TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
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  www.wizards.com/d20.
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction.
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the
  adventure author or authors.
  Visit the LIVING GREYHAWK website at www.rpga.com.
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com.
  GRM7-03
  Who Sleeps Upon Your
  Bed?
  A One-Round D&D® LIVING GREYHAWKTM
  Gran March Regional Adventure
  Version 0.9
  by Michael Eshleman and Sean Flaherty
  Reviewers: Gran March Triad
  Circle Reviewer: Steven Conforti
  Playtesters: Earl Bailey, Michael V. Capps, Morgan Garcia-Lamarca, Lyman Green, Brett King, Joe
  Masdon, Sherrie Masdon, Eric Pelkey, Nick Perch, Jason Swanson, Daniel Wheeler
  A year and a day have passed since Watcher Corum Valstier, Most Gallant Hippogriff was abducted by
  the mysterious creature calling itself Maimbua.  The days have passed with breathtaking excitement, the
  days have passed with anxious anticipation, the days have passed with quiet dread.  In all the days come
  and gone nothing has been heard from Maimbua, but on a day of renewed hope everything changes. 
  Watch your step, as you never know what might lie beyond the next door.  A Gran March Regional
  adventure for APLs 6-12, and Part Five of the Outsiders In series.
  
  GRM7-02 Who Sleeps Upon Your Bed?
  [Round 1]
  Page 2
  Note: This module will be of significant interest to members of the Knights of the Watch, Church of
  Heironeous, worshippers of lawful good deities, and those who have participated in the other elements of
  the Outsiders In story arc (GRM5-01 The Commandant’s Parlor, GRM5-04IN The Lich Queen’s
  Vengeance, GRM5-08 Up a Winding Stair, GRM6-04 Curtains Drawn Around).
  Resources: Arms and Equipment Guide  [by Eric Cagle, Jesse Decker, Jeff Quick, and James Wyatt],
  Book of Exalted Deeds [by James Wyatt, Christopher Perkins, and Darrin Drader], Complete Adventurer
  [by Jesse Decker], Complete Arcane [by Richard Baker], Complete Warrior [by Andy Collins, David
  Noonan, and Ed Stark], Dungeon Master’s Guide II [by Jesse Decker, David Noonan, Chris Thomasson,
  James Jacobs, and Robin D. Laws], Fiend Folio [by Eric Cagle, Jesse Decker, James Jacobs, Erik Mona,
  Matt Sernett, Chris Thomasson, and James Wyatt], Fiendish Codex I: Hordes of the Abyss [by Ed Stark,
  James Jacobs and Erik Mona], Heroes of Battle [by David Noonan, Will McDermott, and Stephen
  Schubert], Libris Mortis [by Andy Collins and Bruce R. Cordell], Lords of Madness [by Richard Baker,
  James Jacobs, and Steve Winter], Manual of the Planes [by Jeff Grubb, Bruce R. Cordell, and David
  Noonan], Monster Manual II [by Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter],
  Monster Manual III [by Andy Collins, Andrew J. Finch, and Ed Stark], Planar Handbook [by Bruce R.
  Cordell and Gwendolyn F.M. Kestrel], Planescape Campaign Setting [by David “Zeb” Cook], Races of
  Stone [by David Noonan, Jesse Decker, and Michelle Lyons], Spell Compendium [by Matthew Sernett,
  Jeff Grubb, and Mike McArtor], Stormwrack [by Richard Baker, Joseph D. Carriker, Jr., and Jennifer
  Clarke Wilkes].
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 1
  RPGA® SANCTIONED PLAY
  Most likely you ordered this adventure as part of
  an RPGA even from the RPGA website, or you
  received it from your senior gamemaster. To play
  this adventure as part of the LIVING GREYHAWK
  campaign—a worldwide, ongoing D&D campaign
  set in the GREYHAWK setting—you must sanction it
  as part of an RPGA event. This event could be as
  elaborate as a big convention, or as simple as a
  group of friends meeting at the DM’s house.
  To sanction an RPGA event, you must be at
  least a HERALD-LEVEL gamemaster. The person
  who sanctions the event is called the senior
  gamemaster, and is in charge of making sure the
  event is sanctioned before play, runs smoothly on
  the date sanctioned, and then reported back to the
  RPGA in a timely manner. The person who runs
  the game is called the table Dungeon Master (or
  usually just DM). Sometimes (and almost all the
  time in the cases of home events) the senior
  gamemaster is also the table DM. You don’t have
  to be a HERALD-LEVEL GM to run this adventure if
  you are not the senior GM.
  By sanctioning and reporting this adventure
  you accomplish a couple of things. First it is an
  official game, and you can use the AR to advance
  your LIVING GREYHAWK character. Second player
  and DMs gain rewards for sanctioned RPGA play
  if they are members of the DUNGEONS & DRAGONS
  REWARDS program. Playing this adventure is worth
  two (2) points.
  This adventure retires from RPGA-sanctioned
  play on December 31, 2008.
  To learn more about the LIVING GREYHAWK
  character creation and development, RPGA event
  sanctioning, and DUNGEONS & DRAGONS REWARDS,
  visit the RPGA website at www.rpga.com.
  PLAYERS READ NO
  FARTHER
  If you are planning on playing this adventure, stop
  reading now. The rest of the information in this
  adventure is for the DM only. If you read farther
  than this section, you’ll know too much about its
  challenges, which kills the fun. Also, if you’re
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point
  makes you ineligible to do so.
  PREPARING FOR PLAY
  To get the most out of this adventure, you need
  copies of the following D&D books: Player’s
  Handbook, Dungeon Master’s Guide, and the
  Monster Manual.
  Throughout this adventure, text in bold italics
  provides player information for you to paraphrase
  or read aloud when appropriate. Sidebars contain
  important information for you, including special
  instruction on running the adventure. Information
  on nonplayer characters (NPCs) and monsters
  appear in abbreviated form in the adventure text.
  Full information on NPCs and monsters are given
  in the Appendices.
  Along with this adventure you’ll find a RPGA Table
  Tracking sheet. If you’re playing this adventure as
  part of an RPGA-sanctioned event, complete and
  turn in this sheet to your senior GM directly after
  play. You’ll also find a LIVING GREYHAWK
  Adventure Record (AR).
  LIVING GREYHAWK LEVELS
  OF PLAY
  Because players bring their own characters to
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s
  challenges are proportionate to the modified
  average character level of the PCs participating in
  the adventure. To determine this modified Average
  Party Level (APL) follow the steps below:
  1. Determine the character level for each of the
  PCs participating in the adventure.
  2. If PCs bring animals that have been trained for
  combat (most likely dogs trained for war),
  other than those brought by virtue of a class
  ability (such as animal companions, familiars
  paladin’s mounts) or the warhorse of a
  character with the Mounted Combat feat, use
  the sidebar chart to determine the number of
  levels you add to the sum of step one. Add
  each character’s animals separately. A single
  PC may only bring four or fewer animals of
  this type, and animals with different CRs are
  added separately.
  3. Sum the results of step 1 and 2, and divide by
  the number of characters playing in the
  adventure. Round to the nearest whole
  number.
  4. If you are running a table of six PCs, add one
  to that average.
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 2
  Throughout this adventure, APLs categorize the
  level of challenge the PCs face. APLS are given in
  even-numbered increments. If the APL of your
  group falls on an odd number, ask them before the
  adventure begins whether they would like to play a
  harder or easier adventure. Based on their choice,
  use either the higher or the lower adjacent APL.
  APL also affects the amount of experience
  and gold a PC can gain at the end of the
  adventure. If a player character is three character
  levels or more either higher or lower than the APL
  at which this adventure is being played, that
  character receives only one-half of the experience
  points and gold for the adventure. This simulates
  the fact that either the PC was not challenged as
  much as normal or relied on help by higher-level
  characters to reach the objectives.
  Furthermore, a PC who is four or more levels
  higher than the highest APL supported by the
  adventure may not play the adventure.
  LIVING GREYHAWK adventures are designed for
  APL 2 and higher. Four or five 1st-level characters
  may find the challenge of an APL 2 adventure
  difficult. Suggest the following to these groups to
  help increase their chances of success:
  1. Enlist a sixth player.
  2. Advise characters to buy riding dogs to help
  protect them, and fight for them.
  TIME UNITS AND UPKEEP
  This is a standard one-round Regional adventure,
  set in the Gran March.  Characters native to the
  Gran March pay one Time Unit per round, all
  others pay two Time Units per round.
  Adventurer’s Standard Upkeep costs 12 gp
  per Time Unit.  Rich Upkeep costs 50 gp per Time
  Unit.  Luxury Upkeep costs 100 gp per Time Unit.
  Characters that fail to pay at least Standard
  Upkeep will retain temporary ability damage until
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell
  component pouches and healer’s kits, and may
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this
  adventure.
  A character who does not pay for at least
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the
  character possesses four or more ranks in the
  Survival skill and succeeds at a Survival check
  (DC 20), the character will heal temporary ability
  damage as if he or she paid for Standard Upkeep,
  may refill spell component pouches and healer’s
  kits, and may restock up to 20 arrows or bolts if
  the character has at least four ranks in Craft
  (bowmaking).  The player is allowed to Take 10 on
  this roll.
  More information about Lifestyle and Upkeep
  can be found in the “Lifestyle and Upkeep” section
  of Chapter 3 of the LIVING GREYHAWK Campaign
  Sourcebook.
  ADVENTURE BACKGROUND
  The Outsiders In series began with GRM5-01 The
  Commandant’s Parlor in which heroes of Gran
  March discover yet another plot to assassinate the
  Commandant.  This time the assassins attempted
  to capture the Commandant, not just kill him (a
  fate from which he had proven to be easily
  resurrected).  The source of the plot was revealed
  by a githzerai prisoner as a shadowy figure known
  as Maimbua.  PCs thwarted the plan to hold the
  Commandant a prisoner on the Astral Plane with
  assistance of elite members of the 1st Battle and
  the Commandant himself.
  In the process, numerous citizens of Gran March
  took possession of githyanki silver swords and in
  an effort to reclaim these, the githyanki Lich
  Queen launches a counter assault on Gran March,
  which was the battle interactive GRM5-IN04 The
  Lich Queen’s Vengeance.  Knight Colonel
  Thero’kay’s 34th Provisional Battle drove off the
  incursion 
  at 
  Haradaragh 
  with 
  considerable
  assistance 
  from 
  the 
  adventuring 
  populace
  gathered there.  Rumors surfaced that one of the
  # of Animals
  Mundane
  Animals Effect
  on APL
  1
  2
  3
  4
  1/4 & 1/6
  0
  0
  0
  1
  1/3 & 1/2
  0
  0
  1
  1
  1
  1
  1
  2
  3
  2
  2
  3
  4
  5
  3
  3
  4
  5
  6
  4
  4
  6
  7
  8
  5
  5
  7
  8
  9
  6
  6
  8
  9
  10
  CR of Animal
  7
  7
  9
  10
  11
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 3
  commanding generals of the incursion was also
  the mysterious Maimbua.
  A few months later, a wave of plagues swept
  across the northwestern portions of Gran March in
  GRM5-08 Up a Winding Stair.  The source of
  these plagues was eventually identified as an
  undead creature hidden deep within the ruins
  thought to be Haradaragh, a minion of this same
  Maimbua.  Upon the creature’s destruction, an
  image of Maimbua appeared to its killers,
  threatening even more dire retribution and
  punishment for Gran March and Magnus Vrianian
  personally.
  Maimbua returned to Gran March once again in
  GRM6-04 Curtains Drawn Around, however this
  time it was to inflict personal pain upon both the
  Commandant and the Knights of the Watch. 
  Maimbua kidnapped Watcher Corum Valstier,
  Most 
  Gallant 
  Hippogriff 
  and 
  simultaneously
  murdered and coerced a sordid confession of
  misdeeds 
  from 
  Dispatcher 
  Erik 
  Thunder. 
  Maimbua then led the heroes on a chase across
  Gran March while distributing cursed magic items.
   Maimbua’s cursed magic items sparked a series
  of events which mirrored six cryptic passages left
  at the scene of the kidnapping.  Finally the heroes
  confronted Maimbua at the feet of a statue of
  Commandant Treyn, however the villain escaped
  once again with an injured (perhaps dead)
  Watcher Valstier in tow.
  ADVENTURE SUMMARY
  After his successful kidnapping (or murder) of
  Watcher Corum Valstier a year ago, the next step
  of Maimbua’s vendetta against Commandant
  Vrianian and Gran March has begun.  Maimbua
  has planned an excursion for the PCs to the
  otherworldly tavern where Magnus Vrianian cut his
  teeth as an extraplanar adventurer.  During their
  sojourn Maimbua plans to reveal to the PCs the
  exact nature of (in Maimbua’s mind at least)
  Commandant Vrianian’s sins. 
  Introduction 1A:
  The Invitation to Another World Maimbua
  extended to the PCs at the end of GRM6-04
  Curtains Drawn Around activates, instructing the
  PCs to proceed to the Seedy Wench tavern in
  Hookhill by sunset.
  Introduction 1B:
  PCs who have participated in previous
  Outsiders-In scenarios but who did not receive the
  invitation to another world (and who are not
  acquainted with any PCs at the table who did) as
  well as those who have not participated in the
  Outsiders In series are delivered a challenge by
  Maimbua and directions to be at the Seedy Wench
  tavern in Hookhill by sunset.
  Encounter One:
  The PCs converge on the Seedy Wench
  tavern.  The PCs acquaint themselves with one
  another.  The PCs proceed to the jakes of the
  tavern and are transported to the Bar None.
  Encounter 2A:
  The PCs take in the ambiance of the Bar
  None, and are hailed by Tiny who tells them he
  has a message for them from Maimbua.
  Encounter 2B:
  A (group of) rakshasa(s) intercept the PCs on
  their way to visit Tiny.  They proclaim themselves
  enemies of Maimbua, and fanatically attack the
  PCs.
  Encounter 2C:
  After the conflict a group of dabus enter the
  Bar None and clean up the mess.  The PCs
  converse with Tiny for a while, 
  receiving
  Maimbua’s riddle.  One PC finds himself sitting in
  a seat often occupied by Magnus Vrianian in days
  gone by.  If the PCs are lucky they receive a set of
  portal keys from Tiny.
  Encounter 2D:
  The PCs must solve Maimbua’s riddle by
  locating the portals and portal keys that activate
  them.  The PCs can also gather information from
  the patrons of the Bar None.
  Encounter Three:
  PCs foolhardy or stubborn enough to venture
  out into Sigil may do so.  Whether they are able to
  return is another matter.
  Encounter Four:
  The PCs locate an ancient Suel archmage
  who tutored Magnus Vrianian twenty years ago. 
  The PCs can find out from him about the aspect of
  Heironeous, and some bits of information about
  Maimbua as well.  PCs who are disrespectful may
  feel the archmage’s wrath, while those who are
  respectful will receive his reward.
  Encounter Five:
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 4
  The PCs locate an aspect of Heironeous
  engaged in a game of Texas Hold ‘Em with a
  collection of other aspects (including Murlynd). 
  The PCs are offered a cleansing of evil by the
  aspect of Heironeous.  PCs who honestly accept
  are cleansed of evil, while PCs who accept with
  deceit in their hearts will be branded.  Branded
  PCs and PCs who refuse the purification are
  thrust back to the Bar None.  Afterwards the PCs
  converse with the aspect of Heironeous and can
  learn about the Suel archmage, the beings of law
  (see Encounter 5) and Magnus Vrianian’s trips to
  the Abyss (see Encounter 6)
  Optional Encounter:
  This Encounter only takes place if one or more
  PCs possess githyanki silver swords.  If such is
  the case those PCs will be attack by a party of
  githyanki before departing the Astral Plane.
  Encounter Six:
  The PCs locate a realm of absolute law
  located 
  outside 
  the 
  traditionally 
  understood
  multiverse.  The beings of law tell the PCs about
  their dealings with Magnus Vrianian, and how
  some of their number left their strange plane and
  never returned.  The beings wish to accompany
  the PCs back to the Bar None to search for their
  missing comrades, but if they do they will be
  transmogrified in the same manner as their fellows
  were before.
  Encounter Seven:
  The PCs locate a portal to the Abyss and
  confront the portal’s guardian demons.  After a
  short while the true guardian (a balor) arrives and
  interacts with the PCs for a time before sending
  them packing back to the Bar None.
  Encounter Eight:
  The PCs locate Mar’idian’s home in exile on
  the Astral Plane.  The PCs converse with her and
  learn about her relationship with Magnus Vrianian
  in varying degrees of detail.  The PCs will most
  likely be unable to convince her to return to Oerth
  with them, but she will gladly plane shift them
  home.
  Conclusion A:
  The PCs return to Oerth without Mar’idian and
  make a report about their journey.  The PCs are
  told that Corum Valstier is declared officially dead,
  and reprimanded by the Commandant for delving
  into his personal life.
  Conclusion B:
  The PCs return to Oerth with Mar’idian and
  make a report about their journey.  Mar’idian is
  taken into custody by the Commandant.  The PCs
  are told that Corum Valstier is declared officially
  dead, and reprimanded by the Commandant for
  delving into his personal life.
  Epilogue:
  The PCs are left with lingering doubts about
  their recent experience, but they are thanked for
  their efforts by Brother Drakon, who explains a bit
  why he thinks the Commandant reacted to their
  news the way he did.
  PREPARATION FOR PLAY
  Determine which of the PCs participating in this
  adventure 
  have 
  participated 
  in 
  previous
  adventures in the Outsiders In story arc,
  specifically GRM6-04 Curtains Drawn Around. If
  any PCs participated in GRM6-04 Curtains Drawn
  Around check their ARs for that module to see if
  they possess the Invitation to Another World.
  PCs who possess the Invitation to Another
  World receive Introduction 1A.  All other PCs
  receive Introduction 1B.
  INTRODUCTION 1A: OLD
  ENEMIES
  Run this encounter for PCs who possess the
  Invitation to Another World on the AR for GRM6-
  04 Curtains Drawn Around.
  A warm, late spring morning in Hookhill
  finds you in the city’s main market.  While you
  review the wares of merchants from as far
  away as Thornward you hear a muffled voice
  emanate from somewhere on your person.  It
  seems to say “Enonrab, enonrab.”
  This is a magic mouth spell programmed to
  speak after 365 days are seen to pass.  The word
  is the deactivation command for the secret page
  spell cast upon the Invitation.  Once the PC digs
  the Invitation out of its storage place give the PC
  Player Handout #1 as the secret message is
  revealed.
  PCs have plenty of time to gather information
  if they wish (see DM Aid #1) as well as to go
  shopping or file a report to whomever they wish
  about their mission or whereabouts (military,
  church, Knights of the Watch, etc.)  Regardless of
  who they report to they will receive no special
  instructions.
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 5
  After the shopping and information gathering
  are complete proceed to Encounter 1.
  INTRODUCTION 1B: ENMITY
  RENEWED
  Run this encounter for PCs who do not possess
  the Invitation to Another World on the AR for
  GRM6-04 Curtains Drawn Around (either because
  they did not play the module, or for some reason
  did not gain that item).
  A warm, late spring morning in Hookhill
  finds you in the city’s main market.  While you
  review the wares of merchants from as far
  away as Thornward a young boy in ragged
  clothing approaches.  “Excuse me, sir [or
  madam] that man asked me to find you and
  give you this.”  So saying the boy hands you a
  letter and turns to point at someone.  He cocks
  his head curiously and says, “Well, he was
  right there a minute ago.  I hope the silver eh
  gave me doesn’t disappear.”
  Players of characters who have played other
  modules in the Outsiders In series should be given
  Player Handout #2.  Players of characters who
  have not played other modules in the Outsiders In
  series should be given Player Handout #3. 
  The boy does not know anything about the
  contents of the letter.  He will describe the
  stranger as a human man with a scruffy beard and
  fine clothes.  If the PCs ask to see the silver, the
  boy will become suspicious of their motives.  If
  they push the issue he will attempt to run off.  If he
  is caught and/or forced to show the coin, it is
  indeed a strange silver piece stamped with the
  words, “By Vlaakith’s Might.”  A DC 20 Knowledge
  (the planes) check tells the PC that Vlaakith is the
  Lich Queen that rules over the githyanki race with
  an iron hand.  If the PC has played GRM5-01 The
  Commandant’s Parlor or GRM5-04IN The Lich
  Queen’s Vengeance, they will receive a +5
  circumstance bonus to this roll.
  PCs have plenty of time to gather information
  if they wish (see DM Aid #1) as well as to go
  shopping or file a report to whomever they wish
  about their mission or whereabouts (military,
  church, Knights of the Watch, etc.)
  After the shopping and information gathering
  are complete proceed to Encounter 1.
  ENCOUNTER 1: DOWN THE
  RABBIT HOLE
  Conditions: The portal to the Bar None located in
  the Seedy Wench is not stable.  It is always in
  Hookhill, but never in the same place for more
  than a day, and it will move again at sunset. 
  Maimbua was able to anticipate its movement on
  this particular day, and so was able to direct the
  PCs here.  PCs who return to the Seedy Wench
  later will find that the portal is no longer there.
  Read the following for the players:
  You have made your way to the Seedy
  Wench 
  tavern, 
  quite 
  possibly 
  the 
  most
  spectacular dive in the city of Hookhill.  A
  number of other adventurers seem to have
  arrived at roughly the same time.
  Let the PCs introduce themselves, then ask
  them what they are doing.  After an appropriate
  amount of time nudge the party into going to the
  jakes by informing them that it is almost sunset. 
  Read PCs going to the jakes the box text below.
  You make your way to the indoor waste
  relief facility, or as it is called by non-military
  personnel, the jakes.  The smell is not nearly
  as wretched as you might have expected it to
  be, however in the time required to take a step
  forward into the tiny room you find yourself
  surrounded by a faint shimmer of opalescent
  light.  When your foot makes contact with the
  ground once again, you realize that you are not
  standing in the jakes of the Seedy Wench
  tavern in the city of Hookhill in the barony
  Dragus in the country of Gran March as
  common sense would usually have dictated. 
  Instead you are someplace wholly unfamiliar to
  you.
  The PCs who step through the portal proceed
  to Encounter 2A.  Determine the disposition of
  every 
  PC 
  before 
  proceeding 
  to 
  the 
  next
  Encounter.
  If any PCs do not enter the jakes read them
  the below box text (with appropriate modifications
  for PC actions).
  Your fellow adventurers make their way to
  what appear to be the jakes of this seedy
  establishment.  In what can only be described
  as either a feat of magic or of extraordinarily
  skilled mundane prestidigitation, file one after
  the other apparently unhindered into the tiny
  room.
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 6
  Assuming the PCs move to investigate…
  Moving to get a closer look, you find that
  they have disappeared, leaving behind a barely
  discernable shimmering opalescent portal in
  the doorway.  The portal is rapidly dissipating.
  Development: PCs who step through the
  portal proceed to Encounter 2A.  PCs who do not
  step through the portal before sunset should be
  given their ARs as their adventure ends here.
  ENCOUNTER 2A: WE’RE
  NOT IN DRAGUS ANYMORE
  DM Note:  During the PCs’ time at the Bar None
  give the players Player Handouts #5, #6 and #7
  when they venture onto the relevant floors.  This
  will speed up play, as the players can just point to
  where on the map they want to go, rather than you
  having to draw out the map as they go or give
  them boring verbal descriptions of the relatively
  featureless second floor.  Refer to DM Aids #3, #4,
  and #5.
  The establishment you have arrived in is
  sprawling, with 20’ wide hallways and 30’ high
  ceilings.  It is occupied mostly by booths of
  various sizes, from those suitable to medium
  and small size creatures to those capable of
  comfortably holding large and huge creatures.
   The booths themselves appear to be prison
  cells from a variety of different planes of
  existence, but they all share one common trait:
  all of their bars have been rent asunder.
  You currently occupy a large booth near a
  bar of titanic proportions, and behind it stands
  a man of equal stature.
  Creatures: Antaeus or ‘Tiny’: CN Male
  Titan see Monster Manual page 242.
  The proprietor is a chaotic neutral Titan
  named Antaeus (AKA Tiny) who keeps his own
  brand of order in the place.  He doesn’t mind a bit
  of roughhousing (of course the titan’s sense of ‘a
  bit’ is probably far from what a normal person’s
  might be).  He is in general good natured and has
  a fondness for the naiveté of primes.  He also likes
  to watch the ebb and flow of traffic through his bar,
  and won’t let things get too out of hand.  Tiny is
  sensitive to the dangers of Sigil to newcomers,
  and will attempt to dissuade any PCs from
  venturing outside the Bar None.  The second floor
  of the Bar None consists of meeting rooms that
  are empty at the moment.  If Tiny’s attitude is
  adjusted to Friendly he will allow the PCs to rent
  one to rest in at the cost of APL x 50gp.  If Tiny’s
  attitude is adjusted to Helpful the price drops to
  APL x 30gp.
  Maimbua has engaged his services to deliver
  a letter to them.
  As soon as the every member of the party
  who will be participating in the adventure has
  entered the Bar None, Antaeus calls out to them
  from behind his massive bar.
  The titanic man behind the bar notes your
  presence and calls you to you.  “Hoi, berks! 
  Yeah, you primes that just came in, I’ve got a
  message for you from Maimbua!”
  ENCOUNTER 2B: THE
  FRIEND OF MY ENEMY IS MY
  ENEMY
  Conditions: There is sufficient shadow in this
  area for creatures to freely use hide in plain sight,
  shadow jump, or other abilities requiring the
  presence of shadows.  See DM Aid #2: Rules of
  the Planes for the game mechanic aspects of
  adventuring in Sigil.
  Creatures: The rakshasa(s) in this encounter
  possess the attitude of Fanatic (they hate
  Maimbua that much).  This means that their
  attitude can’t be further adjusted by the use of
  skills.  Note that the other adjustments for the
  fanatic attitude (+2 Str, +2 Con, +1 morale on Will
  saves, -1 AC) are not used here. 
  If captured the rakshasa(s) demand to be put
  to an honorable death by the sword and reveal
  only that their clan has a feud with Maimbua.  The
  rakshasa(s) do not know why, but their clan elders
  have declared gjakmarrja (blood feud) against
  Maimbua.  The rakshasa(s) know that he
  frequents the Bar None, and so have stationed
  themselves here in the hopes of killing him.  In the
  absence of the actual article, they are more than
  happy to eliminate any of Maimbua’s cat’s-paws. 
  The 
  rakshasa(s) 
  know 
  nothing 
  else 
  about
  Maimbua.
  APL 6 (EL 9)
  Rakshasa (1): hp 52; eyes of the eagle, oil of
  align weapon [evil], oil of align weapon [good]; see
  Monster Manual page 211.
  As you exit the booth to make your way to
  the bar, a strange furred humanoid steps out
  from the booth next to yours.  It is dressed in
  
  GRM7-02 Who Sleeps Upon Your Bed?
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  brightly colored silk clothing, bears a tiger-like
  head, and perhaps most disturbing of all its
  palms are where the backs of its hands should
  be. “I couldn’t help overhearing that you work
  for Maimbua.  That is the last mistake you will
  ever make, Clueless.”
  Before the PCs can respond, the rakshasa
  attacks.
  APL 8 (EL 10)
  Rakshasa (1): hp 52; eyes of the eagle,
  mantle of second chances, oil of align weapon
  [evil], oil of align weapon [good]; see Monster
  Manual page 211.
  As you exit the booth to make your way to
  the bar, a strange furred humanoid steps out
  from the booth next to yours.  It is dressed in
  brightly colored silk clothing, bears a tiger-like
  head, and perhaps most disturbing of all its
  palms are where the backs of its hands should
  be. “I couldn’t help overhearing that you work
  for Maimbua.  That is the last mistake you will
  ever make, Clueless.”
  Before the PCs can respond, the rakshasa
  attacks.
  APL 10 (EL 13)
  Naztharune Rakshasas (2): hp 93 each; see
  Appendix 4.
  As you exit the booth to make your way to
  the bar, a pair of strange darkly-furred
  humanoids step out from the booth next to
  yours.  They are dressed in dark clothing, bear
  a tiger-like head, and perhaps most disturbing
  of all their palms are where the backs of their
  hands 
  should 
  be. 
  “We 
  couldn’t 
  help
  overhearing that you work for Maimbua.  That
  is the last mistake you will ever make,
  Clueless.”
  Before the PCs can respond, the rakshasas
  attack.
  APL 12 (EL 15)
  Naztharune Rakshasas (4): hp 93 each; see
  Appendix 5.
  As you exit the booth to make your way to
  the bar, a group of four strange darkly-furred
  humanoids step out from the booth next to
  yours.   They are dressed in dark clothing, bear
  a tiger-like head, and perhaps most disturbing
  of all their palms are where the back of their
  hands 
  should 
  be. 
  “We 
  couldn’t 
  help
  overhearing that you work for Maimbua.  That
  is the last mistake you will ever make,
  Clueless.”
  Before the PCs can respond, the rakshasas
  attack.
  Tactics:
  APL 6: The strictures of the gjakmarrja require
  that the rakshasa challenge his foe openly (which
  they have done in the box text).  The rakshasa
  does not begin this encounter with any of its spells
  precast.  The rakshasa will play with the PCs like a
  cat plays with its food.  It does not consider them a
  threat and will not cast any of its spells unless it
  feels its life is in immediate danger.  Then it will
  most likely begin casting magic missile at the PC it
  deems as the biggest threat.  At this APL if the
  PCs are in danger of a TPK Tiny will step in and
  save them if necessary.
  APL 8: The strictures of the gjakmarrja require
  that the rakshasa challenge his foe openly (which
  they have done in the box text).  At this APL the
  rakshasa has precast its mage armor spell.  The
  rakshasa will treat the fight seriously, but attack
  only with its natural weapons.  On the first round of
  combat the rakshasa will cast bear’s endurance
  on itself.  The rakshasa does not consider the PCs
  to be a serious threat and will not cast any
  offensive spells unless he feels that his life is in
  immediate danger.  Then he will most likely begin
  casting suggestion on the most dissolute looking
  PCs, suggesting that they give up the fight and
  instead go have a drink at the bar on the
  rakshasa’s tab.
  APL 10: The strictures of the gjakmarrja
  require that the rakshasas challenge their foes
  openly (which they have done in the box text),
  however after the initial challenge they are
  permitted to use stealth if they wish.  The
  rakshasas will attempt to flank and take down the
  most available opponent.  If they get in too much
  trouble with a heavy melee fighter they will use
  their brutal surge to attempt to bull rush him away
  and deny him his next full attack, and if that
  doesn’t work they will attempt to hide in plain sight
  using an available shadow.
  APL 12: The strictures of the gjakmarrja
  require that the rakshasas challenge their foes
  openly (which they have done in the box text),
  however after the initial challenge they are
  permitted to use stealth if they wish.  The
  rakshasas will attempt to flank and take down the
  most available opponent.  If they get in too much
  trouble with a heavy melee fighter they will use
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 8
  their brutal surge to attempt to bull rush him away
  and deny him his next full attack, and if that
  doesn’t work they will attempt to hide in plain sight
  using an available shadow.  Their leader will use
  his hide in plain sight ability during the first round
  to observe the PCs and pick out the spot where he
  will be most effective.  The leader’s primary
  targets 
  are 
  incorporeal 
  enemies 
  (especially
  shadow companions of PC Shadowdancers) on
  which he will use his ghost strike short sword, and
  if any PC has displacement or a similar defensive
  illusion he will attempt to dispel it with his illusion
  bane short sword.
  Treasure:
  APL 6: L: 0 gp, C: 800 gp, M: eyes of the
  eagle (208 gp), 2 oil of align weapon [evil] (25 gp
  each), 2 oil of align weapon [good] (25 gp each).
  APL 8: L: 0 gp, C: 800 gp, M: eyes of the
  eagle (208 gp), mantle of second chances (500
  gp), 2 oil of align weapon [evil] (25 gp each), 2 oil
  of align weapon [good] (25 gp each).
  APL 10: L: 37 gp, C: 800 gp, M: 2 eyes of the
  eagle (208 gp each), 2 mantle of second chances
  (500 gp each), 4 oil of align weapon [evil] (25 gp
  each), 4 oil of align weapon [good] (25 gp each), 2
  +1 brutal surge feycraft cold iron longsword (652
  gp each), 2 +1 deflecting flaming surge short
  sword (859 gp each), 2 +1 easy traveling feycraft
  mithral chain shirt (342 gp each),
  APL 12: L: 75 gp, C: 800 gp, M: 4 eyes of the
  eagle (208 gp each), 4 mantle of second chances
  (500 gp each), 8 oil of align weapon [evil] (25 gp
  each), 8 oil of align weapon [good] (25 gp each), 3
  +1 brutal surge feycraft cold iron longsword (652
  gp each), 3 +1 deflecting flaming surge short
  sword (859 gp each), 3 +1 easy traveling feycraft
  mithral chain shirt (342 gp each), +1 ghost strike
  hellforged short sword (1,651 gp), +1 illusion bane
  short sword (776 gp), +1 anti-impact fireshaped
  mithral chain shirt (367 gp).
  ENCOUNTER 2C: GETTING
  YOUR BEARINGS
  Creatures: Among the patrons of the Bar None is
  the following:
  Brightstar: LG Male Trumpet Archon see
  Monster Manual page 18.
  A DC 15 Diplomacy check will convince
  Brightstar to stop his off-duty drinking and cast
  spells for the PCs.  He charges normal PHB prices
  for any spell he casts, and will only cast spells for
  the PCs out of combat (from those listed in the
  Monster Manual).
  After the PCs have finished looting the
  corpses of their foes six dabus (see DM Aid #10)
  arrive.
  Several humanoid creatures with gray skin,
  goat like horns, flowing robes and a shock of
  white hair enter the room from a set of large
  double doors to your left.  They float a few
  inches above the ground and are surrounded
  by strange symbols which constantly shift,
  move, 
  disappear 
  and 
  reappear. 
   
  The
  humanoids slowly and deliberately pick up the
  bodies of your fallen foes, and then float back
  out through the door.
  Allow the PCs to interact with the dabus if they
  wish.  After the PCs have had their fill of the
  mysterious creatures, they should continue to
  move toward the bar.  If the PCs do not, Antaeus
  will beckon them again.
  Making your way, perhaps now a bit more
  cautiously, to the bar you note the odd
  assortment of creatures who occupy the
  booths you pass.  In one you see a group of
  eladrin drinking with a group of demons.  In
  the next you see some tieflings sharing a meal
  with an angel and some sort of elemental
  creature.  Continuing onward you finally reach
  the bar to discover that it is 12’ high.  Stairs
  are carved into the sides of some of the
  massive 12’ high ‘barstools’ which lead
  upward to the top of the stools, placing you on
  a level with the bar.  At the top of stool you
  find a five-foot diameter platform with an
  appropriately sized chair and a small table.
  “Please, have a seat!  I apologize for the
  trouble, berks.  I’m glad you weren’t killed
  during your first visit to the Bar None!”  He
  laughs so loudly your ears ring afterwards.
  “My name is Antaeus, but you can call me Tiny
  just like everybody else does.  I run this
  ramshackle collection of former prison cells. 
  Here, I’ve been paid to deliver this to you upon
  your arrival.”  He seems to concentrate for a
  second and then a piece of parchment
  levitates from a fold of his clothing and
  deposits itself in front of you.  He pats the
  huge mummified elf hand which hangs around
  his neck.  “This thing makes my life so much
  easier!”
  Give the players Player Handout #4.
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 9
  One of the PCs has unknowingly sat in a chair
  often occupied by Magnus Vrianian when he
  frequented the Bar None.  Choose the PC most
  likely to appreciate the coolness of sitting in a
  chair once occupied by Magnus Vrianian.  Here
  are a set of descending guidelines for you to use.
  1. High ranking officers or NCOs in the Gran
  March army / Knights of the Watch.
  2. Corporals or Soldiers in the Gran March
  army / Squires of the Watch.
  3. PCs with appropriate Knowledge skills or
  Bardic Knowledge.
  4. Gran March regional PCs.
  5. Everybody else.
  For the selected PC read the following:
  As you settle into your chair you find it to
  be more comfortable that it has a right to be. 
  You notice the scoring left by countless beings
  in a variety of languages.  The wood of the
  chair is worn smooth, varnished by time and
  the sweat of innumerable creatures.  Your eyes
  are drawn to a single word which causes them
  to stop.  You see carved into the arm of the
  chair ‘Vrianian’.
  Antaeus is more than willing to answer the
  PCs’ questions.
  If PCs remark on the strange chair-stair-
  stools:
  “Oh, I got the idea for those from my friend
  Grunab.  He runs an inn called the Whistling
  Fish on the Prime.  Gods, I haven’t seen him in
  ages!”
  What is a berk (or prime, or Clueless)?
  “Why, you are!” he laughs.  “Anybody
  who’s not from Sigil and who obviously
  doesn’t know his way around is a berk.  We
  also call ya primes, ‘cause that’s where your
  from.  Or Clueless, from back when the
  factions had a lot more pull in the Cage.”
  What is a basher?
  “Just a regular body around the Cage.”
  Factions?
  “Yeah.  They used to pretty much run the
  Cage, but they got out of hand so about six
  years ago the Lady banned ‘em all.  Some of
  them left completely, and others stuck around
  but didn’t keep any sort of formal association. 
  Things have been kind of strange since then.  I
  guess change has a way of making you feel
  that way.
  What is Sigil (or the Cage, or where are we)?
  “The City of Doors you primes call it.  We
  just call it the Cage.  Sigil’s got tons of portals
  that can get you pretty much anywhere in the
  multiverse, if you know where the portals are
  and know the right portal keys.  And don’t
  think you can use any of that fancy magic to
  get into and out of Sigil, ‘cause it won’t work. 
  That’s why they call it the Cage.  The only
  ways in and out are the portals.”
  What are portal keys?
  “Portal keys are what you’ve got to have to
  activate a portal, and its how a body gets in
  and out of the Cage.  They’re not magic or
  anything, just something specific to the portal
  you’re trying to get through.  A lot of times
  they have an affinity for what’s on the other
  side of the portal.  The same key won’t get you
  back to where you came from.”
  Where are the portals (how many of them are
  there, etc.)?
  “Pretty much any opening you could walk,
  crawl or squeeze through could be a portal in
  the Cage.  Not all of them are though, and
  those that are don’t always stay in one place or
  work all the time.”
  Why doesn’t somebody conquer the city if
  there are all these portals leading into it?
  “Well, I could go into how the Cage is a
  useful place to have around so that the
  celestials and tanar’ri and baatezu and whatnot
  can get along at least somewhere without
  having to worry about their eternal wars.  Or I
  could tell you how it’s the one place in the
  multiverse that you can get pretty much
  anything you ever heard of.  But the real
  reason is that the Lady doesn’t allow it.”
  Who is the Lady?
  “The Lady of Pain.  She runs the Cage and
  keeps things from falling apart for the most
  part.  The Dabus work for her and generally
  keep up maintenance on the city.  She makes
  sure no gods or demon lords come mucking
  about the place.”
  Dabus?
  “Those fellas that came and took care of
  those rakshasa bodies.  Nobody knows what
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 10
  goes on in those heads of theirs, but you could
  always go and ask Fell.  He fell in with some
  god or another a few years back, and the Lady
  destroyed the god and his temple but let Fell
  live.  He runs a tattoo parlor in the Grand
  Bazaar, but most folks steer clear of him in
  case the Lady decides to wipe him and his
  customers out one day.”
  Who is Maimbua / What do you know about
  Maimbua?
  “I don’t exactly know.  Every time he
  comes through here he looks like a different
  basher.  He seems keen on asking about
  Vrianian though.”
  When was the last time Maimbua came
  through here?
  “A couple of days ago.  He paid me with
  gith silver to hail you when you arrived and
  give you that note.”
  Why are you working for Maimbua?
  “Eh, why not?  It’s a laugh, innit?”  Tiny
  chuckles.  “Besides, I can always use a bit of
  spare coin.”
  But Maimbua’s evil…
  “You’ve got a lot to learn about the
  multiverse, berk.”
  Do you know anything about Corum Valstier?
  “I don’t know who that is.”
  What do you know about Magnus Vrianian?
  “Oh, that Maimbua character always asks
  about him.  He used to come around here a lot
  about a couple decades or so ago.  I remember
  he got to feel like a basher pretty fast for a
  berk.  He got to know his way around a few of
  the portals around the Bar None and spent
  some time about the Cage too.”
  Was Magnus Vrianian ever in here with
  anybody particular that you remember?
  “Now that you mention it, he did come
  through here with some mercanes one time.  I
  remember thinking it was odd, them not being
  the sort to spend time outside their shops with
  a body who isn’t a mercane too.  They’re a
  strange lot.  They’ll sell you anything quick-as-
  you-like, but try to cozy up to one and its like
  you just started conversing with a statue.  Only
  I’ve met statues that were friendlier!”  Tiny
  chuckles.
  A Knowledge (the planes) check will reveal
  the following information about mercanes:
  • 
  17 – Mercanes are a race of extraplanar
  merchants.  They are approximately
  twelve feet tall and are hairless with blue
  skin and an extra joint in each digit.
  • 
  22 – Mercanes are an extremely insular
  society when not conducting business. 
  They only have truck with other races
  during business transactions, at all other
  times they seclude themselves in their
  enclaves.  Vrianian must have gone to
  considerable 
  lengths 
  to 
  keep 
  their
  company.
  • 
  27 – Mercanes can be powerful wizards,
  but even a mercane with no wizard
  training can dimension door, plane shift,
  and summon a Leomund’s secret chest.
  • 
  32 – Mercanes can communicate via
  telepathy, and have a natural resistance to
  magic.
  What clan did Magnus deal with?
  “I can’t remember their name.  I think they
  moved on from the mercane about a year after
  Magnus stopped coming by.”
  When the PCs start asking Tiny questions
  about Vrianian have them make a Diplomacy
  check in order to move Tiny’s attitude to Helpful. 
  Tiny’s initial attitude is equivalent to how the PCs
  have behaved toward him.
  • 
  If the PCs have been Hostile the DC is 50.
  • 
  If the PCs have been Unfriendly the DC is
  40.
  • 
  If the PCs have been Indifferent the DC is
  30.
  • 
  If the PCs have been Friendly the DC is
  20.
  If the PCs can prove that they know Vrianian
  (this is up to the judge’s discretion) then Tiny’s
  attitude will adjust one step toward Helpful.  For
  example if the PCs prove they know Vrianian and
  they had been Friendly to Tiny then they would
  automatically succeed on the Diplomacy check,
  and if they had been Indifferent to Tiny then the
  DC of their Diplomacy check would only be 20.
  If the PCs succeed in adjusting Tiny’s attitude
  to Friendly read the following box text.
  “You berks strike me as decent folk. 
  Magnus asked me to hold this stuff for him
  when he was coming through here regular-like,
  and he never came and picked it up.  I figure
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 11
  he might want it back, and was wondering if
  you could get it back to him for me?  Who
  knows, maybe it will help you out while you’re
  here too.”  A belt with many pouches attached
  floats from behind the counter.
  The belt has five pouches attached. 
  Ask if the PCs open the pouches (they are not
  trapped or locked in any way).  If they do, read the
  following:
  Opening each pouch carefully you find that
  the first is filled with sand.  The second
  contains a wooden disk with a carving of a
  gauntleted hand grasping six arrows.  The
  third contains a stone of some kind.  The
  fourth contains a small bone. The fifth
  contains a small fish hook.
  These are the keys for the portals Magnus
  used most often from here.  He left them with Tiny
  as a contingency plan in case his own keys were
  lost somehow.  Note which character takes
  possession of this, as he will be able to activate
  most of the portals in the module from now on
  (even if he doesn’t know he can).
  Treasure:
  All APLs: If the PCs successfully
  adjust Tiny’s attitude to Helpful he will also offer to
  sell them an Official Bar None everfull mug.
  Development: If the PCs stay in the Bar None
  and go on the scavenger hunt, proceed to
  Encounter 2D.  If the PCs insist on venturing out
  into Sigil itself proceed to Encounter 3.  If the PCs
  return to the portal where they entered the Bar
  None with the proper portal key they will be
  returned to Hookhill at a random location within
  the city (DM’s choice). 
  ENCOUNTER 2D: A
  HUNTING WE WILL GO
  Notes about Gather Information:
  While in the Bar None the PCs may wish to
  make several Gather Information checks.
  • 
  Spending some coin (5gp) will add a +2
  circumstance bonus to the check.
  • 
  If the PC wishes to avoid interacting with a
  particular class of creature (like evil
  outsiders or good outsiders) this will add a
  -2 circumstance penalty to the check.
  Refer to DM Aid #7 for the results of Gather
  Information checks.
  Refer to DM Aid #6 Maimbua’s Riddle.  The
  important thing to note about this section is that it
  might drag.  It is your job as the judge to nudge
  the players in the right direction if they get too
  bogged down or hung up on a particular clue.  You
  might suggest to them that they don’t necessarily
  have to solve the riddles in order.  The riddle
  encounters are set up in a matrix fashion, though
  proceeding in order is the most advantageous
  path.  This should be fun, not like pulling teeth. 
  Also, once they solve one riddle the others should
  follow rather quickly.
  If the PCs do not already possess the
  appropriate portal keys they will have to gather
  them from around the Bar None.  They can make
  Search or Gather Information checks for each item
  (once they figure out what it is).  Give the PCs
  circumstance bonuses to these checks if they
  specifically state they are searching for the correct
  item.
  • 
  DC 5 – Handful of dust gathered from any
  corner of the Bar None.
  • 
  DC 10 – Bone, taken from a dish yet to be
  cleared away from a booth.
  • 
  DC 15 – Symbol of Hextor, from a huge
  pegboard near the door with wooden holy
  symbols of every deity from every plane in
  existence.  There are five symbols for
  each deity, and Tiny sells them for 1gp
  each.  He conducts a brisk trade, he says,
  since losing your holy symbol will quickly
  get you killed in a place as dangerous as
  the Cage.  Of course once the PCs figure
  this out they can most likely make their
  own
  • 
  DC 20 – Lodestone, from a metal plaque
  near the bar engraved with the weekly
  specials.  The lodestone is currently
  positioned next to Catch of the Day:
  Acheron puffer fish.
  Refer to the maps for the location of each of
  the portals.  If you are running low on time (or
  think it might be too tedious to have the PCs
  search for the portals) you can have the PCs
  make Spot or Gather Information checks to locate
  each of the portals (whichever they prefer).  The
  DC of either check is 20.
  Development:  Here is a quick summary of
  the riddle’s stanzas, the doors and Encounter
  numbers they correspond to.
  • 
  Stanza 2 – Silver door, Encounter 4.
  • 
  Stanza 3 – Golden door, Encounter 5.
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 12
  • 
  Stanza 4 – Cherry lintel door, Encounter
  6.
  • 
  Stanza 5 – Bone door, Encounter 7.
  • 
  Stanza 6 – Silver door again, Encounter 8.
  If they so wish, the PCs can revisit any of the
  Encounters at any time, except Encounter 4.  After
  completing all of the Encounters it will be
  impossible to access Encounter 4 (PCs using that
  portal will be routed to Encounter 8).
  ENCOUNTER 3: THE
  MADDING CROWD
  If the PCs insist on venturing out into the Cage,
  Tiny won’t physically stop them, though he does
  suggest that it’s not a good idea to venture out on
  your first visit.  They can try to hire a guide.  Kylie
  the Tout can be had for a price of APL * 50gp
  (PCs can only hire her if they learned of her
  through Gather Information in the Bar None, or if
  they choose to make a DC 25 Gather Information
  check outside the Bar None).  Other guides can
  be had for a price of APL * 30gp.  Their most likely
  course of action is to try to make for the Market
  Ward.  The Bar None is located in the Hive, which
  means the most direct rout is through the Lower
  Ward. 
  • 
  PCs who do not hire a guide become lost
  in Sigil unless they can use find the path,
  teleport or similar magic to make their way
  back to the Bar None.  Find the path will
  allow the PCs to find the mercane enclave
  in the Market Ward without incident.
  • 
  PCs who hire a regular guide get led
  around the long end of the ring of the
  Cage, and won’t reach the Market Ward
  before having to rest for the day.  Their
  guide will demand another day’s worth of
  payment, and if not paid will abandon
  them.  The PCs become lost in Sigil
  unless they can use find the path, teleport
  or similar magic to make their way back to
  the Bar None.  If the PCs pay the second
  day of the guide’s wages, their guide
  locates the mercane enclave for the PCs. 
  Any PC who mentions the name Mar’idian
  at the enclave will be given a stony glare
  and told to leave immediately.  There is no
  other information to be had here, their
  guide can take the PCs back Bar None, or
  continue bilking them at the PCs option.
  • 
  PCs able to hire Kylie the Tout are led
  directly to the Market Ward.  Kylie locates
  the mercane enclave for the PCs.  Any PC
  who mentions the name Mar’idian at the
  enclave will be given a stony glare and
  told to leave immediately.  There is no
  other information to be had here, Kylie can
  guide them wherever else in Sigil the PCs
  like, but recommends that they return to
  the Bar None while they still can.  If so
  directed, Kylie will lead the PCs back to
  the Bar None without incident.
  Development:  If the PCs successfully return
  to the Bar None proceed with Encounter 2D. PCs
  that become lost in Sigil wander about until they
  either stumble through a portal to Oerth or
  convince somebody to plane shift them home. 
  Give these PCs their ARs as their adventure ends
  here (but they do manage to make their way back
  to Oerth). 
  ENCOUNTER 4: RIME OF
  THE ANCIENT ARCHMAGE
  DM Note: Please see DM Aid #2 Rules of the
  Planes for rules peculiar to the Astral Plane.
  Creatures: This man is a survivor of the last
  days of the Suel Imperium and the Rain of
  Colorless Fire.  He resides here on the Astral
  Plane out of his own fear of death and a particular
  dislike of necromantic magic (which is why he has
  not become a lich).  The fact that time does not
  pass in the Astral Plane has allowed him to exist
  mere moments away from death for nearly a
  millennium.
  For the purposes of this Encounter, the
  archmage will generally overlook any one or two
  PCs if the majority of the PCs are willing to
  cooperate.  Only proceed to the Unfriendly and
  Hostile sections if the majority of PCs are
  disrespectful or rude.
  When the archmage initially addresses the
  PCs he will do so in Ancient Suloise.  Any PCs
  who respond in the same language receive a +2
  circumstance bonus to all Diplomacy checks with
  him during this Encounter.  If asked politely (or
  none of the PCs seem to understand him) he will
  speak in Common.
  You manage to locate a small door in the
  southwest corner of the second floor of the
  Bar None.  The door is ordinary enough, but
  out of the corner of your eye you catch the
  faintest shimmer of silver in the material. 
  Opening the door you see what appears to be
  
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  a private room built to fit creatures the size of
  a halfling that is currently unoccupied.
  If the PCs do not have the correct portal key
  they are free to explore the room beyond, but will
  find nothing of interest.
  If the PCs have the correct portal key (the
  handful of sand) and step through the door:
  Once again you find yourself surrounded
  by a faint shimmer of opalescent light.  Instead
  of standing in the room your senses told you
  would be your destination, you now float in the
  infinite silver light of the Astral Plane.  Behind
  you stands a floating vertical pool of violet. 
  Before you a wizened old Suloise man sits at a
  massive desk seemingly suspended in midair.
   Your brain struggles to cope with the image,
  for both he and his desk seem to be upside
  down (or maybe YOU are the one you is upside
  down).  There are innumerable small objects
  floating in a massive cloud around him as well
  (a collection of books, alchemical equipment,
  potion vials, scroll tubes and an amazing
  amount of bric-a-brac.  The old man looks up
  from his study and snaps “Make it fast, you
  insignificant mote.  Time waits for none save
  me.”
  If the PCs show disrespect or rudeness he will
  respond with anger and scorn (his attitude
  becomes Unfriendly).
  Unfriendly
  The 
  ancient 
  man 
  scowls 
  at 
  you. 
  “Insignificant worm!  Do not try the patience of
  wizards, for we are subtle and quick to anger.  I
  have studied here for longer than you can
  possibly fathom.  Apologize for your insolence
  immediately, else I find some interesting
  diversion to occupy you.”
  The PCs need to make a Diplomacy check
  and adjust his attitude to at least Indifferent (DC
  15).  Give up to a +5 circumstance bonus for good
  role-playing.  If they succeed continue with the
  Indifferent section.  If they fail run the Hostile
  section.
  Hostile
  “Enough!  Your lying tongues shall serve
  as components in my research.”
  At this point the archmage casts a quickened
  time stop.  While in the effect of the time stop he
  casts 
  quickened 
  superior 
  invisibility 
  and 
  a
  summon monster spell appropriate to the APL  If
  at any point any PC is in danger of dying, he will
  command his summoned monsters to stop their
  attack (proceed to the end of the Hostile section).
  APL 6 (Summon Monster VI)
  Hound Archon (1): hp 33; see Monster
  Manual page 17.
  APL 8 (Summon Monster VII)
  Invisible Stalker (1): hp 52; see Monster
  Manual page 160.
  APL 10 (Summon Monster VIII)
  Vrock (1): hp 115; see Monster Manual page
  48.
  APL 12 (Summon Monster IX)
  Hezrou (1): hp 138; see Monster Manual
  page 44.
  At the conclusion of the conflict the archmage
  will speak from the cover of is superior invisibility.:
  “I hope you children have had fun flexing
  your muscles.  Now, if you are done playing,
  apologize for your behavior.”
  If the PCs are suitably contrite (DM discretion)
  the archmage will reappear.  Proceed to the
  Indifferent section.
  If the PCs do not apologize:
  “Very well, persist in your folly.  Know that
  my powers are limitless, and one day you will
  pay for your hubris.  Begone!”
  With that he casts a heightened mass
  suggestion (heightened to 11th level) save DC 36
  and suggests that the PCs return to the Bar None
  and not return to bother him, followed by a
  quickened Bigby’s crushing hand to knock (or grab
  and drag) anybody who saves back through the
  portal.
  The PCs earn the Enmity of the Nameless
  Archmage.
  Indifferent
  If the PCs are properly deferential and
  respectful the archmage will respond in a positive
  manner (his initial attitude remains Indifferent).
  “Wait a moment,“ he holds up his hand
  and both he and the desk rotate so that all
  present share the same orientation.  “I have no
  problem the other way, but I understand that
  for those unaccustomed to this plane it can be
  
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  disconcerting.  What brings you young people
  into my august presence, and from where?”
  If the PCs mention Maimbua or ask the
  archmage about him:
  “I have heard tell among the githyanki of
  such a one who has dealings with their Lich
  Queen.  His nature I have not cared to fathom,
  but I do know he is a powerful arcane
  spellcaster.  This much I can tell you: however
  much Maimbua may work with the Lich Queen
  be assured that he has his own agenda.”
  If the PCs mention Sigil:
  “Tell me how things pass in the Cage these
  days.  It has been… I do not know how long
  since my last visitor from there.”
  He is eager for news of Sigil and if the PCs tell
  him about the Faction War and how things pass
  there now they will receive his Tutelage in
  gratitude.
  If the PCs ask him about Maimbua’s riddles:
  The nameless archmage ponders for a
  moment, then says grumpily “You cannot
  expect to learn anything if the answers are
  spoon-fed to you, can you?  What do you think
  the riddles mean?  What do they have in
  common?”
  If the PCs are insistent enough the archmage
  is willing to admit that each stanza is obviously
  referring to a portal key, but will try to lead the PCs
  to that answer rather than saying it outright.
  If the PCs mention Vrianian:
  “Ah, Magnus.  One of my brightest pupils. 
  How fares he?”
  If the PCs ask for more information (or you
  feel like volunteering it):
  The 
  archmage 
  consults 
  a 
  strange
  hourglass on his desk.  It seems to consist of
  two hourglasses – one large, one small –
  mounted end to end.  The sand in the smaller
  hourglass does not move, but the sand in the
  larger hourglass falls at what seems to be a
  normal rate.  “It has been nearly twenty years
  since I have seen him.  Because of certain…
  limitations I am forced to remain in the Astral
  Plane.  Magnus learned of my existence and
  sought me out.  We struck a deal of mutual
  satisfaction.  I tutored him in my arcane lore
  and directed him in the direction of certain
  information he was seeking.  In return he
  performed tasks for me that even I am
  incapable of performing.”
  What sort of tasks?
  “As I said, I am unable to leave the Astral
  Plane.  There is an infinite multiverse out there,
  filled with things that need fetching for my
  research.  He reported happenings on Oerth
  and in Sigil, and developed a relationship with
  a mercane trading house in Sigil for me.”
  When pressed for more information about the
  mercanes:
  “All I know is that he developed a
  relationship with the patriarch of one of their
  major families.  I think his name was Kal’idian.
   It became more efficient for him to deal with
  the mercanes rather than trek about the
  multiverse finding the things I needed.”
  How do we find the mercanes?
  “I’m sure they still have a presence in the
  Market Ward of Sigil.”
  Why did Vrianian seek you out?
  “Magnus 
  was 
  concerned 
  with 
  some
  looming threat to his country.  What did he call
  it?  Oh yes, Gran March.  A country in what
  was once the Whispered One’s empire.  After a
  suitable period, when I had extracted all I
  needed from him, I informed him of how to
  reach an aspect of his deity who could help
  answer his questions.  I remembered he was
  very concerned about some kind of conflict
  coming to the Flanaess.”
  How do you reach the aspect?
  “In that tavern you came from there is a
  door with a golden cast to it.  Get your hands
  on an image of the symbol of Hextor and the
  portal to the aspect will open.”
  Why an image of Hextor’s symbol?
  “If you were an aspect of Heironeous,
  would you want every lay-about who happened
  to have your master’s holy symbol wander into
  your home?  On the other hand, if those
  people who worship your master’s rival
  stumble through then you can try to set them
  straight (if you are feeling generous) or simply
  destroy them.  Then of course you might be
  somebody like Vrianian who knows exactly
  what he is doing, in which case you need some
  kind of test in order to sort the wheat from the
  chaff so to speak.”
  
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  What is the test?
  “I’m afraid I have no idea, nor do I want to
  know.  I try to stay out of divine matters as
  much 
  as 
  possible. 
   
  I 
  find 
  that 
  an
  overabundance of faith tends to overly-
  complicate matters.”
  When the conversation is winding down, have
  every PC make either a Spellcraft or Knowledge
  (any) check DC 14+APL.
  Any PC who succeeds in this check has
  managed to in the course of the conversation
  impress the archmage with some bit of information
  they happen to know.  They (as well as any PC
  who in the judge’s discretion has sufficiently
  impressed 
  the 
  archmage 
  through 
  role-play)
  receive the Tutelage of the Nameless Archmage.
  What do you know of Corum Valstier?
  “I have no idea who that person is. He can’t
  be very important then, can he?  Why are you
  looking for him?”
  Treasure: Enmity of the Nameless Archmage,
  Tutelage of the Nameless Archmage.
  OPTIONAL ENCOUNTER:
  TAKING BACK WHAT’S
  OURS
  Should any of the PCs possess a githyanki silver
  sword this optional Encounter will take place
  before the PCs return to the Bar None.  The PC in
  possession of the sword will be attacked by a hit
  team appropriate to the PC’s CR.  A nearby
  githyanki citadel has detected the presence of the
  silver sword(s) and dispatched a team to recover
  them.  The archmage will take no part in this
  Encounter.
  The goal of the githyanki in this Encounter is
  to retrieve as many lost githyanki swords and
  other equipment and then return to their queen
  with something that might dissuade her from
  consuming their life essence.
  This Encounter provides no rewards in
  experience, gold or item access.  The APL of
  the Encounter used should be based on the level
  of the PC with the silver sword. In addition to the
  corpses of the outsiders, all equipment recovered
  from any fallen githyanki is confiscated by the
  military as part of its continuing investigation of the
  incursion upon the PCs’ return to Hookhill.  The
  Encounter is intended to be a quick, violent and
  challenging attack on a single PC with the
  audacity to posses a silver sword after the events
  on Mount Furgona two years ago.
  Since the githyanki are unable to make use of
  their dimension door ability while on the Astral
  Plane, they approach from the only place offering
  concealment: the other side of the color pool the
  PCs used to enter the Astral Plane.  Their goal is
  to retrieve the sword and retreat to the safety of
  their citadel.  The easiest way to accomplish this is
  to kill the possessor, but should the PC opt to drop
  the sword, cast it aside or otherwise get rid of the
  weapon the githyanki will break off their attack,
  retrieve the weapon and depart. 
  In the event that this Encounter is triggered by
  there being a PC in possession of a silver sword
  and that or other PCs possess the Undying Hatred
  of the Lich Queen from GRM5-IN4 The Lich
  Queen’s Vengeance, the team’s tactics will
  change.  Because these particular githyanki are
  veterans of the battle at Mount Furgona, they will
  automatically recognize PCs with the “hatred” and
  focus their attacks on those PCs after the PC
  possessing the silver sword in accordance with
  the terms of the hatred.
  As you are about to step through the color
  pool that will return you to the Bar None,
  without warning creatures move around the
  color pool to engage one of your number.  The
  intruders are heavily armed and armored
  humanoids 
  with 
  elongated 
  otherworldly
  features and serrated ears.
  The PCs are not surprised because it takes
  the githyanki their entire ‘surprise’ round to move
  around the color pool.  Initiative should be rolled
  and treated as normal.
  APL 2 (EL 5)
  Githyanki Warriors (2): hp 22 each; see
  Appendix 6.
  APL 4 (EL 7)
  Githyanki Warrior (1): hp 31; see Appendix
  6.
  Githyanki Rogue (1): hp 23; see Appendix 6.
  APL 6 (EL 9)
  Githyanki Warrior (1): hp 58; see Appendix
  6.
  Githyanki Rogue (1): hp 44; see Appendix 6.
  
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  APL 8 (EL 11)
  Githyanki Warrior (1): hp 74; see Appendix
  6.
  Githyanki Rogue (1): hp 58; see Appendix 6.
  APL 10 (EL 13)
  Githyanki Warrior (1): hp 98; see Appendix
  6.
  Githyanki Rogue (1): hp 91; see Appendix 6.
  APL 12 (EL 15)
  Half-Red Dragon Githyanki (1): hp 116; see
  Appendix 6.
  Githyanki Rogue (1): hp 100; see Appendix
  6.
  APL 14 (EL 17)
  Half-Red Dragon Githyanki (1): hp 136; see
  Appendix 6.
  Githyanki Rogue (1): hp 118; see Appendix
  6.
  APL 16 (EL 19)
  Half-Red Dragon Githyanki (3): hp 149 each;
  see Appendix 6.
  ENCOUNTER 5: ONLY THE
  PENITENT MAN MAY PASS
  Creatures: The aspects of the deities represented
  here are generally genial, but will brook no
  insolence from mere mortals.  They show a certain
  amount of leeway for professed followers of their
  gods.  The aspects know the true name of any PC
  who has ever been a professed worshiper of the
  deity they represent and will address the PCs as
  such (unless doing so would incite violent action,
  in which case the aspects will choose the most
  appropriate name).
  You manage to locate a door of moderate
  size on the west wall of the second floor of the
  Bar None.  The door is ordinary enough, but
  out of the corner of your eye you catch the
  faintest shimmer of gold in the material. 
  Opening the door you see what appears to be
  a private room built to fit creatures of human
  size that is currently unoccupied.
  If the PCs do not have the correct portal key
  they are free to explore the room beyond, but will
  find nothing of interest.
  If the PCs have the correct portal key (an
  image of the symbol of Hextor) and step through
  the door:
  Stepping through the portal you find
  yourself in a rather close room, whose salient
  feature is a table about which are gathered a
  motley collection of what appear to be clergy
  of various deities. Behind you is a simple
  wooden door.  You attempt to move, but find
  yourselves held in some sort of stasis.
  PCs will recognize aspects of their own
  deities, and Knowledge (religion) checks DC 15
  will reveal which deities the others represent.  A
  Knowledge (religion) check DC 25 will reveal that
  these are in fact aspects of their respective deities.
  The first man you notice is a tall, slender
  man in a white robe with fair skin and hair.
  Next is a dour looking old man with a great
  white beard and mustache.
  One man is Baklunish with a great black
  beard and mustache.  He is clothed in the
  exotic fabric and flowing style of the West.
  Next is a stern-faced male dwarf with a
  powerful build clad in full plate.
  The next man is of Oeridian descent,
  however his skin bears a faint golden hue to
  accompany his Oerid coloring.  He is clad in a
  suit of fine chainmail over which is worn a
  tabard with the symbol of a hand grasping a
  lightning bolt.
  The last man is a handsome Oeridian with
  weathered features.  He wears an oddly
  shaped white hat with a large and bowed brim.
  The men seem to be engaged in some sort
  of game of chance involving cards and betting
  large numbers of golden coins of an unknown
  mint.
  A successful spot check DC 15 will reveal that
  the bust of an unknown crowned woman and an
  heraldic eagle (on the obverse and reverse
  respectively) adorns each of the coins.
  Each player has large stacks of coins by
  his side, and the object of the game seems to
  be to contend for the collection of coins each
  player has pushed from his side to the center
  of the table.  Each player has two cards face
  down in front of him.  The dour looking old
  man says “Why are we playing this game?  I
  would much prefer some Three Dragon Ante.” 
  The man with the strange hat frowns, “On our
  
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  last meeting you all agreed to give this game a
  try.  It hails from my homeland, and since I can
  never return there this is the next best thing.” 
  He glances at the man with the tabard, who
  nods.  “Yes, we have made a pledge and will
  abide by it, however I will say I find this game
  exceeding strange.”  The man with the hat
  smiles and nods, “All bets are called, time for
  the flop gentlemen.”  He then discards the top
  two cards and deals three cards face up in the
  center of the table.
  The dour man calls out and points at the
  slender white-robed man. “Hold it Pholtan, I
  saw that!”
  The white-robed man accused smiles
  slightly and calmly holds a third card in his
  hand which he was apparently about to switch
  with one of the two in front of him already.  “I
  apologize, was I supposed to discard all of the
  cards from the previous hand?  My dear
  Cuthbertine, I assure you that no where in the
  rules 
  our 
  friendly 
  follower 
  of 
  Murlynd
  explained does it state that such is prohibited.
   I should know, I have an excellent memory”
  The man with the hat chimes in, “If you
  pulled that stunt in my home town you’d be
  shot dead quicker than a rattler gets it’s blood
  up.”
  The Cuthbertine’s face grows red with
  anger 
  and 
  the 
  Baklunish 
  man 
  speaks,
  “Perhaps not my good colleague, however it
  seems to me that a representative of both
  GOOD and LAW should abide by both
  principles as closely as possible.  It would
  seem implied, if not explicitly stated, that each
  hand is a discrete entity and that transferring
  cards would be in implicit bad faith.  I would
  wager that it is perhaps this overly legalistic
  attitude which alienates so many mortals who
  would 
  otherwise 
  embrace 
  your 
  master’s
  message.” 
  “Ach, I think,” says the dwarf, “that you
  ‘umans’d cause a lot more trouble if you
  stopped fightin’ amongst yerselves!”  He
  laughs and produces a tankard of ale from thin
  air, then drains it in one long gulp.  “You
  Bakluni do cause a lot o’ trouble, though.”
  The Baklun smiles wryly, “On that I think
  we can both agree.  Unfortunately the split
  between the Exalted Faith and the True Faith
  has made things difficult for my master during
  the last millennium or so.  Suffice to say He
  does the best He can.”
  The Pholtan’s smile has turned into a smirk
  at the Cuthbertine’s continued sputtering,
  “Alas, it is not my place to create policy, I
  merely implement the policies that He of the
  Blinding Light decrees.  I do agree however
  that many of His followers, much like the
  followers of the Cup and Talisman in the West,
  seem to get the message somewhat garbled.” 
  “At least we can agree on something,”
  says 
  the 
  Cuthbertine, 
  having 
  composed
  himself once again.  “Nothing gets me riled up
  more than a lack of good old-fashioned
  common sense!”
  “Gentlemen,” says the man clad in chain
  and the only one who has not spoken, “I would
  suggest that we return to our game…”
  “I agree,” says the man with the white hat.
  “However,” the first man continues as
  though he had not been interrupted, “it
  appears that we have guests.”  So saying, he
  turns his gaze from the center of the table to
  your group.  His eyes are amber and possess a
  disturbing quality of agelessness and of
  power.
  This is a collection of the aspects of several
  lawful 
  good 
  deities 
  (Pholtus, 
  St. 
  Cuthbert,
  Al’Akbar, Moradin, Heironeous and Murlynd)
  relaxing on their day off.  Normally only
  Heironeous’ aspect or one of his other servants
  would be found here, but this is an extraordinary
  circumstance.
  “Step forward.  Please, array yourselves in
  a line before us.”  He smiles slightly.  With
  that, the stasis which bound you is released.
  He specifically addresses anybody displaying
  a holy symbol of Heironeous.
  The man clad in chainmail smiles.  “I am
  pleased.  Please allow me to introduce my
  companions and myself.”  He gestures to each
  in turn. “These are aspects of Pholtus, St.
  Cuthbert, Al’Akbar, Moradin, Murlynd, and of
  course I am an aspect of Heironeous.”
  The aspect of Heironeous looks each of
  you over and nods gravely.  “Before we
  converse I offer to you the gift of purification.”
   So saying he produces a small flask from
  somewhere.  “Or perhaps you would be more
  comfortable with one of my fellows?”  He
  
  GRM7-02 Who Sleeps Upon Your Bed?
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  gestures with the flask of oil to the other
  aspects present.
  A DC 25 Bardic Knowledge check, a DC 30
  Knowledge (arcana) check or a DC 30 Knowledge
  (religion) check identifies the substance as
  meersalm, a highly magical oil which reputedly
  has great protective powers.  Worshipers of
  Heironeous receive a +5 circumstance bonus on
  this check.
  The appropriate aspect (Pholtus, St. Cuthbert,
  Al’Akbar, Moradin, Heironeous or Murlynd) will
  address each PC in turn.
  “Do you wish to be cleansed of evil?  Do
  you hereby renounce the evils of your past,
  and pledge to resist corruption in the future?”
  If the PC answers yes, ask the PC’s player if
  the PC is being absolutely truthful (without
  equivocation or sophistry). If the PC is being
  absolutely truthful he is Marked by the Gods.  The
  PC may automatically convert to the worship of
  the deity whose aspect anoints him if he so
  chooses.  Read the following:
  The aspect of [insert aspect name] anoints
  your forehead with the strange liquid, his
  finger tracing the outline of [insert deity’s name]
  holy symbol.  The liquid is cool to the touch,
  and the sensation lingers after his finger has
  withdrawn.
  If the PC answers yes ask the PC’s player if
  the PC is being absolutely truthful (without
  equivocation or sophistry).  If the PC is being
  untruthful, he is Branded by the Gods.  Read the
  following:
  The aspect of [insert aspect name] anoints
  your forehead with the strange liquid, his
  finger tracing the outline of [insert deity’s name]
  holy symbol.  The oil inflicts intense pain as it
  sizzles and pops on your naked flesh.  The
  pain quickly recedes to a dull ache and you are
  left with an uneasy feeling.
  If the PC refuses the oath of purification, read
  the following.
  The aspect of [insert aspect name] frowns,
  but says nothing.  He does not anoint you.
  See the AR for the effects of Marked by the
  Gods and Branded by the Gods.
  Any PC who refuses the oath of purification, or
  who is Branded by the Gods has failed the test of
  piety.  Read those PCs the following:
  The man clad in chainmail frowns as he
  addresses you once more, “You disappoint
  me.”  He waves his hand, and you are thrust
  back through the portal to land in a heap in the
  Bar None.
  After resolving the oaths.
  Apparently 
  satisfied, 
  the 
  aspect 
  of
  Heironeous seats himself and leans back in his
  chair.  “Now, what can I do for you?”
  Who is Maimbua?
  “He is an inscrutable creature of great evil
  and great power.  His machinations are hidden
  by a power greater than our own, but I have
  seen that one with whom he has congress
  bears Magnus Vrianian great malice.  More I do
  not know.”
  What can you tell us about Magnus Vrianian?
  “Magnus is a most favored servant of
  Heironeous.  He sought me out nearly twenty
  years ago.  He had grown fearful of growing
  conflicts in the Flanaess and first sought
  knowledge at the feet of an ancient Suel
  archmage who resides on the Astral Plane.  In
  return for his service to Heironeous he was
  given forewarning of disastrous events about
  to befall his home.  He carried that information
  home with him but I fear it fell on deaf ears. 
  When certain of his predictions came true the
  Knights of the Watch began listening to him.  It
  is because of this influence with the Knights of
  the Watch that he was named Commandant as
  a replacement for Petros Gwalchen.  However I
  fear that however favored he is, he will never
  escape some of his mortal flaws.”
  What flaws are you talking about?
  “Magnus has always had a fierce rivalry
  with his foster brother Petros.  I fear that he
  has let that rivalry color is perceptions and
  make some choices that were more for his
  personal benefit rather than for the greater
  good.  Also, his journeys on behalf of my
  master and other beings have left him
  somewhat removed from the rest of humanity.
   Despite his inevitable mortal flaws, however,
  he is a powerful force for law and good on the
  Flanaess.”
  What services did Magnus perform for
  Heironeous?
  “Magnus ventured thrice onto the Abyss. 
  The first time was to free the soul of a man
  
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  named Eddard.  Eddard’s soul was held in the
  slave pits of Samora, but thanks to Magnus he
  was able to be resurrected by another of His
  servants.  I do not know what this man’s role
  is, but Heironeous obviously considered his
  presence on Oerth to be of great importance. 
  The second time was to retrieve an artifact of
  power that had fallen on the fields of the Blood
  Wars.  The third time was to gather information
  about the state of the Blood Wars themselves.”
  Where are the slave pits of Samora?
  “Samora itself is a pleasure city.  Its gaudy
  parlors and perfumed spires attract merchants
  and dilettantes from all planes of existence. 
  Mortals come to spend coin and spiritual
  capital and the demons are mostly hiding out
  from the Blood War.  The city is ruled by a
  succubus named Maretta, who in addition to
  administering the affairs of Samora keeps
  track of a multitude of pacts and agreements
  with mortals and even rival demon lords. 
  Samora is located in the tri-fold realm of
  Azzagrat, which is the domain of the demon
  lord Graz’zt.”
  How long has that Suel archmage been on the
  Astral Plane?
  “He has abided there since the time of the
  Rain of Colorless Fire.”
  Why are you playing cards?
  The aspect of Moradin speaks.  “Funny,
  eh?  The real kicker is that the chaotic gods
  play chess!”  The dwarf laughs raucously.
  What other beings did Vrianian work for?
  “He served an ancient Suel archmage.  On
  behalf of my master he journeyed into the
  Abyss on three separate occasions.  He also
  contacted strange beings from a plane of pure
  Law, and had dealings with a family of
  mercanes in Sigil.”
  If asked how to activate any of the portals in
  this module, the aspect of Heironeous will answer
  truthfully and completely.
  What did the beings of Law want?
  “They 
  sought 
  aid 
  in 
  their 
  perpetual
  struggle against Chaos.  Some of their number
  accompanied Magnus to Sigil, however upon
  arriving several of them were forced by the
  laws of the planes to adopt a Good or Evil
  alignment.  There was much confusion and an
  immediate confrontation between the newly
  good and evil beings.  The rest slowly forgot
  their origins and were assimilated into their
  respective new planes.”
  If asked the aspect of Heironeous will tell the
  PCs how to get to the Suel archmage, the beings
  of Law and/or the Abyss.
  What do you know of Corum Valstier?
  “He 
  is 
  a 
  most 
  favored 
  servant 
  of
  Heironeous, and was taken by Maimbua.  His
  location is obscured by the intervention of
  another deity for rather obscure reasons.  For
  all I know he could be dead.”
  At this point, each aspect present will request
  that any of their worshipers step forward and
  recount a deed they have performed that has
  furthered the cause of their god.  If they are
  pleased (judge’s discretion, but be generous) then
  the PCs will earn the Exalted of the Gods reward.
  Treasure: Branded by the Gods, Exalted by
  the Gods, Marked by the Gods, Touched by the
  Gods.
  ENCOUNTER 6: WHERE
  EVERY STREET HAS A
  NAME
  Conditions: Please see DM Aid #2 Rules for the
  Planes for the conditions affecting the PCs.
  You manage to locate a door of moderate
  size in the eastern side of the second floor of
  the Bar None.  The door is ordinary enough,
  but you note that the lintel is made from cherry
  wood.  Opening the door you see what appears
  to be a private room built to fit creatures of
  human size that is currently unoccupied.
  If the PCs do not have the correct portal key
  they are free to explore the room beyond, but will
  find nothing of interest.
  If the PCs have the correct portal key (a
  lodestone) and step through the door:
  Stepping through the portal you find that
  your physical bodies have been altered
  somewhat, and appear either more jagged and
  sharp, blurry and indistinct, or more fluid and
  curved [for Lawful, Neutral or Chaotic PCs
  respectively].  In the near distance are a group
  of humanoid creatures which look to be a
  collection of multicolored boxes ambulate
  toward you.  Behind you stands a perfect
  
  GRM7-02 Who Sleeps Upon Your Bed?
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  square large enough for a man to walk
  through.
  Give the PCs time to react.  A Knowledge (the
  planes) check DC 30 will reveal that they are
  currently on a plane outside of the conventionally
  accepted multiverse cosmology.
  When they approach they call out in an
  unfamiliar language. [Assuming nobody in the
  party can translate with a tongues spell or similar
  magic, the creatures switch to Common.  They
  speak in a stilted, mechanical sounding voice like
  K-9 from Doctor Who.]
  If the PCs have chaotic characters in the
  party:
  “Danger, agents of Chaos detected.  Desist
  unlawful activities at once.  You have ten
  seconds to comply.”
  PCs can make a Diplomacy check to alter the
  attitude of the Law beings (Lawful PCs receive a
  +2 circumstance bonus).  Their attitude begins at
  Hostile.  If the PCs adjust the attitude of the Law
  beings to Unfriendly or higher the Law beings will
  not attack.  Similarly, if the Chaotic PCs withdraw
  through the portal the Law beings will not attack. 
  Skip to the question and answer section below.  If
  the PCs fail to adjust the attitude of the Law
  beings from Hostile they attack.  Use the stats
  from the appropriate APL to simulate the
  creatures.
  The beings of Law twist at impossible
  angles and merge into two vaguely humanoid
  shaped collections of cubes.
  APL 6 (EL 7)
  Visilight (2): hp 32 each; see Appendix 2.
  APL 8 (EL 10)
  Lumi Crusader (2): hp 87 each; see
  Appendix 3.
  APL 10 (EL 11)
  Zelekhut (2): hp 74 each; see Monster
  Manual page 160.
  APL 12 (EL 14)
  Kolyarut (2): hp 91 each; see Monster
  Manual page 158.
  If the PCs have no Chaotic characters in the
  party (or the Chaotic characters have withdrawn to
  the Bar None):
  “Greetings, beings from the realm of the
  Other.  It has been many cycles since one of
  your kind has visited our place of living.  Do
  you know what has become of the Vrianian?”
  What do you know about Magnus Vrianian?
  “The Vrianian came to us eighteen cycles
  ago.  He sought information, we sought allies. 
  We came to a mutual agreement to aid each
  other.  He attempted to explain the Other to us,
  but we did not understand.  Good and Evil
  have no meaning, but from his description we
  concluded that Law must be Good and Chaos
  must be Evil.  The Vrianian was combating
  Evil, therefore he was combating Chaos and
  we formed an alliance.  He departed here with
  our companions and has not returned.  We
  wish to know where our companions are.  We
  would like to accompany you to the Other.”
  If the PCs explain what will happen to them if
  they use the portal, and tell them what has already
  happened to their friends (information that can be
  gleaned from the aspect of Heironeous) they will
  be satisfied and have no further desire to explore
  other planes.
  If the PCs agree, when the beings of Law
  enter the Bar None they will manifest as lawful
  good, lawful neutral and lawful evil creatures
  respectively (as shown for each APL).  The lawful
  evil creatures attack immediately, the lawful good
  creatures defend themselves, and the lawful
  neutral creatures attempt to remind the lawful
  good and lawful evil creatures that they are all
  friends out to defeat Chaos.  The beings of Law
  behave this way because the concepts of Good
  and Evil are such totally alien concepts to them
  that they are unprepared to deal with the passions
  those moral alignments create. 
  APL 6 (EL 8)
  Lupinal (1): hp 44; see Appendix 2.
  Visilight (1): hp 32; see Appendix 2.
  Chain Devil (2): hp 52 each; see Monster
  Manual page 53.
  APL 8 (EL 10)
  Warden Archon (1): hp 60; see Appendix 3.
  Lumi Crusader (1): hp 87; see Appendix 3.
  Erinyes (2): hp 85 each; see Monster Manual
  page 187.
  APL 10 (EL 11)
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 21
  Movanic Deva (1): hp 39; see Appendix 4.
  Zelekhut (2): hp 74 each; see Monster
  Manual page 160.
  Bone Devil (2): hp 95 each; see Monster
  Manual page 52.
  APL 12 (EL 13)
  Monadic Deva (1): hp 95; see Appendix 5.
  Kolyarut (2): hp 91 each; see Monster
  Manual page 158.
  Barbed Devil (2): hp 126 each; see Monster
  Manual page 51.
  Tactics: 
  Because 
  of 
  the 
  uncontrolled
  passions of their new moral alignments, the
  Diplomacy skill will not work on the lawful good or
  lawful evil beings.  The first round of combat is a
  surprise round.  The lawful good and lawful evil
  creatures are dazed and unable to act.  The lawful
  neutral creatures spend their first round assessing
  the situation.  The second round the lawful evil
  creatures attack the lawful good creatures, while
  the lawful good creatures defend themselves
  (unless the lawful evil creatures have been
  attacked by the PCs, in which case the lawful evil
  creatures attack the PCs who attacked them). 
  The lawful neutral creatures attempt rushed
  Diplomacy checks to stop the combat (and fail). 
  On the third round the lawful good and lawful evil
  creatures continue to act as before, but the lawful
  neutral creatures attempt to stop their lawful evil
  friends with spells, spell-like abilities, or attacks
  designed to incapacitate them.
  This Encounter can easily devolve into the DM
  rolling out a combat between the monsters he
  controls.  If it comes to that, just decide what
  happens and move on.
  Development:  If any of the beings of law
  survive their trip to the Bar None they wish to
  return to their home plane immediately with the
  bodies of any of their fallen comrades.  They bear
  no ill will towards any PCs who slew their
  companions, but wish nothing more to do with
  Sigil.
  ENCOUNTER 7: WHERE
  ANGELS FEAR TO TREAD
  Arriving at the bottom of the stair you are
  greeted by a chilling sight.  A massive set of
  double doors constructed of the bones of
  various beings stands before you.  Opening
  the door you see what appears to be a private
  room built to fit creatures of Large size that is
  currently unoccupied.
  If the PCs do not have the correct portal key
  they are free to explore the room beyond, but will
  find nothing of interest.
  If the PCs have the correct portal key (a bone)
  and step through the door:
  Stepping through the portal you find
  yourself standing in the middle of a 50-foot
  radius clearing within a strange forest.  The
  trees surrounding the clearing resemble a
  colorless white beech tree with leafless
  branches.  Looking more closely you realize
  that the trees’ fleshy trunk supports a tangle of
  serpentine boughs that end in ophidian
  mouths.  The branches writhe and hiss at your
  presence, occasionally lashing down to the
  ground to strike at empty air in frustration. 
  Everything is somehow doused or subdued,
  taking on an equally gray pallor.  A large bone
  arch stands behind you.
  Conditions: Please see DM Aid #2 Rules for
  the Planes for the conditions affecting the PCs.
  A Knowledge (the planes) check reveals the
  following information:
  • 
  DC 15 – The PCs have been transported
  to Zrintor, the Forest of Vipers. 
  • 
  DC 20 – Zrintor is located on the 45th layer
  of the Abyss. 
  • 
  DC 25 – Zrintor is the topmost layer of the
  realm of Azzagrat (which consists of the
  45th, 46th, and 47th layers).  Azzagrat is
  ruled by Graz’zt.
  Creatures: The demons encountered here
  are guardians of the portal from the cellar of the
  Bar None to the Abyss.  They will not attack the
  PCs unless provoked (either by PC spellcasting,
  offensive action, or one of the PCs attempting to
  get past them further into the Abyss) as their job is
  to simply make sure nobody of good alignment
  ventures onto the plane, and they really just want
  to go back to being lazy.  The clearing is
  surrounded by a forest of viper trees.
  Viper Trees (a lot): hp 300 each; see DM Aid
  #9
  Any creature moving adjacent to the viper
  trees will be attacked by as many as can reach it.
  
  GRM7-02 Who Sleeps Upon Your Bed?
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  The balor who appears partway through the
  Encounter should be played with an underscored
  menace.  The balor knows he is a badass, and
  has no desire to prove it to a group of lowly
  primes.  If provoked he will generally threaten the
  offending PC, although if the party insists on
  fighting him they are more than welcome.  The key
  insight to the balor’s personality is the way in
  which he relates his past encounters with
  Vrianian, playing up his victories while subtly
  glossing over the fact that Vrianian defeated him
  once.
  APL 6 (EL 8)
  Bar-lgura (3): hp 51 each; see Appendix 2
  The bar-lgura constantly use their see-
  invisibility spell-like ability.
  Lounging about the portal are three
  hulking monsters that look at first like
  powerfully muscled orangutans, yet the cruelty
  that burns in their rheumy red eyes signals a
  hateful intelligence.  Their savage visages are
  dominated by a pair of oversized fangs that jut
  from their lower jaw.  Their fur is rusty red and
  matted with filth.  The demons quickly rouse
  and take formation in front of the portal.  The
  words “Who seeks passage to the infinite
  layers of the Abyss?!” appear in your mind.
  A Knowledge (the planes) check will reveal
  the following information about bar-lguras:
  • 
  DC 15 – Bar-lguras often serve as scouts
  for other demonic forces.
  • 
  DC 20 – A bar-lgura can pounce on foes
  with great ferocity, clawing and biting
  before its victim can even react.
  • 
  DC 25 – Bar-lguras can see invisible foes.
  • 
  DC 30 – Unlike most tanar’ri, a bar-lgura
  can transport other creatures with its
  abduction ability, even if those creatures
  are unwilling.
  The PCs can choose to enter combat, or
  converse with the demons. 
  APL 8 (EL 10)
  Armanite (3): hp 85 each; see Appendix 3
  Lounging about the portal are three
  creatures with the lower body of a muscular
  horse and the torso, arms, and head of a sickly
  human.  Their flesh is pale and festers with
  sores.  Heavy horns protrude from their brows,
  and they wear an intricate suit of full plate
  armor.  Patches of bristly hair protrude from
  chinks in their armor.  The demons quickly
  rouse and take formation in front of the portal.
   The words “Who wishes passage to the
  infinite layers of the Abyss?!” appear in your
  mind.
  A Knowledge (the planes) check will reveal
  the following information about armanites:
  • 
  DC 17 – Armanites are tanar’ri that serve
  their masters as cavalry.  They resemble
  demonic centaurs.
  • 
  DC 22 – Armanites are heavily armored
  but not particularly agile.
  • 
  DC 27 – An armanite’s charge is its
  deadliest attack, and it will use it
  whenever possible.
  APL 10 (EL 12)
  Bulezau (3): hp 115 each; see Appendix 4
  Lounging about the portal are three
  creatures whose flesh festers with open sores.
   They have the heads of large, sickly rams with
  massive curved horns, rheumy eyes, and froth-
  caked lips stretched over thin, needlelike
  fangs.  Their snakelike tails writhe, and their
  tips are a twisted tangle of metallic spines. 
  Despite their emaciated form, the beasts wield
  great ranseurs far too large for their size, and
  with unnerving grace.  The demons quickly
  rouse and take formation in front of the portal.
   They call out in a harsh tongue.
  They speak Abyssal, but if nobody seems to
  understand they will repeat the challenge in
  Common.
  “Who seeks passage to the infinite layers
  of the Abyss?!”
  A Knowledge (the planes) check will reveal
  the following information about bulezaus:
  • 
  DC 15 –Bulezaus serve as the heavy
  infantry of the Abyss and are notoriously
  difficult to control.
  • 
  DC 20 – A bulezau can wield oversized
  weapons.  Its weapon of choice is the
  ranseur.
  • 
  DC 25 – Bulezaus enjoy charging and
  using their horns to gore their opponents.
  • 
  DC 30 – A wounded bulezau is a terror to
  behold.  It can fly into a berserk frenzy and
  become much stronger and harder to slay.
  APL12 (EL 14)
  Chasme (4): hp 76 each; see Appendix 5
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 23
  Lounging about the portal are three large,
  flylike demons with buzzing wings and six
  limbs, two of which end in long, thin-fingered
  hands.  Their heads are vaguely humanoid,
  with large hooked horns where their noses
  should be.  Tufts of wiry hair sprout between
  the black plates covering their insect flesh. 
  The demons quickly rouse and take formation
  in front of the portal.  The words “Who seeks
  passage to the infinite layers of the Abyss?!”
  appear in your mind.
  A Knowledge (the planes) check will reveal
  the following information about chasme:
  • 
  DC 20 – Chasmes are skilled at bluffing
  and sensing true motives.  In the Abyss,
  they serve more powerful demons as
  torturers and taskmasters.
  • 
  DC 25 – A chasme can generate a five-
  foot aura of fear around itself, shrugging
  off damage from weapons that haven’t
  been infused with purity and goodness.
  • 
  DC 30 – The droning sound of a chasme’s
  wings can lull the unwary to sleep.
  • 
  DC 35 – Wounds caused by a chasme’s
  attack continue to bleed until the victim
  dies of blood loss.  These horrific wounds
  can be tended and closed by a skilled
  healer or by magical healing.
  After five rounds have passed a Balor greater
  teleports into the battle and calls for an end to the
  combat. 
  A towering humanoid with huge bat wings
  appears next to the portal.  Lurid flames dance
  over its skin.  In one of its massive clawed
  hands, this creature holds a flaming sword,
  and in the other it bears a whip licked by
  tongues of fire.  “ENOUGH!!!” a voice booms
  in your head.  The demon’s minions cower at
  the command.  Its baleful gaze then swivels to
  you.  “What do you here, primes?  By what
  right do you disturb the post I have been set to
  guard?”
  A Knowledge (the planes) check DC 30
  reveals that this is a Balor.
  If you are supposed to be guarding this gate,
  then where were you a moment ago?
  “I would find it surpassing dull to pass my
  endless days here, which is why I tasked these
  useless maggot-breeders here.  They have
  served their purpose of delaying you so that I
  might arrive.  No one may use this gate without
  my knowing, as my master has decreed.”
  Who is your master?
  The demon snorts and fire erupts from his
  nostrils in jets four feet long.  “Foolish berk,
  do you think my master would have a name,
  simply so some pitiful creature such as you
  could bind him with it?  He has no name.”
  A successful Sense Motive check verses the
  balor’s Bluff check will reveal that he is lying.  If
  the PCs confront him with his lie:
  The demon growls, “You presume to
  challenge me?  Think carefully on that before
  you answer, for your life hangs in the
  balance.”
  If the offending PC continues in his challenge
  of the balor, the balor will use his power word stun
  spell-like ability on the offending PC.  If the PC
  relents:
  The 
  demon 
  licks 
  his 
  lips. 
   
  “Your
  submission is sweet.”
  If the PC still does not yield, he will use his
  implosion spell-like ability on the PC.  If the PC
  survives the implosion:
  The demon grunts, “Perhaps you have
  some small right to exist.”
  If the PCs mention Maimbua:
  “Yes, he came here asking questions
  about Magnus Vrianian.  He has some small
  skill, and it amused me to answer his
  questions.”
  What did he ask?
  “Maimbua asked about my dealings with
  Vrianian.  He had discovered that we had
  battled here and wished to know why Vrianian
  had come here.  I told him he had come here
  on behest of his deity.  On his first incursion I
  was not stationed here, and he managed to
  free a powerful Heironean soul being tortured
  by my master.”
  What about the second and third times?
  “My patience grows short, primes.  Do not
  try my patience, as I assure you it is the only
  thing standing between you and eternal
  torment.”
  If the PCs mention Vrianian, or ask for more
  information about him (try to work the below text
  into the conversation even if the PCs do not
  specifically ask about it):
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 24
  “Yes, I recall Magnus Vrianian.  We have
  met twice, and once he has been defeated.  It
  is because of his incursions into the Abyss
  that I have been set to guard this portal.  I have
  been awaiting his return for twenty years so
  that I might defeat him a second time.  Leave
  this place while my lust for killing is still sated,
  and bear this message to Vrianian.  Tell him
  that the Guardian of the Gate still awaits his
  return, and that he should not send minions
  for me to destroy instead of facing me
  himself.”  He turns to the demons guarding the
  portal, “Allow these primes to return from
  whence they came.  I have charged them to
  deliver a message, and any of you who
  interfere with that will feel the sting of my whip
  as I flay you for a full fortnight before I take
  what is left of your hide and make a mask of it.
   Then I will set you loose on the Prime where
  you will be easy prey for the mortals.”  He
  turns back to you, “Leave now, and do not
  return 
  this 
  way 
  unless 
  you 
  accompany
  Vrianian.  If you return alone the tortures of the
  flesh will seem as sweet nectar compared to
  the pain your soul will suffer at my hands.” 
  With that, the creature disappears in a cloud of
  brimstone.
  ENCOUNTER 8: YOU CAN’T
  GO HOME AGAIN
  Now that the PCs have all of the information
  Maimbua wants them to gather at the Bar None it
  is time for them to make their final departure from
  the Bar None.
  Entering the silver door once again,
  instead of finding yourself confronted with a
  crotchety old wizard, you are instead standing
  upon a rock in the depths of the Astral Plane.
  The façade of a building carved into the stone
  stands before you, however the door appears
  to be cosmetic only.
  PCs may make a DC 10 Bardic Knowledge
  check, a DC 15 Knowledge (architecture and
  engineering) check, or a DC 20 Knowledge (local
  – Sheldomar Valley MR) check to recognize the
  façade as a duplicate of a the manor where
  Magnus Vrianian and Petros Gwalchen grew up. 
  The check also reveals that it was constructed by
  somebody 
  without 
  any 
  formal 
  training 
  in
  architecture, as well as somebody who had never
  laid eyes on the actual structure depicted.
  A detect magic will reveal the presence of
  strong magic on the ‘door’ of the façade (a DC 22
  Spellcraft check in conjunction with the detect
  magic will reveal it to be of the conjuration school).
   A DC 32 Search check will reveal the presence of
  the portal to a Mordenkainen’s magnificent
  mansion keyed to open to anybody speaking the
  correct pass phrase.  A DC 32 Disable Device will
  also allow entrance into the mansion.
  If the PCs are stumbling give them an
  Intelligence check DC 5 to remind them of the
  riddle poem.  Pay attention, if one of the players
  reads Mar’idian’s name out loud assume that his
  character does as well, which activates the
  magnificent mansion’s door
  Hopefully the PCs have figured out that they
  need to speak Mar’idian’s name here, even if they
  don’t know what will happen when they do.
  Speaking the word you enter the magic
  portal and arrive in an otherwordly paradise. 
  You are standing in a courtyard with a
  beautiful fountain sculpture of three dolphins
  shooting water in an impossible arc to splash
  in the basin below, which is decorated with a
  tile mosaic of other sea creatures at play.
  The smell of fresh air and growing things
  surrounds you, and your ears pick up the
  sound of singing before your eyes pinpoint the
  source.  A very tall, slender and beautiful blue
  woman sits on a bench opposite the fountain
  while she sings a lonely song.
  A pair of marble stairs curve up to a
  second floor.  To your right lies the entrance to
  a workshop of some kind.  Alchemical
  equipment of all description is arrayed therein,
  much of it boiling and popping through some
  process or another.
  A DC 5 Bardic Knowledge, Knowledge (local
  Sheldomar Valley MR) or Profession (soldier)
  identifies it as an old tune called My Dearest Dear
  sung by the husbands and wives of Gran March
  soldiers on deployment.
  Give the players Player Handout #8.
  Mar’idian’s Background:  Mar’idian is the
  daughter of the patriarch of one of the mercane
  trading houses in Sigil.  She had heard of Magnus
  Vrianian through his dealings with her father, and
  a desire grew within her to meet him personally. 
  When her father hosted a banquet and invited
  Vrianian she saw her chance.  She used her
  magical training to learn both the polymorph and
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 25
  veil spells, and used her veil spell to appear
  human (her father saw through the illusion, but
  Magnus did not).  She and Magnus talked all
  through the banquet and as they talked she
  became even more enamored of him.  Excusing
  herself she cast her polymorph spell (extended
  with a metamagic rod).  Having done this Mar’idian
  returned and surreptitiously left with Magnus.  She
  led him through a portal which brought them to this
  rock in the Astral Plane.  Here they lay together
  and for the briefest of moments they were happy. 
  While they cradled each other in their arms
  Magnus told Mar’idian of his home, and sang her a
  song she has not forgotten all these long years. 
  Their time together now ended they returned to
  the banquet.
  The next day Vrianian returned to Oerth, his
  business in Sigil and the Outer Planes concluded.
  Unbeknownst to Vrianian, his union with the
  polymorphed Mar’idian had born bastard fruit. 
  Mar’idian discovered she was with child, and when
  she could conceal it from her father no longer
  confessed the affair to him.  He was furious, and
  ordered her confined to her room and dimension
  locked.  After a time Mar’idian’s son was born, but
  she had scarcely held him in her arms for a
  moment when her father snatched the infant and
  whisked it away to be disposed of elsewhere. 
  Mar’idian was cast out of her father’s house, and
  Kal’idian used his influence with the other
  mercane clans to assure she would not be taken
  in by any of them.  Destitute and desperate
  Mar’idian wandered the streets of Sigil wailing,
  gnashing her teeth, and beating her breast until
  one day she stumbled blindly through a portal.  As
  chance (or perhaps some higher power) would
  have it, the portal she stumbled through brought
  her to the very site of her shame.  Considering it a
  sign she resolved to reside here until Magnus
  returned to find her.
  Role-Playing Mar’idian:  Mar’idian has abided
  here for the last twenty years and is not used to
  dealing with people.  She has grown introspective
  these long years while she has pined for Magnus
  Vrianian to come to her and mourned the loss of
  her child.  She waits for Magnus to come to her as
  proof of his love for her, for if he does not love her
  she does not think her heart can bear seeing him.
   She bears a deep sadness, and spoken words do
  not come easily to her.  Her initial attitude is
  Indifferent, however the PCs can make a DC 15
  Diplomacy check to shift her attitude to Friendly
  and DC 30 to shift her attitude to Helpful. 
  If the PCs shift her attitude to Friendly (and
  inquire about her alchemical laboratory) she will
  offer to sell them the fruits of her alchemical
  research (granting access to the alchemical items
  on the AR).  If the PCs shift her attitude to Helpful
  she will allow wizard PCs full access to her
  spellbooks (see her statblock in Appendix 1 for
  what spells she has in her spellbook).  If the PCs
  can prove they know Magnus Vrianian (judge’s
  discretion) they receive a +5 circumstance bonus
  to this check.  
  If the PCs offer to take her back to Oerth to
  see Magnus, she will only accompany them if they
  are able to convince her that he sent them to fetch
  her (requiring a successful Bluff check versus her
  Sense Motive check).  Otherwise she will remain
  as she is.  Regardless, she will offer to use her
  spell-like ability to plane shift once per day to send
  the PCs back to Oerth at the conclusion of the
  Encounter (this will work since the PCs are no
  longer in Sigil).
  She looks up from her song, startled by
  your sudden appearance and perhaps a bit
  embarrassed that she did not notice you
  sooner.  She gracefully stands and you
  appreciate just how tall she is as she rises to a
  height of nearly twelve feet.  “Pardon me, it
  has been many years since I have entertained
  guests.”  She looks at you hopefully.  “Did
  Magnus send you to find me?”
  Mar’idian, Mercane Wiz18: see Appendix 1.
  There is no question and answer section, just
  a list of things she knows and doesn’t know.  Use
  your discretion as judge as to how much
  information she will part with and adjust the tone of
  the answers to reflect her attitude.  As a general
  guide, if she is Indifferent she will play her cards
  very close to her chest and reveal as little personal
  information and background as she can.  If she is
  Friendly she will open up a bit more, revealing
  more of her history.  If she is Helpful she feels she
  can completely trust the PCs and will relate the
  entire tale to them and answer any question they
  put to her to the best of her ability.
  • 
  She doesn’t know who Maimbua is, why
  he is doing what he is doing, or how he
  seems to know so much about Magnus’
  activities of twenty years ago.
  • 
  Magnus taught her the song she was
  singing.
  • 
  She created the façade in the Astral Plane
  based on stories Magnus told her of his
  home.
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 26
  • 
  She misses Magnus and wants to see him
  again, but only if he has sent the PCs to
  come get her.
  • 
  She wants to know why Magnus didn’t
  send for her sooner.
  • 
  She doesn’t know what became of her
  son, or if he is even still alive.
  • 
  She named her son Sal’idian before he
  was taken from her.
  • 
  She does not think Magnus knows who or
  what she really is.
  • 
  She can relate any part of her background
  to 
  the 
  PCs 
  she 
  feels 
  comfortable
  revealing.
  Treasure: access to Mar’idian’s spellbook,
  blend cream, capsule retainer, focusing candle,
  healer’s 
  balm, 
  hearthfire, 
  hearthfire 
  lantern,
  ironman capsule, leap capsule, stability capsule,
  softfoot, spiderlily essence, suregrip
  CONCLUSION A: ALONE
  AND PALELY LOITERING
  The PCs are unable to convince Mar’idian to
  return with them to Oerth.  She will remain where
  she is, waiting for Magnus to find her.
  The PCs may report the findings of their
  extraplanar adventure to whomever they wish. 
  The most likely candidates are:
  1. The Knights of the Watch – The PCs may
  submit their reports to their sponsoring
  Knight or any other appropriate Knight. 
  The PCs are politely told that the past
  should be left alone, and that Corum
  Valstier is considered beyond recovery.
  2. The Corporation – The Corporation is very
  interested 
  to 
  hear 
  about 
  what 
  has
  transpired.  Please tell the PC to submit
  an IC report to the Corporation POC via e-
  mail.
  3. The Military – If the PCs wish to make a
  general report, read them the first set of
  box text below.  If the PCs wish to expend
  sufficient influence (both in quantity and
  quality) to secure a private audience with
  the Commandant, read the second set of
  box text below.
  If the PCs make a general report:
  Upon your return to Hookhill you made
  your way to the offices of the 1st Battle’s HQ. 
  Staff Sergeant Hingus Teliz had you fill out
  your reports in triplicate, then quickly glanced
  over them.  Staff Sergeant Teliz looked up at
  you and quickly walked out of the room.  After
  a few moments he returned with Captain
  Watcher Previs Hamistim, Cautious Eagle.  “In
  the name of the Commandant you are ordered
  to remain here until further notice,” said the
  Captain.  Captain Hamistim then turned to Staff
  Sergeant Teliz, “See that they are fed.”  Staff
  Sergeant Teliz snapped to attention, “Yes,
  SIR!”  You were given a standard issue military
  meal from the general mess and proceeded to
  wait. 
  After an hour Captain Hamistim returned to
  the room, “Atten-SHUN!” and snapped a salute
  as Commandant Magnus Vrianian entered the
  room two paces behind him.
  “At ease,” said the Commandant.  He
  turned to regard you, his face an unreadable
  mask.  “I know what you have reported,” he
  began.  “Your services are no longer required
  in the retrieval of Sir Corum Valstier.  As of
  now I am declaring him officially lost, dead, or
  worse.”  Having said that the Commandant
  turned and walked to the door, but paused as
  he reached the exit.  Without turning to face
  you he spoke once more, “On a personal note,
  I am extremely disappointed that you used this
  mission to pry into my personal life.   Any
  impact of my personal history on our nation is
  my responsibility alone, and will be dealt with
  accordingly.  Your publication of these facts
  plays into the hands of our enemies by
  diverting our attention and resources to
  frivolous matters.”  Despite the contents of his
  statement, his voice maintained the same
  matter-of-fact and commanding tone it held
  throughout your encounter.  The Commandant
  exited the room without giving you a chance to
  respond.
  If the PCs make a report directly to the
  Commandant:
  Upon your return to Hookhill you made
  your way to the offices of the 1st Battle’s HQ. 
  You were able to impress upon Staff Sergeant
  Hingus Teliz both the delicacy and the urgency
  of your report, and that such required a
  personal delivery to the Commandant himself.
   While leery at first, the weight of your
  influence soon brought him over to your side. 
  The Staff Sergeant went to fetch Captain
  Watcher Previs Hamistim, Cautious Eagle.  The
  Captain looked your group up and down, and
  listened to the Staff Sergeant’s summary of
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 27
  your case.  “It is not my custom to disturb the
  Commandant with matters which do not flow
  through the chain of command, as they
  should.”  At that Captain Hamistim coughed. 
  “However it seems that you are well enough
  connected to circumvent those channels.  Very
  well, follow me.”  Thus saying, Captain
  Watcher Previs Hamistim led you to a private
  audience chamber deep in the building.  “Wait
  here, the Commandant will be with you
  shortly.”  So saying the Captain stood at
  attention beside one of the room’s two visible
  exits (the one you did not arrive through).
  Roughly 
  a 
  half 
  hour 
  passed 
  before
  Commandant Magnus Vrianian arrived, flanked
  by two men bearing the stripes of Senior Staff
  Sergeants.
  PCs who participated in GRM5-01 The
  Commandant’s Parlor will instantly recognize
  Senior Staff Sergeant Ivar Trask and Senior Staff
  Sergeant Drakon 
  of 
  Pholtus 
  (AKA 
  Brother
  Drakon).  PCs who did not participate in that
  scenario may recognize them with a DC 10
  Profession (soldier) check, a DC 15 Knowledge
  (local-Sheldomar Valley Metaregion) check, or a
  DC 20 Bardic Knowledge check.
  “You have important news to report.  Very
  well, do so.  Be concise, however leave out
  nothing of import.”
  At this point the PCs are free to make their
  report.  If they ask that the Commandant speak to
  them privately:
  “Anything said to me may be said in front
  of these men.  I do not need to remind you that
  my life has been threatened on multiple
  occasions.  I do not foolishly abandon my
  bodyguards.”
  The Commandant will not respond to any
  other questions, except to urge them to continue
  to their reports conclusion.  When the PCs have
  finished making their report.
  “Your services are no longer required in
  the retrieval of Sir Corum Valstier.  As of now I
  am declaring him officially lost, dead, or
  worse.”  Having said that the Commandant
  turned and walked to the door, but paused as
  he reached the exit.  Without turning to face
  you he spoke once more, “On a personal note,
  I am extremely disappointed that you used this
  mission to pry into my personal life.   Any
  impact of my personal history on our nation is
  my responsibility alone, and will be dealt with
  accordingly.  I appreciate you candor in this
  matter, as the publication of these facts would
  play into the hands of our enemies by diverting
  our attention and resources to frivolous
  matters.”  Despite the contents of his
  statement, his voice maintained the same
  matter-of-fact and commanding tone it held
  throughout your encounter.  The Commandant
  exited the room without giving you a chance to
  respond.  His two bodyguards exited with him,
  and Captain Hamistim escorted you out of the
  building.
  CONCLUSION B: WHO
  SLEEPS UPON YOUR BED?
  The PCs are able to convince Mar’idian to return
  with them to Gran March to see Commandant
  Magnus Vrianian.  If the PCs wish to make a
  general report, read them the first set of box text
  below.  If the PCs wish to expend sufficient
  influence (both in quantity and quality) to secure a
  private audience with the Commandant, read the
  second set of box text below.
  Upon your return to Hookhill you made
  your way to the offices of the 1st Battle’s HQ. 
  Staff Sergeant Hingus Teliz had you fill out
  your reports in triplicate, then quickly glanced
  over them.  Staff Sergeant Teliz looked up at
  both you and the strange creature that
  accompanied you and quickly walked out of
  the room.  After a few moments he returned
  with 
  Captain 
  Watcher 
  Previs 
  Hamistim,
  Cautious Eagle.  “In the name of the
  Commandant, you are ordered to remain here
  until further notice,” said the Captain.  Captain
  Hamistim then turned to Staff Sergeant Teliz,
  “See that they are fed.”  Staff Sergeant Teliz
  snapped to attention, “Yes, SIR!”  You were
  given a standard issue military meal from the
  general mess and proceeded to wait. 
  After an hour Captain Hamistim returned to
  the room, “Atten-SHUN!” and snapped a salute
  as Commandant Magnus Vrianian entered the
  room two paces behind him.
  “At ease,” said the Commandant.  He
  turned to regard you, his face an unreadable
  mask.  “I know what you have reported,” He
  turned to Captain Hamistim.  “Take that
  woman into custody.”  The Captain barked an
  order and a file entered the room and
  surrounded Mar’idian.  The Commandant then
  turned to you once again, “Your services are
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 28
  no longer required in the retrieval of Sir Corum
  Valstier.  As of now I am declaring him
  officially lost, dead, or worse.”  Having said
  that the Commandant turned and walked to the
  door, but paused as he reached the exit. 
  Without turning to face you he spoke once
  more, “On a personal note, I am extremely
  disappointed that you used this mission as an
  excuse to pry into my personal life.  Any
  impact of my personal history on our nation is
  my responsibility alone, and will be dealt with
  accordingly.  Your publication of these facts
  plays into the hands of our enemies by
  diverting our attention and resources to
  frivolous matters.”  Despite the contents of his
  statement, his voice maintained the same
  matter-of-fact and commanding tone it held
  throughout your encounter.  The Commandant
  exited the room without giving you a chance to
  respond.  He was followed by the file escorting
  Mar’idian.  She went without trouble, but
  looked over her shoulder as she was being
  escorted out.  The heart wrenching look of
  anguish and sorrow on her face was as plain
  as day.
  If the PCs make a report directly to the
  Commandant:
  Upon your return to Hookhill you made
  your way to the offices of the 1st Battle’s HQ. 
  You were able to impress upon Staff Sergeant
  Hingus Teliz both the delicacy and the urgency
  of your report, and that such required a
  personal delivery to the Commandant himself.
   While leery at first (and after glancing
  innumerable times at the strange creature that
  accompanied you) the weight of your influence
  soon brought him over to your side.  The Staff
  Sergeant went to fetch Captain Watcher Previs
  Hamistim, Cautious Eagle.  The Captain looked
  your group up and down, with particular focus
  on Mar’idian, and listened to the Staff
  Sergeant’s summary of your case.  “It is not
  my custom to disturb the Commandant with
  matters which do not flow through the chain of
  command, as they should.”  At that Captain
  Hamistim coughed.  “However it seems that
  you are well enough connected to circumvent
  those channels.  Very well, follow me.”  Thus
  saying, Captain Watcher Previs Hamistim led
  you to a private audience chamber deep in the
  building.  “Wait here, the Commandant will be
  with you shortly.”  So saying the Captain stood
  at attention beside one of the room’s two
  visible exits (the one you did not arrive
  through).
  Roughly 
  five 
  minutes 
  passed 
  before
  Commandant Magnus Vrianian arrived, flanked
  by two men bearing the stripes of Senior Staff
  Sergeants.
  PCs who participated in GRM5-01 The
  Commandant’s Parlor will instantly recognize
  Senior Staff Sergeant Ivar Trask and Senior Staff
  Sergeant Drakon 
  of 
  Pholtus 
  (AKA 
  Brother
  Drakon).  PCs who did not participate in that
  scenario may recognize them with a DC 10
  Profession (soldier) check, a DC 15 Knowledge
  (local-Sheldomar Valley Metaregion) check, or a
  DC 20 Bardic Knowledge check.
  As the Commandant enters the room allow the
  PCs to make DC 14 Sense Motive checks.  PCs
  who succeed in the check sense that the
  Commandant is disturbed about something.
  “You have important news to report.  Very
  well, do so.  Be concise, however leave out
  nothing of import.”
  At this point the PCs are free to make their
  report.  If they ask that the Commandant speak to
  them privately:
  “Anything said to me may be said in front
  of these men.  I do not need to remind you that
  my life has been threatened on multiple
  occasions.  I do not foolishly abandon my
  bodyguards.”
  The Commandant will not respond to any
  other questions, except to urge the PCs to
  continue to their report’s conclusion.  When the
  PCs have finished making their report:
  “Take that woman into custody,” said the
  Commandant, indicating Mar’idian.  At his
  command a file entered the room and
  surrounded Mar’idian. 
  “Your services are no longer required in
  the retrieval of Sir Corum Valstier.  As of now I
  am declaring him officially lost, dead, or
  worse.”  Having said that the Commandant
  turned and walked to the door, but paused as
  he reached the exit.  Without turning to face
  you he spoke once more, “On a personal note,
  I am extremely disappointed that you used this
  mission to pry into my personal life.   Any
  impact of my personal history on our nation is
  my responsibility alone, and will be dealt with
  accordingly.  I appreciate you candor in this
  matter, as the publication of these facts would
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 29
  play into the hands of our enemies by diverting
  our attention and resources to frivolous
  matters.”  Despite the contents of his
  statement, his voice maintained the same
  matter-of-fact and commanding tone it held
  throughout your encounter.  The Commandant
  exited the room without giving you a chance to
  respond, his two bodyguards with him.  He
  was followed by the file escorting Mar’idian. 
  She went without trouble, but looked over her
  shoulder as she was being escorted out.  The
  heart wrenching look of anguish and sorrow
  on her face was as plain as day.  Captain
  Hamistim then escorted you out of the
  building.
  EPILOGUE
  This scene assumes that the PCs separate after
  the module ends, and that Brother Drakon visits
  each PC independently.  If the PCs congregate in
  groups, handle his visits in that fashion (with one
  visit per group or individual).
  After the most powerful man in Gran March
  departed you were left to ponder the events of
  the last few days.  The Commandant obviously
  considers the matter closed, but is it?  Is
  Corum Valstier as surely lost as Magnus
  Vrianian claims?  Will you be able to resist
  Maimbua’s machinations when he inevitably
  taunts you again?  Where does your duty lie?
  As you pondered these questions, or
  others like them, your reverie was interrupted.
   A solidly built man of about 5’6” with a shaved
  head and bright blue eyes approached you. 
  This is Brother Drakon.  Make a note to the
  PCs that if they participated in GRM5-01 The
  Commandant’s Parlor Brother Drakon addresses
  them by name.
  “You might not remember me, but my
  name is Brother Drakon, Senior Staff Sergeant
  of the 1st Battle.  You look troubled, may I join
  you?
  Assuming the PCs acquiesce.
  Brother Drakon takes a seat across from
  you, leans over, and stares a bit uncomfortably
  close into your eyes.  “I appreciate your efforts
  on behalf of Commandant and Country.  Let
  me apologize for the Commandant’s response
  to your actions, but please understand that
  recent events have opened old wounds.  The
  Commandant may not show it, however I know
  he feels responsible for many of the ills that
  have befallen our country of late.  He seems to
  think it a design of cosmic symmetry that while
  he was able to serve his beloved country many
  years ago his presence should now endanger
  it.  I fear he has resigned himself to whatever
  fate he sees before him and will not act to
  change the future or to save himself.  Know
  that you have my thanks at the least.”  With
  that, he rose from his seat and departed.
  Treasure:  PCs who were not rude to the
  Commandant or Brother Drakon receive his
  favorable attention.  PCs who were rude to the
  Commandant or Brother Drakon receive his
  unfavorable attention.  Circle whichever applies.
  CAMPAIGN
  CONSEQUENCES
  Please see the Critical Events Summary at the
  end of this scenario.  Fill it out with the requested
  information and either hand it in to the Senior
  Judge (at the scenario premiere) or e-mail the
  requested information to the indicated e-mail
  address.
  The End
  EXPERIENCE POINT
  SUMMARY
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the experience award.  Award the total
  value (objectives plus roleplaying) to each
  character.
  Encounter 2B
  Defeat the rakshasa(s).
  APL 6: 270 xp.
  APL 8: 300 xp.
  APL 10: 390 xp.
  APL 12: 450 xp.
  Encounter 6
  Defeat the beings of law on their own plane, OR
  do not bring the beings of law to the Bar None, OR
  defeat the transmogrified beings of law.
  APL 6: 210 xp.
  APL 8: 300 xp.
  APL 10: 330 xp.
  APL 12: 390 xp.
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 30
  Encounter 7
  Successfully return to the Bar None.
  APL 6: 240 xp.
  APL 8: 300 xp.
  APL 10: 360 xp.
  APL 12: 420 xp.
  Discretionary Roleplaying Award
  APL 6: 180 xp.
  APL 8: 225 xp.
  APL 10: 270 xp.
  APL 12: 315 xp.
  Total possible experience
  APL 6: 900 xp.
  APL 8: 1,125 xp.
  APL 10: 1,350 xp.
  APL 12: 1,575 xp.
  TREASURE SUMMARY
  During 
  an 
  adventure, 
  characters 
  encounter
  treasure, usually finding it in the possession of their
  foes.  Every encounter that features treasure has a
  “treasure” section within the encounter description,
  giving information about the loot, coins, and magic
  items that make up the encounter’s treasure.
  The loot total is the number of gold pieces each
  character gains if the foes are plundered of all their
  earthly possessions.  Looting the bodies takes at
  least 10 minutes per every 5 enemies, and if the
  characters cannot take the time to loot the bodies,
  they do not gain this gold.  If you feel it is
  reasonable that characters can go back to loot the
  bodies, and those bodies are there (i.e., not carted
  off by dungeon scavengers, removed from the
  scene by the local watch, and so on), characters
  may return to retrieve loot.  If the characters do not
  loot the body, the gold piece value for the loot is
  subtracted from the encounter totals given below.
  The coin total is the number of gold pieces each
  character gains if they take the coin available.  A
  normal adventuring party can usually gather this
  wealth in a round or so.  If for some reason, they
  pass up this treasure, the coin total is subtracted
  from the encounter totals given below.
  Next, the magic items are listed.  Magic item
  treasure is the hardest to adjudicate, because they
  are varied and because characters may want to use
  them during the adventure.  Many times characters
  must cast identify, analyze dweomer or similar spell
  to determine what the item does and how to
  activate it.  Other times they may attempt to use the
  item blindly.  If the magic item is consumable (a
  potion, scroll, magic bolts, etc.) and the item is used
  before the end of the adventure, its total is
  subtracted from the adventure totals below.
  Once you have subtracted the value for
  unclaimed treasure from each encounter add it up
  and that is the number of gold pieces a characters
  total and coin value increase at the end of the
  adventure.  Write the total in the GP Gained field of
  the adventure certificate.  Because this is a
  Regional 
  adventure, 
  characters 
  may 
  spend
  additional Time Units to practice professions or
  create items immediately after the adventure so this
  total may be modified by other circumstances.
  L = Looted gear from enemy; C = Coin, Gems,
  Jewelry, and other valuables; M = Magic Items.
   Encounter 2B:
  APL 6: L: 0 gp, C: 800 gp, M: eyes of the
  eagle (208 gp), 2 oil of align weapon [evil] (25 gp
  each), 2 oil of align weapon [good] (25 gp each).
  APL 8: L: 0 gp, C: 800 gp, M: eyes of the
  eagle (208 gp), mantle of second chances (500
  gp), 2 oil of align weapon [evil] (25 gp each), 2 oil
  of align weapon [good] (25 gp each).
  APL 10: L: 37 gp, C: 800 gp, M: 2 eyes of the
  eagle (208 gp each), 2 mantle of second chances
  (500 gp each), 4 oil of align weapon [evil] (25 gp
  each), 4 oil of align weapon [good] (25 gp each), 2
  +1 brutal surge feycraft cold iron longsword (652
  gp each), 2 +1 deflecting flaming surge short
  sword (859 gp each), 2 +1 easy traveling feycraft
  mithral chain shirt (342 gp each),
  APL 12: L: 75 gp, C: 800 gp, M: 4 eyes of the
  eagle (208 gp each), 4 mantle of second chances
  (500 gp each), 8 oil of align weapon [evil] (25 gp
  each), 8 oil of align weapon [good] (25 gp each), 3
  +1 brutal surge feycraft cold iron longsword (652
  gp each), 3 +1 deflecting flaming surge short
  sword (859 gp each), 3 +1 easy traveling feycraft
  mithral chain shirt (342 gp each), +1 ghost strike
  hellforged short sword (1,651 gp), +1 illusion bane
  short sword (776 gp), +1 anti-impact fireshaped
  mithral chain shirt (367 gp).
  Total Possible Treasure (Maximum Reward
  Allowed)
  APL 6: L: 0 gp, C: 800 gp, M: 308 gp – Total:
  1,008 gp (900 gp).
  APL 8: L: 0 gp, C: 800 gp, M: 808 gp – Total:
  1,608 gp (1,300 gp).
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 31
  APL 10: L: 37 gp, C: 800 gp, M: 5,322 gp –
  Total: 6,159 gp (2,300 gp).
  APL 12: L: 75 gp, C: 800 gp, M: 11,585 gp –
  Total: 12,460 gp (3,300 gp).
  ITEMS FOR THE
  ADVENTURE RECORD
  Special
  Tutelage of the Nameless Archmage:  You gain
  access to one arcane spell from the APL you
  played, and one arcane spell from each lower
  APL.  APL 6 avoid planar effects (SpC) or shadow
  phase (SpC) APL 8 false gravity (SpC) or
  perinarch (SpC) APL 10 dimension door, greater
  (SpC) or planar tolerance (SpC) APL 12 extract
  water elemental (SpC) or ruby ray of reversal
  (SpC).
  Enmity of the Nameless Archmage:  Whenever
  you adventure on the Astral Plane you will be
  attacked by an Astral Stalker engaged to torment
  you.  Once per such an adventure it uses stealth
  to approach, attack, and escape.  Every
  subsequent time you encounter it there is a
  cumulative 5% chance (tracked in the play notes
  section of your ARs) that it has tired of its hunt and
  will decide to end your life.  It will hunt you until
  either you or it has been slain.  There is no
  reasoning with it.  Additionally every time you are
  affected by a [Teleportation] effect there is a flat
  5% chance that the Astral Stalker has anticipated
  your movement and makes one attack against you
  while you briefly occupy the Astral Plane.  You
  must show this to your judge at the beginning of
  every adventure.
  Touched by the Gods:  You have fulfilled the
  special prerequisite of the Contemplative prestige
  class for Al’Akbar, Heironeous, Moradin, Murlynd,
  Pholtus, and St. Cuthbert.
  Marked by the Gods:  You have been anointed
  with meersalm, leaving the golden holy symbol of
  ____________ on your forehead.  When you
  received it this mark immediately affected you as
  the atonement, miracle and remove curse spells at
  21st caster level.  The mark also grants you
  permanent SR __ (11+APL played) against spells
  with the evil descriptor.  You chose to convert to
  the worship of ____________.
  Branded by the Gods:  You have been anointed
  with meersalm, and your false oath caused it to
  burn a silver lightning bolt into your forehead.  This
  brand acts as a mark of justice at 20th caster level.
   If you break another oath the mark of justice will
  activate, imposing a -4 penalty on attack rolls,
  saves, ability checks and skill checks.  If the mark
  activates note this in the Play Notes section of
  your AR.  The brand will fade after a period of one
  year (tracked from the date of this AR) if it has not
  been activated, otherwise the mark of justice must
  be removed through normal means (see the mark
  of justice spell description).  This brand cannot be
  hidden by magical or mundane means. You must
  show this to your judge at the beginning of every
  adventure.
  Exalted by the Gods: Worshipers of Al’Akbar,
  Heironeous, Moradin, Murlynd, Pholtus, and St.
  Cuthbert may choose one of the following: access
  to the feats Parrying Shield (LoM) and Sanctify
  Water (Sto) plus two divine spells from the
  following list OR access to all divine spells on the
  following 
  list: 
  battlefield 
  illumination 
  (HB),
  battlemagic perception (HB), checkmate’s light
  (SpC), consecrate battlefield (HB), earthen grace
  (SpC), eye of the hurricane (SpC), find the gap
  (SpC), fireward (SpC), hunter’s mercy (SpC),
  knight’s move (SpC), lightfoot (SpC), owl’s insight
  (SpC), spiritual cavalry (HB), towering oak (SpC),
  wall of good (SpC), warning shout (SpC).
  Attention of Brother Drakon: You have gained
  the favorable/unfavorable attention of Senior Staff
  Sergeant Drakon of Pholtus.
  Item Access
  APL 6
  • 
  blend cream (Adventure; CAd; 50 gp)
  • 
  candle, focusing (Adventure; CAd; 100 gp)
  • 
  capsule retainer (Adventure; CAd; 100 gp)
  • 
  eyes of the eagle (Adventure; DMG; 2,500 gp)
  • 
  healer’s balm (Adventure; CAd; 10 gp)
  • 
  hearthfire (Adventure; RS; 10 gp)
  • 
  hearthfire lantern (Adventure; RS; 7 gp)
  • 
  ironman capsule (Adventure; CAd; 15 gp)
  • 
  leap capsule (Adventure; CAd; 15 gp)
  • 
  Official Bar None everfull mug (Adventure; AE;
  800 gp)
  • 
  oil of align weapon [evil] (CL 3rd; Adventure;
  DMG; 300 gp)
  • 
  oil of align weapon [good] (CL 3rd; Adventure;
  DMG; 300 gp)
  • 
  stability capsule (Adventure; CAd; 15 gp)
  • 
  softfoot (Adventure; CAd; 50 gp)
  • 
  spiderlily essence (Adventure; RS; 75 gp)
  • 
  suregrip (Adventure; CAd; 20 gp)
  APL 8 (all of APL 6 plus the following)
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 32
  • 
  mantle of second chances (Adventure; DMG2;
  6,000 gp)
  APL 10 (all of APL 6 and 8 plus the following)
  • 
  +1 brutal surge feycraft cold iron longsword
  (Adventure; DMG2; 7,830 gp)
  • 
  +1 deflecting flaming surge short sword
  (Adventure; CW, DMG2; 10,310 gp)
  • 
  +1 easy traveling feycraft mithral chain shirt
  (Adventure; DMG2, HB; 4,100 gp)
  APL 12 (all of APL 6, 8 and 10 plus the following)
  • 
  +1 ghost strike hellforged 
  short sword
  (Adventure; DMG2, Libris Mortis; 19,810 gp)
  • 
  +1 illusion bane short sword (Adventure;
  DMG2; 9,310 gp)
  • 
  +1 anti-impact fireshaped mithral chain shirt
  (Adventure; CW, DMG2; 4,400 gp)
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 33
  APPENDIX 1 – NPCS
  ENCOUNTER 7                                        
  M AR’ I DI AN
  CR 23
  Female mercane wizard 18
  LN Large outsider
  Init +2; Senses darkvision 60 ft., scent; Listen +16,
  Spot +15
  Languages Abyssal, Celestial, Common, Draconic,
  Infernal, Undercommon; telepathy 100 ft.
  AC 15, touch 11, flat-footed 14;
  (-1 size, +2 Dex, +4 natural); Combat Expertise
  hp 171 (25 HD)
  Fort +14, Ref +13, Will +20
  Speed 30 ft. (6 squares)
  Melee mwk falchion +18 (2d4+3)
  Space 10 ft.; Reach 10 ft.
  Base Atk +16; Grp +22
  Atk Options Improved Disarm, Improved Feint
  Wizard Spells Prepared (CL 22nd):
  9th—mass hold monster (DC 29), reaving dispel,
  quickened wall of force
  8th—quickened Evard’s black tentacles, protection
  from spells, shield of lawD (DC 24)
  7th—greater arcane sight, forcecage, prismatic spray
  (DC 27), reverse gravity
  6th—analyze 
  dweomer, 
  greater 
  anticipate
  teleportation, quickened calm emotionsD (DC 18),
  greater heroism, legend lore, true seeing
  5th—arc of lightning (DC 25), fabricate, quickened
  magic missile, major creation, quickened shield,
  telekinesis
  4th—detect scrying, dimension door, divinationD, fire
  shield, lesser globe of invulnerability, stone shape
  3rd—daylight, gaseous form, halt undead, magic
  circle against chaos, magic circle against evil,
  servant horde
  2nd—alter self, glitterdust (DC 22), gust of wind (DC
  22), knock, locate object, see invisibility, shatter
  (DC 22)
  1st—animate rope, comprehend languages, detect
  undead, endure elements, scholar’s touch, Tenser’s
  floating disk, unseen servant
  0—arcane 
  mark, 
  detect 
  magic, 
  open/close,
  prestidigitation
  D: Domain spell. Deity: Zilchus. Domains: City, Law,
  Pact
  Spell-Like Abilities (CL 14th):
  3/day — dimension door, invisibility
  1/day — Leomund’s secret chest, plane shift
  �Already cast
  Abilities Str 15, Dex 15, Con 16, Int 25 (31), Wis 17
  (23), Cha 15
  Feats Arcane Disciple (city), Arcane Disciple (law),
  Arcane Disciple (pact), Arcane Mastery, Combat
  Expertise, Craft Wondrous Item, Extend Spell, 
  Improved Disarm, Improved Feint, Scribe Scroll,
  Steady Caster,  Practiced Spellcaster, Quicken Spell.
  Skills Appraise +24, Bluff +12, Concentration +24, Craft
  (alchemy) +38, Diplomacy +12, Gather Information
  +12, Intimidate +12, Knowledge (arcana) +23,
  Knowledge (local – Sigil) +27, Knowledge (religion)
  +14, Knowledge (the planes) +23, Listen +16,
  Perform (sing) +16, Profession (bookkeeper) +16,
  Sense Motive +34, Sleight of Hand +14, Spellcraft
  +20, Spot +15
  Possessions combat gear plus Boccob’s blessed book
  x3, headband of intellect +6, periapt of wisdom +6
  Spellbook spells prepared plus 0—acid splash, dancing
  lights, daze, detect poison, disrupt undead, flare,
  ghost sound, light, mage hand, mending, message,
  ray of frost, read magic, repair minor damage,
  resistance, 
  touch 
  of 
  fatigue; 
  1st—accelerated
  movement, alarm, arrow mind, backbiter, blades of
  fire, burning hands, cause fear, charm person, chill
  touch, color spray, commandD, critical strike, detect
  secret doors, discern bloodline, disguise self, distract
  assailant, enlarge person, erase, expeditious retreat,
  swift expeditious retreat, familiar pocket, feather fall,
  fist of stone, friendly face, golem strike, guided shot,
  hail of stone, hold portal, hypnotism, identify,
  insightful feint, instant locksmith, instant search, 
  jump, locate city, low-light vision, mage armor, magic
  weapon, master’s touch, mount, Nystul’s magic aura,
  obscuring mist, lesser orb of acid, lesser orb of cold,
  lesser orb of electricity, lesser orb of fire, lesser orb of
  sound, protection from chaos, protection from
  chaosD, protection from evil, protection from good,
  protection from law, ray of enfeeblement, reduce
  person, 
  repair 
  light 
  damage, 
  rooftop 
  striderD,
  shocking grasp, silent image, sleep, sniper’s shot,
  summon monster I, true strike, ventriloquism; 2nd—
  aiming at the target, arcane lock, augment familiar,
  balancing lorecall, bear’s endurance, bladeweave,
  blast of force, blindness/deafness, blur, body of the
  sun, bull’s strength, cat’s grace, chain of eyes, city
  lights, city lightsD,  command undead, continual
  flame, daze monster, darkness, darkvision, detect
  thoughts, discern shapechanger, eagle’s splendor,
  earthen grasp, false life, fireburst, flaming sphere,
  swift fly, fog cloud, fox’s cunning, ghoul touch,
  hypnotic pattern, ice knife, invisibility, Leomund’s
  trap, levitate, magic mouth, Melf’s acid arrow,
  mindless rage, minor image, misdirection, obscure
  object, 
  owl’s 
  wisdom, 
  phantasmal 
  assailants,
  protection 
  from 
  arrows, 
  proud 
  arrogance,
  pyrotechnics, repair moderate damage, resist energy,
  returning weapon, rope trick, scare, scorching ray,
  shield otherD, sonic weapon, spectral hand, spider
  climb, summon monster II, summon swarm, swim,
  Tasha’s hideous laughter, touch of idiocy, wall of
  gloom, 
  web, 
  whirling 
  blade, 
  whispering 
  wind,
  wracking touch; 3rd—anticipate teleportation, arcane
  
  GRM7-02 Who Sleeps Upon Your Bed?
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  sight, 
  bands 
  of 
  steel, 
  blink,
  clairaudience/clairvoyance, 
  corpse 
  candle, 
  deep
  slumber, 
  dispel 
  magic, 
  displacement, 
  enhance
  familiar, explosive runes, fireball, flame arrow, fly,
  fortify familiar, gentle repose, haste, heroism, hold
  person, illusory script, invisibility sphere, keen edge,
  Leomund’s tiny hut, lighting bolt, greater mage armor,
  magic circle against chaosD, magic circle against
  good, magic circle against law, greater magic
  weapon, 
  major 
  image, 
  nondetection, 
  phantom
  guardians, phantom steed, protection from energy,
  rage, ray of exhaustion, repair serious damage,
  resonating bolt, secret page, sepia snake sigil,
  shadow binding, shrink item, sign of sealing, sleet
  storm, slow, stinking cloud, speak with deadD,
  spectral weapon, stony grasp, suggestion, summon
  monster III, lesser telepathic bond, tongues, unluck,
  vampiric touch, walk the mountain’s path, water
  breathing, wind wall, winding alleysD; 4th—aerial
  alacrity, animate dead, arcane eye, bestow curse,
  blast of flame, blistering radiance, burning blood,
  charm monster, commune with cityD, confusion,
  contagion, 
  crushing 
  despair, 
  mass 
  darkvision,
  defenestrating sphere, dimensional anchor, dispelling
  screen, dragon breath, enduring flight, enervation,
  mass enlarge person, entangling staff, fire trap,
  lesser geas, hallucinatory terrain, ice storm, illusory
  wall, greater invisibility, Leomund’s secure shelter,
  locate creature, minor creation, orb of acid, orb of
  cold, orb of electricity, orb of fire, orb of force, orb of
  sound, Otiluke’s resilient sphere, phantasmal killer,
  polymorph, 
  rainbow 
  pattern, 
  Rary’s 
  mnemonic
  enhancer, mass reduce person, remove curse, repair
  critical damage, scrying, shadow conjuration, shout,
  solid fog, stoneskin, summon monster IV, sword of
  deception, mass unseen servant, wall of fire, wall of
  ice; 5th—animal growth, baleful polymorph, Bigby’s
  interposing 
  hand, 
  blight, 
  greater 
  blink, 
  break
  enchantment, 
  cacophonic 
  shield, 
  mass 
  charm
  person, cloudkill, cone of cold, contact other plane,
  dismissal, dispel chaosD, dominate person, dream,
  duelward, false vision, feeblemind, greater fireburst,
  mass fly, hidden lodge, hold monster, Leomund’s
  secret chest, magic jar, mind fog, mirage arcana,
  Mordenkainen’s 
  faithful 
  hound, 
  Mordenkainen’s
  private 
  sanctum, 
  nightmare, 
  nightstalker’s
  transformation, overland flight, passwall, persistent
  image, prismatic ray, prying eyes, Rary’s telepathic
  bond, reciprocal gyre, refusal, seeming, sending,
  shadow evocation, shadow form, shadow guardians,
  skyline runnerD, spiritwall, stalwart pactD, summon
  monster V, symbol of pain, symbol of sleep, teleport,
  transmute mud to rock, transmute rock to mud,
  vitriolic sphere, wall of stone, waves of fatigue, wrack;
  6th—acid fog, antimagic field, mass bear’s endurance,
  Bigby’s forceful hand, brilliant blade, mass bull’s
  strength, mass cat’s grace, chain lighting, circle of
  death, city strideD, cloak of the sea, contingency,
  control water, create undead, disintegrate, greater
  dispel magic, mass eagle’s splendor, eyebite, flesh to
  stone, fires of purity, mass fox’s cunning, freezing
  fog, geas/quest, globe of invulnerability, guards and
  wards, hold monsterD, mislead, Mordenkainen’s
  lucubration, move earth, Otiluke’s freezing sphere,
  mass owl’s wisdom, permanent image, probe
  thoughts, programmed image, repulsion, greater sign
  of sealing, shadow walk, stone to flesh, subvert
  planar essence, mass suggestion, summon monster
  VI, symbol of fear, symbol of persuasion, Tenser’s
  transformation, undeath to death, veil, wall of iron,
  zealot pactD; 7th—arrow of bone, banishment, Bigby’s
  grasping hand, brilliant aura, control undead, control
  weather, delayed blast fireball, dictumD, Drawmij’s
  instant summons, greater dispelling screen, emerald
  flame fist, energy immunity, ethereal jaunt, finger of
  death, mass hold person, insanity, mass invisibility,
  limited wish, Mordenkainen’s magnificent mansion,
  Mordenkainen’s sword, phase door, plane shift,
  power word blind, project image, renewal pactD,
  greater 
  scrying, 
  sequester, 
  greater 
  shadow
  conjuration, spell turning, statue, summon monster
  VII, sword of darkness, symbol of stunning, symbol of
  weakness, greater teleport, teleport object, transfix,
  urban shieldD, vision, waves of exhaustion; 8th—
  antipathy, greater bestow curse, Bigby’s clenched
  fist, binding, blackfire, mass charm monster, city’s
  mightD, clone, create greater undead, death pactD,
  demand, discern location, dimensional lock, earth
  glide, flensing, ghostform, heart of stone, horrid
  wilting, incendiary cloud, superior invisibility, iron
  body, maze, mind blank, moment of prescience,
  Otiluke’s telekinetic sphere, Otto’s irresistible dance,
  polar ray, polymorph any object, power word stun,
  prismatic wall, greater prying eyes, scintillating
  pattern, screen, greater shadow evocation, greater
  shout, summon monster VIII, sunburst, symbol of
  death, symbol of insanity, sympathy, temporal stasis,
  trap the soul; 9th—absorption, animate cityD, astral
  projection, Bigby’s crushing hand, dominate monster,
  energy drain, etherealness, freedom, foresight, gate,
  gateD,  hindsight, imprisonment, meteor swarm,
  obedient avalanche, power word kill, prismatic
  sphere, programmed amnesia, refuge, shades,
  shapechange, 
  soul 
  bind, 
  summon 
  elemental
  monolith, summon monster IX, summon monster IXD,
  teleportation circle, time stop, transmute rock to lava,
  unbinding, wail of the banshee, weird, wish
  Skills Mercanes receive a +4 racial bonus on Appraise
  checks.
  Description Mercanes are extraplanar merchants,
  selling weapons, magic, and other treasures from plane
  to plane.
  They profess neutrality in the conflicts and rivalries
  of the planes, preferring to do their business and move
  on.  But beneath the mercanes’ veneer of impartiality
  are motives of their own, and they often hire adventurers
  to set their plans in motion.
  A mercane stands out in the most crowded bazaar.
   A 12-toot tall, blue-skinned creature dressed in
  voluminous robes, it moves with a slow, languid grace. 
  Its hands are spidery and delicate, with an extra joint on
  each finger.
  Nomadic by nature, mercanes travel widely, buying
  and selling their wares.  They favor opulence, so they
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 35
  often rent or borrow villas or palaces when they’ll be
  settling down for a while.  Because they’re known as rich
  merchants, mercanes always have a squad of
  bodyguards nearby.  They attract bandits and thieves,
  so mercanes tend to be cautious about any strangers
  they come into contact with.
  Mercanes present a demeanor of patience and
  elegance as they ply their trade.  They never quarrel
  among themselves, and a rival who insults one mercane
  often finds that others also bear a grudge.  Their family
  structure and mating habits are unknown, since
  juveniles and the elderly are never seen by those not of
  their race.
  Sources arcane disciple (Complete Divine), arcane
  mastery (Complete Arcane), core spells (PH & LGCS),
  mercane (SRD 3.5 & Manual of the Planes), practiced
  spellcaster (Complete Divine), steady concentration
  (Races of Stone)
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 36
  APPENDIX 2 – APL 6
  ENCOUNTER 5                                        
  L U P I NAL
  CR 5
  LG Medium outsider (good, guardinal)
  Init +5; Senses darkvision 60 ft., scent; Listen +17,
  Spot +17
  Aura fear aura
  Languages Celestial, Infernal, Draconic
  AC 20, touch 15, flat-footed 15
  (+5 Dex, +2 armor, +3 natural); dodge missiles
  hp 44 (8 HD); DR 5/evil
  Fort +7, Ref +11, Will +10
  Speed 50 ft. (10 squares)
  Melee 2 claws +14 (1d4+6) and
  Bite +9 (1d6+3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +8; Grp +14
  Atk Options Power Attack, improved grab, trip
  Spell-Like Abilities (CL 8th):
  At will — blink, blur, darkness, disguise self (DC 13),
  ethereal jaunt
  3/day — cone of cold (DC 17), cure light wounds, fly,
  magic missile
  �Already cast
  Abilities Str 23, Dex 20, Con 13, Int 16, Wis 18, Cha 13
  Feats Alertness, Power Attack, Track
  Skills Balance +18, Climb +17, Concentration +12,
  Diplomacy +13, Hide +16, Jump +13, Listen +17,
  Move Silently +16, Sport +17, Survival +15, Tumble
  +13
  Dodge Missiles (Ex) This ability operates like the
  Deflect Arrows feat, except that the lupinal can dodge
  any missile and it need not have its hands free.  (The
  creature is dodging, not deflecting.)  This ability is
  usable three times per round.
  Empathy (Ex) This power works exactly like the druid’s
  wild empathy class feature.
  Fear Aura (Ex) When a lupinal howls, every creature
  within 600 feet (except other celestials) who can hear
  it must make a Will saving throw (DC 16).  On a
  failure, each creature with 7 or fewer Hit Dice
  becomes panicked for 4d6 rounds, one with 8 or
  more Hit Dice becomes shaken for 4d6 rounds. 
  Success leaves the creature unaffected.  Once a
  creature has either been affected by this ability or
  made a successful save, it cannot be affected by that
  lupinal’s howl again for 24 hours.
  Improved Grab (Ex) If a lupinal hits an opponent that is
  at least one size category smaller than itself with a
  bite attack, it deals normal damage and attempts to
  start a grapple as a free action without provoking an
  attack of opportunity.  The creature has the option to
  conduct the grapple normally, or simply use its jaws
  to hold the opponent (-20 penalty on grapple check,
  but the lupinal is not considered grappled).  In either
  case, each successful grapple check it makes during
  successive rounds automatically deals bite damage.
  Trip (Ex) A lupinal that hits with a bite attack can
  attempt to trip the opponent as a free action without
  making a touch attack or provoking an attack of
  opportunity.  If the attempt fails, the opponent cannot
  react to trip the lupinal.
  Description As the name implies, lupinals are half-
  human, half-wolf creatures.  They are constantly on the
  prowl for evil intrusions into their territory, be it Elysium
  or a piece of the Material Plane that they have made
  their own.  Lupinals are more likely than cervidals to
  make their homes outside Elysium and assist other
  beings in repelling evil incursions.
  Perhaps because of their pack-based society,
  lupinals are more lawful than other natives of Elysium. 
  In group activities, they operate in close cooperation and
  perfect harmony.  Even solitary lupinals are rarely more
  than an hour away from allies (or even closer, via
  ethereal jaunt).
  At first glance, a lupinal might be mistaken for a
  werewolf, with its long muzzle, fur, and backward
  bending canine legs.  But where lycanthropes are
  savage and animal-like, lupinals are intelligent, regal,
  and poised – though they are quick to anger and
  ferocious when aroused.
  Sources Lupinal (Monster Manual II)
  V I S I LI G HT
  CR 5
  LN Medium outsider (lawful)
  Init +2; Senses darkvision 60 ft.; Listen +10, Spot +10
  Languages telepathic link 100 ft. with other visilights,
  cannot communicate with other creatures.
  AC 19, touch 12, flat-footed 17
  (+2 Dex, +7 natural)
  hp 32 (5 HD); DR 5/chaotic
  Fort +6, Ref +6, Will +6
  Speed 30 ft. (8 squares), fly 30 ft. (perfect)
  Melee 2 claws +6 (1d6+1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +10
  Atk Options Improved Grapple, Improved Sunder,
  Power Attack
  Special Actions Charisma drain, gaze
  Abilities Str 14, Dex 20, Con 18, Int 15, Wis 11, Cha 15
  Feats Improved GrappleB, Improved Sunder, Power
  Attack
  Skills Hide +10, Intimidate +10, Knowledge (arcana)
  +10, Knowledge (architecture and engineering) +10,
  Knowledge (the planes) +10, Listen +10, Move
  Silently +18, Search +10, Spot +10, Survival +10
  Charisma Drain (Su) A visilight feeds on great beauty
  and presence, and it is irresistibly drawn to
  exceptionally 
  charismatic 
  humanoids. 
   
  When
  confronted by a humanoid with a Charisma score
  higher than its own, a visilight attempts to grapple
  and pin it.  Any living creature pinned by a visilight
  takes 1d6 points of Charisma drain each round on the
  visilight’s turn.  As the visilight begins absorbing its
  victim’s personality, its mask begins to reshape itself
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 37
  to more closely resemble the visage of the individual
  being drained.  For ever point of Charisma it drains, a
  visilight’s Charisma score temporarily increases by 1.
   A visilight loses these gained points of Charisma at a
  rate of 1 point per hour, as this occurs, its porcelain
  mask gradually reverts to its original shape.
  Gaze (Su) Paralysis for 1d4 rounds, 30 feet, Fortitude
  DC 14 negates.  A paralyzed opponent cannot resist
  a visilight’s grapple or pin attempt.  As the visilight’s
  Charisma score improves (see Charisma Drain,
  above), the save DC against its gaze attack
  increases.  The save DC is 10 + ½ the visilight’s Hit
  Dice + the visilight’s Charisma modifier.
  Telepathic Link (Ex) Visilights share a communal
  consciousness, enabling them to communicate
  telepathically with other visilights.  A group of
  visilights within 100 feet of each other are in constant
  contact.  If one is aware of a particular danger, they
  all are.  If one of the group is not flat-footed, none of
  them are.  No visilight in the group is considered
  flanked unless all are.
  Skills A visilight’s ability to float in near silence gives it a
  +8 racial bonus on Move Silently checks.
  Description A floating humanoid wearing a tight-fitting,
  floor-length black dress drifts toward you.  The
  creature’s black garb contrasts sharply with the chalky
  whiteness of its skin.  Its face is a hollow porcelain
  mask, and the back of its steel-haired head is missing. 
  However, in the hollow of its head is a pale ball of light
  that shines through the mask’s eyes and mouth.
  Sources Visilight (Monster Manual III)
  ENCOUNTER 6                                        
  B AR-L G U R A
  CR 5
  CE Medium outsider (chaotic, evil, extraplanar,
  tanar’ri)
  Init +4; Senses darkvision 60 ft.; Listen +11,
  Spot +11
  Languages Abyssal, Celestial, Common, Draconic;
  telepathy 100 ft.
  AC 23, touch 14, flat-footed 17; Dodge Mobility
  (+4 Dex, +1 armor, +8 natural)
  hp 51 (6HD) DR 10/cold iron or good
  Immune electricity, poison
  Resist acid 10, cold 10, fire 10; SR 16
  Fort +9, Ref +9, Will +7
  Speed 40 ft. (8 squares), climb 20 ft.; Run
  Melee 2 claws +12 (1d6+6) and
  bite +7 (1d6+3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +12
  Atk Options pounce
  Combat Gear bracers of armor +1
  Special Actions abduction, summon tanar’ri
  Spell-Like Abilities (CL 6th):
  At will — darkness, cause fear (DC 12), dispel magic,
  greater teleport (DC 18), see invisibility, telekinesis
  (DC 16)
  2/day — disguise self (DC 12), invisibility, major
  image [DC 14]
  �Already cast
  Abilities Str 22, Dex 19, Con 19, Int 13, Wis 14, Cha 12
  Feats Dodge, Mobility, Run
  Skills Balance +15, Climb +23, Hide +17, 
  Intimidate
  +10, Jump +27, Listen +11, Move 
  Silently
  +13, Spot +11, Tumble +15
  Pounce (Ex) If a bar-lgura charges a foe, it can make a
  full attack.
  Abduction (Su) Unlike most tanar’ri, a bar-lgura can
  use greater teleport to transport other creatures.  It
  can bring up to one Large or two Medium or smaller
  creatures with it each time it teleports.  It can teleport
  unwilling targets as well, although an unwilling victim
  can attempt a DC 18 Will save to resist being
  transported.  The save DC is Charisma-based.
  Summon Tanar’ri (Sp) Once per day, a bar-lgura can
  attempt to summon another bar-lgura with a 35%
  chance of success.  This ability is the equivalent of a
  2nd-level spell (CL 6th).
  Skills A bar-lgura gains a +4 racial bonus on Hide
  checks and a +10 racial bonus on jump checks.
  Description This hulking monster looks at first like a
  powerfully muscled orangutan, yet the cruelty that burns
  in its rheumy red eyes signals a hateful intelligence.  Its
  visage is dominated by a pair of oversized fangs that jut
  from its lower jaw.  Its fur is rusty red and matted with
  filth.
  Sources bar-lgura (Fiendish Codex I)
  
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  APPENDIX 3 – APL 8
  ENCOUNTER 5                                        
  W AR D E N  AR C H O N
  CR 8
  LG Large outsider (archon, extraplanar, good, lawful)
  Init +4; Senses darkvision 60 ft., low-light vision, scent,
  unerring assay; Listen +22, Spot +22
  Aura aura of menace
  Languages telepathy 100 ft.
  AC 30, touch 9, flat-footed 30
  (-1 size, +9 armor, +12 natural); improved uncanny
  dodge, magic circle against evil, uncanny dodge
  hp 60 (8HD); DR 10/evil
  Immune electricity, petrification
  SR 25
  Fort +9 (+4 against poison), Ref +6, Will +7
  Speed 30 ft. in full plate (6 squares), base movement
  40 ft.
  Melee 2 claws +15 (1d8+8) and
  Bite +10 (2d6+4)
  Base Atk +8; Grp +20
  Atk Options Power Attack, rend 2d8+12
  Combat Gear +1 light fortification full plate
  Spell-Like Abilities (CL 11th):
  At will — aid, continual flame, detect scrying, detect
  thoughts (DC 13), locate creature, scrying, (DC 16),
  see invisibility, true strike
  3/day — shield of the archons, true seeing
  �Already cast
  Abilities Str 27, Dex 11, Con 17, Int 16, Wis 12, Cha 12
  Feats Alertness, Improved Initiative, Power Attack
  Skills Climb +14, Concentration +14, Diplomacy +14,
  Jump +14, Knowledge (religion) +14, Knowledge (the
  planes) +14, Listen +22, Search +14, Sense Motive
  +12, Spot +22, Survival +1 (+3 following tracks or on
  other planes), Swim +9, Tumble -3
  Aura of Menace (Su) A righteous aura surrounds
  archons that fight or get angry.  Any hostile creature
  within a 20-foot radius of an archon must succeed on
  a DC 13 Will save to resist its effects.  Those who fail
  take a -2 penalty on attacks, AC, and saves for 24
  hours or until they successfully hit the archon that
  generated the aura.  A creature that has resisted or
  broken the effect cannot be affected again by the
  same archon’s aura for 24 hours.
  Improved Uncanny Dodge (Ex) A warden archon
  cannot be flanked except by a 12th-level or higher
  rogue.
  Rend (Ex) If a warden archon hits a single target with
  both claws, it latches onto the opponent’s body 
  and
  tears the flesh.  This attack deals 2d8+12 points of
  damage.
  Uncanny Dodge (Ex) A warden archon retains its
  Dexterity bonus to AC even when flat-footed.
  Unerring Assay (Su) A warden archon instinctively
  knows the alignment of any creature within 60 feet. 
  Typical methods of masking alignment, such as
  misdirection or nondetection, have no effect upon a
  warden archon’s unerring assay.
  Skills A warden archon’s keen senses give it a +8
  bonus on Listen and Spot checks.
  Description Standing as tall as an ogre, this hulking
  creature has white fur, a bear-like head, and eyes like
  gleaming black opals.  Its broad white paws end in
  razor-sharp, jet-black claws.  The creature is clad in
  fearsome full plate engraved with faintly glowing
  symbols of holiness and virtue.
  Sources warden archon (Book of Exalted Deeds),
  shield of the archons (Book of Exalted Deeds).
  L UM I  C R U S ADE R
  CR 8
  Male lumi fighter 2/cleric 6
  LN Medium outsider (extraplanar)
  Init +3; Senses darkvision 60 ft.; Listen +8, Spot +9
  Languages Lumi, Common
  AC 21 touch 9 flat-footed 21
  (-1 Dex, +10 armor, +2 natural)
  hp 87 (10HD)
  Immune body of light, clear vision, floating head
  Fort +15, Ref +4, Will +13
  Speed 20 ft. in full plate (4 squares), base movement
  30 ft.
  Melee +1 greatsword  +13/+8 (2d6+5/17-20)
  Base Atk +8; Grp +11
  Atk Options Improved Sunder, Power Attack
  Special Actions greater turn 1/day, spontaneous
  casting, turn undead 8/day (+1, 2d6+7, 6th)
  Combat Gear amulet of natural armor +2, +2 full plate
  armor, wand of cure light wounds
  Cleric Spells Prepared (CL 6th):
  3rd — dispel magic, prayer, protection from energy,
  searing lightD
  2nd — align weapon, bull’s strength (2), heat metalD,
  (DC 17), silence (DC 17)
  1st —bless, divine favor (2), protection from chaosD,
  remove fear, shield of faith
  0 — cure minor wounds (2), detect magic, guidance,
  resistance
  D: Domain spell. Deity: Light. Domains: Law, Sun
  Spell-Like Abilities (CL 3rd):
  At will — disrupt undead, light
  3/day — cure light wounds, glitterdust [DC 12]
  �Already cast
  Abilities Str 16, Dex 8, Con 18, Int 8, Wis 20, Cha 12
  Feats Combat Casting, Extra Turning, Improved Critical
  (greatsword), Improved InitiativeB, Improved Sunder,
  Power AttackB, Weapon Focus (greatsword)B
  Skills Concentration +11 (+15 when casting defensively
  or in a grapple), Diplomacy +6, Heal +10, Knowledge
  (religion) +3, Knowledge (the planes) +4, Listen +8,
  Search +6, Sense Motive +11, Spot +9
  Body of Light (Su) A lumi’s body is infused with softly
  glowing positive energy.  It is immune to all death
  spells, magical death effects, energy drain, and any
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 39
  negative energy effects (such as from inflict spells or
  chill touch).  Lumi are adapted to live on the Positive
  Energy Plane.  They never gain additional temporary
  hit points as a result of being on a plane with the
  major positive-dominant energy trait (see Manual of
  the Planes, page 12), and thus are never in danger of
  exploding when on the Positive Energy Plane.  They
  still gain full benefit from the fast healing ability of
  planes with any positive-energy trait.  A lumi sheds
  white light in a 5-foot radius at all times.  It cannot
  voluntarily suppress this ability, though the light can
  be concealed by spells that create darkness.
  Clear Vision (Ex) A lumi cannot be blinded or dazzled
  by any effect.  It can still be effectively blind due to
  concealment, such as by darkness or fog.  It is
  specifically immune to color spray, rainbow pattern,
  searing light, sunbeam, sunburst, or other effects that
  use direct light as an attack form (such as a ghaele’s
  light ray attack).  Sun blades deal only nonlethal
  damage to a lumi.
  Floating Head (Ex) A lumi’s head naturally floats a few
  inches above its shoulders.  The creature can rotate
  its head in any direction but cannot raise, lower, or
  otherwise move its head away from where it floats; an
  unseen force prevents others from moving its head
  as well.  Opponents who flank a lumi do not gain the
  normal +2 bonus on attack rolls.  Lumi are immune to
  the decapitation power of a vorpal weapon.  They
  may not be strangled and are immune to suffocation.
  Skills A lumi has a +2 racial bonus on Search, Sense
  Motive, and Spot checks.
  Description A solemn and dignified head floats about
  six inches above the shoulders of the otherwise
  headless body of this stocky humanoid creature.  The
  being’s skin softly glows, and white light peeks between
  the cracks of its armor.
  Sources Lumi Crusader (Monster Manual III).
  ENCOUNTER 6                                        
  ARM ANI TE
  CR 7
  CE Large outsider (chaotic, evil, extraplanar, tanar’ri)
  Init +0; Senses darkvision 60 ft.; Listen +13, Spot +13
  Languages Abyssal; telepathy 100 ft.
  AC 23, touch 9, flat-footed 23
  (-1 size, +8 armor, +6 natural)
  hp 85 (9HD) DR 10/cold iron or good
  Immune electricity, poison
  Resist acid 10, cold 10, fire 10; SR 18
  Fort +11, Ref +6, Will +7
  Speed 40 ft. in full plate (8 squares), base movement
  60 ft.; Run, air walk
  Melee mwk lance +14/+9 (2d6+7/x3) and
  hooves +8 (1d6+2) or
  Melee mwk heavy flail +14/+9 (2d8+9/19-20) and
  hooves +8 (1d6+2) or
  Ranged composite longbow +9/+4 (1d8+6/x3
  plus 1d6 electricity [plus 2d10 electricity on a
  critical hit])
  Space 10 ft.; Reach 5 ft. (10 ft. with lance)
  Base Atk +9; Grp +18
  Atk Options Improved Bull Rush, Power Attack, cavalry
  charge, sparkbolt
  Special Actions summon tanar’ri
  Combat Gear masterwork full plate, 20 arrows
  Abilities Str 20, Dex 11, Con 20, Int 8, Wis 12, Cha 13
  Feats Improved Bull Rush, Power Attack, Run, Track
  Skills Intimidate +13, Jump +17, Listen +13, Search
  +11, Spot +13, Survival +13, Tumble +8
  Air Walk (Su) An armanite can use air walk, as the spell
  of the same name, for up to 1 hour per day.  This
  time need not be consecutive.
  Cavalry Charge (Ex) An armanite is considered to be
  mounted for determining the effects of charge attacks
  with lances.  An armanite gains a +4 bonus on attack
  rolls when charging with a lance and does not take a
  penalty to its 
  Armor Class as a result of its charge.
  Sparkbolt (Su) An armanite can charge arrows it shoots
  from any bow with electrical energy at will.  Arrows
  fired by an armanite gain a +1 enhancement bonus
  and the shocking burst weapon quality.
  Summon Tanar’ri (Sp) Once per day, an armanite can
  attempt to summon 1d0 dretches or another armanite
  with a 30% chance of success.  This ability is the
  equivalent of a 3rd-level spell (CL 9th).
  Description This creature has the lower body of a
  muscular horse and the torso, arms, and head of a
  sickly human.  Its flesh is pale and festers with sores. 
  Heavy horns protrude from its brow, and it wears an
  intricate suit of full plate armor.  Patches of bristly hair
  protrude from chinks in its armor.
  Sources armanite (Fiendish Codex I)
  
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  APPENDIX 4 – APL 10
  ENCOUNTER 2B                                      
  N AZ T H AR U N E  R AKS HAS A
  CR 11
  LE Medium outsider (native)
  Init +9; Senses darkvision 60 ft.; Listen +14, Spot +19
  Languages Common, Infernal, Undercommon
  AC 25, touch 15, flat-footed 20
  (+5 Dex, +5 armor, +5 natural); deflect 1/round,
  improved uncanny dodge, uncanny dodge
  Miss Chance
  hp 93 (11 HD); DR 15/good and piercing
  Resist evasion, improved evasion; SR 21
  Fort +11, Ref +12, Will +7
  Speed 40 ft. (8 squares)
  Melee +1 brutal surge feycraft cold iron longsword
  +15/+10/+5 (1d6+3/19-20) and
  +1 deflecting flaming surge short sword +16
  (1d6+2/19-20) or
  Melee 2 claws +16 (1d4+2) or
  Ranged comp. shortbow [+2] +16/+11/+6 (1d6+2/x3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +11; Grp +13
  Atk Options brutal surge 1/day, flaming surge 4/day,
  sneak attack +6d6
  Special Actions hide in plain sight, shadow jump
  Combat Gear +1 easy traveling feycraft mithral chain
  shirt, mantle of second chances, 2 oil of align weapon
  (evil), 2 oil of align weapon (good)
  Abilities Str 14, Dex 20, Con 18, Int 15, Wis 11, Cha 15
  SQ detect thoughts, change shape
  Feats 
  Improved 
  Initiative, 
  Two-Weapon 
  fighting,
  Weapon Finesse, Weapon Focus (short sword)
  Skills Balance +21, Bluff +20, Diplomacy +4, Disguise
  +20 (+22 acting), Escape Artist +19, Hide +19,
  Intimidate +4, Jump +8, Listen +14, Move Silently
  +19, Search +16, Spot +19, Survival +0 (+2 following
  tracks), Tumble +21, Use Rope +5 (+7 bindings)
  Possessions combat gear plus eyes of the eagle
  Detect Thoughts (Su) A naztharune rakshasa can
  continuously use detect thoughts as the spell (caster
  level 18th, Will DC 17 negates).  It can suppress or
  resume this ability as a free action.  The save DC is
  Charisma-based.
  Change Shape (Su) A naztharune rakshasa can
  assume any humanoid form, or revert to its true form,
  as a standard action.  In humanoid form, a
  naztharune loses its claw attacks (although it usually
  uses weapons and armor).  In humanoid form, a
  naztharune rakshasa typically remains in one form
  until it chooses to assume a new one.  A change in
  form cannot be dispelled, but a naztharune reverts to
  its natural form when killed.  A true seeing spell
  reveals its natural form.
  Evasion (Ex) If a naztharune rakshasa is exposed to
  any effect that normally allows it to attempt a Reflex
  saving throw for half damage, it takes no damage on
  a successful saving throw.
  Hide in Plain Sight (Su) A naztharune rakshasa can
  use the Hide skill even while being observed.  As
  long as it is within 10 feet of some sort of shadow, a
  naztharune rakshasa can hide itself from view in the
  open without anything to actually hide behind.  It
  cannot, however, hide in its own shadow.
  Improved Evasion (Ex) This ability works like evasion,
  except that while a naztharune rakshasa still takes no
  damage on a successful Reflex save against spells
  such as a fireball or a breath weapon, it now takes
  only half damage on a failed save.
  Improved 
  Uncanny 
  Dodge 
  (Ex) 
  A 
  naztharune
  rakshasa cannot be flanked except by a rogue of at
  least 15th level.
  Shadow Jump (Su) A naztharune rakshasa has the
  ability to travel between shadows as if by means of a
  dimension door spell.  The limitation is that the
  magical transport must begin and end in an area with
  at least some shadow.  A naztharune can jump up to
  20 feet each day in this way, this can be a single
  jump of 20 feet or two jumps of 10 feet each.
  Sneak Attack (Ex) If a naztharune rakshasa can catch
  an opponent when he is unable to defend himself
  effectively from its attack, it can strike a vital spot for
  extra damage.  Basically, the naztharune rakshasa’s
  attack deals extra damage any time its target would
  be denied a Dexterity bonus to AC (whether the
  target actually has a Dexterity bonus or not), or when
  the naztharune rakshasa flanks its target.  Should the
  naztharune rakshasa score a critical hit with a sneak
  attack, this extra damage is not multiplied.
  Uncanny Dodge (Ex) A naztharune rakshasa can react
  to danger before its senses would normally allow it to
  do so.  It retains its Dexterity bonus to AC even when
  caught flat-footed.
  Skills A naztharune rakshasa has a +4 racial bonus on
  Bluff checks and Disguise checks.  When using
  change shape, a naztharune rakshasa gains an
  additional +10 circumstance bonus on Disguise
  checks.  If it is reading an opponent’s mind, its
  circumstance bonus on Bluff and Disguise checks
  increase by a further +4.  The delicate beauty of a
  feycraft shield or suit of armor makes the wearer feel
  more confident, granting her a +1 bonus on Bluff
  checks made to deceive another creature with words.
   This bonus does not apply to any other use of the
  Bluff skill, such as for feinting.
  Description This being is garbed in dark clothing.  Its
  body seems mostly human except for a luxurious coat of
  black fur and its black, tigerlike head.
  Sources brutal surge (Dungeon Master’s Guide II),
  deflecting (Complete Warrior), easy traveling (Heroes of
  Battle), feycraft (Dungeon Master’s Guide II), flaming
  surge (Dungeon Master’s Guide II), mantle of second
  chances (Dungeon Master’s Guide II), naztharune
  rakshasa (Monster Manual III)
  
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  ENCOUNTER 5                             
  M O V ANI C  D E V A
  CR 9
  LG Medium outsider (extraplanar, good)
  Init +8; Senses darkvision 60 ft., low-light vision; Listen
  +12, Spot +12
  Aura protective aura
  Languages Celestial, Infernal, Draconic; can speak with
  any creature that has a language as with tongues (CL
  14th, always active)
  AC 22, touch 14, flat-footed 18
  (+4 Dex, +8 natural); heavenly deflection, soothing
  presence of nature
  hp 39 (6 HD); DR 10/evil
  Immune acid, cold, electricity, divine equilibrium,
  petrification
  Resist fire 20; SR 19
  Fort +7 (+11 against poison), Ref +9, Will +10
  Speed 40 ft. (8 squares), fly 90 ft. (perfect)
  Melee +1 flaming greatsword +11/+6 (2d6+5/19-20 plus
  1d6 fire)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +9
  Atk Options Power Attack
  Spell-Like Abilities (CL 9th):
  At will — aid, consecrate, continual flame, create food
  and water, death ward, detect evil, discern lies,
  polymorph self, prayer, protection from arrows
  3/day — atonement, bless weapon, cure serious
  wounds, daylight, divination, ethereal jaunt, hallow,
  holy smite (DC 18), neutralize poison, plane shift,
  remove curse, remove disease, remove fear
  1/day — commune, raise dead
  �Already cast
  Abilities Str 17, Dex 18, Con 15, Int 17, Wis 16, Cha 18
  Feats Improved Initiative, Iron Will, Weapon Focus
  (greatsword)
  Skills Balance +13, Concentration +11, Diplomacy +15,
  Intimidate +13, Knowledge (arcana) +12, Knowledge
  (architecture and engineering) +12, Knowledge (the
  planes) +12, Listen +12, Sense Motive +12, Spellcraft
  +12, Spot +12
  Divine Equilibrium (Ex) Movanic devas are immune to
  the effects of negative-dominant or positive-dominant
  planar energy traits (see Chapter 1 in Manual of the
  Planes).
  Heavenly Deflection (Su) Once per round as a free
  action, a movanic deva can deflect ranged attacks
  and certain spells by batting them away with its +1
  flaming greatsword.  When a ranged attack, ray, or
  single-target spell would ordinarily hit or affect the
  deva, the deva can make a Reflex saving throw
  against a base DC of 20.  If the ranged weapon has
  an enhancement bonus, the DC increases by that
  amount.  If the attack is from a spell, the spell level is
  added to the base DC.  If the deva succeeds, it
  deflects the attack.  Deflected spells are negated as if
  counterspelled.  The deva must be aware of an attack
  in order to have a chance to deflect it.
  Protective Aura (Su) As a free action, a deva can
  surround itself with a nimbus of light that has a radius
  of 20 feet.  This aura acts as a double-strength magic
  circle against evil and as a lesser globe of
  invulnerability, both as cast by a 6th level sorcerer. 
  The aura can be dispelled, but the deva can create it
  again as a free action on its next turn.
  Soothing Presence of Nature (Ex) Movanic devas
  have a calm spirit that is pleasing to inhabitants of the
  natural world.  Unless magically compelled to do so,
  no plant or animal will attack a movanic deva.
  Description As the most numerous and weakest of their
  kind, movanic devas serve proudly as infantry against
  the hordes of evil.  Tasked with serving the needs of the
  Positive Energy Plane, the Negative Energy Plane, and
  the Material Plane, some movanic devas consider
  themselves more worldly than their astral and monadic
  counterparts, since their travels grant them a better
  grasp of mortal affairs.
  Slender and exceedingly agile, movanic devas have
  milky white skin and silvery hair and eyes.  When at
  peace among mortals, they prefer to take the form of a
  humanoid or animal.
  Sources movanic deva (Fiend Folio)
  ENCOUNTER 6                                        
  B U L E Z AU
  CR 9
  CE Large outsider (chaotic, evil, extraplanar, tanar’ri)
  Init +2; Senses darkvision 60 ft.; Listen +14, Spot +14
  Languages Abyssal, Common; telepathy 30 ft.
  AC 21, touch 11, flat-footed 19
  (-1 size, +2 Dex, +10 natural)
  hp 115 (10 HD); DR 10/cold iron or good
  Immune electricity, poison
  Resist acid 10, cold 10, fire 10; SR 20
  Fort +14, Ref +9, Will +8
  Speed 30 ft. (6 squares)
  Melee* huge +1 ranseur +12/+7 (3d6+2/19-20/x3) and
  Tail +9 (1d8+7) or
  Melee* gore +11 (2d6+10) and
  2 claws +9 (1d6+7) and
  tail +9 (1d8 +7)
  *Attacks include the Power Attack feat
  Space 10 ft.; Reach 10 ft. (20 ft. with ranseur)
  Base Atk +10; Grp +20
  Atk Options Power Attack, blood frenzy
  Special Actions powerful charge, summon tanar’ri
  Spell-Like Abilities (CL 10th):
  At will — command (DC 11), greater teleport (self
  plus 50 pounds of objects only), see invisibility, solid
  fog, telekinesis (DC 15)
  3/day — fear (DC 15)
  1/day — shout (DC 14)
  �Already cast
  Abilities Str 22, Dex 14, Con 24, Int 6, Wis 12, Cha 10
  SQ wield oversize weapon
  Feats Improved Critical (ranseur), Multiattack, Power
  Attack, Weapon Focus (ranseur)
  Skills Climb +19, Intimidate +13, Jump +19, Listen +14,
  Spot +14, Swim +19
  Blood Frenzy (Ex) A bulezau that takes damage in
  combat can fly into a frenzy in the following round,
  
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  Page 42
  attacking madly until either it or its opponent is dead.
   It gains +2 Strength and Constitution, and it takes a -
  2 penalty to Armor Class.  A bulezau cannot end its
  frenzy voluntarily.
  Powerful Charge (Ex) A bulezau typically begins a
  battle by charging at an opponent.  In addition to the
  normal benefits and hazards of a charge, this allows
  a bulezau to make a single gore attack with a +2
  attack bonus that deals 4d6+9 points of damage.
  Wield Oversize Weapon (Ex) A bulezau is skilled at
  wielding weapons one size category larger than itself
  and does not take any penalties when fighting with
  such weapons.
  Summon Tanar’ri (Sp) Once per day, a bulezau can
  attempt to summon 1d6 dretches or 1d4 rutterkin with
  a 50% chance of success.  This ability is the
  equivalent of a 3rd level spell (CL 10th).
  Skills
  Description The demon’s flesh festers with open sores.
   Its tall, gaunt frame is festooned with patches of short
  bristles.  It has the head of a large, sickly ram with
  massive curved horns, rheumy eyes, and froth-caked
  lips stretched over thin, needlelike fangs.  Its snakelike
  tail writhes, the tip a twisted tangle of metallic spines. 
  Despite its emaciated form, the beast wields a great
  ranseur far too large for its size, and with unnerving
  grace.
  Sources bulezau (Fiendish Codex I), rutterkin (Fiendish
  Codex 1)
  R U T T E R K I N
  CR 3
  CE Medium outsider (chaotic, evil, extraplanar, tanar’ri)
  Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9
  Languages Abyssal; telepathy 100 ft.
  AC 18, touch 12, flat-footed 16
  (+2 Dex, +6 natural)
  hp 37 (5 HD); DR 5/cold iron or good
  Immune electricity, poison
  Resist acid 10, cold 10, fire 10; SR 14
  Fort +7, Ref +6, Will +5
  Speed 20 ft. (4 squares)
  Melee mwk snap-tong +8 (1d10+3) or
  Melee 2 claws +7 (1d6+2)
  Ranged tri-blade +7 (2d4+2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +7
  Atk Options snap-tong grapple
  Special Actions summon tanar’ri
  Spell-Like Abilities (CL 6th):
  At will — darkness, cause fear (DC 11)
  1/day — desecrate
  �Already cast
  Abilities Str 14, Dex 15, Con 17, Int 9, Wis 12, Cha 10
  Feats Exotic Weapon Proficiency (nap-tong), Exotic
  Weapon Proficiency (tri-blade)
  Skills Balance +4, Climb +10, Intimidate +8, Jump +12,
  Listen +9, Move Silently +10, Spot +9, Tumble +12
  Summon Tanar’ri (Sp) Once per day, a rutterkin can
  attempt to summon 1 rutterkin or 1d6 dretch with a
  35% chance of success.  This ability is the equivalent
  of a 3rd-level spell (CL 5th).
  Skills
  Description This hunched and misshapen figure stands
  6 feet tall.  Its features are asymmetrical and deformed,
  and its mottled green and violet skin is hairless except
  for one or two uncomfortable looking patches of wiry
  bristles.  The fiend has an elongated head with tiny red
  eyes that swell with hate.
  Sources rutterkin (Fiendish Codex I), snap-tong
  (Fiendish Codex I), tri-blade (Fiendish Codex I)
  
  GRM7-02 Who Sleeps Upon Your Bed?
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   APPENDIX 5 – APL 12
  ENCOUNTER 2B                                      
  N AZ T H AR U N E  R AKS HAS A
  CR 11
  LE Medium outsider (native)
  Init +9; Senses darkvision 60 ft.; Listen +14, Spot +19
  Languages Common, Infernal, Undercommon
  AC 25, touch 15, flat-footed 20
  (+5 Dex, +5 armor, +5 natural); deflect 1/round,
  improved uncanny dodge, uncanny dodge
  Miss Chance
  hp 93 (11 HD); DR 15/good and piercing
  Resist evasion, improved evasion; SR 21
  Fort +11, Ref +12, Will +7
  Speed 40 ft. (8 squares)
  Melee +1 brutal surge feycraft cold iron longsword
  +15/+10/+5 (1d6+3/19-20) and
  +1 deflecting flaming surge short sword +16
  (1d6+2/19-20) or
  Melee 2 claws +16 (1d4+2) or
  Ranged comp. shortbow [+2] +16/+11/+6 (1d6+2/x3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +11; Grp +13
  Atk Options brutal surge 1/day, flaming surge 4/day,
  sneak attack +6d6
  Special Actions hide in plain sight, shadow jump
  Combat Gear +1 easy traveling feycraft mithral chain
  shirt, mantle of second chances, 2 oil of align weapon
  (evil), 2 oil of align weapon (good)
  Abilities Str 14, Dex 20, Con 18, Int 15, Wis 11, Cha 15
  SQ detect thoughts, change shape
  Feats 
  Improved 
  Initiative, 
  Two-Weapon 
  fighting,
  Weapon Finesse, Weapon Focus (short sword)
  Skills Balance +21, Bluff +20, Diplomacy +4, Disguise
  +20 (+22 acting), Escape Artist +19, Hide +19,
  Intimidate +4, Jump +8, Listen +14, Move Silently
  +19, Search +16, Spot +19, Survival +0 (+2 following
  tracks), Tumble +21, Use Rope +5 (+7 bindings)
  Possessions combat gear plus eyes of the eagle
  Detect Thoughts (Su) A naztharune rakshasa can
  continuously use detect thoughts as the spell (caster
  level 18th, Will DC 17 negates).  It can suppress or
  resume this ability as a free action.  The save DC is
  Charisma-based.
  Change Shape (Su) A naztharune rakshasa can
  assume any humanoid form, or revert to its true form,
  as a standard action.  In humanoid form, a
  naztharune loses its claw attacks (although it usually
  uses weapons and armor).  In humanoid form, a
  naztharune rakshasa typically remains in one form
  until it chooses to assume a new one.  A change in
  form cannot be dispelled, but a naztharune reverts to
  its natural form when killed.  A true seeing spell
  reveals its natural form.
  Evasion (Ex) If a naztharune rakshasa is exposed to
  any effect that normally allows it to attempt a Reflex
  saving throw for half damage, it takes no damage on
  a successful saving throw.
  Hide in Plain Sight (Su) A naztharune rakshasa can
  use the Hide skill even while being observed.  As
  long as it is within 10 feet of some sort of shadow, a
  naztharune rakshasa can hide itself from view in the
  open without anything to actually hide behind.  It
  cannot, however, hide in its own shadow.
  Improved Evasion (Ex) This ability works like evasion,
  except that while a naztharune rakshasa still takes no
  damage on a successful Reflex save against spells
  such as a fireball or a breath weapon, it now takes
  only half damage on a failed save.
  Improved 
  Uncanny 
  Dodge 
  (Ex) 
  A 
  naztharune
  rakshasa cannot be flanked except by a rogue of at
  least 15th level.
  Shadow Jump (Su) A naztharune rakshasa has the
  ability to travel between shadows as if by means of a
  dimension door spell.  The limitation is that the
  magical transport must begin and end in an area with
  at least some shadow.  A naztharune can jump up to
  20 feet each day in this way, this can be a single
  jump of 20 feet or two jumps of 10 feet each.
  Sneak Attack (Ex) If a naztharune rakshasa can catch
  an opponent when he is unable to defend himself
  effectively from its attack, it can strike a vital spot for
  extra damage.  Basically, the naztharune rakshasa’s
  attack deals extra damage any time its target would
  be denied a Dexterity bonus to AC (whether the
  target actually has a Dexterity bonus or not), or when
  the naztharune rakshasa flanks its target.  Should the
  naztharune rakshasa score a critical hit with a sneak
  attack, this extra damage is not multiplied.
  Uncanny Dodge (Ex) A naztharune rakshasa can react
  to danger before its senses would normally allow it to
  do so.  It retains its Dexterity bonus to AC even when
  caught flat-footed.
  Skills A naztharune rakshasa has a +4 racial bonus on
  Bluff checks and Disguise checks.  When using
  change shape, a naztharune rakshasa gains an
  additional +10 circumstance bonus on Disguise
  checks.  If it is reading an opponent’s mind, its
  circumstance bonus on Bluff and Disguise checks
  increase by a further +4.  The delicate beauty of a
  feycraft shield or suit of armor makes the wearer feel
  more confident, granting her a +1 bonus on Bluff
  checks made to deceive another creature with words.
   This bonus does not apply to any other use of the
  Bluff skill, such as for feinting.
  Description This being is garbed in dark clothing.  Its
  body seems mostly human except for a luxurious coat of
  black fur and its black, tigerlike head.
  Sources brutal surge (Dungeon Master’s Guide II),
  deflecting (Complete Warrior), easy traveling (Heroes of
  Battle), feycraft (Dungeon Master’s Guide II), flaming
  surge (Dungeon Master’s Guide II), mantle of second
  chances (Dungeon Master’s Guide II), naztharune
  rakshasa (Monster Manual III)
  N AZ T H AR U N E  R AKS HAS A L E AD E R
  CR 11
  LE Medium outsider (native)
  Init +9; Senses darkvision 60 ft.; Listen +14, Spot +19
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 44
  Languages Common, Infernal, Undercommon
  AC 25, touch 15, flat-footed 20
  (+5 Dex, +5 armor, +5 natural); deflect 1/round,
  improved uncanny dodge, uncanny dodge
  Miss Chance
  hp 93 (11 HD); DR 15/good and piercing. ½ damage
  from constriction and falling damage
  Resist evasion, improved evasion; SR 21
  Fort +11, Ref +12, Will +7; +2 against fire and heat
  Speed 40 ft. (8 squares)
  Melee 
  +1 
  ghost 
  strike 
  hellforged 
  short 
  sword
  +16/+11/+6 (1d6+3/19-20) and
  +1 illusion bane short sword +16 (1d6+2/19-20) or
  Melee 2 claws +16 (1d4+2)
  Ranged comp. shortbow [+2] +16/+11/+6 (1d6+2/x3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +11; Grp +13
  Atk Options +1 damage to flanked opponent, dispel
  illusion 1/day, sneak attack incorporeal undead with
  main hand weapon, no miss chance due to illusion
  magic with off-hand weapon, sneak attack +6d6
  Special Actions hide in plain sight, shadow jump
  Combat Gear +1 anti-impact fire shaped mithral chain
  shirt, mantle of second chances, 2 oil of align weapon
  (evil), 2 oil of align weapon (good)
  Abilities Str 14, Dex 20, Con 18, Int 15, Wis 11, Cha 15
  SQ detect thoughts, change shape
  Feats 
  Improved 
  Initiative, 
  Two-Weapon 
  fighting,
  Weapon Finesse, Weapon Focus (short sword)
  Skills Balance +21, Bluff +20, Diplomacy +4, Disguise
  +20 (+22 acting), Escape Artist +19, Hide +19,
  Intimidate +4, Jump +8, Listen +14, Move Silently
  +19, Search +16, Spot +19, Survival +0 (+2 following
  tracks), Tumble +21, Use Rope +5 (+7 bindings)
  Possessions combat gear plus eyes of the eagle
  Detect Thoughts (Su) A naztharune rakshasa can
  continuously use detect thoughts as the spell (caster
  level 18th, Will DC 17 negates).  It can suppress or
  resume this ability as a free action.  The save DC is
  Charisma-based.
  Change Shape (Su) A naztharune rakshasa can
  assume any humanoid form, or revert to its true form,
  as a standard action.  In humanoid form, a
  naztharune loses its claw attacks (although it usually
  uses weapons and armor).  In humanoid form, a
  naztharune rakshasa typically remains in one form
  until it chooses to assume a new one.  A change in
  form cannot be dispelled, but a naztharune reverts to
  its natural form when killed.  A true seeing spell
  reveals its natural form.
  Evasion (Ex) If a naztharune rakshasa is exposed to
  any effect that normally allows it to attempt a Reflex
  saving throw for half damage, it takes no damage on
  a successful saving throw.
  Hide in Plain Sight (Su) A naztharune rakshasa can
  use the Hide skill even while being observed.  As
  long as it is within 10 feet of some sort of shadow, a
  naztharune rakshasa can hide itself from view in the
  open without anything to actually hide behind.  It
  cannot, however, hide in its own shadow.
  Improved Evasion (Ex) This ability works like evasion,
  except that while a naztharune rakshasa still takes no
  damage on a successful Reflex save against spells
  such as a fireball or a breath weapon, it now takes
  only half damage on a failed save.
  Improved 
  Uncanny 
  Dodge 
  (Ex) 
  A 
  naztharune
  rakshasa cannot be flanked except by a rogue of at
  least 15th level.
  Shadow Jump (Su) A naztharune rakshasa has the
  ability to travel between shadows as if by means of a
  dimension door spell.  The limitation is that the
  magical transport must begin and end in an area with
  at least some shadow.  A naztharune can jump up to
  20 feet each day in this way, this can be a single
  jump of 20 feet or two jumps of 10 feet each.
  Sneak Attack (Ex) If a naztharune rakshasa can catch
  an opponent when he is unable to defend himself
  effectively from its attack, it can strike a vital spot for
  extra damage.  Basically, the naztharune rakshasa’s
  attack deals extra damage any time its target would
  be denied a Dexterity bonus to AC (whether the
  target actually has a Dexterity bonus or not), or when
  the naztharune rakshasa flanks its target.  Should the
  naztharune rakshasa score a critical hit with a sneak
  attack, this extra damage is not multiplied.
  Uncanny Dodge (Ex) A naztharune rakshasa can react
  to danger before its senses would normally allow it to
  do so.  It retains its Dexterity bonus to AC even when
  caught flat-footed.
  Skills A naztharune rakshasa has a +4 racial bonus on
  Bluff checks and Disguise checks.  When using
  change shape, a naztharune rakshasa gains an
  additional +10 circumstance bonus on Disguise
  checks.  If it is reading an opponent’s mind, its
  circumstance bonus on Bluff and Disguise checks
  increase by a further +4.
  Description This being is garbed in dark clothing.  Its
  body seems mostly human except for a luxurious coat of
  black fur and its black, tigerlike head.
  Sources anti-impact (Complete Warrior), fireshaped
  (Dungeon Master’s Guide II), ghost strike (Libris Mortis),
  hellforged (Dungeon Master’s Guide II), illusion bane
  (Dungeon Master’s Guide II), mantle of second chances
  (Dungeon Master’s Guide II), naztharune rakshasa
  (Monster Manual III)
  ENCOUNTER 5                                        
  M O N ADI C  D E V A
  CR 12
  LG Medium outsider (extraplanar, good)
  Init +7; Senses darkvision 60 ft., low-light vision; Listen
  +16, Spot +16
  Aura protective aura
  Languages Celestial, Infernal, Draconic; can speak with
  any creature that has a language as with tongues (CL
  14th, always active)
  AC 25, touch 13, flat-footed 22
  (+3 Dex, +12 natural); improved uncanny dodge,
  uncanny dodge
  hp 95 (10 HD); DR 10/evil
  Immune acid, cold, electricity, deliverance from death,
  elemental ease, petrification
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 45
  SR 22
  Fort +12 (+16 against poison), Ref +10, Will +10
  Speed 40 ft. (8 squares), fly 90 ft. (good)
  Melee mace of smiting +15/+10 (1d8+7)
  Space 5 ft.; Reach 5 ft.
  Base Atk +10; Grp +15
  Atk Options Cleave, Great Cleave, Power Attack
  Spell-Like Abilities (CL 11th):
  At will — aid, charm monster (elementals only) (DC
  18), consecrate, continual flame, create food and
  water, death ward, detect evil, discern lies, hold
  monster (DC 19), mirror image, polymorph self,
  protection from arrows
  3/day — atonement, cure serious wounds, daylight,
  dispel magic, divination, ethereal jaunt, hallow, holy
  aura (DC 22), holy smite (DC 18), neutralize poison,
  plane shift, remove curse, remove disease, remove
  fear
  1/day — commune, dispel evil, raise dead
  �Already cast
  Abilities Str 20, Dex 16, Con 20, Int 17, Wis 17, Cha 19
  Feats Cleave, Great Cleave, Improved Initiative, Power
  Attack
  Skills Balance +16, Concentration +18, Diplomacy +19,
  Intimidate +13, Knowledge (arcana) +16, Knowledge
  (architecture and engineering) +16, Knowledge (the
  planes) +16, Listen +16, Sense Motive +16, Spellcraft
  +16, Spot +16
  Deliverance From Death (Ex) Monadic devas are
  immune to all death spells and magical death effects.
   They are likewise immune to ability damage, ability
  drain, and energy drain.
  Elemental Ease (Ex) Monadic devas are immune to the
  deleterious effects of elemental traits of air-dominant,
  earth-dominant, fire-dominant, and water-dominate
  planes (see Chapter 1 of Manual of the Planes). 
  They can breathe in any environment as if wearing a
  necklace of adaptation.
  Improved Uncanny Dodge (Ex) A monadic deva
  cannot be flanked except by a rogue of at least 14th
  level.
  Protective Aura (Su) As a free action, a deva can
  surround itself with a nimbus of light that has a radius
  of 20 feet..  This aura acts as a double-strength
  magic circle against evil and as a lesser globe of
  invulnerability, both as cast by a 10th level sorcerer. 
  The aura can be dispelled, but the deva can create it
  again as a free action on its next turn.
  Uncanny Dodge (Ex) A monadic deva can react to
  danger before its senses would normally allow it to do
  so.  It retains its Dexterity bonus to AC even when
  caught flat-footed.
  Description By far the most stoic of their kind, monadic
  devas keep an eye on the Ethereal Plane and the
  Elemental Planes at the request of their heavenly
  masters.  This assignment has granted them heroic
  patience and a greater appreciation for balance than
  found among their counterparts.  The bulk of neutral
  good devas come from the ranks of the monadics.
  Monadic devas have dark brown skin, jet hair, and
  piercing green eyes.
  Sources monadic deva (Fiend Folio)
  ENCOUNTER 6                                        
  C H AS M E
  CR 10
  CE Large outsider (chaotic, evil, extraplanar, tanar’ri)
  Init +7; Senses darkvision 60 ft.; Listen +14, Spot +14
  Aura fear (5-ft. radius, Will DC 16)
  Languages Abyssal, Celestial, Common; telepathy 100
  ft.
  AC 26, touch 12, flat-footed 23
  (-1 size, +3 Dex, +14 natural)
  hp 76 (9 HD); DR 10/cold iron or good
  Immune electricity, poison
  Resist acid 10, cold 10, fire 10; SR 21
  Fort +10, Ref +9, Will +8
  Speed 30 ft. (6 squares), climb 30 ft., fly 50 ft. (perfect);
  Flyby Attack
  Melee 2 claws +17 (1d6+4 plus wounding) and
  bite +15 (1d8+2 plus wounding) and
  gore +15 (1d8+2 plus wounding)
  Space 10 ft.; Reach 5 ft.
  Base Atk +9; Grp +17
  Atk Options Flyby Attack, Power Attack
  Special Actions drone, summon tanar’ri
  Spell-Like Abilities (CL 9th):
  At will — contagion (DC varies), darkness, desecrate,
  detect good, dispel magic, fly, greater teleport (self
  only plus 50 pounds of objects only), insect plague,
  ray of enfeeblement (+11 ranged touch), protection
  from good (DC 13), see invisibility, telekinesis (DC
  17)
  3/day — quickened ray of enfeeblement (+11 ranged
  touch)
  1/day — unholy aura (DC 20)
  �Already cast
  Abilities Str 19, Dex 16, Con 18, Int 14, Wis 14, Cha 14
  Feats Flyby Attack, Multiattack, Power Attack, Quicken
  Spell-Like Ability (ray of enfeeblement)
  Skills Bluff +14, Climb +24, Concentration +16,
  Diplomacy +6, Hide +11, Intimidate +16, Listen +14,
  Move Silently +15, Search +14, Sense Motive +14,
  Spot +14
  Drone (Su) As a full-round action, a chasme can beat
  its wings to create a droning buzz in a 60-foot-radius
  spread.  Each creature in this area must succeed on
  a DC 16 Will save or fall asleep for 2d10 rounds. 
  Creatures immune to sleep effects are immune to this
  effect.  The save DC is Charisma-based.
  Fear Aura (Su) As a swift action, a chasme can create
  an aura of fear in a 5-foot radius around it.  This
  effect is otherwise identical to the fear spell (CL 12th,
  Will DC 16 negates).  If this save is successful, that
  creature cannot be affected again by that chasme’s
  fear aura for 24 hours.  The save DC is Charisma-
  based.
  Summon Tanar’ri (Sp) Once per day, a chasme can
  attempt to summon 1d4 rutterkins or 1 chasme with a
  40% chance of success.  This ability is the equivalent
  of a 4th-level spell (CL 9th).
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 46
  Wounding (Ex) A wound resulting from a chasme’s
  attack bleeds for an additional 1 point of damage per
  round thereafter.  Multiple wounds from such attacks
  result in cumulative bleeding loss.  The bleeding can
  be stopped by a DC 10 Heal check or the application
  of any form of magical healing.
  Skills
  Description This large, flylike demon has buzzing wings
  and six limbs, two of which end in long, thin-fingered
  hands.  Its head is vaguely humanoid, with a large
  hooked horn where its nose should be.  Tufts of hair
  sprout between the black plates covering its insect flesh.
  Sources chasme (Fiendish Codex I), rutterkin (Fiendish
  Codex 1)
  R U T T E R K I N
  CR 3
  CE Medium outsider (chaotic, evil, extraplanar, tanar’ri)
  Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9
  Languages Abyssal; telepathy 100 ft.
  AC 18, touch 12, flat-footed 16
  (+2 Dex, +6 natural)
  hp 37 (5 HD); DR 5/cold iron or good
  Immune electricity, poison
  Resist acid 10, cold 10, fire 10; SR 14
  Fort +7, Ref +6, Will +5
  Speed 20 ft. (4 squares)
  Melee mwk snap-tong +8 (1d10+3) or
  Melee 2 claws +7 (1d6+2)
  Ranged tri-blade +7 (2d4+2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +7
  Atk Options snap-tong grapple
  Special Actions summon tanar’ri
  Spell-Like Abilities (CL 6th):
  At will — darkness, cause fear (DC 11)
  1/day — desecrate
  �Already cast
  Abilities Str 14, Dex 15, Con 17, Int 9, Wis 12, Cha 10
  Feats Exotic Weapon Proficiency (nap-tong), Exotic
  Weapon Proficiency (tri-blade)
  Skills Balance +4, Climb +10, Intimidate +8, Jump +12,
  Listen +9, Move Silently +10, Spot +9, Tumble +12
  Summon Tanar’ri (Sp) Once per day, a rutterkin can
  attempt to summon 1 rutterkin or 1d6 dretch with a
  35% chance of success.  This ability is the equivalent
  of a 3rd-level spell (CL 5th).
  Skills
  Description This hunched and misshapen figure stands
  6 feet tall.  Its features are asymmetrical and deformed,
  and its mottled green and violet skin is hairless except
  for one or two uncomfortable looking patches of wiry
  bristles.  The fiend has an elongated head with tiny red
  eyes that swell with hate.
  Sources rutterkin (Fiendish Codex I), snap-tong
  (Fiendish Codex I), tri-blade (Fiendish Codex I)
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 47
  APPENDIX 6 – OPTIONAL ENCOUNTER
  APL 2                                                        
  G I TH Y AN K I  W AR R I O R
  CR 3
  Male githyanki fighter 2
  LE Medium humanoid (extraplanar)
  Init +2; Senses darkvision 60 ft.; Listen +0, Spot +2
  Languages Common, Gith
  AC 17, touch 12, flat-footed 15
  (+2 Dex, +5 armor); Dodge
  hp 22 (2 HD)
  SR 7
  Fort +6, Ref +2, Will +0
  Speed 20 ft. in breastplate (4 squares), base movement
  30 ft.
  Melee +1 greatsword +6 (2d6+4/19-20) or
  Melee longsword +4 (1d8+2/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp +4
  Atk Options Power Attack
  Combat Gear breastplate, heavy wooden shield,
  dagger.
  Spell-Like Abilities (CL 2nd):
  3/day — daze (DC 9), mage hand
  �Already cast
  Abilities Str 15, Dex 15, Con 16, Int 10, Wis 10, Cha 8
  Feats 
  Dodge, 
  Power 
  Attack, 
  Weapon 
  Focus
  (greatsword)
  Skills Ride +7, Spot +2
  Description Githyanki are tall, gaunt humanoids
  averaging a little over 6 feet tall and typically weighing
  around 170 pounds.  They have rough, yellow skin and
  russet hair, which they often pull back into a pair of
  topknots.  Their noses are almost flat, their eyes have a
  sinister gleam, and their ears are sharply pointed. 
  Githyanki favor ornate and complex clothing and
  weapons.
  APL 4                                                        
  G I TH Y AN K I  W AR R I O R
  CR 4
  Male githyanki fighter 3
  LE Medium humanoid (extraplanar)
  Init +6; Senses darkvision 60 ft.; Listen +0, Spot +2
  Languages Common, Gith
  AC 18, touch 12, flat-footed 15
  (+2 Dex, +6 armor); Dodge, Mobility
  hp 31 (3 HD)
  SR 8
  Fort +6, Ref +3, Will +1
  Speed 20 ft. in breastplate (4 squares), base movement
  30 ft.
  Melee +1 greatsword +7 (2d6+4/19-20) or
  Melee mwk longsword +6 (1d8+2/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +5
  Atk Options Power Attack
  Combat Gear +1 breastplate, heavy wooden shield,
  dagger, ring of protection +1.
  Spell-Like Abilities (CL 3rd):
  3/day — daze (DC 9), mage hand
  �Already cast
  Abilities Str 15, Dex 15, Con 16, Int 10, Wis 10, Cha 8
  Feats Dodge, Improved Initiative, Mobility, Power
  Attack, Weapon Focus (greatsword)
  Skills Ride +9, Spot +2
  Description Githyanki are tall, gaunt humanoids
  averaging a little over 6 feet tall and typically weighing
  around 170 pounds.  They have rough, yellow skin and
  russet hair, which they often pull back into a pair of
  topknots.  Their noses are almost flat, their eyes have a
  sinister gleam, and their ears are sharply pointed. 
  Githyanki favor ornate and complex clothing and
  weapons.
  G I TH Y AN K I  R O G U E
  CR 4
  Male githyanki rogue 3
  LE Medium humanoid (extraplanar)
  Init +6; Senses darkvision 60 ft.; Listen +6, Spot +6
  Languages Common, Gith
  AC 17, touch 12, flat-footed 15
  (+2 Dex, +5 armor)
  hp 23 (3 HD)
  Resist evasion, trap sense +1; SR 7
  Fort +4, Ref +5, Will +1
  Speed 30 ft.
  Melee +1 greatsword +5 (2d6+4/19-20) or
  Melee mwk short sword +5 (1d6+2/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp +4
  Atk Options sneak attack +2d6
  Combat Gear +1 chain shirt, dagger
  Spell-Like Abilities (CL 3rd):
  3/day — daze (DC 9), mage hand
  �Already cast
  Abilities Str 15, Dex 15, Con 16, Int 10, Wis 10, Cha 8
  Feats Improved Initiative, Martial Weapon Proficiency
  (greatsword)
  Skills Balance +9, Escape Artist +7, Hide +7, Jump +9,
  Listen +6, Move Silently +7, Spot +6, Tumble +9
  Evasion (Ex) If a rogue is exposed to any effect that
  normally allows her to attempt a Reflex saving throw
  for half damage, she takes no damage on a
  successful saving throw.
  Sneak Attack (Ex) If a rogue can catch an opponent
  when he is unable to defend himself effectively from
  her attack, she can strike a vital spot for extra
  damage.  The rogue’s attack deals extra damage any
  time her target would be denied a Dexterity bonus to
  AC (whether the target actually has a Dexterity bonus
  or not), or when the rogue flanks her target.  Should
  the rogue score a critical hit with a sneak attack, this
  extra damage is not multiplied.
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 48
  Trapfinding (Ex) Rogues (and only rogues) can use the
  Search skill to locate traps when the task has a
  Difficulty Class higher than 10.  Finding a nonmagical
  trap has a DC of at least 20, or higher if it is well
  hidden.  Finding a magic trap has a DC of 25 + the
  level of the spell used to create it.  Rogues (and only
  rogues) can use the Disable Device skill to disarm
  magic traps.  A magic trap generally has a DC of 25 +
  the level of the spell used to create it.  A rogue who
  beats a trap’s DC by 10 or more with a Disable
  Device check can study a trap, figure out how it
  works, and bypass it (with her party) without
  disarming it.
  Trap Sense +1 (Ex) A rogue gains a +1 bonus on
  Reflex saves made to avoid traps and a +1 dodge
  bonus to AC against attacks made by traps.
  Description Githyanki are tall, gaunt humanoids
  averaging a little over 6 feet tall and typically weighing
  around 170 pounds.  They have rough, yellow skin and
  russet hair, which they often pull back into a pair of
  topknots.  Their noses are almost flat, their eyes have a
  sinister gleam, and their ears are sharply pointed. 
  Githyanki favor ornate and complex clothing and
  weapons.
  APL 6                                                        
  G I TH Y AN K I  W AR R I O R
  CR 7
  Male githyanki fighter 6
  LE Medium humanoid (extraplanar)
  Init +6; Senses darkvision 60 ft.; Listen +0, Spot +4
  Languages Common, Gith
  AC 19, touch 13, flat-footed 17
  (+2 Dex, +6 armor, +1 deflection); Dodge, Mobility
  hp 58 (6 HD)
  SR 11
  Fort +7, Ref +4, Will +2
  Speed 20 ft. in breastplate (4 squares), base movement
  30 ft.
  Melee +1 greatsword +11 (2d6+7/19-20) or
  Melee mwk longsword +10 (1d8+3/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +9
  Atk Options Cleave, Power Attack, Spring Attack
  Combat Gear +1 breastplate, dagger, heavy wooden
  shield, ring of protection +1.
  Spell-Like Abilities (CL 6th):
  3/day — daze (DC 9), mage hand
  �Already cast
  Abilities Str 16, Dex 15, Con 16, Int 10, Wis 10, Cha 8
  Feats Cleave, Dodge, Improved Initiative, Mobility,
  Power 
  Attack, 
  Spring 
  Attack, 
  Weapon 
  Focus
  (greatsword), Weapon Specialization (greatsword)
  Skills Handle Animal +0, Ride +9, Spot +4
  Description Githyanki are tall, gaunt humanoids
  averaging a little over 6 feet tall and typically weighing
  around 170 pounds.  They have rough, yellow skin and
  russet hair, which they often pull back into a pair of
  topknots.  Their noses are almost flat, their eyes have a
  sinister gleam, and their ears are sharply pointed. 
  Githyanki favor ornate and complex clothing and
  weapons.
  G I TH Y AN K I  R O G U E
  CR 7
  Male githyanki rogue 6
  LE Medium humanoid (extraplanar)
  Init +7; Senses darkvision 60 ft.; Listen +9, Spot +9
  Languages Common, Gith
  AC 19, touch 14, flat-footed 16
  (+3 Dex, +5 armor, +1 deflection); Uncanny Dodge
  hp 44 (6 HD)
  Resist evasion, trap sense +2; SR 11
  Fort +4, Ref +5, Will +1
  Speed 30 ft.
  Melee +1 greatsword +8 (2d6+4/19-20) or
  Melee mwk short sword +7 (1d6+2/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +4; Grp +6
  Atk Options sneak attack +3d6
  Combat Gear +1 chain shirt, dagger, ring of protection
  +1.
  Spell-Like Abilities (CL 6th):
  3/day — daze (DC 9), mage hand
  �Already cast
  Abilities Str 15, Dex 16, Con 16, Int 10, Wis 10, Cha 8
  Feats Improved Initiative, Martial Weapon Proficiency
  (greatsword), Weapon Focus (greatsword)
  Skills Balance +13, Escape Artist +11, Hide +11, Jump
  +12, Listen +9, Move Silently +11, Spot +9, Tumble
  +13
  Evasion (Ex) If a rogue is exposed to any effect that
  normally allows her to attempt a Reflex saving throw
  for half damage, she takes no damage on a
  successful saving throw.
  Sneak Attack (Ex) If a rogue can catch an opponent
  when he is unable to defend himself effectively from
  her attack, she can strike a vital spot for extra
  damage.  The rogue’s attack deals extra damage any
  time her target would be denied a Dexterity bonus to
  AC (whether the target actually has a Dexterity bonus
  or not), or when the rogue flanks her target.  Should
  the rogue score a critical hit with a sneak attack, this
  extra damage is not multiplied.
  Trapfinding (Ex) Rogues (and only rogues) can use the
  Search skill to locate traps when the task has a
  Difficulty Class higher than 10.  Finding a nonmagical
  trap has a DC of at least 20, or higher if it is well
  hidden.  Finding a magic trap has a DC of 25 + the
  level of the spell used to create it.  Rogues (and only
  rogues) can use the Disable Device skill to disarm
  magic traps.  A magic trap generally has a DC of 25 +
  the level of the spell used to create it.  A rogue who
  beats a trap’s DC by 10 or more with a Disable
  Device check can study a trap, figure out how it
  works, and bypass it (with her party) without
  disarming it.
  Trap Sense +2 (Ex) A rogue gains a +2 bonus on
  Reflex saves made to avoid traps and a +2 dodge
  bonus to AC against attacks made by traps.
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 49
  Uncanny Dodge (Ex) A rogue can react to danger
  before her senses would normally allow her to do so.
   She retains her Dexterity bonus to AC (if any) even if
  she is caught flat-footed or struck by an invisible
  attacker.  However, she still loses her Dexterity bonus
  to AC if immobilized.
  Description Githyanki are tall, gaunt humanoids
  averaging a little over 6 feet tall and typically weighing
  around 170 pounds.  They have rough, yellow skin and
  russet hair, which they often pull back into a pair of
  topknots. Their noses are almost flat, their eyes have a
  sinister gleam, and their ears are sharply pointed. 
  Githyanki favor ornate and complex clothing and
  weapons.
  APL 8                                                        
  G I TH Y AN K I  W AR R I O R
  CR 9
  Male githyanki fighter 4/barbarian 1/exotic weapon
  master 1/occult slayer 2
  LE Medium humanoid (extraplanar)
  Init +7; Senses darkvision 60 ft.; Listen -1, Spot -1
  Languages Common, Draconic, Gith
  AC 21, touch 14, flat-footed 18
  (+3 Dex, +7 armor, +1 deflection)
  hp 74 (8 HD)
  Resist mind over magic; SR 13
  Fort +11, Ref +4, Will +3; magical defense
  Speed 20 ft. in breastplate (4 squares), base movement
  30 ft.
  Melee +1 bastard sword +13/+8 (1d10+9/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +8; Grp +11
  Atk Options Cleave, Power Attack, rage, vicious strike,
  weapon bond
  Combat Gear +2 breastplate, dagger, heavy wooden
  shield, ring of protection +1.
  Spell-Like Abilities (CL 8th):
  3/day — blur, daze (DC 9), dimension door, mage
  hand
  �Already cast
  Abilities Str 16, Dex 16, Con 16, Int 12, Wis 8, Cha 8
  Feats Cleave, Exotic Weapon Proficiency (bastard
  sword), Improved Initiative, Power Attack, Weapon
  Focus (bastard sword), Weapon Specialization
  (bastard sword)
  Skills Knowledge (arcana) +5, Spellcraft +4, Craft
  (weaponsmithing) +4
  Magical Defense (Ex) An occult slayer’s constant
  training in countering magic of all types manifests
  itself as a bonus on saving throws against spells or
  spell-like abilities.  This bonus is +1.
  Mind over Magic (Su) An occult slayer can cause a
  spell or spell-like ability targeted against her to
  rebound onto the originator as a free action.  This
  ability otherwise functions as the spell turning spell
  (CL 7th).  An occult layer can use this ability once per
  day.
  Rage (Ex) 1/day – Str 20, Con 20, 90 hp, AC 19, melee
  +1 bastard sword +15/+10 (d10+13/19-20), Fort +13,
  Will +5.
  Uncanny Blow (Ex) When wielding a one-handed
  exotic melee weapon in two hands, the character can
  focus the power of his attack so that he deals extra
  damage equal to his Strength bonus x2 instead of his
  Strength bonus x 1½.  If he has the Power Attack
  feat, he treats the weapon as two-handed for
  purposes of determining his bonus on damage rolls.
  Vicious Strike (Ex) An occult slayer who readies an
  attack action to disrupt a spellcaster deals double
  damage if the attack hits.
  Weapon Bond (Su) An occult slayer must choose a
  particular weapon of at least masterwork quality as
  the focus of her power.  Upon making her selection,
  she immediately forms a bond with the chosen
  weapon that imbues it with the force of her hatred for
  spellcasters.  Thereafter, any successful attack she
  makes with that weapon against a spellcaster or a
  creature with spell-like abilities deals an extra 1d6
  points of damage.  If this particular weapon is lost or
  destroyed, the occult slayer loses the ability to deal
  the extra damage until she acquires and bonds with
  another weapon of the same kind of at least
  masterwork quality.  The occult slayer must spend
  one day per character level practicing with the
  replacement weapon (and doing very little else – no
  adventuring) to create a new weapon bond).
  Description Githyanki are tall, gaunt humanoids
  averaging a little over 6 feet tall and typically weighing
  around 170 pounds.  They have rough, yellow skin and
  russet hair, which they often pull back into a pair of
  topknots. Their noses are almost flat, their eyes have a
  sinister gleam, and their ears are sharply pointed. 
  Githyanki favor ornate and complex clothing and
  weapons.
  Sources  exotic weapon master (Complete Warrior,
  occult slayer (Complete Warrior)
  G I TH Y AN K I  R O G U E
  CR 9
  Male githyanki rogue 8
  LE Medium humanoid (extraplanar)
  Init +7; Senses darkvision 60 ft.; Listen +11, Spot +11
  Languages Common, Gith
  AC 19, touch 14, flat-footed 16
  (+3 Dex, +6 armor, +1 deflection); Improved Uncanny
  Dodge, Uncanny Dodge
  hp 58 (8 HD)
  Resist evasion, trap sense +2; SR 13
  Fort +5, Ref +9, Will +2
  Speed 30 ft.
  Melee +1 bastard sword +11/+6 (1d10+7/19-20) or
  Melee mwk short sword +10 (1d6+4/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +10
  Atk Options sneak attack +4d6
  Combat Gear +2 chain shirt, dagger, gauntlets of ogre
  power, ring of protection +1.
  Spell-Like Abilities (CL 8th):
  3/day — blur, daze (DC 9), dimension door, mage
  hand
  �Already cast
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 50
  Abilities Str 16 (18), Dex 16, Con 16, Int 10, Wis 10,
  Cha 8
  Feats Exotic Weapon Proficiency (bastard sword),
  Improved Initiative, Weapon Focus (bastard sword)
  Skills Balance +15, Escape Artist +13, Hide +13, Jump
  +16, Listen +11, Move Silently +13, Spot +11,
  Tumble +15
  Evasion (Ex) If a rogue is exposed to any effect that
  normally allows her to attempt a Reflex saving throw
  for half damage, she takes no damage on a
  successful saving throw.
  Improved Uncanny Dodge (Ex) A rogue can no longer
  be flanked.  This defense denies another rogue the
  ability to sneak attack the character by flanking her,
  unless the attacker is at least a 12th level rogue.
  Sneak Attack (Ex) If a rogue can catch an opponent
  when he is unable to defend himself effectively from
  her attack, she can strike a vital spot for extra
  damage.  The rogue’s attack deals extra damage any
  time her target would be denied a Dexterity bonus to
  AC (whether the target actually has a Dexterity bonus
  or not), or when the rogue flanks her target.  Should
  the rogue score a critical hit with a sneak attack, this
  extra damage is not multiplied.
  Trapfinding (Ex) Rogues (and only rogues) can use the
  Search skill to locate traps when the task has a
  Difficulty Class higher than 10.  Finding a nonmagical
  trap has a DC of at least 20, or higher if it is well
  hidden.  Finding a magic trap has a DC of 25 + the
  level of the spell used to create it.  Rogues (and only
  rogues) can use the Disable Device skill to disarm
  magic traps.  A magic trap generally has a DC of 25 +
  the level of the spell used to create it.  A rogue who
  beats a trap’s DC by 10 or more with a Disable
  Device check can study a trap, figure out how it
  works, and bypass it (with her party) without
  disarming it.
  Trap Sense +2 (Ex) A rogue gains a +2 bonus on
  Reflex saves made to avoid traps and a +2 dodge
  bonus to AC against attacks made by traps.
  Uncanny Dodge (Ex) A rogue can react to danger
  before her senses would normally allow her to do so.
   She retains her Dexterity bonus to AC (if any) even if
  she is caught flat-footed or struck by an invisible
  attacker.  However, she still loses her Dexterity bonus
  to AC if immobilized.
  Description Githyanki are tall, gaunt humanoids
  averaging a little over 6 feet tall and typically weighing
  around 170 pounds.  They have rough, yellow skin and
  russet hair, which they often pull back into a pair of
  topknots.  Their noses are almost flat, their eyes have a
  sinister gleam, and their ears are sharply pointed. 
  Githyanki favor ornate and complex clothing and
  weapons.
  APL 10                                                      
  G I TH Y AN K I  W AR R I O R
  CR 11
  Male githyanki fighter 4/barbarian 1/exotic weapon
  master 1/occult slayer 4
  LE Medium humanoid (extraplanar)
  Init +7; Senses auravision, darkvision 60 ft.; Listen -1,
  Spot -1
  Languages Common, Draconic, Gith
  AC 21, touch 14, flat-footed 18
  (+3 Dex, +7 armor, +1 deflection)
  hp 98 (10 HD)
  Resist mind over magic, nondetection cloak; SR 15
  Fort +13, Ref +5, Will +4; magical defense
  Speed 20 ft. in breastplate (4 squares), base movement
  30 ft.
  Melee +1 bastard sword +16/+11 (1d10+11/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +10; Grp +14
  Atk Options Cleave, Improved Bull Rush, Power Attack,
  rage, vicious strike, weapon bond
  Combat Gear amulet of health +2, +2 breastplate,
  dagger, gauntlets of ogre power, heavy wooden
  shield, ring of protection +1.
  Spell-Like Abilities (CL 10th):
  3/day — blur, daze (DC 9), dimension door, mage
  hand, telekinesis (DC 14)
  1/day — plane shift
  �Already cast
  Abilities Str 16 (18), Dex 16, Con 16 (18), Int 12, Wis 8,
  Cha 8
  Feats Cleave, Exotic Weapon Proficiency (bastard
  sword), Improved Bull Rush, Improved Initiative,
  Power Attack, Weapon Focus (bastard sword),
  Weapon Specialization (bastard sword)
  Skills Knowledge (arcana) +7, Spellcraft +6, Craft
  (weaponsmithing) +4
  Auravision (Su) An occult slayer gains the ability to see
  magical auras at a range of up to 60 feet as a free
  action.  This ability otherwise functions as the detect
  magic spell.  The character cannot use this ability to
  determine anything but the number of magical auras
  present.
  Magical Defense (Ex) An occult slayer’s constant
  training in countering magic of all types manifests
  itself as a bonus on saving throws against spells or
  spell-like abilities.  This bonus is +2.
  Mind over Magic (Su) An occult slayer can cause a
  spell or spell-like ability targeted against her to
  rebound onto the originator as a free action.  This
  ability otherwise functions as the spell turning spell
  (CL 9th).  An occult layer can use this ability once per
  day.
  Nondetection Cloak (Su) An occult slayer (and any
  gear she wears or carries) becomes more difficult to
  locate 
  through 
  divinations 
  such 
  as
  clairaudience/clairvoyance, locate object, and other
  detection spells.  The occult slayer gains magical
  protection 
  from 
  divinations 
  equivalent 
  to 
  a
  nondetection spell (CL 4th), except that it affects only
  the occult slayer and her possessions.
  Rage (Ex) 1/day – Str 22, Con 22, 118 hp, AC 19,
  melee +1 bastard sword +18/+11 (d10+15/19-20),
  Fort +15, Will +6.
  Uncanny Blow (Ex) When wielding a one-handed
  exotic melee weapon in two hands, the character can
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 51
  focus the power of his attack so that he deals extra
  damage equal to his Strength bonus x2 instead of his
  Strength bonus x 1½.  If he has the Power Attack
  feat, he treats the weapon as two-handed for
  purposes of determining his bonus on damage rolls.
  Vicious Strike (Ex) An occult slayer who readies an
  attack action to disrupt a spellcaster deals double
  damage if the attack hits.
  Weapon Bond (Su) An occult slayer must choose a
  particular weapon of at least masterwork quality as
  the focus of her power.  Upon making her selection,
  she immediately forms a bond with the chosen
  weapon that imbues it with the force of her hatred for
  spellcasters.  Thereafter, any successful attack she
  makes with that weapon against a spellcaster or a
  creature with spell-like abilities deals an extra 1d6
  points of damage.  If this particular weapon is lost or
  destroyed, the occult slayer loses the ability to deal
  the extra damage until she acquires and bonds with
  another weapon of the same kind of at least
  masterwork quality.  The occult slayer must spend
  one day per character level practicing with the
  replacement weapon (and doing very little else – no
  adventuring) to create a new weapon bond).
  Description Githyanki are tall, gaunt humanoids
  averaging a little over 6 feet tall and typically weighing
  around 170 pounds.  They have rough, yellow skin and
  russet hair, which they often pull back into a pair of
  topknots.  Their noses are almost flat, their eyes have a
  sinister gleam, and their ears are sharply pointed. 
  Githyanki favor ornate and complex clothing and
  weapons.
  Sources exotic weapon master (Complete Warrior,
  occult slayer (Complete Warrior)
  G I TH Y AN K I  R O G U E
  CR 11
  Male githyanki rogue 10
  LE Medium humanoid (extraplanar)
  Init +7; Senses darkvision 60 ft.; Listen +13, Spot +13
  Languages Common, Gith
  AC 19, touch 14, flat-footed 16
  (+3 Dex, +6 armor, +1 deflection); Dodge, Improved
  Uncanny Dodge, Uncanny Dodge
  hp 91 (10 HD)
  Resist evasion, trap sense +3; SR 15
  Fort +10, Ref +12, Will +5; slippery mind
  Speed 30 ft.
  Melee +2 bastard sword +15/+10 (1d10+9/19-20) or
  Melee mwk short sword +13/+8 (1d6+5/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +7; Grp +10
  Atk Options sneak attack +5d6
  Combat Gear amulet of health +4, belt of giant strength
  +4, +2 chain shirt, cloak of resistance +2, dagger,
  ring of protection +1.
  Spell-Like Abilities (CL 10th):
  3/day — blur, daze (DC 9), dimension door, mage
  hand, telekinesis (DC 14)
  1/day — plane shift
  �Already cast
  Abilities Str 16 (20), Dex 16, Con 16 (20), Int 10, Wis
  10, Cha 8
  Feats Dodge, Exotic Weapon Proficiency (bastard
  sword), Improved Initiative, Weapon Focus (bastard
  sword)
  Skills Balance +17, Escape Artist +15, Hide +15, Jump
  +19, Listen +13, Move Silently +15, Spot +13,
  Tumble +17
  Evasion (Ex) If a rogue is exposed to any effect that
  normally allows her to attempt a Reflex saving throw
  for half damage, she takes no damage on a
  successful saving throw.
  Improved Uncanny Dodge (Ex) A rogue can no longer
  be flanked.  This defense denies another rogue the
  ability to sneak attack the character by flanking her,
  unless the attacker is at least a 14th level rogue.
  Slippery Mind (Ex) This ability represents the rogue’s
  ability to wriggle free from magical effects that would
  otherwise control or compel her.  If a rogue with a
  slippery mind is affected by an enchantment spell or
  effect and fails her saving throw, she can attempt it
  again 1 round later at the same DC.  She gets only
  this one extra chance to succeed on her saving
  throw.
  Sneak Attack (Ex) If a rogue can catch an opponent
  when he is unable to defend himself effectively from
  her attack, she can strike a vital spot for extra
  damage.  The rogue’s attack deals extra damage any
  time her target would be denied a Dexterity bonus to
  AC (whether the target actually has a Dexterity bonus
  or not), or when the rogue flanks her target.  Should
  the rogue score a critical hit with a sneak attack, this
  extra damage is not multiplied.
  Trapfinding (Ex) Rogues (and only rogues) can use the
  Search skill to locate traps when the task has a
  Difficulty Class higher than 10.  Finding a nonmagical
  trap has a DC of at least 20, or higher if it is well
  hidden.  Finding a magic trap has a DC of 25 + the
  level of the spell used to create it.  Rogues (and only
  rogues) can use the Disable Device skill to disarm
  magic traps.  A magic trap generally has a DC of 25 +
  the level of the spell used to create it.  A rogue who
  beats a trap’s DC by 10 or more with a Disable
  Device check can study a trap, figure out how it
  works, and bypass it (with her party) without
  disarming it.
  Trap Sense +3 (Ex) A rogue gains a +3 bonus on
  Reflex saves made to avoid traps and a +3 dodge
  bonus to AC against attacks made by traps.
  Uncanny Dodge (Ex) A rogue can react to danger
  before her senses would normally allow her to do so.
   She retains her Dexterity bonus to AC (if any) even if
  she is caught flat-footed or struck by an invisible
  attacker.  However, she still loses her Dexterity bonus
  to AC if immobilized.
  Description Githyanki are tall, gaunt humanoids
  averaging a little over 6 feet tall and typically weighing
  around 170 pounds.  They have rough, yellow skin and
  russet hair, which they often pull back into a pair of
  topknots.  Their noses are almost flat, their eyes have a
  sinister gleam, and their ears are sharply pointed. 
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 52
  Githyanki favor ornate and complex clothing and
  weapons.
  APL 12                                                      
  H ALF-R E D  D R AG O N  G I TH Y AN K I
  CR 14
  Male githyanki fighter 4/barbarian 1/exotic weapon
  master 1/occult slayer 5
  LE Medium dragon (extraplanar)
  Init +7; Senses auravision, darkvision 60 ft., low-light
  vision; Listen -1, Spot -1
  Languages Common, Draconic, Gith
  AC 25, touch 14, flat-footed 22
  (+3 Dex, +7 armor, +1 deflection, +4 natural)
  hp 116 (11 HD)
  Immune fire, blank thoughts, paralysis, sleep.
  Resist mind over magic, nondetection cloak; SR 16
  Fort +15, Ref +7, Will +7; magical defense
  Speed 20 ft. in breastplate (4 squares), base movement
  30 ft.
  Melee +1 vicious bastard sword +17/+12/+7 (1d10+11
  plus 2d6/19-20) or
  Melee 2 claws +15 (1d6+4) and
  bite +10 (1d4+2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +11; Grp +15
  Atk Options Cleave, Improved Bull Rush, Power Attack,
  breath weapon, rage, vicious strike, weapon bond
  Combat Gear amulet of health +2, +2 breastplate,
  dagger, cloak of resistance +2, gauntlets of ogre
  power, heavy wooden shield, ring of protection +1.
  Spell-Like Abilities (CL 11th):
  3/day — blur, daze (DC 9), dimension door, mage
  hand, telekinesis (DC 14)
  1/day — plane shift
  �Already cast
  Abilities Str 16 (18), Dex 16, Con 16 (18), Int 12, Wis 8,
  Cha 8
  Feats Cleave, Exotic Weapon Proficiency (bastard
  sword), Improved Bull Rush, Improved Initiative,
  Power Attack, Weapon Focus (bastard sword),
  Weapon Specialization (bastard sword)
  Skills Knowledge (arcana) +8, Spellcraft +8, Craft
  (weaponsmithing) +4
  Auravision (Su) An occult slayer gains the ability to see
  magical auras at a range of up to 60 feet as a free
  action.  This ability otherwise functions as the detect
  magic spell.  The character cannot use this ability to
  determine anything but the number of magical auras
  present.
  Blank Thoughts (Ex) An occult slayer can induce within
  herself a state of mental absence, thereby becoming
  immune 
  to 
  mind-affecting 
  effects 
  (charms,
  compulsions, patterns, phantasms, and morale
  effects).  She can suppress or resume this ability as a
  free action.
  Breath Weapon (Su) 1/day 30-foot cone of fire, 6d8
  damage, Reflex save DC 12 for half.
  Magical Defense (Ex) An occult slayer’s constant
  training in countering magic of all types manifests
  itself as a bonus on saving throws against spells or
  spell-like abilities.  This bonus is +3.
  Mind over Magic (Su) An occult slayer can cause a
  spell or spell-like ability targeted against her to
  rebound onto the originator as a free action.  This
  ability otherwise functions as the spell turning spell
  (CL 10th).  An occult layer can use this ability twice
  per day.
  Nondetection Cloak (Su) An occult slayer (and any
  gear she wears or carries) becomes more difficult to
  locate 
  through 
  divinations 
  such 
  as
  clairaudience/clairvoyance, locate object, and other
  detection spells.  The occult slayer gains magical
  protection 
  from 
  divinations 
  equivalent 
  to 
  a
  nondetection spell (CL 5th), except that it affects only
  the occult slayer and her possessions.
  Rage (Ex) 1/day – Str 22, Con 22, 138 hp, AC 23,
  melee +1 vicious bastard sword +19/+14/+9 (d10+15
  plus 2d6/19-20), or 2 claws +17 (1d6+6) and bite +12
  (1d4+3), Fort +17, Will +9, breath weapon DC 14.
  Uncanny Blow (Ex) When wielding a one-handed
  exotic melee weapon in two hands, the character can
  focus the power of his attack so that he deals extra
  damage equal to his Strength bonus x2 instead of his
  Strength bonus x 1½.  If he has the Power Attack
  feat, he treats the weapon as two-handed for
  purposes of determining his bonus on damage rolls.
  Vicious Strike (Ex) An occult slayer who readies an
  attack action to disrupt a spellcaster deals double
  damage if the attack hits.
  Weapon Bond (Su) An occult slayer must choose a
  particular weapon of at least masterwork quality as
  the focus of her power.  Upon making her selection,
  she immediately forms a bond with the chosen
  weapon that imbues it with the force of her hatred for
  spellcasters.  Thereafter, any successful attack she
  makes with that weapon against a spellcaster or a
  creature with spell-like abilities deals an extra 1d6
  points of damage.  If this particular weapon is lost or
  destroyed, the occult slayer loses the ability to deal
  the extra damage until she acquires and bonds with
  another weapon of the same kind of at least
  masterwork quality.  The occult slayer must spend
  one day per character level practicing with the
  replacement weapon (and doing very little else – no
  adventuring) to create a new weapon bond).
  Description Githyanki are tall, gaunt humanoids
  averaging a little over 6 feet tall and typically weighing
  around 170 pounds.  They have rough, yellow skin and
  russet hair, which they often pull back into a pair of
  topknots.  Their noses are almost flat, their eyes have a
  sinister gleam, and their ears are sharply pointed. 
  Githyanki favor ornate and complex clothing and
  weapons.
  Sources exotic weapon master (Complete Warrior,
  occult slayer (Complete Warrior)
  G I TH Y AN K I  R O G U E
  CR 12
  Male githyanki rogue 11
  LE Medium humanoid (extraplanar)
  Init +7; Senses darkvision 60 ft.; Listen +14, Spot +14
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 53
  Languages Common, Gith
  AC 19, touch 14, flat-footed 16
  (+3 Dex, +6 armor, +1 deflection); Dodge, Improved
  Uncanny Dodge, Uncanny Dodge
  hp 100 (11 HD)
  Resist evasion, trap sense +3; SR 16
  Fort +10, Ref +12, Will +5; slippery mind
  Speed 30 ft.
  Melee +2 bastard sword +16/+11 (1d10+9/19-20) or
  Melee mwk short sword +14/+9 (1d6+5/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +8; Grp +11
  Atk Options sneak attack +6d6
  Combat Gear amulet of health +4, belt of giant strength
  +4, +2 chain shirt, cloak of resistance +2, dagger,
  ring of protection +1.
  Spell-Like Abilities (CL 11th):
  3/day — blur, daze (DC 9), dimension door, mage
  hand, telekinesis (DC 14)
  1/day — plane shift
  �Already cast
  Abilities Str 16 (20), Dex 16, Con 16 (20), Int 10, Wis
  10, Cha 8
  Feats Dodge, Exotic Weapon Proficiency (bastard
  sword), Improved Initiative, Weapon Focus (bastard
  sword)
  Skills Balance +18, Escape Artist +16, Hide +16, Jump
  +20, Listen +14, Move Silently +16, Spot +14,
  Tumble +18
  Evasion (Ex) If a rogue is exposed to any effect that
  normally allows her to attempt a Reflex saving throw
  for half damage, she takes no damage on a
  successful saving throw.
  Improved Uncanny Dodge (Ex) A rogue can no longer
  be flanked.  This defense denies another rogue the
  ability to sneak attack the character by flanking her,
  unless the attacker is at least a 14th level rogue.
  Slippery Mind (Ex) This ability represents the rogue’s
  ability to wriggle free from magical effects that would
  otherwise control or compel her.  If a rogue with a
  slippery mind is affected by an enchantment spell or
  effect and fails her saving throw, she can attempt it
  again 1 round later at the same DC.  She gets only
  this one extra chance to succeed on her saving
  throw.
  Sneak Attack (Ex) If a rogue can catch an opponent
  when he is unable to defend himself effectively from
  her attack, she can strike a vital spot for extra
  damage.  The rogue’s attack deals extra damage any
  time her target would be denied a Dexterity bonus to
  AC (whether the target actually has a Dexterity bonus
  or not), or when the rogue flanks her target.  Should
  the rogue score a critical hit with a sneak attack, this
  extra damage is not multiplied.
  Trapfinding (Ex) Rogues (and only rogues) can use the
  Search skill to locate traps when the task has a
  Difficulty Class higher than 10.  Finding a nonmagical
  trap has a DC of at least 20, or higher if it is well
  hidden.  Finding a magic trap has a DC of 25 + the
  level of the spell used to create it.  Rogues (and only
  rogues) can use the Disable Device skill to disarm
  magic traps.  A magic trap generally has a DC of 25 +
  the level of the spell used to create it.  A rogue who
  beats a trap’s DC by 10 or more with a Disable
  Device check can study a trap, figure out how it
  works, and bypass it (with her party) without
  disarming it.
  Trap Sense +3 (Ex) A rogue gains a +3 bonus on
  Reflex saves made to avoid traps and a +3 dodge
  bonus to AC against attacks made by traps.
  Uncanny Dodge (Ex) A rogue can react to danger
  before her senses would normally allow her to do so.
   She retains her Dexterity bonus to AC (if any) even if
  she is caught flat-footed or struck by an invisible
  attacker.  However, she still loses her Dexterity bonus
  to AC if immobilized.
  Description Githyanki are tall, gaunt humanoids
  averaging a little over 6 feet tall and typically weighing
  around 170 pounds.  They have rough, yellow skin and
  russet hair, which they often pull back into a pair of
  topknots.  Their noses are almost flat, their eyes have a
  sinister gleam, and their ears are sharply pointed. 
  Githyanki favor ornate and complex clothing and
  weapons.
  APL 14                                                      
  H ALF-R E D  D R AG O N  G I TH Y AN K I
  CR 16
  Male githyanki fighter 6/barbarian 1/exotic weapon
  master 1/occult slayer 5
  LE Medium dragon (extraplanar)
  Init +7; Senses auravision, darkvision 60 ft., low-light
  vision; Listen -1, Spot -1
  Languages Common, Draconic, Gith
  AC 26, touch 14, flat-footed 23
  (+3 Dex, +8 armor, +1 deflection, +4 natural)
  hp 136 (13 HD)
  Immune fire, blank thoughts, paralysis, sleep.
  Resist mind over magic, nondetection cloak; SR 18
  Fort +17, Ref +9, Will +9; magical defense
  Speed 20 ft. in breastplate (4 squares), base movement
  30 ft.
  Melee +1 vicious bastard sword +19/+14/+9 (1d10+11
  plus 2d6/17-20) or
  Melee 2 claws +17 (1d6+4) and
  bite +12 (1d4+2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +13; Grp +17
  Atk Options Cleave, Improved Bull Rush, Power Attack,
  Shock Trooper, breath weapon, rage, vicious strike,
  weapon bond
  Combat Gear amulet of health +2, +3 breastplate,
  dagger, cloak of resistance +3, gauntlets of ogre
  power, heavy wooden shield, ring of protection +1.
  Spell-Like Abilities (CL 13th):
  3/day — blur, daze (DC 9), dimension door, mage
  hand, telekinesis (DC 14)
  1/day — plane shift
  �Already cast
  Abilities Str 17 (19), Dex 16, Con 16 (18), Int 12, Wis 8,
  Cha 8
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 54
  Feats Cleave, Exotic Weapon Proficiency (bastard
  sword), Improved Bull Rush, Improved Critical
  (bastard sword), Improved Initiative, Power Attack,
  Shock Trooper, Weapon Focus (bastard sword),
  Weapon Specialization (bastard sword)
  Skills Jump +1, Knowledge (arcana) +8, Spellcraft +8,
  Craft (weaponsmithing) +4
  Auravision (Su) An occult slayer gains the ability to see
  magical auras at a range of up to 60 feet as a free
  action.  This ability otherwise functions as the detect
  magic spell.  The character cannot use this ability to
  determine anything but the number of magical auras
  present.
  Blank Thoughts (Ex) An occult slayer can induce within
  herself a state of mental absence, thereby becoming
  immune 
  to 
  mind-affecting 
  effects 
  (charms,
  compulsions, patterns, phantasms, and morale
  effects).  She can suppress or resume this ability as a
  free action.
  Breath Weapon (Su) 1/day 30-foot cone of fire, 6d8
  damage, Reflex save DC 12 for half.
  Magical Defense (Ex) An occult slayer’s constant
  training in countering magic of all types manifests
  itself as a bonus on saving throws against spells or
  spell-like abilities.  This bonus is +3.
  Mind over Magic (Su) An occult slayer can cause a
  spell or spell-like ability targeted against her to
  rebound onto the originator as a free action.  This
  ability otherwise functions as the spell turning spell
  (CL 10th).  An occult layer can use this ability twice
  per day.
  Nondetection Cloak (Su) An occult slayer (and any
  gear she wears or carries) becomes more difficult to
  locate 
  through 
  divinations 
  such 
  as
  clairaudience/clairvoyance, locate object, and other
  detection spells.  The occult slayer gains magical
  protection 
  from 
  divinations 
  equivalent 
  to 
  a
  nondetection spell (CL 5th), except that it affects only
  the occult slayer and her possessions.
  Rage (Ex) 1/day – Str 23, Con 22, 162 hp, AC 24,
  melee +1 vicious bastard sword +21/+16/+11
  (d10+15 plus 2d6/17-20), or 2 claws +19 (1d6+6) and
  bite +14 (1d4+3), Fort +19, Will +11, Jump +3, breath
  weapon DC 14.
  Uncanny Blow (Ex) When wielding a one-handed
  exotic melee weapon in two hands, the character can
  focus the power of his attack so that he deals extra
  damage equal to his Strength bonus x2 instead of his
  Strength bonus x 1½.  If he has the Power Attack
  feat, he treats the weapon as two-handed for
  purposes of determining his bonus on damage rolls.
  Vicious Strike (Ex) An occult slayer who readies an
  attack action to disrupt a spellcaster deals double
  damage if the attack hits.
  Weapon Bond (Su) An occult slayer must choose a
  particular weapon of at least masterwork quality as
  the focus of her power.  Upon making her selection,
  she immediately forms a bond with the chosen
  weapon that imbues it with the force of her hatred for
  spellcasters.  Thereafter, any successful attack she
  makes with that weapon against a spellcaster or a
  creature with spell-like abilities deals an extra 1d6
  points of damage.  If this particular weapon is lost or
  destroyed, the occult slayer loses the ability to deal
  the extra damage until she acquires and bonds with
  another weapon of the same kind of at least
  masterwork quality.  The occult slayer must spend
  one day per character level practicing with the
  replacement weapon (and doing very little else – no
  adventuring) to create a new weapon bond).
  Description Githyanki are tall, gaunt humanoids
  averaging a little over 6 feet tall and typically weighing
  around 170 pounds.  They have rough, yellow skin and
  russet hair, which they often pull back into a pair of
  topknots.  Their noses are almost flat, their eyes have a
  sinister gleam, and their ears are sharply pointed. 
  Githyanki favor ornate and complex clothing and
  weapons.
  Sources exotic weapon master (Complete Warrior,
  occult 
  slayer 
  (Complete 
  Warrior), 
  shock 
  trooper
  (Complete Warrior)
  G I TH Y AN K I  R O G U E
  CR 14
  Male githyanki rogue 13
  LE Medium humanoid (extraplanar)
  Init +7; Senses darkvision 60 ft.; Listen +16, Spot +16
  Languages Common, Gith
  AC 23, touch 14, flat-footed 20
  (+3 Dex, +9 armor, +1 deflection); Dodge, Improved
  Uncanny Dodge, Mobility, Uncanny Dodge
  hp 118 (11 HD)
  Resist evasion, trap sense +4; SR 18
  Fort +11, Ref +13, Will +6; slippery mind
  Speed 30 ft.
  Melee +3 bastard sword +18/+13 (1d10+9/19-20) or
  Melee mwk short sword +15/+10 (1d6+5/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +9; Grp +13
  Atk Options sneak attack +7d6
  Combat Gear amulet of health +4, belt of giant strength
  +4, +5 chain shirt, cloak of resistance +2, dagger,
  ring of protection +1.
  Spell-Like Abilities (CL 11th):
  3/day — blur, daze (DC 9), dimension door, mage
  hand, telekinesis (DC 14)
  1/day — plane shift
  �Already cast
  Abilities Str 16 (20), Dex 16, Con 16 (20), Int 10, Wis
  10, Cha 8
  Feats 
  Dodge, 
  Elusive 
  Target, 
  Exotic 
  Weapon
  Proficiency (bastard sword), Improved Initiative,
  Mobility, Weapon Focus (bastard sword)
  Skills Balance +20, Escape Artist +18, Hide +18, Jump
  +22, Listen +16, Move Silently +18, Spot +16,
  Tumble +20
  Evasion (Ex) If a rogue is exposed to any effect that
  normally allows her to attempt a Reflex saving throw
  for half damage, she takes no damage on a
  successful saving throw.
  Improved Uncanny Dodge (Ex) A rogue can no longer
  be flanked.  This defense denies another rogue the
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 55
  ability to sneak attack the character by flanking her,
  unless the attacker is at least a 14th level rogue.
  Slippery Mind (Ex) This ability represents the rogue’s
  ability to wriggle free from magical effects that would
  otherwise control or compel her.  If a rogue with a
  slippery mind is affected by an enchantment spell or
  effect and fails her saving throw, she can attempt it
  again 1 round later at the same DC.  She gets only
  this one extra chance to succeed on her saving
  throw.
  Sneak Attack (Ex) If a rogue can catch an opponent
  when he is unable to defend himself effectively from
  her attack, she can strike a vital spot for extra
  damage.  The rogue’s attack deals extra damage any
  time her target would be denied a Dexterity bonus to
  AC (whether the target actually has a Dexterity bonus
  or not), or when the rogue flanks her target.  Should
  the rogue score a critical hit with a sneak attack, this
  extra damage is not multiplied.
  Trapfinding (Ex) Rogues (and only rogues) can use the
  Search skill to locate traps when the task has a
  Difficulty Class higher than 10.  Finding a nonmagical
  trap has a DC of at least 20, or higher if it is well
  hidden.  Finding a magic trap has a DC of 25 + the
  level of the spell used to create it.  Rogues (and only
  rogues) can use the Disable Device skill to disarm
  magic traps.  A magic trap generally has a DC of 25 +
  the level of the spell used to create it.  A rogue who
  beats a trap’s DC by 10 or more with a Disable
  Device check can study a trap, figure out how it
  works, and bypass it (with her party) without
  disarming it.
  Trap Sense +4 (Ex) A rogue gains a +3 bonus on
  Reflex saves made to avoid traps and a +3 dodge
  bonus to AC against attacks made by traps.
  Uncanny Dodge (Ex) A rogue can react to danger
  before her senses would normally allow her to do so.
   She retains her Dexterity bonus to AC (if any) even if
  she is caught flat-footed or struck by an invisible
  attacker.  However, she still loses her Dexterity bonus
  to AC if immobilized.
  Description Githyanki are tall, gaunt humanoids
  averaging a little over 6 feet tall and typically weighing
  around 170 pounds.  They have rough, yellow skin and
  russet hair, which they often pull back into a pair of
  topknots.  Their noses are almost flat, their eyes have a
  sinister gleam, and their ears are sharply pointed. 
  Githyanki favor ornate and complex clothing and
  weapons.
  Sources elusive target (Complete Warrior)
  APL 16                                                      
  H ALF-R E D  D R AG O N  G I TH Y AN K I
  CR 16
  Male githyanki fighter 6/barbarian 1/exotic weapon
  master 1/occult slayer 5
  LE Medium dragon (extraplanar)
  Init +7; Senses auravision, darkvision 60 ft., low-light
  vision; Listen -1, Spot -1
  Languages Common, Draconic, Gith
  AC 29, touch 14, flat-footed 26
  (+3 Dex, +8 armor, +3 shield, +1 deflection, +4
  natural)
  hp 149 (13 HD)
  Immune fire, blank thoughts, paralysis, sleep.
  Resist mind over magic, nondetection cloak; SR 18
  Fort +17, Ref +9, Will +9; magical defense
  Speed 20 ft. in breastplate (4 squares), base movement
  30 ft.
  Melee +1 vicious bastard sword +20/+15/+10 (1d10+13
  plus 2d6/17-20) or
  Melee 2 claws +18 (1d6+5) and
  bite +13 (1d4+2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +13; Grp +17
  Atk Options Cleave, Improved Bull Rush, Power Attack,
  Shock Trooper, breath weapon, rage, vicious strike,
  weapon bond
  Combat Gear amulet of health +4, +1 animated heavy
  steel shield, belt of giant strength +4, +3 breastplate,
  dagger, cloak of resistance +3, gauntlets of ogre
  power, heavy wooden shield, ring of protection +1.
  Spell-Like Abilities (CL 13th):
  3/day — blur, daze (DC 9), dimension door, mage
  hand, telekinesis (DC 14)
  1/day — plane shift
  �Already cast
  Abilities Str 17 (21), Dex 16, Con 16 (20), Int 12, Wis 8,
  Cha 8
  Feats Cleave, Exotic Weapon Proficiency (bastard
  sword), Improved Bull Rush, Improved Critical
  (bastard sword), Improved Initiative, Power Attack,
  Shock Trooper, Weapon Focus (bastard sword),
  Weapon Specialization (bastard sword)
  Skills Jump +2, Knowledge (arcana) +8, Spellcraft +8,
  Craft (weaponsmithing) +4
  Auravision (Su) An occult slayer gains the ability to see
  magical auras at a range of up to 60 feet as a free
  action.  This ability otherwise functions as the detect
  magic spell.  The character cannot use this ability to
  determine anything but the number of magical auras
  present.
  Blank Thoughts (Ex) An occult slayer can induce within
  herself a state of mental absence, thereby becoming
  immune 
  to 
  mind-affecting 
  effects 
  (charms,
  compulsions, patterns, phantasms, and morale
  effects).  She can suppress or resume this ability as a
  free action.
  Breath Weapon (Su) 1/day 30-foot cone of fire, 6d8
  damage, Reflex save DC 12 for half.
  Magical Defense (Ex) An occult slayer’s constant
  training in countering magic of all types manifests
  itself as a bonus on saving throws against spells or
  spell-like abilities.  This bonus is +3.
  Mind over Magic (Su) An occult slayer can cause a
  spell or spell-like ability targeted against her to
  rebound onto the originator as a free action.  This
  ability otherwise functions as the spell turning spell
  (CL 10th).  An occult layer can use this ability twice
  per day.
  Nondetection Cloak (Su) An occult slayer (and any
  gear she wears or carries) becomes more difficult to
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 56
  locate 
  through 
  divinations 
  such 
  as
  clairaudience/clairvoyance, locate object, and other
  detection spells.  The occult slayer gains magical
  protection 
  from 
  divinations 
  equivalent 
  to 
  a
  nondetection spell (CL 5th), except that it affects only
  the occult slayer and her possessions.
  Rage (Ex) 1/day – Str 25, Con 24, 175 hp, AC 27,
  melee +1 vicious bastard sword +22/+17/+12
  (d10+17 plus 2d6/17-20), or 2 claws +20 (1d6+7) and
  bite +15 (1d4+3), Fort +19, Will +11, Jump +3, breath
  weapon DC 14.
  Uncanny Blow (Ex) When wielding a one-handed
  exotic melee weapon in two hands, the character can
  focus the power of his attack so that he deals extra
  damage equal to his Strength bonus x2 instead of his
  Strength bonus x 1½.  If he has the Power Attack
  feat, he treats the weapon as two-handed for
  purposes of determining his bonus on damage rolls.
  Vicious Strike (Ex) An occult slayer who readies an
  attack action to disrupt a spellcaster deals double
  damage if the attack hits.
  Weapon Bond (Su) An occult slayer must choose a
  particular weapon of at least masterwork quality as
  the focus of her power.  Upon making her selection,
  she immediately forms a bond with the chosen
  weapon that imbues it with the force of her hatred for
  spellcasters.  Thereafter, any successful attack she
  makes with that weapon against a spellcaster or a
  creature with spell-like abilities deals an extra 1d6
  points of damage.  If this particular weapon is lost or
  destroyed, the occult slayer loses the ability to deal
  the extra damage until she acquires and bonds with
  another weapon of the same kind of at least
  masterwork quality.  The occult slayer must spend
  one day per character level practicing with the
  replacement weapon (and doing very little else – no
  adventuring) to create a new weapon bond).
  Description Githyanki are tall, gaunt humanoids
  averaging a little over 6 feet tall and typically weighing
  around 170 pounds.  They have rough, yellow skin and
  russet hair, which they often pull back into a pair of
  topknots.  Their noses are almost flat, their eyes have a
  sinister gleam, and their ears are sharply pointed. 
  Githyanki favor ornate and complex clothing and
  weapons.
  Sources exotic weapon master (Complete Warrior,
  occult 
  slayer 
  (Complete 
  Warrior), 
  shock 
  trooper
  (Complete Warrior)
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 57
  DM AID #1: RUMORS OF HOOKHILL
  PCs wishing to make Gather Information checks about Hookhill, the Seedy Wench or current happenings
  thereabout may do so.  A DC10 check will reveal one of the following pieces of information (roll randomly
  or choose one you think is appropriate).  If the same PC wishes to gather information more than once, the
  DC to gather a second rumor increases by 5 with each successive check (though a given PC should
  never receive the same rumor twice).
  1. There is discussion about exploring the sinkhole in Shiboleth.  No one seems to want to be the
  one to step up and do it.  The weather has been wet and nasty, making the sinkhole even more
  treacherous, and Knight Field Marshal Envian already has his hands full with rebuilding and
  keeping the peace, chasing down stragglers from the giant invasion, etc.  The mages of Syrloch
  have been stymied somehow as well, but who knows about wizards anyway?
  2. A powerful gnome priest of Garl Glittergold moved out of his longtime home in Hookhill. Some
  say he left because the church would not ordain him a high priest despite his ability to entreat
  miracles from Garl Glittergold.
  3. A sage by the name of Ulstra Starsifter has been making inquiries about an ancient treasure map
  and signet ring.  The name of Elector Xanthmar Wyrmslayer is on the lips of treasure hunters
  throughout Hookhill, but the sage is being close-mouthed about who her employer is or exactly
  what she may have discovered.
  4. A letter supposedly penned by Trilesimain himself has been stolen from the collection of the sage
  known as Plajin the Elder.  He is offering the sum of 100 golden lions for its safe return.  Plajin
  the Elder is a well-known friend of the Knights of the Watch.
  5. The Herdmasters guild continues to rebuild the old keep that lies eight miles northwest of
  Hookhill.  The guild only has two more years to successfully complete the project before the
  deadline set by the Commandant in 599 CY.  If the Herdmaster’s can’t do it, some other guild will
  get the charter for the land.
  6. People are buzzing about an otherworldly market that has been seen throughout the Flanaess.
  Sightings have been reported as close as the Wild Coast.
  
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  DM AID #2: RULES OF THE PLANES
  Sigil
  The most famous planar metropolis of all is the city of Sigil.  Located at the center of the Outer Planes
  and built on the inner surface of an enormous ring, Sigil claims to be the true crossroads of the
  multiverse.  The city is ruled by the dreaded Lady of Pain, an enigma credited with enormous power –
  including the ability to bat divine beings from her realm.  Sigil is in the center an infinite plane (the
  Concordant Domain of the Outlands), floating above an infinitely tall spire and built on the inside of a
  gigantic hollow ring of unknown material.  The place has no sun or moon, and no real “horizon”, and only
  naïve visitors wonder aloud about what’s on the other side of the ground.  A DC 25 Knowledge (the
  planes) check will reveal this information.
  • 
  Limited Access: The only way in or out of Sigil is through the city’s portals.  You can’t call or
  summon creatures into or out of Sigil (even with a gate spell), nor can you use plane shift to get
  in or out.  You can’t use astral projection, though, strangely enough, the various teleportation
  spells work just fine within Sigil itself.  Since the city resides on the Outer Planes, no connection
  to the Ethereal Plane exists.  Even the deities themselves can’t (or don’t want to) overcome these
  restrictions.
  • 
  Illumination: Despite the lack of a sun or moon, Sigil enjoys days and nights much like any
  terrestrial city.  In the early hours of the morning, the sky slowly brightens, reaching a peak of
  illumination as bright as the noonday sun in a mid-latitude city (tempered somewhat by the near-
  perpetual haze).  After peak, the illumination fades over the next several hours until darkness
  reigns, and then the whole cycle starts over.  Over the course of 24 hours, Sigil has about 6
  hours of bright light and the same amount of darkness.  The rest of the day resembles twilight,
  allowing beings sensitive or vulnerable to bright light or sunlight the freedom to go about their
  business with relative ease.
  The Astral Plane
  The Astral Plane is a great, endless sphere of clear silvery sky, both above and below.  Large tube-
  shaped clouds slowly coil in the distance, some appearing like thunderheads and others look like
  immobile tornadoes of gray wind.  Erratic whirlpools of color flicker in midair like spinning coins.  There
  are occasional bits of solid matter here, but most of the Astral Plane is an endless, open domain.
  The plane has the following traits:
  • 
  Subjective Directional Gravity: Those traveling through it move by thought.  Most of the plane’s
  inhabitants move by merely thinking themselves in a particular direction.  This is akin to flight with
  perfect maneuverability and a maximum speed of 10 feet per point of intelligence.  When one is
  maneuvering through astral space, “up” and “down” are determined solely by the traveler’s
  orientation.  Unlike normal flying, climbs and dives on the Astral Plane don’t change a character’s
  speed, and there is no minimum speed to avoid a stall.  It is possible to double move, but
  maneuverability drops to average.  Four-times movement is possible but drops maneuverability
  to clumsy.  Since there is no gravity combat may occur on all sides.  Without gravity to affect it,
  ranged weapons effectively go on forever.  The penalty for each range increment beyond the first
  is -1 instead of -2.  There is no maximum except for the attacker’s vision.  Travelers on the Astral
  Plane suffer no penalties to speed for armor or encumbrance, but armor check penalties and
  arcane spell failure chances still apply.
  • 
  Timeless: Age, hunger, thirst, poison, and natural healing don’t function on the Astral Plane,
  though they resume functioning when the traveler leaves the Astral Plane. 
  • 
  Mildly Neutral-Aligned: Lawful neutral, chaotic neutral, neutral good and neutral evil characters
  take a -2 penalty on Charisma-based checks.  Lawful good, chaotic good, lawful evil and chaotic
  evil characters take a -4 penalty on Charisma-based checks.
  • 
  Enhanced Magic: All spells and spell-like abilities used within the Astral Plane may be employed
  as if they were improved by the Quicken Spell feat.  Already quickened spells and spell-like
  abilities are unaffected, as are spells from magic items.  Spells so quickened are still prepared
  
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  and cast at their unmodified level.  As with the Quicken Spell feat, only one quickened spell can
  be cast per round.
  Notes: All of the PCs and NPCs in this module are on the Astral Plane in their own physical forms, rather
  than being in astral form.  They can be killed as normal and there is no silver cord.  All creatures on the
  Astral Plane lose their extraplanar subtype, if any. Since spells of the [Teleportation] subschool make use
  of the Astral Plane as a shortcut to simulate instantaneous travel, those spells do not function while on
  the Astral Plane itself.
  The Plane of Law
  This plane (and the corresponding Plane of Chaos which does not appear in this adventure) exist
  outside the conventional schema of the multiverse.  A DC 30 Knowledge (the planes) check will reveal
  this information).
  • 
  Normal gravity.
  • 
  Normal time.
  • 
  Strongly Law-Aligned: Chaotic-aligned characters take a –2 penalty on Charisma-based,
  Intelligence-based and Wisdom-based checks.
  • 
  No Morality:  The moral alignments (Good and Evil) simply do not exist here.  Creatures entering
  the plane are stripped of their moral alignments (this does not cause the loss of any class abilities
  based on alignment, however).  Items and creatures that normally detect as good or evil do not
  detect as such.
  • 
  Physical Transmogrification:  Creatures entering the Plane of Law have their physical beings
  modified by the dominant reality of the plane.  Lawful beings appear similar to the natives, Neutral
  beings are hazy and indistinct, and Chaotic creatures are fluid and curved.
  The Abyss
  • 
  Normal gravity.
  • 
  Normal time.
  • 
  Finite.
  • 
  Divinely Morphic: Entities at least as powerful as lesser gods (in this case including demon
  lords) can alter the Abyss to suit their whims.
  • 
  Illumination: Everything on the gloomy 45th layer of the Abyss is somehow doused or subdued,
  taking on an equally gray pallor.  All Move Silently and Hide checks made on the layer gain a +2
  circumstance bonus, but because the place does not live long in one’s memory, all Knowledge
  (the planes) checks concerning the layer take a -4 penalty.
  • 
  Mildly Chaos-Aligned and Mildly Evil-Aligned: Lawful-aligned characters and good-aligned
  characters take a -2 penalty on Charisma-based checks.  Lawful good characters take a -4
  penalty on Charisma-based checks.
  • 
  Normal Magic.
  
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  DM AID #3: BAR NONE GROUND FLOOR
  
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  DM AID #4: BAR NONE SECOND FLOOR
  
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  DM AID #5: BAR NONE CELLAR
  
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  DM AID #6: MAIMBUA’S RIDDLE
  Stanza 1 tells the PCs what they are going to be doing, which is finding portals and their keys inside the
  Bar None to find out more information about Commandant Magnus Vrianian. 
  Hopefully the player’s won’t need any help with this one.
  Stanza 2 refers to a doorway in the inn with a silver cast to it.  The portal key is a handful of dust,
  referring both to the Sea of Dust (the mage is a Suloise wizard) and what time renders living beings. 
  Deciphering these clues will lead the PCs to Encounter 3. 
  If the PCs need help you can have them make a Knowledge (the planes) check DC 10 to identify the
  ‘plane of silver sky’ as the Astral Plane.  PCs who have ever been to the Astral Plane receive a +5 bonus
  on this check.  A Knowledge (local – Core) check DC 10, Knowledge (history) DC 15 or Knowledge
  (arcane) DC 20 will reveal that the ‘ancient mage’ is most likely a descendent of the Suel Imperium or the
  ancient Bakluni peoples.
  Stanza 3 refers to a doorway in the inn with a golden cast to it.  The portal key is a holy symbol of Hextor,
  or a depiction of one (the mark obscene to Heironeous is that of his brother).  ‘The Invincible’ is a clear
  reference to Heironeous, and ‘sports a golden mien’ is a double entendre referring both to his aspect’s
  meersalm-tinted visage and the fact that the aspects of several gods are gambling with golden currency
  (which sports the face of an unknown man).  It also warns of the oath of purification that Heironeous’
  aspect will require of petitioners.
  PC worshipers of Heironeous should automatically know who ‘the Invincible’ is, but if the player doesn’t
  know please inform him.  If the PCs need help you can have them make a Knowledge (religion) check DC
  15 (with a +5 bonus if they worship Heironeous) to realize that the ‘mark obscene’ is the symbol of
  Hextor.
  Stanza 4 refers to the doorway with an arch constructed from cherry wood, and the domain of Law to
  which it leads.  The portal key referred to as the ‘unyielding force’ is the magnetic force of a lodestone
  which is representative of the forces at play in the destination plane.  The ‘land forlorn’ is so called
  because it is devoid of morals (i.e. good and evil).
  A Knowledge (nature) check DC 20 will indicate that the ‘unyielding force’ probably refers to a lodestone.
   A Knowledge (nature) check DC 10 will allow the PCs to know that they should look for a door with a
  cherry lintel.
  Stanza 5 instructs the PCs to go to the lowest floor of the Bar None to confront a ‘demon general’ which
  is a Balor.  The hint ‘the key you will see asleep’ might suggest that it is something the PCs will see while
  asleep, but the sleep referred to is the sleep of death.  Since the gate is made of bone hopefully the PCs
  can figure out that the key is a bone once they find the gate.
  If the PCs need a hint, you can give them an Intelligence check DC 10 once they find the gate to make
  the connection.
  Stanza 6 instructs the PCs to return to the first doorway they went through that leads to the Astral Plane. 
  The PCs do not need to collect a portal key, since they have had this one all along.  Maimbua’s letter is
  the key (the key is actually anything with the name of Mar’idian written upon it).  The portal to Mar’idian’s
  astral abode is time sensitive as well, which is why the PCs were not sent there the first time they used
  the portal.
  A DC 20 Knowledge (history) check reveals that Treyn refers to Commandant Treyn.  He was the third or
  fourth to follow the universally loathed Commandant Berlikyn and was of little historical note.  The few
  histories that mention him indicate that during his youth he was ensorcelled by a dryad in the Dim Forest
  and sired an illegitimate child by her.
  
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  DM AID #7: RUMORS OF SIGIL
  PCs wishing to make general Gather Information checks about Sigil or current happenings thereabout
  should use this chart:
  • 
  0 – What are you staring at, berk?
  • 
  5 – You know that the Cage was built ten thousand years ago by a deposed duke of Hell, right?
  • 
  10 – Whoever told you that was yanking your chain.  I heard from a reliable source that Sigil was
  unconsciously created by an insane demigod while he dreamed in an extradimensional prison.
  • 
  10 – I hope all these demons, devils, and celestials mingling doesn’t bother you, berk.  Get used
  to it.  The Cage isn’t like that little pond you call home.
  • 
  10 – So you’re a prime, huh?  I bet it sucks to finally figure out that your little piece of the
  multiverse isn’t the center of everything, huh?
  • 
  15 – I heard the Xaositects are still around and nothing really changed for them.  They weren’t
  ever a real faction anyway, so the Lady’s decree didn’t bother them none.  Those crazy bashers
  are still wandering around stirring up trouble just like always.
  • 
  15 – If you’re going out into the Cage you should hire a guide.  I recommend Kylie the Tout. 
  She’s a competent tiefling and she’ll give a body a fair shake.
  • 
  20 – Watch out for razorvine.  The dabus keep it in check for the most part, but it’ll cut a body
  up� somethin’ fierce.  ‘Course some bashers grow the stuff on their walls to keep out unsavory
  types.
  • 
  20 – The Cage is a big ring.  The city is built on the inside of the ring.  You really are fresh from
  the prime huh?
  • 
  20 – Everything in the Cage is imported from someplace else.  That’s why no two buildings look
  the same.  Nothing grows here except razorvine, and if you try to quarry the rock of the ring it just
  crumbles to dust.  So when a building goes vacant it’s torn down and used to build several
  others.
  • 
  20 – (Only if PCs specifically ask to gather information about Mar’idian) Mar’idian…  Don’t know
  who that is, but it sounds like a mercane name.
  • 
  25 – The Cage floats above an infinitely tall spire in the center of the infinite plane of the
  Concordant Domain of the Outlands.  Blows your mind right, berk?
  • 
  25 – The Cage’s got six wards.  The Lower Ward has a bunch of portals to the lower planes.  It’s
  also where the smithies, forges, warehouses and workshops are.  The Lady’s Ward is next
  clockwise, and it’s where all the rich and powerful people live.  The Market Ward is next, and
  that’s where we are right now.  “If you can’t find it here, it probably doesn’t (or shouldn’t) exist.” 
  Guildhall Ward is next, and that’s where lots of middle-class bodies live.  Next is Clerk’s Ward,
  and that’s where the bureaucracy of the Cage was before the Faction War.  Now it’s where you
  go to get things done when you don’t want other bashers knowin’ about ‘em.  Last is the Hive,
  and it’s stuck between Clerk’s Ward and the Lower Ward.  It’s got lots of taverns and inns, and
  it’s where the lower class lives.
  • 
  25 – (Only if PCs specifically ask to gather information about Mar’idian) Oh yeah, now I
  remember.  Her father booted her out of her house a couple of decades ago.  After that she sort
  of wandered about the Cage until one day she disappeared.  Nobody’s seen her since.
  • 
  30 – The Gatehouse Night Market is in the Hive, and offers nearly everything you could find in the
  Grand Bazaar (and a few things you couldn’t) but don’t ask where they came from.
  • 
  30 – The Civic Festhall is in Clerk’s Ward.  It’s run by a group calling itself the Society of
  Sensation (they used to be a faction before the Lady banned ‘em).  It’s a concert hall, museum
  and tavern all rolled into one.
  :
  
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  DM AID #8: THE ASTRAL STALKER
  Medium Outsider
  Hit Dice: 12d8 +72 (126 hp)
  Initiative: +9
  Speed: 50 ft. (10 squares), climb 20 ft.
  Armor Class: 30 (+5 Dex, +10 natural, +5 deflection), touch 20, flat-footed 25
  Base Attack/Grapple: +12/+19
  Attack: Claw +20 melee (1d6+7/19-20) or throat dart +17 ranged (1d4+7 plus poison)
  Full Attack: 2 claws +20 melee (1d6+7/19-20) or throat dart +17 ranged (1d4+7 plus poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison, sneak attack +2d6, throat dart
  Special Qualities: Camouflage, damage reduction 10/magic, darkvision 120 ft., elusive prey, evasion,
  outsider traits, scent, swift tracker, unearthly grace
  Saves: Fort +19, Ref +18, Will +18
  Abilities: Str 25, Dex 21, Con 23, Int 12, Wis 16, Cha 20
  Skills: Climb +30, Hide +20, Jump +30, Listen +20, Move Silently +20, Search +16, Sense Motive +18,
  Spot +20, Survival +18
  Feats: Alertness, Improved Critical (claw)B, Improved Initiative, Improved Natural Attack (claw), Iron Will,
  TrackB, Weapon Focus (claw)
  Environment: Astral Plane
  Organization: Solitary or hunting party (2-6)
  Challenge Rating: 12
  Treasure: Standard
  Alignment: Always lawful evil
  Advancement: By character class
  Level Adjustment: +6
  The creature looks like a muscular humanoid with thick black-green skin.  Its demonic visage is
  reminiscent of a skeletal human with a prominent jaw.  Its hands end in large, wickedly sharp claws.
  Astral stalkers roam the multiverse looking for the ultimate quarry.  They live for the thrill of the hunt, and
  they measure their personal worth and status in their community by the number and power of the
  creatures that they have successfully hunted.
  These able hunters prefer to stalk intelligent foes, and the pleasure they gain from hunting these
  creatures for sport makes them evil by the standards of any race.  However, astral stalkers adhere to a
  short list of tenets that they refer to as the Rules of the Hunt:  Once its quarry has knowingly eluded an
  astral stalker, it will never again hunt that creature; if hired to hunt a creature, the stalker will not hunt its
  employer for at least one year; and no astral stalker will ever hunt another astral stalker.
  Astral stalkers find that their prey provides better sport if it knows it is being hunted, so they often
  warn their quarry in some roundabout fashion before beginning the hunt.
  An astral stalker typically stands 6 feet tall and weighs 275 pounds.
  Astral stalkers speak Common and Infernal.
  COMBAT
  Astral stalkers regard all other creatures as potential prey.  Although they seek to test themselves against
  stronger and stronger prey, astral stalkers are neither stupid nor foolhardy, and rarely engage in combat
  without first preparing the hunting ground and sizing up their foes.  They favor ambushes designed to
  weaken the prey before bringing it down.
  Poison (Ex): Injury; Fortitude DC 22; initial damage paralysis 1d4 rounds; secondary damage none. 
  The save DC is Constitution-based.
  Sneak Attack (Ex): An astral stalker can make a sneak attack like a rogue, dealing an extra 2d6
  points of damage whenever a foe is denied its Dexterity bonus or when the astral stalker is flanking.
  Throat Dart (Ex): An astral stalker’s throat dart has a range of 150 feet with no range increment.
  
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  Camouflage (Ex): An astral stalker can use the Hide skill in any sort of natural terrain, even if the
  terrain does not grant cover or concealment.
  Elusive Prey (Ex): An astral stalker is difficult to track.  Anyone trying to track one takes a -10
  penalty on Survival checks.
  Evasion (Ex): An astral stalker can avoid even magical and unusual attacks with great agility.  If it
  makes a successful Reflex saving throw against an attack that normally deals half damage on a
  successful save, it instead takes no damage.
  Swift Tracker (Ex): An astral stalker can move at its normal speed while following tracks without
  taking the normal -5 penalty.  It takes only a -10 penalty (instead of the normal -20 penalty) when moving
  at up to twice normal speed while tracking.
  Unearthly Grace (Su): An astral stalker adds is Charisma modifier as a bonus on all its saving
  throws and as a deflection bonus to its Armor Class.
  Skills: An astral stalker has a +8 racial bonus on Climb checks and can always choose to take 10 on
  Climb checks, even if rushed or threatened.
  
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  DM AID #9: VIPER TREE (CR 3)
  At first glance, a viper tree looks like a colorless white beech tree with leafless branches.  Its fleshy trunk
  supports a tangle of serpentine boughs that end in ophidian mouths.  The branches writhe and hiss as
  characters approach, occasionally lashing down to the ground to strike at a victim with sharp teeth and
  deadly venom.  The trees are most common to Zrintor, the Viper Forest of Azzagrat, but their seeds have
  spread throughout the Abyss, where groves often protect the strongholds of powerful demons.
  A viper tree occupies a 5-foot space (although its trunk might be less than 5 feet in diameter) and is
  rooted in place, making the creature incapable of movement.  Once a round, a viper tree can make a
  single melee attack with a +13 bonus against any creature within 10 feet.  Its bite deals 2d6 points of
  damage on a successful hit, and the victim must succeed on a DC 14 Fortitude save to stave off the
  effects of the tree’s deadly venom (1d6 Dex/1d6 Dex).  Those who fail both the initial and secondary
  saves are paralyzed for 24 hours.  This condition can be lifted only by remove paralysis or heal.  Viper
  trees have hardness 7, a break DC of 30, and 300 hit points.  Sundered trees or those specimens
  brought to 0 hit points are effectively killed.
  Viper trees speak Abyssal, but their extremely limited intelligence (Int 2) limits the topics of
  conversation to their insatiable hungers and thirsts.  They are extremely afraid of fire and will not attack
  any creature holding an open flame equivalent to a torch or larger.  They usually appear in groves of
  1d20+4 trees.
  Planar lore holds that viper trees are the bastard children of the World Serpent Nidhogg, who dwells
  at the base of the plane-spanning tree Yggdrasil.  Others suggest that they first appeared in the Gray
  Waste of Hades.
  
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  DM AID #10: DABUS
  Medium Outsider
  Hit Dice: 4d8-4 (16 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 13 (+1 Dex, +2 natural), touch 11, flatfooted 12
  Base Attack/Grapple: +4/+5
  Attack: Longsword +5 melee (1d8+1/19-20) or improvised weapon +1 melee (1d4+1)
  Full Attack: Longsword +5 melee (1d8+1/19-20) or improvised weapon +1 melee (1d4+1)
  Space/Reach: 5 ft./ 5 ft.
  Special Attacks: –
  Special Qualities: Floating Mobility, Rebus Communication
  Saves: Fort +3, Ref +5, Will +4
  Abilities: Str 12, Dex 13, Con 8, Int 16, Wis 10, Cha 14
  Skills: Bluff +9 (+14 for rebuses), Craft (any five) +10, Decipher Script +10 (+15 for rebuses), Knowledge
  (architecture and engineering) +10, Knowledge (local) +10, Knowledge (the panes) +10, Sense Motive +7
  (+11 for rebuses)
  Feats: Skill Focus [Craft (any two)]
  Environment: Sigil
  Organization: Cell (2-12)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always Neutral
  Advancement: 5-8 HD (Medium)
  Level Adjustment: –
  Tall, slender, and looking like the riddles they speak, the dabus are feared by some to be the true
  masters of Sigil, the hidden genius of her being.  For others they are nothing but slaves that maintain
  Sigil’s mighty engines.  Their thoughts literally fill the air when they pass, for the dabus’s speech is illusion
  shaped into pictures that mortals can then reshape into sounds – the dabus communicate not by word,
  but by the complicated structures of the rebus.  These are the ultimate in thought-pictures, where
  symbols are chosen for the sounds made in a language, and the sounds are strung together to form
  words.
  Dabus understand (but do not speak) Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal,
  and Terran.
  COMBAT
  The dabus are not combative creatures.  They seek no battle, as destruction is not their role and purpose
  in life.  Still, in a city like Sigil, avoiding combat is not always possible and the dabus will fight if they must.
   They fight with longswords (if specifically armed for some reason), or improvised weapons like hammers
  and saws – the latter two being tools they often have at the ready.
  Floating Mobility (Su): The dabus never quite stand on the ground.  They neither fly nor walk, but
  exist on the boundary between each, so they’re immune to spells that affect the surface beneath them,
  nor do they suffer movement penalties for hampered terrain.  A transmute rock to mud won’t catch them,
  nor will a grease spell make them slip.  At the same time, they are not really flying, either.  Thus, spells
  that might be effective against flying creatures, such as gust of wind, will not send them spinning out of
  control.
  Rebus Communication (Su): Dabus do not speak, but communicate through a series of
  pictographic and ideographic illusions they create called rebuses.  Dabus receive a +5 racial bonus on
  Bluff, Sense Motive and Decipher Script checks when using those skills to communicate via their
  rebuses.
  DABUS SOCIETY
  
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  Sigil is their sole habitat, which they constantly build, cannibalizing one part to construct another.  It is
  known their homes are in substructures far beneath the city, but few have seen them.  They don’t care for
  visitors in their cramped workshops, and they mislead those who try to follow them home without
  permission.
  The dabus claim to be organized into cells (if their rebuses are read correctly).  Each cell has a duty
  in the city, though it is not tied to one place or skill.  One day a member of a cell gathers the trash that
  blows out of the Great Bazaar.  The next, it might be resetting cobbles near the Hive.  Whatever guides
  them in their tasks, the dabus seem to always know what is expected of them.  Each cell has 2d6
  members.
  All dabus are of the same sex, for the race appears to have no sex at all.  There are no dabus young,
  yet they do seem to be able to replace those lost to accident or misadventure.  No one is sure how they
  do so, but the best guess is that a new member is constructed from the merged illusions of the others,
  that the word-pictures take on real form, that what is written/spoken has reality for these creatures that
  translates into reality for others.
  That leads to their strange speech, the most puzzling aspect of the dabus race.  They have mouths
  and seem perfectly capable of speaking, but they never do.  Instead, should they desire to communicate
  with someone not of their race, images appear in the air.  The images are the picture equivalents of
  sounds that match whatever language the onlooker speaks.  When a dabus is excited, the rebuses can
  flicker by with dazzling speed.
  Why do they not speak?  Have they surrendered speech, cutting away the abstractions that bind the
  flesh to a false image of the world, or is language a mystery to them, an art they haven’t learned?  Are
  they a race unable to seize upon words and letters?  Perhaps they are like some idiot savant, brilliant at
  their own chores but blind to the talents common to others.
  ROLE-PLAYING THE DABUS
  How does one role-play a race that speaks in pictures?  The easiest answer is to simply have the dabus
  not speak.  They barely acknowledge the presence of others, anyway.  This is fine for common
  encounters, where this strange race is part of the background, or when their presence is not important to
  the adventure.  However, sooner or later, players and DMs are going to want to deal with these
  mysterious creatures.
  The DM can take two approaches to the dabus’s rebuses:  First, he or she can substitute some other
  non-vocal means of communicating to simulate their strangeness.  Pantomime is particularly effective for
  this, like a game of Charades – the DM states that the dabus spews forth a torrent of undecipherable
  symbols, then resorts to pantomime to make itself understood.  Thus, puzzling out what the dabus is
  trying to say becomes a challenge that involves the players right at the table.  Pantomime is handy for
  those times when the DM hasn’t prepared any rebuses and the player characters suddenly decide to
  question the nearest dabus.
  Second, if the DM is willing to prepare, he or she can create an even greater sense of the races
  strangeness.  Knowing in advance that the player characters must deal with a dabus, the DM can actually
  draw up a rebus for them to decipher.  Imagine the surprise of the players when their characters ask a
  question and the DM suddenly holds up one or even a series of rebuses as a reply!
  Finally, rebuses and pantomiming should be used for fun, not to bog down play.  If the characters
  really need to know something and the play-acting isn’t as important, an NPC bystander can always
  ‘translate’ what the dabus says.  This avoids the problem altogether, but it does lose some of the
  atmosphere.
  
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  DM AID #11: NEW RULES
  NEW FEATS
  Arcane Disciple (Complete Divine)
  Prerequisite: Knowledge (religion) 4 ranks, Spellcraft 4 ranks, able to cast arcane spells, alignment
  matches your deity’s alignment.
  Benefit: Add the chosen domain’s spells to your class list of arcane spells.  If you have arcane
  spellcasting ability from more than one class, you must pick which arcane spellcasting ability this feat
  applies to.  Once chosen, this decision cannot be changed for that feat.
  You may learn these spells as normal for your class; however, you use Wisdom (rather than the
  normal ability for your spellcasting) when determine the save DC for the spell.  In addition, you must have
  a Wisdom score equal to 10+ the spell’s level in order to prepare or cast a spell gained from this feat.
  Each day, you may prepare (or cast, if you cast spells without preparation) a maximum of one of
  these domains spells of each level.
  Special: You can take this feat more than once.  Each time, you must select a different domain
  available to the same deity you chose the first time you selected the feat.  For example, a character that
  chose Heironeous and the Good domain with his first selection could choose Law or War with successive
  selections of the same feat.  He couldn’t choose Protection, since that domain isn’t available to clerics of
  Heironeous.
  Arcane Mastery (Complete Arcane)
  Prerequisite: Ability to cast arcane spells or use spell-like abilities (including invocations).
  Benefit: You can take 10 on caster level checks (as if the caster level check was a skill check).  You
  can use this feet even while under stress.
  Elusive Target (Complete Warrior)
  Prerequisite: Dodge, Mobility, base attack bonus +6.
  Benefit: The Elusive Target feat enables the use of three tactical maneuvers.
  Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your
  Dodge feat.  If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll
  but still takes the corresponding penalty on the attack roll.
  Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the
  flanking attackers to be affected by your Dodge feat.  The first attack of the round from the designated
  attacker automatically misses you and may strike the other flanking foe instead; the attacking creature
  makes an attack roll normally, and its ally is considered flat-footed.  If the designated attacker is making a
  full attack against you, its second and subsequent attacks function normally.
  Heedless Charge: To use this maneuver, you must provoke an attack of opportunity from a foe by
  moving out of a threatened square.  If the foe misses you, you can make a free trip attempt against this
  foe, and the foe does not get a chance to trip you if your attempt fails.
  Special: A fighter may select Shock Trooper as one of his fighter bonus feats.
  Parrying Shield (Lords of Madness)
  Prerequisite: Shield proficiency.
  Benefit: You gain your shield bonus (and the shield’s enhancement bonus, if any) as an addition to
  your touch AC.
  Special: A fighter may select Parrying Shield as one of his fighter bonus feats (see Player’s
  Handbook page 38).
  Practiced Spellcaster (Complete Divine)
  Prerequisite: Spellcraft 4 ranks.
  Benefit: Your caster level for the chosen spellcasting class increases by +4.  This can’t increase your
  caster level beyond your HD.  However, even if you can’t benefit from the full bonus immediately, if you
  later gain noncaster-level HD you may be able to apply the rest of the bonus.
  
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  For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric
  caster level from 5th to 8th (since h has 8 HD).  If he later gained a fighter level, he would gain the
  remainder of the bonus and his cleric caster level would become 9th (since he now has 9 HD).
  A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must
  choose which class gains the feat’s effect.
  This does not affect your spells per day or spells known.  It only increases your caster level, which
  would help you penetrate SR and increase the duration and other effects of your spells.
  Special: You may select this feat multiple times.  Each time you choose it, you must apply it to a
  different spellcasting class.  For instance, a 4th-level cleric/5th-level wizard who had selected this feat
  twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.
  Sanctify Water (Stormwrack)
  Prerequisite: Cha 13, ability to channel positive energy.
  Benefit: By expending a daily turn undead attempt, you can infuse the water around you with positive
  energy, which has the same effect as holy water.  All creatures in a 20-foot radius around you
  immediately take damage as though they’d been struck directly by a flask of holy water.  The water
  retains positive energy for a number of rounds equal to 1 + your Charisma modifier, and deals damage
  each round.
  Creatures unaffected by holy water are similarly unaffected by this ability.
  Shock Trooper (Complete Warrior)
  Prerequisite: Improved Bull Rush, Power Attack, base attack bonus +6.
  Benefit: The Shock Trooper feat enables the use of three tactical maneuvers.
  Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a
  charge.  For every square you push your foe back, you may also push that foe one square to the left or
  right.
  Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe
  into the same square as another foe.  You may make a free trip attempt against both foes at the same
  time, and neither foe gets a chance to trip you if your attempt fails.
  Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the
  charge using your Power Attack feat.  The penalty you take on your attack roll must be -5 or worse.  In
  addition to normal charge modifiers (which give you a -2 to AC and a +2 bonus on the attack roll), you
  can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a
  maximum equal to your base attack bonus.
  Special: A fighter may select Shock Trooper as one of his fighter bonus feats.
  Steady Concentration (Races of Stone)
  Prerequisite: Concentration 8 ranks.
  Benefit: You can always take 10 on Concentration checks, even when conditions would not normally
  allow you to do so.
  Normal: A character cannot take 10 on any skill check if distracted or threatened, such as during
  combat.
  NEW ITEMS
  Anti-Impact (Complete Warrior)
  Armor with the anti-impact quality is designed to cushion the blow from massive blunt traumas.  Anti-
  impact armor doesn’t give extra protection against weapon damage (beyond its AC bonus), but
  bludgeoning damage that affects all or most of the entire body (such as constriction and falling damage)
  is halved.
  Faint abjuration; CL 4th; Craft Magic Arms and Armor, feather fall; Price +2,000 gp.
  Blend Cream (Complete Adventurer)
  This pale gray cream dulls the color of flesh, fur, scales, and hair.  It allows those affected to better
  blend with background and shadow, making it easier to hide.  Applying blend cream is a standard action
  that provokes attacks of opportunity.  Blend cream provides a +1 alchemical bonus on Hide checks.  The
  
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  effects of blend cream last for 1 hour.  Blend cream gives no ability to hide in plain sight or without
  sufficient cover. 
  Craft (alchemy) DC 20; Price 50 gp.
  Brutal Surge (Dungeon Master’s Guide II)
  Brutal surge weapons deal crushing blows and occasionally imbue a strike with a blast of magical
  force that hurls the affected creature away from the wielder.  Most wielders of brutal surge weapons are
  physically powerful warriors, but smaller, swifter characters find them useful for their ability to drive away
  a dangerous creature long enough to allow a quick escape.
  Description: Weapons with the brutal surge ability are broader and thicker than normal versions, and
  they usually have darker coloring as well.  For example, a brutal surge spear has a dark, nearly charred
  wooden haft and a head made of blackened iron.  The heavy blades and shafts of these weapons enable
  them to deliver abnormally powerful blows.
  Activation: Activating a weapon with this ability is a swift action that must occur immediately after the
  wielder makes a successful melee attack.
  Effect: Once per day, upon a successful melee attack, the brutal surge weapon can initiate a bull
  rush attempt in addition to dealing its normal damage.  The attempt does not provoke attacks of
  opportunity and is resolved using the wielder’s size, Strength, and other relevant characteristics.  A
  character who wields a brutal surge weapon in two hands gains a +2 bonus on the bull rush attempt.
  If successful, the bull rush pushes the affected creature back the greatest possible distance allowed
  by the result of the opposed check, but the wielder does not move along with the target.  Movement
  caused by this bull rush attempt provokes attacks of opportunity normally, except that it never allows the
  wielder of the brutal surge weapon an attack of opportunity against the affected creature.  Only slashing
  and bludgeoning melee weapons can have the brutal surge ability.
  Moderate evocation; CL 7th; Craft Magic Arms and Armor, Bigby’s forceful hand; Price +2,000 gp.
  Capsule Retainer (Complete Adventurer)
  A capsule retainer consists of a thin, rubbery strap looped inside the teeth.  The strap is fitted with a
  small, smooth metal ring that can hold one alchemical capsule.  The ring can be positioned on either the
  inside or outside of the user’s gums.  Some users find that holding the ring inside the gum and keeping
  the capsule under the tongue is the most comfortable way to wear a capsule retainer, while others find
  that holding the ring on the outside of the upper gum allows them to tuck the capsule in their check
  comfortably.  Only one capsule retainer can be worn at any one time, and only one alchemical capsule at
  a time can be stored.  Using an alchemical capsule requires a swift action if it is held in a properly worn
  capsule retainer.  Fitting an alchemical capsule into an empty capsule retainer is a full round action that
  provokes attacks of opportunity.
  Craft (blacksmithing) DC 20; Price 100 gp.
  Deflecting (Complete Warrior)
  If you’re wielding a deflecting weapon of your size or one size larger, you can try to knock projectiles
  aimed at you out of the air.  Once per round when you would normally be hit by a ranged weapon, you
  may make a DC 20 Reflex saving throw (if the ranged weapon has a magical enhancement bonus, the
  DC increases by that amount).  If you succeed, the ranged weapon or projectile deflects away
  harmlessly.  You must be aware of the attack and not flatfooted.  Only melee weapons can have this
  ability.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, entropic shield; Price +1 bonus.
  Easy Traveling (Heroes of Battle)
  A suit of easy traveling armor makes overland movement simpler to its wearer.  The wearer can carry
  up to a medium load as if it were a light load (ignoring the maximum Dexterity bonus, check penalty, and
  reduced speed normally incurred by a medium load).  This applies only to the load carried by the
  character, not to any reduction in speed cause by the armor itself.
  In addition, the wearer is able to walk for up to 10 hours in a day before having to make Constitution
  checks to avoid taking nonlethal damage (see page 164 of the Player’s Handbook).
  Faint transmutation; CL 5th, Craft Magic Arms and Armor, bear’s endurance; Price +1,500 gp.
  
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  Everfull Mug (Arms and Equipment Guide)
  With a command word, this common-looking mug fills with 12 ounces of water, cheap ale, or watery
  wine (user’s choice).  It functions three times per day.
  Faint conjuration; CL 1st, Craft Wondrous Item, create water; Price 800 gp; Weight –.
  Feycraft Armor and Shields (Dungeon Master’s Guide II)
  The feycraft template can be added only to light or medium armor, or to wooden shields.  Even fey
  that are martially minded enough to construct objects of war favor tactics involving stealth and guerilla
  warfare.  Heavier armor or shields only slow the wearer down in most natural settings, so the fey do not
  specialize in their manufacture.  The only exception is the rare suit of mithral heavy armor, which actually
  counts as medium armor because of its construction (see page 284 of the Dungeon Master’s Guide).
  Because most fey appreciate the beauty of nature, including the living body in its natural state, armor
  and shields with this template seem to mold themselves to the wearer’s body.  Some feycraft items also
  include elements of the creator’s favorite natural setting.  Satyr armorsmiths, for example, might make
  armor with a surface pattern that resembles the bark of their favorite trees, or the water flowing in a
  nearby brook.
  Weight: A feycraft shield or suit of armor weighs 10% less than its normal counterpart.
  Hardness: The hardness of a feycraft armor or shield is reduced by 1 (minimum 0).
  Hit Points: The hit points of a feycraft armor or shield are reduced by 5 (minimum 1).
  Arcane Spell Failure Chance: The arcane spell failure chance of feycraft armor and shields is
  reduced by 5% (minimum of 0%).  Fey cast spells, and their smiths have learned to compensate for this
  tendency in their armorsmithing.
  Affinities: Glamored, silent moves, improved silent moves, and greater silent moves (special
  abilities); winged shield (specific shield).
  Special: The delicate beauty of a feycraft shield or suit of armor makes the wearer feel more
  confident, granting her a +1 bonus on Bluff checks made to deceive another creature with words.  This
  bonus does not apply to any other use of the Bluff skill, such as for feinting.
  The creator of a feycraft item must be of the fey type or be under such a creature’s magical influence.
   A creature merely infatuated with a fey (such as a human enthralled with a nymph’s beauty) does not
  qualify as magically influenced – the fey must actually employ a spell, supernatural ability, or spell-like
  ability to establish influence.  A feycraft item cannot be created within the boundaries of a small town or
  larger settlement; Price +500 gp.
  Feycraft Weapons (Dungeon Master’s Guide II)
  The feycraft template can be added only to light or one-handed melee weapons, and to ranged
  weapons.  It cannot be added to two-handed weapons because most fey prefer to leave an appendage
  free for spellcasting or the manipulation of an instrument.
  Like their armor counterparts, feycraft weapons are frequently made to resemble the smith’s favorite
  natural setting in some way.  Curved elements – often a blade or haft, or part of the hilt or handle – are
  quite popular.  Fey smiths frequently construct scimitars and rapiers with this template, but it is rarely
  applied to axes – even small ones.
  Weight: A feycraft weapon weighs 10% less than its normal counterpart.
  Hardness: The hardness of a feycraft weapon is reduced by 1 (minimum 0).
  Affinities: Dancing (special ability); sylvan scimitar (specific weapon).
  Special: Feycraft weapons are lightweight and fragile, but extraordinarily well balanced.  Thus, they
  are treated as one size category smaller than normal for the purpose of dealing damage.  For example, a
  feycraft short sword sized for a human deals 1d4 points of damage rather than 1d6.  If the weapon would
  normally be considered one-handed, it can be treated as a light weapon for the purpose of the Weapon
  Finesse Feat, but not for any other purpose.  If the weapon would normally be considered light, the
  wielder can apply his Dexterity modifier instead of his Strength modifier to attack rolls made with it, as if
  he had the Weapon Finesse feat.
  The creator of a feycraft item must be of the fey type or be under such a creature’s magical influence.
   A creature merely infatuated with a fey (such as a human enthralled with a nymph’s beauty) does not
  qualify as magically influenced – the fey must actually employ a spell, supernatural ability, or spell-like
  ability to establish influence.  A feycraft item cannot be created within the boundaries of a small town or
  larger settlement; Price +1,500 gp.
  
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  Fireshaped Armor and Shields (Dungeon Master’s Guide II)
  The fireshaped template can be added to any metallic armor or shield, but never to wooden shields,
  leather armor, hide armor, or armor made of any other flammable material.
  Armor and shields with this template seem to gleam with a red hue in any light, and they sometimes
  appear to flicker as if possessed of an inner flame.  Fire creatures usually craft fireshaped armor for
  servitors that are more susceptible to heat than they are.
  In addition, fireshaped armor is made to appear as if it were flaming when struck in combat.  The
  flames produced by such armor are not real, but they supply a light equivalent to that of a torch.
  Salamander armorsmiths might make armor that resembles the flame patterns of a raging inferno,
  and other fire creatures favor similar motifs.
  Affinities: Fire resistance, improved fire resistance, and greater fire resistance (special abilities).
  Special: The wearer of fireshaped armor gains a +2 bonus on saves against fire effects, and on
  saves made to resist the effects of heat (see page 303 of the Dungeon Master’s Guide).
  The creator of a fireshaped item must be a native of the Elemental Plane of Fire and must make the
  item on that plane.  Price +300 gp.
  Flaming Surge (Dungeon Master’s Guide II)
  A flaming surge weapon flares with dangerous bursts of flame at its wielder’s command, burning any
  creatures hit by its deadly fire.
  Description: Flaming surge weapons typically have wavy blades, or heads or points that resemble
  flames caught and held within solid metal forms.  Its metal surfaces easily catch and reflect the light of
  any open flame and seem to move subtly with the fire.  In addition, a flaming surge weapon is adorned
  with red or orange gems, such as rubies or amber, that flash like fire when the weapon is wielded.
  Activation: Activating a weapon with this ability is a swift action that must occur immediately after the
  wielder makes a successful melee attack.
  Effect: On a successful melee attack, the wielder can cause the weapon to burst into flames, which
  deal an extra 2d6 points of fire damage to the target.  This fire does not harm the wielder.  This ability is
  useable a number of times per day equal to the wielder’s Constitution bonus.
  Moderate evocation; CL 5th; Craft Magic Arms and Armor plus flame blade, flame strike, or fireball;
  Price +2,000 gp.
  Focusing Candle (Complete Adventurer)
  This large green taper burns quickly, lasting only 1 hour despite its size.  While burning, a focusing
  candle fills the air with a fresh, crisp odor.  The candle is a great boon to those engaged in strenuous
  mental activity.  Characters within 20 feet of a burning candle gain a +1 circumstance bonus on Appraise,
  Decipher Script, Forgery, and Search checks.  When making a skill check that takes more than one
  action to complete (such as Decipher Script), characters gain the bonus from a focusing candle only if
  they spend the entire duration of the check within 20 feet of the burning candle.
  Craft (alchemy) DC 25; Price 100 gp.
  Ghost Strike (Libris Mortis)
  A ghost strike weapon deals damage normally against incorporeal creatures, regardless of its bonus,
  just as if it were a ghost touch weapon.  In addition, a ghost strike weapon can deliver sneak attacks or
  critical hits to an incorporeal undead creature as if the creature were not undead.  Only melee weapons
  can have the ghost strike ability.
  Moderate conjuration; CL 11th; Craft Magic Arms and Armor, ghost touch weapon, undeath to death;
  Price +2 bonus.
  Healer’s Balm (Complete Adventurer)
  This smooth, sweet-smelling balm allows a healer to better soothe the effects of wounds, disease,
  and poison.  Healer’s balm provides a +1 alchemical bonus on Heal checks made to help an affected
  creature.  The effects of healer’s balm last for 1 minute.  One dose of healer’s balm is enough to coat one
  Medium creature.  Applying healer’s balm is a standard action that provokes attacks of opportunity.  It can
  be applied as part of a standard action made to administer first aid, treat a wound, or treat poison.
  Craft (alchemy) DC 20; Price 10 gp.
  
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  Hellforged Weapons (Dungeon Master’s Guide II)
  Like hellforged armor, weapons with this template are designed with resolute sturdiness and focus in
  mind. Their construction reflects this philosophy succinctly.
  Hardness: The hardness of a hellforged weapon is increased by 1.
  Hit Points: The hit points of a hellforged weapon are increased by 5.
  Affinities: Speed (special ability); sword of subtlety (specific weapon).  Crafters of hellforged
  weapons find that their handiwork rewards good tactics and helps their wielders focus attacks on
  individual foes.
  Special: A hellforged weapon deals an extra 1 point of damage to any foe that the wielder flanks. A
  good creature that wields a hellforged weapon takes a -1 penalty on attack rolls because it finds the
  innate vileness of the item uncomfortable and distracting.
  The creator of a hellforged item must be native to the Nine Hells of Baator and must make the item
  on that plane.  Price +1,500 gp.
  Hearthfire (Races of Stone)
  A concoction of dwarf alchemists, hearthfire is a blue-green gel, typically poured into a large shallow
  container and allowed to solidify.  The substance is then left in the pan as is or removed and cut into 2-
  inch cubes.  When water is poured onto the gel (1 ounce per 2-inch cube is sufficient), it “ignites”, causing
  blue-green flames to spring from the substance.  The flames have no heat and will not harm anything that
  touches them.  Each 2-inch block provides light for 24 hours when wet, shedding illumination as a torch
  (20-foot radius).  The hours of use need not be continuous, so a flaming cube can be extinguished, dried
  off, and used again at a later time.  In the dwarves’ underground communities, hearthfire sees common
  use in city lanterns, as well as home hearths and braziers. 
  Craft (alchemy) DC 20; Price 10 gp.
  Hearthfire Lantern (Races of Stone)
  Hearthfire lanterns hold one ounce of hearthfire each and are typically hooded.
  Craft (blacksmithing) DC 15; Price 7 gp.
  Illusion Bane (Dungeon Master’s Guide II)
  This weapon special ability allows the wielder to pierce the veil of illusion surrounding her foes and
  see them as they truly are.  Creatures with poor ability to resist insidious illusions tend to favor illusion
  bane weapons.
  Lore: Characters can gain the following pieces of information about the illusion bane ability by
  making Gather Information checks at the appropriate DCs, as given below.
  DC 20: A sect of the Church of St. Cuthbert whose members despised illusions and those who used
  them originally created the illusion bane ability.  An illusion bane weapon allows its wielder to destroy
  protective illusions.
  DC 25: An illusion bane weapon functions much like the dispel magic spell, but only against illusion
  effects active on a creature struck by the weapon.  Illusion bane weapons are characterized by simple
  black iron ornamentation along the handles or crosspieces.
  Description: An illusion bane weapon strikes to the heart of the matter, dispelling illusions that
  protect creatures from harm.  As such, it is typically quite simple to design.  Black iron and adamantine
  are favored materials for illusion bane weapons, and some symbology of St. Cuthbert is worked into the
  design as a form of homage to the original creators.
  Wielders of illusion bane weapons claim that they feel more focused than ever before in their quests
  and pursuits, as if the weapons help them see situations more clearly.  This added focus is not a property
  of the weapon, but rather a side effect of the confidence that wielding such a weapon brings.  When used
  to destroy an illusion, and illusion bane weapon shimmers with power in an effect reminiscent of heat
  waves, as if the weapon were burning away the magical energy of the illusory effect.
  Activation: An illusion bane weapon can be activated upon striking a creature affected by illusion
  magic, or when touched to an illusion.  Within these limitations, the wielder decides when to activate the
  illusion bane ability, which is usable only once per day.  If it is used against a perceived but not actual
  illusion, it has no effect, but the use is not wasted for the day.
  Effect: The wielder of an illusion bane weapon has no miss chance with it against a creature affected
  by any illusion magic that normally provides one (such as blur or displacement), even If a magic item
  
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  generates that effect.  In addition, a successful hit with such a weapon allows the wielder to attempt an
  immediate dispel check (1d20+10) to dispel any illusion magic currently affecting the target – whether or
  not the blow deals any damage.  This effect is a targeted dispel, but it functions only against illusion
  magic.  Thus, the wielder makes a check for each illusion spell affecting the target.
  Alternatively, the wielder can attempt to dispel a single illusion by touching it with the illusion bane
  weapon.  For example, touching a silent image spell (or an image generated by the mirror image spell)
  with the weapon subjects it to the dispel check immediately.  A successful check dispels the illusion, so
  dispelling one mirror image ends the spell entirely for the target creature.  Such a use of an illusion bane
  weapon still counts as a use of the weapon’s dispel ability.
  Moderate abjuration and divination; CL 10th; Craft Magic Arms and Armor, true seeing, dispel magic;
  Price +7,000 gp.
  Ironman Capsule (Complete Adventurer)
  This capsule holds a thick pale liquid that allows the user to shake off pain and distraction.  Anyone
  using an ironman capsule while staggered can ignore the restrictions of the number of actions taken in a
  round because of the staggered condition (rather than being limited to one standard action). This benefit
  applies only to the round in which the capsule is used, and the effect ends immediately after the user has
  taken his actions for the round.
  Craft (alchemy) DC 20; Price 15 gp.
  Leap Capsule (Complete Adventurer)
  The thick gray liquid in this capsule allows the user to make more powerful jumps for a short time. 
  The user gains a +4 alchemical bonus on Jump checks.  The benefit of a leap capsule lasts for only 1
  round, ending immediately upon the conclusion of the user’s actions for the round.
  Craft (alchemy) DC 25; Price 15 gp.
  Mantle of Second Chances (Dungeon Master’s Guide II)
  A mantle of second chances allows its wearer to survive deadly situations or succeed at tasks that
  seem doomed to failure.
  Lore: Characters can gain the following pieces of information about a mantle of second chances by
  making Knowledge (history) or bardic knowledge checks at the appropriate DCs, as given below.
  DC 20: A human bard named Elva who had a knack for getting herself into tight situations designed
  the original mantle of second chances.  Elva frequently found herself wishing she had one more chance
  at some task or one more opportunity to avoid misfortune.
  DC 25: A mantle of second chances makes its wearer lucky and allows her second chances when
  none should be possible.  These mantles are flashy in color – suitable for performers – and adorned with
  symbols of luck.
  Description: This mantle is a brilliant shade of blue.  Symbols representing various elements of good
  fortune are embroidered along its hem.
  The material of the mantle is smooth to the touch, like silk, though it seems almost to avoid contact
  with the skin.  Light and airy, it flutters with the wearer’s slightest movements as if it were eager for more
  activity.  When its magic is activated, the symbols of luck spin and turn along its border.
  Activation: The mantle activates in response to the wearer’s desire.
  Effect: Once per day, the wearer gains the power of good fortune.  He can reroll one roll that he has
  just made before the DM declares whether it resulted in success or failure.  He must accept the result of
  the reroll, even if it’s worse than the original roll.  The wearer can still access the mantle’s power even if
  he already has a similar ability from a class feature (for example, the granted power of the Luck domain).
  Moderate divination; CL 10th; Craft Wondrous Item; Price 6,000 gp; Weight –.
  Snap-tong (Fiendish Codex I)
  This short polearm ends in a sharp spike that has one or more crescent-shaped pincers designed
  close around it.  A proficient wielder that hits an opponent of at least one size category smaller can
  attempt to start a grapple as a free action without provoking an attack of opportunity.  If the wielder gets a
  hold, the snap-tong grabs the opponent and deals 1d10 points of damage (plus the wielder’s Strength
  modifier) each round the hold is maintained.  The snap-tong is a piercing weapon.
  Craft (weaponsmithing) DC 18; Price 250 gp; Weight 10 lbs.
  
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  Softfoot (Complete Adventurer)
  Softfoot is a fine gray powder that muffles sound when applied to the bottom of a foot or boot.  It
  provides a +1 alchemical bonus on Move Silently checks for 1 hour.  One dose of softfoot is enough to
  affect one Medium creature that has one pair of feet; each additional pair of feet (or similar appendages)
  requires another dose.  Applying softfoot is a standard action that provokes attacks of opportunity.  If
  softfooti s applied over a boot or other foot covering, its benefit is lost if the foot covering is removed. 
  Likewise, if it is applied to a creature’s skin or hide, its benefit is lost if the creature later dons footwear.
  Craft (alchemy) DC 20; Price 50 gp.
  Spiderlily Essence (Races of Stone)
  Spiderlily essence is noxious to most vermin (with the notable exception of spiders, which ironically
  cannot detect the stuff).  Fine vermin avoid creatures that wear the essence, and monstrous vermin
  (except spiders) must make a successful DC 15 Will saving throw to attack the target.  Once a vermin
  makes a successful save, it is immune to the effects of spiderlily essence for 1 hour.  A single application
  of this alchemical concoction is enough to affect one Small creature.  For creatures of other sizes, the
  number of applications needed is doubled (or halved) for each size category larger (or smaller) than
  Small.  An application of the essence wears off in 1 hour.
  Craft (alchemy) DC 25; Price 75 gp.
  Stability Capsule (Complete Adventurer)
  The thick blue liquid in this capsule heightens the user’s sense of balance for a short time.  While the
  capsule is in effect, the user gains a +4 alchemical bonus on Balance checks.  The benefits of a stability
  capsule last for only 1 round, ending immediately upon the conclusion of the user’s actions for the round.
  Craft (alchemy) DC 20; Price 15 gp.
  Suregrip (Complete Adventurer)
  This thick white paste, when applied to hands and feet, strengthens and steadies the user’s grip,
  making it easier for the character to climb.  Suregrip provides a +1 alchemical bonus on Climb checks for
  1 minute.  One dose of suregrip is enough to cover the hands and feet of one Medium creature.  Applying
  suregrip is a standard action that provokes attacks of opportunity.
  Craft (alchemy) DC 20; Price 20 gp.
  Tri-blade (Fiendish Codex I)
  This thrown weapon consists of a three-bladed wedge launched from a slinglike device.  Rutterkins
  usually carry five of these for use in ranged combat.  The range increment is 20 ft.  The tri-blade is a
  slashing weapon.
  Craft (weaponsmithing) DC 18; Price 35 gp; Weight 3 lbs.
  NEW SPELLS
  Avoid Planar Effects (Spell Compendium)
  Abjuration
  Level: Cleric 2, druid 2, sorcerer/wizard 3
  Components: V
  Casting Time: 1 immediate action
  Range: 20 ft.
  Targets: One creature/level in a 20-ft.-radius burst centered on you.
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  The danger of the plane surprises you, and you have barely time to bark out a few elder words of
  power.  In a moment you’re safe, and you gain a brief respite – time enough to cast more permanent
  protective spells.
  You gain a temporary respite from the natural effects of a specific plane.  These effects include
  extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or
  other attributes of the plane itself (DMG 150)
  
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  Avoid planar effects provides protection from the 3d10 points of fire damage that characters normally
  take when on a plane with the fire-dominant trait.  Avoid planar effects allows a character to breathe
  water on a water-dominate plane and ignore the threat of suffocation on an earth-dominant plane.  A
  character protected by avoid planar effects can’t be blinded by the energy of a major positive-dominant
  plane and automatically stops gaining temporary hit points when they equal the character’s full normal hit
  point total.  Negative-dominant planes don’t deal damage or bestow negative levels to characters
  protected by avoid planar effects.
  In addition, some effects specific to a plane are negated by avoid planar effects.  In the D&D
  cosmology, avoid planar effects negates the deafening effect of Pandemonium and the cold damage on
  the Cania layer of the Nine Hells.  The DM can add additional protections for a cosmology he creates.  If
  the campaign has an Elemental Plane of Cold, for example, avoid planar effects protects against the
  base cold damage dealt to everyone on the plane.
  The effects of gravity traits, alignment traits, and magic traits aren’t negated by avoid planar effects,
  nor is the special entrapping trait of certain planes (such as Elysium and Hades).
  The spell does not provide protection against creatures, native or otherwise, nor does it protect
  against spells, special abilities, or extreme and nonnatural formations within the plane.  This spell allows
  you to survive on the Elemental Plane of Earth, for instance, but it won’t protect you if you walk into a pool
  of magma on that same plane.
  Battlefield Illumination (Heroes of Battle)
  Evocation [Light]
  Level: Cleric 4, druid 4, paladin 4
  Components: V, S
  Casting Time: 1 round
  Range: Long (400 ft. + 40 ft./level)
  Area: 80-ft.-radius cylinder, 40 ft. high
  Duration: 10 minutes/level (D)
  Saving Throw: None
  Spell Resistance: No
  When you cast battlefield illumination, a soft light illuminates the area.  This effect improves the
  illumination in the area by one category (from darkness to shadowy, or from shadowy to bright light).  It
  does not stack with other magical light effects.
  Unlike other spells with the light descriptor, battlefield illumination counters and dispels early twilight
  (see page 126 of Heroes of Battle) but does not affect other darkness spells.
  Battlemagic Perception (Heroes of Battle)
  Divination
  Level: Cleric 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 10 min./level (D)
  You gain a perception of the forces of magic and can sense when magic is being manipulated by a
  spellcaster.  You gain a +5 competence bonus on Spellcraft checks made to identify a spell as it is being
  cast.
  If you have at least 5 ranks in Spellcraft, you are also able to sense the use of any spell or spell-like
  ability within 100 feet, so long as you have line of effect to the caster.  With a Spellcraft check (DC 15 +
  spell level) you can even ascertain the spell being cast.
  This determination happens quickly enough that you can attempt to counter the spell as a free action.
   Counterspell attempts are otherwise handled normally, and you can counter the spell even if you do not
  have line of sight to the spellcaster.  If you counter a spell in this manner, the battlemagic perception spell
  ends immediately.
  Checkmate’s Light (Spell Compendium)
  Evocation [Lawful]
  
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  Level: Cleric 3, paladin 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Melee weapon touched
  Duration: 1 round/level (D)
  Saving Throw: None
  Spell Resistance: No
  You intone your deity’s name and the weapon you touch hums a harmonic response before it lights
  up with a soothing red glow.
  You imbue the touched weapon with a +1 enhancement bonus per three caster levels (maximum +5
  at 15th level), and it is treated as lawful-aligned for the purpose of overcoming damage reduction.  In
  addition, you can cause it to cast a red glow as bright as a torch.  Any creature within the radius of its
  clear illumination (20 feet) gets a +1 morale bonus on saving throws against fear effects.
  If the weapon leaves your grasp, the spell effect is suppressed until you or another worshiper of your
  deity picks it up.  Time that passes while the spell’s effects are suppressed counts against the spell’s
  duration.
  Consecrate Battlefield (Heroes of Battle)
  Evocation [Good]
  Level: Cleric 6
  Components: V, S, M, DF
  Casting Time: 10 minutes
  Range: Medium (100 ft. + 10 ft./level)
  Area: 100-ft.-radius emanation
  Duration: 1 day/level
  This spell blesses a large area with positive energy.  This effect functions as the consecrate spell
  (see Player’s Handbook page 212) except as noted here.
  Any creature slain within the area of this spell cannot be turned into an undead creature for the
  duration of the spell, even if it is removed from the area.
  Consecrate battlefield counters and dispels desecrate and desecrate battlefield.
  Material Components: A vial of holy water and 1 pound of platinum dust (500 gp).
  Dimension Door, Greater (Spell Compendium)
  Conjuration [Teleportation]
  Level: Sorcerer/wizard 5
  Range: Touch
  Target: You and touched objects or other touched willing creatures
  Duration: 1 round/2 levels
  Your flesh gives an involuntary shudder as you will yourself elsewhere.  You vanish, reappearing
  some distance away.
  This spell functions like dimension door (PH 221), except as noted above and that you can transfer
  the targets once per round, up to a distance of 25 feet + 5 feet per two levels, as a move action that does
  not provoke attacks of opportunity.
  Earthen Grace (Spell Compendium)
  Abjuration [Earth]
  Level: Druid 2, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  
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  You sprinkle the spell’s component on your target, causing its skin to momentarily take on the
  speckled gray look of granite.  The smell of dust hangs heavily in the air.
  You grant the subject an affinity for earth and stone.  Any damage the subject takes from a stone or
  earthen source counts as nonlethal damage for the duration of the spell.  Natural attacks by creatures
  made of earth or stone (such as stone golems), natural attacks by creatures of the earth subtype, and
  attacks by stone weapons (such as a stone warhammer or sling stone) instead deal nonlethal damage,
  as does falling damage when the subject lands on rock or earth.  When the nonlethal damage the subject
  has taken (from any source) equals the subject’s current hit points, the spell ends, and any further
  damage from a stone or earthen source causes damage normally.
  Material Component: A chunk of granite.
  Extract Water Elemental (Spell Compendium)
  Transmutation [Water]
  Level: Druid 6, sorcerer/wizard 6
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Fort half
  Spell Resistance: Yes
  Calling upon the essence of elemental water, you surround your target creature with a swirling blue
  and red aura.  The aura seeps into the creature a moment before water spurts forth from its pores.  It
  cries out in pain.
  This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is
  forcibly extracted through its eyes, nostrils, mouth, and pores.  This deals 1d6 points of damage per
  caster level (maximum 20d6), or half damage on a successful Fortitude save.  If the targeted creature is
  slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain
  creature (up to Huge).  The water elemental is under your control, as if you summoned it, and disappears
  after 1 minute.
  This spell has no effect on living creatures with the fire subtype.
  Eye of the Hurricane (Spell Compendium)
  Abjuration [Air]
  Level: Druid 4
  Components: V, S
  Casting Time: 1 standard action
  Range: 40 ft.
  Area: 40-ft.-radius emanation centered on you, with 10-ft.-radious quiet area centered on you.
  Duration: 1 round/level
  Saving Throw: Fortitude Negates; see text
  Spell Resistance: Yes
  Your voice trails off into whispers as you near the end of the spell’s complex ritual.  The whispers
  begin to build upon one another, echoing in the air around you, swirling and twisting until they become a
  steady cacophony.  The wind gathers speed, creating a spherical vortex around you.
  With this spell, you create a swirling miniature storm that provides a measure of protection, but leaves
  you and those near you unaffected.
  The storm that surrounds you has hurricane-force winds spinning in a circle with you at the center. 
  Normal ranged attacks through the hurricane’s windy area are impossible, and even heavier projectiles
  such as siege weapons and giant boulders take a -8 penalty on the attack roll.
  Creatures who move inside the spell’s area suffer effects depending on their size and whether they’re
  airborne.  Each creature must make a saving throw at the beginning of its turn or when it enters the
  affected area.
  Medium or smaller creatures must succeed on a Fortitude save or be knocked 1d4x10 feet away
  from the eye of the hurricane’s center and take 1d4 points of nonlethal damage per 10 feet traveled in this
  
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  manner.  Creatures blown away are knocked prone as well.  Flying creatures are blown back 2d6x10 feet
  and take 2d6 points of nonlethal damage.
  Large creatures must succeed on a Fortitude save or be knocked prone by the force of the wind. 
  Flying creatures are instead blown back 1d6x10 feet.
  Huge creatures must succeed on a Fortitude save or be checked.  Flying creatures are instead blown
  back 1d6x5 feet.
  Gargantuan and Colossal creatures can move through the spell’s area without adverse
  consequences.
  Even creatures that succeed on their saving throws must attempt them again whenever they start a
  turn inside the spell’s area or whenever they move back into it.
  The spell’s area is effectively a sphere.  Although the area is centered on you, you’re not within the
  wind.  If you move, the eye of the hurricane moves as well to keep you in the center.  If you cast eye of
  the hurricane so that creatures are inside the eye when the spell begins, they must make Fortitude saves
  when your movement brings the area of wind upon them.  Therefore, if you move the spell area into a
  square occupied by another creature, that creature makes a Fortitude save at the beginning of its next
  turn (assuming the windy area of the spell is still on it).
  False Gravity (Spell Compendium)
  Transmutation
  Level: Sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You clatter the magnets in your hand and set your foot on the well.  Your second step carries you
  onto the well, and you can walk up it with ease.
  The subject of this spell can travel on any solid surface as though that surface possessed its own
  gravity.  For example, the subject could walk or even run up a wall as though the wall were a perfectly
  level floor.  The subject can switch “down” as often as it likes during the spell’s duration, though only once
  per round, as a free action.  Unattended objects fall, as normal.
  The subject of false gravity can fly by choosing a solid surface and letting itself fall through the air
  toward it.  A character “flying” in this fashion moves at 30 feet per round and can make one turn, in any
  direction, once per round, by redefining its personal gravity.  A creature falling in this fashion loses all
  “downward” momentum when it changes its gravity.
  Material Component: A pair of magnets.
  Find the Gap (Spell Compendium)
  Divination
  Level: Assassin 3, paladin 3, ranger 3
  Components: V
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round/level
  You speak the words of this spell, and a blue mark that only you can see appears on your opponent,
  highlighting a weak spot in her defense.
  You gain the ability to perceive weak points in your opponent’s armor.  Your first melee or ranged
  attack each round is resolved as a touch attack, disregarding the subject’s armor, shield, and natural
  armor bonuses (including any enhancement bonuses) to Armor Class.  Other AC bonuses, such as
  dodge bonuses, deflection bonuses, and luck bonuses, still apply.
  Fireward (Spell Compendium)
  Transmutation
  Level: Druid 5
  
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  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: One 20-ft. cube/level (S)
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: No
  You stomp on the ground, and fire snuffs out all around you, rippling away to nothingness faster than
  you can blink.
  This spell functions like quench (PH 267), except as noted above.  In addition, it has the following
  effects.  While fireward remains in effect, no magical fire effect can function inside its area.  This effect is
  similar to that of an antimagic field, but only magical fire is suppressed.  Any nonmagical fire created
  inside or brought into the spell’s area is immediately extinguished as well.
  Hunter’s Mercy (Spell Compendium)
  Transmutation
  Level: Ranger 1
  Components: S
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 round
  Your eyes glow red, but you see the world as normal except when you look at your target.  A small
  glowing dot reveals the creature’s weakest point.
  This transmutation makes a bow strike true.  Your fist hit with a bow (not including crossbows) in the
  next round is automatically a critical hit.  If you don’t hit in the round following the casting of this spell, the
  effect is wasted.
  Knight’s Move (Spell Compendium)
  Transmutation (Teleportation)
  Level: Cleric 3, paladin 2
  Components: V, S, DF
  Casting Time: 1 swift action
  Range: 5 ft./2 levels; see text
  Target: You
  Duration: Instantaneous
  The ground before you appears overlaid with a chessboard pattern, with certain squares of the
  chessboard glowing softly red.  Time stops for you as you move without walking to the indicated location.
  You can teleport with a limited distance and a circumspect form of movement.  You can instantly
  move up to 5 feet per two caster levels with this spell, but you must end this movement in a square that
  leaves you flanking an enemy.
  Lightfoot (Spell Compendium)
  Transmutation
  Level: Assassin 1, Ranger 1
  Components: V
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round
  You mutter the words of this short spell and dive down the hallway, dancing between the armed
  guards and the gate.
  You provoke no attacks of opportunity when moving.
  Owl’s Insight (Spell Compendium)
  Transmutation
  Level: Druid 5
  
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  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour
  Saving Throw: Fortitude negates (harmless)
  Spell Resistance: Yes (harmless)
  As you cast this spell, your face is overlaid with the image of a snow owl.  The image fades as you
  bestow your ally with comprehension.
  The subject gains an insight bonus to Wisdom equal to ½ your caster level.
  Perinarch (Spell Compendium)
  Transmutation
  Level: Druid 4, Limbo 4, Sorcerer/wizard 4
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Duration: 1 round/level; see text
  Saving Throw: None (object) and Reflex negates; see text
  Spell Resistance: No
  Limbo impinges on all sides-colors, sounds, and elements.  You speak the words and feel the power
  of the plane buckle within your mind, then relax as you impress order upon the chaos.
  This spell grants temporary control over the terrain of Limbo.  Normally, unless controlled, the Ever-
  Changing Chaos of Limbo (DMG 158) is just what the plane’s name implies: a roiling soup of energy and
  elements.  Natives learn to control it or to inhabit areas that have enjoyed some measure of control for a
  long period, but visitors to areas of “raw” limbo must make a DC 16 Wisdom check to gain control over
  the dangerous roil.
  The perinarch spell gives you automatic control of a radius of raw Limbo (an area not already
  stabilized or within some other creature’s control) in close range.  Control allows you to reshape the raw
  limbo as you desire, adding or subtracting one of the four basic elements once per round as a standard
  action.  A favorite among travelers from the Material Plane is a chunk of earth surrounded by a small
  atmosphere or air.
  The effect of this spell overlaps with the control already (potentially) established with a Wisdom
  check.  Your allies can give their control over to you concurrently with the spell being cast, if they so
  choose.  Control cannot be wrested away from you while the spell is in effect (which is one of the best
  reasons to cast this spell, even if you have a high Wisdom).  If you move more than 100 feet away from
  the area that you controlled, the order you imposed fades away.
  You are unable to achieve any works of complexity within an area you control, but you can mix two or
  three elements in a crude fashion; a few examples are provided below.  You can attempt to seize control
  of a new area that already contains foes; however, foes can make a Reflex save to get out of the area.
  Thick Barrier: You can “thicken” empty air with dust and rock, creating a zone around yourself and
  your allies that outside creatures must hack or force a way through.  Their speed drops to 5 feet, or 10
  feet for Large or larger creatures.
  Fiery Barrier:  You can create a thick field of flame that deals 3d10 points of fire damage to any
  creature attempting to pass through it.  The field also deals 3d10 points of fire damage for each round a
  character lingers within it.
  Complete Barrier:  You can create a complete barrier of solid stone up to 1 foot thick encircling
  yourself and your allies, preventing access by any other than the most accomplished tunnelers.  On the
  other hand, you can attempt to trap foes within their own bubble of solid stone.
  Material Component: A drop of mercury.
  Planar Tolerance (Spell Compendium)
  Abjuration
  Level: Cleric 4, druid 4, Elysium 2, ranger 4, sorcerer/wizard 5
  Components: V
  Casting Time: 1 immediate action
  
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  Range: 20 ft.
  Targets: One creature/level in a 20-ft.-radius burst centered on you.
  Duration: 1 hour/level
  Saving Throw: None
  Spell Resistance: Yes (harmless)
  You have barely time to bark out a few elder words of power, but then the pressure subsides, and
  you know you are safe long enough to complete your mission.
  This spell functions like avoid planar effects.
  Ruby Ray of Reversal (Spell Compendium)
  Abjuration
  Level: Sorcerer/wizard 6
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./levels)
  Target: One natural or magical hazard; see text
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  From your fingertips springs a thin line of bright red light to negate the hazard before you.
  Each version of this spell can target one of the hazards described below and “correct” it in the
  manner described.  Unless specifically stated otherwise, this spell affects magical and mundane hazards
  of the indicated type equally.  For example, a ruby ray of reversal can eliminate the webs of a monstrous
  spider or the effect of a web spell.
  • 
  Any trap targeted by the ray is sprung.  This version of the spell can have adverse effects on
  creatures standing within a traps area.  You must be aware of a trap to cast ruby ray of reversal
  on it.
  • 
  The spell unties knots and causes chains, manacles, and similar restraining devices to fall away.
   Entangle and similar magical effects are dispelled.  Doors (or chests, drawers, cabinets, and so
  on) that are locked, barred, or under the effect of an arcane lock spell are opened.
  • 
  A 5-foot-diameter hole is crated in a wall of force, forcecage, or similar spell or effect.  This
  function of the spell does not destroy the targeted effect, but creatures trapped by it might be able
  to wriggle free.
  • 
  A creature that has been polymorphed, turned to stone, or otherwise transformed from its natural
  state is returned to its natural form.
  • 
  A magic jar spell is dispelled if a ruby ray of reversal targets the crystal holing the caster’s soul.
  • 
  Webs, slime, grease, and other substances that would hamper movement are destroyed in a 20-
  foot-radius spread.
  Focus: A ruby worth at least 500 gp.
  Shield of the Archons (Book of Exalted Deeds)
  Abjuration [Good]
  Level: Apostle of peace 7, cleric 7
  Components: V, Archon
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Effect: Mobile shield
  Duration: 1 round/level
  A mystic shield of beneficent energies interposes itself between you and incoming magical attacks. 
  The shield blocks harmful spells, spell-like abilities, and supernatural abilities.  It can only block one such
  attack each round, intercepting the first but not any later attacks until our next turn.
  Any targeted magical attack that strikes the shield is dissipated, but it has a 5% chance per spell level
  to shatter the shield as well.  Attacks with no spell level have a 5% chance per 2 caster levels to shatter
  the shield.  An attack that shatters the shield is dissipated without harming you.
  
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  If you are within the area or effect of a harmful spell or effect that is not directly targeted on you, the
  shield of the archons grants you a +4 bonus on your saving throw against the effect.
  Spiritual Cavalry (Heroes of Battle)
  Evocation [Force]
  Level: Cleric 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Two or more magical horsemen of force
  Duration: Instantaneous
  Saving Throw: None and Fortitude negates; see text
  Spell Resistance: Yes
  One lance-wielding rider of pure force per four caster levels (to a maximum of five horsemen at 20th
  level) bearing the symbol of your deity, springs into being and immediately makes one attack against a
  target you designate within range.  No more than one horseman can attack any single target.  The riders’
  attack bonus is equal to your base attack bonus plus your Wisdom modifier.  If the riders appear in a
  location at least 10 feet distant from their target, the spiritual chargers gain an additional +2 bonus on the
  attack roll because they are able to make a charge before attacking.
  In addition to taking damage, any Large or smaller creature struck by one of your spiritual cavalry
  must succeed on a Fortitude save or be knocked prone and trampled by the rider, taking an additional
  1d8 points of force damage.
  Towering Oak (Spell Compendium)
  Illusion (Glamer)
  Level: Ranger 1
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Targets: You.
  Duration: 1 round/level
  You evoke the power of the forests, giving yourself the ability to speak for them.  You loom over
  others like a mighty tree dwarfs lesser plants.
  You draw on the oak’s strength to improve your ability to intimidate your enemies.  You gain a +10
  competence bonus on Intimidate checks and a +2 enhancement bonus to Strength.
  Wall of Good (Spell Compendium)
  Abjuration [Good]
  Level: Cleric 4, sorcerer/wizard 4
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: A straight wall whose area is up to one 10-ft. square/level or a sphere or hemisphere with a radius
  of up to 5 ft./2 levels
  Duration: 10 minutes/level
  Saving Throw: See text
  Spell Resistance: Yes
  You invoke the abjuration, and a cascade of brilliant white energy springs up in a wall that becomes
  invisible almost instantly.
  You create an immobile barrier that inhibits evil creatures.  An evil summoned creature cannot pass
  through the wall in either direction, and any other evil creature must succeed on a Will save each time it
  attempts to move through the wall.  If the saving throw is failed, the creature’s movement is stopped, and
  it can take no other action that round.
  A wall of good must be continuous and unbroken when formed.  If it is cast so that an object or
  creature breaks its surface, the spell fails.
  Arcane Material Component: Powdered silver worth 25 gp.
  
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  Warning Shout (Spell Compendium)
  Transmutation [Sonic]
  Level: Paladin 1
  Components: V
  Casting Time: 1 immediate action
  Range: 30 ft.
  Targets: All allies within 30 feet.
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You shout a few words imbued with power by your faith, and your next words ring out clear and far
  despite other noise or intervening barriers.
  All allies within range are no longer considered flat-footed, even if they have not yet acted in the
  current combat.
  Anyone sleeping naturally (as opposed to magically induced sleep, such as from a sleep spell) within
  the area is woken by a warning shout.
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 87
  PLAYER HANDOUT #1 – INVITATION TO ANOTHER WORLD
  A full year and day have passed since our
  last encounter.  I hope that you have used
  the time wisely, contemplating the little
  parables I was generous enough to stage for
  you.  However, such a limited creature as
  you can hardly be expected to exhibit
  wisdom, or study, or care until it is too
  late.  Yes, the denizens of your world
  share that trait, regardless of station it
  seems.  Regardless, the time has come for
  another day of lessons.  Obtain a bar of
  common metal, cleave it in twain, and visit
  the jakes at the Seedy Wench tavern in
  Hookhill before sundown.
  What is it those Cuthbertines say?  Oh yes,
  “Enlightenment can penetrate even the helm
  of iron”?  Obviously they were never
  acquainted with your ilk.
  PS:  If you have any friends who were not
  present for our last meeting, by all means
  invite them along.  The more the merrier.
  Maimbua
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 88
  PLAYER HANDOUT #2 – MAIMBUA’S TAUNT
  A full year and day have passed since my
  last foray into your limited plane.  While
  we have never met, my information suggests
  that you might perhaps benefit from the
  next act of my grand drama. 
  During my last venture, I “kidnapped” a
  Knight of the Waste named Corum Valstier. 
  His fate is uncertain.  Does he live?  I
  have extended an invitation to the few
  foolish enough to follow me last time, but
  see no reason why the invitation must be an
  exclusive one.  If you would know what sort
  of man Magnus Vrianian is then obtain a bar
  of common metal, cleave it in twain, and
  visit the jakes at the Seedy Wench tavern
  in Hookhill before sundown.
  Perhaps the truths you find may turn you to
  my side and, if not, I prefer my meat
  fresh.
  Maimbua
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 89
  PLAYER HANDOUT #3 – MIAMBUA’S CHALLENGE
  Newcomer to the War,
  Thus far you are an uninformed bystander in
  my war on Magnus Vrianian.  Now, I invite
  you to become a participant and choose
  sides.  A full year and day have passed
  since my last foray into your limited
  plane.  While we have never met, my
  information suggests that you might perhaps
  benefit from the next act of my grand
  drama. 
  During my last venture, I “kidnapped” a
  Knight of the Waste named Corum Valstier. 
  His fate is uncertain.  Does he live?  I
  have extended an invitation to the few
  foolish enough to follow me last time, but
  see no reason why the invitation must be an
  exclusive one.  If you would know what sort
  of man Magnus Vrianian is then obtain a bar
  of common metal, cleave it in twain, and
  visit the jakes at the Seedy Wench tavern
  in Hookhill before sundown.
  Perhaps the truths you find may turn you to
  my side and, if not, I prefer my meat
  fresh.
  Maimbua
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 90
  PLAYER HANDOUT #4 – MAIMBUA’S RIDDLE
  The time has once again begun
  To search the troth of Vrianian
  The clues here to be won
  Within and without the Bar None
  In a plane of silver sky
  An ancient mage still resides
  Your key is what nigh
  Time shall render a bride
  Behind the door of golden sheen
  The Invincible sports golden mien
  ‘Ware for piety’s test is ‘oft unseen
  Your key shall be that mark obscene
  Law alone shall be borne
  ‘Neath the arch of cherry born
  With unyielding force adorn
  For passage to the land forlorn
  Journey down to basement deeps
  Where watch a demon general keeps
  In hope a victory to reap
  The key you will see asleep.
  Through your first silver door now go
  To find Vrianian’s and Treyn’s woe
  The key you need not know
  Mar’idian’s name shall freely flow.
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 91
  PLAYER HANDOUT #5 – BAR NONE GROUND FLOOR MAP
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 92
  PLAYER HANDOUT #6 – BAR NONE SECOND FLOOR MAP
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 93
  PLAYER HANDOUT #7 – BAR NONE CELLAR MAP
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 94
  PLAYER HANDOUT #8 – MAR’IDIAN’S SONG
  My dearest dear the time has come when you and I must part
  And no one knows the inner grief of my poor aching heart.
  To see what I suffered for your sake, you art my love most dear,
  I wish that I could go with you or you might tarry here.
  Though my old mother’s hard to leave my father’s on my mind
  But for your sake I’d go with you and leave them all behind
  But for your sake I’d go with you oh mother fare thee well!
  For fear I never will see you no more while here on Oerth we dwell.
  I wish my breast was made of glass wherein you might behold,
  Your name in secret I would write in letters of bright gold
  Your name in secret I would write oh believe in what I say!
  For you are the one I love most dear until my dyin’ day.
  But when you’re in some distant land think on your absent friends
  And when the wind blows cold and clear, a line or two pray send
  And when the wind blows cold and clear, pray send it love to me
  So that I may know by your hand-writ how things have gone with thee
  My dearest dear the time has come when you and I must part
  And no one knows the inner grief of my poor aching heart.
  To see what I suffered for your sake, you art my love most dear,
  I wish that I could go with you or you might tarry here.
  
  GRM7-02 Who Sleeps Upon Your Bed?
  Page 95
   CRITICAL EVENT SUMMARY: GRM7-02 WHO SLEEPS UPON
  YOUR BED?
  If Yes to #1 or #2, please e-mail the information to greysector@hotmail.com
  #3 through #6 are only for use only at Roundcon 2007
  1. Did any character refuse to make the Oath of Purification? 
  Yes
  No
  If so, list player names/PC names, and RPGA numbers here:
  2.
  Was any character Branded by the Gods?
  Yes
  No
  If so, list player names/PC names, and RPGA numbers here:
  3.
  Did the PCs report through the chain of command?
  Yes
  No
  4.
  Did the PCs report directly to the Commandant?
  Yes
  No
  5.
  Did Mar’idian remain on the Astral Plane?
  Yes
  No
  6.
  Did Mar’idian accompany the players back to Gran March?
  Yes
  No
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences,
  results that may not fit the above, etc):
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/597/Normal Scenarios/GRM7-03 - Who Sleeps Upon Your Bed (APL 6-12)/GRM7-03 - Who Sleeps Upon Your Bed.pdf