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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
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  Dyv6-05 
   
   
   
   
  Black as Night 
   
  A One-Round D&D® LIVING GREYHAWK
  ® 
  Dyvers Regional Adventure 
  by Michael Mockus 
  Triad Reviewer: Joe Selby and Kevin Elmore 
  Circle Reviewer: Tim Sech 
  Playtesters:  Bob Blakey, Scott Decoursey, Christopher Frey, Sean Hamblin, Jack Hope III, and Nicholas Mockus 
   
  Dyvers involvement with the Empire of the Old One has caused many waves in the City of Sails. A mysterious relic 
  recently found its way back to the City of Sails. Forces now converge with you in the middle. A one-round regional 
  adventure set in Dyvers with particular interest for characters from the Iuz Border States for characters level 8 -15 (APLs 
  10-16). 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Arcane [Richard Baker], Complete Divine [David Noonan], Complete Warrior [Andy Collins, Davin Noonan, Ed Stark], 
  DYV4-08 Linchpin [Joseph L. Selby & Matt Maddy], DYV5-06 Matters of the Heart [Joseph L. Selby] and Spell 
  Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor]. 
  
  Dyv6-05 Black as Night 
   
  Page 1 
  RPGA Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign------a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting------
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  
  Dyv6-05 Black as Night 
   
  Page 2 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
  Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  In Sunsebb of 594, the magister, Larissa Hunter, secreted 
  herself away from the Free City of Dyvers in search for 
  her husband, Rashaman of Safeton. With unwitting 
  adventurers serving as a decoy, guarding her body 
  double, she was able to keep her mission and motivations 
  hidden. Though unsuccessful in the retrieval of her 
  husband she was able to gather reliable information that 
  he was being taking as a slave into the lands of Old One. 
   
  She returned to Dyvers nearly a year later to a much 
  changed city. During her absence the city has suffered 
  through marshal law, mass riots, an attack at Westguard, 
  the assassination of eastern-border gentry, the arrest of 
  another gentryman, a massacre of a large portion of the 
  gentry council, and two attempted coups that took place 
  at the same time.  Though not successful in returning 
  with her husband, she was able to return with the 
  information that identified where he was imprisoned. 
  This led adventurers to the shores of the Shieldlands and 
  to a tower controlled by minions in the Order of the 
  Black Zealots. Not only were adventurers successful in 
  reuniting the Magister to her espoused but they also 
  returned with a mysterious relic that the zealots had 
  acquired. 
   
  Though the artifact has been dormant and not 
  revealed its purpose, its location has been scryed and 
  agents from various powers now move to acquire it for 
  their own reasons. These powers now converge on the 
  Free City of Dyvers, each to acquire the artifact for their 
  own purposes.  
  The “Fist” 
   
  Throughout the adventure, there will be references 
  to a mysterious relic simply know as the “Fist”, a relic 
  recovered by adventures in DYV5-06 Matters of the 
  Heart, north of Axeport in the Shieldlands. This rod, no 
  longer than your forearm smolders with an innate fire. A 
  small peg juts out of one end, giving the impression that 
  something might attach to that end. 
  The “Veil” 
   
  Throughout the adventure, there will be references 
  to the “Veil”. Until this is secured the players will have 
  limited knowledge to what this is they actually seek. It is 
  a magical case with strong enough magicks to hide itself 
  and the “Fist” from scrying and divinations magicks of 
  any sort. Normal means to avoid these magicks, such as 
  lead lined boxes or extra-dimensional spaces, are not 
  sufficient to hide the magic of the “Fist”. The “Fist” wants 
  to be found. 
   
  The “Veil” is has two basic magical effects, the first is 
  the nondetection-like aura (DC 50) it uses to hide its 
  contents. It is also under the power of a dimensional 
  anchor so anyone who possesses it may not use teleport 
  or similar spells. 
  
  Dyv6-05 Black as Night 
   
  Page 3 
   
  ADVENTURE SUMMARY 
  This adventure is loosely related to both DYV4-08 
  Linchpin and DYV5-06 Matters of the Heart. Previous 
  play in these adventures is not necessary but may add to 
  the enjoyment. 
   
  Introduction: Characters from Dyvers or Iuz’s 
  Border States are given motivations to participate or 
  those from other regions a more general motivation. 
   
  Encounter 1: Dead Man Walking: A mysterious 
  man stumbles into the party and dies. He has a note that 
  will lead the PCs on. 
   
  Encounter 2: Dyvers at Dusk: The PCs are 
  provided an opportunity to gather some information on 
  what is going on or where to proceed. 
   
  Encounter 3: At Your Service: A meeting Ejer 
  Imatar, a merchant in human servants, may yield where 
  to proceed from here. 
   
  Encounter 4: Xullithan’s Offer: The PCs meet with 
  Xullithan, high priest of the temple of Nerull and may be 
  given the location of the veil and an offer for both relics. 
   
  Encounter 5: Depository: The PCs must survive the 
  traps to retrieve the Veil. 
   
  Encounter 6: Greyhawkers: A party of adventures 
  from Greyhawk City demand that the PCs turn the Fist 
  and Veil over to them. 
   
  Encounter 7: Devil in the Details: A pair of devils 
  offer the party a handsome offer to turn the relics over to 
  them. Barring that they resort to force to take them. 
   
  Conclusion: With the relic in someone’s hands now, 
  the PCs have a mysterious visit from the High Priestess 
  of the Temple of Istus. 
   
  PREPARATION FOR PLAY 
  Mysterious Relic from DYV5-06 Matters of the 
  Heart.  
   
  Before play starts it should be determined if any of 
  the players at the table are in possession of this item as it 
  will vary Encounter 1. If multiple players at the table 
  have the item on their AR, it is assumed that only one of 
  them has it for the purposes of this adventure. At the end 
  of the adventure, all players should have the “Mysterious 
  Relic” crossed off of their AR for DYV5-06 Matters of the 
  Heart. 
  Played VTF5-02 Reaping the Darkness. 
   
  Before play begins, find out if any of the players have 
  played VTF5-02 Reaping the Darkness. They will be 
  interacting with some of the NPCs that they likely met 
  during that adventure. 
  Radiating Evil 
   
  Before the adventure begins, determine if any of the 
  PCs radiate evil or are in possession of any items that 
  radiate evil. This will be important during Encounter 6: 
  Greyhawkers, as Tancred will not negotiate with anyone 
  radiating evil or in possession of items radiating evil. 
  Targeted by Iuz 
   
  Before play begins, it should be determined if any of 
  the players have any disfavors of the minions of Iuz. If 
  any players have such disfavors and a combat ensues 
  during Encounter 6: Devils in the Detail though not 
  taking any unreasonable actions, the devils will attempt 
  to kill these PCs first. 
  Timing and this Adventure 
   
  All the events of this adventure are meant to happen 
  in a single night. It is important to keep the players on 
  track and keep the tension high. They are not aware but 
  they only have between dusk and dawn to complete the 
  activities outlined in this adventure, 9 hours. Should 
  players insist on resting, or other activities that would 
  run them into the morning, they will fail in their hunt 
  and others will secure the Veil. 
   
  At the same time that the PCs are following their 
  leads, a group of adventures from Greyhawk City are also 
  in the city searching for the Fist and the Veil. They have 
  little knowledge on the Fist but are successful in hunting 
  down leads to the Veil. The adventure expects that the 
  PCs will follow their leads and will encounter the 
  Greyhawkers while at the Repository. 
   
  Should the PCs run time into the following dawn 
  two things will happen. The Greyhawkers will secure the 
  Veil, and having no further leads, return to Greyhawk 
  City. 
   
  Secondly the devils will teleport to wherever they 
  are just before dawn and initiate Encounter 6: Devils in 
  the Detail. 
  Linearity and this Adventure 
   
  Depending on the choices the PCs make it is 
  possible the adventure will be entirely linear, moving 
  from a single encounter to the next. Players being 
  creative often thwart this. As DM, do not attempt to push 
  them down this path. Many of the alternate choices a 
  player may make are accounted for inside of the 
  adventure. For this reason it is important to have read the 
  adventure the whole way through before running it. In 
  
  Dyv6-05 Black as Night 
   
  Page 4 
  cases where the players choose a path the adventure does 
  not account for the DM is encouraged to use his best 
  judgment to accommodate the situation within the scope 
  of the possible adventure paths. 
   
  INTRODUCTION 
  If the PCs are from Dyvers, read the following 
   
  The life of an adventurer frequently leads from 
  one side of the Flanaess to the other, leaving one road 
  weary and the prospect of a warm meal and friendly 
  conversation at an inn a welcome respite. 
   
  As your ship rolls past various other barges and 
  sloops you have a visitor. 
   
  A dark skinned, aged woman snags your coattails. 
  As you look at her, her eyes have rolled into the back 
  of her head and she speaks. “They have spied the fist. 
  You must be the ones to secure it.  It must be veiled.” 
  With that said, her eyes return to normal and she 
  walks off as if nothing has happened. 
  If the PCs are from a region in the Iuz Border States, read 
  the following: 
   
  As always it is hard to tell ally from enemy, who 
  to trust and who is manipulating you. But this lead 
  seemed worth while to follow up on. The Bringers of 
  Darkness, well I guess they were no worst than the 
  rest. Why they would share this information with 
  you? Why would they even be divining this type of 
  information? The sages of the Reaper have told you to 
  seek the fist in the City of Sails. What this fist is you 
  don’t know, but they seem convinced it is important 
  to matters to come in the future in the land of the Old 
  One. Better in your hands than those of … 
  For PCs from all other regions, read the following 
  Greyhawk City never is missing for adventure. 
  Once again the call for adventurers has beckoned to 
  you. Though noticeably vague, you have been 
  employed to board ship and travel to Dyvers, a place 
  where morals are hard to come by and intrigue is in 
  the plenty. Here you were to find this “Fist”. You were 
  warned that many others may be seeking it, so to be 
  careful. You were promised generous compensation 
  once you were to find this “Fist”.  
  Modify this section based upon the party makeup.  
  For All PCs, read the following 
   
  As you disembark the ship, the sun setting off to 
  your right, you bump into others who must obviously 
  be adventures like you. 
  Now would be a good time for character introductions 
  Welcome to the City of Sails… 
   
  ENCOUNTER 1:  
  DEAD MAN WALKING 
  As the PCs exit the gang plank from the ship and begin to 
  move into the city, intrigue does not take long to find 
  them. This encounter introduces them, briefly, to this 
  mysterious stranger. What brought this man into contact 
  with the PC is sealed by fate. No type of divination magic 
  can reveal the information at this time. 
   
  If they are in possession of the “Fist” from DYV5-06 
  Matters of the Heart then read  
   
  As you exit down the pier and onto the sprawling 
  docks of Dyvers the last rays of the sun disappear into 
  the west.  
   
  At this time allow the PCs a DC 15 Spot check. For 
  those who succeed, may immediately react to the 
  approaching man. 
   
  A man in bedraggled though fine clothing, 
  staggers his way through the crowd, eyes intent upon 
  you. 
   
  This is important to the players understanding of the 
  rest of the adventure. Please be sure the players are 
  paying attention and read or paraphrase the following 
  based upon the PCs actions. 
   
  The man approaches you and grabs at your 
  clothing. In gasping breaths he speaks, “They are 
  close… I’ve found you… The Fist must be veiled… 
  Tonight, it must be tonight, no later… Fist must not 
  fall into their hands… please…” as he collapses at 
  your feet. 
   
  The man has bled out and is dead. If the PCs search 
  for the cause of the death it has been caused by a series of 
  puncture wounds. Due to his recent ordeal, his soul does 
  not agree to be brought back to life. Should they PCs 
  choose to search his body they find a note. Give them 
  players Player Handout #1. 
   
  If none of the PCs possess the “Fist”, they find it on 
  the mysterious man’s body. Read the following. 
   
  Amongst his clothing, tucked behind his belt you 
  find a curious item. No larger than your forearm, this 
  stone rod smolders with an innate fire. A small peg 
  juts out of one end, giving the impression that 
  something might attach to that end. 
  
  Dyv6-05 Black as Night 
   
  Page 5 
   
  Should the PCs choose to cast speak with dead on 
  the corpse they are able to learn the following 
  information. 
   
  What is your favorite color? 
   
  Blue, no red…. 
   
  What is the fist? 
   
  The flaming rod. 
   
  What is this rod? 
   
  The fist. 
   
  Where did it come from? 
   
  It was recovered from the lands of Iuz, north of 
  Axeport. 
   
  What does it do? 
   
  I don’t know. 
   
  Who is Ejer Imatar? 
   
  I don’t know but you will never rest if you do not 
  find him. 
   
  Who gave you this letter? 
   
  A friend who thought I may yet survive? 
  There are three likely paths the PCs will follow at this 
  point. Should the PC decide to gather information 
  regarding the mysterious relic, allow them to make the 
  check, but nothing is known regarding it. Legend lore 
  only returns the vaguest of statements: “Drop the fist 
  like a hammer.” 
   
  Should the PCs choose to seek out Ejer Imatar 
  proceed to Encounter 2: At Your Service. 
   
  Should the PCs decide that they are not interested 
  allow them to proceed with whatever actions they wish. 
  Refer to the above section, Timing of this Adventure on 
  how to proceed. 
   
  ENCOUNTER 2:  
  DYVERS AT DUSK 
  With little to go on at this point other that a note and a 
  name, the PCs need to gather some information. Though 
  no information is available regarding the “Fist” or the 
  Veil, information regarding Ejer Imatar can be found. 
  Gather Information check 
  DC 15  
  • 
  There is an area down by the docks where many of 
  the poorer residents live. The use the discarded 
  shipping crates and other salvaged lumber to form 
  their homes. This area of town is often referred to as 
  Box Town. 
  DC 20  
  • 
  Though not a resident, Ejer Imatar is known to 
  frequent Box Town. You’ll find him there once or 
  twice a month. I’m not sure where he lives. Just ask 
  about for him, if he is around people will be able to 
  bring you to him. I hear he is around by Salt Alley 
  this evening. 
  • 
  He is generally liked by the destitute of Box Town. 
  He has been able to improve the lives of many 
  residents. 
  DC 25  
  • 
  Ejer Imatar is a broker in servants. If you need a new 
  maid or house boy. He is the man to talk to. You can 
  get you good help at a reasonable price. 
  • 
  He is heavy set mix Oeridian male of middle age. His 
  hair is black and he wears a finely groomed 
  mustache and beard.  
  DC 30  
  • 
  Ejer Imatar sells indentured servants. He offers 
  many of the residents of Box Town a better life. In 
  exchange for 3 years of their life, serving as 
  indentured servants, He agrees to purchase them a 
  flat in a better part of town and arrange for an entry 
  position in one of the many guilds of the city.  
  • 
  Some of the more distrustful  or less intelligent 
  residents don’t trust him. They either do not 
  understand the difference between slavery and 
  indentured servitude or do not trust that the 
  contracts will be honored. 
  DC 35  
  • 
  Ejer Imatar positions his servants in various 
  households and businesses about the city, minor 
  gentry houses, merchants or guild houses. He also 
  exports a portion of these servants to work out their 
  term in foreign cities. 
  • 
  His servitude contracts have been occasionally 
  challenged, but Dyversian law has yet to overturn 
  any. 
  DC 40 
  • 
  Thought it is known that he has dealings with many 
  of the minor gentry houses, it is rumored that he 
  may also have contacts in one or more of the major 
  gentry houses. 
  
  Dyv6-05 Black as Night 
   
  Page 6 
  • 
  Some say the only reason none of his contracts have 
  ever been challenged successfully is he has either 
  paid off the official or has had friend be able to bring 
  political pressures to bear.  
  NOTE: In most cases, the PCs should have been able to 
  identify where they should be able to find Ejer Imatar. 
  Should they not succeed in the Gather Information 
  check or get otherwise sidetracked they are approached 
  by an urchin. The urchin expects a payment of 100 GP to 
  serve as their guide to meet with Ejer. 
   
  Once the PCs decide to look for Ejer in Box Town 
  around Salt Alley proceed to Encounter 3.  
   
  ENCOUNTER 3:  
  DYVERS AT DUSK 
  Once the PCs decide to visit Salt Alley proceed from 
  here.  
   
  This is not meant to be a combat encounter. Should 
  the PCs for some reason wish to attack Ejer allow them. 
  Ejer is an influential business man has friends and there 
  are plenty of witnesses about the street. At the end of the 
  adventure, the PCs are confronted with sufficient 
  Constabulary forces to bring them into custody and 
  charged. References the Dyversian Laws in the appendix 
  for any laws they break in this encounter. (Assault, 
  Murder, etc.) 
   
  Ejer Imatar: Male human Exp8; 36 hp. 
   
  If they begin to ask around or search Salt alley read 
  or paraphrase the following. 
   
  As you walk between the boxes pushed together 
  forming the streets and alleyways of Box Town, you 
  come to the area know as Salt Alley. Ahead of you 
  down the street, is the man who must be the one you 
  seek, Ejer Imatar. 
   
  As you approach the man, two small boys he was 
  speaking with fade into the alleys leaving the man 
  you seek with another demure man standing at his 
  side. He leans up against a nearby crate, using it to 
  support his impressive girth and his gaze falls upon 
  you. 
   
  “Hail adventurers, would you by chance be 
  looking for me? What can I do for you this evening?” 
   
  The rest of this encounter is free form. Ejer has 
  various pieces of information and is generally willing to 
  share it. He knows that he has the one thing that the PCs 
  likely need which is his servant. 
   
  Do you know who this mysterious stranger is who 
  died by the docks? 
   
  I have no recollection of such a fellow. I do make 
  many business contacts and word gets around, so he 
  could be a prospective client.  
   
  [If the PCs mention he is dead] 
   
  Poor fellow, horrible thing. I guess the 
  constabulary cannot be everywhere in a city this size. 
   
  Who is this man with you? 
   
  No one of import, he is simply one of my 
  servants. 
   
  Why would he be seeking you? 
   
  Again, word gets around. He may a have been in 
  need of some reliable house servants. That is my 
  business and all. Some of the best work you can come 
  across and at the best rate. I find when you properly 
  motivate people they give you their whole effort. 
   
  So you buy and sell people as servants? 
   
  I am not sure I would put it that way. I offer 
  these people the rich and influential have left behind 
  a chance to a better life. They simply need to serve 
  out 3 years service as an indentured servant, and in 
  return, at the end of their service they are provided 
  for. They are given a reasonable flat in the city and 
  entry into one of the hundreds of guilds in the city. A 
  better life than most of these poor unfortunate souls 
  live. 
   
  Are you a slaver? 
   
  By no means. I am a legitimate business man. I’m 
  appalled that you would accuse me of such a thing. I 
  know not where you come from, but hear in the fair 
  city of Dyvers, such deplorable practices are outlawed 
  and properly punished by the authorities. 
   
  What do you know of the Fist? 
   
  What is it? Never heard of it but I could always 
  ask around for you. For a reasonable price that is? 
   
  What do you know of the Veil? 
   
  It is funny you mention such a thing. For that I 
  do have some information and it won’t cost you a bit. 
  What it is I can’t exactly tell you. I know that the Veil 
  is an aged heirloom of a long lost family dating back 
  to Great Kingdom of Aerdy. I’m not exactly sure 
  when but they fled to Dyvers, likely hoping to blend 
  into anonymity like so many others in the city. They 
  hoped that such a large city would mask their identity 
  and allow them to remain hidden with the Veil. They 
  eventually fell upon hard times and were lost to the 
  
  Dyv6-05 Black as Night 
   
  Page 7 
  ways of the street. For all intensive purposes the 
  family is dead…. 
   
  All except for this one here. [He says pointing to 
  the man at his side] He’d likely be of more use to you 
  than me. He still has two years left on his contract, if 
  you would like to buy him from me. I’ll offer you a 
  fair price, what do you say, 600 GP? 
   
  Why do you know so much about this family? 
   
  Dealing with people, I find it useful to know 
  about them and their genealogy.  
   
  What is the name of this family? 
   
  I am sorry but that is information I cannot 
  disclose to you at this time.  
   
  The indentured servant does not know the name of 
  the old family. He is a common man and in no need of a 
  surname. Should the PCs ask the servant directly his 
  name simply provide one, it is not important to this 
  adventure. 
   
  Ejer is willing to negotiate on the price a bit. On a 
  properly worded DC 20 + APL Diplomacy or Intimidate 
  check (he attempts to get more from a higher level party). 
  He will go down to 500 GPs. 
   
  Once the PCs finish deciding if they wish to 
  purchase the servant and have exhausted their 
  questioning, Ejer has one more bit of information for 
  them. 
   
  I know I have likely raised more questions in 
  your mind than I answered, but I can steer you in the 
  direction of those who may wish to share more of the 
  information with you. Do you know where the 
  Temple of the Reaper lies in the Temple District? 
  During my research I spoke a bit with them and they 
  seemed to have some information as well as an 
  interest in this Veil you speak of. Ask for Xullithan. 
   
  The PCs may or may not have purchased the servant. 
  It is not vital that they do so, though it may make things 
  easier later. 
   
  Most PCs now head to the Temple of Nerull, 
  continue to Encounter 4: Nerull’s Agent. If not see the 
  Preparation for Play section “Timing and this 
  Adventure”. 
  ENCOUNTER 3:  
  XULLITHAN’S OFFER 
  This encounter likely happens shortly after the PCs visit 
  with Ejer Imatar. 
   
  Unlike most of the buildings in the Temple 
  District, The Cathedral of the Bringer of Darkness 
  remains open after sunset. 
   
  The doors will not be answered by any knocks or 
  calls. Once the PCs decide to approach and open the 
  doors read the following: 
   
  The heavy doors creak open to a nearly pitch 
  black audience chamber. Inside two figures in dark 
  robes flank the newly opened doors. Though hidden 
  behind their drawn up cowls, they appear to be 
  staring at you waiting. 
   
  The figures simply stand there and wait for the PCs 
  to state their intentions. Any mention of the Fist, the 
  Veil, Xullithan, or wishing to speak with the High Priest 
  causes the figures to act. 
   
  One of the robed figures stretches out his hand 
  toward you. Though it may be a trick of your 
  imagination, his hand appears skeletal. [Choose one of 
  the PCs] He attempts to take hand in his and guides 
  your towards an adjoining room. 
   
  If the PCs enter the adjoining room, read or 
  paraphrase the following.  
   
  You enter through the doors. The room has 
  several large bookcases that stretch from floor to 
  ceiling. The décor features a unique charring effect 
  making it appear as if the room was once ablaze. The 
  books that line the shelves are all in perfect 
  condition. Various other trinkets can be seen upon 
  them. An ornamental mace, various gilded skulls, and 
  a white rabbit carved from some sort of bone. 
   
  Behind a large desk, in the same scorched effect, 
  sits a figure wearing much more ornate rust-red 
  robes. 
   
  If any of the PCs have played VTF5-02, give all the 
  PCs a DC 15 Spot check and a DC 20 Sense Motive. If any 
  PC succeeds at both, read the following: 
   
  As you enter the room, he gives several of you 
  (those who played VTF5-02) a peculiar look and a 
  knowing smile but says nothing.   
   
  The man behind the desk is Xullithan, high priest of 
  the cathedral. If the PCs have the servant from 
  Encounter 4 with them he addresses them asking about 
  the servant and if they have brought him as an offering to 
  Nerull. (The servant) 
   
  Pointing at the servant you have with you the 
  man behind the desk addresses you. “So I see you 
  have brought a willing offering for the Reaper of the 
  Flesh” 
  
  Dyv6-05 Black as Night 
   
  Page 8 
   
  If the PCs answer no, he is not disturbed and simply 
  moves on. If they answer yes, he summons his servants 
  from the next room to escort the offering away. The 
  servant will be sacrificed to Nerull as soon as the PCs 
  leave. 
   
  “What brings you to my fine place of worship 
  today?” 
   
  Xullithan is willing to discuss the Fist and Veil to the 
  extent of what he knows. He knows of both the Fist and 
  the Veil and wishes to acquire them so that they can be 
  brought to bear in the lands of Iuz. The PCs have to 
  reveal that they are in possession of the Fist. He 
  converses with them civilly but will not reveal any of the 
  information regarding the Veil until they mention that 
  they have the Fist. If they mention having it, ask about 
  the Veil, or show him the letter he assumes correctly that 
  they are in possession of the Fist. He has been cautiously 
  been spreading information that he has information 
  regarding the Veil in hopes that it draws the Fist to him 
  and that he can strike a bargain with the possessor of the 
  Fist. Once possession of the Fist is revealed then 
  Xullithan has the following to say. 
   
  Should the PCs wish to know the name of the family 
  who where originally in possession of the “Fist” and 
  “Veil” he honestly does not recall and the information is 
  not readily available (or important). 
   
  During this conversation Xullithan is being 
  completely honest as can be determined by a DC 10 
  Sense Motive. He even allows such spells as zone of truth 
  to be cast. 
   
  You will have little rest my fleshling. The item 
  you possess is of power and draws trouble to it. I 
  know of the history of the item. Long ago it was 
  brought to the Free City by a long dead family with 
  hopes of hiding it away in the city. At some point in 
  time the Fist was separated from the Veil. This was in 
  important turn of events. You see, as its name 
  suggests, the Veil acts to hide the Fist. Once the Fist 
  is placed within the Veil, it is safe from detection. 
  While it remains un-veiled, it will draw trouble to it. 
  Many powers including the god that walks Oerth will 
  seek the Fist. 
   
  The only way to hide the Fist is to recover the 
  Veil and replace the Fist within its covering. You are 
  in luck today, as not only do I know where the Veil 
  can be found. It currently is hidden in one of the 
  Depositories of Zilchus. 
   
  If have an offer to make you. I will provide you 
  with information as to which Depository holds the 
  Veil. Once recovered, I ask that you place the Fist 
  within the Veil so it draws no further attention for 
  the time being. Lastly I ask you to return with both 
  and turn them over to my care. 
   
  I know the heart of adventurers and know that 
  you would not help one such as me without proper 
  encouragement. I can offer motive for both your self 
  and altruistic interest. The Fist is meant to be used to 
  fight a great evil. This evil lies to the north across the 
  Dyv, but we will not speak his name. You have my 
  word, we intend to bring it against this evil. 
   
  I also know that as adventurers, you have need, 
  equipment and such, things that make your life 
  easier, sometimes even delay your meeting with my 
  master. We have begun to refill our coffers and for 
  this favor we can offer you both a monetary reward, as 
  well as exert some influence within the city to make 
  some equipment available to you. 
   
  You should prepare, Winter is Coming… 
   
  He can offer the PCs the following amount by APL: 
   
  APL 10 – 1,000 wheatsheafs 
   
  APL 12 – 1,500 wheatsheafs 
   
  APL 14 – 3,000 wheatsheafs 
   
  APL 16 – 4,500 wheatsheafs 
   
  He also grants access to the magical enhancement and 
  items under the favor “Praise the Reaper”. There is little 
  to negotiate from this point. The PCs may either accept 
  Xullithan’s offer. If they choose to not work with 
  Xullithan that is their choice. See the end of this 
  encounter for how to handle this. 
   
  If the PCs agree to work for Xullithan he has the 
  following information for them, as well as a token to 
  allow them unmolested entry. He takes the PCs on their 
  words. Should they betray them, he has confidence that 
  he can make them pay for their duplicity. 
   
  Good, I am glad to see you are reasonable and can 
  see our mutual benefit by working together. As I said 
  you can seek out the Veil in a Depository of Zilchus. 
  The particular one you are looking for is on Evernight 
  Street. [He slides a brass disk stamped with hand 
  clutching bag of cold on one side, and etched with 
  the number 42 and the face of Nerull]. Present this to 
  the guards at the door and they will allow you to 
  enter the Depository. 
   
  Once there it will be up to you to find the Veil. 
  Move with haste, even now I worry that the Fist 
  draws danger toward you 
   
  If the PCs ask him about the gem some of them may 
  have acquired in VTF5-02 Reaping the Darkness he just 
  smiles and says this is for another time. 
  
  Dyv6-05 Black as Night 
   
  Page 9 
  *** NOTE on Treasure for this Encounter, Coin is only 
  awarded if the PC turns the relics over to Xullithan. 
  Treasure: 
   
  APL 10: Loot – 0 gp, Coin – 1000 gp, Magic – 0 gp. 
   
  APL 12: Loot – 0 gp, Coin – 1500 gp, Magic – 0 gp. 
   
  APL 14: Loot – 0 gp, Coin – 3000 gp, Magic – 0 gp. 
   
  APL 16: Loot – 0 gp, Coin – 4500 gp, Magic – 0 gp. 
   
  Development: 
  From here proceed to Encounter 5. If 
  they PCs refused Xullithan’s offer, therefore they do not 
  have the knowledge of the Veil’s location. Now that they 
  are at least aware of where the Veil is held generally, they 
  are able to perform a DC 20Gather Information check. If 
  they succeed at this they get the information that a group 
  of Greyhawkers have also been asking about for a 
  Depository. They miss out on Encounter 5 but may catch 
  up with the Greyhawkers as they leave the Depository 
  with the Veil. They receive no XP for Encounter 5 as the 
  Greyhawkers have defeated the traps. 
   
  ENCOUNTER 5:  
  DEPOSITORY 
  The Depository lies below street level and has several 
  magical properties protecting it. You may not teleport 
  into or out of the Depository. The walls and doors have 
  also been imbued with a permanent wall of force and 
  been imbued with positive and negative energy. These 
  precautions are there to keep people from using teleport, 
  incorporeal forms or shadow magics to enter the 
  chamber. While in the chamber creatures may not stone 
  meld, shadow jump, or otherwise pass through the walls. 
  Shadow companions may not fade into the walls and 
  neither may blinking creatures. 
   
  There are two keys to this encounter, identifying the 
  proper vault to open, and opening the trapped Veil. The 
  blood of the lost family is important to solving this 
  puzzle. Enough of the blood remains in either the servant 
  (Encounter 2) or in Tancred of the Shining Light 
  (encounter 6).  
   
  You might expect that a Depository would be 
  shut and locked at this late hour. In this unique 
  location, Evernight, they seem to ignore the regular 
  strictures of day and night. Standing before the 
  location you see are 2 guards in the livery of the 
  Church of the Money Changer. 
   
  Once the PCs present the token, they are allowed to 
  enter into the chamber below. See Map #1. 
   
  The stairs lead down about twenty feet and the 
  passage extends down a thirty feet hallway. At the 
  end of the hallway you find a 40 by 40 foot room, 10 
  foot tall. From floor to ceiling, the walls are covered 
  with sealed vaults of varying sizes, some no larger 
  than the span of your hand, a few large enough for a 
  halfling to navigate without stooping. The vaults 
  feature varying type of key holes or obvious recession 
  to accept some sort of door screw or another. 
   
  The entire room radiates magic if the PCs choose to 
  detect magic. Each individual vault also has a dweomer of 
  its own. 
   
  The Fist serves as the key for the appropriate vault. 
  Without knowing which one, there are dozens of 
  possible choices. Using the Fist on the wrong door sets 
  off the trap. 
   
  If the PCs have the servant from the docks with 
  them, or if Tancred, should he come within 40 foot 
  (inside the room) of the proper vault, it begins to glow 
  with a pale violet light. If this happens read the 
  following. 
   
  If the PCs do not have the servant with them they 
  likely do not know where to go from here. Initiate 
  Encounter 6 so that Tancred will initiate the following 
  spell effect. 
   
  On the back wall about eye level, an 18 inch 
  square door with a small square keyhole begins to 
  glow in a pale violet light. 
   
  Every vault door in the chamber is trapped, 
  including the one the PCs seek. Each has one of the 3 
  following traps on it determine randomly which they 
  encounter. Should they attempt to open multiple doors 
  choose a different one at random. If they continue in this 
  manner for more than 5 or 6 tries, begin to use the traps 
  from the next higher APL. If they attempt to use the 
  “Fist” to open the correct vault, the trap does not trigger, 
  using it on any other vault automatically triggers the trap. 
   
  �Vault Door: hardened stone, break DC 38; 
  hardness 15; hp 60; immune to damage, immune to 
  magic. 
  APL 10 (EL 6) 
   
  Prismatic Ray* Trap: CR 6; spell; spell trigger; 
  automatic reset; lock bypass (Open lock DC 40); spell 
  effect (prismatic ray, 11
  th-level wizard, Atk +10 ranged 
  touch, see spell description, DC 21,  single target); Search 
  DC 30; Disable Device DC 30. 
  
  Dyv6-05 Black as Night 
   
  Page 10 
   
  Mass Contagion* Trap: CR 6; spell; spell trigger; 
  automatic reset; lock bypass (Open lock DC 40); spell 
  effect (mass contagion, 11
  th-level cleric, see spell 
  description, DC 21 Fortitude,  20-foot-radius spread); 
  Search DC 30; Disable Device DC 30. 
   
  Reciprocal Gyre* Trap: CR 6; spell; spell trigger; 
  automatic reset; lock bypass (Open lock DC 40); spell 
  effect (reciprocal gyre, 11
  th-level wizard, see spell 
  description, DC 21 Will half, then Fortitude negates; see 
  text,  single target); Search DC 30; Disable Device DC 30. 
  APL 12 (EL 7) 
   
  Fleshshiver* Trap: CR 7; spell; spell trigger; 
  automatic reset; lock bypass (Open lock DC 42); spell 
  effect (fleshsilver, 11
  th-level wizard, 11d6 see spell 
  description, DC 22 Fortitude partial; see text,  single 
  target); Search DC 31; Disable Device DC 31. 
   
  Symbol of Fear Trap: CR 7; spell; spell trigger; 
  automatic reset; lock bypass (Open lock DC 42); spell 
  effect (symbol of fear, 11
  th-level cleric, see spell 
  description, DC 22 Will,  all creatures within 60 feet); 
  Search DC 31; Disable Device DC 31. 
   
  Ray of Entropy* Trap: CR 7; spell; spell trigger; 
  automatic reset; lock bypass (Open lock DC 42); spell 
  effect (ray of entropy, 11
  th-level wizard, Atk +11 ranged 
  touch, see spell description, No Save,  single target); 
  Search DC 31; Disable Device DC 31. 
  APL 14 (EL 8) 
   
  Energy Ebb* Trap: CR 8; spell; spell trigger; 
  automatic reset; lock bypass (Open lock DC 45); spell 
  effect (energy ebb, 13
  th-level wizard, Atk +12 ranged 
  touch, see spell effect, DC 25 Will save see text, [1 
  negative level/round]); Search DC 32; Disable Device DC 
  32.  
   
  Radiant Assault* Trap: CR 8; spell; spell trigger; 
  automatic reset; lock bypass (Open lock DC 45); spell 
  effect (radiant assault, 13
  th-level cleric, 13d6 see spell 
  effect, 20-ft.-radius burst, DC 23 Will); Search DC 32; 
  Disable Device DC 32.  
   
  Prismatic Spray Trap: CR 8; spell; spell trigger; 
  automatic reset; lock bypass (Open lock DC 45); spell 
  effect (energy ebb, 13
  th-level wizard, Atk +12 ranged 
  touch, see spell effect); DC 23 Fortitude partial see text, (1 
  negative level/round)); Search DC 32; Disable Device DC 
  32. 
  APL 16 (EL 9) 
   
  Wrathful Castigation* Trap: CR 9; spell; spell 
  trigger; automatic reset; lock bypass (Open lock DC 50); 
  spell effect (wrathful castigation, 15
  th-level wizard, death 
  see spell description, DC 25 Will save see text, (death)); 
  Search DC 33; Disable Device DC 33. 
   
  Symbol of Insanity Trap: CR 9; spell; spell trigger; 
  automatic reset; lock bypass (Open lock DC 50); spell 
  effect (symbol of insanity, 15
  th-level cleric, see spell 
  description, DC 25 Will negates, all creatures within 60 
  feet); Search DC 33; Disable Device DC 33. 
   
  Maddening Whispers* Trap: CR 9; spell; spell 
  trigger; automatic reset; lock bypass (Open lock DC 50); 
  spell effect (maddening whispers, 15
  th-level wizard, see 
  spell description, DC 25 Will negates, 15 creatures); 
  Search DC 33; Disable Device DC 33. 
  Once the PCs open proper vault read or paraphrase the 
  following. 
   
  Inside the vault lies a 12 inch wide by 24 inch 
  long case. It is gilded in platinum and red enamel. 
  This should be the item know as the “Veil”. 
   
  The box is trapped, anyone who opens it, who is not 
  of the proper blood triggers the trap. The only ones who 
  may open it safely are the servant and Tancred. In all 
  cases, it is a one time trap. 
  APL 10 (EL 4) 
   
  Fireball Trap: CR 4; spell; mechanical trigger; no 
  reset; spell effect (fireball, 8
  th-level wizard, 8d6 fire, DC 17 
  Reflex save half damage), Search DC 28; Disable Device 
  DC n/a 
  APL 12 (EL 5) 
   
  Fireball Trap: CR 5; spell; mechanical trigger; no 
  reset; spell effect (fireball, 10
  th-level wizard, 10d6 fire, DC 
  17 Reflex save half damage), Search DC 28; Disable 
  Device DC n/a 
  APL 14 (EL 6) 
   
  Fireball Trap: CR 6; spell; mechanical trigger; no 
  reset; spell effect (empowered fireball, 9
  th-level wizard, 
  9d6 x 1½  fire, DC 20 Reflex save half damage), Search 
  DC 30; Disable Device DC n/a 
  APL 16 (EL 7) 
   
  Fireball Trap: CR 7; spell; mechanical trigger; no 
  reset; spell effect (maximized fireball, 11
  th-level wizard, 60 
  fire, DC 21 Reflex save half damage), Search DC 31; 
  Disable Device DC n/a 
   
  If the PCs open the Veil, read or paraphrase the 
  following. 
   
  In velvet molds inside of the case, you see a 
  depression that so closely matches the item you have 
  come to know as the “Fist”, it almost asks to be placed 
  inside of the case. 
  
  Dyv6-05 Black as Night 
   
  Page 11 
   
  Give the PCs an opportunity to heal up or gather 
  themselves. As they prepare to leave, move to Encounter 
  6: Greyhawkers. 
   
  ENCOUNTER 6:  
  GREYHAWKERS 
  The Greyhawkers have been on the trail of the Veil this 
  evening the same as the PCs. They have gathered 
  information that the Temple of Nerull has dispatched 
  adventures (the PCs) to Depository to retrieve the Veil. 
   
  Though they do not wish to kill anyone, their 
  instructions are clear, they are to retrieve the Veil at all 
  costs. They command that the PCs turn over the Veil. 
  They are willing to negotiate until a point which it 
  becomes apparent that the PCs will either turn over the 
  Veil or not. Once it is clear that negotiations will not get 
  them the Veil, they attack. 
   
  A man in full platemail armor bars your exit and 
  booms… “Stop where you stand. We wish you no 
  harm but cannot allow you to leave here with that 
  which you acquired.” 
   
  The Greyhawkers have been sent by the Church of 
  Heironeous to seek out the Fist and the Veil. They do not 
  know its purpose, but they do know that it will be a 
  source of power to any evil organization that possesses it. 
  They also do not trust any power in Dyvers to do the 
  right thing with it.  
   
  At the initiation of the encounter, if any of the PCs 
  radiate as evil, negotiations are immediately over. 
  Tancred has no tolerance for evil or those who consort 
  with them. He does not listen to any reason or 
  explanations explaining any evil aura. 
   
  Should a combat not immediately initiate, Tancred 
  acts as the spokesman for the group. Though fanatical to 
  his cause he hears the PCs out, and attempts to sway 
  them to peacefully turn over the Fist and the Veil. He 
  attempts to persuade the PCs that the Church of 
  Heironeous in the great city of Greyhawk is the most 
  secure place for such a dangerous thing. He even offers to 
  reward the PCs for retrieving the Fist and the Veil. 
  Should the PCs have a valid reason to not speak with 
  him, and prefer to speak to any of his associates, they will, 
  though they often have to confer back to Tancred for the 
  information.  
  • 
  He was sent by his church to retrieve a pair of relics 
  that in evil hands we serve as a source of power. 
  • 
  He typically adventures with the halfling and elf, 
  and they are loyal companions. 
  • 
  The importance of the matter and mutual interest of 
  church of Pelor, the lady Albin Constantius was sent 
  with them. 
  • 
  They temple resources were able to scry that the 
  relic known as the Fist would be in the city. The 
  have been able to gather information that others 
  were seeking the relics and able to track down the 
  location of the Veil. 
  • 
  He is unaware of the power that either hold.  
  • 
  He is not aware that he is of the blood of the family 
  who last held the relics, but it does not surprise him, 
  his church was adamant that he must be the one to 
  retrieve it and that would make sense. 
   
  If the PCs need more specifics on what Tancred can 
  offer them, he gets frustrated at the mercenary nature of 
  the PCs. He says that his church can arrange for them to 
  have crafted for them many of the equipment his group 
  has and they are also be able to send along a monetary 
  finders fee. By APL  
   
  APL 10 – 1500 crowns 
   
  APL 12 – 2250 crowns 
   
  APL 14 – 4500 crowns 
   
  APL 16 – 6750 crowns 
  APL 10 (EL 13) 
   
  Tancred of the Shining Light: Male human Pal9 
  (Heironeous); hp 67; Appendix 1.  
   
  Albin Constantius: Female human Clr9 (Pelor); hp 
  66; Appendix 1.  
   
  Vendra the Knife: Female Halfling Rog9; hp 47; 
  Appendix 1.  
   
  Edairrion: Female elf Wiz9; hp 28; Appendix 1.  
   
  Pharoen: Blink dog (familiar); hp 22; Appendix 1. 
  APL 12 (EL 15) 
   
  Tancred of the Shining Light: Male human Pal11 
  (Heironeous); hp 81; Appendix 1.  
   
  Albin Constantius: Female human Clr11 (Pelor); hp 
  80; Appendix 1.  
   
  Vendra the Knife: Female Halfling Rog11; hp 57; 
  Appendix 1.  
   
  Edairrion: Female elf Wiz11; hp 34; Appendix 1.  
   
  Pharoen: Blink dog (familiar); hp 22; Appendix 1. 
  
  Dyv6-05 Black as Night 
   
  Page 12 
  APL 14 (EL 17) 
   
  Tancred of the Shining Light: Male human Pal13 
  (Heironeous); hp 95; Appendix 1.  
   
  Albin Constantius: Female human Clr13 (Pelor); hp 
  94; Appendix 1.  
   
  Vendra the Knife: Female Halfling Rog13; hp 67; 
  Appendix 1.  
   
  Edairrion: Female elf Wiz13; hp 40; Appendix 1.  
   
  Pharoen: Blink dog (familiar); hp 22; Appendix 1. 
  APL 16 (EL 19) 
   
  Tancred of the Shining Light: Male human Pal15 
  (Heironeous); hp 109; Appendix 1.  
   
  Albin Constantius: Female human Clr15 (Pelor); hp 
  108; Appendix 1.  
   
  Vendra the Knife: Female Halfling Rog15; hp 77; 
  Appendix 1.  
   
  Edairrion: Female elf Wiz15; hp 45; Appendix 1.  
   
  Pharoen: Blink dog (familiar); hp 22; Appendix 1. 
   
  Tactics: Though the Greyhawkers are good, they 
  have conviction in their cause and use lethal force. The 
  only exception to this is Vendra and Edairrion, They will 
  attempt to distribute as much nonlethal damage as 
  possible, so hopefully the PCs will not be killed and can 
  be stabilized. The other will user both lethal melee and 
  spell attacks. 
  *** NOTE on Treasure for this Encounter, Coin is only 
  awarded if the PC turn the relics over to Greyhawkers. 
  The PCs only earn the loot and magic if they combat and 
  loot the bodies of the Greyhawkers. 
  Treasure: 
   
  APL 10 - L: 111, C: 1500, M: 2 +1 full plate armor 
  (441 gp per character), 2 +1 heavy steel shield (195 gp per 
  character), 3 ring of protection +1 (500 gp per character), 
  bracers of armor +3 (750 gp per character), +2 buckler 
  (347 gp per character), +1 dagger (191 gp per character), 
  +1 sling (191 gp per character), 2 +1 longsword (385 gp 
  per character) [M: 3003 gp total].  
   
  APL 12 - L: 164, C: 2250, M: 2 +1 full plate armor 
  (441 gp per character), 2 +1 heavy steel shield (195 gp per 
  character), 2 ring of protection +2 (1333 gp per character), 
  amulet of natural armor +1 (166 gp per character), +2 
  buckler (347 gp per character), +1 dagger (191 gp per 
  character), +1 sling (191 gp per character), 2 bracers of 
  armor +3 (1500 gp per character), +2 longsword (692 gp 
  per character), periapt of wisdom +2 (333 gp per 
  character) [M: 5393 gp total]. 
   
  APL 14 - L: 56, C: 4500, M: +1 full plate armor (220 
  gp per character), +1 heavy crossbow (195 gp per 
  character), 3 +1 heavy steel shield (292 gp per character), 
  3 +1 lucerne hammer (578 gp per character), +1 sling (191 
  gp per character), 2 +2 buckler (694 gp per character), +2 
  dagger (691 gp per character), 2 +2 full plate armor (941 
  gp per character), +2 heavy steel shield (347 gp per 
  character), +2 longsword (692 gp per character), amulet of 
  natural armor +1 (166 gp per character), 2 bracers of 
  armor +3 (1500 gp per character), cloak of charisma +2 
  (333 gp per character), gloves of dexterity +2 (333 gp per 
  character), headband of intellect +4 (1333 gp per 
  character), periapt of wisdom +2 (333 gp per character), 2 
  ring of protection +1 (333 gp per character), ring of 
  protection +2 (666 gp per character) [M: 9846 gp total].  
   
  APL 16 - L: 59, C: 6750, M: +3 full plate armor (887 
  gp per character), +1 full plate armor (220 gp per 
  character), +1 heavy crossbow (195 gp per character), +1 
  heavy steel shield (97 gp per character), +1 lucerne 
  hammer (192 gp per character), +1 sling (191 gp per 
  character), +2 buckler (347 gp per character), 2 +2 dagger 
  (1383 gp per character), +3 heavy steel shield (764 gp per 
  character), +3 longsword (1526 gp per character), amulet 
  of natural armor +1 (166 gp per character), 2 amulet of 
  natural armor +2 (1333 gp per character), bracers of armor 
  +5 (2083 gp per character), 2 cloak of charisma +2 (666 gp 
  per character), gloves of dexterity +2 (333 gp per 
  character), headband of intellect +4 (1333 gp per 
  character), 3 periapt of wisdom +4 (4000 gp per 
  character), ring of protection +1 (166 gp per character), 
  ring of protection +2 (666 gp per character) [M: 16557 gp 
  total].  
  Development:  
   
  The PCs have as much time as they need to decide 
  what to do from here. When they begin to move to their 
  next destination, move onto Encounter 7, as the Devils 
  attempt to retrieve the relics. The devils engage the PCs 
  regardless of whether they turned them over to the 
  Greyhawkers, as the Fist being Veiled, they no longer 
  know its location. 
  ENCOUNTER 7: 
  DEVIL IN THE DETAILS 
  This encounter takes place after the PCs have 
  successfully retrieved Veil. Two minions of Iuz, 
  Jannaham and Iblisil, have been following the activities 
  of the party and now wish to strike a bargain with them. 
  Failing being able to come to a bargain, they result to 
  force.  
   
  Read or paraphrase the following: 
  
  Dyv6-05 Black as Night 
   
  Page 13 
   
  Leaving the Depository, as you walk down the 
  streets under the covering of night, a voice beckoned 
  from a passing alleyway.  
   
  “Please come closer my friends. I have been 
  following your activities and would like to discuss an 
  opportunity with you. Please come here where I may 
  speak privately, away from prying eyes.” 
   
  Jannaham speaks from the shadows, 20 feet back 
  from the opening to the alleyway. Iblisil remains hidden 
  30 feet back from the opening and is hiding, DC 24+APL 
  Spot check to notice him. 
   
  Both devils are disguised; a DC 24 Spot check is 
  needed to see through the disguise. If you exceed the 
  check by 5 or more, you may perform a Knowledge 
  (planes) to identify that you are being spoken to by a 
  barbed devil.  
   
  Jannaham attempts to convince the party to speak 
  with him in the security of the alleyway. Should the PCs 
  refuse, we advances up to 10 foot from the entry to the 
  alley and speak with them. Should the PCs refuse to 
  speak to Jannaham at all, he attacks. 
   
  If the PCs speak with Jannaham he answers the 
  following questions. All questions are answered using 
  innuendo but generally truthful. Read or paraphrase the 
  answers to any of the questions the players ask. 
   
  What do you wish of us? 
  “I wish to make a deal with you. I wish to purchase 
  that which you have.” (The Fist) 
   
  What do you have to offer? 
   
  “I’ve heard that gold trades very well in this 
  region. And I can offer you a handsome sum.”  
   
  They offer the following by APL: 
   
  APL 10 – 1,500 wheatsheafs 
   
  APL 12 – 2,250 wheatsheafs 
   
  APL 14 – 4,500 wheatsheafs 
   
  APL 16 – 6,750 wheatsheafs 
   
   
  With a properly worded Diplomacy check (DC 20 + 
  APL) they go up to the following amounts. Also should 
  the PCs turn them down, Jannaham offers this increased 
  amount by APL:  
   
  APL 10 – 2,500 wheatsheafs 
   
  APL 12 – 3,500 wheatsheafs 
   
  APL 14 – 7,000 wheatsheafs 
   
  APL 16 – 10,000 wheatsheafs 
   
   
  Why do you want it? 
   
  “It is not for me, I was merely sent to retrieve it” 
   
  Who do you work for? 
   
  “My master is very Old, so cannot retrieve the 
  item himself, so he has sent me” 
   
  Is you master Iuz? 
  “How very brave of you to bring the attention of the 
  Evil upon you. Brave or foolish, only time will tell.” 
   
  But do you know of the true power of the item? 
  “No such is hidden from us, I merely know that it is 
  important for my master.” 
   
  And what if we don’t give it to you? 
  “We will have to kill you then” 
   
  Should the PCs agree to the bargain, Jannahams 
  teleports away and returns with the gold to complete the 
  trade. These are not stupid creatures and manage a way to 
  facilitate the trade in such a manner to not be betrayed. 
  APL 10 (EL 13) 
   
  Jannaham & Iblisil (2): barbed devil (hamatula); hp 
  126 each; see Monster Manual page 51.  
  APL 12 (EL 15) 
   
  Jannaham & Iblisil (2): barbed devil (hamatula); hp 
  184 each; Appendix 1.  
  APL 14 (EL 17) 
   
  Jannaham & Iblisil (2): barbed devil (hamatula); hp 
  230 each; Appendix 1.  
  APL 16 (EL 19) 
   
  Jannaham & Iblisil (2): barbed devil (hamatula); hp 
  276 each; Appendix 1.  
   
  Tactics: Should combat ensue, the devil’s sole 
  purpose is to make their masters displeasure known by 
  the way of killing as many PCs as possible. They focus on 
  the weakest, most available PC until that PC drops. At 
  any time if either one of the devils should drop below ¼ 
  of their hit points, it teleports away and attempt to 
  summon another devil. This devil is identical to those of 
  the appropriate APL. The summoned devil will teleport 
  backed to the fray, 2 rounds following the original 
  teleport. Any devil reaching ¼ of their hit points once 
  teleported away will not return to the fight. A DC 25 Spot 
  Check as well as a Knowledge (planes) (DC enough to 
  identify the creature by APL) allows the PCs to 
  determine that this is a new foe. 
  *** NOTE on Treasure for this Encounter, Coin is only 
  awarded if the PC turns the relics over to devils. If they 
  combat the devils, there is no treasure reward for this 
  encounter. 
  
  Dyv6-05 Black as Night 
   
  Page 14 
  Treasure: 
   
  APL 10: Loot – 0 gp, Coin – 2500 gp, Magic – 0 gp. 
   
  APL 12: Loot – 0 gp, Coin – 3500 gp, Magic – 0 gp. 
   
  APL 14: Loot – 0 gp, Coin – 7000 gp, Magic – 0 gp. 
   
  APL 16: Loot – 0 gp, Coin – 10000 gp, Magic – 0 gp. 
  Development: If players handed over the Fist and Veil to 
  the devils they receive the AR reward “Sins Forgiven”. 
  Upon either the conclusion of the bargain or a combat, 
  the adventure is concluded, proceed to the Conclusion. If 
  they still have the Fist and the Veil and wish to turn it 
  over to Xullithan, this should be resolved before 
  proceeding to the conclusion. 
   
  CONCLUSION 
  So long as the players have recovered the Veil of the Fist 
  read the following conclusion. Should the party fail at 
  recovering the Veil, the adventure is over and the players 
  are left wondering exactly what paths lead them to this 
  dead end.  
   
  The first rays of the Shining One begin to 
  infiltrate across the cities eastern walls, the city 
  begins to come to life and the streets begin to fill with 
  those going about their daily grind. As you work your 
  way through the burgeoning crowds, you spot in 
  individual that is impossible to miss. Standing out 
  against the common folk, you see a woman in 
  resplendent white silks trimmed with mother-of-
  pearl and embroidered with a myriad of intricate 
  patterns. 
   
  As she moves through the crowd the more 
  apparent feature, her gossamer scarf, does not lay 
  across her shoulders as is fashion, but is bound across 
  her eyes impeding her vision. This would explain the 
  young maid on her left elbow, in similar, though not 
  nearly as extravagant dress. A casual observer would 
  make her out as a guide for a blind woman. The 
  obviousness of the situation aside, all your senses are 
  sure that it is the other way around that the maid is 
  being led by her mistress. 
   
  They continue to walk in your direction, with a 
  third maid following closely behind, until they stop 
  10 paces from you. Here the elegant lady stretches 
  out her regal arm and points a single thin bronze 
  colored finger directly at you. You are barely able to 
  hear her direct her servant “They are the ones”. The 
  maid leaves her mistress and advances towards you. 
   
  “Good sirs (and ladies), my name is Mariam and 
  my mistress Nyderia Ceriwien would ask you advance 
  and speak with her.” 
   
  At this point the PC’s may have some question or be 
  wish to make some knowledge checks. With a DC 20 
  Knowledge 
  (local-VTF) 
  or 
  Knowledge(religion) 
  recognize the name and woman as the High Priestess of 
  Istus. With a successful check of at least 25, they know 
  that she is in fact blind. A priest of Istus receives a +10 to 
  this check. If asked Mariam reveals any of this 
  information to the PCs. She is not privy to any other 
  information and was simply asked by her mistress to 
  accompany her on a walk today. 
   
  If the PCs advance to speak with Nyderia, then 
  continue on with the appropriate conclusion. If they 
  choose not to speak with her then the adventure has 
  ended. 
   
  As you advance to speak with Mariam’s mistress, 
  once within a comfortable speaking distance she 
  speaks… 
   
  “I have many times seen your faces in my vision. 
  It is pleasant to finally make your personal 
  acquaintance. The Lady of our Fate has shared with 
  me that you would have a role in the fate of those to 
  our north, though until now the path has been 
  blurred.” 
  Conclusion A 
  Read this conclusion if the PCs turned over the Fist and 
  the Veil to the Priest of Nerull. 
   
  “You have made a difficult decision and trusted in 
  the Bringer of Darkness. Your actions ensured that 
  the Fist may strike true at the chaos to forge order. I 
  believe you have done well. 
   
  I doubt that you have yet to extricate yourselves 
  from my ladies web, any you may yet stir other 
  threads. I will make leave of myself now. 
   
  Mariam… ” 
   
  Not waiting for a response, she holds out her 
  arm, and her maid leads her away. 
  The End 
  Conclusion B 
  Read this conclusion if the PCs turned over the Fist and 
  the Veil to the Greyhawkers or to some other power than 
  those featured in this adventure. 
   
  “Well this is not a weave I had foreseen in my 
  mistresses web. You have caused the fate of the Fist to 
  remain indeterminate as of yet. Many others will 
  determine where and if it comes to bear. 
  
  Dyv6-05 Black as Night 
   
  Page 15 
   
  For now you have removed yourself from my 
  Ladies vision, but adventurers as you are, you tend to 
  find ways to place yourself in fate’s path. 
   
  Mariam… ” 
   
  Not waiting for a response, she holds out her 
  arm, and her maid leads her away. 
  The End 
  Conclusion C 
  Read this conclusion if the PCs turned over the Fist and 
  the Veil to the devils of Iuz. 
   
  “Well you have chosen a well traveled path. Many 
  before you have followed the same. May your 
  dealings with the Old One not bring you to the same 
  fate they befell. 
   
  You have woven your threads in with those of 
  The Evil. A very dangerous though interesting path. 
   
  Mariam… ” 
   
  Not waiting for a response, she holds out her 
  arm, and her maid leads her away. 
  The End 
  Conclusion D 
  Read this conclusion if the PCs decided to hold onto the 
  Fist and the Veil. 
   
  “This is a very hard path you have chosen for 
  yourselves. Though the Veil may hide the Fist even 
  from my eyes, this will not keep those who seek it 
  from looking. Hard choices remain on how and if the 
  Fist will be brought to bear. I wish you peace as you 
  have not made a wise decision. The best of luck to 
  you. 
   
  Mariam… ” 
   
  Not waiting for a response, she holds out her 
  arm, and her maid leads her away. 
  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 (objectives plus 
  roleplaying) to each character. 
   
  Encounter 4: Depository 
  Experience objective 
  APL 10  
  300 XP 
  APL 12  
  360 XP 
  APL 14  
  420 XP 
  APL 16  
  480 XP 
   
  Encounter 5: Greyhawkers  
  Experience objective 
  APL 10  
  390 XP 
  APL 12 
  450 XP 
  APL 14  
  510 XP 
  APL 16  
  570 XP 
   
  Encounter 6: Devils in the Detail  
  Experience objective 
  APL 10  
  390 XP 
  APL 12  
  450 XP 
  APL 14 
  510 XP 
  APL 16  
  570 XP 
   
  Discretionary roleplaying award 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
  APL 14  
  360 XP 
  APL 16  
  405 XP 
   
  Total possible experience: 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
  APL 14  
  1,800 XP 
  APL 16  
  2,025 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  
  Dyv6-05 Black as Night 
   
  Page 16 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.   
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
  Encounter 3: Xullithan’s Offer 
  *** NOTE on Treasure for this Encounter, Coin is only 
  awarded if the PC turn the relics over to Xullithan. 
   
  APL 10: Loot – 0 gp, Coin – 1000 gp, Magic – 0 gp. 
   
  APL 12: Loot – 0 gp, Coin – 1500 gp, Magic – 0 gp. 
   
  APL 14: Loot – 0 gp, Coin – 3000 gp, Magic – 0 gp. 
   
  APL 16: Loot – 0 gp, Coin – 4500 gp, Magic – 0 gp. 
  Encounter 6: Greyhawkers  
  *** NOTE on Treasure for this Encounter, Coin is only 
  awarded if the PC turn the relics over to Greyhawkers. 
  The PCs only earn the loot and magic if they combat and 
  loot the bodies of the Greyhawkers. 
   
  APL 10 - L: 111, C: 1500, M: 2 +1 full plate armor 
  (441 gp per character), 2 +1 heavy steel shield (195 gp per 
  character), 3 ring of protection +1 (500 gp per character), 
  bracers of armor +3 (750 gp per character), +2 buckler 
  (347 gp per character), +1 dagger (191 gp per character), 
  +1 sling (191 gp per character), 2 +1 longsword (385 gp 
  per character) [M: 3003 gp total].  
   
  APL 12 - L: 164, C: 2250, M: 2 +1 full plate armor 
  (441 gp per character), 2 +1 heavy steel shield (195 gp per 
  character), 2 ring of protection +2 (1333 gp per character), 
  amulet of natural armor +1 (166 gp per character), +2 
  buckler (347 gp per character), +1 dagger (191 gp per 
  character), +1 sling (191 gp per character), 2 bracers of 
  armor +3 (1500 gp per character), +2 longsword (692 gp 
  per character), periapt of wisdom +2 (333 gp per 
  character) [M: 5393 gp total]. 
   
  APL 14 - L: 56, C: 4500, M: +1 full plate armor (220 
  gp per character), +1 heavy crossbow (195 gp per 
  character), 3 +1 heavy steel shield (292 gp per character), 
  3 +1 lucerne hammer (578 gp per character), +1 sling (191 
  gp per character), 2 +2 buckler (694 gp per character), +2 
  dagger (691 gp per character), 2 +2 full plate armor (941 
  gp per character), +2 heavy steel shield (347 gp per 
  character), +2 longsword (692 gp per character), amulet of 
  natural armor +1 (166 gp per character), 2 bracers of 
  armor +3 (1500 gp per character), cloak of charisma +2 
  (333 gp per character), gloves of dexterity +2 (333 gp per 
  character), headband of intellect +4 (1333 gp per 
  character), periapt of wisdom +2 (333 gp per character), 2 
  ring of protection +1 (333 gp per character), ring of 
  protection +2 (666 gp per character) [M: 9846 gp total].  
   
  APL 16 - L: 59, C: 6750, M: +3 full plate armor (887 
  gp per character), +1 full plate armor (220 gp per 
  character), +1 heavy crossbow (195 gp per character), +1 
  heavy steel shield (97 gp per character), +1 lucerne 
  hammer (192 gp per character), +1 sling (191 gp per 
  character), +2 buckler (347 gp per character), 2 +2 dagger 
  (1383 gp per character), +3 heavy steel shield (764 gp per 
  character), +3 longsword (1526 gp per character), amulet 
  of natural armor +1 (166 gp per character), 2 amulet of 
  natural armor +2 (1333 gp per character), bracers of armor 
  +5 (2083 gp per character), 2 cloak of charisma +2 (666 gp 
  per character), gloves of dexterity +2 (333 gp per 
  character), headband of intellect +4 (1333 gp per 
  character), 3 periapt of wisdom +4 (4000 gp per 
  character), ring of protection +1 (166 gp per character), 
  ring of protection +2 (666 gp per character) [M: 16557 gp 
  total].  
  Encounter 6: Devil in the Details 
  *** NOTE on Treasure for this Encounter, Coin is only 
  awarded if the PC turn the relics over to devils. If they 
  
  Dyv6-05 Black as Night 
   
  Page 17 
  combat the devils, there is no treasure reward for this 
  encounter. 
   
  APL 10: Loot – 0 gp, Coin – 2500 gp, Magic – 0 gp. 
   
  APL 12: Loot – 0 gp, Coin – 3500 gp, Magic – 0 gp. 
   
  APL 14: Loot – 0 gp, Coin – 7000 gp, Magic – 0 gp. 
   
  APL 16: Loot – 0 gp, Coin – 10000 gp, Magic – 0 gp. 
  Total Possible Treasure 
  *** NOTE on Total Possible Treasure, the total treasure 
  amount varies widely based on the choices the PCs make 
  in each encounter. Please check the individual 
  encounters for treasure to award. 
   
  APL 10: Loot: 111 gp; Coin: 2500 gp; Magic: 3003 
  gp; Max gp: 2,300 gp 
   
  APL 12: Loot: 164 gp; Coin: 3500 gp; Magic: 5393 
  gp; Max gp: 3,300 gp 
   
  APL 14: Loot: 56 gp; Coin: 7000 gp; Magic: 9846 
  gp; Max gp: 6,600 gp 
   
  APL 16: Loot: 59 gp; Coin: 10000 gp; Magic: 16557 
  gp; Max gp: 9,900 gp 
   
   
  
  Dyv6-05 Black as Night 
   
  Page 18 
  APPENDIX 1: APL 10 
  ENCOUNTER 6: GREYHAWKERS 
  Tancred of the Shining Light: Male Humanoid 
  (Human) Pal9; CR 9; Medium; HD 9d10+9; hp 67; Init -
  1; Spd 20; AC 21 (+9 armor, +3 shield, -1 dex); touch 9, 
  flat-footed 21; Base Atk +9; Grp +11; Atk +13 melee 
  (1d8+3;17-20/x2, +1 Longsword) or +9 ranged (1d10;19-
  20/x2, Masterwork heavy crossbow); Full Atk +13/+8 
  melee (1d8+3;17-20/x2, +1 Longsword) or +9 ranged 
  (1d10;19-20/x2, Masterwork heavy crossbow); SQ Turn 
  Undead(Su), code of conduct, aura of good(ex), detect 
  evil(sp), smite evil(su), divine grace(su), lay on 
  hands(su), aura of courage(su), divine health(ex), spells, 
  special mount(sp), remove disease(sp); AL LG; SV Fort 
  +10, Ref +5, Will +8; Str 14. Dex 8. Con 12. Int 10. Wis 
  14. Cha 15. 
   
  Skills and Feats: Concentration +13, Heal +14, 
  Ride +11, Extra Turning, Improved Critical 
  (Longsword), Weapon Focus (Longsword), Power 
  Critical (Longsword)*, Divine Shield*. 
   
  Languages: Common 
   
  Turn Undead(Su): Can turn undead 9 times per 
  day. A turning check is made on 1d20+2; turning 
  damage is equal to 2d6+8 on a successful check 
   
  Smite Evil(Su): 2 time(s) per day, you can add +2 
  to your attack roll; if the creature you strike is evil, you 
  inflict an extra 9 points of damage 
   
  Lay on Hands(Su): As a standard action, you can 
  heal yourself or someone else. You can cure a total of 
  18 points of damage per day. These points can also be 
  used to harm undead. 
   
  Spells Prepared: (2/1; base DC 12 + spell level): 1st 
  -- restoration, lesser, bless weapon; 2nd -- bull strength 
   
  Possessions: +1 full plate, +1 heavy steel shield, 
  ring of protection +1, +1 longsword, masterwork heavy 
  crossbow. 
  * see Appendix 2: New Rules Items 
  Albin Constanius: Female Human(Suel) Clr9; CR 9; 
  Medium Humanoid (Human); HD 9d8+18; hp 66; Init 
  -1; Spd 20 ft/x3; AC 22 (+10 armor, +3 shield, -1 dex), 
  touch 9, flat-footed 22; Base Atk +6; Grp +7; Atk +4 
  melee  (2d4+1;20/x4, Masterwork lucerne hammer) or 
  +1 ranged  (1d8;20/x3, Longbow); Full Atk +4/-1 melee 
   (2d4+1;20/x4, Masterwork lucerne hammer) or +1/-4 
  ranged  (1d8;20/x3, Longbow); SA Aura(Ex), 
  Spontaneous Casting, Restricted Spells, Turn 
  Undead(Su); AL NG; SV Fort +8, Ref +2, Will +9; Str 
  13, Dex 8, Con 14, Int 10, Wis 17, Cha 12;  
   
  Skills and Feats: Concentration +14, Diplomacy 
  +13, Heal +15, Empower Spell, Augment Healing*, 
  Domain Focus (Healing)*, Divine Metamagic 
  (Empower Spell)*, Divine Spell Power*. 
   
  Turn Undead(Su): Can turn undead 4 times per 
  day. A turning check is made on 1d20+1; turning 
  damage is equal to 2d6+10 on a successful check. 
   
  Spells prepared (6/5+1/5+1/4+1/2+1/1+1; save DC 
  13 + spell level); 0 – detect magic(2), light, mending, 
  read magic, resistance; 1 – bless, command, endure 
  elements†, obscuring mist, sanctuary, summon 
  monster I; 2 – calm emotions, cure moderate wounds†, 
  hold person, make whole, silence, summon monster II; 
  3 – dispel magic, invisibility purge, prayer, searing 
  light†, summon monster III; 4 –fire shield†, freedom 
  of movement, summon monster IV; 5 – flame strike†, 
  raise dead. 
   
  † Domain spell: Domains: [Healing (You cast 
  healing spells at +1 caster level); Sun (Once per day, 
  you can perform greater turning in place of a regular 
  turning attempt. Any undead affected by this are 
  destroyed instead of turned or rebuked.).] 
   
  Possessions: +1 full plate, + 1 heavy steel shield, 
  ring of protection +1, masterwork lucerne hammer, 
  longbow, 5,000 gp gem. 
   
  Power-Up Suite: (Pre-cast – protection from 
  energy [fire], air walk); Spd air walk 20 ft., SQ 
  immune to fire (absorbs 108 hp),  
  * see Appendix 2: New Rules Items 
  Vendra the Knife: Female Halfling(Lightfoot) Rog9; 
  CR 9; Small Humanoid (Halfling); HD 9d6+9; hp 47; 
  Init +8; Spd 20 ft/x4; AC 21 (+3 armor, +3 shield, +4 
  dex, +1 size), touch 15, flat-footed 21; Base Atk +6; Grp 
  +2; Atk +12 melee  (1d3+1;19-20/x2,  +1 Dagger) or +12 
  melee (1d3;19-20/x2,  Masterwork sap) or +13 ranged  
  (1d3+1;20/x2, +1 Sling); Full Atk +12/+7 melee  
  (1d3+1;19-20/x2,  +1 Dagger) or +12/+7 melee (1d3;19-
  20/x2,  Masterwork sap) or +13/+8 ranged 
  (1d3+1;20/x2, +1 Sling); SA Sneak Attack (+5d6); SQ 
  Uncanny Dodge(Ex), Improved Uncanny Dodge(Ex), 
  Trap Sense(Ex), Evasion(Ex),  Trapfinding(Ex); AL NG; 
  SV Fort +5, Ref +11, Will +4; Str 10, Dex 19, Con 13, Int 
  14, Wis 10, Cha 8. 
   
  Skills and Feats: Appraise +14, Balance +18, 
  Disable Device +14, Hide +20, Jump +10, Listen +14, 
  Move Silently +18, Open Lock +16, Search +14, Tumble 
  +18, Dodge, Improved Initiative, Weapon Finesse, 
  Hamstring*.  
  
  Dyv6-05 Black as Night 
   
  Page 19 
   
  Possessions: +1 dagger, +1 sling, sling bullets(20), 
  masterwork sap, bracers of armor +3, +2 buckler. 
   
  Power-Up Suite: (Pre-cast – freedom of 
  movement); 
  * see Appendix 2: New Rules Items 
  Edairrion: Female Elf(Gray) Wiz9; CR 9; Medium 
  Humanoid (Elf); HD 9d4; hp 28; Init +7; Spd 30 ft/x4; 
  AC 17 (+3 armor, +3 dex, +1 deflection), touch 14, flat-
  footed 14; Base Atk +4; Grp +3; Atk +3 melee  (1d4-1;19-
  20/x2, Dagger) or +8 ranged (1d8;19-20/x2, 
  Masterwork light crossbow); Full Atk +3 melee  (1d4-
  1;19-20/x2, Dagger) or +8 ranged (1d8;19-20/x2, 
  Masterwork light crossbow); SQ Familiar, Enchanter; 
  AL NG; SV Fort +3, Ref +6, Will +7; Str 8, Dex 16, Con 
  11, Int 19, Wis 12, Cha 8  
   
  Skills and Feats: Concentration +12, Decipher 
  Script +16, Knowledge (arcana) +16, Knowledge 
  (dungeoneering) +13, Knowledge (the planes) +13, 
  Spellcraft +18 (+2 enchantment), Improved Familiar, 
  Improved Initiative, Spell Focus (Enchantment), 
  Greater Spell Focus (Enchantment), Scribe Scroll, 
  Nonlethal Substitution (Fire)*, Alertness. 
   
  Spells prepared: (4/5+1/5+1/4+1/3+1/1+1; base 
  DC 14 + spell level (+4 enchantment)); 0 – detect 
  magic(2), light, prestidigitation; 1 -- charm person, 
  magic missile(2), shield, ray of enfeeblement, true 
  strike; 2 – glitterdust(2), nonlethal burning hands(1), 
  false life, shatter, touch of idiocy; 3 – dispel magic, 
  displacement, nonlethal scorching ray(2), rage; 4 – 
  crushing despair, greater invisibility, nonlethal 
  fireball(2); 5 – feeblemind, nonlethal fireshield; 
   
  Prohibited Schools: Divination, Transmutation. 
   
  Possessions: bracers of armor +3, ring of protection 
  +1, dagger, masterwork light crossbow, bolts(20). 
  * see Appendix 2: New Rules Items 
  Pharoen, (Blink dog, Familiar): CR --; Meidum 
  Magical Beast; HD 4d10; hp 22; Init +3; Spd 40 ft/x4; 
  AC 21 (+3 dex, +8 natural), touch 13, flat-footed 18; 
  Base Atk +4; Grp +4; Atk +4 melee (1d6; Bite); Full Atk 
  +4 melee (1d6; Bite); SQ: Blink, darkvision 60 ft., 
  dimension door, low-light vision, scent,  improved 
  evasion, share spells, empathic link, deliver touch 
  spells, speak with master; AL LG; SV Fort +4, Ref +7, 
  Will +7; Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11; 
   
  Skills and Feats: Hide +3, Listen +5, Sense Motive 
  +3, Spot +5, Survival +4. 
   
  Blink(Su): A blink dog can use blink as the spell 
  (caster level 8
  th), and can evoke or end the effect as a 
  free action 
   
  Dimension Door(Su): A blink dog can teleport, as 
  dimension door (caster level 8
  th), oncer per round as a 
  free action. The ability affects only the blink dog, 
  which never appears within a solid object and can act 
  immediately after teleporting. 
   
  
  Dyv6-05 Black as Night 
   
  Page 20 
  APL 12 
  Tancred of the Shining Light: Male Humanoid 
  (Human) Pal11; CR 11; Medium; HD 11d10+11; hp 81; 
  Init -1; Spd 20; AC 23 (+9 armor, +3 shield, -1 dex, +2 
  deflection); touch 10, flat-footed 23; Base Atk +11; Grp 
  +13; Atk +16 melee (1d8+4;17-20/x2, +2 Longsword) or 
  +11 ranged (1d10;19-20/x2, Masterwork heavy 
  crossbow); Full Atk +16/+11/+6 melee (1d8+4;17-
  20/x2, +2 Longsword) or +11 ranged (1d10;19-20/x2, 
  Masterwork heavy crossbow); SQ Turn Undead(Su), 
  Code of Conduct, Aura of Good(Ex), Detect Evil(Sp), 
  Smite Evil(Su), Divine Grace(Su), Lay on Hands(Su), 
  Aura of Courage(Su), Divine Health(Ex), Spells, Special 
  Mount(Sp), Remove Disease(Sp); AL LG; SV Fort +11, 
  Ref +5, Will +8; Str 14. Dex 8. Con 12. Int 10. Wis 14. 
  Cha 15. 
   
  Skills and Feats: Concentration +15, Heal +16, 
  Ride +13, Extra Turning, Improved Critical 
  (Longsword), Weapon Focus (Longsword), Power 
  Critical (Longsword)*, Divine Shield*. 
   
  Languages: Common 
   
  Turn Undead(Su): Can turn undead 9 times per 
  day. A turning check is made on 1d20+2; turning 
  damage is equal to 2d6+10 on a successful check 
   
  Smite Evil(Su): 3 time(s) per day, you can add +3 
  to your attack roll; if the creature you strike is evil, you 
  inflict an extra 11 points of damage 
   
  Lay on Hands(Su): As a standard action, you can 
  heal yourself or someone else. You can cure a total of 
  22 points of damage per day. These points can also be 
  used to harm undead. 
   
  Spells Prepared: (2/2; base DC 12 + spell level): 1st 
  -- restoration, lesser, bless weapon; 2nd -- bull 
  strength(2) 
   
  Possessions: +1 full plate, +1 heavy steel shield, 
  ring of protection +2, +2 longsword, masterwork heavy 
  crossbow. 
   
  Power-Up Suite: (Pre-cast –heroes’ feast); hp 
  +11; Atk + 1; SQ: immune to fire (absorbs 120 hp), 
  immune to poison, immune to fear effects, SV Will +1, 
  * see Appendix 2: New Rules Items 
  Albin Constanius: Female Human(Suel) Clr11; CR 11; 
  Medium Humanoid (Human); HD 11d8+22; hp 80; 
  Init -1; Spd 20 ft/x3; AC 23 (+9 armor, +3 shield, -1 dex, 
  +2 deflection), touch 10, flat-footed 23; Base Atk +8; 
  Grp +9; Atk +6 melee  (2d4+1;20/x4, Masterwork 
  lucerne hammer) or +3 ranged  (1d8;20/x3, Longbow); 
  Full Atk +6/+1 melee  (2d4+1;20/x4, Masterwork 
  lucerne hammer) or +3/-2 ranged  (1d8;20/x3, 
  Longbow); SA Aura(Ex), Spontaneous Casting, 
  Restricted Spells, Turn Undead(Su); AL NG; SV Fort 
  +9, Ref +2, Will +11; Str 13, Dex 8, Con 14, Int 10, Wis 
  19, Cha 12;  
   
  Skills and Feats: Concentration +16, Diplomacy 
  +15, Heal +17, Empower Spell, Augment Healing*, 
  Domain Focus (Healing)*, Divine Metamagic 
  (Empower Spell)*, Divine Spell Power*. 
   
  Turn Undead(Su): Can turn undead 4 times per 
  day. A turning check is made on 1d20+1; turning 
  damage is equal to 2d6+12 on a successful check. 
   
  Spells prepared (6/6+1/5+1/5+1/4+1/2+1/1+1; 
  save DC 14 + spell level); 0 – detect magic(2), light, 
  mending, read magic, resistance; 1 – bless, command, 
  divine favor, endure elements†, obscuring mist, 
  sanctuary, summon monster I; 2 – calm emotions, cure 
  moderate wounds†, hold person, make whole, silence, 
  summon monster II; 3 – dispel magic, invisibility 
  purge, prayer, remove blindness/deafness, searing 
  light†, summon monster III; 4 – air walk, fire shield†, 
  freedom of movement, restoration, summon monster 
  IV; 5 – flame strike†, raise dead, spell resistance; 6 – 
  heal†, heroes’ feast. 
   
  † Domain spell: Domains: [Healing (You cast 
  healing spells at +1 caster level); Sun (Once per day, 
  you can perform greater turning in place of a regular 
  turning attempt. Any undead affected by this are 
  destroyed instead of turned or rebuked.).] 
   
  Possessions: +1 full plate, + 1 heavy steel shield, 
  ring of protection +2, masterwork lucerne hammer, 
  longbow, periapt of Wisdom +2, 5000 gp gem. 
   
  Power-Up Suite: (Pre-cast – protection from 
  energy [fire], air walk, heroes’ feast); hp +11; Atk +1; 
  Spd air walk 20 ft., SQ immune to fire (absorbs 120 hp), 
  immune to fear, immune to poison, immune to fear 
  effects, SV Will +1,  
  * see Appendix 2: New Rules Items 
  Vendra the Knife: Female Halfling(Lightfoot) Rog11; 
  CR 11; Small Humanoid (Halfling); HD 11d6+11; hp 
  57; Init +8; Spd 20 ft/x4; AC 22 (+4 armor, +3 shield, +4 
  dex, +1 size), touch 15, flat-footed 22; Base Atk +8; Grp 
  +4; Atk +14 melee  (1d3+1;19-20/x2,  +1 dagger) or +14 
  melee (1d3;19-20/x2,  Masterwork sap) or +15 ranged  
  (1d3+1;20/x2, +1 sling); Full Atk +14/+9 melee  
  (1d3+1;19-20/x2,  +1 Dagger) or +14/+9 melee (1d3;19-
  20/x2,  Masterwork sap) or +15/+10 ranged  
  (1d3+1;20/x2, +1 sling); SA Sneak Attack (+6d6); SQ 
  
  Dyv6-05 Black as Night 
   
  Page 21 
  Uncanny Dodge(Ex), Improved Uncanny Dodge(Ex), 
  Trap Sense(Ex), Evasion(Ex),  Trapfinding(Ex); AL NG; 
  SV Fort +5, Ref +12, Will +4; Str 10, Dex 19, Con 13, Int 
  14, Wis 10, Cha 8;  
   
  Skills and Feats: Appraise +16, Balance +20, 
  Disable Device +16, Hide +22, Jump +12, Listen +16, 
  Move Silently +20, Open Lock +18, Search +16, Tumble 
  +20, Dodge, Improved Initiative, Weapon Finesse, 
  Hamstring*.  
   
  Possessions: +1 dagger, +1 sling, sling bullets(20), 
  masterwork sap, bracers of armor +3, +2 buckler. 
   
  Power-Up Suite: (Pre-cast – freedom of 
  movement, heroes feast); hp +11; Atk + 1; SQ: 
  immune to fire (absorbs 120 hp), immune to poison, 
  immune to fear effects, SV Will +1, 
  * see Appendix 2: New Rules Items 
  Edairrion: Female Elf(Gray) Wiz11; CR 11; Medium 
  Humanoid (Elf); HD 11d4; hp 34; Init +7; Spd 30 ft/x4; 
  AC 17 (+2 armor, +3 dex, +1 deflection, +1 natural), 
  touch 14, flat-footed 14; Base Atk +5; Grp +4; Atk +5 
  melee  (1d4-1;19-20/x2, Masterwork dagger) or +9 
  ranged (1d8;19-20/x2, Masterwork light crossbow); 
  Full Atk +5 melee  (1d4-1;19-20/x2, Masterwork 
  dagger) or +9 ranged (1d8;19-20/x2, Masterwork light 
  crossbow); SQ Familiar, Enchanter; AL NG; SV Fort +3, 
  Ref +6, Will +8; Str 8, Dex 16, Con 11, Int 19, Wis 12, 
  Cha 8;  
   
  Skills and Feats: Concentration +14, Decipher 
  Script +18, Knowledge (arcana) +18, Knowledge 
  (dungeoneering) +15, Knowledge (the planes) +15, 
  Spellcraft +20 (+2 enchantment), Improved Familiar, 
  Improved Initiative, Spell Focus (Enchantment), 
  Greater Spell Focus (Enchantment), Scribe Scroll, 
  Heighten Spell, Nonlethal Substitution (Fire)*. 
   
  Spells prepared: (4/5+1/5+1/5+1/4+1/2+1/1+1; 
  base DC 14 + spell level (+4 enchantment)); 0 – detect 
  magic(2), light, prestidigitation; 1 -- charm person, 
  magic missile(2), shield, ray of enfeeblement, true 
  strike; 2 – glitterdust(2), nonlethal burning hands(1), 
  false life, shatter, touch of idiocy; 3 – dispel magic, 
  displacement, invisibility sphere, nonlethal scorching 
  ray(2), rage; 4 – confusion,crushing despair, greater 
  invisibility, nonlethal fireball(2); 5 – feeblemind, mind 
  fog, nonlethal fireshield; 6 – chained nonlethal 
  scorching ray, greater heroism. 
   
  Prohibited Schools: Divination, Transmutation. 
   
  Possessions: amulet of natural armor +1, bracers of 
  armor +3, ring of protection +1, masterwork dagger, 
  masterwork light crossbow, bolts(20). 
   
  Power-Up Suite: (Pre-cast –heroes’ feast); hp 
  +11; Atk + 1; SQ: immune to fire (absorbs 120 hp), 
  immune to poison, immune to fear effects, SV Will +1, 
  * see Appendix 2: New Rules Items 
  Pharoen, (Blink dog, Familiar): CR --; Meidum 
  Magical Beast; HD 4d10; hp 22; Init +3; Spd 40 ft/x4; 
  AC 22 (+3 dex, +9 natural), touch 13, flat-footed 19; 
  Base Atk +4; Grp +4; Atk +4 melee (1d6; Bite); Full Atk 
  +4 melee (1d6; Bite); SQ Blink, darkvision 60 ft., 
  dimension door, low-light vision, scent,  improved 
  evasion, share spells, empathic link, deliver touch 
  spells, speak with master, spell resistance 16; AL LG; 
  SV Fort +4, Ref +7, Will +8; Str 10, Dex 17, Con 10, Int 
  11, Wis 13, Cha 11; 
   
  Skills and Feats: Hide +3, Listen +5, Sense Motive 
  +3, Spot +5, Survival +4. 
   
  Blink(Su): A blink dog can use blink as the spell 
  (caster level 8
  th), and can evoke or end the effect as a 
  free action 
   
  Dimension Door(Su): A blink dog can teleport, as 
  dimension door (caster level 8
  th), oncer per round as a 
  free action. The ability affects only the blink dog, 
  which never appears within a solid object and can act 
  immediately after teleporting. 
   
  Power-Up Suite: (Pre-cast –heroes’ feast); hp 
  +11; Atk + 1; SQ immune to fire (absorbs 120 hp), 
  immune to poison, immune to fear effects, SV Will +1, 
  ENCOUNTER 7: DEVILS IN THE 
  DETAIL 
  Jannaham & Iblisil (2): Barbed Devil (Hamatula); CR 
  13; Medium Outsider (Evil, Extraplanar, Lawful); HD 
  16d8+112; hp 184; Init +10; spd 30 ft.; AC 29 (+6 Dex, 
  +13 natural); touch 16, flat-footed 23; Base Atk +16; Grp 
  +26; Atk +22 melee (2d8+6 plus fear, Claw); Full Atk 
  +22 melee (2d8+6 plus fear, 2 claws); SA Fear, improved 
  grab, impale 3d8+9, summon devil; SQ Barbed defense, 
  damage reduction 10/good, darkvision 60 ft., 
  immunity to fire and poison, resistance to acid 10 and 
  cold 10, see in darkness, spell resistance 23, spell-like 
  abilities, telepathy 100 ft.; AL LE; SV Fort +17, Ref +16, 
  Will +14; Str 23. Dex 23. Con 24. Int 12. Wis 14. Cha 
  18. 
   
  Skills and Feats: Concentration +25, Diplomacy 
  +6, Hide +25, Intimidate +23, Knowledge (any one) 
  +20, Listen +23, Move Silently +25, Search +20, Sense 
  Motive +21, Spot +23, Survival +2 (+4 following tracks), 
  Alertness, Cleave, Improved Grapple, Iron Will, Power 
  Attack, Improved Initiative. 
  
  Dyv6-05 Black as Night 
   
  Page 22 
   
  Fear (Su): A creature hit by a barbed devil must 
  succeed on a DC 20 Will save or be affected as though 
  by fear (caster level 9th).  
   
  Impale (Ex): A barbed devil deals 3d8+9 points of 
  piercing damage to a grabbed opponent with a 
  successful grapple check.  
   
  Improved Grab (Ex): To use this ability, a barbed 
  devil must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can impale the opponent on its 
  barbed body. 
   
  Summon Devil (Sp): Once per day a barbed devil 
  can attempt to summon 1d6 bearded devils or another 
  barbed devil with a 35% chance of success. This ability 
  is the equivalent of a 4th-level spell. 
   
  Barbed Defense (Su): Any creature striking a 
  barbed devil with handheld weapons or natural 
  weapons takes 1d8+6 points of piercing and slashing 
  damage from the devil’s barbs. Note that weapons with 
  exceptional reach, such as longspears, do not endanger 
  their users in this way. 
   
  Spell-Like Abilities: At will—greater teleport 
  (self plus 50 pounds of objects only), hold person (DC 
  16), major image (DC 17), scorching ray (2 rays only). 
  1/day—order’s wrath (DC 18), unholy blight (DC 18). 
  Caster level 12th. The save DCs are Charisma-based. 
   
   
   
  
  Dyv6-05 Black as Night 
   
  Page 23 
  APL 14 
  ENCOUNTER 6: GREYHAWKERS 
  Tancred of the Shining Light: Male Humanoid 
  (Human) Pal13; CR 13; Medium; HD 13d10+13; hp 95; 
  Init -1; Spd 20; AC 23 (+10 armor, +4 shield, -1 dex); 
  touch 9, flat-footed 23; Base Atk +13; Grp +15; Atk +18 
  melee (1d8+4;17-20/x2, +2 Longsword) or +14 ranged 
  (1d10+1;19-20/x2, +1 heavy crossbow); Full Atk 
  +18/+13/+8 melee (1d8+4;17-20/x2, +2 Longsword) or 
  +14 ranged (1d10+1;19-20/x2, +1 heavy crossbow); SQ 
  Turn Undead(Su), Code of Conduct, Aura of Good(Ex), 
  Detect Evil(Sp), Smite Evil(Su), Divine Grace(Su), Lay 
  on Hands(Su), Aura of Courage(Su), Divine 
  Health(Ex), Spells, Special Mount(Sp), Remove 
  Disease(Sp); AL LG; SV Fort +14, Ref +8, Will +11; Str 
  14. Dex 8. Con 12. Int 10. Wis 14. Cha 18. 
   
  Skills and Feats: Concentration +17, Heal +18, 
  Ride +15, Extra Turning, Improved Critical 
  (Longsword), Weapon Focus (Longsword), Close-
  Quarters Fighting*, Power Critical (Longsword)*, 
  Divine Shield*. 
   
  Languages: Common 
   
  Turn Undead(Su): Can turn undead 11 times per 
  day. A turning check is made on 1d20+2; turning 
  damage is equal to 2d6+14 on a successful check 
   
  Smite Evil(Su): 3 time(s) per day, you can add +4 
  to your attack roll; if the creature you strike is evil, you 
  inflict an extra 13 points of damage 
   
  Lay on Hands(Su): As a standard action, you can 
  heal yourself or someone else. You can cure a total of 
  52 points of damage per day. These points can also be 
  used to harm undead. 
   
  Spells Prepared: (2/2/1; base DC 12 + spell level): 
  1st -- restoration, lesser, bless weapon; 2nd -- bull 
  strength(2) ; 3rd – magic circle against chaos; 
   
  Possessions: +2 full plate, +2 heavy steel shield, 
  ring of protection +1, +2 longsword, +1 heavy 
  crossbow, cloak of charisma +2. 
   
  Power-Up Suite: (Pre-cast –heroes’ feast); hp 
  +12; Atk + 1; SQ immune to fire (absorbs 120 hp), 
  immune to poison, immune to fear effects, SV Will +1, 
  * see Appendix 2: New Rules Items 
  Albin Constanius: Female Human(Suel) Clr13; CR 13; 
  Medium Humanoid (Human); HD 13d8+26; hp 94; 
  Init 0; Spd 20 ft/x3; AC 24 (+10 armor, +3 shield, +1 
  natural), touch 10, flat-footed 24; Base Atk +9; Grp +10; 
  Atk +7 melee  (2d4+1;20/x4, +1 lucerne hammer*) or 
  +5 ranged  (1d8;20/x3, Longbow); Full Atk +7/+2 melee 
   (2d4+2;20/x4, +1 lucerne hammer*) or +5/0 ranged  
  (1d8;20/x3, Longbow); SA Aura(Ex), Spontaneous 
  Casting, Restricted Spells, Turn Undead(Su); AL NG; 
  SV Fort +9, Ref +2, Will +11; Str 13, Dex 10, Con 14, Int 
  10, Wis 20, Cha 12;  
   
  Skills and Feats: Concentration +18, Diplomacy 
  +17, Heal +21, Empower Spell, Augment Healing*, 
  Domain Focus (Healing)*, Divine Metamagic 
  (Empower Spell)*, Divine Spell Power*, Reach Spell*. 
   
  Turn Undead(Su): Can turn undead 4 times per 
  day. A turning check is made on 1d20+1; turning 
  damage is equal to 2d6+14 on a successful check. 
   
  Spells prepared 
  (6/7+1/6+1/5+1/5+1/4+1/2+1/1+1; save DC 15 + spell 
  level); 0 – detect magic(2), light, mending, read magic, 
  resistance; 1 – bless, command, divine favor, endure 
  elements†, obscuring mist, sanctuary, shield of faith, 
  summon monster I; 2 – calm emotions, cure moderate 
  wounds†, hold person, make whole(2), silence, 
  summon monster II; 3 – dispel magic, invisibility 
  purge, prayer, remove blindness/deafness, searing 
  light†, summon monster III; 4 – air walk, divine 
  power, fire shield†, freedom of movement, restoration, 
  summon monster IV; 5 – flame strike†, raise dead, spell 
  resistance, summon monster V; 6 –heal†, heroes’ feast, 
  mass bear’s endurance; 7 – summon monster VII, 
  sunbeam†. 
   
  † Domain spell: Domains: [Healing (You cast 
  healing spells at +1 caster level); Sun (Once per day, 
  you can perform greater turning in place of a regular 
  turning attempt. Any undead affected by this are 
  destroyed instead of turned or rebuked.).] 
   
  Possessions: +1 full plate, + 1 heavy steel shield, 
  ring of protection +1, +1 lucerne hammer, longbow, 
  periapt of wisdom +2, amulet of natural armor +1, 
  gloves of Dexterity +1, 5,000 gp gem. 
   
  Power-Up Suite: (Pre-cast – protection from 
  energy [fire], air walk, heroes’ feast); hp +12; Atk +1; 
  Spd air walk 20 ft., SQ immune to fire (absorbs 120 hp), 
  immune to fear, immune to poison, immune to fear 
  effects, SV Will +1,  
  * see Appendix 2: New Rules Items 
  Vendra the Knife: Female Halfling(Lightfoot) Rog13; 
  CR 13; Small Humanoid (Halfling); HD 13d6+13; hp 
  67; Init +10; Spd 20 ft/x4; AC 27 (+5 armor, +3 shield, 
  +6 dex, +1 size, +1 natural, +1 deflection), touch 18, flat-
  footed 27; Base Atk +9; Grp +5; Atk +18 melee  
  (1d3+2;19-20/x2,  +2 dagger) or +17 melee (1d3;19-
  
  Dyv6-05 Black as Night 
   
  Page 24 
  20/x2,  masterwork sap) or +18 ranged  (1d3+1;20/x2, 
  +1 sling); Full Atk +18/+13 melee  (1d3+2;19-20/x2,  +2 
  dagger) or +17/+12 melee (1d3;19-20/x2,  masterwork 
  sap) or +18/+13 ranged  (1d3+1;20/x2, +1 sling); SA 
  Sneak Attack (+7d6); SQ Uncanny Dodge(Ex), 
  Improved Uncanny Dodge(Ex), Trap Sense(Ex), 
  Evasion(Ex),  Trapfinding(Ex); AL NG; SV Fort +6, Ref 
  +15, Will +5; Str 10, Dex 22, Con 13, Int 14, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Appraise +18, Balance +24, 
  Disable Device +18, Hide +26, Jump +14, Listen +18, 
  Move Silently +24, Open Lock +22, Search +18, Tumble 
  +24, Dodge, Improved Initiative, Weapon Finesse, 
  Hamstring*, Staggering Strike*.  
   
  Possessions: +2 dagger, +1 sling, sling bullets(20), 
  masterwork sap, bracers of armor +5, +2 buckler, 
  amulet of natural armor +2, gloves of dexterity +2, ring 
  of protection +1, 3000 GP. 
   
  Power-Up Suite: (Pre-cast – freedom of 
  movement, heroes’ feast); hp +13; Atk + 1; SQ: 
  immune to fire (absorbs 120 hp), immune to poison, 
  immune to fear effects, SV Will +1, 
  * see Appendix 2: New Rules Items 
  Edairrion: Female Elf(Gray) Wiz13; CR 13; Medium 
  Humanoid (Elf); HD 13d4; hp 40; Init +7; Spd 30 ft/x4; 
  AC 21 (+5 armor, +3 dex, +2 deflection, +1 natural), 
  touch 15, flat-footed 18; Base Atk +6; Grp +5; Atk +6 
  melee  (1d4;19-20/x2, +1 dagger) or +10 ranged (1d8;19-
  20/x2, Masterwork light crossbow); Full Atk +6/+1 
  melee  (1d4;19-20/x2, +1 dagger) or +10 ranged (1d8;19-
  20/x2, Masterwork light crossbow); SQ Familiar, 
  Enchanter; AL NG; SV Fort +6, Ref +9, Will +11; Str 8, 
  Dex 16, Con 11, Int 24, Wis 12, Cha 8;  
   
  Skills and Feats: Concentration +14, Decipher 
  Script +20, Knowledge (arcana) +20, Knowledge 
  (dungeoneering) +17, Knowledge (the planes) +17, 
  Spellcraft +22 (+2 enchantment), Improved Familiar, 
  Improved Initiative, Spell Focus (Enchantment), 
  Greater Spell Focus (Enchantment), Scribe Scroll, 
  Heighten Spell, Chain Spell*, Nonlethal Substitution 
  (Fire)*. 
   
  Spells prepared: 
  (4/6+1/6+1/6+1/5+1/4+1/3+1/1+1; base DC 17 + spell 
  level (+4 enchantment)); 0 – detect magic(2), light, 
  prestidigitation; 1 -- charm person, comprehend 
  languages, magic missile(2), shield, ray of 
  enfeeblement, true strike; 2 – glitterdust(2), nonlethal 
  burning hands(2), false life, shatter, touch of idiocy; 3 – 
  dispel magic, displacement, invisibility sphere, 
  nonlethal scorching ray(3), rage; 4 – 
  confusion(2),crushing despair, greater invisibility, 
  nonlethal fireball(2); 5 – feeblemind, mind fog, 
  nonlethal fireshield, nonlethal wall of fire, wall of 
  force; 6 – chained nonlethal scorching ray, greater 
  heroism, mislead, true seeing; 7 – forcecage, mass hold 
  person. 
   
  Prohibited Schools: Divination, Transmutation. 
   
  Possessions: amulet of natural armor +1, bracers 
  of armor +5, ring of protection +2, +1 dagger, 
  masterwork light crossbow, bolts(20), headband of 
  intellect +4. 
   
  Power-Up Suite: (Pre-cast –heroes feast); hp 
  +12; Atk + 1; SQ immune to fire (absorbs 120 hp), 
  immune to poison, immune to fear effects, SV Will +1, 
  * see Appendix 2: New Rules Items 
  Pharoen, (Blink dog, Familiar): CR --; Meidum 
  Magical Beast; HD 4d10; hp 22; Init +3; Spd 40 ft/x4; 
  AC 23 (+3 dex, +10 natural), touch 13, flat-footed 20; 
  Base Atk +4; Grp +4; Atk +4 melee (1d6; Bite); Full Atk 
  +4 melee (1d6; Bite); SQ Blink, darkvision 60 ft., 
  dimension door, low-light vision, scent,  improved 
  evasion, share spells, empathic link, deliver touch 
  spells, speak with master, spell resistance 18, scry on 
  familiar; AL LG; SV Fort +4, Ref +7, Will +11; Str 10, 
  Dex 17, Con 10, Int 12, Wis 13, Cha 11; 
   
  Skills and Feats: Hide +3, Listen +5, Sense Motive 
  +4, Spot +5, Survival +5. 
   
  Blink(Su): A blink dog can use blink as the spell 
  (caster level 8
  th), and can evoke or end the effect as a 
  free action 
   
  Dimension Door(Su): A blink dog can teleport, as 
  dimension door (caster level 8
  th), oncer per round as a 
  free action. The ability affects only the blink dog, 
  which never appears within a solid object and can act 
  immediately after teleporting. 
   
  Power-Up Suite: (Pre-cast –heroes feast); hp 
  +12; Atk + 1; SQ immune to fire (absorbs 120 hp), 
  immune to poison, immune to fear effects, SV Will +1, 
  ENCOUNTER 7: DEVILS IN THE 
  DETAIL 
  Jannaham & Iblisil (2): Barbed Devil (Hamatula); CR 
  15; Medium Outsider (Evil, Extraplanar, Lawful); HD 
  20d8+140; hp 230; Init +10; spd 30 ft.; AC 29 (+6 Dex, 
  +13 natural); touch 16, flat-footed 23; Base Atk +20; Grp 
  +31; Atk +27 melee (2d8+6 plus fear, Claw); Full Atk 
  +27 melee (2d8+6 plus fear, 2 claws); Space/Reach 
  5ft./5ft.; SA Fear, improved grab, impale 3d8+9, 
  summon devil; SQ Barbed defense, damage reduction 
  10/good, darkvision 60 ft., immunity to fire and 
  poison, resistance to acid 10 and cold 10, see in 
  
  Dyv6-05 Black as Night 
   
  Page 25 
  darkness, spell resistance 23, spell-like abilities, 
  telepathy 100 ft.; AL LE; SV Fort +19, Ref +18, Will +16; 
  Str 24. Dex 23. Con 24. Int 12. Wis 14. Cha 18. 
   
  Skills and Feats: Concentration +29, Diplomacy 
  +6, Hide +29, Intimidate +27, Knowledge (any one) 
  +24, Listen +27, Move Silently +29, Search +20, Sense 
  Motive +25, Spot +27, Survival +2 (+4 following tracks) 
  , Alertness, Cleave, Improved Grapple, Iron Will, 
  Power Attack, Improved Initiative, Danger Sense*. 
   
  Fear (Su): A creature hit by a barbed devil must 
  succeed on a DC 20 Will save or be affected as though 
  by fear (caster level 9th).  
   
  Impale (Ex): A barbed devil deals 3d8+9 points of 
  piercing damage to a grabbed opponent with a 
  successful grapple check.  
   
  Improved Grab (Ex): To use this ability, a barbed 
  devil must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can impale the opponent on its 
  barbed body. 
   
  Summon Devil (Sp): Once per day a barbed devil 
  can attempt to summon 1d6 bearded devils or another 
  barbed devil with a 35% chance of success. This ability 
  is the equivalent of a 4th-level spell. 
   
  Barbed Defense (Su): Any creature striking a 
  barbed devil with handheld weapons or natural 
  weapons takes 1d8+6 points of piercing and slashing 
  damage from the devil’s barbs. Note that weapons with 
  exceptional reach, such as longspears, do not endanger 
  their users in this way. 
   
  Spell-Like Abilities: At will—greater teleport 
  (self plus 50 pounds of objects only), hold person (DC 
  16), major image (DC 17), scorching ray (2 rays only). 
  1/day—order’s wrath (DC 18), unholy blight (DC 18). 
  Caster level 12th. The save DCs are Charisma-based. 
   
  Physical Description: A barbed devil is about 7 
  feet tall and weighs about 300 pounds. They are wear 
  full length cloaks with the hoods pulled up about their 
  head. 
  * see Appendix 2: New Rules Items 
  
  Dyv6-05 Black as Night 
   
  Page 26 
  APL 16 
  ENCOUNTER 6: GREYHAWKERS 
  Tancred of the Shining Light: Male Humanoid 
  (Human) Pal15; CR 15; Medium; HD 15d10+15; hp 
  109; Init -1; spd 20; AC 25 (+11 armor, +5 shield, -1 
  dex); touch 9, flat-footed 25; Base Atk +15; Grp +17; Atk 
  +21 melee (1d8+5;17-20/x2, +2 Longsword) or +16 
  ranged (1d10+1;19-20/x2, +1 heavy crossbow); Full Atk 
  +21/+16/+11 melee (1d8+5;17-20/x2, +2 Longsword) or 
  +16 ranged (1d10+1;19-20/x2, +1 heavy crossbow); SQ 
  Turn Undead(Su), Code of Conduct, Aura of Good(Ex), 
  Detect Evil(Sp), Smite Evil(Su), Divine Grace(Su), Lay 
  on Hands(Su), Aura of Courage(Su), Divine 
  Health(Ex), Spells, Special Mount(Sp), Remove 
  Disease(Sp); AL LG; SV Fort +14, Ref +8, Will +11; Str 
  14. Dex 8. Con 12. Int 10. Wis 14. Cha 18. 
   
  Skills and Feats: Concentration +19, Heal +20, 
  Ride +17, Extra Turning, Improved Critical 
  (Longsword), Weapon Focus (Longsword), Close-
  Quarters Fighting*, Power Critical* (Longsword), 
  Divine Shield*, Eyes in the Back of Your Head*. 
   
  Languages: Common 
   
  Turn Undead(Su): Can turn undead 11 times per 
  day. A turning check is made on 1d20+4; turning 
  damage is equal to 2d6+16 on a successful check 
   
  Smite Evil(Su): 4 time(s) per day, you can add +4 
  to your attack roll; if the creature you strike is evil, you 
  inflict an extra 15 points of damage 
   
  Lay on Hands(Su): As a standard action, you can 
  heal yourself or someone else. You can cure a total of 
  60 points of damage per day. These points can also be 
  used to harm undead. 
   
  Spells Prepared: (2/2/1/1; base DC 12 + spell 
  level): 1st -- restoration, lesser, bless weapon; 2nd -- bull 
  strength (2) ; 3rd – magic circle against chaos; 4
  th – holy 
  sword; 
   
  Possessions: +3 full plate, +3 heavy steel shield, 
  ring of protection +1, +3 longsword, +1 heavy 
  crossbow, cloak of charisma +2. 
   
  Power-Up Suite: (Pre-cast –heroes’ feast); hp 
  +13; Atk + 1; SQ immune to fire (absorbs 120 hp), 
  immune to poison, immune to fear effects, SV Will +1, 
  * see Appendix 2: New Rules Items 
  Albin Constanius: Female Human(Suel) Clr15; CR 15; 
  Medium Humanoid (Human); HD 15d8+30; hp 108; 
  Init +0; Spd 20 ft/x3; AC 24 (+10 armor, +3 shield, +1 
  natural), touch 10, flat-footed 24; Base Atk +11; Grp 
  +12; Atk +9 melee  (2d4+2;20/x4, +1 lucerne hammer) 
  or +7 ranged  (1d8;20/x3, Longbow); Full Atk +9/+4/-1 
  melee  (2d4+1;20/x4, +1 lucerne hammer) or +7/+2/-3 
  ranged  (1d8;20/x3, Longbow); SA Aura(Ex), 
  Spontaneous Casting, Restricted Spells, Turn 
  Undead(Su); AL NG; SV Fort +11, Ref +5, Will +15; Str 
  13, Dex 10, Con 14, Int 10, Wis 22, Cha 12;  
   
  Skills and Feats: Concentration +20, Diplomacy 
  +19, Heal +24, Empower Spell, Augment Healing*, 
  Domain Focus* (Healing), Divine Metamagic* 
  (Empower Spell), Divine Spell Power*, Reach Spell*, 
  Domain Spontaneity (Sun)*. 
   
  Turn Undead(Su): Can turn undead 4 times per 
  day. A turning check is made on 1d20+1; turning 
  damage is equal to 2d6+16 on a successful check. 
   
  Spells prepared: 
  (6/7+1/7+1/6+1/5+1/5+1/4+1/2+1/1+1; save DC 16 + 
  spell level); 0 – detect magic(2), light, mending, read 
  magic, resistance; 1 – bless, command, divine favor, 
  endure elements†, obscuring mist, sanctuary, shield of 
  faith, summon monster I; 2 – calm emotions, cure 
  moderate wounds†, entrall, hold person, make 
  whole(2), silence, summon monster II; 3 – dispel 
  magic, invisibility purge, prayer, protection from 
  energy, remove blindness/deafness, searing light†, 
  summon monster III; 4 – air walk, divine power, fire 
  shield†, freedom of movement, restoration, summon 
  monster IV; 5 – flame strike†, raise dead, righteous 
  might, spell resistance, summon monster V, true 
  seeing; 6 – greater dispel magic, heal†, heroes’ feast, 
  mass bear’s endurance, word of recall; 7 – repulsion, 
  summon monster VII, sunbeam†; 8 -- sunburst†, 
  summon monster VIII. 
   
  † Domain spell: Domains: [Healing (You cast 
  healing spells at +1 caster level); Sun (Once per day, 
  you can perform greater turning in place of a regular 
  turning attempt. Any undead affected by this are 
  destroyed instead of turned or rebuked.).] 
   
  Possessions: +1 full plate, + 1 heavy steel shield, 
  ring of protection +1, +1 lucerne hammer, longbow, 
  periapt of wisdom +4, amulet of natural armor +1, 5,000 
  gp gem. 
   
  Power-Up Suite: (Pre-cast – protection from 
  energy [fire], air walk, heroes feast); hp +13; Atk +1; 
  Spd air walk 20 ft., SQ immune to fire (absorbs 120 hp), 
  immune to fear, immune to poison, immune to fear 
  effects, SV Will +1,  
  * see Appendix 2: New Rules Items 
  
  Dyv6-05 Black as Night 
   
  Page 27 
  Vendra the Knife: Female Halfling(Lightfoot) Rog15; 
  CR 15; Small Humanoid (Halfling); HD 15d6+15; hp 
  77; Init +10; Spd 20 ft/x4; AC 28 (+7 armor, +3 shield, 
  +6 dex, +1 size, +1 natural), touch 17, flat-footed 28; 
  Base Atk +11; Grp +7; Atk +20 melee  (1d3+2;19-20/x2,  
  +2 Dagger) or +19 melee (1d3;19-20/x2,  Masterwork 
  sap) or +20 ranged  (1d3+1;20/x2, +1 Sling); Full Atk 
  +20/+15/+10 melee  (1d3+2;19-20/x2,  +2 Dagger) or 
  +19/+14/+9 melee (1d3;19-20/x2,  Masterwork sap) or 
  +20/+15/+10 ranged  (1d3+1;20/x2, +1 Sling); SA: 
  Sneak Attack (+8d6); SQ: Uncanny Dodge(Ex), 
  Improved Uncanny Dodge(Ex), Trap Sense(Ex), 
  Evasion(Ex),  Trapfinding(Ex); AL NG; SV Fort +7, Ref 
  +16, Will +6; Str 10, Dex 22, Con 13, Int 14, Wis 10, 
  Cha 8;  
   
  Skills and Feats: Appraise +20, Balance +26, 
  Disable Device +20, Hide +28, Jump +16, Listen +20, 
  Move Silently +26, Open Lock +24, Search +20, Tumble 
  +26, Dodge, Improved Initiative, Weapon Finesse, 
  Hamstring*, Staggering Strike*, Danger Sense*.  
   
  Possessions: +2 dagger, +1 sling, sling bullets(20), 
  masterwork sap, bracers of armor +5, +2 buckler, 
  amulet of natural armor +2, gloves of dexterity +2, ring 
  of protection +2. 
   
  Power-Up Suite: (Pre-cast – freedom of 
  movement, heroes feast); hp +13; Atk + 1; SQ 
  immune to fire (absorbs 120 hp), immune to poison, 
  immune to fear effects, SV Will +1, 
  * see Appendix 2: New Rules Items 
  Edairrion: Female Elf(Gray) Wiz15; CR 15; Medium 
  Humanoid (Elf); HD 15d4; hp 45; Init +8; Spd 30 ft/x4; 
  AC 22 (+5 armor, +4 dex, +2 deflection, +1 natural), 
  touch 16, flat-footed 18; Base Atk +7; Grp +6; Atk +7 
  melee  (1d4;19-20/x2, +1 dagger) or +11 ranged (1d8;19-
  20/x2, Masterwork light crossbow); Full Atk +7/+2 
  melee  (1d4;19-20/x2, +1 dagger) or +11 ranged (1d8;19-
  20/x2, Masterwork light crossbow); SQ Familiar, 
  Enchanter; AL NG; SV Fort +7, Ref +10, Will +12; Str 8, 
  Dex 16, Con 11, Int 24, Wis 12, Cha 8;  
   
  Skills and Feats: Concentration +16, Decipher 
  Script +24, Knowledge (arcana) +24, Knowledge 
  (dungeoneering) +21, Knowledge (the planes) +21, 
  Spellcraft +26 (+2 enchantment), Improved Familiar, 
  Improved Initiative, Spell Focus (Enchantment), 
  Greater Spell Focus (Enchantment), Scribe Scroll, 
  Heighten Spell, Chain Spell*, Nonlethal Substitution 
  (Fire)*, Craft Woundrous Item. 
   
  Spells prepared: 
  (4/6+1/6+1/6+1/5+1/5+1/4+1/3+1/1+1; base DC 17 + 
  spell level (+4 enchantment)); ; 0 – detect magic(2), 
  light, prestidigitation; 1 -- charm person, comprehend 
  languages, magic missile(2), shield, ray of 
  enfeeblement, true strike; 2 – glitterdust(2), nonlethal 
  burning hands(2), false life, shatter, touch of idiocy; 3 – 
  dispel magic, displacement, invisibility sphere, 
  nonlethal scorching ray(3), rage; 4 – 
  confusion(2),crushing despair, greater invisibility, 
  nonlethal fireball(2); 5 – feeblemind, heightened 
  crushing despair, mind fog, nonlethal fireshield, 
  nonlethal wall of fire, wall of force; 6 – chained 
  nonlethal scorching ray, contingency, greater heroism, 
  mislead, true seeing; 7 – forcecage, mass hold person, 
  power word blind, waves of exhaustion; 8 – chained 
  dominate person, power word stun. 
   
  Prohibited Schools: Divination, Transmutation. 
   
  Possessions: amulet of natural armor +1, bracers of 
  armor +5, ring of protection +2, +1 dagger, masterwork 
  light crossbow, bolts(20), headband of intellect +4, 
  gloves of dexterity +2. 
   
  Power-Up Suite: (Pre-cast –heroes feast); hp 
  +13; Atk + 1; SQ immune to fire (absorbs 120 hp), 
  immune to poison, immune to fear effects, SV Will +1, 
  * see Appendix 2: New Rules Items 
  Pharoen, (Blink dog, Familiar): CR --; Meidum 
  Magical Beast; HD 4d10; hp 22; Init +3; Spd 40 ft/x4; 
  AC 24 (+3 dex, +11 natural), touch 13, flat-footed 21; 
  Base Atk +4; Grp +4; Atk +4 melee (1d6; Bite); Full Atk 
  +4 melee (1d6; Bite); SQ: Blink, darkvision 60 ft., 
  dimension door, low-light vision, scent,  improved 
  evasion, share spells, empathic link, deliver touch 
  spells, speak with master, spell resistance 19, scry on 
  familiar; AL LG; SV Fort +4, Ref +7, Will +12; Str 10, 
  Dex 17, Con 10, Int 13, Wis 13, Cha 11; 
   
  Skills and Feats: Hide +3, Listen +5, Sense Motive 
  +4, Spot +5, Survival +5. 
   
  Blink(Su): A blink dog can use blink as the spell 
  (caster level 8
  th), and can evoke or end the effect as a 
  free action 
   
  Dimension Door(Su): A blink dog can teleport, as 
  dimension door (caster level 8
  th), oncer per round as a 
  free action. The ability affects only the blink dog, 
  which never appears within a solid object and can act 
  immediately after teleporting. 
   
  Power-Up Suite: (Pre-cast –heroes feast); hp 
  +13; Atk + 1; SQ immune to fire (absorbs 120 hp), 
  immune to poison, immune to fear effects, SV Will +1, 
  ENCOUNTER 7: DEVILS IN THE 
  DETAIL 
  Jannaham & Iblisil (2): Barbed Devil (Hamatula); CR 
  17; Medium Outsider (Evil, Extraplanar, Lawful); HD 
  
  Dyv6-05 Black as Night 
   
  Page 28 
  24d8+168; hp 276; Init +11; spd 30 ft.; AC 30 (+7 Dex, 
  +13 natural); touch 17, flat-footed 23; Base Atk +24; Grp 
  +35; Atk +31 melee (2d8+6 plus fear,  claw); Full Atk 
  +31 melee (2d8+6 plus fear, 2 claws); Space/Reach 
  5ft./5ft.; SA Fear, improved grab, impale 3d8+9, 
  summon devil; SQ Barbed defense, damage reduction 
  10/good, darkvision 60 ft., immunity to fire and 
  poison, resistance to acid 10 and cold 10, see in 
  darkness, spell resistance 23, spell-like abilities, 
  telepathy 100 ft.; AL LE; SV Fort +21, Ref +20, Will +18; 
  Str 24. Dex 24. Con 24. Int 12. Wis 14. Cha 18. 
   
  Skills and Feats: Concentration +33, Diplomacy 
  +6, Hide +33, Intimidate +31, Knowledge (any one) 
  +28, Listen +31, Move Silently +33, Search +28, Sense 
  Motive +29, Spot +31, Survival +2 (+4 following tracks), 
  Alertness, Cleave, Improved Grapple, Iron Will, Power 
  Attack, Improved Initiative, Danger Sense*, Death 
  Blow*, Blind-Fighting,  . 
   
  Fear (Su): A creature hit by a barbed devil must 
  succeed on a DC 20 Will save or be affected as though 
  by fear (caster level 9th).  
   
  Impale (Ex): A barbed devil deals 3d8+9 points of 
  piercing damage to a grabbed opponent with a 
  successful grapple check.  
   
  Improved Grab (Ex): To use this ability, a barbed 
  devil must hit with a claw attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can impale the opponent on its 
  barbed body. 
   
  Summon Devil (Sp): Once per day a barbed devil 
  can attempt to summon 1d6 bearded devils or another 
  barbed devil with a 35% chance of success. This ability 
  is the equivalent of a 4th-level spell. 
   
  Barbed Defense (Su): Any creature striking a 
  barbed devil with handheld weapons or natural 
  weapons takes 1d8+6 points of piercing and slashing 
  damage from the devil’s barbs. Note that weapons with 
  exceptional reach, such as longspears, do not endanger 
  their users in this way. 
   
  Spell-Like Abilities: At will—greater teleport 
  (self plus 50 pounds of objects only), hold person (DC 
  16), major image (DC 17), scorching ray (2 rays only). 
  1/day—order’s wrath (DC 18), unholy blight (DC 18). 
  Caster level 12th. The save DCs are Charisma-based. 
   
  Physical Description: A barbed devil is about 7 
  feet tall and weighs about 300 pounds. They are wear 
  full length cloaks with the hoods pulled up about their 
  head. 
   
  Power-Up Suite: (Pre-cast – protection from 
  energy [fire], air walk, freedom of movement, 
  heroes feast); Spd air walk 20 ft., SQ immune to fire 
  (absorbs 120 hp), immune to poison, immune to fear 
  effects, +1 Atk, +1 Will, +13 hp,  
  * see Appendix 2: New Rules Items 
  
  Dyv6-05 Black as Night 
   
  Page 29 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS, AS PRESENTED IN THE 
  COMPLETE ADVENTURER 
  Danger Sense [General]: You are one twitchy 
  individual 
   
  Prerequisite: Improved Initiative. 
   
  Benefit: Once per day, you can reroll an initiative 
  check you have just made. You use the better of your 
  two rolls. You must decide to reroll before the round 
  starts. 
  Death Blow [General]: You waste no time in 
  dealing with downed foes. 
   
  Prerequisite: Improved Initiative, base attack 
  bonus of +2. 
   
  Benefit: You can perform a coup de grace attack 
  against a helpless defender as a standard action. Doing 
  this still provokes attacks of opportunity a normal. 
   
  Normal: Performing a coup de grace is a full-
  round action. 
  Staggering Strike [General]: You can deliver a 
  wound that hampers an opponent’s movement. 
   
  Prerequisite: Base attack bonus +6, sneak attack. 
   
  Benefit: If you deal damage with a melee sneak 
  attack, you can also deliver a wound that limits your 
  foe’s mobility. For 1 round (or until the target is the 
  beneficiary of a DC 15 Heal check or any magical 
  healing that restores at least 1 hit point, whichever 
  comes first), your target is treated as if it were 
  staggered, even if its nonlethal damage doesn’t exactly 
  equal its current hit points. A target can resist this 
  effect by making a successful Fortitude save (DC equal 
  to damage dealt). Multiple staggering strikes on the 
  same creature do not stack. This feat has no effect on 
  creatures not subject to sneak attack damage. 
  FEATS, AS PRESENTED IN THE 
  COMPLETE ARCANE 
  Chain Spell[Metamagic]: You can cast spells that 
  arc to another target in addition to the primary target. 
   
  Prerequisite: Any metamagic feat. 
   
  Benefit: Any spell that specifies a single target and 
  has a range greater than touch can be chained so as to 
  affect that primary target normally, then arc to a 
  number of targets equal to your caster level (maximum 
  20). Each arc affects one secondary target chosen by 
  you, all of which must be within 30 feet of the primary 
  target, and none of which can be affected more than 
  once. You can choose to affect fewer secondary targets 
  than the maximum.  
   
  If the chained spell deals damage, the secondary 
  targets each take half as much damage as the primary 
  target (rounded down) and can attempt Reflex save for 
  half damage (whether the spell allows the original 
  target a save or not). For spells that don’t deal damage, 
  the save DCs against arcing effects  are reduced by 4. 
  For example, if the 10
  th-level wizard normally casts 
  cause fear could target a goblin chieftain at DC 14 and 
  up to 10 of his nearby guards at DC 10. A chained spell 
  uses up a spell slot three levels higher than the spell’s 
  actual level. 
  Nonlethal Substitution[Metamagic]: You can 
  modify an energy spell to deal nonlethal damage. 
   
  Prerequisite: Knowledge(arcane) 5 ranks, any 
  metamagic feat. 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire). You can then modify any spell with 
  the chosen descriptor to deal nonlethal damage instead 
  of normal energy damage. The nonlethal spell works 
  normally in all respects except the type of energy 
  damage dealt – for example, a nonlethal fireball has the 
  same range and area, but since it deals nonlethal 
  damage instead of energy damage. It will not damage 
  objects or set fire to combustibles in the are. 
   
  A nonlethal spell uses a spell slot one level higher 
  than the spell’s normal level. 
  FEATS, AS PRESENTED IN THE 
  COMPLETE DIVINE 
  Augmented Healing[General]:  
   
  Prerequisite: Heal 4 ranks 
   
  Benefit: Add +2 points per spell level to the 
  amount of damage healed by any Conjuration 
  [Healing] spell that you cast. 
   
  For example, a 1
  st-level cleric with this feat casting 
  cure light wounds would restore 1d8+3 hp. An 8
  th-level 
  cleric with the Healing domain and this feat casting 
  cure moderate wounds would restore 2d8+13 hp (9 for 
  his caster level including the +1 caster level bonus for 
  the Healing domain, +4 for this feat). A 13
  th-level druid 
  casting heal would restore 144 hp (130 for her caster 
  level +14 for the feat, since heal is a 7
  th-level druid 
  spell). 
  
  Dyv6-05 Black as Night 
   
  Page 30 
  Divine Metamagic [Divine]: You can channel 
  energy into some of your divine spells to make them 
  more powerful. 
   
  Prerequisite: Ability to turn undead or rebuke 
  undead. 
   
  Benefit: When you take this feat, choose a 
  metamagic feat. This feat applies only to that 
  metamagic feat. As a free action, you can take the 
  energy from turning or rebuking undead and use it to 
  apply a metamagic feat to spells that you know. You 
  must spend one extra turn or rebuke attempt, plus an 
  additional attempt for each level increase in the 
  metamagic feat you’re using. For example, Jozan the 
  cleric could sacrifice three turn attempts to empower a 
  holy smite he’s casting. Because you’re using positive 
  or negative energy to augment your spells, the spell 
  slot for the spell doesn’t change. 
   
  Special: This feat may be taken multiple times. 
  Each time you take this feat choose a different 
  metamagic feat to which to apply it. 
  Divine Spell Power[Divine]: You can channel 
  positive or negative energy to enhance your divine 
  spellcasting ability. 
   
  Prerequisite: Ability to turn or rebuke undead, 
  able to cast 1
  st-level divine spells. 
   
  Benefit: You can spend a turn or rebuke attempt 
  as a free action and roll a turning check (with a special 
  +3 bonus, plus any other modifiers you’d normally 
  apply to your turning check). Treat the result of the 
  turning check as a modifier to your caster level on the 
  next divine spell you cast in that round. 
   
  For example, if a cleric used this feat and rolled a 
  16 on his turning check, he would add a +2 bonus to 
  his caster level for the next divine spell he casts in the 
  round. Had he rolled an 8, he would instead apply a -1 
  penalty to his caster level for the next divine spell he 
  cast in the round. 
   
  If you don’t cast a divined spell before your next 
  turn, you lose the effect of the check result. This feat 
  has no effect on your arcane spellcasting ability. 
  Domain Focus (Healing)[General]: You have 
  mastered the subtle intricacies of the divine power 
  you’ve devoted yourself to. 
   
  Prerequisite: Access to relevant domain. 
   
  Benefit: You can cast spells associated with one of 
  your domains at +1 caster level. This benefit also 
  applies to caster level checks to overcome a target’s 
  spell resistance as well as other variables such as spell 
  duration. If you cast a spell from one of your 
  nondomain spell slots, this feat does not help you, even 
  if the spell also happens to appear on your domain list. 
   
  Special: You can take Domain Focus multiple 
  times. Its effects do not stack. Each time you take the 
  feat, it applies to a new domain to which you have 
  access. 
  Reach Spell [Metamagic]: You can cast touch spells 
  without touching the spell recipient. 
   
  Benefit: You may cast a spell that normally has a 
  range of touch at any distance up to 30 feet. The spell 
  effectively becomes a ray, so you must succeed on a 
  ranged touch attack to bestow the spell upon the 
  recipient. A reach spell uses up a spell slot two levels 
  higher than the spell’s actual level. 
  FEATS, AS PRESENTED IN THE 
  COMPLETE WARRIOR 
  Close-Quarters Fighting [General]: Your are 
  skilled at fighting at close range and resisting grapple 
  attempts. 
   
  Prerequisite: Base Attack Bonus +3 
   
  Benefit: You gain an extra attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple. Then an ankheg – a creature with the 
  improved grab special ability – attempts to grapple 
  Tordek. He takes an attack of opportunity, hits and 
  deals 10 points of damage to the creature. Tordek then 
  adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, 
  improved grab, or similar feats or special abilities, do 
  not provoke attacks of opportunity when they attempt 
  to start a grapple. 
  
  Dyv6-05 Black as Night 
   
  Page 31 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
  Divine Shield [Divine]: You can channel energy to 
  make your shield more effective for either offense or 
  defense. 
   
  Prerequisite: Turn or rebuke undead ability, 
  proficiency with a shield. 
   
  Benefit: As a standard action, spend one of your 
  turn/rebuke undead attempts to channel energy into 
  your shield, granting it a bonus equal to your Charisma 
  modifier. This bonus applies to the shield’s bonus to 
  Armor Class and lasts for a number of rounds equal to 
  half your character level. 
  Eyes in the Back of Your Head [General]: Your 
  superior battle sense helps minimize the threat of 
  flanking attacks. 
   
  Prerequisite: Wis 13, base attack bonus +1 
   
  Benefit: Attackers do not gain the usual +2 bonus 
  on their attack rolls when flanking you. This feat 
  grants no effect whenever you are attacked without 
  benefit of your Dexterity modifier to Armor Class, 
  such as when you are flat-footed. You may still be sneak 
  attacked when flanked. 
   
  Normal: When you are flanked, the flanking 
  opponents receive a +2 bonus on their attack rolls 
  against you. 
  Hamstring [General]: You can Wound your 
  opponents legs, hampering their movement. 
   
  Prerequisite: Sneak attack ability, base attack 
  bonus +4 
   
  Benefit: If you hit with a melee sneak attack, you 
  may choose to forgo 2d6 points of extra sneak attack 
  damage to reduce your opponent’s base speed by half. 
  This speed reduction ends after 2 hours have passed or 
  a successful DC 15 Heal check or the application of any 
  cure spell or other magical healing is made. Creatures 
  immune to sneak attack damage and creatures with no 
  legs or more than four legs can’t be slowed down with a 
  hamstring attack. It takes two successful hamstring 
  attacks to affect quadrupeds. Other speeds (fly, burrow, 
  and so on) aren’t affected. You may use this ability once 
  per round. 
  Power Critical [General]: Choose one weapon, 
  such as a longsword or a greataxe. With that weapon, 
  you know how to hit where it hurts. 
   
  Prerequisite: Weapon Focus with the weapon, 
  base attack bonus +4. 
   
  Benefit: When using the weapon you selected, 
  you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: A fighter may select Power Critical as one 
  of his fighter bonus feats. 
   
  You can gain Power Critical multiple times. Each 
  time you take the feat, it may be with a different 
  weapon or the same weapon. If you take it with the 
  same weapon, the effects of the feat stack. 
  SPELLS, AS PRESENTED IN THE SPELL 
  COMPENDIUM 
  Contagion, Mass 
  Necromancy [Evil] 
  Level: Cleric 5, sorcerer/wizard 6 
  Range: Medium (100 ft. + 10 ft./level) 
  Effect: 20-ft.-radius spread 
   
  This spell functions like contagion (PH 213), but 
  all creatures within the area are infected. 
  Energy Ebb 
  Necromancy [Evil] 
  Level: Cleric 7, sorcerer/wizard 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
  This spell functions like enervation (PH 226), 
  except the creature struck gains negative levels over an 
  extended period. 
   
  You must succeed on a ranged touch attack with 
  the ray to strike a target. If the attack succeeds, the 
  subject initially gains one negative level, then 
  continues to gain another negative level each round 
  thereafter as its life force slowly bleeds away. The drain 
  can be stopped only by a successful DC 23 Heal check 
  or the application of a heal, restoration, or greater 
  restoration spell. 
   
  Each round after the first, on your turn, the 
  affected creature can attempt a Fortitude saving throw 
  to end the effect. 
   
  If you strike an undead creature, that creature 
  gains 4d4x5 temporary hit points that last for up to 1 
  hour. 
  Fleshshiver 
  Necromancy 
  Level: Sorcerer/wizard 6 
  Components: V, S, M 
  Casting Time: 1 standard action 
  
  Dyv6-05 Black as Night 
   
  Page 32 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Fortitude partial; see text 
  Spell Resistance: Yes 
   
  A creature with Hit Dice less than or equal to your 
  caster level is automatically stunned for 1 round (no 
  saving throw). A creature with Hit Dice greater than 
  your caster level is allowed a saving throw to negate the 
  stunning effect. 
   
  In the following round, the target must make a 
  Fortitude save or take 1d6 points of damage per caster 
  level (maximum 15d6) and be nauseated by the pain for 
  1d4+2 rounds. 
   
  Material Component: A bone, which is snapped 
  during the casting of the spell. 
  Maddening Whispers 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sorcerer/wizard 8 
  Components: V 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft. /2 levels) 
  Target: One creature/level 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  You can choose to inflict one of the following 
  conditions upon any creatures that fail their saving 
  throws. 
   
  Hysteria: 
  The 
  subject 
  fall 
  into 
  fits 
  of 
  uncontrollable laughing or crying (equal chance for 
  either). This hysteria affects subjects as though they 
  were nauseated; they are unable to attack, cast spells, 
  concentrate on spells, or do anything else requiring 
  attention. The only action a subject can take is a single 
  move action per turn. 
   
  Panic: The subjects become panicked. If cornered, 
  a panicked creature cowers. 
   
  Violent Hallucinations: The subjects perceive any 
  nearby creatures as dangerous enemies, attacking the 
  nearest ones and fighting until the subjects are slain or 
  until no more creatures are in sight. 
   
  Stupor: The subjects curl up on the floor and 
  remain oblivious to events around them. Characters in 
  a stupor are effectively stunned and prone. 
  Prismatic Ray 
  Evocation 
  Level: Sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. /level) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: See text 
  Spell Resistance: Yes 
   
  You must succeed on a ranged touch attack with 
  the ray to strike a target. On a successful attack, a 
  creature with 6 Hit Dice or fewer is blinded for 2d4 
  rounds by the prismatic ray in addition to suffering a 
  randomly determined effect: 
  1d8 
  Color of 
  Beam 
  Effects 
  1 
  Red 
  20 points fire damage (Reflex 
  half) 
  2 
  Orange 
  40 points acid damage (Reflex 
  half) 
  3 
  Yellow 
  80 points  electricity damage 
  (Reflex half) 
  4 
  Green 
  Poison (Kills; Fortitude partial, 
  takes 1d6 Con damage instead) 
  5 
  Blue 
  Turned 
  to 
  stone 
  (Fortitude 
  negates) 
  6 
  Indigo 
  Insane, as insanity spell (Will 
  negates) 
  7 
  Violet 
  Sent to another plane (Will 
  negates) 
  8 
  -- 
  Two effects; roll twice more, 
  ignoring any “8” results 
   
  Radiant Assault 
  Evocation [Light] 
  Level: Cleric 7, sorcerer/wizard 7 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Long (400 ft. + 40 ft. /level) 
  Area: 20-ft.-radius burst 
  Duration: Instantaneous 
  Saving Throw: Will partial 
  Spell Resistance: Yes 
  The spell releases energy in the form of a multitude of 
  rainbow-colored beams that erupt in every direction 
  within the area designated by you. This kaleidoscopic 
  burst of energy deals 1d6 points of damage per caster 
  level (maximum 15d6), and all creatures within the 
  burst  are dazed for 1d6 rounds. Those that succeed on 
  a Will save take only half normal damage and are 
  dazzled for 1d6 rounds instead.  
   
  Sightless creatures are unaffected by this spell 
   
  Focus: An eye from any outsider that has 4 or 
  more Hit Dice. 
  
  Dyv6-05 Black as Night 
   
  Page 33 
  Ray of Entropy 
  Necromancy 
  Level: Sorcerer/wizard 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5ft. /2 levels) 
  Effect: Ray 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  When you cast this spell, you unleash a ray of 
  negative energy that consumes the life energy of the 
  subject. You must succeed on a ranged tough attack 
  with the ray to strike a target. If your attack is 
  successful against a living creature, the ray makes the 
  subject weaker, slower, and less healthy. The subject 
  takes a -4 to Strength, Constitution, and Dexterity for 
  the duration of the spell. 
  Reciprocal Gyre 
  Abjuration  
  Level: Sorcerer/wizard 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. /level) 
  Target: One creature or object 
  Duration: Instantaneous 
  Saving Throw: Will half, then Fortitude negates; see 
  text 
  Spell Resistance: No 
   
  The subject takes 1d12 points of damage per 
  functioning spell or spell-like ability currently 
  affecting it (maximum 25d12). In addition, any 
  creature so affected that fails its Will save must then 
  succeed on a Fortitude save or be dazed for 1d6 rounds. 
   
  Only spells specifically targeted on the creature in 
  question can be used to create the backlash of a 
  reciprocal gyre, so spells that affect an area can’t be 
  used to deal reciprocal damage to creatures within the 
  area. Likewise, persistent or continuous effects from 
  magic items can’t be used to deal reciprocal damage, 
  but targeted spell effects can be. 
   
  Material Component: A tiny closed loop of copper 
  wire. 
  Wrathful Castigation 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Sorcerer/wizard 8 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5ft. /2 levels) 
  Target: One living creature 
  Duration: 1 round/level (D) 
  Saving Throw: See text 
  Spell Resistance: Yes 
  This spell causes wracking pain and violent 
  convulsions, ending in death. The target creature must 
  make a Will save or writhe in pain, helpless, before it 
  dies 1 round later at the start of your turn. A creature 
  that makes the Will save must also succeed on a second 
  Will save or be dazed and take a -4 penalty on saving 
  throws for the duration of the spell. 
   
  Focus: A whip. 
    
  
  Dyv6-05 Black as Night 
   
  Page 34 
  DM’S AID #1: DYVERSIAN LAW 
  Below is a list of laws and punishments a DM is most likely to deal with during a Dyversian adventure. All GP 
  fines are assessed as a “tax” and must be paid directly to the arresting constable at the time of apprehension. 
  These laws are applied differently for Alliance members. The standard Dyversian law is listed first with the 
  Alliance version following in italics. This change applies to all Alliance guilds unless specifically noted in the 
  law’s text. 
  Assault: The fine is 5 gp. Also, if weapons were used, 
  the weapons are confiscated. The fine is 4 gp for 
  Initiates, 2 gp for Journeymen, and 1 gp for Masters. 
  Weapons are not confiscated if used. 
  Breaking and Entering: The fine is 250 gp and 2 TUs 
  in jail. If the member is part of the Enforcers Guild, 
  Footpads Guild, or Infiltrators Guild, the fine is 100 gp 
  and 1 TU in jail for Initiates, 50 gp for Journeymen, 
  and 25 gp for Masters. There is no jail time for the top 
  two tiers. 
  Casting Without a Guild License: The fine is 100 gp. 
  If the spell caused damage, this fine is added to that of 
  other laws broken. The fine is 50 gp for Initiates, 25 gp 
  for Journeymen, and 10 gp for Masters. 
  Destruction of a Gelatinous Cube: The fine is 100 gp 
  and 2 TUs public service finding a new cube. The fine 
  is 1000 gp for Initiates, 2000 gp for Journeymen, and 
  4000 gp for Masters, but there is no public service 
  required. Alliance members should understand the 
  importance of the cubes and the service they provide 
  by constantly cleaning the sewers. 
  Destruction of Private Property: The fine is 150% of 
  the cost of the property. Optionally, the PC may spend 
  1 TU in jail per 50 gp of the fine. If the member is part 
  of the Cutpurses Guild, Enforcers Guild, Footpads 
  Guild, or Smugglers Guild, the fine is 100% of the cost 
  of the property for Initiates, 50% of the cost of the 
  property for Journeymen, and 25% of the cost of the 
  property for Masters. Optionally, the PC may spend 1 
  TU in jail per 100 gp of the fine. 
  Destruction of Public Property: The fine is 200% of 
  the cost of the property. Optionally, the PC may spend 
  1 TU in jail per 50 gp of the fine. The fine is 150% of 
  the cost of the property for Initiates, 75% of the cost of 
  the property for Journeymen, and 35% of the cost of 
  the property for Masters. Optionally, the PC may 
  spend 1 TU in jail per 100 gp of the fine. 
  Drawing Weapons: The fine is 2 gp, plus 1 TU doing 
  civic duties, which can be completed at the end of the 
  adventure. If you can prove that it was self-defense, the 
  fine is 1 gp. The fine is 4 gp but no time in jail for 
  Initiates, 2 gp for Journeymen, and 1 gp for Masters. 
   
  Endangering Innocents: The fine is 4 gp per innocent 
  endangered. The fine is 4 gp (total, not per innocent 
  endangered) for Initiates, 2 gp for Journeymen, and 1 
  gp for Masters. Weapons are not confiscated if used. 
  Manslaughter (Accidental Death): Adjudicated by the 
  Triad acting as an in-character “court.” Outcomes could 
  lead to as many as 208 TUs in prison. Adjudicated by 
  the Triad acting as an in-character “court.” Outcomes 
  could lead to as many as 104 TUs in prison for Initiates, 
  52 TUs in prison for Journeymen, and 26 TUs in prison 
  for Masters. 
  Murder (Intentional Death): This is an evil act. The 
  character should be turned over to the Triad for 
  removal from the campaign. This is an evil act, even for 
  Alliance members. The character should be turned 
  over to the Triad for removal from the campaign. The 
  only difference is that the character won’t be executed. 
  It may show up later in a module as an evil member of 
  the Alliance. 
  Performing in a Tavern Without a Guild License: 
  The fine is 100 gp. If the member is part of the Bardic 
  Hegemony, he is lawfully permitted to perform in 
  Dyversian taverns. 
  Poaching: The fine is 100 gp and 1 TU in jail. If the 
  member is part of the Fences Guild or Smugglers 
  Guild, the fine is 100 gp (but no TUs in jail) for 
  Initiates, 50 gp for Journeymen, and 25 gp for Masters. 
  Theft-Petty (Up to 100 gp of value): The fine is 200% of 
  the total value, as well as 1 TU doing civic duties. The 
  fine is 10% of the total value stolen for Initiates, 5% of 
  the total value stolen for Journeymen, and 1 gp for 
  Masters. 
  Theft-Grand (Over 100 gp of value): The fine is 200% 
  of the total value, as well as 1 TU in jail per 100 gp of 
  the total value. The fine is 20% of the total value stolen 
  for Initiates, 10% of the total value stolen for 
  Journeymen, and 5% for Masters, but no time in jail. 
  Unlawful Imprisonment: The fine is 300 gp and 2 
  TUs in jail. If the member is part of the Enforcers 
  Guild, Footpads Guild, or Infiltrators Guild, the fine is 
  300 gp for Initiates, 150 gp for Journeymen, and 75 gp 
  for Masters, but no time in jail.
  
  Dyv6-05 Black as Night 
   
  Page 35 
  MAP #1: DEPOSITORY 
   
  
  Dyv6-05 Black as Night 
   
  Page 36 
  PLAYER HANDOUT 1 
   
   
  I know you carry the Fist, but it is 
  not safe. You must find  Ejer 
  Imatar. Seek him out in the town of 
  boxes. Find him quickly, surely if 
  they seek you for the Fist, they will 
  seek him for the Veil. He will be able 
  to help you find the Veil. Without 
  the Veil all forces will come against 
  you.
  
  Dyv6-05 Black as Night 
   
  Page 37 
  CRITICAL EVENTS SUMMARY 
  Please email the Critical Events summary to rchangel_michael@yahoo.com 
   
  • 
  Did any of the PCs start the adventure with the Fist from DYV5-06? 
  YES  
  NO 
  • 
  Did the PCs turn the Fist and the Veil over to Xullithan and the temple of Nerull?  
  YES  
  NO 
  • 
  Did the PCs turn the Fist and the Veil over to the Greyhawkers?  
  YES  
  NO 
  • 
  Did a PC decide to keep the Fist and Veil for herself? 
  YES  
  NO 
  • 
  Did the PCs agree to help out Xullithan, then not turn the Fist and Veil over to him? 
  YES  
  NO 
  • 
  How many of the PCs choose to purchase the unnamed servant?  
  YES  
  NO 
  • 
  Did any of the PCs attack the Zilchans guarding the entrance? 
  YES  
  NO 
  • 
  Were any of the PCs charges, arrested or fined for breaking any of the city laws? 
  YES  
  NO 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/596/Normal Scenarios/DYV6-05 - Black as Night (APL 10-16)/DYV6-05 - Black as Night.pdf