TEXT: GRM1-07
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  Version 1
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  Blurb: The Church of St. Cuthbert in Shiboleth is looking for a few noble souls with your talents to
  help them out in the Dim Forest. But what’s this? Someone else seeks your help for the same purpose?
  It looks like somebody’s going to be disappointed. An adventure for characters level 3-10.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f 
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  Lesser of Two Goods
  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  D ung eo ns & D ra g ons ® g a m e.  A f our -ho ur t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be cl ose r 
  t o t hre e hour s. The re s t of t he t im e is sp e nt in
  pr e pa ra t io n be f o re g a m e pl a y,  a nd sc ori ng a f te r 
  t he g a m e.  The f oll ow ing g uid el ine s a re he re t o
  he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing 
  se g m e nt of t he g a m e.  Re a d t his pa g e ca r ef ull y so 
  t ha t y ou kno w a nd ca n co m muni ca t e t o y our 
  pl a ye r s t he spe c ia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s sc e nar io
  w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing , but 
  pr int ing it si ngl e si de d w ill w ork a s w e ll. The r e is 
  e noug h ro om a lo ng t he ins ide m a rg in t o bi nd t he 
  a dv e nt ure , if y ou de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st onc e be f o re 
  y ou run y our  g a m e.  B e sur e t o f a mi lia ri ze y our se lf 
  w it h a ny sp e cia l rul es , sp e lls,  or  e qui pm e nt
  pr e se nt e d in t he a dv e nt ure . It m a y he lp t o
  hig hli ght pa r ti cula rl y im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e a lso 
  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 ,
  d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p pa p e r, a 
  pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our  se ns e of 
  f un. It is  a lso a g oo d id e a t o ha v e a w a y t o t ra ck 
  m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s
  a pa d of g ra p h pa p e r a nd a pe nc il, a s ha ndy a s a 
  v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s re s in
  dung e o n w a lls a nd m inia t ure s. 
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our 
  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt.  A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of 
  him or  he r. The t a g sho uld ha v e t he pl a ye r ’s na m e 
  a t t he bo t to m , a nd t he cha r ac t er ’s na m e , ra c e,  a nd
  g e nde r a t t he t op . Thi s m a ke s it e a sie r  f or  t he 
  pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is 
  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt 
  a nd w e ap ons  
  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s a re 
  not f re e t o co nsult t he D ung eo n Ma s te r ’s Guid e 
  w he n co nf ront e d w it h a t ra p or  ha z a rd,  or  t he 
  Mo nst e r Ma nua l w he n co nf ront e d w it h a  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or t he 
  pl a ye r s w ill be in g ra y bo xe s . It ’s  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e na rio : 
  1. 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or  pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but t he e v e nt co or dina t or  w a nts  inf or m at io n
  on how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 
  m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he “b e st ” a m ong t he g ro up, or 
  w he n t he a dv e nt ure is  run in t our nam e nt 
  f or ma t w it h w inne rs a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing t he ir
  f or ms , so t ha t y ou a re not inf lue nce d by t he ir
  co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e 
  t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
  e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or .
  
  Lesser of Two Goods
  Page 3
  This is a LIVING GREYHAWK Adventure. 
  As a
  Living™ adventure, it is expected that players will
  bring their own characters with them. If players
  do not 
  have 
  a LIVING 
  GREYHAWK character
  generated, 
  get a copy of the current 
  LIVING
  GREYHAWK character 
  generation 
  guidelines, 
  a
  character sheet, and a LIVING GREYHAWK log sheet
  from your convention coordinator or the RPGA
  Web site, and then have any players without a
  character create one. Once all players have a
  LIVING GREYHAWK character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING G REYHAWK Gazetteer.
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  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl      Cap
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  T4:
  33-42
  36-46
  39-50
  42-54
  10th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
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  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
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  SSSShhhhiiiibbbboooolllleeeetttthhhh
  Shiboleth is a town of just under 6,000 people in
  the southeastern part of Gran March. Shiboleth
  is the seat of the Barony of Shiboleth, and its
  ruler is Baron Germike Doulanfon. 
  Although
  small as compared to other walled cities in the
  Flanaess, Shiboleth is second only to Hookhill in
  size in the Gran March. Shiboleth serves as a n
  important station for trade goods headed north
  out of the Sheldomar 
  Valley and south into
  Keoland. Shiboleth is also the northern terminus
  of the Sheldomar Pike, which runs through the
  Ulek states. As such, Shiboleth has a plethora of
  
  Lesser of Two Goods
  Page 4
  inns and shops that cater to travelers for a city of
  its size.
  TTTThhhheeee    SSSSoooofffftttt    PPPPiiiilllllllloooowwww    IIIInnnnnnnn    aaaannnndddd    TTTTaaaavvvveeeerrrrnnnn
  Just as the name suggests it is a delightful inn.
  This Inn can be found just inside the second city
  walls, near the main 
  entrance. 
  Here 
  people
  receive the red carpet treatment. Many fine foods
  and wines, ales and beers can be found here. Each
  room is beautifully decorated with paintings and
  other fine pieces of furniture. The inn is own by
  the Calvious family, one of the noble families of
  the city. A pleasant gentleman named Vesvare
  Habbinsford runs the Inn. The inn is very safe,
  guarded by half a dozen to a dozen guards (Lvl 3-6
  War), not to mention the backing of Calvious's
  own guards. Room here is 10 gp a night, which
  includes dinner, breakfast, and a bath. This does
  not include drinks. It has 2 stories of bedrooms
  and a pleasant gathering room for eating and
  socializing, which also features a live band. While
  not having its own stables, there is a stable house
  called Fernanin’s Keep only a block away, where
  the horses are groomed and fed for 3 gp the first
  night and 1 gp each day there after.
  TTTThhhheeee    DDDDiiiim
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  The bulk of this forest lies within the Lost Lands,
  with 
  Bissel's 
  boundary 
  just 
  clipping 
  the
  northeastern portion, and the Gran March laying
  claim to an eastern fringe. The forest itself has
  huge old trees so broad and leafy that virtually no
  sunlight passes to the soil below. This makes the
  forest ideal for orcs, goblins, and other nocturnal
  and 
  light-hating 
  creatures, 
  but 
  an unknown
  number of wood elves live within the forest's
  confines. They are said to be slowly overcome by
  humanoids marauding from the Lost Lands, and
  the Dim forest has more than its fair share of
  legends of terrible monsters, including tenebrous
  worms, slow shadows, and worse.
  TTTThhhheeee    CCCChhhhuuuurrrrcccchhhh    ooooffff    SSSStttt....                                
  CCCCuuuutttthhhhbbbbeeeerrrrtttt
  As elsewhere in the Flanaess, the church of St.
  Cuthbert in Gran March is divided into the three
  branches. Most common are the Billets, charged
  to serve as ministers and protectors. Most of the
  adventuring clergy are of this order. The Stars,
  the least numerous of the orders, keep doctrinal
  purity among the faithful, while the Chapeaux
  seek out 
  new converts. 
  The faithful 
  of St.
  Cuthbert are the third most numerous religious
  group in Gran March, behind only Heironeous
  and the Harvest Church.
    The faith of St. Cuthbert is marked by a strong
  devotion to friends and family, and to traditional
  values like honesty and forthrightness. While the
  faiths of Heironeous and Pholtus appeal more to
  the philosophical side, St. Cuthbert appeals to a n
  instinctive sense of right and wrong. This makes
  the faith extremely popular among the common
  people, especially soldiers and former soldiers,
  who also appreciate his unbending loyalty and
  martial aspect. This faith is very common among
  the rare communities whose members are still
  primarily Flan, as the faith of Berei has fallen out
  of favor.
  Activities of the Priesthood
  While the missions of the three branches of the
  priesthood 
  are 
  different, 
  their 
  day-to-day
  activities include many common elements. Most
  priests of St. Cuthbert wander from village to
  village, and tend to the needs of the common folk.
  Renowned 
  for 
  their 
  wisdom, 
  honesty, 
  and
  common sense, they are often called upon to
  settle 
  disputes 
  between neighbors, 
  and 
  their
  decisions are usually respected. They tend to the
  sick and injured, and conduct services for the
  faithful.
  The Billets are typically assigned to a shrine
  or chapel, and tend to the village where it is
  located, and other villages perhaps as much as a
  day’s walk away. In addition to their other duties,
  they seek out and eliminate threats to their
  flocks, 
  either 
  personally, 
  by 
  recruiting
  adventurers 
  or alerting the Knights or army.
  Except for those who have become infirm with
  age, they participate in local militias, though they
  eschew leadership roles in those organizations.
  Relationship with the Church of Pholtus
  As one 
  might 
  expect, 
  the 
  followers 
  of 
  St.
  Cuthbert do not get along well with those of
  Pholtus. This is particularly 
  acute among the
  older members of the clergy who still remember
  the Penbroke Massacre of Flocktime 11 th, 570 CY
  when a band of young, hot-headed followers of
  Pholtus put a chapel of St. Cuthbert to the torch –
  during worship services, after barricading 
  the
  doors from the outside. Thirty-four worshippers
  and a priest were murdered that day, and the
  wound has still not healed. To their credit, the
  leaders of the church were able to prevent any
  retaliation, but relationships 
  between the two
  priesthoods remain icy.
  TTTThhhheeee    CCCChhhhuuuurrrrcccchhhh    ooooffff                                
  PPPPhhhhoooollllttttuuuussss
  The church of Pholtus in Gran March is a small
  one, generally confined to urban 
  areas. 
  The
  followers of Pholtus are extremely dedicated, and
  worship services 
  are 
  very 
  well 
  attended, 
  as
  devotees 
  seek the One True Path. 
  They are
  absolutely certain that they are right, and will
  brook no argument in this regard.
  Their certainty caused tremendous grief in
  the village of Penbroke twenty-one years ago
  when, following a fiery sermon denouncing the
  worship of Cuthbert, a group of young followers
  of Pholtus rode forth from Shiboleth and burned
  a chapel of St. Cuthbert to the ground, with the
  congregation inside. Though the murderers were
  captured, tried, and put to death, and denounced
  all the while by the hierarchy of the church, the
  
  Lesser of Two Goods
  Page 5
  reputation of the followers of the Blinding Light
  gained a black mark that has not faded.
  The worship of Pholtus appeals to those who
  seek a rigid, unbending code to live by, or by those
  who are searching for an unmoving, stable and
  reliable facet in their lives. The church has
  benefited in recent years from an influx 
  of
  refugees, 
  many of who turn 
  to Pholtus 
  for
  certainty in uncertain times.
  Centers of Worship
  The Blinding Spire in Shiboleth is the seat of the
  Shining Master, leader of the faith in the Gran
  March. 
  Temples 
  of 
  Pholtus 
  are 
  typically
  constructed of white marble (or the best available
  equivalent). They are adorned with silver and
  white fixtures and cloths. The temples have a
  very clean, elegant look to them, and are quite
  striking to behold. Services include prayer, the
  singing of hymns, and sermons. 
  Services are
  conducted by the light of pure white tapers, no
  matter the time of day. Services to Pholtus are
  longer and more frequent than is typical of the
  other Powers worshipped in Gran March.
  Activities of the Priesthood
  The priests of Pholtus spend much of their time
  seeking converts to their faith, and preaching to
  the unfaithful. These activities 
  tend to make
  them somewhat unpopular, since the Pholtians
  tend to do their recruiting by explaining how
  horrible and immoral everyone else is, and telling
  them that they must come worship Pholtus to
  find the One True Path.
  In addition to proselytizing the church of
  Pholtus engages in a number of more useful
  works. They expend a great deal of energy and
  resources tending to the needs of the destitute,
  both 
  native 
  and 
  refugee, 
  in 
  Hookhill 
  and
  Hochoch. They provide food, alms, and of course
  spiritual guidance. In addition, the members of
  this faith militantly seek out and destroy evil and
  chaotic monsters that threaten the realm, and
  lead expeditions into the wild areas and Lost
  Lands. 
  The adventuring 
  clergy is thus 
  well
  respected, both for their accomplishments and
  because their experiences tend to temper their
  self-righteousness. It is the temple-bound clergy
  that 
  is less 
  appreciated, 
  except 
  among 
  the
  desperately poor.
  Church Leadership
  Shining Master Orden Maxwell runs the church
  of Pholtus in authoritarian fashion. Orden came
  to his office in the aftermath of the Penbroke
  Massacre, when the preceding Shining Master
  resigned in disgrace. He was selected for his
  charisma 
  and 
  calm 
  demeanor. 
  Under 
  his
  leadership and on his direct orders, the church of
  Pholtus 
  has 
  drastically 
  reduced 
  its 
  rhetoric
  denouncing the other faiths 
  of Gran March.
  While 
  they still 
  present 
  themselves 
  as 
  the
  keepers of the One True Path, they do so without
  direct reference to other faiths or churches. The
  priests of Pholtus are especially diffident with
  regards to the church of St. Cuthbert. They don’t
  like the Cuthbertians, but go out of their way not
  to invoke any further violence. This deference is
  the 
  direct 
  result 
  of 
  an 
  order 
  from 
  the
  Commandant 
  of the Gran 
  March. 
  After 
  the
  massacre, it was made abundantly and pointedly
  clear that the followers of Pholtus were going to
  get along with their neighbors, or they would be
  disbanded, 
  and 
  their 
  leaders 
  imprisoned 
  or
  worse.
  Relationship with the Church of St. Cuthbert
  The most important relationship 
  is with the
  church of St. Cuthbert. The old wounds have yet
  to heal, and there are some Cuthbertians still
  waiting for the church of Pholtus to err again.
  The 
  church 
  of 
  Pholtus 
  also 
  has 
  strained
  relationships 
  with the church of Phyton. They
  consider the followers of the chaotic Suel god to
  be a dangerous influence, and have been known
  to say 
  so. Orden 
  has 
  reduced 
  this 
  tension
  markedly by putting a stop to public declarations
  against Phyton, but again, many of the older
  priests on either side still regard each other with
  distaste.
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSyyyynnnnooooppppssssiiiissss
  This adventure begins with the PCs in Shiboleth
  for whatever reason the players can provide. A
  poster in the town square should hopefully pique
  their 
  interest 
  for 
  a meeting 
  with 
  Themlin
  (pronounced TEM-lin), a Billet of St. Cuthbert.
  After a dinner at Themlin’s expense, he will try to
  coerce the PCs to his aid. This requires a week-
  long journey across the Rushmoors to the edge of
  the 
  Dim 
  Forest, 
  where 
  a 
  historian 
  and
  archaeologist named Vechris Aruweg is digging
  up the land around an old abandoned chapel of St.
  Cuthbert 
  (with the church’s 
  permission 
  and
  backing, of course). It seems Vechris has been
  having problems with some humanoids (bugbears
  specifically), 
  and 
  is worried 
  that 
  when 
  the
  retinue of guards from Fort Endurance leave
  (about 
  8 days from now), the bugbears 
  will
  return. Themlin will try to convince PCs of the
  plight and encourage them to help him and the
  church in this time of need.
  Once dinner is over and as the PCs are
  leaving, a priest of Pholtus named Barichema will
  approach them and ask them to follow him to the
  Blinding 
  Spire, 
  the 
  temple 
  of 
  Pholtus 
  in
  Shiboleth and hierarchal seat of the faith in the
  Gran March. They will be escorted in to see none
  other than Orden Maxwell, 
  the head of the
  church of Pholtus in the March. He will explain
  that he wishes to hire them to perform the same
  duty. He will introduce them to a fellow member
  of 
  the 
  clergy, 
  Pholemius 
  Brightmantle.
  Pholemius is an enigmatic fellow, also known as
  the Sin Eater (See Appendix). Pholemius will try
  
  Lesser of Two Goods
  Page 6
  his best to convince the PCs that the church of
  Pholtus has a greater need and therefore their
  interests take greater precedence in this matter.
  Once the players have made their decision,
  this scenario essentially becomes two different
  adventures. 
  If 
  they 
  decide 
  to 
  honor 
  the
  agreement with Themlin, they will travel across
  the Rushmoors and make it there with a day to
  spare. Since the retinue will still be there, the PCs
  will be encouraged to go out on a seek-and-
  destroy 
  mission 
  against 
  the bugbears. 
  After
  finding the bugbears and eliminating them, the
  PCs will probably explore the rest of an old
  temple complex devoted to Erythnul the Many. If
  the PCs survive the traps and search carefully,
  they may just find their 
  way 
  down to the
  Chamber of Slaughter, where they will find a n
  ancient relic of Pholtus and a unique elemental
  guarding it. Tampering with the artifact will only
  bring grief to the PCs and eventually they will
  probably give up and report back to Vechris. This
  leads to the conclusion described in Aftermath
  (St. Cuthbert).
  Should the players decide to instead work for
  Orden, they will accompany Pholemius to the
  site, delaying long enough to ensure the retinue
  has left. When they get to the site, they will find a
  scene of carnage, as Vechris and his workers have
  been slain. Following the trail of the assailants,
  the PCs encounter the remnants of the bugbears
  in a temple 
  complex 
  devoted 
  to 
  Erythnul.
  Pholemius will be invaluable to them here as
  they explore the temple. Finally the PCs will
  descend into the Chamber of Slaughter to defeat
  the elemental guarding the Prism Scepter. This
  then leads 
  to 
  the 
  conclusion 
  presented 
  in
  Aftermath (Pholtus).
  IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  This brisk Coldeven afternoon finds you in
  Shiboleth, a sizeable city in the southeastern part
  of the March. You have seen small caravans of
  trade goods heading north and south, some
  staying and others leaving. Like in other sizeable
  places of the March, the presence of the military
  is to be found everywhere, and in addition to the
  familiar standard of the land, other various battle
  standards can be seen on soldiers of various
  Prides. Across the street, a young boy catches
  your attention as he nails a piece of parchment to
  a posting board. He is dressed like a junior clergy
  member of St. Cuthbert. 
  After 
  nailing the
  parchment, he quickly heads back the way he
  came, off to the northeast and you surmise
  probably back to the Temple of the Oaken Cudgel.
  As might be inferred, the Temple of the Oaken
  Cudgel is the temple of St. Cuthbert in Shiboleth.
  The temple itself plays no role in this adventure.
  Should the PCs decide to read what the acolyte
  has posted, read them the following:
  The Church of St. Cuthbert seeks brave and noble
  souls to aid it in its time of need. Men and women
  with strong arms and strong character 
  are
  required. If interested, come to the Soft Pillow
  Inn and Tavern one hour after sundown. Be
  prompt and presentable. Ask for Billet Themlin
  of St. Cuthbert.
  The PCs have several hours to do what they wish
  before 
  meeting 
  with 
  Themlin. 
  If 
  they 
  are
  hesitant, remind them that they might at least
  get a free meal just for hearing what the man has
  to say. The Soft Pillow Inn and Tavern is easily
  the best and highest quality establishment of its
  kind in Shiboleth.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    DDDDiiiinnnnnnnneeeerrrr    TTTTiiiim
  m
  m
  meeee
  Having convinced yourself that meeting with a
  Cuthbertian priest outside of his church can’t be
  that bad, you have ended up at the prestigious
  tavern. The atmosphere is relaxed and reserved,
  and there are several capable looking guards
  about the place. You have been escorted to a large
  table in a private dining room by a man name
  Vesvare. Seated at the far head of the table is a
  cheery looking man in a simple white and tan
  outfit. He is balding and has gray beginning to
  show through his beard, moustache, and what
  remains of his hair. He is somewhere between
  five and a half feet to six feet in height and is of
  medium build, perhaps slightly overweight. His
  tanned and weathered skin acts to contrast his
  bright blue eyes. As you enter, he steps forward
  and clasps your hand with both of his, giving a
  firm handshake. “Good Coldeven to you. So glad
  you could come. I am Billet Themlin. Please have
  a seat and make yourself comfortable. Dinner
  will be served shortly.” There are several other
  people seated at the table. While you wait for
  dinner, Themlin asks each of the people at the
  table their name and to tell a little about
  themselves, including yourself.
  The players should now describe their PCs to the
  DM and to the other players. Themlin will for the
  most part nod appreciatively, though he will ask
  any questions that the DM feels are appropriate.
  He is suspicious of half-orcs, especially ones with
  minimal 
  intelligence. 
  However, he is not 
  so
  prejudiced as to ask them to leave. After the
  descriptions 
  are 
  over, 
  continue 
  with 
  the
  following.
  Themlin looks up as the doors open. “Ahh dinner
  is served.” A man and a woman enter with several
  platters and the smells of roast boar and turkey
  assail your noses. Accompanying the main course
  is an assortment of vegetables and fruits. “Before
  we eat, let us give thanks to St. Cuthbert for the
  blessings of this day.” He bows his head and says a
  small prayer before returning his gaze to the lot
  of you. “Let us eat.” There is enough food on the
  
  Lesser of Two Goods
  Page 7
  table to fill even the largest among you to his or
  her content. “Now, as to the reason you have
  come.” He pauses, making sure he has everyone’s
  attention.
  “There is a scholarly and learned man by the
  name of Vechris Aruweg that makes his abode in
  Shiboleth. This man is currently working in the
  Dim Forest, 
  with our church’s 
  permission,
  digging up an abandoned church there. I believe
  he’s looking for old artifacts from the days of the
  Oerid migrations eons ago that he believes exist
  there. We are sponsoring his efforts and wish to
  see him succeed.”
  He pauses and then continues. “We have
  recently received a letter from him about the
  progress of his work. It seems he is being
  harassed by humanoids in the area. He has been
  told that these are large goblins known as
  bugbears. There is a small contingent from Fort
  Endurance protecting him currently, but they
  will have to return in about a week’s time. He is
  worried that the attacks will resume when the
  contingent leaves, and without a force to protect
  him and his band of excavators, he fears the
  worst.”
  “Since this site is many leagues from here,
  our church would like you to aid us in this time
  of need. You would have to leave here tomorrow
  morning at the latest to arrive on time. Although
  we can’t offer much of a material reward at this
  time, our church would be most grateful to you
  and be certain to return the favor in your time of
  personal need if possible. Will you aid us?” he
  pleads.
  If the PCs agree, Themlin says:
   “Excellent. I knew St. Cuthbert had sent us the
  right people when I laid my eyes upon you. I shall
  meet you at Fermanin’s Keep just down the road
  tomorrow morning. You shall be provided with
  horses to aid you in getting there as quickly as
  possible. Until then I bid you good evening.”
  After that, Themlin leaves. The PCs are free to do
  what they want after this. PCs probably can’t
  afford to stay here so they will most likely be
  lodging elsewhere. Those who do leave should
  proceed to Encounter 2.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    AAAA    LLLLiiiigggghhhhtttt    DDDDeeeesssssssseeeerrrrtttt
  As you’re leaving the tavern, an unfamiliar
  cloaked figure approaches you. The light of the
  two moons behind him hides his features. “This
  night finds you well. Follow me if you would
  prosper. There is no time for questions now. We
  must hurry.” With that the figure turns and
  heads off to the east.
  PCs may try and ask questions 
  or just stand
  around confused. If a cleric, paladin, or known
  worshipper of St. Cuthbert is present, he or she
  will not be invited, and the figure will say that in
  so many words. If the PCs follow him, read the
  following.
  You continue after the mysterious figure through
  the streets to the northeastern part of the city.
  The figure draws you closer and closer to a
  building that dominates this part of the city. It
  seems to draw all those who gaze upon it like a
  magnet as it looms larger the closer you get. You
  enter a paved courtyard across from a massive
  tower, five stories in height. The walls are made
  of white marble and granite. 
  Even in the
  darkness, the tower is well lit, and it is capped
  with a bright flame atop it that can be seen for
  miles around. The court itself is also well lit, and
  the light reflects off of the many large windows
  of the tower. The figure proceeds across the
  courtyard and beckons you to enter. You weigh
  your options as you look to the top of the
  magnificent cathedral known to all in the land as
  The Blinding Spire, the seat of the faith of
  Pholtus in the Gran March.
  This is the PC’s last chance to avoid involvement
  with the Pholtians in this matter. If PCs choose
  to walk away, that’s fine. If for whatever reason
  they cross the court, read the following.
  For reasons only known to yourself, you decide to
  follow the figure, certainly a follower or priest of
  Pholtus. You are divested of any obvious weapons
  or implements of harm before you are allowed to
  proceed. You follow after him through the halls
  of the Blinding Spire, adorned with suitable
  riches and decorations. You proceed up stairs,
  certainly far enough to be near the top. Ahead of
  you is a set of closed double doors, made of fine
  polished sablewood. A silver sunburst is set into
  each. The figure turns to address you. “The
  Shining Master wishes to speak with you. You
  will address him with respect 
  and behave
  yourselves or you will not see the light of day
  again. Am I understood?” Having made himself
  clear, he proceeds to open the doors.
  Inside the large room is a man seated in a
  plush chair. He is older with white hair and a
  chiseled face. His eyes are closed and he has his
  hands clasped as if in meditation. He wears
  extremely fine garments of gold and white, with
  jewelry to match. Certainly this must be the
  Shining Master of Pholtus, Orden Maxwell. To
  his right, his left hand resting upon the chair,
  stands another man. This man is about six feet in
  height and has an olive complexion with kinked
  copper hair. His brown eyes study you intently
  and his clothes make him appear but a commoner
  as he stands next to the Shining Master. He
  smiles at you as you gaze about the room.
  The sitting room itself is lavish, fit for King
  Skotti himself. Various portraits of clergy gone
  before adorn the walls in between murals that
  extol the achievements of those who have served
  the Blinding Light in years gone by. Oddly, there
  
  Lesser of Two Goods
  Page 8
  are no other seats in the room, and so you remain
  standing. There are two guardsmen in the far
  corners of the room dressed in heavy armor and
  decked out in ceremonial raiment. Each has an
  exquisite halberd that extends halfway to the
  ceiling some twenty or thirty feet above you.
  The Shining Master looks up at you, but oddly
  doesn’t open his eyes. He begins to speak slowly
  and deliberately, in a rich and accented voice. “I
  know that you have spoken with a member of the
  Church of St. Cuthbert earlier this evening on
  matters that concern the Blinding Spire. You will
  tell me everything that he spoke of.” The Shining
  Master waits expectantly.
  It would be unwise for PCs to lie to Orden
  Maxwell. Remind players if necessary that if the
  Shining 
  Master 
  knows 
  of 
  the 
  meeting, 
  he
  probably already knows what was said there, and
  might be testing the PCs to see if they’re honest.
  (This isn’t exactly the case, though he does have a
  good idea. There are also two candles 
  of truth
  burning in the room, as he expects heretics such
  as the PCs to lie.) After the PCs are done with
  their explaining, Orden continues.
  “Nothing that is said here leaves this room. If
  asked, you were never here and this meeting
  never took place. The man to my right is
  Pholemius Brightmantle. He has come here all
  the way from Wintershiven in the Pale. He is
  firmly convinced that Vechris Aruweg is about to
  unearth something of great importance to our
  faith. Although I don’t understand how he is so
  certain, the reputation of the Sin Eater is known
  throughout the Flanaess among our faith. I am
  sure you are aware of the tenuous relationship
  between our faith and that of St. Cuthbert. The
  thought of allowing something so precious to fall
  into their hands is…unbearable. Aruweg must
  fail. I wish it of you to renounce your deal with
  this Themlin, and instead accompany Pholemius
  to this area. The eyes of the Blinding Light look
  upon you in this dark hour. Shall you aid us?” The
  Shining Master again looks at you expectantly.
  If the PCs accept, Orden smiles slightly, saying:
  “Though I had doubts, Pholemius had faith in you
  to make the correct decision. You shall not regret
  this, and the Blinding Spire remembers those
  who stand with it in its hour of glory and hour of
  need. From what you have told me, if you delay
  for several days, the humanoid rabble should be
  able to dissuade Aruweg from his excavation. You
  will then guard Pholemius’ person while he
  searches the area 
  for this…this…object. 
  It
  saddens me that innocent men may die because of
  this, but such is the price that oft must be paid of
  those heretics who meddle in the affairs of the
  Blinding Light. Leave us now. Pholemius shall
  talk to you in the morning after you have
  resolved your un-commitment to that Billet
  Themlin. You will also swear that you will not
  harm Pholemius and to do all in your power to
  see that no harm comes to him. You risk drawing
  the attention of Pholtus himself should that
  happen.” The PCs are then escorted out of the
  Blinding Spire by the guards in the room.
  If the PCs decline, Orden frowns and speaks with
  venom in his voice:
  “I was correct. I have allowed a band of heretic
  rabble to mar this holy sanctum. I am most
  displeased. Know that the Blinding Light casts no
  shadow that you can hide in. I know your names.
  Should you ever give me cause, I shall bear down
  upon you like a devil spawned of the Hells
  coming to collect your soul when your miserable
  time in this life has come to an end. Be gone from
  my sight! Your evil and wretched souls appear
  before me like a vacuous abyss in the Light.
  Guards!”
  With that that PCs are hurriedly rushed out of
  the room and the Blinding Spire. From here on
  out, the adventure will differ depending upon
  whether 
  the 
  PCs 
  have 
  stuck 
  with 
  their
  commitment 
  to 
  Themlin 
  or 
  chosen 
  to 
  go
  accompany Pholemius. If they have chosen the
  former, use all subsequent encounters that have
  St. Cuthbert in parentheses. If they chose the
  latter, use all subsequent encounters that have
  Pholtus in parentheses.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333    ((((SSSStttt....    CCCCuuuutttthhhhbbbbeeeerrrrtttt))))::::
  YYYYoooouuuu    CCCCaaaannnn’’’’tttt    HHHHaaaavvvveeee    YYYYoooouuuurrrr    CCCCaaaakkkkeeee    aaaannnndddd
  EEEEaaaatttt    IIIItttt    TTTToooooooo
  Having chosen to honor your commitment to
  Themlin, you make it to the stables at Fernanin’s
  Keep in the morning, where Themlin awaits you.
  “Good Coldeven to you. Are you ready to go?”
  PCs who speak of the meeting last night with the
  Shining Master are in REALLY hot water. Of
  course, Themlin will be certain to report this to
  his superior, Truthseeker Aberion Colshimere as
  soon as the PCs leave for town. This will have
  important 
  ramifications 
  (See 
  Aftermath).
  Themlin gives the PCs their mounts along with a
  month’s rations in their saddle pack. He gives
  them directions, telling them to head north to
  Buxton’s Crossing and then west toward Fort
  Endurance. When they come in view of the Dim
  Forest, they are to head south, 
  keeping the
  Rushmoors 
  on 
  their 
  left. 
  The 
  site 
  is
  approximately two days ride south of the road
  between Buxton’s Crossing and Fort Endurance.
  He then wishes them luck.
  The journey to the site is nearly a week in
  length, 
  but 
  uneventful. 
  The roads 
  are 
  well
  established 
  and patrolled, 
  and there 
  is little
  danger of an attack by any of the native flora or
  
  Lesser of Two Goods
  Page 9
  fauna. Eventually, on the late morning of the
  sixth day, they can see the site in the distance.
  To the southwest, you can make out several flags.
  They appear to be military standards. Certainly
  this is what you must be looking for. There is
  little else in this area. As you get closer, you see
  several 
  dozen 
  footmen 
  camped 
  around 
  an
  excavation 
  site 
  near 
  an 
  old 
  decrepit 
  and
  abandoned building. You are hailed by some of
  the guards as you approach.
  As word gets around the camp, a middle-aged man
  approaches. He is dirty but seems pleased to see
  you. “Hello. I’m Vechris Aruweg. I’m so glad to
  see you. I guess my letter made it in time. Have
  you eaten?”
  Vechris is happy to eat a brunch-type meal
  with the PCs along with some of his workers. He
  is happy to share any details about his work,
  though he seems disappointed that he hasn’t
  found anything real exciting so far. He is happy
  to show them around the site. He also introduces
  them to Captain Blandis Weshlar, who is in
  charge of the contingent. 
  He tells them the
  following:
  “It seems Vechris is in luck that you showed up.
  We’ve had several skirmishes with bugbears over
  the past two weeks and we’re heading out of here
  tomorrow. I just don’t have the manpower to go
  hunting them down in the forest. They’re crafty
  and deadly if they ambush you. But you seem to
  be capable fellows. Maybe you’d like to go and see
  if you can’t track them down while we secure the
  camp. I’d try to the northwest. They can’t be that
  far off, wherever they’re holed up. I’d definitely
  get some rest, but do it before night falls. Then
  you couldn’t pay me enough to go out into those
  woods with them about.”
  Should 
  they 
  take 
  the 
  Captain’s 
  suggestion,
  proceed to Encounter 4, The Chamber of Hate.
  NNN
  Nooootttteeee::::    SSSStttt....                                
  CCCCuuuutttthhhhbbbbeeeerrrrtttt            
  Always keep in mind the light source(s) 
  and
  visual range of the PCs and modify descriptions
  accordingly.
  In each of the Chambers, there are certain
  features of the encounters that the DM should
  keep in mind. Unless otherwise stated, ceilings in
  rooms are 15 feet high. The passageways are 10
  feet high and 5 feet wide. The doors are made of
  polished stone and exceptionally strong for that
  material due to the enchantments placed upon
  them long ago. As such, they will radiate a dim
  magic aura if detected for. Some enterprising PCs
  may decide to take the direct route, and bludgeon
  their way through each door with a sledge. Each
  door is 5 ft. wide by 10 ft. tall with a large (~1 ft. in
  diameter) 
  red blood drop engraved into both
  sides (The holy symbol of Erythnul the Many).
  The doors are 1 ft. thick, have a Hardness 10 and
  180 hp. Due to the enchantments on the doors,
  the doors also have Damage Reduction of (5/+1)
  and a Break DC of 30. Bashing through these
  doors will be no simple task. There are no other
  adornments 
  of the Chambers, 
  as 
  those 
  who
  worshipped here took anything of value long ago,
  and everything has crumbled into dust.
  Each Chamber 
  has a statue, 
  which been
  enchanted as appropriate to its name. As such,
  the statues will radiate both magic and evil if
  detected for. Any character may make a Monster
  Lore check (d20+PC level, DC 13) to identify the
  creature the statue 
  is intended 
  to resemble.
  Observant PCs may notice with a Spot check (DC
  20) or a Search check (DC 15) that the eyes of each
  statue are in fact small green gems. They cannot
  be pried out without destroying the statue, which
  is no small task (Hardness 10 hp 100, Damage
  Reduction 10/+1) due to the enchantments on the
  statue.
  Any PC may make a Religion check (DC 15) to
  recognize the various symbols in the room as
  belonging to Erythnul the Many. A PC who has
  made a successful Religion check may also be
  prompted by the DM to make a Sense Motive
  check (DC 15), if he or she requests it, to interpret
  the mural as representing scenes of the aspect of
  that particular Chamber. Otherwise, the DC to
  interpret this or any other mural is 25.
   
  As PCs investigate a room, they may come
  under the effects of that particular enchantment.
  Any PC who remains in a particular Chamber for
  more than one round must roll a Will save (DC
  15). Those who fail fall victim to the effects as
  described in each entry. The DM should explain
  this condition to relevant players privately and
  encourage 
  appropriate 
  roleplaying 
  of 
  the
  situation. This affliction remains only while in
  the Chamber and ceases to affect the PC one
  round after he or she has left the room. PCs may
  gain an additional 
  saving throw while in the
  room should the DM determine that conditions
  warrant 
  it (e.g. two paladins 
  of Heironeous
  affected by the Chamber of Hate go to attack each
  other). Protection 
  from c h a o s, protection 
  f r o m
  evil, and similar 
  spells will ward 
  characters
  against the effects of the statues.
  Each of the statues acts as one of the five
  levers that release the stone elevator from the
  ceiling above the Chamber of Slaughter (Room 9).
  A Search check (DC 16) of the statue will reveal
  that the arms can move, and pulling both arms in
  a downward motion until they are parallel with
  the waist of the statue 
  will result in a very
  audible locking sound. After all five levers have
  been activated, proceed to Encounter Nine (St.
  Cuthbert).
  A small lever to the right of the door will
  cause the door to ascend into the ceiling. The
  door will descend again one minute later unless
  wedged open.
  Anyone approaching within 10 feet of a door
  from the far side of a particular 
  Chamber
  activates a continual flame spell that has been
  cast on a series of torches inset into the wall.
  
  Lesser of Two Goods
  Page 10
  There are a total of six torches around each door,
  arranged three to a side in vertical manner. Each
  torch appears to be made of some ferrous metal
  that has stood the test of time well (better than
  the spell enchanting each). Each torch is set into a
  circular sconce of the same metal. Each sconce is
  set into the forehead of a small reddish clay
  fixture that resembles a leering face with mad
  eyes and tongue hanging out of its mouth. As the
  players will figure out sooner or later, opening
  the door from this side requires them to pull the
  correct sconce. As they may also find out, on each
  door at least one of the sconces is trapped. Each
  sconce 
  may be pushed 
  or 
  pulled 
  down 
  (it
  depresses about an inch), and any PCs who listen
  will hear an audible 
  “click”. The sconce will
  remain in this position 
  for 2 rounds before
  returning to its original position. The door will
  not close, however, until the correct sconce is
  pulled again (at least from this side). Like the
  others 
  found 
  throughout 
  this 
  small 
  temple
  complex, the runes engraved on each sconce give
  some clue as to which one is the correct one to
  pull, provided the PCs manage to identify the
  aspect of Erythnul represented in each Chamber.
  A Search check (DC 10) or a Spot check (DC 15)
  will allow PCs to identify which sconce has which
  particular rune. A Decipher Script check (DC 23)
  made against each rune will allow that particular
  PC to identify the rune’s meaning. There is no
  particular order to the placement if the players
  try and establish one (clergy of Erythnul could
  learn a lot from the clergy of Rao in that regard).
  The players 
  should be given the appropriate
  Player Handout if they examine the runes on the
  sconces.
  Finally, the DM should feel free to adjust the
  DCs 
  of 
  certain 
  checks, 
  or 
  eliminate 
  them
  completely, if it is apparent that the players are
  aware of a common feature of any facet of the
  temple complex (e.g. how to open the doors).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444    ((((SSSStttt....    CCCCuuuutttthhhhbbbbeeeerrrrtttt))))::::
  TTTThhhheeee    CCCChhhhaaaam
  m
  m
  mbbbbeeeerrrr    ooooffff    HHHHaaaatttteeee
  Taking the Captain’s suggestion, you head into
  the Dim Forest with a good six hours or more of
  daylight. Perhaps a quarter of a mile into the
  woods, the trail leads up and over a small rise.
  Approaching the top of the rise, you are slightly
  stunned to see a scene of carnage before you.
  Here 
  lay 
  many 
  large 
  hairy 
  goblinoids,
  approaching seven feet in height. The humanoids
  have yellow-brown skin and thick, coarse hair
  brown in color. They are garbed in a variety of
  leather armors and they lie sprawled among each
  other, with weapons 
  buried in their 
  dead
  carcasses. It appears that they fought each other,
  perhaps for the spoils of their slaughter, or
  perhaps just from uncontrolled bloodlust. There
  is no indication that they were members of
  opposing tribes.
  What has happened here are that the bugbears
  have fallen victim to the enchantments placed
  upon the Chamber of Hate. It didn’t take long
  after exploring 
  this room 
  for 
  the magically
  inspired anger to boil over into a lethal brawl. If
  PCs investigate 
  this more and ask questions
  surrounding 
  this scene, the DM should 
  give
  answers consistent with what took place here
  without 
  revealing 
  the 
  real 
  cause. 
  Weapons
  include morningstars, javelins, hand axes, battle
  axes, and small wooden shields. Most are broken
  or in bad shape. If the PCs make a thorough
  search of the area (this will take approximately
  10 minutes), they will find the items listed in the
  Treasure section of this scenario.
  Walking down the shallow slope of the hill, you
  see a cavern entrance, perhaps ten feet by ten
  feet, which has been dug out of the hill.
  If PCs get closer to the cavern entrance (within 5
  feet) read them the following. Remember those
  PCs with darkvision or lowlight vision will be
  able to see what lies in the Chamber of Envy at a
  greater distance than those who are either using
  a light source or simply peering in with normal
  vision. PCs may also make a Listen check (DC
  10+1/every 5 feet from the cave mouth) to hear a
  weak 
  moaning 
  from 
  the wounded 
  bugbears
  within.
  Peering inside, you are immediately drawn to
  several figures that get up slowly off of the floor
  and draw their heavy morningstars defensively.
  They look wounded and appear in pain. Even so
  they grimace and snarl, as foam forms on their
  lips and they growl with a look of madness in
  their eyes.
  Any PC spending more than one round in the
  Chamber must roll a Will save (DC 15). Those
  who fail succumb and immediately attack the
  nearest creature, with a +1 profane bonus to hit
  and to damage PER TIER. Although bugbears are
  quite dangerous, especially for low-level PCs, the
  fact that they are wounded and not using their
  best 
  tactics 
  (bugbears 
  prefer 
  to 
  use 
  their
  incredible stealth 
  to ambush 
  victims) 
  should
  make them easier to dispatch than would be
  normally possible. 
  On the other hand, these
  bugbears are under the influence of the Chamber
  of Hate. As such they receive a +1 profane bonus
  to hit and to damage PER TIER of the PARTY. Any
  PC who spends more than one round in this
  Chamber and fails his Will save will also fall
  under the influence of the Chamber of Hate. The
  afflicted PC becomes irrationally irate and angry
  and will take it out on the bugbears. Such a PC
  also gains a +1 profane bonus to hit and to
  damage PER TIER of the CHARACTER. After the
  fight is over the affected PC may make another
  Will save with a +2 bonus, as they feel drained
  and exhausted from expending themselves. This
  Chamber particularly affects rangers if one of
  
  Lesser of Two Goods
  Page 11
  their species enemies is goblinoids. Such a ranger
  AUTOMATICALLY FAILS his or her saving throw
  and goes into a berserk rage from beyond, gaining
  a +2 profane bonus to hit and to damage PER
  TIER 
  of 
  the 
  CHARACTER. 
  This 
  character
  automatically makes his or her next Will save, as
  he or she collapses exhausted.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Bugbears (4): 13, 12, 10, 8; See Monster 
  Manual,
  page 27.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  Bugbears (8): hp 16 each; See Monster 
  Manual,
  page 27.
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    7777    tttthhhheeeennnn    EEEELLLL    8888))))
  Bugbears (6): hp 13, 12, 10, 8, 7, 6; See Monster
  Manual, page 27.
  Two rounds after melee begins, a rival band of
  bugbears who have just arrived in the area join in.
  Bugbears (6): CR 2; hp 16 each; See Monster
  Manual, page 27.
  Bugbear Sergeants, male bugbear Ftr2 (2): CR 5;
  Medium Humanoid (Goblinoid) (7 ft tall); HD
  3d8+3 + 2d10+2; hp 29; Init +5 (Dex, Improved
  Initiative); Spd 30 ft; AC 18 (+1 Dex, +3 natural, +3
  studded leather, +1 small shield); Atks +7 melee
  (1d8+2, 
  morningstar), 
  or 
  +5 
  ranged 
  (1d6+2,
  javelin); SQ Darkvision 60 ft.; AL CE; SV Fort +5,
  Ref +4, Will +1.
  Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.
  Skills: Climb +2, Hide +4, Listen +3, Move Silently
  +7, Spot +3. Feats: Alertness, Improved Initiative,
  Weapon Focus (morningstar).
  Bugbear Leader, 
  male bugbear 
  Ftr4: 
  CR 
  7;
  Medium Humanoid (Goblinoid) (7 ft tall); HD
  3d8+3 + 4d10+4; hp 42; Init +5 (Dex, Improved
  Initiative); Spd 30 ft; AC 19 (+1 Dex, +3 natural, +3
  studded leather, +2 large wooden shield); Atks
  +10/+5 
  melee 
  (1d8+5, morningstar), 
  or 
  +7/+2
  ranged (1d6+3, javelin); SQ Darkvision 60 ft.; AL
  CE; SV Fort +6, Ref +5, Will +2.
  Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 9.
  Skills: Climb +2, Hide +5, Listen +3, Move Silently
  +8, Spot +3. Feats: Alertness, Combat Reflexes,
  Improved 
  Initiative, 
  Weapon 
  Focus
  (morningstar), 
  Weapon 
  Specialization
  (morningstar).
  Once 
  the 
  bugbears 
  have 
  been 
  dispatched
  (negotiation is impossible in their current state)
  the PCs can get a better view of the room.
  The room is octagonal in shape, and perhaps only
  twenty or so feet across. A large red statue,
  seemingly of the same race as 
  these 
  foul
  creatures, abuts the middle of the right wall. Its
  face snarls at some unseen onlooker and its arms
  are outstretched before it as if to grab someone
  or something. Directly across from the statue on
  the left wall is a door. Only a red tear-shaped
  engraving mars its surface. There appears to be
  some kind of lever on the right side of it,
  approximately six feet off the ground. Murals on
  the walls depict scenes of humanoids and giants,
  elves and dwarves, armed to the teeth and ready
  to spill blood. Behind it all, a large figure similar
  to 
  the statue 
  bleeds 
  upon 
  the impending
  battlefield, his horrible green flail high above his
  head. Littering the floor, more of the hairy
  humanoids lie sprawled about the room.
  The statue is of a bugbear. It is quite possible that
  the PCs will miss the other function of the statue
  (see A DM’s Note), and having investigated the
  room to their satisfaction, continue through the
  door by pulling the lever. If they do, read them
  the following.
  Stepping through the doorway, you are caught
  slightly unaware as a torch inset into the wall on
  the far side of the door sputters weakly to life. It
  is but one of six, each arranged three to a side in
  vertical manner. It seems time has take its toll on
  its companions, as the enchantments laid upon
  these other iron torches have faded long ago.
  Each torch is set into a sconce and each sconce is
  in the form of a nightmarish humanoid visage
  formed from red clay. The torch itself protrudes
  from the forehead of the creature. The dim light
  provided doesn’t help as you peer down a hallway
  that extends past your view.
  PCs might investigate the door and spot some of
  its hidden details (see A DM’s Note). If they spot
  the runes, read the following and give them
  Player’s Handout #1. The runes are listed in the
  order they are presented.
  You notice that the sconces appear to be inscribed
  with a rune you’re not familiar with. Each
  appears to have a different rune.
  If the PCs succeed in a Decipher Script check (DC
  23), translate the runes as follows (the same
  symbols are used on each door, so once the
  translation 
  is known, 
  no further 
  checks are
  required).
  _ (Malice)
  _  (Envy)
  _  (Panic)
  _  (Hate)
  _ (Slaughter)
  _ (Ugliness)
  It’ll be up to the PCs to figure this important clue
  out. In this case, the middle right sconce is the
  correct one. The upper right sconce is trapped to
  
  Lesser of Two Goods
  Page 12
  cause a trap door to swing open into a 30-foot pit.
  Fortunately for the PCs, time has gotten the
  better of this trap as well, and the left side of the
  trap door (away from the hinge) will only drop
  two inches. This won’t endanger the PCs but
  should give them a hint of things to come should
  they mess around with this door.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555    ((((SSSStttt....    CCCCuuuutttthhhhbbbbeeeerrrrtttt))))::::
  TTTThhhheeee    CCCChhhhaaaam
  m
  m
  mbbbbeeeerrrr    ooooffff    M
  M
  M
  Maaaalllliiiicccceeee
  Off to your left, there is another door inset into
  the wall. Six sconces are set along the door in the
  same pattern as the room you’ve just come from,
  but none 
  light up 
  at your approach. 
  The
  passageway 
  continues 
  straight 
  ahead, 
  while
  directly across from the door a short passageway
  opens up into a larger square-shaped room. In
  front of the door lie two more of the dead
  humanoids, but these don’t seem to have done in
  each other. Rather they appear to be quite
  charred.
  The players should be given Player Handout # 2 if
  they examine the sconces. The runes are listed in
  the order they are presented.
  _ (Ugliness)
  _ (Malice)
  _  (Panic)
  _ (Slaughter)
  _  (Hate)
  _  (Envy)
  If the PCs happen to pull the middle right sconce,
  read the following.
  As you pull the sconce downward, you hear an
  audible click. You feel the onrushing heat of fire
  descending from the ceiling above you!
  The PCs have activated a flame jet trap that
  shoots a cone of flame down from the ceiling in
  all 5 ft. x 5 ft. squares that abut the Chamber of
  Malice (see map). Any PC in the square in front of
  the door or on either end is allowed a normal
  Reflex save to avoid the flames, but PCs in the
  middle two squares receive a –2 circumstance
  penalty to reflect the additional difficulty they
  will have in reaching a safe place.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Flame jet: 5 ft. wide, 10 ft. long cone of flame
  (5d6); Reflex save avoids (DC 15); Search (DC 25);
  Disable Device (DC 26).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Flame jet: 5 ft. wide, 10 ft. long cone of flame
  (7d6); Reflex save avoids (DC 17); Search (DC 25);
  Disable Device (DC 26).
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    9999))))
  Flame jet: 5 ft. wide, 10 ft. long cone of flame
  (9d6); Reflex save avoids (DC 19); Search (DC 25);
  Disable Device (DC 26).
  Should PCs pull the top sconce on the right, read
  them the following.
  Pulling the sconce, you hear a clicking sound.
  Seconds later, the stone door in front of you
  ascends into the ceiling with the sound of stone
  on stone. The way into this room thus cleared,
  you peer in. The room is fairly unremarkable,
  being square and tapering to a small alcove on the
  far side of the room. Directly across from the
  door is another statue. This one appears to be a
  human male, garbed in a fluted heavy armor of
  some kind. The statue is completely red in color,
  and it clutches its fists together under its evil
  grinning sneer. About the room, you see another
  mural. This one has all sorts of men and women,
  grinning evilly and reveling in their fiendish
  plots against fellow men that have come to
  fruition.
  As PCs investigate this room, they may come
  under the effects of the Chamber of Malice. Any
  PC who fails a Will save (DC 15) begins to have
  malicious intentions toward their fellow party
  members. As mentioned in A DM’s Note, the DM
  should explain 
  this to relevant 
  players 
  and
  encourage appropriate roleplaying. A particularly
  devious PC might even somehow engage the trap
  outside the door and unleash it on his fellows.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666    ((((SSSStttt....    CCCCuuuutttthhhhbbbbeeeerrrrtttt))))::::
  TTTThhhheeee    CCCChhhhaaaam
  m
  m
  mbbbbeeeerrrr    ooooffff    PPPPaaaannnniiiicccc
  If the PCs approach within 10 feet of the door,
  read the following.
  As you reach the bottom of the dark stairwell, six
  of the familiar torches greet your approach, and
  surprisingly they all come to life, albeit weakly. It
  seems some of the enchantments laid about this
  temple have fared better than others have. Again
  two humanoids lie at the foot of the door, face
  down with a couple of arrows sticking in their
  backs.
  The players should be given Player Handout #3 if
  they examine the sconces. The runes are listed in
  the order they are presented.
  
  Lesser of Two Goods
  Page 13
  _ (Slaughter)
  _ (Malice)
  _  (Panic)
  _  (Envy)
  _ (Ugliness)
  _  (Hate)
  In this case, pulling the middle sconce on the left
  opens the Chamber of Panic. If it is pulled read
  the following:
  Pulling the sconce, you hear the grinding of stone
  on stone as the door moves upward into the
  ceiling.
  If the PCs pull the lower sconce on the right, read
  the following to the players.
  Pulling the sconce, you hear the sound of several
  arrows being released behind you!
  Roll randomly among those in the two squares in
  front of the door to choose targets for the arrows.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Arrow trap: 6 arrows; +10 ranged (1d6 [crit x3]);
  Search (DC 20); Disable Device (DC 20).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  Arrow trap: 12 arrows; +10 ranged (1d6 [crit x3]);
  Search (DC 20); Disable Device (DC 20).
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    11110000))))
  Arrow trap: 24 arrows; +10 ranged (1d6 [crit x3]);
  Search (DC 20); Disable Device (DC 20).
  When the PCs finally make it into the room read
  them the following description.
  This room is larger than any you have been in so
  far, 
  and 
  flares 
  out 
  from 
  the entrance 
  to
  eventually over 30 feet in width. Some 30 feet
  away directly across form the door is a red statue
  of a large humanoid figure, its arms extended out
  before it, as if to choke any whom would dare
  approach. Along both walls are murals of humans
  and elves with expressions of fear on their faces,
  running for their lives across some great plain
  from hordes of the same monsters that this
  statue represents. A giant figure of a similar
  monster in blood red armor with green eyes
  dominates the mural. The great monster swings a
  flail and appears to be bleeding from wounds on
  his body. The blood that flows from his body falls
  to the plains below him, the droplets form more
  monsters, adding to the onrushing horde. There
  is nothing else but dust, the stale air of the long-
  sealed chamber, and the quiet here to greet you.
  If the PCs step into the room, read the following:
  As you step into the room, the emerald eyes of
  the 
  statue 
  light 
  up 
  by 
  means 
  of 
  some
  enchantment that still has yet to fade. As you fall
  under the statue’s eerie green gaze, you begin to
  empathize with the humans and elves on the
  mural. You can almost hear the mural now, as the
  cries of the fleeing echo in your ears, and the
  joyous howling of the bloody beasts as they
  pursue their prey. Above it all, you hear a strange
  droning sound emanating from that hideous flail,
  and yet emanating from all directions as well.
  Your heart starts to beat faster, as the droning
  seems to call your name. You’ve got to get away
  from here…NOW!
  To successfully approach the statue and resist the
  enchantments in the Chamber of Panic requires a
  Will save (DC 15) vs. Magical Fear. Those who fail
  their saves will run away as fast as possible for
  1d4 rounds as if affected by cause fear. Characters
  may make another attempt to enter the room, but
  the DC is raised by one for each successive
  attempt. Any character may make a Monster Lore
  check (d20+PC level, DC 13) to recognize the
  statue as an ogre.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    ((((SSSStttt....    CCCCuuuutttthhhhbbbbeeeerrrrtttt))))
  TTTThhhheeee    CCCChhhhaaaam
  m
  m
  mbbbbeeeerrrr    ooooffff    EEEEnnnnvvvvyyyy
  Proceeding across the room, the passageway on
  the right side goes only 15 feet before turning to
  the left down a long stairwell.
  When the PCs reach 
  the bottom, 
  read 
  the
  following:
  Around the corner to the right, the uppermost
  four of the torches spring to life vibrantly. Maybe
  they should have had whomever enchanted these
  torches do them all. A lone humanoid lies in
  front of the door; face down and with a sizeable
  hole going clear through him.
  The players will have probably figured out by now
  what they need to do here, and so the guessing
  game begins anew. The players should be given
  Player Handout # 4 if they examine the sconces.
  The runes are listed 
  in the order 
  they are
  presented.
  _  (Hate)
  _ (Ugliness)
  _ (Slaughter)
  _ (Malice)
  _  (Envy)
  _  (Panic)
  This time around, every sconce but the lower left
  one act as a trigger for a Poison Spear Trap, which
  is set into the wall opposite the door. Read the
  following to the unlucky PCs who set off the trap.
  
  Lesser of Two Goods
  Page 14
  Pulling the sconce, you have no time to react as
  you hear a spring mechanism of some kind
  release behind you!
  Roll randomly among those in the two squares in
  front of the door to choose targets for the spears.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Poison spear trap: 2 spears; +12 melee (1d8 [crit
  x3] + poison (Fort save to resist (DC 14); 1d2
  Str/1d3 Str); Search (DC 20); Disable Device (DC
  20).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  Poison spear trap: 4 spears; +12 melee (1d8 [crit
  x3] + poison (Fort save to resist (DC 14); 1d2
  Str/1d4 Str); Search (DC 20); Disable Device (DC
  20).
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    11110000))))
  Poison spear trap: 6 spears; +12 melee (1d8 [crit
  x3] + poison (Fort save to resist (DC 14); 1d4
  Str/1d6 Str); Search (DC 20); Disable Device (DC
  20).
  This trap is loaded into a spring mechanism that
  will reset itself one round later. A very unlucky
  PC can therefore set it off multiple times, though
  at least one round must pass before setting it off
  again.
  If the PCs successfully open the door, read the
  following.
  The click of the iron sconce precedes 
  the
  movement of the stone door into the ceiling.
  Beyond the door waits a small mostly square
  room. Across from the doorway is a statue of
  some humanoid, larger than most men are. It has
  a dog-like head and hairy mane, and its open
  hands extend toward you palms up, as if in
  supplication. Murals are painted on the walls,
  depicting humans and some humanoid races in
  scenes with gold and silver, precious gems,
  castles, and beautiful women.
  As PCs investigate the room, they may come
  under the effects of the Chamber of Envy. If they
  fail a Will save (DC 15), they feel envious of what
  one or more 
  party 
  members 
  possess, 
  be it
  monetary, magical, or mundane in nature. If the
  opportunity arises while in the Chamber of Envy,
  that PC may try to steal from one or more fellow
  party members, or a fight may even break out
  between two affected PCs. Any PC may make a
  Monster Lore check (d20+PC level, DC 13) to
  determine that the statue is that of a gnoll.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888    ((((SSSStttt....    CCCCuuuutttthhhhbbbbeeeerrrrtttt))))::::
  TTTThhhheeee    CCCChhhhaaaam
  m
  m
  mbbbbeeeerrrr    ooooffff    UUUUgggglllliiiinnnneeeessssssss
  Proceeding across the room, the far passageway
  goes only 20 feet before turning to the left and
  continuing out of view.
  If PCs proceed further, read the following:
  It seems the hallway only goes another 30 feet
  before ending at a door similar to the ones you
  have already seen. This door doesn’t have a dead
  attendant acting as a doormat. Perhaps the
  humanoids all killed each other before they got
  this far.
  If the PCs approach within 10 ft. of the door read
  the following:
  The lower torch on the left and the middle torch
  on the right flicker with a dim light at your
  approach.
  Like the other sconces, these have a familiar set
  of runes that are arranged in the following order.
  _ (Ugliness)
  _  (Panic)
  _  (Hate)
  _ (Malice)
  _  (Envy)
  _ (Slaughter)
  The players should be given Player Handout #5 if
  they examine the sconces. In this case, pulling
  the upper sconce on the left opens the Chamber
  of Ugliness. If it is pulled read the following.
  Pulling the sconce, you hear a familiar clicking
  sound and the grinding of stone on stone as the
  door moves upward into the ceiling.
  If the lower sconce on the left is pulled, read the
  following to the players.
  Pulling the sconce, you hear a familiar click. The
  door does not move, but you begin to notice the
  air fill with a gray mist that is descending from
  the ceiling. You quickly begin coughing and
  choking from the strange gas.
  The trap releases insanity m i s t, an inhaled toxin,
  which fills the area from the door out to 10 feet.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Poison gas trap: Fort save to avoid (DC 13), 1d3
  Wis/1d6 Wis; Search (DC 23); Disable Device (DC
  23).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Poison gas trap: Fort save to avoid (DC 16), 1d4
  Wis/2d6 Wis; Search (DC 25); Disable Device (DC
  25).
  
  Lesser of Two Goods
  Page 15
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    9999))))
  Poison gas trap: Fort save to avoid (DC 19), 1d6
  Wis/2d6 Wis; Search (DC 27); Disable Device (DC
  27).
  Privately inform players who fail their saving
  throw of the following.
  The gray mist clouds your mind and the world
  seems to move in slow motion. You can’t think
  clearly.
  Privately inform those players who fail a second
  saving throw of the following:
  The air itself seems oppressive. You can’t breath.
  You must get out of this prison of stone. Why are
  those people looking at you? They’re laughing at
  you! You clutch your ears to stop from hearing
  their laughter but to no avail.
  As the PCs enter this room, read the players the
  following:
  This room has a bizarre design, as if the two
  halves were under the charge 
  of 
  different
  architects. The left half of the wall is angled to
  form an irregular half-diamond, whereas the
  right half is rectangular. Directly across from the
  door is another statue of a tall but lanky
  humanoid with horrible claws, a long pointed
  noise, and a terrible maw with dagger-like teeth.
  Its sinewy limbs reach out toward you. Around
  the room are murals of hideous beings, so twisted
  and deformed you are unsure of what race they
  might even be. Above them all stands a large
  figure similar to the statue, which points his
  horrendous limbs at the figures in the mural. The
  beautiful become deformed, the young become
  old. You glance down at the polished mirror
  surface of the floor and gasp in horror as you see
  your face slowly wither and twist into some
  horrid visage!
  Again PCs in this room must make a Will save
  (DC 15) or stand motionless, horrified at what
  they have become, victims of the enchantments
  in the Chamber of Ugliness. PCs who fail this
  save may make another save every ten minutes to
  try to shake off the effects of the spell. Any
  character 
  may make 
  a Monster 
  Lore 
  check
  (d20+PC level, DC 13) to recognize the statue as a
  troll.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    9999    ((((SSSStttt....    CCCCuuuutttthhhhbbbbeeeerrrrtttt))))::::
  TTTThhhheeee    CCCChhhhaaaam
  m
  m
  mbbbbeeeerrrr    ooooffff    SSSSllllaaaauuuugggghhhhtttteeeerrrr
  If the PCs have discovered the levers, they may
  find the true treasure of this temple. Once the
  PCs have pulled all the levers, read the following:
  As you pull the statue’s arms into the down
  position, you hear a great rumbling from outside
  the room, as a loud grating sound of stone on
  stone is accompanied by the sound of moving
  chains.
  If PCs search for the sound of all this racket, read
  the following:
  Entering the square chamber at the center of the
  complex, you see the middle part of the stone
  floor has fallen away like some giant trap door, as
  if on a hinge that swings downward. From the
  ceiling, a large stone platform, roughly the size of
  the trap, descends slowly, held by two massive
  iron chains. Peering into the depths below, the
  darkness seems to beckon like the gateway to an
  endless abyss.
  Eventually the platform will come to rest. If at
  least 100 lbs. is put on it on it, it will begin to
  descend again, its mechanism activated by the
  weight. It descends very slowly and PCs can easily
  jump on it without any problems. The platform
  can hold up to 3000 lbs. before the chain breaks.
  As the stone conveyance slowly sinks into the
  floor, an uncomfortable silence blankets the area,
  broken only by the sounds of the chains lowering
  the platform like some great anchor into the
  depths of the earth. Soon the chamber above
  becomes lost from view as the descent continues.
  After several minutes, the platform comes to rest
  with a great noise of stone on stone. Somehow it
  still manages to seem hollow in the unnatural
  quietness. The platform has come to rest on a set
  of steps that extend outward ahead and on both
  sides of you. You peer into a large rectangular
  room, whose ceiling extends beyond visible
  range. The whole room has a strange reddish cast
  to it, and many large circular pillars can be seen
  on either side of the room, evenly spaced
  throughout the entire length of the room. The
  pillars seemed to be…adorned…with human
  skeletons, their arms held above their heads by
  rusting manacles attached to chains. The chains
  in turn are attached to hooks that extend from
  the columns, allowing the skeletons to swing
  freely, in some sort of grotesque dance of the
  dead. Mercifully, they lay still now, undisturbed
  for countless years it appears. Who they were one
  can only speculate. Perhaps even the temple’s
  clergy have found their final resting place here
  on these pillars.
  The far end of the chamber appears to have a bier
  of some kind surrounded by five pillars similar to
  those lining the room, only larger. There is
  something resting on the bier that seems to be
  the source of a muted, but brilliant, light. The
  light from the bier adds a contrast to the general
  hue of the room and it plays upon the surface of a
  pool of water that appears from this distance to
  surround the bier.
  
  Lesser of Two Goods
  Page 16
  If the players investigate the skeletons 
  more
  closely, a Search (DC 10) will reveal the following.
  The skeletons have a strange red hue to them, and
  in the middle of their exposed ribcages some of
  them appear to have the remnants of a continual
  flame that seems to be the source of the strange
  illumination. The untold centuries have taken
  their toll even upon these enchantments, as now
  only a dim flicker remains, a ghost of the spell’s
  former radiance.
  If the players approach within 30’ of the bier,
  read the following:
  The bier is indeed surrounded by a pool of liquid
  approximately 25 feet in diameter. Although the
  light in the chamber tends to lend a red cast to
  everything, the liquid in the pool seems to have
  more than its share of the color, and you have an
  uncomfortable hunch that this pool is full
  of…blood. Intermittent drops break the surface
  of the pool, and looking to their source, you see
  that the columns surrounding the pool are
  adorned with a carving of a large head of some
  creature. The drops fall from the open mouth of
  each carving into the pool below.
  The source of the conflicting illumination is
  now apparent. Standing upright and set into the
  bier is a small staff, made of a silvery metal and
  studded with gems. Adorning the top of the staff
  are two crescent moons that overlap and face
  inward. A pair of hands grasps the staff. There is a
  ring on one of the hands.
  This area radiates strong magic due to the prism
  s c e p t e r, but also radiates strongly of good AND
  evil if detected for. The pool is only two feet deep,
  but it has an unusual and extremely dangerous
  resident who is more than eager for an infusion
  of fresh blood to add to its domain. With its
  limited intelligence 
  and eagerness 
  to kill, it
  immediately attacks the first person to step into
  the pool. It also attacks the first person that
  passes over the pool within range of its tentacles
  (1.5x height in feet, height varies by tier). The bier
  itself is on a raised dais that lies 5 feet above the
  surface of the pool.
  If any PC is within range of an attack, read the
  following:
  Stepping closer to examine the pool of blood, you
  are surprised and horrified to see a vaguely
  humanoid shape appear out of the murk and lash
  out at you with a tendril of blood!
  The humanoid shape is an elemental 
  creature
  formed of blood. It is unique and has taken the
  name Bloodshed.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Bloodshed: CR 5; Medium Blood Elemental (8 ft
  tall); HD 5d8+15; hp 37; Init +1 (Dex); Spd 20 (Sw
  90); AC 19 (+1 Dex, +8 natural); Atks +7 melee
  (1d8+3, buffet); SA Blood mastery, drench, blood
  drain (DC 15), smother (DC 15); SQ Elemental; SR
  0; AL CE; SV Fort +7, Ref +2, Will +1.
  Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11.
  Skills: Listen +6 Spot +6 Feats: Power Attack
  SA: Blood Mastery (Ex): The elemental gains a +1
  attack and damage bonus if both it and the
  opponent are in the pool of blood. 
  If 
  the
  opponent 
  or 
  elemental 
  is 
  landbound, 
  the
  elemental 
  suffers a -4 penalty to attack 
  and
  damage. 
  The 
  blood 
  elemental 
  may 
  move
  anywhere 
  within the room, but (for obvious
  reasons) would prefer to stay in the pool.
  Drench 
  (Ex): The elemental's 
  touch puts out
  torches, campfires, exposed lanterns, and other
  open flames of nonmagical origin if these are of
  Large size or smaller. The creature can dispel
  magical fire it touches as dispel magic cast by a
  sorcerer whose level equals the elemental's HD
  total.
  Blood Drain (Su): The most common means of
  attack is a blow from one of its tentacles. Further,
  the victim of such an attack must make a Fort
  save (see above) or have a portion of his own
  blood drawn forth from his body and added to
  that of the elemental. The amount of blood lost in
  this way is equal to the damage done by the
  initial blow. Hit points lost to the blood drain are
  added directly to the elemental's own hit point
  total (to a maximum of 8 hit points per Hit Die).
  When striking at a target that has no blood of its
  own, the blood elemental cannot employ its blood
  drain attack and suffers a -2 penalty per die on all
  damage rolls (to a minimum of 1 point per die).
  Smother (Ex): In any round that the elemental
  chooses not to attack, it may attempt to smother
  an opponent. To do so, the elemental makes a
  normal attack roll to hurl itself onto the target of
  the attack. If it succeeds, the victim of the attack
  must make a Fort save or find that the elemental
  has filled his nose, mouth, and lungs with blood.
  The victim of this attack has a very good chance of
  drowning (as described in the DMG pg.85). On the
  next round, the elemental is free to move away
  from this victim and attack another character,
  leaving the first target for dead. Attacks on the
  elemental while it is smothering do full damage
  to the elemental and half damage to the victim
  (who is unable to lash out at the elemental while
  being smothered).
  SQ: Elemental: As an elemental 
  creature, 
  the
  blood elemental 
  is immune to poison, 
  sleep,
  paralysis, and stunning. Elementals have no clear
  front or back and are therefore not subject to
  critical hits or flanking. The blood elemental has
  darkvision with a range of 60 feet.
  
  Lesser of Two Goods
  Page 17
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Bloodshed: CR 7; Medium Blood Elemental (8 ft
  tall); HD 7d8+28; hp 59; Init +1 (Dex); Spd 20 (Sw
  90); AC 19 (+1 Dex, +8 natural); Atks +10/+5 melee
  (1d12+4, buffet); SA Blood mastery, drench, blood
  drain (DC 17), smother (DC 17); SQ Elemental; SR
  0; AL CE; SV Fort +8, Ref +3, Will +1.
  Str 18, Dex 13, Con 18, Int 5, Wis 11, Cha 11.
  Skills: Listen +8 Spot +8 Feats: Power Attack
  SA: Blood Mastery (Ex): The elemental gains a +1
  attack and damage bonus if both it and the
  opponent are in the pool of blood. 
  If 
  the
  opponent 
  or 
  elemental 
  is 
  landbound, 
  the
  elemental 
  suffers a -4 penalty to attack 
  and
  damage. 
  The 
  blood 
  elemental 
  may 
  move
  anywhere 
  within the room, but (for obvious
  reasons) would prefer to stay in the pool.
  Drench 
  (Ex): The elemental's 
  touch puts out
  torches, campfires, exposed lanterns, and other
  open flames of nonmagical origin if these are of
  Large size or smaller. The creature can dispel
  magical fire it touches as dispel magic cast by a
  sorcerer whose level equals the elemental's HD
  total.
  Blood Drain (Su): The most common means of
  attack is a blow from one of its tentacles. Further,
  the victim of such an attack must make a Fort
  save (see above) or have a portion of his own
  blood drawn forth from his body and added to
  that of the elemental. The amount of blood lost in
  this way is equal to the damage done by the
  initial blow. Hit points lost to the blood drain are
  added directly to the elemental's own hit point
  total (to a maximum of 8 hit points per Hit Die).
  When striking at a target that has no blood of its
  own, the blood elemental cannot employ its blood
  drain attack and suffers a -2 penalty per die on all
  damage rolls (to a minimum of 1 point per die).
  Smother (Ex): In any round that the elemental
  chooses not to attack, it may attempt to smother
  an opponent. To do so, the elemental makes a
  normal attack roll to hurl itself onto the target of
  the attack. If it succeeds, the victim of the attack
  must make a Fort save or find that the elemental
  has filled his nose, mouth, and lungs with blood.
  The victim of this attack has a very good chance of
  drowning (as described in the DMG pg.85). On the
  next round, the elemental is free to move away
  from this victim and attack another character,
  leaving the first target for dead. Attacks on the
  elemental while it is smothering do full damage
  to the elemental and half damage to the victim
  (who is unable to lash out at the elemental while
  being smothered).
  SQ: Elemental: As an elemental 
  creature, 
  the
  blood elemental 
  is immune to poison, 
  sleep,
  paralysis, and stunning. Elementals have no clear
  front or back and are therefore not subject to
  critical hits or flanking. The blood elemental has
  darkvision with a range of 60 feet.
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    9999))))
  Bloodshed: CR 9; Large Blood Elemental (16 ft
  tall); HD 9d8+36; hp 76; Init +2 (Dex); Spd 20 (Sw
  90); AC 20 (-1 size, +2 Dex, +9 natural); Atks +13/+8
  melee (2d8+5, buffet); SA Blood mastery, drench,
  blood 
  drain 
  (DC 
  19), 
  smother 
  (DC 
  19),
  deathwatch; 
  SQ Elemental, 
  damage 
  reduction
  10/+1; SR 15; AL CE; SV Fort +10, Ref +4, Will +2.
  Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11.
  Skills: Listen +10 Spot +10 Feats: Cleave, Power
  Attack
  SA: Blood Mastery (Ex): The elemental gains a +1
  attack and damage bonus if both it and the
  opponent are in the pool of blood. 
  If 
  the
  opponent 
  or 
  elemental 
  is 
  landbound, 
  the
  elemental 
  suffers a -4 penalty to attack 
  and
  damage. 
  The 
  blood 
  elemental 
  may 
  move
  anywhere 
  within the room, but (for obvious
  reasons) would prefer to stay in the pool.
  Drench 
  (Ex): The elemental's 
  touch puts out
  torches, campfires, exposed lanterns, and other
  open flames of nonmagical origin if these are of
  Large size or smaller. The creature can dispel
  magical fire it touches as dispel magic cast by a
  sorcerer whose level equals the elemental's HD
  total.
  Blood Drain (Su): The most common means of
  attack is a blow from one of its tentacles. Further,
  the victim of such an attack must make a Fort
  save (see above) or have a portion of his own
  blood drawn forth from his body and added to
  that of the elemental. The amount of blood lost in
  this way is equal to the damage done by the
  initial blow. Hit points lost to the blood drain are
  added directly to the elemental's own hit point
  total (to a maximum of 8 hit points per Hit Die).
  When striking at a target that has no blood of its
  own, the blood elemental cannot employ its blood
  drain attack and suffers a -2 penalty per die on all
  damage rolls (to a minimum of 1 point per die).
  Smother (Ex): In any round that the elemental
  chooses not to attack, it may attempt to smother
  an opponent. To do so, the elemental makes a
  normal attack roll to hurl itself onto the target of
  the attack. If it succeeds, the victim of the attack
  must make a Fort save or find that the elemental
  has filled his nose, mouth, and lungs with blood.
  The victim of this attack has a very good chance of
  drowning (as described in the DMG pg.85). On the
  next round, the elemental is free to move away
  from this victim and attack another character,
  leaving the first target for dead. Attacks on the
  elemental while it is smothering do full damage
  to the elemental and half damage to the victim
  (who is unable to lash out at the elemental while
  being smothered).
  Deathwatch (Su): As per the spell of the same
  name (pg. 191, Player’s 
  Handbook), 
  the blood
  elemental can determine the condition of any
  creature within 50’ as a free action. This ability
  also has the added advantage that the elemental
  does not need to see to determine the exact
  location of a creature.
  
  Lesser of Two Goods
  Page 18
  SQ: Elemental: As an elemental 
  creature, 
  the
  blood elemental 
  is immune to poison, 
  sleep,
  paralysis, and stunning. Elementals have no clear
  front or back and are therefore not subject to
  critical hits or flanking. The blood elemental has
  darkvision with a range of 60 feet.
  In addition, each statue continues to pour blood
  into the pool, healing the creature 10 points every
  round. Also, each statue 
  will use a spell-like
  power each round. Roll on the following table to
  determine which, if any, effects are used. Each
  spell that allows for a saving throw has a save
  (DC 20), and for purposes of ranged touch attacks
  the statues get +10 to hit. Treat the statues as 10 th-
  level 
  casters 
  for 
  other 
  effects. 
  Targets 
  are
  randomly 
  determined. 
  Should 
  the 
  party 
  be
  successful, Aberion Colshimere will remove any
  curses the PC(s) may suffer as a result of the
  statues:
  1. No power used
  2. Cause fear (Player’s Handbook, pg. 182)
  3. Hold monster (Player’s Handbook, pg. 214)
  4. Inflict serious wounds (Player’s Handbook, pg.
  217)
  5. Bestow curse (Player’s Handbook, pg. 178)
  6. Unholy blight (Player’s Handbook, pg. 268)
  Should the PCs manage to defeat the elemental,
  they will most likely want to examine the scepter
  more closely. If one or more PCs step onto the
  bier, read the following:
  As you step closer toward the strange gem-
  encrusted staff, it begins to glow; getting ever
  brighter the closer you approach. The hands on
  the staff appear to be real, though mummified
  with age. The ring appears to be made out of
  silver metal and has a clear gemstone set into it.
  Within the gemstone is an emblem that looks
  like a sunburst made of another silver metal.
  The symbol in the gemstone is that of Pholtus. A
  PC may make a Knowledge (Religion) check (DC
  12) to recognize it as such. The ring is enchanted
  to cast cure serious 
  w o u n d s as a 5th-level cleric
  one time upon its bearer after which it becomes a
  non-magical 
  ring. If anyone 
  but 
  a cleric 
  of
  Pholtus 
  touches 
  the prism 
  s c e p t e r BY ANY
  MEANS, read the following.
  As you touch the staff, you recoil as it flashes
  with a brilliant light. You open your eyes but you
  see nothing. You’re blind!
  This blindness lasts for 2d4 minutes and affects
  all in the room (no save). Wise PCs should relent
  at this point and go tell Vechris of their find. Any
  single PC unwise enough to touch the scepter a
  second time suffers from blindness for 2d4 days.
  Touching it a third time invokes the wrath of
  Pholtus and unleashes a power word blind that
  affects all in the room (the effect is permanent
  regardless of how many combined hit points the
  PCs have). If players still haven’t gotten the hint
  and touch it a fourth time, a power word kill is
  unleashed on all of the PCs.
  Crafty PCs may try to knock it out of the stone
  from a distance, but this will not work no matter
  how hard they try. Even craftier 
  PCs might
  destroy the bier and then perhaps pick it up using
  telekinesis or a similar means. The prism s c e p t e r
  is utterly resistant to attempts to manipulate it
  magically. A rogue attempting a Use Magic Device
  skill (to emulate alignment and class) will also be
  unsuccessful.
  What if the PCs don’t merely touch it, but pick it
  up and hold it? This PC will find that he or she
  cannot let go of the scepter and cannot move
  either. The scepter can be knocked free of the PC’s
  hands, however. (If this is done by a PC that has
  already touched it, guess what? It looks they’re all
  going to be blind for longer now.)
  DM Note: This of course begs the question of how
  this scepter got here in the first place. After the
  scepter was stolen long ago by a large band of
  humanoids and humans led by clergy of Erythnul,
  they came here to this temple complex, 
  and
  magically compelled one of the few surviving
  priests of Pholtus (whose skeleton still adorns
  one of the pillars in this room) to lay it in the
  bier. When he wouldn’t release it, they cut off his
  hands at the wrists and then killed him. The
  minions of The Many then fled the temple and
  sealed it (as they were being pursued by another
  force 
  of Oeridians 
  bent on retaliation). 
  The
  temple eventually sunk into the ground slowly
  over the years (as a result of the marshy soil) and
  the Dim Forest grew over it. It had remained this
  way until several months ago, when the bugbears
  from Encounter Four uncovered it.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn    ((((SSSStttt....    CCCCuuuutttthhhhbbbbeeeerrrrtttt))))
  If the PCs go to Vechris with this information, he
  is very excited, as he has yet to have found
  anything 
  of 
  real 
  value 
  and 
  is 
  becoming
  discouraged. He examines it as closely as he dares
  and makes some sketches of it, murmuring about
  various 
  historical 
  references 
  that 
  the 
  PCs
  probably won’t understand. He does believe that
  this relic is very old but he doesn’t know why it is
  here in a temple of Erythnul. He thanks the PCs
  and asks them to stay around to guard the site
  while he sends word to Themlin in Shiboleth. The
  PCs have two more weeks of boring duty before
  Themlin arrives with some other clergy members
  of St. Cuthbert. A sizeable military force also
  arrives from Fort Endurance in the Dim Forest.
  The reason for this is readily apparent, as the
  next day a large retinue of Pholtians led by none
  other than Orden Maxwell arrives on the site
  (Pholemius is not among them). The PCs learn
  from the various rumors that Themlin divined
  
  Lesser of Two Goods
  Page 19
  the general nature of the prism s c e p t e r and, in
  something that will be talked about in Shiboleth
  for many months, Aberion Colshimere went to
  the Blinding Spire to speak with Orden about it.
  (Certainly an interesting conversation, given the
  history of the respective churches in the Gran
  March.) The PCs are among the few to accompany
  the retinue to the depths of the temple. Themlin
  privately confides in the PCs on how pleased he is
  with their performance, and this will do them
  well 
  to 
  increase 
  their 
  reputation 
  around
  Shiboleth and in the Church of St. Cuthbert. He
  will also reward the PCs with a potion of w i s d o m
  and a potion of bull’s strength, to provide them
  with the benefits of St. Cuthbert’s grace wherever
  they might go.
  As all of you gather around in the large room, the
  man known as Maxwell Orden steps forward
  toward the pool of blood, alone and silent. As the
  grotesque heads look on, he casts a spell, and the
  blood becomes a pool of clear and shining water.
  He then walks across the water to the bier and
  approaches the staff. Grasping the small staff
  firmly in both hands, it flashes again. He turns
  around, facing all in the room. Holding it before
  him, he begins to speak in a deep voice that
  resonates in the cavernous room.
  “It is by the blessings of Great Pholtus, The
  Blinding Light, Resolute Keeper of The Way and
  The One True Path, that this Holy Prism Scepter,
  given so long ago to the Oerid faithful, has been
  found. It shall serve the faithful of Pholtus today
  as it did then. With this great relic, the Blinding
  Spire shall be a bastion of greatness, calling to
  the hearts of all that would know The Way of
  Enlightenment. Let us now go forth from this
  crypt of evil and wickedness and into The Light.”
  With that, he holds the prism scepter high above
  his head and it begins to radiate again. The pool
  glimmers with its reflection and rays of various
  colors pour forth from the hole where the two
  half moons cross. As Orden walks toward the
  exit, the skeletons on both sides explode and
  crumble into nothingness, at last free to join the
  departed souls they once held. As Orden passes,
  he glares at you. It is obvious that not everyone is
  pleased with your efforts. Only time shall tell
  what else comes of this day as you leave the
  abandoned temple behind you.
  The End (St. Cuthbert)
  Note: The Experience and 
  Treasure sections
  appear after the Pholtus encounters.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    TTTThhhhrrrreeeeeeee    ((((PPPPhhhhoooollllttttuuuussss))))
  YYYYoooouuuu    CCCCaaaannnn’’’’tttt    HHHHaaaavvvveeee    YYYYoooouuuurrrr    CCCCaaaakkkkeeee    aaaannnndddd
  EEEEaaaatttt    IIIItttt    TTTToooooooo
  If the PCs decide to meet Themlin to tell him that
  they won’t be undertaking his mission after all,
  present the following (if they don’t meet him at
  the appointed place and time, he’ll track them
  down – adjust the first part below).
  You awake the next morning to meet Themlin at
  the stables of Fernanin’s Keep. He is happy to see
  you, but his look becomes one of concern as he
  reads your faces.
  The PCs will have to make up some explanation.
  Themlin is unhappy at the least or angry at the
  PCs if they don’t have a good excuse. He shakes
  his head.
  “Well, I certainly hope you never find yourselves
  in need of aid from another. I’ll have to try and
  find someone else, and pray that St. Cuthbert
  watches over Vechris and his men. I’m feeling ill.
  Excuse me if you will. I have important work to
  do.”
  Later that morning, the PCs are approached by
  Pholemius.
  “I am gladdened that you have made the right
  decision. Trust in Pholtus and He shall not lead
  you astray. We shall leave in two days time and
  we shall have more time to talk then. I trust in
  Pholtus that we shall all become good friends
  and, with his guidance, persevere in our quest. I
  suggest you rest up until then. Pholtus does not
  give gifts to the undeserved and I know we have
  many trials ahead of us. Come to the Blinding
  Spire this time two days from now and we shall
  embark with the Blinding Light to guide us.”
  The PCs can do as they wish for the span of two
  days. The group 
  leaves 
  without 
  incident 
  or
  fanfare. Oddly enough, Pholemius doesn’t know
  the way there, but claims that Pholtus shall guide
  him. “One is never lost when one walks the One
  True 
  Path 
  of 
  the 
  Enlightened.” 
  Somehow
  Pholemius will eventually lead them to the dig
  site. The journey to the site is nearly a week in
  length, 
  but 
  uneventful. 
  The roads 
  are 
  well
  established 
  and patrolled, 
  and there 
  is little
  danger of an attack by any of the native flora or
  fauna. Eventually, on the late morning of the
  sixth day, they can see the site in the distance.
  Perhaps half a mile off, you see dark smoke rising
  in the air. Pholemius excitedly says “We are close
  now. Let us hurry.” As you get within close range,
  it seems the fears of Themlin were correct.
  Before you lies a scene of carnage. A few slain
  horses and workers lie about the smoldering
  
  Lesser of Two Goods
  Page 20
  ruins of the camp. Smashed goods are scattered
  everywhere. A bloodstained trail made by many
  feet exits the camp to the northwest. By the signs
  of it, the attack probably took place last night.
  There is nothing of value left here if the PCs
  search. Pholemius looks around but eventually he
  says, “We must head in that direction.” He is
  pointing the same way as the bloodstained trail.
  If the PCs agree, proceed to Encounter Four, The
  Chamber of Envy.
  AAAA                                    
  DDDDM
  M
  M
  Mssss’’’’    NNN
  Nooootttteeee    ((((                            
  PPPPhhhhoooollllttttuuuussss))))
  Pholemius will remain aloof from the concerns
  of exploring the dungeon as much as possible,
  preferring 
  to let the PCs do their job with
  minimal guidance. He will take part in melee
  only when personally attacked or when the PCs
  are obviously outclassed (but if he does fight, add
  his levels to those of the PCs to determine the
  encounter Tier, adding hit points and additional
  opponents if necessary). He will offer advice only
  when it is requested of him and his advice is
  typically, “Trust in The Blinding Light to lead us
  upon the path of Righteousness.” Exceptions to
  this policy are noted in the encounters – he will
  not suffer a companion to bear the influence of
  Erythnul and so will act if the PCs fall victim to
  the powers 
  of the statues 
  described 
  in the
  encounters.
  Always keep in mind the light source(s) and
  visual range of the PCs and modify descriptions
  accordingly.
  In each of the Chambers, there are certain
  features of the encounters that the DM should
  keep in mind. Unless otherwise stated, ceilings in
  rooms are 15 feet high. The passageways are 10
  feet high and 5 feet wide. The doors are made of
  polished stone and exceptionally strong for that
  material due to the enchantments placed upon
  them long ago. As such, they will radiate a dim
  magic aura if detected for. Some enterprising PCs
  may decide to take the direct route, and bludgeon
  their way through each door with a sledge. Each
  door is 5 ft. wide by 10 ft. tall with a large (~1 ft. in
  diameter) 
  red blood drop engraved into both
  sides (The holy symbol of Erythnul the Many).
  The doors are 1 ft. thick, have a Hardness 10 and
  180 hp. Due to the enchantments on the doors,
  the doors also all have Damage Reduction of
  (5/+1) and a Break DC of 30. Bashing through
  these doors will be no simple task. There are no
  other adornments of the Chambers, as those who
  worshipped here took anything of value long ago,
  and everything has crumbled into dust.
  Each Chamber 
  has a statue, 
  which been
  enchanted as appropriate to its name. As such,
  the statues will radiate both magic and evil if
  detected for. Any character may make a Monster
  Lore check (d20+PC level, DC 13) to identify the
  creature the statue is intended to resemble. Each
  statue is completely red from head to toe with
  two exceptions. Observant PCs may notice with a
  Spot check (DC 20) or a Search check (DC 15) that
  the eyes of each statue are in fact small green
  gems. 
  They 
  cannot 
  be 
  pried 
  out 
  without
  destroying the statue, which is no small task
  (Hardness 10 hp 100, Dmg Reduction 10/+1) due
  to the enchantments on the statue.
  Pholemius won’t tolerate such desecration, as
  he has recognized this chamber as sacred to
  Erythnul the Many, the Oeridian Power of Hate,
  Malice, Envy, Panic, Ugliness, and Slaughter. If
  PCs ask, he explains this and any other details the
  DM considers appropriate. Otherwise, he keeps
  this knowledge to himself as he doesn’t wish to
  alarm the PCs more then they already are. Any PC
  may make a Religion check (DC 15) to recognize
  the various symbols in the room as belonging to
  Erythnul the Many. A PC who has made 
  a
  successful Religion check may also be prompted
  by the DM to make a Sense Motive check (DC 15),
  if he or she requests it, to interpret the mural as
  representing scenes of the aspect presented in
  that particular Chamber. Otherwise, the DC to
  interpret this or any other mural is 25.
  As the PCs investigate the room, they may
  come 
  under 
  the 
  effects 
  of 
  that 
  particular
  enchantment. Any PC who remains in a particular
  Chamber for more than one round must roll a
  Will save (DC 15). Those who fail fall victim to
  the effects as described in each entry. The DM
  should explain this condition to relevant players
  privately and encourage appropriate roleplaying
  of the situation. This affliction 
  remains 
  only
  while in the Chamber and ceases to affect the PC
  one round after he or she has left the room. PCs
  may gain an additional saving throw while in the
  room should the DM determine that conditions
  warrant 
  it (e.g. two paladins 
  of Heironeous
  affected by the Chamber of Hate go to attack each
  other). Protection 
  from c h a o s, protection 
  f r o m
  evil, and similar 
  spells will ward 
  characters
  against the effects of the statues.
  Pholemius 
  is unaffected 
  by 
  any 
  of 
  the
  Chambers’ enchantments. In case a whole party is
  affected, Pholemius may be their only hope. Any
  PC who tries to attack Pholemius with a melee
  weapon stops short and instead stands confused.
  Pholemius then approaches the PC and touches
  him or her on the forehead as described in each
  Encounter. With that, the affected PC snaps out
  of his affliction and may act as normal.
  There is of course, the unforeseen possibility
  that Pholemius might die for one reason 
  or
  another. If this happens, the DM should modify
  the description of encounters appropriately.
  Each of the statues acts as one of the five
  levers that release the stone elevator from the
  ceiling above the Chamber of Slaughter (Room 9).
  A Search check (DC 16) of the statue will reveal
  that the arms can move, and pulling both arms in
  a downward motion until they are parallel with
  the waist of the statue will result in an very
  audible moving of gears followed by a locking
  sound. After all five levers have been activated,
  proceed to Encounter Nine (Pholtus).
  
  Lesser of Two Goods
  Page 21
  A small lever to the right of the door will
  cause the door to ascend into the ceiling. The
  door will descend again one minute later unless
  wedged open.
  Anyone approaching within 10 feet of a door
  from the far side of a particular 
  Chamber
  activates a continual flame spell that has been
  cast on a series of torches inset into the wall.
  There are a total of six torches around each door,
  arranged three to a side in vertical manner. Each
  torch appears to be made of some ferrous metal
  that has stood the test of time well (better than
  the spell enchanting each). Each torch is set into a
  circular sconce of the same metal. Each sconce is
  set into the forehead of a small reddish clay
  fixture that resembles a leering face with mad
  eyes and tongue hanging out of its mouth. As the
  players will figure out sooner or later, opening
  the door from this side requires them to pull the
  correct sconce. As they may also find out, on each
  door at least one of the sconces is trapped. Each
  sconce 
  may be pushed 
  or pulled 
  down 
  (it
  depresses about an inch), and any PCs who listen
  will hear an audible 
  “click”. The sconce will
  remain in this position 
  for 2 rounds before
  returning to its original position. The door will
  not close, however, until the correct sconce is
  pulled again (at least from this side). Like the
  others 
  found 
  throughout 
  this 
  small temple
  complex, the runes engraved on each sconce give
  some clue as to which one is the correct one to
  pull, provided the PCs manage to identify the
  aspect of Erythnul represented in each Chamber.
  A Search check (DC 10) or a Spot check (DC 15)
  will allow PCs to identify which sconce has which
  particular rune. A Decipher Script check (DC 23)
  made against each rune will allow that particular
  PC to identify the rune’s meaning (There is no
  particular order to the placement if the players
  try and establish one. Clergy of Erythnul could
  learn a lot from the clergy of Rao in that regard).
  The players 
  should be given the appropriate
  Player Handout if they examine the runes on the
  sconces.
  Finally, the DM should feel free to adjust the
  DCs 
  of 
  certain 
  checks, 
  or 
  eliminate 
  them
  completely, if it is apparent that the players are
  aware of a common feature of any facet of the
  temple complex (e.g. how to open the doors).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444    ((((PPPPhhhhoooollllttttuuuussss))))::::
  TTTThhhheeee    CCCChhhhaaaam
  m
  m
  mbbbbeeeerrrr    ooooffff    EEEEnnnnvvvvyyyy
  You easily follow the trail of trampled brush,
  bloodstains, and bits and pieces of gear that must
  have fallen from the victims. Perhaps a quarter of
  a mile into the woods, the trail leads up and over
  a small rise. Approaching the top of the rise, you
  are slightly stunned to see another scene of
  carnage before you. Here lay many large hairy
  goblinoids, approaching seven feet in height. The
  humanoids have yellow-brown skin and thick,
  coarse hair brown in color. They are garbed in a
  variety of leather armors and they lie sprawled
  among each other, with weapons buried in their
  dead carcasses. It appears that they fought each
  other, perhaps for the spoils of their slaughter, or
  perhaps just from uncontrolled bloodlust. There
  is no indication that they were members of
  opposing tribes.
  Any character may make a Monster Lore check
  (d20+PC level, DC 13) to identify these creatures
  as bugbears. It appears that Vechris Aruweg’s
  concerns were justified. What has happened here
  are that the bugbears have fallen victim to the
  enchantments placed upon the Chamber of Envy.
  Given 
  their 
  general 
  nature, 
  they 
  easily
  succumbed and soon minor squabbling over loot
  became a deadly fray. If PCs investigate this more
  and ask questions surrounding this scene, the
  DM should give answers consistent with what
  took place here without revealing the real cause.
  Weapons include morningstars, 
  javelins, hand
  axes, battle-axes, and small wooden shields. Most
  are broken or in bad shape. If the PCs make a
  thorough 
  search 
  of the area 
  (this will 
  take
  approximately 10 minutes), they will find the
  items listed in the Treasure section 
  of this
  scenario.
  Walking down the shallow slope of the hill, you
  see a cavern entrance, perhaps ten feet by ten
  feet, which has been dug out of the hill.
  If PCs get closer to the cavern entrance (within 5
  feet) read them the following. Remember those
  PCs with darkvision or lowlight vision will be
  able to see what lies in the Chamber of Envy at a
  greater distance than those who are either using
  a light source or simply peering in with normal
  vision. PCs may also make a Listen check (DC
  10+5/every 5 feet from the cave mouth) to hear a
  weak 
  moaning 
  from 
  the wounded 
  bugbears
  within.
  Peering inside, you are immediately drawn to
  several figures that get up slowly off of the floor
  and draw their heavy morningstars defensively.
  They look wounded and appear in pain.
  Although 
  bugbears 
  are 
  quite 
  dangerous,
  especially for low-level PCs, the fact that they are
  wounded 
  and 
  not 
  using 
  their 
  best 
  tactics
  (bugbears prefer to use their incredible stealth to
  ambush victims) should make them easier to
  dispatch than would be normally possible.
  Tier 2 (EL 6)
  Bugbears (4): hp 13, 12, 10, 8; hp 16 each; See
  Monster Manual, page 27.
  Tier 3 (EL 8)
  Bugbears (6): hp 16 each; hp 16 each; See Monster
  Manual, page 27.
  
  Lesser of Two Goods
  Page 22
  Tier 4 (EL7 than 8)
  Bugbears (6): hp 13, 12, 10, 8, 7, 6; hp 16 each; See
  Monster Manual, page 27.
  Two rounds after melee begins, a rival band of
  bugbears who have just arrived in the area join in.
  Bugbears (6): hp 16 each; See Monster 
  Manual,
  page 27.
  Bugbear Sergeants, male bugbear Ftr2 (2): CR 4;
  Medium Humanoid (Goblinoid) (7 ft tall); HD
  3d8+3 + 2d10+2; hp 29; Init +5 (Dex, Improved
  Initiative); Spd 30 ft; AC 18 (+1 Dex, +3 natural, +3
  studded leather, +1 small shield); Atks +7 melee
  (1d8+2, 
  morningstar), 
  or 
  +5 
  ranged 
  (1d6+2,
  javelin); SQ Darkvision 60 ft.; AL CE; SV Fort +5,
  Ref +4, Will +1.
  Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.
  Skills: Climb +2, Hide +4, Listen +3, Move Silently
  +7, Spot +3. Feats: Alertness, Improved Initiative,
  Weapon Focus (morningstar).
  Bugbear Leader, 
  male bugbear 
  Ftr4: 
  CR 
  7;
  Medium Humanoid (Goblinoid) (7 ft tall); HD
  3d8+3 + 4d10+4; hp 42; Init +5 (Dex, Improved
  Initiative); Spd 30 ft; AC 19 (+1 Dex, +3 natural, +3
  studded leather, +2 large wooden shield); Atks
  +10/+5 
  melee 
  (1d8+5, morningstar), 
  or 
  +7/+2
  ranged (1d6+3, javelin); SQ Darkvision 60 ft.; AL
  CE; SV Fort +6, Ref +5, Will +2.
  Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 9.
  Skills: Climb +2, Hide +5, Listen +3, Move Silently
  +8, Spot +3. Feats: Alertness, Combat Reflexes,
  Improved 
  Initiative, 
  Weapon 
  Focus
  (morningstar), 
  Weapon 
  Specialization
  (morningstar).
  Once the bugbears 
  have been dispatched 
  (or
  perhaps even negotiated with however unlikely
  that may be) the PCs can get a better view of the
  room.
  The room is octagonal in shape, and perhaps only
  twenty or so feet across. A large red statue,
  seemingly of the same race as 
  these 
  foul
  creatures, abuts the middle of the right wall. Its
  face snarls at some unseen onlooker and its arms
  are outstretched before it as if to grab someone
  or something. Directly across from the statue on
  the left wall is a door. Only a red tear-shaped
  engraving mars its surface. There appears to be
  some kind of lever on the right side of it,
  approximately six feet off the ground. Murals are
  painted on the walls, depicting humans and some
  humanoid races in scenes with gold and silver,
  precious gems, castles, and beautiful women.
  Littering the floor, more bodies lie sprawled
  about the room, including the remains of some of
  the 
  humans. 
  You 
  look 
  on 
  as 
  Pholemius
  approaches a dismembered head, which is all that
  remains of the man who was Vechris Aruweg. He
  frowns and shakes his head. “Such a waste” he
  sighs. He then whispers a prayer for the dead
  man.
  As PCs investigate the room, they may come
  under the effects of the Chamber of Envy. PCs
  who fail their Will save (DC 15) feel envious of
  what one or more party members possess, be it
  monetary, magical, or mundane in nature. If the
  opportunity arises while in the Chamber of Envy,
  that PC may try to steal from one or more fellow
  party members, or a fight may even break out
  between two affected PCs. If Pholemius becomes
  aware of a problem, he approaches the affected
  PC and touches him or her on the forehead,
  saying, “No heart full of avarice can steal that
  which cannot be stolen. Be envious not of my
  material goods, but of my spiritual wealth. For I
  have the Blinding Light within me. Follow me
  and walk the One True Path to Enlightenment.”
  With that, the affected PC snaps out of his or her
  affliction and acts normally. Any character may
  make a Monster Lore check (d20+PC level, DC 13)
  to recognize the statue as a bugbear.
  After several minutes of milling about the room,
  Pholemius speaks. “This is very dangerous. We
  must use caution here. What we seek lies beyond
  that door,” he says, pointing to the left hand wall.
  “However, there is something else we must do
  first. What it is I do not know.”
  PCs should easily find the lever that opens the
  door, so they may be deceived when they fail to
  find the statue’s true purpose, which is what
  Pholemius is referring to (see A DM’s Note). Read
  the following to them as they proceed:
  Stepping through the doorway, you are caught
  slightly unaware as a torch inset into the wall on
  the far side of the door sputters weakly to life. It
  is but one of six, each arranged three to a side in
  vertical manner. It seems time has take its toll on
  its companions, as the enchantments laid upon
  these other iron torches have faded long ago.
  Each torch is set into a sconce and each sconce is
  in the form of a nightmarish humanoid visage
  formed from red clay. The torch itself protrudes
  from the forehead of the creature. The dim light
  provided doesn’t help as you peer down a hallway
  that extends past your view.
  PCs might investigate the door and spot some of
  its hidden details (see A DMs Note). If they spot
  the runes, read the following and give them
  Player’s Handout #1. The runes are listed in the
  order they are presented.
  You notice that the sconces appear to be inscribed
  with a rune you’re not familiar with. Each
  appears to have a different rune.
  If the PCs succeed in a Decipher Script check (DC
  23), translate the runes as follows (the same
  symbols are used on each door, so once the
  
  Lesser of Two Goods
  Page 23
  translation 
  is known, 
  no further 
  checks are
  required).
  _ (Malice)
  _  (Envy)
  _  (Panic)
  _  (Hate)
  _ (Slaughter)
  _ (Ugliness)
  Pholemius 
  will 
  murmur 
  appreciatively, 
  but
  deciphering 
  these 
  runes 
  isn’t 
  one 
  of 
  his
  supernatural 
  powers. It’ll be up to the PCs to
  figure this important clue out. In this case, the
  upper right sconce is the correct one. The middle
  right sconce is trapped to cause a trap door to
  swing open into a 30-foot pit. Fortunately for the
  PCs, time has gotten the better of this trap as
  well, and the left side of the trap door (away from
  the hinge) will only drop two inches. This won’t
  endanger the PCs but should give them a hint of
  things to come should they mess around with
  this door.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    FFFFiiiivvvveeee    ((((PPPPhhhhoooollllttttuuuussss))))
  TTTThhhheeee    CCCChhhhaaaam
  m
  m
  mbbbbeeeerrrr    ooooffff    M
  M
  M
  Maaaalllliiiicccceeee
  Off to your left, there is another door inset into
  the wall. Six sconces are set along the door in the
  same pattern as the room you’ve just come from,
  but none 
  light 
  up 
  at your approach. 
  The
  passageway 
  continues 
  straight 
  ahead, 
  while
  directly across from the door a short passageway
  opens up into a larger square-shaped room.
  If they spot 
  the runes, 
  give 
  them Player’s
  Handout #2. The runes are listed in the order they
  are presented.
  _ (Ugliness)
  _ (Malice)
  _  (Panic)
  _ (Slaughter)
  _  (Hate)
  _  (Envy)
  If the PCs happen to pull the middle right sconce,
  read the following.
  As you pull the sconce downward, you hear an
  audible click. You feel the onrushing heat of fire
  descending from the ceiling above you!
  The PCs have activated a flame jet trap that
  shoots a cone of flame down from the ceiling in
  all 5 ft. x 5 ft. squares that abut the Chamber of
  Malice (see Map). Any PC in the square in front of
  the door or on either end is allowed a normal
  Reflex save to avoid the flames, but PCs in the
  middle two squares receive a –2 circumstance
  penalty to reflect the additional difficulty they
  will have in reaching a safe place.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Flame jet: 5 ft. wide, 10 ft. long cone of flame
  (5d6); Reflex save avoids (DC 15); Search (DC 25);
  Disable Device (DC 26).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Flame jet: 5 ft. wide, 10 ft. long cone of flame
  (7d6); Reflex save avoids (DC 17); Search (DC 25);
  Disable Device (DC 26).
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    9999))))
  Flame jet: 5 ft. wide, 10 ft. long cone of flame
  (9d6); Reflex save avoids (DC 19); Search (DC 25);
  Disable Device (DC 26).
  Should PCs pull the top sconce on the right, read
  the following to the players.
  Pulling the sconce, you hear a clicking sound.
  Seconds later, the stone door in front of you
  ascends into the ceiling with the sound of stone
  on stone. The way into this room thus cleared,
  you peer in. The room is fairly unremarkable,
  being square and tapering to a small alcove on the
  far side of the room. Directly across from the
  door is another statue. This one appears to be a
  human male, garbed in a fluted heavy armor of
  some kind. The statue is completely red in color,
  and it clutches its fists together under its evil
  grinning sneer. About the room, you see another
  mural. This one has all sorts of men and women,
  grinning evilly and reveling in their fiendish
  plots against fellow men that have come to
  fruition. Pholemius has a look of concern on his
  face as he enters the room.
  As PCs investigate this room, they may come
  under the effects of the Chamber of Malice. PCs
  who fail their save (DC 15) begin to have
  malicious intentions toward their fellow party
  members. If Pholemius becomes aware that one
  or more of the PCs have been afflicted by this, he
  approaches the PC, touching him or her on the
  forehead, saying, “Come not before the Blinding
  Light with a heart full of malice. One who walks
  the True Path is enlightened and may do no
  wickedness to his fellow man”. With that, the
  affected PC snaps out of his or her affliction and
  acts normally.
  
  Lesser of Two Goods
  Page 24
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666    ((((PPPPhhhhoooollllttttuuuussss))))::::
  TTTThhhheeee    CCCChhhhaaaam
  m
  m
  mbbbbeeeerrrr    ooooffff    PPPPaaaannnniiiicccc
  If the PCs approach within 10 feet of the door,
  read the following.
  As you reach the bottom of the dark stairwell, six
  of the familiar torches greet your approach, and
  surprisingly they all come to life, albeit weakly. It
  seems some of the enchantments laid about this
  temple have fared better than others have.
  If they spot the runes, read the following and give
  them Player’s Handout #3. The runes are listed in
  the order they are presented.
  _ (Slaughter)
  _ (Malice)
  _  (Panic)
  _  (Envy)
  _ (Ugliness)
  _  (Hate)
  In this case, pulling the middle sconce on the left
  opens the Chamber of Panic. If it is pulled read
  the following.
  Pulling the sconce, you hear the grinding of stone
  on stone as the door moves upward into the
  ceiling.
  If the lower sconce on the right is pulled, read the
  following to the players.
  Pulling the sconce, you hear the sound of several
  arrows being released behind you!
  Roll randomly among those in the two squares in
  front of the door to choose targets for the arrows.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Arrow trap: 6 arrows; +10 ranged (1d6 [crit x3]);
  Search (DC 20); Disable Device (DC 20).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  Arrow trap: 12 arrows; +10 ranged (1d6 [crit x3]);
  Search (DC 20); Disable Device (DC 20).
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    11110000))))
  Arrow trap: 24 arrows; +10 ranged (1d6 [crit x3]);
  Search (DC 20); Disable Device (DC 20).
  When the PCs finally make it into the room, read
  them the following description.
  This room is larger than any you have been in so
  far, 
  and 
  flares 
  out 
  from the entrance 
  to
  eventually over 30 feet in width. Some 30 feet
  away directly across from the door is a red statue
  of a large humanoid figure, its arms extended out
  before it, as if to choke any whom would dare
  approach. Along both walls are murals of humans
  and elves with expressions of fear on their faces,
  running for their lives across some great plain
  from hordes of the same monsters that this
  statue represents. A giant figure of a similar
  monster in blood red armor with green eyes
  dominates the mural. The great monster swings a
  flail and appears to be bleeding from wounds on
  his body. The blood that flows from his body falls
  to the plains below him, the droplets form more
  monsters, adding to the onrushing horde. There
  is nothing else but dust, the stale air of the long-
  sealed chamber, and the quiet here to greet you.
  If the PCs step into the room, read the following.
  As you step into the room, the emerald eyes of
  the 
  statue 
  light 
  up 
  by 
  means 
  of 
  some
  enchantment that still has yet to fade. As you fall
  under the statue’s eerie green gaze, you begin to
  empathize with the humans and elves on the
  mural. You can almost hear the mural now, as the
  cries of the fleeing echo in your ears, and the
  joyous howling of the bloody beasts as they
  pursue their prey. Above it all, you hear a strange
  droning sound emanating from that hideous flail,
  and yet emanating from all directions as well.
  Your heart starts to beat faster, as the droning
  seems to call your name. You’ve got to get away
  from here…NOW!
  To successfully approach the statue and resist the
  enchantments in the Chamber of Panic requires a
  Will save (DC 15) vs. Magical Fear. Those who fail
  their saves will run away as fast as possible for
  1d4 rounds as if affected by cause fear. Characters
  may make another attempt to enter the room, but
  the DC is raised by one for each successive
  attempt. As elsewhere, Pholemius is unaffected
  by the enchantments in this room and attempts
  to grab any PC who attempts to flee. He will calm
  the PC by saying, “There is nothing to be afraid of.
  The Blinding Light is with us and shall not lead
  us astray. One does need to run in fear when he
  walks the One True Path.” Any character 
  may
  make a Monster Lore check (d20+PC level, DC 13)
  to recognize the statue as an ogre.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777    ((((PPPPhhhhoooollllttttuuuussss))))::::
  TTTThhhheeee    CCCChhhhaaaam
  m
  m
  mbbbbeeeerrrr    ooooffff    HHHHaaaatttteeee
  Proceeding across the room, the passageway on
  the right side goes only 15 feet before turning to
  the left down a long stairwell.
  When the PCs reach 
  the bottom, 
  read 
  the
  following.
  Around the corner to the right, the uppermost
  four of the torches spring to life vibrantly. Maybe
  they should have had whomever enchanted these
  torches do them all.
  
  Lesser of Two Goods
  Page 25
  The players will have probably figured out by now
  what they need to do here, and so the guessing
  game begins anew. If they spot the runes, give
  them Player’s Handout #4. The runes are listed in
  the order they are presented.
  _  (Hate)
  _ (Ugliness)
  _ (Slaughter)
  _ (Malice)
  _  (Envy)
  _  (Panic)
  This time around, every sconce but the upper left
  one act as a trigger for a Poison Spear Trap. (This
  trap is set into the wall opposite the door). Read
  these unlucky PCs the following:
  Pulling the sconce, you have no time to react as
  you hear a spring mechanism of some kind
  release behind you!
  Roll randomly among those in the two squares in
  front of the door to choose targets for the spears.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Poison spear trap: 2 spears; +12 melee (1d8 [crit
  x3] + poison (Fort save to resist (DC 14); 1d2
  Str/1d3 Str); Search (DC 20); Disable Device (DC
  20).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  Poison spear trap: 4 spears; +12 melee (1d8 [crit
  x3] + poison (Fort save to resist (DC 14); 1d2
  Str/1d4 Str); Search (DC 20); Disable Device (DC
  20).
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    11110000))))
  Poison spear trap: 6 spears; +12 melee (1d8 [crit
  x3] + poison (Fort save to resist (DC 14); 1d4
  Str/1d6 Str); Search (DC 20); Disable Device (DC
  20).
  This trap is loaded into a spring mechanism that
  will reset itself one round later. A very unlucky
  PC can therefore set it off multiple times, though
  at least one round must pass before setting it off
  again.
  If the PCs successfully open the door, read the
  following.
  The click of the iron sconce precedes 
  the
  movement of the stone door into the ceiling.
  Beyond the door waits a small mostly square
  room. Across from the doorway is a statue of
  some humanoid, larger than most men are. It has
  a dog-like head and hairy mane, and its fists flank
  its bestial, snarling maw, as if clenched in anger.
  Murals on the walls depict scenes of humanoids
  and giants, elves and dwarves, armed to the teeth
  and ready to spill blood. Behind it all, a large
  figure similar to the statue bleeds upon the
  impending battlefield, his horrible green flail
  high above his head.
  PCs who haven’t gotten wise to the nature of
  these statues may fall under the effect of the
  Chamber of Hate. Any PC failing a Will save
  succumbs and immediately attacks the nearest
  PC, with a +1 profane bonus to hit and to damage
  PER TIER. Pholemius does his best to end the
  violence, grabbing the arm of an affected PC,
  saying, “There is no room for hatred in a soul
  filled with the Blinding Light. Violence begets
  only violence, and such is not the way of the
  Enlightened.” Any PC may make a Monster Lore
  check (d20+PC level, DC 13) to determine that the
  statue is that of a gnoll.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888    ((((PPPPhhhhoooollllttttuuuussss))))::::
  TTTThhhheeee    CCCChhhhaaaam
  m
  m
  mbbbbeeeerrrr    ooooffff    UUUUgggglllliiiinnnneeeessssssss
  Proceeding across the room, the far passageway
  goes only 20 feet before turning to the left and
  continuing out of view.
  If PCs proceed further, read the following.
  It seems the hallway only goes another 30 feet
  before ending at a door similar to the ones you
  have already seen.
  If the PCs approach within 10’ of the door read
  the following.
  The lower torch on the left and the middle torch
  on the right flicker with a dim light at your
  approach.
  Like the other sconces, these have a familiar set
  of runes that are arranged in the following order.
  _ (Ugliness)
  _  (Panic)
  _  (Hate)
  _ (Malice)
  _  (Envy)
  _ (Slaughter)
  If they spot 
  the runes, 
  give 
  them 
  Player’s
  Handout #5. In this case, pulling the upper sconce
  on the left opens the Chamber of Ugliness. If it is
  pulled, read the following.
  Pulling the sconce, you hear a familiar clicking
  sound and the grinding of stone on stone as the
  door moves upward into the ceiling.
  If the lower sconce on the left is pulled, read the
  following to the players.
  Pulling the sconce, you hear a familiar click. The
  door does not move, and you begin to notice the
  air fill with a gray mist that is descending from
  
  Lesser of Two Goods
  Page 26
  the ceiling. You quickly begin coughing and
  choking from the strange gas.
  The trap releases insanity m i s t, an inhaled toxin,
  which fills the area from the door out to 10 feet.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Poison gas trap: Fort save to avoid (DC 13), 1d3
  Wis/1d6 Wis; Search (DC 23); Disable Device (DC
  23).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Poison gas trap: Fort save to avoid (DC 16), 1d4
  Wis/2d6 Wis; Search (DC 25); Disable Device (DC
  25).
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    9999))))
  Poison gas trap: Fort save to avoid (DC 19), 1d6
  Wis/2d6 Wis; Search (DC 27); Disable Device (DC
  27).
  Privately inform players who fail their saving
  throw of the following.
  The gray mist clouds your mind and the world
  seems to move in slow motion. You can’t think
  clearly.
  Privately inform those players who fail their
  second saving throw of the following.
  The air itself seems oppressive. You can’t breath.
  You must get out of this prison of stone. Why are
  those people looking at you? They’re laughing at
  you! You clutch your ears to stop from hearing
  their laughter but to no avail.
  Unfortunately, Pholemius has no power to cure
  the poison or what it inflicts. Pholemius will be
  unaffected by this poison himself, however.
  As the PCs enter this room, read the players the
  following.
  This room has a bizarre design, as if the two
  halves were under the charge 
  of 
  different
  architects. The left half of the wall is angled to
  form an irregular half-diamond, whereas the
  right half is rectangular. Directly across from the
  door is another statue of a tall but lanky
  humanoid with horrible claws, a long pointed
  noise, and a terrible maw with dagger-like teeth.
  Its sinewy limbs reach out toward you. Around
  the room are murals of hideous beings, so twisted
  and deformed you are unsure of what race they
  might even be. Above them all stands a large
  figure similar to the statue, which points his
  horrendous limbs at the figures in the mural. The
  beautiful become deformed, the young become
  old. You glance down at the polished mirror
  surface of the floor and gasp in horror as you see
  your face slowly wither and twist into some
  horrid visage!
  Again PCs in this room must make a Will save or
  stand motionless, horrified at what they have
  become, victims of the enchantments 
  in the
  Chamber of Ugliness. PCs who fail this save may
  make another save every ten minutes to try to
  shake off the effects of the spell. Pholemius is
  unaffected by the Chamber of Ugliness, and helps
  any affected PCs. Cupping their face with both
  hands, Pholemius says, “Let the inner beauty of
  one who walks the One True Path shine through
  the façade of flesh and bone. Let the Light that
  can not be seen shine upon these eyes so that
  they may know The Way.” As in the other
  Chambers, the PC snaps out of the effects as if
  waking from a daydream. Any character 
  may
  make a Monster Lore check (d20+ PC level, DC 13)
  to recognize the statue as a troll.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    9999    ((((PPPPhhhhoooollllttttuuuussss))))::::
  TTTThhhheeee    CCCChhhhaaaam
  m
  m
  mbbbbeeeerrrr    ooooffff    SSSSllllaaaauuuugggghhhhtttteeeerrrr
  Once the PCs have pulled all the levers, read the
  following.
  As you pull the statue’s arms into the down
  position, you hear a great rumbling from outside
  the room, as a loud grating sound of stone on
  stone is accompanied by the sound of moving
  chains.
  If PCs search for the sound of all this racket, read
  the following.
  Entering the square chamber at the center of the
  complex, you see the middle part of the stone
  floor has fallen away like some giant trap door, as
  if on a hinge that swings downward. From the
  ceiling, a large stone platform, roughly the size of
  the trap, descends slowly, held by two massive
  iron chains. Peering into the depths below, the
  darkness seems to beckon like the gateway to an
  endless abyss.
  Eventually the platform will come to rest. If at
  least 100 lbs. is put on it on it, it will begin to
  descend again, its mechanism activated by the
  weight. It descends very slowly, and PCs can
  easily jump on it without any problems. The
  platform can hold up to 3000 lbs. before the chain
  breaks.
  As the stone conveyance slowly sinks into the
  floor, an uncomfortable silence blankets the area,
  broken only by the sounds of the chains lowering
  the platform like some great anchor into the
  depths of the earth. Soon the chamber above
  becomes lost from view as the descent continues.
  After several minutes, the platform comes to rest
  with a great noise of stone on stone. Somehow it
  
  Lesser of Two Goods
  Page 27
  still manages to seem hollow in the unnatural
  quietness.
  The platform has come to rest on a set of steps
  that extend outward ahead and on both sides of
  you. You peer into a large rectangular room,
  whose ceiling extends beyond visible range. The
  whole room has a strange reddish cast to it, and
  many large circular pillars can be seen on either
  side of the room, evenly spaced throughout the
  entire length of the room. The pillars seemed to
  be…adorned…with human skeletons, their arms
  held above their heads by rusting manacles
  attached to chains. The chains in turn are
  attached to hooks that extend from the columns,
  allowing the skeletons to swing freely, in some
  sort of grotesque dance of the dead. Mercifully,
  they lay still now, undisturbed for countless
  years it appears. Who they were one can only
  speculate. Perhaps even Erythnul’s clergy have
  found their final resting place here on these
  pillars, for not even the minions of The Many
  would be safe from their own violent and wicked
  nature.
  The far end of the chamber appears to have a bier
  of some kind surrounded by five pillars similar to
  those lining the room, only larger. There is
  something resting on the bier that seems to be
  the source of a muted, but brilliant, light. The
  light from the bier adds a contrast to the general
  hue of the room and it plays upon the surface of a
  pool of water that appears from this distance to
  surround the bier.
  If the players investigate the skeletons 
  more
  closely, a Search (DC 10) will reveal the following.
  The skeletons have a strange red hue to them, and
  in the middle of their exposed ribcages some of
  them appear to have the remnants of a continual
  flame that seems to be the source of the strange
  illumination. The untold centuries have taken
  their toll even upon these enchantments, as now
  only a dim flicker remains, a ghost of the spell’s
  former radiance.
  If the players approach within 30’ of the bier,
  read the following.
  The bier is indeed surrounded by a pool of liquid
  approximately 25 feet in diameter. Although the
  light in the chamber tends to lend a red cast to
  everything, the liquid in the pool seems to have
  more than its share of the color, and you have an
  uncomfortable hunch that this pool is full
  of…blood. Intermittent drops break the surface
  of the pool, and looking to their source, you see
  that the columns surrounding the pool are
  adorned with a carving of a large head of some
  creature. The drops fall from the open mouth of
  each carving into the pool below.
  The source of the conflicting illumination is now
  apparent. Standing upright and set into the bier
  is a small staff, made of a silvery metal and
  studded with gems. Adorning the top of the staff
  are two crescent moons that overlap and face
  inward. A pair of hands grasps the staff, and a
  ring adorns one of the hands. Pholemius gasps
  and exclaims “A Prism Scepter of the Blinding
  Light!” and starts toward the bier.
  This area radiates strong magic due to the prism
  s c e p t e r, but also radiates strongly of good AND
  evil if detected for. Pholemius is about to make a
  rash decision, and hopefully one or more PCs will
  grab him before he proceeds into the pool. The
  pool is only two feet deep, but it has an unusual
  and extremely dangerous resident who is more
  than eager for an infusion of fresh blood to add
  to its domain. With its limited intelligence and
  eagerness to kill, it immediately attacks the first
  person to step into the pool. It also attacks the
  first person that passes over the pool within
  range of its tentacles (1.5x height in feet, height
  varies by tier). The bier itself is on a raised dais
  that lies 5 feet above the surface of the pool.
  If Pholemius or another player is within range of
  an attack, read the following.
  Stepping forth into the pool of blood, you are
  [Pholemius is] surprised and horrified to see a
  vaguely humanoid shape appear out of the murk
  and lash out at you [him] with a tendril of blood!
  The humanoid shape is an elemental 
  creature
  formed of blood. It is unique and has taken the
  name Bloodshed.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Bloodshed: CR 5; Medium Blood Elemental (8 ft
  tall); HD 5d8+15; hp 37; Init +1 (Dex); Spd 20 (Sw
  90); AC 19 (+1 Dex, +8 natural); Atks +7 melee
  (1d8+3, buffet); SA Blood mastery, drench, blood
  drain (DC 15), smother (DC 15); SQ Elemental; SR
  0; AL CE; SV Fort +7, Ref +2, Will +1.
  Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11.
  Skills: Listen +6 Spot +6 Feats: Power Attack
  SA: Blood Mastery (Ex): The elemental gains a +1
  attack and damage bonus if both it and the
  opponent are in the pool of blood. 
  If 
  the
  opponent 
  or 
  elemental 
  is 
  landbound, 
  the
  elemental 
  suffers a -4 penalty to attack 
  and
  damage. 
  The 
  blood 
  elemental 
  may 
  move
  anywhere 
  within the room, but (for obvious
  reasons) would prefer to stay in the pool.
  Drench 
  (Ex): The elemental's 
  touch puts out
  torches, campfires, exposed lanterns, and other
  open flames of nonmagical origin if these are of
  Large size or smaller. The creature can dispel
  magical fire it touches as dispel magic cast by a
  sorcerer whose level equals the elemental's HD
  total.
  Blood Drain (Su): The most common means of
  attack is a blow from one of its tentacles. Further,
  the victim of such an attack must make a Fort
  save (see above) or have a portion of his own
  
  Lesser of Two Goods
  Page 28
  blood drawn forth from his body and added to
  that of the elemental. The amount of blood lost in
  this way is equal to the damage done by the
  initial blow. Hit points lost to the blood drain are
  added directly to the elemental's own hit point
  total (to a maximum of 8 hit points per Hit Die).
  When striking at a target that has no blood of its
  own, the blood elemental cannot employ its blood
  drain attack and suffers a -2 penalty per die on all
  damage rolls (to a minimum of 1 point per die).
  Smother (Ex): In any round that the elemental
  chooses not to attack, it may attempt to smother
  an opponent. To do so, the elemental makes a
  normal attack roll to hurl itself onto the target of
  the attack. If it succeeds, the victim of the attack
  must make a Fort save or find that the elemental
  has filled his nose, mouth, and lungs with blood.
  The victim of this attack has a very good chance of
  drowning (as described in the DMG pg.85). On the
  next round, the elemental is free to move away
  from this victim and attack another character,
  leaving the first target for dead. Attacks on the
  elemental while it is smothering do full damage
  to the elemental and half damage to the victim
  (who is unable to lash out at the elemental while
  being smothered).
  SQ: Elemental: As an elemental 
  creature, 
  the
  blood elemental 
  is immune to poison, 
  sleep,
  paralysis, and stunning. Elementals have no clear
  front or back and are therefore not subject to
  critical hits or flanking. The blood elemental has
  darkvision with a range of 60 feet.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Bloodshed: CR 7; Medium Blood Elemental (8 ft
  tall); HD 7d8+28; hp 59; Init +1 (Dex); Spd 20 (Sw
  90); AC 19 (+1 Dex, +8 natural); Atks +10/+5 melee
  (1d12+4, buffet); SA Blood mastery, drench, blood
  drain (DC 17), smother (DC 17); SQ Elemental; SR
  0; AL CE; SV Fort +8, Ref +3, Will +1.
  Str 18, Dex 13, Con 18, Int 5, Wis 11, Cha 11.
  Skills: Listen +8 Spot +8 Feats: Power Attack
  SA: Blood Mastery (Ex): The elemental gains a +1
  attack and damage bonus if both it and the
  opponent are in the pool of blood. 
  If 
  the
  opponent 
  or 
  elemental 
  is 
  landbound, 
  the
  elemental 
  suffers a -4 penalty to attack 
  and
  damage. 
  The 
  blood 
  elemental 
  may 
  move
  anywhere 
  within the room, but (for obvious
  reasons) would prefer to stay in the pool.
  Drench 
  (Ex): The elemental's 
  touch puts out
  torches, campfires, exposed lanterns, and other
  open flames of nonmagical origin if these are of
  Large size or smaller. The creature can dispel
  magical fire it touches as dispel magic cast by a
  sorcerer whose level equals the elemental's HD
  total.
  Blood Drain (Su): The most common means of
  attack is a blow from one of its tentacles. Further,
  the victim of such an attack must make a Fort
  save (see above) or have a portion of his own
  blood drawn forth from his body and added to
  that of the elemental. The amount of blood lost in
  this way is equal to the damage done by the
  initial blow. Hit points lost to the blood drain are
  added directly to the elemental's own hit point
  total (to a maximum of 8 hit points per Hit Die).
  When striking at a target that has no blood of its
  own, the blood elemental cannot employ its blood
  drain attack and suffers a -2 penalty per die on all
  damage rolls (to a minimum of 1 point per die).
  Smother (Ex): In any round that the elemental
  chooses not to attack, it may attempt to smother
  an opponent. To do so, the elemental makes a
  normal attack roll to hurl itself onto the target of
  the attack. If it succeeds, the victim of the attack
  must make a Fort save or find that the elemental
  has filled his nose, mouth, and lungs with blood.
  The victim of this attack has a very good chance of
  drowning (as described in the DMG pg.85). On the
  next round, the elemental is free to move away
  from this victim and attack another character,
  leaving the first target for dead. Attacks on the
  elemental while it is smothering do full damage
  to the elemental and half damage to the victim
  (who is unable to lash out at the elemental while
  being smothered).
  SQ: Elemental: As an elemental 
  creature, 
  the
  blood elemental 
  is immune to poison, 
  sleep,
  paralysis, and stunning. Elementals have no clear
  front or back and are therefore not subject to
  critical hits or flanking. The blood elemental has
  darkvision with a range of 60 feet.
  TTTTiiiieeeerrrr    4444    ((((EEEELLLL    9999))))
  Bloodshed: CR 9; Large Blood Elemental (16 ft
  tall); HD 9d8+36; hp 76; Init +2 (Dex); Spd 20 (Sw
  90); AC 20 (-1 size, +2 Dex, +9 natural); Atks +13/+8
  melee (2d8+5, buffet); SA Blood mastery, drench,
  blood 
  drain 
  (DC 
  19), 
  smother 
  (DC 
  19),
  deathwatch; 
  SQ Elemental, 
  damage 
  reduction
  10/+1; SR 15; AL CE; SV Fort +10, Ref +4, Will +2.
  Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11.
  Skills: Listen +10 Spot +10 Feats: Cleave, Power
  Attack
  SA: Blood Mastery (Ex): The elemental gains a +1
  attack and damage bonus if both it and the
  opponent are in the pool of blood. 
  If 
  the
  opponent 
  or 
  elemental 
  is 
  landbound, 
  the
  elemental 
  suffers a -4 penalty to attack and
  damage. 
  The 
  blood 
  elemental 
  may 
  move
  anywhere 
  within the room, but (for obvious
  reasons) would prefer to stay in the pool.
  Drench 
  (Ex): The elemental's 
  touch puts out
  torches, campfires, exposed lanterns, and other
  open flames of nonmagical origin if these are of
  Large size or smaller. The creature can dispel
  magical fire it touches as dispel magic cast by a
  sorcerer whose level equals the elemental's HD
  total.
  Blood Drain (Su): The most common means of
  attack is a blow from one of its tentacles. Further,
  the victim of such an attack must make a Fort
  save (see above) or have a portion of his own
  blood drawn forth from his body and added to
  that of the elemental. The amount of blood lost in
  
  Lesser of Two Goods
  Page 29
  this way is equal to the damage done by the
  initial blow. Hit points lost to the blood drain are
  added directly to the elemental's own hit point
  total (to a maximum of 8 hit points per Hit Die).
  When striking at a target that has no blood of its
  own, the blood elemental cannot employ its blood
  drain attack and suffers a -2 penalty per die on all
  damage rolls (to a minimum of 1 point per die).
  Smother (Ex): In any round that the elemental
  chooses not to attack, it may attempt to smother
  an opponent. To do so, the elemental makes a
  normal attack roll to hurl itself onto the target of
  the attack. If it succeeds, the victim of the attack
  must make a Fort save or find that the elemental
  has filled his nose, mouth, and lungs with blood.
  The victim of this attack has a very good chance of
  drowning (as described in the DMG pg.85). On the
  next round, the elemental is free to move away
  from this victim and attack another character,
  leaving the first target for dead. Attacks on the
  elemental while it is smothering do full damage
  to the elemental and half damage to the victim
  (who is unable to lash out at the elemental while
  being smothered).
  Deathwatch (Su): As per the spell of the same
  name (pg. 191, Player’s 
  Handbook), 
  the blood
  elemental can determine the condition of any
  creature within 50’ as a free action. This ability
  also has the added advantage that the elemental
  does not need to see to determine the exact
  location of a creature.
  SQ: Elemental: As an elemental 
  creature, 
  the
  blood elemental 
  is immune to poison, 
  sleep,
  paralysis, and stunning. Elementals have no clear
  front or back and are therefore not subject to
  critical hits or flanking. The blood elemental has
  darkvision with a range of 60 feet.
  In addition, each statue continues to pour blood
  into the pool, healing the creature 10 points every
  round. Also, each statue 
  will use a spell-like
  power each round. Roll on the following table to
  determine which, if any, effects are used. Each
  spell that allows for a saving throw has a save
  (DC 20), and for purposes of ranged touch attacks
  the statues get +10 to hit. Treat the statues as 10 th-
  level 
  casters 
  for 
  other 
  effects. 
  Targets 
  are
  randomly 
  determined. 
  Should 
  the 
  party 
  be
  successful 
  and Pholemius 
  still 
  lives, he will
  remove any curses the PC(s) may suffer as a
  result of the statues:
  1. No power used
  2. Cause fear (Player’s Handbook, pg. 182)
  3. Hold monster (Player’s Handbook, pg. 214)
  4. Inflict serious wounds (Player’s Handbook, pg.
  217)
  5. Bestow curse (Player’s Handbook, pg. 178)
  6. Unholy blight (Player’s Handbook, pg. 268)
  Should the PCs manage to defeat Bloodshed, and
  Pholemius is still alive, read the following.
  With 
  the 
  bizarre 
  monstrosity 
  defeated,
  Pholemius walks up the dais and to the bier. He
  grasps the scepter with both hands, and it comes
  out of its stone prison easily, with a ringing
  sound of metal on stone. He turns toward you
  and smiles “Truly we are blessed by Pholtus, to
  have found such a relic in this old and forgotten
  place of evil and wickedness. Though we all were
  lured 
  to 
  our 
  demise 
  through 
  our 
  own
  weaknesses, the Blinding Light prevailed. Now
  we are all that much closer to walking the True
  Path to Enlightenment. I hold in my hands a
  Prism Scepter of the Blinding Light, a relic of
  great power and of equally great age.”
  “Ages ago, before The Pale knew of the
  Blinding Light, before the first Overking sat on
  the corrupt Malachite Throne in the kingdom of
  Aerdy, the Oeridian peoples lived far to the west,
  beyond the lands of the Baklunish. When the
  Oerid migrations began, the faithful 
  of the
  Blinding Light were among them, to guide them
  and protect them from the wicked and evil,
  corrupt souls like those that built this place.
  Given unto the greatest of the faithful, to aid
  them in their tasks were vessels of great power
  such as this Scepter. Many were lost, along with
  the knowledge to use them. Look upon it now,
  pristine and holy. Not even the ravages of time
  have marred it. Nor has this vile prison managed
  to corrupt it. Let us return now, into the Light
  where this belongs, to shine as a beacon to all
  people who would know Pholtus and walk the
  One True Path to Enlightenment. You have done
  well this day and shall know Pholtus’ blessing,
  even as men shall know your names across the
  breadth of the Flanaess. Come now. We have been
  here too long already.”
  With that, the prism scepter begins to radiate
  again, and from the center gap where the two half
  moons cross, a brilliant white light shines forth
  and rays of various colors stream across the
  room. The blood of the pool becomes water, and
  glistens in the light. The skeletons in the room all
  crumble into dust as the various rays hit them,
  the bones free at last to join the tortured souls
  they once held do long ago.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn    ((((PPPPhhhhoooollllttttuuuussss))))
  When 
  Pholemius 
  and 
  the 
  PCs 
  return 
  to
  Shiboleth, 
  Pholemius 
  requests 
  that 
  the 
  PCs
  accompany him to the Blinding Spire. Orden
  Maxwell is very pleased at the discovery of the
  prism scepter, though he will be a bit reserved
  about letting the populace know who actually
  found it (can’t let the faithful know that a bunch
  of heretic mercenaries helped the clergy on this
  one). However, Orden is grateful to the PCs and
  tells them that he will be keeping an eye on them.
  He does invite them to the ceremony in which
  the prism s c e p t e r is unveiled to the congregation
  of Shiboleth, which happens on Godsday of next
  week (to allow all the major figures of the faith in
  
  Lesser of Two Goods
  Page 30
  the Gran March to make it to Shiboleth 
  to
  attend). This is a truly major event, and even if
  Orden would like it to be otherwise, Pholemius
  will ensure that all the major clergy members in
  attendance 
  know of the PCs’ role 
  in 
  this.
  Pholemius will also give one PC of his choosing a
  potion of truth to aid him or her in their quest of
  the One True Path. He will select the recipient
  based on who in the group best followed the ways
  of Pholtus, showing unbending respect for law
  and opposition to chaos.
  Billet Themlin will be highly upset at the PCs.
  The reasons 
  should be quite apparent. 
  They
  shouldn’t expect any favors from the Church of
  St. Cuthbert any time in the foreseeable future.
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
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  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter 4
  Defeating the bugbears 
  150 xp
  Encounters 5-8
  No characters killed as a result of traps
  100 xp
  Encounter 9
  Finding the Chamber of Slaughter 
   100 xp
  Defeating Bloodshed 
  300 xp
  Total experience for objectives
  650 xp
  Roleplaying award for portraying effects
  of any of statues’ enchantments
  0-50 xp
  Roleplaying 
  award 
  for 
  consistent
  character portrayal that adds to the fun
  of the game
  0-50 xp
  Total possible experience
  750 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
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  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than [insert campaign value] that
  are of personal 
  significance 
  to the owner
  (including family heirlooms), and all magical
  items, will be discovered in the possession of
  the character by one means or another. The
  character must return the item and pay a fine
  equal to three times the value of the item
  stolen. In addition, the PC caught receives
  campaign-decided penalties for being known
  as a thief, such as Infamy. For other stolen
  items which meet the criteria in #1 above, use
  your judgment and the circumstances within
  the game to determine whether a PC thief
  gets away with the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter Four
  • 
  47 gp, 15 ep, 29 sp, 34 cp
  • 
  Darkwood shield (large, 257 gp, 5 lbs., wood):
  This large nonmagical wooden shield is made
  out of darkwood. It has no enhancement
  bonus, but its construction material makes it
  lighter than a normal 
  wooden 
  shield. 
  It
  weighs 5 pounds and has no armor check
  penalty. It is decorated with the coat-of-arms
  of Geoff, a half white and half black griffon
  facing sinister on an opposite background of
  black and white.
  • 
  Quaal’s tree feather 
  token (tiny, 100 gp, *,
  feather): 
  This pheasant 
  feather 
  has been
  enchanted to instantaneously cause a great
  oak to spring into being, being 6-foot 
  in
  diameter around the trunk, 60 feet in height,
  and 40 feet in diameter around the top. It is
  useable but once.
  • 
  Silver dagger (small, 10 gp, 1 lb., silver): This
  ornate, yet functional, 
  dagger is made of
  silver. It is of Ketite make and has “Voice of
  
  Lesser of Two Goods
  Page 31
  Shadows” written in Baklunish along its left
  side.
  • 
  Magnifying glass (small, 100 gp, *, steel/glass)
  Encounter Nine
  • 
  Ring of Shembal 
  Tessrek (tiny, 200 gp, *,
  silver): This ring appears to be made out of
  silver and has a clear gemstone set into it.
  Within the gemstone is an emblem that looks
  like a sunburst made of another silver metal.
  The name of Shembal Tessrek can barely be
  made out on the inside of the band. The ring
  is still enchanted to cure serious 
  wounds
  (3d8+5 hp) upon its bearer once, after which it
  becomes a non-magical ring worth 50 gp.
  Conclusion (St. Cuthbert)
  • 
  Potion of wi s d o m (tiny, 300 gp, *, glass)
  • 
  Potion of bull’s strength (tiny, 300 gp, *, glass)
  • 
  Influence Point (Church of St. Cuthbert)
  (uncerted)
  • 
  Infamy 
  (Church 
  of 
  Pholtus): 
  Check 
  the
  appropriate box on the cert.
  Conclusion (Pholtus)
  • 
  Potion of truth (tiny, 600 gp, *, glass): This
  potion functions as per the standard version
  in the Dungeon 
  Master’s Guide except that
  saves are made at DC 16.
  • 
  Influence 
  Point 
  (Church 
  of 
  Pholtus)
  (uncerted)
  • 
  Infamy (Church of St. Cuthbert): Check the
  appropriate box on the cert.
  Infamy
  [  ] St. Cuthbert    [  ] Pholtus
  Due to your decision, you have become known to
  the above faith in a manner that you’d probably
  rather not. You must show this certificate in any
  event or encounter in which you deal with a
  member of the above clergy. To determine if the
  clergy member recognizes you, he or she makes
  an 
  Intelligence 
  check 
  (DC 
  15) 
  with 
  a 
  +2
  circumstance bonus if inside the Gran March and
  with a +2 synergy bonus if the clergy member in
  question possess 5 or more ranks of Knowledge
  (religion). If the clergy member recognizes you,
  you 
  suffer 
  a –2 circumstance 
  bonus 
  to all
  Charisma-based checks with that clergy member
  (and any other clergy members the he or she
  might 
  inform). 
  The 
  following 
  NPCs
  AUTOMATICALLY 
  make 
  this 
  check: 
  Orden
  Maxwell, 
  Billet 
  Themlin, 
  Pholemius
  Brightmantle, 
  and 
  Truthseeker 
  Aberion
  Colshimere. In no case will an NPC of the above
  faith who recognizes you aid you.
  
  Lesser of Two Goods
  Page 32
  DDDDM
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  mpppplllleeee    ooooffff    EEEErrrryyyytttthhhhnnnnuuuullll
  
  Lesser of Two Goods
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  DDDDM
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  M    AAAAppppppppeeeennnnddddiiiixxxx    2222::::    PPPPhhhhoooolllleeeem
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  miiiiuuuussss    BBBBrrrriiiigggghhhhttttm
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  maaaannnnttttlllleeee,,,,    TTTThhhheeee    SSSSiiiinnnn    EEEEaaaatttteeeerrrr
  Pholemius Brightmantle male human Clr12: Medium Humanoid (5 ft. 8 in. tall); HD 12d8+12; hp 78; Init
  +2 (Dex); Spd 30 ft.; AC 19 (+7 from bracers, +2 Dex); Atks +9/+4 melee (1d6+4 [crit 20], +3 quarterstaff) ;
  SA see below; SQ see below; AL LN; SV Fort +11, Ref +8, Will +13.
  Str 10, Dex 14, Con 12, Int 10, Wis 17, Cha 15.
  Skills: Diplomacy +19, Heal +18, Knowledge (Religion) +15. Feats: Endurance, Great Fortitude, Iron
  Will, Leadership, Lightning Reflexes, Skill Focus (Diplomacy).
  Equipment: Bracers of Armor +7, +3 quarterstaff, Ring of Freedom of Movement, white robes, holy
  symbol of Pholtus, healer’s kit, pouch containing 11 gp and 23 sp.
  Physically, Pholemius Brightmantle is a typical Flan male of medium build in the middle years of his
  life. He has weathered bronze skin that the Tenhas typify, with curly copper hair tinged with white in
  spots. He has brilliant brown eyes and carries himself with an air of utmost confidence. He is the type
  of person you’d like to choke, but you can’t, because he always seems to be right and he knows it.
  Combine that with the righteous attitude of a Pholtian, plus a lucky streak Rudd would envy, and you
  have the Sin Eater.
  When speaking of the Sin Eater, you truly talk about a man who is something special. Because of his
  close relationship with Pholtus, Pholemius can effectively Sense Motive with a +20 to his check, and if
  he concentrates on an individual, that person finds it very hard to lie to him, as if he or she was within a
  zone of truth (DC 20). Also Pholemius gets the granted power of the Luck Domain.
  Pholemius is something of an enigma, though he is not the first or only Sin Eater to walk the Flanaess.
  Pholemius first appeared in the adventure “The Sin Eater”, pp. 91-96, in the From The A s h e s boxed set
  Campaign Book. The DM should read that adventure if possible before running this event to get a
  better idea about this NPC. The following is paraphrased from that source.
  Although Pholemius is a cleric of Pholtus, he does not employ spells, saving his spiritual energy for his
  work instead. Only if he is in dire need will he pray for a spell (appropriate to the situation). Such is the
  relationship between Pholemius and his deity that Pholtus will grant him one per day, immediately
  upon request, for such a dire need.
  Pholemius’ primary mission as a Sin Eater is to give succor and aid to those who have served Pholtus
  well and are near death. By visiting them and taking bread, meat, and mead in their presence, the Sin
  Eater is deemed to bring their souls as close to the acceptance of Pholtus’ supremely critical faculties as
  possible. His act is thus a blessing and preparation for the afterlife.
  Given the context of the scenario, one might be wondering why Pholemius has come all the way from
  the Pale. Although not directly stated in the scenario, many of the skeletons hanging in the Chamber of
  Slaughter are the mortal remains of servants and clergy of Pholtus. Through the actions of the PCs
  (either directly, in the case that they accompanied Pholemius, or indirectly, if they summoned Orden
  Maxwell), Pholemius has given these departed souls the final absolution denied them for so long.
  
  Lesser of Two Goods
  Page 34
  DDDDM
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  Please fill out the information below based on the events that occurred during scenario play and return
  this form to the Gran March Regional Point of Contact:
  Pete Winz
  1006 Queensbury Circle
  Durham, NC  27713
  The input from these forms will help to determine future campaign events.  Thanks for your assistance.
  1) 
  Which church did the PCs assist - St. Cuthbert or Pholtus?
  2) 
  Did the PCs discover the Chamber of Slaughter?
  3) 
  Did the PCs recover the prism scepter?
  4) 
  Did any PC touch the prism scepter more than once?  If yes, how many times and what was the PC's
  name?
  5) 
  If the PCs assisted the church of Pholtus, did Pholemius survive?
  6) 
  Were there any other events of note not covered in the sections above?
  
  Lesser of Two Goods
  Page 35
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Gran March/GRM1-07 - The Lesser of Two Goods.pdf