TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS 
  & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced 
  in any form without permission of the author.  To learn more about the Open Gaming License and 
  the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards 
  of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced 
  without approval of the RPGA Network.  
  VEL3-05 
   
   
   
   
   
   
  Eye Hand Coordination 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Veluna Regional Adventure 
  By: Mark S. Middleton 
  Triad Edit: Tim Sech 
  Circle Edit: David Christ 
   
    
  While traveling through Veluna a very peculiar boy runs up to your group yelling, "HELP! My home is being 
  attacked and I can't wake up my mom." After that startling jolt from this boy your first question is to ask " Why 
  us and How did you find us?" The reply was one you weren't expecting, "One of you is a Legendary Hero of 
  Veluna aren't you?" the boy replies with a big smile.  A Follow-up adventure to the Catacombs of Mitrik. APLs 
  4-12.  It is recommended that PCs with the Veluna Legendary Mark of the Hero should play this event. 
   
   
   
   
   
   
   
   
   
   
   
  
  Eye Hand Coordination 
   
   
   
   
   
   
   
   
  Page 2  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons 
  & Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. 
  The rest of the time is spent in preparation before 
  game play, and scoring after the game. The following 
  guidelines are here to help you with the preparation of 
  the game. Read this page carefully so that you know 
  and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing 
  it single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and 
  the Monster Manual. We also assume that you have a 
  set of dice (at least one d4, d6, d8, d10, d12, and d20), 
  some scrap paper, a pencil, an RPGA reporting packet, 
  and your sense of fun. It is also a good idea to have a 
  way to track movement during combat. This can be as 
  simple as a pad of graph paper and a pencil, as handy as 
  a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
  Keep in mind that you must have at least four players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and 
  the character’s name, race, and gender at the top. This 
  makes it easier for the players (and the DM) to keep 
  track of who is playing which character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a trap 
  or hazard, or the Monster Manual when confronted 
  with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  bold and italic font. It’s strongly recommended that 
  you paraphrase the player text instead of reading it 
  aloud. Some of this text is general and must be adapted 
  to the specific situation or to actions of the player 
  characters. 
   
  Reporting 
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the DM 
  must prepare the reporting packet and hand out the 
  Adventure Records for the scenario. After completing 
  the paperwork, give the Reporting Packet to your 
  event coordinator.  
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, and then have any players without a 
  character create on.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer 
  . 
  Living Greyhawk Levels of Play 
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average character 
  level of the PCs participating in the adventure. To 
  determine the Average Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  1) If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the sidebar 
  chart to determine the number of levels you add 
  to the sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  
  Eye Hand Coordination 
   
   
   
   
   
   
   
   
  Page 3  
   
   
  fewer animals of this type, and animals with 
  different CRs are added separately. 
  2) Sum the results of 1 and 2, 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. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLs are given in even-numbered increments. 
  If the APL of your group falls on an odd number, ask 
  them before the adventure begins whether they 
  would like to play a harder or easier adventure. Based 
  on their choice, use either the higher or the lower 
  adjacent APL. 
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character will receive only half of the experience 
  points awarded for the adventure. This simulates the 
  fact that either your character was not as challenged 
  as normal, or relied on help by higher-level 
  characters to reach the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  4) Advise characters to buy riding dogs to help 
  protect them and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
  Time Units and Upkeep    
   
   
  This is a standard one-round Regional interactive, set 
  in Veluna. Characters native to Veluna pay one Time 
  Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp 
  per round.  Rich Upkeep costs 50gp per round.  
  Luxury Upkeep costs 100gp per round. 
   
   
  Adventure Summary and 
  Background 
   
   
  An evil god (Vecna) has decided that he wants to 
  know the secrets of Veluna, the secrets of Mitrik and 
  the secrets of Rao. Therefore Vecna has sent orders 
  (through visions) to his clerics to send a team of 
  “explorers” into the caverns of Mitrik. The caverns, 
  being holy to Rao, have had many layers of 
  permanent protective spells cast by the Bishops of 
  the Archclericy for hundreds of years. During the 
  recent war, the main tunnels into the caverns were 
  sealed up; evidently by Rao’s celestial assistants. 
  However other entrances exist and what is not 
  apparent to many people, many tunnels, some that 
  lead to the Holy places and others that lead to much 
  darker places, lie within. Clerics of Vecna have 
  discovered an entrance into this sanctity of Rao.  
  They found this out by reading the minds of those 
  that know about this old entrance after it was 
  rediscovered (from the Veluna module Vel2-04 - In 
  Darkness Lurks).  
   
  During a previous adventure (The Catacombs of 
  Mitrik Vel 2-05) evil explorers were sent into the 
  tunnels during an attack in Mitrik in an attempt to 
  steal the body of Archbishop Fallsworth that died of 
  the wasting disease (He was mentioned in VEL2-02 
  – Cup of Tears). The body was not stolen. Bishops, 
  both alive and dead are very well protected. The PCs 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  Eye Hand Coordination 
   
   
   
   
   
   
   
   
  Page 4  
  discovered a bloody trail leading to a tunnel and 
  beyond. 
   
  Some evil explorers (two Vecnan Clerics, a fiendish 
  sorcerer and some fiendish warriors with Fiends) 
  attempted to find out as much as possible about the 
  tunnels and secrets as they could.  While they 
  explored the evil adventurers and the PCs 
  discovered 3 doors. The doors conceal some secrets 
  that Vecna has been seeking for a long time; one of 
  the doors conceals a wizardress that has been 
  working on a great holy sword for one thousand 
  years. The doors spoke of opening in one years time, 
  Vecna and his priests now know of this one year 
  prediction (ESP is really so very easy to do) and are 
  not waiting for the door to open. They have 
  assembled another crack team of evil adventurers 
  (including the sorceress now resurrected) and the 
  Vecnan priests are utilizing a reborn creation, the 
  Hand of Vecna, a humanoid being with a large Hand 
  for a Head that serves Vecna.  
   
  A female wizard (Flan, during the Ur-Flan Period) 
  lived long ago and battled the Forces of Vecna 
  during that long ago time. Her Divinations and 
  those of the Raoan Priests of the Vale of Luna (since 
  Veluna itself was not a nation but simply peaceful 
  tribes of Flan worshippers of Rao) told her that great 
  magics would be needed in the future. Powerful 
  magic would be needed to battle powerful evil forces 
  that would threaten the vale and the priests of Rao as 
  never before. As part of her research she had 
  discovered Oerthblood (see Pg. 47 of Return of the 
  Eight, extracted on the last page). Oerthblood is a 
  very special metal and can be used to create items of 
  great power. She spent 10 years getting ready for the 
  process but discovered that it would take a thousand 
  years to manipulate the Oerthblood to create the 
  magic item (a minor artifact) that she desired due to 
  divinations into the future she had performed. The 
  object, a mighty holy sword of Rao, would be needed 
  to fight terrible enemies that would be come the 
  Vale of Luna and would be the Vale's greatest threat. 
  She created golems and intelligent objects to 
  monitor the creation process (while she slept during 
  the waiting periods). While she was in the process of 
  finishing the casting a hundred years ago her 
  apprentice, her son, sought out an Oerthblood vein 
  and tried to work with it himself. He was seriously 
  injured in the attempt and the only way she could 
  think to keep him alive was to make him a half-
  golem. Luckily it worked and he did not become 
  evil. She put herself back into the magical stasis and 
  now waits to be awoken when the process has 
  finished. The stasis was magic of her own doing, but 
  one of the components was the use of a holy symbol 
  of Nerull. 
   
  Vecna and his spies were aware of her secret desires 
  for the creation of a holy sword but have let her go 
  on all these years. He wants to have his followers 
  steal the almost finished artifact and then finish it as 
  a tool of evil, not good. 
   
  Rao and the Evil Gods such as Vecna, Nerull, and Iuz 
  have battled for many years and during that time Rao 
  hid the chamber of this woman behind a mighty 
  door in his catacombs. However with the recent re-
  discovery of the door, Vecna (by his forces in the 
  Catacombs of Mitrik) now knows the location of the 
  woman and a path to reach her. He is sending some 
  clerics and one of his most powerful and special 
  creations to seize the item, His forces won't kill the 
  woman until they have the weapon and know what 
  to do with it. 
   
  The adventure begins when evil Vecnan forces 
  including the Hand of Vecna attack the door. The 
  power of the Hand drains the strength of the door 
  (using its special draining power) allowing it to be 
  easily sundered and then the enemy force attacks the 
  golems behind it. The golems fight and retreat. 
  Robbie, the half-golem, goes to run away but is cut 
  off from his mother’s room. He flees into the library, 
  locks the door with magic and grabs some of his 
  mother’s magical scrolls and some magic items. He 
  decides he needs allies like his mom (she has Marks 
  of the Legendary Heroes) Thus he knows who the 
  Legendary Heroes (LH) are and what their symbols 
  look like. Robbie divines the location of a LH that is 
  "available" and flees to him (If the party doesn’t have 
  a hero with the mark, a nearby Defender of Veluna, 
  Gwenevear, who some players may have met before 
  in VTF3-03 Between Mitrik and a Hard Place, does 
  (and will get targeted in the attack). He comes to the 
  location where the party of heroes are staying (an 
  inn outside of a small town in Veluna, Virac) and 
  comes running to the hero begging him/her for 
  protection and aid. Some fiends show up and 
  attempt to grab the boy and kill anybody in their way 
  (i.e. the Hero). Once the boy is saved and the Heroes 
  get the story Robbie can teleport them back to Hall 
  of Rao or the Entrance to the complex (the room of 
  three doors). 
   
  Once Robbie is saved he will offer to take the party 
  to the woman. He stresses that the laboratory is 
  under attack and that the party has no time to spare. 
  
  Eye Hand Coordination 
   
   
   
   
   
   
   
   
  Page 5  
  He will give the party two minutes before he leaves 
  (teleports to another Legendary Hero). If the party 
  has a severely injured companion Robby can provide 
  quite a bit of information about the laboratory but 
  won’t talk about the magic item process nor about 
  Oerthblood (such as its existence). He then teleports 
  the party to the destroyed door. The scene of 
  destruction is tremendous. The party is able to start 
  moving through the area. Several temptations will 
  present themselves, which can severely harm the 
  party or looter. The party will be able to find 
  information about the attackers; another small 
  golem (mostly destroyed) will describe some of the 
  attackers.  
   
  Finally the party will discover a force in the Golem 
  room, which attacks immediately. The evil forces 
  have split and are headed in two directions, one 
  group toward the magical artifact and another 
  toward the woman, Robbie will want to check on his 
  mom, however if the party checks on the sword first 
  they will find the doors sundered and the sword 
  gone, tracks reveal that the evil group has gone 
  deeper into a volcanic area.  
   
  The area will be fairly large since they are similar 
  catacombs, however they go deeper until they reach 
  a pool of Oerthblood (one of the reasons the 
  catacombs are special to Rao) It will be smaller, 
  however it will be deeper, some parts the party will 
  never see because only constructs can go deeper (to 
  retrieve the Oerthblood) Oerthblood itself is very 
  dangerous to live creatures. 
   
  Once the battle near the Golem has been fought and 
  the woman awoken, she will be amazed to find that 
  she is now a celestial (with wings and great beauty) 
  but still a wizard. She will share much information 
  and then realize that she can't go into the 
  Oerthblood area due to her outsider status. She then 
  asks the party to retrieve the sword before the 
  ceremony, the exact time the sword is ready is the 
  next day, and thus the Vecnans did time the theft 
  well. The party can go forth the next day and battle 
  the evil party to retrieve the sword, the forces 
  include a very unique creature, the Hand of Vecna.  
   
  Once the sword has been retrieved. She will be able 
  to determine that the artifact is ready. The party will 
  be allowed to make choices that will impact on what 
  kind of powers may be invested in the artifact. This 
  will cost the character some experience. Spell casters 
  can provide spells (Warriors can provide strength, 
  rogues dexterity, tough adventures constitution, etc). 
  This will be sent in as a critical event summary. 
   
  The woman will ask to be taken to the clerics of Rao 
  to present her creation. As she walks through the 
  streets bells will begin magically ringing all over 
  town. She will go the cathedral and ask to see the 
  mightiest Raoan cleric. She doesn't know about 
  Mitrik or Veluna, she knows about clerics of Rao and 
  the Vale of Luna. The bells are ringing due to the 
  power of the sword, not because the people know 
  anything is happening. The sword is using its 
  warning powers to warn people that evil has come to 
  Mitrik (Mainly of the threat of the “One”) The sword 
  will mentally tell whoever is carrying it that great 
  evil has come. 
   
  After the church goes through several simple 
  divinations (her, the sword, story) and questions her 
  in private they will agree to her request.   
   
  She will wish to see the Canon but he is of course in 
  solitude and does not see many if any visitors.  
  However Archbishop Siltwood will gladly try to set 
  up a meeting with Glorianne and the Canon and 
  only her.  He will then thank the PCs for helping 
  Veluna once more and help them remove any 
  enmity that they may have.   
   
   
  Adventure Preparation 
   
  This is a sequel thus you the judge should know 
  what the PCs in this party did in the previous Veluna 
  modules. First you need to know if any PCs have the 
  Mark of the Legendary Hero. This will be the 
  primary person Robbie is looking for, if there are 
  more than one then a PC with visible holy symbols 
  of Rao, followed by the most charismatic PC would 
  be the primary character he would trust, talk to and 
  associate with. He will stay away from half orcs or 
  any PC appearing as an evil race (even via spells). 
  You should also know if any PCs fought Isrelda, 
  half-fiend sorceress in the Catacombs of Mitrik, she 
  was killed but resurrected by the clerics of Vecna. 
  She will call out the PC and ensure that spells come 
  that PCs way (ensuring they are in area effect spells, 
  etc).   
   
  VELUNA NOTE TO DMs: Any PC or NPC that 
  attempts a Divination or Scry in this Veluna 
  Regional Adventure story will find it very difficult, 
  basically almost impossible to discern what comes 
  
  Eye Hand Coordination 
   
   
   
   
   
   
   
   
  Page 6  
  through.  All divinations that the NPCs said they 
  have cast in this module were either cast months ago 
  or the NPC is making up what they believe they saw. 
  Everyone who attempts this will only ‘see’ about the 
  size of a baseball.  They feel heavy pressure come 
  down upon them and in some cases if the person 
  does not stop they will pass out.  It is unknown why 
  this is the case and no clergy will speak of it to the 
  PCs. 
   
   
  Introduction 
  This introduction is to get the PCs to introduce 
  themselves and then also determine if one of the 
  players has the legendary mark of the hero. If 
  multiple PCs do then that is all right.  If no one has 
  them then Gwenevear, a Defender of Veluna, will be 
  in the village of Virac eating at the same inn as the 
  PCs.  Her stats are in Appendix One.  She will join 
  the PCs in defeating the evil and accompany them to 
  the underground.   
   
  Why am I in Veluna?  
   
  For players that are from Veluna they can have any 
  reason they wish to be traveling to Mitrik this day.  
  They will stop in a town just outside of the city for a 
  brief respite.  The towns name is Virac.  The main 
  reason for traveling to Mitrik, for most in-region 
  characters, is that the holy day festival is nearing and 
  they wished to see it.  
   
  Allow the players time to introduce each other and 
  interact a little. They have just entered town after a 
  long days travel. They may have just come Raoan 
  services and are having a nice glass of milk or apple 
  juice (not hard cider though) with some plain bread 
  and cheese along with some fresh fruits and 
  vegetables. Read the following to those players: 
   
  Enjoying a nice relaxing cup of your favorite 
  drink sitting outside of the little tavern.  The 
  holy day festival is upon Veluna and the little 
  village of Virac seems to be readying themselves. 
    
   
  For out of region players have them called to Mitrik 
  for the holy day festival as well.  Once everyone has 
  decided why they near Mitrik read the following: 
   
  You have heard the Raoans have great holy day 
  festivals. Your mind conjured up images of the 
  kind of party that you could really enjoy yourself 
  at. After a few conversations with the locals, you 
  now realize that your image of a festival is very 
  different than those practiced in other areas. The 
  god of Peace, Reason and Serenity does not 
  promote drinking, carousing, dancing or even 
  combative contests. Instead the priests conduct 
  services where they speak in normal tones with 
  long 
  periods 
  of 
  quiet 
  contemplation 
  and 
  meditation (never sermons about hellfire and 
  brimstone punishments). 
   
  Rumors? (Gather Information [DC 10] for various 
  rumors. Do not spend a lot of time on this) Roll a 
  1D8 to determine which rumor they hear. 
   
  1. 
  A strange wasting illness and madness has 
  struck down Bishop Rinken!  He was last seen 
  giving a rousing speech to bring back the 
  Knights of Veluna from various countries 
  surrounding the vale to protect us.  Oh pray for 
  him and all the Bishops. 
   
  2. 
  Orcs and spell casters are attacking in the north. 
   
  3. 
  A strange underground temple to the Reasoned 
  One was discovered far away full of evil in it. 
   
  4. 
  A very old temple to the Reasoned One was 
  discovered under Mitrik, it even had a talking 
  tree growing near it. 
   
  5. 
  Old Wicked has cursed the Bishops. 
   
  6. 
  Quite a few acolytes of Reasoned One and the 
  church of St. Cuthbert have been acting 
  strangely lately but it is probably due to the 
  passing of Archbishop Fallsworth. 
   
  7. 
  I heard there are mighty dragons now swooping 
  overhead near the Lortmils!  
   
  8. 
  All the evil Gods seek the destruction of Veluna. 
   Clerics of Vecna and Hextor have been seen, as 
  well as some deity called The One. The evil gods 
  want to destroy us since we are a powerful and 
  good nation in Greyhawk and the Great War left 
  us untouched and strong… the strongest in all 
  of Greyhawk!  
    
   
  
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  Page 7  
  Encounter One: An adventure 
  presents itself! 
   
  Virac's main tavern has an open seating area outside. 
  The open seating runs along the town's main street. 
  The main street is 30 feet wide, with 20 bystanders in 
  the area. 
  A small but unusual boy, Robbie, appears and starts 
  moving down the street, he eyes the PC with the 
  Legendary Mark(s) and walks straight toward one of 
  them.  
   
  A few shrill screams come from outside as you 
  are enjoying a piece of nice warm bread.   
   
  Assuming the players will run outside: 
   
  You see a very unusual boy frantically looking 
  around, as if searching for something or 
  someone. He seems to have shiny metal for arms 
  and legs as he clods around and stops staring 
  right at <the PC/NPC with the mark of the 
  Legendary Hero>. He yells "My home has been 
  attacked and my Mom is sleeping and in great 
  danger from a bunch of big bad monsters!!" 
   
  If the PCs ask him how did he found them or any 
  other questions he will respond: 
   
  "How did I find you and why us you ask?" "Your a 
  Legendary Hero of Veluna aren't you?"    
   
  Immediately after this, fiends begin popping in 
  around the area and look at the boy. One of them 
  points at the boy and yells, "Get him" in Infernal. 
  Robbie will attempt to move beside the Legendary 
  Hero for protection and stay there unless "ordered" 
  by the hero to go some place such as stand by the 
  wizard, etc.  Please roll initiative. 
   
  APL 4 (EL 4) 
  �Advespa: hp 30; see Appendix One: New 
  Monsters. 
   
  APL 6 (EL 7) 
  �Advespa (4): hp 30 each; Appendix One: New 
  Monsters. 
   
  APL 8 (EL 10) 
  �Advespa (10): hp 30 each; Appendix One: New 
  Monsters. 
   
  APL 10 (EL 12) 
  �Advespa (8): hp 30 each; Appendix One: New 
  Monsters. 
  �Amnizu (2): hp 49 each; Appendix One: New 
  Monsters. 
   
   
   
  APL 12 (EL 14): 
  �Amnizu (2): hp 49 each; Appendix One: New 
  Monsters. 
  �Malabranche (4): hp 168 each; Appendix One: 
  New Monsters. 
   
  Tactics:  
  1. 
  Grapple the Boy (but they will not harm him 
  even ensuring that area effect attacks are not on 
  him). 
  2. 
  Attack the Legendary Hero (they will not team 
  up on the hero however) 
  3. 
  Attack nearest adventurer or monster offering 
  attacking them. 
  Note: Advespa will use flyby attacks when possible. 
   
  All the Fiends have already used their summon 
  ability or been summoned themselves recently, thus 
  they can not summon more fiends for this combat, 
  and won't attempt it. 
   
  The street is 30 feet wide and about 100 feet long, so 
  area of effect spells could harm buildings and the 20 
  townspeople will immediately flee when they see 
  the monsters (they begin moving on round 1), the 
  monsters will take attacks of opportunity and 
  probably down a few people. The town guard will 
  arrive in a 1-2 minutes. The monsters know that a 
  spell caster is watching and will show up to bring 
  them back once they have the kid and have moved to 
  a spot 150 feet away.  
   
  Once the fight is over the local Raoan priest, Viggo, 
  (Clr7) will offer to cure the PCs for free (Cure Light 
  Wounds and Cure Moderate Wounds), if one (two or 
  even three) of the PCs is disabled by a feeblemind 
  spell he have scrolls of heal that he is willing to cast 
  at a reduced rate (900 gp). Parties that wantonly 
  destroyed property will be treated coldly unless 
  offers of restitution are made. Heals will be made 
  available to these parties at the full rate plus 10% 
  1,650 + 165 = 1,815 gp. He automatically makes his 
  caster check when casting it on the party.  If any PCs 
  are of the appropriate cleric level to cast Heal then 
  he will defer to them.   
  
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  Page 8  
   
  Encounter Two: Traveling to 
  the Doors 
  Once the fight is over. Robbie will want to leave 
  immediately. He will answer a few questions albeit 
  very fast. Robbie is 12, but has seen alot maturing 
  him in certain ways, like his understanding of magic. 
  (See Appendix 1 for stats) For this adventure, 
  Robbie will never enter combat under any 
  circumstances. He will choose to flee rather than 
  fight. Remember he is just a little boy. 
   
  His first words are, "Call me Robbie, I hate Robert" 
   
  Where are we going? My home, its underground, 
  Mom said we had to hide from the bad guys. It’s a 
  nice place lots of cool stuff. 
   
  What are we going to fight? Monsters like what 
  you just fought, I also saw a woman casting spells 
  and a man with the head of a big hand that had 2 
  swords. 
   
  Who is your mom? A great spellcaster, Gloriana 
  Valinto, she's been working on a secret project for a 
  long time. But she sleeps a lot. I used to sleep but I 
  don't any more. 
   
  What happened to you/why do you look like 
  that? Errr I had an accident about a hundred years 
  ago when mom and I were awake. I got hurt real bad, 
  Mom cried a lot, but she made me all better. She said 
  I would be a boy for a long time but that once her 
  project was done that maybe a miracle would make 
  me a real boy again and let me grow up. 
   
  Why didn't you wake here up? The first thing that 
  happened once I realized the door had been broken 
  down was the woman started  casting lots of spells 
  and the first spell took away my ability to speak to 
  my mom's mind. 
   
  How are we going to get there? My mom is real 
  smart she has lots of magical scrolls and I grabbed 
  some good ones. I had my friends attack the bad 
  guys while I went to get help. Mom said that the 
  Vale always has heroes when they need them. The 
  last time she was awake she expected to meet some 
  after she woke up. 
   
  How did you know about me - legendary Hero 
  (or us the group)? Well Mom has a crystal ball. I use 
  it watch it adventurers, especially Legendary Heroes. 
  It’s really cool and helps pass the time. 
   
  Where is your dad? Mom cries when I ask that 
  question, she says that he changed but that some day 
  maybe things will get better. 
   
  With that he pulls a magical amulet (spell activation, 
  18
  th level caster, up to 6 additional companions)  out 
  of his backpack and casts a spell teleportation circle. 
  Players cannot gain this item obviously. 
   
  Robbie teleports the group to the main hall. He can't 
  allow a spellcaster to cast the spell since they haven't 
  seen the hall. If the party asks about locations, He 
  knows the great hall, the treasure room, the building 
  room (golems) the sword room, the room with the 
  three doors and the hallway that connects a door to 
  the great hall. He also knows about the lower levels 
  but that’s where he got hurt real bad and his arm 
  went away.  
   
   
  Encounter Three: Gloriana's 
  Home and Laboratory 
   
  DM please refer to DM Map #1 for reference.  All 
  sizes of rooms are detailed out in the areas within the 
  module not the map. 
   
  Area 3a: The Doors 
  Adjust the text if none of the players have played 
  Catacombs of Mitrik. 
   
  In front of you now stand the three familiar 
  doors.  They were impenetrable the last time you 
  saw them but one now is utterly destroyed.  
  Rocks are strewn about and fine grain sand is 
  littered about the room.  A passageway can be 
  seen beyond the door.  The other two doors are 
  untouched. 
   
  Above each door is mantle with a single word in 
  Common: Reason, Peace, and Serenity. The door 
  with the word Serenity has been broken open. The 
  door's stone looks like stone yet feels like fired 
  pottery clay that has been shattered.  The other doors 
  seem to be very solid and untouched.  They cannot 
  be opened in any way.  They appear to have a 
  tremendous hardness and even small marks and 
  scratches disappear quickly as the stone heals itself.  
  It regenerates 5 hps per round. If someone attempts 
  
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  Page 9  
  to use minor magical spells such as a Knock spell or 
  Chime of Opening it remains closed, and the 
  charges/spells are wasted. 
   
  �Regenerative Fate Gray Stone Doors: 5 in. thick; 
  Hardness 8; hp 60 Break [DC 28]. 
   
   
  Area 3b: The Hallway 
  This hallway is a gently sloping spiral that continues 
  going down. The hallway is 10 feet wide and 15 feet 
  tall. The total distance is 1000 feet and it drops 300 
  feet down. About 20 feet before you enter the hall 
  the party finds the destroyed form of an Iron Golem 
   
  As you walk along you see something ahead lying 
  down; it appears to be large, unmoving and 
  humanoid in shape. 
   
  Once light reaches the form Robbie will recognize it 
  as one of the golems his mom made. 
   
  The destroyed thing is an Iron Golem made in the 
  shape of a Flannish man, with banded armor and a 
  huge long sword and a huge (heavy) shield. Both the 
  sword and shield are shattered. The shield and 
  swords metal is adamantine yet now very pliable and 
  seems to be like lead if touched (can be cut with any 
  weapon). The Iron Golem's body is shattered, the 
  iron is brittle and of very poor quality 
   
  Examining the body, Search [DC 15], will reveal a 
  large handprint on the shoulder (imbedded into the 
  shoulder) 
   
  Robbie will also warn about the part of the hallway 
  that heals the golem. If you walk through there 
  flames erupt. Jumping or flying through will allow 
  the party to bypass the ‘healing’ flames.  There is no 
  EL here because Robbie has told the players that 
  there is a trap that can be harmful to them thus they 
  know about it.  However if the players wish to 
  disable the trap the stats are below. The flames are a 
  permanent burning hands trap. 
   
  �Burning Hands Trap: CR 3; magic device; 
  location trigger; automatic reset; spell effect 
  (Burning Hands, 10
  th level Wizard, 5d4 dmg, Reflex 
  save [DC 11] half); Search (DC 26); Disable Device 
  (DC 26) 
   
   
  Area 3c: The Main Hall 
  This hall is 40 by 40 feet and 30 feet high. On the 
  back wall is a large painting of a man.  Knowledge 
  (religion) [DC 10] to realize that this is a likeness of 
  the God Rao (mostly destroyed). There are two doors 
  that come from this main hall room, the door to the 
  Treasure Room and the hallway that leads further 
  into Gloriana's complex. There are many writings in 
  the room, all are a very archaic form of Flan, 
  (readable but distinctly old forms of speech).  There 
  are 1 x APL more destroyed iron golems, dead bodies 
  of men and woman (stripped of magic). There are 
  also the destroyed forms of fiends; Advespa, Amnizu 
  and Malabranche. 
   
  Most of the garbled writings are about the times 
  before Veluna even existed and tribes of worshippers 
  of Rao and Vecna.  Most of the other writings are to 
  faded to make sense of. 
    
  Main Corridor  
  20 feet wide 15 feet high, lighted with Continual 
  Flame spells on metal rods every 15 feet. (Players 
  cannot take the metal rods as they are infused into 
  the wall) 
   
  Corridor Listen and Spot checks: There is a party 
  of evil attackers investigating the Golem Creation 
  Room. Therefore both groups get Spot and Listen 
  checks as soon as the PCs start moving down the 
  main corridor toward the Library and Garden. These 
  checks should be made when the PCs are checking 
  out the body of the iron golem to avoid tipping off 
  the party.  Below are the penalties that the PCs will 
  take to try and hear the enemies with the negative 
  modifiers in place for the distances. Here are the 
  base DCs to hear and see the enemies. The DC to 
  hear the evil attackers is [DC 5] (the door is mostly 
  closed) and the DC to see the party is [DC 10] (the 
  door is mostly closed). 
   
  Make 3 checks automatically,  
  1) 
  Once the party leaves the Main Hall (the die 
  modifier is -27, due to the distance, 270 feet) 
  2) Arriving at the Library (the die modifier is -17, 
  due to the distance, 170 feet) 
  3) Arriving at the Garden (the die modifier is -7, 
  due to the distance, 70 feet) 
   
  The evil group has their earth elemental standing 
  guard so he is the one making the Spot and Listen 
  checks until the Garden when Nason and Snake 
  should also get checks. 
  
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  Page 10  
   
  Here are the Earth Elemental checks for the ease of 
  the DM. Use the stats in Appendix 1 for the NPCs. 
   
  APL 4:  Listen +4, Spot +3 
  APL 6: 
  Listen +6, Spot +5 
  APL 8: 
  Listen +10, Spot +9 
  APL 10:  Listen +14, Spot +14 
  APL 12: Listen +29, Spot +29 
   
   
  Area 3d: The Treasury 
  A very elaborately carved door with dark green 
  runed edges lies before you. In Common it reads, 
   “If yee be good do not look here for rewards” 
   
  Robbie will tell the party that his mom told him to 
  never go in.  In fact this room contains a large variety 
  of weapons and armor, all cursed. 
    
  The items are a Ring of Clumsiness, Stone of 
  Weight, -2 cursed sword, Armor of Rage, and 
  Gauntlets of Fumbling. 
   
  If any of the PCs takes these items they will be 
  instantly cursed. Mark them on the AR as the PC 
  having this item. These items cannot be resold for 
  any value at all as no one will buy them.  This is the 
  pain of taking things and being greedy when you 
  should not.  This does not get added to the overall 
  treasure for the PCs since they cannot buy or sell 
  these items. 
   
  Area 3e: The Library 
  Most of the books have been burned or destroyed. A 
  few remain mostly undamaged, they are spellbooks 
  Gloriana captured. If the party successfully helps 
  Gloriana she will gladly allow the players access to 
  purchase them.   
   
  Its floor has a checkerboard pattern with the letters 
  R A O in some of the squares. 
   
  Treasure: 
  APL 4: L: 0 gp; C: 0 gp; M: The Lost 
  Spellbook (I) (4 gp) 
  APL 6: L: 0 gp; C: 0 gp; M: The Lost 
  Spellbook (II) (14 gp) 
  APL 8: L: 0 gp; C: 0 gp; M: The Lost 
  Spellbook (III) (29 gp) 
  APL 10: L: 0 gp; C: 0 gp; M: The Lost 
  Spellbook (IV) (43 gp) 
  APL 12: L: 0 gp; C: 0 gp; M: The Lost 
  Spellbook (V) (47 gp) 
   
   
  Area 3f: The Garden 
  This area is a small garden where fresh vegetables 
  can be grown. 
   
   
  Area 3g: The Golem creation room 
  This room is 40 feet wide and 40 feet long. 
  All sorts of equipment for metal working can be 
  found. A group of the evil attackers are investigating 
  this area and will attack anybody not in their group, 
  assuming them to be reinforcements for the good 
  guys. The earth elemental is told to stand guard and 
  attack anybody it doesn't know that comes into the 
  room. Evil party tactics are listed at the end of the 
  encounter.  If both parties have heard or seen each 
  other before reaching the other two rooms then of 
  course go to initiative.  If neither party heard each 
  other then just roll initiative. If the NPCs hear the 
  party before hand they will prepare spells 
  accordingly to their tactics in Appendix One. 
   
  APL 4 (EL 6) 
  �Snake: Male Human Rog3; hp 17; see Appendix 
  One. 
  �Nason: Male Human Clr3 [Vecna]; hp 20; see 
  Appendix One. 
  �Medium Earth Elemental: hp 30; see Monster 
  Manual. 
   
  APL 6 (EL 8) 
  �Snake: Male Human Rog5; hp 30; see Appendix 
  One. 
  �Nason: Male Human Clr5 [Vecna]; hp 38; see 
  Appendix One. 
  �Large Earth Elemental: hp 68; see Monster 
  Manual. 
   
  APL 8 (EL 10) 
  �Snake: Male Human Rog7; hp 42; see Appendix 
  One. 
  �Nason: Male Human Clr7 [Vecna]; hp 53; see 
  Appendix One. 
  �Huge Earth Elemental: hp 152; see Monster 
  Manual. 
   
  APL 10 (EL 12) 
  �Snake: Male Human Rog7/Temple Raider2; hp 
  54; see Appendix One. 
  
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  Page 11  
  �Nason: Male Human Clr9 [Vecna]; hp 68; see 
  Appendix One. 
  �Greater Earth Elemental: hp 199; see Monster 
  Manual. 
   
  APL 12 (EL 14) 
  �Snake: Male Human Rog7/Temple Raider4; hp 
  66; see Appendix One. 
  �Nason: Male Human Clr11 [Vecna]; hp 83; see 
  Appendix One. 
  �Elder Earth Elemental: hp 228; see Monster 
  Manual. 
  Treasure:  
   
  APL 4: L: 68 gp; C: 0 gp; M: Divine Scroll of 
  Cause Fear (2 gp), Divine Scroll of Bane (2 gp), 
  Divine Scroll of Bless (2 gp), 2 Divine Scrolls of 
  Shield of Faith (2 gp each), 2 Divine Scrolls of Divine 
  Favor (2 gp each), 2 Divine Scrolls of Protection 
  from Good (2 gp each), Divine Scroll of Magic 
  Weapon (2 gp), Divine Scroll of Detect Good (2 gp), 
  2 Arcane Scrolls of Magic Missile (2 gp each), Arcane 
  Scroll of Shield (2 gp), Arcane Scroll of Expeditious 
  Retreat (2 gp), Arcane Scroll of Mage Armor (2 gp), 
  +1 Studded leather armor (98 gp), Potion of 
  Invisibility (25 gp), Elixir of Hiding (21 gp), Potion 
  of Blur (25 gp), Potion of Cure Light Wounds (4 gp) 
   
  APL 6: L: 40 gp; C: 0 gp; M: Divine Scroll of 
  Bane (2 gp), Divine Scroll of Bless (2 gp), 2 Divine 
  Scrolls of Shield of Faith (2 gp each), 2 Divine Scrolls 
  of Divine Favor (2 gp each), 2 Divine Scrolls of 
  Protection from Good (2 gp each), Divine Scroll of 
  Magic Weapon (2 gp), Divine Scroll of Detect Good 
  (2 gp), 2 Arcane Scrolls of Magic Missile (2 gp each), 
  Arcane Scroll of Shield (2 gp), Arcane Scroll of 
  Expeditious Retreat (2 gp), Arcane Scroll of Mage 
  Armor (2 gp), Arcane Scroll of Spider Climb (13 gp), 
  Arcane Scroll of False Life (13 gp), Wand of Color 
  Spray (25 charges) (31 gp), 2 Potions of Cure Light 
  Wounds (4 gp each), +1 medium Rapier (276 gp), +1 
  Studded leather (98 gp),. Potion of Invisibility (25 
  gp), Elixir of Hiding (21 gp), Potion of Blur (25 gp) 
   
  APL 8: L: 40 gp; C: 0 gp; M:  Arcane Scroll of 
  Web (13 gp), Arcane Scroll of Gaseous Form (31 gp), 
  Arcane Scroll of Fireball (31 gp), Arcane Scroll of 
  Slow (31 gp), Arcane Scroll of Lightning Bolt (31 gp, 
  Divine Scroll of Bane (2 gp), Divine Scroll of Bless (2 
  gp), 2 Divine Scrolls of Shield of Faith (2 gp each), 2 
  Divine Scrolls of Divine Favor (2 gp each), 2 Divine 
  Scrolls of Protection from Good (2 gp each), Divine 
  Scroll of Magic Weapon (2 gp), Divine Scroll of 
  Detect Good (2 gp), 2 Arcane Scrolls of Magic 
  Missile (2 gp each), Arcane Scroll of Shield (2 gp), 
  Arcane Scroll of Expeditious Retreat (2 gp), Arcane 
  Scroll of Mage Armor (2 gp), Arcane Scroll of Spider 
  Climb (13 gp), Arcane Scroll of False Life (13 gp), 
  Wand of Color Spray (25 charges) (31 gp), 2 Potions 
  of Cure Light Wounds (4 gp each), +1 medium 
  Rapier (276 gp), +1 Studded leather (98 gp),. Potion 
  of Invisibility (25 gp), Elixir of Hiding (21 gp), 
  Potion of Blur (25 gp), Gauntlets of Strength +2 (333 
  gp) 
   
  APL 10: L: 52 gp; C: 0 gp; M: Arcane Scroll of 
  Web (13 gp), Arcane Scroll of Gaseous Form (31 gp), 
  Arcane Scroll of Fireball (31 gp), Arcane Scroll of 
  Slow (31 gp), Arcane Scroll of Lightning Bolt (31 gp), 
  Goggle of Minute Seeing (104 gp), Divine Scroll of 
  Bane (2 gp), Divine Scroll of Bless (2 gp), 2 Divine 
  Scrolls of Shield of Faith (2 gp each), 2 Divine Scrolls 
  of Divine Favor (2 gp each), 2 Divine Scrolls of 
  Protection from Good (2 gp each), Divine Scroll of 
  Magic Weapon (2 gp), Divine Scroll of Detect Good 
  (2 gp), 2 Arcane Scrolls of Magic Missile (2 gp each), 
  Arcane Scroll of Shield (2 gp), Arcane Scroll of 
  Expeditious Retreat (2 gp), Arcane Scroll of Mage 
  Armor (2 gp), Arcane Scroll of Spider Climb (13 gp), 
  2 Arcane Scrolls of False Life (13 gp each), Wand of 
  Color Spray (25 charges) (31 gp), 2 Potions of Cure 
  Light Wounds (4 gp each), +1 medium Rapier (276 
  gp), +1 Studded leather (98 gp),. Potion of 
  Invisibility (25 gp), Elixir of Hiding (21 gp), Potion 
  of Blur (25 gp), Gauntlets of Strength +2 (333 gp), 
  Periapt of Wisdom +2 (333 gp), Potion of Cat’s Grace 
  (25 gp). 
   
  APL 12: L: 52 gp; C: 0 gp; M: Arcane Scroll of 
  Haste (31 gp), Arcane Scroll of Web (13 gp), Arcane 
  Scroll of Gaseous Form (31 gp), Arcane Scroll of 
  Fireball (31 gp), Arcane Scroll of Slow (31 gp), 
  Arcane Scroll of Lightning Bolt (31 gp), Goggle of 
  Minute Seeing (104 gp), Divine Scroll of Bane (2 gp), 
  Divine Scroll of Bless (2 gp), 2 Divine Scrolls of 
  Shield of Faith (2 gp each), 2 Divine Scrolls of Divine 
  Favor (2 gp each), 2 Divine Scrolls of Protection 
  from Good (2 gp each), Divine Scroll of Magic 
  Weapon (2 gp), Divine Scroll of Detect Good (2 gp), 
  2 Arcane Scrolls of Magic Missile (2 gp each), 2 
  Arcane Scroll of Shield (2 gp each), Arcane Scroll of 
  Expeditious Retreat (2 gp), Arcane Scroll of Mage 
  Armor (2 gp), Arcane Scroll of Spider Climb (13 gp), 
  2 Arcane Scrolls of False Life (13 gp), Wand of Color 
  Spray (25 charges) (31 gp), 2 Potions of Cure Light 
  Wounds (4 gp each), +1 medium Rapier (276 gp), +1 
  Studded leather (98 gp), Potion of Invisibility (25 
  gp), Elixir of Hiding (21 gp), Potion of Blur (25 gp), 
  Gauntlets of Strength +2 (333 gp), Potion of Cat’s 
  Grace (25 gp), Periapt of Wisdom +4 (1333 gp) 
   
   
  
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  Page 12  
  Area 3h: Dining Room 
  Gloriana uses the dining room when she is awake 
  during the special spell casting periods. It has now 
  been looted, the valuables taken (silverware) with 
  the rest of the contents smashed. 
   
   
  Area 3I: The Sleeping Room 
  This is the room Gloria sleeps in. It has a special spell 
  that stops her from aging as long as she is 
  unconscious. She created the depression so that she 
  could cast a completely spherical prismatic sphere. 
  Inside the sphere is a platform with a bed suspended 
  by a permanent telekinesis spell. A stone walkway 
  goes to the edge of the sphere and stops (so that the 
  sphere is completely unbroken).  
   
  This room is about 60 feet in diameter and about 100 
  feet upwards.  
   
  You see a large circular room. There is a bright, 
  shimmering, multicolored opaque sphere. In the 
  middle is a stone walkway that goes out to the 
  edge of the sphere and stops. Robbie points at it, 
  “My Mom sleeps in there!” 
   
  Normal shouts do not seem to wake her up. 
  However speaking her name will awaken her 
  (Robbie knows this).  A bard’s song (Bardic Music 
  ability) will also awaken her if her name is in the 
  song. 
   
  From inside the sphere you hear a voice of a 
  woman "Robbie is that you, are you okay". Robbie 
  speaks quickly, "Mom monsters have attacked 
  our home, and even destroyed your Iron Giants, 
  but I brought friends to help, they're here!” 
   
  A slender foot gently steps out onto the sphere 
  and as you gaze upward the sight is truly a 
  wonder to behold.  A woman clad in nothing 
  more than a few strips of cloth strides out timidly 
  at first then with more confidence after each 
  step.  She takes stock of all of you and notices 
  Robbie and smiles.   
   
  “What is it Robbie, what have these people 
  done?!”  Then with quickness unseen before by 
  all feathered wings burst forth from her back and 
  she glides rapidly down perfectly landing in front 
  of Robbie shielding him. (Knowledge [planes] [DC 
  10] to know she is part Celestial) 
   
  “No mom! I brought them here to help against 
  the bad men!”  The woman straightens up and her 
  wings flutter a bit before conforming to her back. 
   “I see.  What has happened then?” 
   
  After Robbie and the PCs tell their story, Gloriana is 
  very disturbed by the turn of events. If any PCs took 
  the cursed items she will look down upon them and 
  will not give them any help in releasing them of the 
  items for that is their punishment. 
   
  ”I see.  It appears that I must look after my flock 
  and the upper regions and try to save some of my 
  friends up here.  If you would be so kind as to 
  search out the rest of the area I would be in your 
  debt.  You must hurry as I fear I know what they 
  are after.  Please come back to me before going 
  downstairs if at all possible.  Come Robbie let me 
  check on your brothers!” 
   
  It is assumed the players will do as she says.  She will 
  tell them that it is very hot downstairs and to take 
  precautions.  She will at no time cast any spells on 
  the PCs as she needs those spells to protect herself 
  and Robbie against any foes that may show up.  Also 
  she will not tell the PCs what she fears they have 
  taken is the sword but she doesn’t wish to tell them 
  now because if they were to be captured they could 
  give information out that does not need to get out. 
   
  Area 3j: Storage Room 
  The storage room used to contain a variety of 
  supplies. It has been looted and much of what 
  remains was destroyed. 
   
   
  Area 3k: The Sword Creation Room 
  The Sword Creation Room has already been looted 
  by the time the party arrives. The magical defenses 
  set up by Gloriana were destroyed by the Hand of 
  Vecna and the Priests of Vecna. A large anvil shaped 
  alter with a face of Rao on one end has been 
  destroyed. The sword or pieces of it are nowhere to 
  be seen.  
   
  Walking into this room there is an air of energy 
  throughout that reverberates through your body. 
   The room however has a large anvil shaped altar 
  with a familiar face on one end. (The god Rao). 
  The place has been ravaged and defaced horribly. 
   
  If the PCs search the altar and succeed at a [DC 5] 
  they’ll notice an indentation of a sword on the altar. 
  
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  Page 13  
  Of course it is now gone.  There are numerous 
  forging materials and tools scattered about the room.  
   
  If Gloriana has seen the room or has been told of 
  the theft of the Sword.  
  She will tell the PCs that the enemy must have 
  already left to take the sword into the Oerthblood 
  caverns and set up a place to conduct the activation 
  and empowerment of the sword. Gloriana thinks 
  that they are waiting for the next day to conduct 
  their ceremony when the sword will be ready to 
  receive spells.  
   
  She initially wants to accompany the party but she 
  informs the party that she and Robbie can't go into 
  the caverns for several reasons, the first is she is now 
  an outsider and the tunnels magical effects due to 
  the active Oerthblood could easily kill her in 
  minutes. She also seems to be very protective of 
  Robbie who also wants to go until reminded by his 
  mother of what happened to him in the past could 
  happen again, he seems to go very pale and agrees to 
  stay in the area. (He will not mention what 
  happened to him all those years ago)  
   
  Gloriana will memorize many battle spells, she is 
  afraid of a second attack. She will also caution the 
  party that unless they have several protective spells 
  they could quickly die as well. (She will not cast any 
  spells on PCs if they ask her) If asked about spell 
  resistance she will remind them that this area has 
  active lava which spits out like blobs of fire (which 
  over comes Spell Resistance) and that it’s this super 
  hot Oerthblood tainted lava that is poisonous to 
  Good Outsiders (and maybe evil outsiders, but she 
  can't verify that). She will admit that she is very sure 
  of the effect on celestials, she had summoned some 
  in the areas several times when monsters like 
  Magman and Salamanders attacked her during her 
  explorations for a vein of pure Oerthblood. She 
  won't tell the adventures where it is so her response 
  is that the enemy can't take what you don't have, 
  when you are ready then I will tell you.  She is afraid 
  if the PCs knew how to get the Oerthblood than the 
  enemies could read their minds to get it.  She does 
  not want to give away all her secrets. 
   
  Area 3L: The tunnel to the areas below to the 
  Oerthblood 
  This is a natural cavern, if examined closely it is a 
  lava tube (cooled long ago), hot magma flowed up 
  into a large fissure but then the hot inner core 
  flowed back down leaving the tunnel. 
   
   
  Encounter Four: Showdown in 
  the Caverns of Oerthblood 
   
   
  As you begin your travel through this area it begins 
  to get hot, you can begin to feel the radiant energy 
  even though it causes no harm. There is also noise 
  from the bubbling lava pits as they burst open 
  numerous times as you walk on by. 
   
  At low levels Isrelda (APLs 4 & 6) and Das Tung (APL 
  4) are killed by The Hand of Vecna that had taken a 
  cursed sword from the treasure room. The Hand then 
  realizes what it has done and destroys the cursed sword 
  by throwing it into the Lava. At APL 4 the Hand grabs 
  the Holy Sword of Rao and begins to travel back 
  seeking a way out. At APL 6 and above it waits for Das 
  Tung to finish the ceremony.  
   
  Part of the tunnel widens and leads to an area 
  slightly cooler, the cooler area is where the evil party 
  rests and sleeps for several hours to regain their lost 
  spells. (which they have done since coming in the 
  door) there are numerous rock features that the 
  enemy is taking 20 on their Hide checks awaiting 
  the PCs as they are expecting trouble.  
   
  The Hand will protect the sword at all costs.  He will 
  pick it up and strap it to his back when the PCs 
  attack. The Vecnans will be found in a large cavern 
  (100 feet wide by 200 feet long) getting ready for the 
  enchantment of the sword. 
   
  APL 4 (EL 7) 
  �The Hand of Vecna: Male Evil Outsider Ftr5; hp 
  53; see Appendix One. 
   
  APL 6 (EL 9) 
  �The Hand of Vecna: Male Evil Outsider Ftr5; hp 
  53; see Appendix One. 
  �Das Tung: Male Human Clr7 [Vecna]; hp 53; see 
  Appendix One. 
   
  APL 8 (EL 10) 
  �The Hand of Vecna: Male Evil Outsider Ftr5; hp 
  53; see Appendix One. 
  �Das Tung: Male Human Clr7 [Vecna]; hp 53; see 
  Appendix One. 
  �Isrelda: Female Half-Fiend/Half-Human Sor5; hp 
  26; see Appendix One. 
   
  
  Eye Hand Coordination 
   
   
   
   
   
   
   
   
  Page 14  
  APL 10 (EL 12) 
  �The Hand of Vecna: Male Evil Outsider Ftr7; hp 
  74; see Appendix One. 
  �Das Tung: Male Human Clr9 [Vecna]; hp 68; see 
  Appendix One. 
  �Isrelda: Female Half-Fiend/Half-Human Sor7; hp 
  37; see Appendix One. 
   
  APL 12 (EL 14) 
  �The Hand of Vecna: Male Evil Outsider Ftr9; hp 
  95; see Appendix One. 
  �Das Tung: Male Human Clr11 [Vecna]; hp 83; see 
  Appendix One. 
  �Isrelda: Female Half-Fiend/Half-Human Sor9; hp 
  48; see Appendix One. 
   
  Treasure:  
   
  APL 4: L: 189 gp; C: 0 gp; M: Potion of Cure 
  Light Wounds (4 gp) 
   
  APL 6: L: 69 gp; C: 0 gp; M: Ring of Protection 
  +1 (83 gp), Potion of Cure Light Wounds (4 gp), +1 
  Full Plate Armor (221 gp), Headband of Intellect +2 
  (333 gp), Divine scroll of Cause Fear (2) (2 gp), 
  Arcane scroll of Invisibility (12 gp), Arcane scroll of 
  Gaseous Form (31 gp), Arcane scroll of Fireball (31 
  gp), Arcane Scroll of Slow (31gp), Arcane scroll of 
  Stinking Cloud (31 gp), Divine Scroll of Bless (2 gp), 
  Divine Scrolls of Divine Favor (2 gp), Divine Scroll 
  of Detect Good (2 gp), Arcane Scrolls of Magic 
  Missile (2 gp), Arcane Scroll of Shield (2 gp), Arcane 
  Scroll of Spider Climb (13 gp), Arcane Scroll of False 
  Life (13 gp) 
   
  APL 8: L: 94 gp; C: 0 gp; M: Ring of Protection 
  +1 (83 gp), Potion of Cure Light Wounds (4 gp), +1 
  Full Plate Armor (221 gp), Headband of Intellect +2 
  (333 gp), Divine scroll of Cause Fear (2) (2 gp), 
  Arcane scroll of Invisibility (12 gp), Arcane scroll of 
  Gaseous Form (31 gp), Arcane scroll of Fireball (31 
  gp), Arcane Scroll of Slow (31gp), Arcane scroll of 
  Stinking Cloud (31 gp), Divine Scroll of Bless (2 gp), 
  Divine Scrolls of Divine Favor (2 gp), Divine Scroll 
  of Detect Good (2 gp), Arcane Scrolls of Magic 
  Missile (2 gp), Arcane Scroll of Shield (2 gp), Arcane 
  Scroll of Spider Climb (13 gp), Arcane Scroll of False 
  Life (13 gp). 
   
  APL 10: L: 44 gp; C: 0 gp; M: Ring of Protection 
  +1 (83 gp), Potion of Cure Light Wounds (4 gp), +1 
  Full Plate Armor (221 gp), Headband of Intellect +2 
  (333 gp), Divine scroll of Cause Fear (2) (2 gp), 
  Arcane scroll of Invisibility (12 gp), Arcane scroll of 
  Gaseous Form (31 gp), Arcane scroll of Fireball (31 
  gp), Arcane Scroll of Slow (31gp), Arcane scroll of 
  Stinking Cloud (31 gp), Divine Scroll of Bless (2 gp), 
  Divine Scrolls of Divine Favor (2 gp), Divine Scroll 
  of Detect Good (2 gp), Arcane Scrolls of Magic 
  Missile (2 gp), Arcane Scroll of Shield (2 gp), Arcane 
  Scroll of Spider Climb (13 gp), Arcane Scroll of False 
  Life (13 gp), +1 medium shortswords (193 gp each), 
  Amulet of Natural Armor +1 (83 gp) 
   
  APL 12: L: 44 gp; C: 0 gp; M: Ring of Protection 
  +1 (83 gp), Potion of Cure Light Wounds (4 gp), +1 
  Full Plate Armor (221 gp), Headband of Intellect +2 
  (333 gp), Divine scroll of Cause Fear (2) (2 gp), 
  Arcane scroll of Invisibility (12 gp), Arcane scroll of 
  Gaseous Form (31 gp), Arcane scroll of Fireball (31 
  gp), Arcane Scroll of Slow (31gp), Arcane scroll of 
  Stinking Cloud (31 gp), Divine Scroll of Bless (2 gp), 
  Divine Scrolls of Divine Favor (2 gp), Divine Scroll 
  of Detect Good (2 gp), Arcane Scrolls of Magic 
  Missile (2 gp), Arcane Scroll of Shield (2 gp), Arcane 
  Scroll of Spider Climb (13 gp), Arcane Scroll of False 
  Life (13 gp), +1 medium shortswords (193 gp each), 
  Amulet of Natural Armor +2 (333 gp), Cloak of 
  Charisma +2 (333 gp) 
   
   
  Encounter Five: Welcome 
  Back 
   
  Upon their return to the corridor they see Gloriana. 
  She will ask them what they discovered. If they ask her 
  if she found anything she will tell them that she thinks 
  their were spies but they quickly left and no one 
  showed up to battle her.  
   
  After you tell Gloriana your story she asks for the 
  sword. The beautiful sword is long with very dark 
  heavy metal (but It will become a very shiny glowing 
  dark silver metal when enchanted as it’s a longsword) 
   
  “We must finish the ceremony today. It is time for 
  the sword to receive its powers. Since you are here 
  it is only appropriate for all of you to participate in 
  the final empowerment of the sword, if you wish of 
  course.”  
   
  She goes to the main hallway, which still has the 
  remains of the golems, however all the bodies have 
  been removed.  
   
  The human bodies were buried by her and Robbie in 
  the garden. 
   
  If the party mentions the small temple in the other part 
  of the Catacombs as a place to perform the ceremony, 
  
  Eye Hand Coordination 
   
   
   
   
   
   
   
   
  Page 15  
  she will be surprised but pleased and will agree to take 
  it there before proceeding with the ceremony 
  involving the PCs. Clerics and Paladins of Rao stand 
  guard at the small temple, they are surprised but very 
  quickly allow the ceremony to proceed (Nobody says 
  no to a celestial being). 
   
  Gloriana continues speaking, “There are several 
  ways to help empower the sword, if you touch a 
  magical weapon to the sword it will permanently 
  drain its power.  If you cast a spell onto the sword 
  or cast it on yourself and then touch the sword then 
  the power will go into it. Lastly you may will part of 
  your essence into it by giving a skill that you are 
  good at or a particular act that you can perform 
  (feat) or even just a physical or mental part of your 
  body. While the actual essence of what was given 
  will return, it will cost a part of you. (drain 
  experience points). You may only do this once as the 
  toll on your body will be too much.  
   
  Basically at this point ask each PC if they are willing to 
  do this.  You can tell them that it will cost them 
  experience points except the weapon part. It will drain 
  the weapon back down to masterwork quality.  A player 
  can give any amount of experience they want. Up to a 
  max of 250 times the APL played at.  Just write down 
  how much they give and what they gave to the sword.  
  Then circle that xp amount on the AR and make sure 
  they deduct it on the AR as well. Do not tell them what 
  they receive for doing this unselfish act.  After that is 
  decided read the following: 
   
  The ceremony goes on for what seems like ages.  
  Some, if not all, have given some of themselves into 
  the creation of this beautiful sword.  Robbie stands 
  in awe of his mom who has been weaving her arms 
  in such a spectacular array of positions never 
  faltering once.  Her eyes stare straight into the 
  bright light of the sword never flinching the entire 
  time. Then her hands begin to slow down and her 
  chanting comes to a stop she drops to the ground 
  exhausted. 
   
  “It is done.” 
   
  After the ceremony of giving is done.   
   
  “It seems I and the Vale of Luna are in your debt. 
  Let us now go to the surface and present the sword 
  to the high priest of Rao, they must be the ones to 
  present it to a worthy holy warrior of Rao.” 
   
  Gloriana will carry the sword only allowing a Paladin of 
  Rao to carry it instead.  The Paladin will feel great 
  power as he carries the sword…and mentally hear 
  some secrets that he will only remember later.  Please 
  remember to mark off if another character held the 
  sword.   
   
  Gloriana will then ask the PCs to escort her to the 
  highest priest of Rao that they know of that is also the 
  nearest (Archbishop Siltwood – they are in Mitrik and 
  they can ask any NPC this information and they will 
  know) she will want to walk the entire way back as she 
  has been in her hidden area for a long time. She will 
  want to speak with players about what is going on in 
  the Vale.  Robbie accompanies them all on the way 
  back to Mitrik. 
   
  As the PCs travel the catacombs, Gloriana will ask 
  many questions about what is going on, if she is told 
  about evil Raoans she will insist that she verify this 
  personally, she is very confident about her ability to 
  recognize deception.  
   
  You once again see light as you exit onto the streets 
  of Mitrik.  Gloriana (Or the PC paladin of Rao) carries 
  the sword and the bright light of day shines upon 
  her as a burst of light issues forth from the sword 
  and bells all over Mitrik begin ringing on their own 
  accord for several minutes. 
   
  Gloriana will quickly attract a crowd as she walks down 
  the streets to the High Temple. She will become very 
  embarrassed by this show of respect. Commoners, 
  Nobles, Clerics and many others bow to her.  They 
  know a celestial when they see one. 
   
  As Gloriana walks proudly with sword in hand, the 
  Knights of Veluna quickly lead you all to the great 
  Temple of Rao.  The Knights speak with the Mitrik 
  Temple Guardsmen who immediately give entrance 
  to the entourage.  Many clerics and guardsmen give 
  way to you as you are led up through to a study 
  room where the Archbishop sits.  (If any PC has 
  played Catacombs of Mitrik or Under a Blood Red Sky 
  they have met Archbishop Siltwood).   
   
  The man dressed in fine white garbs with a golden 
  trim down the side stands.  “I am Archbishop 
  Siltwood of Mitrik.  To what do I owe this humble 
  honor, magnificence?” 
   
  Once she meets Archbishop Siltwood she will relay the 
  concerns of the party. Once the PCs are finished telling 
  
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  Page 16  
  the story continue. Gloriana will help fill in what they 
  miss.   
   
  Once you have finished, Archbishop Siltwood 
  stands and speaks.  
   
  “I 
  thank 
  you 
  very 
  much 
  for 
  your 
  initiative….again!” You have foiled a plot by the 
  Vecnans and appear to have created a great weapon 
  to defend Veluna and lead its troops into battle. I’m 
  afraid with the dire times in the Vale that I will 
  have to confirm your story now using simple spells 
  given to us by the Reasoned One. I must speak with 
  my brothers and hopefully commune with the 
  Reasoned One.  I shall return in less than an hour.” 
  (This isn’t because he doesn’t believe the PCs or the 
  celestial it is because they are unable to confirm the 
  story because of the darkness enshrouding them now)   
  The Archbishop returns, pacing in front of his desk 
  contemplating on what to say it appears.  “It seems 
  that you are telling the truth to the best of our 
  knowledge. What have you of me then my 
  radiance?” 
   
  Gloriana steps forward.  “I would like to present 
  this valiant sword of Rao to the highest priest in the 
  Vale that does his bidding. Would you be that 
  man?” 
   
  The Archbishop laughs, “No, no that would be our 
  esteemed holy Canon Hazen.  Unfortunately he is 
  not here at the moment but if you wish to wait in 
  the room beyond for a bit we can arrange a meeting 
  as soon as possible.  He likes to keep his solitude of 
  course.” 
   
  He then strides toward you and (This is dependent 
  on whether they have a Sacred Quest of Rao cert 
  and/or were at the Storm Front Interactive for the 
  battle of Valkurl) clasps each of you on the shoulder 
  nodding in approval.  “The Church of the Wisened 
  One owes you a great debt, and you have our 
  gratitude. 
   
  “By the way, I know that a few of you have earned 
  the mistrust of some of us, it is only right that the 
  entire church know of your heroic deeds.” 
   
  This means that the heroes if they have successfully 
  completed the adventure will get any enmity or 
  mistrust of the Church removed. If they do not have 
  the mistrust or enmity then this serves as a Minor 
  Influence point with the Church of Rao. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  the experience award.  Award the total value to each 
  character. 
   
  Encounter One: An adventure presents itself! 
  Defeating the Evil.  
   
   
  APL 4 
   
  180 xp 
   
  APL 6 
   
  210 xp 
   
  APL 8 
   
  300 xp 
   
  APL 10  
  360 xp 
   
  APL 12  
  420 xp 
  Area 3g: The Golem creation room 
  Defeating the evil enemies 
   
  APL 4 
   
  180 xp 
   
  APL 6 
   
  240 xp 
   
  APL 8 
   
  300 xp 
   
  APL 10  
  360 xp 
  APL 12  
  420 xp 
   
  Area 3d: The Treasury 
  If the PCs did not take any of the cursed items. 
   
  APL 4 
   
  50 xp 
   
  APL 6 
   
  90 xp 
   
  APL 8 
   
  110 xp 
   
  APL 10  
  135 xp 
   
   
  APL 12  
  155 xp 
   
  Encounter Four: Showdown in the Caverns 
  of Oerthblood  
  Defeating the Hand of Vecna and retrieving the 
  sword 
  APL 4 
   
  210 xp 
   
  APL 6 
   
  270 xp 
   
  APL 8 
   
  300 xp 
   
  APL 10  
  360 xp 
   
  APL 12  
  420 xp 
   
  Overall Roleplaying 
   
  APL 4 
   
  50 xp 
   
  APL 6 
   
  90 xp 
   
  APL 8 
   
  115 xp 
   
  APL 10  
  135 xp 
   
  APL 12  
  160 xp 
   
  
  Eye Hand Coordination 
   
   
   
   
   
   
   
   
  Page 17  
   
  Total Possible Experience 
   
  APL 4 
   
  675 xp 
   
  APL 6 
   
  900 xp 
   
  APL 8 
   
  1,125 xp 
   
  APL 10  
  1,350 xp 
   
  APL 12  
  1,575 xp 
   
   
  Treasure summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. 
  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasurer.  
   
  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 minute 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 (that is., 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 piece 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 treasures from each encounter add it up 
  and that is 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. 
   
  TREASURE KEY: 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry 
  and other valuables; M = Magic Items. 
   
  Encounter 3: Gloriana's Home and 
  Laboratory 
  Defeating the Evil party in the golem creation room. 
   
  APL 4: L: 68 gp; C: 0 gp; M: Divine Scroll of 
  Cause Fear (2 gp), Divine Scroll of Bane (2 gp), 
  Divine Scroll of Bless (2 gp), 2 Divine Scrolls of 
  Shield of Faith (2 gp each), 2 Divine Scrolls of Divine 
  Favor (2 gp each), 2 Divine Scrolls of Protection 
  from Good (2 gp each), Divine Scroll of Magic 
  Weapon (2 gp), Divine Scroll of Detect Good (2 gp), 
  2 Arcane Scrolls of Magic Missile (2 gp each), Arcane 
  Scroll of Shield (2 gp), Arcane Scroll of Expeditious 
  Retreat (2 gp), Arcane Scroll of Mage Armor (2 gp), 
  +1 Studded leather armor (98 gp), Potion of 
  Invisibility (25 gp), Elixir of Hiding (21 gp), Potion 
  of Blur (25 gp), Potion of Cure Light Wounds (4 gp) 
   
  APL 6: L: 40 gp; C: 0 gp; M: Divine Scroll of 
  Bane (2 gp), Divine Scroll of Bless (2 gp), 2 Divine 
  Scrolls of Shield of Faith (2 gp each), 2 Divine Scrolls 
  of Divine Favor (2 gp each), 2 Divine Scrolls of 
  Protection from Good (2 gp each), Divine Scroll of 
  Magic Weapon (2 gp), Divine Scroll of Detect Good 
  (2 gp), 2 Arcane Scrolls of Magic Missile (2 gp each), 
  Arcane Scroll of Shield (2 gp), Arcane Scroll of 
  Expeditious Retreat (2 gp), Arcane Scroll of Mage 
  Armor (2 gp), Arcane Scroll of Spider Climb (13 gp), 
  Arcane Scroll of False Life (13 gp), Wand of Color 
  Spray (25 charges) (31 gp), 2 Potions of Cure Light 
  Wounds (4 gp each), +1 medium Rapier (276 gp), +1 
  Studded leather (98 gp),. Potion of Invisibility (25 
  gp), Elixir of Hiding (21 gp), Potion of Blur (25 gp) 
   
  APL 8: L: 40 gp; C: 0 gp; M:  Arcane Scroll of 
  Web (13 gp), Arcane Scroll of Gaseous Form (31 gp), 
  Arcane Scroll of Fireball (31 gp), Arcane Scroll of 
  Slow (31 gp), Arcane Scroll of Lightning Bolt (31 gp, 
  Divine Scroll of Bane (2 gp), Divine Scroll of Bless (2 
  gp), 2 Divine Scrolls of Shield of Faith (2 gp each), 2 
  Divine Scrolls of Divine Favor (2 gp each), 2 Divine 
  Scrolls of Protection from Good (2 gp each), Divine 
  Scroll of Magic Weapon (2 gp), Divine Scroll of 
  Detect Good (2 gp), 2 Arcane Scrolls of Magic 
  Missile (2 gp each), Arcane Scroll of Shield (2 gp), 
  Arcane Scroll of Expeditious Retreat (2 gp), Arcane 
  Scroll of Mage Armor (2 gp), Arcane Scroll of Spider 
  Climb (13 gp), Arcane Scroll of False Life (13 gp), 
  
  Eye Hand Coordination 
   
   
   
   
   
   
   
   
  Page 18  
  Wand of Color Spray (25 charges) (31 gp), 2 Potions 
  of Cure Light Wounds (4 gp each), +1 medium 
  Rapier (276 gp), +1 Studded leather (98 gp),. Potion 
  of Invisibility (25 gp), Elixir of Hiding (21 gp), 
  Potion of Blur (25 gp), Gauntlets of Strength +2 (333 
  gp) 
   
  APL 10: L: 52 gp; C: 0 gp; M: Arcane Scroll of 
  Web (13 gp), Arcane Scroll of Gaseous Form (31 gp), 
  Arcane Scroll of Fireball (31 gp), Arcane Scroll of 
  Slow (31 gp), Arcane Scroll of Lightning Bolt (31 gp), 
  Goggle of Minute Seeing (104 gp), Divine Scroll of 
  Bane (2 gp), Divine Scroll of Bless (2 gp), 2 Divine 
  Scrolls of Shield of Faith (2 gp each), 2 Divine Scrolls 
  of Divine Favor (2 gp each), 2 Divine Scrolls of 
  Protection from Good (2 gp each), Divine Scroll of 
  Magic Weapon (2 gp), Divine Scroll of Detect Good 
  (2 gp), 2 Arcane Scrolls of Magic Missile (2 gp each), 
  Arcane Scroll of Shield (2 gp), Arcane Scroll of 
  Expeditious Retreat (2 gp), Arcane Scroll of Mage 
  Armor (2 gp), Arcane Scroll of Spider Climb (13 gp), 
  2 Arcane Scrolls of False Life (13 gp each), Wand of 
  Color Spray (25 charges) (31 gp), 2 Potions of Cure 
  Light Wounds (4 gp each), +1 medium Rapier (276 
  gp), +1 Studded leather (98 gp),. Potion of 
  Invisibility (25 gp), Elixir of Hiding (21 gp), Potion 
  of Blur (25 gp), Gauntlets of Strength +2 (333 gp), 
  Periapt of Wisdom +2 (333 gp), Potion of Cat’s Grace 
  (25 gp). 
   
  APL 12: L: 52 gp; C: 0 gp; M: Arcane Scroll of 
  Haste (31 gp), Arcane Scroll of Web (13 gp), Arcane 
  Scroll of Gaseous Form (31 gp), Arcane Scroll of 
  Fireball (31 gp), Arcane Scroll of Slow (31 gp), 
  Arcane Scroll of Lightning Bolt (31 gp), Goggle of 
  Minute Seeing (104 gp), Divine Scroll of Bane (2 gp), 
  Divine Scroll of Bless (2 gp), 2 Divine Scrolls of 
  Shield of Faith (2 gp each), 2 Divine Scrolls of Divine 
  Favor (2 gp each), 2 Divine Scrolls of Protection 
  from Good (2 gp each), Divine Scroll of Magic 
  Weapon (2 gp), Divine Scroll of Detect Good (2 gp), 
  2 Arcane Scrolls of Magic Missile (2 gp each), 2 
  Arcane Scroll of Shield (2 gp each), Arcane Scroll of 
  Expeditious Retreat (2 gp), Arcane Scroll of Mage 
  Armor (2 gp), Arcane Scroll of Spider Climb (13 gp), 
  2 Arcane Scrolls of False Life (13 gp), Wand of Color 
  Spray (25 charges) (31 gp), 2 Potions of Cure Light 
  Wounds (4 gp each), +1 medium Rapier (276 gp), +1 
  Studded leather (98 gp), Potion of Invisibility (25 
  gp), Elixir of Hiding (21 gp), Potion of Blur (25 gp), 
  Gauntlets of Strength +2 (333 gp), Potion of Cat’s 
  Grace (25 gp), Periapt of Wisdom +4 (1333 gp)  
   
  Area 3e: The Library 
  Found the spellsbooks 
  APL 4: L: 0 gp; C: 0 gp; M: The Lost 
  Spellbook (I) (4 gp) 
  APL 6: L: 0 gp; C: 0 gp; M: The Lost 
  Spellbook (II) (14 gp) 
  APL 8: L: 0 gp; C: 0 gp; M: The Lost 
  Spellbook (III) (29 gp) 
  APL 10: L: 0 gp; C: 0 gp; M: The Lost 
  Spellbook (IV) (43 gp) 
  APL 12: L: 0 gp; C: 0 gp; M: The Lost 
  Spellbook (V) (47 gp) 
   
  Encounter 4: Showdown in the Caverns 
  of Oerthblood 
  Defeating the Hand and other agents of Vecna. 
   
   
  APL 4: L: 189 gp; C: 0 gp; M: Potion of Cure 
  Light Wounds (4 gp) 
   
  APL 6: L: 69 gp; C: 0 gp; M: Ring of Protection 
  +1 (83 gp), Potion of Cure Light Wounds (4 gp), +1 
  Full Plate Armor (221 gp), Headband of Intellect +2 
  (333 gp), Divine scroll of Cause Fear (2) (2 gp), 
  Arcane scroll of Invisibility (12 gp), Arcane scroll of 
  Gaseous Form (31 gp), Arcane scroll of Fireball (31 
  gp), Arcane Scroll of Slow (31gp), Arcane scroll of 
  Stinking Cloud (31 gp), Divine Scroll of Bless (2 gp), 
  Divine Scrolls of Divine Favor (2 gp), Divine Scroll 
  of Detect Good (2 gp), Arcane Scrolls of Magic 
  Missile (2 gp), Arcane Scroll of Shield (2 gp), Arcane 
  Scroll of Spider Climb (13 gp), Arcane Scroll of False 
  Life (13 gp) 
   
  APL 8: L: 94 gp; C: 0 gp; M: Ring of Protection 
  +1 (83 gp), Potion of Cure Light Wounds (4 gp), +1 
  Full Plate Armor (221 gp), Headband of Intellect +2 
  (333 gp), Divine scroll of Cause Fear (2) (2 gp), 
  Arcane scroll of Invisibility (12 gp), Arcane scroll of 
  Gaseous Form (31 gp), Arcane scroll of Fireball (31 
  gp), Arcane Scroll of Slow (31gp), Arcane scroll of 
  Stinking Cloud (31 gp), Divine Scroll of Bless (2 gp), 
  Divine Scrolls of Divine Favor (2 gp), Divine Scroll 
  of Detect Good (2 gp), Arcane Scrolls of Magic 
  Missile (2 gp), Arcane Scroll of Shield (2 gp), Arcane 
  Scroll of Spider Climb (13 gp), Arcane Scroll of False 
  Life (13 gp). 
   
  APL 10: L: 44 gp; C: 0 gp; M: Ring of Protection 
  +1 (83 gp), Potion of Cure Light Wounds (4 gp), +1 
  Full Plate Armor (221 gp), Headband of Intellect +2 
  (333 gp), Divine scroll of Cause Fear (2) (2 gp), 
  Arcane scroll of Invisibility (12 gp), Arcane scroll of 
  Gaseous Form (31 gp), Arcane scroll of Fireball (31 
  gp), Arcane Scroll of Slow (31gp), Arcane scroll of 
  Stinking Cloud (31 gp), Divine Scroll of Bless (2 gp), 
  Divine Scrolls of Divine Favor (2 gp), Divine Scroll 
  of Detect Good (2 gp), Arcane Scrolls of Magic 
  
  Eye Hand Coordination 
   
   
   
   
   
   
   
   
  Page 19  
  Missile (2 gp), Arcane Scroll of Shield (2 gp), Arcane 
  Scroll of Spider Climb (13 gp), Arcane Scroll of False 
  Life (13 gp), +1 medium shortswords (193 gp each), 
  Amulet of Natural Armor +1 (83 gp) 
   
  APL 12: L: 44 gp; C: 0 gp; M: Ring of Protection +1 
  (83 gp), Potion of Cure Light Wounds (4 gp), +1 Full 
  Plate Armor (221 gp), Headband of Intellect +2 (333 
  gp), Divine scroll of Cause Fear (2) (2 gp), Arcane scroll 
  of Invisibility (12 gp), Arcane scroll of Gaseous Form 
  (31 gp), Arcane scroll of Fireball (31 gp), Arcane Scroll 
  of Slow (31gp), Arcane scroll of Stinking Cloud (31 gp), 
  Divine Scroll of Bless (2 gp), Divine Scrolls of Divine 
  Favor (2 gp), Divine Scroll of Detect Good (2 gp), 
  Arcane Scrolls of Magic Missile (2 gp), Arcane Scroll of 
  Shield (2 gp), Arcane Scroll of Spider Climb (13 gp), 
  Arcane Scroll of False Life (13 gp), +1 medium 
  shortswords (193 gp each), Amulet of Natural Armor 
  +2 (333 gp), Cloak of Charisma +2 (333 gp) 
   
  Total Possible Treasure 
   
  APL 4 
   
  464 gp 
  APL 6 
              
  800 gp 
  APL 8 
   
  1,250 gp 
  APL 10      
  2,100 gp 
  APL 12  
  3,000 gp 
   
  Special Rewards: 
   
  Minor Influence with the Church of Rao: For 
  safely escorting and protecting Gloriana and the 
  holy sword of Rao the church has decided to rid you 
  of any ill will (enmity or distrust) that the PC may 
  have.  If they do not have this is ill will treat this as a 
  Minor Influence Point. 
   
  The Lost Spellbook (I): 1
  st – Shield, Burning 
  Hands, Mage Armor, Magic Missile, Ray of 
  Enfeeblement. (Frequency: Adventure; 50 gp) 
   
  The Lost Spellbook (II): 1
  st – Shield, Mage Armor, 
  Magic Missile, Ray of Enfeeblement, Expeditious 
  Retreat; 2
  nd – Glitterdust, Flaming Sphere, 
  Invisibility, Mirror Image, Blindness/Deafness, 
  Ghoul Touch. (Frequency: Adventure; 170 gp) 
   
  The Lost Spellbook (III): 1
  st – Shield, Mage Armor, 
  Magic Missile, Chill Touch, Ray of Enfeeblement, 
  Expeditious Retreat; 2
  nd – Glitterdust, Flaming 
  Sphere, Invisibility, Mirror Image, 
  Blindness/Deafness, Ghoul Touch, Spectral Hand; 
  3
  rd – Stinking Cloud, Heroism, Displacement, 
  Vampiric Touch, Flame Arrow. (Frequency: 
  Adventure; 350 gp) 
   
  The Lost Spellbook (IV): 1
  st – Shield, Mage Armor, 
  Magic Missile, Chill Touch, Ray of Enfeeblement, 
  Expeditious Retreat; 2
  nd – Glitterdust, Flaming 
  Sphere, Shatter, Invisibility, Mirror Image, 
  Blindness/Deafness, Ghoul Touch, Spectral Hand; 
  3
  rd – Stinking Cloud, Heroism, Displacement, 
  Vampiric Touch, Flame Arrow, Ray of Exhaustion; 
  4
  th – Crushing Despair, Fire Shield, Greater 
  Invisibility. (Frequency: Adventure; 520 gp) 
   
  The Lost Spellbook (V): 2
  nd – Glitterdust, Scorching 
  Ray, False Life; 3
  rd – Heroism, Rage, Tiny Hut, 
  Displacement, Ray of Exhaustion; 4
  th – Stoneskin, 
  Shout, Fire Shield, Greater Invisibility, Polymorph; 
  5
  th – Mind Fog, Symbol of Pain, Waves of Fatigue. 
  (Frequency Adventure; 560 gp) 
   
  Sacrifice for the Holy Sword of Rao: For such an 
  unselfish act of giving a part of yourself to the creation 
  of this holy relic, Archbishop Siltwood has granted you 
  1 Major Influence Point with the Church of Rao.  Also 
  when in any major city of Veluna word has spread to 
  the citizens of your great deeds and often give their 
  thanks in appreciation of your loss. (They will bow, 
  shake hands, be very cordial to the PCs)  Also the 
  Church has opened up some of their riches and 
  allowed you access to purchase some items at normal 
  cost.  (This is dependent on how much experience the 
  player gave up. Circle the experience range on the AR.) 
   All these items have a frequency of ‘Any’ for purposes 
  of purchasing them. 
   
  100-250 xp:  Wand of Cure Light Wounds, Phylactery 
  of Faithfulness. 
  251-500 xp:  As previous items plus, Scarab 
  Golembane, Lens of Detection. 
  501-750 xp:  As previous items plus, Wand of False Life 
  and Periapt of Wisdom +2. 
  751-1000 xp:  As previous items plus, Ring of Force 
  Shield, Boots of Striding and Springing, and Cloak of 
  Charisma +2. 
  Over 1001 xp:  As previous items plus, Ring of 
  Invisibility, Anarchic upgrade to any Weapon, and 
  Wand of Cure Moderate Wounds. 
   
  
  Eye Hand Coordination 
   
   
   
   
   
   
   
   
  Page 20  
  DM Map#1 
   
   
  
  Eye Hand Coordination 
   
  Page 21 
  APPENDIX One 
   
  Introduction  
  All APLs  
  �Gwenevear: CR 14; Female human Rgr2/Rog7/ 
  SpyMstr5: Medium Humanoid; HD 7d6+7D8+28; hp 
  95; Init +8; Spd 40; AC 21, Touch 15, Flatfooted 17; 
  Base Atk +10; Grp +10; Atk +16 (1D6+1, +1 Medium 
  shortsword) or +16 (1D6, +1 Shortbow); Full Atk 
  +16/+11 (1D6+1, +1 medium shortsword) or +16/+11 
  (1D6, +1 Shortbow); SA Uncanny dodge, evasion, 
  sneak attack +6D6, trap sense +2, trapfinding, Cover 
  Identity, required ranks, quick change, undetectable 
  alignment, slippery mind, spot scrying, track, favored 
  enemy (orc), wild empathy, combat style (archery); AL 
  CG; SV Fort +10, Ref +14, Will +6; Str 10, Dex 18, Con 
  14, Int 14, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +14, Decipher Script +12, 
  Diplomacy +13, Disguise +15, Escape Artist +9, Gather 
  Information +14, Hide +16, Listen +14, Knowledge 
  (Bartending) +8, Knowledge (Nature) +10, Knowledge 
  (Geography) +10, Profession (Maid) +6, Move Silently 
  +15, Open Lock +11, Search +10, Sense Motive +13, 
  Spot +13, Survival +1, Tumble +15, Use Magic Device 
  +4; Improved Initiative, Skill Focus (Bluff), Great 
  Fortitude, Weapon Finesse, Weapon Focus (short 
  sword), Rapid Shot 
   
  Possessions: +1 medium green hued short sword, 
  +2 Mithral Chain Shirt (Worn under her normal 
  garments), Elegant gown, Bag of Holding (Type II), 
  Hair picks, Commoner’s clothes, Defender of Veluna 
  pendant (+1 AC to Deflection and hidden underneath 
  her clothes), Gloves of Dexterity +2, Boots of Striding 
  and Springing 
   
  Encounter One: An Adventure Presents 
  Itself 
  APL 4 (EL 4) 
  �Advespa (Baatezu): CR 3; Large Outsider (Evil, 
  Lawful) HD 4d8+12; hp 30; Init +5; Speed 30ft, fly 40ft 
  (good); AC 17, Touch 10, Flat-footed 16; Base Atk +4; 
  Grp +13; Atk +8 melee (claw, 1d6+5) or sting +3 melee 
  (1d4+2 plus poison); Full Atk +8 melee (4 claws, 
  1D6+5) and +3 melee (Sting, 1D4+2 plus poison); 
  Space/Reach 10 x10 Reach 10ft; SA Improved Grab, 
  Poison spell-like abilities; SQ Baatezu traits, DR 
  5/Magic, Outsider traits, regeneration 2, SR 15; AL LE; 
  Fort +7, Ref +5, Will +4; Str 20, Dex 13, Con 17, Int 8, 
  Wis 11, Cha 10. 
   
  Skills and Feats: Hide +4, Jump+7, Listen +7, Move 
  Silently +8, Search +6, spot +7, Tumble +8; Flyby attack, 
  Improved Initiative. 
   
  Improved Grab (Ex): If an Advespa hits an 
  opponent that is at least one size category smaller than 
  itself with both claws, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (Grapple bonus 
  +13).  If it gets a hold, it automatically hits with its 
  sting.  Thereafter, the Advespa has the option to 
  conduct the grapple normally, or simply use its claws 
  to hold the opponent (-20 penalty on grapple check, 
  but the Advespa is not considered grappled).  In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals damage from 
  both claws and the sting. 
   
  Poison (Ex):  The Advespa injects a dose of poison 
  (Fortitude save DC 15) with each successful sting 
  attack.  The initial and secondary damage is the same 
  (1D4 points of Strength damage). 
   
  Spell-Like Abilities: 3/day – Change self, 
  command, produce flame, pyrotechnics.  Caster level 
  4
  th; save DC 10 + spell level. 
   
  Regeneration (Ex):  An Advespa takes normal 
  damage from acid, and also from holy weapons and 
  blessed weapons of at least +1 enhancement. 
   
  Summon Baatezu (Sp): Once per day, an Advespa 
  can attempt to summon 1D2 additional advespas with a 
  30% chance of success. 
   
  APL 6 (EL 7) 
  �Advespa (Baatezu): CR 3; Large Outsider (Evil, 
  Lawful) HD 4d8+12; hp 30; Init +5; Speed 30ft, fly 40ft 
  (good); AC 17, Touch 10, Flat-footed 16; Base Atk +4; 
  Grp +13; Atk +8 melee (claw, 1d6+5) or sting +3 melee 
  (1d4+2 plus poison); Full Atk +8 melee (4 claws, 
  1D6+5) and +3 melee (Sting, 1D4+2 plus poison); 
  Space/Reach 10 x10 Reach 10ft; SA Improved Grab, 
  Poison spell-like abilities; SQ Baatezu traits, DR 
  5/Magic, Outsider traits, regeneration 2, SR 15; AL LE; 
  Fort +7, Ref +5, Will +4; Str 20, Dex 13, Con 17, Int 8, 
  Wis 11, Cha 10. 
   
  Skills and Feats: Hide +4, Jump+7, Listen +7, Move 
  Silently +8, Search +6, spot +7, Tumble +8; Flyby attack, 
  Improved Initiative. 
   
  Improved Grab (Ex): If an Advespa hits an 
  opponent that is at least one size category smaller than 
  itself with both claws, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (Grapple bonus 
  +13).  If it gets a hold, it automatically hits with its 
  sting.  Thereafter, the Advespa has the option to 
  conduct the grapple normally, or simply use its claws 
  to hold the opponent (-20 penalty on grapple check, 
  but the Advespa is not considered grappled).  In either 
  case, each successful grapple check it makes during 
  
  Eye Hand Coordination 
   
  Page 22 
  successive rounds automatically deals damage from 
  both claws and the sting. 
   
  Poison (Ex):  The Advespa injects a dose of poison 
  (Fortitude save DC 15) with each successful sting 
  attack.  The initial and secondary damage is the same 
  (1D4 points of Strength damage). 
   
  Spell-Like Abilities: 3/day – Change self, 
  command, produce flame, pyrotechnics.  Caster level 
  4
  th; save DC 10 + spell level. 
   
  Regeneration (Ex):  An Advespa takes normal 
  damage from acid, and also from holy weapons and 
  blessed weapons of at least +1 enhancement. 
   
  Summon Baatezu (Sp): Once per day, an Advespa 
  can attempt to summon 1D2 additional advespas with a 
  30% chance of success. 
   
  APL 8 (EL 10) 
  �Advespa (Baatezu): CR 3; Large Outsider (Evil, 
  Lawful) HD 4d8+12; hp 30; Init +5; Speed 30ft, fly 40ft 
  (good); AC 17, Touch 10, Flat-footed 16; Base Atk +4; 
  Grp +13; Atk +8 melee (claw, 1d6+5) or sting +3 melee 
  (1d4+2 plus poison); Full Atk +8 melee (4 claws, 
  1D6+5) and +3 melee (Sting, 1D4+2 plus poison); 
  Space/Reach 10 x10 Reach 10ft; SA Improved Grab, 
  Poison spell-like abilities; SQ Baatezu traits, DR 
  5/Magic, Outsider traits, regeneration 2, SR 15; AL LE; 
  Fort +7, Ref +5, Will +4; Str 20, Dex 13, Con 17, Int 8, 
  Wis 11, Cha 10. 
   
  Skills and Feats: Hide +4, Jump+7, Listen +7, Move 
  Silently +8, Search +6, spot +7, Tumble +8; Flyby attack, 
  Improved Initiative. 
   
  Improved Grab (Ex): If an Advespa hits an 
  opponent that is at least one size category smaller than 
  itself with both claws, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (Grapple bonus 
  +13).  If it gets a hold, it automatically hits with its 
  sting.  Thereafter, the Advespa has the option to 
  conduct the grapple normally, or simply use its claws 
  to hold the opponent (-20 penalty on grapple check, 
  but the Advespa is not considered grappled).  In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals damage from 
  both claws and the sting. 
   
  Poison (Ex):  The Advespa injects a dose of poison 
  (Fortitude save DC 15) with each successful sting 
  attack.  The initial and secondary damage is the same 
  (1D4 points of Strength damage). 
   
  Spell-Like Abilities: 3/day – Change self, 
  command, produce flame, pyrotechnics.  Caster level 
  4
  th; save DC 10 + spell level. 
   
  Regeneration (Ex):  An Advespa takes normal 
  damage from acid, and also from holy weapons and 
  blessed weapons of at least +1 enhancement. 
   
  Summon Baatezu (Sp): Once per day, an Advespa 
  can attempt to summon 1D2 additional advespas with a 
  30% chance of success. 
   
  APL 10 (EL 12) 
  �Advespa (Baatezu): CR 3; Large Outsider (Evil, 
  Lawful) HD 4d8+12; hp 30; Init +5; Speed 30ft, fly 40ft 
  (good); AC 17, Touch 10, Flat-footed 16; Base Atk +4; 
  Grp +13; Atk +8 melee (claw, 1d6+5) or sting +3 melee 
  (1d4+2 plus poison); Full Atk +8 melee (4 claws, 
  1D6+5) and +3 melee (Sting, 1D4+2 plus poison); 
  Space/Reach 10 x10 Reach 10ft; SA Improved Grab, 
  Poison spell-like abilities; SQ Baatezu traits, DR 
  5/Magic, Outsider traits, regeneration 2, SR 15; AL LE; 
  Fort +7, Ref +5, Will +4; Str 20, Dex 13, Con 17, Int 8, 
  Wis 11, Cha 10. 
   
  Skills and Feats: Hide +4, Jump+7, Listen +7, Move 
  Silently +8, Search +6, spot +7, Tumble +8; Flyby attack, 
  Improved Initiative. 
   
  Improved Grab (Ex): If an Advespa hits an 
  opponent that is at least one size category smaller than 
  itself with both claws, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (Grapple bonus 
  +13).  If it gets a hold, it automatically hits with its 
  sting.  Thereafter, the Advespa has the option to 
  conduct the grapple normally, or simply use its claws 
  to hold the opponent (-20 penalty on grapple check, 
  but the Advespa is not considered grappled).  In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals damage from 
  both claws and the sting. 
   
  Poison (Ex):  The Advespa injects a dose of poison 
  (Fortitude save DC 15) with each successful sting 
  attack.  The initial and secondary damage is the same 
  (1D4 points of Strength damage). 
   
  Spell-Like Abilities: 3/day – Change self, 
  command, produce flame, pyrotechnics.  Caster level 
  4
  th; save DC 10 + spell level. 
   
  Regeneration (Ex):  An Advespa takes normal 
  damage from acid, and also from holy weapons and 
  blessed weapons of at least +1 enhancement. 
   
  Summon Baatezu (Sp): Once per day, an Advespa 
  can attempt to summon 1D2 additional advespas with a 
  30% chance of success. 
   
  �Amnizu (Baatezu): CR 5; Medium Outsider (Evil, 
  Lawful); HD 9d8+9; hp 49; Init +4; Speed 30ft, fly 60ft 
  (average); AC 21, Touch 10, Flat-footed 21; Base Atk +9; 
  Grp +10; Atk +10 melee (Touch, 2d4 plus feeblemind); 
  
  Eye Hand Coordination 
   
  Page 23 
  Full Atk +10 melee (Touch, 2d4 plus feeblemind); SA 
  Feeblemind touch, spell-like abilities; SQ Secure 
  Intelligence, 
  Baatezu 
  traits, 
  outsider 
  traits, 
  regeneration 4, SR 18; AL LE; Fort +7, Ref +6, Will +8. 
  Str 12, Dex 11, Con 13, Int 16, Wis 15, Cha 10. 
   
  Skills and Feats: Balance +14, Concentration +13, 
  Diplomacy +14, Hide +12, Jump +3, Knowledge 
  (Planes)+15, Search +15, Sense Motive +14 Spellcraft 
  +15, Spot +14, Swim +13, Tumble +12; Combat Casting, 
  Combat Expertise, Improved Initiative, Quicken Spell-
  Like Ability. 
   
  Feeblemind Touch (Su): The touch of an Amnizu 
  duplicates the effect of a feeblemind spell (caster level 
  14: Will Save DC 14). 
   
  Spell-Like Abilities: At will - Major Image; 3/day 
  - Fireball; 1/day - sequester. Caster level 14
  th; save DC 
  10 + Spell level. 
   
  Regeneration (Ex): Amnizu take normal damage 
  from acid and also from holy or blessed weapons of at 
  least +1 enhancement.  
   
  Secure Intelligence (Ex): An Amnizu is immune 
  to any effect that would drain, damage or otherwise 
  reduce its Intelligence score. 
   
  Summon Baatezu (Sp): Once per day, an Advespa 
  can attempt to summon 1D3 additional advespas with a 
  50% chance of success. 
   
  APL 12 (EL 14) 
  �Amnizu (Baatezu): CR 5; Medium Outsider (Evil, 
  Lawful); HD 9d8+9; hp 49; Init +4; Speed 30ft, fly 60ft 
  (average); AC 21, Touch 10, Flat-footed 21; Base Atk +9; 
  Grp +10; Atk +10 melee (Touch, 2d4 plus feeblemind); 
  Full Atk +10 melee (Touch, 2d4 plus feeblemind); SA 
  Feeblemind touch, spell-like abilities; SQ Secure 
  Intelligence, 
  Baatezu 
  traits, 
  outsider 
  traits, 
  regeneration 4, SR 18; AL LE; Fort +7, Ref +6, Will +8. 
  Str 12, Dex 11, Con 13, Int 16, Wis 15, Cha 10. 
   
  Skills and Feats: Balance +14, Concentration +13, 
  Diplomacy +14, Hide +12, Jump +3, Knowledge 
  (Planes)+15, Search +15, Sense Motive +14 Spellcraft 
  +15, Spot +14, Swim +13, Tumble +12; Combat Casting, 
  Combat Expertise, Improved Initiative, Quicken Spell-
  Like Ability. 
   
  Feeblemind Touch (Su): The touch of an Amnizu 
  duplicates the effect of a feeblemind spell (caster level 
  14: Will Save DC 14). 
   
  Spell-Like Abilities: At will - Major Image; 3/day 
  - Fireball; 1/day - sequester. Caster level 14
  th; save DC 
  10 + Spell level. 
   
  Regeneration (Ex): Amnizu take normal damage 
  from acid and also from holy or blessed weapons of at 
  least +1 enhancement.  
   
  Secure Intelligence (Ex): An Amnizu is immune 
  to any effect that would drain, damage or otherwise 
  reduce its Intelligence score. 
   
  Summon Baatezu (Sp): Once per day, an Advespa 
  can attempt to summon 1D3 additional advespas with a 
  50% chance of success. 
   
  �Malabranche (Baatezu): CR 9; Huge Outsider (Evil, 
  Lawful); HD 16d8+96; hp 168; Init –1; Speed 40ft, fly 
  120ft (average); AC 24, Touch 7, Flat-footed 24; Base 
  Atk +12; Grp +34; Atk +25 melee (huge Masterwork 
  trident, 2D8+15) or +22 melee (gore, 2D6+5) or +24 
  melee (Claw, 2D4+10) or +22 melee (bite, 2D6+5); Full 
  Atk +25/+20/+15/+10 melee (Huge Masterwork 
  trident, 2d8+15) and +22 melee (gore, 2d6+5) or 
  +25/+20/+15/+10 melee (Huge Masterwork trident, 
  2d8+15) and +22 melee (bite, 2d6+5) or +24 melee (2 
  claws, 2d4+10) and +22 melee (gore, 2D6+5) or +24 
  melee (2 claws, 2D4+10) and +22 melee (bite, 2D6+5); 
  Space/Reach 15 x 15 Reach 15ft; SA Charge, fear aura, 
  improved grab; SQ Baatezu traits, DR 15/Magic, 
  outsider traits, regeneration 8, SR 20; AL LE; Fort +16, 
  Ref +9, Will +9; Str 30, Dex 9, Con 23, Int 10, Wis 9, 
  Cha 10. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +1, 
  Climb+13, 
  Concentration +13, Diplomacy +2, Intimidate +13, 
  Jump +25, Listen +17, Move Silently +17, Search +18, 
  Spot +18, Tumble +17; Cleave, Flyby Attack, Great 
  Cleave, Multiattack, Power Attack. 
   
  Charge (Ex): A Malabranche typically begins a 
  battle with a flying charge at an opponent on the 
  ground. In addition to the normal benefits and hazards 
  of a charge, this tactic allows the Malabranche to make 
  a single gore attack (+24 melee) that deals 6D6+15 
  points of damage. The creature can also charge while 
  moving on the ground if it wishes 
   
  Improved Grab (Ex): If a Malabranche hits an 
  opponent that is at least one size category smaller than 
  itself with a claw attack it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus 
  +34).  The creature has the option to conduct the 
  grapple normally, or simply use its claw to hold the 
  opponent (-20 penalty on grapple check, but the 
  Malabranche is not considered grappled).  In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals claw damage. 
   
  Fear Aura (SU):  As a free action, a Malabranche 
  can produce a fear effect. This ability functions like a 
  fear spell (caster level 12; Will Save DC 18), except that 
  it affects all creatures in a 15-foot radius around the 
  Malabranche. Any creature that makes a successful 
  saving throw cannot be affected again by that 
  
  Eye Hand Coordination 
   
  Page 24 
  Malabranche's fear aura for 24 hours. All Baatezu are 
  immune to the malebranche’s fear aura. 
   
  Encounter Two: Traveling to the Doors 
  All APLs 
  �Robbie: CR 8; Male Human/Iron half-golem Wiz5; 
  HD 5d4+10; Hp 23; Init +0; Spd 30 ft (no run); AC 21, 
  Touch 10, Flat-footed 21; Base Atk +2 melee; Grp +7; 
  Atk +10 melee (+3 medium Dagger, 1d4+8); Full Atk 
  +10 melee (+3 medium Dagger, 1d4+8); SA Breath 
  weapon; SQ Constructs, rust vulnerability, Spell 
  Immunity, DR 15/Adamantite; AL NG; SV Fort +5, Ref 
  +1, Will +6; Str 20, Dex 10, Con 14, Int 12, Wis 14, Cha 
  4.  
   
  Skills and Feats: Concentration +9, Knowledge 
  (Arcana) +7, Knowledge (Religion) +7, Knowledge 
  (History) +7, Knowledge (Planes) +7, Spellcraft +7; 
  Combat Casting, Scribe Scroll, Craft Wondrous Item; 
  Brew Potion. 
   
  Spells Prepared (4/4/2; 0- Detect Magic, Guidance, 
  Read Magic, Dancing Lights; 1
  st – Comprehend 
  Languages, Identify, Shield, Mage Armor; 2
  nd - Minor 
  Image, Invisibility 
   
  Possessions: +3 medium Dagger, Bracelets of 
  Teleportation (Teleport 3/day),  
   
  As a half-Golem wizard Robbie can cast spells yet 
  retains his magical immunity. However Robbie will 
  never commit to battle at all in this scenario. He will 
  cower behind the adventurers or his mom and will flee 
  in danger as remember he is still a little kid.  (However 
  he made his save when his limbs were reattached thus 
  allowing him to keep his Con score) 
   
  Encounter 3g: Battle at the Golem Creation 
  Room 
  APL 4 (EL 6) 
  �Nason: CR 3; Male Human Clr3; Medium 
  Humanoid; HD 3d8+2; Hp 20; Init +5; Spd 30 ft; AC 15, 
  Touch 11, Flat-footed 14; Base Atk +2; Grp +2; Atk +3 
  melee (masterwork medium dagger, 1d4); Full Atk +3 
  melee (masterwork medium dagger, 1D4); AL NE; SV 
  Fort +5, Ref +2 Will +5; Str 10, Dex 12, Con 14, Int 14, 
  Wis 15, Cha 10. 
   
  Skills and Feats: Concentration +8, Diplomacy +3, 
  Knowledge (Arcana) +8, Knowledge (Religion) +8, 
  Search +4, Spellcraft +8; Combat Casting, Improved 
  Initiative, Spell Focus (Evocation) 
   
  Spells Prepared (4/3+1/2+1; Base DC = 12 + Spell 
  Level; DC = 13 + Spell Level for Evocation) 0
  th - Detect 
  Magic, Detect Magic, Read Magic, Read Magic; 1
  st – 
  Comprehend Languages, Bane, Cause Fear, Detect 
  Secret Doors*; 2
  nd - Bear's Endurance, Sound Burst, 
  Detect Thoughts*. 
   
  * Domain Spells. Domains: Knowledge (All 
  Knowledge skills to your list of cleric class skills. You 
  cast divination spells at +1 caster level); Magic (Use 
  scrolls, wands, and other devices with spell completion 
  or spell trigger activation as a wizard of one-half your 
  cleric level (at least 1st level). For the purpose of using 
  a scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels 
  stack). 
   
  Possessions: masterwork medium dagger, Divine 
  Scroll of Cause Fear, Divine Scroll of Bane, Divine 
  Scroll of Bless, Divine Scroll of Shield of Faith (2), 
  Divine Scroll of Divine Favor (2), Divine Scroll of 
  Protection from Good (2), Divine Scroll of Magic 
  Weapon, Divine Scroll of Detect Good, Arcane Scroll 
  of Magic Missile (2), Arcane Scroll of Shield, Arcane 
  Scroll of Expeditious Retreat, Arcane Scroll of Mage 
  Armor, Banded Leather Scroll case. 
   
  Tactics before battle: 
  Arcane Spells Cast via scroll (and currently in effect 
  for the encounter thus added to the AC in his stat 
  block) Mage Armor 
   
  Prep Rounds 
  1
  st Shield 
  2
  nd Bear's Endurance  
  3
  rd Shield of Faith 
  4
  th Protection from Good 
  5
  th Bless  
  6
  th Magic Weapon 
   
  In Combat 
  Sound Burst (Rogues) 
  Cause fear (Big Fighter) 
  Magic Missile (most dangerous) 
   
  �Snake: CR 3; Male Human Rog3; Medium 
  Humanoid; HD 3d6+6; hp 17; Init +7; Spd 30ft; AC 17, 
  Touch 13, Flat-footed 14; Base Atk +2; Grp +2; Atk +6 
  melee (Masterwork medium Rapier, 1d6) or +5 ranged 
  (light crossbow, 1d8); Full Atk  +6 melee (Masterwork 
  medium Rapier, 1d6) or +5 ranged (light crossbow, 
  1d8); SA Sneak Attack +2d6, trapfinding, evasion, trap 
  sense +1; AL CN; SV Fort +3, Ref +6, Will +1; Str 10, 
  Dex 16, Con 14, Int 14, Wis 11, Cha 9. 
   
  Skills and Feats: Bluff +6, Climb +0, Decipher 
  Script +4, Disable Device 8, Escape Artist +9, Forgery 
  +3, Gather Information +1, Hide +9 (+19 w/Elixir) 
  Jump +2, Listen +5, Move Silently +9, Open Lock +9, 
  Search +8, Spot +4, Tumble +9, Use Magic +3; Dodge, 
  Improved Initiative Weapon, Weapon Finesse. 
  
  Eye Hand Coordination 
   
  Page 25 
   
  Possessions: Masterwork medium Rapier, Light 
  Crossbow, +1 Studded leather armor, Masterwork 
  Thieves Tools. Potion of Invisibility, Elixir of Hiding, 
  Potion of Blur, Potion of Cure Light Wounds. 
   
  Tactics:  Snake will always fire his crossbow first and 
  hide again (-20 to hide check), then drink the potion of 
  Blur. If he was wounded he will drink the Cure light 
  potion also. He will fight but leave (retreat) when 
  down to 1/3
  rd of his Hit points, drink his potion of 
  invisibility, and then attempt to leave the complex 
   
  APL 6 (EL 8) 
  �Nason: CR 5; Male Human Clr5; Medium 
  Humanoid; HD 5d8+10; Hp 38; Init +5; Spd 30 ft; AC 
  15, Touch 11, Flat-footed 14; Base Atk +3; Grp +3; Atk 
  +4 melee (masterwork medium dagger, 1d4); Full Atk 
  +4 melee (masterwork medium dagger, 1D4); AL NE; 
  SV Fort +6, Ref +2, Will +7; Str 10, Dex 12, Con 14, Int 
  14, Wis 16, Cha 10. 
   
  Skills and Feats: Concentration +10, Diplomacy 
  +5, Knowledge Arcana +10, Knowledge Religion +10, 
  Search +4, Spellcraft +10; Combat Casting, Improved 
  Initiative, Spell Focus (Evocation) 
   
  Spells Prepared (5/4+1/3+1/2+1; Base DC = 13 + 
  Spell Level; DC = 14 + Spell Level for Evocation) 0
  th – 
  Detect Magic, Detect Magic, Read Magic, Read Magic; 
  1
  st – Comprehend Languages, Bane, Remove Fear, Cure 
  Light Wounds, Detect Secret Doors*; 2
  nd - Bear's 
  Endurance, Augury, Sound Burst, Detect Thoughts*; 3
  rd 
  – Searing Light, Dispel Magic, Clairvoyance*. 
   
  * Domain Spells. Domains: Knowledge (All 
  Knowledge skills to your list of cleric class skills. You 
  cast divination spells at +1 caster level); Magic (Use 
  scrolls, wands, and other devices with spell completion 
  or spell trigger activation as a wizard of one-half your 
  cleric level (at least 1st level). For the purpose of using 
  a scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels 
  stack). 
   
  Possessions: masterwork medium dagger, Divine 
  Scroll of Cause Fear, Divine Scroll of Bane, Divine 
  Scroll of Bless, Divine Scroll of Shield of Faith (2), 
  Divine Scroll of Divine Favor (2), Divine Scroll of 
  Protection from Good (2), Divine Scroll of Magic 
  Weapon, Divine Scroll of Detect Good, Arcane Scroll 
  of Magic Missile (2), Arcane Scroll of Shield, Arcane 
  Scroll of Expeditious Retreat, Arcane Scroll of Mage 
  Armor, Arcane Scroll of Invisibility, Arcane Scroll of 
  Spider Climb, Arcane Scroll of False Life, Wand of 
  Color Spray (25 charges), Potion of Cure Light 
  Wounds, Banded Leather Scroll case. 
   
  Arcane Spells Cast via scroll (and currently in effect 
  for the encounter thus added to the AC in his stat 
  block) Mage Armor, False Life (8 hps) 
   
  Prep Round 
  1
  st Bear's Endurance 
  2
  nd Shield 
  3
  rd Invisibility 
  4
  th Protection from Good 
  5
  th Shield of Faith  
  6
  th Bless 
   
  In Combat (before donning tower shield) 
  Web (Group) 
  Sound Burst (Rogues) 
  Color Spray (Big Fighter) 
  Magic Missile (most dangerous) 
   
  �Snake: CR 5; Male Human Rog5; Medium 
  Humanoid; HD 5d6+10; hp 30; Init+7; Spd 30ft; AC 17, 
  Touch 13, Flat-footed 14; Base Atk +3; Grp +3; Atk +7 
  melee (+1 medium Rapier, 1d6+1) or +6 ranged (light 
  crossbow, 1d8); Full Atk  +7 melee (+1 medium Rapier, 
  1d6+1) or +6 ranged (light crossbow, 1d8); SA Sneak 
  Attack +3d6, trapfinding, evasion, trap sense +1, 
  uncanny dodge; AL CN; SV Fort +3, Ref +7, Will +1; Str 
  10, Dex 17, Con 14, Int 14, Wis 11, Cha 9. 
   
  Skills and Feats: Bluff +7, Climb +2, Decipher 
  Script +6, Disable Device +12, Escape Artist +11, 
  Forgery +3, Gather Information +5, Hide +11 (+21 with 
  Elixir), Jump +4, Listen +8, Move Silently +11, Open 
  Lock +11, Search +10, Sense Motive +8, Spot +8, 
  Tumble +11, Use Magic +3; Dodge, Improved Initiative 
  Weapon Finesse.  
   
  Possessions: +1 medium Rapier, Light Crossbow, 
  +1 Studded leather, Masterwork Thieves Tools. Potion 
  of Invisibility, Elixir of Hiding, Potion of Blur, Potion 
  of Cure Light Wounds. 
  Snake will always fire his crossbow first and hide again 
  (-20 to hide check), then drink the potion of Blur. If he 
  was wounded he will drink the Cure light wounds 
  potion also. He will fight but leave (retreat) when 
  down to 1/3
  rd of his Hit points, drink his potion of 
  invisibility, and then attempt to leave the complex. 
   
  APL 8 (EL 10) 
  �Nason: CR 7; Male Human Clr7; Medium 
  Humanoid; HD 7d8+14; Hp 53; Init +5; Spd 30 ft; AC 
  15, Touch 11, Flat-footed 14; Base Atk +5; Grp +5; Atk 
  +6 melee (masterwork medium dagger, 1d4); Full Atk 
  +6 melee (masterwork medium dagger, 1D4); AL NE; 
  SV Fort +7, Ref +3, Will +8; Str 10, Dex 12, Con 14, Int 
  14, Wis 16, Cha 10. 
  
  Eye Hand Coordination 
   
  Page 26 
   
  Skills and Feats: Concentration +12, Diplomacy 
  +4, Knowledge (Arcana) +12, Knowledge (Religion) 
  +11, Listen +6, Search +4, Spellcraft +11, Spot +6; 
  Combat Casting, Improved Initiative, Spell Focus 
  (Evocation), Augment Summoning 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; Base DC = 13 
  + Spell Level; DC = 14 + Spell Level for Evocation) 0
  th – 
  Detect Magic, Detect Magic, Read Magic, Read Magic; 
  1
  st – Comprehend Languages, Bane, Remove Fear, 
  Doom, Cure Light Wounds, Detect Secret Doors*; 2
  nd - 
  Bear's Endurance, Augury, Sound Burst, Cure 
  Moderate Wounds, Detect Thoughts*; 3
  rd – Bestow 
  Curse, Searing Light, Dispel Magic, Clairvoyance*; 4
  th – 
  Summon Monster IV, Divination*. 
   
  * Domain Spells. Domains: Knowledge (All 
  Knowledge skills to your list of cleric class skills. You 
  cast divination spells at +1 caster level); Magic (Use 
  scrolls, wands, and other devices with spell completion 
  or spell trigger activation as a wizard of one-half your 
  cleric level (at least 1st level). For the purpose of using 
  a scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels 
  stack). 
   
  Possessions: masterwork medium dagger, Divine 
  Scroll of Cause Fear, Divine Scroll of Bane, Divine 
  Scroll of Bless, Divine Scroll of Shield of Faith (2), 
  Divine Scroll of Divine Favor (2), Divine Scroll of 
  Protection from Good (2), Divine Scroll of Magic 
  Weapon, Divine Scroll of Detect Good, Arcane Scroll 
  of Magic Missile (2), Arcane Scroll of Shield, Arcane 
  Scroll of Expeditious Retreat, Arcane Scroll of Mage 
  Armor, Arcane Scroll of Invisibility, Arcane Scroll of 
  Spider Climb, Arcane Scroll of False Life, Wand of 
  Color Spray (25 charges), Potion of Cure Light 
  Wounds, Arcane Scroll of Web, Arcane Scroll of 
  Gaseous Form, Arcane Scroll of Fireball, Arcane Scroll 
  of Slow, Arcane Scroll of Lightning Bolt, Banded 
  Leather Scroll case. 
   
  Arcane Spells Cast via scroll/potion (and currently 
  in effect for the encounter thus added to the AC in his 
  stat block) Mage Armor, False Life (8 hps) 
   
  Prep Round 
  1
  st Bear's Endurance 
  2
  nd Bless 
  3
  rd Shield of Faith 
  4
  th Protection from Good 
  5
  th Divine Favor 
   
  In Combat 
  Fireball (Group) 
  Web (Group) 
  Sound Burst (Rogues) 
  Lightning Bolt (Big Fighter) 
  Magic Missile (most dangerous) 
   
  Nason will try to escape with a potion of gaseous form 
  if his summoned creatures are slain and he has 15 hit 
  points or less. He will summon (1d3 Fiendish Boar -
  Augmented) 
   
  �Snake: CR 7; Male Human Rog7; Medium 
  Humanoid; HD 7d6+14; hp 42; Init+7; Spd 30ft; AC 17, 
  Touch 13, Flat-footed 14; Base Atk +5; Grp +6; Atk +10 
  melee (+1 medium Rapier, 1d6+2) or +8 ranged (light 
  crossbow, 1d8); Full Atk  +10 melee (+1 medium 
  Rapier, 1d6+2) or +8 ranged (light crossbow, 1d8); SA 
  Sneak Attack +4d6, trapfinding, evasion, trap sense +1, 
  uncanny dodge; AL CN; SV Fort +4, Ref +8, Will +2; Str 
  12, Dex 17, Con 14, Int 14, Wis 11, Cha 9. 
   
  Skills and Feats: Bluff +9, Climb +3, Decipher 
  Script +6, Disable Device +12, Escape Artist +11, 
  Forgery +3, Gather Information +5, Hide +13 (+21 with 
  Elixir), Jump +6, Listen +10, Move Silently +13, Open 
  Lock +11, Search +11, Sense Motive +10, Spot +10, 
  Tumble +13, Use Magic +5; Dodge, Mobility, Improved 
  Initiative Weapon Finesse. 
   
  Possessions: +1 medium Rapier, Light Crossbow, 
  +1 Studded leather, Masterwork Thieves Tools. Potion 
  of Invisibility, Elixir of Hiding, Potion of Blur, Potion 
  of Cure Light Wounds, Gauntlets of Strength +2  
   
  If Snake gets prep time (such as hearing the group) he 
  will drink a potion of Blur and hide. Snake will always 
  fire his crossbow first and hide again (-20 to hide 
  check), then cast obscuring mist. If he was wounded he 
  will drink the Cure light potion also. He will use inflict 
  wounds on fighters and others will poor touch 
  protection and poor will. He will fight but leave 
  (retreat) when down to 1/3
  rd of his Hit points, drink his 
  potion of invisibility, and then attempt to leave the 
  complex. If defeated he will try to convince Rogues 
  and other to let him leave if he’s losing the fight. 
   
  APL 10 (EL 12)  
  �Nason: CR 9; Male Human Clr9; Medium 
  Humanoid; HD 9d8+18; Hp 68; Init +5; Spd 20 ft; AC 
  15, Touch 11, Flat-footed 14; Base Atk +6/+1; Grp +6; 
  Atk +7 melee (masterwork medium dagger, 1d4); Full 
  Atk +7/+2 melee (masterwork medium dagger, 1D4); 
  AL NE; SV Fort +8, Ref +4, Will +10; Str 10, Dex 12, 
  Con 14, Int 14, Wis 19, Cha 10. 
   
  Skills and Feats: Concentration +14, Diplomacy 
  +7, Knowledge (Arcana) +12, Knowledge (Religion) 
  +12, Listen +6, Search +5, Spellcraft +12, Spot +6; 
  Combat Casting, Improved Initiative, Spell Focus 
  
  Eye Hand Coordination 
   
  Page 27 
  (Evocation), Augment Summoning, Craft Wondrous 
  Item. 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; Base DC 
  = 14 + Spell Level; DC = 15 + Spell Level for Evocation) 
  0
  th – Detect Magic, Detect Magic, Read Magic, Read 
  Magic; 1
  st – Comprehend Languages, Bane, Remove 
  Fear, Doom, Cure Light Wounds, Detect Secret 
  Doors*; 2
  nd - Bear's Endurance, Augury, Sound Burst, 
  Cure Moderate Wounds, Spiritual Weapon, Detect 
  Thoughts*; 3
  rd – Bestow Curse, Searing Light, Dispel 
  Magic, Cure Serious Wounds, Clairvoyance*; 4
  th – 
  Poison, Summon Monster IV, Divination*, Spell 
  Immunity (Fireball, Magic Missile); 5
  th – Slay Living, 
  True Seeing*.
    
   
  * Domain Spells. Domains: Knowledge (All 
  Knowledge skills to your list of cleric class skills. You 
  cast divination spells at +1 caster level); Magic (Use 
  scrolls, wands, and other devices with spell completion 
  or spell trigger activation as a wizard of one-half your 
  cleric level (at least 1st level). For the purpose of using 
  a scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels 
  stack). 
   
  Possessions: masterwork medium dagger, Divine 
  Scroll of Cause Fear, Divine Scroll of Bane, Divine 
  Scroll of Bless, Divine Scroll of Shield of Faith (2), 
  Divine Scroll of Divine Favor (2), Divine Scroll of 
  Protection from Good (2), Divine Scroll of Magic 
  Weapon, Divine Scroll of Detect Good, Arcane Scroll 
  of Magic Missile (2), Arcane Scroll of Shield, Arcane 
  Scroll of Expeditious Retreat, Arcane Scroll of Mage 
  Armor, Arcane Scroll of Invisibility, Arcane Scroll of 
  Spider Climb, Arcane Scroll of False Life, Wand of 
  Color Spray (25 charges), Potion of Cure Light 
  Wounds, Arcane Scroll of Web, Arcane Scroll of 
  Gaseous Form, Arcane Scroll of Fireball, Arcane Scroll 
  of Slow, Arcane Scroll of Lightning Bolt, Goggle of 
  Minute Seeing, Periapt of Wisdom +2, Banded Leather 
  Scroll case. 
   
  Divine spells with strike through are already cast, 
  Spell Immunity & True Seeing still in effect from 
  earlier combat) 
  Arcane Spells Cast via scroll/potion (and currently 
  in effect for the encounter thus added to the AC in his 
  stat block) Mage Armor, False Life (8 hps) 
   
  Prep Round 
  1
  st Invisibility 
  2
  nd Shield 
  3
  rd Shield of Faith 
  4
  th Protection from Good 
  5
  th Bless 
   
  In Combat 
  Summon Monster IV (1d3 Fiendish Boars-Augmented) 
  (while invisible) 
  Fireball (Group) 
  Web (Group) 
  Sound Burst (Rogues) 
  Slay Living (Big Fighter) 
  Magic Missile (unable to be hurt otherwise) 
  Inflict spells (melee) 
   
  �Snake: CR 9; Male Human Rog7/TroO2**; Medium 
  Humanoid; HD 9d6+18; hp 54; Init+8; Spd 30ft; AC 18, 
  Touch 14, Flat-footed 14; Base Atk +6/+1; Grp +7; Atk 
  +12 melee (+1 medium Rapier, 1d6+2) or +10 ranged 
  (light crossbow, 1d8); Full Atk  +12/+7 melee (+1 
  medium Rapier, 1d6+2) or +10/+5 ranged (light 
  crossbow, 1d8); SA Sneak Attack +5d6, trapfinding, 
  evasion, trap sense +1, uncanny dodge, traps; AL CN; 
  SV Fort +4, Ref +12, Will +6; Str 12, Dex 18, Con 14, Int 
  14, Wis 12, Cha 9. 
   
  Skills and Feats: Bluff +9, Climb +3, Decipher 
  Script +6, Disable Device +12, Escape Artist +11, 
  Forgery +3, Gather Information +5, Hide +16 (+26 with 
  Elixir), Jump +6, Listen +12, Move Silently +16, Open 
  Lock +11, Search +13, Sense Motive +10, Spot +12, 
  Tumble +15, Use Magic +7; Dodge, Mobility, Spring 
  Attack, Improved Initiative, Weapon Finesse 
   
  Spells Prepared (2+1; Base DC = 11 + Spell Level) 
  1
  st – Shield of Faith, Inflict Light Wounds (2). 
  *Domains Spells. Domains: Luck Trickery. (As temple 
  raiders they do gain the granted powers of their 
  domains) 
   
  Possessions: +1 medium Rapier, Light Crossbow, 
  +1 Studded leather armor, Masterwork Thieves Tools. 
  Potion of Invisibility, Elixir of Hiding, Potion of Blur, 
  Potion of Cure Light Wounds, Gauntlets of Strength 
  +2, Potion of Cat’s Grace, Potion of False Life. 
  ** See Appendix 3: New Rules 
   
  If Snake gets prep time (such as hearing the group) he 
  will drink a potion of Cat’s Grace and then hide. Snake 
  will always fire his crossbow first and hide again (-20 to 
  hide check), then drink the potion of blur. If he is 
  wounded he will drink the Cure light Wounds potion 
  also. He will use inflict wounds on fighters and others 
  will poor touch protection and poor will. He will fight 
  but leave (retreat) when down to 1/3
  rd of his Hit points, 
  drink his potion of invisibility, and then attempt to 
  leave the complex.  If caught then he will vouch for 
  any NPC that wishes to become a Temple raider and 
  have it count towards there requirements. This is his 
  way of trying to get out of the situation any way 
  possible. 
   
  
  Eye Hand Coordination 
   
  Page 28 
  APL 12 (EL 14) 
  �Nason: CR 11; Male Human Clr11; Medium 15, 
  Touch 11, Flat-footed 14; Base Atk +8/+3; Grp +8; Atk 
  +9 melee (masterwork medium dagger, 1d4); Full Atk 
  +9/+4 melee (masterwork medium dagger, 1D4); AL 
  NE; SV Fort +9, Ref +4, Will +12; Str 10, Dex 12, Con 
  14, Int 14, Wis 21, Cha 10. 
   
  Skills and Feats: Concentration +16, Diplomacy 
  +9, Knowledge (Arcana) +12, Knowledge (Religion) 
  +13, Listen +6, Search +5, Spellcraft +13, Spot +8; 
  Combat Casting, Improved Initiative, Spell Focus 
  (Evocation), Augment Summoning, Craft Wondrous 
  Item. 
   
  Spells 
  Prepared 
  (6/6+1/5+1/5+1/4+1/3+1/1+1; 
  Base DC = 15 + Spell Level; DC = 16 + Spell Level for 
  Evocation) 0
  th - Detect Magic, Detect Magic, Read 
  Magic, Read Magic; 1
  st – Comprehend Languages, 
  Bane, Remove Fear, Doom, Cure Light Wounds (2), 
  Detect Secret Doors*; 2
  nd - Bear's Endurance, Augury, 
  Sound Burst, Cure Moderate Wounds, Spiritual 
  Weapon, Detect Thoughts*; 3
  rd – Bestow Curse, 
  Searing Light (2), Dispel Magic, Cure Serious Wounds, 
  Clairvoyance*; 4
  th – Invisibility Purge, Poison, 
  Summon Monster IV, Divination*, Spell Immunity 
  (Fireball, Lightning Bolt); 5
  th – Spell Resistance, Slay 
  Living, True Seeing*, Summon Monster V; 6
  th – Harm, 
  Find the Path*
   
   
  * Domain Spells. Domains: Knowledge (All 
  Knowledge skills to your list of cleric class skills. You 
  cast divination spells at +1 caster level); Magic (Use 
  scrolls, wands, and other devices with spell completion 
  or spell trigger activation as a wizard of one-half your 
  cleric level (at least 1st level). For the purpose of using 
  a scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels 
  stack). 
   
  Possessions: masterwork medium dagger,  Divine 
  Scroll of Cause Fear, Divine Scroll of Bane, Divine 
  Scroll of Bless, Divine Scroll of Shield of Faith (2), 
  Divine Scroll of Divine Favor (2), Divine Scroll of 
  Protection from Good (2), Divine Scroll of Magic 
  Weapon, Divine Scroll of Detect Good, Arcane Scroll 
  of Magic Missile (2), Arcane Scroll of Shield, Arcane 
  Scroll of Expeditious Retreat, Arcane Scroll of Mage 
  Armor, Arcane Scroll of Invisibility, Arcane Scroll of 
  Spider Climb, Arcane Scroll of False Life, Wand of 
  Color Spray (25 charges), Potion of Cure Light 
  Wounds, Arcane Scroll of Web, Arcane Scroll of 
  Gaseous Form, Arcane Scroll of Fireball, Arcane Scroll 
  of Slow, Arcane Scroll of Lightning Bolt, Goggle of 
  Minute Seeing, Periapt of Wisdom +4, Banded Leather 
  Scroll case. 
   
  Divine spells with strike through are already cast, 
  Spell Immunity & True Seeing still in effect from 
  earlier combat) 
  Arcane Spells Cast via scroll/potion (and currently 
  in effect for the encounter thus added to the AC in his 
  stat block) Mage Armor, False Life (8 hps) 
   
  Prep Round 
  1
  st Spell Resistance 
  2
  nd Invisibility 
  3
  rd Bear's Endurance  
  4
  th Shield 
  5
  th Protection from Good 
  6
  th Invisibility Purge 
  7
  th Shield of Faith 
   
  In Combat 
  Summon Monster V (1d3 Fiendish, Monstrous Spider, 
  Large)-Augmented, while invisible 
  Summon 
  Monster 
  IV 
  (1d3 
  Fiendish 
  Boars)-
  Augmented, while invisible 
  Fireball (Group) 
  Web (Group) 
  Poison/Harm/Slay Living (in Melee) 
  Lightning Bolt (Big Fighters) 
  Magic Missile (most dangerous) 
   
  �Snake: CR 11; Male Human Rog7/TroO4**; 
  Medium Humanoid; HD 11d6+22; hp 66; Init +8; Spd 
  30ft; AC 18, Touch 14, Flat-footed 14; Base Atk +8/+3; 
  Grp +9; Atk +14 melee (+1 medium Rapier, 1d6+2) or 
  +12 ranged (light crossbow, 1d8); Full Atk  +14/+9 
  melee (+1 medium Rapier, 1d6+2) or +12/+7 ranged 
  (light crossbow, 1d8); SA Sneak Attack +5d6, 
  trapfinding, evasion, trap sense +1, uncanny dodge, 
  traps, improved uncanny dodge, save bonus; AL CN; 
  SV Fort +6, Ref +14, Will +8; Str 12, Dex 18, Con 14, Int 
  14, Wis 12, Cha 9. 
   
  Skills and Feats: Bluff +9, Climb +3, Decipher 
  Script +6, Disable Device +12, Escape Artist +11, 
  Forgery +3, Gather Information +5, Hide +18 (+28 with 
  Elixir), Jump +6, Listen +12, Move Silently +18, Open 
  Lock +15, Search +13, Sense Motive +10, Spot +14, 
  Tumble +18, Use Magic +8; Dodge, Mobility, Spring 
  Attack, Improved Initiative, Weapon Finesse. 
   
  Spells Prepared 2+1/1+1; Base DC = 11 + Spell 
  Level) 1
  st –Shield of Faith, Inflict Light Wounds (2); 2
  nd - 
  Silence, Inflict Moderate Wounds. 
  *Domains Spells. Domains: Luck Trickery. (As temple 
  raiders they do gain the granted powers of their 
  domains) 
   
  Possessions: +1 medium Rapier, Light Crossbow, 
  +1 Studded leather armor, Masterwork Thieves Tools. 
  Potion of Invisibility, Elixir of Hiding, Potion of Blur, 
  
  Eye Hand Coordination 
   
  Page 29 
  Potion of Cure Light Wounds, Gauntlets of Strength 
  +2, Periapt of Wisdom +2. Potion of Cat’s Grace, Potion 
  of False Life, Arcane Scroll of Shield, Arcane Scroll of 
  Haste. 
  ** See Appendix 3: New Rules 
   
  If Snake gets prep time (such as hearing the group) he 
  will drink a potion of Cats Grace and hide. Snake will 
  always fire his crossbow first and hide again (-20 to 
  hide check), then drink the potion of blur. If he was 
  wounded he will drink the Cure light Wounds potion 
  also.  If he can fight a wizard he will first cast silence 
  on himself and move next to the wizard with rapier 
  drawn. He will use inflict wounds on fighters and 
  others will poor touch protection and poor will. He 
  will fight but leave (retreat) when down to 1/3
  rd of his 
  Hit points, drink his potion of invisibility, and then 
  attempt to leave the complex. If caught then he will 
  vouch for any NPC that wishes to become a Temple 
  raider and have it count towards there requirements. 
  This is his way of trying to get out of the situation any 
  way possible. 
   
  Encounter Five: Caverns of Oerthblood 
  APL 4 (EL 7) 
  �The Hand: CR 7; Male Human Ftr5/Hand of Vecna 
  Template*; Medium Outsider; HD 5d10+20; hp 53; 
  Init+3; Spd 30ft; AC 25, Touch 11, Flat-footed 24; Base 
  Atk +5; Grp +10; Atk +12 melee (masterwork medium 
  short sword, 1d6+7) or +10 melee (slam, 1d8+5) or +8 
  ranged (medium Dagger, 1d4+5); Full Atk +12 melee (2 
  masterwork medium shortswords, 1D6+7) and +10 
  melee (slam, 1D8+5) or +8 ranged (medium Dagger, 
  1D4+5); SA Spell-Like abilities; SQ Blindsight 60ft, 
  Immune to strength gaze/visual effects, cold and fire 
  resistance 10, DR 5/magic, SR 15; AL NE, SV Fort +8, 
  Ref +6, Will +3, Str 20, Dex 17, Con 18, Int 10, Wis 10, 
  Cha 14. 
   
  Skills and Feats: Climb +1, Jump +5, Listen +2, 
  Sense Motive +1, Spot +2; Weapon Focus (Short 
  Sword), Weapon Specialization (Short Sword), Iron 
  Will, Two Weapon Fighting, Combat Reflexes, Multi-
  attack. 
   
  Spell-Like abilities: 3/day – Enlarge; 1/day – Ray 
  of Enfeeblement and Bulls’ Strength. Caster level 5
  th; 
  save DC 12 + Spell level. 
   
  Possessions: 
  medium 
  Dagger, 
  Masterwork 
  medium Shortsword (2), Full-plate, Potion of Cure 
  Light Wounds. 
  *See Appendix 2: New Monsters 
   
  Tactics: Normally the Hand will throw a pair of 
  daggers and then save the other daggers in case it can’t 
  reach the most dangerous opponent. If given a chance 
  (it hears or spots the PCs) it will cast both enlarge and 
  bull strength before the PCs arrive. The Hand will 
  attack Holy-warriors or fighters first. Attacking with 
  both its weapons and hand (slam attacks). A very 
  strong or very weak opponent will be attacked with the 
  grapple attack. 
   
  APL 6 (EL 9) 
  �The Hand: CR 7; Male Human Ftr5/Hand of Vecna 
  Template*; Medium Outsider; HD 5d10+20; hp 53; 
  Init+3; Spd 30ft; AC 26, Touch 12, Flat-footed 25; Base 
  Atk +5; Grp +10; Atk +12 melee (masterwork medium 
  short sword, 1d6+7) or +10 melee (slam, 1d8+5) or +8 
  ranged (medium Dagger, 1d4+5); Full Atk +12 melee (2 
  masterwork medium shortswords, 1D6+7) and +10 
  melee (slam, 1D8+5) or +8 ranged (medium Dagger, 
  1D4+5); SA Spell-Like abilities; SQ Blindsight 60ft, 
  Immune to strength gaze/visual effects, cold and fire 
  resistance 10, DR 5/magic, SR 15; AL NE, SV Fort +8, 
  Ref +6, Will +3, Str 20, Dex 17, Con 18, Int 10, Wis 10, 
  Cha 14. 
   
  Skills and Feats: Climb +1, Jump +5, Listen +2, 
  Sense Motive +1, Spot +2; Weapon Focus (Short 
  Sword), Weapon Specialization (Short Sword), Iron 
  Will, Two Weapon Fighting, Combat Reflexes, Multi-
  attack. 
   
  Spell-Like abilities: 3/day – Enlarge; 1/day – Ray 
  of Enfeeblement and Bulls’ Strength. Caster level 5
  th; 
  save DC 12 + Spell level. 
   
  Possessions: 
  medium 
  Dagger, 
  masterwork 
  medium Shortsword (2), +1 Full-plate, Ring of 
  Protection +1, Potion of Cure Light Wounds. 
   
  Tactics: Normally the Hand will throw a pair of 
  daggers and then save the other daggers in case it can’t 
  reach the most dangerous opponent. If given a chance 
  (it hears or spots the PCs) it will cast both enlarge and 
  bull strength before the PCs arrive. The Hand will 
  attack Holy-warriors or fighters first. Attacking with 
  both its weapons and hand (slam attacks). A very 
  strong or very weak opponent will be attacked with the 
  grapple attack. 
   
  �Das Tung: CR 7; Male Human Clr7; Medium size 
  humanoid; HD 7d8+14; hp 53; Init +0; Spd 20 ft.; AC 
  14, Touch 10, flat-footed 14; Base Atk +5; Grp +5; Atk 
  +5 melee (medium dagger, 1d4); Full Atk +5 melee 
  (medium dagger, 1d4); AL NE; SV Fort +7, Ref +2, Will 
  +8; Str 10, Dex 10, Con 14, Int 14, Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +12, Diplomacy 
  +3, Heal +4, Knowledge (Arcana) +9, Knowledge 
  (Religion) +9, Listen +3, Search +2, Sense Motive +3, 
  
  Eye Hand Coordination 
   
  Page 30 
  Spellcraft +11, Spot +5; Combat Casting, Scribe Scroll, 
  Spell Focus (Conjuration), Augment Summoning 
   
  Spells Prepared 6/5+1/4+1/3+1/1+1; Base DC = 13 
  + Spell Level; DC = 14 + Spell Level for Conjuration) 0- 
  Detect Magic, Detect Magic, Detect Magic, Read 
  Magic, Read Magic, Read Magic; 1
  st – Comprehend 
  Languages, Bane, Detect Secret Doors*, Shield of Faith, 
  Protection from Good, Magic Weapon; 2
  nd- Bears 
  Endurance, Bulls Strength, Find Traps, Identify, Detect 
  Thoughts*; 3
  rd - Bestow Curse, Dispel Magic, Summon 
  Monster III, Clairvoyance*; 4
  th-Summon Monster IV, 
  Divination*. 
   
  * Domain Spells. Domains: Knowledge (All 
  Knowledge skills to your list of cleric class skills. You 
  cast divination spells at +1 caster level); Magic (Use 
  scrolls, wands, and other devices with spell completion 
  or spell trigger activation as a wizard of one-half your 
  cleric level (at least 1st level). For the purpose of using 
  a scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels 
  stack). 
   
  Possessions: 
  medium 
  dagger, 
  Headband 
  of 
  Intellect +2, Divine scroll of Cause Fear (2), Divine 
  scroll of Bless, Divine scroll of Divine Favor, Divine 
  scroll of Detect Good, Arcane scroll of Magic Missile, 
  Arcane scroll of Shield, Arcane scroll of Invisibility, 
  Arcane scroll of Spider Climb, Arcane scroll of Gaseous 
  Form, Arcane scroll of Fireball, Arcane scroll of Slow, 
  Arcane scroll of Stinking Cloud, Banded Leather Scroll 
  case. 
   
  Arcane Spells Cast via scroll/potion (and currently 
  in effect for the encounter and noted in the AC stat 
  blocks for him) Mage Armor, False Life (8 hps) 
   
  Spells Cast during Prep Rounds 
  1
  st Bear's Endurance 
  2
  nd Invisibility 
  3
  rd Shield 
  4
  th Protection from Good 
  5
  th Shield of Faith  
   
  In Combat 
  Cast Invisibility (if not already cast) 
  Summon Monster  IV (1d3 Fiendish Wolverine), 
  Dispel Magic (biggest group, most obvious person). 
  Fireball (a group of 2 of more) 
   
  APL 8 (EL10) 
  �The Hand: CR 7; Male Human Ftr5/Hand of Vecna 
  Template*; Medium Outsider; HD 5d10+20; hp 53; 
  Init+3; Spd 30ft; AC 26, Touch 12, Flat-footed 25; Base 
  Atk +5; Grp +10; Atk +12 melee (masterwork medium 
  shortsword, 1d6+7) or +10 melee (slam, 1d8+5) or +8 
  ranged (medium Dagger, 1d4+5); Full Atk +12 melee (2 
  masterwork medium shortswords, 1D6+7) and +10 
  melee (slam, 1D8+5) or +8 ranged (medium Dagger, 
  1D4+5); SA Spell-like abilities; SQ Blindsight 60ft, 
  Immune to strength gaze/visual effects, cold and fire 
  resistance 10, DR 5/magic, SR 15; AL NE, SV Fort +9, 
  Ref +7, Will +4, Str 20, Dex 17, Con 18, Int 10, Wis 10, 
  Cha 14. 
   
  Skills and Feats: Climb +1, Jump +5, Listen +2, 
  Sense Motive 1, Spot +2; Weapon Focus (Short Sword), 
  Weapon Specialization (Short Sword), Iron Will, Two 
  Weapon Fighting, Combat Reflexes, Multi-attack. 
   
  Spell-Like abilities: 3/day – Enlarge; 1/day – Ray 
  of Enfeeblement and Bulls’ Strength. Caster level 5
  th; 
  save DC 12 + Spell level. 
   
  Possessions: 
  medium 
  Dagger, 
  masterwork 
  medium Shortsword (2), +1 Full-plate, Ring of 
  Protection +1, Potion of Cure Light Wounds, Cloak of 
  Protection +1 
   
  Tactics: Normally the Hand will throw a pair of 
  daggers and then save the other daggers in case it can’t 
  reach the most dangerous opponent. If given a chance 
  (it hears or spots the PCs) it will cast both enlarge and 
  bull strength before the PCs arrive. The Hand will 
  attack Holy-warriors or fighters first. Attacking with 
  both its weapons and hand (slam attacks). A very 
  strong or very weak opponent will be attacked with the 
  grapple attack. 
   
  �Das Tung: CR 7; Male Human Clr7; Medium size 
  humanoid; HD 7d8+14; hp 53; Init +0; Spd 20 ft.; AC 
  14, Touch 10, flat-footed 14; Base Atk +5; Grp +5; Atk 
  +5 melee (medium dagger, 1d4); Full Atk +5 melee 
  (medium dagger, 1d4); AL NE; SV Fort +7, Ref +2, Will 
  +8; Str 10, Dex 10, Con 14, Int 14, Wis 17, Cha 12. 
   
  Skills and Feats: Concentration +12, Diplomacy 
  +3, Heal +4, Knowledge (Arcana) +9, Knowledge 
  (Religion) +9, Listen +3, Search +2, Sense Motive +3, 
  Spellcraft +11, Spot +5; Combat Casting, Scribe Scroll, 
  Spell Focus (Conjuration), Augment Summoning 
   
  Spells Prepared 6/5+1/4+1/3+1/1+1; Base DC = 13 
  + Spell Level; DC = 14 + Spell Level for Conjuration) 0- 
  Detect Magic, Detect Magic, Detect Magic, Read 
  Magic, Read Magic, Read Magic; 1
  st – Comprehend 
  Languages, Bane, Detect Secret Doors*, Shield of Faith, 
  Protection from Good, Magic Weapon; 2
  nd- Bears 
  Endurance, Bulls Strength, Find Traps, Identify, Detect 
  Thoughts*; 3
  rd - Bestow Curse, Dispel Magic, Summon 
  Monster III, Clairvoyance*; 4
  th-Summon Monster IV, 
  Divination*. 
  * Domain Spells. Domains: Knowledge (All Knowledge 
  skills to your list of cleric class skills. You cast 
  
  Eye Hand Coordination 
   
  Page 31 
  divination spells at +1 caster level); Magic (Use scrolls, 
  wands, and other devices with spell completion or 
  spell trigger activation as a wizard of one-half your 
  cleric level (at least 1st level). For the purpose of using 
  a scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels 
  stack). 
   
  Possessions: 
  medium 
  dagger, 
  Headband 
  of 
  Intellect +2, Divine scroll of Cause Fear (2), Divine 
  scroll of Bless, Divine scroll of Divine Favor, Divine 
  scroll of Detect Good, Arcane scroll of Magic Missile, 
  Arcane scroll of Shield, Arcane scroll of Invisibility, 
  Arcane scroll of Spider Climb, Arcane scroll of Gaseous 
  Form, Arcane scroll of Fireball, Slow, Arcane scroll of 
  Stinking Cloud, Banded Leather Scroll case. 
   
  Arcane Spells Cast via scroll/potion (and currently 
  in effect for the encounter and the mage armor is 
  reflected in the AC stats already) Mage Armor, False 
  Life (8 hps) 
   
  Spells Cast during Prep Rounds 
  1
  st Bear's Endurance 
  2
  nd Invisibility 
  3
  rd Shield  
  4
  th Protection from Good 
  5
  th Shield of Faith  
  6
  th Magic Weapon  
  7
  th Divine Favor 
   
  In Combat 
  Cast Invisibility (if not already cast) 
  Summon Monster IV (1d3 Fiendish Boar) 
  Dispel Magic (biggest group, most obvious person). 
  Fireball (a group of 2 of more) 
   
  �Isrelda: CR 7; Female Half-Fiend/Half-Human Sor5; 
  Medium-sized humanoid (Outsider); HD 5d4+15; hp 
  26; Init +3; Spd 30ft; Fly 30; AC 14, Touch 13, Flat-
  footed 11; Base Atk +2; Grp +4; Atk +5 ranged 
  (masterwork medium shortspear, 1d8+2) or +4 melee 
  (Bite, 1d6+2) or +4 (claw, 1d4+2); Full Atk +5 ranged 
  (masterwork medium shortspear, 1d8+2) or +4 melee 
  (Bite, 1d6+2) and +4/+4 melee (2 claws, 1d4+2); SA 
  spell like abilities, smite good; SQ Darkvision 60ft, 
  Immune to poison, DR 5/magic, acid, cold, electricity, 
  and fire resistance 10, SR 15; AL NE; SV Fort +4, Ref 
  +4, Will +4; Str 14, Dex 16, Con 16, Int 15, Wis 10, Cha 
  17 
   
  Skills 
  and 
  Feats: 
   
  Craft 
  (Alchemy) 
  +4, 
  Concentration +11, Gather Information +4, Knowledge 
  (Arcana) +10, Knowledge (Religion) +3, Spellcraft +10, 
  Tumble +3; Combat Casting, Multi-Attack 
   
  Spells Prepared: (6/7/5; Base DC = 13 + Spell 
  Level) 0- Daze, Mage Hand, Detect Magic, Read Magic, 
  Ghost Sounds, Dancing Lights; 1
  st - Shield, Ray of 
  Enfeeblement, Magic Missile; Color Spray; 2
  nd - Melf’s 
  Acid Arrow, Scorching Ray. 
   
  Spell-Like abilities: 3/day – Darkness; 1/day – 
  Desecrate and Unholy Blight. Caster level 5
  th; save DC 
  13 + Spell level. 
   
  Possessions: Masterwork medium Shortspear 
   
   
   
  Smite Good (Su): Once per day the creature can 
  make a normal melee attack to deal extra damage equal 
  to its HD (maximum of +20) against a good foe 
   
  Tactics: She will first cast Melf’s Acid Arrow at spell 
  casters and then cast Scorching Ray at any enemy that 
  is in melee, she will use Color Spray if she is attacked 
  in melee. 
   
  APL 10 (EL 12) 
  �The Hand: CR 9; Male Human Ftr7/Hand of Vecna 
  Template*; Medium Outsider; HD 7d10+28; hp 74; Init 
  +3; Spd 30ft; AC 26, Touch 12, Flat-footed 25; Base Atk 
  +7/+2; Grp +12; Atk +14 melee (+1 medium 
  shortsword, 1d6+8) or +12 melee (slam, 1d8+5) or +10 
  ranged (medium Dagger, 1d4+5); Full Atk +14/+9 
  melee (two +1 medium shortswords, 1D6+8) and +12 
  melee (slam, 1D8+5) or +10/+5 ranged (medium 
  Dagger, 1D4+5); SA Spell-like abilities; SQ Blindsight 
  60ft, Immune to strength gaze/visual effects, cold and 
  fire resistance 10, DR 5/magic, SR 17; AL NE, SV Fort 
  +10, Ref +8, Will +5, Str 20, Dex 17, Con 18, Int 10, Wis 
  10, Cha 14. 
   
  Skills and Feats: Climb +5, Jump +5, Listen +2, 
  Sense Motive 1, Spot +2; Weapon Focus (Short Sword), 
  Weapon Specialization (Short Sword), Iron Will, Two 
  Weapon 
  Fighting, 
  Combat 
  Reflexes, 
  Improved 
  Grapple, Combat Casting, Multi-attack. 
   
  Possessions: 
  Medium 
  Dagger, 
  +1 
  medium 
  Shortswords (2), +1 Half-plate, Ring of Protection +1, 
  Potion of Cure Light Wounds, Cloak of Protection +1 
   
   
  Tactics: Normally the Hand will throw a pair of 
  daggers and then save the other daggers in case it can’t 
  reach the most dangerous opponent. If given a chance 
  (it hears or spots the PCs) it will cast both enlarge and 
  bull strength before the PCs arrive. The Hand will 
  attack Holy-warriors or fighters first. Attacking with 
  both its weapons and hand (slam attacks). A very 
  strong or very weak opponent will be attacked with the 
  grapple attack. 
   
  
  Eye Hand Coordination 
   
  Page 32 
  �Das Tung: CR 9; Male Human Clr9; Medium size 
  humanoid; HD 9d8+18; hp 68; Init +0; Spd 20 ft.; AC 
  15, Touch 10, flat-footed 15; Base Atk +7/+2; Grp +7; 
  Atk +7 melee (medium dagger, 1d4); Full Atk +7/+2 
  melee (medium dagger, 1d4); AL NE; SV Fort +8, Ref 
  +5, Will +10; Str 10, Dex 10, Con 14, Int 14, Wis 18, 
  Cha 12. 
   
  Skills and Feats: Concentration +13, Diplomacy 
  +3, Heal +5, Knowledge Arcana +10, Knowledge 
  Religion +10, Listen +5, Search +2, Sense Motive +4, 
  Spellcraft +12, Spot +7; Combat Casting, Scribe Scroll, 
  Spell Focus (Conjuration), Augment Summoning, 
  Lightning Reflexes. 
   
   
  Spells Prepared 6/5+1/5+1/4+1/3+1/1+1; Base DC 
  = 14 + Spell Level; DC = 15 + Spell Level for 
  Conjuration) 0
  th - Detect Magic, Detect Magic, Detect 
  Magic, Read Magic, Read Magic (2); 1
  st – Comprehend 
  Languages, Bane, Detect Secret Doors*, Shield of Faith, 
  Protection from Good, Magic Weapon; 2
  nd - Augury, 
  Bears Endurance, Bulls Strength, Find Traps, Identify, 
  Detect Thoughts*; 3
  rd - Bestow Curse, Dispel Magic, 
  Summon Monster III, Blindness, Clairvoyance*; 4
  th - 
  Summon Monster IV, Divine Power, Cure Critical 
  Wounds, Divination*; 5
  th - Summon Monster V, Spell 
  Resistance*. 
   
  * Domain Spells. Domains: Knowledge (All 
  Knowledge skills to your list of cleric class skills. You 
  cast divination spells at +1 caster level); Magic (Use 
  scrolls, wands, and other devices with spell completion 
  or spell trigger activation as a wizard of one-half your 
  cleric level (at least 1st level). For the purpose of using 
  a scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels 
  stack). 
   
  Possessions: 
  medium 
  dagger, 
  Headband 
  of 
  Intellect +2, Divine scroll of Cause Fear (2), Divine 
  scroll of Bless, Divine scroll of Divine Favor (2), Divine 
  scroll of Detect Good, Arcane scroll of Magic Missile, 
  Arcane scroll of Shield, Arcane scroll of Invisibility, 
  Arcane scroll of Spider Climb, Arcane scroll of Gaseous 
  Form, Arcane scroll of Fireball, Slow, Arcane scroll of 
  Stinking Cloud, Amulet of Natural Armor +1, Banded 
  Leather Scroll case. 
   
  Arcane Spells Cast via scroll/potion (and currently 
  in effect for the encounter, Mage armor already in stat 
  blocks) Mage Armor, False Life (8 hps) 
   
  Prep Rounds 
  1
  st Spell Resistance 
  2
  nd Invisibility 
  3
  rd Shield  
  4
  th Bear’s Endurance 
  5
  th Shield of Faith  
  6
  th Divine Favor  
  7
  th Protection from Good  
  8
  th Magic Weapon 
   
   
  In Combat 
  Cast Invisibility (if not already cast) 
  Summon Monster V (Fiendish monstrous Spider, 
  Large), 
  Summon Monster IV (1d3 Fiendish Boar) 
  Dispel Magic (biggest group, most obvious person). 
  Divine Power (if attacked in melee) 
   
  �Isrelda: CR 9; Female Half-Fiend/Half-Human Sor7; 
  Medium-sized humanoid (Outsider); HD 7d4+21; hp 
  37; Init +3; Spd 30ft; Fly 30; AC 14, Touch 13, Flat-
  footed 11; Base Atk +3; Grp +5; Atk +6 ranged 
  (masterwork medium shortspear, 1d8+2) or +5 melee 
  (Bite, 1d6+2) or +5 (claw, 1d4+2); Full Atk +6 ranged 
  (masterwork medium shortspear, 1d8+2) or +5 melee 
  (Bite, 1d6+2) and +5/+5 melee (2 claws, 1d4+2); SA 
  spell like abilities, smite good; SQ Darkvision 60ft, 
  Immune to poison, DR 5/magic, acid, cold, electricity, 
  and fire resistance 10, SR 17; AL NE; SV Fort +5, Ref 
  +5, Will +5; Str 14, Dex 16, Con 16, Int 15, Wis 10, Cha 
  17. 
   
  Skills 
  and 
  Feats: 
   
  Craft 
  (Alchemy) 
  +4, 
  Concentration +13, Gather Information +4, Knowledge 
  (Arcana) +10, Knowledge (Religion) +3, Spellcraft +12, 
  Tumble +5; Combat Casting, Multi-Attack, Point Blank 
  Shot 
   
  Spells Prepared: (6/7/7/5; Base DC = 13 + Spell 
  Level) 0- Daze, Mage Hand, Detect Magic, Read Magic, 
  Ghost Sounds, Dancing Lights, Guidance; 1
  st - Shield, 
  Ray of Enfeeblement, Magic Missile; Color Spray, 
  Enlarge Person; 2
  nd - Melf’s Acid Arrow, Blur, Scorching 
  Ray; 3
  rd – Fireball, Haste 
   
  Spell-Like abilities: 3/day – Darkness and Poison; 
  1/day – Desecrate and Unholy Blight. Caster level 7
  th; 
  save DC 13 + Spell level. 
   
  Possessions: Masterwork medium Shortspear 
   
  APL 12 (EL14) 
  �The Hand: CR 11; Male Human Ftr9/Hand of 
  Vecna Template*; Medium Outsider; HD 9d10+36; hp 
  95; Init +4; Spd 30ft; AC 27, Touch 12, Flat-footed 26; 
  Base Atk +9/+4; Grp +14; Atk +17 melee (+1 medium 
  shortsword, 1d6+8) or +14 melee (slam, 1d8+5) or +13 
  ranged (medium Dagger, 1d4+5); Full Atk +17/+12 
  melee (two +1 medium shortswords, 1D6+8) and +14 
  melee (slam, 1D8+5) or +13/+8 ranged (medium 
  Dagger, 1D4+5); SA Spell-like abilities; SQ Blindsight 
  60ft, Immune to strength gaze/visual effects, cold and 
  
  Eye Hand Coordination 
   
  Page 33 
  fire resistance 10, DR 5/magic, SR 19; AL NE, SV Fort 
  +11, Ref +10, Will +6, Str 20, Dex 18, Con 18, Int 10, 
  Wis 10, Cha 14. 
   
  Skills and Feats: Climb +5, Jump +5, Listen +4, 
  Sense Motive +4, Spot +3; Weapon Focus (Short 
  Sword), Weapon Specialization (Short Sword), Iron 
  Will, Two Weapon Fighting, Combat Reflexes, 
  Improved Grapple, Combat Casting, Multi-attack, 
  Greater Weapon Focus (Short Sword), Improved Two-
  Weapon Fighting. 
   
  Possessions: 
  medium 
  Dagger, 
  +1 
  medium 
  Shortswords (2), +2 Full-plate, Ring of Protection +1, 
  Potion of Cure Serious Wounds, Cloak of Protection +1 
   
  Spell-Like abilities: 3/day – Enlarge and Vampiric 
  Touch; 1/day – Ray of Enfeeblement, Enervation, 
  Bulls’ Strength. Caster level 9
  th; save DC 12 + Spell 
  level. 
   
  Tactics: Normally the Hand will throw a pair of 
  daggers and then save the other daggers in case it can’t 
  reach the most dangerous opponent. If given a chance 
  (it hears or spots the PCs) it will cast both enlarge and 
  bull strength before the PCs arrive. The Hand will 
  attack Holy-warriors or fighters first. Attacking with 
  both its weapons and hand (slam attacks). A very 
  strong or very weak opponent will be attacked with the 
  grapple attack. 
   
  �Das Tung: CR 11; Male Human Clr11; Medium size 
  humanoid; HD 11d8+22; hp 83; Init +0; Spd 20 ft.; AC 
  17, Touch 11, flat-footed 17; Base Atk +8/+3; Grp +8; 
  Atk +8 melee (medium dagger, 1d4); Full Atk +8/+3 
  melee (medium dagger, 1d4); AL NE; SV Fort +9, Ref 
  +5, Will +11; Str 10, Dex 10, Con 14, Int 14, Wis 18, 
  Cha 12. 
   
  Skills and Feats: Concentration +16, Diplomacy 
  +3, Heal +5, Knowledge (Arcana) +10, Knowledge 
  (Religion) +10, Listen +5, Search +2, Sense Motive +6, 
  Spellcraft +13, Spot +8; Combat Casting, Scribe Scroll, 
  Spell Focus (Conjuration), Augment Summoning, 
  Lightning Reflexes. 
   
  Spells Prepared 6/6+1/5+1/5+1/4+1/2+1/1+1; Base 
  DC = 14 + Spell Level; DC = 15 + Spell Level for 
  Conjuration) 0
  th - Detect Magic, Detect Magic, Detect 
  Magic, Read Magic, Read Magic (2); 1
  st – Comprehend 
  Languages, Bane, Detect Secret Doors*, Shield of Faith, 
  Shield of Faith, Protection from Good, Magic Weapon; 
  2
  nd - Augury, Bears Endurance, Bulls Strength, Find 
  Traps, Identify, Detect Thoughts*; 3
  rd - Bestow Curse, 
  Cure Serious Wounds, Dispel Magic, Summon 
  Monster III, Blindness, Clairvoyance*; 4
  th - Summon 
  Monster IV, Divine Power, Poison, Cure Critical 
  Wounds, Divination*; 5
  th - Summon Monster V, Spell 
  Resistance Flame Strike *; 6
  th – Greater Dispel Magic, 
  Find the Path 
   
  * Domain Spells. Domains: Knowledge (All 
  Knowledge skills to your list of cleric class skills. You 
  cast divination spells at +1 caster level); Magic (Use 
  scrolls, wands, and other devices with spell completion 
  or spell trigger activation as a wizard of one-half your 
  cleric level (at least 1st level). For the purpose of using 
  a scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels 
  stack). 
   
  Possessions: 
  medium 
  dagger, 
  Headband 
  of 
  Intellect +2, Divine scroll of Cause Fear (2), Divine 
  scroll of Bless, Divine scroll of Divine Favor (2), Divine 
  scroll of Detect Good, Arcane scroll of Magic Missile, 
  Arcane scroll of Shield, Arcane scroll of Invisibility, 
  Arcane scroll of Spider Climb, Arcane scroll of Gaseous 
  Form, Arcane scroll of Fireball, Slow, Arcane scroll of 
  Stinking Cloud, Amulet of Natural Armor +2, Ring of 
  Protection +1, Banded Leather Scroll case. 
   
  Arcane Spells Cast via scroll/potion (and currently 
  in effect for the encounter the AC is already reflected 
  in the stat block) Mage Armor, False Life (8 hps) 
   
  Prep Rounds 
  1
  st Spell Resistance 
  2
  nd Invisibility 
  3
  rd Bear's Endurance 
  4
  th Shield 
  5
  th Shield of Faith  
  6
  th Divine Favor  
  7
  th Magic Weapon  
  8
  th Protection from Good 
   
  In Combat 
  Cast Invisibility (if not already cast) 
  Summon Monster V (Fiendish monstrous Spider, 
  Large) 
  Summon Monster IV (1d3 Fiendish Boar) 
  Fireball (large group) 
  Greater Dispel Magic (biggest group, most obvious 
  person). 
  Divine Power (if attacked in melee) 
   
  �Isrelda: CR 11; Female Half-Fiend/Half-Human 
  Sor9; Medium-sized humanoid (Outsider); HD 9d4+27; 
  hp 48; Init +3; Spd 30ft; Fly 30; AC 14, Touch 13, Flat-
  footed 11; Base Atk +4; Grp +6; Atk +8 ranged 
  (masterwork medium shortspear, 1d8+2) or +7 melee 
  (Bite, 1d6+2) or +7 (claw, 1d4+2); Full Atk +8 ranged 
  (masterwork medium shortspear, 1d8+2) or +7 melee 
  (Bite, 1d6+2) and +7/+7 melee (2 claws, 1d4+2); SA 
  spell like abilities, smite good; SQ Darkvision 60ft, 
  
  Eye Hand Coordination 
   
  Page 34 
  Immune to poison, acid, cold, electricity, and fire 
  resistance 10, DR 5/magic; AL NE; SV Fort +6, Ref +6, 
  Will +6; Str 14, Dex 16, Con 16, Int 15, Wis 10, Cha 20. 
   
  Skills 
  and 
  Feats: 
   
  Craft 
  (Alchemy) 
  +6, 
  Concentration +15, Gather Information +4, Knowledge 
  (Arcana) +10, Knowledge (Religion) +3, Spellcraft +14, 
  Tumble +6; Combat Casting, Multi-Attack, Point Blank 
  Shot, Precise Shot. 
   
  Spells Prepared: (6/7/7/7/5; Base DC = 15 + Spell 
  Level) 0- Daze, Mage Hand, Detect Magic, Read Magic 
  (2), Ghost Sounds, Dancing Lights, Guidance; 1
  st - 
  Shield, Color Spray, Magic Missile, Protection from 
  Good, Charm Person; 2
  nd 
  - Melf’s Acid Arrow, 
  Glitterdust, Blur, Scorching Ray; 3
  rd – Fireball, Haste, 
  Slow; 4
  th – Greater Invisibility, Evards Black Tentacles 
   
  Spell-Like abilities: 3/day – Darkness and Poison; 
  1/day – Desecrate and Unholy Blight. Caster level 9
  th; 
  save DC 15 + Spell level. 
   
  Possessions: Masterwork medium Shortspear, 
  Cloak of Charisma +2. 
   
  Combat Tactics: Greater Invisibility herself, Fireball 
  largest Group, Glitterdust (Archers), Melf’s Acid Arrow 
  (Mages). Evard’s Black Tentacles large group of Melee 
  types.  
   
  Prep Tactics: Haste the Hand, Shield herself, Prot 
  Good herself. 
  
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  Page 35 
  Appendix Two: New Monsters 
   
  Advespa 
  Advespas are female, wasplike devils that patrol the 
  skies above the infernal planes.  They are often found 
  under the command of some more powerful Baatezu.  
  An Advespa appears as a huge, heavy bodied wasp with 
  a female face.  It has small, attennalike horns, 
  protruding humanoid features, dripping mandibles, a 
  chitinous hide, and a pair of dark resilient, insect 
  wings. Its lower abdomen terminates in a barbed, 
  poisonous stinger, which may be brought up over the 
  creatures head in the manner of a scorpion’s tail.   
   
  The most common Advespa is entirely black; in 
  fact, it looks as if it had been carved from obsidian or 
  some other dark stone.  The more powerful advespas 
  (those with higher stations and slightly higher 
  charisma scores_ have striations of yellow, red, and 
  orange, and they tend to be smaller than the common 
  advespas.  These colorful advespas usually serve as the 
  leaders of squads and swarms   
   
  Advespa (Baatezu): CR 3; Large Outsider (Evil, 
  Lawful) HD 4d8+12; hp 30; Init +5; Speed 30ft, fly 40ft 
  (good); AC 17, Touch 10, Flat-footed 16; Base Atk +4; 
  Grp +13; Atk +8 melee (claw, 1d6+5) or sting +3 melee 
  (1d4+2 plus poison); Full Atk +8 melee (4 claws, 
  1D6+5) and +3 melee (Sting, 1D4+2 plus poison); 
  Space/Reach 10 x10 Reach 10ft; SA Improved Grab, 
  Poison spell-like abilities; SQ Baatezu traits, DR 
  5/Magic, Outsider traits, regeneration 2, SR 15; AL LE; 
  Fort +7, Ref +5, Will +4; Str 20, Dex 13, Con 17, Int 8, 
  Wis 11, Cha 10. 
   
  Skills and Feats: Hide +4, Jump+7, Listen +7, Move 
  Silently +8, Search +6, spot +7, Tumble +8; Flyby attack, 
  Improved Initiative. 
   
  Combat 
  An Advespa usually attacks from above, seeking to 
  pounce upon and grapple an opponent.  If it succeeds it 
  stings with its poisonous tail until its foe succumbs, 
  then flies off with its helpless prey. 
   
  Improved Grab (Ex): If an Advespa hits an 
  opponent that is at least one size category smaller than 
  itself with both claws, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (Grapple bonus 
  +13).  If it gets a hold, it automatically hits with its 
  sting.  Thereafter, the Advespa has the option to 
  conduct the grapple normally, or simply use its claws 
  to hold the opponent (-20 penalty on grapple check, 
  but the Advespa is not considered grappled).  In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals damage from 
  both claws and the sting. 
   
  Poison (Ex):  The Advespa injects a dose of poison 
  (Fortitude save DC 15) with each successful sting 
  attack.  The initial and secondary damage is the same 
  (1D4 points of Strength damage). 
   
  Spell-Like Abilities: 3/day – Change self, 
  command, produce flame, pyrotechnics.  Caster level 
  4
  th; save DC 10 + spell level. 
   
  Regeneration (Ex):  An Advespa takes normal 
  damage from acid, and also from holy weapons and 
  blessed weapons of at least +1 enhancement. 
   
  Summon Baatezu (Sp): Once per day, an Advespa 
  can attempt to summon 1D2 additional advespas with a 
  30% chance of success. 
   
  Amnizu 
  Amnizu are short stocky winged devils that serve as 
  guardians at the gates of the Nine Hells of Baator. The 
  typical Amnizu has one or more squads of advespas at 
  its disposal at all times.  An Amnizu have oversized, 
  elongated head, small pig-like eyes, a pug nose and a 
  large, fang-filled mouth. Its wings are large and batlike. 
   Amnizus speak Infernal and Common. 
   
  Amnizu (Baatezu): CR 5; Medium Outsider (Evil, 
  Lawful); HD 9d8+9; hp 49; Init +4; Speed 30ft, fly 60ft 
  (average); AC 21, Touch 10, Flat-footed 21; Base Atk +9; 
  Grp +10; Atk +10 melee (Touch, 2d4 plus feeblemind); 
  Full Atk +10 melee (Touch, 2d4 plus feeblemind); SA 
  Feeblemind touch, spell-like abilities; SQ Secure 
  Intelligence, 
  Baatezu 
  traits, 
  outsider 
  traits, 
  regeneration 4, SR 18; AL LE; Fort +7, Ref +6, Will +8. 
  Str 12, Dex 11, Con 13, Int 16, Wis 15, Cha 10. 
   
  Skills and Feats: Balance +14, Concentration +13, 
  Diplomacy +14, Hide +12, Jump +3, Knowledge 
  (Planes)+15, Search +15, Sense Motive +14 Spellcraft 
  +15, Spot +14, Swim +13, Tumble +12; Combat Casting, 
  Combat Expertise, Improved Initiative, Quicken Spell-
  Like Ability. 
   
  Combat 
  An amnizu’s task is not so much to keep interlopers out 
  of the infernal domains as it is to ensure that, once they 
  enter, they never escape.  To that end, the creature 
  usually softens up opponents with quickened fireballs 
  and the attacks of its Advespa troops before attempting 
  
  Eye Hand Coordination 
   
  Page 36 
  to use its feeblemind touch to capture and detain its 
  foes. 
   
  Feeblemind Touch (SU): The touch of an 
  Amnizu duplicates the effect of a feeblemind spell 
  (caster level 14: Will Save DC 14). 
   
  Spell-Like Abilities: At will - Major Image; 3/day 
  - Fireball; 1/day - sequester. Caster level 14
  th; save DC 
  10 + Spell level. 
   
  Regeneration (Ex): Amnizu take normal damage 
  from acid and also from holy or blessed weapons of at 
  least +1 enhancement.  
   
  Secure Intelligence (Ex): An Amnizu is immune 
  to any effect that would drain, damage or otherwise 
  reduce its Intelligence score. 
   
  Summon Baatezu (Sp): Once per day, an Advespa 
  can attempt to summon 1D3 additional advespas with a 
  50% chance of success. 
   
  Malabranche 
  Malabranche are huge hulking devils with wickedly 
  curving horns.  These creatures usually serve other, 
  more intelligent members of the infernal hierarchy as 
  warriors, enforcers, punishers, and occasionally as 
  mounts.  Within the Nine Hells of Baator, 
  Malabranches are usually armed with immense 
  tridents wrought from cold iron. These aggressive 
  Baatezu tend to bully creatures smaller than 
  themselves and grovel before those that are more 
  powerful. 
   
  A Malabranche is a massive, winged devil of 
  humanoid shape with an underslung jaw and huge, 
  slightly curved horns.  Its feral eyes glow with 
  flickering shades of red. 
   
  Malabranches speak only Infernal, but they 
  understand Common—particularly orders and curses 
  in that language. 
   
  Malabranche (Baatezu): CR 9; Huge Outsider (Evil, 
  Lawful); HD 16d8+96; hp 168; Init –1; Speed 40ft, fly 
  120ft (average); AC 24, Touch 7, Flat-footed 24; Base 
  Atk +12; Grp +34; Atk +25 melee (huge Masterwork 
  trident, 2D8+15) or +22 melee (gore, 2D6+5) or +24 
  melee (Claw, 2D4+10) or +22 melee (bite, 2D6+5); Full 
  Atk +25/+20/+15/+10 melee (Huge Masterwork 
  trident, 2d8+15) and +22 melee (gore, 2d6+5) or 
  +25/+20/+15/+10 melee (Huge Masterwork trident, 
  2d8+15) and +22 melee (bite, 2d6+5) or +24 melee (2 
  claws, 2d4+10) and +22 melee (gore, 2D6+5) or +24 
  melee (2 claws, 2D4+10) and +22 melee (bite, 2D6+5); 
  Space/Reach 15 x 15 Reach 15ft; SA Charge, fear aura, 
  improved grab; SQ Baatezu traits, DR 15/Magic, 
  outsider traits, regeneration 8, SR 20; AL LE; Fort +16, 
  Ref +9, Will +9; Str 30, Dex 9, Con 23, Int 10, Wis 9, 
  Cha 10. 
   
  Skills 
  and 
  Feats: 
  Balance 
  +1, 
  Climb+13, 
  Concentration +13, Diplomacy +2, Intimidate +13, 
  Jump +25, Listen +17, Move Silently +17, Search +18, 
  Spot +18, Tumble +17; Cleave, Flyby Attack, Great 
  Cleave, Multiattack, Power Attack. 
   
  Combat 
  Malabranches are heavy hitters—the brute force 
  among the Baatezu—and they utilize their great 
  strength to the best of their ability.  A Malabranche 
  usually charges into combat on silent wings, hoping to 
  catch its opponents flat-footed with a gore attack.  
  Then the creature wreaks havoc with its masterwork 
  iron trident.  
   
  Charge (Ex): A Malabranche typically begins a 
  battle with a flying charge at an opponent on the 
  ground. In addition to the normal benefits and hazards 
  of a charge, this tactic allows the Malabranche to make 
  a single gore attack (+24 melee) that deals 6D6+15 
  points of damage. The creature can also charge while 
  moving on the ground if it wishes 
   
  Improved Grab (Ex): If a Malabranche hits an 
  opponent that is at least one size category smaller than 
  itself with a claw attack it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus 
  +34).  The creature has the option to conduct the 
  grapple normally, or simply use its claw to hold the 
  opponent (-20 penalty on grapple check, but the 
  Malabranche is not considered grappled).  In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals claw damage. 
   
  Fear Aura (SU):  As a free action, a Malabranche 
  can produce a fear effect. This ability functions like a 
  fear spell (caster level 12; Will Save DC 18), except that 
  it affects all creatures in a 15-foot radius around the 
  Malabranche. Any creature that makes a successful 
  saving throw cannot be affected again by that 
  Malabranche’s fear aura for 24 hours. All Baatezu are 
  immune to the malebranche’s fear aura. 
   
  Regeneration (Ex): Malabranche take normal 
  damage from acid, and also from holy or blessed 
  weapons of at least +3 enhancement. 
   
   
  
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  Page 37 
  Hand of Vecna Template 
  The Hand of Vecna is hideous to behold. The body of 
  human man that is very muscular and somewhat squat 
  like a dwarf. Instead of a head it has a giant hand. The 
  being is completely aware of its surroundings despite 
  the head-hand. The process that turns a being into a 
  Hand of Vecna strips it of all independent will, it 
  becomes a willing servant of the priests of Vecna.  
   
  CREATING The Hand of Vecna 
  “Hand of Vecna” is an inherited template that can be 
  added to any living, corporeal creature with 
  Fighter/Warrior/Blackguard class levels with an 
  Intelligence score of 4 or more and nongood alignment 
  (referred to hereafter as the base creature). The Hand 
  of Vecna is a unique creature. Only priests of Vecna 
  have the knowledge to create one and are only granted 
  the spell to create one when the previous Hand of 
  Vecna has died. The Hand of Vecna is never raised 
  from the dead. 
  The Hand of Vecna uses all the base creature’s statistics 
  and special abilities except as noted here. 
  The creature’s type changes to outsider and is 
  considered a native outsider. 
   
  Hit Dice: Same as Character 
  Initiative: Same as Character 
  Size and Type:. Do not recalculate Hit Dice, base attack 
  bonus, or saves. Size is unchanged. The Hand of Vecna 
  is a native outsider. 
  Speed: +10 movement 
  AC: Natural armor improves by +5 (this stacks with 
  any natural armor bonus the base creature has). 
  Attacks: The Hand of Vecna has two weapon attacks 
  and the hand attack. When it has weapons, it always 
  uses the weapons. When it full attacks the Hand of 
  Vecna has two weapon attacks and the hand attack 
  when making a full attack. When armed with weapons, 
  it usually uses the weapon as its primary attack and its 
  hand as a natural secondary attack. 
  Hand Damage: The Hand of Vecna has a special hand 
  attack (slam). Use the values below or the base 
  creature’s damage values, whichever is greater. 
  Special Attacks: The Hand of Vecna retains all the 
  special attacks of the base creature and gains the 
  following special attack. The Hand refers to the main 
  hand that replaces the beings head. 
  Drain Strength (Su): The Hand drains 1d4 points of 
  temporary strength when it hits with an attack.  The 
  hand can make a grapple attack (with its Hand) which 
  deals permanent strength drain equal to its strength 
  bonus against its foe, this grapple/drain takes 1 full  
   
   
  round (Thus if the grapple is broken, the drain does 
  not occur). This ability works against objects (the 
  damage is expressed as drained hit points which equal 
  the strength damage x 6 and is not subject to hardness). 
  Spell-Like Abilities: If the Hand of Vecna is created 
  from a being with a Charisma score of 10 or higher it 
  has spell-like abilities depending on its Hit Dice, as 
  indicated on the table below. The abilities are 
  cumulative. Unless otherwise noted, an ability is usable 
  once per day. Caster level equals the creature’s HD, and 
  the save DC is Charisma-based. 
   
  HD 
  Abilities 
  1–2 
  Ray of Enfeeblement 
  3–4 
  Enlarge 3/day 
  5–6 
  Bull's Strength 
  7–8 
  Vampiric Touch 3/day 
  9–10 
  Enervation 
  11–12 
  Symbol of Pain 
  13–14 
  Heroism, Greater 
  15–16 
  Finger of Death 
  17–18 
  Iron Body 
  19–20 
  Time Stop 
   
  Special Qualities: The Hand of Vecna has all the 
  special qualities of the base creature, plus the 
  following: 
  —Blindsight 60 feet. 
  —Immunity to strength draining spells/effects and all 
  gaze and visual effects. 
  —Resistance to cold 10 and fire 10. 
  —Damage reduction: 5/magic (if HD 11 or less) or 
  10/magic (if HD 12 or more). 
  — The Hand of Vecna's "hand" attacks are treated as 
  magic & evil weapons for the purpose of overcoming 
  damage reduction. 
  —Spell resistance equal to creature’s HD + 10 
  (maximum 25). 
  Saves: Same as Character. 
  Abilities: Increase from the base creature as follows: 
  Str +4, Dex +2, Con +4, Int +2, Cha +4. 
  Size 
  Hand Damage 
  Fine 
  1d2 
  Diminutive 
  1d3 
  Tiny 
  1d4 
  Small 
  1d6 
  Medium 
  1d8 
  Large 
  2d6 
  Huge 
  3d6 
  Gargantuan 
  4d6 
  Colossal 
  5d6 
  
  Eye Hand Coordination 
   
  Page 38 
  Skills: The Hand of Vecna gains bonus skill points as 
  an outsider and has skill points equal to (8 + Int 
  modifier) x (3). The Hand gains bonus outsider skill 
  points, and gains the normal amount of skill points for 
  its class levels. Treat skills from the base creature’s list 
  as class skills, and other skills as cross-class. 
  Feats: The Hand of Vecna gains the multi-attack feat 
  when it is created. 
  Climate/Terrain:  Same as character. 
  Organization: Solitary. Can only be made by a Vecnan 
  Priest 
  Challenge Rating: HD 4 or less, as base creature +1; 
  HD 5 to 10, as base creature +2; HD 11 or more, as base 
  creature +3. 
  Treasure: Standard 
  Alignment: Always evil (any). 
  Advancement: By Character Class. 
  
  Eye Hand Coordination 
   
  Page 39 
  Appendix Three: New Rules 
   
  Spymaster as presented in Song and 
  Silence 
   
  Some adventurers glory in their reputations—the 
  wider their exploits are known, the happier they are.  
  By contrast, the spymaster prefers to avoid attention.  
  She does her work quietly and in private, keeping well 
  away from public scrutiny.  To allay suspicions, she 
  often maintains a cover identity by pretending to be a 
  member of some other character class—typically the 
  one in which she began her career. 
   
  Spymasters are rarely popular, but as long as 
  nation distrusts nation, there will be work for those 
  who can gather information that others wish to keep 
  hidden.  Many a ruler who publicly claims to abhor 
  spymasters secretly employs a stable of them, if only to 
  protect his own secrets from the spymasters of other 
  nations.  The secrecy inherent in the profession and its 
  high fatality rate make it impossible to determine how 
  many spymasters are active in a setting at any given 
  time. 
   
  Rogues make excellent spymasters because of the 
  generous skill allotments and their propensity for 
  stealth.  Likewise, rangers have an edge when 
  operating as spymasters in outdoor surroundings.  In 
  truth, however, characters of any class may become 
  spymasters—the more unlikely the combination may 
  seem, the better the cover it provides.  Some wizards 
  and sorcerers use their spellcraft as a cover for 
  subterfuge, and some barbarians are far more subtle as 
  they may seem.  Spymasters may also be of any 
  alignment.  They range from self-serving information 
  brokers who sell their services to the highest bidder to 
  high-minded moles who penetrate and destroy corrupt 
  organizations. 
   
  It’s important for spymaster to keep personal 
  emotions distinct from professional attachments.  They 
  must be ready to liquidate even someone close to them 
  without a moment’s thought if so ordered.  Betrayal is 
  their business and their loyalty is always to their 
  mission, not to the people encountered while carrying 
  that mission out. 
   
  Occasionally, spymasters find it expedient to 
  infiltrate adventuring parties heading for the area 
  where the real mission lies. 
   
  Hit Die: d8 
   
  Requirements 
  To become a spymaster, a character must fulfill all the 
  following criteria. 
   
  Base Attack Bonus: +5 
   
  Skills: Bluff 5 ranks, Gather Information 5 ranks, 
  Innuendo 5 ranks. 
   
  Feat: Skill Focus (Bluff) 
   
  Special:  The character must have 5 ranks in each 
  of two skills from the following list: Diplomacy, 
  Disguise, Forgery, and Sense Motive. 
   
  Class Skills 
  The spymaster’s class skills (and the key ability for each 
  skill) are Appraise (Int), Balance (Dex), Bluff (Cha), 
  Climb (Str), Decipher Script (Int), Diplomacy (Cha), 
  Disable Device (Int), Disguise (Cha), Escape Artist 
  (Dex), Forgery (Int), Gather Information (Cha), Hide 
  (Dex), Innuendo (Wis), Intimidate (Cha), Jump (Str), 
  Listen (Wis), Move Silently (Dex), Open Lock (Dex), 
  Pick Pocket (Dex), Read Lips (Int), Scry (Int), Search 
  (Int), Sense Motive (Wis), Speak Language, Spot (Wis), 
  Swim (Str), Tumble (Dex), Use Magic Device (Cha), 
  and Use Rope (Dex).  See Chapter 4 of the Player’s 
  Handbook for skill descriptions. 
   
  Skill Points at Each Level: 8 + Int modifier. 
   
  Class Features 
   
  All the following are class features of the spymaster 
  prestige class. 
   
  Weapon and Armor Proficiency:  A spymaster is 
  proficient with light and medium armor and with all 
  simple and martial weapons. 
   
  Cover Identity:  A typical spymaster wishes to 
  keep her true profession a secret, so she pretends to be 
  a simple rogue, ranger, or the like.  In addition to 
  allaying her companions’ suspicions, maintaining a 
  cover identity also leads opponents to underestimate 
  the spymaster until it is too late.  At 1
  st level, a 
  spymaster establishes one specific cover identity (such 
  as Murek the tailor from Sumberton).  While operating 
  in that identity, she gains a +4 circumstance bonus on 
  Disguise checks and a +2 circumstance bonus on Bluff 
  and Gather Information checks.  At 4
  th level and again 
  at 7
  th level, the spymaster can maintain one additional 
  cover identity that provides the same circumstance 
  bonuses as the first. 
   
  Should the spymaster wish to “retire” a cover 
  identity and develop a new one, she must spend one 
  week rigorously practicing subtle vocal intonations 
  
  Eye Hand Coordination 
   
  Page 40 
  and body language before she earns the bonuses.  
  Cover identities do not in themselves provide the 
  spymaster with additional skills, proficiencies, or class 
  features that others might expect of the professions 
  pretended, though required ranks (see below) can 
  bolster skills in the chosen areas.  However, the 
  spymaster must be careful to choose identities that can 
  withstand regular scrutiny. 
   
  Required Ranks: A spymaster makes it a point to 
  know what she’s doing while she’s pretending to be 
  someone else.  At every spymaster level, she must 
  spend at least two skill points on a Craft, Profession, or 
  Knowledge skill relating to one of her chosen cover 
  identities. The usual maximum rank limit still applies 
  to these skills. 
   
  Sneak Attack:  The spymaster gains the sneak 
  attack ability (see the Rogue section in Chapter 3 of the 
  Player’s Handbook) at 1
  st level if she does not already 
  have it.  She gains +1D6 damage with this attack 
  initially, but this rises to +2D6 at 4
  th level and to +3D6 
  at 7
  th level. If she already has the sneak attack ability 
  from a previous class, the damage bonuses stack. 
   
  Undetectable Alignment (Ex): The web of 
  different identities and agendas inside the spymaster’s 
  mind makes it impossible to detect her alignment via 
  any form of divination once she reaches 2
  nd level.   This 
  ability 
  functions 
  exactly 
  like 
  an 
  undetectable 
  alignment spell, except that it is always active.  Only 
  divinations are confounded; spells that function only 
  against certain alignments, such as protection from evil 
  and holy smite, affect the spymaster normally. 
   
  Quick Change (Ex): By 3
  rd level, the spymaster 
  has become adept at quickly switching from one 
  identity to another.  She now can don a disguise in one-
  tenth the normal time (1D3 minutes) and put on or 
  take off armor in one-half the normal time. 
   
  Uncanny Dodge (Ex): Also at 3
  rd level, the 
  spymaster gains the uncanny dodge ability (see the 
  Rogue section in Chapter 3 of the Player’s Handbook) 
  if she did not already have it.  She gains additional 
  benefits of this ability as her spymaster level increases 
  (see Table 1-6 on page 15).  If she already had uncanny 
  dodge from one or more previous classes, levels of 
  those classes stack with spymaster levels for the 
  purpose of determining the benefits, but she continues 
  to progress in the ability along whichever track she was 
  originally using for it. For example, if a rogue becomes 
  a spymaster, add together her levels of spymaster and 
  rogue, then refer to Table 3-15: the Rogue in the 
  Player’s Handbook to determine the benefits of 
  uncanny dodge at her new, combined level. 
   
  Slippery Mind (Ex): At 5
  th level, the spymaster 
  gains the slippery mind ability (see the Rogue section 
  in Chapter 3 of the Player’s Handbook) if she does not 
  already have it. 
   
  Spot Scrying (Ex):  Also at 5
  th level, the spymaster 
  notices the magical sensor created by arcane eye, 
  scrying, a crystal ball, or the like with a successful Spot 
  check (DC 20). 
   
  Deep Cover (Ex):  At 8
  th level, the spymaster can 
  quiet her mind and completely immerse herself in her 
  cover identity at will.  While she is in deep cover, 
  divination spells detect only information appropriate 
  for her cover identity; they reveal nothing relating to 
  her spymaster persona. 
   
  Hear Subharmonics:  Also at 8
  th level, the 
  spymaster can determine the true motives of others by 
  listening carefully to the subtle inflections of their 
  voices.   Her ears are so well trained that she gains a +3 
  insight bonus on Sense Motive checks. 
   
  Detection Damper (Su):  At 9
  th level, the 
  spymaster can subconsciously create interference that 
  hampers detect magic spells.  The aura strengths for all 
  magic items she holds, carries, or wears register as two 
  categories weaker than they normally would.  For 
  example, a strong aura becomes faint, and faint or dim 
  become completely undetectable. 
   
  Reactive Body Language (Ex): Also at 9
  th level, 
  the 
  spymaster 
  learns 
  the 
  silent 
  language 
  of 
  subconscious body movements.  By mimicking the 
  body language of those with whom she interacts, she 
  gains a +2 insight bonus on Bluff and Disguise checks. 
   
  Mind Blank (Sp):  At 10
  th level, the spymaster can 
  become immune to all mind-affecting spells and 
  divinations by rigorously silencing her mind. Using 
  mind blank is a standard action, and the spymaster can 
  do it a number of times per day equal to 3+ her 
  Intelligence modifier.  This ability works exactly like a 
  mind blank spell cast by a 15
  th – level sorcerer, except 
  that it affects the spymaster only and its duration is 10 
  minutes.
   
  
  Eye Hand Coordination 
   
  Page 41 
  Table 1-6: The Spymaster 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  +0 
  +0 
  +2 
  +2 
  Cover Identity, required ranks, sneak attack +1D6 
  2
  nd 
  +1 
  +0 
  +3 
  +3 
  Required ranks, undetectable alignment  
  3
  rd 
  +2 
  +1 
  +3 
  +3 
  Quick charge, required ranks, uncanny dodge (Dex bonus to AC) 
  4
  th 
  +3 
  +1 
  +4 
  +4 
  Cover Identity, required ranks, sneak attack +2D6 
  5
  th 
  +3 
  +1 
  +4 
  +4 
  Required ranks, slippery mind, spot scrying 
  6
  th 
  +4 
  +2 
  +5 
  +5 
  Required ranks, uncanny dodge (can’t be flanked) 
  7
  th 
  +5 
  +2 
  +5 
  +5 
  Cover Identity, required ranks, sneak attack +3D6 
  8
  th 
  +6 
  +2 
  +6 
  +6 
  Deep cover, hear subharmonics, required ranks 
  9
  th 
  +6 
  +3 
  +6 
  +6 
  Detection damper, reactive body language, required ranks 
  10
  th 
  +7 
  +3 
  +7 
  +7 
  Mind blank, required ranks 
   
  Temple Raider of Olidammara as 
  presented in Song and Silence 
   
  Olidammara’s worshippers don’t have many temples of 
  their own, but some of them spend a great deal of time 
  in the temples of other deities—robbing them of every 
  valuable that’s even remotely portable.  The temple 
  raiders are an elite cadre of thieves who worship the 
  Laughing Rogue and specialize in stealing valuables 
  and secret lore from the temples of other deities.  Few 
  enterprises are as dangerous as breaking into a temple, 
  so Olidammara grants limited spellcasting abilities to 
  temple raiders in his service. 
   
  Temple raiders usually work in small teams, using 
  stealth, disguise, or magic to infiltrate a rival temple 
  secretly.  Once inside, they plunder the treasury, steal 
  religious relics, and abscond with any secrets the 
  clerics of the rival temple cared to write down.  If all 
  goes well, they slip out unnoticed, but they’re not 
  above fighting their way to freedom.  They know that 
  the penalty for stealing from a temple is usually death, 
  so they’re quick to draw blades when capture seems 
  imminent. 
   
  Temple raiders are always listening for news of 
  great riches or dark secrets at the temples of other 
  deities, and they eagerly chase down rumors of hidden 
  shrines and half-buried temples from bygone ages.  
  However, they typically have plenty of time between 
  raids for normal adventuring, which they undertake 
  frequently with their deity’s blessing.  After all, 
  dungeon adventuring, hones the skills that the temple 
  raider needs for special missions—such as liberating 
  the war-booty that the clerics of St. Cuthbert’s temple 
  are now bringing home for safekeeping. 
   
  Clerics who venerate other deities consider 
  temple raiders a menace, so most of the latter pose as  
   
   
   
  rogues, bards, or even clerics of Olidammara instead.  
  Rogues and bards usually have the skills a temple 
  raider needs, whereas only a few rare clerics—even 
  those of Olidammara—can pick a lock or sabotage a 
  trap well enough to meet the temple raiders’ standards. 
   Player characters may encounter NPC temple raiders 
  fleeing from town with their latest victims on their 
  heels, or in the midst of planning a raid. 
   
   
  Hit Die: d6 
  Requirements 
  To qualify as a temple raider of Olidammara, a 
  character must fulfill all the following criteria. 
   
  Alignment: Any chaotic 
   
   
  Base Attack Bonus: +5 
   
  Skills: Disable Device 4 ranks, Open Locks 4 
  ranks, Search 8 ranks. 
   
  Special:  The character must have worship 
  Olidammara and be invited to join the ranks of the 
  temple raiders by at least three current members of 
  that prestige class. 
   
  Class Skills 
  The Temple Raider’s class skills (and the key ability for 
  each skill) are Appraise (Int), Climb (Str), Craft (Int), 
  Disable Device (Int), Hide (Dex), Jump (Str), Listen 
  (Wis), Move Silently (Dex), Open Lock (Dex), Search 
  (Int), Spot (Wis), Tumble (Dex), Use Magic Device 
  (Cha), and Use Rope (Dex).  See Chapter 4 of the 
  Player’s Handbook for skill descriptions. 
   
  Skill Points at Each Level: 4 + Int modifier. 
   
  Class Features 
   
  All the following are class features of the temple raider 
  of Olidammara prestige class. 
  
  Eye Hand Coordination 
   
  Page 42 
   
  Weapon and Armor Proficiency:  A temple 
  raider is proficient with all simple weapons and the 
  rapier.  In addition, he is proficient with both light and 
  medium armor. 
   
  Traps:  At 1
  st level, a temple raider gains the traps 
  ability (see the Rogue section in Chapter 3 of the 
  Player’s Handbook) if he does not already have it. 
   
  Spells:  A temple raider can cast a small number of 
  divine spells.  His spells are based on Wisdom, so 
  casting any given spell requires a Wisdom score of at 
  least 10 + the spell’s level.  The DC for saving throws 
  against these spells is 10 + spell level + the temple 
  raider’s Wisdom modifier. When the table indicates 
  that the temple raider is entitled to 0 spells of a given 
  level (such as 0 1
  st-level spells at 1
  st level), he gets only 
  those bonus spells that his Wisdom score allows. 
   
  Like a cleric, a temple raider can prepare one 
  domain spell at each spell level in addition to his 
  regular allotment.  At the time he becomes a temple 
  raider, the character must choose two domains from 
  the three over which Olidammara holds sway (Chaos, 
  Luck, and Trickery).  He thus has access to two domain 
  spells at each spell level and may prepare one or the 
  other each day in his domain spell slot. 
   
  A temple raider must spend 1 hour each night in 
  quiet contemplation and supplication to Olidammara 
  to regain his daily allotment of spells.  Time spent 
  resting has no effect on whether he can prepare spells. 
   
  Unlike clerics, temple raiders do not channel 
  energy to turn or rebuke undead, nor can they 
  spontaneously cast cure or inflict spells.  They also gain 
  no granted powers for their domains. 
   
  Sneak Attack:  The temple raider gains the sneak 
  attack ability (see the Rogue section in Chapter 3 of the 
  Player’s Handbook) at 2
  nd level if he does not already 
  have it.  He gains +1D6 damage with this attack 
  initially, and this rises by +1D6 per three temple raider 
  levels thereafter.  If he already has the sneak attack 
  ability from a previous class, the damage bonuses stack. 
   
  Uncanny Dodge (Ex):  At 3
  rd level, the temple 
  raider gains the uncanny dodge ability (see the Rogue 
  section in Chapter 3 of the Player’s Handbook) if he 
  did not already have it.  He gains additional benefits of 
  this ability as his temple raider level increases (see 
  Table 1-7).  If he already had uncanny dodge from one 
  or more previous classes, levels of those classes stack 
  with temple raider levels for the purpose of 
  determining the benefits, but he continues to progress 
  in the ability along whichever track he was originally 
  suing for it.  For example, if a rogue becomes a temple 
  raider, add together his levels of temple raider and 
  rogue, then refer to Table 3-15: The Rogue in the 
  Player’s Handbook to determine the benefits of 
  uncanny dodge at his new, combined level. 
   
  Save Bonus:  A little bit of Olidammara’s luck has 
  rubbed off on the temple raider in the form of a luck 
  bonus on all saving throws.  This bonus rises from +1 at 
  4
  th level to +2 at 7
  th level to +3 at 10
  th level. 
   
  Temple Raider Spell List 
   
  Temple raiders choose their spells from the 
  following list: 
   
  1
  st Level—cure light wounds, detect chaos, detect 
  evil, detect good, detect law, detect secret doors, 
  endure elements, entropic shield, inflict light wounds, 
  invisibility to undead, obscuring mist, protection from 
  evil, protection from good, protection from law, 
  random action, remove fear, sanctuary, shield of faith, 
  spider climb. 
   
  2
  nd Level—augury, cat’s grace, cure moderate 
  wounds, darkness, darkvision, delay poison, fog cloud, 
  hold person, inflict moderate wounds, knock, lesser 
  restoration, misdirection, resist elements, silence, 
  undetectable alignment. 
   
  3
  rd 
  Level—blindness/deafness, 
  cure 
  serious 
  wounds, dispel magic, inflict serious wounds, locate 
  object, magic circle against evil, magic circle against 
  good, magic circle against law, magic vestment, 
  negative energy protection, protection from elements, 
  remove curse. 
   
  4
  th Level—air walk, cure critical wounds, freedom 
  of movement, inflict critical wounds, neutralize 
  poison, 
  restoration, 
  spell 
  immunity.
   
   
   
   
   
   
   
   
  
  Eye Hand Coordination 
   
  Page 43 
  Table 1-7: Temple Raider of Olidammara 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Spells per Day* 
  1
  st        2
  nd         3
  rd      4
  th  
  1
  st 
  +0 
  +0 
  +2 
  +2 
  Traps 
  0+1       --           --       --  
  2
  nd 
  +1 
  +0 
  +3 
  +3 
  Sneak attack +1D6 
  1+1       --           --       -- 
  3
  rd 
  +2 
  +1 
  +3 
  +3 
  Uncanny dodge (Dex bonus to AC) 
  1+1     0+1         --       -- 
  4
  th 
  +3 
  +1 
  +4 
  +4 
  Save bonus +1 
  1+1     1+1         --       -- 
  5
  th 
  +3 
  +1 
  +4 
  +4 
  Sneak attack +2D6 
  1+1     1+1       0+1      -- 
  6
  th 
  +4 
  +2 
  +5 
  +5 
  Uncanny dodge (Can’t be flanked) 
  1+1     1+1       1+1      -- 
  7
  th 
  +5 
  +2 
  +5 
  +5 
  Save bonus +2 
  2+1     1+1       1+1    0+1 
  8
  th 
  +6 
  +2 
  +6 
  +6 
  Sneak attack +3D6 
  2+1     1+1       1+1    0+1 
  9
  th 
  +6 
  +3 
  +6 
  +6 
  Uncanny dodge (+1 against traps) 
  2+1     2+1       1+1    1+1 
  10
  th 
  +7 
  +3 
  +7 
  +7 
  Save bonus +3 
  2+1     2+1       2+1    1+1 
   
  *In addition to the stated number of spells per day for 1
  st- thorough 4
  th-level spells, a temple raider gets a domain 
  spell for each spell level.  The “+1” on this list represents that.  These spells are in addition to any bonus spells for 
  having a high Wisdom. 
  
  Eye Hand Coordination 
   
  Page 44 
  Judge Handout: Critical Event Summary 
  This form needs to be filled out at every table run at the convention WKRP 2003 and turned in to the convention 
  coordinator in order for the results of the table’s actions to count in the development of the campaign.  Please also email 
  timsech@hotmail.com the answer to these questions before December 31, 2003 if you play this anywhere else!! This 
  greatly affects how Veluna goes from here.  Thank you! 
   
   
   
  Was The Hand Reported? To what organization? 
   
   
  Was Gloriana's undergound home and rooms Reported?  To what organization? 
   
   
  Did any PC who had the Mark of the Legendary Hero die? If so WHO (Player Name & RPGA Num, PC Name)? 
   
   
  Did any NPC get away? If so which ones? 
   
   
  Did the party reach the Doors, did they report which one was broken? 
   
   
  Did any PCs get their enmity removed? 
   
   
  Did Gloriana let any Paladin or Cleric of Rao carry the sword up to Mitrik? If so who? (Player Name & RPGA #, PC 
  Name)? 
   
   
  Powers Given to the Sword  
  PC 
  Stat Bonus given (from Int 
  +6) 
  Power Given  
  (Spell, Feat) 
  Weapon Gifted 
  (+1 dagger) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Veluna/593/Normal Scenarios/VEL3-05 - Eye Hand Coord. (APL 4-12)/VEL3-05 - Eye Hand Coordination.pdf