TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  COR6-17 
   
   
   
   
   
  Something of Value 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1 
   
   
  By Sam Weiss and Rick Miller 
  Circle Reviewer: Creighton Broadhurst 
  Reviewers: Chris Chesher 
  Playtesters: Mike Allen, Michael L. Brody, Solomon Douek, Heather Eberhardt, Matthew A. Feigin, Helen Keier, 
  Darren A. Luma, Richard Orlowski, David Paris, Andy Pearlman, Sean Smith, Justin Zacek 
   
   
  All adventurers dream of finding that one thing that will make them wealthy beyond their wildest dreams. 
  Unfortunately, you seem to have found it. Now what are you going to do? A one-round Core adventure set in the Free 
  City of Greyhawk for characters level 10-15 (APLs 10-16). 
   
  Resources for this adventure include Complete Arcane [Richard Baker], Complete Warrior [Andy Collins, David Noonan, 
  Ed Stark], Dungeon Master' Guide II [Jesse Decker, David Noonan, Chris Thomasson, James Jacobs, Robin D. Laws], Ivid 
  the Undying [Carl Sargent], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matthew Sernett, Chris 
  Thomasson, and James Wyatt], Lords of Madness [Richard Baker, James Jacobs, Steve Winter], Monster Manual III [Rich 
  Burlew, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M. Kestrel, Rich Redman, Matthew Sernett, Chris 
  Thomasson, P. Nathan Toomey], Races of the Dragon [Gwendolyn F.M. Kestrel, Jennifer Clarke Wilkes, Klolja Raven 
  Liquette], and Spell Compendium [Matthew Sernett, Jeff Grubb, and Mike McArtor]. 
   
   
   
  
  COR6-17 Something of Value 
   
  Page 1 
  RPGA® Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   Living Greyhawk Levels of Play 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  Mundane 
  Animals Effect on 
  APL 
  # of Animals 
  1 
  2 
  3 
  4 
  CR of Animal 
  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 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  
  COR6-17 Something of Value 
   
  Page 2 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round Core adventure, set in the 
  City of Greyhawk. All characters pay 2 Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  Adventure Background 
  A long time ago, a cleric of Nerull named Krevell, and an 
  Oeridian wizard named Lynerden the Spinner each 
  created a pair of magic items. Each of the individual items 
  was quite powerful. However, when combined with their 
  respective mate they become the equivalent of major 
  artifacts. Unfortunately, both pairs were split up, one of 
  each winding up with the Aerdy Houses of Garasteth and 
  Torquann. At the time of the Greyhawk Wars, Delglath of 
  Rinloru held the House Torquann pair, while Prince 
  Lakaster of Winetha held the House Garasteth pair. Both 
  were clearly interested in a trade, and both were equally 
  concerned with making sure they would be getting the 
  better part of such a deal. Despite their best efforts, 
  neither has been able to discern what the combined 
  resonant powers of the items would be. That information 
  is only contained in the lost writings of their creators. 
   
  Enter Saal Haag Oniv. An otherwise unremarkable 
  fellow, he is also a devoted follower of Vecna. By means 
  best kept secret, he found himself in possession of the 
  writings in question, including their rather detailed 
  information on both sets of items. Of course, just as the 
  items were less useful separate, and without knowledge 
  of their conjoined powers, the knowledge of those 
  powers was less than useful without the items. Of course, 
  as any dedicated follower of Vecna knows, knowledge is 
  never truly useless. There is always someone willing to 
  pay something for it, and in this instance there would be 
  many people eager for this bit of lore. However, Saal had 
  not gotten as far as he had by being careless. He was well 
  aware that most anyone interested in this information 
  would rather kill him than deal with him. To survive this, 
  he would have to have agents, preferably easily 
  expendable agents. Enter the PCs. 
   
  Adventure Summary 
  Introduction: The PCs have an easy battle against a 
  number of marauding monsters as they head to the City 
  of Greyhawk. In the treasure, they find a pair of unusual 
  books that defy ready analysis. A successful DC 25 
  Decipher Script check, identifies that these books are 
  incomplete notations on using items created by Krevell 
  and Lynerden. Storing them, the PCs continue their 
  journey. 
   
  1. The Most Popular People in Greyhawk: As the 
  PCs relax in their favorite Greyhawk inn, a succession of 
  messengers arrives, requesting the PCs come and meet 
  with a variety of important persons. None have any set 
  time limit, so the PCs may go to them as they please. 
   
  2. Too Much of a Good Thing: Saal started rumors 
  a few weeks ago that have attracted the interest of various 
  groups throughout the Flanaess. These groups have used 
  couriers, scouts, and divinations to confirm the nature of 
  these rumors. All of the buyers present represent groups 
  that have confirmed that the rumors are indeed true and 
  that there will be a sale on tomes of power scribed by 
  such luminaries as Krevell and Lynerden. The PCs can 
  visit as many of the buyers as they like. Each encounter is 
  essentially the same, with the patron offering the PCs a 
  significant amount of gold and favors for the books they 
  have. These buyers have learned the PCs have the books 
  through various longstanding efforts (mostly active 
  divination spells). One patron will most likely be from 
  the PCs home metaregion, and will appeal to their better 
  nature in addition to offering the payment. All make it 
  clear they will be quite upset if anyone else winds up 
  with the books. 
   
  3. Hook, Line, and Stinker: Saal contacts the PCs 
  and explains the situation they find themselves in. He 
  lets them know he has the genuine book, and that he will 
  trade it to them for important secrets, theirs, or from 
  whoever wants it. He makes it clear that he has taken 
  extensive precautions to ensure they can’t simply kill him 
  
  COR6-17 Something of Value 
   
  Page 3 
  and expect to find the book, or sell him out before he can 
  flee leaving them holding the bag. 
   
  4. Payment in Blood: Unfortunately, darker forces 
  aligned with Iuz, Delglath, Grenell and Lakaster have also 
  intercepted the rumors about these books. Each has sent 
  an agent to retrieve the books through any means 
  possible. While Grenell’s agent has chosen the path of 
  diplomacy, at least for the moment, the others have 
  chosen to acquire it the old-fashioned way – killing the 
  current owners. A confusing melee ensues in the middle 
  of Greyhawk, producing the kind of destruction the Lord 
  Mayor warned them not to cause. 
   
  5. The Cost of Everything: The PCs revisit as many 
  or as few patrons as they want to, asking them to tell 
  them what secrets they want for the books. The patrons 
  are all outraged, but all agree to the price. The PCs will 
  arrange with them for the exchange. 
   
  6. Out of Town Talent: Upset with the PCs because 
  of the destruction, Lord Mayor Gasgal allows an agent 
  sent by Overking Grenell to try to take down the PCs. 
   
  7. Very Unlikely Help: The mysterious lich 
  Lyzandred the Mad contacts the PCs. He tells them who 
  and what he is, and offers to tell them how to get to Saal 
  and the real books. His price is absolutely nothing; he is 
  just amused at the situation they have gotten themselves 
  into, and thinks it would be more amusing to give them 
  just enough help that they might be able to find a way 
  out. 
   
  8. 
  Payback! 
  (optional): 
  The 
  PCs 
  use 
  the 
  information from Lyzandred to find Saal, kill (or 
  otherwise deal with) him, and take the books. 
   
  9. The Value of Nothing? The PCs make whatever 
  exchanges they agreed to with the patrons. They sell the 
  books to one, or many. They can also flee, or do the one 
  thing that will keep most of them from hating them – 
  they can burn the books so no one gets them. 
  10: Divine Retribution: Tenser, unsatisfied with 
  the resolution, sends a celestial agent to punish them for 
  being involved with such an underhanded scheme. 
   
  Conclusion: The PCs learn just how much trouble 
  they have gotten themselves into. 
   
  Preparation for Play 
  Most of the preparation for this adventure involves 
  taking note of how to troubleshoot various sections if the 
  PCs resist the general course of events, and noting the 
  tactics used. These are reviewed here. 
   
  For the introduction, remember that the giants are 
  not intended to be a challenge. They are there to avoid 
  forcing an action on the PCs, namely opening the box. 
  They use no tactics, and barring a string of critical hits 
  should do minimal to no damage. Afterwards, the PCs 
  should easily find and open the box. If they don’t 
  immediately look, just comment that their camp is visible 
  through the trees. If they still choose to avoid looking for 
  any treasure, the adventure just ends early with no 
  rewards or penalties at all. If the PCs choose not to open 
  the box right away, as noted, the guards at the gate ask 
  them to open it, even requiring them to empty all of their 
  bags of holding and related items until they discover it. 
   
  In encounter 1, the restriction on two-handed 
  weapons is part of the city’s background and should be 
  enforced. If the PCs balk, note that it should be relatively 
  easy to bypass any search by using bags of holding or other 
  devices, and that the guards are not that vigilant. Do not 
  let this become a problem. It is part of the flavor, and 
  while it causes some minor delays in combat, it should 
  not be allowed to derail the adventure. 
   
  Also in encounter 1, Tyreck Ichir is meant to set up 
  the fight with the angels in encounter 10. The PCs 
  should not be inclined to sell the books to him. Make 
  him as offensive as need be, within the bounds of the 
  RPGA guidelines for play, to convince the PCs to avoid 
  him. If necessary, the Lord Mayor’s Herald has him 
  evicted before the PCs can make a deal. If the PCs still 
  choose to track him down, remember that they have fake 
  books, and it only upsets him in the end. 
   
  In encounter 2 it is important that the PCs not make 
  a choice of who to sell to right away. Again, they still only 
  have the fake books, and it just enrages whoever they sell 
  them to. Lord Mayor Nerof Gasgal quickly ends the 
  meeting if it appears they want to sell the books to 
  anyone but him. If the PCs seem inclined to sell the 
  books to him, have another buyer make a subtle threat, 
  and use that to allow the Mayor to end the meeting 
  before they can make a decision. Also remember that the 
  best resolution for the PCs is to destroy the books at the 
  end. Do not hesitate to have the various buyers comment 
  that no matter what the PCs do, they can’t allow a rival to 
  have the books. Don’t force it on the PCs, but don’t make 
  it impossible for them to consider. 
   
  Encounter 2 also has the most potential for 
  expansion. Especially if the game is being played at home 
  without a hard time limit, you may allow the PCs to 
  interact with the buyers in more depth, either during the 
  negotiations, or afterwards at their homes. If time allows, 
  let them. This gives them the greatest chance to realize 
  that the buyers are most interested in keeping the books 
  from their rivals. You can also have a lot of fun with their 
  personalities and quirks. 
   
  Encounter 3 has the greatest possibility of problems. 
  First, the PCs may simply object to being used, and refuse 
  to continue. Try and make it clear that this is the main 
  plot that they must deal with, and that refusing ends the 
  adventure prematurely. Note for them that only by 
  continuing can they even have a chance of finding a way 
  out. The second problem is PCs finding a way to capture 
  and interrogate Saal in a single action. Especially at 
  higher APLs, this can be all but impossible to prevent. Do 
  your best to play up Saal’s attitude that even if taken, the 
  books are still hidden, and nothing can make him reveal 
  their location. If killed he can, as noted, be returned to 
  life by allies. (Other puppets really, but they are too afraid 
  of what secrets of theirs will be exposed if he is left dead, 
  so they will not betray him.) If needed, have Saal commit 
  suicide, either by using a coup de grace on himself 
  (which of course provokes AoOs that PCs can use to 
  disarm or do subdual damage), or use an alchemical tooth 
  
  COR6-17 Something of Value 
   
  Page 4 
  (Complete Adventurer page 119) with black lotus extract 
  (DMG page 297). It isn’t necessary to save Saal in 
  encounter 8, and the PCs should be allowed to bring him 
  along to clear their names with the buyers. 
   
  In encounter 4, be aware that the monsters do not 
  direct all of their attacks on the PCs, or use the best of 
  tactics. This has been included in the EL calculation, and 
  affects the story. Although more dangerous than the 
  giants in the introduction, this is also not intended to be 
  a major threat. Don’t worry if the PCs walk over the 
  monsters with little effort. 
   
  Encounter 6 is the most dangerous fight of the 
  adventure. It is quite likely, especially if the sorcerer wins 
  initiative, that he can kill a PC. Further, it is quite likely 
  at APLs 14 and 16 that if he kills the only PC capable of 
  casting true seeing the others probably have very little 
  chance of defeating him. The encounter is supposed to be 
  lethal. 
   
  In encounter 7 the PCs have the simple choice of 
  taking the help of an undead creature or not. While many 
  might be inclined to avoid it, particularly for roleplaying 
  reasons, by the time a PC has reached APL 10, he should 
  realize that sometimes you have to stop and listen to the 
  horrible undead thing. This is the PCs one chance to get 
  out of Saal’s trap. If they choose not to take it, they have 
  to live with the consequences. 
   
  For encounter 9, if the PCs choose to sell the books, 
  take special note of the magic used to arrange the 
  exchange. While rather convoluted, it is intended to keep 
  the books from the PCs, and is primarily a plot device. 
  Again, reasonably clever PCs at these APLs should be able 
  to come up with numerous ways to interfere with the 
  sale. If they insist on disrupting things, let them, but 
  make sure they are aware of the consequences. As the 
  rewards in the conclusion should make clear, the best 
  resolution for the PCs is to destroy the books. If the PCs 
  have not come up with this already, and are actively 
  looking for a way out, allow them another Sense Motive 
  check to recognize that all of the buyers are more 
  interested in keeping the books from their rivals than 
  getting them for themselves. Again though, if they 
  choose to sell to a particular buyer, particularly one from 
  their home meta-region, don’t stop them. 
   
  Encounter 10 may present a roleplaying problem for 
  good-aligned, especially Lawful Good, PCs. They may 
  object to being punished, or just to fighting angels. Try to 
  make it clear that their actions aren’t the relevant ones 
  here, but those of whoever sent the angels. No matter 
  how good they have been, this person has chosen to 
  develop and pursue a grudge, and any alignment 
  violations are going to be his rather than theirs. If they 
  still refuse to fight and can’t escape, then the angels just 
  kill them. They won’t take their equipment, so if any PC 
  escapes, he can recover the bodies of the others with no 
  loss of equipment. 
   
  Introduction 
  When the players are ready to begin, read the following: 
   
  It is a cool, clear fall day in the Flanaess as you make 
  your way to the Free City of Greyhawk to rest and 
  recover after your most recent adventure, as well as 
  spend some of the gold now straining your packs. 
  The road has been clear as most people are too busy 
  preparing for the harvest to worry about traveling 
  anywhere. Of course, not every creature relies on the 
  harvest for food, as the giants rushing you from the 
  stand of trees demonstrate. 
   
  APL 10 (EL 7) 
   
  �Ogres (4): hp 29; Monster Manual 199. 
   
  APL 12 (EL 9) 
   
  �Ogres (8): hp 29; Monster Manual 199. 
   
  APL 14 (EL 11) 
   
  �Trolls (4): hp 63; Monster Manual 247. 
   
  APL 16 (EL 13) 
   
  �Hill Giants (8): hp 102; Monster Manual 123. 
   
  Tactics: The PCs get Spot and Listen checks to notice the 
  giants, who Take 10 on their Hide and Move Silently 
  checks. There should not be a surprise round. The giants 
  begin 30 ft. from the party, across clear terrain. The giants 
  rush forward and attack whoever they are closest too. 
  They fight until dead, making no effort to concentrate 
  their attacks, flank enemies, or otherwise make any 
  significant effort to keep themselves alive longer than 
  possible. 
   
  This encounter is APL -3, and should not pose any 
  significant threat to the PCs, even if they don’t have any 
  daily spells prepared. This is not intended to pose a 
  challenge to the party, and you should not try and make 
  it into one. 
   
  Treasure: The giants have been very unsuccessful as 
  raiders. Their only treasure is a small, strongly built chest. 
  It is locked and is heavier than a typical chest. 
   
  Nearly overlooked in the trash of the camp of the 
  slain giants is a heavy strongbox locked with an 
  elaborate combination lock.  
   
   
  �Locked Strongbox; 2in. thick; hardness 10; hp 25; 
  Break DC 28; Open Lock DC 35. 
   
  If the PCs examine it in detail, a DC 20 Appraise check 
  reveals that it is of masterwork quality. A DC 20 Craft 
  (woodworking) reveals that it was built with panels of 
  reinforcing metal. A DC 20 Knowledge (arcana) check 
  reveals that they are lead panels designed to block 
  magical scrying. This should also be noted if the PCs use 
  a detect magic on the books after the chest is opened. 
  Inside the chest are two books, one written in Old 
  Oeridian, and one written in Flan. If checked, a DC 20 
  Spellcraft check reveals that both radiate strong 
  divination magic. If the books are read, a Knowledge 
  
  COR6-17 Something of Value 
   
  Page 5 
  (history), Knowledge (religion), or Knowledge (arcana) 
  check provides the additional information provided in 
  Player’s Handout 1.  
   
  The material is definitely too extensive to learn 
  much from without at least a full week of reading, but 
  appears to contain some significant information. 
   
  Development: Once the PCs have opened the chest, the 
  various interested parties become aware of what they 
  have and who they are. The adventure continues with 
  encounter 1: The Most Popular People in Greyhawk. 
   
  If for some reason the PCs are reluctant to even open 
  the chest, don’t press the issue. Let them continue to the 
  city, and have the guards at the gate check their goods 
  and have them open the chest there. (Saal has bribed the 
  guards to single the PCs out for a more thorough going 
  over.) A PC making a DC 15 Knowledge Local (core) 
  knows this is out of the ordinary, and that something is 
  going on. In this case, give the group a full day in the city 
  before beginning encounter 1. 
   
  Encounter 1. The Most Popular 
  People in Greyhawk 
  Following the defeat of the giants, the PCs have an easy 
  trip into the City. At the gates, the guards barely notice 
  them unless they have not yet opened the chest. They 
  also remind the PCs that carrying two-handed weapons 
  inside the city is forbidden. 
   
  The PCs begin their day with breakfast in the Green 
  Dragon Inn, when they begin to get invitations from a 
  number of people. Each invitation is essentially the same, 
  and the DM can choose to present them in any order he 
  likes. The people sending invitations are summarized in 
  DM’s Aid 1. 
   
  As you are enjoying your breakfast, a well dressed 
  herald enters the common room. As he is conferring 
  with Ricard Damaris, another herald enters the inn, 
  approaches Ricard, and immediately gets into an 
  argument with the first herald. As if on cue, four 
  more heralds now arrive, and the confusion grows. 
  An exasperated Ricard manages to extricate himself 
  and approach you, uttering a plaintive “Good sirs, 
  could you please sort this out?” 
   
  The heralds are all carrying invitations to the PCs, and all 
  insist on delivering their invitation first. The heralds all 
  talk at the same time, moving towards blows until the 
  PCs take a firm hand and calm them down. No skill 
  check is needed, merely the players declaring their 
  intention and a little role-playing. If the PCs don’t do 
  this, have the Lord Mayor’s messenger arrive early to 
  restore order before violence breaks out. 
   
  When the PCs have gotten the heralds under 
  control, each presents their invitation. (Refer to DM Aid 
  1 for a list of prospective buyers). They each inform the 
  PCs that they are to wait for a reply.  
   
  As the PCs are finally getting everything under 
  control (or as the heralds get ready to start beating on 
  each other), another man arrives at that inn: 
   
  A heavyset man forces his way into the inn. Glaring 
  at everyone, he finally settles his eyes on you and 
  stalks over. “YOU! The books. You will give them to 
  me now.” He continues to glare at you, challenging 
  you to defy him. 
   
  This is Tyreck Ichir, the representative of Tenser the 
  Archmage, which he tells the PCs if they ask. He is here 
  for the books, and he doesn’t care what anyone else 
  wants. He is rude to the other heralds, intimidating them 
  into silence, and is less than pleasant to the PCs. If 
  (when) the PCs refuse to just give him, or even sell him, 
  the books right then, he goes from simply rude to 
  blatantly vulgar and threatening. As he reaches a 
  crescendo, a squad of city guards enters the inn.  
   
  Read the following: 
   
  The door of the inn opens yet again, and everyone is 
  suddenly silent as two heavily armed members of 
  the Lord Mayor’s personal guard step in. They hold 
  the door open for a man in the livery of the city. “His 
  Solemn Authority, the Lord Mayor of Greyhawk, 
  Nerof Gasgal, hereby . . . invites the honorable 
  adventurers <insert the names of the PCs> and all 
  interested parties to meet with him at his residence 
  at noon.” Turning to the various heralds, “Your 
  principles have already accepted his gracious 
  invitation.” Looking at the PCs, “May I tell him you 
  accept his most generous offer?” 
   
  Tyreck immediately turns his invective to this new 
  target, but the Lord Mayor’s Herald simply motion to his 
  guards who forcibly eject Tyreck. (They also eject him 
  from the city, although this is not obvious, and won’t be 
  discovered unless they ask.) 
   
  It should be obvious, DC 10 Sense Motive check or 
  DC 10 Knowledge (local – core), that the invitation is the 
  least appearance of courtesy. This is an order with serious 
  consequences if refused. The Lord Mayor’s Herald waits 
  for a reply, and then all the heralds depart, muttering 
  about the incident.  
   
  Development: If the PCs attend the meeting, proceed to 
  encounter 2. If the PCs wish to investigate their potential 
  patrons, they may make Gather Information checks 
  regarding each one. The information they gain should be 
  summarized from DM’s Aid 1. If they choose to flee the 
  city, skip to encounter 10, and the adventure is 
  effectively over with the worst possible consequences.  
   
  Encounter 2. An Embarrassment of 
  Riches 
  When the PCs arrive at the Citadel they are quickly 
  escorted to a grandly appointed meeting room. The 
  
  COR6-17 Something of Value 
   
  Page 6 
  various patrons are already there, and the Lord Mayor is 
  announced shortly after the PCs arrive. Read or 
  paraphrase the following: 
   
  As everyone settles in, Lord Mayor Gasgal speaks: 
  “Since we all know what this is about, let us get 
  down to business.” He indicates each patron who in 
  turn rises and makes his offer. 
   
  Refer to DM’s Aid 1 for more information. Each patron 
  takes a turn, standing and offering various treasures in 
  the form of gold and magic. While the PCs should at first 
  still be a bit confused by exactly what they want, by the 
  time the last one makes his offer they should have an idea 
  this is about the books they recently found. If not, the 
  Lord Mayor makes it clear: 
   
  As the last one finishes the Lord Mayor again rises to 
  speak. “All excellent offers I am sure. However, let 
  me add one more. In the interests of keeping the 
  peace in my city, I offer my services as agent in the 
  sale of these books. Sell these books to me, at a most 
  reasonable price, and allow me to sort through these 
  confusing offers and counter-offers for you. It will 
  save you from the tedium of such common 
  mercantile negotiations, and keep less ethical 
  parties from resorting to violence. What do you say?” 
   
  Development: The PCs should be faced with a rather 
  difficult choice. While all the offers are good, it is obvious 
  that whomever they don’t sell the book to is going to be 
  less than happy with them, and is most likely going to 
  pass on their organization’s displeasure to the PCs. Let 
  the players discuss their options for a bit, as well as 
  having the various buyers make follow up offers, then 
  have the Lord Mayor speak again: 
   
  Noticing your hesitation, the Lord Mayor speaks 
  again. “This is obviously a difficult decision to make 
  on such short notice. Please take your time to 
  discuss it amongst yourselves in private, and 
  consider the consequences of your choice. We shall 
  convene here again in two hours.” With that said, 
  the meeting is ended. 
   
  The PCs are politely escorted from the citadel at this 
  time. They may go where they like, but are most likely to 
  want to return to the Green Dragon Inn where they 
  likely left the books, or at least their other belongings. If 
  not, a messenger arrives with a note from Ricard Damaris 
  that a man is waiting there who wishes to speak with 
  them. 
   
  Encounter 3. Hook, Line, and 
  Stinker 
  By now the PCs should realize those books are something 
  important. In this encounter, they learn just how 
  important, and what they have been gotten into. 
   
  Finally reaching the Green Dragon Inn, you discover 
  that the events of the day have not yet run their 
  course. Ricard Damaris informs you that a man is 
  waiting to speak with you. He says he has 
  information that you will be very interested in 
  hearing. He is waiting in a private room for you.  
   
  If the PCs ignore him, Saal eventually comes knocking 
  on their room doors, or confront them as they leave the 
  inn. 
   
  If the PCs go to meet him, he greets them pleasantly, 
  inquires about their day casually, and smugly asks them if 
  they’d like to know what is going on. No matter what 
  they say, he tells them anyway. 
   
  Saal explains that he discovered the original books 
  but was aware how many people would want them and 
  that his life would be in danger if he tried to sell them. 
  He came up with the idea of involving the PCs. He would 
  like them to continue acting as agents for the sale. As for 
  payment, the PCs are welcome to any coin or other items 
  of wealth they can get, what he wants is information. This 
  information must be private information from each 
  prospective buyer, about either themselves or the 
  organization they represent. He has small books he wants 
  the PCs to present to the buyers to let them know he 
  wants. Saal wants the PCs to present the books at the next 
  meeting, and see who is interested. For the final 
  transaction, the patrons must write the answers in these 
  books, which the PCs will deliver for Saal, in exchange 
  for the books they want. 
   
  The books and delivery system use a number of 
  magical effects. The initial notes are a variant of the 
  sending spell that copies what is written in the small 
  books and sends it to another book that Saal has. (Each 
  book radiates moderate evocation). Only the recipient 
  and Saal ever see the questions and answers. The delivery 
  system uses a variant of Drawmij’s Instant Summons. The 
  PCs also must deliver small tokens along with the books, 
  and when the answers are written, the command word is 
  sent so the buyer can summon his books to him. At no 
  time do the PCs have their hands on the books. Despite 
  the bizarre nature of the exchange, none of the buyers 
  object to this method. If checked with detect magic, the 
  notebooks radiate faint evocation, and the tokens radiate 
  moderate conjuration. 
   
  NOTE: None of these items are be available for the 
  PCs at the end of the adventure. The various buyers claim 
  them at the end. 
   
  The PCs likely have some questions. Some sample 
  exchanges with him: 
   
  What if we don’t want to work for you? 
  “Everyone thinks you have the books. Until you sell 
  them, which you can’t, they will keep trying to get you to 
  sell. Eventually, one or more will turn to violence.” 
  (True.) 
   
  What if we kill you and take the books? “I have 
  made arrangements to be resurrected. While I don’t look 
  forward to the pain, I will still be alive. As for taking the 
  books, they aren’t on me, and they can’t be scryed by any 
  
  COR6-17 Something of Value 
   
  Page 7 
  mortal means. Feel free to search all of the Flanaess for 
  them.” (True). 
   
  Who are you working for anyway? Why are you 
  so interested in secrets? “Everyone needs something to 
  do for money, I deal in information.” (True, but refusing 
  to fully answer the question). 
   
  Tell us who you are working for or forget it! 
   
  “No. That is my secret. Are you going to kill me 
  now?” (True). 
   
  You are Evil! (Which a detect evil confirms if used, 
  he radiates a faint aura.) “Oh, and you aren’t? I’m sure you 
  find that relevant, but I don’t. Shall we return to business 
  now? Or will you threaten me some more?” (True). 
   
  In general, Saal says as little as possible about himself. 
  Under no circumstances does he admit being a follower 
  of Vecna. He just smugly makes it clear that the PCs have 
  a choice between working for him and being paid, or 
  refusing him and becoming a target of every major power 
  group in the Flanaess. The choice is completely up to 
  them. Any personal issues (alignment and class, though 
  he won’t use those terms) are not his problem, so the PCs 
  can do as they please. He still has the books, and nobody 
  is hunting him. Given his attitude, it is quite 
  understandable that the PCs might want to kill him. Let 
  them. He does deserve it, but as noted, he has taken steps 
  to ensure it isn’t permanent. The PCs should realize he is 
  telling the truth after the next two encounter(s). 
   
  Just before the PCs agree (hopefully), he adds one 
  additional twist. If more than one person is willing to 
  pay, the PCs should tell the patrons that they can provide 
  copies of the book to every interested party. Saal would 
  be quite pleased to get paid more than once, and he 
  suggests to the PCs that they take advantage of such 
  multiple payments as well. (However it should be noted 
  that the various prospective buyers would not be too 
  happy with this situation).  
   
  Creatures:  
  APL All (EL 8) 
   
  �Saal Haag Oniv: male human expert 9; hp 43; 
  Appendix 1.  
   
   
  Tactics: Should the PCs attack, Saal cowers and cries for 
  help until the PCs brutally slaughter him. If you think it 
  helps, he can flail at them with a dagger a few times, but 
  he probably won’t do any relevant damage. 
   
  Development: If the PCs choose to work for Saal Haag 
  Oniv, he gives them a number of small books to present 
  to each of the potential buyers. He notes again that the 
  books contain the questions for each buyer, including the 
  Lord Mayor, and that he just wants to know who is 
  willing to pay that price. He won’t say anything about not 
  looking in the book, as the PCs only see questions 
  relating to their own secrets if they do, not those of 
  others. At this point, the PCs are summoned to return to 
  the Citadel for the next meeting. 
   
  Encounter 4. Payment In Blood 
  The PCs should either be going to the second meeting, or 
  trying to figure out how to find Saal again, or preparing 
  to leave Greyhawk in the hope that they can just make it 
  all go away. As they head down the street, read the 
  following: 
   
  The streets have grown busier as the day progresses. 
  As you walk, considering what to do next, the 
  normal sounds of conversation suddenly turns to 
  frenzied screaming. Three horrific creatures tear 
  through the street, unconcerned whether their 
  attacks hit you, or the throngs of bystanders 
  suddenly caught in the middle of your fight. 
   
  The Crowds: The area is filled with ordinary people 
  going about their business. Moving through the crowd 
  takes 2 squares of movement. The crowd provides cover, 
  enabling a Hide check and providing a +4 bonus to AC 
  and a +2 bonus to Reflex save. If you end your move in a 
  square with a crowd, you must take a full-round to stand 
  your ground, a full-round action to move with them, or 
  you can resist them. If you resist them, you must make a 
  DC 15 Reflex. If you succeed, you take a -2 penalty on 
  attack rolls, Reflex saving throws, all skills that are 
  affected by armor check penalties, and lose your 
  Dexterity bonus to Armor Class. It also counts as violent 
  motion (DC 15 Concentration check) for spellcasting. If 
  you fail, you lost all actions for that round, and are 
  subjected to a trip attack with a +8 bonus on the opposed 
  Strength check. If you lose, you are knocked prone and 
  take 2d6 trampling damage. 
   
  These people flee the approaching creatures at a 
  speed of 30 feet per round with an initiative of 0. 
  Unfortunately, with three creatures attacking from 
  different directions, the crowd flees into each other. A 
  PC can direct the crowd with a DC 15 Diplomacy check 
  (as a full round action) or a DC 20 Intimidate check (as a 
  free action) to get them to move in a particular direction. 
  Doing so eliminates the crowd penalties for that turn. 
   
  Refer to Dungeon Master Guide II, page 58 for more 
  information. 
   
  Creatures: 
  APL 10 (EL 12) 
   
  �Demon, Vrock: hp 115; Monster Manual 48. 
   
  �Devil, Bone Devil: hp 95; Monster Manual 52. 
   
  �Mohrg: hp 91; Monster Manual 189. 
   
  APL 12 (EL 14) 
   
  �Demon, Hezrou: hp 138; Monster Manual 44. 
   
  �Devil, Barbed Devil: hp 126; Monster Manual 51. 
   
  �Entropic Reaper: hp 142; Appendix 1, Libris 
  Mortis 98.  
   
  APL 14 (EL 16) 
   
  �Demon, Glabrezu: hp 174; Monster Manual 43  
   
  �Devil, Ice Devil: hp 147; Monster Manual 56. 
  
  COR6-17 Something of Value 
   
  Page 8 
   
  �Cadaver Collector: hp 123; Appendix 1, Monster 
  Manual III 22. 
   
  APL 16 (EL 18) 
   
  �Demon, Nalfeshnee: hp 175; Monster Manual 45. 
   
  �Devil, Horned Devil: hp 172; Monster Manual 55 
    
  �Shadesteel Golem: hp 119; Appendix 1 Monster 
  Manual III 72 
   
  Tactics: Begin with initiative for the first round of 
  combat, neither side can surprise the other. The creatures 
  have been sent by Delglath, Iuz, and Lakaster to take the 
  books from the PCs by force. As they must gain the 
  books, they are as interested in killing each other as the 
  PCs. They are also all excessively evil, and would enjoy 
  nothing more than killing someone. As such, their tactics 
  are rather poor. They all use area effect spells or powers 
  in preference to something that affects only one person. 
  They try and target as many people as possible, PCs, 
  bystanders, and other attackers. In even numbered 
  rounds (rounds 2, 4, 6, etc.) they center whatever power 
  they use on the other attackers, even if it means they 
  don’t affect any PCs with it. Overall, their primary effect 
  should be to cause general mayhem and damage, and do 
  more damage to the PCs reputation than to the PCs 
  themselves. The EL of the encounters has been reduced 
  by 1 to account for these tactics. 
   
  Treasure: None. 
   
  Development: The PCs should realize just how high the 
  stakes are now. They take that information with them 
  into the negotiations in encounter 5. They have also 
  earned the wrath of Lord Mayor Nerof Gasgal.  
   
  Encounter 5. The Cost of 
  Everything 
  At this point, the PCs should be going to a second 
  meeting with the buyers to see if they agree to pay a 
  secret of some sort for the books. Essentially, this is a 
  repeat of encounter 2. As with that encounter, refer to 
  DM’s Aid 1 for notes on the different buyers. Their 
  responses are similar: outrage and anger followed by 
  resigned acceptance.  
   
  One important element to remember at this point is 
  that unless the PCs specifically look at the sealed 
  envelopes, or ask the buyers, they do not know what 
  secrets are being asked for. The buyers might complain 
  about the price being too high, but they won’t openly say 
  what they are, preferring to keep it as quiet as possible.  
   
  Also note that all of the patrons assume the PCs are 
  simply being discreet and circumspect, and are not be 
  inclined to believe in the existence of some mystery 
  figure controlling the PCs from behind the scenes. 
   
  Development: Once the PCs have confirmed that all the 
  buyers they ask agree to meet the price, and they may 
  convey this information to Saal. Continue with 
  encounter 6. 
   
  Encounter 6. Out of Town Talent 
  With some time before Saal returns, the PCs are free to 
  make plans or take what actions they’d like. As they do, 
  another attempt is made on their lives. Overking Grenell 
  has sent an agent to get the book for himself. Out of 
  professional courtesy, such as it is, the agent has waited 
  for permission from the powerful Greyhawk Assassins 
  Guild before proceeding. Following the devastating 
  battle earlier, Lord Mayor Gasgal has told the 
  Guildmaster to give that permission. He warned the PCs, 
  and they didn’t listen; now they can pay. Run this 
  encounter when appropriate.  
   
  Suddenly a horrified scream fills the air. 
   
  Creatures: (Note: All ELs raised by 1 because of his 
  preparations.) 
   
  APL 10 (EL 13) 
   
  �Grenell’s Agent; male human sorcerer 12; hp 80; 
  Appendix 1. 
   
   
  APL 12 (EL 15) 
   
  �Grenell’s Agent; male human sorcerer 14; hp 92; 
  Appendix 1. 
   
   
  APL 14 (EL 17) 
   
  �Grenell’s Agent; male human sorcerer 16; hp 124; 
  Appendix 1. 
   
   
  APL 16 (EL 19) 
   
  �Grenell’s Agent; male human sorcerer 18; hp 138; 
  Appendix 1. 
   
   
  Tactics: The agent is well aware that he stands little 
  chance of defeating the PCs in a straight up fight. Instead 
  he plans to wear them down by distracting them and 
  getting them to use their resources dealing with multiple 
  threats. Rather than attack them, he is attacking the 
  common people of the city. While the PCs deal with that 
  he strikes at them. 
   
  He first summons a large number of weak creatures, 
  and sends them to attack people with instructions not to 
  kill anyone, but leave them bleeding, as well as start as 
  many fires as possible. He uses small fire elementals, 
  having them spread out as much as possible to get the 
  PCs to split up. Once the PCs are trying to deal with all 
  the fires and dying people, he begins attacking them one 
  at a time. 
   
  All APLs: The agent is invisible and motionless just 
  short of his maximum range with an orb of fire when the 
  PCs exit the inn. The PCs need to make a DC 44 (at APLs 
  10 and 12) or 45 (at APLs 14 and 16) Spot check to notice 
  a disturbance or they are surprised. (This is the standard 
  DC 40 for noticing a motionless invisible creature 
  
  COR6-17 Something of Value 
   
  Page 9 
  modified by distance.) At APLs 14 and 16, the PCs will 
  not be able to identify any of the spells he casts except by 
  effect unless they have true seeing running. (A Spellcraft 
  check requires you to see the somatic components or 
  hear the verbal components, and the superior invisibility 
  masks any sounds he makes.) 
   
  SPECIAL NOTE: Although he is a sorcerer, at all 
  APLs he uses the Accelerate Metamagic feat allowing 
  him to cast his spells with the normal casting times. He 
  typically casts a spell and takes a single move. This applies 
  to Empower Spell at APLs 10 and 12, and Maximize Spell 
  at APLs 14 and 16. 
   
  SPECIAL NOTE: With the Practical Metamagic 
  Feat, his Empowered Spells only take up a slot 1 level 
  higher than normal, his Maximized Spells only take up a 
  slot 2 levels higher than normal (only at APL 16), and 
  with both they only take up slots 3 levels (at APL 16) or 4 
  levels (at APLs 10-14) higher than normal. All of his 
  attack spells should use both whenever possible. 
   
  APL 10: The agent uses summon monster IV four 
  times to summon eight small fire elementals. Once they 
  have appeared, he uses greater invisibility and fly, and waits 
  50 feet away. When the PCs are occupied, he uses 
  empowered orb of fire on a PC he believes is a cleric until 
  the PC is down. He then switches to suspected wizards 
  until they are down. He then uses ray of exhaustion to 
  weaken and slow all rogues, before trying to kill them 
  with lesser orb of cold. He goes after fighters last, using 
  empowered ray of enfeeblement and empowered ray of 
  clumsiness to weaken them before using his wand of magic 
  missiles (7th) to wear them down and kill them. He casts 
  greater invisibility again one round before it wears off. 
   
  APL 12: The agent uses the same tactics, except he 
  uses summon monster V to call ten small fire elementals, 
  and he is 55 feet away. He also uses true seeing to find PCs, 
  and limited wish to heal (using heal from the Adept spell 
  list). 
   
  APL 14: At these APLs the agent uses superior 
  invisibility, and is undetectable to anything but true seeing. 
  His first target is any PC that has that spell available. He 
  waits 60 feet away at the start. Remember: only true seeing 
  can detect him, and glitterdust and similar spells do not 
  reveal him. 
   
  APL 16: In addition to the above, he places a wall of 
  greater dispel magic outside the Green Dragon to affect the 
  PCs as they exit. He begins 65 feet away. He uses time stop 
  to use potions to heal himself, or escape if reduced to less 
  than one-quarter of his hit points. 
   
  Treasure: None. 
   
  Development: Two things happen when the PCs defeat 
  Grenell’s agent.  
   
  First, the City Guards show up. They immediately 
  take control of the body in the name of the law, and 
  prevent the PCs from looting it. It should be obvious this 
  is not a casual occurrence. This is not intended as a full-
  fledged confrontation. The PCs should be distracted by 
  the second event, and hopefully not try to kill the guards. 
  The guards make it clear that they know they can’t stop 
  the PCs, but that the Lord Mayor and his “friends” (the 
  Thieves’ Guild) remember anything the PCs do. 
   
  Second, they have attracted the notice of the 
  mysterious lich Lyzandred the Mad. Using an eye of power 
  with general detection spells, Lyzandred has been 
  combing the city for items and interesting rumors. 
  Hearing of the PC’s plight he decided he should contact 
  them and make an offer of his own. The fact the PCs have 
  managed to get themselves into such a web of events 
  amuses him, not to mention that the real books 
  themselves purport a probable threat to the Flanaess. In 
  reaction to this, Lyzandred contacts the PCs in encounter 
  7. 
   
  Encounter 7. A Very Unlikely Ally 
  The successes of the PCs and their situation have 
  attracted the attention of the esoteric lich known as 
  Lyzandred the Mad. On a whim, he has chosen to provide 
  them with some assistance. 
   
  With the murderous mage finally dead, it seems you 
  finally have a moment to catch your breath when a 
  whispered message catches your attention. “If you 
  would like to know where your enemy is hiding, 
  come to the building in front of you now.” The 
  building is a small home, whose occupants appear to 
  have fled the recent chaos. 
   
  Lyzandred is waiting inside, seated at a table set for the 
  family’s meal. It is immediately be obvious that he is 
  some sort of undead. It is also obvious that his taste in 
  clothes is exceptionally unusual. He gets right to the 
  point. 
   
  “Greetings. Saal is in a private home in the Garden 
  Quarter. If you hurry, you can catch him there while 
  he is unprotected. I’m sure you have many questions 
  for me, but you really should go and see him if you 
  want to end this without being burned further.” 
   
  Lyzandred answers whatever questions the PCs have, but 
  makes it clear that the more they delay with him, the 
  greater the chance Saal has to finish his preparations, and 
  hide the books again. He offers the following: 
  • 
  He is undead, a lich to be precise. 
  • 
  No, the PCs have no reason to trust him. 
  • 
  He is helping because he felt like it. When you 
  are a 1,000 year old lich you don’t need reasons 
  for what you do any more. 
  • 
  His name is Lyzandred. Some call him “the 
  Mad.” (A DC 25 Knowledge (arcana) check 
  confirms that a lich of that name and 
  appellation is known to lair somewhere near 
  Greyhawk, and that he is known for doing 
  bizarre things, apparently including adventurers 
  like themselves for no particular reason. A DC 
  30 Knowledge (arcana) check adds that he is 
  
  COR6-17 Something of Value 
   
  Page 10 
  known to collect powerful magic items to keep 
  them “safe” from others.) 
  • 
  The PCs are certainly free to ignore him, as he is 
  not the one being attacked by half the Flanaess. 
  • 
  He doesn’t want any payment for his help. If the 
  PCs press, he says that their recent efforts have 
  amused him, and that he considers that more 
  than sufficient payment. 
  • 
  Should the PCs offer to give or sell him the 
  books, he casually accepts, although he suggests 
  that the PCs need to make arrangements so the 
  other buyers won’t be upset with them. This is 
  as close as he comes to telling them how to 
  resolve the situation. 
   
  When the PCs have finished, or when they begin 
  repeating themselves, he leaves, teleporting himself if 
  possible. If attacked at any time, a contingent teleport 
  whisks him away as soon as any attack is made on him. 
  He does not bother with the PCs again. 
   
  Development: If the PCs choose to trust Lyzandred’s 
  instructions and hunt down Saal Haag Oniv, go to 
  encounter 8. If they choose to ignore his information, go 
  to encounter 9. 
   
  Encounter 8. Payback! 
  Having taken the advice of the mysterious lich 
  Lyzandred, the PCs track Saal down. 
   
  Saal’s Garden Quarter flat is exactly where 
  Lyzandred said it would be. There are no guards or 
  servants, in this one-room street side dwelling, and 
  you easily make your way in. Glowing runes and 
  sigils riddle the place making it obvious to even the 
  most junior spellcaster that this room is heavily 
  warded against any sort of divination. However, they 
  do nothing to protect against physical intrusion. 
  There across the room, hunched over a candlelit 
  workbench finishing some work - perhaps on the 
  books he intends to bring you - is Saal. 
   
  The question should be completely rhetorical, and the 
  PCs should cut Saal down. They may also take him alive if 
  they wish, although they have to decide what to do with 
  him afterwards. Barring a total domination effect he still 
  tells them nothing. Despite being a thoroughly evil 
  person, he is not a coward. (He is also confident that 
  Vecna would arrange for him to be brought back by some 
  means, and he is quite likely to be correct.) If the PCs do 
  manage such control, they can learn everything in the 
  background. 
   
  Creatures:  
  All APL (EL 8) 
   
  �Saal Haag Oniv: male human expert 9; hp 43; 
  Appendix 1. 
   
   
  Tactics: None. If there is a fight, Saal should die, 
  probably quite pathetically. He flails about with his 
  dagger for all the good it does him, but he is most likely 
  cut down like the miserable waste of humanity that he is 
  after one or two attacks. 
   
  Treasure: The PCs have the original books, and as many 
  copies as they agreed to sell. They also have the books to 
  collect the secrets. 
   
  Development: With Saal dead or captured, and all copies 
  of the books in their hands, the PCs can now complete 
  the adventure on their own terms. If they wish to contact 
  one or more of the buyers, proceed to encounter 9. If 
  they choose to leave the city with the books, proceed to 
  encounter 10. 
   
  Encounter 9. The Value of Nothing 
  More than any other encounter, this one is extremely 
  open-ended. The following should cover anything the 
  PCs try: 
   
  Sell The Books To One Or More Buyers 
  Without Asking For The Secrets 
  The buyer(s) give the PCs the gold and tell them how to 
  redeem the favors agreed on, if applicable. He (they) 
  takes the books, thank them for not making him divulge 
  the secret, and leaves. All the other buyers hate the PCs. 
   
  Sell The Books To One Or More Buyers, 
  Asking For The Secrets 
  The buyer(s) give the PCs the gold and tell them how to 
  redeem the favors agreed on, if applicable. He takes the 
  books, and suggests the PCs redeem the favors quickly, as 
  he will not forget what they have done to him. All the 
  buyers hate the PCs. 
   
  Produce Saal As Evidence The PC’s Were 
  Not The Ones Who Asked For The Secrets 
  The buyer(s) ask for custody of Saal. They do not promise 
  not to harm him; in fact, they guarantee that he will 
  suffer significantly. If the PCs turn him over, the buyers 
  believe the PCs story, and forgive them for their 
  involvement. Of course, the PCs can only turn Saal over 
  to one buyer. If the PCs present him to all the buyers in a 
  group, the buyers eventually agree to kill him and 
  destroy the body.  
   
  Bring The Buyers Together In A Group 
  If the PCs bring the buyers together for whatever reason, 
  they all make it clear that they consider any deal for the 
  books to be for an exclusive sale, including the PCs not 
  retaining a copy. While they can’t, or at least won’t, 
  prevent the PCs from making multiple sales, they refuse 
  to include any favors, and only offer the gold (and secrets 
  
  COR6-17 Something of Value 
   
  Page 11 
  if needed) in such a situation. As above, if the PCs make 
  multiple sales, all the buyers hate them. 
   
  Keeping a book 
  The PCs are certainly free to try and keep a book for 
  themselves. Of course, they should be made aware that 
  people can obviously discover who has the book, and 
  they almost certainly keep coming after the PCs in such a 
  case. They are almost certainly better off not having 
  anything else to do with the books, or knowing what 
  information is in them. As well, any buyer who thought 
  he was getting an exclusive sale now hates the PCs. 
   
  Note: All of the above options leave the PCs with 
  one or all of the buyers with a rather significant grudge 
  against them. For those PCs willing to make a hard 
  decision, there is a way out – they can destroy the books, 
  including all copies, with all the buyers present.  
   
  If they do so, they manage to avoid the retribution of 
  all (but one) of them. Indeed, they are all be satisfied with 
  keeping the books out of the hands of their rivals and 
  enemies (none of them really want to see Lakaster get his 
  hands on them, and would consider it a disaster if 
  Delglath got them), that they provide (minor) tokens of 
  their gratitude to the PCs in the form of gold.  
   
  Development: Having dealt with the buyers, the PCs 
  can now move on with their lives. Go to encounter 10 
  when the PCs have finished everything they’d like to do 
  in the city. 
   
  Encounter 10. Divine Retribution 
  Tenser through word of his herald, Tyreck, has heard of 
  the rebuttal of his offer by the PCs and his subsequent 
  removal from the city. In response to this slight he has 
  decided they need to be taught a lesson, a painful one. As 
  such, he has summoned some celestial allies who 
  confront the PCs on the road away from the City of 
  Greyhawk: 
   
  With the events of your recent trip to the city of 
  Greyhawk hopefully left behind, you begin the long 
  trip home. It seems those events are not yet finished 
  with you, however, as (one/two/three) celestial 
  beings suddenly appear and fly towards you. As they 
  approach, one calls out “Retribution for your sins is 
  upon you. The time for repentance is past, the 
  sentence is death!” 
   
  The angels are not concerned with anything the PCs have 
  to say. They attack without mercy or hesitation, and 
  ignore any explanations the PCs might wish to give. 
   
  Some PCs may wish to avoid fighting the angels for 
  alignment reasons. The angels have no such qualms, and 
  slay the most devout cleric or noble paladin along with 
  their less heroic companions. The best they can manage 
  is a delay by flight, which does little more than allow the 
  angels to slay the party piecemeal. They can fight or die, 
  but nothing changes the judgment of the angels. (The 
  PCs didn’t give the books to Tenser. For these angels, that 
  is the ONLY possible Lawful Good act, no matter the 
  personal price. By not doing that, they have committed a 
  crime. If they are of Good alignment, they should have 
  gotten an atonement spell. Obviously they don’t repent. 
  So there is no folly in destroying false or weak agents of 
  Good. If they are not up to the task, they are just as 
  deserving of punishment as overt evildoers.) 
   
  APL 10 (EL 12) 
   
  �Angel, Movanic Deva (3): hp 39, 39, 39: Fiend 
  Folio 57.  
   
  APL 12 (EL 14) 
   
  �Angel, Astral Deva: hp 102; Monster Manual 11.  
   
  APL 14 (EL 16) 
   
  �Angel, Planetar: hp 133; Monster Manual 11. 
   
   
  APL 16 (EL 18) 
   
  �Angel, Planetar (2): hp 133; Monster Manual 11. 
   
  Tactics: At APL 10, one movanic deva starts with prayer, 
  and then join the others in melee. They concentrate their 
  attacks on clerics and wizards, to punish them first, and 
  prevent the second from employing any spells with the 
  [Evil] descriptor.  
   
  At APL 12, the astral deva begins with either holy 
  word (if the PCs are mostly of Neutral alignment), or blade 
  barrier (if they are mostly of Good alignment, or above 
  12th-level). He then moves into melee, also focusing on 
  clerics and wizards.  
   
  At APL 14 and 16, the planetar(s) fly at range, using 
  their spells at first. A typical progression is waves of 
  exhaustion followed by dictum, implosion, and disintegrate. 
  Heal and mass heal are used if needed. Note that most 
  groups won’t be able to do real damage to them because 
  of their regeneration. In this case, the battle should be 
  ended when the planetar(s) are both at -100 hp or more.  
   
  Development: With the end of the battle, the angels 
  disappear, and the adventure is over. 
   
  Conclusion 
  As another trip to the City of Greyhawk it should be 
  noted that the PCs gain various rewards based on their 
  final decision. 
   
  �Welcome to Moral Slavery: You have helped Saal 
  learn dangerous secrets about one or more organizations, 
  and he wants more. You must inform Saal of any secret 
  mission you undertake, making it impossible to give any 
  oath of secrecy truthfully, as well as revealing the secrets 
  of any meta-organization you belong to. 
   
  If you worship a good deity and agree to this, you 
  immediately loses any cleric, druid, favored soul, or 
  paladin class ability. Proper atonement and spending 10 
  
  COR6-17 Something of Value 
   
  Page 12 
  TUs can rectify the loss of ability, but you are considered 
  to have ‘refused’ to deal (see below). 
   
  If the PC ever refuses to deal, that PC must pay one 
  TU extra per Core Adventure as he deals with the slings 
  and arrows of lies and slander cast at him. To remove this 
  AR item you must spend a lump sum of 15 TUs publicly 
  fight to prove your innocence.  
   
  �Favor of the Meta Realms: You either sold the books 
  to one of the prospective buyers, or destroyed them and 
  gained the favor of Lyzandred the Mad.  
  The organization grants ‘Access: Any’ to the 
  following items by APL: 
  • 
  APL 10: wand of lesser vigor, memento magic 1st-, 2nd-, 
  and 3rd-level spell, ring of mighty summons, strand of 
  prayer beads, and the deadly precision weapon 
  enhancement (Complete Adventurer) 
  • 
  APL 12: the above plus memento magica 4th level spell, 
  and the animated shield upgrade 
  • 
  APL 14: the above plus rod of metamagic quicken, 
  memento magica 5th-level spell 
  • 
  APL 16: the above plus vorpal weapon upgrade 
   
  �An Offer You Shouldn’t Have Refused: You 
  engaged in a devastating fight in Greyhawk City after 
  refusing the Lord Mayor’s ‘generous’ offer. He gives the 
  Thieves’ Guild free reign to target you. Lifestyle costs are 
  multiplied by 10 for all adventures set in the Domain of 
  Greyhawk. 
   
  If you live off the wild you must still pay 60 gp each 
  adventure to account for various small rip-offs. If you 
  have any favor that reduces or eliminates lifestyle cost, it 
  may not be used for adventures set in the Domain of 
  Greyhawk. 
  This AR item lasts for one calendar year from the 
  date on the AR. 
   
  �Hunted!: You have kept a copy of the books. A variety 
  of organizations continue to pursue them for the 
  information they contain. 
   
  Item Access 
  APL 10: 
  • 
  Wand of lesser vigor (Any; Spell Compendium;) 
  • 
  Memento Magic 1st level spell (Any; Races of the Dragon) 
  • 
  Memento Magic 2nd level spell (Any; Races of the Dragon) 
  • 
  Memento Magic 3rd level spell (Any; Races of the Dragon) 
  • 
  Ring of Mighty Summons (Any; Complete Mage) 
  • 
  Strand of Prayer Beads (Any; DMG) 
  • 
  Deadly Precision weapon upgrade (Any; Complete 
  Adventurer) 
   
  APL 12 (all of APL 10 plus the following): 
  • 
  Memento Magic 4th level spell (Any; Races of the Dragon;) 
  • 
  Animated shield upgrade (Any; DMG) 
   
  APL 14 (all of APLs 10-12 plus the following): 
  • 
  Rod of Metamagic Quicken (Any; DMG) 
  • 
  Memento Magic 5th level spell (Any; Races of the Dragon) 
   
  APL 16 (all of APLs 10-14 plus the following): 
  • 
  Vorpal weapon upgrade (Any; DMG) 
   
   
   
  
  COR6-17 Something of Value 
   
  Page 13 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1 
  Slaying the giants and finding the box 
  APL 10 
  65 XP 
  APL 12 
  75 XP 
  APL 14 
  90 XP 
  APL 16 
  100 XP 
   
  Encounter 4 
  Defeating the monsters 
  APL 10 
  270 XP 
  APL 12 
  300 XP 
  APL 14 
  360 XP 
  APL 16 
  400 XP 
   
  Encounter 6 
  Slaying the assassin 
  APL 10 
  340 XP 
  APL 12 
  375 XP 
  APL 14 
  450 XP 
  APL 16 
  500 XP 
   
  Encounter 7 and 8 
  Listening to Lyzandred and dealing with Saal 
  APL 10 
  135 XP 
  APL 12 
  150 XP 
  APL 14 
  180 XP 
  APL 16 
  200 XP 
   
  Encounter 10 
  Dealing with the Angels 
  APL 10 
  270 XP 
  APL 12 
  375 XP 
  APL 14 
  360 XP 
  APL 16 
  425 XP 
   
  Story Award 
  Destroying the Books (or giving them to Lyzandred) 
  APL 10 
  135 XP 
  APL 12 
  150 XP 
  APL 14 
  180 XP 
  APL 16 
  200 XP 
   
  Discretionary Roleplaying Award 
  APL 10 
  135 XP 
  APL 12 
  150 XP 
  APL 14 
  180 XP 
  APL 16 
  200 XP 
   
  Total Possible Experience 
  APL 10 
  1,350 XP 
  APL 4  
  1,575 XP 
  APL 6  
  1,800 XP 
  APL 8  
  2,025 XP 
    
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Encounter 1: Introduction 
  ALL APLs: The books of Krevell and Lynerden (special) 
   
  Encounter 9: The Value of Nothing  
  APL 10: Coin: 2,300 gp 
  APL 12: Coin: 3,300 gp 
  APL 14: Coin: 6,600 gp 
  APL 16: Coin: 9,900 gp 
   
  Total Possible Treasure 
  APL 10: Coin: 2,300 gp – Total: 2,300 gp  
  APL 12: Coin: 3,300 gp – Total: 3,300 gp 
  APL 14: Coin: 6,600 gp – Total: 6,600 gp 
  
  COR6-17 Something of Value 
   
  Page 14 
  APL 16: Coin: 9,900 gp – Total: 9,900 gp 
   
  Special 
  �Welcome to Moral Slavery: You have helped Saal 
  learn dangerous secrets about one or more organizations, 
  and he wants more. You must inform Saal of any secret 
  mission you undertake, making it impossible to give any 
  oath of secrecy truthfully, as well as revealing the secrets 
  of any meta-organization you belong to. 
   
  If you worship a good deity and agree to this, you 
  immediately loses any cleric, druid, favored soul, or 
  paladin class ability. Proper atonement and spending 10 
  TUs can rectify the loss of ability, but you are considered 
  to have ‘refused’ to deal (see below). 
   
  If the PC ever refuses to deal, that PC must pay one 
  TU extra per Core Adventure as he deals with the slings 
  and arrows of lies and slander cast at him. To remove this 
  AR item you must spend a lump sum of 15 TUs publicly 
  fight to prove your innocence.  
   
  �Favor of the Meta Realms: You either sold the books 
  to one of the prospective buyers, or destroyed them and 
  gained the favor of Lyzandred the Mad.  
   
  The buyer (or Lyzandred) grants ‘Access: Any’ to one 
  or more items from the DMG, tables 7-2, 7-5, 7-6, 7-9, 7-
  14, 7-15, 7-17, 7-18, 7-19, 7-23, 7-24, 7-25, 7-26, 7-27, 7-28, 
  and 7-29. Normal campaign restrictions still apply. Note 
  the items here: 
  APL 10 (1 item):__________ 
   
  APL 12 (2 items):__________ 
  APL 14 (3 items):__________ 
  APL 16 (4 items):__________ 
   
  �An Offer You Shouldn’t Have Refused: You 
  engaged in a devastating fight in Greyhawk City after 
  refusing the Lord Mayor’s ‘generous’ offer. He gives the 
  Thieves’ Guild free reign to target you. Lifestyle costs are 
  multiplied by 10 for all adventures set in the Domain of 
  Greyhawk. 
   
  If you live off the wild you must still pay 60 gp each 
  adventure to account for various small rip-offs. If you 
  have any favor that reduces or eliminates lifestyle cost, it 
  may not be used for adventures set in the Domain of 
  Greyhawk. 
  This AR item lasts for one calendar year from the 
  date on the AR. 
   
  �Hunted!: You have kept a copy of the books. A variety 
  of organizations continue to pursue them for the 
  information they contain. 
    
  Items for the Adventure Record 
   
  Item Access 
  ALL APLS: 
  • 
  None 
   
  
  COR6-17 Something of Value 
   
  Page 15 
  APPENDIX 1: ALL APLS 
  �Saal Haag Onev: male human expert 9; CR 8; 
  Medium humanoid; HD 9d6; hp 31; Init +1; Spd 30 ft.; 
  AC 11, touch 11, flat-footed 10 ;Base Atk +6/1; Grp +6; 
  Atk +5 melee (1d4-1/19-20, dagger); Full Atk +5/0 
  melee (1d4-1/19-20, dagger); AL NE; SV Fort +3, Ref 
  +3, Will +6; Str 8, Dex 10, Con 10, Int 14, Wis 10, Cha 
  20.  
   
  Skills and Feats: Appraise +17 (19 for books), Bluff 
  +19, Craft (bookbinding) +7, Diplomacy +25, Gather 
  Information +20, Intimidate +21, Knowledge (arcana) 
  +15, Knowledge (history) +15, Knowledge (local) +5, 
  Profession (bookbinder) +5, Sense Motive +14; 
  Negotiator, 
  Persuasive, 
  Skill 
  Focus 
  (gather 
  information), Skill Focus (Knowledge [arcana]), Skill 
  Focus (Knowledge [history]). 
   
  Languages: Common, Oeridian, Suel. 
   
  Possessions: (available based on the encounter) 
  alchemical tooth, 1 dose of black lotus extract, dagger, 
  original writings of Krevell and Lynerden, copies of 
  the writings of Krevell and Lynerden, books of secrets, 
  model books for Drawmij’s instant summons. 
  
  COR6-17 Something of Value 
   
  Page 16 
  APL 10 
  Encounter 6: Out of Town Talent 
  �Grenell’s Agent: male human sorcerer 12; CR 12; 
  Medium humanoid (dragonblooded); HD 12d4+12; hp 
  42; Init +2; Spd 30 ft.; AC 13, touch 13, flat-footed 11; 
  Base Atk +6/+1; Grp +6; Atk +7 melee (1d4/19-20, 
  masterwork dagger)  or +8 ranged touch (various ray 
  spells); Full Atk +7/+2 melee (1d4/19-20, masterwork 
  dagger)  or +8 ranged touch (various ray spells) AL NE; 
  SV Fort +8, Ref +8, Will +11; Str 10, Dex 14, Con 14, Int 
  12, Wis 12, Cha 23.  
   
  Skills and Feats:  Bluff +19, Concentration +17 (+19 
  defensive), Knowledge (arcana) +8, Spellcraft +16, 
  Tumble +7; Accelerate Metamagic (empower spell), 
  Combat Casting, Draconic Heritage (red dragon), 
  Empower Spell, Maximize Spell, Practical Metamagic 
  (empower spell) . 
   
  Languages: Common, Draconic. 
   
  Spells Known (6/8/8/7/7/6/4; base DC = 16 + spell 
  level): 0 acid splash, daze, detect magic, detect poison, light, 
  message, prestidigitation, read magic, resistance; 1st– disguise 
  self, lesser orb of cold, magic missile, ray of clumsiness, ray of 
  enfeeblement; 2nd– alter self, invisibility, mirror image, 
  scorching ray; 3rd– fly, haste, protection from energy, ray of 
  exhaustion; 4th– greater invisibility, orb of fire, summon 
  monster IV; 5th– firebrand, summon monster V; 6th– true 
  seeing 
   
  Possessions: cloak of charisma +4, ring of protection +1, 
  vest of resistance +2, masterwork dagger, spell component 
  pouch, potion of cure serious wounds x3, scroll of greater 
  mage armor wand of magic missiles (9th) [15 charges], 5 flasks 
  of alchemist’s fire, 1,000 gp. 
   
  Power-Up Suite (alter self (troglodyte); fly, 
  haste, greater mage armor (from scroll); greater 
  invisibility summon monster IV (x4): Spd 30 ft., fly 
  60 ft. [good]; AC 26, touch 14, flat-footed 23; Base Atk 
  +6/+1; Grp +6; Atk +8 melee (1d4/19-20, masterwork 
  dagger)  or +9 ranged touch (various ray spells); Full 
  Atk +8/+3 melee (1d4/19-20, masterwork dagger)  or +9 
  ranged touch (various ray spells) .  
   
  Spells Available 6/7/8/5/2/6/4. 
   
  Encounter 10: Divine Retribution 
  �Movanic 
  Deva: 
  CR 
  9; 
  Medium 
  outsider 
  (extraplanar, good); HD 6d8+12; hp 39; Init +8; Spd 40 
  ft., fly 90 ft. (good); AC 22, touch 14, flat-footed 18; Base 
  Atk +6; Grp +9; Atk +11 melee (2d6+5 plus 1d6 fire, +1 
  flaming greatsword); Full Atk +11/+6 melee (2d6+5 plus 
  1d6 fire, +1 flaming greatsword); SA spell-like abilities; 
  SQ celestial traits, DR 10/evil, divine equilibrium, fire 
  resistance 
  20, 
  heavenly 
  deflection, 
  immunities, 
  outsider traits, protective aura, soothing presence of 
  nature, SR 19; AL LG; SV Fort +7, Ref +9, Will +10; Str 
  17, Dex 18, Con 15, Int 17, Wis 16, Cha 18.  
   
  Skills and Feats:  Balance +13, Concentration +11, 
  Diplomacy +15, Intimidate +13, Knowledge (local – 
  core) +12, Knowledge (arcana) +12, Knowledge 
  (religion) +12, Listen +12, Sense Motive +12, Spellcraft 
  +12, Spot +12; Improved Initiative, Iron Will, Weapon 
  Focus (greatsword). 
   
  Languages: Celestial, Common, Infernal, Draconic. 
   
  Spell-Like Abilities: At will – aid, consecrate, 
  continual flame, create food and water, death ward, detect 
  evil, discern lies, polymorph, prayer, protection from arrows; 
  3/day – atonement, ethereal jaunt, hallow, holy smite, 
  neutralize poison, plane shift, remove curse, remove disease, 
  remove fear; 1/day – commune, raise dead. Caster level 
  9th, save DC 14 + spell level. 
   
  Divine Equilibrium (Ex): Movanic devas are 
  immune to the effects of negative-dominant or 
  positive-dominant planar energy traits (see Chapter 1 
  in Manual of the Planes). 
   
  Heavenly Deflection (Su): Once per round as a 
  free action, a movanic deva can deflect ranged attacks 
  and certain spells by batting them away with its +1 
  flaming greatsword. When a ranged attack, ray, or single-
  target spell would ordinarily hit or affect the deva, the 
  deva can make a Reflex saving throw against a base DC 
  of 20. If the ranged weapon has an enhancement 
  bonus, the DC increases by that amount. If the attack is 
  from a spell, the spell level is added to the base DC. If 
  the deva succeeds, it deflects the attack. Deflected 
  spells are negated as if counterspelled. 
   
  The deva must be aware of an attack in order to 
  have a chance to deflect it. 
   
  Soothing Presence of Nature (Ex): Movanic 
  devas have a calm spirit that is pleasing to inhabitants 
  of the natural world. Unless magically compelled to do 
  so, no plant or animal will attack a movanic deva. 
  
  COR6-17 Something of Value 
   
  Page 17 
   
  APL 12 
  Encounter 4: Payment In Blood 
  �Entropic Reaper: Medium undead; CR 12; HD 
  19d12+19; hp 142; Init +6; Spd 30 ft.; AC 20, touch 12, 
  flat-footed 18; Base Atk +9; Grp +18; Atk +18 melee 
  (2d6+13 plus entropic blade/19-20/x4, Large scythe); 
  Full Atk +18/+13 melee (2d6+13 plus entropic 
  blade/19-20/x4, Large scythe); SA entropic blade, spell-
  like ability; SQ DR 10/cold iron and lawful, darkvision 
  60 ft., fast healing 10, master of the scythe, SR 22, 
  undead traits; AL CE; SV Fort +17, Ref +8, Will +13; Str 
  29, Dex 14, Con -, Int 11, Wis 20, Cha 15. 
   
  Skills & Feats:: Concentration +22, Knowledge 
  (Planes) +22, Listen +27, Spot +27; Combat Reflexes, 
  Improved Critical (scythe), Improved Toughness, 
  Power Attack, Cleave, Improved Initiative, Whirlwind 
  Attack. 
   
  Entropic Blade (Su): An entropic reaper confers 
  the entropic blade property upon any weapon it 
  wields—usually a normal scythe. An entropic blade 
  functions in all ways like the kind of weapon it is, with 
  the following addition. Any time the entropic reaper 
  successfully deals damage with its entropic blade, the 
  victim must make a DC 21 Fortitude save or be 
  overcome with searing pain. As the victim’s form 
  melts, flows, writhes, and boils. During this entropic 
  state, the victim cannot cast spells or use magic items, 
  and it attacks blindly, unable to distinguish friend from 
  foe (-4 penalty on attack rolls and a 50% miss chance, 
  regardless of the attack roll). Each round spent in this 
  entropic state, the victim takes 1 point of Wisdom 
  drain from mental shock. If the victim’s Wisdom score 
  falls to 0, it discorporates into nothingness. 
   
  A victim can gain control over itself by taking a 
  standard action to attempt a DC 21 Charisma check. 
  Success renders the victim immune from the entropic 
  state for 1 minute. On a failure, the victim can still 
  repeat this check each round until successful. The 
  entropic state is not a disease or a curse, so it is hard to 
  remove. A shapechange or stoneskin spell does not cure 
  an afflicted creature but fixes its state for the duration 
  of the spell. A restoration, heal or greater restoration spell 
  removes the affliction (though a separate restoration is 
  necessary to restore any drained points of Wisdom). 
  The save DC is Charisma-based.  
   
  Master of the Scythe (Su): The entropic reaper is 
  a master of the scythe, and gains the ability to wield a 
  weapon one size larger than normal. It also treats the 
  scythe as if it were a mighty cleaving weapon, which 
  allows it to make one additional cleave attempt in a 
  round. 
   
  Spell-Like Abilities: 1/day – plane shift. Caster 
  level equals the entropic reaper’s Hit Dice. The save 
  DCs are Charisma-based. 
   
  Description: A skeletal being cloaked in a great 
  black robe and head-concealing hood holds a large 
  scythe in both hands. The head of the scythe is an 
  absence in space, a blade-shaped hole in reality that 
  draws in the light around it. 
   
  Encounter 6: Out of Town Talent 
  �Grenell’s Agent: male human sorcerer 14; CR 14; 
  Medium humanoid (dragonblooded); HD 14d4+28; hp 
  63; Init +3; Spd 30 ft.; AC 15, touch 15, flat-footed 13; 
  Base Atk +7/+2; Grp +7; Atk +8 melee (1d4/19-20, 
  masterwork dagger)  or +10 ranged touch (various ray 
  spells); Full Atk +8/+3 melee (1d4/19-20, masterwork 
  dagger)  or +10 ranged touch (various ray spells) AL 
  NE; SV Fort +10, Ref +10, Will +13; Str 10, Dex 16, Con 
  16, Int 12, Wis 12, Cha 23.  
   
  Skills and Feats: Bluff +21, Concentration +20 (+24 
  defensive), Knowledge (arcana) +10, Spellcraft +18, 
  Tumble +8; Accelerate Metamagic (empower spell), 
  Combat Casting, Draconic Heritage (red dragon), 
  Empower Spell, Maximize Spell, Practical Metamagic 
  (empower spell). 
   
  Languages: Common, Draconic. 
   
  Spells Known (6/8/8/7/7/7/6/3; base DC = 16 + 
  spell level): 0 acid splash, daze, detect magic, detect poison, 
  light, message, prestidigitation, read magic, resistance; 1st– 
  disguise self, lesser orb of cold, magic missile, ray of clumsiness, 
  ray of enfeeblement; 2nd – alter self, invisibility, mirror 
  image, scorching ray, tasha`s hideous laughter; 3rd– fly, 
  haste, protection from energy, ray of exhaustion; 4th– greater 
  invisibility, orb of fire, orb of force, summon monster IV; 5th– 
  firebrand, summon monster V, waves of fatigue; 6th– 
  contingency, true seeing; 7th– limited wish 
   
  Possessions: amulet of health +2, cloak of charisma +4, 
  gloves of dexterity +2, ring of protection +2, vest of resistance 
  +3, masterwork dagger, spell component pouch, potion 
  of cure serious wounds x3, scroll of greater mage armor wand 
  of magic missiles (9th) [15 charges], 6 flasks of alchemist’s fire, 
  1,000 gp. 
   
  Power-Up Suite (alter self (troglodyte); fly, 
  haste, greater mage armor (from scroll); greater 
  invisibility; summon monster v (x4): Spd 30 ft., fly 
  60 ft. [good]; AC 28, touch 17, flat-footed 23 ;Base Atk 
  +7/+2; Grp +7; Atk +9 melee (1d4/19-20, masterwork 
  dagger)  or +11 ranged touch (various ray spells); Full 
  Atk +9/+4 melee (1d4/19-20, masterwork dagger)  or 
  +11 ranged touch (various ray spells). 
   
  Spells Available 6/7/8/5/6/3/6/3. 
  
  COR6-17 Something of Value 
   
  Page 18 
  APL 14 
  Encounter 4: Payment In BLood 
  �Cadaver Collector: CR12; Large Construct; HD 
  17d10 (construct); hp 123; Init +4; Spd 40 ft.; AC:29, 
  touch 9, flat-footed 29; Base Atk +12; Grp +26; Atk +22 
  (8d6+10, slam); Full Atk +22/+22 (8d6+10, slams); SA 
  breath weapon, impale, improved grab, trample; SQ 
  construct traits, damage reduction 10/adamantine, 
  darkvision 60 ft., immunity to magic, low-light vision; 
  AL LN; SV Fort +5, Ref +5, Will +8; Str 31, Dex 10, Con 
  -, Int 5, Wis 16, Cha 14. 
   
  Skills and Feats: Jump +14, Listen +15, Spot +15; 
  Alertness, Cleave, Improved Initiative, Improved 
  Natural Attack: Slam, Power Attack, Weapon Focus 
  (slam). 
   
  Breath Weapon (Su): 30-foot cone, once every 
  1d4 rounds, paralyzing gas, Reflex DC 18 negates. The 
  duration of the paralysis for the cadaver collector’s 
  breath weapon is 1 minute, or until the paralyzed 
  creature takes lethal damage.The save DC is 
  Constitution-based. 
   
  Impale (Ex): 
  If 
  a cadaver collector has 
  successfully grappled a Medium or smaller creature, it 
  can attempt to impale the creature on its back spikes by 
  making a successful grapple check. Doing so is a 
  standard action that does not provoke attacks of 
  opportunity. If the collector successfully impales a 
  creature, the creature takes 4d8+15 points of damage 
  and is considered pinned. Each round, the creature 
  takes another 2d8 points of damage as the movement 
  of the cadaver collector causes additional pain to the 
  impaled creature. 
   
  The creature cannot break free unless it makes a 
  DC 28 Strength check. Success indicates the creature is 
  free of the spike but takes an additional 2d8 points of 
  damage in the process. Failure means the creature 
  takes 4d8 points of damage and remains pinned in 
  place. An ally can try to free an impaled creature with a 
  DC 20 Strength check. 
   
  Once a cadaver collector has a creature or 
  creatures impaled on its back spikes, it is no longer 
  considered to be in a grapple and can attack other 
  opponents without penalty. It cannot use its slam 
  attacks against impaled opponents. Creatures that get 
  free of a cadaver collector become its immediate and 
  most urgent targets. It typically pursues such creatures 
  exclusively if it has any chance of catching and 
  impaling them again. 
   
  A cadaver collector's back spikes can hold up to 4 
  Medium creatures, 16 Small creatures, or 64 Tiny 
  creatures. Creatures smaller than Tiny are too 
  miniscule to be impaled on the collector's back spikes, 
  although the collector can still deal 4d8+15 points of 
  damage to such opponents by grinding them into its 
  back spikes with a successful grapple check once it has 
  them grappled. 
   
  Improved Grab (Ex): To use this ability, a cadaver 
  collector must hit with a slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the grapple 
  check, it establishes a hold and can attempt to impale 
  the following round. 
   
  Immunity to Magic (Ex): Like golems, cadaver 
  collectors are especially resilient to magic. However, 
  this resilience takes a slightly different form in the 
  cadaver collector. A cadaver collector is immune to any 
  spell or spell-like ability that allows spell resistance. In 
  addition, spells of 3rd level or lower that target a 
  cadaver collector automatically rebound back at their 
  caster as if the collector were under the effects of an 
  unbeatable spell turning effect. This effect cannot be 
  dispelled or suppressed, except against spells that deal 
  electricity damage (see below). Spells that deal rust 
  damage or alter stone penetrate the immunity to 
  magic. Other spells and effects function differently 
  against the creature, as noted below. 
   
  A magical attack that deals sonic damage slows a 
  cadaver collector (as the slow spell) for 3 rounds, with 
  no saving throw. Sonic spells of 3rd level or lower are 
  absorbed by the collector and not reflected. 
   
  A magical attack that deals electricity damage is 
  absorbed rather than reflected. Such an attack breaks 
  any slow effect on the collector and heals 1d6 points of 
  damage for every 6 points of damage the attack would 
  otherwise deal. If the amount of healing would cause 
  the collector to exceed its full normal hit points, it 
  gains any excess as temporary hit points. 
   
  A cadaver collector is affected normally by rust 
  attacks. In addition, magical attacks that alter the 
  nature of stone, such as transmute rock to mud, deal 
  1d6 points of damage per spell level to the cadaver 
  collector. 
   
  Trample (Ex): Reflex DC 28 half. The save DC is 
  Strength-based. 
   
  Encounter 6: Out of Town Talent 
  �Grenell’s Agent: male human sorcerer 16; CR 16; 
  Medium Humanoid (dragonblooded); HD 16d4+48; hp 
  88; Init +3; Spd 30 ft.; AC 16, touch 16, flat-footed 13; 
  Base Atk +8/+3; Grp +8; Atk +9 melee (1d4/19-20, 
  masterwork dagger)  or +11 ranged touch (various ray 
  spells); Full Atk +9/+4 melee (1d4/19-20, masterwork 
  dagger)  or +11 ranged touch (various ray spells) AL 
  NE; SV Fort +11, Ref +11, Will +14; Str 10, Dex 16, Con 
  16, Int 12, Wis 12, Cha 26.  
   
  Skills and Feats: Bluff +25, Concentration +22 (+26 
  casting 
  defensively), 
  Knowledge 
  (arcana) 
  +12, 
  Spellcraft +20, Tumble +8; Accelerate Metamagic 
  (empower spell), Accelerate Metamagic (maximize 
  spell), Combat Casting, Draconic Heritage (red 
  dragon), Empower Spell, Maximize Spell, Practical 
  Metamagic (empower spell). 
   
  Languages: Common, Draconic. 
   
  Spells Known (6/8/8/8/7/7/6/6/4; base DC = 18 + 
  spell level): 0— acid splash, daze, detect magic, detect poison, 
  
  COR6-17 Something of Value 
   
  Page 19 
  light, message, prestidigitation, read magic, resistance; 1st– 
  disguise self, lesser orb of cold, magic missile, ray of clumsiness, 
  ray of enfeeblement; 2nd– alter self, invisibility, mirror 
  image, scorching ray, tasha`s hideous laughter; 3rd– fly, 
  haste, protection from energy, ray of exhaustion; 4th– greater 
  invisibility, orb of fire, orb of force, summon monster IV ; 
  5th– firebrand, summon monster V, teleport, waves of 
  fatigue; 6th– contingency, disintegrate, true seeing; 7th– 
  forcecage, limited wish; 8th– superior invisibility 
   
  Possessions: amulet of health +2, cloak of charisma +6, 
  gloves of dexterity +2, ring of protection +3, vest of resistance 
  +3, masterwork dagger, spell component pouch, potion 
  of cure serious wounds x3, scroll of greater mage armor wand 
  of magic missiles (9th) [15 charges], 5 flasks of alchemist’s 
  fire.1,000 gp. 
   
  Power-Up Suite (alter self (troglodyte); fly, 
  haste, greater mage armor (from scroll); summon 
  monster v (x4); superior invisibility): Spd 30 ft., fly 
  60 ft. [good]; AC 29, touch 18, flat-footed 24 ;Base Atk 
  +8/+3; Grp +8; Atk +10 melee (1d4/19-20, masterwork 
  dagger)  or +12 ranged touch (various ray spells); Full 
  Atk +10/+5 melee (1d4/19-20, masterwork dagger)  or 
  +12 ranged touch (various ray spells) 
   
  Spells Available 6/7/8/6/7/3/6/6/3. 
  
  COR6-17 Something of Value 
   
  Page 20 
  APL 16 
  Encounter 4: Payment In BLood 
  �Shadesteel Golem; CR 11; Medium construct 
  (extraplanar); HD 18d10+20; hp 119; Init +3; Spd 30 ft., 
  fly 30 ft. (perfect); AC 33, touch 13, flat-footed 33; Base 
  Atk +13; Grp +20; Atk +20 melee (2d6+7, slam); Full 
  Atk +20 melee (2d6+7, 2 slams); SA negative pulse 
  wave; SQ construct traits, DR 10/adamantine and 
  magic, darkvision 60 ft., immunity to magic, low-light 
  vision; AL N; SV Fort +6, Ref +9, Will +6; Str 24, Dex 
  16, Con -, Int -, Wis 11, Cha 7.  
   
  Skills and Feats: Hide +15, Move Silently +19; 
  None. 
   
  Languages: Common. 
   
  Negative Pulse Wave (Su): The shadesteel golem 
  can radiate a burst of inky black negative energy as a 
  free action every 1d4+1 rounds. The pulse wave drains 
  life from all living creatures within 40 feet of the 
  golem, dealing 12d6 points of negative energy damage. 
  A DC 19 Fortitude save halves the damage; the save DC 
  is Constitution-based. Undead creatures within the 
  area are healed of 12d6 points of damage instead, and 
  any turning effect they are under is broken. A death 
  ward spell or similar effect protects a creature from a 
  shadesteel golem’s negative pulse wave. 
   
  Immunity to Magic (Ex): A shadesteel golem is 
  immune to any spell, supernatural ability, or spell-like 
  ability that allows spell resistance. In addition, certain 
  spells and effects function differently against the 
  creature, as noted below. 
   
  A magical effect that has the light descriptor (such 
  as continual flame) causes the golem to speed up as if 
  affected by the spell haste for 2d4 rounds. The golem is 
  also hasted whenever it is the subject of a positive 
  energy effect, such as the turning attempt of a cleric. 
  This might happen if the cleric has mistakenly 
  identified the creature as a nightwalker or other 
  undead, or if the golem is standing near undead. 
   
  If a shadesteel golem is targeted by or within the 
  area of a spell with the darkness or shadow descriptor, 
  the golem is healed of 1 point of damage per level of 
  the spell. 
   
  Shadow Blend (Su): In any condition of 
  illumination other than full daylight, a shadesteel 
  golem can disappear into the shadows, giving it 
  concealment. Artificial illumination, even a light or 
  continual flame spell, does not negate this ability, 
  though a daylight spell does. 
   
  Skills: A shadesteel golem has a +16 racial bonus 
  on Move Silently checks and a +12 racial bonus on 
  Hide checks. 
   
  Encounter 6: Out of Town Talent 
  �Grenell’s Agent: male human sorcerer 18; CR 18; 
  Medium humanoid (dragonblooded); HD 18d4+72; hp 
  117; Init +4; Spd 30 ft.; AC 18, touch 18, flat-footed 14; 
  Base Atk +9/+4; Grp +9; Atk +10 melee (1d4/19-20, 
  masterwork dagger)  or +13 ranged touch (various ray 
  spells); Full Atk +10/+5 melee (1d4/19-20, masterwork 
  dagger)  or +13 ranged touch (various ray spells) AL 
  NE; SV Fort +15, Ref +15, Will +17; Str 10, Dex 18, Con 
  18, Int 12, Wis 12, Cha 26.  
   
  Skills and Feats : Bluff +25, Concentration +24 (+28 
  defensive), Knowledge (arcana) +16, Spellcraft +22, 
  Tumble +9; Accelerate Metamagic (empower spell), 
  Accelerate Metamagic (maximize spell), Combat 
  Casting, Draconic Heritage (red dragon), Empower 
  Spell, Maximize Spell, Practical Metamagic (empower 
  spell) , Practical Metamagic (maximize spell). 
   
  Languages: Common, Draconic. 
   
  Spells Known (6/8/8/8/7/7/6/6/6/4; base DC = 18 + 
  spell level): 0— acid splash, daze, detect magic, detect poison, 
  light, message, prestidigitation, read magic, resistance; 1st– 
  disguise self, lesser orb of cold, magic missile, ray of clumsiness, 
  ray of enfeeblement; 2nd– alter self, invisibility, mirror 
  image, scorching ray, tasha`s hideous laughter; 3rd– fly, 
  haste, protection from energy, ray of exhaustion; 4th– greater 
  invisibility, orb of fire, orb of force, summon monster IV ; 
  5th– firebrand, summon monster V, teleport, waves of 
  fatigue; 6th– contingency, disintegrate, true seeing; 7th– 
  forcecage, limited wish, greater teleport; 8th– superior 
  invisibility, wall of greater dispel magic; 9th– time stop. 
   
  Possessions: amulet of health +4, cloak of charisma +6, 
  gloves of dexterity +4, ring of protection +4, vest of resistance 
  +5, masterwork dagger, spell component pouch, potion 
  of cure serious wounds x3, scroll of greater mage armor wand 
  of magic missiles (9th) [15 charges], 6 flasks of alchemist’s fire. 
   
  Power-Up Suite (alter self (troglodyte); fly, 
  haste, greater mage armor (from scroll); summon 
  monster v (x4), teleport; contingency; superior 
  invisibility, wall of greater dispel magic): Spd 30 ft., 
  fly 60 ft. [good]; AC 31, touch 19, flat-footed 26 ;Base 
  Atk +9/+4; Grp +9; Atk +11 melee (1d4/19-20, 
  masterwork dagger)  or +14 ranged touch (various ray 
  spells); Full Atk +11/+6 melee (1d4/19-20, masterwork 
  dagger)  or +14 ranged touch (various ray spells) Spells 
  Available 6/7/8/6/6/2/6/6/4/4 
   
  
  COR6-17 Something of Value 
   
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  Appendix 2: New Rules Items 
  Feats 
  Accelerate Metamagic 
  Races of the Dragon 98 
  You can apply a selected Metamagic feat to your spells 
  more quickly than normal. 
   
  Prerequisites: Dragonblood subtype, Spellcraft 4 
  ranks, any metamagic feat, ability to spontaneously cast 
  1st-level spells. 
   
  Benefit: Choose a metamagic feat you know. You 
  can apply the selected metamagic feat to any 
  spontaneously cast spell without increasing the casting 
  time. 
   
  Normal: Without this feat, metamagic spells with a 
  casting time of 1 standard action take a full-round action 
  for spontaneous casters. Metamagic spells with a casting 
  time of longer than 1 standard action take spontaneous 
  casters an extra full-round action to cast. 
   
  Special: You can gain Accelerate Metamagic 
  multiple times. Its effects do not stack. Each time you 
  take the feat, it applies to a new metamagic feat. 
   
  Draconic Heritage 
  Complete Arcane 77 
  You have greater connection with your distant draconic 
  bloodline. 
   
  Prerequisite: Sorcerer level 1st. 
   
  Benefit: Choose one dragon from the Draconic 
  Heritage list below and gain the indicated skill as a class 
  skill. This is your draconic heritage, which cannot be 
  changed once the feat has been taken. Half-dragons must 
  choose the same dragon kind as their dragon parent. 
   
  In addition, you gain a bonus on saving throws 
  against sleep and paralysis, as well as spells and abilities 
  with the energy type of your Draconic Heritage. This 
  bonus is equal to the number of draconic feats you have. 
   
  Dragon Kind 
  Energy Type 
  Skill 
  Red  
   
  Fire 
   
  Intimidate 
   
  Improved Toughness 
  Complete Warrior 101 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such as 
  by gaining a level), you gain 1 additional hit point. If you 
  lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats. 
   
  Practical Metamagic 
  Races of the Dragon 101 
  You can apply a selected metamagic feat to your spells 
  more easily. 
   
  Prerequisites: Dragonblood subtype, Spellcraft 8 
  ranks, any metamagic feat, ability to spontaneously cast 
  3rd-level spells. 
   
  Benefit: Choose a metamagic feat you know. When 
  applying the chosen metamagic feat to a spontaneously 
  cast spell, the spell uses a spell slot one level lower than 
  normal for the applied metamagic feat, to a minimum of 
  one level higher than a spell’s normal level. For example, 
  if you select Practical Metamagic (Empower Spell), you 
  can apply the Empower Spell feat to any spell by using a 
  spell slot one level higher rather than two. 
   
  Special: You can gain Practical Metamagic multiple 
  times. Its effects do not stack. Each time you take the feat, 
  it applies to a new metamagic feat. 
   
  Spells 
  Eye of Power 
  Spell Compendium 87 
  Divination (Scrying) 
  Level: Sorcerer/wizard 9 
  Components: V, S, M 
  Casting Time: 10 minutes 
  Range: Unlimited 
  Effect: Magical sensor 
  Duration: 1 minute/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  Your invocation creates a miniature floating eye of faintly 
  glowing blue energy. Spying your enemy from the safety of your 
  magical sensor, you unleash your spell. 
   
  This spell functions like arcane eye (PH 200), except as 
  noted here. You can cast any spell of 3rd level or lower 
  that has a range other than personal through the eye. Any 
  spell so cast functions as though it had been cast from the 
  eye’s location rather than yours. Casting any spell of 
  higher than 3rd level through the eye not only produces 
  no effect (though the spell is still expended), but it 
  destroys the eye of power and ends the spell. 
   
  Unlike an arcane eye, an eye of power is visible and 
  corporeal, so it can be destroyed. The eye is a Fine object 
  with AC 18 and 77 hit points. It uses your save bonuses 
  for saving throws. 
    Material Component: A bit of bat fur. 
   
  Firebrand 
  Spell Compendium 93 
  Evocation [Fire] 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: One 5-ft.-radius burst/level (S) 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  
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  The flask of alchemist’s fire vanishes from your hand and the 
  ground erupts beneath your foes, shooting multiple fountains of 
  fiery liquid upward. 
   
  Each burst deals 1d6 points of fire damage per caster level 
  (maximum 10d6) to all creatures within the area. All 
  subjects hit by the burst in the round the spell is cast or 
  within the area in the following round take 1d6 points of 
  fire damage per two caster levels (maximum 5d6). A 
  character struck in the round the spell is cast can attempt 
  to extinguish the flames on itself as a full-round action 
  with a successful DC 15 Reflex save. 
   
  Burst effects that overlap do not deal additional 
  damage (a creature can be affected by only one burst). 
   
  Material Component: A flask of alchemist’s fire (worth 
  20 gp). 
   
  Invisibility, Superior 
  Spell Compendium 125 
  Illusion (Glamer) 
  Level: Sorcerer/wizard 8 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal or touch 
  Area: You or object weighing no more than 100 lb./level 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  As you complete the spell, your senses dull somewhat. Upon 
  releasing the spell’s energy on your desired subject, your senses 
  clear, although the spell’s recipient can no longer be perceived. 
   
  This powerful glamer functions like invisibility (PH 245), 
  except that it masks image, scent, and sound alike, 
  concealing the subject from all senses except touch. As 
  with greater invisibility, this spell doesn’t end if the subject 
  attacks. While invisible, the subject exudes no scent and 
  is undetectable by scent, blindsense, termorsense, and 
  blindsight. 
   
  Superior invisibility renders the recipient immune to 
  detection by see invisibility, faerie fire, glitterdust, invisibility 
  purge, and dust of appearance, although creatures under the 
  effects of the spell can be detected by true seeing. Certain 
  mundane conditions (such as leaving footprints) can also 
  render a subject detectable. 
   
  Orb of Cold, Lesser 
  Spell Compendium 151 
  Conjuration (Creation) [Cold] 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: One orb of cold 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Your hand takes on a blue tint and your fingers turn numb and 
  unresponsive as you complete the spell. From your chilled palm 
  flies an orb composed of blue ice. 
   
  An orb of blue ice about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of cold damage. You 
  must succeed on a ranged touch attack to hit your target. 
   
  For every two caster levels beyond 1st, your orb deal 
  an additional 1d8 damage: 2d8 at 3rd level, 3d8 at 5th level, 
  4d8 at 7th level, and the maximum of 5d8 at 9th level or 
  higher. 
   
  Orb of Fire 
  Spell Compendium 151 
  Conjuration (Creation) [Fire] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: One orb of fire 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: No 
   
  Your hand heats to an uncomfortable temperature just moments 
  before you release the spell’s energy in the form of an orb of white 
  flames speeding from your outward-facing palm. 
   
  An orb of fire about 2 inches across shoots from your 
  palm at its target, dealing 1d6 points of fire damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target. 
   
  In addition, a creature struck by an orb of fire must 
  make a Fortitude save or be dazed for 1 round. 
   
  Orb of Force 
  Spell Compendium 151 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (100 ft. + 10 ft./ level) 
  Area: One orb of force 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  As you gather the energies of the spell, you feel against your palm 
  a spherical weight that seems almost bonded to your skin. The 
  sphere grows, until with a final precise movement, you release 
  the translucent blue orb, sending it hurtling toward your 
  intended target. 
   
  You create a globe of force 3 inches across, which streaks 
  from your palm toward your target. You must succeed at a 
  ranged touch attack to hit the target. The orb deals 1d6 
  points of damage per caster level (maximum 10d6). 
   
  
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  Ray of Clumsiness 
  Spell Compendium 166 
  Transmutation 
  Level: Sorcerer/wizard 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: Ray 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  A crackling ray leaps from your outstretched hand. The green 
  ray seems almost sluggish in reaching its target, though it takes 
  only an eyeblink to do so. 
   
  You must succeed on a ranged touch attack with the ray 
  to strike a target. The ray stiffens the subject’s muscles 
  and joints, making it more difficult for the subject to 
  move. The subject takes a penalty to Dexterity equal to 
  1d6+1 per two caster levels (maximum penalty 1d6+5, 
  minimum Dexterity 1). 
   
  Wall of Greater Dispel Magic 
  Spell Compendium 234 
  Abjuration 
  Level: Cleric 8, sorcerer/wizard 8 
  Components: V, S, DF  
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: A straight wall whose area is up to one 10-ft. 
  square/level 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  You cast the spell and a translucent wall springs up, its 
  shimmering field pulsing with strong, malignant shades that 
  spin and twist into each other. 
   
  The spell creates a transparent, permeable barrier. 
  Anyone passing through becomes the target of a greater 
  dispel magic effect (PH 223) at your caster level. A 
  summoned creature targeted in this way can be dispelled 
  by the effect. 
   
  A wall of greater dispel magic cannot be seen or felt by 
  ordinary means, or even with a see invisibility spell. Detect 
  magic indicates the presence of the effect, and true seeing 
  reveals its presence. 
   
  
  COR6-17 Something of Value 
   
  Page 24 
   
  DM’s Aid 1: The Buyers 
  Gerwin Finde – Mouquollad Consortium 
  Gerwin is a tall, middle age Baklunish man, with a greying hair, and eyes that appear to laughing about some joke the 
  world has yet to realize has been played on it. He is unfailingly pleasant, and has no known vices. Indeed, it seems the 
  only thing anyone seems to hold against him is total commitment to be both polite and to be precise. Apparently, his 
  competitors feel unable to dispute with him when they are confronted with unassailable facts presented in a calm, 
  pleasant manner. Gerwin will always be polite to the PCs, no matter how anyone else acts. 
   
  Lyrag the Hoolian – Silent Ones 
  No one will ever see Lyrag. He will miss the first two meetings, instead being represented by his assistant and constant 
  detractor Eri in’Borca. Eri is a youthful, slender, red haired Suel, with a savage, vulgar wit. Perhaps the only good thing 
  about it is that he directs his most cutting comments towards his erstwhile and absent superior. The most notable 
  comment about them is that no one has ever seen Lyrag. He has missed every meeting, sending Eri in his place. The 
  sage Iquander claims to have received a sending from him once, but that is apparently the closest anyone has ever gotten 
  to him. The pair otherwise have a poor reputation, with most focusing on the foul attitude of Eri. In the last encounter, 
  Eri will bring a large (big enough to hold a human sitting on a chair) box to the meeting, and state that Lyrag is inside. If 
  a secret is needed, Eri will slide the book in through a slot in the box, and it will be returned a few moments later with 
  the secret written on it. No one will see Lyrag during the adventure. If the PCs somehow gain access to the box it 
  appears to be empty. 
   
  Tonnar Dapty – Knights of the Hart 
  Tonnar is a heavyset, greying knight of late middle age, with a calm, friendly demeanor, and the stance of a trained 
  killer. Anyone with any experience in fighting (most PCs) will recognize this immediately, and should choose to treat 
  him with respect. Tonnar is very formal when working, always following the proper forms even when others do not. As 
  such, it may come as a surprise that when not working for the Knights of the Hart, Tonnar is extremely casual, and can 
  usually be found relaxing in one of the numerous taverns of Greyhawk. Many wonder just how much his superiors 
  know about such activity. 
   
  Dusein Tarlektt  
  Dusein is a slender, scholarly man, who looks considerably younger than he is, with a thick, full moustache, that 
  dominates his face. Dusein has a quirky sense of humor, and seems a poor choice for a negotiator, as he is obviously 
  more interested in his research. He is apparently preparing a grand history of the city of Irongate, and will slip in 
  questions about the area whenever possible during a conversation. This will be the most commonly reported fact about 
  him, as well as the possibility of distracting him with some obscure bit of lore at critical points in negotiations. 
   
  Thandun Tojamn – Royal Guild of Merchant (United Kingdom of Ahlissa) 
  Thandun is the youngest of the group, so much so that he seems nearly out of place among the others. He is apparently 
  rather intimidated by this, and spends more time trying to catch up to the offers of the others than make any of his own. 
  Like Dusein, he has a near-obsessive interest in a fringe area of the Flanaess, in his case the Rhizian peninsula. It is said 
  that anyone willing to let him ramble on at length about the area can slide whatever favorable terms they like into 
  agreements with him. 
   
  Tyreck Ichir – Tenser the Archmage and the Circle of Light 
  Tyreck is solidly built man of above average height. He is loud, vulgar, and thoroughly convinced that “compromise” 
  means agreeing with him. If he is not immediately sold the books after presenting his offer, he will become increasingly 
  offensive, until removed from the inn, and the city, by the guards. 
   
   
  
  COR6-17 Something of Value 
   
  Page 25 
  Player Handout 1 
  DC 25 Knowledge (religion) for knowledge of Krevell of Nerull, DC 20 Bardic Knowledge if the current history is 
  known 
  • 
  Krevell of Nerull was a cleric of Nerull before the Twin Cataclysms 
  • 
  Krevell was notorious, even for a cleric of Nerull, for his evil nature 
  • 
  He created two lesser artifacts that when combined have resonating powers that make the greater artifacts 
  • 
  The Mace of Krevell can animate dead and drain energy 
  • 
  The Talisman of Krevell radiates paralysis around the user 
  • 
  Both can be used only be an evil-aligned spellcaster 
  • 
  Long term study of the book will reveal their resonating powers 
   
   
  DC 25 Knowledge (arcana) for Lynerden the Spinner, DC 20 Bardic Knowledge if the current history is known 
  • 
  Lynerden the Spinner was a powerful wizard around the time of the founding of the Great Kingdom 
  • 
  He created two lesser artifacts that when combined have resonating powers that make the greater artifacts 
  • 
  The Helm of Lynerden gives a deflection bonus to AC and an insight bonus to saves against mental control or 
  possession. 
  • 
  The Helm casts color spray, major image, and shadow evocation 
  • 
  The Wand of Lynerden gives an insight bonus to saves against fire and cold effects 
  • 
  The Wand casts fireball and cone of cold 
  • 
  Long term study of the book will reveal their resonating powers 
   
   
  DC 30 Knowledge (history)  
  • 
  Reveals all of the above 
   
   
  DC 25 Knowledge (history) or DC 20 Bardic Knowledge  
  • 
  Delglath the Undying is the current owner of the Mace of Krevell and the Helm of Lynerden 
  • 
  Prince Lakaster is the current owner of the Wand of Lynerden and the Talisman of Krevell 
  • 
  Delglath is currently besieged in his city of Rinloru by forces of House Torquann of the North Kingdom 
  • 
  Prince Lakaster is a member of House Garasteth, and is Prince of Winetha in the North Kingdom 
  • 
  The two were planning on an exchange so each could have a matched set of the artifacts, but neither knew of 
  the resonating powers, and both were afraid their rival would gain more power in a trade 
  • 
  Both have expended significant effort to learn the resonant powers of the artefacts 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/596/COR6-17 Something of Value (APL 10-16)/COR6-17 Something of Value.pdf