TEXT:  
  BDK8-01 
   
   
   
  The Scourge 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Bandit Kingdoms Regional Adventure 
  Version 0.92 
   
  by Ken Jenks 
   
  Triad Reviewer: Casey Brown 
  Circle Reviewer: Britt F. Frey 
  Playtesters: Mike Ahlf, Brian Chalmers, Stef Fiorentino, Tom Fredrickson, Quad Heinicken, Brett Hulett, 
  Mark Rosen, Anthony Tajonera, Greg Tchou, Phil Tchou, Charles Willis, Chris Wise 
   
   
  A new temple. An old scourge. The fate of Redhand will be settled this day. Whose side are you really on? Citizens 
  of Redhand and members of the Brotherhood of the Sundered Axe are encouraged to participate in this adventure. 
  PCs that are “Banned from Redhand” may not play this adventure. A one-round Bandit Kingdoms Regional 
  adventure set in the Principality of Redhand for APLs 2-8.  (Roleplay intensive module.) 
   
  Resources for this adventure include Bandit Kingdoms Meta-Org Guidebook [Bandit Kingdoms Triad, et. al.], 
  BDK2-04 Rising Shadow [Tom Harrison], BDK3-02 Alhaster Fog [Jonathan Cary], BDK5-03 The Secret 
  Ingredient [Jeff Moore], BDK5-08 Hirelings [Britt F. Frey], BDK6-04 The Last Word [Theo Judd and Susan 
  Threadgill], BDK6-05 Grass Roots [John Filipek], BDK6-09 To Bleed or to Die [David “Keyoke” Polansky], Book 
  of Vile Darkness [Wizards of the Coast], Complete Warrior [Wizards of the Coast], Fiendish Codex I: Hordes of the 
  Abyss [Wizards of the Coast], Living Greyhawk Gazetteer [Gary Holian, Erik Mona, Sean K Reynolds, Frederick 
  Weining], Monster Manual III [Wizards of the Coast], Player’s Handbook II [Wizards of the Coast], Races of the 
  Dragon [Wizards of the Coast], Races of Stone [Wizards of the Coast], Sandstorm [Wizards of the Coast], Spell 
  Compendium [Wizards of the Coast]. 
   
   
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of 
  the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, 
  and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright 
  laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, 
  or events is purely coincidental. © 2008 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  For questions specific to this document, please e-mail your metaregional representative at metarep@iuzlg.com; for LIVING 
  GREYHAWK campaign questions email rpgahq@wizards.com. 
  
   
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received 
  it from your senior gamemaster. To play this adventure 
  as part of the LIVING GREYHAWK campaign—a 
  worldwide, ongoing D&D® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who 
  sanctions the event is called the senior gamemaster, and 
  is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the session 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the session DM. You must be 
  at least a HERALD-LEVEL GM to run this adventure. By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points. 
   
  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. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK adventure record 
  (AR). You need one copy of this for each participating 
  player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your 
  group is an odd number, ask them before the adventure 
  begins whether they would like to play the higher or the 
  lower adjacent APL. 
   
  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 Regional adventure, set in the Bandit 
  Kingdoms. Characters native to that region pay 1 Time 
  Unit per round; all other characters pay 2 Time Units 
  per round. 
   
  More information about Lifestyle and Upkeep can 
  be 
  found 
  in 
  the 
  Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  This is the last module in the entire Redhand plotline, 
  so there is a lot of background. Most of the background 
  is in Player Handout 3, which summarizes all of the 
  regional scenarios in the Redhand plotline leading up to 
  these events, but some background is in the Dramatis 
  Personae section of Appendix 3. 
   
  In addition, DM Aid #4 may help you understand 
  how the adventure was constructed. 
   
  ADVENTURE SUMMARY 
  This adventure may be a difficult scenario to judge 
  because of the intense roleplaying required. You will 
  deal with a troubled teen and her dysfunctional family. 
  Hopefully, the party can talk some sense into them. 
  
   
   
  You will also deal with Prince Zeech, a complex 
  NPC who is at the cusp of a major change. Prince 
  Zeech’s decision and the fate of the Principality of 
  Redhand depend on words, not swords. 
   
  It is highly likely that some parties will not be able 
  to complete this adventure, not because the combats are 
  too hard or because they get stuck on the puzzles, but 
  because of the roleplaying decisions their characters are 
  likely to make. It is possible to win every fight and still 
  fail to complete the adventure. That’s okay. 
   
  This adventure may be a difficult scenario for new 
  players to play because it is the end of a series 
  involving a very complicated plot. In addition to an 
  introduction to Living Greyhawk and the Bandit 
  Kingdoms, you may have to help new players with the 
  background of the adventure, like what is the 
  Principality of Redhand, who is Prince Zeech, who are 
  the Brotherhood of the Sundered Axe and what are 
  their goals, and what has happened so far. Details of the 
  Brotherhood of the Sundered Axe can be found in the 
  Bandit 
  Kingdoms 
  Meta-Org 
  Guidebook. 
  Player 
  Handout 3 will help, too, when the party receives it in 
  Encounter 2. 
   
  INTRODUCTION: LOCKS AND KEYS 
  The party is asked to assist in solving a lock and key 
  puzzle. Then the cleric asks the party to bring the 
  locked box to the youth, a young lady named Atynia 
  Rosehue of Alhaster. 
   
  ENCOUNTER 1: THE GATES OF ALHASTER  
  As they are going through the city gates of Alhaster, 
  Atynia is exiting through the same gate. The gate 
  guards are starting to hassle the party about customs or 
  gate taxes or searches, etc., when some demons teleport 
  in. 
   
  By her actions, Atynia reveals that she is a 
  fledgling cleric of Iuz. The party might choose to end 
  the adventure at this point rather than help “the enemy”. 
   
  ENCOUNTER 2: ATYNIA AT THE SEAMAN’S 
  WIDOW 
  Over refreshments, Atynia asks the party about their 
  adventures and shares some information with them. She 
  asks them to escort her home. 
   
  ENCOUNTER 3: WALKING ATYNIA HOME 
  As Atynia is walking home, with or without the party 
  as an escort, she passes Zeech’s forces making 
  preparations for an anticipated battle against the forces 
  of Iuz. When she reaches her home, she invites the 
  party inside so they can meet her dysfunctional family. 
  Her family is having a celebration and Atynia’s father, 
  Ion, invites the party to stay the night. 
   
  ENCOUNTER 4: MIDNIGHT TEARS 
  Long after everyone else is asleep, Atynia is crying in 
  her room. She wants to help her friend, Nadalie, 
  overcome her trauma and regain her sanity. The PCs 
  can wake up and accompany her on her midnight 
  mission to the Castle. 
   
  During this midnight mission, a PC might catch a 
  whiff of sewage, providing a clue for Encounter 7. 
   
  ENCOUNTER 5: ZEECH’S DECLARATION OF 
  SECESSION  
  The next morning, a crowd is rounded up to hear a 
  speech from the Prince of Redhand. Naturally, forces of 
  Iuz (including clerics, demons and other troops) choose 
  this moment to attack.  
   
  Battles rage throughout the city. They see Major 
  Blaine and his mounted troops surrounding a burning 
  building in the distance. The tide of the battle turns, and 
  Zeech’s troops are winning. 
   
  ENCOUNTER 6: BLAINE’S MERCY 
  Blaine and his troops have surrounded a small candle 
  shop that is on fire. The party can negotiate with Major 
  Blaine, fight the mounted troops or ignore the people 
  trapped in the burning building. 
   
  After their victory over Major Blaine and his 
  forces, the party meets Sir Ingo. He gives the party 
  Player Handout 5 and invites the heroes to use stealth 
  and subterfuge to infiltrate Prince Zeech’s castle and 
  solve a puzzle in the throne room. 
   
  He has a contact who can sell the party scrolls of a 
  few Silent spells. 
   
  ENCOUNTER 7: INFILTRATING CASTLE ALHASTER 
  ITSELF 
  Due to a large dimensional lock, teleportation won’t 
  work inside the castle itself. In addition, there are traps, 
  a door that can only be opened by brute force or by the 
  use of a Silent spell. And there’s the smell! Oh, the 
  smell! 
   
  ENCOUNTER 8: NEVER SPY ON A SPYMASTER 
  In the empty throne room, the party finds a word 
  puzzle. The Prince seems to be puzzling something out. 
  Maybe the party can help. 
   
  But while the party is solving the anagram puzzle, 
  Elhilbor has the throne room surrounded by an 
  overwhelming force of armed men and devils. He has a 
  soldier politely knock on the door and ask the party 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  members (by name) to kindly lay down their arms, holy 
  symbols, spell books and spell component pouches for 
  a peaceful discussion with Prince Zeech. 
   
  ENCOUNTER 9: HE IS SUCH A PRINCE 
  The Prince enters the throne room and his guards bring 
  in the Rosehues. Prince Zeech has already heard the 
  story from the Rosehue family. He wants to hear the 
  party’s side of the story. This may bring on an epiphany 
  for Prince Zeech. 
   
  CONCLUSION 
   
  Depending on the party’s actions so far, several 
  different conclusions can be reached. 
   
  PREPARATION FOR PLAY 
  Determine whether any PCs are members of the 
  following meta-organizations or have Influence with 
  them: 
  • 
  Brotherhood of the Sundered Axe (members 
  receive Player Handout 1 during the Introduction) 
  • 
  Citizens of Redhand (members receive Player 
  Handout 2 during the Introduction) 
   
  Determine whether any PCs have the “Banned in 
  Redhand” AR entry (BDK3-02 Alhaster Fog); these 
  PCs may not participate in this scenario. Ask the 
  player to choose another character. 
   
  Determine whether any PCs have the following AR 
  entries (these will play a role in the final encounter). 
  • 
  “Branded Criminal of Redhand” (BDK5-03 The 
  Secret Ingredient) 
  • 
  “Enmity of Redhand” (BDK5-08 Hirelings) 
  • 
  “Enmity of Elhilbor” (BDK6-04 The Last Word)  
  • 
  “Ire of Prince Zeech” (BDK6-09 To Bleed or to 
  Die) 
  • 
   “Failed the Brotherhood” (BDK5-08 Hirelings) 
  • 
  “Hero of the Brotherhood” (BDK6-09 To Bleed or 
  to Die) 
   
  Determine whether any PCs have the “Squire of 
  Redhand” AR entry (BDK6-09 To Bleed or to Die). 
  This may determine rewards on the AR. 
   
  REGIONAL WARNING 
  Please remember that things are different in the 
  Bandit Kingdoms; heroes can be made, bought or 
  sold, all in the same day and all depending on the 
  situation and the price. The question is not ‘What is 
  the right thing to do?’ in a given situation, but rather 
  ‘What will be the ramifications of any decisions I 
  make? Whose bad side do I not want to be on?’, and 
  ‘When will I need to call in a favor?’ Remember, 
  everything’s negotiable, and some things are more 
  negotiable than others. 
   
  INTRODUCTION: CHUM CHOWDER 
  It is a fine day in the southern Bandit Kingdoms as 
  you make your way south from Pomfrey. You were 
  almost tempted to visit Morannon Keep during your 
  travels, but thought better of it after hearing tales 
  from the barflies at the Other Place tavern describing 
  the new Baron, a dwarf, as a bit crazy. Still, rumor 
  has it he is nowhere near as mad as the previous 
  Baron of Morannon, something the locals are 
  thankful for while even though they miss his wild 
  shenanigans from time to time. 
   
  The word in Pomfrey was also that Prince Zeech 
  had recalled his sister to Alhaster. She had been  
  newly married to Baron Chiu, the winner of the 
  Barony after Ulik left. Apparently, she was not happy 
  being so far away from her brother, and quite frankly 
  her marriage to the new Baron, a dwarf, was a 
  disaster. At least Baron Chiu was nice to her. 
   
  For the past day, you have traveled with the 
  lapping waters of the Nyr Dyv to your right. From 
  time to time, you could see sails on the horizon as 
  mighty sailing vessels made for or left Alhaster. 
  Traffic along the road has been steady, with plenty of 
  well-armed Redhand patrols to guard against bandits 
  and other dangers. 
   
  Light, wispy clouds drift slowly across the 
  afternoon sky as a city finally comes into view. 
  Pennants bearing Redhand’s symbol flutter briskly in 
  the stiff southerly wind. These flags make it clear that 
  you have reached the white-walled city of Alhaster, 
  capital of the Principality of Redhand. 
   
  Just outside of the city, you came across a two-
  story wooden building with a sign proclaiming it to be 
  The Merry Dolphin. With a long line of common folk 
  entering the city for market day, the tavern was a good 
  place to wait for the morning crowds to thin out.  
   
  Upon entering the tavern, you were surrounded 
  with the smell of fish roasting over a spit. The 
  innkeeper was busy pouring ales for the few patrons, 
  but managed to grunt a welcome to your group as you 
  entered. A lively young girl no more than fifteen 
  rushed about table-to-table delivering food. 
   
  The PCs should take this opportunity to introduce 
  themselves to each other. If the PCs know each other, 
  then they can assume to have traveled together. If they 
  do not know each other, then they are all sitting 
  together at the tavern’s only empty table. 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  Give members of the Brotherhood of the Sundered 
  Axe Player Handout 1. Give Citizens of Redhand and 
  PCs who have earned Influence with the Brotherhood 
  of the Sundered Axe Player Handout 2. 
   
  Midway through your meal, you are interrupted by a 
  blonde-haired middle-aged man carrying a sturdy but 
  small box. Two parallel half-circles of steel protrude 
  from the box. A lock binds the two half-circles 
  together, keeping the box shut despite being able to 
  slide along the half-circles. The lock appears to be 
  covered in wax, with some sort of seal having been 
  stamped into the wax. Clearly, he is befuddled. 
   
  The man has the air of a soldier about him, but 
  he wears no livery. “Er, greetings! My name is 
  Jeromie. Um, I know this is going to sound most odd, 
  but do any of you have any have any knowledge of 
  locks and keys?” 
   
  A DC 20 Intelligence check will reveal that the wax on 
  the lock is designed to let someone know if it has been 
  tampered with. If so, the wax cracks and breaks off, 
  ruining the seal. 
   
  He has approached the PCs because he either 
  recognizes them from BDK6-09 To Bleed or to Die, or 
  because he has a “good feeling” about them. If any of 
  the PCs are members of the Brotherhood, he will flash 
  them a greeting via innuendo and the Bluff skill (DC 21 
  to intercept, Brotherhood members will automatically 
  recognize the greeting).  
   
  Jeromie is an alias and the man is actually the 
  leader of the Brotherhood of the Sundered Axe 
  (BotSA), rescued from Prince Zeech’s prisons in 
  BDK6-09 To Bleed or to Die. Atynia met him one day 
  in Alhaster’s markets, where he was kind, polite, and 
  talked to her as if she were an adult instead of a child. It 
  did not take much snooping for her to find out where he 
  likes to spend time in the Merry Dolphin, but she has 
  no idea that he is part of the Brotherhood of the 
  Sundered Axe or a paladin to boot. 
   
  Atynia begun a series of correspondence with 
  Jeromie, but she lives with her father who spies on 
  everyone and everything, thus she is no longer happy 
  with sending unprotected mail. Her father is not exactly 
  evil, but he is a priest of Hextor (itself a secret from the 
  rest of the city, for now). If her father finds her writing 
  to someone about the things she wants to talk about, he 
  will whip her again with his scourge (beating the 
  demon out of her, so to speak). To date, she and 
  Jeromie have only talked about Redhand’s history and 
  nothing of major importance, but Atynia feels that she 
  might be able to get some good advice from the 
  stranger if only she could write freely. 
   
  Briefly evading her father, Atynia managed to send 
  the box, unlocked, to Jeromie. Inside was a note that 
  merely said, “Buy a good lock”. He did, then he sent 
  the box back, unlocked, with a note in it that said, 
  “Now what?” The box recently arrived back with the 
  wax-covered lock on it, and now he is stumped. 
   
  Jeromie cannot figure out why the box came back 
  with his lock on it and with a wax seal. Atynia sent her 
  reply message in the locked box (DC 40 Open Lock) 
   
  The clever young lady has devised a slow and 
  simple means of communicating via the locked box – 
  so simple that Jeromie cannot quite figure it out on his 
  own and he needs help (Atynia just assumed that he 
  would figure it out). He asks the party to assist in 
  solving the puzzle. 
   
  Jeromie cannot hand deliver the box to Atynia or 
  write her to ask her what the meaning of the box and 
  locks are (nor would he wish to alarm her father by 
  showing up to just ask her about it as he is well aware 
  that it would appear very fishy for an older man to ask 
  to see a teenage girl). Therefore, the PCs’ goal is to 
  lock the box so that Atynia and Jeromie can send letters 
  securely back and forth. 
   
  Answer: Jeromie has a key to his lock and Atynia 
  has a key to her lock. Jeromie breaks the seal 
  confirming that the lock hasn’t been tampered with and 
  unlocks the lock with his key (after all it is his lock).  
  He retrieves the message, puts in a response, puts his 
  unlocked lock in the box and takes out her unlocked 
  lock from the box.  He locks the box with her lock and 
  dips the lock in wax and impresses it with a seal.  He 
  sends the box back to here and the cycle can repeat ad 
  nauseum (locking the box with the other person’s lock 
  so they can unlock it to retrieve the message.)  
   
  If quietly asked about the divination by a member of 
  the Brotherhood, he will say that he feels in his heart 
  that the Arch-Paladin wants him to help Atynia, but he 
  does not know exactly how or why. Thus, he is 
  desperate to figure out the box puzzle and begin 
  communicating in earnest with her. 
   
  Jeromie: LG (undetectable alignment) male human 
  paladin 9 (Heironeous): Bluff +11, Diplomacy +19, 
  Sense Motive +18. 
   
  DEVELOPMENT 
  After the PCs help him solve the puzzle (or not), the 
  man asks the party to take the locked box to a young 
  lady named Atynia Rosehue of Alhaster. He describes 
  her and gives them her address. This assumes that he 
  trusts the PCs. If not, he bids them good day and they 
  must do the rest of the adventure without any of the 
  encounters that hinge upon Atynia’s involvement in the 
  scenario. 
   
  The lock and key puzzle is actually optional, so 
  do not let the players spend more than 15 minutes 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  on it before Jerome gives up and asks the party to 
  just deliver a message themselves. Even if the heroes 
  figure out the puzzle, he gives them the letter (Player 
  Handout 4) to deliver, as it has been a week since he 
  wrote it and he knows that Atynia must be getting 
  anxious. They will use the box system in the future, he 
  imagines. He makes the PCs swear not to read the 
  letter. If he doesn’t believe them, he won’t give it to 
  them. 
   
  Once the heroes are ready to enter the city, proceed 
  to Encounter One. 
   
  1: THE GATES OF ALHASTER 
  The queue in front of your party has dwindled as the 
  uniformed hobgoblin guards at the gate check all 
  people entering. Those of you who have been to 
  Alhaster before recognize that this is new; on your 
  previous visits, there were no guards checking your 
  face against an orderly array of sketches arranged on 
  a wooden board. “Banned,” says the caption. Sure 
  enough, you recognize some faces on the board as 
  trouble-making adventurers. 
   
  “Next!” calls one of the hobgoblin soldiers as a 
  human officer looks on. Another guard stands just 
  inside the gate with a clipboard on the back of his 
  tower shield. 
   
  Hobgoblin soldiers (12): LN male hobgoblins; hp 6 
  each; MM 153. Replace Alertness with Tower Shield 
  Proficiency. Replace light steel shield with tower 
  shield; DMG 117. 
   
  The guards ask for name, home town, the characters’ 
  business in Alhaster, etc. The bored guards are Taking 
  10 on Spot (the human officer has a modifier of +8 for 
  18 total) and Sense Motive (+2 for 12 total) so they can 
  be fooled by a decent disguise or a glib lie. 
   
  Just before this gets boring, two things happen at 
  once:  
  • 
  A cloaked figure (Atynia) walks out of the city 
  gates unchallenged. A DC 12 Spot check will 
  reveal that she matches Jerome’s description. 
  • 
  A magical gate from the Abyss opens briefly, 
  allowing a small group of demons to step out 
  before shutting. If any of the PCs speaks Abyssal, 
  they will hear a voice in their head say, “Hey! 
  Where is everyone? Are we a day early?” Another 
  voice will reply, “More for us to kill then!” The 
  demons then dive at the crowd as peasants scatter. 
  The soldiers are completely surprised. 
   
  Atynia Rosehue: CN female human (Oer) cleric 1 
  (Iuz); hp 6; Appendix 1. 
   
  ATYNIA’S TACTICS 
  By coincidence, Atynia Rosehue, the troubled teen who 
  is the intended recipient of the locked box that the party 
  is carrying, happened to choose this exact time to run 
  away from home as Jeromie has not replied yet (he took 
  too long while trying to figure out the puzzle). She gets 
  caught up in the melee with the demons and she will 
  fight alongside the party. She is a brave, angry lass, and 
  she’s willing to take her anger out on anyone, including 
  some demons! Roll initiative for her and have her assist 
  the PCs. 
   
  She is unarmed, but Atynia will aid the party, using 
  her magic to defend herself (and her town) against the 
  demon attack. She speaks Abyssal, she has maximum 
  ranks in Knowledge (planes) (+5), and she has spells 
  prepared and a few scrolls that will aid in the fight. 
  (This gear is not included in the Treasure Summary for 
  this encounter because the party is not likely to kill 
  Atynia). 
   
  At APLs 6 and 8, she will offer her arcane scroll of 
  fly to the party for immediate use against the demons 
  (she stole it from dad). She’s never flown before, so if 
  the PCs make her fly, she will be very excited. 
   
  Her first action will be to cast bless on the party. 
  However, as her divine focus is a home-made holy 
  symbol of Iuz (Knowledge Religion DC 10 to 
  recognize the holy symbol, but Knowledge Religion 
  DC 20 to recognize that it its home-made nature 
  indicates that this symbol did not come from the 
  “organized” Church of Iuz), this should weird out the 
  heroes. The gate guards and the demons do not care at 
  all that she is a cleric of Iuz, even if they figure it out. 
  When Atynia reveals that she is a fledgling cleric of 
  Iuz, the party might choose to end the adventure at this 
  point rather than help “the enemy”. 
   
  Since she is not intending to attack the party, her 
  CR is not included in the EL calculation. However, if 
  the PCs attack her, she will switch sides or attempt to 
  flee. 
   
  CREATURES 
  Several demons get dumped out of the short-lived gate 
  that was accidentally created somewhere in the Abyss. 
  The hobgoblins decide that the better part of valor is to 
  guide the fleeing citizens safely away from the fight 
  rather than to attack the demons themselves, especially 
  if they see adventurers jumping at the chance to fight 
  the demons, thus they form a shield wall barrier 
  between the demons and the city and guide the civilians 
  through the gates while they shout, “Seventeen Bravo!” 
  at the top of their lungs. Clearly, they expect this to 
  bring reinforcements. 
   
  At APL 6, when the gate guards see a gaze weapon 
  being used, one will shout, “Gaze weapon protocol 1!” 
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  and they will all close their eyes, taking cover behind 
  their tower shields. Every round, a guard will yell, 
  “Gaze protocol 2!” then take a quick look around while 
  averting his gaze. For fun, feel free to roll the 50% 
  chance to see if he needs to make the saving throw 
  against the gaze attacks. If killed, he turns into a ghoul 
  (MM 118) and he attacks the PCs. The next round, 
  another soldier will avert his gaze and look around, and 
  so on and so forth until all the guards are dead or until 
  the nabassu are dead. 
   
  APL 2 (EL 5) 
  Dretch (3): hp 13 each; MM 42. 
   
  APL 4 (EL 7) 
  Rutterkin (4): hp 32 each; Appendix 1. 
   
  APL 6 (EL 9) 
  Juvenile Nabassu (4): hp 52 each; Appendix 1. 
   
  APL 8 (EL 11) 
  Armanite (4): hp 85 each; Appendix 1. 
   
  TACTICS 
  At no point in time do the demons attack Atynia. They 
  see her holy symbol and just assume that she is trying 
  to lure the PCs into a false sense of security by 
  “pretending” to attack them. 
   
  APL 2 
  One dretch will start with a stinking cloud and the other 
  will use its scare ability (to even the odds), then both 
  will hustle into the stinking cloud, attempting to 
  surround any PCs caught in it. The dretches are 
  immune to the nausea induced by the stinking cloud 
  because of their poison immunity, but they are still 
  affected by the concealment (per fog cloud). 
   
  Within the concealment of the stinking cloud, they 
  will each attempt to summon another dretch because 
  dretches prefer mobs. The dretches then attack with 
  their natural weapons. They are demons, thus they fight 
  to the death. 
   
  APL 4 
  The rutterkin are fairly straightforward combatants. 
  They wade right into combat and fight to the death. 
  Once hit, they will attempt to summon another 
  rutterkin. 
   
  APL 6 
  The nabassu will arrive at ground level, but flying. As 
  an initial tactic, they will fly in circles out of the party’s 
  reach, using their death-stealing gaze on the party’s 
  weakest looking PCs (elves, skinny humans in robes, 
  etc.). After two rounds of this, they will attempt to 
  flank a character and attack. They want to devour 
  humanoids, not create ghouls. 
   
  APL 8 
  The armanites will gate in at ground level with air walk 
  active. In the first round, they will move away from the 
  PCs and up into the air (so they are not in “fireball 
  formation”) and fire with their composite longbows. As 
  an initial tactic, most of them will hover above the 
  party, using their ranged weapons. However, if 
  damaged by bows or spells, they will switch weapons 
  before charging. Remember to include the +1 to hit 
  from higher ground if the armanites fight from above 
  the PCs. 
   
  TREASURE  
   
  APL 2: Coin 80 gp; Total 80 gp. 
   
  APL 4: Loot 144 gp; Total 144 gp. 
   
  APL 6: Coin 300 gp; Total 300 gp. 
   
  APL 8: Loot 513 gp; Total 513 gp. 
   
  TROUBLESHOOTING 
  The party may attack Atynia, even though she is 
  unarmed and helping them. This may cause a real 
  problem for the rest of the adventure because it is all 
  about being friendly with Atynia. Some fancy 
  Diplomacy rolls can save the day. 
   
  Although the characters might want to talk to 
  Atynia during the battle, the conversation with Atynia 
  really starts in Encounter 2. See the Dramatis Personae 
  in DM Aid #2 for more about roleplaying Atynia. See 
  her character description in Appendix 1. 
   
  The party may flee from the demons. The demons 
  will pursue for a few rounds then regroup at the city 
  gate. Then the demons will teleport or climb or fly over 
  the city gate and be killed by the city guards eventual 
  reinforcements, but not before they cause a little 
  mayhem and kill a few innocent civilians. 
   
  DEVELOPMENT 
  If the party kills Atynia, or if she ends up Hostile to 
  them or them to her, the adventure is not necessarily 
  over, but you will have to adjust on the fly for her 
  being missing as she will carry out her plan to run away 
  from home. Skip all encounters that rely on Atynia and 
  play out the ones that do not. 
   
  If the party cooperates with Atynia, she will 
  change her mind about running away from home, at 
  least for today. She wants to go make sure that her 
  mom and siblings are okay. She will hang out with the 
  adventurers; go to Encounter 2. 
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  If Atynia is somehow killed by a demon or by the 
  PCs, but they wish to find her family to make amends, 
  they can spend 1d4+1 hours and Gather Information 
  (DC 15) to find her father, who happens to have a raise 
  dead spell prepared. In this case, Atynia loses a point of 
  Constitution. Skip to Encounter 3, but you will need to 
  have a modified version of the conversation from 
  Encounter 2 at some point. 
   
  If Atynia is killed by a demon and the party does 
  not help her get raised, the town guard will bring her 
  body to her well-known father so that she can be raised 
  anyway. To get the mod back on track, you can have 
  the guard invite the party to meet with Ion so he can 
  thank them in person for helping his daughter with the 
  demons. 
   
  2: ATYNIA AT THE SEAMAN’S WIDOW 
  This encounter is all about an extended conversation 
  with Atynia. Make this a free-form roleplaying 
  encounter; do not just read the whole page out loud. 
   
  After the demons are defeated, the city guard mills 
  about inside the gate. Eventually, reinforcements 
  arrive, but the battle is over. After a few more minutes 
  during which time human officers grill the hobgoblin 
  soldiers, the gate reopens and you are let into the city 
  of Alhaster. One of the hobgoblins even slaps you on 
  the back, nodding at you in way of thanks! 
   
  “Well, that was . . . fun,” says the young lady in 
  black. Her voice is flat, but rich with irony. “I’m 
  Atynia. Who are you? Do you often fight demons? 
  That was my first time, but I’ve studied them in 
  school.” 
   
  Atynia will talk to the party while walking through the 
  city. The group encounters several patrols of city 
  guards along the way, but they are all busy with other 
  affairs. 
   
  SHOPPING 
  Alhaster has grown from a large town to a small city in 
  recent years. Virtually anything can be found for sale if 
  looked for hard enough. Any Open item of 15,000 gp 
  or less may be purchased in Alhaster’s market. 
   
  Alhaster (Small City): Conventional; AL LE; 15,000 
  gp limit; Assets 3,900,000 gp; Population 5,200; Mixed 
  (79% human, 9% hobgoblin, 5% halfling, 3% elf, 2% 
  dwarf, 1% gnome, 1% half-elf). 
   
  Here are some of the tidbits of conversation that she 
  will use. Mix them up and use them in a conversational 
  style: 
  • 
  “Demons. Attacking the city. Did you catch what 
  they said to each other? One of them said, ‘Where 
  is everyone? Are we a day early?’ The other 
  replied ‘Shut up and fight.’” 
  • 
  “Yes, I speak Abyssal. Never spoken it to an 
  actual demon before, unless you count Dame 
  White, my history teacher. I think she’s a 
  succubus who angered a demon lord and now has 
  to spend her days on Oerth as an old woman.” 
  • 
  To the male PC with the highest Charisma: “Well, 
  I’m impressed by your fighting there. Would you 
  like to have some mulled wine with me? I know a 
  little place by the docks and I feel adventurous all 
  of a sudden.” 
  • 
  If asked what she was doing at the gate: “Actually, 
  I was just running away from home. But if 
  demons attack me when I set foot outside the city, 
  I think I can tough it out a home a little while 
  longer. Dad’s bad, but he’s not THAT bad.” 
  • 
  “After some mulled wine, would you folks like to 
  meet my family? I think they’d get a kick out of it. 
  Plus, Dad won’t yell at me if you guys are there 
  telling him how you kicked the stuffing out of 
  those demons.” 
   
  Unless the PCs have somewhere else to be, they should 
  be willing to spend some time with Atynia, to find out 
  why an Iuzian is being so friendly, perhaps, or to talk a 
  wayward girl from a dark path. 
   
  The Seaman’s Widow is described briefly in 
  Appendix 3. The proprietor, Otha, knows Atynia well 
  and brings her a cup of mulled wine, watered down a 
  bit, without being asked. 
   
  Over refreshments, Atynia asks the party about 
  their adventures, especially those involving Redhand or 
  clerics of Iuz. Anytime the heroes mention Iuzians 
  being evil scum, she gets a strange look on her face, as 
  if she hadn’t expected them to be that mean (because in 
  Alhaster, Zeech never let them truly do the chaotic and 
  evil things they wanted to do, thus Atynia grew up 
  around the most civilized Iuzian on Oerth). 
   
  Since the party is obviously a group of 
  adventurers, she gives the party Player Handout 3, the 
  rough draft of a research paper she has been writing on 
  the role of adventuring parties in the history of 
  Redhand. She is curious to know if they can add 
  anything to it. 
   
  She gladly accepts the locked box (if they give it to 
  her) and/or Jeromie’s letter. If asked about the box, she 
  explains how it works, but then adds that Jeromie must 
  not have been able to figure it out because she sent it to 
  him a week ago and he never sent it back. 
   
  If she likes the PCs, she will share Jeromie’s letter 
  (they might have read it by now, see Player Handout 4). 
  The letter gives her some sage advice against running 
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  away from home, but she ignores it and declares her 
  firm intention of going to Balmund to serve the clerics 
  of Iuz there, since she sees that as the only decent 
  career path open to a determined young woman. 
  Naturally, the party should try to talk her out of that.  
   
  If asked about her homemade holy symbol, she 
  will reply and accidentally let it slip that she has 
  learned enough from the clerics of Hextor to become a 
  cleric, but she decided on her own to worship Iuz. She 
  found the rules of the Hextorite too limiting and boring. 
  Also, she has not met with anybody in the “official” 
  Church of Iuz, yet, but she does greatly admire what 
  she has heard about a cleric named Jaleena. 
   
  If asked what she will do with the box, she will 
  shrug and say that she will drop it off at home, since 
  she will not need it after she runs away. 
   
  (THIS NEXT PART IS IMPORTANT) 
   
  In any event, Atynia tells the party that she happens to 
  know that there will be a major announcement the next 
  morning from Prince Zeech and they should definitely 
  join the townsfolk in the castle’s courtyard. She does 
  not know what he intends to say, but she has seen that 
  Zeech’s staff is preparing the courtyard with his 
  banners. And they are giving out free crossbows. She 
  does not know why. 
   
  She wistfully hopes that it will not be more woe for 
  her friend. She tells the party that she is caring for a girl 
  whose brother made a pact with a most powerful devil 
  long ago. She says that her friend witnessed some 
  unspeakable event years ago and has been, well, a bit 
  off ever since. Her friend lived at her brother’s country 
  manor until a couple of years ago, when there was 
  some trouble there. Then, last year, her brother tried to 
  marry her off to a dwarf, but that did not work out so 
  well, so her brother called her home. Still, her brother is 
  quite rich and takes care of her, with bodyguards and 
  servants and a nursing staff, but her friend is in need of 
  some assistance, especially since Atynia was leaving 
  town soon. Perhaps the adventurers have encountered 
  something in their travels that can help an innocent soul 
  become cleansed of the burden of witnessing ineffable 
  evil? 
   
  If questioned about who her friend is, she will say, 
  “Oh, she’s a princess, I guess. Princess Nadalie, Prince 
  Zeech’s younger sister. My dad got me a job looking 
  after her. Poor thing never says a peep, just sits in her 
  chair and watches the water.” 
   
  SPECIAL 
  Note that if there is a cleric of a chaotic human god in 
  the party, especially of the following Oeridian deities 
  (Kurell, Kuroth, Lirr, Olidammara, Procan, Rudd, 
  Sotillion), she will be very interested in what they have 
  to say. In fact, if a cleric of one of these gods can make 
  her Helpful via a DC 25 Diplomacy check, AND beat 
  her at an opposed Knowledge (religion) check, Atynia 
  will be ready to accept an atonement and secretly 
  convert to their religion, as something the cleric says 
  rings true within her soul. 
   
  DEVELOPMENT 
  Assuming the party accepts Atynia’s invitation, go to 
  Encounter 3. 
   
  3: WALKING ATYNIA HOME 
  As you escort Atynia to her home, you pass by a 
  uniformed group of humans and hobgoblins carefully 
  arranging large cold iron-tipped bolts into barrels. 
  Each barrel is on an artillery cart that also bears a 
  ballista. Zeech’s flag flies from each cart. The carts 
  are rigged so that horses can draw them, but for now, 
  at least, they are being shunted about the yard by 
  teams of goblins. 
   
  One of the hobgoblins calls out to you in 
  challenge, but another quickly stops him, and with a 
  rough accent calls out, “You be on your way, Atynia! 
  Your father will want you home tonight!” 
   
  Atynia calls back, “Thank you, Sjen! I’m going 
  right home.” She smiles at you and whispers, “That’s 
  Sjen. He is a sweetie. Just made Lieutenant. I’ve 
  known him since I was twelve.” 
   
  When she reaches her home, she invites the party inside 
  so they can meet her family. 
   
  Atynia’s home is a tidy white washed two-storey 
  surrounded by a well-kept garden. The spectacular 
  spring flowers of azaleas and other rhododendrons 
  burst from neat rows of greenery. The bright red door 
  to the cottage looks freshly painted. 
   
  Atynia opens the door and ushers you inside. She 
  calls out, “Mom, I brought home some friends!” She 
  gestures you inside. 
   
  She moves quickly to a small library. Shelves 
  surround the room, bearing scrolls and bound books. 
  White cards in neat handwriting label each shelf – 
  astronomy, botany, grammar, logic, mathematics, 
  philosophy, rhetoric, spellcraft, zoology. In the center 
  of each bookcase is a glass case containing a weapon. 
  Each one is a kind of a whip with several thongs 
  fastened to a handle. Each case bears a label – army 
  prison scourge, cat o' nine tails, tawse, etc. Warm 
  light fills the room from heatless flames atop the 
  bookcases. 
   
  In the library, an older man sits at a polished 
  wooden table reading a book. He barely looks up as 
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  she breezes into the room. A thin adolescent girl sits 
  in a hard wooden chair, waxing a longbow. A middle-
  aged woman enters the room carrying a tray of tea 
  and cakes. She looks startled to see you. She speaks 
  harshly, “Atynia. What is going on?” 
   
  Over a late night tray of tea and cakes, the party can 
  talk to Atynia’s mother (Rayla Rosehue), father (Ion 
  Rosehue, a lawful neutral cleric of Hextor) and her 
  stubbornly-silent kid sister (who goes by the nickname 
  Zing) about Zeech, Redhand, Iuz, Atynia, etc. Be sure 
  to read up on Hextor in the LG Deities 2.0 document, 
  as Ion is the spitting image of a LN cleric of Hextor 
  (just because he is not evil doesn’t mean he doesn’t 
  enjoy dominating others that he considers to be lesser, 
  such as goblinoids). Still, he is an honorable man. If he 
  makes a deal, he sticks with it. Keep in mind that Ion 
  will not talk about being a cleric of Hextor just in case 
  one of the PCs is an Iuzian. 
   
  This is a roleplaying encounter where the DM must 
  take on several very different roles. If the heroes can 
  make either Ion (initial starting attitude Indifferent) or 
  his wife (Friendly) Helpful, they will be invited to stay 
  the night. Ion trusts that his new demon ally will keep 
  the adventurers from trying any shenanigans in his 
  house. 
   
  The family is celebrating because Ion has just 
  received a promotion. What they DO NOT know is that 
  part of the promotion entailed dear old dad selling his 
  soul to a bone devil (MM 52) so that it will guard his 
  family as long as they live under his roof. The party is 
  invited to participate in the celebration so long as they 
  are polite, especially if they tell stories of fighting off 
  the demons and protecting Atynia. While Ion might be 
  harsh, he does respect the heroes for guarding the 
  general populace and his daughter, plus he hates 
  demons and the chaos they cause. The only thing he 
  might hate more are Heironeans and self-righteous 
  people from the Shield Lands. 
   
  During this encounter, the silent Zing slips out the 
  back door to do some late night archery practice. If an 
  adventurer or two comes with her and makes a passable 
  showing of hitting the target with any ranged weapon 
  without forcing unwanted conversation on her, Zing 
  will say simply. “Not bad. I guess I should tell you: 
  Atynia works for Zeech. And dad is a high priest. Good 
  night.” Then she will quietly pack up her bow and go to 
  bed. 
   
  If questioned, Atynia will admit that she is on the 
  castle’s staff, caring for the Prince’s sister, Nadalie. She 
  is proud to say that she is Nadalie’s favorite nurse, and 
  Nadalie is the one person she will miss from all of 
  Alhaster when she leaves home. She sees Prince Zeech 
  almost every day, but they only talk about Nadalie. 
   
  At this point, Atynia is still determined to run away 
  from home, but she might have been impressed enough 
  with the adventurers to change her immediate career 
  goal away from “Cleric of Iuz”. 
   
  CREATURES 
  Ion Rosehue: LN male human cleric 9; Will +9. 
  Zing Rosehue: LN female human expert 7; Will -1. 
  Madame Rayla Rosehue: N female human commoner 
  2; Will +6. 
   
  TROUBLESHOOTING 
  The party may choose to ditch these losers when they 
  discover that Ion has sold his soul to a devil (perhaps 
  via magic like detect thoughts) or that he is a cleric of 
  Hextor (and who could blame them?). If that happens, 
  have Zing chase after them. She is not normally 
  talkative, but she will say, “Please come back. My 
  family needs some sanity. They’re all nuts.” 
   
  If that does not work, try to get the party to attend 
  the Prince’s speech in Encounter Five. They’ll miss out 
  on curing Nadalie, but they might join up with Atynia 
  again for the rest of the mod. 
   
  If the PCs offend Ion or his wife, he will demand 
  that they leave his house. If they refuse, his diabolic 
  ally arrives to deal with them. 
   
  4: MIDNIGHT TEARS 
  Around midnight, you hear the quiet sound of 
  sobbing coming from Atynia’s room. 
   
  Atynia is crying. The party probably has someone on 
  watch, and they’ll probably hear her, and probably 
  investigate. If they can see invisible creatures, they will 
  see the bone devil standing guard in the room. He will 
  not 
  attack 
  unless 
  the 
  PC attempts something 
  inappropriate. 
   
  The door is open a crack, revealing a moonlit room 
  strewn with clothes, scrolls and the detritus of teenage 
  life. The walls of the room are painted black, and the 
  furniture is all black as well – curtains, dresser, chair, 
  bedclothes, and the frame on the single tiny portrait 
  adorning the wall. The portrait shows a garden scene 
  of a smiling Atynia next to a grinning young 
  noblewoman dressed in green. 
   
  Atynia kneels next to the bed, her back to the 
  door as she reaches under her bed to retrieve 
  something. The hem of her shirt has risen a bit, 
  revealing whip scars. As she stands, she holds a scroll 
  case in her right hand. 
   
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  She is upset because of a thousand things. She hates 
  running away from home. She hates staying. She hates 
  her family. She hates her father. She hates her room. 
  She hates Alhaster. She hates Prince Zeech. She hates 
  leaving her friends. She hates her clothes. She hates her 
  hair. She hates whip scars. She hates Hextor. She hates 
  acne. And everybody in town hates her, too. 
   
  There’s only one thing she really wants to do 
  before she leaves Alhaster forever. She wants to help 
  her friend, Nadalie, the noblewoman in the portrait. She 
  wants to help Nadalie overcome her trauma and regain 
  her sanity. Atynia has stolen a scroll of heal from her 
  father and she intends on using it on Nadalie, even 
  though she knows she probably cannot activate it. And 
  she feels that she must do it tonight, before something 
  dreadful happens tomorrow. She does not know exactly 
  what will happen the next day, but she feels it will 
  change everything because of the way Zeech has been 
  acting lately. 
   
  She has decided to get dressed and go out to the 
  castle tonight. The PCs can wake up and accompany 
  her on her midnight mission. She’d appreciate the 
  company, but she warns the party that no weapons, 
  spellbooks or spell component pouches are allowed, 
  especially at the servant’s entrance in the middle of the 
  night. She can vouch for them, saying they were sent 
  by her father to guard her, but that’s as much leeway as 
  she has with the castle guards. 
   
  Dressed in her skulls-and-kittens leather outfit, Atynia 
  slips quietly out of her room, leading you through the 
  dark, silent streets of Alhaster. You encounter patrols 
  of Zeech’s forces, but at each encounter the troops 
  recognize Atynia and let your group pass. Clearly her 
  father is a man of importance. 
   
  Atynia strides confidently through the night to a 
  tiny, guarded door at the southeast corner of the 
  castle. A closed portcullis covers the sally port. A 
  dozen hobgoblin guards bearing tower shields stand 
  in front of the door with whistles in their mouths. 
   
  The guards here will be friendly because of Atynia’s 
  presence, but they are firm in their insistence that 
  nobody armed with spells or weapons will be allowed 
  to enter the castle. They are polite but firm about this. If 
  there’s any trouble, they’ll use their whistles to 
  summon an overwhelming force of humans and devils, 
  who will arrive within 2 rounds of any whistling. This 
  is Prince Zeech’s castle; any fight that breaks out will 
  be untiered. 
   
  A PC with the scent ability will automatically note 
  the smells of animals, cooking, and sewage. 
   
  The PCs can use a higher level cleric to activate 
  the scroll. See the rules for activating scrolls on DMG 
  page 238, especially if a divine caster has a low ability 
  score or a caster level lower than 9. 
   
  Once in the castle, Atynia will sneak them into the 
  servants’ hidden passages, one of which leads to 
  Nadalie’s room. While two guards are posted outside 
  her door at all times, they are used to hearing Atynia 
  talking to Nadalie at night, soothing her to sleep or just 
  keeping her company. However, if the PCs make noise, 
  they will grow suspicious and will open the door. 
  Atynia will remind the PCs to be quiet before they enter 
  the room. 
   
  When she is cured, Nadalie will be able to relate 
  the traumatic events that shattered her mind in CY 577: 
  Zeech tried to make a deal with a powerful devil, but 
  the deal went bad and the devil killed their parents after 
  giving Zeech the power to prevent Redhand from being 
  swallowed up by the Hierarchs during their attack on 
  the Shield Lands. Nadalie witnessed the devil taking 
  the souls of her parents. See Dramatis Personae. 
   
  If the PCs cure Nadalie, Atynia will be grateful and 
  will spend the remainder of the night talking with 
  Nadalie before leaving just before dawn, exhausted but 
  happier than she has been in years. The PCs are 
  welcome to sleep on the floor or to stay up and talk. 
  Remember that PCs who don’t sleep will be fatigued 
  the following morning. 
   
  So why hasn’t Zeech ordered a cleric to cast heal 
  on his sister? He has, but it has never worked. Zeech’s 
  attempts to cure his sister have been driven out of a 
  selfish desire not to feel guilty. After the heals failed, 
  he came to believe that her affliction was given to her 
  by the devil that killed his parents. Everyday, her 
  ailment reminds him of his failure in regards to their 
  parents. He subconsciously punishes himself for not 
  having found a cure for her ailment. If Zeech only 
  wanted to cure his sister for her own sake, and not to 
  save his own conscience, then the magic would work. 
  Because Atynia wants to cure Nadalie out of selfless 
  friendship, the cure will work for her. 
   
  TREASURE  
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 137 gp; 
  divine scroll of heal (137 gp each); Total 137 gp. 
   
  Note: If the party uses the scroll of heal, cross it 
  off the AR and make sure the gp total is correct. At 
  most APLs, the characters cannot receive full gp for the 
  adventure if they use the scroll. And they cannot 
  receive full xp for the adventure if they do not cure 
  Nadalie. (Life’s full of hard choices.) 
   
  DEVELOPMENT 
  Running around at midnight instead of sleeping may 
  interfere with the party’s ability to prepare spells for the 
  next day. That might be a problem for them, but they 
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  can purchase Open access items (including scrolls, 
  potions and wands) in Alhaster. The party can hire an 
  NPC to cast the heal spell for 660 gp, but the priest 
  would charge double if they drag her out to the castle in 
  the middle of the night. 
   
  5: ZEECH’S DECLARATION OF SECESSION 
  The next morning, a crowd has gathered to hear a 
  speech from the Prince of Redhand. The prince stands 
  upon a balcony, looking down upon the crowd gathered 
  below, in the courtyard. The party will probably want 
  to attend. Atynia wants to go too, despite being fatigued 
  from her midnight excursion. 
   
  Everyone entering the square is given a light 
  crossbow and one cold iron bolt, “Compliments of 
  Prince Zeech. One per person.” 
   
  Behind an invisible wind wall (just in case the 
  armed crowd turns ugly), Zeech makes a grand, 
  pompous speech about the past and future of the proud 
  Principality of Redhand, about its Iuzian oppressors 
  and its struggles with its neighbors. Use your 
  knowledge of the BK to come up with something 
  inspiring and grand, in a Lawful Evil kind of way. 
   
  Prince Zeech then reveals his great triumph, a 
  rebuilt, and previously hidden, Temple of Hextor. 
  Where once before a warehouse stood directly opposite 
  the castle’s front gates, now stands the temple, 
  surrounded by Hextorites (including Atynia’s father) 
  and devils. The devils had used powerful magic to hide 
  the building’s construction from the Iuzians. 
   
  Just as the Iuzians in town are getting mad and 
  about to attack, Zeech declares that at this moment he 
  has arranged a special soul sacrifice to grant a magical 
  boon to everyone in Alhaster such that all should be 
  able to call upon the power and fury of Hextor in a time 
  of need to strike true with a single attack. With that 
  announcement, a wave of evil power rushes out from 
  the newly opened Temple of Hextor, to all corners of 
  the city and affecting all people who do not worship 
  Iuz. All who choose to accept the dark power gain the 
  Evil Eye of Lindroos (an AR entry for a standard action 
  true strike, once ever, noted as an evil act if used). 
  Zeech declares that this power should be used to defend 
  Alhaster against enemies from the outside. Naturally, 
  most of the citizenry accept. 
   
  He declares that the forces of Iuz are in decline in 
  the region, as evidenced by Marionnen’s failed 
  assassination attempt against Zeech himself. He vows 
  to throw off the yoke of outside interference that has 
  been strangling Redhand. This announcement clearly 
  takes Atynia by surprise, and if the party is near her, 
  she will whisper as much. 
   
  Naturally, forces of Iuz (including clerics, demons 
  and other troops) choose this moment to attack. Just as 
  naturally, Zeech and his Hextorite allies (including 
  clerics, devils and other troops) are ready to defend. 
  (Especially since everybody in the city now has true 
  strike and a cold iron crossbow bolt. A couple hundred 
  of those will really sting.) 
   
  Dimensional locks prevent teleportation in or out 
  of the castle itself so the incoming demons teleport in 
  just outside the walls. Devils though are not blocked by 
  the dimensional lock, and they arrive to fight the 
  demons. All hell breaks loose in Alhaster, literally, as a 
  battle in the Blood War is fought on mortal soil. 
  Describe demons and devils fighting while Hextorites 
  take the fight to the Iuzians. Ordinary citizens strike 
  down demons by the dozens using the dark blessing 
  and cold iron bolts. 
   
  Battles rage throughout the city. Atynia screams 
  for her mom and rushes for home, asking the heroes to 
  come with her to help protect her family. On the way 
  there, they see Major Blaine and his mounted troops 
  surrounding a burning building. The tide of the battle 
  turns, and Zeech’s troops are winning. 
   
  TREASURE 
   
  All APLs: Loot 17 gp; Total 17 gp. 
   
  6: BLAINE’S MERCY 
  The scents of burning wax become stronger as you 
  approach. “I recognize him!” whispers Atynia. 
  “That’s Major Blaine! He just joined Zeech’s troops a 
  few years ago.” She indicates a mounted man in full 
  plate who leads a group of riders surrounding a faded 
  green candle shop on Calway Square, set well back 
  from the other buildings in the area. The shop is on 
  fire!  
   
  As you watch, a devil teleports in and speaks to 
  Blaine. The devil teleports out and Blaine calls out to 
  his troops, “You troops stay here. Kill them if they 
  come out. The boss wants me.” With that, he rides off 
  hurriedly. 
   
  If the party asks the riders what is going on, a rider will 
  tell the party that there are some traitors inside, and the 
  cavalry are waiting for the walls of shop to burn down 
  so they can take out the people with lances or arrows. 
   
  The party can negotiate with Major Blaine’s 
  cavalry squad, fight the mounted squad or ignore the 
  people trapped in the burning building. Atynia is 
  desperate to return home, but she fears for her safety so 
  she will wait for the adventurers. 
   
  These riders are skilled at horsemanship and are 
  loyal to Major Blaine and Prince Zeech. However, they 
  aren’t the smartest soldiers in the army, so it should be 
  relatively easy to trick them with a successful Bluff 
  check as long as the PC looks like a high-ranking 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
  Page 11 
  
   
  Redhand officer. Something like, “We’ll take care of 
  these guys. You go help Major Blaine!” would suffice. 
  Diplomacy, however, will not work as no matter how 
  charming someone is, they won’t disobey orders. 
   
  Remember that each of the riders gets a Sense 
  Motive check against such a bluff, and they each get a 
  +10 bonus to their Sense Motive checks because the 
  bluff is hard to believe and puts them at significant risk 
  of being demoted or losing their lives if they obey an 
  unlawful order from an officer they do not recognize. 
  (Note: Be careful, though; most of the treasure in 
  the adventure is on those riders, and if the party 
  uses social skills to make them ride away, the 
  treasure rides away, too.) 
   
  If the PCs defeat the soldiers, they can rescue the 
  people inside the building easy enough (they are hiding 
  in the cellar). 
   
  CREATURES 
  APL 2 (EL 3) 
  Goblin Cavalry and Riding Dog mount (3 each): hp 
  5 (goblins), 13 (dogs); MM 133 and MM 272. The 
  goblins wield small lances and have small composite 
  shortbows with 20 arrows. The goblins have riding 
  saddles, bit and bridle. 
   
  APL 4 (EL 5) 
  Human Cavalry and Light Warhorse mount (2 
  each): hp 14 (humans), 22 (horses); Appendix 1. 
   
  APL 6 (EL 7) 
  Human Cavalry and Light Warhorse mount (2 
  each): hp 21 (humans), 22 (horses); Appendix 1. 
   
  APL 8 (EL 9) 
  Human Cavalry and Light Warhorse mount (2 
  each): hp 41 (humans), 22 (horses); Appendix 1. 
   
  TACTICS 
  At all APLs, the mounted cavalry squad will not 
  initially attack the party. However, they will keep the 
  candle shop guarded. One will shoot an arrow through 
  the window every once in a while and the other(s) will 
  keep their lances ready. 
   
  The lancers will hold their lance in one hand and a 
  potion of bull’s strength in the other. When combat 
  breaks out, they will spend the first round drinking the 
  potion and getting into position for a two-handed 
  mounted lance charge. 
   
  In their initial position on the map, the lancers do 
  not have a direct path to charge the party in the first 
  round. 
   
  APL 8 
  The Shock Trooper feat (see Appendix 2) enables the 
  heedless charge maneuver. These lancers will use full 
  Power Attack, taking the entire penalty from their 
  armor class, for maximum damage. 
   
  TREASURE  
  Each of the riders carries a potion of bull’s strength.  
   
  At APL 6 and APL 8, each one also has an oil of 
  extend spell infernal wound. See the spell description in 
  Appendix 2. 
   
  At APL 8, each lancer also wields a +1 
  adamantine lance. 
   
  APL 2: Loot 38 gp; Coin 167 gp; Magic 75 gp; 
  potion of bull’s strength x3 (25 gp each); Total 280 gp. 
   
  APL 4: Loot 236 gp; Coin 133 gp; Magic 50 gp; 
  potion of bull’s strength x2 (25 gp each); Total 419 gp. 
   
  APL 6: Loot 236 gp; Coin 100 gp; Magic 174 gp; 
  potion of bull’s strength x2 (25 gp each), oil of extend 
  spell infernal wound x2 (62 gp each); Total 510 gp. 
   
  APL 8: Loot 236 gp; Coin 0 gp; Magic 1,008 gp; 
  potion of bull’s strength x2 (25 gp each), oil of extend 
  spell infernal wound x2 (62 gp each), +1 adamantine 
  lance x2 (417 each); Total 1,244 gp. 
   
  TROUBLESHOOTING 
  The party might leave the occupants of the burning 
  candle shop to their hideous fate. If they start to move 
  away, Sir Ingo will cry out from the shop, “Soldiers! 
  Let us go! There are children here! Somebody, help 
  us!” This should really put the PCs in a bind. 
   
  If the party does not rescue Sir Ingo and the family 
  within five minutes, they are overcome by smoke and 
  flames and die. For troubleshooting, you might allow 
  the party to find Player Handout 5 in the ashes, but that 
  is not likely to be enough help. 
   
  DEVELOPMENT 
  If the party rescues the survivors from the cellar of the 
  burning shop, the survivors include a mother and her 
  four young children, a soot covered gnome who is 
  bemoaning the loss of his shop and Sir Ingo. Sir Ingo is 
  effusively thankful. He will be coughing and choking 
  as he speaks to the party. That’s when the heroes will 
  notice that they just rescued Jeromie, and that he has a 
  holy symbol of Heironeous on display. Jeromie is really 
  Sir Ingo, who is really the leader of the Brotherhood of 
  the Sundered Axe. If none of the PC recognize him as 
  Sir Ingo, and odds are they won’t, then they won’t 
  know this. 
   
  He gives the party Player Handout 5, telling the 
  party that divination magic recently revealed that a 
  group of heroes might soon use stealth and subterfuge 
  to infiltrate Prince Zeech’s castle and solve a puzzle in 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  the throne room. However, the divinations also 
  revealed that such a party would almost certainly be 
  captured in the attempt. Any reasonably sane 
  adventuring party would turn down this mission. 
  Atynia, happy to see “Jeromie” alive, offers to take the 
  PCs back to the castle if Jeromie will go check on her 
  mother and sister. Jeromie agrees. 
   
  Sir Ingo can’t provide much help, but before he 
  goes he gives the PCs some scrolls before heading off 
  to protect Atynia’s mother, the women, children, and 
  gnome in tow behind him. Even if any of the PCs 
  played BDK5-03 Secret Ingredient, the gnome will not 
  recognize them due to his state of shock. 
   
  The scrolls are (one of each at minimum caster 
  levels): 
  • 
  Silent Spell sleep mote (arcane scroll) 
  • 
  Silent Spell power word fatigue (arcane scroll) 
  • 
  Silent Spell silence (divine scroll) 
   
  Due to the raging battle, the PCs will be unable to 
  purchase anything at this time. 
   
   
  7: INFILTRATING CASTLE ALHASTER 
  Following the vague clues from Jeromie, your party 
  has elected to infiltrate the castle at night.  
   
  The hobgoblin guards at the top of the wall cannot see 
  far from the walls due to all the smoke created by the 
  battle. The smoke provides concealment, allowing the 
  PCs to hide as they approach the area. The guard’s are 
  taking 10 on their Spot check, but they are distracted by 
  combat and are at least 30 feet away from the PCs, 
  which sets a DC 4 vs. players’ Hide check. 
   
  Due to the concealment, the guards are being 
  careful, listening for any sounds of approaching 
  demons. The guards are taking 10 on their Listen 
  check, but they are distracted by combat and are at least 
  30 feet away from the PCs which sets a DC 4 vs. 
  players’ Move Silently. If a hobgoblin hears or sees the 
  party moving, they will call in a handful of devils and 
  the party will be arrested (assume that an overwhelming 
  force of devils arrives). The guards and devils aren’t 
  taking any chances with the battle raging so close to the 
  castle. See Conclusion 2. 
   
  Teleportation won’t work inside the castle itself 
  due to a dimensional lock around the castle. 
   
  If the party smelled the sewage during Encounter 
  4, they can follow the clue in the Player Handout to 
  move directly to the northwest corner of the castle and 
  find the pool of filth. A DC 25 Knowledge (local - Iuz 
  Border States) check will reveal that the local plumbers 
  were working on a sewage problem in the northwest 
  corner of the castle, but that effort has been put on hold 
  for the last month and there is quite a pool building up. 
   
  ENCOUNTER 7A: THE PIT OF FILTH 
  The white walls of the castle can be seen dimly in the 
  starlight and smoky air. The battle rages throughout 
  the city and here you are, standing in front of a vast 
  pool of human and animal waste next to the northwest 
  corner of the castle. The stench is so bad that even 
  goblins avoid the area. 
   
  See DM Map – Encounter 7A. 
   
  Sure enough, the party must swim through the filth 
  to find the secret door leading into the castle. Once they 
  find the secret door (DC 20 Search check, but searching 
  underneath the muck imposes a -5 penalty to all Search 
  checks), they must figure out how to get through it. 
  Anyone moving through the muck must make a DC 15 
  Fort save or be nauseated. Once out of the muck, a 
  nauseated PC becomes sickened until they have bathed 
  thoroughly. 
   
  They could conceivably sunder the door (hardness 
  9, HP 90), but that would be extraordinarily difficult 
  under the muck. The best way to open it is to cast a 
  spell with the Silent Spell feat or to activate a scroll 
  with a Silent Spell on it within 20 feet of the secret 
  door. The casting of a Silent Spell within 20 feet is the 
  trigger for opening the secret door. 
   
  The party does not actually need to find the exact 
  location of the secret door; they could guess at its 
  approximate location and cast several Silent Spells until 
  they happen to cast one within 20 feet of it. Just assume 
  that a party that is smart enough to cast a silent spell 
  from OUTSIDE the sewage just happens to be close 
  enough to open the door. The same is true for a PC in 
  the muck and their second try if they don’t know where 
  the door is. 
   
  Opening the secret door causes its own problems, 
  as the pool of filth will immediately drain into the 
  tunnel into the castle, sucking those within 15 feet of 
  the door along with it. But the castle guards will pay no 
  attention to the newly–drained pool because at that 
  moment a demon will fly towards them and attack. 
   
  Movement through the tunnel will be at ¼ speed 
  unless the party has freedom of movement (which can 
  be purchased as an Open scroll or through NPC 
  spellcasting at 280 gp, caster level 7). The tunnel will 
  be full of filth, so the PCs must hold their breath or use 
  water breathing (which can be purchased as an Open 
  scroll or through NPC spellcasting at 150 gp, caster 
  level 5). 
   
  ENCOUNTER 7B: THE SECOND GUARD 
  The secret entrance to the castle leads upward 
  through a winding series of catacombs. 
   
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  TRAP 
  After they get out of the filth-filled tunnel, the corridor 
  beyond it is trapped. The EL has been reduced by one 
  because the party was warned that the encounter is 
  here, so they should be prepared for and actively 
  searching for the trap. There is no real time pressure 
  here (other than finishing the job tonight), so they can 
  take 20 on Search checks and take 10 on Spot checks. 
  However, do not let them know this! Tell them that 
  they keep seeing demons heading towards the castle 
  through the secret door to give them a sense of urgency. 
   
  If the PCs are searching for traps, give them Search 
  checks as normal according to their wishes. Make sure 
  they have a marching order, for a 10-foot-wide, 5-foot-
  tall corridor. If the PCs fail to locate the trap, PCs in the 
  front rank must make Reflex saves to avoid the trap. At 
  APL 2, there is no trap, just a gelatinous cube 
  wandering the corridors. The PCs must make a DC 15 
  Spot check to notice it or they will stumble right into it 
  and automatically be engulfed. Due to its amorphous 
  nature, the ooze takes no penalties for squeezing in the 
  small corridor. 
   
  Note APL 4 and above: If a PC fails his Reflex save, 
  he falls into the pit, is automatically engulfed by the 
  ooze at the bottom, but he only takes half of the falling 
  damage. 
   
  APL 2 (EL 3) 
  Gelatinous Cube: hp 54; see MM 201. 
   
  APL 4 (EL 5) 
  Camouflaged Pit Trap: CR 3; mechanical; location 
  trigger; manual reset; hidden switch bypass (Search DC 
  25); DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); 
  multiple targets (first target in each of two adjacent 
  squares); Search DC 24; Disable Device DC 18. 
   
  Gelatinous Cube: hp 54; see MM, page 201. 
   
  APL 6 (EL 7) 
  Camouflaged Pit Trap: CR 4; mechanical; location 
  trigger; manual reset; hidden switch bypass (Search DC 
  25); DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); 
  multiple targets (first target in each of two adjacent 
  squares); Search DC 25; Disable Device DC 17. 
   
  Glitterfire: hp 32; see Appendix 1. 
   
  APL 8 (EL 9) 
  Well-Camouflaged Pit Trap: CR 8; mechanical; 
  location trigger; repair reset; hidden switch bypass 
  (Search DC 30); DC 20 Reflex save avoids; 100 ft. 
  deep (10d6, fall); multiple targets (first target in each of 
  two adjacent squares); Search DC 27; Disable Device 
  DC 18. 
   
  Glitterfire: hp 32; see Appendix 1. 
   
  DEVELOPMENT 
  The secret corridor leads out into the compost pile in 
  the royal stables. The guards are off fighting demons 
  and Iuzians. The party can sneak through the dark 
  corridors to the unoccupied throne room, thanks to the 
  chaos of the battle, Encounter 8. 
   
  8: NEVER SPY ON A SPYMASTER 
  The white alabaster walls of Prince Zeech’s throne 
  room gleam in the diffuse light coming from 
  somewhere deep within the walls. The marble throne 
  is unoccupied, but on a small white table next to the 
  throne, you see paper, pens and ink. 
   
  On the paper (Player Handout 6) is the name of 
  Atynia’s father (Ion Rosehue) followed by dozens of 
  anagrams of his name (Oh Sine Roue, Noose Rue Hi, 
  Here I No Sou, I No Reuse Ho, etc.). The Prince seems 
  to be puzzling something out. Maybe the party can 
  help. 
   
  Elhilbor has figured out that something is going 
  on, as Nadalie’s guards reported hearing strange noises 
  the night before (spells must be cast in a loud, clear 
  voice). He’s never trusted Atynia (but he doesn’t know 
  that she has become a fledgling cleric of Iuz), although 
  he respects her father, so his troops have already 
  rounded up the rest of the Rosehue family, having 
  easily beat Jeromie there, and he’s summoned Ion to 
  the castle. The fighting in the city is almost over by this 
  point, with the Iuzians and demons having been routed. 
   
  While the party is solving the anagram puzzle, 
  Elhilbor has the throne room quietly surrounded by an 
  overwhelming force (no Listen check, hobgoblin mages 
  have cast silence). When they are in place, he has a 
  soldier politely knock on the door and ask the party 
  members (by name) to kindly lay down their arms, holy 
  symbols, spell books and spell component pouches for 
  a peaceful discussion with Prince Zeech. If they 
  decline, a horned devil (MM 55) teleports into the 
  room and Elhilbor asks them to surrender one more 
  time. If a fight ensues, the horned devil subdues them 
  and they are arrested and imprisoned for breaking into 
  the castle (see Conclusion 2). 
   
  There is a delay of fifteen minutes or so during 
  which time the party is confined in the throne room 
  with the Rosehue family, the horned devil and two 
  dozen very nervous guards. Nadalie makes her way to 
  the gathering as well, demanding that Elhilbor allow 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  her into the chamber. They can use this time to talk 
  with Atynia again about running away from home. 
   
  While Ion is initially angry at his daughter’s 
  unlawful ways (sneaking people into the castle is a sure 
  way to get him fired, he thinks), he is glad that she, 
  along with the rest of his family, are alive and he is 
  very proud that she was able to help cure the Prince’s 
  sister. After a few angry minutes arguing with Atynia 
  about her actions, he will shut her up with a hug in a 
  rare display of emotion. The entire Rosehue family will 
  experience a group hug while Ion tells them that he 
  loves them and he’s sorry he’s been such a jerk the past 
  few years (the stress of hiding the fact that he was a 
  cleric of Hextor from the Iuzians had gotten to him). 
   
  9: HE’S SUCH A PRINCE 
  The Prince enters the throne room covered in blood. 
  Despite his having aged and his effete mannerisms, 
  Prince Zeech is quite the warrior. 
   
  Prince Zeech has already heard the story from the 
  Rosehue family. He wants to hear the party’s side of 
  the story. Why did they enter the castle? What were 
  they doing here? Were they the people who helped his 
  sister, Nadalie? If so, why now? The Prince is 
  concerned about his sister, but he has more important 
  things to worry about right now, like the future of the 
  Principality of Redhand and a war of secession from 
  Iuz. However, that anyone could help his sister during 
  the most important battle in Redhand since the 
  Greyhawk Wars was completely unexpected and quite 
  frankly has him confused. 
   
  It is here that Atynia should renounce Iuz, if the 
  PCs haven’t previously convinced her to do so. Her 
  courage to do so convinces Ion to renounce Hextor. He 
  would rather worship Daern anyway. 
   
  If they lie (Elhilbor has a cleric cast zone of truth 
  and then “suggests” that the PCs submit), they will be 
  asked again – once – to tell the truth. If they lie again, 
  they’ll be imprisoned for breaking into the castle (see 
  Conclusion 2). 
   
  Elhilbor will question each party member in turn, 
  looking for lies. If they tell him the truth, if they have 
  convinced Atynia to reunite with her family, and if the 
  party has solved the anagram of Ion Rosehue’s name 
  (Heironeous), Zeech will suddenly put all of the puzzle 
  pieces together. 
   
  Zeech will realize that if young Atynia can forsake 
  the ways of Iuz, return to her father, and be forgiven, 
  then he can forsake the ways of Hextor, be forgiven by 
  his sister, return to Heironeous, and maybe, just maybe, 
  set right what has been wrong with his soul for so long. 
  And, along the way, set right what has been wrong with 
  his beloved homeland, the Principality of Redhand. He 
  realizes that his sister WAS Redhand, in a manner of 
  speaking. She survived, but she was a shell of her 
  former self. Since the Greyhawk Wars, Redhand has 
  survived, but it has been a mere shell of a nation. Zeech 
  will have an epiphany right there in front of the PCs 
  that just as Nadalie needed just a simple heal spell, so 
  Redhand needs curing in the way of commerce, not 
  more war. 
   
  Zeech, still astounded by his sister’s recovery, will 
  openly apologize to her for their parents’ death and for 
  sending her away to get married. Crying, Nadalie will 
  forgive him and tell him that she loves him. Zeech will 
  feel something snap inside like a dark dam breaking. 
   
  Elhilbor, sensitive to his lord’s moods more than 
  any other, quietly tells Zeech that the city is still 
  defended by devils, some of whom have not yet been 
  paid the souls that are due to them. He will nod at the 
  horned devil in the chamber. Also, there is a newly 
  opened Temple of Hextor to consider as well. 
   
  With the powerful devil watching, which is 
  confused about what is going on, Zeech will kneel and 
  prey openly to Heironeous begging for his forgiveness, 
  thanking him for his sister’s restored mental health, and 
  asking for guidance and strength. 
   
  IF 
  A 
  PC 
  CLERIC 
  OF 
  HEIRONEOUS 
  IS 
  PRESENT, THEY RECEIVE A STRONG URGE 
  TO ATONE PRINCE ZEECH. Even if the PC can’t 
  cast atonement, or doesn’t have it prepared, they 
  suddenly find that they have the ability to cast the spell 
  as a quickened spell-like ability (the blessing of 
  Heironeous). They should do so quickly, before the 
  devil attacks. 
   
  At this, the devil will snarl and move to attack Zeech, 
  its master betrayed. Zeech, having expected this, leaps 
  to his feet, draws his sword, and engages the devil in 
  combat. 
   
  As the soldiers, and perhaps the PCs, move to 
  defend Zeech, Elhilbor will command everyone, “Hold! 
  This is his fight!” He has realized that the devil is 
  indeed Zeech’s test, as it represents the LE side of his 
  personality that he seeks to slay. 
   
  Throughout the fight, Zeech will be apologizing to 
  everyone he has ever hurt, starting with his parents. He 
  fully expects to die during the fight, and he wants to 
  repent before he does. This is his salvation, as the 
  repenting brings him back to lawful good, and his 
  willingness to die so long as he repents brings him fully 
  back to Heironeous. At this point, whether or not a PC 
  had cast atonement on him, he regains his long-dormant 
  paladin powers. As they come back, he realizes that 
  Heironeous wants him to live, and he fights with skill 
  and courage against the devil, eventually defeating it 
  and driving it back to the Nine Hells. 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  At the same time, throughout the city, lawful good 
  citizens who had had to renounce Heironeous to protect 
  their families over the years turn on the devils, whether 
  they wear armor or not. Heironeous is a god of valor, 
  and their bravery at this time leads them back to him as 
  well. While they aren’t many, the devils forces have 
  been decimated by the fight with the demons, and the 
  remaining devils are driven from Redhand. 
   
  Meanwhile, the clerics of Hextor are confused. On 
  the day of their great victory, the citizens are 
  spontaneously turning on the devils. Out of spells, they 
  are easy targets for the citizens of Redhand. Most are 
  subdued, although a few particularly vicious clerics are 
  killed. The new Temple of Hextor is set afire, as a 
  crowd gathers in front of Zeech’s castle for word has 
  trickled out from a guard of Zeech’s fight with the 
  devil. 
   
  DEVELOPMENT 
  If Zeech converts to lawful good, go to Conclusion 1. 
  Do not just give the PCs this conclusion, the players 
  had to earn it by role-playing.  
  If they do not earn 
  it, go to Conclusion 2. 
   
  CONCLUSION 1 
  The party helped to convert Prince Zeech away from 
  lawful evil and Hextor. Redhand successfully secedes 
  from Iuz and Prince Zeech pardons the remnants of the 
  Brotherhood of the Sundered Axe. Redhand, still a 
  militaristic nation, begins the transition from LE (LN) 
  towards LN (LG). Construction begins on a new 
  Temple of Heironeous where the Temple of Hextor 
  used to stand, led by Jeromie, aka Sir Ingo. 
   
  Atynia no longer feels the need to run away from 
  home. She can wait a few years to travel the 
  Combination, and instead, she stays in Alhaster to help 
  with the rebuilding, starting her life anew (and having 
  moved from the CN of teenaged rebellion to the N of 
  personal responsibility). She does not join the Church 
  of Iuz. Cross off the corresponding favor from the AR. 
   
  If any PCs have the following AR entries, Prince Zeech 
  will cancel them in gratitude. Mark each AR entry void 
  on the PC’s original AR. 
  • 
  “Branded Criminal of Redhand” (BDK5-03 The 
  Secret Ingredient) 
  • 
  “Enmity of Redhand” (BDK5-08 Hirelings) 
  • 
  “Enmity of Elhilbor” (BDK6-04 The Last Word)  
  • 
  “Ire of Prince Zeech” (BDK6-09 To Bleed or to 
  Die) 
   
  In addition, the PCs are lauded as heroes, and Zeech 
  personally invites them to stay in his castle and to help 
  clean it of Hextorian influence.  
   
  CONCLUSION 2 
  Your party has been arrested by a dozen bone devils. 
  This was a unique experience, and it lead quite 
  quickly to the unique experience of imprisonment in 
  Prince Zeech’s orderly, well-run prison for the 
  [attempted] infiltration of the Prince’s castle. 
   
  Attempted infiltration (if the part is caught in encounter 
  7A) gets them 13 TUs in the slammer. 
   
  Successful infiltration (if the party is caught in 
  encounter 9 and cannot convert Zeech to Lawful Good) 
  gets them 26 TUs in prison. 
   
  Prince Zeech will reduce this sentence by 2 TU per 
  favor used from the following list. Be sure to void each 
  favor on the original AR. A player may use a favor to 
  assist another player’s PC. 
  • 
  “IP with Elhilbor” (BDK6-04 The Last Word) 
  • 
  “Influence Point” with Prince Zeech (BDK3-02 
  Alhaster Fog) 
  • 
  “Gratitude of Redhand” (BDK5-08 Hirelings) 
  • 
  “Influence Points with Redhand” (BDK5-08 
  Hirelings) 
  • 
  “Service to Redhand” (BDK6-09 To Bleed or to 
  Die) 
  • 
  “Citation of Redhand” (BDK2-04 Rising Shadows) 
   
  The party’s gear is returned to them at the end of their 
  imprisonment. 
   
  Atynia eventually ran away from home and joined 
  the Church of Iuz. The party now has a friend in the 
  church. Atynia will use her influence there to reduce 
  each PC’s WCI score by 2. 
   
  CONCLUSION 3 
  The party chose not to infiltrate the castle. Redhand 
  secedes from Iuz and remains in league with Hextorites 
  and assorted devils. 
   
  Atynia eventually ran away from home and joined 
  the Church of Iuz. The party now has a friend in the 
  church. Atynia will use her influence there to reduce 
  each PC’s WCI score by 2. 
   
  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. 
   
  1: THE GATES OF ALHASTER 
  Defeated the demons. 
  APL 2  
  150 XP 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  6: BLAINE’S MERCY 
  Rescued Sir Ingo and the family from the burning 
  candle shop. 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  7: INFILTRATING CASTLE ALHASTER 
  Got past the secret door and the trap. 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  STORY AWARD 
  Helped Prince Zeech convert to LG – only awarded at 
  Conclusion A. 
  All APLs  
  30 XP 
   
  Note to judges: The characters cannot get maximum 
  XP for the adventure without the story award. 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
   
  Note to judges: The roleplaying award should be 
  granted primarily for in-character interactions with 
  Atynia and her dysfunctional family, but secondarily 
  for dealing with Prince Zeech and his alignment 
  change. DO NOT GIVE THIS XP FOR PLAYERS 
  THAT DID NOT ROLE PLAY!!! 
   
  TOTAL POSSIBLE EXPERIENCE: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
   
  Note to judges: The party can earn slightly more XP 
  than is allowed for the APL cap. The AR lists the 
  maximum XP rewards for the adventure. 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not gain 
  this gold. If you feel it is reasonable that characters can 
  go back to loot the bodies, and those bodies are there 
  (i.e., not carted off by dungeon scavengers, removed 
  from the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, its 
  total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. 
   
  1: THE GATES OF ALHASTER 
   
  APL 2: Loot 0 gp; Coin 80 gp; Magic 0 gp; Total 
  80 gp. 
   
  APL 4: Loot 144 gp; Coin 0 gp; Magic 0 gp; Total 
  144 gp. 
   
  APL 6: Loot 0 gp; Coin 300 gp; Magic 0 gp; Total 
  300 gp. 
   
  APL 8: Loot 513 gp; Coin 0 gp; Magic 0 gp; Total 
  513 gp. 
   
  4: MIDNIGHT TEARS 
   
  All APLs: Loot 0 gp; Coin 0 gp; Magic 137 gp; 
  divine scroll of heal (137 gp each); Total 137 gp. 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  Note to judges: The party will not receive the GP 
  value for this scroll if they use it up in an attempt to 
  cure Nadalie. 
   
  5: ZEECH’S DECLARATION OF SECESSION 
   
  All APLs: Loot 17 gp; Coin 0 gp; Magic 0 gp; 
  Total 17 gp. 
   
  6: BLAINE’S MERCY 
   
  APL 2: Loot 38 gp; Coin 167 gp; Magic 75 gp; 
  potion of bull’s strength x3 (25 gp each); Total 280 gp. 
   
  APL 4: Loot 236 gp; Coin 133 gp; Magic 50 gp; 
  potion of bull’s strength x2 (25 gp each); Total 419 gp. 
   
  APL 6: Loot 236 gp; Coin 100 gp; Magic 174 gp; 
  potion of bull’s strength x2 (25 gp each), oil of extend 
  spell infernal wound x2 (62 gp each); Total 510 gp. 
   
  APL 8: Loot 236 gp; Coin 0 gp; Magic 1,008 gp; 
  potion of bull’s strength x2 (25 gp each), oil of extend 
  spell infernal wound x2 (62 gp each), +1 adamantine 
  lance x2 (417 each); Total 1,244 gp. 
   
  TOTAL POSSIBLE TREASURE 
   
  APL 2: Loot 55 gp; Coin 247 gp; Magic 212 gp; 
  Total 514 gp. 
   
  APL 4: Loot 397 gp; Coin 133 gp; Magic 187 gp; 
  Total 717 gp. 
   
  APL 6: Loot 253 gp; Coin 400 gp; Magic 311 gp; 
  Total 964 gp. 
   
  APL 8: Loot 766 gp; Coin 0 gp; Magic 1,145; 
  Total 1,911 gp. 
   
  Note to judges: The party can earn slightly more GP 
  than is allowed for the APL cap. The AR lists the 
  maximum GP rewards for the adventure.  
   
  ADVENTURE RECORD 
  Knight of Redhand: If you have the “Squire of Redhand” 
  AR entry (BDK6-09 To Bleed or to Die), that entry is void 
  and you are promoted to Knight of Redhand. You have free 
  luxury lifestyle in any scenario that begins in Redhand and 
  you gain a +2 Great Renown bonus to your leadership score 
  when attracting a Lawful Good Citizen of Redhand paladin of 
  Heironeous cohort. 
   
  Service to Redhand: Gain the following: 
  ___Regional access to one of the following: axiomatic 
  and shock weapon upgrades, boots of speed, any one 
  item of any APL on this AR,  
  ___Receive the title of Squire of Redhand as well as 
  access to a half-price mansion or grand house along 
  with accompanying lands. Gain a +1 Renown bonus to 
  Leadership when recruiting a Lawful Good Citizen of 
  Redhand paladin of Heironeous cohort (Requires PC to be 
  a Defender of Morannon Keep, or Citizen of Redhand). 
   
  Hero of the Brotherhood: You gain free standard 
  upkeep in adventures set in Redhand, as the revived 
  Brotherhood pays your way. In addition, you gain 
  regional access to any two of the following items: hat 
  of disguise, ring of mind shielding, lesser rod of silent 
  spell, rod of silent spell, wand of invisibility, wand of 
  protection from evil, wand of silence, vest of escape. 
   
  Members of the Brotherhood also gain regional 
  access to any one of the following items (circle now): 
  holy weapon enhancement, medallion of thoughts, ring 
  of invisibility, ring of x-ray vision, staff of healing.  
   
  Cell members are automatically upgraded to senior 
  cell members, regardless of prerequisites. 
   
  Evil Eye of Lindroos: One time only, this character 
  can use true strike as a spell-like ability. Activating this 
  ability is a standard action requiring only a wink. 
  Because of the infernal origin of this ability, its use 
  counts as an evil act. Mark this favor VOID when used. 
   
  A Friend in the Church of Iuz: Atynia Rosehue ran 
  away from home and joined the Church of Iuz. She will 
  use her newfound influence there to reduce your WCI 
  score by 2 Dissenter level points. 
   
  ITEMS FOUND DURING THE ADVENTURE 
  APL 2: 
  • Divine scroll of heal (Adventure; DMG) 
  • Arcane scroll of Silent Spell sleep mote (Adventure; 
  DMG; Sandstorm 121, CL 11; 1,125 gp) 
  • Arcane scroll of Silent Spell power word fatigue 
  (Adventure; DMG; Races of the Dragon 115, CL 
  3; 150 gp) 
  • Divine scroll of Silent Spell silence (Adventure; 
  DMG; CL 5; 375 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • Masterwork snap-tong (Adventure; FC1; 550 gp) 
  • Masterwork tri-blade (Adventure; FC1; 335 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • Oil of Extend Spell infernal wound (Adventure; 
  DMG, Spell Compendium; CL 5, 750 gp) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • +1 adamantine lance (Adventure; DMG; 5,010 gp) 
  • Large masterwork composite longbow (+6 Str) 
  (Adventure; PHB; 1,000 gp) 
   
  
   
  ALL APLS 
  1: THE GATES OF ALHASTER 
  AT Y N I A R O S E H U E 
   
   
  CR  1 
  Female human (Oer) cleric 1 
  CN Medium humanoid (human) 
  Init -1; Senses Listen +3, Spot +3 
  Aura faint chaos, faint evil (PH, page 218) 
  Languages Common, Abyssal  
  AC 12, touch 9, flat-footed 12 
   (-1 Dex, +3 armor) 
  hp 5 (1 HD) 
  Fort +3, Ref -1, Will +6 
  Speed 30 ft. in studded leather (6 squares) 
  Melee unarmed strike +0 (1d3)  
  Base Atk +0; Grp +0 
  Special Actions rebuke undead 
  Combat Gear divine scroll of cure light wounds, oil 
  of bless weapon, divine scroll of protection from 
  evil, arcane scroll of fly 
  Cleric Spells Prepared (CL 2nd): 
   
  1st—D: disguise self (DC 13), bless, magic 
  weapon 
   
  0—detect magic, cure minor wounds (x2) (DC 
  11) 
  D: Domain spell. Deity: Iuz. Domains: Trickery, 
  Mind 
  Abilities Str 10, Dex 8, Con 12, Int 13, Wis 15, Cha 
  14  
  Feats Divine Ward*, Iron Will 
  Skills Bluff +8, Knowledge (the planes) +5, 
  Knowledge (religion) +5, Sense Motive +9 
  Possessions combat gear plus home-made holy 
  symbol of Iuz, trail rations (2 weeks), canteen 
  with water, a small lock, a small key, Player 
  Handout 3, divine scroll of heal, potion of owl’s 
  wisdom 
  Turn Undead (Su) 6/day; 1d20+2/2d6+4 
   
  Physical Description: Short and lean, this teen-aged 
  human female wears tight studded leather armor 
  under a black leather cloak decorated with playful 
  kittens and grinning skulls. She wears black army 
  boots with pink shoelaces. Her jet-black hair falls 
  just above her shoulders with her bangs forming a 
  ragged line above her hollow eyes. Black 
  mascara, black-and-red eyeshadow, black eyeliner 
  and black lipstick stand in stark contrast to her 
  amazingly pale skin. Around her neck are a 
  spiked collar and a symbol of a grinning skull. 
  Dangling from each ear are a half-dozen tiny 
  silver earrings. Her lips are drawn back in an 
  expression of wry amusement, but the smile does 
  not reach her eyes. 
   
  For Atynia’s voice, use a deadpan delivery 
  with lots of irony. 
   
  Note for judges: A cleric of an evil deity will radiate 
  evil, even if the cleric herself is neutral. See the 
  detect evil spell for details. If the party uses detect 
  evil on Atynia, make sure to follow the rules for 
  studying the subject for three rounds before revealing 
  that she radiates a faint aura of evil. 
   
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  APL 4 
  1: THE GATES OF ALHASTER 
  R U T T E R K I N 
   
   
   
  CR  3 
  CE Medium outsider (tanar’ri, extraplanar, evil, 
  chaotic) 
  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 
  Abilities Str 14, Dex 15, Con 17, Int 9, Wis 12, Cha 
  10 
  SQ Damage reduction 5/cold iron or good, 
  darkvision 60 ft., immunity to electricity and 
  poison, resistance to acid 10, cold 10, fire 10, 
  summon tanar’ri, telepathy 100 ft. 
  Feats Exotic Weapon Proficiency (snap-tong), 
  Exotic Weapon Proficiency (tri-blade) 
  Skills Balance +4, Climb +10, Intimidate +8, Jump 
  +12, Listen +9, Move Silently +10, Spot +9, 
  Tumble +12 
  Possessions masterwork snap-tong, 5 tri-blades 
  Summon Tanar’ri (Sp) Once per day, a rutterkin can 
  attempt to summon can attempt to summon 1 
  rutterkin or 1d6 dretches with a 35% chance of 
  success. This ability is the equivalent of a 3rd level 
  spell (CL 5th).  
  Rutterkin Weapons 
   
  A rutterkin’s double axe has the same weapon 
  statistics as an orc double axe. In addition, a rutterkin 
  can use a snap-tong or a three-armed blade. 
   
  Snap-Tong: Many rutterkins carry this large 
  exotic weapon rather than a double axe. A snap-tong 
  deals 2d6 points of piercing damage, threatens a 
  critical hit on a 20, and deals double damage on a 
  critical hit. A wielder that hits an opponent of Small 
  to Large size may 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 2d6 points of damage each round 
  the hold is maintained. All rutterkins are proficient in 
  the use of this weapon. 
   
  Three-Armed Blade: This exotic ranged weapon 
  is a 1-foot wide, three-bladed wedge that is launched 
  from a slinglike device. It has a range increment of 
  20 feet and deals 1d10 points of slashing damage. It 
  threatens a critical hit on a 20 and deals double 
  damage on a critical hit. All rutterkins are proficient 
  in its use. 
   
  6: BLAINE’S MERCY 
  H E L L  H O U N D  S Q U AD M E M B E R 
   
  CR  2 
  Female human (Oer) fighter 2 
  LN Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Goblin  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor); can use Ride skill (DC 15) to 
  get cover from mount for +4 AC 
  hp 14 (2 HD) 
  Fort +5, Ref +1, Will +0 
  Speed 20 ft. in banded (4 squares), base movement 
  30 ft. 
  Melee masterwork lance +5 (1d8+3/x3) or 
  Melee armor spikes +4 (1d6+2)  
  Ranged mwk composite longbow (+2 Str) +5 
  (1d8/x3) 
  Base Atk +2; Grp +4 
  Combat Gear 20 arrows, potion of bull’s strength 
  Abilities Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 
  8  
  Feats Mounted Combat, Quick Draw, Ride-By 
  Attack, Spirited Charge  
  Skills Ride +10, Handle Animal +4, Knowledge 
  (local) +2, Ride +4, Swim -2 
  Possessions combat gear, riding straps, ride kit, 
  riding saddle 
   
  Power-Up Suite (Potion – bull’s strength):  
  Melee masterwork lance +7/x3) or 
  Melee (Mounted Lance Charge) mwk lance +9  
  (3d8+18/x5) 
  Ranged mwk composite longbow (+2 Str) +5 
  (1d8+2/x3)  
  Physical Description: This mounted cavalry soldier 
  is clad in well-polished banded armor. Her spike-
  heeled leather-riding boots are in the stirrups of a 
  high-quality leather saddle bearing Major Blaine’s 
  symbol. Her hair is cut in a single strip running 
  from the back of her shaved skull to her front, and 
  her armor spikes look like a Hell Hound horn 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
  Page 20 
  
   
  protruding 
  from 
  her 
  forehead. 
  Her 
  olive 
  complexion indicates her Oeridian ancestry. 
   
   
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  APL 6 
  1: THE GATES OF ALHASTER 
  J U V E N I L E  N AB AS S U 
   
   
  CR  5 
  The demon's body is tall and sinewy. The head is 
  long, with small horns and ears like a bat's. Its teeth 
  are practically tusks, set in a mouth that seems too 
  large for its head. Its eyes glow with a hateful yellow 
  light. Its long fingers end in equally long talons, and 
  scales cover its wings and skin. Tufts of black fur 
  stud the tops of its shoulders. The demon's back and 
  arms are dull black, while the chest and belly are a 
  sickly dirty gray. 
   
  CE Medium outsider (chaotic, evil, extraplanar, 
  tanar’ri) 
  Init +6; Senses darkvision 60 ft.; Listen +10,  
  Spot +10 
  Languages Abyssal, Common; telepathy 100 ft. 
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +6 natural)  
  hp 52 (5 HD); DR 5/cold iron or good 
  Immune electricity and poison 
  Resist acid 10, cold 10, fire 10; SR 16 
  Fort +10, Ref +6, Will +8 
  Speed 40 ft. (8 squares), fly 60 ft. (average) 
  Melee bite +11  (1d8+6) and  
   
  2 claws +6 (1d4+3) 
  Base Atk +5; Grp +11 
  Atk Options sneak attack +2d6 
  Special Actions death-stealing gaze, feed 
  Spell-Like Abilities (CL 5th): 
   
  At will—darkness, obscuring mist 
  Abilities Str 22, Dex 14, Con 22, Int 14, Wis 15, Cha 
  17  
  SQ camouflage, tanar’ri traits 
  Feats Improved Initiative, Iron Will 
  Skills Bluff +11, Concentration +14, Diplomacy +5, 
  Hide +10 (+18 in underground or barren 
  environments), 
  Intimidate 
  +13, 
  Jump 
  +16, 
  Knowledge (local – Iuz) +10, Listen +10, Move 
  Silently +10, Spot +10, Tumble +12 
  Camouflage (Ex): A juvenile nabassu has the ability 
  to change the coloration of its flesh between 
  various shades of black, grey, and brown. As a 
  result, it gains a +8 circumstance bonus on Hide 
  checks 
  made 
  in 
  underground 
  or 
  barren 
  environments. 
  Death-Stealing Gaze (Su): 30 feet, Fort DC 15 
  negates, bestows 1 negative level. Any humanoid 
  creature drained to 0 levels by the juvenile 
  nabassu’s 
  death-stealing 
  gaze 
  dies 
  and 
  is 
  immediately transformed into a ghoul (MM 119) 
  under the nabassu’s permanent command. The 
  death-stealing gaze has no effect on creatures that 
  are not humanoids. The save DC is Charisma-
  based. 
  Feed (Su): A juvenile nabassu can feed on the body 
  of a helpless living humanoid, devouring both its 
  flesh and life force. To do so, the nabassu makes a 
  coup de grace attack against the humanoid 
  creature; this provokes an attack of opportunity 
  from any creatures that threaten it. If the victim is 
  slain by the coup de grace, a significant physical 
  portion of its body is eaten by the nabassu while 
  the remaining portions quickly rot away to a foul-
  smelling paste. This prevents any form of raising or 
  resurrection that requires part of the corpse. A 
  wish, miracle, or true resurrection can restore a 
  devoured victim to life. 
   
  For every three humanoids the juvenile nabassu 
  devours in this fashion, it gains the following 
  benefits: +1 profane bonus to its natural armor, 
  attack rolls, saving throws, skill checks, and ability 
  checks; +5 hit points, +1 effective level. 
   
  A juvenile nabassu that devours 30 humanoids in 
  this fashion loses the above benefits and instantly 
  transforms into a mature nabassu. On its next turn, 
  the newly matured nabassu plane shifts back to the 
  Abyss with any items currently in its possession, 
  abandoning its ghoul minions.  
  Source: Fiendish Codex I: Hordes of the Abyss, pg 
  48.  
   
  6: BLAINE’S MERCY 
  H E L L  H O U N D  S Q U AD M E M B E R 
   
  CR  3 
  Female human (Oer) barbarian 1/fighter 2 
  N Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Goblin  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor); can use Ride skill (DC 15) to 
  get cover from mount for +4 AC 
  hp 21 (3 HD) 
  Fort +7, Ref +1, Will +0 
  Speed 30 ft. in banded (4 squares), base movement 
  40 ft. 
  Melee masterwork lance +6 (1d8+3/x3) or 
  Melee armor spikes +5 (1d6+2)  
  Ranged mwk composite longbow (+2 Str) +5 
  (1d8/x3) 
  Base Atk +2; Grp +4 
  Combat Gear 20 arrows, potion of bull’s strength, 
  oil of extend spell infernal wound 
  Abilities Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 
  8  
  Feats Mounted Combat, Quick Draw, Power Attack, 
  Ride-By Attack, Spirited Charge  
  Skills Handle Animal +5, Knowledge (local) +5, 
  Ride +11, Swim -8 
  
   
  Possessions combat gear, riding straps, ride kit, 
  riding saddle 
   
  Power-Up Suite (Rage, Potion – bull’s strength): 
  Melee masterwork lance +10 (1d8+6) or 
  Melee (Mounted Lance Charge) +1 adamantine 
  lance +12  (3d8+18/x5) 
  Ranged mwk composite longbow (+2 Str) +6 
  (1d8+2/x3) 
  Mounted Lance Charge +1 adamantine lance +12  
  (3d8+18/x5) 
  Physical Description: This mounted cavalry soldier 
  is clad in well-polished banded armor. Her spike-
  heeled leather riding boots are in the stirrups of a 
  high-quality leather saddle bearing Major Blaine’s 
  symbol. Her hair is cut in a single strip running 
  from the back of her shaved skull to her front, and 
  her armor spikes look like a Hell Hound horn 
  protruding 
  from 
  her 
  forehead. 
  Her 
  olive 
  complexion indicates her Oeridian ancestry. 
   
   
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  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  APL 8
  1: THE GATES OF ALHASTER 
  ARM ANI TE 
  CR  7 
  CE Large outsider (tanar’ri, extraplanar, evil, chaotic) 
  Init +0; Senses darkvision 60 ft.; Listen +13, Spot 
  +13 
  Languages Abyssal, telepathy 100 ft. 
  AC 23, touch 9, flat-footed 23 
   (-1 size, +0 Dex, +8 armor, +6 natural) 
  hp 85 (9 HD); 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 plate armor (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+7/19-20/x2) and 
  hooves +8 (1d6+2) 
  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 
  Abilities Str 20, Dex 11, Con 20, Int 8, Wis 12, Cha 
  13 
  SQ Damage reduction 10/cold iron or good, 
  darkvision 60 ft., immunity to electricity and poison, 
  resistance to acid 10, cold 10, fire 10, telepathy 
  100 ft. 
  Feats Improved Bull Rush, Power Attack, Run, Track 
  Skills Intimidate +13, Jump +17, Listen +13, Search 
  +11, Spot +13, Survival +13, Tumble +8 
  Possessions 
  full 
  plate, 
  masterwork 
  lance, 
  masterwork heavy flail, composite longbow (Str +5) 
  with 20 arrows 
  Physical 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. 
   
  6: BLAINE’S MERCY 
  H E L L  H O U N D  S Q U AD M E M B E R 
   
  CR  6 
  Female human (Oer) barbarian 1/fighter 5 
  N Medium humanoid (human) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Goblin  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +6 armor), can use Ride skill (DC 15) to 
  get cover from mount for +4 AC 
  hp 41 (6 HD) 
  Fort +8, Ref +2, Will +1 
  Speed 30 ft. in banded (4 squares), base movement 
  40 ft. 
  Melee +1 adamantine lance +5 (1d8+4/x3) or 
  Melee (Mounted Lance Charge, with Shock 
  Trooper/heedless charge and full Power Attack) 
  +1 adamantine lance +11 (3d8+45/x5) or 
  Melee armor spikes +8 (1d6+2/20)  
  Ranged mwk composite longbow (+2 Str) +8 
  (1d8+2/x3) 
  Base Atk +2; Grp +4 
  Combat Gear 20 arrows, potion of bull’s strength, 
  oil of extend spell infernal wound 
  Abilities Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 
  8  
  Feats Improved Bull Rush, Mounted Combat, Power 
  Attack, Quick Draw, Ride-By Attack, Shock 
  Trooper, Spirited Charge 
  Skills Climb +1, Handle Animal +8, Knowledge 
  (local) +8, Listen +4, Ride +15, Sense Motive +1, 
  Swim -7 
  Possessions combat gear, riding straps, ride kit, 
  riding saddle 
   
  Power-Up Suite (Rage and Potion – bull’s 
  strength):  
  hp 53 
  Melee +1 adamantine lance +13  (1d8+4/x3) 
  Melee (Mounted Lance Charge with Shock 
  Trooper/heedless charge and full Power Attack) 
  +1 adamantine lance +14  (3d8+66/x5) 
  Ranged mwk composite longbow (+2 Str) +8 
  (1d8+2/x3) 
  Physical Description: This mounted cavalry soldier 
  is clad in well-polished banded armor. Her spike-
  heeled leather riding boots are in the stirrups of a 
  high-quality leather saddle bearing Major Blaine’s 
  symbol. Her hair is cut in a single strip running 
  from the back of her shaved skull to her front, and 
  her armor spikes look like a Hell Hound horn 
  protruding 
  from 
  her 
  forehead. 
  Her 
  olive 
  complexion indicates her Oeridian ancestry. 
   
  7B: INFILTRATING CASTLE ALHASTER 
  G L I T T E R F I RE 
  CR  6 
  N Medium ooze (living spell) 
  Init +0; Senses blindsense 60 ft.; Listen +13, Spot 
  +13 
  Languages none 
  AC 13, touch 13, flat-footed 10 
   (+3 deflection, +0 Dex) 
  hp 32 (5 HD)  
  DR 10/magic 
  
   
  Immune poison, sleep effects, paralysis, polymorph, 
  and stunning 
  SR 15 
  Fort +5, Ref +4, Will +4 
  Speed 40 ft. (8 squares), base movement 40 ft. 
  Melee Slam +4 melee (1d4+1 plus 5d6 fire plus 
  glitterdust) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4 
  Atk Options Engulf 
  Special Actions fireball, glitterdust 
  Abilities Str 13, Dex 10, Con 13, Int —, Wis 10, Cha 
  13 
  Physical Description: A low cloud of bright, crackling 
  motes of light move along the ground, causing tiny 
  explosions in its wake. 
  Source: Monster Manual III, page 92. 
   
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  DIVINE WARD 
  You create a channel of divine energy between 
  yourself and a willing ally. This link allows you to 
  cast upon him from greater than normal range. 
   
  Prerequisite: Ability to turn or rebuke undead. 
   
  Benefit: Once every 24 hours, you can spend 10 
  minutes creating a magical ward between you and 
  one willing target. For the rest of the 24-hour period, 
  you can increase the range of a touch spell to short 
  range (25 feet + 5 feet per 2 caster levels) if you 
  target the creature, and only the warded creature. 
  When you cast a spell in this manner, you must spend 
  a turn or rebuke undead attempt. 
   
  You can create a ward between you and more 
  than one target, so long as you expend the necessary 
  time and turning attempts. You must expend an turn 
  or rebuke undead attempt to create each ward beyond 
  the first. 
   
  Source: PH2 89. 
   
  SHOCK TROOPER 
   
  Prerequisites: Improved Bull Rush, Power 
  Attack, base attack bonus +6 
   
  Benefit: The Shock Trooper feat enables the use 
  of three tactical maneuvers. 
   
  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, you can assign 
  any portion of the attack penalty from Power Attack 
  to your Armor Class instead, up to a maximum equal 
  to your base attack. 
   
  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 of 
  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 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. 
   
  Source: Complete Warrior 112. 
   
  ITEMS 
  Riding Straps: Armor equipped with riding straps is 
  specially fitted to allow the wearer maximum 
  maneuverability while riding. Armor with the straps 
  affixed grants a +1 circumstance bonus to Ride 
  checks. This bonus stacks with the bonus a military 
  saddle provides on Ride checks to stay in the saddle. 
   
  Source: Races of Stone 157. 
   
  MUNDANE EQUIPMENT 
  Snap-tong (FC1 p51): Exotic two-handed weapon; 
  Dmg (S) 1d8, Dmg (M) 1d10; Critical: x2; Weight: 
  10 lb.; Type: Piercing. 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. 
   
  Tri-blade (FC1 p51): Exotic ranged weapon; Dmg 
  (S) 1d6, Dmg (M) 2d4; Critical: x2; Weight: 3 lb., 
  Type: Slashing. 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. 
   
  SPELLS 
  INFERNAL WOUND 
  Transmutation [Evil] 
  Level: Cleric 2, sorcerer/wizard 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  You wave your hands over the blade and it takes on a 
  gray pallor. Its attacks will now leave a lingering, 
  painful memory in their wake. 
   
  A creature injured by a weapon with infernal wound 
  cast upon it loses 2 additional hit points each round 
  for the duration of the spell (regardless of how many 
  times it is struck during that time). The continuing hit 
  point loss can be stopped by a Heal check (DC 10 + 
  spell level + your relevant ability modifier), a cure 
  spell, or a heal spell. 
   
  Source: Spell Compendium 123. 
   
  POWER WORD FATIGUE 
  Enchantment (Compulsion) [Mind- 
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  Affecting] 
  Level: Sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature with 100 hp or less 
  Duration: See text 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  With a syllable, you sap vigor from your target. 
   
  You utter a single word of power that instantly 
  causes one creature of your choice to become 
  fatigued, whether the creature can hear the word or 
  not. (A fatigued creature instead becomes exhausted 
  for the spell’s duration, then reverts to being 
  fatigued.) The duration of the spell depends on the 
  target’s current hit point total, as shown below. Any 
  creature that currently has 101 or more hit points is 
  unaffected by power word fatigue. 
   
   
  Source: Races of the Dragon 115. 
   
  SLEEP MOTE 
  Enchantment (Compulsion) [Mind- 
  Affecting] 
  Level: Druid 5, sorcerer/wizard 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: 5-ft.-diameter sphere 
  Duration: 1 round/level; see text 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
   
  You create a dust devil composed of slumber-
  inducing particles. It flies at a speed of 30 feet per 
  round (perfect maneuverability), and you can 
  concentrate on controlling its every movement or 
  specify a simple program. Directing the vortex’s 
  movement is a move action, while changing its 
  programmed movement is a standard action. If you 
  Do not move or program the vortex, it merely stays at 
  rest, spinning and howling. The vortex dissipates if it 
  exceeds the spell’s range. 
   
  If the sleep mote enters a space with a creature, it 
  stops moving for the round and causes a magical 
  slumber to come upon any creature whose space it 
  completely engulfs that fails a Will saving throw 
  (thus, creatures larger than Medium size have 
  immunity to a sleep mote). Even on a successful Will 
  saving throw, affected creatures are sleepy, and take 
  a -2 penalty on all Wisdom, Intelligence, and 
  Charisma checks for the spell’s duration. 
   
  Sleeping creatures are helpless. Slapping or 
  wounding awakens an affected creature, but normal 
  noise does not. Awakening a creature is a standard 
  action (an application of the aid another action). 
  Sleep mote has no effect on unconscious creatures. 
   
  Arcane Material Component: A pinch of sand 
  and a live cricket. 
   
  Source: Sandstorm 121. 
   
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  APPENDIX 3: DRAMATIS PERSONAE 
  Below is a list of all the important NPCs appearing or 
  mentioned in this module. All of them are human. 
   
  PRINCE ZEECH 
  The long story of Prince Zeech is one of loyalty, 
  sedition and treachery. Once a lawful ruler in the 
  Shield Lands, a Knight of the Shield, and a follower 
  of Heironeous, he and his domain of Redhand broke 
  with the Shield Lands in 577 CY. In 579 CY, the 
  Shield Lands were invaded by the Horned Society; as 
  city after city fell, Prince Zeech and his forces stood 
  neutral by the sidelines. It was roughly during this 
  time that rumors of Zeech's conversion to Hextor 
  began to surface. Since then, Zeech has been quietly 
  unremitting in his devotion to the Oeridian god of 
  war and tyranny and emulates his patron in many 
  ways.  
   
  Of course, Zeech did not stop at neutrality; when 
  Iuz brought his forces to bear on the area during the 
  Greyhawk wars, Prince Zeech willingly swore fealty 
  to Iuz. For this, he was allowed to keep control of his 
  domain, with only nominal subservience to the four 
  Iuzian clerics of Balmund. His service to Iuz and his 
  minions has been outwardly loyal in the ensuing 
  years; however, recent events such as the Siege of 
  Hallorn and the formation of the Northern Alliance 
  have encouraged Prince Zeech toward secession once 
  again.  
   
  During the events of BDK5-08 Hirelings, Zeech 
  secured a pact of non-aggression with the Warfields 
  to the northwest. With his left flank thus secured, and 
  with Stoink and Dimre to his north as buffers against 
  Riftcrag, and Cranzer of Riftcrag apparently 
  occupied with the Johrase, Prince Zeech feels that 
  now is the perfect time to secede from Iuz's Empire. 
  Declaring 
  a 
  grand, 
  weeklong 
  celebration 
  to 
  commemorate his secession from the Shield Lands, 
  Zeech planned to cap the festival by seceding from 
  the Empire of Iuz when his populace is at their most 
  devoted. Commander Marionnen (the half-fiend 
  commander of Trallant Keep) attempted to intercede 
  by sending Mathos to assassinate Prince Zeech, but 
  adventurers stopped Mathos (in BDK6-09 To Bleed 
  or to Die). This delayed Prince Zeech’s secession 
  from the Empire of Iuz -- until now. 
   
  Prince Zeech is an effete ex-Shield Lands noble 
  and a worshiper of Hextor. Roleplay him as a dandy, 
  but keep in mind that his heart is cold as steel and 
  twice as hard. He is a Lawful Evil prince and he is 
  walking a fine line on a dangerous precipice.  
   
  He was first mentioned in the Living Greyhawk 
  Gazetteer and also appears in the Age of Worms 
  Adventure Path (which diverges from the Living 
  Greyhawk timeline). 
   
  ELHILBOR 
  The captain of Zeech's secret police, Elhilbor, is the 
  Prince's strongest supporter. Now that the nest of 
  rebel scum known as the Brotherhood of the 
  Sundered Axe has been largely dealt with, Elhilbor 
  has turned most his attention back to Prince Zeech 
  and his plans for secession.  
   
  He first appeared in BDK2-04 Rising Shadow. 
   
  ATYNIA ROSEHUE 
  Atynia is on the brink of running away from home to 
  join the Church of Iuz. If the party can help her deal 
  with her dysfunctional family, she might be 
  convinced not to leave home.  
   
  Atynia is a chaotic young lady in a lawful 
  household. She learned how to be a cleric from the 
  Hextorites, but she has not chosen Hextor as her 
  deity. Instead, she has decided that worshiping Iuz is 
  the most obvious path to power for a young lady in 
  the Bandit Kingdoms. Even though she is not evil, 
  she has selected Iuz as her patron deity, mostly 
  because he is the most powerful deity around. She 
  has not made contact with the Church of Iuz yet, but 
  she does greatly admire what she heard about a cleric 
  named Jaleena. 
   
  Atynia has been in secret communication with 
  the leader of the Brotherhood of the Sundered Axe 
  for two months. He contacted her after a divination 
  spell said he should. He has been trying to help this 
  troubled teen, but she does not know if she should 
  trust him. (After all, his organization is in tatters.) 
   
  Atynia is under the mistaken impression that 
  nobody loves her, that she is not important, that she 
  will not be missed if she leaves home. The fact that 
  everybody in town seems to know her and seems to 
  like her, and will usually let her pass without 
  question, should be a clue that she is mistaken. But 
  she is too wrapped up in herself to notice. 
   
  If questioned, Atynia will admit that she is on 
  the castle’s staff, caring for the Prince’s sister, 
  Nadalie. She is proud to say that she is Nadalie’s 
  favorite nurse, and Nadalie is the one person she will 
  miss when she leaves home. She wants to help her 
  friend, Nadalie, overcome her trauma and regain her 
  sanity. She sees Prince Zeech almost every day, but 
  they only talk about Nadalie.  
   
  Characters can use the Diplomacy skill to try to 
  convince her not to run away from home or not to 
  join the Church of Iuz or to change religions, or 
  
   
  players can just role-play these discussions without 
  having their PCs make skill checks. If the characters 
  (or the player) are particularly convincing, she can be 
  persuaded. Do not make it too easy, but do not make 
  it too difficult, either. She is an impressionable teen 
  and a party of friendly adventurers – especially a 
  party that includes women she can relate to – is just 
  what it would take to impress her. This can be 
  accomplished at any point during the adventure.  
   
  Atynia dresses in black and she speaks with a 
  deadpan, ironic inflection (goth/emo). She has whip 
  scars on her back from her father’s most severe 
  punishment, which he inflicted after he found her 
  homemade holy symbol of Iuz. 
   
  This is her first appearance in a scenario. 
   
  NADALIE 
  Sister of Prince Zeech. Long ago, Prince Zeech made 
  a pact with a most powerful devil. Nadalie witnessed 
  the unspeakable event of her parents souls and hearts 
  being ripped from their bodies and has been a bit off 
  ever since. Nadalie lived at her brother’s country 
  manor until a couple of years ago, but there was 
  some trouble with an angry mob and some evil 
  clerics. Now she lives in Castle Alhaster. 
   
  Nadalie’s best friend is Atynia Rosehue. 
   
  In the events of BDK2-04 Rising Shadow, a 
  group of adventurers protected Nadalie but failed to 
  restore the shadow oak at Wylro’s Folly, leading to 
  the awakening of That Which Sleeps. 
   
  She first appeared in BDK2-04 Rising Shadow. 
   
  ION ROSEHUE 
  This lawful neutral cleric of Hextor is trying to hold 
  his family together while dealing with an impending 
  civil war in Alhaster. As the adventure begins, he has 
  just sold his soul to a devil for the power to defend 
  the city against the upcoming attacks by Iuzians and 
  demons. He is proud of his contribution to the war 
  effort, but he is daunted by the afterlife that now 
  awaits him. 
   
  Ion is a scholar researching the history of holy 
  symbols and scourges for the church of Hextor. He 
  has a stable job at the new church in town and he is 
  widely respected in the community. 
   
  He and his rebellious daughter, Atynia, are often 
  arguing, sometimes fighting. He does not understand 
  what makes her so chaotic and he blames himself for 
  not being stricter. When he found her making a holy 
  symbol of Iuz, he whipped her with his scourge in 
  punishment. 
   
  He spies on Atynia, opening her mail and 
  eavesdropping on her conversations. He thinks this is 
  part of being a proper father. This shows his lack of 
  trust in her on several levels. 
   
  He is not an evil man and he truly loves his 
  family. But he is stubborn and he lacks the 
  interpersonal communication skills needed to talk to 
  and understand his rebellious daughter. 
   
  He can be convinced, by the Diplomacy skill 
  and/or good roleplaying, to soften up his approach to 
  Atynia and to try to welcome her back into the 
  family. He is really just clueless about how to bring 
  up a rebellious teen. He could use a good talking to, 
  if it can be done in a way that he does not lose face. 
   
  This is his first appearance in a scenario. 
   
  RAYLA ROSEHUE 
  Rayla is an obsessive neat freak. She loves 
  cleanliness and order. She wants her whole life to be 
  orderly and predictable, so she married a career man, 
  Ion, in the most orderly, lawful city in the region. Her 
  world is crumbing around her as her older daughter 
  rebels and her husband has literally sold his soul to 
  preserve their way of life. She is in denial about all of 
  that. On the outside, all is well, all is in order, and 
  everything is where it should be. On the inside, she is 
  absolutely terrified that everything important to her 
  in her life is about to be shattered and thrown into 
  chaos. (Which is exactly what happens, of course.) 
   
  Play her as calm and happy, but with a nervous 
  energy inside her that reveals her inner torment. 
   
  This is her first appearance in a scenario. 
   
  ZING ROSEHUE 
  Zing is the only sane person in a world gone mad, 
  and she knows it. Her sister is a goth/emo drama 
  queen, her mother is a loon, and her father cannot 
  bring his head out of his books long enough to see 
  his family disintegrating around him. But she knows 
  that if she speaks up, she will get in trouble. So she is 
  quiet. Her only solace is her devotion to archery. 
   
  This is her first appearance in a scenario. 
   
  SIR INGO 
  Knight of the Shield Lands and leader of the 
  Brotherhood of the Sundered Axe, he goes by 
  Jeromie in this adventure. 
   
  He first appeared in BDK2-01 The Gauntlet. 
   
  BROTHERHOOD OF THE SUNDERED AXE 
  (META−ORGANIZATION) 
  The Brotherhood of the Sundered Axe opposes 
  Prince Zeech and seeks the political return of the 
  Principality of Redhand back to the Shield Lands. 
  The Brotherhood owes its beginnings to Zeech's 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
  Page 29 
  
   
  decisions to first secede from the Shield Lands and 
  then join Iuz during the Greyhawk Wars. While most 
  of those who opposed the “Prince” were either slain 
  or exiled to the Shield Lands, a small number have 
  remained hidden in Redhand. Forming into small and 
  secretive cells, the Brotherhood had managed to keep 
  itself well hidden until the foolish actions of certain 
  PC members lead to the organization's discovery by 
  Elhilbor and his secret police. Now they have been 
  almost completely wiped out in Alhaster as well as 
  the majority of Redhand, and the executioners have 
  been kept busy hanging any members who were 
  caught alive.  
   
  Even the leader of the Brotherhood was not 
  immune to the purge; he was held in Prince Zeech’s 
  most secure prison, tortured daily so that the last few 
  agents and cells could be located and expunged. He 
  was rescued by adventurers (in BDK6-09 To Bleed 
  or to Die). 
   
  PRINCIPALITY OF REDHAND 
  Redhand is a feudal principality, currently under the 
  sway of Iuz. Prince Zeech is its titular ruler, but he 
  has sworn allegiance to Iuz. Alhaster is its capital 
  city. Major towns also include Kellswald, Pomfrey 
  and Trallant. It has three provinces, Alhaster, 
  Morannon and Trallant. Its population is chiefly 
  human, with orcs and goblinoids mixed in. 
  Hobgoblins in particular get along well in the Lawful 
  Evil region and are trusted by the human officers to a 
  great extent. 
   
  Redhand was once part of the Shield Lands, but 
  Redhand broke with the Shield Lands in 577 CY. In 
  579 CY, the Shield Lands were invaded by the 
  Horned Society. As city after city fell, Prince Zeech 
  and his forces stood neutral by the sidelines. For this, 
  he has never been forgiven by the Shield Landers. 
   
  Redhand is one of the most lawful and organized 
  fiefdoms of the Bandit Kingdoms. It prospers in part 
  because Prince Zeech has steered clear of open 
  warfare with his neighbors, relying instead on 
  treachery, diplomacy and back room deals to keep 
  Redhand safe. 
   
  CITY OF ALHASTER 
  Iuz’s only true port city on the Nyr Dyv, the “Lake of 
  Unknown Depths,” it is a nexus of trade. Perhaps 
  more importantly for Iuz, for years he ordered the 
  docks closed and the shipbuilders to only build 
  warships for his war effort. This put a huge strain on 
  the economics of the city, especially the Rhenee 
  traders. 
   
   
  Alhaster (Small City): Conventional; AL LE; 
  15,000 gp limit; Assets 3,900,000 gp; Population 
  5,200; Mixed (79% human, 9% hobgoblin, 5% 
  halfling, 3% elf, 2% dwarf, 1% gnome, 1%half-elf). 
   
  Authority Figures: Prince Zeech (LE male 
  human fighter/cleric [Hextor]). 
   
  Important Characters: Captain Elhilbor (LN 
  male human spymaster); Major Blaine (LN male 
  human cavalry officer).  
  EXPLORING ALHASTER 
  SHOPPING 
  Should the PCs need to re-supply, they can purchase 
  any Open item from the PHB or DMG with a cost of 
  15,000 gp or less. 
   
  BLOODY GRUNK’S 
  This is a small, seedy tavern in one of the nastier 
  parts of the city of Alhaster. The barkeep and owner 
  is a barrel-chested human named Bayard. He wears a 
  stained leather apron over his hirsute chest and red-
  dyed trousers. A once-white rag hangs from his belt. 
  He keeps a loaded heavy crossbow and a greatclub 
  under the bar. 
   
  SEAMAN’S WIDOW 
  This tavern is owned by Otha, a middle-aged woman 
  whose husband sailed out to sea 12 years ago and 
  never returned. She took what little cash they had 
  saved up and used it to turn their small home in the 
  harbor district into a tavern. While the ale wasn’t 
  particularly good, Otha’s a good cook, and had an 
  early clientele among the sympathetic sailors. Her 
  cooking skills brought in enough customers that she 
  was able to buy a nicer, waterfront building for her 
  tavern a few years ago. Otha has graying dark hair, 
  with a cheerful face that is uncommon in Alhaster. 
   
  REVENIRE 
  Owned by Vadim, an Attloi Rhennee, this dilapidated 
  tavern sees most of its custom from Rhennee in port 
  for a day or two before passing on, and other Attloi 
  like Vadim. Vadim is an overweight Rhennee man 
  who inherited this tavern from his father. He didn’t 
  particularly want to be a barkeep, but it was really the 
  only avenue open to him. His lack of interest has 
  taken its toll on the tavern his father built, and the 
  only thing that keeps customers in the tavern is the 
  cheap alcohol and the company of other Rhennee. 
  PCs who speak Rhopan will recognize that 
  “Revenire” translates to “the Return”, probably a 
  reference to the origins of the Rhennee on Oerth. 
   
   
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  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
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  DM AID #3: GATHERING INFORMATION 
  A Gather Information check takes 1d4+1 hours. The 
  DC of the check is 15. For each successful check, roll 
  1d6 and consult the chart below to randomly generate 
  a rumor. For each 5 full points by which the PC’s 
  Gather Information check beats the DC, add 1 to the 
  d6 roll, to a maximum of +3. Give the party that 
  number of rumors from this list: 
  1. 
  The clerics of Balmund have made a secret 
  deal with Zeech. The two plan to seize the 
  Duchy of the Artonsomay from the orcs that 
  run amok there. Zeech is announcing the 
  alliance at a festival to celebrate the 20th year 
  of his rule later in the week. (False.) 
  2. 
  Boneheart Cranzer is back! Ever heard of 
  him? He is an archmage of incredible power 
  who serves Old Wicked as governor of these 
  Bandit Lands. He hadn’t been seen for several 
  years but he just showed up again earlier this 
  year. He is a dastardly fellow. Folks say he is 
  personally responsible for the complete 
  destruction of that forest up north called the 
  Tangles. (True.) 
  3. 
  My neighbor’s daughter said that the Old 
  Wicked is pulling out of the Bandit 
  Kingdoms 
  to 
  concentrate 
  his 
  forces 
  somewhere else. She said that everybody 
  should be ready for rebellion. (True or appears 
  to be true.) 
  4. 
  The four priests of the Old One who rule here 
  in Balmund are supposed to answer to 
  Cranzer, but they are usually too busy 
  bickering with each other to answer to 
  anyone. Jaleena the Merciless is the most 
  powerful politically, but the warrior-priest 
  Hazakar Kogo could give her a run for her 
  money if he wanted. Xerenal the Outsider 
  and Norvin Blackteeth are the other priests 
  but neither have the clout Jaleena and 
  Hazakar have. As long as Balmund stays 
  divided, it is probably a ripe target for 
  neighbors like the Warfields or even Prince 
  Zeech. (True.) 
  5. 
  I hear that Prince Zeech keeps his very own 
  sister locked up in that there castle. She is got 
  something wrong in her head, that one. She 
  used to be kept out in the country, but Zeech 
  brought her back here after some trouble 
  with an angry mob. (Almost true.) 
  6. 
  You ever hear of Commander Marionnen, the 
  guy who runs the garrison in Trallant? Word 
  is he made an alliance with Prince Zeech. 
  They say he looks like a human, but that’s just 
  a farce. The secret is he is actually a cambion, 
  the spawn of a true demon! Nobody ever sees 
  his true form… well, nobody who’s lived to 
  tell about it anyway. A fiendish fellow like 
  that surely has some ambitious plan. I wonder 
  what it is. (True.) 
  7. 
  Nobody can touch Zeech! His right hand 
  man and captain of the secret police, Elhilbor, 
  keeps him up-to-speed on all the goings-on in 
  Redhand. You cannot spit on the ground 
  without old E’ knowing. He is got a number 
  of tricks up his sleeve. He even goes 
  incognito sometimes, sneaking about in 
  disguise and pretending like he is someone 
  else to foil plots against the prince. (True.) 
  8. 
  Jaleena the Merciless, one of the local rulers 
  here in Balmund, is fuming at an attempted 
  break-in of her temple a few months ago. 
  Security has been pretty tight around here 
  since then. The Iuzians are keeping a close 
  eye on the city gates and highway patrols 
  have been stepped up. Best to keep on your 
  guard. (True.) 
  9. 
  Do not tell anyone I said this, but I’ve heard 
  that Marionnen sent an assassin named 
  Malthos to kill Prince Zeech. You know about 
  that Marionnen ---- he is the ruler of Trallant. 
  (True.) 
  Gathering information about Atynia Rosehue: 
  DC 10 
  She is the eldest daughter of Ion Rosehue, an 
  important and respected religious scholar and 
  cleric of Hextor. (True.) 
  DC 20 
  She is changed in the last year, after her 
  grandmother died of old age. Atynia became 
  darker and started to dress strangely, but 
  everyone in town still loves her. (True.) 
  DC 25 
  Atynia worships the Old One! (True.) 
   
  Gathering information about Alhaster: 
  DC 10 
  Something big is coming soon. It probably 
  has to do with that new Church of Hextor. 
  (True.) 
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  DC 20 
  Did you hear? War is coming. Zeech is going 
  to secede from Old Wicked! (True.) 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
  Page 33 
  
   
  DM AID #4: ORDER VS. CHAOS, GOOD VS. EVIL 
  Greyhawk is all about shades of gray, good vs. evil, 
  order vs. chaos. While writing this adventure, I 
  implemented the concept of ‘‘Blood War on earth’’ as 
  the standard literary theme of order vs. chaos. 
   
  In the Intro, the characters are bringing order to 
  chaos by solving the lock-and-key puzzle.  
   
  In Encounter 1, the demons chaotically show up 
  early for the battle, to be met by the well-organized 
  gate guards. And we introduce the good vs. evil theme 
  when Atynia is revealed to worship an evil deity, the 
  divine enemy of all good characters in the Bandit 
  Kingdoms. 
   
  In Encounter 2, the chaotic Atynia accepts the box 
  in person, making the lock-and-key puzzle moot. 
  (Chaos does that ---- makes Law irrelevant.)  
   
  In Encounter 3, we see the orderly preparations 
  for the coming battle (and battles always mean chaos). 
  The spic-and-span order of the Rosehues’ neat, tidy 
  house contrasts with the mess of Atynia's room. Ion’s 
  sacrifice for his town and family contrasts with 
  Atynia's desire to run away from it all. I also had the 
  theme of rebellious daughter breaking away from her 
  domineering father as literary analogy for Zeech 
  breaking away from Heironeous long ago. 
   
  In Encounter 4, curing Nadalie is clearly bringing 
  order to her chaotic mind.  
   
  Encounter 5 is where we actually have demons 
  fighting devils, Iuzians fighting Hextorites. No literary 
  pretensions here ---- this is part of the real Blood War. 
   
  In Encounter 6, we have fire as a symbol of chaos 
  and the well-disciplined mounted cavalry troops as 
  symbols of law. The party rescues the Shield Landers 
  from the middle of that mess. 
   
  In Encounter 7, the sewage is another symbol of 
  chaos, and the adventurers wallowing in it is symbolic 
  of their role in changing Zeech's orderly life. (The 
  secret door that requires the Silent Spell feat is there 
  because the Brotherhood of the Sundered Axe has 
  been offering the Sudden Silent feat for a long time. 
  This is a little nod to the characters who selected that 
  feat.) 
   
  In Encounter 8, the order and structure of the 
  anagram puzzle is there to bring things back toward 
  law.  
   
  And in Encounter 9, we change it around to have 
  the lawful Prince Zeech make a good-vs.-evil choice 
  instead of law-vs.-chaos. That is how the Blood War 
  plays out ---- law and chaos, fighting eternally, but 
  hopefully, in the end, good wins over evil. 
   
  In the end, the Brotherhood of the Sundered Axe 
  cannot win for losing. If this lawful good organization 
  actually succeeded in their primary goal of deposing 
  lawful evil Prince Zeech and returned the Principality 
  of Redhand to the weakened Shield Lands, the full 
  force of Iuz’ wrath would quickly fall on Alhaster, 
  Zeech would be killed (or worse), and the Principality 
  would be lost to the forces of Iuz.  
   
  Instead, in the unlikely event that the adventurers 
  succeed, the BotSA accidentally aids Prince Zeech into 
  holding on to power, the Principality of Redhand will 
  not return to the Shield Lands, and Zeech will return 
  to worship Heironeous once again. (Notice that it is 
  divinations from Heironeous that drive the entire plot 
  here. The Arch-Paladin wants Zeech back as he knows 
  that he is not a lost cause.) 
   
  Zeech has always been opportunistic and patriotic. 
  According to Greyhawk canon, Zeech will make 
  whatever deal he needs to make, even changing 
  alignments, changing deities, and making deals with 
  enemies, to save the Principality of Redhand and to 
  hold onto power. So it only makes sense that he is 
  willing to do that one more time, this time for 
  Heironeous. 
   
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  DM MAP – ENCOUNTER 4 – MIDNIGHT TEARS 
   
   
   
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  DM MAP – ENCOUNTER 6 – NEBRIK’S CANDLE SHOP 
   
   
   
  The mounted cavalry NPCs begin the combat grouped in the northwest corner of the map. The PCs enter from the 
  east.  
   
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  DM MAP – ENCOUNTER 7A 
   
   
   
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  PLAYER HANDOUT 1 
  Brotherhood of the Sundered Axe members receive this during the Introduction. 
   
  Brother, 
   
  As you know by now, we are but a shadow of our former selves. 
  Although our numbers are diminished, our purpose remains. 
   
  Events are changing rapidly. Although we lack the manpower to 
  track down every clue we have about the coming storm, I need you 
  to gather some trusted friends and meet me at The Merry Dolphin 
  outside of Alhaster for a mission. 
   
  I have a divination from the Arch-Paladin that says that helping 
  a troubled teen will somehow help the entire region, but I am unsure 
  why.  
   
  By the Axe, 
  BL 
   
   
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
  Page 38 
  
   
  PLAYER HANDOUT 2 
  Citizens of Redhand or PCs who have Influence with the Brotherhood of the Sundered Axe receive this during the 
  Introduction. 
   
  Friends, 
   
  I represent a group that seeks the 
  downfall of the false ‘‘prince’’ 
  Zeech and a return of Redhand to 
  the 
  Shield 
  Lands. 
  Recently, 
  however, 
  our 
  organization 
  was 
  penetrated 
  by 
  Zeech’s 
  lapdog 
  Elhilbor, and many of our members 
  were captured by his secret police. 
  So we are but a shadow of our 
  former selves. 
   
  Through 
  much 
  gathering 
  of 
  knowledge, we have determined that 
  events are changing rapidly. But 
  due to the recent purges in our 
  organization, we lack the manpower 
  to track down every clue we have 
  about the coming storm. 
   
  I have a divination that says that 
  helping 
  a 
  troubled 
  teen 
  will 
  somehow help the entire region, but 
  I am unsure why. Please meet me at 
  The 
  Merry 
  Dolphin 
  outside 
  of 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
  Page 39 
  
   
  Alhaster. You will know me by my 
  golden locks. Please, Redhand needs 
  your help! 
   
  BL 
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  Page 40 
  
   
  PLAYER HANDOUT 3 
  Civics, Ms. White’s class  
   
   
   
   
  Homework #4 (Outline) 
   
  Research paper: The Role of Adventuring Parties in Local Politics – a timeline 
  By Atynia Rosehue 
   
  This research paper is on the history of Redhand and its struggle against Iuz, particularly focusing on situations where a small group 
  of adventurers made a difference in regional affairs. 
   
  It is hard to sort out the names of the adventurers. They often do not want to have their names widely known. So in this paper, I 
  have left out the names. No sense getting adventurers mad at me, as they tend to kill first and never ask questions. 
   
  CY 591: Zeech got married. A group of adventurers played a small role at his wedding. 
   
  CY 592: A group of adventurers protected Nadalie (who is Prince Zeech’s sister) but failed to restore the shadow oak at Wylro’s 
  Folly, leading in part to the awakening of some sort of sleeping dragon late in 596 CY. 
   
  CY 594: Major Blaine left Xavendra to work for Zeech, becoming his mounted cavalry captain. His daughter is a tramp. (Note 
  to self: Leave this out of the final paper!). 
   
  CY 593: A group of adventurers presented Prince Zeech with evidence that some smugglers had been eliminated, getting 
  Marionnen off Zeech’s back for a while. 
   
  CY 595: Chaos broke out on the docks of Alhaster regarding a bit of contraband on a Rhenee barge. A wizard named Malthos 
  Pe’handru was responsible but disappeared. Adventurers intervened, but it is unclear what the result was. (Our class was at the 
  docks that day, watching the shipbuilding. I watched one of the docks get blasted by a big ol’ ball of fire! It was spectacular! Those 
  poor hobbos!) 
   
  Later that same year, a group of adventurers escorted Zeech’s cousin from Redhand to negotiate a treaty with General Hok. 
  The delegation continued on to Rookroost to negotiate with the Northern Alliance. The delegate secured a non-aggression pact 
  between Zeech and Hok, but Xavendra sent the cousin’s head back in a box (my kind of woman!). 
   
  The Drinkers of the Cup of Midnight are supposed to be a secret organization, but almost everybody knows about them. They 
  negotiated some kind of treaty with Prince Zeech. But later events essentially destroyed the Drinkers, making the deal moot. 
  Morons. 
   
  CY 596: Malthos was captured and Zeech’s agents gained some sensitive documents from Jaleena, a priestess of Old Wickedness. 
  (She was scary in a good way, doesn’t take crap from no man!) 
   
  Later that year, Marionnen hired Malthos to assassinate Elhilbor, who is some kind of aid to Prince Zeech. A group of 
  adventurers aided Elhilbor. Malthos escaped. Marionnen was thwarted and Elhilbor is still at Zeech’s side. The adventurers 
  rescued some other idiot from Zeech’s prison. 
   
  CY 597: A Baklunish merchant was attacked in an alleyway, but her mercenary bodyguards totally beat the heck out of her 
  attackers. One of Jaleena’s altar boys was killed in the fight. 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
  Page 41 
  
   
  PLAYER HANDOUT 4 
  Atynia, 
   
  I agree that we should avoid your father’s spying on your mail. However, I am stumped as to what to do with the locked 
  box. I hope that this letter reaches you intact and that you can tell me what you intended. 
   
  It is difficult for me to find the words to express my deep and sincere sympathy for you and your family situation. I 
  encourage you to take a few more steps to resolve the conflicts in your home before you take the most drastic step of running 
  away. 
   
  I know it is hard for you to do, but you must face the differences between you and your parents. They care for you, in 
  their own way. And, even though your father’s punishments are far harsher than anybody should ever inflict, they show 
  that he has some twisted affection for you. If he truly didn’t care about you at all, he’d ignore you or avoid you. Or he’d 
  force you to leave home. Instead, in his own way, he cares. 
   
  From your letters, it seems that your mother and your sister care for you, too, again in their own way. But caring is 
  not enough. I hope that you can build on that caring relationship and learn how to communicate with them better and build a 
  relationship of trust and respect. Yes, some people do indeed have those relationships, even in these dark times. 
   
  Although it happened long ago, I’m very sorry to hear about your grandmother’s death. Here’s the reason I was 
  asking about your grandparents: I wish there were some benevolent figure in your lives who could mediate the central 
  disputes within your family, but my experience with power-seeking men like your father makes me believe that this will be 
  very difficult. It will take patience and courage. 
   
  As we’ve discussed before, the risks of the open road and the life of adventuring are great. Even with your father’s 
  wrath, I think that your life is not in danger at your home in the way that it would be at risk if you were to run away. There 
  is unrest everywhere in the lawless lands outside your home city. It is a dangerous life outside the city and your life is in 
  peril if you run away from home. Once you have completed your studies, I hope that you can travel the region and see for 
  yourself, but even that is fraught with danger. If you do so, be sure to choose your traveling companions carefully, for 
  many would seek to take advantage of one such as you. 
   
  You show remarkable insight and initiative for someone your age. I’m proud of your accomplishments in learning to be 
  a cleric. I applaud the way you have learned from the Scourge’s priests without falling under their evil spell. I know your 
  studies with them must have been difficult. You have demonstrated a good grasp of the basic knowledge of Oerth’s 
  religions. As for a choice of a deity, I know that my own patron is probably not the best choice for you. I hope you choose 
  the deity who matches your heart and your soul, but I do not believe that you have truly done so yet. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  -J 
  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
  Page 42 
  
   
  PLAYER HANDOUT 5 
  Herein is an oracular poem, the result of a divination with the Arch-Paladin. 
   
  A sturdy group will do quite 
  well 
  standing where muck and filth 
  they smell, 
  They’ll find the hidden way 
  Before the end of the hellish 
  day, 
  And pass inside with silent 
  spell. 
   
  At the throne room of the 
  Prince, 
  A wordy puzzle they will glimpse 
  But it might all be for naught 
  For they surely will be caught 
  And only a miracle will 
  convince. 
   
   
   
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  BDK8-01 The Scourge 
   
   
   
   
   
   
   
   
   
  Page 44 
  PLAYER HANDOUT 6 
  Found in Prince Zeech’s throne room: 
  Anagrams for ION ROSEHUE 
   
  Letters: EEHINOORSU 
   
  HEROINE SOU 
  REHOUSE ION 
  OSIER EON UH 
  OSIER ONE UH 
  HUE EROSION 
  HONOREE I US 
  HEREON I SOU 
  REHOUSE I NO 
  REHOUSE I ON 
  HERE ION SOU 
  SEINE HO OUR 
  SEINE OH OUR 
  SOIREE HO NU 
  SOIREE OH NU 
  SOIREE UH NO 
  SOIREE UH ON 
  SIREE OHO NU 
  SIREE OOH NU 
  NEE HOURI SO 
  ENSURE OHO I 
  ENSURE OOH I 
  ENURES OHO I 
  ENURES OOH I 
  ENURE OHO IS 
  ENURE OOH IS 
  ENURE OOHS I 
  ENURE SHOO I 
  REUSE HO ION 
  REUSE OH ION 
  REUSE OHO IN 
  REUSE OOH IN 
  SEE HOURI NO 
  SEE HOURI ON 
  SEE HONOUR I 
  SEE OHO RUIN 
  SEE OOH RUIN 
  SEE HOUR ION 
  HE NOISE OUR 
  HE ONEROUS I 
  HE ROUES ION 
  HE ROUSE ION 
  HE ROUE IONS 
  EH NOISE OUR 
  EH ONEROUS I 
  EH ROUES ION 
  EH ROUSE ION 
  EH ROUE IONS 
  HIE EON SOUR 
  HIE EON OURS 
  HIE ONE SOUR 
  HIE ONE OURS 
  HIE NOES OUR 
  HIE EONS OUR 
  HIE NOSE OUR 
  HIE ONES OUR 
  HIE ORE ONUS 
  HIE ROE ONUS 
  HIE ROUES NO 
  HIE ROUES ON 
  HIE ROUSE NO 
  HIE ROUSE ON 
  HIE ROUE SON 
  HIE ROUE NOS 
  HIE RUE SOON 
  HIRE EON SOU 
  HIRE ONE SOU 
  HEIR EON SOU 
  HEIR ONE SOU 
  HIES EON OUR 
  HIES ONE OUR 
  HIES ROUE NO 
  HIES ROUE ON 
  HONE IRE SOU 
  HONE ROUES I 
  HONE ROUSE I 
  HONE ROUE IS 
  HONES ROUE I 
  SHONE ROUE I 
  HOE REIN SOU 
  HOE INURE SO 
  HOE URINE SO 
  HOE SINE OUR 
  HOE OSIER NU 
  HOE IRE ONUS 
  HOE ROUES IN 
  HOE ROUSE IN 
  HOE ROUE SIN 
  HOE ROUE INS 
  HOE USER ION 
  HOE RUES ION 
  HOE RUSE ION 
  HOE SURE ION 
  HOE RUE IONS 
  HOE USE IRON 
  HOE SUE IRON 
  HERO USE ION 
  HERO SUE ION 
  HOER USE ION 
  HOER SUE ION 
  SHOE ROUE IN 
  SHOE RUE ION 
  HOES ROUE IN 
  HOES RUE ION 
  HOSE ROUE IN 
  HOSE RUE ION 
  HOUSE IRE NO 
  HOUSE IRE ON 
  HOUSE ORE IN 
  HOUSE ROE IN 
  HOUSE RE ION 
  HES ROUE ION 
  SHE ROUE ION 
  HUES ORE ION 
  HUES ROE ION 
  HUE NOISE OR 
  HUE OSIER NO 
  HUE OSIER ON 
  HUE IRE SOON 
  HUE SOONER I 
  HUE ORE IONS 
  HUE ROE IONS 
  HUE ROES ION 
  HUE SORE ION 
  HUE ORES ION 
  HUE ROSE ION 
  NOISE ORE UH 
  NOISE ROE UH 
  NOISE RUE HO 
  NOISE RUE OH 
  REIN USE OHO 
  REIN USE OOH 
  REIN SUE OHO 
  REIN SUE OOH 
  SINE ROUE HO 
  SINE ROUE OH 
  SINE RUE OHO 
  SINE RUE OOH 
  IRE NOOSE UH 
  EON ROUES HI 
  EON ROUSE HI 
  EON ROUE HIS 
  ONE ROUES HI 
  ONE ROUSE HI 
  ONE ROUE HIS 
  HIE ONEROUS 
  HEINOUS ORE 
  HEINOUS ROE 
  NOOSE RUE HI 
  NOES ROUE HI 
  EONS ROUE HI 
  NOSE ROUE HI 
  ONES ROUE HI 
  HERE I NO SOU 
  HERE I ON SOU 
  NEE HI OR SOU 
  NEE HI OUR SO 
  NEE HO I SOUR 
  NEE HO I OURS 
  NEE HO IS OUR 
  NEE OH I SOUR 
  NEE OH I OURS 
  NEE OH IS OUR 
  NEE RHO I SOU 
  NEE HOUR I SO 
  NEE OHS I OUR 
  NEE HOS I OUR 
  ENURE HO I SO 
  ENURE OH I SO 
  SEEN HO I OUR 
  SEEN OH I OUR 
  ENSUE HO I OR 
  ENSUE OH I OR 
  ERE HI NO SOU 
  ERE HI ON SOU 
  ERE HON I SOU 
  ERE HO I ONUS 
  ERE HO IN SOU 
  ERE HO ION US 
  ERE OH I ONUS 
  ERE OH IN SOU 
  ERE OH ION US 
  ERE OHO I NUS 
  ERE OHO I SUN 
  ERE OHO IN US 
  ERE OHO IS NU 
  ERE OOH I NUS 
  ERE OOH I SUN 
  ERE OOH IN US 
  ERE OOH IS NU 
  ERE OOHS I NU 
  ERE SHOO I NU 
  ERE UH I SOON 
  ERE UH ION SO 
  SERE OHO I NU 
  SERE OOH I NU 
  SEER OHO I NU 
  SEER OOH I NU 
  REUSE HO I NO 
  REUSE HO I ON 
  REUSE OH I NO 
  REUSE OH I ON 
  SEE HI NO OUR 
  SEE HI ON OUR 
  SEE HON I OUR 
  SEE HO IN OUR 
  SEE OH IN OUR 
  SEE OHO I URN 
  SEE OHO I RUN 
  SEE OOH I URN 
  SEE OOH I RUN 
  SEE HOUR I NO 
  SEE HOUR I ON 
  SEE UH ION OR 
  HE IRE NO SOU 
  HE IRE ON SOU 
  HE EON I SOUR 
  HE EON I OURS 
  HE EON IS OUR 
  HE ONE I SOUR 
  HE ONE I OURS 
  HE ONE IS OUR 
  HE NOES I OUR 
  HE EONS I OUR 
  HE NOSE I OUR 
  HE ONES I OUR 
  HE ORE I ONUS 
  HE ORE IN SOU 
  HE ORE ION US 
  HE ROE I ONUS 
  HE ROE IN SOU 
  HE ROE ION US 
  HE ROUES I NO 
  HE ROUES I ON 
  HE ROUSE I NO 
  HE ROUSE I ON 
  HE ROUE I SON 
  HE ROUE I NOS 
  HE ROUE IN SO 
  HE ROUE IS NO 
  HE ROUE IS ON 
  HE RE ION SOU 
  HE RUE I SOON 
  HE RUE ION SO 
  HE USE ION OR 
  HE SUE ION OR 
  EH IRE NO SOU 
  EH IRE ON SOU 
  EH EON I SOUR 
  EH EON I OURS 
  EH EON IS OUR 
  EH ONE I SOUR 
  EH ONE I OURS 
  EH ONE IS OUR 
  EH NOES I OUR 
  EH EONS I OUR 
  EH NOSE I OUR 
  EH ONES I OUR 
  EH ORE I ONUS 
  EH ORE IN SOU 
  EH ORE ION US 
  EH ROE I ONUS 
  EH ROE IN SOU 
  EH ROE ION US 
  EH ROUES I NO 
  EH ROUES I ON 
  EH ROUSE I NO 
  EH ROUSE I ON 
  EH ROUE I SON 
  EH ROUE I NOS 
  EH ROUE IN SO 
  EH ROUE IS NO 
  EH ROUE IS ON 
  EH RE ION SOU 
  EH RUE I SOON 
  EH RUE ION SO 
  EH USE ION OR 
  EH SUE ION OR 
  HIE EN OR SOU 
  HIE EN OUR SO 
  HIE EON OR US 
  HIE ONE OR US 
  HIE ORE NO US 
  HIE ORE ON US 
  HIE ORE NU SO 
  HIE ROE NO US 
  HIE ROE ON US 
  HIE ROE NU SO 
  HIE RE NO SOU 
  HIE RE ON SOU 
  HIE RUE NO SO 
  HIE RUE ON SO 
  HIE USE NO OR 
  HIE USE ON OR 
  HIE SUE NO OR 
  HIE SUE ON OR 
  HEN ORE I SOU 
  HEN ROE I SOU 
  HEN ROUE I SO 
  HONE ORE I US 
  HONE ROE I US 
  HONE RE I SOU 
  HONE RUE I SO 
  HONE USE I OR 
  HONE SUE I OR 
  HOE IRE NO US 
  HOE IRE ON US 
  HOE IRE NU SO 
  HOE EN I SOUR 
  HOE EN I OURS 
  HOE EN IS OUR 
  HOE RUNE I SO 
  HOE ENS I OUR 
  HOE ORE I NUS 
  HOE ORE I SUN 
  HOE ORE IN US 
  HOE ORE IS NU 
  HOE ROE I NUS 
  HOE ROE I SUN 
  HOE ROE IN US 
  HOE ROE IS NU 
  HOE ROES I NU 
  HOE SORE I NU 
  HOE ORES I NU 
  HOE ROSE I NU 
  HOE RE I ONUS 
  HOE RE IN SOU 
  HOE RE ION US 
  HOE USER I NO 
  HOE USER I ON 
  HOE RUES I NO 
  HOE RUES I ON 
  HOE RUSE I NO 
  HOE RUSE I ON 
  HOE SURE I NO 
  HOE SURE I ON 
  HOE RUE I SON 
  HOE RUE I NOS 
  HOE RUE IN SO 
  HOE RUE IS NO 
  HOE RUE IS ON 
  HOE USE I NOR 
  HOE USE IN OR 
  HOE SUE I NOR 
  HOE SUE IN OR 
  HERO EN I SOU 
  HERO EON I US 
  HERO ONE I US 
  HERO USE I NO 
  HERO USE I ON 
  HERO SUE I NO 
  HERO SUE I ON 
  HOER EN I SOU 
  HOER EON I US 
  HOER ONE I US 
  HOER USE I NO 
  HOER USE I ON 
  HOER SUE I NO 
  HOER SUE I ON 
  SHOE EN I OUR 
  SHOE ORE I NU 
  SHOE ROE I NU 
  SHOE RUE I NO 
  SHOE RUE I ON 
  HOES EN I OUR 
  HOES ORE I NU 
  HOES ROE I NU 
  HOES RUE I NO 
  HOES RUE I ON 
  HOSE EN I OUR 
  HOSE ORE I NU 
  HOSE ROE I NU 
  HOSE RUE I NO 
  HOSE RUE I ON 
  HOUSE EN I OR 
  HOUSE RE I NO 
  HOUSE RE I ON 
  HER EON I SOU 
  HER ONE I SOU 
  HES EON I OUR 
  HES ONE I OUR 
  HES ROUE I NO 
  HES ROUE I ON 
  SHE EON I OUR 
  SHE ONE I OUR 
  SHE ROUE I NO 
  SHE ROUE I ON 
  HUES EON I OR 
  HUES ONE I OR 
  HUES ORE I NO 
  HUES ORE I ON 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BDK (Bandit Kingdoms)/BDK8-01 The Scourge (3E).pdf