TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster 
  Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United 
  States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2008 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  CORS8-01 
   
   
   
   
   
   
   
   
  Whispers of the Obsidian 
  Citadel 
   
  A Two-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Special Adventure 
   
  by David Christ 
  Stat Block Help: Tim Sech 
  Circle Reviewer: Creighton Broadhurst 
  Playtesters: (Krishna Simonse, Marco Lammers, Nina Moelker, Pieter Sleijpen, Vincent van der Bijl, Ward van 
  Oosterum, Chris R Hoffman, John du Bois, Ben Mazur, Doug Miles, Erin Wilson, Matt Haddix, Kate Farrell, Vernon 
  Vincent, Joel Anderson, Eric Anderson, Brian Burget, Eric Jones, Rodney Root) 
   
  People, objects, and even places seem to be shifting in and out of existence in the Yatil’s west of the great city of Mitrik. 
  Chaos seems to be unraveling existence itself and it’s spreading. Seers speak of the ‘Door to Perdition’ but even the gods 
  themselves seem to be silent on exactly what is happening. Great things are afoot and while nations focus their attention 
  on each other it is up to heroes to find out what is going on before it’s to late and all of Oerth burns in the fires perdition 
  forever. This adventure is the 1st part of the final core plot arc for the Living Greyhawk campaign and also concludes the 
  ‘For the Greater Good’ series. This adventure is EXTREMELY dangerous and should not be undertaken lightly. True 
  heroes are forged in the glowing hot coals of struggle and true heroes it will take to win through this day. A two-round 
  Core Special adventure set in Veluna and the Yatil Mountains for characters level 5-15 (APLs 6-16). 
   
  Resources for this adventure include Complete Arcane [Richard Baker], Complete Champion [Ed Stark, Chris Thomasson, Ari Marmell, Rhiannon Louve, 
  Gary Astleford], Draconomicon [Andy Collins, Skip Williams, James Wyatt], Miniatures Handbook [Michael Donais, Skaff Elias, Rob Heinsoo, 
  Jonathan Tweet], Monster Manual III [Rich Burlew, Eric Cagle, Jesse Decker, Andrew J. Finch, Gwendolyn F.M. Kestrel, Rich Redman, Matthew 
  Sernett, Chris Thomasson, P. Nathan Toomey], Monster Manual IV [Gwendolyn F.M. Kestrel, Jennifer Clarke Wilkes, Matthew Sernett, Eric Cagle, 
  Andrew Finch, Christopher Lindsay, Kolja Raven Liquette, Chris Sims, Owen K.C. Stephens, Travis Stout, JD Wiker, Skip Williams], Monster Manual 
  V [Creighton Broadhurst, Jason Bulmahn, David Chart, B. Matthew Conklin III, Jesse Decker, James “Grim” Desborough, Rob Heinsoo, Sterling 
  Hershey, Tim Hitchcock, Luke Johnson, Nicolas Logue, Mike McArtor, David Noonan, Aaron Rosenberg, Robert J. Schwalb, Rodney Thompson, Wil 
  Upchurch], Mordenkainen’s Fantastic Adventure [Robert Kuntz, Gary Gygax], Player’s Handbook II [David Noonan], Rary the Traitor [Anthony Pryor], Spell 
  Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], and Tome of Magic [Matthew Sernett, Dave Noonan, Ari Marmell, Robert J. Schwalb].
  598 CY 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, 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, that appendix is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). 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 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 2 
  TIME UNITS AND UPKEEP 
  This is a standard two-round Core Special adventure, set 
  in Veluna area. All characters pay 2 Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep 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. 
   
  ADVENTURE BACKGROUND 
  This adventure is the first part of “Ascension.” 
   
  This adventure is designed to be tough. It is designed 
  to stretch the players’ abilities to their limits and beyond. 
  Death may happen and sometimes more than one. Make 
  sure the players know this is a core special and it is 
  designed to be tough and punish those who make 
  mistakes, choose poorly, or just have a run of bad luck. 
  Death is not the end of the adventure for that character 
  and raising of party members during the adventure is 
  possible. At any time during the adventure where the 
  party can safely return to Mitrik they can be raised at the 
  standard prices per the LGCS. If the player/players do not 
  have the gold the raise is still performed and the cost 
  taken out of the end gold for the adventure. If they do not 
  have enough at the end to pay then they gain no treasure 
  from the adventure and must make up the balance owed 
  by selling items.  
   
  This adventure is in two-rounds which serve two 
  distinct purposes. The first round deals directly with the 
  Flight of Fiends and wraps-up the ‘To Serve the Greater 
  Good’ series. Players may have a lot of questions about 
  what has happened previously in this series that the DM 
  may not be familiar with. DM’s Handout One has a lot of 
  information from previous adventures.  
   
  The second round of the adventure deals with the 
  journey to Mordenkainen’s hidden fortress: the fabled 
  Obsidian Citadel. Here the players learn some more of 
  what is going on behind the scenes and the dire portents 
  for all of Oerth if they come to pass.  
   
  THE FLIGHT OF FIENDS 
  In Coldeven 586 CY, His Venerable Reverence, The 
  Savior of Our Lands, Canon Hazen of Mitrik, used the 
  Crook of Rao to invoke the Flight of Fiends. This ritual 
  banished thousands of demons, devils, yugoloths, and 
  other outsiders from all parts of the Flanaess. In one 
  single act the entire power structure of the Flanaess was 
  changed forever. In all of recorded history nothing has 
  had such a widespread effect on the world since the Twin 
  Cataclysms. All that is known to the general public about 
  the ritual is the following. 
  • 
  Canon Hazen was the focal point of the ritual. 
  • 
  It involved the College of Bishops (advisors to the 
  Canon and made up of 21 of the most powerful 
  priests in Veluna) and almost every single priest of 
  Rao in Mitrik (over 200 of them). 
  • 
  He had the aid of the Archmage Bigby. 
   
  What the players do not know:  
  • 
  The ritual was not nearly as successful as generally 
  believed. Hundreds of devils left voluntarily and 
  hundreds more were betrayed by their own kind. 
  • 
  Three of the bishops from the College of Bishops 
  betrayed the Canon. They feared he did not have the 
  strength to do what he planned and so they made a 
  deal with the devils. They each believed the greater 
  good would be served by what they were doing but, 
  of course, they were wrong. 
  • 
  The Crook was rendered nearly powerless by the 
  ritual. Nobody in the church knows what happened 
  exactly, but the crook’s power seems to have left it. 
   
  So that leads us to where we are now. The Crook is 
  currently powerless; its magical sentient force hiding in a 
  small boy named Aaront. He is currently watched over by 
  one of the fallen priests of Rao, Ra’Ned Fillisp, who 
  betrayed his faith at the Flight of Fiends and now is 
  trying to atone for his mistake. The door to Perdition, see 
  DM’s Handout One, is still open and is what is causing 
  the problems the players are investigating. As this door 
  between planes swings to and fro it is pulling things into 
  and out of the connecting planes. People are disappearing 
  only to be replaced by devils, others who have been 
  missing for days, or just random objects.  
   
  The players must figure out what is causing this to 
  happen and how to stop it. In doing so they will learn that 
  the cause is a side-effect of the imperfect Flight of Fiends 
  and that something must be done to stop it from 
  unraveling further. They are of course many in the 
  adventure wishing to give their opinions on how this 
  should be done.  
   
  During the adventure, players may have the ability to 
  cast, or have access to, various divination magic to ask 
  questions. They are going to find that the gods and spirits 
  are VERY silent on what is going on. Why is for future 
  adventures to address but any kind of magical inquiry 
  only brings back an answer that varies on the following: 
   
  ‘The Door to Perdition Swings to and Fro – Who 
  shuts it controls destiny’ 
   
  The message is relayed in a very grim tone and the 
  PCs sense a nervousness on the part of the giver of the 
  message. No amount of magic can determine where 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 3 
  Perdition is nor can magic get them there. This are not 
  meant to stump intelligent play on the players’ part but to 
  impart the seriousness of the situation to them. If the 
  gods themselves have taken notice of what is going on, 
  surely mighty forces are at work.  
   
  It is possible that characters in this adventure may 
  have some or all of the 303 curses form the previous 
  adventures in the ‘To Serve the Greater Good’ series. A 
  dream sequence detailed in Player Handout One removes 
  these from the character prior to the adventure and gives 
  them further clues to why they are gone. 
   
  ROUND TWO  
  Refer to Round Two for a summary of that adventure. 
  Remember, this is a two-round event and as such each 
  part should take five hours.  
   
  ADVENTURE SUMMARY 
  Introduction: The players are brought together by sheer 
  luck (is there really luck anymore at this point) during 
  their travels. They are traveling on the Great Western 
  Road towards or from the Domain of Greyhawk. Rumors 
  abound upon the open road and players are given a 
  chance to pick up a few as they travel (while all are 
  traveling all are not necessarily together yet). Those with 
  the curses from previous adventures have them removed 
  in a dream sequence (Player Handout One).  
   
  Encounter One – Reap what is not Sown: Fate has 
  the PCs all in the same general area when an occurrence 
  of the planar rift happens. They are passing a small 
  hamlet when a shift happens changing some farmers in a 
  field into devils which descend upon the farming 
  community without warning. It’s up to the PCs to stop 
  them. During this they notice a man on a hill that was 
  there as if waiting for this to happen and taking notes. 
  This fight throws a party of non-familiar heroes together 
  and on the road to glory. 
   
  Encounter Two – The Watcher: The man on the 
  hill is known as Frederick Salis. He is a priest of Boccob. 
  Actually in reality he is Bigby but nobody is going to 
  know that. He is always referred to as Frederick until 
  later in the adventure to keep the DM from goofing and 
  calling him the wrong name. He has visions he claims 
  come from his god that tell him where to be and when 
  but he knows not what is going to happen. Lately he has 
  been documenting strange occurrences of objects and 
  creatures phasing in and out of reality. Sometimes it’s as 
  simple as a broom being replaced by a hammer but at 
  other times a flying bird is suddenly replaced by a man 
  who falls to his death. The occurrences are happening 
  more often and he knows where the next one is going to 
  happen. The party should go with him as he is their only 
  solid lead.  
   
  Encounter Three – The Boy: Following Frederick’s 
  lead the party comes upon a small abbey south of Mitrik. 
  Frederick sets up a distance away and gets out his pen and 
  paper. He does not go any further; his job is to document 
  not to interfere. What the party does is their own 
  business as their fate is not his concern. Approaching the 
  abbey is an old man and a boy. This is Ra’Ned Fillisp and 
  Aaront. They are heading west towards where last he 
  knew the entrance to Perdition to exist. He is hoping to 
  stay at the abbey overnight and rest. The party can either 
  stay at a distance and watch or go down and talk to the old 
  priest and the boy. They learn about the Flight, the boy, 
  Perdition, and where the door to it currently is located. 
  Before they can act on that information, though, 
  something happens.  
   
  Encounter Four – Hidden Refuge: During the 
  early morning during a solar eclipse another shift occurs. 
  This time, instead of the action coming to them they are 
  going to the action. The entire area around the abbey is 
  swapped with a chunk of real estate about 40 miles west 
  of Mitrik in the Yatil mountains. They are now standing 
  before a large stone sealed door. This is one of Tenser’s 
  hidden bolt-holes and is guarded by magical constructs 
  that have been given instructions to smash whomever 
  approaches. Frederick is very insistent that they should 
  go inside and find out what it’s about. They find some 
  magical notes and such but nothing too interesting. 
  Tenser stores a clone here and not much else. Frederick 
  writes down the details. This is important for later as once 
  the Frederick/Bigby deception is known and a list of 
  locations is found the PCs realize that Bigby (and by 
  extension Mordenkainen) is collecting the locations of 
  Tenser’s clones. 
   
  Encounter Five – Perdition Here we Come: Their 
  sidetrack over it is time to get back to find Perdition and 
  stop what is happening. Frederick tells them he knows 
  when another shift is going to happen that will take them 
  to Mitrik. What he is really going to do is cast a silent, still, 
  greater teleport. Those with some doubts about him or 
  really good Spellcraft checks may get a hint about their 
  friend’s true nature. They arrive outside of Bigby’s Tower 
  in Mitrik near the Temple District. From there it is a 
  short distance to the Grand Temple and the door to 
  Perdition. Frederick at this point asks a player to take his 
  notepad with them and if possible write down what they 
  see to return to him. If nobody takes it he uses his 
  considerable magical talents to plant the notebook in 
  somebody’s backpack. The notebook is his backup plan in 
  case the party decides not to undo the Flight of Fiends. 
   
  Encounter Six - Belly of the Beast: The party 
  enters perdition and is set upon by some of its 
  inhabitants. The warped and perverted Grand Temple of 
  Mitrik around them shows the instability of the 
  demiplane. Fighting a running battle to the center of the 
  plane wears down the party but they can see their 
  destination ahead. During this running battle they learn 
  that Frederick, who stayed behind, is really Bigby and the 
  feeling they have been tricked down their current path 
  sinks in. 
   
  Encounter Seven – The Decision: So it’s time for 
  the party to make their choice. Undo the Flight of Fiends 
  and let nature take its course or try to bolster the chains 
  that bind it together. This is meant to be a heart-
  wrenching decision that ends the same either way despite 
  their choice. One way they are betrayed and the other 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 4 
  they willingly choose to undo the Flight of Fiends. Either 
  way the Flight of Fiends is undone this night and Oerth 
  is never the same again. Bigby’s betrayal is learned, the 
  Crook is returned to normal, Aaront is either a normal boy 
  again, or destroyed in the magical backlash depending on 
  the party’s choice. To make it even worse they have to 
  fight a major devil while doing it.  
   
  Conclusion – Did we Win? The party is quickly 
  escorted out of the Grand Temple of Mitrik as confusion 
  reigns in Mitrik. An explosion is heard in the distance as 
  Bigby’s tower implodes in upon itself (if they go and try 
  to find him they see it happen). The players are left with a 
  feeling of ‘What did we do?’ and some helplessness as 
  things go from bad to worse.  
   
  PREPARATION FOR PLAY 
  It is important to determine before play if anybody at the 
  table has any of the curses from the previous adventures 
  in this series. If they do it’s important to have them read 
  and understand Player’s Handout One. Odds are most 
  who have these curses have already retired from the 
  campaign, but there are a few dozen still afflicted with 
  them. We need all the curses in one spot at this point.  
   
  Favors are also tricky in this adventure. Favors that 
  do not pertain to gathering information work normally. 
  Normal favors to gather information and such are fine as 
  long as they do not pertain to the Flight of Fiends, Iuz, or 
  the Circle of Eight. Players can find out information on 
  their own about these subjects but they find that others, 
  even divine beings, are very quiet on these subjects. This 
  is once again to get the point across that something really 
  big is going on and the collective world is holding its 
  breath waiting to see what will happen. 
   
  INTRODUCTION 
  The adventure starts to the east of Mitrik along the Great 
  Western Road (which runs from the Domain of 
  Greyhawk west into the Baklunish lands). There are 
  many reasons the party could be here so it’s up to them as 
  to why. They could be returning home from the City of 
  Greyhawk or on their way there right now.  
   
  Those traveling on foot, thus mingling with other 
  travelers and stopping in inns and such, have a chance to 
  learn some rumors before the adventure starts. You can 
  have them toss around some coins and make a few Gather 
  Information checks, but ultimately they should learn 
  everything below:  
  • 
  Strange things have been happening lately. People 
  have been abducted by magic and replaced. Most 
  believe it’s the work of the Church of Rao and that 
  it’s hiding something again. 
  • 
  It’s not just people it’s objects and even whole 
  buildings or sections of town. Anytime something 
  disappears though it’s replaced by something that 
  takes up roughly the same space.  
  • 
  It started in the mountain towns west of Mitrik 
  about a month ago and has been stretching east 
  since. Rumors and information on it were slow to 
  spread due to the sparse population in the Yatil’s,but 
  general panic is beginning to set in. 
  • 
  (For those heading east on the Great Western Road): 
  An old man has been seen watching travelers a lot 
  lately. He is always off the path a bit and has a large 
  book with him. When approached he always seems 
  to manage to slip away before anything can be asked 
  of him. Most see him as an ill omen and avoid him at 
  all costs. 
  • 
  (For those heading west on the Great Western Road) 
  A man with a small boy have been garnering some 
  attention as they travel. The boy is said to possess 
  knowledge and wisdom beyond his years while the 
  man always keeps a long sleeved cloak on even 
  during the heat of the day. It’s said he bears horrible 
  scars from some battle in his youth.  
   
  Everybody seems to know somebody that this has 
  happened to but nobody has had it actually happen to 
  them. Regardless everybody agrees that it’s real and that 
  the church, state, heroes, or anybody but themselves 
  needs to do something about it. 
   
  Once the players are up to date continue with 
  encounter one. Remember that players still may be 
  traveling separate and the actually mechanism for tossing 
  them together and on the path to glory happens in the 
  encounter one. 
   
  Player’s flying have the same boxed text below just 
  from a different perspective; adjust it as need.  Some may 
  push that their normal mode of travel is to teleport. Their 
  journey is interrupted, a rift opens during the process 
  that basically ‘drops’ them out of their teleport. 
  Unceremoniously drop them from a hole in the sky into a 
  pile of hay near a barn and then continue with the text 
  below adjusting as needed.  
   
  1: REAP WHAT IS NOT SOWN 
  Another lazy early spring day passes by. The road 
  stretches out ahead as it has done so many times 
  before and the throngs pay you little attention as 
  they pass. Such is the life of the adventurer. Always 
  saving the day and never really getting the credit you 
  deserve. It’s a busy day on the Great Western Road 
  and with the rumors abounding it is no great 
  surprise that most traffic is heading east. It is early 
  afternoon and another small hamlet appears in the 
  distance. Perhaps a place to find a warm meal or 
  some current information on the rumors you’ve 
  been hearing the past few days. 
   
  The players are free to talk amongst themselves if 
  traveling together or even ask further questions to those 
  they pass by. Those with some kind of magical sight 
  (specifically something that allows them to detect magic) 
  notice a shimmer appear in part of the hamlet ahead – the 
  size of the shimmer being dependant on the APL and 
  how many creatures appear).  
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 5 
  As you get closer to the hamlet you can see a group of 
  farmers near a barn getting ready to plant their 
  spring crops. The fields are tilled and ready and they 
  are harnessing some horses for work. Suddenly they 
  stop moving. It’s as if everything in an area 30-feet 
  around them has been frozen in time. With a pop 
  you do not hear as much as feel in your bones the 
  scene shifts. Gone are the farmers and their horses. 
  Gone is the barn itself they were just standing next 
  to. Replacing them are creatures not of this world. 
  Sharp cruel horns sprout from their heads and 
  wicked ichor covered weapons hang loosely in their 
  grips. (Anybody who speaks Infernal also hears one say). 
  “Perdition could not hold us forever. Favor of the old 
  one to anybody who brings me the old man or the 
  boy”. 
   
  The players start between 60-80 feet away from the devils 
  and they may be in one group or several. If split, make 
  sure they are split to the same side so they can easily 
  come together to face the threat.  
   
  The Thaskor’s replace buildings in the village, if 
  present. They are massive hulking brutes resembles 
  elephants made of pure muscle.  
   
    
  APL 6 (EL 8) 
   
  �Bearded Devil (2): hp 45, 47; MM 52 
   
  �Hellcat: hp 60; MM 54 
   
  APL 8 (EL 10) 
   
  �Thaskor: hp 133; Appendix 1. 
   
  �Bearded Devil (2): hp 45, 43; MM 52. 
   
  APL 10 (EL 13) 
   
  �Advanced Thaskor (2): hp 190; Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Advanced Thaskor (2): hp 242; Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Advanced Thaskor (2): hp 294; Appendix 1. 
   
  APL 16 (EL 19) 
   
  �Advanced Thaskor (2): hp 409; Appendix 1. 
   
  Tactics: At all APL’s besides APL 6 the Thaskor(s) is the 
  main combatant. Everybody else supports and feeds off 
  his destruction. If there is more then one they work 
  together as they are of average intelligence. 
   
   
  Development: The old man or boy the devils speak of 
  are nowhere to be found. (The party do not catch up with 
  them until encounter three.) During the fight, the players 
  may notice an old man sitting on a hill to the north about 
  100 yards away (DC 15Spot check). He is sitting on the 
  ground with a book in front of him writing. He is making 
  no attempt at hiding himself nor does he seem overly 
  worried about the situation or his safety. This is Frederick 
  Salis (and the link to the next encounter.)  
   
  There is nothing to find once the devils are defeated. 
  The village is in totally disarray as children look for their 
  fathers who have vanished. The scene is one of chaos 
  much like after a natural disaster has struck. The only 
  person calm is the man on the hill to the north. He 
  continues to watch and write until the party approaches 
  him.  
   
  It is also at this point that characters who are not 
  familiar with each other can introduce themselves and 
  figure out what is going on. 
   
  2: THE WATCHER 
  As you approach the old man stands up and brushes 
  the grass off his well traveled clothing. He is a grey 
  haired man in his mid sixties of average height and 
  build. He would not stick out much at all in any 
  normal town crowd. He has a large tome that he is 
  currently putting back into his satchel. From around 
  his neck a holy symbol to Boccob gleams.  
   
  The party may approach him in a variety of fashions or 
  moods. He calmly waits for them regardless and offers 
  nothing but a friendly demeanor to whatever their 
  requests are and happily answer any of the questions 
  below to them to the best of his ability. He should just 
  about be impervious to detection spells and abilities. If 
  the party wants information they are going to have to ask 
  him themselves. He does not reveal his true identity no 
  matter how hard the party presses if they think he is 
  hiding something. He remains friendly no matter how 
  the party tries to rattle him or what they ask him. He has 
  parlayed with kings and tyrants a plenty and to him this is 
  nothing.  
   
  �Frederick Salis (Bigby): human male wizard 20+: 
  currently under the effects of mind blank, freedom of 
  movement, and misdirection (a farmhand he passed earlier 
  in the day of Neutral alignment). 
   
  QUESTIONS AND ANSWERS 
   Additional notes follow each of the answer below to 
  edify the DM.  
   
  Who are you? I am Frederick Salis, a humble 
  servant of Boccob and traveler. (He is really the 
  Archmage Bigby – on a mission to gather certain 
  information and make sure the Flight of Fiends is 
  undone.) 
   
  What are you doing here? I have been tasked by 
  my lord (Boccob) to document what is happening here. 
  For what purpose I do not know. I only know that he 
  grants me visions of the future each night and I follow 
  them and record what happens the next day. Last night I 
  saw this village as well as each of you. (He has been 
  tasked by his lord (Mordenkainen) to document what is 
  going on and steer the heroes that will surely respond to 
  it in the direction he wants them to go in. He did not see 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
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  the heroes in a vision but he knows if he follows the 
  occurrences as they happen some will apear eventually. 
   
  Visions? Each night when I sleep I am visited by 
  one of the chosen of my lord and master. From what I am 
  shown I can determine where the next occurrence of the 
  rift will happen, but not when. I travel there and wait 
  until it does happen and document it. I have been doing 
  so for almost three weeks now. (He does indeed know 
  where the rifts will happen but it’s due to his extensive 
  magical knowledge and not any visions.) 
   
  So you know where this will happen next? Yes. 
  There is an old abbey to the reasoned one (Rao) to the 
  north of here about a half day’s travel. It will happen in or 
  around it when it’s dark. (True.) 
   
  Can you tell what will disappear/appear? No. I 
  know where it will happen but that is all. I have seen 
  things as simple as a broom being replaced by a bucket to 
  a flying bird being replaced by a small child that then falls 
  to its death before anybody can react. These swaps are 
  totally random and make no sense which makes them 
  even more frightful. Sometimes the things that show up 
  are horrible things from nightmares and other times 
  common everyday items. (True.) 
   
  What do you think it is happening? There is some 
  kind of planar rift that is opening and closing. Hopefully 
  my studies will narrow down its location and then 
  somebody can do something about it. I don’t have enough 
  information right now, but I think I’m getting close. Each 
  time the rift pulses it sets off a chain of plane shifts on both 
  sides of the rift. The swapping of items is the visible sign 
  of it happening. It will continue to happen and grow in 
  frequency until one side is pulled into the other. (True – 
  though it would cause Perdition to be pulled into Veluna 
  proper as it’s a minor demiplane.) 
   
  What do you know of Perdition? I’ve heard of it 
  from some sage friends of mine. I’ve been told it’s a 
  demiplane that was created when the Flight of Fiends 
  was performed. Last I heard the door to it had been closed 
  and a priest of Rao had stayed behind to hold it shut. If 
  that’s untrue that could be what is causing this. (True – he 
  knows that’s exactly what is causing this.) 
   
  Flight of Fiends? The Canon, may his soul find rest 
  he so deserves now, performed it along with the College 
  of Bishops to banish all fiends from the Flaeness. How 
  successful it was depends on who you ask but it’s general 
  considered to be a turning point in the Greyhawk Wars as 
  the power shift within the ranks of Old Wicked’s troops 
  was more then even he could overcome. (True.) 
   
  Tatoos? Much time has been devoted to these and 
  those that carry them. They represent 303 half-fiends who 
  were somehow protected during the Flight of Fiends 
  through some kind of betrayal. Something did not work 
  though and the fiendish parts ended up being locked 
  away in Perdition along with their mortal halves. Separate 
  but always near each other. Though separate both halves 
  are surely corrupt to their cores and should not be 
  trusted. (True for the most part. Both halves do reside in 
  Perdition but the human sides are not corrupt and just 
  wish a normal live. Their fiend halves have other ideas, of 
  course.) 
   
  What do you know of Aaront? The boy who travels 
  with an old priest? Many rumors surround him but none 
  have ever been able to find him. He is said to wield great 
  powers that even he is not fully aware of. Whenever 
  something dealing with Perdition or the Flight of Fiends 
  pops up he always seems to be involved in some fashion. I 
  would love to find this child and speak with him. (He 
  knows that the child is the lynchpin to this entire thing. 
  The flight cannot be undone or fixed without the boy’s 
  assistance. He assumes incorrectly that the boy is in 
  Perdition and when he finds out how to get there he can 
  manipulate the party into doing what he wants there.) 
   
  What about the Crook of Rao? I’ve heard the 
  Canon Hazen used it during the Flight of Fiends and that 
  it’s a powerful artifact. I’ve also heard the Canon was 
  holding it when he was struck down by a powerful devil. 
  It’s said he called upon its powers and nothing happened. 
  I know nothing else. (He knows the Crook is powerless 
  right now and its sentient power resides within Aaront. 
  He knows that undoing the Flight will reverse that 
  process and possible destroy Aaront but he would rather 
  have the Crook hidden deep in a church fault being 
  protected then wandering the countryside.) 
   
  Why are you protected from detection? It must 
  be my god’s will. I expect to prevent those who would 
  wish to use the information I possess to turn this 
  situation to their own ends or make it worse. I know all of 
  you here are of untainted hearts. You may have your own 
  ideas for an ideal future but I cannot see any of you 
  wishing harm to innocents or the unleashing of fiends 
  upon the world. This is why I share what I know with 
  you. My god would not have shown me a vision of you 
  otherwise. (He’s protected because he wants to control 
  what information he gives the party.) 
   
  Why should we trust you or allow you to 
  accompany us? Well trust I shall do my best to earn. I’ve 
  been nothing but forthcoming with all of you. I alone 
  know where the rifts will happen and without me you’ll 
  wander the countryside randomly trying to find one. 
  Besides my god brought me to you as a tool to fix this. I 
  don’t question my gods will. You should follow suit. 
  (Trust is power for him. He’ll do what it takes to gain it.) 
   
  Development: Once the PCs have questioned him he is 
  ready to head out right now to the abbey to the north. 
  The village has no real supplies in it but does have a few 
  horses for sale and food as well at normal prices plus fifty 
  percent (things are a little rough for them right now).  
   
  3: THE BOY 
  Traveling north from the chaos the world slips back 
  into its normal calm self. Brother Salis leads you 
  north along a small stream as it winds through 
  fields and farmlands. A few hours pass by as you 
  continue north leaving the flat farmlands behind. 
  The stream continues to wind north into the hills 
  and eventually ends in a spring at the base of a rock 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 7 
  outcropping. Brother Salis climbs the rock face to 
  the top and sits down. Beyond him a gentle slope 
  runs down to a small vale. Sitting towards the back 
  is a small, old, rundown abbey. It appears to have a 
  partially collapsed roof and has been unused for 
  years. The sun casts long shadows across the vale as 
  the sun begins to set in the west. 
   
  Frederick does not travel any further at this point. He 
  points to the abbey and says that is where the next rift 
  will occur. His job is not to interfere; he is merely to 
  watch and record what happens.  
   
  The party is welcome to stay here with him and 
  setup camp or explore the abbey. The only thing it 
  changes is where they are when Ra’Ned and Aaront 
  arrive. The abbey itself is a 30 ft. by 40 ft. single storey 
  stone building that at one time had a wooden slate 
  shingled roof. At this point most of the roof is missing 
  and anything of value was taken by the church when it 
  decided to close this spiritual retreat a decade ago. Some 
  small animals have nests within. 
   
  Just as the last rays of the sun are about to duck 
  beneath the horizon Ra’Ned and Aaront arrive. They are 
  traveling west directly towards the abbey. Ra’Ned 
  attended a retreat here when he was a young man and has 
  been making a line towards it for shelter for the night all 
  day (he is unaware it’s been closed and is in disrepair).  
   
  �Ra’Ned Fillisp: male human cleric 14 (Rao): hp 
  87; Appendix 1.Ra’Ned is a fallen cleric of Rao and as such 
  he only has access to 3rd-level spells and lower. He uses 
  these if asked to help the party. 
   
  �Aaront: male human child (12) commoner 1: hp 7; 
  Aaront cannot be harmed by any means unless the Crook 
  wishes him to be. He is a shy boy who has withdrawn 
  himself from the world due to the horrible things he has 
  seen over the past five years. 
   
  Tactics: Ra’Ned and Aaront are not trying to hide at all as 
  they travel. If the party stayed on the hill with Brother 
  Salis then they do not notice them, approach the abbey 
  and head inside. If they are camped in the abbey they 
  enter as well but stop and look ready to bolt once they 
  find it occupied. If the party is setup outside in an 
  obvious fashion they stop at the edge of the woods (Spot 
  DC 20 for anybody keeping watch) and observe. After a 
  few minutes Ra’Ned assumes the guise of the boy’s uncle 
  and approaches looking for shelter for the night. Adjust 
  description as necessary. 
   
  Approaching from the east is an old man 
  accompanied by a boy of about twelve or thirteen 
  years. Their dusty clothes have seen much travel 
  recently and a weary gait shows they probably were 
  hoping to rest in the abbey for the night. Once they 
  spot you they stop and look ready to bolt but have 
  not yet moved. The boy wears a symbol acolyte’s robe 
  with long sleeves.  
   
  A DC 15 Spot check reveals that something appears to be 
  moving around the wrists of the boy but more cannot be 
  seen.  
   
  If the party is with Brother Salis they notice Ra’Ned 
  give him an odd look for a second then just shake his 
  head. He knows who he really is but does not divulge that 
  to the party. Whatever he is working on is none of 
  Ra’Ned’s concern and he does not want to upset 
  somebody so powerful.  
   
  Also Aaront, who does not speak unless it is listed 
  here that he does, looks at Brother Salis and merely say 
  ‘The Hand’ and nod his head at him.  
   
  Some may already know Ra’Ned and Aaront. If so get 
  a bit of a synopsis of their past relationship with him and 
  adjust his attitude towards them accordingly. Most are on 
  somewhat friendly terms with him. Prior bearers of the 
  curses may not be overly found of him but he mostly 
  ignore such PCs. 
   
  Ra’Ned is cordial to the party, within the parameters 
  set above, and answer basic questions but is reserved to 
  start. Once he knows the party is investigating the rifts, 
  Perdition, or the curses he opens up a little more. He 
  knows the closer he gets to Mitrik the more chance of 
  somebody trying to stop him. A powerful group of heroes 
  traveling with him helps with that.  
   
  Each answer is correct in all fashion as far as Ra’Ned 
  is concerned (and he’s pretty right on most of it).  
   
  Who are you? “I am Ra’Ned Fillisp. Loyal servant of 
  the reasoned one. This is Aaront; an orphan boy and my 
  ward.” If they press him, or already know, he admits he 
  was one of the three who betrayed the ritual. He believes, 
  and still does, that what he did was for the greater good 
  and has been trying to prove that and make up for it ever 
  since. The other two betrayers are deceased. 
   
  What are you doing here? “I am traveling west 
  towards Mitrik. I have some business to attend there.”  
   
  What do you know of these rifts? “I know exactly 
  what is causing them as I assume you do at this point as 
  well. The door to Perdition is open.”  
   
  Perdition? “Perdition is a demiplane that was 
  created when the Flight of Fiends was performed. There 
  were those that thought the Canon could not pull off 
  what he was attempting and tried to help. Their help 
  turned out to be more of a betrayal and caused much 
  damage that has spread throughout the years since. 
  Perdition was one of those. Fiends, 303 in number, some 
  of Old Wicked’s most loyal and powerful allies, were 
  instead supposed to be secreted away in this demiplane 
  until he could arrange their return. Thus avoiding the 
  normal 101 year wait for banished fiends. It worked and 
  did not work at the same time. Perdition was created and 
  the fiends’ essence was sent there. What did not work is 
  their mortal forms they were using were also sent there. 
  The true names of those 303 were split into 3 groups and 
  tattooed into the skin of each of the three betrayers. The 
  curse of the names has passed from person to person over 
  the years and now all reside within the boy. They are the 
  key.” 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 8 
   
  Door? “It’s not a physical door but a planar door. A 
  permanent door exists between Oerth and Perdition. 
  Normally it’s closed and locked up tight. Currently it 
  opens and closes of its own accord and the rifts and 
  disappearances are the side effects of that.” 
   
  Tatoos? “The tattoos are the true names of 303 devils 
  of the most horrible nature. To release them upon the 
  world again would upset the fragile balance that has 
  existed for years. The boy currently bears all of them and 
  it’s a burden I wish I could take for him. The prison of 
  Perdition is not forever though and these rifts are proof of 
  it. We must take the boy to Perdition where the Flight of 
  Fiends must be undone and redone to seal the 303 away 
  forever. Otherwise it will eventually unravel and they 
  will be free upon the world. “ 
   
  What do you know of Aaront? “Aaront is the 
  chosen of Rao. The best I can guess is he was born the 
  night of the Flight of Fiends. When the betrayal 
  happened the Crook of Rao fled and inhabited the boy. It 
  has become his version of an imaginary friend. It has 
  protected him all these years from the things that have 
  wanted him destroyed. It manipulated many people and 
  events to bring us to this point. The boy is the key. Get 
  him and myself into Perdition and we can fix this.”  
   
  Why should we trust you or allow you to 
  accompany us? “It should be obvious. Anything that 
  weakens Old Wicked, and protects the innocent should 
  be any heroes top priority. We are going there regardless 
  and you’re welcome along.”  
   
  Where is the gate to Perdition? “Perdition is a 
  warped mockery of the Grand Temple of Rao and the 
  surround grounds in Mitrik. The entrance to Perdition is 
  the entrance to the temple. We merely need to take 
  Aaront there and step through the threshold. Once inside 
  I do not know what we’ll face but we must succeed.”  
   
  I thought the door was near a waterfall? “That 
  was the original location of the portal to Perdition but it 
  has since moved. I believe as things get more chaotic it is 
  pulled back towards where this all started.”  
   
  How do we fix this? To fix it we must first undo it. 
  The Flight of Fiends must be undone. We must travel 
  into the heart of perdition and find the source. Once it’s 
  unraveled I believe Aaront and the force within him can 
  stitch it back together the way it should have been done 
  the first time. We must merely buy him the time to do 
  so.” A DC 15 Sense Motive senses he is hiding something 
  – if pressed he adds that in doing this Aaront will most 
  likely die as well as the mortal forms of all the fiends in 
  Perdition – he believes it’s a sacrifice that must be made. 
   
  Development: The night passes uneventful. The church 
  will not allow them into the Grand Temple of Mitrik 
  grounds at night and a good night’s sleep to recover is 
  needed by all for what they will face in the morning. 
  Most think the rift will open during the night (per 
  Brother Salis saying it happens when dark) but it really 
  happens early the following morning when a rare solar 
  eclipse occurs. If they decide to leave the abbey before 
  that Brother Salis follows with them or behind them (if 
  they won’t allow him to travel with them for some 
  reason). The eclipse and rift happen wherever they are at. 
   
  They now know what is going on, what is at stake, 
  and what they need to do to triumph. Now they just need 
  to get there.  
   
  4: HIDDEN REFUGE 
  Adjust the place the rift occurs if the PCs use some form 
  of extraordinary travel. They can teleport into Mitrik itself 
  and the eclipse still happens (and they are still be pulled 
  into the Yatils.)  
   
  The sun shines down from a clear blue sky this 
  morning. Packs are tightened and gear checked for 
  the hard road ahead. Something seems to be making 
  the horses skittish this morning. As you watch, a 
  long dark shadow begins to creep across the land as 
  the sun begins to dim. Something appears to be 
  eating it from the side as the countryside is bathed 
  in an eerie red glow (A DC 15 Knowledge [arcane] 
  reveals this is an eclipse and a rare type at that). Almost 
  on cue, the air around you begins to swirl and warp 
  just like it did the last time you saw a rift open. 
  Without a sound the ground beneath your feet melts 
  away into nothingness and a darkness warps around 
  you like a thick winter blanket. Without a sound you 
  find yourself standing on a cold mountainside. The 
  bright sun reflecting off the snow around you, 
  almost blinding you. Surrounding you is the rest of 
  your party, Brother Salis, Ra’Ned, and the boy. Oddly 
  enough behind you in the side of the mountain two 
  stone pillars flank a stone slab door. 
   
  The temperature right now is -10F with a wind-chill 
  approaching -20 or more. The party need to find cover 
  quickly unless they are protected from extreme cold. 
  Even if they are, their three traveling companions are not 
  and bolt quickly for the shelter of the pillars and doors.  
   
  A quick check of the doors shows an old symbol on 
  them obscured by snow and ice. Once cleaned, a DC 20 
  Knowledge (arcane) check or Knowledge (Local: core) 
  show it is the symbol of Tenser the Archmage, a former 
  member of the Circle of Eight. This obviously excites 
  Brother Salis and he does all he can to steer the party 
  inside.  
   
  The party picks up a bit of information here that 
  helps when they find a list in round two listed locations 
  of Tenser’s clones. Once they put one and one together it 
  is obvious that Bigby, and thus Mordenkainen, have been 
  tracking down the location of Tenser’s clones and that 
  cannot be for good reasons. The three non-protected 
  travelers with them should be good incentive to get 
  inside. For powerful parties that might want to teleport 
  away have the ceiling of the lab collapse and drop Aaront 
  down inside.  
   
  The complex is simple and made up of four rooms 
  (See Appendix Three Map B). The foyer is in the middle 
  with the fountain. Room 2 is to the east, room 3 the west, 
  and room 4 the north.  
  
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  Page 9 
   
  ROOM 1: FOYER 
  The entrance area is where the guardians are waiting. 
  They have simple instructions to destroy anyone entering 
  the room that does not speak the password. Tenser, of 
  course, is the only one that knows it. The guardian’s 
  potential reach, plus the cramped confines and their 
  movement abilities makes this a tough fight. The pool is 
  ornamental and the water only 2 foot deep making it 
  difficult terrain for Medium or smaller creatures.  
   
  There are two defenders at each APL except 8. There 
  will still be two statues but only one animates.  
   
  APL 6: Although it appears like a statue, the 
  guardians use the stats for an earth elemental instead of a 
  golem. Edit it to be immune to magic like most golems 
  and its DR can be bypassed by a scarab of golembane.  
   
  APL 8: The clay golem does not have his cursed 
  wound ability. This was a modification made by Tenser 
  when he created it years ago. The golems start in the back 
  corners opposite the entrance doors.  
   
    
  APL 6 (EL 7) 
   
  �Large Earth Elemental (2): hp 68 each; MM 97. 
   
  APL 8 (EL 10) 
   
  �Clay Golem: hp 90; MM 134 
   
  APL 10 (EL 13) 
   
  �Shadesteel Golem (2): hp 119 each; Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Shadesteel Golem: hp 119; Appendix 1. 
   
  �Greater Shadesteel Golem: hp 178; Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Advanced Shadesteel Golem (2): hp 202; 
  Appendix 1. 
   
  APL 16 (EL 19) 
   
  �Advanced Shadesteel Golem (2): hp 250; 
  Appendix 1. 
   
  Tactics: The guardians target those closest to the door to 
  room four first and work their way outwards from there.
   
   
  ROOM 2: LAB 
  An old outdated wizard’s laboratory. Most things in here 
  are long past being usable. Some basic spell components 
  can be found in jars on the shelves. Dust lies thick upon 
  everything; it is obviously years since anybody has been 
  here. 
   
  ROOM 3: SUPPLIES 
  This is where Tenser stored some magical and mundane 
  equipment in case his clone was ever activated.  
   
  Treasure: There are more then a few trinkets here, 
  stashed away by Tenser. It’s up to the party whether they 
  take them or not. (Refer to the Treasure Summary for 
  more information.) Tenser will learn, however, that his 
  sanctum was broken into and will be able to determine 
  who plundered it. Make a note who said they were taking 
  things; such PCs gained the Disfavor of Tenser AR item. 
   
  ROOM 4: THE CLONE  
  This is the location of Tenser’s clone. A wall of force blocks 
  the door. The PCs can still see what’s inside without 
  actually entering the room (though if they can get by the 
  wall of force they are free to poke around). Inside is a flat 
  stone alter covered in glass. Inside is a man who appears 
  to be asleep. A DC 28 Spellcraft check determines that he 
  is the result of a clone spell. To those that fail, the clone 
  appears to be a man in his late fifties in suspended 
  animation. The body is not alive nor does it have a soul or 
  any mental faculties. Brother Salis points out that it must 
  have something to do with Tenser and could be a clone (if 
  they do not figure it out on their own) and that they 
  should leave it alone. The party is free to destroy the 
  clone if they wish. It bears nothing on the current 
  adventure but they all receive the Ire of Tenser as if they 
  had taken some of his property from room three.  
   
  Development: It is possible at this point, or at several 
  points in future encounters, that the party attempt to 
  contact Tenser and may have met him and/or have favors 
  with him. If they send him a message with a sending spell 
  or something similar and has a positive favor of some sort 
  with Tenser or has an AR note they have met him then he 
  replies: “Interesting. Thank you”. If they do not have such 
  AR notes, they do not receive an answer from him. If they 
  send him a physical message they hear nothing back 
  during the course of this adventure. 
   
  5: PERDITION HERE WE 
  COME 
  The party now knows where they need to go, what’s at 
  stake, and what must be done (or at least they think they 
  do at this point). The party may have its own means of 
  getting back to Mitrik. If so letting them use them is fine. 
  At lower APL’s Brother Salis (Bigby) gets them back 
  himself. He’ll claim to know where another rift is 
  opening at and if they hurry they can hitch a ride back to 
  Mitrik. 
   
  If they travel physically back to Mitrik (such as fast 
  overland flight) they arrive in Mitrik wherever they 
  choose. If they use magical transport of any kind they 
  arrive in the Temple District in front of Bigby’s tower 
  regardless of where they were actually aiming for. A DC 
  20 Knowledge (arcana) or Spellcraft check lets them 
  know it’s the rifts causing this and their frequency is 
  increasing the closer they get to the Grand Temple and 
  the gate to Perdition. Read: 
   
  Once again things shift around you as the 
  mountainside melts away to be replaced by the well 
  worn flagstones of the streets of Mitrik. A long 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 10 
  shadow is cast over you and the street from an 
  impressive-looking granite tower. The blazing crest 
  of Bigby himself adorns the gates. It stands at the 
  edge of Mitrik’s temple district and close to the 
  main gate into the Grand Temple grounds.  
   
  At this point the players are free to spend some time 
  gathering supplies or asking questions. There is no set 
  time limit here but there should be a sense of urgency 
  from Brother Salis and Ra’Ned. Aaront appears very calm 
  as if he is almost expecting everything that has happened 
  up to this point.  
   
  Entrance into the temple grounds is simple: peace 
  knots on weapons and a small tithe of a silver piece to the 
  church gain entry. As long as the party make some 
  semblance of looking like travelers or pilgrims they are 
  fine.  
   
  The Grand Temple of Rao stands before you. Its 
  granite façade stretches into the sky at least 80 feet 
  dwarfing anything else in the city. The front stairs 
  have worn footpaths in them from the tred of 
  countless pilgrims’ feet. A sense of calm comes over 
  you but at the same time an itching at the back of 
  your neck lets you know not to get too comfortable. 
   
  At this point, Brother Salis tells the party that he will not 
  be accompanying them from this point forward. His job 
  is to document not to interfere. He will document what 
  happens here in the temple grounds and any effect from 
  the party’s actions. He asks somebody to take his 
  notebook in with them and make as many notes and such 
  as they can inside. He picks a worshipper of Boccob first 
  followed by the most scholarly and intelligent PC if there 
  are no followers of Boccob.  
   
  The book is magical. It has a heightened Nystul’s 
  magic aura cast on it (CL 20). It is making it look as if it 
  has several abjuration spells on it at 20th-level (resist 
  energy, endure elements, and so on.) to keep it safe. If an 
  identify spell is cast on the book, the caster gets a Will save 
  (DC 25) to notice the false aura otherwise nothing 
  determines the books true purpose. Brother Salis claims, 
  if asked, that the protections must have been placed by 
  his deity as he awoke to find the book and has used it ever 
  since. If he leaves it somewhere it returns to him the 
  following morning (hence why he does not mind the 
  party having it). If the party inspects the book they find 
  page after page of descriptions of rifts and their results; 
  very boring reading but thorough in its deception. They 
  find the last page marked with today’s date and a 
  description of what has happened up to this point 
  including an entry listing which character was given the 
  book. It is important for the book to go with the party. 
  The party gets a choice about the Flight once in Perdition 
  but if they choose to not let the Flight stay undone the 
  book kick in to try and force the issue (and make the 
  party feel betrayed by what they thought was a trusted 
  friend). If the party is unwilling to take the book, Brother 
  Salis uses his considerable magical talents to plant the 
  book on who h belives to have the lowest Will save in the 
  party. If the party is beyond paranoid and cautious to 
  prevent this do not force it but they’ll have to be good to 
  stop it (this is Bigby after all).  
   
  Once the party is ready to enter Perdition, continue: 
   
  Ra’ned approaches the entrance to the Grand 
  Temple. He puts his hand on Aaront’s shoulders and 
  asks each of you to do the same. “Everyone must be 
  touching him or you will not see the gate nor be able 
  to pass through it”.  
   
  After pausing to let each of you get comfortable 
  he nods to the boy. He pulls both sleeves of his robe 
  up and bares his arms. Runes crawl frantically 
  around his arms as if trying to rip themselves out 
  and escape. They move faster and faster until with a 
  flash one identical word forms on each arm. (Anyone 
  who speak Infernal can read it – Fez’zut – or ‘Son of 
  Wicked”)  
   
  Once again things shift around you and the sky 
  itself disappears. You are once again standing in 
  front of the main entrance to the Grand Temple, but 
  this time it’s different. Nothing exists here but the 
  temple and the ground about 20 feet from its walls. 
  The entire thing floats in utter black nothingness.  
   
  If the PCs ask about the ‘Son of Wicked” runes Ra’Ned 
  speculates that it is rumored that Iuz has several sons and 
  one might have been banished during the Flight of 
  Fiends. He lost several powerful generals in the Flight 
  and this is speculated to be why he has adhered to the 
  Pact of Greyhawk for as long as he has.  
   
  Perdition is a demiplane. Its rules are the same as 
  normal except for a few things:  
  1. The building and the ground are their own source of 
  gravity. So anybody who jumps off the side find 
  themselves pulled back as if falling. 
  2. Everything here is a native to this plane except for the 
  party. So they cannot banish anything here to it’s 
  home plane. 
  3. Anything that is destroyed here prior to the Flight of 
  Fiends reforms in a few rounds. This does not apply to 
  the party members. If they die they dissolve five 
  rounds later and their body reforms in the same spot 
  in the real temple in Mitrik. Things that reform do so 
  somewhere else so they do not rejoin the fight as that 
  would unbalance the fights. 
   
  Development: Once the party is here and has their 
  bearings move to the next encounter. The pace should be 
  frantic up to encounter seven when they face Fez’zut and 
  have to make a decision about the Flight of Fiends (likely 
  at the same time).  
   
  6: BELLY OF THE BEAST 
  This encounter shows the frantic nature of what is going 
  on in Perdition as well as herds the party towards the 
  center. They also gain some information as to what they 
  need to do once they are there and who Brother Salis 
  really is. 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 11 
  What is a grand sight to behold in Mitrik is a dark 
  twisted shape here. Pillars are twisted into forms 
  that somehow still manage to hold the roof in place. 
  Angelic beings are seen clawing at their faces and 
  noble knights are replaced by misshapen masses of 
  flesh. All around, battles are being fought between 
  pale skinned human men and devils. Each of the 
  men and devils has a single rune on their forehead 
  that looks very similar to those on Aaront’s arms. As 
  they fall in combat the corresponding mark on his 
  arms flairs once in blue for a human falling or red 
  for a devil. As quickly as they fall their forms fade 
  away to reform elsewhere to continue the battle. You 
  are not noticed as of yet as this battle rages on. 
  Behind you the portal you entered through shines a 
  light blue color.  
   
  There are 302 devils and their human counterparts 
  fighting here (not that anybody could count them). The 
  missing one is, of course, Fez’zut who is waiting in the 
  center, and Aaront his human counterpart.  
   
  When the party is ready to go or turns to Ra’Ned for 
  further information/instruction he speaks: 
   
  Our goal is at hand my friends. Now that your 
  powerful meddling friend is gone I feel much better 
  about our chances. Our goal is simple. We must 
  reach the center of this complex. There we will find a 
  large, rune-inscribed stone of blue marble. Aaront, as 
  bearer of the runes, must place his hands upon it 
  and say “Undone”. With that the Flight of Fiends 
  will be reversed and all the devils and humans 
  within this place will be released back into the 
  Flanaess. Place your hands on it a second time and 
  say ‘Make Whole’ and the Crook will then redo what 
  it did over a decade ago and lock all of them back 
  inside here forever.  
   
  At this point Aaront speaks up “and all of these 
  good innocent men will be trapped here as well 
  won’t they? Never dying and fighting for all 
  eternity.” 
   
  Ra’Ned continues “Yes but that is a small price to 
  pay to lock away an equal number of devils in service 
  to old wicked is it not?” 
   
  Aaront replies: ”and I will be locked away as well. 
  Let’s not forget it’s easy to make the ‘hard’ choice 
  when you’re not the one giving up his freedom. You 
  know whose son awaits us and what he wants to 
  happen. If you place your hands on the stone a 
  second time and say ‘Forever More’ the Flight 
  cannot be redone. Everyone here will return to 
  where they came from, including the son cast aside 
  and we know what a thorn in his father’s side he can 
  be. Perhaps the obvious choice is not as obvious 
  from all angles. What is truly for the greater good? 
  Innocent men locked away or some evil set loose in 
  the world so a greater evil is weakened and 
  distracted? 
   
  The above could happen as all boxed text or preferably 
  freeform with the party interjecting their thoughts and 
  questions into it.  
   
  The party can argue this out with themselves if they 
  want. They truly have the choice to not undo the Flight of 
  Fiends at all (which causes untold issues going forward 
  but that is not a good choice), undo the Flight and have 
  the Crook redo it again (which locks away 303 innocent 
  men and Aaront as well for eternity), or undo the Flight 
  and let the chips falls as they will and rescue all of the 
  men, Aaront, and return them home to Mitrik. Ra’Ned is 
  firmly on the side of redoing the Flight and cannot be 
  swayed. Aaront is on the side of not redoing the Flight as 
  it was a faulty means to try and achieve and end.  
    
  If the party asks about the ‘powerful meddling 
  friend’ he will look at them and say “Why Bigby of 
  course . . you cannot tell me you did not realize who 
  that was? Sneaking around and manipulating things 
  as always. Hmm interesting. I guess childhood 
  heroes don’t always live up to their reputations. “ 
   
  Let the party take whatever precautions they wish to as 
  you setup a church scene and move them through it. It 
  only takes them a minute or so to reach the middle. The 
  party only takes damage if they do something silly. See 
  the creatures listed below for what options you have in 
  that regard. Describe a harrowing journey, but try to 
  avoid a full-scale battle at this point.  
   
  At some point, during the journey to the center 
  Aaront needs to die. A spear from the darkness can 
  transfix him or he can be immolated by a fireball. The 
  means do not matter. When he dies the party will attempt 
  to heal him or stabilize him in some fashion but this fails. 
  He quickly fades away and show up unmarked and 
  unharmed two rounds later. Show that he can be harmed 
  here and that he has more in common with the other 
  humans here then the party first thought. Ra’Ned 
  comments, if nobody else does, that if he is one of the 
  marked then he has a counterpart here and if the Flight is 
  repaired he will be trapped here as well.  
   
  Creatures: While there are creatures here they are not 
  too concerned with the party and do not go to far out of 
  their way to cause them grief as long as the party does the 
  same. The party should realize any damage they do will 
  just be reversed in a matter of rounds and that their focus 
  should be on getting to the center and fixing the greater 
  problem. If they insist on stopping to fight something a 
  set battle is listed below. Doing so allows Fez’zut to 
  prepare more as well as observe the party’s tactics and 
  thus it will be a harder fight.  
    
  APL 6 (EL 7) 
   
  �Bearded Devil (2): hp 45, 47; MM 52. 
   
  APL 8 (EL 8) 
   
  �Chain Devil (2): hp 52, 52; MM 53. 
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 12 
  APL 10 (EL 11) 
   
  �Bone Devil (2): hp 95, 97; MM 52. 
   
  APL 12 (EL 13) 
   
  �Barbed Devil (2): hp 126, 126; MM 51. 
   
  APL 14 (EL 15) 
   
  �Barbed Devil (2): hp 126 each; MM 51. 
   
  �Ice Devil: hp 147; MM 56. 
   
  APL 16 (EL 18) 
   
  �Barbed Devil (3): hp 126; MM 51. 
   
  �Ice Devil: hp 147; MM 56. 
   
  �Horned Devil: hp 172; MM 55. 
   
  Tactics: Destroy anything they can get their hands on.   
   
  Development: Once the party reaches the center, 
  continue with encounter seven and their final decision. 
   
  7: THE DECISION 
  The PCs can approach the audience chamber in a variety 
  of fashions but regardless Fez’zut is aware of them. He has 
  almost deific powers while on this plane and near his 
  throne. That of course change once the party fights him 
  but for now it makes his monologue and strike on Aaront 
  almost unstoppable.  
   
  As you get closer to the center of the temple you 
  notice that the parts behind you seem to be fading 
  away into the darkness. Almost as if the demiplane 
  itself was crowding in behind you in anticipation of 
  what might happen. Rounding the last pile of rubble 
  you arrive at the edge of the audience chamber of the 
  Grand Temple of Rao. It stretches 80 feet from side 
  to side and while the real one is full of wooden 
  benches this one is bare. In the back center sits a 
  blue marble glowing throne. Sitting upon it is a 
  devilish figure radiating pure power. Standing ten-
  feet tall with glistening black skin he has a single 
  red rune in his forehead. Large horns curl back from 
  the back of his head like the horns of a ram. His feat 
  are cloven and sparks fly from the floor as his shifts 
  his feet.  
   
  The room and reality itself seem to sag under his 
  weight upon the throne. “Well well well. If it isn’t 
  the betrayer, my better half, and some friends. 
  Thank you for bringing the key to my prison. I’ll 
  take it now and rejoin my father”  
   
  Fez’zut moves to attack at this point. He invokes his 
  swiftness of the damned ability in round one. With the 
  extra standard action he throws his trident at Aaront 
  killing him. The trident instantly returns to his hand. The 
  following action goes along with this action.  
   
  With a move faster than your eyes can follow a 
  trident of blue stone appears in his hand and is 
  thrown right at Aaront. The boy is picked off the 
  floor by the trident as it strikes straight through his 
  chest into the wall. The tattoo’s on the boys arms 
  flare to life and fly from his skin. Almost like moths 
  to a flame they start attaching themselves to your 
  skin in random places. Each one burning a little as it 
  hits. A white glow rises from his body and seems to 
  hover over the room near the ceiling.  
   
  On round three Aaront reappears but no longer bear his 
  tattoos except a single one on his forehead much like the 
  others have that matches the one on Fez’zut’s forehead. 
  Fez’zut believes himself immortal so has no fear here. He 
  attacks to the best of his ability to eliminate the party as 
  fast as he can. If the party is down to a few members and 
  not faring well he offers them a bargain. If one of them 
  touches the stone and says “Undone Forever More” he’ll 
  let them live (and he will as once that is done all the 
  devils here are shortly released).  
   
  If at anytime a character touches the throne and says 
  ‘Undone’ the Flight of Fiends is reversed and the 
  demiplane of Perdition starts to pull itself apart. This has 
  no effect on the fight in any fashion at the current time 
  and is for the mood of the battle. Fez’zut cannot touch it 
  and say ‘Undone’ and have it work. If somebody else says 
  it though he can then touch it and say “Forever More’ and 
  break the Flight of Fiends forever. So he always hangs 
  near the stone hoping a hero will say it and he can swoop 
  in and break it before another has a chance to say ‘Make 
  Whole’.  
   
  If at any time a character touches the throne and says 
  “Undone Forever More” the Flight is reversed and cannot 
  be repaired. All devils are released from Perdition forever 
  in ten rounds (and Fez’zut does his best to do as much 
  damage until that point – unless he made a deal with 
  them.) As above the demiplane of Perdition starts to pull 
  itself apart. Five rounds after the devils are gone, fifteen 
  rounds from when the words were spoken, the 
  demiplane ceases to exist and anyone still here is gone 
  forever (only a true resurrection or wish spell in 
  combination with another can bring them back). The 
  party can return the way they came or can use their own 
  abilities to flee.  
   
  If at any time after the Flight is reversed and 
  somebody has not spoken “Undone Forever More” a 
  character touches the throne and says “Make Whole” the 
  white glow near the ceiling swirls around the throne and 
  in ten rounds the Flight is redone upon the devils in 
  Perdition and made whole and permanent. This drives 
  Fez’zut into an uncontrollable rage as he goes hand to 
  hand with the nearest character. After the ten rounds are 
  over the party and Ra’ned are returned to Mitrik.  
   
  To complicate matters, odds are one person in the 
  party has Bigby’s notebook. It has an Int of 14 and a 
  mission. If the party decides against undoing the ritual (it 
  can listen in on their discussions) then it strikes during 
  the battle with Fez’zut. On round two it shows its true 
  purpose and casts dominate person (Will save DC 15+APL 
  negates) on whoever is carrying it each round until they 
  fail. If they fail they receive the same instruction each 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 13 
  round “Touch the stone and say Undone Forever More”. 
  So each round the character must take a move action 
  towards the stone until he is next to it at which point 
  another move action has them touch and say that. They 
  can use their standard action for whatever they want each 
  round unless it is to do something to affect the dominate 
  person spell. If dispelled it is cast again the next round and 
  so on until the book is discarded or somehow repressed. 
  This is Bigby’s final betrayal of the party and should 
  firmly put them all in a foul mood towards him to say the 
  least. Once the stone is touched and the words are spoken 
  (to undo or re-do the Flight of Fiends) the book becomes 
  inert.  
   
  Creatures: The main battle here is with Fez’zut. The 
  throne acts as a spell turret (or a pair of spell turrets 
  depending on the APL.) The spell turrets have an 
  initiative modifier of +0. At APL 10+ the spell turrets are 
  both located in the same location (the throne). Turning 
  off one turns off both of them.  
   
    
  APL 6 (EL 9) 
   
  �Fez’zut: medium outsider: hp 52; Appendix 1. 
   
  �Throne Spell Turret: 5th-level wizard spells; 
  Appendix 1. 
   
  APL 8 (EL 11) 
   
  �Fez’zut: large outsider: hp 95; Appendix 1. 
   
  �Throne Spell Turret: 7th-level cleric spells; 
  Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Fez’zut: large outsider: hp 126; Appendix 1. 
   
  �Throne Spell Turret: 6th-level cleric spells; 
  Appendix 1. 
   
  �Throne Spell Turret: 8th-level wizard spells; 
  Appendix 1. 
   
  APL 12 (EL 15) 
  �Fez’zut: large outsider: hp 158; see Appendix 1. 
   
  �Throne Spell Turret: 8th-level cleric spells; 
  Appendix 1. 
   
  �Throne Spell Turret: 8th-level wizard spells; 
  Appendix 1. 
   
  APL 14 (EL 18) 
  �Fez’zut: large outsider: hp 172; Appendix 1. 
   
  �Throne Spell Turret: 8th-level cleric spells; 
  Appendix 1. 
   
  �Throne Spell Turret: 8th-level wizard spells; 
  Appendix 1. 
   
  APL 16 (EL 20) 
   
  �Fez’zut: large outsider: hp 225; Appendix 1. 
   
  �Throne Spell Turret: 9th-level cleric spells; 
  Appendix 1. 
   
  �Throne Spell Turret: 9th-level wizard spells; 
  Appendix 1. 
   
  Tactics: The throne acts as a non-movable spell turret. It 
  casts the spells listed at the appropriate caster level in 
  order once per round. On the fifth round it cures itself for 
  4d8+20 points of healing. If reduced to 0 or less hit points 
  it goes inactive but heals 4d8+20 points of healing on its 
  initiative each round and goes active again when its hit 
  points are a positive number. It rolls initiative normally 
  but cannot move or be permanently harmed. A dispel 
  magic cast on it that affects CL 20 suppress it for one 
  round. The throne always attack the nearest creature even 
  if its Fez’zut and he knows this. The party can use this to 
  their advantage. At higher APL’s Fez’zut knows when the 
  heal spells are coming and positions himself to take the 
  benefit from them if he can.  
   
  When somebody touches the throne and says 
  ‘Undone’ the throne is stunned for one round. If 
  somebody touches the throne and says ‘Undone Forever 
  More’ or ‘Make Whole’ the throne is stunned for one 
  round and then crumbles to dust (if Undone Forever 
  More) or just goes inert (if Make Whole).  
   
  Fez’zut opens up with everything he has to take out 
  the party and secure the boy for himself.  
   
  Treasure: The treasure in this encounter comes from 
  Fez’zut remains. This is detailed on the AR and has no set 
  value.  
   
   
  Development: Perdition is either made whole again or 
  unravels at the seams and ceases to exist. If Perdition is 
  undone then the party has 15 rounds to get out. Once 
  back out they are dropped back into the plaza area of the 
  Grand Temple of Rao in Mitrik. Shortly after that, 303 
  humans of various ages join them (Aaront is one of them).  
   
  If Perdition is bolstered and continues to exist they 
  are once again dropped back into the plaza area outside 
  the Grand Temple of Rao in Mitrik. Nobody seems the 
  wiser for their journeys of battles. The rifts stop 
  happening but most never know why. 
   
  CONCLUSION: DID WE WIN? 
  While the first round wrapped up the ‘To Serve the 
  Greater Good’ series it also sets the stage for the second 
  round which set in motion events that will drive 
  Greyhawk to war. In this part the players should be either 
  distrustful or outright hateful towards Bigby and possibly 
  the entire Circle of Eight. It’s this distrust that will drive 
  them forward into the next round of the adventure.  
   
   
  With another swirl and pop you find yourself 
  standing in the plaza of the Grand Temple in Mitrik. 
  The sun is shining and the priests and pilgrims 
  continue their travels oblivious to what has just 
  happened.  
   
  If the PCs undid the Flight of Fiends read the following. 
  If they did not, move to the subsequent read aloud text. 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 14 
  The air in front of you blurs once again and suddenly 
  you are surrounded by hundreds of human men of 
  various ages - the men from Perdition freed upon the 
  world for good or ill. They are confused and 
  bewildered. Some raise their hands to the light of 
  the sun while others scurry to hide from the light. 
  The Mitrik Temple Guard quickly surrounds the 
  group and move them off to a shelter while the 
  church figures out who they are and what to do with 
  them  
   
  The party is by all means welcome to help with this and 
  fill the church in to what happened if they wish – the 
  church take matters regarding the men from here 
  though. Continue:  
   
  A rumble from the south draws your attention as 
  well as everybody else who can hear it.  
   
  When the part run out to see what is going on, continue:  
   
  The street ahead is filled with people stampeding 
  towards the temple grounds. Even the guards are 
  moving in the same direction with a panicked look 
  on their faces. Letting the swarms pass around you 
  like the breeze you finally see what they are running 
  from. Three inky black spheres two feet in diameter 
  are moving up the street. Everything that comes in 
  contact with them vanishes without a sound  
   
  A DC 20 Knowledge (arcana) check identifies these as 
  spheres of annihilatio0n (DMG 279). Intelligent characters 
  can try to control them if they wish, but the willpower to 
  control three of these at once is beyond their ability to 
  overcome. Anyone who succeeds on a DC 30 control roll 
  (d20 + level + Int modifier) can gain control of the sphere. 
  However, control of sphere is opposed by some unseen 
  powerful being (who can make control checks with a +30 
  modifier to the die roll). Eventually, the sphere will reach 
  their target. Read: 
   
  Without a sound the spheres descend upon Bigby’s 
  tower from above. With workman like precision 
  they start at the top and swirl in a fast dizzying 
  pattern down the tower. As you watch the tower 
  dissolves into nothingness before your eyes. Stone, 
  wood, even the occasional desk comes into view to 
  just as quickly be sucked into the nothingness of the 
  spheres. They finally reach the street level and burn 
  a bowl shaped depression into the ground 60 feet in 
  diameter. The finally come to rest in the bottom 
  slowly swirling in a tightening circle around each 
  other. 
   
  At this point pause for dramatic effect as the players lean 
  in closer or run for their lives.  
   
  With a final swirl the three globes come into contact 
  with each other and cease to be. A multi-colored 
  vortex opens for a second where they were just a 
  second ago and the wind rips past your face as the air 
  itself is sucked into it. The falling dust of what is left 
  from the tower spirals quickly into it and with a 
  thrum nose you feel more then hear it is gone. A few 
  lone pieces of paper float down from the sky above 
  to the ground at your feat. All that is left of the tower 
  is a hole in the ground and the image in your mind. 
   
  The party can collect the papers if they wish. Most are 
  useless gibberish. While doing so they will notice a tall 
  Flan woman in her early thirties doing the same. She 
  discards each one until she seems to find one that satisfies 
  her curiosity and then sits down and waits for the party to 
  approach. This is Kendyra and she is the catalyst to 
  launch the party into the second half of this adventure. 
  She has only one thing to say before the break between 
  rounds once the party approaches her and ask who she is. 
   
  “I’m Kendyra. I used to work with the gentlemen 
  whose tower no longer exists. I guess we both have a 
  lot of questions about what’s going on now don’t 
  we?” 
   
   
   
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 15 
  Round Two: Whispers of the 
  Obsidian Citadel 
   
   
   
  ADVENTURE BACKGROUND 
  This round details the PCs’ journey to the Obsidian 
  Citadel and what they learn there and along the way. 
  Everything they learn is planted information by 
  Mordenkainen and a calculated move on his part to 
  influence greater goings-on in the Flanaess. The PCs 
  should leave this round with a feeling that the Circle of 
  Eight and especially Mordenkainen might not be totally 
  on their side. The forces of Iuz are being very bold and 
  something is occurring on a grand scale. The adventure 
  should leave the players thinking that something really 
  big is going to happen soon and it’s not going to be a good 
  thing. They should also feel somewhat, if not totally, 
  responsible for it.  
   
  Their journey takes place on the Path of Truth. Truth 
  as with most things with Mordenkainen is more gray 
  then white and always open to interpretation. Most 
  things on this journey show that. The path winds in and 
  out of various dark places and even into another plane or 
  two and back. If you step off the path even for a second 
  you are lost and must start over again. This fact makes 
  some obstacles tougher then they normally would be (for 
  example ignore the giants and fly around them but flying 
  is leaving the path and thus not an option). Also, no 
  magical or extraordinary modes of travel that move an 
  object from one place to another work. No dimension door, 
  dimensional hop, teleport, shadowstep, and so on work. Haste 
  and such spells that make you physically move faster are 
  okay as you are still walking on your own two feet just in 
  a faster fashion. Flying is allowed but you cannot move 
  more then 15-feet off the ground without being 
  considered off the path and starting over again.  
   
  Once to the valley that holds the Obsidian Citadel 
  the party should start noticing the damage dealt by the 
  Iuz party that went before them. Some may comment on 
  how it should not be this easy for them or the Iuz force to 
  do what they are doing and that fact is a clue itself.  
   
  ADVENTURE SUMMARY 
  Introduction: The party starts together sitting outside 
  the ruins of Bigby’s tower. Mitrik is in chaos around them 
  as the city continues to shake from the after effects of the 
  Flight of Fiends being cast down. Sitting across the street 
  from Bigby’s tower leaning against her horse is Kendyra. 
  She is an ally of Mordenkainen’s from the Bright Lands 
  and is here to plant the needed ideas and suspicions to get 
  the party on its way to the Obsidian Citadel and what 
  they believe is Bigby’s current location. 
   
  Encounter One – The Road to Nowhere: Getting 
  to the citadel is not as easy as following a pathway and 
  making a few turns. The way to the Obsidian trail is 
  known to few and the path has been layered with so 
  many deceptive magical spells that even the mightiest of 
  Iuz’s servants has never found this place (until now). The 
  party picks up the trails of another group that has gone 
  before them. Kendyra feigns ignorance but she knows 
  the group ahead is of Iuz and set on this trail by none 
  other then herself. She mentions that only four people 
  know the location to the Citadel: Mordenkainen, Bigby, 
  Tenser, and herself.  
   
  Encounter Two – Mirrored Mechanisms of 
  Minutia: The first trial on the path awaits: a mirrored 
  puzzle to let the party enter the tunneled path through 
  the mountain. Kendyra claims to know the way to pass, 
  but is in actuality using this to remove herself from the 
  party as she has other things to do. She puts in a 
  combination that is wrong if tried by others but attuned 
  to herself it teleports her to the citadel while leaving a 
  charred corpse in her place.  
   
  Encounter Three – Expendable Resource: The 
  valley the Obsidian Citadel rests within has many 
  guardians. The cold and calculating Mordenkainen 
  considers them all expendable in the greater balance he 
  hopes to achieve. A group of giants that he befriended 
  long ago confront the party. They are fiercely loyal to the 
  Mordenkainen, even though he does not really return the 
  favor, and will not let any past. It is possible for the party 
  to talk to start with and gain information that another 
  group has gone before and managed to slip by them. This 
  fact does not change the outcome, though.  
   
  Encounter Four – Valley of Silenced Fire: The 
  valley is the collapsed top of a long-extinct volcano. In the 
  center is what is left of the lava tube plug that has resisted 
  the elements over millions of years of erosion. Its surface 
  has been polished to a brilliant shine and this structure is 
  what is now known as the Obsidian Citadel. It reaches 
  hundreds of feet into the air from the valley floor and is 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 16 
  surrounded by a large lake that does not quite take up the 
  entire valley floor. They are set upon by some of the 
  primal guardians of the valley on their way to the tower. 
   
  Encounter Five – The Tower Door: The players 
  approach the tower and find a door at the base open and 
  the guards dead. They also find two bodies from the party 
  of Iuz that came through here as well as those they left 
  behind to guard the door. If it has not been confirmed 
  before it is now. They are not the first ones here.  
   
  Encounter Six – Doors to Infinity: The tower and 
  its function are beyond this adventure and the skills of 
  the party to discern. Mordenkainen is the master of the 
  forces at work here and those forces are massive. The 
  players get a glimpse though into the wonders that it 
  holds. Doorways to a hundred worlds line the central hall 
  while the library stretches beyond sight with more books 
  then even a long-lived elf could read in his life. The party 
  can take whatever path they wish through the tower but 
  regardless they always end up where Mordenkainen 
  wants them to be. As with everything else he leaves 
  nothing to chance if he can help it. From a scrying room 
  they can watch the Iuz group ransack a room and leave 
  the tower. As they continue to watch the room magically 
  resets itself down to the pages of information that were 
  moments before stolen.  
   
  Encounter Seven – The Truth? The party enters 
  the recently ransacked room and learns the same 
  information that Iuz now knows. Once again the fact this 
  seems to be information that was left on purpose is a clue 
  in itself. Mordenkainen is up to something and whatever 
  it is it includes Old Wicked himself.  
   
  Encounter Eight – Caught Ya: The party finally 
  catches up with the Iuz force and has it out with them. At 
  higher levels this group is led by a greater dragon. Iuz 
  would not leave something this important to one of his 
  lesser servants. While the party may slay the Iuzites the 
  information they found has already been passed on.  
   
  Conclusion: The conclusion is about the trip home 
  and whom they tell all this information to. People are 
  going to have a lot of different answers and who knows 
  this information can really affect the future. If somebody 
  keeps the notes on troop movement they are approached 
  by somebody wanting to buy them. They can earn some 
  cash doing so but will also earn a very nasty disfavor that 
  can put them on the gallows quickly in the wrong place.  
   
  Prologue: This takes place offstage and sets the tone 
  for future parts of the series and Iuz’s ambitions.? 
   
  THE OBSIDIAN PATH 
  The path to the Obsidian Citadel and the Valley of 
  Silenced Fire is a magical and confusing path. 
  Mordenkainen is very protective of his interests and very 
  few know the way there. He has allowed Kendyra to drop 
  some hints and lead the path for two groups to find the 
  valley and gain some information he wants leaked out 
  from it.  
   
  The Path is known as “The Road to Nowhere” and is 
  spoken of in arcane circles with much respect due to the 
  immense magical work Mordenkainen put into 
  constructing it. The path must be followed exactly to find 
  the valley and the citadel within it. The rules below must 
  be followed. If not the person or persons violating the 
  rule has to go back to the beginning and start over (which 
  removes them from that encounter as they catch back up 
  – they are fine for the following encounters).  
  • 
  Unless otherwise noted the path is ten-foot wide 
  with another ten-feet on either side of clear space 
  (thirty-foot total). Sometimes the path may appear to 
  be narrower then this but it physically remains the 
  same and just appears to change.  
  • 
  If you step outside this thirty-foot area (fifteen-foot 
  from the centerline of the road) you feel a tingle on 
  the start of your next turn. If you are not back in the 
  area by the end of your turn you returned to the start. 
  This thirty-foot rule applies to movement in all 
  directions including up and down (thus no more 
  then fifteen-feet up or down from the roads 
  centerline). So fly off the path and you will get the 
  same result. 
  • 
  If you physically leave contact with the road you 
  always come down in the same spot. So you can fly 
  around for 20 minutes but you land in the same spot 
  when done. Same for jumping. Tumbling is fine as 
  you are still in contact with the road while you do it. 
  • 
  Magical travel that crosses distances without 
  physically moving through them does not work. So 
  you can expeditious retreat and run down the path 
  faster but you cannot dimension door, shadow hop, plane 
  shift, or teleport down it.  
  • 
  The road was created at 24th-level for purposes of 
  dispelling. If dispelled, it is suppressed for 10 
  minutes and they must start again. If some kind of 
  anti-magic area is brought into effect on the path it is 
  also suppressed and they must start again.  
  • 
  All creatures native to the path are aware of this and 
  if they can do something to prevent somebody from 
  staying on the path they will (as this effectively 
  serves their job of protecting the path). 
  • 
  There is no set time to complete the path. You can 
  camp for three days and continue as long as you do 
  not leave the road. 
   
  INTRODUCTION 
  This round starts with the players standing next to what 
  was once Bigby’s tower in Mitrik. Kendyra has just picked 
  up one of the papers that was floating down and is sitting 
  waiting for the party to approach her.  
   
  The woman who snagged the floating piece of paper 
  is of Flan descent and in her early thirties. She wears 
  well-traveled clothing of rather average quality. The 
  bounce in her step and the weapons and their 
  broken in well oiled leather straps hanging from her 
  belt belay her average looks.  
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 17 
  Kendyra is here to start the party on the way to 
  Mordenkainen’s citadel in the Yatil Mountains. She 
  plants more suspicious evidence against Bigby, shows 
  that something is being planned against Tenser, and that 
  Iuz is also interested in finding that valley.  
   
  Once asked who she is, why she is here, or what is 
  going on she replies:. 
   
  I am Kendyra of the North. Free woman of 
  Greyhawk and friend to many powerful individuals. 
  I once called Bigby friend but now I’m not so sure 
  what is going on. I was gathering information on a 
  location he had sent me to investigate to the south 
  in the Lortmils when I returned to find this (points 
  to the hole where the tower used to be). I have a feeling 
  those who most consider forces for good are not 
  exactly bearing our best interests in mind.  
   
  If asked what she found in the Lortmils – I found a 
  small complex. Just a couple of rooms and a defunct 
  golem guardian. Inside was a clone of a man I’ve 
  seen once or twice before in my dealings with the 
  Circle of Eight. It was one of Tenser’s clones. Why 
  Bigby has an interest in where Tenser has his clones 
  I do not know, but it probably does not bode well. 
  This (hands party Player’s Handout Two) does not 
  reassure me of any good intentions.  
   
  Powerful forces are at work. Something has 
  happened to the balance and I’m not sure what side 
  the pendulum is going to swing to next. When I was 
  tracking down this place for Bigby I came across a 
  group of Old Wicked’s troops doing the same. Lead 
  by a dark skinned scaled man, they appeared to be 
  following the same track I was and headed west into 
  the Yatils. I’m afraid I know where they are 
  attempting to go and I aim to follow.  
   
  At this point the players should hopefully be chomping at 
  the bit to go with her to find out more of what is going on 
  or at least to stop whatever the forces of Iuz are up to. She 
  continues: 
   
  They are heading for the Valley of Silenced Fire and 
  the Obsidian Citadel that lies within (DC 24 
  Knowledge [geography] check or a DC 20 Knowledge 
  [arcana] checks confirms this as Mordenkainen’s private 
  sanctuary). Only four people know the way to the 
  valley. Mordenkainen, Bigby, Tenser, and myself. So 
  how Iuz found out I do not know, but we must keep 
  him from gaining entry and hopefully find some 
  answers as to what Bigby is up to.  
   
  Once the players are up to date run encounter one. It is a 
  two-day travel to the location where the road starts so 
  they can rest and redo spells along the trail normally. If 
  they have a way to travel there faster they are still behind 
  the Iuz troops (because at that APL they travel faster as 
  well naturally).  
   
  1: THE ROAD TO NOWHERE 
  Kendyra leads you west straight out of Mitrik. The 
  Yatils grow closer with each passing step until you 
  are walking among the hills at their base. The sun 
  itself is almost blocked out by their size. Kendyra 
  follows a small stream into the hills for about an 
  hour and stops where a small spring bubbles up and 
  joins it. “This is the first trick to the path.” She pulls 
  out some corn and tosses it on some rocks for the 
  birds and then pulls out a holy symbol of St. 
  Cuthbert. “You won’t find many agents of evil 
  carrying those around”. She tosses it into the spring 
  and the water stops for a second and then begins to 
  recede leaving a smooth tunnel that drops 10 feet 
  down and turns into the darkness. 
   
  The party can prepare at this point if they wish. Continue, 
  when they head inside: 
   
  Dropping down inside you see the tunnel goes 30 
  feet and ends in a simple wooden door. The door is 
  normal size with brass hinges and doorknob. The 
  door is not wet nor is the floor within 3 feet of it.  
   
  Other than its protective wards the door is completely 
  normal in every fashion. This is the starting point for The 
  Road to Nowhere. Anytime something says to go back to 
  the start this is where they arrive. 
   
  Before entering Kendyra goes over some rules of the 
  road and trials they may face.  
  1. Stay on the Path: Leaving the path puts you back 
  here at the start. You must remain within 15 feet of 
  the center line of the path. This is in any direction. If 
  you feel a tingle you are too far away. 
  2. Boots for Walking: You must walk the path on foot. 
  You can fly around but you cannot move more than 
  15 feet from the center line of the path.  
  3. Magic: You can speed up the rate in which you walk 
  but no other magical mode that moves from point A 
  to point B works on the path.  
  4. Guardians Ignore Rules: The path has guardians 
  which are not bound by these rules but know that you 
  are. Take caution. 
   
  Development: When the PCs open the door, proceed to 
  encounter two. 
   
  2: MIRRORED MECHANISMS 
  OF MINUTIA 
  The door opens without a sound and to your 
  surprise a path through a lightly wooded valley 
  stretches out before you. The sun is high in the sky 
  and does not match up with where it was moments 
  before.  
   
  When the PCs get going, continue: 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 18 
  You travel along the path for an hour until you come 
  to a narrow ravine that heads down. Loose stones 
  shift under foot as you carefully make your way 
  down. Near the bottom the way is blocked by an 
  ornate adamantine wall with a closed, circular 
  portal. The wall is covered with five mirrors in a 
  pentagonal pattern that reflect the ravine and 
  yourself in a myriad of patterns. There are symbols 
  etched into the center of each mirror; a square, a 
  line, a triangle, a pentagon, and a circle. In the center 
  is written a series of phrases in common, dwarf, elf, 
  and Oeridian.  
   
  ‘In order you must go or your ashes the wind will 
  blow 
   
  First comes the root of the sum of two squares 
   
  Then comes the difference of the root of those two 
  squares 
   
  In middle is the number between the first two 
  Rounding the river comes the box and its corners 
  true 
   
  Now it is the end there is only one left. Push it and 
  see if you made the right bet’ 
   
  “This is the first test: a combination lock with a clue. 
  Choosing wrong can be very painful. I was hoping to 
  find the ones we’re following stopped here but 
  evidently they figured out how to pass beyond. 
  Thankfully we’ll waste no time here as I know the 
  combination.  
   
  The party can stop her and ask questions if they want but 
  she does know the combination and is not lying. She says 
  that each person must enter the combination to pass 
  through. She tells them the combination (it’s wrong of 
  course) and goes first and gets zapped. Repeating what 
  she did sets the trap off but does not teleport them (it’s a 
  onetime failsafe).  
   
  She quickly pushes the top, bottom right, top left, 
  bottom left, top right and steps back. “Wait they 
  changed some” she is cutoff as two green rays shoot 
  from the door and hit her. She glows briefly with a 
  green outline before falling into a pile of dust on the 
  ground. The door makes a few whirls and clicks then 
  falls silent. 
   
  This riddle is also detailed on Player Handout Four.  
   
  A DC 21 Spellcraft check identifies the spells as 
  disintegrate. A DC 31 Spellcraft check notices that 
  something was different with it and it was modified 
  somehow but provides no more information.  
   
  Kendyra is, of course, just fine. The modified spell 
  left remains behind and teleported her to the tower. As a 
  failsafe in the path in case somebody was being forced to 
  show the path to another. She was not being forced but at 
  the same time has done her job. She cannot be raised or 
  restored in any fashion as she is not dead. The same 
  applies to speak with dead and other spells. Divination 
  spells can reveal that she is not dead but provide no more 
  information. She is already in the tower working on her 
  next assignment. She has set the wheels in motion as 
  required by her employer.  
   
  Trap: The proper sequence to avoid the trap is 5 (root of 3 
  and 4 squared and added), 1 (difference between 3 and 4), 
  3 (middle point of previous two), 4 (corners on a square), 
  and 2 (only one left). This corresponds to pentagon (5), 
  circle (1), triangle (3), square (4), line (2). 
   
  The trap does not go off until the final symbol is 
  pushed, a symbol is pushed for a second time in a 
  sequence of five, a Disable Device check is failed, or if it’s 
  physically attacked. The symbols only work if pushed by 
  a humanoid. You cannot push them with magic, an 
  animal companion (unless it’s a humanoid one), a stick 
  and so on. 
   
  Each symbol lights up when pushed. If the trap goes 
  off they all reset to unlit.  
   
  If the party is totally stumped they can start making 
  Intelligence checks (DC APL +10) to get clues. Doing this 
  reduces the XP gained for this trap by half.  
   
  If the trap goes off, the first person to be struck is the 
  last one to touch the door combination. If more than one 
  ray goes off, determine randomly who the others hit. 
   
    
  APL 6 (EL 6) 
   
  �Maximised Scorching Ray Trap: CR 5; 
  mechanical touch trigger; automatic reset; code bypasses; 
  Atk +4 ranged and +4 ranged touch touch (maximized 
  scorching ray, 9th-level wizard, 24 fire damage, DC 21 Fort 
  save for 5d6); Search DC 30, Disable Device DC 30. 
   
  APL 8 (EL 8) 
   
  �Heightened 
  Disintegrate 
  Trap: 
  CR 
  8; 
  mechanical touch trigger; automatic reset; code bypasses; 
  Atk +6 ranged touch (heightened disintegrate, 13th-level 
  wizard, 26d6, DC 20 Fort save for 5d6); Search DC 32, 
  Disable Device DC 32. 
   
  APL 10 (EL 10) 
   
  �Heightened 
  Disintegrate 
  Trap: 
  CR 
  10; 
  mechanical touch trigger; automatic reset; code bypasses; 
  Atk +8 ranged touch (heightened disintegrate, 17th-level 
  wizard, 34d6, DC 21 Fort save for 5d6); Search DC 34, 
  Disable Device DC 34. 
   
  APL 12 (EL 12) 
   
  �Heightened Disintegrate Trap (2) : CR 10;  
  mechanical touch trigger; automatic reset; code bypasses; 
  Atk +8 ranged touch (heightened disintegrate, 17th-level 
  wizard, 34d6, DC 21 Fort save for 5d6); Search DC 34, 
  Disable Device DC 34. 
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 19 
  APL 14 (EL 14) 
   
  �Heightened Disintegrate Trap (2): : CR 10; 
  mechanical touch trigger; automatic reset; code bypasses; 
  Atk +8 ranged touch (heightened disintegrate, 17th-level 
  wizard, 34d6, DC 21 Fort save for 5d6); Search DC 34, 
  Disable Device DC 34. 
   
  �Energy Drain Trap (2): CR 10; magical device, 
  touch trigger, automatic reset, spell effect (energy drain, 
  17th-level wizard, Atk +15 ranged touch, 2d4 negative 
  levels); Search DC 34, Disable Device DC 34. 
   
  APL 16 (EL 16) 
   
  �Heightened Disintegrate Trap (4): : CR 10; 
  mechanical touch trigger; automatic reset; code bypasses; 
  Atk +8 ranged touch (heightened disintegrate, 17th-level 
  wizard, 34d6, DC 21 Fort save for 5d6); Search DC 34, 
  Disable Device DC 34. 
   
  �Energy Drain Trap (3): CR 10; magical device, 
  touch trigger, automatic reset, spell effect (energy drain, 
  17th-level wizard, Atk +15 ranged touch, 2d4 negative 
  levels); Search DC 34, Disable Device DC 34. 
   
  Development: It is a six-hour trip from here to the next 
  encounter.  
   
  3: EXPENDABLE RESOURCE 
  The path beyond the door continues to winds its way 
  through valley and vale. It slowly begins to climb 
  into the mountains and the temperature begins to 
  drop. The trail flattens out into a wide plateau 
  covered in snow. The path disappears beneath the 
  snow and while you can see it again 300 feet ahead as 
  it heads around a cliff between here and there is a 
  blanket of snow. The wind is whipping snow around 
  making it almost impossible to see at times and 
  causing the snow ahead to shift, swirl, and bunch 
  into drifts. Your footprints behind you are almost 
  gone already. 
   
  Towards the cliff you can make out two 
  (large/huge) humanoid shapes lying still in the 
  snow. A light blanked of snow on top of them. The 
  snow is stained red around them.  
   
  The path indeed does not go straight across the expanse 
  of snow. It does a zig to the right before coming back to 
  the left and continuing. See the map in Appendix 3 for 
  details.  
   
  Crossing the snow field is not difficult to start as 
  long as the party is careful. Brushing the snow away with 
  their feet does the trick to keep them on the path. It’s 
  during a battle that things might become difficult.  
   
  When they are about halfway across, the stone giants 
  guarding this area come around the bend ahead and spot 
  the party (even if invisible walking in the snow makes 
  them pretty easy to spot). They yell from where they are 
  standing and demand the party returns the way they 
  came. While their attitude towards the party is neutral 
  they do not allow them to pass. If the party asks about the 
  bodies they are told that a group of Iuzian troops passed 
  through here this morning (though the sun never seems 
  to move from the PCs’ perspective) and they were unable 
  to stop them. If somebody thinks to ask the giants give a 
  description of the group (see encounter eight for their 
  details – remember the dragon was in drow form during 
  this fight). The giants are happy to sit and talk as long as 
  nobody casts a spell, comes any closer, or takes a hostile 
  action. Once that happens it’s fighting time. They were 
  saved and befriended by Mordenkainen years ago and 
  beyond loyal to him. 
   
  Creatures: These stone giants are highly trained and 
  geared for protecting this pass and the valley beyond. 
  Make sure to note to the players at the higher APL’s the 
  armored nature of the giants. Some have some pretty 
  impressive hit points and armor and it’s very obvious.  
   
    
  APL 6 (EL 8) 
   
  �Stone Giant: hp 119; MM 124 
   
  APL 8 (EL 10) 
   
  �Stone Giant (2): hp 119; MM124 
   
  APL 10 (EL 13) 
   
  �Stone Giant (2): fighter 2; hp 139; Appendix 1. 
   
  �Stone Giant: cleric 4; hp 155; Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Stone Giant (2): fighter 3; hp 200; Appendix 1 
   
  �Stone Giant: cleric 10; hp 257; Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Stone Giant (2): fighter 5; hp 226; Appendix 1. 
   
  �Stone Giant: cleric 14; hp 301; Appendix 1. 
   
  APL 16 (EL 19) 
   
  �Stone Giant (4): fighter 5; hp 226; Appendix 1. 
   
  �Stone Giant (2): cleric 14; hp 301; Appendix 1. 
   
  Tactics: Their goal is to stop the party from crossing the 
  field. They know the party has to stay on the path and use 
  that to their advantage. They have a pile of rocks near the 
  cliffbase (underneath the snow) and can also throw 
  massive balls of snow to obscure the path if needed. Treat 
  these as a stone throw touch attack but instead of damage 
  it covers a 20-foot square with snow obliterating any 
  cleared path. 
   
  Anytime a character tries to walk on what he thinks 
  is the path but cannot currently see the path (such as it 
  was clear but now buried under snow again) he must 
  make an Intelligence check DC10. If there is another 
  person in front of him on the path he can choose to move 
  in a straight line towards him without making this roll 
  (which at times may automatically take him off the path if 
  there is a curve). A character can also choose to move at 
  half normal speed to push snow with his foot as he moves 
  to stay on the path.  
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 20 
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find here.  
   
  Development: It is possible for the entire party to 
  willingly or not so much step off the path here and start 
  again. It’s actually not a bad idea if the fight is going 
  badly. If they do so it takes them hours to get back here 
  and the giants are healed and ready for them.  
   
  The party may also try to rush past them in some 
  fashion. The giants pursue and harass the party as best 
  they can all the way up to the edge of the Valley of 
  Silence Fire. They want nothing to do with the elemental 
  guardians (but continue to harass the PCs during that 
  fight as well if they can manage to do so without 
  endangering themselves with the elementals.) 
   
  It is a two-hour trip from here to the next encounter.  
   
  4: VALLEY OF SILENCED FIRE 
  The snow continues to blow as you approach what 
  might be the top of another ridge. Beyond lies your 
  destination. You have crested the rim of a large bowl 
  depression that makes up the top of this mountain. 
  It’s two miles across and is dominated by a large lake 
  that must be heated from beneath as the air here is 
  very warm and humid. The warmth of the lake has 
  held off the cold of the mountains and lush 
  vegetation and trees have taken hold here in thick 
  underbrush.  
   
  In the center of the bowl, and center of the lake, 
  is a large black glass-like structure. It rises 300 feet 
  at least from the surface of the lake and appears to be 
  a natural structure that has been worked into a thing 
  of dark beauty. The sun’s light reflects off it but does 
  not illuminate inside the glass structure. Its dark 
  surface casts no reflection on the lake below. 
   
  A path continues from here to the docks on the edge of 
  the lake. This is not the magical path though. That ends 
  once they step foot into the bowl. The party may not 
  realize it until they try to push the distance thing and 
  realize they are not getting a warning tingle.  
   
  As you continue forward the ground begins to 
  buckle and move almost like water. Sliding slowly 
  from the ground is some kind of primeval elemental 
  creature(s). A living pillar of black rock towers over 
  the ground before you. Its angular body is covered 
  with spikes and sharp ridges. It unfurls three long 
  arms, each ending in a long, vicious point: Two 
  extend slightly forward, while the third sprouts 
  from the center of the back to loom over its head. 
  Three short, powerful legs support it like a tripod.  
   
  There is an earth creature at every APL (except APL 12). If 
  joined by a fire elemental add the following text as well.  
   
  [Fire] Climbing from the pit the earth creature 
  moved from follows a tall, human-shaped creature 
  composed of pure black flame. It wears a plain red 
  robe that seems to float and billow in the 
  tremendous head, while the air shimmers around it. 
  Its lower body is a stream of flame that coils behind 
  it like a snake’s tail.  
   
  APL 6 (EL 8) 
   
  �Black Rock Avatar: Large earth elemental; hp 
  152; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Black Rock Avatar: Large earth elemental; hp 
  199; Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Black Rock Avatar: Large earth elemental; hp 
  228; Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Black Flame Disciple: Large fire elemental; hp 
  221; Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Black Rock Avatar: Large earth elemental; hp 
  377; Appendix 1. 
   
  APL 16 (EL 19) 
   
  �Black Rock Avatar: Large earth elemental; hp 
  377; Appendix 1. 
   
  �Black Flame Disciple (2): Large fire elemental; 
  hp 221 each; Appendix 1. 
   
  Tactics: The guardian(s) of the valley is not aligned with 
  anybody or really anything. It’s a spirit of the mountain 
  who resents any who tread on its ground. It smashes what 
  it can reach and if it cannot reach anything it settles into 
  the ground until it can.  
   
  If a disciple is present it orders the avatar around (it’s 
  much smarter).  
   
  Development: If the party does a lot of flying around 
  during this battle they are spotted by the Iuzian forces 
  that are currently inside the tower. They take reasonable 
  precautions with spells and buffing going forward. It is a 
  20-minute trip down to the lake from this point. 
   
  5: THE TOWER DOOR 
  Continuing on into the bowl a path has been hacked 
  through the vegetation ahead in a direct line 
  towards the tower. The road finally opens up to a 
  small dock on the lake. A wood boat made of 
  polished black wood rocks gently at the end. Steam 
  and bubbles can be seen rising from the water 
  around it and a sulfurous smell hangs in the air. 
   
  Crossing the lake is not an encounter. It is uneventful 
  and calm unless the party does something stupid. The 
  water is 150 degrees and gets hotter as you sink. So 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 21 
  anybody that goes overboard starts taking damage quickly 
  and if they sink they’ll find the bottom almost 500 feet 
  down, but will be nice and cooked by the time they get 
  there. The trip across the lake takes 30 minutes.  
   
  The trip across the lake is thankfully uneventful. A 
  dock awaits you as you pull up to the islands shore. 
  There is no path here leading to the tower. Just 
  jumbled shards of black glass cast off from the 
  tower.  
   
  It’s a 50 ft. sloped climb to the top of the rubble and the 
  tower’s base.  
  The tower rises into the air above you: an immense 
  mass of stone that seems to be stabbing down into 
  the lake. Ahead is the first non-black object you’ve 
  seen on the island. A metal door sits in a wall and is 
  ajar. Scattered about it are dead elf guards in black 
  chainmail. Next to them lie two half-orcs with the 
  symbol of Iuz emblazoned proudly upon their 
  chests.  
   
  The elves are guards of the tower and not associated with 
  the dead half-orcs. A quick check confirms this as they 
  have no symbols of Iuz on them and are dressed 
  differently.  
   
  The group that did this return in two rounds. While 
  the main group went inside this group was sent on a 
  patrol around the tower base to see what they could find. 
  They were then to report back here to protect the door 
  and their way out. At APL 6 and 8 the group is not being 
  quiet and the party can get the jump on them rather 
  easily. At APL 10+ the group is not being overly quiet but 
  at the same time is not banging pots together as they go. 
  Normal rules for Listen check apply here. 
   
  If the party does not set guards while they are 
  looting the bodies of the dead and are heard by Garok and 
  Telfain, they prepare for a few rounds before surprising 
  the party.  
   
  APL 6 (EL 8) 
   
  �Garok the Warmonger: ogre cleric 3 hp 66; 
  Appendix 1. 
   
  �Telfain D’Paiter: elf warmage 5; hp 27; Appendix 
  1. 
   
  APL 8 (EL 10) 
   
  �Garok the Warmonger: ogre cleric 4/ordained 
  champion 1; hp 84; Appendix 1. 
   
  �Telfain D’Paiter: elf warmage 7; hp 37; Appendix 
  1. 
   
  APL 10 (EL 13) 
   
  �Garok the Warmonger: ogre cleric 4/ordained 
  champion 3; hp 102; Appendix 1. 
   
  �Telfain D’Paiter: elf warmage 9; hp 65; Appendix 
  1. 
   
  �Iuz Strongarm Fighter: human fighter 10; hp 
  109; Appendix 1. 
  APL 12 (EL 15) 
   
  �Garok the Warmonger: ogre cleric 4/ordained 
  champion 5; hp 120; Appendix 1. 
   
  �Telfain D’Paiter: elf warmage 11; hp 79; Appendix 
  1. 
   
  �Iuz Strongarm Fighters (2): human fighter 10; 
  hp 109; Appendix 1. 
   
  APL 14 (EL 17) 
   
  �Garok the Warmonger: ogre cleric 6/ordained 
  champion 5; hp 138; Appendix 1. 
   
  �Telfain D’Paiter: elf warmage 13; hp 106; 
  Appendix 1. 
   
  �Iuz Strongarm Fighters (4): human fighter 10; 
  hp 109; Appendix 1. 
   
  APL 16 (EL 19) 
   
  �Garok the Warmonger: ogre cleric 8/ordained 
  champion 5; hp 156; Appendix 1. 
   
  �Telfain D’Paiter: elf warmage 15; hp 122; 
  Appendix 1. 
   
  �Iuz Strongarm Fighters (8): human fighter 10; 
  hp 109; Appendix 1. 
   
  Tactics: Telfain is insane to say the least. He loves 
  blowing things into pieces and laughs manically while 
  doing so. If he can get another character in one of his area 
  of effects but has to catch one of the fighters to do so he 
  does not hesitate to do so.  
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find here.  
   
  Development: There is nothing left to do but enter the 
  tower. There is nothing else outside on the island of 
  interest and this is the only way into the tower for the 
  party. They are free to fly around and inspect the tower 
  but while there are balconies and such none have doors 
  that enter the tower.  
   
  6: DOORS TO INFINITY 
  Entering the door the insides of the tower are laid 
  bare before you. Doors and halls stretch as far as the 
  eye can see as well as into the air above you. 
  Staircases sit at impossible angles but seem to be 
  just fine as you get closer to them. Ahead a hall is 
  lined by twenty doors on both sides. A grand 
  staircase leads up just beyond that. 
   
  Each of the doors is a portal to another world. While the 
  party can look through them they do not possess the key 
  needed to pass through. What they see on the other side 
  is for your imagination as the DM to come up with.  
   
  Once the party is done with the doors they can head 
  up the staircase. No matter what hall they take it leads 
  back to here and a version of this staircase (vary the 
  description each time a little). We want them to realize 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 22 
  the place is huge but at the same time we know where we 
  want them to end up. 
   
  Climbing the grand staircase ends in a round 
  platform that is surrounded by seven identical 
  staircases all leading down to the unknown. In the 
  center sits a pool of water from which a glow 
  emanates. 
   
  The PCs can take whatever precautions they wish. Once 
  somebody decides to take a look, continue: 
   
  The water in the pool swirls slight at your approach 
  and slowly an image coalesces in it. You see a dark 
  skinned and scaled man in black armor pointing to 
  others as if giving orders. You also see two more 
  half-orcs dressed the same as the dead ones outside. 
  They appear to be ripping a room to pieces as if 
  looking for something. Finally they find something 
  in a large stack of loose papers and leave the room 
  (and your sight). As soon as the door closes the 
  entire room blinks for a second and is back to the 
  way it was before they entered. Right down to the 
  same stack of papers on the table. Oddly though 
  sitting next to it is a folded and sealed envelope that 
  was not there before. 
   
  Give observant PCs a hint that down one of the staircases 
  is a door that matches the one from the image. When 
  they investigate, proceed to encounter seven. 
   
  7: THE TRUTH? 
  The door swings open to a room all too familiar. An 
  ornate study lies before you. Desk filled with papers, 
  pens, books, and other study tools are neatly in 
  order. Another door lies on the other side of the 
  room and looks remarkably like the door you 
  entered from. Sitting on a desk to the left is the stack 
  of papers that were taken in the image.  
   
  This room is magically in nature. One round after the last 
  person leaves it resets itself to how it is right now. So the 
  party could walk away with stacks of notes if they want to 
  just keep going in and out again. It should be obvious that 
  Mordenkainen wants this information to get out (and to 
  more than one person.)  
   
  Other then the stack of papers on the desk to the left 
  the rest of the rooms papers are gibberish. Most are 
  written in some kind of shorthand and even if 
  deciphered are things like recipes for chicken soup and a 
  proposed method for how the bulette was created.  
   
  The papers on the desk are written very neatly in 
  Common. They represent the current location of troops 
  in all of the countries bordering Iuz’s territories as well as 
  their projected strengths and future movements. This 
  includes the Domain of Greyhawk and all of the 
  countries that took part in the Great Northern Crusade 
  (Furyondy and Veluna). This is powerful information 
  indeed - especially to the forces of evil. See Player 
  Handout Three for the contents of the envelope.  
   
  Treasure: The only treasure here is the papers. They 
  could be sold for a considerable sum of cash on the black 
  market if a PC so wanted to. This is an individual choice 
  and comes with a bit of disfavor.  
   
  Development: The party can play around with the room 
  all they want. When it’s time to go though they find that 
  the tower wants them to leave. All paths eventually lead 
  back to the scrying pool or the door out. In order to go 
  further up in the tower takes magical keys they do not 
  possesses. They should also want to stop the forces of Iuz 
  from escaping with the plans that could lead to war.  
   
  We don’t want to railroad the party out the door but 
  there is nothing else here to find. Some barracks for 
  guards that are currently elsewhere, kitchens, dining 
  halls, and so on.  
   
  8: CAUGHT YA 
  Arriving back outside is a breath of fresh air. The 
  skies are dark now, though, and a storm is moving 
  in. Exposed out in the middle of a boiling lake is 
  probably not the best place to be right now. Across 
  the lake you see some humanoid shapes heading 
  into the woods along the path you entered.  
   
  The Iuzian forces have some trouble with one of the areas 
  local guardians on the way out, which thins their group 
  down somewhat. The PCs face the survivors who have 
  been slowed down so the PCs catch them before they get 
  leave the bowl. 
   
  Depending on the party’s mode of travel is how the 
  fight is initiated. They catch up to the Iuz forces as they 
  exit the woods and head up a barren slope to the rim of 
  the bowl. Due to Twilight’s keen senses they are unlikely 
  to be able to sneak up on him unless they are very, very 
  careful (refer to his stat block). He is currently in human 
  form but changes into his dragon form the second he 
  knows the party is there (which should be before the 
  party knows he is there due to his massive perception 
  skills). He uses his shadow blend ability to hide, has the 
  appropriate minion mount him (see tactics), and waits to 
  see what happens.  
   
  Creatures: Twilight the shadow dragon is the main 
  combatant during this fight (and at lower APL’s the only 
  combatant). The rest are trying to hassle and delay the 
  party members until he can turn his full attention to 
  them. He is ancient and full of wrath and confidence and 
  it takes much to drive him off.  
   
  There are four half-orcs at each APL that are not 
  listed nor fight. Their job, which is detailed in the tactics 
  below, is to get to the edge of the bowl with the notes and 
  escape. They are fighters with hit points equal to the APL 
  played times 2 and their AC equals the APL +8. Saves are 
  APL -2. They are spread out and move in different paths 
  to reach the edge of the bowl.  
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 23 
   
  The coming storm is blocking most of the sun’s light 
  giving the shadow dragon an almost perfect environment 
  for this fight. 
   
    
  APL 6 (EL 8) 
   
  �Twilight: Medium shadow dragon; hp 110; 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Twilight: Medium shadow dragon; hp 110; 
  Appendix 1. 
   
   
  �Antonia Spiter: human wizard 8; hp 41; 
  Appendix 1. 
   
  APL 10 (EL 13) 
   
  �Twilight: Medium shadow dragon; hp 136; 
  Appendix 1. 
   
  �Antonia Spiter: human wizard 10; hp 61; 
  Appendix 1. 
   
  �Axltey Chasei: human cleric 8; hp 59; Appendix 1. 
   
  APL 12 (EL 15) 
   
  �Twilight: Large shadow dragon; hp 180; Appendix 
  1. 
   
  �Antonia Spiter: human wizard 12; hp 73; 
  Appendix 1. 
   
  �Axltey Chasei: human cleric 10; hp 73; Appendix 
  1. 
   
  APL 14 (EL 17) 
   
  �Twilight: Large shadow dragon; hp 231; Appendix 
  1. 
   
  �Axltey Chasei: human cleric 14; hp 101; 
  Appendix 1. 
   
  APL 16 (EL 20) 
   
  �Twilight: Large shadow dragon; hp 322; Appendix 
  1. 
   
  �Antonia Spiter: human wizard 16; hp 113; 
  Appendix 1. 
   
  �Axltey Chasei: human cleric 14; hp 101; 
  Appendix 1. 
   
  Tactics: In round one all four half-orcs bolt for the edge 
  of the bowl (100 feet away). One has the notes and amulet 
  and the other three are decoys. If the one with the notes 
  reaches the edge he breaks an amulet around his neck 
  and instantly returned to his home. If the one with the 
  notes falls, another picks up the notes and amulet 
  (standard action) and does his best to escape.  
   
  The rest, listed above, try to delay the party from 
  stopping the half-orcs while Twilight does his best to just 
  flat out destroy them. At APL 8 and 10 Antonia is flying. 
  At APL 10 and up Axltey is riding Twilight (and 
  healing/buffing the dragon) while Antonia is flying.  
   
  Treasure: Refer to the Treasure Summary to determine 
  what the PCs find here.  
   
  Development: If the party stops the half-orc from 
  getting out of the bowl they stop the notes from getting 
  back to Dorakaa. They now have one or two sets of those 
  notes as well as a lot of other information and they need 
  to figure out who they want to tell it to if anybody.  
   
  Once out of the bowl since you are no longer using 
  the path to get here you can travel in any fashion they 
  want for your return home. 
   
  Once the party starts back head to the conclusion 
  (and adjust as necessary based on their mode of travel).  
   
  CONCLUSION  
  As you leave the Obsidian Citadel and its environs 
  behind they quickly fade into the snow as if just a 
  passing dream. You don’t know if you’ll ever be able 
  to find your way back again.  
   
  You have a lot of information about wheels in 
  motion that could spell harsh times for the forces of 
  good. (adjust based on outcome – mostly like outcome 
  listed here). Flight of Fiends thrown down, Bigby’s 
  tower gone and he appears to be gathering 
  information on a former member of the Circle of 
  Eight, 
  troop 
  movement 
  charts 
  found 
  in 
  Mordenkainen’s tower and taken by the enemy, but 
  recovered before they could do any damage you 
  hope.  
   
  Powerful forces have awoken and are on the 
  move. The fragile peace of the Greyhawk Pact could 
  soon be a pleasant afterthought in the troubled 
  times ahead. With whom do you entrust this 
  information you have worked so hard to uncover? 
  The answer to that question could very well spell 
  who wins and who loses in the coming days.  
   
  The PCs are free to tell whom they wish what they have 
  learned. As a group they need to pick one person or group 
  to bestow this information upon. As individuals they can 
  go and tell their local meta-orgs and such and that is fine 
  for regional role-playing flavor. We need to know who 
  the big player is they let know (if anybody). 
   
  If they tell Tenser or at least try to get the 
  information to him they gain his favor. If they gained his 
  disfavor earlier in the adventure these two cancel each 
  other out. 
   
  Find out what they are doing with the paperwork 
  found in Mordenkainen’s Tower on troop locations and 
  movements. Most will destroy them or turn them over to 
  their government. If a player decides to keep them (and 
  only one player can keep them unless they have multiple 
  copies) he is visited by a person wishing to purchase 
  them. He is offered 250 gp x the APL played at for them. 
  If he takes the offer though he’ll regret it in the near 
  future and gains the Betrayal of the Honest disfavor.  
   
  If the players decide to create forgeries and sell them 
  they must succeed on a DC 20 + APL Forgery check to 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 24 
  pass them off, but if they can one person earns the cash 
  without the disfavor.  
   
  PROLOGUE: WAR DRUMS 
  Once the party is back and the conclusion is done, but 
  before you start paperwork read the prologue below. 
   
  The wind howls across the plains as the green 
  cloaked ranger makes his way north across the fields 
  of bone. Finding a vantage point he pulls out his 
  spying glass and takes a look at what he has come so 
  far to see.  
   
  In the distance, pillars of smoke rise into the air. 
  Drums can be heard beating a rhythm for those 
  stoking the fires. The war machine has awakened 
  and its hunger for blood is ravenous indeed.  
   
  The son has come home and Dorakaa prepares 
  for war. All the Oerth shall soon tremble at the 
  coming armies. 
   
  Swiftly the ranger puts his spyglass away and 
  turns and sprints south. He must cross back into 
  Furyondy and soon. The word must be spread. Old 
  Wicked is content to sit on his throne no more. 
   
  The End 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 25 
  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. 
   
  Round One 
  1: Reap What is Not Sown 
  Defeat the devils 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
   
  4: Hidden Refuge 
  Defeat or neutralize guardians 
  APL 6  
  210 XP 
  APL 8  
  300 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
   
  7: The Decision 
  Defeat Fez’zut 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  540 XP 
  APL 16 
  600 XP 
   
  Round Two 
  2: Mirrored Mechanisms of Minutia 
  Defeat or neutralize trap 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
  APL 10  
  300 XP 
  APL 12 
  360 XP 
  APL 14 
  420 XP 
  APL 16 
  480 XP 
   
  3: Expendable Resource 
  Defeat or bypass the giants 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
   
  4: Valley of Silenced Fire 
  Defeat valley guardians 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
   
  5: The Tower Door 
  Defeat Iuz Forces 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  570 XP 
   
  8: Caught Ya 
  Defeat Twilight and friends 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14 
  510 XP 
  APL 16 
  600 XP 
   
  Story Award 
  Flight of Friends redone and strengthened: 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
  APL 10  
  180 XP 
  APL 12 
  210 XP 
  APL 14 
  240 XP 
  APL 16 
  270 XP 
   
  Story Award 
  Troop movement plans recovered from Iuz forces: 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
  APL 10  
  180 XP 
  APL 12 
  210 XP 
  APL 14 
  240 XP 
  APL 16 
  270 XP 
   
  Surviving the Obsidian Tower 
  APL 6  
  780 XP 
  APL 8  
  930 XP 
  APL 10  
  930 XP 
  APL 12 
  1,110 XP 
  APL 14 
  1,260 XP 
  APL 16 
  1,410 XP 
   
  Discretionary Roleplaying Award 
  APL 6  
  720 XP 
  APL 8  
  900 XP 
  APL 10  
  1,080 XP 
  APL 12 
  1,260 XP 
  APL 14 
  1,440 XP 
  APL 16 
  1,620 XP 
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 26 
  Total Possible Experience 
  APL 6  
  3,600 XP 
  APL 8  
  4,500 XP 
  APL 10  
  5,400 XP 
  APL 12 
  6,300 XP 
  APL 14 
  7,200 XP 
  APL 16 
  8,100 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.  
   
  4: Hidden Refuge 
  APL 6: Coin – 1,000 gp, Magic -- +2 Headband of Intellect 
  (333 gp), scroll of teleport (94 gp). 
   
  APL 8: Coin – 1,500 gp, Magic – +4 Headband of 
  Intellect (1,333 gp), scroll of teleport (94 gp), bracers of armor 
  +3 (750 gp). 
   
  APL 10: Coin – 2,500 gp, Magic – +4 Headband of 
  Intellect (1,333 gp), scroll of teleport (94 gp), bracers of armor 
  +3 (750 gp). 
   
  APL 12: Coin – 2,500 gp, Magic – +6 Headband of 
  Intellect (3,000 gp), scroll of teleport (94 gp), bracers of armor 
  +6 (3,000 gp). 
   
  APL 14: Coin – 2,500 gp, Magic – +6 Headband of 
  Intellect (3,000 gp), scroll of teleport (94 gp), bracers of armor 
  +6 (3,000 gp). 
   
  APL 16: Coin – 2,500 gp, Magic – +6 Headband of 
  Intellect (3,000 gp), scroll of teleport (94 gp), bracers of armor 
  +6 (3,000 gp). 
   
  ROUND TWO 
  3: Expendable Resources 
   
  APL 6: Loot – 0 gp 
   
  APL 8: Loot – 0 gp 
   
  APL 10: Magic -- +2 frost bastard sword (1,525 gp x2), +2 
  chainmail (355 gp x3), +1 shocking warhammer (692 gp). 
   
  APL 12: Magic – +2 frost bastard sword (1,525 gp x2), +2 
  mithral full plate (1,230 gp x2), +2 full plate (480 gp), +4 amulet 
  of health (1,333 gp x2), +2 shocking warhammer (942 gp), +4 
  periapt of wisdom (1,333 gp), +2 amulet of health (333). 
   
  APL 14: Magic -- +2 frost bastard sword (1,525 gp x2), +4 
  mithral full plate (2,230 gp x2), +4 amulet of health (1,333 gp 
  x2), +4 belt of strength (1,333 gp x2), +2 shocking warhammer 
  (942 gp), +4 heavy fortified heavy plate (6,896 gp), +4 periapt of 
  wisdom (1,333 gp), +2 amulet of health (333 gp), ring of 
  protection +2 (667 gp). 
   
  APL 16: Magic -- +2 frost bastard sword (1,525 gp x4), +4 
  mithral full plate (2,230 gp x4), +4 amulet of health (1,333 gp 
  x4), +4 belt of strength (1,333 gp x4), +2 shocking warhammer 
  (942 gp x2), +4 heavy fortified heavy plate (6,896 gp x2), +4 
  periapt of wisdom (1,333 gp x2), +2 amulet of health (333 gp x2), 
  ring of protection +2 (667 gp x2). 
   
  5: The Tower Door 
   
  APL 6: Loot – 142 gp, Magic -- +1 full plate (230 gp), 
  periapt of wisdom +2 (333 gp), vest of resistance +1 (83 gp x2), 
  gloves of dexterity +2 (333 gp), +1 chain shirt (104 gp), +1 light 
  steel shield (98 gp), ring of protection +1 (167 gp), headband of 
  intellect +2 (333 gp). 
   
  APL 8: Loot – 252 gp, Magic – +1 large flail (192 gp), +1 
  full plate (230 gp), periapt of wisdom +2 (333 gp), vest of 
  resistance +2 (333 gp x2), gauntlets of war (333 gp), ring of 
  counterspells (333 gp), deep red ioun stone (667 gp), +1 chain 
  shirt (104 gp), +1 light steel shield (98 gp), +1 short sword (192 
  gp), .ring of protection +2 (667 gp), headband of intellect +2 (333 
  gp), gloves of dexterity +2 (333 gp), anklet of translocation (117 
  gp) 
   
  APL 10: Loot – 458 gp, Magic -- +1 aziomatic heavy 
  flail (1,512 gp), +2 full plate (480 gp), +2 animated heavy steel 
  shield (1,345 gp), periapt of wisdom +4 (1,333 gp), vest of 
  resistance +2 (333 gp), gauntlets of war (333 gp), ring of 
  counterspells (333 gp), deep red ioun stone sphere (667 gp), +1 
  mithral full plate (980 gp), +1 light steel shield (98 gp), +1 short 
  sword (192 gp), vest of resistance +3 (750 gp), ring of protection 
  +2 (667 gp), headband of intellect +2 (333 gp), anklet of 
  translocation (117 gp), gloves of dexterity +2 (333 gp), amulet of 
  health +4 (1,333 gp), cape of the mounteback (840 gp), +1 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 27 
  mithral full plate (980 gp), +1 heavy steel shield (100 gp), +1 
  cloak of resistance (84 gp), amulet of health +2 (333 gp) 
   
  APL 12: Loot – 592 gp, Magic – +1 aziomatic heavy 
  flail (1,512 gp), +2 full plate (480 gp), +2 animated heavy steel 
  shield (1,345 gp), periapt of wisdom +6 (3,000 gp), cloak of 
  charisma +4 (1,333 gp), belt of giant strength +4 (1,333 gp), vest 
  of resistance +2 (333 gp), gauntlets of war (333 gp), boots of speed 
  (1,000 gp), ring of counterspells (333 gp), deep red ioun stone 
  sphere (667 gp), +2 glamered mithral full plate (1,646 gp), +1 
  light steel shield of light fortification (347 gp), +1 short sword 
  (192 gp), vest of resistance +3 (750 gp), ring of protection +3 
  (1,500 gp), headband of intellect +4 (1,333 gp), anklet of 
  translocation (117 gp), gloves of dexterity +4 (1,333 gp), amulet 
  of health +4 (1,333 gp), cape of the mounteback (840 gp), +1 
  mithral full plate (980 gp x2), +1 heavy steel shield (100 gp x2), 
  +1 cloak of resistance (84 gp x2), amulet of health +2 (333 gp x2) 
   
  APL 14: Loot – 745 gp, Magic -- +1 aziomatic heavy 
  flail (1,512 gp), +2 full plate (480 gp), +2 animated heavy steel 
  shield (1,345 gp), periapt of wisdom +6 (3,000 gp), cloak of 
  charisma +4 (1,333 gp), belt of giant strength +4 (1,333 gp), vest 
  of resistance +2 (333 gp), gauntlets of war (333 gp), boots of speed 
  (1,000 gp), ring of counterspells (333 gp), deep red ioun stone 
  sphere (667 gp), +2 glamered mithral full plate (1,646 gp), +1 
  light steel shield of light fortification (347 gp), +1 short sword 
  (192 gp), vest of resistance +4 (1,333 gp), ring of protection +3 
  (1,500 gp), headband of intellect +4 (1,333 gp), anklet of 
  translocation (117 gp), gloves of dexterity +4 (1,333 gp), amulet 
  of health +6 (3,000 gp), cape of the mounteback (840 gp), pink 
  and green ioun stone (667 gp), +1 mithral full plate (980 gp x4), 
  +1 heavy steel shield (100 gp x4), +1 cloak of resistance (84 gp 
  x4), amulet of health +2 (333 gp x4) 
   
  APL 16: Loot – 1,215 gp, Magic – +1 aziomatic heavy 
  flail (1,512 gp), +2 full plate (480 gp), +2 animated heavy steel 
  shield (1,345 gp), periapt of wisdom +6 (3,000 gp), cloak of 
  charisma +4 (1,333 gp), belt of giant strength +4 (1,333 gp), vest 
  of resistance +2 (333 gp), gauntlets of war (333 gp), boots of speed 
  (1,000 gp), ring of counterspells (333 gp), deep red ioun stone 
  sphere (667 gp), +2 glamered mithral full plate (1,646 gp), +1 
  light steel shield of light fortification (347 gp), +1 short sword 
  (192 gp), vest of resistance +4 (1,333 gp), ring of protection +4 
  (2,667 gp), headband of intellect +4 (1,333 gp), anklet of 
  translocation (117 gp), gloves of dexterity +4 (1,333 gp), amulet 
  of health +6 (3,000 gp), cape of the mounteback (840 gp), pink 
  and green ioun stone (667 gp), +1 mithral full plate (980 gp x8), 
  +1 heavy steel shield (100 gp x8), +1 cloak of resistance (84 gp 
  x8), amulet of health +2 (333 gp x8) 
   
  8: Caught Ya 
   
  APL 6: Loot – 1,425 gp 
   
  APL 8: Magic – vest of resistance +1 (83 gp), ring of 
  protection +1 (167 gp), bracers of arcane freedom (192 gp), 
  headband of intellect +2 (333 gp) 
   
  APL 10: Magic -- +1 dagger (192 gp), vest of resistance +2 
  (333 gp), bracers of arcane freedom (192 gp), amulet of health +2 
  (333 gp), ring of protection +2 (667 gp), hellcat gloves (267 gp), 
  headband of intellect +2 (333 gp), wand of magic missile (5th lvl 
  – 12 gp per remaining charge), bead of force (250 gp), +1 
  morningstar (192 gp), +1 half-plate (146 gp), +1 heavy steel 
  shield (100 gp), amulet of natural armor +1 (167 gp). 
   
  APL 12: Magic – +1 dagger (192 gp), vest of resistance +2 
  (333 gp), bracers of arcane freedom (192 gp), amulet of health +2 
  (333 gp), ring of protection +2 (667 gp), slippers of spider 
  climbing (400 gp), minor cloak of displacement (2,000 gp), mask 
  of the skull (1,833 gp), hellcat gloves (267 hp), headband of 
  intellect +4 (1,333 gp), +1 morningstar (192 gp), +1 half-plate 
  (146 gp), +1 heavy steel shield (100 gp), cloak of charisma +2 
  (333 gp), periapt of wisdom +2 (333 gp), vest of resistance +2 (333 
  gp), amulet of natural armor +1 (167 gp) 
   
  APL 14: Magic -- +2 morningstar (692 gp), +1 half-plate 
  (146 gp), +2 heavy steel shield (350 gp), cloak of charisma +2 
  (333 gp), periapt of wisdom +2 (333 gp), vest of resistance +3 (750 
  gp), amulet of natural armor +2 (667 gp) 
   
  APL 16: Magic – +1 dagger (192 gp), vest of resistance +4 
  (1,333 gp), bracers of arcane freedom (192 gp), amulet of health 
  +4 (1,333 gp), ring of protection +3 (1,500 gp), slippers of spider 
  climbing (400 gp), ring of freedom of movement (3,333 gp), 
  minor cloak of displacement (2,000 gp), mask of the skull (1,833 
  gp), hellcat gloves (267 gp), headband of intellect +6 (3,000 gp), 
  rod of absorption (4,167 gp), +2 morningstar (692 gp), +1 half-
  plate (146 gp), +2 heavy steel shield (350 gp), cloak of charisma 
  +2 (333 gp), periapt of wisdom +2 (333 gp), vest of resistance +3 
  (750 gp), amulet of natural armor +2 (667 gp) 
   
  Total Possible Treasure 
   
  APL 6: Loot: 1,567 gp; Coin: 1,000 gp; Magic: 2,191 
  gp; Total: 4,758 gp (Max: 3,600 gp). 
   
  APL 8: Loot: 252 gp; Coin: 1,500 gp; Magic: 7,550 gp; 
  Total: 9,302 gp. (Max: 5,200 gp) 
   
  APL 10: Loot: 458 gp; Coin: 2,500 gp; Magic: 24,232 
  gp; Total: 27,190 gp. (Max: 9,200 gp) 
   
  APL 12: Loot: 592 gp; Coin: 2,500 gp; Magic: 50,516 
  gp; Total: 53,608 gp. (Max: 13,200 gp) 
   
  APL 14: Loot: 745 gp; Coin: 2,500 gp; Magic: 62,343 
  gp; Total: 65,588 gp. (Max: 26,400 gp) 
   
  APL 16: Loot: 1,215 gp; Coin: 2,500 gp; Magic: 
  112,060 gp; Total: 115,775 gp. (Max: 59,400 gp) 
   
  ADVENTURE RECORD ITEMS 
  �Disfavor of Tenser: You’ve poked around where you 
  should not have and taken a rather powerful individual’s 
  property. He will remember this for a long time. 
   
  �Favor of Tenser: A powerful friend you have made 
  this day. 
   
  �Luck of Old Wicked: The horn from the defeated son 
  of evil, Fez’zut, brings luck in the most inopportune 
  times. Once, when a 1 is rolled on a saving throw, you 
  may spend this item to count the roll as a natural 20. 
  Cross this off once used. 
   
  �Betrayal of the Honest: You have chosen to betray 
  the good people of the Flanaess for mere gold. You are 
  now wanted for treason in the Domain of Greyhawk, 
  Dyvers, Furyondy, Highfolk, Perrenland, Shield Lands, 
  and Veluna. Anytime you adventure in one of these lands 
  you have a 50% (minus the sum of your skill ranks in 
  Bluff and Disguise) chance of being caught and executed. 
  Roll this at the end of any adventure that takes place in or 
  partially in one of the regions listed above. 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 28 
   
  �Scale of Twilight: You have defeated one of Iuz’s most 
  trusted allies. Taking one of his scales allows you to add 
  (APL 6-10) shadow (APL 12-16) improved shadow to any 
  standard armor. Cross this off once used.  
   
  �Reversed Flight of Fiends: You have cast down the 
  Flight of Fiends and freed many innocent souls from 
  their eternal damnation and earned their favour. Fez’zut 
  has been released in some form and his father will not be 
  happy about that. 
   
  �Reaffirmed Flight of Fiends: You choose to redo the 
  Flight of Fiends. Eternal torment is your reward to the 
  men of Perdition. The cork is back in the bottle but to 
  which side did you shift the balance of power? 
   
  �Obsidian Initiate: You have traveled the trail few 
  have walked and survived. Not only survived but dealt a 
  telling blow to evil at the same time. The powers above 
  have deemed you to be the heroes of legend in this 
  coming time of trouble. As those heroes you gain a luck 
  benefit to re-roll any d20 roll once per adventure in any 
  part of the “Ascension” series. You can take the new or old 
  roll. You must choose to re-roll before the results are 
  announced. 
   
  ITEM ACCESS 
  APL 6: 
  • 
  No Access Granted 
   
  APL 8: 
  • 
  Gauntlets of war (Adventure; CC) 
  • 
  Ring of counterspells (Adventure; DMG) 
  • 
  Deep red ioun stone (Adventure; DMG) 
  • 
  Anklet of translocation (Adventure; MIC) 
  • 
  Bracers of arcane freedom (Adventure; MIC) 
   
  APL 10 (all of APL 8 plus the following): 
  • 
  +2 frost bastard sword (Adventure; 18,335 gp; DMG) 
  • 
  +1 shock warhammer (Adventure; 8,312 gp; DMG) 
  • 
  +1 axiomatic heavy flail (Adventure; 18,312 gp; DMG) 
  • 
  +2 animated heavy steel shield (Adventure; 17,170 gp; 
  DMG) 
  • 
  +1 mithral full plate (Adventure; 11,650 gp; DMG) 
  • 
  Cape of the mountebank (Adventure; DMG) 
  • 
  Hellcat gauntlets (Adventure; MIC) 
   
  APL 12 (all of APL 8-10 plus the following): 
  • 
  Slippers of spider climbing (Adventure; DMG) 
  • 
  +2 mithral full plate (Adventure; 14,650 gp; DMG) 
  • 
  Boots of speed (Adventure; DMG) 
  • 
  Minor cloak of displacement (Adventure; DMG) 
  • 
  Mask of the skull (Adventure; DMG) 
   
  APL 14 (all of APLs 8-12 plus the following): 
  • 
  +4 mithral full plate (Adventure; 26,650 gp; DMG) 
  • 
  +4 heavy fortified full plate (Adventure; 82,650 gp; 
  DMG) 
  • 
  Pink & green ioun stone (Adventure; DMG) 
   
  APL 16 (all of APLs 8-14 plus the following): 
  • 
  Ring of freedom of movement (Adventure; DMG) 
  • 
  Rod of absorption (Adventure; DMG) 
   
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 29 
  APPENDIX 1: ALL APLS 
  3: THE BOY 
   
   
  RA’NED FILLISP 
  CR 14 
  Male human cleric 14  
  LG Medium humanoid (human) 
  Init +0; Senses Listen +5, Spot +5 
  Languages Common, Elf 
  AC 10, touch 10, flat-footed 10 
  hp 87 (14 HD)  
  Fort +10, Ref +4, Will +14  
  Speed 30 ft. (6 squares)  
  Base Atk +10; Grp +9 
  Special Actions spontaneous casting (cure spells), turn 
  undead 12/day (+7, 2d6+19, 14th) 
  Combat Gear staff of healing 
  Cleric Spells Prepared (CL 14th, divination spells CL 
  15th): 
   3rd—clairaudience/clairvoyanceD, continual flame, 
  daylight, dispel magic, prayer, remove curse  
   2nd—calm emotions, detect thoughtsD, enthrall, 
  lesser restoration, make whole, silence, zone of 
  truth 
   1st—bless, bless water, commandD, comprehend 
  languages, detect evil, endure elements, sanctuary, 
  shield of faith,  
   0—detect magic, read magic, resistance, mending, 
  virtue 
  D: Domain spell. Deity: Rao. Domains: Knowledge, 
  Pact.  
  Abilities Str 8, Dex 10, Con 13, Int 12, Wis 20, Cha 20.  
  Feats Combat Casting, Empower Spell, Extra Turning, 
  Negotiator, Skill Focus (Sense Motive), Still Spell 
  Skills Bluff +6, Concentration +11 (+15 when casting 
  defensively), Diplomacy +10, Heal +7, Knowledge 
  (arcana) +3, Knowledge (history) +3, Knowledge 
  (religion) +10, Sense Motive +27, Spellcraft +9 
  Possessions combat gear plus ring of mind shielding, 
  ring of sustenance, periapt of wisdom +4, cloak of 
  charisma +4, bundle for supplies.  
   
   
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 30 
  APL 6 
   
  7: THE DECISION 
   
   
  FEZ’ZUT  
   
   
   
  CR 8 
  God-blooded* outsider 
  *MM V 64 
  LE Medium outsider (baatezu, evil, extraplanar, fire, 
  lawful) 
  Int +6; Senses darkvision 60 ft., true seeing; Listen 
  +0, Spot +0 
  Aura burn, fear 
  Languages Abyssal, Common, Draconic, Dwarf, Elf, 
  Infernal, Orc 
  AC 20, touch 12, flat-footed 18 
   
  (+2 Dex, +8 natural) 
  hp 52 (8HD); regeneration 5; DR 5/ good or silver 
  Resist acid 10, cold 10; SR 18 
  Imune fire, poison 
  Fort +8, Ref +8, Will +6 
  Speed 30 ft. (6 squares) 
  Melee +2 flaming trident +13/+8 (1d8+5/19-20 plus 
  1d6 fire) 
  Base Atk +8; Grp +10 
  Atk Options Cleave, Power Attack, Iuz’s wrath 
  Special Actions death throes, divine endurance, 
  swiftness of the damned 
  Spell-Like Abilities (CL 6th) 
  3/day—fireball (DC 16), invisibility 
  Abilities Str 15, Dex 15, Con 15, Int 12, Wis 10, Cha 
  12 
  Feats Cleave, Improved Critical (trident), Improved 
  Initiative, Power Attack 
  Skills Balance +6, Bluff +13, Climb +10, Disguise +9, 
  Hide +13, Intimidate +12, Jump +10, Listen +10, 
  Move Silently +13, Search +11, Spellcraft +11, 
  Spot +10, Survival +8, Tumble +11 
  Burn (Su) The fire that cloaks Fez’zut’s body lashes 
  out to harm those that would dare attack him. Any 
  creature that hits him with a melee attack takes 3 
  points of fire damage.  
  Fear Aura (Su) Fez’zut’s can create a 20-foot-radius 
  fear aura as a free action. A creature in the area 
  must succeed on a DC 14 Will save or be affected 
  as though by a fear spell (CL 9). A creature that 
  successfully saves cannot be affected gain by the 
  same aura for 24 hours.  
  Regeneration (Ex) Fez’zut takes normal damage 
  from good-aligned or silvered weapons, and from 
  spells with the good descriptor.  
  Death Throes (Su) When killed, Fez’zut explodes in 
  a 30-foot radius burst that deals 3d6 points of fire 
  damage (DC 16 Reflex save halves) 
  Divine Endurance (Su) Fez’zut can take a free 
  action to gain damage reduction 10/- from. He can 
  suppress this ability as a free action. Once the 
  damage reduction has prevents 30 points of 
  damage he loses this benefit as well as his Iuz’s 
  wrath and burn abilities. This does stack with his 
  normal DR if they are not using a magical or silver 
  weapon. 
  Iuz’s Wrath (Su) Fez’zut is wreathed in flames that don’t 
  harm his equipment. Once per day, as a swift action, he 
  can cause fire to flow from his body over his weapons. 
  All of his attacks deal an extra 5 points of fire damage 
  for the next 5 rounds. If he casts a spell with the fire 
  descriptor it deals an extra 10 points of damge. 
  Swiftness of the Damned (Su) As a swift action, once 
  per day, Fez’zut can take another standard action after 
  his current turn is done.  
   
  THRONE SPELL TURRET 
  CR 6; Medium magic device; visual trigger (true seeing); 
  automatic reset; four different spell effects case once 
  per round in set order, no spell cast every fifth round 
  but spell turret self-repairs 4d8+20 hp; Search DC 30; 
  Disable Device DC 30; AC 7; hardness 10; hp 200.  
  Spells (5th-level wizard spells): baleful 
  polymorph (DC 17), hold monster (DC 17), Bigby’s 
  interposing hand, telekinesis (DC 17). 
   
  ROUND TWO 
  4: VALLEY OF SILENCED FIRE 
   
   
  BLACK ROCK AVATAR* 
   
  CR 8 
  *MM IV 8 
  NE Large elemental (earth, extraplanar) 
  Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Listen 
  +13, Spot +13 
  Languages Terran 
  AC 20, touch 8, flat-footed 20 
   
  (-1 Dex, -1 size, +12 natural) 
  hp 152 (16 HD); fast healing 5; DR 5/adamantine or magic 
  Immune poison, sleep, paralysis, stunning, critical hits, 
  flanking  
  Resist endure pain, stability (+8 against bull rush or trip); 
  SR 13 
  Fort +16, Ref +4, Will +6 
  Weakness vulnerability to sonic 
  Speed 20 ft. (4 squares), burrow 20 ft. 
  Melee 3 piercing arms +19 each (2d6+11/x4) 
  Ranged 6 spikes +9 each (1d8+11/x3) 
  Atk Options Cleave, Great Cleave, Power Attack, magic 
  strike, metal strike 
  Space 10 ft.; Reach 10 ft. 
  Base Attack +12; Grp +23 
  Abilities Str 33, Dex 8, Con 31, Int 5, Wis 12, Cha 8 
  SQ elemental traits 
  Feats Alertness, Cleave, Great Cleave, Great Fortitude, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (piercing arm) 
  Skills Climb +20, Listen +13, Spot +13 
  Endure Pain (Ex) whenever a black rock avatar fails a 
  Reflex or Will saving throw against an effect that deals 
  damage, it takes half damage if it succeeds on a 
  Fortitude saving throw against the same DC. This 
  additional saving throw affects only damage, not any 
  other conditions that might apply from failing the original 
  save. 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 31 
  Metal Strike (Ex) A black rock avatar’s natural 
  attacks are treated as adamantine, cold iron, 
  magic, and silver for the purpose of overcoming 
  damage reduction.  
   
  5: THE TOWER DOOR 
   
  GAROK THE WARMONGER 
  CR 6 
  Male ogre cleric 3 
  LE Large humanoid (giant) 
  Init +0; Senses darkvision 60 ft.; Listen +4, Spot +7 
  Languages Common, Giant 
  AC 23, touch 9, flat-footed 23) 
   
  (-1 size, +9 armor, +5 natural) 
  hp 66 (7 HD)  
  Fort +12, Ref +3, Will +7  
  Speed 20 ft. (4 squares); base speed 40 ft. 
  Melee mwk heavy flail +13 (2d8+10/19-20)  
  Ranged javelin +5 (1d8+7) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +5; Grp +16 
  Atk Options Power Attack, smite 1/day (+4 on attack, 
  +3 on damage) 
  Special Actions rebuke undead 5/day (+0, 2d6+1, 
  3rd), spontaneous casting (inflict spells) 
  Combat Gear potion of cure moderate wounds 
  Cleric Spells Prepared (CL 3rd): 
   2nd — bull’s strength, resist energy, spiritual 
  weaponD 
   1st—divine favor, entropic shield, magic weaponD, 
  shield of faith, 
   0— detect magic, mending, read magic, resistance 
  D: Domain spell. Deity: Gruumsh. Domains: War, 
  Destruction  
  Abilities Str 25, Dex 10, Con 18, Int 10, Wis 14, Cha 
  7 
  Feats Combat Casting, Extra Turning, Power Attack, 
  Weapon FocusB (heavy flail)  
  Skills 
  Concentration 
  +4 
  (+8 
  when 
  casting 
  defensively), Knowledge (religion) +6, Listen +4, 
  Spot +7 
  Possessions combat gear plus masterwork large 
  heavy flail, 2 Large javelins, +1 Large full-plate, 
  periapt of wisdom +2, vest of resistance +1, gloves 
  of dexterity +2, bundle for supplies.  
   
  TELFAIN D’PAITER 
  CR 6 
  Male drow warmage 5 
  LE Medium humanoid (elf) 
  Init +1; Senses darkvision 120 ft.; Listen -1, Spot +2 
  Languages Abyssal, Common, Drow Sign Language, 
  Draconic, Elven, Undercommon  
  AC 19, touch 12, flat-footed 18 
   
  (+1 Dex, +1 deflection, +5 armor, +2 shield) 
  hp 27 (5 HD) 
  SR 16 
  Fort +3, Ref +3, Will +4; +2 against spell-like abilities 
  and spells 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Melee short sword +2 (1d6/x2)  
  Ranged light crossbow +3 (1d8/19-20/x2) or 
  Ranged ray spell +4 
  Base Atk +2; Grp +2  
  Special Actions warmage edge +4 
  Combat Gear potion of cure light wounds, potion of 
  invisibility 
  Warmage Spells Known (CL 5th):  
   2nd (5/day)—blades of fire, continual flame, fire trap, 
  fireburst, flaming sphere, ice knife, Melf’s acid arrow, 
  pyrotechnics, scorching ray, shatter, whirling blade 
   1st (7/day)—accuracy, burning hands (DC 15), chill 
  touch (+2 touch), fist of stone, hail of stone, magic 
  missile, lesser orb of acid, lesser orb of cold, lesser 
  orb of electricity, lesser orb of fire, lesser orb of 
  sound, shocking grasp (+2 touch), Tenser’s floating 
  disk, true strike 
   0 (6/day)—acid splash, disrupt undead, flare (DC 14), 
  light, ray of frost  
  Spell-Like Abilities (CL 5th): 
   
  1/day–-faerie fire, dancing lights, darkness 
  Abilities Str 10, Dex 13, Con 12, Int 18, Wis 8, Cha 18 
  SQ advanced learning 
  Feats Combat Casting, Weapon Focus (ranged spell)  
  Skills Concentration +9 (+13 when casting defensively), 
  Intimidate +9, Knowledge (arcana) +12, Spellcraft +12, 
  Spot +2 
  Possessions combat gear plus +1 chain shirt, +1 light 
  steel shield, light crossbow with 40 bolts, short sword, 
  vest of resistance +1, ring of protection +1, headband of 
  intellect +2  
  Armored Mage (Ex) Telfain’s specialized training allows 
  him to avoid arcane spell failure as long as he sticks to 
  light armor and light shields. 
  Warmage Edge (Ex) Whenever Telfain casts a spell that 
  deals hit point damage, he adds +4 to the amount of 
  damage dealt. A single spell can never gain this extra 
  damage more than once per casting. If a spell deals 
  damage for more than 1 round, it deals this extra 
  damage in each round. 
   
  8: CAUGHT YA  
   
  TWILIGHT 
   
   
   
  CR 8 
  CE Medium juvenile shadow dragon* 
  *Draconomicon 191 
  Init +4; Senses blindsense 60 ft., keen senses; Listen 
  +22, Spot +22 
  Languages Abyssal, Common, Draconic, Drow, Elven, 
  Infernal, Orc 
  AC 26, touch 10, flat-footed 26  
   
  (+16 natural) 
  hp 110 (13 HD) 
  Immune sleep, paralysis 
  SR 17 
  Fort +10, Ref +8, Will +12 
  Speed 80 ft.; fly 150 ft (poor) 
  Melee bite +15 (1d8+2) and 
  claw +13/+13 (1d6+1) and  
  wing +13/+13 (1d4+1) 
  Atk Options Cleave, Power Attack 
  Special Actions Clinging Breath, breath weapon, shadow 
  blend 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 32 
  Base Atk +13; Grp +15 
  Sorcerer Spells Prepared (CL 1st) 
   
  1st (4/day)—mage armor, true strike  
   
  o (5/day)—daze, detect magic, detect poison, 
  ghost sound, message, 
  Spell-Like Abilities (CL 4th) 
   
  3/day—mirror image 
  Abilities Str 15, Dex 10, Con 15, Int 18, Wis 18, Cha 
  19 
  Feats Alertness, Cleave, Clinging Breath, Improved 
  Initiative, Power Attack 
  Skills Intimidate +20, Knowledge (arcana) +20, 
  Knowledge (religion) +20, Knowledge (history) +20, 
  Knowledge (the planes) +20, Listen +22, Search 
  +20, Sense Motive +20, Spot +22, Use Magic 
  Device +20 
  Breath Weapon (Su) Twilight’s breath weapon is a 
  60 ft. cone of billowing, smoky shadows with an 
  energy drain effect. Creatures within the cone gain 
  two negative levels (DC 20 Reflex save halves). 
  The saving throw to remove the negative level is 
  DC 20.  
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, Twilight can disappear into 
  the shadows giving him total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability. A daylight spell, 
  however, does. 
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
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  APL 8 
   
  1: REAP WHAT IS NOT SOWN 
   
   
  THASKOR*   
   
   
  CR 9 
  *Miniature’s Handbook 70 
  LE Large outsider (extraplanar) 
  Init +0; Senses darkvision 60 ft.; Listen +17, Spot +17 
  Languages none 
  AC 28, touch 9, flat-footed 28 
   
  (-1 size, +19 natural) 
  hp 133 (13 HD); DR 5/-  
  Immune poison 
  Resist acid, cold, electricity, fire 10; SR 18 
  Fort +13, Ref +10, Will +11  
  Speed 40 ft. (8 squares) 
  Melee slam +22 (2d8+15/x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +13; Grp +27  
  Atk Options Improved Sunder, Power Attack, Powerful 
  Charge 
  Special Actions trumpeting blast, 
  Abilities Str 31, Dex 10, Con 21, Int 12, Wis 13, Cha 16 
  Feats Improved Sunder, Iron Will, Lightning Reflexes, 
  Power Attack, Powerful Charge 
  Skills Bluff +19, Concentration +21, Diplomacy +23, 
  Disguise +3 (+5 acting), Intimidate +21, Listen +17, 
  Sense Motive +17, Spot +17, Survival +17 (+19 
  following tracks) 
  Trumpeting Blast (Su) Once every 1d4 rounds as a 
  free action a thaskor can blow a trumpeting blast with 
  its trunk. The blast fills a 10-foot cone; any creature 
  within that area must make a DC 21 Fortitude save or 
  be stunned for 1 round. This is a sonic attack. The 
  save DC is Constitution based.  
   
  7: THE DECISION 
   
   
  FEZ’ZUT 
   
   
   
  CR 10 
  God-blooded* outsider 
  *MM V 64 
  LE Large outsider (Baatezu, evil, extraplanar, fire, 
  lawful) 
  Int +9; Senses see in darkness, true seeing 
  Aura burn, fear  
  Languages Abyssal, Common, Draconic, Dwarf, Elf, 
  Infernal, Orc 
  AC 25, touch 14, flat-footed 20 
   
  (-1 size, +5 Dex, +11 natural) 
  hp 95 (10 HD); regeneration 5; DR 10/good 
  Immunity fire, poison 
  Resist acid 10, cold 10; SR 21 
  Fort +12, Ref +12, Will +11 
  Speed 40 ft.(8 squares) 
  Melee +3 flaming burst trident +19/+13 (2d6+9 plus 1d6 
  fire/19-20) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +19 
  Atk Options Cleave, Power Attack, Iuz’s wrath 
  Special Actions death throes, divine endurance, 
  swiftness of the damned  
  Spell-Like Abilities (CL 9th) 
  3/day—fireball (DC 17), invisibility, fly, wall of fire 
  Abilities Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 14 
  Feats Cleave, Improved Critical (trident), Improved 
  Initiative, Power Attack 
  Skills Balance +6, Bluff +13, Climb +10, Disguise +9, 
  Hide +13, Intimidate +12, Jump +10, Listen +10, 
  Move Silently +13, Search +11, Spellcraft +11, Spot 
  +10, Survival +8, Tumble +11 
  Burn (Su) The fire that cloaks Fez’zut’s body lashes out 
  to harm those that would dare attack him. Any 
  creature that hits him with a melee attack takes 5 
  points of fire damage.  
  Fear Aura (Su) Fez’zut’s can create a 20-foot-radius 
  fear aura as a free action. A creature in the area must 
  succeed on a DC 16 Will save or be affected as 
  though by a fear spell (CL 11). A creature that 
  successfully saves cannot be affected gain by the 
  same aura for 24 hours.  
  Regeneration (Ex) Fez’zut takes normal damage from 
  good-aligned weapons, and from spells with the good 
  descriptor.  
  Iuz’s Wrath (Su) Fez’zut is wreathed in flames that 
  don’t harm his equipment. Once per day, as a swift 
  action, he can cause fire to flow from his body over 
  his weapons. All of his attacks deal an extra 5 points 
  of fire damage for the next 5 rounds. If he casts a 
  spell with the fire descriptor it deals an extra 10 
  points of damage. 
  Death Throes (Su) When killed, Fez’zut explodes in a 
  30-foot radius burst that deals 5d6 points of fire 
  damage (Ref DC 17 halves). 
  Divine Endurance (Su) Fez’zut can take a free action 
  to gain damage reduction 10/-. He can suppress this 
  ability as a free action. Once the damage reduction 
  has prevents 40 points of damage the creature loses 
  this benefit as well as Iuz’s wrath and burn. This does 
  stack with his normal DR if they are not using a 
  magical weapon. 
  Swiftness of the Damned (Su) As a swift action, once 
  per day, Fez’zut can take another standard action 
  after his current turn is done.  
   
  THRONE SPELL TURRET 
  CR 8; Medium magic device; visual trigger (true seeing); 
  automatic reset; four different spell effects case once 
  per round in set order, no spell cast every fifth round 
  but spell turret self-repairs 4d8+20 hp; Search DC 32; 
  Disable Device DC 32; AC 7; hardness 10; hp 200.  
  Spells (7th-level cleric spells): regenerate, 
  repulsion (DC 20), resurrection, mass inflict serious 
  wounds (3 targets - DC 20) 
   
   
   
  
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  ROUND TWO 
  4: VALLEY OF SILENCED FIRE 
   
   
  BLACK ROCK AVATAR* 
   
  CR 10 
  *MM IV 8 
  NE Large elemental (earth, extraplanar) 
  Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +13, Spot +13 
  Languages Terran 
  AC 23, touch 8, flat-footed 23 
   
  (-1 Dex, -1 size, +15 natural) 
  hp 199 (20 HD); fast healing 5; DR 5/adamantine and 
  magic 
  Immune poison, sleep, paralysis, stunning, critical hits, 
  flanking  
  Resist endure pain, stability (+8 against bull rush or 
  trip); SR 16 
  Fort +17, Ref +5, Will +7 
  Weakness vulnerability to sonic 
  Speed 20 ft. (4 squares), burrow 20 ft. 
  Melee 3 piercing arms +23 each (2d6+11/x4) 
  Ranged 6 spikes +11 each (1d8+11/x3) 
  Atk Options Cleave, Great Cleave, Power Attack, 
  magic strike, metal strike 
  Space 10 ft.; Reach 10 ft. 
  Base Attack +13; Grp +25 
  Abilities Str 33, Dex 8, Con 31, Int 5, Wis 12, Cha 8 
  SQ elemental traits 
  Feats Alertness, Cleave, Great Cleave, Great Fortitude, 
  Lightning Reflexes, Power Attack, Weapon Focus 
  (piercing arm) 
  Skills Climb +20, Listen +13, Spot +13 
  Endure Pain (Ex) whenever a black rock avatar fails a 
  Reflex or Will saving throw against an effect that 
  deals damage, it takes half damage if it succeeds on 
  a Fortitude saving throw against the same DC. This 
  additional saving throw affects only damage, not any 
  other conditions that might apply from failing the 
  original save. 
  Metal Strike (Ex) A black rock avatar’s natural attacks 
  are treated as adamantine, cold iron, magic, and 
  silver for the purpose of overcoming damage 
  reduction.  
   
  5: THE TOWER DOOR 
   
  GAROK THE WARMONGER 
  CR 8 
  Male ogre cleric 4/ordained champion 1 
  LE Large humanoid (giant) 
  Init +0; Senses darkvision 60 ft.; Listen +4, Spot +7 
  Languages Common, Giant 
  AC 23, touch 9, flat-footed 23) 
   
  (-1 size, +9 armor, +5 natural) 
  hp 84 (9 HD)  
  Fort +16, Ref +4, Will +11  
  Speed 20 ft. (4 squares); base speed 40 ft. 
  Melee +1 heavy flail +16/+11 (2d8+16/19-20)  
  Ranged javelin +8 (1d8+8) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +7; Grp +19 
  Atk Options Brutal Strike, Combat Reflexes, Power 
  Attack  
  Special Actions rebuke undead 5/day (+0, 2d6+3, 5th), 
  modified spontaneous casting (war spells) 
  Combat Gear gauntlets of war, potion of cure moderate 
  wounds, ring of counterspells (scorching ray) 
  Cleric Spells Prepared (CL 4th): 
   2nd—bull’s strength, bear’s endurance, resist energy, 
  spiritual weaponD 
   1st—bless, divine favor, entropic shield, magic 
  weaponD, shield of faith, 
   0—detect magic, detect poison, read magic, 
  resistance, mending  
  D: Domain spell. Deity: Gruumsh. Domains: War, 
  Destruction, Law. 
  Abilities Str 26, Dex 10, Con 18, Int 10, Wis 14, Cha 7.  
  Feats Brutal Strike, Combat Casting, Combat Reflexes, 
  Extra Turning, Power Attack, War Devotion, Weapon 
  Focus D (heavy flail)  
  Skills Concentration +7 (+11 casting defensively), 
  Knowledge (religion) +7, Listen +4, Spot +7 
  SQ combat feats 
  Possessions +1 Large heavy flail, 2 Large javelins, +1 
  Large full-plate, periapt of wisdom +2, vest of 
  resistance +2, deep red ioun stone, bundle for 
  supplies.  
   
  TELFAIN D’PAITER 
   CR 8 
  Male drow warmage 7 
  LE Medium humanoid (elf) 
  Init +2; Senses darkvision 120 ft.; Listen -1, Spot +3 
  Languages Abyssal, Common, Draconic, Drow Sign 
  Language, Elven, Undercommon  
  AC 21, touch 14, flat-footed 19 
   
  (+2 Dex, +2 deflection, +5 armor, +2 shield) 
  hp 37 (7 HD) 
  SR 18 
  Fort +5, Ref +6, Will +6; +2 against spells and spell-like 
  abilities 
  Weakness light blindness 
  Speed 30 ft. (6 squares) 
  Melee +1 short sword +4 (1d6+1/x2)  
  Ranged light crossbow +5 (1d8/19-20/x2) or 
  Ranged ray spell +6 
  Base Atk +3; Grp +3  
  Special Actions Sudden Empower, warmage edge (+4) 
  Combat Gear anklet of translocation, potion of cure 
  moderate wounds, potion of invisibility  
  Warmage Spells Known (CL 7th):  
  3rd (5/day)—fire shield, fireball (DC 17), gust of wind, 
  ice storm (DC 17), lightning bolt (DC 17), poison 
  (DC 17), ring of blades, sleet storm, stinking cloud 
  (DC 17) 
  2nd (7/day)—blades of fire, continual flame, fire trap, 
  fireburst, flaming sphere, ice knife, Melf’s acid 
  arrow, pyrotechnics, scorching ray, shatter, whirling 
  blade 
  1st (7/day)—accuracy, burning hands (DC 15), chill 
  touch (+3 touch), fist of stone, hail of stone, magic 
  missile, lesser orb of acid, lesser orb of cold, lesser 
  orb of electricity, lesser orb of fire, lesser orb of 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 35 
  sound, shocking grasp (+3 touch), Tenser’s floating 
  disk, true strike 
   0 (6/day)—acid splash, disrupt undead, flare (DC 14), 
  light, ray of frost  
  Spell-Like Abilities (CL 7th): 
   
  1/day—faerie fire, dancing lights, darkness 
  Abilities Str 10, Dex 15, Con 12, Int 18, Wis 8, Cha 18 
  SQ advanced learning 
  Feats Combat Casting, Extra Edge, Sudden Empower, 
  Weapon Focus (ranged spell)  
  Skills Concentration +11 (+15 when casting 
  defensively), Intimidate +11, Knowledge (arcana) 
  +14, Spellcraft +14, Spot +3 
  Possessions combat gear plus +1 chain shirt, +1 light 
  steel shield, light crossbow plus 40 bolts, +1 short 
  sword, vest of resistance +2, ring of protection +2, 
  headband of intellect +2, gloves of dexterity +2 
  Armored Mage (Ex) Telfain’s specialized training 
  allows him to avoid arcane spell failure as long as he 
  sticks to light armor and light shields. 
  Warmage Edge (Ex) Whenever Telfain casts a spell 
  that deals hit point damage, he adds +6 to the 
  amount of damage dealt. A single spell can never 
  gain this extra damage more than once per casting. If 
  a spell deals damage for more than 1 round, it deals 
  this extra damage in each round. 
   
  8: CAUGHT YA  
  TWILIGHT 
   
   
   
  CR 8 
  CE Medium juvenile shadow dragon* 
  *Draconomicon 191 
  Init +4; Senses blindsense 60 ft., keen senses; Listen 
  +22, Spot +22 
  Languages Common, Elven, Draconic, Abyssal, Drow, 
  Infernal, Orc 
  AC 26, touch 10, flat-footed 26  
   
  (+16 natural) 
  Immune sleep, paralysis 
  hp 110 (13 HD) 
  SR 17 
  Fort +10, Ref +8, Will +12 
  Speed 80 ft.; fly 150 ft. (poor) 
  Melee bite +15 (1d8+2) and 
  claw +13/+13 (1d6+1) and 
  wing +13/+13 (1d4+1) 
  Base Atk +13; Grp +15 
  Atk Options Cleave, Power Attack 
  Special Actions Clinging Breath, breath weapon, 
  shadow blend 
  Sorcerer Spells Prepared (CL 1st) 
   
  1st (4/day)—mage armor, true strike  
   
  0 (5/day)—daze, detect magic, detect poison, ghost 
  sound, message, 
  Spell-Like Abilities (CL 4th) 
   
  3/day—mirror image 
  Abilities Str 15, Dex 10, Con 15, Int 18, Wis 18, Cha 19 
  Feats Alertness, Cleave, Clinging Breath, Improved 
  Initiative, Power Attack, 
  Skills Intimidate +20, Knowledge (arcana) +20, 
  Knowledge (religion) +20, Knowledge (history) +20, 
  Knowledge (the planes) +20, Listen +22, Search +20, 
  Sense Motive +20, Spot +22, Use Magic Device +20 
  Breath Weapon (Su) Twilight’s breath weapon is a 60 
  ft. cone of billowing, smoky shadows with an energy 
  drain effect. Creatures within the cone gain two 
  negative levels (DC 20 Reflex save halves). The 
  saving throw to remove the negative level is DC20.  
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, Twilight can disappear into 
  the shadows giving him total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability. A daylight spell, however, 
  does. 
   
  ANTONIA SPITER 
  CR 8 
  Female human wizard 8 
  CE Medium humanoid (human) 
  Init +5; Senses Listen +2, Spot +6 
  Languages Abyssal, Common, Draconic, Infernal  
  AC 20, touch 11, flat-footed 19 
   
  (+1 Dex, +4 armor [mage armor], +4 shield [shield], 
  +1 deflection) 
  hp 41 (8 HD)  
  Fort +5, Ref +4, Will +8  
  Speed 30 ft. (6 squares)  
  Melee mwk dagger +4 (1d4-1/19-20)  
  Ranged ray +6 
  Base Atk +4; Grp +3 
  Special Actions Sudden Silent 
  Combat Gear bracers of arcane freedom, potion of 
  cat’s grace, potion of cure moderate wounds, wand of 
  mirror image (5 charges), wand of magic missile (CL 
  5th; 50 charges)  
  Wizard Spells Prepared (CL 8th): 
   
  4th—fear (DC 18), greater invisibility, enervation 
   3rd—dispel magic, haste, fireball (acid) (DC 17), fly 
   2nd— glitterdust (DC 16), Melf’s acid arrow, 
  scorching ray (acid), see invisibility 
   
  1st— feather fall, mage armor�, lesser orb of acid, 
  magic missile, shield�  
   0—acid splash, detect magic, mending, read magic  
  �Already cast 
  Abilities Str 8, Dex 13, Con 14, Int 19, Wis 12, Cha 10.  
  Feats Combat Casting, Energy Substitution (Acid)*, 
  Improved Initiative, Scribe ScrollB, Sudden Silent*, 
  Weapon Focus (ray) 
  Skills Concentration +13 (+17 casting defensively), 
  Knowledge (arcana) +15, Knowledge 
  (dungeoneering) +8, Knowledge (history) +8, 
  Knowledge (religion) +8, Knowledge (the planes) +9, 
  Listen +2, Spellcraft +15, Spot +6, Tumble +3 
  SA summon familiar 
  Possessions combat gear plus mwk dagger, vest of 
  resistance +1, ring of protection +1, headband of 
  intellect +2, bundle for supplies.  
   
   
   
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 36 
  APL 10 
   
  1: REAP WHAT IS NOT SOWN 
   
   
  THASKOR*   
   
   
  CR 11 
  *Miniature’s Handbook 70 
  LE Large outsider (extraplanar) 
  Init +0; Senses darkvision 60 ft.; Listen +20, Spot +20 
  Languages None 
  AC 28, touch 9, flat-footed 28 
   
  (-1 size, +19 natural) 
  hp 190 (17 HD); DR 5/-  
  Immune poison 
  Resist acid, cold, electricity, fire 10; SR 18 
  Fort +16, Ref +12, Will +13  
  Speed 40 ft. (8 squares) 
  Melee slam +26 (2d8+15/x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +17; Grp +31  
  Atk Options Cleave, Improved Sunder, Power Attack, 
  Powerful Charge 
  Special Actions trumpeting blast 
  Abilities Str 31, Dex 10, Con 22, Int 12, Wis 13, Cha 16 
  Feats Cleave, Improved Sunder, Iron Will, Lightning 
  Reflexes, Power Attack, Powerful Charge,  
  Skills Bluff +20, Concentration +25, Diplomacy +23, 
  Disguise +3 (+5 acting), Intimidate +21, Listen +20, 
  Sense Motive +20, Spot +20, Spellcraft +11, Survival 
  +20 (+22 following tracks) 
  Trumpeting Blast (Su) Once every 1d4 rounds as a 
  free action a thaskor can blow a trumpeting blast with 
  its trunk. The blast fills a 10-foot cone; any creature 
  within that area must make a DC 22 Fortitude save or 
  be stunned for 1 round. This is a sonic attack. The 
  save DC is Constitution based.  
   
  4: HIDDEN REFUGE  
   
  SHADESTEEL GOLEM*  
   
  CR 11 
  *Monster Manual III 72 
  N Medium construct (extraplanar) 
  Init +3; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages none 
  AC 33, touch 13, flat-footed 30 
   
  (+3 Dex, +20 natural) 
  hp 119 (18 HD); DR 10/adamantine and magic 
  Immune magic, mind-affecting effects, poison, sleep, 
  paralysis, stunning, disease, death effects, 
  necromancy effects, any effect requiring a Fortitude 
  save (unless it affects objects), death from massive 
  damage 
  Fort +6, Ref +9, Will +6  
  Speed 30 ft. (6 squares), fly 30 ft. (perfect) 
  Melee slam +20 (2d6+7/x2) or 
  Melee 2 slams +20 (2d6+7/x2) 
  Base Atk +13; Grp +20  
  Special Actions negative pulse wave, shadow blend 
  Abilities Str 24, Dex 16, Con -, Int -, Wis 11, Cha 7 
  Skills Hide +15, Move Silently +19 
  Magic Immunity (Ex) A shadesteel golem is immune to 
  any spell, supernatural ability, or spell-like ability that 
  allows spell resistance. In addition, certain spells and 
  effects function differently against the creature, as 
  noted below. A magical effect that has the light 
  descriptor (such as continual flame) causes the 
  golem to speed up as if affected by the spell haste for 
  2d4 rounds. The golem is also hasted whenever it is 
  subject to a positive energy effect, such as the 
  turning attempt of a cleric. This might happen if the 
  cleric has mistakenly identified as a nightwalker or 
  other undead, or if the golem is standing near 
  undead. If a shadesteel golem is targeted by or within 
  the area of a spell with the darkness or shadow 
  descriptor, the golem is healed for 1 point of damage 
  per level of the spell. 
  Negative Pulse Wave (Su) The shadesteel golem can 
  radiate a burst of inky black negative energy as a free 
  action every 1d4+1 rounds. The pulse wave drains 
  life from all living creatures within 40 feet of the 
  golem, dealing 12d6 points of negative energy 
  damage. A DC 19 Fortitude save halves the damage; 
  the save DC is Constitution based. Undead creatures 
  within the area are healed of 12d6 points of damage 
  instead, and any turning effect they are under is 
  broken. A death ward spell or similar effect protects a 
  creature from a shadesteel golem’s negative pulse 
  wave. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
   
  7: THE DECISION 
   
   
  FEZ’ZUT 
   
   
   
  CR 12 
  God-blooded* outsider 
  *MM V 64 
  LE Large outsider (baatezu, evil, extraplanar, fire, 
  lawful) 
  Int +10; Senses see in darkness, true seeing 
  Aura burn, fear 
  Languages Abyssal, Common, Draconic, Dwarf, Elf, 
  Infernal, Orc, 
  AC 29, touch 16, flat-footed 23 
   
  (-1 size, +6 Dex, +14 natural) 
  hp 126 (12 HD); regeneration 5; DR 10/good 
  Immune fire, poison 
  Resist acid, cold 10 
  SR 23 
  Fort +14, Ref +14, Will +12 
  Speed 40 ft. (8 squares) 
  Melee +3 unholy flaming trident +23/+18/+13 
  (2d6+12/19-20 plus1d6 fire plus 2d6 unholy) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +26 
  Atk Options Cleave, Power Attack, Iuz’s wrath 
  Special Actions death throes, divine endurance, 
  swiftness of the damned 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 37 
  Spell-Like Abiliities (CL 12th) 
  3/day fireball (DC 17), invisibility, fly, scorching ray (2 
  rays), wall of fire 
  1/day—order’s wrath (DC 18) 
  Abilities Str 23, Dex 23, Con 23, Int 14, Wis 14, Cha 18 
  Feats Cleave, Improved Critical (trident), Improved 
  Initiative, Iron Will, Power Attack 
  Skills Balance +19, Bluff +19, Climb +14, Disguise +19, 
  Hide +19, Intimidate +17, Jump +15, Listen +21, 
  Move Silently +19, Search +17, Spellcraft +17, Spot 
  +21, Survival +18, Tumble +17 
  Burn (Su) The fire that cloaks Fez’zut’s body lashes out 
  to harm those that would dare attack him. Any 
  creature that hits him with a melee attack takes 5 
  points of fire damage.  
  Fear Aura (Su) Fez’zut’s can create a 20-foot-radius 
  fear aura as a free action. A creature in the area must 
  succeed on a DC 18 Will save or be affected as 
  though by a fear spell (CL 13th). A creature that 
  successfully saves cannot be affected gain by the 
  same aura for 24 hours.  
  Regeneration (Ex) Fez’zut takes normal damage from 
  good-aligned weapons, and from spells with the good 
  descriptor.  
  Iuz’s Wrath (Su) Fez’zut is wreathed in flames that 
  don’t harm it’s equipment. Once per day, as a swift 
  action, he can cause fire to flow from its body over its 
  weapons. All of his attacks deal an extra 6 points of 
  fire damage for the next 5 rounds. If he casts a spell 
  with the fire descriptor it deals an extra 15 points of 
  damage. 
  Death Throes (Su) When killed, Fez’zut explodes in a 
  30-foot radius burst that deals 6d6 points of fire 
  damage (DC 17 Reflex save halves). 
  Divine Endurance (Su) Fez’zut can take a free action 
  to gain damage reduction 10/- from the mingling of 
  divine blood with its material form. He can suppress 
  this ability as a free action. Once the damage 
  reduction has prevents 50 points of damage the 
  creature loses this benefit as well as Iuz’s wrath and 
  burn. This does stack with his normal DR if they are 
  not using a magical weapon. 
  Swiftness of the Damned (Su) As a swift action, once 
  per day, Fez’zut can take another standard action 
  after his current turn is done.  
   
  THRONE SPELL TURRET 
  CR 7; Medium magic device; visual trigger (true seeing); 
  automatic reset; four different spell effects case once 
  per round in set order, no spell cast every fifth round 
  but spell turret self-repairs 4d8+20 hp; Search DC 31; 
  Disable Device DC 31; AC 7; hardness 10; hp 200.  
   
   
  Spells (6th-level cleric spells) undeath to 
  death (DC 19), greater dispel magic, heal (DC 19), 
  harm (DC 19). 
   
  THRONE SPELL TURRET 
  CR 9; Medium magic device; visual trigger (true seeing); 
  automatic reset; four different spell effects case once 
  per round in set order, no spell cast every fifth round 
  but spell turret self-repairs 4d8+20 hp; Search DC 33; 
  Disable Device DC 33; AC 7; hardness 10; hp 200.  
   
   
  Spells (8th-level wizard spells): polar ray 
  (DC 22), power word stun, forcecage (one creature), 
  Otto’s irresistible dance (DC 22). 
   
  ROUND TWO 
  3: EXPENDABLE RESOURCES 
   
   
  STONE GIANT 
   
   
  CR 10 
  Stone giant fighter 2 
  N Large giant (earth) 
  Init +6; Sense low-light vision, darkvision 60 ft.; Listen 
  +1, Spot +14 
  Languages Common Elven, Giant  
  AC 29, touch 11, flat-footed 27; rock catching 
   
  (-1 size, +2 dex, +11 natural, +7 armor) 
  Hp 139 (16 HD) 
  Fort +16, Ref +6, Will +7 
  Speed 30 ft. (6 squares); base speed 40 ft. 
  Melee +2 frost bastard sword +22/+17/+12 (2d8+16/17-
  20 plus 1d6 cold) or  
  slam +20/+20 (1d4+8) 
  Ranged +13 rock (2d8+12) 
  Atk Options Cleave, Combat Reflexes, Large and in 
  Charge, Power Attack 
  Combat Gear: potion of cure serious wounds, potion of 
  blur 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +12; Grp +24 
  Abilities Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11 
  Feats Cleave, Combat Reflexes, Improved Critical 
  (bastard sword), Improved Initiative, Iron Will, Large 
  and in Charge, Power Attack, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard 
  sword) 
  Skills Climb +13, Hide +8 (+16 in rocky terrain), Jump 
  +11, Spot +14  
  Possessions +2 frost bastard sword, +2 chainmail 
  Rock Throwing (Ex) The range increment is 180 feet 
  for a stone giant’s throw rocks. It uses both hands 
  when throwing a rock. 
  Rock Catching (Ex) A stone giant gains a +4 racial 
  bonus on its Reflex save when attempting to catch a 
  thrown rock. 
   
  STONE GIANT 
   
   
  CR 10 
  Stone giant cleric 4 
  N Large giant (earth) 
  Init +2; Sense low-light vision, darkvision 60 ft.; Listen 
  +3, Spot +14 
  Languages Common Elven, Giant,  
  AC 29, touch 11, flat-footed 27; rock catching 
   
  (-1 size, +2 dex, +11 natural, +7 armor) 
  hp 155 (18 HD) 
  Fort +17, Ref +7, Will +13 
  Speed 30 ft. (6 squares); base speed 40 ft. 
  Melee +1 shocking warhammer +22/+17/+12 (1d8+8/x3 
  plus 1d6 electricity) 
  Ranged +14 rock (2d8+12) 
  
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  Space 10 ft.; Reach 10 ft. 
  Base Atk +13; Grp +25 
  Atk Options Power Attack 
  Special Actions protective ward +4, turn undead and 
  air creatures 4/day (+3, 2d6+5, 4th) 
  Cleric Spells Prepared (CL 4th) 
   
  2nd–-bear’s endurance, bull strength, shield other, 
  silence 
   
  1st— bless, command, shield of faith (2), sanctuary 
   
  0 – detect magic (2), light, read magic, resistance 
  D: Domain spell. Deity: Skoraeus Stonebones. 
  Domains: Earth, Protection:  
  Abilities Str 27, Dex 15, Con 19, Int 14, Wis 16, Cha 12 
  Feats Combat Casting, Iron Will, Lightning Reflexes, 
  Power Attack, Weapon Focus (warhammer) 
  Skills Climb +11, Concentration +12, Hide +6 (+14 in 
  rocky terrain), Jump +11, Knowledge (religion) +9, 
  Spot +14  
  Possessions +1 shocking warhammer, +2 chainmail 
  Rock Throwing (Ex) The range increment is 180 feet 
  for a stone giant’s throw rocks. It uses both hands 
  when throwing a rock. 
  Rock Catching (Ex) a stone giant gains a +4 racial 
  bonus on its Reflex save when attempting to catch a 
  thrown rock. 
   
  4: VALLEY OF SILENCED FIRE 
   
   
  BLACK ROCK AVATAR* 
   
  CR 13 
  *MM IV 8 
  NE Large elemental (earth, extraplanar) 
  Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +13, Spot +13 
  Languages Terran 
  AC 26, touch 8, flat-footed 26 
   
  (-1 Dex, -1 size, +18 natural) 
  hp 228 (22 HD); fast healing 5; DR 10/adamantine and 
  magic 
  Immune poison, sleep, paralysis, stunning, critical hits, 
  flanking  
  Resist endure pain, stability (+8 against bull rush or 
  trip); SR 19 
  Fort +21, Ref +6, Will +8 
  Weakness vulnerability to sonic 
  Speed 20 ft. (4 squares), burrow 20 ft. 
  Melee 3 piercing arms +26 each (2d6+11/19-20/x4) 
  Ranged 6 spikes +14 each (1d8+11/x3) 
  Atk Options Cleave, Great Cleave, Power Attack, 
  magic strike, metal strike 
  Space 10 ft.; Reach 10 ft. 
  Base Attack +16; Grp +30 
  Abilities Str 33, Dex 8, Con 31, Int 5, Wis 12, Cha 8 
  SQ elemental traits 
  Feats Alertness, Cleave, Great Cleave, Great Fortitude, 
  Improved Critical (piercing arm), Iron Will, Lightning 
  Reflexes, Power Attack, Weapon Focus (piercing 
  arm) 
  Skills Climb +20, Listen +13, Spot +13 
  Endure Pain (Ex) whenever a black rock avatar fails a 
  Reflex or Will saving throw against an effect that 
  deals damage, it takes half damage if it succeeds on 
  a Fortitude saving throw against the same DC. This 
  additional saving throw affects only damage, not any 
  other conditions that might apply from failing the 
  original save. 
  Metal Strike (Ex) A black rock avatar’s natural attacks 
  are treated as adamantine, cold iron, magic, and 
  silver for the purpose of overcoming damage 
  reduction.  
   
  5: THE TOWER DOOR 
   
  GAROK THE WARMONGER 
  CR 10 
  Male ogre cleric 4/ordained champion 3  
  LE Large humanoid (giant) 
  Init +0; Senses darkvision 60 ft.; Listen +4, Spot +8 
  Languages Common, Giant 
  AC 28, touch 9, flat-footed 28) 
   
  (-1 size, +10 armor, +5 natural, +4 shield) 
  hp 102 (11 HD); Diehard 
  Fort +17, Ref +5, Will +13  
  Speed 20 ft. (4 squares); base speed 40 ft. 
  Melee +1 axiomatic heavy flail +18/+13 (2d8+16 + 2d6 
  to chaos aligned/17-20)  
  Ranged javelin +8 (1d8+8) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +9; Grp +21 
  Atk Options Brutal Strike, Combat Reflexes, Power 
  Attack, channel spell, smite (+0 attack, +7 damage)  
  Special Actions modified spontaneous casting (war 
  spells), rebuke undead 5/day (+0, 2d6+5, 7th) 
  Combat Gear gauntlets of war, potion of cure serious 
  wounds, ring of counterspells (scorching ray) 
  Cleric Spells Prepared (CL 6th): 
   3rd—inflict serious wounds (DC 16), invisibility purge, 
  magic circle against chaosD, searing light, 
   2nd— bear’s endurance, bull’s strength, infernal 
  wound, resist energy, spiritual weaponD 
   1st—bless, divine favor, entropic shield, magic 
  weaponD, shield of faith 
   0—detect magic, detect poison, mending, read 
  magic, resistance 
  D: Domain spell. Deity: Gruumsh. Domains: Destruction, 
  Law, War 
  Abilities Str 26, Dex 10, Con 18, Int 10, Wis 16, Cha 7.  
  Feats Brutal Strike, Combat Casting, Combat Reflexes, 
  Diehard, Extra Turning, Improved Critical (heavy 
  flail), Power Attack, War Devotion, Weapon Focus 
  (heavy flail) 
  Skills Concentration +11 (+15 casting defensively), 
  Listen +4, Knowledge (religion) +7, Spot +8 
  SA combat feats 
  Possessions +1 axiomatic large heavy flail, 2 Large 
  javelins, +2 Large full-plate, +2 animated heavy steel 
  shield, periapt of wisdom +4, vest of resistance +2, 
  deep red ioun stone sphere (dexterity +2), bundle for 
  supplies.  
  Divine Bulwark (Sp) Garok sacrifice a prepared spell or 
  spell slot as a swift action to gain damage reduction.  
  The value of the damage reduction equals 1 + spell 
  level sacrificed, and it can be overcome by a chaotic-
  aligned strike.  The damage reduction gained from 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 39 
  multiple uses of this ability does not stack.  This 
  protection lasts for 3 rounds. 
  Channel Spell (Sp) Garok can channel any spell he 
  has available into his melee weapon.  Doing so 
  requires a move action and uses up a prepared spell 
  or spell slot just as if he had cast the spell.  The 
  channeled spell affects the next target he 
  successfully attacks with that weapon, though saving 
  throws and spell resistance still apply normally.  Even 
  if the spell normally affects an area or is a ray, it still 
  affects only the target in this case.  On a successful 
  hit, the spell is discharged from the weapon, which 
  can then hold another spell.  He can channel your 
  spells into one weapon at a time.  A spell channeled 
  into a weapon is lost if not used within 8 hours. 
   
  TELFAIN D’PAITER 
  CR 10 
  Male drow warmage 9 
  LE Medium humanoid (elf) 
  Init +7; Senses darkvision 120 ft.; Listen -1, Spot +4 
  Languages Abyssal, Common, Draconic, Drow Sign 
  Language, Elven, Undercommon 
  AC 26, touch 15, flat-footed 23 
   
  (+3 Dex, +2 deflection, +9 armor, +2 shield) 
  hp 65 (9 HD) 
  SR 20 
  Fort +9, Ref +9, Will +8; +2 against spells and spell-like 
  abilities  
  Weakness light blindness 
  Speed 20 ft. in +1 mithril full plate (4 squares); base 
  speed 30 ft. 
  Melee +1 short sword +5 (1d6+1/x2)  
  Ranged light crossbow +7 (1d8/19-20/x2) or 
  Ranged ray +8 (spell) 
  Base Atk +4; Grp +4  
  Special Actions Sudden Empower warmage edge (+4) 
  Combat Gear potion of cure moderate wounds, potion 
  of resist fire, potion of invisibility, anklet of 
  translocation, cape of the mounteback 
  Warmage Spells Known (CL 9th; +4 melee touch):  
  4th (5/day)—blast of flame (DC 18), Evard's black 
  tentacles, orb of acid, orb of cold, orb of electricity, 
  orb of fire, orb of force, orb of sound, phantasmal 
  killer (DC 18), shout (DC 18), wall of fire (DC 18). 
  3rd (7/day)—fire shield, fireball (DC 17), gust of wind, 
  ice storm (DC 17), lightning bolt (DC 17), poison 
  (DC 17), ring of blades, sleet storm, stinking cloud 
  (DC 17) 
  2nd (7/day)—blades of fire, continual flame, fire trap, 
  fireburst, flaming sphere, ice knife, Melf’s acid 
  arrow, pyrotechnics, scorching ray, shatter, whirling 
  blade 
  1st (7/day)—accuracy, burning hands (DC 15), chill 
  touch, fist of stone, hail of stone, magic missile, 
  lesser orb of acid, lesser orb of cold, lesser orb of 
  electricity, lesser orb of fire, lesser orb of sound, 
  shocking grasp, Tenser’s floating disk, true strike 
   0 (6/day) — acid splash, disrupt undead, flare (DC 
  14), light, ray of frost  
  Spell-Like Abilities (CL 9th): 
   
  1/day—faerie fire, dancing lights, darkness 
  Abilities Str 10, Dex 16, Con 16, Int 18, Wis 8, Cha 18 
  SQ advanced learning, armored mage (medium) 
  Feats Combat Casting, Extra Edge, Improved Initiative, 
  Sudden Empower, Weapon Focus (ranged spell)  
  Skills Concentration +15 (+19 casting defensively), 
  Intimidate +13, Knowledge (arcana) +16, Spellcraft 
  +18, Spot +4 
  Possessions combat gear plus +1 mithril full plate, +1 
  light steel shield, light crossbow with 40 bolts, +1 
  short sword, vest of resistance +3, ring of protection 
  +2, headband of intellect +2, gloves of dexterity +2, 
  amulet of health +4 
  Armored Mage (Ex) Telfain’s specialized training 
  allows him to avoid arcane spell failure as long as he 
  sticks to light armor and light shields. 
  Warmage Edge (Ex) Whenever Telfain casts a spell 
  that deals hit point damage, he adds +7 to the 
  amount of damage dealt. A single spell can never 
  gain this extra damage more than once per casting. If 
  a spell deals damage for more than 1 round, it deals 
  this extra damage in each round. 
   
  IUZ STRONGARM FIGHTERS 
  CR 10 
  Male human (Oeridian) fighter 10 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common 
  AC 24, touch 12, flat-footed 22; Dodge, Elusive Target, 
  Mobility 
   (+2 Dex, +3 shield, +9 armor) 
  hp 109 (10 HD) 
  Fort +11, Ref +6, Will +6 
  Speed 20 ft. (4 squares); base speed 30 ft. 
  Melee mwk bastard sword +17/+12 (1d10+7/17-20) 
  Ranged light crossbow +12 (1d8/19-20) 
  Base Atk +10; Grp +13 
  Atk Options Blind-Fighting, Combat Reflexes 
  Abilities Str 17, Dex 14, Con 18, Int 8, Wis 10, Cha 8  
  Feats Blind-Fighting, Combat Reflexes, Dodge, Elusive 
  Target, Exotic Weapon Proficiency (Bastard Sword), 
  Improved Critical (bastard sword), Iron Will, Melee 
  Weapon Mastery (slashing), Mobility, Weapon Focus 
  (Bastard Sword), Weapon Specialization (Bastard 
  Sword) 
  Skills Jump +11 
  Possessions combat gear plus +1 mithral full plate, +1 
  heavy steel shield, cloak of resistance +1, amulet of 
  health +2, masterwork bastard sword, light crossbow 
  with 20 bolts, backpack, daggers (4). 
   
  
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  8: CAUGHT YA  
   
  TWILIGHT 
   
   
   
  CR 11 
  CE Medium young adult shadow dragon* 
  *Draconomicon 191 
  Init +4; Senses blindsense 60 ft., keen senses; Listen 
  +25, Spot +25 
  Aura frightful presence (DC 22; 150-ft. radius) 
  Languages Abyssal, Common, Draconic, Drow, Elven, 
  Infernal, Orc 
  AC 29, touch 10, flat-footed 29  
   
  (+16 natural) 
  hp 136 (16 HD); DR 5/magic 
  Immune sleep, paralysis 
  SR 20 
  Fort +12, Ref +10, Will +14 
  Speed 80 ft.; fly 150 ft. (poor) 
  Melee bite +19 (1d8+3 and 
  claw +18/+18 (1d6+1)  
  and wing +17/+17 (1d4+1) 
  Atk Options Cleave, Power Attack 
  Special Actions Clinging Breath, breath weapon, 
  breath weapon, shadow blend 
  Base Atk +16; Grp +19 
  Sorcerer Spells Prepared (CL 3rd) 
   
  1st (6/day)—mage armor, magic missile, true strike  
   
  0 (6/day)—daze, detect magic, detect poison, ghost 
  sound, message 
  Spell-Like Abilities (CL 5th) 
   
  3/day—mirror image 
  Abilities Str 17, Dex 10, Con 15, Int 18, Wis 18, Cha 19 
  Feats Alertness, Cleave, Clinging Breath, Improved 
  Initiative, Power Attack, Weapon Focus (claw) 
  Skills Intimidate +23, Knowledge (arcana) +23, 
  Knowledge (history) +23, Knowledge (religion) +23, 
  Knowledge (the planes) +23, Listen +25, Search +23, 
  Sense Motive +23, Spot +25, Use Magic Device +23 
  Breath Weapon (Su) Twilight’s breath weapon is a 60 
  ft. cone of billowing, smoky shadows with an energy 
  drain effect. Creatures within the cone gain two 
  negative levels (DC 22 Reflex save halves). The 
  saving throw to remove the negative level is DC 22. 
  Shadow Blend (Su): In any condition of illumination 
  other than full daylight, Twilight can disappear into 
  the shadows giving him total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability. A daylight spell, however, 
  does. 
   
  ANTONIA SPITER 
  CR 10 
  Female human wizard 10  
  CE Medium humanoid (human) 
  Init +5; Senses Listen +2, Spot +6 
  Languages Abyssal, Common, Draconic, Infernal  
  AC 21, touch 12, flat-footed 20 
   
  (+1 Dex, +4 armor [mage armor], +4 shield [shield], 
  +2 deflection) 
  hp 61 (75 with false life) (10 HD) 
  Fort +8, Ref +6, Will +10  
  Speed 30 ft. (6 squares)  
  Melee +1 dagger +5 (1d4/19-20)  
  Ranged ray +7 (spell) 
  Base Atk +5; Grp +4 
  Special Actions Sudden Silent 
  Combat Gear bracers of arcane freedom, potion of cure 
  moderate wounds, wand of mirror image (5 charges), 
  wand of magic missile (CL 5th level, 50 charges), 
  bead of force, potion of cat’s grace, hellcat gloves, 
  Wizard Spells Prepared (CL 10th): 
   5th—cone of cold (acid) (DC 19), wall of stone 
   4th— dimension door, fear (DC 18), greater 
  invisibility, orb of acid, empowered scorching ray 
  (acid) 
   3rd—dispel magic, haste, fireball (acid) (DC 17), fly 
  2nd—glitterdust (DC 16), scorching ray (acid), see 
  invisibility, false life�, Melf’s acid arrow 
   1st— feather fall, lesser orb of acid, mage armor�, 
  magic missile, shield� 
   0— acid splash, detect magic, mending, read magic  
  �Already cast 
  Abilities Str 8, Dex 13, Con 16, Int 19, Wis 12, Cha 10.  
  Feats Combat Casting, Empower Spell, Energy 
  Substitution (Acid), Extra Spell, Improved Initiative, 
  Scribe ScrollB, Sudden Silent, Weapon Focus (ray), 
  Skills Concentration +16 (+20 casting defensively), 
  Knowledge (arcana) +15, Knowledge 
  (dungeoneering) +8, Knowledge (history) +9, 
  Knowledge (religion) +9, Knowledge (the planes) +9, 
  Listen +2, Spellcraft +17, Spot +6, Tumble +3 
  SQ summon familiar 
  Possessions combat gear plus +1 dagger, vest of 
  resistance +2, amulet of health +2, ring of protection 
  +2, headband of intellect +2, bundle for supplies.  
   
  AXLTEY CHASEI 
  CR 8 
  Male human cleric 8 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +4, Spot +4 
  Languages Common 
  AC 23, touch 10, flat-footed 23) 
   
  (+8 armor, +4 shield, +1 natural) 
  hp 59 (8 HD)  
  Fort +8, Ref +2, Will +10; Divine Fortune 
  Speed 20 ft. (4 squares); base speed 30 ft. 
  Melee +1 morningstar +9/+4 (1d8+3)  
  Ranged touch spell +8 (spell)  
  Base Atk +6; Grp +8 
  Atk Options  
  Special Actions rebuke undead 7/day (+2, 2d6+8, 8th) 
  spontaneous casting (inflict spells) 
  Combat Gear potion of cure moderate wounds, potion 
  of owl’s wisdom 
  Cleric Spells Prepared (CL 8th, evil spells CL 9th): 
   4th—air walk, death ward, fearD (DC 19), freedom of 
  movement 
   3rd—hamatula barbs, magic circle against goodD, 
  protection from energy, searing light, vigor 
   2nd—desecrateD, living undeath, remove paralysis, 
  sound burst (DC 16), spiritual weapon  
   1st—shield of faith, divine favor, entropic shield, 
  commandD (DC 16), cure light wounds, sanctuary 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 41 
   0— create water, detect magic, read magic, light, 
  mending, resistance 
  D: Domain spell. Deity: Iuz. Domains: Tyranny, Evil: 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 18, Cha 
  10.  
  Feats Combat Casting, Divine Fortune, Extra Turning, 
  Shield Specialization (heavy) 
  Skills Concentration +13 (+17 casting defensively), 
  Heal +9, Knowledge (religion) +5, Knowledge (the 
  planes) +6, Spellcraft +6 
  Possessions combat gear plus +1 morningstar, +1 half-
  plate, +1 heavy steel shield, amulet of natural armor 
  +1, bundle for supplies, 30 gp.  
   
   
   
   
  
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  Page 42 
  APL 12 
   
  1: REAP WHAT IS NOT SOWN 
   
   
  THASKOR*   
   
   
  CR 13 
  *Miniature’s Handbook 70 
  LE Huge Outsider (Extraplanar) 
  Init -1; Senses darkvision 60 ft.; Listen +25, Spot +25 
  Languages none 
  AC 29, touch 7, flat-footed 29 
   
  (-2 size, -1 Dex, +22 natural) 
  hp 242 (21 HD); DR 5/-  
  Immune poison 
  Resist acid, cold, electricity, fire 10; SR 18 
  Fort +19, Ref +12, Will +14  
  Speed 40 ft. (8 squares) 
  Melee slam +34 (4d8+22/x2) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +21; Grp +40  
  Atk Options Cleave, Improved Sunder, Power Attack, 
  Powerful Charge 
  Special Actions trumpeting blast 
  Abilities Str 40, Dex 8, Con 26, Int 12, Wis 13, Cha 16 
  Feats Ability Focus (trumpeting blast), Cleave, 
  Improved Natural Attack, Improved Sunder, Iron Will, 
  Lightning Reflexes, Power Attack, Powerful Charge,  
  Skills Bluff +27, Concentration +32, Diplomacy +24, 
  Disguise +3 (+5 acting), Intimidate +21, Listen +25, 
  Sense Motive +25, Spot +25, Spellcraft +13, Survival 
  +24(+26 following tracks) 
  Trumpeting Blast (Su) Once every 1d4 rounds as a 
  free action a thaskor can blow a trumpeting blast with 
  its trunk. The blast fills a 10-foot cone; any creature 
  within that area must make a DC 26 Fortitude save or 
  be stunned for 1 round. This is a sonic attack. The 
  save DC is Constitution based.  
   
  4: HIDDEN REFUGE  
   
  SHADESTEEL GOLEM*  
   
  CR 11 
  *Monster Manual III 72 
  N Medium construct (extraplanar) 
  Init +3; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages none 
  AC 33, touch 13, flat-footed 30 
   
  (+3 Dex, +20 natural) 
  hp 119 (18 HD); DR 10/adamantine and magic 
  Immune magic, mind-affecting effects, poison, sleep, 
  paralysis, stunning, disease, death effects, 
  necromancy effects, any effect requiring a Fortitude 
  save (unless it affects objects), death from massive 
  damage 
  Fort +6, Ref +9, Will +6  
  Speed 30 ft. (6 squares), fly 30 ft. (perfect) 
  Melee slam +20 (2d6+7/x2) or 
  Melee 2 slams +20 (2d6+7/x2) 
  Base Atk +13; Grp +20  
  Special Actions negative pulse wave, shadow blend 
  Abilities Str 24, Dex 16, Con -, Int -, Wis 11, Cha 7 
  Skills Hide +15, Move Silently +19 
  Magic Immunity (Ex) A shadesteel golem is immune to 
  any spell, supernatural ability, or spell-like ability that 
  allows spell resistance. In addition, certain spells and 
  effects function differently against the creature, as 
  noted below. A magical effect that has the light 
  descriptor (such as continual flame) causes the 
  golem to speed up as if affected by the spell haste for 
  2d4 rounds. The golem is also hasted whenever it is 
  subject to a positive energy effect, such as the 
  turning attempt of a cleric. This might happen if the 
  cleric has mistakenly identified as a nightwalker or 
  other undead, or if the golem is standing near 
  undead. If a shadesteel golem is targeted by or within 
  the area of a spell with the darkness or shadow 
  descriptor, the golem is healed for 1 point of damage 
  per level of the spell. 
  Negative Pulse Wave (Su) The shadesteel golem can 
  radiate a burst of inky black negative energy as a free 
  action every 1d4+1 rounds. The pulse wave drains 
  life from all living creatures within 40 feet of the 
  golem, dealing 12d6 points of negative energy 
  damage. A DC 19 Fortitude save halves the damage; 
  the save DC is Constitution based. Undead creatures 
  within the area are healed of 12d6 points of damage 
  instead, and any turning effect they are under is 
  broken. A death ward spell or similar effect protects a 
  creature from a shadesteel golem’s negative pulse 
  wave. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
   
  GREATER SHADESTEEL GOLEM* CR 14 
  *Monster Manual III 72 
  N Large Construct (Extraplanar) 
  Init +2; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages none 
  AC 33, touch 11, flat-footed 31 
   
  (-1 size, +2 Dex, +22 natural) 
  hp 178 (27 HD); DR 15/adamantine and magic  
  Immune magic, mind-affecting effects, poison, sleep, 
  paralysis, stunning, disease, death effects, 
  necromancy effects, any effect requiring a Fortitude 
  save (unless it affects objects), death from massive 
  damage 
  Fort +9, Ref +11, Will +9  
  Speed 30 ft. (6 squares), fly 30 ft. (perfect) 
  Melee slam +31 (2d10+12/x2) or 
  Melee 2 slams +31 each (2d10+12/x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +20; Grp +36  
  Special Actions negative pulse wave, shadow blend 
  Abilities Str 34, Dex 14, Con -, Int -, Wis 11, Cha 7 
  Skills Hide +10, Move Silently +18 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 43 
  Immunity to Magic (Ex) A shadesteel golem is immune 
  to any spell, supernatural ability, or spell-like ability 
  that allows spell resistance. In addition, certain spells 
  and effects function differently against the creature, 
  as noted below. A magical effect that has the light 
  descriptor (such as continual flame) causes the 
  golem to speed up as if affected by the spell haste for 
  2d4 rounds. The golem is also hasted whenever it is 
  subject to a positive energy effect, such as the 
  turning attempt of a cleric. This might happen if the 
  cleric has mistakenly identified as a nightwalker or 
  other undead, or if the golem is standing near 
  undead. If a shadesteel golem is targeted by or within 
  the area of a spell with the darkness or shadow 
  descriptor, the golem is healed for 1 point of damage 
  per level of the spell. 
  Negative Pulse Wave (Su) A shadesteel golem can 
  radiate a burst of inky black negative energy as a free 
  action every 1d4+1 rounds. The pulse wave drains 
  life from all living creatures within 40 feet of the 
  golem, dealing 12d6 points of negative energy 
  damage. A DC 23 Fortitude save halves the damage; 
  the save DC is Constitution based. Undead creatures 
  within the area are healed of 12d6 points of damage 
  instead, and any turning effect they are under is 
  broken. A death ward spell or similar effect protects a 
  creature from a shadesteel golem’s negative pulse 
  wave. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
   
  7: THE DECISION 
   
   
  FEZ’ZUT 
   
   
   
  CR 14 
  LE God-Blooded* outsider 
  *MM V 64 
  Large outsider (Baatezu, evil, extraplanar, fire, lawful) 
  Int +10; Senses see in darkness, true seeing; Listen 
  +25, Spot +25 
  Aura burn, fear 
  Languages Abyssal, Common, Draconic, Dwarf, Elf, 
  Infernal, Orc 
  AC 34, touch 15, flat-footed 28 
   
  (-1 size, +6 Dex, +19 natural) 
  Immune fire, poison 
  Resist acid and cold 10 
  hp 158 (14 HD); regeneration 5; DR 10/good 
  SR 25 
  Fort +15, Ref +15, Will +15 
  Speed 40 ft. 
  Melee +3 soul rending trident +26/+21/+16/+11 
  (3d6+14/19-20) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +16; Grp +28 
  Atk Options Cleave, Combat Reflexes, Power Attack, 
  Iuz’s wrath 
  Special Actions death throes, divine endurance, 
  swiftness of the damned 
  Spell-Like Abilities (CL 13) 
  3/day—fireball (DC 19), invisibility, fly, scorching ray (3 
  rays), wall of fire 
  1/day—order’s wrath (DC 18) 
  Abilities Str 23, Dex 23, Con 23, Int 22, Wis 22, Cha 20 
  Feats Cleave, Combat Reflexes, Improved Critical 
  (trident), Improved Initiative, Iron Will, Power Attack, 
  Weapon Focus (trident), Weapon Specialization 
  (trident) 
  Skills Balance +22, Bluff +23, Climb +19, Disguise +21, 
  Hide +23, Intimidate +22, Jump +21, Listen +25, 
  Move Silently +23, Search +21, Spellcraft +21, Spot 
  +25, Survival +18, Tumble +21 
  Burn (Su) The fire that cloaks Fez’zut’s body lashes out 
  to harm those that would dare attack him. Any 
  creature that hits him with a melee attack takes 8 
  points of fire damage.  
  Fear Aura (Su) Fez’zut’s can create a 20-foot-radius 
  fear aura as a free action. A creature in the area must 
  succeed on a DC 20 Will save or be affected as 
  though by a fear spell (CL 15). A creature that 
  successfully saves cannot be affected gain by the 
  same aura for 24 hours.  
  Regeneration (Ex) Fez’zut takes normal damage from 
  good-aligned weapons, and from spells with the good 
  descriptor.  
  Death Throes (Su) When killed, Fez’zut explodes in a 
  30-foot radius burst that deals 8d6 points of fire 
  damage (DC 19 Reflex save halves).  
  Divine Endurance (Su) Fez’zut can take a free action 
  to gain damage reduction 10/- from the mingling of 
  divine blood with its material form. He can suppress 
  this ability as a free action. Once the damage 
  reduction has prevents 60 points of damage the 
  creature loses this benefit as well as Iuz’s Wrath and 
  Burn. This does stack with his normal DR if they are 
  not using a magical weapon. 
  Iuz’s Wrath (Su) Fez’zut is wreathed in flames that 
  don’t harm it’s equipment. Once per day, as a swift 
  action, he can cause fire to flow from its body over its 
  weapons. All of his attacks deal an extra 8 points of 
  fire damage for the next 5 rounds. If he casts a spell 
  with the fire descriptor it deals an extra 15 points of 
  damage. 
  Swiftness of the Damned (Su) As a swift action, once 
  per day, Fez’zut can take another standard action 
  after his current turn is done.  
   
  THRONE SPELL TURRET  
  CR 9; Medium magic device; visual trigger (true seeing); 
  automatic reset; four different spell effects case once 
  per round in set order, no spell cast every fifth round 
  but spell turret self-repairs 4d8+20 hp; Search DC 33; 
  Disable Device DC 33; AC 7; hardness 10; hp 200.  
  Spells (8th-level cleric spells): mass inflict 
  critical wounds (3 targets - DC 22), symbol of insanity 
  (DC 22), mass cure critical wounds (3 targets - DC 
  22), symbol of death (DC 22). 
   
   
   
  
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  THRONE SPELL TURRET  
  CR 9; Medium magic device; visual trigger (true seeing); 
  automatic reset; four different spell effects case once 
  per round in set order, no spell cast every fifth round 
  but spell turret self-repairs 4d8+20 hp; Search DC 33; 
  Disable Device DC 33; AC 7; hardness 10; hp 200.  
  Spells (8th-level wizard spells): polar ray 
  (DC 22), power word stun, forcecage (one creature), 
  Otto’s irresistible dance (DC 22). 
   
  ROUND TWO 
  3: EXPENDABLE RESOURCES 
   
   
  STONE GIANT 
   
   
  CR 11 
  Stone giant fighter 3 
  N Large giant (earth) 
  Init +6; Sense darkvision 60 ft., low-light vision; Listen 
  +1, Spot +14 
  Languages Common Elven, Giant  
  AC 32, touch 11, flat-footed 30; rock catching 
   
  (-1 size, +2 dex, +11 natural, +10 armor) 
  hp 200 (17 HD) 
  Fort +16, Ref +7, Will +8 
  Speed 30 ft. (base 40 ft.) 
  Melee +2 frost bastard sword +24/+19/+14 
  (2d8+17+1d6/17-20) or  
  slam +22/+22 (1d4+9) 
  Ranged +14 rock (2d8+13) 
  Atk Options Cleave, Combat Reflexes, Improved 
  Disarm, Large and in Charge, Power Attack 
  Combat Gear potion of cure serious wounds (3), potion 
  of blur 
  Space 10ft.; Reach 10 ft. 
  Base Atk +13; Grp +26 
  Abilities Str 28, Dex 15, Con 24, Int 10, Wis 12, Cha 11 
  Feats Cleave, Combat Reflexes, Improved Critical 
  (bastard sword), Improved Disarm, Improved 
  Initiative, Iron Will, Large and in Charge, Power 
  Attack, Weapon Focus (bastard sword), Weapon 
  Specialization (bastard sword) 
  Skills Climb +14, Hide +9 (+17 in rocky terrain), Jump 
  +11, Spot +14 
  Possessions +2 frost bastard sword, +2 mithral full 
  plate, amulet of health +4 
  Rock Throwing (Ex) The range increment is 180 feet 
  for a stone giant’s throw rocks. It uses both hands 
  when throwing a rock. 
  Rock Catching (Ex) a stone giant gains a +4 racial 
  bonus on its Reflex save when attempting to catch a 
  thrown rock. 
   
  STONE GIANT 
   
   
  CR 13 
  Stone giant cleric 10 
  N Large giant (earth) 
  Init +2; Sense darkvision 60 ft., low-light vision; Listen 
  +5, Spot +14  
  Languages Common, Elven, Giant  
  AC 32, touch 11, flat-footed 30; rock catching 
   
  (-1 size, +2 dex, +11 natural, +10 armor) 
  hp 257 (24 HD) 
  Fort +22, Ref +9, Will +18, Divine Fortune 
  Speed 30 ft. (base 40 ft.) 
  Melee +2 shocking warhammer +26/+21/+16/+12 
  (1d8+8/x3 plus1d6 electricity) 
  Ranged +17 rock (2d8+12) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +17; Grp +29 
  Atk Options Large and in Charge, Power Attack 
  Special Actions protective ward 1/day (+10), 
  spontaneous casting (cure spells), turn undead or air 
  creatures 4/day (+3, 2d6+15, 10th),  
  Cleric Spells Prepared (CL 10th) 
   5th—flame strike (DC20), slay living (DC20), spell 
  resistanceD, true seeing 
   4th —air walk, death ward, divine power, freedom of 
  movement, spike stonesD 
   3rd— dispel magic (2), invisibility purge, prayer, 
  protection from energyD 
   2nd—bear’s endurance, bull strength (2), shield 
  otherD, silence (DC 17), sound burst 
   1st—bane, bless, command (DC16), shield of faith 
  (2), sanctuaryD 
   0—detect magic (2), light, read magic, resistance (2) 
  D: Domain spell. Deity: Skoraeus Stonebones. 
  Domains: Earth, Protection 
  Abilities Str 27, Dex 15, Con 22, Int 14, Wis 20, Cha 12 
  Feats Combat Casting, Divine Fortune, Iron Will, Large 
  and in Charge, Lightning Reflexes, Power Attack, 
  Weapon Focus (warhammer) 
  Skills Climb +11, Concentration +12 (+16 casting 
  defensively), Hide +6 (+14 in rocky terrain), Jump 
  +11, Knowledge (religion) +9, Spot +14  
  Possessions +2 shocking warhammer, +2 full plate, 
  periapt of wisdom +4, amulet of health +2 
  Rock Throwing (Ex) The range increment is 180 feet 
  for a stone giant’s throw rocks. It uses both hands 
  when throwing a rock. 
  Rock Catching (Ex) a stone giant gains a +4 racial 
  bonus on its Reflex save when attempting to catch a 
  thrown rock. 
   
  4: VALLEY OF SILENCED FIRE 
   
   
  BLACK FLAME DISCIPLE*  
  CR 15 
  *MM IV 11 
  NE Large elemental (extraplanar, fire) 
  Init +9; Senses darkvision 60 ft.; Listen +23, Spot +23 
  Aura heat (15 ft., DC 27) 
  Languages Common, Draconic, Ignan, Terran 
  AC 21, touch 14, flat-footed 16 
   
  (-1 size, +5 Dex, +7 natural) 
  hp 221 (26 HD); fast healing 5; DR 10/magic 
  Immune fire, poison, sleep, paralysis, stunning, critical 
  hits, flanking 
  SR 23 
  Fort +20, Ref +28, Will +21 
  Weakness vulnerability to cold 
  Speed 30 ft. (6 squares), fly 40 ft. (perfect) 
  Melee Touch fire bolt +24 (8d6 fire/19-20) 
  Ranged Touch fire bolt +24 (8d6 fire/19-20) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +19; Grp +28 
  
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  Atk Options black flame wielder, fire bolt, magic strike 
  Special Actions flame wave 
  Spell-Like Abilities (CL 18th) 
  At will—fireball (DC 19), fire shield (warm only, DC 20) 
  3/day—wall of fire 
   1/day—meteor swarm (DC 25) 
  Abilities Str 21, Dex 21, Con 19, Int 14, Wis 20, Cha 22 
  SQ elemental grace, elemental traits 
  Feats Ability Focus (flame wave), Alertness, Combat 
  Casting, Great Fortitude, Improved Critical (fire bolt), 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Weapon Focus (fire bolt) 
  Skills Climb +21, Concentration +24, Knowledge 
  (arcane) +18, Knowledge (the planes) +18, Listen 
  +23, Spellcraft +20, Spot +23, Survival +5 (+7 on 
  other planes) 
  Heat Aura (Su) At the end of each of their turns, 
  creatures within 15 feet of a black flame disciple must 
  succeed on DC 27 Fortitude saves or be fatigues. A 
  successful save negates the effect. A fatigued 
  creature that fails its save become exhausted. A 
  creature must attempt this saving throw each round it 
  is within range, whether or not it has succeeded on 
  an earlier save. A creature that has resistance or 
  immunity to fire or negative energy gains a +5 bonus 
  on his saving throw. Those with a resistance or 
  immunity to fire and negative energy are immune. 
  The fatigued and exhausted condition end 1 minute 
  after leaving the aura’s area of effect. The save is 
  Constitution-based. 
  Black Flame Wielder (Su) Any damage that is fire 
  damage dealt by a black flame wielder is a mixture of 
  negative energy and fire. Targets take full damage 
  unless they are immune to both and then apply the 
  lower of the two resistance types to the damage.  
  Fire Bolt (Su) A black flame disciple can aim a bolt of 
  fire at a single target as a melee or ranged touch 
  attack. The ranged touch attack has a maximum 
  range of 200 feet with no range increment.  
  Flame Wave (Su) Once per round as a standard action, 
  a black flame disciple can generate a wave of black 
  flame that rolls out form its body. Any creature within 
  60 feet of the black flame disciple must succeed on a 
  DC 29 reflex save or take 13d6 points of fire damage. 
  A successful save results in half damage. The save 
  DC is Constituion-based. 
   
  5: THE TOWER DOOR 
   
  GAROK THE WARMONGER 
  CR 12 
  Male ogre cleric 4/ordained champion 5  
  LE Large humanoid (giant) 
  Init +0; Senses darkvision 60 ft.; Listen +4, Spot +9 
  Languages Common, Giant 
  AC 28, touch 9, flat-footed 28) 
   
  (-1 size, +10 armor, +5 natural, +4 shield) 
  hp 120 (13 HD); Diehard 
  Fort +18, Ref +5, Will +15  
  Speed 20 ft. (4 squares)  
  Melee +1 axiomatic heavy flail +22/+17/+12 
  (2d8+23/17-20 plus 2d6 to chaos aligned)  
  Ranged javelin +10 (1d8+8) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +11; Grp +25 
  Atk Options Brutal Strike, Combat Reflexes, Holy 
  Warrior, Power Attack, smite (+1 attack, +9 damage), 
  channel spell, fist of the gods, holy warrior 
  Special Actions divine bulwark, rapid spontaneous 
  casting (war spells) rebuke undead 8/day (+3, 2d6+7, 
  9th),  
  Combat Gear potion of cure serious wounds, gauntlets 
  of war, boots of speed, ring of counterspells 
  (scorching ray) 
  Cleric Spells Prepared (CL 7th, war spells CL 9th): 
   4th— death ward, freedom of movement, inflict 
  critical woundsD (DC 18)  
   3rd—inflict serious wounds (DC 17), invisibility purge, 
  magic circle against chaosD, searing light, 
   2nd—bear’s endurance, bull’s strength, infernal 
  wound, resist energy, spiritual weaponD 
   1st—bless, detect chaos, divine favor, entropic 
  shield, magic weaponD shield of faith 
   0—detect magic, detect poison, mending, purify food 
  and drink, read magic, resistance  
  D: Domain spell. Deity: Gruumsh. Domains: War, 
  Destruction, Law. 
  Abilities Str 30, Dex 10, Con 18, Int 10, Wis 18, Cha 12 
  Feats Brutal Strike, Combat Casting, Combat Reflexes, 
  Diehard, Extra Turning, Holy Warrior, Improved 
  Critical (heavy flail), Power Attack, War Devotion, 
  Weapon Focus (heavy flail) 
  Skills Concentration +15 (+19 casting defensively), 
  Listen +4, Knowledge (religion) +7, Spot +9 
  SQ combat feats 
  Possessions +1 axiomatic large heavy flail, 2 Large 
  javelins, +2 Large full-plate, +2 animated heavy steel 
  shield, periapt of wisdom +6, cloak of charisma +4, 
  belt of giant strength +4, vest of resistance +2, deep 
  red ioun stone sphere (dexterity +2), bundle for 
  supplies 
  Divine Bulwark (Sp) Garok sacrifice a prepared spell or 
  spell slot as a swift action to gain damage reduction.  
  The value of the damage reduction equals 1 + spell 
  level sacrificed, and it can be overcome by a chaotic-
  aligned strike.  The damage reduction gained from 
  multiple uses of this ability does not stack.  This 
  protection lasts for 5 rounds. 
  Channel Spell (Sp) Garok can channel any spell he 
  has available into his melee weapon.  Doing so 
  requires a move action and uses up a prepared spell 
  or spell slot just as if he had cast the spell.  The 
  channeled spell affects the next target he 
  successfully attacks with that weapon, though saving 
  throws and spell resistance still apply normally.  Even 
  if the spell normally affects an area or is a ray, it still 
  affects only the target in this case.  On a successful 
  hit, the spell is discharged from the weapon, which 
  can then hold another spell.  He can channel your 
  spells into one weapon at a time.  A spell channeled 
  into a weapon is lost if not used within 8 hours. 
  Fist of the Gods (Sp) Garok can sacrifice a prepared 
  spell or spell slot as a swift action to deal extra 
  damage.  Doing so grants him a bonus equal to 1 + 
  
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  spell level sacrificed on his damage rolls for melee 
  attacks.  This benefit lasts for 5 rounds. 
  Holy Warrior (Sp): Garok can spend one daily use of 
  his turn/rebuke undead ability as a swift action to 
  bring his Wisdom into play in combat.  For 5 rounds 
  after he activate this ability, he use his Wisdom 
  modifier in place of his Strength modifier on attack 
  rolls and damage rolls. 
  Rapid Spontaneous Casting (Ex) Garok can cast any 
  spell from the War domain spontaneously as a swift 
  action if its normal casting time is no more than 1 
  standard action, or a standard action if its normal 
  casting time is 1 full-round action.   
   
  TELFAIN D’PAITER 
  CR 12 
  Male drow warmage 11 
  LE Medium humanoid (elf) 
  Init +8; Senses darkvision 120 ft.; Listen -1, Spot +5 
  Languages Abyssal,Common, Draconic, Drow Sign 
  Language, Elven, Undercommon  
  AC 28, touch 16, flat-footed 25 
   
  (+3 Dex, +3 deflection, +10 armor, +2 shield) 
  hp 79 (11 HD) 
  SR 22 
  Fort +9, Ref +9, Will +9; +2 against spells and spell-like 
  abilities  
  Weakness light blindness 
  Speed 20 ft. in +2 glamered mithril full plate (4 squares) 
  Melee +1 short sword +6 (1d6+1/x2)  
  Ranged light crossbow +9 (1d8/19-20/x2) or 
  Ranged ray spell +10 
  Base Atk +5; Grp +5  
  Special Actions Sudden Empower, Sudden Enlarge, 
  warmage edge (+5) 
  Combat Gear potion of cure serious wounds, potion of 
  resist fire, potion of invisibility, anklet of translocation, 
  cape of the mounteback 
  Warmage Spells Known (CL 11th):  
  5th (4/day)—arc of lightning (DC 19), cloudkill (DC 19), 
  cone of cold (DC 19), greater fireburst (DC 19), 
  flame strike (DC 19), mass fire shield, prismatic ray, 
  wall of force 
  4th (7/day)—blast of flame (DC 18), Evard's black 
  tentacles, orb of acid, orb of cold, orb of electricity, 
  orb of fire, orb of force, orb of sound, phantasmal 
  killer (DC 18), shout (DC 18), wall of fire (DC 18). 
  3rd (7/day)—fire shield, fireball (DC 17), flame arrow, 
  gust of wind, ice storm (DC 17), lightning bolt (DC 
  17), poison (DC 17), ring of blades, sleet storm, 
  stinking cloud (DC 17)  
  2nd (7/day)—blades of fire, continual flame, fire trap, 
  fireburst, flaming sphere, ice knife, Melf’s acid 
  arrow, pyrotechnics, scorching ray, shatter, whirling 
  blade 
  1st (7/day)—accuracy, burning hands (DC 15), chill 
  touch (+5 melee touch), fist of stone, hail of stone, 
  magic missile, lesser orb of acid, lesser orb of cold, 
  lesser orb of electricity, lesser orb of fire, lesser orb 
  of sound, shocking grasp (+5 melee touch), 
  Tenser’s floating disk, true strike 
   0 (6/day)—acid splash, disrupt undead, flare (DC 14), 
  light, ray of frost  
  Spell-Like Abilities (CL 11th): 
   
  1/day – faerie fire, dancing lights, darkness 
  Abilities Str 10, Dex 18, Con 16, Int 20, Wis 8, Cha 18 
  SQ advanced learning, armored mage (medium) 
  Feats Combat Casting, Extra Edge, Improved Initiative, 
  Sudden Empower, Sudden Enlarge, Weapon Focus 
  (ranged spell)  
  Skills Concentration +17 (+21 casting defensively), 
  Intimidate +15, Knowledge (arcana) +19, Spellcraft 
  +21, Spot +5 
  Possessions combat gear plus +2 glamered mithril full 
  plate, +1 light steel shield of light fortification, light 
  crossbow with 40 bolts, +1 short sword, vest of 
  resistance +3, ring of protection +3, headband of 
  intellect +4, gloves of dexterity +4, amulet of health 
  +4 
  Armored Mage (Ex) Telfain’s specialized training 
  allows him to avoid arcane spell failure as long as he 
  sticks to light armor and light shields. 
  Warmage Edge (Ex) Whenever Telfain casts a spell 
  that deals hit point damage, he adds +8 to the 
  amount of damage dealt. A single spell can never 
  gain this extra damage more than once per casting. If 
  a spell deals damage for more than 1 round, it deals 
  this extra damage in each round. 
   
  IUZ STRONGARM FIGHTERS 
  CR 10 
  Male human (Oeridian) fighter 10 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common 
  AC 24, touch 12, flat-footed 22; Dodge, Elusive Target, 
  Mobility 
   (+2 Dex, +3 shield, +9 armor) 
  hp 109 (10 HD) 
  Fort +11, Ref +6, Will +6 
  Speed 20 ft. (4 squares); base speed 30 ft. 
  Melee mwk bastard sword +17/+12 (1d10+7/17-20) 
  Ranged light crossbow +12 (1d8/19-20) 
  Base Atk +10; Grp +13 
  Atk Options Blind-Fighting, Combat Reflexes 
  Abilities Str 17, Dex 14, Con 18, Int 8, Wis 10, Cha 8  
  Feats Blind-Fighting, Combat Reflexes, Dodge, Elusive 
  Target, Exotic Weapon Proficiency (bastard sword), 
  Improved Critical (bastard sword), Iron Will, Melee 
  Weapon Mastery (slashing), Mobility, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard 
  sword) 
  Skills Jump +11 
  Possessions combat gear plus +1 mithral full plate, +1 
  heavy steel shield, cloak of resistance +1, amulet of 
  health +2, masterwork bastard sword, light crossbow 
  with 20 bolts, backpack, daggers (4). 
   
   
   
  
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  8: CAUGHT YA  
   
  TWILIGHT 
   
   
   
  CR 13 
  CE Large adult shadow dragon* (dragon) 
  *Draconomicon 191 
  Init +4; Senses blindsense 60 ft., keen senses; Listen 
  +29, Spot +29 
  Aura frightful presence (DC 24; 180-ft. radius) 
  Languages Abyssal, Common, Draconic, Drow, Elven, 
  Infernal, Orc 
  AC 31, touch 9, flat-footed 31  
   
  (-1 size, +22 natural) 
  hp 180 (19 HD); DR 5/magic 
  Immune sleep, paralysis 
  SR 22 
  Fort +14, Ref +11, Will +16 
  Speed 80 ft.; fly 150 ft (poor) 
  Melee bite +22 (2d6+4) and 
  claw +21/+21 (1d8+2/x4) and 
  wing +20/+20 (1d6+2) and 
  tail slap +20 (1d8+6) 
  Special Actions breath weapon 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite) 
  Base Atk +19; Grp +27 
  Atk Options Cleave, Power Attack 
  Special Actions Clinging Breath, Lingering Breath, 
  breath weapon, breath weapon, shadow blend 
  Combat Gear claws of the ripper 
  Class Spells Prepared (CL 5th) 
  2nd (5/day)—bear’s endurance, web 
   
  1st (7/day)—expeditious retreat, mage armor, magic 
  missile, true strike  
  0 (6/day)—daze, detect magic, detect poison, ghost 
  sound, message 
  Spell-Like Abilities (CL 6th) 
   
  3/day—mirror image 
  2/day—dimension door 
  Abilities Str 19, Dex 10, Con 17, Int 20, Wis 20, Cha 21 
  Feats Alertness, Cleave, Clinging Breath, Improved 
  Initiative, Lingering Breath, Power Attack, Weapon 
  Focus (claw) 
  Skills Intimidate +27, Listen +29, Knowledge (Arcane) 
  +27, Knowledge (Religion) +27, Knowledge (History) 
  +27, Knowledge (Planes) +27, Search +27, Sense 
  Motive +27, Spot +29, Use Magic Device +27 
  Breath Weapon (Su) Twilight’s breath weapon is a 60 
  ft.cone of billowing, smoky shadows with an energy 
  drain effect. Creatures within the cone gain three 
  negative levels (DC 24 Reflex save halves). The 
  saving throw to remove the negative level is DC 24. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, Twilight can disappear into 
  the shadows giving him total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability. A daylight spell, however, 
  does. 
   
  ANTONIA SPITER 
  CR 12 
  Female human wizard 12 
  CE Medium humanoid (human) 
  Init +5; Senses Listen +2, Spot +7 
  Languages Abyssal, Common, Draconic, Infernal  
  AC 21, touch 12, flat-footed 20) 
   
  (+1 Dex, +4 armor [mage armor], +4 shield [shield], 
  +2 deflection) 
  hp 73 (87 with false life) (12 HD)  
  Fort +9, Ref +7, Will +11  
  Speed 30 ft. (6 squares)  
  Melee +1 dagger +6/+1 (1d4/19-20)  
  Ranged ray +8 
  Base Atk +6; Grp +5 
  Atk Options  
  Special Actions  
  Combat Gear potion of cure moderate wounds, wand of 
  mirror image (5 charges), wand of magic missile (CL 
  7) (50 charges), bead of force, potion of cat’s grace, 
  bracers of arcane freedom, slippers of spider 
  climbing, minor cloak of displacement, mask of the 
  skull, hellcat gloves 
  WIzard Spells Prepared (CL 12th): 
   6th— chain lightning (acid) (DC 22), disintegrate, ray 
  of entropy 
   5th—cone of cold (acid) (DC 21), empowered fireball 
  (acid) (DC 19), prismatic ray, wall of force 
   4th— dimension door, fear (DC 20), greater 
  invisibility, orb of acid, empowered scorching ray 
  (acid) 
   3rd—dispel magic, fireball (acid) (DC 19), fly, haste, 
  ray of exhaustion 
   2nd—false life�, glitterdust (DC 18), Melf’s acid 
  arrow, scorching ray (acid), scorching ray, see 
  invisibility  
   1st—feather fall, lesser orb of acid, mage armor�, 
  magic missile, ray of enfeeblement, shield�  
   0—detect magic, acid splash, read magic, mending 
  �Already cast 
  Abilities Str 8, Dex 13, Con 16, Int 22, Wis 12, Cha 10.  
  Feats Combat Casting, Empower Spell, Energy 
  Substitution (acid), Extra Spell, Improved Initiative, 
  Scribe ScrollB, Sudden Maximize, Sudden Silent, 
  Weapon Focus (ray) 
  Skills Concentration +18 (+22 casting defensively), 
  Listen +2, Knowledge (arcana) +17, Knowledge 
  (dungeoneering) 
  +10, 
  Knowledge 
  (history) 
  +11,Knowledge (religion) +11, Knowledge (the 
  planes) +11, Spellcraft +21, Spot +7, Tumble +3 
  SA summon familiar 
  Possessions combat gear plus +1 dagger, vest of 
  resistance +2, amulet of health +2, ring of protection 
  +2, headband of intellect +4, bundle for supplies.  
   
  AXLTEY CHASEI 
  CR 10 
  Male human cleric 10 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +5, Spot +5 
  Languages Common 
  AC 23, touch 10, flat-footed 23) 
   
  (+8 armor, +4 shield, +1 natural) 
  hp 73 (10 HD)  
  Fort +11, Ref +5, Will +14; Divine Fortune 
  Speed 20 ft. (4 squares); base speed 30 ft. 
  Melee +1 morningstar +10/+5 (1d8+3)  
  Ranged touch spell +10  
  
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  Page 48 
  Base Atk +7; Grp +9 
  Atk Options  
  Special Actions rebuke undead 8/day (+7, 2d6+11, 
  10th), spontaneous casting (inflict spells),  
  Combat Gear potion of cure moderate wounds, potion 
  of owl’s wisdom 
  Cleric Spells Prepared (CL 10th, evil spells CL 11th): 
   5th—earth reaver, greater commandD (DC 21), flame 
  strike (DC 20), slay living (DC 20) 
   4th—air walk, death ward, dismissal, fearD (DC 20), 
  freedom of movement 
   3rd—hamatula barbs, magic circle against goodD, 
  magic vestment, vigor, protection from energy  
   2nd—desecrateD, lesser restoration, living undeath, 
  remove paralysis, sound burst (DC 17), spiritual 
  weapon  
   1st—divine favor, entropic shield, commandD (DC 
  17), cure light wounds (2), sanctuary, shield of faith  
   0—create water, detect magic, light, mending, read 
  magic, resistance 
  D: Domain spell. Deity: Iuz. Domains: Tyranny, Evil. 
  Abilities Str 14, Dex 10, Con 14, Int 10, Wis 20, Cha 
  12.  
  Feats Combat Casting, Divine Fortune, Extra Turning, 
  Shield Specialization (heavy), Weapon Focus (touch) 
  Skills Concentration +15 (+19 casting defensively), 
  Heal +10, Knowledge (religion) +5, Knowledge 
  (planes) +6, Spellcraft +10 
  Possessions combat gear plus +1 morningstar, +1 half-
  plate, +1 heavy steel shield, cloak of charisma +2, 
  periapt of wisdom +2, vest of resistance +2, amulet of 
  natural armor +1, bundle for supplies, 30 gp. 
   
   
  
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  APL 14 
   
  1: REAP WHAT IS NOT SOWN 
   
   
  THASKOR*   
   
   
  CR 15 
  *Miniature’s Handbook 70 
  LE Huge outsider (extraplanar) 
  Init -1; Senses darkvision 60 ft.; Listen +29, Spot +29 
  Languages none 
  AC 29, touch 7, flat-footed 29 
   
  (-2 size, -1 Dex, +22 natural) 
  hp 294 (25 HD); DR 5/-  
  Immune poison 
  Resist acid, cold, electricity, fire 10; SR 18 
  Fort +21, Ref +14, Will +16  
  Speed 40 ft. (8 squares) 
  Melee slam +38 (4d8+22/19-20x2) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +25; Grp +44  
  Atk Options Cleave, Improved Sunder, Power Attack, 
  Powerful Charge 
  Special Actions trumpeting blast 
  Abilities Str 40, Dex 8, Con 27, Int 12, Wis 13, Cha 16 
  Feats Ability Focus (trumpeting blast), Cleave, 
  Improved Critical, Improved Natural Attack, Improved 
  Sunder, Iron Will, Lightning Reflexes, Power Attack, 
  Powerful Charge 
  Skills Bluff +31, Concentration +36, Diplomacy +24, 
  Disguise +3 (+5 acting), Intimidate +31, Listen +29, 
  Sense Motive +29, Spot +29, Spellcraft +15, Survival 
  +22(+27 following tracks) 
  Trumpeting Blast (Su) Once every 1d4 rounds as a 
  free action a thaskor can blow a trumpeting blast with 
  its trunk. The blast fills a 10-foot cone; any creature 
  within that area must make a DC 26 Fortitude save or 
  be stunned for 1 round. This is a sonic attack. The 
  save DC is Constitution based.  
   
  4: HIDDEN REFUGE  
   
  GREATER SHADESTEEL GOLEM* CR 14 
  *Monster Manual III 72 
  N Large Construct (Extraplanar) 
  Init +2; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages none 
  AC 33, touch 11, flat-footed 31 
   
  (-1 size, +2 Dex, +22 natural) 
  hp 178 (27 HD); DR 15/adamantine and magic  
  Immune magic, mind-affecting effects, poison, sleep, 
  paralysis, stunning, disease, death effects, 
  necromancy effects, any effect requiring a Fortitude 
  save (unless it affects objects), death from massive 
  damage 
  Fort +9, Ref +11, Will +9  
  Speed 30 ft. (6 squares), fly 30 ft. (perfect) 
  Melee slam +31 (2d10+12/x2) or 
  Melee 2 slams +31 each (2d10+12/x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +20; Grp +36  
  Special Actions negative pulse wave, shadow blend 
  Abilities Str 34, Dex 14, Con -, Int -, Wis 11, Cha 7 
  Skills Hide +10, Move Silently +18 
  Immunity to Magic (Ex) A shadesteel golem is immune 
  to any spell, supernatural ability, or spell-like ability 
  that allows spell resistance. In addition, certain spells 
  and effects function differently against the creature, 
  as noted below. A magical effect that has the light 
  descriptor (such as continual flame) causes the 
  golem to speed up as if affected by the spell haste for 
  2d4 rounds. The golem is also hasted whenever it is 
  subject to a positive energy effect, such as the 
  turning attempt of a cleric. This might happen if the 
  cleric has mistakenly identified as a nightwalker or 
  other undead, or if the golem is standing near 
  undead. If a shadesteel golem is targeted by or within 
  the area of a spell with the darkness or shadow 
  descriptor, the golem is healed for 1 point of damage 
  per level of the spell. 
  Negative Pulse Wave (Su) A shadesteel golem can 
  radiate a burst of inky black negative energy as a free 
  action every 1d4+1 rounds. The pulse wave drains 
  life from all living creatures within 40 feet of the 
  golem, dealing 12d6 points of negative energy 
  damage. A DC 23 Fortitude save halves the damage; 
  the save DC is Constitution based. Undead creatures 
  within the area are healed of 12d6 points of damage 
  instead, and any turning effect they are under is 
  broken. A death ward spell or similar effect protects a 
  creature from a shadesteel golem’s negative pulse 
  wave. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
   
  7: THE DECISION 
   
   
  FEZ’ZUT 
   
   
   
  CR 17 
  God-blooded* outsider 
  *MM V 64 
  LE Large Outsider (Baatezu, Evil, Extraplanar, Fire, 
  Lawful) 
  Int +11; Senses see in darkness, true seeing; Listen 
  +X, Spot +X 
  Aura burn, fear 
  Languages Abyssal, Common, Draconic, Dwarf, Elf, 
  Infernal, Orc 
  AC 36, touch 16, flat-footed 29 
   
  (-1 size, +7 Dex, +20 natural) 
  hp 172 (15 HD); regeneration 5DR 10/good and silver 
  Immune fire, poison 
  Resist acid 10, cold 10, SR 28 
  Fort +17, Ref +17, Will +18 
  Speed 30 ft. (6 squares); fly 50 ft. (average) 
  Melee +5 soul rending trident +31/+26/+21/+16 
  (3d6+18/19-20) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +17; Grp +30 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
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  Atk Options Cleave, Combat Reflexes, Improved 
  Sunder, Power Attack, Iuz’s wrath 
  Special Actions death throes, divine endurance, 
  swiftness of the damned 
  Spell-Like Abilities (CL 15th): 
  3/day—fireball (DC 19), invisibility, fly, scorching ray (3 
  rays), wall of fire  
  1/day—order’s wrath (DC 22) 
  1/week—meteor swarm (DC 25) 
  Abilities Str 31, Dex 25, Con 25, Int 22, Wis 22, Cha 22 
  Feats Cleave, Combat Reflexes, Improved Critical 
  (trident), Improved Initiative, Improved Sunder, Iron 
  Will, Power Attack, Weapon Focus (trident), Weapon 
  Specialization (trident) 
  Skills Balance +22, Bluff +23, Climb +19, Disguise +21, 
  Hide +23, Intimidate +22, Jump +21, Listen +25, 
  Move Silently +23, Search +21, Spellcraft +21, Spot 
  +25, Survival +18, Tumble +21 
  Burn (Su) The fire that cloaks Fez’zut’s body lashes out 
  to harm those that would dare attack him. Any 
  creature that hits him with a melee attack takes 10 
  points of fire damage.  
  Fear Aura (Su) Fez’zut’s can create a 20-foot-radius 
  fear aura as a free action. A creature in the area must 
  succeed on a DC 20 Will save or be affected as 
  though by a fear spell (CL 15). A creature that 
  successfully saves cannot be affected gain by the 
  same aura for 24 hours.  
  Regeneration (Ex) Fez’zut takes normal damage from 
  good-aligned silvered weapons, and from spells with 
  the good descriptor.  
  Death Throes (Su) When killed, Fez’zut explodes in a 
  30-foot radius burst that deals 8d6 points of fire 
  damage (DC 19 Reflex save halves). 
  Divine Endurance (Su) Fez’zut can take a free action 
  to gain damage reduction 10/- from the mingling of 
  divine blood with its material form. He can suppress 
  this ability as a free action. Once the damage 
  reduction has prevents 60 points of damage the 
  creature loses this benefit as well as Iuz’s Wrath and 
  Burn. This does stack with his normal DR if they are 
  not using a magical weapon. 
  Iuz’s Wrath (Su) Fez’zut is wreathed in flames that 
  don’t harm it’s equipment. Once per day, as a swift 
  action, he can cause fire to flow from its body over its 
  weapons. All of his attacks deal an extra 8 points of 
  fire damage for the next 5 rounds. If he casts a spell 
  with the fire descriptor it deals an extra 15 points of 
  damage. 
  Swiftness of the Damned (Su): As a swift action, once 
  per day, Fez’zut can take another standard action 
  after his current turn is done.  
   
  THRONE SPELL TURRET  
  CR 9; Medium magic device; visual trigger (true seeing); 
  four different spell effects case once per round in set 
  order, no spell cast every fifth round but spell turret 
  self-repairs 4d8+20 hp; Search DC 33; Disable 
  Device DC 33; AC 7; hardness 10; hp 200. 
   
   
  Spells (8th-level cleric spells): mass inflict 
  critical wounds (3 targets - DC 22), symbol of insanity 
  (DC 22), mass cure critical wounds (3 targets - DC 
  22), symbol of death (DC 22). 
   
  THRONE SPELL TURRET  
  CR 9; Medium magic device; visual trigger (true seeing); 
  four different spell effects case once per round in set 
  order, no spell cast every fifth round but spell turret 
  self-repairs 4d8+20 hp; Search DC 33; Disable 
  Device DC 33; AC 7; hardness 10; hp 200.  
   
   
  Spells (8th-level wizard spells): polar ray 
  (DC 22), power word stun, forcecage (one creature), 
  Otto’s irresistible dance (DC 22). 
   
  ROUND TWO 
  3: EXPENDABLE RESOURCES 
   
   
  STONE GIANT 
   
   
  CR 13 
  Stone giant fighter 5 
  N Large giant (earth) 
  Init +6; Sense darkvision 60 ft., low-light vision; Listen 
  +1, Spot +14 
  Languages Common Elven, Giant  
  AC 34, touch 11, flat-footed 32; rock catching 
   
  (-1 size, +2 Dex, +11 natural, +12 armor) 
  hp 226 (19HD) 
  Fort +18, Ref +7, Will +8 
  Speed 30 ft. (6 squares); base speed 40 ft. 
  Melee +2 frost bastard sword +28/+23/+18 (2d8+19/17-
  20 plus 1d6 cold) or  
  slam +26/+26 (1d4+11) 
  Ranged +16 rock (2d8+16) 
  Atk Options Cleave, Combat Reflexes, Improved 
  Disarm, Improved Trip, Large and in Charge, Power 
  Attack, rock throwing 
  Combat Gear: potion of cure serious wounds (3), potion 
  of blur 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +28 
  Abilities Str 32, Dex 15, Con 24, Int 10, Wis 12, Cha 11 
  Feats Cleave, Combat Reflexes, Improved Critical 
  (bastard sword), Improved Disarm, Improved 
  Initiative, Improved Trip, Iron Will, Large and in 
  Charge, Power Attack, Weapon Focus (bastard 
  sword), Weapon Specialization (bastard sword) 
  Skills Climb +14, Hide +9 (+17 in rocky terrain), Jump 
  +11, Spot +14  
  Possessions +2 frost bastard sword, +4 mithral full 
  plate, amulet of health +4, belt of strength +4 
  Rock Throwing (Ex) The range increment is 180 feet 
  for a stone giant’s throw rocks. It uses both hands 
  when throwing a rock. 
  Rock Catching (Ex) A stone giant gains a +4 racial 
  bonus on its Reflex save when attempting to catch a 
  thrown rock. 
   
  STONE GIANT 
   
   
  CR 15 
  Stone giant cleric 14 
  N Large giant (earth) 
  Init +2; Sense low-light vision, darkvision 60 ft.; Listen 
  +6, Spot +14 
  Languages Common, Elven, Giant  
  
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  AC 36, touch 13, flat-footed 34; rock catching 
   (-1 size, +2 Dex, +11 natural, +12 armor, +2 deflection) 
  hp 301 (24 HD) 
  Fort +24, Ref +10, Will +21; Divine Fortune 
  Speed 30 ft. (base 40 ft.) 
  Melee +2 shocking warhammer +29/+24/+19/+14 
  (1d8+8/x3 plus 1d6 electricity) 
  Ranged +20 rock (2d8+12) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +20; Grp +32 
  Atk Options Brutal Strike, Large and in Charge, Power 
  Attack 
  Special Actions Sudden Maximise, Sudden Silent, 
  protective ward 1/day (+14), spontaneous casting 
  (cure spells), turn air or undead 5/day (+4, 2d6+20, 
  14th) 
  Cleric Spells Prepared (CL 14th) 
   7th—brilliant blade, mass cure serious wounds, 
  repulsionD 
   6th— greater dispel magic, harm (DC 22), heal (2), 
  stoneskinD 
   5th—flame strike (2) (DC 21), slay living (DC 21), 
  spell resistanceD, true seeing 
   4th—air walk, death ward (2), divine power, freedom 
  of movement, spike stonesD  
   3rd—dispel magic (2), invisibility purge, prayer, 
  protection from energyD, vigor 
   2nd—bear’s endurance, bull strength (2), shield 
  otherD, silence (DC 18), sound burst (2) 
   1st—bane, bless, command (2) (DC 17), shield of 
  faith (2), sanctuary D 
   0—detect magic (2), light, read magic, resistance (2) 
  D: Domain spell. Deity: Skoraeus Stonebones. 
  Domains: Earth, Protection. 
  Abilities Str 27, Dex 15, Con 22, Int 14, Wis 22, Cha 14 
  Feats Brutal Strike, Combat Casting, Divine Fortune, 
  Iron Will, Large and in Charge, Lightning Reflexes, 
  Power Attack, Sudden Maximize, Sudden Silent, 
  Weapon Focus (warhammer) 
  Skills Climb +11, Concentration +12 (+16 casting 
  defensively), Hide +6 (+14 in rocky terrain), Jump 
  +11, Knowledge (religion) +9, Spot +14  
  Possessions +2 shocking warhammer, +4 heavy 
  fortified full plate, periapt of wisdom +4, amulet of 
  health +2, ring of protection +2 
  Rock Throwing (Ex) The range increment is 180 feet 
  for a stone giant’s throw rocks. It uses both hands 
  when throwing a rock. 
  Rock Catching (Ex) A stone giant gains a +4 racial 
  bonus on its Reflex save when attempting to catch a 
  thrown rock. 
   
  4: VALLEY OF SILENCED FIRE 
   
   
  BLACK ROCK AVATAR* 
   
  CR 18 
  *MM IV 8 
  NE Large elemental (earth, extraplanar) 
  Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +13, Spot +13 
  Languages Terran 
  AC 30, touch 8, flat-footed 30 
   
  (-1 Dex, -1 size, +22 natural) 
  hp 377 (26 HD); fast healing 5; DR 10/adamantine and 
  magic 
  Immune poison, sleep, paralysis, stunning, critical hits, 
  flanking 
  Resist endure pain, +8 against bull rush or trip 
  SR 23 
  Fort +27, Ref +9, Will +11 
  Weakness vulnerability to sonic 
  Speed 20 ft. (4 squares), burrow 20 ft. 
  Melee 3 piercing arms +30 each (2d6+11/19-20/4) 
  Ranged 6 spikes +17 each (1d8+11/x3) 
  Atk Options Cleave, Great Cleave, Power Attack, 
  magic strike, metal strike 
  Space 10 ft.; Reach 10 ft. 
  Base Attack +19; Grp +34 
  Abilities Str 33, Dex 8, Con 31, Int 5, Wis 12, Cha 8 
  SQ elemental traits 
  Feats Alertness, Cleave, Great Cleave, Great Fortitude, 
  Improved Critical (piercing arm), Iron Will, Lightning 
  Reflexes, Power Attack, Weapon Focus (piercing 
  arm) 
  Skills Climb +20, Listen +13, Spot +13 
  Endure Pain (Ex) whenever a black rock avatar fails a 
  Reflex or Will saving throw against an effect that 
  deals damage, it takes half damage if it succeeds on 
  a Fortitude saving throw against the same DC. This 
  additional saving throw affects only damage, not any 
  other conditions that might apply from failing the 
  original save. 
  Metal Strike (Ex) A black rock avatar’s natural attacks 
  are treated as adamantine, cold iron, magic, and 
  silver for the purpose of overcoming damage 
  reduction.  
   
  5: THE TOWER DOOR 
   
  GAROK THE WARMONGER 
  CR 14 
  Male ogre cleric 6/ordained champion 5 
  LE Large humanoid (giant) 
  Init +0; Senses darkvision 60 ft.; Listen +4, Spot +9 
  Languages Common, Giant 
  AC 28, touch 9, flat-footed 28) 
   
  (-1 size, +10 armor, +5 natural, +4 shield) 
  hp 138 (15 HD); Diehard  
  Fort +19, Ref +8, Will +16  
  Speed 20 ft. (4 squares)  
  Melee +1 axiomatic heavy flail +23/+18/+13 
  (2d8+24/17-20 plus 2d6 to chaos aligned)  
  Ranged javelin +11 (1d8+8) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +12; Grp +26 
  Atk Options Brutal Strike, Combat Reflexes, Holy 
  Warrior, Power Attack, smite (+1 attack, +11 
  damage), channel spell, fist of the gods, holy warrior 
  Special Actions divine bulwark, rebuke undead 8/day 
  (+3, 2d6+12,11th), spontaneous casting (war spells) 
  Combat Gear potion of cure serious wounds, gauntlets 
  of war, boots of speed, ring of counterspells 
  (scorching ray) 
  Cleric Spells Prepared (CL 9th, war spells CL 11th): 
   5th—slay living (DC 19), mass inflict critical woundsD 
  (DC 20) 
  
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   4th—freedom of movement, spell immunity, death 
  ward, inflict critical woundsD (DC 18)  
   3rd—dispel magic, inflict serious wounds, invisibility 
  purge, magic circle against chaosD searing light,  
   2nd—bull’s strength, bear’s endurance, infernal 
  wound, living undeath, resist energy, spiritual 
  weaponD 
   1st—bless, detect chaos, divine favor, entropic 
  shield, magic weaponD, shield of faith 
   0—detect magic, detect poison, purify food and drink 
  mending, read magic, resistance  
  D: Domain spell. Deity: Gruumsh. Domains: War, 
  Destruction, Law. 
  Abilities Str 30, Dex 10, Con 18, Int 10, Wis 18, Cha 12  
  Feats Brutal Strike, Combat Casting, Combat Reflexes, 
  Diehard, Extra Turning, Holy Warrior, Improved 
  Critical (heavy flail), Lightning Reflexes, Power 
  Attack, War Devotion, Weapon FocusD (heavy flail)  
  Skills Concentration +19 (+23 casting defensively), 
  Listen +4, Knowledge (religion) +7, Spot +9 
  SA combat feats 
  Possessions +1 axiomatic large heavy flail, 2 Large 
  javelins, +2 Large full-plate, +2 animated heavy steel 
  shield, periapt of wisdom +6, cloak of charisma +4, 
  belt of giant strength +4, vest of resistance +2, deep 
  red ioun stone sphere (dexterity +2), bundle for 
  supplies.  
  Divine Bulwark (Sp) Garok sacrifice a prepared spell or 
  spell slot as a swift action to gain damage reduction.  
  The value of the damage reduction equals 1 + spell 
  level sacrificed, and it can be overcome by a chaotic-
  aligned strike.  The damage reduction gained from 
  multiple uses of this ability does not stack.  This 
  protection lasts for 5 rounds. 
  Channel Spell (Sp) Garok can channel any spell he 
  has available into his melee weapon.  Doing so 
  requires a move action and uses up a prepared spell 
  or spell slot just as if he had cast the spell.  The 
  channeled spell affects the next target he 
  successfully attacks with that weapon, though saving 
  throws and spell resistance still apply normally.  Even 
  if the spell normally affects an area or is a ray, it still 
  affects only the target in this case.  On a successful 
  hit, the spell is discharged from the weapon, which 
  can then hold another spell.  He can channel your 
  spells into one weapon at a time.  A spell channeled 
  into a weapon is lost if not used within 8 hours. 
  Fist of the Gods (Sp) Garok can sacrifice a prepared 
  spell or spell slot as a swift action to deal extra 
  damage.  Doing so grants him a bonus equal to 1 + 
  spell level sacrificed on his damage rolls for melee 
  attacks.  This benefit lasts for 5 rounds. 
  Holy Warrior (Sp): Garok can spend one daily use of 
  his turn/rebuke undead ability as a swift action to 
  bring his Wisdom into play in combat.  For 5 rounds 
  after he activate this ability, he use his Wisdom 
  modifier in place of his Strength modifier on attack 
  rolls and damage rolls. 
  Rapid Spontaneous Casting (Ex) Garok can cast any 
  spell from the War domain spontaneously as a swift 
  action if its normal casting time is no more than 1 
  standard action, or a standard action if its normal 
  casting time is 1 full-round action.   
   
  TELFAIN D’PAITER 
  CR 14 
  Male drow warmage 13 
  LE Medium humanoid (elf) 
  Init +8; Senses darkvision 120 ft.; Listen -1, Spot +6 
  Languages Abyssal, Common, Draconic, Drow Sign 
  Language, Elven, Undercommon  
  AC 28, touch 16, flat-footed 25 
   
  (+3 Dex, +3 deflection, +10 armor, +2 shield) 
  hp 106 (13 HD) 
  SR 24 
  Fort +12, Ref +11, Will +11; +2 against spells and 
  spell-like abilities  
  Weakness light blindness 
  Speed 20 ft. in +2 glamered mithril full plate (4 squares); 
  base speed 30 ft. 
  Melee +1 short sword +7 (1d6+1/x2)  
  Ranged light crossbow +10 (1d8/19-20/x2) or 
  Ranged ray spell +11 spell) 
  Base Atk +6; Grp +6  
  Special Actions Ranged Spell Specialization, Sudden 
  Empower, Sudden Enlarge, warmage edge (+9)  
  Combat Gear potion of cure critical wounds, potion of 
  resist fire, potion of invisibility, anklet of translocation, 
  cape of the mountebank 
  Warmage Spells Known (CL 13th):  
  6th (4/day)—acid fog (DC 21), blade barrier (DC 21), 
  chain lightning (DC 21), circle of death (DC 21), 
  disintegrate, fire seeds, Otiluke’s freezing sphere, 
  Tenser’s transformation 
  5th (7/day)—arc of lightning (DC 20), cloudkill (DC 20), 
  cone of cold (DC 20), greater fireburst (DC 20), 
  flame strike (DC 20), mass fire shield, prismatic ray, 
  wall of force 
  4th (7/day)—blast of flame (DC 19), Evard's black 
  tentacles, orb of acid, orb of cold, orb of electricity, 
  orb of fire, orb of force, orb of sound, phantasmal 
  killer (DC 19), shout (DC 19), wall of fire (DC 19). 
  3rd (7/day)—fire shield, fireball (DC 18), flame arrow, 
  gust of wind, ice storm (DC 18), lightning bolt (DC 
  18), poison (DC 18), ring of blades, sleet storm, 
  stinking cloud (DC 18),  
  2nd (7/day)—blades of fire, continual flame, fire trap, 
  fireburst, flaming sphere, ice knife, Melf’s acid 
  arrow, pyrotechnics, scorching ray, shatter, whirling 
  blade 
  1st (8/day)—accuracy, burning hands (DC 16), chill 
  touch (+6 melee touch), fist of stone, hail of stone, 
  magic missile, lesser orb of acid, lesser orb of cold, 
  lesser orb of electricity, lesser orb of fire, lesser orb 
  of sound, shocking grasp (+6 melee touch), 
  Tenser’s floating disk, true strike 
   0 (6/day)—acid splash, disrupt undead, flare (DC 15), 
  light, ray of frost  
  Spell-Like Abilities (CL 13th): 
   1/day—faerie fire, dancing lights, darkness 
  Abilities Str 10, Dex 18, Con 18, Int 20, Wis 8, Cha 21 
  SQ advanced learning, armored mage (medium) 
  
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  Feats Combat Casting, Extra Edge, Improved Initiative, 
  Sudden Empower, Sudden Enlarge, Ranged Spell 
  Specialization, Weapon Focus (ranged spell)  
  Skills Concentration +20 (+24 casting defensively), 
  Intimidate +17, Knowledge (arcana) +21, Spellcraft 
  +23, Spot +6 
  Possessions combat gear plus +2 glamered mithril full 
  plate, +1 light steel shield of light fortification, light 
  crossbow with 40 bolts, +1 short sword, vest of 
  resistance +4, ring of protection +3, headband of 
  intellect +4, gloves of dexterity +4, amulet of health 
  +6, pink and green ioun stone (+2 charisma) 
  Armored Mage (Ex) Telfain’s specialized training 
  allows him to avoid arcane spell failure as long as he 
  sticks to light armor and light shields. 
  Warmage Edge (Ex) Whenever Telfain casts a spell 
  that deals hit point damage, he adds +9 to the 
  amount of damage dealt. A single spell can never 
  gain this extra damage more than once per casting. If 
  a spell deals damage for more than 1 round, it deals 
  this extra damage in each round. 
   
  IUZ STRONGARM FIGHTERS 
  CR 10 
  Male human (Oeridian) fighter 10 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common 
  AC 24, touch 12, flat-footed 22; Dodge, Elusive Target, 
  Mobility 
   (+2 Dex, +3 shield, +9 armor) 
  hp 109 (10 HD) 
  Fort +11, Ref +6, Will +6 
  Speed 20 ft. (4 squares); base speed 30 ft. 
  Melee mwk bastard sword +17/+12 (1d10+7/17-20) 
  Ranged light crossbow +12 (1d8/19-20) 
  Base Atk +10; Grp +13 
  Atk Options Blind-Fighting, Combat Reflexes 
  Abilities Str 17, Dex 14, Con 18, Int 8, Wis 10, Cha 8  
  Feats Blind-Fighting, Combat Reflexes, Dodge, Elusive 
  Target, Exotic Weapon Proficiency (bastard sword), 
  Improved Critical (bastard sword), Iron Will, Melee 
  Weapon Mastery (slashing), Mobility, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard 
  sword) 
  Skills Jump +11 
  Possessions combat gear plus +1 mithral full plate, +1 
  heavy steel shield, cloak of resistance +1, amulet of 
  health +2, masterwork bastard sword, light crossbow 
  with 20 bolts, backpack, daggers (4). 
   
  8: CAUGHT YA  
   
  TWILIGHT 
   
   
   
  CR 16 
  CE Large mature adult shadow dragon* 
  *Draconomicon 191 
  Init +4; Senses blindsense 60 ft., keen senses; Listen 
  +32, Spot +32 
  Aura frightful presence (DC 26, 210-ft. radius) 
  Languages Abyssal, Common, Draconic, Drow, Elven, 
  Infernal, Orc 
  AC 34, touch 9, flat-footed 34  
   
  (-1 size, +25 natural) 
  hp 231 (22 HD); DR 10/magic 
  Immune sleep, paralysis 
  SR 25 
  Fort +17, Ref +13, Will +18 
  Speed 80 ft. (16 squares); fly 150 ft (poor) 
  Melee bite +27 (2d6+6) and 
  claw +26/+26 (1d8+3/19-20/x4) and  
  wing +25/+25 (1d6+3) and 
  tail slap +25 (1d8+9) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite) 
  Base Atk +22; Grp +32 
  Atk Options Cleave, Power Attack 
  Special Action Clinging Breath, Lingering Breath, 
  breath weapon, shadow blend 
  Combat Gear claws of the ripper 
  Sorcerer Spells Prepared (CL 7th) 
  3rd (5/day)—dispel magic, wind wall 
  2nd (7/day)—bear’s endurance, bull’s strength, web 
   
  1st (7/day)—charm person, expeditious retreat, mage 
  armor, magic missile, true strike  
  0 (6/day)—daze, detect magic, detect poison, ghost 
  sound, message 
  Spell-Like Abilities (CL 7th) 
   
  3/day—mirror image 
  2/day—dimension door 
  Abilities Str 23, Dex 10, Con 19, Int 20, Wis 20, Cha 21 
  Feats Alertness, Cleave, Clinging Breath, Improved 
  Critical (claw), Improved Initiative, Lingering Breath, 
  Power Attack, Weapon Focus (claw) 
  Skills Intimidate +30, Listen +32, Knowledge (arcana) 
  +30, Knowledge (history) +30, Knowledge (religion) 
  +30, Knowledge (the planes) +30, Search +30, 
  Sense Motive +30, Spot +32, Use Magic Device +30 
  Breath Weapon (Su) Twilight’s breath weapon is a 60 
  ft. cone of billowing, smoky shadows with an energy 
  drain effect. Creatures within the cone gain four 
  negative levels (DC 26 Reflex save halves). The 
  saving throw to remove the negative level is DC26. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, Twilight can disappear into 
  the shadows giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability. A daylight spell, however, 
  does. 
   
  AXLTEY CHASEI 
  CR 14 
  Male human cleric 14 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +5, Spot +5 
  Languages Common 
  AC 25, touch 10, flat-footed 25) 
   
  (+8 armor, +5 shield, +2 natural) 
  hp 101 (14 HD)  
  Fort +16, Ref +7, Will +17; Divine Fortune 
  Speed 20 ft. (4 squares); base speed 30 ft. 
  Melee +2 morningstar +14/+9 (1d8+4)  
  Ranged touch spell +13  
  Base Atk +10; Grp +12 
  Special Actions rebuke undead 8/day (+7, 2d6+19, 
  14th), spontaneous casting (inflict spells) 
  
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  Combat Gear potion of cure moderate wounds, potion 
  of owl’s wisdom 
  Cleric Spells Prepared (CL 14th; evil spells CL 15th): 
   7th— Bigby’s grasping handD, blood to water (DC 
  21), brilliant blade 
   6th—banishment, geasD, harm (DC 21), heal,  
   5th—earth reaver, flame strike (DC 20), greater 
  commandD (DC 21), slay living (DC 20), spell 
  resistance 
   4th—air walk, death ward, dismissal, fearD (DC 20), 
  freedom of movement, poison (DC 19) 
   3rd—dispel magic, hamatula barbs, magic circle 
  against goodD, protection from energy, magic 
  vestment, vigor, 
   2nd— desecrateD, lesser restoration, living undeath, 
  remove paralysis, shatter, sound burst (DC 17), 
  spiritual weapon  
   1st— commandD (DC 17), cure light wounds (2), 
  divine favor, entropic shield, remove fear, 
  sanctuary, shield of faith  
   0—create water, detect magic, read magic, light 
  mending, resistance  
  D: Domain spell. Deity: Iuz. Domains: Tyranny, Evil.  
  Abilities Str 14, Dex 10, Con 15, Int 10, Wis 20, Cha 
  12.  
  Feats Combat Casting, Divine Fortune, Extra Turning, 
  Great 
  Fortitude, 
  Shield 
  Specialization 
  (heavy), 
  Weapon Focus (touch)  
  Skills Concentration +19 (+23 casting defensively), 
  Heal +12, Knowledge (religion) +6, Knowledge 
  (planes) +7, Spellcraft +14 
  Possessions combat gear plus +2 morningstar, +1 half-
  plate, +2 heavy steel shield, cloak of charisma +2, 
  periapt of wisdom +2, vest of resistance +3, amulet of 
  natural armor +2, bundle for supplies, 30 gp. 
   
   
   
   
  
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  APL 16 
   
  1: REAP WHAT IS NOT SOWN 
   
   
  THASKOR*   
   
   
  CR 17 
  *Miniature’s Handbook 70 
  LE Huge outsider (extraplanar) 
  Init +3; Senses darkvision 60 ft.; Listen +29, Spot +29 
  Languages none 
  AC 29, touch 7, flat-footed 29 
   
  (-2 size, -1 Dex, +22 natural) 
  hp 409 (29 HD); DR 5/-  
  Immune poison 
  Resist acid, cold, electricity, fire 10; SR 18 
  Fort +24, Ref +16, Will +18  
  Speed 40 ft. (8 squares) 
  Melee slam +42 (4d8+22/19-20x2) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +29; Grp +48  
  Atk Options Cleave, Improved Sunder, Power Attack, 
  Powerful Charge 
  Special Actions trumpeting blast 
  Abilities Str 40, Dex 8, Con 28, Int 12, Wis 13, Cha 16 
  Feats Ability Focus (trumpeting blast), Cleave, 
  Improved Critical, Improved Initiative, Improved 
  Natural Attack,Improved Sunder, Iron Will, Lightning 
  Reflexes, Power Attack, Powerful Charge  
  Skills Bluff +31, Concentration +41, Diplomacy +34, 
  Disguise +3 (+5 acting), Intimidate +35, Listen +33, 
  Sense Motive +33, Spot +33, Spellcraft +17, Survival 
  +24(+29 following tracks) 
  Trumpeting Blast (Su) Once every 1d4 rounds as a 
  free action a thaskor can blow a trumpeting blast with 
  its trunk. The blast fills a 10-foot cone; any creature 
  within that area must make a DC 27 Fortitude save or 
  be stunned for 1 round. This is a sonic attack. The 
  save DC is Constitution based.  
   
  4: HIDDEN REFUGE  
   
  GREATER SHADESTEEL GOLEM* CR 14 
  *Monster Manual III 72 
  N Large construct (extraplanar) 
  Init +2; Senses darkvision 60 ft.; Listen +0, Spot +0 
  Languages none 
  AC 33, touch 11, flat-footed 31 
   
  (-1 size, +2 Dex, +22 natural) 
  hp 178 (27 HD); DR 15/adamantine and magic  
  Immune magic, mind-affecting effects, poison, sleep, 
  paralysis, stunning, disease, death effects, 
  necromancy effects, any effect requiring a Fortitude 
  save (unless it affects objects), death from massive 
  damage 
  Fort +9, Ref +11, Will +9  
  Speed 30 ft. (6 squares), fly 30 ft. (perfect) 
  Melee slam +31 (2d10+12/x2) or 
  Melee 2 slams +31 each (2d10+12/x2) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +20; Grp +36  
  Special Actions negative pulse wave, shadow blend 
  Abilities Str 34, Dex 14, Con -, Int -, Wis 11, Cha 7 
  Skills Hide +10, Move Silently +18 
  Immunity to Magic (Ex) A shadesteel golem is immune 
  to any spell, supernatural ability, or spell-like ability 
  that allows spell resistance. In addition, certain spells 
  and effects function differently against the creature, 
  as noted below. A magical effect that has the light 
  descriptor (such as continual flame) causes the 
  golem to speed up as if affected by the spell haste for 
  2d4 rounds. The golem is also hasted whenever it is 
  subject to a positive energy effect, such as the 
  turning attempt of a cleric. This might happen if the 
  cleric has mistakenly identified as a nightwalker or 
  other undead, or if the golem is standing near 
  undead. If a shadesteel golem is targeted by or within 
  the area of a spell with the darkness or shadow 
  descriptor, the golem is healed for 1 point of damage 
  per level of the spell. 
  Negative Pulse Wave (Su) A shadesteel golem can 
  radiate a burst of inky black negative energy as a free 
  action every 1d4+1 rounds. The pulse wave drains 
  life from all living creatures within 40 feet of the 
  golem, dealing 12d6 points of negative energy 
  damage. A DC 23 Fortitude save halves the damage; 
  the save DC is Constitution based. Undead creatures 
  within the area are healed of 12d6 points of damage 
  instead, and any turning effect they are under is 
  broken. A death ward spell or similar effect protects a 
  creature from a shadesteel golem’s negative pulse 
  wave. 
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, a shadesteel golem can 
  disappear into the shadows, giving it concealment. 
  Artificial illumination, even a light or continual flame 
  spell, does not negate this ability, though a daylight 
  spell does. 
   
  7: THE DECISION 
   
   
  FEZ’ZUT 
   
   
   
  CR 19 
  God-blooded* outsider 
  *MM V 64 
  LE Large outsider (Baatezu, evil, extraplanar, fire, 
  lawful) 
  Int +12; Senses see in Darkness, true seeing; Listen 
  +29, Spot +29 
  Aura burn, fear 
  Languages Abyssal, Common, Draconic, Dwarf, Elf, 
  Infernal, Orc 
  AC 40, touch 17, flat-footed 32 
   
  (-1 size, +8 Dex, +23 natural) 
  hp 225 (18 HD); regeneration 5; DR 10/good and silver 
  Immune fire, poison 
  Resist acid, cold 10 
  SR 30 
  Fort +19, Ref +19, Will +21 
  Speed 40 ft. (8 squares); fly 60 ft. (average) 
  Melee +5 soulrender trident +36/+31/+26/+21 
  (2d6+18/19-20 plus special on natural 20) 
  Melee 2 claws + 30 each (2d8+13) and 
  
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  +28 tail slap (2d8+6) 
  Space 10ft.; Reach 10 ft. 
  Base Atk +18; Grp +35 
  Atk Options Cleave, Great Cleave, Power Attack, Iuz’s 
  wrath 
  Special Actions death throes, divine endurance, 
  swiftness of the damned  
  Spell-Like Abilities (CL 18): 
  At will—blasphemy (DC 25), fireball (DC 21), 
  invisibility, power word stun, unholy aura (DC 26)  
  1/day—meteor swarm (DC 27) 
  Abilities Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26 
  Feats Cleave, Great Cleave, Improved Critical (trident), 
  Improved Initiative, Iron Will, Multiattack, Power 
  Attack, Quicken Spell-Like ability (fireball) 
  Skills Balance +10, Bluff +29, Climb +34, Concentration 
  +29, Diplomacy +10, Disguise +29, Hide +25, 
  Intimidate +31, Jump +40, Knowledge (arcana) +29, 
  Knowledge (nature) +10, Knowledge (the planes) 
  +29, Knowledge (religion) +29, Listen +29, Move 
  Silently +29, Search +29, Spellcraft +31, Spot +29, 
  Survival +8, Tumble +31 
  Burn (Su) The fire that cloaks Fez’zut’s body lashes out 
  to harm those that would dare attack him. Any 
  creature that hits him with a melee attack takes 10 
  points of fire damage.  
  Fear Aura (Su) Fez’zut’s can create a 20-foot-radius 
  fear aura as a free action. A creature in the area must 
  succeed on a DC 27 Will save or be affected as 
  though by a fear spell (CL 18). A creature that 
  successfully saves cannot be affected gain by the 
  same aura for 24 hours.  
  Regeneration (Ex) Fez’zut takes normal damage from 
  good-aligned silvered weapons, and from spells with 
  the good descriptor.  
  Iuz’s Wrath (Su) Fez’zut is wreathed in flames that 
  don’t harm it’s equipment. Once per day, as a swift 
  action, he can cause fire to flow from its body over its 
  weapons. All of his attacks deal an extra 10 points of 
  fire damage for the next 5 rounds. If he casts a spell 
  with the fire descriptor it deals an extra 20 points of 
  damage. 
  Death Throes (Su) When killed, Fez’zut explodes in a 
  30-foot radius burst that deals 10d6 points of fire 
  damage (DC 23 Refles halves). 
  Divine Endurance (Su) Fez’zut can take a free action 
  to gain damage reduction 10/- from the mingling of 
  divine blood with its material form. He can suppress 
  this ability as a free action. Once the damage 
  reduction has prevents 80 points of damage the 
  creature loses this benefit as well as Iuz’s Wrath and 
  Burn. This does stack with his normal DR if they are 
  not using a magical silver weapon. 
  Swiftness of the Damned (Su) As a swift action, once 
  per day, Fez’zut can take another standard action 
  after his current turn is done.  
   
  THRONE SPELL TURRET  
  CR 10; Medium magic device; visual trigger (true 
  seeing); automatic reset; four different spell effects 
  case once per round in set order, no spell cast every 
  fifth round but spell turret self-repairs 4d8+20 hp; 
  Search DC 34; Disable Device DC 34; AC 7; 
  hardness 10; hp 200.  
  Spells (9th-level cleric spells): energy drain 
  (DC 23), implosion (one target – DC 23), mass heal 
  (two targets), gate (nothing comes through – for 
  effect only). 
   
  THRONE SPELL TURRET  
  CR 10; Medium magic device; visual trigger (true 
  seeing); automatic reset; four different spell effects 
  case once per round in set order, no spell cast every 
  fifth round but spell turret self-repairs 4d8+20 hp; 
  Search DC 34; Disable Device DC 34; AC 7; 
  hardness 10; hp 200.  
   
   
  Spells (9th-level wizard spells): power word 
  kill (DC 23), meteor swarm (all on one target – DC 
  23), wish (creature targeted fully healed), wish 
  (creature targeted with empowered harm – DC 23). 
   
  ROUND TWO 
  3: EXPENDABLE RESOURCES 
   
   
  STONE GIANT 
   
   
  CR 13 
  Stone giant fighter 5 
  N Large giant (earth) 
  Init +6; Sense darkvision 60 ft., low-light vision; Listen 
  +1, Spot +14 
  Languages Common Elven, Giant  
  AC 34, touch 11, flat-footed 32; rock catching 
   
  (-1 size, +2 Dex, +11 natural, +12 armor) 
  hp 226 (19 HD) 
  Fort +18, Ref +7, Will +8 
  Speed 30 ft. (6 squares); base speed 40 ft. 
  Melee +2 frost bastard sword +28/+23/+18 (2d8+19/17-
  20 plus 1d6 cold) or  
  slam +26/+26 (1d4+11) 
  Ranged +16 rock (2d8+16) 
  Atk Options Cleave, Combat Reflexes, Improved 
  Disarm, Improved Trip, Large and in Charge, Power 
  Attack, rock throwing 
  Combat Gear: potion of cure serious wounds (3), potion 
  of blur 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +28 
  Abilities Str 32, Dex 15, Con 24, Int 10, Wis 12, Cha 11 
  Feats Cleave, Combat Reflexes, Improved Critical 
  (bastard sword), Improved Disarm, Improved 
  Initiative, Improved Trip, Iron Will, Large and in 
  Charge, Power Attack, Weapon Focus (bastard 
  sword), Weapon Specialization (bastard sword) 
  Skills Climb +14, Hide +9 (+17 in rocky terrain), Jump 
  +11, Spot +14  
  Possessions +2 frost bastard sword, +4 mithral full 
  plate, amulet of health +4, belt of strength +4 
  Rock Throwing (Ex) The range increment is 180 feet 
  for a stone giant’s throw rocks. It uses both hands 
  when throwing a rock. 
  Rock Catching (Ex) A stone giant gains a +4 racial 
  bonus on its Reflex save when attempting to catch a 
  thrown rock. 
   
  
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  STONE GIANT 
   
   
  CR 15 
  Stone giant cleric 14 
  N Large giant (earth) 
  Init +2; Sense low-light vision, darkvision 60 ft.; Listen 
  +6, Spot +14 
  Languages Common, Elven, Giant  
  AC 36, touch 13, flat-footed 34; rock catching 
   (-1 size, +2 Dex, +11 natural, +12 armor, +2 deflection) 
  hp 301 (24 HD) 
  Fort +24, Ref +10, Will +21; Divine Fortune 
  Speed 30 ft. (base 40 ft.) 
  Melee +2 shocking warhammer +29/+24/+19/+14 
  (1d8+8/x3 plus 1d6 electricity) 
  Ranged +20 rock (2d8+12) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +20; Grp +32 
  Atk Options Brutal Strike, Large and in Charge, Power 
  Attack 
  Special Actions Sudden Maximise, Sudden Silent, 
  protective ward 1/day (+14), spontaneous casting 
  (cure spells), turn air or undead 5/day (+8, 2d6+20, 
  14th) 
  Cleric Spells Prepared (CL 14th) 
   7th—brilliant blade, mass cure serious wounds, 
  repulsionD 
   6th— greater dispel magic, harm (DC 22), heal (2), 
  stoneskinD 
   5th—flame strike (2) (DC 21), slay living (DC 21), 
  spell resistanceD, true seeing 
   4th—air walk, death ward (2), divine power, freedom 
  of movement, spike stonesD  
   3rd—dispel magic (2), invisibility purge, prayer, 
  protection from energyD, vigor 
   2nd—bear’s endurance, bull strength (2), shield 
  otherD, silence (DC 18), sound burst (2) 
   1st—bane, bless, command (2) (DC 17), shield of 
  faith (2), sanctuary D 
   0—detect magic (2), light, read magic, resistance (2) 
  D: Domain spell. Deity: Skoraeus Stonebones. 
  Domains: Earth, Protection. 
  Abilities Str 27, Dex 15, Con 22, Int 14, Wis 22, Cha 14 
  Feats Brutal Strike, Combat Casting, Divine Fortune, 
  Iron Will, Large and in Charge, Lightning Reflexes, 
  Power Attack, Sudden Maximize, Sudden Silent, 
  Weapon Focus (warhammer) 
  Skills Climb +11, Concentration +12 (+16 casting 
  defensively), Hide +6 (+14 in rocky terrain), Jump 
  +11, Knowledge (religion) +9, Spot +14 
  Possessions +2 shocking warhammer, +4 heavy 
  fortified full plate, periapt of wisdom +4, amulet of 
  health +2, ring of protection +2 
  Rock Throwing (Ex) The range increment is 180 feet 
  for a stone giant’s throw rocks. It uses both hands 
  when throwing a rock. 
  Rock Catching (Ex) A stone giant gains a +4 racial 
  bonus on its Reflex save when attempting to catch a 
  thrown rock. 
   
  4: VALLEY OF SILENCED FIRE 
   
   
  BLACK ROCK AVATAR* 
   
  CR 18 
  *MM IV 8 
  NE Large elemental (earth, extraplanar) 
  Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Listen +13, Spot +13 
  Languages Terran 
  AC 30, touch 8, flat-footed 30 
   
  (-1 Dex, -1 size, +22 natural) 
  hp 377 (26 HD); fast healing 5; DR 10/adamantine and 
  magic 
  Immune poison, sleep, paralysis, stunning, critical hits, 
  flanking 
  Resist endure pain, +8 against bull rush or trip 
  SR 23 
  Fort +27, Ref +9, Will +11 
  Weakness vulnerability to sonic 
  Speed 20 ft. (4 squares), burrow 20 ft. 
  Melee 3 piercing arms +30 each (2d6+11/19-20/4) 
  Ranged 6 spikes +17 each (1d8+11/x3) 
  Atk Options Cleave, Great Cleave, Power Attack, 
  magic strike, metal strike 
  Space 10 ft.; Reach 10 ft. 
  Base Attack +19; Grp +34 
  Abilities Str 33, Dex 8, Con 31, Int 5, Wis 12, Cha 8 
  SQ elemental traits 
  Feats Alertness, Cleave, Great Cleave, Great Fortitude, 
  Improved Critical (piercing arm), Iron Will, Lightning 
  Reflexes, Power Attack, Weapon Focus (piercing 
  arm) 
  Skills Climb +20, Listen +13, Spot +13 
  Endure Pain (Ex) whenever a black rock avatar fails a 
  Reflex or Will saving throw against an effect that 
  deals damage, it takes half damage if it succeeds on 
  a Fortitude saving throw against the same DC. This 
  additional saving throw affects only damage, not any 
  other conditions that might apply from failing the 
  original save. 
  Metal Strike (Ex) A black rock avatar’s natural attacks 
  are treated as adamantine, cold iron, magic, and 
  silver for the purpose of overcoming damage 
  reduction.  
   
  BLACK FLAME DISCIPLE*  
  CR 15 
  *MM IV 11 
  NE Large elemental (extraplanar, fire) 
  Init +9; Senses darkvision 60ft.; Listen +23, Spot +23 
  Aura heat (15ft., DC 27) 
  Languages Common, Draconic, Ignan, Terran 
  AC 21, touch 14, flat-footed 16 
   
  (-1 size, +5 Dex, +7 natural) 
  hp 221 (26 HD); fast healing 5; DR 10/magic 
  Immune fire, poison, sleep, paralysis, stunning, critical 
  hits, flanking 
  SR 23 
  Fort +20, Ref +28, Will +21 
  Weakness vulnerability to cold 
  Speed 30 ft. (6 squares), fly 40 ft. (perfect) 
  Melee Touch fire bolt +24 (8d6 fire/19-20) 
  Ranged Touch fire bolt +24 (8d6 fire/19-20) 
  
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  Page 58 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +19; Grp +28 
  Atk Options black flame wielder, fire bolt, magic strike 
  Special Actions flame wave 
  Spell-Like Abilities (CL 18th) 
  At will—fireball (DC 19), fire shield (warm only, DC 20) 
  3/day—wall of fire 
   1/day—meteor swarm (DC 25) 
  Abilities Str 21, Dex 21, Con 19, Int 14, Wis 20, Cha 22 
  SQ elemental grace, elemental traits 
  Feats Ability Focus (flame wave), Alertness, Combat 
  Casting, Great Fortitude, Improved Critical (fire bolt), 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Weapon Focus (fire bolt) 
  Skills Climb +21, Concentration +24, Knowledge 
  (arcane) +18, Knowledge (the planes) +18, Listen 
  +23, Spellcraft +20, Spot +23, Survival +5 (+7 on 
  other planes) 
  Heat Aura (Su) At the end of each of their turns, 
  creatures within 15 feet of a black flame disciple must 
  succeed on DC 27 Fortitude saves or be fatigues. A 
  successful save negates the effect. A fatigued 
  creature that fails its save become exhausted. A 
  creature must attempt this saving throw each round it 
  is within range, whether or not it has succeeded on 
  an earlier save. A creature that has resistance or 
  immunity to fire or negative energy gains a +5 bonus 
  on his saving throw. Those with a resistance or 
  immunity to fire and negative energy are immune. 
  The fatigued and exhausted condition end 1 minute 
  after leaving the aura’s area of effect. The save is 
  Constitution-based. 
  Black Flame Wielder (Su) Any damage that is fire 
  damage dealt by a black flame wielder is a mixture of 
  negative energy and fire. Targets take full damage 
  unless they are immune to both and then apply the 
  lower of the two resistance types to the damage.  
  Fire Bolt (Su) A black flame disciple can aim a bolt of 
  fire at a single target as a melee or ranged touch 
  attack. The ranged touch attack has a maximum 
  range of 200 feet with no range increment.  
  Flame Wave (Su) Once per round as a standard action, 
  a black flame disciple can generate a wave of black 
  flame that rolls out form its body. Any creature within 
  60 feet of the black flame disciple must succeed on a 
  DC 29 reflex save or take 13d6 points of fire damage. 
  A successful save results in half damage. The save 
  DC is Constituion-based. 
   
  5: THE TOWER DOOR 
   
  GAROK THE WARMONGER 
  CR 16 
  Male ogre cleric 8/ordained champion 5 
  LE Large humanoid (giant) 
  Init +0; Senses darkvision 60 ft.; Listen +4, Spot +9 
  Languages Common, Giant 
  AC 28, touch 9, flat-footed 28) 
   
  (-1 size, +10 armor, +5 natural, +4 shield) 
  hp 156 (17 HD); Diehard 
  Fort +20, Ref +8, Will +17  
  Speed 20 ft. (4 squares); base speed 40 ft.  
  Melee 
  +1 
  axiomatic 
  heavy 
  flail 
  +25/+20/+15 
  (2d8+25/17-20 plus 2d6 to chaos aligned)  
  Ranged javelin +13 (1d8+8) 
  Space 10 ft.; Reach 10 ft.  
  Base Atk +14; Grp +28 
  Atk Options Brutal Strike, Combat Reflexes, Holy 
  Warrior, Power Attack, smite (+2 attack, +13 
  damage), channel spell, fist of the gods, holy warrior 
  Special Actions divine bulwark, rebuke undead 9/day 
  (+4, 2d6+15, 13th), rapid spontaneous casting (war 
  spells) 
  Combat Gear potion of cure critical wounds, gauntlets 
  of war, boots of speed, ring of counterspells 
  (scorching ray) 
  Cleric Spells Prepared (CL 11th, war spells CL 13): 
   6th—harm (DC 21), harmD (DC 21)  
   5th—divine retribution (DC 19), mass inflict critical 
  woundsD (DC 20), slay living (DC 19) 
   4th— death ward, freedom of movement, inflict 
  critical woundsD (DC 18) poison (DC 18), spell 
  immunity, 
   3rd—dispel magic, inflict serious wounds, invisibility 
  purge, magic circle against chaosD, searing light (2) 
   2nd— bear’s endurance, bull’s strength, infernal 
  wound, living undeath*, resist energy, spiritual 
  weaponD 
   1st—bless, deathwatch, detect chaos, divine favor, 
  entropic shield, magic weaponD, shield of faith,  
   0—detect magic, detect poison, mending, purify food 
  and drink, read magic, resistance 
  D: Domain spell. Deity: Gruumsh. Domains: War, 
  Destruction, Law. 
  Abilities Str 30, Dex 10, Con 19, Int 10, Wis 18, Cha 14  
  Feats Brutal Strike, Combat Casting, Combat Reflexes, 
  Diehard, Extra Turning, Holy Warrior, Improved 
  Critical (heavy flail), Lightning Reflexes, Power 
  Attack, War Devotion, Weapon Focus (heavy flail) 
  Skills Concentration +20 (+24 casting defensively), 
  Listen +4, Heal +7, Knowledge (religion) +7, Spot +9 
  SA combat feats 
  Possessions +1 axiomatic large heavy flail, 2 Large 
  javelins, +2 Large full-plate, +2 animated heavy steel 
  shield, periapt of wisdom +6, cloak of charisma +6, 
  belt of giant strength +4, vest of resistance +2, deep 
  red ioun stone sphere (dexterity +2), bundle for 
  supplies 
  Divine Bulwark (Sp) Garok sacrifice a prepared spell or 
  spell slot as a swift action to gain damage reduction.  
  The value of the damage reduction equals 1 + spell 
  level sacrificed, and it can be overcome by a chaotic-
  aligned strike.  The damage reduction gained from 
  multiple uses of this ability does not stack.  This 
  protection lasts for 5 rounds. 
  Channel Spell (Sp) Garok can channel any spell he 
  has available into his melee weapon.  Doing so 
  requires a move action and uses up a prepared spell 
  or spell slot just as if he had cast the spell.  The 
  channeled spell affects the next target he 
  successfully attacks with that weapon, though saving 
  throws and spell resistance still apply normally.  Even 
  if the spell normally affects an area or is a ray, it still 
  affects only the target in this case.  On a successful 
  
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  hit, the spell is discharged from the weapon, which 
  can then hold another spell.  He can channel your 
  spells into one weapon at a time.  A spell channeled 
  into a weapon is lost if not used within 8 hours. 
  Fist of the Gods (Sp) Garok can sacrifice a prepared 
  spell or spell slot as a swift action to deal extra 
  damage.  Doing so grants him a bonus equal to 1 + 
  spell level sacrificed on his damage rolls for melee 
  attacks.  This benefit lasts for 5 rounds. 
  Holy Warrior (Sp): Garok can spend one daily use of 
  his turn/rebuke undead ability as a swift action to 
  bring his Wisdom into play in combat.  For 5 rounds 
  after he activate this ability, he use his Wisdom 
  modifier in place of his Strength modifier on attack 
  rolls and damage rolls. 
  Rapid Spontaneous Casting (Ex) Garok can cast any 
  spell from the War domain spontaneously as a swift 
  action if its normal casting time is no more than 1 
  standard action, or a standard action if its normal 
  casting time is 1 full-round action.   
   
  TELFAIN D’PAITER 
  CR 16 
  Male drow warmage 15 
  LE Medium humanoid (elf) 
  Init +8; Senses darkvision 120 ft.; Listen +1, Spot +8 
  Languages Abyssal, Common, Draconic, Drow Sign 
  Language, Elven, Undercommon 
  AC 29, touch 17, flat-footed 26 
   
  (+3 Dex, +4 deflection, +10 armor, +2 shield) 
  hp 122 (15 HD) 
  SR 26 
  Fort +13, Ref +12, Will +12; +2 against spells and 
  spell-like abilities 
  Weakness light blindness 
  Speed 20 ft. in +2 glamered mithril full plate (4 squares); 
  base speed 30 ft. 
  Melee +1 short sword +8 (1d6+1/x2)  
  Ranged light crossbow +11 (1d8/19-20/x2) or 
  Ranged ray +12 (spell) 
  Base Atk +7; Grp +7  
  Special Actions Point Blank Shot, Ranged Spell 
  Specialization, Sudden Empower, Sudden Enlarge, 
  Sudden Widen, extra edge +9 
  Combat Gear potion of cure critical wounds, potion of 
  resist fire, potion of invisibility, anklet of translocation, 
  cape of the mountebank 
  Warmage Spells Known (CL 15th):  
  7th (4/day)—delayed blast fireball (DC 22), 
  earthquake, finger of death (DC 22), fire storm (DC 
  22), Mordenkainen’s sword, prismatic spray (DC 
  22), sunbeam (DC 22), waves of exhaustion  
  6th (6/day)—acid fog (DC 21), blade barrier (DC 21), 
  chain lightning (DC 21), circle of death (DC 21), 
  disintegrate, fire seeds, Otiluke’s freezing sphere, 
  Tenser’s transformation 
  5th (7/day)—arc of lightning (DC 20), cloudkill (DC 20), 
  cone of cold (DC 20), greater fireburst (DC 20), 
  flame strike (DC 20), mass fire shield, prismatic ray, 
  wall of force 
  4th (7/day)—blast of flame (DC 19), Evard's black 
  tentacles, orb of acid, orb of cold, orb of electricity, 
  orb of fire, orb of force, orb of sound, phantasmal 
  killer (DC 19), shout (DC 19), wall of fire (DC 19). 
  3rd (7/day)—fire shield, fireball (DC 18), flame arrow, 
  gust of wind, ice storm (DC 18), lightning bolt (DC 
  18), poison (DC 18), ring of blades, sleet storm, 
  stinking cloud (DC 18) 
  2nd (7/day)—blades of fire, continual flame, fire trap, 
  fireburst, flaming sphere, ice knife, Melf’s acid 
  arrow, pyrotechnics, scorching ray, shatter, whirling 
  blade 
  1st (8/day)—accuracy, burning hands (DC 16), chill 
  touch (+7 melee touch), fist of stone, hail of stone, 
  lesser orb of acid, lesser orb of cold, lesser orb of 
  electricity, lesser orb of fire, lesser orb of sound, 
  magic missile, shocking grasp (+7 melee touch), 
  Tenser’s floating disk, true strike 
   0 (6/day)—acid splash, disrupt undead, flare (DC 15), 
  light, ray of frost  
  Spell-Like Abilities (CL 15th): 
   
  1/day—faerie fire, dancing lights, darkness 
  Abilities Str 10, Dex 18, Con 18, Int 20, Wis 8, Cha 21 
  SQ advanced learning, armored mage (medium) 
  Feats Combat Casting, Extra Edge, Improved Initiative, 
  Point Blank Shot, Ranged Spell Specialization, 
  Sudden Empower, Sudden Enlarge, Sudden Widen, 
  Weapon Focus (ranged spell) 
  Skills Concentration +22 (+26 casting defensively), 
  Listen +1, Intimidate +17, Knowledge (arcana) +21, 
  Spellcraft +23, Spot +8 
  Possessions combat gear plus +2 glamered mithril full 
  plate, +1 light steel shield of light fortification, light 
  crossbow with 40 bolts, +1 short sword, vest of 
  resistance +4, ring of protection +4, headband of 
  intellect +4, anklet of translocation, gloves of dexterity 
  +4, amulet of health +6, pink and green ioun stone 
  (+2 charisma) 
  Armored Mage (Ex) Telfain’s specialized training 
  allows him to avoid arcane spell failure as long as he 
  sticks to light armor and light shields. 
  Warmage Edge (Ex) Whenever Telfain casts a spell 
  that deals hit point damage, he adds +9 to the 
  amount of damage dealt. A single spell can never 
  gain this extra damage more than once per casting. If 
  a spell deals damage for more than 1 round, it deals 
  this extra damage in each round. 
   
  IUZ STRONGARM FIGHTERS 
  CR 10 
  Male human (Oeridian) fighter 10 
  CE Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common 
  AC 24, touch 12, flat-footed 22; Dodge, Elusive Target, 
  Mobility 
   (+2 Dex, +3 shield, +9 armor) 
  hp 109 (10 HD) 
  Fort +11, Ref +6, Will +6 
  Speed 20 ft. (4 squares); base speed 30 ft. 
  Melee mwk bastard sword +17/+12 (1d10+7/17-20) 
  Ranged light crossbow +12 (1d8/19-20) 
  Base Atk +10; Grp +13 
  Atk Options Blind-Fighting, Combat Reflexes 
  
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  Abilities Str 17, Dex 14, Con 18, Int 8, Wis 10, Cha 8  
  Feats Blind-Fighting, Combat Reflexes, Dodge, Elusive 
  Target, Exotic Weapon Proficiency (bastard sword), 
  Improved Critical (bastard sword), Iron Will, Melee 
  Weapon Mastery (slashing), Mobility, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard 
  sword) 
  Skills Jump +11 
  Possessions combat gear plus +1 mithral full plate, +1 
  heavy steel shield, cloak of resistance +1, amulet of 
  health +2, masterwork bastard sword, light crossbow 
  with 20 bolts, backpack, daggers (4). 
   
  8: CAUGHT YA  
   
  TWILIGHT 
   
   
   
  CR 19 
  CE Huge very old shadow dragon* 
   *Draconomicon 191 
  Init +4; Senses blindsense 60 ft. keen senses; Listen 
  +41, Spot +41 
  Languages Abyssal, Common, Draconic, Drow, Elven, 
  Infernal, Orc 
  Aura frightful presence (DC 32, 270-ft. radius) 
  AC 51, touch 8, flat-footed 51  
   
  (-2 size, +31 natural armor, +12 armor) 
  hp 322 (28 HD); DR 15/magic 
  Immune sleep, paralysis 
  SR 30 
  Fort +21, Ref +16, Will +24 
  Speed 80 ft.; fly 150 ft (poor) 
  Melee bite +40 (2d8+14 and 
  2 claws +39/+39 each (2d6+9/19-20/x4) and 
  2 wings +38/+38 each (1d8+9) and 
  tail slap +38 (2d8+18) and 
  crush +38 (2d8+18) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite) 
  Base Atk +28; Grp +45 
  Atk Options Cleave,  
  Special Actions Clinging Breath (2), Lingering Breath, 
  Power Attack, breath weapon, crush, shadow blend 
  Combat Gear claws of the ripper, dragonarmor of 
  invincibility 
  Sorcerer Spells Prepared (CL 11th) 
  5th (5/day)—Bigby’s interposing hand, wall of force 
  4th (7/day)—enervation, stoneskin, stunning breath 
  3rd (7/day)—dispel magic, haste, sleet storm, wind 
  wall 
  2nd (7/day)—bear’s endurance, bull’s strength, 
  invisibility, resist energy, web (DC 20) 
   
  1st (7/day)—charm person, expeditious retreat, mage 
  armor, magic missile, true strike  
  0 (6/day)—daze, detect magic, detect poison, ghost 
  sound, message 
  Spell-Like Abilities (CL 11th) 
  3/day—mirror image, nondection 
  2/day—dimension door  
  Abilities Str 29, Dex 10, Con 21, Int 26, Wis 26, Cha 27 
  SA Breath weapon (5 negative levels – Ref DC 32),  
  Feats Alertness, Awaken Spell Resistance, Cleave, 
  Clinging Breath (2; double length), Improved 
  Initiative, Improved Critical (claw), Lingering Breath, 
  Power Attack, Weapon Focus (Claw) 
  Skills Intimidate +39, Listen +41, Knowledge (arcana) 
  +39, Knowledge (history) +39, Knowledge (religion) 
  +39, Knowledge (the planes) +39, Search +39, 
  Sense Motive +39, Spot +41, Use Magic Device +39 
  Breath Weapon (Su) Twilight’s breath weapon is a 60 
  ft. cone of billowing, smoky shadows with an energy 
  drain effect. Creatures within the cone gain five 
  negative levels (DC 32 Reflex save halves). The 
  saving throw to remove the negative level is DC 32.  
  Crush (Ex) Twilight can land on Small or smaller 
  opponents as a standard action, using his whole 
  body to crush them doing 2d8+13 in bludgeoning 
  damage. A crush attack affects as many creatures as 
  can fit under his body. Creatures in the affected area 
  must succeed on a DC 32 Reflex save or be pinned, 
  automatically taking bludgeoning damage during the 
  next round unless Twilight moves off. If Twilight 
  chooses to maintain the pin, treat it as a normal 
  grapple attack. Pinned opponents take damage from 
  the crush each round if they don’t escape.  
  Shadow Blend (Su) In any condition of illumination 
  other than full daylight, Twilight can disappear into 
  the shadows giving it total concealment. Artificial 
  illumination, even a light or continual flame spell, 
  does not negate this ability. A daylight spell, however, 
  does. 
   
  ANTONIA SPITER 
  CR 16 
  Female human wizard 16  
  CE Medium humanoid (human) 
  Init +5; Senses Listen +2, Spot +9 
  Languages Abyssal, Common, Draconic, Infernal 
  AC 26, touch 14, flat-footed 24) 
   
  (+2 Dex, +4 armor [mage armor], +4 shield [shield], 
  +3 deflection, +3 natural) 
  hp 113 (127 with false life)(16 HD)  
  Fort +13, Ref +11, Will +15  
  Speed 30 ft. (6 squares)  
  Melee +1 dagger +8/+3 (1d4/19-20)  
  Ranged ray +12 
  Base Atk +8; Grp +7 
  Attack Options Point Blank Shot 
  Combat Gear bracers of arcane freedom, slippers of 
  spider climbing, ring of freedom of movement, minor 
  cloak of displacement, mask of the skull, hellcat 
  gloves, potion of cure serious wounds, potion of 
  protection from energy (fire), potion of protection 
  energy (electricity), potion of barkskin +3, wand of 
  mirror image (5 charges), wand of magic missile (CL 
  7th, 50 charges), bead of force, potion of cat’s grace 
  Wizard Spells Prepared (CL 16th): 
   8th— lightning ring (acid) (DC 25), horrid wilting (DC 
  25) 
   7th—avasculate (acid) (DC 24), finger of death (DC 
  24), quickened lightning bolt (acid) (DC 20) 
  prismatic spray (DC 24), 
   6th—chain lightning (acid) (DC 23), disintegrate, 
  empowered orb of acid, ray of entropy, 
   5th—cone of cold (acid) (DC 22), empowered fireball 
  (acid) (DC 20), prismatic ray, telekinesis, wall of 
  force 
  
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   4th— dimension door, fear (DC 21), fire shield (acid), 
  greater invisibility, orb of acid, empowered 
  scorching ray (acid) 
   3rd—dispel magic, fireball (acid) (DC 20), fly, haste, 
  ray of exhaustion, phantom steed 
  2nd— false life�, glitterdust (DC 19), Melf’s acid arrow, 
  scorching ray (acid), scorching ray, see invisibility  
   1st—feather fall, mage armor�, magic missile, lesser 
  orb of acid, ray of enfeeblement, shield� 
   0—acid splash, detect magic, mending, read magic  
  �Already cast 
  Abilities Str 8, Dex 14, Con 18, Int 24, Wis 12, Cha 10.  
  Feats Combat Casting, Empower Spell, Energy 
  Substitution (Acid), Extra Spell, Improved Initiative, 
  Point Blank Shot, Quicken Spell, Scribe ScrollB, 
  Sudden Maximize, Sudden Silent, Weapon Focus 
  (ray) 
  Skills Concentration +23 (+27 casting defensively), 
  Listen +2, Knowledge (arcana) +18, Knowledge 
  (dungeoneering) +11, Knowledge (history) +13, 
  Knowledge (religion) +13,Knowledge (the planes) 
  +12, Spellcraft +22, Spot +9, Tumble +5 
  SA summon familiar 
  Possessions combat gear plus +1 dagger, vest of 
  resistance +4, amulet of health +4, ring of protection 
  +3, headband of intellect +6, rod of absorption, 
  bundle for supplies.  
   
  AXLTEY CHASEI 
  CR 14 
  Male human cleric 14 
  CE Medium humanoid (human) 
  Init +0; Senses Listen +5, Spot +5 
  Languages Common 
  AC 25, touch 10, flat-footed 25) 
   
  (+8 armor, +5 shield, +2 natural) 
  hp 101 (14 HD)  
  Fort +16, Ref +7, Will +17; Divine Fortune 
  Speed 20 ft. (4 squares); base speed 30 ft. 
  Melee +2 morningstar +14/+9 (1d8+4)  
  Ranged touch spell +13  
  Base Atk +10; Grp +12 
  Special Actions rebuke undead 8/day (+3, 2d6+15, 
  14th), spontaneous casting (inflict spells) 
  Combat Gear potion of cure moderate wounds, potion 
  of owl’s wisdom 
  Cleric Spells Prepared (CL 14th; evil spells CL 15th): 
   7th— Bigby’s grasping handD, blood to water (DC 
  21), brilliant blade 
   6th—banishment, geasD, harm (DC 21), heal,  
   5th—earth reaver, flame strike (DC 20), greater 
  commandD (DC 21), slay living (DC 20), spell 
  resistance 
   4th—air walk, death ward, dismissal, fearD (DC 20), 
  freedom of movement, poison (DC 19) 
   3rd—dispel magic, hamatula barbs, magic circle 
  against goodD, protection from energy, magic 
  vestment, vigor, 
   2nd— desecrateD, lesser restoration, living undeath, 
  remove paralysis, shatter, sound burst (DC 17), 
  spiritual weapon  
   1st—commandD (DC 17), cure light wounds (2), 
  divine favor, entropic shield, remove fear, 
  sanctuary, shield of faith  
   0—create water, detect magic, read magic, light 
  mending, resistance  
  D: Domain spell. Deity: Iuz. Domains: Tyranny, Evil. 
  Abilities Str 14, Dex 10, Con 15, Int 10, Wis 20, Cha 12 
  Feats Combat Casting, Divine Fortune, Extra Turning, 
  Great 
  Fortitude, 
  Shield 
  Specialization 
  (heavy), 
  Weapon Focus (touch)  
  Skills Concentration +19 (+23 casting defensively), 
  Heal +12, Knowledge (religion) +6, Knowledge 
  (planes) +7, Spellcraft +14 
  Possessions combat gear plus +2 morningstar, +1 half-
  plate, +2 heavy steel shield, cloak of charisma +2, 
  periapt of wisdom +2, vest of resistance +3, amulet of 
  natural armor +2, bundle for supplies, 30 gp.  
   
   
   
  
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  APPENDIX 2: NEW RULES ITEMS 
   
  FEATS 
  Awaken Spell Resistance [Monstrous] 
  You gain spell resistance. 
   
   
  Prerequisites: Con 13, dragon type 
   
  Benefit: You gain innate spell resistance equal to 
  your racial Hit Dice. 
   
  Special: If your racial Hit Dice increase after you 
  gain this feat, your spell resistance increases as well. If 
  you have this feat and you also have (or later gain) spell 
  resistance as a racial ability, your spell resistance is equal 
  to your new Hit Dice total or your racial spell resistance 
  +2, whichever is higher.  
   
  You can take this feat multiple times. Each time you 
  take the feat, your innate spell resistance increases by 2.  
   
  Source: Draconomicon 67 
   
  Brutal Strike 
  You can batter foes senseless with your mace, 
  Morningstar, quarterstaff, or flail. Few victims are willing 
  to stand toe=to-toe with a warrior known for knocking 
  his foes witless with a single strike.  
   
  Prerequisite: Str 13, Power Attack, base attack 
  bonus +6.  
   
  Benefit: If you use your Power Attack feat to 
  increase your damage with a bludgeoning weapon, you 
  can attempt a brutal strike. You must declare your 
  intention before making your attack. If the attack hits 
  and your opponent takes damage, he must make a 
  Fortitude save (DC 10 + your extra damage from the 
  Power Attack feat on the attack) or be sickened for 1 
  round.  
  You can use this feat once per round during 
  your attack action. 
   
  Special: This feat cannot be used against a creature 
  that is not subject to extra damage from critical hits. 
   
  A fighter can select Brutal Strike as one of his fighter 
  bonus feats. 
   
  Source: Player’s Handbook II 76 
   
  Clinging Breath [Metabreath] 
  Your breath weapon clings to creatures and continues to 
  affect them in the round after you breath. 
   
  Prerequisites: Con 13, breath weapon 
   
  Benefit: Your breath weapon has its normal effect, 
  but also clings to anything caught in its area. A clinging 
  breath weapon lasts for 1 round. In the round after you 
  breathe, the clinging breath weapon deals half of the 
  damage it dealt in the previous round. Creatures that 
  avoid damage from the breath weapon (such as creatures 
  with the evasion special quality or incorporeal creatures) 
  do not take the extra damage. For example, an old silver 
  dragon uses it cold breath and deals 72 point of cold 
  damage (or 36 against a target that makes its save). In the 
  following round, foes that failed their saves against the 
  breath weapon initially take an additional 36 points of 
  cold damage, and foes that succeeded on their saves take 
  18 points of cold damage. 
   
  A foe can take a full-round action to attempt to 
  remove the clinging breath weapon before taking any 
  additional damage. It takes a successful Reflex saving 
  throw (same DC as your normal breath weapon) to 
  remove the effect. Rolling aroundo n the ground grants a 
  +2 bonus on the saving throw, but leaves the foe prone. A 
  clinging breath weapon cannot be removed or smothered 
  by jumping into water. A clinging breath weapon can be 
  magically dispelled (DC equal to your breath weapon save 
  DC). 
   
  This feat only works on a breath weapon that has 
  instantaneous duration and that deals some kind of 
  damage, such as energy damage (acid, cold, electricity, 
  fire, or sonic), ability dmage, or negative levels. 
   
  Special: You can apply this feat more than once to 
  the same breath weapon. Each time you do, the clinging 
  breath weapon lasts an additional round. 
   
  Source: Draconomicon 67 
   
  Divine Fortune 
  With a quick prayer, you channel divine energy to help 
  resist a spell, poison, or other deadly effect.  
   
  Prerequisite: Divine caster level 5th, ability to turn 
  or rebuke undead. 
   
  Benefit: As an immediate action, you can expend a 
  turn or rebuke undead attempt to gain a +4 bonus on your 
  next saving throw. If this benefit is not used immediately, 
  it lasts until the start of your next turn.  
   
  Source: Player’s Handbook II  88 
   
  Energy Substitution [Metamagic] 
  You can modify an energy-based spell to use another type 
  of energy instead. 
   
  Prerequisite: Knowledge (arcane) 5 ranks, any 
  metamagic feat. 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire). You can then modify any spell with an 
  energy descriptor to use the chosen type of energy 
  instead. An energy substituted spell uses a spell slot of the 
  spell’s normal level. The spell’s descriptor changes to the 
  new energy type – for example, a fireball composed of cold 
  energy is an evocation [cold] spell.  
   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time.  
   
  Source: Complete Arcane 79 
   
  Evil Devotion [Domain] 
  The power of evil cloaks you and your allies.  
   
  Benefit: Once per day as an immediate action, you 
  can surround yourself with an aura of evil that grants you 
  and each of your allies within 30 feet damage reduction 
  that can be overcome only by good-aligned weapons. The 
  numeric value of this damage reduction is 1 + 1/five 
  character levels you possess (maximum 5/good at 20th 
  
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  level). In addition, you and your allies’ natural and 
  weapon attacks are evil-aligned for the purpose of 
  overcoming damage reduction. This effect lasts for 1 
  minute.  
   
  Special: You can select this feat multiple times, 
  gaining one additional daily use each time you take it. 
   
  Special: If you have the ability to turn or rebuke 
  undead, you gain one additional daily use of this feat for 
  each daily turn or rebuke use you expend. 
   
  Source: Complete Champion 58 
   
  Extra Edge [General] 
   
  Prerequisites: Warmage level 4th. 
   
  Benefit: You gain a +1 bonus on your warmage edge, 
  plus an additional +1 bonus per four warmage levels. For 
  instance, an 8th-level warmage with 18 Intelligence gets a 
  +7 bonus on the damage dealt by any spell that deals hit 
  point damage. 
   
  Normal: A character’s warmage edge is equal to his 
  Intelligence modifier. 
   
  Source: Complete Arcane 79 
   
  Extra Slot [General] 
  You can cast an additional spell. 
   
  Prerequisite: Caster Level 4th. 
   
  Benefit: You gain one extra spell slot in your daily 
  allotment, at any level up to one lower than the highest 
  level of spell you can currently cast. For example, a 4th-
  level sorcerer (maximum spell level 2nd) gains either an 
  extra 0-level or 1st-level slot, and is able to cast any spell 
  he knows of the chosen level one more time each day. 
  Likewise, a 4th-level wizard can prepare any extra 0-level 
  or 1st level spell he knows. Once selected, the extra spell 
  slot never changes level. 
   
  Special: You can gain this feat multiple times. Each 
  time, you gain an extra spell slot at any level up to one 
  lower than the highest level of spell you can currently 
  cast. 
   
  Source: Complete Arcane 79 
   
  Holy Warrior [Reserve] 
  Your zeal on the battlefield allows you to deal extra 
  damage in combat.  
   
  Prerequisite: Ability to cast 4th-level spells, access to 
  the War domain. 
   
  Benefit: As long as you have a 4th-level or higher 
  War domain spell available to cast, you gain a bonus on 
  your weapon damage rolls equal to the level of the 
  highest-level War spell you have available to cast. 
  As a secondary benefit, you gain a +1 competence bonus 
  to your caster level when casting force spells.  
   
  Source: Complete Champion 60 
   
  Large and in Charge [General] 
   
  Prerequisites: 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 it provoke the attack of 
  opportunity. After you hit with your attack of 
  opportunity, make an opposed Strength check against 
  your opponent. You gain a +4 bonus for each size category 
  larger than you opponent you are , 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 farther in this 
  round. 
   
  Source: Draconomicon 71 
   
  Lingering Breath [Metabreath] 
  Your breath weapon forms a lingering cloud.  
   
  Prerequisite: Con 15, breath weapon, Clinging 
  Breath 
   
  Benefit: Your breath weapon has its normal effects, 
  but also remains as a lingering cloud of the same shape 
  and size as the original breath weapon. This cloud lasts 1 
  round. 
   
  Foes caught in the breath weapon’s are when you 
  breathe take no additional damage from the lingering 
  breath weapon, provided the leave the cloud by the 
  shortest available route on their next turn. Otherwise, 
  anyone who touches or enters the cloud while it lasts take 
  on-half of the breath weapons normal effects; any saving 
  throw the breath weapon normally allows still applies. 
  Damaging breath weapons deal one-half their normal 
  damage, and breath weapons with effects that have 
  durations last for half the normal time. If a creature is 
  affected by the same non-damaging breath weapon twice, 
  the effecs do not stack. 
   
  When you use this feat, add +2 to the number of 
  rounds you must wait before using your breath weapon 
  again. 
   
  Special:. You can apply this feat to a breath weapon 
  that also has received the Clinging Breath feat, but the 
  resulting breath clings only to foes caught in the initial 
  breath. 
   
  Source: Draconomicon 71 
   
  Powerful Charge 
  You can charge with extra force.  
   
  Prerequisite: Medium or larger, base attack bonus 
  +1.  
   
  Benefit: When you charge, if your melee attack hits, 
  it deals an extra 1d8 points of damage (if you’re Medium). 
  For Large creatures, the extra damage is 2d6; for Huge, 
  3d6; for Gargantuan, 4d6; and for Colossal, 6d6.  
   
  Special: A fighter can select Powerful Charge as one 
  of his fighter bonus feats. 
   
  Source: Miniature’s Handbook 27 
   
  Ranged Spell Specialization 
  You deal more damage with ranged touch attack spells.  
   
  Prerequisite: Weapon Focus (ranged spell), Caster 
  Level 4th 
   
  Benefit: Damage-dealing spells that require a ranged 
  touch attack roll gain a +2 bonus on the damage they deal. 
  
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  This extra damage applies only to the first successful 
  attack of spells that create multiple rays or missiles, or to 
  the first round of damage for spells that deal damage over 
  multiple rounds on a single successful attack (such as 
  Melf’s acid arrow). Because you must be able to strike 
  precisely, the extra damage applies only to targets within 
  30 feet. Only spells that deal hit point damage can be 
  affected by this feat.  
   
  Source: Complete Arcane 82 
   
  Shield Specialization 
  You are skilled in using a shield, allowing you to gain 
  greater defensive benefits from it.  
   
  Prerequisite: Proficiency with shields. 
   
  Benefit: Choose one type of shield from the 
  following list: buckler, heavy, or light. When using a 
  shield of the appropriate type, you increase its shield 
  bonus to AC by 1.  
   
  Special: You can take this feat more than once. Each 
  time you select it, choose a different type of shield. 
   
  A fighter can select Shield Specialization as one of 
  his fighter bonus feats. 
   
  Source: Player’s Handbook II 82 
   
  Sudden Empower [Metamagic] 
   
  Prerequisites: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Empower Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Empower Spell normally 
  if you have it. 
   
  Source: Complete Arcane 83 
   
  Sudden Enlarge [Metamagic] 
  You can enlarge a spell’s area without special preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Enlarge Spell feat to any spell you cast, without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You may still use the Enlarge Spell feat 
  normally, if you have it. 
  Source: Complete Arcane 83 
   
  Sudden Maximize [Metamagic] 
  You can cast a spell to maximum effect without special 
  preparation. 
   
  Prerequisites: Any metamagic feat. 
   
  Benefit: Once per day, you can apply the effect of 
  the Maximize Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Maximize Spell normally 
  if you have it. 
   
  Source: Complete Arcane 83 
   
  Sudden Silent [Metamagic] 
  You can cast a spell silently without special preparation. 
   
  Benefit: Once per day, you can apply the effect of 
  the Silent Spell feat to any spell you cast, without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You may still use the Silent Spell feat 
  normally, if you have it. 
  Source: Complete Arcane 83 
   
  Sudden Widen [Metamagic] 
  You can increase a spell‘s area without special 
  preparation.  
   
  Benefit: Once per day, you can apply the effect of 
  the Widen Spell feat to any spell you cast, without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You may still use the Widen Spell feat 
  normally, if you have it. 
  Source: Complete Arcane 83 
   
  MAGIC ITEMS 
  Anklet of Translocation 
  Price: 1,400 gp 
  Body Slot: Feet 
  Caster Level: 7th  
  Aura: Moderate; (DC 18) conjuration  
  Activation: swift (command) 
  Weight: -- 
   
  An anklet of translocation allows you to make short 
  dimensional hops. When it is activated, you can instantly 
  teleport with no chance of error) up to 10 feet. The new 
  space must be within line of sight and line of effect. 
   
  You can’t use the anklet to move into a space 
  occupied by another creature not can you teleport into a 
  solid object, if you attempt to do so, the anklet’s activation 
  is wasted. You can bring along objects weighing up to 
  your maximum load, but you can’t take another creature 
  with you. 
   
  An anklet of translocation functions two times per day. 
   
  Prerequisites Craft Wondrous Item, dimension door 
   
  Cost to create: 700, 56xp 2days 
   
  Bracers of Arcane Freedom 
  Price (Item Level): 2,300 gp (6th) 
  Body Slot: Arms 
  Caster Level: 7th  
  Aura: Moderate (DC 18); abjuration 
  Activation: Swift (command) 
  Weight: 1/2 lb. 
   
  Bracers of arcane freedom allow you to cast arcane spells 
  without the normal complex gestures required. When 
  you activate these bracers, you omit the somatic 
  component of the next arcane spell you cast before the 
  end of your turn (as if applying the Still Spell feat to it, 
  but without altering the spell’s level or casting time). 
  This effect functions two times per day. 
  Prerequisites: Craft Wondrous Item, freedom of 
  movement.  
   
  Cost to Create: 1,150 gp, 92 xp, 3 days. 
   
  Source: Magic Item Compendium 80 
   
   
   
  
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  Claws of the Ripper 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Ring 
  Caster Level: 6th  
  Aura: Faint (DC 16); transmutation 
  Activation: - 
  Weight: 10 lb. 
   
  These metal, scythelike blades are designed to fit over 
  one set of a dragon’s claws, and they resize to fit any 
  dragon of Large size or bigger. A dragon wearing claws of 
  the ripper cannot also make use of a magical ring on that 
  claw. When worn, claws of the ripper increase the damage 
  dealt by the dragon’s claw on critical hit, giving a x4 
  multiplier (like that of a scythe). 
   
  Source: Draconomicon 82 
   
  Dragonarmor of Invincibility 
  Price (Item Level): 397,950 gp (15th) 
  Body Slot: Body 
  Caster Level: 15th  
  Aura: Strong (DC 16); transmutation 
  Activation: - 
  Weight: 10 lb. 
   
  This is a set of +5 half-plate armor (barding) designed to fit 
  a dragon of a specific size. It adjusts to fit any individual 
  dragon within a specific size category, size Medium or 
  bigger. In addition to its +12 armor bonus, the armor is 
  fitted with spikes and blades designed to enhance the 
  dragon’s attacks, granting a +5 enhancement bonus to 
  each of the dragon’s natural weapon attacks (as if by the 
  use of the spell superior magic fang).  
   
  Source: Draconomicon 82 
   
  Gauntlets of War 
  Price (Item Level): 4,000 gp (8th) 
  Body Slot: Hands 
  Caster Level: 3rd  
  Aura: Moderate (DC 16); transmutation 
  Activation: - 
  Weight: 4 lb. 
   
  While you wear gauntlets of war, you gain a +1 bonus on 
  melee weapon damage. If you worship any deity that 
  grants access to the War domain, this bonus increases to 
  +3 with that detiy’s favored weapon. 
   
  Cost to Create: 2,000 gp, 160 xp, 4 days. 
   
  Prerequisites: Craft Wondrous Item, bull’s strength, 
  access to the War domain.  
   
  Source: Complete Champion139 
   
  Hellcat Gauntlets 
  Price (Item Level): 3,200 gp (8th) 
  Body Slot: Hands 
  Caster Level: 7th 
  Aura: Moderate (DC 18); transmutation 
  Activation: Swift (command) 
  Weight: - 
   
  When you activate hellcat gauntlets, the next spell you cast 
  during your turn that targets a single creature also deals 
  1d6 points of slashing damage per level of the spell, 
  unless the spell has no effect on the target (due to spell 
  resistance or a save negative the spell, for example), in 
  which case the extra damage is negated. 
   
  This ability functions three times per day, but it can’t 
  be activated in consecutive rounds.  
   
  Prerequisites: Craft Wondrous Item, spectral hand, keen 
  edge. 
   
  Cost to Create: 1,600 gp, 128 xp, 4 days. 
   
  Source: Magic Item Compendium 111 
   
  Soul-Rending (weapon ability) 
  This potent and feared ability allows the weapon to pull 
  the soul of a living creature from it’s body killing it. Upon 
  a roll of natural 20 (followed by a successful roll to 
  confirm the critical hit), the weapon snags the creatures 
  soul (if it has one) and pull’s it from its body. Creatures 
  without a soul are not affected by this ability but take 
  damage normally (including the critical if applicable) A 
  soul-rending weapon must be a piercing weapon. 
   
  Any non-evil creature who possess this weapon gains 
  two negative levels until they discard it. 
   
  Strong necromancy and transmutation; CL 18th; 
  Craft Magic Arms and Armor, circle of death, energy drain; 
  Price +5 bonus. 
   
   
  SPELLS 
  Accuracy  
  Transmutation  
  Level: Warmage 1, wu jen 1  
  Components: V,S,M  
  Casting Time: 1 standard action  
  Range: Touch  
  Targets: One thrown weapon/level touched or one 
  projectile weapon touched  
  Duration: 10 min./level  
  Saving Throw: Will negates (harmless, object)  
  Spell Resistance: Yes (harmless object)  
   
  When you cast this spell, you enhance one or more 
  thrown weapons or one projectile weapon to improve its 
  chance of hitting distant targets. For the duration of the 
  spell, the range increment for the affected weapon or 
  weapons is doubled.  
   
  Material Component: Ink used to scribe a mystical 
  character on each weapon affected by the spell. 
   
  Source: Complete Arcane 96 
   
  Arc of Lightning  
  Conjuration (Creation) [Electricity]  
  Level: Druid 4, sorcerer/wizard 5, Warmage 5 
  Components: V, S, M/DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./21evels)  
  Area: A line between two creatures  
  
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  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: No  
   
  You create natural conductivity between two creatures, 
  and a bolt of electricity arcs between them. This bolt deals 
  1d6 points of electricity damage per caster level 
  (maximum 15d6) to both creatures and to anything in the 
  line between them.  
   
  Both creatures must be in range, and you must be 
  able to target them both (as if this spell had them as its 
  targets). Draw the line from any corner in one creature's 
  space to any corner in the other's space. The bolt affects 
  all creatures in this line. 
   
  Arcane Material Component: Two small iron rods. 
   
  Source: Spell Compendium 15 
   
  Avasculate 
  Necromancy [Death, Evil] 
  Level: Deathbound 7, Sorcerer/wizard 7  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./ 2 levels)  
  Effect: Ray  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: Yes  
   
  You must succeed on ranged touch attack with the ray to 
  strike a target. If the attack succeeds, the subject is 
  reduced to half of its current hit points (rounded down) 
  and stunned for 1 round. On a successful Fortitude saving 
  throw, the subject is not stunned.  
   
  Source: Spell Compendium 19 
   
  Black Blade of Disaster 
  Conjuration (Creation) 
  Level: Sorcerer/wizard 9 
  Component: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Sword-shaped planar rift  
  Duration: Concentration, up to 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You create a black blade-shaped planar rift about 3 feet 
  long. The blade strikes at any creature within its range, as 
  you desire, starting the round you cast the spell. The 
  blade makes a melee touch attack against its designated 
  target once each round. Its attack bonus is equal to your 
  base attack bonus + your Intelligence bonus or your 
  Charisma bonus (for wizards and sorcerers, respectively).  
   
  Anything hit by the blade is disintegrated if it fails a 
  Fortitude save, taking 2d6 points of damage per caster 
  level (maximum 40d6), or 5d6 points of damage if the 
  saving throw is successful. The blade can pass through 
  any magic barrier equal to or less than its spell level, but 
  cannot penetrate dead magic areas or an antimagic field. 
  It can harm ethereal and incorporeal creatures as if it 
  were a force effect. 
   
  The blade always strikes from your direction. It does 
  not get a flanking bonus or help a combatant get one. If 
  the blade exceeds its range or goes out of your line of 
  sight, the spell ends. You can direct the blade to attack 
  another target as a standard action. 
   
  A gate spell can be used to counterspell a black blade 
  of disaster. A dimensional anchor spell cast at the blade 
  dispels it automatically. The blade cannot be harmed by 
  physical attacks, but dispel magic, a sphere of annihilation, or 
  a rod of cancellation can affect it. Its touch attack AC is 13.  
    
  Source: Spell Compendium 29 
   
  Blades of Fire  
  Conjuration (Creation) [Fire]  
  Level: Ranger 1, sorcerer/wizard 1, warmage 2  
  Components: V  
  Casting Time: 1 swift action  
  Range: Touch  
  Targets: Up to two melee weapons you are wielding  
  Duration: 1 round  
  Saving Throw: None  
  Spell Resistance: No 
   
  Your melee weapons each deal an extra 1d8 points of fire 
  damage. This damage stacks with any energy damage 
  your weapons already deal. 
   
  Source: Spell Compendium 31 
   
  Blast of Flame 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S, M  
  Casting Time: 1 Standard action  
  Range: 60 ft.  
  Area: Cone-shaped burst  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: No  
   
  Flames fill the area, dealing 1d6 points of fire damage per 
  caster level (maximum 10d6) to any creature in the area 
  that fails its saving throw.  
   
  Material Component: A bit of wick soaked in oil.  
   
  Source: Spell Compendium 31 
   
  Blood to Water 
  Necromancy [Water] 
  Level: Cleric 7, 
  Component: V, S 
  Casting Time: 1 standard action 
  Range: Close ( 25 ft. + 5 ft./2 levels) 
  Effect: Up to five living creatures, no two of which are 
  more than 30 ft. apart 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
  
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  You transmute the subjects’ blood into pure water, 
  dealing 2d6 points of Constitution damage. A successful 
  Fortitude save halves the Constitution damage.  
  This spell has no effect on living creatures with 
  the fire or water subtype.  
    
  Source: Spell Compendium 33 
   
  Brilliant Blade 
  Transmutation 
  Level: Cleric 7, druid 7, sorcerer/wizard 6 
  Component: V, S 
  Casting Time: 1 standard action 
  Range: Medium (200 ft. + 10 ft./level) 
  Area: One melee or thrown weapon, or fifty projectiles 
  (all of which must be in contact with each other at the 
  time of casting) 
  Duration: 1 minute/level 
  Saving Throw: Will negates (harmless, object) 
  Spell Resistance: Yes (harmless, object) 
   
  You transform a single melee weapon, natural weapon, 
  thrown weapon, or group of projectiles into a weapon 
  with the brilliant energy special ability (DMG 224). If this 
  spell is cast on arrows or crossbow bolts, the effect on a 
  particular projectile ends after one use, whether or not 
  the missile strikes its intended target. Treat shuriken as 
  arrows, rather than as thrown weapons for the purpose of 
  this  
    
  Source: Spell Compendium 40 
   
  Divine Retribution 
  Abjuration 
  Level: Cleric 5 
  Component: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level or until discharged 
  Saving Throw: Will partial 
  Spell Resistance: Yes  
   
  For the duration of this spell any creature that attacks you 
  – whether with a physical attack, a spell, or by other 
  means – is struck by a retributive effect immediately after 
  you’re affected. The retribution deals 1d6 points of 
  damage per caster level you possess (maximum 15d6) and 
  1d4 points of ability damage. The precise nature of the 
  damage and ability damage are depend upon your deity, 
  as given below, but the damage is always one-half energy 
  and one-half divine power. A successful Will save halves 
  the hit point damage and negates the ability damage. 
  Once the retributive effect takes place, the spell ends.  
   
  Gruumsh: Energy – Fire; Ability Damage – Strength 
   
  If you do not worship a deity, choose one whose 
  alignment is within one step of your own. You must make 
  this choice when you cast this spell for the first time and 
  cannot subsequently change it, unless your alignment 
  changes in such a way that your previous choice is no 
  longer applicable. 
   
  You can have only one divine retribution spell in effect 
  at any time. 
    
  Source: Complete Champion 119 
   
  Earth Reaver 
  Transmutation [Fire] 
  Level: Cleric 5, sorcerer/wizard 5 
  Component: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 20-ft.-radius spread 
  Duration: Instantaneous 
  Saving Throw: Reflex partial 
  Spell Resistance: Yes 
   
  Creatures and objects within the area take 4d6 points of 
  damage from the impact of the rock shards, as well as 3d6 
  points of fire damage; no saving throw applies to the 
  damage. Creatures in the area must also succeed on a 
  Reflex saving throw or be knocked prone.  
    
  Source: Spell Compendium 75 
   
  Fireburst 
  Evocation [Fire]  
  Level: Sorcerer/wizard 2, warmage2  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: 10 ft.  
  Effect: Burst of fire extending 10 ft. from you  
  Duration: Instantaneous  
  Saving Throw: Reflex half  
  Spell Resistance: Yes  
   
  Fireburst causes a powerful explosion of flame to burst 
  from you, damaging anyone within 10 feet of you. All 
  creatures and objects within that area, except for you and 
  any creatures or objects that share your space, take 1d8 
  points of fire damage per caster level (maximum 5d8).  
  Material Component: A bit of sulfur. 
   
  Source: Spell Compendium 93 
   
  Fireburst, Greater 
  Evocation [Fire]  
  Level: Sorcerer/Wizard 5, warmage 5  
  Effect: Burst of fire extending 15 ft. from you  
   
  This spell functions like fireburst, except that it affects 
  creatures within 15 feet of you and deals 1d10 points of 
  fire damage per caster level (maximum of 15d10). 
   
  Source: Spell Compendium 94 
   
  Fist of Stone 
  Transmutation [Earth]  
  Level: Sorcerer/wizard 1, warmage 1  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 minute  
  
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  You transform one of your hands into a mighty fist of 
  living stone, gaining a +6 enhancement bonus to 
  Strength for the purposes of attack rolls, grapple checks, 
  or breaking and crushing items. In addition, you gain the 
  ability to make one natural slam attack, dealing 1d6 
  points of damage + your new Strength bonus (or 1-1/2 
  times your Strength bonus if you make no other attacks 
  in that round). You can make the slam attack as a natural 
  secondary attack with the normal –5 penalty, or a –2 
  penalty if you have the Multiattack feat (MM 304), as part 
  of a full attack action. However, you cannot gain more 
  than one slam attack per round with this spell due to a 
  high base attack bonus (+6 or higher). 
   
  Your fist undergoes no change in size or form, 
  remaining as flexible and responsive as it would normally 
  be while under the spell’s effect. 
   
  Material Component: A pebble inscribed with a 
  stylized fist design. 
   
  Source: Spell Compendium 94 
   
  Hamatula Barbs 
  Transmutation 
  Level: Cleric 3, sorcerer/wizard 3 
  Component: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  Any creature hitting the subject of this spell with a 
  handheld weapon or a natural weapon takes 1d8 points of 
  slashing and piercing damage from the subject’s barbs. 
  This damage does not apply to attackers using reach 
  weapons, such as longspears. The subject itself is not 
  harmed by its own barbs. 
    
  Arcane Material Component: A barb from a hamatula. 
   
  Source: Spell Compendium 109 
   
  Ice Knife 
  Conjuration (Creation) [Cold]  
  Level: Assassin 2, Sorcerer/wizard 2, Warmage 2, Wu Jen 
  2 (water) 
  Components: S, M  
  Casting Time: 1 standard action  
  Range: Long (400 ft. + 40 ft./level)  
  Effect: One icy missile  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial or Reflex half; see text 
  Spell Resistance: Yes  
   
  You must succeed on a normal ranged attack to hit (with 
  a +2 bonus on the attack roll for every two caster levels). 
  If it hits, an ice knife deals 2d8 points of cold damage and 
  2 points of Dexterity damage (a successful Fortitude save 
  negates the Dexterity damage). Creatures that have 
  immunity to cold also take no Dexterity damage 
  automatically. 
  A knife that misses creates a shower of ice crystals in a 10-
  foot-radius burst (see Missing with a Thrown Weapon, 
  PH 158, to determine where the shard hits). The icy burst 
  deals 1d8 points of cold damage to all creatures within 
  the area (Reflex half). 
   
  Material Component: A drop of water or piece of ice. 
   
  Source: Spell Compendium 119 
   
  Hail of Stone 
  Conjuration (creation) [Earth]  
  Level: Sorcerer/wizard 1, warmage 1, wu jen 1 
  Components: V, S, M  
  Casting Time: 1 round  
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Cylinder (5-ft. radius, 40 ft. high) 
  Duration: Instantaneous 
  Saving Throw: None  
  Spell Resistance: No  
   
  You create a rain of stones that deals 1d4 points of 
  damage per caster level (maximum 5d4) to creatures and 
  objects within the area. 
   
  Material Component: A piece of jade worth at least 5 
  gp. 
   
  Source: Spell Compendium 108 
   
  Infernal Wound 
  Transmutation [Evil] 
  Level: Cleric 2 
  Component: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 round/level  
  Saving Throw: None 
  Spell Resistance: No 
   
  A creature injured by a weapon with infernal wound cast 
  upon it loses 2 additional hit points each round for the 
  duration of the spell (regardless how many times it is 
  struck during that time). The continuing hit point loss 
  can be stopped by a Heal check (DC 10 + spell level + 
  your relevant ability modifier), a cure spell, or a heal spell.  
   
  Source: Spell Compendium 123 
   
  Lightning Ring (Acid for the purposes of this 
  adventure) 
  Evocation [Electricity] 
  Level: Sorcerer/wizard 8 
  Component: V, S, M 
  Casting Time: 1 round 
  Range: Personal 
  Effect: Ring of electricity  
  Duration: 1 round/2 levels 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  The ring of electricity moves with you and does not 
  interferer with your spellcasting or attacks, or with others 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
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  attacking you. As long as the lightning ring is in effect, 
  you gain resistance to electricity 20. At the beginning of 
  your turn each round, adjacent creatures take 10d6 points 
  of electricity damage, or half that with a successful Reflex 
  save. 
   
  In addition, each round as a free action at the 
  beginning of your turn you can direct two lighting bolts 
  that deal 5d6 points of electricity damage each, exactly as 
  the lightning bolt spell (caster level 5th), in any directions 
  you choose. Each bolt can be aimed separately. A creature 
  struck by one of these bolts can make a Reflex save for 
  half damage. The DC for this save is calculated for an 8th 
  level spell, even though the bolts mimic a 3rd-level spell. 
   
  Material Components: A small glass ring and a bit of 
  fur from any animal.  
    
  Source: Spell Compendium 132 
   
  Living Undeath 
  Necromancy 
  Level: Cleric 2 
  Component: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 minute/level  
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  This spell imparts a physical transformation upon the 
  subject, not unlike the process that produces a zombie. 
  While the subject does not actually become undead, its 
  vital processes are temporarily bypassed with no seeming 
  ill effect. The subject is not subject to sneak attacks and 
  critical hits for the duration of the spell, as if it were 
  undead. 
   
  While the spell is in effect, the subject takes a -4 
  penalty to its Charisma score (to a minimum of 1). 
   
  Source: Spell Compendium 134 
   
  Orb of Acid 
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2Ievels)  
  Effect: One orb of acid  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial; see text  
  Spell Resistance: No  
   
  An orb of acid about 3 inches across shoots from your 
  palm at its target, dealing ld6 points of acid damage per 
  caster level (maximum 15d6). You must succeed on a 
  ranged touch attack to hit your target.  
   
  A creature struck by the orb takes damage and 
  becomes sickened by the acid's noxious fumes for 1 
  round. A successful Fortitude save negates the sickened 
  effect bur does not reduce the damage.  
   
  Source: Spell Compendium 150 
   
  Orb of Acid, Lesser 
  Conjuration (Creation) [Acid]  
  Level: Sorcerer/wizard 1, warmage 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2Ievels)  
  Effect: One orb of acid  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
   
  An orb of acid about 2 inches across shoots from your 
  palm at its target, dealing 1d8 points of acid damage. You 
  must succeed on a ranged touch attack to hit your target.  
  For every two caster levels beyond 1st, your orb deals an 
  additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 
  5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th 
  level or higher.  
   
  Source: Spell Compendium 150 
   
  Orb of Cold 
  Conjuration (Creation) [Cold]  
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One orb of cold  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No 
   
  This spell functions like orb of acid, except that it deals 
  cold damage. In addition, a creature struck by an orb of 
  cold must make a Fortitude save or be blinded for 1 round 
  instead of being quickened.  
   
  Source: Spell Compendium 151 
   
  Orb of Cold, Lesser 
  Conjuration (Creation) [Cold]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of cold  
   
  This spell functions like lesser orb of acid, except that it 
  deals cold damage.  
   
  Source: Spell Compendium 151 
   
  Orb of Electricity 
  Conjuration (Creation) [Electricity]  
  Level: Sorcerer/wizard 4, warmage 4 
  Components: V, S 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: One orb of electricity  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No  
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 70 
  This spell functions like orb of acid, except that it deals 
  electricity damage. In addition, a creature wearing metal 
  armor truck by an orb of electricity must make a Fortitude 
  save or be entangled for 1 round instead of being 
  sickened.  
   
  Source: Spell Compendium 151 
   
  Orb of Electricity, Lesser 
  Conjuration (Creation) [Electricity]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of electricity  
   
  This spell functions like lesser orb of acid, except that it 
  deals electricity damage.  
   
  Source: Spell Compendium 151 
   
  Orb of Fire 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S 
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 level ) 
  Effect: One orb of fire  
  Duration: Instantaneous  
  Saving Throw: Fortitude partial  
  Spell Resistance: No  
   
  This spell functions like orb of acid, except that it deals fire 
  damage. In addition, a creature struck by an orb of fire 
  must make a Fortitude save or be dazed for 1 round 
  instead of being sickened.  
   
  Source: Spell Compendium 151 
   
  Orb of Fire, Lesser 
  Conjuration (Creation) [Fire]  
  Level: Sorcerer/wizard 1, warmage 1 
  Effect: One orb of fire  
   
  This spell functions like lesser orb of acid, except it deals 
  fire damage.  
   
  Source: Spell Compendium 151 
   
  Orb of Force 
  Conjuration (Creation) [Force]  
  Level: Sorcerer/wizard 4, warmage 4  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: One orb of force  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
   
  You create a globe of force 3 inches across, which streaks 
  from your palm toward your target. You must succeed on 
  a ranged touch attack to hit the target. The orb deals a 
  total of 1d6 points of damage per caster level (maximum 
  10d6).  
   
  Source: Spell Compendium 151 
   
  Orb of Sound 
  Conjuration (Creation) [Sonic] 
  Level: Sorcerer/wizard 4, warmage4  
  Components: V,  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels  
  Effect: One orb of Sound Energy  
  Duration: Instantaneous 
  Saving Throw: Fortitude partial  
  Spell Resistance: No  
   
  This spell functions like orb of acid, except that it deals 1d4 
  points of sonic damage per level (maximum 15d4). In 
  addition, a creature struck by an orb of sound must make a 
  Fortitude save or be deafened for 1 round instead of being 
  sickened.  
   
  Source: Spell Compendium 151 
   
  Orb of Sound, Lesser 
  Conjuration (Creation) [Sonic]  
  Level: Sorcerer/wizard 1, warmage 1  
  Effect: One orb of sonic energy  
   
  This spell functions like lesser orb of acid, except it deals 
  1d6 points of sonic damage, plus an additional ld6 points 
  of damage per two caster levels beyond 1st: 2d6 at 3rd 
  level, 3d6 at 5th level, 4d6 at 7th level, and the maximum 
  of 5d6 at 9th level or higher.  
   
  Source: Spell Compendium 151 
   
  Prismatic Ray 
  Evocation  
  Level: Sorcerer/wizard 5, warmage 5  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Medium (100 ft. + 10 ft./level)  
  Effect: Ray  
  Duration: Instantaneous  
  Saving Throw: See text  
  Spell Resistance: Yes  
   
  A single beam of brilliantly colored light shoots from 
  your outstretched hand. You must succeed on a ranged 
  touch attack with the ray to strike a target. On a 
  successful attack, creatures with 6 Hit Dice or fewer are 
  blinded for 2d4 rounds by the prismatic ray in addition to 
  suffering a randomly determined effect: 
    
  1d8 
  Color of 
  Beam 
  Effect 
  1
  Red
  20 points fire damage (Reflex half)
  2
  Orange 
  40 points acid damage (Reflex half)
  3
  Yellow
  80 points electricity damage (Reflex 
  half) 
  4
  Green
  Poison (Kills; Fortitude partial, take 
  1d6 Con damage instead 
  5
  Blue
  Turned to stone (Fortitude negates)
  6
  Indigo
  Insane, as insanity (Will negates)
  7
  Violet
  Sent to another plane (Will negates)
  8
  –
  Two effects; roll twice more, ignoring 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
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  any “8” results 
   
   
  Source: Spell Compendium 162 
   
  Ray of Entropy 
  Necromancy 
  Level: Sorcerer/wizard 6  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./ 2 levels)  
  Effect: Ray  
  Duration: 1 minute/level  
  Saving Throw: None  
  Spell Resistance: Yes  
   
  When you cast this spell, you unleash a ray of negative 
  energy that consumes the life energy of the subject. You 
  must succeed on a ranged touch attack with the ray to 
  strike a target. If your attack is successful against a living 
  creature, the ray makes the subject weaker, slower, and 
  less healthy. The subject takes a -4 penalty to Strength, 
  Constitution, and Dexterity for the duration of the spell.  
   
  Source: Spell Compendium 167 
   
  Resonating Bolt 
  Evocation [Sonic] 
  Level: Bard 4, sorcerer/wizard 3 [warmage 3 via 
  Advanced Learning] 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: 60-ft. line 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  The bolt of sonic energy deals 1d4 points of sonic damage 
  per caster level (maximum 10d4) to each creature within 
  its area. In addition, a resonating bolt deals full damage to 
  objects and can easily shatter or break interposing 
  barriers. If the bolt destroys a barrier, it can continue 
  beyond the barrier if its range permits; otherwise, it stops.  
   
  Source: Spell Compendium 174 
   
  Ring of Blades 
  Conjuration (Creation) 
  Level: Cleric 3, warmage 3 
  Components: V, S, M 
  Casting Time: 1 standard action  
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  This spell conjures a horizontal ring of swirling metal 
  blades around you. The ring extends 5 feet from you, into 
  all squares adjacent to your space, and it moves with you 
  as you move. Each round, at the beginning of your turn, 
  and also when you cast the spell, the blades deal 1d6 
  points of damage +1 point per caster level (maximum 
  +10) to all creatures in the affected area. 
  Spell resistance does not apply to the damage dealt, but a 
  creature’s damage reduction does apply. The blades are 
  treated as magic, silvered, and slashing for the purpose of 
  overcoming damage reduction. 
   
  Material Component: A small dagger.  
   
  Source: Spell Compendium 150 
   
  Stormrage 
  Transmutation [Electricity] 
  Level: Cleric 8, druid 8 
  Component: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
   
  You can fly at a speed of 40 feet and you gain 
  immunity to thrown weapons and projectile ranged 
  attacks. You are completely unaffected by natural or 
  magic wind, easily able to hold your position and not 
  subject to other adverse effects of extreme wind. 
   
  Finally, you can discharge a bolt of electricity from 
  your eyes once per round. Your enemies’ spell resistance 
  applies to these lightning attacks. Doing this is a standard 
  action that does not provoke attacks of opportunity, has a 
  range of 100 feet, and requires a ranged touch attack. You 
  gain a +3 bonus on the attack roll if the opponent is 
  wearing metal armor, made out of metal, or carrying a lot 
  of metal. If you hit, the bolt deals 1d6 points of electricity 
  damage per two caster levels (maximum 10d6), with no 
  saving throw allowed. 
   
  Source: Spell Compendium 210 
   
  Stunning Breath 
  Transmutation 
  Level: Sor/Wiz 4 
  Component: B, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: Your breath weapon 
  Duration: Instantaneous 
   
  You imbue your damaging breath weapon with 
  concussive force, that can stun those caught in its area. 
  Creatures that take damage from the breath weapon must 
  make successful Fortitude save (DC equal to your breath 
  weapon save DC) or be stunned for 1 round. The 
  modification applies only to the breath produced as part 
  of the casting.  
   
  Source: Draconomicon 81 
   
  Vigor 
  Conjuration (Healing) 
  Level: Cleric 3, druid 3 
  Component: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds +1 round/level (max 35 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
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  This spell functions like lesser vigor, except as noted here 
  and that it grants fast healing 2.  
   
  Source: Spell Compendium 229 
   
  Whirling Blade 
  Transmutation  
  Level: Bard 2, sorcerer/wizard 2, warmage 2  
  Components: V, S, F  
  Casting Time: 1 standard action  
  Range: 60 ft.  
  Effect: 60-ft. line  
  Duration: Instantaneous  
  Saving Throw: None  
  Spell Resistance: No  
   
  You hurl a weapon held at the time of casting, and it 
  magically attacks all enemies along a line to the extent of 
  the spell’s range. You make a normal melee attack, just as 
  if you were attacking with the weapon in melee, against 
  each foe in the weapon’s path, but you can choose to 
  substitute your Intelligence modifier or your Charisma 
  modifier (as appropriate for your spellcasting class) for 
  your Strength modifier on the weapon’s attack rolls and 
  damage rolls. Even if your base attack bonus would 
  normally give you multiple attacks, a whirling blade gets 
  only one attack (at your best attack bonus) against each 
  target. The weapon deals damage just as if you had swung 
  it in melee, including any bonuses you might have from 
  ability scores or feats. 
   
  No matter how many targets your weapon hits or 
  misses, it instantly and unerringly returns to your hand 
  after attempting the last of its attacks.  
   
  Focus: A slashing melee weapon that the caster hurls. 
   
  Zone of Revelation 
  Divination 
  Level: Cleric 5 
  Component: V, S, M, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Area: 5-ft.-radius/level emanation centered on a point in 
  space 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes  
   
  All creatures and objects within a zone of revelation are 
  made visible. This includes invisible creatures, as well as 
  those on coexistent planes such as the Ethereal Plane and 
  the Plane of Shadow (DMG 150). Natives of these planes 
  do not lose any abilities but are simply made visible.  
  Zone of revelation suppresses but does not dispel 
  invisibility, etherealness, or other spells. Once a formerly 
  invisible object or creature leaves the area, it becomes 
  invisible again. Ethereal creatures in the spell’s area 
  become nonethereal until they move beyond the spell’s 
  range. 
   
  Arcane Material Component: A handful of dust from 
  the grave clothes of an undead creature.  
    
  Source: Spell Compendium 244 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
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  DM MAPS 
   
  ENCOUNTER 1: REAP WHAT IS NOT SOWN 
  The party starts at one end of the road (or both if starting in more then one group). Devils will appear in house and 
  broken wagon on left side of map. 
   
   
   
  ENCOUNTER 4: HIDDEN REFUGE 
   Room1 is in the middle. Room 2 is to the left. Room 3 is to the right. Room 4 is at the top. 
   
   
   
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 74 
  ENCOUNTER 7: THE DECISION 
   
   
   
   
   
   
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
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  ROUND 2  
  ENCOUNTER 3: EXPENDABLE RESOURCE 
  The party starts in the bottom left and the giants start in the upper left. The board is covered with snow so remember the 
  rules on leaving the path. 
   
   
   
   
  ENCOUNTER 4: VALLEY OF SILENCED FIRE 
  Party starts at bottom center of map. Elementals arrive in circle area in center on their initiative (then act normally) 
   
   
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 76 
  ENCOUNTER 5: THE TOWER DOOR 
   
   
   
  ENCOUNTER 8: CAUGHT YA 
   
   
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 77 
  PLAYER HANDOUT 1 
   
  Anyone who still has the curses needs to read this handout but do not aloud. What you decide to share or don’t share is 
  your choice. This sequence happens the night before the first day this adventure takes place on. 
   
  A long day of traveling behind you and sleep finally grants its soothing touch. As you drift into slumber you 
  for a second feel a tingling in your arms that you have not sensed in a long time. Almost as if something is 
  tugging at the runes on your arms, but before you can give it a second thought the powerful pull drags you 
  into a deep sleep. 
   
  A voice rings in your head. It’s not saying something as much as calling to something or someone. Looking 
  down at yourself you find your floating on your back in a dark black lake. The runes on your arms writhe as if 
  in pain put you feel nothing but a pleasant tingle. 
   
  Perdition 
   
  The word echoes all around you. 
   
  You left it. You all left it. The door cannot shut if everything is not inside.  
   
  Perdition 
   
  The word spikes with anger now and the water around you begins to boil. The runes on your arms begin to 
  glow and one by one slip off your body and disappear beneath the waves.  
   
  PERDITION 
   
  Find it. Find the boy. Find the runes. Finish the task. Your soul weighs heavy with your unfinished task. Make 
  things right or burn for eternity. 
   
  You awake in a cold sweet. Looking at your arms the runes are gone. The curse has been taken from you and 
  given to another but why you do not know. Perhaps the day will shed some light and perhaps not. For now the 
  stars in the sky twinkle as they always have, unaware of the nights events. 
   
  Any curse you bear from any previous adventure in this series, modified or not by campaign notices on the main RPGA 
  website are removed. The adventures are 
  • 
  COR2-07 Ashes of Innocence 
  • 
  COR3-03 Fury of a Cold Man’s Heart 
  • 
  COR3-08 A Man with Nothing 
  • 
  COR4-07 Full Circle to Oblivion 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 78 
  PLAYER HANDOUT 2 
   
  <note found floating down from remains of Bigby’s tower – retrieved and given to you by Kendyra) 
   
   
   
  Locations (we believe there to be six total) 
   
  Duchy of Tenh (former that is): Southern Tehn in the Phostwood – 
  confirmed and being watched 
   
  Falling Glacier – removed by others last year by band of heroes by 
  accident - confirmed 
   
  Yatils – confirmed location yesterday. Guardians eliminated 
   
  Veluna – Asnath Copse – helped setup confirmed and watched 
   
  Lortmils – Confirmed and defunct. Clone has not been kept up. 
  Something must be keeping him distracted 
   
  Cairn Hills – searching still - some more money sent to operative in slums 
  to drive interest in finding it. 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 79 
  PLAYER HANDOUT 3 
   
  <contents of the envelope found within the Obsidian Citadel in the Valley of Silenced Fire> 
   
   
  Commander, 
   
   
  Two locations have been found to date. Fire and Earth are secured and contents 
  relocated to base camp. Leads on Water and Air have not panned out to date but we 
  continue to search. Rumors of the isle resurfacing have garnered interest. 
   
   
  Rumor of slumbering body of avatar of the destructor were true but it is out of our 
  reach currently deep within the vale of the protectors. Leads on the location of the second 
  fragment are vague but research is being done on them currently. 
   
   
  I have reported this to the boneheart in charge of the excavation as well at the old 
  temple site and the original nodes sites have proved interesting. Most things were removed 
  shortly after its sacking and we expect to be done and moving on to the crater site shortly.  
   
   
   
   
   
   
   
   
   
  Dutifully, 
   
   
   
   
   
   
   
   
  Justin Yargent 
   
   
   
   
   
   
   
   
  Captain 3rd Covert Division  
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 80 
  PLAYER HANDOUT 4 
   
   
   
  ‘In order you must go or your ashes the wind will blow 
  First comes the root of the sum of two squares 
  Then comes the difference of the root of those two squares 
  In middle is the number between the first two 
  Rounding the river comes the box and its corners true 
  Now it is the end there is only one left. Push it and see if you made 
  the right bet’ 
   
   
   
   
   
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 81 
  DM’S HANDOUT 1 
   
  There is a lot of information for the first half of this adventure that the player’s may have that the DM does not. The start 
  of this adventure is the fifth round in the series that stretches all the way back to year two and Origins. So we’ll review 
  some here in case they have questions. 
   
  COR2-07 Ashes of Innocence – this dealt with the first of the fallen priests. A man by the name of Vadid who bears 
  101 tattoo’s as his burden. Ashamed of what he had done and full of rage at the world he fled Veluna. Once he left the 
  archclericy he awoke to find he had a small boy traveling companion. This is, of course, Aaront who shows up again in 
  this adventure. The boy was possessed by a devil spirit released from Perdition by the name of Theron who was causing 
  carnage and death as the priest traveled and the boy followed him. The party following this trail eventually catching up 
  with them and learn of the boy’s dark secret. They must convince the boy to willingly take this evil spirit back within 
  himself before it destroys again. During this Vadid is finally pushed over the edge to a dark god and attacks the party. He 
  dies and in doing so passes the tattoos onto the person who dealt the death blow. The boy is gone and the party is left 
  thinking the day is won and over. 
   
  COR3-03 Fury of a Cold Man’s Heart – Aaront has traveled north and now accompanies another bearer of the curses 
  by the name of Zelt Damascus. This time it’s the son of the priest who did the betrayal and has since passed on. He has 
  been working to find a way to remove the curses from himself. They strike deep into Iuz’s lands to find a temple of 
  blood somehow connected to the Flight of Fiends. They sneak in and do a surgical strike in the temple to hopefully free 
  Zelt of the curse and remove Theron from Aaront so he can no longer do any harm (and the boy does not have to bear 
  his burden any longer). It goes badly and Theron is released from the boy and free to roam as he pleases. The curses find 
  another home on one of the PCs (and likely the same one who has the first 101 curses). The party flees back across the 
  border into Furyondy.  
   
  COR3-08 A Man with Nothing – They meet up with Zelt again who has been trying to track down the third priest 
  from the betrayal as well as a place called Perdition. They head into the Yatils and eventually find a gate guarded by some 
  of Theron’s cronies. Passing through into Perdition they find a duplicate of the city of Mitrik. Inside are 303 essences of 
  devils and their 303 human counterparts locked in an eternal struggle against each other. They meet the leader of the 
  human half and to their surprise it’s the human half of Theron. After earning their trust they meet Ra’Ned Fillisp and 
  Aaront. Ra’Ned is the third bishop from the Flight of Fiends betrayal and only one left. He wants to collect all the curses 
  in himself and remain in Perdition forever thus trapping all the devils in here with himself. He is talked out of it and a 
  character takes all three upon himself and agrees to remain. They use the tattoos to summon Theron (the only devil not 
  locked in Perdition) and in a climatic battle defeat him and lock him inside Perdition once again. Aaront leaves with the 
  party and disappears in the Mitrik back streets. 
   
  COR4-07 Full Circle to Oblivion – The player with the curses chooses to not stay in Perdition. The door swings open 
  and chaos begins to unravel things. Ra’Ned Fillisp learns of this and gathers the heroes and Aaront together to try and 
  find the person with the curses and gather them together once again. During the process the players learn that Aaront is 
  current the vessel for the essence of the Crook of Rao. It lives within him and affects the world around him in subtle 
  ways. They also learn of several groups each wanting to undo the Flight of Fiends for their own reason. Some want it just 
  undone (Iuz), while others wish to undo it and build it back up (Ra’Ned). The players learn that a time is coming when 
  this will all come to a head and somebody in the right place at the right time will make the decision that could effect 
  millions of lives. Aaront is now the bearer of all 303 curses and continues to follow Ra’Ned. 
  
  CORS8-01 Whispers of the Obsidian Citadel 
   
  Page 82 
  CORS8-01 WHISPERS OF THE OBSIDIAN CITADEL 
  CRITICAL EVENT SUMMARY 1 
   
  At a convention please turn this into your senior GM so he can send them all in at once. Once gathered for larger shows 
  and single table games will need to email the results to wavester@yahoo.com by April 30th.  
   
   
  What APL was this played at? 6 8 10 12 14 16 
   
  How many died? 0 1 2 3 4 5 6 
   
  Did the players undo the Flight of Fiends ? Y / N 
   
  Did the player then redo it or leave it undone? Redo / Undone 
   
  Did the players defeat Fez’zut? Y / N 
   
  Did the players make a deal with him? Y / N 
   
  Did the players trust Kendyra? Y / N 
   
  Did the players defeat Twilight? Y / N 
   
  What did they do with the troop movement papers?  
   
  Sold / Kept / Gave to their superiors / Destroyed 
   
  Other (explain): _______________________________________________________________________ 
   
  _____________________________________________________________________________________ 
   
  What did they do with the Iuz paperwork from the envelope?  
   
  Kept / Gave to their superiors / Destroyed 
   
  Did any die a glorious noble death that bards would sing of? If so describe: ___________________ 
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core Specials/598/CORS8-01 Whispers of the Obsidian Citadel/CORS8-01 Whispers of the Obsidian Citadel.pdf