TEXT: Frog God 
  Games
  A  new adventure brought to you by 
  Bill Webb of  Necromancer Games.
  A  new adventure brought to you by 
  SF 7
  — Adventure 7: The Heir of Sin —
  By Gary Schotter & Jeff Harkness
  
  2
  Authors
  Gary Schotter & Jeff Harkness
  Developers
  Bill Webb
  Producer
  Bill Webb of Necromancer Games
  Editor
  Bill Webb of Necromancer Games
  Layout and Production
  Charles A. Wright
  Front Cover Art
  Rick Sardinha
  Interior Art
  Char Reed
  Cartography
  Rick Sardinha
  Playtesters
  Aaron Backherms, David Cook, Dustin 
  “Lanky” Cook, Steve Dunn, Dennis “Sobé” 
  Fessel, Isaiah Harbison, Jason Messenger, Mi-
  chael “Gort” Schotter, Daren Schroeder, Justin 
  “Jobless” Taylor, Chris Whitt, Sherri Whitt, 
  Bryan Whitt and Greg “Critical Mass” Wilson.
  This book is dedicated to the memory of 
  Dustin “Lanky” Ray Cook, 1985-2009.
  Special Thanks
  Jeff would like to dedicate this book to Tammy, 
  Kaitlyn and Alyssa. Gary would like to dedicate 
  this work to Christina, Brooklyn, Kaden and 
  Amberlyn. We also want to thank Greg Wilson 
  for his wisdom and advice in solving many 
  dilemmas and game mechanics issues. 
  And a special dedication to the 32 PCs 
  who lost their lives during playtesting.
  Credits
  Frog 
  God 
  Games
  Tough 
  Adventures 
  for tough 
  players
  ©2011 Bill Webb, Gary Schotter, and Jeff Harkness, Frog God Games. All rights reserved. 
  Reproduction without the written permission of the publisher is expressly forbidden. Frog 
  God Games and the Frog God Games logo and Splinters of Faith are trademarks of Frog 
  God Games. All rights reserved. All characters, names, places, items, art and text herein 
  are copyrighted by Frog God Games, Inc. The mention of or reference to any company or 
  product in these pages is not a challenge to the trademark or copyright concerned.
  
  3
  Table of Contents
  The Heir of Sin  ........................................................................ p. 4
  Adventure Background  ................................................................ p. 10
  Legal Appendix  ......................................................................... p. 24
  
  4
  PCs must rescue a paladin’s daughter lost in the lair of a demon 
  lord’s cult. This adventure is designed for characters of 6th to 8th 
  level.
  Two massive granite walls divide the mountain pass, choking the 
  route from the Kajaani Forest into the Kanderi Desert. Knights walk 
  the battlements of the Shield Basilica, despite the heat, keeping a 
  wary eye on the lands surrounding them. Engraved along the length 
  of the wall is a massive sword that runs the length of the barrier. The 
  Shield Basilica is the last stop before the lawlessness of the desert 
  badlands, but the knights within are more than ready to meet the 
  threat. The sound of soldiers inside the sealed fortress rises into the 
  heated air. 
  Nestled ﬂ ush against the Shield’s outer wall, a small city has arisen 
  over the years. Those warriors who wish to someday join the Shield’s 
  forces call the small city home. With them are a mix of traders and 
  outposts that help supply the fortress. A sign hanging on a battered 
  post reads “Shieldfane.” 
  Shield Basilica of Muir
  Location: Mountains
  Worship Domains: War, Strength, Power, Paladins
  Leader: High Priest Lord Romel Sandusk (Cleric 12) 
  Dress: Priests wear blue robes trimmed in silver over full plate 
  armor. Paladins and ﬁ ghters proudly display polished plate armor 
  with blue engravings. 
  Unique characteristic: The temple is built within a quarter-mile-
  long set of parallel walls wedged between a mountain pass. The 
  paladins guard the pass against a massing gnoll army in the desert.
  Nicknames: The Maiden’s Shield, The Limestone Fort, The Basilica
  Deity: Muir, goddess of virtue and paladinhood.
  Worship domains: Law, good, protection, war (paladins).
  Servants: 350 guards (Fighter 5), 220 protectors (Paladin 3); 110 
  under-priests (Cleric 1-4), 50 sentries (Paladin 5), 20 wardens (Pala-
  din 10), and 2 high priests (Cleric 9). 
  By Gary Schotter & Jeff Harkness
  — Adventure 7: The Heir of Sin —
  forces call the small city home. With them are a mix of traders and 
  post reads “Shieldfane.” 
  
  5
  Temple Background
  The Shield Basilica of Muir, also known as the Shield, overlooks 
  badlands of eroded hills and rocky plateaus that soon expand into 
  the harsh reaches of the Kanderi Desert. The land below the fortress 
  bears testament to the devastating wars fought to attain Muir’s 
  favored holdout. Broken spears and rusted weapons lie scattered 
  across the rocky ground. Old graves occasionally churn to the surface 
  as sinkholes collapse in the cracked, parched earth. Whole armies are 
  said to be buried beneath the shifting desert sands.
  The Shield is constructed of two 150-foot-high walls running 
  parallel for nearly a quarter mile along the ridge above the entrance 
  into the badlands. The granite walls are each 150 feet thick, with 
  crenellations providing archers ample ﬁ elds of ﬁ re. Muir’s holy 
  symbol — an upraised sword held parallel to the ground — is 
  engraved along the length of wall. The space between the outer walls 
  is narrow, a mere 1,000 feet from wall to wall. Stacked barracks and 
  quarters ﬁ ll this interior space, but the interior still provides plenty 
  of room given the length of the wall. Stairs allow easy access from 
  the barracks to the walls in case of an attack. Each barrack maintains 
  its own armory.
  Muir’s Sanctum, a central temple within the walls, contains various 
  religious icons of Muir and her favored warriors, and is home to the 
  sacred Grindstone of Muir, a giant grindstone used to bless weapons.
  Built on the edge of gnoll-controlled lands — about 50 miles from 
  the fallen temple of Seraph in the Kanderi Desert — the Shield 
  protects the civilized lands to the southeast. A narrow road winds 
  from the badlands below the Basilica to a narrow pass traveling 
  beneath the fortress. The deadly Hollow Spire Mountains rising to the 
  north and south provide a natural barrier to attackers trying to ﬂ ank 
  the structure. From above, the Shield appears to have been wedged 
  tightly into a narrow gap between the overhanging mountains.
  Muir’s faithful hold the border against evil. While skirmishes still 
  occur with the desert gnolls, the territory is considered relatively safe. 
  The town of Shieldfane sits outside the eastern wall and supports the 
  massive fortress and its inhabitants through trade. With the threat of 
  war no longer an overriding concern, the Shield Basilica is slowly 
  changing from a bastion of might into a training camp for Muir’s 
  faithful.
  Area A: Shieldfane
  SHIELDFANE (SMALL CITY): Conventional; AL Lawful; 
  10,000-gp limit; Assets 3,500,000 gp; Population 2,000; human 
  62%, Dwarf 8%, Half-orc 2%, Half-elf 6%, Gnome 4%, Halﬁ ng 
  4%, Elf 14%.
  Authority ﬁ gures: Mayor Kintus Hallete (Lawful male human Pala-
  din 9); Shield Maiden Altilsa Maver (Lawful female human Paladin 
  4, city defense coordinator); Trade Council head Merlah Alantyr 
  (Chaotic male human Thief 3).
  Important characters: Dewali Gamp (Lawful male dwarf Fighter 6, 
  trade council); Backbreaker Funj (Neutral male half-orc Fighter 8, 
  captain of city defenses).
  Shieldfane sits outside the Shield Basilica’s eastern wall. The small 
  city has grown through the years of peace that the Shield has made 
  possible. The city abuts the massive eastern granite wall, some of the 
  shops and houses pressed right up against the granite fortiﬁ cations.
  Primarily a trading post, Shieldfane attracts people intent on eking 
  out a living within the mountains and those hoping to serve inside 
  the Basilica. Prospectors, miners and others ﬂ ock to the city. Trading 
  companies maintain stores for adventurers passing through, but their 
  primary income comes from established deals with the Shield. The 
  mercenaries, ﬁ ghters and holy warriors who travel to the Shield 
  hoping to be admitted into the elite ranks often ﬁ nd themselves 
  living within Shieldfane until they’ve met the requirements to be 
  considered as a warrior of Muir.
  A ragtag defense force (300 Fighters 1-3) coordinated by Altilsa 
  Maver, an up-and-coming Shield Maiden of Muir, mainly protects 
  the city from pickpockets and other domestic trouble. Many warriors 
  hoping to prove themselves to Shieldfane’s guardians join this police 
  force, hoping that their stint will win them favor inside the Basilica. 
  But the chance to train within the Shield’s walls with the paladins of 
  Muir is a difﬁ cult dream to attain.
  While the paladins of the Basilica frown on alcohol, the Shield’s 
  Reach — a small two-room tavern — caters to those seeking a 
  draught or two of ale.
  Shieldfane is left to Game Referees to develop as they see ﬁ t and 
  for future adventure possibilities.
  Breaking the Bad News
  One person conscientious PCs may seek out to deliver bad news to 
  is Elsabeth Dillyn (human female, Cha 18), the 20-year-old ﬁ ancee 
  of a ranger whose body PCs may have discovered in the Sin Mire 
  swamp (See Area J5 of Splinters of Faith 2: Burning Desires). 
  She’s easy to ﬁ nd if players insist on tracking her down. Elsabeth is 
  a beautiful woman living with her aunt. More than a few Shieldfane 
  bachelors wish she would ﬁ nally give up on this “silly ranger” who 
  keeps leaving her for the swamps in favor of them. If PCs deliver 
  the news or bring back some item that belonged to Rusgart (either 
  Elsabeth’s letters, the gold promise ring she gave him as a parting 
  gift, or even Gravy, his animal companion, for example), then the 
  woman collapses in tears. She remains inconsolable. Award PCs 
  extra experience points if they help the distraught woman return 
  home and offer what comfort they can as Elsabeth asks them of the 
  ranger’s ﬁ nal days. 
  Adventure 7: The Heir of Sin
  massive fortress and its inhabitants through trade. With the threat of 
  But the chance to train within the Shield’s walls with the paladins of 
  How to Use This Adventure
  This adventure is part of the Splinters of Faith campaign, 
  which leads PCs to restore a broken scepter and destroy 
  a reawakened death-priest named Akruel Rathamon. 
  The ﬁ rst nine adventures require PCs to obtain a ritual to 
  restore the relic. The ﬁ nal adventure ﬁ nds the PCs and the 
  reformed scepter facing off against the death-priest on his 
  home turf. (For more information on the overall campaign, 
  see Splinters of Faith 1: It Started with a Chicken …) 
  In addition, some of the gods and deities mentioned 
  in this adventure can be found in a free download at 
  www.NecromancerGames.com.
  At this point in the campaign, the relic – called the Scepter 
  of Faiths – is equivalent to a +2 adamantine heavy mace with 
  the ability to cast bless and cure serious wounds (3/day) and 
  protection from evil 10 ft. radius (at will). It can also detect 
  undead (30-ft. radius) and is able to locate the death-priest 
  Akruel with no range limits as long as the wielder and Akruel 
  are on the same plane.
  If you don’t want to run the full campaign, don’t worry. 
  This adventure is complete on its own. Each adventure in 
  the campaign follows a similar setup where the PCs visit a 
  good temple, then are recruited/hired/asked to take part in 
  an adventure before receiving the blessing they seek. The 
  PCs must then travel to an “evil” temple to complete their 
  mission. 
  If you plan to run the adventure without the others 
  that precede it, you’ll need to devise a way to get the 
  PCs started. Since each adventure starts with a “good” 
  temple, this could be as simple as having the temple 
  elders request aid against the “evil” temple. Of course, 
  the promise of gold, magic and the thrill of adventure 
  also might not hurt. 
  
  6
  Adventure 7: The Heir of Sin
  Area B: The Shield Basilica
  The Shield Basilica of Muir sits between two peaks of the Hollow 
  Spire Mountains, completely choking the pass that leads from the 
  badlands of the Kanderi Desert to the civilized regions to the south. 
  The Shield contains barracks, stables, armories and Muir’s Sanctum, 
  but the majority of the space is left open intentionally to provide the 
  army encamped within enough space to train. Those stationed within 
  the Basilica take their duties to protect and serve very seriously.
  Area B1: The Wall
  The Shield’s granite walls are 150 feet tall and 150 feet wide. The 
  parallel structures are a quarter-mile long and set 1,000 feet apart. 
  The massive defense line is carved with Muir’s holy symbol of an 
  upraised sword held horizontally along the length of the wall. The 
  carving blazes with a golden light at dawn and dusk. Guards patrol 
  the walls at all hours, watching the trail that leads into the badlands. 
  Each end of both massive walls connects with the Hollow Spire 
  Mountains, taking advantage of the natural barrier the mountains 
  provide.
  Area B2: The Tunnel Road
  A 30-foot-wide trail winds from the badlands on narrow switchback 
  ridges rising 100 feet from the lower plain. Once atop the ridge, the 
  trail leads straight toward the Shield and descends into a narrow 
  tunnel that passes beneath the walls.
  The 30-foot-wide tunnel runs 20 feet beneath the entire fortress. 
  Murder holes covered with metal grates line the top of the tunnel and 
  lighted torches illuminate the path.
  Midway along the tunnel is a solid cylinder of stone in the ceiling 
  known as the “corkscrew.” This stone plug is the only entrance into 
  the Shield, and is accessible only when the knights lower the plug. 
  When the corkscrew is lowered, stone blocks close off each end of 
  the tunnel road.
  Area B3: The Corkscrew
  The corkscrew is a 30-foot-tall stone cylinder carved with a spiraling 
  groove. A spiraling ramp travels down the stone cylinder’s interior. 
  The 50-foot-diameter corkscrew is the Shield’s only entrance and 
  exit, other than going over the outer walls and facing the steep drop. 
  When lowered, doors in the stone plug open into the tunnel road, 
  while another inside the Shield allows knights to access the stone 
  cylinder’s interior ramp. 
  Before the column is lowered, stone blocks seal off the tunnel road’s 
  two entrances. Then, a giant wheel running along the corkscrew’s 
  groove turns, raising or lowering the stone. The stone is lowered only 
  when the tunnel road is sealed and clear of enemies. Two horses can 
  be led side-by-side down the corkscrew’s interior ramp.
  Area B4: Barracks
  Twelve barracks contain bunks for 75 men. Two chests sit side by 
  side at the foot of each bed. Warriors of Muir stay in these 40-foot-
  by-20-foot rooms built against the Shield’s outer walls. At any time, 
  Area B: The Shield Basilica
  badlands of the Kanderi Desert to the civilized regions to the south. 
  but the majority of the space is left open intentionally to provide the 
  Area B1: The Wall
  parallel structures are a quarter-mile long and set 1,000 feet apart. 
  provide.
  Area B2: The Tunnel Road
  
  Adventure 7: The Heir of Sin
  7
  2d20 warriors (Paladin 5) can be found within these rooms. 
  The chests contain soldiers’ meager belongings. Items include 
  notes from home, portraits of loved ones, locks of hair, charms and 
  normal clothing, and small amounts of gold. 
  SHIELD PROTECTORS (LAWFUL HUMAN PALADIN 5): 
  HD 5; AC 3[16]; Atk short sword (1d6); Move 9; Save 12; CL/
  XP 5/240; Special: Paladin abilities. Combat gear: plate mail, 
  short sword.
  Area B5: Armory
  Each barrack has a fully staffed armory, with apprentices and 
  squires maintaining weaponry and armor in case of emergencies. 
  Each armory stocks enough normal weapons and armor for each 
  knight stationed within, and often contains spares. Three grinding 
  stones are used to keep blades sharp, and a blacksmith stands ready 
  to make repairs.
  Area B6: The Stables
  Mounts stay in clean stalls that are tended by stable boys. Paladins’ 
  mounts brought to the Basilica are tended for free. Others pay a small 
  fee (5 sp/day) that is donated to the temple of Muir.
  Area B7: 
  The Commander’s Manor
  The Shield’s commanding ofﬁ cer, Shield Minion Vars Strine (Lawful 
  human male Paladin 10), lives in a manor home that was transported 
  brick by brick through the tunnel road into the Basilica’s walls. A simple 
  man, Vars trains daily with his army. At night, he can often be found 
  walking the tops of the walls or sharing war stories with new recruits. 
  Vars is capable and proud to ﬁ ght alongside his men on the Shield’s 
  walls. Unfortunately for the old soldier, the glory days of battle are 
  getting fewer and fewer as cities encroach on his beloved citadel. 
  He understands the need for Shieldfane, but often compares the city 
  to a wart on the Shield’s backside. Vars wishes he could convince High 
  Priest Lord Romel Sandusk (Area C6) to let him take an army into 
  the Kanderi Desert to wipe the gnolls out of the temple of Seraph. Vars 
  meets any word that PCs accomplished this task with heartfelt thanks 
  — but more than a little disappointment at not getting to take part. 
  SHIELD MINION VARS STRINE (LAWFUL HUMAN MALE 
  PALADIN 10): HD 10; AC 0[19]; Atk holy long sword (1d8+1); 
  Move 9; Save 7; CL/XP 5/240; Special: Paladin abilities, im-
  mune to spells. Combat gear: +3 plate mail, holy long sword.
  Area C: Muir’s Sanctum
  Muir’s Sanctum is a temple located on the parade grounds inside 
  the Shield Basilica. The temple’s roof serves as a stage for Shield 
  Minion Vars Strine to address his troops. An obelisk of Muir — 
  brought here from a lost culture that also venerated the goddess — 
  sits in the center of the temple’s roof. Ramps access the roof, and 
  other ramps descend to four temple entrances.
  Area C1: The Pillar of Muir
  A 120-foot-tall gold-plated obelisk decorated with Muir’s holy 
  symbols rises from the parade ground atop Muir’s Sanctum. During 
  times of war, shields and weapons of Muir’s fallen are placed near 
  the obelisk to “give strength to the Shield.” The lower half of the 
  structure is smooth, as warriors heading into battle often rub their 
  shields and weapons against the obelisk for luck.
  Any warrior placing his blade or shield against the obelisk gains 
  a temporary +1 bonus to the item. The bonus lasts a single day. The 
  bonus does not increase for touching an item to the obelisk multiple 
  times. This bonus applies to any weapon or shield only — armor 
  does not gain the extra bonus. Further, any magical weapon gains an 
  extra +1 bonus for a day, as long as the total bonuses on the weapon 
  do not exceed +5.  
  Area C2: Outer Columns
  Thirty-foot-tall pillars support the roof of Muir’s Sanctum. Each 
  pillar is carved to represent Muir in her various guises. Four 15-foot-
  tall arched entryways lead into the inner sanctum, where Muir’s 
  holiest relics are stored. 
  Area C3: The Decorated Halls
  The medals of knights who died defending the Basilica decorate 
  each entry hall. Gold and silver medallions are pressed into the 
  columns, covering every inch of the stone. Black paving stones line 
  the ﬂ oor, reﬂ ecting the medals. Each medal bears the name of the 
  warrior who received it and the year he or she was killed.
  Area C4: The Shield Fane
  Shields from Muir’s fallen warriors decorate the interior walls of 
  the sanctum. Hundreds of magical and mundane shields hang in 
  places of honor. The priests rotate new shields onto the columns as 
  Muir’s defenders die in battle. Older shields are melted and reforged 
  into new weapons to protect the Basilica
  Taking a shield curses the thief by granting opponents a +10 bonus 
  to attacks. To end the curse, the shield must be returned, and the 
  thief must perform penance — usually a quest decided upon by the 
  sanctum’s high priests.
  Area C5: The Priests’ Wing
  The sanctum’s priests (Lawful Cleric 6) live in spartan stone 
  rooms located underground beneath the Shield’s training grounds. 
  Although trained for war themselves, the priests’ main duties are to 
  heal warriors ﬁ ghting in Muir’s name. Each 10-by-10 room contains 
  a bed or hammock, and personal belonging (1d10 gp, 3d6 cp, holy 
  symbol of Muir). A few maintain small mementoes of personal 
  battles or loved ones back home.
  SHIELD PRIESTS (LAWFUL HUMAN CLERIC 6): HD 6; 
  AC 3[16]; Atk staff (1d6+1); Move 9; Save 10; CL/XP 6/400; 
  Special: spells (1—cure light wounds, detect evil; 2—bless, hold 
  person; 3—prayer; 4—cure serious wounds). Combat gear: plate 
  mail, sun staff.
  Area C6: Lord Sandusk’s Chambers
  High Priest Lord Romel Sandusk (Lawful human male Cleric 
  12) maintains rooms near the Grindstone of Muir. The high priest, a 
  towering brute of a man known for wading into combat with his long 
  sword in one hand and his holy symbol in the other, trains daily with 
  the troops. Each morning, Sandusk enjoys a session of one-on-one 
  combat training with a random recruit to keep his skills sharp.
  Sandusk’s rooms contain his bed — planks supported by two stone 
  foundations with a thin cover stretched over them — and a massive 
  table where Sandusk has recreated a scale miniature of the Basilica 
  and the surrounding gnoll-infested lands. Sandusk tracks reports of 
  gnoll incursions occurring near the Basilica on the detailed terrain 
  times. This bonus applies to any weapon or shield only — armor 
  Shields from Muir’s fallen warriors decorate the interior walls of 
  Muir’s defenders die in battle. Older shields are melted and reforged 
  and the surrounding gnoll-infested lands. Sandusk tracks reports of 
  
  8
  map. A miniature version of the gnoll-overrun temple of Seraph sits 
  in the desert badlands. Sandusk hopes to eventually reclaim the lost 
  ziggurat in Muir’s name.
  HIGH PRIEST LORD ROMEL SANDUSK (LAWFUL 
  HUMAN CLERIC 12): HD 9+6; AC 1[18]; Atk staff of striking 
  (2d6); Move 9; Save 5; CL/XP 12/2,000; Special: spells (1—
  cure light wounds, detect evil, detect magic, protection from evil; 
  2—bless, hold person, silence 15 ft. radius, speak with animals; 
  3—continual light, cure disease, prayer, speak with dead; 4—
  create water, cure serious wounds, neutralize poison, protection 
  from evil 10 ft. radius; 5—commune, dispel evil, raise dead (x2); 
  6—ﬁ nd the path). Combat gear: +2 plate mail, staff of striking. 
  Other gear: ring of spell storing, cleric (raise dead, cure serious 
  wounds, neutralize poison).
  Area C7: 
  The Grindstone of Muir
  The Grindstone of Muir stands within this inner chamber. Thick 
  veins of adamantine streak the 20-foot-diameter granite stone. Muir 
  supposedly sharpened her sword on this very stone.
  Once a year, the grindstone is taken from the temple’s inner 
  sanctum to the roof for a ceremony before all the troops within the 
  Shield Basilica. Once near the obelisk, the massive disk glows with 
  its own inner light. See “The Grindstone of Muir” sidebar for more 
  information. 
  from evil 10 ft. radius
  Adventure 7: The Heir of Sin
  
  9
  Adventure 7: The Heir of Sin
  The Shield Basilica provides services to those who prove 
  their worth and moral intentions. The priests decide what 
  each service will “cost” the person seeking the service. Minor 
  healing spells or some other low-level spell (3rd and below) 
  require a day’s work with the poor in Shieldfane. The cost of 
  higher-level spell requests (4th and above) vary from a week’s 
  service to the temple to working with lepers for a month. Once 
  every 10 years, the greatest ritual — the Rite of Virtue — is 
  performed for one person who has demonstrated a heroic deed 
  of personal sacriﬁ ce. 
  Despite being on a mission to restore the Scepter of Faiths, 
  PCs seeking to complete the Rite of Virtue ceremony aren’t 
  automatically guaranteed success. The Shield Basilica has a 
  strict policy for determining the winner of Muir’s most sacred 
  blessing, and no one is going to “jump to the front of the line” 
  simply because they demand it. The knights have seen too many 
  strangers on “holy quests” to hand out the blessing to anyone.
  Heroic petitioners from all over the region arrive seeking this 
  blessing every decade when the ceremony is held. The Shield’s 
  acting high council must approve all items and petitioners before 
  the blessing, however. 
  Each year, a running list of champions vying for Muir’s most 
  sacred blessing is maintained on a post erected in the center of 
  the parade grounds. The contest goes on for a full month, with 
  the names of champions rising and falling on the lists based on 
  their deeds. Champions often perform daring feats or work to 
  spread Muir’s blessing in hopes of attaining the honor. 
  In the end, only one hero is chosen based on his deeds, reputation 
  and self-sacriﬁ ce. The Shield Basilica’s high priest chooses the 
  recipient in a grand ceremony. At the height of the ceremony, the 
  chosen hero must strike his weapon against the Grindstone six 
  times, each strike reﬂ ecting one of the six moral standards valued 
  by Muir. Heroes need not venerate Muir to receive the blessing, 
  so long as they are true to the ideals she holds in high regard. 
  On the sixth strike, the Grindstone of Muir grants the weapon 
  an additional +1 enchantment bonus to attack and damage rolls 
  (up to a maximum of +5 enchantment) and grants it an additional 
  +2 vs. undead. A huge feast in the hero’s honor follows the 
  ceremony.
  For PCs seeking the Rite of Virtue for the Scepter of Faiths, 
  they must get themselves (or their chosen champion) onto the list 
  and then win the contest. Getting added to the contest is the easy 
  part, as the Shield has just started allowing champions to place 
  their name onto the rolls for the honor. Anyone within Shieldfane 
  can ﬁ ll PCs in on the Rite of Virtue blessing that will be bestowed 
  in about a month on one champion. 
  Winning the right to strike the Grindstone will be tougher 
  for PCs. High Priest Lord Romel Sandusk is a by-the-book 
  leader and unwilling to bend the rules despite their dire story. 
  Only by proving themselves worthy will PCs gain the blessing. 
  Unfortunately, a family tragedy has recently befallen Romel, 
  and he is not thinking clearly about the contest. He is more 
  than willing to look favorably upon anyone who helps solve his 
  personal crisis — in Muir’s name, of course.
  The Grindstone of Muir
  
  10
  A shrine to Pazuzu rose quietly to power more than a hundred years 
  ago in the Hollow Spire Mountains. Despite their evil nature, the 
  cultists bothered no one, preferring the solitude the harsh environment 
  afforded them. For a year, the cultists worshipped in relative quiet in 
  their mountain stronghold. 
  Once the Shield Basilica discovered the cultists’ presence, 
  however, the knights quickly formed a war band and marched upon 
  the Pinnacle shrine to Pazuzu. Muir’s faithful left no one alive in 
  confronting the sect. The shrine was sealed and the threat declared at 
  an end. The War of the Winds was over before it truly began.
  Or so the knights of Muir thought.
  A hundred years have passed, and evil is once again stirring within 
  the Pinnacle. But this time, Lord Romel is more concerned with the 
  gnolls massing outside his border than the evil festering in the nearby 
  mountains. Only when his daughter Tianlin vanished did Romel 
  awaken to the danger growing so close to home.
  Denied entry by her father into Muir’s Shield Maidens — the 
  women warriors of Muir —Tianlin had set out to prove herself. 
  Unbeknownst to her father, she entered the abandoned Pazuzu shrine, 
  looking for a chance to show her father what she could do. Instead, 
  she discovered that the temple wasn’t nearly as dead as everyone 
  thought. Pazuzu’s followers captured Tianlin before she could escape 
  to warn her father and the knights of the Shield. 
  Unfortunately, Lord Romel’s own protectiveness had driven his 
  daughter into mortal danger.
  Tianlin’s disappearance was noticed immediately, and divination 
  spells revealed her path into the mountains. A week ago, a team of 
  Muir’s faithful knights followed the woman’s route to the shrine, but 
  none of the paladins has yet returned. 
  Romel is torn between his duty to Muir and the Shield, and his love 
  for his brash daughter. He cannot afford to send more men after her 
  and he cannot abandon his post to search for her himself. The lives of 
  his missing men and the safety of his beloved daughter weigh heavily 
  on his shoulders. The Grindstone ceremony provides the perfect 
  opportunity for him to send the best champions into the Pinnacle to 
  defeat the evil there and to rescue his daughter. Accomplishing both 
  feats is sure to win the champion a place high on the list of heroes.
  Unfortunately, word has gotten out that the ﬁ rst team of Shield 
  Knights never returned, and few of the mercenaries and knight 
  hopefuls wants to tangle with whatever beat a full complement of 
  Shield paladins. Those entering their names on the Grindstone’s list 
  are ﬁ nding other heroic deeds to do, while feigning ignorance to 
  Romel’s plight. They are more than happy to let outsiders deal with 
  the commander’s request to undertake the suicide mission.
  The Mountain Path
  If the PCs agree to help Romel rescue his daughter, he gives 
  directions into the mountains where the shrine is located. He cannot 
  afford to send any knights with them as it would diminish their place 
  in the list of heroes if he showed such favoritism. 
  The rocky path is not hard to follow, but it does wind through some 
  difﬁ cult stretches of mountains that many different creatures call 
  home. The path Romel directs PCs to follow takes about six hours to 
  get to the Pinnacle shrine. Game Referees should roll for a wandering 
  monster every hour unless PCs call undue attention to themselves 
  while traveling:
   d20 Encounter
   1 
  DWARF EXPLORERS (4): HD 4; hp 22; AC 4[15]; Atk 1  
   
   
  light mace (1d4+1); Move 6; Save 17; CL/XP 1/15; Special: 
   
   
  Detect attributes of stonework.
   
   
  These four dwarves are traveling through the mountains in 
   
   
  search of a mountain doorway they are sure will lead 
   
   
  them into the lost tunnels of a religious sect they call the 
   
   
  “Arcuri refugees.” They hope to ﬁ nd gold and jewels and 
   
   
  prove that their suspicions about this lost cult are correct. The 
   
   
  dwarves do not ﬁ ght, and share any information they have 
   
   
  about the surrounding mountains.
   2-3 OGRES (1d6): HD 4+1; hp 24; AC 5[14]; Atk 1 weapon 
   
   
  (1d10+1); Move 9; Save 13; CL/XP 4/120; Special: None.
   
   
  These ogres are on the trail of a group of dwarven explorers, 
   
   
  but will gladly take up their weapons against the PCs. The 
   
   
  ogres have been tracking the group of oblivious dwarves for a 
   
   
  couple of days. 
   4 
  HILL GIANTS (1d6): HD 8+2; hp 56; AC 4[15]; Atk 1 
   
   
  weapon (2d8); Move 12; Save 8; CL/XP 9/1100; Special: 
   
   
  Throw boulders.
   
   
  These stupid brutes are out having a good time in the 
   
   
  mountains. They’ve invented a game to pass the time 
   
   
  involving a large rock, a mountain cliff and an angry goat. 
   
   
  They are each taking turns throwing boulders and trying to 
   
   
  knock the goat off a high ledge. They call it “Billie Goat 
   
   
  Drop” and laugh heartily when they score a hit. The goat 
   
   
  “targets” don’t usually survive the game.
   5 
  ROC (1): HD 12; hp 87; AC 4[15]; Atk 1 bite (3d12), 2 
   
   
  claws (3d6); Move 3 (Fly 30); Save 3; CL/XP 12/2000; 
   
   
  Special: None.
   
   
  This giant bird heard Pazuzu’s call to creatures of the air, 
   
   
  but was too large to ﬁ nd a roost at the Pinnacle. The roc now 
   
   
  ﬂ ies in angry circles around the mountains, hunting for prey 
   
   
  and a new nesting site. It swoops out of the sun to snatch 
   
   
  victims in its massive claws. 
   6 
  BULETTES (2): HD 9; hp 65; AC –1[20]; Atk 2 claws 
   
   
  (2d6), 1 bite (3d12); Move 15 (Burrow 3); Save 6; CL/XP 
   
   
  11/1700; Special: Burrow.
   
   
  A recent mountain ﬂ ood forced these creatures to look for a 
   
   
  new hunting ground. They try to ﬂ ank creatures as they close 
   
   
  in to attack.
   7-8 TYTHRANXIS, YOUNG ADULT RED DRAGON (9HD): 
   
   
  HD 9; hp 36; AC 2[17]; Atk 2 claws (1d8), 1 bite (3d10); 
   
   
  Move 9 (Fly 24); Save 6; CL/XP 11/1700; Special: Breathes 
  Adventure Background
  
  11
  Adventure background
   
   
  ﬁ re.
   
   
  This young adult dragon also came investigating Pazuzu’s 
   
   
  awakening shrine, but was driven off by the Pinnacle’s 
   
   
  inhabitants because of the attention it would attract. 
   
   
  Tythranxis is angry and takes her displeasure out on PCs. 
  9-10 WYVERNS (1d4): HD 8; hp 50; AC 3[16]; Atk 1 bite (2d8) 
   
   
  or 1 sting (1d6); Move 6 (Fly 24); Save 8; CL/XP 10/1400; 
   
   
  Special: poison sting, ﬂ ies.
   
   
  These wyverns are new arrivals to the area, but have found 
   
   
  prey hard to come by with the red dragon and roc marking 
   
   
  their territories. They mainly ﬂ y at night, and attack quickly 
   
   
  to kill prey before the larger beasts arrive to chase them away. 
   11-12 TROLLS (1d6): HD 6+3; hp 46; AC 4[15]; Atk 2 claws 
   
   
  (1d4), 1 bite (1d8); Move 12; Save 11; CL/XP 8/800; Special: 
   
   
  Regenerate 3hp/round.
   
   
  The trolls live in a cave near the Pinnacle. The knights sent 
   
   
  to rescue Tianlin became fresh meat for the creatures after the 
   
   
  men succumbed to the Pinnacle’s defenses.
   13-14 ROCKSLIDE: A section of the mountain collapses and rains 
   
   
  down on the PCs as they move beneath it. The rocks and 
   
   
  boulders bounce over the path as the smaller rubble engulfs 
   
   
  the PCs, dealing 8d6 points of damage (save for half) and 
   
   
  pinning the PC beneath the rubble. 
   15-20 No encounter.
  Area D: The Pinnacle of Pazuzu
  The Pinnacle is a rocky summit in the Hollow Spire Mountains 
  carved out as a place of worship to the demon lord Pazuzu. The 
  temple sits amid crags of weathered granite. 
  Area D1: The Pinnacle Path 
  Upon leaving the lush mountain prairie, the ground becomes rocky 
  and hazardous. Spindles of loose granite grow more numerous the 
  higher PCs climb into the mountains. The barren mountainside 
  eventually gives way to loose shale and jagged rock. A smooth path 
  carved between towering crags ascends to a granite pinnacle rising 
  400 feet above the trail. A 100-foot-diameter plateau juts from the 
  New Deity: Pazuzu
  Demon Lord of Evil Winged Creatures and the West Wind
  Alignment: Chaotic 
  Typical Worshipper: Aerial creatures, Humans
  Favored Weapons: Poisoned Short Sword.
  Pazuzu is the prince of all evil aerial creatures. Pazuzu’s 
  lair is the sky realm above every layer of the Abyss. Pazuzu 
  is one of the only demon princes on good terms with 
  powerful dukes and arch devils of Hell. He never enters 
  Hell, but has been known to meet with a duke or arch devil 
  elsewhere.
  Pazuzu is a seven-foot-tall hawk-headed humanoid. His 
  feathers are red and gold, fading to black at the tips. Four 
  large feathered wings protrude from his shoulders. His eyes 
  are white with deep red or blue pupils. His hands are great 
  claws and his feet are razor-sharp talons.
  Pazuzu’s followers are evil humanoids who respect and 
  revere the air and sky. Devout followers are called Aerial 
  Lords and must sign a pact of evil. Pazuzu’s unholy symbol 
  is a representation of himself or four feathered-wings joined 
  at their bases to form a cross.
  
  12
  side of the pinnacle, its edge overhanging the base 150 feet below. 
  Flocks of buzzards spiral in tight circles above the peak. A cave 
  opening leading into the Pinnacle is a dark blight on the edge of the 
  terrace. A narrow, curving path leads up to the plateau.
  PCs examining the Pinnacle from below may also see a cave nestled 
  in the crags approximately 350 feet up the stone structure. No stairs 
  or ladders lead to this second cave entrance, however, and climbing 
  the Pinnacle’s side is difﬁ cult because of the sharp granite walls. 
  Area D2: 
  The Wind Demon’s Terrace
  Chunks of rubble litter a smooth 100-foot-diameter plateau. A 
  magniﬁ cent emblem composed of polished rock inlays in the rock 
  depicts an eight-pointed star formed by hundreds of feather carvings. 
  The feather inlays are red, black and yellow stone. A ring of twining 
  silvery metal encircles the star. A seven-foot-tall statue of a humanoid 
  with four wings and avian features stands at the emblem’s center. In 
  the statue’s beak are rows of teeth, and its legs are carved bird talons. 
  Two ﬁ st-sized yellow amethysts serve as its eyes. The statue radiates 
  magic and strong evil.
  A tunnel recently cleared of boulders enters the Pinnacle on the 
  edge of the plateau. The tunnel is 15 feet high and 15 feet wide, 
  although PCs will need to clamber over chunks of rock to get inside.
  The inlaid-stone emblem is the unholy symbol of Pazuzu, the demon 
  god of air. Vile ceremonies and sacriﬁ ces celebrating the demon 
  god’s power once took place here. PCs examining the disturbingly 
  beautiful star may recall whispers of the emblem’s notoriety. 
  Any creature looking into the demon statue’s eyes may come under 
  the power of a suggestion spell (-3 save avoids). The suggestion
  plants the false notion that the affected individual can ﬂ y. Whenever 
  the PC is near a drop of more than 30 feet (such as while standing 
  on the plateau), the PC tries to leap from the height and ﬂ y. The 
  suggestion lasts for 10 hours.
  Lying at the base of the 150-foot drop are the broken bodies of two 
  knights of Muir who were part of the rescue team sent a week ago 
  to retrieve Tianlin. Both fell victim to the terrace statue’s suggestion
  and cast themselves off the ledge thinking they could ﬂ y. They 
  couldn’t, and ended up smashing onto the rocks below to the horror 
  of their friends. 
  Area D3: Pazuzu’s Guardians
  Heeding Pazuzu’s call, a pair of chimera guard the temple shrine. 
  They attack anyone standing on the terrace. Several dead goats and 
  a decaying satyr lie just within the tunnel entrance. The smell of 
  decaying goats is noticeable to anyone approaching the entrance. 
  One chimera has a blue dragon head, while the other is red.
  CHIMERA (RED DRAGON HEAD): HD 9; hp 65; AC 4[15]; 
  Atk 2 claws (1d3), 2 goat horns (1d4), 1 lion bite (2d4), dragon 
  bite (3d4); Move 9 (Fly 18); Save 6; CL/XP 11/1700; Special: 
  Breathes ﬁ re, ﬂ ies.
  CHIMERA (BLUE DRAGON HEAD): HD 9; hp 68; AC 4[15]; 
  Atk 2 claws (1d3), 2 goat horns (1d4), 1 lion bite (2d4), dragon 
  bite (3d4); Move 9 (Fly 18); Save 6; CL/XP 11/1700; Special: 
  Breathes lightning (3d8, save for half), ﬂ ies.
  Area D4: The Hollow
  The 35-foot-long hallway ends on a ledge overlooking the 
  Pinnacle’s hollow core. Ledges and balconies sit above and below 
  along the gaping hole’s inner wall. A stone balcony sits 40 feet across 
  on the opposite side of the pit. A smaller opening level with this 
  balcony sits along the right-hand wall. 
  A 6-inch-wide ledge runs along the walls, connecting the balconies 
  on this level. PCs may traverse the ledge (Dexterity check), but 
  failure means they slip and fall 90 feet to the bottom of the shaft, 
  taking 9d10 points of damage 
  Watching from Area D8 are 6 four-armed gargoyles that wait 
  until a PC or two crosses before ﬂ ying to attack. They attack when 
  someone is on the ledge, and attempt to pull the PC into the void and 
  drop them. The creatures are nasty ﬁ ghters, chewing through safety 
  ropes if necessary.
  FOUR-ARMED GARGOYLES (6): HD 4; hp 30; AC 5[14]; Atk 
  4 claws (1d3), 1 bite (1d4), 1 horn (1d6); Move 9 (Fly 15); Save 
  13; CL/XP 6/400; Special: Fly.
  Area D5: Opposite Balcony
  Scattered bones, ruined armor and rusting weapons litter this 
  balcony. The rusted remnants are leftovers from the War of the Winds 
  when the cult was thought destroyed. Nothing of value remains.
  Area D6: The Hunting Ground 
  The stairs descend 35 feet before opening into a rough-hewn 
  cavern. Skeletal corpses and fragments of torn cloth line the ﬂ oor. 
  Weaponry and armor lie among the remains. Hiding on the 20-foot-
  high ceiling are 5 cloakers. The cloakers use their shadow shift blur 
  ability to blend into the shadows. 
  The cloakers use their shadow shift ability to create an image of a 
  young woman scurrying down the opposite stairs as PCs enter. The 
  cloakers then swoop down and attack the last PC entering the room.
  CLOAKERS (5): HD 6; hp 42; AC 4[15]; Atk 1 bite (1d6), 1 
  tail slap (1d8); Move 6 (Fly 18); Save 11; CL/XP 8/800; Special: 
  Engulf, moan, shadow shift.
  Adventure background
  Area D2: 
  The Wind Demon’s Terrace
  beautiful star may recall whispers of the emblem’s notoriety. 
  plants the false notion that the affected individual can ﬂ y. Whenever 
  suggestion
  Pazuzu Statues
  Standing throughout the Pinnacle are a number of seven-
  foot-tall statues of the demon lord Pazuzu. Each statue is a 
  four-winged humanoid with bird-like talons for feet. The 
  hawk head grins with a mouthful of human teeth. Two yellow 
  amethyst eyes reﬂ ect sunlight. Most of the statues are made 
  of stone, but a few are made of more precious metals.
  The statues each have unique powers as detailed in their 
  individual descriptions, although their base stats remain the 
  same. 
  The statues’ amethyst eyes lose all power if removed. Each 
  eye is worth 1,000 gp, but possessing the gems conveys a 
  feeling of dread. The aura makes selling the amethysts difﬁ cult, 
  as potential buyers shudder under their taint. The gems have no 
  other powers, although they radiate weak magic.
  The stone statues of Pazuzu found in the Pinnacle are 
  carved from the structure’s natural stone and cannot be 
  moved without breaking them from their bases. The statues 
  are tough, but can be struck automatically and broken if 
  enough time and energy are put into it.
  STATUE OF PAZUZU: hp 360.
  
  13
  Adventure background
  Area D7: Guard Room
  This granite chamber houses 3 winged babaus. These babaus are 
  identical to their regular brethren, except they possess large bat-like 
  wings. The babau investigate disturbances in Area D4. Dozens of 
  poorly preserved dead and stuffed birds hang from the ceiling on 
  waxy strings. 
  WINGED BABAUS, DEMON (3): HD 7; hp 49; AC 3[16]; Atk 
  2 claws (1d6), 1 bite (1d6) or spear (1d6); Move 9, Fly 15; Save 
  9; CL/XP 9/1,100; Special: Demonic abilities, protective slime.
  Area D8: Gargoyle’s Abode
  The steep stairs ascend 35 feet to a bone-littered room. Torn clothing 
  and other gruesome remains tell the tragic tales of victims brought 
  here and devoured. The left side of the chamber opens into the 
  Pinnacle’s central void. Stairs continue on the opposite wall. Perched 
  in the upper portion of the Pinnacle are 6 four-armed gargoyles (see 
  Area D4 for their stats if PCs somehow sneak up on them here). The 
  creatures swoop to attack intruders, preferring to hit PCs as they are 
  navigating the narrow ledges below (Area D4).
  Remains of past meals litter the room. Most are peasants and 
  mountain-dwelling humanoids, although the gargoyles aren’t above 
  grabbing an occasional cultist for their meals. Buried below a small 
  pile of decaying remains is a +2 battle axe.
  Area D9: The Stairs
  Stairs wind upward for more than 100 feet. Halfway up, the wall 
  on the left side of the stairs opens into the central pit. No danger is 
  present, unless the gargoyles (Area D8) are still alive.
  Area D10: Lookout 
  The right side of the room reveals a spectacular view of the valley 
  and the path leading to the outside star terrace. Watching the path 
  from this high perch is Pharenmesh, a hieracosphinx blessed by 
  Pazuzu to be bigger and stronger to better protect the shrine. He does 
  not attack PCs on the path, but instead releases a booming roar to 
  warn the Pinnacle’s inhabitants of intruders once the PCs reach the 
  star terrace (Area D2) and again once they enter the terrace cave 
  (Area D3). He attacks any creature ﬂ ying toward the Pinnacle, or 
  anyone trying to scale the peak. 
  HIERACOSPHINX: HD 12; hp 88; AC 2[17]; Atk 2 claws 
  (1d8+1), 1 bite (1d12); Move 9 (Fly 30); Save 3; CL/XP 12/2000; 
  Special: None.
  Area D11: Pazuzu’s Flock
  The steep stairs ascend another 40 feet before opening into an 
  enclosed room containing recent recruits to Pazuzu’s cult. These 12 
  cultists are fanatical and mildly obsessive about their newly found 
  demon lord. They are not allowed out of this area, but do know that 
  the high priest is a dark human named Jurbarkus. The cultists do 
  not attack, but instead attempt to convert PCs to Pazuzu’s teachings 
  by speaking of the demon lord’s greatness and power. The cultists 
  realize they are no match for PCs and do their best to avoid combat. 
  Each is armed with a club, although they don’t raise them at all to 
  threaten PCs. They have no treasure other than the robes on their 
  backs. None of the cultists – for the moment – means the PCs any 
  harm.
  Unfortunately, the statue of Pazuzu (Area D12) has other plans. 
  The cultists are subject to a variant magic jar ability that allows 
  the statue to possess a cultist two rounds after PCs enter the room. 
  The statue can possess only one cultist at a time and it compels the 
  individual to immediately attack. The cultists automatically fail 
  New Monster: Cloaker
  Armor Class: 4 [15]
  Hit Dice: 6
  Attacks: 1 bite (1d6), tail slap (1d8)
  Saving Throw: 11
  Special: Engulf, moan, shadow shift
  Move: 6, Fly 18
  Challenge Level/XP: 8/800
  A cloaker is a ray-like creature with a toothy maw, glaring 
  red eyes and a tail of segmented bone. They swoop down to 
  engulf prey.
  Engulf: If a cloaker hits a victim and the attack roll is at 
  least 5 greater than the number needed, the cloaker wraps 
  itself around the victim. It gains a +4 bonus on its bite 
  attack against the engulfed victim. The cloaker can continue 
  attacking others with its tail while engulﬁ ng a PC.
  Moan: A cloaker emits an ultrasonic moan with one of four 
  effects:
  Fear: All creatures within 30 feet must make a save or 
  become panicked for 2 rounds.
  Nausea: All creature in a 30-foot cone must make a save or 
  become nauseated for 1d4 rounds.
  Stupor: A single creature within 30 feet is affected by a hold 
  monster for 5 rounds (save negates). 
  Unnerve: Anyone within 60 feet automatically suffer a -2 
  penalty on attack and damage rolls. Anyone within range for 
  6 rounds must make a save or enter a trance and be helpless 
  until the moaning stops.
  Shadow shift: In dim illumination, a cloaker can manipulate 
  shadows to create one of three effects:
  Blur: The cloaker’s outline blurs, granting it a -1[+1] armor 
  class bonus.
  Mirror image: As per the spell, the cloaker can create 1d4 
  exact duplicates of itself.
  Image: The cloaker can create a silent, odorless illusion that 
  it can control.
  New Monster: 
  Babau (Demon)
  Armor Class: 3 [16]
  Hit Dice: 7
  Attacks: 2 claws (1d6), 1 bite (1d6) or spear (1d6)
  Saving Throw: 9
  Special: Demonic abilities, protective slime
  Move: 15
  Challenge Level/XP: 9/1,100
  A babau demon resembles a horned human skeleton within 
  a tightly bound hide of slimy leather. Winged versions of 
  these demonic assassins also exist, gaining Fly 15.
  Demonic abilities: Babau can see invisible creatures at all 
  times, and can create darkness 15 foot radius, dispel magic 
  or teleport themselves at will. Once per day, they have a 40 
  percent chance of successfully summoning another babau.
  Protective slime: Acidic slime coats a babau’s skin. This 
  slime coating deals 1d6 points of damage to any creature 
  touching the babau.
  
  14
  attempts to subvert the possession. The variant magic jar spell allows 
  a possessed being to use the defensive abilities, special attacks and 
  intellect of a Hezrou that is trapped within the statue (see Area D12 
  for more about this trapped demon and the statue).
  Once possessed, a cultist’s eyes roll backward, vile green sludge is 
  expelled from all of his oriﬁ ces, and his skin turns ashen and ﬂ aky. 
  His voice becomes raspy and demonic, more a growl than a human 
  voice. The cultists’ statistics stay the same while possessed, but each 
  gains the mental qualities and spell-like abilities of a Hezrou demon.
  A possessed cultist telepathically announces to everyone in the 
  room before and during combat: “I am Pazuzu! I am Pazuzu!” in a 
  loud shriek that seems to echo within PCs’ skulls. Once a possessed 
  cultist is slain or rendered immobile, the statue immediately 
  possesses another random cultist, until all are dead or subdued. 
  The non-possessed cultists cower in fear until their “turn” arrives. 
  While the cultists are not directly evil, killing them may conﬂ ict with 
  character alignments or codes of conduct. These poor souls have not 
  fully converted to the philosophies of Pazuzu, despite their presence 
  in this evil place. None knows of the Pazuzu statue’s plans for them, 
  or its ability to automatically control them.
  HUMAN CULTIST FIGHTER 1 (NORMAL): HD 1; hp 5; AC 
  7[12]; Atk 1 club (1d4) or spear (1d6); Move 12; Save 14; CL/
  XP 1/15; Special: None.
  Combat gear: leather armor, club, spear
  HUMAN CULTIST FIGHTER 1 (POSSESSED): HD 9; hp 68; 
  AC 0[19]; Atk 1 club (1d4+3) or spear (1d6+3); Move 12; Save 
  6; CL/XP 11/1,700; Special: Magic resistance 50%, immune to 
  ﬁ re, cause fear (at will), detect invisibility (at will), cause dark-
  ness 15 ft. radius (at will).
  Combat gear: leather armor, club, spear
  Area D12: The Peak 
  The stairs ascend another 30 feet before again opening to the left 
  onto the spire’s hollow interior. The ceiling gives way to the sky. The 
  stairs wind along the interior of the third and shortest of the spires 
  overlooking the hollow, and eventually cross over to the outside of 
  the second peak. The wall on the right side of the stairs opens onto a 
  drop to the valley more than 400 feet below.
  The stairs wind back into the interior of the pinnacle and end at a 
  25-foot-wide-by-40-foot-long balcony hanging over the Pinnacle’s 
  hollow core. 
  A statue of Pazuzu stands in the center of the upper terrace. The 
  statue stands atop a smaller eight-pointed star emblem similar to the 
  one on the star terrace below (Area D2).
  The statue — which radiates strong evil and magic — imprisons 
  a hezrou’s spirit. While the demon is unable to physically escape, 
  it can magic jar (per the spell) out of the statue anytime a subject 
  is within 100 feet (no farther away than Area D11). It prefers weak 
  and hapless subjects, but once it runs out of cultists, it looks toward 
  PCs. Those who are magic jarred see out of the statue’s eyes, but 
  are otherwise helpless to act as the hezrou uses their body to attack 
  the others. Only destroying the statue frees magic jarred characters 
  and slays the hezrou. At no point can the hezrou take physical form. 
  A PC who successfully saves vs. the magic jar attempt is immune 
  to the hezrou statues’s possession ability for 24 hours.
  Unique properties of the statue allow the hezrou to use its demonic 
  qualities as well as spell-like and mental abilities when it magic jars 
  into a victim. See the sidebar on possessing the PCs if the statue 
  attempts to magic jar into PCs.
  The statue emits a foul stench similar to that of a hezrou. Any 
  creature within 10 feet must make a saving throw or be nauseated 
  for as long as the individual remains in the area and for 1d4 rounds 
  afterward. Even PCs who successfully save are sickened for as long 
  as they remain in the area. A creature that successfully saves cannot 
  be affected by the stench for 24 hours. 
  Area D13: Cultists’ Dormitory
  Screams of pain and pleas for mercy echo up the 75-foot staircase 
  descending into this chamber where 30 cultists are housed. These 
  depraved humans are busy “recruiting” six humanoids manacled to 
  four stone pillars. The cultists whip and beat the prisoners to convert 
  them. 
  These overconﬁ dent cultists attack intruders en masse. After half 
  their number is slain, the survivors ﬂ ee. These cultists have accepted 
  Pazuzu as their sovereign and are irrevocably evil.
  The room is ﬁ lled with four-tiered bunk beds, tables and chairs. 
  The walls hold weapon racks with 30 spears, 30 light crossbows, 
  30 quivers (12 bolts) and miscellaneous torture equipment such as 
  thumbscrews, whips, ropes, blades, pokers, salt and nails.
  A total of 219 sp, 37 gp, eight potions of healing, 16 bottles of 
  cheap ale and dry rations can be found in the cultists’ personal 
  gear. 
  Chained to the pillars are 3 humans, a dwarf named Geo Milton, an 
  elf known as Crizney Cloverspice, and Gruenthal Lungthrasher, 
  a bugbear. The humans want nothing more than to escape. They are 
  kidnapped Shieldfane villagers who can offer little information. 
  The dwarf, Geo Milton (dwarf male, miner), also wants to leave, 
  but he ﬁ rst asks PCs to ﬁ nd his trusty pick and return it to him at 
  the Shield Basilica, if possible. If freed and his pick is returned, he 
  rewards PCs with 5 diamonds (1,000 gp each). He describes the pick 
  as adamantine with a peculiar green glow (See Area E9).
  HUMAN CULTIST FIGHTER 1 (30): HD 1; hp 5; AC 7[12]; 
  Atk 1 club (1d4) or spear (1d6); Move 12; Save 14; CL/XP 1/15; 
  Special: None.
  Combat gear: leather armor, club, spear
  HUMAN PRISONER (3): HD 1; hp 2; AC 9[10]; Atk 1 ﬁ st 
  (1d2); Move 12; Save 14; CL/XP 1/15; Special: None.
  GEO MILTON (NEUTRAL DWARF MALE): HD 1; hp 5; 
  AC 4[15]; Atk 1 weapon (1d8); Move 6; Save 17; CL/XP 1/15; 
  Special: Detect attributes of stonework.
  CRIZNEY CLOVERSPICE (LAWFUL ELF FEMALE BARD 
  7): HD 6+1; hp 31; AC 7[12]; Atk 1 short sword (1d6); Move 9; 
  Save 8; CL/XP 8/800; Special: Abilities of 4th-level thief, charm, 
  spells (1—detect magic, light, magic missile, read magic; 2—in-
  visibility, web).
  Description: At 4 feet tall, Crizney is short for a wood elf. She 
  is a dedicated follower of Iseleine and a paciﬁ st. She is spunky and 
  often annoying due to her energetic and endlessly cheerful attitude. 
  It is quite possible that she becomes smitten with a lawful aligned 
  rescuer. Crizney eagerly joins PCs in escaping the Pinnacle, but 
  badgers them incessantly about unnecessary violence. She constantly 
  whistles happy tunes and always has a cheery disposition. She 
  frequently pleads for PCs to spare the lives of “innocent” creatures. 
  Adventure background
  possesses another random cultist, until all are dead or subdued. 
  Area D12: The Peak 
  be affected by the stench for 24 hours. 
  Possessing the PCs
  If a PC is possessed by the statue, his stats are replaced by 
  those of a hezrou demon. The PC becomes trapped within the 
  statue. The possessed PC keeps his normal attacks and gains 
  the hezrou’s magical abilities.
  HEZROU, DEMON: HD 9; AC 0[19]; Atk 2 claws (1d3), 
  1 bite (2d8); Move 9 (Fly 14); Save 6; CL/XP 11/1700; 
  Special: Magic resistance 50%, immune to ﬁ re, cause 
  fear (at will), detect invisibility (at will), cause darkness 
  15 ft. radius (at will).
  
  15
  Adventure background
  
  16
  Adventure background
  Cultists captured Crizney as she was wandering near the Pinnacle 
  while bird-watching.
  GRUENTHAL LUNGTHRASHER (CHAOTIC MALE BUG-
  BEAR): HD 8; hp 56; AC 7[12]; Atk 1 long sword (1d8+1) or 
  bite (2d4); Move 9; Save 14; CL/XP 8/800; Special: Surprise 
  opponents, 50% chance.
  Description: Gruenthal is a thug-for-hire who wants to do nothing but 
  inﬂ ict pain upon his captors or anyone standing in his way. He has one 
  philosophy: “Anything worth a damn is worth killing for.” Despite his 
  violent nature, he is loyal to his rescuers for one year or until he saves a 
  rescuer’s life. Pazuzu’s statue overcame Gruenthal after he climbed into 
  the Pinnacle while passing through the mountains to avoid the Shield 
  Basilica. After his ordeal of being conﬁ ned near Crizney for several days, 
  he is ready to pummel her at ﬁ rst opportunity. He still believes he has the 
  ability to ﬂ y, and attempts to do so if brought near any high ledges.
  Area D14: The Shrine of the 
  Upward Wind
  This shrine is commanded by Sabreteh, a harpy priestess of 
  Pazuzu (Area D14-A). She nests on a balcony (Area D14-A) 
  overlooking the Pinnacle’s hollow interior. In the shrine’s upper 
  corner are 4 cloakers. The cloakers wait two rounds after the harpy 
  uses her song before attacking.
  Eight pillars support the 30-foot-high ceiling. Four sets of manacles 
  hang from each pillar. A gleaming altar of red stone sits overlooking 
  the Pinnacle’s gaping interior. 
  CLOAKERS (4): HD 6; hp 42; AC 4[15]; Atk 1 bite (1d6), 1 tail 
  slap (1d8); Move 6 (Fly 18); Save 11; CL/XP 8/800; Special: Engulf, 
  moan, shadow shift.
  Area D14-A: Sabreteh’s Ledge 
  The ledge sits along the wall with no apparent access. Gnarled 
  branches and rough stones rest on the ledge. Sabreteh, a harpy 
  priestess of Pazuzu, makes her nest here.
  The nest contains a single large egg (her ﬁ rst offspring since 
  arriving at the shrine) and a small amount of treasure: 350 sp, 127 gp, 
  a jeweled pearl-and-coral necklace (375 gp), a beaten copper helm, 
  a gold-embossed shield emblazoned with a platinum holy symbol 
  of Arden (500 gp), a metal cage holding a dead orangutan, a rope of 
  climbing and 4 potions of extra healing.
  Sabreteh keeps a close eye on happenings within the hollow. She 
  rarely leaves her nest unprotected, instead using her song and spells 
  to attack. She casts spells before entering combat and never leaves 
  the advantage of the hollow.
  SABRETEH (HARPY): HD 8; hp 60; AC 4[15]; Atk 2 talons 
  (1d3) and +2 freezing heavy mace (1d6+3); Move 6 (Fly 18); 
  Save 8; CL/XP 10/1,400; Special: Flight, siren-song, casts spells 
  as a 7th-level cleric (1—cure light wounds, light; 2—hold person, 
  silence 15 ft. radius; 3—cure disease, speak with dead; 4—cure 
  serious wounds; 5—ﬁ nger of death).
  Combat Gear: +2 freezing heavy mace, bracers of defense 4[15], 
  ring of ﬁ re resistance.
  Description: Sabreteh is old and wise, and lives in the Pinnacle’s 
  hollow since murdering her mother for the prime nest. Sabreteh’s 
  feathers are dusty gray with yellow trim. Pazuzu blessed her with the 
  ability to cast spells for him when she replaced her mother.
  Area D15: Pazuzu on a Pedestal 
  Wide stairs descend 50 feet before dropping into a pit. The stairs 
  open 30 feet above the ﬂ oor, 10 feet below the 40-foot-high ceiling. 
  Upward Wind
  
  Adventure background
  17
  A 12-inch-wide ledge circles the top of the pit. A 30-foot-tall column 
  rises in the center of the chamber. Upon the column stands another 
  Pazuzu statue. The statue faces the southern stairs, a mischievous 
  smirk plastered on its stone visage. Stout, greasy candles surround 
  the statue, their ﬂ ickering light casting dancing shadows across the 
  demonic form. The column’s top edge is covered in wax stalactites.
  The Pazuzu statue can create a stinking cloud that also limits vision 
  (including darkvision) to 5 feet. Once a corporeal PC enters the 
  room, the statue’s eyes glow a faint yellow and it expels the cloud 
  from its mouth. Within one round, the cloud ﬁ lls the room. 
  The stinking cloud only affects those within the upper 10 feet of the 
  chamber, but vision is limited throughout the entire room. The clouds 
  last 10 rounds, but the statue can renew the vapors by expelling 
  another cloud every 3d4 rounds. Destroying the statue is the only 
  way to permanently dissipate the clouds. 
  Lurking in an alcove under the ledge to the right of the entrance 
  is a black pudding. The pudding climbs the wall to attack anyone 
  traversing the ledge or to attack PCs treading along the ﬂ oor or wall.
  BLACK PUDDING: HD 10; hp 77; AC 6[13]; Atk 1 attack 
  (3d8); Move 6; Save 5; CL/XP 11/1,700; Special: Acidic surface, 
  immune to cold, divides when hit with lightning.
  Area D16: Swarming Flies
  The stairs descend 25 feet before opening into a spacious room. 
  Millions of normal ﬂ ies ﬁ ll the chamber, creating a droning that 
  pulsates like a buzzing heartbeat. The insects cover every inch of 
  the ceiling, walls and ﬂ oor in deep, moving piles. The ﬂ ies cover 
  anything moving into the room, crawling beneath armor and clothing, 
  into pouches and backpacks, and into open mouths and ears. 
  If disturbed, the ﬂ ies swarm into the air, limiting vision to 5 feet. 
  The swarm remains airborne for 1d4+1 rounds before settling. The 
  ﬂ ies are mostly harmless, causing only discomfort and nausea, 
  although they instantly contaminate any open potions, ointments and 
  food and drink, making them unusable. Potable food that the ﬂ ies can 
  reach immediately spoils, and water turns brackish. PCs may become 
  nauseated for 1 round by the mass of ﬂ ies crawling on them (saving 
  throw to avoid). PCs must make the save each round they spend in 
  the room.
  In the center of the ﬂ oor, buried beneath the crawling insects, sits 
  a sacred vrock skull.
  Once the ﬂ ies are disturbed, they begin swarming out of the room in 
  great clouds of buzzing insects. The ﬂ ies begin ﬁ lling the Pinnacle’s 
  lower level, even ﬂ owing down the stairs. If Sabreteh is still alive 
  when PCs return through the mass of ﬂ ies, she takes full advantage of 
  the curtains of insects to attack. The ﬂ ies ﬁ ll the Lower Level (Areas 
  D-13 through Area D-16) and even extend into the Hollow. They 
  ﬂ ow down the stairs as well, to ﬁ ll Areas E1, E2 and E6. It takes the 
  ﬂ ies six hours to ﬁ ll the areas (to a depth of about 3 feet along the 
  ﬂ oor, and 5 inches thick on the walls and ceilings). The ﬂ ies die off 
  in one day, leaving the original ﬂ ies contained in this chamber until 
  they are again disturbed. 
  Destroying the vrock skull in the room stops the ﬂ ies from 
  multiplying.
  Area E: The Lower Shrine
  The stairs wind and twist 50 feet downward to a temple below 
  the surface of the mountainside. The Pinnacle’s hollow interior 
  continues downward into the lower shrine. The halls have 20-foot-
  high ceilings, and rooms have 30-foot-high ceilings unless noted.
  Area E1: Greetings from Pazuzu
  Two halls lead off either side of this junction room. A Pazuzu statue 
  stands in an alcove opposite a rising stair-ﬁ lled passage, holding up 
  one talon-like claw as if in greeting. Leering yellow amethyst eyes 
  unnaturally reﬂ ect light. The statue detects evil and magic, but is 
  otherwise harmless. The amethyst eyes are glass. 
  Area E2: Abandoned Room
  This room is empty other than a few buzzing ﬂ ies. An alcove on 
  one wall once served as a ﬁ replace, and a small chimney opens into 
  the Pinnacle’s hollow. The chimney passes near Area D16, and a 
  crack in rock allows the ﬂ ies in the room above to swarm down the 
  chimney. Anyone looking into the chimney disturbs the ﬂ ies resting 
  there, causing them to ﬂ y in a buzzing torrent straight out of the 
  chimney – and directly in to the face of whoever is poking around 
  in the opening. The room ﬁ lls with ﬂ ies within 30 minutes. See Area 
  D16 for the effect the ﬂ ies have on items carried by PCs. The ﬂ ies 
  die after 24 hours, leaving dead husks littering the ﬂ oor of the room.
  A 10-foot-tall-by-5-foot-wide locked iron door exits this room. 
  Area E3: Infernal Symposium 
  This massive meeting chamber is more reﬁ ned than the rest of the 
  Pinnacle’s rooms. Black candles on two iron chandeliers hanging 
  from the 60-foot-high ceiling light the room with a feeble glow. Two 
  wide steps lead upward to a stage holding an all-too-familiar seven-
  foot-tall, four-winged demon statue of Pazuzu. The statue radiates 
  evil and magic. 
  Once per day, the statue can transform into a vrock. When a lawful-
  aligned character enters the room, the statue becomes insubstantial, 
  its physical form wavering and becoming transparent. After two 
  rounds, a vrock steps out of the space where the statue stands and 
  attacks. The statue remains insubstantial until the vrock returns 
  to the spot or is slain, at which point the statue returns to its solid 
  form. Even if slain, the vrock returns the next day unless the statue 
  is destroyed.
  Standing beside the iron doors to the left of the stage are 3 winged 
  babau. The babau try to hold up PCs in the room long enough for 
  the vrock to emerge.
  WINGED BABAUS, DEMON (3): HD 7; hp 52; AC 3[16]; Atk 
  2 claws (1d6), 1 bite (1d6) or spear (1d6); Move 9, Fly 15; Save 
  9; CL/XP 9/1,100; Special: Demonic abilities, protective slime.
  VROCK DEMON: HD 8; hp 61; AC 1[18]; Atk 1 beak (1d6), 
  2 foreclaws (1d4), 2 rear claws (1d6); Move 12 (Fly 18); Save 
  8; CL/XP 9/1100; Special: Magic resistance (50%), darkness, 
  immune to ﬁ re.
  Area E4: Vault
  The door is cleverly trapped — once with a decoy trap and again 
  with the real danger. More than 500 1-inch-diameter holes speckle 
  the 10-foot section before the door. Each hole contains a 20-pound 
  iron spear. The spears appear anchored and cannot be pulled from the 
  holes. Even amateur thieves can tell that the spears likely spring out 
  of the holes. PCs may also notice that the 60-foot-high ceiling above 
  the entry is made up of solid wooden planks.
  Despite the obvious trap, the true danger lies in approaching the 
  door. When anyone approaches within three feet of the portal, gravity 
  is reversed in a 10-foot area. All creatures within 10 feet of the door 
  are thrown upward and pinned against the ceiling (6d6 points of 
  damage, save avoids). Tiny catches at the ends of the spears then 
  release, allowing each spear to be pulled free to follow unlucky PCs. 
  Anyone taking more than 25 points of spear damage is considered 
  pinned to the wooden planks.
  The reversed gravity lasts for two rounds before dispelling (resulting 
  in another 6d6 points of falling damage). The trap automatically 
  resets after 10 rounds. The spears must be manually replaced.
  
  Adventure background
  18
  
  The room holds the shrine’s treasure: a seven-foot-tall gold statue 
  of Pazuzu. The statue appears to be made of solid gold, but in fact 
  has a lead core. The statue yields only 2,000 gp worth of gold bars if 
  melted down. PCs should have a difﬁ cult time selling the unnerving 
  statue. It weighs 2,500 pounds.
  Area E5: Gargoyle Ledges 
  A three-foot-wide ledge 30 feet above the ﬂ oor circles the room and 
  continues into the Pinnacle’s hollow. Hundreds of gargoyle statues 
  sit on the ledge. Mixed in among the normal statues are 10 gargoyles 
  that guard the hollow and the stairs. They wait until PCs enter the 
  room before springing to attack. Stone stairs follow the hollow 
  downward.
  GARGOYLE (10): HD 4; hp 27; AC 5[14]; Atk 2 claws (1d3), 
  1 bite (1d4), 1 horn (1d6); Move 9 (Fly 15); Save 13; CL/XP 
  6/400; Special: Fly.
  Area E6: Gargoyle from Hell 
  The ﬂ oor drops 15 feet, but a foot-wide ledge circles along the wall 
  to the opposite balconies. Zoraster, an ancient four-armed maggog 
  gargoyle, sits on the room’s southern balcony, masked by a ring of 
  invisibility. Prominent crimson veins spider-web along the creature’s 
  stone complexion; the gargoyle looks like a creature straight from the 
  pits of the abyss. Zoraster leaps to attack any intruder disturbing his 
  slumber. The gargoyle remains hidden for as long as possible before 
  entering melee.
  ZORASTER (FOUR-ARMED MAGGOG GARGOYLE): HD 
  6+1; hp 43; AC 1[18]; Atk 4 claws (1d6) and 1 sting (1d8); Move 
  12 (Fly 18); Save 11; CL/XP 8/800; Special: Spell use (1—charm 
  person, magic missile, shield; 2—mirror image, web; 3—haste).
  Combat Gear: ring of protection +3, ring of invisibility
  Description: An original combatant in the War of the Winds, 
  Zoraster long ago claimed this room as his eternal lair. Once an honor 
  guard perched on Pazuzu’s Palace wall, Zoraster was made one of 
  the chief protectors of the Pinnacle shrine as a reward for his years of 
  service and devotion to the winged lord. 
  Area E7: The Sanctuary 
  The stairs detach from the hollow’s wall and continue 50 feet 
  downward to the ﬂ oor like a winding ribbon of stone steps. The 
  Hollow opens up into a chamber with a 50-foot-high domed ceiling 
  penetrated by the cylindrical opening of the Hollow. The 60-foot-
  diameter shaft opening starts in the ceiling and continues upward 
  to form the Pinnacle’s central Hollow (Area D4) that rises all the 
  way up through the center of the shrine. Five passages lead from this 
  room and a set of wide steps descends down one passage. Rushing 
  wind rises up the steps with incredible force.
  A 20-foot-tall granite pedestal stands in the center of the room 
  beneath the Hollow’s shaft. Perched on the 5-foot-diameter pedestal 
  is another four-winged Pazuzu statue with an exaggerated sneer of 
  delight on its face. The statue radiates an enlarged 60-foot-diameter 
  anti-magic shell that extends to the room’s ceiling. PCs using magic 
  to descend the Hollow suffer 5d6 points of damage if they fall (save 
  for half). The anti-magic ﬁ eld reaches 50 feet above the ﬂ oor (where 
  the hollow opens through the ceiling) and extends 10 feet below the 
  base of the pedestal, and 30 feet around the pillar. Due to the anti-
  magic shell, the statue does not radiate evil or magic.
  Resting in an alcove are 2 wyverns. They remain in their alcove 
  until PCs enter the room, then attack. The wyverns use the anti-
  magic shell to their beneﬁ t, dipping in and out of the zone to prevent 
  spells from targeting them. 
  The wyverns serve as mounts for Jurbarkus and Zirah’ jani. Special 
  saddles and bridles hang from the wall in the wyvern’s alcove.
  WYVERN (2): HD 8; hp 59; AC 3[16]; Atk 1 bite (2d8) or 1 
  sting (1d6); Move 6 (Fly 24); Save 8; CL/XP 10/1400; Special: 
  poison sting, ﬂ ies.
  Area E8: Living Room
  A table with six chairs, several comfortable couches, a small 
  cast-iron stove and a rack of ﬁ rewood decorate this rough-hewn 
  chamber. Pegs hold cloaks, capes and bags. The bags contain rations, 
  miscellaneous adventuring gear (50-ft. ropes (x2), a grappling hook, 
  50 pitons, 2 hammers, karabiners, 4 bull’s-eye lanterns, 4 oil ﬂ asks, 
  3 pairs of caulked boots, and a wedge of cheese). A stack of playing 
  cards and miniature lead ﬁ gures (symbolizing souls used for betting 
  during card games) sit haphazardly on the table.
  Hiding among the normal cloaks are 3 cloakers. They wait until 
  PCs are close before attacking. Fighting in this room alerts Claggett 
  (Area E9), who joins combat in 2 rounds.
  CLOAKERS (3): HD 6; hp 44; AC 4[15]; Atk 1 bite (1d6), 1 
  tail slap (1d8); Move 6 (Fly 18); Save 11; CL/XP 8/800; Special: 
  Engulf, moan, shadow shift.
  Area E9: Claggett’s Room
  When not roaming the shrine, Claggett, the dwarven captain of 
  Pazuzu’s babau, cloaker and gargoyle guards can be found here. 
  The room is ﬁ t for a dwarf, with a short bed, small wardrobe, and a 
  downsized chair and desk. A stout wooden chest sits adjacent to the 
  bed. A green faintly glowing adamantine pick hangs above the bed. 
  The pick is Geo Milton’s lost weapon (Area D13). It is a +3 cursed 
  berserking adamantine heavy pick. The weapon forces anyone using 
  it in combat to make a saving throw or begin wildly attacking anyone 
  around him, friends and enemies alike. The wielder must make 
  another saving throw with a -6 penalty to halt the reckless attacks. 
  Geo rarely sees combat, so the curse doesn’t bother him. Claggett 
  discovered the pick’s properties and promptly placed it as a trophy 
  on his wall. He uses it as a reading lamp. 
  The chest contains Claggett’s belongings: a wine skin of stout 
  mead, spiked gauntlets, a pouch containing 350 pp, A tome titled 
  “Audubo’s Book of Colorful Birds,” a pair of pruning shears (used 
  for his toenails), a bottle of tonic labeled “restorative” that Claggett 
  strains through his beard each night and then rebottles, 2 potions of 
  extra healing, and a ﬂ ute.
  The desk contains mundane paperwork describing wages and 
  rations for the shrine’s guards and cultists. A nearly ﬁ nished letter to 
  Claggett’s mother describes his important position within the shrine, 
  and tells her how proud she’d be of his success. It ends with a plea 
  for forgiveness for converting to worshipping Pazuzu.
  CLAGGETT (CHAOTIC MALE DWARVEN WARRIOR 8): 
  HD 8; hp 56; AC 0[19]; Atk +2 heavy pick (1d8+2); Move 6; 
  Save 7; CL/XP 8/800; Special: Detect attributes of stonework.
  Combat Gear: boots of leaping, +2 heavy pick, +3 chain mail, 
  heavy wooden shield, light crossbow, 20 bolts. 
  Description: Claggett is a rarity, a dwarf worshipping the demon 
  lord of the sky. An adventurer at heart, he joined Jurbarkus for many 
  vile schemes and came to respect the high priest and the cult of 
  Pazuzu. Claggett is balding but keeps his remaining hair and beard 
  tidy and neat. His eyebrows arch incredibly high, accenting his dirty, 
  yellow eyes.
  Area E10: Barracks
  Bunks, tables and chairs ﬁ ll this room, which is home to 15 cultists. 
  The cultists are conﬁ dent in their numbers and attempt to swarm and 
  , the dwarven captain of 
  +3 cursed 
  Geo rarely sees combat, so the curse doesn’t bother him. Claggett 
  The chest contains Claggett’s belongings: a wine skin of stout 
  mead, spiked gauntlets, a pouch containing 350 pp, A tome titled 
  “Audubo’s Book of Colorful Birds,” a pair of pruning shears (used 
  for his toenails), a bottle of tonic labeled “restorative” that Claggett 
  2 potions of 
  The desk contains mundane paperwork describing wages and 
  vile schemes and came to respect the high priest and the cult of 
  Pazuzu. Claggett is balding but keeps his remaining hair and beard 
  The cultists are conﬁ dent in their numbers and attempt to swarm and 
  Adventure background
  19
  
  20
  overbear PCs. Also in the room are 3 winged babau that take great 
  delight in tormenting Pazuzu’s hapless followers. 
  Two large sacks holding the followers’ meager possessions 
  hang from the bunks. Each bag contains a small stash of personal 
  belongings. A total of 314 sp, 58 gp, 3 pp, a silver decanter (50 gp) 
  and 12 potions of healing can be found scattered among the cultists’ 
  mundane items.
  HUMAN CULTIST FIGHTER 1 (12): HD 1; hp 5; AC 7[12]; 
  Atk 1 club (1d4) or spear (1d6); Move 12; Save 14; CL/XP 1/15; 
  Special: None.
  Combat gear: leather armor, club, spear
  WINGED BABAUS, DEMON (3): HD 7; hp 49; AC 3[16]; Atk 
  2 claws (1d6), 1 bite (1d6) or spear (1d6); Move 9, Fly 15; Save 
  9; CL/XP 9/1,100; Special: Demonic abilities, protective slime.
  Area E11: Fountain Room
  Pure, refreshing water springs from a beautiful alabaster fountain. 
  At the fountain’s center is a small efﬁ gy of a four-winged demon. 
  The water ﬂ ows into the basin from the 4-foot-tall statue’s mouth. A 
  drain in the basin keeps the water from overﬂ owing.
  Thick patches of moss coat the walls and ceiling. The moss is 
  harmless. The water is siphoned from an underground stream that 
  ﬂ ows beneath the Pinnacle, and is perfectly ﬁ ne to drink, despite 
  having a heavy mineral taste.
  Area E12: The Pampered Life  
  This extravagant 60-foot-tall chamber is brightly lit by 7 silver 
  candelabras (250 gp each) near the walls. A colonnade of 15-foot-
  tall white marble pillars forms a circle in the room’s center. A 
  sheer white curtains drapes between the columns. The curtains are 
  opaque, revealing ghostly outlines of a feminine form reclining atop 
  a mountain of pillows. Two shadows of muscular humanoids tend to 
  her needs. One holds a large ﬂ ask while the other holds a tome she 
  appears to be perusing. A single iron door sits on the wall next to the 
  pillars. 
  Zirah’ jani, a succubus, lounges here, served by her 2 human 
  sons who tend to her every wicked desire. Both boys are tainted 
  with Zirah’ jani’s demonic inﬂ uence and guard their mother with 
  their lives. Hidden under the succubus’s pillow bed are a pair of +2 
  polearms that the boys grab if threatened.
  Contacted years ago by Jurbarkus to aid in the Pinnacle’s restoration, 
  Zirah’ jani decided to remain in his service. Currently, she takes the 
  useful form of a medusa to frighten enemies. PCs peering through the 
  sheer curtains can see the silhouette of writhing snakes atop Zirah’ 
  jani’s head. She ﬁ nds that an opponent averting their gaze (despite 
  her inability to petrify them) often works in her favor. The Referee 
  should play the encounter as if she actually has the ability to petrify 
  the PCs.
  Zirah’ jani prefers persuasive conversation to messy violence. She 
  offers to spare PCs’ lives if they slay the high priest Jurbarkus. She 
  lies, telling the PCs that the high priest has made powerful enemies 
  and that “his time has come.” In reality, she simply wishes to lead 
  PCs into an ambush in Area E17. Not one to enjoy combat, she turns 
  ethereal and leaves if combat goes against her. She readily abandons 
  her sons; she can always produce more.
  ZIRAH’ JANI (SUCCUBUS, DEMON): HD 7; hp 43; AC 3[16]; 
  Atk 2 claws (1d6+1); Move 9, Fly 18; Save 9; CL/XP 9/1,100; 
  Special: charm monster (at will), immune to ﬁ re and electric-
  ity, 40% magic resistance, suggestion (at will), teleport (at will), 
  change shape, energy drain
  Description: When not in medusa form, Zirah’ jani is a stunning, 
  dark-skinned woman with shimmering raven hair. In both forms, 
  she wears sheer sashes and transparent veils to better reveal her 
  voluptuous ﬁ gure. She has a cold, haughty personality, and prefers 
  to avoid combat.
  HALF-DEMON HUMAN MALE FIGHTER 6 (2): HD 6; hp 
  32; AC 3[16]; Atk +2 polearm (1d8+3), bite (1d6+1) or 2 claws 
  (1d4+1); Move 9; Save 9; CL/XP 9/1,100; Special: immune to 
  ﬁ re, smite good (attack does 1d6 extra damage to Lawful be-
  ings), 20% magic resistance 
  Combat Gear (Each): +2 falchion, +3 ring mail shirt, gold un-
  holy symbol of Pazuzu (250 gp).
  Description: These hulking twins are Zirah’ jani’s favored spawn 
  and willing slaves. Both are intimidating and highly skilled. They 
  protect Zirah’ jani with their lives if need be. Each is scantily clad in 
  tight ring mail shirts with identical Pazuzu feather. Star tattoos adorn 
  their bodies. The tattoos are mirror images on each of the twins.
  Area E13: Jurbarkus’ Chamber
  This wooden door is locked. The ﬁ nished chamber contains an 
  unkempt bed covered with thick furs. A pile of clothing lies in the 
  corner. 
  The chamber belongs to Jurbarkus, the Pinnacle’s high priest. A 
  simple man, Jurbarkus shuns extravagance not related to worshipping 
  Pazuzu. He very seldom uses his bedchambers, preferring to sit upon 
  his throne conversing with Pazuzu (Area E17).
  An invisible stalker hovers above the bed, commanded to protect 
  Jurbarkus while he sleeps. The stalker resolutely follows the simple 
  command, but despises the prolonged assignment. More often, 
  Jurbarkus doesn’t even use the room, further infuriating the stalker. 
  The creature aids diplomatic PCs, as long as it doesn’t compromise 
  its assignment or directly attack its master. The invisible stalker 
  understands Common, but cannot speak the language.
  INVISIBLE STALKER: HD 8; hp 54; AC 3[16]; Atk 1 “bite” 
  (4d4); Move Fly 12; Save 8; CL/XP 9/1,100; Special: Invisible, 
  ﬂ ight.
  Area E14: The Air in There 
  The massive cavern has a 50-foot-high ceiling. The ﬂ oor drops 
  30 feet below the entrance ledge. A ﬁ ve-foot-wide ledge circles the 
  room before turning into an arched bridge that crosses to the top 
  belongings. A total of 314 sp, 58 gp, 3 pp, a silver decanter (50 gp) 
  Area E11: Fountain Room
  Area E12: The Pampered Life  
  pillars. 
  polearms 
  jani’s head. She ﬁ nds that an opponent averting their gaze (despite 
  Adventure background
  New Monster: 
  Succubus, Demon
  Armor Class: 3 [16]
  Hit Dice: 7
  Attacks: 2 claws (1d6+1)
  Saving Throw: 9
  Special: Charm monster (per the spell, at will), immune to 
  ﬁ re and electricity, 40% magic resistance, suggestion (per the 
  spell, at will), teleport (at will), change shape, energy drain
  Move: 12, Fly 18
  Challenge Level/XP: 9/1,100
  A succubus appears as an alluring woman, but her tiny 
  horns, bat-like wings and sinuous tail betray her demonic 
  heritage.
  Change shape: A succubus can change her shape to appear 
  as any other humanoid creature.
  Energy drain: The touch of a succubus drains one level. 
  She prefers to kiss her victims to drain them in this fashion.
  
  21
  Adventure background
  of a central column. An air elemental twists and rotates around 
  the column. The elemental alternates between attacking PCs and 
  leaping back to guard the column, but it will not leave the room. PCs 
  knocked off the ledge suffer 3d6 points of damage from the fall onto 
  the rocky ﬂ oor.
  The column has a hollow space in its center that is covered by a 
  locked and trapped metal grate. The shallow pit is six feet deep and 
  three feet in diameter. Tianlin Sandusk (female human Paladin 2) 
  is imprisoned in the pit. Romel’s daughter reaches through the bars, 
  pleading for rescue. 
  The latched gate is unlocked, but the latch release is just out of 
  Tialin’s reach. Pulling the woman free could be deadly, however, 
  because of the deadly trap focused on the barrier (1 in 12 chance of 
  spotting). Opening the grate without ﬁ rst saying the proper command 
  word causes a pillar of ﬁ re to rain down on the opening, ﬁ lling the 
  prison pit with ﬁ re (8d6 points of damage, save for half). The ﬂ ame 
  hits Tianlin and anyone within 5 feet of the grate. Due to her conﬁ nes, 
  Tianlin is not allowed a saving throw. She does not know that the trap 
  exists nor how dangerous it is to her well-being. 
  AIR ELEMENTAL (12HD): HD 12; hp 91; AC 2[17]; Atk 1 
  strike (2d8); Move (Fly 36); Save 3; CL/XP 13/2300; Special: 
  Whirlwind.
  TIANLIN SANDUSK (LAWFUL HUMAN FEMALE PALA-
  DIN 2): HD 2; hp 11; AC 3[16]; Atk bastard sword (1d8); Move 
  9; Save 15; CL/XP 2/30; Special: paladin abilities
  Description: Tianlin is a brash and stubborn young woman who 
  tackles life without fear or extensive thought. Her quickness to action 
  often leads to trouble. She is tall and lanky and keeps her auburn hair 
  cropped just above her shoulders to spite her father.
  Area E15: Gale Steps 
  Wind gusts rising up these steps travel at up to 30 miles an hour. 
  The gusts are strong enough to push PCs backward, and any ranged 
  attack suffers a -3 penalty.
  Area E16: Instrument of Pazuzu 
  Censers hanging from small chains ﬁ ll this room with pungent, 
  acidic smoke that stings the eyes. Although PCs suffer no ill effects, 
  the smoke makes travel through the room uncomfortable. A 7-foot-
  tall, four-winged statue of Pazuzu stands in the center of the roughly 
  round chamber. The thick smoke unnaturally deﬁ es the torrents of 
  air rushing through the room from the howling winds in Area E17.
  The ﬁ rst PC entering the smoky chamber must make a saving 
  throw. If the save is successful, then the next person entering the 
  room must make the same save until all PCs have entered the room 
  or someone fails. 
  If the save fails, the Pazuzu statue says the selected PC’s name in 
  a hissing whisper. A soul eater immediately issues from the statue’s 
  mouth to attack the named PC. The statue may summon only one 
  soul eater at a time, and further saves are suspended when a soul 
  eater is summoned, but continue with the next person who entered 
  the room once the creature is destroyed. All saves stop if the statue 
  is destroyed. 
  If the statue whispers a PC’s name, Jurbarkus (Area E17) also hears 
  it via the statue of Pazuzu that stands in that chamber. The soul eater 
  does not say the name of any faithful follower of Pazuzu.
  If all PCs successfully make their saves, nothing happens. PCs 
  must make new saves each time they leave and re-enter this chamber. 
  SOUL EATER: HD 8; hp 59; AC 2[17]; Atk 2 claws (1d6); 
  Move Fly 21; Save 8; CL/XP 10/1, 400; Special: Find target, 
  devour soul, wisdom drain
  Area E17: The Torrent Chamber
  Howling winds whip madly about this room. A 20-foot-wide chasm 
  gapes across the entire length of the chamber. An ornately carved 
  bridge spans the gap to connect the two sides of the room. Across 
  the void, an elderly man stands beside another, larger four-winged 
  Pazuzu statue. 
  The bridge is actually an illusion. PCs attempting to charge across 
  it instead fall off the edge of the chasm, although the illusion appears 
  to show them breaking through the wooden planks. 
  Jurbarkus, a high priest of Pazuzu, is a shriveled man with 
  prominent blue veins showing through his desiccated skin. He has a 
  habit of conversing with the statue and answering its silent questions 
  in a whispery voice, often while he is speaking to others. Even his 
  closest followers do not know if Jurbarkus is insane or if the demon 
  Pazuzu actually speaks to him.
  If the statue in Area E16 whispers a PC’s name, Jurbarkus hears it 
  as well, so he is likely to be forewarned of intruders. If alerted, he 
  uses his ring of djinni summoning to call forth Pasha Kaltofen to 
  help deal with the meddling PCs.
  When PCs enter the chamber, Jurbarkus wastes no time talking and 
  immediately assaults them with a spell barrage. He enjoys holding PCs 
  in check across the chasm with hurricane-force winds or in dispelling 
  their abilities to ﬂ y if they attempt to cross the gorge using magic. 
  New Monster: Soul Eater
  Armor Class: 2 [17]
  Hit Dice: 8
  Attacks: 2 claws (1d6) 
  Saving Throw: 8
  Special: Find target, devour soul, wisdom drain
  Move: Fly 21
  Challenge Level/XP: 10/1,400
  Soul eaters resemble billowing clouds of inky blackness, 
  with two long, pale white arms protruding from the cloud. 
  Soul eaters are usually summoned to slay a speciﬁ c individual, 
  and do not cease until they have completed their mission.
  Find Target: When ordered to ﬁ nd a creature, a soul eater 
  does so unerringly, honing in on the being and attacking until 
  one is dead. 
  Devour soul: When a soul eater slays a foe, it devours the 
  victim’s soul. Such a creature cannot be returned to life by 
  any means save a deity’s intervention.
  Wisdom drain: A creature hit by a soul eater’s claw attack 
  must make a saving throw or lose 1d6 points of Wisdom. A 
  creature brought to Wisdom 0 dies.
  
  The winds rushing out of the gaping chasm split the room in half. 
  The chasm descends more than 500 feet into the earth, with the winds 
  becoming greater the farther it goes. At 100 feet from the bottom, the 
  air reaches speeds in excess of 100 miles per hour. The wind is strong 
  enough at this point to halt falling objects and to slow PCs before 
  they hit the ﬂ oor. Creatures hover around 50 feet above the ﬂ oor, 
  while smaller creatures ﬂ oat at nearly 100 feet. PCs “ﬂ oating” in the 
  pit can climb out if they ﬁ ght the whipping winds (saving throw). 
  PCs caught in the gale take 1d6 points damage each round (save 
  for half) as they are battered against the walls and pelted by ﬂ oating 
  debris. 
  A number of wind-battered bones, armor remnants and ruined 
  equipment ﬂ oat in the pit as well. These items tumble and spin, 
  bouncing off walls until they eventually disintegrate. Floating in the 
  air at various levels depending on their weight are a ring of shooting 
  stars, a +2 long sword, a pair of boots of levitation (each with a 
  severed foot still inside), a small silver snuffbox (20 gp) containing 
  dust of sneezing and choking (the dust sprays out in a cloud if opened 
  in the heavy winds), 6d8 gp and 6d10 sp. The loose coins streak 
  through the chasm, raising sparks as they bounce off the stone walls.
  The chasm’s ﬂ oor is abraded into polished rock by the high winds. 
  A rip in the prime material plane gapes in the stone ﬂ oor, opening 
  into the churning skies of the Abyss. Air blasts from the dark rent 
  with the force of a tornado. Jarburkus created the tear with a wish
  from his ring of djinni summoning. If Pasha Kaltofen is slain, the 
  gateway seals and all ﬂ oating items and PCs fall to the stone ﬂ oor. 
  The damage PCs take from the fall depends on their height when the 
  rift closes (1d6 points of damage per 10 feet fallen).
  It is impossible to enter the gaping hole without the aid of powerful 
  magic, as the wish prevents beings from crossing the barrier. PCs 
  who try must make a saving throw or be smashed into the chasm wall, 
  taking 8d6 points of damage. A successful save means the PC rockets 
  upward to become suspended by the wind gusts. If PCs somehow 
  ﬁ nd a way to cross through the rift (which is unlikely unless they 
  have their own wish), they ﬁ nd themselves ﬂ ying freely through the 
  soot-stained skies of the Abyss. They don’t go unnoticed for long.
  The Pazuzu statue has the following powers: commune and legend 
  lore. The entire shelf that the statue stands upon is protected by a 
  magic zone that deals 6d6 points of damage to any Lawful creature 
  that crosses the wind chasm.
  The statue gives beneﬁ cial answers to Pazuzu’s faithful, whispering 
  directly into their minds the answers that they seek. Others may 
  speak with the statue, but they tread dangerous ground by subjecting 
  themselves to Pazuzu’s will. For every round spent speaking with the 
  whispering idol, the PC must make a saving throw or move one step 
  toward a Chaotic alignment as Pazuzu’s empty promises ﬁ ll their 
  souls with sin.
  JURBARKUS, AERIAL LORD AND HIGH PRIEST OF PA-
  ZUZU (CHAOTIC MALE HUMAN CLERIC 10): HD 9+2; hp 
  50; AC 5[14]; Atk staff (1d8); Move 6; Save 6; CL/XP 11/1,700; 
  Special: Spells (1—cure light wounds, detect magic, light; 2—
  hold person, silence 15 ft. radius, snake charm; 3—cure disease, 
  locate object, prayer; 4—cure serious wounds (x2), neutralize 
  poison; 5—commune, ﬁ nger of death (x2))  
  Combat Gear: ring of djinni summoning (Pasha Kaltofen), cloak 
  of displacement, ring of protection +2, staff.
  Description: Jurbarkus’ parchment-like skin is splotchy and 
  thin, making it difﬁ cult to determine his true age. His balding head 
  displays a spider-web of veins and wrinkles. He supports his bony 
  frame with his staff, which is carved from a vrock’s leg bone.
  PASHA KALTOFEN CORRUPTED DJINNI NOBLE: HD 
  9+3; hp 68; AC 4[15]; Atk 1 ﬁ st (1d8+1) or +2 polearm (1d8+3); 
  Move 9 (Fly 24); Save 6; CL/XP 11/1,700; Special: Magical pow-
  ers, whirlwind, wish.
  Combat Gear: +2 polearm 
  Description: Pasha Kaltofen once was an honorable djinni noble on 
  his home plane until he succumbed to Pazuzu’s deceiving whispers. 
  In his desire for purity, Pasha Kaltofen made a pact with the wind 
  Adventure background
  22
  becoming greater the farther it goes. At 100 feet from the bottom, the 
  pit can climb out if they ﬁ ght the whipping winds (saving throw). 
  bouncing off walls until they eventually disintegrate. Floating in the 
  stars
  
  Adventure background
  23
  demon to become uniquely powerful. In the end, the djinni became a 
  slave to the ring and Pazuzu’s whim. He ﬁ ghts to the death to avoid 
  becoming a slave to another mortal. If Pasha Kaltofen is slain, the 
  ring imprisoning him crumbles to dust, forever losing its power. Any 
  wishes granted by the djinni fade upon the item’s destruction.
  Concluding the Adventure
  If Tianlin Sandusk is rescued and returned to her father (alive or 
  dead), the PCs’ names are immediately moved to the top of the list 
  of those waiting to receive a blessing from the Grindstone of Muir. 
  Her return — and the destruction of the reawakening Pinnacle — 
  is enough to justify the honor and end the contest. Romel Sandusk 
  claims the goddess Muir has decided the winner, and rejects any 
  arguments against her will.
  The priests and the Basilica immediately begin preparations for the 
  Rite of Virtue, with the ceremony to take place in three days. In the 
  meantime, Tianlin is raised from the dead if she was killed to allow 
  a tearful reunion with her father. PCs are whisked away to undergo a 
  puriﬁ cation ritual before they stand before the Grindstone.
  The champion who best embodies Muir’s tenets is allowed to 
  strike a weapon of his choosing (presumed to be the Scepter of 
  Faiths if the adventure is played as part of the larger Splinters of 
  Faith campaign) against the Grindstone six times, reﬂ ecting the six 
  moral standards Muir values. On the sixth strike, the Grindstone of 
  Muir enchants the weapon with a +2 bonus vs. undead and adds an 
  additional +1 enchantment bonus to attack and damage rolls (up to a 
  +5 enchantment bonus). At this point, the scepter has a +3 bonus to 
  attack and damage rolls. 
  A huge feast in the hero’s honor follows the ceremony, although 
  alcohol is still not allowed and the entire event is rather subdued. 
  A separate celebration – with copious amounts of wine – is held in 
  Shieldfane after the “ofﬁ cial” ceremony.
  PCs defeating Jurbarkus and sealing the gate should be awarded 
  a 1,000 experience point award bonus apiece for completing the 
  difﬁ cult tasks.
  Romel knows quite a bit about the history of the Scepter of Faiths, 
  and directs PCs to travel next to the city of Doan to visit the Lady of 
  the Searing Waters temple. He also can tell PCs the history of Akruel 
  Rathamon if they are still in the dark about the death-cult leader’s 
  past. He is unaware of the vampire’s return, however, although he 
  is hearing rumors of a large army massing to the west. With the fall 
  of the gnolls in Seraph, Romel is seriously considering marching the 
  knights of the Shield toward this new threat.
  GMs should use Romel to ﬁ ll in gaps in PCs’ knowledge about 
  the scepter’s past and Akruel’s history. The GM should summarize 
  the background presented in Splinters of Faith 1: It Started with a 
  Chicken … for PCs if they ask questions, although remember that 
  some secrets — such as the true location of Akruel’s “heart” — 
  should remain a mystery for now.
  If this adventure is played as a separate adventure, PCs are allowed 
  to enchant one weapon of their choosing on the Grindstone of Muir 
  in addition to receiving the experience point bonus listed above. 
  Just a couple of rituals remain before the PCs are ready to confront 
  the death-priest with the Scepter of Faiths. The PCs now must travel 
  from the mountains into a geyser ﬁ eld and then underground as they 
  seek an unbroken pane of black glass in Splinters of Faith 8: Panes 
  of Scalded Glass. But the druids controlling the upper levels of the 
  Mines of Honn don’t like intruders interrupting their plans to build 
  the Pillar of Vermin. And worse still are the denizens of the lower 
  mines where the black panes of glass are found.
  
  legal appendix
  24
  Splinters of Faith is written under version 1.0a of the Open Game License. 
  As of yet, none of the material ﬁ rst appearing in Splinters of Faith is 
  considered Open Game Content.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copy-
  right 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Deﬁ nitions: (a)”Contributors” means the copyright and/or trademark own-
  ers who have contributed Open Game Content; (b)”Derivative Material” 
  means copyrighted material including derivative works and translations (in-
  cluding into other computer languages), potation, modiﬁ cation, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game Content” means the 
  game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identiﬁ ed as 
  Open Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, but 
  speciﬁ cally excludes Product Identity. (e) “Product Identity” means product 
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  visual or audio representations; names and descriptions of characters, spells, 
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  places, locations, environments, creatures, equipment, magical or supernat-
  ural abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identiﬁ ed as Product identity by 
  the owner of the Product Identity, and which speciﬁ cally excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the 
  associated products contributed to the Open Game License by the Contribu-
  tor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and 
  in terms of this License. You must afﬁ x such a notice to any Open Game Con-
  tent that you Use. No terms may be added to or subtracted from this License 
  except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclu-
  sive license with the exact terms of this License to Use, the Open Game Con-
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  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufﬁ cient rights to grant the rights 
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  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
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  Trademark or Registered Trademark in conjunction with a work containing 
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  use of any Product Identity in Open Game Content does not constitute a chal-
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  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License. 
  14. Reformation: If any provision of this License is held to be unenforce-
  able, such provision shall be reformed only to the extent necessary to make 
  it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson.
  Splinters of Faith, Copyright 2010, Author Gary Schotter & Jeff Harkness.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
  Four-Armed Gargoyle from the Tome of Horrors, Copyright 2002, 
  Necromancer Games, Inc.; Authors Scott Greene, Clark Peterson and Bill 
  Webb based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Copyright 2002, Necromancer Games, 
  Inc.; Author Scott Greene based on original material by David Cook.
  Tome of Horrors II Copyright 2004, Necromancer Games, Inc.; Author 
  Scott Greene; Additional Authors: Erica Balsley, Kevin Baase, Casey 
  Christofferson, Jim Collura, Meghan Greene, Lance Hawvermale, Travis 
  Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, 
  Bill Webb and Monte Cook.
  
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