulverize; SQ Construct traits, rapid repair, 
  SR 14; SV Fort +0, Ref +2, Will +0; Str 20, Dex 15, Con -, 
  Int 13, Wis 11, Cha 12. 
   
  Skills and Feats: Craft (blacksmithing) +6, Craft 
  (stonemasonry) 
  +10*, 
  Intimidate 
  +6, 
  Knowledge 
  (architecture and engineering) +10*, Listen +7, Profession 
  (siege engineer) +5, Profession (soldier) +5, Spot +7, 
  Survival +5; Alertness (B), Two-Weapon Fighting. 
   
  Possessions: large masterwork full plate armor, 
  masterwork large two-bladed sword. 
   
  Pulverize (Su): Three times per day as a standard 
  action, a maug can touch an object and negate its 
  hardness for 1d4 rounds (Fortitude DC 18 negates). This 
  power can affect an object of up to 1,000 cubic feet in 
  volume (a 10-foot cube); if the object is larger, only a 10-
  foot cube of it is affected. Unattended nonmagical objects 
  do not receive a saving throw. If a creature holds, wears, 
  or carries the object, the maug must succeed on a melee 
  touch attack. This attack does not provoke an attack of 
  opportunity. 
   
  Construct Traits: Maugs are immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects. They are not subject to critical hits, nonlethal 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage. A maug cannot heal itself 
  but can be healed through repair. It cannot be raised or 
  resurrected. A maug has darkvision (60-foot range). 
   
  Dread Guard Patrol (8), CR 4; Medium-size construct; 
  HD 10d10+20; hp 77; Init +0; Spd 20 ft. (can’t run); AC 19 
  (+7 masterwork half plate armor, +2 masterwork heavy 
  steel shield), touch 10, flat-footed 19; Base Atk +7; Grp 
  +11; Atk +11 melee (1d8+4/19-20, longsword or 1d8+4, 
  flail); Full Atk +11/+6 melee (1d8+4/19-20, longsword or 
  1d8+4, flail); SQ Cold resistance, construct traits, fire 
  resistance 10; SV Fort +3, Ref +3, Will +4; Str 18, Dex 11, 
  Con -, Int 6, Wis 13, Cha 2. 
   
  Skills and Feats: Spot +14; Cleave, Improved Sunder, 
  Power Attack, Weapon Focus (longsword or flail). 
   
  Possessions: masterwork half plate, masterwork 
  heavy steel shield, longsword or flail. 
   
  Construct Traits: Dread guards are immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects.  They are not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage.  A maug cannot heal itself 
  but can be healed through repair.  It cannot be raised or 
  resurrected.  A maug has darkvision (60-foot range). 
   
  Palomides: Male human Sor14/Archmage4; CR 18; 
  Medium-size humanoid (human); HD 18d4+18; hp 73; 
  Init +5 (Dex, Improved Initiative); Spd 30ft.; AC 20 (+1 
  Dex, +5 robe, +4 shield spell); Base Atk +9; Grp +9; Atk 
  +10 melee (1d6+1, +1 quarterstaff); Full Atk +10/+5 melee 
  (1d6+1, +1 quarterstaff); SQ: Arcane fire, arcane reach, 
  mastery of the elements, spell-like abilities, SR 18; AL 
  NE; SV Fort +10, Ref +10, Will +19; Str 11, Dex 12, Con 
  12, Int 26, Wis 15, Cha 14. 
   
  Skills and Feats: Concentration +22, Decipher Script 
  +29, Knowledge (Arcana) +29, Knowledge (Local – Pale) 
  +18, Knowledge (the Planes) +29, Listen +4, Search +15, 
  Spellcraft +32, Spot +11, Survival +8; Empower Spell, 
  Heighten Spell, Improved Initiative, Maximize Spell, 
  Scribe Scroll, Skill Focus (Spellcraft), Spell Focus 
  (Evocation), Spell Focus (Necromancy). 
   
  Languages: Common, Abyssal, Infernal, Draconic, 
  Giant, Goblin. 
   
  Possessions: headband of intellect +4, ring of 
  wizardry I, robe of the archmagi, staff of fire, scroll of 
  shield, 
   
  Arcane Fire: The archmage gains the ability to 
  change arcane spell energy into arcane fire, manifesting it 
  
  Fog of War 
   
  Page 23 
  as a bolt of raw magical energy.  The bolt is a ranged 
  touch attack with long range (400 feet + 40 feet/level of 
  archmage) that deals 1d6 points of damage per class level 
  of the archmage plus 1d6 points of damage per level of 
  the spell used to create the effect.  For instance, a 5th-
  level archmage who channels a 7th-level spell into arcane 
  fire deals 12d6 points of damage to the target if it hits. 
   
  Arcane Reach (Su): The archmage can use spells 
  with range touch on a target up to 30 feet away.  The 
  archmage must make a ranged touch attack. 
   
  Mastery of the Elements: The archmage can alter 
  an arcane spell when cast so that it utilizes a different 
  element from the one it normally uses.  For example, an 
  archmage could cast a fireball that deals sonic damage 
  instead of fire damage.  This ability can only alter a spell 
  with the acid, cold, fire, electricity, or sonic descriptor.  
  The spell’s casting time is unaffected.  The caster decides 
  whether to alter the spell’s energy type and chooses the 
  new energy type when he begins casting. 
   
  Spell-like Abilities: fireball (maximized) 4/day;   
   
  Spells Known (cast 6/16/8/7/7/6/7/5/4/1: DC 18 + 
  spell level [19 + spell level for evocation and 
  necromancy]): 0—arcane mark, daze, detect magic, ghost 
  sound, message, read magic, prestidigitation, resistance, 
  touch of fatigue; 1
  st—burning hands, magic missile, ray of 
  enfeeblement, shocking grasp, true strike; 2
  nd—
  blindness/deafness, flaming sphere, scorching ray, 
  spectral hand, Tasha’s hideous laughter; 3
  rd—dispel 
  magic, fireball, slow, vampiric touch; 4
  th—charm 
  monster, enervation, ice storm, phantasmal killer; 5
  th—
  cone of cold, lesser planar ally, teleport, wall of force; 
  6th—chain lightning, disintegration, greater dispel 
  magic; 7th—delayed blast fireball, finger of death, 
  forcecage; 8th—horrid wilting, sunburst; 9th—wail of 
  the banshee. 
  
  Fog of War 
   
  Page 24 
  Appendix A: NPCs (APL 4) 
  Encounter 2 (EL 4) 
  Zolofin, Marauder Priest, male bladeling Clr2 (Hextor); 
  CR 3; Medium-size outsider (Lawful); HD 1d8+2d8; hp 
  18; Init +5; Spd 30 ft; AC 21 (+4 masterwork chain shirt 
  armor, +1 light metal shield, +1 Dex, +4 natural armor, +1 
  ring of protection) touch 12, flat-footed 20; Base Atk  +2; 
  Grp +1; Atk/Full Atk +2 melee (1d8-1, light flail) or +1 
  melee (1d6-1, claw); SA razor storm; SQ cold resistance 5, 
  DR 5/magic bludgeoning, fire resistance 5, immunities, 
  outsider traits, evil aura, rebuke undead, spontaneous 
  casting; AL LE; SV Fort +5, Ref +3, Will +7; Str 8, Dex 13, 
  Con 10, Int 12, Wis 15, Cha 14. 
   
  Skills and Feats: Appraise (armor and weapons) +3, 
  Concentration +4, Craft (armorsmithing) +5, Craft 
  (weaponsmithing) +5, Knowledge (religion) +4, Spellcraft 
  +4; Improved Initiative, Scribe Scroll, Weapon Focus 
  (light flail). 
   
  Possessions: flail, masterwork chain shirt, light steel 
  shield, steel holy symbol of Hextor, ring of protection +1, 
  scroll of cure light wounds (3), scroll of produce flame, 
  scroll of shield of faith, 100 gp. 
   
  Spells Prepared (4/3+1; base DC = 12 + spell level): 0- 
  cure minor wounds, detect magic, detect poison, 
  guidance; 1- bane, cause fear, cure light wounds, 
  protection from good*. 
   
   
  * Domain spell. Domains: Evil (cast evil spells at 
  +1 caster level), War. 
   
  Razor Storm (Ex): Once per day, a bladeling can 
  expel shrapnel-like bits of its skin in a 15-foot cone, 
  dealing 2d6 points of piercing damage to any creature in 
  the area. A Reflex save (DC 10) halves the damage. After 
  this attack, the bladeling’s natural armor bonus drops to 
  +2 for 24 hours. 
   
  Immunities (Ex): A bladeling takes no damage from 
  acid, and it is immune to rust attacks despite its metallic 
  hide. 
   
  Outsider Traits: A bladeling has darkvision (60-foot 
  range). It cannot be raised or resurrected. 
   
  Marauder Novices (6), male and female bladeling; CR 1; 
  Medium-size outsider (Lawful); HD 1d8; hp 6; Init +5; 
  Spd 30 ft; AC 19 (+4 masterwork chain shirt armor, +1 
  Dex, +4 natural armor) touch 11, flat-footed 18; Base Atk 
  +1; Grp +1; Atk/Full Atk +1 melee (2d4/18-20/x2, 
  falchion) or +1 melee (1d6, claw); SA razor storm; SQ cold 
  resistance 5, DR 5/magic bludgeoning, fire resistance 5, 
  immunities, outsider traits; AL LE; SV Fort +2, Ref +3, 
  Will +2; Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (weaponsmithing) +4, Jump 
  +2; Improved Initiative.  
   
  Possessions: falchion, chain shirt, potion of cure 
  light wounds, oil of magic weapon, potion of shield of 
  faith +2. 
   
  Razor Storm (Ex): Once per day, a bladeling can 
  expel shrapnel-like bits of its skin in a 15-foot cone, 
  dealing 2d6 points of piercing damage to any creature in 
  the area. A Reflex save (DC 10) halves the damage. After 
  this attack, the bladeling’s natural armor bonus drops to 
  +2 for 24 hours. 
   
  Immunities (Ex): A bladeling takes no damage from 
  acid, and it is immune to rust attacks despite its metallic 
  hide. 
   
  Outsider Traits: A bladeling has darkvision (60-foot 
  range). It cannot be raised or resurrected. 
   
  Encounter 5 (EL 6) 
  Bodyguard, maug Ftr3; CR 6; Large construct 
  (Extraplanar); HD 2d10+3d10+30; hp 64; Init +2 (Dex); 
  Spd 40 ft. (can’t run); AC 26 (-1 size, +1 Dex, +9 +1 full 
  plate armor, +7 natural), touch 10, flat-footed 24; Base Atk 
  +4; Grp +17; Atk +9 melee (2d6+5/19-20, masterwork 
  large two-bladed sword) or +9 melee (2d6+7, slam); Full 
  Atk +9 melee and +9 melee (2d6+5/19-20 and 2d6+2/19-
  20, masterwork large two-bladed sword) or +9 melee 
  (2d6+7, slam); Space/Reach 10 ft./10 ft.; SA pulverize; SQ 
  construct traits, rapid repair, SR 17; SV Fort +3, Ref +3, 
  Will +1; Str 20, Dex 15, Con -, Int 13, Wis 11, Cha 12. 
   
  Skills and Feats: Craft (blacksmithing) +8, Craft 
  (stonemasonry) 
  +11*, 
  Intimidate 
  +6, 
  Knowledge 
  (architecture and engineering) +11*, Listen +7, Profession 
  (siege engineer) +6, Profession (soldier) +6, Spot +7, 
  Survival +5; Alertness (B), Improved Grapple, Improved 
  Natural Attack (slam), Improved Sunder, Power Attack, 
  Two-Weapon Fighting. 
   
  * Due to their innate understanding of machinery 
  and engineering, maugs have a +4 racial bonus on Craft 
  (stonemasonry) and Knowledge (architecture and 
  engineering) checks. 
   
  Possessions: large +1 full plate armor, masterwork 
  large two-bladed sword. 
   
  Pulverize (Su): Three times per day as a standard 
  action, a maug can touch an object and negate its 
  hardness for 1d4 rounds (Fortitude DC 18 negates). This 
  power can affect an object of up to 1,000 cubic feet in 
  volume (a 10-foot cube); if the object is larger, only a 10-
  foot cube of it is affected. Unattended nonmagical objects 
  do not receive a saving throw. If a creature holds, wears, 
  or carries the object, the maug must succeed on a melee 
  touch attack. This attack does not provoke an attack of 
  opportunity. 
  
  Fog of War 
   
  Page 25 
   
  Construct Traits: Maugs are immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects. They are not subject to critical hits, nonlethal 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage. A maug cannot heal itself 
  but can be healed through repair. It cannot be raised or 
  resurrected. A maug has darkvision (60-foot range). 
   
  Encounter 7 (EL 5) 
  Assassin, Male vultivor Rog1; CR 5; Medium-size 
  outsider (Chaotic, Evil, Extraplanar, Shapechanger); HD 
  3d10+9 plus 1d6+3; hp 38 (46 with bear’s endurance); Init 
  +10; Spd 30 ft (40 ft. in vorr form); AC (humanoid form) 
  22 (+6 Dex, +3 natural, +3 armor), touch 16, flat-footed 16 
  or (vorr form) 19 (+6 Dex +3 natural), touch 16, flat-footed 
  13; Base Atk +3; Grp +6; Atk (humanoid form) +7 melee 
  (1d4+4/19-20, +1 dagger) or (vorr form) +6 melee (2d4+3, 
  bite); Full Atk (humanoid form) +7 melee (1d4+4/19-20, 
  +1 dagger) or (vorr form) +6 melee (2d4+3, bite) and 
  +1/+1 melee (1d3+1, 2 claws); SA +3d6 sneak attack, trip 
  (vorr form only); SQ Alternate form, command vorrs, 
  outsider traits, scent, shadow form, shadow jump; AL CE; 
  SV Fort +6 (+8 with bear’s endurance), Ref +11, Will +4; 
  Str 16, Dex 22, Con 16 (20), Int 11, Wis 13, Cha 12. 
   
  Skills and Feats: Balance +12, Climb +8, Hide +12, 
  Jump +9, Listen +7, Move Silently +12, Search +3, Spot +7, 
  Survival +4, Tumble +12; Blindfight, Improved Initiative. 
   
  Possessions: +1 dagger, +1 leather armor, potion of 
  hide from animals, potion of undetectable alignment, 
  potion of bear’s endurance, 175 gp. 
   
  Alternate Form (Su): All vultivors can assume 
  humanoid form at will.  Transforming to humanoid form 
  from hound form, or vice versa, is a move action.  This 
  transformation works like alter self; the vultivor retains 
  its physical ability scores, extraordinary abilities, and 
  supernatural abilities in humanoid form.  It loses its 
  natural attacks and is limited to the movement for the 
  form it assumes.  A vultivor can only choose humanoid 
  forms of Small to Large size. 
   
  A vultivor’s alternate form ability does not affect 
  equipment it may be carrying or wearing.  Most vultivors 
  create secure caches of arms and armor they intend to use 
  in humanoid form when they expect to shift form 
  frequently. 
   
  Command Vorr (Sp): All vultivors can use greater 
  command at will against vorrs.  These creatures will never 
  voluntarily attack a vultivor. 
   
  Outsider Traits: Vultivors have darkvision (60-foot 
  range), and they cannot be raised or resurrected (though 
  a wish or miracle spell can restore life). 
   
  Scent (Ex): A vultivor can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Sneak Attack (Ex): Anytime a vorr’s target is 
  denied a Dexterity bonus, or when a target is 
  flanked by a vultivor, the vultivor deals an 
  additional 3d6 points of damage on a successful 
  melee attack. 
   
  Trip (Ex): A vultivor that hits with a bite attack 
  can attempt to trip the opponent as a free action 
  without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the vorr.  
   
  Shadow Form (Su): Once per day, a vultivor can 
  assume the form of a living shadow for up to 10 minutes.  
  While in shadow form, the vultivor can move at normal 
  speed on any surface, including walls and ceilings, and 
  even across liquids.  It can be detected by effects that 
  detect thoughts, life, or presences (including true seeing); 
  otherwise a vultivor gains a +15 circumstance bonus on 
  Hide checks.  While in shadow form, a vultivor gains 
  damage reduction 50/magic and is immune to blindness, 
  critical hits, damage to ability scores from nonmagical 
  attack, deafness, disease, drowning, poison, and stunning. 
   It takes half damage from fire and acid. 
   
  Shadow Jump (Su): A vultivor can travel between 
  shadows as if by a dimension door spell.  The starting and 
  ending point of the jump must be in shadow and must be 
  at least 10 feet apart.  This is a standard action, and can be 
  used for a total of 60 feet per day. 
   
  Skills: Vultivors have a +8 racial bonus on Survival 
  checks when tracking by scent.  
  
  Fog of War 
   
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  Appendix A: NPCs (APL 6) 
  Encounter 2 (EL 6) 
  Zolofin, Marauder Priest, male bladeling Clr4 (Hextor); 
  CR 5; Medium-size outsider (Lawful); HD 1d8+4d8; hp 
  30; Init +5; Spd 30 ft; AC 21 (+4 masterwork chain shirt 
  armor, +1 light metal shield, +1 Dex, +4 natural armor, +1 
  ring of protection) touch 12, flat-footed 20; Base Atk +4; 
  Grp +3; Atk/Full Atk +5 melee (1d8-1, light flail) or +3 
  melee (1d6-1, claw); SA razor storm; SQ cold resistance 5, 
  DR 5/magic bludgeoning, fire resistance 5, immunities, 
  outsider traits, evil aura, rebuke undead, spontaneous 
  casting; AL LE; SV Fort +6, Ref +4, Will +9; Str 8, Dex 13, 
  Con 10, Int 12, Wis 16, Cha 14. 
   
  Skills and Feats: Appraise (armor and weapons) +4, 
  Concentration +5, Craft (armorsmithing) +6, Craft 
  (weaponsmithing) +6, Knowledge (religion) +5, Spellcraft 
  +5; Brew Potion, Improved Initiative, Scribe Scroll, 
  Weapon Focus (light flail). 
   
  Possessions: masterwork flail, masterwork chain 
  shirt, masterwork light steel shield, steel holy symbol of 
  Hextor, ring of protection +1, potion of bull’s strength, 
  potion of invisibility, scrolls of cure light wounds (2), 
  scrolls of cure moderate wounds (2), scroll of produce 
  flame, scroll of owl’s wisdom, 500 gp. 
   
  Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0- cure minor wounds x2, detect magic, detect 
  poison, guidance; 1- bane, cause fear, doom, entropic 
  shield, protection from good*; 2- hold person x2, silence, 
  spiritual weapon*. 
   
   
  * Domain spell. Domains: Evil (cast evil spells at 
  +1 caster level), War. 
   
  Razor Storm (Ex): Once per day, a bladeling can 
  expel shrapnel-like bits of its skin in a 15-foot cone, 
  dealing 2d6 points of piercing damage to any creature in 
  the area. A Reflex save (DC 10) halves the damage. After 
  this attack, the bladeling’s natural armor bonus drops to 
  +2 for 24 hours. 
   
  Immunities (Ex): A bladeling takes no damage from 
  acid, and it is immune to rust attacks despite its metallic 
  hide. 
   
  Outsider Traits: A bladeling has darkvision (60-foot 
  range). It cannot be raised or resurrected. 
   
  Marauder Veterans (3), male and female bladeling Ftr1; 
  CR 2; Medium-size outsider (Lawful); HD 1d8+1d10; hp 
  14; Init +5; Spd 30 ft; AC 19 (+4 masterwork chain shirt 
  armor, +1 Dex, +4 natural armor) touch 11, flat-footed 19; 
  Base Atk +2; Grp +2; Atk/Full Atk +3 melee (2d4/18-
  20/x2, falchion) or +2 melee (1d6, claw); SA razor storm; 
  SQ cold resistance 5, DR 5/magic bludgeoning, fire 
  resistance 5, immunities, outsider traits; AL LE; SV Fort 
  +4, Ref +3, Will +2; Str 11, Dex 13, Con 11, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Craft (weaponsmithing) +4, Climb 
  +0, Jump +3; Improved Initiative, Power Attack. 
   
  Possessions: masterwork falchion, masterwork chain 
  shirt, potion of cure light wounds, oil of magic weapon, 
  potion of shield of faith +2. 
   
  Razor Storm (Ex): Once per day, a bladeling can 
  expel shrapnel-like bits of its skin in a 15-foot cone, 
  dealing 2d6 points of piercing damage to any creature in 
  the area. A Reflex save (DC 10) halves the damage. After 
  this attack, the bladeling’s natural armor bonus drops to 
  +2 for 24 hours. 
   
  Immunities (Ex): A bladeling takes no damage from 
  acid, and it is immune to rust attacks despite its metallic 
  hide. 
   
  Outsider Traits: A bladeling has darkvision (60-foot 
  range). It cannot be raised or resurrected. 
   
  Marauder Novices (3), male and female bladeling; CR 1; 
  Medium-size outsider (Lawful); HD 1d8; hp 6; Init +5; 
  Spd 30 ft; AC 19 (+4 masterwork chain shirt armor, +1 
  Dex, +4 natural armor) touch 11, flat-footed 18; Base Atk 
  +1; Grp +1; Atk/Full Atk +1 melee (2d4/18-20/x2, 
  falchion) or +1 melee (1d6, claw); SA razor storm; SQ cold 
  resistance 5, DR 5/magic bludgeoning, fire resistance 5, 
  immunities, outsider traits; AL LE; SV Fort +2, Ref +3, 
  Will +2; Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (weaponsmithing) +4, Jump 
  +2; Improved Initiative.  
   
  Possessions: falchion, chain shirt, potion of cure 
  light wounds, oil of magic weapon, potion of shield of 
  faith +2. 
   
  Razor Storm (Ex): Once per day, a bladeling can 
  expel shrapnel-like bits of its skin in a 15-foot cone, 
  dealing 2d6 points of piercing damage to any creature in 
  the area. A Reflex save (DC 10) halves the damage. After 
  this attack, the bladeling’s natural armor bonus drops to 
  +2 for 24 hours. 
   
  Immunities (Ex): A bladeling takes no damage from 
  acid, and it is immune to rust attacks despite its metallic 
  hide. 
   
  Outsider Traits: A bladeling has darkvision (60-foot 
  range). It cannot be raised or resurrected. 
   
  Encounter 5 (EL 8) 
  Bodyguard, maug Ftr5; CR 8; Large construct 
  (Extraplanar); HD 2d10+5d10+30; hp 76; Init +2 (Dex); 
  Spd 40 ft. (can’t run); AC 26 (-1 size, +1 Dex, +9 +1 full 
  plate armor, +7 natural), touch 10, flat-footed 25; Base Atk 
  
  Fog of War 
   
  Page 27 
  +6; Grp +19; Atk +13 (2d6+6/19-20, +1 large two-bladed 
  sword) or +11 melee (2d6+7, slam); Full Atk +13/+8 melee 
  and +13 melee (2d6+6/19-20 and 2d6+3/19-20, +1 large 
  two-bladed sword) or +11/+6 melee (2d6+7, slam); 
  Space/Reach 10 ft./10 ft.; SA pulverize; SQ construct 
  traits, rapid repair, SR 19; SV Fort +4, Ref +3, Will +1; Str 
  21, Dex 15, Con -, Int 13, Wis 11, Cha 12. 
   
  Skills and Feats: Craft (blacksmithing) +9, Craft 
  (stonemasonry) 
  +12*, 
  Intimidate 
  +6, 
  Knowledge 
  (architecture and engineering) +12*, Listen +7, Profession 
  (siege engineer) +6, Profession (soldier) +7, Spot +7, 
  Survival +5; Alertness (B), Improved Grapple, Improved 
  Natural Attack (slam), Improved Sunder, Power Attack, 
  Two-Weapon Fighting, Weapon Focus (two-bladed 
  sword). 
   
  * Due to their innate understanding of machinery 
  and engineering, maugs have a +4 racial bonus on Craft 
  (stonemasonry) and Knowledge (architecture and 
  engineering) checks. 
   
  Possessions: +1 large full plate armor, +1 large two-
  bladed sword. 
   
  Pulverize (Su): Three times per day as a standard 
  action, a maug can touch an object and negate its 
  hardness for 1d4 rounds (Fortitude DC 18 negates). This 
  power can affect an object of up to 1,000 cubic feet in 
  volume (a 10-foot cube); if the object is larger, only a 10-
  foot cube of it is affected. Unattended nonmagical objects 
  do not receive a saving throw. If a creature holds, wears, 
  or carries the object, the maug must succeed on a melee 
  touch attack. This attack does not provoke an attack of 
  opportunity. 
   
  Construct Traits: Maugs are immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects. They are not subject to critical hits, nonlethal 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage. A maug cannot heal itself 
  but can be healed through repair. It cannot be raised or 
  resurrected. A maug has darkvision (60-foot range). 
   
  Encounter 7 (EL 7) 
  Assassin, Male vultivor Rog2; CR 6; Medium-size 
  outsider (Chaotic, Evil, Extraplanar, Shapechanger); HD 
  3d10+9 plus 2d6+6; hp 45; Init +10; Spd 30 ft (40 ft. in 
  vorr form); AC (humanoid form) 21 (+6 Dex, +3 natural, 
  +2 armor), touch 16, flat-footed 15 or (vorr form) 19 (+6 
  Dex +3 natural), touch 16, flat-footed 13; Base Atk +4; Grp 
  +7; Atk (humanoid form) +8 melee (1d4+4/19-20, +1 
  dagger) or (vorr form) +7 melee (2d4+3, bite); Full Atk 
  (humanoid form) +8 melee (1d4+4/19-20, +1 dagger) or 
  (vorr form) +7 melee (2d4+3, bite) and +2/+2 melee 
  (1d3+1, 2 claws); SA +3d6 sneak attack, trip (vorr form 
  only); SQ Alternate form, command vorrs, evasion, 
  outsider traits, scent, shadow form, shadow jump; AL CE; 
  SV Fort +6, Ref +12, Will +4; Str 16, Dex 22, Con 16, Int 
  11, Wis 13, Cha 12. 
   
  Skills and Feats: Balance +13, Climb +9, Hide +13, 
  Jump +10, Listen +8, Move Silently +13, Search +3, Spot 
  +8, Survival +4, Tumble +13; Blindfight, Improved 
  Initiative. 
   
  Possessions: Umbra’s Claw, masterwork leather 
  armor, potion of hide from animals, potion of 
  undetectable alignment, 175 gp. 
   
  Alternate Form (Su): All vultivors can assume 
  humanoid form at will.  Transforming to humanoid form 
  from hound form, or vice versa, is a move action.  This 
  transformation works like alter self; the vultivor retains 
  its physical ability scores, extraordinary abilities, and 
  supernatural abilities in humanoid form.  It loses its 
  natural attacks and is limited to the movement for the 
  form it assumes.  A vultivor can only choose humanoid 
  forms of Small to Large size. 
   
  A vultivor’s alternate form ability does not affect 
  equipment it may be carrying or wearing.  Most vultivors 
  create secure caches of arms and armor they intend to use 
  in humanoid form when they expect to shift form 
  frequently. 
   
  Command Vorr (Sp): All vultivors can use greater 
  command at will against vorrs.  These creatures will never 
  voluntarily attack a vultivor. 
   
  Outsider Traits: Vultivors have darkvision (60-foot 
  range), and they cannot be raised or resurrected (though 
  a wish or miracle spell can restore life). 
   
  Scent (Ex): A vultivor can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Sneak Attack (Ex): Anytime a vorr’s target is 
  denied a Dexterity bonus, or when a target is 
  flanked by a vultivor, the vultivor deals an 
  additional 3d6 points of damage on a successful 
  melee attack. 
   
  Trip (Ex): A vultivor that hits with a bite attack 
  can attempt to trip the opponent as a free action 
  without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the vorr.  
   
  Shadow Form (Su): Once per day, a vultivor can 
  assume the form of a living shadow for up to 10 minutes.  
  While in shadow form, the vultivor can move at normal 
  speed on any surface, including walls and ceilings, and 
  even across liquids.  It can be detected by effects that 
  detect thoughts, life, or presences (including true seeing); 
  otherwise a vultivor gains a +15 circumstance bonus on 
  Hide checks.  While in shadow form, a vultivor gains 
  damage reduction 50/magic and is immune to blindness, 
  critical hits, damage to ability scores from nonmagical 
  
  Fog of War 
   
  Page 28 
  attack, deafness, disease, drowning, poison, and stunning. 
   It takes half damage from fire and acid. 
   
  Shadow Jump (Su): A vultivor can travel between 
  shadows as if by a dimension door spell.  The starting and 
  ending point of the jump must be in shadow and must be 
  at least 10 feet apart.  This is a standard action, and can be 
  used for a total of 60 feet per day. 
   
  Skills: Vultivors have a +8 racial bonus on Survival 
  checks when tracking by scent. 
   
  Vorr, CR 4; Medium-size outsider (Chaotic, Evil, 
  Extraplanar); HD 3d8+6; hp 19; Init +3; Spd 40 ft.; AC 16 
  (+3 Dex +3 natural), touch 13, flat-footed 13; Base Atk +3; 
  Grp +6; Atk +6 melee (2d4+3, bite); Full Atk +6 melee 
  (2d4+3, bite) and +1/+1 melee (1d3+1, 2 claws); SA +2d6 
  sneak attack, trip; SQ Outsider traits, scent, shadow form, 
  shadow jump; AL CE; SV Fort +5, Ref +6, Will +3; Str 16, 
  Dex 17, Con 14, Int 7, Wis 11, Cha 14. 
   
  Skills and Feats: Hide +9, Listen +8, Move Silently 
  +9, Search +4, Spot +8, Survival +6*; Alertness, Blindfight. 
   
  Outsider Traits: Vorrs have darkvision (60-foot 
  range), and they cannot be raised or resurrected (though 
  a wish or miracle spell can restore life). 
   
  Scent (Ex): A vorr can detect approaching enemies, 
  sniff out hidden foes, and track by sense of smell. 
   
  Sneak Attack (Ex): Anytime a vorr’s target is 
  denied a Dexterity bonus, or when a target is 
  flanked by a vorr, the vorr deals an additional 2d6 
  points of damage on a successful melee attack. 
   
  Trip (Ex): A vorr that hits with a bite attack 
  can attempt to trip the opponent as a free action 
  without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the vorr.  
   
  Shadow Form (Su): Once per day, a vorr can assume 
  the form of a living shadow for up to 10 minutes.  While 
  in shadow form, the vorr can move at normal speed on 
  any surface, including walls and ceilings, and even across 
  liquids.  It can be detected by effects that detect thoughts, 
  life, or presences (including true seeing); otherwise a vorr 
  gains a +15 circumstance bonus on Hide checks.  While 
  in shadow form, a vorr gains damage reduction 50/magic 
  and is immune to blindness, critical hits, damage to 
  ability scores from nonmagical attack, deafness, disease, 
  drowning, poison, and stunning.  It takes half damage 
  from fire and acid. 
   
  Shadow Jump (Su): A vorr can travel between 
  shadows as if by a dimension door spell.  The starting and 
  ending point of the jump must be in shadow and must be 
  at least 10 feet apart.  This is a standard action, and can be 
  used for a total of 60 feet per day. 
   
  Skills: Vorrs have a +8 racial bonus on Survival 
  checks when tracking by scent. 
  
  Fog of War 
   
  Page 29 
  Appendix A: NPCs (APL 8) 
  Encounter 2 (EL 8) 
  Zolofin, Marauder Priest, male bladeling Clr6 (Hextor); 
  CR 7; Medium-size outsider (Lawful); HD 1d8+6d8; hp 
  42; Init +5; Spd 30 ft; AC 21 (+4 masterwork chain shirt 
  armor, +1 light metal shield, +1 Dex, +4 natural armor, +1 
  ring of protection) touch 12, flat-footed 20; Base Atk +5; 
  Grp +4; Atk/Full Atk +6 melee (1d8-1, light flail) or +4 
  melee (1d6-1, claw); SA razor storm; SQ cold resistance 5, 
  DR 5/magic bludgeoning, fire resistance 5, immunities, 
  outsider traits, evil aura, rebuke undead, spontaneous 
  casting; AL LE; SV Fort +7, Ref +5, Will +10; Str 8, Dex 13, 
  Con 10, Int 12, Wis 16, Cha 14. 
   
  Skills and Feats: Appraise (armor and weapons) +5, 
  Concentration +6, Craft (armorsmithing) +7, Craft 
  (weaponsmithing) +7, Knowledge (religion) +6, Spellcraft 
  +6; Brew Potion, Craft Magic Arms and Armor, Improved 
  Initiative, Scribe Scroll, Weapon Focus (light flail). 
   
  Possessions: masterwork flail, masterwork chain 
  shirt, masterwork light steel shield, steel holy symbol of 
  Hextor, ring of protection +1, metamagic rod (lesser 
  extend), potion of bull’s strength, potion of invisibility, 
  scrolls of cure moderate wounds (2), scroll of cure serious 
  wounds, scroll of produce flame, scroll of owl’s wisdom, 
  83gp. 
   
  Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + spell 
  level): 0- cure minor wounds x2, detect magic, detect 
  poison, guidance; 1- bane, cause fear, doom, entropic 
  shield, protection from good*; 2- bear’s endurance, hold 
  person x2, silence, spiritual weapon*, 3- dispel magic, 
  magic circle against good, magic vestment*, prayer. 
   
   
  * Domain spell. Domains: Evil (cast evil spells at 
  +1 caster level), War. 
   
  Razor Storm (Ex): Once per day, a bladeling can 
  expel shrapnel-like bits of its skin in a 15-foot cone, 
  dealing 2d6 points of piercing damage to any creature in 
  the area. A Reflex save (DC 10) halves the damage. After 
  this attack, the bladeling’s natural armor bonus drops to 
  +2 for 24 hours. 
   
  Immunities (Ex): A bladeling takes no damage from 
  acid, and it is immune to rust attacks despite its metallic 
  hide. 
   
  Outsider Traits: A bladeling has darkvision (60-foot 
  range). It cannot be raised or resurrected. 
   
  Marauder Elites (3), male and female bladeling Ftr2; CR 
  3; Medium-size outsider (Lawful); HD 1d8+2d10; hp 21; 
  Init +5; Spd 30 ft; AC 20 (+5 +1 chain shirt armor, +1 Dex, 
  +4 natural armor) touch 11, flat-footed 19; Base Atk +3; 
  Grp +3; Atk/Full Atk +5 melee (2d4/18-20/x2, falchion) 
  or +3 melee (1d6, claw); SA razor storm; SQ cold 
  resistance 5, DR 5/magic bludgeoning, fire resistance 5, 
  immunities, outsider traits; AL LE; SV Fort +5, Ref +3, 
  Will +2; Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (weaponsmithing) +4, Climb 
  +3, Jump +3; Improved Initiative, Power Attack, Weapon 
  Focus (falchion). 
   
  Possessions: masterwork falchion, +1 chain shirt, 
  potion of cure light wounds, oil of magic weapon, potion 
  of shield of faith +4, 25 gp. 
   
  Razor Storm (Ex): Once per day, a bladeling can 
  expel shrapnel-like bits of its skin in a 15-foot cone, 
  dealing 2d6 points of piercing damage to any creature in 
  the area. A Reflex save (DC 10) halves the damage. After 
  this attack, the bladeling’s natural armor bonus drops to 
  +2 for 24 hours. 
   
  Immunities (Ex): A bladeling takes no damage from 
  acid, and it is immune to rust attacks despite its metallic 
  hide. 
   
  Outsider Traits: A bladeling has darkvision (60-foot 
  range). It cannot be raised or resurrected. 
   
  Marauder Veterans (3), male and female bladeling Ftr1; 
  CR 2; Medium-size outsider (Lawful); HD 1d8+1d10; hp 
  14; Init +5; Spd 30 ft; AC 19 (+4 masterwork chain shirt 
  armor, +1 Dex, +4 natural armor) touch 11, flat-footed 19; 
  Base Atk +2; Grp +2; Atk/Full Atk +3 melee (2d4/18-
  20/x2, falchion) or +2 melee (1d6, claw); SA razor storm; 
  SQ cold resistance 5, DR 5/magic bludgeoning, fire 
  resistance 5, immunities, outsider traits; AL LE; SV Fort 
  +4, Ref +3, Will +2; Str 11, Dex 13, Con 11, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Craft (weaponsmithing) +4, Climb 
  +1, Jump +3; Improved Initiative, Power Attack. 
   
  Possessions: masterwork falchion, masterwork chain 
  shirt, potion of cure light wounds, oil of magic weapon, 
  potion of shield of faith +2. 
   
  Razor Storm (Ex): Once per day, a bladeling can 
  expel shrapnel-like bits of its skin in a 15-foot cone, 
  dealing 2d6 points of piercing damage to any creature in 
  the area. A Reflex save (DC 10) halves the damage. After 
  this attack, the bladeling’s natural armor bonus drops to 
  +2 for 24 hours. 
   
  Immunities (Ex): A bladeling takes no damage from 
  acid, and it is immune to rust attacks despite its metallic 
  hide. 
   
  Outsider Traits: A bladeling has darkvision (60-foot 
  range). It cannot be raised or resurrected. 
   
  
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  Encounter 5 (EL 10) 
  Bodyguard, maug Ftr7; CR 10; Large construct 
  (Extraplanar); HD 2d10+7d10+30; hp 88; Init +2 (Dex); 
  Spd 40 ft. (can’t run); AC 27 (-1 size, +1 Dex, +10 +2 full 
  plate armor, +7 natural), touch 10, flat-footed 25; Base Atk 
  +8; Grp +21; Atk +15 (2d6+8/17-20, +1 large two-bladed 
  sword) or +13 melee (2d6+7, slam); Full Atk +15/+10 
  melee and +15 melee (2d6+8/17-20 and 2d6+5/17-20, +1 
  large two-bladed sword) or +13/+8 melee (2d6+7, slam); 
  Space/Reach 10 ft./10 ft.; SA pulverize; SQ construct 
  traits, rapid repair, SR 21; SV Fort +5, Ref +4, Will +2; Str 
  21, Dex 15, Con -, Int 13, Wis 11, Cha 12. 
   
  Skills and Feats: Craft (blacksmithing) +10, Craft 
  (stonemasonry) 
  +13*, 
  Intimidate 
  +6, 
  Knowledge 
  (architecture and engineering) +13*, Listen +7, Profession 
  (siege engineer) +7, Profession (soldier) +7, Spot +7, 
  Survival +5; Alertness (B), Improved Critical (two-bladed 
  sword), Improved Grapple, Improved Natural Attack 
  (slam), Improved Sunder, Power Attack, Two-Weapon 
  Fighting, Weapon Focus (two-bladed sword), Weapon 
  Specialization (two-bladed sword). 
   
  * Due to their innate understanding of machinery 
  and engineering, maugs have a +4 racial bonus on Craft 
  (stonemasonry) and Knowledge (architecture and 
  engineering) checks. 
   
  Possessions: +2 large full plate armor, +1 large two-
  bladed sword. 
   
  Pulverize (Su): Three times per day as a standard 
  action, a maug can touch an object and negate its 
  hardness for 1d4 rounds (Fortitude DC 18 negates). This 
  power can affect an object of up to 1,000 cubic feet in 
  volume (a 10-foot cube); if the object is larger, only a 10-
  foot cube of it is affected. Unattended nonmagical objects 
  do not receive a saving throw. If a creature holds, wears, 
  or carries the object, the maug must succeed on a melee 
  touch attack. This attack does not provoke an attack of 
  opportunity. 
   
  Construct Traits: Maugs are immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects. They are not subject to critical hits, nonlethal 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage. A maug cannot heal itself 
  but can be healed through repair. It cannot be raised or 
  resurrected. A maug has darkvision (60-foot range). 
   
  Encounter 7 (EL 9) 
  Assassin, Male vultivor Rog3/Asn1; CR 8; Medium-size 
  outsider (Chaotic, Evil, Extraplanar, Shapechanger); HD 
  3d10+9 plus 4d6+12; hp 59 (73 with bear’s endurance); 
  Init +10; Spd 30 ft (40 ft. in vorr form); AC (humanoid 
  form) 22 (+6 Dex, +3 natural, +3 armor), touch 16, flat-
  footed 22 or (vorr form) 19 (+6 Dex +3 natural), touch 16, 
  flat-footed 19; Base Atk +5; Grp +8; Atk (humanoid form) 
  +9 melee (1d4+4/19-20, +1 dagger) or (vorr form) +8 
  melee (2d4+3, bite); Full Atk (humanoid form) +9 melee 
  (1d4+4/19-20, +1 dagger) or (vorr form) +8 melee (2d4+3, 
  bite) and +3/+3 melee (1d3+1, 2 claws); SA +5d6 sneak 
  attack, death attack, trip (vorr form only); SQ Alternate 
  form, command vorrs, evasion, outsider traits, poison use, 
  scent, shadow form, shadow jump, trap sense +1, uncanny 
  dodge; AL CE; SV Fort +7, Ref +14, Will +5; Str 16, Dex 
  22, Con 16 (20), Int 12, Wis 13, Cha 12. 
   
  Skills and Feats: Balance +14, Climb +10, Disguise +5, 
  Hide +14, Jump +11, Listen +11, Move Silently +14, 
  Search +5, Spot +11, Survival +4, Tumble +14; Alertness, 
  Blindfight, Improved Initiative. 
   
  Possessions: Umbra’s claw, fire elemental gem, +1 
  leather armor, potion of hide from animals, potion of 
  cure 
  moderate 
  wounds, 
  potion 
  of 
  undetectable 
  alignment, potion of bear’s endurance, 175 gp. 
   
  Spells Known (cast 1; DC 11 + spell level): disguise 
  self, true strike.  
   
  Alternate Form (Su): All vultivors can assume 
  humanoid form at will.  Transforming to humanoid form 
  from hound form, or vice versa, is a move action.  This 
  transformation works like alter self; the vultivor retains 
  its physical ability scores, extraordinary abilities, and 
  supernatural abilities in humanoid form.  It loses its 
  natural attacks and is limited to the movement for the 
  form it assumes.  A vultivor can only choose humanoid 
  forms of Small to Large size. 
   
  A vultivor’s alternate form ability does not affect 
  equipment it may be carrying or wearing.  Most vultivors 
  create secure caches of arms and armor they intend to use 
  in humanoid form when they expect to shift form 
  frequently. 
   
  Command Vorr (Sp): All vultivors can use greater 
  command at will against vorrs.  These creatures will never 
  voluntarily attack a vultivor. 
   
  Death Attack: If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak attack 
  has the additional effect of possibly either paralyzing or 
  killing the target (assassin’s choice).  While studying the 
  victim, the assassin can undertake other actions so long as 
  his attention stays focused on the target and the target 
  does not detect the assassin or recognize the assassin as 
  an enemy.  If the victim of such an attack fails a Fortitude 
  save (DC 12) against the kill effect, she dies.  If the saving 
  throw fails against the paralysis effect, the victim’s mind 
  and body become enervated, rendering her helpless and 
  unable to act for 1d6+1 rounds.  If the victim’s saving 
  throw succeeds, the attack is just a normal sneak attack.  
  Once the assassin has completed the 3 rounds of study, 
  he must make the attack within the next 3 rounds.  If a 
  
  Fog of War 
   
  Page 31 
  death attack is attempted and fails (the victim makes her 
  save) or if the assassin does not launch the attack within 3 
  rounds of completing the study, 2 new rounds of study 
  are required before he can attempt another death attack. 
   
  Outsider Traits: Vultivors have darkvision (60-foot 
  range), and they cannot be raised or resurrected (though 
  a wish or miracle spell can restore life). 
   
  Poison Use: Assassins are trained in the use of 
  poison and never risk accidentally poisoning themselves 
  when applying poison to a blade. 
   
  Scent (Ex): A vultivor can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Sneak Attack (Ex): Anytime a vorr’s target is 
  denied a Dexterity bonus, or when a target is 
  flanked by a vultivor, the vultivor deals an 
  additional 5d6 points of damage on a successful 
  melee attack. 
   
  Trip (Ex): A vultivor that hits with a bite attack 
  can attempt to trip the opponent as a free action 
  without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the vorr.  
   
  Shadow Form (Su): Once per day, a vultivor can 
  assume the form of a living shadow for up to 10 minutes.  
  While in shadow form, the vultivor can move at normal 
  speed on any surface, including walls and ceilings, and 
  even across liquids.  It can be detected by effects that 
  detect thoughts, life, or presences (including true seeing); 
  otherwise a vultivor gains a +15 circumstance bonus on 
  Hide checks.  While in shadow form, a vultivor gains 
  damage reduction 50/magic and is immune to blindness, 
  critical hits, damage to ability scores from nonmagical 
  attack, deafness, disease, drowning, poison, and stunning. 
   It takes half damage from fire and acid. 
   
  Shadow Jump (Su): A vultivor can travel between 
  shadows as if by a dimension door spell.  The starting and 
  ending point of the jump must be in shadow and must be 
  at least 10 feet apart.  This is a standard action, and can be 
  used for a total of 60 feet per day. 
   
  Skills: Vultivors have a +8 racial bonus on Survival 
  checks when tracking by scent. 
   
  Vorrs (2), CR 4; Medium-size outsider (Chaotic, Evil, 
  Extraplanar); HD 3d8+6; hp 19; Init +3; Spd 40 ft.; AC 16 
  (+3 Dex +3 natural), touch 13, flat-footed 13; Base Attack 
  +3; Grp +6; Atk +6 melee (2d4+3, bite); Full Atk +6 melee 
  (2d4+3, bite) and +1/+1 melee (1d3+1, 2 claws); SA +2d6 
  sneak attack, trip; SQ Outsider traits, scent, shadow form, 
  shadow jump; AL CE; SV Fort +5, Ref +6, Will +3; Str 16, 
  Dex 17, Con 14, Int 7, Wis 11, Cha 14. 
   
  Skills and Feats: Hide +9, Listen +8, Move Silently 
  +9, Search +4, Spot +8, Survival +6*; Alertness, Blindfight. 
   
  Outsider Traits: Vorrs have darkvision (60-foot 
  range), and they cannot be raised or resurrected (though 
  a wish or miracle spell can restore life). 
   
  Scent (Ex): A vorr can detect approaching enemies, 
  sniff out hidden foes, and track by sense of smell. 
   
  Sneak Attack (Ex): Anytime a vorr’s target is 
  denied a Dexterity bonus, or when a target is 
  flanked by a vorr, the vorr deals an additional 2d6 
  points of damage on a successful melee attack. 
   
  Trip (Ex): A vorr that hits with a bite attack 
  can attempt to trip the opponent as a free action 
  without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the vorr.  
   
  Shadow Form (Su): Once per day, a vorr can assume 
  the form of a living shadow for up to 10 minutes.  While 
  in shadow form, the vorr can move at normal speed on 
  any surface, including walls and ceilings, and even across 
  liquids.  It can be detected by effects that detect thoughts, 
  life, or presences (including true seeing); otherwise a vorr 
  gains a +15 circumstance bonus on Hide checks.  While 
  in shadow form, a vorr gains damage reduction 50/magic 
  and is immune to blindness, critical hits, damage to 
  ability scores from nonmagical attack, deafness, disease, 
  drowning, poison, and stunning.  It takes half damage 
  from fire and acid. 
   
  Shadow Jump (Su): A vorr can travel between 
  shadows as if by a dimension door spell.  The starting and 
  ending point of the jump must be in shadow and must be 
  at least 10 feet apart.  This is a standard action, and can be 
  used for a total of 60 feet per day. 
   
  Skills: Vorrs have a +8 racial bonus on Survival 
  checks when tracking by scent. 
   
   
  
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  Page 32 
  Appendix A: NPCs (APL 10) 
  Encounter 2 (EL 10) 
  Zolofin, Marauder Priest, male bladeling Clr8 (Hextor); 
  CR 9; Medium-size outsider (Lawful); HD 1d8+8d8; hp 
  54; Init +5; Spd 30 ft; AC 22 (+5 +1 chain shirt armor, +1 
  masterwork light metal shield, +2 Dex, +4 natural armor) 
  touch 12, flat-footed 20; Base Atk +7; Grp +6; Atk +8 
  melee (1d8-1, light flail) or +6 melee (1d6-1, claw); Full 
  Atk +8/+2 melee (1d8-1, light flail) or +6/+1 melee (1d6-1, 
  claw); SA razor storm; SQ cold resistance 5, DR 5/magic 
  bludgeoning, fire resistance 5, immunities, outsider traits, 
  evil aura, rebuke undead, spontaneous casting; AL LE; SV 
  Fort +8, Ref +6, Will +12; Str 8, Dex 14, Con 10, Int 12, 
  Wis 18, Cha 14. 
   
  Skills and Feats: Appraise (armor and weapons) +6, 
  Concentration +7, Craft (armorsmithing) +8, Craft 
  (weaponsmithing) +8, Knowledge (religion) +7, Spellcraft 
  +7; Brew Potion, Craft Magic Arms and Armor, Improved 
  Initiative, Scribe Scroll, Weapon Focus (light flail). 
   
  Possessions: masterwork flail, +1 chain shirt, 
  masterwork light steel shield, steel holy symbol of 
  Hextor, brooch of shielding, periapt of wisdom +2, 
  metamagic rod (lesser extend), potion of bull’s strength, 
  potion of invisibility, scrolls of cure moderate wounds 
  (2), scroll of cure serious wounds, scroll of produce flame, 
  500 gp. 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1; base DC = 14 + 
  spell level): 0- cure minor wounds x2, detect magic, detect 
  poison, guidance, resistance; 1- bane, cause fear, doom, 
  entropic shield, protection from good*, shield of faith; 2- 
  bear’s endurance, hold person x2, silence, spiritual 
  weapon*, 3- dispel magic x2, invisibility purge, magic 
  circle against good, magic vestment*; 4- dismissal, 
  recitation$, spell immunity, unholy blight*. 
   
   
  * Domain spell. Domains: Evil (cast evil spells at 
  +1 caster level), War.  
   
   
  $ These spells are taken from Defenders of the 
  Faith; see the Appendix for full details. 
   
  Razor Storm (Ex): Once per day, a bladeling can 
  expel shrapnel-like bits of its skin in a 15-foot cone, 
  dealing 2d6 points of piercing damage to any creature in 
  the area. A Reflex save (DC 10) halves the damage. After 
  this attack, the bladeling’s natural armor bonus drops to 
  +2 for 24 hours. 
   
  Immunities (Ex): A bladeling takes no damage from 
  acid, and it is immune to rust attacks despite its metallic 
  hide. 
   
  Outsider Traits: A bladeling has darkvision (60-foot 
  range). It cannot be raised or resurrected. 
   
  Marauder Heroes (6), male and female bladeling Ftr3; 
  CR 4; Medium-size outsider (Lawful); HD 1d8+3d10; hp 
  29; Init +5; Spd 30 ft; AC 20 (+5 +1 chain shirt armor, +1 
  Dex, +4 natural armor) touch 11, flat-footed 19; Base Atk 
  +4; Grp +4; Atk/Full Atk +6 melee (2d4/18-20/x2, 
  falchion) or +4 melee (1d6, claw); SA razor storm; SQ cold 
  resistance 5, DR 5/magic bludgeoning, fire resistance 5, 
  immunities, outsider traits; AL LE; SV Fort +5, Ref +4, 
  Will +3; Str 11, Dex 13, Con 11, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Craft (weaponsmithing) +4, Climb 
  +4, Jump +4; Improved Initiative, Power Attack, Weapon 
  Focus (falchion). 
   
  Possessions: masterwork falchion, +1 chain shirt, 
  potion of cure light wounds, oil of magic weapon, potion 
  of bull’s strength, potion of bear’s endurance, potion of 
  cat’s grace, potion of shield of faith +4, 25gp. 
   
  Razor Storm (Ex): Once per day, a bladeling can 
  expel shrapnel-like bits of its skin in a 15-foot cone, 
  dealing 2d6 points of piercing damage to any creature in 
  the area. A Reflex save (DC 10) halves the damage. After 
  this attack, the bladeling’s natural armor bonus drops to 
  +2 for 24 hours. 
   
  Immunities (Ex): A bladeling takes no damage from 
  acid, and it is immune to rust attacks despite its metallic 
  hide. 
   
  Outsider Traits: A bladeling has darkvision (60-foot 
  range). It cannot be raised or resurrected. 
   
  Encounter 5 (EL 12) 
  Bodyguard, maug Ftr9; CR 12; Large construct 
  (Extraplanar); HD 2d10+9d10+30; hp 100; Init +2 (Dex); 
  Spd 40 ft. (can’t run); AC 27 (-1 size, +1 Dex, +10 +2 full 
  plate armor, +7 natural), touch 10, flat-footed 26; Base Atk 
  +10; Grp +24; Atk +18 melee (2d6+9/17-20, +1 large two-
  bladed sword) or +17 melee (2d6+8, slam); Full Atk 
  +18/+13 melee and +18 melee (2d6+9/17-20 and 
  2d6+6/17-20, +1 large two-bladed sword) or +17/+12 
  melee (2d6+8, slam); Space/Reach 10 ft./10 ft.; SA 
  pulverize; SQ construct traits, rapid repair, SR 23; SV Fort 
  +6, Ref +5, Will +3; Str 22, Dex 15, Con -, Int 13, Wis 11, 
  Cha 12. 
   
  Skills and Feats: Craft (blacksmithing) +11, Craft 
  (stonemasonry) 
  +14*, 
  Intimidate 
  +6, 
  Knowledge 
  (architecture and engineering) +14*, Listen +7, Profession 
  (siege engineer) +7, Profession (soldier) +8, Spot +7, 
  Survival +5; Alertness (B), Improved Critical (two-bladed 
  sword), Improved Grapple, Improved Natural Attack 
  (slam), Improved Sunder, Power Attack, Two-Weapon 
  Fighting, Weapon Focus (two-bladed sword), Weapon 
  Focus (slam), Weapon Specialization (two-bladed sword). 
  
  Fog of War 
   
  Page 33 
   
  * Due to their innate understanding of machinery 
  and engineering, maugs have a +4 racial bonus on Craft 
  (stonemasonry) and Knowledge (architecture and 
  engineering) checks. 
   
  Possessions: +2 large full plate armor, +1 large two-
  bladed sword. 
   
  Pulverize (Su): Three times per day as a standard 
  action, a maug can touch an object and negate its 
  hardness for 1d4 rounds (Fortitude DC 18 negates). This 
  power can affect an object of up to 1,000 cubic feet in 
  volume (a 10-foot cube); if the object is larger, only a 10-
  foot cube of it is affected. Unattended nonmagical objects 
  do not receive a saving throw. If a creature holds, wears, 
  or carries the object, the maug must succeed on a melee 
  touch attack. This attack does not provoke an attack of 
  opportunity. 
   
  Construct Traits: Maugs are immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects. They are not subject to critical hits, nonlethal 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage. A maug cannot heal itself 
  but can be healed through repair. It cannot be raised or 
  resurrected. A maug has darkvision (60-foot range). 
   
  Encounter 7 (EL 11) 
  Assassin, Male vultivor Rog3/Asn3; CR 10; Medium-size 
  outsider (Chaotic, Evil, Extraplanar, Shapechanger); HD 
  3d10+9 plus 6d6+18; hp 73 (91 with bear’s endurance); 
  Init +10; Spd 30 ft (40 ft. in vorr form); AC (humanoid 
  form) 22 (+6 Dex, +3 natural, +3 armor), touch 16, flat-
  footed 22 or (vorr form) 19 (+6 Dex +3 natural), touch 16, 
  flat-footed 19; Base Atk +7; Grp +10; Atk (humanoid 
  form) +12 melee (1d4+5/19-20, +2 dagger) or (vorr form) 
  +10 melee (2d4+3, bite); Full Atk (humanoid form) 
  +12/+7 melee (1d4+5/19-20, +2 dagger) or +10/+9/+5 
  melee (1d4+5/19-20, +2 dagger, +1 dagger, +2 dagger) or 
  (vorr form) +10/+5 melee (2d4+3, bite) and +5/+5 melee 
  (1d3+1, 2 claws); SA +6d6 sneak attack, death attack, trip 
  (vorr form only); SQ Alternate form, command vorrs, 
  evasion, outsider traits, poison use, scent, shadow form, 
  shadow jump, trap sense +1, uncanny dodge; AL CE; SV 
  Fort +8, Ref +15, Will +7; Str 16, Dex 22, Con 16 (20), Int 
  12, Wis 14, Cha 12. 
   
  Skills and Feats: Balance +15, Climb +11, Disguise +6, 
  Hide +15, Jump +12, Listen +13, Move Silently +15, 
  Search +6, Spot +13, Survival +5, Tumble +15; Alertness, 
  Blindfight, Improved Initiative, Two-weapon Fighting. 
   
  Possessions: dagger of venom, Umbra’s claw, +1 
  leather armor, potion of hide from animals, potion of 
  haste, potion of undetectable alignment, potion of bear’s 
  endurance, 260 gp. 
   
  Spells Known (cast 3; DC 11 + spell level): disguise 
  self, obscuring mist, true strike.  
   
  Alternate Form (Su): All vultivors can assume 
  humanoid form at will.  Transforming to humanoid form 
  from hound form, or vice versa, is a move action.  This 
  transformation works like alter self; the vultivor retains 
  its physical ability scores, extraordinary abilities, and 
  supernatural abilities in humanoid form.  It loses its 
  natural attacks and is limited to the movement for the 
  form it assumes.  A vultivor can only choose humanoid 
  forms of Small to Large size. 
   
  A vultivor’s alternate form ability does not affect 
  equipment it may be carrying or wearing.  Most vultivors 
  create secure caches of arms and armor they intend to use 
  in humanoid form when they expect to shift form 
  frequently. 
   
  Command Vorr (Sp): All vultivors can use greater 
  command at will against vorrs.  These creatures will never 
  voluntarily attack a vultivor. 
   
  Death Attack: If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak attack 
  has the additional effect of possibly either paralyzing or 
  killing the target (assassin’s choice).  While studying the 
  victim, the assassin can undertake other actions so long as 
  his attention stays focused on the target and the target 
  does not detect the assassin or recognize the assassin as 
  an enemy.  If the victim of such an attack fails a Fortitude 
  save (DC 14) against the kill effect, she dies.  If the saving 
  throw fails against the paralysis effect, the victim’s mind 
  and body become enervated, rendering her helpless and 
  unable to act for 1d6+3 rounds.  If the victim’s saving 
  throw succeeds, the attack is just a normal sneak attack.  
  Once the assassin has completed the 3 rounds of study, 
  he must make the attack within the next 3 rounds.  If a 
  death attack is attempted and fails (the victim makes her 
  save) or if the assassin does not launch the attack within 3 
  rounds of completing the study, 2 new rounds of study 
  are required before he can attempt another death attack. 
   
  Outsider Traits: Vultivors have darkvision (60-foot 
  range), and they cannot be raised or resurrected (though 
  a wish or miracle spell can restore life). 
   
  Poison Use: Assassins are trained in the use of 
  poison and never risk accidentally poisoning themselves 
  when applying poison to a blade. 
   
  Scent (Ex): A vultivor can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Sneak Attack (Ex): Anytime a vorr’s target is 
  denied a Dexterity bonus, or when a target is 
  flanked by a vultivor, the vultivor deals an 
  additional 6d6 points of damage on a successful 
  melee attack. 
  
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  Trip (Ex): A vultivor that hits with a bite attack 
  can attempt to trip the opponent as a free action 
  without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the vorr.  
   
  Shadow Form (Su): Once per day, a vultivor can 
  assume the form of a living shadow for up to 10 minutes.  
  While in shadow form, the vultivor can move at normal 
  speed on any surface, including walls and ceilings, and 
  even across liquids.  It can be detected by effects that 
  detect thoughts, life, or presences (including true seeing); 
  otherwise a vultivor gains a +15 circumstance bonus on 
  Hide checks.  While in shadow form, a vultivor gains 
  damage reduction 50/magic and is immune to blindness, 
  critical hits, damage to ability scores from nonmagical 
  attack, deafness, disease, drowning, poison, and stunning. 
   It takes half damage from fire and acid. 
   
  Shadow Jump (Su): A vultivor can travel between 
  shadows as if by a dimension door spell.  The starting and 
  ending point of the jump must be in shadow and must be 
  at least 10 feet apart.  This is a standard action, and can be 
  used for a total of 60 feet per day. 
   
  Skills: Vultivors have a +8 racial bonus on Survival 
  checks when tracking by scent. 
   
  Vorr (advanced 7 HD), CR 6; Large outsider (Chaotic, 
  Evil, Extraplanar); HD 7d8+28; hp 61; Init +2; Spd 40 ft.; 
  AC 16 (+2 Dex +5 natural, -1 size), touch 11, flat-footed 14; 
  Base Atk +7; Grp +18; Atk +14 melee (2d6+7, bite); Full 
  Atk +14/+8 melee (2d6+7, bite) and +12/+12 melee 
  (1d4+3, 2 claws); SA +4d6 sneak attack, trip; SQ Outsider 
  traits, scent, shadow form, shadow jump; AL CE; SV Fort 
  +7, Ref +8, Will +5; Str 25, Dex 15, Con 18, Int 7, Wis 11, 
  Cha 14. 
   
  Skills and Feats: Hide +12, Listen +12, Move Silently 
  +12, Search +6, Spot +12, Survival +8*; Alertness, 
  Blindfight, Multiattack. 
   
  Outsider Traits: Vorrs have darkvision (60-foot 
  range), and they cannot be raised or resurrected (though 
  a wish or miracle spell can restore life). 
   
  Scent (Ex): A vorr can detect approaching enemies, 
  sniff out hidden foes, and track by sense of smell. 
   
  Sneak Attack (Ex): Anytime a vorr’s target is 
  denied a Dexterity bonus, or when a target is 
  flanked by a vorr, the vorr deals an additional 4d6 
  points of damage on a successful melee attack. 
   
  Trip (Ex): A vorr that hits with a bite attack 
  can attempt to trip the opponent as a free action 
  without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the vorr.  
   
  Shadow Form (Su): Once per day, a vorr can assume 
  the form of a living shadow for up to 10 minutes.  While 
  in shadow form, the vorr can move at normal speed on 
  any surface, including walls and ceilings, and even across 
  liquids.  It can be detected by effects that detect thoughts, 
  life, or presences (including true seeing); otherwise a vorr 
  gains a +15 circumstance bonus on Hide checks.  While 
  in shadow form, a vorr gains damage reduction 50/magic 
  and is immune to blindness, critical hits, damage to 
  ability scores from nonmagical attack, deafness, disease, 
  drowning, poison, and stunning.  It takes half damage 
  from fire and acid. 
   
  Shadow Jump (Su): A vorr can travel between 
  shadows as if by a dimension door spell.  The starting and 
  ending point of the jump must be in shadow and must be 
  at least 10 feet apart.  This is a standard action, and can be 
  used for a total of 60 feet per day. 
   
  Skills: Vorrs have a +8 racial bonus on Survival 
  checks when tracking by scent. 
   
   
  
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  Appendix A: NPCs (APL 12) 
  Encounter 2 (EL 12) 
  Zolofin, Marauder Priest, male bladeling Clr10 
  (Hextor); CR 11; Medium-size outsider (Lawful); HD 
  1d8+10d8; hp 66; Init +5; Spd 30 ft; AC 22 (+5 +1 chain 
  shirt armor, +1 masterwork light steel shield, +2 Dex, +4 
  natural armor) touch 12, flat-footed 20; Base Atk +8; Grp 
  +7; Atk +9 melee (1d8-1, light flail) or +7 melee (1d6-1, 
  claw); Full Atk +9/+3 melee (1d8-1, light flail) or +7/+2 
  melee (1d6-1, claw); SA razor storm; SQ cold resistance 5, 
  DR 5/magic bludgeoning, fire resistance 5, immunities, 
  outsider traits, evil aura, rebuke undead, spontaneous 
  casting; AL LE; SV Fort +12, Ref +10, Will +16; Str 8, Dex 
  14, Con 10, Int 12, Wis 18, Cha 14. 
   
  Skills and Feats: Appraise (armor and weapons) +7, 
  Concentration +8, Craft (armorsmithing) +9, Craft 
  (weaponsmithing) +9, Knowledge (religion) +8, Spellcraft 
  +8; Brew Potion, Craft Magic Arms and Armor, Craft 
  Wondrous Item, Improved Initiative, Scribe Scroll, 
  Weapon Focus (light flail). 
   
  Possessions: masterwork light flail, +1 chain shirt, 
  masterwork light steel shield, steel holy symbol of 
  Hextor, vest of resistance +3, brooch of shielding, periapt 
  of wisdom +2, metamagic rod (lesser extend), potion of 
  bull’s strength, potion of invisibility, scrolls of cure 
  moderate wounds (2), scroll of cure serious wounds, 
  scroll of produce flame, 500 gp. 
   
   
  % This item is taken from Tome and Blood; see 
  the Appendix for full details. 
   
  Spells Prepared (6/5+1/5+1/4+1/4+1/2+1; base DC = 
  14 + spell level): 0- cure minor wounds x2, detect magic, 
  detect poison, guidance, resistance; 1- bane, cause fear, 
  doom, entropic shield, protection from good*, shield of 
  faith; 2- bear’s endurance, hold person x2, remove 
  paralysis, silence, spiritual weapon*, 3- dispel magic x2, 
  invisibility purge, magic circle against good, magic 
  vestment*; 
  4- 
  dismissal, 
  freedom 
  of 
  movement, 
  recitation$, spell immunity, unholy blight*; 5- bear’s 
  heart$, dispel good, flamestrike*. 
   
   
  * Domain spell. Domains: Evil (cast evil spells at 
  +1 caster level), War. 
   
   
  $ These spells are taken from Defenders of the 
  Faith; see the Appendix for full details. 
   
  Razor Storm (Ex): Once per day, a bladeling can 
  expel shrapnel-like bits of its skin in a 15-foot cone, 
  dealing 2d6 points of piercing damage to any creature in 
  the area. A Reflex save (DC 10) halves the damage. After 
  this attack, the bladeling’s natural armor bonus drops to 
  +2 for 24 hours. 
   
  Immunities (Ex): A bladeling takes no damage from 
  acid, and it is immune to rust attacks despite its metallic 
  hide. 
   
  Outsider Traits: A bladeling has darkvision (60-foot 
  range). It cannot be raised or resurrected. 
   
  Marauder Champions (6), male and female bladeling 
  Ftr5; CR 6; Medium-size outsider (Lawful); HD 
  1d8+5d10; hp 44; Init +5; Spd 30 ft; AC 20 (+5 +1 chain 
  shirt armor, +1 Dex, +4 natural armor) touch 11, flat-
  footed 19; Base Atk +6; Grp +7; Atk +9 melee (2d4+3/18-
  20/x2, masterwork falchion) or +7 melee (1d6+1, claw); 
  Full Atk +9/+4 melee (2d4+3/18-20/x2, masterwork 
  falchion) or +7/+2 melee (1d6+1, claw); SA razor storm; 
  SQ cold resistance 5, DR 5/magic bludgeoning, fire 
  resistance 5, immunities, outsider traits; AL LE; SV Fort 
  +6, Ref +4, Will +3; Str 12, Dex 13, Con 11, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats: Craft (weaponsmithing) +4, Climb 
  +7, Jump +7; Improved Initiative, Power Attack, Weapon 
  Focus (falchion), Weapon Specialization (falchion). 
   
  Possessions: masterwork falchion, +1 chain shirt, 
  potion of cure light wounds, potion of bear’s endurance, 
  potion of haste, potion of shield of faith +4, 25 gp. 
   
  Razor Storm (Ex): Once per day, a bladeling can 
  expel shrapnel-like bits of its skin in a 15-foot cone, 
  dealing 2d6 points of piercing damage to any creature in 
  the area. A Reflex save (DC 10) halves the damage. After 
  this attack, the bladeling’s natural armor bonus drops to 
  +2 for 24 hours. 
   
  Immunities (Ex): A bladeling takes no damage from 
  acid, and it is immune to rust attacks despite its metallic 
  hide. 
   
  Outsider Traits: A bladeling has darkvision (60-foot 
  range). It cannot be raised or resurrected. 
   
  Encounter 5 (EL 14) 
  Bodyguard, maug Ftr11; CR 14; Large construct 
  (Extraplanar); HD 2d10+11d10+30; hp 112; Init +2 (Dex); 
  Spd 40 ft. (can’t run); AC 27 (-1 size, +1 Dex, +10 +2 full 
  plate armor, +7 natural), touch 10, flat-footed 26; Base Atk 
  +12; Grp +26; Atk +21 (2d6+10/17-20, +2 large two-bladed 
  sword) or +19 melee (2d6+10, slam); Full Atk 
  +21/+16/+11 melee and +21 melee (2d6+10/17-20 and 
  2d6+7/17-20, +2 large two-bladed sword) or +19/+14/+9 
  melee (2d6+10, slam); Space/Reach 10 ft./10 ft.; SA 
  pulverize; SQ construct traits, rapid repair, SR 25; SV Fort 
  +7, Ref +5, Will +3; Str 22, Dex 15, Con -, Int 13, Wis 11, 
  Cha 12. 
  
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  Skills and Feats: Craft (blacksmithing) +12, Craft 
  (stonemasonry) 
  +15*, 
  Intimidate 
  +6, 
  Knowledge 
  (architecture and engineering) +15*, Listen +7, Profession 
  (siege engineer) +8, Profession (soldier) +8, Spot +7, 
  Survival +5; Alertness (B), Improved Critical (two-bladed 
  sword), Improved Grapple, Improved Natural Attack 
  (slam), Improved Sunder, Power Attack, Two-Weapon 
  Fighting, Weapon Focus (two-bladed sword), Weapon 
  Focus (slam), Weapon Specialization (two-bladed sword), 
  Weapon Specialization (slam). 
   
  * Due to their innate understanding of machinery 
  and engineering, maugs have a +4 racial bonus on Craft 
  (stonemasonry) and Knowledge (architecture and 
  engineering) checks. 
   
  Possessions: +2 large full plate armor, +2 large two-
  bladed sword. 
   
  Pulverize (Su): Three times per day as a standard 
  action, a maug can touch an object and negate its 
  hardness for 1d4 rounds (Fortitude DC 18 negates). This 
  power can affect an object of up to 1,000 cubic feet in 
  volume (a 10-foot cube); if the object is larger, only a 10-
  foot cube of it is affected. Unattended nonmagical objects 
  do not receive a saving throw. If a creature holds, wears, 
  or carries the object, the maug must succeed on a melee 
  touch attack. This attack does not provoke an attack of 
  opportunity. 
   
  Construct Traits: Maugs are immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects. They are not subject to critical hits, nonlethal 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage. A maug cannot heal itself 
  but can be healed through repair. It cannot be raised or 
  resurrected. A maug has darkvision (60-foot range). 
   
  Encounter 7 (EL 13) 
  Assassin, Male vultivor Rog3/Asn5; CR 12; Medium-size 
  outsider (Chaotic, Evil, Extraplanar, Shapechanger); HD 
  3d10+9 plus 8d6+24; hp 87 (113 with bear’s endurance); 
  Init +10; Spd 30 ft (40 ft. in vorr form); AC (humanoid 
  form) 24 (+6 Dex, +3 natural, +5 armor), touch 16, flat-
  footed 24 or (vorr form) 19 (+6 Dex +3 natural), touch 16, 
  flat-footed 19; Base Atk +8; Grp +11; Atk (humanoid 
  form) +13 melee (1d4+5/19-20, +2 dagger) or (vorr form) 
  +11 melee (2d4+3, bite); Full Atk (humanoid form) 
  +13/+8 melee (1d4+5/19-20, +2 dagger) or +11/+10/+6 
  melee (1d4+5/19-20, +2 dagger, +1 dagger, +2 dagger) or 
  (vorr form) +11/+6 melee (2d4+3, bite) and +6/+6 melee 
  (1d3+1, 2 claws); SA +7d6 sneak attack, death attack, trip 
  (vorr form only); SQ Alternate form, command vorrs, 
  evasion, outsider traits, poison use, scent, shadow form, 
  shadow jump, trap sense +1, uncanny dodge; AL CE; SV 
  Fort +8, Ref +16, Will +7; Str 16, Dex 22, Con 16 (20), Int 
  12, Wis 14, Cha 12. 
   
  Skills and Feats: Balance +16, Climb +12, Disguise +7, 
  Hide +16, Jump +13, Listen +14, Move Silently +16, 
  Search +7, Spot +14, Survival +5, Tumble +16; Alertness, 
  Blindfight, Improved Initiative, Two-weapon Fighting. 
   
  Possessions: dagger of venom, Umbra’s claw, +3 
  leather armor, bead of force, potion of hide from animals, 
  potion of undetectable alignment, potion of bear’s 
  endurance, 10 gp. 
   
  Spells Known (cast 3; DC 11 + spell level): disguise 
  self, jump, obscuring mist, true strike.  
   
  Alternate Form (Su): All vultivors can assume 
  humanoid form at will.  Transforming to humanoid form 
  from hound form, or vice versa, is a move action.  This 
  transformation works like alter self; the vultivor retains 
  its physical ability scores, extraordinary abilities, and 
  supernatural abilities in humanoid form.  It loses its 
  natural attacks and is limited to the movement for the 
  form it assumes.  A vultivor can only choose humanoid 
  forms of Small to Large size. 
   
  A vultivor’s alternate form ability does not affect 
  equipment it may be carrying or wearing.  Most vultivors 
  create secure caches of arms and armor they intend to use 
  in humanoid form when they expect to shift form 
  frequently. 
   
  Command Vorr (Sp): All vultivors can use greater 
  command at will against vorrs.  These creatures will never 
  voluntarily attack a vultivor. 
   
  Death Attack: If an assassin studies his victim for 3 
  rounds and then makes a sneak attack with a melee 
  weapon that successfully deals damage, the sneak attack 
  has the additional effect of possibly either paralyzing or 
  killing the target (assassin’s choice).  While studying the 
  victim, the assassin can undertake other actions so long as 
  his attention stays focused on the target and the target 
  does not detect the assassin or recognize the assassin as 
  an enemy.  If the victim of such an attack fails a Fortitude 
  save (DC 16) against the kill effect, she dies.  If the saving 
  throw fails against the paralysis effect, the victim’s mind 
  and body become enervated, rendering her helpless and 
  unable to act for 1d6+5 rounds.  If the victim’s saving 
  throw succeeds, the attack is just a normal sneak attack.  
  Once the assassin has completed the 3 rounds of study, 
  he must make the attack within the next 3 rounds.  If a 
  death attack is attempted and fails (the victim makes her 
  save) or if the assassin does not launch the attack within 3 
  rounds of completing the study, 2 new rounds of study 
  are required before he can attempt another death attack. 
   
  Outsider Traits: Vultivors have darkvision (60-foot 
  range), and they cannot be raised or resurrected (though 
  a wish or miracle spell can restore life). 
  
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  Poison Use: Assassins are trained in the use of 
  poison and never risk accidentally poisoning themselves 
  when applying poison to a blade. 
   
  Scent (Ex): A vultivor can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
   
  Sneak Attack (Ex): Anytime a vorr’s target is 
  denied a Dexterity bonus, or when a target is 
  flanked by a vultivor, the vultivor deals an 
  additional 7d6 points of damage on a successful 
  melee attack. 
   
  Trip (Ex): A vultivor that hits with a bite attack 
  can attempt to trip the opponent as a free action 
  without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the vorr.  
   
  Shadow Form (Su): Once per day, a vultivor can 
  assume the form of a living shadow for up to 10 minutes.  
  While in shadow form, the vultivor can move at normal 
  speed on any surface, including walls and ceilings, and 
  even across liquids.  It can be detected by effects that 
  detect thoughts, life, or presences (including true seeing); 
  otherwise a vultivor gains a +15 circumstance bonus on 
  Hide checks.  While in shadow form, a vultivor gains 
  damage reduction 50/magic and is immune to blindness, 
  critical hits, damage to ability scores from nonmagical 
  attack, deafness, disease, drowning, poison, and stunning. 
   It takes half damage from fire and acid. 
   
  Shadow Jump (Su): A vultivor can travel between 
  shadows as if by a dimension door spell.  The starting and 
  ending point of the jump must be in shadow and must be 
  at least 10 feet apart.  This is a standard action, and can be 
  used for a total of 60 feet per day. 
   
  Skills: Vultivors have a +8 racial bonus on Survival 
  checks when tracking by scent. 
   
  Vorr (advanced 9 HD) (3), CR 7; Large outsider 
  (Chaotic, Evil, Extraplanar); HD 9d8+36; hp 79; Init +2; 
  Spd 40 ft.; AC 16 (+2 Dex +5 natural, -1 size), touch 11, 
  flat-footed 14; Base Atk +9/+21; Atk +17 melee (2d6+8, 
  bite); Full Atk +17/+11 melee (2d6+8, bite) and +15/+15 
  melee (1d4+4, 2 claws); SA +5d6 sneak attack, trip; SQ 
  Outsider traits, scent, shadow form, shadow jump; AL CE; 
  SV Fort +8, Ref +9, Will +6; Str 26, Dex 15, Con 18, Int 7, 
  Wis 11, Cha 14. 
   
  Skills and Feats: Hide +14, Listen +14, Move Silently 
  +14, Search +8, Spot +14, Survival +9*; Alertness, 
  Blindfight, Multiattack, Power Attack. 
   
  Outsider Traits: Vorrs have darkvision (60-foot 
  range), and they cannot be raised or resurrected (though 
  a wish or miracle spell can restore life). 
   
  Scent (Ex): A vorr can detect approaching enemies, 
  sniff out hidden foes, and track by sense of smell. 
   
  Sneak Attack (Ex): Anytime a vorr’s target is 
  denied a Dexterity bonus, or when a target is 
  flanked by a vorr, the vorr deals an additional 5d6 
  points of damage on a successful melee attack. 
   
  Trip (Ex): A vorr that hits with a bite attack 
  can attempt to trip the opponent as a free action 
  without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the vorr.  
   
  Shadow Form (Su): Once per day, a vorr can assume 
  the form of a living shadow for up to 10 minutes.  While 
  in shadow form, the vorr can move at normal speed on 
  any surface, including walls and ceilings, and even across 
  liquids.  It can be detected by effects that detect thoughts, 
  life, or presences (including true seeing); otherwise a vorr 
  gains a +15 circumstance bonus on Hide checks.  While 
  in shadow form, a vorr gains damage reduction 50/magic 
  and is immune to blindness, critical hits, damage to 
  ability scores from nonmagical attack, deafness, disease, 
  drowning, poison, and stunning.  It takes half damage 
  from fire and acid. 
   
  Shadow Jump (Su): A vorr can travel between 
  shadows as if by a dimension door spell.  The starting and 
  ending point of the jump must be in shadow and must be 
  at least 10 feet apart.  This is a standard action, and can be 
  used for a total of 60 feet per day. 
   
  Skills: Vorrs have a +8 racial bonus on Survival 
  checks when tracking by scent. 
  
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  Appendix B: New Rules 
  From Monster Manual II & Fiend Folio, revised to 3.5 rule set 
  Marraenoloth 
  Medium-size Outsider 
  Hit Dice:  
   
  10d8 (45 hp) 
  Initiative: 
   
  +2 
   
  Speed:  
   
  50 ft. 
  AC:  
   
   
  21 (+2 Dex, +9 natural), touch 12, flat-footed 19 
  Base Attack/Grapple: +10/+11 
  Attack:  
   
  Bite +11 melee (1d6+1) 
  Full Attack: 
   
  Bite +11 melee (1d6+1) 
  Space/Reach:  
  5 ft./5 ft. 
  Special Attacks: 
  Fear gaze, spell-like abilities 
  Special Qualities: 
  Outsider traits, SR 21, yugoloth traits 
  Saves:  
   
  Fort +7, Ref +9, Will +9 
  Abilities: 
   
  Str 13, Dex 15, Con 10,Int 13, Wis 14, Cha 10 
  Skills: 
   
   
  Appraise +14, Balance +15, Bluff +13,  
   
   
   
   
  Diplomacy +8, Intimidate +8, Knowledge (the planes) +14,  
   
   
   
   
  Listen +11, Profession (boater) +15, Spot +11, Survival +15, Swim +14 
  Feats: 
   
   
  Alertness, Combat Casting, Dodge, Mobility 
  Environment:  
  Any aquatic 
  Organization:  
  Solitary 
  Challenge Rating: 
  10 
  Treasure: 
   
  Standard (coins only) 
  Alignment: 
   
  Always neutral evil 
  Advancement:  
  11-20 HD (Medium-size) 
  Level Adjustment: 
  +3 
   
  The marraenoloths serve a specialized function, possibly the most specialized of any of the yugoloths.  
  They are the ferrymen on the River Styx, somberly poling their ghastly crafts along on the sepulchral river 
  and through all the horrid plances it visits. 
   
  These pallid humanoids are little more than skeletons clothed in rotted robes and grave wrappings.  
  Only their red-glowing eyes show signs of life.  Like all natives of Gehenna, they are pitiless and 
  mercenary.  They can speak any language, but they communicate with other marraenoloths 
  telepathically. 
   
  Only by remaining scrupulously neutral in their dealings with all others do the marraenoloths retain 
  the  ability to move freely throughout the evil-aligned Outer Planes.  They can move away from the River 
  Styx, but their skiffs cannot, and a marraenoloth seldom goes anywhere its boat can’t take it. 
   
  Marraenoloths never carry cargo, only passengers.  Payment must be made in advance and must be 
  at least 100 gp per passenger.  Although marraenoloths seldom, if ever, get lost on the labyrinthine 
  channels of the Styx, there is a 15% chance on any chartered journey that the boatman delivers the 
  passengers into an ambush, arranged and paid for by a third party.  Each additional 100 gp paid per 
  passenger reduces the chance by 5%. 
   
  Combat 
  Marraenoloths rely almost exclusively on their spell-like abilities for offense and defense. 
   
  Outsider Traits: A yugoloth has darkvision (60-foot range).  It cannot be raised or ressurrected.  
   
  Fear Gaze (Su): When a marraenoloth stares at a creature, the latter must succeed at a Will saving 
  throw (DC 15) or become shaken for 1d4 rounds.  This is a mind-affecting fear effect. 
   
  Spell-Like Abilities: At will—alter self, animate dead, charm person, phantasmal killer, poison, 
  produce flame, teleport with error.  Caster level 10th; save DC 10 + spell level. 
  
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  Summon Yugoloth (Sp): Once per day, a marraenoloth can summon another marraenoloth with a 
  75% chance of success.  This is the equivalent of a 5th-level spell. 
   
  Yugoloth Traits: A yugoloth is immune to poison and acid. It has cold, fire, and electricity resistance 10. Yugoloths 
  can communicate telepathically with any creature within 100 feet that has a language. 
   
  Bladeling 
  Medium-size Outsider 
  Hit Dice:  
   
  1d8 (4 hp) 
  Initiative: 
   
  +5 
   
  Speed:  
   
  30 ft. 
  AC:  
   
   
  15 (+1 Dex, +4 natural), touch 11, flat-footed 14 
  Base Attack/Grapple: +1/+1 
  Attack:  
   
  Claw +1 melee (1d6) or longsword +1 melee (1d8/19-20) 
  Full Attack: 
   
  Claw +1 melee (1d6) or longsword +1 melee (1d8/19-20) 
  Space/Reach:  
  5 ft./5 ft. 
  Special Attacks: 
  Razor storm 
  Special Qualities: 
  Cold resistance 5, DR 5/magic bludgeoning, fire resistance 5,  
   
   
   
   
  immunities, outsider traits  
  Saves:  
   
  Fort +2, Ref +3, Will +2 
  Abilities: 
   
  Str 11, Dex 13, Con 11,Int 10, Wis 10, Cha 10 
  Skills: 
   
   
  Bluff +4, Climb +4, Craft (weaponsmithing) +4, Hide +5, Jump +4,  
   
   
   
   
  Knowledge (the planes) +4, Listen +4, Spot +4 
  Feats: 
   
   
  Improved Initiative 
  Environment:  
  Any land 
  Organization:  
  Solitary, pair, company (3-6), or squad (11-20) 
  Challenge Rating: 
  1 
  Treasure: 
   
  None 
  Alignment: 
   
  Always lawful (usually lawful neutral or lawful evil) 
  Advancement:  
  By character class 
  Level Adjustment: 
  +2 
   
  Bladelings are xenophobic beings of humanoid shape.  Though they hail from Acheron, most scholars 
  believe that the race emigrated there from another plane, possibly the Nine Hells of Baator, the Bleak 
  Eternity of Gehenna, or even some unknown metal-basedd plane. 
   
  A bladeling has skin of a dull metallic hue, spotted with patches of metallic spines.  Its eyes gleam 
  like shards of purple ice, and its blood is black and oily. 
   
  Bladelings speak Common, and those with high enough Intelligence scores to know an additional 
  language usually speak Infernal as well. 
   
  Combat 
  Bladelings are quick to jump into battle, relying on their tough skins and natural agility to see them 
  through any fight.  They are also brave, so they usually focus their attacks on the most dangerous 
  combatants they see. 
   
  Razor Storm (Ex): Once per day, a bladeling can expel shrapnel-like bits of skin in a 15-foot cone, 
  dealing 2d6 points of piercing damage to any creature in the area.  A Reflex save (DC 10) halves the 
  damage.  After this attack, the bladeling’s natural armor bonus drops to +2 for 24 hours. 
   
  Immunities (Ex): A bladeling takes no damage from acid, and it is immune to rust attacks despite its 
  metallic hide.  
   
  Outsider Traits: A bladeling has darkvision (60-foot range).  It cannot be raised or resurrected.  
  
  Fog of War 
   
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  Maug 
  Large Construct (Extraplanar) 
  Hit Dice:  
   
  2d10+30 (41 hp) 
  Initiative: 
   
  +2 
   
  Speed:  
   
  40 ft. (can’t run) 
  AC:  
   
   
  25 (-1 size, +1 Dex, +8 masterwork full plate armor, +7 natural),  
   
   
   
   
  touch 10, flat-footed 24 
  Base Attack/Grapple: +1/+10 
  Attack:  
   
  Masterwork two-bladed sword +5 melee (2d6+5/19-20),  
   
   
   
   
  or slam +6 melee (1d8+7) 
  Full Attack: 
   
  Masterwork two-bladed sword +5 melee (2d6+5/19-20) and 
   
   
   
   
  +5 melee (2d6+2/19-20), or slam +6 melee (1d8+7)  
  Space/Reach:  
  10 ft./10 ft. 
  Special Attacks: 
  Pulverize 
  Special Qualities: 
  Construct traits, grafts, rapid repair, SR 14  
  Saves:  
   
  Fort +0, Ref +2, Will +0 
  Abilities: 
   
  Str 20, Dex 15, Con --,Int 13, Wis 11, Cha 12 
  Skills: 
   
   
  Craft (blacksmithing) +6, Craft (stonemasonry) +10*, Intimidate +6,  
   
   
   
   
  Knowledge (architecture and engineering) +10*, Listen +7,  
   
   
   
   
  Profession (siege engineer) +5, Profession (soldier) +5, Spot +7, Survival +5 
  Feats: 
   
   
  Alertness (B), Two-Weapon Fighting 
  Environment:  
  Any land and underground (Acheron) 
  Organization:  
  Solitary, squad (4-7), warband (2-4 maugs plus 4-9 hobgoblins), or  
   
   
   
   
  company (10-40 maugs plus 1 sergeant of 1st or 2nd level per 5 maugs,  
   
   
   
   
  2-4 lieutenants of 3rd-6th level, 1 leader of 7th-10th level, and  
   
   
   
   
  20-50 hobgoblins) 
  Challenge Rating: 
  3 
  Treasure: 
   
  Half standard 
  Alignment: 
   
  Usually lawful neutral 
  Advancement:  
  By character class 
  Level Adjustment: 
  +3 
   
  Maugs are tireless soldiers in search of battle.  These constructs from Acheron are used on battlefields 
  across the planes as perfect mercernaries, since they remain unflinchingly loyal to their employer and are 
  fearless in battle.  Maugs serve any master willing to meet their price, and they do not trouble themselves 
  with questions of right and wrong. 
   
  Maugs are hulking constructs of stone standing more than 9 feet tall and weighing almost 1,500 
  pounds.  Their steel-gray bodies are cut from the pitiless stone of Acheron into massive, humanoid forms. 
   Most maugs carry Huge two-bladed swords forged in the harsh foundries of their home plane and wear 
  heavy iron breastplates of the same origin.  A number of maugs are modified with grafts of stone and 
  metal. 
   
  Scholars of planar matters suspect that maugs first served as shock troops in an ancient war 
  between two long-lost empires.  In the end, one empire or both discovered some means of transporting 
  the maugs to Thuldanin, the second layer of Acheron and a junkyard of debris from all wars.  Initially 
  transported to Thuldanin as prisoners, the maugs ended up changing the layer into their fortress.  The 
  first maugs banished there used knowledge stolen from their creators to craft more maugs.  These 
  ancient maugs are known by their fellows as the Thulkarr, and they rule the maugs to this day.  The 
  Thulkarr and other maug spellcasters have the ability to travel to other planes, and they sometimes use 
  plane shift or gate to call up squads and platoons of maugs to fight in conflicts across the multiverse.  
  Since maugs are nonliving constructs and do not die unless destroyed in combat, many of these 
  mercenaries remain on the Material Plane for centuries, seeking out wars to give meaning to their 
  existence. 
   
  Maugs speak Common, Draconic, and Giant. 
   
  
  Fog of War 
   
  Page 41 
  Combat 
  Whether thundering across the battlefield on crushing rollers or whirling through the ranks of their 
  enemies with their deadly two-bladed swords, maugs are juggernauts of destruction.  Maugs view every 
  confrontation as a battle in a war, so they always fight with a plan formulated for the battleground.  If they 
  have advance knowledge of the site of the conflict, they build traps, dig trenches, and try to control the 
  flow of battle to their best advantage. 
   
  Pulverize (Su): Three times per day as a standard action, a maug can touch an object and negate its 
  hardness for 1d4 rounds (Fortitude DC 18 negates).  This power can affect an object of up to 1,000 cubic 
  feet in volume (a 10-foot cube); if the object is larger, only a 10-foot cube is affected.  Unattended 
  nonmagical objects do not receive a saving throw.  If a creature holds, wears, or carries the object, the 
  maug must succeed on a melee touch attack.  This attack does not provoke an attack of opportunity.  
  Many maug fighters learn the Improved Sunder feat to use this power against dangerous foes. 
   
  Construct Traits: Maugs are immune to mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also 
  works on objects.  They are not subject to critical hits, subdual damage, ability damage, ability drain, 
  energy drain, or death from massive damage.  A maug cannot heal itself but can be healed through 
  repair.  It cannot be raised or resurrected.  A maug has darkvision (60-foot range). 
   
  Rapid Repair (Ex): A maug that rests for 1 full hour repairs 1 point of damage, so long as it has at 
  least 1 hit point.  Rapid repair does not allow a maug to regrow or reattach lost body parts. 
   
  A character can assist a maug’s self-repair with a Craft (stonemasonry) check (DC 15).  If the check 
  is successful, the maug repairs 2 hit points per hour of rest.  Providing assistance to the maug counts as 
  light activity for the assisting character, and a character can assist only one maug at a time.  A maug 
  cannot assist its own repair. 
   
  Grafts (Ex): When maugs are created on the plane of Acheron, they are frequently equipped with 
  special grafts.  These grafts are described in the Maug Grafts section in Appendix 2.  A maug without 
  class levels can have up to 2,000 gp worth of maug grafts.  A maug with class levels can purchase 
  additional grafts with treasure it amasses. 
   
  Skills: Maugs receive skills as though they were outsiders.  *Due to their innate understanding of 
  machinery and engineering, maugs have a +4 racial bonus on Craft (stonemasonry) and Knowledge 
  (architecture and engineering) checks. 
   
    
  
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  Dread Guard 
  Medium-Size Construct 
  Hit Dice:  
   
  5d10+20 (47 hp) 
  Initiative: 
   
  +0 
   
  Speed:  
   
  20 ft. (can’t run) 
  AC:  
   
   
  17 (+6 masterwork banded mail, +1 masterwork small steel shield),  
   
   
   
   
  touch 10, flat-footed 17 
  Base Attack/Grapple: 
  +3/+6 
  Attack:  
   
  Longsword +6 melee (1d8+3/19-20) 
  Full Attack: 
   
  Longsword +6 melee (1d8+3/19-20) 
  Space/Reach: 
   
  5 ft./5 ft. 
  Special Qualities: 
  Cold resistance 10, construct traits, fire resistance 10  
  Saves: 
   
   
  Fort +1, Ref +1, Will +2 
  Abilities: 
   
  Str 17, Dex 11, Con --,Int 6, Wis 13, Cha 2 
  Skills: 
   
   
  Spot +9 
  Feats: 
   
   
  Cleave, Power Attack 
  Environment: 
   
  Any land and underground 
  Organization: 
   
  Solitary, pair, or company (3-5) 
  Challenge Rating: 
  3 
  Treasure: 
   
  None 
  Alignment: 
   
  Always neutral 
  Advancement: 
   
  6-10 HD (Medium-size); 11-15 HD (Large) 
  Level Adjustment: 
  -- 
   
  A dread guard appears to be an armored undead, still bearing the weapons and shield it carried in life.  In fact, it is an 
  animated suit of armor, little different from a golem.  Those who create dread guards usually do so to obtain guardians 
  for their strongholds—guardians that can never be bribed and rarely fooled. 
   
  A dread guard obeys simple commands from its creator, but these are limited to one or two rudimentary concepts.  
  Typical orders include “Stay in this room and attack anyone but me who enters,” and “Kill each person who opens this 
  chest until I tell you otherwise.” 
   
  A dread guard never speaks, but it understands commands in its creator’s language. 
   
  Combat 
  Dread guards attack mindlessly with their melee weapons.  They are unsubtle and straightforward in combat. 
   
  Construct Traits: Dread guards are immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, 
  death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects.  They are 
  not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage.  A 
  maug cannot heal itself but can be healed through repair.  It cannot be raised or resurrected.  A maug has darkvision (60-
  foot range). 
   
  Construction 
  A dread guard may be constructed from any suit of masterwork heavy armor, and a Medium-size one may wield any 
  Medium-size or Large martial weapon.  A Large dread guard may wield any Large or Huge martial weapon. 
   
  The cost of creating a dread guard is 40,000 gp.  This amount includes the cost of a masterwork suit of heavy armor 
  and, if desired, a masterwork shield.  Construction requires a martial weapon, but it need not be a masterwork weapon.  
  Assembling the body requires a successful Craft (armorsmithing) check (DC 25). 
   
  The creator must be at least 15
  th level and able to cast arcane spells.  Completing the ritual drains 800 XP from the 
  creator and requires fabricate, geas/quest, and polymorph any object spells. 
  
  Fog of War 
   
  Page 43 
  Canomorph 
  Those who don’t understand the true nature of canomorphs often incorrectly identify them as fiendish lycanthropes.  
  The canomorph is not a true lycanthrope; it is a fiendish hound (either hell hound, vorr, or shadow mastiff) that has 
  learned to assume humanoid form.  Created by devil and demon lords to serve as intelligent trackers and guardians, 
  canomorphs often journey to the Material Plane to undertake diabolical missions for their infernal masters. 
   
  An intense rivalry among the three subraces divides canomorphs from each other.  All three fill similar roles in the 
  Lower Planes, so there is intense competition for dominance.  The haraknins are the physically weakest of the three, but 
  they are also the most numerous and tenacious.  The shadurakuls are the strongest and most dangerous canomorphs, 
  but they are few in number.  Between the two are the shadowy vultivors, who are for now content to remain in hiding 
  and let their more aggressive kin tear at each other. 
   
  Combat 
  Canomorphs have all the abilities and characteristics of their hound form (vorr for vultivor), plus class levels learned in 
  their humanoid form.  Canomorphs can change form at will from their hound form to humanoid form—usually 
  human, although other races are possible.  They infiltrate humanoid settlements in this guise, but often revert to their 
  natural forms to attack. 
   
  Alternate Form (Su): All canomorphs can assume humanoid form at will.  Transforming to humanoid form from 
  hound form, or vice versa, is a move action.  This transformation works like alter self; the canomorph retains its physical 
  ability scores, extraordinary abilities, and supernatural abilities in humanoid form.  It loses its natural attacks and is 
  limited to the movement for the form it assumes.  A canomorph can only choose humanoid forms of Small to Large size. 
   
  A canomorph’s alternate form ability does not affect equipment it may be carrying or wearing.  Most canomorphs 
  create secure caches of arms and armor they intend to use in humanoid form when they expect to shift form frequently. 
   
  Command Fiendish Hound (Sp): All canomorphs can use greater command at will against fiendish hounds of 
  their associated kind (vorr for vultivor).  These creatures will never voluntarily attack a canomorph of the associated 
  kind. 
   
  Outsider Traits: Canomorphs have darkvision (60-foot range), and they cannot be raised or resurrected (though a 
  wish or miracle spell can restore life). 
   
  Scent (Ex): A canomorph can detect approaching enemies, sniff out hidden foes, and track by sense of smell. 
   
  Vultivor 
  Like other canomorphs, a vultivor can appear as any humanoid.  Grayish skin, black and hungry eyes, and a long, lupine 
  face often mark its humanoid guises.  It tends to be cruel and subtle, taking great pleasure in the misfortunes of others. 
   
  Haraknins speak Common and Abyssal. 
   
  See Appendix A for detailed statistics on the vultivor contained in this scenario. 
  
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  Vorr 
  Medium-size Outsider (Chaotic, Evil, Extraplanar) 
  Hit Dice:  
   
  3d8+6 (19 hp) 
  Initiative: 
   
  +3 
   
  Speed:  
   
  40 ft. 
  AC:  
   
   
  16 (+3 Dex, +3 natural), touch 13, flat-footed 13 
  Base Attack/Grapple: 
  +3/+6 
  Attack:  
   
  Bite +6 melee (2d4+3) 
  Full Attack: 
   
  Bite +6 melee (2d4+3) and 2 claws +1 melee (1d3+1) 
  Space/Reach: 
   
  5 ft./5 ft. 
  Special Attacks:  
  Sneak attack +2d6, trip 
  Special Qualities: 
  Outsider traits, scent, shadow form, shadow jump  
  Saves: 
   
   
  Fort +5, Ref +6, Will +3 
  Abilities: 
   
  Str 16, Dex 17, Con 14,Int 7, Wis 11, Cha 14 
  Skills: 
   
   
  Hide +9, Listen +8, Move Silently +9, Search +4, Spot +8, Survival +6* 
  Feats: 
   
   
  Alertness, Blind-Fight 
  Environment: 
   
  Any land or underground (Abyss) 
  Organization: 
   
  Solitary, pair, or pack (3-12) 
  Challenge Rating: 
  4 
  Treasure: 
   
  - 
  Alignment: 
   
  Always chaotic evil 
  Advancement: 
   
  4-6 HD (Medium-size); 7-9 HD (Large) 
   
  The vorr is a hateful canine of the Abyss that lurks in the shadows, waiting for its chance to lunge out and attack. 
   
  A vorr stands about 4 feet tall at the shoulder and looks similar to a black hyena but with a much more intelligent-
  looking face.  Vorrs are covered with bristly black and gray fur and have long, ratlike tails. 
   
  Vorrs are quite intelligent, and they are capable of hunting and tracking prey over great distances.  Vorrs speak 
  Abyssal. 
   
  Combat 
  Vorrs are rarely encountered alone; they prefer to travel and hunt in packs.  They usually stalk their prey for some time, 
  so they can observe and learn about any weaknesses.  When they do attack, they flank their opponents to make full use 
  of their sneak attack ability. 
   
  Sneak Attack (Ex): Anytime a vorr’s target is denied a Dexterity bonus, or when a target is flanked by a vorr, the 
  vorr deals an additional 2d6 points of damage on a successful melee attack. 
   
  Trip (Ex): A vorr that hits with a bite attack can attempt to trip the opponent as a free action without making a 
  touch attack or provoking an attack of opportunity.  If the attempt fails, the opponent cannot react to trip the vorr.  
   
  Outsider Traits: A bladeling has darkvision (60-foot range).  It cannot be raised or resurrected (though a wish or 
  miracle spell can restore life). 
   
  Scent (Ex): A vorr can detect approaching enemies, sniff out hidden foes, and track by sense of smell. 
   
  Shadow Form (Su): Once per day, a vorr can assume the form of a living shadow for up to 10 minutes.  While in 
  shadow form, the vorr can move at normal speed on any surface, including walls and ceilings, and even across liquids.  It 
  can be detected by effects that detect thoughts, life, or presences (including true seeing); otherwise a vorr gains a +15 
  circumstance bonus on Hide checks.  While in shadow form, a vorr gains damage reduction 50/magic and is immune to 
  blindness, critical hits, damage to ability scores from nonmagical attack, deafness, disease, drowning, poison, and 
  stunning.  It takes half damage from fire and acid. 
   
  Shadow Jump (Su): A vorr can travel between shadows as if by a dimension door spell.  The starting and ending 
  point of the jump must be in shadow and must be at least 10 feet apart.  This is a standard action, and can be used for a 
  total of 60 feet per day. 
   
  Skills: Vorrs have a +8 racial bonus on Survival checks when tracking by scent. 
  
  Fog of War 
   
  Page 45 
  From Defenders of the Faith 
   
  Bear’s Heart 
  Transmutation 
  Level: Beastmaster 4, Clr 5, Drd 4 
  Components: V, S 
  Casting Time: 1 action 
  Range: 20 ft. 
  Target: Living allies within 20 ft. 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: No 
   
  You turn your allies (one per caster level) into fierce warriors, but exhaust them in the process.  Allies gain a +4 
  enhancement bonus to Strength, and also +1d4 temporary hit points per caster level.  When the spell ends, any 
  remaining temporary hit points from its effect are lost, and each ally takes 1 point of [non-lethal] damage per level of the 
  caster. 
   
  Recitation 
  Conjuration (Creation) 
  Level: Clr 4 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: 60 ft. 
  Target: All allies and foes within a 60-ft.-radius burst centered on you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  By reciting a sacred passage or declaration, you invoke your deity’s blessing upon yourself and your allies while causing 
  confusion and weakness among your enemies.  The spell affects all allies and foes within the spell’s area at the moment 
  you cast it.  Your allies gain a +2 luck bonus on attack rolls and saving throws, or a +3 luck bonus if they worship the 
  same patron deity as you.  Enemies suffer a –2 luck penalty on attack rolls and saving throws.  After casting the spell, 
  you are free to take further actions during the spell’s duration as you see fit. 
   
  Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus. 
   
  From Tome and Blood 
   
  Vest of Resistance 
  These garments offer magic protection in the form of a +1 to +5 resistance modifier to all saving throws (Fortitude, 
  Reflex, and Will). 
   
  Caster Level: 5
  th; Prerequisites: Craft Wondrous Item, resistance, caster level must be three times that of the vest’s 
  bonus; Market Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), or 25,000 gp (+5); Weight: 1 lb. 
  
  Fog of War 
   
  Page 46 
  Appendix C: Acheron, Rigus, and the River Styx 
  From Manual of the Planes. 
  Infernal Battlefield of Acheron 
  It is where ignorant armies clash by night. 
   
  It is the refuse-plane of a million failed rebellions. 
   
  It is a plane of enforced order, where conformity is more important than good. 
   
  The hue and cry of battle is the first sound a soldier hears when arriving on Acheron and the last sound a refugee 
  hears when leaving.  That’s all there is on Acheron: conflict, war, strife, and struggle.  Many armies populate Acheron, 
  but leaders are scarce.  Truly, rebels without a cause are common on Acheron, whether they’re petitioners, mortals, 
  fiends, or celestials. 
   
  Acheron has four layers, each made of island- or even continent-sized iron cubes floating in an airy void.  
  Sometimes the cubes collide, and echoes of past collisions linger throughout the plane, mingling with the ring of sword 
  on sword as armies clash across the faces of the cubes. 
   
  Acheron hosts many deities, including Wee Jas, the deity of death and magic; Gruumsh, the god of orcs; 
  Maglubiyet, the goblin deity; and Hextor, the deity of tyranny and self-proclaimed champion of evil. 
   
  Acheron Traits 
  Acheron has the following traits: 
   
  • 
  Objective Directional Gravity: The strength of gravity is the same as on the Material Plane, but which way is 
  down depends on which face of the cube you are on.  Walking across edges between faces can be dizzying for 
  the inexperienced. 
  • 
  Normal Time. 
  • 
  Infinite Size: Each cube is finite, but the void the cubes hang in is infinite. 
  • 
  Divinely Morphic: Acheron changes at the whim of its deities.  Ordinary creatures must use spells and 
  physical effort to change the infernal battlefield. 
  • 
  No Elemental or Energy Traits. 
  • 
  Mildly Law-Aligned: Chaotic characters suffer a –2 penalty on all Charisma-based checks. 
  • 
  Normal Magic. 
   
  Acheron Links 
  As on all the lower planes, the River Styx flows through the top layer of Acheron, called Avalas.  The Styx flows on 
  many of Avalas’s cubes—welling up from a crater on one cube to flow many miles, then leaking down into another 
  crater and reappearing on another cube.  Sometimes the river takes a new course over a cube face, which can result in 
  entire cities being washed away in a tide of forgetfulness and death. 
   
  Portals to other planes are fairly common.  Usually, such gates appear in the mouths of the many tunnels that 
  riddle most of Acheron’s cubes. 
   
  Acheron Inhabitants 
  Renegade armies filled with every sort of creature wander the faces of Acheron looking for enemy forces to fight.  
  However, mutiny or madness soon brings down even the strongest military leader, leaving most armies without a true 
  objective other than the destruction of other renegade armies.  Sometimes armies of undead or constructs last longer, 
  because they are able to mindlessly fulfill their last orders. 
   
  Armies that have not gone completely mad may still seek a goal, such as the defense of a realm, the procurement of 
  provisions, the overthrow of an impostor king, or any of a hundred other causes.  Unfortunately, because most of those 
  causes were important on a plane far from Acheron, even the most steadfast armies soon lose focus and go renegade. 
   
  Achaierai, devils, imps, formorians, rakshasas, dragons, and yugoloths also inhabit Acheron.  Rakasha clans rule 
  several hidden cubes throughout Acheron, all cloaked by powerful illusions.  Clockwork creatures from Mechanus keep 
  a few hidden mining colonies scattered through the two lowest layers of Acheron. 
   
  Finally, Acheron holds enormous flocks of birds.  Ravens, vultures, gulls, bloodhawks, and swallows tumble on the 
  wind, sated on the carnage of the many battlefields. 
   
  
  Fog of War 
   
  Page 47 
  Movement and Combat 
  Movement on the Infernal Battlefield of Acheron is much like movement on the Material Plane.  Walking between 
  faces seems daunting to the uninitiated, but is relatively easy.  Moving between cubes requires some sort of flying 
  ability.  Travelers on Avalas and Thuldanin must be wary of collisions between cubes, because everything between the 
  two cubes at impact is crushed into nothingness.  Cubes bound for collision are visible a day or two in advance of 
  impact, providing enough warning for evacuation. 
   
  Features of Acheron 
  The cubes that make up each of the four layers of Acheron are pitted and scarred with cracks and dents from their many 
  collisions and craters from their many battles.  On the orderly plane of Acheron, the cubes always rust or fracture along 
  straight lines and at right angles.  Some of the cubes are only a few hundred feet on one side, but others are big enough 
  for whole cities and kingdoms.  Geometric shapes other than cubes do exist, though they are rare (except of Tintibulus, 
  the third layer). 
   
  Vision is normal on Acheron.  The plane is lighted by a gray, fluctuating illumination that varies slightly between 
  bright moonlight and a dark, cloudy day.  Hearing is also normal, though the echo of colliding cubes and the ring of 
  battle is always in the background. 
   
  Avalas 
  The first layer of Acheron [where this scenario is set] is also called the Battle-plains, for it contains the most cubes—and 
  enough armies and fortresses to populate them.  The clash of distant cubes is indistinguishable from the closer clash of a 
  nearby battlefield.  The cubes vary from city-sized to continent-sized.  The smallest cubes are usually the oldest, having 
  been reduced to their present size by eons of collisions. 
   
  Scourgehold: [This is the setting from this scenario] Hextor’s realm, Scourgehold, is found on a particularly large cube 
  where battle always rages.  Hextor’s fortress is a many-walled edifice of iron and stone, bristling with watchtowers and 
  roving siege engines.  The innermost structure, The Great Coliseum, is a miles-wide, many-leveled arena of beaten 
  bronze and glass.  Here, legions constantly train in the arts of war. 
   
  Hextor himself (or his avatar), in his visage as a gray-skinned, horrible six-armed being, often walks the training 
  coliseum, his various weapons awhirl.  The mere sight of his symbol of hate and discord, six arrows facing downward in 
  a fan, send his worshippers into a blood-mad battle frenzy. 
   
  Portal Town of Rigus: On occasion, portal towns may suddenly disappear, moving directly onto the plane they are 
  connected to.  This has very recently happen to the town of Rigus, which has many of the qualities of Acheron as is 
  typical of portal towns.  A giant rusted wall of iron that extends some fifty feet high rings the outskirts of Rigus.  Inside 
  the town, there are many stone buildings, watchtowers, and palaces that mark the ordered, grid-like streets that cross 
  the city.  The center of the town is dominated by an arena not unlike the one on Scourgehold, though much smaller in 
  size. 
   
  The River Styx: This river bubbles with grease, foul flotsam, and putrid remains of battles along its banks.  Those who 
  taste or touch its water must make a Fortitude saving throw (DC 17) or suffer total amnesia.  Treat the victim as if 
  feebleminded (as the feeblemind spell).  Even those who make their saves lose all memory of the events of the last 8 
  hours.  Prepared spells remain in memory, although the victim might not realize they’re prepared. 
   
  The Styx churns through the top layers of the Infernal Battlefield of Acheron, the Nine Hells of Baator, the Bleak 
  Eternity of Gehenna, the Gray Waste of Hades, the Tarterian Depths of Carceri, the Infinite Layers of the Abyss, and the 
  Windswept Depths of Pandemonium.  Tributaries of the Styx snake onto lower layers of these planes.  For example, a 
  tendril of the Styx reaches the fifth layer of the Abyss, and countless streams trickle though various other parts of the 
  great pit. 
   
  Sinister ferrymen skilled in negotiating the unpredictable currents and eddies of the Styx ply its waters.  For a 
  price, they are willing to carry passengers from plane to plane.  Some ferrymen (and ferrywomen) are fiends, while 
  others are the spirits of the dead Material Plane creatures (called petitioners).  Rarely, a ferryman is a living mortal 
  putting hard-won nautical skills to otherworldly use. 
  
  Fog of War 
   
  Page 48 
  Appendix D: Map of Palomides’ Palace 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/PAL (Theocracy of the Pale)/PAL3-06 Fog of War (3E).pdf