TEXT:  
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  1 
  D
  Drreeggootthh  A
  Asscceennddiinngg  
  PPaarrtt  IIII::  T
  Thhee  Q
  Quueesstt 
  Version 1.1 
   
  A Dark Sun adventure for characters of levels 13-17. 
   
   
   
  Design: Jon // Oracle 
  Original design: Kevin Melka  
   
   
   
  Interior Art: Steve Bell, João Bosco, Gabriel Eggers, Mike Fleming, 
  Taciana Gama, Tony Lone Fight, Christopher Rathert 
  Layout: Gabriel Cormier 
  Maps: David Tisch 
  Cover art: Ravenscrye Daegmorgan 
   
  Thanks to: Austin Butcher, Alexis Gervais, Jan Groeneveld, Mark 
  Hope, Michael Ring, Scott Stoecker 
   
  Playtesters: Trond Christian Løkke, Arne Viking Alnes, Petter 
  Stolba, Jo-Bendik Westby, Tony Sandset.  
   
   
   
   
   
   
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  2 
  Legal Notice: 
  Dungeons and Dragons®, D&D, and Dark Sun® are registered trademarks of Wizards of the Coast, Inc., a 
  subsidiary of Hasbro, Inc. This Dark Sun on-line product has been recognized by Wizards of the Coast as 
  an Official Dark Sun release on the Internet. The content here in is considered to be derivative work (as it is 
  based on the intellectual property owned by Wizards of the Coast), and the articles within are jointly owned 
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  without the permission of the other. This project may be reproduced for personal use, but may not be used 
  to generate revenue. This product is a work of fiction. Any similarity to actual people, organizations, 
  places, or events is purely coincidental.  
   
  Open Game Content and Dark Sun Copyrights: 
  This edition of Dregoth Ascending is produced under version 1.0, 1.0a, and/or draft versions of the Open 
  Game License, the d20 System Trademark Logo Guide, and System Reference Document by permission of 
  Wizards of the Coast. Subsequent versions of this product will incorporate final versions of the license, 
  guide, and document. 
   
  Designation of Product Identity: The following items are hereby designated as Product Identity in 
  accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Wizards of the Coast 
  logos and identifying marks and trade dress, including all Wizards of the Coast product and product line 
  names including but not limited to Dark Sun, The City-state of Tyr, Dune Trader, Elves of Athas, Veiled 
  Alliance, and any specific characters, monsters, creatures, and places; capitalized names and names of 
  places, magical or psionic items, artifacts, characters, countries, creatures, geographic locations, gods, 
  historic events, magic items, organizations, spells, and powers; and any and all stories, storylines, histories, 
  plots, thematic elements, and dialogue; all spells monsters in the Monstrous Compendium Appendix: 
  Terrors Beyond Tyr; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, 
  likenesses, poses, logos, or graphic designs, except such elements that already appear in final or draft 
  versions of the d20 System Reference Document and are already Open Game Content by virtue of 
  appearing there. The above Product Identity is not Open Game Content. 
   
  Designation of Open Game Content: Some portions of this book which are OGC originate from the 
  System Reference Document and are ©1999, 2000, and 2001 Wizards of the Coast, Inc. "Open Game 
  Content” is designated in this adventure by text appearing in this color (excluding headers). Any other 
  portion of this adventure, unless already appearing in the System Reference Document or already Wizards' 
  of the Coast intellectual property, is joint property of Wizard of the Coast and the author." 
   
   
  
   
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  D
  Drreeggootthh  A
  Asscceennddiinngg.......................................................................................................... 1 
  1. HERALD OF NIBENAY ........................................................................................... 9 
  2. REFUGEES .............................................................................................................. 10 
  3. BELGOI.................................................................................................................... 10 
  4. CITY OF SPIRES..................................................................................................... 11 
  5. NAGGARAMAKAM............................................................................................... 12 
  6. INFORMATION....................................................................................................... 18 
  7. THE PALACE DISTRICT ....................................................................................... 20 
  8. DARA-SIN ............................................................................................................... 20 
  9. ROAL........................................................................................................................ 21 
  10. XION’S BODY....................................................................................................... 22 
  11. THE CONSECRATED SEPULCHER OF BADNA ............................................. 22 
  12. GROGH-EN............................................................................................................ 25 
  13. AMBUSH ............................................................................................................... 26 
  14. INFORMATION..................................................................................................... 28 
  15. HOUSE WAVIR..................................................................................................... 30 
  16. HOUSE TOMBLADOR......................................................................................... 32 
  17. HOUSE REES ........................................................................................................ 32 
  18. ASSASSINS ........................................................................................................... 34 
  19. THE LAZY MEKILLOT........................................................................................ 34 
  20. ASTHIRA ............................................................................................................... 35 
  21. INFORMATION..................................................................................................... 40 
  22. SILT PIERS ............................................................................................................ 40 
  23. HOMES................................................................................................................... 40 
  24. DIRTY LIZARD..................................................................................................... 41 
  25. MARKETPLACE................................................................................................... 42 
  26. SHOM LODGE ...................................................................................................... 43 
  27. SHOM BARRACKS .............................................................................................. 44 
  28. SHOM WAREHOUSE........................................................................................... 44 
  29. M’KE LODGE........................................................................................................ 45 
  30. TENPUG’S BAND................................................................................................. 45 
  31. SHIMMER.............................................................................................................. 46 
  32. VALLEY OF TREVAIN........................................................................................ 48 
  APPENDIX I: NPCs......................................................................................................... 50 
  APPENDIX II: Artifacts................................................................................................... 71 
  APPENDIX III: New monsters......................................................................................... 75 
  Zombie, Badna.............................................................................................................. 75 
  Sample Badna Zombie.............................................................................................. 75 
  Creating a Badna Zombie ......................................................................................... 77 
  So-ut (Athasian Rampager)........................................................................................... 78 
  APPENDIX IV: Maps....................................................................................................... 80 
  Open Game License....................................................................................................... 85 
  
   
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  4 
  In order to play Part II of Dregoth Ascending, you will need the Dark Sun 3 Core Rules and Terrors of 
  Athas, available as free downloads from the official Dark Sun site, www.athas.org, as well as The 
  Dungeon Master Guide, Player's Handbook, Monster Manual, and the Expanded Psionics Handbook. 
  The DM is encouraged to read the Dark Sun Revised Campaign Setting, City by the Silt Sea, Veiled 
  Alliance and Elves of Athas. These products contain additional information the DM can use to 
  enhance the adventure. Dregoth Ascending is set in Free Year 12.  
   
   
   
  ADVENTURE BACKGROUND  
   
  Dregoth the Undead Dragon-King has been traveling the planes of existence for nearly 2,000 
  years ever since his discovery of the planar gate, a Green Age artifact found in the caverns beneath 
  Giustenal. During his travels Dregoth discovered the presence and worshipping of actual true 
  gods, something previously unknown to the world of Athas. For nearly two eons Dregoth 
  studied the nature of gods, their incredible power, and their zealous worshipers in hopes of 
  attaining such divinity. The Dread Lord of New Giustenal traveled to countless worlds in a 
  variety of disguises, researching hundreds of factions and cults, good and evil, to learn the true 
  nature of gods and their devotees. Dregoth has only recently returned to Athas in the wake of the 
  events of the Prism Pentad, and is now putting events in motion, hoping to become Athas's first 
  true god. 
   
  After another two years of research, in addition to his previous study of the multiverse, Dregoth 
  uncovered the reason why the gods of the planes have never turned their attentions towards the 
  world of Athas. The spiritual conduits that allow the gods of other worlds to draw strength from 
  their worshipers don’t exist on Athas, and so the powers of the planes have turned away from the 
  inhabitants since the earliest days of existence. The spiritual conduits have been replaced by 
  elemental conduits, strongly linking the world of Athas to the elemental Inner Planes. Dregoth 
  has theorized the presence of the Gray, the endless limbo where Athasians go when they die, is 
  responsible; because of the Gray, spiritual conduits cannot be linked to Athas. However, the 
  elemental conduits easily pierce the Gray, granting the elemental clerics of Athas their power. 
   
  In the end the Dread Lord’s plan is a simple one: move the existing elemental conduits so they 
  connect the Outer Planes to Athas. Once the conduits connect to the Outer Planes, Dregoth plans 
  to travel there and receive the power bestowed upon him by his faithful. In addition, all Athasian 
  divine spellcasters shall have to turn to Dregoth for spells since Athas would no longer be 
  connected to the elemental Inner Planes.  
   
  To achieve this end Dregoth has created an epic godhood spell that will not only move the 
  conduits, but instantly elevate him to divinity upon its completion. This spell was devised by the 
  Dread Lord during his journey to the Outer Planes, and perfected upon his return to Athas.  
   
   
  THE GODHOOD SPELL 
   
  During his time on the Outer Planes and through research completed since returning to Athas, 
  Dregoth devised a spell he believes shall allow him to achieve divinity. The godhood spell is an 
  epic spell developed by Dregoth for the sole purpose of transforming him into a god. The godhood 
  spell, in its current form, can only be cast to affect Dregoth, and only during a specific lunar cycle 
  of the moons of Guthay and Ral. Additionally, the caster must understand and be able to 
  
   
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  manipulate the ancient forces of the Pristine Tower, which the Dread King is going to use to cast 
  the final stages of the spell. Lastly, the information on preparations, components, and how to cast 
  the spell are all contained within Dregoth’s mind and are not recorded in any other form. In other 
  words, the odds that another sorcerer-monarch or other entity could develop and cast the spell 
  are microscopic.  
   
  The godhood spell is cast in eight stages. As each stage of the spell is cast, the spell levels a divine 
  spellcaster can prepare decrease. Any spells prepared prior to the casting are not lost, but once 
  they’re cast they cannot be prepared again for the duration of the adventure. Divine casters who 
  try to prepare spells of a lost level meet with failure, as the level of power they can normally 
  access from the Inner Planes can no longer pass through the elemental conduits.  
   
  Stage One: This stage is cast by Dregoth from his Dread Palace in New Giustenal just prior to the 
  beginning of the adventure. This stage results in the loss of epic divine spells. Since none of the 
  PCs should have attained the level needed to cast these spells, they will not feel the effects of the 
  spell. However other epic divine spellcasters do. This stage of the spell is mostly a preparation for 
  stages to come, cutting off higher access to the Inner Planes. 
   
  Stage Two: The second stage is one of the more critical to the spell and deals with Dregoth’s 
  invasion of Raam. This portion of the spell requires the forfeit of 10,000 Hit Dice of living beings 
  who are not required to be worshipers of the caster. The lifeforce drained from the Raamites is 
  used to fuel the next four stages of the spell. The completion of this stage results in the loss of 9th-
  level spells by all divine spellcasters of Athas.  
   
  Stage Three: This is the first of four stages of the spell that prepares Dregoth for his evolution 
  from mortal to god, and is once again cast from the Dread Palace in New Giustenal. The energy 
  needed to complete these stages takes the form of the former citizens of Raam, and draws energy 
  away from the elemental conduits. The completion of this stage results in the loss of 8th-level 
  spells. Additionally, all spells that summon creatures with the elemental type or subtypes fail in 
  the attempt.  
   
  Stage Four: This is the second of four stages of the spell that prepare Dregoth for the evolution to 
  godhood cast from the Dread Palace in New Giustenal. The completion of this stage results in the 
  loss of 7th-level spells. 
   
  Stage Five: This is the third of four stages of the spell that prepare Dregoth for the evolution from 
  mortal to god cast from the Dread Palace in New Giustenal. The completion of this stage results 
  in the loss of 6th-level spells. In addition, all summoned elementals and elemental beasts 
  (including paraelementals) across the face of Athas are banished back to the Inner Planes unless 
  special circumstances rationalized by the DM apply. Artifacts and magical items that tap the 
  Inner Planes for energy, such as a ring of elemental command, fail to function at the completion of 
  this stage. 
   
  Stage Six: This is the last of the four stages cast from the Dread Palace in New Giustenal. The 
  completion of this stage results in the loss of 5th-level spells. At the conclusion of this stage 
  Dregoth leaves New Giustenal for the Pristine Tower to execute the final two stages, leaving 
  High Templar Mon Adderath in charge of his underground city. 
   
  Stage Seven: This is the second to last stage of the spell designed to prepare the conduits to make 
  the switch from the Inner to the Outer Planes upon completion of the final stage. The conclusion 
  of this stage results in the loss of 4th-level spells and the ability to turn or rebuke undead and 
  other creatures. Creatures with close ties to the Inner Planes, such as drakes and spirits of the land, 
  
   
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  fall into a state of hibernation from which they’ll eventually die if the elemental conduits are not 
  restored. Depending on their timing, the PCs may have a chance to disrupt Dregoth’s spell before 
  the completion of this stage. 
   
  Stage Eight: Unless the PCs prevent the final stage of the spell from being completed by the 
  Dread King, there is a chance the elemental conduits may be permanently damaged. This is the 
  most critical portion of the spell, one requiring Dregoth's near undivided attention to complete. It 
  is at this point the PCs have a chance to disturb Dregoth’s casting. It is also here the PCs may 
  have to go head to head with the mighty Champion of Rajaat. 
   
  Divine spellcasters are able to “feel” the completion of each stage of the godhood spell being cast 
  as their connection with the Inner Planes becomes more defunct. A divine spellcaster can only 
  “feel” a stage being completed if he can cast spells of a spell level that is affected, i.e. if a cleric can 
  cast 8th level spells, he does not “feel” the spell until stage three. As Dregoth completes each 
  stage all divine spellcasters on Athas must make a Will save (DC 20 + stage of godhood spell) or 
  lose consciousness for 1d4x10 minutes.   
   
   
   
  SIEMHOUK’S ACCOUNT 
   
  “I had never before heard my master scream in such agony, a frightful sound I hope to never hear again. It 
  was as if a portion of his life was being ripped away, and soon after that I felt it as well, a wrenching feeling 
  that torn at me as if a portion of my spirit had been blasted away by the blowing sand. I don’t know how 
  long I lay unconscious, and when I awoke the Shadow King was standing above me, his eyes burning with 
  a look somewhere between apprehension and loathing. ‘Dregoth makes his move, Pandita. I go to summon 
  the remaining Champions, and I need you to bring all the high templars to the Naggaramakam. There is 
  much to be done.’ I paused for a moment after my master vanished, for more would cost me my life despite 
  being his favorite, and for the first time in many years I was apprehensive about what the future holds.” 
  - Siemhouk the Priest Child, High Priestess of the Chamber of Air & Temple of Thought 
   
   
   
  ADVENTURE SYNOPSIS  
   
  In Part Two: The Quest, the PCs receive a summons by the sorcerer-monarch Nibenay in regards 
  to Dregoth’s attack and the loss of spells from the Inner Planes. The Shadow King knows of the 
  PCs efforts during the invasion of Raam (or past efforts in previous adventures), and requires 
  outside help of some sort if the Dread King’s plans are to be thwarted. The PCs arrive in Nibenay 
  only to be confronted by not only the Shadow-King but Hamanu of Urik and Lalali-Puy of Gulg 
  as well. The three of them tell the PCs of Dregoth’s plans for the elemental conduits and the 
  future of Athas.  
   
  After detailing the Dread King’s plan, the Champions tell the PCs how they can defeat Dregoth 
  despite his great power, and what their reward would be for such a feat. If the party or 
  individual PCs refuse the sorcerer-monarch’s information and help, they may try to defeat 
  Dregoth on their own, but would be easily defeated. Only with the knowledge of the Sorcerer-
  monarchs do the characters have any chance of defeating the Undead Dragon-King. Should the 
  PCs agree, they’re given information leading to three powerful artifacts: the Pearl of the Sunrise 
  Sea, the Star of Badna, and the Scorcher. The PCs can search for the three relics in any order.  
  
   
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  One quest takes the PCs back to Raam, where clues lead to the devious templar Roal, who 
  commands the mansabdar police force. The PCs must be careful in their dealings with Roal, or 
  else he will send hired mercenaries to deal with them and claim the Star of Badna for himself. 
  Eventually, the PCs find the Consecrated Sepulcher of Badna, where the former high-templar 
  Grogh-En rests with the artifact they are looking for. Grogh-En, now an undead being known as a 
  Badna zombie due to the artifact’s curse, is not easily killed. Unless he is finally put to rest, 
  Grogh-En will hunt the PCs in what remains of the adventure to reclaim the Star.  
   
  Another quest leads to Balic, where the PCs must find the underground templar faction lead by 
  Asthira the First Templar. Clues will lead the PCs to the Lazy Mekillot, an establishment run by 
  the half-giant Mox, who there is more to than meets the eye. Mox can take the PCs to Asthira, 
  who in turn can contact Andropinis regarding the location of the Pearl of the Sunrise Sea – if the 
  PCs agree to her terms. They can get the Pearl if they become subjected to a geas, and they are 
  warned that if they do not return the artifact, Andropinis will unleash his wrath upon them.  
  Illus. by Steve Bell 
  
   
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  The third quest unfolds in the trade village of Cromlin, where the PCs must prove themselves to 
  the local population. Most likely, this will be through a large fight at the Dirty Lizard tavern, 
  where the PCs encounter Jaksot Han, an ex silt-pirate. Jaksot has heard of Vorr and his legendary 
  sword, and gives the PCs the name of Shimmer – an old elven woman who lives with Tenpug’s 
  Band. If the PCs make it to the slave tribe’s base of operations, they can learn the location of the 
  Scorcher from Shimmer. It is in the Valley of Trevain, in a cave currently occupied by a large 
  number of so-ut due to mating season.  
   
  Part II: The Quest ends when the PCs have all of the three artifacts or give up searching for them, 
  or they run out of time. The PCs have 20 days to gather all three artifacts and reach New 
  Giustenal. For every five days that pass from the PCs encounter the Shadow King’s messenger, 
  Dregoth completes another stage of his godhood spell (3rd stage on day 5, 4th stage on day 10, 5th 
  stage on day 15 and 6th stage on day 20). After Dregoth has completed the 6th stage, he relocates 
  to the Pristine Tower where he will complete the godhood spell. If it becomes apparent that the 
  PCs are not going to retrieve all three artifacts within this timeframe, they may have to confront 
  Dregoth at the Pristine Tower with only one or two (or none) of the relics. If the PCs haven’t 
  gathered the three artifacts and aren’t nearing New Giustenal by the 20th day, they will be 
  contacted psionically by the Shadow King and told to go immediately to the Pristine Tower 
  before Dregoth is able to complete the godhood spell.  
   
  The journey to New Giustenal and the Pristine Tower are detailed in Part III of Dregoth Ascending, 
  the conclusion of the Dregoth Ascending trilogy.  
   
   
   
   
  
   
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  1. HERALD OF NIBENAY 
   
  At some point after the dray have retreated 
  to the Silt Sea the PCs are approached by a 
  templar of Nibenay who bears a message 
  from her master. The DM should let the 
  characters take some actions following the 
  end of the invasion, allowing them to get a 
  grasp of and possibly influence the events 
  described in the last section of Part I: The 
  Day of Light. The PCs may even wish to 
  snatch a portion of the city for themselves, 
  though this may be hampered by the 
  continuation of the adventure. When the 
  DM wants to continue with the course of the 
  adventure, read or paraphrase the 
  following:  
   
  The city of Raam has survived the invasion, but 
  at a great cost. It is quite apparent that things 
  will never be the same. The sudden retreat of the 
  army when the city was visibly on its knees still 
  confuses you. Why did they retreat when victory 
  was well within their grasp? As if in answer to 
  your question an almost naked woman carrying 
  an agafari staff and wearing the headdress of a 
  templar approaches you from a parting group of 
  people. You hear the word “Nibenay” whispered 
  by someone behind you as the woman stops and 
  plants her staff in the sand at your feet. 
    
  “I am Arru,” she proclaims coldly, “High 
  Templar of Nibenay. In the name of the Shadow 
  King I bid you greetings and present you with a 
  summons from my master to meet with him 
  regarding recent events. My liege has heard of 
  your efforts against the invaders, and warns that 
  though the army is gone the future is wrought 
  with peril. Brave ones such as you are needed to 
  save Athas from a power greater than the 
  Dragon ever was.” It is hard not to notice the 
  failed attempt by the templar to hide her disdain 
  with the last statement, but without missing a 
  beat continues, “The Shadow King has sent me 
  here to guide you to his city, where all shall be 
  explained behind the safe walls of the 
  Naggaramakam. Time is short, and the sooner 
  we begin the journey the better.” 
   
  The Nibenese templar is Arru, High 
  Priestess of the Chamber of Fire and Temple 
  of War, and one of the Shadow King’s most 
  treasured servants. Arru was transported to 
  Raam by her master’s magic, and she is to 
  return to Nibenay with the PCs or at the 
  very least some other group of PCs brave 
  enough to do the job.  
   
  The High Templar speaks to the PCs as if 
  the party has already accepted the mission, 
  as she would obey her master without 
  question regardless of their position on the 
  matter. If the party wishes to question her 
  on the nature of this summons or regarding 
  the attack on Raam (or the loss of spells 
  from the Inner Planes should the PCs be 
  aware of it), Arru explains that any area 
  outside the Naggaramakam is not safe from 
  the prying eyes of their enemy, and once 
  again insists they make their way to 
  Nibenay post haste. Arru refuses to answer 
  any other questions, stating that her master 
  will answer all queries soon enough.  
   
  Arru will be far from sociable with the 
  party, viewing the encounter as a necessary 
  (but distasteful) duty. If pressed into 
  conversion, the priestess presents a cold, 
  resolute view regarding being a templar and 
  selfishly serving the Shadow King. 
   
   
  If the PCs refuse the summons of the 
  Shadow King, the DM may have to appeal 
  to the basic nature of the characters to get 
  them to Nibenay. This could be promises of 
  a great reward, which is well within the 
  power of the sorcerer-monarch. If the PCs 
  are reluctant because of an alignment 
  Illus. by Gabriel Eggers 
  
   
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  conflict, Arru argues that the fate of all 
  Athas is at stake, and what she calls “petty 
  morals” is a self-serving attitude that will 
  plunge Athas into a new, dark age where 
  pure evil reigns supreme. That’s about all 
  Arru dares divulge without incurring the 
  wrath of her master.  
  If the PCs by all accounts refuse to go to 
  Nibenay, the adventure cannot continue 
  without some modification. The PCs could 
  be approached by Nanda Shatri, Oronis of 
  Kurn, or an advanced being known to the 
  PCs. The entity in question will give the PCs 
  the same information provided by the 
  Shadow King in Encounter 5. 
  NAGGARAMAKAM, and urges the PCs to 
  gather the three artifacts in order to stop 
  Dregoth’s plans.  
   
  If the party agrees to meet with the 
  Shadow King, Arru requests they leave 
  immediately through the use of a greater 
  teleport scroll. If the PCs refuse to let Arru 
  teleport them, the method of reaching 
  Nibenay is left to the party’s design. Unless 
  they have some magical or psionic means of 
  transportation, it’s usually a three day travel 
  south by the main road. Arru will 
  accompany them if they go on foot, but will 
  be very displeased. If the PCs travel by 
  magical or psionic means, the High Templar 
  instructs them to appear outside the 
  Dancing Gates. The Shadow King’s highest 
  ranking templars shall meet them at the 
  front gate and escort them to the safety of 
  the Naggaramakam. Attempts at teleporting 
  inside the city will fail automatically due to 
  wards recently placed by the Shadow King.  
   
  If the PCs travel overland to Nibenay, they 
  shall have to do so on foot unless they have 
  their own mounts which they arrived in 
  Raam on. Currently, there are no mounts of 
  any kind for sale in the chaotic aftermath of 
  the attack. Pausing in their travels is met 
  with great scorn by Arru, who insists it is 
  critical they reach Nibenay as fast as 
  possible. The DM may run optional 
  encounters 2. REFUGEES and 3. BELGOI.  
    
  2. REFUGEES 
   
  Several citizens who fled Raam through the 
  northwest gate eventually turned south in 
  an attempt to make their way towards 
  Nibenay instead of traveling west to Urik or 
  faraway Tyr. These people have not heard 
  that the invading army has withdrawn from 
  the city and it is now safe to return. 
  Refugees can be encountered alone or in 
  small groups consisting of family members, 
  friends or fellow refugees traveling together. 
  The refugees could be in need of water, food 
  and/or healing. Some carry children and are 
  not dressed for desert travel. The majority 
  want to return to Raam if told it is safe to go 
  there. There is a 10% chance that a refugee is 
  a carrier of the Wind Sickness. The plague 
  spreads by touch.   
   
   
  3. BELGOI 
   
  As Dregoth passed through the mountains 
  north of Break Shore he drove a tribe of 
  belgoi from their home. Several of their 
  number perished at the hands of the dray, 
  and the survivors moved west in search of a 
  new home. These vicious cannibals have 
  since been preying on refugees from Raam. 
  When encountered the belgoi are feasting on 
  a small family of refugees while they’re still 
  alive.  
   
  As you reach the top of a dune, you come to 
  witness a band of clawed humanoids gathered in 
  a large circle. The ringing of bells and wicked 
  laughter accompany frenzied cheers and screams 
  of agony from within the circle. Some of the 
  clawed humanoids are kneeling over something 
  in the crowd’s center. As the tallest of them rises, 
  you spot a pair of pale human bodies covered in 
  blood on the ground. The creature holds aloft for 
  its peers to see, the body of a child staring 
  Disease  
  Infection 
  DC 
  Wind Sickness Contact  
  15
   
   
  Incubation 
  Damage 
  1d4 days 
  1d4 Con 
  
   
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  blankly, and caresses it with one clawed finger. 
  The shouts and ringing of bells becomes frantic 
  when the being burrows its nails into the flesh of 
  the child. The little boy’s pitched scream lasts 
  only an instant. His mouth becomes locked wide 
  open and his skin turns grey. Then the body is 
  tossed to the masses, which leap at it like a pack 
  of jhakars that haven’t been fed in weeks.  
   
  The belgoi leader drained the boy of his last 
  strength and threw the body to his 
  tribesmen. It is too late to save the family of 
  three killed by the belgoi, but the PCs can 
  put an end to this threat against all the 
  remaining fleeing Raamites. The PCs start 
  120 feet from the band of belgoi, should they 
  wish to combat them.  
   
  Belgoi (30): hp 22 each 
  Ta’q’uat, belgoi leader: 69 
   
   
  4. CITY OF SPIRES 
   
  Regardless of how they reach the city, the 
  PCs eventually arrive in Nibenay for their 
  meeting with the Shadow King. As Arru 
  stated to them earlier the PCs should arrive 
  at the city’s northern gate. The reason for 
  this becomes evident the closer they 
  approach the city. 
   
  Nibenay, also known as the City of Spires, looms 
  before you. The ornate buildings of the ancient 
  city that tower above the outer walls are the first 
  sights you see. You then become aware of a 
  shimmering luminescence surrounding the city. 
  “My master wards the city against our 
  common foe, “explains Arru upon 
  noticing your concern, 
  “preventing magical and 
  psionic travel in and out 
  of Nibenay. We must 
  make haste, for my king 
  cannot maintain the 
  shield forever.”  
   
  If the PCs arrive at 
  the northern gates, 
  read or paraphrase 
  the following:  
   
  Quickening your approach you make your way 
  towards the gates, where you’re met by three 
  other women dressed with the same lack of 
  clothing as Arru. “These are the other high 
  templars of the Shadow King,” declares Arru, 
  “Djena, enforcer of the King’s Law; Rejan of the 
  Chamber of Water; and Kahayla of the Chamber 
  of Earth. They are here to escort you to the 
  Naggaramakam.”  
   
  The PCs should realize that this escort is a 
  great honor. The High Templars, though, 
  are all business here, and engage in little or 
  no dialogue with the PCs as they walk 
  through the city. In fact, several of the high 
  templars resent the fact that their master 
  does not entrust the defeat of Dregoth to 
  them, but instead enlists the help of 
  outsiders. This animosity is visibly 
  conferred to the PCs with glances of hatred 
  and malice on their journey through the city. 
   
  As you pass through Reservoir Gate, the 
  wondrous architecture of Nibenay comes into 
  view. Though the city is still one of the few 
  under the rule of a sorcerer-monarch, one cannot 
  say the condition of the city has languished. 
  However, it is difficult to concentrate on 
  architecture when it’s visibly apparent that the 
  city is in a state of chaos. “Many have begun to 
  panic due to our master’s protective spell,” 
  coldly states Djena, more to her fellow templars 
  than to your party, “and some know of the recent 
  disruption of divine magic. Come, the 
  Shadow King awaits us in the Jade 
  Hall.” 
  Illus. by Mike Fleming 
  
   
  http://athas.org 
   
  Dregoth Ascending Part 2: The Quest 
   
  12 
   
  If the PCs arrive at another gate, they do 
  not meet the remaining high templars, and 
  Arru leads them to the Naggaramakam. 
  Read or paraphrase the following:  
   
  The journey through the streets of Nibenay is 
  quick under the direction of the high templar(s), 
  and soon you find yourselves at the walls of the 
  Naggaramakam, the walled inner city. Few 
  besides the templar-wives of the Shadow King 
  have seen beyond its monstrous walls and the 
  lofty agafari trees that tower over them. As you 
  pass through the heavily guarded gate the 
  splendor of this forbidden subcity is not lost on 
  you. Surrounded by small buildings and lush 
  plant life is the palace of the Shadow King, a 
  structure resembling a large human face with 
  long flowing hair, which reaches the ground 
  surrounding the building. Carved within the 
  hair are images of thousands of females, which 
  you’ve heard are rumored to be the likeness of 
  every templar to serve the Shadow King.  
  A steep set of stairs leads to a small entrance 
  beneath the face’s chin, and it is there you are 
  lead by the high templars. The females you notice 
  here regard you with a visual contempt, while 
  the one or two males you happen to glance have 
  the gaze focused unerringly on the ground.  
   
  The walls surrounding the Naggaramakam 
  are 50 feet in height, totally obscuring the 
  view of all structures inside. For any who 
  have seen the human visage presented by 
  the Shadow King, they’ll recognize it as the 
  face of the Naggaramakam. Any questions 
  presented to the high templars by the PCs 
  are ignored from this point forward, and 
  they’re sternly told to keep on the path up 
  the stairs and to their meeting with the 
  Shadow King. Remember that this complex 
  is filled with easily a hundred of the 
  Shadow King’s templars, and any 
  aggressive moves are met with unmerciful 
  force. Once the PCs enter the opening below 
  the face’s chin, continue with Encounter 5. 
   
   
   
   
   
  5. NAGGARAMAKAM 
   
  If the PCs have played the adventure 
  Marauders of Nibenay, portions of the 
  Naggaramakam’s interior appear familiar. 
  However, some of the structure has been 
  refashioned following the Great Earthquake 
  and the events of the Prism Pentad. 
  Consequently, while some things may look 
  familiar others are not. 
   
  After ascending the near vertical steps of the 
  Naggaramakam, you enter a dark corridor with a 
  sense of foreboding not easily dismissed. Low-
  burning lights of a magical nature are the only 
  means of illumination as you traverse several 
  gloomy corridors, and you soon lose track of your 
  location in the maze of dim passages. After what 
  seems like a mile of darkness you suddenly come 
  to a great hallway, rectangular in nature, whose 
  floor, walls, and ceiling are carved completely of 
  jade. The chamber is illuminated by some three 
  dozen glowing emerald spheres hanging from the 
  ceiling in chains of bone, showering all in an 
  eerie greenish glow. 
   
  Proceeding slowly through the chamber you see 
  three figures standing in wait, one seated on a 
  high throne while the other two stand in the 
  shadows to either side. You are soon standing 
  before the throne upon which only the Shadow 
  King may sit, and your templar guide(s) quickly 
  drop to their knees in reverence to their master. 
   
  Though they do not expect it, a show of 
  respect here by the PCs goes a long way 
  towards earning the respect of the sorcerer-
  monarchs. The DM should pause briefly in 
  reading text to allow for this possibility, 
  then continue with the following: 
   
  With a wave of his hand the Shadow King causes 
  the jade orbs to burn bright, illuminating the 
  chamber to a near-normal level. It is then you 
  recognize the shadowy figures for what they 
  truly are, the sorcerer monarchs Hamanu of Urik 
  and Lalali-Puy of Gulg. The look of surprise on 
  your face is evident, and a soft chuckle can be 
  heard from the direction of the throne. The 
  shadow king then speaks. “Introductions are 
  uneccessary and time moves against us. Not 
  since the time of Rajaat’s release at the hands of 
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  13 
  the usurper Tithian has Athas faced so great a 
  danger. Dregoth the Undead Dragon-King, the 
  Third Champion of Rajaat, is on his way to 
  becoming the first god of Athas. Unless he is 
  stopped, all divine magic on Athas shall be lost 
  to all who do not pledge allegiance to Dregoth; 
  and in his visions for Athas, there will be no 
  men, elves or dwarves - there will only be his 
  dray. Dregoth must not be allowed to succeed.” 
   
  “The destruction of Raam was only a single 
  component in the spell our fellow Champion 
  casts to elevate himself to godhood, one he 
  doubtlessly fabricated with knowledge gleamed 
  from his travels to the Outer Planes. You might 
  have felt the loss of divine magic from the 
  Elemental Planes already. It is only the 
  beginning. Soon all elemental magic procured 
  from the Inner Planes will be lost!” 
   
   The Shadow King then suddenly sits back in his 
  throne, for a blink of an eye his face is altered, 
  revealing a dark alien appearance, but his 
  illusions of a human face return instantly. The 
  Shadow King’s face has a drained look upon it. 
  The Lion of Urik steps forward, his bold strides 
  carrying him with an air of authority that is 
  difficult to disregard. “You must excuse our 
  host,” Hamanu states, “for the power it takes to 
  maintain the magical boundary surrounding the 
  city can be taxing. Perhaps you’ve asked 
  yourselves why you are here? It is quite simple 
  really. We are in need of your help. The three of 
  us cannot openly act against Dregoth without 
  him knowing and allowing him to retaliate. In 
  many ways Dregoth has already become even 
  more powerful than the Dragon of Tyr ever was. 
  The fate of Raam would befall all cities large and 
  small should we directly interfere, and I would 
  guess that all would be killed instead of just 
  enough to power his sinister spell. Hence, we 
  need powerful agents armed with the knowledge 
  needed to defeat him, and with the continual loss 
  of divine magic our templars would prove 
  ineffective for this task.” 
   
  “Do you even realize what is happening here, 
  mortals?” rudely interjects the Oba of Gulg after 
  viewing your trepidation, “Do you have any idea 
  how magic travels from the Elemental Planes to 
  Athas? Our former master explained it to us 
  once, having studied all forms of magic for over 
  2,000 years. Elemental magic travels from the 
  Inner Planes to Athas along conduits. On other 
  worlds beyond this one exist god-like beings that 
  gather energy from their worshipers along 
  somewhat similar conduits, but these conduits 
  do not exist on Athas. Dregoth plans to move the 
  conduits from the Inner Plane to the Outer 
  Plane, believing this will make him a god like 
  those on other worlds, further increasing his 
  power to unknown proportions. If he succeeds, 
  only his worshippers shall receive divine magic 
  and all that oppose him will be annihilated. Do 
  you understand the peril now?” 
   
   “Though ill-mannered,” replies the Shadow 
  King with an apparent second wind, “my dear 
  Lalali-Puy is correct. Unless Dregoth is stopped, 
  all divine magic as we know it shall no longer 
  exist, and the Ravager of Giants will reign 
  supreme. After viewing your efforts in Raam, 
  you are our first choice to oppose Dregoth’s 
  plans. Defeating the undead dragon will be no 
  easy matter, and you’ll be in need of powerful 
  magic if you are to succeed, magic we’re 
  prepared to give you. The reward for this task 
  would be great, as you would have the gratitude 
  of three sorcerer-monarchs to fuel your greed. 
  There is no deception here, our words and 
  compensation are authentic. We must know your 
  answer forthwith, as every moment brings 
  Dregoth closer to his goal.” 
   
  The sorcerer-monarchs are true in their 
  dealings with the PCs, though the 
  information they present is only what the 
  party needs to know to get them interested. 
  Once they agree, more information is 
  provided. Should the PCs still be hesitant, 
  the sorcerer-monarchs urge them to look at 
  the presented facts. Under no circumstance 
  do the sorcerer-monarchs submit to spells or 
  psionic probes by the PCs.  
   
  If the PCs decline the task presented to 
  them by the sorcerer-monarchs, the 
  Shadow-King makes it perfectly clear that 
  others of less skill can be chosen, though 
  they may not survive the task. If the PCs 
  refuse, the adventure is over unless they 
  decide to take on Dregoth without the aid of 
  the three artifacts the sorcerer-monarchs 
  would give them information about. In this 
  case the DM should insure that their 
  foolishness costs them their lives. 
  
   
  http://athas.org 
   
  Dregoth Ascending Part 2: The Quest 
   
  14 
  Once the PCs accept the task presented to 
  them by the sorcerer-monarchs, they are 
  told about the items needed to help defeat 
  Dregoth.  
   
  “The key to defeating Dregoth,” begins the 
  Shadow King, “is preventing his power from 
  affecting you while at the same time being able to 
  injure him. Few weapons on Athas can truly 
  harm a Champion of Rajaat, and fewer still can 
  counter their power. One such item was the 
  Scourge of Rkard used to slay the Dragon, 
  though now it rests broken in the magma of the 
  Ring of Fire guarded by Sadira’s wards. But the 
  Scourge is not the only artifact of Athas’ past, 
  and not the only one created by Rajaat the War-
  Bringer and others since and before him. 
  Dregoth had been slain before and it can be done 
  again. When he was first slain two millennia ago 
  several such items were carried by his killers to 
  counter his power, and it is these items you shall 
  seek.” 
   
   “Unfortunately,” the Shadow King adds, “two 
  of the three artifacts were held by Abalach-Re 
  and Andropinis, the former slain and the latter 
  imprisoned in the Black, though some of their 
  templars may know of their current locations. 
  The third artifact was lost following Dregoth’s 
  first ‘death,’ though rumors persist regarding its 
  return.” The Shadow King once again sits back 
  in his throne, and the sorcerer-queen of Gulg 
  steps forward.  
   
   “The first item you shall need was once owned 
  by the late Abalach-Re,” coldly states the Oba, 
  “a large sapphire known as the Star of Badna. 
  This perfect gem was unearthed from the mines 
  of Raam shortly after the defeat of Rajaat, and 
  was enchanted by the queen to act as a protection 
  against arcane magic cast by defilers. This 
  artifact has disappeared since her death, though 
  my sources report that a former templar named 
  Grogh-En may know the location of the sapphire. 
  Be warned mortals, as rumors persist of a 
  terrible curse that accompanies the Star of 
  Badna. It is unknown whether this is hearsay 
  fabricated by Abalach-Re or truth. You must 
  return to Raam and discover the Star of Badna’s 
  whereabouts.” 
   
   “The second item is another weapon created by 
  Rajaat,” begins the ruler of Urik, “a sword 
  known as the Scorcher. It was with this weapon 
  that I dealt Dregoth his death blow with 
  frightening ease, so much so that I threw the 
  weapon into the center of the Silt Sea to prevent 
  its use against us in the future. I had thought the 
  Scorcher lost forever until news of a sword 
  matching its description appeared in the village 
  of Cromlin 100 years ago, though it soon again 
  disappeared in the hands of an ex-gladiator called 
  Vorr. You should begin your search for this 
  weapon in Cromlin.” 
   
   “The last artifact was discovered by Rajaat 
  when he took control of the Pristine Tower.” says 
  the Shadow King in a low, drained voice. “This 
  halfling artifact is known as the Pearl of the 
  Sunrise Sea, and was given to Albeorn—the true 
  name of Andropinis—by the First Sorcerer to aid 
  him in his quest to rid Athas of elves. The Pearl 
  protects its owner from psionic powers like no 
  other item on Athas, but also prevents its owner 
  from manifesting any form of psionic power. 
  This is likely due to the fact that the Pearl was 
  created during a time before psionics. Regardless, 
  to a sorcerer-monarch, the pearl is a double-
  edged sword, and the item was not with 
  Andropinis when he was imprisoned in the Black 
  by Rajaat two years ago. It may still be hidden 
  somewhere in Balic. It is said that the hidden 
  templars of Andropinis have a way to contact 
  their former master. You should seek them, for 
  only Andropinis would know the location of the 
  relic for certain. 
   
   “With these three artifacts,“concludes Nibenay, 
  “you stand the best chance of preventing 
  Dregoth from completing his spell. Our 
  divination of what the Dread Lord is doing 
  indicates that his spell will not be complete for 
  some time, at least two weeks. However, the 
  more stages of his spells that are completed, the 
  more divine magic shall disappear. You must 
  find the three relics and confront Dregoth before 
  the spell is completed, else we three must take 
  action. Be warned! If we are forced to confront 
  him the devastation to the land is likely to be 
  vast, perhaps laying waste to the entire Ivory 
  Triangle. This is another reason why you must 
  undertake the mission in our place. Despite what 
  you think of us, we do not wish to see our cities 
  in ruin and Athas destroyed further.  
   
  
   
  http://athas.org 
   
  Dregoth Ascending Part 2: The Quest 
   
  15 
  After you have located the three artifacts, 
  Dregoth is likely to be found in the subterranean 
  city of New Giustenal. Well,” pauses the Shadow 
  King, “are you up to the task?” 
   
  If the PCs have further questions the DM 
  should use information provided 
  throughout Dregoth Ascending to answer 
  them, being careful not to divulge any facts 
  the sorcerer-monarchs would not know 
  regarding Dregoth’s plans. One thing the 
  sorcerer-monarchs are not telling the PCs is 
  that the artifacts would work equally well 
  against them as they do against Dregoth. 
  For this reason they’ll be on their guard 
  should the PCs succeed in their task and 
  come after them at the end of the adventure. 
   
  Rewards: If the PCs lawfully live up to their 
  end of the bargain, the sorcerer-monarchs 
  shall live up to theirs and reward the PCs 
  handsomely. The following are some of the 
  things that can be promised should the PCs 
  succeed in thwarting Dregoth’s plans: 
   
  Freedom: For those concerned with slavery, 
  each of the sorcerer-monarchs agrees to 
  release 500 slaves from bondage should the 
  PCs defeat Dregoth. These slaves must leave 
  their cities, never to return. Since the Dragon 
  is no longer around to demand a levy, this is 
  an easy request by the sorcerer-monarchs. 
  The tyrants care not where the slaves go.  
   
  Wealth: Each PC is offered 5,000 gold pieces 
  for defeating Dregoth, which is a king’s 
  ransom by Athas’s standards. No PC can 
  collect more than 5,000 gold if other 
  members of the group do not return. 
   
  Property: The sorcerer-monarchs offer each 
  PC the equivalent of a noble’s estate in one 
  of their cities or the city-state of Tyr, where 
  Hamanu secretly owns several holdings 
  (this is not revealed to the party just yet 
  though). Each estate has an annual net 
  income of 1,000 ceramic pieces. 
   
  Magic: The treasure holds of the sorcerer-
  monarchs are vast, and rare magical items 
  and forgotten spells can be found only there. 
  Another deal may also involve the PCs 
  being able to keep one (and only one) of the 
  three retrieved artifacts. The others are to be 
  handed over to the sorcerer-monarchs 
  following Dregoth’s defeat.  
   
  Once the PCs have no further questions, 
  the Shadow King has a few parting words 
  for them before they begin their search for 
  the three relics: 
   
  “It is very unlikely you’ll be able to kill 
  Dregoth,” says the Shadow King, “but in truth 
  you do not have to. Remember that all you have 
  to do is prevent him from successfully 
  completing his spell. In theory this would restore 
  the elemental conduits to normal and return the 
  lost divine magic to Athas. Once the spell has 
  been disrupted a hasty retreat would be in order, 
  as I’m sure Dregoth is going to be extremely 
  unhappy with your interference. Remember as 
  well that the Dread King probably has agents in 
  every city, dray of extreme cunning and skill, to 
  hinder your quest. At the very least they may 
  alert their master as to your deeds, and should 
  Dregoth confront you before you have all three 
  artifacts you’re as good as dead. For this reason 
  you should attract as little attention to 
  yourselves as possible before you’re ready to 
  confront the undead king.” 
   
   “If you have no further questions,” Nibenay 
  concludes, “my high templars will show you out 
  and make sure you are provided with what you 
  need for your journey. Speed is of the essence, as 
  your time is finite. If you fail, all of Athas may be 
  doomed. Go now.” 
   
  Once the PCs have been escorted from the 
  Naggaramakam, the high templars have 
  been instructed to supply the PCs with any 
  mundane items (and a few magical items) 
  they require for their mission. This includes 
  alchemical items, spell components, 
  masterwork or psionic/magical weapons of 
  up to a +1 enchantment (20% chance of 
  being metal), metal weapons, and any type 
  of mundane non-metal armor. The templars 
  also have a limited number of magical fruits 
  to give the PCs: 4 potionfruits of cure moderate 
  wounds, 2 potionfruits of cure serious wounds, a 
  potionfruit of fly, a potionfruit of bull’s strength, 
  and a potionfruit of bear’s endurance.  
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  16 
   
  If the PCs do not possess mounts of their 
  own, the templars provide either kanks or 
  crodlus for the journey (and inix for half-
  giants). If the PCs are somehow destitute, 
  they are each given 400 ceramic pieces for 
  the journey. Lastly, should any of the PCs 
  still suffer from wounds or other ill effects 
  obtained in the defense of Raam, the high 
  templars see to their curing before they 
  leave Nibenay. This includes nearly all 
  forms of divine healing from cure light 
  wounds to heal; because of the godhood spell 
  this does not include 9th level spells. 
   
  Because of the loss of divine spells as more 
  stages of the godhood spell are completed, 
  the sorcerer-monarchs do not offer to 
  resurrect any deceased PCs. They could, 
  however, send replacements (either as NPCs 
  to replace dead PCs, or they can be run by 
  player owners of dead PCs).  
   
   
  N
  Nootteess  ttoo  tthhee  D
  DM
  M  
   
  The PCs’ quest for the three ancient artifacts 
  is structured as three separate short 
  adventures, the Star of Badna, the Pearl of the 
  Sunrise Sea, and the Scorcher. Details on 
  these artifacts are found in Appendix II: 
  Artifacts. The PCs can search for any of the 
  three relics first, though it makes sense to 
  find the Scorcher last since it is then a short 
  journey to New Giustenal following the 
  collection of all three items.  
   
  Time is also an issue in this chapter. The PCs 
  have 20 days to gather all three artifacts and 
  reach New Giustenal. For every five days 
  that pass from the PCs meet Arru, Dregoth 
  completes another stage of his godhood spell 
  (3rd stage on day 5, 4th stage on day 10, 5th 
  stage on day 15 and 6th stage on day 20). 
  After Dregoth has completed the 6th stage, 
  he relocates to the Pristine Tower where he 
  will complete the godhood spell. If it becomes 
  apparent that the PCs are not going to 
  retrieve all three artifacts within this 
  timeframe, they may have to confront 
  Dregoth at the Pristine Tower with only one 
  or two of the relics. If the PCs haven’t 
  gathered the three artifacts and aren’t 
  nearing New Giustenal by the 20th day, 
  they will be contacted psionically by the 
  Shadow King and told to go immediately to 
  the Pristine Tower before Dregoth is able to 
  complete the godhood spell. Note that the 
  journey to New Giustenal and the Pristine 
  Tower are detailed in Part III of Dregoth 
  Ascending.  
   
   
  T
  Thhee  S
  Sttaarr  ooff  B
  Baaddnnaa  
   
  Following the imprisonment of Rajaat, 
  Uyness of Waverly could not return to the 
  city of her birth as it had been consumed by 
  the encroaching Silt Sea. Through intrigue 
  and deception Uyness laid claim to Raam, 
  one of the largest and riches city-states in 
  the Tablelands. Once she asserted herself as 
  queen of the city, the former Champion 
  changed her name to Abalach-Re and 
  proclaimed herself as a servant of a greater 
  power, a supreme entity named Badna from 
  which she and her templars drew their 
  power. This was of course a fraud, as the 
  being known as Badna has never existed. 
   
  One of the benefits in ruling Raam was its 
  plentiful mines, which for centuries 
  produced alabaster, sapphires, and 
  emeralds by the thousands before being 
  mined out several King’s Ages ago. The 
  largest gem to be taken from these mines, a 
  sapphire of over 200 carats, was accredited 
  to be a gift to Raam from Badna by the 
  sorcerer-queen, and was named the Star of 
  Badna. This gem was often displayed to the 
  general populace as a way to dupe Raamites 
  into believing their destiny was controlled 
  by a great celestial entity, making them 
  more content with their lives. 
   
  Nearly 100 years after taking control of 
  Raam, Abalach-Re discovered the intentions 
  of her neighbor Dregoth to complete his 
  dragon metamorphosis. With Borys of Ebe 
  still rampaging across the Tablelands, none 
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  17 
  of the other sorcerer-monarchs wanted the 
  Ravager of Giants to attain such power. 
  Hence, Abalach-Re planned to lead the 
  other former Champions to Giustenal to kill 
  Dregoth, but being one of the weakest of the 
  remaining Champions she needed a 
  powerful weapon to give her the edge 
  against the Dread Lord. Following several 
  weeks of seclusion, she empowered the 
  near-perfect Star of Badna with powerful 
  wards that not only protected the bearer 
  from defiler-based spells, but granted other 
  protections and abilities as well. With the 
  aid of the Star of Badna, Abalach-Re and the 
  other sorcerer-monarchs slew Dregoth with 
  ease. 
   
  Following Dregoth’s death and the 
  destruction of Giustenal, Abalach-Re 
  discovered that the power imbued in the 
  Star of Badna came with a horrible curse 
  should the possessor hold on to the item for 
  an extended period of time, a price the 
  sorcerer-queen was not willing to pay. 
  Unwilling to give up an artifact of such 
  power should she ever need it again, 
  Abalach-Re bequeathed the Star of Badna to 
  several senior and high templars over the 
  next 2,000 years (usually ones she did not 
  like). Over a period of time, which was 
  different for each templar, the bearer of the 
  Star would fall victim to its curse, and 
  another caretaker would have to be found. 
  This cycle continued until Abalach-Re’s 
  death at the hands of Sadira of Tyr in Free 
  Year 10, after which the Star of Badna 
  disappeared. 
   
  The last known caretaker of the Star of Badna 
  was a human named Grogh-En, a senior 
  templar sympathetic to the Veiled Alliance 
  and the plight of Nanda Shatri. The 
  sorcerer-queen discovered the templar’s 
  association with her daughter, and turned 
  control of the Star of Badna over to Grogh-En 
  knowing its curse would ultimately kill him. 
  In the chaos that followed Abalach-Re’s 
  death other high-level templars, now 
  without their spells, searched for the Star of 
  Badna hoping it would grant them power. 
  However, both Grogh-En and the sapphire 
  disappeared somewhere in the city and have 
  not been seen or heard from in two years. 
   
  The coming of Dregoth to Raam stirred 
  Grogh-En from his place of hiding for a 
  short time. This was due to the Dread Lord’s 
  close proximity to one of the items that had 
  ended his first life. The monster that Grogh-
  En had become due to the Star of Badna’s 
  curse wandered the ruins of the Palace 
  District before returning to his hiding place 
  in the Consecrated Sepulcher of Badna.  
   
  During his emergence Grogh-En was 
  spotted by a former low-level templar of 
  Abalach-Re named Xion, who has been 
  living in the ruined Palace District for the 
  past two years, one of only a handful of 
  people that still live there, and recognized 
  the Star of Badna in his hands. After the 
  invasion ended Xion attempted to sell the 
  information to another former templar 
  named Roal, one of the more powerful 
  templars now aligned with the Merchant’s 
  Circle. Xion related his encounter with 
  Grogh-En, though recognizing the name of 
  Grogh-En, a former enemy of Roal’s, the 
  senior templar killed Xion before he could 
  mention the Star of Badna. 
   
  To find the Star of Badna the PCs must use 
  their contacts in the three factions of Raam 
  to learn of Roal and the information he 
  possesses regarding Xion. Clues lead the 
  PCs to believe that a man named Xion may 
  know of Grogh-En’s location, but now only 
  Roal knows where. The PCs must learn 
  what Xion told Roal before he died to 
  narrow their search. Otherwise, they’re left 
  searching the ruins of the entire Palace 
  District. 
   
   
  
   
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  R
  Reettuurrnn  ttoo  R
  Raaaamm  
  In their search for the Star of Badna, the PCs 
  must return to Raam. How this is 
  accomplished is up to the DM, but it is most 
  likely they’ll be coming either from 
  Nibenay, the Valley of Trevain, or far off 
  Balic. Depending on how the party get to 
  Raam, the DM is encouraged to insert 
  random encounters based on the various 
  terrain type the PCs transverse.  
   
  Following clues presented by the Oba of 
  Gulg, the PCs most likely come into Raam 
  looking for a former templar of Abalach-Re 
  named Grogh-En. Using the various 
  contacts they’ve made to learn more about 
  Grogh-En the PCs hear of Xion and are 
  eventually lead to Roal.   
   
   
  S
  Sttaattuuss  ooff  R
  Raaaamm  
  Dregoth’s army has left Raam completely 
  and many refugees have returned to the 
  city. Life in Raam is far from normal, as 
  many of the alliances and repairs presented 
  at the end of Dregoth Ascending Part I have 
  only just begun to take shape. If at least a 
  week has passed since the PCs departed 
  from Nibenay, more predominant sense of 
  order can be seen in the city due to the 
  influence of Leviath the Calm. Additionally, 
  the Merchant Circle is completely formed 
  and barricaded in the Noble District, and the 
  Night Runners have a firm grip on affairs in 
  the Tradesmen District. Note that in the 
  wake of the invasion the price for 
  everything, from food to advice, is 
  extremely inflated, costing two or three 
  times the list price.  
   
   
  6. INFORMATION 
   
  When the PCs arrive in Raam they will 
  likely begin by looking to allies or contacts 
  in an effort to locate Grogh-En. They may 
  attempt to gather information personally. 
  Results of a PC Gather Information check 
  are restricted to the information below; it 
  does not lead directly to Roal. No 
  information comes up for results below 20.  
   
  DC 20: Grogh-En was one of Abalach-Re’s 
  senior templars. 
  DC 25: Grogh-En disappeared shortly after 
  Abalach-Re’s death.  
  DC 30: Grogh-En was rumored to be 
  sympathetic to the Veiled Alliance.  
  DC 35: Grogh-En was chosen by his queen 
  to become the caretaker of the Star of 
  Badna.  
  DC 40: Grogh-En was recently spotted near 
  the Palace ruins.  
   
  Below is a list of contacts the PCs could seek 
  out in this adventure and what information 
  can be garnered from them. If the characters 
  have relationships with other NPCs based 
  on a DM’s individual campaign, either 
  substitute one of the possibilities below or 
  create your own. In any event, no clues 
  gathered by the PCs lead them immediately 
  to Roal. 
   
  Asaran 
  Asaran is a seasoned mercenary, but his 
  knowledge is limited when it comes to 
  matters outside his field of work, such as the 
  names of templars and their whereabouts. 
  However, he knows that the Night Runners 
  have a reputation for turning up the 
  strangest of information as long as the price 
  is right.  
   
  Hukaa New Moons 
  The leader of the Night Runners can help 
  the PCs if they are on good or neutral terms 
  with the elves. If the PCs participated in the 
  elf and dray battle in Dregoth Ascending part 
  I, Hukaa will return the favor now and use 
  her network of spies to learn what she can of 
  Grogh-En free of charge. If the PCs didn’t 
  participate in the elf and dray battle, but are 
  on good terms with Leviath the Calm, she 
  can investigate for the price of 1,500 Cp. If 
  the PCs are on neutral terms with both 
  Leviath and the elves, the price is 3,000 Cp. 
   
  After one day of investigation the Night 
  Runners discover that a former templar 
  named Xion had been speaking to people in 
  
   
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  the Noble and Tradesmen District about 
  Grogh-En soon after the invasion ended. He 
  also inquired about where to find another 
  ex-templar of the newly formed Merchant 
  Circle, though they do not have a name. 
  Xion is not affiliated with any faction, new 
  or old, of Raam, and was said to have lived 
  in the ruins of the Palace District with an 
  unknown young lady.   
   
  Keelorr Dark Moon 
  Keelorr offers the PCs the same services as 
  Hukaa New Moons, assuming the PCs are 
  on good or neutral terms with the Night 
  Runners. It may be easier to contact Keelorr 
  than Hukaa, if the PCs retrieved the stash of 
  magical items for Keelorr and participated 
  in the elf and dray battle in Dregoth 
  Ascending part I.  
   
  Korno 
  Korno, if he is still around and on good 
  terms with the PCs, has little information to 
  offer them, but he knows of a street vendor 
  in the Tradesmen District, Yestera-Opik, 
  who knows many rumors about what goes 
  on in the city.  
   
  Leviath the Calm 
  The gentle half-giant that is being praised as 
  the savior of Raam is of little help to the 
  PCs. He has never heard of a templar named 
  Grogh-En, nor has he ever seen the Star of 
  Badna, though he has heard of the giant 
  sapphire. Leviath does suggest to the PCs to 
  inquire with the Night Runner elf tribe. He 
  has recently formed a steady alliance with 
  the elves, and their espionage could be 
  extremely useful in discovering hard-to-find 
  information. Regardless of when the PCs 
  come to Raam following the invasion, 
  Leviath and many of his followers can be 
  found repairing the southern gate and walls. 
   
  Mohaj 
  The House M’ke agent in charge of 
  protecting the trade emporium during the 
  dray invasion has been assigned to other 
  duties and is on a caravan bound for Draj. 
  Were he present, he would not have been 
  able to do much for the PCs either.  
   
  Nanda Shatri 
  Being the daughter of Abalach-Re, Nanda 
  knows about the Star of Badna and the 
  templar Grogh-En. If the heroes’ plans for 
  the artifact are revealed to the preserver she 
  recalls the following: 
   
  “In the year before her death Abalach-Re,” 
  relates Nanda, “my mother, gave possession of 
  the Star of Badna to Grogh-En, one of her senior 
  templars. Many thought this to be a great honor, 
  but there are those of us who know otherwise. 
  Though it is an item of great power, a terrible 
  curse befalls the possessor of the Star, the nature 
  of which only my mother knew for certain.” 
   
  “I came to know Grogh-En through dealings 
  regarding the crematory,” she continues, “and 
  somehow, I was never certain how, he learned it 
  was the headquarters of the Veiled Alliance. 
  Perhaps it was because of this knowledge or 
  because of his friendship with me that he was 
  given custody of the Star of Badna three months 
  before my mother’s death. As Raam raged in 
  chaos following my mother’s death I searched for 
  Grogh-En, but never found him. On the threat of 
  death a lowly templar said he saw Grogh-En 
  amidst the ruins of the palace... but I never found 
  him. Perhaps you can begin your search there, 
  though his trail is over two years old. 
      
  “About the Star of Badna,” warns Nanda in 
  worried voice, “the item is cursed to be sure. 
  Were I you I would use it then discard it as 
  quickly as possible, lest you all become its latest 
  victims.” 
   
  Targos M’ke 
  Targos has heard of the Star of Badna and 
  recalls there was a templar named Grogh-
  En, but he isn’t really of immediate help to 
  the PCs. Targos offers to gather information 
  on Grogh-En’s location, for a fee. Since 
  Targos turns to the Night Runners for their 
  counterintelligence and espionage, the PCs 
  will be paying not only the Night Runners’ 
  fee but also Targos’ mark-up, for a total 
  price of 2,000 Cp. If the PCs saved his 
  daughter in Dregoth Ascending part I, Targos 
  gathers the information with half the mark-
  up, for 1,750 Cp. Business is business after 
  all, and good information is hard to find.  
   
  
   
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  After one day of investigation the Night 
  Runners discover that a former templar 
  named Xion had been speaking to people in 
  the Noble and Tradesmen District about 
  Grogh-En soon after the invasion ended. He 
  also inquired about where to find another 
  ex-templar of the newly formed Merchant 
  Circle, though they do not have a name. 
  Xion is not affiliated with any faction, new 
  or old, of Raam, and was said to have lived 
  in the ruins of the Palace District with an 
  unknown young lady.  
   
  Yestera-Opik 
  Yestera-Opik is a human food wholesaler 
  operating in the Tradesmen District who 
  knows many rumors. For 50 ceramics per 
  question, he gladly shares the latest rumors 
  with the PCs.  
  If asked about Grogh-En, Yestera-Opik 
  knows the templar was spotted in the Palace 
  District recently, but doesn’t know where.  
   
  If asked about Xion, the wholesaler can 
  reveal Xion is an ex-templar living 
  somewhere in the ruins of the Palace District 
  with a girl named Dara-Sin. 
   
  If asked about Roal, Yestera-Opik can tell 
  the PCs that Roal is an ex-templar who leads 
  Raam’s former police force, the mansabdars, 
  and that he is a corrupt, immoral and 
  untrustworthy character, even for a templar.  
   
   
  7. THE PALACE DISTRICT 
   
  The Palace District was inaccessible during 
  the dray invasion, but the barrier that was 
  triggered by Dregoth’s presence vanished 
  when the undead dragon king left with his 
  army.  
   
  Locations and encounters:  
  ♦ If the PCs search for the young lady Xion 
  lived with, they can find Dara-Sin in the 
  northern part of the district. See encounter 8. 
  DARA-SIN.  
  ♦ Consecrated Sepulcher of Badna: This is 
  where Grogh-En can be found along with 
  the Star of Badna. See encounters 11. THE 
  CONSECRATED SEPULCHER OF BADNA 
  and 12. GROGH-EN.  
  ♦ Ivory Palace Ruins: The ruins of Abalach-
  Re’s palace were looted by the nobles 
  shortly after her death. Since then, rumors of 
  terrible curses and undead beings in the 
  palace have kept others from investigating. 
  Some claim it is Badna’s vengeance 
  manifested upon the looters, whereas others 
  disregard the rumors as bard’s tales. Fact is, 
  recently, a powerful T’liz has moved into 
  the palace ruins.   
  ♦ Ruins of the Royal Barracks: These ruins 
  once accommodated Raam’s officers and 
  finest soldiers. It has been emptied of 
  valuables and abandoned by its former 
  residents. Now it is the home of beggars and 
  other squatters who have sought shelter.  
   
   
  8. DARA−SIN 
   
  Ex-templars afraid to associate with other 
  Raamites for fear of retaliation for past 
  deeds eke out a living in the ruins of the 
  Palace District. If the PCs inquire about Xion 
  and the woman living with him to people 
  encountered in the Palace District, for a 
  handful of coins they are sent to a general 
  area in the northern section of the district 
  and told to look for a young woman with 
  black hair. 
   
  The woman’s name is Dara-Sin. She was 
  friends with Xion and knew of his intentions 
  to visit a former high templar named Roal 
  who is now a member of the Merchant 
  Circle. She doesn’t know exactly why Xion 
  went to see him, just that it was something 
  about another templar named Grogh-En and 
  getting enough money for his information to 
  leave Raam forever.  
   
  All Dara-Sin wants is to have Xion returned 
  to her so they can start their life over again, 
  which is going to be impossible unless the 
  PCs locate and restore Xion to life. In this 
  case, the PCs can possibly obtain Xion’s 
  body from Nanda Shatri. 
   
   
  
   
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  9. ROAL 
   
  Once the PCs have Roal’s name as a starting 
  point for locating Xion, they can find him in 
  the Noble District—however, getting there 
  may not be easy. Tensions are still tight 
  following the invasion, and guards may not 
  allow the PCs to visit with Roal. Soldiers in 
  the Noble District might have to be bribed in 
  order to be taken to Roal’s location for 10 
  ceramic pieces or more. Once the party is 
  escorted to Roal, read the following: 
   
  The man named Roal is a thin, wiry man of 
  undetermined age dressed in regal attire. Though 
  he has yet to speak, the man’s smug appearance 
  and vile sneer gives you a revolting feeling and 
  instant dislike for him. “I am a busy man,” 
  snarls Roal, “there is a city to rebuild. What do 
  you want?” 
   
  Roal’s responses from here on in depend 
  greatly on what either he knows or what the 
  PCs tell him. Based on that information, 
  dealings with the ex-templar can either be 
  difficult or extremely simple. True to his 
  word he is very busy and wants to get rid of 
  the PCs as soon as he can, provided he does 
  not think he can profit from the encounter. It 
  is extremely important for the players to 
  watch their words around Roal as he hears 
  everything they say, using it to his 
  advantage. The PCs may ask one question 
  before Roal tries to capitalize on their 
  situation.  
   
  If the PCs ask about Xion (as a first 
  question), Roal’s recent encounter with him, 
  or that they are searching for him, read the 
  following: 
   
  “A worthless lad I was forced to tutor in the 
  name of our late queen,” spits the man, “one I 
  had hoped to never see again. Three days after 
  the attack he came to see me, babbling something 
  about another worthless templar named Grogh-
  En and that he had seen him near the 
  Consecrated Sepulcher— demanding money for 
  the information. When I told him I cared not for 
  his ramblings he attacked me, and one of my 
  guards killed him. His body has been sent to the 
  crematorium. One less useless person in the city 
  for me to worry about if you ask me.” 
   
  If the PCs ask about Grogh-En (as a first 
  question), read the following: 
   
  Scratching his head Roal sneers and replies, “Oh 
  yes, I remember Grogh-En. It’s quite a funny 
  story actually. I discovered that this bumbling 
  dolt was working with the Veiled Alliance. 
  Fearing the wrath of my queen I told her at once 
  ... and I never saw Grogh-En again. I thought 
  him dead until a worthless lad named Xion 
  babbled something about seeing Grogh-En near 
  the ruins of the Consecrated Sepulcher, 
  demanding money for the information. When I 
  told him I cared not for his ramblings he attacked 
  me, and one of my guards killed him. His body 
  has been sent to the crematorium. One less 
  useless person in the city for me to worry about 
  if you ask me.” 
   
  Either of these replies get the PCs the 
  information they need (the mentioning of 
  Grogh-En near the ruins of the Consecrated 
  Sepulcher), and at this point it would be best 
  for the PCs to take what information they’ve 
  Illus. by Taciana Gama 
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  22 
  learned and depart. If even one more 
  question is asked of Roal he becomes 
  curious as to the heroes’ motives, the current 
  distraction of work gone from the forefront 
  of his mind. If the PCs are not cautious in 
  what they say, it is likely they’ll end up 
  paying for it as a result of Roal’s greed.  
  Use the following instances as a basis for 
  what Roal does should the heroes’ tongues 
  speak too much. 
   
  Asking more than one question: Roal instantly 
  becomes curious as to the PCs’ intentions, 
  and has them followed for the remainder of 
  the PCs’ stay in Raam—which likely results 
  in an ambush after they’ve found the Star of 
  Badna. In turn, Roal also asks a few 
  questions of his own regarding why the PCs 
  want to know about either Grogh-En or 
  Xion. If he is met with resistance or visible 
  lies at this point, Roal uses his psionic 
  powers to attempt to extract the information 
  from the mind of any character that does not 
  appear to be a spellcaster or manifester, 
  warriors being the obvious choice. Further 
  information on Roal’s part would 
  additionally cost money (see below). 
   
  Blowing the whistle too soon: If the PCs blurt 
  out their intentions in a way that leaves Roal 
  with an obvious open door for profit (but 
  not giving away the secret regarding the 
  Star of Badna), the party can expect to pay no 
  less than 200 ceramic pieces for the 
  information. If it becomes transparent that 
  the PCs have ample coin to spend (in 
  whatever form), the price can go up to as 
  much as 1,000 ceramic pieces in a heartbeat. 
  Should the PCs pay more than 100 ceramic 
  for anything he has to say, Roal has them 
  followed to the Palace District and may also 
  try to use psionics on the party to learn 
  more about their motives. 
   
  Revealing the Star of Badna: This is by far the 
  worst thing the PCs could divulge to a 
  crooked ex-templar. Short of trying to kill 
  the party for their information, Roal tells 
  them what they want to know (the location 
  of the Consecrated Sepulcher of Badna) and 
  prepares a deadly reception for them after 
  they’ve recovered the Star of Badna from 
  Grogh-En (see Encounter 13. AMBUSH). 
  With the resources of the Merchant Circle 
  behind him, such a rendezvous could be 
  fatal. 
   
  If the PCs attack Roal: Though he may not 
  prove to be too much of a challenge for the 
  PCs in combat, remember that Roal does 
  have six guards close by he can call upon if 
  he’s attacked (use stats for Merchant Circle 
  Soldier). Also, such actions make the PCs 
  enemies of the Merchant Circle. As for other 
  possible repercussion regarding foolish 
  actions by the PCs in their dealings with 
  Roal, the DM is encouraged to be creative 
  and make them “pay through the nose” for 
  their carefree attitude. 
   
   
  10. XION’S BODY 
   
  The PCs can obtain Xion’s body from Nanda 
  Shatri at the crematorium. If the PCs have 
  alerted Nanda Shatri about Xion, she 
  discovers his body and notifies the PCs.  
  If the PCs have the means to cast speak with 
  dead, raise dead or resurrection, they can learn 
  from Xion that he saw Grogh-En walking 
  the streets of the Palace District carrying the 
  Star of Badna, and that he came out from 
  amidst ruins that have to be the remains of 
  the Sacred Sepulcher of Badna. Xion went to 
  Roal with the information on Grogh-En, but 
  rather than pay him for his information, 
  Roal murdered him in cold blood. Xion only 
  wants to be reunited with his woman, Dara-
  Sin, whom he lived with in the Palace 
  District, and to leave Raam with her.  
   
   
  11. THE CONSECRATED 
  SEPULCHER OF BADNA 
   
  Once one of the most magnificent structures 
  in Raam, the Consecrated Sepulcher was a 
  huge mausoleum that, among other things, 
  contains the last 30 generations of Abalach-
  Re’s favorite husbands and other devoted 
  followers. During the riots that destroyed 
  most of the Palace District the main support 
  
   
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  23 
  pillars of the building were damaged, and 
  the weight of the mausoleum brought it 
  crumbling down in a shower of stone and 
  mortar. Afterwards, sections of the 
  Consecrated Sepulcher were still intact, 
  though all entrances into it from the outside 
  were completely blocked. Because of rumors 
  (spread by the sorcerer-queen herself) 
  regarding undead dwelling in the building, 
  looters purposely avoided all attempts at 
  breaching the rubble. Would they have 
  known the Star of Badna was inside they 
  may have thought differently. 
   
  Grogh-En was in possession of the Star of 
  Badna for only a few months when Abalach-
  Re was killed, not enough time for the 
  artifact’s curse to take its complete hold on 
  him. As riots stormed through the streets of 
  Raam, Grogh-En took shelter in the 
  Consecrated Sepulcher in an effort to protect 
  the Star of Badna—and as a result was 
  entombed when the building collapsed. 
  Soon after the Star of Badna’s curse took hold 
  of the ex-templar, and he has remained in 
  the ruined Consecrated Sepulcher ever 
  since. When Dregoth attacked Raam the Star 
  of Badna‘s influence drew Grogh-En from the 
  ruins through a secret exit, but once the 
  Dread Lord disappeared Grogh-En returned 
  to his ruined home. 
   
  Finding the Consecrated Sepulcher: 
  If the PCs decide to search the ruins of the 
  Palace District, the chances for the PCs 
  happening upon the hidden location of the 
  Consecrated Sepulcher of Badna amidst the 
  rubble are close to zero. Even if the PCs 
  have been in Raam prior to the death of the 
  sorcerer-queen and seen the Consecrated 
  Sepulcher, the exact location of the 
  Consecrated Sepulcher is difficult to 
  pinpoint among the many crumbling ruins 
  and rubble in the Palace District (Search 
  check DC 20). The easiest way to find the 
  Consecrated Sepulcher for the PCs is to be 
  guided there by either a member of the 
  Night Runners, a former templar, Xion or 
  Illus. by Steve Bell 
  
   
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  24 
  Dara-Sin. In all cases, the guides look for 
  some type of compensation for their 
  information. The Night Runners and any 
  former templars desire coin, a sum of at 
  least 100 ceramic to venture near a structure 
  rumored to contain undead. If a templar 
  guide hears mentioning of the Star of Badna, 
  the guide contacts Roal, who stakes an 
  ambush. In the case of Dara-Sin, she wants 
  the PCs to find Xion and bring him back to 
  life before she shows them the Sepulcher’s 
  location. Xion will be grateful if the PCs 
  return him to life, and will not ask for any 
  service in return – he is in the PCs’ debt.  
   
  Once the PCs discover the Consecrated 
  Sepulcher, read the following: 
   
  The Palace District, once one of the most 
  beautiful places on Athas, has been reduced to 
  broken mortar and crumbling buildings with the 
  death of Abalach-Re—most of the damage being 
  caused by rioting Raamites struggling to gain 
  either power or booty. As you move through the 
  district one broken structure looks the same as 
  the next, and were it not for the nearby spires of 
  the Noble District it would be an easy matter to 
  become lost. After some time you manage to 
  locate the ruins of the Consecrated Sepulcher of 
  Badna. The front portion of the structure has 
  completely collapsed, its fallen pillars blocking 
  the building’s only apparent entrance.  
   
  If the PCs have been guided here by anyone 
  other than Xion and Dara-Sin, the guide 
  asks the party for whatever payment they 
  may owe him or her and departs. If Xion is 
  resurrected, he can show the PCs a secret 
  tunnel to the structure that bypasses the 
  blocked entrance. 
   
  Entering the Consecrated Sepulcher: 
  After they have found the Consecrated 
  Sepulcher, the PCs still need to find a way to 
  get into the ruined structure. The only 
  means of physical entry is through a secret 
  tunnel, which requires a Search check DC 30 
  to locate. If the PCs have raised Xion or used 
  means to speak with him beyond the grave, 
  he can reveal the location of the secret 
  tunnel to them, since he saw Grogh-En exit 
  the Consecrated Sepulcher from it. Other 
  options of gaining entry include the use of 
  magics or psionics (such as passwall, 
  transmute rock to mud, move earth or ethereal 
  jaunt). Without the aid of magic the PCs 
  would have to spend time clearing rubble 
  and rocks. The amount of days needed is 
  calculated from dividing 200 by their 
  combined Strength score, e.g. a combined 
  Strength score of 50 means four days of 
  work.  
   
  Inside the Consecrated Sepulcher:  
  The air inside the Consecrated Sepulcher is 
  stale and foul—though not poisonous. There 
  are no light sources (except the Star of Badna) 
  anywhere within the ruin, and ceilings are 
  20 feet high unless stated otherwise.  
   
  The DM is advised to use Map 1: Sepulcher 
  of Badna found in the appendix.   
   
  Chamber #1—Antechamber Entrance: If the 
  PCs clear the rubble from the front of the 
  Consecrated Sepulcher they end up in this 
  chamber. Thick dust and dirt cover the floor 
  here, and rubble from the collapsed pillars 
  fills one corner. A skeletal hand can be seen 
  coming out from beneath one of the larger 
  boulders, the remains of a low level templar 
  who happened to be in the building when it 
  collapsed. There is nothing else of interest 
  here. 
   
  Chamber #2—Concealed Entrance: Either 
  through extensive search or with the help of 
  Xion, the PCs can use this entrance to enter 
  the Consecrated Sepulcher and avoid the 
  collapsed front. The tunnel itself is rather 
  thin, and a half-giant can barely squeeze 
  through as long as he is carrying a light 
  load. PCs might notice Grogh-En’s 
  footprints on the floor covered in thick dust 
  (Spot check DC 15). The tunnel enters the 
  Consecrated Sepulcher in Chamber #3 
  through one of the larger mausoleum vaults. 
   
  Chamber #3—Mausoleum: For the past 30 
  generations Abalach-Re has entombed her 
  husbands, loyal high-level templars, and 
  past custodians of the Star of Badna. The 
  reason for this is unclear, though it was 
  often theorized the queen did it to keep 
  
   
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  25 
  them from rising as undead—especially 
  former possessors of the Star of Badna. This 
  chamber has a 50 foot ceiling, and the two 
  walls here contain 50 tombs each—only half 
  of which are full. Despite the rumors 
  regarding the Consecrated Sepulcher, there 
  are no undead there except Grogh-En, who 
  is in Chamber #4 - Shrine of Badna. Of the 50 
  bodies in this area, nearly half have their 
  head amputated. These corpses were the 
  guardians of the Star of Badna, beheaded by 
  Abalach-Re herself which is one of the few 
  ways to permanently slay a possessor of the 
  artifact once he or she has become a badna 
  zombie. This is an excellent clue for the PCs 
  on how to defeat Grogh-En. Should the PCs 
  begin rummaging through the tombs 
  Grogh-En becomes aware that someone is in 
  the ruins. Other than worthless glass 
  jewelry, there is nothing else of interest in 
  the tombs. Attentive PCs can spot Grogh-
  En’s footprints (Spot DC 15) leading into 
  Chamber #4. 
   
  Chamber #4—Shrine of Badna: In addition to 
  being a tomb, the Consecrated Sepulcher of 
  Badna was a place for Raamites to come to 
  view the Star of Badna. This was Abalach-
  Re’s way of keeping the populace believing 
  in the divine being Badna. When Abalach-
  Re was killed and rioters destroyed much of 
  the Palace District, Grogh-En was in this 
  chamber—the curse transforming him into a 
  badna zombie. The chamber contains an 
  altar.  
   
   
  12. GROGH−EN 
   
  If the PCs followed the footprints from 
  Chamber #3, they lead to the forefront of 
  this room—then disappear. For some 
  reason, this is the only chamber without a 
  thick layer of dust on the floor. If the party 
  has been excessively loud in approaching 
  this area, Grogh-En is ready for them, 
  attacking suddenly with surprise from a 
  niche in the ceiling above the entrance. If the 
  PCs have been mute in their approach 
  Grogh-En lies prone on an altar-like shrine 
  at the far end of the chamber. Unless the 
  PCs are utterly silent (Move Silently check 
  DC 20), Grogh-En becomes aware of them 
  only moments after entering the room. 
  Regardless of any conversation the DM 
  wishes to permit here Grogh-En does not 
  wish to be separated from the Star of Badna, 
  and fights until he is destroyed or reduced 
  so far in hit points that he cannot 
  immediately pursue the party. 
   
  Grogh-En: hp 65 
   
  Remember that if the PCs do not 
  sever Grogh-En’s head, he 
  regenerates his damage and 
  pursues the PCs as they leave 
  Raam. Since the zombie has a 
  movement rate of 50ft., he may 
  Illus. by Steve Bell 
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  26 
  eventually catch up to the party and attempt 
  to retrieve the Star of Badna. When and 
  where Grogh-En makes his next appearance 
  is left to the DM, but it should be at the most 
  inopportune moment possible. 
   
   
  13. AMBUSH 
   
  If the PCs have not been careful in their 
  dealings with Roal, an ambush is awaiting 
  them after they emerge from the 
  Consecrated Sepulcher of Badna with the 
  Star of Badna. Alternatively, if the PCs have 
  upset one or more other factions in the city, 
  they can be responsible for the ambush.  
   
  Afraid of rumors regarding the Consecrated 
  Sepulcher, the attackers wait for the PCs to 
  emerge before striking. They are lead by a 
  female half-elf defiler named Varanya 
  dressed a black robe, with yellow eyes and 
  curly black hair.  
   
  Merchant Circle Muscle (2): hp 74 each 
  Merchant Circle Archer (4): hp 45 each  
  Merchant Circle Defiler (1): hp 28 
   
  If Roal has specifically discovered the PCs 
  are attempting to locate the lost Star of 
  Badna, the number of men in the ambush is 
  increased and Roal leads the attack himself. 
  If he knows the Star of Badna is on the line 
  Roal calls in every favor he has in an 
  attempt to capture the artifact.  
   
   
  Merchant Circle Muscle (4): hp 74 each 
  Merchant Circle Archer (8): hp 45 each  
  Merchant Circle Defiler (1): hp 28 
  Roal: hp 60 
   
  If half of the attacking force is killed, Roal’s 
  forces flee into the surrounding ruins. If the 
  PCs stay in Raam for more than one day, 
  Roal rallies more men for another ambush if 
  he is not killed in the first battle. If another 
  ambush occurs, increase the number of 
  enemies.  
   
  A
  Afftteerrmmaatthh  
   
  From here the PCs can either travel to the 
  village of Cromlin in search of the Scorcher, 
  to far-a-way Balic to look for the Pearl of the 
  Sunrise Sea, or begin their journey to New 
  Giustenal.  
   
  If the PCs are on good terms with Nanda 
  Shatri, she offers to teleport the party to any 
  of the three locations—though she will only 
  bring them within five miles of Giustenal 
  since she has never been to Dregoth’s city 
  herself. Nanda could also offer to use her 
  magic in any way she can to help the PCs, 
  including using the spell identify to examine 
  unknown magical items. Lastly, Nanda 
  renews her warning regarding the Star of 
  Badna, and offers to dispose of the artifact 
  following the conclusion of the adventure. 
   
  If the PCs are on good terms with the Night 
  Runners, the elves can supply them with 
  magical items for 1.5 times the listed price. 
  They can also send assassins to deal with 
  Roal, if he still alive and a problem. If the 
  PCs have outstanding favors with the elves, 
  the elves could do this without cost to settle 
  their debt - otherwise the price is 5,000 Cp. 
   
  If the PCs are on good terms with Leviath 
  the Calm, he can put them in contact with 
  elemental cleric allies to heal any wounds 
  suffered in battle and provide them with 
  other spellcasting services at the listed price. 
   
  If the PCs killed Roal, they will have lost 
  favor with the Merchant Circle. Even if Roal 
  was loathed by many, he was competent 
  and efficient. The PCs will have a difficult 
  time finding goods costing less than twice 
  the listed price in the near future.  
   
   
   
   
   
  
   
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  T
  Thhee  PPeeaarrll  ooff  tthhee  
  S
  Suunnrriissee  S
  Seeaa  
   
  During a time when oceans covered the face 
  of Athas and the Blue Age was ruled by 
  halflings, the nature-masters of the land 
  created many items of great power. Many of 
  these items were life-shaped creations, the 
  art of which has slowly disappeared over 
  the eons. Few of these items survived the 
  coming of the Brown Tide and The Rebirth, 
  and one of these items was the Pearl of the 
  Sunrise Sea. Taken from the depths of the 
  ocean now called the Silt Sea, this item was 
  the possession of one of the nature-masters 
  who helped create the Pristine Tower and 
  destroy the encroaching Brown Tide. 
   
  Afterwards, the pearl was left in the Pristine 
  Tower by the unknown halfling, and was 
  discovered there six millennia later by 
  Rajaat the First Sorcerer. Over the eons the 
  Pearl had developed certain powers due to it 
  proximity to the Pristine Tower, powers the 
  evil pyreen quickly learned and utilized to 
  his benefit. During the height of the 
  Cleansing Wars, Rajaat gave Albeorn, Slayer 
  of Elves, the Pearl of the Sunrise Sea to protect 
  him from the substantial psionic powers of 
  the elven kings. Soon after the Champions 
  turned on their master and Albeorn, later 
  known as Andropinis, took control of the 
  city-state of Balic. A century later, with the 
  Pearl on his person, Andropinis participated 
  in the assassination of Dregoth along with 
  his fellow sorcerer-monarchs. When 
  Dregoth’s superior psionic powers had no 
  effect on him, the Slayer of Elves swore he 
  would study the pearl in greater depth to 
  learn the extent of its capabilities. 
   
  In the 2,000 years that followed Andropinis 
  discovered many of the Pearl’s other 
  powers, and the limitation it imposes for 
  such abilities. In the end he decided that the 
  ancient artifact’s limitations outweighed its 
  potent abilities for a being of his power, and 
  he hid the pearl deep within the bowels of 
  his city and telling no one of its location—
  even his most trusted templars. During the 
  sorcerer-monarch’s confrontation with 
  Rajaat during the Year of Friend’s Agitation, 
  the First Sorcerer imprisoned Andropinis in 
  the Black.  
   
  For the PCs to find the Pearl of the Sunrise Sea 
  they must somehow contact Andropinis in 
  his prison within the Black. To do this 
  they’ll have to contact the sorcerer-
  monarch’s hidden templars who have 
  discovered a way to speak with their master 
  for a limited amount of time. The PCs’ have 
  to locate this hidden faction of templars and 
  strike a deal with them to contact 
  Andropinis on their behalf. This is a deal the 
  PCs must make, as they’ll never find the 
  location of the pearl on their own.  
   
   
  JJoouurrnneeyy  ttoo  B
  Baalliicc  
   
  Once the PCs arrive outside Balic, entering 
  the city is a simple task. Should the party 
  arrive via the Silt Sea, they instantly enter 
  territory controlled by House Wavir. The 
  only other entrance to Balic is the main gate 
  at the eastern end of the city. This gate is 
  considered neutral ground by all three 
  merchant houses, as is the main road that 
  runs from the gate to the western wall of the 
  city. However, once the PCs leave the road 
  for the interior of the city they instantly 
  enter one of the three areas managed by the 
  merchant houses. 
   
   
  S
  Sttaattuuss  ooff  B
  Baalliicc  
   
  Merchant Houses 
  Balic is far from the city-state it was under 
  the rule of Andropinis, falling under the 
  control of various merchant houses 
  following his disappearance. Like many 
  city-states Balic possessed representatives 
  from several merchant houses, and after 
  some deemed the city too unstable a market 
  for their business only three of them were 
  left—House Wavir, House Tomblador, and 
  House Rees. 
  
   
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  House Wavir was the first to make its move 
  following Andropinis’ imprisonment, 
  seizing the White Palace, the silt harbor, and 
  all territory in between. Since the seized area 
  was a major portion of the city, Lord 
  Tabaros, leader of House Wavir, declared 
  himself a Trade Lord of Balic. At this point 
  two other houses, House Shom and House 
  Amketch, sold their resources here to the 
  lesser houses of Rees and Tomblador 
  respectively and left the city. These two 
  remaining houses each grabbed what 
  territory was left, dividing Balic into three 
  distinct sections. Of the three House Wavir 
  is the most civil, while both Rees and 
  Tomblador are militant in nature. Other 
  than a triune council that comes together to 
  discuss mutual defense of the city, the three 
  houses have few courtly relations between 
  them. 
   
  On the surface Balic does not appear to be a 
  city divided. No walls separate one House’s 
  region from another, and no guards patrol 
  the borders collecting tolls from travelers. 
  However, anyone living in the city for even 
  a short while know of the divisions between 
  the trade lord’s domains. House Wavir’s 
  district is the most clean and free of 
  coercion, House Tomblador is dark and 
  oppressive under Lord Kaladon’s rule, and 
  House Rees is a tyrannical work camp 
  where everyone from patricians (nobles) to 
  ex-slaves toil day and night for the profit of 
  Master Trader Lady Essen. 
   
  Within each merchant house can be found 
  deceptions and dilemmas—especially in 
  House Rees and House Tomblador which 
  constantly become battlegrounds for power. 
  In House Wavir the Trade Lord Tabaros is 
  more than 100 years old, and has recently 
  taken ill. His granddaughter, Tarinne, is the 
  next in line for leadership of the house, but 
  has yet to measure up to her grandfather’s 
  expectations. Meanwhile, beneath the other 
  two Trade Lords lurk subordinates with 
  notions of assassination and foul play that 
  would allow them to take control of the 
  respective houses. 
   
   
  Templars of Andropinis 
  Since abandoning the White Palace, the 
  templars of Andropinis went in several 
  different directions. A surprisingly large 
  number of them left Balic for good, fearful 
  of retribution from the populace now that 
  their divine spells were gone. A handful of 
  the bureaucratic templars tried to find 
  employment with the merchant houses. 
  Some were successful, filling new positions 
  created with the houses’ expansion through 
  Balic—with the exception of House 
  Tomblador, where they were simply killed. 
  The remaining group of templars, the 
  smallest group of the three, went into hiding 
  following the seizure of the city by House 
  Wavir.  
   
  This faction, lead by First Templar Asthira, 
  took to an underground network created by 
  the templars hundreds of years ago. When 
  Asthira discovered Andropinis had been 
  imprisoned in the Black and was not dead, 
  she began to research how to contact her 
  master. Through the aid of a shadow 
  wizard, Asthira has become a shadow 
  templar of impressive power – allowing her 
  to communicate with Andropinis.  
   
  The First Templar and a handful of other 
  loyal subjects have devoted their lives to 
  finding a way to free their master from the 
  Black—no matter what the cost. One 
  advantage the templars have in their favor is 
  the treasure of the White Palace, which they 
  emptied before going into hiding two years 
  ago. This cache of gold, silver, precious 
  jewels and powerful magical items has 
  allowed the templars to build a small 
  empire beneath the surface of Balic. 
   
   
  14. INFORMATION 
   
  When the PCs arrive in Balic they will likely 
  begin to look for the templars, possibly by 
  looking to allies or contacts. They may 
  attempt to gather information personally. 
  Results of a PC Gather Information check 
  
   
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  are restricted to the information below; it 
  does not lead directly to the templars.  
   
  DC 10: The three merchant houses, Wavir, 
  Tomblador and Rees, know much about 
  what goes on in the city. 
  DC 15: Many templars vanished shortly 
  after Andropinis’ disappearance. Some 
  left the city, others have been employed 
  by the merchant houses, and a number are 
  unaccounted for.  
  DC 20: First Templar Asthira is rumored to 
  be alive and seen in Balic a couple of 
  weeks ago. 
  DC 25: Asthira was seen at the Lazy 
  Mekillot, which is run by the half-giant 
  Mox, a dull-witted brute.  
  DC 30: Mox is occasionally hired by Asthira 
  for menial tasks requiring great strength. 
   
  If the PCs follow the lead to the Lazy 
  Mekillot, proceed with encounter 19. THE 
  LAZY MEKILLOT. If the PCs are unable to 
  come up with leads on their own, then they 
  must find another source for information, 
  their best bet being the three merchant 
  houses, Wavir, Rees and Tomblador. The 
  outcome of such action depends on which 
  House they come into contact with first.  
   
  Contact with the Merchant Houses  
  Each merchant house has agents combing 
  the streets of their district 24 hours a day. 
  Should the PCs become disruptive or ask 
  too many questions they are likely to attract 
  attention to themselves from such patrols. 
  Such attention, depending on the district, 
  results in anything from a meeting with a 
  Trade Lord to a combative free-for-all. 
  Though difficult, it’s not impossible to find 
  the location of the hidden templars without 
  the aid of one of the merchant houses.  
   
  The following is a list of factions, locations, 
  and other ways for the PCs to begin their 
  search for the Pearl of the Sunrise Sea along 
  with a short description of each. It’s the job 
  of the DM to link these clues together as the 
  PCs follow the leads or dead ends presented 
  below, or present their own logical trail of 
  clues to lead the PCs to the hidden templars. 
  This list can be altered to work with any 
  contacts the PCs may already have at the 
  discretion of the DM, but should not lead 
  the party directly to the hidden templars 
  without some sort of challenge—be it role-
  playing or combat.  
   
  House Wavir: With the disappearance of 
  Andropinis two years ago, House Wavir 
  undertook its most bold action to date and 
  seized a major portion of Balic before more 
  corrupt factions of the city could do the 
  same. Shortly afterwards the self-
  proclaimed Trade Lord Tabaros pulled all of 
  House Wavir’s resources from Draj, Gulg, 
  and Urik, bringing them to Balic to solidify 
  his authority. This was also done because of 
  open warfare that had broken out between 
  House Wavir and the templars of Gulg and 
  Urik, and old rivalries with House Tsalaxa 
  of Draj. This consolidation of forces brought 
  the number of House Wavir employees in 
  Balic to over 2,000, more than that of House 
  Rees and Tomblador combined. Of the three 
  House Wavir is the most pleasant to deal 
  with in Balic. 
   
  There are several ways to procure the help 
  of this powerful house. One is to inquire 
  about information at the White Palace, the 
  Silt Harbor, or anywhere else in the Wavir 
  District. Should the PCs begin to ask too 
  many questions, or if they’re detained by 
  Wavir guards, they’re presented to the 
  leader of House Wavir’s security, Falmon 
  Durow. If an encounter with Falmon is 
  agreeable, he allows them an audience with 
  Lord Tabaros. If not, they are escorted to 
  another district. Should the PCs already 
  have contacts in House Wavir, it’s a simple 
  matter for them to get an audience with the 
  aged Lord Tabaros without going through 
  Falmon. See encounter 15. HOUSE WAVIR.  
   
  House Tomblador: Once a lesser house 
  living off a steady supply of silver from a 
  small mine, House Tomblador used every 
  resource it had to purchase the buildings, 
  inventory, and contracts of House Amketch 
  when Wavir took control of the city. Though 
  not the caliber of House Wavir, Tomblador 
  rose quickly in power following the demise 
  of Andropinis. Still engrossed in their new 
  
   
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  acquisitions House Tomblador was only 
  able to obtain a small portion of the city in a 
  similar manner before House Rees did the 
  same.  
   
  The leader of House Tomblador is Lord 
  Kaladon, a ruthless merchant who wants 
  nothing more than to become dictator of 
  Balic much in the same way Tithian ruled 
  Tyr. Kaladon despises House Wavir for their 
  actions, and House Rees for refusing his 
  offer of alliance to join forces against 
  Tabaros. Only at the insistence of his 
  councilors did he agree to the triune council 
  that oversees the defense of the city, but 
  seldom does Kaladon agree with Lord 
  Tabaros and Lady Essen. Overall, Kaladon is 
  an extremely dangerous man, one the PCs 
  should be wary of dealing with. Getting an 
  audience with him is fairly easy. See 
  encounter 16. HOUSE TOMBLADOR. 
   
  House Rees: Another minor merchant 
  house that was elevated by the 
  disappearance of the sorcerer-monarch, 
  House Rees struck a deal with the Balic 
  branch of House Shom similar to the one 
  between House Tomblador and House 
  Amketch. House Rees is extremely pleased 
  with the events that have transpired over 
  the past two years, as they’re making more 
  money now than ever before; but like most 
  traders is not content with even profitable 
  mediocrity. Knowing they could never win 
  a war with House Wavir, Rees has decided 
  to concentrate their efforts on gaining power 
  through alliances. Such alliances include 
  possible dealings with a tribe of giants off 
  the shores of Balic, and another with the 
  remainder of the Balic army lead by General 
  Zanthiros that currently acts as a raiding 
  tribe along the peninsula. 
   
  House Rees is controlled by Lady Essen 
  Rees, an unyielding, charismatic 
  businesswoman who wants to turn Balic 
  into the largest merchant village on all of 
  Athas—to the benefit of House Rees of 
  course. Though relatively fair in her 
  dealings, no one ever gets “something for 
  nothing” when dealing with Lady Essen. If 
  it’s apparent someone is desperate for 
  something, Essen insures they pay top price 
  for the goods. If someone thinks they 
  received a “deal” from the female trader, 
  they had best examine their money pouch 
  for holes. 
      
  Gaining an audience with Lady Essen for 
  information is not a difficult task, as her 
  subordinates are rewarded for bringing the 
  inquisitive to her for all dealings with House 
  Rees.  
   
   
  15. HOUSE WAVIR 
   
  If the PCs Falmon provides the PCs with no 
  information on his own without consulting 
  his lord or his lord’s granddaughter first.  
   
  At any meeting with the Trade Lord, the 
  PCs are introduced to his granddaughter 
  Tarinne, a comely female who will someday 
  inherit the business. Falmon Durow is also 
  present, as is Tabaros’ personal 
  bodyguard—a thri-kreen fighter named 
  Nnn’tkk.  
   
  If the PCs ask Tabaros about the Pearl.  
  Tabaros knows nothing about the Pearl of the 
  Sunrise Sea, but it is safe to tell him about it.  
   
  If the PCs ask Tabaros about the templars. 
  Read or paraprhase the following of what 
  Tabaros has to say regarding the templars of 
  Andropinis: 
   
  Pulling a woven shawl tightly around him to 
  ward off a draft you do not feel, Lord Tabaros 
  says, “With their master gone, the templars of 
  Andropinis are nothing more than bureaucrats 
  with more ambition than sense. Any templars 
  known to be excessively cruel were either killed 
  by ex-slaves or banished to the wastes two years 
  ago. Those with some measure of administrative 
  skill were retained by myself and my rivals in 
  Balic, but that’s all. No one fully trusts the 
  templars, and any move they would make to gain 
  power in the city would be put down by one of 
  the three houses—this much we’ve agreed 
  upon.” 
   
  
   
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  Coughing to clear his throat, the aged trader 
  continues, “There are some rumors of a hidden 
  sect of those treacherous sons-of-kanks in my 
  city. They say this former high templar—what’s 
  her name ... Asthira—leads them. My best spies 
  have found little evidence of such a cult, and 
  even if they did what of it. They’re nothing 
  without their master, and Sadira of Tyr herself 
  has told me Dictator Andropinis is imprisoned 
  in something called the Black for eternity. A long 
  time for someone like me to worry about it.” 
   
  If the PCs have been extremely respectful of 
  Lord Tabaros he offers them the hospitality 
  of House Wavir for the evening. Any basic 
  supplies they may have are replenished, and 
  servants make sure they don’t leave the next 
  morning without a full belly and having 
  slept in a real bed. Should they have any 
  mounts, Tabaros sees to their care as well.   
  No matter what the outcome of the meeting 
  with the Trade Lord, the PCs are confronted 
  by Falmon Durow and Lady Tarinne 
  sometime following the meeting. 
   
  Falmon Durow and Tarinne Wavir approach 
  you. “May we have a word?” Tarinne asks. “No 
  disrespect intended towards my grandfather,” 
  says the young trader, looking over her shoulder, 
  “but we have kept information regarding the 
  templars from him. His age sometimes hampers 
  his decisions, and he has always hated dealing 
  with anything having to do with Andropinis. 
  Falmon and I know how to contact the First 
  Templar Asthira, but before we give such 
  treasured information we need to know why you 
  wish to contact them. Though our information 
  does not come without a price.”  
   
  The best thing here is for the 
  PCs to tell the truth. Falmon is 
  prepared for whatever answer 
  the PCs give, having both the 
  inquisitor feat and the psionic 
  power read thoughts ready to tell 
  if they’re lying or not. If the PCs 
  lie to Tarinne outright, Falmon 
  sends her a quick psionic 
  message with missive to let her 
  know—after which she 
  confronts them with it. Tarinne 
  is forgiving in this instance, but 
  only once. If the PCs still refuse 
  to tell Tarinne the truth, Falmon 
  summons a group of half-giant 
  guards to escort them from 
  House Wavir territory—
  regardless of any invitation by 
  Lord Tabaros. If the PCs tell 
  Tarinne the truth of the matter, 
  she doesn’t believe them until 
  Falmon acknowledges their 
  statement—then replies: 
   
  “Indeed!” responses the young 
  trader, “I would not have believed 
  it if Falmon had not confirmed 
  you’ve spoken the truth. You see, 
  I’ve been dealing with Asthira 
  since shortly after my grandfather 
  took over the majority of Balic. The 
  Illus. by Taciana Gama 
  
   
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  ex-templar knows many secrets about the city, 
  and with her connections we’ve been able to gain 
  knowledge of House Rees and Tomblador—
  whom she doesn’t trust—that would otherwise 
  be difficult at best to obtain. 
   
  “Do not misunderstand my loyalties in this 
  matter,” Tarinne insists, “I don’t trust Asthira 
  any farther than I could toss a crodlu. Our 
  dealings with her have been strictly business, 
  and our meetings are never face-to-face. I know 
  that Asthira is the leader of a group of ex-
  templars and where she can be found. For the 
  price of a favor to House Wavir I’ll supply you 
  with the name of our contact with Asthira—then 
  you’re on your own.” 
   
  The favor referred to by Tarinne need not 
  occur during this adventure, but may make 
  an interesting adventure for the PCs should 
  they survive their encounter with Dregoth. 
  The contact of Tarinne’s is a half-giant 
  named Mox, who can be found at a tavern 
  called the Lazy Mekillot. The PCs are told to 
  present Mox with a pound of salt and 10 
  silver pieces, and he may or may not take 
  them to Asthira. Normally he only acts as a 
  courier, and to take the PCs to Asthira may 
  require permission from the ex-templar. 
  If their dealings with Tarinne and Falmon 
  have been sincere, they PCs have 
  successfully become an ally of one of the 
  most powerful trading houses in the 
  Tablelands. With the health of Lord Tabaros 
  failing (he’ll survive another 2d6 months for 
  campaign purposes), Tarinne is an excellent 
  contact for the PCs to have.  
   
   
  16. HOUSE TOMBLADOR 
   
  Kaladon receives the PCs in the company of 
  bodyguards. Lord Kaladon is a dangerous 
  man, which the PCs will come to experience.  
   
  If the PCs ask Kaladon about the templars:  
  Kaladon currently employs no ex-templars 
  of any kind, nor does he know any rumors 
  concerning templars in the city. He 
  recognizes the name Asthira, but only as a 
  high templar from before Andropinis’ 
  disappearance.  
   
  If the PCs ask Kaladon about the Pearl:  
  Read or paraphrase the following:  
   
  Lord Kaladon buries his eyes deep in you. His 
  lips open slightly, but he does not speak for 
  another two seconds. “I have a contact that 
  might be able to help you” states the trade lord 
  slowly with a stern voice. “However, be 
  warned“, Kaladon points a finger at you,”this is 
  a very dangerous individual, and getting you an 
  audience will require significant compensation.” 
  Kaladon folds his hands together, awaiting your 
  response. 
   
  Kaladon has no knowledge about the Pearl 
  of the Sunrise Sea, nor does he believe any 
  story the PCs can relate of Dregoth’s sinister 
  plans—but he does not reveal this to the 
  PCs. Instead he tells the PCs he can put 
  them in contact with someone who does 
  know about the pearl —for a price of 400 
  silver pieces. The DM should roll secret 
  Sense Motive checks for the PCs against 
  Kaladon’s Bluff check (1d20 + 25) to let them 
  catch on to his deceit.  
   
  If the PCs agree Kaladon sends them 
  straight into an ambush where he plans to 
  do away with them and take their 
  possessions. See encounter 13. AMBUSH.  
   
  Should the PCs come away unscathed from 
  the ambush and seek out Kaladon, he tells 
  them he knows nothing of the ambush and 
  the party likely scared away the contact 
  with their clumsiness. He offers no other 
  recourse for them, and does not return their 
  money. The mercenaries hired for the attack 
  do not know who hired them.  
   
   
  17. HOUSE REES 
   
  If the PCs visit House Rees, they will have to 
  bribe or otherwise manipulate the guards 
  into letting them see the House Matriarch, 
  Lady Essen.  
   
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  33 
  No matter what story the PCs spin 
  regarding their reason for being in Balic, 
  Lady Essen becomes extremely interested in 
  their plight. She asks many questions to 
  learn anything that can be of value to her 
  and House Rees.  
   
  If the PCs ask Essen about the templars: 
  Read or paraphrase the following:  
   
  Lady Essen raises her eyebrows and touches her 
  cheeck with two fingers. “I have heard of a group 
  of hidden templars,” she says, “but I personally 
  don’t know how to contact them.” Essen pauses, 
  moving her gaze across each of your faces, before 
  she continues. “However, I have an offer for you. 
  There is an ex-templar in my household I have 
  begun to suspect might somehow be involved 
  with this underground group. His name is 
  Toraus.” Essen moisters her lips. “ If I ask, he 
  will most likely deny any connection with his 
  former peers, and my trusted telepath is out of 
  town. I will let you question Toraus, on the 
  condition that you tell me everything he tells 
  you, and any expenses are on your part. I don’t 
  care what methods you use, as long as he is 
  physically unharmed.” 
   
  If the PCs ask Lady Essen if she knows how 
  to contact the hidden templars she says no. 
  However, she does suspect that an ex-
  templar in her employment named Toraus 
  knows how. Her suspicions are recent, and 
  she has yet to act on them. Essen wants to 
  make an alliance with Asthira, but has yet to 
  locate her. If the PCs agree to get the 
  information out of Toraus and pass it to her, 
  she’ll lead them to his office on her estate. 
  For those who know her, this is a most 
  generous offer by Lady Essen.  
   
  If the PCs agree to get the information out 
  of Toraus: Should the PCs agree to Lady 
  Essen’s arrangement, they’re allowed to 
  speak with Toraus in a secured portion of 
  her estate. When speaking with Toraus, the 
  ex-templar does not “spill his guts” easily to 
  the PCs. Aside from the fact he does not 
  know the PCs, retribution from Asthira 
  would be horrendous if the party wanted 
  nothing more than to kill her and the rest of 
  the hidden templars. Toraus also suspects 
  that Lady Essen has put the PCs up to the 
  task, and he has no wish to be duped into 
  giving up this secret by his employer.  
   
  Toraus scoffs. “Who are you? I don’t know who 
  or what you’re talking about, and even if I did, 
  why should I even consider telling you 
  anything?” 
   
  In spite of Toraus’ attitude, there are a few 
  ways of getting information out of the ex-
  templar. He cares nothing for any 
  complicated story the PCs present for why 
  they’re here, in the end they’re going to 
  need to speak with Asthira. When dealing 
  with the sly ex-templar the DM should 
  make sure the PCs follow their alignments.  
   
  Threats and intimidation do not work 
  against Toraus. He has been prepared to die 
  since many of his brethren were killed two 
  years ago, and there is little the PCs can do 
  to make his life worse (life in the service of 
  House Rees is, apparently, no picnic in 
  itself).  
   
  “There is nothing you can do to me that others 
  won’t do worse. Save your breath and quit 
  wasting both yours and my time.”  
   
  Like most templars, Toraus is not above 
  simple bribery. His position with House 
  Rees was taken out of fear of being 
  murdered, as many were after Andropinis 
  disappeared. For a price of 200 silver pieces 
  and a promise from Lady Essen to be able to 
  leave her service, Toraus tells the PCs about 
  Asthira’s helper, Mox the half-giant, who 
  can be found at the Lazy Mekillot inn. 
  Toraus needs the silver to get out of the city 
  and relocate somewhere else in the 
  Tablelands where no one knows him. His 
  price is non-negotiable. 
   
  Toraus studies you briefly. “I might know a 
  thing or two, you know. It might upset a few 
  characters if I tell you, though, so much I would 
  need to leave Balic and never come back. I have 
  two conditions, neither of which is negotiable. 
  Before I tell you anything, I need written 
  permission by Lady Essen that I am free to leave 
  her service whenever I wish; and I need 200 
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  34 
  silver in coin to start a new life someplace else. 
  Get me Essen’s signature and the coin up front, 
  and I’ll tell you how to find those you seek. Do 
  we have a deal?   
   
  Where the PCs may feel they’ve come away 
  with an excellent deal with Lady Essen, 
  Toraus more than makes up for this with 
  outrageous demands. If the PCs have an 
  excess of currency they’ve been tossing 
  around for much of the adventure, the 
  above price of 200 silver could double or 
  even triple should the PCs hassle Toraus 
  during the encounter. If they agree to 
  Toraus’ demands, he reveals the following 
  after having received his end of the bargain.  
   
  “A pleasure doing business with you. Now, to 
  what I know and who I know. You want to know 
  about templars. Listen up and I’ll tell you. When 
  Andropinis became trapped in the Black, the 
  templars lost their magical power. Many fled or 
  were murdered, others sought safety with the 
  Merchant Houses. There’s a group that went 
  into hiding though, that is growing in power. 
  Lead by First Templar Asthira, these templars 
  control an underground network of considerable 
  power. My meetings with Asthira have been 
  through the half-giant Mox, the bouncer at the 
  Lazy Mekillot. It is an inn in the section of the 
  city controlled by House Wavir. Give  Mox a 
  pound of salt and ten silvers, and he’ll set you up 
  with Asthira. 
   
  Use of psionic powers or magical spells to 
  extract the information from Toraus is also 
  another way to learn where Asthira is 
  located. The ex-templar has no particular 
  defense against such intrusion, though he 
  becomes aware of the mental invasion. In 
  this case Toraus then pleads with the PCs 
  for the coin he’ll need to leave the city (see 
  above), explaining that Asthira will want 
  him dead if she learns of his disloyalty. This 
  is what he believes to be true, though the 
  truth is that it is not the case. 
   
   
   
   
   
  18. ASSASSINS 
   
  The PCs should be careful of what they 
  divulge as to why they’re in Balic and what 
  they’re searching for. Like the ex-templar 
  Roal in Raam, divulging too much 
  information to the wrong people usually 
  leads to trouble. Although members of 
  House Wavir would not kill to obtain the 
  pearl, some ex-templars and members of 
  House Tomblador and House Rees 
  assuredly would. Unless a person was a 
  trusted high templar of Andropinis they 
  would have never heard of the artifact, let 
  alone know what a “pearl” is (remember 
  that pearls are indigenous to oceans which 
  have not existed for over 15 millennia). On 
  the other hand, mention of a powerful 
  artifact of the sorcerer-monarch Andropinis 
  would open more than a few eyes to what 
  the PCs are doing. The most likely outcome 
  of such attention takes the form of an 
  ambush carried out by mercenaries. 
   
  The mercenaries attack with surprise from a 
  distance using poison darts from a side 
  alley. If the PCs close the distance, they will 
  discover a larger number of mercenaries 
  hidden and waiting in a small plaza at the 
  end of the alley.  
   
  Assassin (6): hp 34 each 
   
   
  19. THE LAZY MEKILLOT 
   
  Located in the central section of Balic 
  controlled by House Wavir, the Lazy 
  Mekillot (see Map 3: The Lazy Mekillot Inn) 
  is an extremely clean, higher-class 
  establishment catering mostly to patricians, 
  traders, and mercenaries in the service of 
  Lord Tabaros. Others are welcome, but the 
  inflated prices tend to keep the riffraff away 
  for the majority of the time, as do 
  malevolent looks by patrons when the 
  “unwanted element” enters. This could 
  mean the PCs should they present 
  themselves as crude, ill-mannered folk. 
   
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  35 
  The Lazy Mekillot is managed by a 
  systematic dwarf named Dillge, who does 
  everything from bartending, to cooking, to 
  personally waiting on important-looking 
  customers (or just those spending large 
  amounts of money). Dillge is often assisted 
  by a human boy called Mich, an orphan 
  Dillge found rummaging through his 
  garbage after the sorcerer-monarch was 
  imprisoned. Mich is an ex-slave whose cruel 
  patrician owners were killed in the riots two 
  years ago. 
   
  If asked about who owns the Lazy Mekillot, 
  Dilgge tells the PCs he does not know. In 
  fact, the owner of the tavern is none other 
  than the bouncer Mox the half-giant. 
  Though he plays a dull-witted brute who 
  does nothing more than watch the front 
  door and walk home drunk traders, Mox is 
  actually a very powerful psion who has a 
  network of connections and allies 
  throughout the city. Mox serves no 
  merchant house, finding it more profitable 
  to use his formidable powers to work for 
  himself. The hidden templars is one of the 
  groups of contacts Mox has. His other 
  acquaintances range from slave tribes to 
  defilers to assassins, all of which come to the 
  Lazy Mekillot to meet with the doltish half-
  giant appearing to be a servant of a 
  powerful psion who then points them in the 
  right direction—for a price. With the 
  exception of Dillge, only a handful of people 
  are aware of Mox’s inventive ploy. 
   
  Dealing with Mox 
  Without the proper presentation to Mox (a 
  pound of salt and 10 silver pieces), he 
  ignores the PCs’ request for information. 
  Mox is not easily intimidated nor is he 
  hotheaded. He ignores verbal threats and 
  challenges by the PCs if they make any, but 
  he will take an interest in them and use his 
  dorje of read thoughts to learn more from a PC 
  who does not appear to be a manifester or 
  spellcaster about the reason for their 
  behavior.  
   
  If the PCs present a pound of salt and 10 
  silver pieces to Mox: If the PCs have given 
  Mox no cause for concern, and the proper 
  “payment” is given, the half-giant can lead 
  them to the hidden location of the templars 
  of Andropinis. Read or paraphrase the 
  following: 
   
  After giving the salt and silver pieces to the half.-
  giant he replies, “Mox’s boss tells Mox to take 
  you to pretty lady Asthira for giving me this ... 
  right? <pause> Mox know these things because 
  Mox is smart and sneaky when it comes to these 
  things. You follow Mox through dark tunnels 
  and he take you to hidden place of pretty lady 
  Asthira and more of Mox’s friends ... OK? But 
  must leave now because pretty lady not be there 
  later ... Ok?” 
   
  If the PCs agree to go with Mox, he will lead 
  them to the northern edge of the city, where 
  there is a hidden transporter gate – a 
  permanent passwall spell that can be 
  triggered by those selected by Asthira and 
  who know the proper command word.    
   
  You follow the half-giant Mox through several 
  alleyways behind the Lazy Mekillot, coming to a 
  dead-end near the northern edge of the city. Mox 
  whispers a word that is hard to make out, then 
  says “Follow Mox quickly. Just walk into the 
  wall like Mox does ...” and the half-giant steps 
  into the adobe wall and disappears. 
   
  The transporter gate which Mox steps 
  through is only open for one minute, and 
  anyone not entering before that time is left 
  behind. Even if the PCs can figure out what 
  the word was Mox whispered to the gate to 
  cause it to activate (Listen DC 30 to hear the 
  word – “elftrick”), it does not work for the 
  characters—only for Mox or others attuned 
  to the gate’s magical power. Once all of the 
  PCs (who are going to) step through the 
  gate, continue with encounter 20. ASTHIRA.  
   
   
  20. ASTHIRA 
   
  This encounter takes place if the PCs follow 
  Mox through the transporter gate as 
  described in encounter 19. THE LAZY 
  MEKILLOT. Read or paraphrase the 
  following:  
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  36 
   
  After stepping through the gate you feel a 
  moment of disorientation, then find yourself in a 
  damp underground chamber filled with bright 
  magical globes of light. The chamber appears to 
  be hand-carved from solid rock, and several 
  tunnels can be seen branching off into the 
  darkness. Suddenly, from the darkness 
  surrounding the edge of the chamber emerge a 
  dozen black robed figures. As they step from the 
  shadows a chill fills the air—a cold, unfriendly 
  feeling that makes you more than a little 
  uncomfortable. One of the figures, which you can 
  see is female due to the curves in her robe, steps 
  slightly from the shadows and declares, “I am 
  Asthira, First Templar of Andropinis. I did not 
  summon you, yet you knew the proper tribute to 
  have Mox bring you here. Why do you seek us 
  out?” 
   
  This is the contact the PCs have 
  been looking for, their only 
  means of contacting 
  Andropinis. 
  From here 
  on in it’s 
  best if the 
  PCs are 
  honest 
  with 
  Asthira, as they and their master have the 
  same interests in preventing Dregoth’s 
  plans. Any aggressive action on the part of 
  the PCs at this point ends all hopes of 
  contacting Andropinis and finding the Pearl 
  of the Sunrise Sea. Asthira knows nothing 
  about the location of the Pearl of the Sunrise 
  Sea, though her master did speak of it to her 
  once long ago.  
   
  If the PCs have told Asthira of the pearl, 
  Dregoth, and the information provided by 
  the other sorcerer-monarchs, Asthira 
  reveals how to contact Andropinis. Through 
  the use of abilities available only to shadow 
  wizards and shadow templars, Asthira is 
  able to contact Andropinis for limited 
  amounts of time. 
   
  Asthira steps closer to speak, her face still 
  shrouded in the folds of her robe’s hood, “I know 
  of both the pearl and the Dread Lord,” she says, 
  “but I know not where the artifact is. Locating it 
  would mean contacting my master in the Black. 
  Oh yes, we can speak with him, if only for short 
  periods of time. Many of us have learned the 
  ways of the Black since our master was 
  imprisoned there by the First Sorcerer. We’ll 
  help you—provided we have your word you’ll 
  return the pearl to us should you survive your 
  confrontation with Dregoth. Swear to this, or I 
  shall not contact my master for you. Refuse, and 
  you shall never have it.” 
   
  Asthira’s terms are non-negotiable. The First 
  Templar uses geas/quest to force the PCs’ 
  compliance. She will also turn to any lawful 
  good members of the party for additional 
  non-magical oaths. Presenting the PCs with 
  the pearl is extremely trusting of Asthira, an 
  act that is very non-characteristic of a 
  templar or high standing. The truth of the 
  matter is that Asthira is no fool and knows 
  that Athas is in great danger. She is hoping 
  that the foolish honor of one or two PCs will 
  bring the pearl back to her if her spells 
  don’t. Should the oath of returning the pearl 
  be broken, the Templars of Andropinis do 
  not forget the PC’s indignity if they ever 
  meet again. Once at least one PC has 
  promised to return the pearl and been 
  subjected to geas/quest, Asthira continues: 
  Illus. by João Bosco 
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  37 
   
  Your word given, Asthira steps forward and 
  pulls back the hood of her robe. You stand in 
  shock as the head and arms of the First Templar 
  are nothing more than the darkest shadow. It is 
  almost as if she is not there, an obscure outline of 
  her former self. “You seem shocked at my 
  appearance,” she chuckles, “It is the price I paid 
  to become a shadowcaster powerful enough to 
  contact my master. Now stand ready, interaction 
  with Andropinis shall only last a few minutes.” 
   
  Asthira then begins to chant, causing the bright 
  lights in the chamber to dim slightly. Throwing a 
  silvery substance into the air and pulling her 
  robes tight, her entire body seems to become 
  nothing more than shadow. A moment later the 
  shadow alters its shape to a height of eight feet 
  and nearly doubling in size. The large shadow 
  quickly loses its female form, becoming that of a 
  well-muscled man. “I am Andropinis, sorcerer-
  monarch of Balic. Who are you to waste the 
  power of my templars, and for what reason do 
  you disturb my agonizing imprisonment?” 
   
  Asthira has used her shadespeaker ability to 
  temporarily exchange her shadow for that of 
  Andropinis. This artful use of the ability 
  allows the PCs to speak with Andropinis 
  through Asthira for 7 minutes to inform the 
  sorcerer-monarch of their needs. The 
  sorcerer-monarch’s mention of wasting the 
  templar’s power refers to the fact that this 
  ability can only be used once per day and 
  for a limited time that is normally precious 
  to the imprisoned Champion. 
   
  As with Asthira the PCs’ best bet is to come 
  clean, telling Andropinis everything they 
  know to this point regarding Dregoth and 
  the artifacts they’ve been charged with 
  retrieving. Once the PCs have explained the 
  situation to him, Andropinis replies: 
   
  “So,” muses the shadow of the sorcerer-monarch, 
  “Dregoth does still live. We had suspected as 
  much for centuries. Of all the Champions of 
  Rajaat, Gallard’s proficiency with magic is the 
  greatest, and if he believes there is a threat to 
  Athas then it must be true. Even in the Black I 
  have felt the obstruction of energy from the Inner 
  Planes, and your tale conveniently solves for me 
  that enigma.” 
   
  “You are brave in wishing to confront Dregoth,” 
  continues Andropinis, “and the Pearl of the 
  Sunrise Sea should assist you in your efforts. 
  Rajaat had told me it was an item from the Blue 
  Age, empowered by exposure to the energies of 
  the Pristine Tower for thousands of years. After 
  years of possessing the pearl I discovered that it 
  protected me from even the most powerful of 
  psionic disciplines, but in turn took such power 
  from you. In the end, I sequestered the artifact so 
  it could not be used against me by disloyal 
  subjects. It remains where I placed it two 
  centuries ago, and I will have Asthira retrieve it 
  for you. My fellow Champions are correct, the 
  Dread Lord must be stopped at all costs. But be 
  warned, you have sworn to return the pearl to 
  my templars should you survive. Rajaat’s spell 
  will not hold me here much longer, and should 
  you violate your oath you shall earn the eternal 
  antipathy of Andropinis.” 
   
  The PCs have a few minutes before 
  Andropinis, and he can attempt to answer 
  questions regarding the pearl. He is aware 
  of all the item’s powers, which he can relate. 
  In addition, the shade of the sorcerer-
  monarch lies to the PCs and tells them of a 
  terrible curse that accompanies the pearl—
  this in addition to the loss of psionic powers. 
  He says this curse would eventually result 
  in the death of the possessor and all around 
  him (the DM is allowed to be creative here, 
  playing on the fears of individual PCs in the 
  group). This lie is to help insure the PCs 
  return the pearl should they survive their 
  attack on Dregoth. 
   
  Unless the PCs treat Andropinis with 
  extreme disrespect, Asthira retrieves the 
  pearl for them after the conversation with 
  her liege is over. Where the pearl is hidden 
  remains a secret between Andropinis and 
  Asthira, as the PCs must wait in the 
  underground chamber until the First 
  Templar returns. Any attempts to magically 
  or psionically try to find the location of the 
  pearl fail. Once the PCs have the Pearl of the 
  Sunrise Sea in their possession, Asthira 
  reactivates the gate they came through and 
  she sends the party back to the streets of 
  Balic.  
  
   
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  38 
   
  Asthira: hp 116 
  Shadow Templar (11): hp 67 each 
   
   
  A
  Afftteerrmmaatthh  
   
  From here the PCs can travel to Cromlin, 
  Raam, or begin their journey to New 
  Giustenal if they possess all three artifacts 
  (or as many as they have managed to collect 
  before they run out of time). Perhaps the 
  easiest way of traveling to Cromlin is by 
  booking passage on a silt skimmer. The DM 
  can increase the perils of such a journey by 
  adding encounters with giants, silt horrors 
  or other dangers.  
   
  If the PCs are on good terms with House 
  Wavir or Rees, they can purchase psionic or 
  magical one-use teleport items to speed their 
  travels. House Wavir sells these items for 
  1.25 times the listed price, while House Rees 
  charges 1.5 times the listed price.  
   
  Mox the half-giant can also be of help if the 
  PCs want to get in touch with spellcasters or 
  manifesters for hire. Mox usually charges a 
  fee of 10 silver pieces to put the PCs in touch 
  with an NPC spellcaster or manifester who 
  charges the listed price for his or her 
  services. However, if the PCs threatened 
  Mox or were otherwise impolite, the price 
  has doubled to 20 silver pieces.  
   
   
  T
  Thhee  S
  Sccoorrcchheerr  
   
  Discarded by Hamanu in the 164th King’s 
  Age following the first death of Dregoth, the 
  Scorcher rested at the bottom of the Silt Sea 
  somewhere off the coast of Lake Island for 
  nearly 2,000 years. Like many of Rajaat’s 
  creations, the Scorcher was deemed too 
  powerful by the sorcerer-monarchs and was 
  best hidden from mortal eyes lest they be 
  used against them. For 20 centuries the 
  Scorcher rested beneath tons of silt until it 
  was unexpectedly swallowed by a silt 
  horror. Shortly after that the creature was 
  slain, as it attacked the village of Cromlin, 
  by an ex-gladiator mul named Vorr, who 
  stumbled upon the blade in the horror’s 
  gullet. 
   
  Using the sword’s power, Vorr wielded the 
  Scorcher in defense of the free men of the 
  Tablelands for several years, preventing 
  raiders from both Nibenay and Raam from 
  enslaving the innocents of the Ivory 
  Triangle. With the considerable might of the 
  Scorcher Vorr drew the attention of the 
  Shadow King, as well as others in the area. 
  Just as Nibenay was to mount an expedition 
  against the ex-gladiator, Vorr suddenly 
  disappeared from the face of Athas. 
   
  In truth, Vorr was slain 85 years ago by one 
  of the most powerful creatures on Athas, a 
  nightmare beast. While traveling through 
  the Valley of Trevain looking for slave 
  raiders, the mul stumbled upon the beast as 
  it was headed for the village of Cromlin, 
  which was his home. In a horrendous battle 
  Vorr was killed by the creature, who took 
  his body back to its lair on the edge of the 
  Black Spine Mountains. Vorr was never seen 
  from again.  
   
  The conclusion of the battle, however, was 
  witnessed by a lone nomad, a young female 
  elf by the name of Shimmer traveling from 
  Fort Inix to Cromlin on business for House 
  Shom. She watched in horror as the 
  nightmare beast dragged Vorr and his 
  weapon towards the verge of the Black 
  Spine Mountains, where it disappeared 
  amongst the crags and ravines. Shimmer 
  told her story to a Master Trader of House 
  Shom, who discounted her ramblings and 
  dismissed her from his service. Now over 
  120 years old Shimmer is a member of the 
  slave tribe Tenpug’s Band, being taken in by 
  its mul leader because of her skill in 
  weaving clothes.  
   
  To find the Scorcher, the PCs must find 
  Shimmer. This is done by traveling to 
  Cromlin and inquiring as to Vorr’s 
  whereabouts. Eventually Shimmer’s name 
  turns up. She hasn’t been seen for many 
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  39 
  years, and those who did know her believe 
  her to be dead of old age long ago. 
  Eventually the PCs do make contact with a 
  member of Tenpug’s Band that knows 
  Shimmer is still alive, and if they are not 
  deemed to be dangerous to the slave tribe 
  they’ll be lead to her. With Shimmer’s 
  information the PCs will have a good idea of 
  where to begin their search for the ancient 
  weapon. 
   
   
  S
  Sttaattuuss  ooff  C
  Crroommlliinn  
   
  Cromlin is a trading village established by 
  House Shom of Nibenay by the Silt Sea. 
  Despite its location, a great deal of trade 
  passes through Cromlin, supported by both 
  House Shom and House M’ke of Raam. Silt 
  skimmers travel the shoals between Cromlin 
  and Break Shore across the bay, cutting 
  travel time considerably between the two 
  areas. Navigators who can make the journey 
  are few, and their price is high for such 
  travel. Cromlin is one of the last truly 
  profitable outposts for House Shom, and 
  many in the village work for the traders 
  here in one form or another. 
   
  The people of Cromlin are shady at best, 
  and many of them are thieves or exiles of 
  one type or another. Unless it interferes with 
  trading operations, authorities (owned by 
  House Shom) tend to turn a blind eye to 
  unlawful activities. Aside from House 
  Shom, the village is frequented by the Sky 
  Singer elves and members of the slave tribe 
  Tenpug’s Band who all bring goods to trade. 
  Regardless of their origin or alliances, 
  everyone in Cromlin is forced to wear a 
  scarf of some sort across their mouth due to 
  the Gray Death, caused by the constant silt 
  blowing off the shores to the north. On a 
  windy day most people stay inside to avoid 
  the stinging silt.  
   
   
  A
  Arrrriivvaall  iinn  C
  Crroommlliinn  
   
  The PCs can approach Cromlin on foot, with 
  magic or psionics, or by silt skimmer. 
  Though not large in size (300 residents), 
  Cromlin is a bustling village, and a locale 
  that is often unsafe for strangers. The PCs 
  are treated at best with indifference until 
  they make friends or prove themselves in 
  some fashion, the easiest being to win a 
  brawl at the Dirty Lizard tavern. Another 
  method for the PCs to get what they want is 
  greasing the palms of various NPCs with 
  coin, though this often results in characters 
  getting accosted because of their wealth.  
   
  Below is a series of brief location 
  descriptions in Cromlin as they’re presented 
  on Map 2: Cromlin along with encounter 
  references.  
   
  ♦ Silt piers: Traders arrive by silt skimmers 
  from the Sea of Silt. So would the PCs if they 
  booked passage on a silt skimmer in Balic. 
  See encounter 22. SILT PIERS 
  ♦ Homes: Residential area. The PCs can 
  obtain a clue that directs them to the Dirty 
  Lizard.  See encounter 23. HOMES. 
  ♦ Dirty Lizard: The only tavern in Cromlin. 
  If the PCs can prove their worth, this is the 
  best place in Cromlin to gleam information 
  regarding Vorr and the Scorcher. See 
  encounter 24. DIRTY LIZARD. 
  ♦ Marketplace: Here the PCs can come into 
  contact with the trader Gessnic, who can 
  lead them to Tenpug’s Band and Shimmer. 
  See encounter 25. MARKETPLACE. 
  ♦ Shom lodge: This is the only place one can 
  buy water in Cromlin. The PCs can meet the 
  The Gray Death 
  The Gray Death is the name of the condition 
  brought about from the airborne silt near 
  the Silt Sea. Creatures suffer a -2 penalty to 
  initiative, attack and damage rolls, as well as 
  Spot checks. Each hour there is a 30% chance 
  the wind increases, doubling the penalties to 
  -4. Wearing a moist scarf halves the 
  penalties caused by the Gray Death. By 
  seeking shelter inside a building, cave etc. 
  the full penalty is negated.  
  
   
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  40 
  overseer Siln and the master trader Crost. 
  See encounter 26. SHOM LODGE.  
  ♦ Shom barracks: Shom guards, lowly 
  traders and hired mercenaries dwell here. 
  See encounter 26. SHOM LODGE. 
  ♦ Shom warehouse: This area is heavily 
  guarded by members of House Shom. It is 
  full of trade goods. The PCs are not allowed 
  inside the building under any circumstance. 
  See encounter 28. SHOM WAREHOUSE. 
  ♦ M’ke lodge: The PCs can come into 
  contact with Brodden, the trader in charge 
  of House M’ke’s endeavors in Cromlin. See 
  encounter 29. M’KE LODGE.   
   
   
  21. INFORMATION 
   
  The PCs will need to gather information on 
  Vorr or the Scorcher to learn about Shimmer 
  and her current location. As in other 
  sections of the adventure, gathering 
  information through roleplaying can 
  generate the same or better results than a 
  simple Gather Information skill check. 
  Information from a Gather Information roll 
  is limited to the information below.  
   
  DC 5: Strangers won’t get far in Cromlin 
  without coin or respect.  
  DC 10: Most traders looking for information 
  inquire at the Shom lodge or the Dirty 
  Lizard tavern. 
  DC 15: Vorr was a freedom fighter who 
  disappeared more than a King’s Age ago. 
  DC 20: Vorr wielded a red sword that, 
  according to the legend, burnt with black 
  flames. The sword disappeared with him.   
  DC 25: Jaksot Han, an ex-pirate, has lived in 
  Cromlin longer than most. He can be 
  found at the Dirty Lizard tavern.  
  DC 30: An elven woman claimed to have 
  witnessed Vorr’s death, but she hasn’t 
  been seen for many years.  
  DC 35: The elf woman’s name is Shimmer.  
  DC 40: If she is still alive, Shimmer lives 
  with Tenpug’s Band, a slave tribe whose 
  members come to trade in Cromlin.  
   
   
  22. SILT PIERS 
   
  Traders arrive by silt skimmers from the Sea 
  of Silt. So would the PCs if they booked 
  passage on a silt skimmer in Balic.  
   
  The unique piers of Cromlin extend 20 feet 
  above the silt, allowing the giant skimmers 
  to unload their goods and personnel quickly 
  and easily. The piers themselves are made 
  from agafari from the Crescent Forest, at 
  great cost to House Shom. Each pier is either 
  owned or rented by private citizens, though 
  several of them belong to House Shom and 
  House M’ke. Normally there are one to six 
  skimmers here at all times, most with small 
  crews looking for hands to hire on for a 
  voyage. At the base of the center most pier is 
  a small building where a member of House 
  Shom logs in and collects fees from 
  skimmers entering and leaving Cromlin. 
   
  With the near destruction of Raam and the 
  presence of Dregoth’s army in this part of 
  the Silt Sea, the piers are full of ships whose 
  captains are still afraid to leave port. 
  Because of the presence of House M’ke, 
  knowledge of the attack on Raam has spread 
  quickly. At this point all vessels are 
  remaining idle until House Shom makes a 
  decision on whether or not to resume trade. 
   
  If the PCs ask about Vorr or the Scorcher: 
  No one here remembers or has ever heard of 
  Vorr or anyone wielding a sword fitting the 
  description of the Scorcher. Most people 
  here suggest the PCs inquire at the House 
  Shom lodge, the Marketplace, or the Dirty 
  Lizard tavern. The latter is met with a 
  chuckle from some of the more seasoned 
  sailors. 
   
   
  23. HOMES 
   
  This cluster of homes varies from crude 
  mud structures to elaborate constructions of 
  stone and agafari wood, though there are 
  only a few of the later. The majority of the 
  people who live here consist of humans and 
  
   
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  41 
  exiled elves, in addition to a smattering of 
  other races. There are no street patrols or 
  other authoritative forces defending citizens, 
  so visitors who venture into the darker 
  alleyways had best be prepared for the 
  worse. The DM is free to run encounters 
  with 2d4+2 local thugs.  
   
  Village Tough Elf: hp 12 each 
  Village Tough Human: hp 15 each 
   
   
  If the PCs ask about Vorr or the Scorcher: 
  Many of the common folk who live here 
  want nothing to do with strangers, and 
  questions regarding the man who found the 
  Scorcher more than a King’s age ago are 
  often met with shrugged shoulders. No one 
  the PCs speak with here was alive when the 
  weapon was found. If villagers are bribed 
  with 10 ceramic pieces, they tell the PCs to 
  ask Jaksot Han, an ex-pirate at the Dirty 
  Lizard tavern, as he has lived in Cromlin 
  longer than most. 
   
   
  24. DIRTY LIZARD 
   
  This large tavern is Cromlin’s only source of 
  enjoyment in the usually boring trading 
  village. The tavern is owned and operated 
  by a 60 year old ex-silt pirate named Jaksot 
  Han, who started the business after losing 
  his right eye in a raid. Unfortunately, the 
  Dirty Lizard (see Map 4: The Dirty Lizard 
  Inn) has become a place where fights and 
  drunken arguments break out on a regular 
  basis, and has become a way for the locals to 
  test the abilities of newcomers.  
   
  The capacity of the silt piers is reflected at 
  the Dirty Lizard. Normally the common 
  room of the tavern contains a collection of 
  30-40 sailors, merchants, thieves, con artists, 
  and free citizens drinking the fermented 
  kank honey-mead the Dirty Lizard is known 
  for. However, because of Dregoth’s attack 
  on Raam there is near 70 people packed in 
  the building, and boredom is beginning to 
  set in. This situation is nothing more than a 
  brawl waiting to happen. 
   
  As the PCs enter the Dirty Lizard they’re 
  met with a combination of blank, 
  disapproving stares and boisterous insults, 
  most of which become extremely personal 
  and impolite. Some sample insults are 
  provided.  
   
  - You lookin’ for some action? Because I 
  hear this breeder’s lookin’ for somethin’ to 
  pair up his kank with. 
  - Look at ‘em, all skin and bones. They 
  wouldn’t last a minute in a fight.  
  - I don’t know what they are, but those are 
  some ugly creatures. Monsters probably run 
  away from ‘em screamin’... and that smell!  
  - You’re some tender little erdlu meat I’d 
  like to sink my teeth in. 
   
  If the PCs choose to ignore the crowd, 
  they’ll get no information out of them 
  regarding the whereabouts of the Scorcher. 
  Inquiries as to the location of Jaksot Han are 
  ignored, even by the bartender and serving 
  maids. In truth, Jaksot is sleeping off 
  yesterday’s activities in a back room, and 
  does not awake unless a brawl begins. 
   
   
  Dirty Lizard Human Brawler (3): hp 37 each 
  Dirty Lizard Elf Brawler (3): hp 25 each 
  Dirty Lizard Half-giant Brawler (2): hp 66 
  each 
   
   
   
  The DM should make an effort to get the 
  PCs involved in a brawl at the Dirty Lizard, 
  as it is the easiest way to get the information 
  they require. If a fight breaks out, it begins 
  with up to six drunken opponents against 
  the party, but there is a 75% chance for most 
  of the entire tavern to get involved in a free-
  for-all, where each PC will be squaring off 
  against 1-3 opponents at a time. The DM is 
  encouraged to use a variety of opponents, 
  such as Village Toughs and Shom Traders 
  in addition to more Dirty Lizard Brawlers. 
  None of the other patrons use weapons or 
  magic of any kind. This is strictly a hand-
  and-foot altercation, though occasionally an 
  elf will draw a bone puchik to slide into an 
  
   
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  opponent’s ribs. The free-for-all lasts for a 
  total of 10 rounds before people either cool 
  off or are passed out.  
   
  If the PCs ask about Vorr or the Scorcher: 
  If the PCs manage to come out on top of the 
  Dirty Lizard brawl without killing or 
  seriously crippling too many of the patrons, 
  they will have proven themselves to the 
  crowd and can obtain valuable clues.  
   
  While most of the patrons know nothing of 
  the ex-gladiator Vorr, the owner of the Diry 
  Lizard, Jaksot Han, does.  Jaksot will have 
  awoken from the noise of a fight and taken 
  his place behind the counter. The DM may 
  wish to set a price for Jaksot’s information, 
  though not more than 200 ceramic pieces. 
  When the PCs locate Jaksot and question 
  him about Vorr or the Scorcher, read or 
  paraphrase the following: 
   
  “I remember the stories about the ex-gladiator 
  who found a powerful sword,” says Jaksot, “his 
  name was Vorr and he was a mul. My father 
  used to tell tales of how Vorr used a mighty 
  weapon that burned with black flames to kill 
  slave raiders across the Ivory Triangle. For years 
  he reveled in slaughtering templars from both 
  Raam and Nibenay, and the descendants of 
  several freed slaves still live in Cromlin. Then 
  one day he left to confront a group of raiders said 
  to be sent from Nibenay to kill him, and he never 
  returned. My father always told me he killed one 
  hundred of the Shadow King’s most powerful 
  priestesses before they brought him down. That 
  was the last anyone ever saw of him.” 
   
  Rubbing his chin, Jaksot adds, “I do seem to 
  remember a story told to me by my elf nanny 
  when I asked her about the legend of Vorr. Her 
  name was Shimmer, and she told me Vorr was 
  killed by a nightmare beast who dragged the mul 
  to its lair to feast on him, the magical sword still 
  locked in his grasp. The last I had heard Shimmer 
  was living with Tenpug’s slave tribe to the west, 
  if she’s still alive. She was well over 100 years 
  old last time I saw her, and that was a decade 
  ago. That’s all I know.” 
   
  Jaksot does not know where Vorr 
  confronted the nightmare beast, nor where 
  the creature’s lair is located. If it’s the truth, 
  then that information is known only to 
  Shimmer. Though members of a slave tribe, 
  Jaksot explains that people from Tenpug’s 
  Band freely come to Cromlin to sell their 
  wares and purchase goods. Since this has 
  been to the benefit of House Shom, who 
  resells their goods in other cities for a hefty 
  profit, the Master Trader has given them 
  free access to the village despite being 
  declared outlaws in Gulg and Nibenay. 
   
  Jaksot knows the general direction of the 
  tribe - west, though he suggests that it 
  would be safer to be lead there by one of its 
  members or associates. For the price of 
  minimum 20 ceramic pieces, he offers up the 
  name of a human trader named Gessnic, 
  who can be found in the Marketplace. This 
  trader travels regularly to Tenpug’s secret 
  location, and can take the party there. 
   
   
  25. MARKETPLACE 
   
  This section of the village is where 
  merchants from the Ivory Triangle are 
  allowed to set up their booths from sunrise 
  to sunset. A fence of stacked stones 
  surrounds the area, and it is a simple matter 
  to break through it for whatever reason. 
  There are also a dozen guards from House 
  Shom here to keep the peace at all times. 
   
  Once a week, Master Trader Crost of House 
  Shom personally visits each merchant to 
  take 10% of their weekly profits. Woe to 
  anyone foolish enough to try and cross 
  House Shom, as they have agents 
  everywhere. Because of House Shom’s cut 
  there is a 10-15% markup over standard 
  goods prices. Almost anything can be found 
  here, including illegal items that aren’t 
  openly displayed, such as spell components. 
  Elven vendors are more likely to possess 
  these goods than others. The only thing not 
  for sale here is water, which must be 
  purchased directly from House Shom. 
   
  If the PCs ask about Vorr or the Scorcher: 
  None of the merchants know of Vorr or the 
  Scorcher. However, if the PCs have spoken 
  
   
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  to Jaksot, it’s a simple matter to find 
  Gessnic’s booth by asking any of the other 
  merchants or inquiring with the guards. A 
  middle-aged human male, Gessnic deals in 
  the buying and reselling of goods that are 
  either in high demand or are difficult to find 
  in certain areas. If questioned about Vorr or 
  the Scorcher, Gessnic knows nothing. If 
  asked about Shimmer and how the PCs can 
  contact her, he replies: 
   
  “So you wish to meet the old seamstress,” retorts 
  the merchant, “that is easier said than done. 
  Tenpug is wary of strangers, and his trust is 
  difficult to earn. Perhaps if you have something 
  of value to donate to the tribe, something 
  extraordinary, I could escort you there and put 
  in a good word for you. Tenpug is a fanatic for 
  finely crafted art and other items, and those with 
  the skills to create them. If you present such a 
  thing to Tenpug in my name, I’ll take you there. 
  Do we have a deal?” 
   
  Basically Gessnic wants the PCs to give 
  something of value to Tenpug in his name to 
  clear a debt for merchandise he has with the 
  mul’s slave tribe, the total of which is 500 
  ceramic pieces. In this case payment may 
  mean several different things, including 
  weapons, magical items, gems or jewelry, 
  but especially creative works of art which 
  fetch a high price with nobles and templars 
  in Nibenay who appreciate such items. Coin 
  is also acceptable, though the PCs would 
  have to pay more in this case, 750 ceramics, 
  since there is no resale value.  
   
  If the PCs agree to Gessnic’s terms, they can 
  immediately begin their journey to Tenpug’s 
  location. If not, he wishes them luck in 
  finding it on their own. Gessnic tends to 
  avoid combative situations whenever 
  possible and will hide behind the PCs if a 
  battle breaks out.  
   
  Shom Guard (12): hp 49 each 
  Gessnic: hp 16 
   
   
   
  26. SHOM LODGE 
   
  This three-story building is the main 
  complex for House Shom’s dealings in 
  Cromlin, and is extremely well fortified 
  against both attacks and the harsh weather. 
  A dozen officers and overseers assist Master 
  Trader Crost in the trafficking of goods 
  through Cromlin, with the weather keeping 
  these men indoors most of the time. The 
  building is typically guarded by two half-
  giants in the service of House Shom armed 
  with obsidian-tipped impalers. Unless there 
  is a member of House Shom waiting for 
  someone at the front door, no one is allowed 
  in.  
   
  Getting inside the Shom lodge:  
  Using magic or psionics to gain entrance is 
  one possibility. Clever use of Bluff or 
  Diplomacy can also lead to the PCs being 
  allowed inside. Also, the guards will call for 
  someone if the PCs say they’ve come to buy 
  water. This is the only place in Cromlin 
  where it’s available. Such an act attracts the 
  attention of a minor overseer named Siln 
  who charges one silver piece for 25 gallons 
  of water, but not less than five ceramic if the 
  PCs haggle. If Siln becomes aware of PCs 
  having much money, he raises the price to 
  10 silvers for 25 gallons.  
   
  Another way for the PCs to get the attention 
  of House Shom is by relating the recent 
  events in Raam. Facts concerning the city-
  state are of pivotal interest to Crost, and any 
  information regarding the condition of the 
  city is valuable. If the PCs offer an 
  information trade to House Shom, they end 
  up meeting personally with Master Trader 
  Crost. The trader is willing to supply the 
  PCs with either up to 50 gallons of water 
  (bidding begins at 20 gallons) or supplies at 
  standard list price for the information. He 
  has little else to trade for the information, 
  though he can also barter with future favors 
  that can be integrated in the DM’s campaign 
  following this adventure.  
   
  If the PCs tell Crost that Dregoth’s army has 
  left Raam and convince him that it poses no 
  
   
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  44 
  threat to silt skimmers traversing the Sea of 
  Silt, he will consider opening trade routes 
  soon or even immediately.  
   
  If the PCs ask about Vorr or the Scorcher: 
  None of the staff knows about Vorr or the 
  Scorcher, except Crost. If the PCs trade 
  information from Raam, he can relate the 
  following to them in a dramatic oralization:  
   
  “I know a fair bit about the history of Cromlin” 
  says Crost, “It was more than a King’s age ago 
  that the name of the mul Vorr was known to all 
  in Cromlin, and feared by every slaver in the 
  Ivory Triangle . He was a freedom fighter, an ex-
  gladiator who took it upon him to free all fellow 
  slaves. Vorr was an experienced warrior from his 
  years in the arena, but his true power came from 
  his sword – the Scorcher, a blade wreathed in 
  black flames. Rumors would have it the Shadow 
  King took an interest in this blade and 
  dispatched a force of slavers and templars to 
  retrieve it. Vorr, however, did not fall into their 
  trap. But he could not escape fate – his death 
  came at the hands of the most powerful beast 
  known to Athasian, the dreaded nightmare beast. 
  According to a witness,whose name will cost 
  you, the beast dragged Vorr off to its lair, his 
  sword still stuck in his frozen grip of death.” 
   
  Crost can give the PCs the name of Shimmer 
  if they relate what they know about Raam, 
  or are willing to pay 20 silvers or more. He 
  will even throw in that she was the nanny of 
  the owner of the Dirty Lizard, Jaksot Han 
  when he was young. Crost doesn’t know 
  Shimmer’s current whereabouts. She hasn’t 
  been seen for twenty years.  
   
  Hurdll Crost: hp 70 
  Siln: hp 14 
  Shom Guard (10): hp 49 each 
  Shom Half-giant Guard (2): hp 69 each 
  Shom Psion (1): hp 52 
   
   
  27. SHOM BARRACKS 
   
  The common guards and lower-level traders 
  of House Shom dwell here. Crost keeps a 
  minimum of 30 soldiers on the payroll at all 
  times, and another dozen traders that often 
  accompany caravans across the Tablelands. 
  In addition, Crost tends to have higher-level 
  mercenaries on hand for some of the more 
  “difficult” jobs his regular soldiers can’t 
  handle, and these NPCs are given free 
  boarding here. Unless the party is directly 
  working for House Shom, they are not 
  allowed in this building. 
   
  If the PCs ask about Vorr or the Scorcher: 
  Many of the hired hands come from 
  Nibenay, and those from Cromlin haven’t 
  heard about Vorr or the Scorcher. However, 
  for 10 ceramic pieces, a hired hand will tell 
  the PCs that trade master Crost knows all 
  that goes on in Cromlin worth knowing. He 
  can be found at the Shom lodge.  
   
   
  Shom Cleric (1): hp 47 
  Shom Defiler (1): hp 24 
  Shom Guard (15): hp 49 each 
  Shom Psion (2): hp 52 each 
  Shom Trader (12): hp 28 each 
   
   
   
  28. SHOM WAREHOUSE 
   
  This area is heavily guarded by members of 
  House Shom, and only the orders of Master 
  Trader Hurdll Crost can open the doors of 
  the warehouse. There are currently 10 men 
  guarding the warehouse around the clock. 
  This is five times the normal patrol for the 
  building, and rumors abound as to exactly 
  what is being stored within. In truth, due to 
  skimmer inactivity the building is full to the 
  brim with goods destined for Raam and 
  Draj, a veritable fortune in wood, copper, 
  iron, and other various products. Because of 
  this, Crost has increased protection on the 
  warehouse until some of the goods can be 
  routed to other cities, or until he deems it 
  safe to travel across the Silt Sea again. 
    
  If the PCs cause problems at the 
  Marketplace, Shom warehouse or Shom 
  lodge, reinforcements will be dispatched 
  from the barracks.  
  
   
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  If the PCs ask about Vorr or the Scorcher: 
  Questions raised here regarding Vorr or the 
  Scorcher are met with a negative shake of 
  the head. Inquiries are referred to the House 
  Shom lodge or the Dirty Lizard Tavern. The 
  guards have orders not to engage in lengthy 
  conversation with anyone.   
   
  Shom Guard (8): hp 49 each 
  Shom Psion (2): hp 52 each 
   
   
  29. M’KE LODGE 
   
  Unlike House Shom, the traders of House 
  M’ke maintain a small presence in Cromlin. 
  For the most part House M’ke is present 
  here to exchange goods coming from Raam 
  to caravans headed southwest and to trade 
  directly with House Shom. The house also 
  makes profit from silt skimmer construction 
  and repairs.  
   
  Shipments expected from Raam are now 
  dangerously overdue because of Dregoth’s 
  attack, which has a cascade effect on 
  clientele who rely on this trading connection 
  to obtain goods, including House Shom. 
  Consequently, the DM should adjust the 
  prices of silver, silk, and cloth for all cities, 
  villages and forts in the Ivory Triangle. 
   
  House M’ke’s interests in Cromlin are 
  governed by Garreth Brodden, who is 
  presently very concerned regarding news of 
  Raam. Unless the PCs bear a message from 
  his superiors to the north or have facts on 
  the situation, he has no time to speak with 
  them. If the PCs do present Garreth with 
  information regarding Raam, he offers them 
  in return goods at list price, up to 200 Cp 
  (initial offer of 50 Cp) in coin, or as a last 
  resort a potion of silt breathing.  
   
  If the PCs ask about Vorr or the Scorcher: 
  No one at the M’ke lodge has any 
  information of value regarding Vorr or the 
  Scorcher, including Garreth. He points the 
  PCs to the Dirty Lizard tavern, the gathering 
  point in Cromlin.  
   
   
  30. TENPUG’S BAND 
   
  Located 15 miles west of Cromlin is the 
  hidden location of Tenpug’s Band, 
  established in the half-buried ruins of an 
  ancient temple. The blowing sands and 
  storms off the Silt Sea help to conceal the 
  ruins from passing travelers, though the 
  tribe’s location itself is remote enough to 
  deter visitors.  
   
  Tenpug’s Band is a slave tribe primarily 
  made up of former artists and artisans 
  slaves who use their talents to create and 
  sell wares in small villages and caravan 
  camps across the Ivory Triangle. These 
  former slaves pose as freemen, and any 
  profit brought back is shared with the rest of 
  the tribe. Very few members of the tribe are 
  actually skilled warriors, though Tenpug 
  has recently noticed the need for protection 
  and has been inviting those with combat 
  skills he encounters to join him.  
   
  Finding Tenpug’s Band 
  If the PCs have employed the help of the 
  trader Gessnic, he can lead them straight to 
  the tribe after about a half day of travel. If 
  the party does not have the trader’s help 
  and has never visited Tenpug’s Band before, 
  there is a cumulative 10% chance per day’s 
  worth of search to find the hidden temple. 
  This factor could prove to be an excessive 
  waste of the PC’s time in regards to the 
  adventure as a whole.  
   
  One mile from the ruins, the PCs will 
  encounter Tenpug himself and 15 of his 
  warriors. Read or paraphrase the following: 
   
  Passing through a boulder field, you become 
  aware that you are not alone. A group of armed 
  men and women appear from behind the rocks 
  around you, forming a half-circle preventing 
  your advancement. You count more than a dozen 
  warriors. A one-armed mul brandishing an iron 
  war hammer steps forward. “State your business 
  out here, travelers.”  
   
   
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  46 
  If the PCs have positively interacted with 
  Tenpug’s Band in the past, dealings with 
  them are bound to be easier than if there is 
  ill will between them.  
   
  If the PCs have agreed to approach Tenpug 
  with Gessnic’s “angle,” the mul ex-gladiator 
  accepts the offer and agrees to lead the PCs 
  where Shimmer teaches her craft to young 
  members of the tribe.  
   
  If the PCs have not been accompanied by 
  Gessnic, dealings with Tenpug begin with 
  an encounter reaction of cautious indifferent, 
  with the confrontation quickly turning to 
  unfriendly or hostile if any aggressive 
  measures are shown by the PCs. If the PCs 
  say they are looking for Shimmer, he wants 
  further information. If the PCs appear 
  trustworthy, Tenpug could lead them to 
  Shimmer. Always prudent regarding 
  dealings with strangers, Tenpug doesn’t 
  want to take the chance the PCs are actually 
  templars or some other extension of the 
  sorcerer-monarch’s power that has come to 
  return them to the slave pens. Tenpug may 
  even go so far as to blindfold the PCs and 
  take away their weapons before taking them 
  to his base of operations. The DM is the final 
  judge as to dealings with Tenpug and his 
  warriors, and is encouraged not to make it 
  too easy for the PCs. 
   
  Once the PCs agree to Tenpug’s terms, 
  Tenpug leads them to the hidden temple 
  and the elf Shimmer. Tenpug and his 
  warriors accompany the PCs at all times. 
   
  Tenpug: hp 72 
  Warrior of Tenpug’s Band: hp 42 each 
   
   
  31. SHIMMER 
   
  If Tenpug agrees to allow the PCs to speak 
  with Shimmer, they are lead through the 
  desert to the camp. Tenpug’s Band consists 
  of over 200 members, most of which are 
  artisan ex-slaves that happily work day and 
  night at their craft to benefit the rest of the 
  tribe. The tribe’s location consists of the 
  ruined temple and a few nearby tents 
  hidden from view to the south by large sand 
  dunes. Inside the ruined temple the PCs can 
  find Shimmer.  
   
  Tenpug and his warriors lead you over dune 
  after dune of sand until you eventually arrive at 
  the tribe’s secret location. Partially buried 
  beneath several tons of sand you see the 
  protruding ruins that are the tribe’s home. After 
  passing through the stone doors, you see the 
  interior is bustling with people crafting pots, 
  knitting cloths, hammering jewelry, and a 
  thousand other duties in their effort to produce 
  works of art. Pausing to take in the activity, you 
  continue behind the one-armed mul to a corner of 
  the ruin containing several finely crafted articles 
  of clothing both of elegant design as well as those 
  practical for desert travel. Here Tenpug stops 
  and says, “Old mother, there are people here to 
  see you. They wish to know about Vorr.”  
     From the shadows of the corner emerges one of 
  the oldest people you’re every likely to see aside 
  from a sorcerer-monarch. The elf’s skin is 
  wrinkled beyond belief, and her hands resemble 
  gnarled agafari roots. She pauses from her 
  sewing, squinting with her eyes as she glances 
  your way. “Vorr ...,” she croaks amidst a short 
  cough, “that is a name I have not heard spoken 
  in a long time. Why do you wish to know about 
  Vorr? Speak the truth, “she suddenly proclaims 
  in a solid voice, “for these old ears know a lie 
  when they hear one.” 
   
  The PCs must present a reason for wanting 
  this information, and though the truth may 
  not be believed it is better than a lie. 
  Shimmer assumes the party is in search of 
  Vorr’s powerful weapon, and is surprised 
  that over the years no one else has 
  approached her. Shimmer possesses the 
  wild talent empathy and with it she has a 
  total bonus of +17 to Sense Motive checks, 
  giving her a fair chance to detect if she is 
  being lied to. 
   
   
  If the PCs are foolish enough to be caught 
  lying to the old elf she refuses to help them 
  from that moment on, since to Shimmer, to 
  have someone who is false possess the 
  Scorcher is just as bad as having it fall into 
  the possession of a sorcerer-monarch. 
  
   
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  Dregoth Ascending Part 2: The Quest 
   
  47 
  Unscrupulous characters may also try to 
  extract the information from Shimmer 
  through magical or psionic power. Though 
  this may succeed, if Shimmer detects the 
  intrusion, she immediately informs Tenpug 
  of the trickery. This results in instant hostile 
  actions by Tenpug and his warriors.  
   
  It is best if the PCs tell the truth (or at least a 
  portion of it), though it is difficult to believe. 
  The PCs may opt to omit portions of the 
  story, especially their dealings with the 
  sorcerer-monarchs. Regardless, Shimmer 
  will agree to help, but Tenpug will become 
  more suspicious of the PCs if they tell of 
  their dealings with the sorcerer-monarchs. 
  Once the PCs have told the truth or a very 
  convincing lie, continue with the following: 
   
  “The foolish Master Trader discounted my story 
  years ago,” begins the elderly elf, “dismissing me 
  from House Shom as if I were some crazy person. 
  In truth he was probably glad to hear that Vorr 
  was dead, since the ex-gladiator hampered his 
  dealings with Nibenay by killing slavers. It has 
  been a long time since he was slain you know ... 
  well over a King’s Age ago. I know you care not 
  for a mul ex-slave, but the sword which made 
  him invincible. He was said to have killed over a 
  thousand slavers with his great weapon, but in 
  truth it was more like a hundred. It doesn’t 
  matter now, for after I’m gone none will 
  remember him. 
   
  “I watched him die fighting a nightmare beast,” 
  continues Shimmer, her face etched with a 
  distant stare into the past, “and for a time it 
  actually looked as if he would kill the terrible 
  creature, but in the end the monster prevailed. 
  The beast dragged Vorr’s body and his sword 
  back to what I though to be its lair, a cave on the 
  eastern face of a mountain, and neither was ever 
  seen from again. I never had any use for such a 
  weapon, though I knew someone would some 
  day...” 
   
  After taking a deep breath and a drink of water 
  offered by Tenpug, she concludes, “The 
  mountain you seek is the northernmost of the 
  Black Spine, in the northwestern portion of the 
  Valley of Trevain. Unless the creature carried 
  the sword elsewhere, that is where it should be.” 
   
  That is all Shimmer knows regarding the 
  weapon. In all her years she has not heard of 
  anyone else finding the sword, nor has 
  anyone specifically asked her about it until 
  today. Before the PCs leave the temple, 
  Shimmer has one last word for them: 
   
  “One last thing before you leave.” implores 
  Shimmer, “I knew Vorr for a time before, and 
  after he came into possession of the sword. I 
  swear by Ral that the item carries a terrible curse 
  of some sort, for Vorr was never the same after 
  the day he pulled that weapon out from a silt 
  horror’s belly. When you’re done with the 
  blasted weapon ... throw it back in the Silt Sea, 
  or it will kill you as surely as it did him.” 
   
  If the PCs have remained on good terms 
  with Tenpug, he offers to have one of his 
  scouts guide them to the general location 
  described by Shimmer. The journey is 
  roughly 15 miles from Tenpug’s Band, and 
  if the day is late the mul suggests the PCs 
  spend the night in the warmth of the temple 
  rather than the cold night. If relations with 
  Tenpug have remained cautious for the 
  entire encounter, he points the party in the 
  general direction of the mountain and bids 
  them a curt farewell. 
  Illus. by Tony Lone Fight 
  
   
  http://athas.org 
   
  Dregoth Ascending Part 2: The Quest 
   
  48 
   
   
  32. VALLEY OF TREVAIN 
   
  The Valley of Trevain rests east of the main 
  group of the Black Spine mountains, directly 
  south of the village of Cromlin. The Valley 
  of Trevain is roughly 10 square miles of 
  rocky badlands, much of which contains a 
  variety of dangerous plants and smaller 
  predators that also serve as prey to larger 
  creatures that come down from the 
  mountains to hunt. The DM is free to use 
  random encounters suitable for mountains 
  and rocky badlands while the PCs travel 
  through this area. 
   
  If the PCs have been supplied with 
  information by Shimmer, they can easily 
  locate the monster’s lair after only a few 
  hours of searching the area. If not, there is a 
  cumulative 10% chance per day of locating 
  the lair. In this case the PCs would be 
  leaving no stone unturned, and thus the 
  chance for random encounters is doubled.  
  The mountain the PCs search for has never 
  been given a specific name, and no longer 
  contains the creatures it did long ago. 
  However, the Scorcher can still be found 
  hidden in the nightmare beast’s former 
  home.  
   
  The cave the PCs are looking for can be 
  spotted from a distance. The nightmare 
  beast that once lived here is long gone. 
  Nightmare beasts seldom stay in one area 
  for more than a decade, moving on to areas 
  with greater amounts of food (after they eat 
  everything in sight). Since that time the cave 
  has been the home to over a dozen different 
  types of creatures, including a tribe of gith 
  and until a decade ago an earth drake. 
  Currently, the cave and the territory 
  below it have been adopted by the 
  local population of so-ut, also 
  known as rampagers, as a 
  yearly mating ground. 
  Unfortunately for the 
  PCs, that particular 
  season is upon 
  them. If the party 
  plays it smart, however, they may only have 
  to face two of the creatures instead of a 
  larger group of them. Read the following 
  after the PCs find the lair: 
    
  The terrain surrounding the mountain indicated 
  by Shimmer is jagged and uneven, and traveling 
  through it is difficult and tiring. Locating the 
  mountain is not a difficult task, and soon after 
  the entrance to the lair comes into view up a 
  small incline of rocky ground. As you approach 
  the lair, however, you can see several large, 
  heavily scaled, gray hexaped creatures prone at 
  the base of the slope. Their twin foreclaws have 
  talons the size of daggers.  A hollow noise 
  resembling snoring can be heard, while studying 
  each of the beasts you notice slight movements 
  from each of them. The only clear path to the lair 
  is through the heart of the sleeping monsters. 
   
  The situation is this, there are eight so-ut 
  “sleeping it off” just below the lair in the 
  heat of the sun (this assumes the PCs 
  approach during the day – at night the so-
  uts are awake), while two of the creatures 
  are wide awake within the cave preparing to 
  mate. The PCs may or may not recognize the 
  so-ut for what they are. Even one can be a 
  deadly opponent.  
   
  So-ut (Athasian rampager) (8): hp 161 each 
  Illus. by Christopher Rathert 
  
   
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  49 
   
  As long as the PCs do not disturb the 
  sleeping so-ut, they do not awake. In this 
  case “disturb” means touching them, casting 
  a spell upon them, speaking excessively 
  loud, and of course attacking them. If the 
  PCs are stupid enough to do any of the 
  above mentioned things, all eight so-ut 
  instantly rise and attack. Once the PCs get to 
  the cave, which is 100 feet away up the cliff), 
  noise no longer awakes the creatures. The 
  climb up the cliff requires a Climb skill 
  check (DC 13) to successfully scale. If the 
  check is failed by 5 or more, the PC 
  plummets down the slope taking 2d6 points 
  of damage and has a 50% chance to wake 
  the sleeping so-ut. 
   
  Once the PCs reach the cave they will 
  encounter the two so-ut that are feasting 
  here. Because of their special senses, the 
  creatures will know if the PCs are 
  approaching only if they have metal of any 
  kind on their person. If this is the case, the 
  so-ut attempt to ambush the PCs as they 
  enter the lair, one hiding in the shadows to 
  the rear while the second one crouches in a 
  niche near the ceiling. If the PCs have no 
  metal items of any sort on them, they have a 
  chance to surprise the so-ut as they’re 
  feeding on the remnants of some wild 
  animal. The chance for the party to ambush 
  the so-ut is extremely good, missing out on 
  the chance only if they’re moderately loud 
  in their approach. Unless the battle is taken 
  outside of the cave, the other sleeping so-ut 
  do not awake. 
   
  So-ut (Athasian rampager) (2): hp 161 each 
   
  Once the so-ut in the cave have been slain, 
  the PCs can search the area for the Scorcher 
  and any other items of value. Unfortunately, 
  the so-ut’s hatred of manmade items has 
  destroyed many of the valuables that have 
  accumulated here over the years. In 
  addition, a so-ut with its head scorched in 
  black flame lies in the far corner of the 
  cavern hidden from casual view by a small 
  group of stalagmites (Search check DC 10). 
  The creature died after trying to destroy the 
  Scorcher with its deadly fangs. The weapon 
  of Rajaat can be found still lodged in its 
  blistered jaws. Other items of value found in 
  the lair include: 403 ceramic pieces scattered 
  about the cave (Search DC 10 for 100 Cp, DC 
  15 for 201 Cp; DC 20 for 302 Cp; DC 25 for 
  403 Cp), a gem of seeing (Search DC 15), a 
  bone widow’s knife +4 (Search DC 15), and a 
  potionfruit of stoneskin  (Search DC 15). 
    
   
  A
  Afftteerrmmaatthh  
  Once the Scorcher has been recovered, the 
  PCs can travel to either Raam or Balic to 
  find the other artifacts. If they plan on 
  traveling by the Silt Sea, the PCs will have to 
  convince Master Trader Hurdll Crost to 
  reopen trade routes. 
   
   
  If the PCs have all the three artifacts 
  The PCs can set course towards New 
  Giustenal. As noted earlier, the PCs have 20 
  days to gather all three artifacts and reach 
  New Giustenal. Every five days that pass 
  from the time the PCs meet Arru, Dregoth 
  completes another stage of his godhood spell 
  (3rd stage on day 5, 4th stage on day 10, 5th 
  stage on day 15 and 6th stage on day 20). 
  After Dregoth has completed the 6th stage, 
  he relocates to the Pristine Tower, where he 
  will complete the godhood spell.  
   
  If the PCs have run out of time 
  If it becomes apparent that the PCs are not 
  going to retrieve all three artifacts within 
  this timeframe, they may have to confront 
  Dregoth at the Pristine Tower with only one 
  or two of the relics. If the PCs haven’t 
  gathered the three artifacts and aren’t 
  nearing New Giustenal at the end of the 
  20th day, they will be contacted psionically 
  by the Shadow King and told to go 
  immediately to the Pristine Tower before 
  Dregoth is able to complete the godhood 
  spell.  
   
  The journey to New Giustenal and the 
  Pristine Tower are detailed in Dregoth 
  Ascending Part III: Confrontation.  
   
   
  
   
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  50 
  APPENDIX I: NPCs 
   
  Generic NPCs 
     Assassin 
     Dirty Lizard Elf Brawler 
     Dirty Lizard Half-giant Brawler 
     Dirty Lizard Human Brawler 
     Dray Agent 
     Merchant Circle Archer 
     Merchant Circle Defiler 
     Merchant Circle Muscle 
     Raam Mansabdar 
     Shadow Templar 
     Shom Cleric 
     Shom Defiler 
     Shom Guard 
     Shom Half-giant Guard 
     Shom Psion 
     Shom Trader 
     Templar of Abalach-Re 
     Village Tough Elf 
     Village Tough Human 
     Warrior of Tenpug’s Band 
   
   
  Specific NPCs 
     Arru 
     Asaran 
     Asthira 
     Dara-Sin  
     Falmon Durow 
     Garreth Brodden 
     Gessnic 
     Grogh-En 
     Hukaa New Moons 
     Hurdll Crost 
     Jaksot Han 
     Keelorr Dark Moon 
     Korno 
     Lady Essen 
     Leviath the Calm 
     Lord Kaladon 
     Lord Tabaros 
     Mohaj 
     Mox 
     Nanda Shatri 
     Nnn’tkk 
     Roal 
     Shimmer 
     Siln 
     Tarinne Wavir 
     Tarq’uat 
     Tenpug 
     Toraus 
     Xion 
   
   
  GENERIC NPCS 
   
  Assassin: Male/Female human Rogue 
  5/Assassin 2; CR 7; Medium humanoid 
  (human); HD 7d6+7; hp 34; Init +3; Spd 30 
  ft.; AC 15, touch 13, flat-footed 12; Base Atk 
  +4; Grp +6; Atk +9 melee (1d4+2/x3, 
  puchik) or +7 ranged (1d4+2 plus poison, 
  dart); Full Atk +9 melee (1d4+2/x3, puchik) 
  or +7 ranged (1d4+2, dart); SA death attack 
  (DC 13), sneak attack +4d6; SQ +1 save 
  against poison, evasion, poison use, trap 
  sense +1, trapfinding, uncanny dodge; AL 
  CE; SV Fort +2, Ref +10, Will +1; Str 14, Dex 
  16, Con 12, Int 13, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +10, Bluff +3, 
  Climb +7, Disguise +3, Escape Artist +9, 
  Hide +15, Intimidate +3, Jump +9, Listen 
  +10, Move Silently +15, Open Lock +6, 
  Sleight of Hand +7, Spot +10, Tumble +15; 
  Dodge, Stealthy, Weapon Finesse, Weapon 
  Focus (Puchik). 
   
  Possessions: masterwork puchik, 3 darts 
  (coated with deathblade poison), leather 
  armor (carru), 100 Cp (payment). 
   
  Assassin Powers Known (power points 2, 
  save DC 11 + power level): 1st – psionic jump, 
  psionic true strike. 
   
  Dirty Lizard Elf Brawler: Male elf Rog 5; CR 
  5; Medium humanoid (elf); HD 5d6+5; hp 
  25; Init +3; Spd 40 ft.; AC 13, touch 13, flat-
  footed 10; Base Atk +3; Grp +5; Atk +6 
  melee (1d3+2, unarmed strike) or +6 melee 
  (1d4+2/x3, puchik); SA sneak attack +3d6; 
  SQ elf traits, evasion, trap sense +1, 
  trapfinding, uncanny dodge; AL CN; SV 
  Fort +2, Ref +7, Will +0; Str 14, Dex 17, Con 
  12, Int 12, Wis 8, Cha 10. 
   
  Skills and Feats: Bluff +8, Diplomacy +12, 
  Gather Information +8, Hide +11, Intimidate 
  +10, Jump +12, Sense Motive +7, Spot +9, 
  Tumble +13; Improved Unarmed Strike, 
  Weapon Finesse. 
   
  Possessions: puchik. 
  
   
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  Dirty Lizard Half-giant Brawler: Male half-
  giant Bbn 5; CR 6; Large giant; HD 2d8+6 
  plus 5d12+15; hp 66; Init +2; Spd 50 ft.; AC 
  13, touch 11, flat-footed 11; Base Atk +6; Grp 
  +16; Atk +11 melee (1d4+6, unarmed strike); 
  Full Atk +11/+6 melee (1d4+6, unarmed 
  strike); SA rage 2/day; SQ fast movement, 
  half-giant traits, illiteracy, improved 
  uncanny dodge, trap sense +1; AL C?; SV 
  Fort +10, Ref +3, Will +0; Str 22, Dex 14, Con 
  17, Int 4, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +8, Intimidate +3, 
  Jump +9; Cleave, Improved Unarmed Strike, 
  Power Attack. 
   
  Rage (Ex): While raging, the Dirty Lizard 
  Half-giant Brawler gains an additional 2 hp 
  per character level and the following 
  statistics: AC 11 touch 9, flat-footed 9; Grp 
  +18; Atk +11 melee (1d4+6, unarmed strike); 
  Full Atk +11/+6 melee (1d4+6, unarmed 
  strike); SV Fort +12, Will +2; Str 26, Con 21; 
  Climb +10, Jump + 11 
   
  Dirty Lizard Human Brawler: Male human 
  Ftr 5; CR 5; Medium humanoid (human); 
  HD 5d10+5; hp 37; Init +2; Spd 30 ft.; AC 12, 
  touch 12, flat-footed 10; Base Atk +5; Grp 
  +12; Atk +8 melee (1d3+3, unarmed strike); 
  SA -; SQ -; AL CN; SV Fort +5, Ref +3, Will 
  +0; Str 16, Dex 14, Con 13, Int 10, Wis 8, Cha 
  12. 
   
  Skills and Feats: Bluff +5, Climb +9, 
  Intimidate +7, Jump +9; Combat Reflexes, 
  Improved Bull Rush, Improved Grapple, 
  Improved Overrun, Improved Unarmed 
  Strike, Power Attack. 
   
  Dray Agent: Male dray Tem 6/Psion 
  (telepath) 7; CR 14; Medium monstrous 
  humanoid; HD 6d8+18 plus 7d4+21; hp 87; 
  Init +6; Spd 30 ft.; AC 17, touch 12, flat-
  footed 15; Base Atk +7; Grp +8; Atk +9 
  melee (1d8+2/x3, +1 carrikal) or +9 ranged 
  (1d4+1/19-20, dagger); Full Atk +9/+4 
  melee (1d8+2/x3, +1 carrikal) or +9/+4 
  ranged (1d4+1/19-20, dagger); SA -; SQ 
  darkvision, discipline (telepathy), fire 
  resistance 10, less water, light sensitivity, 
  low-light vision, secular authority, rebuke 
  undead 6/day; AL LE; SV Fort +10, Ref +6, 
  Will +11; Str 13, Dex 14, Con 16, Int 17, Wis 
  13, Cha 16. 
   
  Skills and Feats: Bluff +19, Concentration 
  +18, Diplomacy +23, Disguise +5 (+7 to act 
  in character), Gather Information +19, 
  Knowledge (psionics) +12, Knowledge 
  (religion) +12, Sense Motive +17; Empower 
  Power, Extend Spell, Greater Psionic 
  Weapon, Improved Initiative, Inquisitor,  
  Martial Weapon Proficiency (carrikal), 
  Martial Weapon Proficiency (longsword), 
  Psionic Weapon, Stand Still. 
   
  Templar Spells Known: (8/6/4/3; save 
  DC 13 + spell level): 0 – cure minor wounds, 
  defiler scent, detect magic, detect poison, inflict 
  minor wounds, mending, resistance, virtue; 1st 
  – bless, command, cure light wounds, divine 
  favor, inflict light wounds, shield of faith; 2nd – 
  death knell, enthrall, hold person, undetectable 
  alignment; 3rd – cure serious wounds, dispel 
  magic, sandspray. 
   
  Psion Powers Known (power points 56, 
  save DC 13 + power level): 1st – conceal 
  thoughts, deceleration*, inertial armor*, mind 
  thrust*, psionic charm*; 2nd – biofeedback*, ego 
  whip*, psionic knock, read thoughts, thought 
  shield*; 3rd – crisis of breath*, forced share 
  pain*, psionic blast; 4th – correspond, 
  mindwipe*. 
   
  *Power can be augmented. 
   
  Possessions: +1 carrikal, hat of disguise, 
  leather armor, 2 daggers (bone), amulet of 
  the dragon (sigil). 
   
   
  Merchant Circle Archer: Male/Female 
  human Fighter 7; CR 7; Medium humanoid 
  (human); HD 7d10+7; hp 45; Init +3; Spd 30 
  ft.; AC 15, touch 13, flat-footed 12; Base Atk 
  +7; Grp +9; Atk +8 melee (1d6+1/19-20, 
  shortsword) or +11 ranged (1d8+4/x3, 
  longbow); Full Atk +8/+3 melee (1d6+1/19-
  20, shortsword) or +9/+9/+4 ranged 
  (1d8+4/x3, longbow); AL CN; SV Fort +6, 
  Ref +5, Will +3; Str 14, Dex 16, Con 13, Int 
  10, Wis 12, Cha 8. 
   
  Skills and Feats: Handle Animal +4, 
  Intimidate +4, Knowledge (Warcraft) +5, 
  Listen +5, Ride +10, Spot +5, Survival +2; 
  Alertness, Mounted Archery, Mounted 
  Combat, Point Blank Shot, Precise Shot, 
  
   
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  52 
  Rapid Shot, Weapon Focus (Longbow), 
  Weapon Specialization (Longbow). 
   
  Possessions: composite longbow [+2 Str 
  bonus], bone shortsword, leather armor 
  (carru), 30 arrows, 2d6 sp. 
   
  Merchant Circle Defiler: Female half-elf 
  Wizard (defiler) 5/Arch Defiler 3; CR 8; 
  Medium humanoid (elf); HD 8d4+8; hp 28; 
  Init +2; Spd 30 ft.; AC 12, touch 12, flat-
  footed 10; Base Atk +3; Grp +3; Atk +2 
  melee (1d4-1/19-20, dagger) or +4 ranged 
  (1d4-1/19-20, dagger); Full Atk +2 melee 
  (1d4-1/19-20, dagger) or +4 ranged (1d4-
  1/19-20, dagger); SQ casting time 
  metamagic 1/day, tainted aura, half-elf 
  traits; AL CN; SV Fort +6, Ref +4, Will +6; 
  Str 10, Dex 14, Con 13, Int 17, Wis 8, Cha 12. 
   
  Skills and Feats: Concentration +12, 
  Disguise +10, Knowledge (arcana) +13, 
  Knowledge (nature) +10, Spellcraft +15, 
  Survival +8 (+10 in aboveground natural 
  environments); Agonizing Radius, 
  Destructive Raze, Great Fortitude, Maximize 
  Spell, Scribe Scroll, Wastelander. 
   
  Possessions: obsidian dagger, spellbook 
  (patterns inside of cloak), spell component 
  satchel, 2d10 sp. 
   
  Wizard Spells Prepared (4/5/4/4/2; save 
  DC 13 + spell level): 0 - detect magic (2), mage 
  hand, mending; 1st - cooling canopy, mage 
  armor, magic missile (2), magic weapon; 2nd - 
  flaming sphere, protection from arrows, 
  scorching ray (2); 3rd - dedication, dispel magic, 
  fireball, lightning bolt; 4th - confusion, 
  maximized magic missile. 
   
  Merchant Circle Muscle: Male/Female half-
  giant Fighter 6; CR 7; Medium giant; HD 
  2d8+8 plus 6d10+24; hp 74; Init -1; Spd 30 
  ft.; AC 14, touch 9, flat-footed 14; Base Atk 
  +7; Grp +17; Atk +13 melee (2d6+11/x3, 
  trikal); Full Atk +13/+8 melee (2d6+11/x3, 
  trikal); SQ half-giant traits; AL C?; SV Fort 
  +12, Ref +1, Will +1; Str 23, Dex 8, Con 18, 
  Int 9, Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +5, Listen +4, 
  Spot +4; Alertness, Cleave, Improved 
  Sunder, Power Attack, Skill Focus 
  (Intimidate), Weapon Focus (Trikal), 
  Weapon Specialization (Trikal). 
   
  Possessions: trikal, hide armor (mekillot), 
  2d6 Cp. 
   
  Raam Mansabdar: Male and female human 
  Warrior 1; CR ½; hp 9; AC 14, touch 10, flat-
  footed 14; Full Atk +3 melee (1d8+1/19-20, 
  macahuitl); Fort +3, Ref +0, Will +0; Str 12, 
  Dex 11, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Handle Animal +4, 
  Intimidate +4, Ride +4; Teamwork, Weapon 
  Focus (macahuitl). 
   
  Possessions: leather armor (carru), wood 
  heavy shield, macahuitl, 1d6 bits, 1d6 beads. 
   
  Shadow Templar: Male & Female Human 
  Tem 7/Shadow Templar 3; CR 9; Medium 
  humanoid (human); HD 7d8+14 plus 3d6+6; 
  hp 67; Init +2; Spd 20 ft.; AC 15, touch 12, 
  flat-footed 13; Base Atk +6; Grp +9; Atk +10 
  melee (1d6+3/19-20, steel shortsword) or +9 
  melee (1d8+4/x3, longspear) or +10 melee 
  (1d6+3/18-20 plus poison, masterwork wrist 
  razor); Full Atk +10/+5 melee (1d6+3/19-20, 
  steel shortsword) or +9/+4 melee 
  (1d8+4/x3, longspear) or +10/+5 melee 
  (1d6+3/18-20 plus poison, masterwork wrist 
  razor) or +8/+3 melee (1d6+3/19-20, steel 
  shortsword) and +8 melee (1d6+3/18-20 
  plus poison, masterwork wrist razor); SA 
  chill touch; SQ secular authority, shadow 
  casting, shadow illusion, shadow taint; AL 
  LE; SV Fort +8, Ref +5, Will +9; Str 17, Dex 
  15, Con 15, Int 14, Wis 12, Cha 16. 
  Skills and Feats: Appraise +8, Bluff +10, 
  Concentration +9, Diplomacy +14, Heal +8, 
  Intimidate +12, Knowledge (religion) +14, 
  Knowledge (the planes) +14, Sense Motive 
  +8, Spellcraft +15; Combat Reflexes, Exotic 
  Weapon Proficiency (wrist razor), Martial 
  Weapon Proficiency (longsword), Martial 
  Weapon Proficiency (shortsword), Spear 
  Wall, Two-Weapon Fighting, Weapon Focus 
  (shortsword). 
  Shadow Templar Spells Prepared (5/4/2; 
  save DC 12 + spell level): 0 – arcane mark, 
  detect magic, message, read magic, slave scent; 
  1st – burning hands, shield, summon monster I, 
  true strike; 2nd – bull’s strength, death mark. 
   
  Possessions: longspear, shortsword 
  (steel), masterwork wrist razor, three doses 
  of desert mastyrial venom (one already 
  
   
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  applied to wrist razor), mekillot hide armor, 
  sigil. 
  Notes: The templar’s wrist razors are 
  coated in desert mastyrial venom (Injury, 
  Fortitude DC 18, initial and secondary 
  damage 1d6 Con. The save DC is 
  Constitution-based). 
   
  Shom Cleric of Silt: Male human Cleric 
  (silt) 8; CR 8; Medium humanoid (human); 
  HD 8d8+8; hp 47; Init +4; Spd 20 ft.; AC 17, 
  touch 10, flat-footed 17; Base Atk +6; Grp +8; 
  Atk +10 melee (2d4+3/x4, masterwork 
  scythe); Full Atk +10/+5 melee (2d4+3/x4, 
  masterwork scythe); SA rebuke undead 
  4/day; SQ -; AL LE; SV Fort +7, Ref +4, Will 
  +8; Str 14, Dex 10, Con 12, Int 10, Wis 15, 
  Cha 13. 
   
  Skills and Feats: Concentration +7, Heal 
  +6, Knowledge (religion) +4, Knowledge 
  (the planes) +4, Knowledge (undead) +7, 
  Spellcraft +4, Spot +6; Combat Casting, 
  Improved Initiative, Lightning Reflexes, 
  Weapon Focus (scythe). 
  Cleric Spells Prepared (6/6/5/4/3; DC 12 
  + spell level): 0– create element, detect magic, 
  guidance, inflict minor wounds, mending, 
  resistance; 1st- death knell*, divine favor, doom, 
  entropic shield, heat lash, inflict light wounds; 
  2nd- aid, bull’s strength, cure moderate wounds, 
  death mark*, silence; 3rd- animate dead*, 
  worm’s breath, searing light, surface walk; 4th- 
  elemental armor, elemental weapon, vampiric 
  touch*.  
  *Domain spell. Domains: Dead Heart 
  (when dealing with undead, +4 to Cha-
  based skills and rebuke/command 
  attempts), Soul Slayer (when striking with 
  whip, automatically grapple as if using 
  Improved Grab ability). 
   
  Possessions: braxat chitin half-plate, 
  masterwork scythe, 2d10 ceramic pieces. 
   
  Shom Defiler: Male elf Wizard 9; CR 9; 
  Medium humanoid (elf); HD 9d4; hp 24; Init 
  +3; AC 13, touch 13, flat-footed 10; Base Atk 
  +4; Grp +3; Atk +3 melee (1d6-1, 
  quarterstaff); Full Atk +3 melee (1d6-1, 
  quarterstaff); SA -; SQ elf traits; SV Fort +3, 
  Ref +6, Will +6; AL CN; Str 8, Dex 16, Con 
  10, Int 16, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +11, Concentration 
  +12, Decipher Script +9, Disguise +11, 
  Knowledge (Arcana) +15, Spellcraft +11; 
  Agonizing Radius, Controlled Raze, 
  Destructive Raze, Distance Raze, Empower 
  Spell, Scribe Scroll.  
   
  Spells Prepared (4/5/5/4/2/1; save DC 
  13 + spell level): 0 – daze (2), detect magic, 
  mage hand; 1st – mage armor, magic missile (3), 
  true strike; 2nd – boneharden, fox’s cunning, 
  invisibility, mirror image, protection from 
  arrows; 3rd – empowered magic missile, fireball, 
  fly, summon monster III; 4th – greater 
  invisibility, summon monster IV; 5th – 
  empowered fireball.  
   
  Possessions: quarterstaff, spell 
  component pouch, spellbook (papyrus 
  scrolls).  
   
  Shom Guard: Male and female human 
  Fighter 6; CR 6; Medium humanoid 
  (human); HD 6d10+12; hp 49; Init +5; AC 17, 
  touch 11, flat-footed 16; Base Atk +6; Grp +8; 
  Atk +10 melee (1d8+4/19-20, masterwork 
  macahuitl) or +7 ranged (1d8/19-20, light 
  crossbow); Full Atk +10/+5 melee 
  (1d8+4/19-20, masterwork macahuitl) or 
  +7/+2 ranged (1d8/19-20, light crossbow); 
  SA – SQ -; SV Fort +7, Ref +3, Will +2; AL 
  LN; Str 14, Dex 12, Con 14, Int 13, Wis 10, 
  Cha 8.  
   
  Skills and Feats: Handle Animal +8, 
  Knowledge (warcraft) +10, Profession 
  (mercenary) +4, Ride +10; Combat Expertise, 
  Concentrated Fire, Improved Disarm, 
  Improved Initiative, Rapid Reload, Shield 
  Wall, Weapon Focus (macahuitl), Weapon 
  Specialization (macahuitl).  
   
  Possessions: masterwork macahuitl, 
  wood heavy shield, light crossbow, quiver 
  with 12 bolts, chitin armor, 1d4 Cp, 1d6 bits, 
  1d8 beads.  
   
  Shom Half-giant Guard: Male half-giant Ftr 
  6; CR 7; Medium giant; HD 2d8+6 plus 
  6d10+18; hp 69; Init 0; Spd 30 ft.; AC 19, 
  touch 9, flat-footed 19; Base Atk +7; Grp +17; 
  Atk +13 melee (2d8+8/x3, large gouge); Full 
  Atk +13/+8 melee (2d8+8/x3, large gouge); 
  SA -; SQ half-giant traits; AL L?; SV Fort 
  +11, Ref +2, Will +1; Str 23, Dex 10, Con 17, 
  Int 6, Wis 8, Cha 4. 
  
   
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  Skills and Feats: Climb +1, Jump +1, Ride 
  +6, Spot +2; Cleave, Diehard, Endurance, 
  Power Attack, Quick Draw, Weapon Focus 
  (gouge), Weapon Specialization (gouge). 
   
  Possessions: braxat chitin full plate, large 
  gouge. 
   
  Shom Psion: Female dwarf Psion (nomad) 
  9; CR 9; Medium humanoid (dwarf); HD 
  9d4+18; hp 52; Init +0; Spd 20 ft.; AC 14, 
  touch 10, flat-footed 14; Base Atk +4; Grp +6; 
  Atk +7 melee (1d6+2/x2, masterwork 
  shortspear); SA -; SQ discipline 
  (psychoportation), dwarf traits; AL LN; SV 
  Fort +5, Ref +3, Will +6; Str 14, Dex 10, Con 
  15, Int 15, Wis 10, Cha 10. 
   
  Skills and Feats: Concentration +13, 
  Knowledge (psionics) +12, Psicraft +13, Ride 
  +9, Survival +9; Combat Manifestation, 
  Greater Psionic Endowment, Light Armor 
  Proficiency, Psionic Body, Psionic 
  Endowment, Psionic Weapon. 
  Psion Powers Known (power points 81, 
  save DC 12 + power level): 1st – burst, 
  empathy*, far hand*,force screen*,mind thrust*; 
  2nd – detect hostile intent, dimension swap*, 
  psionic levitate, psionic tongues; 3rd – body 
  adjustment*, energy burst*, mental barrier*, 
  psionic keen edge; 4th – empathic feedback*, 
  psionic dimensional anchor, psionic dismissal, 
  psionic fly; 5th –baleful teleport*, psionic 
  teleport. 
  *Power can be augmented. 
  Possessions: chitin armor, masterwork 
  shortspear, 2d10 ceramic pieces. 
   
  Shom Trader: Male Human Exp 4/Dune 
  Trader 1; CR 4; Medium humanoid 
  (human); HD 5d6+5; hp 28; Init +1; Spd 30 
  ft.; AC 15, touch 11, flat-footed 14; Base Atk 
  +3; Grp +2; Atk +2 melee (1d4-1/19-20, bone 
  dagger); SA -; SQ contact 1/week, fast talk; 
  AL LE; SV Fort +3, Ref +2, Will +7; Str 8, 
  Dex 12, Con 12, Int 15, Wis 13, Cha 14. 
   
  Skills and Feats: Appraise +12, Bluff +12, 
  Decipher Script +10, Diplomacy +14, Gather 
  Information +10, Intimidate +12, Profession 
  (merchant) +9, Ride +7, Sense Motive +7, 
  Survival +9; Toughness, Trader, 
  Wastelander. 
   
  Possessions: chitin armor, dagger (bone), 
  4d10 ceramic pieces. 
   
  Templar of Abalach-Re: Male and female 
  human Templar 3; CR 2; Medium humanoid 
  (human); HD 3d8+3; hp 20; Init +0; Spd 
  30ft.; AC 14, touch 10, flat-footed 14; Base 
  Atk +2; Grp +4; Atk +4 melee (1d6+1/18-20, 
  bone scimitar); Full Atk +4 melee 
  (1d6+1/18-20, bone scimitar); SA sigil, 
  rebuke undead 3/day; SQ secular authority, 
  SV Fort +4, Ref +1, Will +5; AL LN; Str 14, 
  Dex 10, Con 12, Int 10, Wis 15, Cha 11.  
   
  Skills and Feats: Appraise +6, Diplomacy 
  +8, Intimidate +6, Sense Motive +8, 
  Spellcraft +6; Cleave, Martial Weapon 
  Proficiency (greatclub), Martial Weapon 
  Proficiency (scimitar), Power Attack, 
  Weapon Focus (scimitar). 
   
  Possessions (each): bone scimitar, wood 
  large shield, leather armor, sigil, 1d6+1 sp 
  and 3d4 Cp. 
   
  Village Tough Elf: Male elf Com 3; CR 2; 
  Medium humanoid (elf); HD 3d4; hp 12; Init 
  +5; Spd 40 ft.; AC 11, touch 11, flat-footed 
  10; Base Atk +1; Grp +2; Atk +2 melee 
  (1d4+1/19-20, bone dagger); SA -; SQ elf 
  traits; AL CN; SV Fort +1, Ref +2, Will +0; 
  Str 13, Dex 13, Con 10, Int 9, Wis 8, Cha 10. 
   
  Skills and Feats: Climb +3, Jump +3, 
  Listen +2, Spot +2; Improved Initiative, 
  Toughness. 
   
  Possessions: dagger (bone). 
   
  Village Tough Human: Male human Com 3; 
  CR 2; Medium humanoid (human); HD 
  3d4+3; hp 15; Init +4; Spd 30 ft.; AC 10, 
  touch 10, flat-footed 10; Base Atk +1; Grp +2; 
  Atk +2 melee (1d4+1/19-20, bone dagger); 
  SA -; SQ -; AL CN; SV Fort +2, Ref +1, Will 
  +0; Str 13, Dex 11, Con 12, Int 9, Wis 8, Cha 
  10. 
   
  Skills and Feats: Climb +4, Jump +4, 
  Listen +2, Spot +2; Improved Initiative, 
  Quick Draw, Toughness. 
   
  Possessions: dagger (bone). 
   
  Warrior of Tenpug’s Band: Male Human 
  Ftr 5; CR 5; Medium humanoid (human); 
  HD 5d10+10; hp 42; Init +5; Spd 30 ft.; AC 
  13, touch 11, flat-footed 12; Base Atk +5; Grp 
  +8; Atk +8 melee (1d8+4/19-20, bone 
  longsword); SA -; SQ -; AL LN; SV Fort +6, 
  
   
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  Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 
  10, Wis 12, Cha 8. 
   
  Skills and Feats: Craft (weaponsmithing) 
  +4, Intimidate +3, Profession (artisan) +5; 
  Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Weapon Focus 
  (longsword), Weapon Specialization 
  (longsword). 
   
  Possessions: longsword (bone), carru 
  leather armor, 2d4 ceramic pieces. 
   
   
   
  SPECIFIC NPCs 
   
  Arru: Female human Tem 5/Wife of 
  Nibenay 9; CR 14; Medium humanoid 
  (human); HD 14d8+28; hp 94; Init +3; Spd 30 
  ft.; AC 21, touch 13, flat-footed 18; Base Atk 
  +9; Grp +12; Atk +13 melee (1d6+4, +1 
  quarterstaff); Full Atk +13/+8 melee (1d6+4, 
  +1 quarterstaff) or +11/+6 melee (1d6+4, +1 
  quarterstaff) and +11 melee (1d6+2, +1 
  quarterstaff); SA rebuke undead; SQ scholar, 
  seductress (DC 22), secular authority, 
  shadow king’s guidance, shadow king’s 
  knowledge, war caster; AL LE; SV Fort +12, 
  Ref +7, Will +14; Str 16, Dex 16, Con 15, Int 
  16, Wis 19, Cha 17.  
   
  Skills and Feats: Appraise +10, Bluff +20, 
  Concentration +14, Diplomacy +24, Gather 
  Information +13, Intimidate +12, Knowledge 
  (Local) +13, Knowledge (Religion) +13, 
  Knowledge (Warcraft) +20, Sense Motive 
  +21, Spellcraft +20; Combat Expertise, 
  Hidden Talent, Improved Disarm, Martial 
  Weapon Proficiency (alak), Martial Weapon 
  Proficiency (gouge), Spear Wall, Teamwork, 
  Two-Weapon Fighting. 
   
  Powers Known (power points 2): 1st – know 
  direction and location.  
   
  Templar Spells Known: 
  (6/7/7/7/6/6/5/3; save DC 13 + spell 
  level): 0 – cure minor wounds, defiler scent, 
  detect magic, detect poison, inflict minor 
  wounds, light, mending, resistance, virtue; 1st – 
  black cairn, command, cure light wounds, divine 
  favor, hand of the sorcerer-monarch, shield of 
  faith; 2nd – battlefield healing, bull’s strength, 
  death knell, hold person, silence, zone of truth; 
  3rd – animate dead, cure serious wounds, 
  dedication, dispel magic, protection from energy; 
  4th – divine power, freedom of movement, 
  greater command, neutralize poison, tongues; 
  5th – elemental strike, klar’s heart, mark of 
  justice, scrying; 6th – blade barrier, forbiddance, 
  greater dispelling; 7th – crusade, confessor’s 
  flame.  
   
  Possessions: +8 bracers of armor, +1/+1 
  quarterstaff (ranike), sigil.  
    
  In addition to being a high level templar of 
  the Shadow King, Arru is a strikingly 
  beautiful woman. However, an air of 
  pretension can be seen in her look as well as 
  in her treatment of others. Like most 
  templars Arru has no patience for  
  discourteous or uncivil behavior, but 
  manages to keep her composure in her 
  dealings with the party. Unless the 
  characters actually raise a weapon to her, 
  Arru remains the composed bureaucrat; 
  however, insults are not easily forgotten.  
   
  Asaran: Male human Ftr 7; CR 7; Medium 
  humanoid (human); HD 7d10+14; hp 57; Init 
  +6; Spd 20 ft.; AC 17, touch 12, flat-footed 
  15; Base Atk +7; Grp +11; Atk +12 melee 
  (1d8+5/19-20, masterwork bone 
  longsword); Full Atk +12/+7 melee 
  (1d8+5/19-20, masterwork bone 
  longsword); SA -; SQ -; AL CN; SV Fort +7, 
  Ref +4, Will +3; Str 18, Dex 14, Con 14, Int 
  13, Wis 12, Cha 10. 
   
  Skills and Feats: Climb +11, Intimidate 
  +14, Jump +11, Spot +3; Combat Expertise, 
  Dodge, Improved Disarm, Improved 
  Initiative, Mobility, Rotate Lines, Weapon 
  Focus (longsword), Weapon Specialization 
  (longsword). 
   
  Possessions: hide armor (inix), wood 
  heavy shield, masterwork longsword 
  (bone). 
   
  Asaran is a veteran mercenary captain who 
  used to work for House M’ke, but after the 
  merchant family’s indecisive response to the 
  dray threat, Asaran and his men deserted to 
  join Leviath the Calm’s forces. Now Asaran 
  serves as Leviath’s lieutenant, responsible 
  for organizing the defense of the innocent 
  victims of the dray attack.  
   
  Asaran is a headstrong and tempered 
  mercenary. His tanned face is rough from 
  
   
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  the stinging winds of the desert, his grin 
  misses a couple of teeth, and his chin 
  regularly has two or three day old stubs. 
   
  Asthira: Female human Tem 6/Shadow 
  templar 7; CR 12; Medium humanoid 
  (human); HD 6d8+24 and 7d6+28; hp 116; 
  Init +3; Spd 30 ft.; AC 13, touch 13, flat-
  footed 10; Base Atk +7; Grp +9; Atk +12 
  melee (1d8+6/x3, +3 longspear); Full Atk 
  +12/+7 melee (1d8+6/x3, +3 longspear); SA  
  chill touch; SQ secular authority, 
  shadespeaker, shadow casting, shadow 
  illusion, shadow taint; AL LE; SV Fort +13, 
  Ref +7, Will +14; Str 14, Dex 17, Con 18, Int 
  17, Wis 19, Cha 16. 
   
  Skills and Feats: Bluff +19, Decipher 
  Script +10, Diplomacy +23, Disguise +9, 
  Gather Information +17, Hide +6, Intimidate 
  +18, Knowledge (Arcana) +12, Knowledge 
  (Planes) +12, Sense Motive +13, Spellcraft 
  +12;  Great Fortitude, Leadership, Martial 
  Weapon Proficiency (longspear), Martial 
  Weapon Proficiency (shortsword), Rotate 
  Lines, Silent Spell, Still Spell, Spear Wall.  
   
  Shadow Templar Spells Prepared:  
  (6/5/4/4/3/2/1/0; Save DC 13 + spell 
  level): 0 – detect magic, ghost sound, mage 
  hand, mending, resistance, read magic; 1st –
  color spray, identify, magic missile, 
  ventriloquism; 2nd – fog cloud, mirror image, 
  see invisibility; 3rd – dispel magic, invisibility 
  sphere, slow; 4th – dimensional door, fire shield, 
  stoneskin; 5th – silent still hold person, summon 
  monster V; 6th – geas/quest.   
   
  Possessions: robes, +3 longspear, 
  spellcomponent pouch, sigil. 
   
  Asthira is the First Templar of Andropinis 
  and leads the shadow templars in hiding. 
  After the disappearance of Andropinis and 
  the loss of her powers, Asthira traveled to 
  Tyr and confronted Sadira herself to learn 
  the truth about her master. When she 
  discovered Andropinis had been 
  imprisoned in the Black for a thousand 
  years and was not dead, she returned to 
  Balic and began research in an attempt to 
  contact her master.  
  After several months of study an 
  enigmatic shadow wizard appeared before 
  Asthira with a message from Andropinis. 
  She was to learn the magic of this 
  mysterious wizard, so the sorcerer-monarch 
  could contact the material world from the 
  Black through his First Templar. Eighteen 
  months later Asthira has become a shadow 
  wizard of impressive power, her aptitude 
  for the mysterious energy surprising even 
  her own teacher—who recently left Balic for 
  places unknown. 
  The First Templar and a handful of 
  other loyal subjects have devoted their lives 
  to finding a way to free their master from 
  the Black—no matter what the cost. 
  Asthira has paid a price for her 
  newfound power. Much of her athletic body 
  has become laced with shadow essence from 
  the Black, giving her a strange appearance 
  and an eerie chill that accompanies her 
  presence.   
   
  Dara-Sin: Female human Tem 1;  CR ½; 
  Medium humanoid (human); HD 1d8; hp 8; 
  Init +1; Spd 30 ft.; AC 12, touch 11, flat-
  footed 11; Base Atk +0; Grp +0; Atk +0 
  melee (1d6, club); SA -; SQ secular authority, 
  AL LN; SV Fort +2, Ref +1, Will +4; Str 10, 
  Dex 12, Con 10, Int 13, Wis 14, Cha 15. 
   
  Skills and Feats: Appraise +5, Diplomacy 
  +8, Knowledge (Local) +5, Knowledge 
  (Religion) +5, Sense Motive +8, Spellcraft +5; 
  Martial Weapon Proficiency (longsword), 
  Martial Weapon Proficiency (shortsword), 
  Negotiator, Run. 
   
  Possessions: padded armor, club, sigil, 5 
  Cp and 12 bits. 
   
  Dara-Sin is a scared nineteen year old girl 
  who was only beginning her templar 
  indoctrination when Abalach-Re was slain. 
  After the riots that destroyed the city she 
  became friends with Xion and the two have 
  a home amidst the ruins of the Palace 
  District. They are gathering what spoils they 
  can find in an effort to raise money and 
  move to either Draj or Tyr. Dara-Sin is an 
  innocent bystander who truly regrets her 
  past notion of ever becoming a templar. All 
  she wants is to have Xion returned to her so 
  they can start their life over again, which is 
  going to be impossible unless the PCs locate 
  and restore Xion to life. 
  
   
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  57 
   
  Like most Raamites, Dara-Sin has black 
  hair and tanned skin. She dresses in brown 
  robes to conceal her prominent feminine 
  traits to avoid unwanted bodily attention. 
  Dara-Sin has big brown eyes that promote 
  her innocent appearance, but she rarely 
  meets anyone’s gaze, keeping her eyes 
  firmly on the ground ahead of her. 
   
  Falmon Durow: Male half-elf Psion 
  (telepath) 12/Rogue 4; CR 16; Medium 
  humanoid (elf); HD 12d4+12 plus 4d6+6; hp 
  67; Init +8; Spd 30 ft.; AC 16, touch 14, flat-
  footed 12; Base Atk +9; Grp +11; Atk +13 
  melee (1d6+3/19-20, shortsword); Full Atk 
  +13/+8 melee (1d6+3/19-20, shortsword); 
  SA sneak attack +2d6; SQ discipline 
  (telepathy), evasion, trap sense +1, 
  trapfinding, uncanny dodge, half-elf traits; 
  AL LN; SV Fort +7, Ref +12, Will +12; Str 15, 
  Dex 19, Con 12, Int 16, Wis 15, Cha 9. 
   
  Skills and Feats: Bluff +11, Concentration 
  +17, Diplomacy +9, Intimidate +12, 
  Knowledge (Local) +13, Knowledge 
  (Nobility and Royalty) +11, Knowledge 
  (Psionics) +11, Listen +11, Psicraft +15, 
  Sense Motive +18, Sleight of Hand +15, Spot 
  +11; Combat Manifestation, Combat 
  Reflexes, Dodge, Drake’s Child, Improved 
  Initiative, Inquisitor, Mobility, Psionic 
  Endowment, Sidestep Charge. 
   
  Possessions: fine robes, +2 parrying 
  obsidian short sword, masterwork widow’s 
  knife (hidden on person, DC 35 to detect), 
  +2 amulet of natural armor, 44 Cp. 
   
  Psion Powers Known (power points 144, 
  save DC 13 + power level): 1st – conceal 
  thoughts*,detect psionics, mindlink*, missive*, 
  psionic charm*; 2nd – aversion*, brain lock*, 
  psionic suggestion*, read thoughts*; 3rd – crisis 
  of breath*, hostile empathic transfer*, false 
  sensory input*, psionic blast*; 4th – psionic 
  dominate*, psionic modify memory, schism, 
  thieving mindlink*; 5th –  mind probe, psionic 
  true seeing*, shatter mind blank, tower of iron 
  will*; 6th – mind switch*, psionic disintegrate*, 
  remote view trap. 
   
  *Power can be augmented. 
   
  Falmon is a fanatically loyal senior agent to 
  House Wavir. He is serious and earnest. 
  With the impeding death of Lord Tabaros, 
  Falmon has thrown his support behind 
  Tarinne for the future. The half-elf’s web of 
  contacts and ruthless agents makes him a 
  dangerous man to cross.  
   
  Garreth Brodden: Male Human Exp 
  4/Dune Trader 1; CR 4; Medium humanoid 
  (human); HD 5d6+5; hp 25; Init +1; Spd 30 
  ft.; AC 13, touch 11, flat-footed 12; Base Atk 
  +3; Grp +5; Atk +5 melee (1d8+2/19-20, iron 
  longsword); SA -; SQ contact (1/week), fast 
  talk; AL N; SV Fort +2, Ref +2, Will +8; Str 
  14, Dex 12, Con 13, Int 16, Wis 14, Cha 13. 
   
  Skills and Feats: Appraise +12 (+14 for 
  ships), Bluff +10, Craft (shipwright) +10, 
  Diplomacy +15, Forgery +10, Gather 
  Information +9, Intimidate +11, Knowledge 
  (architecture and engineering) +10, 
  Profession (merchant) +10, Sense Motive 
  +12, Use Rope +8; Hidden Talent, 
  Negotiator, Trader. 
   
  Psionic Powers Known (power points 2, 
  save DC 11 + power level): 1st - force screen. 
   
  Possessions: longsword (iron), carru 
  leather armor. 
   
  House M’ke’s interests in Cromlin are 
  governed by Garreth Brodden, a human 
  trader. Garreth is a fair man, but his 
  resources are limited and his trade 
  operations have been hurt by the attack on 
  Raam.  
   
  Garreth Brodden has short, curly, dark 
  hair with clear streaks of gray. He is in his 
  early forties and his body shows the strains 
  of having worked his way up the ladder of 
  House M’ke’s ranks. Garreth’s face and 
  hands are rough from hard labor and the 
  stinging desert winds. His iron longsword, 
  which Garreth carries at all times, has not 
  seen much use, but he carries it as a symbol 
  of his career and station.   
   
  Gessnic: Male human Exp 4; CR 3; Medium 
  humanoid (human); HD 4d6; hp 16; Init -1; 
  Spd 30 ft.; AC 9, touch 9, flat-footed 9; Base 
  Atk +3; Grp +2; Atk +2 melee (1d4-1/19-20, 
  obsidian dagger); SA -; SQ psionics; AL LN; 
  SV Fort +1, Ref +0, Will +5; Str 8, Dex 9, Con 
  10, Int 12, Wis 13, Cha 12. 
   
  Skills and Feats: Appraise +10, Bluff +10, 
  Diplomacy +12, Hide +6, Listen +8, 
  
   
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  Profession (merchant) +8, Sense Motive +8, 
  Survival +8; Hidden Talent (know direction 
  and location), Run, Trader. 
   
  Psionic Powers Known (power points 2, 
  save DC 11 + power level): 1st - know 
  direction and location. 
   
  Possessions: dagger (obsidian). 
   
  Gessnic is a middle-aged human male who 
  deals in the buying and reselling of goods 
  that are either in high demand or are 
  difficult to find in certain areas.  
  Gessnic tends to avoid combative 
  situations whenever possible and will hide 
  behind the PCs if a battle breaks out. His 
  psionic talent manifests as a knack for 
  knowing the right way in even the most 
  obscure location, as long as he knows his 
  destination. 
  Gessnic’s is short and frail, but he has a 
  strong survival instinct – staying as far away 
  from trouble as possible.  
   
  Grogh-En, Badna Zombie: Male human 
  Badna zombie Templar 5/Servant of Badna 
  8; CR 15; Medium undead (augmented 
  humanoid); HD 13d12; hp 84; Init +8; Spd 50 
  ft.; AC 20, touch 12, flat-footed 18; Base Atk 
  +9; Grp +14; Atk +14 melee (1d6+4/19-20, 
  masterwork bone short sword) or +14 melee 
  (3d6+5 plus disease, claw); Full Atk +14/+9 
  melee (1d6+4/19-20, masterwork bone short 
  sword) and +9 melee (3d6+2 plus disease, 
  claw) or +14 melee (3d6+5 plus disease, 2 
  claws); SA disease, rebuke undead 5/day 
  (+2 on checks), sigil, starchild; SQ Badna 
  babble +4, damage reduction 10/magic, 
  darkvision 60 feet, fast healing 3, immune to 
  surprise, immunities, riot control, secular 
  authority, skitterish, slippery mind, spell 
  resistance 19 (31 defiler spells), starfollower, 
  subterfuge, undead traits, vulnerability to 
  pin; AL NE; SV Fort +10, Ref +5, Will +9; Str 
  20, Dex 15, Con —, Int 12, Wis 4, Cha 16. 
   
  Skills and Feats: Bluff +20, Concentration 
  +8, Diplomacy +22, Disguise +15 (+17 
  acting), Gather Information +10, Heal +5, 
  Intimidate +18, Knowledge (local) +7, 
  Knowledge (religion) +9, Search +1 (+9 
  tracking Star of Badna), Sense Motive +7, 
  Spellcraft +7, Spot –3 (+5 tracking Star of 
  Badna), Survival –3 (+5 tracking Star of 
  Badna); Combat Reflexes, Hostile Mind, 
  Improved Initiative, Improved Natural 
  Attack, Iron Will, Martial Weapon 
  Proficiency (longsword), Martial Weapon 
  Proficiency (short sword), Negotiator. 
   
  Possessions: Masterwork bone short 
  sword, +1 studded leather armor of seeing 
  (Jhakar & Hardwood), sigil, Star of Badna. 
   
  In life, Grogh-En was a senior 
  templar of Abalach-Re who had become 
  sympathetic to the Veiled Alliance and the 
  plight of the sorceress-queen’s daughter 
  Nanda Shatri.  When his involvement with 
  the Alliance was revealed to the Grand 
  Vizier by the mansabdar Roal, Abalach-Re 
  made Grogh-En the guardian of the artifact 
  known as the Star of Badna, secure in the 
  knowledge that the templar would be 
  claimed by its terrible curse.  Grogh-En had 
  only been in possession of the Star for a brief 
  period when Abalach-Re was slain and he 
  took refuge in the Consecrated Sepulcher of 
  Badna as riots swept through Raam.  He 
  was subsequently entombed in the 
  Sepulcher when it collapsed, where he 
  remained as the artifact transformed him 
  fully into a Badna zombie. 
  Grogh-En’s mind has been utterly 
  claimed by the Star of Badna and his only 
  thoughts now revolve around keeping 
  possession of the artifact.  He is suspicious 
  in the extreme of all who approach him, 
  believing that they come to steal his prize.  
  Although he can still think and reason, all of 
  his intellect is bent upon ensuring that the 
  Star remains in his keeping forever. 
  Grogh-En is gaunt in the extreme, 
  with withered blue skin stretched over his 
  bones.  Talons as black as pitch have 
  sprouted from his hands and his eyes have 
  darkened to a similar hue.  Embedded in the 
  center of his chest is the gleaming gem that 
  is the Star of Badna. 
   
  Hukaa New Moons: Female elf Rog 
  15/Dune trader 5; CR 20; Medium 
  humanoid (elf); HD 20d6+20; hp 92; Init +9; 
  Spd 40 ft.; AC 21, touch 15, flat-footed 16; 
  Base Atk +14; Grp +17; Atk +19 melee 
  (1d8+5/15-20, +2 elven longblade) or +19 
  ranged (1d6+2/x3, masterwork composite 
  
   
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  shortbow [+2 Str bonus]); Full Atk 
  +19/+14/+9 melee (1d8+5/15-20, +2 elven 
  longblade) or +19/+14/+9 ranged (1d6+2/x3, 
  masterwork composite shortbow [+2 Str 
  bonus]); SA sneak attack +8d6; SQ agent, 
  allies, contact 3/week, fast talk, improved 
  evasion, improved uncanny dodge, 
  integrative bargaining, slippery mind, 
  trapfinding, trap sense +5; AL LE; SV Fort 
  +7, Ref +15, Will +11; Str 16, Dex 20, Con 12, 
  Int 19, Wis 14, Cha 19. 
   
  Skills and Feats: Appraise +26, Bluff +29, 
  Diplomacy +31, Gather Information +29, 
  Hide +28, Listen +27, Move Silently +28, 
  Profession (merchant) +17, Search +31, 
  Sense Motive +25, Sleight of Hand +29, Spot 
  +27, Tumble +18; Improved Critical (elven 
  longblade), Improved Initiative, 
  Investigator, Leadership, Martial Weapon 
  Proficiency (elven longblade), Quick Draw, 
  Trader. 
   
  Possessions: +3 studded leather armor 
  (carru), +2 elven longblade, +3 dagger 
  (obsidian), masterwork composite shortbow, 
  20 +3 arrows. 
   
  Huka New Moon has been chief of the 
  Night Runners tribe for more than 20 years, 
  taking over the role when her father felt the 
  weight of his great age slowing his once 
  lightning-fast reflexes. As Hukaa herself is 
  fast approaching middle age, she has taken 
  a greater interest in training her children so 
  that at least one of them will be prepared to 
  lead the tribe when she finally decides to 
  step down. For now, she sees that event as 
  happening far in the future. Because she 
  understands the mercantile arts as well as 
  the shadow arts, Hukaa has striven to make 
  the Night Runners operate like a successful 
  merchant house. All operations are 
  organized and administered in an orderly 
  fashion, and all missions are viewed as 
  profit-making ventures. While she allows 
  her advisors and clan leaders the freedom to 
  operate independently of her control, she 
  does like to stay involved in the day-to-day 
  operations of the tribe. To facilitate this, 
  Hukaa requests frequent meetings and 
  updates so that she can stay on top of her 
  tribe’s activities. 
   
  The Night Runners learned of the dray 
  army on the move and Hukaa ordered all 
  elves to the Tradesmen District, to defend 
  their newly won territory. After a long fight, 
  the dray army withdrew. The Night 
  Runners suffered great losses, but have 
  secured the tribe’s position in Raam.  
  Hukaa has sun-bleached white hair that 
  shines around her well-tanned face. Her 
  great beauty has served her as well as her 
  thieving and trading skills over the years, 
  and she seems to have only gotten more 
  beautiful with age. 
   
  Hurdll Crost: Male human Bard 10/Dune 
  Trader 5; CR 15; Medium humanoid 
  (human); HD 15d6+15; hp 70; Init +8; Spd 30 
  ft.; AC 17, touch 14, flat-footed 13; Base Atk 
  +10; Grp +12; Atk +16 melee (1d8+5/19-20, 
  longsword); Full Atk +16/+11 melee 
  (1d8+5/19-20, longsword); SQ agent, allies, 
  bardic knowledge, bardic music, chance 
  1/day, contact, fast talk, integrative 
  bargaining, mental resistance, poison use, 
  slippery mind, speed reactions, trade secrets 
  (agile x2); AL LN; SV Fort +12, Ref +13, Will 
  +14; Str 14, Dex 14, Con 13, Int 16, Wis 11, 
  Cha 17. 
   
  Skills and Feats: Appraise +22, Bluff +32, 
  Diplomacy +17, Escape Artist +12, Gather 
  Information +25, Intimidate +7, Knowledge 
  (Local) +21, Listen +10, Perform +21, 
  Profession (Merchant) +18, Sense Motive 
  +10, Sleight of Hand +27, Spot +10, Tumble 
  +17; Dodge, Hidden Talent, Improved 
  Initiative, Leadership, Martial Weapon 
  Proficiency (Longsword), Trader, Weapon 
  Focus (Longsword). 
   
  Possessions: +3 metal longsword, 
  masterwork studded leather armor (inix), +3 
  cloak of resistance, potion: divine favor (CL 12), 
  three daggers and three doses of deathblade 
  poison (all hidden on person, DC 51 to 
  detect), 1d6 gp. 
   
  Powers Known (power points 2): 1st – force 
  screen. 
   
  Hurdll Crost is the master trader of House 
  Shom in Cromlin.  He is a pragmatic man, 
  willing to overlook many misdemeanors 
  and slights that his patron House would 
  normally not approve of in the interest of 
  
   
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  60 
  drawing business opportunities to the 
  village.  The one thing he will not tolerate, 
  however, is piracy, seeing this activity as 
  crippling to good trade in the area. 
  Crost appears calm and understanding, 
  his sandy hair and easy smile belying his 
  canny trader’s insight.  Of medium height, 
  with eyes as gray as the Silt Sea, he is happy 
  to be underestimated by those around him, 
  certain that this all plays to his own 
  advantage in the end. 
   
  Jaksot Han: Male Human Ftr 5; CR 5; 
  Medium humanoid (human); HD 5d10+10; 
  hp 42; Init +3; Spd 30 ft.; AC 11, touch 9, flat-
  footed 11; Base Atk +5; Grp +7; Atk +8 
  melee (1d8+4/19-20, macahuitl); SA -; SQ -; 
  AL LN; SV Fort +8, Ref +2, Will +3; Str 15, 
  Dex 8, Con 14, Int 10, Wis 14, Cha 12. 
   
  Skills and Feats: Climb +8, Intimidate +7, 
  Jump +8, Use Rope +2; Great Fortitude, 
  Improved Initiative, Lightning Reflexes, 
  Quick Draw, Weapon Focus (macahuitl), 
  Weapon Specialization (macahuitl). 
   
  Possessions: macahuitl, carru leather 
  armor, eyepatch. 
   
  Jaksot Han is a former silt pirate who now 
  runs the Dirty Lizard tavern in Cromlin.  
  After losing his right eye in a riad, Han gave 
  up the pirate’s life and settled for the safer 
  pastime of running the village’s seedy 
  watering hole.  Jaksot drinks far too much 
  than is good for him and looks back on his 
  silt-faring days with a mixture of rose-tinted 
  nostalgia and bard-bitten cynicism. 
  Jaksot Han is grizzled and weathered, 
  his features lined by years of exposure to the 
  elements.  He sports an eyepatch of dyed 
  carru leather and his once-dark hair is gray 
  and thinning. 
   
  Keelorr Dark Moon: Female elf Ftr 4/Rog 
  3/Assassin 5/Shadow dancer 3; CR 15; 
  Medium humanoid (elf); HD 4d10+8 plus 
  8d6+16 plus 3d8+6; hp 98; Init +8; Spd 40 ft.; 
  AC 19, touch 14, flat-footed 15; Base Atk 
  +11; Grp +14; Atk +16 melee (1d8+6/18-20, 
  +1 elven longblade) or +16 ranged (1d8+3/x3, 
  masterwork composite longbow [+3 Str 
  bonus]); Full Atk +16/+11/+6 melee 
  (1d8+6/18-20, +1 elven longblade) or 
  +16/+11/+6 ranged (1d8+3/x3, masterwork 
  composite longbow [+3 Str bonus]); SA 
  death attack, sneak attack +5d6; SQ 
  darkvision, evasion, hide in plain sight, 
  improved uncanny dodge, poison use, save 
  bonus against poison +2, shadow illusion, 
  summon shadow, trapfinding, trap sense 
  +1; AL LE; SV Fort +9, Ref +15, Will +4; Str 
  17, Dex 19, Con 14, Int 14, Wis 11, Cha 18. 
   
  Skills and Feats: Bluff +9, Climb +9, 
  Disguise +13, Gather Information +9, Hide 
  +16, Intimidate +12, Jump +11, Listen +7, 
  Move Silently +16, Perform (dance) +16, 
  Search +11, Sleight of Hand +12, Spot +7, 
  Tumble +14; Combat Expertise, Combat 
  Reflexes, Dodge, Mobility, Improved 
  Initiative, Spring Attack, Weapon Focus 
  (elven longblade), Weapon Specialization 
  (elven longblade), Whirlwind Attack. 
   
  Assassin Spells Known (4/3/0; save DC 
  12 + spell level): 1st – disguise self, feather fall, 
  sleep, true strike; 2nd – fox’s cunning, 
  invisibility, spider climb. 
   
  Possessions: +1 chitin armor, +1 elven 
  longblade, masterwork composite longbow, 
  20 masterwork arrows. 
   
  Keelorr Dark Moon is an accomplished 
  assassin who uses stealth and misdirection 
  to complete her missions much as others use 
  poisons and ranged weapons. She almost 
  always takes on an assumed role, 
  pretending to be a beggar or dancing girl, a 
  serving wench or a common trader, in order 
  to get close to her target and beneath his or 
  her guard. Her favorite role is that of an elf 
  dancer. 
  Keelorr’s dancing skills are so great that 
  she often headlines at the Tent of the 
  Dancing Swords in the Sky Singer’s market. 
  She lavishes attention on those she has been 
  hired to murder, flirting mercilessly and 
  dancing only for them. It is her practice to 
  give her victims one last moment of joy 
  before she strikes, making them happy with 
  her dancing, her smile, or the welcoming 
  attention of her large gray eyes. If she can 
  make her victims love her, even for an 
  instant, then she experiences her own sense 
  of joy. Then, once this ritual she loves to 
  perform has been completed, she carries out 
  
   
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  61 
  her mission. Her kills are quick, painless, 
  and accomplished with hardly any struggle. 
  Keelorr has been mentioned as the 
  successor to the current master runner of the 
  Dark Moon clan, but it is doubtful that she 
  would accept the position. She enjoys her 
  field work much too well to accept a 
  leadership role. However, during this time 
  of crisis, Keelorr has been selected as second 
  in command to lead the Night Runners in 
  the fight against the dray invaders – a role 
  she manages quite well.  
   
  Korno: Male mul Bbn 1/Gld 4/Arena 
  champion 4; CR 10; Medium humanoid 
  (mul); HD 9d12+39; hp 103; Init +3; Spd 40 
  ft.; AC 17, touch 13, flat-footed 14; Base Atk 
  +9; Grp +14; Atk +16 melee (1d8+8/19-20, 
  +1 lotulis); Full Atk +16/+11 melee 
  (1d8+8/19-20, +1 lotulis); or +14/+9 melee 
  (1d8+8/19-20, +1 lotulis) and +14 melee 
  (1d8+5/19-20, +1 lotulis); SA rage 1/day; SQ 
  arena guile +2, crowd support +1, fast 
  movement, mercy, reputation, signature 
  move (+1 dodge bonus to AC when fighting 
  defensively or using total defense), uncanny 
  dodge, weapon mastery (lotulis); AL CN; SV 
  Fort +14, Ref +5, Will +3; Str 21, Dex 16, Con 
  19, Int 14, Wis 13, Cha 15. 
   
  Skills and Feats: Balance +15, Climb +17, 
  Intimidate +19, Jump +17, Sense Motive +13, 
  Perform +14; Exotic Weapon Proficiency 
  (lotulis), Improved Feint, Improved 
  Unarmed Strike, Leadership, Toughness, 
  Two-Weapon Fighting, Weapon Focus 
  (lotulis). 
   
  Rage (Ex): While raging, Korno gains an 
  additional 2 hp per character level and the 
  following statistics: AC 15, touch 11, flat-
  footed 12; Grp +16; Atk +18 melee 
  (1d8+10/19-20, +1 lotulis); Full Atk +18/+13 
  melee (1d8+10/19-20, +1 lotulis); or +16/+11 
  melee (1d8+10/19-20, +1 lotulis) and +16 
  melee (1d8+6/19-20, +1 lotulis); SV Fort +16, 
  Will +6; Str 25, Con 23; Climb +19, Jump 
  +19. 
   
  Possessions: +2 leather armor (carru), +1 
  lotulis (metal), widow’s knife (bone). 
   
  Korno, a former champion in Raam’s arena, 
  ran a loosely knit slave community for those 
  who had nowhere to go following the death 
  of Abalach-Re. Though he spoke of freedom 
  from hardship and oppression, Korno is no 
  better than the slave taskmasters of the past. 
  The slaves that have come to the ex-
  gladiator in search of a better life have 
  continued to be treated as slaves, working 
  with no wage to pamper Korno and his best 
  warriors. On the other hand, despite his 
  group’s modest size Korno has some of the 
  best warriors in the city. Many ex-slaves feel 
  that it is better to live under the persecution 
  and protection of Korno than to die at the 
  hands of other factions of the city. 
  As the forces of Dregoth began their 
  approach on the city Korno’s band was 
  caught totally unaware, and the former 
  arena champion didn’t even have a sword in 
  his hand when the first attack came. As the 
  enemy demolished the southern gate and 
  swarmed into the city, Korno was gathering 
  his wits when a large group of dray literally 
  came knocking at their door. It was all the 
  gladiator could do to fall back towards the 
  Noble District with a small handful of his 
  best warriors. The rest of his band was 
  either killed or brought before Dregoth, 
  their fate then being sealed. 
  Korno has become mentally unstable 
  after his defeat at the hands of the dray and 
  from having everything he has attained 
  taken from him. The mul’s leadership has 
  become more chaotic, and Korno’s furious 
  rage known from the arena has manifested 
  in uncontrolled actions.  
   
  Lady Essen: Female human Rog 7/Dune 
  Trader 5/Psion (telepath) 4; CR 16; Medium 
  humanoid (human); HD 12d6 plus 4d4; hp 
  64; Init +1; Spd 30 ft.; AC 11, touch 11, flat-
  footed 10; Base Atk +10; Grp +10; Atk +11 
  melee (1d4/19-20, masterwork dagger); Full 
  Atk +11/+6 melee (1d4/19-20, masterwork 
  dagger); SA sneak attack +4d6; SQ agent, 
  allies, contact 3/week, discipline (telepathy), 
  evasion, fast talk, integrative bargaining 
  (sense motive), trap sense +2, trapfinding, 
  uncanny dodge; AL LN; SV Fort +4, Ref +8, 
  Will +12; Str 10, Dex 12, Con 10, Int 14, Wis 
  14, Cha 16. 
   
  Skills and Feats: Appraise +19, Bluff 
  +22, Concentration +12, Decipher Script +17, 
  Diplomacy +26, Forgery +17, Gather 
  
   
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  Information +20, Intimidate +17, Knowledge 
  (local) +7, Knowledge (nobility and royalty) 
  +7, Knowledge (psionics) +6, Literacy (5), 
  Profession (merchant) +17, Psicraft +6, Ride 
  +11, Sense Motive +19, Speak Language (2), 
  Spot +12; Inquisitor, Negotiator, Persuasive, 
  Overchannel, Psionic Body, Psionic 
  Meditation, Talented, Trader.Languages: 
  Balican, Common, Elven, Rees. 
  Psion Powers Known (power points 21, 
  save DC 12 + power level): 1st – conceal 
  thoughts, disable*, mind thrust*, mindlink*, 
  psionic charm*; 2nd – aversion*, brain lock*, 
  psionic suggestion*, read thoughts. 
  *Power can be augmented. 
  Possessions: masterwork dagger, 
  cognizance crystal (9 power points), psionatrix 
  of telepathy, ring of spell turning. 
   
  Lady Essen is the matriarch of House Rees 
  in the city of Balic.  Since her house rose to 
  prominence following the fall of Dictator 
  Andropinis, she has found ample 
  opportunity to exercise her natural 
  inclination towards boundless greed.  If 
  Essen Rees had her way, Balic would 
  become little more than a glorified merchant 
  village, all trade there serving to fill House 
  Rees’ coffers and propel it to the position of 
  premier trading house of the Tablelands. 
  Essen is graceful and controlled, having 
  learned discipline through years of study at 
  the Cerebran in her youth.  Her every 
  movement is poised and calculated, serving 
  to subtly reinforce her appearance as a 
  woman of noble erudition.  She prefers to 
  allow her minions and underlings to carry 
  out the daily business of meeting with 
  House Rees’ clients and peers, while she 
  busies herself with larger issues of strategy 
  and commerce. 
  Lady Essen is tall and slender, her 
  physique groomed to reflect her aspirations 
  of grandeur.  Now in her fiftieth year, she 
  keeps her hair a lustrous red by the daily 
  application of dyes and oils, and has her 
  skin scraped and groomed by her servants 
  in order to maintain its soft sheen of health 
  and opulence. 
   
  Leviath the Calm: Male half-giant Psion 
  (shaper) 9; CR 10; Large Giant; HD 2d8+6 
  plus 9d4+27; hp 68; Init -1; Spd 40 ft.; AC 10, 
  touch 8, flat-footed 10; Base Atk +5; Grp +14; 
  Atk +10 melee (1d4+6, unarmed); SA -; SQ 
  discipline (metacreativity), half-giant traits; 
  AL LN; SV Fort +9, Ref +2, Will +7; Str 22, 
  Dex 8, Con 16, Int 15, Wis 8, Cha 13. 
   
  Skills and Feats: Climb +11, 
  Concentration +13, Diplomacy +9, Jump 
  +11, Knowledge (psionics) +11, Listen +4, 
  Psicraft +8, Sense Motive +4, Spot +2; 
  Expanded Knowledge, Iron Will, Mind over 
  Body, Negotiator, Open Minded, Stand Still. 
   
  Psion Powers Known (power points 81, 
  save DC 12 + power level): 1st – detect 
  psionics, inertial armor*, matter agitation, 
  missive*, psionic minor creation; 2nd – 
  biofeedback*, detect hostile intent, energy stun*, 
  psionic tongues, thought shield*; 3rd – body 
  purification*, dispel psionics*, ectoplasmic 
  cocoon*, psionic blast*; 4th – aura sight*, detect 
  remote viewing, psionic fabricate, quintessence; 
  5th – adapt body, tower of iron will*. 
   
  *Power can be augmented. 
   
  Possessions: Breechcloth. 
   
  Born in the slave pens of Draj forty years 
  ago, Leviath the Calm was sold to a noble 
  house at an early age by a greedy templar 
  later slain for selling the sorcerer-monarch’s 
  slaves without authorization. Since the 
  templar kept no records of his transactions 
  the young half-giant was never returned to 
  the pens, and the noble that purchased him 
  never came forward for fear of his life. In 
  fact, the noble hid Leviath from the prying 
  eyes of others for several years, living in fear 
  that other templars would arrest him if they 
  discovered he owned “stolen property.” It 
  was during his seclusion Leviath learned of 
  the Way. 
  An aged dwarf by the name of Barguss 
  was also in the service of the noble house 
  Like most nobles it was considered 
  fashionable to have servants such as 
  psionicists as either slaves or hirelings, and 
  this was the case with Barguss. After a short 
  time Leviath became friends with the dwarf, 
  and the noble lord hit upon the idea that the 
  half-giant could become his next servant of 
  the Way. 
  Shortly after Leviath began his training, 
  the templars of King Tectuktitlay came to 
  
   
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  the noble’s house—but not in search of 
  Leviath. Its seems the half-giant was not the 
  only piece of “illegal” property owned by 
  the noble, and he and his family were 
  sentenced to the arena for crimes known 
  only to (or fabricated by) the templars. 
  Fortunately, neither Barguss nor Leviath 
  were at the estate when the templars came, 
  as the dwarf was a freeman and took 
  Leviath’s daily lesson into the wastes 
  outside the city walls. When Barguss 
  learned of the noble’s arrest he used the 
  Way to sneak back into the sealed estate to 
  obtain his belongings, and left Draj never to 
  return. 
  For many years Leviath and Barguss 
  traveled the lands of Athas, all the while the 
  old dwarf teaching everything he knew—
  and believed in—to his student. After a time 
  Barguss felt it was time to teach Leviath 
  about peace and serenity outside the 
  Tablelands, so he took his pupil to the safest 
  place he knew on all of Athas—New Kurn. 
  It was there Leviath learned the teachings of 
  Oronis of Kurn, the great scholar and 
  avangion whose secret city the half-giant 
  believed was the closest thing to paradise he 
  had ever seen. Soon after arriving in New 
  Kurn Barguss pass on. Before he died he 
  told Leviath to make sure he passed on his 
  knowledge to the rest of the world, else all 
  he learned would disappear upon his death. 
  Leviath studied in New Kurn for many 
  years to become a skilled psionicist, but this 
  was not the half-giant’s forte. The teachings 
  of Barguss, and later Oronis, had taught 
  Leviath a compassion and tranquillity that is 
  difficult to learn on Athas. After spending 
  over two decades in New Kurn, Leviath 
  exiled himself from that paradise in order to 
  fulfill Barguss’ last wish—to teach Athas 
  that there is a better peace in everyone’s 
  world. Only days after Abalach-Re was 
  pronounced dead somewhere on the Ivory 
  Plain, and the riots of Raam had begun, 
  Leviath arrived in the city-state of the dead 
  sorcerer-queen to spread his soothing words 
  of harmony and tranquillity. Since that day 
  two years ago many Raamites have flocked 
  to the half-giant’s banner, believing in the 
  strength of his words. 
   
  Lord Kaladon: Male human Rogue 8/Dune 
  Trader 5; CR 13; Medium humanoid 
  (human); HD 13d6+26; hp 78; Init +9; Spd 30 
  ft.; AC 17, touch 15, flat-footed 12; Base Atk 
  +9; Grp +10; Atk +16 melee (1d4+3/19-20, 
  +2 obsidian dagger of venom) or +16 ranged 
  (1d4+3/19-20, +2 obsidian dagger of venom); 
  Full Atk +16/+11 melee (1d4+3/19-20, +2 
  obsidian dagger of venom) or +16 ranged 
  (1d4+3/19-20, +2 obsidian dagger of venom); 
  SA sneak attack +4d6; SQ allies, agent, 
  contact 3/week, evasion, fast talk, improved 
  uncanny dodge, integrative bargaining 
  (bluff), trap sense +2, trapfinding; AL LE; SV 
  Fort +5, Ref +12, Will +7; Str 12, Dex 20, Con 
  14, Int 13, Wis 12, Cha 17. 
   
  Skills and Feats: Appraise +19, Bluff +23, 
  Diplomacy +21, Knowledge (Local) +17, 
  Listen +17, Profession (Merchant) +17, Sense 
  Motive +17, Sleight of Hand +18, Speak 
  Language (4), Spot +17, Tumble +17; 
  Hidden Talent, Improved Initiative, 
  Leadership, Quick Draw, Trader, Weapon 
  Finesse. 
   
  Languages: Balikite, Belgoi*, Common, 
  Dwarven, Gith*, Gulg*, Nibensese* 
   
  Powers Known (power points 2): 1st – 
  empty mind. 
   
  Possessions: +2 obsidian dagger of venom  
  (hidden on person, DC 40 to detect), leather 
  armor (inix), skin of the defender (inactive 
  unless attacked). 
   
  The leader of House Tomblador is Lord 
  Kaladon, a ruthless merchant who wants 
  nothing more than to become dictator of 
  Balic much in the same way Tithian ruled 
  Tyr. Kaladon despises House Wavir for their 
  actions, and House Rees for refusing his 
  offer of alliance to join forces against 
  Tabaros. Only at the insistence of his 
  councilors did he agree to the triune council 
  that oversees the defense of the city, but 
  seldom does Kaladon agree with Lord 
  Tabaros and Lady Essen. Overall, Kaladon is 
  an extremely dangerous man, one the PCs 
  should be wary of dealing with. 
   
  Lord Tabaros: Male human Ari 7/Rog 
  8/Dune Trader 5; CR 19; Medium 
  humanoid (human); HD 7d8-14 plus 13d6-
  26; hp 50; Init +0; Spd 20 ft.; AC 18, touch 10, 
  
   
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  flat-footed 18; Base Atk +14; Grp +13; Atk 
  +14 melee (1d4-1/19-20, masterwork bronze 
  dagger); Full Atk +14/+9/+4 melee (1d4-
  1/19-20, masterwork bronze dagger); SA 
  sneak attack +4d6; SQ agent, allies, contact 
  3/week, evasion, fast talk, improved 
  uncanny dodge, integrative bargaining 
  (diplomacy), trap sense +2, trapfinding; AL 
  NG; SV Fort +4, Ref +9, Will +16; Str 9, Dex 
  11, Con 6, Int 18, Wis 17, Cha 15. 
   
  Skills and Feats: Appraise +19, Bluff +25, 
  Concentration +11, Decipher Script +12, 
  Diplomacy +31, Forgery +16, Gather 
  Information +15, Handle Animal +7, 
  Intimidate +13, Knowledge (geography) 
  +19, Knowledge (history) +10, Knowledge 
  (local) +13, Knowledge (nobility and 
  royalty) +21, Knowledge (psionics) +15, 
  Literacy (10*), Profession (trader) +21, Ride 
  +8, Search +10, Sense Motive +22, Speak 
  Language (9), Spot +14, Survival +8 (+10 to 
  keep from getting lost or to avoid natural 
  hazards); Hidden Talent, Inquisitor, Iron 
  Will, Negotiator, Persuasive, Psionic Body, 
  Psionic Talent, Trader. 
   
  Languages: Aarakocran, Balican, 
  Common*, Draji*, Dwarven*, Elven*, Gulg, 
  Halfling, Nibenese*, Pterran, Raamish*, 
  Thri-Kreen, Tyrian*, Urikite*, Wavir*. 
   
  Psionic Powers Known (power points 2, 
  save DC 12 + power level): 1st - conceal 
  thoughts. 
   
  Possessions: masterwork full plate 
  (bronze), masterwork dagger (bronze), 
  periapt of proof against poison, ring of 
  regeneration, ring of greater energy resistance 
  (fire). 
   
  The aged patriarch of Balic’s House Wavir, 
  Lord Tabaros is over 100 years old and looks 
  it.  He still clings to the reins of power of his 
  house, despite attempts by his underlings 
  and younger relatives to undermine his 
  authority and usurp his rule by decrees. In 
  years past, Tabaros fancied himself as 
  something of a dashing blade, and still 
  styles his attitude and appearance after this 
  lost dream of youth.  When in public he 
  endeavors to appear sharp and cunning, 
  often going about clad in archaic plate 
  armor fashioned from carved bronze, an 
  ornate dagger at his belt.  When in the 
  confined safety of the Wavir estates, 
  however, he is often seen doddering about 
  the halls wrapped in a shawl, shivering at 
  draughts and muttering to himself in a 
  wavering voice. 
  Beset by age and ill health, Tabaros is 
  the epitome of the man who refuses to die, 
  despite the fact that the Gray has been 
  calling to him for many a year.  His skin 
  seems almost translucent, hanging from 
  stick-like limbs and his eyes glare 
  cadaverously from his skull of a head.  He is 
  quite bald, liver spots dotting his scalp, and 
  speaks with a wheezing gasp.  Life has not 
  been kind to Tabaros, but he fears that death 
  will be even less gentle. 
   
  Mohaj: Male human Ftr 7; CR 7; Medium 
  humanoid (human); HD 7d10+21; hp 64; Init 
  +5; Spd 20 ft.; AC 18, touch 11, flat-footed 
  17; Base Atk +7; Grp +9; Atk +10 melee 
  (1d8+2/19-20, masterwork macahuitl) or +8 
  ranged (1d8/x3, longbow); Full Atk +10/+5 
  melee (1d8+2/19-20, masterwork macahuitl) 
  or +8/+3 ranged (1d8/x3, longbow); SA -; 
  SQ -; AL CN; SV Fort +9, Ref +4, Will +7; Str 
  14, Dex 13, Con 16, Int 12, Wis 14, Cha 15. 
   
  Skills and Feats: Handle Animal +12, 
  Intimidate +12, Knowledge (Warcraft) +11, 
  Ride +11; Concentrated Fire, Dodge, 
  Improved Initiative, Iron Will, Protective, 
  Quick Draw, Shield Wall, Teamwork. 
   
  Possessions: +1 cloak of resistance, 
  breastplate (ankheg), heavy wood shield, 
  masterwork macahuitl, longbow. 
   
  Mohaj is a House M’ke agent charged with 
  preventing outsiders from gaining access to 
  the M’ke trade emporium during the dray 
  invasion. After the invasion, the emporium 
  is open to those who come to trade.  
  Mohaj is mostly loyal and follows his 
  orders, but his loyalty is first and foremost 
  to himself. He is unlikely to pursue any 
  action that can cause him grief from his 
  employers, and to those who don’t know 
  him he can sometimes be perceived as 
  hostile.  
   
  Mox: Male half-giant Psychic Warrior 17; 
  CR 18; Large giant; HD 19d8+76; hp 185; Init 
  +0; Spd 40 ft.; AC 20, touch 11, flat-footed 
  
   
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  20; Base Atk +13; Grp +23; Atk +21 melee 
  (3d8+12/19-20, swatter); Full Atk 
  +21/+16/+11 melee (3d8+12/19-20, 
  swatter); SQ half-giant traits; AL L?; SV Fort 
  +17, Ref +7, Will +11; Str 23, Dex 11, Con 19, 
  Int 13, Wis 18, Cha 10. 
   
  Skills and Feats: Bluff +12, Climb +8, 
  Concentration +16, Intimidate +12, Jump 
  +12, Listen +9, Knowledge (Psionics) +13,  
  Spot +9; Blind-Fight, Cleave, Craft Psionic 
  Arms and Armor, Exotic Weapon 
  Proficiency (Swatter), Greater Psionic 
  Weapon, Improved Critical (Swatter), Iron 
  Will, Lightning Reflexes, Overchannel, 
  Persuasive, Power Attack, Psionic Weapon, 
  Quicken Power, Talented. 
   
  Possessions: +3 mindcrusher swatter, +4 
  mindarmor studded leather armor (carru), +2 
  ring of protection, dorje of read thoughts (32 
  charges left), agate necklace (worth 10 sp). 
   
  Psychic Warrior Powers Known (power 
  points 125, save DC 14 + power level): 1st – call 
  weaponry*, conceal thoughts, force screen*; 2nd 
  – body adjustment*, detect hostile intent, hustle; 
  3rd – escape detection, exhalation of the dragon*, 
  greater concealing amorpha; 4th – inertial 
  barrier, psionic dimension door, steadfast 
  perception; 5th –  adapt body, oak body*, 
  catapsi*; 6th – breath of the dragon*, personal 
  mind blank. 
  *Power can be augmented. 
   
  The owner of the Lazy Mekillot could be 
  considered a trader who uses psionics 
  instead of bartering to do his business. The 
  dull-witted half-giant Mox has many 
  “friends” among those who treat him kindly 
  instead of as another stupid brute, mostly 
  regular patrons of the tavern. Should 
  someone befriend him in an honest manner, 
  Mox makes the deed does not go unnoticed. 
  There are times when he hates deceiving his 
  “friends” in this manner.  
  The psionicist and businessman Mox is 
  a clever, manipulative entrepreneur who 
  deals in information, subterfuge, and 
  eradication. He does have a sense of 
  “honor” that would keep him from stealing 
  a homeless man’s last ceramic, but is not 
  above probing someone’s mind for the 
  benefit of a competitor. Mox can be an 
  adequate friend, a resourceful tradesman, or 
  a ruthless killer. 
   
  Nanda Shatri: Female human Wiz 7/Psion 
  (telepath) 4/Veiled One 10; CR 21; Medium 
  humanoid (human); HD 21d4+63; hp 117; 
  Init +2; Spd 30 ft.; AC 14, touch 12, flat-
  footed 12; Base Atk +10; Grp +12; Atk +12 
  melee (1d4+2/19-20, dagger); Full Atk 
  +12/+7 melee (1d4+2/19-20, dagger); SA -; 
  SQ alliance secrets (glyph resistant, spell 
  bane, study), discipline, spell archive, 
  subdual magic, twin casting; AL LG; SV Fort 
  +9, Ref +8, Will +19; Str 14, Dex 15, Con 17, 
  Int 19, Wis 18, Cha 18. 
   
  Skills and Feats: Bluff 20, Concentration 
  +23, Decipher Script +20, Diplomacy +19, 
  Disguise +20 (+22 to act in character), 
  Gather Information +12, Knowledge 
  (arcana) +34, Knowledge (history) +10, 
  Knowledge (local [Raam]) +12, Knowledge 
  (nobility and royalty) +9, Knowledge 
  (psionics) +12, Profession (herbalist) +8, 
  Sense Motive +10, Spellcraft +26; Brew 
  Potion, Craft Wand, Craft Wondrous Item, 
  Extend Spell, Heighten Spell, Leadership, 
  Negotiator, Psionic Meditation, Scribe 
  Scroll, Silent Spell, Skill Focus (Knowledge 
  [arcana]), Spell Penetration, Still Spell, 
  Widen Spell. 
   
  Wizard Spells Prepared: 
  (4/5/5/5/5/4/4/3/2/1; save DC 14 + spell 
  level): 0 –detect magic, ghost sound, open/close, 
  read magic; 1st – charm person, mage armor, 
  magic missile, shield, sleep; 2nd – fog cloud, 
  mirror image, misdirection, rope trick, spider 
  climb; 3rd – dispel magic, nondetection, stinking 
  cloud, slow, tongues; 4th – confusion, fire shield, 
  silent still invisibility, shout, wall of fire; 5th – 
  dominate person, hold monster, passwall, 
  telekinesis; 6th – globe of invulnerability, greater 
  dispel magic, greater heroism, true seeing; 7th – 
  heightened confusion, mass hold person, spell 
  turning; 8th – mass charm monster, power word 
  stun; 9th – wail of the banshee. 
  Psion Powers Known (power points 
  25, save DC 14 + power level): 1st – 
  attraction*, detect psionics, know direction and 
  location, mindlink*, sense link*; 2nd – aversion*, 
  detect hostile intent, id insinuation*, thought 
  shield*. 
   
  *Power can be augmented. 
  
   
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  Possessions: +2 bracers of armor, wand of 
  lightning bolt (31 charges, CL 10), ring of mind 
  shielding, metal dagger, spellbook (glass 
  bead strings). 
   
  The 177th child of the sorcerer-queen 
  Abalach-Re, Nanda Shatri was outcast from 
  her mother’s palace at an early age. She was 
  later adopted by palace servants and grew 
  to be a resourceful and determined woman. 
  Through many endeavors Nanda earned a 
  fair amount of money which she invested in 
  the finest teacher of magic she could find. 
  Following the death of her adopted parents, 
  Nanda returned to Raam to confront her 
  true mother. During the meeting Nanda 
  requested authority of Raam’s crematory 
  from the sorcerer-queen—who quickly 
  agreed—happy to entrust the unpleasant job 
  to someone of competence. Within weeks 
  after Nanda taking control, the crematory 
  became the headquarters of Raam’s faction 
  of the Veiled Alliance. 
  For two decades Nanda had lead the 
  Alliance faction of Raam, and in that time 
  progressed as far as possible in her magical 
  studies. At about that time she learned of 
  the existence, and death, of the avangion 
  named Korgunard from an Alliance contact 
  in Urik. Investigating further, she 
  discovered that only a psionically tuned 
  mind can contain the power needed to bring 
  about a creature of such power. So at the age 
  of 53 Nanda joined a class of noble children 
  at Raam’s Academy for the Way, and has 
  progressed far in the past eight years. 
  While studying psionics during the day, 
  Nanda has researched the avangion 
  transformation at night—but has become 
  aggravated at her lack of progress. It seems 
  that the being Korgunard had obtained the 
  spell from some unknown location, a spell 
  Nanda has failed to duplicate given the 
  information she obtained from the Alliance 
  of Urik. Coupled with her slow progress in 
  The Way, she wonders if such a feat can 
  ever again be duplicated. 
  Nanda is a small, heavy-set woman in 
  her late fifties. Since the death of her mother 
  two years ago Nanda has dropped her title 
  of outcast, and dresses in whatever style is 
  currently fashionable. Her hair is gray and 
  waist length, her eyes green, and her voice is 
  almost as deep as a man. Nanda loves to 
  talk for hours on dozens of subjects, but is 
  extremely interested in the topics of 
  preserving magic and psionics. 
   
  Nnn’tkk: Male thri-kreen Ranger 6/Fighter 
  4/Master Scout 5; CR 16; Medium 
  monstrous humanoid; HD 13d8+26 plus 
  4d10+8; hp 128; Init +5; Spd 45 ft.; AC 23, 
  touch 15, flat-footed 18; Base Atk +17; Grp 
  +19; Atk +23 melee (1d10+7/19-20, gythka) 
  or +23 ranged (1d6+3, chatkcha); Full Atk 
  +21/+16/+11/+6 melee (1d10+7/19-20, 
  gythka) and +21/+16/+11 melee 
  (1d10+6/19-20, gythka) and +14 melee 
  (1d4+1 plus poison, bite); SQ blaze trail, 
  favored terrain (stony barrens +4, sandy 
  wastes +4, salt flats +2), hard march, master 
  tracker, stealth run, wild empathy +3, thri-
  kreen traits; AL TN; SV Fort +16, Ref +18, 
  Will +13; Str 14, Dex 21, Con 15, Int 14, Wis 
  18, Cha 6. 
   
  Skills and Feats: Balance +10, Handle 
  Animal +4, Hide +25, Jump +36, Knowledge 
  (Geography) +7, Knowledge (Nature) +12, 
  Listen +19, Move Silently +25, Search +7, 
  Spot +19, Survival +26 (+28 in aboveground 
  natural environments, +28 to keep from 
  getting lost or to avoid natural hazards, +28 
  to find or follow tracks); Active Glands, 
  Deflect Arrows, Endurance, Greater Two-
  Weapon Fighting, Improved Critical 
  (Gythka), Improved Natural Armor, 
  Improved Two-Weapon Fighting, Iron Will, 
  Mental Resistance, Rapid Metabolism, 
  Track, Two-Weapon Fighting, Wastelander, 
  Weapon Focus (Gythka), Weapon 
  Specialization (Gythka). 
   
  Ranger Spells Prepared (2; save DC 14 + 
  spell level): 1st – endure elements, speak with 
  animals. 
   
  Possessions: +3 gythka, +1 chatkcha (dasl), 
  +2 aporter heavy shield (agafari). 
   
  Tabaros’ bodyguard, Nnn’tkk’s official 
  designation within House Wavir is “Master 
  of Hunters”.  Before Tabaros became so frail 
  that he needed a personal watchman, this 
  kreen warrior served as the trading house’s 
  premier scout, earning a reputation as one 
  of the best scouts in the entire Tablelands.  
  
   
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  He now spends little of his time on the open 
  road, instead watching over the failing lord 
  of his house. 
  Nnn’tkk considers House Wavir to be 
  his own pack, having pledged his loyalty to 
  them years before.  He unquestioningly 
  follows the orders of his superiors and is 
  beginning to think that his aged patriarch 
  may well outlive him.  For Nnn’tkk, a life 
  and death in service to a mighty pack such 
  as House Wavir would be filled with honor, 
  allowing him to meet his ancestors in the 
  Great Circle with head held high. 
   
  Roal: Male human Templar 5/Psion 
  (telepath) 5; CR 9; Medium humanoid 
  (human); HD 5d8+10 plus 5d4+10; hp 60; 
  Init +0; Spd 20 ft.; AC 17, touch 12, flat-
  footed 15; Base Atk +5; Grp +7; Atk +9 
  melee (1d8+4/19-20, longsword); Full Atk 
  +9 melee (1d8+4/19-20, longsword); SA -; 
  SQ discipline (telepathy), secular authority; 
  AL CE; SV Fort +8, Ref +2, Will +8; Str 15, 
  Dex 10, Con 14, Int 17, Wis 10, Cha 16. 
   
  Skills and Feats: Appraise +11, Bluff +15, 
  Concentration +15, Diplomacy +15, Forgery 
  +11, Gather Information +12, Intimidate 
  +20, Knowledge (Psionics) +13, Knowledge 
  (Religion) +7, Psicraft +13, Spellcraft +7; 
  Leadership, Mansabdar, Martial Weapon 
  Proficiency (Carrikal), Martial Weapon 
  Proficiency (Longsword), Persuasive, 
  Psicrystal Affinity, Psicrystal Containment, 
  Psionic Weapon, Weapon Focus 
  (Longsword). 
   
  Psion Powers Known (power points 32, save 
  DC 13 + power level): 1st – conceal thoughts, 
  demoralize*, detect psionics, force screen*, 
  psionic charm*; 2nd – aversion*, psionic 
  identify, psionic knock, read thoughts; 3rd – 
  hostile empathic transfer*, psionic blast*. 
   
  *Power can be augmented. 
   
  Possessions: +1 metal longsword of power 
  storing (hostile empathic transfer stored), 
  masterwork breastplate (braxat), psicrystal 
  (bully) [psionically focused], +2 ring of 
  protection (jade), hypnotic brew (x3), sigil, 
  1d6 gp. 
   
  The ex-templar Roal is the epitome of 
  immorality, corruption, and vice that made 
  servants of Abalach-Re hated beyond belief. 
  In the case of Roal he was the commander of 
  the sorcerer-queen’s enforcers called the 
  mansabdars, a corrupt group of soldiers and 
  templars that used to profit from 
  confiscating the goods and property of 
  innocent as well as guilty citizens who 
  didn’t have the coin to pay them off. When 
  Abalach-Re perished Roal seized control of 
  the majority of the mansabdars, turning them 
  into thugs and mercenaries who terrorized 
  much the same way they did in the past. 
  Being without spells also bothered him, so 
  he turned to the study of psionics over the 
  past two years as a way to supplement his 
  power. With the forming of the Merchant 
  Circle, the Nobles and House M’ke have 
  turned to Roal’s force to supplement the loss 
  of their own troops following the invasion. 
   
  Shimmer: Female elf Com 3; CR 2; Medium 
  humanoid (elf); HD 3d4; hp 9; Init +1; Spd 
  40 ft.; AC 11, touch 11, flat-footed 10; Base 
  Atk +1; Grp +0; Atk +0 melee (1d4-1/19-20, 
  bone dagger); SA -; SQ elf traits; AL CG; SV 
  Fort +1, Ref +2, Will +3; Str 8, Dex 12, Con 
  10, Int 14, Wis 15, Cha 13. 
   
  Skills and Feats: Concentration +3, Craft 
  (weaving) +8, Handle Animal +3, Profession 
  (weaver) +6, Sense Motive +5; Hidden 
  Talent, Inquisitor. 
   
  Psionic Powers Known (power points 2, 
  save DC 11 + power level): 1st - empathy 
   
  Possessions: bone dagger, bone sewing 
  needles and yarn, 2d8 ceramic bits. 
   
  Shimmer is an aged elven seamstress and 
  member of Tenpug’s band.  In her youth, 
  she was nanny to Jaksot Han and worked 
  for House Shom in Cromlin.  She had the 
  singular experience of watching the ex-
  gladiator Vorr fall to a nightmare beast 
  while he still wielded the Scorcher and her 
  lurid descriptions of the battle lost her the 
  faith of her employers and her position as a 
  Shom employee. 
  She later found sanctuary, however, 
  with Tenpug and his motley assortment of 
  former artisans, warriors and escaped 
  slaves.  Since then, she has lived out her 
  days with Tenpug’s Band, practising her 
  trade as weaver and seamstress and earning 
  the affectionate nickname of “Old Mother”. 
  
   
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  Still possessed of a keen mind and deep 
  insights, Shimmer is suspicious of strangers 
  yet warm and nurturing to those to whom 
  she takes a liking.  Her skin is wrinkled like 
  ancient parchment and her hands have been 
  twisted by age until they resemble gnarled 
  agafari roots.  Only her beady black eyes, 
  peering from beneath sunken brows hint 
  that the woman’s mind is still sprightly, 
  even though her body is bent and bowed. 
   
  Siln: Male human Com 3; CR 2; Medium 
  humanoid (human); HD 3d4; hp 14; Init -1; 
  Spd 30 ft.; AC 9, touch 9, flat-footed 9; Base 
  Atk +1; Grp +0; Atk +0 melee (1d4-1/19-20, 
  obsidian dagger); SA -; SQ -; AL LN; SV Fort 
  +1, Ref +0, Will +4; Str 8, Dex 9, Con 10, Int 
  11, Wis 12, Cha 13. 
   
  Skills and Feats: Bluff +4, Listen+6, 
  Profession (merchant) +3, Sense Motive +3, 
  Spot +4; Alertness, Iron Will, Toughness. 
   
  Possessions: dagger (obsidian). 
   
  Siln is a minor overseer at the Shom trading 
  lodge in Cromlin.  He is an opportunistic 
  weasel, interested only in lining his own 
  pockets, and seeks to extort bribes and perks 
  from whomever is unfortunate enough to 
  cross his path. 
   
  Siln is short, standing a hand’s breadth 
  under five feet in height, and chews on kola 
  nuts throughout the day.  Not only does this 
  habit give his breath a bitter tang that he 
  cannot efface, but it has stained his lips and 
  teeth a dirty brown color. 
   
  Tarq’uat: Male belgoi Wilder 6; CR 9; 
  Medium monstrous humanoid (Psionic); 
  HD 5d8+10 plus 6d6+12; hp 69; Init +2; Spd 
  30 ft.; AC 12, touch 12, flat-footed 10; Base 
  Atk +9; Grp +10; Atk +10 melee (1d4+1 plus 
  1d6 Strength damage, claw); Full Atk +10 
  melee (1d4+1 plus 1d6 Strength damage, 2 
  claws); SA Bell ringing, psi-like abilities, 
  Strength damage; SQ Darkvision 60 ft., 
  elude touch, psychic enervation, surging 
  euphoria, volatile mind (1 power point), 
  wild surge +2; AL LE; SV Fort +7, Ref +8, 
  Will +9; Str 13, Dex 14, Con 14, Int 12, Wis 
  10, Cha 20. 
   
  Skills and Feats: Autohypnosis +9, Bluff 
  +10, Concentration +10, Diplomacy +9, Hide 
  +9, Intimidate +7, Listen +9, Move Silently 
  +9, Psicraft +6, Sense Motive +5, Spot +9; 
  Ability Focus (psionic dominate), Alertness, 
  Great Fortitude, Stealthy. 
   
  Psi-Like Abilities: 3/day—attraction (+7 
  bonus, DC 19*), brain lock (all targets, DC 
  17*), ego whip (2d4 Charisma damage, DC 
  19*), empty mind (+5 bonus*), psionic dominate 
  (DC 21). Manifester level 7th. The save DCs 
  are Charisma-based. 
   
  *Includes augmentation for the belgoi’s 
  manifester level. 
   
  Wilder Powers Known (power points 50, 
  save DC 15 + power level): 1st – control light, 
  inertial armor*; 2nd – id insinuation*; 3rd – 
  time hop†. 
   
  *Power can be augmented. 
   
  Possessions: bell, bone charms 
   
  Tarq’uat is the leader of the Chwor belgoi 
  tribe. When Dregoth’s army passed through 
  the area in which the tribe resides, the belgoi 
  were forced to flee after having lost nearly 
  half their numbers to dray scouts. Since then 
  the Chwor have been feeding off fleeing 
  Raamites traveling south.  
   
  Tar’quat has potent psionic powers 
  which have made him the leader among his 
  peers. The belgoi leader wears amulets and 
  other trinkets made from humanoid bones.  
  He is also tall, contributing to his savage 
  appearance.  
   
  Tarinne Wavir: Female human Fighter 
  4/Rogue 2/Dune Trader 4; CR 10; Medium 
  humanoid (human); HD 4d10+12 plus 
  6d6+18; hp 85; Init +3; Spd 20 ft.; AC 18, 
  touch 13, flat-footed 15; Base Atk +8; Grp 
  +10; Atk +14 melee (1d6+6/18-20, wrist 
  razor); Full Atk +14/+9 melee (1d6+6/18-20, 
  wrist razor); SA sneak attack +1d6; SQ 
  agent, contact 2/week, evasion, fast talk, 
  integrative bargaining (diplomacy), 
  trapfinding; AL NG; SV Fort +8, Ref +8, Will 
  +8; Str 15, Dex 17, Con 16, Int 15, Wis 16, 
  Cha 18. 
   
  Skills and Feats: Appraise +12, Bluff +12, 
  Diplomacy +22, Gather Information +9, 
  Handle Animal +10, Intimidate +15, 
  Knowledge (Warcraft) +11, Listen +11, 
  Profession (Merchant) +16, Ride +10, Sense 
  Motive +11, Spot +10; Dodge, Exotic 
  
   
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  Weapon Proficiency (Wrist Razor), Hidden 
  Talent, Psionic Dodge, Trader, Weapon 
  Finesse, Weapon Focus (Wrist Razor), 
  Weapon Specializiation (Wrist Razor). 
   
  Powers Known (power points 2): 1st – know 
  direction and location. 
   
  Possessions: +2 wrist razor, breast plate 
  (ornately carved dune reaper shell), jade 
  necklace (worth 70 sp), 55 sp. 
   
  Tarinne Wavir is the granddaughter of 
  Tabaros Wavir, lord of his house.  When 
  Tabaros’ son Targ died during a raid on a 
  Wavir caravan six years ago, Tarinne 
  became the next most likely candidate to 
  succeed the venerable Wavir patriarch. 
  Unfortunately for Tarinne, however, 
  Tabaros does not believe that she is ready 
  for the responsibilities of ruling the mighty 
  House Wavir, and he refuses to hand her the 
  reigns of power to any appreciable degree.  
  As a consequence, Tarinne resorts to 
  underhand methods of seeing her will 
  carried out, primarily by concealing 
  information from Tabaros.  She enjoys the 
  tacit approval of many Wavir employees in 
  this behavior, as a great number of folk 
  within the house realize that Tabaros’ days 
  are numbered and the wily young Tarinne 
  had best be prepared to take his place 
  sooner rather than later. 
  Tarinne is in excellent physical shape, 
  her muscles toned from years spent on the 
  road battling raiders, pirates and other 
  unsavories in the name of her house.  She is 
  charming and intelligent to boot; combined 
  with her natural good looks, her aptitudes 
  lead many to believe that she stands to place 
  House Wavir at the head of the city of Balic 
  when she finally succeeds her grandfather 
  as house matriarch. 
   
  Tenpug: Male Mul Gla 5/Arena Champion 
  2; CR 7; Medium humanoid (dwarf); HD 
  7d12+21; hp 72; Init +3; Spd 30 ft.; AC 16, 
  touch 13, flat-footed 13; Base Atk +7; Grp 
  +12; Atk +13 melee (1d8+5/x3, iron 
  warhammer); Full Atk +13/+8 melee 
  (1d8+5/x3, iron warhammer) SA -; SQ arena 
  guile +2, armor optimization (studded 
  leather), crowd support +1, mercy, mul 
  traits, reputation, uncanny dodge; AL LN; 
  SV Fort +10, Ref +4, Will +2; Str 20, Dex 17, 
  Con 16, Int 15, Wis 13, Cha 11. 
   
  Skills and Feats: Bluff +10, Concentration 
  +7, Craft (weaponsmithing) +14, Intimidate 
  +11, Perform +8, Profession (artisan) +6, 
  Sense Motive +11, Tumble +7; Artisan, 
  Exotic Weapon Proficiency (heartpick), 
  Exotic Weapon Proficiency (wrist razor), 
  Hidden Talent, Improved Feint, Improved 
  Unarmed Strike, Weapon Focus 
  (warhammer). 
   
  Psionic Powers Known (power points 2, 
  save DC 10 + power level): 1st - defensive 
  precognition. 
   
  Possessions: warhammer (iron), studded 
  carru leather armor, ring of freedom of 
  movement. 
   
  Tenpug was a gladiator in the arena of 
  Nibenay, until he lost his left arm and 
  almost his life in a battle.  When he healed, 
  he was made an artisan slave and developed 
  a considerable aptitude for the crafting of 
  quality weapons. 
   
  During an expedition into the Crescent 
  Forest to gather materials, Tenpug’s slave 
  detail was attacked by warriors from Gulg.  
  With their guards dead, the slaves scattered, 
  unsure of what to do with their new-found 
  freedom.  An aged dwarf called Old Gralth 
  gave Tenpug the idea that the ex-slaves 
  could set themselves up as a tribe of 
  artisans, using the very skills that they had 
  learned as slaves to forge a new life for 
  themselves, far from the cities and their 
  undying lords. 
   
  Tenpug led the band into the east, not 
  stopping until they were at the very shores 
  of the Sea of Silt.  There they found a temple 
  of the ancients and decided to make it their 
  home, and there the band has remained ever 
  since 
   
  Tenpug presents an intimidating 
  appearance to those who do not know him 
  well, his scarred and scowling features 
  belying his gentle heart.  In truth, he is a 
  peaceful man who deeply loves the life he 
  has found far from the cities of the 
  Tablelands.  He spends as much of his time 
  as he can in silent work, toiling over the 
  crafting of fine weaponry and watching over 
  the band that has become his people. 
  
   
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  Toraus: Male Human Tem 8; CR 7; Medium 
  humanoid (human); HD 8d8+16; hp 55; Init 
  +2; Spd 20 ft.; AC 17, touch 12, flat-footed 
  15; Base Atk +6; Grp +7; Atk +8 melee 
  (1d4+1/x3, masterwork widow’s knife); Full 
  Atk +8/+3 melee (1d4+1/x3, masterwork 
  widow’s knife); SA -; SQ secular authority; 
  AL LN; SV Fort +8, Ref +4, Will +7; Str 13, 
  Dex 15, Con 14, Int 16, Wis 12, Cha 17. 
   
  Skills and Feats: Appraise +11, Bluff +11, 
  Concentration +10, Diplomacy +15, Forgery 
  +11, Gather Information +11, Heal +9, 
  Intimidate +13, Knowledge (religion) +11, 
  Sense Motive +9, Spellcraft +11; Exotic 
  Weapon Proficiency (widow’s knife), 
  Hidden Talent, Hidden Talent, Martial 
  Weapon Proficiency (carrikal), Martial 
  Weapon Proficiency (macahuitl), Psionic 
  Talent. 
   
  Psionic Powers Known (power points 4, 
  save DC 13 + power level): 1st - biofeedback, 
  prevenom weapon. 
   
  Possessions: masterwork widow’s knife, 
  shell armor, sigil, cognizance crystal (5 power 
  points), 24 ceramic pieces. 
   
  Toraus is a former templar of Dictator 
  Andropinis who took up service with House 
  Rees out of fear of being murdered after the 
  fall of his monarch.  Sly and treacherous, he 
  is not above bribery, but has the heart of a 
  coward.  Toraus maintains contacts with the 
  secretive cabal of templars led by Asthira, 
  but guards this connection with a fearful 
  intensity. 
  Toraus is a nervous fellow with short-
  cropped brown hair, pale blue eyes and an 
  uneasy smile.  He was once a well-toned 
  man but the recent years of service with 
  House Rees have added to his girth and 
  doubled his jowls and he is clearly 
  overweight. 
   
  Xion: Male Human Tem 5; CR 4; Medium 
  humanoid (human); HD 5d8+10; hp 36; Init 
  +3; Spd 30 ft.; AC 13, touch 9, flat-footed 13; 
  Base Atk +3; Grp +5; Atk +6 melee 
  (1d8+2/19-20, macahuitl); SA -; SQ secular 
  authority; AL CN; SV Fort +6, Ref +0, Will 
  +5; Str 14, Dex 8, Con 14, Int 10, Wis 12, Cha 
  15. 
   
  Skills and Feats: Appraise +3, Bluff +6, 
  Concentration +6, Diplomacy +6, Gather 
  Information +6, Heal +3, Intimidate +6, 
  Knowledge (local) +4, Literacy (common), 
  Sense Motive+4, Spellcraft +3; Improved 
  Initiative, Martial Weapon Proficiency 
  (macahuitl), Martial Weapon Proficiency 
  (warhammer), Quick Draw, Weapon Focus 
  (macahuitl). 
   
  Possessions: chitin armor, macahuitl, 
  sigil. 
   
  Xion was a middle-rank templar responsible 
  for food rationing, who got to his position 
  through unpredictable behavior and loose 
  alliances with other templars. While few 
  considered the quiet Xion an enemy or a 
  serious threat, he would suddenly strike 
  when least suspected with dire 
  consequences.  
  However, after Abalach-Re’s fall, Xion 
  gave up on his position and struggled  to get 
  enough funds to move to another city with 
  his companion Dara-Sin. Xion considered 
  selling her into slavery and eventually he 
  probably would, but for now he was content 
  with her satisfying his lusts.  
  Having witnessed Grogh-En leave the 
  Consecrated Sepulcher of Badna during the 
  dray invasion, Xion sought to capitalize on 
  this information. He went to the templar 
  Roal, but rather than paying him their 
  agreed upon price for the information, Roal 
  had Xion murdered and his body sent to the 
  Crematorium.  
  Xion was of average height, but 
  somewhat obese. His life as a templar was a 
  privileged one where food was always 
  plentiful. Xion had no facial hair, including 
  eyebrows, and a scar on his left cheek from a 
  battle in his adolescence.  
   
  
   
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  71 
  APPENDIX II: Artifacts 
   
   
  T
  Thhee  S
  Sttaarr  ooff  B
  Baaddnnaa  
   
  The Star of Badna is a perfect sapphire of 
  200 carats. It is the size of a human fist, the 
  largest gem of its kind ever found on Athas. 
  The gem is most often found embedded in 
  the chest of a badna zombie, a guardian who 
  is cursed with an undead existence by the 
  magic of the sapphire. When exposed to 
  moderate amounts of light, the Star of 
  Badna glows with an azure radiance. 
   
  History 
  After asserting herself as queen of Raam, 
  Abalach-Re proclaimed herself the servant 
  of a greater power (a supreme entity named 
  Badna from which she and her templars 
  drew their power). This was, of course, a 
  fraud, as the being known as Badna has 
  never existed. Hundreds of years ago, Raam 
  had the most plentiful mines on all of Athas, 
  which produced alabaster, sapphires, and 
  emeralds before being mined out several 
  King’s Ages ago. The largest gem to be 
  taken from these mines was a sapphire of 
  over 200 carats, and was accredited to be a 
  gift to Raam from Badna by the sorcerer-
  queen. Called the Star of Badna, it was often 
  displayed to the general populace as a way 
  to dupe Raamites into believing their 
  destiny was controlled by a great celestial 
  entity named Badna and not Abalach-Re. 
   
  Nearly 100 years after taking control of 
  Raam, Abalach-Re discovered the intentions 
  of Dregoth to complete his dragon 
  transformation. With Borys of Ebe still 
  rampaging across the Tablelands, none of 
  the other sorcerer-monarchs wanted the 
  Ravager of Giants to attain such power. 
  Hence, Abalach-Re planned to lead the 
  other former Champions to Giustenal and 
  kill Dregoth. Following weeks of seclusion, 
  she empowered the near-perfect Star of 
  Badna with magical wards that protected 
  the bearer from defiler-based spells, as well 
  as granting other protections and abilities. 
  With the aid of the Star of Badna, Abalach-
  Re and the other sorcerer-monarchs slew 
  Dregoth with ease. 
   
  Afterwards, Abalach-Re discovered that the 
  Star of Badna came with a horrible curse—
  one the sorcerer-queen was not willing to 
  pay. Unwilling to give up an artifact of such 
  power should she ever need it again, 
  Abalach-Re instead bequeathed the Star of 
  Badna to several high templars over the next 
  2,000 years (usually those she did not like). 
  This cycle continued until Abalach-Re’s 
  death at the hands of Sadira of Tyr in Free 
  Year 10, after which the Star of Badna 
  disappeared. The last known caretaker of 
  the Star of Badna was a human by the name 
  of Grogh-En, who disappeared after the 
  sorcerer-queen’s death and the riots that 
  followed. 
   
  Campaign Use 
  Outside of the Dregoth Ascending 
  adventure, the Star of Badna is a deadly 
  artifact for player characters to have. 
  Eventually, they’ll fall victim to its curse and 
  become evil NPCs. Characters should to 
  hide or attempt to destroy the sapphire 
  before its power falls into the wrong hands. 
   
  Abilities 
  The owner of the Star of Badna has spell 
  resistance 31 against spells cast by defilers 
  and spell resistance 19 against other spells 
  and effects.  The star comes with a curse, 
  however: Each month a creature possesses 
  the artifact, it must make a Will save (DC 10 
  + number of previous saves) or become a 
  badna zombie. 
   
  The star also grants its owner the following 
  abilities.  (A badna zombie can activate one 
  of these abilities each round as a free action.) 
   
  • As a standard action, the wielder can use 
  spell turning or a targeted mage’s disjunction 
  (DC 23) on a single creature affecting all its 
  magical items and spells in effect. Each of 
  these abilities can be used twice per day, at 
  caster level 20. 
   
  
   
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  • Once per day as a standard action, the star 
  can project a bluish ray of light at a creature 
  within 60 ft.  A target struck by the ray must 
  make a Will save (DC 23) or lose his 
  remaining prepared spells and/or spell 
  slots.  If the save is successful, the victim still 
  loses half his prepared spells and/or spell 
  slots of each spell level (rounded down).  
  The victim chooses which prepared spells to 
  lose. 
   
  Suggested Means of Destruction 
  • Subjected to a weight of 2,000 pounds, 
  one pound for every years of its 
  existence. 
  • Sealed in complete darkness for a 
  thousand years. 
   
   
  T
  Thhee  S
  Sccoorrcchheerr  
   
  The Scorcher was created by Rajaat at the 
  same time as the Silencer of Bodach, and 
  is a massive long sword. The Scorcher is 
  constructed of the same unidentifiable 
  red alloy as the Silencer, and is much 
  harder than enchanted steel. The 
  Scorcher's blade is perfectly smooth, and 
  the hilt contains a red glowing rune 
  identical to that of the Silencer. The hilt is 
  constructed of unbreakable obsidian, 
  wrapped in the hide of an ancient fire 
  drake. The pommel is a tooth from said 
  fire drake, and its point is razor sharp. 
  When used in combat, ebony flames 
  appear from the blade and burn 
  opponents with cold, black fire. 
   
  History 
  When Rajaat planned the Cleansing 
  Wars 4,000 years ago, the great defiler 
  warlord crafted three mighty weapons 
  to be given to his most favored 
  champions. The Silencer was given to 
  the left-hand of Rajaat, a warlord 
  named Irikos, who was later killed after 
  destroying the city of Bodach. The 
  second weapon, a long sword called 
  Scorcher, was given to the right-hand of 
  Rajaat-a warlord named Myron who 
  later became known as Myron the Troll 
  Scorcher, 4th Champion of Rajaat. And the 
  third was the Scourge, which was given to 
  Borys of Ebe. With the Silencer lost 
  following Irikos' death, Rajaat relied heavily 
  on Myron during his war with the 
  preservers of Athas, and with the help of the 
  Scorcher Rajaat succeeded. Next came the 
  Cleansing Wars. 
     As the terrible wars against the races of 
  Athas ensued, Myron of Yorum began to 
  question the moral implications of Rajaat's 
  intentions. Perhaps the warlord discovered 
  Rajaat's goal of returning Athas to a Blue 
  Age, and realized that the Champions 
  would also be slain. In the end, Myron's 
  treachery was discovered by Rajaat and he 
  was slain and replaced by Hamanu-who 
  became the new 4th Champion of Rajaat and 
  wielder of the Scorcher. 
     The Scorcher remained in Hamanu's 
  possession for years, and was the blade used 
  by the sorcerer-monarch of Urik to deal the 
  death-blow to Dregoth, the Ravager of 
  Giants. Shortly after killing the 3rd 
  Champion of Rajaat, Hamanu lost the 
  Scorcher in the Silt Sea near Giustenal. It is 
  believed that the assassins of Dregoth 
  witnessed how easily the Scorcher slew the 
  king of Giustenal, and it was agreed that 
  this weapon of Rajaat could pose a threat to 
  them some day-and was better off lost to all 
  of Athas. All traces of the Scorcher were 
  removed from the land, as the sorcerer-
  monarchs did not wish their subjects to 
  know of a weapon capable of killing them. 
     The long sword remained at the bottom 
  of the Sea of Silt for many centuries, until 
  being accidentally swallowed by a silt 
  horror. Later, the horror was killed 
  when it raided the shores of the village 
  of Cromlin and the artifact was 
  retrieved from its gullet by an ex-
  gladiator named Vorr. With the power 
  of the Scorcher, Vorr slew dozens of slave 
  raiders from Draj, Raam, and Nibenay, 
  before supposedly being killed by a 
  nightmare beast in the Valley of Trevain. 
   
  Campaign Uses 
  The Scorcher is a weapon capable of killing 
  the most powerful of Athas' creatures - a 
  sorcerer-monarch. Unlike the Silencer, the 
  Illus. by Rev. Ravenscrye Daegmorgan 
  
   
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  73 
  Scorcher is a more elegant weapon that 
  relies on its vast array of unique abilities to 
  achieve its end. Because of Myron's 
  powerful influence the Scorcher is 
  considered "neutral" in alignment, causing it 
  to be driven by whatever its possessor 
  desires most. If the wielder of the Scorcher is 
  intent on killing innocent villagers, the 
  sword lends its power to the gruesome task. 
  If the wielder wishes the death of a sorcerer-
  monarch, then the Scorcher wants nothing 
  more than to once again drink the blood of 
  Rajaat's champions. 
     The attitude of the Scorcher is not one of 
  good or evil, but of purpose. The Scorcher is 
  not a weapon that will ever hang on 
  someone's trophy wall. If the Scorcher is 
  ever without a purpose it is either lost by the 
  wielder, or it summons someone within a 30 
  mile radius that would have use of its 
  powers in some sort of campaign. This 
  challenger fights the wielder of the sword 
  for its possession, and the Scorcher's powers 
  do not work for the idle possessor. 
     The Scorcher's whereabouts since Vorr's 
  death are unknown. Rumor has it that the 
  blade can be found in the lair of a nightmare 
  beast that slew Vorr, though this is 
  speculation by the only witness to the 
  incident. 
   
  Abilities 
  When picked up, the Scorcher has the 
  following statistics:  
     The Scorcher is a +3 keen icy burst bane 
  longsword. The bane property is morphic; the 
  wielder chooses an individual, race or 
  organization, for which the weapon deals an 
  extra 2d6 points of damage. The bane 
  property can be changed 1/week as a 
  standard action. The weapon is very light in 
  its wielder's hand, so that the Weapon 
  Finesse feat can be used with it. The 
  Scorcher bestows constant blur and 
  protection from evil and good effects on its 
  wielder. It also grants its wielder fire 
  resistance 15. Additionally, the wielder of 
  the scorcher can use slay living 1/week, wall 
  of fire 1/day, true seeing 1/day and cure 
  serious wounds 3/day, each at caster level 20. 
   
  The Scorcher has even greater potential to 
  those who know how to unlock it. If a 
  character focuses on visualizing the 
  completion of his goal and succeeds at a 
  Charisma check (DC 15), the Scorcher has 
  the following statistics: 
     The Scorcher is a +6 speed keen icy burst 
  bane longsword. The bane property is 
  morphic; the wielder chooses an individual, 
  race or organization, for which the weapon 
  deals an extra 2d6 points of damage. The 
  bane property can be changed 1/week as a 
  standard action. The weapon is very light in 
  its wielder's hand, so that the Weapon 
  Finesse feat can be used with it. Physical 
  attacks made with the Scorcher ignore all 
  bonuses to AC originating from spells and 
  psionic powers, as well as psionic and 
  magical items. The Scorcher bestows 
  constant mind blank, blur and protection from 
  evil and good effects on its wielder. It also 
  grants its wielder fire resistance 30. 
  Additionally, the wielder of the Scorcher can 
  use slay living 1/week, wall of fire 1/day, true 
  seeing 1/day and cure serious wounds 3/day, 
  each at caster level 25.  
   
  A side effect of the activated Scorcher is that 
  the wielder develops a compulsion towards 
  completing his goal. The extent is 
  determined by the DM. 
   
  Suggested Means of Destruction 
  • Strike the weapon against the Silencer of 
  Bodach, shattering both blades. 
  • The blade is consumed by a water drake. 
   
   
  T
  Thhee  PPeeaarrll  ooff  tthhee  S
  Suunnrriissee  S
  Seeaa  
   
  This artifact appears as a half inch diameter 
  ivory pearl that is perfectly circular. Its 
  surface is absolutely smooth, and it is cool to 
  the touch even during the warmest of 
  Athasian days. 
   
  History 
  The Pearl of the Sunrise Sea is from a time 
  when oceans covered the face of Athas and 
  the world was ruled by halfling. Taken from 
  the depths of the ocean now called the Silt 
  
   
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  Sea, this item was the possession of one of 
  the nature-masters who help create the 
  Pristine Tower and destroy the encroaching 
  Brown Tide. With the coming of the Rebirth, 
  the pearl was left in the Pristine Tower by 
  the unknown halfling and was discovered 
  there six millennia later by Rajaat the First 
  Sorcerer.  
     Over the eons the Pearl had developed 
  certain abilities due to it proximity to the 
  Pristine Tower, powers the evil pyreen 
  quickly learn and utilized to his benefit. 
  During the height of the Cleansing Wars 
  Rajaat, displeased with Albeorn, Slayer of 
  Elves, gave the Champion the Pearl of the 
  Sunrise Sea to protect him from the 
  substantial psionic powers of the elven 
  kings. Soon after the Champions turned on 
  their master and Albeorn, later known as 
  Andropinis, took control of the city-state of 
  Balic. With the Pearl on his person, 
  Andropinis later participated in the 
  assassination of Dregoth. When Dregoth’s 
  superior psionic powers had no effect on 
  him, Andropinis swore he would study the 
  pearl to learn the extent of its capabilities. 
     In the years that followed Andropinis 
  uncovered the pearl’s powers, and the 
  limitation it imposes for such abilities. In the 
  end the sorcerer-monarch decided the 
  ancient artifact’s limitations outweighed its 
  abilities for a being of his power, and he hid 
  the pearl deep within the bowels of his city 
  and told no one of its location—even his 
  most trusted templars. As he was a 
  psionicist himself the pearl could be used 
  against him, and this made Andropinis 
  wary of the relic. 
   
  Campaign Uses 
  The Pearl of the Sunrise Sea is a potent artifact 
  to be sure, but not one that would have to be 
  restricted to NPCs. Should a player 
  character be willing to live with the 
  limitations imposed by the artifact, it can 
  become a powerful weapon. It’s important 
  to remember that evil as well as good can 
  possess the Pearl of the Sunrise Sea. Should a 
  character become renown through use of 
  this artifact, others may desire its power and 
  seek to kill him for it. 
   
  Abilities 
  • The possessor of the Pearl of the Sunrise Sea 
  is completely immune to psionic powers. 
  Though unaffected, the possessor becomes 
  instantly aware of the location and intent of 
  those trying to use psionics against him, 
  regardless of distance. Psionic feats may still 
  be used against the possessor.  
  • Once per day as a standard action, the 
  Pearl can emit a beam of white light at a 
  creature within 60 ft. The target struck by 
  the beam must make a Will save (DC 23) or 
  lose all remaining power points. If the save 
  is successful, the victim still loses half his 
  remaining power points. 
  • Three times per day as a standard action, 
  the possessor of the Pearl can detect psionics 
  within a radius of 100 yards. The possessor 
  of the pearl knows the exact location of all 
  beings with a power point reserve within 
  that radius. Additionally he senses all 
  powers being used and the targets of all 
  psionic powers. 
  • The possessor of the Pearl of the Sunrise Sea 
  is deprived of all psionic power while in 
  possession of the artifact. While no psionic 
  powers can affect him, he cannot manifest 
  powers of his own either. Nor can he use 
  psionic feats – though psionic feats may still 
  be used against him.  
   
  Suggested Means of Destruction 
  • Subjected to magical fire for 24 hours. 
  • Swallowed by a psurlon. 
  
   
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  75 
  APPENDIX III: New monsters 
  ZZO
  OM
  MBBIIEE,,  BBA
  AD
  DN
  NA
  A  
  The badna zombie is a cursed guardian of the Star of Badna, a powerful artifact created by the late 
  sorcerer-queen Abalach-Re. A creature in possession of the Star of Badna for 24 hours becomes 
  transformed by the artifact’s energy into an undead guardian. There can exist only one badna 
  zombie at a time. Should the Star of Badna be taken away, the zombie does everything it can to 
  capture the artifact again. If the zombie cannot recover the Star of Badna before the next possessor 
  is affected by the curse, or after a period of one year passes, the previous zombie crumbles to ash. 
   
  Once the curse takes hold, the possessor’s skin turns a wrinkled light blue in color, matching 
  the hue of  the Star of Badna. The claws, eyes, and teeth of the zombie become pitch black, though 
  its hair (if any) remains unchanged. The Star of Badna embeds itself in the center of the zombie’s 
  chest, and it can only be removed if the zombie suffers heavy damage. Though undead, the 
  badna zombie does not rot, preserved by the Star of Badna. Should it lose possession of the relic, 
  its body slowly decays until it again regains the artifact. The badna zombie cannot speak, though 
  it understands any languages it knew in life. If the zombie has telepathic psionic powers, it can 
  use those abilities for communication. The Star of Badna preserves the zombie’s intellect, allowing 
  it to think and reason. 
   
  A badna zombie is obsessed with the Star of Badna, to the point of having paranoid delusions 
  that everyone is trying to steal the artifact. For this reason, the zombie finds a deserted, remote 
  location where it can feel safe—though even then, the creature suffers from tortured anxiety over 
  having the sapphire taken away. Should the sapphire ever become separated from the zombie, 
  the creature suffers intense pain until it is returned or the zombie perishes. A badna zombie 
  always knows the location of the artifact if separated from it, being able to track it anywhere on 
  Athas. 
   
  A badna zombie needs no food or rest, guardianship of the Star of Badna being its sole 
  purpose. 
  Sample Badna Zombie 
  This example uses a 5th-level human templar / 8th-level servant of Badna as the base creature. 
   
  Human Badna Zombie, 5th-Level Templar / 8th-level Servant of Badna 
  Medium Undead (Augmented Humanoid) 
  Hit Dice: 13d12 (84 hp) 
  Initiative: +8 
  Speed: 50 ft. (10 squares) 
  Armor Class: 20 (+2 Dex, +4 natural, +1 studded leather armor), touch 12, flat-footed 18 
  Base Attack/Grapple: +9/+14 
  Attack: Claw +14 melee (3d6+5 plus disease) or masterwork bone short sword +14 melee 
  (1d6+4/19-20) 
  Full Attack: 2 claws +14 melee (3d6+5 plus disease), or masterwork bone short sword+14/+9 
  melee (1d6+4/19-20) and claw +9 melee (3d6+2 plus disease) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Disease, rebuke undead (+2 on checks), sigil, starchild 
  Special Qualities: Badna babble +4, damage reduction 10/magic, darkvision 60 ft., fast healing 3, 
  immune to surprise, immunities, riot control, secular authority, skitterish, slippery mind, spell 
  resistance 19 (31 against defiler spells), starfollower, subterfuge, undead traits, vulnerability to 
  pin 
  
   
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  76 
  Saves: Fort +10, Ref +5, Will +9 
  Abilities: Str 20, Dex 15, Con —, Int 12, Wis 4, Cha 16 
  Skills: Bluff +20, Concentration +8, Diplomacy +22, Disguise +15 (+17 acting), Gather 
  Information +10, Heal +5, Intimidate +18, Knowledge (local) +7, Knowledge (religion) +9, 
  Search +1 (+9 tracking Star of Badna), Sense Motive +7, Spellcraft +7, Spot –3 (+5 tracking Star of 
  Badna), Survival –3 (+5 tracking Star of Badna) 
  Feats: Combat Reflexes, Hostile Mind, Improved Initiative, Improved Natural Attack, Iron Will, 
  Martial Weapon Proficiency (longsword), Martial Weapon Proficiency (short sword), 
  Negotiator 
  Environment: Raam 
  Organization: Solitary 
  Challenge Rating: 15 
  Treasure: Standard plus the Star of Badna 
  Alignment: Neutral evil 
  Advancement: By character class 
   
  This gaunt humanoid has wrinkled, pale blue skin, and teeth, eyes, and claws of blackest ebony.  Embedded 
  in the center of its chest is a gleaming gem—and the creature snarls in jealous rage at your gazing on the 
  bauble. 
   
  Combat 
  In battle, the badna zombie is blindingly fast, striking with surprising speed and accuracy. The 
  influence of the artifact allows it to exercise skill, tactics and stratagems in battle, but these are 
  always dominated by its obsessive need to protect (or retrieve) the Star of Badna. As a result, the 
  creature often behaves foolishly or in predictable ways. Still, the badna zombie is aware of its 
  abilities and uses them to its advantage in combat. It can seem an almost unstoppable foe, and it 
  relishes the terror it instills in the service of its curse. 
   
  Disease (Ex): Supernatural disease—claw, Fortitude save DC 19 incubation period 1 round; 
  damage 1 point of ability damage to a random ability. The save DC is Charisma-based. 
   
  Unlike normal diseases, a badna zombie’s disease damages a creature’s ability scores each 
  round until cured. For this reason, the disease can never be cured naturally, but a remove disease 
  spell works as normal. 
   
  Starchild (Su): A badna zombie can use one power of the Star of Badna as a free action each 
  round. 
   
  Badna Babble (Ex): Even if the legends of Badna are but constructions of Abalach-Re’s, 
  Grogh-En uses the teachings to their full advantage. He gains a +4 bonus to Bluff and Intimidate 
  checks. 
   
  Immunities (Ex): When in possession of the Star of Badna, a badna zombie is immune to holy 
  water and attempts to turn undead. 
   
  Immune to Surprise (Ex): The servants of Badna’s paranoia eventually results in that they are 
  never caught off-guard. From 8th level, a servant of Badna can always act in the surprise round. 
  However, the servant of Badna loses sanity, reflected in a permanent 2 point Wisdom loss, which 
  cannot be restored, not even by a miracle or wish spell. 
   
  Riot Control (Sp): Servants of Badna are used to dealing with riots. When the servant of 
  Badna casts spells with the (Compulsion) descriptor requiring a Will save, such as calm emotions, 
  the save DC increases by 2. 
   
  Slippery Mind (Ex): This ability functions exactly like the rogue special ability of the same 
  name in the Player’s Handbook. 
   
  Skitterish (Ex): Servants of Badna are paranoid, expecting ambushes and assaults in any 
  situation. They gain a +2 bonus to initiative. This bonus stacks with the Improved Initiative feat. 
  
   
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  Spell Resistance (Ex): When in possession of the Star of Badna, the badna zombie gains spell 
  resistance 31 against spells cast by defilers and spell resistance 19 against other spells and effects. 
   
  Starfollower (Su): The badna zombie always knows the location of the Star of Badna if 
  separated from it, being able to track it anywhere on Athas. 
   
  Subterfuge (Sp): Raam is a chaotic city where not even templars feel safe in the streets, thus 
  they have learnt the art of subterfuge. Servants of Badna can alter their appearances as per the 
  disguise self spell once per day, granting a +10 bonus to Disguise checks. The duration of this 
  ability is 10 minutes/class level. 
   
  Vulnerability to Pin (Ex): An opponent can tear the Star of Badna from a badna zombie’s 
  chest by pinning the zombie when it has fewer than 10 hit points. The badna zombie loses the 
  special attacks and special qualities listed above (except for starfollower). If the opponent 
  possesses the artifact for more than one day, it becomes a badna zombie. 
   
  Possessions: Masterwork bone short sword, +1 studded leather armor of seeing (Jhakar & 
  Hardwood), Star of Badna. 
  Creating a Badna Zombie 
   
  “Badna zombie” is an acquired template that can be added to any living creature (referred to 
  hereafter as the base creature). 
   
  A badna zombie uses all of the base creature’s statistics and special abilities, except as noted 
  below. 
   
  Size and Type: The creature’s type changes to undead (augmented version of base creature).  
  Do not recalculate base attack bonus, saves or skill points. 
   
  Hit Dice: Increase all future and current Hit Dice to d12s. 
   
  Speed: The badna zombie has a base land speed of 50 feet, or the base creature’s land speed, 
  whichever is greater. 
   
  Armor Class: The base creature’s natural armor bonus improves by +4. 
   
  Attack: A badna zombie gains a claw attack with each hand. A badna zombie armed with a 
  weapon uses its claw or a weapon, as it desires. 
   
  Full Attack: A badna zombie armed with a weapon usually uses the weapon as its primary 
  attack along with a claw as a natural secondary attack, provided it has a free hand. 
   
  Damage: Badna zombies have vicious claw attacks that inflict a wasting disease upon those 
  struck. If the base creature does not have claw attacks, use the appropriate damage value from 
  the table below according to its size. Creatures that have other kinds of natural weapons retain 
  their old damage values or use the appropriate value from the table below, whichever is better. 
   
  Size 
  Damage 
  Fine 
  1d3 
  Diminutive 
  1d4 
  Tiny 
  1d6 
  Small 
  1d8 
  Medium 
  2d6 
  Large 
  3d6 
  Huge 
  4d6 
  Gargantuan 
  6d6 
  Colossal 
  8d6 
   
   
  Special Attacks: A badna zombie retains all the base creature’s special attacks and gains 
  those described below. Save DCs are equal to 10 + 1/2 badna zombie’s HD + badna zombie’s Cha 
  modifier unless otherwise noted. 
   
  Disease (Su): Supernatural disease—claw, Fortitude save, incubation period 1 round; damage 
  1 point of ability damage to a random ability. 
  
   
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  Unlike normal diseases, a badna zombie’s disease damages a creature’s ability scores each 
  round until cured. For this reason, the disease can never be cured naturally, but a remove disease 
  spell works as normal. 
   
  Starchild (Su): A badna zombie can use one power of the Star of Badna as a free action each 
  round. 
   
  Special Qualities: A badna zombie retains all the base creature’s special qualities and gains 
  those described below. 
   
  Damage Reduction (Ex): A badna zombie has damage reduction 10/magic. A badna zombie’s 
  natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. 
   
  Fast Healing (Ex): A badna zombie has fast healing 3. 
   
  Immunities (Ex): When in possession of the Star of Badna, a badna zombie is immune to holy 
  water and attempts to turn undead. 
   
  Spell Resistance (Ex): When in possession of the Star of Badna, the badna zombie gains spell 
  resistance 31 against spells cast by defilers and spell resistance 19 against other spells and effects. 
   
  Starfollower (Su): The badna zombie always knows the location of the Star of Badna if 
  separated from it, being able to track it anywhere on Athas. 
   
  Vulnerability to Pin (Ex): An opponent can tear the Star of Badna from a badna zombie’s chest 
  by pinning the zombie when it has fewer than 10 hit points. The badna zombie loses the special 
  attacks and special qualities listed above (except for starfollower), and its Challenge Rating 
  decreases by 2. If the opponent possesses the artifact for more than one day, it becomes a badna 
  zombie. 
   
  Abilities: Increase from the base creature as follows: Str +4, Dex +2, Wis –4.  As an undead 
  creature, a badna zombie has no Constitution score. 
   
  Skills: A badna zombie receives a +8 racial bonus on Search, Spot and Survival checks when 
  hunting the Star of Badna, due to its obsession with the location of its prized artifact. Otherwise 
  same as the base creature. 
   
  Environment: Raam (or wherever the Star of Badna is currently located). 
   
  Organization: Solitary. 
   
  Challenge Rating: Same as base creature +2 (+0 without the Star of Badna). 
   
  Treasure: As base creature, plus the Star of Badna. 
   
  Alignment: Always neutral evil. 
   
  Advancement: By character class. 
   
  Level Adjustment: Same as the base creature +5. 
   
  SSO
  O--U
  UTT  ((A
  ATTH
  HA
  ASSIIA
  AN
  N  RRA
  AM
  MPPA
  AG
  GEERR))  
   
  Large Magical Beast 
  Hit Dice: 14d10+84 (161 hp) 
  Initiative: +3 
  Speed: 50 ft. (10 squares) 
  Armor Class: 24 (-1 size, +3 Dex, +12 natural), touch 12, flat-footed 21 
  Base Attack/Grapple: +14/+25 
  Attack: Claw +20 melee (2d6+7 plus 1d6 acid) 
  Full Attack: 2 claws +20 melee (2d6+7 plus 1d6 acid) and bite +15 melee (2d8+3 plus armor 
  damage) 
  Space/Reach: 10 ft./5 ft. 
  Special Attacks: Acid, armor damage, fear aura 
  Special Qualities: Darkvision 60 ft., DR 15/metal, lowlight vision, metalsense 60’, power 
  resistance 30, scent, spell resistance 16 
  Saves: Fort +15, Ref +12, Will +4 
  
   
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  79 
  Abilities: Str 25, Dex 16, Con 22, Int 3, Wis 11, Cha 10 
  Skills: Hide +8*, Spot +7, Survival +5 
  Feats: Ability Focus (acid), Diehard, Endurance, Improved Sunder, Power Attack 
  Environment: Any land 
  Organization: Solitary 
  Challenge Rating: 13 
  Treasure: None 
  Alignment: Usually chaotic evil 
  Advancement: 15-28 HD (Huge); 29-42 HD (Gargantuan) 
  Level Adjustment: - 
   
   It rears up from behind the dune, a heavily scaled, gray hexaped with slavering jaws and an unthinking 
  rage in its blazing bestial eyes.  Its twin foreclaws bristle with talons the size of daggers and its four rear 
  limbs sport heavy pads that thump solidly into the sand as it comes lumbering down the slope. 
   
   A so-ut, also referred to as an athasian rampager, is a fierce carnivore known for its 
  unreasoning hatred of all manufactured items, especially those crafted from metal.  It is surmised 
  that the smell of such objects enrages so-uts.  Lone creatures, they sleep during the day and 
  emerge at dusk to hunt for prey. 
   A so-ut is covered in extremely thick scales, the coloration and texture of which assist it in 
  camouflaging itself during daylight hours.  It has eyes that glow a feral red and a vestigial horn 
  on its nose.  Although it has very poor hearing, a so-ut possesses an acute sense of smell.  A so-ut 
  is fifteen feet long and weighs four tons. 
   
  Combat 
   Although so-uts are meat-eaters, they usually attack intelligent creatures in order to destroy the 
  manufactured items that these creatures are carrying.  A so-ut always attacks the largest 
  manufactured object present, even if this object is something like a caravan or a building. It 
  attempts to destroy items made from metal in preference to all else.  Only when all such items 
  have been destroyed will it turn its attention to living beings.  Should it lose more than half its hit 
  points in the process of destroying manufactured items, it will, however, take the time to attack 
  and kill whomever is damaging it, before continuing with its destructive rampage. 
   A so-ut always opens an attack with a charge, often striking fear into the hearts of its targets in 
  the process. A so-ut attacks primarily with its claws, which secrete a corrosive acid that aids the 
  creature in decimating the objects of its ire. It also possesses a crushing bite that can punch clear 
  through the toughest armors. 
  Acid (Ex): A so-ut’s acid not only deals extra damage on successful claw attacks, it also 
  dissolves an opponent's armor and clothing, making those items useless immediately unless they 
  succeed at Reflex saves (DC 25). The save DC is Constitution-based 
  Armor Damage (Ex): If a so-ut hits with its bite attack, it tears at any armor worn by its foe, 
  dealing 4d8+6 points of damage to the opponent’s armor. Creatures not wearing armor are 
  unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor 
  may be repaired with a successful Craft (armorsmithing) check. 
  Fear Aura (Ex): When a so-ut charges, all creatures with less than 9 HD that are within 100 feet 
  of the so-ut when it begins the charge must make a Will save (DC 17) or become frightened for 
  2d8 rounds. Thri-kreen possess an ingrained racial immunity to this fear aura and are never 
  affected.  The save DC is Charisma-based. 
  Metalsense (Ex): A so-ut’s sense of smell is especially sensitive to the presence of metal.  A so-
  ut can detect the presence of any item made from metal within a 60-foot radius. 
   Skills: *A so-ut receives a +4 racial bonus to all Hide checks, due to its dun-colored scales. 
  
   
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  80 
  APPENDIX IV: Maps 
   
  Map 1: Sepulcher of Badna 
  
   
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  81 
  Map 2: Cromlin 
   
  
   
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  82 
   
  Map 3: The Lazy Mekillot Inn 
  
   
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  83 
   
  Map 4: The Dirty Lizard Inn 
  
   
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  84 
   
  Map 5: Random Encounters 
   
  
   
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  85 
  Open Game License 
   
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  The following text is the property of Wizards of the Coast, 
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