TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  PAL3-01 
   
   
   
   
  In the Shadow of 
  Death’s Door 
   
  A One-Round D&D LIVING GREYHAWK®  
  Theocracy of the Pale Regional Adventure 
  Version 1.0 
  by David W. Baker 
  Edited by Robert Wiese 
  Special thanks goes out to my editor and playtesters. 
   
   
  The Theocrat, Supreme Prelate of the Pale, is on his deathbed. He asks you to travel to the door of death itself, to the lair 
  of the slain green dragon Xianshee. At stake is nothing less than the future of the Theocracy of the Pale. Chapter Four 
  of Germinations, and the final part of the Crisis of Leadership. An adventure for Average Party Levels 2 through 12. 
  
  In the Shadow of Death’s Door 
   
   2
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text 
  is for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for 
  fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  
  In the Shadow of Death’s Door 
   
   3
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  you determine treasure and experience awards for the 
  scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players 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, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  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 GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects 
  the 
  amount 
  of 
  experience 
  you 
  may gain at the 
  end 
  of 
  the 
  adventure. If your 
  character is three 
  character levels or 
  more either higher 
  or lower than the 
  APL 
  this 
  adventure is being 
  played 
  at, 
  that 
  character 
  will 
  receive only half of 
  the 
  experience 
  points awarded for 
  the 
  adventure. 
  This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 there are three things that you can do to 
  help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  the Theocracy of the Pale. Characters native to the Pale 
  pay one Time Unit per round, all others pay two Time 
  Units per round. Characters may do other things at the 
  end of this adventure, spending Time Units as described 
  for options listed in the LIVING GREYHAWK 
  
  In the Shadow of Death’s Door 
   
   4
  Campaign Sourcebook. Adventurer’s Standard Upkeep 
  costs 12 gp per TU spent. Rich Upkeep costs 50 gp per 
  TU spent. Luxury Upkeep costs 100 gp per TU spent. 
   
   
  About Germinations 
   
  “Germinations” is a series of interrelated Living 
  Greyhawk scenarios, developed for the Theocracy of the 
  Pale region. Each scenario is a self-contained adventure 
  that can be enjoyed in isolation from the others. 
  However, there is a central story that is revealed over 
  time within Germinations. To best appreciate this central 
  story, the scenarios should be played in order. 
   
  Each scenario strives to provide enough information 
  for DMs to successfully run the adventure, while also 
  obscuring the overall story so that they can still have fun 
  playing subsequent scenarios in the series. Thus, some 
  threads revealed in each adventure may go seemingly 
  unexplained, but their relevance will become apparent 
  over time. 
  About Crisis of Leadership 
   
  This scenario is also the final part of the “Crisis of 
  Leadership” series. In the previous adventure, the PCs 
  have attempted to save the life of the current Theocrat, 
  Ogon Tillit. Those efforts have proven unsuccessful. 
   
  In this scenario, Ogon Tillit dies and a new Theocrat 
  must be chosen. This new leader will be Theoman Baslett, 
  but the PCs have a genuine opportunity to determine 
  how Baslett adopts the new role. Baslett may be an ultra-
  conservative Theocrat, or he may undergo a personal 
  transformation and be the first Lawful Good leader of the 
  Pale in many, many years. The result is up to the PCs. 
   
  Of course, should the PCs take plausible actions that 
  alter the flow of the scenario, you should feel free to 
  adapt the outcome, even to the point where a different 
  Theocrat is selected. You are the DM. 
  Checking for Enhancements 
   
  Enhancements might be available for this scenario, 
  which can be downloaded from the Web. These 
  enhancements might include additional maps, drawings, 
  or diagrams that could not be included within the 
  published scenario, but they are not necessary to run this 
  scenario. 
   
  If you want to check to see if enhancements are 
  available, please go to: 
   
  http://www.theocracyofthepale.com/cons/scenarios.html 
   
   
  The enhancement document will be an Adobe 
  Acrobat file with the password “lost”. If there is no 
  enhancement in the scenario description, none has been 
  created. 
  Critical Event Summary 
   
  After running this scenario, please send the answers 
  to the following questions to dwb@netspace.org to aid 
  further development of the Germinations series: 
   
  1. 
  Did Snowflake and Stalker survive the hydra’s 
  attack? 
  2. 
  Did the PCs come across the frozen, many-tentacled 
  beast in Encounter Eight? 
  3. 
  Did the PCs remove the necklace from Baslett’s body 
  before he had returned to his original age? If so, 
  about how old was he when it was removed? 
  4. 
  Which proclamation did Theocrat Baslett make at 
  the funeral—did he renounce his conservative ways 
  or declare that the Progressives should be 
  disbanded? 
  DM’s Introduction 
  A Dragon from the Past 
   
  Just over five years ago, in the fall of 587 CY, a group 
  of heroes under the command of Prelate Theoman 
  Baslett and Prelate Maximillian Thace traveled into the 
  Raker Mountains near Rakervale. They were on a quest to 
  obtain a powerful artifact known as the Lin Ying Ruby. 
  The Ruby was said to have the powers of foresight and 
  was desperately needed to help the Pale plan defenses 
  against an onslaught of enemies. The item was part of the 
  horde of an ancient green wyrm, Xianshee. 
   
  A plan was devised by Baslett to kill the powerful 
  dragon, but he was killed in the process. Xianshee was 
  defeated and powerful wards were placed on the evil 
  wyrm’s lair to prevent any living being from entering and 
  discovering the dark magics within. The heroes returned 
  to Wintershiven with the Lin Ying Ruby. Evoking the 
  holiest of divine powers, the Theocrat brought Baslett 
  back to life with a true resurrection spell. 
   
  All had assumed that Xianshee was but a memory. 
  But the dragon has gained power once again in unlife as a 
  
  In the Shadow of Death’s Door 
   
   5
  ghost dragon. (See Monstrous Compendium: Monsters 
  of Faerûn.) A ghost dragon has many horrible abilities, 
  including a breath weapon that can age anyone caught 
  within its cloud up to 100 years. Nearly impossible to 
  defeat in combat, a ghost dragon can be laid to rest by 
  returning what was taken from its lair. 
   
  A Devoted Follower 
   
  Xianshee has recently obtained a devoted follower, a 
  half-orc named Ogwyn who is a Dragon Disciple. (See 
  Tome and Blood.) Ogwyn’s human mother was raped 
  during an orc raid from the Troll Fens. Recently widowed 
  and ashamed of her pregnancy, she retired to the Church, 
  which took her in and cared for her. She died in 
  childbirth and Ogwyn ran away from the Church at a 
  very young age. He remembers nothing of his early years 
  in the Church. 
   
  The young Ogwyn eventually made it to the Troll 
  Fens and was welcomed by an orc tribe. Raised to hate 
  humans, Ogwyn still had an intense curiosity about his 
  human heritage. Ogwyn satisfied this curiosity when he 
  reached adulthood, and returned to the village that his 
  mother had lived in. 
   
  Tragically, the story he learned was inaccurate. 
  When his mother was taken away by the Church after 
  her ordeal, the villagers assumed that she had not gone 
  willingly. The story that Ogwyn was told said that his 
  mother was taken away and eventually burned at the 
  stake for being touched by evil. Ogwyn believes this story 
  to be true, and assumes that she was executed shortly 
  after giving birth. Somehow, he must have escaped. 
   
  Ogwyn is filled with rage against humans and the 
  Pale, and has begun to feel the awakening dragon blood 
  within him. He sought out Xianshee’s lair for meditation 
  and contemplation of his emerging talents. He found 
  that the lair was not vacant and discovered his life’s 
  purpose—to serve the ghost dragon. 
   
  Xianshee desperately wants the Lin Ying Ruby 
  returned. Ogwyn has devised a plan to accomplish this, 
  while also unleashing his own personal rage against the 
  Pale. Ogwyn has directed Xianshee to attack isolated 
  farmsteads near Rakervale. He selects targets that allow 
  Xianshee to attack with impunity. He also selects families 
  that have newborn babies. Observing Xianshee’s 
  devastation from a distance, Ogwyn soon thereafter 
  enters the wreckage and obtains a few souvenirs—
  usually a baby’s toy and the mother’s scalp. Ogwyn 
  believes that since the Pale ruined his childhood, he 
  should return the favor in kind. 
   
  So far, Xianshee has attacked six families over the 
  past three months. Ogwyn believes that before too long, 
  the Church will figure out what is going on. He knows 
  that deep within the Church’s libraries is the knowledge 
  that returning what was stolen from the dragon’s lair is 
  the easiest way to defeat a ghost dragon. Eventually, they 
  will come to return his Master’s Ruby. But, the longer the 
  Church takes to figure out the solution, the more Ogwyn 
  can inflict his wrath through Xianshee. 
   
  A Dying Theocrat 
   
  In the spring of 588 CY, the foul forces of Iuz were 
  defeated just outside the city of Atherstone. But the 
  Theocracy was unable to savor the victory, for while 
  surveying the battlefield, a great tragedy occurred. The 
  Theocrat’s most trusted friend revealed himself to be a 
  demon in disguise. The demon struck the Theocrat down 
  and vanished. Even though the Theocrat was restored to 
  life, he has never fully recovered from the injuries 
  suffered on that day. 
   
  Much has been done behind the scenes to preserve 
  the Theocrat’s ailing health. Despite valiant efforts, all 
  means of curing him have failed and the Theocrat is now 
  on the precipice of the afterlife. On his deathbed, a divine 
  vision has shown him opportunity within great tragedy. 
   
  The Theocracy has recently determined what has 
  been causing the mysterious deaths around Rakervale. 
  The Theocrat has traveled to that city, and has 
  summoned Prelates Thace and Baslett. Maximillian 
  Thace leads the Popular Progressive Party, which seeks to 
  bring about a more tolerant Pale. Theoman Baslett leads 
  the dominant conservative faction and preaches strict 
  adherence to the One True Path. Most expect that the 
  Theocrat will instruct the two Prelates to raise a powerful 
  group of heroes to put Xianshee to her final death. 
  Instead, he is about to send the two on a most dangerous 
  assignment. 
   
  Theocrat Tillit’s divine vision showed him that his 
  death was inevitable. His final duty as a mortal will be to 
  set the stage for designating the next Theocrat. Pholtus 
  has shown him that Baslett and Thace, each leading 
  opposing interpretations of the One True Path, should 
  face Xianshee alone. The Prelate who lands the killing 
  blow will be the next Theocrat. Should Xianshee prevail, 
  the Council of Nine must select a Theocrat to follow in a 
  different path than Baslett or Thace would. 
   
  Perhaps the most dangerous aspect of the ghost 
  dragon is its aging breath. A wizard from Ogburg, a 
  woman named Bahira, has come forward and offered to 
  
  In the Shadow of Death’s Door 
   
   6
  help the Theocrat’s plans. She has created a silver amulet 
  that will protect one person from the ghost dragon’s 
  breath. One of the Prelates will lure Xianshee into 
  breathing thrice upon him, exhausting her breath 
  weapon for several moments. Then the two could attack 
  together, defeating the undead wyrm. 
   
  Ogon Tillit’s vision showed that he must consecrate 
  the weapons and bodies of the two Prelates, a ceremony 
  which will ensure that their battle will guide the Pale to a 
  prosperous future. They must then travel to the door of 
  Xianshee’s lair, but must not participate in any combat 
  nor cast any spells before facing the ghost dragon or their 
  consecration will be dissolved. Normally an easy trip into 
  the Rakers for two 16th level clerics, the Prelates will be 
  unable to defend themselves along the way. They need a 
  group of bodyguards. 
   
  This is the task for the PCs. They must lead the two 
  Prelates to Xianshee’s lair, following a trail that may be 
  familiar to some. (The trail is the same as the one in 
  PAL1-02 Absence of Law.) They are to protect the 
  Prelates from harm. Once they reach Xianshee’s lair, they 
  are expected to stand back and let the battle unfold. 
   
  The PCs will also serve in another capacity. They will 
  bring with them the Lin Ying Ruby, the artifact taken 
  from Xianshee’s lair. Should both of the Prelates fall in 
  battle, the PCs are to toss the Ruby before the entrance of 
  the ghost dragon’s lair. This should lay the ghost dragon 
  to rest, though the Theocracy will be without an item 
  that has been instrumental in preventing Iuz from 
  storming into the lands of the Pale. 
  Adventure Summary 
   
  This scenario is fairly linear, with encounters along 
  the PCs’ path towards Xianshee’s lair. 
  Player Introduction 
   
  The PCs have come to Rakervale to revel in the 
  celebration of the founding of the city. The Theocrat is in 
  town, along with the two most influential Prelates. 
   
  After the ceremony, the PCs are asked to attend a 
  private meeting in the Theocrat’s quarters. There they 
  learn of the ghost dragon and the quest of the two 
  Prelates. They are asked to lead Baslett and Thace to 
  Xianshee’s lair. 
  Vision from the Ruby 
  The vision described here occurs in the unlikely event 
  that a character touches the Lin Ying Ruby. 
  Overview of the Path 
   
  It will take the PCs four to five days to travel to 
  Xianshee’s lair, depending upon their base speed. 
  Thankfully, and perhaps eerily, all of the nights pass 
  without interruption from mountain predators. Druids 
  and rangers will eventually notice the lack of animal life 
  to be a disturbing pattern. 
  Encounter One: Dyllia the Lillend 
   
  Up ahead, the PCs see a unicorn standing alone in 
  the snow. It tries to get the PCs to follow. It is, in fact, an 
  illusion created by Dyllia, the lillend from PAL1-02 
  Absence of Law. Dyllia will give the party a riddle that 
  teaches a lesson. She also has information about Ogwyn’s 
  pet, which she shares with the PCs. 
  Encounter Two: Campfire Debate 
   
  While gathered around the campfire, the PCs have a 
  discussion about religious viewpoints with the Prelates. 
  Rather than preaching to the PCs, Thace and Baslett ask 
  questions about what the PCs think. For the past couple 
  of years, Baslett's dedication to hard-line conservatism 
  has been weakening, but he has yet to publicly renounce 
  his beliefs. The PCs have an opportunity to either bolster 
  Baslett's conservatism or to finally convince him to adopt 
  a progressive mindset. 
  Encounter Three: Ogwyn’s Pet 
   
  Reaching the sharp peaks of the Raker Mountains, 
  the PCs see a hydra that has just dropped an adolescent 
  frost giant. The hydra is Ogwyn’s pet, befriended through 
  the use of a charm monster scroll. Around its neck is a 
  simple chain, from which dangle little children’s toys and 
  human scalps. The frost giant is Snowflake, an ally of the 
  Pale who has been patrolling the Rakers over the past two 
  years. 
  Encounter Four: Snowflake 
   
  After the hydra is defeated, the PCs may converse 
  with Snowflake (if he is still alive). He will explain what 
  he’s been doing. He mentions that he was tracking the 
  curious path of an injured gnome when he was 
  ambushed by the hydra. Snowflake gives PCs 
  information about the way ahead, but if they offer to help 
  find the gnome, he will appreciate their aid. Along the 
  way, Snowflake gives the party some information to help 
  avoid the natural dangers of the Rakers. 
  
  In the Shadow of Death’s Door 
   
   7
  Encounter Five: Wigglesbee the Gnome 
   
  If the party helps Snowflake follow the gnome 
  tracks, they eventually come to the entrance of a small 
  cave. A voice tells them that the wrath of “Winter Wind” 
  will fall upon them if they don’t leave. In truth, inside is 
  merely a gnome hoping to scare the party into fleeing. 
  He’s heard of a mysterious evil wizard haunting the 
  Rakers, and hopes that a few cantrips combined with the 
  wizard’s name will cause the PCs to flee. 
   
  The ruse will probably fail and the party can meet 
  Wigglesbee the gnome. He has served over the past three 
  years with a nefarious organization in the Pale known as 
  the Freelancers. The gnome is at the end of his rope, and 
  is willing to confess his involvement with the 
  organization. 
   
  Wigglesbee can provide the PCs with information 
  about the Freelancers, some strange black disks, and 
  Ogwyn. If they agree to let him go, he will also let them 
  know about a trap that Ogwyn has set for anyone foolish 
  to approach Xianshee’s lair. 
   
  Encounter Six: Snowy Pit 
   
  A plane of ice underneath the snow collapses as the 
  party passes over it. They must avoid this dangerous 
  natural trap or suffer serious damage. If the PCs helped 
  Snowflake, they will have information that gives them a 
  bonus to the Reflex save. 
  Encounter Seven: Divine Ascension 
   
  A sublime event occurs. Looking over a majestic 
  view from the Rakers, the PCs see something happen far 
  in the distance. As the sun sets, a celestial being flies from 
  the heavens and a beacon of light is carried from the 
  distant Rakervale into the sky. The Theocrat has died. 
  Encounter Eight: Ogwyn’s Trap 
   
  At a bend in the path, Ogwyn has set a trap. 
  Skeletons perched on a cliff above are programmed to 
  trigger an avalanche. The party must survive this snowy 
  threat. Alternatively, if they got the information from 
  Wigglesbee, the PCs can bypass the trap via a cave 
  through the rock face. Frozen within a glacial wall in this 
  cave, the party can barely make out the form of a strange, 
  many-tentacled beast. 
  Encounter Nine: Death’s Door 
   
  The party reaches the entrance to Xianshee’s lair. 
  Baslett takes the amulet and confronts the ghost dragon. 
  It breathes three times. On the third time, however, the 
  amulet fails to protect the Prelate. Baslett falls to the 
  ground, aged several decades, but he is still alive. 
   
  Thace turns to the PCs. He tells them that he will 
  face the dragon alone and will very likely die. He will lure 
  the dragon away from her lair so that the PCs may go to 
  Baslett's body near the entrance. There, they must protect 
  the helpless Baslett. Thace gives the PCs a message: "I 
  have come to know Theo, and I trust him to see the right 
  path for the Pale. Should I die, let all know that my dying 
  wish is for him to lead the Pale into a brilliant new future 
  as Theocrat." 
   
  Thace charges the dragon and the two engage in 
  battle on a plateau above the lair entrance. As the party 
  approaches Baslett’s body, Ogwyn and several undead 
  attack them. 
   
  After defeating Ogwyn, the PCs see Thace and 
  Xianshee battling on the plateau. Thace is about to swing 
  his quarterstaff when the dragon regains her breath 
  weapon. The dragon breathes, aging Thace many years. 
  On death's door, Thace's blow finally lands upon the 
  beast, killing her. Thace falls down, dead from old age. 
   
  Conclusion 
   
  The party returns to Rakervale with little trouble. 
  The amulet slowly restores Baslett’s youth. The PCs are 
  asked to accompany him to Wintershiven, where he is 
  anointed Theocrat. Now 17th level, he tries to cast a 
  Miracle to bring Thace back, but instead a solar appears 
  and leaves with the body. Pholtus has other plans with 
  Maximillian Thace. 
   
  Finally, Theocrat Baslett addresses the attendees, and 
  proclaims one of the following: 
   
  • Baslett 
  admits 
  the 
  conclusion 
  of 
  a 
  personal 
  transformation and renounces his conservative ways. 
  He pledges a more tolerant Theocracy, one where the 
  struggle against evil is more important than politics 
  and control of the people. 
  • Baslett disbands the Popular Progressive Party and 
  pledges the Theocracy to a strict adherence to the One 
  True Path. 
   
   
  Which proclamation the new Theocrat makes 
  depends on what happened in Encounter Two—
  Campfire Debate. If the PCs convinced Baslett to be more 
  progressive, he speaks the former; otherwise, the latter. 
  
  In the Shadow of Death’s Door 
   
   8
  Player Introduction 
  [Assuming 3.5 hours of game time, budget 30 minutes for 
  this encounter.] 
   
  As you prepare to depart Rakervale, you think 
  back to the festivities that you participated in, and 
  the monumental mission that faces you. The 300th 
  anniversary of the city’s founding has been celebrated 
  for nearly a week, with Theocrat Ogon Tillit, leader 
  of the Pale, present to preside. Tillit looked even 
  more sickly than he ever has, leading you to wonder 
  how long he would live. Then you received the 
  summons, and life in the Pale changed forever. A 
  woman named Bahira asked you to meet with the 
  Theocrat privately, on a matter of utmost importance 
  to the future of the land. 
   
  At this point, ask the players to introduce their PCs 
  to each other. Then, pass out the handout called 
  “Introduction Reminiscence” and have one player read it 
  to the others while you prepare their init cards and 
  whatever else you want to do. 
   
  • 
  Bahira, Wizard of Ogburg, Female Human 
  Wiz14: AL NG; Bahira stands about 5 ft. 8 in. tall and 
  has long gray hair that was once jet-black. She is of 
  Baklunish descent and wears pastel robes. She 
  speaks plainly and directly. PCs may have met her in 
  PAL2-01 Drawing from Life. 
  • 
  Ogon Tillit, Theocrat, Male Human Clr17: AL 
  LN; Only in his early 60s, Ogon looks at least 20 
  years older than that. His hair is completely gray. His 
  once angular, chiseled face now has a skeletal 
  appearance. His hazel eyes still seem to pierce into 
  those he looks at. When making public appearances, 
  magic is used to disguise his ailment. Currently, he 
  cannot cast any spells above 7th level due to his 
  illness. 
  • 
  Maximillian Thace, Prelate of Ogburg, Male Half-
  Elf Clr 16: AL LG; see Appendix I. 
  • 
  Theoman Baslett, Prelate of Landrigard, Male 
  Human Clr16: AL LN; see Appendix I. 
   
  Allow each PC to choose to participate. If the PCs 
  ask questions, Baslett rolls his eyes, the Theocrat slumps 
  down into his pillows, but Thace and Bahira will answer 
  their queries. Here is some additional information: 
  • 
  There are several dangers along the path to 
  Xianshee’s lair, but none are believed to be beyond 
  the PCs’ capabilities. An infestation of very deadly 
  assassin vines has been exterminated. The major 
  threats are wolves, yeti, and the elements. A strange 
  force known as “Winter Wind,” believed to be a 
  powerful wizard, has plagued the area around 
  Rakervale. However, divinations have concluded 
  that this “Winter Wind” is of no consequence at this 
  time, perhaps because of Xianshee’s return. 
  • 
  The Lin Ying Ruby will be given to the party, 
  contained within a locked mahogany box. (Open 
  Locks DC 40 to open.) The Ruby is a beautiful red 
  gem with awesome magical powers of foresight. If a 
  PC manages to open the box, see the encounter 
  Vision from the Ruby. 
  • 
  Bahira has crafted a silver amulet that should allow a 
  single individual to resist the dragon’s aging breath. 
  It appears similar to a locket, but has no seam or 
  hinges. She has not been able to test the item and 
  doubts that it will be effective beyond the third 
  breath. 
  • 
  Thace gives the PCs a map of their route. Give the 
  players the handout entitled “Players’ Map.” 
  • 
  The Church cannot provide any magic items to aid 
  in the quest. Priests can cast endure elements, which 
  will protect the PCs for the first 24 hours. Once the 
  party returns, the Church will gladly aid the PCs 
  with divine spells. 
  • 
  No salary will be provided. If a PC is not motivated 
  to accept the mission, he is welcome to decline. 
  Vision from the Ruby 
   
  In the unlikely event that a character manages to 
  open the box with the Lin Ying Ruby, the following 
  vision occurs when the PC touches the gem. 
   
  A bizarre sensation fills you and you suddenly 
  find yourself struggling to understand the strange 
  sights before you. Dark shapes and patterns rush past 
  your eyes. After a few moments, you realize that what 
  you are seeing is rock and dirt, packed solid, as 
  though your disembodied self was pushing up 
  through the earth. This continues for several 
  moments. Then, the earth around you turns 
  completely 
  black, 
  with 
  an 
  odd 
  purple 
  glow 
  surrounding it. A chill runs through your heart. 
   
  You emerge through the surface of the ground, 
  and are now floating above a valley. Snow-capped 
  mountains surround you. Below you, in the valley, a 
  huge black rock sits like a scab on the ground. 
  Figures that you are unable to make out are working 
  the land. It appears that they are strip mining the 
  surface. You then realize that they are uncovering the 
  
  In the Shadow of Death’s Door 
   
   9
  deep black rock. You look closer at it, and everything 
  goes dark. 
   
  After receiving this vision, the character goes 
  unconscious for 1 hour. The Ruby will give no further 
  visions. The PCs do not have the means to use the Ruby 
  beyond this cryptic dream. 
   
  The Prelates will be outraged if they find that a PC 
  has opened the box and touched the Ruby. 
  Overview of the Path 
   
  Xianshee’s lair lies about 32 miles into the Raker 
  Mountains. The party will be following the same path as 
  in PAL1-02 Absence of Law. How long the trip takes 
  depends upon the speed of the slowest PC. If their speed 
  is 20 feet, the journey will take 4 days; 5 days, if it’s 15 
  feet. (Since Prelate Thace has a speed of 20 feet, they 
  cannot travel faster than that.) The trail varies in width, 
  but for most the journey, the party must travel single-file.  
   
  The weather is unseasonably warm, with the sun 
  shining brightly during the day and cloud cover 
  insulating the earth at night. Despite this, there is snow 
  on the ground and the nights are quite cold. The PCs 
  should be wearing cold weather gear, but beyond that 
  precaution, the elements will not be a factor. After two 
  days of travel, a PC with ranks in Knowledge (Nature) 
  can determine that the area is affected by an unusual 
  warm spell. 
   
  You may ask the party to provide a list of watches for 
  each night, however, the evenings will all pass 
  uneventfully. Xianshee’s presence has scared the various 
  wolf packs and other predatory animals from the area. 
  After the second uneventful night, PCs with ranks in 
  Knowledge (Nature) or Wilderness Lore will realize that 
  something is amiss. 
   
  The Prelates wish to reach Xianshee’s lair as soon as 
  possible. They will not agree to spend an extra day in one 
  spot just to rest. They believe it is important to press on, 
  even if the PCs wish to take advantage of the restful 
  nights to heal up after a hard battle. 
   
  The encounters are distributed along the party’s 
  path. Assuming the PCs are traveling at a rate of 20 feet, 
  the encounters occur on the following days: Encounter 
  One and Two happen on day one; Three, Four, and Five 
  occur on day two; Encounters Six and Seven take place 
  on day three; and, Encounters Eight and Nine are set on 
  day four. If the party moves at 15 feet, Encounter One 
  and Two take place on subsequent days, shifting the rest 
  of the encounters out a day. Information at the 
  beginning of each encounter description indicates when 
  they occur, assuming the party speed is 20 feet. 
   
  The Prelates consider it the PCs’ responsibility to 
  lead the trek to Xianshee’s lair. They have no desire to get 
  involved in the situations that will take place along the 
  way, and defer all decisions to the PCs. They spend most 
  of their time in quiet contemplation, meditation, and 
  private debate on esoteric religious matters. If the PCs 
  ask for advice, they reluctantly give it, but ask that the 
  PCs take charge and think for themselves. 
   
  Encounter 
  One: 
  Dyllia 
  the 
  Lillend 
  [Day One. Assuming 3.5 hours of game time, budget 15 
  minutes for this encounter.] 
   
  You pass through the foothills of the Rakers, 
  making good time. The sun shines, warming your 
  bones. Off in the distance, a few marmots look at you 
  with interest, and then bob their heads down, out of 
  sight. Three eagles soar lazily in the clear blue sky. 
   
  After a few hours of travel, to your left and up a 
  side trail, you see a most extraordinary sight. 
  Standing there is a large white horse with a spiral 
  horn on its forehead. Its long white coat gleams in 
  the sunlight and its eyes shine with golden fire. 
  Pausing for a moment, it stares deep within you, and 
  then quietly backs away around a corner until it can 
  no longer be seen. 
   
  The image of the unicorn is a minor image cast by a 
  lillend named Dyllia. She’s using it as a whimsical way to 
  lead the party in her direction. If they fail to follow the 
  unicorn, she approaches the party and expresses a great 
  deal of exasperation. (She’ll say something like, “I 
  thought unicorns were a good omen to the people of the 
  Flanaess. Maybe the next time I want some company, I’ll 
  just create an illusion of a pile of gold coins!”) 
   
  Resting upon a granite boulder is a supremely 
  beautiful female form. Feathered wings extend from 
  her back, the intensity of their iridescence brought 
  out by the gleaming sun. Her lower torso is that of a 
  multicolored serpent, it’s length wrapped around the 
  boulder. The coils tighten rhythmically around the 
  rock, creating a hypnotic rainbow of color. 
  Lillend (1): 45 hp, Monster Manual. 
   
  If the PCs show hostility towards her, she flies off in 
  disgust. Otherwise, she’ll introduce herself and happily 
  interact with the PCs. The Prelates, not being terribly 
  comfortable with chaotic outsiders, keep to themselves, 
  locked in a private debate about who should lead the 
  attack on Xianshee. 
  
  In the Shadow of Death’s Door 
   
   
  10
   
  Dyllia is very playful and flirtatious. She is a master 
  of double entendre and takes great joy in baiting uptight 
  characters. She is very confident in her extraordinary 
  beauty, and likes few things more than compliments, 
  which she shamelessly encourages. Keep in mind the age 
  and sensibilities of the audience, but also have fun. She 
  occasionally travels to the Rakers, where she enjoys the 
  dangerous and deadly beauty. 
   
  After introductions have been made, and she has had 
  a chance to banter with the PCs a bit, Dyllia presents the 
  party a riddle. 
   
  “Well, it seems that your two high priests are 
  locked in some personal argument, despite being in 
  the presence of great beauty.” 
   
  Looking back down the trail, you see Thace and 
  Baslett talking to each other. They’re voices are 
  hushed, but their forms appear very tense. 
   
  “Ignore them for now. Let’s have some fun. I’ll 
  tell you a riddle, and you try to solve it. And I 
  promise you, there is a point to this riddle. Here it is: 
   
  “An elf, a dwarf, a gnome, a human, and a 
  halfling all live on the same street. Each wields a 
  different weapon and has a treasure of different coin 
  types. None have the same amount of money as the 
  others. The sword wielder does not have platinum 
  coins. The dagger wielder has copper, and is not the 
  second richest. The rapier wielder's home is before 
  the poorest person's home, but is after the dwarf's 
  home and the home of the person who has electrum. 
  The halfling doesn't wield an axe. The human doesn't 
  have silver and doesn't wield a sword. The homes are 
  ordered, first to last, as follows: the richest person's, 
  the club wielder's, the elf's, the fourth richest’s, and 
  then the one’s who has gold. The gnome is the third 
  richest. The dwarf doesn't have silver. One night, 
  while four of them are fast asleep, the fifth goes out 
  and steals from the others. The thief is neither the 
  richest nor the poorest. The thief does not wield an 
  axe and is not the dwarf. What is the race of the 
  thief?” 
   
  Dyllia pauses for the party to consider the riddle. If 
  they ask, she will repeat it as slowly as they want, but she 
  becomes quite amused as she does so. Give the players the 
  handout “Dyllia’s Riddle.” While the riddle looks like a 
  standard logic puzzle, that is pure misdirection. The thief 
  is the elf, because elves do not sleep. 
   
  Dyllia is quite impatient and lets the party consider 
  the riddle for only a few minutes. If a PC does figure it 
  out, Dyllia gives a passionate kiss to that person before 
  explaining the lesson. 
   
  “The answer is the elf, for elves do not sleep. The 
  answer is obvious, right there in plain sight, but it is 
  also obscured by your preconceptions. What you 
  think is relevant information serves only to hide the 
  truth. 
   
  “And that is the lesson of the riddle. Your 
  preconceptions will lead you to attend to the 
  irrelevancies of life. The light of your prejudices may 
  illuminate much, but that light will blind you to the 
  truth.” 
   
  She casts a stern glance in the direction of the 
  Prelates, who are still engrossed in their private 
  discussion. 
   
  Dyllia will consider any questions pertinent to the 
  party’s journey. However, she has spent little time in this 
  area, and has stopped here for a brief respite before flying 
  elsewhere. She is unaware of Ogwyn and Xianshee. 
  However, she did see Ogwyn’s pet. 
   
  “Earlier, while flitting amongst the tops of these 
  mountains that rake the sky, I observed a beautifully 
  deadly creature in the distance. I decided not to 
  approach, and I only caught a glimpse of it in the 
  morning sun. But I have seen such a beast before, and 
  perhaps you’ll get the chance too. 
   
  “It was a gorgeous multi-headed reptilian known 
  as a hydra. The more heads they have, the deadlier 
  they are. If you confront one and it’s scales are gray 
  or brown, you have less to fear. However, those with 
  reddish scales can breath forth a vicious jet of flame 
  from each head, are immune to fire, but are 
  susceptible to cold. I doubt you’ll see one of those 
  around here. Those with purplish scales are the 
  converse—they spew horrible frost, are immune to 
  cold, but quite susceptible to fire. 
   
  “Most hydras can be killed by either severing 
  their heads or killing their bodies. But the deadliest 
  hydra of all is one that has a body immune to most 
  attacks. They can only be slain by severing all of their 
  heads. Worst of all, shortly after severing a head, two 
  sprout in its place. You have to immediately apply a 
  firm dollop of flame or acid to arrest that process. 
   
  “If you see such an exquisite paragon of 
  viciousness, remember the refrain: Pain is like beauty 
  and beauty like pain.” 
   
  Dyllia will eventually get bored with the PCs and fly 
  off out of sight. 
  
  In the Shadow of Death’s Door 
   
   
  11
  Encounter Two: Campfire Debate 
  [Day One. Assuming 3.5 hours of game time, budget 30 
  minutes for this encounter.] 
   
  After a thankfully easy day of travel through the 
  foothills of the Rakers, you gladly begin to setup 
  camp. After the evening meal, the two Prelates sit 
  near the edge of camp and have a private discussion. 
  With keen ears, you could eavesdrop on the 
  conversation. The bits and pieces you would make 
  out, however, are challenging to understand. Both 
  seem to be quoting obscure bits of Pholtan scripture, 
  and the meaning of these parables and verses is hard 
  to determine amidst their rapid-fire exchange. But by 
  the tone of their voices, it’s clear that the two are 
  having a very emotional debate. 
   
  After a few moments, they sigh as though a 
  stalemate had been reached. A smirk forms at the 
  corner of Thace’s lips. He stands up and approaches 
  the group. 
   
  “Theo, rather than bury ourselves in holy 
  scripture, why not avail ourselves of the opportunity 
  to listen to the perspective of the common man,” says 
  Thace. 
   
  “Hmmph. If only to amuse you, Maximillian,” 
  responds Baslett, before he addresses you. “Prelate 
  Thace and I have been having a discussion about the 
  proper path the Pale should take over the next few 
  years. As I’m sure you’re aware, he believes that the 
  Pale ought to become more tolerant and even support 
  those who refuse to embrace the One True Path, the 
  path of law and righteousness. I, on the other hand, 
  have dedicated myself to the belief that spiritual 
  purity is the only way to meaningful prosperity. 
   
  “Let me put it to you in terms that you can 
  identify with, using examples you may be familiar 
  with and which illustrate my point. Tell me what you 
  really think. Fear not of reprisals for espousing 
  beliefs contrary to my own.” 
   
  This encounter is an opportunity for the PCs to 
  influence the way Theoman Baslett views Pholtan 
  dogma. For the last couple of years, Baslett has been 
  privately questioning his conservative dedication to the 
  One True Path. The PCs are at the right place and the 
  right time to usher him through this moral transition. If 
  unable to do so, Baslett’s commitment to a strict view of 
  the One True Path will become stronger once he ascends 
  to Theocrat. 
   
  Baslett will bring up three separate episodes from 
  previous scenarios which he believes support his 
  position. The PCs can choose to argue for or against his 
  conservative view. Any reasonable argument will be 
  listened to. 
   
  Order all PCs who wish to participate, starting with 
  the one who has the highest Diplomacy bonus and 
  proceeding in descending order. Baslett considers each 
  individual’s argument in this order. As he does so, have 
  each PC make a Diplomacy check. A PC espousing a 
  progressing viewpoint may sway Baslett’s opinion. The 
  DC is based on APL: APL 2—DC 12; APL 4—DC 13; APL 
  6—DC 14; APL 8—DC 15; APL 10—DC 16; APL 12—
  DC 17. One successful check sways him, but the DC goes 
  up by 7 for each previous failed check. If a PC argues for a 
  conservative viewpoint and rolls a Diplomacy check 
  higher than the DC, retroactively set the DC to that 
  result. The DC is reset to the base value when Baslett 
  brings up a new episode. 
   
  If a PC makes a very specific comment about how 
  the scenario supports her position, assign a +2 
  circumstance bonus to the Diplomacy check. An example 
  of a specific point that argues for tolerance is listed in 
  each incident’s description. You can assign a bonus for 
  other points, but the key is that it must be very 
  specifically tied to the situation in the scenario; Baslett 
  has heard many generic comments for tolerance, but if a 
  PC can undermine his assumptions, she is more likely to 
  convince him. 
   
  Keep track of the result of the debate regarding each 
  episode. Convincing Baslett to adopt a more tolerant 
  viewpoint requires that the PCs sway his opinion on two 
  out of three episodes. This will determine the conclusion 
  of this scenario. 
  Episode One 
   
  “A year ago, a disturbing incident occurred in the 
  town of Spiral—just outside of Wintershiven. 
  Merchants were disappearing, and none knew what 
  happened to them. 
   
  “Since it was a new town, a formal Church of the 
  One True Path had yet to be established. Instead, a 
  revivalist group of priests were allowed to preach to 
  the people, led by Brother Markush. It turns out that 
  these priests were followers of Iuz, in disguise, and 
  that they were perpetrating the kidnappings. Their 
  base was hidden underneath their revival hall. 
   
  “One thing that our nation’s history has taught 
  us is that evil can hide in many forms. Conservative 
  wisdom says that to prevent evil and lawlessness from 
  spreading, the Church must be able to suspect 
  everyone of possible wrongdoing. If the Church had 
  
  In the Shadow of Death’s Door 
   
   
  12
  taken a more active role in scrutinizing the revivalist 
  priests in Spiral, many lives might have been saved. 
  Do you think differently? Do you disagree with the 
  fact that the Church must have the right to search 
  and investigate all people to verify their innocence?” 
   
  Those of you who played the Pale regional 
  scenario (P)al(e)ientology may recognize this story 
  from that adventure. 
   
  Allow the PCs to respond to Baslett’s interpretation 
  of this episode. An example of an argument specifically 
  tied to the scenario is: 
  • The priests of Iuz were disguising themselves as priests 
  of Pholtus. The Church teaches the people of the Pale 
  not to question the clergy. If the Church allowed 
  people to form their own opinions, to question Church 
  dogma, the people of Spiral would not have blindly 
  followed these revivalists, who supposedly spoke in the 
  name of Pholtus. 
   
  Episode Two 
   
  “The One True Path teaches us that by fully 
  devoting oneself to Pholtus, eternal happiness and 
  prosperity is yours. However, life provides many 
  distractions to us while we walk that path. Decadent 
  entertainment confuses us and makes it more 
  difficult to see the proper path. 
   
  “One such source of decadence was the traveling 
  circus known as Festvalle Serendipite. As Prelate of 
  Landrigard, I forbade that troupe of pagans from 
  performing in my city. But other parts of the Pale 
  didn’t show such prudence, and welcomed them with 
  open arms. 
   
  “Last year, people in Wintershiven started going 
  missing. It turns out that the circus was more than 
  just a decadent distraction, but that a member of that 
  carnival was responsible for the disappearances. He 
  was killing people and turning them into undead. He 
  disguised these victims in metal suits and, in a most 
  perverse manner, used these ‘Metal Men’ as part of 
  his act. 
   
  “Conservative wisdom says that if people want 
  entertainment, why not read a book of scripture or 
  quiz each other about the word of Pholtus. We don’t 
  need decadence, for it is only a seed of far darker 
  things. We should outlaw frivolous things. Do you 
  see it any other way?” 
   
  If you played the Pale regional scenario Festvalle 
  Serendipite, you may recognize the episode of which 
  Baslett speaks. 
   
  The PCs can now respond to Baslett. An example of 
  an argument specifically tied to the scenario is: 
  • The circus had entertained the Pale without problems 
  for twenty years. It was only once a follower of Nerull 
  assassinated the owners and took over that problems 
  arose. Furthermore, the Church wasn’t helpful in 
  solving the problem and refused to get directly 
  involved. Victims of the circus had to take matters into 
  their own hands to stop the evil plot. 
   
  Episode Three 
   
  “I have heard stories from traveling Pholtans. 
  One story spoke of some Pholtans in the supposedly 
  great city of Greyhawk. They discovered a group of 
  foul, short, blue-skinned humanoids known as ‘xvarts’ 
  walking down the street. Fearing for the lives of the 
  citizens of the city, the Pholtans accosted these 
  xvarts. The xvarts, however, had a formal writ 
  allowing them free access to the lawless city. 
  Regrettably, the Pholtans agreed to back down and 
  respect the permits the city issued to the xvarts. 
   
  “Later, children went missing in Greyhawk. It 
  turns out that xvarts were kidnapping these children, 
  for use in a ritual to their foul god Raxivort. 
   
  “I know that Pholtus shepherds humanity with 
  his Blinding Light. Conservative wisdom says that 
  nonhumans follow their own paths, some leading to 
  very dark places. The Pale is for humans. If other 
  races want a home, they can work to build one 
  elsewhere. We should not be as naïve as those within 
  Greyhawk, or our children will suffer. What do you 
  think?” 
   
  If you played the core scenarios Dragon Scales of 
  Morningtide and River of Blood, you may recognize 
  the incidents described by Baslett. 
   
  The PCs can now respond to Baslett. An example of 
  an argument specifically tied to the scenario is: 
  • The xvarts that the Pholtans confronted did no wrong. 
  In fact, they helped Greyhawk by removing an 
  infestation of rats. Those that kidnapped the children 
  were a separate group. One xvart is not responsible for 
  the actions of all others, just as one human is not 
  responsible for the evil deeds of other humans. 
  
  In the Shadow of Death’s Door 
   
   
  13
  Encounter Three: Ogwyn’s Pet 
  [Day Two. Assuming 3.5 hours of game time, budget 40 
  minutes for this encounter.] 
   
  Up ahead, just over an incline in the path, you 
  hear the sound of rushing snow, as though an 
  avalanche was whooshing down the side of the 
  mountain. 
   
  The party can approach. A hydra, Ogwyn’s pet, has 
  just surprised Snowflake, an adolescent frost giant. The 
  hydra pounced down upon him from a ledge above the 
  path. Caught off-guard, the hydra quickly sends 
  Snowflake to unconsciousness. 
   
  You march up the path, and as you near the top 
  of the incline, you hear a loud roar, as though a deep-
  voiced man were yelling in both pain and anger. The 
  voice goes silent as you peek over the incline. 
   
  In the middle of a small plateau, you see a beast 
  of great ferocity. It looks almost like a dragon, a large 
  reptilian form of great size. From its body extend 
  several snake-like necks. At the end of each are 
  fearsome heads bearing razor-sharp teeth and eyes 
  that project hatred and cruelty. The few gashes its 
  prey inflicted seem to have only angered it. 
   
  Where the necks meet its body, a chain-link 
  collar is slung. From the chain extend several curious 
  objects. You note a baby’s rattle, a mobile, a wooden 
  horse, and other toys amidst pieces of fur. Your heart 
  skips a beat when you realize the furs hanging from 
  the chain are in fact human scalps. 
   
  Before the hydra is a growling wolf protecting 
  the body of a fallen man. Normally, the wolf would 
  seem quite ferocious, but not now, dwarfed by the 
  beast before it. From the man’s body, blood flows and 
  soaks into the snow.  
   
  If the PCs ask for the color of the hydra’s scales or 
  the number of heads, seeking to utilize information 
  provided in Encounter One, consult the below APL 
  information and provide the appropriate answer. 
   
  The hydra is now 60 feet away from the party. 
  Snowflake has been reduced to -6 hit points, though 
  before falling he landed a few solid blows upon the hydra. 
  Stalker, Snowflake’s lupine companion, has yet to be 
  hurt. Unless attacked by the party, the hydra will first 
  attempt to kill Stalker, and then will feast on the body of 
  Snowflake. 
  Snowflake, Male Frost Giant (Adolescent) Rgr1/Brb1: 
  hp -6 (normally 95); see Appendix I. 
  Wolf (1): 13 hp, Monster Manual. 
   
  If the party attacks the hydra, Stalker will fight 
  alongside them. During the fight, roll stabilization 
  checks for Snowflake at the end of each round, until he 
  either dies or the PCs act to stabilize him. The hydra can 
  be defeated by killing it outright, or the PCs might figure 
  out a scheme to rescue Snowflake without actually 
  killing the beast. 
   
  During the fight, play up the gruesome nature of the 
  hydra’s collar. The party should develop a sense of fear 
  and loathing for its master. 
   
  APL 2 (EL 3) 
  Four-Headed Hydra (1): 42 hp (normally 52); Monster 
  Manual. This was a five-headed hydra, but Snowflake 
  severed a head before he fell. 
   
  APL 4 (EL 6) 
  Seven-Headed Hydra (1): 73 hp (normally 95); Monster 
  Manual. 
   
  APL 6 (EL 7) 
  Eight-Headed Hydra (1): 84 hp (normally 105); Monster 
  Manual. 
   
  APL 8 (EL 9) 
  Eight-Headed Cryo-Hydra (1): 84 hp (normally 115); 
  Monster Manual. 
   
  APL 10 (EL 11) 
  Eight-Headed Lernaean Cryo-Hydra (1): 94 hp; 
  Monster Manual. 
   
  APL 12 (EL 14) 
  Eleven-Headed Lernaean Cryo-Hydra (1): 115 hp; 
  Monster Manual 122. 
   
  Note to DM 
   
  With regard to the Cleave and Great Cleave feats, the 
  hydra is a single opponent. Severing a head does not 
  qualify as dropping the creature, so these feats do not 
  apply to the hydra. 
  
  In the Shadow of Death’s Door 
   
   
  14
  Encounter Four: Snowflake 
  [Day Two. Assuming 3.5 hours of game time, budget 5 
  minutes for this encounter.] 
   
  If the PCs were unable to prevent Snowflake’s death, 
  skip this encounter. 
   
  Once healed, Snowflake will be very grateful for the 
  party’s assistance. If Stalker died, he will be quite morose. 
  He will ask for the party’s help in burying his long-time 
  companion before answering any of the PCs’ questions. 
   
  Snowflake was following the tracks of a gnome 
  when the hydra pounced upon him. He came across the 
  tracks earlier in the day, and was curious why a gnome 
  would be wandering around in the snow. The tracks from 
  here are quite fresh, and Snowflake estimates that the 
  gnome is only 15 or 20 minutes from here. 
   
  If the party offers to help track the gnome (the 
  Prelates won’t object to a short detour), Snowflake gladly 
  accepts. The tracks lead perpendicular to the party’s path, 
  heading westwards and down the slope of the mountain. 
  Before heading out, Snowflake gives the PCs a warning: 
   
  “Weather has been warm. Very warm. Ice 
  underfoot, covers pits and makes bridges. In warm 
  weather, ice cracks. You hear sound like bird 
  chirping underfoot, ice cracking underneath. Jump to 
  side quickly, or down you fall. Fall hurt bad.” 
   
   
  Snowflake’s warning will become relevant in 
  Encounter Six. 
   
  Snowflake is not aware of Ogwyn and has never seen 
  a beast like the hydra before. He will bury the hydra’s 
  collar of human scalps and baby toys, which he thinks 
  must be the work of someone very, very evil. If the party 
  mentions that they are going to Xianshee’s lair, he warns 
  them not to approach, that a ghost haunts the area. His 
  tribe used to live there and served the green dragon 
  before she was killed. Soon thereafter, the entire tribe 
  was killed one by one, and Snowflake believes it was a 
  ghost that killed them all. He will not follow them to 
  what he thinks is certain death. 
  Encounter Five: Wigglesbee the 
  Gnome 
  [Day Two. Assuming 3.5 hours of game time, budget 20 
  minutes for this encounter.] 
   
  If Snowflake died in Encounter Three, the PCs will 
  likely skip this encounter. However, they might find the 
  gnome’s tracks on their own and follow them to 
  Wigglesbee. 
   
  The young giant leads you down the slope of the 
  mountain, occasionally stopping to confirm he is still 
  on the track. 
   
  “Hmmm,” he says at one point. “Gnome walk 
  with limp. Blood drops too. He must be hurt.” 
   
  You continue for a few more minutes, leveling 
  out and following a small path parallel to slope. The 
  tracks lead into a small cave. 
   
  Wigglesbee is hiding within the cave. When the 
  party approaches, he uses ghost sound to create a 
  booming voice and prestidigitation to make whirls in the 
  snow appear. 
   
  As you approach the cave, a booming voice 
  surrounds you. 
   
  “This is the domain of Winter Wind! Disturb not 
  this place, or you will face my vengeance. Go back 
  from whence ye came, and I shall let you live.” 
   
  The deep voice goes silent, but whirls in the 
  snow appear before the cave. It seems that a 
  whirlwind is about to form. 
   
  This is the limit of Wigglesbee’s capabilities to 
  frighten the PCs. He has no idea who “Winter Wind” is, 
  but has heard that he’s some mysterious force that has 
  scared the people of Rakervale on one or two occasions. 
  Should the PCs continue into the cave, they encounter 
  the gnome. 
  Wigglesbee, Male Gnome Rog2: hp 1 (normally 10); see 
  Appendix I. 
   
  You enter into the cave to find a young male 
  gnome, resting with his back against the cave wall. 
  He clutches his side, and you see dried blood on his 
  hand. 
   
  “Okay, okay, so I can’t get rid of you. Very well. 
  I’ll tell you everything, everything I know. Just 
  promise to get me to Rakervale. A New Dawn Camp 
  is better than being frozen to death. I’ve wanted to 
  get out of the business for some time, and they 
  double-crossed me before I got the chance. I doubt 
  the Freelancers would bother to off me while I was in 
  prison.” 
   
  Snowflake looks at you and says, “Snowflake can 
  take little one to city by the Rakers, if you want.”  
   
  The gnome was a minor assistant to the Freelancers. 
  Changes within the organization have worried him and 
  they’ve just tried to have him killed. At the end of his 
  rope, he’s happy to submit to the justice of the Church of 
  the One True Path. He’s frustrated, fed up, and desperate. 
  
  In the Shadow of Death’s Door 
   
   
  15
  This information Wigglesbee provides is: 
  • For the past three years, he’s worked for an 
  organization of spies and thieves known as the 
  Freelancers. He’s a minor player, and serves to run 
  errands for them throughout the Pale. 
  • He was on a mission to deliver a package to a half-orc 
  named Ogwyn that lives near the entrance of the dead 
  dragon’s lair. Ogwyn opened the package and pulled 
  out a cloak, presumably magical. The package also 
  contained a note. Apparently, the note told Ogwyn to 
  kill the delivery agent, but Wigglesbee was able to 
  escape. Ogwyn commanded his pet hydra to track him 
  down. 
  • Wigglesbee knows little about Ogwyn. He can describe 
  Ogwyn’s appearance (see Appendix I). Ogwyn was a 
  really nasty guy, and he seemed to enjoy petting the 
  human scalps that hung from his pet hydra’s collar. In 
  addition to commanding a hydra, the half-orc also had 
  some undead sentries. 
  • Wigglesbee did not see the ghost dragon, but Ogwyn 
  kept referring to “his draconic Master.” 
  • The Freelancers have changed over the past year. It 
  used to be that they were about gathering information 
  and selling it to the right buyer. Rarely, he heard of 
  assassinations. But now, things have become really 
  nasty and he’s been blocked from most information. 
  They’ve dropped most of their lucrative contracts and 
  have instead focused on working with a group near 
  Ogburg. He’s not sure what this group’s all about, but 
  they worship some dark god that no one speaks of by 
  name. 
  • Wigglesbee decided to leave the organization at the 
  soonest opportunity, fearing that the Freelancers 
  would eventually try to kill him. He was right, and they 
  attempted to use Ogwyn as their instrument. 
  • Wigglesbee hands over four metallic black disks 
  hanging on leather thongs. Give the players the 
  handout “Freelancer Black Disks.” One of his jobs has 
  been to collect them from Freelancer agents, so that 
  they can be returned to their original owners. Players 
  might recognize the disks from PAL1-01 Holy Word 
  and from the Pale adaptation of ADP1-06 Snake in the 
  Grass. 
  • The disks are charged amulets of nondetection. They 
  were created by followers of Incabulous known as the 
  Bronze Cabal. The Freelancers had been working with 
  the Bronze Cabal over a period of many months, 
  working to support the Cabal’s efforts to gain power in 
  the area. The Cabal was searching for magical artifacts 
  that it believes the Pale possesses, to be used for some 
  sort of religious ceremony. The amulets allowed the 
  Freelancers to avoid being discovered as they helped 
  the Cabal. 
  • For some unknown reason, the Freelancers have 
  terminated the relationship with the Cabal and have 
  agreed to return the amulets. The Cabal was paying 
  well, and Wigglesbee thinks it’s strange they’d end 
  such a lucrative arrangement. The amulets also proved 
  quite useful, but Wigglesbee’s superior made a strange 
  comment, saying, “The amulets are no longer 
  necessary.” 
   
   
  After giving all of this information to the party, 
  Wigglesbee calms down and tries to improve his 
  situation. 
   
  “If you’re heading in Ogwyn’s direction, you 
  should know that he’s set a pretty nasty trap. I could 
  tell you how to bypass it, though. 
   
  “How about you tell ‘Big and Beefy’ here to escort 
  me to just outside of Rakervale, and then let me go. I 
  promise on my mother-in-law’s grave that I won’t 
  break any more Pale laws. I’ll catch the next barge to 
  Radigast City and won’t ever set foot in the Pale 
  again. I assure you, it’s a fair deal.” 
   
  If asked, the Prelates give the PCs permission to 
  decide on this matter and they won’t object to making a 
  deal with the gnome. There are other methods to 
  obtaining this information besides agreeing to let him go. 
  For instance, the PCs could affect him with a charm 
  person spell. Or, they could threaten him with the legal 
  consequences of not ameliorating his past crimes with 
  good behavior—which would require an Intimidate 
  check (DC 16). If the PCs use frightening magic to assist 
  with their Intimidate check, reduce the check by the 
  spell level of the spell used.  
   
  If the PCs don’t agree to the deal and aren’t able to 
  convince him to reveal the information, Wigglesbee 
  remains silent. 
   
   
  “Okay, so as you get close to Ogwyn’s camp, 
  about a mile away, he’s set a trap. You’ll come to two 
  large boulders leaning on each other, kind of like an 
  inverted ‘V’. 
   
  “Just beyond those boulders, the trail curves 
  around the mountainside. Above, Ogwyn has some 
  skeletons waiting. These skeletons will trigger an 
  avalanche when anyone comes down the path. 
   
  “But there’s a way around the trap. When you get 
  to the boulders, look for a cave entrance. The cave 
  tunnels through the mountainside, beyond the trap, 
  avoiding it completely.” 
  
  In the Shadow of Death’s Door 
   
   
  16
   
  This warning refers to Encounter Eight. Wigglesbee 
  has nothing else of use to the party. 
  Encounter Six: Snowy Pit 
  [Day Three. Assuming 3.5 hours of game time, budget 5 
  minutes for this encounter.] 
   
  It is shortly after noon. The sun beats down upon 
  your head, reflecting off the snow and nearly 
  blinding you. Even at this altitude, the midday sun is 
  melting the snow. Though the unusual weather keeps 
  your bones warm, a chill runs through your soul 
  wondering what it might portend. 
   
  A frigid gust of wind picks up, making your ears 
  ache. From somewhere beneath you, you hear a 
  strange sound, as though a small animal were making 
  a chirping sound. 
   
  Go around the table and ask each player what their 
  PC does. If a PC’s first reaction is to jump aside, as 
  Snowflake warned in Encounter Four, give that character 
  a +2 circumstance bonus to the below Reflex save. 
  Underneath the snowy path, the party is walking on a 
  bridge of ice over a ravine. The sun has caused the entire 
  section of ice underneath them to collapse, and the party 
  might be in for a significant fall. 
   
  APL 2 (EL 2) 
  Large Icy Pit: CR 2; mechanical; location trigger; no 
  reset; Reflex save (DC 20) avoids; 20 ft. deep (2d6, fall); 
  multiple targets (entire party); Search (DC 24); Disable 
  Device (DC 19). 
   
  APL 4 (EL 3) 
  Large Icy Pit: CR 3; mechanical; location trigger; no 
  reset; Reflex save (DC 20) avoids; 30 ft. deep (3d6, fall); 
  multiple targets (entire party); Search (DC 25); Disable 
  Device (DC 17). 
   
  APL 6 (EL 4) 
  Large Icy Pit: CR 4; mechanical; location trigger; no 
  reset; Reflex save (DC 20) avoids; 40 ft. deep (4d6, fall); 
  multiple targets (entire party); Search (DC 25); Disable 
  Device (DC 17). 
   
  APL 8 (EL 6) 
  Large Icy Pit: CR 6; mechanical; location trigger; no 
  reset; Reflex save (DC 25) avoids; 40 ft. deep (4d6, fall); 
  multiple targets (entire party); Search (DC 26); Disable 
  Device (DC 25). 
   
  APL 10 (EL 8) 
  Large Icy Pit: CR 8; mechanical; location trigger; no 
  reset; Reflex save (DC 25) avoids; 80 ft. deep (8d6, fall); 
  multiple targets (entire party); Search (DC 26); Disable 
  Device (DC 25). 
   
  APL 12 (EL 9) 
  Large Icy Pit: CR 9; mechanical; location trigger; no 
  reset; Reflex save (DC 25) avoids; 100 ft. deep (10d6, fall); 
  multiple targets (entire party); Search (DC 25); Disable 
  Device (DC 25). 
   
  After the ice has collapsed, the party can see a 
  skeleton at the bottom of the pit. Most of the skeleton’s 
  equipment has decayed beyond any value in use or to sell, 
  including chainmail, large steel shield, and a holy symbol 
  of Kord. Curiously, two items are still in pristine 
  condition, a skullcap and a greatsword. The skullcap is 
  Laelithra’s coif of piety and the blade is a mercurial 
  greatsword. In its fist, the skeleton clutches half of a 
  broken circle of obsidian, into which a strange spiral 
  pattern has been carved. The skeleton is at least a century 
  old, maybe much more. 
  Encounter Seven: Divine 
  Ascension 
  [Day Three. Assuming 3.5 hours of game time, budget 5 
  minutes for this encounter.] 
   
  The path slithers around a steep cliff to your left, 
  and you are presented with a beautiful view of the 
  sun setting to the west. The sky is quite clear and the 
  vista paints the lands of the Pale in azure and 
  lavender tones. Small plumes of smoke arise from 
  what must be Rakervale. The wind suddenly dies 
  down, surrounding you with an air of apprehension. 
   
  A gleaming form of orange and yellow descends 
  from the heavens. At first, you think a star must be 
  falling from the sky, but soon you can make out 
  celestial wings as the being floats down to Rakervale. 
  As it nears, a beacon of bright light appears amidst 
  the city. The celestial form then starts to ascend with 
  it, seeming to guide the light upwards toward its 
  
  In the Shadow of Death’s Door 
   
   
  17
  celestial home. They rise higher and higher, until 
  your eyes loose them within the myriad of sparkling 
  stars in the sky. 
   
  The two Prelates are on their knees, praying. 
  Sighing, Thace turns to you and says, “The Theocrat 
  has died.” 
   
  Light from the setting sun glitters off a tear 
  trickling down his cheek. 
  Encounter Eight: Ogwyn’s Trap 
  [Day Four. Assuming 3.5 hours of game time, budget 5 
  minutes for this encounter.] 
   
  Ogwyn has set a trap along the path as it nears 
  Xianshee’s lair. He’s commanded three skeletons, created 
  by the ghost dragon, to trigger an avalanche if anyone is 
  spotted on the path. A cave bypasses this section of the 
  path. Ogwyn told the Freelancers of this cave, so that 
  their courier could avoid the trap. If the PCs were able to 
  get this information from the gnome in Encounter Five, 
  they can bypass the trap. 
  Option A:  Walking into the Trap 
   
  You round a bend in the path, and the trail 
  continues straight and flat for some time. According 
  to the map, Xianshee’s lair should only be a mile or so 
  away. As you consider this, a deep rumbling from 
  above disturbs your thoughts. 
   
  Hiding far above the trail, three skeletons have 
  triggered an avalanche. It is not likely a PC will be able to 
  run out of the path of the avalanche. On foot, a PC must 
  cover 300 feet in any direction to avoid the avalanche. A 
  PC who can establish and maintain an altitude of 20 feet 
  above the ground, such as via fly or levitate, can also avoid 
  the avalanche. Only a partial action may be taken before 
  the avalanche hits. The skeletons have not been 
  commanded to attack, so they won’t. Defeating them 
  gains the party no experience. 
   
  APL 2 and 4 (EL 2) 
  Avalanche: CR 2; mechanical; triggered by skeletons; no 
  reset; Reflex save (DC 20) avoids; falling debris (2d4+2 
  damage); multiple targets (entire party); Search (DC —); 
  Disable (DC —). 
   
  APL 6, 8, 10, and 12 (EL 4) 
  Avalanche: CR 4; mechanical; triggered by skeletons; no 
  reset; Reflex save (DC 25) avoids; falling debris (4d4+4 
  damage); multiple targets (entire party); Search (DC —); 
  Disable (DC —). 
   
  Option B:  Bypassing the Trap 
   
  Use this version if the PCs state that they are looking 
  for the trap that the gnome mentioned. They have to be 
  looking for it actively; just knowing about it does not get 
  them past it unharmed. 
   
  Carefully checking with your map, you figure 
  that you are coming closer to Xianshee’s lair, perhaps 
  a mile or so more. Remembering the gnome’s 
  warning, you’re on the lookout for a particular rock 
  formation. The tension mounts as you wonder if you 
  missed the sign and are walking into a deadly trap. 
   
  With great relief, you spot what you’ve been 
  looking for. Two large, oval shaped boulders stand 
  beside the path. They rest upon each other and form a 
  large inverted ‘V’. You hope that it stands for the 
  Prelates’ ultimate victory over the ghost dragon. 
   
  The party must spend a few minutes searching for a 
  cave at this point. With little difficulty, they can find it. 
  The cave is dark, and the following description assumes 
  that they have a source of light. 
   
  You carefully slink your way into the cave, 
  hoping that it is the one the gnome told you to enter. 
  The ceiling is merely 4 feet tall and the sides are but 3 
  feet wide. The stone is frigid to the touch and covered 
  with a slick layer of ice, which serves to make some 
  tight squeezes more feasible. 
   
  You continue for at least 30 minutes making very 
  slow progress, when you notice some light ahead. 
  Moving closer, you realize that the light is not the 
  end of the tunnel, but from a shaft descending 
  through the ceiling. The light illuminates the wall to 
  your right, which appears partially translucent. You 
  study it for a few moments, and then realize that an 
  entire area is actually a gigantic section of ice. 
  Perhaps a side passage once extended to the east, but 
  now it’s thoroughly blocked with ice. 
   
  Moving forward again, something seems amiss. A 
  shadow lurks within the ice wall. Squinting, you 
  begin to make out a shape, a horrible beast of some 
  sort. It has a large, long body with lumpy skin. From 
  one end of its body extend several thick tentacles. 
  The beast appears to be something out of your 
  darkest nightmares. Thankfully, it is frozen solid, but 
  you notice that the sunlight from the shaft is causing 
  the ice wall to slowly melt. 
  
  In the Shadow of Death’s Door 
   
   
  18
   
  For another 10 minutes, you press deeper into 
  the cave, before light appears up ahead. You emerge 
  to find the trail you were following just a few yards 
  below the cave exit. If the gnome’s information was 
  correct, you’re just about a mile from the dragon’s lair 
  and bypassed a nasty trap. 
   
  The many-tentacled creature is not found in the 
  Monster Manual. The PCs may have encountered it in 
  PAL 1-02 Absence of Law and PAL2-07 Appetites. 
  Encounter Nine: Death’s Door 
  [Day Four. Assuming 3.5 hours of game time, budget 45 
  minutes for this encounter.] 
   
  The area just outside Xianshee’s lair is the stage for a 
  grand battle, for both the Prelates and the PCs. This 
  encounter has some significant setup, but the general 
  outline is as follows. 
   
  Baslett confronts the ghost dragon first. As the 
  dragon exhausts her breath weapon, the amulet 
  protecting him from the aging effects seems to 
  malfunction. Baslett is left helpless. Thace tells the PCs 
  that facing Xianshee alone, he expects to die. However, 
  he wants the PCs to let everyone know that his dying 
  wish is for Baslett to become Theocrat. Thace then 
  charges into battle. Meanwhile, the PCs must protect 
  Baslett and defeat Ogwyn. 
   
  You have reached your destination. Just over a 
  rise in the path lies the entrance to Xianshee’s lair. 
  You look over a ridge of boulders, observing the 
  scene. 
   
  What 
  lies 
  beyond 
  is 
  a 
  large 
  cul-de-sac, 
  surrounded by steep slopes on all sides. Straight 
  ahead, a gaping hole plunges into the mountainside. 
  Several feet in, the entrance to Xianshee’s lair has 
  been blocked with a sheer wall of stone. You can see 
  numerous inscriptions on the stone, presumably 
  protective wards of great power. 
   
  To the left of the lair entrance stands a few giant 
  stone buildings. Some of them have collapsed and are 
  in disrepair. Ringing these simple stone buildings are 
  about a dozen cairns. Looking closely, you see that 
  the cairns have been torn apart and are nothing more 
  than large mounds of rubble now. 
   
  The Prelates unsling their traveling gear and 
  begin preparing for battle. Prelate Thace addresses 
  you with tight lips, “Theo is going to take the amulet 
  created by the wizard Bahira and lure the dragon into 
  breathing thrice. He asked for the honor of doing so, 
  and since he was responsible for defeating Xianshee 
  the first time, I have agreed. Once the ghost dragon 
  has expended her breath, I will charge forth and we 
  will engage the beast together. 
   
  “We will attempt to draw the creature up the 
  mountainside. This should clear your way to the 
  entrance to the lair. Approach quickly and carefully. 
  If both Theo and I fall to the ghost dragon, place the 
  box containing the Lin Ying Ruby just before the 
  stone that seals the entrance. This will put the beast 
  to rest, despite our failure. Whatever you do, don’t 
  touch the stone seal.” 
   
  Allow the PCs to confirm they understand the plan 
  before the Prelates proceed. 
   
  Baslett and Thace begin casting numerous spells, 
  in a practiced, well-rehearsed order. Thace readies to 
  charge forward as Baslett proudly strides towards the 
  dragon’s lair. 
   
  “Xianshee! It is I—Theoman Baslett, Dragon 
  Slayer. Five years ago I ended your life. I have come 
  again, this time to end your undead existence.” 
   
  Peering ahead, you see a frightful apparition 
  emerge from the stone seal. A ghostly form of an 
  impossibly large dragon appears and floats above 
  Baslett. Her flesh looks partially decayed and her 
  body glows a sickly green. Eyes of burning rage 
  glower down upon Baslett. 
   
  Breathing in, Xianshee releases a cloud of thick, 
  gray gas. The cloud quickly clears, revealing Baslett 
  on his knees, choking and coughing, but otherwise 
  unharmed. The silver amulet around his neck glows 
  dimly. 
   
  Breathing deeper, the dragon again envelops 
  Baslett in a cloud of deadly gas. His form emerges, 
  shaken but he proudly struggles back to his feat. The 
  amulet glows a little brighter and has successfully 
  thwarted the aging effects of the dragon’s breath. 
   
  Xianshee’s eyes blaze brighter, and the dragon 
  breathes a third time. The cloud sputters out and you 
  hear the ghostly dragon coughing in frustration. The 
  cloud clears and Baslett falls down. The amulet’s light 
  flickers and extinguishes. Instantly, his hair turns 
  gray and his body becomes frail. You can see his body 
  laboring for breath. He is alive, but just barely so. 
   
  Thace turns to you and blurts out, “I must attack 
  now, before she regains her breath. Facing her alone, 
  my chances of survival are slim. Listen! This is 
  important! I have come to know Theo, and I trust 
  him to see the right path for the Pale. Should I die, 
  let all know that my dying wish is for him to lead the 
  
  In the Shadow of Death’s Door 
   
   
  19
  Pale into a brilliant new future as Theocrat. After I 
  attack, go and protect his body! Remember the Ruby, 
  if I should fail to kill Xianshee.” 
   
  Delaying not a moment more, Thace charges the 
  ghost dragon. Surprised, the beast retreats up the 
  mountainside and perches on a cliff above. Using his 
  magical boots, Thace flies up after Xianshee and 
  engages her in battle. 
   
  The path is now clear for the PCs to approach 
  Baslett’s body, which is just outside the sealed entrance to 
  Xianshee’s lair. Anyone touching the seal must make a 
  Fort save (DC 30) or become paralyzed for 2d4 rounds. If 
  the PC is touching the seal when the effect wears off, he 
  or she must make another save immediately. 
   
  If, for some reason, the party does place the Lin Ying 
  Ruby before the entrance, Xianshee’s ghost immediately 
  takes it and disappears. Ogwyn flees and the Prelates are 
  supremely upset at the turn of events. 
   
  Baslett is still alive, but cannot be healed by any 
  means. His body appears to be around 70 years of age, and 
  he is in shock. His body is surrounded by a cloud of 
  energy, residue of the ghost dragon’s breath. If a PC were 
  to touch him, she would feel great pain and her 
  fingernails would grown an inch. 
   
  Soon after reaching Baslett, Ogwyn attacks. In the 
  below passage, insert an appropriate description of 
  Ogwyn’s appearance (see Appendix I). At higher APLs, 
  his form is more draconic. While the PCs deal with the 
  half-orc, occasionally describe bits of the sublime battle 
  on the cliff far above them. Thace and Xianshee are 
  locked in a desperate battle throughout the PCs’ own 
  struggle. 
   
   
  From behind the giant stone buildings, an 
  armored half-orc with strange features strides out 
  towards you. Around his neck is a gruesome necklace 
  that is disturbingly familiar. From it hang children’s 
  toys and human scalps. Flanking the half-orc are a 
  few skeletons [note the size of the skeletons below]. 
  Dried bits of flesh hang from their bones. 
   
  “Hmmmmmmm. Master Xianshee has given me a 
  chance to show my worthiness. You Palites will all 
  fall. A wave of cleansing fire will cover your land, fire 
  as hateful as the one you used to execute my helpless 
  mother. But now, right now, I will enjoy adding you 
  to my collection.” 
   
  He sadistically pets one of the scalps on his chest 
  before attacking. 
   
  APL 2 (EL 5) 
  Ogwyn, Male Half-Orc Sor1/Brb1/Ftr2: hp 26; see 
  Appendix I. 
  Medium-Size Skeletons (5): 6 hp each; Monster 
  Manual. 
   
  APL 4 (EL 7) 
  Ogwyn, 
  Male 
  Half-Orc 
  Sor1/Brb2/Ftr2/Dragon 
  Disciple 1: hp 52; see Appendix I. 
  Large Skeletons (6): 13 hp each; Monster Manual. 
   
  APL 6 (EL 9) 
  Ogwyn, 
  Male 
  Half-Orc 
  Sor1/Brb2/Ftr2/Dragon 
  Disciple 3: hp 66; see Appendix I. 
  Huge Skeletons (6): 26 hp each; Monster Manual. 
   
  APL 8 (EL 11) 
  Ogwyn, 
  Male 
  Half-Orc 
  Sor1/Brb2/Ftr2/Dragon 
  Disciple 5: hp 82; see Appendix I. 
  Huge Skeletons (9): 26 hp each; Monster Manual. 
   
  APL 10 (EL 13) 
  Ogwyn, 
  Male 
  Half-Orc 
  Sor1/Brb2/Ftr2/Dragon 
  Disciple 7: hp 112; see Appendix I. 
  Gargantuan Skeletons (3): 104 hp each; Monster 
  Manual. 
   
  APL 12 (EL 15) 
  Ogwyn, 
  Male 
  Half-Orc 
  Sor1/Brb2/Ftr2/Dragon 
  Disciple 9: hp 132; see Appendix I. 
  Gargantuan Skeletons (6): 104 hp each; Monster 
  Manual. 
   
  Tactics 
  The following are suggested tactics. Adapt the tactics to 
  the party as you see fit and given Ogwyn’s ability to assess 
  their strengths: 
  • All APLs: Ogwyn respects spellcasters, and attempts to 
  deal with them first while commanding the skeletons 
  to keep warriors busy. He has precast endure elements 
  
  In the Shadow of Death’s Door 
   
   
  20
  twice (fire and sonic). If the party retreats, he will not 
  follow, but instead will pray for the victory of Xianshee. 
  He has imbibed one or more ability enhancing potions, 
  with the effects already figured into his stats; these 
  effects will last for about another 50 minutes. 
  • APL 2: If the PCs land one or two solid blows upon 
  him, he takes a round to cast shield. 
  • APL 4+: Ogwyn has precast shield (7 rounds remain on 
  the spell). He makes use of his Spring Attack when 
  fighting warriors or other PCs with multiple attacks. 
  • APL 6+: Ogwyn has precast endure elements twice 
  more (cold and electricity). He will use his breath 
  weapon if he can get 3 or more PCs within its effect. 
  • APL 8+: Ogwyn has consumed a potion of haste (active 
  for 9 more rounds) and a potion of heroism (active for 
  nearly an hour); the effects of these potions have been 
  figured into his stats. On the first round, he will use his 
  wand of dispel magic for an area dispel on the party. He 
  has reach, and uses it to the best of his ability. He has 
  precast a fifth endure elements (acid). 
  • APL 10+: Ogwyn relishes using his Large and In 
  Charge feat when given the chance. 
  • APL 12: Ogwyn has flight. For the first two rounds, he 
  will fly above the battle, within range of his wands. 
  Given that he’s hasted, on the first round he uses the 
  wand of dispel magic once and then the wand of hold 
  person on a warrior-type. On the second round, he’ll 
  use two charges of the wand of hold person on warrior-
  types. Then, he engages spellcasters. Finally, he 
  combines his ability to fly with Spring Attack to 
  challenge any warriors. 
   
  Conclusion 
  [Assuming 3.5 hours of game time, budget 10 minutes for 
  this encounter.] 
   
  The following conclusion assumes that the PCs defeated 
  Ogwyn and his skeleton sentries. If this is not the case, 
  modify the conclusion as appropriate. 
   
  In the event that the PCs retreated, recovering the 
  bodies of comrades can be accomplished without too 
  much trouble when Thace kills Xianshee; Ogwyn will be 
  in great despair and won’t notice such efforts. If the party 
  does not retrieve the bodies, Baslett will still cast a true 
  resurrection (see below), but the restored PCs’ equipment 
  will be lost. If the PCs were unable to bring Baslett back 
  to Rakervale (e.g. they retreated and left him behind, or 
  the entire party died), Baslett is able to crawl to safety and 
  very slowly make it to Rakervale; in this instance, he still 
  casts true resurrection to restore dead PCs, but the length 
  of his journey imposes a 4 TU penalty on such PCs. 
   
  Your battle has been hard fought. But equally so has 
  been the colossal battle above you. Out of the corner 
  of your eyes, you witnessed devastating attacks and 
  counterattacks between Prelate Thace and the foul 
  ghost dragon Xianshee. 
   
  As you land your final blows on the opponents 
  before you, you pause and look upward at the sublime 
  duel unfolding on the mountain above you. Thace 
  seems to have fared quite well, and prepares to land a 
  well-placed blow upon the creature. Just then, her 
  eyes glimmer brighter. With a triumphant look, she 
  expels a cloud of noxious gas, recovering her 
  devastating attack just before Thace can land the 
  deathblow. 
   
  The moments pass slowly and with agonizing 
  suspense you wait to see the cloud dissipate. As it 
  does, you see Thace’s form tragically aged at least half 
  a dozen years. With Herculean effort, he swings his 
  quarterstaff one last time. Xianshee’s skull cracks, 
  and then explodes into a ghostly cloud of dust. 
   
  The Prelate falls to the ground, his limp form 
  hanging off of the cliff above you. Thace has killed 
  Xianshee, but in so doing, he has died as well. 
   
  The PCs can recover Thace’s body, but he is quite dead 
  from old age. The energy around Baslett’s body has 
  dissipated and he can be handled now. Over the next few 
  days, Baslett’s age slowly returns to normal—the amulet 
  is still functioning. The amulet won’t return Thace to 
  youth, because he wasn’t wearing it at the time of the 
  attack. If the PCs remove the amulet from Baslett before 
  the restoration process is completed, he is stuck at 
  whatever approximate age he was at the time the amulet 
  was removed; in this case, modify the below description. 
   
  The party can travel back to Rakervale without 
  incident. After three days of unconsciousness, Baslett 
  awakens. 
   
  You have made it back to Rakervale, thankfully 
  without incident. As you wound along the mountain 
  path, the amulet around the aged Bastlett’s neck 
  glowed slightly. Slowly, over three days, his youth 
  was restored. By the time you reached Rakervale, he 
  regained consciousness and learned the grave results 
  of the battle. 
  
  In the Shadow of Death’s Door 
   
   
  21
   
  You are asked to travel with Baslett to 
  Wintershiven, where you will be hailed as heroes. 
  The wizard Bahira is lauded for her contribution, and 
  she takes the amulet back with her to Ogburg. The 
  Prelates of the Pale have unanimously chosen to 
  respect the dying proclamation of Maximillian Thace. 
  Since he did land the final blow upon Xianshee, his 
  ultimate decree should be followed—Theoman 
  Baslett will be anointed Theocrat. 
   
  At a ceremony of great solemnity in the Basilica 
  in Wintershiven, Theoman Baslett takes his place as 
  the Supreme Prelate of the Pale. A casket containing 
  Maximillian Thace’s body is also present, for people 
  to pay their respects to the noble hero. Theocrat 
  Baslett addresses the attendees, and says that his 
  understanding of Pholtus’s wisdom has deepened. 
  Divine magic of greater power has been bestowed 
  upon him. Speaking words of unimaginable beauty, 
  the Theocrat casts a Miracle, beseeching Pholtus to 
  restore his dead colleague to youth. 
   
  A being of great divinity appears. Gasps in the 
  assembled personages reveal that it is a solar. The 
  androgynous being, with large angelic wings, smiles 
  warmly at all within the Basilica. It then takes Thace’s 
  body in its arms. 
   
  “Maximillian Thace and Ogon Tillit have earned 
  a place within Pholtus’s court. They shall rest now. 
  Theoman Baslett, lead the Pale into a bright new 
  future, following the path that wisdom dictates.” 
   
  With that, the solar disappears and a solemn 
  silence permeates the building. 
   
  At this point, Theocrat Baslett will make one of two 
  proclamations, depending on the outcome of Encounter 
  Two—Campfire Debate. If the PCs convinced him of the 
  progressive view on two of the episodes, Baslett makes 
  the progressive statement; otherwise, he speaks the 
  conservative one. 
   
  The progressive proclamation is: 
   
  “I must testify to all here, and to all within the 
  Pale, that the past five years have been a time of inner 
  turmoil for me. I have dedicated my life to Pholtus 
  and to a strict interpretation of the One True Path. 
   
  “But I have come to wonder if such a dedication 
  has been built on a political, rather than moral, 
  foundation. My soul has wrestled long with this 
  issue. I have wondered if I should lead the Pale along 
  a known path, preserving the certainty of our 
  continued prosperity. Or, dare I take a different path, 
  a path based not on certainty, but on hope—hope 
  that things could be better? 
   
  “My soul is no longer in turmoil. I have hesitated 
  to take a step into the unknown. But along the 
  dangerous journey to Xianshee’s lair, I had the 
  privilege of gaining the insights of the brave heroes 
  who went with Prelate Thace and I. The words of 
  these heroes have given me the courage to embrace 
  hope and not to fear this new path. 
   
  “Let all know, I have concluded a personal 
  transformation. Though I continue to respect the 
  conservative ways, I no longer agree with them. I ask 
  all to forgive me for supporting beliefs I now believe 
  are misguided. I declare myself a member of the 
  Popular Progressive Party, and, as Theocrat, I pledge 
  myself to lead the Pale into a realm where all good 
  people are welcome to benefit from the fruits of 
  righteousness. The enemies we must face are the 
  forces of evil, not those whose religious beliefs differ 
  from ours.” 
   
  A stunned silence engulfs the Basilica. After a 
  few moments, a tentative applause begins, gradually 
  building to a deafening crescendo. 
   
  The conservative proclamation is: 
   
  “These past five years have been difficult for all 
  of the good citizens of the Pale. We have faced many 
  threats to our nation of righteousness, threats from 
  sources both foreign and domestic. We have made 
  many sacrifices, and we have lost many good people. 
   
  “One of those people was my good colleague, 
  Maximillian Thace. Prelate Thace and I disagreed on 
  a great many things. He was a man of great 
  compassion, a man of mercy, a man of tolerance. 
   
  “But in the moment of his ultimate sacrifice, he 
  realized that the evils which threaten to destroy the 
  Pale deserve no compassion. They deserve no mercy. 
  They must not be tolerated. Before he charged into 
  battle with the foul Xianshee, he realized the wisdom 
  of the conservative path and said that I should lead 
  the Pale as Theocrat. 
   
  “The Pale will prosper and persevere, I will see to 
  that as Theocrat. Now is not a time for division. Now 
  is a time for unity. We must stand together and show 
  no compassion for those who undermine our nation. 
  As such, by holy decree, I hereby disband the Popular 
  Progressive Party. Its former members will walk 
  
  In the Shadow of Death’s Door 
   
   
  22
  together with all of the Pale along the ONE TRUE 
  PATH. The strength of our unity will bring certain 
  victory over the many threats to our nation of faith.” 
   
  A timid silence permeates the Basilica. 
   
  After the ceremony, the PCs are each thanked personally 
  by Theocrat Baslett. PCs who survived and defeated 
  Ogwyn receive a Favor of Pholtus. PCs who died will be 
  restored to life. Baslett has just reached 17th level, and he 
  will cast true resurrection for any PC who died. He will 
  also cast restoration on any PC who suffered a permanent 
  Charisma drain in Encounter Six. The donation for the 
  true resurrection spell is the total of the PC’s share of the 
  loot for this adventure rather than the regular cost (thus, 
  a PC returning from the dead because Baslett casts a spell 
  does not gain any treasure for this adventure). The 
  restoration spell has no donation cost (it’s free). However, 
  it is important to note to the players that this benefit is 
  very special and is for this scenario only. PCs who receive 
  a true resurrection or a restoration do not get a Favor of 
  Pholtus. 
   
  The End 
  
  In the Shadow of Death’s Door 
   
   
  23
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Award the total value to 
  each character. 
   
  Encounter Three—Ogwyn’s Pet 
  Defeating the hydra (EL 3/6/7/9/11/14) 
  APL 2: 90 XP 
  APL 8: 270 XP 
  APL 4: 180 XP 
  APL 10: 360 XP 
  APL 6: 210 XP 
  APL 12: 420 XP 
   
  Encounter Six—Snowy Pit 
  Getting past the pit (EL 2/3/4/6/8/9) 
  APL 2: 60 XP 
  APL 8: 180 XP 
  APL 4: 90 XP 
  APL 10: 270 XP 
  APL 6: 120 XP 
  APL 12: 270 XP 
   
  Encounter Eight—Ogwyn’s Trap 
  Getting beyond the avalanche (EL 2/2/4/4/4/4) 
  APL 2: 60 XP 
  APL 8: 120 XP 
  APL 4: 60 XP 
  APL 10: 120 XP 
  APL 6: 120 XP 
  APL 12: 120 XP 
   
  Encounter Nine—Death’s Door 
  Defeating Ogwyn (EL 5/7/9/11/13/15) 
  APL 2: 150 XP 
  APL 8: 330 XP 
  APL 4: 210 XP 
  APL 10: 390 XP 
  APL 6: 270 XP 
  APL 12: 450 XP 
   
  Conclusion 
  Returning Baslett to Rakervale alive (RP award) 
  APL 2: 90 XP 
  APL 8: 225 XP 
  APL 4: 135 XP 
  APL 10: 270 XP 
  APL 6: 180 XP 
  APL 12: 315 XP 
  [These are the only story awards, and the max allowed per 
  2003 guidelines.] 
  Maximum Possible Experience 
  Total ELs for this adventure: 
      APL 2: 12                                       APL 8: 30 
  APL 4: 18 
  APL 10: 36 
  APL 6: 24 
  APL 12: 42 
  Maximum Possible Experience Awards: 
  APL 2: 450 XP 
  APL 8: 1,125 XP 
  APL 4: 675 XP 
  APL 10: 1,350 XP 
      APL 6: 900 XP                              APL 12: 1,575 XP 
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a character’s total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the Adventure Record. 
  
  In the Shadow of Death’s Door 
   
   
  24
   
  L = Looted gear from enemy (calculated at 50% of 
  book price); C = Coin, Gems, Jewelry, and other valuables 
  (calculated at 100% of value); M = Magic Items 
  (calculated at 50% of book price). Amounts are rounded 
  to the nearest whole gold piece. 
   
  Encounter Five—Wigglesbee the Gnome 
  Capturing Wigglesbee 
  All APLs: M—180 gp [4 amulets of nondetection (2 
  charges) (45 gp each)] 
   
  Encounter Six—Snowy Pit 
  Recovering the skullcap and sword 
  All APLs: L—50 gp (mercurial greatsword); M—83 gp 
  (Laelithra’s coif of piety). 
   
  Encounter Nine—Death’s Door 
  Defeating Ogwyn 
  APL 2: C—70 gp; L—19 gp [breastplate (17 gp), dagger 
  (0 gp), greataxe (2 gp)]; M—108 gp [cloak of 
  resistance +1 (83 gp), potion of cure moderate 
  wounds (25 gp)] 
  APL 4: C—75 gp; L—17 gp [breastplate (17 gp), dagger 
  (0 gp)]; M—301 gp [cloak of resistance +1 (83 gp), 
  +1 greataxe (193 gp), potion of cure moderate 
  wounds (25 gp)] 
  APL 6: C—25 gp; L—0 gp [dagger (0 gp)]; M—721 gp 
  [cloak of resistance +2 (333 gp), +2 breastplate 
  (363 gp), potion of cure moderate wounds (25 gp)] 
  APL 8: C—375 gp; L—0 gp [dagger (0 gp)]; M—1,021 
  gp [cloak of resistance +2 (333 gp), +2 breastplate 
  (363 gp), potion of cure serious wounds (63 gp), 
  ring of protection +1 (167 gp), wand of dispel 
  magic (5 charges) (95 gp, 19 gp per charge 
  remaining)] 
  APL 10: C—475 gp; L—0 gp [dagger (0 gp)]; M—1,854 
  gp [cloak of resistance +3 (750 gp), +3 breastplate 
  (779 gp), potion of cure serious wounds (63 gp), 
  ring of protection +1 (167 gp), wand of dispel 
  magic (5 charges) (95 gp, 19 gp per charge 
  remaining)] 
  APL 12: C—900 gp; L—0 gp [dagger (0 gp)]; M—3,095 
  gp [cloak of resistance +4 (1333 gp), +3 breastplate 
  (779 gp), 2 potion of cure serious wounds (63 gp 
  each), ring of protection +2 (667 gp), wand of 
  dispel magic (5 charges) (95 gp, 19 gp per charge 
  remaining), wand of hold person (5 charges) (95 
  gp, 19 gp per charge remaining)] 
   
  Conclusion 
  Defeating Ogwyn 
  All APLs: Favor of Pholtus. 
   
  Maximum Possible Treasure 
  The total wealth available is: 
  APL 2: 510 gp 
  APL 4: 706 gp 
  APL 6: 1,059 gp 
  APL 8: 1,709 gp 
  APL 10: 2,642 gp 
  APL 12: 4,308 gp 
   
  The Theocrat takes any above the cap as a tithe or 
  donation to the church, so the maximum gp that the PCs 
  can come away from the scenario with is: 
  APL 2: 400 gp 
  APL 4: 600 gp 
  APL 6: 800 gp 
  APL 8: 1,250 gp 
  APL 10: 2,100 gp 
  APL 12: 3,000 gp 
  Special 
  Please include the Favor of Pholtus certs with the 
  Adventure Cert. 
  New Items 
  Please put these two items on the Adventure Record, 
  with the notice “Cross out the items this character does 
  not acquire.” Don’t include the red text on the Adventure 
  Record. 
  Laelithra’s Coif of Piety: When worn by a cleric of good 
  alignment, this skullcap confers a +2 sacred bonus to 
  Charisma for the purposes of turning undead only. If 
  worn with Laelithra’s phylactery and ring (all three are 
  
  In the Shadow of Death’s Door 
   
   
  25
  worn), the sacred Charisma bonus increases to +4. The 
  coif is worn in the magic item slot for a hat. 
   
  Many cultures throughout the Flanaess have stories 
  of a female cleric named Laelithra. She lived many 
  centuries ago and worshiped a good god, but stories 
  conflict as to which one. She helped defeat demons that 
  were summoned to Oerth. Her most trusted followers 
  wore magically enchanted phylacteries, rings, and coifs 
  that have the simple symbol of an iris upon them. 
   
  Market 
  Price: 
  1,000 
  gp. 
  (Frequency: 
  Adventure; 
  Requirements: 
  the 
  means 
  of 
  creating the coif was known only to Laelithra.)  
   
  Amulet of Nondetection: This amulet, in the form of a 
  plain black disk known to be used by the evil Freelancers, 
  confers the nondetection spell effect on the wearer when 
  the command word “shroud” is spoken. The spell is cast at 
  5th caster level. It is created with 50 charges. 
   
  Caster Level: 5th; Prerequisites: Craft Wondrous 
  Item, nondetection; Market Price: 13,500 gp. 
  Items Found 
  List the following in the “Items Found During the 
  Adventure” section. Items that PCs always have access to 
  have been left off the list. 
  All APLS 
  • 
  amulet of nondetection (Adventure; 13,500 gp; see 
  above) 
  • 
  Laelithra’s coif of piety (Adventure; 2,000 gp; see 
  above) 
  • 
  mercurial greatsword (Regional; 600 gp; Sword and 
  Fist) 
   
  APL 6 
  • 
  breastplate +2 (Any; 4,350 gp; DMG) 
  • 
  cloak of resistance +2 (Any; 4,000 gp; DMG) 
   
  APL 8 
  • 
  breastplate +2 (Any; 4,350 gp; DMG) 
  • 
  cloak of resistance +2 (Any; 4,000 gp; DMG) 
  • 
  potion of cure serious wounds (Any; 750 gp; DMG) 
  • 
  wand of dispel magic (arcane) (Any; 11,250 gp; 
  DMG) 
   
  APL 10 
  • 
  breastplate +3 (Any; 9,350 gp; DMG) 
  • 
  cloak of resistance +3 (Any; 9,000 gp; DMG) 
  • 
  potion of cure serious wounds (Any; 750 gp; DMG) 
  • 
  wand of dispel magic (arcane) (Any; 11,250 gp; 
  DMG) 
   
  APL 12 
  • 
  breastplate +3 (Any; 9,350 gp; DMG) 
  • 
  cloak of resistance +4 (Regional; 9,000 gp; DMG) 
  • 
  potion of cure serious wounds (Any; 750 gp; DMG) 
  • 
  ring of protection +2 (Any; 2,000 gp; DMG) 
  • 
  wand of dispel magic (arcane) (Any; 11,250 gp; 
  DMG) 
  • 
  wand of hold person (arcane) (Any; 11,250 gp; DMG) 
  
  In the Shadow of Death’s Door 
   
   
  26
  Appendix I: NPCS 
  The Prelates 
  Maximillian Thace, Prelate of Ogburg, Male Half-Elf 
  Clr16: CR 16; Medium-size Humanoid; HD 16d8+32; hp 
  128; Init -1; Spd 20 ft.; AC 27 (touch 9, flat-footed 27); 
  Atks +19/+14/+9 melee (1d6+8, +5 ghost touch 
  quarterstaff), or +13 ranged (1d8+2/19-20, light crossbow, 
  +2 crossbow bolts); SA turn undead 6/day; AL LG; SV 
  Fort +17, Ref +9, Will +20; Str 14, Dex 9, Con 14, Int 14, 
  Wis 21, Cha 16. 
   
  Skills: Concentration +12, Craft (Armorsmith) +4, 
  Craft (Weaponsmith) +4, Diplomacy +18, Heal +10, 
  Knowledge (Arcana) +9, Knowledge (Pale) +12, 
  Knowledge (Religion) +12, Scry +5, Sense Motive +14, 
  Spellcraft +10; Feats: Craft Magic Arms and Armor, Craft 
  Staff, Extend Spell, Greater Spell Focus (Enchantment), 
  Persistent 
  Spell, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (Enchantment). 
   
  Languages: Celestial, Common, Dwarven, Elven, 
  Flan, Gnome. 
   
  Spells Prepared (6/8/7/7/6/6/4/4/3; base DC = 15 + 
  spell level): 0—create water, detect magic, detect 
  poison[D], light, mending, read magic; 1st—bane[E], 
  bless[E], divine favor, entropic shield, invisibility to 
  undead, protection from evil*[G], remove fear, shield of 
  faith; 2nd—bull’s strength, consecrate, delay poison, 
  detect thoughts*[D], endurance, shatter, sound burst; 
  3rd—daylight, invisibility purge, magic circle against 
  evil*[G], negative energy protection, prayer, searing light, 
  wind wall; 4th—air walk, death ward, divine power, 
  freedom of movement, holy smite[G], status[D]; 5th—
  ethereal jaunt, flame strike, healing circle, greater 
  command[E], righteous might, true seeing[D]; 6th—
  blade barrier, greater dispelling, heal (2); 7th—greater 
  restoration, holy word*[G], regenerate, resurrection; 
  8th—antimagic field, earthquake, holy aura*[G]. 
   
  * Domain spell; Deity: Pholtus; Domains: Good (good 
  [G] spells cast at +1 caster level), Knowledge (divinations 
  [D] cast at +1 caster level). 
   
  [E] Because of Greater Spell Focus (Enchantment), 
  the base DC for saves against these spells is 19 + spell 
  level. 
   
  Possessions: amulet of natural armor +3, bag of 
  holding (type I), +5 chainmail, cloak of resistance +5, 20 
  +2 crossbow bolts, +3 animated large steel shield, light 
  crossbow, monk’s belt, +5 ghost touch quarterstaff, ring 
  of evasion, winged boots, 100 gp. 
   
  Appearance: Showing very little of his Elven 
  background, Max is almost a typical Oeridian in looks; 
  any differences can be attributed to his elven mother. 
  Light skin set off by very dark hair and eyebrows gives 
  him a cruel look. His very pale blue eyes, almost violet are 
  one of the few clues apparent of his mother's race. 
  Slender but hardy, he is easily recognized by most of the 
  people of the Pale. 
   
  Personality: Though his looks make him appear a bit 
  cruel, he is anything but. Generous to a fault, he is one of 
  the kindest prelates in the Pale and loved by nearly all 
  who have met him. Even his political enemies admit that 
  he is a good man and well qualified for his position. Max 
  believes in the compassionate application of the law, and 
  he expects the same of those who answer to him. Max is 
  an example of the new Pale, the movement towards a less 
  rigid clergy. 
   
  Theoman Baslett, Prelate of Landrigard, Male Human 
  Clr16: CR 16; Medium-size Humanoid; HD 16d8+32; hp 
  111; Init +3; Spd 30 ft.; AC 31 (touch 18, flat-footed 28); 
  Atks +17/+12/+7 melee (1d6+5, +4 quarterstaff), or +16 
  ranged (1d8+2/19-20, light crossbow, +2 crossbow bolts); 
  SA turn undead 5/day; AL LN; SV Fort +15, Ref +11, Will 
  +17; Str 12, Dex 16, Con 14, Int 14, Wis 19, Cha 14. 
   
  Skills: Concentration +12, Diplomacy +18, Heal +9, 
  Intimidate +4, Knowledge (Arcana) +7, Knowledge (Pale) 
  +7, Knowledge (Religion) +13, Scry +7, Sense Motive +13, 
  Spellcraft +10; Feats: Cooperative Spell, Empower Spell, 
  Extend Spell, Greater Spell Penetration, Persistent Spell, 
  Quicken Spell, Spell Penetration. 
   
  Languages: Celestial, Common, Elven, Flan. 
   
  Spells Prepared (6/7/7/7/6/5/4/4/3; base DC = 14 + 
  spell level): 0—guidance, light, purify food and drink, 
  read magic, resistance, virtue; 1st—bane, bless, detect 
  undead, divine favor, entropic shield, invisibility to 
  undead, protection from chaos*[L], remove fear; 2nd—
  aid, bull’s strength, calm emotions*, endurance, shatter, 
  shield other, spiritual weapon 3rd—daylight, invisibility 
  purge, magic circle against chaos*[L], meld into stone, 
  prayer, protection from elements; 4th—death ward, 
  dimensional anchor, divine power, fire shield*, status; 
  5th—ethereal jaunt, flame strike*, healing circle, 
  righteous might, shield of faith (quickened); 6th—
  greater dispelling, heal (2), hold monster; 7th—
  dictum*[L], greater restoration, holy word, negative 
  energy protection (quickened); 8th—firestorm, freedom 
  of movement (quickened), shield of law*[L]. 
  
  In the Shadow of Death’s Door 
   
   
  27
   
  * Domain spell; Deity: Pholtus; Domains: Law (law 
  [L] spells cast at +1 caster level), Sun (greater turning 
  1/day). 
   
  Possessions: amulet of natural armor +5, boots of 
  speed, bracers of armor +8, cloak of resistance +3, 20 +2 
  crossbow bolts, gloves of dexterity +4, light crossbow, +4 
  quarterstaff, ring of protection +5, 100 gp. 
   
  Appearance: An air of confident authority surrounds 
  Theoman, drawing the attention of everyone when he 
  enters a room. Not what some would consider handsome, 
  he is nonetheless magnetic and attractive in his own way. 
  He is a convincing and gifted orator. Fit but not overly 
  athletic, even at 6 foot tall and 185 pounds he is dwarfed 
  by the more militant members of the Church hierarchy. 
   
  Personality: Well liked by most who meet him, 
  Theoman Baslett is a generous and open man, though he 
  keeps his own council in important matters. When 
  others would seek to argue, Baslett remains silent, 
  allowing others to exhaust themselves with yelling 
  before calmly stating his own case. Well respected, even 
  by most of his political rivals, Theoman leads the 
  Church's conservative faction. 
  Encounter Four:  Snowflake 
  Snowflake, 
  Male 
  Frost 
  Giant 
  (Adolescent) 
  Rgr1/Bbn1: 
  CR 
  11; 
  Large 
  Giant 
  (Cold); 
  HD 
  14d8+1d12+1d10+80; hp -6 (normally 155); Init +0; Spd 
  50 ft.; AC 24 (touch 9, flat-footed 24) [+9 natural, +4 chain 
  shirt, +2 large shield, -1 size]; Atks +20/+15/+10 melee 
  (1d12+13/x3, greataxe); SA favored enemy (goblinoids 
  +1), rage 1/day; SQ cold subtype; AL N; SV Fort +18, Ref 
  +6, Will +6; Str 29, Dex 10, Con 21, Int 10, Wis 14, Cha 
  10. 
   
  Skills: Climb +13, Intuit Direction +6, Jump +13, 
  Spot +6, Wilderness Lore +6; Feats: Ambidexterity 
  (virtual), Cleave, Great Cleave, Lightning Reflexes, Power 
  Attack, Sunder, Track, Two-Weapon Fighting (virtual). 
   
  Cold Subtype (Ex): Cold immunity; double damage 
  from fire except on a successful save. 
   
  Possessions: greataxe, chain shirt, large wooden 
  shield. 
   
  Appearance: From a distance, Snowflake looks like a 
  well-built man. Up close, his boyish face with a scraggly, 
  sparse beard reveals that he is merely a young giant. He 
  stands 8 ft. 5 in. tall and has medium blond hair. 
   
  Personality: Snowflake is a very inquisitive 
  individual, who has grown to develop a modest sense of 
  trust with the people of the Pale. He has taken it upon 
  himself to patrol the Raker Mountains near Rakervale, 
  accompanied by his best friend, a wolf named Stalker. 
   
  He was born into a tribe of frost giants that lived 
  near Xianshee’s lair and served the dragon before her 
  death. One by one, the entire tribe died a year ago, and 
  Snowflake believes a ghost killed them all. Deadly afraid 
  of the ghost, he refuses to approach Xianshee’s lair. 
  Encounter Five:  Wigglesbee the Gnome 
  Wigglesbee, Male Gnome Rog2: CR 2; Small 
  Humanoid; HD 2d6-2; hp 1 (normally 9); Init +3; Spd 20 
  ft.; AC 16 (touch 14, flat-footed 13) [+3 Dex, +2 leather 
  armor, +1 size]; Atk +1 melee (1d4-1/19-20, dagger); SA 
  sneak +1d6, +1 to hit koblolds and goblinoids; SQ 
  evasion, +2 on saves vs. illusions, +4 dodge bonus vs. 
  giants, low-light vision; AL CN; SV Fort -1, Ref +6, Will 
  +2; Str 9, Dex 16, Con 9, Int 12, Wis 14, Cha 15. 
   
  Skills: Appraise +4, Balance +5, Bluff +4, Climb +0, 
  Decipher Script +2, Disable Device +2, Disguise +4, 
  Escape Artist +6, Gather Information +6, Hide +7, 
  Innuendo +4, Listen +7, Move Silently +6, Open Lock +4, 
  Pick Pocket +6, Read Lips +2, Search +3, Sense Motive +5, 
  Spot +4, Tumble +5, Wilderness Lore +4; Feats: Dodge. 
   
  Spells Known (each 1/day, cast at 1st-level; base DC 
  = 10 + spell level): 0—dancing lights, ghost sound, 
  prestidigitation. 
   
  Possessions: leather armor, dagger. 
   
  Appearance: Short and slight, even for a gnome, 
  Wigglesbee appears unremarkable and quite forgettable. 
   
  Personality: Wigglesbee has learned to respect 
  power and seeks his fortune on the coattails of others. 
  He’s the consummate supplicant, and uses his significant 
  charms to ingratiate himself with others.  
  Encounter Nine:  Death’s Door 
  APL 2 
  Ogwyn, Male Half-Orc Sor1/Bbn1/Ftr2: CR 4; 
  Medium-size Humanoid (Orc); HD 1d4+ 1d12+ 2d10+ 8; 
  hp 26; Init +2; Spd 30 ft.; AC 17 (touch 12, flat-footed 15) 
  [+2 Dex, +5 breastplate]; Atks +7 melee (1d12+6/x3, 
  greataxe); SA rage 1/day; SQ darkvision 60 ft.; AL LE; SV 
  Fort +9, Ref +3, Will +4; Str 18, Dex 14, Con 16, Int 10, 
  Wis 12, Cha 11. 
   
  Skills: Concentration +7, Knowledge (Arcana) +7, 
  Wilderness Lore +3; Feats: Combat Reflexes, Dodge, 
  Mobility, Power Attack. 
  
  In the Shadow of Death’s Door 
   
   
  28
   
  Spells Known (5/3; base DC = 10 + spell level): 0—
  daze, detect magic, flare, read magic; 1st—endure 
  elements, shield. 
   
  Possessions: breastplate, cloak of resistance +1, 
  dagger, greataxe, potion of cure moderate wounds, potion 
  of wisdom, toad familiar (hidden in a cave), 6 emeralds 
  worth 70 gp each. 
   
  Appearance: Ogwyn appears to be a very strong half-
  orc, with cruel red eyes that almost glow in the dark. His 
  black hair is slicked back. His skin has a noticeable 
  greenish tinge to it. 
   
  Personality: Ogywn’s heart has been steeped in 
  cruelty. He remembers nothing of his early years with 
  the Church. Memories of his childhood are hateful ones, 
  living amongst a tribe of orcs that treated him worse than 
  a slave. Though he was quite strong, several orcs would 
  regularly gang up on him to beat him to near death. 
   
  When Ogwyn heard the false story about how his 
  mother was executed by the Church, he blamed all of his 
  pains upon the humans of the Pale. He seeks great 
  pleasure in the death of Palites, and will go to great 
  lengths to slake his thirst for more blood. 
   
  APL 4 
  Ogwyn, 
  Male 
  Half-Orc Sor1/Bbn2/Ftr2/Dragon 
  Disciple 1: CR 6; Medium-size Humanoid (Orc); HD 
  1d4+ 2d12+ 2d10+ 1d6+ 18; hp 52; Init +2; Spd 30 ft.; AC 
  18 (touch 12, flat-footed 18) [+2 Dex, +5 breastplate, +1 
  natural armor]; Atks +9 melee (1d12+7/x3, +1 greataxe); 
  SA rage 1/day; SQ darkvision 60 ft., uncanny dodge (Dex 
  bonus to AC); AL LE; SV Fort +12, Ref +3, Will +7; Str 18, 
  Dex 14, Con 16, Int 10, Wis 14, Cha 11. 
   
  Skills: Concentration +7, Knowledge (Arcana) +8, 
  Speak Language (Draconic), Spot +4, Wilderness Lore +4; 
  Feats: Combat Reflexes, Dodge, Mobility, Power Attack, 
  Spring Attack. 
   
  Spells Known (5/5; base DC = 10 + spell level): 0—
  daze, detect magic, flare, read magic; 1st—endure 
  elements, shield. 
   
  Possessions: breastplate, cloak of resistance +1, 
  dagger, +1 greataxe, potion of cure moderate wounds, 
  potion of wisdom, toad familiar (hidden in a cave), 6 
  emeralds worth 75 gp each. 
   
  Appearance: As APL 2. His greenish skin glimmers 
  with an iridescent sheen. Up close, nearly invisible green 
  scales can be seen. 
   
  Personality: See APL 2 description. 
   
  APL 6 
  Ogwyn, 
  Male 
  Half-Orc Sor1/Bbn2/Ftr2/Dragon 
  Disciple 3: CR 8; Medium-size Humanoid (Orc); HD 
  1d4+ 2d12+ 2d10+ 3d6+ 24; hp 66; Init +4; Spd 30 ft.; AC 
  21 (touch 13, flat-footed 21) [+3 Dex, +7 breastplate, +1 
  natural armor]; Atks +11 melee (1d4+5, 2 claws), and +6 
  melee (1d6+2, bite); SA breath weapon, rage 1/day; SQ 
  darkvision 60 ft., uncanny dodge (Dex bonus to AC); AL 
  LE; SV Fort +14, Ref +7, Will +9; Str 21, Dex 18, Con 16, 
  Int 10, Wis 14, Cha 11. 
   
  Skills: Concentration +7, Knowledge (Arcana) +8, 
  Listen +4, Speak Language (Draconic), Spot +6, 
  Wilderness Lore +4; Feats: Combat Reflexes, Dodge, 
  Mobility, Power Attack, Spring Attack. 
   
  Spells Known (5/6; base DC = 10 + spell level): 0—
  daze, detect magic, flare, read magic; 1st—endure 
  elements, shield. 
   
  Breath Weapon (Su): As a standard action 1/day—30 
  ft. cone of gas, 2d6 dmg, Ref save (DC 17) for half. 
   
  Possessions: +2 breastplate, cloak of resistance +2, 
  dagger, potion of cure moderate wounds, potion of cat’s 
  grace, potion of wisdom, toad familiar (hidden in a cave), 
  6 emeralds worth 25 gp each. 
   
  Appearance: As APL 4. His nails have grown into 
  claws and his teeth have sharpened. Ogwyn no longer 
  uses a greataxe, but instead fights with his claws, bite, and 
  breath weapon. 
   
  Personality: See APL 2 description. 
   
  APL 8 
  Ogwyn, 
  Male 
  Half-Orc Sor1/Bbn2/Ftr2/Dragon 
  Disciple 5: CR 10; Large Humanoid (Orc); HD 1d4+ 
  2d12+ 2d10+ 3d6+ 2d8+ 30; hp 82; Init +4; Spd 30 ft.; AC 
  26 (touch 17, flat-footed 26) [+3 Dex, +7 breastplate, +2 
  natural armor, +1 ring of protection, -1 size, +4 haste]; 
  Atks +14 melee (1d6+6, 2 claws), and +12 melee (1d8+3, 
  bite); Face/Reach 5 ft. by 5 ft./ 10 ft.; SA breath weapon, 
  rage 1/day; SQ darkvision 60 ft., uncanny dodge (Dex 
  bonus to AC); AL LE; SV Fort +17, Ref +9, Will +10; Str 
  23, Dex 18, Con 16, Int 10, Wis 10, Cha 11. 
   
  Skills: Concentration +9, Knowledge (Arcana) +12, 
  Listen +4, Speak Language (Draconic), Spot +8, 
  Wilderness Lore +4; Feats: Combat Reflexes, Dodge, 
  Mobility, Multiattack*, Power Attack, Spring Attack. 
  
  In the Shadow of Death’s Door 
   
   
  29
   
  Spells Known (5/8; base DC = 10 + spell level): 0—
  daze, detect magic, flare, read magic; 1st—endure 
  elements, shield. 
   
  Breath Weapon (Su): As a standard action 1/day—30 
  ft. cone of gas, 2d6 dmg, Ref save (DC 17) for half. 
   
  Possessions: +2 breastplate, cloak of resistance +2, 
  dagger, potion of cat’s grace, potion of cure serious 
  wounds, potion of haste (caster level 10th), potion of 
  heroism, ring of protection +1, toad familiar (hidden in a 
  cave), wand of dispel magic [5 charges], 6 emeralds worth 
  375 gp each. 
   
  Appearance: As APL 6. He has grown to be 9 feet tall. 
  As a large creature, his reach now extends 10 feet. His 
  hair has thinned, and the scales on his body can be 
  noticed from a distance. 
   
  Personality: See APL 2 description. 
   
  * See Appendix II for details about this feat. 
   
  APL 10 
  Ogwyn, 
  Male 
  Half-Orc Sor1/Bbn2/Ftr2/Dragon 
  Disciple 7: CR 12; Large Humanoid (Orc); HD 1d4+ 
  2d12+ 4d10+ 3d6+ 2d8+ 48; hp 112; Init +3; Spd 30 ft.; AC 
  27 (touch 17, flat-footed 27) [+3 Dex, +8 breastplate, +2 
  natural armor, -1 size, +1 ring of protection, +4 haste]; 
  Atks +19 melee (1d6+9, 2 claws), and +17 melee (1d8+4, 
  bite); Face/Reach 5 ft. by 5 ft./ 10 ft.; SA breath weapon, 
  rage 1/day; SQ darkvision 60 ft., uncanny dodge (Dex 
  bonus to AC); AL LE; SV Fort +20, Ref +10, Will +12; Str 
  28, Dex 16, Con 18, Int 10, Wis 10, Cha 11. 
   
  Skills: Concentration +9, Knowledge (Arcana) +12, 
  Listen +6, Speak Language (Draconic), Spot +10, 
  Wilderness Lore +4; Feats: Combat Reflexes, Dodge, 
  Large and In Charge*, Mobility, Multiattack*, Power 
  Attack, Spring Attack. 
   
  Spells Known (5/9; base DC = 10 + spell level): 0—
  daze, detect magic, flare, read magic; 1st—endure 
  elements, shield. 
   
  Breath Weapon (Su): As a standard action 1/day—30 
  ft. cone of gas, 4d6 dmg, Ref save (DC 17) for half. 
   
  Possessions: +3 breastplate, cloak of resistance +3, 
  dagger, potion of bull’s strength, potion of cat’s grace, 
  potion of cure serious wounds, potion of haste (caster 
  level 10th), potion of heroism, ring of protection +1, toad 
  familiar (hidden in a cave), wand of dispel magic [5 
  charges], 6 emeralds worth 475 gp each. 
   
  Appearance: As APL 8. He has grown stronger and 
  his body is completely hairless. His breath weapon is 
  even more potent. 
   
  Personality: See APL 2 description. 
   
  * See Appendix II for details about this feat. 
   
  APL 12 
  Ogwyn, 
  Male 
  Half-Orc Sor1/Bbn2/Ftr2/Dragon 
  Disciple 9: CR 14; Large Humanoid (Orc); HD 1d4+ 
  2d12+ 6d10+ 3d6+ 2d8+ 56; hp 132; Init +3; Spd 30 ft., fly 
  30 ft. (average); AC 29 (touch 18, flat-footed 29) [+3 Dex, 
  +8 breastplate, +3 natural armor, -1 size, +2 ring of 
  protection, +4 haste]; Atks +20 melee (1d6+9, 2 claws), 
  and +18 melee (1d8+4, bite); Face/Reach 5 ft. by 5 ft./ 10 
  ft.; SA breath weapon, rage 1/day; SQ darkvision 60 ft., 
  uncanny dodge (Dex bonus to AC), wings; AL LE; SV 
  Fort +22, Ref +12, Will +14; Str 28, Dex 16, Con 18, Int 11, 
  Wis 11, Cha 11. 
   
  Skills: Concentration +11, Knowledge (Arcana) +12, 
  Listen +6, Speak Language (Draconic), Spot +12, 
  Wilderness Lore +4; Feats: Combat Reflexes, Dodge, 
  Large and In Charge*, Mobility, Multiattack*, Power 
  Attack, Spring Attack. 
   
  Spells Known (5/11; base DC = 10 + spell level): 0—
  daze, detect magic, flare, read magic; 1st—endure 
  elements, shield. 
   
  Breath Weapon (Su): As a standard action 1/day—30 
  ft. cone of gas, 4d6 dmg, Ref save (DC 17) for half. 
   
  Possessions: +3 breastplate, cloak of resistance +4, 
  dagger, potion of bull’s strength, potion of cat’s grace, 2 
  potions of cure serious wounds, potion of haste (caster 
  level 10th), potion of heroism, ring of protection +2, toad 
  familiar (hidden in a cave), wand of dispel magic [5 
  charges], wand of hold person [5 charges], 6 emeralds 
  worth 900 gp each. 
   
  Appearance: As APL 10. Bat-like wings have 
  sprouted from his back, and he flies with great skill. His 
  face has taken on a noticeably draconic appearance. 
   
  Personality: See APL 2 description. 
   
  * See Appendix II for details about this feat. 
  
  In the Shadow of Death’s Door 
   
   
  30
  Appendix II: New Rules 
  Feats 
  Large and in Charge [General] 
  You can prevent opponents from closing inside your reach. 
   
  Prerequisites: Reach (Large size or larger), Str 17+. 
   
  Benefit: When you make a successful attack of opportunity against an opponent who is moving inside your 
  threatened area, you can force the opponent back to the square he was in before he provoked the attack. After you hit 
  with your attack of opportunity, make an opposed Strength check against your opponent. You gain a +4 bonus for each 
  size category larger than your opponent you are, and an additional +1 bonus for every 5 points of damage you dealt with 
  your attack of opportunity. If you win the opposed check, your opponent is pushed back 5 feet into the square he just 
  left. 
   
  Source: Sword and Fist: A Guidebook to Fighters and Monks, page 61. 
   
  Multiattack [General] 
  You are adept at using all your natural weapons at once. 
   
  Prerequisites: Access to a form that has three or more natural weapons, either naturally or through 
  shapechanging. 
   
  Benefit: Your secondary attacks with natural weapons suffer only a -2 penalty. 
   
  Normal: Without this feat, your secondary natural attacks suffer a -5 penalty. 
   
  Source: Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers, page 24. 
   
  Prestige Classes 
  Dragon Disciple 
   
  Source: Tome and Blood: A Guidebook to Wizards and Sorcerers, page 55. Relevant rules are incorporated into the 
  scenario. 
   
  
  In the Shadow of Death’s Door 
   
   
  31
  Introductory Reminiscence 
  Please read to the other players while the judge prepares. 
   
   
  An acolyte leads you down several corridors, up a set of stairs, 
  and you finally enter a large bedroom. A figure is lying in bed, his 
  back propped up on pillows. To one side of the bed stand two 
  prelates; to the other is an old woman in pastel robes. The acolyte 
  speaks, identifying the man in the bed, “His Worshipful Mercy, 
  Theocrat Ogon Tillit, Supreme Prelate of the Pale.” 
   
  You step forward and see a frail man, very unlike the one you 
  witnessed at the public ceremony earlier. Wisps of thin gray hair 
  frame his head. His skin looks like paper, and he gazes at you 
  through sunken eyes. 
   
  “Please, come closer, children,” he speaks. The Theocrat coughs 
  a few times before continuing. “Gathered here are Prelate Theoman 
  Baslett of Landrigard, Prelate Maximillian Thace of Ogburg, and a 
  wizard of some distinction from Ogburg, Bahira.” 
   
  Prelate Baslett stands six feet tall, with an average build, and 
  seems surrounded by an aura of confidence. Prelate Thace is shorter 
  and slighter of build. His light skin and dark hair almost give him a 
  cruel look. He stares at you through pale blue, almost violet eyes. 
  The wizard Bahira is an old woman with long gray hair. Her brown 
  skin suggests Baklunish descent, and her eyes twinkle as she looks 
  you over. Almost out of breath, the Theocrat defers to Prelate Thace. 
   
  “For the past three months, Rakervale has been beset by a 
  number of mysterious deaths. On six separate occasions, families in 
  isolated farms have been found dead. The victims appeared to die of 
  old age, as though they aged dozens of years within the space of a 
  moment. The High Seer of the Pale, Jarret Beak, discovered that this 
  new enemy is in fact an old one. 
   
  “Just over five years ago, Prelate Baslett and I led a group of 
  heroes into the lair of an ancient green wyrm named Xianshee. We 
  needed a powerful artifact from this beast’s lair, the Lin Ying Ruby, 
  to aid us in our war with Iuz’s forces. Showing utmost courage, 
  Theo laid down his life so that we might be able to defeat this most 
  powerful of foes. With Xianshee dead, we took the Lin Ying Ruby 
  and placed great wards upon the entrance to the lair, so that no 
  living creature might enter. Theo was brought back to life by the 
  grace of Pholtus. The Ruby was instrumental in our victory over Iuz. 
   
  “However, it turns out that Xianshee’s wrath has not been 
  quenched. She is now a ghost dragon, a terrifying undead being. 
  Amongst her many powers is the ability to breathe forth a cloud 
  that ages victims up to 100 years. It is said that neither force of will 
  nor strength of body can resist the aging process. 
   
  “Why Xianshee would choose this means to terrorize our lands 
  is unknown. We have found evidence that shortly after each attack, 
  someone entered the homes. That person viciously scalped the 
  mother in the family and then left. The other pattern of note is that 
  each family attacked had an infant son. We’re not sure what to make 
  of this tragic aspect. But our primary concern is to defeat Xianshee.” 
   
  The Theocrat struggles to prop himself up and speaks, 
  “Recently, Pholtus has granted me a divine vision. These tragedies 
  and the foul Xianshee present us with an opportunity—an 
  opportunity to determine the proper course of the Pale. You see, I 
  am at the precipice of the afterlife. Magic has been used to make me 
  appear stronger in public. But I am but a weak old man who will die 
  for his youthful transgressions. Efforts to heal my grievous wounds 
  have failed. My successor must be designated. 
   
  “My vision showed me that Theoman and Maximillian 
  represent two possible courses for our great nation. To choose 
  which path should be followed, the two are to face Xianshee in 
  combat one last time, without any outside help. The one who lands 
  the killing blow upon the undead wyrm will be the next Theocrat. 
  The Council of Nine has already affirmed my right to make such a 
  choice. 
   
  “To ensure that this holy battle is guided by the wisdom of 
  Pholtus, I must consecrate the weapons and bodies of Maximillian 
  and Theoman. Until they face Xianshee, neither may engage in 
  combat or cast any spells. Unable to defend themselves, I need you 
  to act as bodyguards to ensure that they reach Xianshee’s lair safely. 
  My vision showed me that the arduous journey through the Rakers 
  would bring enlightenment before the final battle.” 
   
  The Theocrat slumps back down, and Prelate Baslett speaks, 
  “The wizard Bahira from Ogburg is here because she has crafted a 
  magic item to aid us, an amulet that will allow one to resist the 
  effects of the ghost dragon’s aging breath. This silver amulet will be 
  worn by one of us, who will lure Xianshee into breathing thrice. At 
  that point, the dragon won’t be able to breath again for several 
  moments, and together we will finish the job I started five years 
  ago.” 
   
  The Theocrat speaks again, “Besides serving as the aids of the 
  two Prelates, you have one other task. In the dire case that both are 
  killed by Xianshee, there is another way to rid our lands of the beast. 
  By returning what was taken from her lair, the ghost dragon can be 
  put to rest. So, you are to also bring the Lin Ying Ruby with you. 
  However, placing the ruby before the entrance to the lair should be 
  done only as a last resort. 
   
  “Very powerful heroes are currently on a mission, hoping to 
  bring back a cure to my ailments. Perhaps they will succeed and my 
  death shall be averted. Or, maybe my fate is more closely tied to this 
  ghost dragon than I realize. Perhaps your success on this mission 
  shall somehow bring me salvation. But, I am prepared for death. 
  Pholtus will guide our Theocracy to the proper path, and you are 
  important instruments in that process.” 
   
  At this point, Prelate Thace speaks up, “Of course, we respect 
  your right to choose your own path.” The Prelate pauses and glances 
  at the others in the room before continuing, “The trail through the 
  Rakers to Xianshee’s lair is a treacherous one, and you won’t be able 
  to depend upon our help. What say you? Will you help Theo and I 
  
  In the Shadow of Death’s Door 
   
   
  32
  reach the door to the undead Xianshee’s lair, to finally lay that foul 
  beast to rest and set the course for the Pale?” 
  Players’ Map 
   
   
   
   
  
  In the Shadow of Death’s Door 
   
   
  33
  Dyllia’s Riddle 
   
   
  “An elf, a dwarf, a gnome, a human, and a halfling all live on the same street. Each wields a different weapon 
  and has a treasure of different coin types. None have the same amount of money as the others. The sword 
  wielder does not have platinum coins. The dagger wielder has copper, and is not the second richest. The rapier 
  wielder's home is before the poorest person's home, but is after the dwarf's home and the home of the person 
  who has electrum. The halfling doesn't wield an axe. The human doesn't have silver and doesn't wield a sword. 
  The homes are ordered, first to last, as follows: the richest person's, the club wielder's, the elf's, the fourth 
  richest’s, and then the one’s who has gold. The gnome is the third richest. The dwarf doesn't have silver. One 
  night, while four of them are fast asleep, the fifth goes out and steals from the others. The thief is neither the 
  richest nor the poorest. The thief does not wield an axe and is not the dwarf. What is the race of the thief?” 
  
  In the Shadow of Death’s Door 
   
   
  34
  Freelancer Black Disks 
   
   
   
   
   
   
   
  
  In the Shadow of Death’s Door 
   
   
  35
  Refresher for PAL1-04 Prelude to the Past 
  While it is not necessary to play the previous chapters of Germinations to enjoy this adventure, the fourth in the series, 
  individuals who have played Prelude to the Past may appreciate a brief reminder of what happened during that scenario. 
  Pass out this summary only to people who have played Prelude to the Past, the first chapter in the series. 
  ------------------------------------------------------------ 
  To help a wizard named Konrad Huber, you capture a magical beast. On the way to his lair, a cleric casts a divination, causing 
  a woman to appear. In her 20s, dark skin and missing an eye, she says that 1,000 years into your past, an evil “Elder” came. Too 
  late they learned its weakness—it lives for 3 years. You will face an Elder. Before disappearing, she gives a gem that ages all 
  nearby 5 years. In Huber’s lair, there is evidence that Huber is a spy, helping a group called the Freelancers. His experiments 
  upon animals are perverse. A strange plant creature nearly kills Huber. You smash the gem. The creature dies. You return 
  Huber to the Church Militant, who are grateful, but warn about accepting foolish contracts in the first place. 
  ------------------------------------------------------------ 
  To help a wizard named Konrad Huber, you capture a magical beast. On the way to his lair, a cleric casts a divination, causing 
  a woman to appear. In her 20s, dark skin and missing an eye, she says that 1,000 years into your past, an evil “Elder” came. Too 
  late they learned its weakness—it lives for 3 years. You will face an Elder. Before disappearing, she gives a gem that ages all 
  nearby 5 years. In Huber’s lair, there is evidence that Huber is a spy, helping a group called the Freelancers. His experiments 
  upon animals are perverse. A strange plant creature nearly kills Huber. You smash the gem. The creature dies. You return 
  Huber to the Church Militant, who are grateful, but warn about accepting foolish contracts in the first place. 
  ------------------------------------------------------------ 
  To help a wizard named Konrad Huber, you capture a magical beast. On the way to his lair, a cleric casts a divination, causing 
  a woman to appear. In her 20s, dark skin and missing an eye, she says that 1,000 years into your past, an evil “Elder” came. Too 
  late they learned its weakness—it lives for 3 years. You will face an Elder. Before disappearing, she gives a gem that ages all 
  nearby 5 years. In Huber’s lair, there is evidence that Huber is a spy, helping a group called the Freelancers. His experiments 
  upon animals are perverse. A strange plant creature nearly kills Huber. You smash the gem. The creature dies. You return 
  Huber to the Church Militant, who are grateful, but warn about accepting foolish contracts in the first place. 
  ------------------------------------------------------------ 
  To help a wizard named Konrad Huber, you capture a magical beast. On the way to his lair, a cleric casts a divination, causing 
  a woman to appear. In her 20s, dark skin and missing an eye, she says that 1,000 years into your past, an evil “Elder” came. Too 
  late they learned its weakness—it lives for 3 years. You will face an Elder. Before disappearing, she gives a gem that ages all 
  nearby 5 years. In Huber’s lair, there is evidence that Huber is a spy, helping a group called the Freelancers. His experiments 
  upon animals are perverse. A strange plant creature nearly kills Huber. You smash the gem. The creature dies. You return 
  Huber to the Church Militant, who are grateful, but warn about accepting foolish contracts in the first place. 
  ------------------------------------------------------------ 
  To help a wizard named Konrad Huber, you capture a magical beast. On the way to his lair, a cleric casts a divination, causing 
  a woman to appear. In her 20s, dark skin and missing an eye, she says that 1,000 years into your past, an evil “Elder” came. Too 
  late they learned its weakness—it lives for 3 years. You will face an Elder. Before disappearing, she gives a gem that ages all 
  nearby 5 years. In Huber’s lair, there is evidence that Huber is a spy, helping a group called the Freelancers. His experiments 
  upon animals are perverse. A strange plant creature nearly kills Huber. You smash the gem. The creature dies. You return 
  Huber to the Church Militant, who are grateful, but warn about accepting foolish contracts in the first place. 
  ------------------------------------------------------------ 
  To help a wizard named Konrad Huber, you capture a magical beast. On the way to his lair, a cleric casts a divination, causing 
  a woman to appear. In her 20s, dark skin and missing an eye, she says that 1,000 years into your past, an evil “Elder” came. Too 
  late they learned its weakness—it lives for 3 years. You will face an Elder. Before disappearing, she gives a gem that ages all 
  nearby 5 years. In Huber’s lair, there is evidence that Huber is a spy, helping a group called the Freelancers. His experiments 
  upon animals are perverse. A strange plant creature nearly kills Huber. You smash the gem. The creature dies. You return 
  Huber to the Church Militant, who are grateful, but warn about accepting foolish contracts in the first place. 
  
  In the Shadow of Death’s Door 
   
   
  36
  Refresher for PAL2-01 Drawing from Life 
  While it is not necessary to play the previous chapters of Germinations to enjoy this adventure, the fourth in the series, 
  individuals who have played Drawing from Life may appreciate a brief reminder of what happened during that scenario. 
  Pass out this summary only to people who have played Drawing from Life, the second chapter in the series. 
  ------------------------------------------------------------ 
  You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed himself long ago, killing a demon lord. 
  After 1,003 years, his ancestor’s life could be restored. You find the temple is trapped and guarded by minions of a group 
  called the Freelancers, who have found it for some “new friends” that have given them means to avoid the detection 
  magic of the Church Militant. You find a book supposedly about magic that affects plants, The Floracon, which you 
  later turn over to the Phostwood elves. You free Koreth’s ancestor to learn that Koreth was misguided. By freeing his 
  ancestor, the demonspawn would also be released. Another must make the sacrifice to prevent this. Proudly, Koreth 
  steps forth. 
  ------------------------------------------------------------ 
  You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed himself long ago, killing a demon lord. 
  After 1,003 years, his ancestor’s life could be restored. You find the temple is trapped and guarded by minions of a group 
  called the Freelancers, who have found it for some “new friends” that have given them means to avoid the detection 
  magic of the Church Militant. You find a book supposedly about magic that affects plants, The Floracon, which you 
  later turn over to the Phostwood elves. You free Koreth’s ancestor to learn that Koreth was misguided. By freeing his 
  ancestor, the demonspawn would also be released. Another must make the sacrifice to prevent this. Proudly, Koreth 
  steps forth. 
  ------------------------------------------------------------ 
  You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed himself long ago, killing a demon lord. 
  After 1,003 years, his ancestor’s life could be restored. You find the temple is trapped and guarded by minions of a group 
  called the Freelancers, who have found it for some “new friends” that have given them means to avoid the detection 
  magic of the Church Militant. You find a book supposedly about magic that affects plants, The Floracon, which you 
  later turn over to the Phostwood elves. You free Koreth’s ancestor to learn that Koreth was misguided. By freeing his 
  ancestor, the demonspawn would also be released. Another must make the sacrifice to prevent this. Proudly, Koreth 
  steps forth. 
  ------------------------------------------------------------ 
  You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed himself long ago, killing a demon lord. 
  After 1,003 years, his ancestor’s life could be restored. You find the temple is trapped and guarded by minions of a group 
  called the Freelancers, who have found it for some “new friends” that have given them means to avoid the detection 
  magic of the Church Militant. You find a book supposedly about magic that affects plants, The Floracon, which you 
  later turn over to the Phostwood elves. You free Koreth’s ancestor to learn that Koreth was misguided. By freeing his 
  ancestor, the demonspawn would also be released. Another must make the sacrifice to prevent this. Proudly, Koreth 
  steps forth. 
  ------------------------------------------------------------ 
  You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed himself long ago, killing a demon lord. 
  After 1,003 years, his ancestor’s life could be restored. You find the temple is trapped and guarded by minions of a group 
  called the Freelancers, who have found it for some “new friends” that have given them means to avoid the detection 
  magic of the Church Militant. You find a book supposedly about magic that affects plants, The Floracon, which you 
  later turn over to the Phostwood elves. You free Koreth’s ancestor to learn that Koreth was misguided. By freeing his 
  ancestor, the demonspawn would also be released. Another must make the sacrifice to prevent this. Proudly, Koreth 
  steps forth. 
  ------------------------------------------------------------ 
  You travel with a dwarf named Koreth into a lost temple. His ancestor sacrificed himself long ago, killing a demon lord. 
  After 1,003 years, his ancestor’s life could be restored. You find the temple is trapped and guarded by minions of a group 
  called the Freelancers, who have found it for some “new friends” that have given them means to avoid the detection 
  
  In the Shadow of Death’s Door 
   
   
  37
  magic of the Church Militant. You find a book supposedly about magic that affects plants, The Floracon, which you 
  later turn over to the Phostwood elves. You free Koreth’s ancestor to learn that Koreth was misguided. By freeing his 
  ancestor, the demonspawn would also be released. Another must make the sacrifice to prevent this. Proudly, Koreth 
  steps forth. 
  
  In the Shadow of Death’s Door 
   
   
  38
  Refresher for PAL2-02 Pale Harvest 
  While it is not necessary to play the previous chapters of Germinations to enjoy this adventure, the fourth in the series, 
  individuals who have played Pale Harvest may appreciate a brief reminder of what happened during that scenario. Pass 
  out this summary only to people who have played Pale Harvest, the third chapter in the series. 
  ------------------------------------------------------------ 
  Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To uncover the plot, you are asked pose as novice 
  volunteers for the Pale Patrol. On your assignment, you resolve a few disturbances. Ambushed by thugs, you learn that they 
  were paid to capture you alive and take you to an abandoned barn. At the barn, you find a man and a strange plant creature. 
  The plant creature needs live humans for some sort of ritual. It is working with the man, part of a group called the 
  Freelancers, to procure victims. Defeating them, you find that the man was an officer in the Pale Patrol; on his corpse, a 
  strange vine necklace decays to dust. Inside the barn are the unconscious bodies of six Pale Patrol members. 
  ------------------------------------------------------------ 
  Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To uncover the plot, you are asked pose as novice 
  volunteers for the Pale Patrol. On your assignment, you resolve a few disturbances. Ambushed by thugs, you learn that they 
  were paid to capture you alive and take you to an abandoned barn. At the barn, you find a man and a strange plant creature. 
  The plant creature needs live humans for some sort of ritual. It is working with the man, part of a group called the 
  Freelancers, to procure victims. Defeating them, you find that the man was an officer in the Pale Patrol; on his corpse, a 
  strange vine necklace decays to dust. Inside the barn are the unconscious bodies of six Pale Patrol members. 
  ------------------------------------------------------------ 
  Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To uncover the plot, you are asked pose as novice 
  volunteers for the Pale Patrol. On your assignment, you resolve a few disturbances. Ambushed by thugs, you learn that they 
  were paid to capture you alive and take you to an abandoned barn. At the barn, you find a man and a strange plant creature. 
  The plant creature needs live humans for some sort of ritual. It is working with the man, part of a group called the 
  Freelancers, to procure victims. Defeating them, you find that the man was an officer in the Pale Patrol; on his corpse, a 
  strange vine necklace decays to dust. Inside the barn are the unconscious bodies of six Pale Patrol members. 
  ------------------------------------------------------------ 
  Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To uncover the plot, you are asked pose as novice 
  volunteers for the Pale Patrol. On your assignment, you resolve a few disturbances. Ambushed by thugs, you learn that they 
  were paid to capture you alive and take you to an abandoned barn. At the barn, you find a man and a strange plant creature. 
  The plant creature needs live humans for some sort of ritual. It is working with the man, part of a group called the 
  Freelancers, to procure victims. Defeating them, you find that the man was an officer in the Pale Patrol; on his corpse, a 
  strange vine necklace decays to dust. Inside the barn are the unconscious bodies of six Pale Patrol members. 
  ------------------------------------------------------------ 
  Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To uncover the plot, you are asked pose as novice 
  volunteers for the Pale Patrol. On your assignment, you resolve a few disturbances. Ambushed by thugs, you learn that they 
  were paid to capture you alive and take you to an abandoned barn. At the barn, you find a man and a strange plant creature. 
  The plant creature needs live humans for some sort of ritual. It is working with the man, part of a group called the 
  Freelancers, to procure victims. Defeating them, you find that the man was an officer in the Pale Patrol; on his corpse, a 
  strange vine necklace decays to dust. Inside the barn are the unconscious bodies of six Pale Patrol members. 
  ------------------------------------------------------------ 
  Squads of the Ogburg Pale Patrol have disappeared. An insider is suspected. To uncover the plot, you are asked pose as 
  novice volunteers for the Pale Patrol. On your assignment, you resolve a few disturbances. Ambushed by thugs, you 
  learn that they were paid to capture you alive and take you to an abandoned barn. At the barn, you find a man and a 
  strange plant creature. The plant creature needs live humans for some sort of ritual. It is working with the man, part of a 
  group called the Freelancers, to procure victims. Defeating them, you find that the man was an officer in the Pale Patrol; 
  on his corpse, a strange vine necklace decays to dust. Inside the barn are the unconscious bodies of six Pale Patrol 
  member.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Theocracy of the Pale/PAL3-01 - In the Shadow of Death's Door.pdf