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. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
  TUS7-04 
   
  The Roots of Chaos 
   
  A One-Round Dungeons & Dragons
  ® 
  Living Greyhawk™ Tusmit Regional Adventure 
   
  by Jean-François Bilodeau 
  and Francis Carrier 
  Circle Reviewers: Tim Sech 
  Reviewers: Daniel Mayrand 
   
  Chaos is spreading yet again in the sheikdom of Suvii, as the people live in fear and despair in the night. The roots of 
  mystery and Fate can sometime blossom as the flower that is a revelation, be it of hope or your worst nightmares. A one-
  round Regional adventure set in Tusmit (sequel to TUS6-04 Arcane Fate) for characters level 4-15 (APLs 6-14). 
  
  TUS7-04 The Roots of Chaos 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
   
  By sanctioning and reporting this adventure, you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL), follow the process below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success: 
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them and fight for them. 
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are 
  playing this adventure in 2008, check the current version 
  of the LGCS and follow any updated rules presented 
  within. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Tusmit. Characters native to Tusmit pay one Time Unit 
  per round, all others pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in Survival and succeeds on a DC 20 Survival 
  check, he heals temporary ability damage as if he had 
  Standard Upkeep, may refill spell component pouches 
  and healer’s kits, and may restock up to 20 arrows or bolts 
  if the character has at least four ranks in Craft 
  (bowmaking). PCs may Take 10 on this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
  PREPARATION FOR PLAY 
  This section summarizes any information that the DM 
  should determine about the participating PCs prior to the 
  adventure beginning. For example, this could include 
  determining whether the PCs possess a particular Favor 
  or item. It can also be used for pre-rolled skill checks if 
  you do not wish to alert the players that something is 
  happening (for example, having elf characters pre-roll 
  Search checks if a secret door is located somewhere in 
  the adventure). 
  META-ORGS MEMBERS 
  Ask if any PCs are members of: 
  • 
  The College of the Arts of Sefmur 
  • 
  The Order of Pure Blood 
  • 
  The Tears of the Marid 
  RELEVANT AR ITEMS 
  From TUS6-04 Arcane Fate: 
  • 
  Knowledge of the Dedicari Flower 
  • 
  Curse of the Dedicari Flower 
  • 
  Favor of Omar Khalid 
  • 
  Ire of Omar Khalid 
  ADVENTURE BACKGROUND 
  EVENTS FOLLOWING TUS6-04 ARCANE 
  FATE 
  The villains Omar Khalid and Arna el-Berel, were pawns 
  of Mordak (an evil elven necromancer) and Lord Fell (the 
  Pastor of Nightmares) during the events of TUS6-04 
  Arcane Fate. It seems the later duo had planned through 
  Omar Khalid what happened to the College of the Arts. 
   
  Following the abduction of his daughter Isis by 
  Trenkat (TUS5-01 Plague of the Dead), Omar Khalid fell 
  into despair, and later into insanity. With the influence 
  of Lord Fell, who invested into his dreams and 
  nightmares, Omar Khalid slowly became a follower of 
  Lord Fell., who used him in the events of TUS6-04 
  Arcane Fate. Omar used Arna el-Berel as a pawn in this 
  plan, and left Sefmur with her. 
   
  What happened to the College of the Arts aided the 
  elven necromancer steal an ancient necromantic tome of 
  great magic from the College's libraries (TUSInt6-02 
  Unraveling the Fabric of Tusmit). 
   
  Then the necromancer Mordak began to study the 
  tome and make some experiments in the Udgru Forest 
  (evolving the undead there). Months later, he set up a lab 
  with the participation of Omar Khalid in Suvii (the 
  manor in this adventure). 
  TUS7-04 The Roots of Chaos 
   
  Page 2 
  
   
  Gardakan, a priest of Incabulos, servant of Lord Fell 
  and specialist undead crafter, was left at the manor, with 
  Omar Khalid and Arna el-Berel to continue the 
  experiments. Mordak visited them from time to time. 
   
  Part of their plan in Suvii is to create an army of 
  ghouls (specifically crafted and evolved). They began 
  abducting the population of Suvii over the last months. 
  In the last weeks, they began to mass abduct people and 
  mass craft ghouls. 
  ISIS KHALID 
  Unknown to Omar Khalid, his daughter survived her 
  abduction by Trenkat. But she has now become an even 
  more sinister threat to Tusmit than Trenkat was, and is 
  known by some as the “Eternal Bride”. She just recently 
  found the traces of her father and is planning to abduct 
  him for her own nefarious ends. 
  VILLAINS PRESENT BY APLS 
  At APLs 6-8, only Arna el-Berel and the Cleric of 
  Incabulos are still at the manor. At APLs 10-14, Arna el-
  Berel was transformed into an undead (as an experiment) 
  and the cleric is still there. 
   
  Omar Khalid is there, but is abducted by Isis Khalid 
  before the final battle begins. Also, the necromancer 
  Mordak leaves shortly after the abduction of Omar 
  Khalid. 
  ADVENTURE SUMMARY 
  Introduction: The PCs are traveling across the sheikdom 
  of Suvii. They stop to Hash Es’ar, capital of the sheikdom, 
  to avoid the heavy rain. A mullah invites them to his 
  temple. 
  Encounter 1: The PCs meet with Youssouf al-mullah, 
  who informs them on the local troubles. He hires them 
  to investigate on the night abductions. 
  Encounter 2: The PCs gather information around Hash 
  Es’ar. They may be approached by one or two factions to 
  investigate on the night abductions. 
  Encounter 3: The PCs voyage and arrive to the village of 
  Fal As’ar were the abductions are most important. 
  Encounter 4: The PCs hear a woman scream in the 
  night, arriving on the scene they see a possible culprit or 
  guide to solve the abductions. 
  Encounter 5: The PCs follow the trace of those who 
  attacked the woman in Fal As’ar. 
  Encounter 6: The PCs follow the traces to an abandoned 
  manor in the countryside. Investigating further, they 
  stumble into a Dedicari powder trap. 
  Encounter 7: The PCs move down to an underground 
  passage under the manor. They are attacked by 
  incorporeal undead guards. 
  Encounter 8: The PCs arrive in the secret necromancy 
  laboratory; they find the real culprits to the abductions, 
  and some unexpected encounters! 
  Conclusion: The PCs come back to Hash Es’ar to report 
  on their investigation and collect their rewards. 
  SOURCE 
  ACKNOWLEDGEMENT 
  This adventure draws on a number of adventures 
   
  Isis Khalid appeared in TUS2-07 Fallen from the 
  Sky by Steven Eng. 
   
  Galastard the succubus appeared in TUS5-05 Strife 
  & Chaos, TUS6-06 Sowing the Seeds and TUS7-02 
  Bringing the Rain (all by Mike Rosenberg). 
   
  Omar Khalid appeared in TUS5-01 Plague of the 
  Dead (by JP Chapleau) and TUS6-04 Arcane Fate (by 
  Alexandre Foisy-Geoffroi) 
   
  The Dedicari flower and its powder appeared in 
  KET3-07 Burned Flour in High Dough (by JP Chapleau), 
  VTF4-01 Flicker (by Steve Baker and Telquenariel) and 
  TUS6-04 Arcane Fate (by Alexandre Foisy-Geoffroi) 
  INTRODUCTION 
  The PCs are traveling across Tusmit from their last 
  adventure. Passing by the Sheikdom of Suvii, they are 
  caught by heavy rain and make toward the nearest 
  settlement for shelter. 
   
  Read aloud the following: 
   
  You have not thought, this morning, that you 
  would have to hurry to arrive to Hash Es’ar. The black 
  clouds and the roaring thunder approach quicker 
  with each step you are taking. You have finally 
  resigned yourself to be wet, when up over a hill, you 
  can see the roof of the town’s highest building, the 
  Temple of Al’Akbar. 
   
  Dashing into the city to get cover from the rain, 
  you stop, stunned to see that the usually quiet capital 
  of Suvii is bustling with people. And it seems that 
  more are arriving from the East. 
  TUS7-04 The Roots of Chaos 
   
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  ”Isn’t that a shame? Forced to leave home for 
  their own safety”, says an old man, wearing Al’Akbar’s 
  vestments. “Don’t you agree that we should do 
  something for them? It will be too late when all 
  miners have left the mines to go in other cities or 
  other sheikdoms… and that Suvii goes to ruin. If you 
  are interested in helping these poor people, meet me 
  inside the church. This will provide you a good dry 
  place to stay for the night…” The man coughs as he 
  goes back slowly to his temple. 
   
  Getting a place to stay sounds a good idea as you 
  realize that you are wet from your head to your feet. 
  Looking at these poor men, women and children 
  made you forget about the storm and you are 
  wondering why so many people would go away from 
  their homes. 
   
  The old man is Youssouf al-Mullah, leader of the 
  Temple of Righteousness in Hash Es’ar. He is in his early 
  60’s and he has grey and greased combed-over hair. Hash 
  Es’ar is usually a quiet town with a population of around 
  2500 heads. But now, there is roughly between 3000 and 
  3500 humanoids. 
   
  Development: If the PCs accept the old man’s offer, 
  go to Encounter 1. If the PCs refuse and go on to an inn, 
  go to Encounter 2. 
  1: DRIFTERS FROM THE LAND 
  The PCs have accepted the offer of the old man and go in 
  the temple. He offers them dry clothes or blankets (and 
  even provides some clothes if they don’t have any). He 
  suggests that they remove their armor so they can dry 
  faster near the fire while they dine with him. 
   
  If the PCs hesitate, he adds that there is no danger in 
  this place, as it is blessed by Al’Akbar. 
   
  If someone prefers instead to keep his wet clothes 
  on, he suffers a -2 circumstance penalty to his Charisma 
  related skills checks with Youssouf. If he even decides to 
  sleep in his wet clothes, unless he finds a way to dry it, he 
  suffers a -1 Morale penalty to all his attacks and skill 
  checks from the discomfort but a +4 circumstance bonus 
  on Escape Artist since he’s slippery (the Escape Artist 
  skill is unaffected by the Morale penalty in this case). 
   
  The PCs then gather around a table to dine with 
  Youssouf al-Mullah. 
   
  Read aloud the following then: 
   
  Welcome in my home, adventurers. I am 
  Youssouf al-Mullah, head of the Temple of the 
  Righteousness, here in Hash Es’ar.” 
   
  Ask the players to introduce their characters now. 
   
  “I do not know where you intended to go, but I 
  thank the Restorer that He has placed you upon my 
  path.” 
   
  “More and more miners and farmers, each day, 
  are fleeing the Suvii’s countryside in fear of being 
  abducted or killed. Someone or something in the far 
  country is attacking the humans. Would you 
  investigate this for us?” 
   
  If the PCs accept: “Al’Akbar shall not forget you 
  for this devotion.” says the old man. “I would advise 
  that you investigate around Hash Es’ar as soon as 
  possible.” 
   
  Youssouf answers the following questions if asked: 
  What do we get for doing this? The past years were 
  rough for us, here in Suvii. The blessing of Al’Akbar is all 
  I may give to you. 
  Really, how much will you pay us? (Youssouf is 
  disgruntled at this) I thought you were doing this to help 
  the refugees. Very well, I’ll give you (50gp X APL) for 
  reporting to me what is going on there (the character 
  loses the Favor of Al’Akbar for asking this, if it seems that 
  the party is not disagreeing with him, they all lose the 
  favor). 
  Where are the refugees coming from? They come from 
  little villages near the Iron mines. The last ones came 
  from a village, 3 days of walk to the East. 
  Why did they leave? They were afraid to be abducted or 
  killed. 
  Who would be doing this? They are not sure, although 
  from what I have heard, it’s certainly humanoids. Some 
  thinks it is other humans, others believe it is some orcs… 
  Have you made any divinations? All our time is 
  devoted to cure the sickened, so we have no time to 
  inquire ourselves on that matter. 
  When did the attacks happen? The villagers were 
  attacked during the night, usually when they were alone. 
   
  After the group is done asking questions, Youssouf 
  excuses himself and go to bed. He is sorry that he has no 
  rooms to offer, but a warm fire is better than sleeping in 
  the rain. They may leave whenever they want. 
  When they leave the temple, go to Encounter 2. 
  2: INFORAMA 
  If the PCs refused Youssouf's offer to sleep at the temple, 
  they may find an inn to rest and feast. 
  TUS7-04 The Roots of Chaos 
   
  Page 4 
  
   
  If the PCs decide to go back to the temple, go back to 
  Encounter 1. 
  WORD ON THE STREET 
  Important: When the PCs decide to go around asking 
  questions, they find it is quite easy to find refugees, but 
  some were witnesses, some has seen something, others 
  have heard screaming, and the rest just ran for their lives. 
  Some reports are true, and some are false. They have to 
  sort things out and try to believe some of them. There’s a 
  lot of information, but the quality is not that good. 
   
  Luxury and rich upkeep does not give the party the 
  usual circumstances bonuses. As the refugees are starving 
  and cold, if the PC that is rolling the “main” Gather 
  Information check has such an upkeep, the party is 
  slowed down by refugees asking them money, food or 
  whatever they have. The refugees would even lie to get a 
  piece of bread. So the party has no bonuses and the 
  Gather Information check takes 1d4 hours x 1.5 rounded 
  up (If the roll is 3, then it takes 5 hours to do the check). 
   
  Use the following table for their Gather Information 
  checks (You should not give the information in order, 
  but shuffle the information without giving what DC they 
  have reached to confuse the players): 
  DC 5: The rebellion is over, Muammar Qharan has won 
  and the rebels are fleeing. 
  DC 10: “Those responsible for the killing and the 
  abductions are mainly Baklunis, but they are some 
  oeridians and elves. It seems that the dwarves and 
  halflings didn’t run away.” 
  DC 11: “In Fal As’ar, I’ve heard they have killed everyone 
  and left no survivors. Those missing were certainly 
  eaten!” 
  DC 12: “Why humans would do such a thing to its own 
  kind? Why?” asks a woman to herself. 
  DC 13: Attracted by the noise, you watched a guard 
  putting up a poster: “Reward 1,000gp for bringing back 
  dead or alive this man. Beware he is extremely dangerous. 
  Signed: His Exalted Splendor Muammar Qharan.” Under 
  the portrait of a middle-aged baklunish man with a long 
  trimmed beard, you can read a name “Omar Khalid”. A 
  successful DC 10 Knowledge (VTF) check reveals that 
  the  man is Omar Khalid, archmage of the College of the 
  Arts. A success with DC 15 (automatic if the character 
  played TUS5-02 Plague of the Dead) reveals that his 
  daughter was kidnapped by Trenkat two years ago, and 
  with DC 20 (automatic if the PC played TUS6-04 Arcane 
  Fate) that he is researched for treason in connection to 
  events at the College of the Arts. Members of the College 
  of the Arts meta-org get a circumstance bonus of +5 for 
  these checks. 
  DC 14: “Those damn orcs! They stink! We shall get rid of 
  all of them! Even those half ones! What is Qharan 
  waiting for?” yells a man. 
  DC 15: “From what I have heard, you know when you 
  meet one of those abductors, there is a foul odor.” 
  DC 17: “They have big weapons! One of them almost hit 
  me but I dodged it!” The man shows his scar to the 
  crowd. 
  DC 18: “They attack the villages randomly, but they 
  always seem to come back.” 
  DC 19: For someone with 5 ranks in Knowledge 
  (geography) or Knowledge (VTF) All the refugees come 
  from villages situated between 60 and 90 miles east of 
  Hash Es’ar. (Around the village of Fal As’ar). 
  DC 20: “Why don’t we fight them instead of cowering? 
  They are slow, I have outrun them. I’m sure if all of us 
  would want to, we would kill those bastard stinky 
  humans!”, says an elf. 
  DC 21: Your eyes catches an old, yellowed, message on a 
  board, where you can read : “Arna el-Berel, notorious 
  rebel wanted for crimes committed in Sefmur. Reward: 
  250gp.” A Knowledge (VTF) check reveals that she is a 
  member of the College of the Arts (DC 20). Members of 
  the College of the Arts meta-org gets a circumstance 
  bonus of +5 for this check. 
  DC 22: “They are well organized, I doubt they could be 
  something other than humans!” 
  DC 23: “They don’t leave any evidence behind them, it is 
  hard to know where they are from.” 
  DC 25: “I have seen one of them and I honestly can say 
  that they are the most foul-stenched humans I've ever 
  met.” 
  DC 27: “I have heard that they have really skinny fingers 
  …” 
  DC 30: “I… I… sw… swear, they were un… undead… 
  all of them. I… I saw their life… lifeless eyes.” says an old 
  filthy man. “Maybe their eyes was as lifeless as yours 
  when you wake up in the morning, drunk as each day, on 
  the street… old crazy man!” says a middle-aged man. 
   
  Divinations: Answer to the divination related on 
  what or who is responsible for what is going: Your eyes 
  may deceive you from time to time. Follow their tracks 
  and you will find them. 
   
  Development: Specific factions may approach the 
  PCs: refer to Encounters 2A and 2B if applicable. Once 
  TUS7-04 The Roots of Chaos 
   
  Page 5 
  
  the players are done here and want to travel to the village 
  of Fal As’ar where the refugees are coming from, go to 
  Encounter 3. 
  2A: THE PURE BLOOD IS BLEEDING 
  This encounter takes place only if the following 
  conditions are met: 
  • 
  One of the characters is member of the Order of 
  the Pure Blood or if the majority of the group is 
  pure Baklunish humans 
  and 
  • 
  That there are no Half-Orc and/or Suel within 
  the party. 
  In either case, Amar bin Malid only talks to a Bakluni. If 
  the member of the Order of the Pure Blood is not within 
  a group of which the majority is pure Baklunish humans, 
  only he receives the Favor of the Pure Blood. 
   
  If there is a member of the Order of the Pure Blood 
  give Player’s Handout #1 to him. 
   
  If the majority of the group is pure Baklunish 
  humans and there are no half-orcs and/or suel within the 
  party, read aloud the following: 
   
  After a good night's sleep and a frugal breakfast, 
  one of Youssouf’s assistant come to you. “I am sorry to 
  bother you, but someone requested that I give you 
  this letter.” He hands out a letter to the party. 
   
  Give out Player’s Handout #2 to the players. The 
  assistant doesn’t know the man. He can only affirm that 
  he was paid to deliver the letter to the temple. 
   
  If the players wish to know more about Amar bin 
  Malid, they can get the following information with a DC 
  20 Gather Information check. He is a middle-aged 
  Bakluni wearing some kind of robes. He looks noble and 
  is very kind with the refugees. Some citizen of Hash Es’ar 
  has seen him before. Apparently, he travels a lot and he 
  always stays at the Shiny Fountain. 
   
  Scrying and divinations do not work on Amid bin 
  Malid and he doesn’t answer to any sendings, unless it is 
  to report their work. 
  2B: PAYBACK TIME 
  This encounter happens only if there is a member of the 
  Tears of the Marid in the party. 
   
  The Tears are never pleased when someone flees the 
  country without paying his dues. Usually this person is 
  never found alive afterwards. Currently, they are hunting 
  down Arna el-Berel since she came back from Greyhawk. 
  Their reports state that she is currently hiding in the 
  country of Suvii with another mage. The Tears wants her 
  dead and a proof of her death. 
   
  Read aloud the following: 
   
  A group of kids runs wildly toward you. Even in 
  the light rain, these homeless kids seem to have some 
  sort of fun. You let them pass by, but some of them 
  bump into you. 
   
  Ask the players to make Spot check to make them 
  believe they were pick-pocketed. Then give Player’s 
  Handout #3 to any member of the Tears of the Marid. 
  3: INTO THE LOST COUNTRY 
  The village of Fal As’ar is 70 miles east of Hash Es’ar. It 
  takes roughly 3 days to get to the village via walking, if 
  they walk at a speed of 30 ft. If they have a different 
  speed, use table 9-3 at page 162 of the Player’s Handbook. 
  It is doubtful that they can teleport directly to the village, 
  as they have never been there. It has stopped raining on 
  the second day. 
  THE VILLAGE 
  The village is very quiet and the people are very 
  suspicious of any strangers coming into town. Treat them 
  as Unfriendly toward the party. The buildings of interest 
  are the inn, which is also a tavern, and the shrine of 
  Al’Akbar. There is also a school, two dozens of houses, a 
  warehouse and a trading store. The people who got 
  abducted or killed were outside around their houses or 
  coming from the inn. 
   
  Only a few of the buildings are inhabited, since most 
  of the villagers, except the few dwarves and halflings 
  around these parts, and a few Baklunis, have fled to Hash 
  Es’ar. Read aloud the following: 
   
  After a few days of marching in the Suvii’s 
  countryside, you have finally reached the little village 
  of Fal As’ar as sunset arrives. Most of the buildings – 
  except for one clearly from halfling origins – are in 
  the old Baklunish style of architecture. There is no 
  visible activity in the village; you are even wondering 
  if there is someone left in town. Throughout the 
  windows, you can spot some eyes glaring at you, 
  suspiciously. Checking around, you notice a shrine to 
  Al’Akbar, an inn – which is the halfling building, two 
  dozens of houses, something that looks like a trading 
  store and perhaps a school. Only the inn seems open. 
  TRACKS 
  The ghouls never approached the shrine or the cleric’s 
  house and they use night as cover. If the party wishes to 
  track the ghouls right now, they have to find the 
  TUS7-04 The Roots of Chaos 
   
  Page 6 
  
  footprints with a successful DC 44 Search or Survival 
  check (these tracks were made before the heavy rain, 7 
  days ago). If they wish to follow the tracks, they have to 
  make a Survival check with the Track feat at the same 
  DC. The DC is calculated as the following: Firm Ground 
  (DC 15), a group between 6 and 9 (-3), they were left 7 
  days ago (if the party takes 3 days to arrive at Fal As’ar) 
  (+7) and there was roughly 25 hours of rain during that 
  period (+25). If the PCs took more or less time to arrive at 
  the village, adjust the DC accordingly. 
  THE HARD ROCK INN 
  If the PCs go to the inn, read aloud the following: 
   
  The building is two stories high with circular 
  windows. Over the double door, in silver letters, it is 
  written “The Hard Rock Inn”. As you enter, ten 
  humans or so are watching you from their tables, 
  whispering to themselves. Over the bar, a stunning 
  female halfling is smiling at you. “Ah! Adventurers, 
  well fed for what it seems! Would Yondalla have 
  finally listened to my prayers and send someone to 
  protect us?” she asks, anxiously waiting for an answer. 
   
  A DC 15 Spot check reveals that the humans are 
  armed with pitchforks and picks. A DC 15 Sense Motive 
  check also reveals that they are waiting to hear what the 
  party has to say before reacting. If they introduce 
  themselves and say they came to investigate what is 
  happening in the village, the halfling and the humans are 
  relieved – their attitude go from Unfriendly to Friendly. 
   
  “Praise Yondalla! She finally sent us saviors!”, she 
  says as she takes out some glasses and plates. “I’m sure 
  such PCs like you would like to eat some old-
  fashioned halfling meals – the same you would get in 
  Akool!” Without waiting for any answers, she is 
  serving you wine while the dinner is cooking. “Oh I 
  just realized that I was so excited that I even forgot to 
  tell you my name! My name is Amydahlia, but Amy 
  will do too!” as she smiles up to you. 
   
  Amydahlia loses her excited mood as soon as they 
  ask her what happened or if she knows anything about it. 
  She lost friends and good customers. Behind her sadness, 
  she is preoccupied that her inn may close if the villagers 
  flee the town. She would then lose all she has. She 
  answers the best she could, but she didn’t see anything. 
   
  If, for some demented reason, the PCs harm her or 
  anybody else in the village, the rest of the villagers 
  quickly form a mob, attack, and subdue the PCs. A 
  mullah (cleric of the True Faith of Al'Akbar) still resides 
  in the village and is really eager to punish and find any 
  culprits to calm down the situation: use the Laws of 
  Tusmit in Appendix 3 to their full extent. 
   
  Development: When the PCs settle for the night 
  (most possibly at the inn), go to Encounter 4. 
   
  If the PCs succeeded in following the tracks, go then 
  to Encounter 5. 
  4: A SCREAM IN THE NIGHT 
  The PCs have stayed for the night at the village of Fal 
  As’ar. While they are sleeping or patrolling (at midnight), 
  they are startled by a scream. Read aloud the following: 
   
  Suddenly piercing the silence of the night you 
  hear a high pitched scream, possibly from a woman. It 
  sounds like it's coming from nearby. 
   
  If the PCs decide to investigate, continue to the next 
  paragraph. If not, they have to track as per Encounter 3. 
  If they take more than one minute to go out, then go to 
  Took too much time, below. 
   
  Arriving quickly at the source of the scream, you 
  see an armed humanoid form, standing over an 
  unconscious woman face down in the mud. 
   
  A DC 10 (15 if the PCs have no light source) Spot 
  check is needed to see that the woman is Bakluni and the 
  man is Half-Elf. He has a greatsword as a weapon. The 
  woman is in a pool of her own blood (but still alive). A 
  DC 15 (20 if no light source) Spot check is needed to 
  notice that there is no blood on his sword. 
   
  In five rounds, the woman dies unless healed or 
  stabilized. The half-elf can stabilize her if allowed by the 
  PCs. 
   
  The half-elf is a ranger and adventurer who arrived 
  on the scene just before the PCs did. As soon as he sees 
  the PCs, he will lower his sword and, if the PCs shows up 
  in force, indicate he is willing to surrender. 
   
  If the half-elf is interrogated, read aloud the 
  following: 
   
  “I just arrived before you did, and I saw a group of 
  humanoids leaving that way. Seems they left some 
  tracks here in the mud. I can track them easily, but I 
  need to leave now.” he says pointing out to the east. 
   
  Once the woman is stabilized, the PCs may get the 
  ranger to go with them (no Diplomacy check needed) to 
  track down the bad guys (ghouls). Go to Encounter 5. If 
  the PCs can track them down themselves, the ranger 
  stays with the woman. Then go to Encounter 5. 
  All APLs 
   
  Gamalan: half-elf male Ranger 3; hp 18; see 
  Appendix 1. 
  TUS7-04 The Roots of Chaos 
   
  Page 7 
  
   
  If the PCs attack, subdue or capture the ranger, it is 
  possible to bring him to the local mullah. Unless the 
  woman is still alive, the ranger is sentenced for the 
  abductions and murders and executed the next day. 
  Unless the PCs can track down the ghouls, the adventure 
  is over, go to the Conclusion. 
   
  If the woman is saved and interrogated on what 
  happened, she states the following: 
   
  “Some ugly and stinky humanoids with putrid 
  grey skin attacked me without mercy. They were 
  sneaky and surprised me! 
   
  Pointing to the ranger, she adds: 
   
  “The last thing I saw was this man coming to my 
  aid…” 
   
  She can thus prove the innocence of the ranger. 
  TOOK TOO MUCH TIME 
  If the PCs take more than one minute to go out to find 
  the source of the scream, the woman is dead and the 
  ranger has gone after the ghouls. If the PCs can follow 
  the ghouls' tracks, they find his body an hour's walk 
  away, as he was killed by the ghouls. 
   
  Alternatively, if the PCs stay more than a day in Fal 
  As’ar, all the villains in the manor (Encounter 6 and up) 
  have left by the next day (in mid day after the current 
  night). 
  5: ROAD KILL 
  The PCs, possibly with the half-elf ranger’s help, are 
  tracking down the ghouls that assaulted the woman in 
  Fal As’ar. 
  TRACKING 
  Tracking the ghouls is much easier this time (the heavy 
  rains have muddied the now soft ground), so the DC is 20 
  (fast track) or DC 15 at normal half speed for track. The 
  half-elf ranger automatically succeeds at fast track. 
   
  Either way, the PCs encounter the ghouls before 
  long on the way to their hideout (the Manor in 
  Encounter 6, three hours of walk away). 
  APL 6 (EL 4) 
   
  Ghouls (4): hp 13, 13, 13, 13; Monster Manual 118. 
  APL 8 (EL 6) 
   
  Ghouls (8): hp 13, 13, 13, 13, 13, 13, 13, 13; Monster 
  Manual 118. 
  APL 10 (EL 8) 
   
  Ghasts (6): hp 29, 29, 29, 29, 29, 29; Monster Manual 
  118. 
  APL 12-14 (EL 10) 
   
  Ghasts (10): hp 29, 29, 29, 29, 29, 29, 29, 29, 29, 29; 
  Monster Manual 118. 
   
  Tactics: If you feel this encounter is too easy, feel 
  free to startle the adventurers with some strange sounds 
  behind them or a raven passing by… Some PCs may be 
  paranoid at the fact this encounter is too easy and see 
  danger where it is not … have fun! 
   
  Development: The PCs should make short work of 
  the undead and can continue by following the tracks of 
  the undead towards where they came from – they were 
  conveniently retracing their steps back to the manor. Go 
  to Encounter 6. 
   
  If the PCs are unable to follow any tracks beyond 
  this point, either by themselves or with the help of the 
  half-elf ranger, go to Conclusion: it would take too long 
  for the PCs to get to the manor; the villains are long gone 
  by then along with everything else. 
  6: THE DUSTY MANOR 
  The PCs have followed the tracks to the manor (3 hours’ 
  walk). Read aloud the following as they get their first 
  glimpse at the manor: 
   
  Your tracking skills have led you to what looks 
  like an old manor in the countryside. As you 
  approach, you do not see any light coming from 
  inside. Its inhabitants are either asleep or have 
  abandoned it in the commotion of the last weeks. 
   
  If the half-elf ranger made it this far with the PCs, he 
  will go back to Fal As’ar to warn the people there and not 
  come with the PCs further. 
   
  The manor is not that big, 30 ft. by 40 ft., and two 
  stories high. It looks abandoned, with broken stairs to the 
  upper level and broken down doors and windows. The 
  place has a horrible and putrid smell to it, due to the 
  undead inhabitants and the experiments on them. There 
  is no light source in the manor. The traces of the ghouls 
  go up to the front door. Inside, it is nearly impossible for 
  the PCs to follow the tracks (ghouls left the manor before 
  they laid muddy tracks); they are forced to explore. 
   
  The roof of the mansion has collapsed, bringing 
  most of the upper floor crashing down on the lower 
  floor. Making your way thru the debris, you find the 
  one room still more and less intact, and you can 
  TUS7-04 The Roots of Chaos 
   
  Page 8 
  
  barely make out the shape of a stairwell going down 
  into the gloom. 
   
  The only important room is the study and library. 
  This is where stairs can be found to go down to the 
  hidden laboratory. At the beginning of the stairs there is 
  a trap. 
  All APLs (EL 3) 
   
  Dedicari Powder Trap: CR 3; magic device; 
  proximity trigger (detect thoughts); manual reset; gas; 
  never miss; onset delay (1 round); poison (Dedicari 
  powder, DC 10+APL Fortitude save if first exposure, DC 
  20+APL if second or more exposure (only Arcane casters 
  are affected), confusion, lesser - replace “attack 
  spellcaster” by “attack closest person”; multiple targets (all 
  targets in a 10-ft.-by-10-ft. room); Search DC 27; Disable 
  Device DC 27 
   
  The trigger is a detect thoughts spell (undead do not 
  generate thoughts to activate the trap). The trap is a gas 
  made of Dedicari powder that covers the stairs and the 
  room above. Only Arcane casters are affected. 
   
  Check if PCs were subjected to Dedicari powder 
  before (from TUS6-04 Arcane Fate for example). They 
  are then able to recognize the powder more easily. If they 
  were cursed by it before, it may also have an impact. 
   
  Development: Those in contact with the Dedicari  
  powder get Touched by the temptation on their AR.  
   
  When the PCs move to the lower level go to 
  Encounter 7. 
  7: UNDEAD! EVERYWHERE!! 
  The PCs are at the bottom of the stairs. They arrive in a 
  long corridor 200 ft long and 20ft wide. 
   
  PCs with the Stonecutting racial ability or 
  succeeding at a DC 15 Survival Check know that the 
  corridor lead to some place away from the manor. Also, 
  they know that this tunnel was constructed before the 
  manor was built (very ancient). 
   
  No lights are in the corridor. 
   
  When the PCs have moved up to 50 ft. in the 
  corridor, a wave of incorporeal undead emerge from the 
  walls and attack the PCs (begin combat in melee with as 
  many PCs as possible). 
  APL 6 (EL 7) 
   
  Wraith (2): hp 32 each; see Monster Manual p.258. 
  APL 8 (EL 9) 
   
  Evolved Advanced Wraith (2): hp 58 each; see 
  Appendix 1. 
  APL 10 (EL 11) 
   
  Evolved Advanced Wraith (4): hp 58 each; see 
  Appendix 1. 
  APL 12 (EL 13) 
   
  Evolved Advanced Wraith (4): hp 58 each; see 
  Appendix 1. 
   
  Dread Wraith: hp 104; see Monster Manual p.258. 
  APL 14 (EL 17) 
   
  Evolved Advanced Wraith (10): hp 58 each; see 
  Appendix 1. 
   
  Dread Wraith (5): hp 104; see Monster Manual 
  p.258. 
   
  Tactics: The wraiths stay in melee with the PCs. The 
  Dread wraith(s) will spring attack through the walls. The 
  Evolved wraiths will use their cone of cold on the first 
  round on as many PCs possible. Their goal is to kill the 
  PCs and transform them into wraiths (they go for the 
  kill!). 
   
  Development: Once the PCs are finished here, they 
  can move up to the end of the corridor to a great double 
  door (unlocked). Go to Encounter 8. 
  8: CHAOS BLOSSOM 
  Read aloud the following when the PCs open the double 
  doors or enter the room beyond: 
   
  The room beyond the double doors appears to be 
  an immense laboratory. As you enter the room, you 
  feel a wave of putrid stench. In the middle of the lab 
  is drawn in vile blood a runic circle. You also notice 
  that the floor and walls are covered in blood and bits 
  of flesh. 
   
  Using detect magic (DC 27 for the Spellcraft check) 
  or a successful DC 32 Spellcraft done as a full round 
  action is needed to identity that the runic circle is a 
  permanent field of ghouls (see Appendix 2: New Rules 
  Items). The room is 50 ft. by 50 ft., with another entrance 
  on the far wall. The occupants of the room at close to that 
  entrance (i.e. occupying the 2 rows of 5 ft. squares 
  furthest away from the PCs). 
   
  As you realize the nature of the terrible 
  experiments that have taken place here, you see 
  several horrible undead surrounding two men, one 
  clad in black heavy armor and bearing a holy symbol, 
  TUS7-04 The Roots of Chaos 
   
  Page 9 
  
  the other a middle aged baklunish man in robes.  
  Behind them, an altar is covered by a white, blood 
  tainted, shroud. 
   
  A DC 15 Knowledge (religion) check reveals that the 
  holy symbol is one of Incabulos, Greater Deity of Plagues 
  and Nightmares. 
   
  A successful DC 10 Knowledge (VTF) check reveals 
  that the other man is Omar Khalid, archmage of the 
  College of the Arts. Also, the PCs recognize him as the 
  man on the portrait from Encounter 2. A success with 
  DC 15 (automatic if the character played TUS5-02 Plague 
  of the Dead) reveals that his daughter was kidnapped by 
  Trenkat two years ago, and with a DC 20 (automatic if the 
  character played TUS6-04 Arcane Fate) that he is wanted 
  for treason in connection to events at the College of the 
  Arts. Members of the College of the Arts meta-org get a 
  circumstance bonus of +5 for these checks. 
   
  At the other side of the room, a set of double 
  doors opens, from it comes an elven mage in black 
  robes, followed by an unlikely pair of women: one 
  stunningly beautiful, if not for the glowing red eyes, 
  the fangs, the tail and the bat-like wings, and one 
  frail-looking crone whose hood covering her face let 
  slip wisps of white hair. 
   
  Behind them all looms a HUGE shadowy 
  monstrosity… 
   
  A DC 36 Knowledge (religion) check reveals the 
  huge creature is a Nightwalker (Monster Manual, page 
  196). 
   
  PCs that played TUS5-05 Strife & Chaos or TUS6-
  06 Sowing the Seeds can make a DC 10 Intelligence 
  check to realize they have ran into the succubus called 
  Galastard before, and those who played TUS7-02 
  Bringing the Rain can make a DC 15 Intelligence check 
  to remember hearing about her and her "older" 
  companion. 
   
  Seemingly continuing a conversion already in 
  progress, the elven mage address the old crone: "Of 
  course, my dear, he is all yours…"  
   
  She wordlessly approaches the baklunish mage, 
  who falls to his knees with a strangled cry when he 
  sees her face. She grips the wide-eyed man by the 
  shoulder, and, with a gesture from her bat-like 
  companion, they are gone. 
  The elven mage then speaks to his remaining crony: 
  “I’ve finally succeeded!” Then they both turn their 
  attention towards your group as they have just 
  realized or acknowledged your presence in the room. 
  You have the feeling that they just found some new 
  guinea pigs! And you sense that some of you have just 
  added some new rank odors to this smelly room! 
   
  As you're thinking you should not have left your 
  home for a life of adventuring, and regret following 
  the tracks to this damned manor, the elven mage face 
  breaks into a wide grin. “We’ll have to relocate our 
  experiments, Gardakan, get rid of the evidence and 
  join me back at my laboratory in the Udgru Forest.” 
   
  At APLs 6 to 12: 
   
  He then also teleports away, with his huge 
  undead bodyguard. 
   
  At APL 14 
   
  He then also teleports away, without, sadly for 
  you, his huge undead escort! 
  APL 6 (EL 10) 
   
  Arna El-Berel: female human (Bakluni) Wiz 8; hp 
  43; Appendix 1. 
   
  Gardakan: human male (Oeridian) Clr 8; hp 48; 
  Appendix 1. 
  APL 8 (EL 12) 
   
  Arna El-Berel: female human (Bakluni) Wiz 8; hp 
  43; Appendix 1. 
   
  Gardakan: human male (Oeridian) Clr 8; hp 48; 
  Appendix 1. 
   
  Evolved Corpsecrafted Bleakborn (2): hp 68, 68; 
  Appendix 1. 
  APL 10 (EL 14) 
   
  Gardakan: human male (Oeridian) Clr 13; hp 78; 
  Appendix 1. 
   
  Double Evolved Corpsecrafted Blaspheme: hp 
  183; Appendix 1. 
  APL 12 (EL 16) 
   
  Gardakan: human male (Oeridian) Clr 13; hp 78; 
  Appendix 1. 
   
  Double Evolved Corpsecrafted Blaspheme (2): hp 
  183, 183; Appendix 1. 
   
  Evolved Corpsecrafted Entropic Reaper: hp 180; 
  Appendix 1. 
  APL 14 (EL 18) 
   
  Gardakan: human male (Oeridian) Clr 13; hp 78; 
  Appendix 1. 
   
  Evolved Corpsecrafted Entropic Reaper: hp 180; 
  Appendix 1. 
  TUS7-04 The Roots of Chaos 
   
  Page 10 
  
   
  Evolved Nightwalker: hp 178; Appendix 1 
   
  Tactics:  At lower APLs, Gardakan will enter in 
  melee and Arna will stay in range.  Bleakborns will get in 
  melee with Gardakan.  Beginning at APL 10, Gardakan 
  will let the undead go first, ordering them to cast the 
  spell-like abilities they have (if there’s one offensive).  
  Blasphemes will go on warriors.  If someone got his 
  strength drained, it changes its target.  Gardakan will 
  split the party with walls and then get in melee.  Entropic 
  reapers try as often as possible to sneak in and make a 
  whirlwind attack.  For the nightwalker, use the first two 
  tactics of the Monster Manual. DO NOT USE CRUSH 
  ITEM.  Always cast a Quicken unholy blight.  The 
  nightwalker summons 1-2 dread wraiths as a pre-buff.  
  Roll a d10 and subtract 2 to know in how many rounds 
  they will appear.  They stay hidden and try to surprise the 
  party.  If there’s only 1, Spring Attack the caster.  If 
  there’s 2, attack anyone who is alone (probably a caster). 
   
  NOTE: The following spells are not included in the 
  monsters’ stats in the Appendix 2: Desecrate (use the 
  better bonuses as there’s an altar), mass aid, false life, 
  ghoul light, damage from ring of blades and bonus from 
  being invisible with any invisibility spells. 
   
  Development: Once the PCs are finished here, go to 
  Conclusion. At APL 10 and up, Arna El-Berel was 
  transformed into one of the undead. The PCs can find 
  that out if they are searching for her. 
  CONCLUSION 
   
  After the PCs find the manor and defeat the evil 
  forces in the laboratory, they travel back to Hash Es’ar. 
  Read out the following: 
   
  With all that happened, you are still unsure of 
  who really was behind those abductions. What you 
  are sure of is that you have put a stop to it. All you 
  need to do now is travel back to Hash Es’ar to tell of 
  your success to those who hired you. 
   
  Check with the players to see to whom they go to get 
  their rewards (play these mini-encounters one by one, 
  and put in the consequences of their actions). 
   
  If hired by Youssouf al-Mullah, they receive Favor of 
  Youssouf al-Mullah on their AR. 
   
  If hired by the Order of Pure Blood, they receive 
  The hemorrhage has stopped on their AR. 
   
  If hired by the Tears of the Marid (and either 
  captured Arna el-Berel or defeated the undead in 
  Encounter 8), they receive The job is done on their AR. 
   
  If the PCs try to get paid by more than one faction 
  (Order or Tears), they receive Being greedy is a bad idea 
  on their AR. 
   
  If the PCs were friendly to Amydahlia, they receive 
  Favor of Amydahlia on their AR. 
   
  Also, the PCs receive monetary payment from many 
  individuals and factions (see the Treasury Summary). 
   
  If the PCs fled from the manor, the PCs whose 
  bodies were left behind receive In the armies of the Fell 
  on their AR. 
  CAMPAIGN CONSEQUENCES 
   CRITICAL EVENT SUMMARY: 
  • 
  Did the PCs kill the Priest of Incabulos? 
  • 
  Did the PCs stop those responsible for the 
  abductions from continuing their work? 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  5: Road Kill 
  Dispatching the ghouls 
   
  APL 6  
  120 XP 
   
  APL 8  
  180 XP 
   
  APL 10  
  240 XP 
   
  APL 12  
  300 XP 
   
  APL 14  
  300 XP 
  6: The Dusty Manor 
  Disabling the Dedicari powder trap 
   
  APL 6  
  90 XP 
   
  APL 8  
  90 XP 
   
  APL 10  
  90 XP 
   
  APL 12  
  90 XP 
   
  APL 14  
  90 XP 
  7: Undead! Everywhere!! 
  Defeating the undead in the corridor 
  TUS7-04 The Roots of Chaos 
   
  Page 11 
  
   
  APL 6  
  210 XP 
   
  APL 8  
  270 XP 
   
  APL 10  
  330 XP 
   
  APL 12  
  390 XP 
   
  APL 14  
  510 XP 
  8: Chaos Blossom 
  Defeating the undead in the laboratory 
   
  APL 6  
  300 XP 
   
  APL 8  
  360 XP 
   
  APL 10  
  420 XP 
   
  APL 12  
  480 XP 
   
  APL 14  
  540 XP 
  Discretionary roleplaying award 
   
  APL 6  
  180 XP 
   
  APL 8  
  225 XP 
   
  APL 10  
  270 XP 
   
  APL 12  
  315 XP 
   
  APL 14  
  360 XP 
  Total Possible Experience 
   
  APL 6  
  900 XP 
   
  APL 8  
  1,125 XP 
   
  APL 10  
  1,350 XP 
   
  APL 12  
  1,575 XP 
   
  APL 14  
  1,800 XP 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
  Encounter 8: Chaos Blossom 
   
  APL 6: Loot 128 gp; Magic 3375 gp; amulet of health 
  +2 (333 gp), cloak of charisma +2 (333 gp), cloak of 
  resistance +1 (83 gp), headband of intellect +2 (333 gp), 
  periapt of wisdom +2 (333 gp), rod of enemy detection 
  (1958 gp); Total  3503 gp. 
   
  APL 8: Loot 128 gp; Magic 3375 gp; amulet of health 
  +2 (333 gp), cloak of charisma +2 (333 gp), cloak of 
  resistance +1 (83 gp), headband of intellect +2 (333 gp), 
  periapt of wisdom +2 (333 gp), rod of enemy detection 
  (1958 gp); Total  3503 gp. 
   
  APL 10: Loot 190 gp; Magic 5783 gp; cloak of 
  charisma +2 (333 gp), nycoptic manuscripts (208 gp); 
  periapt of wisdom +4 (333 gp), rod of enemy detection 
  (1958 gp), rod of withering (2083 gp), unholy shrouds, 
  greater (533 gp), vest of resistance +2 (333 gp); Total: 5974 
  gp 
   
  APL 12: Loot 190 gp; Magic 5783 gp; cloak of 
  charisma +2 (333 gp), nycoptic manuscripts (208 gp); 
  periapt of wisdom +4 (333 gp), rod of enemy detection 
  (1958 gp), rod of withering (2083 gp), unholy shrouds, 
  TUS7-04 The Roots of Chaos 
   
  Page 12 
  
  greater (533 gp), vest of resistance +2 (333 gp); Total: 5974 
  gp 
   
  APL 14: Coin 250 gp; Loot 190 gp; Magic 5783 gp; 
  cloak of charisma +2 (333 gp), nycoptic manuscripts (208 
  gp); periapt of wisdom +4 (333 gp), rod of enemy 
  detection (1958 gp), rod of withering (2083 gp), unholy 
  shrouds, greater (533 gp), vest of resistance +2 (333 gp); 
  Total: 6224 gp 
  Conclusion 
  Payments from those who hired them and the locals 
   
  APL 6: 
  50 gp 
   
  APL 8: 
  75 gp 
   
  APL 10:  
  100 gp 
   
  APL 12:  
  250 gp 
   
  APL 14:  
  500 gp 
  Total Possible Treasure 
   
  APL 6:  
  Total: 900 gp 
   
  APL 8:  
  Total: 1,300 gp 
   
  APL 10:  
  Total: 2,300 gp 
   
  APL 12:  
  Total: 3,300 gp 
   
  APL 14:  
  Total: 6,600 gp 
  ADVENTURE RECORD ITEMS 
  Favor of Youssouf al-Mullah: As a reward to have 
  accomplished your mission, Youssouf al-Mullah grants 
  you access (adventure) to one of the following: Ghost 
  Ward (LM p.75), Ghost Strike (LM p. 77) or Ghost Net 
  (LM p.78).  If a favor with the Church of Al'Akbar is 
  spent now, the frequency becomes regional.  Counts as a 
  religious influence point. 
  Favor of Amydahlia: As a reward for having saved her 
  village (and all of her properties), the next 3 adventures 
  set in Northern Tusmit will have a free rich upkeep as 
  she has good contacts amongst her kin. 
  The Bleeding has stopped: Your deeds will not be 
  forgotten for having informed the Order before the 
  Mullah.  Counts as an underground influence point. 
  The job is done: Your boss will not forget to say good 
  words about you next time your name appears on the 
  “Spring Clearance Event” list…  Counts as an 
  underground influence point.   
  Being greedy is a bad idea: You have tried to get paid by 
  two organizations… it has worked this time.  But next 
  time, you’ll have to pay your due.  If a character has this 
  disfavor, he loses all the influence points given in this AR 
  from the factions he cross-sided.  If you’re within one of 
  those organizations, you will have to pay triple of the 
  annual fees. 
  Touched by the temptation: You have entered in 
  contact with the Dedicari powder.  This may have future 
  consequences. 
  In the armies of the Fell: Your corpse was left behind in 
  the laboratory and was raised as a Undead in the service 
  of Lord Fell army, you cannot be brought back to life by a 
  Raise Dead spell. Only a Resurrection or True 
  Resurrection will work. But only so after the 
  Preskmascon 2007 interactive. You cannot play your 
  character until then. 
  TUS7-04 The Roots of Chaos 
   
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  TUS7-04 The Roots of Chaos 
   
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   APPENDIX 1: ALL APLS
  ENCOUNTER 4: A SCREAM IN THE 
  NIGHT 
  GAMALAN 
  CR 3 
  Male Half-Elf Ranger 3  
  CN Medium humanoid  
  Init +2; Senses Listen +8, Spot +8 
  Languages Common, Elven  
  AC 14, touch 12, flat-footed 12 
   (+2 Dex, +2 armor) 
  hp 18 (3d8 HD);  
  Fort +3, Ref +5, Will +3 
  Speed 30 ft. (6 squares) 
  Melee Two-handed sword +4 (2d6+1) or 
  Ranged Longbow +5 (1d8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +4  
  Combat Gear Two-handed sword, longbow, leather armor 
  Abilities Str 12, Dex 14, Con 10, Int 14, Wis 14, Cha 10 
  Feats Rapid Shot, Self Sufficient, Skill Focus (survival)  
  Skills Heal +10, Knowledge (Nature) +6, Search +6, 
  Survival +13 (15 in nature) 
  Possessions combat gear plus rations, waterskin and tent 
   
  ENCOUNTER 6: THE DUSTY MANOR 
  DEDICARI FLOWER TRAP 
  CR 3 
  Description Dedicari powder gas. 
  Search DC 27; Type Magic 
  Trigger Detection (detect thoughts) 
  Effect DC 10+APL Fortitude save if first exposure, DC 
  20+APL if second or more exposure (only Arcane casters 
  are affected), or become affected by a confusion, lesser - 
  replace “attack spellcaster” by “attack closest person”; 
  multiple targets (all targets in a 10-ft.-by-10-ft. room) 
  Duration Instantaneous 
  Disarm Disable Device DC 27
   
  
  APL 6 
  ENCOUNTER 7: UNDEAD 
  EVERYWHERE 
  EVOLVED ADVANCED WRAITH CR 7 
  LE Medium Undead (Incorporeal) 
  Init +7; Senses Listen +16, Spot +16 
  Aura unnatural aura 30ft 
  AC 18, touch 18, flat-footed 15 
   (+3 Dex, +5 deflection) 
  Miss Chance 50% 
  hp 58 (9d12); 
  Immune see incorporeal traits and undead traits. 
  Fort +3, Ref +6, Will +8 
  Weakness daylight powerlessness 
  Speed Fly 60 ft (Good) 
  Melee  Incorporeal touch +7 (1d4 plus 1d6 x 1.5 
  Constitution drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp - 
  Atk Options Constitution drain DC 18, spell-like 
  ability. 
  Special Actions Create spawn 
  Spell-Like Abilities (CL 9th): 
    1/day— Cone of Cold DC 19 
  Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 18 
  SQ Darkvision 60ft, fast healing 3, incorporeal traits, 
  spell-like ability, undead traits, +2 turn resistance. 
  Feats Alertness, Blind Fight, Combat Reflexes, 
  Improved Initiative, Empowered Ability Damage 
  (Constitution Drain), Ability Focus (Constitution 
  Drain). 
  Skills Diplomacy +7, Hide +15, Intimidate +15, Listen 
  +16, Search +14, Sense Motive +12, Spot +16, 
  Survival +2 (+4 following tracks). 
  ENCOUNTER 8: CHAOS BLOSSOM 
  ARNA EL-BEREL 
  CR 8 
  Female Bakluni Wizard 8 
  NE Medium Humanoid (Human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common, Ancient Baklunish, Ancient 
  Sueloise, Draconic, Old Oeridian.  
  AC 12 [20], touch 12, flat-footed 10 [18] 
   (+2 Dex) 
  hp 43 (8d4 HD);  
  Resist: Fire 20 
  Fort +5, Ref +5, Will +6 
  Speed 30 ft.; 
  Melee Dagger +3 (1d4-1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3  
  Atk Options: Spells 
  Wizard Spells Prepared (CL 8th): 
   4th—confusion (DC 21), crushing despair (DC 21), 
  greater invisibility; 
   3rd—deep slumber (DC 20), dispel magic, hold 
  person, lightning bolt; 
   2nd—false life, resist energy (fire), scorching ray, 
  see invisibility 
   1st—mage armor, magic missile (2), shield, 
  shocking grasp (2) 
   0—detect magic (2), detect poison, mage hand 
  �Already cast 
  Abilities Str 8, Dex 14, Con 14, Int 20, Wis 8, Cha 12 
  SQ Spells, Familiar (Toad) 
  Feats Combat Casting, Greater Spell Focus 
  (Enchantment), Skill Focus (Concentration), Spell 
  Focus (Enchantment), Sudden Silent  
  Skills Bluff +6, Concentration +16, Decipher Script 
  +16, Knowledge (Arcana) +16, Knowledge (Planes) 
  +10, Profession (Scribe) +7, Spellcraft +18, 
  Possessions combat gear plus headband of intellect 
  +2, amulet of health +2, cloak of resistance +1 
  * see Appendix 2: New Rules Items 
   
  GARDAKAN 
  CR 8 
  Male Oeridian Cleric 8 
  NE Medium Humanoid (Human) 
  Init +0; Senses Listen +5, Spot +5 
  Languages Common, Ancient Baklunish, Infernal, 
  Old Oeridian 
  AC 20 [27], touch 10 [13], flat-footed 20 [27] 
   (+8 [10] armor, +2 [4] shield, +0 [3] deflection) 
  Miss chance: see entropic shield 
  hp 48 [64] (8d8 HD);  
  Immune: see death ward and freedom of movement] 
  Fort +6 [8] (+0 against poison), Ref +2, Will +11 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee Heavy Mace +6/+1 [+11/+6] (1d8 [1d8+6]) and 
  Bite +1 [+6] (1d6 [1d6+3]) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +6 [8] 
  Atk Options: Spells 
  Cleric Spells Prepared (CL 8th): 
   4th—cure critical wounds, death ward (D), divine 
  power, freedom of movement, poison;  
   3rd—cure serious wounds, ghoul gesture (D), 
  magic vestment (2), mass aid, ring of blades; 
   2nd—bear’s endurance, bull’s strength, close 
  wounds (2), desecrate, ghoul glyph* (D); 
   1st—cause fear (D), cure light wounds (2), divine 
  favor, entropic shield, magic weapon, shield of 
  faith; 
   0—cure minor wounds, detect magic (2), detect 
  poison, mending, read magic 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Hunger  
  Abilities Str 10 [14], Dex 10, Con 10 [14], Int 14, Wis 
  20, Cha 16 
  SQ: Spells, Death Touch from Death Domain 
  TUS7-04 The Roots of Chaos 
   
  Page 15 
  
  Feats Bolster Resistance*, Corpsecrafter*, 
  Destruction Retribution*, Nimble Bones*; 
  Skills Concentration +11 [13], Diplomacy +14, Heal 
  +16, Knowledge (Religion) +13, Knowledge 
  (Planes) +13; 
  Possessions combat gear plus periapt of wisdom +2, 
  cloak of charisma +2, rod of enemy detection. 
  * see Appendix 2: New Rules Items
  TUS7-04 The Roots of Chaos 
   
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  TUS7-04 The Roots of Chaos 
   
  Page 17 
  APL 8 
  ENCOUNTER 7: UNDEAD 
  EVERYWHERE 
  EVOLVED ADVANCED WRAITH CR 7 
  LE Medium Undead (Incorporeal) 
  Init +7; Senses Listen +16, Spot +16 
  Aura unnatural aura 30ft 
  AC 18, touch 18, flat-footed 15 
   (+3 Dex, +5 deflection) 
  Miss Chance 50% 
  hp 58 (9d12); 
  Immune see incorporeal traits and undead traits. 
  Fort +3, Ref +6, Will +8 
  Weakness daylight powerlessness 
  Speed Fly 60 ft (Good) 
  Melee  Incorporeal touch +7 (1d4 plus 1d6 x 1.5 
  Constitution drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp - 
  Atk Options Constitution drain DC 18, spell-like 
  ability. 
  Special Actions Create spawn 
  Spell-Like Abilities (CL 9th): 
    1/day— Cone of Cold DC 19 
  Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 18 
  SQ Darkvision 60ft, fast healing 3, incorporeal traits, 
  spell-like ability, undead traits, +2 turn resistance. 
  Feats Alertness, Blind Fight, Combat Reflexes, 
  Improved Initiative, Empowered Ability Damage 
  (Constitution Drain), Ability Focus (Constitution 
  Drain). 
  Skills Diplomacy +7, Hide +15, Intimidate +15, Listen 
  +16, Search +14, Sense Motive +12, Spot +16, 
  Survival +2 (+4 following tracks). 
  ENCOUNTER 8: CHAOS BLOSSOM 
  ARNA EL-BEREL 
  CR 8 
  Female Bakluni Wizard 8 
  NE Medium Humanoid (Human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common, Ancient Baklunish, Ancient 
  Sueloise, Draconic, Old Oeridian.  
  AC 12 [20], touch 12, flat-footed 10 [18] 
   (+2 Dex) 
  hp 43 (8d4 HD);  
  Resist: Fire 20 
  Fort +5, Ref +5, Will +6 
  Speed 30 ft.; 
  Melee Dagger +3 (1d4-1)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3  
  Atk Options: Spells 
  Wizard Spells Prepared (CL 8th): 
   4th—confusion (DC 21), crushing despair (DC 21), 
  greater invisibility; 
   3rd—deep slumber (DC 20), dispel magic, hold 
  person, lightning bolt; 
   2nd—false life, resist energy (fire), scorching ray, 
  see invisibility 
   1st—mage armor, magic missile (2), shield, 
  shocking grasp (2) 
   0—detect magic (2), detect poison, mage hand 
  �Already cast 
  Abilities Str 8, Dex 14, Con 14, Int 20, Wis 8, Cha 12 
  SQ Spells, Familiar (Toad) 
  Feats Combat Casting, Greater Spell Focus 
  (Enchantment), Skill Focus (Concentration), Spell 
  Focus (Enchantment), Sudden Silent * 
  Skills Bluff +6, Concentration +16, Decipher Script 
  +16, Knowledge (Arcana) +16, Knowledge (Planes) 
  +10, Profession (Scribe) +7, Spellcraft +18, 
  Possessions combat gear plus headband of intellect 
  +2, amulet of health +2, cloak of resistance +1 
  * see Appendix 2: New Rules Items 
   
  GARDAKAN 
  CR 8 
  Male Oeridian Cleric 8 
  NE Medium Humanoid (Human) 
  Init +0; Senses Listen +5, Spot +5 
  Languages Common, Ancient Baklunish, Infernal, 
  Old Oeridian 
  AC 20 [27], touch 10 [13], flat-footed 20 [27] 
   (+8 [10] armor, +2 [4] shield, +0 [3] deflection) 
  Miss chance: see entropic shield 
  hp 48 [64] (8d8 HD);  
  Immune: see death ward and freedom of movement] 
  Fort +6 [8] (+0 against poison), Ref +2, Will +11 
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.; 
  Melee Heavy Mace +6/+1 [+11/+6] (1d8 [1d8+6]) and 
  Bite +1 [+6] (1d6 [1d6+3]) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6/+1; Grp +6 [8] 
  Atk Options: Spells 
  Cleric Spells Prepared (CL 8th): 
   4th—cure critical wounds, death ward (D), divine 
  power, freedom of movement, poison;  
   3rd—cure serious wounds, ghoul gesture (D), 
  magic vestment (2), mass aid, ring of blades; 
   2nd—bear’s endurance, bull’s strength, close 
  wounds (2), desecrate, ghoul glyph* (D); 
   1st—cause fear (D), cure light wounds (2), divine 
  favor, entropic shield, magic weapon, shield of 
  faith; 
   0—cure minor wounds, detect magic (2), detect 
  poison, mending, read magic 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Hunger  
  Abilities Str 10 [14], Dex 10, Con 10 [14], Int 14, Wis 
  20, Cha 16 
  SQ : Spells, Death Touch from Death Domain 
  
  Feats Bolster Resistance*, Corpsecrafter*, 
  Destruction Retribution*, Nimble Bones*; 
  Skills Concentration +11 [13], Diplomacy +14, Heal 
  +16, Knowledge (Religion) +13, Knowledge 
  (Planes) +13; 
  Possessions combat gear plus periapt of wisdom +2, 
  cloak of charisma +2, rod of enemy detection. 
  * see Appendix 2: New Rules Items 
   
  EVOLVED CORPSECRAFTED 
  BLEAKBORN 
  CR 8 
  NE Medium Undead 
  Init +7; Senses Listen +12, Spot +12 
  Aura: Heat Draining Aura 
  Languages Common  
  AC 28 [29], touch 13 [14], flat-footed 25 
   +3 Dex, +14 natural) 
  hp 68 (8d12+16 HD); fast healing 3;  
  Immune see undead traits 
  Fort +3, Ref +7 [8], Will +8 
  Speed 40[70] ft.; 
  Melee Slam +13 [14/14] (1d6+13 plus 2d6 Cold)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +13  
  Atk Options: spell-like ability 
  Special Actions: Cold to the Touch (Each 3 points 
  of cold damage it deals, it heals itself for 1 point. 
  When it gets hit in melee range, the attacker takes 
  1d6 cold damage. It doesn’t affect someone 
  wielding a reach weapon. If it exceeds maximum 
  HP, it stacks as temporary hit points)  
  Create spawn, Heat-draining aura (DC 17 Fortitude 
  save or take 2d6 cold damage. If the save 
  succeeds, it takes only half damage.  Does not 
  work if creature has immunity to cold),  
  Spell-Like Abilities (CL 8th): 
   1/day—haste (for 1st bleakborn)/greater invisibility 
  (for 2nd bleakborn) 
  �Already cast 
  Abilities Str 28, Dex 16, Con --, Int 14, Wis 14, Cha 
  17 
  SQ Contingent Healing 10, darkvision 60ft, diet 
  dependant, fast healing 3, fire lover (takes no 
  damage from fire spells and heals itself for 1/3 of 
  the damage it’d have dealt), spell-like ability, 
  undead traits, +6 [+7] turn resistance 
  Feats Alertness, Combat Reflexes, Lightning 
  Reflexes  
  Skills Diplomacy +6, Hide +11, Intimidate +10, 
  Search +10, Survival +2 (+4 following tracks) 
  TUS7-04 The Roots of Chaos 
   
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  TUS7-04 The Roots of Chaos 
   
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  APL 10 
  ENCOUNTER 7: UNDEAD 
  EVERYWHERE 
  EVOLVED ADVANCED WRAITH CR 7 
  LE Medium Undead (Incorporeal) 
  Init +7; Senses Listen +16, Spot +16 
  Aura unnatural aura 30ft 
  AC 18, touch 18, flat-footed 15 
   (+3 Dex, +5 deflection) 
  Miss Chance 50% 
  hp 58 (9d12); 
  Immune see incorporeal traits and undead traits. 
  Fort +3, Ref +6, Will +8 
  Weakness daylight powerlessness 
  Speed Fly 60 ft (Good) 
  Melee  Incorporeal touch +7 (1d4 plus 1d6 x 1.5 
  Constitution drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp - 
  Atk Options Constitution drain DC 18, spell-like 
  ability. 
  Special Actions Create spawn 
  Spell-Like Abilities (CL 9th): 
    1/day— Cone of Cold DC 19 
  Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 18 
  SQ Darkvision 60ft, fast healing 3, incorporeal traits, 
  spell-like ability, undead traits, +2 turn resistance. 
  Feats Alertness, Blind Fight, Combat Reflexes, 
  Improved Initiative, Empowered Ability Damage 
  (Constitution Drain), Ability Focus (Constitution 
  Drain). 
  Skills Diplomacy +7, Hide +15, Intimidate +15, Listen 
  +16, Search +14, Sense Motive +12, Spot +16, 
  Survival +2 (+4 following tracks). 
  ENCOUNTER 8: CHAOS BLOSSOM 
  GARDAKAN 
  CR 13 
  Male Oeridian Cleric 13 
  NE Medium Humanoid (Human) 
  Init +0 [4]; Senses Listen +6, Spot +6 
  Languages Common, Ancient Baklunish, Infernal, 
  Old Oeridian 
  AC 20 [30], touch 10 [14], flat-footed 20 [30] 
   (+8 [11] armor, +2 [5] shield, +0 [4] deflection) 
  Miss chance : [see Entropic Shield] 
  hp 78 [104] (13d8 HD);  
  Immune: see freedom of movement and spell 
  immunity 
  Resist: Fire 30 and Positive Energy 10 
  SR: 25 
  Fort +10 [16] (+0 against poison), Ref +6 [11], Will 
  +16 [20] 
  Speed 20 ft. [40] in full plate (4 squares), base 
  movement 30 ft. [60]; 
  Melee Heavy Mace +9/4 [+18/18/13] (1d8 [1d8+8]) 
  and Bite +4 [+12] (1d6 [1d6+4]) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9/+4; Grp +9 [11] 
  Atk Options: Spells 
  Combat Gear: Masterwork Full plate, Masterwork 
  Heavy Steel Shield and Masterwork Heavy Mace  
  Cleric Spells Prepared (CL 13th): 
   7th—field of ghouls* (D), greater bestow curse* 
  (DC 23); 
   6th— blade barrier (DC 22), create undead (D), 
  harm (2); 
   5th—slay living (D) (DC 21), spell resistance, 
  stalwart pact*, true seeing, wall of stone; 
   4th—enervation (D), freedom of movement, greater 
  magic weapon, negative energy aura*, poison, 
  spell immunity (magic missile, scorching ray, 
  Otiluke’s resilient sphere);  
   3rd—ghoul gesture* (D), magic vestment (2), mass 
  aid, mass conviction*, ring of blades; 
   2nd—bear’s endurance, bull’s strength, desecrate, 
  ghoul glyph* (D), protection from positive 
  energy*, remove paralysis, resist energy (fire), 
  stone bones*; 
   1st—ghoul light* (D), divine favor, ebon eyes*, 
  entropic shield, resurgence, shield of faith (2), 
  sign*; 
   0—detect magic (3), detect poison, mending, read 
  magic 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Hunger  
  Abilities Str 10 [14], Dex 10, Con 10 [14], Int 14, Wis 
  23, Cha 16 
  SQ: Spells, Death Touch from Death Domain 
  Feats Bolster Resistance*, Corpsecrafter*, 
  Destruction Retribution*, Nimble Bones*, Tomb-
  Born Fortitude*, Tomb-Tainted Soul*; 
  Skills Concentration +16 [18], Diplomacy +19, Heal 
  +22, Knowledge (Religion) +18, Knowledge 
  (Planes) +18; 
  Possessions combat gear plus periapt of wisdom +4, 
  cloak of charisma +2, vest of resistance +2, 
  nycoptic manuscripts, unholy shrouds (greater), rod 
  of enemy detection, rod of withering. 
  * see Appendix 2: New Rules Items 
   
  DOUBLE EVOLVED CORPSECRAFTED 
  BLASPHEME 
  CR 11 
  NE Medium Undead 
  Init +5; Senses Listen +10, Spot +10 
  Languages Common  
  AC 22 [29], touch 11 [15], flat-footed 21 [28] 
   (+1 Dex, +0 [4] deflection, +11 [14] natural) 
  hp 183 (18d12+66 HD); fast healing 6; DR 5/slash 
  Immune to Cold and see undead traits 
  Fort +8 [11], Ref +7 [11], Will +13 [16] 
  Speed base movement 50 [80] ft.; 
  
  Melee Bite +22 [+23/23](1d8+19 plus blasphemous 
  contact) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +22  
  Atk Options Spell-like ability 
  Special Actions Blasphemous Contact (Each time it 
  bites a non evil creature, it does 1d6 points of 
  Strength damage and is dazed for 1 round.  No 
  saving throw).  Erratic Charge (can make a 90 
  degrees turn while charging) 
  Spell-Like Abilities (CL 18th): 
   1/day—greater dispel magic, haste 
  �Already cast 
  Abilities Str 34, Dex 12, Con --, Int 5, Wis 15, Cha 14 
  SQ Blasphemous contact, fast healing 6, spell-like 
  ability, undead traits. 
  Feats Improved Natural Attack (Bite), Improved 
  Toughness, Toughness (4), Track;  
  Skills Survival +7 
  TUS7-04 The Roots of Chaos 
   
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  TUS7-04 The Roots of Chaos 
   
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  APL 12 
  ENCOUNTER 7: UNDEAD 
  EVERYWHERE 
  EVOLVED ADVANCED WRAITH CR 7 
  LE Medium Undead (Incorporeal) 
  Init +7; Senses Listen +16, Spot +16 
  Aura unnatural aura 30ft 
  AC 18, touch 18, flat-footed 15 
   (+3 Dex, +5 deflection) 
  Miss Chance 50% 
  hp 58 (9d12); 
  Immune see incorporeal traits and undead traits. 
  Fort +3, Ref +6, Will +8 
  Weakness daylight powerlessness 
  Speed Fly 60 ft (Good) 
  Melee  Incorporeal touch +7 (1d4 plus 1d6 x 1.5 
  Constitution drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp - 
  Atk Options Constitution drain DC 18, spell-like 
  ability. 
  Special Actions Create spawn 
  Spell-Like Abilities (CL 9th): 
    1/day— Cone of Cold DC 19 
  Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 18 
  SQ Darkvision 60ft, fast healing 3, incorporeal traits, 
  spell-like ability, undead traits, +2 turn resistance. 
  Feats Alertness, Blind Fight, Combat Reflexes, 
  Improved Initiative, Empowered Ability Damage 
  (Constitution Drain), Ability Focus (Constitution 
  Drain). 
  Skills Diplomacy +7, Hide +15, Intimidate +15, Listen 
  +16, Search +14, Sense Motive +12, Spot +16, 
  Survival +2 (+4 following tracks). 
   
  ENCOUNTER 8: CHAOS BLOSSOM 
  GARDAKAN 
  CR 13 
  Male Oeridian Cleric 13 
  NE Medium Humanoid (Human) 
  Init +0 [4]; Senses Listen +6, Spot +6 
  Languages Common, Ancient Baklunish, Infernal, 
  Old Oeridian 
  AC 20 [30], touch 10 [14], flat-footed 20 [30] 
   (+8 [11] armor, +2 [5] shield, +0 [4] deflection) 
  Miss chance : [see Entropic Shield] 
  hp 78 [104] (13d8 HD);  
  Immune: see freedom of movement and spell 
  immunity 
  Resist: Fire 30 and Positive Energy 10 
  SR: 25 
  Fort +10 [16] (+0 against poison), Ref +6 [11], Will 
  +16 [20] 
  Speed 20 ft. [40] in full plate (4 squares), base 
  movement 30 ft. [60]; 
  Melee Heavy Mace +9/4 [+18/18/13] (1d8 [1d8+8]) 
  and Bite +4 [+12] (1d6 [1d6+4]) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9/+4; Grp +9 [11] 
  Atk Options: Spells 
  Combat Gear: Masterwork Full plate, Masterwork 
  Heavy Steel Shield and Masterwork Heavy Mace  
  Cleric Spells Prepared (CL 13th): 
   7th—field of ghouls* (D), greater bestow curse* 
  (DC 23); 
   6th— blade barrier (DC 22), create undead (D), 
  harm (2); 
   5th—slay living (D) (DC 21), spell resistance, 
  stalwart pact*, true seeing, wall of stone; 
   4th—enervation (D), freedom of movement, greater 
  magic weapon, negative energy aura*, poison, 
  spell immunity (magic missile, scorching ray, 
  Otiluke’s resilient sphere);  
   3rd—ghoul gesture* (D), magic vestment (2), mass 
  aid, mass conviction*, ring of blades; 
   2nd—bear’s endurance, bull’s strength, desecrate, 
  ghoul glyph* (D), protection from positive 
  energy*, remove paralysis, resist energy (fire), 
  stone bones*; 
   1st—ghoul light* (D), divine favor, ebon eyes*, 
  entropic shield, resurgence, shield of faith (2), 
  sign*; 
   0—detect magic (3), detect poison, mending, read 
  magic 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Hunger  
  Abilities Str 10 [14], Dex 10, Con 10 [14], Int 14, Wis 
  23, Cha 16 
  SQ: Spells, Death Touch from Death Domain 
  Feats Bolster Resistance*, Corpsecrafter*, 
  Destruction Retribution*, Nimble Bones*, Tomb-
  Born Fortitude*, Tomb-Tainted Soul*; 
  Skills Concentration +16 [18], Diplomacy +19, Heal 
  +22, Knowledge (Religion) +18, Knowledge 
  (Planes) +18; 
  Possessions combat gear plus periapt of wisdom +4, 
  cloak of charisma +2, vest of resistance +2, 
  nycoptic manuscripts, unholy shrouds (greater), rod 
  of enemy detection, rod of withering. 
  * see Appendix 2: New Rules Items 
    
  DOUBLE EVOLVED CORPSECRAFTED 
  BLASPHEME 
  CR 11 
  NE Medium Undead 
  Init +5; Senses Listen +10, Spot +10 
  Languages Common  
  AC 22 [29], touch 11 [15], flat-footed 21 [28] 
   (+1 Dex, +0 [4] deflection, +11 [14] natural) 
  hp 183 (18d12+66 HD); fast healing 6; DR 5/slash 
  Immune to Cold and see undead traits 
  Fort +8 [11], Ref +7 [11], Will +13 [16] 
  Speed base movement 50 [80] ft.; 
  
  Melee Bite +22 [+23/23](1d8+19 plus blasphemous 
  contact) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +22  
  Atk Options Spell-like ability 
  Special Actions Blasphemous Contact (Each time it 
  bites a non evil creature, it does 1d6 points of 
  Strength damage and is dazed for 1 round.  No 
  saving throw).  Erratic Charge (can make a 90 
  degrees turn while charging) 
  Spell-Like Abilities (CL 18th): 
   1/day—greater dispel magic, haste 
  �Already cast 
  Abilities Str 34, Dex 12, Con --, Int 5, Wis 15, Cha 14 
  SQ Blasphemous contact, fast healing 6, spell-like 
  ability, undead traits. 
  Feats Improved Natural Attack (Bite), Improved 
  Toughness, Toughness (4), Track;  
  Skills Survival +7 
    
  EVOLVED CORPSECRAFTED* ENTROPIC 
  REAPER 
  CR 13 
  CE Medium Undead 
  Init +10; Senses Listen +26, Spot +26 
  Languages Common  
  AC 21 [32], touch 12 [17], flat-footed 19 [29] 
   (+2 [+1 Haste] Dex, +0 [4] deflection, +8 [14] 
  natural) 
  hp 180 (19d12+50 HD); fast healing 13; DR 10/cold 
  iron and lawful 
  SR 22 
  Fort +18 [21], Ref +8 [12], Will +13 [16] 
  Speed base movement 40 [70] ft.; 
  Melee Large Scythe +16/11 [+17/17/12] (2d6+24)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +21  
  Atk Options Spell-like ability 
  Special Actions Entropic Blade (DC 22), Master of 
  the Scythe;  
  Spell-Like Abilities (CL 19th): 
   1/day—greater invisibility, plane shift 
  �Already cast 
  Abilities Str 35, Dex 14, Con --, Int 11, Wis 20, Cha 
  17 
  SQ Damage Reduction 10/cold iron and lawful, 
  Darkvision 60ft, fast healing 13, master of  the 
  scythe, spell resistance 22, spell-like ability, 
  undead traits; 
  Feats Combat Reflexes, Cleave, Improved Critical 
  (Scythe), Improved Initiative, Improved Toughness, 
  Power Attack, Whirlwind Attack; 
  Skills Concentration +24, Knowledge (Planes) +23 
  * see Appendix 2: New Rules Items 
  TUS7-04 The Roots of Chaos 
   
  Page 22 
  
  TUS7-04 The Roots of Chaos 
   
  Page 23 
  APL 14 
  ENCOUNTER 7: UNDEAD 
  EVERYWHERE 
  EVOLVED ADVANCED WRAITH CR 7 
  LE Medium Undead (Incorporeal) 
  Init +7; Senses Listen +16, Spot +16 
  Aura unnatural aura 30ft 
  AC 18, touch 18, flat-footed 15 
   (+3 Dex, +5 deflection) 
  Miss Chance 50% 
  hp 58 (9d12); 
  Immune see incorporeal traits and undead traits. 
  Fort +3, Ref +6, Will +8 
  Weakness daylight powerlessness 
  Speed Fly 60 ft (Good) 
  Melee  Incorporeal touch +7 (1d4 plus 1d6 x 1.5 
  Constitution drain) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp - 
  Atk Options Constitution drain DC 18, spell-like 
  ability. 
  Special Actions Create spawn 
  Spell-Like Abilities (CL 9th): 
    1/day— Cone of Cold DC 19 
  Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 18 
  SQ Darkvision 60ft, fast healing 3, incorporeal traits, 
  spell-like ability, undead traits, +2 turn resistance. 
  Feats Alertness, Blind Fight, Combat Reflexes, 
  Improved Initiative, Empowered Ability Damage 
  (Constitution Drain), Ability Focus (Constitution 
  Drain). 
  Skills Diplomacy +7, Hide +15, Intimidate +15, Listen 
  +16, Search +14, Sense Motive +12, Spot +16, 
  Survival +2 (+4 following tracks). 
   
  ENCOUNTER 8: CHAOS BLOSSOM 
  GARDAKAN 
  CR 13 
  Male Oeridian Cleric 13 
  NE Medium Humanoid (Human) 
  Init +0 [4]; Senses Listen +6, Spot +6 
  Languages Common, Ancient Baklunish, Infernal, 
  Old Oeridian 
  AC 20 [30], touch 10 [14], flat-footed 20 [30] 
   (+8 [11] armor, +2 [5] shield, +0 [4] deflection) 
  Miss chance : [see Entropic Shield] 
  hp 78 [104] (13d8 HD);  
  Immune: see freedom of movement and spell 
  immunity 
  Resist: Fire 30 and Positive Energy 10 
  SR: 25 
  Fort +10 [16] (+0 against poison), Ref +6 [11], Will 
  +16 [20] 
  Speed 20 ft. [40] in full plate (4 squares), base 
  movement 30 ft. [60]; 
  Melee Heavy Mace +9/4 [+18/18/13] (1d8 [1d8+8]) 
  and Bite +4 [+12] (1d6 [1d6+4]) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9/+4; Grp +9 [11] 
  Atk Options: Spells 
  Combat Gear: Masterwork Full plate, Masterwork 
  Heavy Steel Shield and Masterwork Heavy Mace  
  Cleric Spells Prepared (CL 13th): 
   7th—field of ghouls* (D), greater bestow curse* 
  (DC 23); 
   6th— blade barrier (DC 22), create undead (D), 
  harm (2); 
   5th—slay living (D) (DC 21), spell resistance, 
  stalwart pact*, true seeing, wall of stone; 
   4th—enervation (D), freedom of movement, greater 
  magic weapon, negative energy aura*, poison, 
  spell immunity (magic missile, scorching ray, 
  Otiluke’s resilient sphere);  
   3rd—ghoul gesture* (D), magic vestment (2), mass 
  aid, mass conviction*, ring of blades; 
   2nd—bear’s endurance, bull’s strength, desecrate, 
  ghoul glyph* (D), protection from positive 
  energy*, remove paralysis, resist energy (fire), 
  stone bones*; 
   1st—ghoul light* (D), divine favor, ebon eyes*, 
  entropic shield, resurgence, shield of faith (2), 
  sign*; 
   0—detect magic (3), detect poison, mending, read 
  magic 
  D: Domain spell. Deity: Incabulos. Domains: Death, 
  Hunger  
  Abilities Str 10 [14], Dex 10, Con 10 [14], Int 14, Wis 
  23, Cha 16 
  SQ: Spells, Death Touch from Death Domain 
  Feats Bolster Resistance*, Corpsecrafter*, 
  Destruction Retribution*, Nimble Bones*, Tomb-
  Born Fortitude*, Tomb-Tainted Soul*; 
  Skills Concentration +16 [18], Diplomacy +19, Heal 
  +22, Knowledge (Religion) +18, Knowledge 
  (Planes) +18; 
  Possessions combat gear plus periapt of wisdom +4, 
  cloak of charisma +2, vest of resistance +2, 
  nycoptic manuscripts, unholy shrouds (greater), rod 
  of enemy detection, rod of withering, 1,500 gp 
  * see Appendix 2: New Rules Items 
   
  EVOLVED CORPSECRAFTED* ENTROPIC 
  REAPER 
  CR 13 
  CE Medium Undead 
  Init +10; Senses Listen +26, Spot +26 
  Languages Common  
  AC 21 [32], touch 12 [17], flat-footed 19 [29] 
   (+2 [+1 Haste] Dex, +0 [4] deflection, +8 [14] 
  natural) 
  hp 180 (19d12+50 HD); fast healing 13; DR 10/cold 
  iron and lawful 
  SR 22 
  
  Fort +18 [21], Ref +8 [12], Will +13 [16] 
  Speed base movement 40 [70] ft.; 
  Melee Large Scythe +16/11 [+17/17/12] (2d6+24)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +21  
  Atk Options Spell-like ability 
  Special Actions Entropic Blade (DC 22), Master of 
  the Scythe;  
  Spell-Like Abilities (CL 19th): 
   1/day—greater invisibility, plane shift 
  �Already cast 
  Abilities Str 35, Dex 14, Con --, Int 11, Wis 20, Cha 
  17 
  SQ Damage Reduction 10/cold iron and lawful, 
  Darkvision 60ft, fast healing 13, master of  the 
  scythe, spell resistance 22, spell-like ability, 
  undead traits; 
  Feats Combat Reflexes, Cleave, Improved Critical 
  (Scythe), Improved Initiative, Improved Toughness, 
  Power Attack, Whirlwind Attack; 
  Skills Concentration +24, Knowledge (Planes) +23 
  * see Appendix 2: New Rules Items 
    
  EVOLVED* NIGHTWALKER 
  CR 17 
  CE Huge Undead (Extraplanar) 
  Init +6; Senses Listen +29, Spot +29 
  Aura Desecrating Aura (Not counted on other 
  undead, see Monster Manual p. 196) 
  Languages Common  
  AC 33 [44], touch 10 [15], flat-footed 31 [35] 
   (-2 size, +2 Dex [+1 Haste], +0 [4] deflection, +0 
  insight, +23 [29] natural) 
  hp 178 (21d12+42 HD); fast healing 3; DR 15/silver 
  and magic 
  Immune to Cold 
  SR 29 
  Fort +12 [15], Ref +11 [15], Will +19 [22] 
  Weakness Aversion to daylight 
  Speed base movement 40 [70] ft., fly (poor) 20 ft.; 
  Melee Slam +25/25 [+26/26/26] (2d6+17) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +10; Grp +35  
  Atk Options Crush Item (DC 35), Spell-like abilities  
  Special Actions Desecrating Aura, Evil Gaze (DC 
  25), Summon Undead 
  Spell-Like Abilities (CL 21st): 
   At Will—contagion (DC 19), deeper darkness, 
  detect magic, greater dispel magic, haste, see 
  invisibility, unholy blight (DC 19) 
   3/day—confusion (DC 19), hold monster (DC 20), 
  invisibility 
    2/day—cone of cold (DC 20) 
   1/day—finger of death (DC 22), plane shift (DC 22) 
   �Already cast 
  Abilities Str 40, Dex 14, Con --, Int 20, Wis 20, Cha 
  20 
  SQ Aversion to daylight, DR 15/silver and magic, 
  darkvision 60ft, fast healing 3, immunity to cold, 
  spell resistance 29, telepathy 100ft, undead traits. 
  Feats Cleave, Combat Expertise, Combat Reflexes, 
  Great Fortitude, Improved Disarm, Improved 
  Initiative, Power Attack, Quicken Spell-Like Ability 
  (unholy blight) 
  Skills Concentration +29, Diplomacy +7, Hide +18, 
  Knowledge (Arcana) +29, Move Silently +26, 
  Search +29, Spellcraft +31, Survival +7 
  * see Appendix 2: New Rules Items 
  TUS7-04 The Roots of Chaos 
   
  Page 24 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Bolster Resistance [General] 
  Undead you raise or create are more resistant to 
  turning than normal. 
   
  Prerequisite: Corpsecrafter 
   
  Benefit: Each undead you raise or create with any 
  necromancy spell gains +4 turn resistance. 
   
  Source: Libris Mortis 25 
  Corpsecrafter [General] 
  Undead you raise or create are tougher than normal. 
   
  Benefit: Each undead you raise or create with any 
  necromancy spell gains a +4 enhancement bonus to 
  Strength and +2 hit points per Hit Die. 
   
  Source: Libris Mortis 25 
  Destruction Rétribution [General] 
  Undead you raise or create harbor a retributive curse 
  that is unleashed if they are destroyed. 
   
  Prerequisite: Corpsecrafter 
   
  Benefit: Each undead you raise or create with any 
  necromancy spell releases a burst of negative energy 
  upon its destruction, dealing 1d6 points of damage plus 
  an additional 1d6 points per 2 Hit Dice to every 
  creature within a 10-foot spread (Reflex Dc 15 half). 
  this damage comes from negative energy, and it 
  therefore heals undead creatures. 
   
  Source: Libris Mortis 26 
  Empowered Ability Damage [Monstrous] 
  Your ability damage (or ability drain) special attack is 
  more potent than normal. 
   
  Prerequisite: Cha 11, undead type, incorporeal 
  subtype, supernatural ability to drain or damage an 
  ability score. 
   
  Benefit: All variable, numeric effects of an 
  empowered ability damage or ability drain special 
  attack are increased by 50%. For example, an allip with 
  this feat drains 1-1/2 times the normal amount of 
  Wisdom (roll 1d4 and multiply the results by 1-1/2). 
   
  Source: Libris Mortis 26 
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each you gain a Hit Die (such as 
  by gaining a level), you gain 1 additional hit point. If 
  you lose a Hit Die (such as by losing a level), you lose 1 
  hit point permanently. 
   
  Source: Libris Mortis 27 
  Nimble Bones [General] 
  Undead you raise or create are faster and more nimble 
  than normal 
   
  Prerequisite: Corpsecrafter 
   
  Benefit: Each undead you raise or create with any 
  necromancy spell gains a +4 bonus on initiative checks 
  and a 10-foot increase to its base land speed. 
   
  Source: Libris Mortis 29 
  Sudden Still [General] 
  You can cast a spell without gestures and special 
  preparation 
   
  Benefit: Once per day, you can apply the effect of 
  the Still Spell feat to any spell you cast without 
  increasing the level of the spell or specially preparing it 
  ahead of time. You can still use Still Spell normally if 
  you have it. 
   
  Source: Complete Arcane 83 
  Tomb-Born Fortitude [General] 
  The power of undeath taints you, body and soul. Its 
  power has hardened your flesh and given it the foul 
  look of the grave. 
   
  Prerequisite: Nongood alignment, Tomb-Tainted 
  Soul. 
   
  Benefit: You have a 25% change to resist critical 
  hits. When a critical hit or sneak attack is scored 
  against you, there is a 25% chance that the critical hit or 
  sneak attack is negated and damage is instead rolled 
  normally. 
   
  In addition, you do not risk death from massive 
  damage. 
   
  Your skin takes on the pallor and texture of a dead 
  creature of your race. 
  TUS7-04 The Roots of Chaos 
   
  Page 25 
  
   
  Source: Libris Mortis 30 
  Tomb-Tainted Soul [General] 
  Your soul is tainted by the foul touch of undeath 
   
  Prerequisite: Nongood alignment 
   
  Benefit: You are healed by negative energy and 
  harmed by positive energy as if you were an undead 
  creature. This feat gives no other penalties or benefits 
  of the undead type. 
   
  Source: Libris Mortis 31 
  MAGIC ITEMS 
  Nycoptic Manuscripts 
  These twin papyrus scrolls are inscribed with ancient 
  tales and cryptic prophecies by an anonymous, almost-
  certainly insane author. despite their dubious accuracy, 
  the manuscripts contain many useful descriptions of 
  spells from the school of necromancy, and grant the 
  possessor a +5 competence bonus on any Knowledge 
  (arcane) check she makes that deals with necromantic 
  topics as long as the scrolls are in her possession and 
  the character can take 1d4 rounds to find the proper 
  reference. 
   
  Moderate necromancy; CL 10
  th; Craft Wondrous 
  Item, Knowledge (arcane) 5 ranks; Price 2,500 gp; 
  Weight 2 lb. 
   
  Source: Libris Mortis 79 
  Unholy Shrouds 
  These shrouds look like ordinary funerary wrappings 
  for dead bodies and are often decorated with symbols 
  and icons representing the dead rising. If a dead body 
  is wrapped in the shrouds, and the command word 
  spoken, it returns as an undead creature. 
   
  The kind of undead it returns as is determined by 
  the type of shrouds – lesser shrouds animated to corpse 
  as a ghast, while greater shrouds turn the body into a 
  wraith. The undead creature is not under anyone's 
  control when it rises, though it may be commanded or 
  controlled by the normal means. 
   
  Wrapping a body takes 10 minutes. The magic of 
  the shrouds is usable once only, after which the 
  wrappings turn to dust. 
   
  Strong necromancy; CL 12
  th (lesser) or 16
  th 
  (greater); Craft Wondrous Item, create undead (lesser) 
  or create greater undead (greater); Price 3,600 gp 
  (lesser) or 6,400 gp (greater); Weight 10 lb. 
   
  Source: Libris Mortis 79 
  Vest of Resistance 
  These garments offer magic protection in the form of a 
  +1 to +5 resistance bonus on all saving throws. 
   
  Faint abjuration; CL 5
  th; Craft Wondrous Item; 
  resistance, creator's caster level must be at least three 
  times the vest's bonus; Price 1,000 gp (+1), 4,000 gp 
  (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); 
  Weight 1 lb. 
   
  Source: Complete Arcane 150 
  SPELLS 
  Bestow Curse, Greater  
  Necromancy 
  Level: Cleric 7, sorcerer/wizard 8 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Permanent 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  The spellcaster places a curse on the creature touched, 
  choosing one of the three following effects. 
  • 
  One ability score is reduced to 1, or two 
  ability scores take -6 penalties (to a minimum 
  score of 1). 
  • 
  -8 penalty on attack rolls, saving throws, 
  ability checks, and skill checks. 
  • 
  Each turn, the subject has a 25% chance to act 
  normally, otherwise, it takes no action. 
  You can invent your own curse, but it should be no 
  more powerful than those described above, and the 
  Dungeon Master has the final say on the curse's effect. 
  A greater curse cannot be dispelled, nor can it be 
  removed with break enchantment or limited wish. A 
  miracle or wish spell removes a greater curse, as does 
  remove curse cast by a spellcaster of at least 17
  th level. 
   
  Source: Spell Compendium 27 
  Conviction 
  Abjuration 
  Level: Cleric 1 
  Components: V, S, M 
  TUS7-04 The Roots of Chaos 
   
  Page 26 
  
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  This spell bolsters the mental, physical, and spiritual 
  strength of the creature touched. the spell grants the 
  subject a +2 morale bonus on saving throws, with an 
  additional +1 to the bonus for every six caster levels 
  you have (maximum +5 morale bonus at 18
  th level). 
  Material Component: A small parchment 
  with a bit of holy text written upon it. 
   
  Source: Spell Compendium 52 
  Conviction, Mass 
  Abjuration 
  Level: Cleric 3 
  Components: V, S, M 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: Allies in a 20-ft.-radius burst 
  This spell functions like conviction, except that it 
  affects multiple allies at a distance. 
   
  Source: Spell Compendium 52 
  Ebon Eyes 
  Transmutation 
  Level: Assassin 1, cleric 1, sorcerer/wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
  The subject of this spell gains the ability to see 
  normally in natural and magical darkness, although it 
  does not otherwise improve the subject's ability to see 
  in natural dark or shadowy conditions. The subject 
  ignores the miss chance due to lack of illumination 
  other than total darkness. While the spell is in effect, a 
  jet-black film covers the subject’s eyes, a visual effect 
  that gives the spell its name. 
   
  Material Component A pinch of powdered black 
  gemstone of any type. 
   
  Source: Spell Compendium 77 
  Field of Ghouls 
  Necromancy [Death, Evil] 
  Level: Hunger 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Target: 30-ft.-radium emanation centered on you 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Humanoid creatures in the area with -1 to -9 hit points 
  that fail their saving throws die and immediately rise as 
  ghouls (MM 118) under your control. You choose 
  whether the ghouls follow you, or whether they can 
  remain where formed and attack any creature (or just a 
  specific kind of creature) the ghouls notice. The ghouls 
  remain until they are destroyed. 
   
  The ghouls that you create remain under your 
  control indefinitely. No matter how many ghouls you 
  generate with this spell, however, you can control only 
  4 HD worth of undead creatures per caster level (this 
  includes undead from all sources under your control). 
  If you exceed this number, all the newly created 
  creatures fall under your control and any excess 
  undead from previous castings become uncontrolled 
  (you choose which creatures are released). If you are a 
  cleric, any undead you might command by virtue of 
  your power to command or rebuke undead does not 
  count toward the limit. 
   
  Creatures that fail to -1 hit points or fewer in the 
  area after the spell is cast are likewise subject to its 
  effect and rise as ghouls on your next turn. 
   
  No creature can be affected by this spell more than 
  once per round, regardless of the number of times that 
  the area of the spell passes over it. This spell does not 
  affect creatures that are already dead, or creatures that 
  are killed by reducing their hit points to -10. 
   
  Source: Spell Compendium 90 
  TUS7-04 The Roots of Chaos 
   
  Page 27 
  
  Ghoul Gesture 
  Necromancy 
  Level: Hunger 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
  You must succeed on a ranged touch attack with the 
  ray to strike a target. A subject that is successfully 
  targeted must make a Fortitude save or be paralyzed for 
  the duration of the spell. 
   
  A subject of the ray that succeeds on its Fortitude 
  save is instead sickened for the duration of the spell. 
  Neutralize poison removes the sickened condition. 
   
  Material Component: A small scrap of cloth taken 
  from clothing worn by a ghoul, or a pinch of earth 
  from a ghoul's lair. 
   
  Source: Spell Compendium 104 
  Ghoul Glyph 
  Necromancy 
  Level: Hunger 2, sorcerer/wizard 2 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Touch 
  Target: Object touched 
  Duration: Permanent until discharges 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
  You inscribe a glyph, approximately 1 foot across, that 
  paralyzes any living creature or Large or smaller size 
  that comes within 5 feet of the glyph. You can scribe 
  the glyph to be visible as faintly glowing lines, or 
  invisible. You can inscribe a ghoul glyph on a portable 
  object, but if the object is moved more than 5 feet, the 
  glyph fades. 
   
  Conditions for triggering a ghoul glyph are 
  stringent. It takes effect on any creature except 
  yourself that moves within 5 feet. It affects invisible 
  creatures normally but is not triggered by those that 
  travel past it ethereally. Only a single ghoul glyph can 
  be inscribed in a 5-foot square. 
   
  Ghoul glyphs cannot be affected or bypassed by 
  such means as physical or magical probing, though 
  they can be dispelled. Mislead and nondetection can 
  fool a ghoul glyph. 
   
  Read magic allows identification of a ghoul glyph 
  with a successful Dc 13 Spellcraft check, if the glyph is 
  noticed before it is activated. A rogue can use the 
  Search skill to find a ghoul glyph and Disable Device to 
  thwart it. The DC in each case is 27. 
   
  When a glyph is activated, the target is paralyzed 
  for 1d6+2 rounds. Additionally, if the target fails a 
  Fortitude save, the paralyzed subject exudes a carrion 
  stench that causes distress in all creatures within a 10-
  foot radius. Those in the radius, including the target, 
  must make a Fortitude save or take a -2 penalty on 
  attack rolls, weapon damage rolls, saving throws, skill 
  checks, and ability checks until the paralysis effect 
  wears off. 
   
  Material Component: You trace the glyph with 
  earth from a ghoul's lair. 
   
  Source: Spell Compendium 105 
  Ghoul Light 
  Necromancy 
  Level: Hunger 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Effect: Magical, heatless flame 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: No 
  The effect looks like a regular flame, equivalent in 
  brightness to a torch, except for its green hue, but it 
  creates no heat and doesn't use oxygen. Ghoul light can 
  be covered and hidden, but not smothered or 
  quenched. 
   
  All undead within 30 feet of a source of ghoul 
  light gain +1 turn resistance. Multiple ghoul light 
  sources do not stack. 
   
  Darkness spells of 2
  nd level or higher can counter 
  ghoul light. 
  TUS7-04 The Roots of Chaos 
   
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  Material Component: A bit of rendered fat. 
   
  Source: Spell Compendium 105 
  Negative Energy Aura 
  Necromancy 
  Level: Cleric 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Area: 10-ft.-radius emanation centered on you 
  Duration: 1 round/level 
  Each round on your turn, every  living creature within 
  10 feet of you loses 1 hit point per three caster levels 
  (maximum 5). Undead creatures instead gain 2 hit 
  points per round (though they can't exceed their full 
  normal hit point total from this effect). Characters with 
  immunity to negative energy effects are not affected by 
  this aura. The aura does not affect you. 
   
  Source: Spell Compendium 146 
  Protection from positive energy 
  Abjuration 
  Level: Cleric 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  The warded creature gains partial protection against 
  positive energy effects. For as long as the spell lasts, it 
  subtracts 10 from the hip point damage dealt by any 
  positive energy effect (such as a cure spell) that 
  adversely affects it. 
   
  Positive energy effects that don’t deal hit point 
  damage to the subject, such as turning attempts, affect 
  the subject normally. 
   
  Source: Spell Compendium 163 
  Resurgence 
  Abjuration 
  Level: Blackguard 1, cleric 1, paladin 1 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  The subject of a resurgence spell can make a second 
  attempt to save against an ongoing spell, spell-like 
  ability, or supernatural ability, such as dominate 
  person. If the subject of resurgence is affected by more 
  than one ongoing magical effect, the subject chooses 
  one of them to retry the save against. If the subject 
  succeeds on the saving throw on the second attempt, 
  the effect ends immediately. Resurgence never restores 
  hit points or ability score damage, but it does eliminate 
  any conditions such as shaken, fatigued, or nauseated 
  that were caused by a spell, spell-like ability, or 
  supernatural ability. 
   
  If a spell, spell-like ability, or supernatural ability 
  doesn't allow a save (such as power word stun), then 
  resurgence won't help the subject recover. 
   
  Source: Spell Compendium 174 
  Ring of blades 
  Conjuration (Creation) 
  Level: Cleric 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level 
  This spell conjures a horizontal ring of swirling metal 
  blades around you. The ring extends 5 feet from you, 
  into all squares adjacent to your space, and it moves 
  with you as you move. Each round, at the beginning of 
  your turn, and also when you cast the spell, the blades 
  deal 1d6 point of damage +1 point per caster level 
  (maximum +10) to all creatures in the affected area. 
   
  Spell resistance does not apply to the damage 
  dealt, but a creature's damage reduction does apply. 
  The blades are treated as magic, silvered and slashing 
  for the purpose of overcoming damage reduction. 
   
  Material Component: A small dagger 
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  Source: Spell Compendium 177 
  Sign 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Cleric 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level or until discharged 
  You get a +4 bonus on your next initiative check. 
   
  Material Component: A small piece of dried goat 
  intestine our some tea leaves. 
   
  Source: Spell Compendium 189 
  Stalwart pact 
  Evocation 
  Level: Cleric 5, Pact 5 
  Components: V, S, M, DF 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Willing living creature touched 
  Duration: 
  Permanent 
  until 
  triggered, 
  then 
  1 
  round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  Once this spell is cast, it remains dormant until the 
  subject is reduced to half or less of its full normal hit 
  points. Once the subject has taken enough damage to 
  reduce it to half or lower hit points, it immediately 
  gains 5 temporary hit points per two caster levels 
  (maximum 35 hit points at 14
  th level), damage 
  reduction 5/magic, and a +2 luck bonus on saving 
  throws. The hit points, damage reduction, and saving 
  throw bonus disappear when the spell ends. 
   
  Material Component: Incense worth 250 gp. 
   
  Source: Spell Compendium 204 
  Stone bones 
  Transmutation 
  Level: Cleric 2, sorcerer/wizard 2 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Corporeal undead creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  You cause the skeleton of the target corporeal undead 
  to become thicker and as strong as stone. This gives the 
  subject a +3 enhancement bonus to its existing natural 
  armor. 
   
  Arcane Focus: A miniature skull carved of granite. 
   
  Source: Spell Compendium 208 
  CREATURES 
  Blaspheme 
  Medium Undead 
  Hit Dice: 18d12+30 (147 hp) 
  Initiative: +1 
  Speed: 40 ft. (8 squares) 
  Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-
  footed 15 
  Base Attack/Grapple: +9/+18 
  Attack: Bite +18 melee (1d8+13 plus blasphemous 
  contact) 
  Full Attack: Bite +18 melee (1d8+13 plus blasphemous 
  contact) 
  Space/Reach: 5 ft./5.ft. 
  Special Attacks: Blasphemous contact, erratic charge 
  Special Qualities: Darkvision 60 ft., damage reduction 
  5/slash, immunity to cold, inescapable craving, undead 
  traits 
  Saves: Fort +6, Ref +7, Will +13 
  Abilities: Str 28, Dex 12, Con -, Int 5, Wis 15, Cha 10 
  Skills: Listen +10, Spot +10, Survival +7 
  Feats: Improves Natural Attack (bite), Improved 
  Toughness, Toughness (4), Track 
  Environment: Cold plains or cold hills 
  Organization: Solitary or pair 
  Challenge Rating: 9 
  Treasure: None 
  TUS7-04 The Roots of Chaos 
   
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  Alignment: Always neutral evil 
  Advancement: 19-36 HD (Medium) 
  Level Adjustment: -  
  Appearing similar to a corpse that has been dug up and 
  surgically modified, this creature stands nearly 7 feet 
  tall, but is extraordinarily thin. Its arms are extra long, 
  hanging nearly to mid-calf. Its head is wide and wedge-
  shaped, with a split mouth that opens wider than that 
  of a normal humanoid. Its teeth glitter like shards of 
  black, steaming hic. 
  Crafted in bygone days by power-mad wizards 
  searching to create the perfect undead guardians, 
  blasphemes still roam forgotten areas, seeking to 
  destroy nonevil creatures with their blasphemous bite. 
  They are most likely to be encountered near ruins of 
  ancient cities where magic was valued more highly 
  than personal liberty or morals. If the secret of creating 
  or calling a blaspheme into the world still exists, it is 
  buried in just such a location. 
   
  Each blaspheme is created with parts from 
  multiple ancient corpses, with teeth specially 
  harvested from sacrifices to evil powers. However, 
  blasphemes are not hulking, slow-moving constructs; 
  rather, they are lithe and deadly, aware of their 
  surrounding and capable of directing their own 
  actions. 
   
  Blasphemes stand just under 7 feet tall and weigh 
  about 190 pounds. 
   
  Blasphemes speak Common. 
  COMBAT 
  A blaspheme resonates with evil power, the focus of 
  which is concentrated in its teeth. Thus, blasphemes 
  charge in combat in almost every situation, attempting 
  to bite their victims as quickly as possible. 
   
  Blasphemous 
  contact 
  (Su): 
  Each 
  time 
  a 
  blaspheme bites a nonevil creature, the creature is 
  dazed for 1 round and takes 1d6 points of Strength 
  damage. There is no saving throw against this effect. 
   
  Erratic Charge (Ex): When a blaspheme charges, 
  it can make one turn of up to 90 degrees during its 
  movements. All other restrictions on charges still 
  apply. For instance, it cannot pass through a square 
  that blocks or slows movement, or one that contains a 
  creature. A blaspheme must have a line of sight to a 
  targeted opponent at the start of its turn. 
   
  Inescapable Craving: A blaspheme has an 
  inescapable craving for Strength, which it satisfies by 
  using its blasphemous contact ability. 
   
  Source: Libris Mortis 85 
  Bleakborn 
  Medium Undead 
  Hit Dice: 8d12 (52 hp) 
  Initiative: +3 
  Speed: 30 ft. (6 squares) 
  Armor Class: 27 (+3 Dex, +14 natural), touch 13, flat-
  footed 24 
  Base Attack/Grapple: +4/- 
  Attack: Slam +10 melee (1d6+9 plus 2d6 cold) 
  Full Attack: Slam +10 melee (1d6+9 plus 2d6 cold) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Cold to the touch, create spawn, heat-
  draining aura 
  Special Qualities: Contingent healing 10, darkvision 
  60 ft., diet dependent, fire lover, undead traits, and +2 
  turn resistance 
  Saves: Fort +2, Ref +7, Will +8 
  Abilities: Str 22, Dex 16, Con -, Int 14, Wis 14, Cha 15 
  Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen 
  +12, Search +10, Sense Motive +8, Spot +12, Survival +2 
  (+4 following tracks) 
  Feats: Alertness, Combat Reflexes, Lightning Reflexes 
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 7 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: 6-10 HD (Medium) 
  Level Adjustment: - 
  This frigid corpse is so cold that it is frosted with icy 
  crystals. Sensing the warmth of life, it shambles eagerly 
  toward its victims. Its eyes reflects the vacuum of the 
  void, its touch chills to the bone, and its very presence 
  seems to drain the heat from your pores. 
  When inactive, a bleakborn appears to be nothing but 
  an humanoid corpse, slain either by bitterly cold 
  TUS7-04 The Roots of Chaos 
   
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  conditions (or if in a warmer environment, as if by a 
  magical cold attack so potent that the corpse still 
  sparkles with ice crystals). However, whenever any 
  living creature comes to within 30 feet of an inactive 
  bleakborn, the warmth and life of the interloper revive 
  the undead creature, giving it purpose and a icy 
  semblance of life. 
   
  Bleakborns are also referred to as Moil zombies in 
  some lesser-known tomes about undead, in supposed 
  reference to the cursed city in which they first arose. A 
  bleakborn is not marked by direct violence; rather, it 
  looks like a humanoid that has been flash-frozen, with 
  discoloration and some ruptures flesh showing here 
  and there. 
   
  A bleakborn stands a little over 6 feet tall and 
  weights between 150 and 230 pounds. 
   
  Bleakborns speak Common and their own 
  language (called Moilian). 
  COMBAT 
  A bleakborn actively moves toward living creatures, 
  attempting to keep them within range of its heat-
  draining aura. If possible, a bleakborn pummels a 
  living creature with its ice-cold limbs, hoping to 
  deprive its victim of all warmth and life. 
   
  Cold to the touch (Su): The touch of a bleakborn 
  deals 2d6 points of cold damage. Each 3 points of cold 
  damage dealt heals a bleakborn of 1 point of damage. If 
  the amount of healing would cause a bleakborn to 
  exceed its full normal hit point total, it gains any excess 
  as temporary hit points. These temporary hit points last 
  for up to 1 hour. Anyone who hits a bleakborn in melee 
  also takes 1d6 points of cold damage, unless wielding a 
  reach weapon. 
   
  Contingent Healing: A bleakborn only heals 
  when in range of a living creature that it can affect 
  with its heat-draining aura. Even if brought to 0 hit 
  points or less, a bleakborn eventually heals if a living 
  creature at some future date wanders within 30 feet of 
  the bleakborn’s remains, automatically triggering its 
  heat-draining aura. As long as affected creatures are 
  within its heat-draining aura, a bleakborn’s contingent 
  healing remains active. 
   
  A bleakborn does not have immunity to cold. 
  While a bleakborn doesn’t take cold damage from its 
  own abilities, it can take cold damage from another of 
  its king. 
   
  Create Spawn (Su): Any humanoid slain by a 
  bleakborn becomes a normal zombie in 1d4 rounds. 
  These spawn are under the command of the bleakborn 
  that created them and remain enslaved until its 
  destruction. They do not possess any of the abilities 
  they had in life. 
   
  Sometimes a newly created spawn becomes a 
  bleakborn instead of a mere zombie, though the wiles 
  of the dark gods determine such instances (that is, the 
  DM decides when this occurs). 
   
  Diet Dependent: Bleakborns are diet dependent 
  upon warmth which they gain through their heat-
  draining aura, as described below. 
   
  Fire Lover (Su): A magical fire attack heals a 
  bleakborn of 1 point of damage for 3 points of damage 
  the attack would otherwise deal. If the amount of 
  healing would cause a bleakborn to exceed its full 
  normal hit point total, it gains any excess as temporary 
  hit points. These temporary hit points last for up to 1 
  hour. For example, a bleakborn hit by a fireball that 
  would normally deal 18 points of damage instead gains 
  6 points. A bleakborn makes no saving throw against 
  fire effects. 
   
  Heat-Draining Aura (Su): All living creatures 
  (except those immune to cold damage) that approach 
  within 30 feet of a bleakborn are subject to its heat-
  draining aura. Victims must make a DC 16 Fortitude 
  save. If they fail, they take 2d6 hit points of cold 
  damage per round as their living heat is sucked away, 
  but if they succeed, they lose only 1d6 hit point of cold 
  damage per round that they remains in the radius. 
  Should a bleakborn kill a humanoid with its heat-
  draining aura, the victim rises again as a bleakborn 
  spawn. The save DC is Charisma-based. 
   
  Source: Libris Mortis 86 
  Entropic Reaper 
  Medium Undead (Extraplanar, Chaotic) 
  Hit Dice: 19d12+19 (142 hp) 
  Initiative: +6 
  Speed: 30 ft. (6 squares) 
  Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-
  footed 18 
  Base Attack/Grapple: +9/+18 
  Attack: Large scythe +13 melee (2d6+18 plus entropic 
  blade/19-20/x4)* 
  Full Attack: Large scythe +13 melee (2d6+18 plus 
  entropic blade/19-20/x4)* 
  Space/Reach: 5 ft./5 ft. 
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  Special Attacks: Entropic blade, spell-like abilities 
  Special Qualities: Damage reduction 10/cold iron and 
  lawful, darkvision 60 ft., fast healing 10, master of the 
  scythe, spell resistance 22, undead traits 
  Saves: Fort +17, Ref +8, Will +13 
  Abilities: Str 29, Dex 14, Con -, Int 11, Wis 20, Cha 15 
  Skills: Concentration +23, Knowledge (planes) +23, 
  Listen +26, Spot +26 
  Feats: Combat Reflexes, Improved Critical (scythe), 
  Improved Toughness, Power Attack, Cleave, Improved 
  Initiative, Whirlwind Attack 
  Environment: Ever-Changing Chaos of Limbo 
  Organization: Solitary 
  Challenge Rating: 12 
  Treasure: Standard 
  Alignment: Always chaotic evil 
  Advancement: 20-35 HD (Medium) 
  Level Adjustment: - 
  *Includes adjustments for Power Attack feat. 
  A skeletal being cloaked in a great black robe and head-
  concealing hood holds a large scythe in both hands. 
  The head of the scythe is an absence of space, a blade-
  shaped hold in reality that draws in the light around it. 
  Entropic reapers are undead that arise in Limbo. They 
  enforce the twisted edicts of chaotic beings that decree 
  the death of lawful creatures (though an entropic 
  reaper is not particular about the alignments of the 
  creatures it brings low). Though originating in Limbo, 
  entropic reappears spend much of their time in the 
  Material Plane, seeking to apply their entropic scythes 
  to the necks of the living. 
   
  Entropic reapers stand about 6-1/2 feet tall and 
  weigh about 180 pounds. 
   
  Entropic reapers speak Common, Abyssal, and 
  Celestial. 
  COMBAT 
  An entropic reaper uses its self-enhances scythe to 
  wreak terrible damage on those it decides must die 
  (which includes most creatures it happens to meet). 
   
  The scythe an entropic reaper wields is treated as 
  chaotic-aligned for the purpose of overcoming damage 
  reduction. 
   
  An entropic reaper normally attacks using its 
  Power Attack feat, taking a -5 penalty on its attack rolls 
  and gaining a +5 bonus on damage rolls. 
   
  Entropic blade (Su): An entropic reaper confers 
  the entropic blade property upon any weapon it wields 
  – usually a normal scythe. A entropic blade functions 
  in all ways like the kind of weapon it is, with the 
  following addition. Any time the entropic reaper 
  successfully deals damage with its entropic blade, the 
  victim must make a DC 21 Fortitude save or be 
  overcome with searing pain, as the victim’s form melts, 
  flows, writhes and boils. During this entropic state, the 
  victim cannot cast spells or use magic items, and it 
  attacks blindly, unable to distinguish friend from foe (-
  4 penalty on attack rolls and a 50% miss chance, 
  regardless of the attack roll). Each round spent in this 
  entropic state, the victim takes 1 point of Wisdom 
  drain from mental shock. If the victim’s Wisdom score 
  falls to 0, it discorporate into nothingness. 
   
  A victim can gain control over itself by taking a 
  standard action to attempt a CD 21 Charisma check. 
  Success renders the victim immune from the entropic 
  state from 1 minute. On a failure, the victim can still 
  repeat this check each round until successful. The 
  entropic state is not a disease or a curse, so it is hard to 
  remove. A shapechange or stoneskin spell does not 
  cure an afflicted creature but fixes its state for the 
  duration of the spell. A restoration, heal, or greater 
  restoration spell removes the affliction (though a 
  separate restoration is necessary to restore any drained 
  points of Wisdom). The save DC is Charisma-based. 
   
  Master of the Scythe (Su): The entropic reaper is 
  a master of the scythe, and gains the ability to wield a 
  weapon one size larger than normal. It also treats the 
  scythe as if it were a mighty cleaving weapon, which 
  allows it to make one additional cleave attempt in a 
  round. 
   
  Spell-Like Abilities: 1/day – plane shift. Caster 
  level equals the entropic reaper’s HD. The save DCs are 
  Charisma-based. 
   
  Source: Libris Mortis 98 
  Evolved Undead 
  An evolved undead is an undead whose body is flushed 
  with more negative energy than normal due to an 
  exceptionally long lifetime. Any undead may gain this 
  template, and in doing so, it retains all its previous 
  abilities, but becomes more powerful than before. 
   
  When an intelligent undead creature survives for 
  100 years or more (or when the DM decides to create 
  TUS7-04 The Roots of Chaos 
   
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  an undead monster with a twist), there is a 1% chance 
  that its connection to the Negative Energy Plane grows 
  more mature. When this "evolution" occurs, the 
  undead gains this template. Each additional 100 years 
  of existence affords an additional 1% chance of a more 
  mature connection, plus an additional 1% chance for 
  each previous evolution.  For example, if an undead 
  creature connection to the Negative Energy Plane 
  evolved three times previously, it has a 4% chance to 
  gain one more step of maturation the next time its age 
  requires an evolution check. Every step of evolution 
  means that the evolved undead template can be applied 
  again to the undead creature (setting this template 
  apart from most other templates, which can be applied 
  only once). 
  CREATING AN EVOLVED UNDEAD 
  "Evolved undead" is an acquired template that can be 
  added to any undead with an Intelligence score 
  (referred to hereafter as the base creature). An evolved 
  undead uses all the base creature's statistics and special 
  abilities except as noted here. This template does not 
  alter the creature's type. 
   
  Note: Unlike most templates, an evolved undead 
  can potentially acquire this template more than once, 
  evolving more with each application. 
   
  Armor Class: The base creature's natural armor 
  bonus improves by 1. If the creature is incorporeal, its 
  deflection bonus to AC improves by 1. 
   
  Special Attacks: An evolved undead retains all the 
  special attacks of the base creature and gains one spell-
  like ability from the following list. You can choose this 
  ability from the list below, or roll randomly. The spell-
  like ability gained herein can be used once per day. If 
  the undead already has the indicated ability, it gains 
  another use; if it already has the ability as an at-will 
  ability, choose another ability. The spell-like ability has 
  a caster level equal to the evolved undead's HD (if the 
  caster level is too low to cast the spell in question, 
  choose another). The save DCs are Charisma-based: 
  d12 
  Spell-Like Ability 
  1 
  circle of death 
  3 
  cloud kill 
  3 
  cone of cold 
  4 
  confusion 
  5 
  contagion 
  6 
  creeping doom 
  7 
  greater magic dispel 
  8 
  greater invisibility 
  9 
  haste 
  10 
  hold monster 
  11 
  see invisibility 
  12 
  unholy blight 
  Special Qualities: An evolved undead retains all 
  the special qualities of the base creature and gains the 
  one described below. 
  Fast Healing (Ex): An evolved undead heals 3 
  points of damage each round as long as it has at least 1 
  hit point. 
  Abilities: An evolved corporeal undead gains +2 
  Strength and +2 Charisma. An evolved incorporeal 
  creature gains only +2 Charisma. 
  Organization: 
  An 
  evolved 
  undead 
  usually 
  becomes a leader among those of its base kind. 
  Challenge Rating: Same as the base creature +1. 
  Level Adjustment: Same as the base creature +1. 
   
  Source: Libris Mortis 99 
  TUS7-04 The Roots of Chaos 
   
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  TUS7-04 The Roots of Chaos 
   
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  APPENDIX 3: THE LAW IN NORTHERN TUSMIT 
  Although the laws of Tusmit are supposed to be the 
  same throughout the nation, the southern sheikdoms 
  are much more rigorous in their following and 
  application of the laws than the northern ones. In the 
  sheikdoms of the north, justice is often swiftly served 
  in the name of the True Faith and without any 
  consultations or regards to the civil laws of the nation. 
  GENERALITIES 
  Sentences range will vary depending on the 
  circumstances of the offense and/or the status of the 
  person being judged. Each week represents 1 Time 
  Units (TU) in game play. 
  Please note that the laws outlined here do not comprise 
  of the entire list of laws in Tusmit. For a more 
  complete list consult the Tusmit Gazetteer. For any 
  crime not listed please contact the Tusmit triad at 
  tusmittriad@yahoogroups.com. 
  LASHINGS 
  All lashings are given in public where the criminal can 
  be showered by manure and rotting vegetables. The 
  number of lashes given should be noted on the AR. 
  HORSES 
  A horse qualifies as a person for the charges wherever 
  it might be applicable (murder, assault). 
  HIGH FINES 
  If the guilty party cannot pay a fine, it can be worked 
  off at a value of 50 fountains (gp) per week in the 
  mines. 
  Full responsibility of the law is expected and enforced 
  by the Qadis and Mullahs, regardless of the 
  circumstances. 
  The military and the nobles, however, understand the 
  concept of excessive force used in self-defence. 
  THE SELF-DEFENSE CLAUSE 
  A clause of self-defence can be claimed and the good 
  military or noble presiding official(s) will hear your 
  plea. 
  A Diplomacy check (or Bluff) can be made, at 20 + the 
  APL to convince the presiding official that the act was 
  done in pure self-defence. 
  Failure to convince the presiding official (but the truth 
  being that the crime was unintentional) will incur a 
  penalty of one hundred fountains per death plus 
  twenty-five fountains per point below the Bluff or 
  Diplomacy DC. 1d10 lashes will also be given per point 
  scored below the DC. The total penalty will be one 
  week of imprisonment, lashes and a fine (as listed 
  above) per death. Lashes and fines (as listed above) are 
  still applicable to assault (major).  
  Ignorance of the law is no reason to call upon this 
  clause. 
  LEGAL AUTHORITIES 
  The Pasha’s influence in the northern sheikdoms is 
  rather weak and local authorities tend to interpret the 
  laws as they see fit. Minor offenses will most often be 
  dealt with by the Military as in the southern 
  sheikdoms. Major offenses are usually taken care of by 
  the local ruler or a high ranking priest of Al’Akbar. 
  Most grievous offenses are rarely put in the hands of 
  the Pasha since the people of the northern sheikdoms 
  don’t usually like to deal with him. In this case, a high-
  ranking priest of the True Faith will be entitled to 
  judge the offense. In some cases, a person who has 
  been wronged will take matters in his own hands 
  without any intervention from the militia or the 
  Church. No one will ask any questions if justice has 
  been served in the name of the True Faith. 
  THE OFFENCES 
  Assault (Noble, Church or Government official) 
  Threat or use of lethal force that results in bodily harm 
  upon a person a lawful representative of the Tusman 
  Government, a Tusman noble or member of an 
  organized Tusman Church. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to 1 year (52 TUs). 
  Assault (Major) 
  Threat or use of lethal force that results in major bodily 
  harm reducing the victim’s hit points to between 0 and 
  -9. 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of up to six weeks and 10d10 lashes. 
  Assault (Minor) 
  Threat or use of lethal force that results in major bodily 
  harm without reducing the victim’s hit points past 0 
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and 
  imprisonment of three weeks and 5d10 lashes. 
  
  Assault (Negligible) 
  Threat or use of non lethal force against a victim. 
  Sentence: overlooked (left off with warnings). 
  Blackmail 
  Obtaining currency, services, or information, by illegal 
  means such as by force or coercion. 
  Sentences: 
  Government official, noble, military, or church official: 
  Imprisonment of four weeks and loss of seventy-five 
  percent of property. 
  Other: Fine of one and a half times the blackmail price 
  Illegal use of magic 
  Any target or area effect spell that requires a save, 
  causes any change in state, causes damage, or produces 
  an otherwise unwanted effect by the victim. 
  Sentence: Fine of fifty fountains per spell level and 
  1d10 lashes per spell level. 
  Manslaughter 
  Use of lethal force that unintentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentence: Sent to the mines for up to 10 years, plus loss 
  of all property to be given to the family of the victim. 
  Murder 
  Use of lethal force that intentionally results in major 
  bodily harm reducing the victim to below -9 hit points. 
  Sentences: 
  Mass murder: torture in public and death. 
  Any other: Death 
  Spying 
  Any activity that results in foreign powers learning 
  secrets or information about the nation of Tusmit. 
  Sentence: Death 
  Theft 
  Possession, sale, or acquisition of an object without 
  permission. 
  Sentences: 
  Less than 100 fountains stolen: 2d10 lashes per 25 
  fountains stolen. 
  100 to 500 fountains in value: Imprisonment for 1 
  week per 100 fountains’ worth of goods, and 5d10 
  lashes. 
  500 fountains in value or more: Sent to the mines for 1 
  week per 100 fountains stolen, followed by severance 
  of main hand. 
  Horse theft: Death. 
  Treason 
  Any activity that weakens or gives an edge to a foreign 
  power against the good of the nation of Tusmit. 
  Sentence: Torture and death 
  Vandalism 
  Willful destruction or defacement of any structure, 
  object, thing, or place. 
  Sentence: 1d10 lashes per one hundred fountains and a 
  fine equalling three times the cost of reparation. 
  Worship of a banned religion 
  Holding worshiping ceremonies to gods banned in 
  Tusmit: the Fire God, the Elder Elemental Eye, Hextor, 
  Iuz, Pyremious, Tharizdun, Vecna 
  Sentence: Death. 
   
   
  TUS7-04 The Roots of Chaos 
   
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  TUS7-04 The Roots of Chaos 
   
  Page 37 
  APPENDIX 4: TEXTES EN FRANÇAIS 
  Si les textes en français ne vous ont pas été remis avec ce scénario, veuillez contacter la Triade de Tusmit : 
  tusmittriad@yahoogroups.com.
  
  PLAYER HANDOUT 1 
  As you woke up in the morning, you remark that a letter, bearing your name, has been left for you while your were 
  sleeping. Gazing around, you do not notice anyone near you. The letter contains a message: 
  “My fellow comrade, 
  We have an important matter that we request that you investigate for us. As you may know, many humans were 
  attacked in the country of Suvii. But what you didn’t know is that only our blood is bleeding. For an unknown 
  reason, the targets of the raids are only Baklunis… males, children and even females. 
  The latest attacks we are aware of happened in a little hamlet called Fal As’ar, East of Hash Es’ar. Find who is 
  responsible for this outrage and kill him if possible. Then make your report to me. 
  Remember, I want to be the first informed. You can meet me at the Shiny Fountain and simply ask to talk  to bin 
  Malid when your work is done. 
  Amid bin Malid” 
   
  Under the signature you are able to recognize the seal of the Order of the Pure Blood. 
   
   
  PLAYER HANDOUT 2 
  “Dear adventurers, 
  As you may know, many humans, elves and others were attacked in the countryside of Suvii. But what you may not 
  know is that only humans are targeted by these raids. We still haven’t found the reason why they are abducting or 
  killing these men, women and children. 
  The latest attacks we are aware of happened in a little hamlet called Fal As’ar, East of Hash Es’ar. Find who is 
  responsible for these crimes and try to find their goals. Then, if you wish, make your report to me. 
  I would like to be the first informed as we have to react quickly. Youssouf is overwhelmed by its duties and will not 
  have time to report what you will discover to the authorities. Understand me well, I do not want to keep Youssouf in 
  the dark, I just want us to react quickly. You can meet me at the Shiny Fountain and simply ask to talk to bin Malid 
  when your work is done. 
  Amar bin Malid” 
  TUS7-04 The Roots of Chaos 
   
  Page 1 
  
  PLAYER HANDOUT 3 
  You are searching your pockets to make sure if these kids didn’t steal you anything when you realize that someone 
  put a letter into your back pocket. You wait to be alone for a moment to read the letter and then… 
  “[Character’s name] 
  As you are in Hash Es’ar, we would like you to finish a “work” for us. There is that female wizard, her name is 
  Arna el-Berel that owe us money from a work done past summer. We may have had spared her if it was only for 
  that… but a pair of your fellow guildmates were killed and we had to stay low profile were a while during the 
  rebellion. After all, it cost us a lot. 
  We believe she is hiding in a farm outside Hash Es’ar, to the East. Find her and bring us back a proof of her death. 
  But beware, she is an experienced adventurer and we believe she is with another exiled wizard. 
  Stay swift, 
  Silent in the Dark” 
   
  You recognize your immediate superior’s signature 
   
   
  TUS7-04 The Roots of Chaos 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Tusmit/597/Normal Scenarios/TUS7-04 - The Roots of Chaos (APL 6-14)/TUS7-04 - The Roots of Chaos.pdf