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. 
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  Visit the Living Greyhawk website at www.rpga.com 
   
   
  COR5-14 
   
   
  ALL ROADS LEAD TO 
  RAUXES 
   
  A Two-Round D&D® Living Greyhawk™ 
  Core Adventure 
  Version 1 
   
  By Chris Chesher 
  Editing: JD Wiker 
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
  Additional Greyhawk Source Material: Carl Sargent 
  Special Thanks To: Baris Pekerten, Gordon Smith, Scott McManus, Rob Barnett and Matt Koelbl 
  Play Testers: Russ Taylor, Ken Jenks, Peter Chen, Brayden Glad, Sam Shyamani, Maya Deva Kniese, Nick Barnes, Eph 
  Unell, Nicoloeschja Kniese, Baris Pekerten, Bas Vermeulen 
   
  “When there is no more room in Acheron, the dead shall dwell upon the Oerth ...” —Battle Hymns of the Herald, 
  Scriptures of Hextor. 
  From the border barony of Stel, pursuit of the Footmen leads towards the magical wasteland that was once Rauxes, 
  Capital of the Great Kingdom. To even penetrate the magical veil that surrounds the wasteland is a feat, thus it is not 
  something you or your enemies would do lightly. Whatever waits on the other side will be extremely powerful and 
  deadly, but answers and results never come free for a true (anti)hero. 
  A two-round adventure for APL 6-12 and not for the faint of heart. 
  Part five in the Running with the Baatezu series. 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  Herald-Level GM to run this adventure if you are not the 
  senior GM. 
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth four (4) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. 
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). 
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 
  Add each character’s animals separately. A single PC 
  may only bring four or fewer animals of this type, 
  and animals with different CRs are added separately. 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  # 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 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end o f the adventure. If a player 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 2 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  Living Greyhawk adventures are designed for APL 2 
  and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard two-round Core adventure, set in the 
  Great Kingdom of Northern Aerdy. All characters pay 
  two Time Units per round (for a total of 4). There is an 
  optional one TU extension. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  SOURCE 
  ACKNOWLEDGEMENT 
  In the text of this adventure, sentences, paragraphs and 
  ideas have been borrowed (and expanded on) from the 
  sourcebook “Ivid the Undying” by Carl Sargent. 
   
  The author of this adventure would like to express 
  his thanks and praise to Mr. Sargent and acknowledge 
  the original source material he created. 
   
  ADVENTURE BACKGROUND 
  All Roads Lead to Rauxes draws upon the previous 
  adventures in the series: COR3-17 When Orcs Attack, 
  COR4-09 A Tiger? In Ahlissa?!, COR4-14 Sympathy for 
  the Baatezu, and COR4-18 It Never Rains in Nyrond. 
  COR5-14 ALL ROADS LEAD TO RAUXES 
  It has been about a month since the Footmen of the 
  Spider Throne left the blue-turreted estate in Stel, and 
  left Darrien the Knife to his wraith-filled fate; and a week 
  or more since the PCs met up with Darrien and gave him 
  his true and final fate. 
   
  During that time, the Footmen of the Spider Throne 
  have made their way into the Shimmering Veil, through 
  the planar badlands that is the Rauxes rift, and into the 
  city itself via the undercity tunnels. At the end of that 
  month, only one of the Footmen remains alive in Rauxes. 
   
  The Footmen have spent over a year learning and 
  experimenting with the information given to them by 
  Darrien the Knife, that he in turn learned from the 
  Keeper of Secrets, a baatezu servant of Vecna. These 
  secrets include a series of dances, stories, props and 
  venues. According to the teachings of the Serpent, these 
  could have an effect on planar boundaries. 
   
  The Footmen have long since had an aristocrat 
  member who has kept the blue-turreted estate in Stel as a 
  temple and meeting hall. When Rauxes became a living 
  backlash, and the Footmen became displaced, many 
  retreated to the Barony of Stel in the guise of performers. 
  Thus, the Nightcloak Players were born. 
   
  Using the village square and common grounds of 
  Stel, the Nightcloak Players performed and perfected 
  their Serpent-inspired rituals that they were certain 
  would open a door through the Shimmering Veil and 
  later, open a portal to escape Rauxes. 
   
  Hidden within Rauxes is a book. It is the most 
  prized possession of the cult. This book is a relic of Vecna 
  called The Tome of the Stilled Tongue. Combining this 
  book with the information and reagents acquired from 
  the Keeper of Secrets, the cult could steal the great 
  magical energy being generated by the Standing Stones 
  of Medegia. 
   
  The Footmen do not know what the Standing 
  Stones’ true purpose is, nor do they care at this point. 
  They are just fixated on stealing the energy for their own 
  purpose. A slight drawback is that the Footmen haven’t 
  figured out what their own purpose is, and that’s why 
  they’ll never be in the big leagues of evil. 
   
  The Footmen also find themselves short on some of 
  the reagents they need, one of those components being a 
  pair of twin horses. Not being able to find such an item, 
  one of the Footmen mages turned a local pair of noble 
  siblings into horses. 
   
  So the Footmen, in their guise of performers, 
  gathered up their wagons, their troll servants (because 
  they spook less than horses) and their flesh golems, and 
  started off towards the Shimmering Veil. 
   
  Along the way, they found that the true Dawn Tiger 
  and his troupe had been following them, and feel the 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 3 
  Footmen have been holding out on their allies. So the 
  two groups once again cooperated. 
   
  Once the Footmen (and the tiger troupe) got into 
  Rauxes, they saw just how bad things were and some 
  started to have second thoughts. It was at about this time 
  that the wagon train noticed a group of sword-obsessed 
  mortals tracking them along the road. 
   
  The tiger troupe fell back to investigate who these 
  people were that were following them, and it turned out 
  to be more people from Oerth—Eastfair to be precise. 
   
  This was Stylus Rel, leader of the Barons of the 
  Blade. They were on a quest of their own and were lost 
  within behind the Shimmering Veil. They had sited the 
  wagon train and hoped it would be friendly. 
   
  The Dawn Tiger, using his stealth and disguise, cased 
  the unaware Kelanites, and eventually stole their 
  precious text. This text, the Dawn Tiger hoped, would 
  provide means of escape from the rift, as he had lost 
  confidence in the Footmen surviving their trip to Rauxes. 
   
  The Footmen pressed on without their assassin 
  allies, avoiding as many extraplanar denizens as they 
  could. 
   
  The Footmen would have like to have visited some 
  of their old haunts and lairs, but it became apparent that 
  more powerful creatures had taken up residence in every 
  structure within the rift. 
   
  Once outside the walls of Rauxes, the Footmen used 
  a tunnel to gain entrance to the undercity. They needed 
  to use a block-and-tackle to get their polymorphed horse 
  twins down into the tunnels. 
   
  Braving their way through the undercity, the 
  Footmen made their way to the Imperial Theatre, their 
  old stomping grounds. To get to the theatre meant going 
  through the extension of the Temple of Baalzy, the 
  underground vomitorium. 
   
  The Footmen lost several minions (mostly trolls) 
  getting past the Server in the house of vile acid, but it was 
  worth it at the time. 
   
  Once in the theatre, the Footmen set up the 
  markings for the ritual and laid out the props. They then 
  proceeded to brave the streets of Rauxes to make their 
  way to Oltary Park and the cache that was hidden in one 
  of the crypts. 
   
  Walking the streets of Rauxes was their biggest 
  mistake ever. The blood-crazed souls and outsiders that 
  continuously riot up and down the avenues ripped the 
  Footmen to shreds. 
   
  The only one to escape was a lesser recruiter named 
  Floria. She is originally from Rauxes (before it went to 
  Acheron) and knew the back streets well enough to 
  escape. She took with her a handful of minions and the 
  two twin horses. 
   
  Now Floria waits in the Imperial Theatre trying to 
  figure out some way for her to get the ritual of escape to 
  work with just the two horses and herself. 
   
  Meanwhile, all around her, every dawn, the 
  population of Rauxes is reborn in whatever position they 
  were during the last good day back in 585 CY. 
   
  Outside the city, among the countryside and noble 
  estates, different extraplanar factions have at one other 
  for countless causes. 
   
  In the very heart of Rauxes, is the stake that keeps 
  the planar rift centered on Acheron, home plane of 
  Hextor. 
   
  If that stake were to get pulled, who knows what 
  power could take shape within the rift? As well, who 
  knows what powers have that as their agendas? 
   
  THE FOOTMEN OF THE SPIDER 
  THRONE 
  The Footmen of the Spider Throne are a collection of 
  second-rate villains. They venerate Vecna and portray 
  themselves as the new attendants and lords for his 
  empire on Oerth, thus, his Footmen. Before the 
  destruction of Rauxes, this cult would recruit its 
  members from the black sheep of noble families from the 
  area. Those who were adept at magic and obscure lore, yet 
  did not fit in with the mainstream culture of the Great 
  Kingdom. The Footmen have a twisted love for the 
  theatre. While none of them are great performers or 
  playwrights, they all profess knowledge for obscure 
  references from inane works. When not plotting their 
  evils schemes of regional domination, they are arguing 
  the merits of theatrical characters that had not graced the 
  stage in generations. Part of their evil is driven by the 
  bitterness that only they find their knowledge important, 
  as even most bards scoff at their critiques (and lack of 
  personal talent). 
   
  In that past, the Footmen have tried various schemes 
  to manipulate magic greater than themselves to give 
  them great power. Their last great enterprise (before the 
  fall of Rauxes) was an attempt to bind the great power of 
  the dirawein roads (dirawaen roads) of the Great 
  Kingdom to their will. They did not think their plans 
  through far enough to figure out what they would do 
  with the power once they had it. Thus, a small 
  organization called the Fharlanghi thwarted the Footmen 
  in their plans and scattered the evil cult back to tavern 
  basements and theatre understages. 
   
  The fall of Rauxes was a slow resurgence for the 
  Footmen. They were driven out of their individual lairs 
  and forced together. It was not long before they had a 
  new scheme. One of their members had stumbled upon 
  references to a Keeper of the Secret, an imprisoned 
  servant of Vecna, held beneath ruins not far from 
  Eastfair. Surely this ally would hold secrets—secrets that 
  could be stolen for their own gain. 
   
  And secret steal they did, though their theft was not 
  quite as one-sided as they thought. From the Keeper of 
  the Secret, they learned that the Standing Stones of 
  Medegia were a source of great power. They cared little 
  for the purpose for the stones and the focused weakness 
  that would allow the power to be tapped and 
  manipulated. 
   
  With their betrayal of the Keeper of the Secret, they 
  obtained magical focuses, rituals and insight into the 
  mysteries of the universe as well as whisperings of the 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 4 
  Serpent. Even with all these newfound gifts, the 
  Footmen still needed their hidden stockpile of rare 
  reagents and magic. This stockpile had been hidden away 
  long ago in the graveyard of Rauxes. It’s only a matter of 
  going there, finding it again, and getting out of Rauxes 
  alive again. One secret the Footmen know is that the 
  Serpent has locked away Rauxes, but one way to get in 
  and out is with the “dance” the Serpent foretold of. This 
  “dance” ritual comes across as an odd stage play with 
  arcane props, to manipulate the threads of the universe, 
  and open and close portals. 
   
  The Footmen need only enter the Rauxes badlands 
  with a ritual stage play, retrieve the hidden stockpile, and 
  gather up the resources needed to perform an even more 
  powerful ritual in order to actually leave the Rauxes 
  badlands. 
   
  Unfortunately for the Footmen of the Spider 
  Throne, Rauxes is Acheron on Oerth, so to speak. As the 
  Footmen expeditions split up to gather the various items 
  they need, they have almost all met with untimely ends. 
   
  THE NORTH KINGDOM 
  The Great Kingdom of Northern Aerdy is ruled by His 
  Righteous and Transcendent Majesty, the Overking of 
  Northern Aerdy, Herzog Grenell the First, Prince of 
  House Naelax (LE male human [flan-oeridian] Clr 19—
  Hextor). 
   
  This is a nation of tyranny and oppression. Outside 
  of the large cities, feudal lords hold godlike power over 
  their small fiefdoms, only paying heed to the more 
  powerful liege above them in the social order. 
   
  Inside the city, nobles and the others who are lucky 
  enough to be above the salt practice a lifestyle of 
  hedonistic indulgences and cruelty at the cost of those 
  poor souls who fall below the salt. 
   
  The vast majority of the warlike noble families 
  pledge their spiritual faith into the many hands of the 
  Scourge of Battle, Hextor. Cavaliers of the darkest hearts, 
  shiniest armor and most bloodthirsty mounts are a 
  somewhat common sight in these lands—be they the 
  clerics of Hextor, or the knightly lord of the local manor 
  and village. 
   
  Though there are a number of small and rather 
  ineffectual “cults” of good (usually in a chaotic form) that 
  preach and practice rebellion against the oppression of 
  the government and society in whole, finding them is 
  rarely easy. And when they are found, they are crushed 
  with an iron fist. 
   
  That is not to say there are no forces of good left 
  within the North Kingdom. Once, not too long ago, this 
  nation was a part of the truly Great Kingdom and the 
  bastion of Oeridian culture. 
   
  Thus, as Hextor is a part of that culture, so are gods 
  of good and neutrality. Those who would rebel against 
  the tyranny of the lawful evil society (such as Trithereon) 
  have long since been banished to all but the remotest 
  pockets. Followers of gods who would urge its 
  worshipers to a more direct opposition (such as the Arch-
  Paladin, Heironeous) have been equally purged. 
   
  This leaves the followers of good (and neutral) gods 
  who have found a way to work their dogma within the 
  oppressive bounds of the state religion of Hextor. An 
  example of this are followers of the Gentle Hand, Zodal, 
  running orphanages or churches of the Shining One, 
  Pelor, taking care of the poor and sick within the ever-
  swelling slums of the cities. 
   
  The Lawful Evil nature of the society allows these 
  small churches of good that do not practice rebellion as 
  dogma, to operate and take care of those (poor and sick) 
  that the government does not want to waste time on. The 
  thinking is, “if they want to waste their resources on 
  those types, and as long as they obey our laws, then let 
  them. Besides, it’s fun to bully them too, from time to 
  time.” 
   
  There are some religions that are accepted because 
  they play an important niche roll. Examples of this are 
  the churches of Zilchus, the Money Counter, and 
  Fharlanghn, the Dweller on the Horizon, but the political 
  influence of these sects is kept to a minimum. The only 
  power they can express is that bought by coin and even 
  that is limited. 
   
  Amongst the common people (with their heavily 
  mixed Flan heritage) Beory, the Oerth Mother, is 
  worshiped for nature related issues and to a lesser extent, 
  so are the Oeridian agricultural gods. Even the different 
  evil gods such as Nerull, the Reaper, and Incabulos, the 
  Black Rider, are given small prayers and appeasement to 
  ward off their callings, and hopefully push them onto the 
  their neighbor, but not them. 
   
  Language 
  The peasants and serfs of the land all speak the Common 
  tongue, with a heavy Oeridian accent and usually mixing 
  in many words and expressions of Old Oeridian, though 
  this by no means guarantees that the serf speaker can 
  actually communicate fluently in Old Oeridian. 
   
  The nobility, clerics, sages, elite servants and anyone 
  with education speak Old Oeridian as their primary 
  language, but the Common tongue is known to all. 
  Religious and legal issues are dealt with in Old Oeridian, 
  as well as anything that is the domain of those above the 
  salt. 
   
  THE FORSAKEN CITY OF RAUXES 
  For centuries, Rauxes stood as the capital of the Great 
  Kingdom, bearing witness to both the empire’s greatest 
  glories and its most savage depravity. In 586 CY, Rauxes’ 
  long reign as imperial capital came to an end when 
  Patriarch-General Pyrannden of Hextor announced to a 
  stunned imperial court that Ivid V was no longer 
  overking. Within minutes, a ferocious magical battle 
  broke out on the streets of the imperial city as rival 
  princes desperately vied for the Malachite Throne. What 
  happened next none can say, but its effects are well 
  known. Rauxes was cut off from the surrounding lands 
  by a shimmering magical field that enveloped the city. 
   
  Since that day, debate has raged among the learned 
  as to Rauxes’ fate. Some say it has become a Fading Land, 
  while 
  others—including, 
  it 
  is 
  whispered, 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 5 
  Mordenkainen—argue that the vast magical energies 
  unleashed in Rauxes’ death throes have torn a rent in the 
  planes into which the city has fallen. 
   
  These scholarly arguments over the fate of the city 
  have not troubled the fortune hunters attempting to 
  plunder the legendary wealth of the overkings. However, 
  of the many that have passed through the Shimmering 
  Wall surrounding the city, none have returned—save 
  perhaps one. 
  Dirawaen Roads: These magical thoroughfares were 
  created in the younger days of the Great Kingdom and 
  have been enchanted to resist the inclement affects of 
  weather and to speed travel. They criss-cross the lands of 
  the old Great Kingdom linking all the major cities 
  together. 
   
  REMINDER TO THE DM 
  In this adventure, the box text represents the in-game 
  word usage of the NPCs when referring to the names of 
  gods. Due to the reverence (and sometimes fear) of these 
  most divine and powerful beings in the North Kingdom, 
  the NPCs do not use the true names of the gods in vain 
  during idle conversation. Only when the god’s power is 
  truly being invoked (though not necessarily by a spell) is 
  the true name used. It’s a firm belief that to use the gods’ 
  true name invokes that being’s attention. 
   
  For instance, when the NPCs in this scenario wish to 
  refer to Nurell, they say, “The Reaper,” in an attempt to 
  avoid his attention. The same is true for all gods, both 
  good and evil. 
   
  In play, refer to Zilchus as “The Money Counter”; 
  Hextor as “The Herald of Hell” or “The Scourge of Battle”; 
  Fharlanghn as “The Dweller (on the horizon)”; Pelor as 
  “The Shining One”; Zodal as “The Gentle Hand”; Vecna as 
  the “The Whispered One”; Atroa as “The Sad Maiden”; 
  Delleb 
  as 
  “The 
  Scholar”; 
  Heironeous 
  as 
  “The 
  Archpaladin”; Kurell as “The Bitter Hand”; Lirr as “The 
  Lore Keeper”; Olidammara as the “Laughing Rogue”; 
  Pholtus as “He of the Blinding Light”; Wenta as “The 
  Alewife”; Kelanen as “The Lord of Swords”. Though these 
  gods have other names, these are what they are most 
  commonly known as in and around Eastfair. 
   
  To give some examples of blessings and curses, to 
  say, “Fharlanghn Rules the Roads” is a blessing, invoking 
  the god’s attention. To say “Zilchus be poor” is profanity. 
   
  QUESTIONS AND ANSWERS 
  The text of this adventure in many of the encounters lists 
  example questions that trigger certain responses from the 
  NPCs. These are by no means meant to be what the 
  players must ask verbatim. As the Dungeon Master, you 
  need to judge the intent of the question and decide if it’s 
  reasonable to trigger the listed response. The intent of 
  this method is to stop NPCs from blurting out all they 
  know, regardless of the context, in an adventure that is 
  designed to be a mystery investigation (of sorts). 
   
  In addition, there is much information that can be 
  passed on to inquisitive characters. Not all of this 
  information is vital to the successful completion of this 
  adventure, but much of it gives insight into the series as a 
  whole. For players that like to cut to the chase, they can 
  do so, provided they ask the right line of questions. For 
  players who like to absorb the whole experience, that has 
  been provided as well. You should not read all the 
  material if the characters are not asking for it or seem 
  stuck. In addition, different parties getting different 
  topics of non-crucial background information makes for 
  varied adventure play. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs meet up in a small inn in the 
  Barony of Stel. They spend their time researching 
  captured materials (if they got them) until a messenger 
  arrives asking them to have a chat with the local baron. 
   
  Encounter 1: The PCs meet the Baron of Stel and the 
  wife of his missing court mage. Seems not all is right in 
  Stel. Not only is the court mage missing, but the twin 
  heirs of the Baron may have been kidnapped or perhaps 
  run off with a local troupe of bizarre performers. 
   
  Encounter 2: The PCs arrive in the little thorp of 
  Yillish. This thorp is also at the foot of the Shimmering 
  Veil. The Footmen came here to perform the ritual of 
  passage and the villagers have never been the same. 
   
  Encounter 3A: This is mostly for the DM to get 
  himself and the players acquainted with being in an 
  extraplanar rift with Acheron as a primary. 
   
  Encounter 3B (alternate to 3A): Not every party 
  wants to go about a task the easy way. Instead of taking 
  the road well traveled, they go wander the countryside. 
   
  Encounter 4: The army camp of Meya Astra, servant 
  of the gods of good. This camp sits in the town of 
  Wendern and is laying siege to Castle Triumph, and 
  that’s where the PCs might want to go. It might be a good 
  idea for them to enlist. 
   
  Encounter 5: We’re going to war! Enlistment has its 
  privileges, and getting to kill baatezu is one of them. 
  Another is that when the baatezu are killed, the PCs can 
  loot a lair of the Footmen for valuable info. 
   
  Encounter 6: The undercity is the way to get into 
  Rauxes, since the walls are too well guarded for mere 
  mortals to penetrate. Deep beneath the city streets, the 
  PCs run into a section of the Temple of Baalzy: the great 
  vomitorium. 
   
  Encounter 7: The Imperial Theatre has only a few 
  horses and golems on stage these days. Giving them 
  direction is Floria, the last living Footman in Rauxes. The 
  PCs can kill her or call a truce with her, and learn the 
  ritual of escape. As well, Pro’grom, the mysterious 
  inevitable of space and time, sits and watches from the 
  audience. He has a deal to offer the PCs. 
   
  Encounter 8: An item needed for the ritual of escape 
  has been stolen. Across the street from the theatre is a 
  pub called the Retching Soul. The PCs need to do some 
  old-fashioned head smashing on some demons to get the 
  item back. 
   
  Encounter 9: The PCs travel to Oltary Park in 
  Rauxes to find the cache of the Footmen, but only if they 
  can get past the blood golems of Hextor. 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 6 
   
  Encounter 10: Still in Oltary Park, the PCs find the 
  crypt that the cache of the Footmen is stored in and use 
  the magic key to open it. Then it’s just a matter of getting 
  past a simple trap and looting the tome of the stilled 
  tongue. 
   
  Encounter 11: Gathering everything the PCs have 
  for the ritual, it is time to learn what they can. 
  Performing the ritual is not a sure thing, so they need all 
  the help they can get. 
   
  Encounter 12: This is the Extra TU mission, for 
  worshipers of Kelanen and Honorary Bladers in 
  particular. Meya Astra rewards those who served (if they 
  worship Kelanen) with information about a lost temple 
  of the Lord of Swords. 
   
  Conclusion: The PCs make it back to Oerth, but at 
  what cost? 
   
  PREPARATION FOR PLAY 
  During this adventure series, the PCs have had 
  opportunities to acquire objects. Many of these items 
  don’t become relevant until sometime after their 
  acquisition. 
   
  The following is a checklist of things to ask of the 
  PCs and make note of for later. 
  • 
  Does at least one PC have the map and captured 
  documents from the AR for COR4-18 It Never 
  Rains in Nyrond? 
  • 
  Do any of the PCs have the Cook Book of Evil from 
  COR4-14 Sympathy for the Baatezu? 
  • 
  Are any of the PCs Honorary Bladers, as per the AR 
  of COR4-14 Sympathy for the Baatezu? 
   
  ALTERNATE 
  INTRODUCTION 
  While the primary introduction encounter deals with 
  those PCs who have played the previous adventure in the 
  series, this encounter deals with those who are new and 
  require a reason to be on scene. 
   
  Welcome to the outermost recesses of the evil and 
  tyrannical North Kingdom. In these outskirt regions, 
  the evil is less dark and the tyranny is of a softer kind. 
   
  Rumors have been spreading across the lands that 
  adventurers have uncovered a new dungeon complex, 
  perhaps on the scale of Greyhawk Castle, just waiting to 
  be plundered. 
   
  A journey to the backwater Barony of Stel has 
  ended in disappointment, as the dungeon was not only 
  rather small, but it has already collapsed in upon itself; 
  destroyed by fire and acid. What few trinkets were left 
  have already been scavenged by the local serfs. 
   
  Now you are left to sit in the Clenched Fist, the 
  only Inn in town, and meet and greet with other 
  adventurers like yourselves who need to find something 
  to do with their time. 
   
  This introduction can be given to any individual PCs who 
  have not played COR4-18 It Never Rains in Nyrond. In 
  that case, those PCs can be folded in with the “veteran” 
  PCs, who are the ones who discovered the Blue Turreted 
  Estate destroyed by acid and fire at the end of COR4-18 It 
  Never Rains in Nyrond. 
   
  This introduction can also be used for entire parties 
  that never played COR4-18 It Never Rains in Nyrond. In 
  which case, they do not have access to Player Handout 1, 
  which is obtained from AR access in COR4-18 It Never 
  Rains in Nyrond. 
   
  The plot would then center on the PCs being asked 
  to retrieve the children of the baron and discovering the 
  hard way what is really going on. 
   
  So while it’s greatly preferred that at least one PC in 
  the party have played COR4-18 It Never Rains in 
  Nyrond, it’s not necessary in order to complete this 
  adventure. 
   
  INTRODUCTION 
  The Inn of the Clenched Fist is the best of its kind that 
  the backwater barony of Stel has to offer. Part of that is 
  due to it being the only inn in these parts. On the up 
  side, its close proximity to the now destroyed blue-
  turreted base of the Footmen of the Spider Throne has 
  given you time to sit down and research the documents 
  you captured whilst enjoying a flagon of ale. 
   
  The Clenching Fist Inn is indeed a small affair. Even at 
  the height of the Great Kingdom, Stel had little to offer 
  and therefore few people had need for a top quality inn 
  here. 
   
  Now the proprietor, Davel the Innkeeper, does his 
  best to serve his customers. He has little in the way of 
  finery, so even if he wanted to splurge to impress a big 
  spender, he couldn’t. 
   
  It’s assumed the PCs have been at the Clenched Fist 
  for a few days, having recently come from the blue-
  turreted estate of the Footmen (as per COR4-18 It Never 
  Rains in Nyrond’) where they collected a satchel full of 
  hastily compiled documents. If this is not the case for the 
  PCs, improvise the box text to suit their situation. 
  Perhaps the PCs have reconvened here after other 
  adventures in a bid to solve the mystery that these 
  documents contain. 
   
  If at least one PC has the captured map and 
  documents from the AR of COR4-18 It Never Rains in 
  Nyrond, give each player a copy of Player Handout 1. 
  Encourage the players to read the handout and discuss it 
  in character with each other. 
   
  It is assumed that the PCs have prepared these 
  documents beforehand, using spells and talents. 
  Comprehend languages, mending, glue, and a number of 
  other minor effects could all be of use here. 
   
  In addition to the crude map (Player Handout 2), the 
  satchel has an eclectic collection of paper scraps. These 
  obviously come from different sources and have been 
  recklessly stuffed into the satchel. The entire collection is 
  badly damaged by fire and acid. 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 7 
   
  At this point, the PCs have been able to pick out the 
  most relevant (or just intact) information from the 
  multiple sources in the collection. All of these sections 
  show signs of the former owners showing particular 
  attention to the entries (in the form of quill marks, faded 
  notations, extensive wear, etc.). 
   
  In the appendix, Dungeon Master Aid 1 gives an 
  entry-by-entry breakdown of the Knowledge skills the 
  PCs may attempt (per entry) and what information can be 
  collected. As the PCs study the document, go through the 
  entries with them as they attempt the skill checks listed. 
   
  DIVINATION MAGIC 
  Spellcasters of a high enough level may wish to use 
  divination spells at this point. Here are some suggested 
  replies. 
  • 
  How do we enter the Veil?: “The attendants of 
  the vile seat have danced their way through. 
  You can do it too, but the time is not up to you." 
  • 
  How do we leave Rauxes once we enter?: “A 
  new dance is what must be done, seek out the 
  inevitable Pro’grom." 
  • 
  Where are the twins?: “The bonded two have 
  changed their planar tact, exchanged a saddle 
  for their packs.” 
   
  The planar inversion that borders Rauxes and its 
  Shimmering Veil has the effect of limiting magic such as 
  scry. 
   
  Any attempt to scry (or the use of a similar spell) on a 
  person, place, or thing within the borders of the Rauxes 
  badlands, meets with backlash and failure. 
   
  For example, the mirror component of a scrying 
  spell magically flexes and warps, then resumes its normal 
  shape unharmed as the spell fails. The water in a silver 
  bowl (or pond) of the divine version of this spell ripples 
  then explodes up as if a heavy object was dropped in, also 
  ending the spell. 
   
  These effects do not permanently damage the 
  magical focus, but they do give the indication that 
  something very unusual is going on inside the Veil. 
   
  This does have one use though. A caster can use it to 
  confirm whether their target is inside the Veil or not. If 
  the spell doesn’t go wonky, then the person is not in the 
  Veil. 
   
  Note, this is only the effect of trying to transverse 
  the veil. Spells cast once inside the veil on targets already 
  in the veil work as normal. 
   
  BARONS OF THE BLADE 
  Some of the PCs in the party might be worshipers of the 
  hero god Kelenan and have joined the religious sect, the 
  Baron’s of the Blade. This would have been done in 
  COR4-14 Sympathy for the Baatezu. 
   
  If this is the case for any in the party, they receive an 
  update from their sect in the form of Player Handout 3. 
  This takes place sometime between the start of this 
  adventure and the ending of the last adventure. 
   
  VISITING THE BLUE TURRETED ESTATE 
  Some PCs may wish to return to the blue-turreted estate 
  that the Footmen used as a hideout, and that Darien was 
  encountered at in the last adventure. 
   
  There is little point in returning. It is assumed that 
  the PCs investigated it at the end of the last adventure 
  and found nothing remaining after its destruction. In 
  addition, the local peasantry has comprehensively 
  scrounged through the area and has picked up anything 
  of value. 
   
  OFF TO SEE THE WONDERFUL BARON 
  OF STEL 
  Once the players have had a time to look over the 
  handouts, discuss them and attempt any relevant skill 
  checks, a messenger of sorts arrives at the inn. 
   
  This is the sergeant-at-arms for Sir Ramden, Baron of 
  Stel. He’s been ordered to bring back these mercenaries 
  to make them an offer they can’t refuse. 
   
  The sound of impatient toe-tapping comes from near the 
  door of the inn. A sergeant-at-arms and three skinny 
  crossbow-wielding youths await your attention. 
   
  The sergeant speaks: “Mercenaries, the Baron 
  wishes to see you. The twins, his heirs, may have been 
  kidnapped, and he needs types such as you to retrieve 
  them.” 
   
  The sergeant is under the orders of his stern and grumpy 
  baron. In the more northern fiefdoms, a guard force fifty 
  strong would have come and dragged these sellswords to 
  the feet of their liege, but in this backwater barony, the 
  sergeant knows it’s a fine line between placating the 
  adventurers and feeling his baron’s wrath. 
   
  The sergeant has little additional information he is 
  willing to pass on to the adventurers, for he’s not been 
  ordered to do so. He does tell them a little something, 
  though, if it gets them moving. 
  • 
  Who wants to see us?: “Sir Ramden, Baron of 
  Stel. The liege lord of this fief. “ 
  • 
  Why does he want to see us?: “The baron’s heirs, 
  the twins, have been gone for nearly a month. 
  The baron will explain.” 
  • 
  Could you lead the way?: “Yes. Follow me to the 
  keep.” 
   
   
  �Sergeant-at-Arms: Male human Ftr 4, N. 
   
  �Bowmen: Male human War 1, N. 
   
  Development: Though the sergeant-at-arms has little 
  choice but to wait for the adventurers to come along. 
  Once they agree he takes them to see the baron in the 
  main hall of the baronial keep atop the hill overlooking 
  the town. 
   
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 8 
  ENCOUNTER 1: 
  THE WONDERFUL 
  BARON OF STEL 
  PART A: A DIVINER DARKLY 
  The baronial keep sits atop a hill overlooking the village 
  of Stel. The walls and bastions of the fortification are as 
  run-down as the rest of baronial infrastructure. The 
  sergeant-at-arms leads you into the main hall, where an 
  old and decrepit man sits in a large chair. 
   
  “These are the ones you wished to see, my baron,” 
  says the sergeant. 
   
  A handful of second-rate warriors guard the walls 
  and occupy a nearby barracks. Once upon a time, this 
  keep could have housed hundreds of soldiers within its 
  barracks and in the surrounding fields, but now the 
  Barony of Stel is lucky to have 50 full-time soldiers, most 
  of whom come directly from peasant stock. 
   
  The sergeant-at-arms tries his best to facilitate what 
  he knows could be uneasy conversation. He knows of the 
  moody grumpiness of his liege, and at the same time 
  perhaps even pities the knight’s impedance to dominate 
  situations as he once did. 
   
  Thus, the sergeant-at-arms leans in toward the PCs 
  and whisper asides to them should the baron’s statements 
  need to be clarified, but does so in a manner not to 
  further emasculate the baron’s ego. 
   
  The walls of the main hall have the banners and 
  devices typical to a baronial keep in the North Kingdom. 
  It has dedications to Hextor and the Herzog, to the 
  lineage of the barons and it professes support to the 
  Naelex bloodline. 
   
  Sir Ramden, Baron of Stel, Ftr 8, LN. 
  Appearance: Perhaps in his early 60’s, this noble is 
  nearing the end of his years. His strength is gone as well 
  as his constitution. His one elegant clothes are worn and 
  stained. His facial expressions range from sneers to 
  frowns. 
   
  Character: In his heyday, the baron was strong, fit 
  and stern. His roar was enough to keep his soldiers in 
  line and the waving of his clenched fist was enough to 
  keep his serfs in line. But that was back in his prime, 
  when he had married his young bride and finally came 
  out of his father’s shadow, as a true tyrant of Hextor. 
   
  Then his wife died of plague shortly after the birth of 
  their twins and the economy turned sour with the 
  collapsing of the old Great Kingdom. Though Death 
  never got his full grip on the baron, he did poke him in 
  the ribs a lot. 
   
  His daughter reminded himself of his wife, and his 
  son reminded himself of all the shortcomings he himself 
  had as a youth. And with the teaching of Hextor in his 
  heart, he learned to hate his heirs for their weaknesses. 
  But that hate faded with age, until it settled into the dark 
  disappointment and displeasure he now shares for the 
  twins. 
   
  The old man and his out-of-fashion noble garb wait for 
  you to introduce yourself. 
   
  • 
  How may we be of service?: “My heirs, such as 
  they are, may have been kidnapped. They’ve 
  been gone close to a month now. I want them 
  returned to my possession.” 
  • 
  Why “may have been” kidnapped?: “It’s possible 
  they left on their own accord, but it’s also 
  possible that they are too incompetent to make 
  their way back, as well ... too feebleminded to 
  avoid trouble. “ 
  • 
  Who took them?: “They ran off with those 
  performers, the ones who occupied the blue-
  stone estate ... the ones who’ve been performing 
  their absurd performances in the village square 
  and common grounds. The Night Cloak 
  Players.” 
  • 
  Who are the Night Cloak Players?: “They are a 
  troupe of actors and minstrels who had gathered 
  at the old blue-stone estate the last three years 
  or so. They perform in the name of the 
  Uncaring One, the god of magic. Some minor 
  Naelex princeling held the rights to the estate. 
  At least he paid the taxes on time. Prince 
  Gancent was his name. One of a thousand.” 
  • 
  Tell us about your heirs: “Rammel and Ramette, 
  brother and sister, twins. Their mother was 
  beautiful, and I strong and fit. I had such high 
  hopes. Instead I got two fools. Rammel is not fit 
  to wield a sword or flail, and Ramette is much 
  too aloof to ever be properly married off. After 
  their mother died when they were three, Lady 
  Hillian took to raising them and too soft she 
  was. Even her husband, my long time court 
  mage, Havervite of the Seeing Eye, thought 
  they were too soft when he started their arcane 
  training.” 
  • 
  How did your wife die?: “She was killed by the 
  plague when it swept through some fourteen 
  years ago. Even with the magic of healing, 
  people became re-infected and it spread too fast. 
  Sarlyin was our greatest loss”. 
  • 
  What is The Seeing Eye?: “That’s his title, of 
  sorts. He’s a layman of the god of magic, The 
  Uncaring One. I don’t know more than that.” 
  (Here the baron is referring to the god Boccob). 
  • 
  Can we speak with your court mage?: “That’s 
  not possible right now. He’s been missing for 
  nearly three years now. I suspect he’s gone off 
  on one of his magical journeys. One day he just 
  wasn’t there, and the next day, his lab was 
  cleared out as well. Just like in the old days. 
  We’d drop everything and just head out, 
  sending for what we needed later. He’ll be 
  back.” 
  • 
  Did he tell you where he was going?: “No. He 
  didn’t actually tell me he was going at all. Just 
  wasn’t there one day, and his paraphernalia was 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 9 
  just gone the next. The ways of magic I suppose. 
  Nothing like a strong reliable swing with a 
  sword.” 
  • 
  Can we speak with Lady Hillian?: “Yes you can. 
  The sergeant-at-arms can bring you to her 
  chambers. She dealt with the twins on a day-to-
  day basis.” 
  • 
  How old are your children?: “They’re 17 years of 
  age. More than old enough to know their proper 
  place in life is here learning to be leaders 
  instead of wearing jester outfits and spouting 
  nonsense in a peasants’ fairground.” 
  • 
  Do you have any leads on where they are?: “The 
  Night Cloak Players left about a month ago and 
  their wagon train went south.” 
  • 
  What kind of performance did these Night 
  Cloak Players put on?: “They performed here 
  several times. Awful each time. Mumbo jumbo, 
  about this and that. What ever happened to a 
  good execution? They spent the rest of their 
  time performing in the village commons. 
  People stopped paying attention to them.“ 
  • 
  Why did your heirs run away with these 
  performers?: “When my court mage left, the 
  twins 
  started 
  spending 
  time 
  with 
  the 
  performers. I strongly discouraged this, as did 
  lady Hillian. But to no avail.” 
  • 
  I think these performers are followers of the 
  Whispered One!: “In that case, hack them to 
  pieces before you bring back what belongs to 
  me. Make them feel my wrath.” 
  • 
  What’s in it for us?: “Return my heirs to me and 
  I shall give you an heirloom in exchange. 
  Something my father picked up in his 
  adventurous youth.” 
   
  �Sir Ramden: Male human Ftr 4/Ari 4 LN. 
   
  PART B: THE HAND AND EYE THAT 
  ROCKS THE CRADLE 
  Upon request, the sergeant-at-arms brings the PCs to the 
  chambers of Lady Hillian. These chambers also house the 
  small magical laboratory of her husband and court mage, 
  Havervite of the Seeing Eye. 
   
  An aging noblewoman puts down her knitting and 
  greets you. “I take it you are the ones here to bring back 
  the twins? That is good. I have missed them and fear 
  trouble may be afoot.” 
   
  Lady Hillian was the long time friend and lady in waiting 
  to Lady Sarlyin, the baron’s bride. Hillian became 
  involved with the court mage soon after the two ladies’ 
  arrival in Stel. 
   
  It was Lady Hillian who raised the twins after Lady 
  Sarlyin died in during a plague outbreak. She loves them 
  like they were her own. Much to the baron’s displeasure, 
  she does treat them too softly, as a noble in the North 
  Kingdom needs a hard outer shell to survive. 
   
  While Hillian herself knows very little about magic 
  and arcane ways, it was her insistence that got her 
  husband to start the twins’ training in the arcane arts. The 
  twins had too much potential to become merely thugs of 
  the kingdom. 
   
  Then the day came, approximately three years ago, 
  that her husband just disappeared. The baron insisted it 
  was a habit from their youth, but Hillian suspects 
  otherwise, though she secretly hopes the baron is right 
  for once. 
  • 
  Tells us of the twins: “Rammel and Ramette, 
  brother and sister; twins. As children, they 
  laughed and played. They were always curious 
  about the world, about how things worked. 
  They reminded me how my husband was when 
  we first married, and of how he was in every 
  story I ever heard about him from his youth. If 
  it was a choice between swords and sorcery, 
  then sorcery was the path.” 
  • 
  So the twins are powerful wizards?: “The twins 
  only had a few years of training. My husband 
  tells me they started training too late in life, that 
  it would take years for them to become 
  competent in the eyes of the Uncaring One. 
  Their training stopped with my husband’s 
  disappearance.” 
  • 
  Tell us about his disappearance.” He was here 
  one day, and gone the next. I did not keep track 
  of his daily movements. He spent most of his 
  time in his lab, or training the twins, or out 
  about 
  the 
  village 
  gathering 
  his 
  potion 
  ingredients. The twins would accompany him 
  on those walks too. Then he just wasn’t around 
  at the end of the day. By the end of the next day, 
  most of the items in his lab were gone too. Only 
  empty chairs and empty tables remained.” 
  • 
  Can we see his lab?: “Yes, you may. I’ll take you 
  there.” 
  • 
  What connection did the twins have with the 
  performers?: “The twins were curious about 
  things. The performers were strange but 
  mysterious. The twins were drawn to that. They 
  cultivated friendships with the performers.” 
  • 
  How did your husband feel about the 
  performers?: “I don’t think he cared for these 
  Night Cloak Players much. He spoke with them 
  and observed them. Despite them and my 
  husband sharing worship of the same god, there 
  was a difference of sect, or some such thing. He 
  started to keep the twins away from them. He 
  said once, ‘What does the Archmage of the Gods 
  need with bards?’” 
  • 
  So your husband disappeared after the Night 
  Cloak Players arrived?: “Yes, I guess he did. 
  About six months after they first started 
  showing up in numbers. Though from what I 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 10 
  understand, there’s always been a few hanging 
  out at the blue-stone estate.” 
  • 
  Did the twins tell you where they were going?: 
  “Well, they knew very well my stance on their 
  association with these Night Cloak people, so 
  they kept those types of things from me. 
  Though I did remember hearing mention of a 
  performance in Yillish, wherever that is. They 
  spoke to one another about being offered a 
  part.” 
  • 
  So you knew about them leaving?: “Certainly 
  not. Had I known they actually planned on 
  leaving, I would have informed the baron and 
  insisted he put a stop to it. They’re not ready for 
  this harsh world yet. They just snuck away. No 
  one actually saw them leave with the troupe but 
  the coincidence was too great. 
  • 
  Did they take anything with them?: “They 
  packed travel gear and extra clothing. They 
  gathered 
  up 
  rations 
  from 
  the 
  kitchen. 
  Everything one might expect of a young person 
  leaving for an excursion. Though they did leave 
  their mounts behind. I suspect they were 
  hidden away inside one of the wagons. I’d have 
  preferred if that had taken their riding mounts, 
  so they could return easier.” 
  • 
  Do you have personal effects or pieces of them 
  we can have?: “I guess so. I have a brush with 
  some hair on it and their rooms still have many 
  of their personal effects. If it will help you, then 
  please take them.” 
  • 
  If we find your husband, what do we get?: “My 
  gratitude. Unless you like yarn, I have little to 
  give you.” 
  • 
  Anything important about his lab?: “Havervite 
  used to make potions and research arcane 
  things. All that equipment is gone now. I rarely 
  went in there. Sometimes when he had his 
  mind on a task, I would bring him his meals 
  there and we would eat together. He had 
  disgusting things on some of the furniture, so in 
  his own sweet way, he left one little table clean 
  for the two of us to sit in and enjoy our meal.” 
   
  The PCs can investigate the various apartments. They 
  may wish to look in at the twins’ chambers but the state 
  of the rooms only confirms the statements given by 
  Hillian. Personal effects for divinations purposes can be 
  acquired here. 
   
  An important place to visit is the lab of Havervite of 
  the Seeing Eye. While his lab no longer has any of the 
  apparatus he used for potion making, or the notebooks 
  and ledgers he used for research, it does have some 
  empty chairs and empty tables. 
   
  One of these tables is of interest. The table that 
  Havervite kept suitable for eating off of, is the one piece 
  of furniture he expects his wife to keep or to interact 
  with should something go wrong and he’s no longer 
  around. Thus he thought it would be the perfect place to 
  leave a note that she should only hear if he’s in trouble—
  or in theory anyway. The plan didn’t work out so well. 
   
  When the Footmen of the Spider Throne started to 
  arrive in Stel under the guise of being the Night Cloak 
  Players, bards of Boccob, Havervite welcomed fellow 
  worshipers of the Uncaring One. But after interacting 
  with them, he began to suspect that something just 
  wasn’t right. 
   
  He also noticed that the Night Cloak Players were 
  taking an unhealthy interest in the twins. This interest 
  was originally intended as a form of recruitment to 
  replenish their numbers with new apprentices. But a few 
  months ago, the Footmen used a polymorph spell and 
  turned the twins into horses to fill a requirement for the 
  rite they intend to perform in Rauxes. 
   
  Havervite planned to investigate the Night Cloak 
  Players himself, but he was not sure how to proceed. Had 
  he denounced them publicly to his baron, the old man 
  would have used all his resources for a bloody fight that 
  he could not win if they were truly what he suspected 
  them to be. As well, if Havervite was mistaken, it would 
  mean the slaughter of innocent fellow worshipers. 
   
  Havervite had to find out himself and then call for 
  aid from his arcane contacts. But he never got the chance. 
  He left a note to his wife where she could find it in case 
  something went wrong, then he went to investigate and 
  got caught. 
   
  He was tortured in the Hall of Whispered 
  Enervations 
  beneath 
  the 
  blue 
  sandstone 
  estate. 
  Eventually he became a wraith there. The Footmen then 
  snuck into the Keep and the lab and stole away with his 
  lab apparatus to sow confusion about the fate of the court 
  mage. As well, they looked for anything he may have 
  written about them. 
   
  PCs searching the lab or those who specially say they 
  are interacting or sitting in the eating table trigger a 
  magic mouth spell left by Havervite for his wife. 
   
  Hillian never sat in the chair these three or so years, 
  so she never triggered it (a miscalculation of Havervite’s 
  part) and the Footmen never triggered it, because they 
  were invisible when they ransacked the room. 
   
  As the chair of the clean dining table is [moved/sat 
  on/etc.], a mouth magically appears on the surface of the 
  table and begins to speak. 
   
  "Hillian, something’s not right. Keep the twins 
  away from those actors. I suspect they’re imposters. 
  They've been practicing in the village square, but 
  something’s wrong. 
   
  Development: From this point, the PCs should have 
  collected enough information to head south, out of the 
  North Kingdom and into the old Naelex lands near the 
  edge of the Shimmering Veil. The great dirawaen roads 
  of the old Great Kingdom leads right past Yillish and into 
  the magical badlands that is Rauxes. 
   
  The trip takes several uneventful days. For those 
  parties who have not figured out that Yillish is the 
  destination of the Footmen of the Spider Throne, all the 
  PCs have to do is travel south and gather information 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 11 
  along the way. Several wagons being pulled by trolls in 
  long coats and floppy hates and bizarre performers has a 
  way of sticking in peoples’ minds. 
   
  ENCOUNTER 2: YILLISH OF A 
  PICKLE 
  Leaving the North Kingdom, the trip south along the 
  dirawaen road takes several days. Suddenly, the clear 
  horizon turns into a multicolored and opaque wall about 
  a mile ahead. The shimmering wall ripples slightly and 
  rises a mile up and a mile to either side. A small thorp is 
  situated near the base of the obstruction. 
   
   
  The PCs are now in the Naelex lands (or middle 
  province), the border area between the North Kingdom 
  and Ahlissa. 
   
  Political control here is sporadic. The many villages, 
  thorps and estates pay heed to whichever military force 
  (be they bandits or local nobles) applies some foot 
  pressure to them that week. 
   
  The shimmering, mile-high barrier the PCs are 
  witnessing is indeed the Shimmer Veil that surrounds 
  old territory of Rauxes. 
   
  In reality though, the veil is much higher than one 
  mile. Same goes for its length. Its height (up and down) is 
  infinite. What is happening is that from more than a mile 
  away, the veil is invisible and the view past it is that of 
  what the terrain looked liked before the creation of the 
  view (in 585 cy), minus the population. Thus, someone 
  more than a mile off would see green fields, stone estates 
  and humble cottages, just without any people or animals. 
   
  Once within a mile, the veil suddenly appears. A 
  person in range can see a mile of veil in all directions 
  (unless their line of sight is blocked). 
   
  Once within 100 feet of the veil, this view changes. 
  Though the view is hazy and distorted, a short distance 
  into the veil true state can be seen. 
   
  THE LAY OF THE LAND 
  Yillish is a thorp of skittish peasants and serfs (much like 
  the rest of the area’s population). Their location on the 
  dirawaen roads means many of those investigating the 
  Shimmering Veil stop here first. This has lead to some 
  tense encounters with overbearing and powerful 
  individuals (compared to these serfs) but none that had 
  been overly deadly. 
   
  That all changed a month ago when the Nightcloak 
  Players stopped in for a performance. All of the fears and 
  insecurities of these simple people came to the forefront 
  when they witnessed one of their more prominent 
  citizens nearly ritually sacrificed. 
   
  Now the only greeting the PCs get from the 50 or so 
  people of Yillish is a slammed door and bolted shutter. 
  All negotiations are left up to the thorp’s constable. 
   
  Yillish consists of a scattering of cottages and basic 
  community facilities (fletcher, blacksmith, and so on). 
  The village had a small shrine to Hextor at one point, but 
  it burned down one night and no one has been inclined 
  to rebuild it. The thorp has no cleric. 
   
  The thorp does have a common ground for mass 
  meetings, fairs and market days. An item of note in the 
  common ground is a large tarpaulin covering a neatly 
  placed pile of human skulls. This was left here by the 
  Nightcloak Players (the Footmen) and the villagers don’t 
  want to risk disturbing it (other than to drape a tarp over 
  it). 
   
  Once the PCs enter the thorp and the inhabitants 
  shun them, the local constable comes out to greet and 
  assess them. 
   
  A man clad in rusty chainmail and carrying a shortspear 
  approaches you. 
   
  “‘’Ello, ‘ello, what’s all this then? I’m the constable of 
  Yillish. Are you more Veil Runners?” 
   
  The constable is putting on a brave front. Usually he just 
  rolls over for whichever force is threatening the thorp at 
  any given time; it’s the safest way for him to stay alive. 
   
  Rolling over usually leads to safety, except for last 
  month when the Nightcloak players came to town. The 
  mere mention of that troupe breaks him out in a sweat. 
  • 
  What’s a Veil Runner?: “That’s what we call 
  those who come here investigating the 
  shimmering barrier over there.“ 
  • 
  Tell me about these runners: “Some are 
  scholarly types who look around, poke, prod, 
  and ask questions. Most of them wear purple 
  and gold. Over the last ten years or so, we’ve had 
  entire armies come through as Veil Runners. 
  Through the veil they went, and not one has 
  ever returned.” 
  • 
  How do they get through the veil?: “They just 
  do. Same way things come out of it I suppose.” 
  • 
  Things come out?: “Horrible things. Fiendish, 
  otherworldly things. It’s not just our village 
  either. Many who live near the veil have told 
  stories of things calling out from the boundary, 
  beckoning the young and the foolish. They 
  usually disappear in a spray of blood. On some 
  occasions, creatures, usually winged, have 
  emerged from the veil and flown off. It’s not 
  something I want to think about.” 
  • 
  Why are people so afraid?: “We had a bad 
  incident of late. We don’t want to talk about it.” 
  • 
  Have you seen some performers?: “What? Yes ... 
  er, NO! There are no Nightcloak Players here 
  and there never were!” 
  • 
  Come on, tell me what you know!: “It was 
  horrible ... and that was just the performance. 
  But it all turned into a nightmare in the third 
  act!” 
  • 
  Tell me about this nightmare: “They allowed 
  our own local performer, Gilrest of Redford, to 
  join them. Then they set up their props, and 
  spoke some philosophical mumbo jumbo 
  combined with a hard-to-follow plot. Don’t ask 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 12 
  me what it was about, I’ve blanked it from my 
  mind.” 
  • 
  What happened in the third act?: “Gilrest of 
  Redford, he’s our local story teller and 
  entertainer. He was real excited to see a troupe 
  here and was honored when they let him join in 
  the performance. But when the third act came 
  around, they held him tight and started to cut 
  him with their knives. He screamed and his 
  blood ran all over their props ... then the props 
  started to move and scream too. It was a 
  nightmare.” 
  • 
  What happened after the performance?: “When 
  the props were chattering and screaming, the 
  shadow they cast started to move on its own and 
  headed for the veil. The troupe then quickly 
  gathered their wagons, left Gilrest for dead, and 
  traveled through the Veil where the shadow 
  covered it. Shortly after that, the veil returned 
  to normal.” 
  • 
  Tell me about these performers: “They came in 
  wagons. They had a troll pulling each wagon 
  instead of horses, and kept their two horses tied 
  to the back of the middle wagon. There were 
  about six actual performers and another ten or 
  so helpers. It wasn’t until later that we realized 
  in addition to trolls, they also had giant zombies 
  with them. We figured they were just stilt 
  walkers.“ 
  • 
  Tell me more!: “I can’t. It’s too horrible to think 
  about. If you want to know more, go talk to 
  Gilrest in his cabin. We managed to save him 
  from death, but we fear he might have some 
  magical plague or something. Who knows what 
  kind of curse he could have contracted. We 
  keep him stocked with liquid meals and he stays 
  in the cabin.” 
  • 
  Was there a set of twins with the performers?: 
  “I don’t remember seeing any.” 
  • 
  Were there twin horses?: “They had two horses, 
  yes. Don’t recall what they looked like though. 
  They just stayed tied up to one of the wagons.” 
  • 
  Where the horses muzzled?: “Um, maybe, I 
  guess. I don’t really remember if they had their 
  feed bags on or not. It’s not something I’d that 
  attracted my interest.” 
   
   
  �Constable: Male human War 4 N. 
   
  LIFE OF A SHUT-IN 
  Gilrest of Redford settled in this little thorp shortly after 
  the veil went up. He was excited to see a real performing 
  troupe finally come this way. He even had hopes of 
  joining them. 
   
  He asked to participate in the performance and was 
  delighted with a non-speaking role. In his eagerness, he 
  watched with hawk-like detail every move made by every 
  performer, with hopes of impressing the troupe. 
   
  Then came the third act and things went bad for 
  Gilrest. He was traumatized by the betrayal and the 
  bloodletting. Now he just sits in his little cabin, with the 
  windows shuttered tight and his hand constantly 
  gripping one of the cider jugs the peasants bring him. 
   
  He’s become pasty-white from lack of sun and sickly 
  thin from the loss of blood and liquid diet. Gilrest (like 
  the rest of the thorp) feels he’s been permanently scarred 
  and debilitated by the event and can never be his old self 
  again. 
   
  The PCs need Gilrest to teach them the moves and 
  words required to reenact the performance that can open 
  the veil. But before he is of a mind to do that, he needs to 
  be brought back to health, change his ways, and be given 
  a pep talk to get his spirits up again. 
   
  Inside the tiny tightly shut cabin is a pale and skinny 
  man sitting in a chair. His right hand clings tightly to a 
  jug of cider. He winces at the light from the open door. 
   
  • 
  Who are you?: “I am Gilrest of Redford. I was 
  once a minstrel and performer ... Now I’m a 
  leper waiting to die.” 
  • 
  What’s wrong with you?: “Can you not see my 
  pale skin and sickly body? All of these scars are 
  from where I was cut. My life force is gone and 
  my flesh is cursed. Even the light of day causes 
  pain to my eyes!” 
  • 
  How long have you been in this cabin?: “For 
  almost a month now. Since those accursed 
  Night Cloak Players left me for dead and the 
  villagers tended what they could of my wounds. 
  Now they feed me cider to ease my pain as this 
  magical sickness consumes my body ...” 
  • 
  Do you know the ritual that was performed?: “I 
  don’t want to think about it. Those days are 
  behind me. I’ll never perform again. Just look at 
  me, look at what they did to me!” 
   
  PCs making a DC 13 Heal check can ascertain that Gilrest 
  has pale skin because he’s been in the dark for nearly a 
  month and is malnourished and has not replenished his 
  blood supply. He’s also drunk. He has no illness that 
  some fresh air, head-dunking and a proper meal won’t fix. 
  Failing that, a cure light wounds spell or similar gets him 
  back on his feet. 
   
  Gilrest needs his body brought back to health, but he 
  needs more than that to be useful. He needs his mind and 
  spirit brought back to health too. 
   
  Once his body is taken care of, the PCs need to use 
  diplomacy to bring him back to the side of the caring. 
  Only then does he train the PCs to replicate the ritual he 
  saw. 
   
  At APL 6 the PCs require a DC 14 Diplomacy check. 
  At APL 8 this rises to DC 17, DC 22 at APL 10, and DC 25 
  at APL 12. 
   
  Each PC may only attempt one check or assist other 
  per day in regards to this check. 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 13 
   
  Time Limit: The ritual performance needs to be 
  done during dusk. The lay lines are only in the proper 
  position for another three days (including today). This 
  gives the PCs a total of three days to persuade Gilrest to 
  help them penetrate the veil. 
   
  Once Gilrest has been brought back to health and 
  motivated to help the PCs, read the following. 
   
  “I see now that I must aid you in this task. These Night 
  Cloak Players should not be suffered to live and perform 
  again. From my interaction with them, I know that the 
  performance needs to be done during dusk. As well, I 
  studied every step, every line. I was hoping to impress 
  them. But by the Lady Poet, they’re some of the worst 
  performers I’ve ever seen. Even their basics are off. It’s 
  step pivot turn, not step turn pivot!” 
   
  The PCs may ask some of the following questions: 
  • 
  So you can help us?: “I believe I can. We only 
  have about six hours until dusk, but if we all 
  participate in the performance, I think I can 
  train you in time” 
  • 
  Tell us about the performance: “It will be easier 
  to show you, but it’s centered around the pile of 
  props they set out. It had six main performers 
  who all cut me at the end, and then there’s the 
  part I will replay. But I think the whole 
  performance has a double meaning.” 
  • 
  What double meaning?: “The steps, movements, 
  and some of the words don’t match up with the 
  story and the rest of the dialogue. It’s almost as 
  if someone just came up with the steps then 
  invented a plot to fit around it.“ 
  • 
  What are these props I keep hearing about?: 
  “It’s a pile of about fifty human skulls, over 
  there under the tarp. No one here wants to 
  touch them for fear of some sort of curse. 
  They’re still covered in my blood.” 
  • 
  What is the plot?: “Oh, I won’t bore you with 
  the details. You can pick those up as we learn 
  the steps and lines. But it’s the story of a fallen 
  cleric from The Pale seeking redemption. One 
  of you will be a roamer in the night, another of 
  you will play the light of Pholtus that blinds 
  him. Two more of you will play a female earth 
  elemental and her mage master. Another of you 
  will play the deep-speaking fiend that comes 
  from the east. The last of you shall play a ship 
  captain who offers the main character transport. 
  Like I said, it’s a weird combination.” 
  • 
  Is this an evil or necromantic ritual?: “Not that I 
  know of, though the whole jittering skulls and 
  bloodletting is pretty disturbing.” 
  • 
  We don’t have six people willing to perform, is 
  this a problem?: “Not one that can’t be solved. I 
  I’m sure I can persuade a few of the villagers to 
  help us out if their paid well. I can understand if 
  some of you are jittery about it.” 
  • 
  What about the seventh person, the one who 
  gets bled?: “I’ll play that role myself. As long as 
  you leave me something that the villagers can 
  heal me with, perhaps a potion, I shall give this 
  potential sacrifice to get back at those evil 
  bards.” 
   
   
  �Gilrest of Redford: Male human Bard3 N. 
   
  Once the PCs are ready to start training, Gilrest does his 
  best to teach them all where their marks are, what their 
  cues are and what their lines are. 
   
  Gilrest coaches them over the hours until dusk 
  arrives. At this time, the PCs simply perform the lines 
  and moves as taught to them. It doesn’t have to be a good 
  performance, since most of the lines and such mean 
  nothing to the ritual. 
   
  As the final light of dusk settles over the 
  performance, read the following: 
   
  The play is near its end. Six blades cut into a willing 
  Gilrest, and his blood pours down over the pile of skulls. 
  As the blood touches them, they begin to move and 
  jitter. The jittering becomes wordless screams. Then the 
  shadow cast by the pile begins to move and separate. It 
  rapidly moves to the veil and forms a passage. Gilrest 
  looks up at you in his weakened state, “Hurry, through 
  the passage, it won’t stay long.” 
   
  At this point, the PCs should make haste through the 
  portal. 
   
  ENCOUNTER 3A: 
  IN THE BADLANDS 
  The land before you is bleak and deformed; a nightmare 
  mockery of what this land once was. The flora is alien 
  and cruel-looking. Instead of clouds, vast mile-wide 
  swarms of blades fill the sky. Lightning bolts shoot 
  upwards from geysers. 
   
  As if on cue, you are all thrown to the ground as the 
  ground shakes and everything reverberates with the 
  sound of metal clanging on metal. 
   
  The PCs are now within an extraplanar pocket. It is the 
  convergence of many different outer planes. Normally, 
  these planes would all be in flux. 
   
  It’s not any one plane, but it does take part of the 
  plane with it. Entering the rift can be as easy as tripping 
  into it, but getting out is a much bigger deal. 
   
  Normally, the rift would be a collage of the different 
  outer planes, but not long after the creation of the rift, an 
  artifact, the screaming column (combined with another 
  artifact, the unholy blood shield) anchored the rift to the 
  plane of Acheron. 
   
  Now the edges of the rift still flap into other planes 
  and bring forth inhabitants, but Acheron stays the 
  dominant plane until the stake gets pulled out. 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 14 
   
  The metal-on-metal clang and tremor that the PCs 
  felt was a cube of Acheron colliding with another cube. 
   
  The dirawaen road that leads to Rauxes still exists 
  here. It snakes its way through the badlands, avoiding 
  most of the harmful climate. 
   
  It should be assumed that the PCs do their best to 
  stay away from random encounters; otherwise they 
  would be inundated with powerful fiends and 
  extraplanar abominations, and never live to make it to 
  Rauxes. 
   
  ESCAPING THE RAUXES BADLANDS 
  There are two listed methods of escape from this 
  extraplanar rift within this adventure. One is through the 
  ritual performance in the Imperial Theatre of Rauxes, and 
  the other is through the lost temple of Kelanen. 
   
  These are not the only methods of escape from this 
  area. Should the PCs for whatever reason miss out on 
  using these two listed escape routes, then they may fall 
  back on using the rules listed on page 46 of the Living 
  Greyhawk Campaign Sourcebook. Namely, the PC is able 
  to eventually return to Oerth but must pay 6 TU’s and 
  1000 gp to do so. 
   
  Spells such as plane shift and gate do not work here. 
  The same goes for spells such as banishment. Spells that 
  summon a creature into the rift (such as the summon 
  monster and planar ally spells) work normally and do not 
  trap the creature in the rift. 
   
  Development: Now that the PCs are in the rift, they can 
  follow the dirawaen road that leads to Rauxes, or they can 
  go overland. Following the highway brings them past 
  Wendern and they are intercepted by the air picket of the 
  camp (see Encounter 4.1). The army camp is the more 
  advantageous route for the PCs. 
   
  The PCs can also go overland. This route is not 
  recommended and is extremely dangerous due to the 
  planar effects. The PCs have only to look into the 
  distance and they can see all sorts of doom and gloom. 
  The road is clear; the meadows are not. 
   
  Check with Encounter 3B: The Other Way Around 
  for as an alternate (though less fulfilling) solution to 
  getting to (and inside) Rauxes. 
   
  Note that a lot of Encounter 3B is to replace other 
  encounters, and doubling of monster encounters should 
  be avoided. 
   
  ENCOUNTER 3B: 
  THE OTHER WAY AROUND 
  This is a brief alternative encounter intended to help 
  solve problems should the PCs desire to take the road less 
  traveled. 
   
  This encounter is intended to replace the main 
  encounters, not to be double up on them. 
   
  Off Road Travel 
  The PCs might feel that the dirawaen road that leads 
  right to Rauxes is too open. There is normally validity to 
  this logic. 
   
  But in this case, the magical nature of the highway 
  within this extraplanar rift actually keeps most of the 
  dangers away from the road. 
   
  This is not to say the PCs cannot be harmed on the 
  road—far from it—but cosmic twists tend to be less 
  prevalent. 
   
  For every hour the PCs spend off the road (including 
  resting), roll a d6 and consult the following chart. 
   
  1: Nothing happens 
  2: Nothing happens 
  3: Elemental Geyser 
  4: Teleported 
  5: Teleported 
  6: Teleported 
   
  Elemental Geyser: Appearing suddenly and without 
  prior warning (they rift in as the plane tears), a creature 
  in the party (determined randomly between all PCs and 
  creatures in party). 
   
  This effect happens only in a square (and affects all 
  in that square). For creatures sharing a square (such as 
  mounted PCs) treat them as one creature when randomly 
  rolling. 
   
  When the geyser blows, all PCs in the affected 
  square are hit with elemental damage. The type is 
  determined randomly. 1) fire; 2) cold; 3) acid; 4) 
  electricity; 5) sonic; 6) negative energy. 
   
  The damage is 1d6 times the APL (per round. Reflex 
  save to avoid, DC equals APL+12. 
   
  Teleported: A rift storm envelopes the PCs. They are 
  instantly transported much closer to Rauxes. They are 
  within sight of the highway and the walls of Rauxes. 
  They appear in the shadow of a large shard of malachite 
  that has broken out of the ground (and goes deep). The 
  stone ripples with magical energy. 
   
  If the PCs have not explored Encounters 4 and 5, 
  below is an alternate way for them to get into Rauxes, as 
  the PCs have been brought past Wendern. 
   
  DIRECTLY TO RAUXES 
  If for whatever reason, the PCs do not acquire the 
  information needed to successfully navigate the 
  undercity of Rauxes, this is an alternative. 
   
  This could be because the PCs did not explore 
  Encounters 4 and 5, or they did so, but failed in their 
  objectives. 
   
  If the PCs never fought the combat in Encounter 5, 
  below is a replacement encounter. 
   
  If the PCs do not have the information from 
  Encounter 5 to navigate Rauxes, below is an alternate 
  guide. 
   
  Here, the PCs meet up with a patrol of baatezu who 
  are out collecting mortals to use as slaves. At the moment, 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 15 
  they’ve caught one. Her name is Lassara and she is the 
  same NPC as mentioned in Player Handout 1. 
   
  Her details are listed after the combat section. 
   
  These baatezu desire slaves and equipment. The PCs 
  are obviously more than just peasants, so the baatezu 
  accepts anyone who surrenders to them. 
   
  Anyone who doesn’t surrender during the battle is to 
  be killed and their equipment looted. 
   
  Creatures: The following creatures are encountered here. 
  They begin inside the fort. 
   
  APL6 (EL 9) 
  �Bearded Devils (4): 45 hp (each); see Monster Manual 
  pg 52. 
   
  APL8 (EL 11) 
  �Bearded Devils (4): 45 hp (each); see Monster Manual 
  pg 52. 
  �Lady of the Purple Shroud: female erinyes; LE; 
  107 hp; Ftr 1 see appendix. 
   
  APL10 (EL 13) 
  �Bearded Devils (8): 45 hp (each); see Monster Manual 
  pg 52. 
  �Lady of the Purple Shroud: female erinyes; LE; 130 hp; 
  Ftr 3 see appendix. 
   
  APL12 (EL15) 
  �Mooks (8): male bearded devils; LE; 78 hp (each); Ftr 2 
  see appendix. 
  �Lady of the Purple Shroud: female erinyes; LE; 164 hp; 
  Ftr6 see appendix. 
   
  Treasure: This treasure is taken from the dead baatezu 
  (assuming the Purple Lady doesn’t escape). 
   
  APL 6: Loot—200 gp, Coin—0 gp, Magic—0 gp 
   
  APL 8: Loot—400 gp, Coin—0 gp, Magic—+1 
  flaming composite longbow (+6 Str bonus) (750 gp each). 
   
  APL 10: Loot—400 gp, Coin—0 gp, Magic—+1 
  flaming composite longbow (+6 Str bonus) (1583 gp 
  each), lesser bracers of archery (416 gp each). 
   
  APL 12: Loot—400 gp, Coin—0 gp, Magic—+1 
  flaming composite longbow (+6 Str bonus) (1583 gp 
  each), greater bracers of archery (2083 gp each), gloves of 
  dexterity +2 (333 gp each), belt of giant strength +4 (1333 
  gp each). 
   
   
  Lassara of Deleric 
  There are two ways of encountering Lassara. The first is if 
  the PCs find her as a recently captured slave (see above). 
   
  The second is if the PCs don’t have need for the 
  alternative combat, but they are in need of finding a way 
  into Rauxes. In this case, the PCs find her near the 
  malachite stone, where those teleported get sent. 
   
  Lassara has been through a lot. She’s been nearly 
  killed countless times. She’s had her brain infested with a 
  planar parasite. She’s wandered around the undercity of 
  Rauxes and escaped into open country. 
   
  She made the mistake of wandering too far off the 
  road and was teleported back to the malachite rock 
  (which is one of several points where random teleports 
  get sent, depending on the area of the rift). 
   
  Due to all her trauma, her personality is on the down 
  side. As well, her mind’s not what it used to be. She 
  usually just stares with a blank look, answering only 
  when asked, but inside her head, her thoughts are going a 
  mile a minute. 
   
  She has very little to tell the PCs, but what is of use is 
  below. 
   
  • 
  Who are you?: “I am Lassara of Deleric.” 
  • 
  Did you come in with two other people?: “Yes. 
  We got separated. They’re dead by now.“ 
  • 
  Are you alright?: “Wounded ... and hungry ... so 
  hungry ... please, do you have food? I have not 
  eaten since I stole food from the hall of vomit. 
  But that food made me feel ill.“ 
  • 
  Have you been to Rauxes?: “Yes. It’s a terrible 
  place. I followed Talisar there to find escape. He 
  led me through the undercity. That’s how I 
  escaped.” 
  • 
  Who’s Talisar?: “He was a halfling with a tail. 
  Powerful, too. But not powerful enough.” 
  • 
  What’s Rauxes like?: “It’s not safe. Not safe at all. 
  Stay off the streets. The streets are death.” 
  • 
  Is there a way out in Rauxes?: “Talisar thought 
  so. But he died. A pillar in a park. He ... that’s 
  where he brought us. The giant metal machines 
  smooshed him.” 
  • 
  Can you lead us through the undercity?: “I 
  think so. I know how to get back to the hall of 
  vomit, the place with the table of food. I 
  remember that path all too well. The rest is like 
  a maze.” 
  • 
  Will you fight for us?: “I don’t know ... I just 
  don’t know anymore.” 
   
  �Lassara: female human; CN; 5 of 20 hp; Ftr 4. 
   
  Development: If the PCs agree, Lassara brings them to 
  the start of Encounter 6: Murder in the Vomitorium. 
   
  Lassara has little in the way of equipment, and other 
  than guiding the PCs through the undercity to the 
  vomitorium, she has no useful contribution to the party. 
  She stays out of the way of combat and has no relevant 
  advice for them. 
   
  ENCOUNTER 4: ISN’T IT A 
  LOVELY WAR? 
  PART 1: THE AIR PICKET 
  You come to the rise of a hill along the highway. About a 
  mile or so ahead is a town, filled with tents and other 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 16 
  trappings of encampment. Many different banners fly 
  over the camp. A screech comes from above and a 
  human armed with a lance and wearing plate mail 
  covered with a brown tabard lands his magnificent 
  griffin in front of you. 
   
  “Approach no further if your heart contains the 
  desire of evil, for this is the camp of Meya Astra. Evil, be 
  it mortal or fiend, shall not be suffered to live,” says the 
  griffon-riding knight. 
   
  The PCs most likely have questions. Some of the logical 
  ones are listed below: 
  • 
  Who are you?: “I am Sir Trachous of the Third 
  Dothion Air Calvary, attached to the Meya Astra 
  army.” 
  • 
  What do you do here?: “I’m flying a patrol with 
  the rest of my fellow Dothion knights.” 
  • 
  Who is Meya Astra?: “She is a being of goodness 
  and beauty. She leads this army to smite down 
  wickedness in the form of fiends.” 
  • 
  Is that the town of Wendern ahead?: “Yes it is. 
  It is being used as the staging ground for our 
  army.” 
  • 
  Is your griffin celestial?: “Yes it is.” 
  • 
  Can I have a celestial griffin too?: “No you may 
  not, unless you go to Bytopia and rear one 
  yourself.” 
  • 
  Can we enter the camp?: “Only if you forsake all 
  evil from your hearts. And you may only stay in 
  the camp longer than an hour if you join up.“ 
  • 
  Join up with what?: “Our army. The Camp 
  Warden will explain everything. Enter and ask 
  for him.” 
  • 
  What is this army’s cause?: “Good against evil!” 
  • 
  Have you seen a wagon train pulled by trolls 
  come by?: “Yes, about a month ago. They left the 
  main road and steered clear of us. We had more 
  important adversaries to deal with, and so did 
  not give chase.” 
  • 
  What details on the wagon train can you give?: 
  “It had three wagons, each pulled by what I 
  suspect was a troll. They were some large 
  humanoid creatures draped in sheets walking 
  on the flanks, and the middle wagon trailed two 
  horses.” 
  • 
  But we don’t have time to serve in some extra 
  planar morality conflict!: “Look, I’m being nice 
  here. You want in the camp for longer than an 
  hour, you need to sign up and do your part to 
  defeat evil. Talk to the Camp Warden. He’s got a 
  green hat.” 
   
  With that, the griffin rider takes to the air and rejoins his 
  flight mates. 
   
  �Sir Trachous: Male celestial human Pal 9 LG. 
  �Wingmen (3): Male celestial human Ftr 7 NG. 
  �Celestial Griffon (4): hp 59 (each); see Monster Manual 
  page 139. 
   
  PART2: THE CAMP WARDEN 
  Walking through the streets of the town and the billets 
  of the camp, many different flags and banners wave in 
  the breeze. Almost all of the soldiers have either brown 
  tabards or brown coats. 
   
  Everyone you ask gives a friendly point in the 
  direction of the Camp Warden. 
  If the PCs go into the camp read the following: 
   
  Eventually you arrive in the presence of the Camp 
  Warden. Before you is a beautiful, extremely tall, 
  humanlike creature with long, feathery wings and a very 
  supple and lithe body that glows with an inner power 
  that makes it hard to look directly at it, let alone at its 
  nifty green hat. 
   
  This is the Camp Warden, an astral deva pledged to the 
  service of the planetar Meya Astra. Like all of the camp 
  administration, he wears a green hat that denotes his 
  rank and position. 
   
  As the PCs pass through the camp, they are scanned 
  several times with detect evil and similar divination 
  magic. The guards are always on the lookout for evil 
  infiltrators. 
   
  He is here to recruit non-evil newcomers into the 
  army of Meya Astra. Those who refuse to join the army 
  are required to leave the camp (and its protection) within 
  an hour of their entry, and to not enter again for a full 
  day. 
   
  The camp warden has a muster sheet for each PC to 
  fill out that enters them into contract with the army for a 
  minimum of one day. The solider can muster out at any 
  time after that one day, but must do so through the 
  proper channels. This is done so that the Camp Warden 
  always knows how many soldiers they have. 
   
  Though many PCs are probably suspicious and 
  suspect a catch, there is in fact no legal trickery involved. 
  Yes, it’s a contract, but one the Camp Warden, and by 
  extension Meya Astra, intends to be mutually agreeable. 
  • 
  Who are you?: “I the Camp Warden. I am the 
  head of the camp administration, and servant of 
  Meya Astra. We are identified by our green hats, 
  just as the soldiers are identified by their brown 
  jackets.” 
  • 
  We are looking for Castle Triumph: “It is less 
  than a mile away. This camp is laying siege to 
  the castle. It is controlled by Jourantia, a baatezu 
  lord. Meya Astra as vowed its defeat.“ 
  • 
  Who is Jourantia?: “He is a pit fiend in the 
  service of the Herald of Hell. His forces consist 
  of numerous baatezu and mortal servants of the 
  Scourge of Battle. His forces can be recognized 
  by their purple tabards.“ 
  • 
  So what is involved in signing up?: “We will 
  supply you with the safety of the camp, a billet, 
  food, two pairs of socks, a brown jacket, basic 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 17 
  implements of war, if needed, and battlefield 
  loot. As well, you’ll qualify to be raised from the 
  dead, assuming your body is returned intact.” 
  • 
  My body intact?: “Yes, the fiends take every 
  opportunity to mutilate the bodies of the fallen 
  to prevent them from being raised to fight 
  another day. When a body is returned to the 
  camp, it enters the queue to be raised.“ 
  • 
  How long does the queue take?: “It could be 
  many weeks after a large battle before all the 
  dead can be raised. It is possible for that position 
  to moved up should the situation warrant it. Of 
  course, if one has already mustered out, then an 
  arrangement must be come to.” 
  • 
  What must we do if we join up?: “You’ll be 
  required to fill out this here form. Then there 
  are the following requirements. You must serve 
  for at least one day and before mustering out, 
  you must report to a green hat camp 
  administrator to have it logged. You must follow 
  all moral orders given to you by a duly 
  appointed superior. You must group with the 
  unit you are assigned to and follow the 
  objectives given.” 
  • 
  What’s on the form?: “True name, preferred 
  profession, deity of worship, foot and jacket 
  size.” 
  • 
  Do you know of a person name Mendalson?: 
  “One moment to recall ... Yes, he enlisted in 592 
  CY by your reckoning. He was rolled into 
  Gregite’s Pikemen and is currently a veteran 
  sergeant in that unit. You can find him in their 
  billet area.” 
  • 
  What unit are we in?: “You are to report to your 
  billet and a green hat will come along and give 
  you your assignment in approximately two 
  hours. “ 
  • 
  Are there any Kelenites here?: “Yes there are. 
  There is a unit called the Barons of the Blade, 
  led by a relative new comer named Stylus Rel. 
  • 
  Who else serves in this army?: “This army has 
  many 
  denominations 
  and 
  planar 
  origins 
  amongst it. It would take much time list then 
  all.” 
   
   
  �Camp Warden: Male astral deva, NG. 
   
  After this encounter, the PCs have some decisions to 
  make. 
   
  If they’ve decided not to join up, they still have the 
  remainder of the hour to look around, though a discrete 
  escort of hound archons follows them to ask the PCs to 
  leave nicely come time and to make sure they’re not 
  causing mischief. The PCs can return to the camp and 
  still decide to enlist if they choose, just be approaching a 
  sentry and being escorted to the Camp Warden. 
   
  While in the camp, the PCs can visit the billet for 
  the Barons of the Blade (part 3). Doing so leads the PCs to 
  a personal meeting with Meya Astra (part 4). 
   
  They can also choose to visit Mendalson of Gregite’s 
  Pikemen (part 5). This can give the PCs some insight on 
  what is going on around them. 
   
  The PCs have two hours to do the above encounters. 
  At some point the PCs either go back to their own billet, 
  or their officer comes looking for them and brings them 
  to the mission briefing (part 6). 
   
  PART 3: THE BARONS OF THE BLADE 
  The following is an optional encounter for PCs that wish 
  to follow up their connection with the Barons of the 
  Blade and the quest for the Final Word swords. 
   
  This encounter opens up Part 4. 
   
  As you walk through the streets of Wendern and the 
  rows of tents, the many flags and banners reveal a white 
  background with a ring of inward-facing swords. 
   
  Stylus Rel is the leader of the Barons of the Blade, a sect 
  of Kelanen that believes the Lord of Swords to be 
  originally 
  of 
  the 
  Oeridian 
  pantheon, 
  but 
  who 
  subsequently separated to show his neutrality. 
   
  Another prime tenet of the sect is the searching out 
  of the Final Word swords that they feel can give them a 
  special connection to their god, be it now or in the 
  afterlife. 
   
  In COR4-14 Sympathy for the Baatezu the PCs met 
  Stylus Rel in the Old City arena in Eastfair. Those who 
  were interested were allowed to go through an initiation 
  rite and join the Barons of the Blade. Thus, Stylus Rel 
  knows and is friendly with those PCs who met him 
  before. 
   
  While Stylus Rel is friendly, supportive and 
  charismatic, he’s not looking for more official recruits at 
  this moment. Anyone wishing to fully join the rank of 
  his sect needs to do so at the Old City arena in Eastfair 
  where the proper rite can be performed and the special 
  tattoo applied. 
   
  He happily takes on pledges who don’t mind acting 
  as associates, but they must swear upon their soul that 
  they immediately take Kelanen, the Lord of Swords, as 
  their divine patron, and learn and heed his laymen ways. 
   
  They must also pledge to bring the head of an enemy 
  who has slain many back to the shrine in the Old City 
  arena in Eastfair and undergo the rites at first 
  opportunity. 
   
  Stylus tells the PCs that to break this pledge brings 
  the PC under a terrible curse. In reality this is not true, 
  but Stylus Rel truly believes that the power of Kelanen 
  shall bring about ill fortune to their combat ability and 
  their dexterity. The DM should feel free to roll some 
  secret dice and nod apprehensively, yet vaguely, if the PC 
  starts to break his oath (best done in combat, after the PC 
  has made a roll himself). 
   
  This encounter opens up the possibility of the PCs 
  taking on the extra TU encounter (see Encounter 12 for 
  details). 
   
  The PCs are free to ask what they can. Stylus Rel 
  answers their questions to the best of his ability. None of 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 18 
  the following answers are lies (though it’s possible he’s 
  incorrect). 
  • 
  Who are you again?: “I am Stylus Rel, Blade 
  Master of the Barons of the Blade, head cleric of 
  our sect and supplicant of the divine Lord of 
  Swords. “ 
  • 
  How are things back in Eastfair?: “Normal.” 
  (Recount any relevant information from the 
  player’s handout.) 
  • 
  Why are you here?: “We have discovered text 
  that suggests we need to be here. They are 
  words that cannot be spoken, and I fear writing 
  them down may have been wrong as well, for 
  our copy disappeared soon after we entered 
  here.” 
  • 
  Why can’t you tell us the text?: “Because the 
  text says not to speak it aloud. I don’t know 
  why.“ 
  • 
  What can you tell us of the text?: “It involves 
  questing for a temple or shrine that may be the 
  resting place of a Final Word sword. It is cryptic 
  and speaks of a future, which we believe is now. 
  In our questing, we came across a stone marker 
  bearing the sign of our Lord of Swords and it 
  guided us to another marker that allowed us to 
  penetrate the magical barrier that surrounds 
  this land.” 
  • 
  What is a Final Word sword?: “They are relics of 
  our faith. Blades blessed by Kelanen’s hands and 
  given power with his ascension. They have been 
  scattered, and finding them shall give us 
  answers, in this world or the next.” 
  • 
  Why come here at all?: “The text speaks of a 
  place that is, but is not. Along with the marker, 
  we believe this must be the place. As well, Meya 
  Astra has confirmed that such a place can be 
  found here and is willing to grant us the 
  information that we seek, if we willingly serve 
  in her army.” 
  • 
  She’s blackmailing you into service?: “We are 
  not being coerced. I suspect no deception from 
  here at all. It’s an agreement. We give service in 
  battle, something we are glad to do in any 
  regard. And upon our mustering out, she will 
  supply us with the final information we need.” 
  • 
  Would she supply us with such information as 
  well?: “That is possible. Perhaps I can arrange a 
  meeting with her and you can discuss it.“ 
  • 
  We want to meet her: “And so you shall, 
  assuming you’ve signed up. She’s picky about 
  that. Give a little, get a little.” 
  • 
  How did you loose your copy of the text?: 
  “After we entered this land of unbalanced strife, 
  we fought many otherworldly creations. Each 
  victory was a testament to our Lord of Swords, 
  but unless they were tests, we had no further 
  clues to seek out. Then we saw a wagon caravan 
  come down the highway. It was in the distance 
  and we hurried to it. It could have been a sign. 
  But we failed to reach it. Like gnats in the grass, 
  we stirred up a storm of winged leeches. By the 
  time we were prepared to move on, the wagons 
  were out of sight.” 
  • 
  Then what?: “We used our magic and tracking 
  to give further pursuit. Not long into the chase, 
  we came upon a beggar standing in the road. 
  Such a sight is odd, and here, odd is deadly. We 
  exchanged pleasantries, with him asking us who 
  we were and why we tracking the wagons. More 
  knowledgeable than we would have liked. He 
  somehow knew things about us, but he kept us 
  in the dark about himself. Then he disappeared. 
  We 
  could 
  not 
  successfully 
  track 
  his 
  movements.“ 
  • 
  Is there a point to this story?: “The point is, we 
  may have failed two challenges in our quest, or a 
  being wishing us ill has taken an interest in us. 
  Either way, after we had a much-needed rest, we 
  discovered that our copy of the text was 
  missing. I carried it personally and found its 
  tube to be empty. Either a thief or divine 
  punishment is the blame.” 
  • 
  Can we join your unit?: “Perhaps. I can make 
  the request, but it’s up to the green hats who 
  goes where. There’s a big battle tomorrow, a 
  final push on the siege. Perhaps after that, I can 
  get you reassigned to my unit.” 
  • 
  I suspect the battle’s not going to go well for 
  you tomorrow!: “Should I fall tomorrow, it will 
  be because the Lord of Swords feels my death 
  will make room for life, and bring a needed 
  balance.“ 
  • 
  We ran into a little talking puppy that said it’s a 
  servant of Kelanen: “Truly? Then you are 
  blessed. It is a sign for sure. One you will need 
  to unfold, for I have no answers to it.” 
  • 
  How long will you keep serving?: “We have 
  awaited this coming battle. We’ve heard tales of 
  this camp doing battle with fiends and mortals, 
  but we have so far only dealt with raids and 
  incursions. After this battle, we shall muster out 
  and take Meya Astra up on her promise.” 
   
  �Stylus Rel: Male human (oeridian) Ftr 3/Clr 9 of 
  Kelanen; N. 
  �Elite Bladers (19): Male human (oeridian) Ftr 5; N. 
   
   
  If the PCs wish to take Stylus Rel up on his offer, he 
  does indeed take them over to the main headquarters and 
  uses his influence to get the PCs a brief audience with a 
  rather busy Meya Astra (Part 4—but in this instance, the 
  PCs do not require a Diplomacy check to gain entry). 
   
  PART 4: A PRIVATE AUDIENCE 
  There are two ways into this encounter. The easiest way is 
  with the escort of Stylus Rel (who is on friendly terms 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 19 
  with Meya Astra, but quickly excuses himself back to his 
  unit). 
   
  The harder way is to request an audience. Normally, 
  Meya Astra would make time to speak with all of her 
  soldiers should they seek her out. But with the final 
  preparations for the coming push of the siege, she is very 
  busy. 
   
  The PCs can speak with the phalanx of hound 
  archons, or a green hat of celestial origins, at the main 
  headquarters, and plead their case. 
   
  The party is allowed only one attempt at obtaining 
  an audience before the battle (though their free to come 
  back a few days after the battle if everything goes well). 
   
  To represent this, one of the PCs must pass a 
  Diplomacy check on behalf of the group. The other PCs 
  may assist as normal. At APLs 6 and 8 they must succeed 
  on a DC 25 Diplomacy check. At APL 10 and 12 the DC 
  increases to 35. This check is modified by the following 
  conditions: 
  • 
  If the main PC has not already signed up to the 
  army, add +10 to the DC. 
  • 
  If any member of the party is a worshiper of any 
  of the Oeridian wind and agriculture gods 
  (Atroa, Sotillion, Telchur, Velnius, or Wenta), 
  subtract –2 per worshipper from the DC. 
  • 
  If the main PC is of good alignment, subtract –5 
  from the DC. 
   
   
  When the PCs approach this area read the following: 
   
  This structure stands at the heart of Wendern probably 
  served as the town hall, It’s now surrounded by tents 
  and workshops. A phalanx of dog-headed humanoids 
  keep watch of the traffic going in and out. 
   
  Group and unit leaders come and go in this place. They 
  are forming up for briefings and last-minute changes to 
  their objectives for the next day’s battle. 
   
  Security is tight in and around this structure. Evil 
  and malign deception are quickly curtailed. Infiltrations 
  and attacks have been tried before, and all have failed. 
   
  This is the same building that the PCs come to when 
  they are summoned for their own briefings. 
   
  Once the PCs have been granted an audience, they 
  are led to a meeting chamber, where Meya Astra joins 
  them shortly after. 
   
  The curtains to the meeting room open and a creature 
  that resembles a tall and massively muscular female 
  human with smooth emerald skin, white-feathered 
  wings and a bald head under a nifty green hat enters the 
  room. 
   
  “Greetings, mortals. I do not have much time, as the 
  battle preparations need my attention, but I shall say 
  what I can. Know this: I shall tell you no lie, but I shall 
  guard my tongue on what I cannot speak on.“ 
   
  • 
  Who are you?: “I am Meya Astra, servant of 
  good, enemy of evil.” 
  • 
  Why are you here?: “There is a crucial battle in 
  the balance between good and evil. I am here to 
  lean for good, as the many fiends pull and jump 
  to bring evil to victory. The Herald of Hell has 
  held far too much influence on Oerth. It has 
  corrupted once-noble blood lines. A balance 
  needs to be restored, but the Herald demands a 
  contest, one held backwards and forwards in 
  time and space.” 
  • 
  Who do you serve?: “I serve good. But I am here 
  at the special request of three divine beings. The 
  Sad Maiden (Atroa, lesser goddess of Spring, 
  East Wind and Renewal) the Ale Wife (Wenta 
  lesser goddess of Autumn, West Wind, Harvest 
  and Brewing) and the Summer Queen (Sotillion 
  lesser goddess of Summer, South Wind, Ease 
  and Comfort).” 
  • 
  Can you say something not so cryptic?: “I am 
  cryptic for a reason. I am but one tiny player in a 
  game of life and death. It’s important not to 
  bring about a fault that could spill the board.” 
  • 
  Does this have something to do with these 
  talking dogs we ran into?: “Yes, it does. And 
  know that enough of the line still lives and is in 
  protection, but ask me no more.” 
  • 
  What do Vecna cultists want with them?: “I’m 
  not aware of any connection between servants 
  of the Whispered One and our plans, be it on 
  the planes or on Oerth. That fouled soul is not 
  part of our match.” 
  • 
  Tell me about the Footmen of the Spider 
  Throne: “I do not know them. And if I do not 
  know them, I doubt they are beings of true 
  power.” 
  • 
  Aid us to defeat the Vecna cultists we chased 
  here: “It is a worthy deed that you do. I wish you 
  all the best, but my own burdens prevent me 
  from doing your tasks for you.“ 
  • 
  Why attack this castle?: “It is a fortification of 
  evil. All evil must be purged before we march 
  on Rauxes. I do not expect to attack Rauxes for 
  another generation.” 
  • 
  What is this place behind the Veil?: “It is a 
  planar convergence, a rip in space and time that 
  serves our purpose well.” 
  • 
  Why is this camp safe?: “This place is near a 
  planar overlay with several planes of good. 
  During fluxes, we receive reinforcements here.“ 
  • 
  Can you help us escape?: “Leaving this place is 
  difficult, even for one such as I. Normal planar 
  travel does not work. There are methods of 
  escape, most of them perilous for mortals.“ 
  • 
  Name some ways of escape!: “One way is 
  through the planar shrine of the Lord of 
  Swords. But I will not betray its location.” 
  • 
  We serve Kelanen!: “If you truly do seek what 
  the Lord of Swords has sheathed, then come 
  back to me after you have mustered out and the 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 20 
  battle has had time to be cleared, and I shall 
  show you passage to what you seek.” 
  • 
  Is there a non-religious escape route?: “For 
  mortals such as yourselves, I’d suggest seeking 
  out a man named Chavious. He is a servant of 
  The Scribe and knows more than he lets on. He 
  can be found in Oltary Park, in Rauxes.” 
  • 
  How do we get into Rauxes?: “I don’t know. 
  Powerful defenders and wards stop all those 
  who try to go over or through the city walls. 
  When the time comes, we shall assault its walls.“ 
  • 
  Can we really get raised from the dead?: “Yes, 
  you can. Assuming your body is intact, we shall 
  raise you from the dead without need for spell 
  component or fee. It is part of your soldier’s 
  pension, be you mustered in or out. If you 
  require more than a simple raising, then we can 
  provide that too, but you must supply the 
  materials, for our supplies are very scare.” 
  • 
  What happened to the people of Wendern?: “I 
  do not know. They were not here when we 
  arrived, nor do they ever rematerialize come 
  dawn. Something sinister must have happened 
  to them either just before the Shimmer Veil 
  went up or just after. “ 
  • 
  What happened to the rest of the people who 
  were in the Veil when it went up?: “The souls 
  that were caught within the backlash that 
  created the Veil have become cursed. Cursed to 
  fight and die, renewing their eternal battle from 
  where they stood at the dawn of the backlash. 
  Even the city itself repairs itself each dawn. 
  Then, until the earliest hours of the morn, 
  Rauxes burns anew as the mortal forces inside it 
  do battle. Many planar beings have come to 
  watch.” 
  • 
  How can this be stopped?: “I won’t tell you that 
  but I will tell you that Chavious in Oltary park 
  can help weaken the Herald of Hell’s grasp on 
  this planar rift.“ 
   
  �Meya Astra: Female planetar, NG. 
   
  Price of Life 
  As promised, while inside the Veil, the camp of Meya 
  Astra can help bring back the dead. Because of the 
  limited resources of the camp, this tends to come at a 
  premium. 
   
  If a PC has at some point belonged to Meya Astra’s 
  army, then they have a pension in the form of free 
  castings of raise dead. This comes from spell-like abilities, 
  and thus there is no component cost. A PC may have a 
  nominal wait (1d4-1 days), but at no additional TU cost. 
   
  A PC who never joined the army must pay one TU 
  per casting of raise dead, but no component cost. 
   
  A PC who has the army pension can be granted a 
  resurrection if they can provide the 10,000 gp from their 
  character sheet. Since supplies (such as the diamonds 
  needed) are in short supply, thus the PCs can’t just sell 
  loot to buy one while in the Veil. 
   
  The following spells can be provided for 1 TU each, 
  heal, regeneration, greater restoration. 
   
  The additional TUs take the form of after adventure 
  service and like a planar ally spell, can not be skipped out 
  on. 
   
  PART 5: A SOLDIER’S TALE 
  This sub-encounter is for those wishing to seek out 
  Mendalson, as referenced in the Player Handout. 
   
  The main purpose is to show the outcome of mortal’s 
  of Oerth staying too long under the effects of Acheron. 
   
  With a few friendly directions, the billet of Gregite’s 
  Pikemen is easy enough to find. A man sitting alone by a 
  fire is said to be Mendalson. His eyes stare off into the 
  flames as his hands drag his whetstone along his pike 
  blade. 
   
  This is the same Mendalson as mentioned in the Player 
  Handout. He was an adventuring companion of 
  Finnadrel of Delaric and Lassara of Delaric. They came 
  with their bardic friend through the veil, mostly by 
  happenstance and became trapped. 
   
  He was always the black sheep of the family, never 
  quite fitting in with the evil ways of the North Kingdom. 
  He was always too soft. It was only a matter of time 
  before he was corrupted and drawn to the side of good. 
   
  While his two childhood friends parted ways to 
  search for a way out (and adventure), Mendalson sought 
  out the cause of good, in a hope to make a difference in 
  the grand scheme of things. 
   
  Now he’s been in Meya Astra’s army for over four 
  years. As a side effect of the plane of Acheron on a mere 
  mortal, he’s become fixated with conflict. His will and 
  mind have been warped to fixate on the next battle—the 
  final battle that’s just a pike thrust away. 
   
  In the back of his mind, a part that only surfaces 
  during his moments of lucidity, he knows it’s the planer 
  effects subverting his mortal self. He also suspects that 
  removing the dominating effects of Acheron could set 
  him free. 
   
  It should be noted that he’s not a prisoner here 
  because of Meya Astra or the camp. He’s here because his 
  soul demands he keep fighting, and that influence in 
  turn comes from the planar traits of Acheron. This effect 
  comes with time but is much less influential on the 
  outsiders (that most are) in the camp. 
   
  For most of these questions, Mendalson keeps 
  staring into the flame (or some other distant focus point) 
  and sharpening his weapon. The only time when he 
  actually makes eye contact with the PCs is during his 
  moments of lucidity. Those entries are marked with an 
  asterisk. 
   
  The DM should feel free to invoke these manic 
  moments, even if not directly provoked by the PCs. 
  • 
  Who are you?: “I am Veteran Sergeant 
  Mendalson of Delaric.” 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 21 
  • 
  How did you get here?: ”I came through the 
  veil. Finnadrel led the way.” 
  • 
  Do you know how we can escape?: “Victory. 
  Victory is the only escape. We must win.” 
  • 
  *Tell us about Finnadrel: “I ... I can’t remember. 
  That was then, this is now. The now is war, the 
  now is victory. The then was war too, family 
  struggle. Delaric, slaves of the Herald of Hell.” 
  • 
  *Tell us about your past and Delaric?: “I can’t 
  remember it. It’s a dream gone past. Now is the 
  time for redemption. My family was wayward, 
  devoted to evil. I must pay penance.” 
  • 
  Tell us about Lassara?: “Lassara is gone. She 
  went to Rauxes. She’s gone.” 
  • 
  Is Meya Astra holding you here against your 
  will?: “Meya Astra is our leader. Meya Astra is 
  good. Meya Astra is great.” 
  • 
  * Do you want to escape?: “There is no escape. 
  It’s this place. Acheron permeates it, but it 
  doesn’t have to be that way. The halfling with a 
  tail, he told the others that the stake could be 
  pulled from the sand, and we’d be free to blow 
  away in the wind.” 
  • 
  *So we can help you, how?: “Pull the stake. 
  Follow the halfling with a tail. Let this place be 
  free to choose its plane.” 
  • 
  Are you happy here?: “Happy is our motto.“ 
  • 
  *Should we join up for a long stay?: “No ... 
  mortals of Oerth can’t stand this. Don’t become 
  like me unless you have little to go back to. “ 
   
  �Mendalson of Delaric: Male human Ftr 6 LN. 
   
  PART6: THE MISSION BRIEFING 
  As the day comes to an end, after the PCs have either 
  whiled away their time or sought out the various camp 
  encounters, their new platoon officer comes looking for 
  them. 
   
  A ball of glowing light floats towards you with a nifty 
  green hat floating just above it. In a singsong voice it 
  says, “Okay, you mortal maggots! Get in line. You’re 
  mine now. Welcome to the ranks of the skirmishers. 
  Now get those knee’s up and lets move. We have a 
  briefing to attend. Hup-hup-hup!” 
   
  This lantern archon is the officer in charge of the 
  secondary units that attack secondary targets during the 
  battle tomorrow. These units do not engage in the main 
  assault, but instead hold the rear guard and attack the 
  static defenses of the castle. 
   
  The PCs have a chance to ask a few short questions 
  of the archon while they travel to the headquarters (if not 
  already there) to catch the tail end of the briefing. 
  • 
  Who are you?: “I am the platoon officer of the 
  unit you have been rolled into. From now on 
  my word is law.” 
  • 
  Where are we going?: “You are late for the main 
  briefing for tomorrow’s engagement. Let’s 
  double-time so you can catch the tail end and 
  have some clue as to what you’re going to be 
  doing. Don’t want you marching the wrong way 
  tomorrow.” 
  • 
  How do I get out of this outfit?: “Stow that 
  talk.” 
  • 
  Can I be a squad leader?: “Yes, you can. You’re 
  now the squad leader. Now, so help me if your 
  squad falls out of line!” 
   
  �Skirmish Officer: Male lantern archon Ftr 2. 
   
  Without further ado, the PCs arrive at the headquarters 
  (the same building Meya Astra resides in). 
   
  The PCs are sat in the back of a room that somewhat 
  resembles a small lecture hall. The only soldiers left are 
  fellow second-rate skirmishers like the PCs. 
   
  The glowing ball of light seats you near the back of 
  circular seating looking down at a pulpit. The other seats 
  are filled with brown coats like you, eager to hear what 
  the winged celestial down below has to say. 
   
  The winged celestial down below has a pointer stick and 
  a small-scale model of tomorrow’s battlefield. He has just 
  finished droning on about the various objectives for the 
  units present and of the grand overview. But now that 
  the PCs have finally arrived, he’ll give a quick recap and 
  assign them to the only remaining objective. 
   
  The winged celestial address your officer, “Now that our 
  stragglers have arrived, we can wrap up this briefing,” 
  which brings a glower your way from the ball of light. 
   
  “To recap, this is Castle Triumph, and this is our 
  camp. While our main army marches on the castle and 
  the purple-bodied baatezu guarding it. These are the 
  approach towers that our main units will be 
  circumventing, but this comes at the price of exposing 
  our rears to withering ballista fire from the towers. You 
  skirmishers will be tasked with taking these towers as 
  quickly as possible and silencing those ballistae. Take 
  and hold until relieved. Any questions?” 
   
  • 
  What tower is our unit attacking?: “The only 
  tower left unassigned is the eastern approach 
  tower.” 
  • 
  What is our opposition?: “The Eastern approach 
  tower is held in trust by a consort of Jourantia, 
  know only as the Lady of the Purple Shroud. A 
  small garrison of between eight to twenty 
  bearded devils is known to barracks there.“ 
  • 
  What’s with the purple?: “This is the war 
  markings of Jourantia the pit fiend. All his 
  baatezu either color their torsos purple or wear 
  clothing of that color to denote their loyalty. If 
  you see markings of a different color, then its 
  
  COR5-14 All Roads Lead to Rauxes 
   
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  evidence of baatezu loyal to a different faction, 
  which could mean an alliance.” 
  • 
  Is an alliance a bad thing?: “Yes, it is very bad. It 
  could mean a major setback and reinforcements 
  for the besieged castle.” 
  • 
  What’s the terrain look like?: “You’ll need to 
  cross 500 feet of open ground to reach the walls 
  of the barracks that surrounds the tower. The 
  ballistae will be firing from the top of the 
  tower.“ 
  • 
  What if things go badly?: “Should the 
  unthinkable happen and the assault fails, our 
  units will fall back to the camp here, forfeiting 
  what ground is necessary, including the towers. 
  If the general retreat is sounded, then you may 
  pull back and retreat from your position, if 
  necessary. The camp is our point of last stand.” 
   
   
  After this, the briefing wraps up and the lantern 
  archon escorts the PCs back to their assigned billets. He 
  orders them to get some rest and be prepared for an early 
  rise tomorrow. He also informs them not to worry about 
  sentries, for the camp has that covered. 
   
  The PCs should take a few moments to decide what 
  tactics they’ll want for tomorrow, including spell 
  preparation, as they only have a short time to prepare 
  once awakened. 
   
  Once it becomes dark, the rest of the camp settles in 
  (except for the sentries of course). If the PCs stay awake 
  chatting for too long, the soldiers billeted nearby yell at 
  them to be quiet and go to sleep. 
   
  PART 7: THE ARMORY 
  Some PCs may have inquired about acquiring magical 
  weapons and armor while here in the camp. This is 
  possible, but the supply of weapons is scare. Many 
  magical weapons get destroyed and lesser magical 
  weapons are quickly snatched up by officers and hero 
  units. 
   
  J’neal Firecurls only has a few higher end magic 
  weapons and armor available. He insists on coin up front 
  and only coin brought into the rift from the prime plane. 
  Seems he has a special interest for precious metals from 
  the prime plane over those from the rift or from the outer 
  planes. 
   
  As well, J’neal Firecurls has no interest in trade-ins. 
  He only deals in his own creations or those of he knows. 
   
  The smith resembles a dwarf with hair of fire and a 
  beard of flames. He has brass-colored skin and appears to 
  have been forged from fire and metal. 
   
   
  It is important for the DM to keep the following in 
  mind. All purchases must be made on the spot—that is, 
  while in the camp and before the PCs leave the rift. The 
  gold used for these particular purchases must come from 
  the PCs’ AR, and not from over-cap gold. These items will 
  be access: adventure on the AR, and any item not 
  purchased needs to be crossed off. 
   
  The following items are for sale: 
  • 
  +2 Thinaun longsword (CW 23,315 gp) 
  • 
  +1 Last Resort Thinaun dagger (CW 18,302 gp) 
  • 
  Armor of the Unending Hunt (CW 21,500 gp) 
  • 
  Dwarven Thrower (DMG 60,312 gp) 
  • 
  +2 Adamantine Battle axe (DMG 9,010 gp) 
  • 
  Flame Tongue (DMG 20,715 gp) 
  • 
  Dwarven Plate (DMG 16,500 gp) 
   
  �J’neal Firecurls: Male azer Rog 10, LG. 
   
   
  Treasure: None of the following are lootable 
  treasure. It is only obtained if a PC purchases it with gold 
  on hand from their last AR. 
   
  See appendix for items from CW (Complete 
  Warrior). 
   
  All APLs: Loot—0 gp, Coin—0 gp, Magic—+2 
  Thinaun longsword (no loot), +1 Last Resort Thinaun 
  dagger (no loot), Armor of the Unending Hunt (no loot), 
  Dwarven Thrower (no loot), +2 Adamantine Battle axe 
  (no loot), Flame Tongue (no loot), Dwarven Plate (no 
  loot). 
   
  Development: Not all PCs may want to join up with this 
  army. Though less satisfactory, there are some 
  alternatives for PCs to approach their problems. 
   
  Siege Too Early 
  Regardless of if they join the army or not, if the PCs 
  attack the eastern tower before the start of the celestial 
  attack, then the baatezu are not only allowed to use their 
  summon baatezu ability, but it should be used at first 
  opportunity. Note, normally, none of the baatezu uses 
  their summoning ability in Encounter 5.1. 
   
  Dereliction of Duty 
  PCs who sign up for the army but grossly forsake their 
  duty 
  suffer 
  the 
  inevitable 
  consequences. 
  Such 
  derelictions could include: leaving the base without 
  mustering out, not fighting in the battle, extreme 
  cowardice, and so on. 
   
  Those who do so are paid a visit by a squad of 
  Kolyaruts (Inevitable). The PC(s) are asked nicely to 
  return for punishment of 1d6 TU’s imprisonment. 
  Refusal to do so means summary execution. 
   
  All APLs: 
  �Kolyaruts (4): 91 hp (each); see Monster Manual pg 
  159. 
   
  What Else? 
  If something else arises, check Encounter 3B: The Other 
  Way Around. It’s a short alternative for those PCs 
  wishing to avoid possible trouble and head straight 
  towards Rauxes. 
   
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 23 
  ENCOUNTER 5: THE SIEGE 
  Morning arrives with a flight of trumpet archons 
  playing reveille. The ball of light with the green hat 
  floating above it comes for you during your 
  preparations. 
   
  “Ok, this is the time. I’ll escort you to your starting 
  positions. You’ll be under cover to start, but you’ll need 
  to cross 500 feet of open ground to get to the barracks 
  and tower. Don’t start till you hear the signal and for the 
  love of the Archpaladin, take out those ballistae quickly. 
  Our boys are counting on you!” 
   
  The PCs are then escorted to a place where some terrain 
  protects them while they wait. 
   
  The rest of the army forms up; regiment upon 
  regiment, mortals and celestials, infantry and cavalry. 
  Then the horn sounds for the main army to start. As it 
  does, explosive ammunition (detailed in Complete 
  Warrior) fired from ballistae starts to rain down on the 
  army from all of the approach towers within range. 
   
  Not long after that, the horn is blown for all of the 
  skirmishers (including the PCs) to race out and take 
  down their objectives. 
   
  The lantern archon officer goes off to supervise the 
  unit as a whole, elsewhere. 
   
  PART1: BAATEZU IN A PURPLE DRESS 
  Five hundred feet in the distance, a small walled fort 
  with a lone tower rains death down on the main army. 
  The walls of the fort are covered in black obsidian 
  thorns. 
   
  This small fort and tower (like the others that ring Castle 
  Triumph) are meant to act as forward defenses and 
  observation posts for the castle. It’s not the best of 
  designs, but then again, neither is the castle itself. 
   
  The eastern approach tower, the one the PCs are 
  attacking, is the personal lair of The Lady of the Purple 
  Shroud, an erinyes consort to the pit fiend that 
  commands the castle. 
   
  On top of the tower is an open area that houses four 
  animated ballistae loaded with explosive ammunition. 
  (Explosive ammunition is detailed in Complete Warrior.) 
  These animated siege weapons function on their own 
  without need for a crew. They can even change firing 
  positions unassisted. 
   
  The drawback to these weapons is their rules of 
  engagement. In this encounter, the ballistae always focus 
  their fire on the main body of the celestial army. Under 
  no circumstances do they turn and engage the PCs. If the 
  PCs can get into position, they can destroy these 
  animated objects with ease. 
   
  The tower has a staircase running up to the roof and 
  a hatch and ladder leading down to the cellar (where the 
  entrance to the secret tunnel is located). 
   
  The PCs’ objective is to attack this small fort, defeat 
  the defenders, destroy the ballistae and hold the fort until 
  relieved or until a general retreat is called. 
   
  During this time, the PCs can explore the tunnel in 
  the basement. Or, for those lawful PCs who refuse to 
  abandon their posts, they can wait until the general 
  retreat is called, in which case, they have a number of 
  rounds to wait, adjusted by how many rounds it took to 
  destroy all the ballistae. 
   
  The first round of combat begins when the horn 
  sounds with the charge order. From there, the PCs have 
  500 feet to go. At APL 8+, they’ll have the Lady of the 
  Purple Shroud firing upon them. 
   
  Creatures: The following creatures are encountered here. 
  They begin inside the fort. 
   
  APL6 (EL 9) 
  �Bearded Devils (4): 45 hp (each); see Monster Manual 
  pg 52. 
   
  APL8 (EL 11) 
  �Bearded Devils (4): 45 hp (each); see Monster Manual 
  pg 52. 
  �Lady of the Purple Shroud: female erinyes; LE; 107 hp; 
  Ftr 1 see appendix. 
   
  APL10 (EL 13) 
  �Bearded Devils (8): 45 hp (each); see Monster Manual 
  pg 52. 
  �Lady of the Purple Shroud: female erinyes; LE; 130 hp; 
  Ftr 3 see appendix. 
   
  APL12 (EL15) 
  �Mooks (8): male bearded devils; LE; 78 hp (each); Ftr 2 
  see appendix. 
  �Lady of the Purple Shroud: female erinyes; LE; 164 hp; 
  Ftr6 see appendix. 
   
  ALL APLs 
  �Animated Object (ballista), medium (4): 31 hp (each), 
  hardness 5; see Monster Manual pg 13. 
  � Main Doors: 2 in. thick; hardness 10; hp 30; AC 5; 
  Break DC 22. Barred from inside. 
  � Tower doors/hatch: 1 in. thick; hardness 5; hp 10; AC 
  5; Break DC 15. Not barred or locked. 
   
  Tactics: The Lady of the Purple Shroud and her foot 
  soldiers are eager for battle. Unfortunately, some of their 
  forces have been redistributed around the castle. At their 
  height, they had twenty bearded devils here. Now they 
  have only four or eight (depending on APL). 
   
  As well, at APL 6, the Lady of the Purple Shroud has 
  been called away and is not present for the battle. 
   
  All APLs: At no time do any of the devils, regardless 
  of APL, use their summon baatezu ability. It is just too 
  costly for them in the long run here in the rift. 
   
  The devils use all their other abilities to the fullest. 
  As well, all devils take any presented opportunity to 
  administer a coup de grace. There is no mercy or 
  prisoners on this battlefield. 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 24 
   
  At APL6 the bearded devils defend the fort from the 
  battlements. They half have cover from the wall and are 
  10 feet up from the ground. Since they have no ranged 
  attacks, if they get peppered by missile fire, they can 
  either jump/charge down from the battlements or use 
  their teleport ability to engage the PCs outside of the fort. 
   
  The devils make no special attempt to defend the 
  ballistae, except to chase down PCs. 
   
  The bearded devils fight to the death. 
   
  APL 8+: At the upper APL ranges, the Lady of the Purple 
  Shroud is present for the combat. She is the only 
  combatant with a ranged attack, but uses it to devastating 
  effect. She’s an excellent archer and has the Far Shot feat 
  at higher APLs. 
   
  The bearded devils are more inclined to defend the 
  fort from its walls and let the erinyes fly around and rain 
  death from 100 feet or more up in the air. If need be, 
  though, the bearded devils come out of the fort and do 
  battle in the open. 
   
  The bearded devils fight to the death, but the Lady of 
  the Purple Shroud is inclined to teleport to safety (along 
  with her loot) once she’s down to less than 30 hit points. 
   
  Treasure: This treasure is taken from the dead baatezu 
  (assuming the Purple Lady doesn’t escape). 
   
  APL 6: Loot—200 gp, Coin—0 gp, Magic—0 gp 
   
  APL 8: Loot—400 gp, Coin—0 gp, Magic—+1 
  flaming composite longbow (+6 Str bonus) (750 gp each). 
   
  APL 10: Loot—400 gp, Coin—0 gp, Magic—+1 
  flaming composite longbow (+6 Str bonus) (1583 gp 
  each), lesser bracers of archery (416 gp each). 
   
  APL 12: Loot—400 gp, Coin—0 gp, Magic—+1 
  flaming composite longbow (+6 Str bonus) (1583 gp 
  each), greater bracers of archery (2083 gp each), gloves of 
  dDexterity +2 (333 gp each), belt of giant strength +4 
  (1333 gp each). 
   
  Development: Once the PCs hold the fort and tower, 
  they can search the basement to find the entrance to the 
  secret tunnel that leads to the abandoned lair of one of 
  the Footmen cultists. 
   
  After the PCs have secured the fort, those who want 
  to can look out at the ongoing battle. Some towers are 
  just being taken but still raining explosive death into the 
  rank and file of the celestials. 
   
  The main army is engaging the purple-designated 
  baatezu and the pit fiend is doing battle with winged 
  celestials. 
   
  All is going well enough, until a planar rift opens up 
  to the flank of the celestial army and out of it a good-sized 
  horde of yellow-marked baatezu start to march out. The 
  fighting starts to get desperate and the general retreat is 
  sounded. Somewhere the little lantern archon officer is 
  cursing, “Darn it, that’s the fifth time this year that that’s 
  happened! Next time though, next time!” 
   
  Now as to how this affects the PCs. 
   
  The PCs are going to find their fort is on the wrong 
  side of the battle line. When the baatezu give chase back 
  to the celestial camp at Wendern, they’ll be coming right 
  past the eastern approach tower. 
   
  If any PCs are in sight and need rescuing, brave Sir 
  Trachous of the Third Dothion Air Calvary and his 
  celestial griffon riders swoop in to lift them away. 
   
  From when the PCs started initiative to when the 
  general retreat was called depends on how long it took 
  the PCs to neutralize all four ballistae. 
   
  To calculate this use the following formula, where 
  ten rounds equals a minute, start with 50 rounds as a base. 
  For every round it took for the PCs to destroy the 
  ballistae, subtract 1.5 rounds. 
   
  So for example, if it took 10 rounds from the start of 
  the charge to the destruction of the ballistae (even if the 
  devils were still alive), then multiply 10 by 1.5 = 15 
  rounds. Subtract that from 50, and in 35 rounds from the 
  beginning of the combat, the general retreat is called. 
   
  It takes a number of rounds for the baatezu to chase 
  the celestials off the field. This number is equal to 30 
  minus the number of rounds it took for the PCs to 
  destroy the ballistae. 
   
  If the PCs are still inside enemy territory when the 
  battle is lost, then the PCs are forced from the tower by 
  overwhelming numbers. 
   
  During this time, the PCs need to get past the trap 
  and the secret door (it’s important to keep track of 
  rounds), search the abandoned hideout, loot the treasure 
  inside and escape the battlefield. 
   
  PCs who don’t mind abandoning their posts can do 
  this during the battle. PCs who refuse to abandon their 
  posts can do this during the general retreat (for they have 
  standing orders to abandon their position). 
   
  PART 2: THE WENDERN MINX 
  The cellar walls of the tower are decorated with small 
  stone statues of animals. The granite eyes seem to 
  noticeably track your movements. 
   
  The ladder from above comes down to the center of the 
  cellar. In mortal times, this was a supply area, but the 
  baatezu have no need to stock it. 
   
  Before the magical rift, these stone ornaments were 
  just that. The statue of the wendern minx (a local tailless 
  cat species) was used to hide the activation point for the 
  secret door leading to the tunnel. 
   
  Now that wild magic has infused them, the statues 
  have a bit of life to themselves. While still stone, they’ve 
  taken on some of the characteristics of the animals they 
  imitate. 
   
  There are four small statues. The north wall has a blunt-
  nosed raccoon, the south wall has a plumed duck, the 
  west wall has a tailless cat and the east wall has a three-
  legged dog. 
   
  Though not how the secret door was originally intended 
  to work, the magic of the rift has changed it to work as 
  follows. 
   
  If a PC approaches within 5 feet of one of the statues, 
  it starts to kick up a fuss. The cat hisses, the duck quacks, 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 25 
  the raccoon chatters, etc. The stone animals cannot leave 
  their placement on the wall, but anyone attempting to 
  interact with them physically (i.e., search them, examine 
  them, etc) automatically takes 1 point of damage (no 
  attack roll required) each round as the stone animal 
  freaks out and flails around. 
   
  The only way to appease these statues is to succeed at 
  a Handle Animal check or on an untrained Charisma 
  check. Each attempt takes one round. Only one PC may 
  attempt the check with a particular animal in a round, 
  though aiding is allowed. 
   
  These DCs are APL-related and are listed below: 
   
  APL 6: 
  16 
  APL 8: 
  20 
  APL 10: 
  24 
  APL 12: 
  30 
   
  There is, however, a catch. Only the tailless cat activates 
  the secret entrance to the tunnel. If the PCs become 
  friendly with it, they can pet it and the entrance opens. 
   
  Should the PCs succeed with one of the checks 
  listed above with any of the other three animals and then 
  move in to interact with it (or physically interact within 
  while attempting to win it over), a magical trap is set off. 
   
  The statues are easy to destroy, having only 1 hp 
  each and a hardness of 1. But each time one of the four 
  statues is destroyed, the trap is set off (and reset for the 
  next trigger). 
   
  If the tailless cat is destroyed, its placement reveals 
  both a trap trigger and the mechanism to open the secret 
  door. 
   
  The actual secret door is well hidden, located near 
  the tailless cat. While the PCs can find it with a tough 
  search, the only way to actually open it is with the cat 
  statue or to smash it open. Smashing through the door 
  triggers the trap (only once). 
   
  � Secret Stone Door: 3 in. thick; hardness 15; hp 50; AC 
  5; Break DC 30. Search check DC 25+APL 
   
  Trap: The following trap is physically harmless to the 
  PCs, but its unknown nature could create paranoia. The 
  effects leave the skin slightly itchy and a benign green 
  mold grows on the PCs’ equipment. The effect lasts until 
  the PCs leave the rift. 
   
  The effect just materializes above any PCs who are in 
  the cellar. A DC 20 Knowledge (dungeoneering) check 
  identifies it as a dead green slime. A DC 30 Knowledge 
  (the planes) check identifies planar bacteria of unknown 
  qualities within the green substance. 
   
  All APLs 
  � Spoiled Ooze trap: CR 0; magical device; touch 
  trigger; automatic reset; Atk area effect; spoiled ooze 
  (harmless) Reflex save DC 25; Search DC 30; Disable 
  Device DC 30. 
   
  PART 3: THE BACKUP LAIR 
  Once the secret door has been penetrated, a long winding 
  tunnel is discovered. It has no lighting, and the walls are 
  smooth as if crafted by magic. 
   
  The tunnel is 5 feet wide and 5 feet high and 
  approximately 500 feet long. It leads under Castle 
  Triumph. The lair has long been sealed off from the 
  actual castle due to remodeling done in the castle and 
  structural collapses. 
   
  The chamber at the far end of the tunnel is small and 
  dusty. Archways and stairs suggest a larger complex 
  beyond but all are caved in. A lone table occupies the 
  room. A small locked chest sits upon the table. 
   
  �Simple wooden chest: 1 in. thick; hardness 5; hp 10; 
  AC 5; Break DC 18. Open Lock DC 20. 
   
  Examining the Chest 
  The chest is not trapped and weights 20 pounds. It 
  contains the back-up key, directions for an apprentice to 
  follow to the secret meeting place within Rauxes, and 
  some magical treasure. 
   
  Once the chest is opened, read the following; 
   
  Inside the chest is a 12 inch black bobby-pin with the 
  numbers 281 emblazed on the head. As well, there is a 
  short letter with some directions attached and a handful 
  of magical scrolls. 
   
  The letter is a simple note to an unnamed 
  apprentice. It gives instructions on how to enter Rauxes 
  via a secret entrance to the undercity. This entrance is 
  located less than a mile from the city walls. The map 
  only directs to a place called “The Vomitorium”, which 
  then somehow leads into a place called “The Imperial 
  Theatre.” It’s implied this is a backup meeting place 
  should things go ever go wrong. 
   
  A DC 15 Knowledge (arcane) check reveals that the foot-
  long pin with the number on it is a key. 
   
  A DC 20 Knowledge (local-core) check reveals that 
  the rod is a key to a numbered burial plot in the Oltary 
  Park graveyard of Rauxes. 
   
  A DC 25 Bardic Knowledge check reveals that the 
  rod is similar to those found in the crypts of low nobles 
  in Rauxes. 
   
  Treasure: Key 281 is a plot specific item to this adventure. 
  It, along with the rest of this treasure, comes from the 
  chest. 
   
  APL 6: Loot—0 gp, Coin—0 gp, Magic—Key 281- 
  (10 gp each), scroll of shadow conjuration, greater (190 gp 
  each), dispel magic, greater (94 gp each). 
   
  APL 8: Loot—0 gp, Coin—0 gp, Magic—Key 281- 
  (10 gp each), scroll of shadow conjuration, greater (190 gp 
  each), dispel magic, greater (94 gp each), scroll of bear’s 
  endurance, mass (138 gp each). 
   
  APL 10: Loot—0 gp, Coin—0 gp, Magic—Key 281- 
  (10 gp each), scroll of shadow conjuration, greater (190 gp 
  each), dispel magic, greater (94 gp each), scroll of bear’s 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 26 
  endurance, mass (138 gp each), scroll of wall of iron (141 
  gp each). 
   
  APL 12: Loot—0 gp, Coin—0 gp, Magic—Key 281- 
  (10 gp each), scroll of shadow conjuration, greater (190 gp 
  each), dispel magic, greater (94 gp each), scroll of bear’s 
  endurance, mass (138 gp each), scroll of wall of iron (141 
  gp each), scroll of delayed blast fireball (190 gp each). 
   
  Detect Magic Results: Key 281 (faint abjuration). 
   
  Development: The PCs need to grab the chest and its 
  contents and escape the battlefield before time runs out. 
   
  Once back at the camp, they’ll find that the celestials 
  have regrouped (since the good planes have a bit of 
  influence here) and the purple baatezu have retreated 
  back to their original territory as their reinforcements 
  drift away: just another day on an Acheron-influenced 
  plane. 
   
  Most PCs likely want to muster out now and move 
  on. The green hats are ready to help them on their way. If 
  they don’t muster out then the following days are spent 
  recovering from the battle. No new battles take place 
  while the PCs are still in the army. 
   
  For those of the Kelanen persuasion, Meya Astra is 
  ready to live up to her end of the bargain. For further 
  details on that, see the extra TU encounter. 
   
  Some sad news, Stylus Rel fell while leading a 
  rearguard action. His mutilated body was recovered, but 
  it is some time before he can be revived and is ready to 
  move on. His unit stays around until he is raised. They 
  suggest the PCs go on to the temple without them. 
   
  ENCOUNTER 6: MURDER IN 
  THE VOMITORIUM 
  Note: Teleportation-type effects of all sorts in and out of 
  the City of Rauxes is impossible for all but the most 
  powerful of beings. This is an effect of the planar rifting. 
   
  PART 1: THE OUTER LIMIT 
  Following the dirawaen road and the crude map found in 
  the chest beneath Castle Triumph, the PCs arrive at a 
  collection of hovels a little less than a mile from the city 
  walls of Rauxes. 
   
  This is where the Footmen wagon train came to. 
  They were unpacking their goods when some local fiends 
  came across them. The fiends were destroyed, but the 
  wagons and a good portion of the supplies (including a 
  few trolls) were destroyed. 
   
  In the distance, the walls of Rauxes are clearly 
  visible. Every day at dawn, the city resets to its pristine 
  state, as if it’s just another peaceful dawn in the city-state 
  of an evil overlord. But as the day progresses, all of its 
  mortal (and some immortal) citizens start their day anew 
  in what is best described as a sinister groundhog day. 
   
  The city starts to burn as thousands of cursed souls 
  battle it out, killing each other, day after day. The streets 
  are very dangerous because of those rioters, but they 
  become even more dangerous from all the outsiders that 
  have come to reside in the city. 
   
  The walls are guarded by all manners of CR 14+ 
  creatures. A half-fiend very old red dragon is one of the 
  members of the food chain in the city. Luckily for most, 
  he prefers to just watch and scoop up the occasional 
  morsel. 
   
  In short, going over or through the walls is suicide. 
  The only relatively safe way in is through one of the 
  entrances to the undercity. 
   
  When the PCs first see the remains of the wagons 
  read the following: 
   
  Before you are the remains of three burned-out wagons 
  and some rundown hovels, that no-doubt once housed 
  peasants. A block and tackle is hooked up in the middle 
  of one of the hovels. 
   
  It’s easy to find that the block and tackle is above a 10-
  foot deep entrance shaft. It’s a hole wide enough for a 
  horse to be lowered in (which is exactly what the tackle 
  was used for) and there is an old iron ladder leading 
  down. 
   
  This is the starting point of the crude map provided 
  for the nameless apprentice so many years ago. There are 
  many twists and turns and unmarked passageways, many 
  of them flooded. As long as the PCs stick to the crude 
  map, they’ll come out at the entrance to the underground 
  Vomitorium of Baalzy. 
   
  PART 2: FINGER POKING GOOD 
  Note: This encounter resets every dawn. The PCs need to 
  please the Server, kill him, or sneak past him if they come 
  through here a second time (presuming the PCs know 
  the way after the first time). 
   
  The tunnel opens up into a large, humid chamber. The 
  air reeks of rot and acidity. A stone walkway leads to a 
  raised dais with a lavish meal on it. Elsewhere, murky 
  waters churn like cow cud, as sickly remnants drip from 
  overhead channels. 
   
  A voice booms out, “Come forth. Dine at the table of 
  Baalzy, or face his wrath.“ 
   
  This is the voice of the half-fiend otyugh caretaker of this 
  place. Somewhere up top is the temple of Baalzy, the fake 
  church front for an archdevil in league with the old 
  overking. This place is the vomitorium; a place for the 
  truly privileged to celebrate their gluttony. Lesser places 
  like this funnel their partial digested food into this main 
  shrine of decadence and waste. 
   
  Like everything in this city, the planar rift has given 
  it a little extra touch. 
   
  This place is watched over by a creature (or two of 
  them, at APL 12) called simply “the Server(s)”. In addition 
  to being a half-fiend the otyugh at higher APLs is 
  advanced and also “of legend.” 
   
  The chamber echoes his voice and he has plenty of 
  places to hide. He stays in the deep acid baths (this acid 
  only deals 1d4 damage per round, well below his 
  resistance value). Eventually, the PCs are able to locate 
  him as he converses with them. 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 27 
   
  The areas marked “acid vats” on the map are all 15 
  feet deep and deal 1d4 points of acid damage a round to a 
  PC and his equipment when exposed. 
   
  There are many exits from this chamber, all with 
  tunnels and staircases leading mostly to the surface and 
  different buildings. One of those is the Imperial Theatre, 
  the place the PCs need to go. All others lead to the 
  extreme hostility of Rauxes in turmoil and certain doom. 
   
  The PCs’ map does not indicate which exit to use, 
  but the Server can tell them, if they pass his test. Failing 
  that, the PCs can kill him and just search around for 
  evidence of the trail of the Footmen. Two horses tend to 
  leave a bit of a trail. 
   
  A few words with the Server: 
  • 
  Who are you?: “I am the Server. “ 
  • 
  What is this place?: “This is the joyous shrine of 
  Baalzy, his bountiful vomitorium.“ 
  • 
  Are we going to fight you?: “You, like all the 
  others before, wish to pass. To do so, you must 
  partake in celebration or face the wrath of 
  Baalzy.” 
  • 
  So, did some guys with horses come through 
  here?: “Yes, I know the ones you speak of. Some 
  of them eventually proved their worth—
  enough to pass.“ 
  • 
  Can you tell us which way they went?: “If you 
  succeed in the contest, then yes, I shall, and give 
  you safe passage as well.” 
  • 
  Who’s Baalzy?: “The great god of bounty and 
  indulgence. The divine patron of this city. I am 
  one of his chosen servers.” 
  • 
  Is this contest dangerous?: “Yes. Yes it is.” 
  • 
  Is it poisoned?: “Most of it, yes. But it’s delicious 
  and filling. Though it does tend to give a little 
  bit of gut rot.” 
  • 
  What if we fail this challenge:? “Then I eat you 
  in celebration!” 
  • 
  Can we cast spells before starting?: “Yes, you 
  may. But should you try to deceive or threaten 
  me, the contest is off. Beware, Baalzy knows all 
  in his chamber.“ 
  • 
  What are the rules?: “All food from the table 
  must be consumed. When all food has been 
  consumed, the contest is over. You may use 
  your magic to aid you, but make no hostile 
  gestures towards me.“ 
   
  The Contest 
  The table in the middle of the chamber is magical. It’s 
  akin to a cursed heroes feast, but with more of an angle 
  on gluttony. 
   
  The PCs can either fight their way through, or they 
  can take on the potentially lethal challenge on the 
  Server’s terms and win the information and safe conduct. 
   
  There are ten seats at the table. All the PCs have to 
  do is eat everything on the table and make it empty. The 
  catch is that the food keeps reappearing. As well, most of 
  the food is mildly poisonous. The PCs find their 
  stomachs filling up faster than they are clearing the table. 
   
  If the PCs can accomplish this nauseating feat, then 
  the Server is true to his words. If the PCs refuse or 
  attempt trickery and or deception, combat begins. 
   
  The Mechanics of the Contest 
  The table starts with 40+APL units of food. As food is 
  taken away, it regenerates 1d10+1/2 APL units every 
  round, but there are never more than 40+APL units on 
  the table. 
   
  The PCs (and their companions, familiars, animal 
  companions etc) can consume a certain amount of food 
  per person each round, depending on size. 
   
  Tiny = 1 unit 
   
  Small = 1d4 units 
   
  Medium = 1d8 units 
   
  Large = 2d6 units 
   
  Huge = 2d10 units 
   
  PCs may attempt to overeat in a round and roll an 
  additional dice equal to one size smaller than their size 
  would normally allow, but in doing so, the PC must pass a 
  Constitution check equal to 5+APL or become nauseated 
  for the next round (thus missing a turn of food 
  consumption, and taking 2d8 points of non-lethal 
  damage from dehydration). PCs who overeat but pass this 
  Constitution check still take 1d4 points of non-lethal 
  damage from the oddly expanding food. 
   
  Every PC who eats in a round must roll an additional 
  1d10. This is to determine any special effects of the food 
  they’ve just consumed. Check the APL-dependant chart 
  for what each food consumer risks. 
   
  Casting purify food and water on the food has an 
  effect that lasts only one round. During that round all 
  rolls of the 1d10 special effects (the following APL chart), 
  are at –2. The spell could be cast each round. 
   
  Casting neutralize poison on the food directly 
  destroys 1d4 units of food per caster level. The food 
  simply melts away and is not replaced. 
   
  APL 6 
  1. 
  No effect. 
  2. 
  No effect. 
  3. 
  No effect. 
  4. 
  No effect. 
  5. 
  Targeted dispel magic, caster level 8. 
  6. 
  Lesser restoration spell. 
  7. 
  Poison spell, Fort DC 14. 
  8. 
  Broken glass, Ref DC 16 to avoid, 1d6+3 
  damage. 
  9. 
  Poutine extract (poison), Fort DC 20 or 
  nauseated for 1 round (no secondary effect). 
  10. Id Moss (poison), Fort DC 14, Initial 1d4 Int, 
  Secondary 2d6 Int. 
   
  APL 8 
  1. 
  No effect. 
  2. 
  No effect. 
  3. 
  Oil of Taggit, Fort DC 15 or unconsciousness for 
  1d3 hours. Add 2 foot units back to table. 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 28 
  4. 
  Targeted dispel magic, caster level 10. 
  5. 
  Targeted dispel magic, caster level 10. 
  6. 
  Lesser restoration spell. 
  7. 
  Poison spell, Fort DC 16. 
  8. 
  Broken glass, Ref DC 18 to avoid, 1d6+5 
  damage. 
  9. 
  Terinav Root, Fort DC 16, Initial 1d6 Dex< 
  Secondary 2d6 Dex. Add 4 food units back to 
  table. 
  10. Id Moss (poison), Fort DC 14, Initial 1d4 Int, 
  Secondary 2d6 Int. 
   
  APL 10 
  1. 
  No effect. 
  2. 
  No effect. 
  3. 
  Oil of Taggit, Fort DC 15 or unconsciousness for 
  1d3 hours. Add 2 foot units back to table. 
  4. 
  Targeted dispel magic, greater, caster level 12. 
  5. 
  Targeted dispel magic, greater, caster level 12. 
  6. 
  Lesser restoration spell. 
  7. 
  Poison spell, Fort DC 18. 
  8. 
  Broken glass, Ref DC 20 to avoid, 1d6+10 
  damage. 
  9. 
  Dark reaver powder (poison), Fort DC 18, Initial 
  2d6 Con, Secondary 1d6 Con + 1d6 Str. 
  10. Lich dust (poison), Fort DC 17, Initial 2d6 Str, 
  Secondary 1d6 Str. 
   
  APL 12 
  1. 
  No effect. 
  2. 
  No effect. 
  3. 
  Oil of Taggit, Fort DC 15 or unconsciousness for 
  1d3 hours. Add 2 food units back to table. 
  4. 
  Targeted dispel magic, greater, caster level 14. 
  5. 
  Targeted dispel magic, greater, caster level 14. 
  6. 
  Restoration spell. 
  7. 
  Poison spell, Fort DC 20. 
  8. 
  Tacks and razors, Ref DC 18 to avoid, 2d6+15 
  damage. 
  9. 
  Dark reaver powder, enhanced (poison), Fort 
  DC 20, Initial 2d6 Con, Secondary 1d6 Con + 
  1d6 Str. 
  10. Lich dust, enhanced (poison), Fort DC 19, 
  Initial 2d6 Str, Secondary 1d6 Str. 
   
   
  There is no rule against the PCs having companions, 
  or even summoned creatures, to help consume the food, 
  but all food must be consumed from the table and in the 
  immediate vicinity of the table (so its okay to throw 
  scraps to floor-bound animals). 
   
  The contest goes on until, at the end of a round, all 
  food produced by the table has been eaten (regardless 
  where it’s ended up). Uneaten food that’s been disposed 
  of into the acid pools automatically reforms on the table 
  (not including vomited food). 
   
  PCs who magically increase their size, and thus use a 
  larger die for eating, but they do not suffer and ill effects 
  when they return to normal size. 
   
  All PCs need not participate, but the outcome still 
  rests the same. The Server does not allow the PCs to pass 
  into any of the many archways until the contest has been 
  won, or the Server is dead. 
   
  In fact, it might be advantageous for only some of 
  the PCs to do the actual eating. Having a cleric standing 
  back and casting healing/support spells, or having a mage 
  summon forth monsters to do his eating for him, would 
  all be a potentially better effort. 
   
  Creatures: The following creatures are encountered here. 
   
  APL6 (EL 8) 
  �Half-Fiend Otyugh, Advanced (14HD): 88 hp; see 
  Appendix. 
   
  APL8 (EL 10) 
  �Half-Fiend Otyugh of Legend: 122 hp; see Appendix. 
   
  APL10 (EL 12) 
  �Half-Fiend Otyugh, Advanced (10HD) of Legend: 192 
  hp; see Appendix. 
   
  APL12 (EL14) 
  �Half-Fiend Otyugh, Advanced (10HD) of Legend 
  (male): 192 hp; see Appendix. 
  �Half-Fiend Otyugh, Advanced (10HD) of Legend 
  (female): 192 hp; see Appendix. 
   
  Tactics: Before combat starts (if it does start), the Server 
  (the half-fiend Otyugh), keeps his distance from the PCs. 
  Once combat does start, be it because the gauntlet has 
  been thrown down—or the PCs have broken the rules of 
  the contest in some way—then he still tries to keep his 
  distance while using his spell-like abilities. 
   
  Should he need to, he attempts to smash the PCs 
  with his constriction ability and melee damage. He has 
  no interest in leaving the acid pool. 
   
  Treasure: Deep in the gullet of the Server are some magic 
  items. They help him digest. The beast needs to be cut 
  open to retrieve them. 
   
  APL 6: Loot—0 gp, Coin—0 gp, Magic—horn of fog 
  (166 gp each). 
   
  APL 8: Loot—0 gp, Coin—0 gp, Magic—horn of fog 
  (166 gp each). 
   
  APL 10: Loot—0 gp, Coin—0 gp, Magic—horn of 
  fog (166 gp each), lyre of building (1083 gp each). 
   
  APL 12: Loot—0 gp, Coin—0 gp, Magic—horn of 
  fog (166 gp each), lyre of building (1083 gp). 
   
  Development: Once the PCs have passed the contest, the 
  Server tells them which passage the party with the two 
  horses used. He’ll also mention that they had lots of trolls 
  that didn’t make it out of this chamber. 
   
  If the PCs instead battle the Server, they can spend a 
  little more time investigating each of the many 
  passageways. Eventually they’ll find evidence of the 
  Footmen 
  passing 
  through 
  (most 
  notably, 
  horse 
  droppings). 
   
  This brings the PCs to the backroom of the Imperial 
  Theatre. 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 29 
   
  ENCOUNTER 7: ALL THE 
  OERTH’S A STAGE 
  The PCs enter the Imperial Theatre from a secret passage 
  off to one side. It was originally intended for the elite to 
  sneak off to indulge themselves after a performance. 
   
  The only inhabitants of the theatre now are Floria of 
  Rauxes- the last of the Footmen to return here, a few 
  Footmen minions (trolls or golems, depending on APL), 
  two young noble siblings polymorphed into horses, and 
  an inevitable of time and space named Pro’grom. 
   
  Back in the days when Rauxes was just your run-of-
  the-mill city of evil, the Footmen of the Spider Throne 
  would make pilgrimages from their rural havens to this 
  theatre. All Footmen love the theatre and would so much 
  love to be in the spotlight, but none of them have the 
  true heart or the talent to be center stage. 
   
  Those who made it past all the dangers of the rift and 
  the undercity regrouped here. They laid down the floor 
  markings (to guide the feet in the ritual) and gathered 
  together what props they needed. 
   
  They soon set off in force to make their way to the 
  park where the cache of magic is hidden, but their 
  arrogance lead to a massacre by the various denizens 
  rioting in the streets of Rauxes. 
   
  Floria, being a native of Rauxes, knew the streets 
  well enough to escape back to the theatre with the two 
  horses and what few minions she could drag along. 
   
  Thankfully, the warding built into the theatre to 
  keep the overkings safe during command performances 
  have kept the chaos of the streets at bay. Floria’s first 
  order of business is to find a way out of this horrible 
  place. 
   
  What frustrates her even more is the sudden 
  appearance of a clockwork man with an hourglass motif. 
  She doesn’t truly understand what this inevitable of space 
  and time is, and that frightens here. When it first 
  appeared, she tried questioning it, bargaining with it, 
  threatening it (but never attacking), but to no avail. Now 
  she’s moved on to ignoring it. And still Po’grom watches 
  the stage from the seats. 
   
  PART 1: CURTAIN CALL 
  As the PCs near the exit of the tunnel, they can hear 
  Floria screaming her frustration down at the poor 
  hobbled horses on the stage. 
   
  A shrill women’s voice echoes about from the chamber 
  ahead. “NO! NO! NOT AT ALL! You must have gotten 
  stupid horse brains too. Now try again, or so help me, I’ll 
  send you out into the streets.” 
   
  Floria is yelling from a director’s overhang, connected by 
  catwalks above the main stage. Her minions are off to the 
  sides of the stages keeping guard and being ready to 
  move props and scenery around at her command. 
   
  She moves fully into desperation as she feebly 
  attempts to change the ritual to work with just her and 
  the two horses. There is no chance in this succeeding 
   
  �Floria of Rauxes 
  Personality: On the outside, she can be charming, always 
  flashing a smile, just like many of her fellow Footmen. 
  She’s the type who professes an interest in doing 
  someone a favor or a service to her public all for the 
  greater good and selfless act. 
   
  But all of that is a sham. She merely imitates the 
  good-hearted on the outside, for inside she boils over 
  with jealousy and spite. She knows she could never be a 
  great person; she’ll always be a petty and small hack. She 
  lacks the ability to comprehend why good people do 
  good things, and that scares her. 
   
  These are traits she has in common with the rest of 
  the Footmen, thus one of the reasons their kind have 
  gravitated together. 
   
  She has a love of the theatre, obscure references of 
  theatrical history and the culture it creates. She focuses 
  more on it and besting others with these obscurities, 
  because she can never create originals herself. 
   
  For those who haven’t gotten to know her, she can 
  be quite convincing and genuine. This has allowed her to 
  excel at her evangelistic abilities. 
   
  She wants out of Rauxes. She doesn’t care about the 
  cache or the Footmen cause anymore, not while her 
  selfish soul is at risk. On the other hand, she hates good 
  people, for just being around them is a constant reminder 
  of her shortcomings. This has a good chance for combat, 
  but she might want to work together. 
   
  Appearance: Floria of Rauxes is of Oeridan decent 
  with dark brown hair and a slim, distinguished face one 
  might expect from over-bred nobility. When she’s angry, 
  she can sneer with the best of them, but most of the time 
  her feelings are hidden by a fake smile. 
   
  This chamber is actually a grand theatre. These secret 
  stairs come out near the seating section and the stage. 
  Two horses, muzzled and hobbled, stand on the stage. 
  Lumbering figures stand near the wings. A women 
  stands among the catwalks and a bizarre clockwork man 
  watches you from the seating. 
   
  If the PCs are willing to parley, then so is Floria. The PCs 
  even have a chance to enter into an alliance with her 
  (though many good PCs may object to this). But chances 
  are, this all ends badly (for her). 
   
  Any attempt to interfere with the stage props, her 
  minions, or the two horses (polymorphed twins), turns 
  her hostile and combat begins. 
  • 
  Who are you?: “I am Floria of Rauxes, last 
  member of the Footmen of the Spider Throne, 
  and you must be my assassins come to finish me 
  off. More the shame.” 
  • 
  Why is it a shame?: “Because we shall fight and 
  doom us all. Our circle will be complete.” 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 30 
  • 
  Where are the others?: “Dead. The chaos of the 
  Rauxes streets has killed them. I am the only 
  survivor.” 
  • 
  Why weren’t you killed?: “I know these streets 
  all too well to die in them so easy.” 
  • 
  Can we join forces?: “A truce? Perhaps. But why 
  should I trust you? I know you do not trust me.” 
  (See below for Floria’s truce conditions.) 
  • 
  What’s with the horses?: “Those are my horses. 
  They belong to me. Leave them alone.” 
  • 
  Surrender!: “Never! You’ll never take me alive.” 
  • 
  What’s with the clockwork man?: “He mocks 
  me. Just watches, as if expecting me to fail at any 
  minute. Damn him. If only he would say 
  something. Anything!” 
  • 
  Tell us about the ritual: “You’re too late for the 
  ritual. We never got to our cache, our source of 
  true power. We need items from there. As well, 
  one item we did have, a rod of carbon, was 
  stolen from here.” 
  • 
  Who stole the rod?: “Fiends have set up shop in 
  the tavern across the way. They snuck in here, 
  past my minions, and stole some our goods and 
  the carbon rod to go with it.” 
  • 
  Is the rod magic?: “Its not magic in the way you 
  think. It has its place in the universe and its 
  place in the ritual.” 
  • 
  Will you teach us the ritual?: “You are my 
  enemies. Why give you that?” 
  • 
  Tell us everything!: “No. I have no reason to 
  trust you.” 
  • 
  Where is the key to open the secret cache?: “I 
  don’t have it. It was lost in the street ambush. 
  It’s probably in the belly of a beast somewhere. “ 
  • 
  Where is the cache?: “That’s my secret.” 
  • 
  *Tell the Footmen’s plans!: “Oh very well. 
  Better you should hear it, lest no one ever hear 
  our genius.  
   
  “I wasn’t the one in charge, so don’t 
  blame me for all this. But the Footmen above 
  me, the ringleaders, the guys who were torn to 
  shreds out in the streets, they got a plan from 
  somewhere. Seems some powerful ally told us 
  how to siphon off very powerful magical energy 
  from the Standing Stones of Medegia. They 
  have some grand purpose, but we only need a 
  little bit of their energy. That was step one. The 
  final step was to use that magical energy to 
  make us all-powerful. I’m not sure what the 
  middle step was, we never got told that one.” 
  • 
  *So what’s with the hearts that got cut out of 
  clerics?: “I’m not really sure. It has something to 
  do with their divine connection. The link 
  between us mortals and our divine masters. 
  Somehow that link is similar to something in 
  the Standing Stones. It wasn’t my specialty. I’m 
  in charge of morale.” 
  • 
  *So what are the Standing Stones for?: “Sorry, I 
  don’t know. But from all the fuss, it must be 
  something important.” 
  • 
  *What do you know about a little girl and some 
  talking dogs?: “That sounds like a great play. 
  Maybe I can get the leading role!” 
  • 
  *Do you serve Prince Poxquand?: “Prince 
  Poxquand the Undying? No, we are not 
  affiliated with him. I hear he’s one blessed 
  scholar. Though animuses are one undead the 
  Whispered One never seemed to take a liking 
  to. Or at least, that’s what the others said.” 
  • 
  I thought Vecnites didn’t talk about their 
  secrets?: “I have a large range. I can play many 
  parts.” 
  • 
  * What happened to Havervite the court 
  wizard?: “The snoopy laymen of the Archmage 
  of the Gods? Well, I guess my god knew the 
  secret to his god’s magic, because my superiors 
  threw that feeble old man into the Hall of 
  Whispered Enervation.” 
   
  *The above statements with asterisk beside them are only 
  available if she is on friendly terms/Truce with the PCs. 
   
  Truce 
  It is possible, should the PCs be willing, to come to an 
  agreement with Floria. Her terms are that she’ll teach the 
  ritual and give out enough of her secrets in exchange for 
  her escape from Rauxes and the rift. 
   
  The PCs only have one shot at this. They can either 
  attempt an opposed Diplomacy check (between a lead PC 
  and Floria), or a Bluff check opposed by her Sense Motive 
  check. 
   
  If it’s a Diplomacy check, and it fails, no other 
  attempts can be made to sway her, but she does not 
  automatically become hostile; she can still talk to them. 
   
  Should the PCs fail a Bluff check, she becomes angry 
  and turns hostile and combat begins. 
   
  If either the Diplomacy or Bluff check succeeds, she 
  lets her guard down somewhat (ever watchful for a trick) 
  and tries to cooperate for their mutual escape. She does 
  not, however, wish to leave the safety of the theatre. 
   
  If the alliance is formed, and if directly asked, she 
  agrees to lend one of her minions to the PCs (at their own 
  risk) when they leave the theatre. 
   
  She also explains what she knows of the cache. That 
  it’s located in Oltary Park in a crypt marked with 281 and 
  that a key is needed to enter. Inside the cache are cloaks 
  that help protect the ritual casters. It also contains 
  miscellaneous magic and components. She’s never been 
  to the cache, as she was just a new member at the time of 
  its hiding. 
   
  If the PCs reveal themselves as plotting against her, 
  she won’t hesitate to fight them (perhaps even launching 
  Convert the Unfaithful during the surprise round, if she 
  can get someone in the right spot). 
   
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 31 
  The Ritual 
  Similar to the ritual that got the PCs into the veil, this 
  one also involves a lot of step work and words. 
  Thankfully, there is no poorly-written story to go along 
  with it. What this ritual does have a lot of, are props. Lots 
  and lots of them. 
   
  Each prop looks mundane, but it has its own little 
  history that fits in with what’s needed for the ritual. 
  There are about ten different trinket items (the DM 
  should feel free to invent them as needed). Each one 
  either has a place to be put on the stage, or a time to be 
  wielded about. 
   
  The two noble twins are props themselves. The ritual 
  calls for twin horses, but these two are a close enough fit. 
   
  The final props needed for the ritual are 
  performance cloaks that can be found in the hidden 
  cache. The ritual can still be performed without these 
  cloaks, but the performers become open to the dangers of 
  the dimensional crossing. 
   
  Floria is willing to share this information with the 
  PCs should they come to a truce. Otherwise, this 
  information can only be obtained by force (be it a charm 
  person spell, or a speak with dead spell). 
   
  There is a minimum of four actual performers 
  needed (not including the two polymorphed horses), but 
  any number of willing people can be added to the choir 
  section. 
   
  The ritual takes several days of constant practice to 
  learn. 
   
  The Twins 
  Rammel and Ramette are the two kidnapped adult 
  children of the baron of Stel. Part of the PCs’ objectives is 
  to rescue them. 
   
  These two were tricked into becoming friends with 
  the Nightcloak Players, and had no knowledge of it being 
  a Vecna cult. They were then tricked into becoming 
  horses and were taken prisoner. 
   
  They are still in shock from their treatment and 
  ordeal, but they have learned the following things. 
  • 
  How to perform the ritual (though risky). 
  • 
  That the rod of carbon is needed and was stolen 
  by fiends who hole up across the street at a 
  tavern called the Retching Soul. 
  • 
  The Footmen were after a secret cache they hid 
  in a burial chamber in Oltary Park. It has cloaks 
  that make the ritual safer for those in it, and 
  magical treasure. 
  • 
  The Footmen were indeed ambushed horribly 
  by all manners of unspeakable creatures and 
  Floria grabbed their reigns and retreated with 
  them down some back alleys to the theatre. 
  • 
  The Footmen had another group of men with 
  them before entering Rauxes, someone named 
  the Dawn Tiger, but there was some sort of 
  argument between the two groups, and they 
  parted ways. The Tigermen felt the place was 
  much too dangerous. 
   
  The Theatre 
  The theatre is sturdy and magically protected to some 
  degree. This makes it one of the more safe places in 
  Rauxes, as long as none of those crazed souls outside 
  figure out there are people here. 
   
  The one danger that is very real to the theatre is fire. 
  The curtains, floors, props and oil lamps are very 
  susceptible to fire. A flame spell such as burning hands or 
  fireball would set the building alight with ease. While it 
  is easy to escape the building, the ritual setup on the stage 
  would be destroyed (thus limiting the PCs’ avenue of 
  escape). 
   
  On the bright side, come dawn, the theatre rebuilds 
  itself to its 585 CY state, just like every other building in 
  Rauxes. Unfortunately, this would not include the ritual 
  setup or the props. 
   
  Creatures: The following creatures are encountered here. 
   
  APL 6 (EL 9) 
  �Trolls (2): hp 63 (each); see Monster Manual pg 247. 
  �Floria: female human Brd 2/Clr 3/Evangelist 3: hp 38; 
  see appendix. 
   
  APL 8 (EL 11) 
  �Troll: hp 63; see Monster Manual pg 247. 
  �Flesh Golem: hp 79; see Monster Manual pg 135. 
  �Floria: female human Brd 2/Clr 3/Eva 5: hp 46; see 
  appendix. 
   
  APL10 (EL 13) 
  �Flesh Golems (3): hp 79 (each); see Monster Manual pg 
  135. 
  �Floria: female human Brd 2/Clr 5/Eva 5: hp56; see 
  appendix. 
   
   
  APL 12 (EL15) 
  �Flesh Golems, advanced (17 HD) (3): construct; hp 123 
  (each); see appendix. 
  �Floria: female human Brd 2/Clr 7/Evangelist 5: hp 66; 
  see appendix. 
   
  Tactics: Floria orders her minions if for the kill, but for 
  her own defense, she prefers the help of others. 
   
  Using her evangelist Great Orator abilities, she’ll try 
  to keep within 30 feet of the PCs (from 20 feet above on 
  the catwalks). Remember that these are full round 
  actions. 
   
  (APL 8+) Her favorite tactic is to use her Convert the 
  Unfaithful ability on unsuspecting (or those who look 
  weak-willed) foes. She converts them to the worship of 
  Vecna, even if just for a short time. By becoming NE, the 
  victim is much more willing to do her evil bidding than if 
  he remained his original alignment. 
   
  (APL 6+) Her second favorite to use is Inflame the 
  Righteous on her allies. Since it is divine flame, she has 
  no fear of setting the building on fire. 
  
  COR5-14 All Roads Lead to Rauxes 
   
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  When all else fails, she can fall back on her clerical 
  spells. 
   
  Once she’s enraged, she fights to the death (or until 
  she’s captured and calms down). 
   
  Treasure: This treasure is found on Floria. It can be taken 
  from her cold dead hands, or from her warm but captive 
  hands. 
   
  APL 6: Loot—0 gp, Coin—0 gp, Magic—Vest of 
  resistance +1 (166 gp each), +1 chain shirt (83 gp each), +1 
  dagger (177 gp each), cloak of charisma +2 (333 gp each). 
   
  APL 8: Loot—0 gp, Coin—0 gp, Magic—Vest of 
  resistance +1 (166 gp each), +1 chain shirt (83 gp each), +1 
  deflecting dagger (666 gp each), cloak of charisma +2 (333 
  gp each). ring of protection +1 (166 pg each). 
   
  APL 10: Loot—0 gp, Coin—0 gp, Magic—Vest of 
  resistance +2 (333 gp each), +2 chain shirt (333 gp each), 
  +1 deflecting dagger (666 gp each), cloak of charisma +2 
  (333 gp each). ring of protection +1 (166 pg each), periapt 
  of Wisdom +2 (333 gp each). 
   
  APL 12: Loot—0 gp, Coin—0 gp, Magic—Vest of 
  resistance +3 (750 gp each), +3 chain shirt (750 gp each), 
  +1 deflecting dagger (666 gp each), cloak of charisma +4 
  (1333 gp each), ring of protection +1 (166 pg each), 
  periapt of Wisdom +2 (333 gp each). 
   
  PART 2: THE MAN WITH A PLAN 
  Watching everything that is going on is Pro’grom. He’s 
  been here, just watching and waiting since just after the 
  Footmen arrived in the theatre. He has no interest in 
  communicating with Floria, but the PCs—these are the 
  kind he’s been waiting for. 
   
  Pro’grom is an inevitable of few words, and does not 
  like to explain himself. When addressing the PCs, he 
  knows all their names. 
   
  When speaking, his body tends to give off ticks and 
  pseudo-nervous jerks. His voice is akin to an old music 
  box, slightly out of tune. 
  • 
  Who are you?: “I am called Pro’grom. “ 
  • 
  What are you?: “I am a guardian.” 
  • 
  Why are you here?: “I’m awaiting an answer. 
  The question is to be given now.” 
  • 
  What’s the question?: “I wish to strike a bargain 
  with you. When the time comes, do not disturb 
  the Blood Shield. I can say no more on that. But 
  in exchange, I shall assist you in your escape 
  from this spatial rift, at a time of your choosing. 
  I shall stabilize the rift during your passage and 
  guarantee its success. I shall also aid you in 
  retrieving what you will need to start the ritual.” 
  • 
  Why?: “I have seen what has gone past and I see 
  what could become. Doing as I ask will ensure 
  your destiny” 
  • 
  What blood shield?: “You will know when the 
  time comes. Leave it be.” 
  • 
  How will you aid us with retrieval?: “I know of 
  the places you need to go to gather the missing 
  items. I shall transport you to each place and 
  back. I will also transport you out of the city if 
  you wish. But there is a limit to my aid.” 
  • 
  What limit?: “You shall know it when it 
  happens.” 
  • 
  What if we change our minds?: “If you still 
  disturb the Blood Shield, then I shall not aid 
  you in the ritual back to Oerth. I shall still keep 
  my word and transport you safely between the 
  places you truly need to go.” 
  • 
  Where must we go?: “A rod of carbon rests in 
  the hands of fiends. I shall provide you with safe 
  passage across the street to their lair. In Oltary 
  Park, a chest holds a cloaks and a book of evil.” 
  • 
  What book of evil?: “A book of praise for the 
  god of secrets.” 
  • 
  What do we do with the book?: “That is not my 
  concern.” 
  • 
  Who do you serve?: “I serve the universe—as do 
  you.” 
   
  True to his word, Pro’grom can and does provide safe 
  passage to the tavern of the Retching Soul and to the 
  entrance to Oltary Park. 
   
  This is done with a mass teleport spell. The Blood 
  Shield is located in the Oltary Park encounter. If the PCs 
  do disturb the shield (as NPCs there ask them to), then 
  Pro’grom still shows up to teleport the PCs either out of 
  the city, or back to the theatre. 
   
  Pro’grom does not enter combat to aid the PCs, nor 
  does he cast spells on them, other than to transport them. 
  What the PCs don’t know is that he is using his powers of 
  time to keep the big nasty creatures from coming for 
  them while they deal with that Pro’grom feels are their 
  destiny encounters. 
   
  He feels it very important they make the decisions 
  for themselves. 
   
  Pro’grom cannot teach the PC’ the ritual of escape. 
  He can only assist the energy transfer when the PCs 
  attempt to escape. This makes it safer (for him). 
   
  To learn the ritual, the PCs need either Floria (the 
  best option) or the twins (not as good) to teach them. 
   
  Another option of escape can be discovered at the 
  screaming column. 
   
  Inevitable of Space and Time 
  Quaruts are among the most powerful of inevitables in 
  existence. They protect two of the most precious and 
  tenuous things of all: time and space. They use their 
  uncanny sense of both temporal and spatial awareness to 
  know when transgressions that disrupt the time-space 
  continuum are taking place, and then they hunt down 
  the perpetrators. 
   
  A quarut appears humanoid in form, though that is 
  where the resemblance ends. Typical of most inevitables, 
  a quarut has a clockwork body, complete with gears and 
  pistons. Numerous small timepieces and hourglasses 
  function within its body. A quarut wears extremely fine 
  half-plate armor that is etched with various symbols 
  related to time. In place of a head, it has a continually 
  
  COR5-14 All Roads Lead to Rauxes 
   
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  flowing hourglass. Sometimes the sand inside the 
  hourglass seems to be flowing up; no quarut has ever 
  explained why this is so. 
   
  Quaruts are concerned about spellcasters who use 
  such powerful magic as limited wish, miracle, temporal 
  stasis, time stop and wish. In the eyes of a quarut, the use 
  of these spells plays havoc with the universe and risks all 
  beings. However, despite their displeasure with 
  spellcasters who use these spells and abilities, quaruts 
  employ most of these spells with impunity as part of their 
  natural abilities. 
   
  All APLs 
  �Pro’grom: quarut, Inevitable of space and time; hp 119; 
  see Fiend Folio. 
   
  ENCOUNTER 8: THE 
  RETCHING SOUL 
  There’s been a lot of talking in this adventure so far. Now 
  its time for the bashers in the party to shine and mix it up 
  with some ne'er-do-well tanar’ri. 
   
  This group of tanar’ri rifted in by accident, but now 
  that they’re here, they don’t want to leave. They occupied 
  a tavern, fittingly named The Retching Soul. Every dawn, 
  the tavern repairs itself and the commoners who 
  occupied it rematerialize. 
   
  Thus, each morning, the tanar’ri slaughter the 
  commoners and feast upon them. As well, the fiends have 
  developed a taste for the ale that keeps refreshing every 
  day. 
   
  Being chaotic, they poke around the neighborhood 
  once in a while. Even they find it a dangerous place. Not 
  too long ago, they had a chance to steal themselves a new 
  swizzle stick in the form of a carbon rod. 
   
  Whenever the devils want to leave the tavern, they 
  just rip off the doorframe. But today, the demons have 
  not yet been motivated to leave the tavern, so the door is 
  still intact. 
   
  The tavern sign shows a picture of a bedsheet ghost 
  spitting up a tankard of ale. In old Oeridian, the sign 
  reads, “The Retching Soul.” A glimpse through the 
  nailed shutters shows a few fiends enjoying a tankard of 
  ale. 
   
  The demons are spread about the room, being their 
  chaotic selves. One of them is standing over a vat of 
  corpse/ale mixture, stirring it with the stolen carbon rod. 
   
  If the PCs enter and give the devils enough time to 
  say a few words: 
   
  The fiends stop what they’re doing and look towards 
  you, a mixture of glee and surprise on their inhuman 
  faces. “What brings brave heroes to our little 
  establishment?” 
   
  • 
  We come for the carbon rod you stole!: “What? 
  You mean this? Why would a mortal throw his 
  life away for an inanimate carbon rod? It must 
  be of value. We just wanted a stir stick.” 
  • 
  What do you want for it?: “Fresh meat. Your 
  meat.” 
   
  It’s at about this time that the tanar’ri in the back tells 
  everyone to attack. 
   
  Creatures: The following creatures are encountered here. 
   
  APL 6 (EL 9) 
  �Babau (3): hp 66 (each); see Monster Manual pg 40. 
   
  APL 8 (EL 11) 
  �Babau (3): hp 66 (each); see Monster Manual pg 40. 
  �Vrock: hp 115; see Monster Manual pg 48. 
   
  APL 10 (EL 13) 
  �Vrock (3): hp 115 (each); see Monster Manual pg 48. 
   
  APL 12 (EL15) 
  �Vrock (4): hp 115 (each); see Monster Manual pg 48. 
  �Hezrou: hp 138 (each); see Monster Manual pg 44. 
   
  Tactics: The demons have a simple approach to this 
  combat: destroy everything. They start out spaced 
  randomly (as the DM sees fit) in the bar room. 
   
  The demons have no compulsion against destroying 
  furniture, walls, doors, or PCs, to get their fix of battle 
  lust. 
   
  The demons give chase out into the street if that’s 
  where the PCs lead them. They even follow the PCs back 
  into the theatre, where Floria might be waiting as backup 
  (if a truce has been made). 
   
  Treasure: The only treasure here is the rod of carbon 
  the PCs need to complete the ritual. It has no monetary 
  value. 
   
  ENCOUNTER 9: BLOOD 
  RUSHING TO THE HEAD 
  “Oltary Park” reads the sign in both Common and Old 
  Oeridian. Trees and grass fill out the gaps between 
  monuments, crypts and paupers graves. A cobbled stone 
  path leads from the main gates deeper into the park. 
  Unholy screams can be heard in the distance. 
   
  This encounter features the stone pillar of animated 
  heads known as the Screaming Column. Before the days 
  of the rift, the column was normally stone, only 
  becoming flesh for a few minutes at a time when 
  activated by an artifact. 
   
  But now that artifact (the Blood Shield) is fused into 
  the pillar, the heads writhe in agony constantly. They are 
  all quite insane. 
   
  This action did not create the rift, but it is to blame 
  for anchoring of Acheron as the dominate plane to this 
  place. If the blood shield artifact is removed, then the rift 
  becomes unstable. 
  
  COR5-14 All Roads Lead to Rauxes 
   
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  The upside is that different planes have a chance to 
  become dominate. The downside is that the entire rift 
  becomes unstable with unknown cosmic effects. 
   
  Note: This is a repeating encounter. Every day at 
  dawn, these blood golems refresh along with the rest of 
  the cursed population. 
   
  PART 1: YOU HAVE THIRTY SECONDS 
  TO COMPLY WITH HEXTOR. 
  Anyone entering the park sets off a mental alarm to the 
  guardian(s) of the park. The blood golems become aware 
  there are trespassers, but they need to search around for 
  them. 
   
  Touching any tomb markers also signals to the 
  golems the PCs’ location to within a 30-foot area. This 
  does not allow the golems to determine squares or see 
  invisible characters. It just alerts them to which area of 
  the park the interlopers are. 
   
  If alerted, the golems are not surprised in combat 
  but a non-detection spell can by-pass this alert. 
   
  The golems concentrate their patrols around the 
  Screaming Column. They’re under orders not to let 
  people interact with the heads. 
   
  The PCs are here for potentially two reasons. The 
  first is to find the crypt marked with 281 that the key fits 
  into. 
   
  The second reason is to speak with the heads. Clues 
  have suggested they might want to investigate the 
  column. 
   
  The graves and crypts are randomly spread out, so 
  finding the number is a question of manually searching. 
  This can lead to combat with the golem patrol. 
   
  If so, handle the golem fight here (unless the PCs are 
  very careful about detection), then go to encounter 10. 
   
  If the PCs investigate the column, they need to face off 
  with the golems protecting it. 
   
  Near the center of the park is a 20-foot high pillar of 
  writhing and screaming heads. The sound of their mad 
  screams echo across the park. [1-4] metal monstrosity 
  with flails for arms and two metal firkins on their backs, 
  guard the area around the pillar. 
   
  If the PCs want to interact with the column, they need to 
  first defeat the blood golems of Hextor. 
   
  Creatures: The following creatures are encountered here. 
   
  APL6 (EL 8) 
  �Blood Golem: hp 130; see appendix. 
   
  APL8 (EL 10) 
  �Blood Golem (2): hp 130 (each); see appendix. 
   
  APL10 (EL 12) 
  �Blood Golem (4): hp 130 (each); see appendix. 
   
  APL12 (EL14) 
  �Blood Golems, advanced (18 HD) (4): construct; hp 
  210 (each); see appendix. 
   
  Tactics: Slice and dice. No mercy, no prisoners. Once all 
  moving targets are gone or no longer moving, the golem 
  starts to use its blood siphon ability to heal itself from the 
  downed bodies. 
   
  Treasure: Due to the cursed nature of golems (along with 
  most of the population) all of the equipment taken from 
  the golems reform with its body the next dawn, therefore 
  it cannot be taken as treasure, but their weapons can be 
  used till next dawn (see appendix for weapon stats). 
   
  PART 2: THE FATE OF THE TALKING 
  HEADS 
  Upon closer inspection, the heads are all bloody at the 
  neck and magically attached to an interior stone column. 
  A red metal shield with the symbol of Hextor fits 
  prominently at the base of the pillar. 
   
  As described earlier, this is an insane mass of severed 
  heads kept alive by powerful magic. They feel pain and 
  trauma constantly. 
   
  All of these heads are here because they were 
  executed for treason (in one form or another). Heads of 
  all alignments and religions can be found shaking back 
  and forth, dripping tears of agony. 
   
  The majority of the heads are evil and even more are 
  just plain selfish. Their insanity has not made any of that 
  better. 
   
  Anyone directing mind reading abilities (such as a 
  detect thoughts spell) at the heads must make a 
  Concentration check DC 30 or lose the spell. In addition, 
  the caster has a 25% chance of being targeted by an 
  insanity spell (DC 20 Will save to negate) per round. This 
  is the power of an artifact. 
   
  It should be noted that Meya Astra has access to the 
  greater restoration, and so can heal an afflicted PC. 
   
  Once the heads have become aware of the PCs, many 
  of them start to address their moans towards them. Most 
  are still just nonsense and gibbering, but some still have 
  the wherewithal to know the source of their pain. 
   
  Some of heads start looking at you as they moan to you, “ 
  ... remove the shield ... for the love of all that is good and 
  merciful, please remove the shield ... remove it ...” 
   
  The following is the conversation with the heads in 
  general. Most of them say whatever they think the PCs 
  want to hear. They just want to be turned back into stone 
  for some relief. 
  • 
  Who are you all?: “We are the betrayed, the 
  executed. Sentenced for treason by the insane.” 
  • 
  What do you want?: “Free us from our agony. 
  Remove the shield in the column! Set our spirits 
  free.” 
  
  COR5-14 All Roads Lead to Rauxes 
   
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  • 
  How do I remove the shield, it won’t budge!: “It 
  is an artifact, replace it with another. Spill your 
  blood on both and touch the two.” 
  • 
  What will you give me for freeing you?: “We 
  shall bless you forever with our great magic 
  once released. We shall make you powerful!” 
  • 
  Will freeing you return Rauxes to Oerth?: “Yes, 
  immediately. Replace the shield with a different 
  artifact and it will bring us all back to Oerth.” 
  • 
  Where can I find an artifact?: “We don’t know.” 
  • 
  Is there a Chavious of wizard cleric of Delleb 
  here?: “Yes, he’s around back.” 
   
  The heads in general don’t know very much, other than 
  that an artifact needs to be put in place of the shield in 
  order to end the animation effect. 
   
  For those PCs who know to look for him, Chavious, 
  wizard cleric of Delleb, can be brought to attention by 
  calling out for him. He’s just as insane as the rest, but his 
  sanity is a touch more lucid. 
  • 
  Are you Chavious?: “I certainly am. Tell all you 
  know, write it down.” 
  • 
  Why are you here?: “I was an enemy of the state. 
  I learned something they did not want to know. 
  I read from the Book of Hours. Guess what I 
  learned, guess what I learned!” 
  • 
  I give up, what did you learn?: “Blue blood will 
  lead to green! Our kingdom no longer mean!” 
  • 
  Green blood, we get invaded by algae?: “Their 
  time has come, when the stones they fall, I shall 
  attend the royal ball.” 
  • 
  I know you’re insane and all, but please try to 
  focus: “Written down, the prophecy waits, the 
  Book of Hours tells us the date. Three seasons 
  nurture while the fourth slumbers, but soon 
  heralds will find their days numbered.” 
  • 
  How can we help you?: “The artifact of Hextor, 
  The Blood Shield. Its contact activates our 
  animation. It needs to be removed. It was never 
  meant to be fused to the column.” 
  • 
  How do we remove it?: “An item of artifact 
  power needs to replace the shield. Spill your 
  blood on both then merely touching the two 
  artifacts together should be enough. But it can 
  be dangerous.” 
  • 
  How is it dangerous?: “The energy released 
  could spark a planar backlash. It could do 
  nothing, it could just hurt you, or it could send 
  you to the Scribe knows where. But if you don’t, 
  we’ll stay in agony. But don’t even attempt this 
  unless you are willing to end your existence, 
  because that is a possibility.” 
  • 
  So this could be a method of escape?: “Yes, it is 
  possible that by removing the Blood Shield, the 
  backlash could open a portal out of this rift. But 
  its only a possibility.” 
  • 
  Is the shield the connection to Acheron?: “Yes, 
  I believe it is. Remove the shield and the planar 
  grip will loosen. It may even destroy the rift and 
  return Rauxes to Oerth, or it could send it 
  farther into the planes. I don’t know.” 
  • 
  Where can we get an artifact?: “I’m sorry, that I 
  don’t know. Rauxes is bound to have a few. But 
  by the Scholar’s pen, don’t take any risks on my 
  account. Places in this city are far too dangerous. 
  Don’t go too far looking for something to save 
  me.” 
  • 
  What do you know about the Footmen of the 
  Spider Throne?: “I’ve never heard of them. 
  Sounds like a fringe group to me.” 
  • 
  What do you know about the Standing Stones 
  of Medegia?: “They grow, then fall, and in that 
  act, save us all. And all the while, the Walker 
  standing tall, with evil forced to crawl.” 
  • 
  I have this cookbook from “Sympathy for the 
  Baatezu”: “I’ve heard of that, someone here once 
  babbled on for a straight month about what he 
  knew. I think his head is burnt out now. But it 
  sounds like what he called a book of planar 
  recipes, but I don’t know what that means. It 
  couldn’t hurt to hold on to it when you remove 
  the Blood Shield.” 
   
  Removing the Blood Shield 
  Removing the blood shield is easy. All one has to do is 
  touch another artifact to it. The column latches on to the 
  new artifact and lets go of the blood shield. 
   
  The blood shield then drops to the ground and 
  disappears as it is summoned back to its true holding 
  place. 
   
  The artifact used on the column is then sealed into 
  the solid stone that the Screaming Column becomes. The 
  column itself is like an artifact and the PCs cannot affect 
  it now that it’s back to its original state. 
   
  The question is, where to get an artifact? The PCs are 
  in luck. The secret magical cache of the Footmen, hidden 
  in a nearby crypt, contains a tome of the stilled tongue. 
   
  This artifact of Vecna is evil and can only be used by 
  a worshiper of that evil and vile god. But it’s still good 
  enough to replace the blood shield with. 
   
  As well, the vile book is connected the planar rift. It 
  cannot leave the rift until the rift is destroyed (the book 
  just doesn’t leave). 
   
  On to the Lethality 
  The PCs have had a chance to be warned that removing 
  the blood shield can have extremely adverse effects on 
  them, including completely destroying them. 
   
  The following effect is for whoever’s blood was used 
  to sprinkle on both artifacts. If an NPC’s blood is used, 
  then they risk the effects. 
   
  When the exchange happens, regardless of the 
  distance between the blood donor and the pillar, the 
  following random effect happens instantly. 
   
  Roll 1d10 to determine the exact planar tide at the 
  moment of touching, although luckily for the PCs at this 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 36 
  very moment the forces of good are in ascendance (those 
  with Luck domains or similar abilities may re-roll this). 
   
  Before rolling, DM should inquire if ANY of the PCs 
  have the cookbook of evil from COR4-14 Sympathy for 
  the Baatezu. Any PC with that book within 100 feet of the 
  column starts to feel a tingling sensation centered on the 
  book when the exchange happens. As the exchange is 
  completed the book bursts into flames as it is destroyed. 
  (The flames deal no damabe, but remove the book from 
  the PCs’ AR.) The owner is then also affected by a random 
  effect of the exchange. 
   
  After those individual cookbook owners have rolled 
  the 1d10, allow them to either add or subtract one from 
  the number rolled. Tell them the results for the range of 
  numbers they could have. Then allow the cookbook 
  holders to choose which choice they like best of that 
  range (as opposed to a normal donor who gets whatever 
  he rolls). 
   
  1. 
  The donor inherits the eladrin subtype (see 
  below and AR). 
  2. 
  The donor inherits the guardinal subtype (see 
  below and AR). 
  3. 
  The donor inherits the Half Silver Dragon 
  template (see below). 
  4. 
  The donor inherits the powers of a werebear. 
  (see below). 
  5. 
  The donor inherits the Celestial template (see 
  below and AR). 
  6. 
  The donor inherits the Half-Celestial template 
  (see below and AR). 
  7. 
  Death: (Will Save DC 10 + APL or death 
  needing resurrection, reincarnate or true 
  resurrection), a successful save still does 1d6 
  points of damage per APL. This is a death effect. 
  8. 
  Life: The donor is healed of all injuries and 
  ability damage, and for the rest of this adventure 
  gains Fast Healing 10 (Su). 
  9. 
  Gate: The donor can feel the fabric of the planes 
  around him. He knows that at this one instance, 
  he could open a portal and suck through 
  everyone within 100 ft. of him back to Oerth. 
  He has 10 rounds till this power subsides 
  forever (go to conclusion if all PCs escape). 
  10. Insanity: As the spell, CL 15, Will DC 14+APL, 
  duration lasts until PC leaves the rift or has it 
  removed. 
   
   
  If the PCs decide to use the gate option when 
  presented, they immediately and safely escape the rift. It 
  is a one-way-trip as the method used to originally 
  penetrate the veil is no longer functioning. 
   
  Inheriting Templates and Subtypes: Inform the PC 
  that they feel their bodies being mixed with planar 
  energy. They can attempt to resist it, or they can let it 
  happen (but don’t tell them what power or condition 
  they may be inheriting unless they own a cookbook of 
  evil). 
   
  If the PC decides to resist this he requires a DC 14 + 
  APL Will save, as the energy is quite strong. 
   
   
  �Inherited Template or Subtype: As a result of 
  your actions behind the shimmering veil you have 
  inherited one of the following templates or subtypes. 
  Tick one: 
   
  Eladrin subtype 
   
  Guardinal subtype 
   
  Half Silver Dragon template 
   
  Powers of a werebear 
   
  Celestial template 
   
  Half-Celestial template 
   
  You may now invoke these powers one time only. Doing 
  so costs 1 TU, but you receive the benefits of the template 
  for the remainder of the adventure in which you are 
  participating (even if that adventure is a two-round 
  event). 
   
  Invoking these powers makes you in all regards a 
  creature of the appropriate subtype, template etc., except 
  that your alignment does not change. Refer to the 
  Monster Manual for more information on how to apply 
  these conditions. 
   
  ENCOUNTER 10: IN THE 
  PAUPER’S GRAVE 
  After some tedious searching, the PCs find a memorial 
  marker with a slot marked 281 (there are many such slots 
  on the different graves). 
   
  The PCs need only insert the key they should have 
  acquired in Encounter 5. Without the key, the PCs can’t 
  find the hidden cache and have no access to the artifact 
  or the ritual cloaks. 
   
  Sliding the key into the slot, a grinding noise some 30 
  feet away directs your attention to a large stone slab 
  opening up and a staircase being revealed. 
   
  The staircase leads into rather plain room. Normally such 
  a burial chamber would be better decorated but this one 
  was put together in a hurry. The chamber is 40 feet below 
  the surface. The chamber itself is a vault 40 feet on a side 
  an 40 feet high, with stairs on one side and the altar on 
  the opposite side. 
   
  On the far side of the room are three copper urns 
  and an old faded closed book. The urns contain the 
  remains of previous Footmen. 
   
  The urn on the right has a simple picture of a hand 
  and is half full. The urn on the left has a simple picture of 
  an eye and is half full. Neither of these urns can be 
  removed from the room. 
   
  The middle urn is attached to plain stone altar. The 
  urn is also empty. The point here is to pour the ashes 
  from the two urns into the plain urn and thus reveal the 
  cache. 
   
  The book is the trap. The book itself is blank and 
  worthless, but interacting with it (such as moving it or 
  opening it) sets off a magical trap. 
   
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 37 
  Trap: The trap is magical in nature and is built into the 
  plain altar setup (where the treasure cache is sealed up 
  in). 
   
  The altar detects as magical (but not the items on top 
  of it). The magic of the altar determines if the items on 
  top of it are interacted with. 
   
  Each time the book is touched while it’s on the altar 
  sets off the trap. The book cannot be partially attached to 
  the altar. 
   
  APL 6 (EL5) 
   
  Fireball Trap: CR 5; spell; touch trigger (book); 
  automatic reset; spell effect (fireball, 8th-level wizard, 8d6 
  fire, DC 14 Reflex save half damage); Search DC 28; 
  Disable Device DC 28; 
   
  APL 8 (EL7) 
   
  Chain Lightning Trap: CR 7; spell; touch trigger 
  (book); automatic reset; spell effect (chain lightning, 
  11th-level wizard, 11d6 electricity to target nearest center 
  (book) area plus 5d6 electricity to each of up to eleven 
  secondary targets, DC 19 Reflex save half damage); 
  Search DC 31; Disable Device DC 31. 
   
  APL 10 (EL9) 
   
  Summon Monster VIII Trap: CR 9; spell; touch 
  trigger (book); automatic reset; spell effect (summon 
  monster VIII 15th-level wizard, summons a vrock); 
  Search DC 33; Disable Device DC 33; 
   
  APL 12 (EL11) 
   
  Incendiary Cloud Trap: CR 9; spell; touch trigger 
  (book); automatic reset; spell effect (incendiary cloud, 
  15th-level wizard, 4d6/round for 15 rounds, DC 22 Reflex 
  save half damage); Search DC 33; Disable Device DC 33; 
  (these two traps share the same trigger) 
   
  Summon Monster VIII Trap: CR 9; spell; touch 
  trigger (book); automatic reset; spell effect (summon 
  monster VIII 15th-level wizard, summons a vrock); 
  Search DC 33; Disable Device DC 33; 
   
  Once the ashes are poured into the empty urn, the altar 
  crumbles to dust revealing a casket. The casket it not 
  locked or trapped. 
   
  Inside, instead of a body, are a variety of arcane 
  ingredients and components. It also contains scrolls and 
  magic items. Ten ritual cloaks are rolled up to one side. In 
  a cloth, with a tongue sticking out, is a tome of the stilled 
  tongue. 
   
  Treasure: The ritual cloaks are plot items and have no 
  value. The tome of the stilled tongue cannot leave the rift 
  or be used by the PCs, so is not listed. 
   
  The rare components are the loot. 
   
  APL 6: Loot—500 gp, Coin—0 gp, Magic—ring of 
  force shield (708 gp each). 
   
  APL 8: Loot—500 gp, Coin—0 gp, Magic—ring of 
  force shield (708 gp each), ring of evasion (2083 gp each). 
   
  APL 10: Loot—500 gp, Coin—0 gp, Magic—ring of 
  force shield (708 gp each), ring of evasion (2083 gp each), 
  rod of metamagic, quicken, lesser (2916 gp each). 
   
  APL 12: Loot—500 gp, Coin—0 gp, Magic—ring of 
  force shield (708 gp each), ring of evasion (2083 gp each), 
  rod of metamagic, quicken, lesser (2916 gp each), staff of 
  conjuration (5416 gp each). 
   
  Development: From here, the PCs can go back to the 
  pillar of heads and use the tome to free the blood shield. 
   
  Or the PCs can call for Pro’grom and get taken back 
  to the theatre for the ritual of escape. 
   
  ENCOUNTER 11: THE FINAL 
  PERFORMANCE 
  In this encounter, the PCs attempt to use the ritual of 
  escape, originally planned by the Footmen of the Spider 
  Throne. 
   
  If the ritual fails, it can be attempted repeatedly. 
   
  Before this can happen, there are some things to 
  consider. The following is a check list. 
   
  Stage Markings? 
  The stage started marked for placement of people and 
  props. If these have been destroyed (such as the theatre 
  catching fire and burning down) then it is impossible to 
  complete the ritual, unless Floria redoes them. 
   
  If the markings were only disturbed but repaired (or 
  attempted repair), apply a –5% penalty to the ritual. 
   
  Inanimate Props? 
  Without all of the props (ten of them) that were present 
  when the PCs first arrived in the theatre, the ritual is 
  impossible to complete. 
   
  The rod of carbon (found in the Retching Soul 
  Tavern) is mandatory as well. 
   
  Animate Props? 
  The ritual requires a pair of twin horses. Failing that, a 
  pair of twin humanoids polymorphed into horses suffice. 
   
  The twins need to be in horse form and alive for the 
  ritual to work. If they are not in horse form or they are 
  dead, the ritual does not work. 
   
  If by some chance, the PCs have replacement twins 
  in horse-form, then that will do too. 
   
  Who teaches the ritual? 
  Only three people in the theatre know the ritual. 
   
  Floria has a decent knowledge of the ritual. She 
  knows all the roles and the placement. She’s not a great 
  teacher though. This is all offset by the desire to escape 
  the rift. 
   
  If Floria teaches the PCs the ritual there are no 
  penalties. 
   
  The twins, who are currently turned into horses, 
  have a limited understanding of the ritual. They have 
  seen it practiced and have been drilled in their parts of it 
  (as moving props). Being curious (and not much else to 
  do), they’ve done their best to watch the whole thing. 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 38 
   
  If the twins teach the PCs the ritual apply a 20% 
  penalty. 
   
  Condition of Performers? 
  All performers need to be unbound and able to move 
  their entire body and use their voice. Anyone gagged or 
  bound (perhaps Floria?) adds a 20% penalty to the final 
  outcome of the ritual. 
   
  Hit point loss doesn’t matter, but each performer 
  needs at least 3 points in each ability score while the 
  ritual is performed. Anyone with an ability score below 4, 
  adds a 10% penalty to the final outcome of the ritual. 
   
  Unconscious performers cannot attempt the ritual. 
   
  The Ritual Cloaks? 
  The cloaks protect the PCs during the ritual transit. For 
  every performer wearing a cloak, they are immune to the 
  rift effects when the ritual succeeds. 
   
  Is Pro’grom Protecting Them? 
  If Pro’grom is helping the PCs, then they are immune to 
  the rifting effects when the ritual succeeds (same as the 
  cloaks). 
   
  The Ritual Mechanics 
  If the ritual is successful, everything on the stage is 
  transported to a random location on Oerth. This includes 
  all the participants and the props (including the horses). 
  What no one realizes is that it is a dispersed pattern. The 
  PCs are some distance from one another (as well as the 
  horses and Floria if she is there). 
   
  Four main performers are needed. Floria volunteers 
  to be one of them. Each of the four main performers must 
  make a Perform check or a Dexterity check, their choice. 
   
  Take each performer’s roll and divide by two and 
  multiply by 100 to get a percent. Any roll higher then 
  100% is reduced to 100%. 
   
  Then add those four percents together and divide by 
  four to get an average percent. This becomes the base 
  number. 
   
  All performers in the choir (backup) must make an 
  individual check as per above. 
   
  For each that gets more than 50%, add 1% to the base 
  number. 
   
  For each that gets less than 50%, subtract 3% from 
  the base. 
   
  Take the base number and combine all of the 
  bonuses and penalties from the checklist. 
   
  If the total base number is: 
  • 
  Less than 50%; All performers (but not props) 
  take 8d6 points of damage. 
  • 
  51% to 69%: All performers (but not props) gain 
  a negative level. A DC 14 Fortitude save 
  removes this negative level. 
  • 
  70%+: The ritual succeeds. 
   
  If the ritual succeeds, there is still a danger. The rifting 
  energy of the planes can be as severe as the tail of the 
  serpent swats the PCs off into the cosmos. 
   
  With the final movements of the ritual complete, 
  Pro’grom stands up from his seat in the audience and 
  gives a slow, congratulatory clap. Then the lights fade to 
  black. Your stomach feels like it’s weightless, and the 
  rest of your body goes along with it. Then something 
  very large, rough, and scaly collides with you, and 
  propels you sailing through the darkness. 
   
  The Final Backlash 
  Ignore this part if the characters either have the 
  protection of Pro’grom, or each are wearing ritual cloaks. 
   
  Sailing through a channel made in part of the astral 
  plane and the negative energy plane, the PCs feel the icy 
  chill of the depths of their danger. 
   
  Every unprotected PC gains a negative level. This 
  can be removed with a DC 20 Fortitude save. 
   
  Development 
  The PCs are back on Oerth proper. Head straight to the 
  Conclusion. 
  Every person who is sent back to Oerth has all spell and 
  spell-like effects obtained during this adventure 
  canceled. 
   
  Magic items are not affected. 
   
  This means that the twins are back to their human 
  forms when they arrive back on Oerth. It also means that 
  Floria (if brought back) has all spell effects removed as 
  well, including things like charms or restraining magic. 
   
  Continue on to the Conclusion encounter. 
   
  ENCOUNTER 12: EXTRA TU 
  SIDE QUEST—FOUNTAINS 
  AND COMBAT 
  This is an extra TU mission. In order to participate in it, 
  the PCs must spend one additional TU. Doing so allows 
  them to receive the secondary AR. 
   
  PART 1: BACK AT CAMP 
  True to her word, Meya Astra agrees to help you with 
  your quest. She explains that the actual temple is on a 
  pocket plane that was originally reachable from Oerth, 
  but the entrance was brought to the rift with Rauxes. 
  The entrance is located near some ruins in the 
  countryside. 
   
  “I am needed here, but I shall have one of my 
  lieutenants take you near the spot. We would not violate 
  Kelenan’s 
  preferred 
  neutrality unless specifically 
  invited, so I cannot send agents to help you. I can only 
  provide magical transportation to and fro. The secret is 
  to slice the water with your blade and jump in.” 
   
  What this comes down to is, a celestial agent of Meya 
  Astra teleports the PCs to a location near the ruins. Then, 
  when the PCs wish to return to the camp, they have only 
  to yell really loudly and the agent returns for them. 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 39 
   
  This agent is not the personal caster for the PCs. He 
  needs his resources for other noble deeds, though with a 
  little goading, he casts some minor healing to help out 
  the badly injured. 
   
  PART 2: SECOND PLACE 
  Stone ruins form the shape of a small amphitheatre. In 
  the middle of the grounds is a pool of crystal clear water 
  about 3 feet across. The water is perhaps six inches deep, 
  with a stone basin bottom. 
   
  As Meya Astra said, all the PCs need do is slice the water 
  open and hop in. When the water is sliced, it peels back 
  like stretched flesh. It stays like this for one minute. 
   
  While the water is peeled back, someone jumping in 
  all at once goes straight down, teleporting into the 
  shrine. 
   
  Any sword, knife or dagger can cut the water. Once 
  on the other side, the same action can be used to come 
  back to the rift. 
   
  So What’s Going On Here? 
  Stylus Rel brought with him a copy of the sacred texts 
  they found back in Eastfair. Then Stylus met up with the 
  real Dawn Tiger (the man who questioned them on the 
  road), who was looking for another way out instead of 
  going to Rauxes. 
   
  The Dawn Tiger investigated the possibility and 
  snuck into the Baron’s camp and stole the text right off of 
  Stylus Rel. 
   
  The Dawn Tiger then took his troupe on a hunt to 
  decipher the scrolls and find out if they were of value. 
   
  Along the way he met up with a magical being, one 
  he did not know the true nature of, but still powerful and 
  knowledgeable. Between the two of them, they 
  deciphered the texts and found the shrine entrance. This 
  mysterious being called himself simply Vrot. 
   
  They slaughtered the keepers of the shrine and 
  looted the place. They just wanted to collect what they 
  could and use the gate home that the text mentions. 
  What they found was a relic, just waiting to be held aloft. 
  True to form, evil cares little for evil, and the mysterious 
  being betrayed the Dawn Tiger, stole the relic and 
  escaped through the portal using the relic. 
   
  At the lower APLs, the Dawn Tiger was pulled along 
  through the portal as the two struggled in combat and 
  the Tiger’s second in command is left to fight the PCs. 
   
  At APL 12, it was the second-in-command who was 
  pulled through, and the Dawn Tiger himself ambushes 
  the PCs. 
   
  Now the assassins bide their time, hoping and 
  waiting that more Kelanites come along soon (like the 
  ones they robbed) and have the item they need to open 
  the portal. 
   
  The Dawn Tiger troupe have little interest in talking. 
  They know from what Vrot told them that they need a 
  true worshiper of Kelanen to channel positive or negative 
  energy into a sword while it is sheathed in the stone 
  statue. 
   
  PART 3: THE AMBUSH 
  After jumping through the pool, you find yourself 
  standing next to a similar pool, but your location has 
  changed. It’s as if the amphitheatre was rebuilt during 
  your trip through the water. 
   
  All around you, marble seats fill the dimly-lit stands. 
  Ghostly figures fill the benches watching you closely, 
  murmuring to one another. 
   
  Ahead of you on the arena floor, is a 4-foot high 
  fountain, but instead of water, it flows oil. On top of the 
  fountain is a statue of the Lord of Swords holding out an 
  empty stone scabbard. 
   
  Behind you, a table is filled with food and drink. 
   
  The ghostly figures are the departed souls of the Kelanen 
  faithful. They can’t be interacted with. They just watch 
  fight after fight. Their murmurings are completely 
  unintelligible. 
   
  Unfortunately, the Dawn Tigers are using them 
  along with the poor lighting, for concealment as they 
  hide behind the benches and figures. 
   
  The Dawn Tigers are pretty much all laying down, 
  resting while they wait in ambush. 
   
  Occasionally one gets up and gets food from the 
  ever-replenishing table and bring it back to the others 
  hiding around the stands. 
   
  Once the first PC comes through, the assassins start 
  to become alert. The first thing the Dawn Tigers do is cast 
  invisibility (or keep hidden if they do not have access to 
  this spell). 
   
  They are all going to try to use their death attacks as 
  stun attacks, for they want prisoners if possible. Someone 
  needs to open that portal for them, even if that someone 
  is barely alive. 
   
  Creatures: The following creatures are encountered here. 
   
  APL 6 (EL 9) 
  �Dawn Cubs Rgr 2/Rog 3 (4): male human; hp 30 
  (each); see appendix. 
   
  APL 8 (EL 11) 
  �Dawn Cubs Rgr 2/Rog 3/Assassin 2 (4): male human; 
  hp 40 (each); see appendix. 
   
  APL 10 (EL 13) 
  �Dawn Cubs Rgr 2/Rog 3/Assassin 4 (4): male human; 
  hp 50 (each); see appendix. 
   
   
  APL 12 (EL 15) 
  �Dawn Cubs Rgr 2/Rog 3/Assassin 4 (4): male human; 
  hp 50 (each); see appendix. 
  �Dawn Tiger Rgr 2/Rog 3/Assassin 9: male human; hp 
  91 (each); see appendix. 
   
  Tactics: They want prisoners. No real death attacks, only 
  stuns. Sneak up in mass, flank a lot, and use a couple of 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 40 
  non-lethal blows mixed with real wounds to take 
  prisoners. 
   
  If possible, fall back, change position, then strike 
  again. The cubs are trained to work in tandem. 
   
  Once the party is captured, physically force a 
  Kelanite to sheath his sword in the empty stone scabbard 
  and create the portal. Then slit everyone’s throat. 
   
  The cubs (and the Tiger) are in a desperate situation. 
  They know retreating back out into the rift is suicide, or 
  maybe even worse then death. It is better to die in this 
  pocket plane than to have their souls potentially lost in 
  the rift. Therefore, they fight to the death (if given the 
  chance). 
   
  Treasure: Defeat the Dawn Cubs and loot them. 
   
  APL 6: L: 16; C: 0; M: Masterwork kukri (x8) (51 gp 
  each), potion of invisibility (x16) (4 gp each), +1 glamered 
  chain shirt (x4)(329 gp). 
   
  APL 8: L: 16; C: 0; M: Masterwork kukri (x8) (51 gp 
  each), potion of invisibility (x16) (4 gp each), brooch of 
  shielding (x4) (125 gp), +1 glamered chain shirt (x4) (329 
  gp). 
   
  APL 10: L: 16; C: 0; M: Masterwork kukri (x8) (51 gp 
  each), potion of invisibility (x16) (4 gp each), brooch of 
  shielding (x4) (125 gp), dust of disappearance (x8) (291 gp 
  each), +1 glamered chain shirt (x4) (329 gp). 
   
  APL 12: L: 16; C: 0; M: Masterwork kukri (x9) (51 gp 
  each), potion of invisibility (x18) (4 gp each), brooch of 
  shielding (x4) (125 gp), dust of disappearance (x8) (291 gp 
  each), +1 glamered chain shirt (x5) (329 gp), gloves of 
  dexterity +2 (333 gp each), amulet of health +2 (333 gp 
  each), +1 wounding kukri (666 gp each), +1 kukri (166 gp 
  each), lesser silent metamagic rod (250 gp each). 
   
  � Improved Greater Holy Symbol of Kelanen: This 
  upgrade is in addition to all stats and abilities of the 
  Greater Holy Symbol of Kelanen. As a bonus, this 
  improvement has one of the following addition powers. 
  The PC may pick one of these; cross off the other two. 
  [] For 1 turn/rebuke attempt it activates divine favor at 
  the cleric’s caster level. 
  [] For 2 turn/rebuke attempts it activates true strike at the 
  cleric’s caster level. 
  [] For 3 turn/rebuke attempts it activates stoneskin at the 
  cleric’s caster level. 
   
  Access: Adventure; Caster Level 5th; Prerequisites: 
  Upgrade not reproducible.; Weight- as per original; Base 
  Cost: as per original. 
   
  Development: The relic that was housed here in the 
  empty scabbard was taken through the portal. It was a 
  longsword of old design (looking much like the swords 
  of Kelanen’s symbol). 
   
  The being called Vrot referred to it as a Final Word 
  sword when conversing with the Dawn Tiger. 
   
  When Vrot (and any Tigers that came through while 
  they struggled) came through the portal, he appeared in 
  the shrine room of the under the arena in the Old City of 
  Eastfair. 
   
  Suffice it to say, the disturbance caught the young 
  acolytes tending the shrine room off-guard. All those 
  coming through were able to use stealth during the 
  confusion and escaped. 
   
  Unfortunately, the portal is one-way so the Bladers 
  at the shrine could not investigate further. 
   
  Now the PCs have a chance to do exactly the same 
  thing, but perhaps with less fighting and escaping. 
   
  The Call of the Blade 
  Any PC that stands before the fountain that owns a 
  Greater Holy Symbol of Kelanen (as found in COR4-14 
  Sympathy for the Baatezu), feels the blade call out to him. 
  It wants to be put into the sheath. 
   
  Putting the greater holy symbol into the sheath (the 
  sheath resizes to fit any type of sword), enchants the 
  sword so that is comes out upgraded. 
   
  This is a free upgrade. At the time, the wielder of the 
  blade can choose one of the listed free upgrades for the 
  sword (see secondary AR for details). 
   
  This free upgrade is only for current wielders of the 
  Greater Holy Symbol of Kelanen. Those with normal 
  swords do not gain this upgrade. As well, those who 
  purchase a Greater Holy Symbol of Kelanen AFTER 
  encountering this shrine cannot use this particular 
  opportunity to upgrade. 
   
  Dipping the Blade 
  The fountain cannot be removed. Oil taken away from 
  the fountain looses any magical properties it once had. 
  Drinking the oil causes 1 point of temporary 
  Constitution damage. 
   
  Dipping a sword (any kind of sword) into the oil has 
  a chance of giving it a temporary effect. Each time it is 
  dipped, roll a 1d6 on the following chart. 
   
  Use the following modifiers: If the character is a 
  Cleric of Kelanen +2; If the character is a worshiper of 
  Kelanen +1; If the character has a True Neutral 
  Alignment +1; If the character has an Alignment two 
  steps away from True Neutral –4; If the character has 
  acted disrespectfully in the presence of the shrine –2; If 
  the character has previously tried to dip a weapon other 
  than a sword –1; Repeated effect rolls are considered No 
  Effect. 
  • 
  1 (or less): The sword cannot be further magically 
  enhanced in any way for the rest of this adventure, 
  though it does not loose any enhancements is has 
  normally. [Kelanen thinks you’re getting greedy] 
  • 
  2-4: No Effect 
  • 
  5: The sword gains the keen edges enhancement for 
  one hour, but no other oil (such as magical) can 
  affect the sword. 
  • 
  6: The sword gains the defending enhancement for 
  one hour (treat as a +1 sword if no actual 
  enhancement present). 
  • 
  7 
  (or 
  more): The sword gains the speed 
  enhancement for one hour. 
   
  
  COR5-14 All Roads Lead to Rauxes 
   
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  The character dipping the sword magically becomes 
  aware of the new properties of the sword, but not the 
  time limit. 
   
  This is an effect similar to that found in the Eastfair 
  arena shrine. PCs unsure if this place truly is a sacred 
  place to the Lord of Swords have only to compare the oil 
  of this fountain, to that of the trough back in Eastfair. 
   
  The Table of Food 
  This magical effect creates fresh food and drink every 
  hour (replacing anything that has been used or gone 
  stale) with enough to feed eight people. Other than the 
  obvious, this has additional effect. 
   
  Opening the Portal 
  A DC 20 search check of the statue reveals a small line of 
  text written in Old Oeridian. 
   
  “Return to my workshop and learn of my task. Give me 
  your prayers straight from your soul, brought forth from 
  your hands to my sheath.” 
   
  A DC 30 Search check of the statue reveals an even 
  smaller line of text written in Old Oeridian, and a 
  different style than the first text. 
   
  “It’s a one-way trip my friends. Bring what food you 
  need before dipping your blade and passing on to the 
  next step of the journey.” 
   
  There are two ways to open the portal. 
   
  Both can only be performed by a true worshiper of 
  Kelanen. Even hero gods know when someone is trying 
  to trick them (so no Use Magic Device allowed to 
  pretend to be a worshiper of Kelanen). 
   
  The first is to insert a sword (any kind of sword 
  suffices) into the stone sheath that the statue is holding 
  out. Then the inserter needs to channel positive or 
  negative (whichever he does) and make a turn/rebuke 
  check. If a Use Magic Device check is substituted, the 
  DC is 25. 
   
  The second method is for non-clerics. The petitioner 
  dips his sword in the oil of the fountain, inserts it into 
  the stone sheath. The PC then makes a DC 20 Diplomacy 
  check as he issues forth prayer to the Lord of Swords. The 
  PC may add a +2 synergy bonus if he has more than 5 
  ranks of Knowledge (religion). 
   
  Once either method is successful, the space behind 
  the altar opens as the fabric of the plane is sliced open 
  and orange light spills forth. This split rolls open to 5 feet 
  wide and 8 feet high. It stays open for ten rounds. 
   
  Passage through the portal is safe, but once through, 
  there is no going back (even while it’s still open). 
   
  Back at the Eastfair Shrine 
  The portal opens up in the shrine room underneath the 
  arena in the old city district of Eastfair. The PCs are 
  greeted by several Bladers with watchful looks on their 
  faces. They are led by Ecnal Tugim, the second in 
  command of the Barons of the Blade. 
   
  Once the PCs have identified themselves (and if the 
  PCs are coming through this portal, chances are good 
  that Ecnal has already met them before during COR4-14 
  Sympathy for the Baatezu), then everything is OK. 
   
  During the possible encounter with Stylus Rel, some 
  PCs may have vowed to become members of the Barons 
  of the Blade. To do this, the PC needs to tell Ecnal of 
  their vow and present him with a severed head of proof 
  of his combat abilities. 
   
  Once Ecnal is satisfied, the PC can be initiated into 
  the ranks of the Barons of the Blade and receive the 
  tattoo of an Honorary Blader (as per the AR). 
   
  The PC now also has access to purchase the Greater 
  Holy Symbol of Kelanen. 
   
  As well, all PC Honorary Bladers are asked if they 
  accept the quest to retrieve the relic that was stolen from 
  the shrine they just came from (as per the AR). 
   
  �Ecnal Tugim: Male human (oeridian) Ftr 1/Clr 7 of 
  Kelanen; LN. 
   
  Conclusion? 
  PCs who have traveled through the portal, cannot go 
  back into the rift in this adventure. 
   
  This means that P’s who used the portal may have 
  unintentionally burned their bridges for finishing the 
  rest of the adventure. 
   
  Or some PCs may use route of escape after 
  completely the majority of the adventure. 
   
  It’s also possible that the PCs intended to use the 
  portal at some point (and visit Eastfair) but they ended up 
  leaving the rift through one of the other methods. If this 
  is the case, and the PCs have spent the One TU to do this 
  mission, then they may still journey (without incident) to 
  the old arena shrine of Kelanen in Eastfair. Once there, 
  they may go about their business as if they used the 
  portal to arrive. 
   
  Check the Conclusion encounter (below) as it has 
  adventure wrap-up notes not covered here. 
   
  CONCLUSION 
  PART 1: BACK TO OERTH 
  Read this text for those PCs that used the ritual to escape. 
  If the PCs used the Screaming Column to escape, use this 
  text but remove the line about being alone (the group 
  arrives whole). 
   
  The feel of firm but spongy ground collides with your 
  feet just as the blackness is driven away by the bright 
  light of the sun. Looking around, you are in a farmer’s 
  field. Serfs working the land stop to stare at you—but 
  not at your companions, for they are nowhere in sight. 
   
  The ritual has spread the PCs out over roughly two square 
  miles. They’ve all landed in the fields of minor nobles as 
  their serfs work the land. 
   
  Regardless of what time of day the PCs left the rift, 
  it’s now almost noon on Oerth (but roughly the same 
  number of days have passed). 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 42 
   
  All of the PCs are near a central location of a small 
  village with an inn. This is the first place the serfs point 
  to when the PCs ask for bearings. 
   
  The best answer these serfs can give is that this is 
  Naelex land (they don’t know if they are North Kingdom 
  or if they are Ahlissian). 
   
  At the Inn 
  When the twins (now in human form) emerge together 
  from the farm fields, they head off towards the assumed 
  safety of the inn. 
   
  They wait there for the brave heroes that rescued 
  them to come here as well and escort them back to their 
  father. 
   
  In theory, individual PCs should eventually make 
  their way to the inn. This may be after walking around 
  (shouting perhaps?) trying to meet their companions. 
  Eventually though (unless PC simple refuses) everyone 
  meets up at the inn. 
   
  After the PCs have settled down, the following 
  happens. 
   
  A passing barmaid spills a mug of ale and the liquid 
  stops in mid air. The barmaid is equally still. The noise of 
  the bar room has come to a complete silence, leaving 
  only the sounds of yourselves. Everything is frozen in 
  time except you. 
   
  From nowhere steps the clockwork man from the 
  Rauxes theatre. The sands of his hour-glass head start to 
  flow upwards and he speaks. 
   
  “You’ve done what you were intended to do. It has 
  been noted within the rolls. The Footmen of the Spider 
  Throne would have meddled in affairs they should not. 
  They had no clue what disasters would have befallen this 
  plane should they have succeeded in their petty attempt 
  at power. The Stones of Medegia are safe now. Safe to 
  continue their true purpose should that be the final 
  outcome.” 
   
  If the PCs followed Pro’grom’s bargain and did not 
  disturb the blood shield, read the following. 
   
  “The veil is put in place for a reason. It is tied to Acheron 
  for a reason. All wounds need time to heal, and 
  sometimes the medicine is bitter while the treatment 
  risks scars. You have embraced your destiny, as I knew 
  you would. Follow your path, embrace it. Know that you 
  have a place in the universe and the universe has a plan. 
  Time will tell if others have your wisdom when it comes 
  to the Veil.” 
   
  Or if the PCs did interfere with the blood shield, read the 
  following. 
   
  “You have removed the stability of Acheron from 
  dominance. Even now, the planes are fighting for 
  dominance, fracturing, weaving, and bringing about 
  chaos. Chaos brings danger. Acheron kept the path clear 
  and steady. Chaos risks total destruction. It is only a 
  matter of time before this threatens Oerth. This is the 
  choice you have made.” 
   
   
  After Pro’grom has said what he had to say, he 
  vanishes and time starts to move again. 
   
  If the PCs spoke to Pro’grom concerning the blood 
  shield (when he offered them the deal) and the PCs did 
  not remove the Blood Shield, then each PC receives the 
  “I have a destiny” entry on the primary AR. 
   
  Where Are We Anyway? 
  The PCs are roughly 60 miles south east of Deleric (and 
  about 40 miles south east of the Barony of Stel). 
   
  The PCs are in the politically neutral Naelex lands 
  south of the North Kingdom. 
   
  What Happened to Floria? 
  Like the PCs, Floria appeared in one of the fields. If she 
  was bound, an unknowing serf frees her and she makes 
  good her escape. 
   
  If Floria arrives under her own power (after spells 
  have been canceled on her), she again makes good her 
  escape through various means (mostly mundane for her 
  ability to cast could be compromised). 
   
  Unless the PCs have done a really good number on 
  her somehow, she makes her escape, even if just by the 
  skin of her teeth and the kindness of strangers. 
   
  PART 2: MISSION WRAP UPS 
  This second section contains headings for the different 
  missions and rewards the PCs can wrap up at the end of 
  the adventure. 
   
  Baron’s Heirs 
  Traveling back to the Barony of Stel, the PCs have only to 
  return the heirs to their father. The twins Rammel and 
  Ramette, who once felt nothing but contempt for their 
  lot in life, are now quite eager to get back to being 
  lordlings. 
   
  They are also thankful of the PCs who saved them. 
   
  Baron Ramden is happy with the live return of his 
  heirs. Well, perhaps not happy, but content. And when 
  the baron’s content, he gives people things. 
   
  In this case, its access to a ring his father found long 
  ago and stored away to collect dust. 
   
   
  All APLs: Ring of water walking (1,250 gp each), 
  Access Core. 
   
  Whatever Happened to the Court Wizard Havervite? 
  Havervite’s wife is glad to have some closure if the PCs 
  tell her that her husband is indeed dead, killed by the 
  Footmen of the Spider Throne, and that in turn, the PCs 
  have smashed the evil cult. 
   
  In fact, she’s so relieved that she remembers and old 
  walking stick own by her husband that might have some 
  magic in it. She allows them to buy it if they want. 
   
   
  All APLs: Staff of fire (1,479 gp each), Access Core. 
   
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 43 
  Rescue of Lassara 
  If the PCs meet up with Lassara and get her out alive of 
  Rauxes, they can try to return her home. She comes from 
  Delaric where her parents and family are servants in 
  noble house of the leader of that city. 
   
  Her family have little to give, but perhaps can grant a 
  small favor at some future point. 
   
  Favor in Delaric: This PC is owed a favor by a servant 
  family of the leading noble household. 
   
  Rescue of Mendalson 
  Mendalsson of Delaric is the nephew of Montand, ruler 
  of Delaric. Mendalsson is a bit of a black sheep of the 
  family. His noble household would prefer to keep his 
  return quiet, as well as where he has been. 
   
  But they’ll owe the PCs a favor should they ever 
  come through Delaric. 
   
  Blackmail in Delaric: The PCs have some dirt on the 
  leading noble family in Delaric. 
   
  The End 
   
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 44 
  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 5 
  Defeat the baatezu 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  Encounter 6 
  Defeat the Server or his table of food 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Encounter 7 
  Kill, Capture or Truce with Floria 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  Encounter 8 
  Destroy the Tannar’i infestation 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  Encounter 9 
  Destroy the blood golems of Hextor 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  420 XP 
   
  Encounter 10 
  Survive interaction with the trapped altar 
  APL 6 
  150 XP 
  APL 8 
  210 XP 
  APL 10 
  270 XP 
  APL 12 
  330 XP 
   
  Story Award 
  Return back to Oerth 
  APL 6 
  180 XP 
  APL 8 
  225 XP 
  APL 10 
  270 XP 
  APL 12 
  315 XP 
   
  Discretionary roleplaying award 
  APL 6 
  180 XP 
  APL 8 
  225 XP 
  APL 10 
  270 XP 
  APL 12 
  315 XP 
   
  Total possible experience: 
  APL 2 
  1,800 XP 
  APL 4 
  2,250 XP 
  APL 6 
  2,700 XP 
  APL 8 
  3,150 XP 
   
   
  EXPERIENCE POINT 
  SUMMARY(SECONDARY AR) 
   
  Encounter 12 
  Defeat the Dawn Tiger Troupe 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  Total possible experience: 
  APL 6 
  270 XP 
  APL 8 
  330 XP 
  APL 10 
  390 XP 
  APL 12 
  450 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 45 
  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 5.1: The Siege 
   
  APL 6: Loot—200 gp, Coin—0 gp, Magic—0 gp 
   
  APL 8: Loot—400 gp, Coin—0 gp, Magic—+1 
  Flaming Composite Longbow (+6 Str bonus)(750 gp 
  each). 
   
  APL 10: Loot—400 gp, Coin—0 gp, Magic—+1 
  Flaming Frost Composite Longbow (+6 Str bonus)(1583 
  gp each), Lesser Bracers of Archery (416 gp each). 
   
  APL 12: Loot—400 gp, Coin—0 gp, Magic—+1 
  Flaming Frost Composite Longbow (+6 Str bonus)(1583 
  gp each), Greater Bracers of Archery (2083 gp each), 
  Gloves of Dexterity +2 (333 gp each), Belt of Giant 
  Strength +4 (1333 gp each). 
   
  Encounter 5.2: The Siege 
  APL 6: Loot—0 gp, Coin—0 gp, Magic—Key 281- (10 gp 
  each), scroll of shadow conjuration, greater (190 gp each), 
  dispel magic, greater (94 gp each). 
   
  APL 8: Loot—0 gp, Coin—0 gp, Magic—Key 281- 
  (10 gp each), scroll of shadow conjuration, greater (190 gp 
  each), dispel magic, greater (94 gp each), scroll of bear’s 
  endurance, mass (138 gp each). 
   
  APL 10: Loot—0 gp, Coin—0 gp, Magic—Key 281- 
  (10 gp each), scroll of shadow conjuration, greater (190 gp 
  each), dispel magic, greater (94 gp each), scroll of bear’s 
  endurance, mass (138 gp each), scroll of wall of iron (141 
  gp each). 
   
  APL 12: Loot—0 gp, Coin—0 gp, Magic—Key 281- 
  (10 gp each), scroll of shadow conjuration, greater (190 gp 
  each), dispel magic, greater (94 gp each), scroll of bear’s 
  endurance, mass (138 gp each), scroll of wall of iron (141 
  gp each), scroll of delayed blast fireball (190 gp each). 
   
  Encounter 6.2: Murder in the Vomitorium 
  APL 6: Loot—0 gp, Coin—0 gp, Magic—horn of fog (166 
  gp each). 
   
  APL 8: Loot—0 gp, Coin—0 gp, Magic—horn of fog 
  (166 gp each). 
   
  APL 10: Loot—0 gp, Coin—0 gp, Magic—horn of 
  fog (166 gp each), lyre of building (1083 gp each). 
   
  APL 12: Loot—0 gp, Coin—0 gp, Magic—horn of 
  fog (166 gp each), lyre of building (1083 gp). 
   
  Encounter 7.1: All the Oerth’s a Stage 
  APL 6: Loot—0 gp, Coin—0 gp, Magic—Vest of 
  Resistance +1 (166 gp each), +1 Chain Shirt (83 gp each), 
  +1 Dagger (177 gp each), Cloak of Charisma +2 (333 gp 
  each). 
   
  APL 8: Loot—0 gp, Coin—0 gp, Magic—Vest of 
  Resistance +1 (166 gp each), +1 Chain Shirt (83 gp each), 
  +1 Deflecting Dagger (666 gp each), Cloak of Charisma 
  +2 (333 gp each). Ring of Protection +1 (166 pg each). 
   
  APL 10: Loot—0 gp, Coin—0 gp, Magic—Vest of 
  Resistance +1 (166 gp each), +2 Chain Shirt (333 gp each), 
  +1 Deflecting Dagger (666 gp each), Cloak of Charisma 
  +2 (333 gp each). Ring of Protection +1 (166 pg each), 
  Periapt of Wisdom +2 (333 gp each). 
   
  APL 12: Loot—0 gp, Coin—0 gp, Magic—Vest of 
  Resistance +3 (750 gp each), +3 Chain Shirt (750 gp each), 
  +1 Deflecting Dagger (666 gp each), Cloak of Charisma 
  +4 (1333 gp each). Ring of Protection +1 (166 pg each), 
  Periapt of Wisdom +2 (333 gp each). 
   
  Encounter 10: In the Pauper’s Grave 
   
  APL 6: Loot—500 gp, Coin—0 gp, Magic—ring of 
  force shield (708 gp each). 
   
  APL 8: Loot—500 gp, Coin—0 gp, Magic—ring of 
  force shield (708 gp each), ring of evasion (2083 gp each). 
   
  APL 10: Loot—500 gp, Coin—0 gp, Magic—ring of 
  force shield (708 gp each), ring of evasion (2083 gp each), 
  rod of metamagic, quicken, lesser (2916 gp each). 
   
  APL 12: Loot—500 gp, Coin—0 gp, Magic—ring of 
  force shield (708 gp each), ring of evasion (2083 gp each), 
  rod of metamagic, quicken, lesser (2916 gp each), staff of 
  conjuration (5416 gp each). 
   
  Total Possible Treasure (primary AR) 
   
  APL 6: 1,600 gp 
   
  APL 8: 2,500 gp 
   
  APL 10: 4,200 gp 
   
  APL 12: 6,000 gp 
   
  Encounter 12.2: Extra TU side quest--new Dawn 
  APL 6: L: 16; C: 0; M: Masterwork kukri (x8) (51 gp each), 
  potion of invisibility (x16) (4 gp each), +1 glamered chain 
  shirt (x4)(329 gp). 
   
  APL 8: L: 16; C: 0; M: Masterwork kukri (x8) (51 gp 
  each), potion of invisibility (x16) (4 gp each), brooch of 
  shielding (x4) (125 gp), +1 glamered chain shirt (x4) (329 
  gp). 
   
  APL 10: L: 16; C: 0; M: Masterwork kukri (x8) (51 gp 
  each), potion of invisibility (x16) (4 gp each), brooch of 
  shielding (x4) (125 gp), dust of disappearance (x8) (291 gp 
  each), +1 glamered chain shirt (x4) (329 gp). 
   
  APL 12: L: 16; C: 0; M: Masterwork kukri (x9) (51 gp 
  each), potion of invisibility (x18) (4 gp each), brooch of 
  shielding (x4) (125 gp), dust of disappearance (x8) (291 gp 
  each), +1 glamered chain shirt (x5) (329 gp), Gloves of 
  Dexterity +2 (333 gp each), Amulet of Health +2 (333 gp 
  each), +1 wounding kukri (666 gp each), +1 kukri (166 gp 
  each), lesser silent metamagic rod (250 gp each). 
   
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 46 
  Total Possible Treasure (Secondary AR) 
   
  APL 6: 400 gp 
   
  APL 8: 625 gp 
   
  APL 10: 1050 gp 
   
  APL 12: 1500 gp 
   
  SPECIAL (PRIMARY AR) 
  I Have a Destiny!: You have embraced your destiny, a 
  knowledge that at some point, you will play a pivotal role 
  in greatness. Now it’s just a question of living that long. 
   
  [] Once ever- re-roll any saving throw that would 
  cause this PC to drop to or below –10 hp (death attack, 
  full spell damage, etc). 
   
  Souvenirs of War: One coat, brown; 2 pair socks, brown. 
  All embroidered with the small seasonal heraldic device 
  of Meya Astra. 
   
  One Time Buy: The following could have been bought 
  during one encounter during play, not after. Cross off 
  any not purchased at that point. 
  +2 thinaun longsword (CW 23,315 gp) 
  +1 Last Resort thinaun dagger (CW 18,302 gp) 
  armor of the unending hunt (CW 21,500 gp) 
  dwarven thrower (DMG 60,312 gp) 
  +2 adamantine battle axe (DMG 9,010 gp) 
  flame tongue (DMG 20,715 gp) 
  dwarven Plate (DMG 16,500 gp) 
   
   
  �Inherited Template or Subtype: As a result of 
  your actions behind the shimmering veil you have 
  inherited one of the following templates or subtypes. 
  Tick one: 
   
  Eladrin subtype 
   
  Guardinal subtype 
   
  Half Silver Dragon template 
   
  Powers of a werebear 
   
  Celestial template 
   
  Half-Celestial template 
   
  You may now invoke these powers one time only. Doing 
  so costs 1 TU but you receive the benefits of the template 
  for the remainder of the adventure in which you are 
  participating (even if that adventure is a two-round 
  event). 
   
  Invoking these powers makes you in all regards a 
  creature of the appropriate subtype, template etc., except 
  that your alignment does not change. Refer to the 
  Monster Manual for more information on how to apply 
  these conditions. 
   
  �Favor in Delaric: This PC is owed a favor by a servant 
  family of the leading noble household. 
   
  �Blackmail in Delaric: The PCs have some dirt on the 
  leading noble family in Delaric. 
   
  SPECIAL (SECONDARY AR) 
  � Improved Greater Holy Symbol of Kelanen: This 
  upgrade is in addition to all stats and abilities of the 
  Greater Holy Symbol of Kelanen. As a bonus, this 
  improvement has one of the following addition powers. 
  The PC may pick one of these; cross off the other two. 
  [] For 1 turn/rebuke attempt it activates divine favor at 
  the cleric’s caster level. 
  [] For 2 turn/rebuke attempts it activates true strike at the 
  cleric’s caster level. 
  [] For 3 turn/rebuke attempts it activates stoneskin at the 
  cleric’s caster level. 
   
  Access: Adventure; Caster Level 5th; Prerequisites: 
  Upgrade not reproducible.; Weight- as per original; Base 
  Cost: as per original. 
   
  �Honorary Blader: This character proved her worth and 
  accepted atonement and conversion to this sub-sect of 
  the Lord of Swords. The tattoo proves it. As long as this 
  god is worshiped, once per adventure, this character can 
  make a Smite attack equal to their character level –3 (as 
  per the destruction domain). Switching gods removes the 
  tattoo. 
   
   
  � Greater Holy Symbol of Kelanen: This particular 
  magical blade is forged in the Eastfair shrine of Kelanen. 
  The type of sword can be any martial sword. This +1 
  sword has the words “Have Sword, Will Travel” written 
  in Old Oeridian on the blade. The sword can be used as a 
  holy symbol of Kelanen. For the cost of 3 turn/rebuke 
  attempts, it activates keen edge on the blade at the cleric’s 
  caster level. Only clerics of Kelanen may use this ability. 
  This item can be upgraded as normal. 
   
  Access: Any; Caster Level 5th; Prerequisites: Craft 
  Magic Arms and Armor and Craft Wondrous Item and 
  either keen edges or weapon of the deity spell, must be a 
  cleric of Kelanen; Weight- 4 lbs; Base Cost: 8000 gp. 
   
   
  �Quest: A relic is missing from the hidden extra 
  planar shrine of Kelanen, taken by an unknown being. 
  You have vowed to find that missing sword. 
   
  ITEMS FOR THE PRIMARY 
  ADVENTURE RECORD 
   
  Item Access 
  APL 6: 
  Wand of Cure Light Wounds (Adventure; DMG; 750 gp) 
  Staff of fire ( Core; DMG; 17,750 gp) 
  Scroll of shadow conjuration, greater (Adventure; DMG; 
  2275 gp) 
  Scroll of dispel magic, greater (Adventure; DMG; 1650 
  gp) 
  Horn of fog (Adventure; DMG; 2000 gp) 
  Vest of Resistance +1 (Adventure; CA; 4000 gp) 
  Ring of force shield (Adventure; DMG; 8500 gp) 
   
  APL 8 (all of APL 6 plus the following): 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 47 
  +1 Flaming Composite Longbow (+6 Str bonus) 
  (Adventure; DMG; 9000 gp) 
  Scroll of bear’s endurance, mass (Adventure; DMG; 1,650 
  gp). 
  +1 Deflecting Dagger (Adventure; CV; 8000 gp) 
  Ring of evasion (Adventure; DMG; 25,000 gp) 
   
  APL 10 (all of APLs 6-8 plus the following): 
  Lesser Bracers of Archery (Adventure; DMG; 5000 gp) 
  +1 Flaming Frost Composite Longbow (+6 Str bonus) 
  (Adventure; DMG; 18,800 gp) 
  Scroll of wall of iron (Adventure; DMG; 1,700 gp) 
  Lyre of building (Adventure; DMG; 13,000 gp). 
  +2 Chain Shirt (Adventure; DMG; 4,250 gp) 
  Rod of metamagic, quicken, lesser (Adventure; DMG; 
  35,000 gp) 
   
  APL 12 (all of APLs 6-10 plus the following): 
  Belt of Giant Strength +4 (Adventure; DMG; 16,000 gp) 
  Scroll of delayed blast fireball (Adventure; DMG; 2,275 
  gp) 
  Vest of Resistance +3 (Adventure; DMG; 9000 gp) 
  +3 Chain Shirt (Adventure; DMG; 9,250 gp 
  Staff of conjuration (Adventure; DMG; 65,000) 
   
  ITEMS FOR THE SECONDARY 
  ADVENTURE RECORD 
   
  Item Access 
  APL 6: 
  +1 glamered chain shirt (Adventure; DMG; 4,250 gp) 
   
  APL 8 (all of APL 6 plus the following): 
  Brooch of shielding (Adventure; DMG; 1,500 gp) 
   
  APL 10 (all of APLs 6-8 plus the following): 
  Dust of disappearance (Adventure; DMG; 3,500 gp) 
   
  APL 12 (all of APLs 6-10 plus the following): 
  +1 wounding kukri (Adventure; DMG; 18,302 gp) 
  Lesser silent metamagic rod (Adventure; DMG; 3,000 gp) 
   
   
  
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  APPENDIX 1: APL 6
  ENCOUNTER 6:  
  MURDER IN THE VOMITORIUM 
  �Half-Fiend Otyugh: CR 9; Huge outsider (native); 
  HD 10d8+43; hp 88; Init +1 (+1 Dex); Spd 20 ft.; AC 21 
  touch 9, flat-footed 20; Base Atk +7; Grp +21; Atk +12 
  melee (1d8+6) or +12 melee (1d8+6, tentacle) +6 melee 
  (2d6+3, bite); Full Atk +12 melee (1d8+6, 2 tentacles) 
  and +6 melee (2d6+3, bite); Space/Reach 15 ft./15 ft. 
  (25 ft. with tentacle); SA constrict 1d8+6, disease, 
  improved grab, smite good, spell-like abilities; SQ 
  darkvision 60 ft., scent, immunity to poison, DR 
  5/magic, resistance 10 to acid/cold/fire/electricity, SR 
  20; AL NE; SV Fort +7, Ref +4, Will +8; Str 23, Dex 12, 
  Con 19, Int 9, Wis 12, Cha 8. 
   
  Skills: Balance +7, Climb +12, Hide +6*, Jump +12, 
  Knowledge 
  (dungeoneering) 
  +5, 
  Knowledge 
  (engineering) +2, Listen +16, Speak Infernal, Spot +16. 
   
  Feats: Alertness, Combat Reflexes, Toughness, 
  Weapon Focus (tentacle). 
   
  Constrict (Ex): An otyugh deals automatic tentacle 
  damage with a successful grapple check. 
   
  Disease (Ex): Filth fever—bite, Fortitude DC 19, 
  incubation period 1d3 days; damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution based. 
   
  Improved Grab (Ex): To use this ability, an otyugh 
  must hit with a tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD against one foe. 
   
  Skills: *An otyugh has a +8 racial bonus on Hide 
  checks when in its lair, due to its natural coloration. 
   
  Spell-Like Abilities: Darkness 3/day, desecrate, 
  unholy blight (DC 13), poison 3/day (DC 13), 
  contagion (DC 13). 
   
  ENCOUNTER 7:  
  ALL THE OERTH’S A STAGE 
  �Floria: Female human Brd 2/Clr 3/Evangelist 3; CR 
  8; Medium human; HD 2d6 plus 3d8 plus 3d6; hp 38; 
  Init +5; Spd 30 ft.; AC 16, touch 11, flat-footed 15; Base 
  Atk +5; Grp +4; Atk +5 melee (1d4, 19-20/×2, +1 
  dagger); Full Atk +5 melee (1d4, 19-20/×2, +1 dagger); 
  AL NE; SV Fort +7, Ref +7, Will +12; Str 8, Dex 12, Con 
  10, Int 15, Wis 14, Cha 17. 
   
  Skills and Feats: Appraise +2, Balance +0, Bluff 
  +16, Climb –2, Concentration +5, Diplomacy +12, 
  Disguise +3, Escape Artist +0, Forgery +2, Gather 
  Information +11, Heal +2, Hide +0, Intimidate +7, 
  Jump –2, Knowledge (arcana) +7, Knowledge (history) 
  +7, Knowledge (religion) +8, Knowledge (the planes) 
  +7, Listen +6, Move Silently +0, Perform (oratory) +14, 
  Ride +1, Search +2, Sense Motive +13, Spot +2, Survival 
  +2, Swim –3, Use Rope +1; Extra Music, Great 
  Fortitude, Improved Initiative, Persuasive. 
   
  Bardic Knowledge (Ex): +6 
   
  Bardic Music: 2/day (Countersong, Fascinate, 
  Inspire Courage +1) 
   
  Rebuke Undead: 6/day; Turning Check: +5; 
  Turning Damage: 2d6+6 
   
  Great Orator (Su): Up to three times per day the 
  Evangelist may use their oratory skills in a variety of 
  ways: 
   
  Inspire Dread (Su): You can inspire hopelessness 
  in all enemies within 30 feet, imposing a –4 penalty on 
  Will saves to those affected. Delivering this oratory 
  requires a full-round action to activate and requires 
  concentration each round to continue the effect which 
  lasts as long as you speak and for 3 rounds thereafter. 
  Inspire Dread is a mind-affected ability. 
   
  Inflame the Righteous (Su): You can use this 
  ability to wreath yourself and any of your allies within 
  30 feet in divine flame. Each beneficiary of this ability 
  gains the benefit of a fire shield spell as cast by a level 5 
  sorcerer. The damage caused by this spell is, however, 
  purely divine, and not subject to a creature’s resistance 
  or immunity to fire. This oratory requires a full-round 
  action to perform and requires concentration each 
  round to continue the effect. The effect lasts as long as 
  you speak and for 3 rounds thereafter. 
   
  Fast Talk (Ex): You may make a rushed Diplomacy 
  check (in a single round) at a –5 penalty, rather than 
  the normal –10. 
   
  Bard Spells Known: (3/1; save DC 13 + spell level); 
  0—ghost sound, message, prestidigitation, read magic, 
  resistance; 1st—alarm, hypnotism. 
   
  Cleric Spells Prepared (4/3+1/2+1); save DC 12 + 
  spell level; 0—detect magic, detect poison, guidance, 
  read magic; 1st—protection from good*, bane, cure 
  light wounds, doom. 2nd—desecrate*, hold person, 
  sound burst. 
   
  Domains*: Evil—All spells with the Evil modifier 
  are +1 spell level. Dream—You are immune to fear 
  effects.  
   
  Possessions: Vest of resistance +1, +1 chain shirt, 
  +1 dagger, cloak of Charisma +2 
   
  ENCOUNTER EXTRA TU MISSION 
  �Dawn Tiger: Male human Rgr 2/Rog 3; CR 5; 
  Medium human; HD 2d8+2 plus 3d6+3; hp 30; Init +3; 
  Spd 30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +4; 
  Grp +5; Atk +8 melee (1d4+1 plus poison, 18-20, 
  masterwork kukri) or +7 ranged (1d4+1, 19-20/×2, 
  dagger); Full Atk +6/+6 melee (1d4+1 plus poison, 18-
  20, masterwork kukri) or +8 melee (1d4+1 plus poison, 
  18-20, masterwork kukri) or +7 ranged (1d4+1, 19-
  20/×2, dagger); SA 1st favored enemy (human), sneak 
  attack +2d6; SQ evasion, trapfinding, trap sense +1, 
  wild empathy; AL NE; SV Fort +5, Ref +9, Will +2; Str 
  12, Dex 16, Con 12, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats : Balance +2, Bluff +3, Climb +4, 
  Concentrate +2, Decipher Script +2, Diplomacy +3, 
  Disable Device +4, Disguise +4, Escape Artist +4, Hide 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 49 
  +9, Jump +3, Knowledge (geography) +2, Listen +6, 
  Move Silently +9, Open Lock +4, Sense Motive +4, 
  Search +6, Spot +6, Survival +6, Tumble +7, Use Rope 
  +4; Combat Reflexes, Track, Two-Weapon Fighting, 
  Two-Weapon Defense, Weapon Finesse. 
   
  Poison (Ex): The Dawn Tiger begins combat with 
  a coating of large scorpion venom on his kukri blades. 
  Injury DC 18, Initial 1d6 Str. Secondary 1d6 Str. 
  Poison lasts until the weapon scores a hit. 
   
  Possessions: 3 daggers, 2 masterwork kukri, 
  masterwork thieves’ tools, +1 glamered chain shirt, 
  potion of invisibility (×4), large scorpion venom poison 
  (×2). 
   
  
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  APPENDIX 2: APL 8 
  ENCOUNTER 5: THE SIEGE 
  �Purple Shroud: Female erinyes Ftr 1; CR 9; Medium 
  outsider (Baatezu, Evil, Extraplanar, Lawful); HD 
  9d8+54 plus 1d10+6; hp 107; Init +7; Spd 30 ft., fly 60 ft. 
  (good); AC 25, touch 17, flat-footed 18; Base Atk +10; 
  Grp +17; Atk +18 ranged (1d8+7 +1d6 fire, 19-20/×3, +1 
  flaming composite longbow (+6 Str bonus) or +18 
  melee (1d10+10, 20/×3, masterwork glaive) or +17 
  melee (1d8+7, flail) or +17 ranged (entangle, rope) or 
  +17 ranged (1d10, 19-20/×2, heavy crossbow); Full Atk 
  +18/+13 ranged (1d8+7 +1d6 fire, 19-20/×3, +1 flaming 
  composite longbow (+6 Str bonus) or +18/+13 melee 
  (1d10+10, 20/×3, masterwork glaive) or +17/+12 melee 
  (1d8+7, flail) or +17 ranged (entangle, rope) or +17 
  ranged (1d10, 19-20/×2, heavy crossbow); Space/Reach 
  5 ft./5 ft. (10 ft. with masterwork glaive); SA Entangle, 
  spell-like abilities, summon baatezu; SQ DR 5/good, 
  darkvision 60 ft., immunity to fire and poison, 
  resistance to acid 10 and cold 10, see in darkness, SR 
  21, telepathy 100 ft., true seeing; AL LE; SV Fort +14, 
  Ref +13, Will +9; Str 25, Dex 24, Con 23, Int 14, Wis 16, 
  Cha 22. 
   
  Skills and Feats: Concentration +18, Diplomacy 
  +8, Escape Artist +19, Hide +19, Knowledge (religion) 
  +14, Knowledge (the planes) +14, Listen +16, Move 
  Silently +19, Search +14, Sense Motive +15, Spot +16, 
  Survival +3 (+5 when following tracks, +5 when not on 
  Baator, +7 when following tracks not on Baator), Use 
  Rope +7 (+9 with bindings); DodgeB, Improved Critical 
  (longbow), MobilityB, Point Blank Shot, Precise Shot, 
  Rapid Shot, Shot on the Run. 
   
  Special Attacks: An erinyes’ natural weapons, as 
  well as any weapons it wields, are treated as evil-
  aligned and lawful-aligned for the purpose of 
  overcoming damage reduction. 
   
  Entangle (Ex): Each erinyes carries a stout rope 
  some 50 ft. long that entangles opponents of any size as 
  an animate rope spell (caster level 16th). An erinyes 
  can hurl its rope 30 ft. with no range penalty. Typically, 
  an erinyes entangles a foe, lifts it into the air, and drops 
  it from a great height. 
   
  Spell-like Abilities: At will—greater teleport (self 
  plus 50 pounds of objects only), charm monster (DC 
  20), minor image (DC 18), unholy blight (DC 20). 
  Caster level 12th. The save DCs are Charisma-based. 
   
  Summon Baatezu (Sp): Once per day an erinyes 
  can attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is the 
  equivalent of a 3rd-level spell. 
   
  True Seeing (Su): Erinyes continuously use true 
  seeing, as the spell (caster level 14th). 
   
  See in Darkness (Su): All baatezu can see perfectly 
  in darkness of any kind, even that created by a deeper 
  darkness spell. 
   
  Possessions: +1 flaming composite longbow (+6 
  Str bonus), 3 quivers of 20 arrows each, heavy 
  crossbow, quiver with 10 bolts, masterwork glaive, flail, 
  hempen rope (50 ft.). 
   
  ENCOUNTER 6:  
  MURDER IN THE VOMITORIUM 
  �Half-Fiend Otyugh: CR 10; Huge outsider (native); 
  HD 14d8+59; hp 122; Init +5 (+1 Dex, +4 Improved 
  Initiative); Spd 20 ft.; AC 21, touch 9, flat-footed 20; 
  Base Atk +10; Grp +24; Atk +15 melee (1d8+6) or +9 
  melee (2d6+3, bite); Full Atk +15 melee (1d8+6, 2 
  tentacles) and +9 melee (2d6+3, bite); Space/Reach 15 
  ft./15 ft. (25 ft. with tentacle); SA constrict 1d8+6, 
  disease, improved grab, smite good, spell-like abilities; 
  SQ darkvision 60 ft., scent, immunity to poison, 
  natural weapons count as magical for DR, DR 5/magic, 
  resistance 10 to acid/cold/fire/electricity; SR 24; AL 
  NE; SV Fort +8, Ref +5, Will +10; Str 23, Dex 12, Con 
  19, Int 9, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +9, Climb +14, Hide +10*, 
  Jump +14, Knowledge (dungeoneering) +7, Knowledge 
  (engineering) +2, Listen +20, Speak Infernal, Spot +20; 
  Alertness, Combat Reflexes, Improved Initiative, 
  Toughness, Weapon Focus (tentacle). 
   
  Constrict (Ex): An otyugh deals automatic tentacle 
  damage with a successful grapple check. 
   
  Disease (Ex): Filth fever—bite, Fortitude DC 21, 
  incubation period 1d3 days; damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution based. 
   
  Improved Grab (Ex): To use this ability, an otyugh 
  must hit with a tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Skills: *An otyugh has a +8 racial bonus on Hide 
  checks when in its lair, due to its natural coloration. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD against one foe. 
   
  Spell-Like Abilities: Darkness 3/day, desecrate, 
  unholy blight (DC 13), poison (DC 13) 3/day, 
  contagion (DC 13), blasphemy, unholy aura 3/day, 
  unhallow. 
   
  ENCOUNTER 7:  
  ALL THE OERTH’S A STAGE 
  �Floria: Female human Brd 2/Clr 3/Evangelist 5; CR 
  10; Medium human; HD 2d6 plus 3d8 plus 5d6; hp 46; 
  Init +5; Spd 30 ft.; AC 17, touch 12, flat-footed 16; Base 
  Atk +6; Grp +5; Atk +6 melee (1d4; 19-20/×2, +1 
  dagger); Full Atk +6/+1 melee (1d4; 19-20/×2, +1 
  dagger); AL NE; SV Fort +7, Ref +7, Will +13; Str 8, Dex 
  12, Con 10, Int 15, Wis 14, Cha 17. 
   
  Skills and Feats: Appraise +2, Balance +0, Bluff 
  +18, Climb –2, Concentration +5, Diplomacy +12, 
  Disguise +3, Escape Artist +0, Forgery +2, Gather 
  Information +11, Heal +2, Hide +0, Intimidate +10, 
  Jump –2, Knowledge (arcana) +7, Knowledge (history) 
  +7, Knowledge (religion) +8, Knowledge (the planes) 
  +7, Listen +16, Move Silently +0, Perform (oratory) +16, 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 51 
  Ride +1, Search +2, Sense Motive +15, Spot +2, Survival 
  +2, Swim –3, Use Rope +1; Disguise Spell, Extra Music, 
  Great Fortitude, Improved Initiative, Persuasive. 
   
  Bardic Knowledge (Ex): +6 
   
  Bardic Music: 2/day (Countersong, Fascinate, 
  Inspire Courage +1) 
   
  Rebuke Undead: 6/day; Turning Check: +5; 
  Turning Damage: 2d6+6 
   
  Great Orator (Su): Up to five times per day the 
  Evangelist may use their oratory skills in a variety of 
  ways: 
   
  Inspire Dread (Su): You can inspire hopelessness 
  in all enemies within 30 feet, imposing a –4 penalty on 
  Will saves to those affected. Delivering this oratory 
  requires a full-round action to activate and requires 
  concentration each round to continue the effect which 
  lasts as long as you speak and for 3 rounds thereafter. 
  Inspire Dread is a mind-affected ability. 
   
  Inflame the Righteous (Su): You can use this 
  ability to wreath yourself and any of your allies within 
  30 feet in divine flame. Each beneficiary of this ability 
  gains the benefit of a fire shield spell as cast by a level 5 
  sorcerer. The damage caused by this spell is, however, 
  purely divine, and not subject to a creature’s resistance 
  or immunity to fire. This oratory requires a full-round 
  action to perform and requires concentration each 
  round to continue the effect. The effect lasts as long as 
  you speak and for 3 rounds thereafter. 
   
  Convert the Unfaithful (Su): You may attempt to 
  convert a single enemy within 30 feet. As a full-round 
  action you deliver an impassioned speech on the 
  righteousness of your beliefs to a single enemy, who 
  must attempt a Will save (DC 19—10 + P – Class level 
  + Cha). If the creature succeeds, it is shaken for one 
  round. If the creature fails its saving throw, it converts. 
  Creatures with an alignment type are immune to this 
  ability (such as angels and devils). A converted creature 
  is effectively charmed by the evangelist (similar to 
  charm monster spell). In addition, a converted creature 
  temporarily assumes the alignment of the evangelist 
  and acts accordingly. This may mean some of the 
  creature’s class abilities, spells, or other abilities are 
  unavailable to it for the duration of the spell (a paladin 
  converted to something other than lawful good, for 
  example, loses her class abilities for the duration). 
  When the duration elapses, the creature then has a 
  choice: It can continue to act according to its new 
  alignment, or it can shift back. If the creature chooses 
  to permanently change its alignment to the 
  evangelist’s, it acts as if a cleric of the appropriate 
  alignment had cast atonement on it. If the creature 
  chooses to change back, it must make another saving 
  throw (same DC). If it fails this saving throw its 
  alignment changes back but it needs an atonement 
  spell to gain back any abilities it lose due to its 
  temporary alignment change. 
   
  The effect lasts as long as you speak and for 3 
  rounds thereafter. 
   
  Fast Talk (Ex): You may make a rushed Diplomacy 
  check (in a single round) at a –5 penalty, rather than 
  the normal –10. 
   
  Skill Mastery (Ex): Select three skills from among 
  Bluff, Diplomacy, Disguise, Intimidate, and Sense 
  Motive. When making a skill check with one of these 
  selected skills, you may take 10 even if stress and 
  distractions would normally prevent you from doing 
  so. 
   
  Bard Spells Known (3/1; save DC 13 + spell level); 
  0—ghost sound, message, prestidigitation, read magic, 
  resistance; 1st—alarm, hypnotism. 
   
  Cleric Spells Prepared (4/3+1/2+1; save DC 12 + 
  spell level); 0—detect magic, detect poison, guidance, 
  read magic; 1st—protection from good*, bane, cure 
  light wounds, doom. 2nd—desecrate*, hold person, 
  sound burst. 
   
  Domains*: Evil—All spells with the Evil modifier 
  are +1 spell level. Dream—You are immune to fear 
  effects. 
   
  Possessions: Vest of resistance +1, +1 chain shirt, 
  +1 deflecting dagger, cloak of charisma +2, ring of 
  protection +1. 
   
  ENCOUNTER EXTRA TU MISSION 
  �Dawn Tiger: Male human Rgr 2/Rog 3/Assassin 2; 
  CR 7; medium human; HD 2d8+2 plus 3d6+3 plus 
  2d6+2; hp 40; Init +3; Spd 30 ft.; AC 18, touch 13, flat-
  footed 15; Base Atk +5; Grp +6; Atk +9 melee (1d4+1 
  plus poison, 18-20, masterwork kukri) or +8 ranged 
  (1d4+1, 19-20/×2, masterwork dagger); Full Atk +7/+7 
  melee (1d4+1 plus poison, 18-20, masterwork kukri) or 
  +9 melee (1d4+1 plus poison, 18-20, masterwork kukri) 
  or +8 ranged (1d4+1, 19-20/×2, masterwork dagger); SA 
  death attack, poison use, spells, 1st favored enemy 
  (human), sneak attack +3d6; SQ +1 save against poison, 
  evasion, trapfinding, trap sense +1, uncanny dodge, 
  wild empathy; AL NE; SV Fort +5, Ref +12, Will +2; Str 
  12, Dex 16, Con 12, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats : Balance +2, Bluff +5, Climb +4, 
  Concentrate +2, Decipher Script +2, Diplomacy +5, 
  Disable Device +4, Disguise +6, Escape Artist +4, Hide 
  +11, Jump +3, Knowledge (geography) +2, Listen +6, 
  Move Silently +11, Open Lock +4, Sense Motive +6, 
  Search +6, Spot +6, Survival +6, Tumble +7, Use Rope 
  +4; Combat Reflexes, Quick Draw, Track, Two-Weapon 
  Fighting, Two-Weapon Defense, Weapon Finesse. 
   
  Poison (Ex): The Dawn Tiger begins combat with 
  a coating of large scorpion venom on his kukri blades. 
  Injury DC 18, Initial 1d6 Str. Secondary 1d6 Str. 
  Poison lasts until the weapon scores a hit. 
   
  Assassin Spells Known (4; DC = 11 + spell level); 
  1st—true strike, sleep, disguises self. 
   
  Possessions : 3 daggers, 2 masterwork kukri, 
  masterwork thieves tools +1 glamered chain shirt, 
  brooch of shielding, potion of invisibility (×4), large 
  scorpion venom poison (×2) 
  
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  APPENDIX 3: APL 10 
  ENCOUNTER 5: THE SIEGE 
  �Purple Shroud: Female erinyes Ftr 3; CR 11; 
  Medium outsider (Baatezu, Evil, Extraplanar, Lawful); 
  HD 9d8+54 plus 3d10+18; HP 130; Init +7; Spd 30 ft., 
  fly 60 ft. (good); AC 25, touch 17, flat-footed 18; Base 
  Atk +12; Grp +20; Atk +21 ranged (1d8+7 +1d6 fire 
  +1d6 cold/19-20/×3, +1 flaming frost composite 
  longbow (+6 Str bonus) or +21 melee (1d10+12, 20/×3, 
  masterwork glaive) or +20 melee (1d8+8, flail) or +19 
  ranged (entangle, rope) or +19 ranged (1d10, 19-20/×2, 
  heavy crossbow); Full Atk +21/+16/+11 ranged (1d8+7 
  +1d6 fire +1d6 cold, 19-20/×3, +1 flaming frost 
  composite longbow (+6 Str bonus) or +21/+16/+11 
  melee (1d10+12, 20/×3, masterwork glaive) or 
  +20/+15/+10 melee (1d8+8, flail) or +19 ranged 
  (entangle, rope) or +19 ranged (1d10, 19-20/×2, heavy 
  crossbow); Space/Reach 5 ft./5 ft. (10 ft. with 
  masterwork glaive); SA Entangle, spell-like abilities, 
  summon baatezu; SQ DR 5/good, darkvision 60 ft., 
  immunity to fire and poison, resistance to acid 10 and 
  cold 10, see in darkness, SR 23, telepathy 100 ft., true 
  seeing; AL LE; SV Fort +15, Ref +14, Will +10; Str 26, 
  Dex 24, Con 23, Int 14, Wis 16, Cha 22. 
   
  Skills and Feats: Concentration +18, Diplomacy 
  +8, Escape Artist +19, Hide +19, Knowledge (religion) 
  +14, Knowledge (the planes) +17, Listen +17, Move 
  Silently +19, Search +14, Sense Motive +15, Spot +17, 
  Survival +3 (+5 when following tracks, +5 when not on 
  Baator, +7 when following tracks not on Baator), Use 
  Rope +7 (+9 with bindings); DodgeB, Far Shot, 
  Improved Critical (longbow), Improved Precise Shot, 
  MobilityB, Point Blank Shot, Precise Shot, Rapid Shot, 
  Shot on the Run. 
   
  Special Attacks: An erinyes’ natural weapons, as 
  well as any weapons it wields, are treated as evil-
  aligned and lawful-aligned for the purpose of 
  overcoming damage reduction. 
   
  Entangle (Ex): Each erinyes carries a stout rope 
  some 50 ft. long that entangles opponents of any size as 
  an animate rope spell (caster level 16th). An erinyes can 
  hurl its rope 30 ft. with no range penalty. Typically, an 
  erinyes entangles a foe, lifts it into the air, and drops it 
  from a great height. 
   
  Spell-like Abilities: At will—greater teleport (self 
  plus 50 pounds of objects only), charm monster (DC 
  20), minor image (DC 18), unholy blight (DC 20). 
  Caster level 12th. The save DCs are Charisma-based. 
   
  Summon Baatezu (Sp): Once per day an erinyes 
  can attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is the 
  equivalent of a 3rd level spell. 
   
  True Seeing (Su): Erinyes continuously use true 
  seeing, as the spell (caster level 14th). 
   
  See in Darkness (Su): All baatezu can see perfectly 
  in darkness of any kind, even that created by a deeper 
  darkness spell. 
   
  Possessions: +1 flaming frost composite longbow 
  (+6 Str bonus), 3 quivers of 20 arrows each, heavy 
  crossbow, quiver with 10 bolts, masterwork glaive, flail, 
  lesser bracers of archery, hempen rope (50 ft.). 
   
  ENCOUNTER 6:  
  MURDER IN THE VOMITORIUM 
  �Legendary Half-Fiend Female Otyugh (1): CR 12; 
  Huge outsider (native); HD 14d8+129; hp 192; Init +8 
  (Dex); Spd 20 ft.; AC 29, touch 12, flat-footed 25; Base 
  Atk +10; Grp +29; Atk +20 melee (2d4+11) or +17 melee 
  (2d6+5, bite); Full Atk or +20 melee (2d4+11, 2 
  tentacles) and +17 melee (2d6+5, bite); Space/Reach 15 
  ft./15 ft. (25 ft. with tentacle); SA constrict (2d4+11), 
  disease, improved grab, smite good, spell-like abilities, 
  raging blood; SQ darkvision 60 ft., scent, immunity to 
  poison, mind effects, fear, natural weapons count as 
  magical for DR, DR 10/magic, resistance 10 to acid, 
  cold, fire, electricity, fast healing 5/round; SR 24; AL 
  NE; SV Fort +18, Ref +11, Will +14; Str 33, Dex 18, Con 
  29, Int 11, Wis 14, Cha 12. 
   
  Skills and Feats: Balance +12, Climb +19, Hide 
  +13*, Jump +19, Knowledge (dungeoneering) +8, 
  Knowledge (engineering) +12, Knowledge (the planes) 
  +1, Listen +21, Spot +21, Speak Infernal +1; Alertness, 
  Combat Reflexes, Great Fortitude, Improved Initiative, 
  Multiattack, Toughness, Weapon Focus (tentacle). 
   
  Constrict (Ex): An otyugh deals automatic tentacle 
  damage with a successful grapple check. 
   
  Disease (Ex): Filth fever—bite, Fortitude DC 26, 
  incubation period 1d3 days; damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution based. 
   
  Improved Grab (Ex): To use this ability, an otyugh 
  must hit with a tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD against one foe. 
   
  Raging Blood (Su): Each time damage is dealt to 
  Muffin with a piercing or slashing attack, her blood 
  sprays outward in a 5-foot cone dealing 1d4 points of 
  acid damage to all within range (no saving throw). 
  Muffin is not harmed by her own blood. 
   
  Skills: *An otyugh has a +8 racial bonus on Hide 
  checks when in its lair, due to its natural coloration. 
   
  Spell-Like Abilities: Darkness 3/day, desecrate, 
  unholy blight (DC 13), poison (DC 13) 3/day, 
  contagion (DC 13), blasphemy, unholy aura 3/day, 
  unhallow. 
   
  ENCOUNTER 7:  
  ALL THE OERTH’S A STAGE 
  �Floria: Female human Brd 2/Clr 5/Evangelist 5; CR 
  12; Medium human; HD 2d6 plus 5d8 plus 5d6 +12 
  (Improved Toughness); hp 68; Init +5; Spd 30 ft./×4; 
  AC 18, touch 12, flat-footed 17;; Base Atk +7; Grp +6; 
  Atk +7 melee (1d4, 19-20/×2, +1 deflecting dagger); 
  
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  Full Atk +7/+2 melee (1d4, 19-20/×2, +1 deflecting 
  dagger); AL NE; SV Fort +9, Ref +8, Will +16; Str 8, Dex 
  12, Con 10, Int 15, Wis 17, Cha 17. 
   
  Skills and Feats: Appraise +2, Balance +0, Bluff 
  +20, Climb –2, Concentration +5, Diplomacy +12, 
  Disguise +3, Escape Artist +0, Forgery +2, Gather 
  Information +11, Heal +3, Hide +0, Intimidate +10, 
  Jump –2, Knowledge (arcana) +7, Knowledge (history) 
  +7, Knowledge (religion) +9, Knowledge (the planes) 
  +7, Listen +17, Move Silently +0, Perform (oratory) +18, 
  Ride +1, Search +2, Sense Motive +16, Spot +3, Survival 
  +3, Swim –3, Use Rope +1; Disguise Spell, Extra Music, 
  Great Fortitude, Improved Initiative, Improved 
  Toughness, Persuasive. 
   
  Bardic Knowledge (Ex): +6 
   
  Bardic Music: 2/day (Countersong, Fascinate, 
  Inspire Courage +1) 
   
  Rebuke Undead: 6/day; Turning Check: +5; 
  Turning Damage: 2d6+8 
   
  Great Orator (Su): Up to five times per day the 
  Evangelist may use their oratory skills in a variety of 
  ways: 
   
  Inspire Dread (Su): You can inspire hopelessness 
  in all enemies within 30 feet, imposing a –4 penalty on 
  Will saves to those affected. Delivering this oratory 
  requires a full-round action to activate and requires 
  concentration each round to continue the effect which 
  lasts as long as you speak and for 3 rounds thereafter. 
  Inspire Dread is a mind-affecting ability. 
   
  Inflame the Righteous (Su): You can use this 
  ability to wreath yourself and any of your allies within 
  30 feet in divine flame. Each beneficiary of this ability 
  gains the benefit of a fire shield spell as cast by a level 5 
  sorcerer. The damage caused by this spell is, however, 
  purely divine, and not subject to a creature’s resistance 
  or immunity to fire. This oratory requires a full-round 
  action to perform and requires concentration each 
  round to continue the effect. The effect lasts as long as 
  you speak and for 3 rounds thereafter. 
   
  Convert the Unfaithful (Su): You may attempt to 
  convert a single enemy within 30 feet. As a full-round 
  action you deliver an impassioned speech on the 
  righteousness of your beliefs to a single enemy, who 
  must attempt a Will save (DC 19—10 + P - Class level + 
  Cha). If the creature succeeds, it is shaken for one 
  round. If the creature fails its saving throw, it converts. 
  Creatures with an alignment type are immune to this 
  ability (such as angels and devils). A converted creature 
  is effectively charmed by the evangelist (similar to 
  charm monster spell). In addition, a converted creature 
  temporarily assumes the alignment of the evangelist 
  and acts accordingly. This may mean some of the 
  creature’s class abilities, spells, or other abilities are 
  unavailable to it for the duration of the spell (a paladin 
  converted to something other than lawful good, for 
  example, loses her class abilities for the duration). 
  When the duration elapses, the creature then has a 
  choice: It can continue to act according to its new 
  alignment, or it can shift back. If the creature chooses 
  to permanently change its alignment to the 
  evangelist’s, it acts as if a cleric of the appropriate 
  alignment had cast atonement on it. If the creature 
  chooses to change back, it must make another saving 
  throw (same DC). If it fails this saving throw its 
  alignment changes back but it needs an atonement 
  spell to gain back any abilities it lose due to its 
  temporary alignment change. 
   
  The effect lasts as long as you speak and for 3 
  rounds there after. 
   
  Fast Talk (Ex): You may make a rushed Diplomacy 
  check (in a single round) at a –5 penalty, rather than 
  the normal –10. 
   
  Skill Mastery (Ex): Select three skills from among 
  Bluff, Diplomacy, Disguise, Intimidate, and Sense 
  Motive. When making a skill check with one of these 
  selected skills, you may take 10 even if stress and 
  distractions would normally prevent you from doing 
  so. 
   
  Bard Spells Known (3/1; save DC 13 + spell level); 
  0- ghost sound, message, prestidigitation, read magic, 
  resistance; 1st- alarm, hypnotism. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; save DC 13 
  + spell level); 0—detect magic (×2), detect poison, 
  guidance, read magic; 1st—protection from good*, 
  bane, cure light wounds, doom. 2nd—desecrate*, cure 
  moderate wounds, hold person, sound burst; 3rd—
  magic circle against good*, blindness/deafness, prayer. 
   
  Domains*: Evil—All spells with the Evil modifier 
  are +1 spell level. Dream—You are immune to fear 
  effects. 
   
  Possessions: Vest of resistance +2, +2 chain shirt, 
  +1 deflecting dagger, periapt of wisdom +2, cloak of 
  charisma +2, ring of protection +1. 
   
  ENCOUNTER EXTRA TU MISSION 
  �Dawn Tiger: Male human Rgr 2/Rog 3/Assassin 4; 
  CR 9; Medium human; HD 2d8+2 plus 3d6+3 plus 
  4d6+4; hp 50; Init +3; Spd 30 ft.; AC 17, touch 13, flat-
  footed 14; Base Atk +7; Grp +8; Atk +9 melee (1d4+1 
  plus poison, 18-20, masterwork kukri) or +8 ranged 
  (1d4+1/19-20, dagger); Full Atk +7/+7 melee (1d4+1 
  plus poison, 18-20, masterwork kukri) or +9/+4 melee 
  (1d4+1 plus poison, 18-20, masterwork kukri) or +8/+3 
  ranged (1d4+1/19-20, dagger); SA death attack, poison 
  use, spells, 1st favored enemy (human), sneak attack 
  +4d6; SQ +2 save against poison, evasion, trapfinding, 
  trap sense +1, uncanny dodge, wild empathy; AL NE; 
  SV Fort +6, Ref +13, Will +3; Str 12, Dex 17, Con 12, Int 
  12, Wis 12, Cha 10. 
   
  Skills and Feats : Balance +2, Bluff +5, Climb +4, 
  Concentrate +2, Decipher Script +2, Diplomacy +7, 
  Disable Device +4, Disguise +8, Escape Artist +4, 
  Gather Information +2, Hide +13, Jump +3, Knowledge 
  (geography) +2, Listen +6, Move Silently +13, Open 
  Lock +4, Sense Motive +6, Search +6, Spot +6, Survival 
  +6, Tumble +9, Use Rope +4; Blind-Fight, Combat 
  Reflexes, Quick Draw, Track, Two-Weapon Fighting, 
  Two-Weapon Defense, Weapon Finesse. 
   
  Poison (Ex): The Dawn Tiger begins combat with 
  a coating of large scorpion venom on his kukri blades. 
  
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  Injury DC 18, Initial 1d6 Str. Secondary 1d6 Str. 
  Poison lasts until the weapon scores a hit. 
   
  Assassin Spells Known (5/3 base DC = 11 + spell 
  level); 1st- feather fall, true strike, sleep, disguise self; 
  2nd- cat’s grace, invisibility, pass without trace. 
   
  Possessions: 3 daggers, 2 kukri, masterwork 
  thieves’ tools, +1 glamered chain shirt, potion of 
  invisibility (×4), large scorpion venom poison (×2), 
  brooch of shielding, dust of disappearance (×2). 
  
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  APPENDIX 4: APL 12 
  ENCOUNTER 5: THE SIEGE 
  �Purple Shroud: Female erinyes Ftr 6; CR 14; 
  Medium outsider (Baatezu, Evil, Extraplanar, Lawful); 
  HD 9d8+54 plus 6d10+36; HP 164; Init +8; Spd 30 ft., 
  fly 60 ft. (good); AC 26, touch 18, flat-footed 18; Base 
  Atk +15; Grp +23; Atk +26 ranged (1d8+10 +1d6 fire 
  +1d6 cold 19-20/×3, +1 flaming frost composite 
  longbow (+6 Str bonus) or +24 melee (1d10+12, 20/×3, 
  masterwork glaive) or +23 melee (1d8+8, flail) or +24 
  ranged (entangle, rope) or +24 ranged (1d10 19-20/×2, 
  heavy crossbow); Full Atk +26/+21/+16 ranged (1d8+10 
  +1d6 fire +1d6 cold 19-20/×3, +1 flaming frost 
  composite longbow (+6 Str bonus) or +24/+19/+14 
  melee 
  (1d10+12 
  20/×3, 
  masterwork 
  glaive) 
  or 
  +23/+18/+13 melee (1d8+8, flail) or +24 ranged 
  (entangle, rope) or +24 ranged (1d10 19-20/×2, heavy 
  crossbow); Space/Reach 5 ft./5 ft. (10 ft. with 
  masterwork glaive); SA Entangle, spell-like abilities, 
  summon baatezu; SQ DR 5/good, darkvision 60 ft., 
  immunity to fire and poison, resistance to acid 10 and 
  cold 10, see in darkness, SR 26, telepathy 100 ft., true 
  seeing; AL LE; SV Fort +17, Ref +16, Will +11; Str 26, 
  Dex 26, Con 23, Int 14, Wis 16, Cha 22. 
   
  Skills and Feats: Concentration +18, Diplomacy 
  +8, Escape Artist +20, Hide +20, Knowledge (religion) 
  +14, Knowledge (the planes) +16, Listen +19, Move 
  Silently +20, Search +14, Sense Motive +15, Spot +19, 
  Survival +3 (+5 when following tracks, +5 when not on 
  Baator, +7 when following tracks not on Baator), Use 
  Rope +8 (+9 with bindings); DodgeB, Far Shot, 
  Improved Critical (longbow), Improved Precise Shot, 
  Manyshot, MobilityB, Point Blank Shot, Precise Shot, 
  Rapid Shot, Shot on the Run, Weapon Focus 
  (longbow), Weapon Specialization (longbow). 
   
  Special Attacks: An erinyes’ natural weapons, as 
  well as any weapons it wields, are treated as evil-
  aligned and lawful-aligned for the purpose of 
  overcoming damage reduction. 
   
  Entangle (Ex): Each erinyes carries a stout rope 
  some 50 ft. long that entangles opponents of any size as 
  an animate rope spell (caster level 16th). An erinyes 
  can hurl its rope 30 ft. with no range penalty. Typically, 
  an erinyes entangles a foe, lifts it into the air, and drops 
  it from a great height. 
   
  Spell-like Abilities: At will—greater teleport (self 
  plus 50 pounds of objects only), charm monster (DC 
  20), minor image (DC 18), unholy blight (DC 20). 
  Caster level 12th. The save DCs are Charisma-based. 
   
  Summon Baatezu (Sp): Once per day an erinyes 
  can attempt to summon 2d10 lemures or 1d4 bearded 
  devils with a 50% chance of success. This ability is the 
  equivalent of a 3rd level spell. 
   
  True Seeing (Su): Erinyes continuously use true 
  seeing, as the spell (caster level 14th). 
   
  See in Darkness (Su): All baatezu can see perfectly 
  in darkness of any kind, even that created by a deeper 
  darkness spell. 
   
  Possessions: +1 flaming frost composite longbow 
  (+6 Str bonus), 3 quivers of 20 arrows each, heavy 
  crossbow, quiver with 10 bolts, masterwork glaive, flail, 
  greater bracers of archery, gloves of dexterity +2, belt of 
  giant strength +4, hempen rope (50 ft.). 
   
  �Mook: Male Bearded Devil Ftr 2; CR 7; Medium 
  outsider (Baatezu, Evil, Extraplanar, Lawful); HD 
  6d8+30 plus 2d10+10; HP 78; Init +7 (+3 Dex, +4 
  Improved Initiative); Spd 40 ft.; AC 25, touch 13, flat-
  footed 22; Base Atk +8; Grp +13; Atk +15 melee (1d10+7 
  plus infernal wound, 19-20/×3 masterwork glaive) or 
  +13 melee (1d6+5, claw); Full Atk +15/+10 melee 
  (1d10+7 plus infernal wound, 19-20/×3 masterwork 
  glaive) or +13/+13 melee (1d6+5, 2 claws); Space/Reach 
  5ft/5ft (10 ft. with masterwork glaive); SA Infernal 
  wound, beard, battle frenzy, summon baatezu; SQ DR 
  5/silver or good, darkvision 60 ft., immunity to fire and 
  poison, resistance to acid 10 and cold 10, see in 
  darkness, SR 19, telepathy 100 ft.; AL LE; SV Fort +11; 
  Ref +7; Will +5; Str 20, Dex 17, Con 20, Int 8, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Climb +14, Diplomacy +10, Hide 
  +11, Listen +9, Move Silently + 11, Sense Motive +9, 
  Spot +9; Cleave, Improved Critical (glaive), Improved 
  Initiative, Power Attack, Weapon Focus (glaive). 
   
  Special Attacks: A bearded devil’s natural 
  weapons, as well as any weapons it wields, are treated 
  as evil-aligned and lawful-aligned for the purpose of 
  overcoming damage reduction. 
   
  Infernal Wound (Su): The damage a bearded devil 
  deals with its glaive causes a persistent wound. An 
  injured creature loses 2 additional hit points each 
  round. The wound does not heal naturally and resists 
  healing spells. The continuing hit point loss can be 
  stopped by a DC 18 Heal check, a cure spell, or a heal 
  spell. However, a character attempting to cast a cure 
  spell or a heal spell on a creature damaged by a bearded 
  devil’s glaive must succeed on a DC 18 caster level 
  check, or the spell has no effect on the injured 
  character. A successful Heal check automatically stops 
  the continuing hit point loss as well as restoring hit 
  points. The infernal wound is a supernatural ability of 
  the bearded devil, not of the weapon. The check DC is 
  Constitution-based. 
   
  Beard (Ex): If a bearded devil hits a single 
  opponent with both claw attacks, it automatically hits 
  with its beard. The affected creature takes 1d8+2 points 
  of damage and must succeed on a DC 18 Fortitude save 
  or be infected with a vile disease known as devil chills 
  (incubation period 1d4 days, damage 1d4 Str). Damage 
  is dealt each day until the afflicted creature succeeds 
  on three consecutive Fortitude saves, the disease is 
  cured magically, or the creature dies. The save DC is 
  Constitution-based. 
   
  Battle Frenzy (Ex): Twice per day, a bearded devil 
  can work itself into a battle frenzy similar to the 
  barbarian’s rage (+4 Strength, +4 constitution, +2 
  
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  morale bonus on Will saves, –2 AC penalty). The 
  frenzy lasts for 6 rounds, and the bearded devil suffers 
  no ill effect afterward. 
   
  Spell-like Abilities: At will—greater teleport (self 
  plus 50 pounds of objects only). Caster level 12th. 
   
  Summon Baatezu (Sp): Once per day an erinyes 
  can attempt to summon 2d10 with a 50% chance of 
  success, or another bearded devil with a 35% chance of 
  success. This ability is the equivalent of a 3rd level 
  spell. 
   
  See in Darkness (Su): All baatezu can see perfectly 
  in darkness of any kind, even that created by a deeper 
  darkness spell. 
   
  Possessions: +1 chain shirt, masterwork glaive 
   
  Power-Up Suite: With frenzy: HP 94; AC 23, touch 
  11, flat-footed 19; Grp +15; Atk +17 melee (1d10+10 
  plus infernal wound, 19-20/×3, masterwork glaive) or 
  +15 melee (1d6+7, claw); Full Atk +17/+12 melee 
  (1d10+10 plus infernal wound, 19-20/×3, masterwork 
  glaive) or +15/+15 melee (1d6+7, 2 claws); SV Fort +13; 
  Ref +7; Will +5; Str 24, Dex 17, Con 24, Int 8, Wis 10, 
  Cha 8. 
   
  ENCOUNTER 6:  
  MURDER IN THE VOMITORIUM 
  �Legendary Half-Fiend Female Otyugh: CR 12; Huge 
  outsider (native); HD 14d8+129; hp 192; Init +8 (+4 
  Dex, +4 Improved Initiative); Spd 20 ft.; AC 29, touch 
  12, flat-footed 25; Base Atk +10; Grp +29; Atk +20 melee 
  (2d4+11, tentacle) or +17 melee (2d6+5, bite); Full Atk 
  +20 melee (2d4+11, 2 tentacles) or +17 melee (2d6+5, 
  bite); Space/Reach 15 ft./15 ft. (25 ft. with tentacle); SA 
  constrict 2d4+11, disease, improved grab, smite good, 
  spell-like abilities, raging blood; SQ darkvision 60 ft., 
  scent, immunity to poison, mind effects, fear, natural 
  weapons count as magical for DR, DR 10/magic, 
  resistance 10 to acid, cold, fire, electricity, fast healing 
  5/round; SR 24; AL NE; SV Fort +18, Ref +11, Will +14; 
  Str 33, Dex 18, Con 29, Int 11, Wis 14, Cha 12. 
   
  Skills and Feats: Balance +12, Climb +19, Jump 
  +19, Hide +13*, Knowledge (dungeoneering) +8, 
  Knowledge (engineering) +12, Knowledge (the planes) 
  +1, Listen +21, Spot +21, Speak Infernal; Alertness, 
  Combat Reflexes, Great Fortitude, Improved Initiative, 
  Multiattack, Toughness, Weapon Focus (tentacle). 
   
  Constrict (Ex): An otyugh deals automatic tentacle 
  damage with a successful grapple check. 
   
  Disease (Ex): Filth fever—bite, Fortitude DC 26, 
  incubation period 1d3 days; damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution based. 
   
  Improved Grab (Ex): To use this ability, an otyugh 
  must hit with a tentacle attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD against one foe. 
   
  Raging Blood (Su): Each time damage is dealt to 
  Muffin with a piercing or slashing attack, her blood 
  sprays outward in a 5-foot cone dealing 1d4 points of 
  acid damage to all within range (no saving throw). 
  Muffin is not harmed by her own blood. 
   
  Skills: *An otyugh has a +8 racial bonus on Hide 
  checks when in its lair, due to its natural coloration. 
   
  Spell-Like Abilities: Darkness 3/day, desecrate, 
  unholy blight (DC 15), poison (DC 15) 3/day, 
  contagion (DC 15), blasphemy, unholy aura 3/day, 
  unhallow. 
   
  ENCOUNTER 7:  
  ALL THE OERTH’S A STAGE 
  �Floria: Female human Brd 2/Clr 7/Evangelist 5; CR 
  14; Medium Humanoid; HD 2d6 plus 7d8 plus 5d6 +14 
  (Improved Toughness); hp 80; Init +5; Spd 30 ft./×4; 
  AC 19, touch 12, flat-footed 18; Base Atk +9; Grp +8; 
  Full Atk +9/+4 Dagger (1d4, 19-20/×2, +1 deflecting 
  dagger); AL NE; SV Fort +11, Ref +10, Will +18; Str 8, 
  Dex 12, Con 10, Int 15, Wis 17, Cha 19. 
   
  Skills and Feats: Appraise +2, Balance +0, Bluff 
  +24, Climb –2, Concentration +5, Diplomacy +13, 
  Disguise +4, Escape Artist +0, Forgery +2, Gather 
  Information +12, Heal +3, Hide +0, Intimidate +11, 
  Jump –2, Knowledge (arcana) +7, Knowledge (history) 
  +7, Knowledge (religion) +9, Knowledge (the planes) 
  +7, Listen +17, Move Silently +0, Perform (oratory) +19, 
  Ride +1, Search +2, Sense Motive +18, Spot +3, Survival 
  +3, Swim –3, Use Rope +1; Disguise Spell, Extra Music, 
  Great Fortitude, Improved Initiative, Improved 
  Toughness, Persuasive. 
   
  Bardic Knowledge (Ex): +6 
   
  Bardic Music: 2/day (Countersong, Fascinate, 
  Inspire Courage +1) 
   
  Rebuke Undead: 7/day; Turning Check: +6; 
  Turning Damage: 2d6+11 
   
  Great Orator (Su): Up to five times per day the 
  Evangelist may use their oratory skills in a variety of 
  ways: 
   
  Inspire Dread (Su): You can inspire hopelessness 
  in all enemies within 30 feet, imposing a –4 penalty on 
  Will saves to those affected. Delivering this oratory 
  requires a full-round action to activate and requires 
  concentration each round to continue the effect which 
  lasts as long as you speak and for 3 rounds thereafter. 
  Inspire Dread is a mind-affected ability. 
   
  Inflame the Righteous (Su): You can use this 
  ability to wreath yourself and any of your allies within 
  30 feet in divine flame. Each beneficiary of this ability 
  gains the benefit of a fire shield spell as cast by a level 5 
  sorcerer. The damage caused by this spell is, however, 
  purely divine, and not subject to a creature’s resistance 
  or immunity to fire. This oratory requires a full-round 
  action to perform and requires concentration each 
  round to continue the effect. The effect lasts as long as 
  you speak and for 3 rounds thereafter. 
   
  Convert the Unfaithful (Su): You may attempt to 
  convert a single enemy within 30 feet. As a full-round 
  
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  action you deliver an impassioned speech on the 
  righteousness of your beliefs to a single enemy, who 
  must attempt a Will save (DC 19—10 + P - Class level + 
  Cha). If the creature succeeds, it is shaken for one 
  round. If the creature fails its saving throw, it converts. 
  Creatures with an alignment type are immune to this 
  ability (such as angels and devils). A converted creature 
  is effectively charmed by the evangelist (similar to 
  charm monster spell). In addition, a converted creature 
  temporarily assumes the alignment of the evangelist 
  and acts accordingly. This may mean some of the 
  creature’s class abilities, spells, or other abilities are 
  unavailable to it for the duration of the spell (a paladin 
  converted to something other than lawful good, for 
  example, loses her class abilities for the duration). 
  When the duration elapses, the creature then has a 
  choice: It can continue to act according to its new 
  alignment, or it can shift back. If the creature chooses 
  to permanently change its alignment to the 
  evangelist’s, it acts as if a cleric of the appropriate 
  alignment had cast atonement on it. If the creature 
  chooses to change back, it must make another saving 
  throw (same DC). If it fails this saving throw its 
  alignment changes back but it needs an atonement 
  spell to gain back any abilities it lose due to its 
  temporary alignment change. 
   
  The effect lasts as long as you speak and for 3 
  rounds thereafter. 
   
  Fast Talk (Ex): You may make a rushed diplomacy 
  check (in a single round) at a –5 penalty, rather than 
  the normal –10. 
   
  Skill Mastery (Ex): Select three skills from among 
  Bluff, Diplomacy, Disguise, Intimidate, and Sense 
  Motive. When making a skill check with one of these 
  selected skills, you may take 10 even if stress and 
  distractions would normally prevent you from doing 
  so. 
   
  Bard Spells Known (3/1; save DC 14 + spell level); 
  0- ghost sound, message, prestidigitation, read magic, 
  resistance; 1st- alarm, hypnotism. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; save 
  DC 13 + spell level); 0- detect magic (2), detect poison, 
  guidance, read magic (2); 1st- protection from good*, 
  bane, command, cure light wounds, doom. 2nd- 
  desecrate*, cure moderate wounds, darkness, hold 
  person, sound burst; 3rd- magic circle against good*, 
  blindness/deafness, cure serious wounds, prayer; 4th- 
  phantasmal killer*, poison. 
   
  Domains*: Evil—All spells with the Evil modifier 
  are +1 spell level. Dream—You are immune to fear 
  effects. 
   
  Possessions: +1 deflecting dagger, +3 chain shirt, 
  periapt of wisdom +2, cloak of charisma +4, ring of 
  protection +1, vest of resistance +3. 
   
  �Flesh Golem, Advanced (17 HD): CR 9; Large 
  construct; HD 17d10+30; hp 123; Init +0; Spd 30 ft.; AC 
  19 (–1 size, +10 natural); touch 9; flat-footed 19; Base 
  Slam +17; Grap +21; Atk +17 melee (2d8+6, slam); Full 
  Atk +17 melee (2d8+6, 2 slams); Space/Reach 10 ft./10 
  ft.; SA none; SQ darkvision 60 ft., low-light vision, DR 
  5/adamantine, berserk, immunity to magic; AL N; SV 
  Fort +5, Ref +5, Will +5; Str 22, Dex 10, Con —, Int —, 
  Wis 11, Cha 1. 
   
  Skills and Feats: None 
   
  Berserk (Ex): When a flesh golem enters combat, 
  there is a cumulative 1% chance each round that its 
  elemental spirit breaks free and the golem goes 
  berserk. The uncontrolled golem goes on a rampage, 
  attacking the nearest living creature or smashing some 
  object smaller than itself if no creature is within reach, 
  then moving on to spread more destruction. The 
  golem’s creator, if within 60 feet, can try to regain 
  control by speaking firmly and persuasively to the 
  golem, which requires a DC 19 Charisma, check. It 
  takes 1 minute of inactivity by the golem to reset the 
  golem’s berserk chance to 0%. 
   
  Immunity To Magic (Ex): A flesh golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition certain spells and effects 
  function differently against the creature as noted 
  below. A magical attack that deals cold or fire damage 
  slows a flesh golem (as the slow spell) for 2d6 rounds, 
  with no saving throws. A magical attack that deals 
  electricity damage breaks any slow effect on the golem 
  and heals 1 point of damage for every 3 points of 
  damage the attack would otherwise deal. If the amount 
  of healing would cause the golem to exceed its full 
  normal hit points, it gains any excess as temporary hit 
  points. For example, a flesh golem hit by a lightning 
  bolt heals 3 points of damage if the attack would have 
  dealt 11 points of damage. A flesh golem gets no saving 
  throw against attacks that deal electricity damage. 
   
  ENCOUNTER 9: 
  BLOOD RUSHING TO THE HEAD 
  �Advanced Blood Golem of Hextor: CR 10; Large 
  construct; HD 18d10+30; HP 129 (210 if supplied with 
  blood); Init –1; Spd 20 ft. (can’t run); AC 26, touch 8, 
  flat-footed 26; Base Atk +13; Grp +24; Atk +21 melee 
  (2d6+8 [+2d6 vs. good], +1 large unholy flail) or +21 
  melee (2d6+8 [+2d6 vs. chaotic], +1 large axiomatic 
  flail) or +20 melee (1d8+7, slam); Full Atk +21 melee 
  (2d6+8 [+2d6 vs. good], +1 large unholy flail) and +21 
  melee (2d6+8 [+2d6 vs. chaotic], +1 large axiomatic 
  flail), or +20 melee (1d8+7, 2 slams); Space/Reach 10 
  ft./10 ft.; SA Blood siphon, whirlwind of death; SQ 
  Blood dependency, blood reservoir, construct traits, 
  DR 10/adamantine, Magic armor, immunity to magic, 
  rust vulnerability; AL LE; SV Fort +6, Ref +5, Will +6; 
  Str 24, Dex 8, Con —, Int —, Wis 10, Cha 1. 
   
  Blood Siphon (Su): A blood golem can suck the 
  blood out of a helpless creature or a body that has died 
  within the past hour, dealing Constitution damage at 
  the rate of 1 point per full round. Every Constitution 
  point lost in this fashion heals the golem 5 hit points. 
  (The golem usually restores hit points to maximum 
  before filling its reservoirs so it can remain at full 
  strength.) Both the golem and the victim must remain 
  
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  motionless. Priests of Hextor often provide blood 
  golems with bound or unconscious victims for this 
  very purpose. 
   
  Whirlwind of Death (Ex): A blood golem can spin 
  its upper body and cause its flails to rotate at high 
  speed. This ability allows it to attack all creatures 
  within its reach as if it had the Whirlwind Attack feat. 
  In the round after the golem performs this maneuver, 
  it can only take a single attack or move action. It can 
  bring either of its flails to bear against a single 
  opponent with this attack. 
   
  Blood Dependency (Ex): Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it’s engaged in physical activity or merely 
  stands motionless for the entire day. If the golem’s 
  armor is removed or destroyed, this loss increases to 10 
  hit points per day. If the golem reaches 0 hit points 
  from blood leakage, it is destroyed, leaving only its 
  armor. 
   
  Blood Reservoir (Ex): The reservoirs in the 
  golem’s armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the capacity of 
  two average human bodies. The golem normally draws 
  1 point of Constitution from the reservoir every day to 
  sate its blood dependency. It can draw blood from its 
  reservoirs as a free action, and it often does so during 
  combat. 
   
  Magic Armor (Ex): A blood golem is encased in a 
  suit of full plate armor with an enhancement bonus of 
  at least +1. If the golem is destroyed, the armor can be 
  reused for another blood golem, but it does not resize 
  to fit other creatures. 
   
  Immunity to Magic (Ex): A blood golem is 
  immune to all spells, spell-like abilities, and 
  supernatural effects, except as follows. A gentle repose 
  spell acts as a slow spell for 3 rounds with no saving 
  throw. Regenerate restores 1 hit point of damage per 
  caster level. Horrid wilting does half or one-quarter 
  damage if the golem fails or succeeds at its saving 
  throw, respectively. 
   
  Rust Vulnerability (Ex): A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in 
  this manner, the golem’s armor class drops and it 
  makes slam attacks instead of flail attacks. Once its 
  armor is gone, the golem loses its blood reservoir, and 
  it loses hit points to blood leakage at the rate of 10 hit 
  points per day instead of 5 per day. 
   
  Construct Traits: A blood golem is 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. The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage. It 
  can heal itself only through the use of its blood siphon 
  ability but it can be healed through repair. It cannot be 
  raised or resurrected. A blood golem has darkvision 
  (60-foot range). 
   
  Possessions: +1 large unholy flail, +1 large 
  axiomatic flail. 
   
  EXTRA TU MISSION 
  �Dawn Tiger: Male human Rgr 2/Rog 3/Assassin 4; 
  CR 9; Medium human; HD 2d8+2 plus 3d6+3 plus 
  4d6+4; hp 50; Init +3; Spd 30 ft.; AC 17, touch 13, flat-
  footed 14; Base Atk +7; Grp +8; Atk +9 melee (1d4+1 
  plus poison, 18-20, masterwork kukri) or +8 ranged 
  (1d4+1/19-20, dagger); Full Atk +7/+7 melee (1d4+1 
  plus poison, 18-20, masterwork kukri) or +9/+4 melee 
  (1d4+1 plus poison, 18-20, masterwork kukri) or +8/+3 
  ranged (1d4+1/19-20, dagger); SA death attack, poison 
  use, spells, 1st favored enemy (human), sneak attack 
  +4d6; SQ +2 save against poison, evasion, trapfinding, 
  trap sense +1, uncanny dodge, wild empathy; AL NE; 
  SV Fort +6, Ref +13, Will +3; Str 12, Dex 17, Con 12, Int 
  12, Wis 12, Cha 10. 
   
  Skills and Feats : Balance +2, Bluff +5, Climb +4, 
  Concentrate +2, Decipher Script +2, Diplomacy +7, 
  Disable Device +4, Disguise +8, Escape Artist +4, 
  Gather Information +2, Hide +13, Jump +3, Knowledge 
  (geography) +2, Listen +6, Move Silently +13, Open 
  Lock +4, Sense Motive +6, Search +6, Spot +6, Survival 
  +6, Tumble +9, Use Rope +4; Blind-Fight, Combat 
  Reflexes, Quick Draw, Track, Two-Weapon Fighting, 
  Two-Weapon Defense, Weapon Finesse. 
   
  Poison (Ex): The Dawn Tiger begins combat with 
  a coating of large scorpion venom on his kukri blades. 
  Injury DC 18, Initial 1d6 Str. Secondary 1d6 Str. 
  Poison lasts until the weapon scores a hit. 
   
  Assassin Spells Known (4/3; base DC = 11 + spell 
  level); 1st—feather fall, true strike, sleep, disguise self; 
  2nd—cat’s grace, invisibility, pass without trace. 
   
  Possessions: 3 daggers, 2 kukri, masterwork 
  thieves’ tools, +1 glamered chain shirt, potion of 
  invisibility (×4), brooch of shielding, dust of 
  disappearance (×2), large scorpion venom poison (×2). 
   
  �Dawn Tiger Master: Male human Rgr 2/Rog 
  3/Assassin 9; CR 14; Medium human; HD 2d8+4 plus 
  3d6+6 plus 9d6+18; hp 91; Init +5 (+5 Dex); Spd 30 ft.; 
  AC 22, touch 15, flat-footed 17; Base Atk +10; Grp +11; 
  Atk +16 melee (1d4+2 plus poison, 18-20/×2, +1 kukri 
  of wounding) or + 15 ranged (1d4+1, 19-20/×2, dagger); 
  Full Atk +14/+9 melee (1d4+2 + poison, 18-20/×2, +1 
  kukri of wounding) and +14/+9 melee (1d4+2 + poison, 
  18-20/×2, +1 kukri) or + 15 ranged (1d4+1, 19-20/×2, 
  dagger); SA Death attack, poison use, spells, favored 
  enemy (human +2), sneak attack +7d6; SQ +4 save 
  against poison, evasion, trapfinding, trap sense +1, 
  uncanny dodge, improved uncanny dodge, wild 
  empathy; AL NE; SV Fort +9, Ref +17, Will +5; Str 12, 
  Dex 20, Con 14, Int 14, Wis 12, Cha 10. 
   
  Skills and Feats : Balance +11, Bluff +15, Climb +4, 
  Concentrate +2, Decipher Script +2, Diplomacy +7, 
  Disable Device +7, Disguise +8, Escape Artist +4, 
  
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  Gather Information +2, Hide +13, Jump +3, Knowledge 
  (geography) +2, Listen +6, Move Silently +13, Open 
  Lock +4, Sense Motive +6, Search +6, Spot +6, Survival 
  +6, Tumble +17, Use Rope +4; Blind-Fight, Combat 
  Reflexes, Improved Two-Weapon Fighting, Quick 
  Draw, Track, Two-Weapon Defense, Two-Weapon 
  Fighting, Weapon Finesse. 
   
  Poison (Ex): The Dawn Tiger begins combat with 
  coatings of large scorpion venom on his kukri blades. 
  Injury DC 18, Initial 1d6 Str. Secondary 1d6 Str. 
  Poison lasts until the weapon scores a hit. 
   
  Death attack (Ex): Fortitude DC 21. See DMG p. 
  181. 
   
  Assassin Spells Known (5/5/4/3; base DC = 12 + 
  spell level): 1st—feather fall, true strike, critical strike, 
  distract assailant; 2nd—cat’s grace, invisibility, pass 
  without 
  trace, 
  wraithstrike; 
  3rd—misdirection, 
  nondetection, deeper darkness, false life; 4th—
  freedom of movement, dimension door, greater 
  invisibility. 
   
  Possessions: 3 daggers, masterwork silver kukri, 
  masterwork cold iron kukri, masterwork thieves' tools, 
  +1 glamered chain shirt, potion of invisibility (×2), 
  large 
  scorpion 
  venom 
  poison 
  (×2), 
  dust 
  of 
  disappearance, gloves of dexterity +2, amulet of health 
  +2, +1 wounding kukri, +1 kukri, possum pouch, pouch 
  containing 100 gp worth diamond dust (for 
  nondetection), lesser silent metamagic rod. 
  
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  DM AID 1 
  The following is a list of skill checks, DC’s and information obtained, broken down by journal entry in Player Handout 
  1. For entries with a skill check that has multiple DC’s, the information gained is cumulative. 
   
  [1] 
  Knowledge (religion): 
  • 
  DC 14: This is a generic reference to the Hextorian afterlife. The truly faithful shall gain entry into the divine 
  domain of Hextor called Scourgehold, centered around a giant combat arena, on a cube on the plane of 
  Acheron. 
  • 
  DC 24: This reference hints at a belief of some Hextorites that a great gathering on Oerth shall come and those 
  worthy shall be the ones who win fight after fight, even if they fall in battle. Should these souls of Hextor win, 
  it shall give the god power to reign on mortal Oerth. Or so the story goes. Few outside the Hextorian ranks 
  believe this tale to be accurate. 
  [2] 
  Knowledge (arcana): 
  • 
  DC15: The Serpent refers to an ancient magical philosophy that all of the universe is a giant dragon. Be it 
  nature, arcane magic or simple physics. By manipulating one part of the universe, you can have an effect on 
  another part, i.e. move part of the dragon. Hand gestures, items, words, locations, all are covered by this 
  philosophy. Many primitive and/or ancient cultures such as humanoids and Ur-Flan embraced such 
  philosophies over the more modern “Arcana Celestica” philosophy of a non-sentient energy-reactive universe 
  and causality magic. 
  • 
  DC30: Those who believe in the Serpent, say it is indeed sentient and has a will of its own and an agenda. 
  Those of the ancient Ur-Flan embraced the Serpent because it chose them. Deals can be made with the 
  Serpent if the individual is powerful enough to be granted a direct audience. 
  • 
  DC35: It is rumored that Vecna and his top clerics have close ties and mastery of the understanding of the 
  ways of the Serpent. Vecna used the Serpent to escape his imprisonment in the plane of Ravenloft. 
   
  Knowledge (the planes): 
  • 
  DC13: Mungoth is the third layer of Gehenna. 
  • 
  DC15: The Great Divide is a location on the Elemental Plane of Earth. 
   
  Wisdom Check: 
  • 
  DC15: This passage seems to be more of an example or primer then a relevant ritual. 
   
  [3] 
  Knowledge (architecture and engineering): 
  • 
  DC12: The building described is typical of a minor landed knight. The black thorns growing out of the walls 
  are not part of the usual structure. 
   
  Knowledge (the planes): 
  • 
  DC15: On some layers of the lawfully-aligned outer planes, magical weeds, in the form of a small vine that 
  grows amongst cut stone and creates large black smooth thorns, infest the layers. These magical plants 
  reproduce by draining the blood from those who get too close to their spikes. 
  • 
  DC20: The plants are resistant to all energy except sonic and all physical force except for bludgeoning. 
   
  Bardic Knowledge: 
  • DC20: In Brewfest 593 CY, the bard Finnadrel of Delaric (CN male human Brd6) was pulled half-drowned 
  from the Flamni near Orred. He claimed to have escaped what he called the, “War Without End,” raging 
  within the ruins of Rauxes. Though the bard painted a dramatic picture, doubt was cast on his account when it 
  was discovered he was wanted in Delaric for defrauding investors in his last theatrical production in 591 CY. 
   
  Knowledge (local: Core): 
  • DC15: A bard named Finnadrel was wanted for defrauding his investors in the city of Delaric and escaped 
  south. He later turned up in Orred claiming to have been on a wild adventure within Rauxes, claiming his new 
  play to be called, “The War Without End”. 
   
  [4] 
  
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  Knowledge (the planes): 
  • DC20: The events described best fit some of the cubes of the plane of Acheron. 
   
  [5] 
  Knowledge (local-Core): 
  • DC30: Mendalsson of Delaric, adventurer nephew of Montand, ruler of Delaric. Said to have been lost on an 
  adventure. 
   
  Knowledge (the planes): 
  • DC25: Meya Astra is a celestial servant of the powers of good, often associated with the intermediate and lesser 
  gods of the Oeridian pantheon. 
  • DC35: Meya Astra is a Planetar dedicating to destroying fiends in the service of Hextor. 
   
  Knowledge (local-Core): 
  • DC35: Lassara of Delaric was the daughter of servants in the Montand household (ruler of Delaric). She later 
  turned to the adventuring lifestyle when wealthy friends bankrolled her. 
   
  Knowledge (history): 
  • DC15: Rauxes was the second capital of the Great Kingdom. In 585 CY it was the point of a civil war for 
  succession. A large magical battle was fought. And in the aftermath, the Shimmering Veil was formed. Rauxes 
  is now sometimes known as the Forsaken City. 
   
  Knowledge (local—Core): 
  • DC20: Though the city hasn’t been seen since 585 CY, at last known condition, it had high walls and five gates. 
  All sorts of fiends and magic protected this city from penetration. Near its fall, people were not allowed to 
  leave, but those few who did escape, usually did so through the treacherous, partially flooded, wererat infested 
  Undercity. 
   
  [6] 
  Knowledge (local—Core): 
  • DC20: Within Rauxes there is a park among graves that has a column of stone that the heads of traitors are 
  magical sealed up in. On great occasions, the heads can be animated back into flesh for a short time to reel in 
  agony. 
  • DC30: The Screaming Column in Oltary Park. Oltary park is the place were the common people burry their 
  dead and hope that the Overking does not have them dug up and animated. The Screaming Column only 
  animates for a few minutes when the clerics of Hextor use an artifact to activate the column. 
   
  Knowledge (arcana): 
  • 
  DC20: The Screaming Column was prepared for traitors and others the overking wished to have publicly, and 
  especially unpleasantly, punished. It appears as a 30 ft. tall column some 8 ft. in diameter, made of red veined 
  marble like stone. All around the column's circumference, faces are frozen in grimaces, screams, and 
  expressions of dreadful anguish. 
  • 
  DC25: When a new victim is to be cast into the column, he is publicly beheaded (with a blunt axe, often 
  needing two or more strikes). The severed head is then magically treated by priests of Hextor using a powerful 
  and unique enchantment (the unholy bloodshield artifact is vital to this). The head then becomes alive, 
  sentient, and capable of experiencing pain. The officiating senior priest then plunges the head into the 
  column, where it is frozen into the stony mass (not unlike a meld into stone spell). 
  • 
  DC30: The heads so incarcerated are but driven mad by malign magic on the column. If any spell such speak 
  with dead is used, the spellcaster has a chance of becoming insane immediately; the heads cannot be 
  resurrected. Horribly, the unholy bloodshield can also be used to stimulate the column for a period of 2d6 
  minutes once per week, so that the entire structure is filled with writhing, screaming, gibbering faces. Simply 
  witnessing this does wonders for discouraging treason among the people of Rauxes. 
   
  Bardic Knowledge: 
  • 
  DC20: The Screaming Column. A device meant to imprison and torture the souls of traitors even after their 
  death, by means of attaching their animated head and turning it to stone. A cleric/wizard of Delleb named 
  Chavious is known for making a brave stand before meeting his gruesome fate. He said, “You may imprison 
  
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  my head and perhaps my soul, but my knowledge of your treachery shall enbiggen us all. What has been 
  written and read, can never be erased.” 
   
  [7] 
  Knowledge (religion): 
  • 
  DC11: “Whispered One” is a term used for Vecna, lesser god of magic and secrets. 
  • 
  DC20: As a god of secrets, prayers and spiritual confessions assume (dogmatically) that Vecna knows all and 
  sees all, especially among his worshipers. Thus phrases such as, “You know”, or “Hear my thoughts and keep 
  my secrets” are commonplace among Vecna’s worshipers. 
   
  Knowledge (history): 
  • 
  DC25: When still living on Oerth, Vecna ruled a large kingdom. His seat of power was called the Spider 
  Throne, and his attendants his Footmen. 
   
  Knowledge (nobility and royalty): 
  • 
  DC13: House Naelax was the last rulers of the old Great Kingdom. The Overking came from their ranks. The 
  lands in the center of the old Great Kingdom were owned by the various Naelax princelings. Like all of the 
  major houses, the title of Prince was very common and overused, many have no lands of their own, only blood. 
   
  Knowledge (geography): 
  • 
  DC10: The See of Medegia is located at the southwest corner of the old Great Kingdom. It was a religious 
  province set apart until it was turned into a decimated wasteland by the evil of the crumbling Great Kingdom. 
   
  Knowledge (religion): 
  • 
  DC25: The Keeper of Secrets was a Pit Fiend of unusual power loyal to Vecna, but was betrayed by his fellow 
  Vecna worshipers and imprisoned. 
  • 
  DC35: The Keeper of Secrets knew a secret that the others feared, but feared the secret’s destruction even 
  more, so they imprisoned the Pit Fiend named Gryinanquil in a demi-shadow plane. 
   
  Knowledge (arcana): 
  • 
  DC 15: Shimmering Veil is a magical barrier involves a planar boundary, created by great magical backlash and 
  an expenditure of eldritch energy. 
  • 
  DC16: The Standing Stones of Medegia are stones of unknown power. 
  • 
  DC20: The Veil is a planar influx, involving the crossing of Oerth with another plane of existence. 
  • 
  DC30: Inside the Veil, planar space/time has been shredded and several different planes are overlapping 
  though currently Acheron seems to be dominated. 
  • 
  DC40: Acheron is probably the dominate plane because some power magical force is acting like a stake 
  through a towel on a beach on a windy day. Remove the stake and the towel flaps again. 
   
  [9] 
  Knowledge (local- Splintered Suns): 
  • 
  DC20: The Dawn Tiger is a name known in dark alleys of the South Province for several generations. Said to be 
  part man, part magical creature, he’s killed for price and favor. 
  • 
  DC30: Some suggest the Dawn Tiger is more then one person, perhaps a master teaching a student and passing 
  on the persona, from one generation to another. 
   
  Bardic Knowledge: 
  • 
  DC15: The band of meddling adventurers are said to be a group of incompetent, corpse-looting backbiters, 
  sniveling at the feet of their Zilchian pay masters. 
  • 
  DC17: The Imperial is the grand theatre house of Rauxes. 
  • 
  DC30: Hall of Whispered Enervations is an old Ur-Flan design for a torture chamber that imprisons the soul 
  via wraiths. 
   
  Knowledge (arcana): 
  • 
  DC20: Hall of Whispered Enervations is an old Ur-Flan design for a torture chamber that imprisons the soul 
  via wraiths. 
   
  
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  Knowledge (geography): 
  • 
  DC20: Yilish is a thorp of about 50 people along the highway leading to Rauxes. It is also right at the edge of 
  the Shimmering Veil. 
   
  [10] 
  Knowledge (religion): 
  • 
  DC13: In the Old Oeridian language, Fharlanghni mean’s “to be of, or one with, the given subject. In this case, 
  Fharlanghn’. 
  • 
  DC25: The Fharlanghni are an orthodox Fharlanghn sect that operates out of the regions of the old Great 
  Kingdom, but tend to stretch all over the Flanaess. They use the clerical title of Walker. 
  • 
  DC40: The Fharlanghni have a secretive branch that works among the rest of the sect, rumored to have its own 
  agenda’s. 
   
  Bardic Knowledge: 
  • 
  DC20: The Fharlanghi are an orthodox sect of Fharlanghi clerics who call themselves Walkers and help and 
  protect those who walk the roads. 
   
  [11] 
  Knowledge (arcana): 
  • 
  DC25: In laymen’s terms, the veil is getting much hard to cross and natural holes are dangerous to cross, even 
  if one can be found near ground level, instead of say, miles up. 
   
  Knowledge (nobility and royalty): 
  • 
  DC25: Manus the Wise is the son of the previous vassal who controlled that land Castle Triumph now sits on. 
  The family’s lands were reclaimed after strong arming by the Overking. 
   
  [12] 
  Knowledge (local-Core): 
  • 
  DC13: The absurdly named castle, Triumph, is of very recent construction (as of 585 CY). There are stone 
  quarries nearby, and Ivid commanded slave laborers, criminals, and serfs to toil night and day to build it. The 
  castle walls bear great carvings showing Ivid's imagined military triumphs in the Nyrond campaign, but the 
  castle itself was shoddily built (the laborers having no building skills), and one of the four towers is already 
  beginning to show signs of collapse. 
  • 
  DC14: Wendarn was important as a toll point on the junction of the dirawein roads, and as a tithe barn village. 
  Tithed crops from local farms are stored in barns and warehouses here, and the "Wendarn minx" is a tailless 
  species of feral cat much appreciated in the village for its work in keeping vermin out of the grain stores. 
  • 
  DC20: The garrison commander, Gregern Damarain, is charged with assembling the villagers of Wendarn on 
  the first Starday of each month to reenact some victory from the war, which Ivid views with a crystal ball. 
  Gregern has learned from bitter experience that, however faithfully he tries to do this, Ivid usually dispatches a 
  force of some 50 Companion Guard to execute some of the participants for not meeting his requirements. 
  • 
  DC21: Rather surprisingly given the number of people used to pass through here, Wendarn folk were 
  extremely insular and xenophobic. Intermarriage over centuries has produced a population with a large 
  number of enfeebled, half-witted, and even sociopathic peasants. 
  • 
  DC29: The priest, Ratikinn Durvan, protects himself with a force of 10 orogs and 20 orcs who prowl around 
  Triumph as if they own the place. The human soldiers here, some 300 in total, are close to mutinying and 
  rising up to slay the orcs, but one initial abortive attempt to do this simply resulted in 22 slain soldiers and an 
  extra defensive phalanx of zombies around the priest. 
   
  Bardic Knowledge: 
  • 
  DC15: Along the roads leading to and from the village, "As like to meet a Wendarner with the right number of 
  fingers" is a widely used expression meaning, roughly, "Once in a blue moon." 
   
  [13] 
  No relevant checks 
   
  [14] 
  Knowledge (local-Core): 
  
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  • 
  DC13: The Fiend-sage of Rel Astra is a powerful being that controls territory on the banks of the Solnor Ocean 
  and is known for seeking out the most powerful and arcane mysteries. 
  • 
  DC14: Prince Poxquand the Undying of Eastfair in an animus mage that is known for his interest in obscure 
  knowledge. 
  • 
  DC15: Rillikandren is the former high priest of Boccob in Rauxes. He left just before the backlash in 585 CY. 
   
  Knowledge (arcana): 
  • 
  DC20: A book said to contain (among other things) prophesies. 
  • 
  DC30: The Book of Hours is a prophetic work said to speak of the decline and fall of the House of Naelax, and 
  who is destined to be the next Ruling Royal House. 
   
  [15] 
  Knowledge (nature): 
  • 
  DC15: The birth of twin horses is indeed very rare and as such considered a powerful sign. 
   
  Knowledge (arcana): 
  • 
  DC15: Ley lines are natural magical boundaries where fields of arcane power interact on a large scale. 
  • 
  DC20: Ley lines move as the magical energies producing them change and flux. A ley line in one spot can have 
  an effect that is totally different then if the same ley line was one foot to the left. 
  • 
  DC25: When ley lines meet at the right angle and strength, they create weak points (and strong points) in 
  planar barriers as well as large-scale magical effects. Finding such a key point can be very difficult and that 
  location can change with the required application. 
  
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  DM AID 2: ENCOUNTER 5 
   
   
   
  
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  DM AID 3: ENCOUNTER 6 
   
   
   
  
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  DM AID 4: ENCOUNTER 7 
   
  
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  DM AID 5: ENCOUNTER 8 
   
  
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  DM AID 6: ENCOUNTER 9 
  
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  DM AID 7: ENCOUNTER 10
  
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  PLAYER HANDOUT 1 
  The following is the compilation the tattered scraps of documents obtained from Darien the Knife in COR4-18 It Never 
  Rain in Nyrond, as indicated by the AR note. 
   
  The documents consist of journal pages, diatribes, poems and arcane research. None of the articles are complete and 
  most of them are badly damaged from acid and fire. The topics vary and using all your research skills reveals the 
  following relevant highlights. 
   
  [1] 
  “When there is no more room in Acheron, the dead shall dwell upon the Oerth and live their eternal war. Their 
  entrance into Scourgehold shall be blocked and only the final victory shall allow them into the crowded glass and iron 
  of the Great Coliseum. Give praise and sing, for the rest shall be set adrift from the cubes. ” 
  - “Battle Hymns of the Herald”, Scriptures of Hextor. 
   
  [2] 
  “The Serpent’s body sways and coils, a rhythmic dance that brings power with its interpretation. A cup for the novice is 
  just a container to facilitate the drinking of liquid, but to the student of the Serpent, a cup made from clay drenched in 
  the blood of a martyr and fired upon the 5th day of the last Ur-Flan holiday, filled with the precipitation of Mungoth and 
  poured onto the Great Divide, can cause the Serpents tail to jerk wildly. It looks like a cup. It looks like water. It looks 
  like a hole in the ground. But it doesn’t look like it has a secret either. Of course, the same cup poured at your feet 
  outside your local tavern on a winter day will just give you cold and wet feet. The Serpent is filled with these examples 
  of secret connections. Look for them.“ 
  - A scribe’s copy of a book page, noted as, “excerpt from Tome of the Stilled Tongue’. 
   
  [3] 
  “…and the walls danced with flames and sky had blades for clouds. The landmarks were as I remembered them from 
  years ago, but twisted. A small knight’s holding that was simple stone, was now covered in black pearl thorns that 
  dripped with blood, but these thorns grew out of the stone of the keep. The livery-clad troops who once protected the 
  fields were now impaled upon the thorns, and fiendish creatures of horror, beyond even my vast descriptive abilities, 
  stalked the minor battlements. “ 
  -excerpt from the testimony of Finnadrel of Delaric, circa 591 to 593 cy. 
   
  [4] 
  “The battles entertained me for a while, giving me muse for great epics between men and fiends, abominations and the 
  divine, and all manners else that could be brought into existence. But I came to realize each battle was a repeat of past 
  events. Some men died, their souls absorbed by that place, new comers all. But other men, those who had borne witness 
  to the folly of mortals- they fought their same battle each day, though their deaths were different, not that it mattered 
  come the dawn. They had found their own war without end. “ 
  -excerpt from the testimony of Finnadrel of Delaric, circa 591 to 593 cy. 
   
  [5] 
  “…then I moved from one camp to another. With its army’s defeat and their bodies torn asunder by their fiend foes, the 
  camp would be overrun soon. With each flux, more recruits came to replace the losses, each ripple left deposits of 
  beings, some human, many not, but all eager to fight on one side or another, one camp or the next. Mendalsson left to 
  seek out the camp lead by the being called Meya Astra, but Lassara insisted we go with the little being we had found, 
  into the city of Rauxes itself. It knew of a way past the walls. That scared me the most. The walls I knew could never be 
  penetrated, nor passed over. The things I’ve seen perched on those giant battlements could topple kingdoms. Yet this 
  little halfling with a tail knew of a way past. Despite the fear, you know, as they say, you only live thrice. It was the 
  biggest mistake I ever made.” 
  -excerpt from the testimony of Finnadrel of Delaric, circa 591 to 593 cy. 
   
   
  [6] 
  “He wanted to visit some talking heads in a park. Told me there be plenty of stories to hear and told Lassara that the 
  crypts would have treasure for the taking. Of course, that little thiefling just wanted a way out of this hellhole, not that 
  he wanted to let the rest of us in on that little secret. Heck, we didn’t even make it to talk with the heads. The guardians 
  of the park, they must have been 20 ft. high, turned our little guide into so much tenderized meat. Lassara and I agreed 
  at that moment to find another way out and do it fast. With every new dawn, the burning buildings would become 
  anew and the fighting would commence again. “ 
  -excerpt from the testimony of Finnadrel of Delaric, circa 591 to 593 cy. 
  
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  [7] 
  “Whispered One, hear my thoughts and keep my secrets. As you know, we are on our way to victory. Where the leaders 
  of our order have failed in the past, countless times, paying the price each time, we are finally so close. We shall rise to 
  the greatness that we surely deserve. I shall throw away my past as a mere princeling of Naelax and take my place as the 
  greatest leader the Footmen of your ancient throne have ever known. “ 
  -Uncredited journal entry, (*dramatic handwriting) 
   
  [8] 
  “Whispered One, hear my thoughts and keep my secrets. As you know, Darien is doing his job wonderfully. He reports 
  that he has obtained nearly all the hearts the ritual in Medegia calls for. He has learned much from your Keeper of 
  Secrets. Perhaps too much, perhaps these items and texts he has sent us back from the Keeper’s lair are only a smoke 
  screen. Perhaps he keeps the real secrets for himself. It would make for an interesting production. We unknowing 
  heroes prepare the rites to by-pass the Shimmering Veil, while the villain promises to deliver us the props needed to 
  perform our final act on the Standing Stones of Medegia. But come the peak of the second act in Rauxes, he would turn 
  on us. He would use the knowledge and power given to him by his new mentor, your Keeper of Secrets, and slay me as I 
  retrieve the cache from its hiding place. That would be climatic!” 
  -Uncredited journal entry, (*dramatic handwriting) 
   
  [9] 
  “Whispered One, hear my thoughts and keep my secrets. As you know, the operation in Eastfair has fallen apart. The 
  Dawn Tiger is angered at the loss of his agent. He blames me I am sure for this loss, but I know Darien purposely under 
  estimated the threat that these meddling adventurers possessed. I should have balked when he said some foreign sell-
  swords had learned things they should not and that a simple assassination would muddy the waters enough to hide on 
  the stream’s bottom. When is an assassination ever simple? Now that little upstart is running back to us. He claims to 
  have improved direction for “his plan’. He would be nowhere with out me. He’s not even an original member! He’s 
  never even sat in the Imperial! Perhaps his improved direction is the backing of his new mentor. He means to take my 
  place as head of the company. I won’t allow him to upstage me. I’ll have my own script to follow and he’ll have a solo act 
  within the Hall of Whispered Enervations. We’ll take what he has and abandon him to his fate. The wraiths of the Hall 
  shall leave his soul trapped there forever. His damnation shall be complete long before we arrive in Yilish.” 
  -Uncredited journal entry, (*dramatic handwriting) 
   
  [10] 
  “Whispered One, hear my thoughts and keep my secrets. As you know, we intercepted an agent of the Fharlanghni. We 
  took him in his sleep and desecrated his camp. There will be no more reports for him to pass on. We allowed our 
  humanoid minions to dispose of his body. I’m told the meat was quite tough and stringy.” 
  -Uncredited journal entry, (*dramatic handwriting) 
   
  [11] 
  “Though I’ve long suspected it, the peasants of Yilish have confirmed that I’m not the only sage who has shown repeated 
  interest in the Shimmering Veil. They tell me men dressed like myself, true servants of the Uncaring One no doubt, 
  have spent several days practicing their arts on the Veil. It would be arrogant to assume that we are the only ones with 
  an interest in a safe and secure method of traversing the Veil. The natural holes in the Veil are diminishing in frequency 
  and their placement shifts wildly. The planar sheer has also increased over the last year. And while I have confirmed 
  that over the years, several companies of adventurers and mercenaries have waited and pass through these ground-level 
  holes, this will no longer be feasible. The eldritch vertical ripple on the Veil has increasingly moved these holes (when 
  they do appear) towards the upper heights. I must concur with Darien’s proposal and the use of the rites supplied by the 
  Keeper of Secrets. Only with a sharp jerk of the Serpent’s Tail shall the Veil’s arcane tensile strength be subjugated long 
  enough for our company to pass through. Getting out is a question of faith. Are the rites and component list given by 
  the Keeper to be trusted? As a side note, I have concerns about the conditions we will meet inside the Veil. If even half 
  the stories these villagers tell are true, and mind you, I’ve seen some of the incidences myself, we shall not last long. Up 
  close, looking through the Veil in the direction of my birthplace, I barely recognize the landscape. How Wendarn must 
  have changed, let alone the castle.” 
  - An unaddressed letter, signed by Manus the Wise (a sturdy scholarly handwriting). 
   
  [12] 
  “ I will arrive back in Stel within a week. I realize that our plans are coming to fruition and that we tend to, shall we say, 
  change our approach, during these times. The time that passed after your last letter could mean huge (but necessary, I’m 
  sure) changes to our approach. I would just like to remind you that should we need to have a back-up plan, or perhaps 
  even a back-up to our back-up plan, Wendarn is not too far from our entry point. The back-up key should still be there 
  should we loose the primary. Even with all the planar warping that I’ve witnessed, my lair should still be intact beneath 
  
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  Triumph. While the castle is of abysmal construction, the lair and secret tunnel to the east approach tower are of a 
  sturdy magical nature. They survived the destruction of my family’s keep and the construction of Triumph over it, then 
  it can survive a magical planar influx. The inbred locals of my youth would never have found it and Ratikinn Durvan 
  was always too busy with Gregern to notice anything out of place. Let’s hope the little minx I told you about is still 
  around to let us in. “ 
  - An unaddressed letter, signed by Manus the Wise (a sturdy scholarly handwriting). 
   
  [13] 
  “An addendum to my reports, for I feel it should be made clear sooner than later. I confirmed today that the Veil is 
  indeed expanding, or perhaps just pulsating, but the net effect is an increase in boundary. This will lead to a change of 
  lay lines and planar stress points, and thus change the rites, perhaps even nullifying them. Our window could be closing 
  rapidly. We must make haste.” 
  - An unaddressed letter, signed by Manus the Wise (a sturdy scholarly handwriting). 
   
  [14] 
  “When the eternal wanderer is at last at rest and the nexus is in conjunction with the Earth Stone the profane 
  infestation of the accursed one will be scourged from the sacred lands.” Note to self- the original scroll is reputedly to be 
  over 1,100 years old and the Old Oerdian dialect it’s written in reflects that. Many great powers are interested in these 
  Standing Stones, and I am willing to take that as independent confirmation that the scheme of the Keeper of Secrets 
  that Darien has championed is indeed the way to go. The stones true purpose is irrelevant to us, but the power we can 
  extract from them shall make us like gods upon the Oerth. We shall have to double our efforts in secrecy to avoid 
  detection of our interests. When the likes of the Fiend Sage of Rel Astra, Prince Poxquand of Eastfair and the great 
  cleric of the Uncaring One, Rillikandren are involved, best not to gather their notice upon you. I suspect Rillikandren’s 
  interest is tied in with the Book of Hours. How I would love to have an hour alone with that tome. “ 
  - 
  Uncredited journal entry, (hastily scribed and sloppy). 
   
  [15] 
  “I’m not convinced as of yet. The plan has merit, but it has such great potential for failure. So much must be taken on 
  trust. Is everything the Keeper of Secrets said true? Or did he suspect our betrayal of him and thus set us up? Even if 
  Manus has lent intellectual support to the rite working to open the veil (granted, if done before the lay lines move 
  again), even he is skeptical of the other rite getting us out again and on to Medegia. As the new quartermaster, I’ve had 
  little trouble securing our mundane materials. Wagons and trolls to pull them as well as our sturdy roadie assistants. It’s 
  the components I’ve been having a difficult time with. The triangle was easy and our cache in Rauxes holds several 
  robes that shall do the trick. But the other three items! I’ve still had no success with the horse breeder. He tells me twin 
  births among horses are very rare, I’m not sure if he’s just trying to up the price or what. I may have to come up with an 
  alternative solution. “ 
  - 
  Uncredited journal entry, (written on the back of a blank ledger paper with halting but neat writing). 
  PLAYER HANDOUT 2 
   
  
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  PLAYER HANDOUT 3 
   
  [This handout is for current members of the religious sub-sect of Kelenan, The Barons of the Blade.] 
   
  During your travels, not long before the start of this current adventure, a young acolyte of the Lord of Swords and 
  member of the Barons of the Blade crossed your way and as commanded by his superiors, passed on to you the 
  following news. 
   
  “All is well back at the Old City arena. The vampires were successfully repelled, or to be more specific, they fled on mass 
  at first opportunity. They seemed to loose their resolve for the incursion. The motive behind it is still unclear, both the 
  initial incursion and the subsequent retreat. “ 
   
  “Inspired by your own discovery of a secret chamber within the complex under the arena, the Barons put forth their 
  own detailed searches of the rooms and tunnels. What they discovered was of great interest and importance to the sect. 
   
  A secret chamber held the tomb of a priest dating back to the days of our shrines founding. To think, the remains of 
  a man who not only knew the Lord of Swords, but learned his teachings first hand. The chamber also held a scroll filled 
  with prophetic writing and mystic text. 
   
  Though the details of the scroll were kept to the upper levels of the sect, many quests have sprung from it. Our 
  ranks have emptied from the Old City arena as our members set out in search of the contents hinted at in the scroll. 
   
  Our leader, Stylus Rel has left on such a quest. He has gained clues to the location of a lost temple of our Lord of 
  Swords, but one that is a “here but not’. He travels south to the Shimmering Veil with a copy of the scroll. I believe the 
  scroll has information that will allow him to penetrate the barrier. His entourage was quite excited about the journey. 
  [Stylus Rel left 3 weeks before the current date]. “ 
   
  “Ecnal Tugim currently oversees the arena and has taken to the crafting duties of the holy symbols.” 
   
  “All Barons of the Blade not tending the shrine are quested to seek out any of the 100 Blades touched by Kelenan and 
  lost among Oerth and probably the outer planes as well. These blades are referred to in scripture as the Final Word and 
  are what our holy symbols are derived from. Even clues to the locations or fates of these relics would be important and 
  surely grant a place at Lord of Sword’s side when it comes time to sheath your blade for the last time. Thus this quest has 
  been commanded.” 
   
  Out of Game Errata: 
  1. 
  The Honorary Blader smite ability works as per the Destruction domain, not a Paladin’s smite. 
  2. 
  The Greater Holy Symbol is a +2 weapon for upgrading purposes. +1 for base and +1 for its additional power. 
  Its additional power is more than just the Keen Edge ability and will become apparent later. 
  3. 
  All references to Kelanen as “Kelaren” in the modules are typographical errors on my part. For those who wish 
  to explain it in-game, consider it a dialect variation from older Old Oeridian in to current Old Oeridian and 
  Common. Kelanen is of course the correct spelling and the one that should be used. 
  4. 
  The Barons of the Blades is a sub-sect of Kelanen. The atonement to join is mostly for roleplaying purposes. A 
  PC who is already a cleric of Kelanen can still become a member of the Barons of the Blade. The rite is not 
  meant to exclude these existing clerics, merely change their sect. 
   
   
  
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  NEW RULES APPENDIX 
  Thinaun: This dark, glittering steel alloy holds an 
  attraction to souls recently released from their bodies. 
  Obviously, this has application for melee weapons. If a 
  thinaun melee weapon is touching a creature when it 
  dies, that creature's soul is sucked into the weapon 
  rather than passing onto its final reward. The soul 
  remains in the thinaun weapon until the weapon is 
  destroyed or another creature dies while touching the 
  thinaun weapon (the new soul displaces the old one). 
  Raise dead, resurrection, and similar spells won't bring 
  back a creature whose soul is trapped by a thinaun 
  weapon unless the caster has the weapon in his 
  possession. Because the soul is nearby, fewer material 
  components 
  are 
  required 
  for 
  such 
  spells: 
  Reincarnation, raise dead, resurrection, and true 
  resurrection require half as much of the relevant 
  material component (unguents or diamonds) to cast if 
  the soul is within a thinaun weapon. 
   
  A thinaun weapon captures a soul from anyone 
  killed while touching the weapon. This means that if 
  the thinaun weapon's wielder dies, her weapon 
  captures her soul. 
   
  Only melee weapons made primarily of metal can 
  be crafted as thinaun weapons. 
   
  Type of Thinaun Item 
   
   
  Item 
  Cost Modifier 
  Light weapon 
   
   
   
  +10 000 
  gp 
  One-handed weapon or one head of a double weapon
   
  +15 000 gp 
  Two-handed weapon or both heads of a double weapon
   
  +20 000 gp 
   
  +1 Last Resort Thinaun dagger (CW 18,302 gp) 
  Last Resort: A melee weapon (usually a dagger) with 
  the last resort ability is particularly effective in a 
  grapple. Its wielder doesn't take the –4 penalty for 
  attacking with a weapon while grappling, and the 
  weapon deals an extra +1d6 damage in a grapple for 
  every size category the target is bigger than the 
  wielder. For example, a halfling armed with a +1 last 
  resort dagger would deal an extra +2d6 points of 
  damage when being grappled by an ogre. 
   
  Moderate transmutation; CL 7th; Craft Magic 
  Arms and Armor; freedom of movement; Price +1 
  bonus. 
   
  Armor of the Unending Hunt (CW 21,500 gp) 
  Armor of the Unending Hunt: This mithral +2 
  chainmail armor was built by the elves for rangers on 
  long-range patrols. In addition to its protective 
  qualities, it provides the wearer with immunity to 
  fatigue and exhaustion. 
   
  Moderate Abjuration; CL 8th; Craft Magic Arms 
  and Armor; restoration; Price 21,500 gp; Cost 10,900 gp 
  + 848 XP; Weight 20 lb. 
   
  Blood Golem of Hextor 
  From the Fiend Folio, p. 84: 
   
  Large Construct 
  Hit Dice: 10d10 + 30 (130 hp if supplied with blood) 
  Initiative: –1 
  Speed: 20 ft. (cannot run) 
  AC: 26 (–1 size, –1 Dex, +9 natural, +9 (+1 full plate)), 
  touch 8, ff 26 
  Base Attack/Grapple: +7/+17 
  Attack: Masterwork heavy flail +13 melee, or slam +12 
  melee (see text) 
  Full Attack: 2 Masterwork heavy flails +13 melee, or 2 
  slams +12 melee (see text) 
  Damage: +Masterwork Heavy Flail 1d10+6, slam 1d8+6 
  (see text) 
  Face/Reach: 10 ft. / 10 ft. 
  Special Attacks: Blood Siphon, Whirlwind of Death 
  Special Qualities: Blood Dependency, blood reservoir, 
  construct traits, DR 10/+1, magic armor, magic 
  immunity, rust vulnerability 
  Saves: Fortitude +3, Reflex +2, Will +3 
  Abilities: Str 22, Dex 8, Con -, Int -, Wis 10, Cha 1 
  Climate/Terrain: Any land and underground 
  Organization: Solitary or Gang (2-4) 
  Challenge Rating: 8 
  Treasure: Large +1 full plate (does not resize) 
  Alignment: Always lawful evil 
  Advancement: 11-20 HD (Large); 21-30 HD (Huge) 
  The blood golems of Hextor are foul constructs made 
  of the coagulated blood of sacrificial victims. Girded in 
  magic armor and bearing magic weapons, they bring 
  death to the enemies of the faith. 
   
  Without its armor, a blood golem looks like a 
  vaguely humanoid shape made out of thickened red 
  and black blood. It constantly leaks blood wherever it 
  goes and is often surround by swarms of flies and other 
  flying vermin that dine on its leavings. Although the 
  church of Hextor once was satisfied with this raw 
  form, recently the creators of these golems have added 
  a final step in which they seal the golem in a custom-
  made suit of +1 full plate with masterwork heavy flails 
  fused to each of its arms. This suit of armor includes 
  two spherical reservoirs on the shoulders that store 
  more blood to fuel the creature. Metal pipes and valves 
  convey the creature's blood within the armor, but the 
  seals are imperfect and it still leaks fluid. 
   
  Because it is a construct, a blood golem can remain 
  motionless in one place for days, although it requires 
  fresh blood on a regular basis. This requirement makes 
  it a poor guardian for remote places that do not have 
  many visitors. 
   
  Combat 
  A blood golem is straightforward in combat: It simply 
  lashes out at its foes with its heavy flails, which are 
  actually parts of its body. It is a cruel and malicious 
  combatant, in that it apparently derives satisfaction 
  
  COR5-14 All Roads Lead to Rauxes 
   
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  from slaying enemies despite its lack of true 
  intelligence. 
   
  Blood Siphon (Su): A blood golem can suck the 
  blood out of a helpless living creature or a body that 
  has died with the past hour, dealing Constitution 
  damage at the rate of 1 point per full round. Every 
  Constitution point lost in this fashion heals the golem 
  5 hit points. (The golem usually restores its hit points 
  to maximum before filling its reservoirs so that it can 
  remain at full strength.) Both the golem and the victim 
  must remain motionless. Priests of Hextor often 
  provide blood golems with bound or unconscious 
  victims for this very purpose. 
   
  Whirlwind of Death (Ex): A blood golem can spin 
  its upper body and cause its flails to rotate at high 
  speed. This ability allows it to attack all creatures with 
  its reach as if it had the Whirlwind Attack feat. In the 
  round after the golem performs this maneuver, it can 
  take only a single attack or move action. 
   
  Blood Dependency (Ex): Because a Blood Golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  stands motionless for the entire day. If the golem's 
  armor is removed or destroyed, this loss increases to 10 
  hit points per day. If the golem reaches 0 hit points 
  from blood leakage, it is destroyed, leaving only its 
  armor. 
   
  Blood Reservoir (Ex): The reservoirs in the 
  golem's armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the capacity of 
  two average human bodies. The golem normally draws 
  1 point of Constitution from the reservoir every day to 
  sate its blood dependency. It can draw blood from its 
  reservoirs as a free action, and it often does so in 
  combat. 
   
  Magic Armor: A blood golem is always encased in 
  a suit of full plate armor with an enhancement bonus 
  of at least +1. If the golem is destroyed, the armor may 
  be reused for another blood golem, but it does not 
  resize to fit other creatures. 
   
  Magic Immunity: A blood golem is immune to all 
  spells, spell-like abilities, and supernatural effects, 
  except as follows: A gentle repose spell acts as a slow 
  spell for 3 rounds with no saving throw. Regenerate 
  restores 1 hit point of damage per caster level. Horrid 
  wilting does half or one quarter damage if the golem 
  fails or succeeds at its saving throw, respectively. 
   
  Rust Vulnerability (Ex): A blood golem's armor is 
  vulnerable to rust attacks, such as from a rust monster 
  or the rusting grasp spell. If its armor is destroyed in 
  this manner, the golem's AC drops and it makes slam 
  attacks instead of the flail attacks. Once its armor is 
  gone, the golem loses its blood reservoir, and it loses to 
  blood leakage at the rate of 10 hit points per day 
  instead of 5 per day. 
   
  Critical Strike 
  CV p. 145: 
   
  Divination 
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V 
  Casting time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  While this spell is in effect, your melee attacks are 
  more likely to strike a foe’s vital areas. Whenever you 
  make a melee attack against a flanked foe or against a 
  for denied its Dexterity bonus, you deal an extra 1d6 
  points of damage, your weapon’s threat range is 
  doubled (as if under the effect of keen edge), and you 
  gain a +4 insight bonus on rolls made to confirm 
  critical hits. The increased threat range granted by this 
  spell doesn’t stack with any other effect that increases 
  your weapon’s threat range. Creatures immune to 
  sneak attacks are immune to the extra damage dealt by 
  your attacks. 
   
  Distract Assailant 
  CV p.146: 
   
  Enchantment (Compulsion) [Mind-Affecting] 
   
  Level: Assassin 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting time: 1 swift action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  The subject of this spell is distracted, flinching at blows 
  that seem to come from the shadows. A creature 
  affected by this spell is flat-footed until the beginning 
  of its next turn. 
   
  Material component: The dried wing of a fly. 
   
  Wraithstrike 
  CV p. 158: 
   
  Transmutation 
   
  Level: Assassin 2, sorcerer/wizard 2 
  Components: V, S 
  Casting time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  When you cast this spell, your melee weapons or 
  natural 
  weapons 
  become 
  ghostly 
  and 
  nearly 
  transparent for a brief time. While this spell is in effect, 
  your melee attacks are resolved as melee touch attacks 
  rather than normal melee attacks. 
  
  COR5-14 All Roads Lead to Rauxes 
   
  Page 78 
   
  Improved Toughness [General] 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/595/COR5-14 All Roads Lead to Rauxes (APL 6-12)/COR5-14 All Roads Lead to Rauxes.pdf