TEXT: IUZ5-03 
   
   
    
  Lost But Not Forgotten 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Iuz’s Border States Metaregional Adventure 
  Version 1.0 
   
   
  By Antonio J. Scalise & Jeremy G. Vosberg 
  Edited by Rob Little and Greg Marks 
  Reviewed by Rob Little 
   
  Called upon by the allies in the crusade against the old one, their request will lead you to a rescue mission unlike any 
  other you’ve ever experienced before… An adventure for experienced adventures that have caught the eye of the Old 
  One. For characters levels 11 to 17. WARNING: This adventure is combat intensive and not for heroes who are afraid to 
  die for their cause. This adventure will run longer than one standard convention slot and should not be run without 
  judge preparation. 
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your metaregion, please e-mail your point of contact (POC) at 
  dragotha@gmail.com; for LIVING GREYHAWK campaign questions, email rpgahq@wizards.com. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  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 books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such as animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. Animals with 
  different CRs are determined separately using the 
  chart; then, take the highest CR animal (or animals), 
  and add 2 (drop fractions). This result is the effective 
  character level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer animals of 
  this type.  
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  IUZ5-03 Lost But Not Forgotten 
   
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  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round metaregional adventure, set 
  in Iuz’s Border States.  Characters native to Iuz’s Border 
  States pay one Time Unit per round; all others pay two 
  Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  Adventure Background 
  In the year of 5032 SD (-484 CY) a Suel noble named Lady 
  Anuxia struck a bargain with an abyssal power named 
  Lord Belthraxx to create an artifact that would assist her 
  people in destroying the Baklunish that threatened the 
  Suel Empire. Lord Belthraxx agreed to assist the powerful 
  sorceress with the condition that the one to wield the 
  artifact would be a child of their union, to which the 
  artifact would be bound to eternally. Agreeing to Lord 
  Balthraxx’s terms, Lady Anuxia journeyed to the Abyss 
  and forged a powerful sword with the assistance of the 
  Abyssal Lord. The following year she birthed a child of 
  abyssal origins and through demonic ritual bound her 
  son Dalmac to the abyssal forged blade.  
   
  Years passed, and the war between the Suel and 
  Bakluni people became more and more heated as Dalmac 
  grew into a man. Since his birth Dalmac was never far 
  from the blade that was bound to him; his mother 
  learned soon after he was born that to take the blade too 
  far from the child would make him ill. Dalmac grew into 
  a handsome Suel nobleman, intelligent and strong, 
  showing no physical signs of his mixed heritage. His 
  family saw to it that he was well trained in the ways of the 
  blade as well as magic. Upon coming of age, Dalmac 
  joined the armies of the Suel Imperium focusing his 
  demonic strength and cunning into a brilliant military 
  career.  After many successful and bloodthirsty 
  campaigns conducted by Dalmac against the Baklunish 
  people, he was chosen to lead the Suel armies for the final 
  push that would hedge the Bakluni into the lands in 
  which the Invoked Devastation would be unleashed. 
  After weeks of campaigning to push them back, the Suel 
  Archmages gave Dalmac the word that they had gone far 
  enough, Dalmac rounded up his favored generals and 
  staff leaving the rest of his army behind to hold the line 
  and unknowingly die in the name of the empire. The 
  celebration upon his triumphant return was short lived, 
  as the remaining Baklunish wizards counter attacked 
  with the Rain of Colorless Fire. Few Suel escaped this 
  and Dalmac was no exception. 
   
  When the Rain of Colorless fire came, Dalmac called 
  upon the power of his sword to protect him as he 
  watched his family and those he called friends burn. 
  Quickly gathering a few possessions as the world around 
  him turned to ash, he once again called upon the sword 
  to bring him to safety, but the sword wouldn’t answer his 
  call. For the first time in his life Dalmac knew terror; 
  panic overtaking him, he fled to his family’s estate. 
  Running through the streets of ash, ignoring the screams 
  IUZ5-03 Lost But Not Forgotten 
   
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  of the dying, Dalmac threw open the doors of his family’s 
  burning villa. As he crossed the threshold of the villa the 
  soothing voice of his mother called out to his mind, 
  beckoning him to her summoning chamber. Making 
  haste through ash-filled corridors to his mother’s 
  apartments Dalmac tossed aside the flaming doors to her 
  laboratory and looked upon a fate worse then the inferno 
  outside. In the room standing before a large crimson 
  portal stood the balor, Lord Balthraxx, holding the 
  broken form of Dalmac’s mother in a single claw as he 
  turned his gaze upon his son for the first time.  
   
  A sudden rage overtook Dalmac as he looked upon 
  his mother’s broken form. Brandishing his sword, he 
  moved to engage the great fiend. With a casual flick of 
  his wrist Lord Balthraxx tossed the limp form of Lady 
  Anuxia through the crimson portal as he turned to face 
  his son. Dalmac’s blade flashed crimson in the light of the 
  portal as it sped through the ash filled air of the 
  summoning chamber. His aim true, he plunged the 
  sword up to its guard in the great fiend’s belly. Pulling 
  the blade free Dalmac looked on in shock as the wound 
  that should have drenched him in gore quickly knit shut 
  before him. The sound of thunderous laughter echoed in 
  his ears as Lord Balthraxx snatched his son up off the 
  floor. “My end of the bargain is complete; the Bakluni no 
  longer threaten your empire, my son.”  Tightening his 
  grip on his son, Lord Balthraxx grasped his son’s hand 
  and forced the blade he had created for him into Dalmac’s 
  stomach.  “Now it is time for you to fulfill your end of the 
  bargain, and wield this blade forever.”  The pain in his 
  stomach flared as his father began to chant. Unable to 
  move in the strong grasp of the balor, Dalmac’s vision 
  began to darken his very essence being drawn into the 
  blade. As Lord Balthraxx’s chant reached its crescendo 
  Dalmac glanced over his fathers shoulder as his vision 
  began to fade. In the last hazy moments of his fading 
  sight, he glanced a figure stepping out of the portal.  
   
  Sensing the presence, Lord Balthraxx turned to see 
  Lady Anuxia emerge from the abyssal portal, battered and 
  bloody she stood in the portal’s light as she cried out to 
  her son and his father. “Betrayer, you may have killed me, 
  but you will not claim my son!” Anger flared in the 
  fiend’s eyes as he continued the chant. Pulling herself 
  through the portal into the burning room, Lady Anuxia 
  began a powerful spell of dismissal. The balor completed 
  his chant moments before the Lady and suddenly Dalmac 
  was gone. Completing her spell, a vortex of energy leapt 
  from her outstretched hand, enveloping Lord Balthraxx. 
  The balor could not resist the magic of the powerful 
  sorceress; vile curses streamed from his mouth as his 
  form faded from view.  
   
  Exhausted and weak from her wounds, Lady Anuxia 
  fell to the floor as the room burned around her. The loud 
  clang of a sword striking the floor startled her as she 
  choked on the ash filling the room. Realizing there was 
  no escape and that she had failed to save her son she 
  closed her eyes and prayed for death. As the room 
  collapsed around her and flames over took her 
  protections her heart jumped as she heard her son’s voice 
  in her head…”Mother, what has happened to me?” It was 
  the last thing she would hear in her life. Moments later 
  the sword upon the floor winked out of existence.  
       Time passed slowly for Dalmac as he learned the 
  powers granted to him by his new body. A burning desire 
  to get revenge upon his father and the natural instinct of 
  his heritage had driven him in his quest for power. But in 
  order for him to accomplish anything, he would need 
  someone to wield him. Over the years Dalmac went 
  through many owners, all of them dominated by the 
  powerful sword. It was Dalmac’s greatest pleasure to 
  corrupt young adventurers with his powers of suggestion 
  and domination. Perhaps his greatest and most dangerous 
  conquest, which ultimately leads to his imprisonment, 
  was a young Lord of the Great Kingdom and paladin of 
  Heironeous named Lord Aldreth Stormbringer.  
   
  Years before the fall of the great kingdom, Dalmac 
  had come into the possession of a powerful blackguard of 
  Hextor whom had been able to resist his domination 
  effect. For many years this blackguard waged war upon 
  the foes of his church following the edicts put forth by 
  the lawful Hextorites. While these wars sated Dalmac’s 
  bloodlust, his desire to sow chaos in the world was stifled 
  by the powerful yet lawful blackguard. Dalmac, ever so 
  patient, bided his time and it was not long before a 
  champion of good arose to challenge his master. The time 
  had come for him to change hands once again. A small 
  temple of the god Heironeous lay in his master’s path 
  that day. As the blackguard lead a small force to overtake 
  it, a group of adventurers lead by a knight of Heironeous 
  emerged from the temple to challenge them. Boldly, the 
  blackguard drew his sword and challenged the group of 
  adventurers; if they could defeat him in combat then his 
  men would spare the temple. The battle was bloody and 
  many of the paladin’s companions fell to Dalmac’s master. 
  The paladin himself would have shared a similar fate if 
  Dalmac had wished it, but as his master leveled a killing 
  blow against the paladin, Dalmac revoked his granted 
  powers causing the blackguard to miss his mark. Instead, 
  the blackguard shattered the upraised blade of the 
  paladin. Suddenly bereft of the artifact’s protections, and 
  surrounded by enemies, the blackguard fell quickly to 
  their combined efforts. Seeing their leader defeated, the 
  knights of Hextor retreated from the field. With the 
  defeat of his master, Dalmac was recovered by the group 
  of adventurers and claimed by the paladin Lord Aldreth.    
       For a long time the artifact lay dormant in his hands 
  assisting the paladin and enhancing his power 
  throughout the Great Kingdom. Slowly, Dalmac began 
  IUZ5-03 Lost But Not Forgotten 
   
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  building his influence over his master, and his power 
  base in the region.  
       Lord Aldreth’s wife, Lady Ameiva, a mystic theurge of 
  some skill, noticed a change in her husband’s demeanor, 
  but 
  not 
  until 
  years 
  after 
  he 
  recovered 
  the 
  artifact. Through her magic, she was able to discover that 
  something or someone was influencing her husband, and 
  he was the keystone member of an insidious plot against 
  the king of the Great Kingdom. Fearful of the treason her 
  husband would commit, and of the punishment that 
  would be issued from the rulers of the Great Kingdom if 
  this plot was revealed, she developed a plan to make her 
  husband disappear until she could find a way to remove 
  the influence that beguiled her husband in secret, and 
  then reinstate him.  
        Conspiring with her husband’s old adventuring 
  company, they formulated a plan to lead her husband to a 
  remote location in the mountains, looking for some 
  raiding giants that had been causing his land problems in 
  the recent past. There they would discover a large cave 
  leading deep into the mountains. Inside the cave was a 
  chamber prepared by Lady Ameiva to hold her husband 
  in suspended animation until she could learn how to 
  remove the magic affecting him. Their plan worked, and 
  her husband and the artifact were trapped in the 
  chamber, but not before many of his oldest companions 
  were grievously wounded. 
       In the following months, Lady Ameiva made attempts 
  to cover up the plot started by her husband and the 
  artifact; it was even more extensive then she imagined. 
  Her efforts were too late. With the disappearance of Lord 
  Aldreth, his co-conspirators put their plans into action 
  and plunged the Great Kingdom into war. While her 
  efforts managed to salvage her house’s reputation many 
  still looked upon her house with distain, especially her 
  husband’s co-conspirators. To her dismay Lady Ameiva, 
  could not determine what had caused her husband to 
  turn from his god and betray his family. She refused to 
  believe that magic was not involved in the corruption of 
  Lord Aldreth, and feared to bring the church in to help 
  with the matter as she believed they would hold her and 
  her husband responsible for the actions he had 
  committed while under the mysterious influence.  
       The war in the Great Kingdom continued to unfold 
  and soon the Lady was called away to defend her lands 
  against the encroaching lords that were her husband’s co-
  conspirators. Weeks later, after many battles, Lady 
  Ameiva knew it was only a matter of time before her 
  lands were overrun. It was her duty to her people that she 
  defend them, but she could not abandon her husband 
  either. Desperate to hold her crumbling lands and fearing 
  her husband would be discovered if they fell, Lady 
  Ameiva returned to the cave that had become her 
  husband’s prison. With her she brought the remaining 
  four members of her husband’s companions who had 
  volunteered to guard their Lord until the Lady could 
  return and cure him. Using her considerable arcane and 
  divine powers Lady Ameiva created the warding doors 
  and placed Lord Aldreth’s loyal companions into a stasis 
  similar to his own, but tied its magic to the breaking of 
  the first warding door. After concealing the first warding 
  door under a landslide Lady Ameiva returned to her 
  armies and her duty where she would fall no more then 
  three days later - the location of her Lord’s tomb a secret 
  lost with her.  
   
  Adventure Summary 
  Introduction: Night Cap. The party is summoned to 
  meet with the Drinkers in the Shield Lands, and the 
  Shade informs them of the missing agent that was 
  following an expedition team through the Wastes.  The 
  expedition team was on the verge of discovering 
  something of great importance, but the agent was 
  captured before he could pass the information to us. She 
  requests that the party travel to Sable Watch and prepare 
  there to infiltrate the prison of Gibbering Gate. 
   
  Encounter One: Sable Watch. After traveling to 
  Sable Watch, the party meets with an agent of the 
  Drinkers and a cleric of Pelor who is sympathetic to the 
  struggle of the Drinkers. He gives information on the 
  citadel of Gibbering Gate and the forces there, along with 
  a plan on how to infiltrate it to rescue the captured 
  Drinker agent. 
   
  Encounter Two: Gibbering Gate. Traveling north 
  from Sable Watch disguised as members of the Legion of 
  the Deranged, the party reaches Gibbering Gate and 
  infiltrates it in their search for the missing agent. After 
  dealing with the various insane inhabitants of the citadel, 
  they discover that the agent has been delivered to a 
  “breaker”, one who tortures prisoners held here into 
  insanity while attempting to gather information from 
  them. 
   
  Encounter Three: Telanar’s Tower. After learning 
  of the location of the agent, the group infiltrates the 
  tower that holds him inside. The breaker here, Telanar, 
  has become paranoid in his insanity, and has several 
  wards about to protect himself from perceived threats 
  and enemies. Regardless if they are alerted or not, a 
  difficult fight awaits the group as they attempt to rescue 
  the agent. 
   
  Encounter Four: Recovered Knowledge from the 
  Brink of Madness. After rescuing the agent and 
  returning him back to Sable Watch, the cleric of Pelor 
  restores his sanity and the agent informs the party of the 
  discovery of the tomb in the Wastes and the excitement 
  that it generated throughout the Old One’s ranks. He 
  tells the adventurers what he knows and offers to lead the 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 4 
  
  party to the excavation site so they can recover whoever 
  or whatever has created such excitement. 
       Encounter Five: The Legion of Black Death. The 
  Agent rescued from Gibbering Gate leads the party to the 
  excavation site, advising them of the dangers in these 
  lands and the forces of the Old One. Once they arrive at 
  the camp, he brings them to a rise overlooking the camp, 
  points out the camp and the excavation site, and shows 
  them where the ruins are located within. The agent 
  wishes them luck, and takes his leave as they begin their 
  plans to enter the ruins.  
       Encounter Six: The Tomb of Lord Aldreth, 
  Champion of Heironeous. Once the party has bypassed 
  the guards at the entrance to the ruins, they explore the 
  halls in which the four members of Lord Aldreth’s 
  company slept in stasis. A quasit familiar hides in the 
  walls, watching for the heroes’ passage. If he is not 
  detected, the spy observes the party speaking to the ghost 
  of Lady Ameiva and reports to his master, Lord Balthraxx, 
  on the party’s progress. (If the familiar is spotted and 
  killed, his death alerts his wizard master, who then 
  informs Lord Balthraxx that someone has entered the 
  ruins.) Once past the second warding door, the party 
  enters the Lady’s lab and faces the final guardians that bar 
  the way to her husband’s prison. After the guardians have 
  been defeated, they take the long walk and discover the 
  body of Lord Aldreth and the intelligent demonic sword 
  Dalmac, which calls itself Meersalm. Dalmac waits for the 
  party to pick him up. If it appears that no one is willing to 
  touch him, he speaks to the party, declaring himself a 
  holy sword of the god Heironeous, and that he has been 
  trapped in this tomb for some time. He also states that his 
  only desire is to be taken from the body of his former 
  master and be put to use against the enemies of the 
  church.    
       Encounter Seven: A Family Reunion. When the 
  party has made its decision to either remove or leave the 
  sword in the tomb, Lord Balthraxx, informed either by 
  the quasit familiar or its death, makes an appearance on 
  the far side of the long walk. He has brought with him a 
  small routine of demons, as well as a priest of Iuz to greet 
  the party and reclaim his son.     
       Epilogue: Conclusion. There are truly only two 
  possible conclusions to this event - either the party lived 
  by their wits and the might of their spells and sword 
  arms, or Lord Balthraxx found them lacking and they 
  were killed. 
   
  Introduction: Night Cap 
  You hear war drums, from the waves of orcs that you 
  faced with others upon one of too many battlefields 
  in your fights against the forces of Iuz. But yet again, 
  perhaps it was the overwhelming beats of your heart 
  in some forgotten tomb long ago, facing a horror once 
  relayed to you in a folk tale as a child and discovering 
  no tale could match the effects of fear from the real 
  thing upon your body and soul. 
   
  No, i  sounds like the conjured hail upon your 
  companions and yourself not too long ago, the ice 
  beating down upon the metal of armor and the flesh 
  of bodies. Regardless, you real ze how long you’ve 
  been waiting in the empty warehouse, and how your 
  mind has been trying to place the sound of sleet 
  against the leaden-glass windows to images from the 
  past to fill the time spent waiting here this day. 
  t
  i
   
   
  i
   
  i
  l
  The weather in Critwall has been the best sign of 
  the seasons of late, migrating between the snows of 
  winter and the rains of spring, showing the struggle 
  to leave winter behind and enter spring. Today’s sleet 
  seems like a silent compromise between the two, and 
  the frozen rain that has coated the windows has only 
  served to blur the streets outside and only hint at the 
  time of day, as the window becomes darker as dusk 
  begins to pass into night, bringing you nearer to the 
  end of a long day. 
   
  The morning in Critwall was greeted by falling 
  wet snow, which moved to sleet after noon. After 
  making some rounds to recover from your last travels, 
  you found room at a local tavern to catch a lunch of 
  stew and bread to break the chill of the day. You were 
  even pleasantly surprised at the establishment, as a 
  clean spoon, fork, and even a cloth napkin were 
  delivered as well, until you spotted the writing upon 
  the latter: 
   
  “An old acquaintance would like the pleasure of 
  the company of old friends. If you can prov de the 
  time, I can promise a wonderful vintage of wine to 
  share. How about an hour before dusk at the 
  warehouse two blocks south of the Bright Dawn Inn? 
  I’ll keep the office door open for you, so feel free to 
  let yourself in.” 
   
  With no duties to consume your current 
  schedule, you decided to answer the summons 
  requesting your presence at the warehouse, and found 
  yourself in the company of several others, all 
  accepting the invitation for their own reasons. 
   
  Allow the players to introduce their characters to one 
  another at this point if it is needed, and then continue on. 
  The planes of glass of the windows, blurry form the 
  coating of ice left after the hours of freezing drizzle, 
  are now dark with only the occasional fl ckering of 
  torchlight being caught by them. Echoes of the last 
  tolls of a bell from a nearby temple have faded into 
  si ence, a reminder of the closing of another day. 
  With a slight creak, the office door by which your 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 5 
  
  access to this warehouse was provided now serves as a 
  signal to your host’s arrival.  
   
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  The cloaked figure’s form betrays her gender, and 
  as she throws back the hood of her with one hand 
  cloak, you’re given full view of her attractiveness.  
  Long black hair cascades down the back of her head, 
  neatly done to keep it there.  Full lips and blue eyes 
  steady each of you intently. 
   
  From within the folds of her cloak, her other 
  hand becomes visible, carrying a bottle o  wine.  
   
  “Given the weather outside, I can say that the 
  wine should be suitably chilled. I must apo ogize for 
  the current accommodations for our little gathering, 
  but it was the best I could do on such short notice. 
  With the events of late locally, I decided we should 
  catch up in a more private setting. 
   
  “For those of you who don’t know me, I am the 
  Shade. My friends are opposed to the ways of the Old 
  One, and have contacted you for assistance in our 
  efforts against him. For those of you who already 
  know me and my friends, I thank you for answering 
  my call yet again. 
   
  “Before I get into the details of why I have 
  requested your aid, I must ask that you promise not to 
  reveal this information to no one else, as 
   would 
  endanger both my friends and yourselves to threats 
  not yet materialized. Can I have your word in 
  agreement to this?” 
   
  Those who agree are allowed to stay, and those who 
  refuse are asked kindly to leave. If asked for reasons for 
  their silence, the Shade lets them know the less that is 
  revealed about their cause, the better for all involved. 
  When everyone has agreed, she will continue on with 
  her requests. 
   
  “We work against the Old One and his agents 
  throughout his empire, on a multitude of fronts. 
  Every small victory furthers our cause, so we attempt 
  to have eyes and ears everywhere. 
   
  “Some agents of the Old One have been sent 
  forth to rediscover ancient ruins within the borders 
  of his grasp, and several expeditions are ongoing in 
  the Wastes of the northernmost reaches of his 
  empire. Ruins there may hold knowledge, rel cs, or 
  creatures that may prove useful to the Old One, so he 
  sends forth his agents to try and discover new sites to 
  pillage to add to his power. And we, of course, 
  attempt to monitor these teams in case something is 
  discovered. 
   
  “An agent of ours in a camp in the southern 
  Wastes stopped sending us updates five weeks ago, 
  and we became worried about his fate after he missed 
  several regular updates. We investigated further, 
  discovering that he was found out and captured a 
  month ago. We fear that whatever occurred, it has set 
  us back, as the locations presented to us in his 
  previous missive are not the current location of the 
  expedition that he was monitoring. Regardless, t 
  seemed that the priest in charge of the expedition 
  seemed rather nervous and mpatient in his current 
  pursuit, which was of some importance overal , and 
  must have had commanded the attention of others 
  high above him in the courts of the Old One. Regular 
  updates between him and those powers in Dorakaa 
  seemed regular. 
   
  “It has been discovered that the captured agent 
  has been sent to the citadel of the Boneheart Jumper, 
  Gibbering Gate. This speaks the loudest of what our 
  agent knows, as this horrible place is not meant to 
  only to imprison the body but also drive the mind to 
  madness, allowing the servants of the Old One to not 
  only bury their secrets they want hidden but possibly 
  learn the secrets our agent would not be willing to 
  share when in his right mind. For both of these 
  reasons, we decided to approach you and ask that you 
  rescue him from this fate worse than death. 
   
  “This mission would require you to enter the lair 
  of a Boneheart and face some of the most deranged of 
  his servants, but this rescue could save us many 
  problems and al ow us to strike a blow against the Old 
  One. Would you accept this task from us?” 
   
  A DC 25 Knowledge (geography) or Knowledge (local – 
  Iuz’s Border States) can reveal some information on two 
  locations that the Shade spoke of. The Wastes are to the 
  far north, and are a large expanse of barren lands that 
  conceal a great many ruins from times long ago 
  throughout the region. Gibbering Gate is the citadel 
  stronghold of the Boneheart Jumper, but also serves as a 
  prison, insane asylum, and barracks to the Legions of the 
  Deranged. 
   
  The Shade may be faced with several questions 
  and/or concerns, which she can provide the following 
  information: 
   
  • 
  Gibbering Gate serves two purposes: the home to the 
  Greater Boneheart Jumper when not in Dorakaa or 
  on other business in the Empire and also a horrible 
  prison ran by fiends that pride itself in shattering the 
  minds and spirits of those sent there. 
  • 
  Jumper is in charge overall of the complex, but a 
  group of fiends handle the day-to-day operations of 
  Gibbering Gate. 
  • 
  Those driven mad by Gibbering Gate and have little 
  value to protect within the prison are grouped into 
  the Legions of the Deranged, horrible shock troops 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 6 
  
  that march the northern barrens, led by their 
  fiendish and paranoid leaders. They fight savagely 
  without fear of death, as death would give blessed 
  relief from their madness. 
  • 
  The agent was likely sent there to be driven mad to 
  hide whatever information he gained with the 
  expedition in the Wastes, and learn what his purpose 
  in spying was. We have certain protections and 
  processes in place if agents are discovered, but our 
  agent knows the current location and purpose of the 
  expedition we want more information on, and the 
  more that remains secret about us the better off in 
  the long run. 
  • 
  The captured agent is Cowyr Denlor, although he 
  was posing as a servant named Korr in the 
  expedition. A contact will be able to provide a much 
  better description of him once you reach your 
  staging point. 
  • 
  We attempted to track down the expedition that 
  Cowyr was traveling with, but recent storms in the 
  Wastes have covered any signs to our trackers from 
  the old sites we have record of from his previous 
  updates. 
  • 
  We ask that you meet with an agent of ours in the 
  village of Sable Watch, a place of refugees that have 
  sought shelter amongst the boughs of the northern 
  Fellreev Forest. When you approach the village, 
  explain to anyone who halts your progress as simple 
  merchants delivering goods to the shrine of Pelor 
  there. When you are escorted there, which you will 
  be, as the Rovers are welcoming of visitors but 
  vigilant in protecting their safety, repeat this phrase 
  to the priest there:  “We’ve brought the latest vintage 
  from the finest grapevines in Furyondy for your 
  communion, tell us that we have not come in vain to 
  seek barter with you.”  The priest, Quintin Ackert, 
  has assisted the Drinkers in the past and is currently 
  acting as a host to their agents operating in the 
  Fellreev Forest and Northern Barrens. By using this 
  phrase, the group’s allegiance and purpose will be 
  communicated to Quintin, who knows of the 
  current situation. 
   
  • 
  If anyone asks about a reward, the Shade will explain 
  that saving a soul from a fate worse than death and 
  an ally against Iuz reward enough. She will stress the 
  importance of finding out what the agent 
  discovered, as it maybe of use to strike against the 
  Old One and his agents. Finally, she will let the 
  group know that they will be in their debt for 
  assisting in rescuing one of their own. 
  • 
  Other questions on Cowyr and Gibbering Gate can 
  be better answered in Sable watch by the contacts 
  waiting for you there. 
  After all the questions are completed, the Shade will 
  present the party with two sacks with items for delivery 
  to the Shrine of Pelor. The sacks contain wines, candles, 
  vestments, and other mundane items that could be used 
  in a shrine to Pelor. She will also present the group with a 
  map to the area they could find Sable Watch in; the map 
  is not overall specific, but it should suffice in getting 
  them in the general area. After the party is properly 
  equipped, the Shade will wish them good luck and sent 
  them on their way. 
   
  Encounter One: Sable Watch 
  Allow the party to choose whatever methods they wish to 
  travel north beyond the border to Sable Watch. It lies 400 
  miles away from Critwall, and involves traveling through 
  occupied and hostile lands to arrive there, possibly 
  involving circling around patrols and outposts. Also, the 
  weather will be bitter and harsh, as temperatures hover 
  around freezing with cold northern winds and 
  precipitation that varies between cold rain to freezing 
  drizzle and even hard sleet at times.  
   
  Depending upon the method of travel, figure out the 
  distance per day and divide 400 miles by that rate to 
  determine the number of days spent traveling from 
  Critwall to the area near Sable Watch. 
   
  The village of Sable Watch is the only permanent 
  encampment of around 250 refugees from Iuz’s harsh 
  rule, consisting primarily of Rovers of the Barrens. This 
  group leads a poor existence, using the deep folds of the 
  Fellreev to shelter them from the Old One and foraging 
  for survival. This group is indebted to a priest of Pelor, 
  Quintin Ackert, who has been serving as their healer, 
  provider, and protector to them for many years.  
   
  The Fellreev Forest offers only so much protection, 
  however, that the Rovers send out armed patrols to 
  protect Sable Watch from discovery by Iuz’s forces. 
  Anyone not bearing the symbol or markings of Iuz is 
  approached by the patrols and asked of their purpose in 
  the Fellreev. Those who explain they harbor no care of 
  Iuz, seeking shelter from Iuz, or otherwise in need of 
  help will be led, blindfolded, in Sable Watch to meet 
  with Quintin. 
   
  When the party has decided upon their method of 
  travel, inform them how much time has passed from 
  leaving Critwall (barring magical means, give them the 
  number of days that have past) and begin with the 
  following: 
   
  Even here, in the northern reaches of the Fellreev 
  Forest, it seems the storms that assaulted you in 
  Critwall have reign here also. Dark grey clouds 
  continue to block the sun, although the thick canopy 
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  above you would easily offer shelter in the summer, 
  the skeletal limbs reaching skyward share no 
  protection now. 
   
  The forest is a barren landscape, as the long 
  winter has left the surroundings tones of whites, 
  browns, and grays. With the weather acting as a 
  barrier to spring, not a single creature visible by 
  either sight or sign. Even the more exotic beasts 
  rumored to reside in the Fellreev seem to be placated.  
   
  At this point, the party will be exiting a thicket a trees 
  into a small clearing. A patrol of Rovers from Sable 
  Watch will spot them from across the clearing if the 
  party is not hiding or invisible. The Rovers will move 
  into the edges of the clearing to wait in ambush, if the 
  need should arise. After looking over the party, one 
  Rover will move from the back of the ambush into the 
  clearing to parley with the party. If the party attacks the 
  Rovers with hostile intent to cause harm, they will fight 
  to the last to protect each other from what they will 
  believe to be minions of Iuz or bandits. The violence can 
  be stopped through diplomacy or intimidation, if the 
  check can change to attitude of the patrol.  
   
  Rover Patrol Guards (6): Male human Rng4, hp 28. 
   
   
  Allow the party to make Spot checks to detect the 
  patrol members in the tree line vs their Hide checks (DC 
  20).  
   
  The Rover that approaches out of the clearing will 
  hail the party, staying near the tree line to go to cover if 
  they have misjudged the party. He will question the party 
  on who they are and what their purpose is in the 
  northern Fellreev. Should the party indicate that they are 
  searching for Sable Watch to deliver goods (as in their 
  cover story provided by the Drinkers) he will offer to 
  escort them there provided they will show him the 
  goods. If the party should allow him to view the goods, or 
  convince him through a DC 25 Diplomacy check, he will 
  whistle aloud, which causes his patrol to exit the tree line 
  to help escort the party to Sable Watch.  
   
  If for some reason, the party attacks the patrol and 
  causes them to be routed, captured, or killed, things 
  become much more difficult. For one, killing the patrol is 
  an evil act if a wholesome slaughter. Regardless, if one of 
  the patrol (or more) is captured, none will reveal Sable 
  Watch without magical coercion, or a DC 40 Diplomacy 
  or Intimidation check. If the first patrol contact falls 
  apart, after awhile the party will have another contact 
  with another patrol, which will be double the size of the 
  original patrol due to the other patrol’s reports or non-
  reports from the first encounter. At this point, the party 
  will be asked to hand over obvious weapons and be 
  bound as they are escorted to Sable Watch with the patrol 
  having weapons at ready.  
   
  As the party is escorted into Sable Watch, read the 
  following: 
   
  After an hour of rough travel, led by the Flan patrol 
  through rough thickets, knee-deep streams and rocky 
  outcroppings, the subtle hints of a settlement begin 
  to catch your eyes. Concealed among the forest to 
  better camouflage the small village from a distance, 
  cabins of rough logs sealed with straw and mud and 
  capped with thatch. Stone-ringed campfires sizzle in 
  their fight against the light rain, with weary refugees 
  huddle about them speaking in soft tones, as if raising 
  their voices would call attention to the one 
  responsib e for their current state. Some toil at simple
  survival, cleaning thin fish and stringy, small animals 
  for meat, shelling nuts for small amoun s o  their 
  cores, and preparing roots and other edib e plants for 
  sustenance. Others work at defense, patching armor, 
  making arrows, and honing weapons to protect 
  against the forces of the Old One that reside outside 
  the forest but also the fell beasts that reside within 
  but a respectable threat nonetheless. Worst of al , 
  their weary gazes at your group betray the 
  hopelessness of their existences here.  
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  It appears that the population of Sable Watch is 
  composed of Flan men, with a few women and no 
  children present with them. Given the number of 
  cabins and shelters, no more than 300 souls, likely 
  less than that, reside here. The once proud Rovers of 
  the Barrens that reside here are no more than final 
  generations of that culture.  
   
  Within minutes, you have been brought to the 
  center of the village and stand before the largest 
  building you’ve seen here. Built of pale-toned stones 
  and wood, the rough symbol of Pelor above the door 
  betrays ts purpose. As you approach, a bald ng man 
  robed in yellows exits the temple and approaches 
  your group. He is scarred and thin, but carries 
  himself with a sense of strength and resolve. With a 
  strong, calm voice, he addresses you. 
  “Greetings, I’m Quintin Ackert, simple servant of 
  Pelor and caretaker of this shrine of the Shining One. 
  We usual y do not have the honor of v sitors here in 
  Sable Watch, so perhaps you would allow me the 
  knowledge of your purpose here?”  
   
  If the party relays the message given to them by the 
  Drinkers, Quintin will simply nod in reply and ask them 
  to join him in the temple to discuss the terms of the 
  trade. Several of the Flan will look worried about the 
  possibility of an unknown threat to Quintin, and one of 
  them will even offer to assist him in the negotiations. 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 8 
  
  Quintin will thank the Flan for their worry but will 
  assure them he will be able to handle himself against 
  these vicious “merchants.” 
   
  As the party enters the temple, read the following:  
   
  Escorted by Quintin, you follow him into the temple. 
  As simple and functional the structure appears to be 
  on the exterior, its interior surprises you with its 
  elegance. Not filled with the usual finery of temples 
  you usually see elsewhere, it nevertheless has been 
  beautifully and lovingly crafted to be a place of peace 
  and serenity.  
   
  Stepping purposely, Quintin navigates you 
  through the main chamber and through a side 
  passage into what must be his private chambers. He 
  brings you into a sitting room with a large table and 
  enough wooden chairs, stools, and benches to 
  accommodate everyone.  The chamber appears sparse, 
  with the only luxuries being a smal  bookshelf of a 
  dozen tomes and a handcrafted chess set. 
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  Gesturing with his hands for you to be seated, he 
  moves to the fireplace in wall and retrieves a teapot 
  from a hook hanging it above the flames. Grabbing a 
  stack of wooden cups, he begins to poor each of you a 
  bit of the hot tea.  
  “These blasted woods prov de no suitable amount 
  of sustenance for us here, but I’ve discovered some of 
  the flora can make a decent tea.” 
   
  After providing a cup to everyone else, he pours 
  an additional two, and walks to a simple curtain 
  acting as a door between this room and another. 
  “They’re here, Lythan.” 
  With h s summons, a half-elven male swiftly exits 
  through the curtain. His face seems shattered, as 
  multiple scars crisscross his face with deep red lines. 
  The wounds look old, although they appear ready to 
  bleed at a moments notice. Otherwise, he dressed and 
  equipped as a man on the move and always ready for a 
  fight. He wears a suit of chain, carries two fine-
  looking blades, and strong longbow made of bleached 
  bones on his back.  
   
  “I am Lythan, and I believe we have a mutual 
  friend that was recently in Critwall. We have much to 
  discuss, as every day we daily places Cowyr even 
  closer to the brink of insanity.”
  “So, which one o  you is going to remain sane?” 
   
  With his sl ght grin you think he may have 
  knowledge of some inside joke, but the grin asts not 
  long enough to know he is dead serious. Quintin’s 
  expression remains serious, only weighing more 
  seriously to the proposal forwarded.  
   
  The Drinkers know that Cowyr was brought to Gibbering 
  Gate for interrogation on what he knows and to also drive 
  him mad to conceal what he learned on the expedition. 
  Given that he is entrapped within its walls the party will 
  need to gain entrance into Gibbering Gate to search and 
  rescue him. Fortunately, no one guarding the citadel 
  would expect a group to attempt to make their way in via 
  the front gates for a rescue. The demons and servants of 
  Jumper believe no one sane would attempt to enter 
  Gibbering Gate with its hoards of fiends and demented, 
  along with numerous wards. As for the demented, the 
  thought rarely forms in their shattered minds.  
   
  As attempting to breach the citadel via force or 
  stealth may cause an overwhelming defense to be formed 
  and send alarms to the fiend’s there and perhaps to 
  Jumper or the Old One himself, deception was decided 
  upon. With captured “uniforms” that were retrieved from 
  a patrol of the Legions of the Deranged (nothing more 
  than rags decorated in undecipherable and random 
  ways), the party should pose as a patrol bringing a sane 
  member into Gibbering Gate for “treatment” to gain 
  entry. This, of course, will require the party members 
  posing as soldiers of the Legions of the Deranged to act 
  insane. Given that insanity can come in a variety of 
  forms, they feel a capable group should be able to 
  maintain such an act in order to pass through the gates, 
  interact with those there to discover Cowyr’s location and 
  then retrieve him and escape before capture.  
   
  Lythan will explain the plan that the Drinkers have 
  concocted to the party. He will then ask what questions 
  the party has on the plan, Cowyr, and Gibbering Gate.  
  Quintin and Lythan know the following things: 
  • 
  Cowyr is a Flan male in his mid-20s with brown hair 
  and eyes. He is built like farmer, although he stands 
  at about 5 ½ feet.  
  • 
  The only entrance into the citadel is a gate that can 
  detect the approach of non-evil alignment or non-
  insane status. From all reports though, the gate does 
  not pinpoint those who it detects, so a good cover 
  story should hopefully be able to convince the 
  guards at the gate to allow the group passage, hence 
  the one “sane prisoner” being escorted by members 
  of the Legions of the Deranged. 
  • 
  The Greater Boneheart Jumper, an illusionist, resides 
  within Gibbering Gate in one of the spires when in 
  need of time away from the court in Dorakaa. He 
  usually avoids the day-to-day matters of Gibbering 
  Gate and leaves that to the fiends. 
  • 
  The fiends in control of Gibbering Gate are lead by a 
  balor who issues commands and judgments from the 
  Court of Delirium. From there he issues forth his 
  leadership to the fiends and lunatics to maintain his 
  sense of “order”. He usually stays within the confines 
  of the court. 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 9 
  
  • 
  Legions of the Deranged are a force arranged by the 
  commanding balor with a morbid relish, and are sent 
  forth when needed into the Empire. They fight 
  savagely 
  and 
  are 
  always 
  unpredictable 
  and 
  dangerous. 
  • 
  Rumors persist that Gibbering Gate’s dungeons hold 
  important prisoners, but any attempt to research 
  who that may be within would be suicidal. 
  • 
  Tales tell that wards and enchantments protect the 
  citadel, so be wary of possible dangers when 
  exploring non-public areas. The walls themselves are 
  guarded by both sentries and traps. 
  • 
  Most of the guards and sentries are either demons, 
  undead, or the demented. 
  • 
  The demented are allowed to roam freely once 
  suitable broken, so expect interaction with them. 
  • 
  Most newly brought captives that still have their 
  mental capacities usually are given to “breakers”, 
  servants of the balor who specialize in driving those 
  sane to insanity. More than likely Cowyr was given 
  to one of these “breakers”, and if strong enough will 
  still be in his hands. 
   
  After the questions are completed, Quintin will wish the 
  party safe travels and offer them his hospitality to prepare 
  for their journey. Lythan, however, will bring forth a 
  scroll before leaving them to prepare. 
   
  “Th s scroll has a spell by which you should be able to
  gain your escape from the walls of Gibbering Gate. I 
  suggest after finding Cowyr you exit the citadel and 
  make all haste away from there before any attempt 
  can be mounted to block the escape. If utilizing 
  magical means of teleportation, I suggest passing 
  outside the walls before attempting such means. The 
  spell on the scroll will allow you to tunnel through 
  the stone walls once, so use it wisely. Return to here 
  once you have Cowyr and Quintin will see to both his 
  and your needs. Good luck.” 
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  This scroll will either be an arcane scroll of passwall or a 
  divine scroll of stone shape, depending upon which spell 
  can be used by the party based upon which the party can 
  use and number of party members who could cast the 
  spell based upon their makeup; in any case, only one 
  scroll will be given to the party for their use. 
   
  Allow the party to discuss the plan presented 
  although it is best course of action. If they choose a 
  different plan of action, the results will probably 
  disastrous. Bluffing and trickery are best to win this day. 
  When the party is ready, continue on.  
   
  Encounter Two: Gibbering 
  Gate 
  Leaving Sable Watch and exiting the Fellreev Forest, 
  you travel north according to the directions provided 
  by Lythan. Bits of sunshine break through the gray 
  overcast, as the storms of late have finally released 
  their grasp upon the lands they held. 
   
  After traveling about 20 miles, the silloute of 
  what must be Gibbering Gate comes into view on the 
  horizon, the walls of the citadel with a multitude of 
  towers about it appearing to be a set of claws tearing 
  their way from the earth. It appears that a series of 
  buildings lie about the citadel, perhaps to serve as 
  housing for the Legion of the Deranged. 
   
  Closing the distance to the citadel, the details of 
  the structure become visible. Several long wooden 
  bui dings flank the front of Gibbering Gate, which 
  itself seems to be built onto the top of a tall ridge. The 
  citadel seems to be surrounded by a circular wall 
  some forty feet high that is composed of dark gray 
  granite, with a multitude of towers built around it. A 
  lower wal ed section sits at the front of Gibbering 
  Gate, with a large set of white doors barring entrance 
  into the interior. A square keep, compose of the same 
  dark granite as the walls, occupies the center of the 
  main walls, rising above them to a multi-jaded roof. 
   
  Approaching closer, the chaotic madness of 
  Gibbering Gate becomes clear to your eyes. Members 
  of the Legion of the Deranged roam in various 
  groups, the mismatch appearance of varied uniforms 
  ranging from gunnysack robes to armors made from 
  sewn bones and flesh. Skeletons and zombies stand 
  on guard throughout the area, including a pair that 
  you spy being tackled by a group of legionnaires and 
  beaten to the end of their undead state. The short 
  pleasure of their destruction turns quickly into 
  dismay and disgust, as their attackers begin to tear the 
  bodies apart and begin to feast on the rotting flesh. 
  Horrible laughter echoes from the roofs of the nearby 
  buildings in delight, as the demons resting there 
  watch in sadistic glee at the feast. 
   
  At this point provide the players with their copy of the 
  Gibbering Gate map and show them where they are 
  currently located. The party will be moving towards the 
  citadel along the main road, and will see barracks to 
  either side of the road. Members of the Legions of the 
  Deranged are numerous in the areas about the barracks, 
  partaking in activities both expected and unexpected. 
  Both mindless undead and lesser demons mill about also, 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 10 
  
  with the mindless undead performing their assigned 
  tasks endlessly and the demons reveling in the madness 
  to be experienced all about. No one will pay the group 
  any attention unless they attempt to bring it about 
  themselves, as no one that may be able to discern their 
  true intentions believes that someone would be brazen 
  enough to attempt to just walk right in. 
   
  For your reference, the DM’s Map is labeled and a 
  list of the buildings in Gibbering Gate can be found in its 
  appendix. 
   
  As the party begins to approach the main gate, read 
  the following to the players: 
   
  Fol owing the road between the barracks of the 
  Legion of the Deranged, the white doors barring 
  entry into Gibbering Gate reveal their true horrible 
  construction. Imbedded into the wooden gates are at 
  least one thousand skulls, all staring outward at the 
  path you travel upon in silent judgment. As you begin 
  to close to the two guards at the gate, a hellish glow 
  quickly spreads to every skul  upon the doors, every 
  empty eye socket now glowing in a malign radiance. 
  l
   
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  The two guards turn to acknowledge the skul s 
  announcement and then turn to v ew your party to 
  see what unfortunate soul you bring to be lost forever 
  within Gibbering Gate. 
   
  For guarding the same gate, both guards are 
  dressed as differently as possible. One moves ahead of 
  the other, holding himself tal  at attention, his chest 
  proudly outward l ke a songbird displaying several 
  rows of small, polished stone, as if each were an award 
  placed upon his chest for numerous military 
  campaigns and acts of bravery from the Old One 
  himself. His uni orm, however, is one of the few 
  you’ve seen that is actually clean compared to the 
  filth you’ve seen on other uniforms so far. His 
  companion, who fol ows behind him wears a suit of 
  leather armor sewn from the tanned faces of 
  numerous 
  humanoid 
  races, 
  including 
  humans, 
  dwarves, elves, and others, creating a horrible mosaic 
  of dead, screaming faces. 
   
  As you finish your approach to the two guards at 
  the gate, the one at the forefront stops and gives a 
  long scan of your group. 
   
  “So, who do we have this time to welcome to 
  their doom?” 
   
  This officer is regularly scheduled by the lesser demons 
  that patrol the walls and area around Gibbering Gate as 
  they enjoy watching his interaction with those traveling 
  through the main gate. Most everyone who knows (and 
  remembers) him ignore his presence, knowing that his 
  lunacy only wastes their time. The demons, however, 
  take great delight in his dealings with those that are new 
  or forget his actions at the gate brought about by the state 
  of his mind from his madness. 
   
  The officer will listen carefully to any reason the 
  group gives him for wanting to enter through the gate 
  into Gibbering Gate’s interior, nodding his head in 
  acknowledgement and understanding.  If the party 
  reveals they have a captive to bring in, he will calmly 
  suggest they take the prisoner to any Breaker other than 
  Telanar, who is currently busy with several ‘patients’. 
  Anyone asking which tower is or is not Telanar’s will be 
  given instructions on which towers to try or not try 
  depending on what the party asks for. When the party 
  seems finished with any questions and have provided a 
  reason, any reason, to enter Gibbering Gate, the officer 
  will tell them they are free to pass. 
   
  As the party passes the officer, however, he will 
  become visible angry and will call for them to halt, 
  demanding they explain what they are trying to do by 
  sneaking past him. As long as they do not resort to 
  violence, the only injury attained by the party will be a 
  tongue lashing from the officer and a hollow laughing 
  from his companion in back that reminds one of a 
  dolphin or porpoise barking.  To add to the situation, a 
  pair of vrocks resting on gargoyles, which sit upon the 
  wall above the gate will laugh at the situation, leaning 
  upon each other to keep either of them from falling as 
  they enjoy the display. 
   
  If the party stops, the officer will calm down and 
  start over, asking the party who they have brought to 
  Gibbering Gate and their reasons for entering Gibbering 
  Gate’s interior. It should be many (if not all) of the same 
  questions as before, repeated by the officer as he has a 
  very short memory and forgets who has passed quickly 
  and easily, although he manages to address every group 
  he forgets with nearly identical questions in his madness. 
  This cycle of attempting to stop the party just after 
  allowing them to go continues until they just move on 
  and ignore his demands for them to stop. He will not 
  resort to violence and will only begin to shutter to 
  himself if the party enters while ignoring him. Anyone 
  around will find great humor in the party’s situation, and 
  will visible point and laugh at them. If the party has 
  trouble resolving this, allow them to make DC 10 
  Intelligence, Wisdom, or Spot check to realize that other 
  groups entering and leaving Gibbering Gate either ignore 
  the officer when questioned or avoiding approaching 
  him and move quickly past him. 
   
  Upon entering through the main gates, the party 
  will see the numerous prisoners of Gibbering Gate’s 
  interior all about, with a great variety of ways that they 
  act in their fragile, broken states of mind. A majority of 
  prisoners here have become lost souls, broken so deeply 
  into a madness that their mind has shut down.  These 
  souls now lie about everywhere, slumped over and 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 11 
  
  gibbering endless in madness, filling the entire citadel 
  with this sound of madness as if one large choir.  
  Regardless of where you go in the citadel, the gibbering 
  is always there in the background to be heard. Screams 
  and moans are commonplace too, although not as steady 
  as the gibbering and more random in creation. Those in 
  madness that have not broken to the shattered states of 
  the majority but yet are not broken enough for the 
  Legions of the Deranged roam here, partaking in 
  whatever activities that their shattered minds move them 
  to do. Feel free to have several of these prisoners interact 
  with the party or one of its individual members. If you 
  have an idea, feel free to go forth with it, but please use 
  good judgment with who you have at the table. Run a few 
  encounters to give a taste of the madness that resides 
  here in Gibbering Gate. 
   
  Some examples of the sights and interactions that 
  could be used are: 
   
  • 
  A man or woman may approach the party dragging a 
  sack, and then begin to stare at a female member of 
  the party.  Their eyes will swell with tears and they 
  will drop their sack as they charge towards the 
  person they have stared at.  When they reach the 
  female, the person will engulf the person in a huge 
  hug with them screaming “mom”. After reuniting 
  with their long-lost mom and asking her how she is, 
  the person will ask them to wait here as they retrieve 
  their sack. After bringing the sack to her, the person 
  will withdraw the rotting corpse of a child and 
  introduce “mom” to her grandchild. (This could also 
  be done with a male as well, just replace “mom” with 
  dad.  Any family relation could work, including 
  brother, sister, uncle, or aunt.) 
  • 
  An elf will approach an elf in the party and begin 
  asking them if they are ready to go forth with the 
  plans. The elf is deluded in that he/she is actually a 
  drow and that the elf in the party is a co-conspirator. 
  Not all elves in the party might be drow to the 
  prisoner, however, and he may ignore them or 
  demand they leave the drow's presence. Other races 
  are fully ignored, although the ‘drow’ may insult the 
  ‘surface dwellers’ and demand they leave them along, 
  least they wish to be a sacrifice to the Spider Queen. 
  • 
  A man dressed in numerous rags covered in various 
  prophecies (of his own make) in numerous 
  languages will pick out a member of the party and 
  declare their guilt in the fall of the Great Kingdom. 
  • 
  A person who stands against a stone wall of the 
  citadel 
  will 
  be 
  seen 
  carrying 
  on 
  hushed 
  conversations with one of the many gargoyles that 
  are built into the walls of the citadel. The prisoner 
  will go quiet if the party approaches or asks a 
  question, and will not begin speaking with the 
  gargoyle again until the party leaves. The gargoyle 
  may be real or fake, but it will not engage the party. 
  • 
  A man can be seen giggling quietly to himself with 
  his only company a number of the catatonic prisoner 
  gibbering around him. He will grab a rat; grab a lit 
  piece of wood from a nearby fire, and set the rat 
  ablaze, watching in glee as it runs about until it dies. 
  He will look about for another rat, see none, and 
  then look puzzled for a moment. Suddenly, he will 
  seem to get a moment of brilliance and he then turns 
  a few of the nearby prisoners into rats via baleful 
  polymorph. After creating a couple of rats, he will 
  catch one of them and light it on fire, starting the 
  cycle all over again. 
  • 
  A prisoner may approach the party member and start 
  talking to them like they know them like a relative 
  or close friend. They might or might not be using 
  the character’s real name. 
  • 
  Every once in a while, a demon or gargoyle may 
  swoop down to grab a prisoner that is either walking 
  about or lying catatonic, perhaps even a corpse that 
  is lying throughout the citadel that has not yet been 
  animated. They will bring whatever they grab to the 
  walls and begin to feast upon it, regardless if it is 
  dead or alive. 
  • 
  A group of prisoners will be organized in a group, 
  singing nonsense songs and using improvised 
  instruments to create a horrible music that several 
  other prisoners use to dance with the mindless, 
  undead, and even corpses. 
   
  If the party didn’t get the hint that the Breaker Telanar 
  has Cowyr in his tower (location 11), they may ask 
  anyone within the citadel about either Cowyr and/or 
  Telanar. There is a 25% chance that the person they ask 
  will be able to inform them that a man named Cowyr was 
  giving to Telanar to be broken and also give them 
  directions to his tower. They will describe the door to his 
  tower as the doors with a great many ‘wardings and 
  symbols’ painted upon them in a dark maroon of dry 
  blood. 
   
  If the party attempts to enter the Court of Delirium 
  or Jumper’s Tower, provide them with an example of 
  what occurs to those that attempt to enter either location 
  without permission. Have a prisoner attempt to bypass 
  the guards at either location, and as the prisoner attempts 
  to do so, he will be quickly torn apart by groups of 
  demons and gargoyles that come down quickly from the 
  walls above to punish him without warning. If the party 
  still decides to approach, have the guards eye them and 
  ask them if they would like a bunch of private sessions 
  with a Breaker, which will be arranged if they don’t stop. 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 12 
  
   
  Every tower along the wall and the central keep 
  (including the areas below) are warded that non-evil 
  casters cannot reach or leave them via extradimesional 
  transportation spells (teleport, dimension door, etc.). 
  Throughout the citadel, numerous members of the 
  Legions, undead, demons, and even gargoyles roam on 
  patrol, but none truly believe that anyone would be crazy 
  enough to enter Gibbering Gate of their free will. Unless 
  the party truly does something foolish to bring attention 
  to themselves, they will be largely ignored as a threat. 
  Spell casting may raise a few eyebrows, but few truly care 
  unless they are the target. Once the party reaches the 
  doors of Telanar’s Tower, move on to the next encounter. 
   
  Development:  It is possible that a party and/or character 
  may attempt to enter one of three heavily guarded and 
  warded areas that lay inside Gibbering Gate: The Court of 
  Delirium, Jumper’s Tower, or the concealed prisons 
  underground. If this occurs, after the warnings of the 
  Drinkers, prisoners, and the obvious deadly guards that 
  should be mentioned as any attempts are made, make the 
  character(s) attempting to or break into these areas pay. 
  Utilize demons from the Monster Manual, in large 
  numbers (approximately at APL + 6) to attack and kill the 
  characters. At the very least, send them running mad 
  from the citadel, reinforcing any future attempts at 
  entering it with lots of descriptions of extra demons and 
  guards after any such attempt.  
   
  Encounter Three:  Telanar’s 
  Tower 
  Telanar was once a prisoner brought to Gibbering Gate 
  from the Horned Society, and lasted a great many 
  months before falling into madness. He feel into a 
  disturbing behavior of torture that the balor who rules 
  here twisted and crafted into making Telanar one of his 
  finest Breakers, one whose soul purpose is to take sane 
  individuals and drive them quickly into insanity for 
  whatever reasons are needed. He has now served a great 
  many years in Gibbering Gate and is by far the most 
  skillful Breaker at driving one mad quickly and 
  efficiently. A prisoner brought to his tower for 
  processing rarely lasts two weeks before his mind is 
  shattered beyond recovery, although those with a strong 
  mind can take a little longer. To date, no one brought 
  before Telanar has left his tower unbroken. 
   
  As a side effect to the service he provides, his 
  madness has begun to make Telanar fear that one of the 
  prisoners he has broken will one day return for 
  vengeance. To allay his fears and keep his finest Breaker 
  working, the balor in charge of the court has assigned 
  him two personal guards, a Naztharane Rakshasa named 
  Shaterzar and a member of the Legion of the Deranged 
  named Ublick. Along with these two guards, he has 
  access to a construct or two to protect him at any time 
  that it might be needed. Telanar also houses a hoard of 
  weasels to entertain him, as he finds great pleasure in 
  using them in his work, allowing them to feed upon 
  prisoners he is working on and to also entertain his 
  familiar Kel. 
   
  Currently, Telanar is entertaining three prisoners in 
  his tower. One of the prisoners is Cowyr.  The other two 
  include an elven ranger from the Vesve in Highfolk and 
  the other is a human cleric of Mayaheine that was 
  captured in the Shield Lands. All three are currently 
  driven into various states of madness and hang between 
  columns by chains. Even though they have been tortured 
  throughout their time here, all three are in relative good 
  health. 
   
  The entire tower complex has been warded by a 
  unhallow spell, cast upon an altar in the upper floors of 
  his tower. The interior portions of his tower, including 
  the hallway from the courtyard outside, are covered by 
  the effects of this ward. The spell provides the effects of a 
  magic circle versus good, granting the protections of this 
  spell to all evil-aligned beings in the building. When an 
  evil being is attacked by someone of good alignment, 
  they receive a +2 deflection bonus to their AC and a +2 
  resistance bonus to any saving throws. Also, any mind-
  affecting effects are suppressed on evil beings in the 
  unhallow until they leave the area or the durations 
  expire. Also, all turning effects to affect undead are made 
  at a -4 penalty, and all rebuking effects are granted a +4 
  bonus. Finally, a dimensional anchor spell has been tied 
  to unhallow spell, which bars all extra-dimensional travel 
  by those of non-evil alignments, allowing those of evil 
  alignment to continue their use without issue. 
   
  The outer doors to the connecting hallway to the 
  tower are covered by undecipherable and meaningless 
  symbols drawn in blood by Telanar. Regardless of 
  whatever method is used to decipher these markings, 
  they have no true meaning and will not be readable 
  through the decipher script skill, a comprehend 
  languages spell, or other means. These large double doors 
  are crafted from wood and have no locks or bars locking 
  them from opening, as the reputation of Telanar’s anger 
  is well known to those who usually meet with him, and 
  even so, those foolish enough to enter a Breaker’s tower 
  without permission are placing their own lives at risk. 
  Upon opening these doors will reveal a hallway of 40 feet 
  in length, 20 feet in width, and 10 feet in height that lead 
  to another set of double doors that lead into Telanar’s 
  workspace. An alarm spell (Caster level 18
  th) lies just 
  inside the hallway, 10 feet down the hallway from the 
  outer doors, and it will silently alert Telanar when the 
  outer doors are open and someone passes within 20 feet 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 13 
  
  from its center point. The balor and his court always 
  sends a minion via teleportation to speak with him, and if 
  a patient needs to be delivered to him they advise him 
  before entering through the outer doors to keep his 
  paranoid mind at ease. Because of this, anyone who 
  passes through the outer doors without being announced 
  first is immediately considered a threat to him to be dealt 
  with. He will immediately order his minions to prepare 
  to attack the intruders, and will being to prepare through 
  spell casting buffs for the combat to come. 
   
  The inner doors are made of a strong oak and are 
  reinforced with steel bands. The doors are locked to give 
  those inside more time to prepare, but are warded with a 
  sign of sealing or a greater sign of sealing to protect 
  himself from intruders. This seal can only be 
  circumvented by breaking the door down, dispelling the 
  seal, or disabling the seal. Read the spell descriptions of 
  sign of sealing and greater sign of sealing in Appendix 
  Four for more details. 
   
  APL 12 (EL 3) 
  Reinforced Locked Strong Wooden Doors: 3 in. 
  thick; hardness 6; hp 30; AC 5; Break DC 25. 
   
  Sign of Sealing Trap: CR 3; magical; opening the 
  doors trigger; manual reset; Atk 10d4 damage in 30 ft. 
  radius into outer hallway (DC 21 Reflex half); Search 
  DC 28; Disable Device DC 28; Caster Level 14
  th. 
   
  APL 14 (EL 6) 
  Reinforced Locked Strong Wooden Doors: 3 in. 
  thick; hardness 6 (16 w/ greater sign of sealing); hp 30 
  (120 w/ greater sign of sealing); AC 5; Break DC 25. 
   
  Greater Sign of Sealing Trap: CR 6; magical; opening 
  the doors trigger; manual reset; Atk 18d6 damage in 40 
  ft. radius into outer hallway (DC 25 Reflex half); Search 
  DC 33; Disable Device DC 33; Caster Level 18
  th. 
   
  APL 16 (EL 6) 
  Reinforced Locked Strong Wooden Doors: 3 in. 
  thick; hardness 6 (16 w/ greater sign of sealing); hp 30 
  (130 w/ greater sign of sealing); AC 5; Break DC 25. 
   
  Greater Sign of Sealing Trap: CR 6; magical; opening 
  the doors trigger; manual reset; Atk 20d6 damage in 40 
  ft. radius into outer hallway (DC 26 Reflex half); Search 
  DC 35; Disable Device DC 35; Caster Level 20
  th. 
   
  Once the party successfully opens the inner doors, read 
  the following to the group: 
   
  Opening the double doors the bar entrance into the 
  inner chamber, the round chamber within shows 
  many signs of the practices that symbolize the 
  horrors committed within. Rusted chains hang from 
  the ceilings and walls, empty manacles awaiting the 
  next unfortunate soul to be brought in. Dark maroon 
  stains cover the dark granite floor stones, a grim 
  reminder of those whom passed nto this chamber 
  before and left alive but shattered forever from their 
  former selves. Tables throughout the chamber 
  contain instruments of torture, along with a table or 
  two covered in disorganized pi es of parchment and 
  tomes. 
  i
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  Standing in the chamber, at its center, is a 
  disheveled man, his gray hair full of filth and missing 
  in some places. He wears a simple, torn black robe 
  and carries a worn quarterstaff in hand. To his left is a 
  massive half-orc in armor, humming to himself as he 
  twirls one end of a spiked chained in a slow but 
  steady circle in front of him, his eyes fol owing ts tip 
  as i  orbits around. To his right stands a massive 
  construct of metal, standing mpassive y on guard, 
  seeming more of a statue then an actually opponent at 
  this time, although the greenish glow from its eyes 
  betray its true nature. 
  (APL 16 Only) Also, to the eft of the inner doors, 
  a large reddish humanoid shape stands. It appears to 
  be a membrane forced into its shape, and glistens 
  with a wetness about all of its body. 
   
  About the chamber, a multitude of weasels run 
  about, at least two score throughout it. They move 
  about everywhere, comfortable at home within the 
  base of this tower. A few even feed upon the v ng 
  captives in this chamber, each hung from manacles 
  built into one of three sets o  pillars that frame the 
  center of the room. A male high elf, an Oeridian 
  female, and a Flan man are chained in between each, 
  covered in rags torn apart by the treatments they 
  received within. They slowly look over towards you, 
  giggling softly at first and then building to loud fits of 
  hysteria, their shattered minds reveling in the 
  coming violence in this chamber that, for once, will 
  not be upon them… 
   
  Opening the doors, Telanar’s workspace comes into view. 
   The area has three sets of pillars, with chains and 
  manacles mortared into each to hold ‘patients’ that 
  Telanar is currently working on breaking. Numerous 
  tables with instruments of torture are visible throughout 
  the chamber, along with a mix of alchemical and arcane 
  equipment.  One of the tables has a disorganized stack of 
  parchment, books, and writing instruments for Telanar to 
  record his research on the topics of alchemy, arcana, or 
  torture. Mixed throughout are notes on information that 
  has been recorded coming from the mouths of his 
  ‘patients’, and a search of them relieves that Cowyr has 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 14 
  
  seemed to said nothing about his background or mission 
  that would be cause for concern. Other than the tables, 
  the only other items of note are two large barrels of some 
  odd alchemical mixture, which with a DC 25 Craft 
  (Alchemy) check appears to be a concoction mixing a 
  great many alchemical goods into a strange, although 
  useless mix.  These barrels contain an alchemical mixture 
  that can be utilized by the alchemical golem at APL 16 to 
  heal itself if consumed over two full rounds. Otherwise, 
  two sets of stairs concealed behind walls lead to above 
  and below the ground level floor of the tower. 
   
  Residing in the chamber are Telanar, his weasel 
  familiar Kel, and his guardians at all times. This includes 
  his personal protector Shaterzar, a naztharune rakshasa 
  assigned to protect Telanar from his paranoid threats he 
  constantly worries about, although the rakshasa also finds 
  great pleasure in the torture that Telanar performs on 
  those brought to him. Ublick is a member of the Legion 
  of the Deranged, and has been twisted into a silent, 
  thoroughly obedient guardian of Telanar, with no 
  purpose but to keep those who wish him harm from 
  reaching him, and if they do so unquestionably taking 
  any damage that would otherwise harm Telanar through 
  his numerous wards. Finally, a guardian construct is 
  always around Telanar that was gifted to him by the 
  ruling balor, and the token that Telanar holds causing a 
  portion of the damage he sustains to be transferred to the 
  construct. Also, at APL 16, Telanar has been gifted an 
  alchemical golem that he will order to attack intruders 
  that enter his sanctum. 
   
  Besides his guardians, there are two other groups of 
  beings in his workspace. First, Telanar has a horde of 
  weasels that reside throughout the complex, and a 
  number of them are throughout the chamber. The role 
  this plays is that his weasel familiar Kel will be concealed 
  in the chamber and somewhat conceal through their vast 
  numbers from the party.  He can, however, be singled out 
  from the rest of them by one of two ways. First, with the 
  numerous spells cast upon him, he will have magical 
  auras up about him unlike the rest of the weasels, 
  meaning that someone able to view magical auras will see 
  that one of the weasels out of the hoard has spells on him. 
  Secondly, someone who sees Kel can make a DC 20 
  Spellcraft check to realize that the weasel is somehow 
  casting magical spells when he casts a spell that he 
  received through Telanar’s imbue familiar with spell 
  ability cast upon him. Regardless, Kel will attempt to 
  hide from the party and move about with the other 
  weasels to conceal his location and avoid being attacking 
  in the combat. 
   
  Secondly, chained in between the pillars are the 
  three current patients of Telanar’s tasks. All three are 
  dressed in rags, covered in open and scarred wounds of 
  various types, and are giggling softly to themselves in 
  their various states of lunacy. Chained between the 
  pillars across from the double doors that lead into the 
  chamber is Cowyr. Chained between the pillars to the 
  north is Illysia, a female human cleric of Mayaheine that 
  arrived a weekend ago from the Shield Lands. Chained 
  between the pillars to the south is Atlenn, a male elven 
  ranger that arrived a month ago after being captured in 
  the Vesve Forest. Even though all three are covered in 
  wounds new and old, all are in relatively good health as 
  the tortures performed upon them are meant to destroy 
  the mind, not the body, of those here. Rescuing Cowyr is 
  paramount, but a party who rescues one or both of the 
  other two and has them cured of their madness will be 
  rewarded by them in the future. When combat starts, the 
  three prisoners will loudly and violently react to the 
  combat occurring around them. Good-aligned individuals 
  should take all necessary means to avoid causing harm to 
  the prisoners, and should attempt by all means not to kill 
  them. If harmed by any means, they will cry out in pain 
  and visible begin to weep. If healed of their madness 
  during the fight or immediately afterwards, they will 
  shout to be saved and encourage the party to defeat their 
  jailers, as they do not wish to be driven to insanity a 
  second time. Make sure to track the damage they take to 
  see if any of them are killed in the combat. 
   
  Cowyr: Male human Rog10 (hp 62, AC 10). 
  Illysia: Female human Clr10 (hp 73, AC 10). 
  Atlenn: Male elven Rng10 (hp 83, AC 10). 
   
  From the time that the outer doors open and the party 
  opens the inner doors, track the number of rounds that it 
  takes for them to do so. Telanar will begin to cast long 
  term buffs on himself to prepare to deal with any 
  intruders, and the others also have tasks that they will 
  perform to prepare for a possible fight. See Judge’s Aid #2 
  for the list of what each foe will do to prepare for the 
  party, and go down the list in order until the inner doors 
  open for each round the party takes to open the inner 
  door after the alarm is triggered. 
   
  APL 12 (EL 14) 
  Telanar: hp 94; see Appendix One. 
  Kel: hp 65; see Appendix One. 
  Weasels (20): hp 2 each; see Monster Manual pg 282. 
  Shaterzar: hp 104; see Appendix One. 
  Ublick: hp 97; see Appendix One. 
  Runic Guardian: hp 123; see Appendix One. 
   
  APL 14 (EL 16) 
  Telanar: hp 112; see Appendix Two. 
  Kel: hp 74; see Appendix Two. 
  Weasels (24): hp 2 each; see Monster Manual pg 282. 
  Shaterzar: hp 134; see Appendix Two. 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 15 
  
  Ublick: hp 97; see Appendix Two. 
  Shield Guardian: hp 112; see Appendix Two. 
   
  APL 16 (EL 18) 
  Telanar: hp 124; see Appendix Three. 
  Kel: hp 80; see Appendix Three. 
  Weasels (24): hp 2 each; see Monster Manual pg 282. 
  Shaterzar: hp 154; see Appendix Three. 
  Ublick: hp 97; see Appendix Three. 
  Runic Guardian: hp 123; see Appendix Three. 
  Alchemical Golem: hp 151; see Appendix Four. 
   
  Tactics: Listed below in individual sections are specifics 
  of the individual tactics and abilities of the combatants, 
  which should be read thoroughly before attempting to 
  run this combat. Telanar and Shaterzar are the only two 
  NPCs that have more abilities as the APL goes up, as the 
  others remain the same at the higher APLs. 
   
  Telanar: Telanar’s tactics involve keeping himself 
  from being harmed, and so will utilize Ublick and his 
  guardian construct to do so. He also will work on 
  separating the party into smaller, more manageable 
  groups – a divide and conquer strategy. His first action 
  will be cutting the group in half through use of a wall 
  spell, usual the most potent one he has available that will 
  take the longest for the party to get through. This will 
  force the party to either remove the magical barrier or 
  find a way to circumvent the barrier. Remember, due to 
  the unhallow spell and the dimensional lock, extra-
  dimensional travel will not work for non-evil creatures. 
  In order to get around these barriers if unable to remove 
  them through, a party may move through the stone walls 
  by a variety of means. A disintegrate, passwall, stone 
  shape, or similar magic will create opens in the walls 
  without issues, although the hallway and tower are built 
  upon the edges of the cliff that fall 200 feet to the plans 
  below. Anyone attempting to move along this ledge 
  between the walls and cliff edge will need to make DC 15 
  Balance checks or have magical means to avoid making 
  these attempts (spider climb, fly, etc). Kel also usually has 
  a wall of force that he can utilize to divide the party if 
  needed. After separating the party, Telanar and Kel will 
  utilize their spells to quickly those that are trapped on 
  their side of the wall. Also, Telanar will not be against 
  separating the party from him and his allies to heal each 
  other and regroup if needed. 
   
  Telanar favors transmutation school spells, but will 
  lash out with the spells that best deal with the threats 
  that are immediately threatening him. Also, once per day, 
  Telanar can choose to extend or maximize one spell of 
  any level through his sudden metamagic feats. At APL 16, 
  he will utilize the Sudden Extend to extend the duration 
  of his time stop, which is described below under his APL 
  16 abilities and tactics. He will also have Kel cast attack 
  spells on those who seem most susceptible to the effects 
  of the spells imbued in him. Also, Telanar carries several 
  divine scrolls that he has deciphered using his Use Magic 
  Device skill, and may attempt to utilize them to heal 
  himself or his companions if needed, the skill check 
  being DC 20 + the caster level of the spell being cast off 
  the scroll. 
   
  Due to his wild mage prestige class, Telanar’s casting 
  level is variable every time he casts a spell. You will need 
  to track the spell casts and record the caster level of each 
  one for purposes of caster level dependent effects such as 
  dispelling, damage dice, and penetrating spell resistance. 
  In stat blocks with his spells presence, including the 
  imbued spells on his familiar and buffs spells cast on his 
  companion, a set number is added to a d6 roll to 
  determine the caster level of the spell. It is listed as so in 
  these blocks where needed, as per the examples for each 
  APL’s class level as listed below: 
   
  APL 12: Spell name (10 + 1d6) 
  APL 14: Spell name (14 + 1d6) 
  APL 16: Spell name (16 + 1d6) 
   
  Finally, with his sanctum spell feat, the DCs of all of 
  Telanar’s spells are one higher when cast in his tower 
  area. Telanar rarely leaves his tower, and thus memorizes 
  all of his spells as sanctum spells. He will not pursue the 
  party out of his tower, and therefore all of the DCs for his 
  spells saving throws are adjusted accordingly in his stat 
  blocks. 
   
  In addition to any walls and magical protections that 
  he can raise, Telanar’s class abilities come in quite well to 
  avoid damage. His random deflector ability can be used 
  three times a day as an immediate action, allowing him to 
  cause ranged attacks, ranged touch attacks, and 
  individually targeted spells to random switch to another 
  target until the start of his next turn. When he uses this 
  ability, roll randomly for everyone that is within 20 feet 
  of him, including the party, his allies (include any 
  weasels), the prisoners, and even himself and his familiar. 
  If the attack is one of the three types listed, it will turn 
  from him and strike the randomly determined target 
  instead. Also, his chaotic mind class ability makes him 
  immune to any confusion, insanity, or other similar 
  effects and also wards him as if under a nondetection 
  spell. 
   
  At APLs 14 and 16, Telanar gains several other 
  abilities that he will put to use. He will gain the ability to 
  wildstrike once per day. Any obvious caster that is a 
  threat will be affected by this ability, which will give 
  them a 50% chance to have the spell they cast misfire and 
  instead become a random effect as per a rod of wonder. 
  Also at these tiers, Telanar will be able to use his spin fate 
  IUZ5-03 Lost But Not Forgotten 
   
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  ability to bump the save DC of one spell by one point 
  higher. 
   
  Finally, at APL 16, he gains two additional points to 
  use with spin fate for a total of three, and he can also 
  utilize these points on any skill check, attack roll, or 
  saving throw that he attempts in addition to boosting the 
  save DC of spells he casts. Also, the fickle finger of fate 
  ability can force either friend or enemy to reroll a roll 
  they have just made and then live with the results of the 
  second roll instead of the first. Finally, at this APL, he 
  will utilize his Sudden Extend on the first round of 
  combat to double the duration of his time stop spell, 
  giving him 2d4+2 rounds of spellcasting. He will utilize 
  this spell to continue to cast buffs, although the fourth 
  spell he will always cast will be prismatic wall, and it will 
  be used to divide the closest party members from those in 
  the back. Make sure that the wall is formed all the way 
  across the hallway, and not just in the doorway as it 
  makes it easier to go around then. After casting prismatic 
  wall on the fourth round of his time stop, he will 
  continue to buff until the spell’s duration passes. 
   
  The write-ups of his non-core prestige classes, feats, 
  and spells are available for you in the appendixes.  
   
  Kel and the weasels: Kel will do have several things 
  in the combat to do. First off, he will cast his imbued 
  enlarge person spell upon Ublick to increase his reach 
  and damage ability, especially if they are advised of the 
  party’s approach via the alarm spell. Secondly, he will 
  attempt to cast spells upon targets that are separated by 
  Telanar’s wall spells to kill or remove them from the 
  fight. Finally, he will cast wall of force if needed to 
  separate the party again if Telanar’s wall is removed or 
  circumvented, or if the need for healing or rebuffing is 
  needed by his allies. 
   
  Finally, Kel will attempt to hide from the party, but 
  if spotted will attempt to run and move about the weasels 
  to remain safe from those who cannot discern his 
  location among them. 
   
  Shaterzar: Shaterzar will move forward to strike 
  spellcasters and others that seem susceptible to his sneak 
  attack, and will move for a flank if needed to harm others 
  that he cannot catch flatfooted. His racial abilities are the 
  same as that of a rogue/shadowdancer, giving him sneak 
  attack, 
  evasion/improved 
  evasion, 
  uncanny 
  dodge/improved uncanny dodge, hide in plain sight, and 
  shadow jump. In addition to these abilities, Shaterzar has 
  DR 15/Good and Piercing along with spell resistance. He 
  also has the ability to detect thoughts, which can alert 
  him to invisible and hidden foes near him (although it 
  cannot pinpoint their location). Finally, Shaterzar will 
  change his appear to look like a humanoid with his 
  change self ability, preferable someone who is trapped 
  and unable to be seen by his allies to cause confusion if 
  spotted or seen afterwards, although true seeing will 
  pierce this facade for what it is. 
   
  If alerted to the party’s approach, Shaterzar will hide 
  from view, moving to one side of the double doors to 
  prepare to attack the party members once they enter the 
  room and are separated from their companions. If he 
  needs to escape or has the opportunity to reach an 
  isolated spellcaster, he may use his shadow jump ability 
  to do either task. 
   
  At APLs 14 and 16, Shaterzar begins to gain occult 
  slayer levels that add to his abilities. With his aura vision, 
  he can know what people have magic about them and 
  those who are spellcasting. It will not reveal the spells 
  exactly, but serves as a useful tool. Through his weapon 
  bond with his primary short sword, he deals an additional 
  1d6 damage to any he strikes with his main attacks that 
  has the ability to casts spells or use spell-like abilities. 
  Also, if readying to disrupting spellcasting, his vicious 
  strike ability causes double damage to those he strikes 
  with such an attack. Defensively, Shaterzar gains mind 
  over magic, allowing him to ward himself with a spell 
  turning ability similar to the spell once a day. In addition, 
  his magical defense ability grants him a +2 bonus to 
  saving throws against spells and spell-like abilities. 
   
  At APL 16, Shaterzar completes all levels in occult 
  slayer. He now can utilize mind over magic twice a day, 
  and his magical defenses bonus increases to +3 for saves 
  against spells and spell-like abilities. In addition, he is 
  warded at all times as if under a nondetection spell and 
  his blank thoughts ability makes him immune to mind-
  affecting effects. In addition, he will poison his two short 
  swords and then use his dust of disappearance to give 
  himself an addition +20 bonus to his hide check. Make 
  sure to add this bonus to his hide check if Shaterzar is 
  able to use the dust before combat occurs. 
   
  More information on Shaterzar’s monster abilities 
  and prestige class are available in the appendixes. 
   
  Ublick: Ublick tactics remains the same for all 
  APLs, and thus all the information below is correct for all 
  the combats. 
   
  Ublick has two main purposes: keep those who wish 
  to do harm to Telanar away from him and take damage 
  for Telanar if he manages to get strike by a melee attack. 
  Ublick will be enlarged by Kel as soon as the tower’s 
  inhabitants are warned of the party’s approach, and then 
  will take a place next to Telanar to protect his master. 
  With his spiked chain and reach, he will attack those that 
  approach Telanar hard, and may attempt to trip them if 
  they do not appear strong. 
   
  Ublick has several barbarian feats that deserve 
  special note. First, with instantaneous rage, he can rage to 
  get addition hit points, stats, or will save bonuses at any 
  time. Second, his channeled rage ability allows him to 
  rage to add his strength modifier instead of his wisdom 
  IUZ5-03 Lost But Not Forgotten 
   
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  modifier to will saves. Ublick has three rages to use 
  overall with his extra rage feat.  
   
  Ublick’s tactical soldier abilities give him several key 
  abilities. First, he may create unique flanking angles for 
  himself with his flanker class ability. Second, he may 
  choose to take a 5-foot step after making an attack of 
  opportunity that does not count against his normal 
  movement with the ability of his sidestep feat. Lastly, 
  when Telanar is damaged by a melee attack that is by an 
  opponent that also threatens himself he may choose to 
  take the damage for him three times a day with his 
  interpose class ability, which he will use as soon as it 
  occurs in combat when the conditions are met. 
   
  The write-ups of his non-core prestige class and feats, 
  they are available for your examination in the appendixes.  
   
  Telanar’s Guardian Construct: Telanar has a 
  guardian construct that was gifted to him by the balor, 
  and there are two different constructs that might appear. 
  At APLs 12 & 16, the construct that is guarding Telanar is 
  a runic guardian, and at APL 14 the construct is a shield 
  guardian. Since the abilities of the guardians require 
  them to be close to Telanar, at all APLs the guardian will 
  not be more than 5 feet away from him at all times. 
   
  The shield guardian at APL 14 is the one from the 
  Monster Manual, and provides several protections to 
  Telanar. Its guard ability causes anyone taking attacks 
  against Telanar to be -2 to their attack rolls. With the 
  shield other ability, any damage that Telanar takes is 
  halved and the shield guardian takes the other half for 
  him until destroyed. The shield guardian’s fast healing 
  will keep it around longer and in case of serious damage 
  it also has a repair critical damage spell stored within to 
  cast on itself to repair damage and allow him to absorb 
  more before being destroyed. Regardless, the shield 
  guardian will concentrate its attacks on those nearby 
  attacking Telanar and will not move away to engage 
  someone useless there is no threat to its master’s health. 
   
  The runic guardian at APLs 12 and 16 is similar to 
  the shield guardian, but is a great improvement over the 
  other. The runic guardian’s guard ability grants Telanar a 
  +4 deflection bonus to AC when he is within 5 feet of 
  him – this bonus will need to be added to Telanar’s AC 
  when it occurs. Its shield master ability allows it to take 
  3/4s of the damage that would have affected Telanar 
  when it is within 150 feet of him. The runic guardians 
  DR and fast healing will keep it around longer to better 
  protect Telanar longer from damage he may take. The 
  runic guardian’s stunning strike may stun foes nearby 
  and remove them for combat for a short while, and also 
  allow Shaterzar to sneak attack them while stunned. 
  Finally, the runic guardian has 6 spells stored in its body, 
  of which it will utilize three spells if warned about 
  intruders before combat if possible to buff itself with 
  shield and place the two protection from energy spells on 
  Telanar for fire and electricity. It will utilize the cure 
  serious wounds on Telanar when ordered and has a repair 
  serious damage for itself if needed. Lastly, it can be 
  ordered by Telanar to create a spirit wall to separate the 
  battlefield if needed. 
   
  Alchemical Golem: The alchemical golem only 
  appears as a foe at the APL 16 fight, so during lower APLs 
  you will not have to deal with it in the combat. 
   
  The alchemical golem plays the role of an additional 
  damage dealer in this fight, starting just to the side of the 
  inner doors to engage whoever enters the workspace. Its 
  melee attacks deal decent damage and also cause extra 
  acid damage with every hit. In addition to its standard 
  melee attacks, it will utilize its breath weapon when able 
  to hit multiple foes with it. 
   
  The alchemical golem’s dual damage reduction 
  reduces the damage it takes from attacks in melee by a 
  decent amount, giving it staying power. Also, melee 
  attacks that damage the golem by a certain amount of 
  damage cause acid to hit the attacker if next to the golem. 
  With the golem’s immunity to most magical effects, it 
  allows if to ignore most magical attacks. Finally, several 
  vats of a special alchemical mixture are in the workspace, 
  allowing it to consume this mixture over two rounds to 
  fully heal it of its wounds. Also, Telanar carries a divine 
  scroll of poison that he can cast through his use magical 
  device skill and heal the golem fully with it. 
   
  The write-up on the alchemical golem can be found 
  in the appendixes of the adventure. 
   
  Telanar and his minions will all fight to the death, 
  although Shaterzar will not hesitate to leave if Telanar 
  and the others are dead and he feels he cannot win. After 
  the combat is over, the party will have one minute to free 
  the prisoners and search the workspace. Once the minute 
  is up, the sounds of alarm will be heard in the distance, 
  signaling that the party’s time is up. They should utilize 
  the scroll given to them by the Drinkers, and then make 
  haste. As long as they are attempting to leave, allow them 
  to ‘outrun’ their pursuit. If they choose to stand and fight, 
  convince them to leave, as a host of demons do reside 
  here and they are not here to make a last stand. 
   
  Once they return to Sable Watch, continue onto the 
  next encounter. 
   
  Treasure: There is considerable wealth upon the foes 
  present here, and the PCs may lay claim to it should they 
  defeat them. 
   
   
  APL 12: L: 0 gp; C: 0 gp; M: masterwork light 
  crossbow (27.9 gp), headband of intellect +4 (1,333.3 gp), 
  pearl of power [2
  nd] (333.3 gp), pearl of power [3
  rd] (750 
  gp), divine scroll: poison (58.3 gp), divine scroll: heal 
  (137.5 gp), divine scroll: restoration (66.6 gp), masterwork 
  short sword (25.8 gp), masterwork short sword (25.8 gp), 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 18 
  
  mithril chain shirt +2 (425 gp), mithril buckler +2 (417.9 
  gp), amulet of health +2 (333.3 gp), gloves of dexterity +2 
  (333.3 gp), boots of elvenkind (208.3 gp), cloak of 
  elvenkind (208.3 gp), masterwork spiked chain (27 gp), 
  masterwork breastplate (29.1 gp), amulet of health +2 
  (333.3 gp). 
   
  APL 14: L: 0 gp; C: 0 gp; M: masterwork quarterstaff 
  (25 gp), masterwork light crossbow (27.9 gp), headband 
  of intellect +4 (1,333.3 gp), orange prism ioun stone 
  (2,500 gp), pearl of power [2
  nd] (333.3 gp), pearl of power 
  [3
  rd] (750 gp), pearl of power [3
  rd] (750 gp), divine scroll: 
  poison (58.3 gp), divine scroll: heal (137.5 gp), divine 
  scroll: restoration (66.6 gp), masterwork short sword (25.8 
  gp), masterwork short sword (25.8 gp), mithril chain shirt 
  +2 (425 gp), mithril buckler +3 (834.5 gp), amulet of 
  health +2 (333.3 gp), gloves of dexterity +2 (333.3 gp), belt
  of giant strength +4 (1,333.3 gp), boots of elvenkind 
  (208.3 gp), cloak of elvenkind (208.3 gp), masterwork 
  spiked chain (27 gp), masterwork breastplate (29.1 gp), 
  amulet of health +2 (333.3 gp). 
   
   
   
  f
   
  l
   
  APL 16: L: 0 gp; C: 0 gp; M: masterwork quarterstaff 
  (25 gp), masterwork light crossbow (27.9 gp), headband 
  of intellect +6 (3,000 gp), orange prism ioun stone (2,500 
  gp), pearl of power [2
  nd] (333.3 gp), pearl of power [3
  rd] 
  (750 gp), pearl of power [3
  rd] (750 gp), divine scroll: 
  poison (58.3 gp), divine scroll: poison (58.3 gp), divine 
  scroll: heal (137.5 gp), divine scroll: heal (137.5 gp), 
  divine scroll: restoration (66.6 gp), divine scroll: raise 
  dead (510.4 gp), masterwork short sword (25.8 gp), 
  masterwork short sword (25.8 gp), mithril chain shirt +3 
  (841.6 gp), mithril buckler +3 (834.5 gp), amulet of health 
  +2 (333.3 gp), gloves of dexterity +2 (333.3 gp), belt of 
  giant strength +4 (1,333.3 gp), boots of elvenkind (208.3 
  gp), cloak of elvenkind (208.3 gp), dust of disappearance 
  (291.6 gp), dragon bile poison (125 gp), black lotus extract 
  (291.6), masterwork spiked chain (27 gp), breastplate +3 
  (779.1 gp), amulet of health +2 (333.3 gp), gauntlets of 
  ogre strength +2 (333.3 gp). 
   
  Encounter Four: Recovered 
  Knowledge from the Brink of 
  Madness 
  Fleeing Gibbering Gate, your party has managed to 
  elude those chasing you from that dread citadel and 
  have returned to the solitude of Sable Watch. Both 
  Lythan and Quintin were pleased, if not somewhat 
  surprised, to see that your mission was a success. 
  Lythan provided you with a meal as Quintin escorted 
  Cowyr (and the other rescued prisoners) to a private 
  chamber to attempt to remove the madness in his 
  (their) mind(s). 
  A short while later, a smiling Quintin returned to
  you escorting a stoic Cowyr, the rags he once wore in 
  Gibbering Gate replaced with a simple robe. Cleansed 
  of the filth o  the citadel, he is actually quite striking, 
  although his eyes are hard and haunted, betraying the 
  ordeal that he has suffered through and will carry 
  with him the rest of his days. 
   
  “I understand that you are my saviors, and I 
  thank you greatly for your bravery. Hopefully my 
  knowledge of the activities in the Wastes will be 
  worth the effort, as I cannot offer more of a reward at 
  this time. Perhaps, in the future, I can better repay 
  this great debt I owe you. 
   
  “I digress, though, as it may be too late already. 
  You see, to the north, a cleric of the Old One has 
  discovered a ong-lost ruin. It’s not among the oldest 
  ruins discovered in the Wastes, but appears to be 
  place built with some connection to Heironeous, as 
  the artwork and imagery throughout the tomb was in 
  reference to him. Regardless, I was captured shortly 
  thereafter, though it appeared that the expedition at 
  that time had expended a great amount of effort and 
  had not been able to breech a sealed door that barred 
  enter to the deepest parts of the ruin. It was even 
  rumored that the Boneheart Null himself arrived 
  from Dorakaa upon news of the discovery and was 
  himself unable to overcome the magic that protects 
  the seal and whatever lies beyond. 
   
  “Given the excitement of the discovery of this 
  ruin to the expedition leader and the rumor of the 
  interest it generated in Dorakaa, I would say the Old 
  One will not be pleased until whatever is beyond the 
  sealed door is discovered and claimed for his desires, 
  whatever they may be.” 
   
  Upon the party’s return, Quintin will provide healing to 
  those that require it for free, although he cannot afford 
  the more expensive components for any spells that 
  require such (restoration, raise dead, resurrection, etc). 
  Quintin is a 13
  th level cleric of Pelor, and has access to any 
  clerical spell of 7
  th level or less. It is safe to assume he will 
  have at least one of every healing spell in memory that 
  does not require an expensive material component, and is 
  also willing to convert other spell to spontaneous healing 
  if necessary. Any spell requiring an expensive component 
  he will need to memorize the next day for casting, and 
  the person or party must pay those costs if they wish for 
  it to be cast. 
   
  Cowyr is willing to escort the party to the dig site in 
  the Wastes, but will refuse to approach to close to the 
  area if it means he may be captured again. He is also 
  willing to draw out a map of what the dig site and 
  expedition camp was laid out when he was captured, 
  along with any information of the number of personal 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 19 
  
  present. As for any changes to this information, he will 
  warn that he was captured several weeks ago and this 
  information may be dated. Regardless, the Old One’s 
  forces were rather resolved in gaining entry to the area 
  beyond the sealed door and will still be there if they have 
  not accomplished their goal yet. 
   
  Cowyr also observed the following things while at 
  the camp and will share them with the party if asked to: 
  • 
  Before the tomb was discovered, there was only a 
  small squad of orcs and orogs led by a priest of the 
  Old One. When the first warding door was 
  discovered, not more then an hour later the meager 
  camp was overrun with a legion of Black Death. 
  Shortly after the Greater Boneheart Null teleported 
  into the camp and created a stone tower out of thin 
  air in the middle of the camp. 
  • 
  A few hours later, the Archmage Null and a small 
  contingent of powerful fiends from the legion went 
  to the tomb and destroyed the first warding door.   
  • 
  It appears that four individuals, two males and two 
  females, were discovered and captured with the ruin 
  when it was first opened. All of them appeared to be 
  rather confused and disoriented when removed 
  from there.  
  • 
  It appears they were magical sustained there, but for 
  what purpose your guess is as good as mine. They 
  were escorted back to the encampment by a large 
  demon the likes of which I have never seen before 
  and pray I never do again. It took them into the 
  stone tower of Null and I never located them after 
  that. 
  • 
  The ruins were filled with décor relating to 
  Heironeous when opened, although most of it was 
  destroyed by the minions of the Old One shortly 
  thereafter. The only décor that survived was on the 
  second warding door, which seemed impervious to 
  both physical and magical assaults upon its surface. I 
  was unable to view or learn what exactly was upon it. 
  • 
  The Archmage Null and the demons of the Legion of 
  Black Death were in the tomb for over and hour after 
  the second warding door was found. When Null 
  emerged from the tomb, he was unhurt but his 
  clothes were a bit worse for wear as if he had been 
  burned. Many of the smaller demons were missing 
  as well. 
  • 
  I was discovered and captured when I attempted to 
  leave the camp to report the discovery of the tomb to 
  the Drinkers. A flying fiend with a means to see 
  through my invisibility spotted my escape attempt 
  and sounded an alarm. Within seconds, I had fiends 
  popping in all about me, and I was quickly subdued. 
  After I resisted the attempts of the cleric of Iuz at the 
  camp to magical discern my identity and purpose 
  there, he sent me to Gibbering Gate to have me spill 
  the secrets I carry to a Breaker for them to learn. 
   
  Encounter Five: The Legion of 
  Black Death   
  From Sable Watch to the Tomb is approximately 380 
  miles. Parties might use magic such as fly or teleport to 
  speed up the journey. But in order for their guide to lead 
  them to the Tomb of Lord Aldreth they will have to walk 
  for at least a day through the Wastes. You can modify the 
  boxed text below as appropriate. They will also be able to 
  take advantage of the next few days to cast long term 
  spells, fill spell storing devices, etc. 
   
  Leaving Sable Watch with your guide, your party 
  travels through the northern barrens. Days pass as 
  you avoid the roving bands of Iuzian solders from 
  Gibbering Gate and the bandits of Grossfort until you 
  enter the land of blasted rock and rolling hills known 
  as the Wastes. Your guide Cowyr says little during the 
  journey other then to point out sign’s of the enemy 
  and when you should hide. Your first day walking 
  through the Wastes is difficult at best, rough trails 
  scuttled with holes and rocks make footing 
  treacherous and the sun bearing down upon the 
  shade less trails make the journey unpleasant. As you 
  break camp the morning of your second day in the 
  Wastes Cowyr tells you that the camp of the Old One 
  is near, not more then a few hours away.  
   
  When the party is ready to move on continue with the 
  boxed text. If any of the characters want to fly or teleport 
  have Cowyr warn them that there are many creatures in 
  the service to the Old One that patrol the skies around 
  the camp and it might be unwise if you wish to continue 
  undetected. 
   
  i
  A few hours have passed since you broke camp, the 
  darkness of the night giving way to the l ght of the 
  morning sun. As you walk the trail Cowyr seems to be 
  keeping an eye on the skies as much as the trail 
  ahead. Moments pass in silence as you walk, when 
  Cowyr stops and motions swiftly for your group to 
  find cover in the rocks. Moment’s later large shadows 
  slide across the trail you had just left as large demonic 
  creatures soar overhead in the skies above. The 
  demons circle near your position searching the area 
  for what seems like an eternity before flying off to the 
  south. As soon as the fiends are out of sight Cowyr 
  crawls out from his place among the rocks and creeps 
  up the next rise motioning for you to follow. As you 
  crest the large hill below you spreading out in a small 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 20 
  
  valley like a black cancer across the ground are 
  hundreds of tents surrounding a large stone tower 
  flying the banners of the of the old one. “It is here 
  that our paths part, at the far end of the valley lies the 
  excavation site. Good luck and may you strike a blow 
  to Old Wicked for us all.”   
   
  Down bellow in the valley is a large camp consisting of a 
  battalion of the Legion of Black Death. Vrock and Babau 
  stand watch in the camps around the tower. Priests of Iuz 
  and a large contingent of orc’s and orog troops supervise a 
  large encampment of slaves that work the excavation site. 
  The party should understand that to attack the camp 
  would be suicide even with large area of effect spells they 
  would still face a horde of demons plus those that reside 
  in the tower (see final encounter). The tower has been 
  protected vs scrying and the occupants will not make 
  their presence known in the camp. If they plan to attack 
  the encampment anyway, Lord Belthraxx will lead the 
  Black Legion’s demons against the PCs in a direct 
  confrontation. Use as many demons from the MM as it 
  requires to, repel or kill the players. (Do not use any 
  balors other then Lord Belthraxx).   
   
  Trails on the valley floor lead up into the hills to the 
  various guard posts and from the encampment down to 
  the excavation site. The Excavation site is very active 
  slaves with shovels and picks clear rock and cart up the 
  paths to the valley floor where it is disposed of. At the far 
  end of the excavation site the Tomb of Lord Aldreth was 
  uncovered and is under guard by orc’s of the Legion. 
  Show the PCs DM Aid # 3 and allow them to come up 
  with a plan to enter the Tomb.  
   
  Encounter Six: The Tomb of 
  Lord Aldreth, Champion of 
  Heironeous 
  Area 1: Guard Post  
  Cut into the cliff face is a small cave opening; a small 
  stone cut passage leads back into the darkness.  
  Standing in front of the cave mouth are four large 
  orc’s in black plate armor. One of the orc’s stands next 
  to a large bronze gong. 
   
  1. 
  The orcs are alert and watching the slaves work 
  in the excavation site. Using magic the PCs 
  should be able to slip past the orc’s without 
  issue.      
  2. 
  If the orc’s are attacked they will attempt to 
  sound the alarm with the Gong and alert the 
  camp.   
  3. 
  If the party manages to kill the orcs without 
  them alerting the camp their absence will be 
  noticed.  
  4. 
  If the camp is alerted the orcs will round up the 
  slaves and start herding them to designated 
  areas while they await forces from the base 
  camp to arrive. None of them will follow the 
  PCs into the tomb. 
   
  All APLs  
  Orcs (4): hp 20 each; see Monster Manual, pg. 203. 
    
  Area 2: Entrance  
  Entering the cave you walk down a short unlit 
  passage which opens into a stone cut room. The stone 
  in this room is charred and burned. At the far end of 
  the room a pair of stone doors has been reduced to 
  charred rubble by some great physical force revealing 
  a long corridor leading into the darkness beyond. 
   
  Searching the room will revel the following. 
  1. 
  The doors are covered in glyphs and a large 
  Muriel depicting the god Heironeous knighting 
  a man in shining full plate.  
  2. 
  If detect magic or similar magic is cast the doors 
  still have a powerful residual magic upon them. 
  (abjuration, strong). 
  3. 
  With a DC 10 Search/Tracking check, large 
  clawed footprints can be discovered burned into 
  the rock of the floor. They approach the door 
  and then stumble backward before moving off 
  into the corridor.  (The footprints were made by 
  Lord Belthraxx when he first entered the Tomb 
  and destroyed the first warding door.) 
   
  Area 3: The Hall of Statues 
  Past the double doors is a corridor stretching as far as 
  the eye can see. Every 10 eet there are broken statues 
  in niches on both sides. These statues were once 
  lifel ke carv ngs of worshippers of Heironeous or 
  perhaps the deity himself, set on 5 foot high 
  pedestals. Now they lie broken scattered upon the 
  stone floor. Four small corridors lead off half way 
  down the main passage, two lead north and two lead 
  to the south. At the end of the corridor a large white 
  marble door charred black from fire glows faintly 
  with an eldritch light.     
  f
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  i
   
  Searching the room can reveal the following information:  
  1. 
  Some of the statues appear to have been 
  destroyed by a powerful hand or gauntlet that 
  has left the stone blackened. 
  IUZ5-03 Lost But Not Forgotten 
   
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  2. 
  An alarm spell (Caster level 20
  th) has been cast at 
  the halfway point in the corridor. If it is 
  triggered Lord Balthraxx will be informed of 
  intruders in the tomb.  
  3. 
  There is a quasit familiar hiding in monstrous 
  centipede form in the center of the room near 
  the alarm spell. He is hiding in a crack in the 
  southern wall, invisible and has taken 10 on his 
  Hide check making his DC 70 Hide check. If 
  the players can see through invisibility then his 
  Hide check is DC 50. The quasit will not 
  interfere with the PCs and will only attempt to 
  leave to warn his master once the PCs have 
  moved past the door to room 8. If the quasit 
  fears he has been discovered he will not hesitate 
  to trigger the alarm spell in the center of the 
  hall which he is hiding near. He will also 
  inform his master of any intruders that enter 
  the area. If he is killed it will also warn his 
  wizard master in the main camp. This action 
  will set up the final encounter with Lord 
  Belthraxx.  
  4. 
  The footprints of fire continue into the corridor 
  stopping at each of the statues then continuing 
  on to stop at the white marble door. The area 
  around the marble door has been scorched by 
  fire and lightning. 
   
  Quasit (1): hp: 20; see Monster Manual pg 46. 
   
  Area 4: Tomb of Kira Dandolar 
  This room was once a luxurious bedchamber, richly 
  outfitted with expensive furniture, tapestries and 
  brightly colored carpets. A large canopied bed at the 
  far end of the room lies in a smoking ruin. A large 
  chest resting at the foot end has been overturned and 
  splintered.   
   
  There is nothing of value in Kira’s room. She has been 
  taken by the Balor, Lord Belthraxx and serves him under 
  domination. 
   
  Area 5: Tomb of Feydra Ashenglade 
  This luxurious bedchamber once held many fine 
  instruments. Now only ash and metal slag rests in 
  there place. Against the north wall is a large bed, once 
  covered in a spread of rich brocade it has been 
  blackened by fire and torn asunder by clawed hands. 
   
  There is nothing of value in Feydra’s room she has been 
  taken by the Balor Lord Belthraxx and serves him under 
  domination. 
   
  Area 6: Tomb of Xanathol the Red 
  This room was once decorated with many trophies of 
  war. Weapons racks sit empty against the walls and 
  singed red tapestries hang on the wal s of the room. A 
  large bed sits smoldering on the right hand wal  of 
  the room. 
  l
  l
   
  There is nothing of value in Xanathol’s room he has been 
  taken by the Balor Lord Balthraxx and serves him under 
  domination. 
   
  Area 7: Tomb of Corben Lightbringer 
  The rough walls of this room are covered with blue 
  drapes marred by scorch marks. Against the north 
  wall are the remains of a large bed destroyed by fire. 
  Beside it is a small night table, on which rests the 
  burned husk of a heavy leather bound book. A 
  wardrobe stands in the northeast corner its wooden 
  doors blackened by intense heat. Upon eastern wall 
  blackened into the stone is the symbol of Iuz. 
   
   
  There is nothing of value in Corben’s room he has been 
  taken by the Balor Lord Balthraxx and serves him under 
  domination. 
   
  Area 8: The Warding Door 
  You stand before a pair of marble double doors that 
  have been scorched by fire. Great clefts from what 
  might be a large sword scar the door in many places. 
  Whatever attacked these doors was unable to break 
  the powerful warding which still glows with a feint 
  eldritch light. Above the doors an ancient text has 
  been scrawled into the stone. 
   
  l
  The text is in the Old Oeridian tongue. Anyone reading 
  the text out loud or channeling positive energy into the 
  door will summon the spirit of Lady Ameiva. No magic’s 
  the party possesses will allow them to bypass the door 
  unless the spirit of the Lady allows it.  
   
  As you read the words above the door a slight 
  shimmering in the air before you alerts you to the fact 
  that you are no longer alone in the hall. As you ready 
  your weapons and spel s a translucent form of a 
  beautiful Oeridian woman dressed in the robes of a 
  wizard appears before you. As she looks upon your 
  group she strokes an ancient holy symbol of 
  Heironeous nervously in her hands. (In Old 
  Oeridian) “You do not bare the skull symbol of those 
  that found my husband’s tomb. If you are followers of 
  the gods of light present your selves so I may judge if 
  you are worthy, otherwise be gone.” As the ghostly 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 22 
  
  woman awaits your reply she glances behind her a 
  forlorn look upon her face.  
   
  i
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  What Lady Ameiva is looking for is some sign that the 
  hero’s follow Heironeous so that she might allow them 
  passage into the tomb. She is unaware of the fate of her 
  husband and still believes him to be in stasis. If the PCs 
  can produce some item blessed or created by the church 
  of Heironeous or one of them is a divine caster of 
  Heironeous or has the Destiny of Heironeous (SHL1-12 
  Eldritch Wave), she will allow them passage into the 
  tomb. Also, a player with the “I Have That” campaign card 
  may be able to produce a holy symbol of Heironeous, 
  which would be blessed and able to meet the 
  requirement for entrance. If the PCs must use an item to 
  bypass the barrier it will be consumed by the ward.  If the 
  PCs have none of the necessary things to pass, Lady 
  Ameiva will accept an item(s) from each of the party 
  members as a gift to Heironeous. (1000 gp x APL). Once 
  the party has given her reason to let them pass she will 
  tell them a bit of what lies ahead of them before she 
  passes on from this world.  
   
  My time is short in your world, heroes, and once the 
  warding is dropped for you it will be exposed to those 
  of the skull symbol as well. What lies below is a great 
  man once blessed of Heironeous and my husband. My 
  husband was a powerful noble of the Great Kingdom 
  and our house was one of the strongest supporters of 
  the church of Heironeous.  
       It was during the fall of the Great Kingdom that 
  my husband began to show signs that his faith n 
  Heironeous was failing, I however was oblivious to 
  his scheming. With the war threatening our lands I 
  was too involved with my subjects to notice his 
  deceptions. If it was not for the brave actions of my 
  husband’s old adventuring company prov ding me 
  with proof of my husbands conspiracies I would not 
  have been aware of his plan to betray the church to 
  the forces of Hextor.  
    At first I could not believe that he would turn from 
  Lord Heironeous but the proof was there before my 
  eyes in the dungeons of my own castle.  I will not go 
  into details as to what I saw there but it convinced me 
  that my husband had betrayed us. My failing was I 
  knew not why. In an attempt to save my lands and 
  perhaps earn what had befal en my husband his 
  fellows and I plotted against him and created this 
  place to hold him in secret. Our deception worked 
  and my husband was led here under false pretenses 
  by his companions.  
       Together we took him and his men by surprise. 
  During the battle he called out to Hextor all but 
  crushing my heart. After he was subdued I was able to 
  place him in temporal status below so that I might 
  learn why he had betrayed us, whi e his companions 
  attempted to right his wrongs in our lands. Sadly our 
  plans were for not, the damage had been done and 
  less then a mon h later my lands fell to invaders and 
  my influence and titles taken. I and my companions 
  retreated here in exile. For months we worked against 
  the invaders while I struggled in vain to discover why 
  my husband turned from his god.”  
       As Lady Ameiva tells her tale her form begins to 
  shimmer and slowly starts to fade from view. “It 
  appears there is little time left for my tale. You have 
  shown to me that you are worthy to do what I could 
  not… free my husband. But beware, he was a 
  powerful man and bares a sword of great….” The 
  warding on the door suddenly goes dark and then the 
  Lady is gone.     
   
  The warding on the door is now gone and the PCs can 
  open it when they wish. 
   
  Area 9: Chapel to Heironeous 
  Opening the marble double doors you see a large 
  room, which once served as a shrine to Heironeous. 
  The walls are covered in a large continuous bas-relief 
  depicting priests of the Archpaladin performing a rite 
  of purification upon one of their fel ow knights. 
  Against the eastern wall is an altar consecrated to the 
  Archpaladin. Placed with care upon the altar are a 
  silver aspergillum, a small silver decanter and an 
  ancient holy symbol of the Archpaladin. 
  l
   
  Searching the room can reveal the following information:  
  1. 
  DC 25 Search check will reveal a 10’x10’ area of 
  the floor in the southeast section of the chapel 
  to be a trap door. However the means to open it 
  are not discernable. 
  2. 
  DC 20 Spot check will reveal that each of the 
  items on the altar appear in the bas relief on the 
  walls. 
   
  The party must perform the ceremony depicted in the 
  bas-relief in order for the stone in the eastern floor to 
  retract. Once the ceremony is preformed the stone in the 
  eastern floor will retract with a loud grating of stone on 
  stone revealing a spiral stone staircase leading down into 
  the darkness. Halfway down the staircase are two traps. 
  The first trap set upon the 100
  th step and the second set 
  on the reverse side of the 120
  th step. The first trap when 
  set off will cause the stairs to shift into a chute plunging 
  the party down past the second trap which is a ghoul 
  glyph trap and into Lady Ameiva’s laboratory. One round 
  after the stairs shift to a chute a grease spell (caster level 
  IUZ5-03 Lost But Not Forgotten 
   
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  20
  th, Reflex DC 19) will cover the walls in the stairway 
  causing anyone in contact with the walls, ceiling or floor 
  to make saving throws until the grease spell ends or they 
  fall into the room.  
   
  APL 12 (EL 4) 
  Stair/Chute Trap: CR 1; mechanical; stepping on the 
  100
  th stair is trigger; manual reset; stairs shift down 
  creating a chute which plunges anyone on the stairs 
  into Area 11 for 2d6 falling damage (Reflex 20 to 
  remain standing.); Search DC 24; Disable Device DC 
  24. 
   
   
   
  Heightened Ghoul Touch Trap: CR 3; magic device; 
  touch trigger; automatic reset; spell effect (heightened 
  ghoul glyph, 5
  th-level wizard, DC 14 Fortitude save 
  negates); Search DC 27; Disable Device DC 27. 
   
  APL 14 (EL 6) 
  Stair/Chute Trap: CR 3; mechanical; stepping on the 
  100
  th stair is trigger; manual reset; stairs shift down 
  creating a chute which plunges anyone on the stairs 
  into Area 11 for 2d6 falling damage (Reflex 20 to 
  remain standing.); Search DC 29; Disable Device DC 
  29. 
  Heightened Ghoul Touch Trap: CR 5; magic device; 
  touch trigger; automatic reset; spell effect (heightened 
  ghoul glyph, 9
  th-level wizard, DC 17 Fortitude save 
  negates); Search DC 27; Disable Device DC 27. 
   
  APL 16 (EL 6) 
  Stair/Chute Trap: CR 5; mechanical; stepping on the 
  100
  th stair is trigger; manual reset; stairs shift down 
  creating a chute which plunges anyone on the stairs 
  into Area 11 for 2d6 falling damage (Reflex 24 to 
  remain standing.); Search DC 34; Disable Device DC 
  34. 
  Heightened Ghoul Touch Trap: CR 7; magic device; 
  touch trigger; automatic reset; spell effect (heightened 
  ghoul glyph, 13
  th-level wizard, DC 20 Fortitude save 
  negates); Search DC 27; Disable Device DC 27. 
     
  Area 10: Lady Ameiva’s Laboratory 
  Descending into the room you glimpse a large marble 
  table in the center of the room covered in glass 
  beakers their contents long evaporated. A large 
  bookcase covers the southern wall. As you begin to 
  pick yourselves up a bright flash from the other end 
  of the room draws your attention to two large suits of 
  full plate mail wielding a spiked chains which stand 
  on opposi e sides of another set of marble double 
  doors. The flash of l ght appears to have come from 
  two thaurmatigcal circles surrounding the suits of 
  armor, which suddenly lurch towards you a fiendish 
  red glow emanating from their helms.   
  t
  i
   
  Searching the room the pc’s can find Lady Ameiva’s 
  Spellbook placed in one of the bookshelves (see the AR). 
  Upon the table is her diary. Give the PCs Player Handout 
  #1. There is nothing else of interest in the room, other 
  then the doors that lead to area 11. 
   
  Also, at the APL 12 combat, the circles that held the 
  ragewalker can offer a second chance to anyone who 
  failed the save versus its blood frenzy ability. If a 
  character under the effects of a frenzy is moved to within 
  the protective circle that once held the ragewalker, that 
  character is granted a second save against the frenzy. A 
  DC 23 Spellcraft check identifies this property of the 
  circle. 
   
  APL 12 (EL 12) 
  Ragewalker (1): hp 100; see Appendix Four. 
   
  APL 14 (EL 14) 
  Ragewalker (1): hp 165; see Appendix Four. 
   
  APL16 (EL 16) 
  Ragewalker (2): hp 165 each; see Appendix Four. 
   
  Area 11: The Long Walk 
  Opening the doors from the laboratory, you find 
  yourselves staring into a gigantic cavern, dominated 
  by a long stone bridge crossing a bottomless chasm.  
  The vast expanse of the cavern is brimming with 
  motes of white light, which blink in and out of 
  existence.  At the far end of the bridge stands yet 
  another set of warding doors. Their eldritch magic’s 
  long since faded.   
   
  This is the room that the final combat will start in. Allow 
  the PCs to check the cavern as they will. The chasm is not 
  bottomless it goes down 400 ft to a jagged stone floor. 
  There are no egresses from the room other then the two 
  doorways. The motes of light detect as magic. They are a 
  visual effect of the hallow spell that is active in the room. 
  The effect tied to the hallow spell is a dimensional anchor 
  which affects anyone not of good alignment, along with 
  granting the effects of a protection from evil spell to 
  those of good alignment. This spell is focused inside the 
  Lord’s tomb on his bier.  
   
  IUZ5-03 Lost But Not Forgotten 
   
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  Area 12: Lord Aldreth’s Prison/Tomb 
  Walk ng across the stone bridge you come to another 
  set of marble double doors.  Sculpted into the doors 
  are the forms to two angelic beings with swords 
  drawn, their points meeting at the apex of the doors. 
  As you approach the doors they slowly open reveal ng 
  a large chamber dominated by a small stone ziggurat. 
  At the top of the ziggurat rests a stone bier, upon t a 
  sui  of full plate rests. The gauntlets rest upon its 
  chest plate grasping the hilt of an ornate long sword 
  sheathed in a finely jeweled scabbard.  
  i
   
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  Lord Aldreth’s remains reside inside the full plate that 
  rests upon the bier. The temporal stasis which kept him 
  alive failed long ago. Locked inside the chamber he 
  slowly died of dehydration, the sword unable to save him. 
  The sword Dalmac is desperate to leave this room as he 
  has been trapped here for far too long. When the party 
  first enters the room he will let them inspect the room 
  and hope someone picks him up. If it appears that the 
  party is not going to pick him up he will speak to one of 
  them. See Judge Aid #3. Let the party role play with the 
  sword until one of them picks it up or when you have 
  determined that they are too wary of the blade to trust it. 
  At this time go to Encounter Seven. 
   
  Encounter Seven: Family 
  Reunion or “Moderate 
  Fortification?” 
  As you stand in the cool air of the tomb your 
  conversation with the weapon Meersalm drawing to a 
  close, a sudden chill in the room makes you shudder. 
  On impulse you turn your attention towards the pair 
  of double doors that leads out onto the bridge. Gazing 
  across the expanse you see that a hellish green light 
  now emanates from the wizard’s lab as tendrils of 
  white fog creep out of the door way.  
   
  As your hands reach for weapons and spell 
  components, a lone human male garbed in the 
  vestments of a cleric of Iuz steps out of the green 
  light. His passage swirls the mists, which seem to 
  react to his movements with a mind of their own.  A 
  pleasant grin appears upon the man’s face as he steps 
  out onto the bridge. “Iuz will be most pleased this 
  day. I must thank you for bypassing the warding 
  doors for me; it was an… unexpected bonus.  If it 
  wasn’t for your inept spy ring and their predictable 
  reliance on certain heroes such as you, I am certain 
  this little trap wouldn’t have worked. You and your 
  smal bands of do-gooders have plagued the lands of 
  Iuz long…”  
   
  Suddenly a massive claw emerges from the eerie 
  green light knocking the wind from the priest and 
  sends him sprawl ng to the ground. Emerging from 
  the green mists is a nightmarish creature surrounded 
  by a dark aura of power and encased in black plate 
  mail. Thick chains crackling with negative energy 
  run from the creature’s armored waist to the necks of 
  four humans - two males and two females - dressed n
  the tattered vestments of Heironeous. Lurid flames 
  dance over a l ghtning bolt shaped blade the creature 
  holds in its clawed hand as a long tendril of fire 
  snakes down from the opposite member. ENOUGH 
  OF YOUR PRATTLE, PRIEST! It is I Lord Balthraxx 
  that has come for the blade, fear not IUZ this day 
  mortals, for your souls be ong to me now!” As the 
  priest of Iuz stands the snarl on his face is over come 
  by terror as Lord Balthraxx unfurls his huge bat-like 
  wings as he raises his sword aloft. “Come forth my 
  legions of the Abyss! Recover Dalmac and bring these 
  impudent mortals’ souls to your master!” A great 
  howling erupts in the chamber as hordes of demons 
  of all shapes and sizes burst out of the greenish light 
  from behind the mighty Balor Lord.  
   
  Tactics: Listed below in individual sections are specifics 
  of the individual tactics and abilities of the combatants, 
  which should be read thoroughly before attempting to 
  run this combat. Lord Balthraxx and Zyrtec are the only 
  two NPCs that have more abilities as the APL goes up, as 
  the others remain the same at the higher APLs. 
   
  Lord Belthraxx: For APL 12 and 14 Lord Belthraxx 
  and his prisoners (Kira, Feydra, Xanathol and Corben) 
  will leave the combat on round one. He will win 
  initiative and step back into the green mist and slay all 
  four of them leaving their decapitated bodies in the lab 
  before departing. (Hence the party will still be able to 
  recover their bodies if they defeat the horde of fiends.) 
  The PCs should have their hands full with the rest of the 
  fiends but if they insist on chasing after the balor give 
  them what they want. For APL 16 Lord Belthraxx will 
  stand in the back and direct his minions probing their 
  defenses with his spell-like abilities, wearing the party 
  down before he steps into melee combat. If the party isn’t 
  distracted by the horde of fiends and assault him from 
  afar then he will begin his assault if he feels threatened. 
  Rd 1: Either target a greater dispel magic on a front line 
  fighter or hit as many of the party as he can with 
  firestorm. Rd 2:  A greater dispel magic on the most 
  obviously magic enhanced party member or dominate 
  monster on the fighter who was dispelled the first round. 
  Rd 3: Look for another suitable target to dispel or hit 
  with implosion or power word: stun.  Lord Balthraxx will 
  continue this strategy until he feels that the PCs have 
  been softened up by his forces and then will close for the 
  IUZ5-03 Lost But Not Forgotten 
   
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  kill. When he closes into melee range give the players a 
  taste of blasphemy but do not over use this power to stun 
  lock the party Lord Balthraxx will only use this ability if 
  there are very few demons left in the battle and few to 
  none of the PCs have fallen use your best judgment to 
  really push the party but remember Lord Balthraxx does 
  not wish to die and will attempt to retreat if his forces are 
  destroyed and he believes a victory is impossible. Also 
  remember the four prisoners connected to his armor, 
  they each have 100 hit points and will take half of any 
  damage Lord Balthraxx suffers divided amongst them. 
   
  Zyrtec: The priest of Iuz will advance slowly into 
  the battle watching the lesser fiends do most of the dirty 
  work. At APLs 12 and 14 he will continue to buff himself 
  and the demon that he gates in while the lesser fiends 
  attack. Once he is fully buffed he will wade into combat 
  with mace and spell.  At APL 16, Zyrtec holds a more 
  important position and will stay to the back while 
  assisting with his long range spells while buffing. His job 
  is to counter any high level magic the party might cast via 
  his miracle spell and as the mortal whom the glabrezu 
  will grant his wish too. Rd 1: Zyrtec wishes for a 
  prismatic wall to be placed in a position to separate the 
  party. For effect don’t tell the characters what he did just 
  have the glabrezu say: “GRANTED!” on its round, they 
  will know soon enough. Rd 2 & 3: Flame strike a group 
  of PCs or try to cut off some with a blade barrier. 
   
  Demons: At all APLs, the rest of the demons have 
  had two rounds to place defensive spell-like abilities on 
  themselves. The lesser demons will move as fast as 
  possible to close the distance to the PCs and engage them 
  with claw and fang, while the more powerful creatures 
  will advance with single moves harrying the PCs with 
  their spell like abilities. 
   
  APL 12 (EL 16) 
  Note: The glabrezu is the result of a gate spell and does 
  not count towards the APL. All demons have the 
  following spells cast on them 2 rounds before the combat 
  begins: mass bull’s strength (caster level 13
  th), mass bear’s 
  endurance (caster level 13
  th). Also remember, due to the 
  hallow spell and the dimensional lock, extra-dimensional 
  travel will not work for evil creatures in Area 11 and 12, 
  along with the benefits of a protection from evil spell to 
  those characters of good alignment in the area. 
   
   
  Zyrtec Priest of Iuz, Male Clr13: hp: 104; see APL 12. 
  Glabrezu (1): hp: 174 (198); see Monster Manual pg 43. 
  Vrock (3): hp 115 (135) each; see Monster Manual pg 
  48. 
  Babau (3):  hp 66 (80) each; see Monster Manual pg 40. 
  Jovoc (6): hp 58 (70) each; see APL 12. 
   
  APL 14 (EL 18) 
  Note: The marilith is the result of a gate spell and does 
  not count towards the APL. All demons have the 
  following spells cast on them 2 rounds before the combat 
  begins: mass bull’s strength (caster level 15
  th), mass bear’s 
  endurance (caster level 15
  th), unholy aura (caster level 
  16
  th). Also remember, due to the hallow spell and the 
  dimensional lock, extra-dimensional travel will not work 
  for evil creatures in Area 11 and 12, along with the 
  benefits of a protection from evil spell to those characters 
  of good alignment in the area. 
  Zyrtec Priest of Iuz, Male Clr15: hp: 104; see APL 14. 
  Marilith (1): hp 216 (250); see Monster Manual pg 44. 
  Glabrezu (1): hp: 174 (198); see Monster Manual pg 43. 
  Vrock (4): hp 115 (135) each; see Monster Manual pg 
  48. 
  Babau (4):  hp 66 (80) each; see Monster Manual pg 40. 
  Jovoc (6): hp 58 (70) each; see APL 14. 
   
  APL16 (EL 20) 
  Note: Lord Belthraxx is the result of a gate spell that has 
  been cast by Zyrtec earlier that day and does not count 
  against the APL of this fight. For tables that were closer 
  to an APL 18 table after doing table calculations at the 
  beginning of the adventure, or tables that have proven 
  themselves more difficult to challenge, Lord Belthraxx 
  summons another balor, Baron Drethol, 2 rounds before 
  the fight begins to deal with more dangerous foes. All 
  demons (except the 4 babaus) have the following spells 
  cast on them 2 rounds before the combat begins: mass 
  bull’s strength (caster level 17
  th), mass bear’s endurance 
  (caster level 17
  th), unholy aura (caster level 20
  th). Also 
  remember, due to the hallow spell and the dimensional 
  lock, extra-dimensional travel will not work for evil 
  creatures in Area 11 and 12, along with the benefits of a 
  protection from evil spell to those characters of good 
  alignment in the area. 
   
  Lord Belthraxx, Balor: hp 290 (350); see APL 16.  
  (APLs 17-18 only) Baron Drethol, Balor: hp: 290 
  (330); see MM pg 40. (See guidelines above.) 
  Zyrtec Priest of Iuz, Male Clr17: hp: 104; see APL 16.  
  Nalfeshnee (1): hp 175 (203); see MM pg 45. 
  Glabrezu (1): hp: 174 (198); see MM pg 43. 
  Hezrou (2): hp 138 (158) each; see MM pg 44. 
  Vrock (6): hp 115 (135) each; see MM pg 48. 
  Babau (4):  hp 66 each; see MM pg 40. 
  Jovoc (6): hp 58 (70) each; see APL 16. 
   
  Treasure: There is only wealth upon the cleric of Iuz 
  present here, and the PCs may lay claim to it should they 
  defeat him and have time to grab his body or strip him of 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 26 
  
  valuables.  Also, the spellbooks in Lady Ameiva’s 
  laboratory are worth a lot in value to the party. 
   
  APL 12: L: 0 gp; C: 0 gp; M: masterwork light 
  crossbow (27.9 gp), morningstar +1 (192.3 gp), periapt of 
  wisdom +4 (1,333.3 gp), mithril full plate of speed 
  (2,208.3 gp), Lady Ameiva’s spellbook, volume one (833.3 
  gp), Lady Ameiva’s spellbook, volume two (833.3 gp).  
   
  APL 14: L: 0 gp; C: 0 gp; M: masterwork light 
  crossbow (27.9 gp), morningstar +1 (192.3 gp), periapt of 
  wisdom +6 (3,000 gp), mithril full plate of speed (2,208.3 
  gp), Lady Ameiva’s spellbook, volume one (833.3 gp), 
  Lady Ameiva’s spellbook, volume two (833.3 gp).  
    
  APL 16: L: 0 gp; C: 0 gp; M: masterwork light 
  crossbow (27.9 gp), morningstar +1 (192.3 gp), periapt of 
  wisdom +6 (3,000 gp), mithril full plate of speed (2,208.3 
  gp), Lady Ameiva’s spellbook, volume one (833.3 gp), 
  Lady Ameiva’s spellbook, volume two (833.3 gp).  
   
  Epilogue:  The End… 
  If the PCs can manage to get outside they will see that 
  the entire Battalion of the Black Legion mobilizing and 
  beginning to marching across the valley floor towards the 
  excavation site. Allow any reasonable plan to let the party 
  escape. 
   
  If the party fails to leave, give them a second 
  warning. If they still wish to stand and fight, they are lost 
  in the waves of Black Legion, and are removed from play 
  permanently. 
   
  Conclusion: Success 
  Leaving the ruins, you see the camp is now a flurry of 
  activ ty, and spot a few sentries pointing towards your 
  area. Moving swiftly, you begin a successful retreat 
  from the area, the means you choose successful in 
  dodging the pursuit that surely attempted to follow 
  you. After making sure you were not followed from 
  the excavation site, you turn south and begin to trek 
  out of the Wastes. 
  i
  i
   
   
  li
   
   
  You eventually make your way back to Sable 
  Watch, and are greeted by none other the Shade 
  there, along with Quintin, Lythan, and Cowyr. You all 
  retire into the Temple of Pelor, where a simple meal 
  is provided for you, along with a fine wine brought by 
  the Shade, as you describe the events that occurred in 
  the Wastes. She offers her apologies to the trap that 
  the party had been brought to through the actions 
  requested of her, although she is also quick to remind 
  all of you that the acts that are done against someone 
  as powerful as the Old One will eventually catch up 
  to those who gain his ire, either through their 
  individual actions on their part or at the request of 
  others, and he is that will attempt to seek revenge 
  against those who become thorns n his side. After 
  completing the meal and your story to them, the 
  agents of the Drinkers take their leave, disappearing 
  into the night. 
   
  You ponder the words of the Shade, and wonder 
  if your escape from the planned vengeance of the Old 
  One is a blessing or a curse, as you have know given 
  him yet another reason to remember you. 
  If one of the PCs possesses Dalmac, they find that several 
  days later, the sword is gone. Dalmac has no desire to stay 
  within the hands of the PCs; rather, it has teleported 
  away to be found by someone with ideals more to his 
  liking ... 
   
  The End 
   
  Conclusion: Failure 
  The end came swift and painfully. The agents of Iuz 
  that assaulted your group were too much, and have 
  managed to strike your party down into endless 
  blackness. Without any survivors there is ttle hope 
  of your body being recovered from the minions of the 
  Old One. 
  If the players are defeated any bodies not recovered will 
  be taken to Dorakaa to be presented before Iuz himself 
  and then destroyed. If the PCs have no favors to recover 
  the bodies, then their characters are removed from play 
  permanently.  
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Three 
  Rescue Cowyr from Telanar’s Tower. 
   
  APL12 420 xp 
   
  APL14 480 xp 
   
  APL16 540 xp 
   
  Encounter Six 
  Successful defeat guardians in the tomb’s laboratory. 
   
  APL12 360 xp 
   
  APL14 420 xp 
   
  APL16 480 xp 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 27 
  
   
  Encounter Seven 
  Escape or defeat the demons in tomb. 
   
  APL12 480 xp 
   
  APL14 540 xp 
   
  APL16 600 xp 
   
  Story Award 
  Objective(s) met: Party escapes Iuz’s trap. 
   
  APL12 115 xp 
   
  APL14 160 xp 
   
  APL16 205 xp 
   
  Discretionary roleplaying award 
   
  APL12 200 xp 
   
  APL14 200 xp 
   
  APL16 200 xp 
   
  Total possible experience: 
   
  APL12 1,575 xp 
   
  APL14 1,800 xp 
   
  APL16 2,025 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Three:  Telenar’s Tower 
   
  APL 12: L: 0 gp; C: 0 gp; M: masterwork light 
  crossbow (27.9 gp), headband of intellect +4 (1,333.3 gp), 
  pearl of power [2
  nd] (333.3 gp), pearl of power [3
  rd] (750 
  gp), divine scroll: poison (58.3 gp), divine scroll: heal 
  (137.5 gp), divine scroll: restoration (66.6 gp), masterwork 
  short sword (25.8 gp), masterwork short sword (25.8 gp), 
  mithril chain shirt +2 (425 gp), mithril buckler +2 (417.9 
  gp), amulet of health +2 (333.3 gp), gloves of dexterity +2 
  (333.3 gp), boots of elvenkind (208.3 gp), cloak of 
  elvenkind (208.3 gp), masterwork spiked chain (27 gp), 
  masterwork breastplate (29.1 gp), amulet of health +2 
  (333.3 gp). 
   
  APL 14: L: 0 gp; C: 0 gp; M: masterwork quarterstaff 
  (25 gp), masterwork light crossbow (27.9 gp), headband 
  of intellect +4 (1,333.3 gp), orange prism ioun stone 
  (2,500 gp), pearl of power [2
  nd] (333.3 gp), pearl of power 
  [3
  rd] (750 gp), pearl of power [3
  rd] (750 gp), divine scroll: 
  poison (58.3 gp), divine scroll: heal (137.5 gp), divine 
  scroll: restoration (66.6 gp), masterwork short sword (25.8 
  gp), masterwork short sword (25.8 gp), mithril chain shirt 
  +2 (425 gp), mithril buckler +3 (834.5 gp), amulet of 
  health +2 (333.3 gp), gloves of dexterity +2 (333.3 gp), belt
  of giant strength +4 (1,333.3 gp), boots of elvenkind 
  (208.3 gp), cloak of elvenkind (208.3 gp), masterwork 
  spiked chain (27 gp), masterwork breastplate (29.1 gp), 
  amulet of health +2 (333.3 gp). 
   
   
  APL 16: L: 0 gp; C: 0 gp; M: masterwork quarterstaff 
  (25 gp), masterwork light crossbow (27.9 gp), headband 
  of intellect +6 (3,000 gp), orange prism ioun stone (2,500 
  gp), pearl of power [2
  nd] (333.3 gp), pearl of power [3
  rd] 
  (750 gp), pearl of power [3
  rd] (750 gp), divine scroll: 
  poison (58.3 gp), divine scroll: poison (58.3 gp), divine 
  scroll: heal (137.5 gp), divine scroll: heal (137.5 gp), 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 28 
  
  divine scroll: restoration (66.6 gp), divine scroll: raise 
  dead (510.4 gp), masterwork short sword (25.8 gp), 
  masterwork short sword (25.8 gp), mithril chain shirt +3 
  (841.6 gp), mithril buckler +3 (834.5 gp), amulet of health 
  +2 (333.3 gp), gloves of dexterity +2 (333.3 gp), belt of 
  giant strength +4 (1,333.3 gp), boots of elvenkind (208.3 
  gp), cloak of elvenkind (208.3 gp), dust of disappearance 
  (291.6 gp), dragon bile poison (125 gp), black lotus extract 
  (291.6), masterwork spiked chain (27 gp), breastplate +3 
  (779.1 gp), amulet of health +2 (333.3 gp), gauntlets of 
  ogre strength +2 (333.3 gp). 
   
  Encounter Six: The Tomb of Lord Aldreth, 
  Champion of Heironeous 
   
  APL 12: L: 0 gp; C: 0 gp; M: masterwork light 
  crossbow (27.9 gp), morningstar +1 (192.3 gp), periapt of 
  wisdom +4 (1,333.3 gp), mithril full plate of speed 
  (2,208.3 gp), Lady Ameiva’s spellbook, volume one (833.3 
  gp), Lady Ameiva’s spellbook, volume two (833.3 gp).  
   
  APL 14: L: 0 gp; C: 0 gp; M: masterwork light 
  crossbow (27.9 gp), morningstar +1 (192.3 gp), periapt of 
  wisdom +6 (3,000 gp), mithril full plate of speed (2,208.3 
  gp), Lady Ameiva’s spellbook, volume one (833.3 gp), 
  Lady Ameiva’s spellbook, volume two (833.3 gp).  
    
  APL 16: L: 0 gp; C: 0 gp; M: masterwork light 
  crossbow (27.9 gp), morningstar +1 (192.3 gp), periapt of 
  wisdom +6 (3,000 gp), mithril full plate of speed (2,208.3 
  gp), Lady Ameiva’s spellbook, volume one (833.3 gp), 
  Lady Ameiva’s spellbook, volume two (833.3 gp).  
   
  Total Possible Treasure 
  APL 12: L: 0 gp; C: 0 gp; M: 10,502.4 gp  - Total: 10,502.4 
  gp 
  APL 14: L: 0 gp; C: 0 gp; M: 17,402.3 gp  - Total: 17,402.3 
  gp 
  APL 16: L: 0 gp; C: 0 gp; M: 21,775 gp  - Total:  21,775 gp 
   
  Special 
   
  Favor of the Drinkers, Cowyr’s Appreciation: For 
  completing their mission and rescuing their agent from 
  the prison of Gibbering Gate and curing him of his 
  madness, Cowyr and the Drinkers wish to reward you in 
  some way in the future. 
   
  Thanks of an Elven Ranger:  For rescuing him from the 
  prison of Gibbering Gate and curing him of his madness, 
  an elven ranger from Highfolk has promised to reward 
  you in the future.  During any future event set in an Iuz 
  metaregional, you may purchase one of the following 
  items from him: bracers of dawn (CW), cloak of thorns 
  (MH), collar of command (MH), quiver of Ehlonna. 
   
  Thanks of a Cleric of Mayaheine:  For rescuing her 
  from the prison of Gibbering Gate and curing her of her 
  madness, a human cleric of Mayaheine from the Shield 
  Lands has promised to reward you in the future.  During 
  any future event set in an Iuz metaregional, you may add 
  any of the following enhancements onto a single weapon, 
  armor, or shield: animated, disarming (CW), exit wound 
  (CW), fortification (any), ghost touch. You must pay the 
  upgrade cost as normal. 
   
  Favor of the Church of Heironeous: For recovering the 
  body’s Lord Aldreth and his companions, the Church of 
  Heironeous grants you a free resurrection the next time 
  you die. 
   
  Curse of Lord Belthraxx: You have been slain by a 
  decapitating blow from the cursed blade of the Balor, 
  Lord Belthraxx. If you have been brought back to life, you 
  find that a jagged scar encircles your neck where the 
  abyssal lord’s blade struck them down. This scar glows 
  faintly with a fiendish red light. This lightning bolt-
  shaped scar identifies you as a very dangerous individual 
  to any demon that comes across you. Demons target you 
  over any other, and attempt to take your body back to the 
  Abyss to garner favor with Lord Balthraxx. The scar can 
  be hidden from normal sight, but any demon can sense 
  the presence of the wound if they are within 30 ft. In 
  addition, any time you are struck by a critical hit, you’re 
  dazed on your next turn, as the curse sends you a mental 
  flashback of their death at the hands of Lord Belthraxx. 
  During the flashback, you appear terror-struck; the red 
  glow from the jagged scar suddenly deepens as blood 
  seeps from the wound. There is no known way to remove 
  this curse at this time. 
   
  Lady Ameiva’s Spellbook, Volume One: 1
  st-[Alarm, 
  Comprehend Languages, Friendly Face, Mage Armor, 
  Magic Missile, Mount, Protection from Evil, Shield, 
  Unseen Servant]; 2
  nd-[Curse of Impending Blades, Detect 
  Thoughts, False Life, Owl’s Wisdom]; 3
  rd-
  [Claraudience/Clairvoyance, Discern Shapechanger, 
  Illusionary Script, Lesser Telepathic Bond, Nondetection, 
  Phantom Guardians]; 4
  th-[Detect Scrying, Lesser Geas, 
  Locate Object, Scrying]; 5
  th-[Break Enchantment, 
  Dominate Person, Leomond’s Secret Chest], Rary’s 
  Telepathic Bond, Sending]; 6
  th-[Geas/Quest, Probe 
  Thoughts, Transfix, True Seeing]. (100 pages used; Value 
  10,000 gp) 
   
  Lady Ameiva’s Spellbook, Volume Two: 4
  th-[Remove 
  Curse]; 7
  th-[Drawmij’s Instant Summons, Greater Scrying, 
  Greater Teleport, Vision]; 8
  th-[Dimensional Lock, Discern 
  Location, Mind Blank, Temporal Stasis]; 9
  th-[Foresight, 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 29 
  
  Moment of Prescience, Teleportation Circle, Wish]. (100 
  pages used; Value 10,000 gp) 
    
   
  Items for the Adventure 
  Record 
   
  APL 12: 
  • 
  Boots of elvenkind (Adventure, DMG) 
  • 
  Cloak of elvenkind (Adventure, DMG) 
  • 
  Headband of intellect +4 (Adventure, DMG) 
  • 
  Pearl of power, 2nd level spell (Adventure, DMG) 
  • 
  Pearl of power, 3rd level spell (Adventure, DMG) 
  • 
  Lady Ameiva’s Spellbook, Volume One (Adventure, 
  see Spellbook Adventure Record) 
  • 
  Lady Ameiva’s Spellbook, Volume Two (Adventure, 
  see Spellbook Adventure Record) 
  • 
  +2 mithral buckler (Adventure, DMG) 
  • 
  +2 mithral shirt (Adventure, DMG) 
  • 
  Scroll of heal (Adventure, DMG) 
  • 
  Scroll of restoration (Adventure, DMG) 
  • 
  Mithral full plate of speed (Adventure, DMG) 
  • 
  Periapt of Wisdom +4 (Adventure, DMG) 
   
  APL 14: (all of APLs 12 plus the following): 
  • 
  Belt of giant strength +4 (Adventure, DMG) 
  • 
  +3 mithral buckler (Adventure, DMG) 
  • 
  Orange prism ioun stone (Adventure, DMG) 
  • 
  Periapt of Wisdom +6 (Adventure, DMG) 
   
  APL 16: (all of APLs 12-14 plus the following): 
  • 
  +3 b eastplate (Adventure, DMG) 
  r
  • 
  Dust of disappearance (Adventure, DMG) 
  • 
  Dragon bile poison (Adventure, limit 1, DMG) 
  • 
  Headband of intellect +6 (Adventure, DMG) 
  • 
  +3 mithral shirt (Adventure, DMG) 
  • 
  Scroll of raise dead (Adventure, limit 1, DMG) 
   
  IUZ5-03 Lost But Not Forgotten 
   
  Page 30 
  
  Appendix One – APL 12
  Encounter Three 
   
   
   
   
  Telanar, Breaker of Gibbering Gate: Male Human 
  Wiz5/Wild Mage 8; CR 13; Medium Humanoid; HD 
  13d4+39; hp 78 (94 w/ false life); Init +2; Spd 30 ft.; AC 
  18 [20 vs good] (touch 12 [14 vs good], flat-footed 16 
  [18 vs good]) [+2 Dex, +6 greater mage armor (+2 
  deflection vs good)]; BAB +6; Grp +5; Atk +5 melee 
  (1d6-1 [x2], quarterstaff) or +8 ranged (1d8 [19-20/x2], 
  light crossbow); Full Att +5/+0 melee (1d6-1 [x2], 
  quarterstaff); SA Spells; SQ  Wild Magic, Random 
  Deflector (3/day), Student of Chaos, Chaotic Mind; AL 
  CE; SV Fort +6 (+8 vs good), Ref +11 (+13 vs good), 
  Will +5 (+7 vs good); Str 8, Dex 14, Con 16, Int 25, Wis 
  8, Cha 16. 
   
  Skills and Feats: Bluff +5, Concentration +19, 
  Decipher Script +22, Intimidation +17, Knowledge 
  (Arcana) +17, Knowledge (Nature) +11, Knowledge 
  (Planes) +17, Knowledge (Religion) +14, Listen -1, 
  Profession (Gambler) +4, Search +7, Spellcraft +25, Spot 
  -1, Use Magic Device +21; Greater Spell Focus 
  (Transmutation), 
  Leadership, 
  Magical 
  Aptitude, 
  Sanctum Spell, Spell Focus (Transmutation), Sudden 
  Extend, Sudden Maximize. 
   
  Magic in Effect: false life (10+1d6), greater mage 
  armor (10+1d6). 
   
  Wild Magic (Ex):  With Telanar’s caster level 
  when casting a spell is equal to 10 plus 1d6. 
   
  Possessions: 
  Robes, 
  spellbook, 
  quarterstaff, 
  masterwork light crossbow, 20 bolts, Headband of 
  Intellect +4, Pearl of Power [2
  nd], Pearl of Power [3
  rd], 
  Divine Scroll of Poison, Divine Scroll of Heal, Divine 
  Scroll of Restoration. 
   
  Spells Prepared (4/6/6/6/5/4/3/2; base DC = 18 + 
  spell level; Transmutation DC = 20 + spell level): 0—
  [detect magic, mending, read magic, touch of fatigue]; 
  1st—[alarm, enlarge person, grease, mage armor, ray of 
  enfeeblement, shield]; 2nd—[bear’s endurance, cat’s 
  grace, false life, glitterdust, mirror image, sign of 
  sealing]; 3rd—[displacement, enhance familiar, fly, 
  greater mage armor, greater magic weapon, slow]; 
  4th—[defenestrating 
  sphere, 
  fortify 
  familiar, 
  stoneskin, unluck, wrack]; 5th—[arc of lightning, 
  baleful 
  polymorph, 
  wall 
  of 
  force 
  (2)]; 
  6th—
  [disintegrate, flesh to stone, imbue familiar with spell 
  ability]; 7th—[forcecage, Otiluke’s greater dispelling 
  screen].   
   
  * All of Telanar’s spells are memorized as Sanctum 
  Spells, which has already been calculated into the spell 
  DCs. 
   
  Kel, Telanar’s Weasel Familiar: Tiny Magical Beast; 
  HD 13; hp 39 (65 w/ fortify familiar spell & false life); 
  Init +2; Spd 20 ft., climb 20 ft.; AC 25 (touch 16, flat-
  footed 21) [+2 size, +2 Dex, +3 natural, +4 mage armor, 
  +2 natural armor enhancement from fortify familiar, +2 
  dodge from enhance familiar]; BAB +6 [+8 w/ enhance 
  familiar]; Grp -4; Atk +12 melee (1d4-3 [x2], bite); 
  Face/Reach 2 1/2 ft./0 ft.; SA Attach; SQ Low-light 
  vision, scent, improved evasion, share spells, empathic 
  link, deliver touch spells, speak with master; AL CE; 
  SV Fort +3 (+5 vs good), Ref +9 (+11 vs good), Will +7 
  (+9 vs good); Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5. 
   
  Skills and Feats: Balance +10, Climb +10, Hide 
  +11, Listen +1, Move Silently +8, Spot +3; Weapon 
  Finesse. 
   
  Magic in Effect: mage armor (10+1d6), enhance 
  familiar (10+1d6), false life (10+1d6), fortify familiar 
  (10+1d6), imbue familiar with spell ability (10+1d6). 
   
  Spells Imbued: baleful polymorph (caster level 
  10+1d6, DC 25), enlarge person (caster level 10+1d6), 
  unluck (caster level 10+1d6, DC 22), wall of force 
  (caster level 10+1d6), wrack (caster level 10+1d6, DC 
  22). 
   
  Shaterzar, 
  Telanar’s 
   
  Henchman: 
  Naztharune 
  Rakshasa; CR 11; Medium Outsider (Native); HD 
  11d8+55; hp 104; Init +6; Spd 40 ft.; AC 31 [33 vs good] 
  (touch 16 [18 vs good], flat-footed 31 [33 vs good]) [+6 
  Dex, +5 natural, +7 mithril chain, +3 buckler (+2 
  deflection vs good)]; BAB +11; Grp +13; Atk +21 melee 
  (1d6+6 [19-20/x2], shortsword); Full Att +21/+16/+11 
  melee (1d6+6 [19-20/x2], shortsword) and +21 melee 
  (1d6+5 [19-20/x2], shortsword); SA Detect Thoughts, 
  Sneak Attack +6d6; SQ Change Shape, DR 15/Good & 
  Piercing, Darkvision 60’, Evasion, Hide in Plain Sight, 
  Improved 
  Evasion, 
  Improved 
  Uncanny 
  Dodge, 
  Outsider Traits, Shadow Jump, SR 21, Uncanny Dodge; 
  AL LE; SV Fort +11 (+13 vs good), Ref +12 (+14 vs 
  good), Will +7 (+9 vs good); Str 14, Dex 22, Con 20, Int 
  15, Wis 11, Cha 15. 
   
  Skills and Feats: Bluff +20, Diplomacy +4, Disguise 
  +20, Escape Artist +20, Hide +25, Intimidate +4, Jump 
  +8, Listen +14, Move Silently +25, Search +16, Spot +14, 
  Tumble +21, Use Rope +5; Improved Buckler Defense, 
  Two-Weapon Fighting, Weapon Finesse, Weapon 
  Focus (Shortsword). 
   
  Magic in Effect: greater magic weapon (10+1d6), 
  greater magic weapon (10+1d6). 
   
  Possessions: Masterwork Shortswords (2), +2 
  Mithril Chain Shirt, +2 Mithril Buckler, Amulet of 
  Health +2, Gloves of Dexterity +2, Boots of Elvenkind, 
  Cloak of Elvenkind. 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 31 
  
   
  Ublick, 
  Telanar’s 
  Elite 
  Guardian: 
  Half-Orc 
  Barbarian2/Fighter4/Tactical Soldier 3; CR 9; Medium 
  Humanoid; HD 2d12+4d10+3d10+36; hp 97; Init +7; 
  Spd 30 ft.; AC 18 [20 vs good] (touch 13 [15 vs good], 
  flat-footed 18 [20 vs good]) [+3 Dex, +5 MW breastplate 
  (+2 deflection vs good)]; BAB +9; Grp +16; Atk +17 
  melee (2d4+10 [19-20/x2], spiked chain); Full Att 
  +17/+12 melee (2d4+10 [19-20/x2], spiked chain); SA 
  Flanker, Rage 3/day; SQ Fast Movement, Interpose 
  (3/day), Sidestep, Uncanny Dodge; AL CE; SV Fort +13 
  (+15 vs good), Ref +5 (+7 vs good), Will +0 (+2 vs good); 
  Str 24, Dex 16, Con 18, Int 10, Wis 6, Cha 8. 
   
  Skills and Feats: Sense Motive +0, Spot +12; 
  Channeled Rage, Cleave, Combat Reflexes, Extra Rage, 
  Improved Initiative, Instantaneous Rage, Power 
  Attack, Sidestep. 
   
  Possessions: Masterwork Spiked Chain, MW 
  Breastplate, Amulet of Health +2. 
   
  Runic Guardian: CR 10; Large Construct; HD 
  17d10+30; hp 123; Init +1; Spd 30 ft.; AC 28 [30 vs 
  good] (touch 10 [12 vs good], flat-footed 27 [29 vs 
  good]) [-1 size, +1 Dex, +18 natural (+2 deflection vs 
  good)]; BAB +11; Grp +22; Face/Reach 10 ft./10 ft.]; Atk 
  +18 melee (2d8+7 [x2] plus stunning strike, slam); Full 
  Att +18 melee (2d8+7 [x2] plus stunning strike, slam) 
  and +18 melee (2d8+7 [x2] plus stunning strike, slam); 
  SA Runic Spells, Stunning Strike; SQ Construct Traits, 
  DR 10/adamantine, Fast Healing 10, Find Master, 
  Guard, Shield Master, Teleport without Error; AL N; 
  SV Fort +5 (+7 vs good), Ref +6 (+8 vs good), Will +5 
  (+7 vs good); Str 24, Dex 13, Con -, Int -, Wis 11, Cha 1. 
   
  Runic Spells (Sp): The runic guardian can hold 
  up to six spells. On this guardian the spells stored are 
  (caster level 16): 
   
  Head: 
  Shield 
   
   
   
  Left Arm: 
  Repair Serious Wounds 
  Right Arm: Cure Serious Wounds 
  Left Leg: 
  Protection from Elements 
   
  Right Leg: 
  Protection from Elements 
   
  Torso: 
  Spirit Wall 
   
  Encounter Seven, Area 12  
   
  Zyrtec, Priest of Iuz: Male Human Clr 13; CR 13; 
  Medium Humanoid; HD 13d8+26; hp 97 (123 w/ bear’s 
  endurance); Init +1; Spd 30 ft.; AC 23 [27 with magic 
  vestments] (touch 11, flat-footed 22) [+1 Dex, +9 
  Armor, +3 shield (+4 AC magic vestments)]; BAB +9; 
  Grp +11; Atk +14 melee (1d8+5 [x2], morningstar) or 
  +10 ranged (1d8 [19-20/x2], light crossbow); Full Att 
  +14/+9 melee (1d8+5 [x2], morningstar); SA Spells; SQ  
  Turning; AL CE; SV Fort +10, Ref +5, Will +16; Str 14, 
  Dex 12, Con 14, Int 10, Wis 25, Cha 12. 
   
  Skills and Feats: Bluff +5, Concentration +18, 
  Knowledge (Arcana) +10, Knowledge (Planes) +10, 
  Knowledge (Religion) +10, Listen +8, Search +0, 
  Spellcraft +16, Spot +8; Chain Spell, Greater Spell 
  Focus (Necromancy), Power attack, Quicken Spell, 
  Spell Focus (Necromancy), Spell Penetration. 
   
  Magic in Effect: air walk (13
  th), death ward (13
  th), 
  freedom of movement (13
  th), greater magic weapon 
  (13
  th), invisibility purge (13
  th), magic vestment x2 (13
  th), 
  spell resistance (13
  th). 
   
  Possessions: Holy symbol, Robes, +1Mithril Full 
  Plate of Speed, +1 Large Steel Shield,+1 Morningstar, 
  masterwork light crossbow, 20 bolts, Periapt of 
  Wisdom +4, Divine Scroll of Gate.  
   
  Spells Prepared (6/7/7/6/5/4/3/2; base DC = 17 + 
  spell level; Necromancy DC = 19 + spell level): 0—
  [detect magic x2, light, mending, read magic, 
  resistance]; 1st—[bane, bless, cure light wounds, doom, 
  obscuring mist, protection from good*, sanctuary, 
  shield of faith,];
  2nd—[bear’s endurance, bull’s 
  strength, calm emotions, cure moderate wounds, 
  invisibility*, 
  silence, 
  sound 
  burst 
  x2,]; 
  3rd—
  [blindness/deafness, cure serious wounds, invisibility 
   
  purge, magic circle vs good*, magic vestments x2, 
  searing light]; 4th—[air walk, confusion*, death ward, 
  divine power, freedom of movement, greater magic 
  weapon]; 5th—[dispel good*, quickened divine favor, 
  quickened shield of faith, righteous might, spell 
  resistance]; 6th—[heal, mass bear’s endurance, mass 
  bull’s strength, mislead*]; 7th—[blasphemy*, planar 
  ally].  
   
  *Domain spell. Domains: [Evil (You cast evil spells 
  at +1 caster level.); Trickery (Add Bluff, Disguise, and 
  Hide to your list of cleric class skills.)]. 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 32 
  
      
                                                             Appendix 
  Two 
  – 
  APL 
  14
  Encounter Three 
   
   
   
   
  Telanar, Breaker of Gibbering Gate: Male Human 
  Wiz5/Wild Mage 10/Fatespinner 1; CR 16; Medium 
  Humanoid; HD 16d4+48; hp 96 (112 w/ false life); Init 
  +2; Spd 30 ft.; AC 18 [20 vs good] (touch 12 [14 vs 
  good], flat-footed 16 [18 vs good]) [+2 Dex, +6 greater 
  mage armor (+2 deflection vs good)]; BAB +7; Grp +6; 
  Atk +7 melee (1d6-1 [x2], quarterstaff) or +9 ranged 
  (1d8 [19-20/x2], light crossbow); Full Att +6/+1 melee 
  (1d6-1 [x2], quarterstaff); SA Spells, Reckless Dweomer, 
  Wildstrike (1/day); SQ  Wild Magic, Random 
  Deflector (3/day), Student of Chaos, Chaotic Mind, 
  Spin Fate (1 points/day); AL CE; SV Fort +7 (+9 vs 
  good), Ref +12 (+14 vs good), Will +8 (+10 vs good); Str 
  8, Dex 14, Con 16, Int 26, Wis 8, Cha 16. 
   
  Skills and Feats: Bluff +5, Concentration +22, 
  Decipher Script +22, Intimidate +21,  Knowledge 
  (Arcana) +18, Knowledge (Nature) +12, Knowledge 
  (Planes) +18, Knowledge (Religion) +18, Listen -1, 
  Profession (Gambler) +4, Search +8, Spellcraft +31, Spot 
  -1, Tumble +4, Use Magic Device +23; Greater Spell 
  Focus (Transmutation), Leadership, Magical Aptitude, 
  Sanctum Spell, Spell Focus (Transmutation), Spell 
  Penetration, Sudden Extend, Sudden Maximize. 
   
  Magic in Effect: false life (14+1d6), greater mage 
  armor (14+1d6). 
   
  Wild Magic (Ex):  With Telanar’s ioun stone, his 
  caster level when casting a spell is equal to 14 plus 1d6. 
   
  Possessions: 
  Robes, 
  spellbook, 
  masterwork 
  quarterstaff, masterwork light crossbow, 20 bolts, 
  Headband of Intellect +4, Orange Prism Ioun Stone, 
  Pearl of Power [2
  nd], Pearl of Power [3
  rd] (2), Divine 
  Scroll of Poison, Divine Scroll of Heal, Divine Scroll of 
  Restoration. 
   
  Spells Prepared (4/6/6/6/6/5/4/4/3; base DC = 19 
  + spell level; Transmutation DC = 21 + spell level): 0—
  [detect magic, mending, read magic, touch of fatigue]; 
  1st—[alarm, enlarge person, grease, mage armor, magic 
  missile, ray of enfeeblement]; 2nd—[alter self, bear’s 
  endurance, cat’s grace, false life, glitterdust, mirror 
  image]; 3rd—[displacement, enhance familiar, fly, 
  greater mage armor, greater magic weapon, slow]; 
  4th—[defenestrating sphere, fortify familiar, greater 
  invisibility, stoneskin, unluck, wrack]; 5th—[baleful 
  polymorph, improved blink, reciprocal gyre, wall of 
  force (2)]; 6th—[disintegrate, greater sign of sealing, 
  imbue familiar with spell ability, true seeing]; 7th—
  [forcecage, greater arcane sight, Otiluke’s greater 
  dispelling screen, spell turning]; 8th—[flensing, 
  prismatic wall, protection from spells].   
   
  * All of Telanar’s spells are memorized as Sanctum 
  Spells, which has already been calculated into the spell 
  DCs. 
   
  Kel, Telanar’s Weasel Familiar: Tiny Magical Beast; 
  HD 16; hp 48 (74 w/ fortify familiar spell & false life); 
  Init +2; Spd 20 ft., climb 20 ft.; AC 25 (touch 16, flat-
  footed 21) [+2 size, +2 Dex, +3 natural, +4 mage armor, 
  +2 natural armor enhancement from fortify familiar, +2 
  dodge from enhance familiar]; BAB +6 [+8 w/ enhance 
  familiar]; Grp -4; Atk +12 melee (1d4-3 [x2], bite); 
  Face/Reach 2 1/2 ft./0 ft.; SA Attach; SQ Low-light 
  vision, scent, improved evasion, share spells, empathic 
  link, deliver touch spells, speak with master; AL CE; 
  SV Fort +4 (+6 vs good), Ref +10 (+12 vs good), Will +8 
  (+10 vs good); Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 
  5. 
   
  Skills and Feats: Balance +10, Climb +10, Hide 
  +11, Listen +1, Move Silently +8, Spot +3; Weapon 
  Finesse. 
   
  Magic in Effect: mage armor (14+1d6), enhance 
  familiar (14+1d6), false life (14+1d6), fortify familiar 
  (14+1d6), imbue familiar with spell ability (14+1d6). 
   
  Spells Imbued: baleful polymorph (caster level 
  14+1d6, DC 26), enlarge person (caster level 14+1d6), 
  grease (caster level 14+1d6, DC 20), unluck (caster level 
  14+1d6, DC 23), wall of force (caster level 14+1d6), 
  wrack (caster level 14+1d6, DC 23). 
   
  Shaterzar, 
  Telanar’s 
   
  Henchman: 
  Naztharune 
  Rakshasa Occult Slayer 3; CR 14; Medium Outsider 
  (Native); HD 11d8+3d8+70; hp 134; Init +10; Spd 40 ft.; 
  AC 31 [33 vs good] (touch 16 [18 vs good], flat-footed 
  31 [33 vs good]) [+6 Dex, +5 natural, +6 mithril chain, 
  +4 buckler (+2 deflection vs good)]; BAB +14; Grp +18; 
  Atk +24 melee (1d6+9 [19-20/x2], shortsword); Full Att 
  +24/+19/+14 melee (1d6+9 [19-20/x2], shortsword) and 
  +24 melee (1d6+7 [19-20/x2], shortsword); SA Detect 
  Thoughts, Sneak Attack +6d6, Vicious Strike, Weapon 
  Bond; SQ Auravision, Change Shape, DR 15/Good & 
  Piercing, Darkvision 60’, Evasion, Hide in Plain Sight, 
  Improved 
  Evasion, 
  Improved 
  Uncanny 
  Dodge, 
  Magical Defense +2, Mind Over Magic (1/day), 
  Outsider Traits, Shadow Jump, SR 24, Uncanny Dodge; 
  AL LE; SV Fort +13 (+15 vs good), Ref +14 (+16 vs 
  good), Will +10 (+12 vs good); Str 18, Dex 22, Con 21, 
  Int 15, Wis 11, Cha 15. 
   
  Skills and Feats: Balance +21, Bluff +20, Diplomacy 
  +4, Disguise +20, Escape Artist +20, Hide +28, 
  Intimidate +4, Jump +8, Listen +14, Move Silently +28, 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 33 
  
  Search +16, Spot +14, Tumble +21, Use Rope +5; 
  Improved Buckler Defense, Improved Initiative, Two-
  Weapon Fighting, Weapon Finesse, Weapon Focus 
  (Shortsword). 
   
  Magic in Effect: greater magic weapon (14+1d6), 
  greater magic weapon (14+1d6). 
   
  Possessions: Masterwork Shortswords (2), +2 
  Mithril Chain Shirt, +3 Mithril Buckler, Amulet of 
  Health +2, Gloves of Dexterity +2, Belt of Giant 
  Strength +4, Boots of Elvenkind, Cloak of Elvenkind. 
   
  Ublick, 
  Telanar’s 
  Elite 
  Guardian: 
  Half-Orc 
  Barbarian2/Fighter4/Tactical Soldier 3; CR 9; Medium 
  Humanoid; HD 2d12+4d10+3d10+36; hp 97; Init +7; 
  Spd 30 ft.; AC 18 [20 vs good] (touch 13 [15 vs good], 
  flat-footed 18 [20 vs good]) [+3 Dex, +7 breastplate (+2 
  deflection vs good)]; BAB +9; Grp +15; Atk +20 melee 
  (2d4+13 [19-20/x2], spiked chain); Full Att +20/+15 
  melee (2d4+13 [19-20/x2], spiked chain); SA Flanker, 
  Rage 3/day; SQ Fast Movement, Interpose (3/day), 
  Sidestep, Uncanny Dodge; AL CE; SV Fort +13 (+15 vs 
  good), Ref +5 (+7 vs good), Will +0 (+2 vs good); Str 24, 
  Dex 16, Con 18, Int 10, Wis 6, Cha 8. 
   
  Skills and Feats: Sense Motive +0, Spot +12; 
  Channeled Rage, Cleave, Combat Reflexes, Extra Rage, 
  Improved Initiative, Instantaneous Rage, Power 
  Attack, Sidestep. 
   
  Magic in Effect: greater magic weapon (16+1d6). 
   
  Possessions: Masterwork Spiked Chain, MW 
  Breastplate, Amulet of Health +2. 
   
  Shield Guardian: CR 8; Large Construct; HD 
  15d10+30; hp 112; Init +0; Spd 30 ft.; AC 24 [26 vs 
  good] (touch 9 [11 vs good], flat-footed 24 [26 vs good]) 
  [-1 size, +0 Dex, +15 natural (+2 deflection vs good)]; 
  BAB +11; Grp +21; Face/Reach 10 ft./10 ft.; Atk +16 
  melee (1d8+6 [x2], slam); Full Att +16 melee (1d8+6 
  [x2], slam) and +16 melee (1d8+6 [x2], slam); SA nil; SQ 
  Construct Traits, Darkvision 60’, Fast Healing 5, Find 
  Master, Guard, Low-light Vision, Shield Other, Spell 
  Storing; AL N; SV Fort +5 (+7 vs good), Ref +5 (+7 vs 
  good), Will +5 (+7 vs good); Str 22, Dex 10, Con -, Int -, 
  Wis 10, Cha 1. 
   
  Spell Storing (Sp): This shield guardian currently 
  has a repair critical damage spell stored inside it. 
   
  Encounter Seven, Area 12  
   
  Zyrtec, Priest of Iuz: Male Human Clr 15; CR 15; 
  Medium Humanoid; HD 15d8+30; hp 111 (141 w/ 
  bear’s endurance); Init +1; Spd 30 ft.; AC 23 (touch 11, 
  flat-footed 22) [31 with magic vestments & unholy 
  aura] (touch 15, flat-footed 30) [+1 Dex, +9 Armor, +3 
  shield (+4 AC magic vestments, +4 deflection unholy 
  aura)]; BAB +11; Grp +13; Atk +16 melee (1d8+5 [x2], 
  morningstar) or +12 ranged (1d8 [19-20/x2], light 
  crossbow); Full Att +16/+11/+6 melee (1d8+5 [x2], 
  morningstar); SA Spells; SQ  Turning; AL CE; SV Fort 
  +11 (+15 unholy aura), Ref +6 (+10 unholy aura), Will 
  +17 (+21 unholy aura); Str 14, Dex 12, Con 14, Int 10, 
  Wis 27, Cha 12. 
   
  Skills and Feats: Bluff +5, Concentration +20, 
  Knowledge (Arcana) +10, Knowledge (Planes) +10, 
  Knowledge (Religion) +10, Listen +8, Search +0, 
  Spellcraft +18, Spot +10; Chain Spell, Greater Spell 
  Focus (Necromancy), Greater Spell Penetration, Power 
  Attack, Quicken Spell, Spell Focus (Necromancy), 
  Spell Penetration. 
   
  Magic in Effect: air walk (15
  th), death ward (15
  th), 
  freedom of movement (15
  th), greater magic weapon 
  (15
  th), invisibility purge (15
  th), magic vestment x2 (15
  th), 
  protection from energy [fire] (15
  th), spell resistance 
  (15
  th), unholy aura (16
  th). 
   
  Possessions: Holy symbol, robes, +1 Mithril Full 
  Plate of Speed, +1 Large Steel Shield, +1 Morningstar, 
  masterwork light crossbow, 20 bolts, Periapt of 
  Wisdom +6, Divine Scroll of Gate.  
   
  Spells Prepared (6/7/7/7/6/5/4/3/2; base DC = 18 
  + spell level; Necromancy DC = 20 + spell level): 0—
  [detect magic x2, light, mending, read magic, 
  resistance]; 1st—[bane, bless, cure light wounds, doom, 
  obscuring mist, protection from good*, sanctuary, 
  shield of faith]; 2nd—[bear’s endurance, bull’s 
  strength, calm emotions, cure moderate wounds, 
  invisibility*, 
  silence, 
  sound 
  burst 
  x2]; 
  3rd—
  [blindness/deafness, cure serious wounds, invisibility 
  purge, magic circle vs good*, magic vestments x2, 
  protection from energy (fire), searing light]; 4th—[air 
  walk x2, confusion*, cure critical wounds, death ward, 
  freedom of movement, poison,]; 5th—[dispel good*, 
  flame strike, quicken divine favor, quicken shield of 
  faith, righteous might, spell resistance]; 6th—[harm, 
  heal, mass bear’s endurance, mass bull’s strength, 
  mislead*]; 7th—[ blasphemy*, planar ally, chain spell 
  greater magic weapon, repulsion]; 8th—[fire storm, 
  polymorph any object*, quicken divine power]. 
   
  *Domain spell. Domains: [Evil (You cast evil spells 
  at +1 caster level.); Trickery (Add Bluff, Disguise, and 
  Hide to your list of cleric class skills.)]. 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 34 
  
  Appendix Three – APL 16 
  Encounter One 
   
   
   
   
  Telanar, Breaker of Gibbering Gate: Male Human 
  Wiz5/Wild Mage 10/Fatespinner 3; CR 18; Medium 
  Humanoid; HD 18d4+54; hp 108 (124 w/ false life); 
  Init +2; Spd 30 ft.; AC 18 [20 vs good] (touch 12 [14 vs 
  good], flat-footed 16 [18 vs good]) [+2 Dex, +6 greater 
  mage armor (+2 deflection vs good)]; BAB +8; Grp +7; 
  Atk +8 melee (1d6-1 [x2], quarterstaff) or +10 ranged 
  (1d8 [19-20/x2], light crossbow); Full Att +7/+2 melee 
  (1d6-1 [x2], quarterstaff); SA Spells, Reckless Dweomer, 
  Wildstrike (1/day); SQ  Wild Magic, Random 
  Deflector (3/day), Student of Chaos, Chaotic Mind, 
  Spin Fate (3 points/day), Fickle Finger of Fate (1/day), 
  Spin Destiny; AL CE; SV Fort +8 (+10 vs good), Ref +13 
  (+15 vs good), Will +9 (+11 vs good); Str 8, Dex 14, Con 
  16, Int 28, Wis 8, Cha 16. 
   
  Skills and Feats: Bluff +5, Concentration +24, 
  Decipher Script +24, Intimidate +22, Knowledge 
  (Arcana) +19, Knowledge (Nature) +13, Knowledge 
  (Planes) +20, Knowledge (Religion) +19, Listen -1, 
  Profession (Gambler) +4, Search +9, Spellcraft +32, Spot 
  -1, Tumble +9, Use Magic Device +24; Greater Spell 
  Focus (Transmutation), Greater Spell Penetration, 
  Leadership, Magical Aptitude, Sanctum Spell, Spell 
  Focus (Transmutation), Spell Penetration, Sudden 
  Extend, Sudden Maximize. 
   
  Magic in Effect: false life (16+1d6), greater mage 
  armor (16+1d6). 
   
  Wild Magic (Ex):  With Telanar’s ioun stone, his 
  caster level when casting a spell is equal to 16 plus 1d6. 
   
  Possessions: 
  Robes, 
  spellbook, 
  masterwork 
  quarterstaff, masterwork light crossbow, 20 bolts, 
  Headband of Intellect +6, Orange Prism Ioun Stone, 
  Pearl of Power [2
  nd], Pearl of Power [3
  rd] (2), Divine 
  Scroll of Poison (2), Divine Scroll of Heal (2), Divine 
  Scroll of Restoration, Divine Scroll of Raise Dead. 
   
  Spells Prepared (4/7/6/6/6/6/5/4/4/3; base DC = 
  20 + spell level; Transmutation DC = 22 + spell level): 
  0—[detect magic, mending, read magic, touch of 
  fatigue]; 1st—[alarm, enlarge person, grease, mage 
  armor, magic missile, ray of enfeeblement, shield];
  2nd—[alter self, bear’s endurance, cat’s grace, false life
   
  , 
  glitterdust, 
  mirror 
  image]; 
  3rd—[displacement, 
  enhance familiar, fly, greater mage armor, greater 
  magic weapon, slow]; 4th—[defenestrating sphere, 
  fortify familiar, greater invisibility, stoneskin, unluck, 
  wrack]; 5th—[arc of lightning, baleful polymorph, 
  improved blink, reciprocal gyre, wall of force (2)]; 
  6th—[disintegrate, flesh to stone, greater sign of 
  sealing, imbue familiar with spell ability, true seeing]; 
  7th—[forcecage, greater arcane sight, Otiluke’s greater 
  dispelling screen, spell turning]; 8th—[flensing, horrid 
  wilting, prismatic wall, protection from spells]; 9th—
  [foresight, reaving dispel, time stop].   
   
  * All of Telanar’s spells are memorized as Sanctum 
  Spells, which has already been calculated into the spell 
  DCs. 
   
  Kel, Telanar’s Weasel Familiar: Tiny Magical Beast; 
  HD 18; hp 54 (80 w/ fortify familiar spell & false life); 
  Init +2; Spd 20 ft., climb 20 ft.; AC 25 (touch 16, flat-
  footed 21) [+2 size, +2 Dex, +3 natural, +4 mage armor, 
  +2 natural armor enhancement from fortify familiar, +2 
  dodge from enhance familiar]; BAB +8 [+10 w/ 
  enhance familiar]; Grp -2; Atk +14 melee (1d4-3 [x2], 
  bite); Face/Reach 2 1/2 ft./0 ft.; SA Attach; SQ Low-
  light vision, scent, improved evasion, share spells, 
  empathic link, deliver touch spells, speak with master; 
  AL CE; SV Fort +5 (+7 vs good), Ref +11 (+13 vs good), 
  Will +11 (+13 vs good); Str 3, Dex 15, Con 10, Int 8, 
  Wis 12, Cha 5. 
   
  Skills and Feats: Balance +10, Climb +10, Hide 
  +11, Listen +1, Move Silently +8, Spot +3; Weapon 
  Finesse. 
   
  Magic in Effect: mage armor (16+1d6), enhance 
  familiar (16+1d6), false life (16+1d6), fortify familiar 
  (16+1d6), imbue familiar with spell ability (16+1d6).. 
   
  Spells Imbued: baleful polymorph (caster level 
  16+1d6, DC 27), enlarge person (caster level 16+1d6), 
  grease (caster level 16+1d6, DC 21), unluck (caster level 
  16+1d6, DC 24), wall of force (caster level 16+1d6), 
  wrack (caster level 16+1d6, DC 24). 
   
  Shaterzar, 
  Telanar’s 
   
  Henchman: 
  Naztharune 
  Rakshasa Occult Slayer 5; CR 16; Medium Outsider 
  (Native); HD 11d8+5d8+96; hp 170; Init +10; Spd 40 ft.; 
  AC 32 [34 vs good] (touch 16 [18 vs good], flat-footed 
  32 [34 vs good]) [+6 Dex, +5 natural, +7 mithril chain, 
  +4 buckler (+2 deflection vs good)]; BAB +16; Grp +20; 
  Atk +26 melee (1d6+9 [19-20/x2], shortsword); Full Att 
  +26/+21/+16/+11 
  melee 
  (1d6+9 
  [19-20/x2], 
  shortsword) and +26/+21 melee (1d6+7 [19-20/x2], 
  shortsword); SA Detect Thoughts, Sneak Attack +6d6, 
  Vicious Strike, Weapon Bond; SQ Auravision, Blank 
  Thoughts, Change Shape, DR 15/Good & Piercing, 
  Darkvision 60’, Evasion, Hide in Plain Sight, Improved 
  Evasion, Improved Uncanny Dodge, Magical Defense 
  +3, Mind Over Magic (2/day), Nondetection Cloak, 
  Outsider Traits, Shadow Jump, SR 26, Uncanny Dodge; 
  AL LE; SV Fort +13 (+15 vs good), Ref +14 (+16 vs 
  good), Will +11 (+13 vs good); Str 18, Dex 22, Con 22, 
  Int 15, Wis 11, Cha 15. 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 35 
  
   
  Skills and Feats: Bluff +20, Diplomacy +4, Disguise 
  +20, Escape Artist +20, Hide +30, Intimidate +4, Jump 
  +8, Listen +14, Move Silently +30, Search +16, Spot +14, 
  Tumble +21, Use Rope +5; Improved Buckler Defense, 
  Improved Initiative, Improved Two-Weapon Fighting, 
  Two-Weapon Fighting, Weapon Finesse, Weapon 
  Focus (Shortsword). 
   
  Magic in Effect: greater magic weapon (16+1d6), 
  greater magic weapon (16+1d6). 
   
  Possessions: Masterwork Shortswords (2), +3 
  Mithril Chain Shirt, +3 Mithril Buckler, Amulet of 
  Health +2, Gloves of Dexterity +2, Belt of Giant 
  Strength +4, Boots of Elvenkind, Cloak of Elvenkind, 
  Dust of Disappearance, Dragon Bile Poison, Black 
  Lotus Extract. 
   
  Ublick, 
  Telanar’s 
  Elite 
  Guardian: 
  Half-Orc 
  Barbarian2/Fighter4/Tactical Soldier 3; CR 9; Medium 
  Humanoid; HD 2d12+4d10+3d10+36; hp 97; Init +7; 
  Spd 30 ft.; AC 21 [23 vs good] (touch 13 [15 vs good], 
  flat-footed 21 [23 vs good]) [+3 Dex, +8 breastplate (+2 
  deflection vs good)]; BAB +9; Grp +16; Atk +21 melee 
  (2d4+14 [19-20/x2], spiked chain); Full Att +21/+16 
  melee (2d4+14 [19-20/x2], spiked chain); SA Flanker, 
  Rage 3/day; SQ Fast Movement, Interpose (3/day), 
  Sidestep, Uncanny Dodge; AL CE; SV Fort +13 (+15 vs 
  good), Ref +5 (+7 vs good), Will +0 (+2 vs good); Str 24, 
  Dex 16, Con 18, Int 10, Wis 6, Cha 8. 
   
  Skills and Feats: Sense Motive +0, Spot +12; 
  Channeled Rage, Cleave, Combat Reflexes, Extra Rage, 
  Improved Initiative, Instantaneous Rage, Power 
  Attack, Sidestep. 
   
   
   
   
  Magic in Effect: greater magic weapon (16+1d6). 
   
  Possessions: 
  Masterwork 
  Spiked 
  Chain, 
  +3 
  Breastplate, Amulet of Health +2, Gauntlets of Ogre 
  Strength +2. 
   
  Runic Guardian: CR 10; Large Construct; HD 
  17d10+30; hp 123; Init +1; Spd 30 ft.; AC 28 [30 vs 
  good] (touch 10 [12 vs good], flat-footed 27 [29 vs 
  good]) [-1 size, +1 Dex, +18 natural (+2 deflection vs 
  good)]; BAB +11; Grp +22; Face/Reach 10 ft./10 ft.; Atk 
  +18 melee (2d8+7 [x2] plus stunning strike, slam); Full 
  Att +18 melee (2d8+7 [x2] plus stunning strike, slam) 
  and +18 melee (2d8+7 [x2] plus stunning strike, slam); 
  SA Runic Spells, Stunning Strike; SQ Construct Traits, 
  DR 10/adamantine, Fast Healing 10, Find Master, 
  Guard, Shield Master, Teleport without Error; AL N; 
  SV Fort +5 (+7 vs good), Ref +6 (+8 vs good), Will +5 
  (+7 vs good); Str 24, Dex 13, Con -, Int -, Wis 11, Cha 1. 
   
  Runic Spells (Sp): The runic guardian can hold 
  up to six spells. On this guardian the spells stored are 
  (caster level 16): 
   
  Head: 
  Shield 
  Left Arm: 
  Repair Serious Wounds 
  Right Arm: Cure Serious Wounds 
  Left Leg: 
  Protection from Elements 
   
  Right Leg: 
  Protection from Elements 
   
  Torso: 
  Spirit Wall 
   
  Encounter Seven, Area 12  
   
  Zyrtec, Priest of Iuz: Male Human Clr 17; CR 17; 
  Medium Humanoid; HD 17d8+34; hp 125 (159 w/ 
  bear’s endurance); Init +1; Spd 30 ft.; AC 23 (touch 11, 
  flat-footed 22) [33 with magic vestments & unholy 
  aura] (touch 15, flat-footed 31) [+1 Dex, +9 Armor, +3 
  shield (+6 AC magic vestments, +4 deflection unholy 
  aura)]; BAB +12; Grp +14; Atk +17 melee (1d8+6 [x2], 
  morningstar) or +13 ranged (1d8 [19-20/x2], light 
  crossbow); Full Att +17/+12/+7 melee (1d8+6 [x2], 
  morningstar); SA Spells; SQ Turning; AL CE; SV Fort 
  +12 (+16 unholy aura), Ref +6 (+10 unholy aura), Will 
  +18 (+22 unholy aura); Str 14, Dex 12, Con 14, Int 10, 
  Wis 27, Cha 12. 
   
  Skills and Feats: Bluff +5, Concentration +22, 
  Knowledge (Arcana) +10, Knowledge (Planes) +10, 
  Knowledge (Religion) +10, Listen +8, Search +0, 
  Spellcraft +20, Spot +12; Chain Spell, Greater Spell 
  Focus (Necromancy), Greater Spell Penetration, Power 
  Attack, Quicken Spell, Spell Focus (Necromancy), 
  Spell Penetration. 
   
  Magic in Effect: air walk (17
  th), death ward (17
  th), 
  freedom of movement (17
  th), greater magic weapon 
  (17
  th), invisibility purge (17
  th), magic vestment x2 (17
  th), 
  protection from energy [fire] (17
  th), spell resistance 
  (17
  th), unholy aura (20
  th). 
   
  Possessions: Holy symbol, Robes, +1Mithril Full 
  Plate of Speed, +1 Large Steel Shield +1 Morningstar, 
  masterwork light crossbow, 20 bolts, Periapt of 
  Wisdom +6.  
   
  Spells Prepared (6/7/7/7/6/5/4/3/2; base DC = 18 
  + spell level; Necromancy DC = 20 + spell level): 0—
  [detect magic x2, light, mending, read magic, 
  resistance]; 1st—[bane, bless, cure light wounds, doom, 
  obscuring mist x2, protection from good*, sanctuary, 
  shield of faith]; 2nd—[bear’s endurance, bull’s 
  strength, calm emotions, cure moderate wounds, 
  invisibility*, 
  silence, 
  sound 
  burst 
  x2]; 
  3rd—
  [blindness/deafness, cure serious wounds, invisibility 
  purge, magic vestments x2, magic circle vs good*, 
  protection from energy (fire), searing light]; 4th—[air 
  walk x2, confusion*, cure critical wounds, death ward, 
  freedom of movement, greater magic weapon, poison,]; 
  5th—[dispel good*, flame strike, quicken divine favor, 
  quicken shield of faith, righteous might, spell 
  resistance, true seeing]; 6th—[blade barrier, harm, 
  heal, mass bear’s endurance, mass bull’s strength, 
  IUZ5-03 Lost But Not Forgotten 
   
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  Dark Soul Protection armor enhancement: The 
  wearer of this armor, if of evil alignment, take only half 
  damage from spells or effects that cause greater damage 
  to evil creatures, such as a holy smite spell, the smite 
  ability of a paladin, or the extra damage from a holy 
  weapon. 
  mislead*]; 7th—[ blasphemy*, chain spell dimensional 
  anchor, chain spell wrack, repulsion, word of chaos]; 
  8th—[earthquake, fire storm, polymorph any object*, 
  quicken divine power];  9th—[gate, miracle, time 
  stop*]. 
   
   
  *Domain spell. Domains: [Evil (You cast evil spells 
  at +1 caster level.); Trickery (Add Bluff, Disguise, and 
  Hide to your list of cleric class skills.)]. 
   
  Flesh Ring of Scorn: When this ring is pierced 
  into the flesh of an evil outsider, it allows the outsider 
  to automatically score a critical hit against a non-
  outsider whenever the threat of a critical hit is 
  indicated. 
  Lord Balthraxx: Balor; CR 20; Large Outsider; HD 
  20d8+200; hp 290 (360 w/ Amulet of Health +6); Init 
  +11; Spd 40 ft, fly 90 ft.; AC 42 (touch 11, flat-footed 41) 
  [46 with Unholy aura] (touch 15, flat-footed 45) [-1 
  Size, +1 Dex, +13 Armor, +19 natural armor (+4 
  deflection from unholy aura)]; BAB +20; Grp +39; Atk 
  +42 melee (2d6+11 [19-20, x2], +5 Vorpal Longsword); 
  Full Att +40/+35/+30/+25 melee (2d6+11 [19-20 x2], +5 
  Vorpal Longsword / +39/+34 melee (1d4+10 +1d6 fire 
  plus entangle [x2} +5 flaming whip); SA Death Throes, 
  Entangle, Spell-like Abilities, Summon Tanar’ri, Vorpel 
  Weapon; SQ DR 15/Cold Iron & Good, Darkvision 
  60ft, Flaming Body, Immune to Electricity & Fire & 
  Poison, Resistance Acid & Cold 10, SR 28, Telepathy 
  100 ft, True Seeing; AL CE; SV Fort +27 (+31 unholy 
  aura), Ref +21 (+25 unholy aura), Will +21 (+25 unholy 
  aura); Str 35 (41 with Belt), Dex 25, Con 31 (37 with 
  Amulet), Int 24, Wis 24, Cha 26. 
   
   
   
   
   
   
   
   
   
  Skills and Feats: Bluff +33, Concentration +35, 
  Diplomacy +37, Hide +28, Intimidate +35, Knowledge 
  (Arcana) +32, Knowledge (Planes) +32, Knowledge 
  (Religion) +32, Listen +40, Move Silently +32, Search 
  +32, Sense Motive +32, Spellcraft +32, Spot +40, Use 
  Magic Device +35; Cleave, Improved Initiative, 
  Improved Two-Weapon Fighting, Power Attack, 
  Quicken Spell-Like Ability (Telekinesis), Two Weapon 
  Fighting, Weapon Focus (Longsword). 
   
  Magic in Effect: death ward (17
  th), unholy aura 
  (20
  th). 
   
  Possessions: Armor of the Dread Emperor +5 of 
  Dark Soul Protection and Moderate Fortification, 
  Amulet of Health +6, Belt of Giant Strength +6, Boots 
  of Speed, Pale Green Prism Ioun Stone, Flesh Ring of 
  Scorn, Stone of Good Luck, Ring of Evasion, Ring of 
  Freedom of Movement. 
   
  Armor of the Dread Emperor: This suit of +5 
  Full Plate has four 5 foot chains connected to it at the 
  waist. Each chain has a ring manacle sized to fit around 
  a humanoid neck. Whenever the wearer of this armor 
  takes damage, the captives held by the chains take half 
  the damage themselves. If the chains hold more then 
  one person, divide the half damage among all of them. 
  The wearer takes an additional -5 armor check penalty 
  unless the victims are somehow magically subdued or 
  controlled. 
  IUZ5-03 Lost But Not Forgotten 
   
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                  Appendix Four –  New Rules 
   
  New Feats 
   
  Chain Spell 
  Reference: Complete Arcane, p. 76. 
   
  Any spell that specifics a single target and has a 
  range greater than touch can be chained so as to affect 
  that primary target normally, then arc to a number of 
  secondary targets equal to your caster level (maximum 
  20). Each arc affects one secondary target chosen by 
  you, all of which must be within 30 feet of the primary 
  target, and none of which can be affected more than 
  once. You can choose to affect fewer secondary targets 
  than the maximum. 
   
  If the chained spell deals damage, the secondary 
  targets each take half as much damage as the primary 
  target (rounded down) and can attempt Reflex saving 
  throws for half damage (whether the spell allows the 
  original target a save or not). For spells that don’t deal 
  damage, the save DC against arcing effects are reduced 
  by 4. For example, if a 10
  th-level wizard normally casts 
  cause fear at DC 14, a chained cause fear could target a 
  goblin chieftain at DC 14 and up to ten of his nearby 
  guards at DC 10. 
   
  A chained spell uses up a spell slot three levels 
  higher than the spell’s actual level. 
   
  Channeled Rage 
  Reference: Races of Destiny, p. 150. 
   
  You may spend one of your daily uses of rage as an 
  immediate action to add your Strength bonus on a Will 
  saving throw. 
   
  Extra Rage 
  Reference: Complete Warrior, p. 98. 
   
  You rage or frenzy two more time per day than 
  you otherwise could.  
   
   
  Instantaneous Rage 
  Reference: Complete Warrior, p. 103. 
   
  Your rage begins at any time you wish, even when 
  it’s not your turn or when you’re surprised. You can 
  activate your rage as a free action in response to 
  another’s action. Thus, you can gain the benefits of rage 
  in time to prevent or ameliorate an undesirable event. 
  For example, you can choose to enter a rage when an 
  enemy attacks you, or casts a spell at you (to gain the 
  benefits of a higher Constitution or your bonus on 
  Will saves) before you know the results of the attack. 
  You must be aware of the attack, but you may be 
  flatfooted. 
  Sanctum Spell 
  Reference: Complete Arcane, p. 82. 
   
  A sanctum spell has an effective spell level 1 
  higher than its normal level if cast in your sanctum, 
  but if not cast in the sanctum, the spell has an effective 
  spell level 1 lower than normal. All effects dependent 
  on spell level (including save DCs) are calculated 
  according to the adjusted level. 
   
  A sanctum spell uses a spell slot of the spell’s 
  normal level. 
   
  Sudden Extend 
  Reference: Complete Arcane, p. 83. 
   
  Once per day, you can apply the effect of the 
  Extend 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 Extend Spell normally 
  if you have it. 
   
  Sudden Maximize 
  Reference: Complete Arcane, p. 83. 
   
  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. 
   
  Sidestep 
  Reference: Miniatures Handbook, p. 28. 
   
  Once per round, when you make an attack of 
  opportunity, you may take a 5-foot step after you attack. 
  This 5-foot step doesn’t count against your limit of one 
  5-foot step per round or against any movement you 
  take on your turn. 
   
  New Monsters 
   
  Alchemical Golem 
  Reference: Monster Manual III, p. 66. 
  Large Construct 
  Hit Dice: 22d10+30 (hp 151) 
  Initiative: +1 
  Speed: 20 ft. (Can’t Run) 
  Armor Class: 26 (-1 size, +1 Dex, +16 natural),  
       touch 10, flat-footed 25 
  Base Attack/Grapple: +16/+26 
  Attack: Slam +21 melee (2d8+9 plus 2d6 acid) 
  Full Attack: 2 slams +21 melee (2d8+9 plus 2d6  
       acid)  
  IUZ5-03 Lost But Not Forgotten 
   
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  Special Attacks: Acidic Touch, Berserk, Breath  
       Weapon 
  Special Qualities: Alchemical Healing, Construct  
        Traits,  DR 10/Adamantine and 20/Piercing  
        or Slashing, Darkvision 60’, Immunity to  
       Magic, Low-light Vision, Rupture 
  Saves: Fort +7, Ref +8, Will +7 
  Abilities: Str 23, Dex 12, Con -, Int -, Wis 10, Cha 1 
  Skills: - 
  Feats: - 
  Challenge Rating: 11  
  Alignment: Always Neutral 
   
       The body of an alchemical golem is composed of a 
  single tough, transparent membrane in the shape of a 
  humanoid, with the face usually mimicking the 
  appearance of its creator. Inside the membrane is a 
  swirling collection of toxic, oily chemicals, which 
  merge and separate at random, and give the creation 
  life. An alchemical golem wears no clothing and has no 
  possessions. Despite the membrane that keeps the 
  ingredients inside, the golem gives off a faint, acrid 
  smell. 
       An alchemical golem is 9 feet tall and weighs 4,000 
  pounds. 
       Alchemical golems cannot speak. 
   
  Acidic Touch (Ex): An alchemical golem’s surface 
  gleams with acid. The merest touch of the construct 
  deals 2d6 points of acid damage. Any creature that 
  touches an alchemical golem (such as with a grapple 
  attack or touch spell) takes this damage as well. 
   
  Berserk (Ex): The same noxious mixture of 
  ingredients that gives an alchemical golem life also 
  makes it unstable. When an alchemist golem enters 
  combat, there is a cumulative 1% chance each round 
  that its elemental spirit breaks free and goes berserk. 
  The uncontrollable golem goes on a rampage, attacking 
  the nearest living creature, or smashing an object 
  smaller than itself if no creature is within reach, then 
  moving on to spread the destruction. Once the golem 
  goes berserk, no known method can reestablish 
  control. 
   
  Breath Weapon (Su): 15-foot cone, once every 
  1d4+1 Rounds, 5d6 acid, Reflex DC 21 half. All 
  creatures in the toxic, acidic cone must also make a DC 
  21 Fortitude save to avoid breathing in the poisonous 
  fumes taking 2 points of Constitution damage. The 
  save DCs are Constitution-based. 
   
  Alchemical Healing (Ex): An alchemical golem 
  does not heal as normal. An alchemical golem can 
  consume a large barrel of a special alchemical mixture 
  worth 500 gp to restore itself to full hit points. It takes 
  two full rounds for an alchemical golem to consume 
  this liquid. Because of this, creators of alchemical 
  golems commonly leave a vat or two of this substance 
  near a golem in case it is damaged. 
   
  Construct Traits (Ex): An alchemical golem is 
  immune to mind-affecting effects, poison, sleep, 
  paralysis, stunning, disease, death effects, necromantic 
  effects, and any effect that requires a Fortitude save 
  unless it also works on objects. The construct is not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, energy drain, or death from massive 
  damage. It cannot be raised or resurrected. 
   
  Immunity to Magic (Ex): An alchemical golem is 
  immune to all spells, spell-like abilities, and 
  supernatural effects that allow spell resistance, except 
  as follows. 
   
  A neutralize poison spell slows it (as the slow 
  spell) for 2d6 rounds, with no saving throw. 
   
  A poison spell heals all its lost hit points. 
   
  Rupture (Ex): Any single hit that deals as least 10 
  points of damage punctures an alchemical golem’s 
  membrane. This releases a spray of chemicals that fills 
  a 5-foot square in the direction from which the attack 
  originated, its effects are identical to the breath 
  weapon listed above. The membrane then closes, 
  reducing the spill to a mere trickle. 
   
  When an alchemical golem is reduced to 0 hit 
  points (by any source), the membrane collapses, 
  spilling out all the remaining chemicals. The noxious 
  materials fill a 15-foot radius with the same effect as 
  the breath weapon. 
   
  Jovac 
  Reference: Monster Manual II p. 58. 
  Small Outsider (Tanar’ri) 
  Hit Dice: 4d8+18 (hp 36) 
  Initiative: +2 
  Speed: 30 ft. 
  Armor Class: 16 (+1 size, +2 Dex, +3 natural),  
       touch 13, flatfooted 14 
  Base Attack/Grapple: +4/+1 
  Attack: Claw +6 melee (1d3+1); or bite +1 melee  
       (1d4) 
  Full Attack: 2 claws +6 melee (1d3+1) and bite  
       +1 melee (1d4) 
  Special Attacks: nil 
  Special Qualities: Aura of Retribution, DR  
       5/Cold Iron or Good, Fast Healing 5,  
       Outsider Traits, SR 13, Summon Tanar’ri,  
       Tanar’ri Traits 
  Saves: Fort +7, Ref +6, Will +4 
  Abilities: Str 12, Dex 15, Con 16, Int 7, Wis 10,  
       Cha 7 
  Skills: Hide +13, Listen +7, Move Silently +9,  
       Search +5, Sense Motive +7, Spot +7 
  IUZ5-03 Lost But Not Forgotten 
   
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  Feats: Toughness x2 
  Challenge Rating: 5 
  Alignment: Always Chaotic Evil 
   
  These vicious little black-hearted fiends were born 
  to create strife. Their ability to inflict the damage they 
  take on others makes them invaluable in the front lines 
  of tanar’ri armies. A unit of jovocs can absorb repeated 
  blows and spells from the enemy and still survive to 
  exact a punishing revenge. 
  A jovoc is a 4-foot tall, bloated, hairless creature of 
  humanoid shape. It resembles the bruised and battered 
  corpse of a gnome left too long to decay in the heat of 
  summer, and the stench that emanates from its rough 
  skin lends credence to this impression. Its skin is dark 
  blue or black, and its eyes are vacant, black pools. Each 
  of the creature’s long arms ends in a three-fingered 
  hand with long red fingernails, forever stained the 
  color of blood. 
   
  Aura of Retribution (Su): This effect is always in 
  a 30-foot spread centered on the Jovoc. Whenever the 
  creature takes damage from any source, every non-
  tanar’ri within the area immediately takes an equal 
  amount of damage. A successful Fortitude saving 
  throw (DC 15) halves the damage. (For example, if an 
  opponent deals 12 points of damage to a jovoc, that 
  opponent and every other non-tanar’ri within 30 feet 
  also immediately take 12 points of damage each, or 6 
  points with a successful Fortitude save.) Regardless of 
  the source of the damage to the jovoc, the damage dealt 
  to non-tanar’ri is not subject to negation or reduction 
  because of resistance, immunity, damage reduction, 
  spell resistance, or the like. 
   
  Fast Healing (Ex): A jovoc regains lost hit points 
  at the rate of 5 per round. Fast healing does not restore 
  hit points lost from starvation, thirst, or suffocation, 
  and it does not allow the jovoc to regrow or reattach 
  lost body parts. 
   
  Summon Tanar’ri (Sp): Once per day, a jovoc can 
  attempt to summon another jovoc with a 25% chance of 
  success. 
   
  Ragewalker 
  Reference: Monster Manual III, p. 132. 
  Large Fey 
  Hit Dice: 22d6+88 (hp 165) 
  Initiative: +11 
  Speed: 50 ft. 
  Armor Class: 28 (-1 size, +7 Dex, +6 natural, +6  
       armor), touch 16, flatfooted 21 
  Base Attack/Grapple: +11/+19 
  Attack: Spiked chain +22 melee (2d6+11/19- 
       20); or claw +17 melee (1d6+4) 
  Full Attack: Spiked Chain +22/+17/+12 melee  
       (2d6+11/19-20); or 2 claws +17/+12 melee  
       (1d6+4) 
  Special Attacks: Induce Blood Frenzy, Spell-like  
       Abilities, Weapon Cloud 
  Special Qualities: DR 10/Cold Iron, Fast Healing  
       5, Grafted Armor, Low-light Vision, Repel  
       Missles, SR 26 
  Saves: Fort +13, Ref +20, Will +15 
  Abilities: Str 19, Dex 25, Con 19, Int 10, Wis 14, Cha 24 
  Skills: Diplomacy +9, Hide +28, Jump +37,  
       Listen +27, Move Silently +32, Sense Motive  
       +27, Spot +27 
  Feats: Combat Reflexes, Empower Spell-like  
       Ability (Blade Barrier & Wall of Fire), Great  
       Fortitude, Improved Initiative, Quicken Spell- 
       Like Ability (Wall of Fire), Weapon Finesse 
  Challenge Rating: 14 
  Alignment: Neutral Evil 
  Ragewalkers embody the natural forces of war and 
  combat in the same way that a nymph embodies the 
  beauty of nature or a dryad embodies the heart of its 
  tree. These deadly fey emerge from a landscape torn 
  and twisted by war, and they are nature’s response to 
  the ravages of such battles. The ragewalker, also known 
  as the war torn fey, exists to perpetuate combat, 
  turning men and beast alike against one another. 
  Insane by the standards of any but the uncaring forces 
  of nature, ragewalkers seek the annihilation of all war 
  through the annihilation of all who are capable of 
  making war. 
  As spirits of a war-torn land, ragewalkers 
  sometimes emerge from the sites of great battles. 
  Ragewalkers seem somehow related to living spells or 
  to their creation, and they have an innate ability to 
  control and command such creatures. A ragewalker is 
  often encountered with one or more living spells 
  bound to it as guardians, although such relationships 
  seem to be based more on instinct than on reason. 
  Ragewalkers have light grey skin, a generally 
  humanoid build, and fair, elflike features. Few ever see 
  their faces, distorted by bloodlust, since they are 
  covered from head to foot in tight-fitting metal armor. 
  The most unusual feature of a ragewalker is the cloud 
  of weapons that spins around it in a tight orbit. Any 
  who come to the creature risk injury from these flying 
  weapons. A ragewalker stands 15 feet tall and weighs 
  500 pounds. 
  Ragewalkers speak Common, Abyssal, Infernal, 
  and Sylvan. 
       Grafted Armor (Ex): A ragewalker wears armor it 
  has scavenged from countless battlefields. This armor 
  provides significant protection in combat, but it 
  imposes no maximum dexterity bonus, no armor check 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 40 
  
  penalty, no movement penalty, and no arcane spell 
  failure chance. No other creature can wear a 
  ragewalker’s armor. 
       Induce Blood Frenzy (Su): Any creature coming 
  within 10 feet of a ragewalker must make a DC 28 will 
  save or fly into a mindless killing frenzy. Any creature 
  that fails its saving throw gains a +2 bonus to strength 
  and takes a -2 penalty to AC. Affected creatures become 
  unable to distinguish friend from foe and must make a 
  melee attack against the nearest creature each round. 
  (Using a full attack if possible) An effected creature is 
  incoherent and cannot talk, cast spells, or otherwise 
  communicate for the duration of the effect. It remains 
  in frenzy for a number of rounds equal to 10 minus its 
  wisdom bonus (Min of 1 rd.), even if the ragewalker is 
  dead or no longer present. This is a mind-affecting 
  ability. The save DC is Charisma based. 
       Repel Missiles (Su): Any time a thrown or 
  projectile weapon is used against a ragewalker, the 
  weapon instead turns and could strike the wielder. The 
  attacker compares his attack roll against his own AC, 
  figuring the attack’s success and damage as if he had 
  attacked 
  himself. 
  Ranged 
  weapons 
  with 
  epic 
  enchantment bonuses are not affected by this ability. 
       Spell-Like Abilities: 3/day-blade barrier (DC 23), 
  bull’s strength, greater magic weapon, wall of fire. 
  Caster level 20
  th. 
       Weapon Cloud (Su): Ragewalkers are surrounded 
  at all times by a cloud of flying, whirling weapons. This 
  cloud deals 2d6 points of slashing damage each round 
  to any creature adjacent to the ragewalker. DR applies 
  to this damage. 
   
  Rakshasa, Naztharune 
  Reference: Monster Manual III, p. 136. 
  Medium Outsider (Native) 
  Hit Dice: 11d8+55 (hp 104) 
  Initiative: +9 
  Speed: 40 ft. 
  Armor Class: 24 (+5 Dex, +5 natural, +4 mithril  
       chain), touch 15, flatfooted 19 
  Base Attack/Grapple: +11/+13 
  Attack: Short sword +17 melee (1d6+2/19-20);  
       or claw +16 melee (1d4+2); or composite  
       shortbow +16  ranged (1d6+2/x3) 
  Full Attack: Short sword +15/+10/+5 melee  
       (1d6+2/19-20) and short sword +15 melee  
       (1d6+1/19-20); or 2 claws +16 melee  
       (1d4+2); or composite shortbow +16/+11/+6  
       ranged (1d6+2/x3) 
  Special Attacks: Detect Thoughts, Sneak Attack  
       +6d6 
  Special Qualities: Change Shape, DR 15/Good  
       & Piercing, Darkvision 60’, Evasion, Hide in  
       Plain Sight, Improved Evasion, Improved  
       Uncanny Dodge, Outsider Traits, Shadow  
       Jump, SR 21, Uncanny Dodge 
  Saves: Fort +11, Ref +12, Will +7 
  Abilities: Str 14, Dex 22, Con 20, Int 15, Wis 11, Cha 15 
  Skills: Balance +21, Bluff +20*, Diplomacy +4,  
       Disguise +20*, Escape Artist +19, Hide +19,  
       Intimidate +4, Jump +8, Listen +14, Move  
      Silently +19, Search +16, Spot +14, Survival  
      +0 (+2 following tracks), Tumble +21, Use  
      Rope +5 (+7 bindings) 
  Feats: Improved Initiative, Two-Weapon  
       Fighting, Weapon Finesse, Weapon Focus  
      (Shortsword) 
  Challenge Rating: 11 
  Alignment: Always Lawful Evil 
   
        While some theorize that rakshasas are the very 
  embodiment of evil, those rare few who have survived 
  an encounter with the deadly naztharune know it as 
  fact. Like other rakshasas, the palms of a naztharune 
  rakshasa’a hands are where the backs of the hands 
  would be on a human. While this physical feature 
  doesn’t detract from the creature’s manual dexterity, it 
  makes a rakshasa look very disturbing to those 
  unfamiliar with the creature. 
        Naztharune rakshasas, like most rakshasa, tend to 
  be solitary creatures but will work with other rakshasas 
  when necessary and even team up with other 
  naztharune on a continuing basis. They sometimes 
  work as infiltrators and spies for ak’chazar rakshasa, 
  and they sometimes hire themselves out to other 
  creatures as mercenaries or assassins. Naztharune 
  rakshasas have a hearty contempt for all creatures 
  except other rakshasas, but they can suppress this 
  feeling when it profits them to do so. Unlike most of 
  their rakshasa brethen, naztharune rakshasas feel less 
  of a need to be “the  boss” in every operation. They are 
  much more mercenary in their desires and needs. 
       A naztharune rakshasa is about the same height and 
  weight as an elf (5 feet tall, 100 pounds). 
       Naztharune rakshasa speak Common, Infernal, and 
  Undercommon. 
   
  Detect Thoughts (Su): A naztharune rakshasa can 
  continuously use detect thoughts as the spell (caster 
  level 18
  th; Will save DC 17 negates). It can suppress or 
  resume this ability as a free action. The save DC is 
  Charisma-based. 
   
  Change Shape (Su): A naztharune rakshasa can 
  assume any humanoid form, or revert to its own form , 
  as a standard action. In humanoid form, a naztharune 
  loses its claw attacks (although it usually uses weapons 
  and armor). A naztharune rakshasa typical remains in 
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  one form until it chooses it assume a new one. A 
  change in form cannot be dispelled, but a naztharune 
  reverts to its natural form when killed. A true seeing 
  spell reveals its natural form. 
   
  Hide in Plain Sight (Su): A naztharune rakshasa 
  can use the Hide skill even when being observed. As 
  long as it is within 10 feet of some sort of shadow, a 
  naztharune rakshasa can hide itself from view in the 
  open without anything actually to hide behind. It 
  cannot, however, hide in its own shadow. 
   
  Shadow Jump (Su): A naztharune rakshasa has 
  the ability to travel between shadows as if by means of 
  a dimension door spell. The limitations are that the 
  magical transport must begin and end in an area with 
  at least some shadow. A naztharune can jump up to 20 
  feet each day in this way; this can be used as a single 
  jump of 20 feet or two jumps of 10 feet each. 
   
  Runic Guardian 
  Reference: Monster Manual II, p. XXX, updated to 3.5 
  ed. 
  Large Construct 
  Hit Dice: 17d10+30 (hp 123) 
  Initiative: +1 
  Speed: 30 ft. 
  Armor Class: 28 (-1 size, +1 Dex, +18 natural),  
      touch 10, flat-footed 27 
  Base Attack/Grapple: +11/+22 
  Attack: Slam +18 melee (2d8+7 plus stunning  
      strike) 
  Full Attack: 2 Slams +18 melee (2d8+7 plus  
      stunning strike) 
  Special Attacks: Runic Spells, Stunning Strike 
  Special Qualities: Construct Traits, DR  
      10/adamantine, Fast Healing 10, Find Master,  
       Guard, Shield Master, Teleport without Error 
  Saves: Fort +5, Ref +6, Will +5 
  Abilities: Str 24, Dex 13, Con -, Int -, Wis 11, Cha 1 
  Skills: - 
  Feats: - 
  Challenge Rating: 10 
  Alignment: Always Neutral 
   
   
  Runic guardians are constructs similar to shield 
  guardians, but with far superior physical and magical 
  capabilities. Runic guardians are especially popular 
  among dwarves and giants, though spellcasters of all 
  races find them useful. 
   
  A runic guardian is a massive, human-shaped 
  figure made of stone, steel, and lead. Its hands and 
  arms are constructed of hollow stone and filled with 
  lead for a more deadly punch. Carved, magic runes 
  inlaid with precious metals adorn its head, limbs and 
  torso. Whenever a runic guardian casts a spell, these 
  runes flare up into a variety of brilliant colors. 
   
  A runic guardian serves one master that is 
  designated at the time of its creation, and no other. The 
  construct is keyed to a specific, unique piece of jewelry 
  (normally a ring or amulet) worn by its master and 
  made at the item of its creation. The master can use this 
  piece of jewelry to call the runic guardian to his or her 
  side from any distance, or even from another plane. A 
  runic guardian knows whether or not the bearer of its 
  jewelry if really its master, and it slays any pretenders 
  outright. 
   
  Runic Spells (Sp): The runic guardian can hold 
  up to six spells. These spells must be cast into its body 
  when it is created.  One spell can be placed on the 
  runic guardian’s head, one on each limb, and one on its 
  torso. The table below gives the maximum level of spell 
  that each of its body parts can hold. Alternatively, the 
  entire guardian can accommodate a single inscribed 
  spell of 6
  th or 7
  th level, but this covers its whole body. 
  Each of these spells is usable once per day as a spell-like 
  ability. The runic guardian discharges a spell either 
  when directly commanded to do so or when a 
  predetermined situation arises.  The following spells 
  are currently stored, all at 16
  th caster level: 
   
  Stunning Strike (Ex): Any creature hit by a runic 
  guardian’s slam attack must make a successful 
  Fortitude saving throw (DC 25) or be stunned (unable 
  to act, loses any Dexterity bonus to AC, and an attacker 
  gets a +2 bonus on attack rolls against it) for 1 round, in 
  addition to taking the normal damage from the blow. 
  Constructs, 
  oozes, 
  plants, 
  undead, 
  incorporeal 
  creatures, and creatures immune to critical hits cannot 
  be stunned. 
   
  Construct Traits (Ex): The runic guardian is 
  immune to mind-affecting effects, poison, sleep, 
  paralysis, stunning, disease, death effects, necromantic 
  effects, and any effect that requires a Fortitude save 
  unless it also works on objects. The construct is not 
  subject to critical hits, subdual damage, ability damage, 
  ability drain, energy drain, or death from massive 
  damage. It cannot be raised or resurrected. 
   
  Fast Healing (Ex): The runic guardian regains 
  lost hit points at the rate of 10 per round. Fast healing 
  does not restore hit points lost from starvation, thirst, 
  or suffocation, and it does not allow the runic guardian 
  to regrow or reattach lost body parts. 
   
  Find Master (Su): No matter the distance, a runic 
  guardian can find the ring that connects it to Telanar, 
  and teleports to that spot when called. Should Telanar 
  call the construct and then remove the jewelry, the 
  runic guardian finds only the jewelry upon its arrival. 
  This ability functions even across planar boundaries. 
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  Guard (Ex): The runic guardian blocks blows, 
  granting Telanar a +4 deflection bonus to AC. This 
  power only functions when the runic guardian is 
  within 5 feet of Telanar. 
   
  Shield Master (Sp):  can activate this defensive 
  ability if within 150 feet of the runic guardian. The 
  shield master ability transfers to the runic guardian 
  three-fourths the damage that would be dealt to 
  Telanar. This ability otherwise functions like the shield 
  other spell (caster level 25
  th), except it provides no AC 
  or saving throw bonuses. 
   
  Teleport without Error (Sp):  Once per day, the 
  runic guardian can use teleport without error (caster 
  level 18
  th). 
   
  New Spells 
   
  Arc of Lightning 
  Reference: Complete Arcane, p. 97. 
  Conjuration (Creation) [Electricity] 
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 Standard action 
  Range: Close (25ft +5ft /2 levels) 
  Effect: A line between two creatures 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: No 
   
   
  You create natural conductivity between two 
  creatures, and a bolt of lightning 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 (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. 
   
  Arcane Material Component: Two small iron rods. 
   
  Blink, Greater 
  Reference: Complete Arcane, p. 99. 
  Transmutation 
  Level: Sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 Standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
   
  This spell functions like blink, except you have 
  control over the timing of your “blinking” back and 
  forth between the Ethereal Plane and the Material 
  Plane. You can also ready an action to blink away from 
  any physical or magical attack, with the attack missing 
  automatically unless it also affects ethereal targets (as a 
  force effect does). While blinking, you have no chance 
  of interfering with your own attacks or your own 
  spells. When moving through solid objects, you do not 
  risk materializing inside one unless you actually end 
  your movement there, in which case you are shunted 
  off to the nearest open space, taking 1d6 points of 
  damage per 5 feet traveled in this manner. 
   
  Defenestrating Sphere 
  Reference: Complete Arcane, p. 103. 
  Evocation [Air] 
  Level: Sorcerer/wizard 4 
  Components: V, S, F 
  Casting Time: 1 Standard action 
  Range: Medium (100ft + 10ft/level) 
  Effect: 2-ft-raduis sphere 
  Duration: 1 round/level (D) 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
       A cloudy gray sphere of whirling air and howling 
  wind flies to attack your enemies and hurl them to the 
  sky. As a move action, you can make the sphere travel 
  up to 30ft per found and strike the creature or object 
  you indicate as a ranged touch attack. Any creature 
  struck by the sphere takes 3d6 points of damage from 
  the force of its winds. In addition, Medium or smaller 
  creatures must succeed on a Fortitude save or be swept 
  up by the sphere and driven 1d8x10 feet into the air, 
  dropping 1d6 squares from their original position in a 
  random direction and taking falling damage as normal.  
       If some obstacle prevents the target creature from 
  reaching is expelled height, it takes 1d6 points of 
  damage for every 10ft of movement it was unable to 
  complete, so that a creature hurled 50ft6 up in a room 
  with a 20ft ceiling would take 3d6 points of damage 
  form the impact, then take 2d6 points of damage when 
  it falls back to the ground. 
       The sphere can affect a maximum of one creature or 
  object per round, and winks out if it exceeds the spell’s 
  range.  
       Focus: a gray pearl worth at least 100gp. 
   
  Enhance Familiar 
  Reference: Complete Arcane, p. 105. 
  Universal 
  Level: sorcerer/wizard 3 
  Components: V, S 
  Casting Time: 1 Standard action 
  Range: Touch 
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  Target: Familiar Touched 
  Duration: 1 hour/level 
  Saving throw: None 
  Spell Resistance: Yes (Harmless) 
   
   
  You infuse your familiar with vigor, granting it a 
  +2 competence bonus on saves, attack rolls, and melee 
  damage rolls, as well as a +2 dodge bonus to Armor 
  Class. 
   
  Flensing 
  Reference: Complete Arcane, p. 108. 
  Transmutation [evil] 
  Level: sorcerer/wizard 8  
  Components: V, M, S 
  Casting Time: 1 Standard action 
  Range: Close (25ft +5ft /2 levels) 
  Target: One corporeal creature; see text 
  Duration: up to 4 rounds; see text 
  Saving throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
       When you cast this spell, you literally strip the flesh 
  from a corporeal creature’s body, inflicting incredible 
  pain and psychological trauma. Each round the target 
  takes 2d6 points of damage, 1d6 points of Charisma 
  damage, 1d6 points of Constitution damage. A 
  successful fortitude save negates the ability damage, 
  reduces the hit point damage by half and ends the spell 
  in each round when the target creature is affected, it 
  gets a new save.  
       Flensing has no effect on creatures in gaseous form. 
       Material Component: An onion.     
   
  Fortify Familiar 
  Reference: Complete Arcane, p. 108. 
  Universal 
  Level: sorcerer/wizard 4  
  Components: V, S 
  Casting Time: 1 Standard action 
  Range: Touch 
  Target: Familiar Touched 
  Duration: 1 hour/level 
  Saving throw: None 
  Spell Resistance: Yes (Harmless) 
   
   
  This spell makes your familiar tougher, granting it 
  2d8 temporary hit points and a +2 enhancement bonus 
  to its natural armor. It also has a 25% chance to avoid 
  extra damage from sneak attacks or critical hits 
  (though such attacks still deal normal damage if 
  successful). Temporary hit points gained in this 
  fashion last for up to one hour. 
   
  Ghoul Glyph 
  Reference: Libris Mortis, p. 66. 
  Necromancy 
  Level:  Hunger 2, sorcerer/wizard 2 
  Components:  V, S, M 
  Casting Time:  1 minute 
  Range:  Touch 
  Effect:  One ghoul glyph that must fit within a 1-ft. 
  square 
  Duration:  Permanent until discharged 
  Saving Throw:  Fortitude partial 
  Spell Resistance:  Yes 
   
   
  You inscribe a glyph that paralyzes any living 
  creature of Large or smaller size that enters, passes, or 
  opens the warded area.  You can scribe the glyph to be 
  visible as faintly glowing lines, or invisible.  You can 
  inscribe a ghoul glyph on a portable object, but if the 
  object is moved more than 5 feet, the glyph fades. 
   
  Conditions for triggering a ghoul glyph are 
  stringent.  It takes effect on any creature except 
  yourself that moves to or within 2 feet of it.  If affects 
  invisible creatures normally but is not triggered by 
  those that travel past it ethereally.  Only a single ghoul 
  glyph can be inscribed in a 5-foot square. 
   
  Ghoul glyphs cannot be affected or bypassed by 
  such means as physical or magical probing, though 
  they can be dispelled.  Mislead and nondetection can 
  fool a ghoul glyph. 
   
  Read magic allows identification of a ghoul glyph 
  with a successful DC 13 Spellcraft check, if the glyph is 
  noticed before it is activate.  A rogue (only) can use the 
  Search skill to find a ghoul glyph and Disable Device to 
  thwart it.  The DC in each case is 27. 
   
  When a glyph is activated, the subject is paralyzed 
  for 1d6+2 rounds.  Additionally, if the subject fails his 
  Fortitude save, the paralyzed subject exudes a carrion 
  stench that causes retching and nausea in a 10-foot 
  radius.  Those in the radius must make a Fortitude save 
  or take a -2 penalty on all attack rolls, saving throws, 
  skill checks, and ability checks until the spell ends. 
   
  Material Component: You trace the glyph with 
  earth from a ghoul's lair. 
   
  Imbue Familiar with Spell Ability 
  Reference: Complete Arcane, p. 112. 
  Universal 
  Level: Sorcerer/wizard 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Familiar touched 
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  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
       This spell allows you to transfer a number of your 
  spells and the ability to cast them into your familiar. 
  Spontaneous spellcasters, such as sorcerers can imbue a 
  familiar with any spell they know how to cast. 
  Arcanists who prepare spells, such as wizards, can 
  imbue a familiar with any spell they have currently 
  prepared. In either case, you can imbue one spell per 
  three caster levels, with a maximum spell level of one-
  third your caster level, rounded down (maximum 5
  th 
  level). Multiple castings of imbue familiar with spell 
  ability have no effect on these limits. 
       The transferred spell’s variable characteristics 
  (range, duration, area, and so on) function according to 
  your level. Once you cast imbue familiar, both the spell 
  slot from which you cast the spell and the spell slots of 
  the transferred spells remain unavailable for the 
  preparation or casting of new spells until the familiar 
  uses the transferred spells or imbue familiar with spell 
  ability expires.  
       The spell can be dispelled if this spell fails, the spells 
  transferred are lost as if the familiar had cast them. In 
  an antimagic field, the familiar loses the ability to cast 
  the imbued spells, but regains it again if it leaves the 
  field (so long as the spell’s duration hasn’t expired) 
       If any transferred spell requires a focus or material 
  components, you must have it on your person when 
  the spell’s are cast (components are consumed as 
  normal without requiring you to bring them to hand). 
  Any XP costs form a transferred spell are deducted 
  from your total when the familiar casts the spell.  
   
  Mage Armor, Greater 
  Reference: Complete Arcane, p. 114. 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V,S,M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
        This spell functions like mage armor, except that its 
  tangible field of force provides a +6 armor bonus to 
  Armor Class. 
   
  Material Component: A tiny platinum shield 
  worth 25 gp. 
   
  Otiluke’s Dispelling Screen 
  Reference: Complete Arcane, p. 116. 
  Abjuration 
  Level: sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25ft +5ft/2levels) 
  Effect: Energy wall whose area is up to one 10ft  
       square /level, or a sphere or hemisphere with  
       a radius of up to 1ft/level 
  Duration: 1 Min/level (D) 
  Saving throw: None 
  Spell Resistance: No 
       You create an opaque, immobile, shimmering screen 
  of violet energy. Any spell effect operating on a 
  creature or unattended object that passes through the 
  screen is affected as by a targeted dispel magic at your 
  caster level. Attended items that pass thorugh are not 
  affecte4d by the screen, which is the only way the 
  screen differs from a normal targette3d casting of 
  dispel magic—attended items are essentially not 
  targeted by the screen. Make a caster level check (1d20 
  +1 per caster level, maximum +10) to dispel spell 
  effects (DC 11 +caster level) or suppress an unttended 
  object’s magical properties for 1d4 rounds (equal to the 
  item’s caster level), Spell effects not operation on 
  objects or unattened creatures cannot pass through the 
  screen. A disintegrate or successful dispel magic 
  removes Otiluke’s dispelling screen, while an 
  antimagic field suppresses it. 
   
  Material Component: a sheet of fine lead crystal. 
   
  Otiluke’s Greater Dispelling Screen 
  Reference: Complete Arcane, p. 117. 
  Abjuration 
  Level: Sorcerer/wizard 7 
   
       As Otiluke’s dispelling screen, except that the 
  maximum caster level bonus on the dispel check is +20. 
   
  Reaving Dispel 
  Reference: Complete Arcane, p. 119. 
  Abjuration 
  Level: Sorcerer/wizard 9 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Medium (100ft + 10ft/level) 
  Target: One spellcaster, creature, or object; or a  
   
  20-ft radius burst 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: No 
   
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        Reaving dispel functions like dispel magic, except 
  the maximum caster level on your dispel check is +25 
  instead of +10, and (as with greater dispel magic) you 
  have a chance to dispel any effect that remove curse 
  can remove, even if dispel magic can’t dispel that 
  effect. When casting a targeted dispel or counterspell, 
  you can choose to reave each spell you successfully 
  dispel, stealing its power and effect for yourself. When 
  making a targeted dispel, make a Spellcraft check (DC 
  25 + spell level) to identify the target spell or each 
  ongoing spell currently in effect on the target creature 
  or object. 
   
  Each spell you dispel with a targeted dispel can be 
  reaved if you so desire, and the spell’s effects are 
  redirected to you, continuing as if cast on you by the 
  original caster with no interruption to or extension of 
  duration. Once you reave the spell, you identify it if 
  you haven’t done so already (see below). If the subject 
  was the caster and the spell is dismissible, you can 
  dismiss it as if you had cast it yourself. Likewise, if the 
  subject was the caster and the spell requires 
  concentration, you must concentrate to maintain the 
  spell’s effect as if you had cast it yourself. 
   
  You can still attempt to reave a spell you didn’t 
  identify with your Spellcraft check, but doing so can be 
  a risky if you don’t know the specifics of the spell’s 
  effect. For example, if you fail to identify an ongoing 
  spell effect on an enemy character and choose to reave 
  it anyway, you might find yourself under the effect of 
  the dominate person effect that character was suffering 
  from. Any spell resistance you might have has no effect 
  against harmful spells you might inadvertently reave, 
  but you get the same chance to save against those spell 
  effects as the original target. 
   
  If you choose to reave a spell you have successfully 
  counterspelled with reaving dispel, you seize control of 
  the spell after the enemy completes it, and you can 
  redirect the spell to whichever targets or area you wish 
  (including the original caster, if appropriate). Again, 
  you must make a Spellcraft check (DC 25 + spell level) 
  to identify the spell you intend to reave, but you are 
  free to choose to redirect a spell whose effects, range, 
  and area you don’t know. Note, though, that if its 
  correct casting conditions aren’t met (because you 
  guess at an improper target or range, for example), the 
  spell fails. 
   
  Reaving dispel canbe used to cast an area dispel 
  with the increased maximum caster level, but any 
  magical effects so dispelled cannot be reaved. 
   
  Reciprocal Gyre 
  Reference: Complete Arcane, p. 119. 
  Abjuration 
  Level: Sorcerer/wizard 5 
  Components: V,S,M 
  Casting Time: 1 standard action 
  Range: Medium (100ft +10ft/level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then fortitude negates;  
       see text 
  Spell Resistance: No 
   
        You manipulate the magical aura of a creature or 
  object, creating a damaging feedback reaction of arcane 
  power. The target takes 1d6 points of damage per spell 
  level of each functioning spell or spell-like ability 
  currently affecting it (maximum 25d6). For example, a 
  creature who is hasted (3
  rd level) and protected by a 
  stoneskin spell (4
  th level wizard version) takes 10d6 
  points of damage (will save for half). In addition, any 
  creature that fails its save must then succeed on a 
  fortitude save or be dazed for 1d6 rounds. 
   
  Only spells specifically targeted on the creature in 
  question can be used to create the backlash of a 
  reciprocal gyre, so spells that affect an area (such as 
  invisibility sphere and solid fog) can’t be used to deal 
  reciprocal damage to creatures within their area. 
  Likewise, persistent or continuous effects from magic 
  items can’t be used to deal reciprocal damage, but 
  targeted spell effects can be –for example, the magic of 
  a cloak of resistance can’t be used by reciprocal gyre, 
  but spell cast by6 a wand of invisibility could be.  
   
  Material Component: a tiny closed loop of copper 
  wire. 
   
  Sign of Sealing 
  Reference: Complete Arcane, p. 122. 
  Abjuration 
  Level: Sorcerer/wizard 3 
  Components: V,S,M 
  Casting Time: 1 round 
  Range: Close (25ft + 5 ft/2 levels) 
  Target: One door, chest, or portal up to 30 sq.  
   
  ft./level in size 
  Duration: Permanent 
  Saving Throw: Reflex half; see text 
  Spell Resistance: No 
   
        You seal a door, chest, or similar closure with a 
  prominent magical sigil that bars entry and prevents 
  opening. A door or object protected by this spell can be 
  opened only by breaking (add 10 to the normal break 
  DC) or by the use of knock or dispel magic. If the door 
  or object is forced open by any means (magical or 
  physical), the sign of sealing deals 1d4 points of 
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  damage per caster level (maximum 10d4) in a 30-foot 
  radius (Reflex Half). 
   
  A knock spell doesn’t negate or automatically 
  bypass a sign of sealing, but will suppress the sign for 
  10 minutes on a successful caster level check (DC 11 + 
  the caster level of the sign’s creator). A sign of sealing is 
  a magical trap that can be disarmed with a successful 
  DC 28 Disable Device check. You can pass your own 
  sign safely, and it remains set behind you. 
   
  Material component: A crushed emerald worth 
  100 gp. 
   
  Sign of Sealing, Greater 
  Reference: Complete Arcane, p. 122. 
  Abjuration 
  Level: Sorcerer/wizard 6 
  Components: V,S,M 
   
        This spell functions like sign of sealing, except that 
  it can also be used to seal an open space (such as a 
  corridor or an archway), creating a magical barrier of 
  force that repels any creature attempting to pass. In 
  addition, doors and objects protected by a greater sign 
  of sealing are strengthened, increasing their hardness 
  by 10 and gaining 5 hit points per caster level. Any 
  object protected by the sign is treated as a magic item 
  for the purposes of making saving throws and gains a 
  +4 resistance bonus on all saves. If its seal is broken, a 
  greater sign of sealing deals 1d6 points of damage 
  (maximum 20d6) in a 40-foot radius (Reflex half). 
   
  A greater sign of sealing cannot be passed with a 
  knock spell, but it can be dispelled (DC 15 + the caster 
  level of the sign’s creator). It can be disarmed with a 
  successful DC 31 Disable Device check. 
   
  Material Component: A crushed emerald worth at 
  least 500 gp. 
   
  Unluck 
  Reference: Complete Arcane, p. 128. 
  Divination 
  Level: Bard 4, Sorcerer/wizard 4 
  Components: V,S,M 
  Casting Time: 1 standard action 
  Range: Close (25ft +  5 ft/2 levels) 
  Target: One creature 
  Duration: 1 Round/level 
  Saving throw: Will negates 
  Spell Resistance: Yes 
   
       When you cast this spell, you negatively influence 
  the randomness of fortune for the target. Whenever 
  the affected creature undertakes an action involving 
  random chance (specifically, whenever any die roll is 
  made for the creature, including attack rolls, and 
  saving throws), two separate rolls are made and the 
  worse result applied. 
       A creature carrying a stone of good luck is immune 
  to the effect of unluck, but the stone’s effects do not 
  function for the duration of the spell if the creature 
  fails its save. 
       Material component: A piece of a broken mirror. 
   
  Wrack 
  Reference: Complete Divine, p. 190. 
  Necromancy (Evil) 
  Level: Cleric 3, sorcerer/wizard 8  
  Components: V, S 
  Casting Time: 1 Standard action 
  Range: Close (25ft +5ft /2 levels) 
  Target: One humanoid 
  Duration: 1 round/level 
  Saving throw: Fortitude negates 
  Spell Resistance: Yes 
   
       A humanoid subject of the spellcaster’s choosing is 
  wracked with such pain that he doubles over and 
  collapses. His face and hands blister and drip fluid, and 
  the eyes cloud with blood, rendering him blind. For 
  the duration of the spell, the subject is helpless and 
  cannot take actions. 
   
  Even when the spell ends, the subject is still 
  visibly shaken and suffers a -2 penalty on attack rolls, 
  saves, and checks for 3d10 minutes. The subject’s sight 
  returns at the end of the spell’s duration.     
   
   
  IUZ5-03 Lost But Not Forgotten 
   
  Page 47 
  
  New Prestige Classes 
  Fatespinner 
  Reference: Complete Arcane, p. 37. 
   
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Special 
  Spells per Day/Spells Known 
  1
  st 
  +0 
  +0 
  +0 
  +2 
  Spin Fate 
  +1 level of existing spellcasting class 
  2
  nd  
  +1 
  +0 
  +0 
  +3 
  Fickle Finger of Fate 
  +1 level of existing spellcasting class 
  3
  rd 
  +1 
  +1 
  +1 
  +3 
  Spin Destiny 
  +1 level of existing spellcasting class 
  4
  th 
  +2 
  +1 
  +1 
  +4 
  Deny Fate, Resist Fate 
  +1 level of existing spellcasting class 
  5
  th 
  +2 
  +1 
  +1 
  +4 
  Seal Fate 
  - 
   
   
  Spin Fate (Ex): A mage of many fates understands that “chance” is not as random as many believe it to be, and he 
  can adjust the probability of certain events by applying a force that fatespinners refer to as ‘spin’. Each day, a fatespinner 
  can use a number of points of spin equal to his fatespinner class level. 
       As a free action, a fatespinner can use stored spin to boost the save DC of a spell he casts, adding some or all his spin 
  to the DC, on a point-for-point basis. For instance, a 5th-level wizard/3rd-level  fatespinner casting fireball could choose 
  to boost the DC of the spell by 1, 2, or 3 points. Once he uses up his spin for the day, his ability to tinker with 
  probability in this fashion if also exhausted for the day. 
       A fatespinner’s spin is replenished whenever the character successfully regains his spells for the day (whether 
  through rest, preparation, or prayer). 
   
  Fickle Finger of Fate (Ex): Once per day as an immediate action, he can force any other creature – friend or 
  enemy – to reroll a roll that it has just made. A fatespinner must have line of sight to the creature to be affected. That 
  creature must abide by the result of the reroll, whether it’s higher or lower than the original roll. 
   
  Spin Destiny (Ex): Beginning at 3
  rd level, a fatespinner more clearly comprehends the matrix of reality and can use 
  accumulated spin to adjust other random events. The method is identical to increasing a spell’s save DC, but the 
  fatespinner can now add spin to any skill check, attack roll, or saving throw that he attempts on a point-for-point basis. 
  However, the spin utilized comes from the same limited reservoir of karma storage that allows him to adjust the DC of 
  his spells. He must apply the bonus before making the roll. 
   
  Deny Fate (Ex): At 4
  th level and higher, a fatespinner has a better chance of beating the odds should he ever be 
  rendered unconscious and dying. Once per day, on the first occasion when a fatespinner must make a check to become 
  stable when dying, the check automatically succeeds. Other such checks called for later in the same 24-hour period are 
  made normally. 
   
  Resist Fate (Ex): A fatespinner of 4
  th level and above embraces his extraordinary good luck. Once per day, he can 
  reroll one roll that he has just made. He must abide by the result of the reroll, even if its worse than original roll. 
   
  Seal Fate (Su): A 5
  th-level fatespinner can meddle in success and failure, and even life and death, sealing the fate of 
  a friend or foe. Once per day as a free action, the fatespinner selects a target creature he can see within 30 feet with Hit 
  Dice equal to or less than his. The creature receives either a -10 penalty or a +10 bonus on its next saving throw, as 
  decided by the fataspinner. If the selected target has more Hit Dice than the fatespinner, the ability doesn’t work but 
  the use for the day is not wasted. This effect lasts only for 1 round, so if no spell or other effect is brought to bear on the 
  target creature during the round, the creature’s fate is no longer sealed. 
   
  IUZ5-03 Lost But Not Forgotten 
   
  Page 48 
  
  Occult Slayer 
  Reference: Complete Warrior, p. 66. 
   
  Level 
  BAB 
  Fort 
  Reflex 
  Will 
  Special 
  1
  st 
  +1 
  +0 
  +0 
  +2 
  Magical Defense +1, Weapon Bond 
  2
  nd  
  +2 
  +0 
  +0 
  +3 
  Vicious Strike, Mind Over Magic 1/day 
  3
  rd 
  +3 
  +1 
  +1 
  +3 
  Auravision, Magical Defense +2 
  4
  th 
  +4 
  +1 
  +1 
  +4 
  Mind Over Magic 2/day, Nondetection Cloak 
  5
  th 
  +5 
  +1 
  +1 
  +4 
  Blank Thoughts, Magical Defense +3 
   
   
  Weapon Bond (Su): An occult slayer must choose a particular weapon of at least masterwork quality as the focus of 
  her power. Upon making her selection, she immediately forms a bond with the chosen weapon that imbues it with the 
  force of her hatred for spellcasters. Thereafter, any successful attack she makes with that weapon against a spellcaster or 
  a creature with spell-like abitlies deals an extra 1d6 points of damage. If this particular weapon is lost or destroyed, the 
  occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon of the same 
  kind of at least masterwork quality. The occult slayer must spend one day per character level practicing with the 
  replacement weapon (and doing very little else – no adventuring) to create a new weapon bond. 
   
  Magical Defense (Ex): An occult slayer’s training in countering magic of all types manifests itself as a bonus on 
  saving throws against spells and spell-like abilities. 
   
  Vicious Strike (Ex): An occult slayer who readies an action to disrupt a spellcaster deals double damage if the 
  attack hits. 
   
  Mind Over Magic (Su): An occult slayer can cause a spell or spell-like ability targeted against her to rebound onto 
  the originator as a free action. This ability otherwise functions as the spell turning spell (caster level equals the 
  character’s occult slayer level + 5). 
   
  Auravision (Su): An occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free action. 
  This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything 
  but the number of magical auras present.  
   
  Nondetection Cloak (Su): An occult slayer (and any gear she wears or carries) becomes more difficult to locate 
  through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The occult slayer gains 
  magical protection from divinations equivalent to a nondetection spell (caster level equals the character’s occult slayer 
  level), except that it affects only the occult slayer and her possessions. 
   
  Blank Thoughts (Ex): An occult slayer can induce within herself a state of mental absence, thereby becoming 
  immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can suppress or 
  resume this ability as a free action. 
   
  IUZ5-03 Lost But Not Forgotten 
   
  Page 49 
  
  Tactical Soldier 
  Reference: Miniatures Handbook, p. 22. 
   
  Level 
  BAB 
  Fort 
  Reflex 
  Will 
  Special 
  1
  st 
  +1 
  +2 
  +0 
  +0 
  Flanker 
  2
  nd  
  +2 
  +3 
  +0 
  +0 
  Sidestep 
  3
  rd 
  +3 
  +3 
  +1 
  +1 
  Interpose 
  4
  th 
  +4 
  +4 
  +1 
  +1 
  Defensive Shield 
  5
  th 
  +5 
  +4 
  +1 
  +1 
  Offensive Strike 
  6
  th 
  +6 
  +5 
  +2 
  +2 
  - 
  7
  th 
  +7 
  +5 
  +2 
  +2 
  Delayed Cleave 
  8
  th 
  +8 
  +6 
  +2 
  +2 
  Unbalancing Blow 
  9
  th 
  +9 
  +6 
  +3 
  +3 
  -  
  10th 
  +10 
  +7 
  +3 
  +3 
  Reciprocal Strike 
   
   
  Flanker (Ex): A tactical soldier can flank enemies from seemingly impossible angles. She can designate any 
  adjacent square as the square from which flanking against an ally is determined (including the square where she stands, 
  as normal). She may designate the square at the beginning of her turn or at any time during her turn. The designated 
  square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different 
  square (at the start of one of her turns). A tactical soldier can even choose a square that is impassable or occupied. 
   
  Sidestep (Ex): A tactical soldier gains this feat as a bonus feat at 2
  nd level. 
   
  Interpose (Ex): A tactical soldier gains this ability, which is usable three times a day, at 3
  rd level. When an enemy 
  threatens her in melee and makes a successful attack against an adjacent ally of hers, the tactical soldier may take the 
  damage (and the other effects) of the blow as of she had been hit instead. 
   
  Defensive Shield (Ex): Starting at 4
  th level, whenever a tactical soldier fights defensively, she provides up to two 
  adjacent allies with a +2 dodge bonus to Armor Class, though their attack roles do not take the normal -4 penalty (but 
  her attack rolls still do). 
   
  Offensive Strike (Ex): Starting at 5
  th level, in times of urgency a tactical soldier can lower her defenses to make a 
  very aggressive attack. When making an offensive strike, the tactical soldier gains a +4 bonus on melee attacks rolls and 
  damage rolls for 1 round. Until her next turn, however, she is wide open to physical and magical attacks. All successful 
  attack rolls made against the tactical soldier are automatic threats, and all saving throws the tactical soldier makes 
  against spells automatically fail. 
   
  Delayed Cleave (Ex): Starting at 7
  th level, if the last creature a tactical soldier hit in melee is dropped by someone 
  other than her, and the tactical soldier still threatens that creature’s square, she may make a cleave attack as an attack of 
  opportunity. All normal restrictions on cleave attempts and attacks of opportunity apply. 
   
  Unbalancing Blow (Ex): Starting at 8
  th level, a tactical soldier can use a full-round action to make a strategic melee 
  attack against an enemy. If the attack succeeds, in addition to dealing regular damage, the blow unbalances the target so 
  much that it provokes attacks of opportunity from creatures threatening its square. This ability works only on creatures 
  up to one size category larger than the tactical soldier. 
   
  Reciprocal Strike (Ex): A 10
  th-level tactical soldier can make an attack of opportunity (subject to normal 
  restrictions) against a foe that successfully attacks an ally of the soldier and deals damage. She can use this ability three 
  times per day.
  IUZ5-03 Lost But Not Forgotten 
   
  Page 50 
  
  Wild Mage 
  Reference: Complete Arcane, p. 68. 
   
  Level 
  BAB 
  Fort 
  Reflex 
  Will 
  Special 
  Spells per Day/Spells Known 
  1
  st 
  +0 
  +0 
  +2 
  +0 
  Wild Magic 
  +1 level of existing spellcasting class 
  2
  nd  
  +1 
  +0 
  +3 
  +0 
  Random Deflector 1/day 
  +1 level of existing spellcasting class 
  3
  rd 
  +1 
  +1 
  +3 
  +1 
  Student of Chaos 
  +1 level of existing spellcasting class 
  4
  th 
  +2 
  +1 
  +4 
  +1 
  - 
  +1 level of existing spellcasting class 
  5
  th 
  +2 
  +1 
  +4 
  +1 
  Random Deflector 2/day 
  +1 level of existing spellcasting class 
  6
  th 
  +3 
  +2 
  +5 
  +2 
  Chaotic Mind 
  +1 level of existing spellcasting class 
  7
  th 
  +3 
  +2 
  +5 
  +2 
  - 
  +1 level of existing spellcasting class 
  8
  th 
  +4 
  +2 
  +6 
  +2 
  Random Deflector 3/day 
  +1 level of existing spellcasting class 
  9
  th 
  +4 
  +3 
  +6 
  +3 
  Reckless Dweomer 
  +1 level of existing spellcasting class 
  10th 
  +5 
  +3 
  +7 
  +3 
  Wildstrike 
  +1 level of existing spellcasting class 
   
   
  Wild Magic (Ex): A wild mage casts spells differently from any other arcane spellcaster. She reduces her caster 
  level by 3 for all spells she casts from now on. However, every time she casts a spell, her use of wild magic adds 1d6 to 
  her adjusted caster level. For example, an 8
  th-level sorcerer/1
  st-level wild mage has a base caster level of 6
  th, not 9
  th, but her 
  actual caster level varies from 7
  th to 12
  th level for every spell she casts. Caster level affects all level-based variables of a 
  spell, including spell penetration and the DC for dispelling checks. 
   
  Random Deflector (Su): A wild mage has the ability to protect herself from certain attacks with this ability. Using 
  this ability is an immediate action, which means that a wild mage activates it when it is not her turn. When activated, 
  the random deflector lasts until the beginning of the wild mage’s next turn. 
   
  The random deflector redirects ranged attacks, ranged touch attacks, and individually target spells (spells 
  designating the wild mage as the sole target, but not area spells striking an area in which she happens to be the sole 
  target) so that they instead attack or affect a random target within 20 feet of the wild mage. A wild mage includes herself 
  and her allies among the possible new targets. Any creature targeted by a deflected attack is attack or affected normally, 
  so an attack roll is made normally against the new target’s AC, the new target receives a saving throw if the spell or 
  effect allows one, and so on. 
   
  Student of Chaos (Ex): Whenever a wild mage uses a magic item that offers a randomly determined effect (such as 
  a bag of tricks or rod of wonder), she can roll twice and choose between the two results. If a random roll is made only 
  once to determine the nature or contents of a device (for example, a robe of useful items or an iron flask), a wild mage 
  gains no special advantage. 
   
  Chaotic Mind (Su): A wild mage with ability gains immunity to confusion, insanity, and other similar effects. 
  Also, the wild mage is shielded by a continuous nondetection effect (as per the spell). 
   
  Reckless Dweomer (Su): As a standard action, a wild mage can eliminate a prepared spell or spell slot of at least 1
  st 
  level to create an effect similar to that of activating a rod of wonder. The character’s student of chaos ability applies 
  when using the reckless dweomer ability. See page 237 of the DMG for details on the rod of wonder and its effects. 
   
  Wildstrike (Sp): Once per day, a wild mage may create a wildstrike. A wildstrike affects a single creature within 60 
  feet, surrounding the creature in an aura of shimmering rainbow colors for 2d6 rounds. Spell resistance applies, but the 
  target receives no saving throw. While a wildstrike is in effect, there is a 50% chance each time the affected creature 
  casts a spell or uses a spell-like ability that its intended action fails. Instead, the creature rolls as if it had activated a rod 
  of wonder (see page 237 of the DMG). 
   
  IUZ5-03 Lost But Not Forgotten 
   
  Page 51 
  
  Judge Aid #1: Gibbering Gate Locations 
   
  1. 
  The Cliffs:  Built atop the edge of a bluff, both 
  weather and countless hours of labor by prisoners 
  of Gibbering Gate have left the cliffs as a difficult 
  option to scale as a means to reach the citadel. The 
  cliffs rise up 200 feet from the plain below, 
  requiring Climb checks (DC 25) to successful 
  transverse the smooth surface if magic is not 
  employed in the endeavor. Regardless, a number 
  of flying demons and gargoyles nest on ledges 
  near the top of the ledge, which would spell doom 
  for any discovered attempting to enter Gibbering 
  Gate via this route. 
  2. 
  Soldier’s Barracks:  These long buildings outside of 
  the citadel to the southwest and southeast serve as 
  housing for the regulars of the Legions of the 
  Deranged. The legionnaires can be found in good 
  numbers both around and in these cramped, 
  disarranged barracks. A number of lesser demons 
  and mindless undead are also about these 
  buildings. 
  5. 
  Shaman’s Barrack:  This twisted tower houses 
  those members of the Legions of the Deranged 
  that have the ability to cast divine magic, granted 
  by the will of the Old One, other abyssal powers, 
  or any other power that decides to answer to the 
  cries of their mad prayers. 
  6. 
  Officer’s Barrack:  This rough tower houses the 
  officers of the Legions of the Deranged, promoted 
  to their roles by other officers and the Court of 
  Delirium. Some of the officers may have been 
  even promoted through the will of the Greater 
  Boneheart Jumper himself. 
  7. 
  Main Gate:  A packed dirt road leads between the 
  Legions’ barracks to these great wooden gates. The 
  gates are covered by a thousand skulls that are 
  inlaid into the wood and serve as method to detect 
  those who should not pass through their gates. 
  Whenever a being of either non-evil alignment or 
  non-insane mind moves within 60 feet of the 
  gates, the eye sockets of these skulls will glow 
  with a malign radiance. Members of the Legions 
  guard the gates, with several lesser demons 
  watching in amusement of the chaos that 
  sometimes occurs there. 
  8. 
  Guard’s Station:  This square tower servers as a 
  staging area for the members of the legions that 
  server with the mindless undead to guard 
  Gibbering Gate. Lesser demons rule above even 
  the officers stationed here, and maintain a 
  diligence for only safeguarding the most valuable 
  areas of the keep. They believe the reputation of 
  the citadel, its remote location, and the Legions 
  camped here serve as a great detour ant against 
  attack, and those kept in Gibbering Gate of the 
  greatest value are protected by the greater demons 
  and undead who reside here. 
  9. 
  Guard’s Station:  This square tower appears 
  identical to the other in build, but serves a 
  different purpose. The lesser demons and 
  gargoyles that patrol the walls and skies above 
  Gibbering Gate utilize this as an aerie, resting and 
  feasting here when not patrolling. They take a 
  great pleasure in watching the madness that lies 
  around here when resting. 
  10. Inner Gate:  The reinforced wooden gates are 
  open, allowing those kept in Gibbering Gate to 
  roam about in their various states of madness 
  between the inner circle and the outer bailey. No 
  guards usually stand at this post unless a known 
  threat of attack or infiltration may occur. 
  11. Court of Delirium: This large keep houses the 
  Court of Delirium, where a great balor rules at the 
  behest of the Old One himself. He operates the 
  day-to-day affairs of Gibbering Gate, bellowing 
  judgments and commands to his demonic 
  minions to carry out. Only the Old One and 
  Jumper’s words hold power over his activities 
  here. From here, with Jumper’s blessing, he has 
  forged the Legions of the Deranged to serve as his 
  army. Greater demons guard the entrance into the 
  Court’s keep. 
  12. Jumper’s Tower:  The largest tower of the citadel, 
  this is Greater Boneheart Jumper’s private lair 
  away from Dorakaa. It rises above all the other 
  structures in Gibbering Gate, providing Jumper 
  refuge when he wishes time away from the Court 
  of the Old One. The doors to this tower are crafted 
  from blackened cold iron and are plainly adorned. 
  Greater demons server as guards into the building, 
  allowing no one entrance unless summoned by 
  Jumper’s word only. 
  13. Telanar’s Tower:  This tower is home to Telanar, a 
  wild mage of considerable power who serves as 
  one of the many Breakers in Gibbering Gate. 
  Cowyr is currently held here and is falling deeper 
  into madness. The doors to this tower are covered 
  in meaningless symbols drawn in dried blood, 
  which stain the wooden doors a deep maroon 
  color. No guards are present at these doors. 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 52 
  
  14. Empty Tower:  This tower once belonged to a 
  Breaker who displeased the ruling balor and was 
  executed. It’s hollow walls now serve as a morgue, 
  with a great many corpses stacked in disorganized 
  piles here. Three blind men move about the 
  corpses, placing black stones into the corpses’ 
  mouths. Told by the demons that the stones are 
  the gems that are the required components for 
  their spells to create the undead. After preparing 
  several corpses, the men cast their dark magic to 
  raise the corpses as the undead and fail, as the 
  stones are not the proper component required for 
  the spell. The demons take great pleasure in this 
  cruel joke of their making. No guards are present 
  at these doors. 
  15. Breaker’s Tower:  This tower serves as a Breaker’s 
  lair. It is barred from within and locked. The 
  Breaker here will not come to the summons of 
  anyone at the door beside Jumper, the ruling 
  balor, or either of their commanders. The doors of 
  this tower are made of wood inlaid with silver 
  abyssal markings, each marking the former name 
  of someone who has been broken within. 
  16. Breaker’s Tower:  This tower serves as a Breaker’s 
  lair. It is barred from within and locked. The 
  Breaker here will not come to the summons of 
  anyone at the door beside Jumper, the ruling 
  balor, or either of their commanders. The doors of 
  this tower are made of reinforced wood, with 
  hundreds of screaming faces carved crudely into 
  the wood. 
  17. Breaker’s Tower:  This tower serves as a Breaker’s 
  lair. It is barred from within and locked. The 
  Breaker here will not come to the summons of 
  anyone at the door beside Jumper, the ruling 
  balor, or either of their commanders. The doors of 
  this tower are made of wood and chains, with a 
  multitude of skeletal limbs caught up in odd 
  angles all over the door in the chains. 
  18. Breaker’s Tower:  This tower serves as a Breaker’s 
  lair. It is barred from within and locked. The 
  Breaker here will not come to the summons of 
  anyone at the door beside Jumper, the ruling 
  balor, or either of their commanders. The doors of 
  this tower are made of metal sheets, screaming 
  faces pressed outward from them. The sheets seem 
  to be welded together in place to form the doors. 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 53 
  
  Judge Aid #2: Telanar’s Tower Combat 
  This aid lists the preparation that the combatants in 
  Telanar’s Tower will attempt to take when first alerted 
  to intruders via the alarm spell guarding the outer 
  doors. 
   
  APL 12: Telanar’s Preparation List 
  1
  st Round: Stoneskin 
  2
  nd Round: Bear’s Endurance 
  3
  rd Round: Cat’s Grace 
  4
  th Round: Alter Self 
   
  (Trogololyte for +5 Natural Armor) 
  5
  th Round: Shield 
  6
  th Round: Mirror Image 
  7
  th Round: Fly 
  8
  th Round: Displacement 
   
  Kel’s Preparation List: 
  1
  st Round: Enlarge Person on Ublick 
   
  Shaterzar’s Preparation List: 
  1
  st Round: Hides and Moves Silently to left side  
   
  of the inner door 
   
  Ublick’s Preparation List: 
  1
  st Round: Will stand next to Telanar and defend him 
   
  Runic Guardian’s  Preparation List: 
   
   
  1
  st Round: Protection from Energy (Fire) on  
   
  Telanar 
  2
  nd Round: Protection from Energy (Electricity)  
  on Telanar 
  3
  rd Round: Shield 
  APL 14: Telanar’s Preparation List 
  1
  st Round: Greater Invisibility on Shaterzar 
  2
  nd Round: Protection from Spells on everyone 
  3
  rd Round: Stoneskin 
  4
  th Round: Bear’s Endurance 
  5
  th Round: Greater Blink 
  6
  th Round: Greater Arcane Sight 
  7
  th Round: Mirror Image 
  8
  th Round: Spell Turning 
  9
  th Round: Alter Self 
   
  (Trogololyte for +5 Natural Armor) 
  10
  th Round: Cat’s Grace 
  11
  th Round: Displacement 
  12
  th Round: True Seeing 
  13
  th Round: Shield 
  14
  th Round: Defenestrating Sphere 
   
  Kel’s Preparation List: 
  1
  st Round: Enlarge Person on Ublick 
   
  Shaterzar’s Preparation List: 
  1
  st Round: Receive Greater Invisibility from  
   
  Telanar 
  2
  nd Round: Hides and Moves Silently to left side  
   
  of the inner door 
   
  Ublick’s Preparation List: 
  1
  st Round: Will stand next to Telanar and defend him 
   
  APL 16: Telanar’s Preparation List 
  1
  st Round: Protection from Spells on everyone 
  2
  nd Round: Foresight 
  3
  rd Round: Stoneskin 
  4
  th Round: Bear’s Endurance 
  5
  th Round: Greater Blink 
  6
  th Round: Greater Arcane Sight 
  7
  th Round: Mirror Image 
  8
  th Round: Spell Turning 
  9
  th Round: Alter Self 
   
  (Trogololyte for +5 Natural Armor) 
  10
  th Round: Cat’s Grace 
  11
  th Round: Displacement 
  12
  th Round: True Seeing 
  13
  th Round: Shield 
  14
  th Round: Defenestrating Sphere 
   
  Kel’s Preparation List: 
  1
  st Round: Enlarge Person on Ublick 
   
  Shaterzar’s Preparation List: 
   
  1
  st Round: Use Dust of Disappearance on himself 
  2
  nd Round: Hides and Moves Silently to left side  
   
  of the inner door 
  3
  rd Round: Poisons primary short sword with  
   
  Dragon Bile Poison 
  4
  th Round: Poisons secondary short sword with  
  Black Lotus Extract 
   
  Ublick’s Preparation List: 
  1
  st Round: Will stand next to Telanar and defend him 
   
  Runic Guardian’s  Preparation List: 
   
  1
  st Round: Protection from Energy (Fire) on  
   
  Telanar 
  2
  nd Round: Protection from Energy (Electricity)  
  on Telanar 
  3
  rd Round: Shield 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 54 
  
  Judge Aid #3: Dalmac (aka Meersalm) 
  Dalmac (aka Meersalm) 
  Minor Artifact 
   
  +2 Keen Mortal-Bane Wounding Longsword 
   
  Ego: 40 
  Alignment: CE 
  Intelligence: 26 
  Wisdom: 16 
  Charisma: 23 
   
  Senses: 
   
  Darkvision 120’ 
   
  Blindsense 120’ 
   
  Capable of making Listen and Spot checks 
   
   
   
   
  Communication: 
   
  Speech 
   
  Telepathy (Wielder and Demons at Will) 
   
  Languages Known: 
   
  Common 
   
  Abyssal 
   
  Infernal 
   
  Celestial 
   
  Elven 
   
  Dwarven 
   
  Baklunish 
   
  Flan 
   
  Old Oeridian 
   
  Ancient Suloise 
   
  Skills: 
   
  Bluff +19 
   
  Diplomacy +8 
   
  Disguise +18 
   
  Gather Information +8 
   
  Knowledge (History) +9 
   
  Knowledge (Local) +13 
   
  Knowledge (Religion) +9 
   
  Listen +18 
   
  Search +8 
   
  Sense Motive +19 
   
  Spellcraft +14 
   
  Spot +18 
   
  Powers (Save DC: 18 plus spell level): 
  Grants Bearer Alertness Feat 
  Grants Bearer Track Feat 
  Detect Magic at Will 
  Deathwatch at Will 
  Faerie Fire (3/day) 
  Suggestion (3/day)  
  Detect Evil at Will 
  Undetectable Alignment (3/day) 
  Haste (3/day) 
  Teleport (3/day) 
   
  Special Purpose: 
   
  Slay Mortals 
   
  Special Purpose Power: 
   
  Wielder gets +2 luck bonus on attacks, saves, and 
  checks. 
   
  Dalmac is an intelligent weapon forged through the 
  unholy union between a Suel sorceress and a balor. It is 
  an intelligent weapon, and desires to slay mortal 
  beings, or even better cause a large number of mortals 
  to die (as was the case in the its effort with the Great 
  Kingdom). Only one other fear will overwhelm this 
  desire: the fear of returning to his father’s grasp and 
  control. 
   
  Dalmac has last used the reputation of ‘Meersalm’ 
  as a cover for its activities, and will utilize it again if 
  needed to escape the tomb. If someone in the party 
  will not pick it up, it will attempt to bluff them into 
  doing so through its old cover. It will address the party 
  in Old Oeridian, claiming to be Meersalm, and utilize 
  the reputation of it being the weapon of a great paladin 
  (or so the history of the blade is known since its true 
  history was covered up by the paladin’s wife). It will 
  ask about the status of the Great Kingdom, appearing 
  to be a weapon out of touch with recent history (which 
  is true, as it knows nothing of Iuz due to its captivity 
  down in the tomb for the last several hundred years). It 
  will ask to be returned to a Church of Heironeous so it 
  may be utilized against this ‘Iuz’ or darkness that now 
  consumes the land. Characters can make Sense Motive 
  checks against his Bluff checks to attempt to pierce his 
  deceptive actions. The blade casts undetectable 
  alignment on itself daily, as it does not want its true 
  alignment to be detected by one who might act as its 
  savior. 
   
  If no one will grab Dalmac when combat begins, it 
  will attempt to utilize its powers to assist the party as it 
  does not want to be taking back to its father. It will use 
  Haste on the party, or attempt to use Faerie Fire or 
  Suggestion to convince the party to pick him up and 
  use it to battle the demons, as it can act independently 
  and activate its powers. It will talk supportively to the 
  IUZ5-03 Lost But Not Forgotten 
   
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  party, and continue the façade to attempt to be rescued 
  from the tomb. 
   
  If someone picks up Dalmac, they have to make a 
  Will save immediately (at a -3, as the blades evil 
  alignment and ego bestows 3 negative levels when held 
  by someone not of Chaotic Evil alignment. (Dalmac 
  can suppress this ability once he is in control of his 
  wielder.) A character picking up the blade should be 
  given Player’s Handout #1, which lists the abilities and 
  purpose that the blade desires. Those who make the 
  Will save may control the blade, but those who fail it 
  are to do as the blade instructs, without any recourse. 
  The blades only purpose will be to leave the tomb and 
  teleport (with the current wielder if they failed the 
  Will save) away, as it does not want to go back to its 
  father. If the wielder made the Will save, Dalmac will 
  continue to try to gain dominance daily until the blade 
  is delivered somewhere it cannot escape from or is left 
  unwielded, in which cause it will immediately teleport 
  away of its own accorded. Any character wielding or 
  carrying Dalmac must save every new day or may 
  attempt to save when the blade enters a combat or 
  attempts to teleport away from the party. If the blade 
  successfully teleports away with the character, they are 
  doomed in no small way. 
   
  Due to the hallow effect in the tomb, the blade 
  will need to escape out of the tomb to teleport away, 
  meaning it will need to get past the demons and then 
  outrun the wielder’s companions if necessary. Once it 
  teleports away (several times to make the distance 
  between the wielder and possible discovery as difficult 
  as possible), it will have the wielder deliver it to 
  another who it finds more worthy and less known so it 
  cannot be tracked down by the forces of its father, the 
  Old One, or the previous wielder’s companions. 
   
  Information that can be learned about the blade 
  through speaking with it are listed below 
   
  With a DC 20 Knowledge: Religion check, it can 
  be learned that Meersalm is the name of a special salve 
  that Heironeous himself used to make his skin 
  invulnerable to normal blows, although it can be 
  dangerous for mortals to attempt to use. 
   
  With a DC 20 Knowledge: History check, it can be 
  learned that it was rumored that a great paladin of 
  Heironeous from the Great Kingdom in this area use to 
  wield a blade known as Meersalm, although he 
  disappeared shortly before the Great Kingdom began 
  to fall into the individual countries that now border 
  the Empire of Iuz. 
   
  With a DC 20 Knowledge: Iuz’s Border States, is 
  can be learned that the Great Kingdom once expanded 
  from the east all the way into Perrenland, and its fall 
  began several hundred years ago and eventual lead the 
  current areas that exist today, such as Furyondy, the 
  Shield Lands, etc. 
   
  The following rules apply to intelligence weapons 
  (per the DMG): 
       Magic items sometimes have intelligence of their 
  own. Magically imbued with sentience, these items 
  think and feel the same way characters do and should 
  be treated as NPCs. Intelligent items have extra 
  abilities and sometimes extraordinary powers and 
  special purposes. Only permanent magic items (as 
  opposed to single-use items or those with charges) can 
  be intelligent. (This means that potions, scrolls, and 
  wands, among other items, are never intelligent.) In 
  general, less than 1% of magic items have intelligence. 
       Intelligent items can actually be considered 
  creatures because they have Intelligence, Wisdom, and 
  Charisma scores. Treat them as constructs. Intelligent 
  items often have the ability to illuminate their 
  surroundings at will (as magic weapons do); many 
  cannot see otherwise. 
       Unlike most magic items, intelligent items can 
  activate their own powers without waiting for a 
  command word from their owner. Intelligent items act 
  during their owner’s turn in the initiative order. 
   
  INTELLIGENT ITEM ALIGNMENT 
  Any item with intelligence has an alignment. Note that 
  intelligent weapons already have alignments, either 
  stated or by implication.  If you’re generating a random 
  intelligent weapon, that weapon’s alignment must fit 
  with any alignment-oriented special abilities it has. 
       Any 
  character 
  whose 
  alignment 
  does 
  not 
  correspond to that of the item (except as noted by the 
  asterisks on the table) gains one negative level if he or 
  she so much as picks up the item. Although this 
  negative level never results in actual level loss, it 
  remains as long as the item is in hand and cannot be 
  overcome in any way (including restoration spells). 
  This negative level is cumulative with any other 
  penalties the item might already place on inappropriate 
  wielders. Items with Ego scores (see below) of 20 to 29 
  bestow two negative levels. Items with Ego scores of 30 
  or higher bestow three negative levels. 
   
  ITEMS AGAINST CHARACTERS 
  When an item has an Ego of its own, it has a will of its 
  own. The item is, of course, absolutely true to its 
  alignment. If the character who possesses the item is 
  not true to that alignment’s goals or the item’s special 
  purpose, 
  personality 
  conflict—item 
  against 
  character—results. Similarly, any item with an Ego 
  score of 20 or higher always considers itself superior to 
  any character, and a personality conflict results if the 
  possessor does not always agree with the item. 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 56 
  
       When a personality conflict occurs, the possessor 
  must make a Will saving throw (DC = item’s Ego). If 
  the possessor succeeds, she is dominant. If she fails, the 
  item is dominant. Dominance lasts for one day or until 
  a critical situation occurs (such as a major battle, a 
  serious threat to either the item or the character, and so 
  on). Should an item gain dominance, it resists the 
  character’s desires and demands concessions such as 
  any of the following: 
  • 
  Removal of associates or items whose alignment 
  or personality is distasteful to the item. 
  • 
  The character divesting herself of all other magic 
  items or items of a certain type. 
  • 
  Obedience from the character so the item can 
  direct where they go for its own purposes. 
  • 
  Immediate seeking out and slaying of creatures 
  hateful to the item. 
  • 
  Magical protections and devices to protect the 
  item from molestation when it is not in use. 
  • 
  That the character carry the item with her on all 
  occasions. 
  • 
  That the character relinquish the item in favor of a 
  more suitable possessor due to alignment 
  differences or conduct. 
  • 
  In extreme circumstances, the item can resort to 
  even harsher measures, such as the following acts: 
  • 
  Force its possessor into combat. 
  • 
  Refuse to strike opponents. 
  • 
  Strike at its wielder or her associates. 
  • 
  Force its possessor to surrender to an opponent. 
  • 
  Cause itself to drop from the character’s grasp. 
   
       Naturally, such actions are unlikely when harmony 
  reigns between the character’s and item’s alignments or 
  when their purposes and personalities are well 
  matched. Even so, an item might wish to have a lesser 
  character possess it in order to easily establish and 
  maintain dominance over him, or a higher-level 
  possessor so as to better accomplish its goals. 
       All magic items with personalities desire to play an 
  important role in whatever activity is under way, 
  particularly combat. Such items are rivals of each other, 
  even if they are of the same alignment. No intelligent 
  item wants to share its wielder with others. An 
  intelligent item is aware of the presence of any other 
  intelligent item within 60 feet, and most intelligent 
  items try their best to mislead or distract their host so 
  that she ignores or destroys the rival. Of course, 
  alignment might change this sort of behavior.  
        Items with personalities are never totally controlled 
  or silenced by the characters who possess them, even 
  though they may never successfully control their 
  possessors. They may be powerless to force their 
  demands but remain undaunted and continue to air 
  their wishes and demands. 
  IUZ5-03 Lost But Not Forgotten 
   
  Page 57 
  
  Player Handout #1: Lady Ameiva’s Journal 
   
  13/5032 SD – Aldreth my love hasn’t changed. The helm we used was removed and 
  nothing. It pains me so to do this to him but he has become �����… 
   
  18/5032 SD – He has forsaken our god! What foul magic holds my love captive? 
  Kira has a plan to stop him and if we are to protect the Great Kingdom and my 
  fam����… 
   
  24/50�� �� - Aldreth becomes more bold in council, soon he will cause 
  ���� ��� ����� I have finished constructing the place where we will 
  hold my dear husband until I can determine what beguiles him. Kira and his old 
  companions will lead him there where I can ���� ���� 
   
  30/5032 – My beloved has been contained, my divinations have reviled nothing 
  about his con��� are growing worse in the kingdom. A great war thre��… 
   
  3/5032 – My magics have been ineffective in curing what ails my husband and 
  our lands are under siege. I fear tha���… 
   
  7/5�� - I fear this may be my last entry for some time. I have decided that 
  I must seal this place in case our lands are overrun. Kira and the rest have 
  agreed to enter stasis as guardians incase the prison is discovered. I have 
  developed a new type of warding using my arcane and divine powers and I have 
  sealed my husband’s prison from dimensional movement 
   
  18/��� - Today as I conducted my divinations ��� ����� ����� it 
  had never done this before, how could it have ���� ���� perhaps the 
  sword? 
   
   
   
   
   
   
   
   
   
   
   
  IUZ5-03 Lost But Not Forgotten 
   
  Page 58 
  
  Player Handout #2: Meersalm’s Controlling You 
  You have grabbed the blade called Meersalm and you 
  are now under its control. However the entity inside 
  the sword will not allow you to let your companions 
  know until it is too late. 
   
  Meersalm has let you know that it does not intend 
  to stay here or with your party, so you must attempt to 
  escape this ruin so the blade may attempt to teleport 
  away, which this tomb is not allowing to function 
  inside. 
   
  You may attempt to wrestle control of the blade 
  back to yourself when one of the following occurs: a 
  day passes, a combat begins, or the blade attempts an 
  action that puts you at risk (as it will when it attempts 
  to teleport away with you if in control when leaving 
  the tomb). 
   
  You are to attempt to escape the tomb and utilize 
  Meersalm in combat if able to, but not to let anyone 
  know that it is controlling you. The blade acts on your 
  initiative, 
  and 
  may 
  use 
  any 
  power 
  (except 
  teleportation) in the tomb during your turn, which 
  consumes no actions of yours. The stats of the blade are 
  listed below for your use: 
   
  Meersalm 
  Minor Artifact 
   
  +2 Keen Mortal-Bane Wounding Longsword 
   
  Ego: 40 
  Alignment: CE 
  Intelligence: 26 
  Wisdom: 16 
  Charisma: 23 
   
  Senses: 
   
  Darkvision 120’ 
   
  Blindsense 120’ 
   
  Capable of making Listen and Spot checks 
   
   
   
   
  Communication: 
   
  Speech 
   
  Telepathy (Wielder and Demons at Will) 
   
  Languages Known: 
   
  Common 
   
  Abyssal 
   
  Infernal 
   
  Celestial 
   
  Elven 
   
  Dwarven 
   
  Baklunish 
   
  Flan 
   
  Old Oeridian 
   
  Ancient Suloise 
   
  Skills: 
   
  Bluff +19 
   
  Diplomacy +8 
   
  Disguise +18 
   
  Gather Information +8 
   
  Knowledge (History) +9 
   
  Knowledge (Local) +13 
   
  Knowledge (Religion) +9 
   
  Listen +18 
   
  Search +8 
   
  Sense Motive +19 
   
  Spellcraft +14 
   
  Spot +18 
   
  Powers (Save DC: 18 plus spell level): 
  • 
  Grants Bearer Alertness Feat 
  • 
  Grants Bearer Track Feat 
  • 
  Detect Magic at Will 
  • 
  Deathwatch at Will 
  • 
  Faerie Fire (3/day) 
  • 
  Suggestion (3/day)  
  • 
  Detect Evil at Will 
  • 
  Undetectable Alignment (3/day) 
  • 
  Haste (3/day) 
  • 
  Teleport (3/day) 
   
  Special Purpose: 
   
  Slay Mortals 
   
  Special Purpose Power: 
   
  Wielder gets +2 luck bonus on attacks, saves, and 
  checks when attacking mortal beings.
  IUZ5-03 Lost But Not Forgotten 
   
  Page 59 
  
  Player Handout #3: You Possess Meersalm 
  You have grabbed the blade called Meersalm and have 
  managed to not fall under its control. It has given you 3 
  negative levels but you are now able to utilize the blade 
  without it forcing you to take any specific actions. 
   
  The blade acts on your initiative, and you may 
  demand that it use any power (except teleportation) in 
  the tomb during your turn, which consumes no actions 
  of yours. The stats of the blade are listed below for your 
  use: 
   
  Meersalm 
  Minor Artifact 
   
  +2 Keen Mortal-Bane Wounding Longsword 
   
  Ego: 40 
  Intelligence: 26 
  Wisdom: 16 
  Charisma: 23 
   
  Senses: 
   
  Darkvision 120’ 
   
  Blindsense 120’ 
   
  Capable of making Listen and Spot checks 
   
   
   
   
  Communication: 
   
  Speech 
   
  Telepathy (Wielder and Demons at Will) 
   
  Languages Known: 
   
  Common 
   
  Abyssal 
   
  Infernal 
   
  Celestial 
   
  Elven 
   
  Dwarven 
   
  Baklunish 
   
  Flan 
   
  Old Oeridian 
   
  Ancient Suloise 
   
  Skills: 
   
  Bluff +19 
   
  Diplomacy +8 
   
  Disguise +18 
   
  Gather Information +8 
   
  Knowledge (History) +9 
   
  Knowledge (Local) +13 
   
  Knowledge (Religion) +9 
   
  Listen +18 
   
  Search +8 
   
  Sense Motive +19 
   
  Spellcraft +14 
   
  Spot +18 
   
  Powers (Save DC: 18 plus spell level): 
  • 
  Grants Bearer Alertness Feat 
  • 
  Grants Bearer Track Feat 
  • 
  Detect Magic at Will 
  • 
  Deathwatch at Will 
  • 
  Faerie Fire (3/day) 
  • 
  Suggestion (3/day)  
  • 
  Detect Evil at Will 
  • 
  Undetectable Alignment (3/day) 
  • 
  Haste (3/day) 
  • 
  Teleport (3/day) 
   
  Special Purpose: 
   
  Slay Mortals 
   
  Special Purpose Power: 
   
  Wielder gets +2 luck bonus on attacks, saves, and 
  checks when attacking mortal beings.
  IUZ5-03 Lost But Not Forgotten 
   
  Page 60 
  
  DM Aid #1: Gibbering Gate 
   
   
   
  IUZ5-03 Lost But Not Forgotten 
   
  Page 61 
  
  DM Aid #2: Telanar’s Tower 
   
  IUZ5-03 Lost But Not Forgotten 
   
  Page 62 
  
  DM Aid #3: Excavation Camp 
   
   
   
   
   
   
   
   
   
   
   
   
   
  DM Aid #4: Tomb of Lord Aldreth 
   
  IUZ5-03 Lost But Not Forgotten 
   
  Page 63 
  
   
  IUZ5-03 Lost But Not Forgotten 
   
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  Player’s Map #1: Gibbering Gate 
   
   
   
  IUZ5-03 Lost But Not Forgotten 
   
  Page 65 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/IUZ (Iuz's Border States Metaregion)/IUZ5-03 Lost But Not Forgotten (3E).pdf