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 
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  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. 
   
   
  URC8−02 
   
   
   
   
   
  Redemption 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  County of Urnst Regional Adventure 
   
  by Nicole Johnson 
   
  Circle Reviewers: Colleen Simpson  
  Reviewers: JP Chapleau and D’Anne Rooney 
  Playtesters: John Foye, Leonard Logan, Bard Lower, Barry Oviatt, Murry McEntire & Bill Scharfenberg 
   
  Under Elena’s management, House Steiner has flourished and prospered. Her husband Olynn has been brought back to 
  life, and the two should live happily ever after. But Olynn can't find peace; his mind forces him to seek out a legendary 
  sword in order to save it from a long-standing sibling rivalry. Are you worthy of such a weapon or will you too fall 
  victim to corruption's grasp? Good-hearted and chivalric PCs are recommended for this adventure. Heironeans may 
  find this adventure particularly interesting. This module is a sequel to both URC6-07 Connections and URC7-04 Lord of 
  the Castle. A one round County of Urnst module set in the Archbarony of Brotton for character levels 2-15 (APLs 4-16). 
   
  Resources for this adventure [and the authors of those works] include, Complete Warrior [Andy Collins, David Noonan, 
  Ed Stark], Draconomicon [Andy Collins, Skip Williams, James Wyatt], Dungeon Master’s Guide II [Jesse Decker, David 
  Noonan, Chris Thomasson, James Jacobs, Robin D Laws], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, 
  Matt Sernett, Chris Thomasson, James Wyatt], Player Handbook II [David Noonan] 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  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, players 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, 2008.  
   
  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. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 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). You 
  need one copy of this for each participating player. 
   
   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 calculate the 
  Average Party Level (APL), follow the process below:  
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 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. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in 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. 
   
  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. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  URC8-02 Redemption 
   
  Page 1 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  ROUNDS AND UPKEEP 
  This is a standard one-round Regional adventure set in 
  The Archbarony of Eastmarch in the County of Urnst.  
   
  Adventurer’s Standard Upkeep costs 12 gp per round 
  for characters who have the County of Urnst as their 
  home region, and 24 gp for characters who do not have 
  the County of Urnst as their home region. Rich and 
  Luxury Upkeep cost 75 gp per round for characters who 
  have the County of Urnst as their home region, and 150 
  gp for characters who do not have the County of Urnst as 
  their home region. Characters that fail to pay at least 
  Standard Upkeep 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 avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  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). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
   
  PREPARATION FOR PLAY 
  This adventure is set in winter. During this adventure, 
  the weather is rather warm. As long as they are well-
  dressed, they are fine.  
   
  Make sure you familiarize yourself with the plane of 
  Acheron and its particularities. This information can be 
  found in Appendix 3. The PCs may have to bring the 
  fight to that plane. 
   
  DEITIES 
  Before the adventure begins, note down the 
  religion of the PCs. In a few places during the 
  adventure, 
  worshippers 
  of 
  Ehlonna 
  and 
  Heironeous automatically recognize holy symbols 
  of their deity. 
   
  AR REWARDS 
  During the adventure a number of other AR items may 
  come in to play.  
  • 
  Elena’s Dreerwode Quiver (URC6-07 Connections)  
  • 
  Ire of Elphegor (URC7-04 Lord of the Castle) 
  • 
  Letters from the “Bird” (URC6-07 Connections) 
    
  ELENA’S LETTER 
  In the plot hook to this adventure, a messenger boy 
  brings a letter to one of the PCs. The letter is addressed to 
  one of the PCs. The messenger boy brings the letter to (in 
  the following order): 
   
  1. A PC who has played URC6-07 Connections. 
  2. A member of House Steiner or House Dane. 
  3. A knight of the County. 
  4. A priest of Heironeous, Ehlonna or Pelor. 
  5. A County noble. 
  6. A PC with an influence point from House Dane or 
  Steiner. 
  7. The human, elf, half-elf, halfling who seems most 
  good in the party. 
  8. He will not give it to a kobold or an obvious Pholtan 
  (unless the entire party is composed of kobolds or 
  Pholtans). 
  9. PC with the highest Charisma. 
   
  NEW RULE ITEMS 
  Regional adventures often utilize new rules items –
  including new classes, prestige classes, races, feats, spells, 
  and equipment (including magic items) – that do not 
  appear in any of the three core D&D books (Player’s 
  Handbook, Dungeon Master’s Guide, or Monster Manual). The 
  full write-up of any featured feats, spells, or equipment 
  appears in Appendix 2. Information on featured classes, 
  prestige classes, and races appears in the relevant 
  creature’s stat block. This adventure includes all the 
  information required to run these characters. The DM 
  should double-check that he fully understands any new 
  rule items presented in this adventure before play begins. 
   
  ADVENTURE BACKGROUND 
  THE LOVER’S LAIR 
  PCs can make a DC 20 Knowledge (religion) or Bardic 
  Knowledge check to know about the story of Lover’s Lair. 
  PCs who worship Heironeous or Ehlonna, along with 
  PCs who Hail from Brotton have a +2 circumstance 
  bonus to this check. 
   
  The story of the Lover’s Lair is an old story specific to 
  Brotton. The story is told locally but not given too much 
  attention anywhere else. In fact, the church of 
  Heironeous rejects the story as a fabrication.  
   
  The story goes that Heironeous had just been 
  severely wounded by Hextor during a battle that raged 
  over a number of planes. Both half-brothers managed to 
  stumble away from each other in hope to recover for 
  another day’s fight. Heironeous floated over the 
  Dreerwode before falling asleep in a glade, hoping to 
  recover from his wounds, his blood pooling under him.  
   
  The story continues with Ehlonna, passing nearby, 
  who saw the resting and wounded Archpaladin. From 
  that moment, she fell in love with him. She quickly 
  nestled beside him and healed all his wounds. The two 
  URC8-02 Redemption 
   
  Page 2 
  
  deities enjoyed a quick romance and battled evil across 
  the planes and on Oerth but eventually, each one’s calling 
  forced them apart. The story ends with one fateful night 
  when they shared one last kiss in a small clearing called 
  Lover’s Lair.  
   
  THE ORIGIN OF THE STORY 
  Whether the story is true or not, in times long past, as 
  Heironeous lay wounded and bleeding, his blood formed 
  a pool, a pool of holy essence. His pool of holy blood 
  gathered at what is now Lover’s Lair. 
   
  Years later, followers of Heironeous, guided by 
  divinations reached the sacred pool and took the blood. 
  They added the blood into the steel used to forge a blade. 
  This blade, called Kandura, immediately became 
  intelligent and sentient. The divine spark of Heironeous 
  was strong within the blade. So strong actually that the 
  worshippers debated long what they should do with the 
  blade. Finally, they decided that there was no living 
  champion currently alive worthy of wielding the living 
  essence of the Archpala din. So they magically built an 
  underground complex to keep the sword. The complex 
  would include a number of tests designed to test the 
  virtue of the one who would take the sword.  
   
  HOUSE STEINER 
  PCs may get this information with a DC 15 Bardic 
  Knowledge, Gather Information or Knowledge (local – 
  NMR or nobility). House Steiner is a minor house of the 
  County. The family is mostly based around Brotton and 
  the Grey Hills. The main family keep, Steiner Keep, was 
  located in Jedbridge, but the family no longer occupies it, 
  at least officially.  
   
  The family's main source of income comes from 
  mining ore and gems. 
   
  The family’s crest a miner's pick standing up with a 
  hawk on the top and what appears to be a gem for the eye. 
   
  ELENA AND OLYNN 
  Since taking over the family business, Elena has made 
  her it boom in the production of ore and other natural 
  materials. Elena began to live a comfortable life as 
  business prospered. However the events that happened 
  in her life (URC6-07 Connections) left a toll on her, causing 
  Elena to have horrible nightmares. She disregarded the 
  dreams, hoping that they would soon pass.  
   
  The only tranquil part of her dreams showed Olynn, 
  her dead husband, calling out for her. Visions of a bright 
  light with the voice of her husband, Olynn, came as the 
  answer in her dreams. The dreams told her that Olynn 
  was waiting to be brought back to life. Hearing her 
  husband’s name, and the prospect of being reunited with 
  him, Elena sought out the most powerful cleric she could 
  find. Gathering the money, she traveled to Radigast 
  where a priest of Pelor performed the ceremony. Olynn 
  returned to life. But he was somehow changed. 
   
  Upon his return, Olynn began to study the treasure 
  maps adventurers had taken from Elena’s father’s papers. 
  He was searching for something he could not put his 
  finger on.  
   
  Olynn became obsessed with the idea of finding 
  something he couldn’t put his finger on. He spent many 
  days in the library of the College of the Divine in Trigol 
  and in the archives of the temples of Heironeous in 
  Brotton and Count’s Markham. He became more and 
  more withdrawn.  
   
  Olynn sent out a number of letters to a many nobles, 
  scholars and organizations asking for any leads about 
  magical swords. Olynn received a number of responses 
  from people throughout the County, but none of them 
  contained anything that Olynn needed. 
   
  About a month before the adventure begins, Olynn 
  received a letter that told him where to find what he was 
  looking for. Olynn immediately stormed out of the 
  house, picking up his axe and headed into the 
  Dreerwode.  
   
  When her paladin husband, delirious with fever, was 
  brought home by two druids, Elena knew something 
  more going on and she decided to contact a group of 
  adventurers to solve her problem. 
   
  OLYNN IN THE DREERWODE 
  As Olynn tried to find what he believes is a shrine to 
  Heironeous, he unwittingly destroyed a series of thorn 
  bushes sacred to a family of forest giants. In retaliation, 
  the giants attacked Olynn who managed to evade them 
  using a number of magic items. 
   
  Though he escaped the giants, he fell seriously ill 
  and was lucky enough to be found by two druids walking 
  by. One of the druids recognized Olynn and brought him 
  back home in Brotton. 
   
  OLYNN’S CONDITION 
  The paerlyrion devil Elphegor, a fiendish dealer of souls 
  somehow managed to infuse a little bit of fiendish 
  essence into Olynn. The resulting fusion of essence 
  meant that Olynn lost his paladin-hood because he was 
  no longer pure.  
   
  The fiendish essence is not in control but pushes 
  yearnings into Olynn’s mind. The essence isn’t powerful 
  enough to take control or to be detected, however it 
  allows Elphegor to hear and see what Olynn sees and 
  hears. Since the essence isn’t in control or forcing Olynn 
  to do anything, a protection from evil-style spell has no 
  special effect on Olynn. 
   
  Through some dark alliance, the Bird of Radigast and 
  Elphegor collaborated. Elphegor wants Kandura so that 
  he can pervert it to evil, what the Bird asked in return… 
  Well that will be covered in another adventure… 
   
  The Bird was the one who sent Olynn the letter that 
  sent him into the Dreerwode. 
   
  URC8-02 Redemption 
   
  Page 3 
  
  ADVENTURE SUMMARY 
  Introduction: PCs are contacted by Elena to meet her at 
  one of her prominent warehouses in town. PCs can 
  introduce themselves and talk with each other.  
   
  1 A Proposition: Elena meets with the PCs and 
  talks with the PCs about what has happened since their 
  last encounter in URC6-07 Connections and invites the PCs 
  for dinner.  
   
  2 Elena’s Home: The PCs meet Elena and Olynn in 
  the noble’s district of Brotton. Over dinner, Olynn asks 
  the PCs to go get Kandura for him. 
   
  3 The Ruins: Elena arranges for the PCs to travel 
  through the Dreerwoode via caravan. The PCs enter some 
  old ruins dedicated to the love that Elhonna shared with 
  the Archpaladin.  
   
  The PCs enter the ruins, using the Archpaladin’s 
  symbol, provided by Olynn, to enter the sacred tunnels 
  built by the forgers of Kandura. 
   
  4 Testing Area The PCs are greeted by a ghostly 
  Heironean priest. He tells the PCs the rules of the tests 
  that guard Kandura. 
   
  5 Test of Alignment This test detects those of evil 
  and/or chaotic alignment and expels them from the 
  tunnels. 
   
  6 Test of Morals This tests the PCs’ moral fiber. 
   
  7 The Jewel This tests the PCs‘ willingness to act. 
   
  8 Kandura: The PCs meet with the intelligent 
  sword. 
   
  9 The Hextorites! When the PCs return to the 
  clearing, Hextorites try to get the sword. 
   
  10 STOP HIM! The PCs are led to the basement of 
  the manor where they are teleported via a teleportation 
  circle to an underground chamber where Olynn opens a 
  portal using the ritual he knows, except that the portal 
  opens to the Plane of Acheron, not the Celestial Heavens 
  as he expects. As soon as the portal is opened, outsiders 
  teleport through the gate and begin fighting the party. 
  Unless stopped, one takes Kandura and walks through 
  the gate.  
   
  11 Elphegor! This is an optional encounter that 
  happens if any PC(s) get trapped behind the portal or if 
  the whole party falls unconscious during the fight.  
   
  Conclusion: Closing off the loose ends. This 
  adventure has a number of different possible endings. 
   
  INTRODUCTION 
  The light of Pelor’s rays challenged Telchur’s frozen 
  embrace on the lands of the County of Urnst where, 
  for the last few days you enjoyed warm winter days 
  in the city of Brotton. The streets of the Merchant’s 
  Quarter have been full of people going all day, 
  bartering, trading buying and selling wares. 
  Weapons, armor and other trappings of war are in 
  high demands. Adventurers complete their usual 
  collection of weapons; nobles buy in bulk to equip 
  their own troops and government officials look to 
  equip as many soldiers they can for the cheapest 
  price. Locals complete the lively scenery, haggling 
  over everything from lumber to cloth to wines to 
  jewelry. 
   
  The afternoon finds you in the Elk’s Head 
  Tankard in the company of other adventurers. The 
  smell of today’s special, roasted chicken wrapped in 
  freshly baked garlic bread stuffed with spicy local 
  herbs, drifts throughout the Tankard. Waitresses 
  glide about the floor, pouring drinks by the bottle 
  and distributing plates by the handful.  
   
  This would be a good time for the PCs to introduce 
  themselves to each other and talk of the recent events in 
  the County.  
   
  WORD ON THE STREET 
  The PCs can learn the following rumors and information 
  with a successful Gather Information check as listed 
  below. They gain all the information at the lower DC’s as 
  well. For every 10 gp they spend, they gain a +1 
  circumstance bonus (up to +4). 
   
  PCs who “Hail from Brotton” automatically know up 
  to and including DC 15. To get more information, they 
  need to make a check. This information is copied in 
  Player handout 0. 
  • 
  DC 1 Though the Archbaron Roulart Dane is 
  nominally in charge, he leaves the Merchant’s 
  Council run most of the town. 
  • 
  DC 5 The Countess and Lord Darius will get 
  married. Its time a Dane sat on the throne. 
  • 
  DC 8 With the war in the south money is flowing 
  into Brotton for weapons and mercenaries. 
  • 
  DC 9 The Countess spent most of the winter with 
  Lord Darius in Radigast raising an army to liberate 
  Stone Battle  
  • 
  DC 10 The Countess will most likely lead her armies 
  to Stone Battle during the summer. 
  • 
  DC 11 House Steiner is making a fortune, ever since 
  last year when adventurers sold them rights to a rich 
  mithral mine (URC7-M02 The Prospector). 
  • 
  DC 12 Since brave adventurers brought justice to 
  the kobolds in the Dreerwode, the roads around 
  Brotton have been rather peaceful. (URC7-I05 
  Harvest Time in the County 
  • 
  DC 13 Since the beginning of last year, the local 
  thieves’ 
  guilds 
  have 
  been 
  fighting 
  amongst 
  themselves. Things have been rather peaceful these 
  last few months. 
  • 
  DC 14 Lord Agnard Gellor was captured by fiendish 
  forces during the Battle of Stone Battle at the start of 
  winter. He is still missing. His son and daughter 
  have moved their seat of power to High Mardreth 
  • 
  DC 15 Both the Countess and her father are actively 
  looking for adventurers to bolster their forces to 
  fight in the Bandit Kingdoms and the Fennelmore. 
  • 
  DC 16 Elena Steiner has her father’s flair for 
  business.  
  URC8-02 Redemption 
   
  Page 4 
  
  • 
  DC 17 Most of the local iron and mithral ore 
  extracted from the Grey Hills is immediately bought 
  by the government to make weapons and armor.  
  • 
  DC 18 The Merchants’ council has sold most of the 
  war machines they built in 596CY during the war of 
  Succession. Fennelmore is buying most of them. 
  • 
  DC 19 Two keeps have fallen to the Black Man’s 
  forces: Keep Thoria and Nesserwatch 
  • 
  DC 20 Hextorites and devils were quite numerous in 
  the area, but their numbers have dwindled to a few. 
  The rumors we hear are about very powerful devils 
  still hiding in the forest. 
  • 
  DC 21 It is said that Sir William, commander of 
  Keep Thoria abandoned the keep before the attack 
  • 
  DC 25 The Merchant’ Council is making a fortune 
  from those war machines and has been hiring 
  carpenters to make more. 
   
  THE MESSENGER 
  In the Preparation For Play section, you selected a PC to 
  receive a letter from Elena. This comes into play during 
  this boxed text. 
   
  A young fellow bearing the seal of a miner’s pick 
  above a falcon with a gem for an eye strolls into the 
  room. He quickly scans the lobby, obviously looking 
  for someone. As his gaze rests upon your table, he 
  seems to soften his posture a little.  
   
  He walks up to you, and in a hesitant voice asks 
  “You are [insert name of the PC who should receive the 
  letter], yes? Good. Mistress Elena wishes for you to 
  have this.” The herald places a neatly folded letter on 
  the table. 
   
  Knowledge checks and other information about house 
  Steiner appears in the Adventure Background. 
   
  If the chosen PC has met Elena before, give that PC 
  Player Handout 1A. Give other PCs Player Handout 1B.  
   
  A DC 18 Bardic Knowledge, Knowledge (local/nmr 
  or nobility) determines Elena Steiner Gurshman as the 
  owner of the Steiner Warehouse. She took over for her 
  father who had gone evil in 596CY. The shop specializes 
  in metallic ore and gem transport and mining. 
   
  By the time the PCs make it to her prominent 
  warehouse deep in the Merchant’s Quarter, the sun is 
  about to set on the horizon. Proceed to Encounter 1. 
   
  1: A PROPOSITION 
  Once the PCs reach the warehouse, read or paraphrase 
  the following: 
   
  Steiner Warehouse, despite the dwindling sunlight, 
  continues to buzz with the commotion of workers 
  moving crates this way and that way. A half-elven 
  woman stands on a central podium, barking orders 
  to the workers in front of her. Those few then 
  scatter to the many wagon ports along the right side 
  of the warehouse.  
   
  The forewoman calls out the last of the orders, 
  packing away her paperwork as she looks over the 
  workers below. Like the messenger from the bar, she 
  too seems to be looking for someone among the 
  crowd. Seeing your group, she jumps from the 
  podium and walks over. 
   
   Waist-length, curly brown hair sways with her 
  steps, and she moves gracefully in spite of the loud 
  barking orders, she produced earlier. Small points of 
  skin, poking through her hair, indicate the elven 
  blood that runs in her while curiously round hazel 
  eyes yield to the human part of her. Shimmering 
  brown sashes drape themselves over the woman’s 
  solid green robes, giving the impression that she has 
  been very successful in her endeavors.  
   
  “Greetings, welcome to my warehouse. I’m 
  Elena Gurshman” 
   
  PLAYED URC6−07 CONNECTIONS 
  If the party has at least one who has played URC6-07 
  Connections 
  “My friend(s), I’m so happy you’ve come! Please, this 
  way.”  
  Taking you aside so as not to disturb the movement 
  of the workers, she tells you.  
   
  “I have need of you, but not here. Too many 
  ears… Will you come to dinner at my father’s old 
  manor?” 
   
  Proceed to “Question for Elena” 
   
  HAVE NOT PLAYER URC6−07 CONNECTIONS 
  If the party doesn’t have any who’ve played URC6-07 
  Connections 
  “You must be the adventurers I called upon. Please, 
  this way.” 
   
  Taking you aside so as not to disturb the 
  movement of the workers, she tells you.  
   
  “I wish to hire you, but not here. Too many 
  ears… Come to dinner at my family’s manor.” 
   
  Proceed to “Question for Elena” 
   
  QUESTIONS FOR ELENA 
  During this sub-encounter, your goal is to entice the PCs, 
  get them interested in Elena’s plight. At this point Elena 
  does not wish to divulge information, instead promising 
  the PCs that she will reveal everything later.  
    
  • 
  What must we discuss? I have need of your 
  assistance. But, please, let us not discuss it here 
  where the very walls have ears.  
  • 
  Where do you propose we go? My house in the 
  Noble’s District will suffice. We’ll be better 
  protected. 
  URC8-02 Redemption 
   
  Page 5 
  
  • 
  How will we be better protected? A series of 
  carefully placed magical barriers prevents any 
  magical spying whether based in visual or verbal. 
  • 
  What have you been doing lately? Since a couple 
  months ago, I’ve been cultivating the Steiner 
  Warehouse business. It has been quite successful. 
  I’ve also gathered myself enough, financially and 
  emotionally, to raise Olynn from the dead.  
  • 
  Who’s Olynn? My husband. 
  • 
  How’d he die? He was murdered. 
  • 
  By who? I’d rather not discuss it. It hurts me as 
  much as it hurts Olynn. I worry about him. 
  • 
  Why do you worry about him? Ever since he came 
  back, he hasn’t quite been himself. He’s been…wait, 
  not here. We’ll talk later. 
  • 
  How does the business belong to you when 
  you’re not a Steiner? I am a Steiner by blood and 
  the only heir to this business when my father met an 
  untimely end. I took on his name. 
  • 
  Who is your husband? His name is Olynn 
  Gurshman, a paladin of Heironeous.  
  • 
  Where is Olynn? He’s at our house, awaiting us. 
  • 
  Why at your house? Here is not the best place to 
  speak of this kind of deal.  
  • 
  What about payment? The details shall be 
  discussed over dinner at our manor. I can assure you 
  that you will be rewarded both upfront and after 
  your task. 
  • 
  Paid with what? Please, leave the details to dinner.  
  • 
  Let’s go then! Thank you. I will meet you there.  
   
  When the PCs agree to come to Elena’s house, proceed to 
  Encounter 2. Elena takes her carriage. 
   
  2: ELENA’S HOME 
  A short ride through the city takes you through the 
  Noble’s Quarter. You pass by houses of intricate 
  design, each rivaling the grander of its neighbors.  
   
  Finally you reach your destination: a grandiose 
  manor made of red and white bricks. The symbol of 
  the pick and gem appears above the gate and two 
  guards, wearing studded leather and carrying round 
  shields and spears ask your names before showing 
  you in. 
   
  Coming out of the house, you see a middle-aged 
  Oeridian man who seems to have spent many nights 
  on the road or adventuring. He has neatly cut black 
  hair with a trimmed beard. His eyes are a doe brown, 
  making his gaze soft and pleasing. The bags under 
  his eyes make him look tired and sickly. 
   
  Elena holds the man’s arm. “Meet my husband, 
  Olynn.” Olynn gives a polite nod. 
   
  Showing you inside the grand dining room, 
  Olynn and Elena invite you to sit. Olynn sits at the 
  head of the table with Elena on his right. A 
  sumptuous feast has already been laid out on the 
  table. 
   
  Give the PCs Player Handout 2. The PCs are likely to 
  have questions for Elena and Olynn. Both are honest and 
  straightforward. The PCs should get the idea that Olynn 
  is definitely the one who is looking for the sword. Elena 
  isn’t sure about this.  
   
  • 
  Who are you? (Olynn) My name is Olynn 
  Gurshman. I am a Paladin of Heironeous (Any PC 
  who does a Sense Motive DC 20 sees that he isn’t as 
  confident about his claim as he would like them to 
  would think). (Elena) I am Elena Steiner Gurshman, 
  his wife. 
  • 
  Has anyone tried to claim the sword? (Olynn) 
  Many, have but all have failed. 
  • 
  What happens to those who fail? (Olynn) None 
  who returned had any memory of what happened in 
  the tests.  
  • 
  What are the tests? (Olynn) The original records of 
  the location, and contents, of the tunnels as well as 
  the builders themselves have been lost. I believe the 
  tests measure one’s pureness of heart at the cost of 
  great sacrifice to promote the ideals of justice, 
  compassion and chivalry.  
  • 
  What did the letters say? (Olynn) The letters detail 
  the location of the tunnels and how to get in. But, 
  they still did not detail what lies within. 
  • 
  Why don’t you go? (Olynn) Because last time I 
  went into the forest, I had a run-in with some of the 
  local creatures and had to be brought back barely 
  alive by druids. (Elena) I’m no adventuress.  
  • 
  How do you know? (Olynn) I conducted my own 
  research at the church (of Heironeous), both here 
  and at the Temple of Valor in Count’s Markham.  
  • 
  Where is the sword? (Olynn) It lies in a series of 
  caves and tunnel located under a place called the 
  Lovers’ Lair. 
  • 
  Who sent you the letters? (Olynn) They are 
  unsigned. Everything about them has proven true so 
  far. My guess is that they must come from a scholar 
  who wishes to remain anonymous.  
  • 
  Why do you want the sword? (Olynn) It’s been 
  calling to me. I will not rest until I hold its hilt in my 
  hand. 
  • 
  Can we see the letters? (Olynn) Certainly, but let 
  us finish dinner first. I wouldn’t want this good meal 
  to go to waste.  
  • 
  How can you be sure to trust the letters? Their 
  sender? (Olynn) The last couple of days, I cross-
  referenced the letter to old temple texts. The 
  location matches what has been inscribed. The old 
  texts also tell of how to enter these tunnels. 
  • 
  So what do you want us to do? (Either) Enter 
  these tunnels and retrieve the sword.  
  URC8-02 Redemption 
   
  Page 6 
  
  • 
  Why us? (Olynn) A mission of this magnitude will 
  attract the attention of the wrong sort of people. 
  Enemies of the Archpaladin to be exact. My Elena 
  and I wish to remain under the radar in this 
  endeavor. I don’t want to put her in any unnecessary 
  danger. 
  • 
  What sort of danger should we expect? Seeing as 
  how you’re retrieving something that is of the 
  Archpaladin, I expect those who follow the Herald 
  of Hell (Hextor) to be after you. Just be wary and let 
  the light of justice guide you. 
  • 
  There was a promise of payment. (Olynn takes 
  out a small coin pouch, placing it on the table) Elena 
  has collected (APL x 10 Sterling (pp)). This pouch 
  contains half of that. The other half will be given 
  after I have the sword. (Elena adds) Plus, you may 
  have access to some of items I’ll be receiving soon. 
  • 
  Is there any help you can give us? (Olynn) I’ll give 
  you a map. We can get you transport to a place not 
  far from Lover’s Lair. It’s a clearing that once held a 
  shrine to Elhenestra and the Archpaladin while their 
  love lasted those many years ago. It has since been 
  abandoned since the tunnel builders left. Other than 
  that, you may use the gold we have provided to stock 
  up. 
  • 
  How will we get there? (Elena) I have a shipment 
  of ore leaving tomorrow morning for Heanor. You 
  can hop on-board and the driver will tell you when 
  to get off. I would ask that you accompany him 
  through the forest, at least until you reach Mennan, 
  where he will pick up other guards for the rest of the 
  trip. 
  • 
  What’s Mennan? (Elena) A small village of hunters 
  on the road. 
  • 
  What’s the Lover’s Lair? (Either) Oh, it’s a 
  wonderful story. It is said that Heironeous was 
  resting from his wounds after a particularly nasty 
  battle. He came to rest in a clearing in the 
  Dreerwode that has come to be known as Lover’s 
  Lair. The story continues with Elhenestra, who 
  nestled down by the Archpaladin and healed his 
  wounds. The two enjoyed a quick romance while 
  battling evil over a series of different planes. 
  However, each other’s destinies drove them to their 
  separate paths. All that remains of their love is a 
  special clearing called the Lover’s Lair where the two 
  deities give blessing to any couple who professes 
  their love for each other in the glade.  
   
  Once the PCs no longer have any questions and if they 
  agree, read or paraphrase the following. If they refuse, the 
  adventure ends here. 
   
  With the end of your questions, Olynn stands with 
  his glass raised in a toast. “I am happy that you all 
  have decided to come to our aid. Elena and I would 
  be honored if you would spend the night here and 
  we shall leave an hour before dawn so as to be under 
  the cover of darkness when we depart. You never 
  know who might be watching.”  
   
  “Olynn, you are not going, we’ve been over this,” 
  says Elena in a commanding tone only a wife can 
  take. 
   
  Olynn looks annoyed but obviously resigned. 
  “But please, tonight, let us drink to our good health, 
  and swap stories worthy of the finest adventurer.” 
   
  “To us dear friends! To us, and to the 
  Archpaladin!” With that, Olynn tips his glass to all 
  of you before taking a small sip himself. 
   
  After dinner, Olynn excuses himself as he has some 
  closing rituals to do at the church before running some 
  errands that need his attention. If the PCs wish to see the 
  letters, Olynn unlocks his study for them. Proceed to 
  “The Letters” 
   
  Six rooms are available upstairs. Nothing happens 
  during the night. Olynn does not sleep but stays in the 
  study reading theological books about Heironeous’s 
  exploits (in the morning he drinks a potion of lesser 
  restoration to remove all fatigue). 
   
   
  THE LETTERS 
  After dinner, Olynn unlocks the study and pulls out the 
  letters and gives them to the PCs. They are a stack of 
  correspondences between Olynn and this mysterious 
  scholar. Each of the letters from the scholar is tied 
  together with a red ribbon. The handwriting is decidedly 
  feminine.  
   
  PCs that have the “Letters from the Bird” from 
  URC6-07 Connections may compare and recognize these 
  letters as those, though the feminine scholar did not sign 
  her name on any of them. PCs who have the letters may 
  think Olynn is in league with the “Bird”. This is not true. 
  Olynn has no idea who sent him these letters. He was so 
  happy to get a lead that he didn’t pay attention to who 
  these letters might have come from.  
   
  Olynn has no idea who the “Bird” is.  
   
  If the PCs question Olynn, he agrees to subject 
  himself to a zone of truth to prove his innocence (the PCs 
  have to pay the 60 nobles cost to obtain this service from 
  one of the temples in town). The letters were delivered 
  by walkers of Farlanghn who picked them up in Radigast, 
  Stone Battle and High Mardreth. The letters stopped 
  coming about three weeks ago. 
   
  There is nothing obviously evil or wrong about the 
  letters themselves: no Hextorite propaganda nothing that 
  would make one think these are anything but genuine 
  scholarly letters. The scholar does not even ask for money 
  or a share of the profit.  
   
  VISITING PLACES IN TOWN 
  If the PCs wish to visit places in town such as the Temple 
  of Heironeous, people in town know of Olynn as he is 
  well-respected. Most people can tell the PCs that they 
  worry for his health and that he should sleep. 
   
  The priests at the Temple of Heironeous know of 
  Olynn and his quest and support it. 
  URC8-02 Redemption 
   
  Page 7 
  
   
  Both Elena and Olynn have a good reputation in 
  town. 
   
  Other than to confirm what Olynn and Elena tell the 
  PCs, no one has information relevant to the adventure. 
   
  3: RETURN THE LOVERS’ LAIR 
  In the morning, Olynn and Elena spend the time making 
  preparations for the journey (most making sure the 
  supplies are packed). Once the PCs are ready to leave, 
  read or paraphrase the following. 
   
  Olynn and Elena meet you outside the manor. 
  Behind them are three wagons, filled with steel 
  bullion.  
   
  “These will take you in to the Dreerwode. Our 
  caravan driver will drop you off. Be careful, you 
  never know when enemies might strike.” 
   
  “When you reach the ruins, hold this in front of 
  you and declare your names and intentions to be 
  tested by the Archpaladin. The magical auras inside 
  will guide you.” Olynn holds out a holy symbol of 
  Heironeous made of stone with strange markings in 
  celestial along the outer edge of the symbol.  
   
  Ask the PCs what they wish to do during the journey to 
  Lover’s Lair. Two PCs may hide in each of the carts or 
  they may walk alongside the wagons if they wish. The 
  one-day trip is uneventful.  
   
  The rock radiates a faint aura of divination. The 
  runes on the rock are the many titles of Heironeous, in 
  Celestial: The Invincible, the Archpaladin, The Valorous 
  Knight and the final one: the Wounded Warrior. This last 
  one is unknown to any Knowledge check as it is not one 
  of Heironeous’ usual titles.  
   
  The wagons drop the PCs off at the side of the road. 
  The driver tells them to walk due north for ten minutes 
  and they’d reach the ruins. If no PC can figure out which 
  way north is, the driver points it out for them. The driver 
  then continues his journey. 
   
  When the PCs reach the clearing, proceed to the 
  “The Clearing”. 
   
  THE CLEARING 
  This clearing would look like any other, were it not 
  for its sheer size and the fact that crumbling stone 
  structures take up the entire side opposite 
  yourselves.  
   
  The center of the clearing has been cleared away 
  revealing a stone mosaic. Two interlocking symbols, 
  one a rearing unicorn and the other of a hand 
  grasping a lightning bolt, are shown.  
   
  PCs who played URC6-07 Connections have been here 
  before and the Lovers’ Lair has changed. It is no longer 
  empty (this is due to the presence of the stone.)  
   
  A DC 15 Knowledge (Religion) check reveals of the 
  unicorns is the symbol of Ehlonna and a DC 12 (DC 10 
  for County of Urnst PCs) recognizes the hand with the 
  lightning bolt as the symbol of Heironeous (automatic to 
  worshippers of either deity). When the PCs carry out 
  Olynn’s instructions, continue on. 
   
  The clearing is fifty feet in diameter and roughly 
  oval in shape. Beyond the clearing is hindered terrain due 
  to the vegetation and trees. 
   
  PERFORMING THE RITUAL 
  Proceed to Encounter 4. 
   
  4: THE TESTING AREA 
  Note that this ritual only works once for a given person. 
  Therefore a person who leaves it may never re-enter the 
  testing area, no matter who performs the ritual. Those 
  who leave, see the others disappear in a flash of holy 
  light. 
   
  PCs who are bound to items through a curse, whose 
  soul belongs to a creature of evil or who detect as evil are 
  not able to enter the testing area and are considered to 
  have failed. 
   
  The stone does not enter the testing area and 
  remains outside.  
   
  Your words seem to echo throughout the clearing, 
  growing in strength until the very ground beneath 
  you begins to tremble. The tremors begin as broad 
  shakes until they begin to concentrate near the 
  threshold of the shrine, causing large crevices to 
  appear in the compacted dirt.  
   
  A bright white light appears through the newly 
  formed openings, soaring through to the open sky 
  above. Chunks of the ground begin to fall into the 
  strange land below, leaving less space to stand on. 
  The light, becoming brighter and brighter, soon 
  blinding you to your surroundings.  
   
  Whatever’s left of the ground below you gives 
  way and you fall into the light. The light is warm and 
  comforting, like a motherly hug. As you are engulfed 
  by the light, you oddly feel no fear.  
   
  Then, a crash like thunder is heard and the light 
  vanishes, leaving you standing in some sort of stone 
  entry chamber. Above you, the brilliant white light 
  fills the chamber with illumination. Ahead of you is 
  a set of white stone doors with golden handles.  
   
  Standing next to the doors is a partially 
  transparent man dressed in the military garb of 
  Heironeous. He smiles at you. “Took you long 
  enough…” 
   
  The ghostly figure retains his stiff position as 
  his mechanical voice drifts throughout the room, 
  “As you must be well aware, three tests await you. 
  Endure all of them and your reward will be great. 
  Any questions?” 
   
  For reasons of simplicity, the priest is presented as a 
  ghost, but is really a deathless ghost (BoED, deathless are 
  good undead from the positive planes). 
   
  The priest answers the PCs’ questions. 
  URC8-02 Redemption 
   
  Page 8 
  
   
  • 
  What is the reward? You don’t know? It is 
  Kandura, the Blood of the Archpaladin – a sword. 
  • 
  What are the tests? They are meant to test one’s 
  heart. But be careful, the impure heart faces only 
  death and despair beyond. You have a choice, if you 
  wish I can make you leave this place. Choose now. 
  • 
  Why should we be careful? The tests have rules. 
  • 
  What are the rules? First, only one individual may 
  present an answer, though group discussion is 
  permitted. Second, desecration of this place, or to 
  those who dwell within it, will result in immediate 
  removal, and failure. 
  • 
  What is the cost of failure? I do not know, but 
  never again have I seen anyone who has failed.  
  • 
  What happened to my familiar/ companion/  
  mount? Ehlonna has blessed it. 
   
  Whether the PCs have any more questions after the ones 
  provided or not, read or paraphrase the following. 
   
  “Now that formalities are settled, let the game 
  begin.” Sparks of electrical energy burst forth from 
  his cupped hands, springing out onto a wall to his 
  right. Slowly, the sparks take shape before your eyes 
  until the definite signs of a door are formed. As the 
  door solidifies, the priest gives a bow and 
  disappears, leaving you alone in the room.  
    
  DREERWODE QUIVER 
  If none of the PCs have the Dreerwode Quiver, proceed 
  to Encounter 5. 
   
  In these tunnels, PCs who bought Elena’s 
  Dreerwode Quiver have a special surprise waiting for 
  them. If the PC(s) who owns the quiver has a class feature 
  that grants him/her an animal companion/familiar or 
  special mount (as long as the original creature is an 
  animal, not an elemental, undead or magical beast). That 
  animal’s alignment shifts to good and the creature grows 
  a luminescent horn that gives off light as a torch.  
   
  As long as that PC does not fail the tests, the animal 
  can speak Common. The animal loses that ability as soon 
  as either Kandura is taken OR the PC fails a test, although 
  the animal will retain that ability if Kandura is 
  successfully retrieved and returned to Heironeous via the 
  Archon liaison. 
   
  When the PC who is related to the animal leaves the 
  complex, the animal leaves at the same time. 
   
  THE TESTING AREA 
  This room is 20 ft. wide by 20 ft. long. One door, at the far 
  left corner, leads into the next room. Proceed to “The 
  Priest” 
   
  The tunnels were built by the builders so that 
  creatures of Large size or smaller could navigate through 
  as they didn’t know how long it would take a champion 
  to emerge and what champions would look like by that 
  time. The ceiling is fifteen feet high in each room and the 
  doors are each ten feet high. These tunnels are made of 
  carved white stone, which would impress even the 
  pickiest dwarf (but they are not expected to admit it).  
   
  Teleportation magic functions only in the room 
  where the PCs are currently located. Once they leave a 
  room, they cannot go back. 
   
  WHERE ARE WE? 
  This is beyond the scope of this adventure. For 
  simplicity’s sake, assume the PCs are in a pocket 
  dimension (known as the Fading Lands). Spells that allow 
  a PC to travel through dimensions (such as plane shift) 
  work here (but the PCs do not have spell components). 
   
  NO MORE STUFF 
  The PCs are now in the sacred tunnels that were built to 
  house Kandura. While going through the field of white 
  light, the crash the PCs heard was their equipment, with 
  the exception of their non-magical clothing, being 
  stripped away from them. There is nothing the PCs can 
  do to prevent this or to retrieve their equipment.  
   
  The tunnel builders wanted to make sure that the 
  people who went in search of Kandura completed these 
  tests without any help. The symbol the PCs used to get 
  through to the tunnels has also disappeared. Any magical 
  effect active on the PCs is suppressed at this time.  
   
  Animal companions, familiars and mounts are 
  missing. Paladin’s mounts may be summoned within the 
  complex. Unless one of the PCs has Elena’s Dreerwode 
  Quiver, at which case, that PC’s animal is present. See 
  “Dreerwode Quiver”, otherwise proceed to Encounter 5.  
   
  FIGHTING THE GHOST 
  ALL APLs (not for combat, hopefully) 
   
  Ghostly Priest: Ghost Cleric 16 of Heironeous, AL 
  LG, hp 117, Appendix 1 
   
  Tactics: if forced to fight, the priest summons good-
  aligned creatures to fight for him. He has no desire to kill 
  any PC, but anyone who attacks him fails the tests.  
   
  5: TEST OF ALIGNMENT  
  The door opens into another chamber easily double 
  the length and width of the first. The floor and walls 
  are made of the same glowing white marble 
  complete with interwoven gold designs. 
   
  At the end of the room is another set of double 
  stone doors. Floating symbols to Heironeous bathe 
  the chamber in a blinding white light. 
   
  Sensing 
  your 
  presence, 
  the 
  doors 
  open, 
  releasing a wave of holiness that washes over you. 
  “Proceed and be judged,” a voice calls out. 
   
  This room is thirty-feet wide by thirty-feet long. A double 
  set of five-foot wide doors, located directly across from 
  the entryway, lead into the next room. The floor and 
  walls are decorated with religious symbols.  
  URC8-02 Redemption 
   
  Page 9 
  
   
  THE TEST 
  This chamber is the first of the PCs’ tests. The symbols to 
  Heironeous not only give off light, but they also detect 
  for the presence of evil and chaos in those who enter it. 
  PC(s) that choose to enter it must neither detect as 
  chaotic or evil.  
   
  Those who do are immediately expelled outside the 
  testing area. Should the whole party fail, proceed to 
  Troubleshooting: The Whole Party Failed.  
   
  TROUBLESHOOTING: THE WHOLE PARTY 
  FAILED 
  If the entire party fails the first test, a single Chaotic 
  Good PC is allowed to continue to Encounter 6.  
   
  If there are no CG PCs, then proceed to Encounter 9. 
   
  6: TEST OF MORALS  
  The second set of doors opens into another stone 
  chamber. However, this chamber has no exit door. 
  The ghostly figure that welcomed you now floats 
  cross legged in front of you. He weaves his arms ash 
  though conjuring something. Eyeballs appear in 
  thin air. The eyes fly out and attach to your 
  foreheads 
   
  “These, will test your morals.,” the priest says, 
  indicating the eye on each of your foreheads. “These 
  test you and you alone. You are not allowed to talk or 
  communicate to each other in any way during this 
  test.”  
   
  This room is sixty feet wide by sixty feet long. In the first 
  vision, the pit (ten-feet wide by ten-feet deep’) appears in 
  the center of the room. The room of loot is in the middle 
  of the far right wall. The second and third visions have 
  merchant carts (jutting out 10 ft. along the side walls) 
  lined up along the left and right walls. The girl is at the 
  third cart along the left wall. The man wanting to strike 
  the merchant is at the fourth cart along the right wall. 
   
  Once the tests are completed, another set of double 
  doors appears in the center of the room. The doors lead 
  into the final room. 
   
   
  All the tests are descried in the handout but are 
  briefly reproduced for the DM here. 
   
  RUNNING THESE TEST 
  These are individual tests. The easiest way to run them is 
  to have each PC write their answer to each test on a piece 
  of paper. 
   
  If a PC talks, shows his or her answer or 
  communicates with another, that PC immediately fails 
  the test and is expelled. This is extremely serious; make 
  sure the PCs understand the gravity of their situation 
  BEFORE they start the tests. 
   
  Have the PCs answer all the tests before proceeding 
  and knowing who passes and who fails. 
   
  See Player Handout 3. A series of visions come to the 
  PCs. They may act and move in these visions but never 
  physically move.  
   
  THE FIRST TEST 
  This is a test of honor. The PC has defeated a cult of 
  undead worshippers and their leader surrenders. Ask 
  them to write down what they do next. 
   
  The correct course of action is to accept the 
  surrender and hand over the necromancer to the 
  authorities. 
   
  THE SECOND TEST 
  The second vision shows the PC(s) in a market place of 
  some sort. They observe people milling about until their 
  vision is caught by a young child hanging about a fruit 
  stand. As the vendor does business, the child swipes an 
  apple. Stealing is against the law; however, it wouldn’t be 
  right to let a child starve.  
   
  The correct answer would be to pay the vendor for 
  the stolen property while letting the girl get away. 
  Turning the girl in is also correct. Doing nothing or 
  letting the criminal go is not. 
   
  THE THIRD TEST 
  The third vision brings the PCs back to market place. 
  They walk about until their attention is caught by a 
  knight. He tells the PCs of a corrupt merchant that killed 
  his daughter for stealing by poisoning her. No authority 
  believes him so the man wants the PC(s) to help him help 
  him kill the merchant and avenge his daughter’s death.  
   
  The correct answer is for the PC(s) to arrest both the 
  merchant and the man in the shadows: the merchant as a 
  murderer, and the man in the shadows for conspiring to 
  commit murder. Both acts are crimes.  
   
  Arresting either man or trying to convince the man 
  of the evil of his idea also works. Simply attacking the 
  would-be assassin is not. 
   
  THE FOURTH TEST 
  The fourth vision shows the PC(s) in a room with a pit in 
  the center. From the pit, the PC(s) can hear sounds of a 
  struggle between helpless victims and what might be a 
  very large, armored man. At the other side of the room is 
  a large chamber with a sword similar to the one they are 
  here to get. The PCs are asked what they should do next? 
   
  The correct course of action is to jump down the pit 
  to save the innocent victims. Any action that would lead 
  the PCs to move to help is valid: casting fly spells, putting 
  the innocents in a protective environment (such as a 
  forcecage or Otiluke’s resilient sphere or wall of force) also 
  works. Any attacks or actions that would turn the man’s 
  attention away from the innocents and gives him a new 
  focus is considered a success. 
   
  URC8-02 Redemption 
   
  Page 10 
  
  PASSING THE TESTS 
  Unlike the others, this test only allows those with the 
  most answers right to proceed to the next stage. 
  Therefore if two PCs have three right answers and three 
  have one right answer, only the two PCs with three right 
  answers are allowed to move on to Encounter 7. 
   
  Those who succeed see double stone doors appear in 
  front of them. These doors lead to the final test before 
  reaching Kandura. Those who fail are expelled from the 
  testing area. 
   
  TROUBLESHOOTING: THE WHOLE PARTY 
  FAILED 
  It is possible that the entire party fails the tests and they 
  all ended up ejected from the tunnels. Refer to the 
  Troubleshooting: The whole party failed section in 
  Encounter 7.  
   
  7: THE JEWEL  
  The doors open into a grand cathedral. Likenesses of 
  Heironeous in glorious combat against evil line the 
  walls, and appear in the various stained-glass 
  window designs. 
   
  At the far end of the room, on top of a crystal 
  altar floats a symbol to Heironeous. The light 
  shinning down on it gives its diamond consistency 
  away almost as easily as its apparent religious 
  significance.  
   
  At the other end of the cathedral, a young 
  human maiden looks at you with a smile. She starts 
  to run to you but is stopped when a figure leaps 
  from behind a pillar, grabbing the maiden at her 
  waist with claws that seem to be itching to end her 
  life. 
   
  Not a moment later, a multitude of devils 
  materialize in the temple around the altar. Other 
  devils begin to set fire to the temple as they laugh 
  and whisper horrible things in their infernal 
  tongue. 
   
  One of them looks at you. “If you don’t move, we 
  won’t to anything to you.” 
   
  The doors from the final room open up at the middle 
  point of the cathedral. The cathedral is 180-ft. long and 
  130-ft. wide. Two sets of ten-foot wide pillars are at the 
  front and back of the cathedral.  
   
  Again, this test is individual. 
   
  THE TEST 
  The PC(s) now have three options. They can either save 
  the girl, save the gem, or do nothing. This test is about 
  decisiveness. The PCs should act quickly. Don’t give 
  them time to think. Go around the table to the PCs who 
  are left and BAM, BAM, BAM, get an answer from them.  
   
  The correct answer is for the PCs to either save the 
  girl or the jewel because the greatest evil of all is to stand 
  idly by when one might combat evil. Though saving a life 
  is probably the best way to go, either thing saved allows 
  them safe passage to Kandura. 
   
  Those that are still eligible are shown to a staircase 
  that leads down to Kandura. Those who fail this test, are 
  expelled from the tunnels Proceed to Encounter 8: 
  Kandura  
    
  TROUBLESHOOTING: THE WHOLE PARTY 
  FAILED 
  It is possible that the entire party fails the tests and they 
  all ended up ejected from the tunnels.  
   
  If none of the PCs make it passed this test, then 
  proceed to Encounter 9. 
  8: KANDURA 
  The set of stairs leads to a large cavern. Ahead of you 
  is a gleaming pillar of light, which holds a 
  longsword suspended in its holy glare. Its red-tinted 
  blade looking as sharp today as it did the day it was 
  forged. 
   
  The longsword has its hilt adorned with a holy 
  symbol to Heironeous and the blade crackles from 
  the electrical energy.  
   
  A feminine voice, peaceful, soothing yet 
  authoritative emanates from the blade, “Are you the 
  champion worthy to wield me?”  
   
  This cavern is roughly 40-ft. across, and jagged walls give 
  it an egg shape.  
   
  The PCs are free to explore the cavern, though 
  nothing of interest besides Kandura is in the room. The 
  first good-aligned PC to touch Kandura receives the 
  “Touched by Kandura” AR Reward. 
   
  Once a PC takes the sword, read or paraphrase the 
  following: 
  • 
  Who are you? I am Kandura. I am the blood of the 
  Archpaladin.  
  • 
  Blood of the Archpaladin? Yes, I flowed from his 
  wounds. 
  • 
  How? His blood and my steel are one. 
  • 
  How old are you? I was forged when the 
  Archpaladin traveled this world.  
  • 
  How do we get out of here? I can transport all of us 
  to the surface.  
  • 
  Let’s go! You must all touch my hilt and I will take 
  all of you away from here. 
   
  Kandura seeks a PC who fits the following description 
  before she teleports anyone anywhere. Kandura asks the 
  PCs present to talk about themselves in order to establish 
  which one, if any, of the PCs it wants to wield it. (There is 
  always the possibility that it won’t select a wielder from 
  the party, if none of them fit the criteria below.) If it has a 
  choice, it selects a divine caster over a non-divine caster, 
  but its preferences, in order, are as follows: 
   
  1. Paladin of Heironeous 
  URC8-02 Redemption 
   
  Page 11 
  
  2. Lawful Good-aligned cleric of Heironeous 
  3. Neutral Good-aligned or Lawful Neutral-aligned 
  cleric of Heironeous 
  4. Lawful Good-aligned worshipper of Heironeous 
  5. Neutral Good-aligned or Lawful Neutral-aligned 
  worshipper of Heironeous  
  6. A Paladin 
  7. Lawful Good-aligned PC 
  8. Neutral Good-aligned PC 
  9. Lawful Neutral-aligned PC  
   
  Kandura transports them all up to the surface as soon as it 
  is asked to do so. If no one fits these criteria, Kandura still 
  transports the PCs to the surface but acts as a +1 longsword 
  and does not talk to them, except to request that she be 
  handed to a more suitable wielder (Olynn IS a suitable 
  wielder to Kandura). 
   
  KANDURA’S ABILITIES 
  +1 axiomatic devilbane holy longsword  
  (devilbane is evil outsider bane) 
  Speaks Common but cannot read, darkvision 60 ft. and 
  can hear.  
  Ego: 13 
  Abilities: Int 10, Wis 15, Cha 15 
  Skills: Listen +2, Spot +2 
  Spell-Like Abilities: 
   
  At Will – detect magic (CL 1st) 
   
  3/day – bless (CL 1st), cure moderate wounds on wielder 
  (CL 3rd) 
   
  Because of its divine origin, a worshipper of 
  Heironeous can use Kandura as a holy symbol of 
  Heironeous.  
   
  It speaks in a soft, but commanding voice. Anyone 
  wielding Kandura feels its power and its divine 
  connection. She is always ready for battle and incites its 
  wielder to fight the forces of Hextor. Should its wielder 
  attempt to flee, Kandura attempts to force its ego to force 
  its wielder to fight. 
   
  Anyone who is not lawful good OR a lawful neutral 
  or neutral good worshipper of Heironeous gains a 
  negative level by holding Kandura. This is a slight 
  deviation from the normal rules for intelligent items, 
  because of Kandura’s divine link to Heironeous. Keeping 
  Kandura in a scabbard or wrapped in silk or cloth 
  removes the negative level, but holding the sword in 
  hand, even with gloves does not remove it. (Kandura 
  refuses to be placed in an extra-dimensional space). 
   
  Make sure the PC who gets the sword does not abuse 
  it or mistreat it. Otherwise, Kandura will keep attempting 
  to control the PC and force them to hand her over to a 
  more respectful PC. The sword is of divine origin, and 
  insists on being treated with respect. 
   
  Since it is not possible to buy Kandura, no monetary 
  value has been assigned to it in this adventure. 
   
  TROUBLESHOOTING: THE “SNEAKY ROGUE”  
  If the PC who takes Kandura does so and does not 
  qualify, Kandura spends every round trying to assert its 
  strength and enters a personality conflict with the PC.  
   
  In short, this means that EVERY ROUND, the PC 
  must make a DC 13 Will save or be forced to relinquish 
  the weapon to a more deserving PC.  
   
  Kandura even tries to assert its dominance during a 
  fight (at which point it asks to be dropped and calls out 
  the more deserving PC’s name). 
   
  9: THE HEXTORITES! 
  PCs who failed the tests, have any magical effect that 
  were active upon them dispelled as they leave the testing 
  area (only effects that can be dispelled are removed. Effects 
  like curses are not removed). PCs who reached the 
  chamber of Kandura still have any and all magic effects 
  active. 
   
  All the PCs emerge from the testing area exit at the 
  same time, whether they failed or succeeded. 
   
  Once that is resolved, proceed.  
    
  Creatures enter the clearing, obviously intent on 
  fighting. On their armor, a black gauntleted fist 
  holds the six red arrows of Discord. 
   
  “Glory to the Scourge of Battle! Victory! Victory! 
  Victory! Victory!” they chant. 
   
  The PCs can make a DC 20 Knowledge (arcana or nature) 
  check to recognize the incarnated blood golem of Hextor. 
  Knowledge (the planes) checks are also appropriate for 
  the devils present. Use the dimensions mentioned in 
  Encounter 3 for this fight (100 foot clearing with a few 
  rubble). 
   
  There is no surprise round, proceed immediately to 
  standard round. 
   
  APL 4 (EL 6) 
   
  �Bearded Devil: hp 45, Monster Manual 52. 
   
  �Blacknose Tribe Gnolls (4): hp 11 each; Monster 
  Manual 130. 
   
  APL 6 (EL 8) 
   
  �Bearded Devil: hp 45 each, Monster Manual 52. 
   
  �Gnoll Cleric: Cleric of Hextor 3; hp 30; Appendix 
  1. 
    
  �Gnoll Rangers (3): Ranger 3; hp 31 each; Appendix 
  1. 
    
  APL 8 (EL 10) 
   
  �Blood Golem of Hextor; hp 85; Appendix 1 
   
  �Erinyes: hp 85, Monster Manual 54 
    
  APL 10 (EL 12) 
   
  �Advanced Blood Golem of Hextor; hp 155; 
  Appendix 1 
   
  �Erinyes (2): hp 85 each, Monster Manual 54 
  URC8-02 Redemption 
   
  Page 12 
  
   
  APL 12 (EL 14) 
   
  �Advanced Blood Golem of Hextor; hp 199; 
  Appendix 1 
   
  �Elite Erinyes (3): hp 114 each, Appendix 1 
   
  APL 14 (EL 16) 
   
  �Advanced Blood Golem of Hextor (2); hp 199 
  each; Appendix 1 
   
  �Elite Erinyes (6): hp 114 each, Appendix 1 
   
  APL 16 (EL 18) 
   
  �Advanced Blood Golem of Hextor (2); hp 199 
  each; Appendix 1 
   
  �Elite Erinyes (6): hp 114 each, Appendix 1
   
  �Horned Devil: hp 172, Monster Manual 55 
   
  Tactics: The devils and gnolls do not expect the PCs to 
  give over the sword. During the fight, they offer quarters 
  to the PCs with calls of “Surrender and by Hextor we’ll let 
  you go.” Oddly enough, should the PCs surrender, they 
  honor their word. They take Kandura and one magic 
  weapon, armor or item per PC before leaving. 
   
  They try to focus their attacks on a single PC at a 
  time, ideally a paladin, a cleric or anyone that seems to 
  use spells that can hurt a devil or the golem (such as orbs 
  of force). 
   
  Unless forced to, the Erinyes never land, flying 
  around and dropping their fiery arrows of death onto the 
  PCs.  
   
  The blood golem obeys the commands of the devils 
  and focuses on the same creatures as its masters. 
   
  10: THE RITUAL  
  The PCs return to Olynn and Elena’s house. Olynn and 
  Elena are extremely grateful to the PCs. Olynn asks for 
  Kandura. 
   
  THE PCS HAVE KANDURA 
  Kandura asks to be handed over to Olynn. She does not 
  know why, but feels it is important. If the PC refuses, 
  Kandura attempts to take over every round. If (when) it 
  wins it demands to be turned over to Olynn. 
   
  Olynn takes the sword to his office and begins to 
  talk and question the sword on its history and memories. 
  The PCs may stand in on the questioning (the sword does 
  not know a lot more than what is in the adventure 
  background). Olynn asks questions of Kandura’s time as 
  part of Heironeous. The sword also asks questions of 
  Olynn regarding to state of matters currently going on.  
   
  An hour later, Olynn is done with his questioning. 
  Read or paraphrase the following. 
   
  Olynn calls you into his office where the sword lies 
  on a velvet red cushion. “I’m afraid Kandura has 
  decided that the current state of matters is too 
  unstable in the County for it to stay. She wishes to 
  consult with the celestial council of warlords in 
  Celestia. I’ve tried to convince her otherwise. But…” 
   
  “But…” says Kandura. “All of you are still so 
  young... Your potential is there. You braved the tests 
  that shrouded me. There may be a time when you are 
  ready.”  
   
  The sword remains quiet for a moment. “Olynn 
  here knows how to transport me to Celestia. I would 
  be honored if you escorted me until I once again rest 
  in the heavens.” 
   
  There is no hurry and the PCs may elect to rest, if they 
  wish. Kandura would rather return to Celestia as soon as 
  she can, but respects the wishes of the PCs.  
   
  Elena does not accompany the PCs and Olynn. 
  When the PCs are ready, proceed to The Ritual.  
   
  THE PCS DO NOT HAVE KANDURA 
  Olynn looks defeated and dejected, but understands. He 
  retires to his study when he prays and reads some more. 
  About an hour later, he calls upon the PCs. 
   
  Olynn calls you into his office where Olynn sits, 
  looking more tired than before. “We need to consult 
  the great oracles of Celestia… Only they can help us 
  and tell us what to do next and how I can cure my 
  soul… I know of a gate to that most holy of places. 
  There we could meet with some of the Archpaladin’s 
  archons and find out what we can do.” 
   
  “Will you escort me there?” 
   
  There is no hurry and the PCs may elect to rest, if they 
  wish. Olynn wished to go to Celestia as soon as possible, 
  but respects the wishes of the PCs.  
   
  Elena does not accompany the PCs and Olynn. 
  When the PCs are ready, proceed to The Ritual.  
   
  THE RITUAL 
  Olynn leads you to the basement of the manor 
  where a few years ago, a chapel of Hextor stood. The 
  room has since been re-consecrated to the 
  Archpaladin. On the floor, a glowing circle of runes 
  has been etched in the stone. 
   
   Olynn turns to you. “We’ll be using this 
  teleporting circle. It leads to an underground 
  chamber that was built in ancient times. There is a 
  portal there that can be opened to Celestia. I spent 
  days in front of it, praying for guidance and divine 
  inspiration. Elena paid the Obsidian Conclave a lot 
  of money to get this circle crafted.” 
   
  The circle hums with power as Olynn calls out 
  the command word. A flash of light later, you find 
  yourselves in an enormous underground cavern.  
   
  At the front of the room, a large archway is 
  covered with symbols of angels and devils locked in 
  mortal combat. 
   
  Olynn steps forward, holding the divine sword 
  in his hands offering it to the portal. A few sacred 
  words later, the portal begins to react. Red and black 
  URC8-02 Redemption 
   
  Page 13 
  
  sparks flicker through the vacant opening. A wave of 
  heat washes over you, followed by wisps of mist 
  drifting from the portal. Olynn collapses to the 
  ground as the mist encircles him. Tremors fly across 
  the room until they reach the ceiling above the 
  circle. Chunks of the ceiling fall onto the circle, 
  clearly blocking any escape attempts for the 
  moment. 
   
  Beyond the portal comes the sound of a trumpet 
  followed by that of war drums sounding the charge. 
  Creatures beyond the portal begin charging 
  through.  
   
  The ceiling that fell on the teleportation circle deactivates it 
  for the next ten minutes so as to block the PCs from 
  escaping that way. The mist has no game effect, but looks 
  cool. 
   
  Refer to DM Map 1 for details. A DC 15 Knowledge 
  (the planes) check identifies the area beyond as the 
  infernal battlefield of Acheron, home plane of Wee Jas, 
  Gruumsh and Hextor. If it ever becomes necessary, the 
  portal opens up on a large flat, featureless plain. 
   
  Olynn’s body lies in front of the portal, Olynn is 
  unconscious but alive and with full hit points (100). 
   
  APL 4 (EL 6) 
   
  Hextorite Horror: incarnated blood golem fighter 
  2; hp 132; Appendix 1 
   
  APL 6 (EL 8) 
   
  Hextorite Horror: incarnated blood golem fighter 
  4; hp 155; Appendix 1 
     
  APL 8 (EL 10) 
   
  Hextorite Horror: incarnated blood golem fighter 
  6; hp 179; Appendix 1 
    
  APL 10 (EL 14) 
   
  Barbed Devil: hp 129, Monster Manual 51 
   
  Hextorite Horror: half-fiendish incarnated blood 
  golem fighter 6; hp 195; Appendix 1 
   
  APL 12 (EL 16) 
   
  Hextorite Horror: half-fiendish incarnated blood 
  golem fighter 8; hp 275; Appendix 1 
   
  Ice Devil: hp 147, Monster Manual 56 
   
  APL 14 (EL 18) 
   
  Barbed Devil (2): hp 129 each, Monster Manual 51 
   
  Hextorite Horrors (2): half-fiendish incarnated 
  blood golem fighter 8; hp 275 each; Appendix 1 
   
  Ice Devil: hp 147, Monster Manual 56 
  APL 16 (EL 20) 
   
  Barbed Devil (2): hp 129 each, Monster Manual 51 
   
  Hextorite Horrors (2): half-fiendish incarnated 
  blood golem fighter 8; hp 275 each; Appendix 1 
   
  Horned Devil: hp172, Monster Manual 55 
   
  Ice Devil (4): hp 147 each, Monster Manual 56 
     
  Tactics: The first creature to come out of the portal is the 
  Hextorite horror. If the horror is not engaged in melee 
  within one round, it picks up Kandura and leaves 
  through the portal. If there are two Horrors, this applies 
  to the second one as well. Once one of the horrors has 
  the sword (and taken the negative level for handling it), it 
  withdraws back through the portal. At that point, the PCs 
  have 1 round to follow it. At the end of that round, the 
  portal closes. When the portal closes, if no PC is in 
  Acheron engaged in combat with the creature carrying 
  Kandura, the PCs have failed. 
   
  The Hextorite horror uses Power Attack, if it hits a 
  target consistently. It focuses its attack on weakened PCs. 
  If the Horror fails to hit one PC for a full round, it attacks 
  another PC. 
   
  The horror comes out of the portal while the devils 
  use their teleport ability when the portal opens to fill the 
  room.  
   
  Any devil present focuses on spellcasters, be they 
  arcane or divine. The devils use their last actions to 
  teleport back into Acheron if the portal is about to close. 
  The portal begins to flicker on and off after ten rounds 
  before permanently closing in the twelfth round. Make 
  sure the PCs are told this as the consequences for not 
  acting to leave Acheron in time, are quite dire. 
   
  TROUBLESHOOTING: NO KANDURA 
  If the PCs do not have Kandura, the horror attempts to 
  take Olynn instead.  
   
  Development: Proceed to the Conclusion 
   
  TROUBLESHOOTING: TPK/STRANDED ON 
  ACHERON 
  If all the PCs get knocked unconscious on Acheron, stop 
  the fight as the last PC falls. Any PC who is dying at that 
  time (between -1 and -9 hit points) is automatically 
  stabilized. Proceed to Encounter 11: Elphegor. 
   
  Use this route for PCs who followed the Hextorite 
  horrors into the portal and failed to come back out before 
  it closed. If they do not have Kandura at the time the 
  portal closes, proceed to Encounter 11: Elphegor 
   
  NOTE: If the PCs are in possession of Kandura at the 
  time the portal closes and are stranded on Acheron, do 
  not go to Encounter 11: Elphegor. Go, instead, to the 
  Conclusion section titled: PCs recover Kandura but 
  remain stranded on Acheron. 
   
  11: ELPHEGOR 
  Defeated (or killed) by the demon horde, you wake 
  up tied to a spear surrounded by a large number of 
  goblins of all types along with a number of devils. 
  They poke at you with sticks and laugh at you. 
  Goblin slaves carry your equipment a short distance 
  away. At the front of the army, [creature with Kandura] 
  carries the holy weapon.  
  URC8-02 Redemption 
   
  Page 14 
  
   
  After an hour, you finally reach the goblin camp. 
  There, you are brought before a bloated fiend with a 
  massive paunch that hangs far below its waist. 
  Where its warty pink flesh shows through its black 
  robes, curls of stinking mist rise. The creature’s head 
  is broad and monstrous. Its face has two yellow 
  porcine eyes above a wide mouth filled with sharp 
  teeth. Two bone ridges roll back along the top of its 
  head. The thing’s lips are painted glossy red, and 
  blue eye-shadow darkens its eyes in the manner of a 
  courtesan. 
   
  Its voice is oddly calm and pleasant. “So… It 
  would seem like I have received more than I 
  expected… a bonus of sorts. My minions will have 
  to be rewarded for this…” 
   
  Allow the PCs to make a Knowledge (the planes) check 
  and compared the results to the following table. 
   
  • 
  DC28 This creature is a Paerliryon, a powerful 
  baatezu from the Nine Hells of Baator. 
  • 
  DC33 Paerliryon are known to control spy networks 
  and serve as devilish information broker. 
  • 
  DC38 This particular Paerliryon is called Elphegor a 
  devil who invested a lot of resources into the County 
  of Urnst during the Civil War. 
   
   “I am Elphegor of Avernus. I know who you are… 
  Part of my essence has led you to Kandura through 
  the one you call Olynn.” 
   
  “Tell me, what are you willing to do or give me 
  to save your miserable lives? I’m not cheap…” 
    
  Things Elphegor wants in return for letting the PCs live 
  and returning them to Oerth. Each PC must fulfill one of 
  the following conditions to be released. PCs cannot help 
  or cover each other’s expenses on this one. Elphegor does 
  return the PCs’ equipment once they conclude a deal.  
   
  • 
  Gold: at least 500gp worth of gold or equipment per 
  character level. He pays half-price for equipment. 
  • 
  Service: at least 2 TU per character level. (So a 2nd-
  level would do 4 TUs while a 10th-level would of 
  20TUs). This service is limited to fighting demons, 
  yuggoloths and other infernal creatures.  
  • 
  Minor pact: the PC pledges his soul to Elphegor 
  after he or she dies. Divine spellcasters of a good-
  aligned deity lose all their powers and require an 
  atonement spell after being brought back from the 
  dead. Elphegor wants this in writing of course. Of 
  course, this is not possible for PCs who may have 
  already sold their souls. 
   
  Once the PCs have struck a deal with Elphegor, proceed 
  to the Conclusion.  
   
  If they refuse to make a deal, Elphegor executes 
  them before sending their body back to the Material 
  Plane. It’s not like they really have a choice. 
   
  TROUBLESHOOTING: PCS WITH THE IRE OF 
  ELPHEGOR 
  PCs with the Ire of Elphegor from URC7-04 Lord of the 
  Castle are immediately executed unless they pledge 
  agreement to all of the above conditions (pay, do service 
  AND enter into a minor pact). The only other option they 
  have is to pledge their soul to Elphegor forever. Doing so 
  is an evil act that removes the PCs from the game. 
  Immediately take the PC and turn him or her to the 
  County of Urnst triad. 
   
  PCs with the Ire that are executed here are 
  permanently removed from the game unless they have 
  access to a true resurrection spell (and the other party 
  members are willing to pay for the spell). 
   
  Being executed removes the Ire of Elphegor. 
   
  TROUBLESHOOTING: ATTACKING ELPHEGORE  
  The PCs all die. They escaped death once; without 
  equipment they have very little chance of survival. As 
  well as Elphegor (a CR 18 devil), there is a large number 
  of creatures here who want only war and destruction.  
   
  PCs with the Ire that are killed here are permanently 
  removed from the game unless they have access to a true 
  resurrection spell (and the other party members are willing 
  to pay for the spell). 
   
  TROUBLESHOOTING: ESCAPING FROM 
  ELPHEGORE AND ACHERON 
  It is very possible that the PCs might be able to escape the 
  plane on their own (through a spell or favor). If they do 
  so without their equipment, Elphegor keeps the loot. The 
  PCs may call upon the “charity of friends” clause from the 
  LGCS.  
   
  CONCLUSION 
  There are a number of possible outcomes for the 
  adventures.  
   
  If the PCs failed to get Kandura, modify the text 
  accordingly. They are still attacked by Elphegore’s 
  demons who expect them to have it. 
   
  THE HEXTORITES HAVE KANDURA 
  Whether because the Hextorite oorror left with it or 
  because the PCs were defeated in Acheron, the 
  Hextorites have Kandura at the end of the adventure. 
   
  As Olynn wakes up his eyes immediately fill with 
  tears. His eyes seem filled with fever and he 
  trembles like a leaf. “Now darkness will fall upon 
  the County for sure! A paladin… a paladin no 
  more…I have failed.” 
   
  Olynn is suddenly overcome with a severe bout 
  of coughing. “Poor Elena, what will she say?” 
  URC8-02 Redemption 
   
  Page 15 
  
   
  A tremor followed by a shower of dust tells you 
  that you should leave the cave and return to the 
  manor. 
   
  Elena is waiting for you up there. As she sees 
  Olynn, her eyes fill with tears “I have failed” is all he 
  tells his wife. Both hold each other, crying. 
   
  Elena hands over a small pouch. “Here is the 
  payment I promised. I have added vouchers so you 
  can return and obtain some items you might find 
  useful… If you don’t mind, my husband and I wish 
  to be alone.”  
   
  Proceed to AR Rewards. 
   
  PCS RECOVERED KANDURA AND REMAINED 
  (OR RETURNED) ON OERTH 
  The surface of the portal ripples once more as it 
  once again opens up. Bolts of static crackle all 
  around you as a bright light radiates from the portal. 
   
  The creature that emerges from the portal is 
  quite different than those who passed through 
  earlier. It appears as a green, winged elf of 
  supernatural goodness and beauty. In her right 
  hand is a long ivory trumpet with inlays of gold, 
  platinum and silver. 
   
  “I am Qwazzaraberiel, sent by the Archpaladin 
  to serve has his voice and instrument of his divine 
  will. Olynn Gurshman, you have proven yourself 
  worthy. You and those you hired succeeded in 
  protecting the Archpaladin’s own blood. For this, all 
  your sins are forgiven. And by divine order may the 
  infernal taint on your soul be removed!” The 
  creature blows it horn towards Olynn. The noise 
  from the trumpet though deafening, does not affect 
  you. “Now the will of the Archpaladin is done.” 
   
  Turning to [PC who has Kandura], she adds 
  holding out her left hand. “Please hand over that 
  which was separated from the Archpaladin so long 
  ago…” 
   
  Allow the PC to turn in the weapon. The Archon has no 
  desire to fight. 
   
  As soon as the Archon takes the sword, you can hear 
  Kandura’s sweet voice. “You are not yet ready… but 
  the day comes. I now return to Celestia. My blessing 
  is upon you! Farewell” 
   
  The archon steps back into the portal and once 
  again, you stand in darkness. A tremor followed by a 
  shower of dust tells you that you should leave the 
  cave and return to the manor. 
   
  Elena is waiting for you up there. As she sees 
  Olynn, her eyes fill with tears “I was atoned by the 
  Archpaladin” is all he tells his wife. Both hold each 
  other, crying with joy. 
   
  Elena hands over a small pouch. “Here is the 
  payment I promised. I have added vouchers so you 
  can return and obtain some items you might find 
  useful… Thank you dear friends, thank you.”  
    
  Proceed to AR Rewards. 
   
  PCS RECOVERED KANDURA BUT REMAINED 
  ON ACHERON 
  Kandura is yours once again! Around you, large 
  numbers of goblins and creatures are forming ranks, 
  intent on launching an assault on you.  
   
  “Let us die with honor!” calls Kandura. 
   
  However at that time a gate opens a few feet 
  before you. A creature emerges from the portal. It 
  appears as a green, winged elf of supernatural 
  goodness and beauty. In her right hand is a long 
  ivory trumpet with inlays of gold, platinum and 
  silver. 
   
  “I am Qwazzaraberiel, sent by the Archpaladin 
  to serve has his voice and instrument of his divine 
  will.” 
   
  Turning to [PC who has Kandura], she adds 
  holding out her left hand. “Please hand over that 
  which was separated from the Archpaladin so long 
  ago that I may return you home.” 
   
  Allow the PC to turn in the weapon. The Archon has no 
  desire to fight, but Kandura begins to try and assert its 
  dominance on the PC every round over any PC who 
  refuses to give the sword. 
   
  As soon as the Archon takes the sword, you can hear 
  Kandura’s sweet voice. “You are not yet ready… but 
  the day comes. I now return to Celestia. My blessing 
  is upon you! Farewell” 
   
  The archon steps back through the gate that 
  remains open. You hear the voice of the trumpet 
  archon through the gate “Step through and you’ll be 
  back in your world.” 
   
  Again, allow the PCs to decide what they wish to do. Any 
  PC who does not pass through the gate immediately is 
  stuck in Acheron, unless the PCs have a way of planar 
  travel (such as a plane shift spell prepared or available). 
   
  Proceed to “Lost on Acheron” if they stay. If they go 
  through the gate, read, or paraphrase, the following: 
   
   
  You step through the portal and find yourselves 
  before the Gurshman Manor. 
   
  Elena is waiting for you up there. As she sees 
  Olynn, her eyes fill with tears “I was granted 
  atonement by the Archpaladin” is all he tells his 
  wife. Both hold each other, crying with joy. 
   
  Elena hands over a small pouch. “Here is the 
  payment I promised. I have added vouchers so you 
  can return and obtain some items you might find 
  useful… Thank you dear friends, thank you.”  
   
  Proceed to AR Rewards. 
   
  URC8-02 Redemption 
   
  Page 16 
  
  LOST ON ACHERON 
  Use this conclusion if the PCs got Kandura back on 
  Acheron but did not follow the archon. They are 
  considered “lost on another plane” and must spend 6 TUs 
  and 1,000 gp in order to come home. Until this is paid, 
  the PC is removed from play. Alternatively, a special 
  mission may be requested to resolve this situation. Note 
  the player’s decision in the notes section on the AR. 
   
  As you return to Oerth and make your way back to 
  Brotton, you find Elena running her warehouse 
  with a radiant smile. 
   
  Elena hands over a small pouch. “Here is the 
  payment I promised. I have added vouchers so you 
  can return and obtain some items you might find 
  useful… Thank you dear friends, thank you.”  
   
  AR REWARDS 
  • 
  If the PCs gave Kandura to the archon, they receive 
  “Elena’s Promise” and “Elena’s Gratitude” AR 
  Rewards. 
  • 
  Any PC who was accepted as Kandura’s wielder 
  received the “Kandura’s wielder” AR Reward. 
  • 
  Any PC who passed all the tests and met Kandura in 
  its shrine receives the “Kandura’s Blessing” AR 
  Reward. 
  • 
  If the PCs fail to turn Kandura to the archon (they 
  were defeated or they didn’t follow through the 
  portal), they receive the “Elena’s promise” AR 
  Reward. 
  • 
  If a PC had to be dominated by Kandura to be turned 
  over to the archon, that PC (and any who agreed 
  with him/her) does NOT receive the “Kandura’s 
  blessing” AR Reward. 
  • 
  Any PC who met with the archon receive the 
  “Heironeous’ Envoy” and “Ire of Elphegor” AR 
  Rewards. 
  • 
  Any PC who had the Dreerwode Quiver when he 
  entered the complex receive the “Ehlonna’s Touch” 
  AR Reward. 
  • 
  Any PC who made a deal with Elphegor receives the 
  “Deal with the Devil” AR Reward. 
   
  URC8-02 Redemption 
   
  Page 17 
  
  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. 
   
  4−7: The Tests 
  Experience objective: Complete the tests 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  300 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
   
  9: The Hextorites! 
  Defeat the Hextorites 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12  
  420 XP 
  APL 14  
  480 XP 
  APL 16  
  540 XP 
    
  10: Stop Him! 
  Defeat the Devils sent through the portal 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  420 XP 
  APL 12  
  480 XP 
  APL 14  
  540 XP 
  APL 16  
  600 XP 
   
  Story Award 
  Obtaining Kandura (whether or not it is lost afterwards) 
  APL 4  
   135 XP 
  APL 6  
   180 XP 
  APL 8  
   225 XP 
  APL 10  
   220 XP 
  APL 12  
   255 XP 
  APL 14  
   300 XP 
  APL 16  
   360 XP 
   
  Total Possible Experience 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8 
  1,125 XP 
  APL 10  
  1,300 XP 
  APL 12 
  1,575 XP 
  APL 14  
  1,800 XP 
  APL 16 
  1,575 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.  
  2: A Proposition  
   
  APL 4: Coin 400 gp; Total 400 gp. 
   
  APL 6: Coin 600; Total 600 gp. 
   
  APL 8: Coin 800 gp; Total 800 gp.  
   
  APL 10: Coin 1000 gp; Total 1000 gp. 
   
  APL 12: Coin 1200 gp; Total 1200 gp.  
   
  APL 14: Coin 1400 gp; Total 1400 gp. 
   
  APL 16: Coin 1600 gp; Total 1600 gp. 
   
  9: The Hextorites! 
   
  APL4: Loot: 26 Coins: 450gp Total: 26gp. 
   
  APL6: Loot: 81 Total: Magic 926 Total: +1 flail 
  (192gp); cloak of resistance +1 (83gp); +1 composite longbow 
  (str+2) x3 (217gp each); Total: 1007gp. 
  URC8-02 Redemption 
   
  Page 18 
  
   
  APL8: Loot: 55 Total: Magic 1,079 Total: +1 large full 
  plate (346gp); +1 flaming composite longbow (+5 Str) (733gp); 
  Total: 1,134gp. 
   
  APL10: Magic 5,247 Total: +1 large flaming heavy flail 
  x2 (694gp each); +2 large full plate (596gp); +1 flaming 
  composite longbow (+5 Str) x3 (733gp each); +2 mithral chain 
  shirt x3 (354gp each); Total: 5,247gp. 
   
  APL12: Magic 6,913 Total: +1 large flaming frost heavy 
  flail x2 (1528gp each); +2 large full plate (596gp); +1 
  flaming composite longbow (+5 Str) x3 (733gp each); +2 
  mithral chain shirt x3 (354gp each); Total: 6,913gp. 
   
  APL14: Magic 13,827 Total: +1 large flaming frost 
  heavy flail x4 (1,528gp each); +2 large full plate x2 (596gp 
  each); +1 flaming composite longbow (+5 Str) x6 (733gp 
  each); +2 mithral chain shirt x6 (354gp each); Total: 
  13,827gp. 
   
  APL16: Magic 13,827 Total: +1 large flaming frost 
  heavy flail x4 (1,528gp each); +2 large full plate x2 (596gp 
  each); +1 flaming composite longbow (+5 Str) x6 (733gp 
  each); +2 mithral chain shirt x6 (354gp each); Total: 
  13,827gp. 
    
    
  10: STOP HIM! 
   
  APL4: Loot: 15gp; Magic: 194gp; +1 large heavy flail 
  (194gp); Total: 209gp. 
   
  APL6: Magic: 294gp; +1 large heavy flail (194gp); +1 
  large studded leather (100gp); Total: 294gp. 
   
  APL8: Magic: 540gp; +1 large heavy flail (194gp); +1 
  large full plate (346gp); Total: 540gp. 
   
  APL10: Magic: 540gp; +1 large heavy flail (194gp); +1 
  large full plate (346gp); Total: 540gp. 
   
  APL12: Magic: 540gp; +1 large heavy flail (194gp); +1 
  large full plate (346gp); Total: 540gp. 
   
  APL14: Magic: 3,457gp; +1 large humanbane heavy 
  flail (194gp); +2 large full plate (596gp); amulet of health +4 
  (1,333gp); belt of giant strength +4 (1,333gp); Total: 3,457gp. 
   
  APL16: Magic: 6,913gp; +1 large humanbane heavy 
  flail x2 (194gp each); +2 large full plate x2 (596gp each); 
  amulet of health +4 x2 (1,333gp each); belt of giant strength 
  +4 x2 (1,333gp each); Total: 6,913gp; 
   
  Treasure Cap 
   
  APL 4:  
   675 gp 
   
  APL 6:  
   900 gp 
   
  APL 8:  
  1,300 gp 
   
  APL 10:  
  2,300 gp 
   
  APL 12:  
  3,300 gp 
   
  APL 14:  
  6,600 gp 
   
  APL 16:  
  13,200 gp 
   
  Total Possible Treasure 
   
  APL 4: 
  685 gp 
   
  APL 6:  
  1,301 gp 
   
  APL 8:  
  1,674 gp 
   
  APL 10: 
  5,787 gp 
   
  APL 12:  
  7,453 gp 
   
  APL 14:  
  17,284gp 
   
  APL 16:  
  17,284gp 
   
  ADVENTURE RECORD ITEMS 
  �Ehlonna’s Touch: Your companion, familiar or 
  special mount has a luminescent horn on its forehead 
  that gives off light as a torch. Its alignment shifts to good 
  and it is considered blessed by Ehlonna. This gives you a 
  +5 circumstance bonus to social checks when dealing 
  with non-evil druids, non-evil fey and devoted of 
  Ehlonna and Phyton. If you commit an evil act, this favor 
  is immediately voided.  
   
  �Kandura’s blessing: A glowing lightning bolt (glows 
  as a candle) appears on the back of your hand (but may be 
  hidden by gloves). Three times, as a swift action, you may 
  call upon Heironeous to receive the benefit of a swift bless 
  weapon spell (CL3rd). If you are a divine caster of 
  Heironeous, you can instead choose to negate an auto-
  failure on a saving throw or an attack (meaning a ‘1’ does 
  not automatically miss or fail). Mark off each use as it 
  occurs: [ ] 
  [ ] 
  [ ]  
   
  Wielder of Kandura: Kandura allowed you to wield her. 
   
  Elena’s Promise: Elena uses her contacts to grant you a 
  one-time access to one of the following items from the 
  DMG: brooch of shielding, dust of appearance, dust of 
  disappearance, elixir of vision, elixir of hiding, incense of 
  meditation. Cross this favor off once used. 
   
  �Elena’s Gratitude: Elena uses her contacts to grant 
  you a one-time access to one of the following items from 
  the DMG: bag of tricks (any), bead of force, necklace of 
  adaptation, necklace of fireballs types (any), oathbow, ring of 
  animal friendship. Cross off once used. 
   
  �Ire of Elphegor: The devil known as Elphegor is 
  unhappy that you dispatched some of his forces and 
  ruined his current plan. Any devil selects you as a target 
  first, when it has a choice. Be prepared to be the target of 
  fiendish retribution. 
   
  �Heironeous’ Envoy: You have met an envoy of 
  Heironeousm, granting you access to the Contemplative 
  prestige class (Heironeous). 
   
  �Devil Brand: You have been branded by Elphegor. 
  This brand gives you a -1 profane penalty to resist the 
  effect of any spell, spell-like ability or supernatural ability 
  of any baatezu following Elphegor. It is invisible, except to 
  baatezu serving Elphegor. Devils met in the County of 
  Urnst are all assumed to follow Elphegor. 
   
  �Deal with the Devil: You made a deal with Elphegor. 
  Check which you did. 
  � 
  Money: you paid  
  gp  
  � 
  Service: you did  
  TUs of service 
  URC8-02 Redemption 
   
  Page 19 
  
  URC8-02 Redemption 
   
  Page 20 
  � 
  Minor Pact: you gave your soul to Elphegor. You 
  may not be raised from the dead by any means. 
  When you die, hand over your character to the DM. 
    
  ITEM ACCESS 
  APL 6  
  • 
  Large full plate (Adventure; PHB)  
  • 
  Large heavy flail (Adventure; PHB)  
  • 
  Large masterwork studded leather (Adventure; PHB) 
   
  APL 8 (all of APLs 4-6 plus the following): 
  • 
  +1 flaming composite longbow (str+5) (Adventure; DMG)  
   
  APL 10 (all of APLs 4-8 plus the following): 
  • 
  +1 large flaming heavy flail (Adventure; DMG) 
  • 
  +2 mithral chain shirt (Adventure; DMG, 4250gp) 
   
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  +1 large flaming frost heavy flail (Adventure; DMG) 
   
  APL 14 (all of APLs 4-12 plus the following): 
  • 
  +1 large humanbane heavy flail (Adventure; DMG) 
   
  
  APPENDIX 1: ALL APLS 
  GHOSTLY PRIEST 
  CR 18 
  Ghost Male Oeridian Cleric of Heironeous 16 
  LG Medium Undead (human) 
  Init +1; Senses Listen +4, Spot +4 
  Aura overwhelming good, overwhelming law 
  Languages Common  
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  Miss Chance 50% Incorporeal 
  hp 117 (16 HD); turn resistance +4 
  Immune Undead traits 
  Fort +10, Ref +6, Will +14 
  Speed 30 ft. (6 squares), fly 30 ft (perfect) 
  Melee incorporeal touch +13 (draining touch) 
  Base Atk +12; Grp – 
  Special Actions malevolence, manifestation, 
  telekinesis, turn undead 
  Cleric Spells Prepared (CL 16th): 
   8th—antimagic field Empowered summon monster 
  VI, power word stunD 
   7th—dictum, Empowered flame strike, holy 
  wordD(CL17th), summon monster VII 
   6th—anti-life shell (DC20), blade barrierD (DC20), 
  greater dispel magic, harm (DC20) 
   5th—atonement (x2), flame strikeD (DC19), greater 
  command, spell resistance (SR28) 
   4th—dismissal, holy smiteD (DC18, CL17th), 
  Empowered Inflict moderate wounds (DC16), 
  Empowered summon monster II, spell immunity, 
  summon monster IV 
   3rd—blindness/deafness (DC17), daylight, dispel 
  magic, inflict serious wounds (DC17), magic 
  circle vs evilD(CL17th), prayer, summon monster 
  III 
   2nd—aid, calm emotions (DC16), enthrall (DC16), 
  silence (DC16), sound burst (DC16), spiritual 
  weaponD, summon monster II 
   1st—bane (DC15), bless, cure light wounds, inflict 
  light wounds (DC15), protection from chaos, 
  protection from evilD (CL 17th), shield of faith (+4 
  deflection) 
   0—create water, detect magic (x2), light, read 
  magic, resistance 
  D: Domain spell. Deity: Heironeous. Domains: Good, 
  War 
  Abilities Str 14, Dex 12, Con -, Int 10, Wis 18, Cha 14 
  SQ rejuvenation, restricted spells (chaos & evil), 
  spontaneous spellcasting (cure), turn resistance +4 
  Feats Feat, Feat, Feat, Feat, Martial Weapon 
  Proficiency (longsword)B,  
  Skills Concentration +22(+26 when casting 
  defensively), Diplomacy +12, Knowledge (arcana) 
  +5, Knowledge (history) +5, Knowledge (religion) 
  +8, Knowledge (the planes) +1,Spellcraft +13, 
  Possessions holy symbol of Heironeous 
  Draining Touch (Su) When you hit a living target with 
  your incorporeal touch attack you drain 1d4 points 
  from any one ability score you selects. On each 
  such successful attack, you heal 5 points of 
  damage. Against ethereal opponents, you add your 
  Strength modifier to attack rolls only. Against 
  nonethereal opponents, you add your Dexterity 
  modifier to attack rolls only. 
  Malevolence (Su) Once per round, while ethereal, 
  you can merge your body with a creature on the 
  Material Plane. This ability is similar to a magic jar 
  spell (caster level 16), except that it does not 
  require a receptacle. To use this ability, you must 
  be manifested and you must try move into the 
  target’s space; moving in this way does not 
  provoke attacks of opportunity. The target can 
  resist the attack with a successful Will save (DC 
  19). A creature that successfully saves is immune 
  to your malevolence for 24 hours, and you cannot 
  enter the target’s space. If the save fails, then you 
  vanish into the target’s body. 
  Manifestation (Su) You dwell on the Ethereal Plane 
  and, as an ethereal creature, you cannot affect or 
  be affected by anything in the material world. When 
  manifested you can be harmed only by other 
  incorporeal creatures, magic weapons, or spells, 
  with a 50% chance to ignore any damage from a 
  corporeal source. 
  Rejuvenation (Su) Your 'destroyed' spirit will often 
  restore itself in 2d4 days. You return to your old 
  haunts with a successful level check (1d20+16) 
  against DC 16. 
  Telekinesis (Su) You can use telekinesis as a 
  standard action (caster level 16). When you use 
  this power, you must wait 1d4 rounds before using 
  it again.  
   
  URC8-02 Redemption 
   
  Page 21 
  
  APL 4 
  10: STOP HIM! 
  HEXTORITE HORROR 
  CR 6 
  Male Incarnated Blood Golem of Hextor fighter 2 
  *From Fiend Folio & Savage Species 
  LE Large Giant 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common 
  AC 22, touch 10, flat-footed 21 
   (-1 size, +1 Dex, +3 armor, +9 natural) 
  hp 132 (12 HD);  
  Fort +13, Ref +4, Will +4 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft; 
  Melee +1 heavy flail +19/+14 (2d8+14) and bite +12 
  (1d8+4) or 
  Melee claws +17/+17 (1d6+9) and bite +12 (1d8+4) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +9; Grp +22  
  Combat Gear +1 heavy flail, masterwork studded 
  leather 
  Abilities Str 28, Dex 12, Con 22, Int 10, Wis 12, Cha 
  3 
  Feats CleaveB, Power AttackB , Weapon Focus 
  (heavy flail), 
  Skills Jump +17 
  Possessions combat gear  
   
  URC8-02 Redemption 
   
  Page 22 
  
  APL 6 
  9: THE HEXTORITES! 
  GNOLL CLERIC OF HEXTOR 
  CR 3 
  Male gnoll Cleric 3 (Hextor) 
  LE Medium Humanoid (gnoll) 
  Init +1; Senses Darkvision 60 ft Listen +5, Spot +5 
  Aura Evil (moderate), Law (moderate) 
  Languages Gnoll 
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +5 armor, +2 shield) 
  hp 30 (4 HD)  
  Fort +5, Ref +5, Will +7 
  Speed 20 ft. in medium armor (4 squares), base 
  movement 30 ft.  
  Melee +1 flail +7 (1d8+4) or 
  Melee club+5 (1d6+3) or 
  Ranged sling +3 (1d4+3) 
  Base Atk +2; Grp +5  
  Atk Options Rebuke Undead 
  Special Actions Smite (1/day, +4 Attack, +3 
  Damage), Spontaneous casting (inflict) 
  Combat Gear +1 flail, masterwork chainmail, 
  masterwork heavy wooden shield,  
  Cleric Spells Prepared (CL 3rd): 
   2nd—calm emotions (DC 15), silence, spiritual 
  weaponD (+5 attack, 1d8+1/20,x2) 
   1st—bless, cure light wounds (1d8+3), magic 
  weaponD, protection from good 
   0—create water, cure minor wounds (x2), guidance 
  D: Domain spell. Deity: Hextor. Domains: Destruction, 
  War 
  Abilities Str 16, Dex 12, Con 13, Int 6, Wis 15, Cha 8 
  Feats Toughness, Martial Weapon Proficiency (Flail), 
  Skill Focus (Concentration), Weapons Focus (Flail)  
  Skills Concentration +7, Listen +5, Listen +5, 
  Possessions combat gear plus cloak of resistance 
  +1 
  GNOLL RANGER 
  CR 3 
  Female gnoll Ranger 3 
  LE Medium Humanoid (gnoll) 
  Init +3; Senses Darkvision 60 ft Listen +6, Spot +6 
  Languages Gnoll 
  AC 16, touch 13, flat-footed 13 
   (+3Dex, +3 armor) 
  hp 31 (4 HD) 
  Fort +5 Ref +8, Will +0 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft 
  Melee battleaxe +5 (1d8+3) or 
  Melee club +5 (1d6+3) or 
  Ranged +1 composite longbow (Str +2) +7 (1d8+3) or 
  Ranged +1 composite longbow (Str +2) +5/+5 
  (1d8+3) or 
  Ranged sling +6 (1d4+2) 
  Base Atk +3; Grp +5  
  Atk Options Point Blank Shott, Precise Shot, Rapid 
  Shot 
  Special Actions Favored enemy (humans) 
  Combat Gear +1 composite longbow (Str +2), 
  battleaxe, club, sling, masterwork studded leather 
  armor 
  Abilities Str 15, Dex 16, Con 14, Int 10, Wis 8, Cha 8 
  Feats Endurance, Point Blank Shot, Precise Shot, 
  Rapid Shot, Track  
  Skills Hide +8, Listen +6 , Spot +6,Survival +6, 
  Possessions combat gear 
  10: STOP HIM! 
  HEXTORITE HORROR 
  CR 8 
  Male Incarnated Blood Golem of Hextor fighter 4 
  *From Fiend Folio & Savage Species 
  LE Large Giant 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common 
  AC 23, touch 10, flat-footed 22 
   (-1 size, +1 Dex, +4 armor, +9 natural) 
  hp 155 (14 HD);  
  Fort +14, Ref +5, Will +5 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft; 
  Melee +1 heavy flail +21/+16 (2d8+16)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +11; Grp +24  
  Combat Gear +1 heavy flail, +1 studded leather 
  Abilities Str 28, Dex 12, Con 22, Int 10, Wis 12, Cha 
  3 
  Feats CleaveB, Power AttackB , Weapon Focus 
  (heavy flail), Weapon Specialization (heavy flail), 
  Skills Jump +21 
  Possessions combat gear  
  URC8-02 Redemption 
   
  Page 23 
  
  APL 8 
  9: THE HEXTORITES! 
  BLOOD GOLEM OF HEXTOR 
  CR 8 
  Blood Golem of Hextor 
  *From Fiend Folio 
  LE Large Construct 
  Init -1; Senses Listen +0, Spot +0 
  Languages Common 
  AC 26, touch 8, flat-footed 26 
   (-1 size, -1 Dex, +9 armor, +9 natural) 
  hp 85 (10 HD); DR 10/Adamantine 
  Immune construct traits 
  Fort +3, Ref +2, Will +3 
  Weakness vulnerable to rust 
  Speed 20 ft. (4 squares) (can’t run) 
  Melee 2 masterwork heavy flail +13/+13 (1d10+6) or 
  Melee 2 slams +12/+12 (1d8+6)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +7; Grp +17  
  Atk Options whirlwind of death 
  Special Action blood siphon,  
  Combat Gear 2x masterwork heavy flail, +1 large full 
  plate 
  Abilities Str 22, Dex 8, Con -, Int -, Wis 10, Cha 1 
  SQ blood dependency, blood reservoir, construct 
  traits 
  Feats None 
  Skills None  
  Possessions combat gear  
  Blood dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  standing motionless for the entire day. If the 
  golem’s armor is removed or destroyed, this loss 
  increases to 10 hit points per day. If the golem 
  reaches 0 hit points from blood leakage, it is 
  destroyed leaving only its armor. 
  Blood reservoir (Ex): The reservoirs in the golem’s 
  armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the 
  capacity of two average human bodies. The golem 
  normally draws 1 point of Constitution from the 
  reservoir every day to sate its blood dependency. It 
  can draw blood from its reservoir as a free action, 
  and it often does so during combat. 
  Blood siphon (Su): a blood golem can suck the 
  blood out of a helpless creature or a body that has 
  died within the past hour, dealing constitution 
  damage at the rate of 1 point per full round. Every 
  Constitution point lost in this fashion heals the 
  golem 5 hit points (the Golem usually restores its 
  hit points to maximum before filling its reservoir so 
  that it can remain at full strength). Both the golem 
  and the victim must remain motionless. Priests of 
  Hextor often provide blood golems with bound or 
  unconscious victims for this very purpose. 
  Magic armor: A blood golem is encased in a suit of 
  full plate armor with an enhancement of at least +1. 
  If the golem is destroyed, the armor can be reused 
  for another blood golem, but it does not resize to fit 
  other creatures. 
  Magic Immunity: A blood golem is immune to all 
  spells, spell-like abilities and supernatural effects, 
  except as follows. A gentle repose spell acts as a 
  slow for 3 rounds with no saving throw. Regenerate 
  restores 1 hit point of damage per caster level. 
  Horrid wilting does half or one-quarter damage if 
  the golem fails or succeeds on its saving throw, 
  respectively. 
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust 
  monster or the rusting grasp spell. If its armor is 
  destroyed in this manner, the golem’s AC drops 
  and it makes slam attacks instead of flail attacks. 
  Once its armor is gone, the golem loses its blood 
  reservoir, and it loses hit points to blood leakage at 
  a rate of 10 hit points per day instead of 5 per day. 
  Whirlwind of death (Ex): A blood golem can spin its 
  upper body and cause its flails to rotate at high 
  speed. The ability allows it to attack all creatures 
  within its reach as if it had the Whirlwind Attack 
  feat. In the round after the golem performs this 
  maneuver, it can take only a single attack or move 
  action. 
  10: STOP HIM!  
  HEXTORITE HORROR 
  CR 10 
  Male Incarnated Blood Golem of Hextor fighter 6 
  *From Fiend Folio & Savage Species 
  LE Large Giant 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common 
  AC 27, touch 10, flat-footed 26 
   (-1 size, +1 Dex, +8 armor, +9 natural) 
  hp 179 (16 HD);  
  Fort +14, Ref +5, Will +5 
  Speed 30 ft. in light armor (6 squares), base 
  movement 40 ft; 
  Melee +1 heavy flail +23/+17/+13 (2d8+18/ 19-20, x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +13; Grp +24  
  Atk Options Power Attack 
  Special Action Cleave 
  Combat Gear +1 heavy flail, +1 full plate 
  Abilities Str 28, Dex 12, Con 23, Int 10, Wis 12, Cha 
  3 
  Feats CleaveB, Improved Critical (heavy flail)B, Melee 
  Weapon Specialist (bludgeoning)B, Power AttackB , 
  Weapon Focus (heavy flail), Weapon 
  Specialization (heavy flail),  
  Skills Intimidate +0, Jump +12 
  Possessions combat gear  
  URC8-02 Redemption 
   
  Page 24 
  
  APL 10 
  9: THE HEXTORITES! 
  BLOOD GOLEM OF HEXTOR 
  CR 10 
  21hd Advanced Blood Golem of Hextor 
  *From Fiend Folio 
  LE Huge Construct 
  Init -2; Senses Listen +0, Spot +0 
  Languages Common 
  AC 28, touch 6, flat-footed 28 
   (-2 size, -2 Dex, +10 armor, +12 natural) 
  hp 155 (21 HD); DR 10/Adamantine 
  Immune construct traits 
  Fort +7, Ref +5, Will +7 
  Weakness vulnerable to rust 
  Speed 20 ft. (4 squares) (can’t run) 
  Melee 2 +1 flaming heavy flail +25/+25 (2d8+11+1d6 
  fire) or 
  Melee 2 slams +24/+24 (2d6+11)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +34  
  Atk Options whirlwind of death 
  Special Action blood siphon,  
  Combat Gear 2x +1 flaming heavy flail, +2 large full 
  plate 
  Abilities Str 33, Dex 6, Con -, Int -, Wis 10, Cha 1 
  SQ blood dependency, blood reservoir, construct 
  traits 
  Feats None 
  Skills None 
  Possessions combat gear  
  Blood dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  standing motionless for the entire day. If the 
  golem’s armor is removed or destroyed, this loss 
  increases to 10 hit points per day. If the golem 
  reaches 0 hit points from blood leakage, it is 
  destroyed leaving only its armor. 
  Blood reservoir (Ex): The reservoirs in the golem’s 
  armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the 
  capacity of two average human bodies. The golem 
  normally draws 1 point of Constitution from the 
  reservoir every day to sate its blood dependency. It 
  can draw blood from its reservoir as a free action, 
  and it often does so during combat. 
  Blood siphon (Su): a blood golem can suck the 
  blood out of a helpless creature or a body that has 
  died within the past hour, dealing constitution 
  damage at the rate of 1 point per full round. Every 
  Constitution point lost in this fashion heals the 
  golem 5 hit points (the Golem usually restores its 
  hit points to maximum before filling its reservoir so 
  that it can remain at full strength). Both the golem 
  and the victim must remain motionless. Priests of 
  Hextor often provide blood golems with bound or 
  unconscious victims for this very purpose. 
  Magic armor: A blood golem is encased in a suit of 
  full plate armor with an enhancement of at least +1. 
  If the golem is destroyed, the armor can be reused 
  for another blood golem, but it does not resize to fit 
  other creatures. 
  Magic Immunity: A blood golem is immune to all 
  spells, spell-like abilities and supernatural effects, 
  except as follows. A gentle repose spell acts as a 
  slow for 3 rounds with no saving throw. Regenerate 
  restores 1 hit point of damage per caster level. 
  Horrid wilting does half or one-quarter damage if 
  the golem fails or succeeds on its saving throw, 
  respectively. 
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust 
  monster or the rusting grasp spell. If its armor is 
  destroyed in this manner, the golem’s AC drops 
  and it makes slam attacks instead of flail attacks. 
  Once its armor is gone, the golem loses its blood 
  reservoir, and it loses hit points to blood leakage at 
  a rate of 10 hit points per day instead of 5 per day. 
  Whirlwind of death (Ex): A blood golem can spin its 
  upper body and cause its flails to rotate at high 
  speed. The ability allows it to attack all creatures 
  within its reach as if it had the Whirlwind Attack 
  feat. In the round after the golem performs this 
  maneuver, it can take only a single attack or move 
  action. 
   
  10: STOP HIM!  
  HEXTORITE HORROR 
  CR 13 
  Male Incarnated Half-Fiendish Blood Golem of Hextor 
  fighter 6 
  *From Fiend Folio & Savage Species 
  LE Large Outsider (Native) 
  Init +3; Senses Darkvision 60ft, Listen +1, Spot +1 
  Languages Common 
  AC 31, touch 10, flat-footed 28 
   (-1 size, +3 Dex, +9 armor, +10 natural) 
  hp 195 (16 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 26 
  Fort +16, Ref +8, Will +6 
  Speed 30 ft. in heavy armor (6 squares), base 
  movement 40 ft, fly 40ft (average); 
  Melee +1 heavy flail +27/+22/+17 (2d8+21/ 19-20, x2) 
  and bite +20 (1d8+7) or 
  Melee claws +23/+23 (1d6+11) and bite +20 (1d8+7) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +13; Grp +28  
  Atk Options magic strike, Power Attack 
  Special Actions Cleave, smite good (1/day, +14 
  damage vs good)  
  Combat Gear +1 heavy flail, +1 full plate  
  Spell-Like Abilities (CL 14th): 
   3/day—darkness, poison (DC10), unholy aura 
   1/day—blasphemy, desecrate, unhallow, unholy 
  blight (DC11), 
  URC8-02 Redemption 
   
  Page 25 
  
  �Already cast 
  Abilities Str 32, Dex 16, Con 25, Int 14, Wis 12, Cha 
  5 
  Feats CleaveB, Improved Critical (heavy flail), Melee 
  Weapon Specialist (bludgeoning)B, Power AttackB , 
  Weapon Focus (heavy flail), Weapon 
  Specialization (heavy flail),  
  Skills Intimidate +7, Jump +12 
  Possessions combat gear  
  Magic Strike (Ex) a half-fiend’s natural weapons are 
  treated as magical weapons for the purpose of 
  overcoming DR. 
  URC8-02 Redemption 
   
  Page 26 
  
  APL 12 
  9: THE HEXTORITES! 
  BLOOD GOLEM OF HEXTOR 
  CR 12 
  21hd Advanced Blood Golem of Hextor 
  *From Fiend Folio 
  LE Huge Construct 
  Init -2; Senses Listen +0, Spot +0 
  Languages Common 
  AC 28, touch 6, flat-footed 28 
   (-2 size, -2 Dex, +10 armor, +12 natural) 
  hp 199 (29 HD); DR 10/Adamantine 
  Immune construct traits 
  Fort +9, Ref +7, Will +9 
  Weakness vulnerable to rust 
  Speed 20 ft. (4 squares) (can’t run) 
  Melee 2 +1 flaming frost heavy flail +32/+32 
  (2d8+13+1d6 fire +1d6 cold) or 
  Melee 2 slams +31/+31 (2d6+12)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +21; Grp +34  
  Atk Options whirlwind of death 
  Special Action blood siphon,  
  Combat Gear 2x +1 flaming frost heavy flail, +2 large 
  full plate 
  Abilities Str 34, Dex 7, Con -, Int -, Wis 10, Cha 1 
  SQ blood dependency, blood reservoir, construct 
  traits 
  Feats None 
  Skills None 
  Possessions combat gear  
  Blood dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  standing motionless for the entire day. If the 
  golem’s armor is removed or destroyed, this loss 
  increases to 10 hit points per day. If the golem 
  reaches 0 hit points from blood leakage, it is 
  destroyed leaving only its armor. 
  Blood reservoir (Ex): The reservoirs in the golem’s 
  armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the 
  capacity of two average human bodies. The golem 
  normally draws 1 point of Constitution from the 
  reservoir every day to sate its blood dependency. It 
  can draw blood from its reservoir as a free action, 
  and it often does so during combat. 
  Blood siphon (Su): a blood golem can suck the 
  blood out of a helpless creature or a body that has 
  died within the past hour, dealing constitution 
  damage at the rate of 1 point per full round. Every 
  Constitution point lost in this fashion heals the 
  golem 5 hit points (the Golem usually restores its 
  hit points to maximum before filling its reservoir so 
  that it can remain at full strength). Both the golem 
  and the victim must remain motionless. Priests of 
  Hextor often provide blood golems with bound or 
  unconscious victims for this very purpose. 
  Magic armor: A blood golem is encased in a suit of 
  full plate armor with an enhancement of at least +1. 
  If the golem is destroyed, the armor can be reused 
  for another blood golem, but it does not resize to fit 
  other creatures. 
  Magic Immunity: A blood golem is immune to all 
  spells, spell-like abilities and supernatural effects, 
  except as follows. A gentle repose spell acts as a 
  slow for 3 rounds with no saving throw. Regenerate 
  restores 1 hit point of damage per caster level. 
  Horrid wilting does half or one-quarter damage if 
  the golem fails or succeeds on its saving throw, 
  respectively. 
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust 
  monster or the rusting grasp spell. If its armor is 
  destroyed in this manner, the golem’s AC drops 
  and it makes slam attacks instead of flail attacks. 
  Once its armor is gone, the golem loses its blood 
  reservoir, and it loses hit points to blood leakage at 
  a rate of 10 hit points per day instead of 5 per day. 
  Whirlwind of death (Ex): A blood golem can spin its 
  upper body and cause its flails to rotate at high 
  speed. The ability allows it to attack all creatures 
  within its reach as if it had the Whirlwind Attack 
  feat. In the round after the golem performs this 
  maneuver, it can take only a single attack or move 
  action. 
  ELITE ERINYES 
  CR 9 
  Female 12hd Advanced Erinyes 
  LE Medium Outsider (Evil, Extraplanar, Lawful) 
  Init +6; Senses see in darkness, true seeing, Listen 
  +19, Spot +19 
  Languages Common, Infernal, telepathy 100ft. 
  AC 32, touch 18, flat-footed 24 
   (+8 Dex, +6 armor, +8 natural) 
  hp 114(12 HD); DR 5/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 20 
  Fort +13, Ref +14, Will +12 
  Speed 30 ft. in light armor (6 squares), fly 50ft 
  (average); 
  Melee longword +17/+12/+7 (1d8+5) or 
  Ranged +1 flaming composite longbow (str+5) 
  +21/+21/+16/+11 (1d8+6+1d6 fire/ 19-20, x3) or  
  Ranged rope +20 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +17  
  Atk Options Manyshot, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Shot on the Run 
  Special Actions entangle, summon baatezu 
  Combat Gear +2 mithral chain shirt, +1 flaming 
  composite longbow (+5 str), potion of cat’s grace,  
  Spell-Like Abilities (CL 14th): 
   At Will—charm monster (DC19), greater teleport 
  (self plus 50 pounds of object only), minor image 
  (DC17), unholy blight (DC19) 
  URC8-02 Redemption 
   
  Page 27 
  
  Abilities Str 21, Dex 26(22), Con 21, Int 14, Wis 18, 
  Cha 20 
  SQ Aligned Strike 
  Feats Improved Critical (longbow), Improved Rapid 
  Shot**, Many Shot, Point Blank Shot, Precise Shot, 
  Rapid Shot 
  Skills Concentration +20, Diplomacy +7, Escape 
  Artist +23, Hide +23 , Knowledge (arcana) +17, 
  Knowledge (religion) +17, Listen +19, Move Silently 
  +23, Search +17, Spot +19 
  Possessions combat gear  
  Aligned Strike (Ex) an Erinyes’ natural weapons, as 
  well as any weapon it wields are treated as evil-
  aligned and lawful-aligned for the purpose of 
  overcoming DR. 
  Entangle (Ex) Each Erinyes carries a stout rope 
  some 50feet long that entangles opponents of any 
  size as an animate rope spell (CL16th) An Erinyes 
  can hurl its rope 30 feet with no range penalty. 
  Summon Baatezu (Sp) Once per day an erinyes can 
  attempt to summon 2d0 lemures or 1d4 bearded 
  devils with 50% chance of success. This ability is 
  the equivalent of a 3rd level spell. 
   
  10: STOP HIM!  
  HEXTORITE HORROR 
  CR 15 
  Male Incarnated Half-Fiendish Blood Golem of Hextor 
  fighter 8 
  *From Fiend Folio & Savage Species 
  LE Large Outsider (Native) 
  Init +3; Senses Darkvision 60ft, Listen +1, Spot +1 
  Languages Common 
  AC 32, touch 10, flat-footed 29 
   (-1 size, +3 Dex, +10 armor, +10 natural) 
  hp 275 (18 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 28 
  Fort +23, Ref +8, Will +6 
  Speed 30 ft. in heavy armor (6 squares), base 
  movement 40 ft, fly 40ft (average); 
  Melee +1 humanbane heavy flail +31/+26/+21 (+2 vs 
  humans) (2d8+24 (+2+2d6 vs humans)/ 19-20, x2) 
  and bite +22 (1d8+8) or  
  Melee claws +27/+27 (1d6+13) and bite +22 (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +32  
  Atk Options magic strike, Power Attack 
  Special Actions Cleave, smite good (1/day, +14 
  damage vs good) 
  Combat Gear +1 humanbane heavy flail, +2 full plate, 
  amulet of health+4, belt of Giant strength +4 
  Spell-Like Abilities (CL 14th): 
   3/day—darkness, poison (DC10), unholy aura 
   1/day—blasphemy, desecrate, unhallow, unholy 
  blight (DC11), 
  �Already cast 
  Abilities Str 36, Dex 16, Con 31, Int 14, Wis 12, Cha 
  5 
  Feats CleaveB, Improved Critical (heavy flail), 
  Improved Toughness**B, Large and In Charge**, 
  Melee Weapon Specialist (bludgeoning)**B, Power 
  AttackB , Weapon Focus (heavy flail), Weapon 
  Specialization (heavy flail),  
  Skills Intimidate +11, Jump +16 
  Possessions combat gear  
  Magic Strike (Ex) a half-fiend’s natural weapons are 
  treated as magical weapons for the purpose of 
  overcoming DR. 
  URC8-02 Redemption 
   
  Page 28 
  
  APL 14 
  9: THE HEXTORITES! 
  BLOOD GOLEM OF HEXTOR 
  CR 12 
  21hd Advanced Blood Golem of Hextor 
  *From Fiend Folio 
  LE Huge Construct 
  Init -2; Senses Listen +0, Spot +0 
  Languages Common 
  AC 28, touch 6, flat-footed 28 
   (-2 size, -2 Dex, +10 armor, +12 natural) 
  hp 199 (29 HD); DR 10/Adamantine 
  Immune construct traits 
  Fort +9, Ref +7, Will +9 
  Weakness vulnerable to rust 
  Speed 20 ft. (4 squares) (can’t run) 
  Melee 2 +1 flaming frost heavy flail +32/+32 
  (2d8+13+1d6 fire +1d6 cold) or 
  Melee 2 slams +31/+31 (2d6+12)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +21; Grp +34  
  Atk Options whirlwind of death 
  Special Action blood siphon,  
  Combat Gear 2x +1 flaming frost heavy flail, +2 large 
  full plate 
  Abilities Str 34, Dex 7, Con -, Int -, Wis 10, Cha 1 
  SQ blood dependency, blood reservoir, construct 
  traits 
  Feats None 
  Skills None 
  Possessions combat gear  
  Blood dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  standing motionless for the entire day. If the 
  golem’s armor is removed or destroyed, this loss 
  increases to 10 hit points per day. If the golem 
  reaches 0 hit points from blood leakage, it is 
  destroyed leaving only its armor. 
  Blood reservoir (Ex): The reservoirs in the golem’s 
  armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the 
  capacity of two average human bodies. The golem 
  normally draws 1 point of Constitution from the 
  reservoir every day to sate its blood dependency. It 
  can draw blood from its reservoir as a free action, 
  and it often does so during combat. 
  Blood siphon (Su): a blood golem can suck the 
  blood out of a helpless creature or a body that has 
  died within the past hour, dealing constitution 
  damage at the rate of 1 point per full round. Every 
  Constitution point lost in this fashion heals the 
  golem 5 hit points (the Golem usually restores its 
  hit points to maximum before filling its reservoir so 
  that it can remain at full strength). Both the golem 
  and the victim must remain motionless. Priests of 
  Hextor often provide blood golems with bound or 
  unconscious victims for this very purpose. 
  Magic armor: A blood golem is encased in a suit of 
  full plate armor with an enhancement of at least +1. 
  If the golem is destroyed, the armor can be reused 
  for another blood golem, but it does not resize to fit 
  other creatures. 
  Magic Immunity: A blood golem is immune to all 
  spells, spell-like abilities and supernatural effects, 
  except as follows. A gentle repose spell acts as a 
  slow for 3 rounds with no saving throw. Regenerate 
  restores 1 hit point of damage per caster level. 
  Horrid wilting does half or one-quarter damage if 
  the golem fails or succeeds on its saving throw, 
  respectively. 
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust 
  monster or the rusting grasp spell. If its armor is 
  destroyed in this manner, the golem’s AC drops 
  and it makes slam attacks instead of flail attacks. 
  Once its armor is gone, the golem loses its blood 
  reservoir, and it loses hit points to blood leakage at 
  a rate of 10 hit points per day instead of 5 per day. 
  Whirlwind of death (Ex): A blood golem can spin its 
  upper body and cause its flails to rotate at high 
  speed. The ability allows it to attack all creatures 
  within its reach as if it had the Whirlwind Attack 
  feat. In the round after the golem performs this 
  maneuver, it can take only a single attack or move 
  action. 
   
  ELITE ERINYES 
  CR 9 
  Female 12hd Advanced Erinyes 
  LE Medium Outsider (Evil, Extraplanar, Lawful) 
  Init +6; Senses see in darkness, true seeing, Listen 
  +19, Spot +19 
  Languages Common, Infernal, telepathy 100ft. 
  AC 32, touch 18, flat-footed 24 
   (+8 Dex, +6 armor, +8 natural) 
  hp 114(12 HD); DR 5/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 20 
  Fort +13, Ref +14, Will +12 
  Speed 30 ft. in light armor (6 squares), fly 50ft 
  (average); 
  Melee longword +17/+12/+7 (1d8+5) or 
  Ranged +1 flaming composite longbow (str+5) 
  +21/+21/+16/+11 (1d8+6+1d6 fire/ 19-20, x3) or  
  Ranged rope +20 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +17  
  Atk Options Manyshot, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Shot on the Run 
  Special Actions entangle, summon baatezu 
  Combat Gear +2 mithral chain shirt, +1 flaming 
  composite longbow (+5 str), potion of cat’s grace,  
  Spell-Like Abilities (CL 14th): 
   At Will—charm monster (DC19), greater teleport 
  (self plus 50 pounds of object only), minor image 
  (DC17), unholy blight (DC19) 
  URC8-02 Redemption 
   
  Page 29 
  
  Abilities Str 21, Dex 26(22), Con 21, Int 14, Wis 18, 
  Cha 20 
  SQ Aligned Strike 
  Feats Improved Critical (longbow), Improved Rapid 
  Shot**, ManyShot, Point Blank Shot, Precise Shot, 
  Rapid Shot 
  Skills Concentration +20, Diplomacy +7, Escape 
  Artist +23, Hide +23 , Knowledge (arcana) +17, 
  Knowledge (religion) +17, Listen +19, Move Silently 
  +23, Search +17, Spot +19 
  Possessions combat gear  
  Aligned Strike (Ex) an Erinyes’ natural weapons, as 
  well as any weapon it wields are treated as evil-
  aligned and lawful-aligned for the purpose of 
  overcoming DR. 
  Entangle (Ex) Each Erinyes carries a stout rope 
  some 50feet long that entangles opponents of any 
  size as an animate rope spell (CL16th) An Erinyes 
  can hurl its rope 30 feet with no range penalty. 
  Summon Baatezu (Sp) Once per day an erinyes can 
  attempt to summon 2d0 lemures or 1d4 bearded 
  devils with 50% chance of success. This ability is 
  the equivalent of a 3rd level spell. 
   
  10: STOP HIM!  
  HEXTORITE HORROR 
  CR 15 
  Male Incarnated Half-Fiendish Blood Golem of Hextor 
  fighter 8 
  *From Fiend Folio & Savage Species 
  LE Large Outsider (Native) 
  Init +3; Senses Darkvision 60ft, Listen +1, Spot +1 
  Languages Common 
  AC 32, touch 10, flat-footed 29 
   (-1 size, +3 Dex, +10 armor, +10 natural) 
  hp 275 (18 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 28 
  Fort +23, Ref +8, Will +6 
  Speed 30 ft. in heavy armor (6 squares), base 
  movement 40 ft, fly 40ft (average); 
  Melee +1 humanbane heavy flail +31/+26/+21 (+2 vs 
  humans) (2d8+24 (+2+2d6 vs human)/ 19-20, x2) 
  and bite +22 (1d8+8) or 
  Melee claws +27/+27 (1d6+13) and bite +22 (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +32  
  Atk Options magic strike, Power Attack 
  Special Actions Cleave, smite good (1/day, +14 
  damage vs good) 
  Combat Gear +1 humanbane heavy flail, +2 full plate, 
  amulet of health+4, belt of Giant strength +4 
  Spell-Like Abilities (CL 14th): 
   3/day—darkness, poison (DC10), unholy aura 
   1/day—blasphemy, desecrate, unhallow, unholy 
  blight (DC11), 
  �Already cast 
  Abilities Str 36, Dex 16, Con 31, Int 14, Wis 12, Cha 
  5 
  Feats CleaveB, Improved Critical (heavy flail), 
  Improved Toughness**B, Large and In Charge**, 
  Melee Weapon Specialist (bludgeoning)**B, Power 
  AttackB , Weapon Focus (heavy flail), Weapon 
  Specialization (heavy flail),  
  Skills Intimidate +11, Jump +16 
  Possessions combat gear  
  Magic Strike (Ex) a half-fiend’s natural weapons are 
  treated as magical weapons for the purpose of 
  overcoming DR. 
   
   
  URC8-02 Redemption 
   
  Page 30 
  
  APL 16 
  9: THE HEXTORITES! 
  BLOOD GOLEM OF HEXTOR 
  CR 12 
  21hd Advanced Blood Golem of Hextor 
  *From Fiend Folio 
  LE Huge Construct 
  Init -2; Senses Listen +0, Spot +0 
  Languages Common 
  AC 28, touch 6, flat-footed 28 
   (-2 size, -2 Dex, +10 armor, +12 natural) 
  hp 199 (29 HD); DR 10/Adamantine 
  Immune construct traits 
  Fort +9, Ref +7, Will +9 
  Weakness vulnerable to rust 
  Speed 20 ft. (4 squares) (can’t run) 
  Melee 2 +1 flaming frost heavy flail +32/+32 
  (2d8+13+1d6 fire +1d6 cold) or 
  Melee 2 slams +31/+31 (2d6+12)  
  Space 10 ft.; Reach 10 ft. 
  Base Atk +21; Grp +34  
  Atk Options whirlwind of death 
  Special Action blood siphon,  
  Combat Gear 2x +1 flaming frost heavy flail, +2 large 
  full plate 
  Abilities Str 34, Dex 7, Con -, Int -, Wis 10, Cha 1 
  SQ blood dependency, blood reservoir, construct 
  traits 
  Feats None 
  Skills None 
  Possessions combat gear  
  Blood dependency: Because a blood golem 
  constantly leaks its own vital fluid, it must absorb 
  blood from other creatures to continue functioning. 
  The golem loses 5 hit points per day, regardless 
  whether it is engaged in physical activity or merely 
  standing motionless for the entire day. If the 
  golem’s armor is removed or destroyed, this loss 
  increases to 10 hit points per day. If the golem 
  reaches 0 hit points from blood leakage, it is 
  destroyed leaving only its armor. 
  Blood reservoir (Ex): The reservoirs in the golem’s 
  armor hold blood equivalent to 20 points of 
  Constitution, which is about as much as the 
  capacity of two average human bodies. The golem 
  normally draws 1 point of Constitution from the 
  reservoir every day to sate its blood dependency. It 
  can draw blood from its reservoir as a free action, 
  and it often does so during combat. 
  Blood siphon (Su): a blood golem can suck the 
  blood out of a helpless creature or a body that has 
  died within the past hour, dealing constitution 
  damage at the rate of 1 point per full round. Every 
  Constitution point lost in this fashion heals the 
  golem 5 hit points (the Golem usually restores its 
  hit points to maximum before filling its reservoir so 
  that it can remain at full strength). Both the golem 
  and the victim must remain motionless. Priests of 
  Hextor often provide blood golems with bound or 
  unconscious victims for this very purpose. 
  Magic armor: A blood golem is encased in a suit of 
  full plate armor with an enhancement of at least +1. 
  If the golem is destroyed, the armor can be reused 
  for another blood golem, but it does not resize to fit 
  other creatures. 
  Magic Immunity: A blood golem is immune to all 
  spells, spell-like abilities and supernatural effects, 
  except as follows. A gentle repose spell acts as a 
  slow for 3 rounds with no saving throw. Regenerate 
  restores 1 hit point of damage per caster level. 
  Horrid wilting does half or one-quarter damage if 
  the golem fails or succeeds on its saving throw, 
  respectively. 
  Rust Vulnerability: A blood golem’s armor is 
  vulnerable to rust attacks, such as from a rust 
  monster or the rusting grasp spell. If its armor is 
  destroyed in this manner, the golem’s AC drops 
  and it makes slam attacks instead of flail attacks. 
  Once its armor is gone, the golem loses its blood 
  reservoir, and it loses hit points to blood leakage at 
  a rate of 10 hit points per day instead of 5 per day. 
  Whirlwind of death (Ex): A blood golem can spin its 
  upper body and cause its flails to rotate at high 
  speed. The ability allows it to attack all creatures 
  within its reach as if it had the Whirlwind Attack 
  feat. In the round after the golem performs this 
  maneuver, it can take only a single attack or move 
  action. 
   
  ELITE ERINYES 
  CR 9 
  Female 12hd Advanced Erinyes 
  LE Medium Outsider (Evil, Extraplanar, Lawful) 
  Init +6; Senses see in darkness, true seeing, Listen 
  +19, Spot +19 
  Languages Common, Infernal, telepathy 100ft. 
  AC 32, touch 18, flat-footed 24 
   (+8 Dex, +6 armor, +8 natural) 
  hp 114(12 HD); DR 5/good 
  Immune fire, poison 
  Resist acid 10, cold 10; SR 20 
  Fort +13, Ref +14, Will +12 
  Speed 30 ft. in light armor (6 squares), fly 50ft 
  (average); 
  Melee longword +17/+12/+7 (1d8+5) or 
  Ranged +1 flaming composite longbow (str+5) 
  +21/+21/+16/+11 (1d8+6+1d6 fire/ 19-20, x3) or  
  Ranged rope +20 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +12; Grp +17  
  Atk Options Manyshot, Point-Blank Shot, Precise 
  Shot, Rapid Shot, Shot on the Run 
  Special Actions entangle, summon baatezu 
  Combat Gear +2 mithral chain shirt, +1 flaming 
  composite longbow (+5 str), potion of cat’s grace,  
  Spell-Like Abilities (CL 14th): 
   At Will—charm monster (DC19), greater teleport 
  (self plus 50 pounds of object only), minor image 
  (DC17), unholy blight (DC19) 
  URC8-02 Redemption 
   
  Page 31 
  
  Abilities Str 21, Dex 26(22), Con 21, Int 14, Wis 18, 
  Cha 20 
  SQ Aligned Strike 
  Feats Improved Critical (longbow), Improved Rapid 
  Shot**, ManyShot, Point Blank Shot, Precise Shot, 
  Rapid Shot 
  Skills Concentration +20, Diplomacy +7, Escape 
  Artist +23, Hide +23 , Knowledge (arcana) +17, 
  Knowledge (religion) +17, Listen +19, Move Silently 
  +23, Search +17, Spot +19 
  Possessions combat gear  
  Aligned Strike (Ex) an Erinyes’ natural weapons, as 
  well as any weapon it wields are treated as evil-
  aligned and lawful-aligned for the purpose of 
  overcoming DR. 
  Entangle (Ex) Each Erinyes carries a stout rope 
  some 50feet long that entangles opponents of any 
  size as an animate rope spell (CL16th) An Erinyes 
  can hurl its rope 30 feet with no range penalty. 
  Summon Baatezu (Sp) Once per day an erinyes can 
  attempt to summon 2d0 lemures or 1d4 bearded 
  devils with 50% chance of success. This ability is 
  the equivalent of a 3rd level spell. 
   
  10: STOP HIM!  
  HEXTORITE HORROR 
  CR 15 
  Male Incarnated Half-Fiendish Blood Golem of Hextor 
  fighter 8 
  *From Fiend Folio & Savage Species 
  LE Large Outsider (Native) 
  Init +3; Senses Darkvision 60ft, Listen +1, Spot +1 
  Languages Common 
  AC 32, touch 10, flat-footed 29 
   (-1 size, +3 Dex, +10 armor, +10 natural) 
  hp 275 (18 HD); DR 10/magic 
  Immune poison 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 28 
  Fort +23, Ref +8, Will +6 
  Speed 30 ft. in heavy armor (6 squares), base 
  movement 40 ft, fly 40ft (average); 
  Melee +1 humanbane heavy flail +31/+26/+21 (+2 vs 
  humans) (2d8+24 (+2+2d6 vs human)/ 19-20, x2) 
  and bite +22 (1d8+8) or 
  Melee claws +27/+27 (1d6+13) and bite +22 (1d8+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +32  
  Atk Options magic strike, Power Attack 
  Special Actions Cleave, smite good (1/day, +14 
  damage vs good) 
  Combat Gear +1 humanbane heavy flail, +2 full plate, 
  amulet of health+4, belt of Giant strength +4 
  Spell-Like Abilities (CL 14th): 
   3/day—darkness, poison (DC10), unholy aura 
   1/day—blasphemy, desecrate, unhallow, unholy 
  blight (DC11), 
  �Already cast 
  Abilities Str 36, Dex 16, Con 31, Int 14, Wis 12, Cha 
  5 
  Feats CleaveB, Improved Critical (heavy flail), 
  Improved Toughness**B, Large and In Charge**, 
  Melee Weapon Specialist (bludgeoning)**B, Power 
  AttackB , Weapon Focus (heavy flail), Weapon 
  Specialization (heavy flail),  
  Skills Intimidate +11, Jump +16 
  Possessions combat gear  
  Magic Strike (Ex) a half-fiend’s natural weapons are 
  treated as magical weapons for the purpose of 
  overcoming DR. 
  URC8-02 Redemption 
   
  Page 32 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Improved Toughness  
  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. 
   
  Source: Complete Warrior 101 
    
  Large and in Charge 
  You can prevent opponents from closing inside your 
  reach. 
   
  Prerequisite: Natural reach of 10 feet or more, 
  size Large or larger. 
   
  Benefit: When you make a successful attack of 
  opportunity against an opponent that is moving inside 
  your threatened area, you can force the opponent back 
  to the 5-foot space it was in before you hit with your 
  attack of opportunity, make an opposed strength check 
  with you opponent. You gain a +4 bonus for each size 
  category for each size category larger than your 
  opponent, and an additional +1 for every 5 points of 
  damage you dealt with your attack of opportunity. If 
  you win the opposed check, your opponent is pushed 
  back 5 feet into the space it just left. An opponent you 
  push cannot move any further in this round.  
   
  Source: Draconomicon 71 
   
  Melee Weapon Mastery 
  You have mastered a wide range of weapons. Your 
  training with one specific weapon now extends to 
  other weapons of a similar sort. 
   
  Prerequisite: Proficiency with selected weapons, 
  Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, base attack bonus 
  +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  melee weapon that deals this type of damage. When 
  using any melee weapon that has the damage type you 
  select, you gain a +2 bonus on attack rolls and a +2 
  bonus on damage rolls. 
   
  Special: You can select this feat more than once, 
  each time. Each time, you can select a new damage 
  type. 
   
  A fighter may select Melee Weapon Mastery as 
  one of his fighter bonus feats. 
   Source: Player Handbook 2 81 
  URC8-02 Redemption 
   
  Page 33 
  
  APPENDIX 3: INFERNAL BATTLEFIELD OF ACHERON 
  It is where ignorant armies clash by night. 
   
  It is the refuse-plane of a million failed rebellions. 
   
  It is a plane of enforced order, where conformity is 
  more important than good. 
   
  The hue and cry of battle is the first sound a 
  soldier hears when arriving on Acheron and the last 
  sound a refugee hears when leaving. That’s all Acheron 
  offers: conflict, war, strife and struggle. Many armies 
  populate Acheron, but leaders are scarce. Truly rebels 
  without a cause are common on Acheron, whether 
  they’re mortals, fiends, or celestials. 
   
  Avalas, Thuldanin, Tintibulus and Ocanthus are 
  the layers of Acheron, each made of island- or even 
  continent-sized iron cubes floating in an airy void. 
  Sometimes the cubes collide, and the echoes of past 
  collision linger throughout the plane, mingling with 
  the ring of sword on sword as armies clash across the 
  faces of the cubes. 
   
  Acheron hosts many deities, including Wee Jas, 
  the deity of death and magic; Gruumsh, the god of the 
  orcs; Maglubiyet, the goblin deity; and Hextor, the 
  deity of tyranny and self-proclaimed champion of evil. 
   
  Acheron has the following traits: 
  • 
  Objective directional gravity. Which way is 
  down depends on which face of the cube you’re 
  on. Walking across edges between faces can be 
  dizzying for the inexperienced. 
  • 
  Normal Time. 
  • 
  Normal Magic. 
  • 
  Divinely morphic. Acheron changes at the whim 
  of its deities. Ordinary creatures must use spells 
  and physical effort to change the infernal 
  battlefield. 
  • 
  Mildly lawful-aligned. Chaotic characters suffer 
  a -2 penalty on all Charisma-based checks. 
   
   
  URC8-02 Redemption 
   
  Page 34 
  
  APPENDIX 3: COUNTY OF URNST REGIONAL RACE RULES 
  Several options exist for players in Living Greyhawk to play races that are normally reserved for NPCs (such as centaurs 
  and kobolds). In order to clarify regional reactions to player characters and provide an easy way for players to assess a 
  region's acceptance of an unusual race, the following standard has been adopted. Regions must make this assessment for 
  the following races: asherati, Bright Desert centaurs, and Mist Kingdom kobolds. The assessment is not made for 
  subraces of Player's Handbook races (such as snow elves) – these races are similar enough to the standard races. 
   
  These rules apply only when playing a module set in the County of Urnst (not when playing Cores or meta-
  regional modules not set in the County). Other regions will have different rules and applications. Regional adventures 
  and AR items may have additional rules or special entries that supersede these rules. 
  The chart below shows how different races are generally viewed in the County of Urnst: 
   
  Race 
  Attitude 
  Asherati 
  Neutral 
  Centaurs 
  Neutral 
  Lizardfolk (except Fennelmore) 
  Wary 
  Mongrelfolk 
  Wary 
  Non-evil Humanoid Race 
  Wary 
  Half-Orcs 
  Wary 
  Mist Kingdom Kobolds 
  Monstrous 
  Lizardfolk (in Fennelmore only) 
  Monstrous 
  Any Evil Humanoid Race 
  Monstrous 
   
  General 
  'Social skill checks' include Bluff, Diplomacy, Gather 
  Information, Perform, Profession, and possibly other 
  skill checks that the GM feels would be impacted by an 
  NPC's attitude towards your race as described in the 
  attitude sections below. 
  • 
  Regional documentation may detail ways to offset 
  all or part of these penalties. Penalties to social 
  skill checks can be ignored with a successful 
  Disguise check, with DCs set as per the rules in 
  the Player's Handbook. 
  • 
  However to gain favors and influence, NPCs need 
  to know your name and recognize you. You may 
  refuse any favors by remaining disguised or by 
  giving fake names. 
  • 
  House Underley and the Underley network 
  ignore the above rule. They will immediately 
  honor any rewards they offer and they are no 
  harsher towards any particular individual over 
  another. 
  • 
  Evil organizations who offer influence and 
  rewards will respond to races differently. Each 
  organization’s attitude (whether Neutral, Wary, or 
  Monstrous) will be noted in the relevant 
  adventure. 
   
  Neutral 
  (Anyone that radiates evil that would normally fall in 
  this category is treated as "wary" instead.) 
  • 
  People are mildly suspicious or fearful of you. 
  • 
  The initial attitude of most NPCs is Indifferent 
  but can be raised to Helpful. 
  • 
  Though viewed with curiosity and suspicion, the 
  law treats you fairly. 
  • 
  Individual exceptions may exist but, unless 
  explicitly mentioned, there is no extra penalty. 
  • 
  You can belong to any County Meta-org without 
  problem. 
   
  Wary 
  (Anyone that radiates evil that would normally fall in 
  this category is treated as "monstrous" instead.) 
  • 
  People are moderately suspicious or fearful of you. 
  • 
  The initial attitude of most NPCs is Unfriendly 
  and cannot normally be raised above Friendly. 
  • 
  You suffer a -2 circumstance penalty to social skill 
  checks with such NPCs. 
  • 
  You may receive moderately unequal treatment by 
  the laws, such as automatically receiving the 
  maximum penalties for breaking the law. 
  • 
  Any fine is also doubled. Any fine beyond 1000 gp 
  gets a 1 TU prison sentence for each 100gp of fine. 
  • 
  You can belong to any County meta-org. However, 
  people eye you suspiciously and you may not be 
  well-liked. 
  Monstrous 
  • 
  (Anyone that radiates evil that would normally fall 
  in this category is hunted down and killed without 
  prejudice. Proximity to the Lands of Iuz means 
  most folk people prefer to repent than regret.) 
  • 
  People are severely suspicious or fearful of you. 
  URC8-02 Redemption 
   
  Page 35 
  
  • 
  The initial attitude of most NPCs is Unfriendly 
  and cannot normally be raised above Indifferent.  
  • 
  You suffer a -4 circumstance penalty to social skill 
  checks. Anyone perceived as your friend suffers a -
  2 penalty on social skill checks. 
  • 
  You suffer a -4 penalty on living off the wild 
  checks, and your lifestyle costs are doubled; if you 
  receive free lifestyle, you instead pay normal 
  lifestyle costs; if your lifestyle costs are increased 
  by other effects, use the core rules for stacking of 
  multipliers.  
  • 
  You will likely receive severely unequal treatment 
  by the laws, such as additional penalties for 
  breaking the law, beyond those of other races 
  • 
  Potential employers likely hide their association 
  with you and expect the same of you; if you reveal 
  such information, any favors or influence will 
  such employers is automatically revoked. 
  • 
  Membership in most regional meta-organizations 
  will be banned. Those that allow you to join will 
  likely require more significant sacrifices. 
  • 
  Social skill checks' include Bluff, Diplomacy, 
  Gather Information, Perform, Profession, and 
  possibly other skill checks that the GM feels 
  would be impacted by an NPC's attitude towards 
  your race.  
   
  Regional documentation may detail ways to offset all 
  or part of these penalties. Penalties to social skill 
  checks can be ignored with a successful Disguise 
  check, with DCs set as per the rules in the Player's 
  Handbook. 
  URC8-02 Redemption 
   
  Page 36 
  
  DM MAP 1: CAVERN 
   
   
   
   
   
   
  Map 1: The Cave 
  URC8-02 Redemption 
   
  Page 37 
  
  PLAYER HANDOUT 0: WORD ON THE STREET 
   
  Though the Archbaron Roulart Dane is nominally in 
  charge, he leaves the Merchant’s Council run most of 
  the town. 
   
  The Countess and Lord Darius will get married. Its 
  time a Dane sat on the throne. 
   
  The Countess spent most of the winter with Lord 
  Darius in Radigast raising her armies. 
   
  The Countess will most likely send her armies 
  upon Stone Battle during the summer. 
   
  With the war in the south and in the north, 
  money is flowing into Brotton for weapons and 
  mercenaries.  
   
  Both the Countess and her father are actively 
  looking for adventurers to bolster their forces to fight 
  in the Bandit Kingdoms and the Fennelmore. 
   
  Image 1: Gathering Information during winter 
   
  House Steiner is making a fortune, ever since last 
  year when adventurers sold them rights to a rich 
  mithral mine. 
   
  Since brave adventurers brought justice to the 
  kobolds in the Dreerwode, the roads around Brotton 
  have been rather peaceful.  
   
  Lord Agnard Gellor was captured by fiendish 
  forces during the Battle of Stone Battle at the start of 
  winter. He is still missing. His son and daughter have 
  moved their seat of power to High Mardreth 
   
  Since the beginning of last year, the local thieves’ 
  guilds have been fighting amongst themselves. Things 
  have been rather peaceful these last few months. 
   
   
  URC8-02 Redemption 
   
  Page 38 
  
  PLAYER HANDOUT 1A: LETTER TO A FRIEND 
   
   
   
   
   
  Dear Friend, 
   
   
   
   
  Once more I find myself calling upon you. Please meet me at my warehouse in the Merchant’s Quarter 
  of Brotton one hour before sunset. Details will be discussed over a three course gourmet dinner at my father’s 
  manor. The matter is of great importance to my husband and me. 
  The task is not without danger so bring other adventurers you trust or who you believe may be of 
  assistance in your line of work. Secrecy is strongly recommended, in fact it is vital.  
  I implore your help once again. 
   
   
   
  Your friend, 
   
   
  Elena Steiner Gurshman 
  House Steiner 
   
   
  URC8-02 Redemption 
   
  Page 39 
  
  PLAYER HANDOUT 1B: AN OFFER OF EMPLOYMENT 
   
   
   
   
   
   
   
   
   
   
  Dear Adventurer, 
   
   
   
   
  Your deeds have reached the ears of my people. I request your presence at my warehouse in the 
  Merchant’s Quarter of Brotton no later than an hour after dusk today. 
  Details will be discussed over a three course gourmet dinner given tonight. You will be compensated in 
  platinum sterlings. Bring others as the task proposed may be dangerous. 
   
  Secrecy is vital. 
   
   
   
  Sincerely, 
   
   
  Elena Steiner Gurshman 
  House Steiner 
   
   
  URC8-02 Redemption 
   
  Page 40 
  
  PLAYER HANDOUT 2: OLYNN’S REQUEST 
  Olynn’s blood-shot eyes stare at his crystal glass filled 
  with a clear sparkling wine. His eyes seem to stare into 
  eternity. His voice seems to be echoing through a void 
  that isn’t there.  
   
   
  “Since I was brought back to my dear Elena, I felt a 
  yearning, a calling deep in my soul, which I could not quite 
  express. It is as though something calls for me. I have to find 
  it. I sent letters to every scholar I know in the whole of the 
  Flanaess but no leads turned up.” 
   
  “That is, until a stack of letters tied in red ribbon arrived. 
  They were inscribed with a legend regarding a sword said to 
  be forged with the blood of the Archpaladin himself…” 
   
  Olynn looks at you for a second before he adds. 
  “Yes! After reading these letters, I found old texts in the temple 
  pertaining to the legend.”  
   
  “Centuries ago, some of the elder temple priests found a 
  pool of magical energy. They communed with Heironeous 
  and found out that it was his blood, lost by the Archpaladin 
  during another of his battle with his dark, evil brother.” 
   
  “The priests created a blade and added the blood into the 
  steel. After creating the weapon, and seeing its great power, 
  the church of the time decided no champion was deserving of 
  the blade and constructed a set of tunnels that would test the 
  pureness of subjects who entered.” 
   
  “I want you to enter these tunnels and retrieve the 
  artifact for me…” 
   
  Image 2: Olynn Gurshman 
   
   
  Image 3: Elena Gurshman 
  URC8-02 Redemption 
   
  Page 41 
  
  PLAYER HANDOUT 3: TEST OF MORALS  
  Vision 1 
  The room begins to spin, going faster and faster until the room feels as if on a slant. Then, it all stops. Gone are your 
  companions, the ghost, and the scales that were in front of you. Your equipment, weapons, armor, spell components 
  have all been returned to you.  
   
  You stand in the cave where a previous adventure saw you fight a cult of undead worshippers. They had mercilessly 
  killed over 40 men, women and children in their mad, evil quest to create more of the undead to serve them.  
   
  The head necromancer is the last of his ilk still alive and as you approach to finish him off, he drops to one knee, 
  throws his dagger to the ground and implores you. “I surrender!” 
   
  What do you do? 
   
  Vision 2 
  The room begins to spin, going faster and faster until the room feels as if on a slant. Then, it all stops. Gone are your 
  companions, the ghost, and the scales that were in front of you. Your equipment, weapons, armor, spell components 
  have all been returned to you. 
   
  You now find yourself in the marketplace of a very large city. City guards are everywhere, patrolling the market 
  nonchalantly. People are milling about selling and buying wares. You catch a glimpse of a dirty, rag-wearing young girl 
  hanging about a fruit stand about ten feet from you.  
   
  The vendor is arguing with a client who accuses him of selling rotten fruit. The vendor’s seems to be indifferent at 
  best to the complaints. As the vendor does his business, the girl swipes an apple. The vendor doesn’t seem to notice his 
  missing wares.  
   
  What do you do? 
   
  Vision 3 
  The room begins to spin, going faster and faster until the room feels as if on a slant. Then, it all stops. Gone are your 
  companions, the ghost, and the scales that were in front of you. Your equipment, weapons, armor, spell components 
  have all been returned to you. Not much changes during yet another transition.  
   
  You find yourself in the same market, in front of the same fruit stand. City guards are still everywhere, patrolling 
  the market nonchalantly. People are still milling about selling and buying wares.  
   
  A knight with a symbol of the Archpaladin around his neck stands next to you. Indicating the fruit merchant, the 
  knight says. “This merchant is crooked. He steals from his clients and sells them spoiled fruit. Because of him, I know 
  many orphans who have died of food poisoning. He even paid to have my daughter killed when she threatened to 
  expose him.” Somehow you know the knight isn’t lying and the merchant has indeed done all those things. 
   
  “Let us render swift justice to him and dispatch him with a righteous blow.” The knight walks forward, drawing his 
  sword. 
   
  What do you do? 
   
  Vision 4 
  The room begins to spin, going faster and faster until the room feels as if on a slant. Then, it all stops. Gone are your 
  companions, the ghost, and the scales that were in front of you. Your equipment, weapons, armor, spell components 
  have all been returned to you. 
   
  There is now a 100 feet deep pit in the center of the room. At the bottom of the pit, two frightened children crouch 
  in fear as a black-clad armored figure is beating down a wooden wall to reach the children. The children’s screams can 
  be heard all the way up here. 
   
  On the other side of the room, a door leads to an altar where a gold sword hangs in a halo of holy light. A large 
  stone begins to come down. Soon it will seal away the holy weapon forever, the armored man is about to break through 
  the wall.  
   
  What do you do? 
   
  URC8-02 Redemption 
   
  Page 42 
  
   PLAYER HANDOUT 4: KANDURA 
  KANDURA’S STORY 
  Since the dawn of time, the brothers Heironeous the 
  chivalrous and Hextor the bully have fought in every 
  plane of existence. During one such battle on Oerth, 
  both brothers managed to mortally wound the other. 
  While Hextor withdrew, Heironeous fell on the 
  ground and bled. Heironeous was found by Elhonna 
  who nursed him back to health.  
   
  While the two gods left Oerth for other planes, 
  the puddle of divine blood remained on the ground, 
  never drying. 
   
  Years later, contemplatives devoted of Heironeous 
  found the puddle and took the blood with them. After 
  much discussion, they decided to create a weapon 
  infuse with the divine spark. 
   
  Thus Kandura was forged in steel and has had a 
  red tint from the start. 
   
  Kandura has waited centuries for the champion 
  that is to wield her in battle against evil and the forces 
  of Hextor. 
   
  KANDURA’S PERSONALITY 
  It speaks in a soft, but commanding voice. Anyone 
  wielding Kandura feels its power and its divine 
  connection. She is always ready for battle and incites 
  its wielder to fight the forces of Hextor. Should its 
  wielder attempt to flee, Kandura attempts to force its 
  ego to force its wielder to fight. 
   
  KANDURA’S POWERS 
  +1 axiomatic devilbane holy longsword  
  (devilbane is evil outsider bane) 
  Speaks Common but cannot read, darkvision 60ft and 
  can hear.  
  Abilities: Int 10, Wis 15, Cha 15 
  Skills: Listen +2, Spot +2 
  Spell-Like Abilities: 
   
  At Will – detect magic (CL 1st) 
   
  3/day – bless (CL 1st), cure moderate wounds on 
  wielder (CL 3rd) 
   
  Because of its divine origin, a worshipper of 
  Heironeous can use Kandura as a holy symbol of 
  Heironeous.  
   
  Anyone who is not lawful good or a lawful neutral 
  or neutral good worshipper of Heironeous gains a 
  negative level by holding Kandura. (This is a slight 
  deviation from the normal rules for intelligent items, 
  because of Kandura’s divine link to Heironeous). 
   
  Image 4: Kandura 
   
   
  URC8-02 Redemption 
   
  Page 43 
  
  PLAYER HANDOUT 4: IMAGES 
   
  Image 5: Blood Golem of Hextor 
   
   
  Image 6: Erinyes 
   
  Image 7: Elphegor the Paerliryon 
  URC8-02 Redemption 
   
  Page 44 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/County of Urnst/598/Normal Scenarios/URC8-02 - Redemption (APL 4-16)/URC8-02 - Redemption.pdf