TEXT: Lerara 
   
  Page 1 
  COR3-16  
   
   
  LERARA 
   
  A ONE-ROUND D&D® LIVING GREYHAWK™ 
  CORE ADVENTURE 
  Version 1 
   
  by Ron Lundeen 
  Circle Reviewers: Creighton Broadhurst, Steven Conforti, and Stephen Radney-MacFarland. 
   
   
   
  The fabled Passage of Slerotin leads deep beneath the Hellfurnace Mountains, rumored to hold mysteries and treasure. 
  Your group has prepared for a cautious and perhaps lengthy expedition deep under the Flanaess. The town of Dark Gate 
  is your last stop in civilization before leaving on your sunless journey. As you approach Dark Gate, however, you see an 
  ominous column of smoke reaching into the sky.  And where there’s smoke. An adventure for APLs 2 to 16. 
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of 
  Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, 
  Inc. ©2003 ALL RIGHTS RESERVED. This scenario is intended for tournament use only 
  and may not be reproduced without approval of the RPGA Network.  
  
  Lerara 
   
  Page 2 
  INTRODUCTION 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A five-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario. 
   
  PREPARATION 
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in grey 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  SCORING 
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring their 
  own characters with them.  If players do not have a 
  LIVING GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  
  Lerara 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  LIVING GREYHAWK LEVELS OF PLAY 
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three things 
  that you can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a DC 
  10 Handle Animal or Charisma check. Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the  
  Yeomanry and Slerotin’s Tunnel.  All characters pay two 
  Time Units.  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time Unit.  
  Luxury Upkeep costs 100 gp per Time Unit. 
   
   
  ADVENTURE BACKGROUND 
  Just over a thousand years ago, the Bakluni responded to 
  the Invoked Devastation of the Suel Imperium with the 
  Rain of Colorless Fire, which pounded the Suel 
  Imperium into the wasteland now known as the Sea of 
  Dust. The powerful mage Slerotin escaped the Rain of 
  Colorless Fire, and along with several Suel noble houses, 
  determined to flee through the Hellfurnace Mountains 
  into the lands of the simple Flan tribesmen beyond. 
  Using powerful magic now lost, Slerotin bored a passage 
  over two hundred miles long straight though the 
  Hellfurnaces. Through this passage he swiftly led 
  eighteen Suel noble families. One family, the Lerara Suel, 
  lagged behind the rest of the expedition, delayed by 
  arguments between nobles and moving slower and more 
  cautiously then the rest. 
   
  When he reached the other side, Slerotin sealed the 
  passage to prevent pursuit. He magically warded both 
  ends for a thousand years, inadvertently trapping the 
  lagging Lerara Suel in the lightless depths beneath the 
  Hellfurnaces. 
   
  Since that time, the Lerara have maintained a fragile 
  existence in the Passage of Slerotin. The family is now 
  frightfully inbred and albinism is very common among 
  them.  Due to their harsh living conditions, most of these 
  Suel are selfish and evil. 
   
  The Lerara are strictly patriarchal, and they harvest 
  phosphorescent fungi and use giant millipedes to serve as 
  mounts. The Lerara trade with other underground 
  denizens, such as the drow and the derro, for tools and 
  magic.  The Lerara often fall prey to the monsters native 
  
  Lerara 
   
  Page 4 
  to their underground home, such as umber hulks and 
  oozes. 
   
  Physically, all pureblooded Suel are pale-skinned and 
  pale-haired, but the Lerara have been bleached almost 
  white. They are lanky, unwashed, and dress in primitive 
  leathers.  The nobles among the Lerara wear finer clothes 
  and primitive jewelry.  Warriors among them also wear 
  armor fashioned from the carapaces of underground 
  monsters. 
   
  Although the eyes of the Lerara Suel have adapted to 
  be very light sensitive, they cannot see in the dark. They 
  cultivate phosphorescent fungi and burn animal fat 
  candles in order to see. 
   
  Sometime in their isolation, the Lerara came across 
  the horrid amoeboid behemoth called the Mother. 
  Although the Mother never communicates with the 
  “priests” who tend her, the Lerara began making dark 
  sacrifices to this oozing horror.  When the Lerara could 
  not sacrifice outsiders, they sacrificed their own people to 
  sate the hunger of the Mother. The Mother has never left 
  the cavern in which the Lerara first found it, but all 
  Lerara fear it one day will. 
   
  Although an elected governor technically leads the 
  Lerara, the “priests” of the Mother are so feared that they 
  have much influence among the Lerara.  Currently, the 
  governor is a shrewd, stern man named Jareel 
  Steeltongue. The most powerful “priest” of the Mother is 
  Meklot Favored-Son. Meklot has more power than Jareel, 
  and the cunning Jareel is looking for a way to overthrow 
  the influential demagogue. 
   
  While the Passage of Slerotin was originally a fairly 
  direct path beneath the Hellfurnace Mountains, 
  centuries of geological activity have turned it into a 
  rambling set of passages and natural chambers that roam 
  here and there, dead-ending often.  Few individuals have 
  ever made it through the passages alive, and even fewer 
  have managed to traverse the entire distance from the 
  Yeomanry to the Sea of Dust. It would take at least a 
  month, traveling at good speed and without significant 
  encounters or mistakes, to navigate its entire length. 
   
   
  ADVENTURE SUMMARY 
  Introduction 
  The characters have come to Dark Gate in the Yeomanry 
  in order to complete preparations to begin exploring the 
  fabled Passage of Slerotin. Once there, they see a man 
  burned at the stake by the townspeople of Dark Gate. 
   
  Encounter 1: The Disease 
  The characters ask around about the man they saw killed. 
   They soon realize that the only way to cure the disease 
  afflicting the townspeople (and perhaps the characters 
  themselves) is to hurry through the Passage to find the 
  healing root that grows in it. They have no choice but to 
  do this once the town is interdicted. The Spokesman of 
  Dark Gate arranges to have the characters given a special 
  item that will enable them to transport themselves and 
  the root back to Dark Gate. 
   
  Encounter 2: The Passage 
  This encounter collects all the details about travel in the 
  passage: movement rates, lighting, distance, and so on. 
   
  Encounter 3: The Hunters 
  Within the first days of travel, the characters stumble 
  onto an attack by a group of burrowing monsters. 
   
  Encounter 4: The Traders 
  After the hunters, the characters meet a group of 
  paranoid derro interested in trade.  Unless the characters 
  display diplomatic skills, this trading encounter erupts 
  into combat with the derro.  The derro’s goblin slave, 
  Magabar, flees the scene if possible. 
   
  Encounter 5: The Governor 
  Once the characters have traveled more than 25 miles 
  underground, they meet outpost guards of the Lerara 
  Suel. Once the characters declare peaceful intentions, 
  they are brought to Governor Jareel, who proceeds to 
  drive a hard bargain for the passage of surface dwellers 
  through the lands of the Lerara Suel. 
   
  Encounter 6: The Ritual 
  After negotiations seem solidly concluded with Governor 
  Jareel, he takes the characters to see Meklot Favored-Son, 
  a “priest” among the Lerara Suel.  Meklot is beginning a 
  ritual sacrifice of Magabar, the goblin slave that escaped 
  in Encounter 4 (or one of the Lerara Suel if Magabar did 
  not escape Encounter 4). After this, Magabar demands a 
  sacrifice of one of the player characters. The characters 
  can debate the necessity of ritual sacrifice with Meklot 
  Favored-Son, and possibly earn the favor of the Lerara 
  Suel. 
   
  Encounter 7: The Demagogue 
  Tension run high in the ritual chamber, and an inevitable 
  confrontation with Meklot Favored-Son ensues. After 
  Meklot is defeated, the characters may (or may not) turn 
  the sentiment of the Lerara Suel away from the martyred 
  demagogue. In any case, Governor Jareel is grateful for 
  the elimination of his rival, and agrees to let the 
  characters pass through the lands of the Lerara Suel this 
  one time. 
   
  Encounter 8: The Final Run 
  The characters have no more encounters through the last 
  part of their journey, but time is against them as the 
  disease rages on. If the characters earned the trust of the 
  Lerara Suel, they can borrow giant millipede mounts and 
  drivers, greatly reducing their travel time. Otherwise, 
  they have to continue at their own speed. 
   
  Conclusion 
  The characters reach the hidden valley. Nearby are the 
  roots needed to heal the disease afflicting the 
  townspeople, and possibly the characters as well. They 
  also find an ancient Suloise tomb and its interesting 
  contents. 
  
  Lerara 
   
  Page 5 
   
   
  INTRODUCTION 
  The characters have all come to the town of Dark Gate in 
  the Yeomanry together, prepared and equipped to 
  explore the fabled Passage of Slerotin. Dark Gate is a 
  frontier town for adventurers looking to explore the 
  region, above ground and below ground. Low-, mid-, and 
  high-level characters are all common visitors to this 
  town. 
   
  All the characters have traveled together for at least 
  the last few days, and they are all acquainted with each 
  other. Have the characters introduce each other and 
  describe their characters before reading the following: 
   
  A thin column of smoke has drawn you to the open square in 
  the center of the town of Dark Gate. The ominous smoke hints 
  that something very bad has happened here. The town square 
  comes into view, and you can just see past the mob of 
  townspeople crowding the center of the square.  Fire licks up a 
  tall post, and the flames consume a body lashed to the stake. 
  The dark-clad man seems to dance on the burning kindling, 
  but it’s only the heat waves sending ripples through the air. 
  This victim of mob justice is certainly dead. 
   
  The townspeople slowly lower their fists and makeshift 
  weapons, and breathe a collective sigh of relief.  This threat to 
  their village has been overcome by an old-fashioned burning at 
  the stake. 
   
  The players probably have a lot of questions about what’s 
  going on here. Move on to Encounter 1 when they talk to 
  anyone or investigate the area. 
   
   
  ENCOUNTER 1: THE DISEASE 
  The characters have arrived just as the townspeople of 
  Dark Gate burned a priest of Incabulos at the stake in the 
  center of town. This evil man, Chekrem Blightbringer, 
  infected many people in the town with a horrible disease 
  called the Twisting Blight. He was caught by an angry 
  mob, and burned. As the characters arrive, Chekrem is 
  quite dead, and the townspeople are dispersing. 
   
  Any townsperson can tell the characters about the 
  evil Chekrem Blightbringer. He arrived in town three 
  nights ago, and no one knows from where. He definitely 
  arrived alone (his entire entourage died in the Passage on 
  their attempt to pass through it). No one had ever seen 
  him in Dark Gate before. He looked like he had just come 
  from a long journey, and the sunlight seemed to bother 
  him.  He skulked around the town a lot at night, and 
  slept during the day in the common room of the local inn 
  (the Rooster).  No one liked him, and he was rude to 
  everyone. 
   
  Yesterday morning, several people in town became 
  very sick. This morning, even more people became sick. 
  Some children thought they saw Chekrem putting 
  something into the well last night, and so a mob of 
  people woke him up this morning, dragged him outside 
  of the Rooster, and demanded to know what he had been 
  doing in town.  He cackled and hurled insults about how 
  all the people in Dark Gate would die from a disease he 
  created.  When the mob lunged at him, he held up a 
  symbol of an Evil Eye. This didn’t stop the brave mob. 
  They held him down while other townspeople erected 
  kindling and a large stake. The townspeople tied 
  Chekrem to the stake and burned him alive. Very few 
  townspeople feel bad about what happened here. Most of 
  them feel it is an appropriate punishment for witches and 
  their ilk. They hope burning Chekrem will stop the 
  disease. If the characters want more information, they are 
  directed to the Spokesman of Dark Gate, an old man 
  named Olmir. 
   
  A successful Knowledge (religion) check (DC 15) 
  identifies the Evil Eye as a holy symbol of Incabulos, god 
  of plagues and disease. 
   
  The Border Guard, an elite branch of the Yeoman 
  Army, watches over the town and the entrance to the 
  Passage of Slerotin. They are based here in town and 
  some of them have families here. They can tell the 
  characters the same story the townspeople can (as many 
  of the Border Guard were part of the mob that burned 
  Chekrem at the stake). 
   
  The regulars know that no one has arrived in Dark 
  Gate, or left it, in a week, other than Chekrem and the 
  characters. 
   
  If asked about the passage specifically, the guards 
  can confirm that no one has entered or exited the passage 
  during the day, but they admit that their night watch 
  over the passage is not foolproof (that is, someone could 
  have sneaked in or out of the passage in the last few 
  nights). 
   
  The Border Guard was about to interdict the town 
  when the characters arrived.  Unfortunately the 
  characters arrived before this could happen. As of the 
  characters’ arrival, no one can leave or enter the town until the 
  plague has been ended. This includes the characters. Only the 
  word of Spokesman Olmir allows the characters to break this 
  quarantine. 
   
  Infected: Just by being in the town of Dark Gate, the 
  characters may contract the twisting blight (see 
  Appendix 2). Roll a secret DC 10+APL Fortitude save for 
  each character to see if the character is infected (it adds 
  suspense if the player doesn’t know whether his 
  character is infected or not). If a character is infected, roll 
  1d3 to determine the onset time of the disease. 
   
  Note that paladins of 3rd level or higher, and 
  characters that are full-blooded Suel, can’t contract the 
  twisting blight. 
   
  Chekrem Blightbringer: Chekrem is dead, and his 
  evil soul won’t consent to being raised by the party. If 
  they try to speak with dead, Chekrem resists (Will save +6). 
  If the characters succeed with their speak with dead 
  anyway, use the information found in the townspeople’s 
  story (which is correct), and Player Handout 1 to 
  formulate your answers. 
   
  The only item of interest still intact on Chekrem’s 
  corpse is a metal holy symbol of Incabulos.  This can be 
  identified with a successful Knowledge (religion) check 
  
  Lerara 
   
  Page 6 
  (DC 15). If the characters think to ask, the townsfolk can 
  confirm that Chekrem was Suloise. 
   
  Chekrem had followers and guards with him when 
  he first entered the Passage.  They all died en route to the 
  Yeomanry; Chekrem was the only one to survive the trip 
  through the Passage of Slerotin. 
   
  The Rooster: The Rooster is the local inn and tavern. 
  The tavern is very large (good-natured fights break out 
  here most nights) and usually crowded, but not on this 
  dark day. The private rooms are small, dingy and 
  cramped. 
   
  Chekrem Blightbringer’s things are piled in a corner 
  of the common room, and no one wants to touch them.  
  Anyone in the Rooster points out Chekrem’s things if 
  asked. 
  Chekrem’s 
  gear 
  contains 
  cheap 
  camping 
  equipment, some alchemical gear, a few vile books on 
  diseases penned by priests of Incabulos or Nerull, and an 
  everburning torch. Most importantly, Chekrem’s things 
  include a letter that he did not get a chance to send.  Give 
  the players Player Handout 1. 
   
  Need an NPC?: The citizens of Dark Gate aren’t 
  detailed here, so you’re free to make up any NPC (name, 
  profession, demeanor) you think typical for this rough 
  frontier town of 550 people.  For quick quirks, roll on 
  page 128 of the DUNGEON MASTER’s Guide. 
   
  �Spokesman Olmir is the leader of the community 
  of Dark Gate, but only in the loose sense of Yeoman 
  Spokesmen: the villagers respect his advice and listen to 
  what he has to say, but are free to make their own 
  decisions. Olmir is an old retired adventurer, missing 
  part of his left foot.  He wasn’t involved in the burning, 
  but he supports the actions of the townspeople. He’s seen 
  a lot of evil in this little town, and approves of dealing 
  with it harshly and decisively. 
   
  If the characters show him Chekrem’s letter, or tell 
  him about it, Olmir realizes that someone needs to 
  journey through the Passage to the hidden valley or the 
  entire town is likely to die from the disease Chekrem 
  created. Olmir will send a number of groups of 
  adventurers (a readily available commodity here in Dark 
  Gate) into the Passage to seek the root. He asks the 
  characters to be one of those groups. He works out the 
  following details with the characters: 
  • 
  The Passage is hundreds of miles long. If the 
  townspeople wait for the characters to get to the 
  hidden valley, find the root, and return, then most of 
  the people of Dark Gate will likely be dead and the 
  root no longer potent enough to help those left alive 
  (as the letter indicates). The characters will need to 
  use magic to travel back once the root is picked. If 
  the characters can’t manage a magical means of travel 
  back to the town (like teleport) themselves, Olmir 
  provides them with a magical medallion that is a 
  circle with a jagged line across it. If the characters 
  are in physical contact with one another and break 
  the medallion along the line (no check required) it 
  will teleport them and their possessions back to Dark 
  Gate (one way and one use only). 
  • 
  The characters are welcome to any supplies and 
  resources available in the town. They have all the 
  goods available in the Player’s Handbook. At the end of 
  the scenario, the characters have to buy these goods 
  if they want to keep them. 
  • 
  Olmir doesn’t know what’s in the tunnel, other than 
  fearsome monsters and fabulous treasure (he knows 
  nothing about the Lerara Suel). 
  • 
  No magical means available to the characters can be 
  used to locate the hidden valley or travel to it 
  magically. The ancient spells used to sanctify the 
  tomb there block all such attempts. 
   
  Once the characters have made arrangements with 
  Olmir, he makes a speech to the people of the town 
  outlining his plan to have adventurers search for the root. 
  Perhaps to the surprise of the characters, the 
  townspeople then proceed to vote on the plan. The 
  overwhelming majority agrees to it. 
   
  The adventure can’t really continue until the 
  characters find Player Handout 1 in Chekrem’s things. 
  Do your best to steer them in that direction once they get 
  tired of roleplaying and planning. Then move on to 
  Encounter 2. 
   
  If the characters choose not to take the mission, they 
  can remain in Dark Gate and hope for the best. It takes 
  another party of adventurers 21 days to recover the root. 
  Much of the town is killed by the plague in this time (and 
  check to see if the characters are as well). The adventure 
  ends and the players gain nothing on the AR (no gp, xp, 
  or item access) but do lose an additional 2 TUs beyond 
  the normal cost for this adventure. 
   
  Treasure: The following treasure can be recovered: 
   
  All APLs: L: 11 gp; C: 0; M: 0 
   
   
  ENCOUNTER 2: THE PASSAGE 
  The Passage of Slerotin is 210 miles long. Although at 
  one time it was a straight, smooth passage, time and 
  geological forces have cracked and broken much of the 
  passage, resulting in a lot of climbing and descending 
  broken ground, as well as numerous dead-ending 
  passages.  Instead of a straight line from the Sea of Dust 
  to the Yeomanry beneath the Hellfurnaces, it is a 
  rambling maze of tunnels and chambers. 
   
  The main passage is about three hundred feet in 
  diameter at most locations, but it can grow wider or 
  narrower at certain points (where it has collapsed and 
  been reconnected by other natural passageways. 
  Numerous smaller passages lead away from the passage, 
  but most of them dead-end after a few hundred feet. 
  Some of them lead off into the realms of the mind flayers 
  or the drow, but these aren’t detailed in this scenario. 
   
  The passage has a light breeze that flows from the 
  Sea of Dust to the Yeomanry during the day, and the 
  other direction at night (as the Sea of Dust cools at night). 
   The passage is cool (about 55 degrees) at all times. 
   
  Except near the lands of the Lerara Suel, which 
  begin with outposts 25 miles down the passage from 
  Dark Gate, the tunnels are completely dark. The 
  characters have to find some way to see. Remember that 
  
  Lerara 
   
  Page 7 
  Chekrem had an everburning torch among his possessions 
  at the Rooster. 
   
  To determine the characters’ rate of travel in the 
  passage, use the information on pages 162-163 of the 
  Player’s Handbook. The characters move at the rate of the 
  slowest character in the party.  The passage is considered 
  “difficult terrain with poor visibility,” so normal humans 
  with a speed of 30 feet can travel 6 miles in a day. Here is 
  a helpful chart: 
   
  Slowest character speed 
  Miles per day 
   
  40 feet 
   
   
  8 miles 
   
  30 feet 
   
   
  6 miles 
   
  20 feet 
   
   
  4 miles 
   
  15 feet 
   
   
  3 miles 
   
  The broken terrain includes many small cliffs and ridges 
  difficult for four-footed creatures to traverse. Quadrupeds 
  without a climb speed have their movement rate halved, 
  in addition to the reduction for difficult terrain. This 
  decrease in speed represents the time and difficulty 
  lowering mounts down short cliffs or lifting them up 
  rises in the passage. Here are their speeds: 
   
  Quadruped speed  
  Miles per day 
  60 feet (light horses) 
   
  6 miles 
  50 feet (heavy horses) 
   
  5 miles 
  40 feet (dogs and ponies) 
   
  4 miles 
   
  Flying creatures have no reduction to their speed for 
  overland travel in the passage. 
   
  There is little native life to hunt in the passage (but 
  plenty of things that may wish to hunt the characters), 
  although occasional underground streams are common 
  enough that the characters need not carry too much 
  water. The townspeople have plenty of stored food they 
  are willing to share with the characters.  Characters with 
  the Survival skill can forage for food as described on page 
  83 of the Player’s Handbook, but a DC 20 Survival check is 
  required, not 10 (as normal). Note that this halves the 
  movement rate of the foraging character.  
   
  Once you have figured how far the characters travel 
  each day, be sure to count the days of onset for the 
  twisting blight, and have the characters make Fortitude 
  saves each day or suffer the effects of the disease. 
  Remember that any character succeeding at four 
  Fortitude saves in a row (over four days) shakes off the 
  disease. 
   
  The characters should come across the remains of 
  some of Chekrem’s entourage as the move through the 
  Underdark seeking the hidden valley. The DM is 
  encouraged to make up interesting descriptions of bodies 
  the characters stumble across. Many of the entourage 
  were taken alive or eaten completely so there is nothing 
  to find.  Others died in ways that leave remains. Be 
  creative here. 
   
  Also, the passage is not an underground highway. 
  Centuries of geological activity have made the passage a 
  confusing underground maze and it is inhabited by vast 
  numbers of evil and destructive beings that the 
  characters have no chance to defeat in direct combat. Be 
  sure to describe the characters’ trip as requiring 
  numerous instances of backtracking, hiding, and 
  retreating from dead ends, impassable chambers, and 
  creatures well beyond the capacity of the party to deal 
  with.  You should be creative here as well; the characters 
  should feel outnumbered, lost, in constant danger, and 
  well out of their league (especially low-level PCs).  
   
   
  ENCOUNTER 3: THE 
  HUNTERS 
  Run this encounter early in the travel through the 
  passage, on the second or third day, at any time you see fit 
  (if the characters have some means of traveling extremely 
  fast, just be sure to set this encounter and the next one 
  before the characters have traveled 25 miles and reached 
  a Leraran outpost). The characters pass over the hunting 
  ground of a group of burrowing monsters that burst up 
  behind the party and attack, probably with surprise.  The 
  characters can avoid being surprised with a successful DC 
  15 + APL Listen check. 
   
  APL 2 (EL 3) 
  �Ankheg: hp 28; see Monster Manual. 
   
  APL 4 (EL 6) 
  �Ankhegs (3): hp 28 each; see Monster Manual. 
   
  APL 6 (EL 8) 
  �Ankhegs (6): hp 28 each; see Monster Manual. 
   
  APL 8 (EL 10) 
  �Umber Hulks (3): hp 71 each; see Monster Manual. 
   
  APL 10 (EL 12) 
  �Umber Hulks (6): hp 71 each; see Monster Manual. 
   
  APL 12 (EL 14) 
  �Truly Horrid Umber Hulk: hp 270; see Monster 
  Manual. 
   
  APL 14 (EL 16) 
  �Truly Horrid Umber Hulks (2): hp 270 each; see 
  Monster Manual. 
   
  APL 16 (EL 18) 
  �Truly Horrid Umber Hulks (4): hp 270 each; see 
  Monster Manual. 
   
  Tactics:  These creatures lurk ten feet below the rocky 
  floor of the Passage, and spring out when their 
  tremorsense indicates prey above. Treat this as a charge.  
  The creatures attack from the rear of the party. 
   
  Development:  If all the PCs are flying, or have some 
  other method to defeat tremorsense, then have the 
  creatures burrow out of the rock and take a swipe at any 
  
  Lerara 
   
  Page 8 
  character within reach. If the party bypasses these 
  creatures, award no XP for this encounter. 
   
   
  ENCOUNTER 4: THE TRADERS 
  Run this encounter a day or two before the party reaches 
  the Lerara Suel outpost, which is at 25 miles into the 
  Passage. 
   
  Slowly, a small creature shuffles into view from the passage 
  ahead of you. The creature is probably a goblin, but it has been 
  stripped nearly naked and has grievous wounds over its face 
  and chest. The goblin’s eyes are wide with fear and pain. 
  Looking closer, the wounds appear to spell out some sort of 
  rune… 
   
  At this point, ask for reactions from the players.  It is 
  possible the party just attacks the goblin outright, which 
  causes the derro to attack immediately; go to The Attack, 
  below. 
   
  Any character examining the runes who can read 
  Dwarven can make out the runes. It is an old Dwarven 
  symbol meaning “Trade Proposed.” This goblin, Magabar, 
  is a slave and “signpost” used by a group of derro traders. 
   
  If the characters indicate any sort of desire to trade, 
  then move on to Insane Traders, below. If the characters 
  cast any sort of spell or take any offensive action, the 
  paranoid derro immediately attack. Move on to The 
  Attack, below. 
   
  Insane Traders 
  If the characters seem interested in trade, the derro move 
  into the characters’ sight and offer the wares they have 
  for sale out of leather packs. Most of these goods are not 
  particularly valuable, but quite useful to adventurers. 
  These 
  derro 
  speak 
  Dwarven, 
  Common, 
  and 
  Undercommon. 
   
  Derro are insane, however, and the wrong statement 
  during negotiations may cause them to erupt into 
  combat. Unfortunately, since the derro are insane, it’s 
  hard for the characters to know what the “wrong” thing 
  to say is. Once the characters open trading negotiations, 
  roll on the following chart to see what crazy thing will 
  cause the derro to immediately cease negotiations and 
  attack (move to The Attack, below): 
   
  d6 roll Trigger Condition 
   
  1 
  The characters offer or speak about anything to 
  do with fish or the open ocean. 
  2 
  If the characters offer four of anything. 
  3 
  If 
  any 
  character 
  makes 
  any 
  reference 
  whatsoever to the drow. 
  4 
  The derro are convinced that all the characters 
  emit a horrible smell, and point it out rudely to 
  the characters. If the characters deny this in any 
  way, the derro fly into a rage and attack. 
  5 
  If there isn’t a Small character in the party. 
  6 
  If the characters obviously pull anything out of 
  an extradimensional space that shouldn’t fit in it 
  (like removing a ladder from a bag of holding or a 
  sword from a Heward’s handy haversack). 
   
  Roleplay the derro as canny traders who clearly have no 
  touch with reality; they won’t make bad deals, but they 
  babble and gibber a lot. They have a good idea of what 
  magic items are worth and will not accept less than 
  normal market price. They are willing to either barter 
  items or just sell them for coin or gems. 
   
  Here are the items the derro have for sale, by APL: 
   
  APL 2: silversheen and a wand of light 
  APL 4 (as APL 2 plus): hand of the mage 
  APL 6 (as APL 2-4 plus): potion of cure moderate wounds 
  APL 8 (as APL 2-6 plus): universal solvent 
  APL 10 and 12 (as APL 2-8 plus): sleep arrow 
  APL 14 and 16 (as APL 2-12 plus): boots of striding and 
  springing 
   
  Once trading is concluded, if the derro haven’t attacked, 
  then they leave peacefully. If the characters don’t buy one 
  of the items listed above at this time, be sure to cross it off 
  of the AR (they can’t buy it at the end of the adventure if 
  they didn’t bargain for it now). 
   
  The derro don’t intend to stay in this area for very 
  long, so they won’t be around to bother the townspeople. 
   They’ll admit this if the characters ask.  
   
  If the characters succeed in negotiating peacefully 
  with the derro, whether or not they buy anything, award 
  them full XP for this encounter. 
   
  The Attack 
  It is quite likely that the derro turn on the characters and 
  attack at some point in their negotiations.  If the derro 
  attack from darkness, allow the characters a DC 12 + APL 
  Listen check to act in the surprise round. If the derro 
  suddenly attack during negotiations, allow the characters 
  a DC 12 + APL Sense Motive check to act in the surprise 
  round. 
   
  All APLs  
  �Magabar, Goblin slave: male goblin War5; hp 22 
  (currently 9); see Appendix 1.  
   
  Tactics:  Magabar has no equipment, and flees as soon as 
  possible. If the characters see Magabar flee, be sure to 
  point it out to them, as they’ll probably see Magabar later 
  in the scenario.  Since he takes a double move action, 
  Magabar is probably almost immediately out of sight. 
   
  APL 2 (EL 5) 
  �Derro (2): hp 16 each; see Monster Manual.  Weapons 
  are coated with medium spider venom. 
   
  APL 4 (EL 6) 
  �Derro (3): hp 16 each; see Monster Manual. Weapons are 
  coated with medium spider venom. 
   
  APL 6 (EL 8) 
  �Derro Student: male derro Sor4; hp 48; see Appendix 1. 
  
  Lerara 
   
  Page 9 
  �Derro (2): hp 16 each; see Monster Manual. Weapons are 
  coated with medium spider venom. 
   
  APL 8 (EL 10) 
  �Derro Students (2): male derro Sor4; hp 48 each; see 
  Appendix 1. 
  �Derro (4): hp 16 each; see Monster Manual. Weapons are 
  coated with medium spider venom. 
   
  APL 10 (EL 12) 
  �Derro Savant: male derro Sor6; hp 59; see Appendix 1. 
  �Derro Students (2): male derro Sor4; hp 48 each; see 
  Appendix 1. 
  �Derro Rogues (2): male derro Rog4; hp 52 each; see 
  Appendix 1. 
   
  APL 12 (EL 14) 
  �Derro Greater Savant: male derro Sor8; hp 70; see 
  Appendix 1. 
  �Derro Students (2): male derro Sor4; hp 48 each; see 
  Appendix 1. 
  �Derro Rogues (6): male derro Rog4; hp 52 each; see 
  Appendix 1. 
   
  APL 14 (EL 16) 
  �Derro Master Savant: male derro Sor10; hp 81 
  (currently 97 from false life); see Appendix 1. 
  �Derro Greater Savants (2): male derro Sor8; hp 70 each; 
  see Appendix 1. 
  �Derro Sneaks (3): male derro Rog7; hp 72 each; see 
  Appendix 1. 
   
  APL 16 (EL 18) 
  �Derro Master Savant: male derro Sor10; hp 81 
  (currently 97 from false life); see Appendix 1. 
  �Derro Greater Savants (2): male derro Sor8; hp 70 each; 
  see Appendix 1. 
  �Derro Assassins (3): male derro Rog11; hp 98 each; see 
  Appendix 1. 
   
  Tactics: The derro spellcasters enjoy blinding and 
  incapacitating their foes so the other derro can sneak 
  attack them. The derro know enough to target creatures 
  that are susceptible to their sneak attacks whenever 
  possible, and maneuver into flanking whenever 
  convenient. At APL 14 and 16, the greater savants will 
  delay their spells until the master savant uses mind fog. 
   
  Development:  If the characters are traveling 
  without a light source of any kind, then the derro 
  stumble upon them just as they stumble upon the derro. 
  Paranoid, the derro immediately attack.  Roll for 
  initiative normally. As soon as he can, Magabar flees 
  down the Passage away from his captors. 
   
  Treasure:  In addition to the items they use in 
  combat, the derro have a leather bag with all of the items 
  listed for trade above.  
   
  APL 2: L: 50 gp; C: 0; M: silversheen, 21 gp per 
  character; wand of light, 31 gp per character. 
   
  APL 4: L: 75 gp; C: 0; M: silversheen, 21 gp per 
  character; wand of light, 31 gp per character; hand of the 
  mage, 75 gp per character. 
   
  APL 6: L: 98 gp; C: 0; M: silversheen, 21 gp per 
  character; wand of light, 31 gp per character; hand of the 
  mage, 75 gp per character; bracers of armor +1, 83 gp per 
  character; potion of cure moderate wounds, 25 gp per 
  character. 
   
  APL 8: L: 196 gp; C: 0; M: silversheen, 21 gp per 
  character; wand of light, 31 gp per character; hand of the 
  mage, 75 gp per character; universal solvent, 4 gp per 
  character; bracers of armor +1 (2), 83 gp per character each; 
  potion of cure moderate wounds (2), 25 gp per character each. 
   
  APL 10: L: 266 gp; C: 0; M: silversheen, 21 gp per 
  character; wand of light, 31 gp per character; hand of the 
  mage, 75 gp per character; universal solvent, 4 gp per 
  character; sleep arrow, 11 gp per character; bracers of armor 
  +1 (3), 83 gp per character each; potion of cure moderate 
  wounds (5), 25 gp per character each. 
   
  APL 12: L: 510 gp; C: 0; M: silversheen, 21 gp per 
  character; wand of light, 31 gp per character; hand of the 
  mage, 75 gp per character; universal solvent, 4 gp per 
  character; sleep arrow, 11 gp per character; bracers of armor 
  +1 (3), 83 gp per character each; potion of cure moderate 
  wounds (9), 25 gp per character each. 
   
  APL 14: L: 211 gp; C: 0; M: silversheen, 21 gp per 
  character; wand of light, 31 gp per character; hand of the 
  mage, 75 gp per character; universal solvent, 4 gp per 
  character; sleep arrow, 11 gp per character; boots of striding 
  and springing, 458 gp per character; bracers of armor +1 (3), 
  83 gp per character each; potion of cure moderate wounds (6), 
  25 gp per character each; cloak of charisma +2, 333 gp per 
  character; +1 short sword (3), 193 gp per character each; +1 
  buckler (3), 97 gp per character each; +1 studded leather (3), 
  98 gp per character each; gloves of dexterity +2 (3), 333 gp 
  per character each. 
   
  APL 16: L: 211 gp; C: 0; M: silversheen, 21 gp per 
  character; wand of light, 31 gp per character; hand of the 
  mage, 75 gp per character; universal solvent, 4 gp per 
  character; sleep arrow, 11 gp per character; boots of striding 
  and springing, 458 gp per character; bracers of armor +1 (3), 
  83 gp per character each; potion of cure moderate wounds (6), 
  25 gp per character each; cloak of charisma +2, 333 gp per 
  character; +1 short sword (3), 193 gp per character each; +2 
  buckler (3), 347 gp per character each; +2 chain shirt (3), 
  354 gp per character each; gloves of dexterity +2 (3), 333 gp 
  per character each; ring of protection +1 (3), 167 gp per 
  character each. 
   
   
  ENCOUNTER 5: THE 
  GOVERNOR 
  Once the characters have traveled 25 miles down the 
  Passage of Slerotin, they encounter an outpost to the 
  realm of the Lerara Suel. Read the following: 
   
  Your eyes are so accustomed to the oppressive darkness around 
  you that you don’t immediately notice the light. At first, it 
  
  Lerara 
   
  Page 10 
  seems that there are torches waving very far away down the 
  Passage, but then you realize that these lights are coming from 
  fungi stuck against walls or carried by individuals. 
   
  Illuminated in their light are spectral forms of humans. 
  The have skin so pale you can see dark blue veins beneath the 
  surface, and hair the color of snow. The four figures raise crude 
  weapons in an attempt to keep you back. 
   
  (If the characters are traveling with a light source 
  brighter than a candle, add: They squint in your light, clearly 
  unaccustomed to the brightness) 
   
  Behind the pale men, you can see many other light 
  sources, almost all created by various glowing fungi. This 
  encampment of underground men—whoever they are—fills 
  the entire Passage here. One of the figures speaks to you. 
   
  If there are humans visible in the party, the guard speaks 
  in Ancient Suel: “Brothers from the Sunlit World, halt 
  and state your business.” If there are no humans visible 
  (or no one in the party appears to speak Ancient Suel), 
  they say in plain Common:  “Stop where you are. You 
  cannot enter the lands of the Lerara Suel.” 
   
  These two guards are keeping a watch for dangerous 
  creatures, and are initially suspicious of the party.  
  Among the Lerara Suel guard duty is a very hazardous 
  occupation.  The characters have, in fact, stumbled across 
  a Leraran outpost at the edge of their territory.  And they 
  are lucky, because the Lerarans often simply overwhelm 
  visitors for later sacrifice. 
   
  These four warriors wear armor crafted from the 
  tough hide of giant millipedes (treat as dragonhide 
  armor) and carry spears. 
   
  If the characters give any plausible reason for being 
  here, the four figures confer among themselves, and tell 
  the characters that they must see Governor Jareel 
  Steeltongue, leader of the Lerara Suel. The guards won’t 
  answer any questions with more than one- or two-word 
  answers. 
   
  All APLs (EL 4) 
  �Lerara Suel Guards (4): male human War2; hp 11 each; 
  see Appendix 1. 
   
  If the characters agree to meet with the governor, the 
  guards insist that the characters surrender all of their 
  weapons. If they do not, one of the guards leaves to 
  inform Governor Jareel that recalcitrant visitors are here 
  to see him.  The governor sends word that they are to be 
  sent to him whether they relinquish their weapons or 
  not. 
   
  Once the PCs are approved, two guards take them 
  through this outpost of the Lerara Suel and further 
  onward to a large settlement a few miles further down:  
   
  The Passage of Slerotin is home to a much larger group of 
  humans than its appearance would indicate.  In the soft, low 
  lights you are led past hundreds of people; perhaps thousands. 
  Many are families, others train with weapons or horse-size 
  millipedes, and a few are trying to divert an underground river 
  to irrigate a shallow cave full of tough-looking weeds.  All these 
  people live in the near-absolute darkness and near-absolute 
  silence of the passage. 
   
  After a half hour of walking, you are directed down one of 
  the many smaller side tunnels that branch out of the Passage of 
  Slerotin. The guards wait outside the entrance to the tunnel. 
  From inside, you hear a smooth voice say, “Come in, visitors 
  from the Sunlit World.” 
   
  This side passage that extends back about fifty feet before 
  ending.  This is the “regional office” of Governor Jareel 
  Steeltongue, a stern-looking Suel man with a thin beard 
  and expensive-looking jewelry. He has several rocks here 
  carved to be comfortable to sit on, and he invites the 
  characters to sit. Governor Jareel remains standing. 
   
  The Governor asks what brings the characters to the 
  lands of his people. When he hears of their mission, he 
  seems thoughtful. 
   
  “We have been known, from time to time, to offer safe passage 
  to travelers, but never without payment, and only when we’re 
  feeling generous. Yes, perhaps this meeting is a fortunate one. 
  You need to pass through some of our territory, and we need 
  your wealth to enrich our poor people and defend ourselves 
  from the hazards of our realm.” 
   
  Jareel is excited at the opportunity to enrich his people. 
  He initially asks for money and goods equal to 500 gp 
  times the APL. He is interested in money, weapons, 
  armor, or magic items. Basically, anything the characters 
  have to offer. Governor Jareel drives a hard bargain, and 
  agrees to no less than 200 gp per APL. If the characters 
  claim that they don’t have enough, he points out their 
  valuable equipment. He is willing to take the armor right 
  off of their backs. If the characters argue that they need 
  their equipment, Jareel points out that they won’t need it 
  when under protection of the Lerara Suel. Furthermore, 
  he adds that they can obtain more weapons and armor 
  from the surface, where the Lerara Suel have no such 
  contacts.  Make the characters really squirm about the 
  amount they have to pay. 
   
  If the characters absolutely refuse to pay, he has 
  them escorted away, and invites the characters to return 
  to him once they’ve changed their minds. The guards 
  escort the characters to the point the characters first met 
  them (they don’t escort the characters to the other side of 
  the Lerara village under any circumstances; they don’t 
  want to anger the governor). Governor Jareel then triples 
  the guard at the characters’ end of the passage (to 12 
  guards).   
   
  If the characters agree to pay, even to pay later, 
  Governor Jareel seems satisfied with the deal. He bows to 
  them to formalize the deal, and then invites the 
  characters to take a walk with him (to meet Meklot). If 
  the characters pay up front, the Governor gives the 
  payment to an assistant. The characters won’t ever see it 
  again. Go on to Encounter 6. 
   
  As part of the agreement, Governor Jareel offers the 
  characters directions to the passage to the hidden valley 
  (if they share the fact they seek it).  This passage only 
  
  Lerara 
   
  Page 11 
  recently became passable during one of the frequent, of 
  late, tremors in this region. 
   
  If the characters think to ask about Chekrem, they 
  can ascertain that no Lerara Suel granted Chekrem 
  passage, but Jareel admits that he may have passed 
  through the village unnoticed.  
   
  What’s Really Going On: In truth, Governor Jareel is 
  making a dangerous gamble. He’s hoping that the 
  characters won’t like the swaggering, belligerent Meklot 
  once they meet him, and things will escalate to violence. 
  Jareel hopes the characters will destroy his influential 
  rival. 
   
  All APLs (EL 4) 
  �Governor Jareel Steeltongue: male human Ari7; hp 45; 
  see Appendix 1. 
   
  The Hard Way: Some parties may just attack the Lerara 
  guards out of paranoia or bloodlust. This doesn’t have to 
  derail the entire adventure—just as the characters are 
  defeating the guards (which is particularly easy at higher 
  APLs), a larger force of guards shows up. The characters 
  are given a chance to parley; if they do, bring them before 
  the governor and give them a chance to convince him the 
  attack on the guards was a misunderstanding. If they 
  don’t, they can either flee or fight. If captured, they are 
  brought before Governor Jareel Steeltongue who, after 
  interrogating them, attempts to recruit them to slay his 
  rival, Meklot Favored-Son. 
   
   
  ENCOUNTER 6: THE RITUAL 
  Jareel takes the visitors through the Lerara village once 
  more, and explains that before a decision that so strongly 
  affects the lives of the Lerara Suel can be finally 
  approved, it has to be presented to a high priest of the 
  Lerara Suel. If the characters relinquished their weapons 
  before, Governor Jareel has them returned. 
   
  If asked about the deity Lerara priests revere, Jareel 
  explains that the Lerara were abandoned long ago by all 
  the gods they once knew, but they have found a new 
  protector to worship.  He does not provide the characters 
  with any additional information beyond that answer and 
  the name of the being they worship, the Mother. This 
  creature is called the Mother, and even Jareel speaks in 
  hushed, reverent tones when discussing the Mother.  
  Like all Lerara, he fears the wrath of the Mother falling 
  upon his people, and finds regular ritual sacrifice 
  unpleasant but absolutely necessary. No Lerara, including 
  Jareel, lets the characters near the Chambers of the 
  Mother, or tells the characters how to find the Chambers 
  of the Mother. No Lerara will provide the characters with 
  more information than the name of the being they 
  worship and the fact that they do all they can to keep that 
  being happy. 
   
  If asked about the “high priest,” Jareel explains that 
  the most powerful and influential priest in decades is 
  Meklot Favored-Son. Unlike many of the priests, Meklot 
  can cast powerful spells to help the Lerara, and so he’s 
  very popular among the Lerara Suel. They think he has 
  been given his powers by the Mother.  
   
  Governor Jareel doesn’t like Meklot at all. Make it 
  clear when answering questions about Meklot that 
  Governor Jareel finds Meklot a dangerous, vain 
  demagogue. Jareel considers Meklot a dangerous rival, 
  but he can’t freely say so in front of the other Lerara Suel. 
   
  After half a day of travel, Governor Jareel leads the 
  characters into the ritual chamber. Read: 
   
  Governor Jareel leads you down a short side passage and into a 
  large, natural chamber. Dozens of the ghostly Lerara Suel 
  crowd around the edges of the room, transfixed by the spectacle 
  at the far side of the cavern. 
   
  A low, blocky, stone altar covered with crusted blood 
  squats at the far end of the room. Directly in front of it, just 
  large enough for a man to fit, through, is a hole leading down 
  into blackness. Disgusting squelching noises and a sense of 
  malignant evil radiate from the pit. 
   
  Behind the altar, a stone dagger raised above his head, is a 
  Lerara Suel wearing armor made from the carapace of some 
  large insect.  His face is haggard, wide, and covered with ugly 
  scars. His armor is painted with spirals, squiggles, and other 
  intricate mystical runes.  After a pause, he continues speaking 
  in a hoarse voice, and you realize you have come in the middle 
  of a lengthy ritual of some sort.  
   
  This leader is Meklot Favored-Son, and he is 
  speaking in Ancient Suel. If any of the characters 
  understand that language, he is imploring the Mother for 
  protection and asking for the Mother to receive the 
  sacrifices he is about to give. 
   
  The ritual sacrifices being made are of beings “not 
  powerful” enough to be worth feeding to the Mother 
  directly. They are simply offerings in her name. This is a 
  practice that Meklot began recently and one not all the 
  Lerara are comfortable with. It is a false practice as the 
  Mother only cares about the direct sacrifices made to her 
  to feed on. 
   
  The victim of the offering is the goblin Magabar, if 
  he escaped Encounter 4 intact. If Magabar manages to 
  flee Encounter 4, go to Ritual: If Magabar Fled, below.  If 
  not, then go to Ritual: If Magabar Didn’t Flee, below. 
   
  Ritual: If Magabar Fled 
  If Magabar, the rune-carved goblin from Encounter 4, 
  fled that encounter the Lerara Suel has captured him 
  before the characters arrived.  Read: 
   
  The priest walks slowly and carefully out to the crowd, and the 
  Lerara Suel hand out a small, weakly struggling figure. This 
  goblin has runes carved onto its face and chest; in fact, it’s the 
  same goblin “signpost” the derro used days ago. 
   
  Meklot returns the sacrificial victim to the altar where it 
  lies shuddering in fear. Meklot raises his dagger high… 
   
  Wait for any input from the characters at this point. If 
  they attack or cast spells, move to Encounter 7 
  immediately.  If they cry out, move to The Debate, below. 
  If they do nothing, read on: 
   
  
  Lerara 
   
  Page 12 
  Meklot plunges the dagger down into the goblin, and it lies 
  still. With a grin of satisfaction, Meklot pushes the body into 
  the pit on the other side of the altar, and the goblin’s body 
  disappears into blackness. 
   
  This sacrifice empowers Meklot if he is high enough 
  level to benefit from the sacrifice or major sacrifice 
  abilities of his prestige class. 
   
  Ritual: If Magabar Didn’t Flee: Without any handy 
  outsiders, Meklot has to sacrifice one of the Lerara Suel 
  instead (a 5th-level commoner). Read: 
   
  The priest walks slowly and carefully out to the crowd, and the 
  Lerara Suel push forward weakly struggling figure. This Lerara 
  Suel looks small and sick, and shakes with terror. 
   
  Meklot leads the sacrificial victim to the altar where he 
  lies shuddering in fear. Meklot raises his dagger high… 
   
  Wait for any input from the characters at this point. If 
  they attack or cast spells, move to Encounter 7 
  immediately. If they cry out, move to The Debate, below. 
   If they do nothing, read on: 
   
  Meklot plunges the dagger down into the Suel man, and he lies 
  still. With a grin of satisfaction, Meklot pushes the body into 
  the pit on the other side of the altar, and the man’s body 
  disappears into blackness. 
   
  This sacrifice empowers Meklot if he is high enough 
  level to benefit from the sacrifice or major sacrifice 
  abilities of his prestige class. However, since he has 
  sacrificed one of his own followers, Meklot must succeed 
  at an immediate Diplomacy check (DC 20) or the 
  sentiment of the Lerara Suel turns against him. If this 
  happens, Meklot lashes out at any outsiders he sees—the 
  characters.  Move right to Encounter 7. 
   
  The Debate: If at any time any characters call a halt 
  to the ritual, or speak out against sacrifice, or anything of 
  that sort, the ritual ceases immediately. Meklot listens to 
  what the characters have to say with a smirk of disgust. 
  He then argues on behalf of the bloody rituals, citing: 
  • 
  The protections of the Mother keep the Lerara alive 
  in this harsh and inhospitable land (although, if 
  pressed, Meklot can’t actually say how). 
  • 
  The Mother’s wrath could destroy all of the Lerara, 
  and regular ritual sacrifice placates it (which Meklot 
  knows is only partly true as the Mother only desires 
  direct sacrifice of living victims for Her to feed on, 
  and he couldn’t say how exactly the Mother would 
  destroy them). 
  • 
  Meklot is the best at performing the sacrifices 
  (which isn’t true, either, but Meklot likes to think 
  so—if asked, Jareel will snort and say this isn’t so). 
   
  The Lerara Suel present listen very carefully as these 
  arguments go back and forth. They wait anxiously to see 
  who will come out on top of this debate. 
   
  When the characters have argued against Meklot’s 
  rituals as best they can, have Meklot and the characters 
  make opposed Diplomacy checks. The characters may 
  coordinate with each other, and feel free to grant a  DM’s 
  best friend bonus (up to +2) for good roleplaying. They 
  cannot take a 10 or 20 on this check. 
   
  If the characters succeed, the Lerara, while 
  disagreeing with the thought of ending all sacrifice to the 
  Mother, nod knowingly at what the characters have to 
  say, and reconsider the ritual slaughter of outsiders that 
  Meklot has introduced. The players have earned the favor 
  of the Lerara Suel (see Encounter 8). Meklot, enraged at 
  his loss, immediately attacks the characters. Roll for 
  initiative and move right into Encounter 7. 
   
  If the characters fail, the Lerara all nod knowingly at 
  what Meklot has to say, and glare hatefully at the 
  characters.  The characters have not earned the favor of 
  the Lerara Suel (see Encounter 8). Meklot, gloating with 
  his victory, declares that they all will be used to feed the 
  Mother, and he attacks them. Roll for initiative and move 
  right into Encounter 7. 
   
  If the Characters Do Nothing: Some parties may 
  restrain themselves so much that Meklot’s ritual sacrifice 
  goes off without a hitch. In that case read: 
   
  After the sacrifice, the priest shouts over to Jareel and your 
  group.  “Esteemed governor, you have brought outsiders to foul 
  our sacred rites.” 
   
  “They have a boon to ask of the Lerara.” Governor Jareel 
  returns evenly. “I have approved their request, but I felt 
  it…prudent to ask for the approval of Meklot Favored-Son as 
  well.” 
   
  “If one of them is offered as sacrifice, I will approve their 
  request,” says Meklot Favored-Son, looking casually at his 
  bloody dagger. 
   
  Governor Jareel seems surprised.  “But…but…you don’t 
  even know what they are requesting of our people!” 
   
  “It matters not to me, and it matters not to the Mother,” 
  barks Meklot in quick reply. “If one of them will be sacrificed, 
  then I agree to whatever agreement you have reached with 
  them.” 
   
  Jareel turns to you and whispers in a low voice, “I don’t 
  trust him. He won’t stop until all of you have been sacrificed, 
  and what will your diseased countrymen do then? If this 
  demagogue Meklot were destroyed, we would not need his 
  approval at all…” 
   
  Jareel hopes to goad the characters into fighting Meklot. 
  If they do, move to Encounter 7. 
   
  However, Meklot is as good as his word.  If one of 
  the characters (Meklot insists the sacrifice must be a 
  humanoid) agrees to be sacrificed to the Mother, then 
  Meklot leads him or her to the altar.  Meklot leads the 
  victim around the spike stones, if they are present. Once 
  the victim is on the altar, Meklot performs a coup de 
  grace with his dagger until the victim dies and then 
  pushes the body into the pit. Then Meklot approves the 
  Governor’s plan and ends the ritual. The remaining 
  characters are free to pass though the Lerara village 
  unhindered.  Go on to Encounter 8 in this instance, and 
  award no XP for defeating Meklot Favored-Son. 
  
  Lerara 
   
  Page 13 
   
  If things get this far, however, the other characters 
  are likely to leap into action. If they speak out about the 
  evils of sacrifice or against Meklot Favored-Son, go to The 
  Debate, above. If they attack, go to Encounter 7. 
   
  Much Too Curious: If any player wants his character 
  to enter the pit, reiterate that waves of malevolence 
  emanating from the pit—which leads to passageways to a 
  chamber that houses a creature the Lerara worship as a 
  god—and offer a chance to reconsider. Any character 
  entering the pit discovers that the emanations of evil 
  become even stronger the further down the pit he 
  progresses. By the time the character reaches the bottom 
  of the pit these emanations become so strong that the 
  character are unable to progress further—the evil here is 
  actually palpable and blocks any further progress. 
   
   
  ENCOUNTER 7: THE 
  DEMAGOGUE 
  Almost certainly the characters must combat Meklot 
  Favored-Son; either they will initiate an attack on him, or 
  he will denounce them for dangerous heretics and 
  initiate combat himself. 
   
  Meklot is prepared for attack, and has precast a few 
  spells in his ritual area. He precasts these spells before 
  every ritual, but these preparations will also serve him 
  well in his combat against the characters. 
   
  At APL 6 and above, Meklot’s ritual sacrifice (if he 
  was able to complete it) adds +2 to his caster level for all 
  spells. At APL 10 and above, this adds +4 to his caster 
  level instead of +2. See the sacrifice and major sacrifice 
  abilities of the Bane of Infidels prestige class in Appendix 
  2 for more information. 
   
  At APL 8 and above, all of Meklot’s spells are 
  memorized with the Sanctum Spell feat, so they all count 
  as one level higher than they normally are (for example, 
  his flaming sphere counts as a 3rd-level spell for the 
  purpose of calculating save DCs). 
   
  Although Meklot Favored-Son is a druid, he won’t 
  use his wild shape form in front of his followers unless 
  absolutely necessary. The armor he wears is made from 
  the carapace of giant millipedes, and functions just as 
  dragonhide armor (which means druids may freely wear 
  it).  Also, there is insufficient vegetation in the ritual 
  chamber for spells like entangle and plant growth, so 
  Meklot doesn’t use them. Spells that create vegetation, 
  like wall of thorns, work in the ritual chamber (but will 
  probably have to be at a much smaller area of effect than 
  usual for the spell). 
   
  Meklot avoids targeting the Lerara Suel in this 
  chamber, but if he must attack them in order to 
  reasonably attack a troublesome character, he does so. 
  Each time Meklot damages any of the Lerara Suel in his 
  fight against the characters, he must make an immediate 
  DC 12 + APL Diplomacy check to appease his people or 
  the sentiment of the Lerara Suel turns against him (see 
  Encounter 8).  He cannot take 10 or 20 on this check. 
   
  Once Meklot begins combat, he fights to the death. 
  He accepts surrender, but only to trick the characters.  
  Later, he sacrifices them to the Mother. 
   
  APL 2 (EL 4) 
  �Meklot Favored-Son: male human Ftr1/Drd3; hp 29; 
  see Appendix 1. 
  �Advanced dire rat companion: hp 18; see Appendix 1. 
   
  Tactics: Meklot casts shillelagh and rushes into combat. If 
  he gets a chance, he casts flaming sphere, and move it from 
  target to target with his move action each round, while 
  fighting with his shillelagh.  He casts obscuring mist to give 
  himself protection from spellcasters and archers, if 
  needed.  Meklot’s dire rat companion does its best to 
  flank with him.  
   
  APL 4 (EL 6) 
  �Meklot Favored-Son: male human Ftr1/Drd5; hp 41; 
  see Appendix 1. 
  �Dire bat companion: hp 30, see Monster Manual. 
   
  Tactics: Meklot casts obscuring mist to buy some time 
  while he prepares for combat.  He then casts bear’s 
  endurance, resist energy (fire, unless the characters have 
  already used another type against him), and shillelagh. He 
  then enters melee with whichever character is closest. 
  On obviously weak-looking characters, he casts poison. 
  His dire bat companion uses its blindsense to attack 
  characters that Meklot can’t see.  
   
  APL 6 (EL 8) 
  �Meklot Favored-Son: male human Ftr1/Drd5/Bane of 
  Infidels 2; hp 53; see Appendix 1. 
  �Dire bat companion: hp 30, see Monster Manual. 
   
  Tactics: At this APL, Meklot waits for the characters to 
  come to him before engaging in melee.  First round: cast 
  flame strike on any characters clustered together. Second 
  round: cast sleet storm to try to split the characters up and 
  block lines of sight. Third and later rounds: if necessary, 
  cast obscuring mist for cover, and then cast bear’s endurance, 
  resist energy (fire, unless the characters have already used 
  another type against him), and shillelagh. He then enters 
  melee with whichever character is closest. On obviously 
  weak-looking characters, he casts poison. His dire bat 
  companion uses its blindsense to attack characters that 
  Meklot can’t see. 
   
  APL 8 (EL 10) 
  �Meklot Favored-Son: male human Ftr1/Drd5/Bane of 
  Infidels 4; hp 65; see Appendix 1. 
  �Dire bat companion: hp 30, see Monster Manual. 
   
  Tactics: At this APL, Meklot slows the characters down 
  and divides them up as much as possible, hopefully so 
  that he can engage the characters in melee one-on-one. 
  First round: cast wall of thorns on as many characters as 
  possible. Second and later rounds: while the characters push 
  
  Lerara 
   
  Page 14 
  their way through the wall of thorns, prepare for them by 
  casting bear’s endurance, resist energy (fire, unless the 
  characters have already used another type against him), 
  and shillelagh. If needed, cast sleet storm or flame strike to 
  buy more time. Then Meklot advances into melee.  On 
  obviously weak-looking characters, he casts poison.  His 
  dire bat companion uses its blindsense to attack 
  characters that Meklot can’t see. 
   
  APL 10 (EL 12) 
  �Meklot Favored-Son: male human Ftr1/Drd5/Bane of 
  Infidels 6; hp 77; see Appendix 1. 
  �Dire bat companion: hp 30, see Monster Manual. 
   
  Tactics: At this APL, Meklot only enters melee if 
  absolutely necessary. First round: Use wall of thorns on as 
  many characters as possible. Second round: On any 
  character that escaped the wall of thorns, either use wicker 
  man or throw the fire seed at him. Third and later rounds: if 
  not directly threatened, take the opportunity to cast bear’s 
  endurance and resist energy. If directly threatened, use flame 
  strike (if the characters are clustered together) or call 
  lightning storm (if facing only one character).  Meklot’s 
  dire bat companion uses its blindsense to attack 
  characters that Meklot clearly can’t see. 
   
  APL 12 (EL 14) 
  �Meklot Favored-Son: male human Ftr1/Drd5/Bane of 
  Infidels 8; hp 89; see Appendix 1. 
  �Dire bat companion: hp 30, see Monster Manual. 
   
  Tactics: At this APL, Meklot only enters melee if 
  absolutely necessary. First round: Use fire storm on as many 
  characters as possible. Second round: Use wall of thorns to 
  trap as many characters as possible. Third round: On any 
  characters that escaped the wall of thorns, either use wicker 
  man or throw the fire seed at one of them.  Fourth and later 
  rounds: ignite characters in the wicker man by using 
  bonfire. If not directly threatened, take the opportunity to 
  cast bear’s endurance and resist energy. If directly 
  threatened, use flame strike (if the characters are clustered 
  together) or call lightning storm (if facing only one 
  character). Meklot’s dire bat companion uses its 
  blindsense to attack characters that Meklot clearly can’t 
  see. 
   
  APL 14 (EL 16) 
  �Meklot Favored-Son: male human Ftr1/Drd5/Bane of 
  Infidels 10; hp 89; see Appendix 1. 
  �Dire bat companion: hp 30, see Monster Manual. 
   
  Tactics:  At this APL, Meklot seeks to do as much damage 
  as possible to the outsiders as quickly as possible. First 
  round: He casts fire storm followed by a quickened flame 
  strike. Second round: Meklot throws his fire seed at any 
  character that evaded damage from his first two spells. 
  Third and later rounds: Use the rest of his spells and 
  powers to the best of his ability, primarily wall of thorns to 
  keep the party separated and incapacitated. Meklot’s dire 
  bat companion uses its blindsense to attack characters 
  that Meklot clearly can’t see. 
   
  APL 16 (EL 18) 
  �Meklot Favored-Son: male human Ftr1/Drd7/Bane of 
  Infidels 10; hp 89; see Appendix 1. 
  �Advanced dire bat companion: hp 48, see Appendix 1. 
   
  Tactics:  At this APL, Meklot seeks to do as much damage 
  as possible to the outsiders as quickly as possible. First 
  round: If the characters are clustered together, he delivers 
  a maximized flame strike followed by a quickened flame 
  strike. Otherwise, he’ll use his empowered fire storm 
  followed by a quickened flame strike. Second round: Meklot 
  uses the most powerful fire storm he has left, and another 
  quickened flame strike.  Third and later rounds: Meklot will 
  hurl his fire seed at any character that evaded damage from 
  his previous spells, or use empowered poison on them if 
  they are close at hand. Use the rest of his spells and 
  powers to the best of his ability. Meklot’s dire bat 
  companion uses its blindsense to attack characters that 
  Meklot clearly can’t see. 
   
  The Last Chance: If the characters had earned the favor 
  of the Lerara Suel before now, then the Lerara are pleased 
  to see their demagogue defeated. Move on to Encounter 
  8. 
   
  If the characters did not earn the favor of the Lerara 
  Suel, then the Lerara look at them with outright hostility, 
  but don’t attack such clearly powerful outsiders. If the 
  characters want to make one more impassioned speech 
  about the evils of sacrifice and why it’s a good thing that 
  Meklot is dead, they can now earn favor of the Lerara 
  Suel with an impassioned speech and a successful DC 20 
  + APL Diplomacy check. They cannot take a 10 or 20 on 
  this check. Whether or not they succeed, move on to 
  Encounter 8. 
   
  Don’t invite the players to take this last chance to 
  earn the favor of the Lerara Suel; if they don’t bring up 
  wanting to sway the sentiment after Meklot is defeated, 
  and then just move on to Encounter 8. 
   
  Treasure: The following treasure can be recovered 
  after Meklot is slain: 
   
  APL 2: L: 326 gp; C: 0; M: 0. 
   
  APL 4: L: 326 gp; C: 0; M: cloak of resistance +1, 83 gp 
  per character. 
   
  APL 6: L: 326 gp; C: 0; M: cloak of resistance +1, 83 gp 
  per character; periapt of wisdom +2, 333 gp per character. 
   
  APL 8: L: 326 gp; C: 0; M: cloak of resistance +1, 83 gp 
  per character; periapt of wisdom +2, 333 gp per character. 
   
  APL 10: L: 51 gp; C: 0; M: cloak of resistance +2, 333 gp 
  per character; periapt of wisdom +2, 333 gp per character; +2 
  dragonhide full plate, 608 gp per character. 
   
  APL 12: L: 51 gp; C: 0; M: cloak of resistance +2, 333 gp 
  per character; periapt of wisdom +4, 1,333 gp per character; 
  +2 dragonhide full plate, 608 gp per character. 
   
  APL 14: L: 51 gp; C: 0; M: cloak of resistance +2, 333 gp 
  per character; periapt of wisdom +4, 1,333 gp per character; 
  +2 dragonhide full plate, 608 gp per character. 
  
  Lerara 
   
  Page 15 
   
  APL 16: L: 51 gp; C: 0; M: cloak of resistance +2, 333 gp 
  per character; periapt of wisdom +6, 3,000 gp per character; 
  +2 dragonhide full plate, 608 gp per character. 
   
   
  ENCOUNTER 8: THE FINAL 
  RUN 
  There are no more encounters between the Lerara Suel 
  village and the hidden valley, although you’re welcome to 
  make the players sweat by calling for occasional Spot or 
  Listen checks.  
   
  More importantly, you should have them make 
  Fortitude saves if they are still infected with the Twisting 
  Blight, and track how many days of travel remain before 
  the characters reach the hidden valley, 30 miles past the 
  Lerara encampment. 
   
  If the characters have earned the favor of the Lerara 
  Suel, then the Lerara are very helpful.  They provide giant 
  millipede mounts and drivers.  Each giant millipede can 
  comfortably carry about half a dozen Medium characters, 
  and they travel at 18 miles per day (speed of 40 feet, climb 
  speed of 40 feet). The Lerara have enough of these beasts 
  to carry all the characters. 
   
  If the characters have not earned the favor of the 
  Lerara Suel, they still enjoy the thanks of Governor Jareel 
  Steeltongue for eliminating Meklot Favored-Son. The 
  Governor commands his people to let the past the lands 
  of the Lerara Suel. Since Meklot is out of the way, the 
  Governor’s wishes are unopposed. As the characters pass, 
  the Lerara Suel look out at them from their side passage, 
  ghost-like, glaring at them with undisguised hatred. The 
  characters have to make the last 30 miles on their own. 
   
  Recall that any characters reduced to a Charisma of 0 
  by the Twisting Blight are unconscious and begin 
  starving to death. Some characters may have carry their 
  companions, or consider leaving their companions 
  behind. Subsequent adventurers sent by the citizens of 
  Dark Gate will recover any unconscious characters 
  abandoned by their comrades. These characters will 
  recover, healed of the Twisted Blight, in Dark Gate. They 
  only gain XP and treasure up to the point where they 
  dropped to 0 Charisma.  
   
  CONCLUSION 
  The side passage becomes noticeably warmer about a 
  mile before its end in a warm hidden valley in the midst 
  of the Hellfurnaces. The characters can see the reflected 
  sunlight long before they surface. 
   
  A warm wind whips your clothing as you look out upon a 
  warm hidden valley nestled within the Hellfurnaces.  The 
  valley contains a variety of plant life and a large aboveground 
  tomb.   
   
  If the characters search amongst the vegetation, a 
  successful DC 18 Search check reveals a large cluster of 
  brownish plants hidden in the shelter of a large boulder. 
  There are also tracks that Chekrem left when he was here 
  months ago. They can be found on a successful DC 
  30+APL Survival check. The tracks lead to the brownish 
  plants, as well. 
   
  If picked, these plants have heavy roots under the 
  soil. They look like some sort of sweet potato. The roots 
  detect as magical (of no particular school), but the magic 
  begins fading after the roots are plucked from the soil. 
   
  Preparing a paste to treat the Twisting Blight is fairly 
  easy (DC 10 Heal or Profession (herbalist) check). Once 
  administered (requiring another DC 10 Heal or 
  Profession (herbalist) check), the victim immediately 
  regains all Charisma lost to the Twisting Blight and is 
  cured of the disease. The cure must be administered 
  within an hour of digging up the root, or the cure is 
  ineffective. 
   
  The characters may be anxious to explore the tomb.  
  Anyone who can read Ancient Suloise (or who makes a 
  successful Decipher Script check [DC 20]) can tell that 
  this tomb predates the Rain of Colorless Fire and hasn’t 
  been disturbed in centuries. If they open the tomb, have 
  them make Spot and Listen checks, despite the fact that 
  nothing of danger resides here. The tomb is warded by 
  powerful, long forgotten magic that prevents divination 
  spells from locating it or functioning within it. The magic 
  also blocks anyone from teleporting here (or arriving 
  here through similar magic) except as below. The tomb is 
  empty (it appears it may have been robbed many 
  centuries ago) except for a single, clearly marked circular 
  area in the back of the tomb. Anyone passing into this 
  circle activates a teleportation circle to a ruin within the Sea 
  of Dust. The characters could use a similar circle there to 
  return to this valley.  The characters may not explore the 
  ruin in question at this time (remind them the urgency of 
  their current task), but will have the opportunity to do so 
  at Winter Fantasy 2004, if they attend. 
   
  The End 
   
  
  Lerara 
   
  Page 16 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign experience 
  award.  Award the total value (objectives plus roleplaying) 
  to each character. 
   
  Encounter 3:  The Hunters 
  Defeat the burrowing monsters 
   
   
  APL 2 
   
   
    90 XP 
   
   
  APL 4 
   
   
  180 XP 
   
   
  APL 6 
   
   
  240 XP 
   
   
  APL 8 
   
   
  300 XP 
   
   
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP 
   
   
  APL 14  
   
  480 XP 
   
   
  APL 16  
   
  540 XP 
   
  Encounter 4:  The Traders 
  Negotiate with or defeat the derro 
   
   
  APL 2 
   
   
  150 XP 
   
   
  APL 4 
   
   
  180 XP 
   
   
  APL 6 
   
   
  240 XP 
   
   
  APL 8 
   
   
  300 XP 
   
   
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP 
   
   
  APL 14  
   
  480 XP 
   
   
  APL 16  
   
  540 XP 
   
  Encounter 7:  The Demagogue 
  Defeat Meklot Favored-Son 
   
   
  APL 2 
   
   
  150 XP 
   
   
  APL 4 
   
   
  180 XP 
   
   
  APL 6 
   
   
  240 XP 
   
   
  APL 8 
   
   
  300 XP 
   
   
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP 
   
   
  APL 14  
   
  480 XP 
   
   
  APL 16  
   
  540 XP 
   
  Story Award 
  The characters earned the favor of the Lerara Suel (either 
  the characters won the debate with Meklot Favored-Son 
  OR Meklot Favored-Son angered his own people by 
  harming them with sacrifice or spell, and failed the 
  Diplomacy check to appease them). 
   
   
  APL 2 
   
   
    30 XP 
   
   
  APL 4 
   
   
    45 XP 
   
   
  APL 6 
   
   
    60 XP 
   
   
  APL 8 
   
   
    75 XP 
   
   
  APL 10  
   
    90 XP 
   
   
  APL 12  
   
  105 XP 
   
   
  APL 14  
   
  120 XP 
   
   
  APL 16  
   
  135 XP 
   
  Story Award 
  Award to all characters with Charisma above 0 when they 
  finally reach the end of the Passage 
   
   
  APL 2 
   
   
    30 XP 
   
   
  APL 4 
   
   
    45 XP 
   
   
  APL 6 
   
   
    60 XP 
   
   
  APL 8 
   
   
    75 XP 
   
   
  APL 10  
   
    90 XP 
   
   
  APL 12  
   
  105 XP 
   
   
  APL 14  
   
  120 XP 
   
   
  APL 16  
   
  135 XP 
   
  Story Award 
  Good roleplaying and problem solving 
   
   
  APL 2 
   
   
    30 XP 
   
   
  APL 4 
   
   
    45 XP 
   
   
  APL 6 
   
   
    60 XP 
   
   
  APL 8 
   
   
    75 XP 
   
   
  APL 10  
   
    90 XP 
   
   
  APL 12  
   
  105 XP 
   
   
  APL 14  
   
  120 XP 
   
   
  APL 16  
   
  135 XP 
   
  Total Possible Experience 
   
  APL 2 
   
   
    450 XP 
   
  APL 4 
   
   
    675 XP 
   
  APL 6 
   
   
    900 XP 
   
  APL 8 
   
   
  1,125 XP 
   
  APL 10 
   
   
  1,350 XP 
   
  APL 12 
   
   
  1,575 XP 
   
  APL 14 
   
   
  1,800 XP 
   
  APL 16 
   
   
  2,025 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  
  Lerara 
   
  Page 17 
  adventure.  Many times characters must cast identify or 
  similar spell to determine what the item does and how to 
  activate it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Treasure Key: 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items 
   
  Encounter 1: The Disease 
  Take Chekrem’s things left in The Rooster. 
  All APLs: L: 11 gp; C: 0; M: 0 
   
  Encounter 4: The Traders 
  Defeat the derro and take their gear. 
  APL 2: L: 50 gp; C: 0; M: silversheen, 21 gp per character; 
  wand of light, 31 gp per character. 
  APL 4: L: 75 gp; C: 0; M: silversheen, 21 gp per character; 
  wand of light, 31 gp per character; hand of the mage, 75 
  gp per character. 
  APL 6: L: 98 gp; C: 0; M: silversheen, 21 gp per character; 
  wand of light, 31 gp per character; hand of the mage, 75 
  gp per character; bracers of armor +1, 83 gp per 
  character; potion of cure moderate wounds, 25 gp per 
  character. 
  APL 8: L: 196 gp; C: 0; M: silversheen, 21 gp per character; 
  wand of light, 31 gp per character; hand of the mage, 75 
  gp per character; universal solvent, 4 gp per character; 
  bracers of armor +1 (2), 83 gp per character each; potion 
  of cure moderate wounds (2), 25 gp per character each. 
  APL 10: L: 266 gp; C: 0; M: silversheen, 21 gp per character; 
  wand of light, 31 gp per character; hand of the mage, 75 
  gp per character; universal solvent, 4 gp per character; 
  sleep arrow, 11 gp per character; bracers of armor +1 (3), 
  83 gp per character each; potion of cure moderate 
  wounds (5), 25 gp per character each. 
  APL 12: L: 510 gp; C: 0; M: silversheen, 21 gp per character; 
  wand of light, 31 gp per character; hand of the mage, 75 
  gp per character; universal solvent, 4 gp per character; 
  sleep arrow, 11 gp per character; bracers of armor +1 (3), 
  83 gp per character each; potion of cure moderate 
  wounds (9), 25 gp per character each. 
  APL 14: L: 211 gp; C: 0; M: silversheen, 21 gp per character; 
  wand of light, 31 gp per character; hand of the mage, 75 
  gp per character; universal solvent, 4 gp per character; 
  sleep arrow, 11 gp per character; boots of striding and 
  springing, 458 gp per character; bracers of armor +1 (3), 
  83 gp per character each; potion of cure moderate 
  wounds (6), 25 gp per character each; cloak of charisma 
  +2, 333 gp per character; +1 short sword (3), 193 gp per 
  character each; +1 buckler (3), 97 gp per character 
  each; +1 studded leather (3), 98 gp per character each; 
  gloves of dexterity +2 (3), 333 gp per character each. 
  APL 16: L: 211 gp; C: 0; M: silversheen, 21 gp per character; 
  wand of light, 31 gp per character; hand of the mage, 75 
  gp per character; universal solvent, 4 gp per character; 
  sleep arrow, 11 gp per character; boots of striding and 
  springing, 458 gp per character; bracers of armor +1 (3), 
  83 gp per character each; potion of cure moderate 
  wounds (6), 25 gp per character each; cloak of charisma 
  +2, 333 gp per character; +1 short sword (3), 193 gp per 
  character each; +2 buckler (3), 347 gp per character 
  each; +2 chain shirt (3), 354 gp per character each; 
  gloves of dexterity +2 (3), 333 gp per character each; ring 
  of protection +1 (3), 167 gp per character each. 
   
  Encounter 7: The Demagogue 
  Defeat Meklot Favored-Son and take his gear. 
  APL 2: L: 326 gp; C: 0; M: 0. 
  APL 4: L: 326 gp; C: 0; M: cloak of resistance +1, 83 gp per 
  character. 
  APL 6: L: 326 gp; C: 0; M: cloak of resistance +1, 83 gp per 
  character; periapt of wisdom +2, 333 gp per character. 
  APL 8: L: 326 gp; C: 0; M: cloak of resistance +1, 83 gp per 
  character; periapt of wisdom +2, 333 gp per character. 
  APL 10: L: 51 gp; C: 0; M: cloak of resistance +2, 333 gp per 
  character; periapt of wisdom +2, 333 gp per character; 
  +2 dragonhide full plate, 608 gp per character. 
  APL 12: L: 51 gp; C: 0; M: cloak of resistance +2, 333 gp per 
  character; periapt of wisdom +4, 1,333 gp per character; 
  +2 dragonhide full plate, 608 gp per character. 
  APL 14: L: 51 gp; C: 0; M: cloak of resistance +2, 333 gp per 
  character; periapt of wisdom +4, 1,333 gp per character; 
  +2 dragonhide full plate, 608 gp per character. 
  APL 16: L: 51 gp; C: 0; M: cloak of resistance +2, 333 gp per 
  character; periapt of wisdom +6, 3,000 gp per character; 
  +2 dragonhide full plate, 608 gp per character. 
   
  Total Possible Treasure 
   
  APL 2: 400 gp 
   
  APL 4: 600 gp 
   
  APL 6: 800 gp 
   
  APL 8: 1,250 gp 
   
  APL 10: 2,100 gp 
   
  APL 12: 3,000 gp 
   
  APL 14: 6,000 gp 
   
  APL 16: 9,000 gp 
   
   
  Text for the Adventure Record: 
   
  Influence point with Dark Gate 
  The characters have saved the entire town of Dark Gate 
  from a hideous plague, and they are forever grateful.  This 
  character gains a free High upkeep in any future scenario 
  set in Dark Gate or the Passage of Slerotin. 
   
  Favor of the Lerara:  
  
  Lerara 
   
  Page 18 
  You have gained the favour of the Lerara. As a result the 
  Lerara will allow you and a small number of companions 
  to pass through Slerotin’s Tunnel unhindered. You may 
  escort a maximum of six other people through the 
  tunnel.  
   
  In addition the favour of the Lerara allows you to 
  enchant both the Lerara’s millipede carpace breastplate 
  and millipede carapce full plate armours. 
   
   
  By spending the appropriate amount of money you 
  may place the following enchantments upon these 
  armours (and only these armours): 
  � Shadow 
  � Silent Moves 
   
  Items Found During the Adventure: 
  APL 2: 
  Millipede carapace breastplate (treat as dragonhide 
  breastplate) (frequency: adventure, DMG) 
  Millipede carapace full plate (treat as dragonhide full 
  plate) (frequency: adventure, DMG) 
  Silversheen (frequency: adventure, DMG) 
  Wand of light (frequency: adventure, DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  Hand of the mage (frequency: adventure, DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  Periapt of wisdom +2 (frequency: adventure, DMG) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  Universal solvent (frequency: adventure, DMG) 
   
  APL 10 (all of APLs 2-8 plus the following): 
  Cloak of resistance +2 (frequency: adventure, DMG) 
  +2 Millipede carapace full plate (treat as +2 dragonhide 
  full plate) (frequency: adventure, DMG) 
  Sleep arrow (frequency: adventure, DMG) 
   
  APL 12 (all of APLs 2-10 plus the following): 
  Periapt of wisdom +4 (frequency: adventure, DMG) 
   
  APL 14 (all of APLs 2-12 plus the following): 
  Boots of striding and springing (frequency: adventure, 
  DMG) 
  Cloak of charisma +2 (frequency: adventure, DMG) 
  Gloves of dexterity +2 (frequency: adventure, DMG) 
   
  APL 16 (all of APLs 2-14 plus the following): 
  Periapt of wisdom +6 (frequency: adventure, DMG) 
  +2 buckler (frequency: adventure, DMG) 
  +2 chain shirt (frequency: adventure, DMG) 
   
  
  Lerara 
   
  Page 19 
  APPENDIX 1:  NON-PLAYER CHARACTERS 
   
  Encounter 1: The Disease  
  All APLs 
  �Border Guard: male and female human War2; CR 1; 
  Medium humanoid (human); HD 2d8+5; hp 14; Init -1; 
  Spd 20 ft.; AC 18, touch 9, flat-footed 19; Base Atk +2; Grp 
  +3; Atk +4 melee (1d8+1/19-20, masterwork longsword); 
  AL NG; SV Fort +4, Ref -1, Will -1; Str 13, Dex 9, Con 12, 
  Int 11, Wis 8, Cha 10. 
   
  Skills and Feats: Climb +6, Intimidate +5, Ride +4; 
  Power Attack, Toughness. 
   
  Possessions: masterwork longsword, half-plate, large 
  wooden shield. 
   
  Encounter 4: The Traders 
  All APLs 
  �Magabar: male goblin War5; CR 3; Small humanoid 
  (goblinoid); HD 5d8; hp 22 (currently 9); Init +5; Spd 30 
  ft.; AC 11, touch 12, flat-footed 11; Base Atk +5; Grp +2; 
  Atk +7 melee (1d2+1, unarmed strike); SQ darkvision 60 
  ft.; AL NE; SV Fort +4, Ref +2, Will +1; Str 13, Dex 13, 
  Con 11, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +9, Jump +9, Listen +2, Move 
  Silently +5, Spot +2; Alertness, Improved Initiative. 
   
  Possessions: none. 
   
  Other Notes: Magabar has dwarven runes meaning 
  “trade proposed” carved onto his face and chest. 
   
  APL 6 and 8 
  �Derro Student: male derro Sor4; CR 7; Small 
  monstrous humanoid; HD 3d8+4d4+21; hp 48; Init +7; 
  Spd 20 ft.; AC 17, touch 14, flat-footed 14; Base Atk +5; 
  Grp +0; Atk +6 melee (1d4-1/19-20 plus poison, short 
  sword) or +9 ranged (1d6 plus poison, repeating light 
  crossbow); SA poison use, spell-like abilities, sneak attack 
  +1d6; SQ darkvision 60 ft., familiar (rat), madness, 
  vulnerability to sunlight; SR 15; AL CE; SV Fort +7, Ref 
  +7, Will +13; Str 8, Dex 17, Con 16, Int 10, Wis 6, Cha 22. 
   
  Skills and Feats: Bluff +8, Concentration +10, 
  Knowledge (arcana) +1, Hide +11, Listen +2, Move 
  Silently +9; Blind-Fight, Improved Initiative, Spell Focus 
  (Enchantment). 
   
  Possessions: masterwork short sword (poisoned), 
  repeating light crossbow, 20 bolts (poisoned), potion of 
  cure moderate wounds, bracers of armor +1. 
   
  Sorcerer Spells Known (6/8/5; save DC 16 + spell 
  level, 17 + spell level for Enchantment spells): 0—dancing 
  lights, detect magic, mage hand, mending, prestidigitation, ray 
  of frost; 1st—hypnotism, shield, shocking grasp; 2nd—Tasha’s 
  hideous laughter.    
   
  Madness (Ex): Derro use their Charisma modifier on 
  their Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects.  A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison (Ex):  Large scorpion venom (Injury, Fort DC 
  18, 1d6 Str/1d6 Str).  Derro are not at risk of poisoning 
  themselves when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations. 
   
  Spell-like Abilities:  At will—darkness, ghost sound; 
  1/day—daze (DC 17), sound burst (DC 18).  Caster level 
  3rd. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  APL 10 
  �Derro Savant: male derro Sor6; CR 9; Small monstrous 
  humanoid; HD 3d8+6d4+27; hp 59; Init +7; Spd 20 ft.; AC 
  17, touch 14, flat-footed 14; Base Atk +6; Grp +1; Atk +7 
  melee (1d4-1/19-20 plus poison, short sword) or +10 
  ranged (1d6 plus poison, repeating light crossbow); Full 
  Atk +7/+2 melee (1d4-1/19-20 plus poison, short sword) 
  or +10/+5 ranged (1d6 plus poison, repeating light 
  crossbow); SA poison use, spell-like abilities, sneak attack 
  +1d6; SQ darkvision 60 ft., familiar (rat), madness, 
  vulnerability to sunlight; SR 15; AL CE; SV Fort +8, Ref 
  +8, Will +14; Str 8, Dex 17, Con 16, Int 10, Wis 6, Cha 22. 
   
  Skills and Feats: Bluff +8, Concentration +16, 
  Knowledge (arcana) +1, Knowledge (planes) +1, Hide 
  +11, Listen +2, Move Silently +9; Blind-Fight, Combat 
  Casting, Improved Initiative, Spell Focus (Enchantment). 
   
  Possessions: masterwork short sword (poisoned), 
  repeating light crossbow, 20 bolts (poisoned), potion of 
  cure moderate wounds, bracers of armor +1. 
   
  Sorcerer Spells Known (6/8/7/4; save DC 16 + spell 
  level, 17 + spell level for Enchantment spells): 0—dancing 
  lights, detect magic, disrupt undead, mage hand, mending, 
  prestidigitation, ray of frost; 1st—hypnotism, ray of 
  enfeeblement, shield, shocking grasp; 2nd—blindness/deafness, 
  Tasha’s hideous laughter; 3rd—hold person.  
   
  Madness (Ex): Derro use their Charisma modifier on 
  their Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects.  A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison (Ex):  Large scorpion venom (Injury, Fort DC 
  18, 1d6 Str/1d6 Str).  Derro are not at risk of poisoning 
  themselves when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations. 
  
  Lerara 
   
  Page 20 
   
  Spell-like Abilities:  At will—darkness, ghost sound; 
  1/day—daze (DC 17), sound burst (DC 18).  Caster level 
  3rd. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  �Derro Student: male derro Sor4; CR 7; Small 
  monstrous humanoid; HD 3d8+4d4+21; hp 48; Init +7; 
  Spd 20 ft.; AC 17, touch 14, flat-footed 14; Base Atk +5; 
  Grp +0; Atk +6 melee (1d4-1/19-20 plus poison, short 
  sword) or +9 ranged (1d6 plus poison, repeating light 
  crossbow); SA poison use, spell-like abilities, sneak attack 
  +1d6; SQ darkvision 60 ft., familiar (rat), madness, 
  vulnerability to sunlight; SR 15; AL CE; SV Fort +7, Ref 
  +7, Will +13; Str 8, Dex 17, Con 16, Int 10, Wis 6, Cha 22. 
   
  Skills and Feats: Bluff +8, Concentration +10, 
  Knowledge (arcana) +1, Hide +11, Listen +2, Move 
  Silently +9; Blind-Fight, Improved Initiative, Spell Focus 
  (Enchantment). 
   
  Possessions: masterwork short sword (poisoned), 
  repeating light crossbow, 20 bolts (poisoned), potion of 
  cure moderate wounds, bracers of armor +1. 
   
  Sorcerer Spells Known (6/8/5; save DC 16 + spell 
  level, 17 + spell level for Enchantment spells): 0—dancing 
  lights, detect magic, mage hand, mending, prestidigitation, ray 
  of frost; 1st—hypnotism, shield, shocking grasp; 2nd—Tasha’s 
  hideous laughter.    
   
  Madness (Ex): Derro use their Charisma modifier on 
  their Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects.  A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison (Ex):  Large scorpion venom (Injury, Fort DC 
  18, 1d6 Str/1d6 Str).  Derro are not at risk of poisoning 
  themselves when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations. 
   
  Spell-like Abilities:  At will—darkness, ghost sound; 
  1/day—daze (DC 17), sound burst (DC 18).  Caster level 
  3rd. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  �Derro Rogue: male derro Rog4; CR 7; Small monstrous 
  humanoid; HD 3d8+4d6+21; hp 52; Init +9; Spd 20 ft.; AC 
  22 , touch 16, flat-footed 22; Base Atk +6; Grp +3; Atk +13 
  melee (1d4+1/19-20 plus poison, short sword) or +12 
  ranged (1d6 plus poison, repeating light crossbow); Full 
  Atk +13/+8 melee (1d4+1/19-20 plus poison, short sword) 
  or +12/+7 ranged (1d6 plus poison, repeating light 
  crossbow); SA poison use, spell-like abilities, sneak attack 
  +3d6; SQ darkvision 60 ft., evasion, madness, trapfinding, 
  trap sense +1, uncanny dodge, vulnerability to sunlight; 
  SR 15; AL CE; SV Fort +5, Ref +12, Will +6; Str 13, Dex 
  20, Con 16, Int 10, Wis 6, Cha 14. 
   
  Skills and Feats: Bluff +12, Hide +13, Listen +2, Move 
  Silently +11, Sense Motive +5, Spot +5, Tumble +15; 
  Blind-Fight, Improved Initiative, Weapon Finesse. 
   
  Possessions: masterwork short sword (poisoned), 
  repeating 
  light 
  crossbow, 
  20 
  bolts 
  (poisoned), 
  masterwork studded leather armor, dagger, potion of cure 
  moderate wounds. 
   
  Madness (Ex): Derro use their Charisma modifier on 
  their Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects.  A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison (Ex):  Purple worm poison (Injury, Fort DC 
  24, 1d6 Str/2d6 Str).  Derro are not at risk of poisoning 
  themselves when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations. 
   
  Spell-like Abilities:  At will—darkness, ghost sound; 
  1/day—daze (DC 12), sound burst (DC 14).  Caster level 
  3rd. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  APL 12 
  �Derro Greater Savant: male derro Sor8; CR 11; Small 
  monstrous humanoid; HD 3d8+8d4+33; hp 70; Init +8; 
  Spd 20 ft.; AC 21, touch 15, flat-footed 17; Base Atk +7; 
  Grp +2; Atk +8 melee (1d4-1/19-20 plus poison, short 
  sword) or +12 ranged (1d6 plus poison, repeating light 
  crossbow); Full Atk +8/+3 melee (1d4-1/19-20 plus 
  poison, short sword) or +12/+7 ranged (1d6 plus poison, 
  repeating light crossbow); SA poison use, spell-like 
  abilities, sneak attack +1d6; SQ darkvision 60 ft., familiar 
  (rat), madness, vulnerability to sunlight; SR 15; AL CE; 
  SV Fort +8, Ref +8, Will +15; Str 8, Dex 18, Con 16, Int 10, 
  Wis 6, Cha 22. 
   
  Skills and Feats: Bluff +8, Concentration +17, 
  Knowledge (arcana) +2, Knowledge (planes) +2, Hide 
  +12, Listen +2, Move Silently +10; Blind-Fight, Combat 
  Casting, Improved Initiative, Spell Focus (Enchantment). 
   
  Possessions: masterwork short sword (poisoned), 
  repeating light crossbow, 20 bolts (poisoned), potion of 
  cure moderate wounds, bracers of armor +1. 
   
  Sorcerer Spells Known (6/8/8/6/4; save DC 16 + 
  spell level, 17 + spell level for Enchantment spells): 0—
  acid splash, dancing lights, detect magic, disrupt undead, mage 
  hand, mending, prestidigitation, ray of frost; 1st—hypnotism, 
  
  Lerara 
   
  Page 21 
  mage armor, ray of enfeeblement, shield, shocking grasp; 2nd—
  blindness/deafness; eagle’s splendor; Tasha’s hideous laughter, 
  3rd—dispel magic, haste; 4th—confusion. 
   
  Pre-cast Spells: mage armor. This does not stack with 
  the bracers of armor +1. 
   
  Madness (Ex): Derro use their Charisma modifier on 
  their Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects.  A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison (Ex):  Dragon bile (Contact, Fort DC 26, 3d6 
  Str/0).  Derro are not at risk of poisoning themselves 
  when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations. 
   
  Spell-like Abilities:  At will—darkness, ghost sound; 
  1/day—daze (DC 17), sound burst (DC 18).  Caster level 
  3rd. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  �Derro Student: male derro Sor4; CR 7; Small 
  monstrous humanoid; HD 3d8+4d4+21; hp 48; Init +7; 
  Spd 20 ft.; AC 17, touch 14, flat-footed 14; Base Atk +5; 
  Grp +0; Atk +6 melee (1d4-1/19-20 plus poison, short 
  sword) or +9 ranged (1d6 plus poison, repeating light 
  crossbow); SA poison use, spell-like abilities, sneak attack 
  +1d6; SQ darkvision 60 ft., familiar (rat), madness, 
  vulnerability to sunlight; SR 15; AL CE; SV Fort +7, Ref 
  +7, Will +13; Str 8, Dex 17, Con 16, Int 10, Wis 6, Cha 22. 
   
  Skills and Feats: Bluff +8, Concentration +10, 
  Knowledge (arcana) +1, Hide +11, Listen +2, Move 
  Silently +9; Blind-Fight, Improved Initiative, Spell Focus 
  (Enchantment). 
   
  Possessions: masterwork short sword (poisoned), 
  repeating light crossbow, 20 bolts (poisoned), potion of 
  cure moderate wounds, bracers of armor +1. 
   
  Sorcerer Spells Known (6/8/5; save DC 16 + spell 
  level, 17 + spell level for Enchantment spells): 0—dancing 
  lights, detect magic, mage hand, mending, prestidigitation, ray 
  of frost; 1st—hypnotism, shield, shocking grasp; 2nd—Tasha’s 
  hideous laughter.    
   
  Madness (Ex): Derro use their Charisma modifier on 
  their Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects.  A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison (Ex):  Large scorpion venom (Injury, Fort DC 
  18, 1d6 Str/1d6 Str).  Derro are not at risk of poisoning 
  themselves when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations. 
   
  Spell-like Abilities:  At will—darkness, ghost sound; 
  1/day—daze (DC 17), sound burst (DC 18).  Caster level 
  3rd. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  �Derro Rogue: male derro Rog4; CR 7; Small monstrous 
  humanoid; HD 3d8+4d6+21; hp 52; Init +9; Spd 20 ft.; AC 
  22, touch 16, flat-footed 22; Base Atk +6; Grp +3; Atk +13 
  melee (1d4+1/19-20 plus poison, short sword) or +12 
  ranged (1d6 plus poison, repeating light crossbow); Full 
  Atk +13/+8 melee (1d4+1/19-20 plus poison, short sword) 
  or +12/+7 ranged (1d6 plus poison, repeating light 
  crossbow); SA poison use, spell-like abilities, sneak attack 
  +3d6; SQ darkvision 60 ft., evasion, madness, trapfinding, 
  trap sense +1, uncanny dodge, vulnerability to sunlight; 
  SR 15; AL CE; SV Fort +5, Ref +12, Will +6; Str 13, Dex 
  20, Con 16, Int 10, Wis 6, Cha 14. 
   
  Skills and Feats: Bluff +12, Hide +13, Listen +2, Move 
  Silently +11, Sense Motive +5, Spot +5, Tumble +15; 
  Blind-Fight, Improved Initiative, Weapon Finesse. 
   
  Possessions: masterwork short sword (poisoned), 
  repeating 
  light 
  crossbow, 
  20 
  bolts 
  (poisoned), 
  masterwork studded leather armor, dagger, potion of cure 
  moderate wounds. 
   
  Madness (Ex): Derro use their Charisma modifier on 
  their Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects.  A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison (Ex):  Purple worm poison (Injury, Fort DC 
  24, 1d6 Str/2d6 Str).  Derro are not at risk of poisoning 
  themselves when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations. 
   
  Spell-like Abilities:  At will—darkness, ghost sound; 
  1/day—daze (DC 12), sound burst (DC 14).  Caster level 
  3rd. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  APL 14 
  �Derro Master Savant: male derro Sor10; CR 13; Small 
  monstrous 
  humanoid; 
  HD 
  3d8+10d4+39; 
  hp 
  81 
  (currently 97); Init +8; Spd 20 ft.; AC 21, touch 15, flat-
  footed 17; Base Atk +8; Grp +3; Atk +9 melee (1d4-1/19-20 
  plus poison, short sword) or +13 ranged (1d6 plus poison, 
  
  Lerara 
   
  Page 22 
  repeating light crossbow); Full Atk +9/+4 melee (1d4-
  1/19-20 plus poison, short sword) or +13/+8 ranged (1d6 
  plus poison, repeating light crossbow); SA poison use, 
  spell-like abilities, sneak attack +1d6; SQ darkvision 60 
  ft., familiar (rat), madness, vulnerability to sunlight; SR 
  15; AL CE; SV Fort +9, Ref +9, Will +16; Str 8, Dex 18, 
  Con 16, Int 10, Wis 6, Cha 24. 
   
  Skills and Feats: Bluff +9, Concentration +21, 
  Knowledge (arcana) +2, Knowledge (planes) +2, Hide 
  +12, Listen +2, Move Silently +10; Blind-Fight, Combat 
  Casting, Greater Spell Focus (Enchantment), Improved 
  Initiative, Spell Focus (Enchantment). 
   
  Possessions: masterwork short sword (poisoned), 
  repeating light crossbow, 20 bolts (poisoned), potion of 
  cure moderate wounds, bracers of armor +1, cloak of charisma 
  +2. 
   
  Sorcerer Spells Known (6/8/8/8/6/4; save DC 17 + 
  spell level, 19 + spell level for Enchantment spells): 0—
  acid splash, dancing lights, detect magic, disrupt undead, mage 
  hand, mending, prestidigitation, ray of frost, resistance; 1st—
  hypnotism, mage armor, ray of enfeeblement, shield, shocking 
  grasp; 2nd—blindness/deafness; eagle’s splendor; false life, 
  Tasha’s hideous laughter, 3rd—dispel magic, hold person, slow; 
  4th—crushing despair, greater invisibility, 5th—mind fog. 
   
  Pre-cast Spells: mage armor (this does not stack with 
  the bracers of armor +1), false life (+16 hit points, noted 
  above).  
   
  Madness (Ex): Derro use their Charisma modifier on 
  their Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects.  A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison (Ex):  Dragon bile (Contact, Fort DC 26, 3d6 
  Str/0).  Derro are not at risk of poisoning themselves 
  when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations. 
   
  Spell-like Abilities:  At will—darkness, ghost sound; 
  1/day—daze (DC 18), sound burst (DC 19).  Caster level 
  3rd. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  �Derro Greater Savant: male derro Sor8; CR 11; Small 
  monstrous humanoid; HD 3d8+8d4+33; hp 70; Init +8; 
  Spd 20 ft.; AC 21, touch 15, flat-footed 17; Base Atk +7; 
  Grp +2; Atk +8 melee (1d4-1/19-20 plus poison, short 
  sword) or +12 ranged (1d6 plus poison, repeating light 
  crossbow); Full Atk +8/+3 melee (1d4-1/19-20 plus 
  poison, short sword) or +12/+7 ranged (1d6 plus poison, 
  repeating light crossbow); SA poison use, spell-like 
  abilities, sneak attack +1d6; SQ darkvision 60 ft., familiar 
  (rat), madness, vulnerability to sunlight; SR 15; AL CE; 
  SV Fort +8, Ref +8, Will +15; Str 8, Dex 18, Con 16, Int 10, 
  Wis 6, Cha 22. 
   
  Skills and Feats: Bluff +8, Concentration +17, 
  Knowledge (arcana) +2, Knowledge (planes) +2, Hide 
  +12, Listen +2, Move Silently +10; Blind-Fight, Combat 
  Casting, Improved Initiative, Spell Focus (Enchantment). 
   
  Possessions: masterwork short sword (poisoned), 
  repeating light crossbow, 20 bolts (poisoned), potion of 
  cure moderate wounds, bracers of armor +1. 
   
  Sorcerer Spells Known (6/8/8/6/4; save DC 16 + 
  spell level, 17 + spell level for Enchantment spells): 0—
  acid splash, dancing lights, detect magic, disrupt undead, mage 
  hand, mending, prestidigitation, ray of frost; 1st—hypnotism, 
  mage armor, ray of enfeeblement, shield, shocking grasp; 2nd—
  blindness/deafness; eagle’s splendor; Tasha’s hideous laughter, 
  3rd—dispel magic, haste; 4th—confusion. 
   
  Pre-cast Spells: mage armor. This does not stack with 
  the bracers of armor +1. 
   
  Madness (Ex): Derro use their Charisma modifier on 
  their Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects.  A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison (Ex):  Dragon bile (Contact, Fort DC 26, 3d6 
  Str/0).  Derro are not at risk of poisoning themselves 
  when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations. 
   
  Spell-like Abilities:  At will—darkness, ghost sound; 
  1/day—daze (DC 17), sound burst (DC 18).  Caster level 
  3rd. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  �Derro Sneak: male derro Rog7; CR 10; Small 
  monstrous humanoid; HD 3d8+7d6+30; hp 72; Init +10; 
  Spd 20 ft.; AC 25, touch 17, flat-footed 25; Base Atk +8; 
  Grp +5; Atk +16 melee (1d4+2/19-20 plus poison, +1 short 
  sword) or +15 ranged (1d6 plus poison, repeating light 
  crossbow); Full Atk +16/+11 melee (1d4+2/19-20 plus 
  poison, +1 short sword) or +15/+10 ranged (1d6 plus 
  poison, repeating light crossbow); SA poison use, spell-
  like abilities, sneak attack +5d6; SQ darkvision 60 ft., 
  evasion, madness, trapfinding, trap sense +2, uncanny 
  dodge, vulnerability to sunlight; SR 15; AL CE; SV Fort 
  +6, Ref +14, Will +7; Str 13, Dex 22, Con 16, Int 10, Wis 6, 
  Cha 14. 
   
  Skills and Feats: Bluff +15, Hide +14, Listen +8, Move 
  Silently +14, Sense Motive +10, Spot +10, Tumble +19; 
  Blind-Fight, Combat Reflexes, Improved Initiative, 
  Weapon Finesse. 
   
  Possessions: +1 short sword (poisoned), repeating light 
  crossbow, 20 bolts (poisoned), dagger, +1 studded leather 
  
  Lerara 
   
  Page 23 
  armor, +1 buckler, potion of cure moderate wounds, gloves of 
  dexterity +2. 
   
  Madness (Ex): Derro use their Charisma modifier on 
  their Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects.  A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison (Ex):  Dragon bile (Contact, Fort DC 26, 3d6 
  Str/0).  Derro are not at risk of poisoning themselves 
  when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations. 
   
  Spell-like Abilities:  At will—darkness, ghost sound; 
  1/day—daze (DC 12), sound burst (DC 14).  Caster level 
  3rd. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  APL 16 
  �Derro Master Savant: male derro Sor10; CR 13; Small 
  monstrous 
  humanoid; 
  HD 
  3d8+10d4+39; 
  hp 
  81 
  (currently 97); Init +8; Spd 20 ft.; AC 21, touch 15, flat-
  footed 17; Base Atk +8; Grp +3; Atk +9 melee (1d4-1/19-20 
  plus poison, short sword) or +13 ranged (1d6 plus poison, 
  repeating light crossbow); Full Atk +9/+4 melee (1d4-
  1/19-20 plus poison, short sword) or +13/+8 ranged (1d6 
  plus poison, repeating light crossbow); SA poison use, 
  spell-like abilities, sneak attack +1d6; SQ darkvision 60 
  ft., familiar (rat), madness, vulnerability to sunlight; SR 
  15; AL CE; SV Fort +9, Ref +9, Will +16; Str 8, Dex 18, 
  Con 16, Int 10, Wis 6, Cha 24. 
   
  Skills and Feats: Bluff +9, Concentration +21, 
  Knowledge (arcana) +2, Knowledge (planes) +2, Hide 
  +12, Listen +2, Move Silently +10; Blind-Fight, Combat 
  Casting, Greater Spell Focus (Enchantment), Improved 
  Initiative, Spell Focus (Enchantment). 
   
  Possessions: masterwork short sword (poisoned), 
  repeating light crossbow, 20 bolts (poisoned), potion of 
  cure moderate wounds, bracers of armor +1, cloak of charisma 
  +2. 
   
  Sorcerer Spells Known (6/8/8/8/6/4; save DC 17 + 
  spell level, 19 + spell level for Enchantment spells): 0—
  acid splash, dancing lights, detect magic, disrupt undead, mage 
  hand, mending, prestidigitation, ray of frost, resistance; 1st—
  hypnotism, mage armor, ray of enfeeblement, shield, shocking 
  grasp; 2nd—blindness/deafness; eagle’s splendor; false life, 
  Tasha’s hideous laughter, 3rd—dispel magic, hold person, slow; 
  4th—crushing despair, greater invisibility, 5th—mind fog. 
   
  Pre-cast Spells: mage armor (this does not stack with 
  the bracers of armor +1), false life (+16 hit points, noted 
  above).  
   
  Madness (Ex): Derro use their Charisma modifier on 
  their Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects.  A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison (Ex):  Dragon bile (Contact, Fort DC 26, 3d6 
  Str/0).  Derro are not at risk of poisoning themselves 
  when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations. 
   
  Spell-like Abilities:  At will—darkness, ghost sound; 
  1/day—daze (DC 18), sound burst (DC 19).  Caster level 
  3rd. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  �Derro Greater Savant: male derro Sor8; CR 11; Small 
  monstrous humanoid; HD 3d8+8d4+33; hp 70; Init +8; 
  Spd 20 ft.; AC 21, touch 15, flat-footed 17; Base Atk +7; 
  Grp +2; Atk +8 melee (1d4-1/19-20 plus poison, short 
  sword) or +12 ranged (1d6 plus poison, repeating light 
  crossbow); Full Atk +8/+3 melee (1d4-1/19-20 plus 
  poison, short sword) or +12/+7 ranged (1d6 plus poison, 
  repeating light crossbow); SA poison use, spell-like 
  abilities, sneak attack +1d6; SQ darkvision 60 ft., familiar 
  (rat), madness, vulnerability to sunlight; SR 15; AL CE; 
  SV Fort +8, Ref +8, Will +15; Str 8, Dex 18, Con 16, Int 10, 
  Wis 6, Cha 22. 
   
  Skills and Feats: Bluff +8, Concentration +17, 
  Knowledge (arcana) +2, Knowledge (planes) +2, Hide 
  +12, Listen +2, Move Silently +10; Blind-Fight, Combat 
  Casting, Improved Initiative, Spell Focus (Enchantment). 
   
  Possessions: masterwork short sword (poisoned), 
  repeating light crossbow, 20 bolts (poisoned), potion of 
  cure moderate wounds, bracers of armor +1. 
   
  Sorcerer Spells Known (6/8/8/6/4; save DC 16 + 
  spell level, 17 + spell level for Enchantment spells): 0—
  acid splash, dancing lights, detect magic, disrupt undead, mage 
  hand, mending, prestidigitation, ray of frost; 1st—hypnotism, 
  mage armor, ray of enfeeblement, shield, shocking grasp; 2nd—
  blindness/deafness; eagle’s splendor; Tasha’s hideous laughter, 
  3rd—dispel magic, haste; 4th—confusion. 
   
  Pre-cast Spells: mage armor. This does not stack with 
  the bracers of armor +1. 
   
  Madness (Ex): Derro use their Charisma modifier on 
  their Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects.  A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison (Ex):  Dragon bile (Contact, Fort DC 26, 3d6 
  Str/0).  Derro are not at risk of poisoning themselves 
  when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  
  Lerara 
   
  Page 24 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations. 
   
  Spell-like Abilities:  At will—darkness, ghost sound; 
  1/day—daze (DC 17), sound burst (DC 18).  Caster level 
  3rd. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  �Derro Assassin: male derro Rog11; CR 14; Small 
  monstrous humanoid; HD 3d8+11d6+42; hp 98; Init +10; 
  Spd 20 ft.; AC 29, touch 18, flat-footed 29; Base Atk +11; 
  Grp +9; Atk +19 melee (1d4+3/19-20 plus poison, +1 short 
  sword) or +18 ranged (1d6 plus poison, repeating light 
  crossbow); Full Atk +19/+14/+9 melee (1d4+3/19-20 plus 
  poison, +1 short sword) or +18/+13/+8 ranged (1d6 plus 
  poison, repeating light crossbow); SA opportunist, poison 
  use, spell-like abilities, sneak attack +7d6; SQ darkvision 
  60 ft., evasion, improved uncanny dodge, madness, 
  trapfinding, trap sense +3, vulnerability to sunlight; SR 
  15; AL CE; SV Fort +6, Ref +13, Will +7; Str 14, Dex 22, 
  Con 16, Int 10, Wis 6, Cha 14. 
   
  Skills and Feats: Bluff +19, Disable Device +4, Hide 
  +16, Listen +12, Move Silently +16, Sense Motive +14, 
  Spot +14, Tumble +22; Blind-Fight, Combat Reflexes, 
  Improved Feint, Improved Initiative, Weapon Finesse. 
   
  Possessions: +1 short sword (poisoned), repeating light 
  crossbow, 20 bolts (poisoned), +2 chain shirt, +2 buckler, 
  potion of cure moderate wounds, ring of protection +1, gloves of 
  dexterity +2. 
   
  Madness (Ex): Derro use their Charisma modifier on 
  their Will saves instead of their Wisdom modifier, and 
  have immunity to confusion and insanity effects.  A derro 
  cannot be restored to sanity by any means short of a 
  miracle or wish spell. 
   
  Poison (Ex):  Dragon bile (Contact, Fort DC 26, 3d6 
  Str/0).  Derro are not at risk of poisoning themselves 
  when handling poison. 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations. 
   
  Spell-like Abilities:  At will—darkness, ghost sound; 
  1/day—daze (DC 12), sound burst (DC 14).  Caster level 
  3rd. 
   
  Vulnerability to Sunlight (Ex): A derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  Encounter 5: The Governor  
  All APLs 
  Lerara Suel Guards: male human War2; CR 1; �Medium 
  humanoid (Lerara Suel human); HD 2d8+2; hp 11; Init 
  +0; Spd 20 ft.; AC 15, touch 10, flat-footed 15; Base Atk +2; 
  Grp +3; Atk +4 melee (1d8+1/x3, longspear); AL NE; SV 
  Fort +4, Ref +0, Will +0; Str 13, Dex 11, Con 12, Int 8, Wis 
  10, Cha 9. 
   
  Skills and Feats: Intimidate +4, Ride +5; Mounted 
  Combat, Weapon Focus (longspear). 
   
  Possessions: longspear, millipede carapace breastplate 
  (treat as dragonhide breastplate). 
   
  Exceptional Low-Light Vision (Ex): A Lerara Suel 
  can see five times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of poor 
  illumination.  He retains the ability to distinguish color 
  and detail under these conditions. 
   
  Vulnerability to Sunlight (Ex): A Lerara Suel takes 1 
  point of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score reaches 0. 
   Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  Poison (Ex): All the Lerara’s weapons are coated with 
  drow poison. After being struck by such a weapon the 
  character must make a DC 13 Fortitude save or fall 
  unconscious. After 1 minute the subject must succeed on 
  another DC 13 Fortitude save or remain unconscious for 
  2d4 hours. Only the first person struck by the weapon 
  must make this saving throw. 
   
  �Governor Jareel Steeltongue: male human Ari7; CR 6; 
  Medium humanoid (Lerara Suel human); HD 7d8+10; hp 
  45; Init +4; Spd 30 ft.; AC 12, touch 10, flat-footed 12; Base 
  Atk +5; Grp +4; Atk +4 melee (1d4-1/19-20, masterwork 
  dagger); AL N; SV Fort +3, Ref +2, Will +9; Str 8, Dex 10, 
  Con 12, Int 13, Wis 14, Cha 15. 
   
  Skills and Feats: Bluff +12, Diplomacy +12, Intimidate 
  +12, Listen +4, Sense Motive +12, Speak Language 
  (Abyssal, Draconic, Dwarven, Elven, Giant, Goblin, 
  Terran, Undercommon); Improved Initiative, Iron Will, 
  Leadership, Toughness. 
   
  Possessions: masterwork dagger, leather armor. 
   
  Exceptional Low-Light Vision (Ex): A Lerara Suel 
  can see five times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of poor 
  illumination.  He retains the ability to distinguish color 
  and detail under these conditions. 
   
  Vulnerability to Sunlight (Ex): A Lerara Suel takes 1 
  point of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score reaches 0. 
   Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  Encounter 7: The Demagogue  
  APL 2 
  �Meklot Favored-Son: male human Ftr1/Drd3; CR 4; 
  Medium 
  humanoid 
  (Lerara 
  Suel 
  human); 
  HD 
  1d10+3d8+4; hp 29; Init +0; Spd 30 ft.; AC 20, touch 10, 
  flat-footed 20; Base Atk +3; Grp +4; Atk +5 melee (1d6+1, 
  masterwork quarterstaff) or +3 ranged (1d4+1, sling); SQ 
  animal companion, nature sense, trackless step, wild 
  
  Lerara 
   
  Page 25 
  empathy, woodland stride; AL NE; SV Fort +6, Ref +1, 
  Will +8; Str 13, Dex 10, Con 12, Int 8, Wis 16, Cha 14. 
   
  Skills and Feats: Concentration +11, Diplomacy +10, 
  Intimidate +6, Knowledge (nature) +5, Sense Motive +5; 
  Combat Casting, Iron Will, Negotiator, Power Attack. 
   
  Possessions: 
  masterwork 
  quarterstaff, 
  millipede 
  carapace full plate (treat as dragonhide full plate), sling. 
   
  Druid Spells Known (4/3/2; save DC 13 + spell 
  level): 0—create water, detect magic, guidance, purify food and 
  drink; 1st—longstrider, obscuring mist, shillelagh; 2nd—
  barkskin, flaming sphere. 
   
  Pre-Cast Spells: longstrider (included above), barkskin 
  (included above). 
   
  Exceptional Low-Light Vision (Ex): A Lerara Suel 
  can see five times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of poor 
  illumination.  He retains the ability to distinguish color 
  and detail under these conditions. 
   
  Vulnerability to Sunlight (Ex): A Lerara Suel takes 1 
  point of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score reaches 0. 
   Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  Poison (Ex): All the Lerara’s weapons are coated with 
  drow poison. After being struck by such a weapon the 
  character must make a DC 13 Fortitude save or fall 
  unconscious. After 1 minute the subject must succeed on 
  another DC 13 Fortitude save or remain unconscious for 
  2d4 hours. Only the first person struck by the weapon 
  must make this saving throw. 
   
  �Advance dire rat companion: CR –; Small animal; HD 
  3d8+6; hp 18; Init +4; Spd 40 ft., climb 20 ft.; AC 18 (+1 
  size, +4 Dex, +3 natural), touch 15, flat-footed 14; Base Atk 
  +2; Grp -2; Atk +7 melee (1d4 plus disease, bite); SA 
  disease; SQ evasion; AL N; SV Fort +4, Ref +7, Will +4; Str 
  11, Dex 18, Con 12, Int 1, Wis 12, Cha 4. 
   
  Skills and Feats: Climb +11, Hide +9, Listen +4, Move 
  Silently +5, Spot +6, Swim +11; Alertness, Toughness, 
  Weapon Finesse. 
   
  Disease (Ex): Filth fever—bite, Fortitude DC 11, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con.  The save DC is Constitution-based. 
   
  APL 4 
  �Meklot Favored-Son: male human Ftr1/Drd5; CR 6; 
  Medium 
  humanoid 
  (Lerara 
  Suel 
  human); 
  HD 
  1d10+5d8+6; hp 41; Init +0; Spd 30 ft.; AC 20, touch 10, 
  flat-footed 20; Base Atk +4; Grp +5; Atk +6 melee (1d6+1, 
  masterwork quarterstaff) or +4 ranged (1d4+1, sling); SQ 
  animal companion, nature sense, resist nature’s lure, 
  trackless step, wild empathy, wild shape 1/day, woodland 
  stride; AL NE; SV Fort +8, Ref +2, Will +10; Str 13, Dex 
  10, Con 12, Int 8, Wis 16, Cha 14. 
   
  Skills and Feats: Concentration +14, Diplomacy +13, 
  Intimidate +6, Knowledge (nature) +6, Sense Motive +5; 
  Combat Casting, Iron Will, Leadership, Negotiator, 
  Power Attack. 
   
  Possessions: 
  masterwork 
  quarterstaff, 
  millipede 
  carapace full plate (treat as dragonhide full plate), sling, 
  cloak of resistance +1. 
   
  Druid Spells Prepared (5/4/3/2; save DC 13 + spell 
  level): 0—create water, detect magic, guidance, purify food and 
  drink, resistance; 1st—faerie fire, longstrider, obscuring mist, 
  shillelagh; 2nd—barkskin, bear’s endurance, resist energy; 
  3rd—poison, snare. 
   
  Pre-Cast Spells: longstrider (included above), barkskin 
  (included above), snare (see Map 1). 
   
  Exceptional Low-Light Vision (Ex): A Lerara Suel 
  can see five times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of poor 
  illumination.  He retains the ability to distinguish color 
  and detail under these conditions. 
   
  Vulnerability to Sunlight (Ex): A Lerara Suel takes 1 
  point of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score reaches 0. 
   Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  Poison (Ex): All the Lerara’s weapons are coated with 
  drow poison. After being struck by such a weapon the 
  character must make a DC 13 Fortitude save or fall 
  unconscious. After 1 minute the subject must succeed on 
  another DC 13 Fortitude save or remain unconscious for 
  2d4 hours. Only the first person struck by the weapon 
  must make this saving throw. 
   
  APL 6 
  �Meklot Favored-Son: male human Ftr1/Drd5/Bane of 
  Infidels*2; CR 8; Medium humanoid (Lerara Suel 
  human); HD 1d10+7d8+8; hp 53; Init +0; Spd 30 ft.; AC 
  21, touch 10, flat-footed 21; Base Atk +5; Grp +7; Atk +8 
  melee (1d6+3, masterwork quarterstaff) or +3 ranged 
  (1d4+2, sling); SA energumen, pyre; SQ animal companion, 
  hearth protection, nature sense, resist nature’s lure, 
  sacrifice, trackless step, wild empathy, wild shape 1/day, 
  woodland stride; AL NE; SV Fort +11, Ref +2, Will +14; 
  Str 14, Dex 10, Con 12, Int 8, Wis 18, Cha 14. 
   
  Skills and Feats: Concentration +16, Diplomacy +15, 
  Intimidate +10, Knowledge (nature) +6, Sense Motive +6; 
  Combat Casting, Iron Will, Leadership, Negotiator, 
  Power Attack. 
   
  Possessions: 
  masterwork 
  quarterstaff, 
  millipede 
  carapace full plate (treat as dragonhide full plate), sling, 
  cloak of resistance +1, periapt of wisdom +2. 
   
  Druid Spells Prepared (6/5/4/3/2; save DC 14 + spell 
  level): 0—create water, detect magic, guidance, mending, 
  purify food and drink, resistance; 1st—faerie fire, longstrider, 
  obscuring mist, shillelagh; 2nd—barkskin, bear’s endurance, 
  resist energy; 3rd—poison, sleet storm, snare; 4th—flame 
  strike, spike stones. 
   
  Pre-Cast Spells: longstrider (included above), barkskin 
  (included above), snare (see Map 1), spike stones (see Map 
  1). 
   
  Exceptional Low-Light Vision (Ex): A Lerara Suel 
  can see five times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of poor 
  
  Lerara 
   
  Page 26 
  illumination.  He retains the ability to distinguish color 
  and detail under these conditions. 
   
  Vulnerability to Sunlight (Ex): A Lerara Suel takes 1 
  point of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score reaches 0. 
   Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  Poison (Ex): All the Lerara’s weapons are coated with 
  drow poison. After being struck by such a weapon the 
  character must make a DC 13 Fortitude save or fall 
  unconscious. After 1 minute the subject must succeed on 
  another DC 13 Fortitude save or remain unconscious for 
  2d4 hours. Only the first person struck by the weapon 
  must make this saving throw. 
   
  *See Appendix Two 
   
  APL 8 
  �Meklot Favored-Son: male human Ftr1/Drd5/Bane of 
  Infidels*4; CR 10; Medium humanoid (Lerara Suel 
  human); HD 1d10+9d8+10; hp 65; Init +0; Spd 30 ft.; AC 
  22, touch 10, flat-footed 22; Base Atk +7; Grp +9; Atk +9 
  melee (1d6+3, masterwork quarterstaff) or +7 ranged 
  (1d4+2, sling); Full Atk +9/+4 melee (1d6+3, masterwork 
  quarterstaff) or +7/+2 ranged (1d4+2, sling); SA 
  energumen, pyre; SQ animal companion, detect loyalty, 
  hearth protection, nature sense, resist nature’s lure, 
  sacrifice, secrets of stone, trackless step, wild empathy, wild 
  shape 1/day, woodland stride; AL NE; SV Fort +12, Ref 
  +3, Will +15; Str 14, Dex 10, Con 12, Int 8, Wis 18, Cha 
  14. 
   
  Skills and Feats: Concentration +14, Diplomacy +17, 
  Intimidate +14, Knowledge (nature) +6, Sense Motive +6; 
  Empower Spell, Iron Will, Leadership, Negotiator, Power 
  Attack, Sanctum Spell*. 
   
  Possessions: 
  masterwork 
  quarterstaff, 
  millipede 
  carapace full plate (treat as dragonhide full plate), sling, 
  cloak of resistance +1, periapt of wisdom +2. 
   
  Druid Spells Prepared [all with the Sanctum Spell 
  feat] (6/5/5/4/3/1; save DC 15 + spell level): 0—create 
  water, detect magic, guidance, mending, purify food and drink, 
  resistance; 1st—cure light wounds, faerie fire, longstrider, 
  obscuring mist, shillelagh; 2nd—barkskin, bull’s strength, 
  flaming sphere, resist energy (2); 3rd—poison, sleet storm, 
  snare; 4th—dispel magic, flame strike, spike stones; 5th—wall 
  of thorns. 
   
  Pre-Cast Spells: longstrider (included above), barkskin 
  (included above), snare (see Map 1), spike stones (see Map 
  1). 
   
  Exceptional Low-Light Vision (Ex): A Lerara Suel 
  can see five times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of poor 
  illumination.  He retains the ability to distinguish color 
  and detail under these conditions. 
   
  Vulnerability to Sunlight (Ex): A Lerara Suel takes 1 
  point of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score reaches 0. 
   Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  Poison (Ex): All the Lerara’s weapons are coated with 
  drow poison. After being struck by such a weapon the 
  character must make a DC 13 Fortitude save or fall 
  unconscious. After 1 minute the subject must succeed on 
  another DC 13 Fortitude save or remain unconscious for 
  2d4 hours. Only the first person struck by the weapon 
  must make this saving throw. 
   
  *See Appendix Two 
   
  APL 10 
  �Meklot Favored-Son: male human Ftr1/Drd5/Bane of 
  Infidels*6; CR 12; Medium humanoid (Lerara Suel 
  human); HD 1d10+11d8+12; hp 77; Init +0; Spd 30 ft.; AC 
  24, touch 10, flat-footed 24; Base Atk +8; Grp +10; Atk +11 
  melee (1d6+3, masterwork quarterstaff) or +8 ranged 
  (1d4+2, sling); Full Atk +11/+6 melee (1d6+3, masterwork 
  quarterstaff) or +8/+3 ranged (1d4+2, sling); SA 
  energumen, pyre; SQ animal companion, detect loyalty, 
  hearth protection, major sacrifice, nature sense, resist 
  nature’s lure, sacrifice, secrets of stone, trackless step, wicker 
  man, wild empathy, wild shape 1/day, woodland stride; 
  AL NE; SV Fort +14, Ref +5, Will +17; Str 14, Dex 10, Con 
  12, Int 8, Wis 19, Cha 14. 
   
  Skills and Feats: Concentration +21, Diplomacy +19, 
  Intimidate +17, Knowledge (nature) +7, Sense Motive +7; 
  Combat Casting, Empower Spell, Iron Will, Leadership, 
  Negotiator, Power Attack, Sanctum Spell*. 
   
  Possessions: masterwork quarterstaff, +2 millipede 
  carapace full plate (treat as +2 dragonhide full plate), sling, 
  cloak of resistance +2, periapt of wisdom +2. 
   
  Druid Spells Prepared [all with the Sanctum Spell 
  feat] (6/6/5/5/4/2/1; save DC 15 + spell level): 0—create 
  water, detect magic, guidance, mending, purify food and drink, 
  resistance; 1st—cure light wounds, faerie fire (2), longstrider, 
  obscuring mist, shillelagh; 2nd—barkskin, bear’s endurance, 
  flaming sphere, resist energy (2); 3rd—contagion, poison, sleet 
  storm, snare, wind wall; 4th—dispel magic, flame strike (2), 
  spike stones; 5th—call lightning storm, wall of thorns; 6th—
  fire seeds. 
   
  Pre-Cast Spells: longstrider (included above), barkskin 
  (included above), snare (see Map 1), spike stones (see Map 
  1), fire seeds (one 11d6 acorn). 
   
  Exceptional Low-Light Vision (Ex): A Lerara Suel 
  can see five times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of poor 
  illumination.  He retains the ability to distinguish color 
  and detail under these conditions. 
   
  Vulnerability to Sunlight (Ex): A Lerara Suel takes 1 
  point of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score reaches 0. 
   Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  Poison (Ex): All the Lerara’s weapons are coated with 
  drow poison. After being struck by such a weapon the 
  character must make a DC 13 Fortitude save or fall 
  unconscious. After 1 minute the subject must succeed on 
  another DC 13 Fortitude save or remain unconscious for 
  2d4 hours. Only the first person struck by the weapon 
  must make this saving throw. 
  
  Lerara 
   
  Page 27 
   
  *See Appendix Two 
   
  APL 12 
  �Meklot Favored-Son: male human Ftr1/Drd5/Bane of 
  Infidels*8; CR 14; Medium humanoid (Lerara Suel 
  human); HD 1d10+13d8+14; hp 89; Init +0; Spd 30 ft.; AC 
  25, touch 10, flat-footed 25; Base Atk +10; Grp +12; Atk 
  +13 melee (1d6+3, masterwork quarterstaff) or +10 
  ranged (1d4+2, sling); Full Atk +13/+8 melee (1d6+3, 
  masterwork quarterstaff) or +10/+5 ranged (1d4+2, sling); 
  SA bonfire, energumen, pyre; SQ animal companion, 
  antipathy field, detect loyalty, hearth protection, major 
  sacrifice, nature sense, resist nature’s lure, sacrifice, secrets 
  of stone, trackless step, wicker man, wild empathy, wild 
  shape 1/day, woodland stride; AL NE; SV Fort +14, Ref 
  +5, Will +17; Str 14, Dex 10, Con 12, Int 8, Wis 21, Cha 
  14. 
   
  Skills and Feats: Concentration +23, Diplomacy +21, 
  Intimidate +19, Knowledge (nature) +7, Sense Motive +9; 
  Combat Casting, Empower Spell, Iron Will, Leadership, 
  Negotiator, Power Attack, Sanctum Spell*. 
   
  Possessions: masterwork quarterstaff, +2 millipede 
  carapace full plate (treat as +2 dragonhide full plate), sling, 
  cloak of resistance +2, periapt of wisdom +4. 
   
  Druid Spells Prepared [all with the Sanctum Spell 
  feat] (6/7/6/5/5/4/2/1; save DC 16 + spell level): 0—
  create water, detect magic, guidance, mending, purify food and 
  drink, resistance; 1st—cure light wounds (2), faerie fire (2), 
  longstrider, obscuring mist, shillelagh; 2nd—barkskin, bear’s 
  endurance, flaming sphere, owl’s wisdom, resist energy (2); 
  3rd—contagion, poison, sleet storm, snare, wind wall; 4th—
  dispel magic, flame strike (2), spike stones; 5th—baleful 
  polymorph, call lightning storm, insect swarm, wall of thorns; 
  6th—fire seeds, protection from all elements*; 7th—fire storm. 
   
  Pre-Cast Spells: longstrider (included above), barkskin 
  (included above), snare (see Map 1), spike stones (see Map 
  1), fire seeds (one 13d6 acorn), protection from all elements*. 
   
  Pre-Used Abilities: antipathy field (on hearth, 
  targeting neutral good creatures, Will save DC 24 partial). 
   
  Exceptional Low-Light Vision (Ex): A Lerara Suel 
  can see five times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of poor 
  illumination.  He retains the ability to distinguish color 
  and detail under these conditions. 
   
  Vulnerability to Sunlight (Ex): A Lerara Suel takes 1 
  point of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score reaches 0. 
   Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  Poison (Ex): All the Lerara’s weapons are coated with 
  drow poison. After being struck by such a weapon the 
  character must make a DC 13 Fortitude save or fall 
  unconscious. After 1 minute the subject must succeed on 
  another DC 13 Fortitude save or remain unconscious for 
  2d4 hours. Only the first person struck by the weapon 
  must make this saving throw. 
   
  *See Appendix Two 
   
  APL 14 
  �Meklot Favored-Son: male human Ftr1/Drd5/Bane of 
  Infidels*10; CR 16; Medium humanoid (Lerara Suel 
  human); HD 1d10+15d8+16; hp 101; Init +0; Spd 30 ft.; 
  AC 25, touch 10, flat-footed 25; Base Atk +11; Grp +13; 
  Atk +14 melee (1d6+3, masterwork quarterstaff) or +11 
  ranged (1d4+2, sling); Full Atk +14/+9/+4 melee (1d6+3, 
  masterwork quarterstaff) or +11/+6/+1 ranged (1d4+2, 
  sling); SA bonfire, mass energumen, pyre; SQ animal 
  companion, antipathy field, detect loyalty, hearth protection, 
  major sacrifice, mass sacrifice, nature sense, resist nature’s 
  lure, sacrifice, secrets of stone, trackless step, wicker man, 
  wild empathy, wild shape 1/day, woodland stride; AL NE; 
  SV Fort +15, Ref +6, Will +18; Str 14, Dex 10, Con 12, Int 
  8, Wis 22, Cha 14. 
   
  Skills and Feats: Concentration +25, Diplomacy +23, 
  Intimidate +21, Knowledge (nature) +7, Sense Motive 
  +11; Combat Casting, Empower Spell, Iron Will, 
  Leadership, Quicken Spell, Negotiator, Power Attack, 
  Sanctum Spell*. 
   
  Possessions: masterwork quarterstaff, +2 millipede 
  carapace full plate (treat as +2 dragonhide full plate), sling, 
  cloak of resistance +2, periapt of wisdom +4. 
   
  Druid Spells Prepared [all with the Sanctum Spell 
  feat] (6/7/7/6/5/5/4/2/1; save DC 17 + spell level): 0—
  create water, detect magic, guidance, mending, purify food and 
  drink, resistance; 1st—cure light wounds (2), faerie fire (2), 
  longstrider, obscuring mist, shillelagh; 2nd—barkskin, bear’s 
  endurance, flaming sphere, fog cloud, owl’s wisdom, resist energy 
  (2); 3rd—contagion, poison, sleet storm (2), snare, wind wall; 
  4th—dispel magic (2), flame strike (2), spike stones; 5th—
  baleful polymorph, call lightning storm, insect swarm, poison 
  (empowered), wall of thorns; 6th—fire seeds, flame strike 
  (empowered), greater dispel magic, protection from all 
  elements*; 7th—fire storm, true seeing; 8th—flame strike 
  (quickened). 
   
  Pre-Cast Spells: longstrider (included above), barkskin 
  (included above), snare (see Map 1), spike stones (see Map 
  1), fire seeds (one 15d6 acorn), protection from all elements*. 
   
  Pre-Used Abilities: antipathy field (on hearth, 
  targeting neutral good creatures, Will save DC 25 partial). 
   
  Exceptional Low-Light Vision (Ex): A Lerara Suel 
  can see five times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of poor 
  illumination.  He retains the ability to distinguish color 
  and detail under these conditions. 
   
  Vulnerability to Sunlight (Ex): A Lerara Suel takes 1 
  point of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score reaches 0. 
   Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  Poison (Ex): All the Lerara’s weapons are coated with 
  drow poison. After being struck by such a weapon the 
  character must make a DC 13 Fortitude save or fall 
  unconscious. After 1 minute the subject must succeed on 
  another DC 13 Fortitude save or remain unconscious for 
  2d4 hours. Only the first person struck by the weapon 
  must make this saving throw. 
   
  *See Appendix Two 
   
  
  Lerara 
   
  Page 28 
  APL 16 
  �Meklot Favored-Son: male human Ftr1/Drd7/Bane of 
  Infidels*10; CR 18; Medium humanoid (Lerara Suel 
  human); HD 1d10+17d8+18; hp 113; Init +0; Spd 30 ft.; 
  AC 25, touch 10, flat-footed 25; Base Atk +13; Grp +15; 
  Atk +16 melee (1d6+3, masterwork quarterstaff) or +13 
  ranged (1d4+2, sling); Full Atk +16/+11/+6 melee (1d6+3, 
  masterwork quarterstaff) or +13/+8/+3 ranged (1d4+2, 
  sling); SA bonfire, mass energumen, pyre; SQ animal 
  companion, antipathy field, detect loyalty, hearth protection, 
  major sacrifice, mass sacrifice, nature sense, resist nature’s 
  lure, sacrifice, secrets of stone, trackless step, wicker man, 
  wild empathy, wild shape 3/day, woodland stride; AL NE; 
  SV Fort +16, Ref +7, Will +20; Str 14, Dex 10, Con 12, Int 
  8, Wis 24, Cha 14. 
   
  Skills and Feats: Concentration +25, Diplomacy +23, 
  Intimidate +21, Knowledge (nature) +15, Sense Motive 
  +12; Combat Casting, Empower Spell, Iron Will, 
  Leadership, Maximize Spell, Quicken Spell, Negotiator, 
  Power Attack, Sanctum Spell*. 
   
  Possessions: masterwork quarterstaff, +2 millipede 
  carapace full plate (treat as +2 dragonhide full plate), sling, 
  cloak of resistance +2, periapt of wisdom +6. 
   
  Druid Spells Known [all memorized with the 
  Sanctum Spell feat] (6/7/7/7/6/5/5/4/2/1; save DC 18 + 
  spell level): 0—create water, detect magic, guidance, mending, 
  purify food and drink, resistance; 1st—cure light wounds (2), 
  faerie fire (2), longstrider, obscuring mist, shillelagh; 2nd—
  barkskin, bear’s endurance, flaming sphere, fog cloud, owl’s 
  wisdom, resist energy (2); 3rd—contagion, neutralize poison, 
  poison, sleet storm (2), snare, wind wall; 4th—air walk, dispel 
  magic (2), flame strike (2), spike stones; 5th—baleful 
  polymorph, call lightning storm, insect swarm, poison 
  (empowered), wall of thorns; 6th—fire seeds, flame strike 
  (empowered), greater dispel magic (2), protection from all 
  elements*; 7th—heal, fire storm, flame strike (maximized), 
  true seeing; 8th—flame strike (quickened) (2); 9th—fire 
  storm (empowered). 
   
  Pre-Cast Spells: longstrider (included above), barkskin 
  (included above), snare (see Map 1), spike stones (see Map 
  1), fire seeds (one 17d6 acorn), protection from all elements*. 
   
  Pre-Used Abilities: antipathy field (on hearth, 
  targeting neutral good creatures, Will save DC 26 partial). 
   
  Exceptional Low-Light Vision (Ex): A Lerara Suel 
  can see five times as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of poor 
  illumination.  He retains the ability to distinguish color 
  and detail under these conditions. 
   
  Vulnerability to Sunlight (Ex): A Lerara Suel takes 1 
  point of Constitution damage for every hour it is exposed 
  to sunlight, and it dies if its Constitution score reaches 0. 
   Lost Constitution points are recovered at the rate of 1 per 
  24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  Poison (Ex): All the Lerara’s weapons are coated with 
  drow poison. After being struck by such a weapon the 
  character must make a DC 13 Fortitude save or fall 
  unconscious. After 1 minute the subject must succeed on 
  another DC 13 Fortitude save or remain unconscious for 
  2d4 hours. Only the first person struck by the weapon 
  must make this saving throw. 
   
  *See Appendix Two 
   
  �Advanced dire bat companion: CR –; Small animal; 
  HD 6d8+21; hp 48; Init +6; Spd 20 ft., fly 40 ft. (good); AC 
  22, touch 15, flat-footed 16; Base Atk +4; Grp +12; Atk +7 
  melee (1d8+6, bite); SQ blindsense 40 ft., evasion; AL N; 
  SV Fort +8, Ref +11, Will +7; Str 18, Dex 22, Con 17, Int 2, 
  Wis 14, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +14, Move Silently 
  +11, Spot +8; Alertness, Stealthy, Toughness. 
   
  Blindsense (Ex): A dire bat uses echolocation to 
  pinpoint creatures within 40 feet.  Opponents still have 
  total concealment against the bat unless it can actually 
  see them. 
   
  
  Lerara 
   
  Page 29 
  APPENDIX 2:  NEW RULES 
   
  New Disease: The Twisting Blight 
  This disease has been inflicted upon the town of Dark Gate by Chekrem Blightbringer, priest of Incabulos. The 
  Twisting Blight is a supernatural disease that it gradually contorts the diseased character’s visage in hideous ways, and 
  saps his strength of personality away. 
   
  DISEASE 
   
   
  INFECTION 
   
  DC 
   
  INCUBATION DAMAGE 
  Twisting Blight 
   
  Inhaled or Contact 
  10+APL 1d3 days 1 Cha drain 
   
  Notes:  The damage from this disease is permanent Charisma loss. It can only be shaken off if a character makes four 
  sequential successful Fortitude saves.  If the diseased character is subject to a remove curse, restoration, or similar effect, 
  the caster must make a successful caster level check (DC 15+APL) or the curative effect fails and the Twisting Blight 
  remains. Once the victim’s Charisma score reaches zero, his body rejects most food and care, and he dies in a number of 
  days equal to half his Constitution score. 
   
  Reinfection: The Twisting Blight is highly contagious, and if an infected victim touches or is touched by an 
  uninfected person (such as to deliver a touch spell or to treat the disease with the Heal skill).  The uninfected person has 
  to make an immediate Fortitude save or contract the disease. 
   
  Cure: This disease was cultivated from a yam-like root in the Sea of Dust, near where the Passage of Slerotin exits 
  into the Sea of Dust. A paste from that root will immediately heal the disease if the administered properly (Heal check, 
  DC 10), and restore all Charisma points lost to the disease. The root must be used within an hour of being removed from 
  the soil, or it loses its potency. 
   
  Immunites: A paladin of 3rd level or higher is immune to the Twisting Blight, but monks are not (as the disease is 
  magical).  Since the origins of this disease lie in the magic-infused Sea of Dust, homeland of the Suel, any character that 
  is a full-blooded Suel cannot be affected by the disease. This includes the Lerara Suel. 
   
  DM Advice: Characters won’t know whether they have contracted the disease, or when they’ve shaken it off.  If 
  you’d like, you can note the Fortitude save modifiers from all characters at the table and make their Fortitude saves for 
  them, in secret. This keeps the players in greater suspense about the course of the disease. 
   
  New Race: Lerara Suel Human 
  The Lerara Suel is a family of Suel stranded underground after the Rain of Colorless Fire, over a thousand years ago. 
  Abandoned and forced to survive in the inhospitable tunnels under the Hellfurnace Mountains, this once-proud family 
  has degenerated into fierce, pale-skinned savages.   
   
  Like most Suel, the Lerara Suel are lean, with pale skin and fair hair.  However, centuries spent underground have 
  taken their toll on the Lerara physique.  The Lerara have skin so pale that bluish veins can be seen through the skin, and 
  many of them are true albinos.  All Lerara have eye color ranging from a light blue to pink. 
   
  Most Lerara Suel bathe rarely and wear poorly-tanned animal skins, adding to their pathetic and degenerate 
  appearance.  Nobles among the Lerara wear finer leathers, and prefer jewelry.  Warriors wear armor constructed from 
  various fearsome creatures native to their underground realm.  These creatures are most often bested by luck rather 
  than skill, and rampaging monsters regularly take a heavy toll on the Lerara population. 
   
  The Lerara are naturally predisposed to no alignment in particular, but their harsh living conditions and veneration 
  of a horrid entity known as the Mother turn many of the Lerara to evil.  No matter their alignment, Lerara Suel are 
  selfish and bossy.  Good-aligned Lerara Suel exist, but are rare.   
   
  The Lerara Suel have all the traits of humans found in the Player’s Handbook, with the following additions: 
   
  Languages: All Lerara Suel speak Ancient Suloise and Common 
   
  Exceptional Low-Light Vision (Ex): A Lerara Suel can see five times as far as a human in starlight, moonlight, 
  torchlight, and similar conditions of poor illumination.  He retains the ability to distinguish color and detail under 
  these conditions. 
   
  Vulnerability to Sunlight (Ex): A Lerara Suel takes 1 point of Constitution damage for every hour it is exposed to 
  sunlight, and it dies if its Constitution score reaches 0.  Lost Constitution points are recovered at the rate of 1 per 24-
  hour period spent underground or otherwise sheltered from the sun.  This weakness is eliminated if the Lerara Suel 
  takes the Daylight Adaptation feat (below). 
   
  Daylight Adaptation [General] (from the Forgotten Realms Campaign Setting) 
  Through long exile from the shadowed homelands of your kind, you have learned to endure the painful sunlight of the 
  surface world. 
  
  Lerara 
   
  Page 30 
   
  Benefit: If you are a type of creature that suffers circumstance penalties when exposed to bright light (such as drow 
  or duergar), you no longer suffer those penalties, whether the light comes from natural or magical sources of 
  illumination. 
   
  Sanctum Spell [Metamagic] (from Tome and Blood) 
  Your spells have a home ground advantage. 
   
  Prerequisite: Any other metamagic feat. 
   
  Benefit: A sanctum spell has an effective spell level one level higher than normal if cast in your sanctum (see 
  Special, below)—but if not cast in the sanctum, it has an effective spell level one level lower than normal.  All effects 
  dependent upon spell level (such as save DCs or the ability to penetrate a minor globe of invulnerability) are calculated 
  according to the adjusted level.  A sanctum spell uses a spell slot of the spell’s normal level, modified by any other 
  metamagic feats. 
   
  Special: Your sanctum is an area you have previously designated within a 10-foot/level radius from the center.  This 
  area can be a particular site, building, or structure.  A sanctum can be designated within a larger structure, but its special 
  advantages cut off beyond the maximum area.  The designated area must be a site where you have spent a cumulative 
  period of at least three months.  Once designated, it takes seven days for the site to become a sanctum.  If you designate 
  a new area to be your sanctum, the benefits of the old one immediately fade.  You may have only a single sanctum at one 
  time. 
   
  Protection from All Elements (from Masters of the Wild) 
  Abjuration 
  Level: Drd 6 
  Components: V,S,DF 
  Casting Time: 1 action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level or until discharged 
  Saving Throw: None 
  Spell Resistance: Yes 
  The subject becomes invulnerable to acid, cold, electricity, fire, and sonic damage.  The spell absorbs damage the subject 
  would otherwise take from all the above energy types, regardless of whether the source of damage is natural or magical.  
  This protection also extends to the subject’s equipment.  When the spell has absorbed a total of 12 points of damage per 
  caster level dealt by any combination of the above energy types, it is discharged. 
   
  Protection from all elements absorbs only damage.  The subject could still suffer unfortunate side effects, such as 
  drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice. 
   
  The effects of this spell do not stack with those of protection from elements, endure elements, or resist elements.  If a 
  creature is warded by protection from all elements and any of these other spells, protection from all elements absorbs damage 
  until it is discharged. 
   
  Bane of Infidels (from Masters of the Wild) 
  The bane of infidels is the leader of a xenophobic tribe.  He wants nothing to do with the outside world because the way 
  his people do things is the way they have always done them, and the way they always will.  Alone among his 
  compatriots, the bane of infidels sees the possibilities of the outside world, but he considers progress dangerous.  
  Allowing his people to advance would surely endanger them and imperil his leadership.  Since visitors bring danger of 
  change, they must die—and what better way than as sacrifices in the name of his tribe’s religion? 
   
  The act of sacrifice empowers and rewards the bane of infidels and his tribe.  Usually visitors and conquered foes 
  serve as sacrifices, though in a pinch a criminal will do (or even an innocent, though this is a risky move). 
   
  Though he is often ruthless, the bane of infidels is nonetheless respected by the members of his tribe, to whom he 
  provides healing, guardianship, and unwavering direction in return for absolute loyalty.  Druids are the most likely 
  characters to embrace this lifestyle, though clerics, high-level rangers, and adepts can also adopt this prestige class.  The 
  tribe of a bane of infidels often includes fighters, rangers, barbarians, bards, and sorcerers, but other classes may not be 
  as welcome. 
   
  Hit Die: d8. 
   
  Requirements 
  To become a bane of infidels, a character must fulfill the following criteria. 
   
  Alignment: Any nongood. 
   
  Skills: Intimidate 4 ranks; Knowledge (religion) 6 ranks or Knowledge (nature) 6 ranks. 
   
  Feats: Iron Will, Leadership. 
   
  Spells: Able to cast 3rd-level divine spells. 
  
  Lerara 
   
  Page 31 
   
  Class Skills 
  The bane of infidel’s class skills (and the key ability for each skill) are Animal Empathy (Cha), Concentration (Con), 
  Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Intuit Direction (Wis), 
  Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (any) (Wis), Scry (Int, exclusive skill), Sense Motive 
  (Wis), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).  See Chapter 4 of the Player’s Handbook for skill 
  descriptions. 
   
  Skill Points at Each Level: 4 + Int modifier. 
   
  Class Features 
  The following are class features of the bane of infidels prestige class. 
   
  Weapons and Armor Proficiency: A bane of infidels gains no weapon or armor proficiencies. 
   
  Spells per Day/Spells Known: At each bane of infidels level, the character gains new spells per day (and spells 
  known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the 
  prestige class. He does not, however, gain any other benefit a character of that class would have gained (additions wild 
  shape options, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before 
  becoming a bane of infidels, the player must decide to which class to add each level for determining spells per day and 
  spells known. 
   
  Energumen (Sp): Beginning at 1st level, the character may bestow a low-powered form of barbarian rage in any 
  follower (as defined in Chapter 2 of the Dungeon Master’s Guide) who is an adherent of the same religion. The follower 
  gains a +2 bonus to both Strength and Constitution, as well as a +1 morale bonus on Will saves. In all other respects, this 
  is like barbarian rage. Energumen is useable once per day per bane of infidels level. 
   
  Pyre (Sp): At 1st level, the bane of infidels may cause a 5-foot-square area to burst into flame. Anyone in that area 
  must succeed at a Reflex save (DC 10 + bane of infidels level + Wisdom bonus of bane of infidels) or suffer 1d4 points of 
  damage per bane of infidels level. This ability is useable once per day. 
   
  Hearth Protection (Sp): At 2nd level, the bane of infidels may perform an 8-hour ritual to designate an area with a 
  radius of up to 5 feet per bane of infidels level as a hearth. This area then functions as a permanent zone of truth, though 
  the bane of infidels is immune to that effect. The character may only have one hearth at a time. 
   
  Sacrifice (Su): Beginning at 2nd level, the bane of infidels may sacrifice any humanoid by killing it with a coup de 
  grace in his hearth. This ritual increases his effective caster level for all spells by +2 for 1 hour. If the bane of infidels 
  sacrifices a follower, he must make a Diplomacy check (DC 20). Failure indicates that all his remaining followers desert; 
  success means he retains their loyalty. This effect does not stack with the bonuses gained from major sacrifice or mass 
  sacrifice (see below).  Sacrifice is useable once per day. 
   
  Secrets of Stone (Sp): At 3rd level, the bane of infidels gains the ability to discern the affected spell and necessary 
  sacrifice of any standing stone within 100 feet of him as a free action. 
   
  Detect Loyalty (Sp): At 4th level, the bane of infidels may examine a follower for faithfulness.  If that individual has 
  grossly violated the code of conduct that the bane of infidels has established or otherwise acted in a manner opposed to 
  the latter’s purposes and directions in the last 24 hours, the bane of infidels discovers it (no save, but spell resistance 
  applies) and gains a +5 circumstance bonus on his Diplomacy check when sacrificing that follower.  Using detect loyalty 
  does not provoke an attack of opportunity. 
   
  Major Sacrifice (Su): This ability, gained at 5th level, is like sacrifice, except that the bane of infidels can increase 
  his effective caster level for all spells by +4 for 1 hour by sacrificing a sentient creature with 5 or more Hit Dice.  This 
  effect does not stack with that of sacrifice or mass sacrifice. 
   
  Wicker Man (Sp): At 6th level, the bane of infidels learns to create a sacrificial totem trap. This ability produces the 
  same effect as the wall of thorns spell, except as follows. The thorny briars form a humanoid shape 10 feet square, with a 
  height equal to 10 feet per bane of infidels level. Anyone in that area when the wicker man appears gets a Reflex save (DC 
  10 + bane of infidels level + Wisdom bonus of bane of infidels) to avoid being caught in its body at a point halfway up its 
  height. The pyre and bonfire abilities of the bane of infidels count as magical fire for purposes of igniting the wicker man 
  and do their normal damage to everyone trapped inside each round until the wicker man burns away (per the wall of 
  thorns spell) or they escape.  This ability is useable once per day. 
   
  Bonfire (Sp): This ability, gained at 7th level, functions like pyre, except that it affects a 10-foot-square area. 
   
  Antipathy Field (Sp): At 8th level, the bane of infidels may protect his hearth with an antipathy field once per day. 
  This functions like an antipathy spell, except that the target is the entire area of the hearth and the duration is 24 hours. 
   
  Mass Energumen (Sp): This ability (gained at 9th level) functions like energumen (above), except that it affects up to 
  ten followers at once. 
   
  Mass Sacrifice (Su): At 10th level, the bane of infidels can increase his effective caster level by +2 (up to a maximum 
  of +10) for each humanoid sacrificed within 10 rounds. This ability is otherwise like sacrifice. Its effect does not stack 
  with that of sacrifice or major sacrifice. 
   
  
  Lerara 
   
  Page 32 
  The Bane of Infidels 
  Class 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  Special 
   
  Spells per Day/Spells Known 
  1st 
  +0 
  +2 
  +0 
  +2 
  Energumen, pyre 
  +1 level of existing class 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Hearth 
  protection, 
  sacrifice 
  +1 level of existing class 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Secrets of stone 
  +1 level of existing class 
  4th 
  +3 
  +4 
  +1 
  +4 
  Detect loyalty 
  +1 level of existing class 
  5th 
  +3 
  +4 
  +1 
  +4 
  Major sacrifice 
  +1 level of existing class 
  6th 
  +4 
  +5 
  +2 
  +5 
  Wicker man 
  +1 level of existing class 
  7th 
  +5 
  +5 
  +2 
  +5 
  Bonfire 
  +1 level of existing class 
  8th 
  +6 
  +6 
  +2 
  +6 
  Antipathy field 
  +1 level of existing class 
  9th 
  +6 
  +6 
  +3 
  +6 
  Mass energumen 
  +1 level of existing class 
  10th 
  +7 
  +7 
  +3 
  +7 
  Mass sacrifice 
  +1 level of existing class 
   
  
  Lerara 
   
  Page 33 
  DM MAP 1 
   
  Lerara Ritual Chamber
  N
  M
  C
  GJ
  GJ
  M
  C
  Lerara Observer
  Meklot Favored- Son
  Meklot’s Animal Companion
  Governor Jareel
  Sacrificial Altar
  Pit to the Mother’s Chambers
  Snare spell, APL 4+ (not visible)
  Spike stones, APL 6+ (not visible)
  PCs Begin Here
   
   
   
   
   
   
   
  
  Lerara 
   
  Page 34 
  PLAYER HANDOUT 1 
  This letter is among the possessions of the priest of Incabulos. It was written a few weeks ago, and apparently it hasn’t 
  been sent yet. 
   
  Farzuk- 
   
  Greetings in the name of the Black Rider, my brother.  I wanted to thank you for informing me of the cackle fever outbreak in 
  Verbobonc last spring.  I was able to keep clear of that city, and I remain as healthy as ever.  Good work with the cackle fever; I hear 
  dozens died. 
   
  To return the favor, I would like to inform you of an insidious disease that I’ve concocted to inflict upon the Yeomanry.  I call it “the 
  Twisting Blight.” It slowly and painfully contorts the features of the victims into a skull-like grimace, while sapping them of their 
  will to live. Eventually, victims enter a coma and die.  I assure you, it’s exquisitely painful, and it will please the Black Rider 
  immensely. 
   
  Best of all, it’s deliciously difficult to cure. I was exploring the Hellfurnaces with my bodyguards and disciples, and I stumbled upon a 
  yam-like root growing there near an ancient Suloise tomb. This root has amazing curative properties, I was horrified to discover.  
  But then I remembered what old Kazxanik told us (you remember that fiendish old halfling): “whatever you find that can cure, can 
  also be made to kill.” 
   
  Anyway, I distilled that root into the Twisting Blight, the most ferocious plague I’ve ever concocted. It seems virtually incurable. Of 
  course, this root in its natural form will cure the disease quite quickly and easily, but only if freshly uprooted. But no one will 
  discover this cure—who on Oerth would go searching the Hellfurnaces for vegetables?!? 
   
  I had to get this delicious plague back to civilization as soon as possible (I seemed quite immune to the Twisting Blight, despite my 
  close contact with it…perhaps all good diseases love their creator too much to afflict him). Within a stone’s throw of this patch of 
  roots I noticed a peculiar cave, dozens of feet wide that led down to what appeared to be an underground passage. I then remembered 
  a legend about the Passage of Slerotin, a tunnel bored right under the Hellfurnace Mountains into the Yeomanry. This passage is 
  probably two hundred miles long, but our Suel ancestors sure knew their magic:  I bet the Passage is still intact. We’re going to 
  venture into this Passage, and pop out right in the Yeomanry. I intend to inflict the Twisting Blight on the first town I come across, 
  and from there to all of the Yeomanry!  Oh, how the Black Rider will favor me then! 
   
  If you have plans for traveling in the Yeomanry, I suggest you cancel them. This entire country will fall to the Twisting Blight if I 
  have my way. 
   
  Chekrem Blightbringer 
   
  (what do you think about the new nickname?  “Blightbringer” has a very scary ring to it, doesn’t it?) 
    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Core/COR3-16 - Lerara.pdf